Operation guide: Deserted Factory

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Deserted Factory guide.png
#2 (Blade) Permanent Site
#3 (Cinder) Rotating Site (Day 5 and 12)
#4 (Lead Seal) Rotating Site (Day 8 and 14)
#5 (Spectrum) Rotating Site (Day 4 and 11)
#6 (Wild Scales) Rotating Site (Day 4 and 9)

Deserted Factory is not as difficult as the earlier Pyrite Gorge due to the presence of Exhaust Grilles which is identical in all but name to bushes, essentially protecting Operators deployed on it from ranged attackers unless if a Technical Scout comes close to them or they are blocking an enemy, which can be useful for ranged Guards and pull Specialists to dispatch hostiles with no fear of retaliation.

As for the enemy lineup, Deserted Factory is not as frustrating, but the following ones will be the most dangerous of them all:

  • Faust; as seen from 5-10, H5-4, and 6-7, his ranged attack can hit friendlies anywhere on the map, cannot be blocked, and are invulnerable for a short time after spawning, not to mention that he can fire a crack shot every seven attacks (7th, 14th, 21st, etc.) that deals more damage than his normal attacks, so pay attention to deployment orders in order to prevent Faust from easily KOing the player's Operators, especially ranged ones. While Faust is not accompanied with Mephisto and lacks the ability to periodically spawn Turrets this time, the following contracts will amp up his already high stats to eleven as well as enhancing his precision or making things more troublesome:
    • Faust: Snake's Eye, which makes his crack shots inflict even more damage and reducing its cooldown to every five attacks (5th, 10th, 15th, etc.), allowing Faust to OHKO all ranged Operators and heavily damage most melee ones, even the sturdiest of Defenders, if not KOing them outright, at a faster rate, no less.
    • Faust: Piercing Bolt, which allows him to spawn Turrets as he could in Main Story. While at Level 2 the Turrets only have 400 ATK, at Level 3 the Turrets have their ATK increased to 600 as in 5-10 and Lungmen Downtown, and what's worse, Faust will spawn the Turrets twice as fast!
    • Nevertheless, both contracts will make killing Faust a very difficult task due to his already high HP being increased further, even though his speed is on the low end and that he had to stop whenever he attacks. If combined with the Originium Zone: Activation contract, Faust's HP is increased to insane levels which allows him to shrug off attacks from DPS dealers while casually walking past any melee Operators in his way towards the objective.
  • Avengers and Hateful Avengers. Need we say more? Those in Area 59 Ruins are already a menace even to the most experienced of Doctors, but this time, one of the following two contracts not only cranks their HP and DEF as well as increasing their weight – making them less susceptible to shift effects, but also could potentially turn them into a literal death incarnate:
    • Objective: Vengeful Blade, which also buffs their ASPD from Level 2, but the real danger of this contract is at Level 2, which increases the HP threshold for the (Hateful) Avengers to activate their ATK/ASPD buff to below 75% HP; at Level 3, the buff is active at all times, allowing (Hateful) Avengers to easily cut through anything who stands in their way even at full HP!
    • Objective: Bloodthirsty Blade, which also buffs their ATK, but here is where the problem starts: at Level 2, it increases the ATK buff that (Hateful) Avengers receive at below 50% HP by 50%, or to 270% for Hateful Avengers; at Level 3, the buff is increased further by 100%, or to a whopping 360% for Hateful Avengers! This means that once their HP falls low enough, (Hateful) Avengers will OHKO literally every melee Operators in their path!