Operation guide: Pyrite Gorge

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Pyrite Gorge guide.png
#1 (Pyrite) Permanent Site
#2 (Blade) Rotating Site (Day 5 and 11)
#3 (Cinder) Rotating Site (Day 7 and 13)
#4 (Lead Seal) Rotating Site (Day 5 and 9)
#5 (Spectrum) Rotating Site (Day 5 and 9)

Pyrite Gorge will be a difficult operation if the player haven't prepared themselves adequately due to the prevalence of both fast-moving and hard-hitting enemies that can catch Operators off-guard or quickly overwhelm them.

The enemy lineup in Pyrite Gorge will prove to be one of the most problematic ever in C.C., with the following as the clear and present dangers:

  • Crownslayer, notorious for being subject to "bully" tactics which made her a punching bag for many Operators, particularly shift Specialists... well, not anymore; Pyrite Gorge features the Crownslayer: Wolf's Fang contracts which allows the namesake to have her well-deserved revenge by buffing her HP and RES that allows her to take more punishment than before, greatly increasing her weight which made her nearly impossible to be displaced by shift Specialists, and what's worse, enhancing her blink ability by extending its range and greatly reducing its cooldown – to the point that she can now blink past two Operators in her way every 6 ~ 3 seconds! Furthermore, Crownslayer can no longer be silenced, so don't even think of using Lappland or Waai Fu to disable her blinking ability, and Crownslayer now deducts three Life Points instead of two should she made it into a Protection Objective; this means that the player cannot just let Crownslayer waltz into the objective if their Operators are not strong enough to kill her as they would otherwise in regular operations, thus she must be defeated ASAP lest she caused an instant mission failure even without the Objective: Last Line of Defense contract!
  • Wraiths and Wraith Leaders; since they cannot be blocked, they can easily slip through even the toughest of Operators if the player are too much focused on melee-heavy squads or the Operators are preoccupied with other threats. The Objective: Sniper Warfare contracts make Wraiths and Wraith Leaders even more problematic than before, like the notorious Ergate Leaders in OF-EX6, by buffing their HP and DEF, and increases their speed, thus they often cannot be taken out in time before casually moving past the Operators into the Protection Objectives if their DPS aren't enough!
  • Enemy Snipers, first seen on Heart of Surging Flame, whose attack stuns friendly units every several attacks, so pay attention to the deployment orders carefully to avoid them from incapacitating the core Operators, which could become a severe headache with the Originium Zone: Inertia contract that extends the duration of Negative Statuses on friendlies.
  • Defense Crushers; those who had often played Lungmen Downtown will know how to feel when they are on the receiving end of their hammer, which can stun their victim every three attacks, not to mention that they have a sheer HP and DEF that makes most physical attacks barely scratch them, though their lack of RES makes Defense Crushers very susceptible to Arts damage.

There are also Stun Generators on D9 and F5, but they should be reserved for the direst of situations since the Generators' self-destruction once they are used allows enemies to move through the tiles they formerly occupied.