Operation guide: County Hillock Depot

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County Hillock Depot guide.png
#10 (Ashring) Rotating Site (Day 1 and 2, and 14)
#11 (Fake Waves) Rotating Site (Day 8 and 13)
#12 (Base Point) Rotating Site (Day 6 and 11)

County Hillock Depot features Dublinn enemies from Episode 09 with the Scouts and Shadowcasters having Refraction that makes them highly resistant to Arts damage while not being Silenced, forcing the player to rely on Physical damage to deal with them. The aforementioned two are not much of a threat so long as the player's Operators are leveled enough for the latter, but the following enemies will be the main threat:

  • Dublinn Evocators: These conjurers periodically release Purifying Flames instead of attacking which follows their route and conflagrates upon coming into contact with a friendly unit, dealing heavy Arts damage and inflicting Burn Damage in a radius, but weakens as it travels. Evocators are quite durable, so they won't go down easily, and their namesake Contracts serve to amplify their danger to high hells:
    • The Stability Contracts buffs Evocators' HP, DEF, and RES, making them more resilient, and lowers their Purifying Flames' damage drop-off at Level 2 or even removes it altogether at Level 3, which can be problematic if the player deploys their units in close-knit formations or lack Wandering Medics to remove the Burn Damage!
    • The Overload Contracts buffs Evocators' HP to sheer levels and increases the Arts damage/Burn Damage dealt by their Purifying Flames' explosion. Notably, at Level 3, the buffed power is enough to make the Purifying Flames instantly procs Burn Damage if the Flames blow up on the spot, which is fatal for ranged Operators!
  • Tombkeeper Grotesques: These constructs are quite tough in addition to having Refraction, so don't bother using Arts damage against them unless if the player have the means to Silence them, not to mention that they will turn into a highly resilient stone statue upon losing all HP before coming back as a flying enemy, allowing Grotesques to bypass melee Operators and mandating ranged Operators to bring them down if this happens. The Objective: Quality Stone Contracts buffs the Grotesques' HP, ATK, DEF, and speed, the latter of which can cause complications should they ended up taking off the ground as they cannot be brought down fast enough before reaching the Protection Objective!
  • Dublinn Flamerazer: These flamethrower soldiers will periodically use their flamethrower to incinerate friendlies from a distance, dealing Arts damage and inflicting Burn Damage, and explodes when defeated which can cause a chain reaction if there are other Flamerazers nearby, but Silencing them will prevent the Flamerazer from using the flamethrower, forcing them to charge towards friendlies, and stops their post-mortem explosion. The Incinerator Contracts buff the Flamerazers' HP, ATK, and RES – the latter of which negating their vulnerability to Arts damage due to having 0 base RES and lacking Refraction, in addition to allow them to turn friendlies into a slag at a blazing pace:
    • The Path of Blaze Contracts also reduces the cooldown of the flamethrower attack, allowing Flamerazers to scorch friendlies more frequently!
    • The Path of Ember Contracts also extends the flamethrower attack's duration and makes Flamerazers invisible, allowing them to safely roast friendly units with no fear of retaliation if the player does not have detectors or sacrificial Operators to block them!

There are two Tattered Pillars on F5 and F10, which can be collapsed either by deploying friendlies adjacent to one and attacking them, or using Demolition Devices to deal massive Pure damage to enemies caught in the way and rerouting enemies by Battlefield Ruins, as well as instantly defeating Tombkeeper Grotesques without turning them into stone statues. Be wary of the Environment: Explosives Control Contract which gives the player no Demolition Devices and Environment: Demolition which removes one of the Pillars, though.

General strategies