Operation guide: Under-Construction Beachside

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Under-Construction Beachside guide.png
#11 (Fake Waves) Permanent Site
#12 (Base Point) Rotating Site (Day 7 and 12)

Under-Construction Beachside features Deep Water Zones; aquatic tiles that prevents the deployment of friendly units but enemies are able to move (or more appropriately swim) through them at the cost of having their ASPD and speed reduced, and losing HP over time, which can be used to stall and weaken them. However, be on the lookout for the Environment: Underwater Weapons and Environment: Swimming Facilities Contracts which removes the ASPD and speed penalty for enemies in Deep Water Zones, respectively, rendering these a moot point. Custom Floating Platforms can be used to allow the deployment of friendlies over Deep Water Zones (albeit being lost if the friendly on it leaves the map) and there are no less than ten pre-deployed Platforms across the map, but watch out for the Environment: Construction Requirements Contract that removes two of the pre-deployed Platforms and the Environment: Inferior Materials Contract which gives the player only a single Platform to work with.

The enemies are mostly a combination of Dossolesians previously seen in Dossoles Holiday with some Zeruertzans featured in Ideal City making guest appearances, with the following highlights:

  • Dockworkers and Dockworker Leaders: These sailors are lesser versions of Defense Crushers down to the Stunning attack which they will unleash in every four attacks, but differs in which they lose even more HP while on Deep Water Zones, which can be used to trivialize them. The Sailor Contracts serve to make them a more formidable foe by buffing their HP on top of additional effects:
    • The Physique Contracts also buffs Dockworkers' RES which mitigates their weakness to Arts damage due to having low RES, in addition to making them release their Stunning attack one hit earlier at Level 2 or on every single attack at Level 3, which can allow them to render a defensive line powerless and slip past friendly units!
    • The Swimming Skills Contracts also buffs Dockworkers' ATK and DEF, and reduces their extra HP loss while on Deep Water Zones or removes it altogether at Level 3, in addition to making the Dockworker immune to Stun, Bind, and Sleep while on Deep Water Zones, preventing them from being disabled in addition to making them more resilient and hard-hitting, and can swim without issue at all especially when combined with the Underwater Weapons and Swimming Facilities Contracts!
  • Ergates and Ergate Leaders: As before, these saboteurs can be problematic because they cannot be blocked and quite a fleet of foot, necessitating the use of crowd-control effects to hinder their advance, with the Objective: Rapid Infiltration Contracts buffing their HP and speed to make dispatching them trickier.
  • Full Metal Surfing Instructors: These Durinese robots are quite a tough nut to crack in addition to taking only half Physical and Arts damage when not blocked which contributes to their overall resilience, with the Objective: External Loudspeakers Contract buffing their HP and DEF, and causes them to Taunt friendlies.
  • Fully-Enclosed Beach Buggies: These Durinese buggies are durable on top of being counted as three enemies when blocked in addition to being able to load up to three other enemies (except Machinas including other Buggies), allowing them to bypass friendlies (and potentially causing instant mission failures if they made it to the Protection Objective with at least two passengers). The Objective: Vehicle Retrofit Contract buffs the Buggies' HP and ASPD, making them more durable and strikes faster, in addition to making them invisible, necessitating the use of detectors or Defenders to stop the Buggy before it's too late.
  • Divers: These combat divers are invisible and immune to Deep Water Zones' penalties in addition to having their ATK increased while inside them, and can be problematic for ranged Operators due to their low HP and DEF.
  • Sandcastle Builders: These Durin beachgoers-turned-casters make use of an Arts attack with longer range and shorter interval than other ranged Arts enemies but deals low damage in each hit to offset that. Nonetheless, this can render the life of Operators lacking RES hard.

General strategies

  • All enemies pass through lane 5 which is covered by Platforms; the Platforms removed by the Environment: Construction Requirements Contract are those on C8 and C10, so make use of them to lessen the need of deploying additional Platforms.
  • Due to most of the regular enemies having high HP, the operation is mostly a pure "DPS check."
  • Remember that Dockworkers are vulnerable to Silence – which will disable their Stunning attack. Similarly, none of the enemies are immune to Freeze, so Aurora and Gnosis will work wonders.
  • As the Buggies can only be blocked by units with a block count of 3, one can use the Environment: Mental Breakdown Contracts (which reduces friendlies' block count) to lessen the damage they cause.
  • If one lacks enough DPS to take out the Ergates and/or Buggies quickly, don't pick the Rapid Infiltration or Underwater Weapons/Swimming Facilities Contract. Otherwise, one should be able to take care of them without a problem as they move through the same chokepoint as the other enemies do.