Fire Within the Sand

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Attention!

This Reclamation Algorithm theme has been released in the Global server of Arknights.
As such, the contents of this page and the related subpages have been archived.

Fire Within the Sand
EN
CN
EN Fire Within the Sand banner.png
CN Fire Within the Sand banner.png
In Other Languages
Chinese
沙中之火
Japanese
砂中の火
Korean
모래 속의 불
Release
CN date
January 29, 2023 – March 5, 2023
Global date
September 7, 2023 – October 12, 2023
TW date
December 12, 2023 – January 16, 2024

Fire Within the Sand is the first theme of the Reclamation Algorithm game mode in Arknights.

Features[edit]

Transregional Communication[edit]

Transregional Communication can be established by either sending off an Operator to an Escape Route or building a Transregional Communication Station and a certain amount of days have passed, where the player can take some of the resources from the previous campaign along with them upon starting a new one, even if the campaign is lost.

Enemies[edit]

Normal
Tribal Shaman
Lord Ameer's Shaman
Vein Guardian
Maddened Vein Guardian
"Anything Can Be Broken"
"Everything Should Be Smashed"
Leporibeast Shorthorn
Leporibeast Longhorn
Mossback Beast
Lush Mossback Beast
Cragpincer
Crystalline Cragpincer
Basic Harvester
Elite
"Consortium of Pincers"
Sandfall Crystalhoof
Sargonian Contract Assassin
Boss
"The Immortal"
Great Wingbeast
Dauntless Linebreaker
"The Ruinbringer"
"Al-Rafiq"

Overworld[edit]

Zones[edit]

Zone Information
Headquarters Where your journey begins. No matter how many times you've failed, there's a chance to succeed as long as you have a place to call home like this one.
The player's starting point and command center, where the actions listed below can be done through the Sage interface.
HQ actions
  • Shows how many days the R.A. campaign have passed.
  • Enter Build Mode to place Constructs in the Base perimeter and shows the amount of Constructs in the Base perimeter.
  • Support Department: Manage Electrolyte Isotonics.
  • Provisions: Self-explanatory.
  • Inventory: Shows how many resources the player has in their stock.
  • Research & Development: Build Constructs and Support Items.
  • Road of Prosperity: See here for more information.
  • Crude Gold Treasury: Shows how many Crude Gold Crude Gold the player has in their possession.
  • By Chance, By Fate: A log of Events and Dispatches throughout the R.A. campaign.
  • Emergency Evacuation: Abandon the R.A. campaign.
Conflict Zone Chaotic warzone. Here you might encounter warriors that serve different lords ameer.
Fight enemies in a repeatable operation like the usual Arknights gameplay.
Mountain Pass Enemies' stronghold. They will be incapacitated the moment we take the place. Perhaps we can surprise them with an unwarned attack.
Elite Raids spawn from time to time in the Mountain Pass until conquered, where the player must destroy the Mobile Battle Tower in the zone within the given time limit. Destroying the tower additionally grants a large amount of resources.
Resource Zone Unexploited mines lie here. Our base construction can take advantage of its resources.
The zone where materials are gathered.
Hunting Zone Wild beasts live here. Here we can hunt for our food.
The zone where ingredients are gathered.
No Man's Land An unclaimed land that sees suspicious peace. We might want to try our luck here and see what we can find.
Engage special bosses with absurd stats to obtain rewards based on how much damage was dealt to the boss within the given time limit, even better if the player manages to defeat the boss.
Event Crowds and clamor. What awaits us here?
A random event, like that of Encounters in Integrated Strategies.
Dispatch A caravan is looking for your company during the journey. Perhaps the trip will reward us.
Operators can be sent away for missions which merits various rewards here.
Black Market This place is all about bargains. Give out what we have, and the right customers will come to us paying the right price.
Exchanges Crude Gold for resources and tools. Unlike other zones, the Black Market will always be present on the northwest corner of the map and entering it does not use up Acts.

Weathers[edit]

Type Weather
FS weather-Normal.png
Normal
FS weather-Sunny.png Sunny
Regular weather, no special effects
A fine day with clear weather.
FS weather-Cloudburst.png
Cloudburst
FS weather-Acid Rain.png Acid Rain
Deals 20 Corrosion Damage to all Operators every second
The rain pours down a mix of dangerous elements absorbed from the earth, sparing not even the steel and iron machinery.
FS weather-Thunderburst.png Thunderburst
Lightning strikes 3 random tiles (range can overlap) every 30 seconds, dealing 1000 True damage to units on those tiles in an area
Its said that lightning tends to strike unlucky people...
FS weather-Thunderstorm.png Thunderstorm
Lightning strikes 3 random tiles (range can overlap) every 15 seconds, dealing 1300 True damage to units on those tiles in an area
Thunder and lightning flash right before your eyes. To go out at this time, are you perhaps testing your luck against the elements?
FS weather-Heatwave.png
Heatwave
FS weather-Hot Weather.png Hot Weather
Operators are stunned for 10 Seconds every 50 Seconds
Dizziness, blurred vision, confusion... the weather is too hot, please try to stay alert.
FS weather-Bright Sun.png Bright Sun
Every 20 seconds, the Operator with the lowest Max HP is afflicted with [Burn] (does not stack), receiving 75 Arts damage per second for 10 seconds, and upon subsiding spreads the effect to any nearby Operators in adjacent tiles
Prolonged exposure to sunlight makes the ground hot enough to fry eggs, so be careful not to get sunburned while outside!
FS weather-Scorching Sun.png Scorching Sun
Every 20 seconds, the Operator with the lowest Max HP is afflicted with [Burn] (does not stack), receiving 150 Arts damage per second for 10 seconds, and upon subsiding spreads the effect to any nearby Operators in adjacent tiles
Weather that makes one wonder if this is what being baked feels like. If you stand outside for a while, you can feel your blood literally boiling.
FS weather-Windblaze.png
Windblaze
FS weather-Drought.png Drought
Redeployment Time +50%
Staying dehydrated for too long will deplete everyone's energy.
FS weather-Sandstorm.png Sandstorm
A sandstorm starts blowing in a random direction when the mission begins, and allied units caught in the sandstorm will have their ATK -35%. Facilities and other Operators can block the sandstorm to negate the effects.
A storm in such a dry place makes sand and dust your biggest obstacle. Unless you have constructs or... someone else to cover you.
FS weather-Habūb.png Habūb
A sandstorm starts blowing in a random direction when the mission begins, and allied units caught in the sandstorm will have their ATK -50%. Facilities and other Operators can block the sandstorm to negate the effects.
Being caught in such a fierce gale full of sand will not just hinder your movements!
Addendum
  • Habūb or Haboob is a more intense sandstorm/duststorm.
  • The Thunderburst/Thunderstorm lightning strikes have an area-of-effect of 2 tiles and will not affect Constructs.
  • The Burn effect from Bright/Scorching Sun does not stack when the Burnt unit is affected again, but the duration will be refreshed.
  • The Headquarters and Black Market will always be Sunny.

Outcome[edit]

Algorithm Completed You successfully secured the headquarters. There's still a long way to go.
  • At least 12 days have passed.
  • The Lord Ameer's Attack is eliminated.
Algorithm Error The headquarters has been lost. You are no more than a nameless grain of sand within the desert.
  • The Base is destroyed during the Headquarters defense operation or the player quits out of it when all Acts have been used up.
  • The campaign is abandoned.
Algorithm Aborted You're still within your algorithm parameters. Survival must be ensured.
Once Transregional Communication has been established, losing the campaign (Algorithm Error) will result in this outcome instead.

Scoring[edit]

Days
  • 1 ~ 11: 0, 10, 15, 20, 25, 100, 150, 200, 350, 500, 700
  • 12+: 1000
Resources Gathered Resources purchased from the Manticore Killer in the Black Market and those spent for constructions and productions are counted, but those purchased from The Liaison are not.
Raids Defeated
  • 100 × no. of normal Raids eliminated
  • 300 × no. of elite Raids eliminated (including the Lord Ameer's Attack)
Zones Entered Events and Dispatches are not counted.
  • 35 × no. of zones entered in the first 2 days
  • 40 × no. of zones entered in Day 3 and 4
  • 45 × no. of zones entered in Day 5 and beyond
Finished Cooking
  • 1 × no. of Rice Rice used
  • 2 × no. of Crab Legs and Puffball Tenderloins used
  • 4 × no. of Leg Meats used
  • 10 × no. of Marrow Fungi used
Constructs Crafted
  • 0.5 × no. of Wood and Fresh Water Fresh Water used
  • 1 × no. of Stone used
  • 2.5 × no. of Iron Ore used
Tokens Obtained 30 × no. of Tokens collected
Formulas Unlocked 100 × no. of Provision recipes unlocked during the campaign
Outcome multipliers
  • Algorithm Completed: 1.5×
  • Algorithm Error: 0.9×
  • Algorithm Aborted: 1×

Endings[edit]

Ending #1
Ending #1
Condition
Simply achieve the Algorithm Completed outcome (eliminate the Lord Ameer's Attack, led by the Dauntless Linebreaker by default, and the campaign had went for at least 12 days).
Ending #2
Ending #2
Condition
Achieve the Algorithm Completed outcome (eliminate the Lord Ameer's Attack and the campaign had went for at least 12 days) after changing the Attack's leader into "The Ruinbringer" by completing the main and Ending 2 questlines in a single campaign.
Ending #3
Ending #3
Condition
Achieve the Algorithm Completed outcome (eliminate the Lord Ameer's Attack and the campaign had went for at least 12 days) after changing the Attack's leader into "Al-Rafiq" by completing the main, Manticore Killer, and Ending 3 questlines in a single campaign.

For the steps of each questline to achieve Endings 2 and 3, see Fire Within the Sand/Questlines.