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Auto-Defense is an outpost battle in which you prepare combat facilities to stop an incursion before enemies destroy the Command Core. The Early Warning Terminal shows the threat and its route; your defenses must cover that route, draw power, and hold enough charges to attack. Clearing Auto-Defense makes the outpost Fully Secure and permanently improves stock-bill earning efficiency.
How Auto-Defense works
At some outposts, an Early Warning Terminal detects incoming incursions as the outpost levels up. It indicates the invasion route, which enemies follow toward the Command Core. Your objective is to keep the core—or cores, where an outpost has more than one—from being destroyed. These mechanics are described in the game’s Area Defense tutorial.
Before an incursion, arrange combat facilities to cover the enemy route. Facilities attack automatically only when they are operational, within range of enemies, connected to power, and holding enough charges. Placement alone does not make a turret fire.
Operator Intervention vs. Auto-Defense
The two modes have different completion outcomes. Operator Intervention makes the outpost Partially Secure and temporarily boosts residents’ stock-bill earning efficiency. Completing an Area Defense battle in Auto-Defense at any risk level makes it Fully Secure and permanently increases that efficiency. Higher Auto-Defense risk levels offer better bonuses, but the tutorial does not specify a percentage or currency amount.
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| Mode | Completion result | Stock-bill efficiency |
|---|---|---|
| Operator Intervention | Partially Secure | Temporary boost |
| Auto-Defense | Fully Secure | Permanent increase; higher risk levels give better bonuses |
At Yinglung Pass, the stage guide says Auto-Defense opens after clearing the corresponding level in Operator Intervention. That unlock condition is specific to the guide’s account of Yinglung Pass, not a universal rule established for every outpost.
Why turrets need power and charges
The factory tutorial says combat facilities attack enemies in range when operational, but they must be connected to the power grid and have sufficient charges. Connected facilities charge over time, have a charge limit, and spend charges when attacking; a facility below its minimum charge requirement cannot attack. A turret may therefore be correctly aimed at a lane and still fail to fire if its power or charge supply is inadequate. See the game’s factory tutorial.
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Choose facilities for different jobs
The tutorial’s examples illustrate why a defense benefits from mixed roles rather than a single turret type:
- Grenade Towers: area damage against groups.
- Beam Towers: high single-target damage at a slow rate.
- LN Towers: slow enemies.
- Omnidirectional Sonic Towers: stun enemies without dealing damage.
Build around the route: control enemy movement where useful, then place damage facilities where they can cover the resulting approach. Check each facility’s range and ensure every cluster receives power and enough time to charge.
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- Feel you in-game actions and environement simulated through haptic feedback
- Experience varying force and tension at your fingertips with adaptive triggers
- Chat online through the built-in microphone
- Connect a headset directly via the 3.5mm jack
- Switch voice capture on and off using the dedicated mute button
Worked example: Yinglung Pass Level 4
This is one map-specific build, not a universal Auto-Defense layout. Endfield Hub’s guide to the Xiranflow Cloudseeder Station outpost in Yinglung Pass was published July 23, 2026, and updated September 5, 2026. It describes a four-level site and reports that Level 4 became available after Version 1.5 raised the outpost level cap. Its documented Level 4 Auto-Defense setup uses 11 turrets across three firing positions, with a Xiranite Pylon at each cluster.
| Position | Turrets | Purpose in the guide’s layout |
|---|---|---|
| Left approach | 5 Sledgehammer Mortars, 1 Marsh Gas Mk I | Mortar damage with Marsh Gas slowing enemies |
| Right approach | 1 Sledgehammer Mortar, 1 Marsh Gas Mk I | Mortar damage with a slowing turret |
| Top lane | 1 Sledgehammer Mortar, 1 Marsh Gas Mk I, 1 Torrent Gun Tower | Mixed coverage, with the Torrent Gun Tower anchoring the lane |
The pylon at each position matters: the guide cautions that the turrets need power. Its full stage-specific recommendations are in the Yinglung Pass guide.
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How many turrets do I need for each Yinglung Pass level?
The same guide reports these Operator Intervention and Auto-Defense turret counts for Yinglung Pass Levels 1–3. They are guide-reported counts for this outpost, not general requirements for other maps.
| Yinglung Pass level | Operator Intervention turrets | Auto-Defense turrets |
|---|---|---|
| 1 | 4 | 6 |
| 2 | 6 | 8 |
| 3 | 8 | 10 |
For those earlier levels, the guide recommends Sledgehammer Mortars for main damage and Marsh Gas Mk I for slowing. It also names level-specific options: Electrocharger Model A2 against small enemies and AF1 Armor Fragger as a bottom-lane anchor at Level 2; Acid Soaker Mk I to reduce defense against the Level 3 boss. Consult the stage guide for its exact placements, and power turret clusters with Xiranite Pylons.
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- Experience varying force and tension at your fingertips with adaptive triggers (Available when feature is supported by game)
- Find your voice, share your passion, chat online with the built in microphone (Available when feature is supported by game)
- Connect a headset directly via the 3.5mm jack
- Multi-device connectivity, connect using a USB Type-C cable or Bluetooth technology and easily play on more devices
A practical setup checklist
- Read the Early Warning Terminal. Identify the incoming threat and marked route to the Command Core.
- Cover the route. Place facilities so enemies enter their attack ranges; use a mix of damage and control roles where the lane calls for it.
- Connect the facilities to power. Verify that each turret cluster is on the power grid, using pylons where the layout requires them.
- Allow charges to build. Facilities charge over time and cannot attack if they lack the minimum charge.
- Select the mode and risk deliberately. Operator Intervention provides a temporary efficiency boost; an Auto-Defense clear at any risk fully secures the outpost, with higher risks yielding better permanent bonuses.
- Check the Command Core during the battle. The defense succeeds by preventing its destruction.
Exact facility counts and placements depend on the outpost and stage level. Treat published builds as map-specific plans, then adjust for the route, range, power, and charge needs shown in your own outpost.
For broader context, the official platform description presents Endfield as an action RPG with real-time combat and an Automated Industry Complex; Area Defense is one system within that larger game.
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