Mizuki & Caerula Arbor
Theme | Nodes | Collectibles | Endings | Medals | OST | Gallery | Trivia |
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.
Intro
- Main article: Mizuki & Caerula Arbor/Intro
Synopsis
- Main article: Mizuki & Caerula Arbor/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 the 1st floor 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 the 5th floor 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 |
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Calm Seas | May the ocean remain this gentle forevermore
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0% | −50% |
Surging Waves | The ocean's true visage is gradually revealed | 0% | 0% |
Surging Waves +1 | Friendly units take +15% Elemental Damage. | 1% | +5% |
Surging Waves +2 | Obtains a random cursed Collectible upon entering the 3rd floor. | 2% | +10% |
Surging Waves +3 | Enemies have their RES increased by 10. | 3% | +15% |
Surging Waves +4 | 3★ and above Operators cost +1 to recruit. | 4% | +20% |
Surging Waves +5 | Boss enemies have their ATK and DEF increased by 15%. | 5% | +30% |
Surging Waves +6 | Start with -15 Light. | 6% | +40% |
Surging Waves +7 | Enemies have their speed increased by 15%. | 7% | +50% |
Surging Waves +8 | Friendly units take +15% Elemental Damage. | 8% | +50% |
Surging Waves +9 | Enemies have their ASPD increased by 15. | 9% | +50% |
Surging Waves +10 | Start with -15 Light. | 10% | +50% |
Surging Waves +11 | Elite and boss enemies have their HP increased by 20%. | 11% | +50% |
Surging Waves +12 | Enemies have their RES increased by 10. | 12% | +50% |
Surging Waves +13 | Friendly units take +15% Elemental Damage. | 13% | +50% |
Surging Waves +14 | The Unit Limit is reduced by 1. | 14% | +50% |
Surging Waves +15 | Elite and boss enemies have their HP, ATK, and DEF increased by 20%. | 15% | +50% |
Squads
The three Squads new to Mizuki & Caerula Arbor can be upgraded in Cognitive Shaping.
Squad | Information |
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Mind Over Matter Squad
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Increases the likelihood of a Collectible to be awarded from operations.
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Resourceful Squad
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Receives 1 die roll when entering a new floor. Adds an extra option to the Collectible awarded by Wish Fulfilled.[note 1]
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People-Oriented Squad
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Operators cost -1 to recruit. |
Leader Squad
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Starts with +2 . Receives 1 after clearing operations. |
Gathering Squad
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Increases the squad size and Unit Limit by 2. Unlock condition Clear the 3rd floor. |
Support Squad
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Starts with +20 and +2 . Unlock condition Obtain 150 across all runs. |
Spearhead Squad
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Starts with only 1 (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 remaining. |
Tactical Assault Squad
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4★ or higher Guards and Vanguards cost -2 to recruit and -1 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
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4★ or higher Defenders and Supporters cost -2 to recruit and -1 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
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4★ or higher Medics and Snipers cost -2 to recruit and -1 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
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4★ or higher Casters and Specialists cost -2 to recruit and -1 to promote, and may be automatically promoted when recruited. Unlock condition Complete a run with at least 5 Casters or Specialists recruited. |
Research Squad
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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
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Receives a random Advanced Rec. Voucher when recruiting Operators at the start. Unlock condition Complete a run with at least 20 Operators recruited. |
Floors
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. |
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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. |
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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. |
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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. |
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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. |
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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. |
Additional information |
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The 6th floor is only accessible by clearing the 5th floor while having any of the following Collectibles:
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Secret floor information |
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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 , then choose "Maybe you can take care of some problems for your 'species'" to confirm.
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Operation drops
ISW-NO and ISW-DF operations | ||||
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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 | ||
Additional information | ||||
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Result
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:
- Making decisions in certain Encounters.
- Entered the secret floor.
- Looted the Rogue Trader, showing the total value of the looted wares.
- Entered the "Buy Now, Print Now" Downtime Recreation, showing the amount of Originium Ingot spent there.
- Obtained Breath of the Tide, showing the amount of operations where the Tide-Hunt Knight appears.
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 player have obtained during the run.
Scoring
Floors cleared |
The secret floor is counted as one floor should the player enters and clears it.
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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
- Light
- Die
- Cognitive Symbol
- Cognitive Shaping
- Ecosequence
- Memory Mapping
- Caerula Recorder
- Monthly Contracts
- Deep Dives (Expansion I)
Notes
- ↑ Not stated in-game
Changelog (Global)
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