Contingency Contract: Guide to Risk Level 8 - Barren Plaza - Daily Stage 3

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Event Day 4, Daily Stage 3 - Barren Plaza - Risk Level 8 (June 15)

This guide will step through a strategy for clearing the first Daily Stage - Barren Plaza - with Risk Level 8, for June 15 (The third daily stage).

For information on other CC Stages see these pages:

Map Information and Strategy


Screen Shot 2020-06-15 at 3.08.06 PM

The main challenges are as follows:

  • Dog rush at the beginning needs to be handled, limiting the amount of time we have to set up initial Operators
  • Casters will patrol around the middle section, have a 2 grid attack range, and hit all operators in adjacent grids to the main target.  This means we need to spread out our Operators to avoid being overwhelmed with damage, especially if there are more than 1.
  • Dog rush towards the end of the map means we have to have high DPS or multi-target/splash to take them all down.
  • There are a mix of high DEF and high RES enemies, meaning mixed damage types and/or debuffs can be very useful.

These are the Contracts I used:

  • Our units are going to have less DEF and ATK, and enemy units will have more HP.  Thus, things are going to take longer to kill and the melee enemies will hit us harder.
  • No ranged Operators can be deployed.  We'll need to get our healing and Arts damage from our melee Operators.

Recommended Team Composition

  • 2 Skill-DP-Recovery Vanguards, V1 and V2, if you use Myrtle she should be V2.
  • 2 Defenders, D1 and D2.  Must be healing Defenders.  D2 must have a healing range of at least the 8 surrounding grids.
  • 2 melee DPS, Me1 and Me2.  High single or multi-target and Arts Damage are preferred.  If you have an Arts Guard, put them at Me2.
  • 1 Ranged Guard, RG1
  • 1 Control Specialist, Sp1, if you don't have one, then you can try using a very survivable low block Operator here
  • 1 Pull Specialist, Sp2
  • At least 2 Duelist Guards, G1 and G2, for killing Casters
  • backup can be whatever you might end up needing, but will probably be a dps Guard.

Here is an example of the team I used:



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: Courier - Skill-DP-Recovery Vanguard
  2. V2: Scavenger - Skill-DP-Recovery Vanguard
  3. Wait for the Caster to path out of range
  4. Me1: Flamebringer - Duelist Guard
  5. Me2: Indra - Brawler Guard
  6. Sp2: Pull Specialist - Cliffheart
  7. D1: Healing Defender - Nearl
  8. Wait until the Caster reaches grid D5, then deploy G1: Franka - Duelist Guard on top of them.
  9. Sp1: Control Specialist - Manticore

Ware are now at full deployment and it should look something like this:

Screen Shot 2020-06-15 at 3.33.11 PM
  • G1 can be left there if it isn't putting too much strain on your Healing Defender to keep G1 alive.  Otherwise, retreat G1.
  • Retreat V1 and deploy D2: Gummy - Healing Defender
  • Retreat V2 and deploy RG1: Lappland - Ranged Guard

We now look like this:

Screen Shot 2020-06-15 at 3.46.59 PM
  • Deploy G1 or G2 in the same spot (grid D5) to take out the second and third Casters.
  • Might want to save cooldowns for the last dog rush or the last two armored dudes.  An Arts Guard at E8 will help a lot.
  • See the video below for this strategy in action.

Enjoy your rewards!

Companion Video

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About the Author(s)

Arknights: Alyeska#2654

Discord: Alyeska#7717