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Bond Camp

Bond camp flips the leash: your three Elemixies lead and you follow. Pick a tier, pick a team, and they guide you through the world to a surprise destination. Complete the adventure for coins and XP.

How an Adventure Works

  1. Visit the bond camp, pick a tier from Select Tier, then pick three Elemixies.
  2. They set off and lead you, staying a few steps ahead. Fall behind and they stop and wait. Wander off and they turn around and hop to call you back, and if you get far away on foot they run to catch you up.
  3. The task line on screen tells you the goal. At the destination, trigger the prompt to finish.
  4. The results screen pays out, and Adventure Again jumps straight back in with the same team.

There's no timer. An adventure takes as long as the walk takes. Quitting mid-adventure (or disconnecting) pays nothing.

The Adventures

Every adventure is a walk to a surprise spot with something small to do when you arrive: something to find, a task to complete, a moment to share, or a game of hide and seek. Some errands are matched to your team and only come up when one of your party carries the right element; a mixed-element Elemixie counts for both of its parents. What awaits during each adventure is part of the surprise, and the farther rings have a few of their own.

The game never sends you to the same spot twice in a row, and quitting an adventure does not reroll it: the next time you start at that tier, you get the same spot again.

Every tier adds a ring of spots farther from the camp and keeps all the nearer ones. Scout adventures stay around the meadow; each tier after steps deeper into the forest, the lake, the desert, the cave, and the sky islands; and Legend reaches the outermost edge of everything. About half of a tier's adventures go to its own new ring and the rest to the nearer ones, so nowhere ever goes quiet. The next adventure is drawn from the biome you are in or a neighboring one, and the sky islands are always in reach, so a session tours a region instead of crossing the whole map.

Underground and in the sky your Elemixies follow the real path rather than a straight line, and after the cyclone ride they catch up beside you on the island. When the next adventure is down on the ground, they lead you to the nearest edge and the task line says to jump; once you land they pop up beside you and carry on. If you tumble off an island mid-adventure, they walk you back to the cyclone for another ride.

Tiers and Rewards

The bond camp shares its unlock ladder with the arena: unlock a tier in one and it's open in both. A tier unlocks once you have owned three Elemixies at its level bar, and it never re-locks.

TierUnlockXP eachCoinsFirst clear
ScoutOpen from the start2810
Explorer3 Elemixies Lv 5+31025
Adventurer3 Elemixies Lv 15+51250
Pathfinder3 Elemixies Lv 25+614100
Trailblazer3 Elemixies Lv 35+716200
Legend3 Elemixies Lv 45+1018400

XP goes to each of the three Elemixies. The first-clear bounty is a one-time coin bonus for your first completed adventure at each tier, the same amounts as the arena, and it does not count against the daily coin cap. The XP matches the arena's; the coins rise with the tier because higher tiers send you on longer adventures. The unlock is the only gate. Once a tier is open, any three can go: even three level-1 Elemixies can take a Legend adventure and earn its full 10 XP each. As everywhere, an Elemixie at its star tier's level cap absorbs no XP.

Worth Knowing

Written by the Elemixies team. elemixies.com