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Contingency Contract (C.C.) is a seasonal event in Arknights.

Overview

Contingency Contract is accessible once 2-10 is cleared.

In C.C., players can run two unique operations: one that is available every day during the current season (Permanent Site) with a fixed set of Contracts and another that is rotated daily during the current season (Rotating Site) with a different set of Contracts in each rotation. Before playing C.C. operations, the player can select the Contracts to use, which will alter the gameplay by buffing enemies, debuffing friendlies, and/or imposing various limitations; similar to the conditions of Challenge Mode, but with a combination of multiple handicaps up to the player's choice.

C.C. operations can be extremely difficult to clear even with high-level, high-rarity Operators, so to compensate this, all C.C. operations do not consume any Sanity.png Sanity, however they are not counted towards completing regular missions and do not give out Credit.png Credit if the player uses a Support Unit. Therefore, it is recommended to try C.C. operations as many times as possible until a solid strategy is found.

In addition, C.C. operations' result remains the same no matter how many Life Points the player have left (unless when using the Objective: Last Line of Defense contract which reduces Life Point to 1), thus it is sometimes better to let one or two enemies through on C.C. operations if victory is to be assured.

Contracts

This image shows most of the Contracts featured in C.C.

Not all Contracts can be freely picked. Here, Objective: Deep Infiltration II is unavailable because the player haven't unlocked it yet by spending Operation Agreements, while Originium Zone: Stimulus II cannot be picked as the player already picks Originium Zone: Stimulus I.

Left: The normal situation at Risk 3. Right: The warning at Risk 7.

Each Contract has a level from 1 to 3 (CC Level 1.png CC Level 2.png CC Level 3.png), which denotes its effect; the higher the level, the more difficult the Contract will be to deal with. The sum of the selected Contracts' level denotes the C.C. operation's Contingency Level, more popularly known as Risk (hence, "Risk 10" means that the total level of the Contracts used in the C.C. operation is 10). The player will be warned that the operation might be too difficult for them if the selected Contracts would give the C.C. operation a Risk of 7 or higher.

Contracts with the same name and effect but multiple levels are mutually exclusive; the player can only use one of them at a time. This also applies to Contracts which buffs one particular enemy and those which restrict the use of Operators and/or classes.

There are also Support Contracts which make the operation easier by buffing friendly units, but do note that using Support Contracts will set the Risk to 0, even if combined with other contracts. Players can use Support Contracts just for fun and to take a break from C.C.'s extreme difficulty, though some C.C. missions (see below) can be completed with Support Contracts.[note 1]

This image shows that the player had cleared Broken Path with an SSS rating (Risk 16+) and had not yet cleared Abandoned High-rise, the Rotating Site at the time, due to its D rating.

From C.C. Barrenland onwards, the highest Risk attained by the player in a C.C. operation also determines its rating:

Rating Risk
D Not cleared
C 0 ~ 1
B 2 ~ 3
A 4 ~ 7
S 8 ~ 11
SS 12 ~ 15
SSS 16+

Missions

Clearing C.C. operations with a certain threshold of Risk, certain Contracts, or (from C.C. Barrenland) a specific amount of Contracts are required to complete Challenge Missions (Emergency (daily) and Long-Term (event) Contingency Missions in C.C. Beta) which awards Operation Agreement.png Operation Agreement that can be spent to unlock Contracts on the Permanent Site and/or Contract Bounty.png Contract Bounty that can be exchanged for various items in the Secret Sanctuary.

Clearing the Rotating Site with Risk 8 is enough to complete all Rotating Site Challenge Missions. For Permanent Site Challenge Missions, clearing the Permanent Site with Risk 18 is sufficient; if the player wanted to trim the Path to Glory medal for clearing the Permanent Site (from C.C. Pyrite), this must be done within the C.C. event's first week.

Note that the higher the Risk, the lesser Operation Agreements and/or Contract Bounties that will be awarded from Challenge Missions. As such, it is not necessary to clear C.C. operations with more than enough Risk – important for F2P players and those who have few or no Elite 2 Operators.

Operations

Permanent Site

In C.C. Beta, Contracts on the Permanent Site are initially available while the rest must be unlocked by spending Operation Agreements gained from completing Contingency Missions.

From C.C. Barrenland, most Contracts on the Permanent Site are initially available while some must be unlocked by completing a certain number of Contracts and/or spending Operation Agreements.

Beta
#0 (Barrenland)
#1 (Pyrite)
#2 (Blade)
#3 (Cinder)
#4 (Lead Seal)
#5 (Spectrum)

Rotating Site

Contracts for the Rotating Site changes as the operation rotates, and from C.C. Barrenland, must be unlocked by clearing the respective operation with a certain threshold of Risk:

  • Clearing the operation for the first time unlocks all Level 1 Contracts.
  • Clearing the operation with Risk 2 unlocks all Level 2 Contracts.
  • Clearing the operation with Risk 4 unlocks all Level 3 Contracts.
Beta
#0 (Barrenland)
#1 (Pyrite)
#2 (Blade)
#3 (Cinder)
#4 (Lead Seal)
#5 (Spectrum)

Training Ground

Introduced in C.C. Barrenland, Training Grounds will remain available outside of C.C. seasons where all previous C.C. operations are rotated daily, allowing the player to prepare for future C.C. seasons. All of the current C.C. season's Rotating Sites are always available in the Training Ground.

Contracts for Training Ground operations are different from their respective Fixed/Rotating Site versions and are unlocked in the same way as Rotating Sites, but applies to both the Training Ground and Rotating Site versions.

Lore

In the world of Arknights, the existence of the Contingency Contract mode is justified by the in-universe organization of the same name. Contingency Contract seems to be an organization providing a communication system and interface between willing participants, notably Rhodes Island, intended to be used to coordinate humanitarian efforts in high-pressure operations that necessitate efficient tactical and logistical support, hence the difficulty of Contingency Contract operations.[1] This explains the event's tagline: "It is all about saving more lives." Contingency Contract provides supplies to reward those who work to "heal this land."

Given the overlap of its objectives with those of Catastrophe Messengers, as well as historically employing Catastrophe Messengers, it is possible that the organization was founded by them. According to Ayerscarpe, the organization is nothing but a platform that offers up bounties and sets goals to be accomplished, meaning that despite fashioning itself as a humanitarian organization, Contingency Contract may well connect mercenaries and hitmen and their clients and may not scrutinize every contract passed under its systems; he seems to believe the otherwise well-regulated organization has been affected by corruption to some extent.[2]

Trivia

  • According to Arknights CN's 2nd Anniversary livestream, about 860,000 players had completed the whole Path to Glory medal sets of C.C. Pyrite to C.C. Lead Seal. In response, Hypergryph jokingly considers making future C.C. seasons much harder to lower this record number.

Notes

  1. Contrary to the in-game text, which incorrectly states "Using a Support Unit will disqualify this battle from counting towards your Contingency Level."

References

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