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Ok so, i started playing the map 3 hours before CC closed. And um... i didn't see the holes. For 2 hours and a half. LOL. So i noticed the holes 30 minutes before the end of CC and rushed this. The problem is... i don't think i can actually clear a much higher risk. I mean, i wasted 2 hours and a half trying this without the holes because i didn't see them. But that also means that i am pretty sure i can't clear this without holes, so i can take at most 1 weigth enhancement. So let's say i take the weigth +1. At that point rope can't pull down the first caster. I have to put Shaw skil 2 down first, and she will also need a medic to survive against the mage. That means i will start pushing stuff down a lot later. Sure, skill 2 is more efficient than skill 1 here since i can time it to hit multiple enemies unlike the horrible results that skill 1 had, but that's still 20 sp against 6. Plus starting late. It may be possible, since this clear wasn't optimal which means i have some leeway. But i don't think i have any leeway for other risks after that. The risk that makes the bomb slightly better is hard to reach, i can't take the 1 life point thing because i can't find a way to stop the flayer that goes straight up. I also can't deal with a boss. I guess i could unlock other "starting points" in the tree by clearing with higher rarity operators first, but that bomb risk is kind of useless honestly. The other risks ad extra shield guys, which i can kill probably but then the extra leeches are a huge problem, or extra casters which are a huge problem because how do i push down 3 casters at the start if i have 2 shifters? Most other risk seem just as hard honestly. Maybe i could take the easy extra hp for enemies, if i can still kill the leeches fast enough to not leak with Humus, but that's all? It's weird that this is so much harder than the other rotating maps. #arknights