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Intrusive Call

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Intrusive Call
Introduced in
In Other Languages
Chinese
侵入式调用
Japanese
侵入式コールコマンド
General Information
Type
Attack pattern
None
Location
Flying

The Intrusive Call is a hidden boss enemy in Arknights that provides the namesake operation mechanic introduced in Episode 15.

Enemy description (unused)
"We've confirmed that PRTS has initiated an emergency reset triggered by unknown interference. We're also detecting a dangerous, unidentified instruction looping within the system. Look, see that mark that's been here all this time? ...What do you mean you can't see it?"

Overview[edit]

PRTS deploys enemies and Weakening Nodes, and activates Weakening Nodes.
—Description of operations featuring the Intrusive Call

The Intrusive Call represents PRTS that behaves erratically as if the A.I. had been possessed by someone, making things harder for Rhodes Island instead of helping them by deploying reinforcements and activating hazards around the battlefield.

Ability Initial CD Cooldown

  • Insignificant enemy.
  • Invulnerable, does not attack, and cannot be blocked.
  • Appears on the interface as the hand previously seen as action prompts in certain tutorial operations that moves on its own while executing any of the commands listed below; the Intrusive Call can only execute one command at a time.
    • If the Intrusive Call fails to execute a command, it becomes "annoyed" for a short time, shown by the hand shaking, before executing the next command.

Innate

Picks up either an enemy or a Weakening Node from the Unauthorized Reconstruction Interface, then moves toward a low/high ground tile and places said enemy/Node there.
  • The position where the Intrusive Call would deploy the unit is marked by a white rhombus with a cross on it.
  • Enemies spawned this way are not included to the enemy counter (with the exception of the Mimic Machine in operations featuring PRTS, Source Code) and have the following properties if deployed on a high ground tile:
    • Always those with a ranged attack.
    • Does not move.
    • Cannot be shifted.
    • Has an aggression level of -1.
    • Does not keep the operation from ending after all other enemies are defeated.
  • See the Enemies section of the respective operation where the Intrusive Call appears for which enemies that would be deployed this way.
This command will fail if the position where the Intrusive Call would place the unit is occupied by a friendly unit or an enemy deployed this way if it is a high ground tile.
Placing aerial enemies will not cause this command to fail.

If there is a Weakening Node whose skill is charged, move towards said Node and activate it, applying its negative effects.
This command will fail if the Weakening Node that would be activated by the Intrusive Call is activated by the player already.

Appearances[edit]

Main Theme 15-515-615-715-815-915-1015-1115-1215-1315-1415-1515-1715-1815-20H15-1H15-2H15-3H15-4TR-26

Stats[edit]

HPATKDEFRES
100001000400080
Movement SpeedAttack IntervalElemental RESEffect Resistance
1.4100
Attack rangeHP regenerationWeightLife Point penalty
00
SusceptibilitiesSilenceStunSleepFreezeLevitateFrightenFearParalysisLure

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