Missions, Bounties, Commissions, Scrimmage, raids and drills

Blue Archive modes and what opens them

Each mode below lists the campaign stage that opens it and the tickets that cap it each day. Raids rotate by season, and the bosses page has the schedule.

Modes

12
  • Missions (campaign)

    Open from the start

    The main progression. Normal stages drop equipment blueprints and artifacts; Hard stages add student Eleph. Each item's row in the items list names the stages it drops in, with the chance.

    • 30 chapters
    • 150 Normal and 90 Hard stages
    • Hard stages cost 20 AP
  • Bounties

    Clear Normal 3-1

    Three Bounty sites, each paying the skill books of a set of schools, Bounty Coins and artifacts. One ticket pool covers all three.

    • Bounty Ticket6 a day, holds 6
    • Overpass: 10 stages, Urban
    • Desert Railroad: 10 stages, Outdoor
    • Classroom: 10 stages, Indoor
  • Commissions

    Clear Normal 1-4

    Base Defense pays credits and Item Retrieval pays Activity Reports. Both run on AP rather than tickets.

    • Item Retrieval: 14 stages
    • Base Defense: 14 stages
  • Scrimmage

    Clear Normal 3-5

    School exchange matches against Trinity, Gehenna and Millennium. Each school pays its own kind of Weapon Parts (A, B and C), plus Pyroxene for a first three-star clear.

    • Scrimmage Ticket6 a day, holds 6
    • Trinity: 4 stages, Outdoor
    • Gehenna: 4 stages, Urban
    • Millennium: 4 stages, Indoor
  • Tactical Challenge

    Clear Normal 6-1

    Asynchronous PvP: your team against other players' defense teams, ranked by season. Pays Pyroxene and Tactical Challenge Coins by rank each day, and credits over time.

    • Tactical Challenge Ticket5 a day, holds 5
  • Total Assault

    Clear Normal 4-1

    A boss fight scored on time and HP left, one boss per season with its own armor and terrain. The bosses page lists every season and each difficulty's HP.

    • Total Assault Ticket3 a day, holds 6
  • Grand Assault

    Clear Normal 4-5

    A Total Assault boss fielded in up to three armor types in one season, each with its own ticket.

    • Grand Assault (Light Armor) Ticket1 a day, holds 7
  • Joint Firing Drill

    Clear Normal 5-3

    Timed drills against a set enemy type, armor and terrain, scored on clear time. Pays Joint Firing Drill Coins.

    • Drill Ticket3 a day, holds 6
    • Escort Drill
    • Defense Drill
    • Shooting Drill
    • Breakthrough Drill
  • Final Restriction Release

    Clear Normal 5-1

    A climb up a raid boss's floors with larger teams than other modes allow, each floor harder than the last.

  • Cafe

    Clear Normal 2-1

    Students visit your furnished cafe for Relationship EXP; it also makes AP and credits over time. A second cafe opens later (Clear Normal 12-5).

  • Schedule

    Clear Normal 2-4

    Lessons with students at school locations, for Relationship EXP and rewards, on daily Lesson Tickets.

  • Crafting

    Clear Normal 3-2

    Spends Keystones and crafting materials on random rewards.