bluereflection


The following information was collected through observation; the game (Blue Reflection Tie) has not been decompiled. Therefore, some information may be uncertain or inaccurate.

The game is divided between the “School” and the “Heartscapes.” The School provides access to crafting, dates, and allows the player to obtain quests. The Heartscapes allow the player to gather resources (placed on the map) and to fight enemies with a team of up to four combatants: three in the front line (main) and one in the back (support).

Character

Characters can be divided into two categories: combatants and non-combatants. Regardless of their category, each character has four “Talent” pages. These pages contain bonuses that can be unlocked using Talent Points, which are earned through Dates, Quests, and Events. The pages and the bonuses they contain may require specific conditions to be unlocked (reaching a certain level, completing a specific quest, etc.). Combatant characters additionally have a set of Skills that can be used in battle, as well as Fragment Slots that allow equipping fragments to gain bonuses during combat. (See Fragments).

Combatants

Non-Combatants

Dates

Dates are initiated by going to a specific location with an available character. They take the form of a cutscene, interrupted three times by a binary choice from the player. At the end of the date, a “fragment” is obtained depending on whether the player mostly selected the top responses (hereafter referred to as A) or the bottom responses (hereafter referred to as B).

Additionally, when passing through the hallway or the courtyard, a character may trigger a cutscene in which she calls out to and interacts with Ao. Since these events occur automatically and appear to be strongly tied to a notion of affinity with that character, they are referred to here as “Affinity Events”.

Dates are unlocked through a combination of story progression, the character’s TL, and already unlocked affinity events. Affinity events are limited by a cross-combination of story progression, the character’s TL, and previously completed dates. Due to the complexity of these conditions, the information provided on how to unlock these dates and affinity events is given for reference only, and the exact conditions have not yet been documented.

For details see character's page.

Quests

The game uses quests, divided into two categories: story quests (called “Summary” in the menus) and character quests (called “Requests” in the menus).

Story quests progress automatically when the objective of the current quest is completed.

Requests must be obtained by speaking with a character (who draws attention with a speech bubble marked “?”) and must be turned in to the requesting character (who draws attention with a speech bubble marked “!”).

There are six types of requests (The names used here are not exactly the same as those used in the game.):

For details see Story & Quests

Fight

See fight.

Synthesis

From the Workroom, the player can access a crafting workshop. From there, it is possible to build facilities, which can be placed in the school, using resources.

It is also possible to craft components (for facilities) or usable items (for use in combat, in levels, or with certain facilities). Some story quests also require the creation of unique items.

This part of the crafting system requires selecting four characters to form the craft team responsible for designing the item. Each character has abilities that influence the properties of the item being created, and certain team configurations grant an additional crafting bonus.

Teams that provide such bonuses are named and can be accessed through shortcuts during character selection. However, this list appears to be reset during New Game+. Additionally, the menu does not indicate during character selection whether the chosen configuration corresponds to a previously registered team. Finally, a team only becomes available in the shortcut menu after it has already been used to craft an item.

See Team.

Facilities

Facilities are decorative elements that can be placed within the school. They provide various bonuses, such as simple visual effects, granting items, but mainly stat increases, increased damage dealt, reduced damage taken, and similar effects.

A facility must first be constructed from a blueprint, and can then be upgraded three additional times. As a result, facilities can reach levels 1, 2, 3, or 4, with higher levels improving their effects or unlocking new ones.

All level 3 upgrades require items with the “Showpiece” or “Masterpiece” modifier. All level 4 upgrades require items with the “Masterpiece” modifier. These modifiers are applied to items when crafting them using characters who possess the corresponding craft skills.

Facilities also have a size — S, M, or L — which determines the slots where they can be placed.

time S slots M slots L slots
Slots
beginning ? ? ?
After the quest “Another Makeover” 6 12 4
After the quest “Everlasting Makeover” 9 19 5

See Facilities.

Items

Resources

See Ressource

Components

See Components

Usable Items

See UItems

Maps

Demons

Normals

See Normal

Boss

See Boss

Glossary

See Glossary