Orochi Herman
Arknights - Scavengers Reminiscence
updated
Note: Ikazuchi's English voice is AI generated from her game voice files.
This tactic uses Goldenglow, Horn and Ambriel to safely take out enemies with high AOE attacks and range. Because the speakers aren't boosted this time around, they're easy pickings for Surtr.
Special participation of Kafka to delay the dashing of the nourished reapers.
Some notes though:
1. Laughter, certain emotional points in the voice and shrills are not easy to generate-- they'll either be dependent on Stability and Clarity parameters, and will often be gotten from multiple generations/takes. As such, you won't hear Zima's shrill warcries here that much.
2. However, there are points the AI voice generation does good here-- conversational tones. It only takes a few retakes to get the right voicing.
3. Some of her dialogs are generated and spliced from multiple takes and has undergone postproduction and editing to improve clarity and voice pacing.
4. Ami Koshimizu's voice timbre for Zima is perfect as basis-- most of my imagined traits for Zima's voice is very close if not exactly what I envisioned.
5. ElevenLabs currently do not offer phonetic stressing-- an important component for accents, especially Russian. There's currently no way for her to roll her R's for that Russian flair. Thus, you'll hear her in mostly US English. Languages other than English won't be available right away, but will be offered across all tiers for ElevenLabs.
6. You need to sign up for a paid trial (free on the first month, at least $5 onwards) to be able to upload samples for voice cloning-- ElevenLabs will only offer a pre-selected voicebanks for use.
7. Certain lines like her grunts (deploy quote) have been left out due to difficulty to render properly, and some lines are reworded for better rendering. This is most obvious in her battle lines.
With brief commentary by Zima and Dr. Eremes.
Have fun with it, and go for trimmed medal!
However, I added more vanguards into the mix and extra snipers for insurance as their potentials aren't high. This resulted into a perfect run that's comparably easier.
The immunity to bind, stun and slow means nothing to frozen status where the enemy is utterly helpless with fragile added in. Add in defense nerf and res nerf and Pompeii doesn't stand a chance.
Gnosis is irreplaceable in this run, so go get him in support if you don't have one. On the other hand, most damage dealers can be replaced; SilverAsh to Thorns, virtually any caster, and someone like Nearlter for Surtr or someone with good dodge like Flametail or even FEater. On the other hand, Ifrit can be replaced with someone like Pramanix, but make sure your Gnosis is strong enough for the red runners. It is preferred you have Nightingale for this run, but your standard AOE healers like Ptilopsis should do.
Originally from a Ling and Kal'tsit only run, the hui and ming swap makes things complicated at max risk. You can still complete it without the health nerf, though.
Bruteforced Chalter makes things tons easy, you get more peace of mind knowing you'll eliminate enemies without being nuked by the smarties as they'll get waterbombed before they could meet.
Still, bear in mind that you'll need that ink bomb to swap the attributes around so the smarties that don't get blocked don't mingle and detonate. Get through that and the run is all yours.
Gnosis also proved his worth here by freezing enemies that would be dangerous.
Since the ground tiles not covered by the mound would become easy pickings for the snipers, heavy bombardment from Chalter and Schwarz made this easier. In fact, this is possible with as little as two operators!
If you're not confident with your Thorns, swap him out with Silverash, but you'll probably need to swap Saria with Liskarm to make SP regen faster. Just make sure to deploy her last.
This is adapted from a 4-operator run but adjusted for encountered difficulties. Kal'tsit adds more layers of obstacles that would prevent leaks. Ling's summons hold very well against the enemies, even with ASPD nerfs!
This run was sponsored and brought to you by The Crimson Troupe. Lucian saved the entire run in this footage.
Can be cleared with as little as 3-4 operators. SilverAsh is mandatory for this run. Vanguards like Zima can be optional and is just there for waifu purposes.
If using Chalter, do note the timing and the skill refresh time as one miss can break the entire run. You'll probably need extra snipers like April for insurance.
Specialists are optional but can help keep your frontline sniper alive.
To compensate for lack of damage, specialists have been added. To make deployment faster, vanguards were also added. Ash was also added to help in wearing down the Sarkaz archer.
The Ling, Surtr and Nearlter tactic will still work even if you have lower potentials, levels and/or masteries, but Ling and Nearlter should still be at least E2 with modules. Ling's dragons is integral into making this run possible, so she MUST have her module; if not, vanguards should at least help catch up with the dp needed, but you might likely need specialists to catch any leaks.
Specialists can be used to catch unwanted leaks and to stall especially in the last moments of the battle, and in finishing off the last Bladehelm Trainee before the Corrupted Knight. You could also put Myrtle up and make her generate enough DP to make stalling easier. In the last moments, if Surtr and Phantom gets pwned, Nearlter would be the absolute last defense and should theoretically finish off the Withered Knight archer, as per original run.
Angelina S2 is now M3 and does surprisingly well to give SilverAsh and Thorns enough time to destroy the Sarkaz knight.
April and Kroos alter is the key, as Ash alone would get burned before she could lay the smack down without skalter. Meanwhile, chalter, mizuki and suzuran will put a stop to the speedy boys.
Mizuki can be substituted by Ethan, but you'll probably need red or phantom to account for RNG of binding.
If you don't have Chalter, Gnosis S3 can do just fine.
Also I missed recording the first clear, so I had to settle for the 2nd clear, and had to do some postprod magic.
The original strategy calls for Fartooth to deal with the brave, but I used Schwarz here as she lands the hits more cleanly and is in line with the vulnerability. However, Chalter recharging and running out of ammo may become a problem. SilverAsh is originally meant to address that while Chen recharges.
You can replace SilverAsh with Ash as she can deal with the shamans better before they become a threat. Suzuran can be replaced with someone who does global hits like GoldenGlow or Ambriel, or someone who strips invisibility. But you'll need a healer or Chalter too if you're going for that path.
Nearlter is replaceable with someone with more DPS, even someone like Goldenglow or Eyja. However, due to her true damage, I used her here.
Saileach can be replaced with Myrtle or Elysium.
The slow ASPD risk is mitigated by the fact you're not a glass cannon in this risk set, so survivability is much better here.
Since this upload, I found that you can use Suzuran S3 to slow the drone swarms down. Use Goldenglow if she's high enough level, otherwise, she'll be too weak to be a threat. Eyjafjalla works great for the final wave. You can also use Silverash at the bottom facing up to deal with the drone swarm once Suzuran's skill goes online.
He walks in prayer to the mountains.
The Holy Hunt is about to take place, where the convergence of power will also take place.
Enya also attempts to do what a Saintess never does before: Leading the hunt.
But will they be able to anticipate the incoming treachery?
Aurora's reunion with her brother isn't a happy one-- she learns that he's on the side of the attackers.
Meanwhile Gnosis attempts to make an alliance with one of the Silverashes' rivals: The Browntail clan. But knowing Gnosis, it can be only deceptive.
Also, get to know Kroos anew who now speaks in our vernacular.
Indispensables: (Can't do without!)
Nightingale (Max Level, S2M3, Module upgraded) - Squad protection
SilverAsh (Preferably Max Level, at least Lv80, S3M3) - Helps deal damage with Chalter in early waves
Projekt Red (At least E2, Preferably with mastery and Module upgraded) - Needed to stun Envy and prevent escapes in general.
Phantom (At lease E2, S3, Preferably with mastery Module upgraded) - Needed to push two smarties away to prevent escape, and to prevent ink bomb usage; also needed for extra stun power
Bagpipe (At least Lv70, S3M3) - Important to hold early mobs at bay!
Myrtle (At least E2, S1M3, Max Potential) - DP printer #1
Elysium (At least E2, S2M3, Preferably Max Potential) DP printer #2 and slows mobs
Surtr (Max Level, S3M3) - Main killer #1
Ch'en the Holungday (Preferably Max Level, at least E2 Lv80, S3M3) - VERY IMPORTANT MOB KILLER for first waves before boss
Ifrit (Preferably Max Level, at least E2 Lv80, S3M3) - Shield destroyer
Replacables
Zima (Preferably Max Level, at least E2, S1M3) / Siege S1M3 or Saga S3M3 - Important for DP generation and holding early mobs at bay
Saria (At least Lv80, S2M2, M3 if possible) / Mountain (Preferably Max Level, S2M3) - BOSS TANK, CANNOT DO WITHOUT!
00:26 - Early wave after Smarty suicide
Deploy Myrtle immediately and activate S1 right away. Put Zima, then when available, Elysium. Zima will generate DP, deploy Bagpipe after 1 second.
Another Smarty suicide at the center will occur. Activate Elysium S2 after the suicide.
DO NOT ACTIVATE BAGPIPE S3 YET.
Myrtle S1 will become available, activate it ASAP. When enough DP is available, deploy Chalter as seen in the video facing up.
01:15 - First Blindey
When Blindey lands, activate Bagpipe S3 and start killing mobs.
Zima will generate DP at this point. As soon as Bagpipe kills enough mobs to free up block count, retreat her, and put Surtr in the white tile to stop the Blindey, facing down. Sometimes some mobs will slip from Bagpipe, that is okay, it will not ruin the run. If that's the case, as soon as the escaping mob is in range, YOU MUST activate Surtr S3. Do it while the approaching mob is at her 10'oclock, to allow her to kill the mob easily, if in full health.
Allow Bagpipe to kill more mobs until her S3 runs out. Depending on how much health the mobs have left, let her kill the remaining mobs or allow Surtr to finish it off. She MUST retreat as soon as Envy appears.
If no mobs escape Bagpipe, let the Blindey pick off Surtr until she has low health, but not enough to activate her UNDYING RAGE, then activate S3. This is done so that she can maximize her health.
At this point, Elysium S2 may be available. Activate it as soon as it becomes available, VERY IMPORTANT as the cooldown will matter for the next phase! If you're lucky, it will coincide with an escaping mob, you can use it. Just use it right away!
Myrtle S1 may become available as well at this point. Activate it then retreat her as soon as the S1 ends. VERY IMPORTANT to free up deployment slot!
02:01 - Envy appears.
If you haven't retreated Bagpipe yet, DO IT NOW! Her DP return will be very important for Nightingale. Deploy Nightingale beside Chalter facing left.
As soon as Nightingale's skill is available, activate it immediately to allow Surtr to last long enough to kill extra mobs.
Envy will approach and attack Surtr. That is fine. What is NOT fine is the charged attack! This will change the Ming (white) into Hui (black) and that will ruin the run! It will become very important later in the last Blindey rush, so make sure it does not change!
To prevent the above, stun the Envy with Projekt Red (and only her) without stunning other mobs. (very important as this will matter when Chalter activates S3!) Retreat Red right away!
Now pay attention to the Smarty from the right. When it is directly in front of Chalter, THIS IS YOUR CUE TO ACTIVATE S3. This is very important as it will slow the Smarty sufficiently to collide with another Smarty at the far corner where only Surtr will take the hit.
When done correctly, Surtr will last long enough to pick out the left mobs. At this point, get ready with your Phantom. Surtr will retreat at any point of the moment. Two Smarties will appear as well from the left. In other runs, they were eliminated using the ink bombs. WE WILL NOT DO THAT HERE.
Just before the Smarties emerge, deploy Phantom to push them back far enough for Chalter to finish off. Right after Surtr retreats, deploy Silverash above Chalter and Nightingale's cage in any spot without the ink mark.
03:06 - 2nd Blindey Wave
In other videos, they used Phantom to stall the Blindey here. But since we used Phantom to push the Smarties back, we need Red for this.
Keep an eye on the cage as it will get consumed soon. Also, activate SilverAsh S3 when it becomes available.
As soon as the first Blindey moves, deploy Red and retreat her immediately.
TO BE CONTINUED IN PINNED COMMENT!
A Risk 32 video showed using the bomb on the escaping smarties, but that looks like it won't work to switch attributes!
The DP risk was toned down to make this 31 Risk run possible. But now I have a gameplan for Risk 32. I just need a quick nap.
So here's a progress and compromise to at least rise above the previous 24 risks!
Based primarily on Mountain and Ifrit tactics to burn the shield. Replaced common vanguard usage like Saga with Zima.
So here's a progress and compromise to at least rise above 18 risks!
Based primarily on Mountain and Ifrit tactics to burn the shield.
Using frankensteined strats and picking risk sets that don't nerf operators.
No-skit version for now. Attached skits to be linked separately.
reddit.com/r/arknights/comments/uiuuly/relation_sheep
Inspired by this video: youtube.com/watch?v=e6HNFuiTLqI
Ended up resorting to debuffs and decoys, apart from that, the tactics are similar.
Includes a customized storyline chronicling what is going on in my base.
Dominion is cast on Operators that are not within Dominion smokes, especially on recently deployed operators. When defeated for the first time, he'll release a global AOE attack in retaliation, go to second form, and is invincible for 10 seconds. Then his attacks will be much stronger and will cast dominion every 25% HP loss.
In this adaptation of KyoStinV's high-end strat, unfortunately, my Chen's S3 is not M3 and is not strong enough, and missed Warfarin's buff. The key was to get Schwarz to debuff the enemy, have Hellagur pick off a certain amount of health, then a Warfarin-buffed Chen to finish him off. Even if the primary strategy fails, he can be outsmarted by exploiting his patterns and having him cast Dominion on other tiles that are strategically unimportant, and waiting for a chance to kill him at the left side. A lot of baiting was done to distract the boss enemy, and ultimately was killed by Surtr. SilverAsh and Eyja will be very important to kill the remaining Imperial Strikers, and SilverAsh was able to kill these despite being in the Dominion smoke.
Keep Thorns alive AT ALL COSTS.
Also, once the Emperor's Blade has been killed, the Dominion debuff applies to enemies as well! This will be pivotal in the endgame to ultimately win.
This strategy is applicable even in Normal mode as the Challenge mode simply bars certain tiles.
No one is sure though how will this tie to the main Rainbow Six Siege canon, as the Rainbow Six Siege series also features branching continuities too.
The situation will undoubtedly get worse, but Tachanka has a plan. All they hope is that it will work out in the face of dwindling resources that can be only replenished from their world.
Even the once-hostile Picale knows that Rhodes Island and Rainbow Six were not the hostiles she once thought of, and that Miarow made the ultimate sacrifice.
From this loss, a resolve is born. To put an end to the crisis.
But Miarow can't watch and be idle. Seeing that there's a device that controls the infected, he makes up his mind to use what's left of his strength to destroy it. One that could even mean his certain death.
Later in the evening, Picale storms the Rhodes Island safehouse and forcibly grabs the infected populace. This provokes huge tensions. And this would prove to be ill-advised as Drudge, Picale's rebellious brother soon stages an attack and captures her!
Now seeking refuge at the branch office, Team Rainbow Six is given an introduction to Terran technology-- or how incompatible it is to the stuff they know. They soon meet their Terran counterparts after a brief standoff that ends amicably in a steady alliance that would soon prove to be rock-solid.
Next destination: Rhodes Island branch office!
It is also here the villains and antagonists make themselves known: Levi and Drudge.


