AREA DEFENSE

Early Warning Terminal, Turrets & Auto-Defense

Last updated: 2026-02-07

* TL;DR - Key Points

  • * Early Warning Terminal at each outpost flags incoming enemy invasion routes
  • * Unlocks after completing "Defense Construction" side quest at Refugee Camp (Prosperity Level 2 required)
  • * Two modes: Operator Intervention (fight alongside turrets) and Auto-Defense (turrets only)
  • * Auto-Defense unlocks after clearing a Risk Level manually -- permanently raises Stock Bill Bonus Earning Chance
  • * Command Core (blue icon) is what you protect -- grants Overclock buff to nearby combat facilities
  • * 11 turret types: 8 damage (Gun, Grenade, Sentry, Surge, Beam, Marsh Gas) + 3 utility (LN, Sonic, Medical)
  • * Power first: turrets need Electric Pylons and Relay Towers -- build power before combat facilities

What Is Area Defense?

Area Defense is Endfield's tower defense system. When enemies target your outpost, the Early Warning Terminal flags their invasion routes. You place AIC combat facilities around the outpost perimeter to intercept and eliminate enemies before they reach the Command Core.

Early Warning Terminal

Found at each outpost. Displays enemy invasion routes before attacks begin. Rotates when it detects a new impending attack.

Command Core

Marked by the blue icon on the map. If enemies reach and destroy it, the defense fails. Your primary objective is keeping it intact.

Overclock Buff

During active defense, the Command Core grants all nearby combat facilities an Overclock buff that significantly increases their attack power.

Peace Mode

Once all incoming attacks detected by the Early Warning Terminal have been neutralized, it enters Peace Mode and the outpost will no longer face enemy attacks until new threats are detected.

How to Unlock Area Defense

Area Defense unlocks through a specific quest chain at the Refugee Camp, your first outpost in Valley Pass.

Prerequisites (In Order)

  1. 1. Unlock Refugee Camp -- Complete "Valley Reboot" main mission and "Building an Outpost" exploration
  2. 2. Reach Prosperity Level 2 -- Trade at the outpost consistently until you hit Level 2
  3. 3. Complete "OD Project: Refugee Camp I" -- Available once Prosperity reaches Level 2
  4. 4. Complete "Fort Showdown" -- Tutorial mission that teaches defense basics (awards 300 Operational EXP)
  5. 5. Complete "Defense Construction" -- Side quest that finalizes the Early Warning Terminal setup

Pro Tip: Reaching Prosperity Level 2 Fast

Prosperity EXP scales with the value of traded items. Trading processed goods like Buck Capsule B gives far more Prosperity than raw materials like Buckflower. Set up a basic factory production line early to accelerate this.

Defense Modes

Imminent Incursion events offer two distinct modes. You access both through the Early Warning Terminal at any outpost.

Operator Intervention

You deploy onto the battlefield alongside your turrets. Fight enemies directly while combat facilities provide support fire.

  • * Standard mode for initial clears
  • * Use combat skills to handle leaks
  • * Medical Towers heal you during fights

Auto-Defense

Turrets handle everything -- no player combat allowed. The strictest test of your turret layout.

  • * Unlocks after manual clear of that Risk Level
  • * Permanently raises Stock Bill Bonus Earning Chance
  • * No emergency patches if a lane collapses

Risk Levels

Each outpost has multiple Risk Levels of increasing difficulty. Select your Risk Level at the Early Warning Terminal before starting.

  • * Higher Risk Levels feature stronger enemies and more complex wave compositions
  • * Some Risk Levels change enemy pathing compared to lower tiers
  • * Each Auto-Defense clear at higher Risk Levels further improves Stock Bill Bonus Earning Chance

Risk Level Breakdown

Based on community testing from r/Endfield players, here's what to expect at each Risk Level and how to beat them. Source: Risk 2 discussion

Risk Level Tower Limit Key Enemies Main Challenge
Risk 1 4 Basic mobs, standard beasts Tutorial-style, single path
Risk 2 4 Fast-moving enemies Speed management, enemies slip through
Risk 3 8-11 Teleport mages, healing slugs Multi-path pressure, wave timing
Risk 4 Max Bosses with AOE stun Positioning critical, spacing required

Risk Level 1: Foundation

Your first "real" defense after the tutorial. Enemies follow a single primary path with basic enemy types only.

  • * Any basic tower placement works
  • * 2-3 towers often sufficient
  • * Use to learn coverage and pathing basics

Risk Level 2: The Speed Wall

First major difficulty spike. Fast enemies will slip through if you rely only on slow-firing towers. Source: u/DreamzKira

"I'm trying risk 2 auto defense and the dudes are way too fast, I can't slow them enough or damage them fast enough, they always slip through." — u/DreamzKira

Successful Build:

  • * Grenade Tower (AOE coverage)
  • * Heavy Gun Tower (sustained DPS)
  • * LN Tower (slow/control)
  • * Second Heavy Gun Tower

Result: 40 HP remaining clear. "Honestly, this was harder than it should have been. if they upped the amount of towers we can place by like 2, would have been better." — u/DreamzKira

Key Insight: Clumping turrets without spread makes them unable to deal with groups fast enough. Spread placement without overlapping fields of fire also fails. Find the middle ground.

Risk Level 3: Multi-Path Pressure

Enemies attack from multiple directions simultaneously. Teleport mages bypass frontline defenses, and healing slugs reduce damage taken. Source: u/VillianceTheReal

Infra-Station Risk 3 Build:

  • * 8x Surge Towers (chain damage + slow)
  • * 3x Beam Towers (sustained DPS)
  • * Result: Only 1 Teleport Mage leaked, otherwise perfect

Community Analysis: u/SnowDropWhiteWolf notes that Sentry Towers (11.6k ATK) need "like 10 shots or more to kill the big beast" and Surge Tower's 4k damage is "laughable even to the normal bugs." The issue is turret cooldown mismatches with wave timing — sentries take 4-5 shots (25+ seconds) to kill big enemies, leaving half your turrets inactive when new waves spawn.

Facility Limit: 8-11 towers. May take 2-3 attempts even with good layouts due to RNG factors.

Risk Level 4: Endgame

Maximum pressure with bosses that have AOE stomp attacks capable of stunning multiple turrets simultaneously. Source: u/VillianceTheReal Source: u/ArtificalSUN

Critical Mechanics:

  • * Boss AOE stun can disable clustered turrets
  • * Tower spacing is critical — spread them out
  • * Use Valley IV turrets only (no Wuling turrets needed)
  • * Keep ONE Surge Tower in middle portion, away from others

"Was pretty simple, just be sure to have one surge tower in the middle portion a bit away from the others so the stomp of the big guy doesn't stun all your towers." — u/VillianceTheReal

Success Tip: For lower levels, use the same layout but remove Surge and Sentry towers evenly. u/ArtificalSUN's guide includes visual diagrams for placement.

General Risk Level Tips

  • * Always check the Early Warning Terminal before each defense — paths change between Risk Levels
  • * Raise your Regional Development Level (RDL) to increase facility limits before attempting higher Risk Levels
  • * Surge Towers are essential for all Risk 3+ defenses (chain damage + slow utility)
  • * Beam Towers provide necessary single-target DPS for tanky units

Outpost-Specific Layouts

Visual build guides from the r/Endfield community. Each layout has been tested and verified by multiple players. Click the Reddit links to see full screenshots.

Refugee Camp

Risk Level 3 Build

Reddit User: u/VillianceTheReal | View Original Post

  • * Visual diagram included in Reddit post
  • * Successfully defended on Auto-Defense
  • * Result: 1 small enemy leaked (acceptable)
  • * May take 2-3 attempts due to RNG

"Here is my build how i successfully defended the level 3 battle on Auto-Defense in the refugee camp." — u/VillianceTheReal

Risk Level 4 Build

Reddit User: u/ArtificalSUN | View Original Post

  • * Uses only Valley IV turrets (no Wuling)
  • * Mix of Surge and Sentry towers
  • * Screenshot-based placement guide
  • * Result: "Reliably complete the auto-defence"

For Lower Levels: Use the same layout but remove Surge and Sentry towers evenly.

"Just follow the screenshots for your turrets placement, throw in some batteries (or pylons, whatever) and it will reliably complete the auto-defence for you." — u/ArtificalSUN

Infra Station

Risk Level 3 Build

Reddit User: u/VillianceTheReal | View Original Post

Turret Composition:

  • * 8x Surge Towers
  • * 3x Beam Towers
  • * Visual diagram in Reddit post
  • * Result: Only 1 Teleport Mage leaked
  • * Otherwise "worked perfectly"

"You need 8 surge towers and 3 beam towers... To be honest 1 Teleport Mage Guy got through but other than that it worked perfectly." — u/VillianceTheReal

Risk Level 4 Build

Reddit User: u/VillianceTheReal | View Original Post

Critical Positioning Tip:

Keep ONE Surge Tower in the middle portion, positioned a bit away from the others.

Why: This prevents the big boss enemy's stomp attack from stunning all your towers simultaneously.

"Was pretty simple, just be sure to have one surge tower in the middle portion a bit away from the others so the stomp of the big guy doesn't stun all your towers." — u/VillianceTheReal

Infra Station Risk 4 (Valley-Only)

Reddit User: u/HommitNMA

Alternative build for players restricted to Valley faction towers:

Left Down Side

3 Surge Towers in L-shape

Right Down Side

Beam beside core + 3 Surges

Up Side

Beam Tower + 3 Surges L-shape

Total: 3 Beam Towers + remaining slots as Surge Towers

Wuling (Minimalist Build)

Reddit User: u/PunkHooligan

Build: Surge + Sentry towers only

  • * Minimalist approach for resource efficiency
  • * Reported 100% success on Wuling Auto Defense
  • * No specific turret counts provided

Build Contributors

Special thanks to the r/Endfield community members who shared their successful builds:

  • * u/VillianceTheReal — 3 verified builds (Refugee Camp Lvl 3, Infra Station Lvl 3 & 4)
  • * u/ArtificalSUN — Comprehensive Lvl 4 guide for both outposts
  • * u/HommitNMA — Valley-only restriction solution
  • * u/PunkHooligan — Wuling minimalist approach

All builds sourced from r/Endfield with direct links to original posts. Click usernames or "View Original Post" links to see full discussions and images.

Power Infrastructure

Every turret needs power. Without a connected power grid, combat facilities sit inactive. Plan your power distribution before placing turrets.

Facility Range Role
Thermal Bank -- Converts heat into electrical power (fuel: LC Valley Battery)
Relay Tower 80m Transmits power to facilities within range
Electric Pylon 30m Wirelessly powers all facilities in local area
Xiranite Pylon 30m + 80m Wuling-region power, auto-connects to Xiranite facilities
Xiranite Relay 80m Wuling relay, auto-connects within range

Standard Power Chain

The typical setup flows: Thermal Bank (generates power) → Relay Tower (transmits 80m) → Electric Pylon (distributes 30m to nearby turrets). For distant turret clusters, chain multiple Relay Towers. In Wuling, Xiranite variants auto-connect for easier setup.

Advanced Turret Synergies & Combos

Proven turret combinations from the r/Endfield community. These synergies have been tested and verified across multiple Risk Levels and outposts.

The "Cluster of 4" (Standard Chokepoint)

Composition: 1 Marsh Gas + 2 HE Grenade Towers + 1 Beam Tower

  • * Marsh Gas slows and damages in the mist zone
  • * HE Grenades provide overlapping AoE coverage
  • * Beam Tower cleans up survivors and elites

"Clusters of 4: 1 marsh gas, 2 he grenades, and 1 beam to clean up. If you have a very long straightaway, put a sentry in the middle of it to soften them up along the way." — u/TheGuurzak

Anti-Fast Enemy Setup (Risk 2)

Composition: Grenade Tower + Heavy Gun Tower + LN Tower + Heavy Gun Tower

  • * Grenade Tower covers groups with AoE
  • * Heavy Guns provide sustained DPS on fast movers
  • * LN Tower slows enemies to buy more time

"Here was my set-up for future people... First pic is Grenade tower left, heavy gun top left, and LN tower right. Second pic is Heavy gun and grenade tower. Third Pic is 2 heavy guns." — u/DreamzKira (40 HP remaining clear)

Boss Killer (Anti-Pyromancer)

Composition: 1-2 Beam Towers positioned a good distance apart

  • * Spacing prevents both being disabled simultaneously
  • * 22,338 ATK per shot melts elites
  • * Use against teleporting Pyromancers specifically

"If there's a bloody teleporting Pyromancer, specifically, set up 1-2 Beam Towers a good distance apart from each other and he won't survive long enough to see the light of the next day." — u/owl_quartz

Multi-Path Standard (Risk 3+)

Composition: 8 Surge Towers + 3 Beam Towers

  • * Surge Towers chain to multiple enemies (up to 2)
  • * Provide slow utility while damaging
  • * Beam Towers handle high-threat targets

"You need 8 surge towers and 3 beam towers... To be honest 1 Teleport Mage Guy got through but other than that it worked perfectly." — u/VillianceTheReal (Infra-Station Risk 3)

AOE Stun Mitigation (Risk 4)

Positioning: Keep ONE Surge Tower isolated in the middle, away from the cluster

  • * Boss AOE stomp can stun clustered turrets
  • * Isolated tower continues firing while others recover
  • * Critical for Risk 4 boss encounters

"Just be sure to have one surge tower in the middle portion a bit away from the others so the stomp of the big guy doesn't stun all your towers." — u/VillianceTheReal

L-Shape Formation (Chokepoint Control)

Formation: 3 Surge Towers arranged in L-shape at chokepoints

  • * Surge Towers provide control via slow effect
  • * L-shape maximizes coverage area
  • * Used by u/HommitNMA for Valley-only builds

Positions: Left down side (3 Surge L-shape), Right down side (Beam + 3 Surge), Up side (Beam + 3 Surge L-shape)

Core Protection Setup

For last-line defense near the Command Core:

  • * Place 1 Beam Tower beside each core for high single-target damage
  • * Support with 3 Surge Towers for crowd control
  • * Alternatively, use 1 Sentry or Beam Tower as final defense line for 360 coverage

"Leaving a single sentry or beam (depending on if you need 360 coverage) as a last line of defense has been their best use." — u/foxylord

Anti-Synergies (Avoid These)

Clumping Without AOE Mitigation: Having all towers in one location makes them vulnerable to boss AOE stuns. Always spread critical towers.

Too Many Sentry Towers vs Swarms: Sentries have slow fire rate (every ~5 seconds). When big beasts take 25+ seconds to kill, your sentries are inactive when new waves spawn.

"The sentry does like 11.6k sounds great and then you realize it needs like 10 shots or more to kill the big beast... meaning basically half your turrets aren't doing anything when new waves spawn." — u/SnowDropWhiteWolf

Spreading Too Thin: While clumping is bad, spreading turrets without overlapping fields of fire means groups slip through.

Strategy & Turret Placement

Effective defense requires understanding enemy pathing and placing the right turret types at the right locations.

1. AoE at Intersections

Grenade Towers, HE Grenade Towers, and Marsh Gas get the most value where paths cross or bend. A single AoE turret covering an L-shaped turn hits enemies twice as they round the corner.

2. Mix Turret Types

Fast-firing Gun Towers and Heavy Gun Towers chew through weak trash mobs. Slower, high-damage Sentry Towers and Beam Towers handle elites and armored enemies. Relying on a single turret type leaves you exposed to either swarms or tanky units.

3. Control as Force Multipliers

LN Towers slow enemies and Omnidirectional Sonic Towers stun them. A single well-placed control turret at a chokepoint gives your damage turrets extra attack cycles. One Sonic Tower at a bend is often worth more than another Gun Tower.

4. Build Near Command Core

The Command Core grants an Overclock buff to nearby combat facilities during active defense. Concentrate your strongest turrets within its radius to maximize damage output during critical waves.

Pro Tip: Design in Depth

Not every enemy needs to die at the first chokepoint. Build a secondary line of turrets to catch leaks. Over-investing in one direction leaves you vulnerable when multiple paths activate at higher Risk Levels.

Pro Tip: Accept Small Leaks

For a clear, the only thing that matters is that the Command Core survives. Letting a few low-impact enemies through so you can fully counter dangerous elites is often the correct call. Do not chase perfect kills at the expense of core protection.

Common Mistakes & How to Avoid Them

1. Ignoring Multi-Path Enemy Routes

Different Risk Levels can change enemy paths. Always check the Early Warning Terminal before each defense. Placing all turrets on one lane means getting overrun when a second route activates.

2. Turret Limit Too Low

Your outpost has a facility limit tied to Regional Development Level. If you cannot place enough turrets, raise your RDL before attempting higher Risk Levels. See the Outpost Guide for how to increase RDL.

3. Over-Investing in One Direction

Multiple enemy paths require balanced coverage. Spread turrets across all active routes, not just the most obvious one. Use the Early Warning Terminal to identify all paths before building.

4. No Control Turrets

Pure damage builds get overwhelmed by swarms. LN Towers and Sonic Towers multiply your damage output by holding enemies in kill zones longer. Always include at least one control turret per lane.

5. Forgetting Power Infrastructure

Turrets without power do nothing. Always build your power chain first: Thermal Bank → Relay Tower → Electric Pylon → turrets. Running out of power supply mid-defense is one of the most common failures.

6. Not Switching to Auto-Defense

After clearing a Risk Level manually, switch to Auto-Defense for a permanent Stock Bill Bonus Earning Chance increase. Many players forget this step and miss out on compounding passive income.

7. Skipping Area Defense Entirely

Auto-Defense completion permanently improves your outpost economy. Even if tower defense is not your favorite mode, clearing it once yields compounding returns through higher Stock Bill bonuses.

8. Not Leveraging Command Core Overclock

During active defense, the Command Core buffs nearby combat facilities with Overclock. Concentrate your turrets within its radius to take advantage of significantly increased attack power during waves.

Content Creators

Community creators making Endfield content

These are independent community content creators. Talos Hub is not affiliated with or endorsed by any of the creators listed below. This section highlights helpful Endfield community content for players looking for video guides and strategy resources.

KyoStinV

@KyoStinV
YouTube Guides Strategy Walkthroughs

Veteran Arknights content creator covering Endfield gameplay, strategy guides, and event walkthroughs. Known for clear, accessible guide videos that work for both new and experienced players.

Visit Channel

Gryphline

@wulion
YouTube Tower Defense Area Defense Turret Layouts

Endfield-focused channel with visual tower placement strategies, turret optimization guides, and Area Defense walkthroughs. Helpful for understanding outpost defense layouts and combat facility positioning.

Visit Channel
See all creators

Quick Reference Checklist

Frequently Asked Questions

How do you unlock Area Defense in Arknights: Endfield?

Reach Prosperity Level 2 at the Refugee Camp outpost, complete the OD Project: Refugee Camp I quest, then finish the Defense Construction side quest and Fort Showdown tutorial mission. This unlocks the Early Warning Terminal at your outpost.

What is the difference between Operator Intervention and Auto-Defense in Endfield?

Operator Intervention lets you fight alongside your turrets on the battlefield. Auto-Defense relies entirely on turrets with no player combat. Auto-Defense unlocks after clearing a Risk Level in Operator Intervention mode and permanently raises your Stock Bill Bonus Earning Chance.

How do turrets work in Arknights: Endfield Area Defense?

Turrets are AIC combat facilities placed around your outpost. There are 11 types: 8 damage turrets (Gun, Heavy Gun, Grenade, HE Grenade, Sentry, Surge, Beam, Marsh Gas) and 3 utility turrets (LN for slowing, Sonic for stunning, Medical for healing). All turrets require power from Electric Pylons connected via Relay Towers.

Does Auto-Defense give permanent bonuses in Arknights: Endfield?

Yes. Clearing Auto-Defense permanently raises an outpost's Stock Bill Bonus Earning Chance. Higher Risk Level clears increase the bonus further. Skipping Auto-Defense means missing long-term passive income from outpost trades.

Which turrets should I prioritize unlocking and upgrading?

Based on community consensus from r/Endfield, prioritize Purple-tier turrets: Marsh Gas Mk I (S-Tier, essential for every build), HE Grenade Tower (S-Tier, amazing AoE + burning), and Surge Tower (S-Tier, chain damage + slow). These three form the core of most successful builds. Avoid investing in Sonic Towers and non-purple variants like basic Gun Towers.

Why do my turrets keep getting stunned in Risk 4?

Risk 4 bosses have AOE stomp attacks that can stun multiple turrets simultaneously if they're clustered together. The solution is to spread your turrets out. Specifically, keep ONE Surge Tower positioned in the middle portion, away from your main cluster, so it continues firing while others recover from the stun.

What's the best turret combo for beginners?

For beginners, start with the 'Cluster of 4' combo: 1 Marsh Gas + 2 HE Grenade Towers + 1 Beam Tower. Place this at a chokepoint where enemies cluster. Marsh Gas slows and damages, HE Grenades provide overlapping AoE, and Beam Tower cleans up survivors. This combo works for most Risk Levels and doesn't require perfect positioning.

How do I beat Risk 2 fast enemies that slip through?

Risk 2 introduces fast-moving enemies that overwhelm slow-firing turrets. Use the Anti-Fast setup: Grenade Tower (AoE coverage) + Heavy Gun Tower (sustained DPS) + LN Tower (slow/control) + second Heavy Gun. Position them with overlapping fields of fire—clumped enough to focus fire, but not so spread that groups slip through. Reddit user u/DreamzKira cleared Risk 2 with 40 HP remaining using this exact setup.

Should I use Sonic Towers or LN Towers for crowd control?

The r/Endfield community consensus is clear: LN Towers are better than Sonic Towers. Sonic Towers are widely considered 'trash' by the community—they only stun common and advanced enemies, which isn't as valuable as the slow effect from LN Towers or the superior Marsh Gas. As one player put it: 'Freeze is better than sonic.' Skip Sonic Towers entirely.

How many turrets do I need for each Risk Level?

Risk 1: 2-4 towers (any basic setup works). Risk 2: Maximum 4 towers (speed is the challenge, not numbers). Risk 3: 8-11 towers (multi-path pressure requires coverage). Risk 4: Maximum allowed by your RDL (boss mechanics require spread positioning). If you can't place enough turrets, raise your Regional Development Level first.

Why does my Sentry Tower struggle against swarms?

Sentry Towers have high single-target damage (11,634 ATK) but fire slowly (every ~5 seconds). Against big beasts that take 10+ shots to kill, your Sentries are inactive for 25+ seconds while reloading, meaning half your turrets aren't firing when new waves spawn. For swarms, use Surge Towers (chain damage) and AoE towers like HE Grenade instead.

Are there outpost-specific layouts I can copy?

Yes! The r/Endfield community has shared verified builds: Refugee Camp Risk 3 (u/VillianceTheReal), Refugee Camp Risk 4 (u/ArtificalSUN), Infra Station Risk 3 (8 Surge + 3 Beam), and Infra Station Risk 4 (spread Surge towers to avoid AOE stun). See the 'Outpost-Specific Layouts' section of this guide for detailed compositions with links to Reddit posts containing visual diagrams.