AnimeZero
Update 4 (18 October 2026)

Tidal High Rise: Floors, Drop Rates and the Crimson Eclipse Recipe

Prerequisites
Create Lobby unlocked; Nightmare difficulty selected
Checked

Tidal High Rise is the Update 4 story act, tagged Story [Act 1] and played on Nightmare. You climb 11 floors against a flood timer, charge a lever while clearing the mobs that stall it, hold a gate, brace against gusts, and take a Mirror Blessing between floors. It is the only source of the three materials for Crimson Eclipse, the Chisa unit: the craft asks for 8 Shear Fragments, 10 Crimson Ribbon and 5 Thread Chokers. The reward strip was rebuilt during Update 4 — the current panel reads $229.9K, 24,000 XP, x35 rerolls and x55 crystals on a full clear, adds a target-one-material x3 control, and a recorded clear took 00:07:42. The earlier build printed 8% / 17% / 25% drops, a $29K payout and 16:50 clears; both readings are on this page so you can tell which strip you are looking at.

What Tidal High Rise Is Now

Tidal High Rise sits in the Create Lobby between Evil Reflection and Trials, marked NEW, and the card calls it Tidal High Rise [NIGHTMARE] with the mode line Story [Act 1]. The difficulty row offers Easy, Normal, Hard and Nightmare, and the reward panel redraws for each difficulty, so every number here belongs to Nightmare.

The panel has been rewritten since the mode launched, so the first job is telling the two builds apart. The current strip pays $229.9K on a full clear, prints 24,000 XP, and lets you target one material for three times its drop chance. The strip recorded a day earlier paid $29K with 500 crystals and had no targeting control. Check your own lobby before you plan a session, because the two builds turn the same craft into very different evenings.

How an 11-Floor Run Works

The run is a climb with a clock, and the HUD counts the floors: Floor 1/11 to Floor 11/11. The loop repeats on every floor; the cards, the bosses and the hazards are what change.

  1. Open Create Lobby and pick Tidal High Rise on Nightmare. Confirm the difficulty pill is Nightmare, because the reward rows redraw for each difficulty.
  2. Clear the floor's mobs on the way up. The HUD names the floor objective, for example clearing the parking lot.
  3. Pull the lever, then hold the gate. The lever starts a defence: a HOLD THE GATE bar fills while you stand in the marked area, and CLEAR THE GATE progress appears as the wave thins. Mobs that reach you stop the progress.
  4. Brace when the gust warning appears. GUST INCOMING prompts a hold-to-resist input; ignore it and the wind moves you off the point you are defending.
  5. Watch the floor hazard, not the clock. The mode was built around rising water, and the newer build shows a molten floor instead. Either way the hazard punishes standing still: a floor that takes too long ends the run.
  6. Take the Mirror Blessing when the card screen appears, then finish on the rooftop bosses.

Mirror Blessings: What Each Card Gives You

The card screen is titled CHOOSE A MIRROR BLESSING and offers three cards with a rarity colour. These are the cards read off the screen, with the effect text printed under each name:

CardRarityEffectWhen to take it
Shard SnackEpic+0.5% heal for every enemy you defeatTake it on a floor with dense mobs, where the healing rate follows your kill rate
Big HeartCommon+25% maximum healthTake it when a boss floor is next and you cannot dodge the chip damage
Swift StepsCommon+10% movement speedTake it when the charge circle keeps stalling on approach, because reach is the bottleneck
Spare HeartRare+1 lifeTake it before the rooftop, where a mistake normally ends the run
Chain ShatterEpicAppears in the same card pool; read the card text before taking itUnconfirmed beyond its name

The pool is random per run, so treat the table as what the cards do rather than a fixed order. Two rules matter more than the individual values: do not take a damage card when the run is failing on movement between objectives, and take Spare Heart on the floor before the rooftop even when a stat card looks stronger.

The Current Drop Strip and the Targeting Control

The rebuilt strip is the reason this page changed. It pays more, and it adds a control that decides which material you are actually farming: Tap a material to target it: x3 drop chance for it.

ReadingRatePity counterNotes
Coins, full clear$229.9K—Printed beside the reward icons
Experience24,000 XP—Marked as levelling your account
Trait Rerollsx35—One of the roof rewards
Crystalsx55—One of the roof rewards
Material row A14%2/10Untargeted row; name not hovered on camera
Material row B, selected57%2/6Shown with the UNTARGET button
Material row C28%, x1-20/4Untargeted row; two units possible

The selected row is the one you are boosting, and 57% is three times its normal rate. The earlier build had no such control and printed three rows at 8%, 17% and 25% x1-2 with pity caps of 15, 8 and 4, and a recorded clear paid $29K plus 500 crystals. Because the recording that shows the new strip never hovers the material names, match each row by its icon on your own panel rather than by the labels here. The craft counts and names below are unchanged across all three recordings.

The strip is not the only cosmetic this mode pays. A creator shows an Arcane weapon skin for Crimson Eclipse called Subzero, says it came from this Nightmare card, and puts it at 2% in his own caption; his frames did not render a legible skin row, so the rate and the row are described on the Subzero skin page rather than here.

The Crimson Eclipse Recipe: 8 + 10 + 5

The Crafting panel names Crimson Eclipse as a Lyth item and lists three material slots. The slot counts read 0/8, 0/10 and 0/5, with the first slot holding the red shear icon that the Tidal High Rise tooltip labels Shear Fragments:

Craft slotRead on the panel
Shear Fragments8
Crimson Ribbon10
Thread Chokers5
RarityLyth, printed beside the item name

One earlier model reading of the same panel reported 10 Shear Fragments instead of 8. Two frames and a second creator both count 8, so this page uses 8 and flags the 10 as a misread rather than a second recipe. The forge also offers a Quick Craft button; it does not remove the material cost. What the materials buy, and what the awakening adds on top, is on the Chisa page.

How Long the Craft Takes on the Current Strip

This is arithmetic on the printed counters, not a measured grind. It assumes one unit per guaranteed drop, takes the worst case where every row goes to pity, and uses the 00:07:42 clear as the per-run cost:

MaterialNeededPity capWorst-case clears
Thread Chokers566
Crimson Ribbon101010
Shear Fragments8, at 1-2 per hit48 if every hit rolls 1

One run pays the rows for all three materials at once, so the ceiling is the largest single column rather than the sum: about ten clears, roughly eighty minutes at the recorded pace. The earlier build had the same three needs against caps of 15, 8 and 4 with 16:50 clears, which put the ceiling near three hours. Targeting matters here: if you boost the row you are shortest of, the pity cap on the other two sets your finish line, so check both counters before you start a session.

What the Rate Change Did, and What Is Still Moving

The studio's Discord post, shown on screen in an 18 October recording, said the new mode was being fixed with more coins and better drop chances and pity, that Season Pass rewards were being buffed, and that Shiny variants are cosmetic only. On the next day's recording the change is in place: the payout moved from $29K to $229.9K on a full clear, and the strip gained the targeting control.

Three things are still open. The material names on the new strip were not hovered on camera, so the row-to-material mapping here comes from the older reading. The Season Pass reward rows were still being adjusted when the recordings were made. And the weapon's rank is unmeasured: neither recording opens a damage panel, so read your own counters before a long session and treat every rate here as the value printed on 18 October 2026.

Questions

Frequently Asked Questions

How long is one Tidal High Rise run?

A recorded Nightmare clear in the current build finished in 00:07:42 with 466 kills. The earlier build's recorded clear took 16:50, and creators describe weak accounts needing fifteen minutes or more, so treat any single number as one data point rather than a fixed length.

Does Tidal High Rise drop Crimson Eclipse?

It drops the materials, not the unit. Nightmare lists three material rows, and the craft turns 8 Shear Fragments, 10 Crimson Ribbon and 5 Thread Chokers into Crimson Eclipse.

Can you fail a Tidal High Rise run?

Yes. The floor hazard is on a timer, and the newer build shows a molten floor rather than rising water. A creator describes being caught by it as the fail state, and says that once the floor is molten, reviving puts you back into it.

What does the x3 material target do?

Tapping a material on the reward strip triples its drop chance for that run. In the recording, the selected row read 57% with a pity counter of 2/6 while the other two read 14% and 28% x1-2.

Should you farm Crimson Eclipse right now?

Only if you want the character or the Mrs. Potential title. Creators who tested her call her a sidegrade held back by long animations, and the raid that feeds Solar Radiance is the cheaper project per clear.

Sources and checked dates