Arknights Fool's Ship Guide: When participating in the event, players need to have a better understanding and preparation. If they have enough clues to guide themselves forward, the subsequent difficulties and troubles will be much smaller. Below is the complete walkthrough of all stages in the Arknights Fool's Ship event.
Arknights Fool's Ship Event Guide:
Granfar, a town once entrusted by Iberia with the task of "revival". Now, however, it has forgotten its duties, like a ship stranded on the beach, ignored by all.
The deep-sea hunters search on land, Kjersti schemes in history, Iberia is in silent pain, all of which have long passed.
But they will never give up. They never intended to give up.
Now, Iberia has finally agreed, and the hunters' steps will follow the prey, seeking clues left by their old compatriots.
Clues to return home, mysteries of the sea, or perhaps, beyond human understanding, only used to push open the gates of judgment, to glimpse the birthplace of that prophecy... clues.
And that clue, we call it the Stuthephila, the "Fool's Ship".
This is the end of an era, the beginning of a generation. This is the epitome of the earth, a ship destined to sink.
New Mechanism: Miasma
Miasma spreads to the surrounding ground every so often. Only deploying operators on the Miasma can stop it from spreading further.
Miasma will cause spell damage and neural damage to operators deployed on top of it.
Some enemies located on Miasma can cause even more neural damage.
New Mechanism: Saint's Hand
Saint's Hand bounces towards the deployment direction, stunning and damaging enemies it collides with.