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Story Mode: pins, locks, bosses and chests

Story Mode is a subject-led campaign. Pick a subject, clear nodes in order, beat named bosses and open one chest per chapter.

Last updated 2 min readstory mode · campaign · map
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Story Mode is the single-player campaign. Every level generates questions from the subject you choose, so the same campaign works for any subject you are studying.

Open Story Mode

Choose Story Mode in the sidebar. The current season is Season 1 — The Forgotten Academy: two worlds, four chapters and 22 nodes. Older seasons stay readable after a rotation.

Pick the subject your questions come from

Use the Subject selector in the season header. Your profile subjects appear first under “Your subjects”; every available subject is listed under “All subjects”. Changing the subject changes the questions in every level you play from then on.

What the node types mean

NodeWhat it is
IntroductionA short first set with no prerequisite.
PracticeA longer set that builds on the previous node.
ChallengeA harder assessed set.
CheckpointA mixed assessment that guards the boss.
Mini-bossA named opponent inside the chapter.
BossA named world boss that guards the next world.
ChestA one-time reward node after its prerequisite.

What the pin colours mean

Pin stateWhat it means
LockedA prerequisite is incomplete. The sheet names the node you need.
AvailableYou can start it now.
CompletedYou have passed it. You can replay it.
MasteredYour best score is 90% or higher.

Boss and mini-boss pins use their own emblem. Chest pins use a chest icon. Stars are display only: one star for a pass, two at 80% or above, three at 95% or above. Stars never gate content.

A diagram of a Story Mode path with six pins labelled introduction, practice, checkpoint, mini-boss, chest and boss. The available pin is blue, completed is green, mastered is gold, and locked is grey. A legend explains each state.SEASON MAPIntroductionAvailablePracticeCompletedCheckpointMasteredMini-bossBossChestReadyBossLockedPIN STATESAvailableCompletedMasteredLockedBoss and chestpins use theirown icons.Server-decided.A locked pin names the prerequisite. Mastery is a best score of 90% or more.
Story Mode pin states. Colour and icon both carry meaning; the server decides each state from your saved progress.

Why a level is locked

  • Every level names the node or nodes that must be cleared first. The lock sheet repeats the first missing prerequisite.
  • A chest unlocks after its boss, not after a score threshold.
  • World II unlocks after the World I chest, so you need to finish World I rather than just beat its last boss.
  • Clearing a prerequisite is enough to unlock the next node; a mastered score is not required to progress.

Bosses

The campaign has four named opponents: The Keeper, The Guardian, The Logician and The Architect. Boss levels have their own pass marks, shown on the level sheet. Losing to a boss costs nothing but time.

Pass, fail and retry

The server grades every answer. The result screen shows your score, the pass mark, and whether the level was cleared. A failed attempt is recorded, but nothing is lost and the retry is free.

  • Repeat clears pay XP only; first-clear items and badges are never paid twice.
  • A completed node can be replayed for practice.
  • Mastery is based on your best score, not your latest attempt.

Chests and rewards

A chest opens once, after its prerequisite, and does not ask you to answer questions. It can award XP, a collectible and a badge. Story Mode does not award MP; it awards XP, items and badges.

Spotted an error?

These guides describe the shipped app, so an inaccurate instruction is a bug in the documentation. Email support@clevate.net with the guide title and what you saw.