Mizuki & Caerula Arbor

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This Integrated Strategies theme's updates have been concluded in the Global server of Arknights.
As such, the content of this page and the related subpages have been archived.

Integrated Strategies #3: Mizuki & Caerula Arbor, (Caerula Arbor is Latin for "Azure Groves") often simply known as Integrated Strategies 3 (IS3) or Mizuki & Caerula Arbor (Caerula Arbor; not to be confused with the eponymous Firstborn Leviathan), is the third theme of the namesake roguelike game mode in Arknights.

Introduction
The sea breeze blows past your shoulders to the other end of the ocean.
There lies your destination, but you are yet to begin your journey.
Pack your belongings and get ready, for the sea awaits your arrival.

Intro

Synopsis

Difficulty levels

  • Calm Seas and Surging Waves are initially available, while Surging Waves +1 and above are unlocked by completing a run in the preceding level (e.g. Surging Waves +8 will be unlocked once the player completed a Surging Waves +7 run).
  • The specific handicaps of Surging Waves +1 and above are carried over to every succeeding levels, with those increasing enemies' attributes stacked on top of each other.
  • Buff increases the HP and ATK of enemies by the specified percentage on each floor (starting on 1F and increases on subsequent floors), using the following formula: a = (1 + b)c (a is the total buff; b is the buff percentage; c is the floor number).
    • Therefore, in 5F at Surging Waves +15, enemies will have their HP and ATK increased to 210%.
    • The secret floor applies the buff at the floor when the player enters it, and do not increase the buff.
  • Score is a modifier to the run's final score.
Level Description Buff Score
Calm Seas May the ocean remain this gentle forevermore
0% 50%
Surging Waves The ocean's true visage is gradually revealed 0% 100%
Surging Waves +1 Friendly units take +15% Elemental Damage. 1% 105%
Surging Waves +2 Obtains a random cursed Collectible upon entering 3F. 2% 110%
Surging Waves +3 Enemies have their RES increased by 10. 3% 115%
Surging Waves +4 4★ and above Operators cost +1 Hope.png to recruit. 4% 120%
Surging Waves +5 Boss enemies have their ATK and DEF increased by 15%. 5% 130%
Surging Waves +6 Starts with -15 Light. 6% 140%
Surging Waves +7 Enemies have their MSPD increased by 15%. 7% 150%
Surging Waves +8 Friendly units take +15% Elemental Damage. 8% 150%
Surging Waves +9 Enemies have their ASPD increased by 15. 9% 150%
Surging Waves +10 Starts with -15 Light. 10% 150%
Surging Waves +11 Elite and boss enemies have their HP increased by 20%. 11% 150%
Surging Waves +12 Enemies have their RES increased by 10. 12% 150%
Surging Waves +13 Friendly units take +15% Elemental Damage. 13% 150%
Surging Waves +14 The Unit Limit is reduced by 1. 14% 150%
Surging Waves +15 Elite and boss enemies have their HP, ATK, and DEF increased by 20%. 15% 150%

Squads

The three Squads new to Mizuki & Caerula Arbor can be upgraded in Cognitive Shaping.

Mind Over Matter Squad.png
Mind Over Matter Squad
Increases the likelihood of a Collectible to be awarded from operations.
  • Emotionalization: Further increases the likelihood of a Collectible to be awarded from operations (overrides the original effect).
  • Sensibility: Can choose a second reward from completing Regional Commissions.
  • Matter from Mind (Expansion II): Starts with Survivor Contract.png Survivor Contract (a random Operator gets +20% ATK and DEF at the start of the next operation and every subsequent operations).
Resourceful Squad.png
Resourceful Squad
Receives 1 die roll when entering a new floor. Adds an extra option to the Collectible awarded by Wish Fulfilled.
  • Practice: Receive 2 die rolls when entering a new floor (overrides the original first effect).
  • Rationality and Estimation: Starts with an eight-sided die.
  • For Survival (Expansion II): Can roll the die in operations 15 times.
People-Oriented Squad.png
People-Oriented Squad
Operators cost -1 Hope.png to recruit.
  • Common Sense: Operators cost -1 Hope.png to recruit and promote (overrides the original effect).
  • Habit: Can choose a second reward from Safe Houses.
  • All for One (Expansion II): Can reach Command Level 11.
Leader Squad 3.png
Leader Squad
Starts with +2 Life Points.png. Receives 1 Life Points.png after clearing operations.
Gathering Squad 3.png
Gathering Squad
Increases the squad size and Unit Limit by 2.

Unlock condition: Clear 3F.
Support Squad 3.png
Support Squad
Starts with +20 Originium Ingot icon.png and +2 Hope.png.

Unlock condition: Obtain 150 Originium Ingot icon.png across all runs.
Spearhead Squad 3.png
Spearhead Squad
Starts with only 1 Life Points.png (the Life Point cap stays the same), but friendly units have their maximum HP and ATK increased by 15%.

Unlock condition: Complete a run with at least 10 Life Points.png remaining.
Tactical Assault Squad 3.png
Tactical Assault Squad
4★ or higher Guards and Vanguards cost -2 Hope.png to recruit and -1 Hope.png to promote, and may be automatically promoted when recruited.

Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
Tactical Fortification Squad 3.png
Tactical Fortification Squad
4★ or higher Defenders and Supporters cost -2 Hope.png to recruit and -1 Hope.png to promote, and may be automatically promoted when recruited.

Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
Tactical Ranged Squad 3.png
Tactical Ranged Squad
4★ or higher Medics and Snipers cost -2 Hope.png to recruit and -1 Hope.png to promote, and may be automatically promoted when recruited.

Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
Tactical Destruction Squad 3.png
Tactical Destruction Squad
4★ or higher Casters and Specialists cost -2 Hope.png to recruit and -1 Hope.png to promote, and may be automatically promoted when recruited.

Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
Research Squad 3.png
Research Squad
Starts with 3 Objective Shields. Increases the Command EXP from operations by 30%.

Unlock condition: Earn 1000 Command EXP across all runs.
First-Class Squad 3.png
First-Class Squad
Receives a random Advanced Rec. Voucher when recruiting Operators at the start.

Unlock condition: Complete a run with at least 20 Operators recruited.

Operation Rewards

You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time.
More supplies Starts with +3 Objective Shields.
Give a speech before departing Starts with +2 Hope.png.
Reserve fund support Starts with +5 Originium Ingot icon.png.
Purchase a Collectible Starts with a random Collectible but with 0 Originium Ingot icon.png.
Reclaim loot Starts with a random Collectible but with -1 Hope.png.
Just grab something Starts with Hot Water Kettle.png Hot Water Kettle.
Bring an extra key Starts with +1 Key icon.png.
Ask for a good omen Starts with +2 die rolls.

Nodes

IS Node-Operation.png
Operation
Everyone has their weapons drawn. They're definitely not here to negotiate.

Self-explanatory.
  • Operations can be distinguished by the ISW-NO code.
  • Certain Encounters can force the player into a unique operation distinguished by the ISW-SP or ISW-DU codes.
IS Node-Emergency Operation.png
Emergency Operation
Some violence may well exceed your expectations, a very common occurrence.

An ISW-NO operation with various handicaps, similar to that of Challenge Modes, and always awards a Collectible when cleared.
IS Node-Dreadful Foe 3.png
Dreadful Foe
Criminals, ruffians, and the damned... You're in trouble.

An operation featuring I.S.-exclusive bosses, which can be distinguished by the ISW-DF code.
  • The 3F Dreadful Foe awards a Super Rare Collectible (chosen from two options) when cleared, regardless of whether the boss is defeated or not.
  • The 5F and 6F Dreadful Foes will end the run when cleared, but the former will not and instead acts like the 3F Dreadful Foe if the player has met the requirements to enter 6F.
  • Despite being given the ISW-NO code, Dreadful Foe operations will never appear as (Emergency) Operations.
IS Node-Encounter.png
Encounter
New friends, old rivals... Strange encounters never age. Only scars stand the test of time.

A random event.
IS Node-Wish Fulfilled.png
Wish Fulfilled
There are many ways of making a wish, but the wish itself is almost always the same thing.

Gives a Collectible of the player's choice.
  • There are two Collectibles to choose from and the player rolls a die to decide the result as listed below.
    • If the player rolls a 6 to 12, the specified Collectible will be given along with a random one.
    • If the player rolls a 2 to 5, the specified Collectible will be given.
    • If the player rolls a 1, a random Collectible will be given instead of the specified one.
  • Using Resourceful Squad.png Resourceful Squad adds a third option to the Collectible that can be chosen from.
  • Having the Four-Leaf Clover Fossil.png Four-Leaf Clover Fossil adds an extra option to the Collectible that can be chosen from.
  • Before the release of Expeditioner's Joklumarkar, Wishes Fulfilled are classified as an Encounter.
IS Node-Safe House.png
Safe House
Nobody will bother you here, and there's plenty of food and water. No need to be so tense all the time.

Gives a free reward of the player's choosing from three of the options listed below:
IS Node-Downtime Recreation.png
Downtime Recreation
A little indulgence in life's simpler pleasures goes a long way in fighting the monotonous and the harrowing on your long road ahead.

A mini-game where the player spend Originium Ingot.png Originium Ingot for additional resources or even Collectibles depending on the player's fortune.
IS Node-Regional Commissions.png
Regional Commissions
The long road is unfinished; the only ending you see is a new signpost.

An Encounter where the player can accept a Commission from three difficulties which merits various rewards of their choice when completed. For more information, see Regional Commissions.
IS Node-Rogue Trader.png
Rogue Trader
Neither an ally nor an enemy. Some people like to sit on the fence.

See Rogue Trader for more information.
IS Node-Fortituous Opportunity.png
Fortituous Opportunity
The lighthouse has fallen. People open their bags, delivering light for each other.

Can exchange a Collectible with a different one. Otherwise, the player will receive 4 Life Points.png.
  • Not all Collectibles can be exchanged this way; see the infobox of the respective Collectible to determine whether it can be exchanged or not.
  • The rarity of the new Collectible will match the old one, except for cursed Collectibles (e.g. Portrait of Breogan.png Portrait of Breogan) which are treated as Normal Collectibles.
  • Before the release of Expeditioner's Joklumarkar, Fortituous Opportunities are classified as Encounters, after which it is classified as a Lost and Found.
Note: Fortituous Opportunity will only appear after the "Transactional Behavior" Cognitive Shaping node is unlocked.
IS Node-Dispatch.png
Emergency Dispatch
A lantern cannot illuminate without oil, a fincatching boat cannot sail without fuel. Do not underestimate the importance of adequate supplies.

Can send off one Operator until after the die roll at the start of next floor, at which the Operator will be automatically promoted (if not already) and suppresses the Rejection they had (if they have one) in addition to receiving some Originium Ingots. Otherwise, the player will receive 3 Hope.png.
  • Keep in mind that the Operator cannot be included to the squad while they are away!
  • Before the release of Expeditioner's Joklumarkar, Dispatches are classified as Encounters, after which it is classified as a Scout.
Note: Emergency Dispatch will only appear after the "Resource Allocation" Cognitive Shaping node is unlocked.
IS Node-Encounter.png
Wander Into Wonderland
And thus the bard sings: "Oft are desolate fields and floral gardens neighbors; oft is losing one's way but another adventure."

Can enter the secret floor. Otherwise, the player will receive a random Collectible.
  • Wander into Wonderland has a rare chance to appear compared to other events and will only appear once per run if it does.
  • Before the release of Expeditioner's Joklumarkar, Wander Into Wonderland is classified as an Encounter, after which it is classified as a Bosky Passage.
Note: Wander Into Wonderland will only appear after the "Curiosity" Cognitive Shaping node is unlocked.
IS Node-Dense Fog.png
Dense Fog
There's something in the mist, but you cannot see anything...

The node cannot be identified until they become accessible.
Nodes can only be in this state while the player is hearing the Echoes: Adaptation Call of We Many.

Floors

IS3 1F.png
1F – Sunshine Coast
The waves pass the steps devoid of footprints, the foam soaking the bricks at the base of the wall. This is a form of clamorous silence, where the land and the sea join in harmony.

Unfinished Simulation
The wind and waves wrap around your ankles, gently pulling you away from the land and into its embrace.
IS3 2F.png
2F – Offshore Island
This island is not far from shore, but nobody knows how it came to be. The ocean wind pushes ajar the doors of the buildings here, light and shadow interweaving... Go on–enter, and take a look.

Unfinished Simulation
A spark of light inside a building is the best way to lure in visitors. As long as they take the bait, this isolated island far from civilization will still be able to feast.
IS3 3F.png
3F – Raging Billows
The sky darkens, those dangerously beautiful tides shimmering as they gradually become clearer. They quietly spread towards the mouth of the cave on the island, right at our feet.

Unfinished Simulation
The water rises, sealing the entrance to the cave. The tide stretches its limbs, grabbing onto its prey.
IS3 4F.png
4F – Secret Hotbed
Deeper inside the cave, the moss creeping along the rock walls begins to proliferate wildly, covering the entire surface. Life does not require the light of day to thrive.

Unfinished Simulation
In places devoid of light, survival is the sole impetus of life. Should you fail to come to terms with this reality, then you will be completely devoured by the life here.
IS3 5F.png
5F – Sacrosanct Cave
The ocean current abruptly veers here, the sound of the rushing tide resembling that of crying. They seem to have been deliberately avoiding this place... Apparently, nature is not the only inhabitant here.

Unfinished Simulation
A true predator never needs to take action. The invisible helping hand of curiosity will naturally push the next meal into its mouth.
IS3 6F.png
6F – Deep Sea Woodland
The sound of plants breathing resonates at the same frequency, and countless motes of fluorescent light rise amidst the forest like a galaxy hanging upside-down on the ocean floor. What kind of soil could give rise to such a wondrous grove?

Unfinished Simulation
You applaud nature, but nature only finds you to be noisy. Nevertheless, it will still take you in, whether you agree to it or not.
IS3 Secret Floor.png
Secret – Indigo Cradle
Time. Time. Time is their sustenance. Across lengths of time immeasurable, the cerulean branches continue to linger and grow, and thus does life sway and unfurl. This place has everything, and nurtures all.

Unfinished Simulation
Everything around you is a vibrant cerulean, and you can no longer find any way to escape. The age of plants is boundless, and you have reached the end of this futile search.
Addendum
Secret floor
To enter the secret floor, enter the "At a Glance" Wander into Wonderland (which only appears once the "Curiosity" Cognitive Shaping node is unlocked) and choose "Try to cleanse the nethersea brand" at the cost of 1 Key icon.png, then choose "Maybe you can take care of some problems for your 'species'" to confirm.
  • The secret floor has four nodes in the following order: Wish Fulfilled > (Emergency) Operation > (Emergency) Operation > Dreadful Foe: Avoid Unsafe Roads/Chilling Curse/Hunting Group
    • The (Emergency) Operations will be those that appear in 5F and 6F.
  • Call of We Many may be heard at an increased rate even if the player entered the secret floor before completing a run for the first time.
  • Once the secret floor is cleared, the player will be taken back to the floor where they entered it and proceed into the node succeeding "At a Glance".

Operation drops

ISW-NO and ISW-DF operations
Floor (Emergency) Operation Dreadful Foe
EXP Ingot EXP Ingot
1F 10 (12) 2 (3) N/A
2F 12 (18) 2 (3)
3F 14 (24) 2 (4) 32 5
4F 16 (30) 3 (4) N/A
5F 25 (38) 3 (5) 52 7
6F N/A (45) N/A (5)
Secret 29 (38) 3 (5) 52 6
ISW-SP and ISW-DU operations
Operation EXP Ingot
Indecisiveness 3 1
Supervision Site 5 2
Right in the Kisser 9 4
Tail Between Legs 13 8
Fishing in a Dry Pond 14 1
A New Day, A New Duck 14 6
Fanatical Flames 14 6
"Joy" From a Box 16 3
See the Big Picture 21 2
Reality 21 7
Addendum
  • If the player is forced into the Emergency Operation version of Insect Infestation/Sniper Squad/Symbiosis through the "Booty Bay" Encounter from 2F onwards, the drops are calculated with the 1F values.
  • The 5F Dreadful Foe only awards the EXP and Ingot when cleared if the player fulfills the condition to enter 6F, as doing so otherwise will end the run instead.
  • Since the 6F Dreadful Foe ends the run when cleared, no EXP and Ingots are awarded from doing so.

Command Levels

Level Req. EXP Total EXP Bonuses
1 0
2 10 10 Gains 4 Hope.png and Hope cap +4
3 24 34
4 36 70 Gains 5 Hope.png and Hope cap +5
5 40 110 Gains 6 Hope.png and Hope cap +6
6 55 165
  • Gains 6 Hope.png and Hope cap +6
  • Life Point cap +1
  • Squad size +1
7 65 230 Same as Command Level 5
8 70 300 Gains 7 Hope.png and Hope cap +7
9 75 375
  • Gains 8 Hope.png and Hope cap +8
  • Life Point cap +1
  • Squad size +1
10 80 455 Same as Command Level 9
11 80 535
  • Gains 15 Hope.png and Hope cap +15
  • Life Point cap +5
  • Squad size +2

Command Level 11 can only be reached by using People-Oriented Squad.png People-Oriented Squad with the "All for One" Cognitive Shaping node unlocked, which is added in Expansion II.

Result

An example of Mizuki & Caerula Arbor run's result screen; this one is completed with the Precious Days ending
Ditto (continued)

When a Caerula Arbor run ends, the ending will be played if the run is completed; if the run fails, the "Unfinished Simulation" message is shown instead.

Afterwards, the Data Rollback (which can be skipped and viewed again from the result screen) will be shown, which highlights the player's actions throughout the run as follows:

  • Path of Light: The player's Light upon entering each floor.
  • Rejection and Enlightenment: The Rejection afflicted on Operator(s) and Enlightenment(s) obtained by the player.
  • Monitor Fate: How many times the player have rolled the die and how much die rolls that gives off each of the five possible results, and the instance when the player rolls the highest and lowest number.
  • Important Points: Will only appear if the player had done the following:

After the Data Rollback ends with the message "Rollback Complete", the player will be taken into the result screen, which shows the summary of the run as follows:

You, Dr. {nickname} used the {Squad} and spent xx hrs xx min xx sec starting on yyyy/mm/dd hrs:min:sec
Witnessed the {ending}1/Ended your journey at {floor name}2
1 If the run is completed
2 If the run fails

The result screen also shows the following:

  • A flavor text that varies depending on the run's outcome, after the summary above.
  • A list of Operators the player have recruited and promoted during the run.
  • A list of Collectibles and Enlightenments + the Rejection the player have obtained during the run.

Scoring

Floors cleared
  • None: 0
  • 1: 30
  • 2: 80
  • 3: 150
  • 4: 270
  • 5: 400
  • 6: 550
  • 7: 650
The secret floor is counted as one floor should the player enters and clears it.
Steps taken 1 × no. of entered nodes
Normal battles fought 10 × no. of cleared Operations (including ISW-DU and ISW-SP ones)
Operators recruited 2 × no. of recruited Operators
Items obtained 5 × no. of obtained items (Collectible; those traded away in Fortituous Opportunity still counts)
Boss battles fought 30 × no. of cleared Dreadful Foes
Elite battles fought 20 × no. of cleared Emergency Operations

Features

Changelog (Global)