Phantom & Crimson Solitaire
Theme | Nodes | Collectibles | Endings | Medals | OST | Gallery | Trivia |
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 As such, the content of this page and the related subpages have been archived.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 #2: Phantom & Crimson Solitaire, often simply known as Integrated Strategies 2 (IS2) or Phantom and Crimson Solitaire (Crimson Solitaire or PCS for short), is the second theme of the namesake roguelike game mode in Arknights.
Crimson Solitaire introduces new mechanics that becomes the future standard of I.S., most notably the fact that I.S. themes are now permanently available.
You are in desperate need of safe shelter to pass the night,
and it appears that the ominous castle ahead is your only choice.
Intro
- Main article: Phantom & Crimson Solitaire/Intro
Synopsis
- Main article: Phantom & Crimson Solitaire/Synopsis
Difficulty levels
Castle Sightseeing | "Silent Squad" will escort you the whole way.
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Formal Investigation | Hopefully this will turn out to be an uneventful investigation. |
Calamity Faceoff | Nothing but hardships ahead.
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Squads
Leader Squad Gives 4 bonus Life Points in operations (stacks with those from other sources).
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Gathering Squad Increases the squad size and Unit Limit by 2. Unlock condition: Clear 3F.
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Support Squad Unlock condition: Obtain 150 Originium Ingot across all runs.
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Spearhead Squad | |
Tactical Assault Squad Unlock condition: Complete a run with at least 5 Guards or Vanguards recruited.
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Tactical Fortification Squad 4★ or higher Defenders and Supporters are automatically promoted when recruited. Unlock condition: Complete a run with at least 5 Defenders or Supporters recruited.
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Tactical Ranged Squad Unlock condition: Complete a run with at least 5 Medics or Snipers recruited.
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Tactical Destruction Squad 4★ or higher Casters and Specialists are automatically promoted when recruited. Unlock condition: Complete a run with at least 5 Casters or Specialists recruited.
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Research Squad Unlock condition: Earn 1000 Command EXP across all runs.
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First-Class Squad Receives a random Elite Rec. Voucher when recruiting Operators at the start. Unlock condition: Complete a run with at least 20 Operators recruited.
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Operation Rewards
You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time. | |
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More supplies | Starts with +3 . |
Give a speech before departing | Starts with +2 . |
Reserve fund support | Starts with +5 . |
Purchase a collectible | Starts with a random Collectible but with 0 . |
Reclaim loot | Starts with a random Collectible but with -1 . |
Pick out something random | Starts with Hot Water Kettle. |
Nodes
Operation Everyone has their weapons drawn. They're definitely not here to negotiate. Self-explanatory.
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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.
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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.
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Encounter New friends, old rivals... Strange encounters never age. Only scars stand the test of time. A random event.
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Boons A little bit of help for your journey. Gives a random Collectible, which is unknown until actually given. Some Boons allow the player to choose from two Collectibles, one Rare and another of a random rarity.
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Safe House Quiet, comfortable, and secluded from the castle's trifling matters. It's time to take a break. Gives a free reward of the player's choosing from three of the options listed below:
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Downtime Recreation Give away all your resources in the name of art. A mini-game where the player spend resources for additional resources or even Collectibles depending on the player's fortune.
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Rogue Trader Neither an ally nor an enemy. Some people like to sit on the fence. See Rogue Trader for more information.
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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 suffering from the Blind Hallucination. |
Floors
Ⅰ Mist-stricken Missteps
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17:03 There is fog covering the entire area, and our squad has lost our way. Are we pushing forward, or are we merely dissolving ourselves away? Reverberation The mist has completely overwhelmed you. There is no longer a need to seek a way out, for this has become your home. |
Ⅱ Sunset Courtyard
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19:24 The courtyard is filled with the sunset's afterglow, yet that is not the color of hope. Come in, come in, esteemed guests who have wandered astray. The castle welcomes you. Reverberation The castle has numerous trials in store for its visitors, and you are unable to pay the price of failure. |
Ⅲ Homeland Remnants
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20:36 As the mist spreads into the castle and the vines make their way up the columns, the dark night appears to have retreated elsewhere for the moment. Do remember as you enjoy this moment of respite, however, that darkness is always right around the corner. Reverberation As you succumb to the dark shadows, you too will become part of the history of this place. |
Ⅳ Nightmare's Prelude
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21:53 Darkness falls, the candles throughout the deserted castle begin to light up by themselves, and the silent Nightzmora begins to roam the shadows in search for prey who have lost their way. Reverberation The candle flames flicker ceaselessly, just as you yet remain in this old castle. You surrender to your endless nightmares, never to awaken again. |
Ⅴ Blood-soaked Corridor
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00:00 Blood moons often signify the beginning of unfortunate tragedies in written accounts, and this omen is now shining down upon us through the windowpanes that line the corridor. Reverberation What will emerge beneath the blood moon? Panic? Fear? Frantic wailing? So be it. You have experienced it all. |
Ⅵ Hall of Desires
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--:-- The purest and truest desires, standing above all time, have engulfed this space whole. Here, there is nothing but the endless thirst for aesthetics, fine arts, and perfection. Reverberation Too bad. You are not entirely unblemished. |
Addendum | |
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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) | 3 (4) | N/A | |
2F | 12 (18) | 3 (4) | ||
3F | 16 (24) | 4 (5) | 32 | 6 |
4F | 20 (30) | 4 (5) | N/A | |
5F | 25 (38) | 4 (6) | 50 | 7 |
6F | N/A (45) | N/A (6) | – | |
ISW-SP and ISW-DU operations | ||||
Operation | EXP | Ingot | ||
Duck Lord's Play | 3 | 1 | ||
Duck Lord's Party | 6 | 2 | ||
Gopnik's Fist | 7 | 3 | ||
This Ursus Man | 9 | 5 | ||
Bound by Self and Demonic Cage | 24 | 5 | ||
Disorderly Banquet and Observation | 32 | 7 | ||
"Knights' Duel" | 40 | 10 | ||
Addendum | ||||
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Command Levels
Result
When a Crimson Solitaire run ends, the ending will be shown if the run is completed; if the run fails, the "Reverberation" message is shown instead.
Afterwards, the credits (which can be skipped and viewed again from the result screen) will roll, showing the player's nickname under the title "Blood Diamond" and the Operators they have recruited throughout the run as the "casts", and highlights the player's actions throughout the run.
- You stepped into the ancient castle and participated in a {difficulty}
- You selected the {initial Rec. Vouchers option} recruitment set
- Obtained support {Operational Reward}
- Recruited Operator {name}
- Recruited Promoted Operator {name}
- Recruited Support Operator {name}
- Recruited Temporary Operator {name}
- Recruited Monthly Squad Operator {name}
- Promoted Operator {name}
- Received Collectible {name}
- You entered the {floor name} zone
- You experienced the hallucination {name}
- You encountered {operation}
- Unexpectedly encountered {Duck Lord/Gopnik}
- You perfectly cleared {operation}
- You met {event}
- You met the odd merchant Cannot
- You opened {Collectible from Boons}
- Received Play {name}
- Received Tactical Prop {name}
- Carried out {option} in the Safe House
- Spent {amount} Originium Ingots to purchase {ware}
- Invested {amount} times
- Received {item}
- You defeated {boss}
- Cleared the {title} ending
- This is where it comes to an end
Once the credit ends with the message "The End", the player will be taken into the result screen showing the summary of the run (which will also be shown at the start of the credits) 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/Ending 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 (which will also be shown at the end of the credits).
- A list of Collectibles, Plays, and Tactical Props the player have obtained during the run.
- A list of Operators the player have recruited and promoted during the run.
Scoring
Floors cleared |
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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 (Collectibles, Plays, and Tactical Props) |
Boss battles fought | 30 × no. of cleared Dreadful Foes |
Elite battles fought | 20 × no. of cleared Emergency Operations |
Features
- Plays
- Tactical Props
- Hallucinations
- The Preparations Behind Scenes
- Castle Notes
- Monthly Squads
- Crimson Exhibition
- Monthly Contracts
- Deep Investigation (Expansion I)
Changelog (Global)
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