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Contingency Contract: Guide to Challenge Contract 1 - Permanent Stage - Area 59 Ruins

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Permanent Stage - Challenge Contract 1

This guide will step through a strategy for clearing Challenge Contract 1 for the Permanent Stage.

For information on other CC Stages see these pages:

Map Information and Strategy

Challenge Contract

ChallengeContract1

This shows the grids that we cannot deploy on:

LimitedGrids2

For this strategy, we will simply not use Medics or Casters at all, that way we don't have to worry about the increased Deployment Cost.

The Contract specific challenges are as follows:

  • With no Medics or Casters, our healing options are limited to Healing Defenders or Operators that self-heal.
  • With no Casters, we will need to get our Arts damage from Supporter Classes or Melee classes that can do Arts Damage.
  • The tile restrictions mostly limit our ranged Operators, and since we aren't going to use Casters or Medics anyway, this doesn't end up being a huge problem for us.

Recommended Team Composition

Our Core formation:

  • 2 Skill-DP-Recovery Vanguard, V1 and V2
  • 2 Slower Supporters, Su1 and Su2
  • 2 Defenders, D1 and D2.  D1 Must be a Healing Defender.  D2 is preferred to be a Healing Defender but a Normal Defender can work
  • 1 Guard, G1, this is strongly preferred to be an Arts Guard.  Otherwise an ST Guard with DEF ignore or high ATK. AoE Guards can also work.
  • 1 Hellagur, Hell, with S2, either our own or from Support.

The Remainder:

  • 1 Duelist Guard, G2, for assassinating a Caster. Red can also work.
  • 3 Melee, Me1-Me3. These are Operators that are going to provide support damage for the main corridor, but we really don't want them blocking.  Control Specialists like Ethan or Manticore can work great (place them out in front).  Ranged Guards, especially with Arts Damage, can also work. Place them behind our Defenders or G1.  as a last resort you can use Support Guard (as shown below).  If you don't have enough of these... You could also try using a Healing Defender for more healing.

Here is an example of the team I used:

PermTeam

Deployment

Unit placement can be seen in the image below, and deployment order should be done exactly as presented.  Each Operator can be placed as soon as there is sufficient DP.

Deployment Order: 

  1. V1: Fang - Skill-DP-Recovery Vanguard
  2. V2: Courier - Skill-DP-Recovery Vanguard
  3. Su1: Earthspirit - Slower Supporter (must be deployed before Hellagur)
  4. Hell: hellagur - Enmity Guard (Use his S2 on the Red Katanas before they reach half HP)
  5. G1: Flamebringer - Duelist Guard (This spot would best be taken by an Arts Guard)
  6. Su2: Orchid - Slower Supporter

Formation should look like this:

Screen Shot 2020-06-13 at 11.50.37 PM

The rest of this deployment order doesn't matter.  However, you might have to deploy your Defenders early enough so that you can use a cool-downs with the first Militant.  You'll retreat the Vanguard before placing the Defender.

  1. Me1: Swire - Support Guard
  2. Retreat V1, deploy D1: Gummy - Healing Defender
  3. Me2: Midnight - Ranged Guard
  4. Retreat V2, deploy D2: Cuora - Normal Defender
  5. Me3: Savage - AoE Guard (If you have a Control Specialist, D5 is a good spot)

Things now look something like this:

Screen Shot 2020-06-13 at 11.56.07 PM
  • At around kill 46, a red Caster will emerge from the upper left.  Retreat one of your Me Operators and use Operator G2 to kill it at Grid G5.
  • Use heallgurs S2 before the red Katanas reach 50% HP.  If you get really unlucky and he doesn't dodge anything you might have to redo.
  • You might need to rotate your Defender cool-downs if you have a challenging lineup like I used.
  • In a couple spots a Caster likes to come out of the B11 exit while Hellagur is taking on a Katana dude.  If one sneaks by, you might have to drop a melee at B9 to take it out.  Bringing along a backup assassin other than G2 is a good idea.

Enjoy your rewards!

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About the Author(s)

Arknights: Alyeska#2654

Discord: Alyeska#7717

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