Phantom & Crimson Solitaire: Hallucinations

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A disorderly rhythm plays in your head. You feel you are hallucinating...
—Message when Hallucination(s) are triggered

When entering a new floor in Phantom & Crimson Solitaire after the player had completed a run for the first time, a Hallucination may be triggered, which affects gameplay in various ways that could be beneficial or detrimental for the player.

The odds of a Hallucination triggering depends on the difficulty level and sometimes two Hallucinations can occur at once.

Bewildered
The map for this floor has been expanded.
The road branches into multiple directions. You feel you are unable to pick the right path.
Blind
On this floor, node types will become unidentifiable after your next action.
Even though everything is right before your eyes, you feel it is all a haze.
Enraged
On this floor, Combat Ops. will appear more frequently.
They are all enemies, and you thirst to rip and tear your enemies apart!
Solitary
On this floor, the amount of Hope required for Recruitment is increased; the amount of Hope required for Promotion is decreased.
You are afraid of losing all that you hold dear. You will do everything it takes to make sure they do not go anywhere.
Obsessed
On this floor, each action will grant additional Originium Ingot. The Originium Ingot acquired on this floor cannot be brought away when leaving.
Your extra riches make you ecstatic, but your fear of losing them keeps you just as restless
Sensitive
On this floor, the amount of Life Points lost and gained are greatly increased.
Whether joy or sorrow, everything you feel is intensified.
Imagined
On this floor, enemies have increased ATK, DEF, and HP.
In your imagination, your enemies grow taller and taller.
Survivalist
On this floor, friendly units and non-Boss enemy units will take constant damage but receive increased ATK and ASPD.
Life slips away. Survival instinct is rousing your potential.
Cautious
On this floor, Deployment Limit is reduced, but Squad Size Limit is increased.
You invited many to come on this journey with you, but you are very cautious during deployment.
Addendum
  • Bewildered causes the floor where it occurs to have 2 additional nodes with each node might having up to 4 branches, and will never occur in the 6th floor.
  • Blind turns all nodes on the floor where it occurs into Dense Fogs.
  • Enraged will never occur on the 6th floor.
  • Solitary increases/decreases the Hope cost by 1 and will not affect 3★ or below Operators.
  • Obsessed gives 1 Originium Ingot icon.png whenever the player enters a node and cannot reduce the player's Ingots to below the amount when they entered the floor where it occurs upon leaving it, and will never occur on the 6th floor.
  • Sensitive doubles the Life Point gains and losses.
  • Imagined increases the HP, ATK, and DEF of enemies by 10%.
  • Survivalist deals 50 True damage/sec. on friendly units and 150 True damage/sec. on enemies, buffs ATK by 50% for friendly units and 150% for enemies, buffs ASPD by 50, and will never occur on the 6th floor.
    • The "boss" in Survivalist's description refers to bosses that appear in Dreadful Foes; hence, bosses that appear in (Emergency) Operations (e.g. Crownslayer in Unequal Split and W in A Familiar Face) will be affected by the Hallucination.
  • Cautious reduces Unit Limit and increases squad size by 1.

Tips

  • Bewildered can be a blessing and a curse: on the plus side, the player will be able to enter more nodes and earn more than what they could normally, particularly (Emergency) Operations for extra Operators and Collectibles; on the minus side, the increased number of Operations, especially if it occurs together with Enraged, can overwhelm the player especially early in the run.
  • Blind can be easily counteracted by picking the route with the most branches and does not matter at all in the 6th floor because its four nodes are fixed.
  • Solitary makes recruiting 4★ or above Operators more difficult, but makes promoting them easier; in fact, 4★ Operators will become free to promote! Try to prioritize using Rec. Vouchers to promote Operators when Solitary occurs.
  • Sensitive is very dangerous as most enemies now deduct 2 Life Points when they leak through, while mid-bosses now deduct 6 to 10 LP and the final bosses will basically end the run no matter what due to their 30 LP penalty being doubled to 60(!); more than what the player could realistically obtain in a single run. If the player is not sure whether they can take on the enemies, avoid any Operations, especially Emergency ones, in the floor where Sensitive occurs!
    • Remember that Sensitive also doubles the LP gain, so it is best to prioritize entering Safehouses, Downtime Recreations (with obvious exception to Potent Potables), and Encounters to gain as many LP as possible.
  • Survivalist will become a mere inconvenience once the player have Medics, especially Multi-target ones, or any Operator with area/passive healing, up and running. The ATK and ASPD buff also allow DPS Operators to dispatch the enemies before they can cause serious damage due to their buffed ATK (which is higher for them).
    • In fact, if Survivalist occurs earlier in the run, it is very much possible to clear Operations without deploying any Operators and letting the HP loss (which is higher for enemies) do all the work!
    • For even more fun, Civilight Eterna 2.png "Civilight Eterna" will increase the HP loss for enemies since it is treated as True damage.
  • Cautious is the most annoying Hallucination, as having reduced Unit Limit will prevent the squad from performing at peak efficiency despite the increased size. The player's best bet is by using Summoner Supporters, particularly those with the SUM-X Operator Module which makes their first deployed summon not counted to the Unit Limit so that they can contribute for some Arts damage and blocking enemies. Using many "helidrop" Operators, especially those who can be re-deployed quickly, is also a good choice. Otherwise the player will either have to make do with overleveled Operators, preferably with Tactical Operative Squads, to brute-force one's way through, or try to avoid Operations entirely.