Digimon Survive is a Tactical Role-Playing game in which the main character of the game will have Digimon that will fight with various Digimon throughout the story. The players will find different Digimon by playing through the story and they’ll be added to your playable Units that can be used in the battles.
In this guide, we’ll tell you the mechanics of the combat of Digimon Survive.
Tactical Combat Mechanics
Digimon Survive has tactical combat in which the fight is turn-based. The opponent and the player will get a single chance per turn in which they can perform their skill or defense against the attack of the opponent. The attack of the player or opponent will cost Stamina or SP. The SP is limited and all the attacks of Digimon will cost SP and different skills cost different amounts of SP. Along with the SP, the Health of the Digimon in the Battle is denoted as HP. Just above the SP bar. The winning rule of the battle is simple, the first one to take down the HP of the other Digimon will win.
In the battle arena, you’ll see some blocks as the match starts, the blocks will show the area of the battle and when you get your turn, you’ll also be able to move around the area by selecting the block once per turn and then attack with the skill or defense of your choice. When you get the turn, you’ll be able to Move your Digimon, select to attack with the desired skill, use an item during your turn, Evolve during your turn when Digimon gets fired up, can also talk with the opponent’s Digimon, and try to befriend it, or you can End Turn to pass the turn to the opponent.
In order to deal damage more quickly and win the fight, always End Turn on your first turn because Ending Turn without attacking will let you block the attack of the opponent and the opponent’s attack will only deal half of the actual damage. After the enemy has attacked, it would have lost some SP and also it wouldn’t be able to defend our attack because it just attacked. Choose the skill from Attack to deal damage to your opponent. You can also place yourself closer to the opponent and then attack but it can be harmful to you as well because, in the next turn, you’ll be closer to him as well. Once you’ve depleted its HP completely, the fight will be over and you’ll win the match.
You can also try to talk with the Digimon and the Digimon will ask you three questions that you have to answer and for each question, you’ll get four options. Only 1 of these options will be correct and when you select the right option of the question, the bar will fill up on the head of the Digimon. If you pick the wrong option then the bar will decrease and losing the bar will end the conversation and then you have to reload the checkpoint or savefile to start over. Once you’ll be able to answer all three questions right, three bars will be filled on the head of Digimon and you’ll get the choice to befriend the Digimon or ask for items.
The Spirit and The Mouse: The Old Man and The TV (Quest) – Walkthrough
After meeting Lumion the Spirit and getting to East Street of the Town, you’ll get a quest named “The Old Man and the TV” in which you have to fix the Antenna above the Café. Lumion will tell you to help the Old Man because happiness gives spirit power.
In this guide, we’ll tell you how to complete the Old Man and the TV in the Spirit and the Mouse.
The Old Man and The TV
After listening to the conversation between the Old Man and the Bartender, Lumion will tell you to help the Old Man by fixing the Antenna so he can watch his show. Look in front of the Café and you’ll see chairs. Go towards the chairs and jump on one of the chairs and then jump on the platform. You’ll see dialogue on the screen which will tell you to shock the glowing objects. Press Y to shock the objects and you’ll get Energy. Shock all of the objects on the Platform to gather the Energy and then go to the left side and jump up then jump up on the right side and follow the path. Go up the platform and go to the right side.
Keep shocking the objects to gather the Energy. You’ll see a pattern on the wall that you can climb up. Climb on the pattern and then leave when you reach the next platform. Go straight on the path and you’ll meet the Kibblin-Box. The Kibblin-Box will require 25 Energy to turn on the East Antenna. You need to gather the Energy by shocking the Glowing objects in the area. You can get 25 Energy by shocking all of the objects on your path to the roof. Shock all of the plants and objects on the roof to gather the Energy. Once you’ve 25 Energy, interact with the Kibblin-Box again and feed him the Energy.
After feeding him the Energy, he’ll tell you to help 2 Kibblins in the area and he’ll be able to power up the Antenna. He’ll remove the Camouflage of the Kibblins so you can see them. One of the Kibblins will be standing on the roof. Go and talk to him and he’ll tell you to rotate the Antennas to align them in the direction of the East Antenna. Go down and you’ll meet the other Kibblin that will tell you to find 5 Fallen Letters so he can put them back in the mailboxes. After rotating the Three Antennas and finding all of the Fallen Letters, return to the Kibblins and they’ll return to the Kibblin-Box and the Kibblin-Box will be available to Power Up the East Antenna.
Return to Kibblin-Box on the roof and talk to him, select the option “Do It” to activate the Antenna. A cutscene will start in which the Antenna will turn back on and the show will start on the TV. Go down to the Café and listen to the conversation. After that, Happiness will appear on the floor. Grab the Happiness to finish the quest.
The Spirit and The Mouse: The Spirit and The Mouse (Quest) – Walkthrough
After reaching the Top of the Electric Pole, Lila the Mouse will get struck by lightning and fall down in the Townhall. Lila the Mouse will survive but she will hear a spirit talking to her.
In this guide, we’ll tell you how to complete the Spirit and the Mouse quest in The Spirit and the Mouse.
The Spirit and the Mouse (Quest)
Lila will start to hear a Spirit in her head when she gets conscious. She’ll realize that her body has changed and a Spirit is calling her back again on the Electric Pole. After the incident, Lila has now powers that will let her move quickly through the Electrical Wireboxes. The Spirit’s name is Lumion and he will tell Lila to use the Electrical Wirebox to come back up on the Electric Pole. Go near the Electrical Wirebox and interact with it to move to the other Electrical Wirebox. Go to the right side and Shock on the Electric Rod to free the Spirit.
After freeing the Spirit, dialogues will start and after the dialogues, The Spirit will tell you to go to East Street of the Town. Go back to the Electrical Wirebox you came up from and use it again to go down. Go towards the main gate of the Townhall to go to East Street. When you reach the door, you’ll see two wooden planks on the bottom level of the door, use the Shock power to remove the planks and enter East Street. A cutscene will play in which you’ll get to see the whole Residential Area.
After the cutscene, go to the right side and climb up to the outside of the window of the Café. You’ll need to listen to the Old Man and the Bartender and the quest will be ended.
The Spirit and the Mouse: The Lightning Rod (Quest)– Walkthrough
There is a huge thunderstorm in the town and Lila the mouse had a long night. The mouse has come to a town named Sainte-et-Claire. The Mouse is going through the streets of the town and hears the villagers of the town from outside their houses. One of the villagers has lost her favorite Scarf and the Scarf has flown away and got stuck on top of the Pole. Lila the Mouse has thought to bring back the Scarf to the Villager to make a change in this town.
In this guide, we’ll tell you how to complete the Lightning Rod in The Spirit and the Mouse.
The Lightning Rod
The Scarf of the Villager is stuck on top of an Electric Pole and you have to climb up on the pole to get Scarf back. You’ll reach South Square which is Sainte-et-Claire Townhall. Once you get control of the mouse again, you need to go straight and climb on the platform in front. You need to climb the off-white pattern on the platform to reach the upper floor of the platform. Press the jump action to grab the pattern and start going up and you’ll reach a metal platform.
Go to the right side and go up from the Wooden planks, jump on the box and you’ll see a fuse box. Go right from there and you’ll reach the Electric Pole. Once you get there, a Cutscene will start in which Lila the Mouse will climb the Electric Pole and start freeing the scarf from the pole. The Thunderstorm gets wilder and a Lightning Strike will hit Lila and the quest will be ended there.