Location | Objective |
---|---|
Izumo: Castle Interior | Defeat all bosses within 20 turns. |
Enemies Present |
---|
Sorceror |
Hero |
Maid |
General |
Paladin |
Bow Knight |
Strategist |
The first thing to note about this map is that every single unit here is an advanced class, which should tell you that things are getting serious…as if they weren’t serious already!. The next thing to note is that there are three bosses here: Zola to the north and the two Generals guarding the Hoshido Nobles. They are paired together, have exceptional defense, and both have the skill Wary Fighter, which disables follow-up attacks from both the Generals and you. This means no double-hits despite your speed advantage. Both bosses must be defeated within twenty turns .
Our team is split into two groups to the left and right of the map. So go ahead and send them out in different directions. The right side is close to the Sorcerer enemies to the right, so send a team to take out the magic users (select someone with decent resistance and a ranged attack). The left side has more physical enemies, so send someone who has good defense. You should also consider sending a couple of your stronger units to the south, with the goal of getting them to the two General units guarding the prisoners. Attack from afar with magic to prey on their lower resistance. Nyx and Odin are great options here.
Be sure to watch who you lure in this map. We have to be very careful here as many enemies are lined up in such a way that melee units and ranged units can both attack on one turn (such as the Mages/Heroes up top and the Paladins/Bow Knight at the bottom). Some enemies also come equipped with a Spear , so we need to be careful of attacking from range. On the ninth turn, be ready for reinforcements from the stairs down below.
Continue wiping out the enemies to the north with your teamand be sure to loot the chests for a Master Seal and Energy Drop , leaving just the boss alone. Then you can engage the boss. Be sure to head south to help out your allies out before they begin to wear down.
A good work-around to Wary Fighter is to pair in attack stance two very strong magic users to take down the paired General in one shot. Otherwise, high defense paired units will work well to chip away at them. Twenty turns is plenty of time to complete the chapter, so do not feel pressured to rush too much.
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