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Winner of the GameFAQs FAQ of the Month for July 2013
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______________________________________________________________________________
==============================================================================
SKULLS OF THE SHOGUN
--------------------
FAQ/Walkthrough
Copyright (c)2013 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 08/28/13
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] UNITS............................................................ [0300]
[4] THE BASICS....................................................... [0400]
[5] WALKTHROUGH...................................................... [0500]
SHORES OF THE DEAD.............................................. [0510]
Line Limbo..................................................... [0511]
Bedlam Beaches................................................. [0512]
Archer Ambush.................................................. [0513]
Glorious Gates................................................. [0514]
LAND OF ETERNAL BLOSSOMS........................................ [0520]
Sakura's Solace................................................ [0521]
Pink Pursuit................................................... [0522]
Potion Panic................................................... [0523]
Guardian Gardens............................................... [0524]
LAND OF MONSOON MEADOWS......................................... [0530]
Raiden's Rampage............................................... [0531]
Murderous Moats................................................ [0532]
Hurricane Plain................................................ [0533]
Forsaken Flights............................................... [0534]
LAND OF GOLDEN HARVEST.......................................... [0540]
Fujin Falls.................................................... [0541]
Lion's Labyrinth............................................... [0542]
Chaos Canyon................................................... [0543]
Autumn Assault................................................. [0544]
LAND OF FROZEN FORTUNES......................................... [0550]
Glassy Glacier................................................. [0551]
Avalanche Alley................................................ [0552]
Frozen Finale.................................................. [0553]
End of the Line................................................ [0554]
[6] ACHIEVEMENTS..................................................... [0600]
[7] THANKS/CREDITS................................................... [0700]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #67
-------------------
Version 1.0 (07/22/13) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
-----------------------------.----------------------------------------------.
| D-Pad | Cycle Units |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move & Select |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Move Camera |
|-----------------------------|----------------------------------------------|
| Start | Pause |
|-----------------------------|----------------------------------------------|
| Back | Controls |
|-----------------------------|----------------------------------------------|
| X Button | Attack |
|-----------------------------|----------------------------------------------|
| Y Button | Eat/Haunt |
|-----------------------------|----------------------------------------------|
| A Button | Order |
|-----------------------------|----------------------------------------------|
| B Button | Cancel |
|-----------------------------|----------------------------------------------|
| Right Trigger | Zoom Out |
|-----------------------------|----------------------------------------------|
| Left Trigger | Zoom In |
|-----------------------------|----------------------------------------------|
| Right Bumper | Info |
|-----------------------------|----------------------------------------------|
| Left Bumper | End Turn |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] UNITS [0300]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Starting Units
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There are three default units (not including the General) in Skulls of the
Shogun. You will always have access to all three types (and your General) at
the start of each level, and each unit has their strengths and weaknesses.
Many levels contain Soldier Shrines that allow you to spend Rice and summon
more units.
----------._________________________________________________________________
| Infantry |_________________________________________________________________|
'----------'
+ 5 Attack
+ 3 Defense
+ Cost: 100 Rice
+ Infantry are blessed with superb defense, but hampered by a severely
limited movement range.
Infantry are your basic warrior type: slow, plodding, but has great defense.
While they share the same attack strength as Cavalry, Infantry should
typically be used for defensive purposes (or as "tanks") due to their
ability to take a beating.
Use Infantry to protect weak allies or your General by placing them at the
front of a Spirit Wall so they soak up enemy attacks. In battles where your
General is meditating, it's best to leave at least one Infantry behind with
him while your other troops press forward. They are serviceable fighters in
desperate situations, but the Infantry's severe movement restrictions means
that you won't have an easy time pursuing an opponent.
---------.__________________________________________________________________
| Cavalry |__________________________________________________________________|
'---------'
+ 5 Attack
+ 2 Defense
+ Cost: 150 Rice
+ Cavalry have only average attack and defense stats, but a large movement
range makes them excellent scouts.
Compared to all the other units in the game, the Cavalry have mediocre
attack and defense stats. Despite their shortcomings, this unit has by far
the greatest movement range in the game. Cavalry can cover great lengths in
a single turn.
Their wide movement range allow you to easily cut the distance between you
and your enemies, or quickly reach shrines or rice paddies. Now due to the
Cavalry's mediocre defense, it is best to utilize their range by executing
hit-and-run tactics: attack an enemy, then seek cover or run far enough
away. When used properly, Cavalry can be very pesky by constantly keeping
them out of harm's way while still making an impact on your opponent.
--------.___________________________________________________________________
| Archer |___________________________________________________________________|
'--------'
+ 6 Attack
+ 1 Defense
+ Cost: 200 Rice
+ Archers have a strong attack and long attack range, but are weak
defensively.
Archers are considered the most useful unit in the game due to their high
attack coupled with long-range strikes. They can be used to snipe enemies
from afar or from behind cover, but their abysmal defense forces you to be
very careful when using them in the company of enemy units. If an opponent
closes in on an Archer, is likely spells their end, and the AI often
specifically targets Archers over other units.
Archers are often your best form of attack, but they need to be protected by
friendly troops or the environment. They should stay in the back of the line
and only advance when the coast is clear or when Cavalry/Infantry are in
front. Just like how melee fighters counter-attack each other, Archers can
also counter from long range. Try placing an Archer behind a Spirit Wall
before attacking - it'll negate an enemy's counter-attack!
---------.__________________________________________________________________
| General |__________________________________________________________________|
'---------'
+ 6 Attack
+ 3 Defense
General Akamoto is the main character in the game and by far your most
important unit. He is present in every battle, and starts off either in a
meditative state or ready for use. The General is vicious, capable of
using two actions a turn (which increases to three if he becomes a demon),
and has high attack with roughly the same movement range as an Archer. The
downside is that you automatically lose if the General is killed, so you
cannot afford to be careless with him!
In most fights, the General begins by meditating. While meditating, the
General's max HP increases by one after every turn (until it maxes out at
18). It is usually recommended that you leave him be until his HP is at its
maximum, and there will be many instances where you can win the fight
without even waking your General. Since the General is defenseless in this
state, either keep one or two units nearby for protection or wake him up if
enemies start to close in.
The General's neat abilities allow you to play one of two ways: you can
utilize his assets in combat at the risk of having him killed, or play it
safe and have his subordinates do the dirty work while he safely stays in
the background. See what works best for you... but beware that some levels
may force you to alter your strategies!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Monk Units
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
There are three available monk units in the game, and they are each introduced
as you progress through the game. Monks can use magic spells, and they can
learn more spells by consuming skulls (each type has a total of four available
spells). Monks add an extra element into tactical combat since each one has a
radically different play style.
Monks can be conjured onto the battlefield from their respective shrines; they
do not cost any Rice and only require you to haunt the shrine, meaning that
enemies can also summon monks. A Monk Shrine only produces one monk at a time,
so if any enemy haunts your shrine, your monk dies and subsequently becomes
replaced by an enemy monk. And on the other side of the coin, you can haunt
enemy Monk Shrines to quickly dispose of their monks.
----------._________________________________________________________________
| Fox Monk |_________________________________________________________________|
'----------'
+ 4 Attack
+ 3 Defense
+ Spell 1: Heal
- Heals a friendly unit 3 HP.
+ Spell 2: Purify Skull
- Converts any one skull into 75 Rice (can be used on friendly skulls,
too).
+ Spell 3: Holy Armor
- Gives a unit +2 Defense for one round (normal attacks do 2 less damage).
+ Spell 4: Revive
- Brings back one fallen ally (unit will start with 50% HP).
Fox Monks are interesting units: they have no way of attacking enemies
outside of counter-attacks, but they're also the only character that has
access to healing spells. Therefore, Fox Monks are great to have as healers
so long as they are protected or far away from combat; a Fox Monk surrounded
by ally enforcers can be a huge nuisance.
The Fox Monk is your protector/healer. You can use his Heal spell to heal
any nearby ally, and Holy Armor gives one unit a defensive buff for a turn.
While it's pricey, the Fox Monk can even revive a dead comrade (although
preceding with a couple rounds of Purify Skull should help lessen the cost).
Even if you aren't in dire need of healing, the Fox Monk allows you to
increase the battle length and test your opponent's durability.
-----------------.__________________________________________________________
| Salamander Monk |__________________________________________________________|
'-----------------'
+ 6 Attack
+ 1 Defense
+ Spell 1: Attack
- Expels a ranged fireball attack.
+ Spell 2: Summon Oni
- Summons an uncontrollable devil that will attack any nearby unit on its
turn (up to 3 Oni may be summoned per Salamander).
+ Spell 3: Lightning Shield
- Erects a shield that lasts one round and deals 2 damage to any foe that
hits the unit.
+ Spell 4: Lightning Storm
- Calls down the God of Lightning to damage all enemies in a given range.
The Salamander Monk shares many traits with the Archer. First and foremost,
both specialize (and excel) in long-range combat; the Salamander Monk can
spit out vicious fireballs at his foes and conjure up lightning storms.
They also have high attack but suffer from painfully low defense, so getting
caught in an enemy assault can be potentially fatal. Salamander Monks pack
quite a punch, but can die in a hurry if thrown into the fray.
The Salamander Monk is purely used for offensive firepower. His fireball
attack is great for long range and Lightning Shield provides an extra
counter-attack, and Lightning Storm is a destructive force with huge range.
Summon Oni is an interesting spell: you summon an Oni monster that has no
allegiance, moves freely, and attacks the nearest target regardless of their
faction. They are a nice helping hand and can be used as a distraction, but
summoning one can also come back to bite you.
-----------.________________________________________________________________
| Crow Monk |________________________________________________________________|
'-----------'
+ 5 Attack
+ 2 Defense
+ Spell 1: Gust
- Knocks back a unit or removes a flame from a haunted structure.
+ Spell 2: Steal Rice
- Takes up to 75 Rice from any rice paddy, including unhaunted paddies,
and those haunted by your enemies.
+ Spell 3: Boost Evasion
- Gives a friendly unit +50% chance of avoiding any attack until your next
turn.
+ Spell 4: Typhoon
- Knocks back and damages all units in the direction of the target.
Crow Monks have unique spells that show off the game's tactical prowess.
They are not known for their offensive maneuvers, but have magic spells that
can alter enemy movement and steal Rice from your opponents. Crow Monks are
my favorite monk type because they offer an interesting side to Skulls of
the Shogun's gameplay.
If you want to be cheap/sneaky, the Crow Monk is the guy for you; they are
seriously a ton of fun to use in battle. Boost Evasion aids in dodging enemy
attacks for a turn, and Steal Rice is a good way to quickly earn Rice.
But the Gust and Typhoon spells are the Crow Monk's best friends. By using
these wind-based spells, you can blow out enemy flames without having to
wait the full round to haunt it (great for Cleansing Shrines). You can also
push virtually anything, from objects to enemies to your own allies - you
can push friendly units behind cover or further across the map, or you can
push potions/skulls closer to characters. The best use of Gust/Typhoon is by
blowing enemies off a ledge to their death. Instant kill!
______________________________________________________________________________
==============================================================================
[4] THE BASICS [0400]
==============================================================================
The following information is found in the "How to Play" section in the game's
menu. More detailed info and tips regarding some of the game's mechanics will
be located in the walkthrough.
----------._________________________________________________________________
| Movement |_________________________________________________________________|
'----------'
+ An activated unit can move anywhere within their outer white movement
circle.
+ The inner circle (that shrinks as a unit moves) indicates the remaining
movement circle that unit would have after performing any action.
--------.___________________________________________________________________
| Attack |___________________________________________________________________|
'--------'
+ Units can attack with weapons and spells.
+ Leftover movement can be used after attacking.
+ The orange outer area of your attack radius indicates chance your attack
might miss.
--------.___________________________________________________________________
| Orders |___________________________________________________________________|
'--------'
+ Orders are indicated by scrolls at the top of the screen. One order is
used up each time you activate a new unit.
+ Each team has 5 orders per round.
+ You can cancel a unit's move and reclaim an order only before that unit
does any action.
-------.____________________________________________________________________
| Units |____________________________________________________________________|
'-------'
+ Infantry are blessed with superb defense, but hampered by a severely
limited movement range.
+ Cavalry have only average attack and defense stats, but a large movement
range makes them excellent scouts.
+ Archers have a strong attack and long attack range, but are weak
defensively.
-------.____________________________________________________________________
| Flags |____________________________________________________________________|
'-------'
+ Flags indicate hit points, or HP.
+ Eating skulls heals HP and increases max HP.
+ While targeting, flags show how much damage both units would take from
the attack/counter-attack exchange.
----------._________________________________________________________________
| Haunting |_________________________________________________________________|
'----------'
+ Haunting takes control of land. A flame the color of the haunting team
appears on any haunted space after one round.
+ Haunt shrines to summon units.
+ Haunt rice paddies to gain rice.
+ A unit cannot counter-attack while haunting.
--------.___________________________________________________________________
| Skulls |___________________________________________________________________|
'--------'
+ Most units drop a skull when they die.
+ Units can use their action to eat enemy or neutral skulls and heal 3 HP
and gain +2 max HP (max HP limit is 12 HP, or 18 HP for generals).
+ Any unit that eats 3 skulls will turn into a demon, gaining an extra
action each round.
-------.____________________________________________________________________
| Monks |____________________________________________________________________|
'-------'
+ Summon monks by haunting their shrines.
+ All 3 monks gain spells with each skull eaten:
- Fox Monk: healing magic
- Salamander Monk: destructive magic
- Crow Monk: wind and troublemaking magic
+ If a foe haunts their shrine, that monk dies.
--------------._____________________________________________________________
| Your General |_____________________________________________________________|
'--------------'
+ Generals meditate and earn +1 to max HP every round until they are
awakened.
+ Awakened generals can perform 2 actions per round, and are hard to kill.
+ If your general dies, you lose.
--------------._____________________________________________________________
| Spirit Walls |_____________________________________________________________|
'--------------'
+ Spirit walls are barriers formed by two or more nearby allies. They block
enemy movement, attacks, and keep participating units from being
knocked back.
+ Ranged-attack units, like archers, can attack from behind spirit walls to
avoid counter-attack, even against other ranged-attack units.
------------------._________________________________________________________
| Ranged vs. Melee |_________________________________________________________|
'------------------'
+ Melee-attack units cannot counter-attack when hit by ranged-attack units
from far away.
+ Ranged-attack units cannot counter-attack when hit by melee-attack units
from up close.
+ Carefully matching attacker and target to avoid counter-attack is a key to
victory!
-----------.________________________________________________________________
| Knockback |________________________________________________________________|
'-----------'
+ Melee attacks and spells can knockback foes.
+ A flashing white line shows the direction any targeted unit will be
knocked back.
+ Any unit knocked back over a ledge dies instantly.
+ Units in a spirit wall cannot be knocked back.
______________________________________________________________________________
==============================================================================
[5] WALKTHROUGH [0500]
==============================================================================
NOTE: This walkthrough is based on the Normal difficulty.
______________________________________________________________________________
==============================================================================
SHORES OF THE DEAD [0510]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Line Limbo [0511]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without losing any units
-------------------.________________________________________________________
| Tutorial (Part 1) |________________________________________________________|
'-------------------'
So. This is the tutorial level, where you are given a tour through all of
the game's basic gameplay mechanics. You start off using General Akamoto in
a one-man army. Press A to order a unit, and from there you can move and
have them perform an action. The glowing white ring is your restrictive
boundary and everything inside the ring represents your movement range.
As you move, an inner circle begins to shrink. This smaller circle is your
movement range after performing an action, so you are given the opportunity
to still move after attacking or casting a spell of some sort (great for
hit-and-run tactics).
Walk over to the enemy Cavalry and press X to attack (when an enemy glows
white, it means they will be attacked. If they are orange, it means there is
only a chance that the attack lands); get close enough so the target glows
white. He will die in one hit.
Two friends join you, so now you have control of an Infantry and Cavalry
along with the General. Go through the rounds, using all three characters
and performing attacks (the Infantry has a small movement range so you won't
even be able to reach your target his first turn). Keep going until the
second Cavalry is dead.
-------------------.________________________________________________________
| Tutorial (Part 2) |________________________________________________________|
'-------------------'
The group moves on to a new map. When completing an objective, your entire
party receives a small health increase. Make sure to pay attention to the
flags on everyone's back to see how much HP they have!
The General, Cavalry, and two Infantry are flanked by two foes. You can use
the environment to your advantage in this game, with one common example
being fall deaths. If a target is close to a ledge, you can potentially
knock them off the map to their doom. Select an Infantry and have him attack
the enemy Infantry behind you - the knockback pushes him off the edge.
A second example of utilizing your surroundings would be what the opposing
Cavalry is doing: hiding behind a rock. You can use rocks and other barriers
to protect yourself from long-range attacks. Swing your Cavalry around the
corner and attack while the other troops slowly advance. He should be dead
after a second turn.
-------------------.________________________________________________________
| Tutorial (Part 3) |________________________________________________________|
'-------------------'
The first thing you should notice here is the scroll on the right side of
the screen. This displays the HP, attack, and defense of the unit you
currently have selected (you can view both ally and enemy info). This means
that you can actually take damage, so it's time to be careful with your
orders!
Second, there are five scrolls on the top of the screen. These represent
your orders. Both you and the enemy have a total of five orders per turn, so
pressing A on a friendly unit will use up an order. Use your orders wisely:
in future levels you won't be able to control everybody in one go.
You have three Infantry, two Cavalry, and your General. Begin moving the
minor units to the right and leave the General put. Try to bunch everyone
together to form a spirit wall, which prevents knockback and can prevent
some units from taking damage.
You are facing off against three Cavalry and three Infantry. You should be
able to easily kill the closest Cavalry, and afterwards you receive a
tutorial on eating skulls. Eating skulls uses up an action, so a unit cannot
eat a skull and attack on the same turn. Eating skulls replenishes 3 HP and
also increases your maximum HP by 2. Have someone eat the leftover skull.
Eating skulls is often your number one priority when they become available
on the battlefield: it is usually more important to heal and boost your max
HP than to get off an attack - live to fight another day! Plus, consuming 3
skulls turns a unit into a demon, which gives them an extra action.
Overall, nothing too difficult here. Don't worry if one or two units die,
especially if it is your first playthrough. Just make sure to be careful
with your General, since it's game over if he kicks the bucket.
Once you have whittled the opposing team down to a single unit, a Cavalry/
Infantry combo shows up. Luckily, an Archer joins your side to help even
things out: use the Right Analog Stick to move the camera to the upper
ledge to spot him.
Archers have deadly ranged attacks, but are incredibly fragile. Your current
situation is great since none of the melee fighters can reach your Archer,
letting you pick off the remaining foes.
Keep your units close to the left side of the screen so the enemies have
more ground to cover; while they slowly pursue you, pick them off with the
Archer and have everyone else eat enemy skulls. The Archer should weaken the
stragglers enough so that a single Infantry or Cavalry attack can be a kill
shot.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Bedlam Beach [0512]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without losing any units
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 Infantry
1 Infantry 1 Cavalry
1 Cavalry 1 Archer
2 Archers
This is a very small map featuring only three enemy targets and a raging sea
in between the two of you. Use your two Archers to target the Cavalry on the
other side of the bay; he won't be able to counterattack from so far away.
Once you have finished him off, you can use your Infantry and Cavalry to
quickly eliminate the Archer. Again, long-ranged units cannot counterattack
melee units, and vice-versa.
There's just an Infantry left; take your lumps and then murder him on your
next turn.
-------------------.________________________________________________________
| Get to the arrow! |________________________________________________________|
'-------------------'
All enemy units have been disposed of, meaning that you can freely move on
to the next map. Since you now have free range of motion between all units,
spend some time eating enemy skulls to heal and become demons. This is an
easy and early way to get the "Devil Inside" Achievement by powering up your
General to a demon for the first time, but I prefer to turn one of your
Archers into a demon. It is up to you.
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 2 Cavalry
2 Infantry 2 Archers
1 Cavalry
2 Archers
This is very reminiscent of the previous map, but here the two Archers pose
a bit of a problem. A great strategy against Archers is to protect your own
using spirit walls.
Begin by placing your Infantry and Cavalry up against the northern ridge,
forming a long spirit wall, with the two Archers in the rear. You can use
your Archers to shoot at other enemy Archers from behind the spirit wall
whilst eliminating their counterattack. Use your two Archers (or one single
Demon Archer) to slay one of the two blue Archers.
Also, when selecting a target to attack, pay attention to their body
movement: if they have their weapons raised, it means they can and will
counterattack. However, a flinching target means they cannot counterattack.
It's important to note their animations when in battle to be on the safe
side.
Use your second turn to down the last Archer and wait for the Cavalry to
advance. Remember to always form spirit walls with at least two units when
close to an edge, because knockback deaths are careless deaths. Whittle away
at the remaining pair with your Archers, and they should be dead before ever
getting remotely close to your party.
-------------------.________________________________________________________
| Get to the arrow! |________________________________________________________|
'-------------------'
Once again, you have the chance to stock up on enemy skulls. There are four
left, so use three to demonize one of your units (preferably your General or
a Cavalry) and the last to heal anyone who may be wounded.
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 3 Infantry
2 Infantry 3 Cavalry
2 Cavalry 2 Archers
2 Archers
The trio of Cavalry at the top are sitting ducks: they are all teetering
on the edge of the map, but there is no spirit wall. Use two Cavalry to
knock the closest two off the edge, then retreat back to the starting point;
have your Archers eliminate the third. Having demon units should free up an
order or two, so use any leftover orders to eat the skulls of the enemies
you just killed.
This map introduces you to bamboo. When standing in bamboo, a unit becomes
partially concealed, lowering the chances of a successful attack to 80%. The
enemies here take advantage of this, so you should use the small patch
nearby as well - good for Archers that want to attack fellow Archers.
You should be able to take out at least an Archer and Infantry, if not more.
Don't feel pressured to use up all your orders; sometimes it's better to let
the enemy make the first move rather than making a mistake and paying the
price for it. If you want to end your turn at any time, hit the Left Bumper.
And always go for skulls!
Leave most of your characters on the right side, and maybe an Archer in the
southern patch of bamboo depending on enemy movement. If any units try to
go around the large boulder and come up from the north, they give you the
opportunity to knock them off the cliff. If you stay conservative, use
bamboo, and utilize the duel actions of your demons, you should come out
relatively unscathed.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Archer Ambush [0513]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without losing any units
+ Beat level with at least 500 Rice
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 2 Infantry
2 Infantry 3 Archers
2 Cavalry
2 Archers
This map is a large rice field that contains many smaller rice paddies. You
can haunt a rice paddy by moving a unit and pressing Y on it. A haunted
object is symbolized by a flame bearing your team's color. At the start of
your turn, you receive 25 Rice for every haunted rice paddy, until the rice
paddy is depleted (after six rounds). Enemies can haunt rice paddies,
including ones you have already claimed.
Begin by haunting the two rice paddies directly in front of you. There are
some pros and cons to haunting objects: units standing on haunted rice
paddies will gain +2 HP during your turn, but they cannot counterattack.
Also, they do not suffer from knockback. Leave weakened units on claimed
rice paddies to restore their health.
The opposing Archers all hide in bamboo and very seldom move. There is one
close to your starting position, so slowly advance towards him with a
Cavalry and Archer, making sure that you are out of his attack range.
You may find potions by walking through bamboo or tall grass. Red potions
give you +2 Attack and green potions heals you +1 HP per round. Drinking a
potion consumes an action. One very important note that the game does not
inform you is that any unit who eats the skull of a potion drinker will also
wield that potion's power. So if you eat the skull of an enemy who drank a
red potion, that unit also gains +2 Attack.
Once the two closest rice paddies have been haunted, move your units off and
begin moving west. Utilize the bamboo around the area and have an Infantry
haunt the soldier shrine.
When there is only one enemy left, make sure to use up all your actions
before killing them; eat skulls, drink potions, haunt paddies, but make
sure your final action kills the unit. When the fifth enemy falls, enemy
reinforcements arrive, automatically ending your turn.
+3 enemy Infantry!
+2 enemy Cavalry!
Now that there are five more enemies, you may want to think about haunting
that soldier shrine if you have not already done so. There will usually
be a power struggle over the shrine, so you will also need to protect the
shrine once it is haunted. Don't fret if a unit begins haunting a shrine;
objects are only haunted once the round is fully complete, so you still have
a chance to slay the defenseless unit before the haunting is complete.
I suggest hunkering down and playing defense until the opposing team makes
their first move. Try to haunt the shrine and the surrounding rice paddies,
as well as eating skulls, in preparation. Have your Archers hide in any
nearby bamboo as well.
Once a soldier shrine is haunted, you can use an action to summon one of the
three main units. Infantry cost 100 Rice, Cavalry cost 150 Rice, and Archers
cost 200 Rice.
Stand your ground and let the enemies come to you, slowly peppering them
with Archer fire as they advance towards your position. Take out the Cavalry
first since they can cover a ton of ground. You can use your own Cavalry to
attack anyone who may be haunting the shrine or a rice paddy.
Not too difficult, especially if you have the shrine under control and
enough Rice on hand. Summoning Archers, while expensive, is usually the way
to go.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glorious Gates [0514]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without awakening your general
+ Defeated enemy general with your general
+ Beat level with at least 2 demon allies alive
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
3 Infantry 3 Infantry
4 Cavalry 2 Cavalry
2 Archers 2 Archers
1 Fox Monk
This is your first gate battle. At the end of each region is a gate leading
to the next, and each gate is guarded by an evil general. In this case,
General Kurokawa stands in the way of progressing to the Land of Eternal
Blossoms.
Both Generals begin the fight meditating. While meditating, Generals gain
+1 max HP until they are awakened. When in gate battles and other levels
where your General is meditating, leave one or two units with him for
protection while he stockpiles health points. Once he reaches maximum HP
(18), you can wake him up. Oftentimes you can receive a Gold Skull for
leaving your general alone, so only wake him if in dire straits.
This is a very small map, so it will be difficult for both parties to hide
and avoid attacks. There is a single patch of bamboo on the eastern end that
often contains a potion, so have one of your characters drink it and hide.
Make sure to keep your Infantry in front of the General at all times, or
else the enemy AI will annihilate him with Archers and Cavalry.
I found it easier to let your opponent make the first move in terms of
advancing. The Fox Monk in the far back is a huge problem, because he stays
put and will heal any wounded teammates from the safety of his location.
Usually the enemy breaks down their barrier on their first turn, giving you
a bit of flexibility when choosing who to target first.
You can leave the Fox Monk alone for the time being, but make sure to kill
any target(s) before the end of your turn or else the Fox Monk will restore
their HP.
Once the enemy units split up a bit, you can use your Cavalry to approach
the gate and flank some of them - there are two other bamboo patches on
either side of the front gate that you can hide in. If you manage to find
any red potions, give them to one of your Archers: a powered-up Archer is a
deadly force.
Your first order of business is to kill the two Archers with your Cavalry,
then focus on the pair of enemy Cavalry with your own Archers. While most
tactical games recommend that you "kill healer first", you can leave the Fox
Monk alone for a few rounds so long as your units haven't been killed.
Since the Fox Monk cannot attack on his own, slaying all of the teammates
around him makes him completely useless. Only employ this strategy if your
units are all safe, because otherwise he can gain HP and new spells by
consuming skulls.
Your ultimate goal in this battle is to kill the General. While it is
probably best to eliminate most of his subordinates, you do not have to
defeat every single one.
If Kurokawa's defense breaks down, feel free to rush him with Cavalry and
Archers in an attempt to do him in early on. The battle gets tougher as time
goes on and he maximizes his health, so don't dawdle around too much here.
In fact, you only have to get the General down to 1 HP before he retreats.
Once you are victorious, Akamoto retrieves his stolen sword, which means
your General can now perform two actions in a single turn.
______________________________________________________________________________
==============================================================================
LAND OF ETERNAL BLOSSOMS [0520]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Sakura's Solace [0521]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level with at least 2 monk allies still alive
+ Beat level with at least 1000 Rice
+ Beat level without losing any units
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 2 Infantry
2 Cavalry 2 Cavalry
2 Archers 2 Archers
You are given the chance to recruit the Fox Monks you first encountered in
the previous map. Monks can be summoned at their respective shrines, like
how you can purchase units from soldier shrines. The closest fox shrine is
directly north of your positon, and a Cavalry can reach it in a single turn.
Haunt the shrine with a Cavalry, have someone else haunt the soldier shrine,
then begin haunting rice paddies.
The enemies usually begin by haunting their own rice paddies or shrines. If
you send your second Cavalry and an Archer down the southern cliffside, you
can intercept anyone who tries for the fox shrine. Hide behind the rocks to
the left of their fox shrine and have the Archer pick off anyone who tries
to haunt it.
As for anyone that tries to surround you from the north end, you have your
Cavalry and Fox Monk to take care of business. You will want to protect the
Fox Monk from enemy attacks and also make sure no one haunts your shrine.
There are ten total rice paddies, and it is important that you try to claim
more rice paddies than the opponent. As long as they have a soldier shrine
haunted, they can continuously recruit new units as long as they have Rice.
So even though haunting a rice paddy leaves you vulnerable and may seem like
a waste of a turn, you can severely limit the influx of enemies brought in.
Don't be shy in buying more units yourself. If you have the resources, make
sure to use them to bring along Cavalry for recon, Archers for long-distance
attacks, and Infantry for defensive purposes.
Like the last fight, your objective is to defeat the enemy General. He8
starts off meditating and usually doesn't awaken until late in the match, so
he is your main target.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Pink Pursuit [0522]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without losing any units
+ Beat level with your General as a demon
+ Defeated at least 15 enemies
--------------------._______________________________________________________
| Get to the bridge! |_______________________________________________________|
'--------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 4 Infantry
1 Infantry 2 Cavalry
2 Cavalry 3 Archers
1 Archer
As one of your lil' Archers proudly proclaims, this is the first level with
a unique mission objective. You are pretty heavily outnumbered - only 5
units against 9 - but the good news is that there are two soldier shrines
and two fox shrines on the battlefield. Plus, your goal is to get to the
bridge, so you need not clear everyone out.
The map is broken up into several paths due to the large rock formation in
the center, so you can either start by going east or west. West is the
shorter route and takes you to your destination quicker, but going east
brings you past the two fox shrines and a soldier shrine. Bring your General
to the west with an Archer and Cavalry, while your other Cavalry and
Infantry go east to claim the nearby fox shrine.
After Round 2, your team gets a little surprise as the pink squad ambushes
you from behind.
+5 enemy Infantry!
+1 enemy Archer!
Now that you are sealed in from the back, you must press forward with your
units, specifically Akamoto, so that the southern group doesn't catch you.
Once you have the western soldier shrine under control, spawn Infantry to
help protect your General. On the other side of the map, have your Cavalry
haunt the soldier shrine after defeating the lone Archer and haunt one or
two of the rice paddies.
At the end of Round 5, your opponent continues to put the squeeze on you by
bringing in three additional Cavalry from the south.
+3 enemy Cavalry!
Despite the extra reinforcements, they actually shouldn't pose that much of
a problem since the computer wastes most of its actions advancing you from
the south rather than having anyone near the bridge attack you. As long as
you keep moving, you should always be one step ahead of the ambushers. Even
more troops show up after the sixth round.
+3 enemy Cavalry!
By now, you should be able to loop around from the east and join up with the
General. Continue to lay waste while your General picks up the remains.</pre><pre id="faqspan-2">
Remember that standing on a haunted rice paddy or shrine will heal you 2 HP,
so try attacking an enemy and then standing on a haunted object to help
heal you as the next turn passes. This is a good alternative if the enemy
captures one or two of your fox shrines.
Also pay attention to the brown, twisted thorn patches covering the map. If
you or an enemy gets knocked into a thorn, you receive an additional 1
damage. Try to position yourself so that you knock an enemy into a patch of
thorns: sometimes it's the difference between life and death!
Make sure to transform your General into a demon and proceed towards the
bridge with at least two other units. When you get close enough to your
destination, even more foes arrive.
+1 enemy Infantry!
+1 enemy Archer!
The winding path towards the bridge is covered in thorns, so use Akamoto
(whose attack has great knockback) to knock the approaching Cavalry into
the thorns or in the water. What's even better is that Archers can shoot
over the thorns, so snipe the Archer/Infantry that just arrived from the
other side of the thorns. Also, form spirit walls when you get to the north
end; it would be a shame to have anyone get knocked into the water.
By Round 12, even more enemies show up...
+3 enemy Cavalry!
...but at that point you should have things almost wrapped up. Keep in mind
that the General himself has to reach the bridge, so the mission won't end
until he specifically is standing on the glowing yellow arrow.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Potion Panic [0523]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level with at least 4 enemies alive
+ Knocked back at least 3 enemies into thorns
+ Beat level with at least 3 demon allies alive
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 2 Infantry
2 Cavalry 2 Cavalry
1 Archer 1 Archer
The evil General has the upper hand in this fight after downing a green and
red potion before meditating. As some sort of compensation, Sakura helps you
out by sticking 500 Rice in your inventory.
Bring your two Infantry to the soldier shrine and fox shrine, and use a
Cavalry to rummage through the bamboo in hopes of finding a potion. Throw
someone on a rice paddy down near the soldier shrine and let your opponent
have their turn.
This mission isn't too terribly difficult. The AI usually goes after rice
paddies or shrines; make sure to haunt whichever ones they neglect. Having a
stranglehold over all the rice paddies means that they have no currency, and
haunting the shrines means the enemy has no way of calling for more units.
The General is your main target, and he usually spends as much time as
possible meditating. He is pretty tough due to his status buffs, and keep in
mind that other units can stumble upon and use potions that they find. If
you use the increased Rice to summon Archers at the start of the battle, you
should have a much easier time.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Guardian Gardens [0524]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level with no enemy monks alive
+ Defeated enemy General with your General
+ Defeated at least 1 monk by haunting its shrine
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
4 Infantry 4 Infantry
2 Cavalry 2 Cavalry
2 Archers 2 Archers
2 Fox Monks
The presence of two demon Fox Monks makes this an annoying fight. They have
increased HP and have the ability to revive fallen comrades, along with
other advanced spells. To make things worse, their fox statues are right
next to the enemy General, so it'll be very tough to eliminate them that
way.
You should definitely try to haunt one or both of the soldier shrines on the
outer map. They are on the northwest and southeast sides, on narrow,
unprotected strips of land. Don't stay out in the open (either position
yourself on a rice paddy or the shrine), otherwise you can easily fall into
the watery depths.
Pair up your Cavalry and Archers and have each couple split up and try for
the soldier shrines. Any opposing units who try to join you will likely die
in a single turn with the combined efforts of the pair. The trick to
fighting in this mission is to try and kill your target in a single turn,
otherwise the Fox Monks will negate your hard work.
Infantry are really useful in this map due to their knockback ability. A
great way to weed out enemy troops is to lure them onto the two islands and
knocking as many off as you can. Leave one to guard your General and bring
all the rest up to join your Cavalry and Archers.
Using the cheap knockback method frees up your Archers, who can begin
targeting the Fox Monks. Eventually there will be no one left to heal, and
eventually the Revive spell will exhaust the pink team's Rice supply. When
the General starts moving around, you can close in on the fox shrines,
haunt them, then kill the defenseless leader.
One tidbit to realize concerning the demon Fox Monks: if you manage to slay
one by knockback or simply by overwhelming it, its eventual replacement is
a regular Fox Monk. So even if you choose not to overtake the fox shrines,
try to finish off them just so that they lose all their abilities when they
respawn.
______________________________________________________________________________
==============================================================================
LAND OF MONSOON MEADOWS [0530]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Raiden's Rampage [0531]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level without losing any units
+ Enemy General defeated by an Oni
+ Beat level in under 4 minutes
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 2 Infantry
2 Cavalry 2 Cavalry
2 Archers 2 Archers
Raiden interrupts the feud between Akamoto and General Ikkaku and shows off
the two salamander statues in the vicinity. You have the chance to summon
Salamander Monks from here on out, so immediately move one of your Cavalry
onto the southern statue while other troops take over the surrounding rice
paddies.
Salamander Monks have destructive spells that focus primarily on offense; a
strong contrast to the defensive-minded Fox Monk. They have the same stats
as Archers and also share similar long-range attacks. By eating one skull,
you can learn the Summon Oni spell. An Oni has no allegiance and will attack
the closest available target. They can be helpful comrades or act as
distractions, but may also turn on you given the opportunity!
You should be able to lock down the southern part of the map pretty easily,
and along the way you can send an Archer and Cavalry up north to try and
secure the soldier shrine. There are two soldier shrines, two salamander
shrines, and a fox shrine, and haunting all five is not a difficult task.
This is an incredibly easy level (as evidenced by the third Gold Skull
challenge) and merely serves as a tutorial for using Salamander Monks. If
you are going for that specific Gold Skull, make sure to haunt both
salamander shrines and at least one soldier shrine so you have enough long-
range combatants. That way you can ignore some of the other troops while
singling out the General.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Murderous Moats [0532]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Damaged Kurokawa
+ Knocked back at least 8 enemies over ledges
+ All enemies at campfire section of the level defeated by an Oni
--------------------._______________________________________________________
| Get to the bridge! |_______________________________________________________|
'--------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 2 Infantry
2 Cavalry 1 Cavalry
1 Archer 3 Archers
Your team begin shorthanded as you try and sneak through the moats, with
your destination being the bridge. An Infantry and Cavalry serve as bait,
in an attempt to lure you out into the open - a trio of Archers lie in wait
on the upper cliff. Have a Cavalry knock the Infantry into the water and
then have your Archer eat the skull. Make sure to keep your units behind the
fallen tree.
-------------------.________________________________________________________
| Haunt the shrine! |________________________________________________________|
'-------------------'
Your objective almost immediately changes, as Akamoto recommends you haunt
the salamander shrine next to the bridge. Inch everyone to the edge of the
tree so that your Cavalry can make a break for the logs next to the shrine.
None of your units should die here, and you should be able to successfully
avoid the sniper fire and haunt the salamander shrine.
-------------------.________________________________________________________
| Get to the arrow! |________________________________________________________|
'-------------------'
Once you have your Salamander Monk, have him gobble up any leftover skulls
and move to the arrow.
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 4 Infantry
2 Cavalry 1 Cavalry
1 Archer 2 Archers
1 Salamander Monk
If you Salamander Monk has eaten a skull, have him summon an Oni. As
mentioned previously, the Oni is a truly neutral party and will attack
either team. It can move and use melee attacks, and targets the closest
available unit. Use at your own risk...
Even if you haven't upgraded your Salamander Monk, you can still clear out
the campfire team with relative ease. Haunt the two rice paddies during your
first turn and wait for them to advance towards you, then eliminate the
Archer and the others. Steamroll the final Archer and Infantry.
-------------------.________________________________________________________
| Get to the arrow! |________________________________________________________|
'-------------------'
Free roam is allowed once you have downed the last foe. Seven enemies,
seven skulls. Make sure to power up your General to a demon using three of
the skulls, and also upgrade the Salamander Monk into a demon. Distribute
the rest to your Archer and Cavalry, then get to the arrow.
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team & Enemy Team
___________________________________________________________________________
1 General 1 General 1 General
2 Infantry 2 Infantry 3 Archers
3 Cavalry 2 Cavalry
3 Archer 2 Archers
1 Salamander Monk
In a surprising turn of events, this pursuit evolves into a 2-on-1 handicap
affair. Your goal is to defeat General Ikkaku (green), but he has teamed up
with General Kurokawa (blue). You cannot kill Kurokawa, but he is perched
on the northwest cliff along with three Archers. Like in the first portion
of this map, you must take cover when traveling past them or else you'll
promptly get sniped.
Now this is not a three-way duel, so Kurokawa's team will never attack
Ikkaku's team. It is strictly them against you. After roughly five rounds,
Kurokawa himself will leave, but his Archers stay put.
One might lean towards avoiding the northern bridge entirely for fear of
Kurokawa's Archers, but there is enough cover that you can maneuver around
without getting hurt. The salamander shrine there is a valuable asset, and
you can haunt it in a single turn using a Cavalry. Try to split up the
bulk of your team, with one taking the northern bridge and the other taking
the southern trail (since your General has begun meditating, leave one or
two units with him).
It is good to recognize and understand the range of the blue Archers, since
that'll help you to not feel so restricted. A good place to station a unit
is in the bamboo patch directly south of the salamander statue: even though
you're out in the open, you are out of the range of the blue team.
Even though the two pathways are separated by water, Archers and Salamander
Monks can still attack each other from the north and south sides. Take two
Archers north with a Cavalry, and your demon Salamander Monk south with the
third Archer and some other units. When you begin to flank the green team,
their General often wakes up prematurely. Depending on which road he takes,
you can hit him with either your demon Salamander Monk or your Archers.
As always, try using Infantry and Cavalry to knock enemies into the water.
There are no walls or railings for protection, so form spirit walls yourself
to avoid getting a taste of your own medicine. There is also a lone fox
shrine on the southern path if you are interested. Overall, a really fun map
without being terribly challenging.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Hurricane Plain [0533]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Defeated enemy General with your General
+ Defeated 3+ enemies via Lightning Shield counter-attack
+ Beat level with at least 2 monks as demons
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 2 Infantry
5 Cavalry 5 Cavalry
2 Archers 2 Archers
This is a somewhat large scale fight, due to the high number of Cavalry on
both sides and the overall size of the playing field. Take note of your
surroundings and spend your first couple turns activating shrines and
haunting rice paddies. There is a soldier shrine directly next to you, a
salamander shrine near the central river (on your side) and a fox shrine up
north. Disperse your Cavalry to these various locations.
I found that keeping your Salamander Monk near the river was a good tactic,
since you can target enemies from across the water (the AI usually sends
troops to these two rice paddies), weakening them as they make the trip
across the bridge towards you. Plus, the salamander shrine is close by in
the event that your Salamander Monk is taken out.
Raiden shows up after Round 2 with a wacky speech, and after Round 3 a
lightning storm is triggered. Now during each turn, a random unit on either
team will be struck by lightning and given a Lightning Shield. Attacking a
target with a Lightning Shield will take extra damage.
There are two bridges connecting your territory with the enemy's territory.
I recommend storming the northern bridge since it is a more direct route,
but it's also important to station several units at the southern bridge in
case anyone tries to sneak around the bulk of your army; bring a Cavalry
across the bridge to haunt the soldier shrine down here.
Bring most of your Cavalry up and across the northern bridge, as well as
an Archer. Leave the second Archer along with your Infantry at the south
side, and keep the Salamander Monk in the middle so he can spit fire at
anyone who tries to cross the northern bridge or haunt the nearby objects.
This will likely turn into a pretty long fight. Both teams have direct
access to a multitude of rice paddies and soldier shrines, meaning that the
green team can keep churning out units until they run out of rice or you
can lock down at least one soldier shrine. If you're not worried about a
speed run, sometimes it is best to play it out, stand your ground, and keep
murdering enemies until the General has no options left.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Forsaken Flights [0534]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Defeated at least 5 Oni
+ No allies damaged by the Oni
+ Defeated enemy General with your General
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 4 Infantry
2 Cavalry 4 Cavalry
2 Archers 4 Archers
The gate to the Land of Golden Harvest stands at the top of a giant set of
stairs, and, of course, you start off at the bottom. The staircase is split
into three tiers. There really isn't much on the bottom tier aside from a
fox shrine, so use a Cavalry to haunt it and begin moving your units up to
the middle tier.
The bulk of the map is featured on the middle tier. There are eight rice
paddies, two soldier shrines, and two salamander shrines. You'll come to
notice the multitude of skulls littering the area. These skulls are used as
a trap to lure unsuspecting individuals into Oni territory - note that all
the skulls are in front of caves.
Oni live in these caves (there are four caves) and will appear when anyone
walks past their den. If you or an enemy moves past a cave entrance, a set
of shifty eyes emerge from the darkness, and an Oni enters the battlefield
on the following turn. Try not to leave anyone in front of a cave or else
an Oni will show up and immediately attack.
The Oni and the free skulls really add a whole new dimension to this battle,
and it is arguably my favorite in the game. You really have to plan out
where you want to go and sacrifices must be made for the good of the team.
You can also use the Oni to help distract enemies such as luring a troop
towards a potentially dangerous cave.
Oni have 7 Attack and 3 Defense, so it is not wise to fight one head-on. But
that doesn't rule attacking them entirely. You can use Salamander Monks and
Archers to weaken and ultimately defeat them.
Once an Oni dies, it takes around two turns for another to spawn in the same
cave. Therefore if you or an enemy manages to execute one, take the time to
horde all the skulls before retreating to safety. There are times where you
won't even need to destroy an Oni to reap the rewards: Oni have such pitiful
movement range that if they get far enough from their cave, you can dine and
dash before they can stop you.
The enemy AI is usually pretty fearless when it comes to the Oni, so they
will likely run towards the caves and consume skulls despite the lurking
threat.
Once the mission begins, direct most of your units to the east side of the
map. This side is significantly larger and provides more maneuverability
without the worry of disturbing an Oni. You'll want to haunt the rice
paddies as soon as possible, because there aren't many on the map and you
will need as many as you can get.
As previously stated, you may need to sacrifice one or two units to the Oni
if you want to haunt all the available shrines or rice paddies (such as the
two paddies and the salamander shrine in the center of the middle tier).
Parts of the railings are broken on the stairs, so units can target each
other from long distance if you are in the right spot (you can also knock
bad guys off the stairs for an instant death).
Cavalry are one of the most useful units in this fight. Their range of
movement is so high that they can sprint by a cave, wake up an Oni, and
continue by without ever being threatened. You can use one to sneak past the
cave entrance on the west side in order to take over the soldier shrine.
Archers and Salamander Monks are of course wonderful due to their offensive
prowess, but Cavalry are awesome recon units. Use a Cavalry to haunt a
number of rice paddies while you have a Salamander Monk transform into a
demon. The stairs are pretty narrow - it is a staircase, after all - so wait
until you get a group of enemies all huddled up together before unleashing
Lightning Storm two consecutive times. How rewarding!
Feel free to awaken your General, especially if enemies or Oni make their
way down to the bottom tier. It probably isn't recommended that you play
around with him too much due to the numerous ledges and the Oni wandering
about. You don't even have to storm the upper tier until late in the game; I
targeted most of the opposing units from the middle tier before sending my
demon Cavalry up to General Ikkaku.
______________________________________________________________________________
==============================================================================
LAND OF GOLDEN HARVEST [0540]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Fujin Falls [0541]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level with at least 4 allies still alive
+ Beat level in 14 rounds or less
+ Beat level with at least 2 Crow Monk allies alive
--------------------._______________________________________________________
| Get to the bridge! |_______________________________________________________|
'--------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 3 Infantry
1 Infantry 2 Infantry
2 Cavalry 1 Archer
2 Archers
Akamoto and his subordinates have traveled through spring and summer, and
now they have reached autumn. This map is large, but broken up into smaller
segments by flowing streams. Your General (paired with two Cavalry) is
separated from his Archers and Infantry, who are on the northwest corner of
the map.
Control this group first, bringing the Infantry onto the crow statue. Crow
Monks are totally cool monks who have some real neat spells. With some
clever thinking, Crow Monks can become incredibly useful aids, using their
Gust spell to blow enemies off ledges, pushing items closer to a friendly
target, or blowing out flames at shrines/rice paddies.
Take your Crow Monk and blow one of the incoming Cavalry into the rapids.
Move the Crow Monk further south, using Gust on any enemies in your way. It
has a pretty long range and pushes things remarkably far away, so always
use it when you get the chance.
On the other side of the map, start moving your General and Cavalry across
the stepping stones towards the crow statue. The enemies here will start to
pursue you, so keep the Cavalry in front and knock any available targets
into the river. Summon a second Crow Monk when you get the chance.
Regardless of what side you come from, more enemy units close in when you
reach the southwest island.
+3 enemy Infantry!
+2 enemy Cavalry!
+2 enemy Archers!
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Now it is up to you to kill the remaining members of the yellow team. Since
you should have two Crow Monks on both sides of the map, now all you need to
do is play the waiting game. Position yourself out of harm's way and let the
opposing forces come to you. When they are on a stone bridge or near the
edge of a river, push them off the edge and have the Archers feast on the
skulls.
Using the Crow Monk takes some getting used to since he's a bit of a shifty
character, but if you utilize him well you can make this game very easy for
yourself.
-------------------.________________________________________________________
| Get to the arrow! |________________________________________________________|
'-------------------'
Yet again, you can move freely with all your units before proceeding. Make
sure to horde every last enemy skull: power up your General first, then
transform at least one Archer. You can freely use turns in this phase of the
fight, so have your Crow Monks blow out the enemy flames if they managed to
haunt the rice paddies. Haunt the paddies, then skip through your turns so
you have the maximum amount of Rice.
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
1 Infantry 3 Infantry
2 Cavalry 3 Cavalry
2 Archers 3 Archers
2 Crow Monks
General Higure oversees this land, and wishes to stop you dead in your
tracks. His troops are neatly lined up in front of him, but will spread out
in order to haunt rice paddies and prepare for attack. Now the entirety of
the map is still accessible, but for now it is easier to stay up on the
northeast sector unless things get really hairy and you feel the need to run
away.
Split up, per usual: send someone to the soldier shrine on the left and work
your way up the hill towards the salamander shrine. The wooden walkway
provides good cover, but a melee attacker can knock you off the edge. There
is a second soldier shrine right above the wooden catwalk, and a crow statue
is in the northern corner if you're looking for a third row Monk.
This fight isn't a backbreaker, so use it to train yourself in the art of
the crow. Try to devise strategies to help in combat!
For example, bring out an Archer into the front lines to get a more precise
shot, then use a Crow Monk to blow him backwards so he is out of enemy
range. Blow skulls closer to your allies so they can scoop it up without
having to waste any movement space. Push friendly units closer to enemies
to help close the gap. Blow out flames in haunted shrines to automatically
kill enemy monks. Repeatedly push enemies into thorns for extra damage. The
possibilities are endless!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Lion's Labyrinth [0542]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level owning all cleansing shrines
+ Beat level with at least 4 demon allies alive
+ No allies damaged by cleansing shrines
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 4 Infantry
2 Infantry 3 Cavalry
4 Cavalry 4 Archers
2 Archers
This mission introduces the final shrine type in the game: the cleansing
shrine. These shrines are sculpted in the shape of a lion's head, and can
deliver electric shocks to all enemies in the shrine's range (like a poor
man's Lightning Storm).
If you haunt a cleansing shrine, any enemy standing in the vicinity of the
shrine will take 1 damage at the start of every round. Most of the time it
is merely a nuisance, but with enough activated their combined power can
make things pretty chaotic.
Once the fight begins, move two of your Cavalry towards the pair of
cleansing shrines on the northeast region. Haunt them and send an Archer as
backup; take the Cavalry on the far left and move them west towards that
section of the map. Just like any other shrine, standing on a haunted shrine
recovers +2 HP at the start of each turn, so your Cavalry should be fine.
Try to keep at least two units in this area; you want to prevent the other
team from capturing these cleansing shrines. These two in particular are
useful because there are a lot of units bunched up directly north of here,
and often take a beating from the shrines due to their refusal to move.
The yellow team starts by haunting any nearby cleansing shrines in an
attempt to create choke points. Don't let haunted cleansing shrines ward you
off. Both crow statues are in the northern end and in heavy enemy territory,
so you'll have to sacrifice one or two hit points in order to take over an
opposing cleansing shrine. Fortunately, there are many potions hiding in
the bamboo patches, so make sure to search them all for goodies.
There are four rice paddies pretty close by to your starting location, so go
ahead and make them a priority. There are two nearby soldier shrines to
boot, so you should not have much trouble with this fight.
You can tackle this mission a number of ways. Try to haunt several cleansing
shrines to help whittle away enemy HP. Push people around with Crow Monks.
Or ignore the cleansing shrines and take whichever route the enemies haven't
locked down. Play with your surroundings and the environment, such as the
thorn patches and hazardous cliffs.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Chaos Canyon [0543]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Knocked back enemy General over ledge
+ Beat level owning all monk shrines
+ Defeated at least 5 foes using the Crow Monk
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
1 Infantry 2 Infantry
2 Cavalry 3 Cavalry
2 Archers 2 Archers
The setting for this battle is a narrow canyon that is broken into three
separate tiers. There are valuable assets found on each level (fox shrine
on the upper level, crow shrine on the middle level, and salamander shrine
on the lower level, with soldier shrines found on each tier), so it is best
to split up and add to your troops.
Try to recruit a Crow Monk ASAP, because he can be used to blow enemy units
away. The enemy AI usually splits up as well, so summon a Crow Monk and
move him around the middle level depending on convenience. Your Gust spell
can target units and objects above and below you, so by patrolling the
center level you can neutralize a lot of haunted shrines and attack enemies.
Any other fight I would tell you to keep your General in his meditative
state, but at around Round 3 I highly suggest moving him into the canyon (in
a preferably safe/empty area). That is because enemy reinforcements ambush
you from behind during Round 7.
+4 enemy Cavalry!
+2 enemy Archers!
If you move far enough away from your starting location, the reinforcements
should not be much of a bother. The pair of Cavalry that join the General
are annoying, but not a death sentence.
This map is pretty easy despite the surprises, but it's also fun due to the
number of ways you can tackle the challenges. You can lock down the upper
level with Archers and rain arrows down on the peons below. You can have the
Crow Monk patrol the middle tier and blow out any enemy flames so to prevent
the influx of new troops. Or you can rush right in and take down the General
while using decoys to distract opposing units. It's both satisfying and
embarrassing to the enemy to have your Crow Monk kill the General with Gust.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Autumn Assault [0544]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Enemy General defeated by a cleansing shrine
+ Beat level with at least 800 Rice
+ Defeated enemy General with your General
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 4 Infantry
3 Cavalry 9 Cavalry
2 Archers 5 Archers
You are severely outnumbered in this gate battle, so securing rice paddies
and soldier shrines will be the key to victory. Like with many gate battles,
you start off at the bottom of the screen and must ascend northbound to
General & Co. Like in the previous fight, it's split up into three levels
and you start off on the bottom and must work your way to the third floor.
You have the entire lower level to yourself, so use the first two or so
turns capturing rice paddies and haunting the crow shrine and cleansing
shrines. Also send a Cavalry across the river to the fox shrine on the far
west. It's good to send a couple troops this way in an attempt to flank the
trio of Archers on the middle level near the waterfall.
Don't try and sprint to the top of the mountain right away. Be patient and
play a slow game while you try and wipe out the entire middle level first.
Completely securing the middle tier is a huge victory and will greatly aid
in the climb to the gate. It is easier to lock down the eastern side, so do
so first and claim the soldier shrine before moving across the bridge to the
west and claiming that territory.
A good strategy is to keep your Crow Monk on the lower level with your
General. As the battle rages on, troops will likely come down from the west
and cross the rock bridge towards your General. You can station the Crow
Monk either behind the fox shrine (near the two rice paddies) or on the
south side of the river near your General and perform sneak attacks on
anyone foolish enough to try and cross the river.
If you're okay with not using your General, you can leave him be and use him
as bait while your Crow Monk (and maybe one or two other units) helps
whittle down the numbers.
The west side of the map is twisty and full of steep drops; it is considered
the risky way to go, while the east side is mainly flat open land. A Crow
Monk roaming the west side can be a killer for either side. Watch out for
pits and the water's edge.
Also, check the random patches of bamboo during your journey - you may get
lucky and find a potion. On one of my playthroughs I managed to find a red
potion on my first turn, fed it to an Archer, and eventually used him to
slay the General.
______________________________________________________________________________
==============================================================================
LAND OF FROZEN FORTUNES [0550]
==============================================================================
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Glassy Glacier [0551]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level owning all shrines
+ Knocked back at least 5 enemies over ledges
+ Didn't attack with any unit but your General
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 2 Infantry
2 Cavalry 4 Cavalry
2 Archers 2 Archers
With a name like "Land of Frozen Fortunes", you can expect a lot of cold,
slick, and icy terrains. The Glassy Glacier battlefield is no stranger to
those concepts, as around 80% of the map is covered in a sheet of ice. The
ice provides virtually no traction, and any unit that is knocked back by an
attack will slide several feet across the ice (as always, spirit walls can
prevent this).
Sliding on ice can be dangerous if you are near thorns or the edge of a
cliff, so you may want to stand on snow instead if you are in the presence
of enemies and you have the opportunity to do so. Using a Crow Monk's Gust
spell on an enemy standing on ice will send them flying.
"But there are no crow shrines available on the map!" While technically
true, you now have access to mixed monk shrines from here on out. Once you
haunt a mixed monk shrine, you can choose to summon any one of the three
monk types. Like regular monk shrines, you can only make one appear at a
time.
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
After two rounds, the General of the blue team retreats and leaves his
subordinates to do his dirty work. This leaves eight units for you to deal
with.
This is a standard fight between two evenly matched teams. The ice adds a
small element of strategy, but it shouldn't be a huge difference maker.
Haunt the nearby rice paddies, summon a monk of your choice, and get to
work. Note the rock wall in the center that can be used for hit and run
attacks.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Avalanche Alley [0552]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Beat level in 10 rounds or less
+ Beat level without losing any units
+ No allies damaged by the avalanche
-------------------------.__________________________________________________
| Defeat all enemy units! |__________________________________________________|
'-------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
2 Infantry 5 Infantry
2 Cavalry 2 Cavalry
2 Archers 5 Archers
The previous battle should have served as a good tutorial for this one and
should have given you some preparation. This time, staying off the ice is
more of a necessity than a convenience: any units left on the ice after
their turn will get hit by the avalanche, taking one point of damage.
Since most of the mountain is covered in ice, it can be challenging to
climb to the enemies at the top. The Oni cave behind you means that you
cannot simply wait for the opposing team to come to you, either. You'll
likely have to meet somewhere in the middle.
Your Cavalry have it the easiest due to their range of motion, allowing you
to attack and then retreat to safety or to scale large parts of the mountain
in a single turn. Start off by haunting the rice paddies, the mixed monk
shrine, and the cleansing shrine on the snow.
The choice of monk is up to you. The Salamander Monk is like having an extra
Archer, but the Crow Monk may have more valuable assets (the Fox Monk is a
fair choice, but I prefer one of the other two). The Crow Monk can be used
to push enemies onto the ice or into thorns, or push friendly troops to
safety if they can't get there on their own.
Wake up and move your General towards the rice paddies before Round 4,
because that's when the Oni show up. The best place to convene is just
around the first bend, near the rice paddy and mixed monk shrine. Out of the
two shrines, call upon a Crow Monk and have them blow out the cleansing
shrines to the west. Bring General Akamoto towards this location and have
him hide out. The AI is rarely concerned about the avalanche and will leave
its units out in the open, making your job easier.
The only soldier shrine is at the very top of the map, so there essentially
isn't any available for you to use. The only units you have are the ones
you start off with and two monks, so you cannot afford to get reckless. Keep
away from the Oni unless they are standing on ice, in which you should knock
them away (attacking an enemy on ice prevents them from counterattacking).
Sometimes sliding an Oni closer to enemies will divert their attention to
the blue team.
The ensuing carnage should leave a ton of skulls for you to ingest. Make
sure to power up your General and preferably a Salamander Monk. If you have
a demon Salamander Monk at your disposal, you can use Lightning Storm to
target groups of baddies from behind walls.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Frozen Finale [0553]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Defeated Yuki
+ Defeated enemy General with your General
+ No allies frozen by Yuki's magic
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General Yuki
2 Infantry 1 General
2 Cavalry 6 Infantry
2 Archers 2 Cavalry
4 Archers
It is time to take on the power couple of Kurokawa and Yuki. Again, the
theme of "get off the ice!" stays strong, and the concept's importance
increases tenfold during this fight: Yuki stands on an icy island near
Kurokawa and shoots icicles outward at the start of every turn. Any unit
standing on ice will be susceptible to Yuki's attack, which freezes them in
a block of ice. Take a few turns to recognize the trajectory and range of
Yuki's attacks, and for Pete's sake, stay off the ice!
There are six rice paddies that are all relatively close by, so lock them up
with your units and take out anyone who tries to stop you. Make sure to
haunt the soldier shrine as soon as possible. Watch out for the ice patches,
which cover small portions of the land and the bridges. Never leave a unit
on a bridge, because they will become frozen.
It's not the end of the world if a unit is frozen by Yuki. A frozen unit is
unable to move or perform an action, and they can be thawed out in one of
two ways: you can either use a Crow Monk to push them off of the ice or you
can have one or two units create a spirit wall in front of the incapacitated
character. Of course, the unit in front will become frozen instead, so you
can sacrifice a more expendable unit in favor of someone important.
There are four total bridges in the map, with three of them directly leading
to Yuki. The fourth one takes you to a small island on the east side of the
map (containing a mixed monk shrine and a soldier shrine). I tend to ignore
this island because only a Cavalry can cross the bridge in a single turn. If
anyone tries to cross the bridge towards your shrines, keep someone posted
near the bridge so you can knock them off if they try to haunt your stuff.
So that leaves the west/northwest section. Send some Archers and other units
up that way, picking off the enemies here. The blue team usually haunts a
number of rice paddies during their first couple turns, meaning they will be
constantly churning out more units until you take away their soldier shrine.
Use a Cavalry to try and flank everyone, or use a Crow Monk to blow it out
from afar.
Fighting an onslaught of enemies does have its perks. Constantly slaying bad
guys leaves behind a ton of skulls, so you should be able to get several
demons on your team. Try to demonize Archers and any Salamander Monks you
may have.
The safest way to complete this mission is to exhaust the blue team of their
supplies so that it is eventually you against just Yuki and Kurokawa.
Approaching the ice goddess is difficult in its own right, since the bridges
leading to her all leave you open to attack. You can use a Crow Monk to give
your troops an extra push (don't worry, you cannot accidentally push an ally
off a ledge), or sacrifice weaker troops by putting them in front of demons
as you advance.
The best location to attack Yuki is from the southern bridge. You have
access to a patch of dry land behind a rock once you get across the bridge,
and you can use Archers to snipe her from behind cover. I have never managed
to complete this fight without killing Yuki, so I highly suggest you take
the time to do so as well.
Once Yuki is gone, Kurokawa should soon follow. You'll likely have a number
of demon units still alive, so the General should not last long. Any units
that were frozen by Yuki automatically thaw out once she dies. Do not get
careless, because the entire northern island is ice and he can easily knock
units off the edge - keep everyone (especially your General) at a safe
distance as you pummel him to submission.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
End of the Line [0554]
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Gold Skulls
___________
+ Ate at least 20 skulls
+ Don't knock back a single foe over a ledge
+ Beat level with 1 of each monk type as a demon
---------------------------.________________________________________________
| Defeat the enemy General! |________________________________________________|
'---------------------------'
Your Team VS. Enemy Team
__________________________________________________
1 General 1 General
3 Infantry 9 Infantry
5 Cavalry 4 Cavalry
4 Archers 4 Archers
Akamoto must endure one final test in order to wrap up his journey: he must
defeat the grand shogun himself! The real kicker is that every single enemy
unit is a demon! To help keep things balanced, there are skulls littered
around the starting point that you can eat and help level the playing field.
There are two Cavalry and two Archers posted at the top of the stairs in
front of you. Spend your first turn eating skulls, with priority going to
Archers. The enemies will either do one of two things: begin attacking you
or start haunting the nearby rice paddies/mixed monk shrines.
</pre><pre id="faqspan-3">
Try to destroy the enemies with the opposite type troop: sick Archers on the
Cavalry and Infantry/Cavalry on the Archers. Try to gang up on individual
targets and don't leave anyone weakened unless you can kill 'em in a single
turn; any weakened units will steal the skulls lying on the ground from you.
Once those four are done with, begin taking over the rice paddies and mixed
monk shrines while eating skulls. Leave your General be for now and upgrade
Archers and Cavalry. Summon a Crow Monk and either a Fox Monk or Salamander
Monk. The Crow Monk is a deadly force because there are ledges and pits
everyone (there are also patches of ice that blend in with the floor).
Like in the last battle, it may be easier to stand your ground and keep on
eliminating troops until the General can summon no more. This is a tall
task, because enemy units conjured from a soldier shrine are automatically
demons. But there are a few locations (primarily bridges) that provide good
spots for you to instantly kill them.
The General's two henchman are highly specialized Infantry that can deliver
a frozen strike with their sword, which leaves you frozen just like Yuki's
icicle blast. These two royal guards can be pinpointed due to their blue
glowing swords. Make sure to dispatch them from a distance and do not engage
in hand to hand combat with these foes.
This mission is surprisingly easy at first as long as you stand your ground
near the starting point: you have two mixed monk shrines that can be easily
haunted if the monk is killed, several rice paddies for quick use, two
cleansing shrines, and a lot of narrow passages and ice patches that can be
utilized for easy kills.
Even when it's just down to you and the General, things can get annoying.
He always runs away and tries to find cover, and the map is big enough that
he can successfully escape given enough time. Secondly, you must defeat the
General with your General, so you cannot kill him with any other unit, even
if he is down to a sliver of health.
When it's you against the General, try to flank him as he retreats to his
starting position. Send Akamoto and an Archer one way while you bring other
troops the opposite direction. If you have any leftover Rice, haunt one of
the soldier shrines and bring along any troops. This isn't a requirement,
since you can clear everyone out with your starting group.
The General also has an icy blade that can freeze you in one hit, so try and
avoid tackling him head on. Resort to using the long-range attacks of
Archers and Salamander Monks; Crow Monks are somewhat useless since he is
not affected by Gust. You should be able to access every soldier shrine and
mixed monk shrine on the map, so call forth Salamander Monks and at least
one Fox Monk.
As the General runs back and forth like a cornered animal, whittle his
health down. The trick is to have your General deliver the final blow, but
you cannot leave the enemy General left standing or you risk having Akamoto
getting frozen. If your General is a demon, you should be able to bring the
shogun down in one turn as long as he has 6 health (three turns, 2 damage
each turn).
Again, use Archers and Salamander Monks to get the opposing General down to
around 6 health or less while Akamoto stands by. Then before your turn ends,
have him move in and finish the job. Fox Monks are helpful because they can
use Purify Skull to transform a skull into 75 Rice; there should be plenty
of skulls left on the battlefield, allowing you to keep summoning Archers at
the soldier shrines.
It is going to be an incredibly frustrating game of cat and mouse, but if
you have enough bodies you can distract the mighty shogun long enough for an
ambush. A 50+ Round mission is not uncommon!
______________________________________________________________________________
==============================================================================
[6] ACHIEVEMENTS [0600]
==============================================================================
Here are all the Achievements found in the game, in alphabetical order.
A Shogun Is You! (40)
_____________________
+ Complete the Land of Frozen Fortunes on Normal difficulty.
Devil Inside (10)
_________________
+ Power up your General to a Demon.
Epic Win (30)
_____________
+ Win an online match that lasts at least 30 rounds, defeating at least 30
enemies.
Gone with the Wind (20)
_______________________
+ Knock 3 foes off a ledge at once with a Demon Crow Monk's Typhoon spell.
Gum-Splattered Lock-Plucker (20)
________________________________
+ Complete the Land of Monsoon Meadows on Normal difficulty.
Kingdom of the Golden Skull (20)
________________________________
+ Earn 30 gold skulls.
Kurokawa Would Be Proud (10)
____________________________
+ Break a Deadly Alliance in online multiplayer.
Lightning Storm (20)
____________________
+ Defeat 5 foes at once with a Salamander Monk's Lightning Storm spell.
Online Multi-Slayer (10)
________________________
+ Win a 4-player online multiplayer match.
Out of Line (20)
________________
+ Complete the Shores of the Dead on Normal difficulty.
Out of Your Skull (40)
______________________
+ Earn all gold skulls.
Outfoxing Death (20)
____________________
+ Bring back a fallen unit with a Demon Fox Monk's Revive spell.
Sound of One Hand Applauding (20)
_________________________________
+ Complete the Land of Golden Harvest on Normal difficulty.
Speed Kills (20)
________________
+ Win a multiplayer match with a 20-second-per-turn time limit.
Speed of the Shogun (30)
________________________
+ Complete every level such that your best times for all of them add up to
less than 3 hours.
Team Player (10)
________________
+ Win a team deathmatch game with your teammate still alive.
The Bone Collector (20)
_______________________
+ Earn 15 gold skulls.
Victor of Victorious...Victory (20)
___________________________________
+ Complete the Land of Eternal Blossoms on Normal difficulty.
Web Master (10)
_______________
+ Win an online multiplayer match.
Were You Using That? (10)
_________________________
+ Defeat an enemy Monk by haunting its Shrine.
______________________________________________________________________________
==============================================================================
[7] THANKS/CREDITS [0700]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
FESBians: Because you're cool.
You: For reading this FAQ.
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* Neoseeker -
http://www.neoseeker.com
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The latest update of this document can always be found on GameFAQs.
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"Hide, hide, now it's all so easy. I will be a gun, and it's you I'll come
for"
- CHVRCHES
______________________________________________________________________________
END OF DOCUMENT