U4GM What Zipline Route Works Best in The Hub Endfield

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Arknights: Endfield Patch 1.1 Hub zipline guide: start up north, sweep Kalkodendra, mushrooms and ore, then cut to recycling for a fast, tidy farming loop.

Patch 1.1 has made resource runs in The Hub feel a lot less forgiving. If your route is messy, you waste time. If your ziplines are placed well, the whole area starts to click. That's why a lot of players messing around with Arknights endfield accounts or just grinding on their main save are rebuilding their network from scratch. The best place to begin is still the far north teleport. It gives you height, and height matters more than people think. You're not just travelling faster. You're carrying speed into the next stop, which lets you chain together gathering spots without those awkward little pauses that slow everything down.

Start High and Farm on the Way Down

From that northern point, set your first line so it drops into the middle of the Kalkodendra area instead of landing short. A lot of players place it too safely and end up jogging the last stretch anyway. That defeats the point. If you line it up properly, you can hit the cluster, grab the materials, then push straight toward the mushroom patches nearby. It feels smoother, and after a few runs you stop thinking about the movement at all. You just follow the route. That's when you know the setup is working. The run becomes muscle memory, which is exactly what you want when you're farming the same zone over and over.

Turn the Middle of the Map into Your Junction

Once you leave the northern lane, the central section should act like your transfer point. Don't build random lines all over the place. Build around a hub. I usually connect the mining nodes first, then route everything back toward the base area so I've always got a clean reset point. From there, one branch can go toward the rocky ledges where those annoying Kalkodendra deposits sit. Those spots are frustrating on foot, especially if you miss a climb and have to circle back. A good zipline fixes that instantly. The 1.1 map flow actually supports this pretty well, but only if your anchors are doing real work instead of just looking tidy.

Don't Ignore Recycling and East-Side Movement

A smart route isn't only about reaching resources fast. It's also about getting rid of them fast when your bag starts filling up. That's why one dedicated line to a recycling station is worth the slot. You clear a run, dump your inventory, and jump right back into the loop. No dragging yourself across the map for housekeeping. Over on the eastern side, things get more vertical, so ziplines alone don't always solve the problem. Pair them with jump pads and the whole area becomes easier to read. You can cross for ore, bounce up for mushrooms, then cut back into your main route without breaking rhythm. It takes a bit of fiddling, sure, but once it's set, the loop feels natural.

Build for Repetition, Not for Looks

The best zipline network in The Hub isn't the one that looks clever on a map screenshot. It's the one you can run ten times in a row without getting annoyed. That usually means fewer wasted turns, cleaner drops, and one obvious path back to where you need to be. If you're farming hard after 1.1, those little choices matter more than ever. Some players even pair efficient routes with outside help for faster progression, whether that means planning upgrades in advance or checking services like U4GM for game items and currency support while they keep the grind focused on the materials that are actually worth their time.

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