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A comprehensive guide for the Reclamation Algorithm game mode.

General tips[]

  • Don't panic if a Raid managed to entered the Headquarters, unless the HQ is underdeveloped or even undeveloped; the player just need to defend it from the invaders to keep playing through the campaign and only if the Base is lost that the campaign will be lost, so focus on defending the Base AT ALL COSTS!!
  • Keep in mind that resources and Provisions are not kept between campaigns; the only stuff that are retained between campaigns are Constructs in the HQ, Crude Gold Crude Gold, and token items from story-centric questlines. Therefore, if the player has to abandon a campaign, make sure to invest most of the resources on building Constructs for the HQ to minimize the potential loss.
    • Provision recipes will also be kept across campaigns once unlocked.
    • Establishing Transregional Communication during a campaign allows the player to bring along some unplaced Constructs, Provisions, and resources with them to the next campaign. This can be achieved by either sending away an Operator to an Escape Route which may spawn in Conflict Zones or building the Transregional Communication Station and wait for 9 days (6 days for the Tier II version).
  • As stated in the main R.A. page, Raids are a major threat at full strength especially if multiple Raids are in one zone at the same time, so try to thin them out by intercepting them before they reach the HQ (or even better, eliminate them altogether), preferably by defeating the most dangerous enemies in their ranks.
    • There are no penalty for failing to intercept Raids and losing in Combat Zones aside from having to use up an Act to actually initiate them, so give a consideration whether doing so are worth the trouble.
    • However, if the Raid that invades the HQ consists of enemies capable of attacking/damaging Constructs (most notably "Anything Can Be Broken"/"Everything Should Be Smashed" and Infused Originium Slugs), it might be wise to abandon the campaign altogether because once a Construct in the HQ is destroyed, it is lost for good, inflicting a major setback to the player's base building progress!
  • Develop the Road of Prosperity as high as possible! The buffs, like that of enhancements in Integrated Strategies themes, will help one a lot in R.A., so do not underestimate them!
    • Try to unlock the starting resource nodes first, as this will make the initial construction and production easier.
  • If one has lots of Crude Gold, don't be stingy to spend them in the Black Market after encountering the Liaison in combat zones for the first time (which causes him to always show up in the Market), because unlike the Rogue Trader in I.S., his wares' price are constant, allowing the player to easily manage their treasury.
  • Each Operator can only drink one Electrolyte Isotonics per day, so consider the choices carefully before giving them out to the Operators.
    • On the same note, try to only use the same Operator in one combat zone on each day to save up their Stamina for emergencies such as Raid interceptions or HQ defense.
  • Token items can be discarded to reset the associated token's questline, but doing this is not recommended unless one makes wrong choices while proceeding through the questline.

Strategies[]

  • It is recommended to start a campaign with the following Operators having their Stamina restored to the max:
    • Operators with short redeployment time or "helidrop" capability. Executor and Merchant Specialists excel at both harvesting resources and hunting Wild Beasts; having their block count increased by eating certain Provisions will help them a lot in this regard. On the other hand, helidrop Operators can be useful as "panic buttons".
    • Operators with Physical "nuking" capability or those with high Physical DPS.
    • Operators with Arts "nuking" capability or those with high Arts DPS.
    • Operators with the ability to use summons, particularly if the summons have wide ranges (e.g. Ling's Peripateticisms and Dorothy's Resonators), who can help in scouting through the Fog of War.
  • Prioritize gathering Wood Wood, as many constructions and productions require it. In fact, Crabbie Pumpies – which gathers Fresh Water Fresh Water – costs 10 Wood to produce.
  • The best zones to intercept Raids are Event and Dispatch ones, as their maps are rather simple and have no enemies of their own.
  • Avoid bringing a full squad of 12 Operators to combat zones, because this will make them unavailable when needed due to lack of Stamina. The only exception to this is Raid interceptions and HQ defense; feel free to use whatever Operators needed to deal with the enemy army.
  • Raids without ranged enemies can be safely allowed to reach the HQ, because they can be easily funneled into well-placed "killzones" in the Base perimeter due to posing no threats to ranged Operators and Constructs (except Fortifications). If Raids with ranged enemies do show up, try to at least eliminate all ranged enemies or wipe them off the map before they can start threatening ranged Operators and Constructs if they do make it to the HQ.
  • Try to obtain the Broken Compass Broken Compass should the "Strength of the Infected" Dispatch appears in the overworld; while the cost of getting it is a tall order (sending four Operators with 3 Stamina for two days), having it will give the player a third Act up until and including Day 11, increasing the activities the player can do in one day!
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