One Piece Treasure Cruise Wiki
One Piece Treasure Cruise Wiki
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General Info[]

Tsuru's Morning Stroll Banner
Quest Boss Difficulty Conditions Notable Captures/Drops
Neighborhood Stroll
F0296

Rookie
N/A
F0296

F0298

F0299

Gum-Gum Giant Rifle Manual

Impact Manual

Nez-Palm Cannon Manual

Breeze Breath Bomb Manual

10,000 Kill-O-Guillotine Manual

Superhuman Brass Knuckles Manual

Igarappapa Manual

Long Walk
F0296

Veteran
N/A
Hike to the Ends of the Earth
F0297

Elite
N/A
Trek to Paradise
F0297

Expert
N/A
Difficulty/Stamina
Battles
Experience
Beli
Title
Rookie
10
5
1150
3468
-
Veteran
15
7
2105
5942
-
Elite
15
7
2551
7153
Wash Wash
Expert
30
7
5908
17755
Great Staff

Notes[]

  • 1 Rainbow Gem will be received upon full clear of all difficulty levels.
  • Initially, a limited-time event, it is now a Rookie Support Quest.
  • All difficulties get a chance to drop Luffy's, Mr. 5's, Mr. 8's, Miss Monday, Usopp's and Miss Valentine's Manuals, and for the secret boss Onigumo to appear.
  • The higher the difficulty level, the higher the chance you'll have of getting one of the manuals listed above or triggering the secret boss appearance.


Drop rates[]

  • Do you want to know what are the precise drop chances of a poster or manual? Now you can see them here (for Elite and Expert). Also, please help refine that data by sharing the results of your drops through this form.

How to Beat Tsuru's Morning Stroll[]

FAQs[]

General Information[]

This is one of the older fortnights, and not particularly difficult if you know what you are doing. The final boss, Tsuru (INT) has no immunity and no first strike of any kind, in fact,, so you have 1+GOP=4 turns to do your best. On your way to meet her you will run into subboss Mononga (PSY, no first strike) and occasionally Onigumo (DEX) who will bind a random unit for 2 turns, which can be a minor problem if he locks your captain.

Recommended Captains[]

Recommended Support Units[]

Recommended Sockets[]

Recommended Teams[]

30 Stamina Walkthrough[]

 	Tsuru's_Morning_Stroll_-_30_Stamina_-_Marco_and_Legend_Shanks_first_run_through 	 			  

Most Mid to High-level teams should be able to clear this level without an issue. Each level has random cooldowns to begin with, but they can range from 1 to 4 turn cooldown which should allow for reasonable stalling.

Stage Strategy Enemy Info
1 Tsuru's Morning Stroll stage 1 Marines

Regular marines. Stall as you can and take them out.
Enemy Hp Attack Pattern
2 Tsuru - 2 Bazooka marines

More marines. Rince and repeat (Tsuru pun intended).
Enemy Hp Attack Pattern
3 Tsuru's Morning Stroll stage 3 Marines and turtles

Kill the marines, stall on turtles. The turtles hit for 1050 are will enter a 3-turn cooldown.
Enemy Hp Attack Pattern
4 Tsuru's Morning Stroll stage 4 Mononga's marine squad

This time marines brought a commander. He is not particularly tough, but will use a special when his HP gets <20% nearly doubling his attack to 6,100; in other words - stalling on subbosses is rarely advisable. Take out the grunts on first turn and Momonga by the second.
Enemy Hp Attack Pattern

Momonga

180,000 for Momonga, much less for the grunts

Momonga will start on 2-turn cooldown. His attack does 3,580.

5 Tsuru's Morning Stroll stage 5 High def marines

This time you have a squad of marines with little HP but higher def. Meaning perfects and high combo will take them down.
Enemy Hp Attack Pattern
6 Tsuru's Morning Stroll stage 6 Marines, turtles and evolvers

Kill the marines, stall on the animals. The turtle is the same as the ones from stage 3.
Enemy Hp Attack Pattern
7 Tsuru - 7 Tsuru's squad

Use time-delaying (GOP) and this should not pose much of a problem. If Tsuru gets low on HP, her special will heal the enemies by 50,000 or so. Best - kill her and the mobs in 4 turns that GOD, I mean, GOP, will give you.
Enemy Hp Attack Pattern

Tsuru

525,000

Tsuru starts on 1-turn cooldown and will attack on 2-turn interval dealing 4,020 damage.

Secret Stage [[File:|250px]] Onigumo's squad

Take similar strategy as with Momonga: finish this in two turns. Warning: He'll First Strike and bind a random unit for 2 turns, so this encounter will be more annoying then Mononga's (but there's one less grunt to deal with).
Enemy Hp Attack Pattern

Onigumo

~180,000

Starts on 2-turn cooldown and will attack every 2 turns for 2,880.


Team Builder Helper[]

PSY Characters with Attack Boost


PSY Characters with Orb Boost


PSY Characters with Time Delay

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