|Master of Arms|
No Dragon Veins here. Rather, the blocks you see will move on their own. They are all 2x2 tile blocks and every turn they move between two set spaces. Unlike a previous map involving a lot of bridges, there are very few bow users that you will face, making flying units a great idea for once. Rather, you’ll be facing off with a variety of Hoshidan classes this time around with only a few Snipers and Kinshi Knights sprinkled here and there. Mostly melee units this time. So bring some magic users and Ninjas.
Pair up some strong units with flying units so that they can enjoy greater mobility, and the flying unit can be protected once you enter Sniper or Kinshi Knight range. The rest or you units will be confined to the moving blocks. With no turn limit, you’ll really need to take your time. There are some chests in the southwest of the map, so send someone over with Locktouch.
Note that Scarlet will appear as an enemy. You can fight her using your Avatar or Ryoma for special flavor dialogue, but you can’t talk to her or get her back. She’s gone, she’s an enemy, and after this she will permanently disappear from your party forever. Sorry!
There are reinforcements that show up later in the match, but they will be confined to the blocks and so will be of zero worry to you. If you want the experience, by all means go for it, but if that means having to traverse all those moving blocks again, I say it’s not worth your time. But hey, your army.
In the northeastern corner, Arete awaits you. You’ve already dealt with her plenty of times by now so you know the drill. She carries Fortify and Enfeeble, she will use the former to heal her allies and the latter to debuff you severely. Enfeeble will break but you really don’t want your allies to be Enfeebled if you can help it. Pierce through her low defense and you can call it a day.