Tales Within the Sand: Strange Territory
Tales Within the Sand features | ||||
---|---|---|---|---|
Constructs | Tools | Provisions | Misc. items | Raids |
Strange Territory | Contention Reitr. | Critical Contention | Gitmalutu Gala Race | Trading Post |
Tech Tree | Expansional Rewards | Formulating | – | – |
Strange Territory is a "sub-mode" in Tales Within the Sand where the player heads into the eponymous region separate from the main campaign's overworld to complete tasks within a given time limit and earn rewards.
To enter the Strange Territory, check out the Mail Box or Message Casket that randomly spawns in various zones which shows available Strange Territory investigation requests. Accepting a request will cause the player to be taken into the Strange Territory after the current cycle's Calculation Day and remains there until the skirmish ends. A Strange Territory request cannot be canceled once accepted, but the player can still carry out preparations before entering the Strange Territory and the request can be changed, but must wait for a while before they can do so again.
The Strange Territory consists of several zones with the Campervan as the Headquarters substitute, and to complete the investigation, the player must have met the Core Goal; Extra Goals are also available, which gives out additional rewards if met. The Strange Territory also has its own, unique weather, terrain, and enemies, and two particular resources can only be obtained in Strange Territory: Crystalline Shards and Seasoning.
The Strange Territory can be of two types: Inherent and Dynamic.
- Inherent Stranger Territory is made up of five different variations with their own properties that are gradually unlocked as the campaign progresses and can be accessed by checking the Message Casket in the Base Camp.
- Operators have +3% ATK in an Inherent Strange Territory.
- Except for #1, Inherent Stranger Territories can be reentered once their Core Goal is met (albeit the rewards will not be given again).
- Dynamic Stranger Territory is unlocked once the Core Goal of all five Inherent Strange Territories are achieved. A new Dynamic Strange Territory is available at the Mail Box every three cycles with the Strange Territory itself being completely randomized, and features the adjustable Environmental Pressures which makes things more difficult but yields better rewards.
The days spent in the Strange Territory is not counted into the campaign days and there are no Calculation Days; the main campaign's process will be paused while the player is in the Strange Territory. The player will be taken out of the Strange Territory when:
- The time limit of a certain amount of days is reached.
- The Campervan in the namesake zone is destroyed.
- The player opts to leave the Strange Territory.
Upon leaving the Strange Territory, the player will receive rewards if the Core Goal is met with a bonus if the Extra Goal is met as well, and earns score which will be added to the campaign score on the current cycle's Calculation Day.
Features
Tactical Tendencies
Tactical Tendencies are buffs that aids the player in the Strange Territory, chosen before entering it. There are three types of Tactical Tendencies and the player may only choose one Tendency out of three for each skirmish.
Tactical Tendencies start at Level 1, but can be improved up to Level 6 by unlocking the "Command Upgrade Tech" nodes in the Tech Tree, which requires the Headquarters to be upgraded to Level 3.
Brutal Fighter
Brutal fighters fear no challenge and especially welcome a head-on clash. They demonstrate a clear advantage in the simplest test of strength.
Level 1 | Operators have ATK +10% when blocking |
---|---|
Level 2 | Operators have DEF +20% when blocking, Deployment Limit +1 |
Level 3 | Melee Operator Block Count +1, Deployment Limit +1 |
Level 4 | When blocking, Operators take 30% less ranged damage, and Deployment Limit +1 |
Level 5 | When blocking 1 enemy only, Operator attacks ignore 40% of the target's DEF, and Deployment Limit +1 |
Level 6 | Operators have 10% Sanctuary when blocking, Deployment Limit +2 |
Survival Guru
Survival gurus are masters of the environment and experts at adapting quickly, leveraging factors like weather and terrain on their way to victory.
Level 1 | Your units take 50% less damage from [Wild Beasts] |
---|---|
Level 2 | Glow Stick duration increased, Deployment Limit +1 |
Level 3 | Get 1 temporary Glow Stick at the start of battle, Deployment Limit +1 |
Level 4 | Unlock 2 random zones when entering Strange Territory, Deployment Limit +1 |
Level 5 | Ranged Operator Redeployment Time -30%, Deployment Limit +1 |
Level 6 | Operators take -80% environmental damage, Deployment Limit +2 |
Master Architect
Master architects are always prepared, utilizing a variety of items and facilities in battle, making the most out of limited resources.
Level 1 | Construct HP +30% |
---|---|
Level 2 | Construct SP recovery +0.2/s, Deployment Limit +1 |
Level 3 | Constructs and aiding items have 0 deployment cost, Deployment Limit +1 |
Level 4 | Aiding Item Redeployment Time -60%, Deployment Limit +1 |
Level 5 | Construct DEF +30%, Deployment Limit +1 |
Level 6 | All constructs recover 25% HP after each battle, Deployment Limit +2 |
Environmental Pressures
Dynamic Strange Territory features Environmental Pressures that makes the skirmish more difficult but yields more rewards. At first Level 0 is available, with higher levels being unlocked by completing a Dynamic Strange Territory skirmish in the preceding level.
The effects stack multiplicatively with other similar effects and the bonus score cannot exceed 2400.
Lv. | Effect | Rewards | Score |
---|---|---|---|
0 | None |
| |
1 | All enemies have ATK +10%, HP +10%, DEF +15%, RES +10 |
| |
2 | Boss enemies have +30% ATK, HP, and DEF |
| |
3 | Ingredient and Provision value reduced when making energy drinks |
| |
4 | All enemies have ATK +10%, HP +10%, DEF +15%, RES +10 |
| |
5 | Operator skill SP cost +30% |
| |
6 | Operator Deployment Cost is 1.5x normal |
|
Weather
Land of Thunderstorms | The Strange Territory always experience Cloudburst weathers. |
Land of Dry Dust | The Strange Territory always experience Windblaze weathers. |
Land of Scorching Heat | The Strange Territory always experience Heatwave weathers. |
Terrain
Smooth Road | The Campervan is connected to at least 3 zones and each zone is connected to more zones than usual. |
---|---|
Treacherous Pass | The Campervan is connected to at most 3 zones and each zone is connected to less zones than usual. |
Hills | The Campervan is connected to 3 zones and there are more isolated zones (i.e. only connected to a single zone) than usual. |
Secluded Trail | Same as Hills, but the isolated zones are close (2 zones away) to the Campervan. |
Enemies
Native No changes
|
---|
Forest Enemies are made up of those fought in forests and jungles, namely those introduced in The Great Chief Returns and A Flurry to the Flame.
| |
---|---|
Normal | |
Elite | |
Addendum | |
|
Mechanic Enemies are mostly made up of various Machinas, namely those introduced in Dorothy's Vision and Lone Trail.
| |
---|---|
Normal | |
Elite |
Mercenary Enemies are made up of Sarkaz ones and their associates.
| |
---|---|
Normal | |
Elite | |
Boss |
Inherent
#1: Rampaging Shellbeast
Starting point | Narutabatim Alkalies: Rugged Trail |
---|---|
Core Goal | Defeat a Spined Shellbeast. |
Time limit | 3 days |
Weather | Land of Thunderstorms |
Terrain | Smooth Road |
Enemies | Native |
Variables | None
|
Score reward | 1000 |
#2: Six Day Defense Op
Starting point | Narutabatim Alkalies: Hasty Escape |
---|---|
Core Goal | Defend the Campervan for 6 days. |
Time limit | 6 days |
Weather | Land of Dry Dust |
Terrain | Smooth Road |
Enemies | Native |
Variables | Friendly units have +10% maximum HP, ATK, and DEF for each discovered zone. |
Score reward | 1500 |
#3: Retrieval and Return Op
Starting point | Eqlumuy Oasis: Originium Slug Invasion |
---|---|
Core Goal | Defeat a Brigand. |
Time limit | 5 days |
Weather | Land of Thunderstorms |
Terrain | Smooth Road |
Enemies | Native |
Variables |
|
Score reward | 2000 |
#4: Miner Escort Op
Starting point | Eqlumuy Oasis: Shrubbery Galore |
---|---|
Core Goal | Escort the allied Diligent Laborer Raid to their destination. |
Time limit | 6 days |
Weather | Land of Dry Dust |
Terrain | Smooth Road |
Enemies | Native |
Variables | The automatic DP generation rate is halved. |
Score reward | 2000 |
#5: Performer Hit Job
Starting point | Forbidden Tsalimashtu: Numbly Homebound |
---|---|
Core Goal | Find and defeat the Wandering Troubadour. |
Time limit | 8 days |
Weather | Land of Scorching Heat |
Terrain | Smooth Road |
Enemies | Native |
Variables | Operators will be tired after being brought into an operation for 2 days instead of 1 day. |
Score reward | 2500 |
Dynamic
Core Goals
Conflict
Locate and defeat {target}
Details | Time limit |
---|---|
Target: Lost Colossus (found on No Man's Land: "Greeting Gallery") | 5 days |
Target: Timestream Guardian (found on No Man's Land: Alt Taraf of the Spring of Flight) | 5 days |
Target: Crystalline Titanibeast (found on No Man's Land: Clinking Crystals) | 8 days |
Target: Zaaro, "Signore dei Lupi" (found on No Man's Land: Crossroads) | 5 days |
Target: "Forsaken One" (found on No Man's Land: Deep Rift Valley) | 5 days |
Target: Wandering Troubadour (found on No Man's Land: Tovlama of the Rings of Fire) | 8 days |
Target: Zümrütrüyası Priestess (found on No Man's Land: Olden Site of the Zümrütrüyası) | 8 days |
Target: "Gravestone" (found on No Man's Land: "Treasury") | 5 days |
Target: Crystalline Titanibeast and Crystalline Oberobeast (found on No Man's Land: Predestined End) | 8 days |
Hunting Hour
Defeat a {target}
Details | Time limit |
---|---|
Target: Sandfall Crystalhoof | 4 days |
Target: Spined Shellbeast | 3 days |
Miscellaneous
Details | Time limit |
---|---|
Annihilation #1: Defeat 1 wave of bandits A group of bandits have holed up in this place. Time to get rid of them.
|
5 days |
Annihilation #2: Defeat 2 waves of bandits A group of bandits have holed up in this place. Time to get rid of them.
|
7 days |
Annihilation #3: Defeat 3 waves of bandits A group of bandits have holed up in this place. Time to get rid of them.
|
8 days |
Defense #1: Protect the forward camp and survive 4 nights Don't let the attacks discourage you. Stand your ground.
|
5 days |
Defense #2: Protect the forward camp and survive 5 nights Don't let the attacks discourage you. Stand your ground.
|
6 days |
Defense #3: Protect the forward camp and survive 6 nights Don't let the attacks discourage you. Stand your ground.
|
7 days |
Escort: Escort Diligent Laborer to the destination A group of trapped inhabitants are requesting help. We decided to escort them to a safer place.
|
6 days |
Rescue: Find the missing Treasure Hunter We received a panicked request to find someone's missing friend. But where could they be?
|
5 days |
Extra Targets
- Combat: Defeat 50 enemies.
- Construction: Upgrade 2 zones.
- Hunting: Catch 2 wild beasts with traps.