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Mirage Tower: Floor Objectives, Elemental Days, and Friend Units
Suikoden STAR LEAP

Mirage Tower: Floor Objectives, Elemental Days, and Friend Units

How the Mirage Tower works in Suikoden STAR LEAP: the three objectives on every floor, team power thresholds, the elemental chamber rotation, and how to farm friend points while clearing it.

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Mirage Tower: Floor Objectives, Elemental Days, and Friend Units for Suikoden STAR LEAP, with practical steps, priorities, and strategy notes linked to related guides and game resources.

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Why You Are Climbing

The tower exists to pay for Rune techniques. They are upgraded at the rune shop or directly from a character’s menu, the cost is a great deal of Potch plus Rune Pieces, and the payoff is higher damage, stronger effects, and better healing output. The Mirage Tower is the main source of Rune Pieces, alongside the exchange shop that opens with it.

The tower unlocks a few minutes after the rune shop, so in practice you meet both at once.

The full floor-by-floor breakdown, including which creatures wait on each floor, is on the Mirage Tower page.

Rune techniques are bought with Potch and Rune Pieces, and they scale damage, effects, and healing.
Rune techniques are bought with Potch and Rune Pieces, and they scale damage, effects, and healing.

The Three Objectives

Every floor of every chamber carries the same three objectives:

Objective
Clear with 2 or fewer fighters KO’d
Clear within 48 actions
Clear within 36 actions

Because the 36-action clear is strictly harder than the 48-action clear, a clean fast run scores all three at once. That consistency is useful: you never have to check the objectives before a floor, and the only question is whether your party can end fights quickly without losing three members.

Objective completion is also what pays out crystals. The Perpetual Chamber gives up to 1,000 crystals across its objectives, and each elemental chamber gives 900.

Chambers and Schedule

The tower is really six separate climbs.

The Perpetual Chamber runs 50 floors and is open every day. Clearing floor 20 unlocks the elemental chambers, and reaching floor 50 recruits the companion who runs the tower.

The five elemental chambers run 30 floors each, restrict you to a team of that element, and open on a fixed weekly rotation:

Chamber Open on
Elemental: Wind Monday, Sunday
Elemental: Fire Tuesday, Sunday
Elemental: Water Wednesday, Saturday
Elemental: Earth Thursday, Saturday
Elemental: Thunder Friday, Sunday

Sunday opens Wind, Fire, and Thunder together, which makes it the heaviest tower day of the week. Saturday opens Water and Earth. The element restriction is the reason to spread your levelling across elements rather than concentrating on one.

Every fifth floor is a boss floor, and boss floors pay out summoning currency. That is ten boss floors in the Perpetual Chamber and six in each elemental chamber.

Boss floors arrive every five floors and pay summoning currency.
Boss floors arrive every five floors and pay summoning currency.

Team Power Thresholds

The tower tells you what it expects before you enter, and the numbers scale steeply:

Climb Floor 1 Final floor
Perpetual Chamber 14,800 80,000 (floor 50)
Elemental chambers 24,100 72,100 (floor 30)

The elemental chambers open at floor 20 of the Perpetual Chamber and start well above it in expected power, so there is usually a gap between unlocking one and being able to climb it. If an elemental chamber feels impossible, the fix is more levelled characters of that element, since the restriction leaves you no room to substitute.

Every floor is a fixed formation, which means a party that cleared a floor once will clear it again. Retrying a floor you failed is worth doing only after your roster changes.

Each floor states the team power it expects before you commit.
Each floor states the team power it expects before you commit.

Friend Units

The tower is the one place where friend units are available, and they do two jobs at once.

  • Using a friend unit awards +5 friend points, capped at 100 per week, and those points are spent in the exchange.
  • A borrowed unit at high investment does the heavy lifting on floors your own roster cannot yet clear.

That second point is worth taking seriously. Your friend list will hold heavily limit-broken copies of Suikoden I Hero Suikoden I Hero , and a borrowed one at 20,000 combat power and six limit breaks outperforms your own at 9,000 with none. Check the list before every climb.

The practical routine is to run auto-party to blow through the lower floors, then switch to manual once the floors start pushing back. Building the party by hand every single time is tedious enough that auto-party is the right default. If you would rather not bring a friend on a given run, untick the last box on the confirmation screen.

Friend unit uses appear to refresh daily.

Borrowing a friend's unit pays five friend points and carries floors your own roster cannot.
Borrowing a friend's unit pays five friend points and carries floors your own roster cannot.

A Sensible Climb Order

  1. Push the Perpetual Chamber to floor 20 first, since that is what opens the elemental chambers, then keep climbing as your power allows.
  2. Once the elemental chambers open, hit whichever ones are available that day, prioritising elements where your roster is deepest.
  3. Take every boss floor you can reach, because that is where the summoning currency is.
  4. Revisit floors you cleared messily. Objectives are per floor, so a floor cleared with three deaths still has crystals waiting.
  5. Finish floor 50 of the Perpetual Chamber when your power reaches 80,000 — it is a recruit as well as a clear.

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