This article could contain outdated information that is inaccurate for the current version (1.57) of the game. It was last updated for 1.56.
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The child of a Velian noble and a Caoivish refugee, Avery Cirillo was every bit the duality of her heritage. During Operation Twisted Arrow, Avery served as a grenadier for the Third Spears regiment based out of Acrithia. While carrying out orders to hold back a Warden advance, the sudden appearance of Warden aircraft routed her squad. In the first wave, an explosion caught her left leg. Through sheer determination, or perhaps roused by watching her comrades fall, Avery dragged herself to a nearby anti-air cannon and hauled the previous operator’s corpse from the seat to return fire upon the Warden bombers. Inspired by her grit, fleeing soldiers halted their retreat and created a perimeter around Avery’s position, dressing her wounds and providing her with auxiliary support. Not a single Warden soldier made it across the front that day. As a reward for her bravery, Polemarch Leventis awarded her with a state-of-the-art prosthetic. She remained on the battlefield for decades to follow.
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— Foxhole Devblog 87 - The World of Foxhole: Part II
Acrithia is a World Conquestregion located in the southeast of the world. It consists of a long winding waterway, with large bays on each side, and towns located near the water. Due to the nearby waterway, there are various marshes that are scattered along the coastlines. Its waterway provides a vital route between Kalokai and Shackled Chasm, allowing various vehicles to travel there.
The map's Town Base that contributes to the World Conquest's "Victory Condition" is Patridia.
Depending on the frontline, it is advantageous to store filled Water Buckets in order to proactively store water in case of fires. Water Wells are considered as water sources, but they cannot be used to harvest water cans.
Industry
In certain war configurations, this region will be a Logistics Town (known as a 'Logi Hub'). Logi Hubs are towns located in the backlines that contain various logistical structures, which help produce/unlock various equipment. They are the only places where the tech tree can be progressed.
A small altar has been constructed from logs and clay bowls. It seems to have been a well-trodden area from the looks of things. There are several empty journals that would’ve likely been used to practice self-reflection, a common Velian practice.
There are several crude children’s drawings to the left of the altar. The whole setup feels like as though this crumbling fort once harboured an entire community.
An ancient, rundown fortress has been converted into a camp of sorts.
A rotten stench emanates from stacks of crates and barrels packed inside the walls of this crumbling fortress. There are several makeshift shelters filled with unkempt bedrolls and belongings strewn about.
Signs of a rodent infestation are abundant. Hidden in the dark corners you the see the glowing yellowing eyes of small cats staring back, as if afraid of your presence.
You first posit that they must have used these stone walls as cover for a refugee camp. Upon further inspection, you spot many signs that children would have occupied this space. Dolls and clothing too small for an adult, small games and useless trinkets.
Whoever occupied this space, they were well-stocked for a long winter. Nothing indicates a struggle, no bodies, blood, no bullet holes in the walls, and everything seems almost frozen in time. The occupants would have picked up only what they had around them and left, especially with so much food left to rot.
Wherever the children have gone, you are thankful they at least had some safety behind these ancient walls and hope they were given shelter in the nearby town.
You press a hand to the cold stone and close your eyes. Along with the blowing wind and leaves, you swear the walls are breathing. Perhaps sighing.