Tales Within the Sand: Strange Territory

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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 in the Base Camp which shows available Strange Territory skirmish 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 investigation ends. A skirmish 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.png Crystalline Shards and Seasoning.png 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

RA-Brutal Fighter.png

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

RA-Survival Guru.png

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

RA-Master Architect.png

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
  • Core Goal: 16 Crystalline Shards.png, 1–2 Lighting Ore.png, 1–2 Seasoning.png
  • Extra Goal: 4 Crystalline Shards.png
  • Core Goal: 960
  • Extra Goal: 240
1 All enemies have ATK +10%, HP +10%, DEF +15%, RES +10
  • Core Goal: 20 Crystalline Shards.png, 2 Lighting Ore.png, 5 Stone.png, 2 Seasoning.png
  • Extra Goal: 5 Crystalline Shards.png
  • Core Goal: 1200
  • Extra Goal: 300
2 Boss enemies have +30% ATK, HP, and DEF
  • Core Goal: 24 Crystalline Shards.png, 3 Lighting Ore.png, 12 Wood.png, 3 Crab Claw.png, 3 Seasoning.png
  • Extra Goal: 6 Crystalline Shards.png
  • Core Goal: 1440
  • Extra Goal: 360
3 Ingredient and Provision value reduced when making energy drinks
  • Core Goal: 28 Crystalline Shards.png, 14 Fresh Water.png, 3 Lighting Ore.png, 3 Puffball Tenderloin.png, 3 Seasoning.png
  • Extra Goal: 7 Crystalline Shards.png
  • Core Goal: 1680
  • Extra Goal: 420
4 All enemies have ATK +10%, HP +10%, DEF +15%, RES +10
  • Core Goal: 32 Crystalline Shards.png, 4 Lighting Ore.png, 8 Stone.png, 3 Puffball Tenderloin.png, 3 Seasoning.png
  • Extra Goal: 8 Crystalline Shards.png
  • Core Goal: 1920
  • Extra Goal: 420
5 Operator skill SP cost +30%
  • Core Goal: 36 Crystalline Shards.png, 4 Lighting Ore.png, 9 Stone.png, 3 Leg Meat.png, 3 Seasoning.png
  • Extra Goal: 9 Crystalline Shards.png
  • Core Goal: 2160
  • Extra Goal: 480
6 Operator Deployment Cost is 1.5x normal
  • Core Goal: 40 Crystalline Shards.png, 5 Iron Ore.png, 4 Lighting Ore.png, 1 Marrow Fungus.png, 4 Seasoning.png
  • Extra Goal: 10 Crystalline Shards.png
  • Core Goal: 2400
  • Extra Goal: 480

Weather

RA-Land of Thunderstorms.png Land of Thunderstorms The Strange Territory always experience Cloudburst weathers.
RA-Land of Dry Dust.png Land of Dry Dust The Strange Territory always experience Windblaze weathers.
RA-Land of Scorching Heat.png Land of Scorching Heat The Strange Territory always experience Heatwave weathers.

Terrain

RA-Smooth Road.png Smooth Road The Campervan is connected to at least 3 zones and each zone is connected to more zones than usual.
RA-Treacherous Pass.png Treacherous Pass The Campervan is connected to at most 3 zones and each zone is connected to less zones than usual.
RA-Hills.png Hills The Campervan is connected to 3 zones and there are more isolated zones (i.e. only connected to a single zone) than usual.
RA-Secluded Trail.png Secluded Trail Same as Hills, but the isolated zones are close (2 zones away) to the Campervan.

Enemies

RA ST-Native enemies.png
Native

No changes
RA ST-Forest enemies.png
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
Oxmane
Keenfanged Oxmane
Blazing Originium Slug
Pyric Originium Slug
Chitotex Clawbeast
Keratex Clawbeast
Serrant Fowlbeast
Daimoserrant Fowlbeast
Tiacauh Warrior
Tiacauh Impaler
Tiacauh Impaler Adept
Tiacauh Fanatic
Tiacauh Ripper
Tiacauh Ritualist
Tiacauh Shaman
Elite
Direswine
Raging Direswine
Haribeast
Rainer Haribeast
Cautelotaur
Kouaku Cautelotaur
Tiacauh Shredder
Tiacauh Annihilator
Tiacauh Brave
Tiacauh Champion
Addendum
  • Serrant Fowlbeasts never come with an Oxmane carcass, but Daimoserrant Fowlbeasts do.
  • (Kouaku) Cautelotaurs never come with a Clawbeast shell.
RA ST-Mechanic enemies.png
Mechanic

Enemies are mostly made up of various Machinas, namely those introduced in Dorothy's Vision and Lone Trail.
Normal
Volleyball Serving Cart
Trimounts City Defender
Trimounts City Defender Captain
Arc Commando
Rhine Engineering Member
Dor-1 Failure
Dor-α Failure
Dor-2 Replica
Dor-β Replica
Elite
Mead-Grade Waker-Upper
Whiskey-Grade Waker-Upper
Arc Frontliner
Arc Frontliner Leader
"Offender" Production Model
"Offender" Prototype
"Crossroads" Production Model
"Crossroads" Prototype
Scorching Steam Tank
Dor-3 Bionic
Dor-γ Bionic
Experimental Power Armor
Test Power Armor
R-31 Heavy Power Armor
R-31a Heavy Power Armor
R-11 Assault Power Armor
R-11a Assault Power Armor
RA ST-Mercenary enemies.png
Mercenary

Enemies are made up of Sarkaz ones and their associates.
Normal
Sarkaz Wither Caster
Sarkaz Wither Caster Captain
Seed of Withering
Seed of Decay
Sarkaz Swordsman
Sarkaz Blademaster
Sarkaz Requisitioned Engineering Drone
Sarkaz Requisitioned Cutting-Edge Drone
Sarkaz Absurdist Operative
Sarkaz Absurdist Operative Leader
Elite
Londinium Precision Mobile Defense Artillery
Rotchaser
Rampaging Rotchaser
Sarkaz Wither Devourer
Sarkaz Wither Maw
Sarkaz Wither Tank
Sarkaz Royal Court Caster
Sarkaz Royal Court Elite Caster
Sarkaz Greatswordsman
Sarkaz Greatswordsman Leader
Sarkaz Crossbowman
Sarkaz Crossbowman Leader
Sarkaz Caster
Sarkaz Caster Leader
Sarkaz Lancer
Sarkaz Lancer Leader
Sarkaz Guerrilla Fighter
Sarkaz Guerrilla Fighter Leader
Sarkaz Absurdist Tyrant
Sarkaz Absurdist Tyrant Captain
Boss
Sarkaz Centurion

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
  • Friendly units only lift the Fog of War on the tile they are on and the frontal tile regardless of their attack range and cannot be manipulated by Tech Tree nodes.
  • Enemies within the Fog of War have their MSPD tripled.
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}

There is a price on this target's head. No time to waste. Let's go.

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}

There is rare game here. Happy hunting!

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 Goals

Notes

  1. The in-game text says "Upgrade 2 zones", which can be misleading.