Locomon is the point where a routine mission prompt becomes a progression decision. When War! asks if the party is ready to leave, side missions are about to go on hold for a long stretch. Those missions award Anomaly Points, Agent Rank controls important Digivolution access, and the next sequence keeps moving through major fights instead of returning you to the same cleanup loop.
The practical route is therefore not “follow every yellow marker.” It is a cycle: close the current side missions, spend the resulting Anomaly Points, check the next Digivolution requirements, and keep enough attribute and elemental coverage to answer a boss whose target or resistance can change. Do that before War!, and the forced story run becomes a sequence of solvable mechanics rather than a surprise rank wall.
The one checkpoint that deserves a full account
The decisive warning appears at the start of War!, when talking to Sunflowmon and preparing to board Locomon. Treat it as a hub-closing audit, not a one-mission difficulty warning. A post-launch playthrough report found that unavailable side missions stayed inaccessible for a substantial part of the story. The cost is not just missed dialogue: unfinished missions also mean unearned Anomaly Points and a lower Agent Rank.
Do these jobs before accepting the departure:
- Clear every side mission that is currently actionable. If a mission is waiting on an item or route you have not unlocked, record it separately; do not confuse “cannot finish yet” with an ignored marker.
- Spend Anomaly Points with a role in mind. First secure the rank and Digivolution access your working roster needs. Then buy personality-linked bonuses that actually match members you intend to field. A broad tree filled with inactive personality bonuses does not help the next boss.
- Open Digivolution Conditions in the Digifarm. The July 2026 update added this screen. Check the next reachable forms, then identify whether the missing gate is Agent Rank, a stat, Talent, Bond, or another condition shown by the current client.
- Return the Digifarm roster to a useful state. Collect completed training, feed for Bond when the next path requires it, and avoid leaving every alternate attribute in storage while the story is about to restrict travel.
- Restock recovery for both HP and disabling conditions. Items can be used before a Digimon takes its action without consuming that attack. A small status kit preserves more turns than another narrow damage attachment.
- Enter with a charged or nearly charged Cross Art. Wild battles rebuild the gauge quickly. The aim is not to hoard it forever, but to have an emergency heal, field effect, or burst available when a multi-part boss exposes its dangerous target.
There is an earlier preparation prompt in Incoming Conflict. Blimpmon warns about heavy fighting in Factorial Town and lets you stay behind. Use that pause to test the roster; use the later War! warning to close the account. The first protects you from a two-boss dungeon. The second protects the campaign’s progression resources.
Build a roster that can change answers mid-fight
Time Stranger checks two different weakness systems. Vaccine, Data, and Virus define the attribute matchup, while Fire, Water, Plant, Ice, Electricity, Earth, Steel, Wind, Light, Dark, and Null define elemental coverage. A favorable attribute is valuable, but several story bosses add a second target, reverse a matchup, or change resistance during the fight. One overtrained trio can still stall if every useful move answers the wrong layer.

Use roles rather than permanent species:
- Attribute pivot
- Keep at least one battle-ready answer for each side of the Vaccine-Data-Virus triangle across the battle and reserve roster. It does not need to be the highest-stage form; it needs enough speed and durability to enter when the boss changes the question.
- Physical and magic lanes
- Do not load every attacker into the same damage stat. UltimateBrachiomon is the clearest warning: its resistance state alternates between physical and magic. A bench that can only repeat one lane turns a readable state change into a wall.
- Wide elemental access
- Attachment Skills let a useful Digimon cover an element outside its native Special Move. Equip coverage for the next mission rather than trying to force a new evolution every time the Analysis panel reveals a weakness.
- Recovery plus condition removal
- A healer keeps a long fight stable; recovery items repair the specific turn that would otherwise collapse it. Poison, Paralysis, and Sprite-like skill restrictions have different answers, so inspect the next area’s enemies before filling the item bar.
- A rideable field member
- DigiRide unlocks after reaching Central Town in To the Untrodden World. A Digimon can lose rideability after Digivolving, so check the yellow ride icon before changing the only mount that makes long cleanup routes tolerable.
Conversion is also a planning choice. The official rule allows conversion at 100% Scan Rate, while a rate closer to 200% produces a stronger Digimon. Convert at 100% when a missing attribute, element, or field skill blocks immediate progress; wait for 200% when building a long-term member you can continue scanning without delaying the route. Betamon in Resonating Thoughts demonstrates the difference: its Electricity DigiAttack can open the shutter now, so immediate utility can be worth more than a perfect future conversion.
Opening route: unlock the systems before farming them
The first ten missions introduce one tool at a time. Grinding before its supporting system exists is usually wasted motion.
| Main-mission stretch | Route-changing unlock or check | What to verify before moving on |
|---|---|---|
| ADAMAS | Choose Patamon, DemiDevimon, or Gomamon; learn DigiAttack during the Forgotten Rails escape. | The starter is a first role, not a permanent team restriction. Know its attribute and the missing counterpart you want to scan next. |
| Signs of an Anomaly | Conversion, Analyze Mode, destructible paths, and the first Digivolution prompt arrive while climbing the tower. | Bring a full working battle line before Kuwagamon, and use Analyze Mode when the marker appears to end at a wall. |
| The View after the End to Reunions Bring Trouble | The timeline shifts, then the Underground Waterway turns Poison and stat pressure into the first recovery check. | Carry condition recovery and do not spend the whole route attacking through a preventable debuff. |
| The Time Stranger | The In-Between Theater opens, and its receptionist unlocks the Digifarm. | Put unused Digimon into training before ending the day. From this point, every hub return can advance both the active team and a reserve branch. |
| Resonating Thoughts | An Electricity DigiAttack powers the Waterway shutter; Betamon supplies an early solution. | Keep at least one field-capable Electricity user or attachment available after the puzzle instead of immediately consuming the only answer. |
| Genius or Crackpot and A Vow Made on a Starry Sky | Aegiomon’s combat role is demonstrated; the first red rift sends the party into an Outer Dungeon. | Vademon can reverse the favorable matchup during its fight. Prepare both the opening answer and a reserve for the reversed state. |
| Shinjuku Rhapsody and The In-Between | Greymon (Blue) introduces a separate charged target; the next mission makes you catch three BlackGatomon by field attack before fighting them together. | Do not tunnel on the boss body while its Head Shell is charging. For BlackGatomon, use DigiAttack before it teleports instead of treating the chase as random movement. |
After each of these missions, ask whether the new system changes an old problem. The Digifarm reduces the need to drag every reserve through wild battles. Attachment Skills can solve an element check without abandoning a good personality path. A reserve switch can answer a boss part without rebuilding the entire team. The fastest route is the one that uses the newest system to remove the next dependency.
Digital World route: every warning is a preparation room
Truth Born from an Egg begins the transition. Its Titamon encounter is scripted to advance whether you win or lose. Do not empty rare recovery stock trying to turn a story loss into a conventional victory. The meaningful preparation begins after the party reaches the Digital World.

The next missions form four distinct tests:
- Central Town access: gather information from the four marked residents in To the Untrodden World, learn DigiRide, then use the Warrior’s Watering Hole and Minervamon’s home to advance. This is navigation and system setup, not a reason to overlevel.
- Multi-enemy control: descend the Spiral Waterway in Rumble in the Underground. Against Fugamon, Ogremon, and Hyogamon, remove one enemy instead of spreading damage across three action sources. The later rematch in War! rewards the same discipline.
- Object routing: Central Tower in Gathering Storm Clouds uses Hagurumon as movable cogs for bridges and elevators. If the route appears to end, search the current platform and the reachable lower elevator for a Hagurumon before backtracking through the whole tower.
- State and phase changes: Parrotmon’s Crest, UltimateBrachiomon’s resistance mode, Vulcanusmon’s mechanical arms, Sharkmon’s escorts and Jasper, and Okuwamon’s summons are not decorative adds. Each tells you what must be removed, interrupted, or ignored before normal damage resumes.
Incoming Conflict is the largest preparation room before War. In Factorial Town, buy the fuse, use Shock Plasma I to revive Kokuwamon A, move platforms with recovered batteries, and use Aegiomon’s chute routes to free trapped Digimon. Rescue all three groups after the later platform crossing before returning to the starting side. The path then leads to UltimateBrachiomon and Vulcanusmon back to back, with an In-Between Theater rift immediately before the boss sequence. That rift is the signal to restock and equip both physical and magic answers, not merely refill HP.
Afterward, Audience with an Oracle is a short story bridge. On the Shores of Another World asks you to obtain medicine from Syakomon, recruit the Divermon group, find Submarimon, and use it against the current blocking Sharkmon’s route. The World Tree’s Cry changes the traversal tool again: Palmon crosses flowered vines, while growths are cleared with DigiAttack. In the mist where the map disappears, analyze the watching tree rather than circling the same path.
War! to Metamorphosis is a forced route, not a cleanup window
Once the pre-War audit is complete, board Locomon. DigiAttack the attackers while moving through the cars, survive the scripted GranKuwagamon sequence, and concentrate the returning Fugamon-Ogremon-Hyogamon trio one target at a time. The story then sends the party back to Shinjuku instead of reopening the same Digital World task board.
The Beginning of the End is a short approach through hostile Nishi-Shinjuku. BlackGatomon joins for the next operation. The Defense of Nishi-Shinjuku is the important mechanical chapter:
- Deliver the battery, use Aegiomon and BlackGatomon to bypass the blocked Waterway route, and drain the water from the control room.
- Retrieve the Special Repair Tool from the public safety officer in Marunonaka Line: Shinjuku Station, then return it to Asuna Shiroki.
- Talk to Dr. Simmons at Waterfall Plaza and keep the Mini EM Net Generator she gives you.
- After the first Titamon and SkullBaluchimon phase, use that generator from inventory against Titamon (Berserk). It permanently disables the time-stop problem for the fight.
- When Titamon begins the later charged move, target the Twin Blades and exploit the weakness shown by the live Analysis panel. Healing through the charge without disabling its source is the failure pattern.
The following missions are deliberately brief. Revelation in the White Light uses the lit hallway in the In-Between Theater; Re: The Time Stranger returns through the Misono home and Kabukicho; 8 Years begins with an escape that requires looking up and DigiAttacking the ceiling before climbing the wires. On My Life moves from Rebellion Village through a rift to Central Town. In Metamorphosis, visit the Warrior’s Watering Hole and board MasterBlimpmon for Abyss Beach.
Metamorphosis is mission 26 of 42. The next listed mission is Red Seas and Regret, and the final listed mission is The Final Battle over the Natural Order. Those titles prove where this route stops, not how to clear the remaining 16 missions. Do not treat reaching Abyss Beach as a final-save checkpoint, a postgame unlock, or proof that unfinished missions have resolved. Reopen the current mission log and Digivolution Conditions screen, then continue from the live objective.
Bosses are three-layer checks
When a story boss stalls, read the fight in this order: attribute matchup, elemental weakness, then temporary object or state. The third layer causes most false “level walls.”

| Fight | Failure signal | Route correction |
|---|---|---|
| Vademon | The opening lineup suddenly loses its favorable damage. | Character Reversal changes the useful matchup. Switch to the prepared reserve instead of feeding items to the wrong attribute. |
| Greymon (Blue) | The Head Shell charges while damage remains focused on the body. | Switch to moves that match the shell’s own resistances and spend an offensive Cross Art on the interrupt if normal actions are too slow. |
| Parrotmon | The Crest remains active while the party attacks Parrotmon through an unfavorable state. | Treat the Crest as a separate target with its own weakness readout; carry Paralysis recovery for the turns lost to its Electricity pressure. |
| UltimateBrachiomon | One damage lane collapses after a resistance change. | Move between physical and magic attackers according to the current state. More levels do not fix attacking the protected lane. |
| Vulcanusmon | Mechanical arms survive into the lethal move across repeated phases. | Break the arms every time they return. Save burst and Cross Art timing for the phase target rather than emptying it into the body. |
| Sharkmon | Taunts and debuffs keep redirecting turns while All-Out Bombardment charges. | Remove both Divermon first, then hit the Jasper when the charge begins. The escort and charge target are two different priorities. |
| Titamon (Berserk) | Time control prevents a normal interrupt, then the Twin Blades survive the charge. | Use the Mini EM Net Generator from inventory first. Only then is breaking the Blades the conventional interrupt check. |
Use the Analysis display every time a part appears or the boss changes posture. Fixed community weakness tables are useful for preparation, but the live icon is the decision signal. If the right counter is sitting underleveled in reserve, use an item and defensive Cross Art to buy the switch; do not continue a losing damage race because the active form has the higher stage label.
A stalled route has one of four causes
The objective marker ends at debris, a wall, or a machine: use Analyze Mode, then test the required DigiAttack element. The early tower wall, Waterway shutter, Factorial machinery, Gear Forest growths, and the lab ceiling teach variations of this rule.
The Digivolution you planned is still locked: check the current Digifarm conditions screen. If the requirement is Agent Rank, return to missions instead of grinding wild fights. If it is a stat or Bond requirement, train or feed the correct Digimon rather than spending Anomaly Points in an unrelated personality branch.
A boss erases the team despite a favorable attribute: inspect the second target and current resistance. A shell, crest, arm, weapon, escort, or altered mode may be the real objective. Rebuild one attachment or reserve slot around that object before rebuilding the whole roster.
A side mission marker disappeared after War: continue the forced story route. The warning was a temporary access lock, not evidence that the mission failed. Keep the pending mission noted, avoid spending hours searching a closed hub, and audit it again when the campaign restores travel.
The route is healthy when every main-mission warning answers three questions: which optional work closes now, which roster role the next area can invalidate, and which live screen will prove that the preparation worked. At the War prompt, the correct answer is concrete: no actionable side missions left, Anomaly Points spent, Digivolution gates checked, recovery stocked, and a reserve that can change the fight after the first plan stops working.
Sources & credits: the official Steam page verifies AppID 1984270, Media.Vision and Bandai Namco Entertainment metadata, the October 2, 2025 Steam release, and the four untouched 1920×1080 JPG screenshots used here. Bandai Namco’s official systems overview establishes conversion, the 100%-to-200% Scan Rate range, non-linear Digivolution, Personality, Digifarm, equipment, Attachment Skills, and Agent Skills. The July 2026 official patch notes establish the platform build boundary and the new Digivolution Conditions screen. Readable community walkthrough references were used to cross-check mission order, field interactions, boss states, and the War side-mission lock. Blocked pages, two malformed input paths, warning-marked Steam guides, DLC farming advice, and fixed endgame-stat claims did not establish this route.