Help:Resource Farming

This article aims to provide advice on the better ways to farm the main resources (FuelAmmunitionSteelBauxite) and consumables (Instant repairInstant construction MaterialDevelopment materialImprovement material).

As some general rules
  • Expeditions are the best way to gain most resources, with the advantage of being AFK compatible,
  • Quests are often the better way to farm consumables, especially screws Improvement material,
  • Sorties generally provide the greatest hourly gain for any resource/consumable, but at the cost of more active playtime and some other resources.
Notes
  • Special resources are not detailed here, as they are difficult to "farm", please refer to each individual page for more details.
  • Only repeatable quests are listed on this page, as they are the most relevant in a "farming mindset",
    • One-time quests can also be a major source of resources. Please refer to Quests for more details.
  • Except for screws, monthly expeditions are also omitted here, as while they reward great amounts of resources and consumables, they are incompatible with a "farming mindset",
  • Events and limited-time quests are often a great way to gain all types of consumables, with some events introducing great resource farming spots.
    • Please refer to the current event's page for more details on such addition.

General Tips

Sortie Tips

Resources in sorties are gained from Resource Nodes and Scraping dropped ships.

  • Using the lightest possible fleet is recommended to reduce the average sortie costs and so maximize gains.
  • For resource nodes, using appropriate gear ( / / ) is essential to maximize gains:
Normal Resource Nodes Gain Modifiers
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name    
(& 7-3 O  )
    
  
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
3.0 2.0 0.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  2.0 1.5 0.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
All ships 0.0
Resource Cap N/A
Random Resource Increments 5 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
Special Resource Nodes Gain Modifiers
Type 1
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 2-4 A  
3-2 I  
3-4 K/O  / 
2-5 5-4 I
 
5-5 E
 
7-4 O
M
 
N
 
   
  A Toku Daihatsu Landing Craft 
Daihatsu Landing Craft 
Armed Daihatsu 
DLC + T89 Tank 
DLC + Panzer II 
Soukoutei 
Toku DLC + Ho-Ni Tank 
~35% of +1
if 4+ used[2]
5.0 10.0 15.0 10.0 7.0 10.0
  Ka-Mi Tank 
Ka-Tsu Tank 
Ka-Tsu Tank Kai 
  B Drums  0.0 10.0 5.0 10.0 15.0 8.0 6.0
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Souya 
 
 
0.0 0.0 0.0 0.0 0.0 22.0 16.0
AO 15.0 10.0
BBV 10.0 10.0
LHA 8.0 7.0
CVL 7.0 4.0
AV 6.0 5.0
AS 5.0 5.0
Other types 0.0 0.0
Resource Cap 2 150 150 180 180 200 120
Random Resource Increments 0/1 0 0 0 0 0 0
Notes:
  1. If the total value has a decimal, only the rounded-down value is applied.
  2. Exact values still under investigation

Sources: [1] [2] [3] [4]

Special Resource Nodes Gain Modifiers
Type 2
Equipment / Ship Bonus Gains (per DLC / Ship)[1]
Type Name 1-6 3-5
N G
 
G
 [2]
M
 
M
 [2]
J
 
J
 [2]
 
 
A 1 Toku Daihatsu Landing Craft  0.0 6.00 0.3800? 12.00 0.?? 24.00 0.??
2 Ka-Tsu Tank Kai  5.50 0.?? 11.00 0.?? 22.00 0.2??
3 Daihatsu Landing Craft  5.00 0.0350? 10.00 0.?? 20.00 0.??
4 Ka-Tsu Tank  4.50 0.?? 9.00 0.?? 18.00 0.2??
5 Armed Daihatsu  2,50 0.0720? 5.00 0.?? 10.00 0.??
6 DLC + T89 Tank 
DLC + Panzer II 
1.50 0.0100? 3.00 0.?? 6.00 0.??
7 Soukoutei 
Toku DLC + Ho-Ni Tank 
1.10 0.0200? 2.20 0.?? 4.40 0.??
8 Ka-Mi Tank  0.75 0.0041? 1.50 0.?? 3.00 0.??
  B Drums  0.0 N/A 0.0 N/A 10.0 N/A
  C Toku DLC + 11th Reg 
M4A1 DD 
Toku DLC + Panzer III 
Toku DLC + Chi-Ha 
Toku DLC + Chi-Ha Kai 
Toku DLC + Panzer III J 
0.0
Ship Kinu Kai Ni [3] 5.0 N/A 10.0 N/A 20.00 N/A
Other Ships 0.0 0.0 0.0
Resource Cap N/A 40 80 150
Random Resource Increments N/A 0 0 0
Star Bonus[2]
[math]\displaystyle{ \text{Bonus}_\text{Star} = \sum_\text{All Types} \text{N}_\text{Type}^2 \times \sqrt{\text{N}_\text{Star Type} } \times \text{Star Bonus}_\text{Type} }[/math]
With
  • [math]\displaystyle{ \text{Bonus}_\text{Star} }[/math] the total bonus resource gain bonus for the fleet,
  • [math]\displaystyle{ \text{N}_\text{Type} }[/math] the number of craft of a given type (A1 to A6),
  • [math]\displaystyle{ \text{N}_\text{Star Type} }[/math] the total number of stars on a given type,
  • [math]\displaystyle{ \text{Star Bonus}_\text{Type} }[/math] the bonus given by stars of each type.

Notes:

  1. If the total value has a decimal, only the rounded-down value is applied.
  2. 2.0 2.1 2.2 2.3 Exact values an behaviors still under investigation
  3. Those bonuses only appear if any type from A1 to A8 is equipped in the fleet.

Sources: [5] [6] [7] [8] [9]

  • A battle has to be completed (win or loss) after the resource node in order to claim the resources (refreshing the game will not work).
    • Exceptions are resource nodes that are dead-end nodes.
    • Items are rewarded in any situation, so refreshing the game is fine to farm them.
  • In the following guide,   and   are fully interchangeable, and refer to "type A craft"

1-6 Spacial Case

1-6 is a unique case for farming, not listed in the following guide. Unlike all other node types, the final node N in 1-6 rewards great amount of all four resources     , but only for the 7 clearing runs.

  • It is therefore highly encouraged to clear 1-6 each month to earn those easy to get resources,
  • 1-6 additionally reward a   Present Box which is a nice asset for emergency situations.

6-3 Spacial Case

6-3 has "Aerial Reconnaissance Nodes"' and not "resource nodes", being a special kind of nodes only seen here, giving ammo  , bauxite  , and DevMats  .

  • See here for more details.

Expedition Tips

Expeditions come in various types and forms, being each more or less suited for some resources or even farming methods.

  • Regarding resources:
    • Some expeditions will reward a "modest" amount of resources, but on a short timer, being great on an "hourly gain" perspective, being more suited alongside active gameplay,
    • Some expeditions will reward a "high" amount of resources, but on a long timer, being great on an "absolute gain" perspective, being more suited alongside AFK periods.
  • Regarding consumables:
    • Some expeditions will reward a "fixed" consumable, being rewarded 50 % of the time,
    • Some expeditions will reward a "GS" consumable, being rewarded with "Great Success" only,
    • Since no expedition rewards more than very few consumables, there is no "long timer" expedition adequate for farming, unless the consumable is a side reward of other resources.
  • For most expeditions, having a "Great Success" is advisable, especially for "short timer" ones.
    • This mostly requires sparkling ships, which is time-consuming, but still worth it when trying to reach greater hourly gains,
    • See Success Conditions for more details.

Quest Tips

Quests are mostly used to farm consumables (    ).

  • While it is ideal to use the lightest fleets possible to maximize primary resource gains, it is more important to use fleets that reliably clear the quests.

Landing Craft Carriers

Here is a list of the Landing Equipment  /  capable ships, used in sorties and expeditions.

Ships that can equip Landing Craft / Amphibious Vehicles
Type Landing Craft   Both   &   Amphibious Vehicle  
DD                                            Kai Ni D      Kai Ni D      Kai Ni D          Kai Ni D      Kai Ni              
CL      Kai Ni D          Kai Ni Toku    
CAV  Kai Ni Toku
(F)BB(V)    Kai Ni Juu    Kai Ni C  
CVL      Kai Ni Sen
AV                  Kai Ni Toku
AO      
LHA          
SS(V) All
RE

  Soukoutei (Armored Boat Class) : Shinshuu Maru 
 

   Ka-Tsu tanks 
 
: I-36 
 
 · I-41 
 
 · I-47 Kai  · I-58 Kai 

[edit]

Fuel Fuel

1-3

Node D is a "normal resource node" rewarding 10~20  

  • The maximum possible   Landing Craft and   Amphibious Vehicles should be equipped to maximize fuel gain.
    •   Drums  work as an inferior substitute.
    • Only using those equipment in the fleet is a viable solution.
  • When lacking enough Amphibious Vehicles for SS(V), Drum-capable SS are recommended as a substitute.
  • When using an AO, the reach rate is 100 %, but is only 80 % when using an AV instead.
  • Once the first battle is complete, "retreat" and "resupply" before going back out.

If done correctly, this can result in an outstanding fuel gain that can surpass expedition gains.

  • Using "cheap" ships to refuel in the fleet (such as Kamikaze-class and Mutsuki-class) will optimize the fuel consumption/farming.
  • It is alternatively possible to use throwaway DDs with Drums that are never refuelled until they are critically damaged, and then scrapped to save on resources (do not forget to remove their Drums before scrapping).
Recommended Fleets
  • Kamoi/Souya, 4-5DD, 0-1SS(V)
  • 1AV/AO, 4-5DD, 0-1SS(V) (if lacking those AO)
  • Route = A D B E
Equipment Setups
Ship Type Equipment Notes
DD/AO/AV       can serve as Landing Craft substitutes if the DD cannot carry Landing Craft.
SS(V)      are also viable options when lacking enough Amphibious Vehicles.
  • Drum-capable SS are also recommended as a substitute.

1-3 Souya Immortal Farming[1]

Thanks to her incredible Luck (77+) and Armor (62) stats, Souya (AGB) (not AGS nor AGL) can exploit damage mechanics to farm on fuel on 1-3.

When setup like that, Souya can be sortie alone on 1-3,

  • She will follow the route A D B E
  • One the battle of Node E, thanks to how damages are calculated in Kancolle, she will be virtually immune to damages and so will survive the battle almost every time,
  • Once the battle is completed, the sortie can be ended to gather the fuel and restart a run,
  • It is possible to farm about 900+ fuel/h "risk free" using this method.
Note
  • The method only works on 1-3 Node E, other battles being able to damage Souya.

7-4

7-4 is a great "risk free" place to farm both fuel and bauxite.

  • See the 7-4 map page for more details.

4-3

Node B is a "normal resource node" rewarding 30~90  .

It is possible to use this map to farm both fuel and bauxite. This requires the use of either an AV or AO and will go through 2 combat nodes.

Recommended Fleets
  • 1AV/AO, 1CL, 2DD, 2CLT (Fast)
  • Route = A B G J
    • Node A should not present much difficulty, however, node G may present some challenge to pass.
    • AV, CLTs, and CLs carrying  Minisub Midget Submarine can be useful for taking out many of the ships in node G during the Otorp attack, to minimize damage taken.
    • Slow AV/AO needs to be Fast (see Improving Ship Speed).
    • Due to the danger this path has, bringing   to gain extra resources can be optional.
Equipment Setups
Ship Type Equipment Notes
DD       can serve as Landing Craft substitutes. Using a combat setup is also viable when having trouble passing this route.
CL/CLT    Minisub
 Minisub  
   Recon
 Minisub will take out some enemies earlier. Some OASW setup is recommended to pass the 1st node, but can be replaced by a more standard setup if this part is not troublesome.
AV  Bomber Bomber Minisub A setup giving both an Otorp and an airstrike.
AO     Outside of   carrier, AO do not have a standard setup. The general rule is to make them as less of a dead weight as possible, usually giving them guns, planes, or armor.

Short
Expedition Timer Hourly
Yield
Side
Resource
05 01:30 133    
21 02:20 137   
38 02:55 144   
Long
Expedition Timer Total
Yield
Side
Resource
05 01:30 200    
16 15:00 500      
19 06:00 400      
21 02:20 320   
24 08:20 500    
38 02:55 420   
40 06:50 300     

Ammunition Ammunitions

2-4

Node N is a "normal resource node" rewarding 20~60  

When doing   DevMat farming, it is possible to further advance to node N with some fleets.

  • See below for more details.
Recommended Fleets
  • 1-2AO, 1AV/AS, 1-2CVL, 1-3CL(T), 0-2SS(V)
  • Route = B C G H I K N / B G H I K N (not 100% routing)
    • It is recommended to use CVL instead of CV(B) for 60 % of avoiding the maelstrom node.

3-2

Node B is a "normal resource node" rewarding 50~150  

It is recommended to use a throwaway DD equipped with  / , and one Repair Personnel 
 
.

  • This saves on spending resources while completing the sortie. Alternatively, a set of good DD can be used, but they will need to be repaired, slowing down the farming rate.
  • If the battle on A critically damages the DD, select to use the Repair Personnel and continue onward.
  • The Repair Personnel is not consumed while doing this process.
  • Once complete, remove the Repair Personnel from the DD, that can now be scrapped, and repeat.

Another method is to send a fleet of 3-6SS(V) using  . This method brings a bit greater return at a higher risk and has steeper requirements.

Doing this farming will bring a lot of "losses", which can impact the overall win rate and so the "event eligibility".

Recommended Fleet
  • 1DD
  • 3-6SSV
  • Route = A B
Equipment Setups
Ship Type Equipment Notes
XX       can serve as Landing Craft substitutes.
SS(V)      are also viable options when lacking enough Amphibious Vehicles.
  • Drum-capable SS are also recommended as a substitute.

Short
Expedition Timer Hourly
Yield
Side
Resource
02 00:30 200   
05 01:30 133    
37 02:45 138   
Long
Expedition Timer Total
Yield
Side
Resource
13 04:00 300    
16 15:00 500      
37 02:45 380   
40 06:50 300     

Steel Steel

1-4

Node C is a "normal resource node" rewarding 10~20  

  • Also rewads the same quantity of   or  .

Not a great place to farm  . This is mitigated by the easy route, low cost, and the other resources gained.

Recommended Fleets
  • 0-1AV, 1-2CVL, 3DD, 1SS(V)
  • Route = B C F J H
    • There is a random chance to go on the South route instead.
Equipment Setups
Ship Type Equipment Notes
DD       can serve as Landing Craft substitutes.
CVL     
 /  &   
As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
  • Using   capable CVL is also a viable option to maximize gains.
SS(V)      are also viable options when lacking enough Amphibious Vehicles.
  • Drum-capable SS are also recommended as a substitute.
AV  Bomber Bomber Minisub
   
Either a setup giving both an Otorp and an airstrike, or resource focused.

Short
Expedition Timer Hourly
Yield
Side
Resource
03 00:20 120   
20 02:00 75   
37 02:45 98   
38 02:55 69   
Long
Expedition Timer Total
Yield
Side
Resource
15 12:00 300    
18 05:00 300   
37 02:45 270   
38 02:55 200   

Scrapping unwanted drops is an excellent source of  .

  • Larger ships will provide more steel when scrapped.
  • Remember that any equipped gear will also be scrapped in the process, adding some resources, unless the "unequip" switch is toggled.

Bauxite Bauxite

2-2

Node A is a "normal resource node" rewarding 10~20  

  • This map is ideal for farming Transport kills for Bw3 and Bw4, as node B contains 2 Transports and can be reached consistently
  • Node A gives bauxite, and even with multiple carriers in the fleet, it is possible to break even on bauxite consumption and even make a net gain.
  • In addition, many medium ships (mostly CAs) will be dropped, that can be scrapped for a reasonable amount of steel  .
Recommended Fleets
  • 3-6CV(L)/BBV, 0-3XX
  • 3CVL, 3CAV/CL
  • Route = C B A
Equipment Setups
Ship Type Equipment Notes
XX       can serve as Landing Craft substitutes.
  • Using a  Minisub on capable ships is recommended to reach an opening clear.
CVL  / 
 /  &   
As no air power is required, this setup maximizes the CVL's airstrike capability and gives them CVCI capabilities to clean up any survivors.
  • Using   capable CVL is also a viable option to maximize gains.

7-4

7-4 is a great "risk free" place to farm both fuel and bauxite.

  • See the relevant page for more details.

4-3

Node J is a "normal resource node" rewarding 50~100  

It is possible to use this map to farm both fuel and bauxite. This requires the use of either an AV or AO and will go through 2 combat nodes.

Recommended Fleets
  • 1AV/AO, 1CL, 2DD, 2CLT (Fast)
  • Route = A B G J
    • Node A should not present much difficulty, however, node G may present some challenge to pass.
    • AV, CLTs, and CLs carrying  Minisub Midget Submarine can be useful for taking out many of the ships in node G during the Otorp attack, to minimize damage taken.
    • Slow AV/AO needs to be Fast (see Improving Ship Speed).
    • Due to the danger this path has, bringing   to gain extra resources can be optional.
Equipment Setups
Ship Type Equipment Notes
DD       can serve as Landing Craft substitutes. Using a combat setup is also viable when having trouble passing this route.
CL/CLT    Minisub
 Minisub  
   Recon
 Minisub will take out some enemies earlier. Some OASW setup is recommended to pass the 1st node, but can be replaced by a more standard setup if this part is not troublesome.
AV  Bomber Bomber Minisub A setup giving both an Otorp and an airstrike.
AO     Outside of   carrier, AO do not have a standard setup. The general rule is to make them as less of a dead weight as possible, usually giving them guns, planes, or armor.

Short
Expedition Timer Hourly
Yield
Side
Resource
06 00:40 120  
B1 00:35 51    
45 3:20 66   
Long
Expedition Timer Total
Yield
Side
Resource
11 05:00 250   
15 12:00 400    
45 3:20 220   
35 07:00 280    

Instant repair Instant Repair Materials

2-4

Node A is a "special resource node" rewarding 1  .

Farming this map can prove a bit frustrating because of the random routing at node C.

  • It is recommended to farm for   DevMats too, as they are rewarded on the off-route path (see below).
  • It is additionally recommended to bring 1  Surface Surface Radar on each girl to diminish the resource losses on the storm maelstrom.
Recommended Fleets
  • 3CV, 2-3CA(V)/CL/SS(V), 0-1DD
  • Route = B C F A
    • 50 % chance to route to A, 50 % to G
    • No CVL allowed and 1DD max, otherwise, the routing to A becomes even worse.
Equipment Setups
Ship Type Equipment Notes
CA(V)/CL/DD       The   should be whatever brings the most combat/AA power to the ship, being   for an AACI setup, or   for air power.
 /    The   can preferably be a  Minisub if equipped on capable CAV/CL, or a Surface Radar otherwise.
CV     
    
At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
  • It is recommended to use carriers with at least "medium range", so that their attack takes priority over the other ships. See Range for more details.
  • The Radar can be used to block the largest slot and limit bauxite losses.
SS(V)   
  
When using a SS, it should either use torpedoes to maximize damage, or   to bring additional buckets.

Expedition Timer Yield Side
Resource
Left Right
Short
02 00:30 1 0   
04 00:50 1 0   
A2 00:55 0 1     
41 01:00 0 1    
Long
None

  Daily
Quest Type Yield Notes
Bd2   1
Bd4 2
Bd5 1
Bd7 1
Bd8 1
Ed1   2
Fd2   1
Fd5 1
Fd8 1
G2   1
  Weekly
Quest Type Yield Notes
Bw4   3
Bw5 2
Bw8 1
Fw3   1
Fw4 5
 Monthly
Quest Type Yield Notes
Bm4   3
Bm8 4 Choice
Cm1   2
Cm2 2 Choice
 Quarterly
Quest Type Yield Notes
Bq3   4
Bq13 10 Choice
Cq4   4 Choice
Seasonal
Quest Type Yield Notes
Cs2   5 Choice
Yearly
Quest Type Yield Notes
By1   8 Choice
By2 6 Choice
By3 5 Choice
By4 5 Choice
By12 9 Choice
Cy1   5 Choice
Cy2 4 Choice
Cy3 3 Choice
Cy4 4 Choice
Cy11 3 Choice
Cy12 2 Choice
Dy1   5 Choice
Dy2 4 Choice
Dy5 6 Choice
Dy8 5 Choice
Gy1   1 Choice
Gy2 2 Choice
Gy3 2 Choice

Instant construction Material Instant Construction Materials

2-1

Node E is a "normal resource node" rewarding 1  .

  • This map does not pose any challenge, also being a good enough spot to farm steel   from drops.
  • This map should be cleared alongside quest Bd7.
Recommended Fleet
  • 1AV, 1CL, 4DD (Fast)
  • Route = C E H
    • The AV guarantees routing to node E,
    • A slow fleet will hit one extra combat node.
Equipment Setups
Ship Type Equipment Notes
DD    Air Standard setup for DD, with some AA emphasis, with at least one AACI being recommended.
  • Putting more CL and CA in the fleet would still work, but at a greater cost.
CL     Setup for CLs that are capable of Artillery Spotting. For those that are not, simply replace the seaplane with a radar.
AV     The main role of the AV is to bring air power, with 81 being needed to reach AS on the boss.
  •  Minisub and  Bomber can be used if enough air power is reached with minimal SPF use.

Expedition Timer Yield Side
Resource
Left Right
Short
07 01:00 1 0   
10 01:30 1 0    
Long
16 15:00 2 0      

  Daily
Quest Type Yield Notes
Bd7   1
Cd1   1
Ed2   1
Fd1   1
Fd4 1
  Weekly
Quest Type Yield Notes
Bw1   2
Gw1   1

Development material Development Materials

2-4

Node G is a "normal resource node" rewarding 1  .

Farming this map can prove a bit frustrating because of the random routing at node C.

  • It is recommended to farm for   Buckets too, as they are rewarded on the off-route path (see above).
  • It is additionally recommended to bring 1  Surface Surface Radar on each girl to diminish the resource losses on the storm maelstrom.
  • After reaching node G, it is possible to refresh the game to save time and resources.
Recommended Fleets
  • 3CV, 2-3CA(V)/CL/SS(V), 0-1DD
  • 3CV(L), 1AO, 2SS(V)
  • Route = B C G H I
    • 50 % chance to route to A, 50 % to G
    • When farming for buckets too, no CVL allowed and 1DD max, otherwise, the routing to A becomes even worse.
  • 1-2AO, 0-1AV/AS, 1-2CVL, 1-3CL(T), 0-2SS(V)
  • Route = B C G H I / B G H I
    • It is recommended to use CVL instead of CV(B) for 60 % of avoiding the maelstrom node.
    • The AV/AS are only needed to reach node N for   farming (not 100% routing).
Equipment Setups
Ship Type Equipment Notes
CA(V)/CL/DD       The   should be whatever brings the most combat/AA power to the ship, being   for an AACI setup, or   for air power.
 /    Those are only useful when trying to farm for buckets as well.
  • The   can preferably be a  Minisub if equipped on capable CAV/CL, or a Surface Radar otherwise.
CV/L     
    
At least 144 fighter power is needed for AS+ on node F. When enough fighters are used to reach this value, the other planes can be bombers to maximize damage.
  • It is recommended to use carriers with at least "medium range", so that their attack takes priority over the other ships. See Range for more details.
  • The Radar can be used to block the largest slot and limit bauxite losses.
SS(V)   
  
When using a SS, it should either use torpedoes to maximize damage, or   to bring additional buckets.
  •   are only useful when trying to farm for buckets as well.
AO/AS       Because of their nature, AO/AS do not have a standard setup. The general rule is to make them as less of a dead weight as possible, usually giving them guns, planes, or armor.

6-3

Nodes G H are "Air Reconnaissance", a unique kind of node, rewarding  ,  , and  .

While this map has the potential to return significantly more DevMats than 2-4, it is also costlier and more difficult. The enemies encountered are strong and any node has the potential to force a retreat. Furthermore, to claim the resources, the boss has to be at least B ranked. This can be a tall order when fighting BB, CA, and DD Hime with a light fleet.

Recommended Fleets
  • 1CL, 4DD, 1AV
  • Route = A C E G H J
Equipment Setups
Ship Type Equipment Notes
DD     Because this map has no air power, the guns can be whatever is best on each DD. The wildcard can be anything that does not interfere with the double attack setup, usually a Radar.
  • This setup can alternatively be swapped with other Night Cut-In setup if available.
     It is advisable to have 1-2 DD on OASW duty, preventing some retreats.
CL    Minisub/ /  The CL can play most roles, being a crucial component to defeat the boss. It should therefore be focused for combat/night battle, carrying additional gears if possible (especially true for 4 slots CL).
AV  Bomber/ / Minisub Akitsushima and Nisshin are the only   LFB capable AV, and so should preferably carry as many planes as possible to maximize gains.
  • Other AV are still viable, with the ability to carry either more  Bomber or one  Minisub.
  •  Recon can be used but are a waste of potential.

Expedition Timer Yield Side
Resource
Left Right
Short
A2 00:55 1 0  
20 02:00 1 0  
41 01:00 1 0   
Long
35 07:00 0 1   

  Daily
Quest Type Yield Notes
Bd1   1
Bd2 1
Bd3 1
Bd5 1
Bd6 2
Cd2   1
Dd1   1
Ed2   1
Fd1   1
Fd2 1
Fd3 2
Fd4 2
Fd7 1
Fd8 1
  Weekly
Quest Type Yield Notes
Bw1   2
Bw2 2
Bw3 3
Bw6 2
Bw7 3
Bw8 1
Bw9 2
Cw1   2
Dw1   3
Dw3 2
Fw2   2
Fw3 7
Gw1   2
 Monthly
Quest Type Yield Notes
Bm1   5
Bm4 3
Bm5 5
Bm7 4
Bm8 4 Choice
Cm2   2 Choice
 Quarterly
Quest Type Yield Notes
Bq4   4
Bq9 4 Choice
Cq1   3 Choice
Cq3 8 Choice
Cq4 4 Choice
Dq1   4
Fq2   2
Fq3 3
Fq4 4
Fq5 8 Choice
Fq6 6 Choice
Yearly
Quest Type Yield Notes
By1   10 Choice
By2 8 Choice
By3 6 Choice
By5 10 Choice
By6 5 Choice
By11 8 Choice
Cy1   4 Choice
Cy2 6 Choice
Cy8 4 Choice
Cy9 6 Choice
Cy10 6 Choice
Cy11 3 Choice
Cy12 7 Choice
Dy3   7 Choice
Dy4 5 Choice
Dy5 4 Choice
Dy7 6 Choice
Dy8 6 Choice
Fy1   10
Fy3 10 Choice
Fy5 5 Choice
Fy6 5 Choice
Fy7 10 Choice
Fy9 8 Choice
Gy1   2 Choice
Gy2 3 Choice
Gy3 3 Choice
Gy4 4 Choice

Improvement material Improvement Materials

As every Expedition rewarding screws are monthly ones, the timer is irrelevant here.

Expedition Yield Notes
Left Right
A6 0 1 Monthly Expeditions
B4 0 1
B5 0 1
B6 0 1
43 0 1
46 0 1
D3 0 1
E1 0 1
E2 0 1

  Daily
Quest Type Yield Notes
Fd6   1
  Weekly
Quest Type Yield Notes
Bw5   1
Bw7 3
Bw7 2
Bw9 3
Bw10 3
Cw1   1
Dw3   1
Fw2   1
 Monthly
Quest Type Yield Notes
Bm3   3
Bm4 4
Bm5 3
Bm6 2
Bm7 2
Bm8 2 Choice
 Quarterly
Quest Type Yield Notes
Bq1   5
Bq2 4
Bq4 4
Bq7 4 Choice
Bq10 4 Choice
Bq11 2 Choice
Cq2   3 Choice
Cq3 3 Choice
Fq1   3
Fq4 4 Choice
Yearly
Quest Type Yield Notes
By1   4 Choice
By4 4 Choice
By5 8 Choice
By7 3 Choice
By12 4 Choice
Cy3   3 Choice
Cy7 3 Choice
Cy8 3 Choice
Cy9 4 Choice
Cy10 4 Choice
Cy12 2 Choice
Dy1   3 Choice
Dy3 3 Choice
Dy4 4 Choice
Dy7 3 Choice
Dy8 4 Choice
Fy1   5 Choice
Fy3 5 Choice
Fy4 4 Choice
Fy5 2 Choice
Fy6 2 Choice
Fy7 8 Choice
Fy8 3 Choice
Fy9 3 Choice
Gy2   2 Choice
Gy4 2 Choice
Fd6 Special Case

Unlike all other quests, Fd6 requires to perform an improvement in order to be completed, meaning that screws have to be consumed.

  • This quest is then to be taken as a "daily improvement 1 screw discount" for any improvement, saving screws in the long term.
  • In addition, as upgrading   Onigiris  up to +6★ cost 0 screw, it is possible to farm some screw by upgrading a ration once a day while doing this quest.

Other Consumables

Special resources are not detailed on this page, as they are difficult to "farm", please refer to each individual page for more details:

See Also