Boss¶
(Does not move)
Name | Class | Level | Items |
---|---|---|---|
Ardri | Sorcerer | 20 | Waste, Mire, Talisman |
New Units¶
Name | Class | Level | Recruit |
---|---|---|---|
Emmeryn | Sage | 10 | Clear the mission with her alive |
Strategies for all Difficulties¶
This map can be straightforward or hard depending how you have been playing up until now. If you have been grinding and have super-powerful characters, then this map will be simple as any other. If not, then I suggest bringing units with high mobility and self sufficiency.
The enemy goes after Emmeryn pretty quickly and she will be killed by the second turn by the Assassin running toward her. As such, you have to rush a group over to save her. If you have a flying unit paired up with a unit who has Galeforce, it is really easy to get there.
Add a Dancer to the mix and you will have insane mobility and have no problem dealing with the enemies heading toward her. Emmeryn does not move at all, and will not be in use even after you talk to her. So keep an eye on her so that no flying units get around you and attack her. Viewing enemy ranges may help in this regard.
The enemy has a general strategy; they attack you with the few Sages lined up along the middle-mountain area with long ranged attacks, and send their Griffon Riders to ambush your units as you head east to Emmeryn. The group in the west will come down and around the left side of the mountain where the village is.
The village offers a Rescue staff, so you do not need to send a significant detachment that way – maybe one or two units that can fetch it and then regroup with the east group. Or, if they are strong enough, grab the item, then sit in the woods and handle the western enemies so they won’t be a threat to Emmeryn.
When you save Emmeryn and handle the advancing enemy units, then you can move up around the east, taking advantage of the few forts around where the boss is. He’s not too hard to deal with, but do not get careless! Be wary of the Dark Knights all around him.
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