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Found 31 results

  1. Guest

    Bael Map Sprites?

    Does anyone know where I can find the map sprites for the spiders from FE8? I found the battle sprites just fine but I can't find the map sprites for the life of me. I've checked the sites suggested in the Spriter's Resource topic and couldn't find them, and google was no help, so I'm at a loss. Any help would be appreciated :)
  2. I want to make something with this awesome thing and I want to use NES-era resources, since I can make mugshots in that style. Now, to use the sprites here you must edit the sprite sheet so when you import it to the program you can insert them without any sort of blank space. https://www.spriters-resource.com/nes/fireemblemshadowdragonthebladeoflight/sheet/189/ Is there any easy way to do this instead of checking, like, every two seconds if the square aligns with the map chip?
  3. The map of Tellius is only ever partially shown and all we know about the parts noit shown is that they are mostly desert, right? Has any media ever shown what the full map looks like or a character ever talked about it? Rafiel, Nailah, and Volug are the only ones to have ever been there, do they ever talk about the landscape?
  4. Hiya, new to FE Hacking here and some things wrong with my game. Everything was fine but I changed a couple of things and now... this has happened. If I go and attack an enemy the tiles get screwed up and turn Rainbow coloured. If I step on any of the other blue tiles outside my normal range, the game crashes After the second turn when reinforcements arrive, the game also crashes.**** It also seems to have changed one of my text conversations for some reason to this: "[MoveFarFarLeft][.][0xB8][OpenFarFarLeft][0xBC][OpenFarFarLeft]<[OpenMidRight][0xA4][X]" This is the code for the game, the only thing I changed was the ending event which used to be: "Ending_event: End_Game ENUN ENDA" **** After I changed this the game stopped crashing at those points but I can still move around the map in the same way for some reason, it just wont crash. I knew that was wrong but changing it doesn't seem to have fixed the problem #define DISABLE_TUTORIALS #include EAstdlib.event EventPointerTable(0x06,Pointers) ORG 0xD80000 Pointers: POIN Turn_events POIN Character_events POIN Location_events POIN Misc_events POIN TrapData TrapData POIN Bad Bad Bad Bad POIN Good Good Good Good POIN Opening_event Ending_event Good: UNIT Batta Brigand Batta Level(2, Ally, 0) [1,0] [1,3] [0x2A] NoAI UNIT Carjiga Brigand 0x00 Level(1, NPC, 0) [0,5] [2,3] [IronAxe] NoAI UNIT NomadTroopers: UNIT 0xC8 NomadTrooper 0x00 Level(1, Enemy, 0) [12,6] [11,7] [IronBow, SteelSword, Vulnerary] [0x00,0x02,0x02,0x00] UNIT 0xC8 NomadTrooper 0x00 Level(1, Enemy, 0) [11,6] [10,7] [SteelBow, IronSword, Vulnerary] [0x00,0x02,0x02,0x00] UNIT LausSoldier: UNIT 0x78 Soldier Batta Level(1, Enemy, 0) [12,0] [11,0] [Javelin, IronLance] [0x00,0x03,0x00,0x20] UNIT GloryBoys: UNIT 0x5F 0x28 0x00 Level(2, Enemy, 0) [5,5] [6,6] [0x01, HandAxe] [0x00,0x02,0x02,0x00] UNIT 0x62 0x0E 0x00 Level(1, Enemy, 0) [5,5] [6,5] [0x01] [0x00,0x02,0x02,0x00] UNIT Bad: UNIT Guy NomadTrooper_F 0x00 Level(2, Enemy, 0) [13,9] [13,9] [IronSword, ShortBow] [0x00,0x03,0x00,0x20] UNIT NomadTroopersSouth: UNIT 0xE6 NomadTrooper 0x00 Level(1, Enemy, 0) [6,9] [6,9] [IronBow, SteelSword, Vulnerary] [0x00,0x02,0x02,0x00] UNIT 0xE6 NomadTrooper 0x00 Level(1, Enemy, 0) [6,9] [7,9] [SteelBow, IronSword, Vulnerary] [0x00,0x02,0x02,0x00] UNIT YoungRider: UNIT 0x67 Nomad_F 0x00 Level(4, Enemy, 0) [0,6] [0,4] [IronBow] [0x00,0x02,0x02,0x00] UNIT 0x67 Nomad_F 0x00 Level(4, Enemy, 0) [0,6] [0,5] [IronBow] [0x00,0x02,0x02,0x00] UNIT 0x67 Nomad 0x00 Level(4, Enemy, 0) [0,6] [0,6] [IronBow] [0x00,0x02,0x02,0x00] UNIT TheCavalry: UNIT Glass Mercenary Batta Level(3, NPC, 0) [0,4] [0,4] [IronSword] NoAI UNIT 0xD6 Bishop Batta Level(1, NPC, 0) [0,5] [0,5] [Lightning] [0x0E,0x04,0x00,0x00] UNIT FirstGuards: UNIT 0x7C Fighter 0x00 Level(3, Enemy, 0) [12,0] [10,0] [SteelAxe, Heal] [0x00,0x02,0x02,0x00] UNIT 0x7D Myrmidon 0x00 Level(3, Enemy, 0) [12,0] [10,1] [IronSword, Vulnerary] [0x00,0x02,0x02,0x00] UNIT 0x50 Swordmaster 0x00 Level(1, Enemy, 0) [12,0] [11,1] [SlimSword,Runesword] [0x00,0x03,0x09,0x00] UNIT FirstWaveUnit: UNIT 0x9B Myrmidon 0x00 Level(4, Enemy, 0) [13,7] [11,9] [IronSword] [0x00,0x03,0x09,0x00] UNIT 0x9B Mercenary 0x00 Level(5, Enemy, 0) [13,7] [11,8] [IronBlade] [0x00,0x03,0x09,0x00] UNIT 0x9B Myrmidon 0x00 Level(4, Enemy, 0) [13,7] [12,8] [IronSword] [0x00,0x03,0x09,0x00] UNIT 0x67 Archer 0x00 Level(3, Enemy, 0) [12,6] [14,8] [IronBow] [0x00,0x03,0x09,0x00] UNIT 0x67 Mage_F 0x00 Level(3, Enemy, 0) [12,6] [11,6] [Fire] [0x00,0x03,0x09,0x00] UNIT 0x67 Mage 0x00 Level(3, Enemy, 0) [12,6] [10,6] [Fire] [0x00,0x03,0x09,0x00] UNIT 0x67 Nomad_F 0x00 Level(1, Enemy, 0) [13,5] [12,2] [IronBow] [0x00,0x03,0x09,0x00] UNIT 0x67 Nomad_F 0x00 Level(1, Enemy, 0) [13,5] [12,4] [IronBow] [0x00,0x03,0x09,0x00] UNIT 0x67 Nomad 0x00 Level(1, Enemy, 0) [13,5] [14,3] [IronBow] [0x00,0x03,0x09,0x00] UNIT Turn_events: TurnEventPlayer(0x0,Opening_event,1) TurnEventEnemy(0x0,FirstGuardsArrive,2) TurnEventNPC(0x12,CavalryArrives,2,0) TurnEventEnemy(0x0,FirstWave, 3) TurnEventEnemy(0x0,MagePursue, 4) TurnEventPlayer(0x0,NomadSpawn, 5) TurnEventPlayer(0x14,LausMove, 4) TurnEventEnemy(0x0,SwordsmanGo, 7} End_MAIN SwordsmanGo: CHAI 0x9B [0x00,0x02,0x02,0x00] ENUN ENDA NomadSpawn: LOU1 NomadTroopersSouth ENUN LOU1 YoungRider ENUN ENDA LausMove: TEX1 0x822 REMA TurnNPC(0x78) ENUN MOVE 0x78 [7,2] ENUN ENDA MagePursue: CHAI [13,3] [0x00,0x02,0x02,0x00] CHAI [13,4] [0x00,0x02,0x02,0x00] ENUN ENDA FirstGuardsArrive: LOU1 FirstGuards ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x81B REMA MOVE [11,1] [12,5] ENUN LOU1 LausSoldier ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x81C REMA MOVE [0x78] [10,2] ENUN ENDA FirstWave: MOVE [12,5] [13,8] ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x81D REMA MOVE [13,8] [12,7] ENUN LOU1 NomadTroopers ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x81E REMA LOU1 FirstWaveUnit ENUN TEX1 0x81F REMA MOVE [10,7] [14,6] MOVE [11,7] [14,5] ENUN DISA [14,6] DISA [14,5] ENUN TEX1 0x820 REMA MOVE [12,2] [9,0] MOVE [12,4] [11,0] MOVE [14,3] [12,0] ENUN DISA [9,0] DISA [11,0] DISA [12,0] TEX1 0x821 REMA MOVE [11,6] [13,3] MOVE [10,6] [13,4] MOVE [10,8] [9,7] MOVE [11,8] [10,7] MOVE [12,8] [10,8] MOVE [14,8] [14,5] ENUN ENDA LausTalk: FADI 10 BACG 0x1C FADU 10 MUSC 0x42 TEX1 0x823 REMA TurnAlly(0x78) ENUN ENDA Character_events: CharacterEventBothWays(0x07,LausTalk,Batta,0x78) End_MAIN CavalryArrives: LOU1 TheCavalry ENUN MUSC 0x44 FADI 10 BACG 0x1C FADU 10 TEX1 0x819 REMA MOVENEXTTO Glass Batta MOVENEXTTO 0xD6 Batta ENUN MUSC 0x42 FADI 10 BACG 0x1C FADU 10 TEX1 0x81A REMA TurnAlly(Glass) TurnAlly(0xD6) ENUN ENDA Location_events: End_MAIN Misc_events: CauseGameOverIfLordDies End_MAIN TrapData: End_MAIN Opening_event: OOBB LOU1 Bad ENUN LOU1 Good ENUN FADI 10 BACG 0x1C MUSC 0x3F FADU 10 TEX1 0x815 REMA MUSC 0x32 LOU1 GloryBoys ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x816 REMA MOVE [6,6] [4,2] ENUN FADI 10 BACG 0x1C FADU 10 TEX1 0x817 REMA MOVE [2,3] [1,2] ENUN DISA [1,2] TEX1 0x818 REMA MOVE [1,3] [0,5] ENUN ENDA Ending_event: End_MAIN // Events // Manual Movement // Scripted Fights // Units // Shop Data MESSAGE Events end at offset currentOffset Pls help me pls idk wat to do thank you
  5. I'm learning FEBuilder and mechanically, making a map is simple. You just put the tiles you want down and voila! You've made a map! But I'm having trouble actually making a good map. I've played SoV and chapter 3 of FE12, so I'm familiar with what a bad map is like. Basically I'm hoping there's a video or something that demonstrates how to plan out a challenging/well balanced map as opposed to a disaster like most of SoV's maps.
  6. Hi guys, today I decided to download Tiled to create a map, as long as I found a problem, after having imported some graphics to test tiled I found this problem (Go to see the image)… Can anyone help me to resolve this problem?
  7. There's this neat short game thing that I enjoy playing called Geoguessr and I wanted to share it with this forum and see how many points you guys get. It basically presents you a google street view picture from anywhere in the world, and you have to guess on a map where it is, for 5 rounds. It's really neat because after a while you can get really precise and really learn how each place is without leaving your room. It's a fun and informative way to pass time/be entertained. https://geoguessr.com/world/play
  8. Here's the problem: My map isn't inserting correctly. However, I know it's reading something, as there is a weird glitch occurring that doesn't normally occur when I misplace the map or something similar. Here's what it looks like when I open up the the chapter, Chapter 1, in this instance. Everything else before it, title card, etc, play normally. The music from the events I placed in is playing. Map is placed at 0xDA028A. Nightmare's event references says that the game is reading Chapter 1 Map at 0xDA028A. All seems good on that front. Here's what happens when I place a map I know works (am using it for a fully-functioning prologue). It seems to prove that it's reading something, but just makes it more confusing. What do you guys think the issue is? If you would like any more information on the ROM, or anything else, I can get it. Otherwise, I'm just going to change locations in my free space and see if that works. Any help would be greatly appreciated!
  9. Hello, I am having trouble figuring out how to use water tileset animations when inserting my map. The tile animation index in Nightmare does not seem to be working. I am using tileset 10 00 11 12 respectively. Does anyone know how I should set the Tile Animation? Is there a guide where all this information lives? Thank you!
  10. They have a map together!!!! Implied canonical relationship or just a coincidence? I would go with the prior.
  11. I have inserted two maps successfully into Fire Emblem 7 in the past using tiled without issue. They work great. However, the third map is proving to be difficult. When I load the game, the map turns into a messed up tile set. See image. Has anyone ever encountered this and have any idea how to solve? I have triple checked the tilesets in nightmare, the map pointers, the tile change pointers, but nothing seems to be incorrect. Thank you.
  12. Sorry for more dummy questions :P After inserting the map, this happened: But after a click it disappeared: Why is this happening? Also, my palette for black peg knight messed up... I want to make it like this: Could someone help me with these questions? Thank you very much! :D
  13. Hey all, so i have another noob question, but how can I (if i can) make a randomized map in mappy? i usually make them by hand, but creating large mountain ranges that look good are a little beyond me... Thanks!
  14. I was modifying an FE8 map using the PNG converter with Mappy. After exporting the map, I inserted it using the MAR inserter and updated the pointer on the event data table (I didn't forget to add 0x08000000). Now when I start up the game, all the map tiles seem to be mapped incorrectly... So when I exported with Mappy, I asked it to give me a screenshot, and this is what I have (and what I expected): So the PNG shows the correct tiles. But when I open up the map in game, this is what I get: All the floor and wall tiles got mapped to the "blank" tiles, the unopened chests are now opened and all the water tiles turned into some green/white grass tiles (the grass tiles are actually from the same tileset, so the tileset should still be the correct one). It seems like the pointer is pointing to the correct map, but the tiles in the tileset are messed up. Since I was modifying an existing map, I am still using the exact same tileset. So I am thinking that maybe something got messed up when Mappy was exporting the map as MAR. Does someone have an idea what I might be doing wrong? P.S. This seems to be a similar issue to this other post here
  15. How do you guys go about tweaking an already existing map in the ROM? Say if I want to make a few small changes to a map in the original FE8, like moving a chest a bit to the left, adding a few extra blocks of forest tiles, etc. Hopefully I won't have to recreate the whole map.
  16. Since there are (unfortunately) many inconsistencies in this game (such as the name and gender of Florina's Pegasus), and since there are two maps fought in Caelin (Chapter 10 and 15E/16H), I wondered if the game designers had the foresight to make the two maps consistent with respect to the geography around Castle Caelin... and it turns out they did (just barely)! For reference, here are the two maps: Notice that the overlap of the two maps, highlighted by the red square agree, including the mountain formations in the upper-left corner! I am, however, somewhat concerned about where the river in the Chapter 10 map end up, but perhaps they just flow around the region, or something? At least we the mountain range from above Caelin castle being completed to the west in the Chapter 16 map.
  17. I've been trying to make battle/map sprites for some of my favorite characters, so here's what I have so far. Shadow Dragon Battle Sprites: Credit to Bonzai for the sniper sprite used as a base for Jeorge: http://spritedatabase.net/file/3081 and for the sage sprite used for Linde, Tiki, Nagi, and Nyna: http://spritedatabase.net/files/gba/990/Sprite/EnemyFemaleSage.gif as well as the rogue sprite used for Xane: http://spritedatabase.net/files/gba/991/Sprite/Rogue.gif Credit to Grim for the myrmidon sprite used as a base for Athena: http://s58.photobuck...es/Fir.gif.html and for the Lyon sprite used for Etzel: http://spritedatabase.net/files/gba/991/Sprite/Lyon.gif as well as the nomad sprite used for Wolf: http://spritedatabase.net/files/gba/990/Sprite/NomadTrooper.gif Credit to Grim and Bonzai for the hero sprites used as a base for Caesar, Horace, and Astram: http://spritedatabase.net/file/3097http://spritedatabas...prite/Hero2.gif Falcon Knight sprites and female Bishop sprites used for Maria, Caeda, Palla, Catria, Est, Elice, and Nyna found at http://www.feplanet.net Naga Map Sprites: Pheros Map Sprites: Layla Map Sprites: Human Lilith Map Sprites: Mikoto Class Change Sprites: Arete Class Change Sprites: Sumeragi Class Change Sprites: I'm planning to probably make map sprites for human Anankos next, and then maybe battle sprites for characters from New Mystery, Gaiden, Genealogy and Thracia. Feel free to use any of them, just give credit if you do. Thanks for looking!
  18. Hey, so I'm doing a ROM hack and I'm working on the first map, or trying to anyways. I open mappy and it works, the program is fine. I click New map, and then import aaand this appears http://prntscr.com/bqc1kk .So I used PNG files, because every download of maps that I did, where all PNG files. So I tried with other maps, one or two from each folder that I downloaded from different sites and stuff, and none of them worked. The video tutorial that I first saw used BMP files, so I decided that maybe that was better, although all of the files I had were PNG. So I converted one map and used it, and then the same error box appeared. I guess that it's compressed, and I have no idea how to un-compress it. I searched on google, obviously, but nothing helps. If anyone could help me I would be extremely thankful =) Thank you and have a nice day.
  19. In your opinion, what was the best map gimmick in Fates, and what was the worst? Which was the most interesting, and which was the most irritating? In my opinion, the best was the wind currents that slowed down flying units in chapters 11 and 24 of Birthright, and the worst would be a tie between the giant streams of fire in Birthright chapter 23, and the winds in Conquest Chapter 20 (those winds would have been a lot better if only one or two at a time and they didn't push you as far). Note: This includes but is not limited to Dragon Veins (example; the fox illusions in Conquest Chapter 19 count as a map gimmick) EDIT: I don't consider it the best or the worst, but the water draining in Conquest chapter 10 gets an honourable mention.
  20. So after the second prologue cutscene in FE8, it goes to the map (I replaced the old map with a new one via MarkyJoe's Youtube tutorial) and then freezes a bit after the character replacing Seth (the archer) comes out and moves. Anyone know what's going on? Thanks! [spoiler=Screenie] Edit: When I went into the Hex Editor thing, I couldn't just add a new line since the last line wasn't complete, so I added zeros to the end of it. Not sure if that's relevant.
  21. So I was looking for a custom female berserker map sprite and, after searching for some time I noticed that there is no place in this forum where custom map sprites are posted. Not even the Resouces Directory has any map sprites that I could find. Shouldn't some sort of compilation of Open Source Custom Map Sprites exist, like the one we have for battle animations?
  22. Featuring 'Around Grandbell in 5 Seconds or Less' (linked because of the 11MB file size) https://dl.dropboxusercontent.com/s/1k4fsadrs4n0aps/fe4map-4080b.gif I held the right button the entire time, with Y after a few seconds and then kept holding it while I held the speed throttle button, and I left the ZSNES clock on for a real-time account would have recorded a video instead but I don't have a video capturer and ZSNES's recorder doesn't record in real-time (unless you guys really WANT five minutes of scrolling) from this I learned that FE4 does not support more than a 64x64 map (which is all maps except the prologue) but I had to take a looksee for myself, as the limit goes to 4080x4080 alas! world-sized maps are still out of our grasp (unless I missed something)
  23. Are you insane like me? Do you plan on taking on one of the hardest routes in Fire Emblem Fates? Then this is for you. This will be a chapter/map guide of chapter 10 Nohr path on lunatic. This took about 3 hours to gain and make all this information, so I hope you all find this useful. If there is anything I miss, feel free to tell me about it so it can be fixed, thank you. (This will focuses on the self made map in the attached files section, so make sure to refer to that.) If not colored, the tile is a normal area. Black are walls, which can not be passed. Brown is areas that can be based by flying units. Red are special enemies. Blue is water (by the end of turn 6 all water is gone, and turned into normal tiles.) Peach (or light brown) are bridges and boats. Sky Blue will be your starting point for your units. Green is the area you have to defend from enemies. Aqua Green will be your houses. Purple are your turrets. Orange is normal starting enemies. Avatar Starting point: K5 Reinforcements (Allies): Belka: K4 Camilla: L4 Luna: M4 Belka: Wyvern Rider Level:9 HP:23 Str:13 Mag:0 Skl:14 Spd:9 Lck:10 Def:14 Res:7 Mov:7 Skills: Strength +2, Ambush Duty Equipment:Iron Axe Weapon Level: Axe D half way to C Camilla: Revenat Knight Level:1 HP:30 Str:19 Mag:11 Skl:15 Spd:19 Lck:12 Def:18 Res:15 Mov:8 Skills: Strength +2, Cut Through, Bewitching Flower Equipment: Steel Axe, Thunder Weapon Level: Axe C, Tome D Luna: Mercenary Level:10 HP:24 Str:12 Mag:3 Skl:12 Spd:15 Lck:9 Def:11 Res:8 Mov:5 Skills: Stubbornness, Patient Assurance, Competitive Equipment: Iron sword, Bronze Sword Weapon Level: Sword D, half way to C Now for all enemy reinforcements. Reinforcements (Enemy): End of turn 2: Pegasus Warrior: 21H, 21O, 21V End of turn 3: Lancer's: F19 F20, H19 Archer's: Z14, Z15, Y15 End of turn 4: Pegasus Warrior: F21, Q21 Dual Guard Pegasus Warrior's: K21 End of turn 5: Oni Savage: A8, B8, Q19,Q20 Dual Guard Oni Savage: B9, O19 End of turn 6: Pegasus Warrior: K12 Oni Savage: T17,T18 Dual Guard: Pegasus Warrior's: F21, T21, V21 Oni Savage's: T19 End of turn 7: Oni Savage: A8, B8, B9, O19,Q19 Ninja: A9, H20, O20 Archer: Z15 Dual Guards: Ninja's: F19 Archer's :Z14 End Of enemy reinforcements Start of Tactics For the Chapter So, you got an idea of where all the enemies will be, so now what can you do to beat it? Lets start with some basics. On the right side of the map are archers, meaning that its best to keep flyers away from them, but it is only on the right side that archers come from, so everywhere is free rain. ​There are no magic units on this map, so you don't have to worry about having low Res for this map. Make sure no one touches the turrets besides your self, or you will have problems. Get your self a hand axe for Belka, as that will be use full with her personal skill to skill of units faster. Also might want to get a beast killer, as that can help kill off any Pegasus Warrior that get past. Your flying units you get in this chapter will be your flyer killers, as they have enough strength to kill them off easy. Most units in this map have a Def around 10 when not paired up with anyone, meaning that they are a bit squish, so your Power dealers will be useful here. Strength is also around the 10-12 area, so make sure to place your defense units in the right spot to make a great wall. Since there are a few ninja's running around, you might want to focus them down as they have high speed and have Hidden Weapons, which can break your Stats down to an unfavorable amount. If your willing to forge a weapon, it can help to kill enemies faster, but you will only be able to forge around a +2 weapon at this time, but it can very much help. The AI seems to work like this; Pegasus Warrior's Move as far as the can to the goal, then if an enemy is in range, they will attack. For most other units, they will try to attack more then getting the Defending Point, unless there is no one to stop them, then they will head for the Point. With that out of the way, lets move on too 3 different ways to take this map head on. Defense: More then likely the best way to deal with this map. With this strategy in mind, you will want to keep around you starting area, from the left bridge to the two arrow turrets. Use your flyers and archers to take down and flyers in you way, and block bridges and stay in this position unit the end of the map. Effie and Cyrus will more then likely be your Defense units, but if you have a female Avatar and switch Jacob over to Great knight, he can also do a great job at tanking. Belka, Camilla and Zero will be your flyer killers. Make sure to bring one magic unit for the one magic turret, as it can help taking care of waves of enemies. Make sure archers don't get the right arrow turret, as things can become bad from there. Once the water is gone, you have to try your best to put units in the right area and take down any units that slip by as much as possible. A Mix: The idea here is to take paired units of your choice (Say Belka and the Avatar) and go down to Takumi so that the water does not go down, but to do so is a bit hard. First off, you have to fight through a good amount of units just to get to him, more then likely Hinata included, meaning that you would have to take down about 5-7 units to go against takumi, unless you use a flying unit, which normal only get one by turn 3 of the map, unless you re class aqua, which is not the best option due to her being frail. Once you get to him, he has two skills of importance, being Confined Defense, meaning you can only attack him once, and Proximity Shot, meaning do NOT engage with any flying unit. So your best option is take a strong physical unit and pair up with either Belka or Camilla and fly over to takumi and take him down before the end of turn 6, or else he will remove the water, making that whole trouble point less. Once he is down, do the same thing as defense strategy and you should make it through. Offense: ​This will more then likely be the hardest way to do this chapter, but still can work great. The idea is to wipe out all enemies before they have a chance to get to the Defense Point. With that in mind, you will want units around the spawning points to take them down before they can do anything, and make sure to take down takumi before the end of turn 6, or else you will have to switch to defense right away if your lucky. With this in mind, you will want to send units from the sides and the middle, then keep some around the middle, send some to the left or right if needed. Flyers should stay to the left and middle areas of the map to avoid archers. Have your deference units make a wall so that enemies cant reach your squishier units or healers. If there is more info that i miss, feel free to talk about it below, and it will be added to the guide, thanks, I hope this was helpful to you. Extra: Thanks to Tooru for the extra information, you can find it down bellow. Got some good looking information that can help a bunch if you need even more info then what I have here.
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