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The script for this chapter can be found here.
- Takumi arrives from the player's starting position at the beginning of turn 2.
- An Archer and Diviner will appear in a pair near the clearing in the bottom center of the map on turns 8, 9, and 11. (Past turn 11 untested)
|The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.|
The player starts off on the western area of the map while the enemy occupies the east. The enemies in this chapter are mainly Ninjas, Spear Fighters, and Shrine Maidens. Throughout the map, there are open areas that seemingly appear safe to traverse. When any unit steps into their range, spikes will be unveiled, chipping off 10% of any unit's HP at the start of each turn. The Dragon Vein spots throughout the area will also activate or de-activate these traps when used.
It is advised to deploy Azura in this chapter and keep her on the west side, out of the range of any enemy units. Takumi appears as an enemy at the beginning of the next turn, and having Azura talk to him will trigger an event where she sings a song to break him out of his trance. After this event is over, he will return to his senses and help you out for the battle. If you didn't deploy Azura, you will have to defeat him immediately as ignoring him can prove fatal. He will still join the army even if he is defeated in this chapter.
The area is scattered with thick forests which are impassable by land units, so fliers can help in getting across the map by bypassing the spike traps. They can also allow the player to bypass Kotaro if he is the last enemy standing, as he blocks the way to the chest. Once all enemy units are routed, the chapter is completed.