|Walled Town||Rout the Enemy.|
|Soleil||Mercenary||Talk to with Laslow|
This is fantastic "defend your position" style map. There are multiple routes into the center of town that the green Lancers are scattered about, and reinforcements arriving constantly from all angles. The key to this map is blocking some of those paths with the moveable piles of rubble , which can force the enemies into the other paths and make the town and its guards much more defendable.
To move the rubble, move up next to it and select the Grab command. Make sure the mover has an empty inventory slot so they can grab it! Rubble can be traded between characters, just like any other item. To set it down, select Set , and then the adjacent tile to place it on. The tile must be empty to place it. Grabbing and setting is hard work, and will take up that character’s turn. There are three piles of rubble, so make full use of them!
Aim to get Laslow to the center as fast as possible. Put him on horseback or wyvern-back and ferry him so he can talk to Soleil and recruit her. Until that happens, she is just an AI character. Have the rest of your characters head towards the center as well. If you want, use a strong ranged unit in each group to snipe the Berserkers over the wall to save some effort later. The enemies for their part are going to advance and will run into the green Lancers, who can surprisingly hold their own for a couple of turns. Regardless, aim to defend them all for a great reward at the end.
While you are dealing with the first wave of attackers, start getting beefy units into place to block pathways and defend the Lancers, and place your rubble where you see fit. The real fotress defense starts on Turn 4 . On Turn 4, two Sorcerers will appear in the upper west and two Heroes will appear in the left southern route. Turn 5 spawns two Berserkers in the left northern route and two Berserker enemies in the upper east. Turn 6 will send the exact same reinforcements from the 4th turn, but in the lower west and right southern routes. Finally, on Turn 7 , they add two Heroes in the north and a single Sorcerer in the east, where our two parties started.
After those rounds of reinforcements, around Turn 8 , the Dark Knights and the Bow Knights will finally start to move as well, so be ready for them. Having two healers (one for the south, one for the northwest) will be very helpful. Alternatively, you can pre-emptively lure the Dark Knights or the Bow Knights into attacking you early on, and seize those routes to snipe later reinforcements over the wall.
Eventually, Zhara will get tired and head in himself, around Turn 10 . Take him out and mop up the rest of the enemies to end this map. If you are overwhelmed in the south and Zhara is about to ruin your day, move some rubble to block all possible paths Zhara and his nearby allies can take. This will prompt them to only attack with ranged units, buying you some time to regroup and take things slowly.
If all the green Lancers survive by the end of the battle, you get a Physic , a Dracoshield , and a Friendship Seal as a reward!