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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.

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 Crystalline Shards and Seasoning 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

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

Weather[edit]

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[edit]

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[edit]

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
Additional information
  • 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
RA ST-Sea Monsters enemies.png
Sea Monsters
(Expansion II) Enemies are made up of Sea Monsters.
Normal
Deep Sea Slider
Nourished Slider
Ridge Sea Spitter
Nourished Spitter
Nourished Drifter
Nethersea Predator
Nourished Predator
Allotropic Predator
Toxocellular Drifter
Allotropic Drifter
Allotropic Hoarder
Elite
"The Abandoned"
The First To Talk
Basin Sea Reaper
Nourished Reaper
Pocket Sea Crawler
Nourished Crawler
Primal Sea Piercer
Nourished Piercer
Nethersea Swarmcaller
Nourished Swarmcaller
Nethersea Reefbreaker
Nourished Reefbreaker
Multicellular Herald
Allotropic Herald
Nucleic Maleficent
RA ST-Apparitions enemies.png
Apparitions
(Expansion II) Enemies are made up of Apparitions and their associates.
Normal
"Angry"
Anxious "Angry"
"Bitey"
Serious "Bitey"
"Stabby"
Flanking "Stabby"
Shanhaizhong Desperado
Shanhaizhong Phalanx
Elite
Miasma
Basal Miasma
Fieldmus Bruiser
Fieldmus Ravager
Unmoving "Lazy"
Indefatigable "Blindey"
Complicated "Envy"
"Fury"
Unbridled "Fury"
Shanhaizhong Seer
Shanhaizhong Oracle
"Sandwalker"
"Sand Voyager"
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.
RA ST-Drones enemies.png
Drones
(Expansion II) Enemies are made up of Drones.
Normal
Monster
Monster Mk II
Arts Master A1
Blocker
Blocker-P
Farseer
Farseer B
Cheering Sponsor Drone
Elite
Raptor
Bombtail
Arts Master A2
Frost
Oneiros
Imperial Artillery Targeteer
Imperial Artillery Core Targeteer
Additional information
As all enemies are aerial, many of them will move past walls that would originally reroute the enemy toward their destination.

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
  • 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[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

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

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 or capture a {target}
There is rare game here. Happy hunting!
Details Time limit

4 days

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
Effects: None
Core Goal rewards
  • Completed: 16 Crystalline Shards, 1–2 Lighting Ore, 1–2 Seasoning
  • Uncompleted: 40 Crude Gold
Extra Goal rewards: 4 Crystalline Shards
  • Core Goal: 960
  • Extra Goal: 240

1
Effects: All enemies have ATK +10%, HP +10%, DEF +15%, RES +10
Core Goal rewards
  • Completed: 20 Crystalline Shards, 2 Lighting Ore, 5 Stone, 10 Wood, 10 Fresh Water, 2 Seasoning
  • Uncompleted: 50 Crude Gold
Extra Goal rewards: 5 Crystalline Shards
  • Core Goal: 1200
  • Extra Goal: 300

2
Effects: Boss enemies have +30% ATK, HP, and DEF
Core Goal rewards
  • Completed: 24 Crystalline Shards, 2–3 Lighting Ore, 12 Wood, 12 Fresh Water, 3 Crab Claw, 3 Seasoning
  • Uncompleted: 60 Crude Gold
Extra Goal rewards: 6 Crystalline Shards
  • Core Goal: 1440
  • Extra Goal: 360

3
Effects: Ingredient and Provision value reduced when making energy drinks
Core Goal rewards
  • Completed: 28 Crystalline Shards, 2–3 Lighting Ore, 7 Stone, 14 Fresh Water, 3 Puffball Tenderloin, 3 Seasoning
  • Uncompleted: 70 Crude Gold, 2 Crab Claw
Extra Goal rewards: 7 Crystalline Shards
  • Core Goal: 1680
  • Extra Goal: 420

4
Effects: All enemies have ATK +10%, HP +10%, DEF +15%, RES +10
Core Goal rewards
  • Completed: 32 Crystalline Shards, 3–4 Lighting Ore, 8 Stone, 4 Iron Ore, 3 Puffball Tenderloin, 3 Seasoning
  • Uncompleted: 80 Crude Gold, 2 Crab Claw
Extra Goal rewards: 8 Crystalline Shards
  • Core Goal: 1920
  • Extra Goal: 480

5
Effects: Operator skill SP cost +30%
Core Goal rewards
  • Completed: 36 Crystalline Shards, 3–4 Lighting Ore, 9 Stone, 5 Iron Ore, 3 Leg Meat, 3 Seasoning
  • Uncompleted: 90 Crude Gold, 2 Puffball Tenderloin
Extra Goal rewards: 9 Crystalline Shards
  • Core Goal: 2160
  • Extra Goal: 540

6
Effects: Operator Deployment Cost increased by 50%
Core Goal rewards
  • Completed: 40 Crystalline Shards, 10 Stone, 5 Iron Ore, 4 Lighting Ore, 1 Marrow Fungus, 4 Seasoning
  • Uncompleted: 100 Crude Gold, 2 Leg Meat
Extra Goal rewards: 10 Crystalline Shards
  • Core Goal: 1920
  • Extra Goal: 480

7
Effects: All allied units have +3 DP Cost, and DP Cost is randomly shuffled
Core Goal rewards
  • Completed: 40 Crystalline Shards, 10 Stone, 5 Iron Ore, 4–5 Lighting Ore, 1 Marrow Fungus, 4 Seasoning
  • Uncompleted: 100 Crude Gold, 2 Leg Meat
Extra Goal rewards: 10 Crystalline Shards
  • Core Goal: 2400
  • Extra Goal: 600

Additional information
  • Wood Wood, Stone Stone, Iron Ore Iron Ore, and Fresh Water Fresh Water drops are mutually exclusive; only one of the available resources in the pool will drop its corresponding amount.
  • At Environmental Pressure 7, if 5 Lighting Ore are dropped, Stone Stone and Iron Ore Iron Ore will never drop.

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:

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

Harvest Day: Gather 60 Wood, Stone, Iron Ore, or Lighting Ore
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:
  • Hunting Net Launcher will appear in Hunting Zones
  • When Environmental Pressure is 0 and 1, Operators gain +40% ATK and HP
Core Goal rewards
  • Completed: 0-1 Fresh Saliva, 1 Rotproof Rockgrain, 0-1 Thale Roll, 10 Wood
  • Uncompleted: 25 Crude Gold
Extra Goal rewards: 40 Crude Gold
  • Core Goal: 960
  • Extra Goal: 240

1
Effects: Same as Environmental Pressure 0
Core Goal rewards
  • Completed: 1 Quicksand Keratin, 1-2 Rotproof Rockgrain, 1 Thale Roll, 16 Wood
  • Uncompleted: 40 Crude Gold
Extra Goal rewards: 50 Crude Gold
  • Core Goal: 1200
  • Extra Goal: 300

2
Effects:
  • Hunting Net Launcher will no longer appear in Hunting Zones
  • Stone is more likely to appear
Core Goal rewards
  • Completed: 1 Quicksand Keratin, 1-2 Rotproof Rockgrain, 10 Stone, 1 Thale Roll
  • Uncompleted: 50 Crude Gold
Extra Goal rewards: 60 Crude Gold
  • Core Goal: 1440
  • Extra Goal: 360

3
Effects:
  • Elite and Leader enemies have +30% ATK and HP
  • Different enemies appear in the stages
Core Goal rewards
  • Completed: 0-1 Iberian Chitin Cube, 1-2 Quicksand Keratin, 2 Rotproof Rockgrain, 12 Stone, 1 Thale Roll
  • Uncompleted: 60 Crude Gold
Extra Goal rewards: 70 Crude Gold
  • Core Goal: 1680
  • Extra Goal: 420

4
Effects:
Core Goal rewards
  • Completed: 0-1 Cold Puree, 0-1 Iberian Chitin Cube, 1-2 Quicksand Keratin, 2-3 Rotproof Rockgrain, 14 Stone, 1-2 Thale Roll
  • Uncompleted: 70 Crude Gold
Extra Goal rewards: 80 Crude Gold
  • Core Goal: 1920
  • Extra Goal: 480

5
Effects: All enemies have +30% ATK, HP, DEF and +10 RES
Core Goal rewards
  • Completed: 0-1 Cold Puree, 1 Iberian Chitin Cube, 8 Iron Ore, 1-2 Quicksand Keratin, 3-4 Rotproof Rockgrain, 1-2 Thale Roll
  • Uncompleted: 80 Crude Gold
Extra Goal rewards: 90 Crude Gold
  • Core Goal: 2160
  • Extra Goal: 540

6
Effects:
  • Exotic Beast Leader enemies have even stronger abilities
  • Lighting Ore is more likely to appear
Core Goal rewards
  • Completed: 1 Cold Puree, 0-1 Iberian Chitin Cube, 9 Iron Ore, 1-2 Quicksand Keratin, 3-4 Rotproof Rockgrain, 1-2 Thale Roll
  • Uncompleted: 90 Crude Gold
Extra Goal rewards: 100 Crude Gold
  • Core Goal: 1920
  • Extra Goal: 480

7
Effects:
  • Elite and Leader enemies have +30% ATK and Movement Speed, and also take 30% less Physical and Arts damage
  • Strange Territory explorations will end 1 day earlier
Core Goal rewards
  • Completed: 1 Cold Puree, 0-1 Distilled Medulla Booster, 0-1 Distilled Teardrop Ointment, 1 Iberian Chitin Cube, 10 Iron Ore, 2 Quicksand Keratin, 4 Rotproof Rockgrain, 2 Thale Roll
  • Uncompleted: 100 Crude Gold
Extra Goal rewards: 100 Crude Gold
  • Core Goal: 2400
  • Extra Goal: 600

Additional information