Turn off Auto-Rally
Do this on day one before Megalodon rallies start. Joining high-level rallies without enough Oxygen can create brutal hospital timers.
Season 4 is an oxygen-gated season with a lot of small daily systems. Use this guide to keep the important loops straight: build Oxygen, finish medal tasks, protect PhantomPals, trade efficiently, and avoid the early rally traps.
First day priorities
The season is not just one event. It is a set of overlapping daily systems that all feed rankings, milestone rewards, and guild progress. Your safest play is to protect your troops early, raise Oxygen steadily, and never miss the repeatable daily medal sources.
Do this on day one before Megalodon rallies start. Joining high-level rallies without enough Oxygen can create brutal hospital timers.
Nutrient Booster upgrades Algae Pond. Algae Pond makes Seaweed. Seaweed upgrades Oxygen Plant. Oxygen Level unlocks stronger guard fights.
Early daily tasks cap at 50 medals per day. Later the cap rises to 100 medals per day after Stage 2 / Day 14.
Merchant Fleet works best when you buy, schedule auto-sell, travel, sell, and refill every dock cycle.
Oxygen Level decides how far you can push guards and high-value seasonal boss content.
Season Medals feed milestone rewards, player ranking, and guild ranking across four two-week stages.
Recall gatherers around each 33.5K Ruby interval so captured PhantomPals are protected at home.
14-day race
The goal is to be among the first players to defeat a Level 30 Guard on the world map. The event is speed-sensitive, so your building timing and Oxygen Plant upgrades matter more than casual progression.
Progression engine
Season Medals come from daily tasks, long-term quests, and event sources. They unlock milestone rewards and also feed player and guild rankings. The season is split into four two-week stages; medals carry forward, but ranking payouts happen by stage.
Early daily tasks cap at 50 medals per day.
The cap rises to 100 medals per day after Stage 2 / Day 14.
Hit 8,200 medals for the final milestone reward, then keep going for rankings.
Boss and quest loop
Sea Giant is a Season 4 boss event tied to Oxygen and long-term quest progress. Treat your strongest five attacks as your leaderboard attempts, then use rallies efficiently to finish the 50-attack quest.
You need at least 10 Oxygen to attack at full strength.
Only your five highest damage attacks count toward the leaderboard.
Season 4 quest progress asks for 50 Sea Giant attacks.
Starting a rally and sending your own attack counts as two attacks. Joining another rally adds one.
Companion power
PhantomPals add a new layer of team power. The safe plan is to increase capture odds early, gather in clean intervals, and build faction-matched Pal groups for your main marches.
Use Secret Realm heavily while your blue Pals still need star levels. Once most blue Pals reach 5-star, Ruby Mines become the stronger long-term source because they create more raw fusion volume.
Build Gold, Purple, Blue, and other pure-faction Pal sets around your actual hero marches. Same-faction Pal teams are stronger together and should not be mixed casually once you have enough options.
Trading simulator
Merchant Fleet is about velocity, not just the largest single sale. Your ship cycles through four stations daily in six-hour blocks. Buy low, schedule auto-sell, sell on arrival, refill, and repeat.
Merchant Fleet runs four six-hour cycles each day.
Complete all five reputation quests daily to unlock better goods.
Auto-sell protects goods when your ship docks at the target station.
If your cargo is full, plundered goods can be lost. Plunder first, sell, then buy.
| Route | Cost | Revenue | Profit | Time | Profit/hour |
|---|---|---|---|---|---|
| Shoal -> Coral | 20 Sonic Stones x 5 = 100 shells | 20 x 7 = 140 shells | 40 shells | 6 hours round trip | 6.67 shells/hour |
| Shoal -> Ruins | 20 Sonic Stones x 5 = 100 shells | 20 x 8 = 160 shells | 60 shells | 12 hours round trip | 5.00 shells/hour |
Complete all 5 daily reputation quests. Reputation unlocks rarer goods, bigger ship space, and extra plunder chances at higher levels. Key thresholds called out in the source notes are 700, 1,400, and 2,800.
Look 2 to 3 stations backward in the trade cycle and target ships carrying higher-value goods. Because plunder takes 20% of each good type, ships with cargo in multiples of 5 are cleaner targets.
Use Tidal Shells for season resources, extra ship space, and rare items. Extra ship slots are usually a strong early buy when a new Reputation level unlocks them.
Daily mini-game
Bongo Rush is a Flappy Bird-style daily source where small movement choices decide whether you lose hearts or farm a cleaner run. The safest pattern is simple: drop first, tap once into the gap, and double-tap only when recovering.
Let the fish fall, imagine a line just above the lower pillar edge, then tap once as the fish reaches it.
If you fall slightly below the target line, double-tap to rise back into the gap.
Blue hearts can stack. Red hearts do not, so a risky blue heart can be worth more than protecting one red heart.
The gap is wider early, then narrows around score 40. Use early gaps to settle timing.
If a power-up is slightly below the pillar gap, let the fish drop toward it first. Once collected, use a quick double-tap to climb back into the upper opening.
The ideal tap is slightly above the lower pillar, not at the edge of the gap. Let the fish drop first, then tap once to lift into the opening.
Long-term power
Daily operating checklist