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The last risk probably can't be added. Apart from the fact that you lose the double bomb from the beast, since it almost dies in one fall and then probably goes down to verdant, you don't even get there. You just can't survive the first few lance guys if you take ALL the risks. This run is not optimized, you can probably cut at least an operator, but honestly cutting operators feels a bit unnecessary when it's not even max risk. The Arene tech (i don't have a better name for it, and yeah it doesn't really have anything exclusive to Arene) is really cool in my opinion. I noticed by complete mistake the very obvious fact that you can reatreat the second to last unit to make it so your last unit doesn't spread the guitar burn to the others. I couldn't think of it, i only noticed because it happened by accident in a run. And yeah, Arene should be on solid ground to last longer. But he is not. Why? I don't know. Ask my brain when it wakes up. Deepcolor works really well for baiting the guitar and i used her at lower risk (thank you 4 stars not E1 clear), but at some point i just needed more healing and when you bring 13 units, Deepcolor's summons are very unnecessary. #arknights