Player Skill Quests: Dexterity Guide
by fluff#2368
Contents:
Other Resources:
#board_solve_help channel in Comm. discord
Pad board simulators – ( 1 ), ( 2 )
Warning this guide contains spoilers to all board solves
Feel free to contact me through dm if you have additional board links/solves
Levels 1-2
JP search terms: 操作検定Lv1, Lv2
- If you’re having trouble here good luck with the rest
Level 3
JP search terms: 操作検定Lv3
- 5 match lights to mass attack, twice
Level 4
JP search terms: 操作検定Lv4
- Make 8c twice – you are given a 10c board
Level 5
JP search terms: 操作検定Lv5
- Match all the fire orbs, then water, etc. (read what he says)
- You do not need to clear the board or make combos
- Tip: Clear the board of blinds so you know where the next orb color is
Level 6
JP search terms: 操作検定Lv6
- Match a total of 40 combos over 4 turns
- Warning: Aamir only checks up to 14c per turn (thanks Allie)
- Turn 1: combo as much as you can, no skyfall for two turns
- Turn 2: Easy 10c or more work 10c (try to avoid blobbing the middle orbs)
- Skyfall is enabled for the last two turns
- Turn 3: Easy 10c or Longer 12c
- Turn 4: Guaranteed (at least) 11 combos with this setup
If being carried, make sure the carried player makes the last board setup
Level 7
JP search terms: 操作検定Lv7
Intended solution (slightly longer but easier to remember):
You can cut off moves that don’t touch non-light orbs to shorten the path
- F1 – https://pad.dawnglare.com/?s=ogkfpE1 (can be shortened to 22m)
- F2 – https://pad.dawnglare.com/?s=yoghX91(can be shortened to 19m)
- F3 – https://pad.dawnglare.com/?s=gK6MY31 (take off first 3 moves)
- Pick up an orb RIGHT AFTER THE SPINNER CHANGES and then pretend the spinner doesn’t exist
River#4828’s solutions (shorter but harder to remember):
- Fl1 – https://pad.dawnglare.com/?s=ICu7rE1 (23 moves)
- Fl2 – https://pad.dawnglare.com/?s=qYl4fl1 (25 moves)
- Fl3 – https://pad.dawnglare.com/?s=pD5ZGX1 (24 moves)
- Pick up an orb RIGHT AFTER THE SPINNER CHANGES and then pretend the spinner doesn’t exist
- I had no problem finishing all of them in the move time allotted
Level 8
JP search terms: 操作検定Lv8
- You have to clear all the jammers every turn
- Recommended to use board sim to practice
- Last turn (spinner):
- Strat 1: Match inside board, then loop around the entire board multiple times to put jammers in spinners
- Strat 2: brute force match the jammers & use spinners
- Strat 3: near swipe (lol)
Recommended carry setup (A = person being carried, B = carrier)
- A still needs some skill
- 1: A host
- alternate
- 5: A pass to B
Level 9
JP search terms: 操作検定Lv9
- Clear the whole board (besides jammers) 4 times
- This level really ramps up in difficulty compared to the others
- Turn 1: Just match all the colors (8c board or make rows/blob)
- Turn 2: 1 column and 5 rows stacking up OR 5 columns
- Turn 3: HIGHLY recommended to use a board simulator, same strat as above
- Turn 4: Full combo, make sure to differentiate between mortal poisons/normal poisons
Recommended carry setup (A = person being carried, B = carrier)
- A still needs some skill
- T1: B host
- T2: A
- T3: B
- T4: A pass to B
Alternatively, if A can do the first 8c board
- T1: A host
- T2: B
- T3: A pass to B
- T4: Dc, ask for a solve in #board_solve_help / dawnglare a solve
Level 10
JP search terms: 操作検定Lv10
- Congrats if you got here
- USE A BOARD SIMULATOR
- Turn 3 board solves
- Blue#9961’s example solves (1 – 36m), (2 – 39m) – second is easy to remember & probably the best solve
- Tokoyami’s solve – slow video tutorial
- Yuukoru’s solve – long but systematic, Dawnglare form (57m)
- Turn 4: You can indefinitely stall by matching the bombs and avoiding lights (you can skyfall lights so be careful). He will continue to put up the final board, until you get a good board — you should stall at least one turn here to get rid of the no skyfall
Recommended carry setup (A = person being carried, B = carrier)
- Less skill dependent on A, however B needs to be a very skilled player
- T1: B hosts, clear
- T2: A pass to B
- T3: A does a preset solve
- T4: B solve (good luck)
- T5: A clear bombs (do not match lights), then B clears