Operation guide: Hui-ch'i Foothills

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Hui-ch'i Foothills guide.png
#7 (Pine Soot) Permanent Site
#8 (Dawnseeker) Rotating Site (Day 8 and 10)
#9 (Deepness) Rotating Site (Day 4 and 9)
#10 (Ashring) Rotating Site (Day 6 and 13)

For Doctors who had played the Who is Real event, Hui-ch'i Foothills will surely be familiar as it features the Ink Spirit enemies who are notably subject to the Hui and Ming mechanic where they all starts with either the Hui or Ming attribute and deals/takes more/less damage against/from friendlies with opposing/matching attributes; therefore, the player must be very careful with their Operator deployment to avoid making things more difficult. The player is also given two Two-Step Firecrackers mk2 that can be used to switch the attributes of enemies and friendlies on the fly (be wary of the Environment: Limited Discharge Contract which will give the player only one Firecracker, though).

Other than that, the following enemies will be the major annoyance players will have to take head-on:

  • Free: This draconic Ink Spirit lives up to its reputation as the strongest of all Ink Spirits due to its sheer stats and abilities, notably Break the Chains in which Free surrounds itself in a barrier that absorbs incoming Physical/Arts damage and unleashes a highly damaging shockwave (that is enough to knock out most Operators in one hit) unless the barrier is destroyed first. Unlike in WR though, Free lacks the Weft and Warp special attack, but the following Contracts help to boost its threat to high heavens especially by making it even more durable and resistant to Arts damage:
    • The Unperturbed ones buffs Free's DEF as well, increasing its resistance to Physical attacks; from Level 2, it also extends the Break the Chains shockwave's radius as well as reducing its cooldown!
    • The Four Corners ones buffs Free's ATK as well and allows it to use Weft and Warp; at Level 3, Free have a much longer attack range that allows it to strike targets from across the map and its Weft and Warp have a shorter cooldown, thus nowhere is safe from it!
  • Smarties: These will-o'-wisp Ink Spirits have a rather weak stats at first glance, but the main issue lies in the fact that they must be blocked by friendlies with matching attributes, explodes when defeated to deal Arts damage, and the worst of all, detonates in an unfathomably stronger explosion when two Smarties with opposing attributes came too close to each other! And to compound this issue, the following Contracts will make them even more of an ungodly menace particularly by buffing their HP and RES to make them more resistant especially against Arts damage:
    • The Distinctive Darkness ones buffs the Smarties' HP and RES more than Ephemerality ones (see below) in addition to spawning with switched attributes at Level 3, making it more difficult to anticipate them.
    • The Ephemerality ones buffs Smarties' ATK as well, making their explosion even more dangerous, and gives them invisibility at Level 3, forcing the player to use detectors or block them to stop the Smarties (especially if two with opposing attributes are closing in to each other) before it is too late.
  • Blindeys: Boasting a good stats including having rather high speed and being only blockable by friendlies with matching attributes, these piscine Ink Spirits will teach the player the hard way to carefully check their attributes, especially the Marks of Hui and Ming where the Operators are deployed.
  • Envies: With a strong ranged Arts attack, solid stats, and a charged special attack that can switch the attributes of Marks of Hui and Ming, these vaguely avian Ink Spirits must be handled with care, especially with the Objective: Overflowing Emotions Contract which buffs their HP and ATK, and shortens their special attack's cooldown.