[Wildfrost Guide] Complete Map & Events Guide
Wildfrost's map has you progressing through three zones (Acts), picking branching nodes, defeating bosses, and powering up your deck along the way. This guide covers node types, event effects, Sun Bells chosen after each boss, Storm Bells for higher-difficulty challenges, and Snowdwell hub facilities—all the information that supports in-run decisions. Route selection is an underrated core skill in Wildfrost, so internalize the key points here to boost your clear rate.
What This Guide Covers
- Map basics
- Map node reference
- Event node details
- Sun Bells
- Storm Bells
- Snowdwell (town) facilities
- Route selection tips
Map basics
A Wildfrost run consists of three zones (Acts). Each zone has distinct scenery and a boss, and enemy strength escalates as you progress.
Act 1 - Snowy Plains
The opening zone. A critical section for laying down your deck foundations. Gain companions and set your deck direction here.
Act 2 - Ice Caves
The middle zone. Enemy attacks get harsher, and deck weaknesses start showing. Reinforce your deck with charms and items here.
Act 3 - Frozen Tundra
The final zone. Extremely powerful bosses await. The ultimate trial of your deck's completeness.
Progression points
- After defeating each Act's boss, you choose two Sun Bells. Sun Bells grant permanent buffs, so these choices heavily influence run success.
- The map consists of multiple nodes, and you pick paths through branches. Node types include battles, shops, and events.
- You don't have to pass through every node—reading the situation and choosing the optimal route is a key skill.
Map node reference
Battle nodes
| Type | Description |
|---|---|
| Normal battle | Regular enemy encounter. Victory awards Bling (currency) and experience. Enemies scale up per Act. |
| Boss battle | Powerful boss at the end of each Act, with unique abilities, massive HP, and minions. Awards Sun Bell selection on victory. |
Shop nodes
Woolly Snail
- 4 items displayed, with 1 randomly 50% off
- 3 charms for sale (prices 50 / 70 / 90 Bling)
- 1 Crown for 75 Bling. Crowns are extremely powerful—recommended purchase when Bling allows.
Charm Merchant
- Sells 3 charms
- Also offers random cards with charms already equipped. Good deal when you want both the card and the charm.
Event node details
Event nodes trigger random events. These are important moments for strengthening your deck, and which event you encounter significantly shapes the run.
Frozen Traveller
Three companion candidates appear, and you must pick one to add to your deck. Extremely welcome when encountered early. Companion quality determines run success, so use the "Rule of 4" (4 damage in 4 turns) when selecting.
Treasure Chest
Three items or Clunkers appear, and you pick one. Clunkers are excellent as tanks with no HP management, so grab good ones aggressively.
Bling Snail Cave
Grants 40-80 Bling. Supplies funds for key items and charms at the shop. Worth visiting if no higher-priority nodes are available.
Charm Dispenser
A single random charm for free. Charms directly strengthen your deck, so encountering this event is lucky. Don't equip immediately though—wait until the optimal target appears.
Gnome Traveller
Displays 3 items or Clunkers, but 2 come with attached Junk cards. Junk clogs the deck, so you decide between picking the Junk-free option or accepting Junk for a card strong enough to outweigh the downside.
Muncher
Remove up to 2 cards from your deck. Deck thinning is extremely valuable in roguelikes—removing unneeded cards raises the chance of drawing key cards and improves overall deck consistency. Perfect for removing Junk cards or weak early picks.
Shade Sculptor
Duplicate 1 item or Clunker in your deck. Duplicates copy charms too, so cloning a charm-equipped strong item sends deck power through the roof. An endgame-tier event.
Injured Companion
A companion that fell in your previous failed run reappears in an injured state and can be added. A chance to carry over a companion that performed well, but note they join with reduced HP.
Sun Bells
After defeating each Act's boss, you pick 2 Sun Bells. Sun Bells are permanent buffs effective for the rest of the run. Since selections directly impact run success, choose carefully. Below is the priority ranking widely shared by the community.
S - Top priority
Sun Bell of Hands
+1 card draw. More cards in hand means more options and higher-quality decisions every turn. The top candidate for nearly every deck.
Sun Bell of Breakfast
The first Once-Per-Battle item used costs nothing. Strong Once-Per-Battle items become free every combat, dramatically boosting deck consistency.
A - Excellent
Sun Bell of the Bell
Additional Redraw Bell uses. More hand swaps means easier access to cards you need.
Sun Bell of Charge
Reduces all allies' counters by 1 at combat start. Fights begin with counters already progressed, speeding up early tempo.
Sun Bell of Noomlin
Duplicates a random card in your deck. Extremely strong when a key card is duplicated, but the randomness reduces consistency.
Sun Bell of Power
+1 attack to all allies. Looks modest, but applying to everyone substantially boosts total damage.
Sun Bell of Infinity
Once-Per-Battle items aren't consumed and can be reused. Dramatically effective when you have strong Once-Per-Battle items.
Sun Bell of Companions
Gain one random companion. Companions are the core of your combat power, so an extra one is a big upside.
B - Situational
Sun Bell of HP
+HP to all allies. Durability goes up, but doesn't improve damage or tempo, so it sits below other options.
Sun Bell of Time
Grants a start-of-turn effect. The effect is fixed and the impact is often smaller than other Sun Bells.
Sun Bell of Recall
Enhances Recall effects. Valuable in Recall-heavy decks, but generally lower utility.
Storm Bells
Storm Bells are modifiers for high-difficulty challenges unlocked after clearing the game. Each Storm Bell has an assigned point value, and higher total points mean higher difficulty. Challenge content for dedicated players.
| Storm Bell | Effect |
|---|---|
| Bell of Storm | Base difficulty increase—enemies gain attack and HP |
| Bell of Hunger | Reduced shop selection, raised prices |
| Bell of Solitude | Lower Frozen Traveller encounter rate |
| Bell of Fragility | Reduced HP for all allies |
| Bell of Burden | Starting deck includes Junk cards |
| Bell of Acceleration | Enemy counters reduced (faster enemy actions) |
| Bell of Slowness | Ally counters increased (slower ally actions) |
| Bell of Greed | Reduced Bling gain |
| Bell of Chaos | Restricted map route selection |
| Bell of Cruelty | Bosses summon additional minions |
| Bell of Curse | Random negative status applied to allies |
| Bell of Sealing | Reduced Sun Bell choices |
| Bell of Finality | The ultimate challenge—applies all Storm Bell effects simultaneously |
Advanced players aim to clear with as many Storm Bell points as possible. Add Storm Bells one at a time to adjust, and eventually aim for clears with every Storm Bell active.
Snowdwell (town) facilities
Snowdwell is your run's hub town. More facilities unlock as you accumulate runs, providing more options. Understanding each facility's function helps you progress efficiently.
Tribe Hall
Choose your tribe and leader. The starting point of a run—your tribe selection determines your initial deck composition and strategic direction. New tribes unlock with game progression.
Pet House
Unlock and select pets. Pets are special companions that join your deck at run start, each with unique abilities. Fulfill conditions to unlock new pets.
Inventor's Hut
Unlock Clunkers and items. Unlocking new Clunkers or items expands the card pool that appears in runs. Prioritize unlocking strong cards.
Icebreaker Cabin
View and unlock map events. Events you unlock here start appearing on in-run maps. Prioritizing beneficial events raises run consistency.
Hot Spring
Check and unlock companion characters. View the list and stats of unlocked companions. Unlocking new companions broadens your in-run companion pool.
Frostoscope
Preview the current final boss and its minions. Unlocked after defeating Eye of the Storm (the true final boss). Lets you check abilities of the boss you'll face in your next run and plan counters.
Challenge Shrine
Challenge mode that unlocks charms as clear rewards. Requires winning fights under special conditions, testing player skill. Unlocked charms become usable in normal play.
Daily Voyage Airship
A daily-refreshed challenge mode. All players play the same conditions (same deck, same map) and compete on score. Different restrictions and special rules apply daily, keeping the experience fresh.
Route selection tips
Map route selection is a hidden skill for improving at Wildfrost. Here's the collective wisdom from the community.
Aim for 2 Frozen Traveller events before the Act 1 boss
The number of companions directly correlates with deck strength. Hit 2 Frozen Traveller events before the Act 1 boss and secure 3-4 companions including your leader—the ideal setup. Challenging the boss with too few companions means losing to board-development pressure.
Node priority: Shop > Muncher > Charm Merchant > Gnome Traveller
The Woolly Snail shop has the chance to obtain a Crown, making it top priority. Muncher for deck thinning is next, followed by Charm Merchant for charm acquisition. Gnome Traveller carries Junk card risk, so consider it only when other options aren't available.
Chase the Broken Vase + Lumin Goop combination
The Broken Vase + Lumin Goop combo is widely known as essential-tier synergy for endgame (high-difficulty Storm Bell) play. When the two align, deck output skyrockets—grab them aggressively if they appear in shops or events.
Don't overly avoid battle nodes
Bling earned from normal battles funds shop purchases. Avoiding too many battles leaves you Bling-starved and unable to buy key items or Crowns. If you're confident in your deck, willingly take battle nodes.
Prioritize Shade Sculptor in Act 3
Encountering Shade Sculptor (the duplication event) in Act 3 is a golden opportunity to duplicate your deck's ace card. Cloning a charm-equipped strong item or Clunker dramatically raises the final boss win rate.
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