Hitoribocchi/Chapter 2

Chapter 2 Twilight of the Valkyrja edit

E 2-1 Inauspicious Thunder edit

 
Overview of map E2-1
 
If you are in round 11 you lose as the lose conditions will be checked before the HQ will be captured
 
The red haired zombie will leave it's path only one node so every echelon two nodes away will be save

   

Clear reward: Yae Sakura

Notable drops: RF Raiden MeiRaiden MeiRaiden Mei

Victory condition: Occupy the enemy headquarters within 11 turns.

Guide: Original may be found here. This translation is reposted here with the permission of the author.

 

The movement patterns of the red zombies on this map are displayed to the right.

 
 

We recommend using two teams to surround and destroy the Jupiter cannons. However, with the right team composition, it is possible to kill the cannons without deactivating them first.

This map requires two combat teams to surround the enemy headquarters, both mixed RF/AR teams. Although there are are armored enemies that appear next to the enemy HQ, they're pretty weak, so one RF should be sufficient. Don't forget to include at least one HG for night vision.

On the first turn, deploy non-combat team 1. In the next two turns, beeline to helipad 1 with combat team 1. Afterwards, capture helipad 3 with non-combat team 2, and deploy and send combat 2 to radar 2. Once helipad 3 is captured, withdraw non-combat team 2 and redeploy it at helipad 1.

Then proceed to clear the map as normal.

Note that in Chapter 2, the aggro radius of the red zombies is 1 square, not two.

If the red zombies you encounter before reaching the HQ don't move in sync (if they appear as in the figure to the left), you will be unable move combat team 2 past them. In those situations, you can use non-combat team 2 to aggro one of the red zombies to clear a path for combat team 2.

E 2-2 Inflated Ambitions edit

 
Overview of map E2-2

Clear reward: HG KianaKianaKiana

Notable drops: RF BronyaBronyaBronya

Victory condition: Maintain a supply line for three turns

Guide: Original may be found here. This translation is reposted here with the permission of the author.

 

The movement patterns of the red zombies on this map are displayed to the right. (Note that the red zombie to the right does not move until the boss node is cleared; after which it begins moving downward.)

 

Recommended pathing is displayed to the right.

This map is the hardest map this event. If you can clear it, then you have the ability to complete the event.

Use two combat teams to push to the boss. Both teams should be at least level 80 (one AR team for the boss, one RF team to kill the mobs along the way).

Leave a non-combat team on node 2 to pull the red zombie. Occupy node 1 with your combat teams first, then follow the marked path to node 3.

A strong armored enemy will spawn on one of the nodes marked 4 (one is guaranteed to spawn on point 3). If it nears your supply line, you will need to send your RF team to deal with it.

You will need to use teams to pull the red zombies away from your supply line. After the other enemies are cleared from the map, you can use your combat teams for this purpose. Note that you will need to do this before fighting the boss; if you capture the radar and helipad in the upper right corner you can use that helipad to deploy your bait echelons.

 

Red zombies will only move at most one node off their given patch, echelons further past that will be safe. In the situation displayed to the right, the friendly HQ is safe from attack.

 

The boss for this map is a weaker version of Gaia in the Summer '17 event. However, the mobs that spawn with the boss have been strengthened. The mortars that begin firing from the very beginning of the fight are particularly annoying. If you want to clear the boss with an S-rank, you will have to micro.

E 2-3 Curse edit

Clear reward: Player information card background

Notable drops: RF BronyaBronyaBronya

Guide: Original may be found here. This translation is reposted here with the permission of the author.

 

The movement patterns of the red zombies on this map are displayed to the right.

 

We recommend you take the upper route when rescuing hostages. Nodes 4, 5, and 6 will have enemies, while the pathing for surrounding the helipad in the middle of the map by occupying the node in the bottom is not ideal.

One level 90 team is sufficient to clear the map, in conjunction with a level 70 team defending your HQ. We recommend that you use an RF team for your clear team; using HG Type 59Type 59Type 59, HG SPP-1SPP-1SPP-1, or HG FNP-9FNP-9FNP-9 as your HGs seems to be ideal.

While carrying the second hostage echelon, make sure you have enough movement points to avoid any red zombies that might show up. After rescuing the second hostage, don't move next to the third hostage yet, so as to avoid running into a red zombie.

Be aware that Node 2 and both nodes next to the third hostage have strong armored enemies.

E 2-4 I Wish That One Day... edit

Clear reward: Sleeping fairy (furniture)

Notable drops: HG BronyaBronyaBronya

Guide: Original may be found here. This translation is reposted here with the permission of the author.

 

The movement patterns of the red zombies on this map are displayed to the right.

 
 

We recommend using RF teams both for clearing the map and for fighting the boss.

At the time of this writing, the spawn points of the red zombies are fixed. In theory, you can send out your combat teams from any starting point, and wait for a good opportunity to push towards the boss. However, we recommend that you follow the pathing shown on the right.

Even though the paths look complicated, no matter where you encounter the first red zombie, it is always possible to sidestep it (see the second image to the right).

 

When entering the boss fight, make an X shape with your T-Dolls. Make sure you don't leave any empty columns, or Seele (Boss) will move past your team and force you to retreat.

 

Don't panic when she activates her skill; you can avoid its effects with good micro.

Points of note:

  • This map is a night battle map.