
This guide covers one thing only: how to push all four modes to A or better in the fewest runs, and how to empty the Museum Exchange Counter before it closes on November 10 at 03:59. Every window and item list below comes from the official hotfix notice and the event page mechanics writeup.
Applicable version: as of the 2026-10-26 update (Arknights has no version numbering system, so the official notice date is the anchor)
| Item | Conclusion | Basis |
|---|---|---|
| Event type | Four mini-game modes, three stages each | Official Oct 24 hotfix notice |
| Stages open | Oct 24 21:30 – Nov 7 03:59 | Notice + event page |
| Exchange counter | Oct 24 21:30 – Nov 10 03:59 | Event page |
| Unlock requirement | Clear main story 1-10 | Event page |
| Rating gate | An A rating unlocks the next stage | Event page |
| Real objective | Score, not kills | Event page wording |

Arknights Vision Museum Evolution: the shared rules first
All four modes share one layer of rules. The gacha machine regenerates SP over time and grants an extra point for every 5000 stage score you bank, and this patch made its skill fire automatically instead of on tap. Every stage has a hard time limit, and multi-wave stages include rest periods where all enemies leave the field while device SP and deployment points keep regenerating.
Why kill-focused habits cost you here
The event page states it plainly: you are not required to kill every enemy, and enemies that reach the goal do not deduct stage HP. Your only failure states are running out of time and finishing under the score threshold. Blocking and stacking damage are therefore close to negative value, and the deployment points you save should go into redirects, spreading effects and launchers.
Spending gacha items without waste
Hungry Bug hands out Bob's Choice, Passing Crab and Originium Armor. Super Claw hands out the Street Phone Booth, Barracks Phone Booth and Time-Space Phone Booth. Items are random but SP regeneration is fixed, so the high-score pattern is to bank SP first and fire during the wave that matters. Super Claw only got its aiming line in this patch, which makes an early shot a wasted grab.

Arknights Super Claw: score depends only on weight class
The scoring rule is rigid: when an enemy falls into a pit and dies, you score (enemy weight class + 1) × 1000. A weight-4 armored unit is worth 5000, a weight-1 grunt is worth 2000. Most enemies across the three stages carry 80% damage reduction, which is why firing at them is the least efficient option available.
The formula, and why you should not attack
80% reduction means only a fifth of your damage lands, while the same enemy dragged into a pit pays full value. Arknights Super Claw rewards patience: wait for a heavy unit to enter the claw radius, aim, release, collect 4000 to 6000. Operators are there for push and pull skills, not for damage.
What the claw cannot grab
Airborne units and enemies with imbalance immunity cannot be pulled, and the claw passes straight through them. That is a rule, not a bug. When an air wave arrives, switch to push/pull operators or simply wait for the next ground wave, and keep your SP for armor.

Arknights Fountain Wars: filling the map triggers the rainbow bonus
Fountain Wars scores on an arithmetic series: the first white vapor tile is worth 100, and each following tile is worth 100 more than the previous one, so n tiles total 50n(n+1). Ten tiles is 5500, twenty tiles is 21000, thirty tiles is 46500. The math says one thing clearly: never leave a tile empty.
What this patch changed about generation
The old rule required operators to attack ground targets to produce vapor. After this patch, deploying an operator or item onto a ground tile immediately generates one white vapor tile at that position. That change lifts spreading efficiency a lot, because you no longer wait for an attack cycle.
The rainbow payout
When every ground tile on the field is covered in white vapor, you trigger the rainbow bonus for a large one-time score and the field resets. The rhythm is therefore fill, cash in, refill, rather than grinding slowly. Thirsty Lele items exist to patch corners your operators cannot reach or to reclaim tiles overrun by magenta steam.

Arknights Obstacle Racer: quantity beats distance
The boat starts at 5000 points, gains 1500 per tile crossed (including the starting tile), loses 1000 per enemy hit, and pays out 500(10+3n-2m) on reaching the Grey Gate, where n is tiles crossed and m is hits taken. The dock launches a new boat every 60 seconds or after the previous one leaves, at a cost of 3 deployment points.
Why short routes win
Score only settles on reaching the gate, and launch frequency is fixed. With five minutes, a short route that launches eight boats at 8000 each beats a long route that launches two at 20000. Quantity dominates per-boat tile income. Conversely, a boat destroyed mid-route or driven into impassable terrain scores zero, so keeping it alive matters more than pushing it far.
One-way tracks and stranded parts
A boat passing over a self-propelled one-way track or an allied unit follows that unit's deployment direction, which is your only steering tool. Stranded parts spawn randomly on the field and grant buffs when crossed. Enemies in this mode have no damage reduction, so clearing them early is a legitimate way to reduce hit penalties.

Arknights Hungry Bug: level persists, experience resets
The Originium Slug starts from the Warm Nest and moves in a straight line along the deploy direction, bouncing back at walls. It eats enemies at or below its own level and levels up, with the star count above its head showing the current level. Hitting a higher-level enemy (marked with a red cursor) or a pit removes it until the nest is redeployed.
When to abandon a run deliberately
Level persists on re-entry but surplus experience resets. That makes "one bite short of a level" the worst state to be in: you cannot eat the next tier, and you dare not touch the red cursor. Deliberately hitting a pit to reset the experience bar is often faster than grinding in place.
Two tools for changing direction
Deploying an operator or a Passing Crab redirects the slug along that unit's facing, and a crab disappears after one use. Redirect at the moment the slug finishes one cluster and the next cluster is on the other side. Too early wastes the crab, too late means it already bounced off a wall.

Arknights Vision Museum Evolution: how much time you actually need
Event stages do not consume sanity the way normal operations do, and the official notice does not list a sanity cost, so treat the in-game display as authoritative. What they do consume is your time. At an estimated 2 to 3 minutes per stage (community estimate, in-game timer is authoritative), twelve stages across four modes run about 30 to 40 minutes, and pushing everything to A plus score clean-up lands somewhere between 1.5 and 2 hours.
The Exchange Counter stays open until November 10 at 03:59, three days longer than the stages, and its main rewards are the Evolution theme scene, high-tier upgrade materials, battle records and LMD . That window overlaps the Thank-you Celebration SideStory "Time, Move Forward!", which opens its first segment Residue's End on November 1 at 12:00, its second on November 8, and its third on November 15, running until November 22 at 03:59 . So the order is: finish Vision Museum to all-A first, then hand your time to the SideStory after November 1.
Arknights Vision Museum Evolution: is it worth daily grinding
It is worth two days, not daily grinding. The exchange counter structure decides this: the Evolution theme scene is a limited cosmetic with no substitute, and the high-tier materials plus LMD are exactly what the November SideStory will demand. Day one pushes all four modes to A for first-clear rewards, day two handles high-score missions and enamel ratings.
Trade-offs by account type
New accounts that have not cleared 1-10 should push the main story first, since the event runs until November 7. Mid-game accounts short on materials should prioritize Fountain Wars and Super Claw, both of which have the highest score ceilings and therefore complete score missions fastest. End-game accounts that only want the cosmetic should clear each mode once for Evolution and spend the rest of their time in the SideStory.
Arknights Vision Museum Evolution FAQ
Q: When does Vision Museum Evolution end?
A: Stages close November 7 at 03:59, the exchange counter closes November 10 at 03:59, three days later .
Q: Which mode scores fastest?
A: Fountain Wars. Twenty tiles pays 50×20×21 = 21000, thirty tiles pays 46500, the highest ceiling of the four.
Q: Why does my damage do nothing in Super Claw?
A: Most enemies there carry 80% damage reduction, and scoring only counts enemies pulled into pits at (weight class + 1) × 1000.
Q: How far should I push the enamel ratings?
A: This patch made single-mode and universal honor enamels grant all buffs once unlocked, so finish the unlock conditions and the buffs arrive at once.
Q: How do I stop losing points in Obstacle Racer?
A: Score settles only at the Grey Gate, at 500(10+3n-2m). Keep boats alive, use one-way tracks to shorten routes, and launch more of them.
Arknights Vision Museum Evolution action list
From my own recording habit, the most common loss in these mini-games is firing the gacha machine SP into a trash wave; in practice, holding it for an armor wave keeps single-run scores a tier higher. The reason to start with Super Claw rather than Hungry Bug is that its scoring has no randomness at all.
- Confirm main story 1-10 is cleared, or the stages will not open.
- Run the three Super Claw stages first, pulling armor with the (weight + 1) × 1000 rule to an A rating.
- Move to Fountain Wars and cover the map for the rainbow payout.
- Push Obstacle Racer and Hungry Bug to A, keeping racer routes short and launches frequent.
- Empty the exchange counter before November 10 at 03:59, with the Evolution theme scene as the priority.
- After November 1 at 12:00, shift time to the Thank-you Celebration SideStory.
Mechanics write-ups like this one live in the GameHub Arknights section, and we re-check them against each official notice.