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TRIAL OF THE BOW: ARCHERY RANGE GUIDE

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Endfield Hub Team
#Arknights Endfield#Trial of the Bow#Archery Range
Trial of the Bow: Archery Range Guide
Table of Contents

Trial of the Bow went live today, and it is not the combat challenge event most previews described. It is a lock-on target-shooting minigame with five swappable arrow chips, nine simulation stages, a four-tier daily rotation, and a modifier system that reshuffles every morning.

The whole thing lives in a warehouse Andre converted into a fletching workshop. And the part nobody tells you: the game already contains the answer key for its hardest stages. The hint strings written for Advanced Training name the exact chip pair each of the four stages wants.

This is the full breakdown, pulled from the game’s own tables. Every stage, every chip, all 19 Trial Missions, all 16 daily modifiers, the upgrade costs, and the complete reward total.

Endfield Hub is a fan-made resource and is not affiliated with Hypergryph or Yostar.


TL;DR - Key Points

  • The mode is permanent, the rewards are not. Typhoeus’s Archery Range stays forever. The Trial Missions expire at the next version update.
  • You do not need Typhoeus. The unlock is a side mission, not an ownership check.
  • Five arrow chips, two equipped at a time, hot-swappable mid-stage.
  • The Advanced Training answer key is in the game’s own hint text. Each of the four hard stages has a stated correct chip pair.
  • Rime Tip deals zero damage by default. It is pure crowd control until a daily modifier arms it.
  • Full upgrade costs 470,000 Wuling Stock Bills, and every tier is also gated on a Daily Exercise clear.
  • Beat Daily Exercise 04 and you can skip tiers 1 through 3 entirely. High-tier clears credit every lower tier’s stars.
  • Total payout is 1,200 Oroberyl, 900 of it from the limited missions, plus 255,000 T-Creds and 8 Mark of Perseverance.

What Trial of the Bow Actually Is

The official patch notes call it a Challenge Event, and that label is correct, but it describes the wrapper rather than the content. What you actually unlock is a facility game mode in the Wuling region, listed internally as a dungeon type called Typhoeus’s Archery Range.

The structure has three layers stacked on top of each other:

  1. Simulations. Nine one-off stages. Five Basic Training stages teach one chip each, four Advanced Training stages test them. First clears pay permanent rewards.
  2. Daily Exercise. Four tiers of repeatable stages with three goals each, resetting every day, with randomised chip modifiers.
  3. Trial Missions. Nineteen limited-time objectives layered across all of the above. These are the part that expires.

The split matters for planning. Official notes state that after the event ends, Trial Missions can no longer be completed or claimed, but the Archery Range remains playable and first-time clear rewards for Simulations can still be earned. So the 300 Oroberyl in stage first-clears will wait for you. The 900 Oroberyl in Trial Missions will not.

Event window: September 9, 2026 at 12:00 server time, until the next version update and maintenance.

How to Unlock the Archery Range

One requirement: complete the side mission [A Winter Dream Fogged Deep in the Woods], Typhoeus’s narrative event. That mission is itself gated on reaching Chapter II progress in the main story, and it pays 600 Oroberyl on its own, so it is worth doing regardless. Our Typhoeus story breakdown covers what actually happens in it.

Note what is not a requirement. Nothing in the unlock data checks whether you own Typhoeus. The archery here is a world action you perform inside the range, driven by the chips in your Backpack, not her combat rotation. The preview reading that this was a victory lap for Winter Hunt pullers turned out to be wrong.

The Snowy Forest snowfield outside Yinglung Pass where the Archery Range sits

The Snowy Forest outside Yinglung Pass. The range is a converted warehouse, not an outdoor field.

The Five Arrow Chips

Chips are personal devices. You slot them into the Backpack personal device slot, a maximum of two at once, and switch between your two active chips mid-stage with the switch-arrow key. Placing a chip in a slot activates it immediately.

The five Trial of the Bow arrow chips: Persistent Echo, Beastly Rage, Rime Tip, Flaming Resin and Dawnbreaker

All five arrow chips. Each one is a physical device you craft and equip, not a skill unlock.

ChipEffectDamageUnlocks at
Persistent EchoLocks onto up to 7 targets1Range Lv1
Beastly RageFaster lock-on, repeated shots on one target ramp damage hard2Range Lv1
Rime TipFaster lock-on, freezes targets for 5s0Range Lv2
Flaming ResinApplies Resin, max 3 stacks per target. Any damage detonates it1 per stackRange Lv2
DawnbreakerPierces through targets, hitting everything in a straight line1 to all hitRange Lv3

Two things to internalise from that table.

Rime Tip does no damage. Its entire job is locking targets in place so a second chip can clear them. The intended pattern, stated in the tutorial text, is to freeze fast movers with Rime Tip and then switch to Persistent Echo to shatter them. Only a daily modifier can give Rime Tip real damage, and it charges you target count for the privilege.

Flaming Resin has no listed direct damage. It stacks Resin, and then any damage source detonates the stack for 1 per stack. Three stacks then one poke is a 3-damage explosion that splashes nearby targets. That is why it pairs so well with a second damaging chip.

Each chip costs 10 Pyrrolite Part to craft, once the matching Basic Training stage has dropped its formula.

Basic Training: The Five Teaching Stages

Basic Training stages lock your chip slots to specific chips, so there is no strategy here. Clear the timer, get the formula. The order is not the order of their internal ids, and stages chain off each other.

#StageChips locked toRange levelFirst clear reward
1Persistent EchoPersistent EchoLv120 Oroberyl, Formula: Persistent Echo, 5,000 T-Creds
2Beastly RagePersistent Echo + Beastly RageLv120 Oroberyl, Formula: Beastly Rage, 3 Advanced Combat Record
3Rime TipPersistent Echo + Rime TipLv220 Oroberyl, Formula: Rime Tip, 5,000 T-Creds
4Flaming ResinBeastly Rage + Flaming ResinLv220 Oroberyl, Formula: Flaming Resin, 3 Advanced Combat Record
5DawnbreakerPersistent Echo + DawnbreakerLv320 Oroberyl, Formula: Dawnbreaker, 5,000 T-Creds

Clearing the Persistent Echo stage is what opens the Beastly Rage stage, and the rest chain in sequence. Every stage has the same goal text: shatter all targets within the time limit.

Advanced Training: The Stated Answer Key

This is the section worth the read. The four Advanced Training stages all unlock at Range Level 4, all let you pick your own two chips, and all have higher target HP or awkward movement that punishes a bad pairing.

The game ships hint strings that say, in plain English, which two chips beat which target profile. Line those hints up against the four stage descriptions and they match one to one:

StageTarget profileCorrect pairFirst clear reward
Herd of HornbeastsConstantly moving, higher HPRime Tip + Beastly Rage50 Oroberyl, 3 Advanced Cognitive Carrier
Flock of FowlbeastsMore targets, moving, lower HPRime Tip + Persistent Echo50 Oroberyl, 15,000 T-Creds
School of FinsMixed high and low HP, sometimes clusteringFlaming Resin + Beastly Rage50 Oroberyl, 3 Advanced Cognitive Carrier
Hive of BeesHigh and low HP in overlapping formationsFlaming Resin + Dawnbreaker50 Oroberyl, 15,000 T-Creds

The logic behind each pairing is consistent once you see it. Freeze plus a ramping single-target chip handles tanky movers. Freeze plus multi-lock handles swarms of movers. Resin plus a shield-breaker handles mixed clusters, because the Beastly Rage hit is what detonates the stacks. Resin plus a piercing chip handles overlapping lines, because one Dawnbreaker shot detonates every Resin stack it passes through.

The Archery Range target props: mechanical fowlbeast and finbeast targets, plus Andre's scoring bot

The targets are built props, not live animals. Hornbeasts, fowlbeasts, finbeasts and bees are all model rigs.

Daily Exercise and the Cascade Rule

Daily Exercise is the repeatable layer, and it has one rule that saves a lot of time.

Each of the four tiers has three goals, worth one star each, so a perfect day is 12 stars. Goals and stage modifiers both reset daily. Daily Exercise 04 additionally rerolls its stage layout every day, so it is never the same fight twice.

Now the rule: “Beat a high tier Daily Exercise to earn all goal stars of lower tier(s).” The game warns you about it directly when you enter a low tier while a higher one is unlocked. If you can clear Daily Exercise 04, tiers 1 through 3 are done for the day automatically. Once your range hits Level 4, your entire daily routine is one stage.

Tier unlocks track your range level exactly: tier 1 at Level 1, tier 2 at Level 2, tier 3 at Level 3, tier 4 at Level 4. Only tier 4 has a leaderboard attached, showing your best time today against friends.

The Daily Modifier Pools

The “random chip enhancement mechanics” are the interesting part of Daily Exercise. Every day, the stage rolls a modifier set that buffs or reshapes specific chips, and you are meant to read it and pick your two chips accordingly.

There are 16 distinct modifiers in the data, drawn across 36 numbered combinations. Most combinations apply two modifiers, nine apply just one.

ChipPossible daily modifiers
Persistent EchoLocks 3 more targets but half damage; damage doubled but 3 fewer targets; locks 2 more targets; can ricochet but 4 fewer targets
Beastly RageCan ricochet; locks 1 more target; damage doubled
Rime TipCan Freeze and damage shields; deals 1 damage but 5 fewer targets; deals 2 damage but 7 fewer targets
Flaming ResinApplies all 3 Resin stacks at once; locks 1 more target; locks 2 more targets; can damage shields
DawnbreakerDamage doubled; locks 1 more target

The combination pools are grouped by id into sets of 7, 8, 6 and 15. Their contents line up exactly with which chips you own at each tier: the first pool only ever touches Persistent Echo and Beastly Rage, the second adds Rime Tip and Flaming Resin, the third adds Dawnbreaker, and the largest pool uses all five. That correspondence is a derivation from the pool contents rather than something the game states, but it is a clean match.

The two modifiers to watch for are “Flaming Resin applies 3 Resin stacks at once”, which turns every shot into a 3-damage bomb, and either shield-damage modifier, which removes the whole shield problem for a day.

Upgrading the Range

Upgrades are paid in Wuling Stock Bills, the regional currency, and every tier has a second gate you cannot buy past.

LevelStock Bill costAlso requiresUnlocks
10The side missionDaily Exercise 01, first two Basic Training stages
250,000Clear Daily Exercise 01Daily Exercise 02, Rime Tip and Flaming Resin training
3120,000Clear Daily Exercise 02Daily Exercise 03, Dawnbreaker training
4300,000Clear Daily Exercise 03Daily Exercise 04, all four Advanced Training stages

Total: 470,000 Wuling Stock Bills. The four levels also pay 300, 500, 850 and 1,200 Wuling development EXP as you take them, 2,850 in total, so the upgrade path feeds your regional development track as a side effect.

The practical consequence of the double gate is that you cannot finish this event on day one, no matter how much currency you have banked. Level 2 needs a Daily Exercise 01 clear, Level 3 needs Daily Exercise 02, Level 4 needs Daily Exercise 03. If the daily reset is what unlocks each tier, reaching Advanced Training takes several days minimum.

Targets, Shields and What Ignores Them

Two target mechanics decide most of your chip choices.

Barrier Targets have higher HP than standard targets and are the reason Beastly Rage exists. The tutorial is blunt about it: Persistent Echo takes many arrows to break one, Beastly Rage breaks it fast. The shield itself has 2 HP.

Energy shields are the harder rule. A shielded target is immune to both Freeze and Resin outright. Specifically:

Flaming Resin arrows cannot actively apply Resin to shielded targets. The target’s shield must be broken first before you can apply Resin. Resin explosions cannot deal damage to shields.

So a shielded target does not detonate a Resin stack when it takes damage, and you cannot chip its shield down with explosions. Break the shield with Beastly Rage first, then apply Resin. The exception is a daily modifier granting Flaming Resin or Rime Tip shield damage, which flips that whole interaction for the day.

All 19 Trial Missions

These are the limited-time objectives. Fifteen have English text in the current data. Four still have blank English strings, so the names and conditions below for those are translated from the Chinese table and flagged accordingly.

MissionConditionReward
Hail of ArrowsPersistent Echo, shatter 7+ targets at once60 Oroberyl, 10 Arms INSP Set, 10,000 T-Creds
Impossible AnglesBeastly Rage, shatter the shields of 9 targets60 Oroberyl, 10 Heavy Cast Die, 10,000 T-Creds
Thoroughly GlaciatedRime Tip, solidify 9+ targets at once60 Oroberyl, 10 Heavy Cast Die, 10,000 T-Creds
Let the Range BurnFlaming Resin, detonate 5+ targets with Resin at once60 Oroberyl, 10 Protoset, 10,000 T-Creds
Infernal ResinFlaming Resin, destroy 5+ targets at once60 Oroberyl, 10 Arms INSP Set, 10,000 T-Creds
One-Shot PowerDawnbreaker, pierce and shatter 5+ targets at once60 Oroberyl, 5 Advanced Cognitive Carrier, 10,000 T-Creds
Every Shot CountsShatter 15+ targets within 1 second60 Oroberyl, 10 Protohedron, 10,000 T-Creds
All-Demolishing ShotShatter 999 targets total60 Oroberyl, 5 Advanced Cognitive Carrier, 10,000 T-Creds
Amateur ArcherComplete all Basic Training stages60 Oroberyl, 10 Protoset, 10,000 T-Creds
Elite ArcherComplete all Advanced Training stages60 Oroberyl, 5 Advanced Cognitive Carrier, 10,000 T-Creds
Fully FurnishedUpgrade the range to max level60 Oroberyl, 10 Protohedron, 10,000 T-Creds
Novice ArcherClear Daily Exercise 01 once60 Oroberyl, 1 Mark of Perseverance, 10,000 T-Creds
Advancing ArcherClear Daily Exercise 02 once60 Oroberyl, 1 Mark of Perseverance, 10,000 T-Creds
Accomplished ArcherClear Daily Exercise 03 once60 Oroberyl, 1 Mark of Perseverance, 10,000 T-Creds
No English name yetClear Daily Exercise 04 once60 Oroberyl, 1 Mark of Perseverance, 10,000 T-Creds
No English name yet12 cumulative Daily Exercise stars1 Mark of Perseverance, 3 Selection Crate I, 15,000 T-Creds
No English name yet24 cumulative Daily Exercise stars1 Mark of Perseverance, 3 Selection Crate I, 15,000 T-Creds
No English name yet36 cumulative Daily Exercise stars1 Mark of Perseverance, 3 Selection Crate I, 15,000 T-Creds
No English name yet48 cumulative Daily Exercise stars1 Mark of Perseverance, 3 Selection Crate I, 15,000 T-Creds

The four star-count missions are the schedule constraint on this event. At 12 stars per perfect day, 48 cumulative stars is four days of full clears at absolute minimum, and that assumes your range is already at Level 4 so tier 4 is available. Combined with the upgrade gates, this event wants roughly a week of daily attention, not one long session.

The Full Payout

Summing every reward bundle across the 19 Trial Missions and the 9 stage first-clears:

RewardTotal
Oroberyl1,200
T-Creds255,000
Mark of Perseverance8
Advanced Progression Selection Crate I12
Advanced Cognitive Carrier21
Advanced Combat Record6
Arms INSP Set20
Heavy Cast Die20
Protoset20
Protohedron20
Arrow chip formulasall 5

That 1,200 Oroberyl figure matches the official event notice exactly, which is a useful cross-check that nothing is missing from the sum. It splits 900 from the limited Trial Missions and 300 from the permanent stage first-clears.

One clarification, because the in-game upgrade screen is misleading: the range level-up panel previews the chip formulas, but the formulas are actually granted by the Basic Training stages. They are not a second copy. Do not budget for ten formulas.

The Achievement

There is one achievement, “Archer’s Epiphany”, filed under the factory group.

  • To earn it: complete all Basic Training stages and clear Daily Exercise 04 once.
  • To plate it: complete all Advanced Training stages and clear Daily Exercise 04 with 3 stars.

Its completion text reads: “You have achieved the archer’s epiphany and can now aim with your mind’s eye. The art of the bow has never been this easy.” Both conditions are permanent content, so the achievement is not at risk when the event window closes.

Datamined but Not Live

Three loose ends in the data worth knowing about, all clearly marked as not currently playable.

  1. Daily Exercise 05 through 08 exist as leaderboard entries. The rank-mapping table lists eight daily levels with leaderboard ids reserved for five of them, but the Daily Exercise table itself only defines four stages. Four more tiers appear to be planned.
  2. One Dawnbreaker modifier is unused. “Dawnbreaker can split” is defined but appears in zero combinations, so it cannot currently roll.
  3. A stronger set of chip modifiers sits unreferenced. Six upgraded single-chip variants and their eleven pairings exist in the table but nothing points at them. These look like either story-mission presets or a future difficulty tier.

What Is Confirmed Versus What Is Interpretation

ClaimStatus
Event window, 1,200 Oroberyl, permanent-after-event splitConfirmed by official patch notes
Chip effects, stage lists, upgrade costs, mission conditions, reward bundlesConfirmed in game data
Advanced Training chip pairingsConfirmed, the game states them in hint text
No ownership gate on the modeConfirmed by the unlock condition, which names only the side mission
Daily modifier pools map to Daily Exercise tiersOur derivation from pool contents, not stated
Four missions’ names and conditionsTranslated from Chinese, English text still blank
Daily Exercise 05 to 08 as future contentInference from reserved leaderboard ids

Final Read

The event is better than the preview suggested and worse suited to a rush. Five chips with genuinely different jobs, a daily modifier layer that changes what is optimal, and an answer key hiding in the tutorial text is a lot more design than a combat trial track would have been.

But the two gates stack. Range upgrades need daily clears, and the biggest missions need 48 cumulative daily stars. Start today, do the one daily stage, and you will finish comfortably. Leave it a week and the star requirement becomes the wall.


FAQ

What is Trial of the Bow in Arknights Endfield?

It is the limited-time Trial Mission track attached to Typhoeus’s Archery Range, a target-shooting game mode in Andre’s converted warehouse in the Snowy Forest. The event runs from September 9, 2026 at 12:00 server time until the next version update. The Archery Range itself is permanent and stays playable after the event ends, along with first-time clear rewards for every stage.

Do you need to own Typhoeus to play the Archery Range?

No. The unlock condition in the game data is completing the side mission A Winter Dream Fogged Deep in the Woods, which is itself gated on main mission Chapter II progress. There is no ownership check on the mode. The archery is a world action performed inside the range, not Typhoeus’s combat kit.

How many arrow chips are there and how do you get them?

Five: Persistent Echo, Beastly Rage, Rime Tip, Flaming Resin and Dawnbreaker. Each Basic Training stage you clear drops that chip’s crafting formula, and each chip then costs 10 Pyrrolite Part to craft. You equip them in the Backpack personal device slot, two at a time, and swap between the two mid-stage with the switch-arrow key.

What chips should you use for each Advanced Training stage?

The game states the answer in its own hint text. Herd of Hornbeasts wants Rime Tip plus Beastly Rage. Flock of Fowlbeasts wants Rime Tip plus Persistent Echo. School of Fins wants Flaming Resin plus Beastly Rage. Hive of Bees wants Flaming Resin plus Dawnbreaker.

How much does it cost to fully upgrade Typhoeus’s Archery Range?

470,000 Wuling Stock Bills across three upgrades: 50,000 for Level 2, 120,000 for Level 3 and 300,000 for Level 4. Each upgrade is also gated on clearing the current Daily Exercise tier, so you cannot rush it with currency alone. The four levels also pay out 2,850 Wuling development EXP in total.

How many rewards does Trial of the Bow give in total?

1,200 Oroberyl, 255,000 T-Creds, 8 Mark of Perseverance, 12 Advanced Progression Selection Crate I, 21 Advanced Cognitive Carrier, 6 Advanced Combat Record, and 20 each of Arms INSP Set, Heavy Cast Die, Protoset and Protohedron. The Oroberyl splits into 900 from the limited Trial Missions and 300 from permanent stage first-clears.

How does Daily Exercise work in the Archery Range?

There are four Daily Exercise tiers, each with three goals worth one star each, so 12 stars per day. Goals and the random chip modifiers both reset daily, and Daily Exercise 04 rerolls its stage layout too. Clearing a higher tier automatically credits the goal stars of every tier below it, so if you can beat tier 4 you never need to play tiers 1 through 3.

Which targets ignore Rime Tip and Flaming Resin?

Anything with an energy shield. Shielded targets are immune to both Freeze and Resin outright. Flaming Resin cannot apply Resin until the shield is broken, and Resin explosions cannot damage shields at all. Beastly Rage is the reliable shield answer, and specific daily modifiers can grant Rime Tip or Flaming Resin shield damage.



Endfield Hub is a fan-made resource for Arknights: Endfield and is not affiliated with Hypergryph or Yostar. Stage data, reward bundles and modifier tables in this guide are read from the game’s own data files.

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