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Frozen Echoes

From NU: Carnival Guides
(Redirected from Fe)
Frozen Echoes
December 07, 2023 - January 04, 2024
Event Allies:
✦ Tranquil Cloud Edmond
✦ Snow Patrol Quincy
✦ Binary Starlight Garu

Singing Loudly 01 "Eternal Ancient Song"

Slime Enemies

  • Water Element Prayer Echo Spirit (45,842 HP)

Deed Stage Tips

  • Put a unit you don't mind skipping use of in slot 3. Healers aren't necessary for the fight either due to the mechanics.
  • You must finish by turn 21 or the fight will be over.
  • Bring a unit that can inflict silence, paralysis, or sleep if you are able to.
    • Paralysis: SSR Kuya
    • Silence: CA Blade
    • Sleep: SR Rei, SSR Aster
  • Alternatively you can bring paralysis-resistant units, or just try to finish by turn 7 with your strongest attackers.
  • On turn 1, the enemy will make your entire party deal 34% of your max HP to all party allies. This includes every skill, including buffs and heals. Guard until the next turn if you cannot endure this.
  • On turn 2, your ally in slot 3 will be granted a skill to heal the party whenever they are attacked while guarding. This includes the damage the other members do, so by guarding this ally, you will be able to recover after every attack.
  • This fight is simple enough: guard with the ally that heals before you do anything else each turn, then attack normally.
  • On turn 6, the pattern begins to change slightly. After guarding with your middle ally, each ally ultimate will reduce the enemy's silence resistance by 50%. You need 4 to ensure the following turn can inflict silence, but 3 may work if you are lucky.
  • On turn 7, the middle ally will be able to inflict silence with his ultimate depending on how well you did above, so use this now! Remember to guard everyone else.
    • Alternatively you can use any other status ailment, but try to make sure the enemy cannot act at the end of the turn.
    • Failure to inflict a status effect here will make the enemy cast paralysis on your units for 3 turns.

Singing Loudly 02 "Crisis on the Snowy Mountains"

Slime Enemies

  • Wood Element Chilly Snow Monster (35,707 HP)
  • Water Element Vicious Little Cutie (34,228 HP)

Deed Stage Tips

  • On turn 2, you need to hit the snow monster with 3 basic attacks to lower his attack or else he will kill you the following turn.
    • At the end of turn 2, the snow monster will use a strong AoE, which won't hurt much if you did the above.
    • This repeats on turns 10 and 18.
  • On turn 5, guard your party to avoid the following attack.
    • At the end of turn 5, the cutie will use a strong AoE attack that will paralyze you if you did not guard.
    • This repeats on turns 13 and 21.
  • On turn 7, guard break the snow monster if you want to paralyze the cutie.
    • At the end of turn 7, if you did not do the above, the entire party will be inflicted with bleed, and a unit may be inflicted with paralysis for 2 turns.
    • This repeats on turns 15 and 23.
  • Kill whenever you can, order doesn't matter. The cutie's status effects hurt more so you may prefer to do away with it first.

Singing Loudly 03 "New Voice for an Ancient Song"

Slime Enemies

  • Water Element Lost Companion Garu (129,366 HP → 32,342 HP)
  • Light Element Elegant Voice Edmond (129,366 HP)
  • Fire Element Moving On Quincy (129,366 HP)
  • Water Element Eternal Wait Spirit (155,239 HP)

Deed Stage Tips

  • Your main goal is to heal Garu, Quincy, and Edmond to 100%, and to eliminate the spirit.
    • Remember to guard the middle unit first on every turn to heal the enemy properly.
    • Focus on attacking the spirit unless you need to hit one of the others.
    • If the spirit is gone, just hit Garu to give more stacks.
  • Basic attacks eliminate 3 stacks of healing reduction on Garu, and ultimates eliminate 5 stacks. You need to remove enough to be able to fully heal Garu.
    • Your units will heal the most at above 75% HP, and less at below 25% HP.
  • Your attacks will attack your own party allies, as well as Garu, Quincy, and Edmond.
    • Similar to the first challenge, your middle unit will be applied with a skill that heals the enemies when you guard with that unit. Unlike the first, this does not apply to your own party, so you will have to apply your own heals.
    • You cannot let anyone in your party or your enemy-allies die, including Quincy and Edmond!
  • On turn 4, Quincy can be hit by anything to help Garu. This includes redirected attacks, so if you have guarded your middle unit, you can keep attacking the spirit.
  • On turn 5, you need to remove the spirit's shield by the end of turn 6.
    • On turn 5, you can hit Edmond with ultimates to do additional damage to the spirit without worry for your party's safety.
    • You can keep eliminating the shield on turn 6, but you must hit the spirit this turn and take party damage.
  • On turn 7, guard to avoid a party wipe at the end of the turn.