After getting dailies, some Hard-difficulty Stygian Onslaught runs against the Overseer (for artifacts), and this patch's artifact printer juice out of the way, I move on to the current "flagship event" (completely unvoiced, and with no explanation as to why we get a free Sethos from it), which is a pair of minigames in Port Ormos, one far more in-depth than the other.
The smaller portion of Battle of Imagined Arrays is the Fruit Supplement Survey, a cute little set of six puzzle stages where I guide Paimon on a path through various kinds of colored fruit, with the condition that a single trip must only pass through a single color of fruit, without any backtracking (albeit including in diagonal directions). Wildcard multicolored fruit jellies allow switching color, and generating them with long chains, and then using them for even longer chains, is the name of the game. Obstacles such as rocks, thieving weasels, and thorns pop up as the stages continue, and it actually gets surprisingly tough at times. Notably, the placement of jellies upon generation is completely random, making it impossible to "solve" the game for a guaranteed high score. Either way, I nab all the rewards for this portion, including a few event points that are used to unlock upgrades in the main portion of the event.
This all gets done before I even do the tutorial for the much-meatier Companion Caper Chronicles (meaning, again, that I start with a few upgrades already unlocked), which is a lengthy expedition-type minigame that combines the monster auto chess mechanics first introduced in 3.2's Fungusmon event (and brought back with slight changes many times after) with Choose Your Own Adventure/retro gamebook-style quasi-roleplay scenarios, some of them even referencing events from various quests (Aranyaka and Jeht's storyline, and surprisingly, Kazuha's non-Sumeru Story Quest). It features unit purchase mechanics and monster family team bonuses similar to 5.2's Exercise Surging Storm (the second-to-last instance of the event type), and enemy placement mechanics similar to 5.6's Operation Downpour Simulation (the last instance of the event type), but also adds a new equipment mechanic to further customize team compositions.
The first of the expedition portion's two expeditions is themed after the Sumeru Jungle, and allows me to obtain Saurian and Fungus units. Its three acts each conclude in a final boss encounter, those being a Tainted Water-Spouting Phantasm, a pair of Ruin Guards, and a Frostarm Lawchurl. Once this is complete (and I clear it first try, with a nice team of five Saurians), the desert scenario unlocks, and with it, Slime and Saurian Warrior unit options. Of course, this just further dilutes the unit pool and makes getting a cohesive team together more difficult.
Generally, each of the four unit families falls into a general archetype, reflected by the team bonuses that pile up as you add more different units of each family to a team (since there are five types of unit per family, the bonus caps out at five, and the starting unit limit is four, you must either use special items that increase your family bonus or obtain rare boons that increase unit limit to get the powerful 5-unit family buff). Saurians are all-rounders who heal and ramp up as other units on the team die, eventually with an attack speed buff for the "last man," Fungi are tanky HP-based sponges who get a portion of HP added to damage, and bonus passive healing at full bonus, Slimes are defense-based tanks who deal damage based on their defense when hit, and when maxed, even more damage when a hit taken does no damage due to their elemental immunity, and Saurian Warriors are full-attack glass cannons who get a portion of attack-based healing on hit to compensate, with some extra critical potential at max.
I had my most success with the Saurians (in the forest) and the Fungi (in the desert). My attempts at using Saurian Warriors and Slimes in the desert, even with targeted teamcrafting, failed for opposite reasons (the Saurian Warriors were comically squishy, and died stupidly quickly, while the Slimes could not deal damage quickly enough to slay the foe before the time limit kicked in and my units started taking unmanageable percentile HP damage). As suggested by the doubling of unit options and pool dilution, the desert is just more RNG-heavy and punishing in general, and I fail a number of times. Eventually, however, a nice Fungus team takes me past the three acts' Electro Lector, Ruin Grader, and final Maguu Kenki, and even through 3/5 of the bonus no-reward challenge fights at the end. However, I fall on the fourth to stalemate HP drain, since my strongest and last-surviving unit is an Electro Fungus with no way to break the Electro Lector's ward.
Next time, I'll do Theater and TCG, and try a true clear.
Original Broadcast Details
Title: [Drops Enabled] Board Game Event
Category: Genshin Impact
Date: June 29, 2025
Platform: Twitch
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