Operation guide: SV-TR-1

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A special tutorial operation in the Under Tides event, SV-TR-1, titled Intensified Pain, gives an insight to the first type of Elemental Damage introduced to Arknights, Nervous Impairment, and its potential danger as well as ways to mitigate it.

At first Noir Corne and Beagle are deployed on C9 and E10, and three Deep Sea Sliders spawn from C8, which are promptly blocked by Noir Corne. The Sliders attack him and notice that a circular bluish meter is displayed on Noir Corne as the white circle goes drained each time the Sliders hit him. Dobermann then points out that the Sliders inflict Nervous Impairment "build-up" with each hit, which does not do anything on its own but will cause negative effects should the Nervous Impairment build-up reaches a certain threshold. The Sliders eventually depletes Noir Corne's Nervous Impairment counter, resulting in him receiving a massive amount of damage and become stunned; should a friendly unit's Nervous Impairment build-up reaches 1000, they will receive 1000 Pure damage and are stunned for 10 seconds. This means that Nervous Impairment can be fatal for friendlies with low HP, particularly ranged Operators, and could also allow enemies to slip past friendlies, so exercise extreme caution when dealing with enemies capable of inflicting Nervous Impairment, which entirely consists of Seaborns.

Dobermann then explains that the only way to treat Nervous Impairment is belfry-like structures called Emergency Aid Buildings which gradually removes Nervous Impairment build-up on friendlies within its radius (Wandering Medics can remove Elemental Damages including Nervous Impairment, but they are not available in the Global server at the time Under Tides is released); otherwise, all Nervous Impairment build-up will be depleted over 10 seconds after it procs, during which the victim is immune to any further Nervous Impairment build-up. As the three Deep Sea Sliders move past the stunned Noir Corne and heads to H10 with Beagle protecting it, Jessica is then deployed on E8 facing right, which activates the Emergency Aid Building on F8; Emergency Aid Buildings are activated by having at least one friendly unit in the adjacent tiles to it, with Automatic Maintenance Drones being able to activate Emergency Aid Buildings with an improved Nervous Impairment removal rate.

Notice that Beagle's Nervous Impairment meter slowly fills itself due to the Emergency Aid Building, allowing her to hold back the Deep Sea Sliders while Jessica slowly takes them out. However, three more Sliders will spawn from F6, but Cardigan and Melantha will be available for deployment. Deploy Cardigan on D2 facing up and Melantha on E3 facing left; Melantha will activate the Emergency Aid Building on E4, allowing it to cover Cardigan as Melantha slowly dispatches the Sliders.