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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.
Overview[edit]
To enter the Strange Territory, check out the Mail Box, Message Casket, or Discovery Casket which shows available S.T. investigation requests. Accepting a request will cause the player to be taken into the S.T. after the current cycle's Calculation Day and remains there until the skirmish ends. A S.T. 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. Since Expansion II, the player will receive compensations if they are unable to complete the S.T.'s Core Goal by the end of the skirmish.
The Strange Territory has its own, unique weather, terrain, and enemies, and certain resources can only be reliably obtained in S.T., which includes
Crystalline Shards and
Seasoning.
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 S.T.. The player will be taken out of the S.T. 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 S.T.
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.
Tactical Tendencies[edit]
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 |
Weather[edit]
| The Strange Territory always experience Cloudburst weathers. | |
| The Strange Territory always experience Windblaze weathers. | |
| The Strange Territory always experience Heatwave weathers. |
Terrain[edit]
| The Campervan is connected to at least 3 zones and each zone is connected to more zones than usual. | |
| The Campervan is connected to at most 3 zones and each zone is connected to less zones than usual. | |
| The Campervan is connected to 3 zones and there are more isolated zones (i.e. only connected to a single zone) than usual. | |
| Same as Hills, but the isolated zones are close (2 zones away) to the Campervan. |
Enemies[edit]
No changes
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.
Enemies are mostly made up of various Machinas, namely those introduced in Dorothy's Vision and Lone Trail.
Enemies are made up of Sarkaz ones and their associates.
| Normal | |
|---|---|
| Elite | |
| Additional information | |
| Due to the lack of ways to provide Operators with the Hui and Ming attribute, all Ink Spirit enemies are not subject to the Hui and Ming mechanic. | |
Inherent[edit]
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.
- Operators have +3% ATK in an Inherent S.T.
- Except for #1, Inherent S.T. can be reentered once their Core Goal is met (albeit the rewards will not be given again).
- There are no Extra Goals in Inherent S.T.
#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[edit]
Dynamic Stranger Territory is unlocked once the Core Goal of all five Inherent Strange Territories are achieved. A new Dynamic S.T. is available at the Mail Box every three cycles with the S.T. itself being completely randomized.
Core Goals[edit]
Conflict
| 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
| 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[edit]
- Combat: Defeat 50 enemies
- Construction: Upgrade 2 zones
- Hunting: Capture 2 wild beasts
Environmental Pressures[edit]
Environmental Pressures makes the Dynamic Strange Territory more difficult but yields more rewards. At first Level 0 is available, with higher levels being unlocked by completing a Dynamic S.T. skirmish in the preceding level; Level 7 is added in Expansion II.
The effects stack multiplicatively with other similar effects and the bonus score cannot exceed 2400.
| Lv. | Information | Score
|
|---|---|---|
| 0 |
| |
| 1 |
| |
| 2 | Effects: Boss enemies have +30% ATK, HP, and DEF |
|
| 3 | Effects: Ingredient and Provision value reduced when making energy drinks |
|
| 4 |
| |
| 5 |
| |
| 6 |
| |
| 7 | Effects: All allied units have +3 DP Cost, and DP Cost is randomly shuffled |
|
| Additional information | ||
Feral[edit]
Introduced in Expansion II, Feral Strange Territory is available from the Discovery Casket in the Base Camp from Day 2 and a new Feral S.T. will be available at the Casket in every cycle. Instead of the usual rewards, Feral Strange Territories mostly provide materials related to rare Wild Beasts and Exotic Beasts, Forever Provisions, and rare secondary ingredients to enhance Provision effects.
Feral Strange Territory is identical to Dynamic S.T. but with the following differences:
- The Core and Extra Goals are more inclined to hunting, particularly the newly introduced Exotic Beasts.
- The Environmental Pressures are unique and independent from those in the Dynamic S.T.
- Upon entering the Feral S.T. for the first time, the player will receive the following:
Core Goals[edit]
| Details | Time limit
|
|---|---|
Exotic Beast Hunt: Defeat or capture one Exotic Beast⁎ We've received information about a location where an Exotic Beast might appear. Unsure of its accuracy, we decide to investigate for ourselves.
|
5 days
|
Let's grab some much-needed resources before the weather changes!
|
3 days
|
Beast Wrangler: Capture 2 Rogue Burdenbeasts A group of burdenbeasts is running amok, owner unknown, and causing mayhem in a nearby settlement. It's time for some burdenbeast wrangling.
|
5 days
|
Feral Pals: Thwart 4 Raids while keeping your Exotic Beast pals alive Operators and Exotic Beasts need plenty of field action to synchronize in combat. It's time to bond with these Feral Pals.
|
6 days
|
Extra Targets[edit]
- Combat: Defeat 30 enemies
- Exploration: Light up 4 Zone nodes
- Hunting: Capture 2 wild beasts
Environmental Pressures[edit]
| Lv. | Information | Score
|
|---|---|---|
| 0 | Effects:
|
|
| 1 |
| |
| 2 | Effects:
|
|
| 3 |
| |
| 4 | Effects:
|
|
| 5 |
| |
| 6 | Effects:
|
|
| 7 |
| |
| Additional information | ||
| ||