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Integrated Strategies #3: Mizuki & Caerula Arbor
Simplified Chinese
水月与深蓝之树
Traditional Chinese
水月與深藍之樹
CN
- Introduction: September 27, 2022
- Expansion I: December 29, 2022
- Expansion II: April 15, 2023
- Completion: June 1, 2023
Global
- Introduction: May 23, 2023
- Expansion I: August 22, 2023
- Expansion II: December 5, 2023
- Completion: February 1, 2024
TW
- Introduction: July 27, 2023
- Expansion I: October 19, 2023
- Expansion II: March 19, 2024
- Completion: May 1, 2024
Integrated Strategies #3: Mizuki & Caerula Arbor[note 1] 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.
Updates[edit]
Additions:
- New exclusive Operators: Reserve Operator - Defender and Tulip.
- New Recruitment Voucher: Advanced Rec. Voucher.
- New nodes: Emergency Dispatch, Fortituous Opportunity, Wander into Wonderland, and Wish Fulfilled (replaces Boons).
- Nodes may now have a vertical route and can be entered from either with some cost (in Mizuki & Caerula Arbor's case, spending 1
). Two nodes connected this way remains part of the same step.
Changes:
- Difficulty levels are now divided into multiple stages with increasingly harder handicaps.
- Life Point now has a cap.
- Increasing or reducing the cap gives or deducts an equal amount of Life Points; in the latter case, the cap cannot be reduced below 1.
- The temporary Life Point during operations is replaced by Objective Shield.
- Losing Life Points will now penalize the player (in Mizuki & Caerula Arbor's case, reduces Light).
- Currency for theme enhancements (in Mizuki & Caerula Arbor's case,
Subjective Imagination) now will still be awarded if the current cap of the theme's milestone currency is reached.
- Theme enhancements are now effective in all modes.
Exclusive features:
- Node branches may be locked and requires the player to spend 1
to be accessed.
- Node branches may be only accessible at low Light levels; otherwise, the player can see the branch but cannot access it.
New devices:
New enemies:
Features[edit]
Difficulty levels[edit]
- 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 uses the same buff as the floor from which the player enters it, and does not increase the buff.
- Surging Waves 17 and 18 has a separate modifier for HP and ATK.
- 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 Injury.
|
1%
|
105%
|
Surging Waves 2
|
Obtains a random cursed Collectible upon entering 3F.
|
2%
|
110%
|
Surging Waves 3
|
Enemies have +10 RES.
|
3%
|
115%
|
Surging Waves 4
|
3★ and above Operators cost +1 to recruit.
|
4%
|
120%
|
Surging Waves 5
|
Boss enemies have +15% ATK and DEF.
|
5%
|
130%
|
Surging Waves 6
|
Starts with -15 Light.
|
6%
|
140%
|
Surging Waves 7
|
Enemies have +15% MSPD.
|
7%
|
150%
|
Surging Waves 8
|
Friendly units take +15% Elemental Injury.
|
8%
|
150%
|
Surging Waves 9
|
Enemies have +15 ASPD.
|
9%
|
150%
|
Surging Waves 10
|
Starts with -15 Light.
|
10%
|
150%
|
Surging Waves 11
|
Elite and boss enemies have +20% HP.
|
11%
|
150%
|
Surging Waves 12
|
Enemies have +10 RES.
|
12%
|
150%
|
Surging Waves 13
|
Friendly units take +15% Elemental Injury.
|
13%
|
150%
|
Surging Waves 14
|
The Unit Limit is reduced by 1.
|
14%
|
150%
|
Surging Waves 15
|
Elite and boss enemies have +20% HP, ATK, and DEF.
|
15%
|
150%
|
Surging Waves 16
|
Starts with the 养育者基因种 Collectible (may gain Improved Genes and Genomes after clearing an operation).
|
20%
|
150%
|
Surging Waves 17
|
Rejections become Combined Rejections.
|
25%/20%
|
150%
|
Surging Waves 18
|
Elite and boss enemies have +30% ATK, and take -50% Physical and Arts damage for 20 seconds after spawning.
|
30%/20%
|
150%
|
The three Squads new to Mizuki & Caerula Arbor can be upgraded in Cognitive Shaping.
Upgraded effects are denoted in blue, while upgraded effects introduced in Expansion II are denoted in turquoise.
|
Mind Over Matter Squad
|
|
Resourceful Squad
- +1 die roll/+2 die rolls when entering a new floor.
- An additional Collectible can be chosen from on Wishes Fulfilled.⁎
- Starts with an 8-sided die.
- Can roll the die in operations 15 times.
|
|
People-Oriented Squad
- Recruiting and promoting Operators cost -1
.
- Can choose a second reward from Safe Houses.
- Can reach Command Level 11.
|
|
Leader Squad
- Starts with +2
.
- +1
after clearing an operation.
|
|
Gathering Squad Starts with +2 squad size and Unit Limit.
Unlock condition: Clear 3F.
|
|
Support Squad Starts with +20  and +2  .
Unlock condition: Obtain 150  across all runs.
|
|
Spearhead Squad Starts with only 1  (the Life Point cap remains unchanged), but friendly units have +15% HP and ATK.
Unlock condition: Complete a run with at least 10  remaining.
|
|
Tactical Assault Squad 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 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 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 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
Unlock condition: Earn 1000 Command EXP across all runs.
|
|
First-Class Squad
Unlock condition: Complete a run with at least 20 Operators recruited.
|
Operation Rewards[edit]
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 .
|
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 .
|
Just grab something
|
Starts with Hot Water Kettle.
|
Bring an extra key
|
Starts with +1 .
|
Ask for a good omen
|
Starts with +2 die rolls.
|
|
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.
|
|
Emergency Operation Some violence may well exceed your expectations, a very common occurrence.
|
|
Dreadful Foe Criminals, ruffians, and the damned... You're in trouble.
An operation featuring I.S.-exclusive bosses, which can be distinguished with 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 Dreadful Foe will end the run when cleared unless the player has met the requirements to enter 6F, in which case it behaves like the 3F Dreadful Foe. The 6F Dreadful Foe will always end the run.
- Despite being given the ISW-NO code, 3F Dreadful Foe operations will never appear as (Emergency) Operations.
|
|
Encounter New friends, old rivals... Strange encounters never age. Only scars stand the test of time.
A random event.
|
|
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 adds a third option to the Collectible that can be chosen from.
- Having the
Four-Leaf Clover Fossil adds an extra option to the Collectibles that can be chosen from.
- Before the release of Expeditioner's Joklumarkar, Wishes Fulfilled were classified as Encounters.
|
|
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:
|
|
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 spends Originium Ingot for additional resources or even Collectibles depending on the player's fortune.
|
|
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 (explained below).
|
|
Rogue Trader Neither an ally nor an enemy. Some people like to sit on the fence.
|
|
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  .
- 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) which are treated as Normal Collectibles.
- Before the release of Expeditioner's Joklumarkar, Fortituous Opportunity was classified as an Encounter node; it is now classified as a Lost and Found node.
Note: Fortituous Opportunity will only appear after the "Transactional Behavior" Cognitive Shaping node is unlocked.
|
|
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 point 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  .
- Keep in mind that the Operator cannot be included in the squad while they are away!
- Before the release of Expeditioner's Joklumarkar, Dispatch was classified as an Encounter node; it is now classified as Scout node.
Note: Emergency Dispatch will only appear after the "Resource Allocation" Cognitive Shaping node is unlocked.
|
|
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 was classified as an Encounter node; it is now classified as a Bosky Passage node.
Note: Wander Into Wonderland will only appear after the "Curiosity" Cognitive Shaping node is unlocked.
|
|
Dense Fog There's something in the mist, but you cannot see anything...
The node cannot be identified until it becomes accessible. Nodes can only be in this state while the player is hearing the Echoes: Adaptation Call of We Many.
|
Regional Commissions[edit]
Upon entering a Regional Commissions, the player will be presented with three Commission options, one from each difficulty: simple, mid-tier, and tricky, and accepts one of them. Once accepted, the Commission's progress can be tracked from the navigation menu.
Once a Commission is completed, the player can claim its reward by selecting its progress check button, where the player is given three choices of rewards to be claimed; normally the player can only claim one reward for each Commission, but using
Mind Over Matter Squad with the "Sensibility" Cognitive Shaping node unlocked allows the player to claim a second reward.
The more difficult the Commission, the more valuable its rewards.
List of simple Commissions
Commission
|
Rewards
|
- Fundraising efforts: Spend 10
. - Target suppression: Enter a combat node.
- Pathfinders needed: Enter 2 Encounters.
- Talent search: Recruit 2 Operators.
- Confirm address: Enter a Safe House.
- Offer a prayer: Roll the die once.
|
|
List of mid-tier Commissions
Commission
|
Rewards
|
- Enlisting blockers: Clear 2 operations with no Defenders and Guards in the squad.
- Enlisting strikers: Clear 2 operations with no Casters and Snipers in the squad.
- Enlisting support squad: Clear 2 operations with no Medics and Supporters in the squad.
- Enlisting infiltrators: Clear 2 operations with no Vanguards and Specialists in the squad.
- Eliminate threats: Defeat 50 enemies.
- Impart experience: Promote 3 Operators (those promoted through Emergency Dispatch are counted).
- Search for an eikon: Roll a 6 or higher when rolling a die.
- Hunt Sea Terrors: Defeat 20 Sea Monster enemies.
|
|
List of tricky Commissions
Commission
|
Rewards
|
- Cross the canyon: Clear 4 operations; until then, the Unit Limit is reduced by 2.
- Endure a harrowing battle: Clear 4 operations; until then, enemies have +30% HP and ATK.
- Rekindle the lighthouse: Gain 15 Light.
- Adjust the lock cylinder: Use 3
. - Search for a miracle: Spend 6 die rolls.
|
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
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.
|
Additional information
|
- 1F consists of 5 nodes with Rogue Trader as the last.
- 2F consists of 5 nodes with Wish Fulfilled as the last.
- 3F consists of 6 nodes with a Dreadful Foe as the last.
- 4F consists of 6 nodes with Wish Fulfilled as the last.
- 5F consists of 7 nodes with a Dreadful Foe as the last.
- 6F can only be entered by clearing 5F while having the specified Collectible listed below and consists of 4 nodes in the following order: Rogue Trader > Safe House > Emergency Operation > Dreadful Foe (varies depending on the Collectible required to enter)
|
Indigo Cradle[edit]
To enter the secret floor (Indigo Cradle), enter Wander into Wonderland: At a Glance (which will only appear after the "Curiosity" Cognitive Shaping node is unlocked) and choose "Try to cleanse the nethersea brand" (costs 1
), followed by "Maybe you can take care of some problems for your 'species'".
The Indigo Cradle has four nodes in the following order: Wish Fulfilled > Combat node > Combat node > 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 Indigo Cradle before completing a run for the first time.
Once the Indigo Cradle is cleared, the player will be taken back to the floor where they entered it and proceed into the node succeeding the Wander into Wonderland it is entered from.
Operation drops[edit]
Floor
|
(Emergency) Operation
|
Dreadful Foe
|
EXP
|
Ingot
|
EXP
|
Ingot
|
1F | 10 (12) | 2 (3) | – |
2F | 12 (18) | 2 (3) | – |
3F | 14 (24) | 2 (4) | 32 | 5 |
4F | 16 (30) | 3 (4) | – |
5F | 25 (38) | 3 (5) | 52 | 7 |
6F | N/A (45) | N/A (5) | The Dreadful Foe ends the run once cleared |
Secret | 29 (38) | 3 (5) | 52 | 5 |
Additional information |
---|
- The 5F Dreadful Foe only awards the Command EXP and Originium Ingot when cleared if the player fulfills the condition to enter 6F, as doing so otherwise will end the run instead.
|
Command Levels[edit]
Level
|
Req. EXP
|
Total EXP
|
Bonuses
|
1
|
–
|
0
|
–
|
2
|
10
|
10
|
Gains 4 and Hope cap +4
|
3
|
24
|
34
|
|
4
|
36
|
70
|
Gains 5 and Hope cap +5
|
5
|
40
|
110
|
Gains 6 and Hope cap +6
|
6
|
55
|
165
|
- Gains 6
and Hope cap +6
- Life Point cap +1
- Squad size +1
|
7
|
65
|
230
|
Same as Command Level 5
|
8
|
70
|
300
|
Gains 7 and Hope cap +7
|
9
|
75
|
375
|
- Gains 8
and Hope cap +8
- Life Point cap +1
- Squad size +1
|
10
|
80
|
455
|
Same as Command Level 9
|
11
|
80
|
535
|
- Gains 15
and Hope cap +15
- Life Point cap +5
- Squad size +2
|
Command Level 11 can only be reached by using
People-Oriented Squad with the "All for One" Cognitive Shaping node unlocked, which is added in Expansion II.
Monthly Contracts[edit]
List of Monthly Contracts in Mizuki & Caerula Arbor
|
Rank
|
Contract
|
A
|
All That Glitters Defeat 3 Chest Seaborn across all runs.
|
A
|
Deep-Pocketed Investor Invest a total of 30 .
|
A
|
Stop Crying! Defeat the Crying Thief 3 times across all runs.
|
A
|
The Duck Killer Defeat the Duck Lord 3 times across all runs.
|
A
|
The Ocean's Bloodline Hear a Call of We Many in a floor and clear it.
|
A
|
The Other Side of the Sea Complete a run with any ending.
|
B
|
Aquatic Paradise Enter 8 Downtime Recreations across all runs.
|
B
|
Born to be Flawless Clear 6 operations without losing Life Points across all runs.
|
B
|
Bring A Friend Recruit 8 Support Units across all runs.
|
B
|
Go-Getter Obtain 4 Tactical Props across all runs.
|
B
|
Life's Little Surprises Enter 24 Encounters across all runs.
|
B
|
Obstacle Overcomer Clear 8 Emergency Operations across all runs.
|
B
|
Seaborn Hunter Defeat 4 bosses in Dreadful Foes across all runs.
|
B
|
Skilled Negotiator Enter a Fortitious Opportunity.
|
B
|
Tulip's Helper Enter 4 Regional Commissions across all runs.
|
C
|
Battlefield Veteran Defeat 500 enemies across all runs.
|
C
|
Big Spendthrift Buy 10 wares from the Rogue Trader across all runs.
|
C
|
Broad Connections Recruit 10 Temporary Recruitment Operators across all runs.
|
C
|
Cautious and Deliberate Complete 2 Regional Commissions across all runs.
|
C
|
Deep-Sea Diver Clear 15 floors across all runs.
|
C
|
Elite Handpicker Promote 10 Operators across all runs.
|
C
|
Exploration Enthusiast Enter 50 nodes across all runs.
|
C
|
Hope Distributor Spend 75 to recruit Operators across all runs.
|
C
|
Ingenious Strategist Raise the Command Level 15 times across all runs.
|
C
|
Locksmith Use 10 across all runs.
|
C
|
Operator Assembly Recruit 35 Operators across all runs.
|
C
|
Originium Broker Spend 100 across all runs.
|
C
|
Playing with Fate Make 20 die rolls across all runs.
|
C
|
Relic Relisher Obtain 35 Collectibles across all runs.
|
Endings[edit]
Precious Days
|
In the end, the goal envisioned from the very beginning is brought to fruition, and the two creatures, from Seaborn to human, are ready to usher in a new tomorrow after a full meal. Everyday life is the greatest joy that fate bestows upon the living, and indeed, peaceful days are the most joyous of all.
|
Condition
|
Simply clear the 5F Dreadful Foe, Curse of Cognition.
|
Age of the Silence
|
In silence the terrible waves rise, and within it disappears the knight's howl. The calamity that once destroyed Iberia surges again, and this time it shall not recede.
|
Condition
|
Complete a run with the Precious Days ending and do the following steps in a single run:
- Obtain
Breath of the Tide from Encounter: Delusions of Lunacy at the cost of 2 Hope or 1 die roll. This will cause the Tide-Hunt Knight to appear on all operations up until and including 4F, and changes the 5F Dreadful Foe from Curse of Cognition to "Fate's Favored Child".
- If the Tide-Hunt Knight is defeated at any point before the player enters 5F, they will receive
Regressed Rocinante which reverts the 5F Dreadful Foe to Curse of Cognition, and the Age of the Silence ending will be lost for the run.
- Clear "Fate's Favored Child".
- Optional: Before entering "Fate's Favored Child", obtain
The Knight's Corpus from Encounter: The Knight Persists. This will reduce The Last Knight's DEF to 800, making the Dreadful Foe much less difficult. However, take caution that the Tide-Hunt Knight's DEF will be reduced to 200 as well.
|
Price of Peace
|
The conflict over the "Firstborn" comes to an end, and the human Him triumphs over the inhuman Him. The Silence fades, the tides retreat, and the being known as Mizuki shall never again return to the land.
|
Condition
|
Complete a run with the Age of the Silence ending and do the following steps in a single run:
- Obtain
Bishop's Research from Encounter: The Beginning.
- Obtain
Caerula Animus from the namesake Encounter by choosing "Search the garden". This will cause the player to enter 6F floor instead of ending the run upon clearing 5F with Destiny of We Many as the Dreadful Foe.
- NOTE: The Bishop's Research will cause the player to lose 5 Light after clearing operations and the Caerula Animus will cause the player to lose 50 Light and a random Operator to suffer from Rejection when obtained, making things more difficult. However, the latter also allows the player to enter the "Paean" Encounter and obtain
"Last Refrain" which applies two random Enlightenments to offset that.
- Clear Destiny of We Many.
|
Stella Caerula
|
The descendants of evolution rise from Terra's tides, break through the skies, and fly towards the endless sea of stars. There is no more pain, no more suffering, only the joy of a new life.
|
Condition
|
Complete a run after Caerula Arbor's Expansion II and do the following steps in a single run:
- Obtain
Caerula Memory from Encounter: The Beginning.
- NOTE: The Caerula Memory cause the player to lose 100 Light and a random Operator to suffer from Rejection, making things much more difficult.
- Optional: In Encounter: Caerula Ritual (only appears while having Caerula Memory), the player can choose to either gain 30 Light or obtain
Caerula Arbor which causes the player to gain 15 Light whenever an operation is cleared without losing Life Points but increases enemies' ASPD by 15.
- Obtain
"Determination", "Vigil", or "Hesitation" from Encounter: Sublimation. Having any of the aforementioned Collectibles will cause the player to enter 6F instead of ending the run upon clearing 5F with Glory of Humanity as the Dreadful Foe.
- The options to take "Determination" and "Vigil" will only appear when the player has at least 90 and between 50 to 89 Light upon entering the Encounter, respectively, otherwise the player will be forced to obtain "Hesitation". As such, it is highly recommended to prioritize regaining Light before entering Encounter: Sublimation.
- Clear Glory of Humanity.
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When a Caerula Arbor run ends, the Data Rollback (which can be skipped and viewed again from the result screen) will be shown (after the ending if the run is completed), 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 showing the summary of the run as follows:
- An explanatory text that varies depending on the run's outcome, followed by the ending's text (or the "Unfinished Simulation" message if the run fails).
Completed
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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}
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Failed
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You, Dr. {nickname} used the {Squad} and spent xx hrs xx min xx sec starting on yyyy/mm/dd hrs:min:sec Ended your journey at {floor name}
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- A list of Operators the player have recruited and promoted during the run.
- A list of Collectibles and Enlightenments/Rejections the player have obtained/experienced during the run.
An example of a Mizuki & Caerula Arbor run's result screen, showing the Operators
Ditto, showing the Collectibles and Enlightenments/Rejections
Scoring[edit]
An example of a Mizuki & Caerula Arbor run's score listing
Floors cleared
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- 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.
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Steps taken
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1 × no. of nodes entered
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Normal battles fought
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10 × no. of Operations cleared
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Operators recruited
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2 × no. of Operators recruited
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Items obtained
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5 × no. of items obtained (Collectible; those traded away in Fortituous Opportunity still counts)
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Boss battles fought
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30 × no. of Dreadful Foes cleared
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Elite battles fought
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20 × no. of Emergency Operations cleared
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Changelog (Global)[edit]
- February 1, 2024 – Exploration Concluded
- All past Memory Mappings are now available at all times.
- Monthly Contracts are no longer available.
- January 1, 2024 – Final Update
- Ecosequence level cap raised to 170.
- New Memory Mapping: "End of Childhood".
- December 5, 2023 – Expansion II
- New ending: Stella Caerula.
- 6 new operations: Ember Phalanx, Glory of Humanity, Guns and Order, Hunger and Thirst, Looking Forward, Looking Back, and Mutual Aid.
- 2 new Encounters: Caerula Ritual and Sublimation.
- 24 new Collectibles (complete list).
- 9 new Cognitive Shaping nodes: All for One, Appreciation of Life III, For Survival, Hoarder IV, Matter from Mind, Negotiation III, Precautionary Measures II, Self-Preservation VI, and Survival Instincts VI.
- Ecosequence levels can be raised with
Originite Prime from this point.
- December 1, 2023
- Ecosequence level cap raised to 155 with
Other Side as the special reward.
- New Memory Mapping: "Inscription's Mirror".
- November 1, 2023
- Ecosequence level cap raised to 140 with
"The Cycle" as the special reward.
- New Memory Mapping: "Sea Burial".
- October 1, 2023
- Ecosequence level cap raised to 125 with Inoperable Stele as the special reward.
- New Memory Mapping: "Lost in Oblivion".
- September 1, 2023
- August 22, 2023 – Expansion I
- August 1, 2023
- Ecosequence level cap raised to 95 with Summer Feast as the special reward.
- New Memory Mapping: "The Watcher".
- July 1, 2023
- May 23, 2023 Introduced.
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- In the CN server, Mizuki & Caerula Arbor is released after Near Light Rerun. Because its Expansion II is released in CN on April 15, 2023, by which point NL Rerun is already ongoing in the Global server and it being too close to Episode 11: Return to Mist, Global delays the release of Caerula Arbor to be simultaneously with Il Siracusano in May 23, 2023.
- As of February 21, 2024 in the Global server:[1]
- 8.8% players have completed the entire Mizuki & Caerula Arbor Engraved Medal Set.
- 6.26% players have collected every single Ecosequence reward.
- 4.88% players have unlocked every single Memory Selections in the Tome of All-Memory.
- A mere 0.16% players have unlocked all 261 Collectibles in the Biospecimen Display.
- 1.88% players have unlocked all 12 endbooks in the Time-Carved Steleforest.
- 1.23% players have completed a run in the highest difficulty possible of Surging Waves 15.
- 41.16% players have at some point rolled a die (at the cost of 1 die roll) in an attempt to open a
Drifting Cache, but only 36.17% have actually managed to open it (by rolling a 5 or higher).
- 3.12% players have invested at least 500
in Caerula Arbor's Prospective Investment.
- Of all players who have entered the "Dancing Chests" Encounter, 43.13% choose "I'm coming!", forcing them into "Joy" From a Box.
Support Squad is the most picked Squad.
- Overcoming Your Weaknesses (
Guard Rec. Voucher,
Medic Rec. Voucher, and
Supporter Rec. Voucher) is the most picked initial Rec. Vouchers option.
- 72
is the highest amount of Originium Ingots ever withdrawn from Caerula Arbor's Prospective Investment in one instance.
- The
Breath of the Tide has been obtained 1,361,102 times.
- "Fate's Favored Child" has been entered 450,940 times.
- Out of all Regional Commissions completions:
- The trickiest Commission have been completed 677,346 times...
- ...the mid-tier Commission have been completed 708,665 times...
- ...and the simplest Commission have been completed 509,601 times.
- Out of Chest Seaborn that have ever spawned:
- 1,594,713 of them have been defeated...
- ...and 705,210 of them managed to enter a Protection Objective.
- Out of the Crying Thief's appearances:
- He has been defeated 2,776,791 times...
- ...and were let go of 1,245,160 times.
- Players have "bargained" with the Rogue Trader 293,629 times, forcing them into Fishing in a Dry Pond/See the Big Picture, but have failed the said operation 46,523 times.
- A grand total of 7,514,894
have been spent, where:
- 59.62% is used to open Drifting Caches...
- ...2.27% is used to withdraw the invested Originium Ingots...
- ...and 38.11% is used to access locked nodes or node branches.
- A grand total of 55,614,282 die rolls have been spent.
- A grand total of 2,786,132 Enlightenments have been obtained, and a mere 0.54% players managed to obtain all six Enlightenments in one run!
- A grand total of 9,045,293 Operators have been afflicted with a Rejection, and 16 is the highest amount of afflicted Operators in a single run which is completed anyway!
Mysterious Cave[edit]
A preview of the Mysterious Cave at the start
Mysterious Cave is an 8-bit minigame that can be accessed in the "Story Press" section of the Mizuki & Caerula Arbor website.
The player has to throw a die similar to the in-game mechanic to determine their Strength, Intellect, Luck, and Destiny at the beginning. Upon setting up, player will then have to throw the die again to determine Mizuki's moves until reaching a jellyfish-like object, at which they receive a mini collection into the Inventory (a bag pack icon). The goal is to reach the Giant Safe, where they will be given a chance to select which collection to be exchanged. The player with the most collections win.
Water Logged Record Player[edit]
The Water Logged Record Player featuring the four emblems of the Firstborn
In the Water Logged Record Player section of the Mizuki & Caerula Arbor website, there are four emblems representing the four Firstborn; when pressed, each emblem plays a short voice clip of the Firstborn reciting the quotes of Calls of We Many, shown below.
References[edit]
Navigation