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GrimGrimoire OnceMore is Groundhog Day, but in a world infused with magic. This is to say, you are going to be repeating your first week as a witch multiple times. The first cycle is, for all intents and purposed, basically one big tutorial. The first three stages really don't give you much in the way of flexibility.

Related: GrimGrimoire OnceMore: Unit Counter Guide

That being said, you are still graded for your performance in each of these stages. This guide will tell you how to complete every section more efficiently. This will help those looking to obtain the highest title possible achieve this feat.

Titles And Their Impact

GrimGrimoire OnceMore, First Cycle, Showing the victory screen

Achieving the higher tier titles can be quite the task, even in the beginning stages. So, we thought we would clarify what exactly titles are.

Titles are awarded after completing a stage. The worst title you can obtain is "Big Sister", the best title you can obtain is "Great Magician". You may ask yourself, what is the point of titles? Good question! Titles don't affect the number of coins you are awarded, and there aren't any trophies associated with them.

There doesn't even seem to be a place to view the titles you have earned. So, it really seems like they exist solely as an optional goal players can strive toward achieving. The number of opponents you kill, the number of your units that die, the number of resources you gather, and the time it takes you to complete the stage will all factor into the title you gain.

Day 1: Gammel's Practice

GrimGrimoire OnceMore, First Cycle, A lone Elf collects Mana

Victory Condition

Summon 10 Elves

Enemy Units

N/A

Reward

N/A

You will start with an Elf, a crystal, and a dream. Move the Elf to the crystal, then once he has colonized it, wait until he has gathered fifty mana. You just need to summon 10 Elves. That's it. Hold the fast-forward button. When you get 50 mana, summon another Elf. Rinse and repeat.

Just so you know, ten gathering units is overkill. In an actual match, you want to aim for something closer to 5.

Day 2: Gammel's Practice 2

GrimGrimoire OnceMore, First Cycle, Learning to control your units

Victory Condition

Destroy All Devils

Enemy Units

Imps

Reward

N/A

This level will start you with four Fairies and two Elves. The whole thing is just a lesson in how to maneuver your troops. You will be rigidly guided in how to move and select your units, from individual units (left of tight on the D-Pad), to whole groups (up on the D-Pad). You will also be shown how to level up runes.

When it is telling you to change the camera depth, it looks like the analog stick is rotating, but they want you to press in on it like a button.

Once you have gained control, you will need to take out the Imps. There are two Imps in the northwest corner, then three Imps in the northeast corner, and two more on the level directly under them.

Day 3: Gammel's Practice 3

GrimGrimoire OnceMore, First Cycle, Swarming the Rune with Fairies

Victory Condition

Destroy Gammel's Rune

Enemy Units

Imps

Reward

N/A

This level will instruct you on how to build talismans, which are the turret unit that the Glamour class has access to. After you move through the tutorial section, you will actually *gasp* get to play the game a little. Here is the plan of action...

  • Since you start with 500 mana, immediately purchase three Elves, then have your Fairy Ring rune set to level up.
  • Spend the rest of your mana on Fairies
  • Have your two starting Elves claim the crystal
  • Create Fairy units with the remaining mana (you will want to have at least 6 Fairies).

As you can see, this is a pretty straightforward encounter. Gather mana, make Fairies, and then attack.

Day 4: Opalneria's Practice

GrimGrimoire OnceMore, First Cycle, Attacking the Guardian unit with a gang of Phantoms

Victory Condition

Destroy Opalneria's Familiars And Runes

Enemy Units

Guardians, Devil Runes, Imps

Reward

N/A

You will still be forced to endure some tutorialization before it can commence. You will need to populate a crystal with your Ghosts, level up the Hell Seal rune, then summon a Phantom. After that, you will be in control. Start by summoning as many Phantoms as you can. Once you have three, head up to the fifth level, and take out the Guardian (this is the Sorcery group's turret unit), as she will guard the rune above and below her. Three Phantoms will be able to destroy the Guardian without suffering a loss.

As you are doing this, keep making more Phantoms. Send a party of two to defend the crystal while also holding a Phantom or two to defend the rune. Move your attacking party of three Phantoms to the runes on the right side of floor six and floor four. Take out Imps as you go. Some of them will try to attack your crystal or rune, but since you have Phantoms defending them, they will be marching to their own deaths.

Day 5: Defending The Escape

GrimGrimoire OnceMore, First Cycle, An Elf builds Talismans to keep the invaders at bay

Victory Condition

Endure the Archmage's servants' onslaught for 20 minutes

Enemy Units

Guardians, Imps, Ghosts, Skullmages

Reward

N/A

This is your first real battle. You just need to defend for twenty minutes. You will start with three Elves, two Ghosts, two Faeries, and four Talismans. There are two crystals that can be easily claimed with an additional two a little higher up on the left and the right. However, since you will be able to acquire more than enough Mana with just the two, we would advise you to not worry about those other crystals. On that note, you have a pretty small unit allotment here (just 35 unit slots total, and fifteen of those are taken by your starting troops), so don't worry about making any more gathering units. The two you start with will be more than enough on their own.

Claim one crystal with your ghosts, and the other with your Elves. Holding the bottom of the stage is actually quite easy. Reinforce the area around the stairs with more Talismans (two additional Talismans on each side should do the trick), then summon three Phantoms, and another Fairy. Use the Phantoms, to destroy the Imps, and bring in the Fairies when the Skullmages show up.

GrimGrimoire OnceMore, First Cycle, The group of Phantoms looks to guard the Talismans

Ghosts will look to self-destruct on your Phantoms. This does massive damage to them. So, run back to your base, and as you pass your Talismans they will destroy the Ghosts before they have a chance to get to your Phantoms.

Now, you don't have to simply hold the line, in fact, if you want to earn the best title available, you will need to take a more aggressive approach. However, we have to warn you, clearing out all the enemies as you are right now is a tough, tough challenge. You will need to really nail the balance between pushing forward with Phantoms, and taking out Imps while falling back when Skullmages appear, and bringing your Faeries in to take said Skullmages out. As you push forward, you can place Talismans down to help hold your position. These will help to take out Skullmages and Ghosts when they approach your Phantoms.

Keep in mind that you can come back to this stage once you have unlocked the Skill Tree. This will allow you to use boosted versions of these troops, and it will instantly become a much easier fight to engage in aggressively. You will also have access to Grand Magic, which is always a huge bonus. Though, it is worth noting that this is a tricky battle to win cleanly, even when you have the upgrades afforded to you by the Skill Tree unlocks.

Next: GrimGrimoire OnceMore: Beginner Tips