Back Sc.23

~ Character Groups ~
Commander
AT / DF
MV / MP
AT+ / DF+
Troops / Amount
Notes
"Girunoa"
Wizard
32
10
+10
Legion
x2
---
25
46
+6
Ballista
x4
~Garutso-ku~
41
12
+10
---
37
1
+15
Brave Knight
32
19
+10
Dragoon
x4
( x2 )
21
3
+4
Centaur
x2
General
28
11
+6
Phalanx
x6
---
24
3
+8
~Ekyuiyu~
23
10
+2
High Elf
x3
( x2 )
20
12
+5
Crusader
x2
"~Kurai-ru~"
Dragon Lord
38
22
+15
Hippogriff
x4
Turn 3
22
8
+9
Sky Archer
x2



~ Shop Items ~
Item Type
Item Name
Cost
Weapon
?d
4000
Devil Axe
2350
Morning Star
1100
2250
Wizard Rod
2000
Armour
?e
4000
Mirage Robe
550
Equipment
Amulet
700
?b
800
?c
3750
Talisman
1600
Fire Orb
2100
?a
2300



This is a tough little scenario - partly because of the huge density of enemies, especially long range ones, in the little building. You also have the great big creature (I think it's a "Grotesque", but I can't Anglicise this Japanese too well...), who doesn't move much, but is a nuisance.

The most pressing matter to begin with are the Brave Knights to the east and wst of the map - they charge straight away, so you'll need people with Phalanx there to stop them. They have Dragoons and archers, so it's important to protect your generals. At the beginning of Turn 3, ~Kurai-ru~ appears at the bottom - I don't know whether it's random or not, but sometimes he appears at the bottom left, and sometimes central bottom. If you can keep him pinned with archers, he won't cause you any problems at all.

Now comes the actual penetration into the building. The Priests do cast a lot of Attack 2 on the General at the front, but he never seems to do anything. Take him out with archers or your best foot soldiers. Beware of the Grotesque - it's very slow, but fires some kind of blast in the area, which damages everything, enemies included. The damage isn't huge, but it will hurt archers a lot. With the General out of the way, weaken it with archers before attacking it with your most powerful generals. Spells are a waste of time, and units will get obliterated.

Finally, you'll need to run the gauntlet of archers and spell-casters. My tactic was to cast a couple of powerful spells in there (two Tornados and a Thunderstorm), before charging. As most of the enemies are archers, actual combat won't be too damaging for you, and with the spells weakening the Ballistae, they won't be a threat. Even still, everyone will be casting Heals, so take them out quickly. And don't forget the secret tile to the north-east of the map.



~ Secret Tiles ~
Tile
Questions / Outcomes
Odd item sticking up from snow at the far north-east Item - ? Lance
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