Field Adventures ​

From BossRush · Qinglan Archipelago Wiki

Ordinary raids now offer three optional diversions: grow a hungry mimic, deliver Awen's temperamental parcels, and test Dingdang's oversized weapon rigs. The mimic and Dingdang's bench are random encounters, not on every raid. They appear on eligible ordinary raid maps, outside the base and BossRush combat modes. An activity may not appear if no suitable open ground can be found nearby.

Gluttonous Mimic ​

Not every raid has one: about 35% of ordinary raids do, at a random moment between half a minute and two and a half minutes in, twenty to thirty-odd metres from you. When it shows up, it is a giant rumbling chest. It starts passive. Approach to feed it or choose "Feast" to start fighting. Shooting it also starts combat immediately.

Before each meal, a confirmation shows the exact item, amount and body part it will grow. Nothing is consumed until you confirm. It accepts up to three meals, and the third starts combat automatically.

  • 12 rounds of ammunition: grows four cannons that fire travelling shells down five warning lanes; you can still sidestep after they leave the barrels. With two ammunition meals, a second wave follows immediately, re-aimed at where you are.
  • 1 grenade: grows bomb sacs and learns to lob giant bombs into marked circles, one of them aimed where you are heading.
  • 1 medicine item: grows a huge bottle and learns a charged heal. Deal a total of 45 damage during the charge to interrupt it.

Once the fight starts it does not sit still. Beyond 9 metres it crouches and pounces onto your position (a 2.4-metre landing ring that grows with its size to 3.2 metres after three meals, leaping up to 16 metres). Within 9 metres it lashes its tongue along a locked line instead; sidestep to dodge. Hide behind a wall for two turns and it leaps over the cover. It attacks faster as its health drops, and below 40% a pounce that lands next to you is followed at once by a tongue lash.

It wears an iron shell: with its mouth shut it takes only 45% damage, and hits throw golden sparks. While its mouth is open (charging a warning, swallowing or pouncing) you hit the soft spot for full damage, with a red splash.

Each meal makes the whole chest larger and adds 300 maximum health. It starts with 900 health and reaches 1800 after three meals. Repeating a food type strengthens its matching attack. You may start fighting after one or two meals, or feed it nothing at all.

It accepts ordinary items of any quality in your backpack's outer inventory. Locked slots, wishlisted items, quest items, custom items, containers and partially used medicine are excluded. Ammo needs a single stack of at least 12 rounds, grenades must deal explosive damage, and medicine must restore health. The lowest-quality eligible item is selected first, then the cheapest within that quality.

Defeat it to make it spit cash and twice the amount of each ingredient you fed it onto the ground. Cash starts at 600, plus 400 per meal, up to 1800. Pick up the drops. At most one mimic appears per raid; moving between areas of the same raid does not refresh that allowance.

Feeding consumes the item immediately. The third meal automatically starts combat. Leaving the current area, dying or ending the raid without defeating the mimic does not refund its meals.

Awen's Odd-Parcel Delivery ​

Find Awen during a raid and switch his interaction group to "Odd-parcel delivery". If he is absent nearby, a winged dispatch box appears near your entry point, marked as "Awen's odd-parcel dispatch" on the map.

Read the invoice and choose a parcel. Declining costs nothing. The parcel appears beside you; interact to pick it up, then carry it to the map's "Odd-parcel receipt desk". The desk is normally placed at a reachable location 28-45 metres from where you accepted the order.

  • Quacking Egg: a giant duck egg with a beak and wings. It periodically quacks while you carry it around, attracting nearby enemies. Sprinting agitates it faster. At full pressure it bounces, loses 16 integrity and tries to land in a nearby clear spot. Standing still calms it; setting it down calms it faster.
  • Angry Soda: an oversized can with foam and a bent straw. Pressure builds while carried and rises faster when you sprint. Set it down to vent. At full pressure it erupts into a foam fountain, loses 22 integrity and tries to bounce into a clear spot.

The parcel's light strip shows pressure. Its interaction label shows pressure and integrity. Interact again to pick up or set down; switch to "Parcel details / cancel" to check the distance and expected payout or cancel the order. The order ends if integrity reaches zero.

Carry the parcel close to the receipt desk and choose "Deliver odd parcel". The enormous stamp comes down, celebration particles fly, and cash is paid directly. Payment is 1200 plus 12 times the remaining integrity, reaching 2400 for an undamaged parcel. If payment is temporarily unavailable, interact again to retry.

You may accept two orders per raid. Cancelled orders, ruined parcels and leaving the delivery area still use their accepted slots. Moving between areas of the same raid does not reset the allowance. Parcels are supplied by the activity; they take no backpack space and do not replace your equipment.

The egg's calls can serve as a temporary lure. Stop and let it settle when you need quiet. Plan resting spots for soda, set it down to vent, then carry on.

Dingdang's Dangerous Prototypes ​

First, take Dingdang's commission. Once your affinity with Dingdang reaches level 10, she offers "Dingdang's commission: dangerous prototypes" at base. Choosing it accepts the commission; Dingdang tells you about the over-spec rigs she's been building out back, and the commission completes as soon as the conversation ends. You only do this once.

After that, her prototype bench turns up at random on ordinary raids: roughly 45% of raids, at no fixed time, on open ground somewhere between a dozen and thirty metres from you, marked on the map as "Dingdang's prototype bench". Each bench holds just one prototype, also chosen at random. If Dingdang herself is on the map that raid, she lends the same rig.

Hold the gun you want to test; the rig attaches to it when borrowed. Once the pressure lights fill, fire normally to release an extra experimental attack. Your gun still fires and consumes ammo as usual.

  • Duckback Mk.I Overdrive: charges every 2 seconds and vents a 26-metre jet over two metres wide for 140 per enemy, throwing you well back. Land 6 jet hits within 150 seconds.
  • Ricochet Sun Unbound: charges every 1.4 seconds; the beam bounces off walls up to 5 times across 60 metres. Direct hits do 30, bounced hits start at 160 and gain 25 per extra bounce. Land 3 bounced hits within 150 seconds.
  • Quackrail Cannon: charges every 3.5 seconds and punches a slug through every enemy in a 70-metre line for 260 each, stopping only at walls, with even harder recoil than Duckback. Land 6 hits within 150 seconds.
  • Thunderbill: charges every 1.2 seconds and cracks chain lightning at the first enemy within 24 metres of your aim, then jumps to the nearest next enemy within 9 metres, up to 7 enemies; 70 on the first hit and 6 less per jump. Rack up 12 jumps within 150 seconds.
  • Grand Finale: charges every 3 seconds and lobs a huge firework at your aim point (up to 30 metres): 110 on landing, then 12 coloured bomblets for 45 each. Land 10 main or bomblet hits within 150 seconds.

Switching guns hides the rig; switch back to the original gun to continue while the timer keeps running. You may borrow again after timing out or returning early. Death or ending the raid recalls the rig; it is not equipment you can take home. The pressure lights fill segment by segment, and when full the muzzle flashes a star with a chime; while holding Ricochet Sun, a guide line traces the beam's first two bounces.

After passing, return to the bench (or Dingdang) and choose "Return and claim reward" for 1 Cold Quench Fluid; if your bag is full it is placed beside the return point, and a failed delivery can be retried. Once claimed, that raid's bench is closed.

Quackrail and Thunderbill both love crowds: line enemies up before firing the rail, or wait for them to bunch before calling the lightning. Grand Finale is lobbed, so it clears low walls.