Vopar Time Attack


It sure has been a while since we got a new Time Attack quest. With the changes to Time Attack Client Orders ensuring that new ones won’t go and destroy the economy, I hope that there’ll be more down the line. That said, how is it?

All these Hydras are giving me Guild Wars flashbacks...
All these Hydras are giving me Guild Wars flashbacks…

Area one is a straight-up kill-fest. There’s a slight mechanic with having to go around the outer islands to clear out smaller waves of mobs in a couple of laps, ending on 2 mini-boss encounters and then a boss. Beyond that is just a room with more buttons than I think I’ve ever seen in a Phantasy Star game, with various buttons either gating spawns or gated by spawns. It’s a relatively chunky quest in terms of mob density but geographically I think it’s by far the smallest Time Attack yet. In terms of how long it takes to complete? It’s a little early to judge, as we’ve had months and for some years to practice them. Give it some time for people to get used to the run.

It’s a quest that’s more in the vein of Naberius 2 and Sanctum, as opposed to the more puzzle-like nature of Naberius 1 and Lilipa. The quest will appeal to players who want a more traditional-style dungeon run. It’s not bad, I just kind of wish we could see a return to the more puzzle-like style of Time Attacks for at least a couple of any future ones. As far as I can tell, there are no short-cuts but it’s early days, they may just not have been found yet. There is a chain killing shortcut at the start, akin to one present in Naberius 2, however.

Enemy Counts

Time Attack Quests are good for certain Client Orders, as they offer fixed spawns of enemies that may be annoying to find in the wild. This information may be helpful if any suitable Daily Orders or Team Orders come up.

Vid Gilos 

  • Amount: 4
  • Where and when: In the very first room! Spawns after the Aculpus are defeated.

Decol Malluda

  • Amount: 1
  • Where and when: After clearing the outer islands to a certain point, one will spawn on an outer island.


  • Amount: 1
  • Where and when: After clearing the outer islands to a certain point, one will spawn on an outer island.


  • Amount: 1
  • Where and when: After defeating both Decol Malluda and Wolgahda, one of these will spawn in the first room.
The orientation you encounter the switches in, Closest summons mobs. Left and right each summon an Org Blan. Furthest summons Biol Meduna.
The orientation you encounter the switches in, Closest summons mobs. Left and right each summon an Org Blan. Furthest summons Biol Meduna.

Org Blan

  • Amount: 2
  • Where and when: They’re each tied to their own giant button at the end of the quest.

Biol Meduna

  • Amount: 1
  • Where and when: Spawns after pressing one of the giant buttons at the end of the quest.

Others, but not including all types of monsters.

  • Gul Solda: 7 total. 2 in area one, 5 in area two.
  • Deue Solda: 7 total. 2 in area one, 5 in area two.
  • Blundarl: 3 total. 1 in area one, 2 in area two.
  • Strahda: 6 total. 4 in area one, 2 in area two.
  • Tyraluda: 2 in area two.
  • Doluahda: 5 in area two.
  • Dicahda: 4 in area one.
  • Predicahda: 1 in area one.
  • Coast Oceanids: 36. All Oceanids in area one count.
  • Seabed Oceanids: 36. All Oceanids in area two count.
Applicable Client Orders

Here I’ll list which Client Orders can be completed in a single run, as well as anything else of note. I’ll only list Client Orders which are available at all times.


  • 暴威をまとう海の王 / Tyrants of the Sea: Defeat 2 Lv50+ Org Blan. Reset: 22 hours. EXP: 13,000
  • 甲殻を持つ三つ首 / Three-Headed Shells: Defeat  3 lv60+ Vid Gilos. Reset: 22 hours. EXP: 13,500
  • 強鋏の海獣 / Marine Pincers: Defeat a Lv60+ Biol Meduna. Client: Hans. Reset: 22 hours. EXP: 14,500
  • 火弾を放つ黒甲 / Black Shells and Fire: Defeat a Lv60+ Zeshrayda. Reset: 22 hours. EXP: 14,000


  • ブラッディ・スカフォード・Ⅲ / Bloody Scaffolds III. Defeat 1 lv47+ Wolgahda and 1 Zeshrayda. Reset: 22 hours. Exp: 20,000
  • イレイザー・レポート・Ⅳ/ Eraser Report IV: Defeat 1 lv50+ Luda Sorceror. Reset: 22 hours. Exp: 9,000
  • ファナティック・キリング・Ⅲ/ Fanatic Killing III: Defeat 1 Lv60+ Decol Malluda. Reset: 22 hours. Exp: 12,000


  • ヴィド・ギロスの部位破壊を! / Destroy the Vid Gilos parts!: Defeat a lv50+ Vid Gilos after breaking the middle head. Reset: 22 hours. EXP: 11,000
  • グル・ソルダの弱点は!? / Gul Solda’s Weakness!?: Defeat a lv60+ Gul Solda via its weakpoint. Reset: 22 hours. EXP: 11,000
  • デコル・マリューダの弱点は!? / Decol Malluda’s Weakness!?: Defeat a Decol Malluda via its weakpoint on its head. Reset: 22 hours. EXP: 13,000
  • ビオル・メデューナの部位破壊を!/ Destroy the Biol Meduna’s parts!: Defeat a Lv60+ Biol Meduna after breaking the tail. Reset: 22 hours. EXP: 13,000

Sadly I feel the various Darkers throughout the run aren’t numerous enough to support Ravelle’s Client Orders. All three of Hans’ area-based Oceanid Client Orders can be over half-done, so you may want to consider taking them and then finish them off elsewhere.

Of course there’s a TACO for it. Like the others, it’s on a 166 hour reset timer (so weekly). Unlike the others, there’s only one and it counts for any difficulty of the quest. It awards 160,000 Meseta and 10,000 exp, so not bad. If you play your cards right and complete all the above orders in one run you’ll net yourself 144,000 EXP before the TACO.


As her orders require items from enemies that may or may not drop, these are more suggestions. I feel like there’s not much point counting area two’s monsters given that I don’t think its especially practical to fight your way to the 2nd area if youre going to farm for things for Franka.

  • ヴィド・ギロスの肉の調達 / Supplying Vid Gilos Meat: Get 5 items from Lv60+ Vid Gilos. Reset: 166 hours, EXP: 12,500
  • セヴァニアンの肉の調達 / Supplying Sevanian Meat: Get 15 items from lv60+ Sevanians, Reset: 166 hours. EXP: 11,500
  • タグ・セヴァニアンの肉の調達 / Supplying Tag Sevanian Meat: Get 10 items from Lv60+ Tag Sevanians. Reset: 166 hours. EXP: 11,500
  • タグ・アクルプスの肉の調達 / Supplying Tag Aculpus Meat: Get 10 items from Lv60+ Tag Aculpus. Reset: 166 hours. EXP: 11,500
  • 活発なアクルプスの肉の調達 / Supplying Healthy Aculpus Meat: Get 25 items from Lv60+ Aculpus. Reset: 166 hours. EXP: 11,000
  • アクルプスの背びれの調達 / Supplying Aculpus Dorsal Fins: Get 5 items from lv50+ Aculpus. Reset: 166 hours. EXP: 8,200.
  • セグレズンのもも肉の調達 / Supplying Seglez’n Thigh Meat: Get 10 items from lv50+ Seglez’n. Reset: 166 hours., EXP: 7,000

That’s all I can pick out for now. If there are any Client Orders that I’ve forgotten about, particularly any that can be one in one run of it (preferably lv40+ enemies) let me know.

Mining Base Defense


Also lovingly known as “Tower Defense” and plain “Tower” to much of the player-base.

It is undeniably a fun quest. There’s nothing else like it in the game and succeeding in the quest will require a base level of organization and skill from everyone in the Multi-Party.

With the 2nd part of Tower Defense set to arrive with tonight’s patch, it’s probably a decent time to actually get this guide out there. This may not be an exhaustive list, but the sheer size of this post should shed some appreciation for how complex this quest can be for those who’ve never played it. If you feel there’s anything critical that a player should know when playing with random people then feel free to let me know about it.

Rumour: Remaining tower health affects drops.

This is not a rumour! The more remaining health the towers have at the end of the quest the more shots at items you will get! Ok more specifically it has to do with the rank you get at the end of the quest, but seeing as the rank is almost entirely dependent on the remaining HP of the towers you might as well consider them one and the same.

There was some information posted in a magazine regarding the actual influence rank has on the drop charts, as well as other aspects of the drop mechanics for the quest. Translated by PSO-World member here.

The reward container’s drops are drawn from dedicated tables. Table E is special and stocks up all drops from defeated non-boss enemies, releasing a few tens of them when the container is destroyed. In addition, tables A~D’s drops are drawn when the container is destroyed, while table E’s drops are drawn when the enemies are defeated.

Table types
Table A: Giant container’s dedicated rare weapon table (*6~11)
Table B: Giant container’s dedicated weapon table (*6~9)
Table C: Giant container’s dedicated unit table (*4~9)
Table D: Giant container’s dedicated consumable table
Table E: all items dropped from defeated enemies

Numbers of lots drawn for each final score (tables A/B/C/D)
S: 5/5/5/0
A: 4/5/5/1
B: 3/5/5/2
C: 0/0/0/15

Drop characteristics:
-Tables A~D’s drops are drawn at the time the container is destroyed
-Each table’s number of lots drawn differ depending on the final score at Quest Clear
-Trash monsters’ drops are drawn at the time they are defeated
-Trash monsters’ drops are stocked up in table E and only a few tens of them are released from the container

Assuming the table in the magazine and the translation are both accurate, this would actually confirm the rumour. This is because the rank you get at the end of the quest is pretty much entirely based on the total remaining health of the towers. It also means that as long as you’re getting B-rank or higher, you\re getting shots at 11* weapons, so don’t fret if your towers are taking a lot of damage! Just do whatever you can to prevent a C-rank!

Quest Tips


Mining Base defense is really one of the trickier quests PSO2 has to offer. If people are playing poorly or are for the most part poorly equipped you may have a difficult time even clearing the quest, let alone getting a decent rank or clearing it quickly. Unless you’ve organized a Multi-Party yourself it’s luck of the draw as to who you’re going to end up being grouped with. While being grouped with rubbish players isn’t something you can do a lot about, you can try to prevent yourself doing things that would make you one of them.

This is not gonna turn you into an MLG pro tower defender, nor will it cover more advanced tactics more organised parties can pull off. It’s just more a how to make the most out of random groups.

General Tips

Don’t be a “Northern Hero”

This I feel needs mentioning first. So what is a Northern Hero? This is a player who attempts to defeat enemies far north of the towers. Enemies tend to spawn from the north and run south towards the towers, so the player in question is hoping to defeat them far from the towers.

On paper, this seems like a good idea. Killing enemies a long way from the towers would prevent any damage to the towers themselves. In practise, this doesn’t tend to work and here is a couple of reasons I think why.

1) Insufficient DPS.

Northern Heroes aren’t always backed up, they may be entirely alone up there. Now in most of PSO2 this wouldn’t be a problem, as most enemies die to a stiff breeze anyway even if your gear isn’t that great. Goldrahdas are the main enemy type in this quest, however. Goldrahdas are no push-overs, they’re aggressive, tough and hit really hard to boot. Even a well geared Northern Hero would take a long time to defeat a pack of them by themselves.

2) You can’t get them all.

Even if the Northern Hero is well geared and has friends, missing the odd enemy is a thing that can happen. Any missed enemies will charge straight for the towers and if too many people are up north this means either too few or no one at all may be at the tower. This means either a slow kill at the tower or one of the Northern Heroes having to split off to chase it down, which would also slow down killing things in the north.

Basically the main issue with having Northern Heroes or being one yourself if that it splits enemy groups up. Players can bring the enemies down much faster if they and the monsters are grouped up. Seeing as the monsters are headed for the towers anyway, being near the towers is better for this overall.

When it is OK to be in the North

Generally speaking, during wave 1 almost the entire multi-party should be at the north of each of the lanes, as the only enemies that spawn are relatively weak.

Arguably, Wave 2 is also fine to be a northern hero at, but be wary. It may be difficult to kill all the monsters at spawn. If you’re struggling, just do everyone a favor and head south to the towers.

All other waves, just stick south to the towers.

Actually Defend A Tower!

This may seem self explanatory, but you may be tempted to go to other towers to attack and kill mobs at them. While this may be OK to do so in certain circumstances for the nearest tower, always keep an eye on the tower you chose to defend.

But which tower should I defend?

I don’t know, pick a colour you like. More practically speaking, there should really be no more than 4 people at a given tower. If there are more, you may want to take the initiative and head to another, less well defended tower.

Use The Tower Console!


Seriously the number of players who seem to be unaware that these even exist is somewhat staggering. The console will, depending on how many crystals have been collected so far, allow you access to certain functions that will help boost your chances of having the towers be in good shape at the end of the run.

In order, the options are:

  1. Burst Barrier
  2. Heal Tower
  3. Burst Barrier
  4. Heal Tower

Burst Barrier is useful when you are alone or not many on a tower and need to root a pack of enemies that are attacking the tower. The barrier will also prevent damage for a short while (note: This will NOT work on Dark Vibrace’s bomb, which is talked about at the end of this post). If there is a techer or someone who can use Zondeel, be wary of using the Burst Barrier, as rooted enemies can’t be sucked in to Zondeel, which means enemies will be more spread out than the would be otherwise and thus less vulnerable to AoE attacks.

The heal is pretty self explanatory. It repairs the tower for a small amount. More tower health means more shots at 11* weapons, so you absolutely want to use this when you can. Don’t use it if a tower is almost at full health however, as you’ll waste some of the heal.

Don’t Detonate The Zondeel!


Teching types may use Zondeel to pull monsters together. This is a very good thing, because the monsters will occupy a smaller space and can be blanketed in high damage AoE attacks from all sorts of classes all at the same time. The bottom line is the enemies die faster when bunched up. If you use any thunder based Tech in or around the Zondeel field you will detonate it, causing the field to lose its suction capability and potentially slow the entire run down.

Don’t Pull Aggro and then Run Away

This can be a 3rd run killer. You cause more aggro than perhaps you realised on one particular Gildrahda and you decide to go somewhere else. Oops, that Goldrahda has now run away from the rest of the players and they’re having to chase it down. Goldradhas run very fast on Super Hard so this can be a real pain to deal with. Just keep an eye on your mini-map and if you see a monster giving chase, try to bring it back to the other players.

Use Moon Atomisers!


Dead players are the worst at defending towers. Help everyone by helping others to help you help us all!

Don’t Play Inefficiently

I’m not saying you should go Braver/Hunter, Gunner/Hunter, Fighter/Hunter or any of the other good combinations. However, if you insist on playing as a Hunter/Force, because you like it for example, then at least play to the classes strengths. I’m sorry, Gunner/Force you’re not going to be able to do much in the way of damage…

If you have a Ranger as main or sub, bring a rifle and get ready to weakbullet bosses. If you have a teching type as a main or sub (and you aren’t specced for pure teching damage) then bring a Talis and make use of buffs, heals, Zondeel and Zanverse. These will help the MPA out far more than your tiny damage will.

I am sorry if that sounds harsh, because normally I really don’t care much for efficiency. But this is a quest in which efficiency will significantly boost your chances of succeeding and being rewarded.



Don’t Just Collect Crystals

Running too far out to collect crystals leaves towers potentially vulnerable. While crystal points are needed to build turrets and repair towers, prioritize keeping the towers healthy over collecting crystals. Remember, number of crystals collected doesn’t affect your drops, tower health does.

Don’t Crystal Race

Seriously, if you see another player going for a crystal don’t attempt to race them to it. This wastes everyone’s time.

Mote than 3600 Crystals is Too Many

3600 crystals will allow players to use up to 2 heals and 2 burst barriers each on the towers. This is optimal for ranking purposes.

Yeah, the big fuck-off laser cannons are really nice, do huge damage an can clear an entire wave of Goldrahdas, but that is quite a lot of time wasted in order to get the required crystals in the first place. Time better spent generally killing things more quickly.



Bosses can be a tough call for an individual player. If you choose to focus a boss and too many other players think the same way, you end up with poorly defended towers. If you decide to focus on defending towers and too many players think the same, then the boss will die too slowly and the wave may time out. This would potentially deny you boss drops and deny you a third run in the emergency quest time.

Dark Ragne


The general tactic is to break a leg and then focus on the core. If the group’s DPS is sufficiently high enough, this should kill Dark Ragne near immediately. Otherwise your general options are to focus on the core no matter what Ragne may be doing at the time. Bravers, Fighters and Teching types have the easiest time of focusing on the core at all times.

Dark Vibrace/Bibras/Viblath/Biebers/whatever


As it happens, breaking the legs and then attacking the weakspot it the same strategy here. However a broken leg stuns the boss only for a very short amount of time and they can effectively be infinitely and repeatedly broken.

Panic can be inflicted onto this boss. This will stun it for a fairly decent amount of time, so Teching types may want to consider casting light-techs on it. I do not know how effective Panic Bullet is on it, nor do I know any Rangers crazy enough to invest in those weird bullets.


Dark Vibrace may, at some point during the fight, launch a bomb at the tower it’s furthest from. If this bomb is not destroyed before it detonates it will instantly destroy a tower. You don’t want that! You want 11* weapons! Destroy that bomb!

Pay particular attention to the picture on the left. That is the boss’s pose and how it looks when it’s generating the bomb. Pay attention to where its facing, as that’s where the bomb is headed. If you can’t make it in time, try to warn the MPA where the bomb is headed. Saying it in English is potentially better than saying nothing at all.

That’s All, Folks!

Hopefully this will have helped inform you as a player where you may have been going wrong. It would be awesome if this guide in part improved the quality of Mining Base Defense runs in general, but I hope its been at least useful to someone. As I said, let me know about any particular problems with the post.

Good luck and happy hunting!