Tutorial: MB-TR-1

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Characters


[An Ordinary Prisoner spawns and move in just as Fang is deployed in his path.]
<Game paused>
Silence Prisoners have shackles that limit their ability to fight.
A white light indicates the shackles are active, greatly reducing enemy combat effectiveness.
When the enemy attacks during the "Imprisoned" state, the it consumes the power of the shackles.
<Game unpaused>
[The Ordinary Prisoner attacks Fang; note that at the third attack, his imprisonment collar turns orange instead of white.]
<Game paused>
[The Ordinary Prisoner is highlighted.]
Silence The shackles flash orange to warn that the shackles are about to fail. This means the enemy will be freed on its next attack.
When the shackles are disabled, freed enemies have significantly higher ASPD and ATK. Some enemies will even unlock special abilities.
<Game unpaused>
[The Ordinary Prisoner attacks for the fourth time, causing his collar to turn red; note that he attacks faster and noticeably deals more damage to Fang, who barely holds out against the Ordinary Prisoner just as the nearby Imprisonment Device is charged up.]
<Game paused>
Mayer Is there a way to reactivate the shackles?
[The Imprisonment Device is highlighted.]
Silence The only effective way is to use the Imprisonment Device. It reactivates all disabled shackles within range, shackling freed enemies.
<Game unpaused>
[The player activates the Imprisonment Device, causing it to emit a flash in an area that stuns the Ordinary Prisoner and turned his collar white again, buying enough time for Fang to kill the Ordinary Prisoner. Three Sniper Prisoners then spawns while Silence and Ptilopsis are deployed as the first fires at the Imprisonment Device.]
<Game paused>
Silence Prisoners will prioritize attacking the Imprisonment Device. Watch out.
<Game unpaused>
[As the Sniper Prisoners attack the Imprisonment Device and Ptilopsis (note that the first targets the Imprisonment Device over Ptilopsis), another Ordinary Prisoner spawns and charges towards Fang, who are by now fully healed by Silence and can hold him back better, but the Sniper Prisoners' collars now turned orange.]
<Game paused>
Silence Keep the enemy Imprisoned and bring the pain.
<Game unpaused>
[Saria and Ifrit are deployed just as the Sniper Prisoners "freed" themselves; note that their attacks now deals Arts damage instead of physical, and the player uses the Imprisonment Device to "imprison" them again; note that the Ordinary Prisoner's collar still turns orange at the second attack, meaning that the Imprisonment Device does not reset the count of attacks needed by the Prisoners to free themselves. Nevertheless, the Operators managed to dispatch all of the unruly inmates.]