- Twewy Solo Remix Pin Slots Free
- Pin Evolution Twewy
- Twewy Pin Guide
- Twewy Player Pin
- Twewy Pin Evolution Chart
Not a Solo-Remix pro but Blue Blood Burns Blue always works really well with my Lighting Rook and I also know a fully leveled Peace Full is the best healing pin in the game.
@novoiski
- Genre
- Alternative
Comment by User 416162964
Awesome remix
Comment by Bllly P
Banger
Comment by 621Chopsuey
Perfect dance club beat!
Comment by Jonathan S. Samilin
Awesome remix!
Comment by Ryo Mayer
awsome stuff
Comment by akaikingyo
すばせか!
Comment by 0nvd0
A M A Z I N G
Comment by BlackSparkz
hype
Comment by BlackSparkz
aw shiet
Comment by shoeygooey
Hell yeah, buddy!
Comment by Itchykingkong
So cool
Comment by Kamal Deeb
so much energy
Comment by Dylan Edgeworth
A hint of Deja Vu?
Comment by Kusanito
this go straight to my running playlist
Comment by MisterTwoC
This is awesome
Comment by what is that noise
anjriiiitt
Comment by Chris Vp
The Sickest yet.
Comment by Macauley Kavanagh
This is great
Comment by adhyaksadesta
Awesome I feel the beat
Comment by PlatinumofSinnoh
Awesome remix(≧∇≦)
Comment by itsNekh
AGHHHH ITS BEAUTIFUL
Comment by itsNekh
even better than the its so wonderful remix
Comment by DojoFox
Nice remix
Comment by GavinXross
I CAN DO ANYTHING
Comment by Rebecca Cook Thomas
More more
Comment by Rebecca Cook Thomas
Love your style and sounds
Comment by Glenn Park 2
so cool!!!
Comment by Folkvangr
*_*
Comment by Wyatt Lefebvre
love this song
Comment by Shounin Sarangani
Pissed me off
By GippyGippy. Last updated
Introduction
Hi! This is a general guide for running TWEWY on all platforms: the original Nintendo DS version (called DS), Solo Remix for iOS/Android (SR), and Final Remix for Nintendo Switch (FR).
This guide is meant to tell you the differences between each version, the general strategy for each, and provide a shortlist of equipment that merits a closer look. This is not a day-to-day walkthrough. If you need that, it's better to actually watch some runs and make your own notes. For FR, I would especially recommend Punchy's ESA 2019 run (https://www.twitch.tv/videos/456768072). This isn't the current WR, but because it was for a charity speedrun event, many of the nuances and tricks are explained in detail in that video.
About Me
You might notice that I don't have a time (yet) for any version of the game. That's because I haven't actually sat down and done a full single-segment run that I've filmed. For FR, I actually don't own a Switch. My credibility is more behind-the-scenes: I wrote the original psych efficiency guide on the TWEWY wiki back in 2010. I also wrote the DS speedrun walkthrough on GameFAQs back in 2011, which has since been refined by other people. I was also one of the main contributors for the current FR routing.
A huge shout out to all past and present runners of the game. Running this game is a test of endurance and dedication, and their continuing motivation was what led me to create this guide. I'd like to specifically thank Punchy, who put up with some of my silliest suggestions while we were testing new routing for FR.
Original (DS)
This is the original handheld version, so we'll cover this first.
Ugly: Enjoy dual 256x192 screens instead of HD!
Difficult to record: You could use an emulator, but as for capturing off a DS, it's difficult to do so. I've been able to do it by simply hanging a webcam directly above the DS.
Slowest version: Cutscenes aren't skippable in any version. In DS, the cutscenes take significantly longer to mash through, as the transitions between text bubbles do not speed up. The current WR is just under 5 hours, though that time includes the full ending, which is 14 minutes long.
DS-unique mechanics: This is the main reason to run this particular version of the game. Each of them is covered below:
Dual screen + puck
Neku and his partner attack simultaneously. Each partner is able to deal a 'puck' hit and pass it. The puck is a damage multiplier that only affects the final hit before it is passed. Depending on how fast the puck is passed, the puck multiplier may increase or decrease (decay). Equips are focused on making the actual puck pass faster, as well as powering up the initial puck multiplier. These equips, despite not bestowing high ATK, actually translate into more damage because more puck hits occur.
High efficiency psychs
Neku's pin deck is designed to take advantage of the puck. This is because a single amplified puck hit deals much more damage than a great number of smaller, faster hits. There is a hidden attribute of every offensive psych in the game called efficiency, which is how well the psych converts ATK into actual damage. See https://twewy.fandom.com/wiki/Efficiency for more info.
Sync rate food
Neku and his partner must consume food that boosts sync rate. Having a low sync rate causes the puck to decay faster. Sync rate will decay naturally, but it will also decay faster if damage is taken. The other versions (SR/FR) don't care about sync rate, so they don't use sync rate food items. As fleeing from battle twice in a row or more causes sync loss, this should never happen in DS.
Final Remix for Switch (FR)
The most popular version, and the one that has been run at multiple speedrun festivals.
HD: Pretty!
Easy to record: HDMI capture devices designed with Switch compatibility will capture this game with ease.
Fastest version: It's nearly 2 hours faster than DS. This is mainly due to two things: much faster text skipping, and the partner being much stronger in order to make up for the lack of the puck. The WR is currently just over 3 hours.
1P2C or 2P2C: This version is played on co-op mode for speed. If running by yourself, this means controlling each partner with a single joycon. It is also possible for 2 people to control one joycon each.
Fidgety controls: The joycon controls can be difficult at best, and absolutely aggravating at its worst. The tracking will shift during the game, requiring you to re-center the cursor constantly. 'Press and hold' psychs are inconsistent because the cursor might wiggle, canceling the attack.
Glitchy: Sometimes, enemies go off-screen and you need to wait for them to re-appear. Other times, the partner simply fails to receive any input. Hitboxes of airborne enemies are disjointed. And fusions against bosses are unreliable and may completely whiff. All of these are things you'll need to live with.
Remix-unique mechanics: While the story flow is still the same as DS, the pin, equip, and food setups are different:
Slow fusions
In DS, a fusion is 7-9 seconds long. In FR, it's 26-28 seconds due to the minigame you need to play before it's executed. As the majority of battles can be won in under this time, fusions are mostly ignored. The notable exception is using a fusion on the week 2 boss, Sho.
Cross combos
When an enemy is hit, then hit by the other character, there's a slight damage boost, and the enemy may flinch. However, a significant downside is that there's a noticeable lag time. When one character focuses on an enemy while the other stays out of the way, the damage-per-second output is higher.
Sync rate is irrelevant
Sync rate is simply a meter that allows one level of fusion per 100%. As sync naturally increases after each cross combo, food that boosts sync is completely useless.
ATK stat focus
Hat, top, and accessory equip slots all boost ATK significantly. The focus is to get equips that boost the ATK stat, as without the puck, spamming as many regular attacks as possible is best for damage. Special attention is given to the partners, as they get a greater benefit from boosted ATK than Neku.
All of the equips that boost the puck in DS will boost sync in FR. As gathering sync is useless, the only sync equip that is used is Purple Sneaks. There is little else practical for the 4th equip slot, which could be footwear, uniform (which almost all are too expensive), or bottom (which doesn't boost ATK with one exception).
Easier start
In DS, you start with ¥0. In FR, you start with ¥5000. In addition, one equip, Ribbon Bonnet, had its cost reduced from ¥3000 to ¥1800, and its BRV requirement reduced from 117 to 107. This allows Shiki to immediately equip the Ribbon Bonnet on W1D4 for +5 ATK. To our knowledge, no other equip costs have been changed.
Solo Remix for iOS/Android (SR)
To be perfectly honest, this is a dead category. For the dual screen purists, there is DS, and for the high-definition glory, there is FR, which is faster because of co-op mode. That leaves SR in an unattractive position, because SR is basically FR without co-op.
Psychs (all)
Here's a shortlist of psychs that are worth considering in both versions. Remember that psychs are unique attacks, while pins are particular variants of psychs.
Shockwave: Easy to use. While it has 35% efficiency, it may still be used in DS, especially against bosses, due to its stunlock properties. Shockwave (the pin) is given at the start, and Masamune is obtained later.
Cure Drink: Cure Drink is the standard healing pin you get at the start of the game. There are better ones, but none are worth spending time to obtain. Three 50% heals is enough to get you out of any pinch.
Doomed Defense: Poison Bones, given at the end of W1D3, is a staple. At the beginning of a battle, all non-bosses have a chance to be inflicted with defense break, which means they'll take +20% damage. This chance seems to be around 50%. (Note that when Neku or the partner has defense break, they take double damage.)
Psychs (DS)
In DS, using high-efficiency psychs is ideal. They are typically slower, but one puck hit from a high-efficiency psych deals much more damage than many low-efficiency hits.
Piercing Pillar S: A very fast, 100% efficiency psych that will instantly pass the puck. Ice Blow, given at W1D2, is a staple. It may be retired during W3, as it caps at 27 pATK.
Lance Lunge: A fast, 80% efficiency psych that will also pass the puck. Compared to Piercing Pillar S, this one has a slight startup time, as Neku must align himself. Ichimonji (30+4/Lv pATK) is given on W2D2, and will evolve to Nikkari (51+3/Lv pATK) during W3D2 or W3D3.
Burst Rounds:This is the primary offensive psych. It features a whopping 150% efficiency, though it has a noticeable charge time. Two Burst Rounds pins may be equipped. Tin Pin Custom (40 pATK) is given on W2D2. This is upgraded to One Stone Many Birds (47+3/Lv pATK) on W2D5. It's possible to get One Stroke Vast Wealth (79+1/Lv pATK) on W3D4, but the drop rate is very low.
Psychs (FR)
The current FR routing is big on Natural Puppy (NP) psychs. While their psychs don't have the greatest efficiency, they're spammable. It also helps that NP is one of the brand missions.
Entanglement: While this psych is ignored in DS due to its low damage per hit, it's valued in FR for its constant damage output. Due to the differences in pin evolution from DS to FR, Love Me Tether can evolve to Sweet Talk Tether via battle PP.
Force Rounds: Easy to use, and many shots. As Lovely Beam can evolve to Superfine Beam via battle PP, it also means that Innocence Beam is eventually available once Superfine Beam evolves via battle PP.
Patrol Rounds T: Pop Pendulum is required to pass a wall on W2D3. Casual Pendulum has higher ATK and is given after Uzuki is defeated on W3D3. The Patrol Rounds T pin should be placed before the Force Rounds pin in the deck, as Patrol Rounds T has less shots and a longer reboot time.
Resonance NP: Resonance is typically a postgame psych. However, the Resonance NP pin is obtainable on W3D5, and will boost pin ATK by 20%. Sweet Talk Tether improves from 70 pATK to 84 pATK, which is a more significant boost than what most equips could provide. Pimp out that Natural Puppy deck!
Short use pins
These are specific pins that serve a specific purpose in the game and aren't part of the main deck.
Murasame (W1D5): Once you get this, you should put it in your pin deck and raise it to Lv3 for an optional W1D6 wall that not only saves you time, but gives you a second Durable Leather. In FR, remove it from your pin deck once it hits Lv3, as it will evolve if leveled further.
Sexy D (W1D6): A Psychokinesis D pin that works quite well against Decadravens. Efficiency varies on the obstacle used, but it's good filler damage. It'll be used again on W2D5 for the DB brand wall.
Tin Pin Thrift (W2D5): The Sacrifice psych induces SOS on Neku. While Neku is in SOS, he deals +30% damage and gets +20% EXP. If healed out of SOS, Sacrifice turns off. This is a psych that hasn't been tested much due to its risky nature, but I believe we'll be seeing more of it as runs become more refined and runners look for more timesaves. Note that in DS, SOS mode is 0% of a character's half of the lifebar, while in FR, it's <=25% HP.
Fly Line (W3D4): The first available Grave Marker pin, which has 80% efficiency. Fly Line has 74+6/Lv pATK, so at Lv4, it has 98 pATK. At Lv5, it evolves to Fresh Line, but this is actually a downgrade. Though it gets more uses, a Lv1 Fresh Line has 81 pATK. You should be able to finish the game before this happens. No current run uses this yet.
Lightning Rook (W3D7): You get to use it for only 2 fights before the game ends, but better late than never!
[DS] Daruma (W1D6): Used for the W1D7 boss because Apport C has 80% efficiency.
[DS] Rhyme (W3D7): It's slow, but it has a beefy 120% efficiency. Works for the final 3 fights.
Threads (all)
Knit Casquette: Hat: +4 ATK, 18 BRV. W1D5: Molco DB, ¥4800
Good for Neku and Beat while they're cowardly, and works towards the D+B brand mission.
Purple Sneaks: Footwear: +1 ATK, 27 BRV. Faster Puck 2 (DS), CC Faster Sync 2 (FR). W1D5: Molco TP, ¥5100
[DS] This is the most important equip in the game. Both characters should always wear these, as dual Sneaks will reduce the puck passing time by 50% (1.6s -> 0.8s).
[FR] Provides +1 ATK, which is at least something. CC Faster Sync 2 may be useful against W2D7 Sho and W3D5 Berserk Uzuki/Kariya, should you need to use a fusion quickly.
Biker Jacket: Top: +10 ATK (+15 for Neku), 38 BRV. W1D6: Molco TP, 3 Rare Metal/1 Durable Leather/1 Cotton Biker Vest
This top obsoletes almost every other top in the game. It's possible to obtain the 6 Rare Metal and 2 Durable Leather by W1D6 to quest two of them: one for Neku, and one for the partner. In fact, it is so good, runners usually unequip the Biker Jacket off Shiki and Joshua before their end-of-week bosses so that it's not lost.
Denim Blouse: Top: +5 ATK, 40 BRV. W2D4: Molco DB, ¥1500
Inexpensive, works towards the D+B brand mission, and is a suitable Biker Jacket replacement for Joshua before he faces Sho.
Goth Bondage Coat: Top: +27 ATK, 54 BRV, induces SOS. W3D2: A-East LA, 1 Vampire Dress/2 Tektite/1 Sleek Silk
This one is interesting because it appears to be +17 ATK with the ability Jinxed ATK Boost. However, unlike the other SOS abilities, even if you heal out of SOS, the boost stays, so it's effectively a +27 ATK top! This is the maingame thread with the highest non-SOS ATK boost. Costs at least ¥51690 to unlock via raising the shopkeeper's FSG. The Tektite is obtainable by defeating both W3D1 pigs. The Sleek Silk is given by a wall reaper on W1D6.
Pi-Face's Cap: Hat: +15 ATK, 75 BRV. W3D7: Given after Konishi's boss fight
Either Neku or Beat work towards 75 BRV just to equip this for the final 3 fights.
Threads (DS)
Generally, puck abilities matter more than ATK, though stacking ATK on Shiki or Beat (not Joshua!) will work due to their high-efficiency panels. Once Naraka is available on W2D3, Purple Sneaks and Naraka should be equipped on both characters at all times except during the brand missions.
Star Cap: Hat: +5 ATK, Shiki +1 Fusion Star, 60 BRV. W1D4: 104 DB, ¥7800
Shiki uses this as her hat in DS.
Brown Baby Tee/Nylon Waist Pack:
[BBT] Top: +1 ATK, -1 partner panel, 30 BRV. W1D3: Shibukyu MR, ¥780
[Nylon Waist Pack] Accessory: +1 ATK, -1 partner panel, 10 BRV. W1D4: 104 MR, ¥1095
-1 panel for the partner means a shorter panel map, and therefore faster finishers and more fusion stars. Keep in mind the ability only works when the partner is wearing the item.
Peach Turtleneck: Top: +1 ATK, Faster Puck 1, 10 BRV. W1D4: 104 MR, ¥780
Cheap shirt for Neku with Faster Puck 1, which reduces the puck passing time by 15%.
Green Warm-Ups: Uniform: +1 ATK, Faster Puck 1, 23 BRV. W1D6: Cadoi MR, ¥1290
One of the only practical uniforms. This has Faster Puck 1, and doesn't use the valuable Top slot.
Naraka: Accessory: +3 ATK, Puck Power 1, 32 BRV. W2D3: Cat Street JM, ¥11100
If Neku and his partner both equip these, the puck will start at 3.0X instead of 2.0X. This is a significant damage boost. Except during brand missions, this should always be equipped on both characters.
Threads (FR)
The ATK stat matters. That's it. Everything you use should maximize ATK. Partners benefit more than Neku. Here's the current progression list:
Hat: Knit Casquette (4), San Francisco (7), Pi-Face's Cap (15)
Top: Alive (3), Biker Jacket (Neku 15, Partners 10), Goth Bondage Coat (27)
Accessory: Spiked Choker (3), Red Mohawk Set (7), Wild Boar Pendant (9), King Pendant (Neku 12, Beat 16)
4th slot: Purple Sneaks (1)
Ribbon Bonnet: Hat: +5 ATK (Shiki only), 107 BRV. W1D3: A-East LA, ¥1800
Compared to DS, they made it cheaper and require less BRV. Shiki starts with 110 BRV so this is perfect.
Alive: Top: +3 ATK, 18 BRV. W1D4: 104 WB, ¥4890
This works for Neku, but he won't see much of a benefit due to his low efficiency. However, this builds up FSG at the Wild Boar shop, which works towards getting the King Pendant. Beat can also wear this until he builds up enough BRV for something better.
Spiked Choker: Accessory: +3 ATK, +1s Shiki Fusion, 25 BRV. W1D5: Molco TP, ¥3600
The ability is irrelevant. This is only useful for its ATK boost.
Red Mohawk Set: Accessory: +7 ATK, 45 BRV. W2D4: Molco TP, ¥9000
Replaces the Spiked Choker. More ATK!
San Francisco: Hat: +7 ATK, Resist Immobilization, 25 BRV. W2D4: Udagawa WB, ¥9195
The maingame hat with the highest non-SOS ATK boost. The ability is a cherry on top, and will matter against the W3D2 boss.
Wild Boar Pendant: Accessory: +9 ATK, 35 BRV. W3D2: 104 WB, ¥16200
Replaces the Red Mohawk Set. Pretty good, but it can quest to...
King Pendant: Accessory: +12 ATK (+16 for Beat), 42 BRV. W3D2: 104 WB, 1 WB Pendant/6 Rare Metal/3 Sparkling Silver
This provides a monster ATK boost, and is the best maingame accessory that doesn't require Adamantite, which is too cumbersome to farm in a speedrun. However, it is very expensive: ¥48600 for 3 Sparkling Silver and the Wild Boar Pendant required to quest it.
Twewy Solo Remix Pin Slots Free
Threads (consideration)
These aren't being used in a current run, but could merit consideration. Possible exclusion reasons are listed:
Patchy Biker Jacket: Top: +21 ATK, 45 BRV. W2D5: Molco TP, 1 Biker Jacket/5 Tektite/2 Durable Leather
The Tektite requirement is probably too much, and it requires a detour.
Sun Emperor: Uniform: +7 ATK, +15% SOS ATK, 45 BRV. W2D5: Shibukyu DC, 1 Vernal Equinox/3 Tektite/1 Sleek Silk
Raising the shopkeeper's FSG to unlock it costs ¥52500. You get 1 Sleek Silk for Free, but it's better to use that for the Goth Bondage Coat. Takes up the 4th equip slot, which is otherwise used for Purple Sneaks.
Negotiator: Top: +12 ATK, Beat +2 Fusion Stars (DS), +40% Sync Start (FR), 32 BRV. W3D5: 104 WB, ¥25500
This was used for a while but went out of favor, as it adds two screen transitions, increasing the risk of a random reaper fight.
Camouflage: Bottom: +0 ATK, +20% SOS ATK, 35 BRV. W2D5: 104 WB, ¥12200
This depends on the user's other threads. Worse than Sun Emperor but much easier to obtain. Could see play in a dedicated SOS setup. Boost should probably be at least +10 to be worth it.
[FR] Hannya: Bottom: +3 ATK (Neku only), 28 BRV. W2D3: Cat Street JM, ¥10800
New tech that nobody has used yet! The ability grants Neku some ATK, and so for him only, it can replace Purple Sneaks. 1 Masamune must be bought to raise shop FSG to unlock the ability.
[FR] Won't Stop: Bottom: +3 ATK (Beat only), 25 BRV. W3D5: Udagawa WB, ¥10500
More new tech that nobody has used yet! The ability must be unlocked at Cyco Records by buying 6 CDs for ¥9000 total. This is better than getting ATK Capsules for Beat.
Food
Neku starts with 15 BRV and must get to at least 38 BRV to wear the Biker Jacket, which is in every run. This is achievable with Tonkotsu Ramen and at least 4 ice cream (Vanilla Soft Serve). Neku will need to eat an additional 4 ice cream and 1 BRAVE+ if he wishes to wear Pi-Face's Cap at the end of W3.
Shiki's starting BRV is 110. Joshua's starting BRV is 49 if LVG max is 10. Therefore, they don't require BRV food and can focus on ATK food instead. Beat's starting BRV is 20 if LVG max is 16. That means he's a coward and will need at least 1 BRAVE+. Two are needed if you want him to wear the Goth Bondage Coat.
Tonkotsu Ramen: W1D3, +6 BRV in 16: Neku needs a big, hearty meal at the start of the game.
Miso Ramen: W1D3, +1 ATK in 9: Given to Shiki because ATK is good.
Vanilla Soft Serve: W1D3, +2 BRV in 5: Neku must go on an ice cream diet to wear better clothes.
Hot Dog: W1D5, +1 ATK in 8: Given to Joshua and Beat. ATK is good, and this is inexpensive.
Definitivo Chili Dog: W2D4, +3 ATK in 13. (Requires 3 Rare Metal/1 Crimson Chili/1 Choice Meat)
Technically, this is obtainable on W2D2 in order to clear an optional wall. However, that requires a lengthy detour. The Crimson Chili is obtained by clearing the W1D5 optional wall @ Spain Hill, and the Choice Meat is obtained by clearing the W1D7 optional wall @ Scramble Crossing.
BRAVE+: W2D4, +20 BRV in 3: Expensive at ¥20000 but you must budget for these! Beat needs 1 to wear the King Pendant, and 2 to wear the Goth Bondage Coat. Neku needs 1 to wear Pi-Face's Cap.
[DS] OJ: W1D3: Cheap sync booster that works for Shiki and Joshua.
[DS] Cola: W1D3: Cheap sync booster that works for Beat.
[DS] Minestrone: W2D5: Excellent sync booster for Neku.
Materials
Rare Metal: Used for many purchases, this is the one material that you need plenty of. The best time to farm Rare Metal is W1D6 where there are plenty of Decadravens (#58, 3%). A 4-chain at Centre St. should do it. W1D7 has a 3-chain wall where you can get some if you do the chain at Scramble Crossing.
Durable Leather: You get 1 from a forced wall on W1D5, and 1 from an optional wall on W1D6. The optional wall requires you to have a Lv3 Murasame, which is a pin given to you from the forced wall. Clearing both allows you to obtain 2 Biker Jackets.
Pin Evolution Twewy
Tektite: Needed for fusion level 3, the 6th pin slot, and various high-powered equips. The best time to farm Tektite is W2D2 Scramble Crossing on hard difficulty. This has the weakest bird (Decadraven, #58, 6%) that drops it, as later enemies may be too strong. Tektite may be quest purchased by spending ¥25000 on W2D4 Shibu-Q 2F, then trading 3 Rare Metal for 1 Tektite. Two pigs give Tektite on W3D1.
Adamantite: Don't bother, as the equips that require it aren't worth getting. No current run uses Adamantite.
Shop FSG
The shop friendship gauge (FSG) is tricky. Certain FSG levels are required for unlocks. Raising the FSG requires spending enough money, but there are thresholds for each level. If you go over the threshold, the excess won't count towards the next level. In a money-tight speedrun, it's important to know the shop FSG thresholds. Only FSG-relevant shops in the speedrun are listed:
Twewy Pin Guide
104/Wild Boar:
¥4000, 4000, 8000, 8000 (Lv5 for King Pendant)
A-East/Lapin Angelique:
¥4000, 26000, 10000, 10000 (Lv5 for Goth Bondage Coat)
Twewy Player Pin
Molco/Tigre Punks:
¥10000, 10000 (Lv3 for Purple Sneaks)
Cadoi City/Mus Rattus:
¥4000, 4000 (Lv3 for Green Warm-Ups)
Cat Street/Jupiter of the Monkey:
¥12500, 12500 (Lv2 for Hannya, Lv3 for Naraka)
Twewy Pin Evolution Chart
Shibukyu Main Store/Dragon Couture:
¥20000, 20000, 10000 (Lv4 for Sun Emperor)