Location | Objective |
---|---|
Wind Tribe Village | Seize. |
Enemies Present |
---|
Falcon Knight |
Kinshi Knight |
Onmyoji |
Spear Master |
Great Master |
Priestess |
Master of Arms |
This is an interesting map thanks to the wind mechanics going on. Right at the start of battle you are given this warning: “At the end of the enemy phase, any of your units caught in the wind’s path will be moved five spaces. If there is nowhere to stand, they will be moved to the nearest safe space.”
As you can imagine, this can be very annoying. You really have to watch out where you end your turn on this map as getting a character blown north up into the range of a cluster of enemies will spell their doom. The wind streams affect one additional space to the right and left of what it looks like they affect. Look carefully at the animations to track whether the wind streams are blowing north or south . If you position your units outside of the wind streams, you can let the wind manipulate the enemies instead, blowing them towards you, or away from you.
The wind columns and directions are on a 6 turn pattern, with the final set filling the screen with northward moving winds. If you use a Dragon Vein, the winds will also disappear for that turn, meaning you will not be automatically blown around at the end of the enemy turn. You can use this to push enemies towards you to pick them off in smaller clusters!
When it comes to picking units, mobility should be carefully considered. Camilla and other Wyvern Riders are particularly handy as the narrow walkways won’t bother them as much and winds will push them 5 squares exactly, but be careful of the Priestess units to the north and the Kinshi Knight as they can easily ruin your day. Also consider paring up beefy units with high mobility units. You can move around much easier and switch when needed, which is especially helpful if you get caught in the wind.
Once turn four comes around, a number of reinforcements will show up at the top and bottom of the map. Notably, many of these units appear where we started, so consider leaving someone behind for them if you wish. Also, be sure to bring along a unit or two with the Locktouch skill, as there are three chests for us. Since the objective of the map is to Seize, you have plenty of time to open them. The right chest holds a Dragonstone+ , the lower left chest holds a Rescue , and the upper left chest holds 10,000G .
Watch your positioning and advance slowly but surely. Hayato is optional, since he is completely stationary, but why pass up on the experience? Send your best mage-killer at Hayato and advance towards Fuga. Fuga has plenty of range but isn’t particularly strong so gang up on him and take him out.
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