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Wuling Early Warning Terminal

ARKNIGHTS: ENDFIELD YINGLUNG PASS AREA DEFENSE

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Endfield Hub Team
Updated: 2026-09-05
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Yinglung Pass is one of the Wuling regions added in Version 1.4, and the Early Warning Terminal at its Xiranflow Cloudseeder Station outpost runs the same Area Defense tower-defense mode you already know from the rest of the map. This page is the stage-specific companion to that full Area Defense guide: it gives you the exact turret loadout and placement for every level here, so you can clear all four with as little manual play as possible.

The stage now runs four levels. Levels 1 to 3 shipped with Version 1.4, and Version 1.5 raised the Xiranflow Cloudseeder Station level cap to open Level 4. Each level has two modes. Operator Intervention gives you fewer turret slots, so you have to help the turrets by fighting from the second floor. Auto-Defense unlocks after you clear a level in Operator Intervention and hands you extra turret slots, which is enough to make the level run fully AFK. On Levels 1 to 3 that bonus is exactly two slots, so those builds always start from the Operator Intervention layout and add two turrets for Auto-Defense.

Overview & How It Works

Every map at Yinglung Pass is built across two tiers, a ground floor and a second floor, with enemies pushing along a bottom lane and a top lane toward your objective. Turrets do not fire unless a Xiranite Pylon is powering them, so the golden rule is simple: whenever you drop a cluster of turrets, drop a pylon next to it, and whenever you move turrets between floors, move the pylon so it still covers them.

In Operator Intervention the bottom lane almost always holds itself once the turrets are down. The lane that needs your attention is the top one, so you park your operator on the second floor and hold auto-attack to slow the enemies while the mortars finish them. You do not need skills for this, and you can afford to leak a few small enemies (the wave tolerance is roughly five small enemies or two big ones before you fail), so do not panic over the occasional runner. The turret counts per level are:

LevelOperator InterventionAuto-Defense
Level 14 turrets6 turrets
Level 26 turrets8 turrets
Level 38 turrets10 turrets
Level 4Not documented yet11 turrets

Turrets You Will Use

You only need a handful of turrets across all four levels. The one distinction to burn into memory is the purple Marsh Gas Mk I versus the gold Acid Soaker Mk I: they look similar in the deploy menu but do opposite jobs.

TurretWhat it does
Sledgehammer MortarLong-range AoE artillery with homing shots. The main damage turret and your groups-killer on every level.
Marsh Gas Mk I (purple)Drops a gas cloud that slows enemies in an area. Buys time for the mortars, does not shred defense.
Acid Soaker Mk I (gold)Reduces the defense of enemies in range so every other turret hits harder. Used on the Level 3 boss.
Electrocharger Model A2Electric turret that clears the small enemies streaming through the middle of Level 2.
Torrent Gun TowerStrong single-lane tower. Anchors the top side on Level 2 and Level 4.
AF1 Armor FraggerFlamethrower that spawn-kills weak enemies and still hits buffed, armored targets. The Level 2 bottom-lane anchor.
Xiranite PylonPower source. Place one next to every turret cluster or nothing fires.

Level 1 Setup

Start with Operator Intervention, which allows four turrets. Drop your first Sledgehammer Mortar on the ground-floor lane and power it with a Xiranite Pylon right beside it.

Yinglung Pass Level 1 Operator Intervention, Sledgehammer Mortar placed on the ground-floor lane

Level 1: first Sledgehammer Mortar on the ground-floor lane, powered by a Xiranite Pylon

Near the center of the map, drop a Marsh Gas Mk I to slow everything coming through. Make sure it is the purple gas turret, not the gold Acid Soaker.

Yinglung Pass Level 1 Marsh Gas Mk I placed near the center of the map to slow enemies

Level 1: Marsh Gas Mk I near the center, the purple slow turret and not the gold Acid Soaker

Add two more Sledgehammer Mortars covering the other side of the road, so you end up with three mortars plus one Marsh Gas for your four slots. Keep a pylon in range of each mortar pair.

Yinglung Pass Level 1 Sledgehammer Mortars on the ground-floor lane powered by a Xiranite Pylon

Level 1: the ground-floor Sledgehammer Mortars, each within range of a Xiranite Pylon

Now head up to the second floor. The bottom lane holds on the turrets alone (in a lot of testing it almost never leaks), so ignore it and focus on the top lane. Hold left-click to auto-attack the enemies as they spawn, back up slightly to buy time, and let the mortars land the finishing hits. No skills required.

Yinglung Pass Level 1 clearing the top lane manually from the second floor

Level 1: hold the top lane manually from the second floor while the mortars finish enemies

Once that clear is done, switch to Auto-Defense for two extra turret slots. Keep the four ground-floor turrets exactly as they are. On the second floor add a Marsh Gas Mk I and another Sledgehammer Mortar, then reposition the Xiranite Pylon so it powers all three top-side turrets. Start the battle and leave it: the top-side gas slows the wave, the mortars (including a bottom-side one that reaches the top lane) clean it up, and you never touch the controls.

Yinglung Pass Level 1 Auto-Defense, Marsh Gas and Sledgehammer added on the second floor

Level 1 Auto-Defense: add a Marsh Gas and a Sledgehammer up top, then move the pylon to cover all three

Level 2 Setup

Level 2 has two lanes to hold and only six turrets in Operator Intervention, so placement matters more here. Start on the bottom side with an AF1 Armor Fragger. Position is critical: count along the enemy spawn row and place it on the sixth tile, on the right of the red line. Only from there can it spawn-kill and still reach the buffed big enemies when they appear. Power it with a pylon.

Yinglung Pass Level 2 AF1 Armor Fragger placed on the bottom-lane spawn tile

Level 2: AF1 Armor Fragger on the sixth spawn tile (right of the red line) to spawn-kill the bottom lane

Next, build the electric line up the stairs. Place an Electrocharger Model A2 just before the stairs, then a Marsh Gas Mk I on the first deployable tile at the top of the stairs, then a pylon, then two more Electrocharger Model A2 around that zone (roughly one tile right of and below the fence). Exact tiles are forgiving here, so anywhere in that pocket works.

Yinglung Pass Level 2 three Electrocharger Model A2 and one Marsh Gas Mk I around the stairs

Level 2: three Electrocharger Model A2 plus one Marsh Gas Mk I around the stairs

Finally, anchor the top side with a Torrent Gun Tower placed right on the red line, powered by a pylon. That completes the six-turret Operator Intervention build.

Yinglung Pass Level 2 Torrent Gun Tower placed on the red line on the top side

Level 2: Torrent Gun Tower on the red line, top side, then stay on the second floor

Stay on the second floor and hold auto-attack on the top lane. The AF1 Armor Fragger spawn-kills the bottom lane and even tags buffed units as they appear, so bottom-side leaks are rare. Note that some enemies drop bombs when hit, and those bombs damage the adds around them, so hitting them early works in your favour.

For Auto-Defense, add two turrets on the top side: drop a Marsh Gas Mk I in the corner, shift the Torrent Gun Tower over by one tile, and add another Electrocharger Model A2 on the first deployable tile in front. Move the pylon so it powers all three. That is the AFK build.

Yinglung Pass Level 2 Auto-Defense with an added Electrocharger Model A2 and Marsh Gas beside the Torrent Gun Tower

Level 2 Auto-Defense: add a Marsh Gas and an Electrocharger beside the shifted Torrent Gun Tower

Level 3 Setup

Level 3 is the easiest of the Version 1.4 trio despite being the last of them. The whole stage funnels down a single lane, so you can brute-force it. In Operator Intervention you get eight turrets: use seven Sledgehammer Mortars lined up along the lane, spaced about one deploy-range apart, each powered by Xiranite Pylons.

Yinglung Pass Level 3 seven Sledgehammer Mortars lined up along the single lane

Level 3: seven Sledgehammer Mortars down the single lane, powered by Xiranite Pylons

The eighth turret is an Acid Soaker Mk I, placed where the boss idles for a long stretch so it shreds the boss's defense. With the defense reduction the mortars deal roughly 2,000 to 3,000 more damage per hit instead of the usual 12k to 13k. Position it so a nearby pylon powers it as well.

Yinglung Pass Level 3 Acid Soaker Mk I placed on the boss idle spot to reduce its defense

Level 3: Acid Soaker Mk I on the boss idle spot for the defense shred

The boss actually helps you: it groups the swarming adds together with its water tornado, which turns them into free AoE kills for the mortars, and the mortars' homing shots delete the rolling enemies on their own, so you do not need a push-back turret. Between the grouped adds and the shredded boss, the lane rarely gets close to failing.

For Auto-Defense, add two more Sledgehammer Mortars behind the line for ten turrets total. This is genuinely overkill, since eight already clears comfortably, so treat the extra two as insurance rather than a requirement.

Yinglung Pass Level 3 Auto-Defense with two extra Sledgehammer Mortars added behind the line

Level 3 Auto-Defense: two extra Sledgehammer Mortars behind the line for insurance

Level 4 Setup

Level 4 is what the Version 1.5 level-cap increase on the Xiranflow Cloudseeder Station outpost unlocked, and it is the biggest layout on the stage. The Auto-Defense build below runs 11 turrets: seven Sledgehammer Mortars, three Marsh Gas Mk I, and one Torrent Gun Tower, split across three firing positions covering the left, right, and top approaches. Each position gets its own Xiranite Pylon, so budget three of them on top of the turret count.

Left side, the main battery. Five Sledgehammer Mortars sit in the middle of the bottom approach with a single Marsh Gas Mk I in front of them. This is where most of the wave dies: the gas cloud holds enemies inside the splash radius while five sets of homing shells cycle onto them. Keep the mortars tight enough that one pylon covers the whole group.

Xiranflow Cloudseeder Station Level 4 Auto-Defense, five Sledgehammer Mortars and one Marsh Gas Mk I holding the left approach

Level 4: five Sledgehammer Mortars with one Marsh Gas Mk I on the left approach

Right side. One Sledgehammer Mortar plus one Marsh Gas Mk I covers the right lane. This pair does not have to kill everything on its own, it only has to slow and thin the runners that peel off before the left battery picks them up, so a single pylon between the two is enough.

Xiranflow Cloudseeder Station Level 4 Auto-Defense, one Sledgehammer Mortar and one Marsh Gas Mk I covering the right lane

Level 4: one Sledgehammer Mortar and one Marsh Gas Mk I on the right lane

Top side. One Sledgehammer Mortar, one Marsh Gas Mk I, and the Torrent Gun Tower cover the top lane. The Torrent Gun Tower is the anchor here, exactly as it was on Level 2: it holds a single lane by itself, and the Marsh Gas dropped in front of it keeps enemies parked inside its firing arc long enough for the mortar to land shells on them.

Xiranflow Cloudseeder Station Level 4 Auto-Defense, Sledgehammer Mortar, Marsh Gas Mk I and Torrent Gun Tower on the top lane

Level 4: Sledgehammer Mortar, Marsh Gas Mk I and Torrent Gun Tower anchoring the top lane

The shape is the same one that carries Levels 1 to 3: one Marsh Gas per firing position to hold enemies still, Sledgehammer Mortars behind it to do the damage, and a Xiranite Pylon inside range of every cluster. We have not documented the Operator Intervention slot count for Level 4 yet, and you do need that clear first to unlock Auto-Defense. Run a trimmed version of this build for it, dropping the right-side pair before you touch the left battery, then place the full 11 turrets above once Auto-Defense opens up.

That is all four Yinglung Pass levels covered. For the wider system (turret tier list, Risk Levels, Xiranite power chains, and the other Wuling outposts), head back to the full Area Defense guide. If you are still building out the region, the Wuling region guide and factory guide cover the power and progression that unlock these stages.

Frequently Asked Questions

Frequently Asked Questions

Where is the Yinglung Pass Area Defense stage in Arknights: Endfield?

Yinglung Pass is a Wuling region added in Version 1.4, and the Early Warning Terminal that runs its Area Defense tower-defense mode belongs to the Xiranflow Cloudseeder Station outpost. The stage now ships four levels, each playable in both Operator Intervention and Auto-Defense. Level 4 arrived with the Version 1.5 outpost level-cap increase.

What is the difference between Operator Intervention and Auto-Defense at Yinglung Pass?

Operator Intervention gives you fewer turret slots and expects you to fight alongside the turrets, so you hold the top lane manually from the second floor. Auto-Defense unlocks after you clear a level in Operator Intervention and grants two extra turret slots per level, which lets it run fully AFK.

How many turrets do I need for each Yinglung Pass level?

Level 1 uses 4 turrets in Operator Intervention and 6 in Auto-Defense. Level 2 uses 6 and 8. Level 3 uses 8 and 10. Across Levels 1 to 3 the Auto-Defense slots are just the Operator Intervention build plus two more turrets. Level 4 runs 11 turrets in Auto-Defense: 7 Sledgehammer Mortar, 3 Marsh Gas Mk I, and 1 Torrent Gun Tower.

Which turrets matter most at Yinglung Pass?

The Sledgehammer Mortar is the workhorse thanks to its homing AoE shots. Marsh Gas Mk I (the purple slow turret) buys time, and Acid Soaker Mk I (the gold defense-shred turret) is what makes the Level 3 boss die faster. Do not confuse the purple Marsh Gas with the gold Acid Soaker, they do completely different jobs.

Do I always need the Xiranite Pylon?

Yes. Turrets at Yinglung Pass only work when a Xiranite Pylon powers them, so drop a pylon next to every cluster. When you move turrets between the ground floor and the second floor, reposition the pylon so it still covers all of them.

Is there a Level 4 at Yinglung Pass?

Yes. Version 1.5 raised the level cap on the Xiranflow Cloudseeder Station outpost in Yinglung Pass, which opened Level 4. The Auto-Defense clear uses 11 turrets: 7 Sledgehammer Mortar, 3 Marsh Gas Mk I, and 1 Torrent Gun Tower, split across a left, a right, and a top firing position.

What is the best Xiranflow Cloudseeder Station Auto Defense Level 4 layout?

Split 11 turrets across three firing positions. Left, covering the bottom approach, takes 5 Sledgehammer Mortar behind 1 Marsh Gas Mk I and does most of the killing. Right takes 1 Sledgehammer Mortar and 1 Marsh Gas Mk I to thin the runners on that lane. Top takes 1 Sledgehammer Mortar, 1 Marsh Gas Mk I, and 1 Torrent Gun Tower, with the Torrent Gun Tower anchoring the lane. Drop a Xiranite Pylon beside each of the three clusters or nothing fires.

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