Table of Contents
- Combat tips and basic advice
- Scramble Slam Helps
- Week 1
- Week 2
- Week 3
- Another Day/ Post Game
- Noisepedia + Drop Rate guide (No Spoilers)
- Pin Database (No spoilers)
- Comprehensive Pin List and Locations (No spoilers)
- Pin Ensembles and their uses
- Shops (Spoiler Free)
- Threads Ability List (No Spoilers)
- Graffiti / Trophy Guide
Noisepedia + Drop Rate guide (No Spoilers)
This is a full list of the Noise which can be found in the game. Below I have also included and in depth explanation about drop rate and ways to increase it as high as possible to ensure Pin drops. Please be aware I will not be including drop percentages for noise in the below lists as they are dependent on the player's drop rate and threads as such there is much variance in the actual numbers. Another reason is because you can view and check the highest possible percentage using the in game noise pedia.
The drop rate of pins in this game is decided by a number of factors:
- Base Drop Rate
- Thread Drop Rate
- Drop rate increased by lowering level
- Chain Reduction number
- Rare blue noise
- Killer Remix
This is your starting drop rate when your level is not lowered. You start with this at 1. However it CAN be increased up to 20 using the random stat boosts when eating food the characters love. This is however extremely rare and even eating throughout the entire game while aiming to 100% everything you wouldn't get to 20 naturally (it increases in increments of 1 or 2).
I myself only had it go up to 10 before i had 100% the entire game. Therefore if you manage to raise the base drop rate count it as good luck and don't waste time trying to grind it. You can if you REALLY want to but i don't recommend it as it isn't necessary for such a small number.
This number is added to the Base drop rate and depends on the effects of various threads you can get it in the game with Motherlode, Stepmother lode and God Motherlode. They will increase the drop rate by 1, 3 and 5 respectively. There are also threads with the Jackpot and Jinxed Jackpot effects which increase the amount even more. These can only be found on Hats and Accessories.
That being said please remember to trigger these effects you must have a high enough Style stat. The highest requirement is 199 but it can be lower depending.
If you cannot find the threads at the listed location you are likely to early in the game, see the shop section to confirm when in the game you would be able to buy/trade them.
Below i have listed the optimal threads to use:
Equip 6 Hats on your party which increase drop rate, they are listed below:
- Faux Vintage Beanie (216) (From Social network), (Style: 150)
- Legendary Headphones (171) (Traded from Jotm during Another Day or DLC), (Style: 99)
- Galassia (121) (Bought from IL Cavallo Del re), (Style: 150)
- High Class Hat (194) x3 (Can be bought at Tokyu hands 2F), (Style: 125)
The first 2 are one off threads you can only get one of in the entire game, they increase drop rate by 5 each. However the other 2 can be bought and you can get multiple copies, they both increase drop rate by 3. High class hat is the cheaper one so buy 3 of those (or 4 if you want to skip Galassia entirely).
With these equipped the drop rate is increased by (5x2) + (3x4) = 22.
Next Accessories. Each character has an accessory specifically for them which will have the Jackpot effect increasing drop rate by 5, they are listed below.
- Sling Bag (Rindo) - From Monocrow (Style: 170)
- Wool Scarf (Fret) - From Shepherd house 2nd (Style: 170)
- Hippie Shoulder Bag (Nagi) - From garagara (Style: 170)
- Half hearted Summer Gift (Beat) - From Croaky Panic (Style: 170)
- Fiore di Cristallo (Shoka) - From IL cavallo Del re (Style: 200)
- Gilded Bamboo (Neku) - From RyuGu (Style: 180)
- Sentieo (Minamimoto) - From IL cavallo Del re (Style: 199)
You only need 4 of these not all of them. Equip them to the respective members. Then you need 2 other accessories, these are special as they have Jinxed Jackpot effects, basically increasing drop rate in exchange for a negative effect.
- Black Rose - From Social Network (Drop rate +20), (Style: 99), reduces speed fullness decreased
- Baby Rose - From Cony x Cony (1 time trade) (Drop Rate +15), (Style: 199), You will gain 0 PP and Exp.
With all 6 of these accessories the drop rate will increase by (5x4) + (20+15) = 55.
In total the maximum Threads Drop rate can be 77. Much of these threads will only be obtained later in the game, which if we're being honest is when you will need them as Hard drop rates are pretty manageable unlike Ultimate which is only unlocked in post game.
Early in the game you will be introduced to this mechanic. Essentially you reduce the levels gained in order to increase drop rate.
Unlike other games this doesn't mean your stats decrease. Only your HP is affected by level. This means if you increase your HP with food and Threads you can easily have your level constantly at 1 and still have no real trouble even against bosses (I have done so throughout my run of the game).
Now reducing your level will increase the drop rate by 1 each time. The maximum level the player can have is 100. Meaning the maximum level you can have through this is 100 (ignoring base drop rate).
However there is a social network ability you can unlock in Week 3, Day 4 (from MKN) which increase this value.
Normally lowering your level by 1 will increase drop rate by 1, however with this ability lowering your level by 1 will increase drop rate by 1.2 instead. This isn't a big amount but when you lower your level from 100 to 1, it will allow the max drop rate to reach 118.8 instead of 100.
Now that i have explained the above I will explain Prepared drop rate.
Prepared Drop rate is the value of Drop rate from all of your threads, level lowering and base drop rate.
Prepared Drop rate= ((Base Drop rate + Drop rate gained from lowering level) + Threads Drop rate increase)
So lets assume that all of the values are as high as possible: ((20 + 118.8) +77)= 215.8.
This 215.8 is the highest you can go in terms of drop rate. However you can only reach this far while assuming you bothered with the 20 from the base drop rate which isn't necessary overall.
Now that was have cleared up how high this can reach lets go over the drop rate beyond what you can prepare.
Returning from the previous game Chain reductions is chaining multiple noise symbol encounters together. Doing so makes them more difficult as you go higher up the chain.
However the biggest appeal for these is that they increase the drop rate by the number of chains like so:
Prepared Drop rate x Number of chain= Drop rate for Battles in chain.
Let's say i have a Prepared Drop rate of 100 and do a chain of 5 (the max initially). Then for the 5 battles in the chain the drop rate will be 500. This is far above what is possible with just prepared drop rate, so remember to abuse these when dealing with normal enemies.
Initially you will only be able to chain 5 symbols but as you expand the Social network and unlock abilities this will reach up to 20. Though this is a bit overkill.
There are rare light blue noise which will occasionally appear and run from you. If you catch them (they are made more frequent and easier to catch using social network). They increase the drop rate by x3.
Dives also count as chains.
Now if you are wondering, yes unfortunately Bosses cannot be chained as they are story locked. However there are Blue boss noise which you can cause to appear in Post game when you replay Days. These are needed to obtain the Secret Reports and can be chained like normal enemies.
You can also have some bosses chained via the time trial in Another Day.
However the biggest exception to chaining are the non boss Plague noise who are story only enemies but aren't counted as bosses you will need to rely on Prepared drop rate and Killer Remix for them.
This is the final variable for Drop rates. Killer remix is a finishing move you can perform in battle starting on Week 2, Day 7, when groove is 300%.
The attack is basically carpet bombing the field with lasers from above. Enemies killed with this will have the drop rate increased by 0.5 x number of characters.
When you have a maximum party of 6 characters this means the drop rate will be multiplied by 3. (A character is not included when they are removed from the party for story reasons or have been captured by an enemy and made immobile such as with ravens).
The total formula would be like so (assuming killer remix is able to max out the multiplier at 3):
((Prepared Drop rate) x Number of chains) x 3
This is basically best used on bosses when not in chain or when unable to chain such as with certain plague noise.
For every enemy on the Noisepedia the percentage values will increase a certain amount for 1 drop rate change, the easier the difficulty the higher the increase. The limit for all of them is 100% though for some even with all the above increases to drop rate they may not go above 50% or less, this is mainly on Ultimate though.
Unlike other guides and sites I will be dividing up the noisepedia based on the type of enemy (though the number order will still be correct).
As stated above while i will include the listing for each enemy's drops i won't be including drop values due to their inconsistencies. I will also be including brief overviews of each enemy types attacks and abilities for your convenience. Everything else will be mostly the same as what you would have in your in game.
All Noise have a fixed HP, and give the same PP and Exp regardless of Difficulty.
In the below sections I will include which days a noise is available as well but only a generalization as specifics are pointless for most of them as they are found throughout an entire week.
One final note, is that among the noise of the same type the stronger versions will appear at the end of or during the following week.
These are low health and very simple enemies at the start of the game. In week 1 the Dixiefrogs don't really do much of anything and are the easiest to defeat noise in the game.
In Week 2 Bigbanfrog will start being able to use bubble attacks which while damaging are easy to avoid.
In Week 3 Funkfrogs and Tradishfrogs will add jumping stop attacks and waterspout attacks to their arsenal respectively alongside the other existing movesets from their weaker variants. Overall however they are all still quite easy to kill as far as noise go.
|3||10||50 yen||316||100 yen||317||500 yen||318||1 yen||313||Week 1|
|12||20||100 yen||317||500 yen||318||1000 yen||319||Frog||291||Week 2|
|277||10000 yen||321||Week 3|
These noise are more of a nuisance than a threat. In week 1 they mostly just try to swoop down for an attack and just distract you from other enemies.
However starting in week 2 they become a big ol pain in the butt with a new ability. They can now grab your party members and immobilize them for an amount of time until they drop them or they are attacked enough. They will do tiny damage during this time.
This can be very frustrating when you are in the middle of dealing with bigger threats and you are suddenly unable to use a certain pin etc.
Starting in week 3 they also gain a feather projectile attack which can do a bit of damage if you get hit several times. In shot these noise are more in line with getting in your way than they are about killing you. Deal with them early or avoid them when they are involved in battle.
|067||500 yen||318||5000 yen||320||Week|
|130||Ring a ling||269||Flyin|
|7||Nefastraven||2500||Fire||36||60||Flyin High||270||Be my Last||203||Raven||292||Reigetsu||178||Week|
These guys are the heavy hitters among the noise you will encounter. Regardless of week or difficulty they can always do more damage than other noise.
During week 1 they will mainly only use small scratches or punches which while hurt aren't very deadly. However starting on week 2 the new yellow version will have powerful winding lunge attack (indicated by its roar). If hit by this you will take a lot of damage. So starting week 2 try and kill this guy quick or play keep away until you can.
Week 3 will bring about the strongest and most dangerous, not only will it have a ton more health than before but a few bad hits from these guys could really kill you if you get careless depending on how high the difficulty is. They can now create a shockwave when they raise their arms and bring them down on to the ground so stay away when they do.
Cony x Cony
|33||100||Rock n' rock||051||Kitsunegaseki||175||Kurorushi||170||Grizzly||293||Week|
These noise are the only ones capable of multiplying in the middle of battle.
During week 1 they simply multiply and that's about it. When they multiply killing a copy yields no experience, PP or Pins however killing the original will instantly erase all of the copies. The fake jellyfish all have clear insides where as the real one has a pattern inside.
Starting week 2, the new red versions can still multiply but when there are 2 of them on the field they can create an electric wire trap between them which can cause shock. Not a major threat but mildly annoying.
Week 3 will introduce 2 new versions. The gold version will now have poisonous tentacles including the other abilities and spins around to spread the poison and do a lot of damage, these guys are a major pain when multiplying.
The other is a blue and pink jellyfish with all prior abilities, but unlike the others when it makes a new copy, that copy is 100% the same as the real one. The copies from this noise will give Exp and PP and drop pins, and killing the original will no longer erase the copies. Of course these copies, unlike the previous versions, can also keep making more copies. Be very careful not to have the field flooded with these guys.
|3||40||50 yen||316||Midaregami||163||Rare Metal||324||Adamantite||326||Week|
Similar to the Raven noise these Noise are very good at immobilizing your teammates and being a general annoyance. Unlike the ravens they can back it up with actual decent attack power.
During week 1 they mostly rely on their speed to attack with their fangs and when they find an opening they will pounce on your teammates and pin them down while chowing down. Until they are attacked enough. While they are doing this the other wolves will join in. Ironically this is a good way to gather them all in one place.
They will do damage over time as they do this but it will increase depending on the type and number.
Starting from week 2, the new versions can create trails of fire which can cause burn as they run. This is done to limit where you can move in battle at which point they can pounce on you.
In week 3 though they are rare the new black wolves can perform highspeed tackle attacks and basically keep you from acting at all. You can't even attack them until they return to normal speed.
In summation when dealing with wolves like ravens you want them gone from the battle quickly.
|4||20||500 yen||318||Just up ahead||187||Gust of|
|21||40||500 yen||318||Star Quarterback||236||Bolt Boar||241||Scarletite||323||Week 2|
These noise swim around under the ground and only come up to attack briefly.
You can deal with them in 2 ways. Either attack the fin with certain pins and force it above ground or wait for it attack and then use the pins to keep it above ground. Either way once you have done so they will literally be a fish out of water and be unable to move.
The Week 2 versions are the same but when they come above ground they perform a deadly bite attack that is a chore to deal with.
The final week 3 version does the same but now also has a jump attack where it will jump out of the "Water" and into the air and make a huge splash as it hits the ground.
Regardless of the version force them on to the ground and they aren't much of a threat.
|11||60||Sugar Beam||212||Stylish Beam||214||Creepy|
|077||A tasty Ovine|
|20||Smooth Shark||8000||Ice||183||135||The gentle|
You will first encounter the Week 2 version of this noise during the Day 1, Week 1 boss fight, albi a much weaker version.
These noise are characterized by their use of their claws and tail in attacks and ability to cause poison with its tail when causing damage. The Week 2 variant (and its equivalent boss), can also create poison gas around it using its tail.
The final Week 3 version is the most dangerous as it will do all the above, hit really hard, poison you badly with gas AND it can grab and immobilize your allies just like Wolves and Ravens.
|22||Drum n' Stinger||4200||Fire,|
|195||5000 yen||320||Try it Again||200||Week 2|
|23||Drill n' Stinger||8000||Ice||222||300||5000 yen||320||Quench|
|199||Shot in the|
You will first encounter these noise as bosses within a dive chain during Day 4 Week 1. However you won't encounter them as normal noise until Week 2.
You will encounter the very first variant in early Week 2 (Between Day 1 and Day 3).
The main quality of these noise is that when you kill them explode, so keep far away. These early version have a very small range to their explosions so their not that dangerous.
Around Day 3 till the end of the week you will encounter the 2nd version of these noise. Now they have the ability to shoot out stingers in various directions.
The 3rd version which is the same as the boss faced in Day 4 Week 1, is the same as the above versions but now includes poison with its stingers and extend the spikes on their body to cause damage to those it comes in contact with. These are first encountered as normal enemies at the end of Week 2 and most of Week 3.
The final version appears from Day 5 week 3 onwards and is by far the most deadly.
It has all of the abilities as the previous versions but when it gets ready to explode its size is immense and the range of the explosion and its damage FAR superior to previous versions.
|145||5000 yen||320||10000 yen||321||Week 2|
|28||Hardcore Puffer||8800||Time||244||160||My precious|
|008||Be of two|
Like the Puffer noise these are first mainly encountered starting in Week 2.
The main characteristic of these noise is there armored bodies which nullifies any and all damage from their front bodies. You can only do damage to their backs or below them, their armor is also ineffective while they are airborne.
The initial version which occur throughout most of week 2 mainly attack by charging in front of it. They are easy to avoid and attack behind them.
However starting from Day 7 Week 2 and until Day 4 on Week 3, the second version will appear. These will occasional stomp in place so as to do damage to any allies standing near it, front or back. This means you can't just rush it's back but be prepared for it to counter you when you attack it.
The final version appears late into week 3 starting on Day 5. These have the above abilities but now have a larger horn and an attack which lets them attack close range with the horn and send your allies flying into the air and take huge damage. To make this worse its stampede attack can more easily track you.
As an aside, although it is a large sized enemy you can still use psychokinesis pins on this enemy type.
|231||Adamantite||326||Crater's Kiss||037||Week 2|
|031||Orichalcum||327||Lost in Space||232||Week 2|
|032||Rhino||299||Rhino||299||Dark Matter||329||Week 3|
These Penguin like noise like the above two groups only start appearing in Week 2.
You will encounter the first version during Day 3 of Week 2. Popquins main strength come out when they are in groups. Their only method of attack is sliding tackles, which they mainly all do at the same time in a group, making them difficult to avoid the more of them there are.
Starting Day 7 Week 2 onwards the 2nd version will appear. They are not very different from the first except that they are Much more organized in the timing of their attacks (and of course damage etc). They will all attack at around the same time or in a pattern to trip you up. Very dangerous when in large groups and when near the end of a chain where they would do more damage.
The last version is unique among noise. Rather than replacing the previous version, only one of the new type will appear with a group of the 2nd version. These start appearing on Day 5 of Week 3 with groups of 2nd version.
This version while possessing the abilities of the previous versions is a King and leader, as such it will buff up the stats of all fellow Popquins. You will want to defeat it first otherwise the others will take a long time to deal with and can be made more of a pain while the king is active.
As the name implies these noise specialize in hiding in plain site quite literally.
You first encounter these lizards as a story boss on Day 1 Week 2. These lizards will hide in plain site and when they have you in sight they will target you with either a laser attack or with it's tongue, you will know they are doing so a literal target will appear over the character you control.
During this time the lizard is completely vulnerable to attack and can be targeted when otherwise it cannot. However when you force it into visibility and attack it, after some time it will perform a an electric shock blast to blow you and your allies away, allow it to hide again, be sure to back away before it does this to avoid having to look for it again.
You will start encountering the first version in Week 2 starting from day 4. The remaining 2 versions will occur during week 3.
The 2nd version first appears at Day 1 of Week 3. This one has a much longer range with its lasers and is a major threat if left alone it can cause a lot of damage while you're busy dealing with other noise.
The final version which appears starting on day 5 of week 3, has a new ability to heal it's allies along with the other abilities. You can tell it will heal an ally because the target will appear green and be on an enemy noise instead of your allies.
Wait for these enemies to target you, avoid it and then attack them when you can lock on to them. Get rid of them quickly otherwise they will chip away at you and it may be too late to deal with them later.
|167||120||1000 yen||319||Look out|
These are very meaty and hard to deal with giant noise which you encounter a new one of near the end of each week.
Their main quality aside from their immense size, HP and defense is their ability to blast lasers into the air which they rain down on your. If that wasn't enough they can also stomp the ground hard causing massive shockwaves. If this happens you need to get away from the blast zone, which if the field is small, you have no choice but to take the hit or ensure your controlled character is air bound.
All elephant noise versions are mostly the same but vary in their aggression and total health. Your best bet with these guys is hit and run tactics, immobilizing them on occasion is also useful as it means you can attack them safely.
You will also fight a boss version of the 2nd variant in week 2.
|19||100||Rare metal||324||Caught in|
These noise are the most dangerous and depending on the version are more threatening that several Week 1 and 2 bosses.
These giants like elephant types appear with a new stronger version at the end of each week and have a boss variant during Week 2.
The first version of these noise will attack you by either getting close and using it's tail to whip at your or it will try and eat one of your teammates. Eaten teammates cannot be used until you force the noise to spit them out.
The 2nd version encountered in Week 2, is about the same but more dangerous. It does more damage of course but now when it swallows your teammate it will buff itself becoming much harder to kill and doing much more damage with it's attacks. It also gains a limited range roar attack.
The final version and the most deadly and risky one to fight will appear near the end of Week 3.
This purple variant will do all of the above but it will be able to roar regardless of eating your allies. Furthermore when it walks it creates craters which let out smoke and explode after a few seconds, so stay away from places where it has walked.
When this final purple variant eats your ally it will buff itself and will become white in color. Once it does attack damage will be increased immensely. The range of it's roar will cover the ENTIRE field, the attack power of this roar is so high that it can instantly deplete all of your health if it's too low (depending on difficulty and your own HP).
At all costs do not let an ally be eaten by this version, one countermeasure you can take is to prepare a protective field psych and deploy just before the roar to prevent damage until your ally is spat out or until you can kill the beast.
|45||Phasaurus Rex||20000||Ice, Water||93||240||Adamantite||326||All|
|40000||Time||268||480||10000 yen||321||In my|
|428||240||5000 yen||320||Fuel to|
These noise are special rare enemies unlike the ones above.
These noise are encountered during the story and their symbols are placed in specific locations during each Day. Finding and defeating them all across all 3 weeks (and Another Day) is one of the requirements to completing the Pin collection and one of the graffiti/trophies.
Unlike normal noise these pig noise do not have fixed Exp, PP or pin drops nor are they affected by difficulty. The amount of Exp and PP as well as what pin they drop depends entirely on when and where they were found.
Meaning each individual pig noise symbol has different drops and Exp/PP amounts.
When you encounter a pig you will need to defeat it within the time limit. If you fail the pig will escape and you will need to try again. Once a pig noise in a location is defeated it cannot be fought again ever.
Though you will encounter similar pig types throughout they will grow more and more difficult to kill, such as having more health or being more in number etc.
The below list unlike the above will list the various pig types you may encounter and is more or less descriptions about each one as all other information isn't available in the Noisepedia. For their exact locations however you will need to check the walkthroughs (Look for areas which have PIG ALERT written).
Also there are a few pigs which are encountered as story enemies.
|No.||Name||About This Pig|
|48||Pig Samba||These are pretty simple. These pigs are don't have any special traits, abilities or anything.|
You can easily kill them before time runs out.
However as you progress through the game, when this pig appears in later days
and weeks it will have higher health and may take longer to kill.
|49||Piggo Dooble||Encountered as Story enemies during Week 1, Day 5. Nothing important, their weak and easy to kill.|
|50||Pigo Doble||Encountered alongside the boss during Week 1, Day 5. Again not much to say, they have a decent amount|
of health so it may take a bit to kill but nothing else important to speak of.
|51||Pig Mazurka||This pig king is encountered as one of the final pigs you will find in the game (during Another Day).|
Unlike all previous pigs there is only one of this guy.
He has a HUGE amount of health and is VERY difficult to kill within the time limit. If you want to succeed
bring as many heavy hitting psychs as possible. One useful tactic is to bring psychs which immobilize the pig
so even if time runs out you can still kill it before it can escape.
|52||Pig Carol||You will encounter many of these throughout the game. These pigs can only be damaged/killed by a very specific|
affinity. What affinity that is will change depending on when and where the pig is found.
It's weakness will always be indicated by the speech bubble above it during battle.
These two pigs will always be encountered together. In order to defeat them you must defeat them both at the
|55||Pig Waltz||Pig waltz are comprised of Red and Blue pigs. When they are killed they revive instantly as the OTHER color. |
A red pig will become blue and vice versa. In order to defeat them, you need to have all of their colors match
within the time limit, at which point they will instantly die.
Later into the weeks one or more Pig Jives will be mixed among the Pig Waltz. The Pig Jive cannot be killed
however a set amount of time into the battle it will explode and revive. However the explosion isn't meant for you
but to upset the color balance of the Pig waltz. Basically it will mess up their colors if it explodes near them.
As you fight them further into the weeks the number of jives mixed in increases. If you manage to
make all the colors match despite of them either way you still win.
|57||Pig Cha Cha|
This Pig type seems like a normal Pig Samba. But when it is killed it will divide into 2 or more smaller pigs.
Plague noise are enemies which only appear in story battles in week 3.
Plague noise are physically the same in appearance to several normal noise except glass like. Ability wise their identical to the week 3 versions of these enemies.
When you perform beat drop combos on Plague noise, the amount of groove earned is greater than normal. However on the other hand when you take damage from Plague noise your groove will decrease proportional to damage taken. Even negative status ailment damage will lower groove such as with poison or burning.
Unfortunately Plague noise also have the distinction of having the lowest drop rate for all difficulties. In fact the drop rates are so low than even with maximum drop rate as mentioned above the Ultimate percentages only barely go above 50%.
And even then enemies like Plague wolves have a drop rate on Ultimate of below 10%.
As these are story battles you cannot chain them, and the only way to increase drop rate further is killing them with Killer remix. Though it is possible fight them in dives not all of them appear there.
A few bosses appear as Blue boss noise in post game but not all of them.
For grinding help with Plague noise see the section in Another day walkthrough. The below sections include days good for grinding these enemies not really everyday they may occur, though in some cases such as with jellyfish and scorpions where they only appear for a single day those are the same.
|59||Plague Frog||6500||Ice||83||100||1000 yen||319||Bloom 4 U||264||Catch a|
|62||Plague Stinger||8500||Ice||202||180||5000 yen||320||Bad to the|
|64||Plague Jelly||5000||Fire||111||150||5000 yen||320||Born of|
These enemies as part of the story during Week 1 and 2. These are other players of the Reaper's game from the 3 other teams. To be perfectly honest they aren't all that threatening and are pretty easily to defeat regardless of difficulty.
The Deep rivers society members are one tricky ponies who rely mostly on long range psychs and are easy to beat up.
The Variabeauties are close range fighters who have nothing else going for them.
While the Purehearts are all rounders that doesn't change how weak they are overall.
Each team has 2 types of players, Normal and Psyched. These versions appear during different story events and scramble slams.
The normal DRS are fought only during Day 3 Week 1 story events, where as the Psyched versions are fought throughout the rest of Week 1.
The Normal Variabeauties and Purehearts are fought during Week 1 and their Psyched versions are fought in Week 2.
Unlike Plague noise and with exception to the normal version of DRS, all players can be chained during scramble slam to ensure a high drop rate on any difficulty. This includes bosses who appear as blue boss noise in post game or during the time trial in another Day.
Please be aware the below list includes two story bosses who have been spoiler tagged view at your own discretion if you reveal them.
|800||N/A||8||35||500 yen||318||1000 yen||319||Tsurumaru||177||5000 yen||320|
|2300||14||45||1000 yen||319||Tsurumaru||177||Tektite||325||10000 yen||321|
|4800||Poison||86||500||5000 yen||320||Out of your|
|113||Out of your|
|113||Be in the Bomb-et||110|
|033||Bootleg Tune||059||5000 yen||320||10000 yen||321|
|23000||Time||557||600||5000 yen||320||Discordance||061||10000 yen||321||100000 yen||322|
|219||1000 yen||319||5000 yen||320||10000 yen||321|
Be warned the remaining enemies on the list are all story bosses and as such are heavy spoilers. Read at your own. Risk.
There isn't anything to say about these bosses as they have all been adequately explained in the walkthrough.
However I should note that as far as their drops are concerned you would need to replay entire days in order to get drops on different difficulties. But in post game while hunting for the secret reports you will be able to fight them as chainable blue noise.
Meaning even the really low drop rates would be more manageable.
|190||One Day Closer||190||Scarletite||323|
|20000||Light||195||650||5000 yen||320||St. Aestas'|
|248||St. Ver's Uppercut||248||Black Cat|
|40000||Water||1331||937||GoKa Blaze||102||Shishio||166||Primal Roar||047||Leo Armo||310|
|43000||Burst||1611||1000||Oh Em Gee|
|191||Time is Relative||191||Cervus||306|
|85||Shiba||25000||Wind||1772||1100||10000 yen||321||Stay Gold||141||Stay Gold||141||Shiba||311|
|329||Black Cat Blades||258||Time in a|
These are basically the boss refights in Another day.
The last boss on the list is the secret super boss, also found in Another Day. This is also the end of the list.
|65000||Burst||1772||1500||10000 yen||321||Cut Me|
|90||Iris Cantus Alpha||50000||Fire||1772||1500||10000 yen||321||FuJin|
|91||Shiba Alpha||30000||Wind||1772||1500||10000 yen||321||Stay|
|92||Felidae Cantus||60000||Water||1772||1999||10000 yen||321||Black Cat|
Base drop rate 0.03%, 3334 multiplier needed.What is the highest drop rate in Neo Twewy? ›
With a maximum level of 100 and both Plentiful Pins abilities unlocked, you can achieve a drop rate of x119. 8 without any other modifiers by reducing your level to one.How long to beat Neo? ›
When focusing on the main objectives, NEO: The World Ends with You is about 40½ Hours in length. If you're a gamer that strives to see all aspects of the game, you are likely to spend around 105 Hours to obtain 100% completion.Is Neo The World Ends With You a sequel? ›
Neo: The World Ends with You is an action role-playing game co-developed by Square Enix and h.a.n.d. and published by Square Enix. This game is a sequel to the 2007 video game The World Ends with You. It was released for the Nintendo Switch and PlayStation 4 in July 2021, and for Windows in September.