“Looking for a step-by-step guide to conquer Great Ambition of the Slimes? Look no further! This complete walkthrough will help you navigate through the game and achieve your slimy ambitions. Let’s dive in!”
Scope
Even though the intention is the easiest path to victory for each battle, Great Ambition of the Slimes is a very difficult game. The player will still be required to practice and learn how to anticipate and react to enemy movements and actions.
There are an infinite number of ways to play through this game, and this walkthrough describes only 1 of them.
Walkthrough Overview
every battle in the entire game. If you are not interested in reading a long and
exhaustive instruction, there is a general advice section at the beginning of
each battle which will provide condensed guidance.
If you lose a battle and get a GAME OVER, easy mode will open for that battle.
This will give you an opportunity to win that battle with 1 extra slime.
Clearing easy mode will allow you to advance, but you will not earn the reward
for that battle until you clear it on normal difficulty.
Each circle on the stage select screen represents a battle that you can unlock
or choose. The circles have different colors:
Red: Not yet unlocked.
Yellow: Unlocked, but not yet completed.
Green: Completed on easy mode.
There will be a green star on the stage name.
Blue: Completed on normal difficulty.
There will be a yellow star on the stage name.
Select “Field by the Sea” to begin the adventure.
Walkthrough – Chapter 1: Imminent Threat
Chapter 1 – Field by the Sea
Recommended slime party: 3 normal Slimes
General Advice:
1. Absorb 3 enemies at the same time.
2. Claim the enemies with grass affinity for maximum strength boost.
3. Attack from elevated positions.
Walkthrough:
We begin the game with normal Slimes which have no special powers yet. All
slimes have the power to absorb then claim humans to control them in battle. If
a slime claims an enemy of the same elemental affinity, they will gain some
bonus strengths upon claiming. There are 3 elements. Grass is superior to water,
water is superior to fire, and fire is superior to grass. This means that units
with the grass element will have lower defense against units with the fire
element. Or in the same way, for example, a unit with the water element will
have greater attack power over a unit with the fire element.
Because our first 3 slimes all have the grass elemental affinity, we want to
target the farmer on the left who also has the grass element. When you move the
cursor onto an enemy, you can see much information including the elemental
affinity. If we can claim the grass farmer, we will have greater attack and
defense attributes. All other enemies on this map are of fire and water. Also,
miners are slightly stronger than farmers, so we should try to claim the
miners. There is 1 miner with the water element, and 1 with fire.
Move the left Slime 1 tile left and 1 tile toward the grass farmer. Move the
middle Slime 1 tile toward the enemies. Also move the right Slime 1 tile toward
the enemies. Notice that all enemies have a moving force of 2. Count tiles and
be careful not to let any enemies attack your slimes yet. The enemies will all
move toward the slimes.
Move next to the grass farmer with the left Slime and absorb him. The middle
Slime should absorb a miner if possible. If not possible, absorb a farmer. The
right Slime should also absorb a miner if possible. If not possible to reach the
other miner, a farmer will be sufficient.
Slimes containing absorbed enemies have a certain number of barriers. An enemy
attack will apply zero damage to the slime if a barrier is in place. If an
enemy of the same element is absorbed, the slime has only 1 barrier. If an enemy
of a different element is absorbed, the slime has 2 barriers. The 2 remaining
enemies will attack your slimes.
Claim all 3 units, and immediately focus all attacks on 1 enemy. Always attack
from a higher tile if at all possible. This will enhance attack power and also
enhance defense on the counterstrike. Continue attacking that 1 enemy on each
turn until he is eliminated, then focus all attacks on the other enemy.
When all enemies are either absorbed, claimed, or eliminated, you will win, and
the next map will be unlocked. Accept Speed Slime and move on.
Chapter 1 – Rustic Village
Recommended slime party: Speed Slime and 3 normal Slimes
General Advice:
1. Keep your allies together in a tight group.
2. Position your allies on the hill with the flag.
3. Focus attacks to eliminate 1 enemy at a time.
Walkthrough:
Start your 4 slimes at the left edge of the slime starting area with Speed Slime
in the center of the group. Immediately use Speed Slime’s speed ability on the
leftmost normal Slime. This will give that Slime an extra tile of moving force,
from 2 to 3. Move the speed-boosted slime to the left along the edge of the map.
Also move all other normal Slimes to the left. All enemies will move toward your
slimes except for the 2 enemies on the left side near the flag. Take a moment to
notice that all enemies here are level 2. In the previous battle, they were all
level 1. Enemy levels generally rise slightly as you advance through the game.
Now move all 4 slimes to the left again, and against the edge of the map. The
speed-boosted Slime should be closest to the flag, with the other 3 slimes to
the right of it. As you place your slimes, make sure none of them are within
attack range of any enemy. On this turn all enemies will move toward your
slimes, including the 2 enemies near the flag.
Speed Slime has the water element. The water miner would be the ideal claim, but
he is too far away. If possible, absorb the water farmer with Speed Slime. With
the speed-boosted Slime, absorb the grass farmer that started near the flag.
With the other 2 Slimes, try to absorb the other grass farmer and grass miner.
If the enemies have moved in such a way that you cannot reach the exact enemies
advised, just absorb any enemies that you can reach, with an effort to keep your
allies as close together as possible. In this type of battle, where both allies
and enemies are evenly matched for combat, you need your allies to be close to
each other so they can each move to grapple with an enemy that has an inferior
element– or to assist an ally that is being attacked by a superior element.
Keep in mind that when you absorb an enemy, you move that enemy to another tile.
It may be possible to absorb enemies onto a tile which opens the way to another
enemy that you are targeting for a different slime. Speed Slime has moving force
of 4 tiles, so reaching the water farmer might be possible if you absorb other
enemies strategically. Also note– you cannot pass through an enemy tile, but
your allies may pass over enemies that have been absorbed. Now that all your
slimes are distended with absorbed enemies, the enemies will try to rescue them.
Any distended slimes that have no barriers left should claim the enemy.
Distended slimes that have barriers left should “maintain state” and attempt to
move onto the hill with the flag, or closer to it. Claims should try to attack
enemies of inferior element, but more importantly, get them onto the hill. Try
to end your turn with the flag covered with an ally. Keep the flag covered with
an ally throughout this entire battle so an enemy cannot restore health on it.
When your turn is finished, enemies will attack your distended slimes if they
can reach them. Enemies always prioritize absorbed enemies to attempt rescue. If
an enemy can reach a distended slime, they will always ignore all other allies.
On this turn, you should be able to claim the rest of the absorbed enemies and
move all onto or near the hill. Notice that the speed-boosted slime has passed
on that extra tile of moving force to the claimed human. Notice also that the
human claimed by Speed Slime will also have a bonus of 1 in moving force. When
you have secured the hill, focus attacks on 1 enemy at a time whenever possible.
Always try to attack from a higher position to inflict increased damage, and to
suffer decreased damage on the counterstrike. Also try to attack enemies of
inferior element if at all possible. Keep shifting your injured units onto the
flag. Even if you are unable to position correctly for attacking an enemy, you
should still make room for another ally to move onto the flag.
Continue focusing attacks on 1 enemy at a time until you win. Accept Attack
Slime and move onto the next event. Some of your slimes will have gained enough
experience for a level increase. This will increase HP, attack, and defense
stats. Increasing slime levels will have even more benefits later.
Chapter 1 – Troop
Recommended slime party: Attack Slime, Speed Slime, and 2 normal Slimes
General Advice:
1. Notice the enemy levels and try to claim the stronger enemies.
2. Claim at least 1 archer.
3. Keep allies on or near the hill for recovery on the flag and elevation
advantage.
Walkthrough:
Select a slime to deploy, but do not place it on the starting area yet. Move the
cursor around the map and notice that not all enemies are the save level. We
have some level 1 and some level 2. Our strategy here will be to claim both
archers and 2 level 2 soldiers. We will ignore the farmer and miner, who will be
eliminated last. If there was a way to match elements on a level 1 unit, we
would certainly attempt that instead of a level 2. Because an elemental match on
a level 1 unit is far stronger than a level 2 enemy.
The archers in this battle have typical moving force of 3 tiles, but be
careful– they have an attack range of 2. Archers can attack from 1 tile away
to avoid the counterstrike.
Use speed on a normal Slime, and leave Speed Slime closer to the left side of
the map to track the level 2 water male soldier on that side. Attack Slime
should move to the right, as Attack Slime will claim the fire archer. Your
speed-boosted Slime should stay near the center to target the grass archer for
the claim. The other normal Slime should also stay near the center in attempt to
claim the level 2 grass female soldier.
Keep your slimes out of attack range of enemies until you are ready to absorb
them. Try to absorb as many enemies on the same turn as possible, so there are
fewer enemies attacking against your barriers.
If the absorbing/claiming goes poorly, it is very easy to restart the battle
(and an acceptable play mechanic). I often restart a battle several times before
learning how to best claim the enemies I want, then continue on to win the
battle.
When you have claimed both archers and the 2 level 2 soldiers for the element
bonus, try to move the battle over to the hill on the right so you can make use
of the flag for health recovery if necessary. Note that if you attack enemies
with archers with no tiles between you and the enemy, your archer will suffer a
counterstrike. If you stand back with 1 tile between the archer and the enemy,
you can avoid the counterstrike. Also note that archers, friend or foe, do not
counterstrike under any circumstances.
If you have read the tutorial for this battle, you were introduced to the
concept of vertical merit. This was mentioned in the previous battle
walkthrough, where units of higher elevation have advantage in battle. With
archers, the difference in elevation can be even greater, for even greater
significance in battle.
Proceed to focus as many attacks as possible on 1 enemy at a time, from the
strongest to the weakest. You should eliminate the soldiers first, then the
farmer and miner for the win. Now you can accept Warp Slime, which will become
one of your most valuable slimes.
Chapter 1 – Castle Road
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, and the
strongest normal Slime.
General Advice:
1. Find a way to claim both cavalry units.
2. Make good use of Speed Slime’s speed ability on another slime.
3. Restart as often as necessary until you claim enough enemies for a solid
victory.
Walkthrough:
Note: When deploying slimes of the same type, consider deploying the strongest
of them. Press the sort button until the card above your slimes shows “Level”.
We have 3 normal Slimes, and we want to deploy the Slime that is highest on the
list and farthest to the left. Building a Slime that is stronger than the other
2 will have a slight benefit later in the adventure.
In this battle we find a pair of cavalry units. They are fast and have high
attack power. Our goal is to claim both of the cavalry units, the archer, and
the grass male soldier who stands near the front of the enemy group.
I recommend using a speed on Attack Slime for better success in reaching the
archer later. Normal Slime, Attack Slime and Speed Slime should move to the
central hill. Warp Slime can stay in the same position until you are ready to
absorb an enemy with it. Keep all slimes out of attack range of any enemies for
now.
This group of enemies will not move until they are coaxed out of position. In
this case, all enemies will mobilize after 1 of the group has moved. We don’t
have an ideal slime that is good at taking a beating, so we will have to use our
normal Slime for now. These enemies absolutely will not move until one of them
is lured out to attack.
When Attack Slime and Speed Slime are on the central hill, count 4 tiles to the
right of the grass male soldier and leave your normal Slime on that tile. The
soldier will move out 3 tiles and strike Slime. Now you will see all enemies
step into action.
Absorb the grass soldier. Move Attack Slime and Speed Slime back and to the left
a few tiles until you are out of attack range of the archer and soldiers. This
will move the enemies away from the main group, giving your slimes a better
chance of surviving the absorbing of the enemies on the next turn. Your normal
Slime will take a beating, and possibly even get splattered. If the enemies are
successful in rescuing the soldier, that soldier will be stunned and unable to
move for 4 turns.
For this walkthrough, we will always be attempting to claim the strongest
enemies, unless they are just too difficult to claim. Strong enemies claimed
give you far better success in battle, but strong enemies are also generally
more difficult to claim. In this case, the strongest units, the cavalry, are
located in the rear. But they are faster, so you will have to back off and wait
a turn or two until they march on ahead of the slower enemies. The one cavalry
unit is so far to the rear that it is necessary to use Warp Slime reach him.
If the normal Slime has survived, claim the soldier. Also, absorb the archer
with Attack Slime and the water cavalry unit with Speed Slime. Use Warp Slime’s
warp ability to move instantly to the fire cavalry unit, and absorb him. Your
slimes might take a beating, and possibly 1 or 2 might get popped. Any
surviving slimes should immediately claim the absorbed enemies, whether they
have barriers remaining or not.
If enough of your slimes survived to make claims, you can focus attacks on 1
enemy at a time, from strongest to weakest, until they are all eliminated. If
not enough enemies were claimed, you can either restart, or fight until you get
a GAME OVER. There is no penalty for GAME OVER, so have fun fighting until the
bitter end, even if you are severely outnumbered.
Keep retrying until you are able to claim enough units to win the battle.
Remember to attack from higher elevation wherever possible and observe elemental
affinities for maximum advantage.
Your victory will yield a Move +1 item. Item usage is limited, so I recommend
using items only when you are struggling to win a battle. After a few losses,
you will know very well if any specific item used on any specific slime will
give you a significant advantage in that specific battle. For this walkthrough
we will use items minimally so the walkthrough can be applicable to as many
players as possible. Move +1 will give any eligible slime a 1-tile movement
speed increase. For this walkthrough I will keep that item in my inventory,
unused for now.
Chapter 1 – Battlefront
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, and the 2
strongest normal Slimes.
General Advice:
1. Secure the top level of the castle first.
2. Block enemies on the lower level from stepping to the upper level.
3. Prioritize eliminating enemy archers.
Walkthrough:
This castle might seem complex and difficult when you first look at it. Actually
it is somewhat easy after you study enemy placement and enemy movements for a
few attempts. There are basically 2 levels for this castle– with 5 enemies on
the higher level, and 5 enemies on the lower level.
Enemies who are perched on a high location in this game generally do not jump
down to attack. They will only attack if they can do so while maintaining their
advantageous position. In general, the only way to get enemies to jump down is
to attack them from a distance that they cannot match. For example, if an archer
on the ground attacks and archer on top of a wall, the higher archer will not
jump down, because she is able to retaliate from her high position. If the
archer on the ground attacks a soldier, then the soldier will likely jump down,
because he can be eliminated quickly if he does not make the aggressive move.
Furthermore, depending on the specific battle, in many cases all enemies will
jump down at the same time if 1 of them cannot reach the attacker from the
ground. However, this is not always the case, as some units in some battles move
independent of the others. In playing this game, it is important to understand
these concepts. As you learn about enemy behavior in any battle, you can control
when you need to fight them, and from what direction they will attack from.
In this battle, the lower group will all move together, and the higher group
will all move together. However, we will do minimal or no attacking from the
ground. Our goal is to claim the cavalry unit on the ground, and all 4 units on
the higher level. From there we will use the vertical merit principle to
absolutely obliterate the enemies on the lower level.
For now, stay within 2 tiles of the edge of the map so you are not attacked by
any archers. Use speed on a normal Slime. Move Attack Slime out ahead and climb
up as fast as possible until Attack Slime is able to absorb the fire cavalry
unit. Do not claim him yet. Leave the distended Attack Slime at the very corner
of the wall, just out of range of archer attacks. Free enemies generally will
track absorbed enemies with intent to rescue them at the earliest possible
moment. All other slimes except Warp Slime should climb to the top area near the
flag while avoiding any enemy attacks. Leaving Attack Slime down at the corner
will keep all 5 lower positioned enemies from moving to the top of the castle.
When moving a slime that contains an absorbed enemy, make it a habit to always
slow down, or stop, and deliberately choose “Maintain State” if you do not want
to claim it yet. It is possible to rush through and accidentally claim a unit
when you were not ready to claim yet. Most movements can be undone and
corrected, but a claim is permanent and cannot be corrected. This is a very
important practice, especially later in the game where you an spend over an hour
planning and strategizing in a very difficult battle– only to accidentally
claim a unit too early. A mistake like that could spoil all of your hard work:
***Starting right now, get in the habit of putting the cursor on distended
slimes deliberately and carefully so as never to accidentally claim too
early.***
You will need to use the shoulder buttons to rotate the map so you can see the
other side of the castle. Move Speed Slime and the 2 normal Slimes as far up the
steps as possible without being attacked. When your slimes are as close to the
cavalry unit and armored soldier as possible, move up and absorb them with the 2
normal Slimes– and onto tiles that are out of attack range of any enemy on the
lower level. This will attract the archer on the top level to move toward Speed
Slime and attack a distended Slime.
The normal Slime that was attacked should claim the unit on the next turn. If
the archer has moved far enough away from the lower enemies, absorb her with
Speed Slime. If she is still too close to the lower enemies, move the distended
normal Slime farther up to lure the archer away from the lower enemies, then
absorb her with Speed Slime. Claim her on the next turn– we have all the
advantage now, so the archer is of more use to us than a barrier.
There are only 2 tiles that the lower enemies can use to reach the top level.
Block both of these tiles with your allies, and attack enemies if possible. When
those 2 tiles are blocked, warp Warp Slime to the priest, claim her as soon as
possible, and move her out of the range of the archers. Claim the fire cavalry
unit and move him up and around to the top of the tower as soon as possible. You
may want to use him to disrupt the lower levels, and to draw archer attacks away
from the higher level, but do this only if you are experienced and know that
your cavalry unit can survive the attacks.
Move the priest behind your allies, so she has easy access to the flag for
recovery of healing uses. Heal any allies that have taken damage from enemies
below. Eliminate the archers first. Continue attacking downward and healing
allies until all of your enemies have been defeated. It was a tricky beginning,
but a very quick end.
Accept Sticky Slime and move on to the end of chapter 1.
Chapter 1 – Astoria Castle
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
and the 2 strongest normal Slimes.
General Advice:
1. Position your slimes so the enemy group will separate and move down evenly on
both sides.
2. Stay out of attack range of stationary enemies until you are ready for them.
3. Claim at least 2 cavalry units.
Walkthrough:
Place Warp Slime and Sticky Slime at the far left side of the starting area.
Warp Slime should be on the tile closer to the enemies. Place Attack Slime and
Speed Slime at the far right side of the starting area. Place the 2 normal
Slimes next to Attack Slime and Speed Slime.
Warp Slime’s special ability cannot be used in places with a ceiling, such as
inside buildings and caves. Even though we cannot use Warp Slime’s warping
ability here, we still want Warp Slime to earn experience, and we need it for a
water element stat boost.
There are 5 basic groups of enemies here. The first is a group of 5 enemies that
will mobilize immediately. The second group is 2 cavalry units that will
mobilize automatically after a few turns. The third group is the 1 archer unit
in the center of the map. She will mobilize only when she has an opportunity to
attack one of your allies. The fourth group includes the 2 armored soldiers on
either side of the king, the 2 cavalry units in front of those 2 armored
soldiers, the archer on the far left, and the king. The fifth group is the
priest who operates independently from all other groups. If you want to
eliminate the priest early, just keep an enemy on low health long enough to lure
her down the steps. When she is out of range of all other enemies, eliminate
her, then eliminate the injured enemy.
Following is a stable and repeatable method to clear Astoria Castle.
Use speed on Attack Slime then end the first turn without moving any slimes. We
are waiting for enemies to move down the steps.
Usually the 2 male soldiers approach from the left side, and the archer, armored
soldier, and female soldier approach from the right side. However, they do not
always behave exactly the same. Regardless of how they split up, it is very
important that 2 enemies approach from one side, and 3 enemies approach from the
other side. If enemy movements make the following description too difficult,
simply restart until you get a good run.
We are going to claim the water male soldier with Warp Slime, and the archer and
armored soldier with the 2 normal Slimes. The female soldier and the other male
soldier will be eliminated. This walkthrough assumes the 2 male soldiers
approach from the left, and the other 3 units approach from the right, which is
usually how they move (not always) when your slimes are in the positions
described above.
Move Warp Slime to the right one tile. Move the 2 normal Slimes forward, placing
them in such a way that they will be able to absorb the armored solder and
archer on the next 1 or 2 turns.
The next paragraph will describe how to work through the next few turns on the
left side, and the following paragraph will describe the right side. Even though
the descriptions are separate, the reader should understand that both sides will
be playing concurrently.
On the left side, absorb the water male soldier with Warp Slime. Move Sticky
Slime in close to Warp Slime, and allow the other male soldier to strike the
distended Warp Slime. On the next turn, use Sticky Slime’s sticky ability on the
other soldier, claim the water male soldier, and attack the sticky enemy
soldier. For the next few turns your water male soldier can attack and eliminate
the male soldier that we do not want as an ally. Sticky Slime can also attack
him for minimal damage. Because the sticky soldier is immobilized, he is unable
to counterstrike. Use elevation on a step to eliminate him more quickly. After
the sticky soldier has been eliminated, move the water soldier to a position
that will cause the grass archer in the center of the map to attack. Also have
Sticky Slime in a position that it can absorb the archer without getting into
attack range of any other enemies. Claim her and move the soldier and archer
down to the slime starting area.
On the right side, absorb the armored soldier and the archer with the 2 normal
Slimes. Keep in mind that the armored soldier is not an element match, so that
normal Slime will receive 1 bonus barrier, for a total of 2 barriers. Use this
to your advantage if you are having trouble reaching the archer. After the
armored soldier has been absorbed, you can safely move the other normal Slime in
closer to the archer, as the enemies will try to rescue the absorbed armored
soldier, and ignore the other normal Slime. Absorb and claim the archer, then
Use the armored soldier and archer to eliminate the female soldier. Another more
advanced tactic you can use here is to let the female soldier beat on a barrier
for a couple turns while you attack her with allies to keep her health in the
middle to low range. This might attract the priest. If you can lure the priest
far enough down the steps, you can quickly eliminate her without mobilizing the
king’s group.
As you are working on the left side and right side, you will notice that 2 of
the cavalry units have mobilized, and they are probably close to your allies, or
already attacking them. Claim the fire cavalry unit with Attack Slime, and claim
the water cavalry unit with Speed Slime.
Before moving any ally into attack range of any more enemies, move all units to
the left side of the map to the area of the flag. The king’s group will mobilize
as soon as any one of your allies comes within attack range of any enemy in that
group. If the priest has not been eliminated, you should eliminate her as soon
as possible. The next priority is to eliminate the final archer, then go on to
eliminate the 2 cavalry units, then the 2 armored soldiers. Use the flag to
recover HP at any time if necessary. The the king presents very little threat,
and should be the last enemy eliminated. You might lose an ally or two during
this final phase. Shuffle allies around for elemental superiority, and this
strategy should lead to a nearly certain win.
If you want to have more fun with this battle, you should backtrack and play it
again. Claim the king with Sticky Slime, instead of the central archer. The king
is a weak unit, but he can order 2 enemies to betray and fight for your allies.
While you are in control of the king, enemies will not attack him, so he can
safely get close to enemies before ordering a betrayal. The only time enemies
will attack the king is on a counterstrike– if the king attacks them first.
Although it is so much fun to upset the king’s authority –and every player
should backtrack do it at least once for entertainment value– the author of
this walkthrough believes that claiming the king is not the most stable strategy
for a clean victory.
You will receive the Skill +2 item. Do not use it yet. If you apply it to an
eligible slime, it allows that slime’s ability to permanently increase from 1 to
2 uses per battle. For example, if you used Skill +2 on Sticky Slime, you could
sticky 2 enemies in a battle instead of just 1. However, for now, you should
keep this item in your inventory until you have a plan of action where you
especially need it.
Congratulations– you have cleared the first chapter, unlocked a STEAM
achievement for clearing chapter 1. The difficulty increases significantly in
chapter 2….
Walkthrough – Chapter 2: Scars of War
Chapter 2 – Iberia Desert
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
and the strongest normal Slime.
General Advice:
1. Work around the weaker enemies to claim the stronger enemies.
2. Absorb enemies of a different elemental affinity for more barriers.
3. When there are more than 1 absorbed enemies on the map, use that time to
boldly move bare slimes toward more enemies to absorb.
Walkthrough:
Now that we are out in an open area, Warp Slime is no longer restricted. In this
battle, we will use Warp Slime’s special ability to great advantage. However, we
will not need Sticky Slime’s special ability. This is a small map with many
enemies– which requires fast action toward absorbing and claiming enemies.
There is no time to sticky an enemy for any significant advantage.
Here we are introduced to magicians and the protection spell. Any unit with the
red X shield symbol on them cannot be absorbed by the slimes. The protection
spell is active upon 2 enemies– an armored soldier who has heavy defense, and a
magician who has heavy attack. These magicians can attack with a 5-tile field to
damage multiple units on one strike. Effectively, this a 4-tile field, because
one of the tiles includes the magician herself. In this game, enemy field
attacks do not affect self or other enemies, and ally field attacks do not
affect self or other allies. Since these 2 enemies have the protection spell
upon them, there is no way to defeat them except through brute force.
Note that all magic users and healers going forward in the game have each 1
protection spell to use in each battle. Sometimes they use it after the start of
the battle on themselves or on another enemy unit. In some scenarios you will
notice that some units already have the protection spell active. This means it
was used before your slimes arrived on the map.
For this walkthrough, we generally ignore weaker units. We will work around the
farmers and miners here, and attempt to claim the 3 soldiers, the 1 archer, and
the 1 magician who does not have the protection spell upon her.
Place your slimes in a straight line to the right of the rock in this order:
normal Slime, Attack Slime, Speed Slime, and Warp Slime. Place Sticky Slime
behind normal Slime.
On your first turn, use speed on Attack Slime, and move Sticky Slime to the left
side of the rock. Enemies will move toward the slimes.
Do not move any slimes on the second turn. Wait for enemies to march closer.
Your slimes should be all in a neat horizontal line with a large rock between
Sticky Slime and the normal Slime. Enemies will move within absorbing range of
some of your slimes.
Keep Warp Slime back and out of range of enemies for now. Absorb any soldiers
you can reach with the other slimes, but, if at all possible, try to absorb the
archer with Attack Slime for the elemental boost. Enemies are most likely to
prioritize rescue of absorbed humans, and usually ignore bare slimes if any
distended slimes are in attack range (not always). Therefore, if Sticky Slime
cannot reach a soldier, move it next to a distended slime where it is likely to
be safe from attacks.
If any slime has 2 barriers remaining, do not claim that unit yet. But if they
have 1 or 0 barriers remaining, make the claim now. Absorb the remaining soldier
with Sticky Slime. You may need to move claimed units out of the way in order to
absorb the soldier. While moving allies, try to eliminate a weak unit such as a
farmer. Study elemental affinities to maximize damage on that unit. It may not
be possible to eliminate 1 enemy yet, but you can try. If any distended slime
has 2 barriers remaining, move that slime in range of the weaker enemies, but
not in range of the stronger enemies to the rear. We are trying to spread out
attacks so Sticky Slime does not get splattered on the next turn. Use Warp Slime
to absorb the fire magician onto a tile that the least amount of enemies can
reach.
In this scenario, elemental affinities do not line up as well as in other
scenarios. This will be to our advantage in this small area with many enemies in
one group. The unmatched element allows for w barriers on the distended slime,
which gives that slime a better chance of surviving the enemy turn.
On the next turn, claim any absorbed enemies that have not already been
claimed– including the magician. Proceed to eliminate enemies by focusing all
attacks on enemies 1 at a time until they are all eliminated.
Prioritize eliminating the magician with the protection spell upon her. She will
be defeated with very few attacks, but her multiple-tile attacks can be
devastating. The armored soldier has high defense and will take several strikes
to defeat. However, his attack is not especially strong. You may choose to
eliminate all of the weaker enemies before eliminating the armored soldier.
The reward for victory is your first HP + item. This potion will give any
eligible slime a permanent 30% max HP boost. For this walkthrough, the HP + item
will be rarely used, as the strategies explained here rarely require slimes to
suffer any significant damage.
Chapter 2 – Thieves’ Hideout
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
and the 2 strongest normal Slimes.
General Advice:
1. Absorb enemies of a different elemental affinity for more barriers.
2. Avoid claiming thieves if at all possible, and prioritize claiming archers or
the magician. Restart as often as necessary.
3. Sticky the chieftain as soon as possible, then eliminate him before he
regains mobility.
Walkthrough:
The enemies are thick on this small fort. You might need many restarts to get a
good claiming phase, but you also might learn a little with each attempt.
Thieves are fast, but somewhat weak. For this reason we will focus on claiming
the 3 archers, the magician. Beyond that, try to claim any other two units (weak
or not) that will bring the best results toward slimes surviving from absorbing
to claiming.
In this walkthrough, we normally try to claim like elements for the high attack
and defense boost. However, in this battle there are too many enemies all in one
small area. Distended slimes with only 1 barrier are not likely to survive to
claim the enemy. For this battle, I recommend absorbing elements that do not
match your slimes.
These enemies generally will not jump down from the fort. However, on extreme
rare occasion, an enemy will jump down and attack a slime on the ground, even if
the slime is at the edge of the map. I think this is an odd software bug,
because such AI behavior is a severe departure from the normal flow of this
game. If a weak unit happens to jump down and attack a slime, you may want to
restart. If it is a more valuable unit that breaks rank, like an archer, try
absorbing that enemy and continuing on– you might get an advantage in battle.
Here the chieftain has the protection spell upon him. For this reason, we will
target him with Sticky Slime’s ability to sticky him for a few turns. He is a
type of boss character with heightened attack, defense, and HP. Also, he has the
ability to “steal” the equipment of an ally, leaving that unit naked, and
severely reducing that unit’s combat ability for a few turns. Note that I have
never seen a chieftain enemy use the steal ability.
Use speed on Sticky Slime. Move 3 slimes to the left and 3 slimes to the right,
staying out of any archer’s attack range. Stop 3 slimes in front of the left
steps, and 3 slimes in front of the right steps. Study enemy positions–
especially the 3 archers and 1 magician. If you are able to absorb at least 3 of
those 4 units, you should do it. Do not absorb an enemy with Sticky Slime yet.
Keep in mind that with Warp Slime you can almost certainly absorb 1 of the
targeted 4 enemies at any time– as long as there is a vacant tile next to them.
If there is no way to reach 3 or all of those units, start moving slimes
slightly from side to side until the enemies shuffle around. It might take some
time, but eventually you will see enemy positioning that works for you. When the
time is right, absorb the 2 or 3 units with non-matching elements if at all
possible, then absorb another of those 4 enemies with Warp Slime.
While you are studying the enemies, look for an opening for Sticky Slime to
reach the chieftain to sticky him. When you use the other slimes to absorb 3 or
4 of the archer/magician enemies, that is the time to move your speed-boosted
Sticky Slime up and onto the fort in quest of the chieftain. With so many
enemies having been absorbed, the chance of an enemy attacking Sticky Slime is
greatly reduced. Use sticky on the chieftain as soon as you can, then
immediately on the next turn Sticky Slime should absorb the nearest water or
fire enemy (a different element for maximum barriers).
From here you need to focus attacks on one enemy at a time. If you have not
eliminated all the mobile enemies by the time the chieftain’s immobile counter
is down to 1 or 0 turns, you will need to converge on him, and eliminate him
before he regains mobility. Eliminating the chieftain will take several strikes.
The absorb/claim phase is very difficult. However, if you are able to
successfully claim at least 3 of the 4 distance attackers, and immobilize the
chieftain, you are likely to win with at least 2 or 3 allies still standing.
Accept Barrier Slime and move on to the next battle.
Chapter 2 – Twisted Path
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
Barrier Slime, and the strongest normal Slime.
General Advice:
1. Keep an ally on the ground. This will help to avoid all enemies focusing on
your allies that are climbing the cliff.
2. Climb up the left side and ignore the central bridge.
3. Claim both of the archers.
Walkthrough:
An obvious course in this battle seems to involve claiming the grass and fire
soldiers on the ground, moving up to claim the water soldier and eliminating the
miner, then moving to the bridge, trying to claim archers, stickying a cavalry
unit, and moving through absorbing/claiming/attacking as necessary to eliminate
all enemies.
There are at least 2 difficulties with the above summarized course of action:
1. This course of action is not always successful, and the outcome hinges
heavily on somewhat random positions of enemies on the top level.
2. You are certain to lose more than 1 ally. Slimes gain more experience if they
survive the battle, so we want as many allies to survive as possible.
You are free to take the above approach, and you will probably have fun with it.
However, this walkthrough is dedicated to providing an advanced playthrough with
best possible outcomes as discovered or learned by the author.
For this battle we will study ally attraction. Every ally in your group
–whether they are bare slimes, distended slimes with an absorbed enemy inside,
or a claimed unit– have an attractive influence on enemies which extends a
certain number of tiles from that ally. Bare slimes and claimed enemies tend to
have a smaller field of attraction, while distended slimes which contain an
absorbed an enemy have a significantly wider field of attraction– and the
attraction of distended slimes overrides the attraction of any other unit. We
are going to use this attraction feature to clear the map losing minimal allies.
Place Warp Slime at the right edge of the starting area on the tile that is
closest to the enemies. All other slimes can be placed anywhere to start. Keep
Warp Slime on that tile and ignore it until later. Notice over the next few
turns how some enemies will gather in that corner, as they are tracking Warp
Slime.
Move the other slimes to the left with Attack Slime and normal Slime in the
lead. Use speed on Sticky Slime. One of the slimes will need to suffer an attack
in order to mobilize the 2 soldiers on the ground. Attack slime should absorb
the fire soldier, and normal Slime should absorb the grass soldier.
Notice after you absorb these 2 enemies that some enemies near Warp Slime will
begin to move to the left. This is because absorbed enemies have a far greater
influence drawing enemies toward them. Now claim the two allies, and you can
watch some of the enemies lose interest and move back toward Warp Slime.
Continue to leave Warp Slime where it is.
Move your allies against the left edge of the map, and on the lowest tiles.
Wait a few turns. When most enemies have moved back to the right side near Warp
Slime, start climbing your allies up the cliff while staying on the far left
edge of the map. Ignore the middle bridge, as we will not be using it.
There will likely be a miner waiting for you at the top of the cliff, and
possibly a water soldier also. Sometimes the water soldier moves downward to
warp slime, and sometimes she stays with the miner. Eliminate both of these
units with your soldiers.
If any enemies are on the top level, you will notice that they will not cross
the bridge. They will not abandon their positions unless outranged by a distance
attack. Also, this is the type of group that, when 1 enemy breaks away, the
others will maintain their positions until out-ranged. For this reason, you are
not likely to be overwhelmed by enemy numbers.
Your goal for now is to absorb the water archer with Speed Slime and the fire
archer with Barrier Slime. The archers are often the units you will find
standing at the end of the bridge, but not always. If one of the archers is
standing at the end of the bridge, absorb her with the slime specified above
according to elemental affinity. If both archers are standing at the bridge,
absorb them both at the same time.
Whenever you absorb an an archer on the top level, you should always claim her
at the soonest possible moment. We don’t want too many enemies at the same time
running up in attempt to rescue her.
Maybe it was not the archers waiting for you. If it was any other unit, you will
need to move units around to shuffle enemies. Bring Warp Slime a few tiles to he
left, and move all other units against the right side of the map. This will
cause some units to move down toward Warp Slime. Move your group of allies back
to the bridge, and move Warp Slime back into the original position at the right
edge of the map. Keep shuffling allies back and forth until you are able to
absorb and claim both archers.
Upon absorbing the archer, Barrier Slime will have the 2 usual barriers, plus 1
special bonus barrier, for a total of 3 barriers. Use Barrier Slime’s unique
ability to absorb an extra strike if necessary. However, with the method
described here, you are not likely to need the bonus barrier.
Now continue shuffling allies until enemies move over to the bridge one or two
at a time. If both cavalry units move to the bridge, do not engage them. Just
keep shuffling.
Eliminate miners.
If a single cavalry unit comes to the bridge, sticky him and eliminate him with
many attacks from your allies over 2 turns. After Sticky Slime has used its
sticky ability, save Sticky Slime to absorb either the priest or the magician.
After the 2 archers have been claimed, as well as either the priest or the
magician, watch for an opportunity to absorb the remaining priest or magician
with Warp Slime. Warp Slime should absorb only if you are certain that the
number of enemies within attack range does not exceed the number of barriers
needed to get across the bridge to safety or safely to the ground. After
absorbing the priest and/or magician with Sticky Slime, you might choose to not
claim them in order to more easily draw remaining enemies to the bridge.
Regardless, after Warp Slime leaves the lower right corner, all enemies will
move up to the top level.
When there are no more distance attackers or magic users among your enemies, you
can use any barriers remaining on distended slimes to your advantage and start
focusing attacks on 1 enemy at a time until you have won the battle. Note that
the Armored soldier might require almost as many attacks as a cavalry unit to
eliminate it.
The method detailed here takes more time than might a typical walkthrough, but
it greatly helps new players to learn how to effectively manipulate enemy
positions by using the unseen attraction attribute that all allies possess. This
is an advanced tactic that will be applied often.
Chapter 2 – Merchant’s Town
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
and Barrier Slime.
General Advice:
1. Engage enemies 1 group at a time.
2. Lure a priest away from her group by keeping a weaker enemy’s HP low.
3. Cause the unclaimable cavalry unit to betray.
Walkthrough:
There are 4 groups of enemies here: 1 small group in an unmarked shop, 1 small
group in the armor shop (shield symbol), 1 small group in the weapons shop
(swords symbol), and 1 large group in the inn. We are going to start with the
unmarked building and work our way around to clear the inn at the end.
The merchants and maidens are weak in battle, but they have special abilities
which can make enemies fight for your allies for 3 turns. A maiden can honeytrap
1 male human unit, causing him to betray. The merchant has money, and can bribe
1 human of either gender, causing the betrayal.
Use speed on Attack Slime. Move Speed Slime and Barrier Slime toward the
unmarked shop with a female soldier, merchant, and maiden. Let the soldier
strike Speed Slime. Absorb the soldier with Barrier Slime and absorb the maiden
with Speed Slime. Attack Slime and Sticky Slime should follow, but stay out of
any fighting for now. Claim both units and eliminate the merchant. Bring Attack
Slime and Sticky Slime into the building. Recover HP on the flag if you need to,
although it is very unlikely your allies took any significant damage.
Do not move any allies within attack range of any groups except the one you are
currently fighting. This will ensure that you are not overwhelmed by too many
enemies.
Move your soldier over to the armor shop and combat the farmer. An effective
approach is to place your soldier on top of the shield symbol and allow the
farmer to initiate combat. Keep the farmer’s HP low from counterstrikes. Avoid
attacking him directly. As you do this, draw him back toward the edge of the map
that is opposite the inn. Keep the farmer’s HP low, and one of the priests will
break away from her group to heal him. When she is out of range of the enemies
in the inn, eliminate the farmer. The priest will not go back to the safety of
the inn, so this will leave her open to attack. Eliminate the priest, then
eliminate the merchant and maiden if you have not already done so.
Keep your maiden alive, because she will be useful later. After all 3 units from
the armor shop have been eliminated, –and the priest, if she moved far enough
away from the inn– recover HP on the central flag if necessary.
Generally in this game, if you have medium strength units (like soldiers) or
stronger, you can simply ignore merchants and maidens. They have weak attacks
and will usually be eliminated by counterstrikes if you can ignore them long
enough.
In this walkthrough, we generally try to claim strong units, and avoid claiming
farmers and miners. However, where there a priests, you will need enough attack
power to eliminate an enemy in 1 turn. That requires at least 3 allies with
significant attack power. Merchants and shop girls are too weak. That leaves the
3 soldiers, because the cavalry unit and armored soldier have a protection spell
upon them. We have easy access to the male soldier with Warp Slime, but the
enemy female soldier is among the group that we do not want to mobilize yet.
Here is the rare scenario where I will recommend claiming a miner. With Attack
Slime’s attack boost, the fire element match boost, and Speed Slime’s moving
force boost, this miner will be very useful in battle.
Place Attack Slime 3 tiles away from the miner with intent to absorb him on the
next turn. End your turn with no action.
In 1 turn, while staying out of attack range of any units in the inn, absorb the
soldier with Warp Slime and the miner with Attack Slime. Claim both units on the
next turn. Eliminate the merchant. Again, you are not likely to lose
significant HP from a merchant– but, recover HP on the flag if necessary.
Keep your maiden in a position where she will be able to reach the cavalry unit
when he moves 4 tiles. Keep your soldiers close to the enemy miner, but not in
attack range.
Place your miner in attack range of the enemy miner, but not in attack range of
any other enemy. Keep Sticky Slime nearby also.
The enemy grass miner will attack your miner. On the next turn, all enemies in
that group will mobilize.
Eliminate the enemy miner with your 2 soldiers and 1 miner. Run your maiden to
the cavalry unit and honeytrap him.
From this point on, enemy movements could take any number of paths. (If you have
already eliminated 1 priest, this will be much easier.) Your first priority will
be to eliminate the priests. Sticky one priest , and, if possible absorb the
other on the next turn with Sticky Slime. That will be the easiest way to deal
with the priests. If there was only 1 priest left, you can decide if you want to
sticky her then absorb the soldier with Sticky on the next turn. If the
betraying cavalry unit is attacking the soldier, I recommend ignore the sticky
ability and simply absorb the priest outright. Try to eliminate the armored
soldier and the female soldier before the cavalry unit’s betrayal ends.
Regardless of how many enemies remain, you need to be watching the cavalry
unit’s betrayal counter. When that counter reaches 0, you need to have your 3
strongest units ready to attack from 3 sides on the next turn. If possible, you
need to eliminate the cavalry unit before he starts fighting for your enemies
again.
It will be a short burst of chaos at the end. However, if you follow the advice
in the previous paragraph, you are almost certain to win. And you might even win
with losing 1 or 0 allies.
Antimagic Slime wants to join your group. This slime has the ability to cancel
the protection spell on any 1 unit. Accept Antimagic Slime and we will advance
to a place where Antimagic Slime will be especially useful.
Chapter 2 – Church on a Cliff
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
Barrier Slime, and Antimagic Slime.
General Advice:
1. Claim enemies on the right side hill first– without mobilizing any enemies
on the left side.
2. Leave an ally on the ground to avoid all left side enemies at the same time
focusing on your allies on the right side.
3. Claim the priest.
Walkthrough:
Here we face 2 main groups of enemies. One group is in front of the building,
and the other is on the high hill. (Technically there are 4 groups, because a
miner and priest each move independently of all other enemies.) Among the 2 main
groups are many enemies with the protection spell upon them. Look closely at the
cavalry unit and the other enemies on that right side hill. We are going to
claim all 4 of them. The cavalry unit has the protection spell upon him, but we
now have a slime that can help us with that problem. Notice the 2 tiles below
the cavalry unit that are low enough for your slimes to climb on.
For now, we need to stay out of attack range of any enemies from the group on
the left. Mobilizing them too early will make this very difficult.
Use speed on Attack Slime. Move Speed Slime to the tile just below the right
tile that can be climbed on. This will bring the cavalry down to attack Speed
Slime. Do not use the tile below the left block, or the magician will also
attack Speed Slime– and it may not survive that. That’s why we must place
Speed Slime in front of the right tile. On the same turn that you moved Speed
Slime onto that tile, move Antimagic Slime to the right of Speed Slime, and
Sticky Slime on the tile directly behind Speed Slime. Move Attack Slime to the
tile to the left of Sticky Slime. Move Barrier Slime to the tile directly behind
Antimagic Slime. Start Moving Warp Slime to the left– and remember that Warp
Slime needs to stay out of attack range of the archer and magic users. The
Cavalry unit will strike Speed Slime. My Speed Slime is at level 7 and survives
with about a third of its HP leftover. If your Speed Slime is not surviving this
strike from the cavalry unit, I recommend go back into previous battles to level
up Speed Slime until it is able to survive that attack.
Move Warp Slime as far to the left on the ground as possible, but without being
within attack range of any enemy. Leave Warp Slime there for the next few turns.
Move Antimagic Slime forward and use “Undo Protection” on the cavalry unit. Do
not move Speed Slime off its tile. Absorb the cavalry unit with Speed Slime
onto that same time. We are not going to use the sticky ability in this
scenario. Run Sticky Slime up the hill to absorb the male grass soldier onto a
tile that is as far to the right as possible. We are keeping all of our allies
as far as possible out of the attack range of enemies on the left side. Sticky
Slime might take some damage from enemies, but should survive with plenty of HP
leftover (my Sticky Slime is also level 7). The miner will approach your
distended slimes.
We are going to eliminate the miner. Claim the male grass soldier and attack the
miner from a high tile if you can possibly reach him yet without coming into
attack range of any enemies on the left. The miner’s movements will be
unpredictable at this time, so just keep watching him for an opportunity to
attack. Now run Attack Slime up the hill and absorb the female fire
soldier–again, as far to the right as possible. Claim the cavalry unit and
attack the miner if possible to do so without moving into any other enemy attack
range. Move Barrier Slime up 1 step so it will be able to absorb the magician on
the next turn. Leave Antimagic Slime on the ground. Attack Slime will take some
damage, but nothing significant (my Attack Slime is also level 7).
Claim the female fire soldier. Run Barrier Slime up the hill and absorb the
magician with Barrier Slime. Eliminate the miner as soon as possible– if that
has not already been done.
Claim the magician on the next turn. Continue to keep all allies out of attack
range of any enemies on the left side, and move all allies up to the area of the
flag on top of the hill. Use the flag to restore the magician’s magic, and to
restore HP for any allies that need it. Going forward, keep Antimagic Slime out
of attack range of any enemy, as it is very young and weak.
Move the cavalry unit into attack range of the closest enemy magic user. Place
the cavalry unit on a high tile as far away from the other enemies as possible.
The enemy will strike the cavalry unit, and most of the other enemies will move
toward Warp Slime. Our strategy with Warp Slime is to divert enemy attention,
which will allow us to eliminate enemies 1 or 2 at a time without being
overwhelmed by too many enemies.
Move the cavalry unit farther away from the other enemies, but within attack
range of that same magic user. This is to draw her farther away from her group.
All other allies should stay out of attack range for now. The enemy will move
closer to your allies and attack the cavalry unit.
Now eliminate the enemy with attacks from your allies. Use the flag to recover
HP for the cavalry unit.
Try to lure enemies over to the hill one by one. As your allies are getting
closer to the enemies, it is possible that the enemies will not need to be
lured. Continue to eliminate enemies one by one. Retreat to the flag on the hill
or next to the building whenever necessary for HP recovery.
Watch for an opportunity to absorb an enemy (that does not have the protection
spell upon them) with Antimagic Slime. Count how many enemies would be within
attack range of the distended Antimagic Slime. If you are certain to have enough
barriers, that is your opportunity to absorb. Claim that unit on the next turn
regardless of barriers remaining.
After most enemies have joined the fray, the same should be done with Warp
Slime– absorb an enemy whenever there are enough barriers to survive, then
claim the enemy on the next turn.
I recommend absorbing and claiming the priest if ever you have a clear
opportunity to do so. That priest can proceed to heal any allies with low HP.
Continue to focus attacks on 1 enemy at a time until they have all been
eliminated. Your reward is Magic Slime, which will become one of your most
valuable slimes.
Final note for Church on a Cliff: Notice that there is 1 tile at the corner of
the map on top of the cathedral that is isolated. You can teleport a unit onto
that tile to be trapped there. It will not help you to clear the battle–
actually it will probably make the battle impossible to clear. This is just an
interesting bit of trivia.
Chapter 2 – Mallorca Caves
Recommended slime party: Attack Slime, Speed Slime, Sticky Slime, Barrier Slime,
Antimagic Slime, and Magic Slime.
General Advice:
1. Engage 1 group at a time from right to left.
2. Claim both cavalry units. Use sticky and undo protection strategically to
help achieve this.
3. Approach the magician on the left side with Magic Slime’s claimed unit.
Walkthrough:
We need to clear out 3 groups of enemies here. There is a decision to make at
the beginning between engaging the right or left group first. I recommend the
right group– not because one is easier to overtake than the other, but because
the right group has a strong cavalry unit for us to claim.
We did not bring Warp Slime here for 2 reasons: For this mix of enemies, we want
more fire element than water element slimes. Also, Warp Slime’s special ability
cannot be used in caves anyway. We are bringing our new Magic Slime with us.
Magic Slime causes its claimed human to take very little damage from magic
attacks. There are only 2 magic users here, so we bring Magic Slime not so much
because it will greatly decrease damage taken from magic attacks, but more so
because it has the fire element.
Use speed on Attack Slime, then end your turn.
Position Speed Slime just within attack range of the closest archer. Position
Magic Slime directly behind Speed Slime. Move Attack Slime to the tile to the
right of Speed Slime. Move Sticky Slime, Barrier Slime, and Antimagic Slime into
the back corner. We are keeping these 3 slimes safe until we are ready to combat
the next group of enemies. The archer will strike Speed Slime.
Absorb the archer with Magic Slime. End your turn. Enemies will move closer and
the soldier will strike Speed Slime.
Claim the archer, and move her 3 tiles backward and away from the enemies. Also
move Speed Slime 3 tiles backward, away from the enemies. Move Attack Slime
backward 2 tiles away from the enemies. Enemies will attack the archer and
Attack Slime. It is possible that 2 enemies could attack and eliminate Attack
Slime on this turn. I have tested this multiple times, and Attack Slime was
never attacked twice. If by some rare chance Attack Slime is eliminated, simply
restart the battle and try again.
Absorb the cavalry unit with Attack Slime. Move the archer out of the way, and
attack the thief if she can reach him. Absorb the soldier with Speed Slime. End
your turn. The archer and thief will attack your distended slimes.
Claim both the soldier and the cavalry unit, then proceed to attack the archer
and the other thief with priority on eliminating the archer. Eliminate the
archer and thief over the next 2 turns.
Move all allies into the room with the flag, and recover HP on the flag as
necessary for all allies. Now turn your attention to the central group of
enemies which contains the other cavalry unit.
Move your cavalry unit to the tile at the edge of the map that is only within
attack range of the enemy male soldier– but not within attack range of any
other enemies. The soldier will strike your cavalry unit.
Now move your cavalry unit back into the room, out of attack range of the enemy
soldier, and have barrier slime next to your cavalry unit. Watch the movements
of the enemy cavalry unit and position Sticky Slime to intercept him on the next
turn or two. The enemy soldier will move within range of Barrier Slime.
Absorb the enemy soldier with Barrier Slime.
Stay out of range of the third group of enemies to the left for now. We will
visit them later.
Enemy movements for this second group could take many different paths. You need
to do the following in the next few turns, but not necessarily in this order:
-Claim the soldier with Barrier Slime.
-Sticky the cavalry unit.
-Eliminate the thief and magician.
-Use Antimagic Slime’s undo protection on the cavalry unit.
-Absorb and claim the cavalry unit with Sticky Slime.
-Eliminate the priest.
-Eliminate the armored soldier.
To effectively perform all actions on this list, you will need to position your
claimed humans to block enemies from attacking your bare slimes. When the above
list has been fulfilled, recover HP on the central flag for any allies that need
it, and turn your attention to the third and final group.
All in one turn, do the following:
-Move your water soldier to the flag which is near the left side of the map.
-Move Antimagic slime 1 tile away from the enemy fire soldier’s attack range
(near your ally water soldier).
-Move your archer to just within attack range of the magician. She has Magic
Slime’s magic resistance.
Move all other allies close behind your archer.
The enemy soldier will attack your soldier, and the enemy magician will attack
your archer. Observe how effective Magic Slime is at curtailing damage from
magic attacks. This is a very powerful slime!
Absorb the enemy soldier with Antimagic Slime. Eliminate the magician with many
attacks from your allies. Other enemies will attack your allies.
Claim the soldier. With 6 heavily fortified allies, eliminating the thief and
armored soldier should be easy. You will receive an HP + item to keep in your
inventory. I recommend do not use it yet.
Chapter 2 – Mallorca Ruins (part 1 of 2)
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
Barrier Slime, Antimagic Slime, and Magic Slime.
General Advice:
1. Run your fastest slimes out to the humans and start absorbing them as soon as
possible.
2. Let the minister eliminate as many monsters as he can.
3. Keep Magic Slime’s claimed unit healthy so you can more easily eliminate any
remaining blue minions at the end.
Walkthrough:
The magician says, “So…… This is a battle among three parties”. The tutorial
reads, “Demons cannot be claimed”.
We are introduced to strong minions that cannot be claimed. Our only option is
to claim enough human strength to defeat them. Three sided battles (humans vs.
demons vs. slimes) introduce a new tactic– let our enemies weaken each other,
then destroy the remnant. This is easier said than done. Because we will claim
as many humans as possible, the army of unclaimed humans will become so small
that the demons will overpower them quickly. The minions will dominate, and many
of them will remain after the humans have all been claimed or eliminated.
This is a very interesting and special episode. It is obvious that the game
developers put much time and effort into balancing the 3-way battles. For this
reason, before we begin the walkthrough for Mallorca Ruins, we should study the
unique features here.
Deploy only Warp Slime, and start the battle with only the 1 slime. Immediately
warp Warp Slime to the top corner of the map on top of the tall building. End
every turn with no action and simply watch the battle unfold. Even though Warp
Slime’s presence does interfere slightly with human enemy movements, you can
still make many observations….
There are 4 groups of enemies in total. For the demons, there are 2 groups. At
the beginning of the battle: 1 group of demons targets the humans, and 1 group
of demons targets the slimes. Notice that, even when no slimes are in the slime
starting area (because you moved Warp Slime away) those demons will invade the
slime staring area regardless of it being vacant. There are also 2 groups of
humans, with the minister being a type of video game boss character. He cannot
be immediately absorbed, has extremely strong attacks over a 5-tile area, and
has a very long attack range. The group of humans on the left, which includes
the minister, will immediately begin to fight the demons, and the group of
humans on the right will wait to mobilize on the second turn.
The number of units is balanced with 9 demons and 9 humans, but the humans still
have the advantage. What are the advantages?
-There are 2 magicians who can attack multiple demons in one strike.
-There are 3 cavalry units. Even though the demons individually have more HP
than the cavalry units, the cavalry has significantly higher attack power–
especially with all 3 combined. And possibly the greatest advantage is the speed
of the cavalry.
-Also regarding attack power: The minister’s attack power combined with the
cavalry totals a significantly superior concerted attack power over the demons.
Even though the demons were defeated, they did hold their ground for longer than
I had expected. That is because they have more distance attackers than the
humans.
What have we learned from this?
-The right side group of humans are not immediately active, and have no units
with the protection spell upon them. We need to reach that group to quickly
start building an army.
-The minister has the protection spell upon him, but we do have Antimagic Slime.
It is extremely difficult to do, but claiming the minister would greatly
increase the slime influence in this battle.
-Cavalry units– we need the speed and strength. Unfortunately 2 of the 3
cavalry units have the protection spell upon them, and cannot be claimed. That
leaves 1 cavalry unit available to us, so we will certainly make the effort to
claim him.
-If the blue minions gave the demon army a special strength against the humans
because of their distance attacks… in addition to the minister, we certainly
want to claim the archer and the magician.
There is one more important point of advice to give before beginning the
battle– It will be very difficult to clear this with all slimes surviving. I
have done it more than once without using any items on any slimes, but it took
many attempts. So many enemy movements that are out of your control will have to
lean in your favor for all slimes to survive. If you want all slimes to survive
without too much difficulty, you may have to give some slimes the Move +1 items
so they can reach the humans faster. As mentioned earlier, for this walkthrough
I am using items rarely, so my slimes will each have their original moving
force.
Now that we are clear on our general approach, we are ready to start the
walkthrough. Restart if necessary and deploy all 7 of your slimes that have
special abilities.
We can bring 7 slimes into this battle. There are 9 humans. A human is usually
eliminated by demons on the first 1 or 2 turns. 3 humans have a protection spell
upon them. That leaves 5 humans for obvious claim. However, with Antimagic
Slime, that brings the number of claimable humans up to 6– assuming those 6
units survive until we can claim them. From the outset, we know that we will
have at least 1 extra slime that cannot make a claim.
A step by step walkthrough for this battle would be impossible to write. I have
played this battle many times, and it never goes the same way twice. First I
will list what your goals should be ideally. Then I will give advice on how to
make everything work in your favor as much as possible.
Try to fulfill the following list:
-Claim the female soldier with Barrier Slime.
-Claim the armored soldier with Magic Slime.
-Claim the archer and cavalry unit with Warp Slime and Speed Slime.
-Run to the minister as fast as possible with Sticky Slime, Antimagic Slime, and
Attack Slime. Sticky him, undo protection, and absorb/claim him with Attack
Slime. This is an ideal goal, but usually is impossible.
-Claim any other reachable humans with any other available slimes.
It is unlikely that all of the above criteria can be achieved, but here are some
points that will help you to win this battle regardless:
Place Barrier Slime and Speed Slime in the lead. Move Barrier Slime out 3 tiles
immediately. Move Attack Slime out as far as possible, then move Speed Slime out
ahead of Attack Slime, and use speed on Attack Slime. On the next turn, run
Barrier Slime and Speed Slime even farther out to the humans. This might help to
keep at least 2 of the humans from moving too far toward the minions. You might
lose a slime or two from too many human attacks, but you do not need all of your
slimes to win this battle. More importantly, you brought some humans back to the
slimes and away from the minions. Now try to absorb humans to attract even more
humans.
Try to absorb the female soldier with Barrier Slime, which is likely to attract
other enemies back toward your slimes to attempt rescue. Be sure to count how
many enemies can reach the distended Barrier Slime so it does not get
splattered. As more enemies move back to attempt rescue, claim the absorbed
human, and proceed to absorb the humans that attempted rescue. Continue this
tactic until you have absorbed at least 4 units.
Important note: Claiming the Armored Soldier with Magic Slime might be your most
important action, as he becomes strong against all demons. If you can claim the
armored soldier with any Magic Slime, attacks from green minions will have very
little effect on him, and attacks from the blue minions will have almost no
effect on him Claim the armored soldier early, if possible, and move him to the
rear of your allies toward the slime starting area. He can hold the green
minions back and away from your allies for a few turns until you are able to
absorb and claim enough enemies to win this battle.
Chapter 2 – Mallorca Ruins (part 2 of 2)
if you get an opportunity.
I was able to claim the minister on extreme rare occasion over many attempts, so
the average player might be completely frustrated in attempting to claim him.
Sometimes the minister has already been eliminated by minions before your slimes
can even reach him, which obviously would cancel that goal. Other times the
minister has moved too far out, making it impossible for slower slimes to reach
him. If you can reach the minister with Sticky Slime (who is faster than the
other 2 slimes), sticky him, undo protection before the sticky wears off, and
claim the minister with any nearby slime (ideally Attack Slime). You really do
not need any special attack or defense boosts for the minister. Having his
5-tile attack pattern without any stat boosts by itself is an excellent asset to
your allies. If you are unable to absorb the minister, you should make every
effort to eliminate him when he runs to a flag to recover magic– if the demons
do not eliminate him first.
If the minister seems impossible to reach, just claim any human you can reach
with those slimes. I do not recommend trying to undo protection on a cavalry
unit to attempt claim. Those 2 cavalry units are so fast that they are likely to
be among the first to fall to the minions. However, if you can claim the 1
cavalry unit that has no protection spell upon him, then your chances of winning
are greatly increased.
If you have claimed at least 4 humans, you likely can use the flag on the right
side to recover their HP while waiting for the minions to eliminate the rest of
the humans. Then, with your claimed humans at full health, you can run down the
minions and eliminate them all. Remember to use Magic Slime’s claimed human as
your front-runner to combat the blue minions. Against Magic Slime’s special
power, the magic attacks from the blue minions will be nearly useless.
With this victory, you will earn Wing Slime. By defeating some hideous demons
as well as the minister and his army, you have unlocked a new STEAM achievement.
Now move on to chapter 3.
Walkthrough – Chapter 3: New Galicia
Chapter 3 – Border Checkpoint
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Barrier Slime,
and Wing Slime.
General Advice
1. Claim a grand bow archer, and attack enemies from the ground to bring them
off the tower one by one.
2. Secure the right side tower first to take advantage of the flag.
3. Use Barrier Slime’s barriers to nullify enemy attacks.
Walkthrough:
Place your slimes against the edge of the map to avoid any possibility of an
early strike from a grand bow archer. These grand bow archers have an attack
range of 4 tiles, forcing us to devise new tactics. Starting at the right
corner, place your slimes from right to left: Warp Slime, Attack Slime, Barrier
Slime, Speed Slime, and Wing Slime.
Our new Wing Slime can fly to any height, however, it needs to be within attack
range of the enemy in order to absorb them. Use speed on Wing Slime to give it a
5-tile moving force, then fly Wing Slime onto the right side tower and absorb
the archer. Absorb the grand bow archer with Warp Slime, but make sure she is
absorbed to the right side (out of attack range of the other grand bow archer).
Move Barrier Slime 3 tiles to the left. End your turn. The female soldier on the
ground will advance toward the slimes. One or both of the distended slimes will
be attacked, but should survive. My Warp Slime has survived every battle so
far, receiving maximum experience. It is at level 9, and able to endure at
least 1 enemy strike. If your Warp Slime is not strong enough to survive this
turn, I recommend replay earlier battles until your Warp Slime is stronger.
Claim the archer and grand bow archer then move them off the tower and out of
attack range of any enemies. Absorb the female soldier with Barrier Slime.
Do not claim the female soldier. We are going to make effective use of Barrier
Slime’s barriers. Bring your ally archer and grand bow archer to the safety of
the slime starting area. If you need to move a unit around the tower, use the
right edge of the map. When the archer and grand bow archer are safely among the
slimes at the slime staring area, move on to the next phase.
Now we are targeting the male soldier that is on the ground. Move attack Slime
next to Barrier Slime. Move Barrier Slime so there are 3 tiles between Barrier
Slime and the soldier on the ground in a straight line. Move Attack Slime behind
Barrier Slime. The soldier will move forward to attack Barrier Slime. Depending
on the position of the enemy grand bow archer, Barrier Slime may or may not
suffer another strike on its barriers.
Move Barrier Slime out of range of the enemy grand bow archer, and claim the
soldier with Attack Slime. Attack Slime will suffer an attack against its
barrier if the enemy grand bow archer is within attack range. This is
insignificant.
Claim the soldier with Attack Slime and move him out of attack range of the
enemy grand bow archer.
We will now turn our attention to claiming the cavalry unit. Note that you do
not need the cavalry unit, but I prefer to have the extra muscle. You can skip
claiming the cavalry unit if you want to, then simply eliminate the cavalry unit
later along with the last few enemies. To claim the cavalry unit, start by
moving Barrier Slime to the edge of the map with 4 tiles between Barrier Slime
and the cavalry unit. If the cavalry unit is not on the edge of the tower facing
the slimes, you will need to move Barrier Slime around until the units on the
left tower shuffle in such a way that the cavalry unit is on the edge of the
tower facing the slimes. When Barrier Slime is against the edge of the map with
a 4-tile straight line leading from the cavalry unit, move Speed Slime on one of
the tiles next to Barrier Slime. Now strike the cavalry unit at long range with
your grand bow archer, but make sure your grand bow archer is not standing in
the cavalry unit’s path to Barrier Slime. The cavalry unit, being out-ranged,
will jump down and attack Barrier Slime in attempt to rescue the female soldier.
Your ally grand bow archer possibly will be struck by the enemy grand bow
archer. If that happens, with your grand bow archer’s elemental superiority,
damage will not be significant. Absorb the cavalry unit with Speed Slime. If
Barrier Slime’s barrier count is 0, you should also claim the female soldier at
this time. If Barrier Slime has a barrier remaining, do not claim the enemy yet.
Claim the cavalry unit with Speed Slime. Move all allies to the right a few
tiles. If Barrier Slime has a barrier remaining, place Barrier Slime 3 tiles
away from the male soldier on the right side tower. If there are no barriers,
move your attack-boosted fire soldier on that tile instead. Strike the male
soldier with your grand bow archer. The soldier will jump down and attack the
ally you have placed 3 tiles away– either Barrier Slime or the fire soldier.
If your soldier was struck, we again have elemental superiority for minimal
damage. Possibly your grand bow archer was struck. In that case the damage will
be greater, but that will not affect the outcome of this battle.
Claim the female soldier with Barrier Slime if you have not already done that.
Eliminate the enemy soldier with multiple attacks from your allies.
Move your allies to a safe distance, and attack the armored soldier at longest
range possible with your grand bow archer. He will jump down, but will not be
able to attack anyone. Move your grand bow archer another 2 tiles away from the
armored soldier, and attack him again. Also move all other allies just outside
the armored soldier’s attack range. On the next turn, eliminate the armored
soldier with multiple attacks from your allies.
Now you can move around the right side of the map and climb onto the right side
tower. Stay out of range of the enemy grand bow archer and use the flag to
recover HP for any allies that need it.
Move the grand bow archer to the side of the tower facing the enemies on the
left side tower and strike the enemy grand bow archer. She will strike back on
the next turn, but our water element has heavy advantage over the fire element.
Continue to exchange attacks until the enemy grand bow archer is eliminated. It
will take about 3 strikes.
Recover your grand bow archer’s HP on the flag if you want to, but she probably
will not need it.
Attack the enemy female soldier with your grand bow archer. She will jump down
because she has been out-ranged. Continue attacking the female soldier with your
archer and grand bow archer until she has been eliminated. (If you chose not to
claim the cavalry unit earlier, repeat this tactic to eliminate him.) Finally,
repeat this tactic to eliminate the miner and win the battle.
For this victory you will receive the Skill +2 item. This is a misnomer, as the
item does not actually “add” 2 to an eligible slime’s skill counter. Technically
it changes the skill counter from 1 to 2. Because this is a somewhat rare item,
I recommend saving this item in your inventory until you have a deliberate need
for it. This will help you to apply it more effectively.
All slimes begin at level 1, and only 1 item can be used on each of them. If
your slimes have survived many battles and earned maximum experience, you might
see that some of your slimes are now earning a level-up bonus. If your slimes
have not yet received a level-up bonus, that is not a problem. You will see it
later, though. For every 10 levels reached, a slime may use 1 more item. If any
of your slimes have reached level 10, those slimes can use 2 items instead of 1.
For maximum value of this walkthrough, I will not be using any items until they
are needed for a specific plan of action.
Chapter 3 – Old Road
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Barrier Slime,
Antimagic Slime, and Wing Slime.
General Advice:
1. Run 5 slimes up the left side as fast as possible, but leave Warp Slime on
the ground to encourage a few enemies to jump to the ground.
2. Absorb enemies of different element for maximum barriers, and restart as
often as necessary until you are able to claim enough units to win.
3. Undo the chieftain’s protection and claim him with Attack Slime.
Walkthrough:
I was able to clear this with all 6 slimes surviving, but it took many attempts
and plenty of practice. For this battle you can expect to restart often, and
lose a significant number units toward victory. Try to not get frustrated, but
think of each restart as a learning experience. After many attempts, enough
slimes will survive to claim enemies, and you can certainly clear this one.
Start by running all slimes except Warp Slime up the left side of the hill as
fast as possible. Keep Barrier Slime in the lead, because it will be able to
survive an elevated strike from the water thief. Leave Warp Slime on the ground
and move it to the right to encourage 2 or 3 enemies to jump down to the ground.
The number of enemies on top of the cliff is overwhelming, so any number of
enemies jumping to the ground will be very helpful. Before Warp Slime can be
attacked, warp it to the top to claim an archer or the grand bow archer.
For this walkthrough, you will notice that I avoid claiming thieves if at all
possible. This is because thieves are relatively poor in combat. However, in
this episode, where there are too many enemies crowded into one area, it will be
necessary to absorb thieves only to move them aside– making paths to absorb the
stronger enemies.
Make an effort to claim the grand bow archer and at least 1 archer. More
importantly, as mentioned earlier, make a way to use Antimagic Slime’s undo
protection on the chieftain and claim him specifically with Attack Slime. He
should immediately immobilize the magician with his steal ability, then he can
proceed to deplete 50% to 75% of most enemy HP gauges with just 1 strike. With
my approach, I found that using speed on Antimagic Slime was more effective.
However, as you restart many times, you might choose to use speed on Attack
Slime instead for your style of approach.
Here is some advice to help in absorbing and claiming the chieftain: On the left
side of the map there is the narrow 1-tile path to climb the cliff. 1 tile to
the right of that path, at the top level, there is a tile that has only 1 side
exposed to direct attack by enemies. Claim a thief or archer onto that tile and
allow the chieftain to attack the distended slime. The order of enemy movement
starts with the priest, then the chieftain, then the grand bow archer. So it is
likely that the chieftain will attack that distended slime first. Claim that
unit, move them off that tile, move Attack Slime onto that tile, and absorb the
chieftain onto it. Block the 1 exposed tile with a distended slime that has
barriers remaining, or with any claimed ally. This will maximize Attack Slime’s
chance of survival, as only archers are likely to be able to attack the
distended Attack Slime.
Watch the magician’s recovery counter and be sure to eliminate her before she
recovers her equipment. Any unclaimed archers will be a priority to eliminate,
but that is easier said than done. The strong ally chieftain can only be in one
place at a time, and you will find that you have too many ally thieves with no
elemental attack boost. Even with 4 or 5 strikes from your allies (without the
chieftain’s help), there is not enough attack power to eliminate an archer in
one turn! The priest will heal her, and you may not even be able to eliminate
her on the second attempt unless the chieftain can reach her. Because our
attacks are so weak, it is vital to eliminate the priest before any other enemy
HP falls below green on the gauge.
As stated earlier, you can expect to lose a significant number of allies here.
If any allies have low HP, try to determine if sacrificing them will be to your
advantage or not. If that ally being eliminated will be of little benefit
overall, consider making a break for the flag to recover HP instead of
sacrificing them.
As the number of enemies on the upper level are being reduced, enemies on the
ground will already be climbing to join the fray. Consider moving away from the
enemies on the top, and eliminating enemies with low positions before they can
reach the upper level. Striking from elevated positions will give significantly
higher value to attacks from your relatively weak thieves.
It is difficult and chaotic, but you will win this with some practice. Add the
Move +1 item to your inventory and we will move on to the next battle.
Chapter 3 – Abandoned Castle
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
Barrier Slime, and Wing Slime.
General Advice:
1. Lure large groups of enemies down the steps on the sides of the map, and they
will somewhat sort by speed/strength.
2. Claim soldiers then eliminate miners and farmers.
3. Claim the cavalry unit and grand bow archer if at all possible.
Walkthrough:
When entering this area, the number of enemies spread across this map might seem
overwhelming. The strong enemies and weak enemies are all mixed together.
Actually, this is a relatively easy battle after you learn how to sort out the
enemies.
Study the layout of the map. There are generally 3 paths for enemies to reach
the slimes. The left side is a long stairs leading downward. The right side is a
short stairs leading downward, and there is a narrow path through the middle. We
are going to lure most of the enemies down the left and right paths.
The key to understanding how to sort the weak enemies from the strong enemies is
to notice that the stronger enemies are also the faster enemies. If you let the
enemies chase your slimes long enough, they will naturally sort themselves by
speed, which is also generally by strength. For this battle we only want the
strongest enemies. We certainly want to claim the cavalry unit the grand bow
archer. Also, we want the 4 soldiers– which are interspersed between the
miners, farmers, merchant, and maiden. Notice also that our choice of slimes
match all the elements for the enemies we will claim. These are 1 fire, 2 grass,
and 3 water. Matching elements is not a requirement, but will make victory much
easier.
Start by using speed on Attack Slime. Wing slime and Speed Slime are our fastest
slimes, so we will use them to lure the enemies in. In this area when 1 enemy is
mobilized, all enemies on the entire map will mobilize. Speed Slime is stronger
than Wing Slime, so we need to make sure Speed Slime is the one to suffer an
attack.
Leave Warp Slime in the corner tile at the edge of the map in the slime starting
area. Leave Attack Slime, Barrier Slime, and Sticky Slime on the 3 tiles around
Warp Slime. Leave these 4 slimes in that location until later.
Move Wing Slime to the left and Speed Slime to the right. Wing slime should move
left and stop at the bottom of the steps, just before the pond. Speed Slime
should move right and stop at the far right edge of the map and at just within
the farmer’s attack range. The farmer will attack Speed Slime, and all other
enemies will begin to move toward the slimes.
Try to keep Speed Slime at the edge of the map at the bottom of the steps as
long as possible in order to encourage as many enemies as possible to move down
the right side steps. Before any enemies are able to attack Speed Slime, slowly
move Speed Slime back to the corner where Warp Slime is positioned.
Wing Slime should do the same as Speed Slime. Keep Wing Slime at the bottom of
the steps. Before any enemies are able to attack it, start moving Wing Slime
back toward Warp Slime’s position.
Eventually you can move Speed Slime and Warp Slime into the corner with the 4
other slimes, and enemies will begin to crowd around. You will notice that some
of the faster moving soldiers have moved out ahead of the slower, weaker
enemies. Watch the soldier positions, and wait for an opportunity to absorb as
many of them as possible on 1 turn. Absorb them with matched elemental affinity.
Do not use Warp Slime to absorb any of them. Keep Warp Slime in the corner for
now, as we are saving Warp Slime for the grand bow archer.
There is the possibility that you could lose a slime, however, after testing
this strategy I find that the slimes consistently survive with each having only
the 1 barrier (except Barrier Slime which as 2 barriers). The farmers and miners
are just too weak to be a great threat to a slime with no barriers remaining. If
you lose a slime, just eliminate the rescued enemy and keep fighting.
I cannot think of any good reason to use sticky on any enemy. Sticky is with us
for the grass element match.
Claim enemies immediately, regardless if the slime has a barrier remaining or
not. Then, as you absorb more enemies, you can move claimed humans onto tiles
around the distended slimes to block enemy attacks on your distended slimes.
Watch the positions of the cavalry unit and grand bow archer. Be ready to absorb
the cavalry unit when you know you will be able to move 1 or 2 allies onto tiles
around the distended slime. As you watch the grand bow archer, you will notice
that she stays back (usually but now always) near some slow enemies. Watch for
an opportunity to absorb the grand bow archer with Warp Slime at a time when you
know you will be able to claim her and move her out of range of any other enemy
on the next turn.
Most of the allies will be near the slime staring area. Try to move the battle
toward the hill in the center of the clearing. Keep your allies in close
proximity to each other, and, if possible, on the top of the hill for elevation
advantage. Attack each enemy with 3 or 4 strikes on a turn in attempt to
eliminate at least 1 enemy on each turn. When the archer enters the fray, you
should prioritize eliminating her. Otherwise, focus on eliminating miners, then
farmers. The merchant and maiden can be generally ignored. They might even be
eliminated by counterstrikes alone.
At the same time as your allies are fighting near the slime starting area, keep
your grand bow archer in action. She is faster than any enemy around her, so
move her within 4 tiles of an enemy, then attack. That enemy will chase her, but
on the next turn she can simply move 2 more tiles away and strike again.
Continue this until that enemy is eliminated. The grand bow archer can proceed
to attack another slow enemy on each turn, or you can move her to the fringe of
the main battle to eliminate enemies with low HP. If you have succeeded in
claiming the cavalry unit, the grand bow archer can continue to attack, and
there is no enemy on the map that can catch her– unless she gets cornered or
approached by enemies from multiple directions. Try to keep the grand bow archer
in open areas, or use the walls to block enemies from chasing her. Archers and
grand bow archers can attack over these walls.
The only enemy that will give you any significant trouble is the armored
soldier. With high HP and high defense, the armored soldier requires about 5 or
6 attacks to eliminate–which means it will probably take 2 turns. You might
even be able to eliminate the armored soldier lastly, after all other enemies
are eliminated, depending on how the enemies shuffle around at the end of the
battle.
Your reward is Split Slime. In my opinion, this is the highest value reward you
will ever receive in this game, and the most useful slime. Upon being struck by
an enemy, this slime breaks into 2 pieces, splitting the HP between them. If
used effectively, it adds 1 slime to any battle you deploy it in. Not only is
Split Slime very useful– it makes tactical planning even more fun.
Chapter 3 – Forked Road (part 1 of 2)
Recommended slime party: Attack Slime, Speed Slime, Barrier Slime, Antimagic
Slime, Sticky Slime, and Split Slime.
General Advice:
1. Spread out enemies by luring them away from each other, then absorb as many
enemies as possible on one turn.
2. Speed is important in this battle. Use speed on Split Slime for maximum
value.
3. Claim enemies with the element match bonus and the Attack Slime bonus for
maximum attack and defense.
Walkthrough:
Warp Slime is useful in most areas for its ability to instantly travel to and
absorb almost any enemy. Split Slime is even more useful for its ability to
claim 2 enemies if positioned with skill. The problem with so much power
combined in these 2 slimes (effectively 3 slimes) is that when we deploy both
slimes, we are extremely heavy on the water element. Most battles have a balance
of all 3 elements, so too much water will give us a unit or two without the the
element match bonus. This was an expert piece of planning from the game
developers. This further forces the players to decide from battle to battle what
strengths we want to apply. Number of allies? Strength of allies? Special
Skills? Ease of absorbing/claiming? Element match?
In this case I have chosen to leave out Warp Slime in favor of a grass slime.
After receiving more slimes with special skills near the beginning of the game,
I have not been deploying our normal Slimes. We really want Sticky Slime to
continue gaining more experience, so I have deployed it for the grass element.
Even so, we are a little too heavy on the water element, but this is still a
good mix of slimes for a clean victory.
Here’s a hint for playing without a walkthrough: If ever you are not familiar
with a battle, and sure of which slime to use abilities or items on, Split Slime
is a good place to start. The reason is that you are not boosting just 1 slime–
you are effectively boosting 2. For example, the moving force increase carries
on to both slimes after Split Slime is split into 2 pieces. For this battle,
however, Split Slime is the best choice for extra moving force for this
walkthrough.
Use speed on Split Slime, then end your turn without moving any slimes. Watch
the magicians as they cast the protection spell upon the elite cavalry and
cavalry units. Specifically watch the fire magician. There is a 50% chance she
will move behind the cavalry unit and a 50% chance she will move beside the
cavalry unit. If the magician moves beside the cavalry unit, the walkthrough
described here will not work very well. If she moves beside the cavalry unit,
restart. Continue to restart until she moves behind the cavalry unit. With the
magician behind the cavalry unit, you can continue with the slime positions
described below.
The elite cavalry unit is introduced in this battle. The elite cavalry unit is
even stronger than a normal cavalry unit. However, the elite cavalry unit here
is too far to the rear, so we will not attempt a claim on that unit.
When one is enemy is mobilized, they will all mobilize. This gives us all the
time we need to position our slimes. Study the enemies which are closest to the
slimes. From left to right there are the grand bow archer, the male water
soldier (behind a tree), the fire cavalry unit, the grass cavalry unit which has
the protection spell upon him, and the female water soldier with another male
soldier behind her. We are going to take full advantage of how far the enemies
are spread apart, and proceed to absorb all 6 of these units in 1 turn.
To achieve such an ambitious goal, we need to put many slimes in dangerous
positions. Position all slimes as described below before moving any slime within
attack range of any enemy:
-Move Barrier Slime to the left edge of the map with 8 vacant tiles between
Barrier slime and the grand bow archer.
-Move Speed Slime to the tile where there are 5 vacant tiles between Speed Slime
and the male water soldier.
-Move Attack Slime to the tile where there are 6 vacant tiles between Attack
Slime and the fire cavalry unit.
-Move Antimagic Slime to the tile where there are 9 vacant tiles between
Antimagic Slime and the elite cavalry unit.
-Move Sticky Slime the tile immediately to the right of Antimagic Slime. There
should be 9 vacant tiles between Sticky Slime and the fire armored soldier.
-Move Split Slime to a specific tile on the right edge of the map. This tile is
located next to the large gray rock near the flag, and that gray rock is at the
edge of the map. Do not move to the tile with the 5 tiny flowers on it, or the
soldier will attack too early. Move Split Slime to the other tile which is next
to the large gray rock. The correct tile has a green plant on it.
Chapter 3 – Forked Road (part 2 of 2)
slimes 2 tiles straight ahead, toward the enemies. Enemies will mobilize and
attack the slimes. It is possible on this turn that Sticky Slime might be
eliminated by the cavalry unit. I have tested this multiple times. My Sticky
Slime has survived every previous battle that it participated in, so it has max
experience. At level 11, Sticky Slime survived all attempts on this turn. If
your Sticky Slime gets eliminated, restart and try again. If your Sticky Slime
is not level 11, you may need to deploy Sticky Slime in previous battles until
it is strong enough to survive this attack. The same goes for any slime that is
attacked on this turn. If you lost any slimes, restart. Or level up that slime
if necessary, then try again. Your slimes will take a serious beating, but we
are now ready to capture the enemies.
-Absorb the grand bow archer with Barrier Slime.
-Absorb the male water soldier with Speed Slime.
-Absorb the fire cavalry unit with Attack Slime.
-Undo protection on the grass cavalry unit, and absorb him with Sticky Slime.
-Absorb the male fire soldier with one piece of Split Slime.
-Absorb the female water soldier with the other piece of Split Slime.
Enemies will attack your slime barriers. Antimagic Slime will take a hard hit
from the fire magician, but my Antimagic Slime at level 9 consistently survives
this attack.
Claim all units regardless of barriers remaining:
-Claim the grand bow archer with Barrier Slime.
-Claim the water soldier with Speed Slime.
-Claim the fire cavalry unit with Attack Slime.
-Claim the grass cavalry unit with Sticky Slime.
-Claim the 2 soldiers with the 2 pieces of Split Slime.
Now absorb the fire magician with Antimagic Slime. Be sure to absorb her in the
direction of your ally grass cavalry unit. Antimagic Slime can be attacked from
2 sides. Block those 2 sides with your 2 ally cavalry units. Sometimes the
archer is within attack range, but Antimagic Slime does have 1 barrier. Attack
the water magician with the grand bow archer. You may want to attack an enemy
with your male water soldier, but try to bring him to an elevated tile if
possible. Move the male fire soldier and the female water soldier toward the
archer. Attack the archer with 1 or both soldiers only if you can keep both
soldiers out of attack range of the armored soldiers. Many allies will be
attacked on this turn, and your cavalry units might take heavy damage.
Claim the fire magician. Attack the elite cavalry unit with the magician, 2
cavalry units, and a soldier to eliminate him. Try to position your cavalry
units for minimal attacks from enemies. Eliminate the water magician with the
grand bow archer. Move the 2 soldiers on the right side of the map into the
fray. An ally or two might get eliminated, but you will still win this battle if
you continue to eliminate about 1 enemy on each turn, and use flags as necessary
to recover HP.
If you want to clear this without losing any allies, you can restart and keep
trying different ally movements until you have learned the best way to position
allies after the claiming phase. Note that sometimes enemies take odd paths not
mentioned in this walkthrough. However, this walkthrough covers the most common
outplay.
Chapter 3 – Underground Hideout (part 1 of 2)
Recommended slime party: Attack Slime, Speed Slime, Barrier Slime, Antimagic
Slime, and Split Slime.
General Advice:
1. It may be necessary to claim 1 or 2 weaker enemies to open paths to claiming
stronger enemies.
2. Claiming fighters with the element match bonus will give your allies a great
advantage in overall combat force.
3. Claim or eliminate all units on one side, then use those allies to clear the
other side.
Walkthrough:
There are 2 groups here. Note that the miner stands with the left group, but he
will mobilize with the right group. There seems to be only one good method to
clearing this event. Claim or eliminate all enemies in one group, then use them
to claim or eliminate the enemies in the other group. Is it better to start with
the left group or the right group? After much practice, I found that both ways
are a good plan. However, starting with the left group may have more value for
2 reasons. Firstly, there is a more narrow path on the left, making it more
difficult for enemies to attack your slimes in overwhelming numbers. Secondly,
the chieftain has a powerful attack, especially if you claim him with the
matching grass element. We want that attack power for ourselves.
It is important that, while working through the left side enemies, we do not get
within attack range of the right side enemies. Because of the miner being so far
to the left, we will try to let the enemies come to us.
Use speed on Split Slime. As noted earlier in this walkthrough, using speed on
Split Slime effectively gives the moving force boost to 2 slimes. And the 2
enemies that those 2 slimes claim will also have the +1 moving force. Move Split
Slime in attack range of the male grass thief and keep Attack Slime nearby. The
thief will split Split Slime.
We really don’t want to absorb any thieves, but, in this layout, the only
effective way to get them out of the way is to absorb and claim them. Absorb the
thief with a piece of Split Slime in a position that the female thief will
attack the distended piece of Split Slime. Move the other piece of Split Slime
in a position to absorb the female thief on the next turn. Move Attack Slime in
position to absorb the male fighter on the next turn. Also, keep Antimagic Slime
and Barrier Slime close so they can work together to absorb the chieftain later.
The fighter and female thief will move in closer and attack the distended piece
of Split Slime if possible.
Watch the position of the grand bow archer. By now she might be within attack
range. Keep all allies out of her attack range if possible. Claim the male thief
and move him out of the way. Absorb the male fighter with Attack Slime in a
position that will encourage the chieftain to attack the distended Attack Slime
(directly in front of the chieftain). Absorb the female thief with the other
piece of Split Slime– if possible in a position that the chieftain is more
likely to attack Attack Slime (not directly in front of the chieftain). It may
happen that you need to absorb the female thief first to make room to absorb the
male fighter with Attack Slime. Units will might move to unexpected positions,
but your main goal is to try to absorb the stated enemy with the slime
described. Even if it becomes impossible to follow this exactly, do your best
and you will probably win the battle anyway. Move Antimagic Slime and Barrier
Slime in positions to reach the chieftain on the next turn. Keep your ally male
thief as close as possible to the slimes, but not within attack range of any
enemy. The chieftain will attack Attack Slime.
Claim the male fighter and move him out as far as possible toward the magician
at the left edge of the map. Undo protection on the chieftain and absorb him
with Barrier Slime. Move the male thief to a position that causes the male
fighter and male thief to block enemies from attacking your 2 distended slimes
and bare slimes. Move Speed Slime as far as possible toward the grand bow
archer, as we are targeting her for Speed Slime to absorb her on the next turn
if possible. The grand bow archer will attack a slime barrier, and your 2 male
allies will take damage from enemies.
Claim the chieftain. Do not claim the female thief.
Over the next few turns, as mentioned earlier, enemy positions will be somewhat
unpredictable. You need to claim the grand bow archer with Speed Slime,
eliminate the magician, and eliminate the male thief– all while keeping all
allies out of attack range of the miner.
Here are some points of advice for the next few turns:
-Keep Antimagic Slime out of attack range of any enemy. We have a use for
Antimagic Slime later.
-If Speed Slime is within range of the grand bow archer, but an enemy stands in
the way, use the male fighter and the chieftain to eliminate either the thief or
the magician. If you have a choice, then eliminate the magician, as she has a
wide field of attack.
-Eliminate both the magician and male thief as soon as possible.
-If necessary, use a distended Split Slime barrier to nullify an attack from the
grand bow archer until you are able to absorb her with Speed Slime on the next
turn.
Use the flag to recover HP for all allies that need it, move them back near the
slime starting area, then toward the right side of the map. Move Split Slime
(with at least one barrier remaining) to just within attack range of the female
fighter. Move Antimagic Slime behind Split Slime. The female fighter will attack
Split Slime.
Claim the female thief with Split Slime and move her out of the way. It is a
shame that it was necessary to claim 2 relatively weak thieves, and without the
elemental strength bonus. However, they both have the +1 moving force from Speed
Slime and should be able to maneuver relatively well. Absorb the female fighter
with Antimagic Slime.
Chapter 3 – Underground Hideout (part 2 of 2)
points of advice for clearing the remaining enemies.
-Most of your allies are fast. Move them back toward the slime starting area.
This will help to separate enemies by speed so you are being attacked by fewer
enemies at the same time. This will allow you to eliminate the warlock after
most of the other enemies have been eliminated. Take a close look at the
warlock’s moving force. She only has a moving force of 2, but her attack range
is effectively 3.
-Use Antimagic Slime’s 2 barriers, and be careful not to leave it within attack
range of too many enemies.
-Claim the female fighter when Antimagic Slime’s barriers are exhausted, or when
you think is the best time to claim her.
– Try to damage enemies with the grand bow archer’s long range attacks to keep
her from being attacked.
-The 2 enemy thieves will be easy to eliminate, and they have relatively low
attack power. Try to ignore them until after you are able to eliminate the enemy
male fighter and the archer.
-You will be able to eliminate the enemy male fighter quickly on one turn if you
coordinate attacks from the chieftain, male fighter, and grand bow archer.
-After the faster enemies have been eliminated, return to the flag on the right
side of the map to recover HP for any allies that need it. After they are all
healthy, they should be able to easily clear out all of the slow enemies.
The warlock might get an opportunity to attack once. However, if you plan ahead,
you should be able to easily eliminate her in one turn by focusing many attacks
from your allies.
The armored soldier has high HP and high defense, but his attack is low. You
should be able to eliminate him in 2 turns– or possibly 1, since we have the
chieftain and male fighter with the Attack Slime boost. You may consider using
the chieftain’s steal ability on the armored soldier in attempt to accelerate
his elimination, but the chieftain’s powerful attack will probably be far more
effective– depending on the positions of enemies and ally HP levels.
The Barrier + item is your prize. Using this on a slime will permanently
increase its barriers by 1 after it absorbs a human. For this walkthrough, we
are not using any items yet. I will keep the Barrier + item in my inventory.
Chapter 3 – Siege (part 1 of 2)
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Sticky Slime,
Barrier Slime, Wing Slime, and Split Slime.
General Advice:
1. Claim the soldier nearest the button to open the gate. Then claim as many
ground units as possible, especially the cannoneer.
2. After the ground is clear, use your allies to clear the tower.
3. Keep the cannoneer on or near the flag and use his wide field to attack as
many enemies as possible on each turn.
Walkthrough:
Here is a special episode where we are able to manipulate the map. This feature
has never been seen before in the series. As the tutorial states, to open the
gate, we need to send a slime over the gate and claim a human to press the
button.
There are no magicians in this battle, so we are leaving Antimagic Slime and
Magic Slime out of it. There are 2 groups of enemies. One group is on the ground
and the other group is on the tower. The overall plan is to claim all 8 enemies
on the ground and use them to eliminate all 6 enemies on the tower.
There is a soldier standing very near the button that the humans were talking
about in the opening dialogue. Fly Wing Slime to the top of the gate close to
that soldier, and leave Wing Slime there until we have all other slimes ready to
invade. Note that the wooden spikes on the gate will not damage Wing Slime.
However, do avoid the 1 tile on top of the gate that the grand bow archer can
reach.
Use speed on Split Slime, then move all slimes toward the gate– except Warp
Slime. Warp Slime can wait at a slime starting area until it is ready to absorb
an enemy.
Move Split Slime to the 1 tile near the gate that the grand bow archer can reach
with her long-range attack. She will split Split Slime. Now you have 8 slimes,
which is the exact number of enemies on the ground.
Here’s something fun to try. Before letting the grand bow archer split Split
Slime, move 2 slimes on the only 2 surrounding tiles so Split Slime has no tile
to double onto. When Split Slime is attacked, you will see a rare situation
where 2 slimes can occupy the same tile. This momentarily reduces your
interaction with one of the slimes, but it is interesting to see.
Position Speed Slime (the fastest slime on the ground) in front of all slimes,
at the center of the gate. Place Barrier Slime on the tile to the left of Speed
Slime, and Sticky Slime on the tile to the right of Barrier Slime. Place Attack
Slime behind Speed Slime, and place the 2 Split Slime pieces to the right and
left of Attack Slime.
Chapter 3 – Siege (part 2 of 2)
with Wing Slime on the tile that is closest to the gate. This will ensure that
Wing Slime survives the enemy turn, and that the soldier is claimed close enough
to the button to press it on the next turn. Wing Slime will be struck twice
against its barriers.
Claim the soldier and move him to the tile with the button. Choose “Yes” to open
the castle gates. You might notice that we are not matching elements for most of
these captures. We will need extra barriers, as there are too many enemies in
close proximity. The enemies do not move consistently every time I played this,
so you will have to use this walkthrough as a general guide, and make your best
decisions in response to enemy movements.
-Warp Warp Slime into the fray when you can get the best benefit from absorbing
an enemy. In most scenarios, the cannoneer is the best choice.
-Do not attack any enemies. We want to eventually claim all of them, so we do
not want to diminish their HP.
-Try to keep distended Split Slime pieces out of range of the grand bow archer,
because, at half HP, they are unable to survive an attack after their barriers
are exhausted.
-Generally speaking –when there are 2 or more distended slimes within attack
range of the grand bow archer– the grand bow archer is more likely to strike
the a more distant target.
-Claim units of a different elemental affinity so you have maximum barriers.
-Claim any enemy that does not have enough barriers to survive the next turn.
-Use barriers of distended slimes to lure enemies closer to bare slimes.
-As long as there are distended slimes with barriers in the area, your bare
slimes are generally safe to boldly move toward enemies to absorb them on the
next turn. Be careful to not block access to distended slimes. If enemies do not
have access to any distended slimes to attack, they may attack your bare slimes.
-After you have claimed some enemies, you can use them to block tiles next to
distended slimes that might otherwise not have enough barriers.
After all 8 of the ground units have been captured, and if any distended slimes
have barriers remaining– do not claim yet. We will have a strategic use for any
remaining barriers later.
Claiming 8 enemies is an ideal goal, but not necessary to win the battle. If you
lose some slimes. keep playing to see if you can win anyway. I have played this
absorbing/claiming phase many times, and have a very high success rate at
claiming all 8 ground units (not always successful). Use barriers effectively by
comparing the number of barriers to number of enemies within attack range.
Always count the grand bow archer. If you lose any slimes, you can decide if you
want to restart, or just play it through. With some practice, and if you see
good enemy placement, you should be able to absorb/claim all 8 enemies on the
ground.
While staying out of attack range of the grand bow archer and archer on the
tower, move allies to the flag area. Watch the position of the grand bow archer.
If she is within attack range of the edge of the map, you will need to move some
distended slimes around the map to shuffle the enemies that are on top of the
tower. Consider moving a distended slime back to the gate area and let the grand
bow archer attack against a barrier. Then move that distended slime back around
to the flag area. This will shuffle the enemies around. It is much easier to do
this if you have 2 distended slimes. Leave 1 distended slime near the flag area,
and let 1 slime get struck by the grand bow archer near the gate area. When you
move all allies back to the flag area, you will notice that the grand bow archer
is too far away to attack your allies– if you are careful to keep them all at
the edge of the map. Use the flag to restore HP for all allies that need it.
This enemy group is different from the border checkpoint where we battled
earlier. At the border checkpoint, only the enemy you attacked would jump down
off the tower. Here, if you out-range any enemy on the tower with an attack,
all enemies may jump down to attack your allies at the same time.
Move the cannoneer to the flag, and surround him with your allies. Keep
distended slimes in strategic positions to attract grand bow archer attacks
against any barriers that remain.
The cannoneer has a slow moving force, but has a long attack range of 3 tiles,
with a wide attack field of 5 tiles (effectively a 4-tile attack range for
distance) Keep the cannoneer on (or always within reach) of the flag. Move your
allies slightly to give the cannoneer a few tiles of space to maneuver. Move the
cannoneer 1 step forward, and attack as many enemies on the tower at the same
time as possible. Enemies will jump down to attack your allies, and archers will
continue to attack from the tower.
Closely watch your barrier counts, and claim those enemies before the archers
can damage the slime. Try to focus attacks on 1 cavalry unit at a time in order
to eliminate 1 on each turn. Get as many enemies as possible into the
cannoneer’s wide attack field for maximum damage. If you don’t bring an enemy’s
HP to zero, the priest is likely to restore most of the lost HP if she can reach
the inured enemy. The 2 cavalry units should be eliminated first. Then move
allies up onto the tower to eliminate the archers. Any ally that has low HP
should run to the flag to recover. Keep moving the cannoneer onto the flag to
recover ammunition as necessary. Eliminate the armored soldier, then finally the
priest to win the battle.
Accept Melty Slime and we will move on to the final battle in chapter 3.
Chapter 3 – Empire Castle (part 1 of 2)
Recommended slime party: Attack Slime, Speed Slime, Antimagic Slime, Barrier
Slime, Split Slime, and Melty Slime.
General Advice:
1. Early in the invasion, use the narrow corridors as choke points to engage
one enemy at a time.
2. Lure enemies around a wall 1 or 2 at a time to avoid being overwhelmed by too
many enemies.
3. Claim as many cavalry/elite cavalry units as possible. Also, since this map
has no recovery flag– claim the priest.
Walkthrough:
When I first played this, I built my entire strategy around claiming the
emperor. When I finally reached him with a slime, he could not be absorbed! A
red X appears over him and you see a message, “A mysterious aura protects his
body.” I was still able to clear the battle on that attempt, but I felt that he
had somehow deceived me. The emperor is the lowest of characters in this game.
He is extremely selfish, changing his plans to benefit himself, regardless of
how many of his loyal followers are destroyed in the process. Each time you you
strike him in this episode, you should try to enjoy it as much as possible.
Hopefully I have learned this lesson for hundreds of other players– don’t waste
too much time trying to claim the emperor.
As you study the map, notice that the rooms on the near side of the complex have
narrow passages between them, and the rooms on the far side of the complex have
wide passages between them. This is designed to increase the difficulty after
you have cleared the near side. However, in this walkthrough we will apply
advanced tactics that will greatly diminish the difficulty.
Can you find a flag in this map? The answer is no. This is the rare map where
there is no flag for HP recovery. Throughout this entire invasion of the castle,
we will implement every possible strategy toward conserving HP. Note that there
is a priest that can be used for HP recovery, and we will absorb her. Even so,
if you follow this walkthrough carefully, you probably will not even need to
claim her.
Another important feature of this map (or any map) is to understand the groups
of enemies so we know how enemies will mobilize. The 1st group is to the left
of the slime starting area which includes the grand bow archer, an armored
soldier, and an elite cavalry unit. The 2nd group is to the right of the slime
starting area which includes a female soldier, an armored knight, and a cavalry
unit. The 3rd is a lone elite cavalry unit. The 4th is the priest. The 5th is a
large group of 10 enemies which includes all enemies in the second half of the
complex except those 3 enemies in the emperor’s chamber. The emperor with his
magician and elite cavalry unit are the 6th and final group.
Note that sometimes enemy units mobilize early. Enemies mobilizing early
rarely affects our strategy, as neither will move around the corner until
lured in that direction. It is possible that there are minor development
glitches on this map– on the STEAM version, in the emperor’s chamber, sometimes
there is a shadow on the floor where there is no enemy. These anomalies lead me
to believe there is something broken here. The developers have pushed at least 1
patch on STEAM since I began writing this document, so it is possible these
issues will be cleared before most players even see them. However, this
paragraph will remain here to clear any confusion if any players should
experience these abnormalities. Certainly these small issues do not cause any
problems and do not detract from the fun in any way.
We will start with the group on the left, move on to the right, work our way
through the rest of the complex, then eliminate the emperor lastly.
Use speed on Split Slime, then look at the position of the grand bow archer. She
is standing near a wall with 2 cavalry units behind that wall. Make note of the
tile that is behind her against the wall that has the 2 cavalry units behind it.
We will be using that tile later for a special strategy.
There are no flags; throughout this entire battle, you will need to conserve as
many barriers and as much HP as possible.
To clear the 1st group, start by allowing the grand bow archer to split Split
Slime. When you do this, position Split Slime in a way that will make sure the
grand bow archer is forced to stop on the 1-tile passageway. Absorb the grand
bow archer with 1 piece of Split Slime. Absorb the armored knight with the other
piece of Split Slime. Keep Barrier Slime nearby. Use a distended Split Slime to
lure the cavalry unit toward Barrier Slime. Absorb the cavalry unit with Barrier
Slime. Do not claim any enemies yet. If you were unable to absorb all 3 enemies
without losing any barriers, you should restart and try again. Keep practicing
until you are able to claim all 3 enemies without being attacked by any of them.
Move Barrier Slime into the slime starting area, and against the right side wall
toward the cavalry unit. This will help to keep the cavalry unit in the right
side room during the next phase.
Now we will move on to the 2nd enemy group. Our goal is to move them as far away
from the priest as possible before we begin attacking them. Not only would the
priest cause us to waste attacks, it will also cause her to waste heal uses that
we want to use for ourselves later. And, remember, there is no way to recover,
so her heal uses are absolutely limited.
Move the distended Split Slime –with the grand bow archer in it– to 1 tile
away from the passageway that leads to the 2nd group of enemies. Keep the other
Split Slime nearby. This will cause the female soldier to move to the 1 tile in
the passageway and attack against Split Slime’s 1 barrier. If Barrier Slime is
positioned correctly in the slime starting area, the cavalry unit should stay
away from your allies for now.
Claim the grand bow archer, then move her to the side, and attack the female
solder. Now move the other Split Slime to a tile which will lure the female
soldier to attack it as far away from the priest as possible. The female soldier
will attack 1 of Split Slime’s 2 barriers.
Move Split Slime 3 tiles away from the priest’s position again. Strike the
female soldier again with the grand bow archer. The female soldier will attack
Split Slime, removing the final barrier.
Eliminate the female soldier with the grand bow archer. If a 3rd strike from the
grand bow archer is not enough damage to eliminate the female soldier, claim the
armored soldier and strike her again to eliminate her. Move Melty Slime to a
tile which is just outside the attack range of the enemy armored soldier. The
enemy armored soldier will approach.
Claim the absorbed armored soldier with Split Slime if you have not already done
so. Move an ally into the passageway to block the priest from reaching the
enemy armored soldier. Use Melty Slime’s melt ability on the armored soldier.
This will severely reduce his defense, and will allow us to eliminate him
faster. Note that even though his armor is gone, his high HP level remains the
same. Eliminate the melted armored soldier with concentrated attacks from the
grand bow archer and ally armored soldier over about 2 or 3 turns.
Move Barrier Slime out of the slime starting area and lure the cavalry unit into
the central area toward Attack Slime. When the cavalry unit is outside of the
elite cavalry unit’s attack range, absorb the cavalry unit with Attack Slime.
Move Attack Slime, Antimagic Slime, and Melty Slime into the room next to the
elite cavalry unit, but keep all allies out of his attack range. Move Attack
Slime into the attack range of the elite cavalry unit. Allow the elite cavalry
unit to strike against Attack Slime’s barrier. In 1 turn, undo protection with
Antimagic Slime, and absorb him with Melty Slime.
Chapter 3 – Empire Castle (part 2 of 2)
Do not claim any of the absorbed enemies yet. Even though Attack Slime has no
barriers left, we are not going to claim that cavalry unit. Move Attack Slime to
the starting area of the grand bow archer. Remember that tile that was against
the wall, and just behind the grand bow archer? Move Attack Slime to that tile
and leave it there. When we mobilize the next group of enemies, which is a large
group, Attack Slime’s attraction value will keep most of the enemies on that
side of the map.
Move Barrier Slime and Speed Slime into the room which is to the right of the
slime starting area. We want Attack Slime to be the closest distended slime to
most or all enemies.
If the warlock has already mobilized, and she is too close to the enemy male
soldier, you should use the distended Melty Slime to lure her toward your
allies. When she is far enough away from the male soldier’s attack range,
eliminate her with your claimed units. If the warlock was not mobilized yet, or
is far away, you should first lure out the male soldier. In that case, move the
distended Melty Slime into attack range of the enemy soldier, but not within
attack range of any other enemy. Move all allies out of range of the soldier.
The soldier will strike against Melty Slime’s barrier. Claim the elite cavalry
unit with Melty Slime, and move him out of range of the male soldier. Also move
all allies again out of range of the soldier. The soldier will move closer to
your allies. When he is far enough away from other enemies, eliminate him.
Recall the earlier battle over the bridges on the twisted path. We used the
strong attraction of 2 distended slimes to manipulate enemies into attacking our
allies only 1 or 2 at a time. We will use the same tactic here.
Wait a few turns for most or all of the other enemies to collect on the left
side of the map against the wall where Attack Slime is positioned. Then move
Speed Slime and all claimed units into the room where the priest started. Move
the distended Speed Slime 1 tile at a time toward the enemies on the left side
until 1 or 2 enemies break free of Attack Slime’s attraction. Lure the enemy or
enemies over to your claimed units and eliminate them. If possible, try to
absorb and claim the other fire cavalry unit with Antimagic Slime. This is the
ideal claim, but claiming any 1 of those enemies will be sufficient. All the
rest of the enemies should be eliminated. If 1 or 2 enemies move down from the
Emperor’s room, eliminate them in the same way. If or when necessary, you can
claim the priest and heal any allies that have low HP.
Note that if you have a scenario where only 1 or 2 armored soldiers remain, you
may be able to keep Speed Slime far to the right, and move to the left with only
the grand bow archer. The grand bow archer can simply attack the armored
soldiers at maximum range. The armored soldiers will continue to wait at the
wall, and not chase the grand bow archer. After many turns of continued long
range attacks, the grand bow archer can eliminate the armored soldiers with no
danger to herself.
With all other mobilized enemies eliminated, we are ready to move on to the
emperor’s room. Claim the fire cavalry unit with Attack Slime. Move all allies
up to the room next to the emperor’s room, but stay out of attack range of any
enemies for now.
Move a distended slime, ideally with 2 barriers remaining, into attack range of
the enemy elite cavalry unit. (If you don’t have any slimes with barriers, then
lure out the elite cavalry unit with a strong ally that has full HP.) During
this final push, use the priest to recover any allies that have low HP. When the
elite cavalry unit strikes, claim all absorbed enemies that have not yet been
claimed, move in with all allies, and eliminate all enemies that are protecting
the emperor.
The emperor is relatively timid. Approach him boldly and eliminate him to clear
chapter 3 and unlock a STEAM achievement. Teleport Slime will join the party
and chapter 4 is now open.
Walkthrough – Chapter 4: Demon Island
Chapter 4: Battleship
Recommended slime party: Attack Slime, Barrier Slime, Magic Slime, Split Slime,
and Teleport Slime.
General Advice:
1. Claim all the enemies on the low level near the slime starting area, and
match elements on all claims for maximum combat ability.
2. Study the elemental affinities of enemies on the left side and right side.
Divide your allies into a left group and a right group according to most
effective elemental superiority.
3. Use the raised areas for combat advantage– especially the tops of the 2
cabins and the sides of the ship where your allies cannot be surrounded by
enemies.
Walkthrough:
Usually, after earning a new slime, the next battle features a situation that
makes excellent use of that new slime. Teleport Slime is a very useful slime,
but I could not find a good reason to use the teleport ability here. Possibly
the developers intended a better way to approach this battle than I will
describe below. If so, I did not find it. That is what makes this series so
much fun– the more you play, the more methods you learn to clear a map. In
this battle, we will use Teleport Slime, but only for an elemental affinity
match.
There are 2 groups of enemies. The 1st group includes the 5 units on the lower
level near the slime starting area, plus the magician. We are going to claim all
5 units on the lower level and eliminate the magician. The 2nd group includes
all other enemies. From the second group we are going to claim the elite cavalry
unit.
Slime placement is important in this relatively small map. There are 5 raised
tiles against the rear of the ship in the slime starting area. Place Teleport
Slime on the far right edge. Then from right to left from Teleport slime, place
Magic Slime, Barrier Slime, and Attack Slime. Do not place Split Slime on the
far left tile, but on the tile just below that tile. To be very clear– you
will have 4 slimes on the 4 right tiles against the rear of the ship, and Split
Slime will be placed on the low tile in front of the left tile.
Move Split Slime forward 1 tile and left 1 tile, which will leave Split Slime in
the attack range of the archer. Move Attack Slime forward 1 tile toward the
enemies. Move Magic Slime forward 1 tile toward the enemies. Move Barrier Slime
1 tile to the right. End your turn. The archer will split Split Slime, and other
enemies will advance toward the slimes.
Absorb the archer with a piece of Split Slime. Absorb the cavalry unit with
Attack Slime. Absorb the female fighter with Magic Slime. Absorb the male
fighter with Barrier Slime. Absorb the male soldier with Teleport Slime. The
magician will begin to move toward the distended Split Slime.
Claim the female fighter with Magic Slime. Move the female fighter as far as
possible to the left, but not within attack range of the magician. Maintain the
state of all other slimes for now. We will use some barriers later. Move all
allies out of attack range of the magician. Use the distended Split Slime to
lure the magician toward the rear of the ship toward the female fighter. The
magician will move closer to the distended Split Slime.
Move all allies out of attack range of the magician again, but keep the female
fighter close. The magician will jump down from the top of the left side cabin.
Over the next 3 turns, attack the magician with the female fighter, but use the
female fighter to block the magician from moving to the right. If the magician
moves too far to the right, the priest might have time reach her to heal her.
The female fighter will take minimal damage from the magician because of Magic
Slime’s special magic resistance. Keep moving all other allies out of attack
range of the magician, and attack the magician with the female fighter until the
magician has been eliminated.
Keep all allies out of attack range of any enemies until we are able to position
our allies strategically. Move the female fighter and the 2 pieces of Split
Slime toward the left. Move Barrier Slime, Teleport Slime, and Attack Slime
toward the right. The left group of allies should move along the left edge of
the ship, and the right group should move along the right edge of the ship. Move
the left group of 3 allies on top of the left cabin, in positions that are not
within attack range of any enemies. Be careful while moving onto the cabin that
you do not mobilize any enemies. Move the right group of 3 allies along the
raised area at the right edge of the ship, but not within attack range of any
enemies.
The following moves should be done in 1 turn: On the left side, move the
distended Split Slime (containing the archer) onto the step that leads to the
top of the left cabin. This is a tile of lighter colored wood which is in
attack range of the elite fighter and not within attack range of any other
enemy. The other piece of split slime should be on a tile next to the distended
split slime, but out of attack range of any enemy. On the right side, move the
distended Attack Slime to the floor of the ship (low tile) which is just within
attack range of the female soldier. The elite fighter will attack Barrier Slime.
The female soldier will attack against Attack Slime’s barrier. Some other
enemies will move toward your slimes.
Claim the archer with Split Slime, and claim the female soldier with Attack
Slime. Use Split Slime to absorb the elite cavalry unit onto the same tile that
the distended Split Slime was attacked on, and don’t move any more units on the
left side. Claim the cavalry unit with Attack Slime. Leaving the cavalry unit on
that same tile, attack the female soldier. Check the positions of Barrier Slime
and Teleport Slime to be sure they will not suffer more attacks than their
number of barriers. End your turn. Enemies will strike your barriers on both
sides.
Claim the elite cavalry unit with Split Slime. Move all 3 units on the left over
the side of the left cabin and as far as possible toward the rear of the ship.
Claim the male soldier with Teleport Slime. Claim the male fighter with Barrier
Slime. Move all 3 units from the right side over toward the left side near the
rear of the ship to join the right side allies. Enemies will chase your allies
and possibly attack them.
Continue moving all allies toward the rear of the ship. The right side enemies
will begin to separate slightly as they move around the right side cabin. If the
grand bow archer is on top of a cabin, you will not be able to attack her. Move
all allies out of the grand bow archer’s range long enough for her to jump down.
When all allies have returned to the slime starting area, wait for enemies to
get close, then surround and eliminate them 1 by 1. You might take heavy damage
from the grand bow archer and warlock, so try to prioritize eliminating them as
soon as possible. The female fighter should lead the assault on the warlock, as
she will take very little damage from the magic attacks. Also, if the priest is
getting close enough to start healing enemies, you will need to prioritize
eliminating her.
Continue to surround enemies and eliminate them 1 by 1 until they have all been
eliminated. Your fire cavalry unit with the Attack Slime attack boost is very
strong, and will serve you well as a finisher. He can make the last strike on
each enemy, and this will help him to last longer by not being exposed to
counterstrikes.
This will be a chaotic ending, but you should have enough allies to win the
battle. It is time to land this battleship.
Chapter 4: Minorca Port
Recommended slime party: Attack Slime, Speed Slime, Antimagic Slime, Barrier
Slime, Magic Slime, and Split Slime.
General Advice:
1. Use Speed Slime to stir up the enemies on the left. Lure the elite cavalry
unit down to Antimagic Slime so another slime can absorb and claim him.
2. Use distended slimes to lure the strong enemies from central area down to
where the other slimes can absorb and claim them.
3. Claiming both lancers will yield great advantages in combat.
Walkthrough:
There are 4 groups of enemies here. The 1st group is on the left side of the
map, including a female soldier and an elite cavalry unit with a protection
spell upon him. The 2nd is a large group of strong enemies in the center of the
map, between the buildings. The 3rd group is a single merchant on the steps. And
the 4th is a group of weaker enemies on and near the lower level containing a
merchant, a maiden, farmers, and miners.
The intuitive path to clear this battle would be to claim some farmers and
miners, then move on to the stronger enemies, and finally move on to the elite
cavalry unit. However, this walkthrough will detail a series of expert tactics
which make the beginning somewhat more difficult, and the ending very easy.
Use speed on Split Slime. Look at the building where the flag is located. There
are 4 tiles along the front of that building, with the flag being on the far
right tile. Move Speed Slime to the far left tile in front of that building
without moving into attack range of any enemies before moving onto that tile.
You will need to count tiles while moving around the steps in order to stay out
of attack range of the farmer on the steps. While you are moving Speed Slime up
to the building, keep all other slimes near the slime starting area.
When you have positioned Speed Slime onto that specific tile, there should be 2
vacant tiles between Speed Slime and the flag. The elite cavalry unit will
attack Speed Slime and deplete nearly all of its HP. If your Speed Slime does
not survive this attack, you will need to play previous battles until Speed
Slime is stronger. My Speed Slime is at level 15. If your Speed Slime is at
level 15, there is still a possibility it could get eliminated. I have played
this through a few times and my Speed Slime has always survived. Restart and try
again if your level 15 Speed Slime gets eliminated.
Move Speed Slime to the lowest tile it can reach. Get Split Slime, Antimagic
Slime, and Barrier Slime ready to engage the elite cavalry unit. The elite
cavalry unit will chase Speed Slime, but will not be able to attack because his
tile will be too high to reach Speed Slime.
Move Split Slime to a tile where it can be attacked by the elite cavalry unit
from an elevated tile, and move Speed Slime behind Split Slime so Speed Slime
cannot be attacked. This elevation advantage will cause the elite cavalry unit
to attack Split Slime instead of other slimes in the area. Anticipate the tile
the elite cavalry unit will occupy so you can have Antimagic Slime and Barrier
Slime ready. The elite cavalry unit will split Split Slime.
Remember to stay out of attack range of any farmers and miners in the lower
docks area.
Undo protection with Antimagic Slime and absorb the elite cavalry unit with
Barrier Slime. Over the next few turns, the 2 miners, 1 farmer, and 1 female
soldier will also jump down, probably in random order. Absorb the water miner
and female soldier with the 2 pieces of Split Slime. Do not claim them and do
not allow their barriers to be attacked. Use Barrier Slime’s barriers if you
think they will help you, but eventually claim the elite cavalry unit to
eliminate the fire farmer and fire miner. Eliminating the fire miner and fire
farmer with your elite cavalry unit should be relatively easy, as he severely
outclasses them for combat ability.
Leave all allies in the slime starting area except Speed Slime. Move Speed Slime
up to the priest and absorb her, being careful not to mobilize any more enemies
yet. Look again at the building with the flag next to it. You will notice a
door on the front of that building. Move the distended Speed Slime to the tile
which will have 1 vacant tile between the door and Speed Slime. This tile is
within attack range of the archer, but not within attack range of any other
enemy. The archer will attack against Speed Slime’s barrier.
Move Speed Slime back toward the slime starting area and out of the archer’s
attack range. Enemies on the stairs will begin to move down in attempt to
rescue the 2 enemies from the 2 pieces of Split Slime.
Claim the priest as soon as Speed Slime is out of danger of being attacked. Let
the archer strike against a Split Slime piece. Attack the archer as soon as
possible with the elite cavalry unit. The 2 lancers, 1 fighter, and 1 cavalry
unit will reach allies all at the same time. Absorb the female soldier and the
miner with the Split Slime pieces as necessary, and before they can be attacked
without barriers.
Ideally, you want to absorb the cavalry unit with Attack Slime, and the 2
lancers with Antimagic Slime and Magic Slime. Lancers are excellent in combat.
They have high HP, and elevated attack and defense. Especially important is that
lancers have an attack range of 2, allowing them strike distant enemies, and to
avoid counterstrikes. Claim the cavalry unit and lancers as soon as possible so
you can use them to help eliminate the archer, fighter, soldier, and magician.
This will be the most difficult part of the battle. Here are some points of
advice:
-Try to absorb enemies as far apart as possible, then keep your claimed allies
between them. This will reduce the ability of enemies to focus too many attacks
on 1 distended slime.
-You may have to absorb the fighter or soldier instead of the lancers, depending
on how the enemies approach. If it seems like a better course of action to claim
different enemies, you should do it. The cavalry unit and lancers are the ideal
units to claim, but you can still win if you claim other units instead.
-The priest should heal HP for allies as necessary.
-The magician is slower, and will enter the fray later. Try to eliminate her on
1 turn with 3 allies to avoid her wide attack field.
-Remember to stay out of attack range of miners and farmers, or your allies
could become overwhelmed very quickly.
After all units from the last enemy group have been claimed or eliminated, you
can move your elite cavalry unit and cavalry unit up to the flag area, while
avoiding the attack range of enemies. Keep all other allies near the slime
starting area. If you look around at the many weak enemies that are left to
clear, you probably can guess that the ending to this battle will be quick and
easy.
Move the cavalry unit onto the flag. The merchant will attack him and take
severe damage on the counterstrike.
Eliminate the merchant, and move your elite cavalry unit and cavalry unit on to
the steps to attack the farmer with elevation advantage. This should eliminate
him. All other enemies will mobilize, but their attacks will be relatively
insignificant. You can probably eliminate them all in about 3 turns.
Accept Reactor Slime.
Chapter 4: Snowy Battleground
Recommended slime party: Attack Slime, Antimagic Slime, Barrier Slime, Warp
Slime, Magic Slime, Teleport Slime and Reactor Slime.
General Advice:
1. Claim as many enemies as possible, as fast as possible, before they get
eliminated by minions.
2. Claim the elite cavalry unit with Magic Slime. Keep the elite cavalry unit on
the lowest tiles near the blue minions to divert magic attacks away from your
other allies.
3. Make effective use of barriers to reduce the total amount of damage suffered
by this overwhelming number of green minions.
Walkthrough:
Reactor Slime has the ability to give an ally another opportunity to move after
that unit has already moved. Teleport Slime has the ability to teleport any
other unit, friend or foe, to any available tile on the map. We now have an
opportunity to use these 2 new slimes effectively.
You may deploy 7 slimes. This is the rare battle where Split Slime gives us no
advantage. Split Slime would effectively bring 7 slimes up to 8 in number. For
this battle, claiming 6 enemies is a reasonable goal, and claiming a 7th enemy
is not certain. Claiming an 8th enemy might be possible with the slimes
currently available to us, but I have not found a method yet. Therefore, Split
Slime will stay out of this battle as we claim only 6 enemies– or possibly 7.
We need to move quickly if we want to absorb and claim at least 6 enemies before
too many enemies are annihilated by minions. Slime placement at the outset is
important here.
Place Magic Slime in the corner. To the right of Magic Slime place Teleport
Slime, then Antimagic Slime, then Warp Slime. Place Barrier Slime in front of
Magic Slime. To the right of Barrier Slime place Attack Slime, then Reactor
Slime.
Move Barrier Slime forward 2 tiles to lure the elite cavalry unit. Absorb the
grand bow archer with Attack Slime. Move Magic Slime forward 2 tiles. Move
Teleport Slime forward 2 tiles. Move Antimagic Slime forward 2 tiles. Move
Reactor Slime to the tile behind Teleport Slime. Warp Slime does not need to
move. The elite cavalry unit will strike Barrier Slime. The cavalry unit and
male soldier will attack Attack Slime. Some humans will engage the minion army,
and a desperate offensive will ensue.
Claim the grand bow archer and move her to the slime starting area against the
edge of the map. Use Teleport Slime to teleport Antimagic Slime to the tile next
to the warlock which is closest to the slime starting area. Undo protection.
Warp Warp Slime to the tile next to the warlock which is farthest from the slime
starting area. This is a low tile near a tree. Absorb the warlock onto this
tile. Absorb the male soldier with Barrier Slime. Absorb the elite cavalry unit
with Magic Slime. Use Reactor Slime’s action +1 on Teleport Slime, then absorb
the cavalry unit with Teleport Slime. Warp Slime and/or Antimagic Slime will be
struck by 1 or 2 female soldiers. The humans on the hill will begin to fall to
the overwhelming number of minions.
Claim the male soldier, cavalry unit, and elite cavalry unit. Run all 3 claimed
units up the hill, but keep them out of attack range of any enemies. Also move
the grand bow archer up the hill. Move Reactor Slime up the hill in an effort to
potentially absorb the female grass soldier. It may not be possible to absorb
the female grass soldier, but, if she is close enough, and has not yet been
eliminated by minions, you can certainly try to claim her. Move Warp Slime up 1
tile toward the slime starting area. Move Antimagic Slime down to the tile that
Warp Slime was on and absorb the female fire soldier onto that tile, which is to
the side, and away from the minion army. Warp Slime and/or Antimagic Slime might
get attacked.
After 3 turns, the humans that marched on the minion army will all be
eliminated.
Sometimes the female grass soldier moves away to attack the green minions. If
that happens, it will take the minions 1 more turn to eliminate all the enemies
on that side of the map. Also, if that happens, there will be no way to absorb
her with Reactor Slime. In that case, just ignore the following advice on how to
absorb and claim the female grass soldier, and move Reactor Slime to a safe
corner of the map for the duration of the battle.
Claim the female fire soldier. If Warp Slime has 1 barrier left, move Warp Slime
closer to Reactor Slime, and Reactor Slime closer to Warp Slime. Do not block
the female grass soldier’s access to Warp Slime. We want her to attack against
the barrier and move closer to Reactor Slime. Keep your claimed allies generally
close together, but start attacking green minions in an effort to eliminate at
least 1 minion on each turn. Note that it may be a good strategy to let the
green minions come to your allies, rather than moving out and attacking them.
This might help to keep your allies from being attacked on all sides from too
many minions on 1 turn.
Move your elite cavalry unit to the low tiles near the water. This will cause
the blue minions to attack him for elevation advantage, and ignore your other
allies. Magic Slime’s special resistance to magic attacks will allow the elite
cavalry unit to endure many magic attacks with no significant HP loss. Also, use
the elite cavalry unit to lure the blue minions away from your other allies by
about 1 or 2 tiles per turn. If the blue minions are far enough away from your
other allies, the elite cavalry unit will be able to go on the offensive and
attack the blue minions.
Absorb the female grass soldier if/when possible.
Distended slimes should use their barriers as much as possible to reduce damage
from the green minions. Claim absorbed enemies for best tactical advantage, and
continue eliminating green minions. The warlock should be able to attack at
least 2 green minions with one strike, depending on their positions. Try to keep
allies with fire affinity on tiles of lower elevation to encourage the green
minions to attack them instead of allies with elements that are inferior to the
green minions. Allies with the fire affinity will receive significantly reduced
damage from the green minions.
When all green minions have been eliminated, gather your allies around the blue
minions and attack them. If you keep your elite cavalry unit on a lower tile
than all your other allies, the blue minions will continue to attack the elite
cavalry unit. Your other allies should be able to attack and eliminate the
remaining blue minions with little or no difficulty.
Eater Slime is your reward.
Chapter 4: Ruin
Recommended slime party: Speed Slime, Barrier Slime, Wing Slime, Warp Slime,
Sticky Slime, and Teleport Slime.
General Advice:
1. Claim the cavalry archer. This is a very important unit.
2. Move allies to the flag near the slime starting area, and most enemies will
collect on the island. Attack enemies across the water with the cavalry archer.
3. Lure humans around the side 1 at a time and absorb/claim them with any
remaining slimes.
Walkthrough:
In this episode, we learn that the demons are able to force the will of humans,
causing them to fight for the demons. When this happens, the human turns grey
and gain a 20% bonus for both attack and defense. Your slimes are able to absorb
and claim these humans that are under the influence of the demons, but they do
not retain the 20% boost. The only stat bonus they will receive is what normally
is received from matched elements (25%) and specific effects if claimed by a
slime with special powers.
Here we meet the cavalry archer– an enemy with the speed of the cavalry and an
attack range of 3 tiles. Claiming the cavalry archer and applying her skills is
a key component for our strategy. The cavalry archer moves either left or right
on the first enemy turn. She is relatively easy to claim if she moves to the
right. And nearly impossible to claim if she moves to the left. I have
experimented extensively, and I am nearly certain there is no way to influence
the direction the cavalry archer moves on the first turn without teleporting or
warping a slime into her attack range. For this reason, I have arranged a
walkthrough which does not rely on the cavalry archer’s initial movements.
When you choose your slimes, place Speed Slime and Teleport Slime next to
Barrier Slime.
Absorb the female lancer with Warp Slime. Absorb her onto the tile that is
farthest away from the male soldier. Use speed on Barrier Slime and teleport
Barrier Slime to the cavalry archer on a specific tile. It is the only tile next
to the cavalry archer with a plant on it. Absorb the cavalry archer onto that
tile. If you chose the correct tile, there will be 2 vacant tiles between
Barrier Slime and the male soldier. End your turn. Human enemies will attack
your slimes and exhaust all barriers. The demons will begin the process of
brainwashing the humans.
Claim the female lancer and run her to the right 3 tiles, in a straight line
away from the armored soldier. This will bring her out of the armored soldier’s
attack range. Claim the cavalry archer and run her to the right edge of the map
and as far to the right as possible. End your turn. The battle between humans
and demons will continue, and one or both of your claimed units will be
attacked.
Move the female lancer to the top edge of the map and run her as far as possible
toward the slime starting area. Keep your cavalry archer on the right edge of
the map and run her as far as possible to the right. Watch the continued battle
between humans and demons.
Run the female lancer toward the slime starting area as fast as possible. Keep
your cavalry archer on the edge of the map and turn the corner toward the slime
starting area. Over the next few turns, keep moving the female lancer and
cavalry archer toward the slime starting area. If you keep these 2 allies on the
edge of the map, the blue minions will not be able to attack them.
Most of the enemies will move onto the central island area, but 1 demon and 1 or
2 humans might move around the island to chase your allies. Wait for these
enemies to approach the slime starting area. Be careful not to let any allies
move within attack range of the blue minions on the island. Absorb the human(s)
with any slime(s) except Sticky Slime. Claim them. Sticky the demon, and
eliminate it over the next few turns with your claimed allies.
All other enemies will gather on the island, and will not move around the side
unless lured around. Move all allies toward the nearest flag. The blue minions
are now the only threat to your victory. There is a raised tile one step down
from the flag, and toward the island. Keep your cavalry archer near this tile,
but out of attack range of the blue minions. All other allies should be around
the flag, but not far enough to the left to lure any enemies around. Keep ending
your turn, and when you see a blue minion move onto the tile that is within
attack range of the tile near the flag specified earlier, step onto that tile
with the cavalry archer and attack the blue minion. This will add extra attack
strength for the elevation. Continue to exchange attacks with the blue minion
until the cavalry archer’s HP is getting low, then move her to the flag to
recover. Repeat this process until both blue minions have been eliminated.
Keep in mind that the recovery flag will decrease in effectiveness over about 8
uses, when it will begin to become ineffective. If you initiate the exchange of
attacks against the blue minions, and from the elevated tile, the flag will
provide enough HP for you to eliminate both of them. After the 2 blue minions
have been eliminated, you can leave your cavalry archer on that tile and
continue to attack enemies until they are all defeated.
This will take many turns and much time to accomplish, but it is a very
effective strategy if you want all slimes to survive the battle. If you want to
speed up this process, you can move Speed Slime or Wing Slime to the left and
lure a human around the corner. Quickly move Speed Slime back to the flag area
before a demon moves around the corner. Absorb the human with a slime. While you
are attacking enemies with your cavalry archer, you can continue luring humans
around and claiming them as long as you have bare slimes. You can absorb a human
onto the water with Wing Slime if you think you can do it without being attacked
too many times. If you snatch a unit with Wing Slime, run it back to the slime
side as soon as possible. These more more dangerous tactics, and not necessary,
but will give you a faster victory. Be very careful not to lure any demons
around the corner, as they have high attack power and high HP. Demons can take 2
or 3 turns to eliminate, depending on how many enemies you have claimed.
Guard Slime will join you. This slime gives its claim a significant defense
boost. Also, it is beneficial to have another slime with the fire affinity.
Chapter 4: Old Fort
Recommended slime party: Speed Slime, Barrier Slime, Wing Slime, Warp Slime,
Sticky Slime, Split Slime, and Teleport Slime.
General Advice:
1. Absorb the cannoneer and cavalry unit on the first turn.
2. Keep 1 absorbed human at the top of the fort, and 1 absorbed human at the
bottom of the fort. Lure large groups of enemies around the map with small
adjustments to the positions of these 2 distended slimes.
3. Lure enemies to the top of the map one by one to absorb or eliminate them.
Walkthrough:
Before the battle, place Wing Slime on a tile so there are 5 vacant tiles
between Wing Slime and the cavalry unit. Place Speed Slime next to Wing Slime.
The other slimes should be placed as far to the left as possible.
Use speed on Wing Slime and absorb the cavalry unit with Wing Slime. Absorb the
cannoneer with Warp Slime onto the tile which is toward the slime starting area.
This is to keep him out of attack range of the warlock. Move all other slimes
toward the stairs on the left side of the map. Magicians will use protection
spells. The humans and demons will engage in heavy combat.
Claim the cannoneer, but do not move him yet. Do not claim the cavalry unit. We
are going to use Wing Slime to lure some enemies around the map. Move Wing Slime
down the steps to the slime starting area. Move the other slimes up the steps as
much as possible, but not within attack range of any enemy. Watch closely the
positions of the warlock and cavalry archer. Count tiles and be sure none of
your slimes will get struck by those 2 enemies.
From this point on, enemies may make many different possible movements and
actions. A specific walkthrough is impossible, but I can explain various goals
and strategies toward victory.
By now, you should be able to start moving the cannoneer up higher on the
fortress. Move Wing Slime onto the lowest level, near the center of the map, and
with 3 vacant tiles between Wing Slime and the fortress. This is to prevent any
enemies from attacking Wing Slime. Enemies will move to the front edge of the
fortress, but they will not move down unless attacked at a range that they
cannot match. Move all other slimes up the stairs and toward the far left edge
of the map. This may or may not be possible if some enemies are still near.
Your goal is to get all slimes to the top of the fortress on the far left side
against the edge of the map. The demons will continue to move around the map in
an effort to bring all humans under their influence.
If there are too many enemies moving to the left side, you may need to restart.
Often, though, the enemies tend to collect toward the center and right side.
Leave Wing Slime at the center of the map on the ground with 3 vacant tiles
between it and the fortress. Get the cannoneer up to the top left corner of the
map as soon as possible. After all humans have been brainwashed, they will
gravitate toward the nearest absorbed enemy.
If 1 or 2 humans move toward your slimes, this is actually a good turn. Absorb
them with slimes, but don’t claim them yet. If 1 or 2 demons move toward Warp
Slime, this is a bad turn. If it is 2 demons, you may need to restart. But if it
is only 1 demon, I recommend try to teleport it over to a tile on the fortress
that will cause it to move toward Wing Slime instead of your group of slimes.
After a large group of enemies has moved to the ledge over Wing Slime, start
moving Wing Slime to the right 1 or 2 tiles on each turn until Wing Slime is
against the right edge of the map. This will effectively move all enemies to the
right side of the map. As long as there are 3 vacant tiles between Wing Slime
and the fortress, no enemy will be able to attack it.
When Wing Slime is against the right edge, start moving slimes from the top left
corner toward the flag on the right side of the map. Keep any absorbed enemies
against the back edge of the map so no enemies are attracted to your group of
allies yet. Recover HP on the flag for any allies that need it.
Study the group of enemies near the front ledge of the fort, and look for a
human close to the rear of the group that is relatively fast. Move an absorbed
enemy 1 tile at a time until you are able to lure that human up to your group of
slimes. Absorb that enemy with Speed Slime if you don’t already have an enemy
inside Speed Slime. That way you will have a fast distended slime that can lure
enemies to the top level.
Keep in mind that slimes may use their special abilities like sticky and
teleport even in a distended state.
If there are too many demons near the rear of the enemy group, you will need to
shuffle the enemies somewhat until some humans are nearer to your slimes. You
can do this by moving Wing Slime left toward the center of the map only 2 tiles
at a time. Move Wing Slime back to the right edge of the map 2 tiles at a time,
and you will notice that some of the enemies have shifted. Repeat this as often
as necessary to get more humans into positions where you can lure them up to be
absorbed.
After you have absorbed enough humans, you should claim the strongest of them,
and start luring demons and minions up to the top of the fortress. If you have
not used Sticky Slime’s sticky yet, you can sticky a demon and eliminate it over
2 or 3 turns with no threat of attacks or counterattacks. If you don’t have any
sticky available, you can let the demon attack against barriers while your
allies attack it.
After an enemy has been lured in and either absorbed or eliminated, use the flag
as necessary to recover HP before luring the next enemy.
After you have absorbed a few enemies, and especially after distended slimes
have used all their barriers, you can claim those enemies and try to lure
another demon or minion toward your group of allies. I recommend always keep at
least 1 distended slime for maximum luring power.
When there are only 1 or 2 enemies left, you may want to run Wing Slime back
toward the center and onto the fortress. Remember that Wing Slime does not need
to use the stairs. After Wing Slime is on the fortress, claim the cavalry unit
and move him into position with your group of allies.
Eliminate the final 1 or 2 enemies, receive your Skill +2 item, and continue to
the final battle in chapter 4.
Chapter 4: Demon Forest (part 1 of 3)
Recommended slime party: Attack Slime, Speed Slime, Warp Slime, Magic Slime,
Antimagic Slime, Split Slime, Guard Slime, and Eater Slime.
General Advice:
1. Engage 3 main groups of humans 1 group at a time to claim an army.
2. Focus on claiming water and fire elements. Claim a strong unit with Magic
Slime.
3. Approach the boss from behind with the Magic Slime’s claimed unit to move the
boss away from its minions.
Walkthrough:
6 slimes will be placed along the front of the slime starting area, and 2 slimes
will be at the rear against the edge of the map. From left to right along the
front edge place Eater Slime, Guard Slime, Speed Slime, Split Slime, Antimagic
Slime, and Attack Slime. Against the edge of the map, place Magic Slime behind
Eater Slime and Warp Slime behind Attack Slime.
You may have noticed that we have deployed no grass element slimes. The boss in
this episode has the fire element with a long and wide attack, so we are going
to invest heavily in the water and fire elements for maximum advantage.
There are 7 groups of enemies that mobilize together.
1. The group of humans in the center.
2. The group of humans on the left. (Note that the green minion will not
mobilize with this group.)
3. The priestess moves separately from all other groups.
4. The group of humans on the right.
5. The green minion on the left (among the humans).
6. The male lancer near the center on the steps, and the blue minion near him.
7. The archdemon along with 3 green minions and 2 blue minions on the top level
of the platform.
We are going to clear these groups in the order listed above. As is our usual
practice, we should not move within attack range of any group other than the
group we are currently engaging. Mobilizing too many enemies at the same time
will almost certainly lead to a game over. We have easy access to a flag to
recover HP between groups. Following the plan carefully will make victory a near
certainty.
Claiming the 9 enemies that we want for our army will be a long and detailed
campaign– but not necessarily difficult with a predetermined and effective
series of tactics. Here are the enemies we will claim, in the general order
that we will absorb them (some absorbed enemies will be claimed much later).
Center Group:
Split Slime – cavalry unit
Split Slime – female fighter
Antimagic Slime – female lancer
Attack Slime – grand bow archer
Left Group:
Magic Slime – elite cavalry unit
Speed Slime – female soldier
Eater Slime – cavalry archer
Guard Slime – armored soldier
Right Group:
Warp Slime – cannoneer
Before you move any slimes, study the moving force and attack range of the
archdemon. It has a very long reach, so we need to be very careful not to
accidentally move within it’s attack range too early.
Use speed on Split Slime without moving Speed Slime. Move Antimagic Slime toward
the female fighter 2 tiles. Move Attack Slime right 1 tile and 1 tile toward the
cannoneer. End your turn without moving any other slimes. We are not moving
within attack range of any enemies on this turn, so all enemies will remain idle
for now (except for magicians casting the protection spells).
Move Split Slime 3 tiles toward the cavalry unit. Move Antimagic slime right 1
tile which is just within attack range of the female lancer. There should be
exactly 4 vacant tiles between Antimagic Slime and the female lancer. Move
Attack Slime 1 tile toward the cannoneer. End your turn. The female lancer will
attack Antimagic Slime. The cavalry unit will split Split Slime. The female
fighter and grand bow archer will move closer to your slimes.
Absorb the cavalry unit and female fighter with the 2 pieces of Split Slime, and
be sure to absorb them onto the tiles that are closest to the slime starting
area. Absorb the female lancer with Antimagic Slime onto the raised tile. This
will ensure that the grand bow archer does not attack against Antimagic Slimes
barriers, because enemies generally target allies of lower elevation. Move
Attack Slime 2 tiles toward the cannoneer. End your turn and the grand bow
archer will attack against a barrier of one of the Split Slime pieces.
If the grand bow archer has moved within range of Attack Slime, absorb her. It
is possible that she is not close enough to be absorbed now. Regardless if you
were able to absorb the grand bow archer or not, claim the enemy with the Split
Slime that lost its barrier. Move that claimed unit left, toward the flag area,
and completely out of range of the grand bow archer. Move the other Split Slime
back toward the slime starting area, but just within attack range of the grand
bow archer. Attack Slime should already be in a position to absorb the grand
bow archer on the next turn. Move Antimagic Slime to a higher tile. End your
turn. The grand bow archer will attack against Split Slime’s barrier.
Absorb the grand bow archer with Attack Slime (if you have not already done so).
Claim the enemy inside Split Slime even if it still has a barrier, and move the
claimed unit toward the flag area.
Do not claim any more absorbed enemies yet, especially with Antimagic slime
which has the skill we need later to undo protection on the cannoneer. Move
Antimagic Slime and Attack slime back to the slime starting area, and keep them
safely out of action while we engage the left side group of humans.
Move the cavalry unit and female fighter into the flag area, and not within
attack range of any enemy. Count tiles ahead of the male lancer, as his attack
range is relatively close to the flag. Avoid him. Keep Magic Slime, Eater Slime,
Speed Slime, and Guard Slime ready behind the flag.
When the 4 slimes are are near the raised flag area, move the cavalry unit onto
the raised tile which is just within reach of the elite cavalry unit. The elite
cavalry unit will attack your ally cavalry unit and that group will mobilize.
Move the cavalry unit to the flag, and move all slimes just out of reach of any
enemies. Anticipate where the cavalry archer will move to attack the cavalry
unit, and place Eater Slime within range to absorb her. Speed Slime should be
tracking the female soldier. The cavalry unit will suffer 2 hard strikes. His HP
will get dangerously low, but he will recover some HP on the flag immediately
before the next slime turn.
If you were able to move your slimes into ideal positions, you may be able to
absorb 3 units. Absorb the elite cavalry unit with Magic Slime, the female
soldier with Speed Slime, and the cavalry archer with Eater Slime. Eater Slime
is immune to the protection spell.
If you were unable to absorb all 3 units, move your slimes closer, let the
remaining enemies attack barriers, and absorb them on the next turn.
Fully recover your cavalry unit on the flag over the next few turns.
Chapter 4: Demon Forest (part 2 of 3)
now. Absorb the armored soldier with Guard Slime. Claim any units with slimes
that have no barriers remaining. Claim the elite cavalry unit. Eliminate the
archer with your claimed units. Lead the magician over to the left side of the
map with Eater Slime. Eater Slime might have to suffer a strike against a
barrier, but you can quickly move it out of range of the magician. Lead the
magician around the tree toward the slime starting area. Also move the elite
cavalry unit around the tree toward the magician. Strike the magician with the
elite cavalry unit, and keep all other allies out of the magician’s attack
range. Do not strike her again yet. The priestess will mobilize in an effort to
recover the magician. While the priestess is approaching, the magician will
throw all of her magic against Magic Slime’s special resistance. Damage will be
minimal. After all of the magician’s magic attacks have been used, surround her
with your other allies so she cannot run to a flag to recover. Wait for the
priestess to move into attack range and eliminate both the magician and the
priestess. Move all allies over the flag that need to recover HP.
For the rest of the battle, do not move your elite cavalry unit into any high
risk combat. He will be our key ally in clearing the final group at the end.
Going forward, the elite cavalry unit should only be allowed to suffer damage
from magic attacks.
Move your claimed units to the right side of the map along with Attack Slime.
Position Attack Slime just within attack range of the male fighter. The male
fighter will attack against Attack Slime’s barrier. And other enemies in that
group will mobilize.
Claim the grand bow archer with Attack Slime, move her 3 tiles away from the
enemies toward the elevated area in the right corner, and attack the male
fighter. Move all other claimed units out of attack range of any enemies. Other
enemies will move closer, and the male fighter will attack the grand bow archer.
Move the grand bow archer 3 tiles away from the enemies again. This should bring
her onto the hill at the right corner of the map. Attack the male fighter with
the grand bow archer and eliminate him with other allies. The male soldier will
move closer.
Attack the male soldier with all of your allies and eliminate him on 1 turn. If
you must use your elite cavalry unit to eliminate the male soldier, make that
the final strike– in order to avoid the counterstrike. The warlock and the
cannoneer will move closer to your slimes.
Eliminate the warlock with the elite cavalry unit. It will take 2 strikes, and,
to state the obvious, her magic attacks will deliver minimal damage.
Now we will absorb the cannoneer. There is a small 3-tile hill to the right of
the flag. Move Antimagic Slime onto the highest tile on that hill which is
closest to the slime starting area. Now move another distended Slime on a low
tile near Antimagic Slime. This slime should have 2 barriers. If you don’t have
a distended slime with 2 barriers, you will need 2 distended slimes that each
have 1 barrier. If you don’t have enough barriers among your distended slimes,
read on for another strategy. Here is an effective tactic with 2 barriers:
When the cannoneer approaches, leave Antimagic Slime on the high tile, and move
the other distended slime onto a low tile that is within the cannoneer’s attack
range, but will not put Antimagic Slime in the attack pattern. The cannoneer
will attack the distended slime on the lower tile.
Move a distended slime with at least 1 barrier remaining onto another low tile
which is 2 tiles closer to the slime starting area. The cannoneer will move
closer to Antimagic Slime and will attack the distended slime of lower
elevation.
By now you should be able to to reach the cannoneer with Antimagic Slime and
undo protection. Absorb the cannoneer with Warp Slime.
Chapter 4: Demon Forest (part 3 of 3)
slimes with barriers: Choose any claimed unit with full HP, preferably with 4
tiles of moving force or greater. The cavalry unit is a good choice. Move all
distended slimes and all other allies out of attack range of the cannoneer,
except the chosen ally. Move the chosen ally to the opposite side of the
cannoneer from Antimagic Slime. This will cause the cannoneer to move toward
Antimagic Slime in order to attack the chosen ally. Now move Antimagic Slime
within attack range of the cannoneer, and move the chosen ally next to the
cannoneer so he cannot move away from Antimagic Slime. Since Antimagic Slime
absorbed a different element, it has 1 barrier remaining. Move Antimagic Slime
closer to the cannoneer, and, again, move the chosen ally against the cannoneer
to block any backward movement. The cannoneer will use his 3rd and final attack
on Antimagic Slime’s barrier. Block the cannoneer from reaching any flag until
Antimagic Slime can reach him to undo protection. Absorb the cannoneer with Warp
Slime.
Move all allies to the central flag. Recover any allies that need HP until all
are at max HP.
Choose an ally that has at least 4 tiles of moving force. This should preferably
be an ally that has not used the flag for recovery too often yet. The flags
will will become less effective for a unit that has used flags too often. Move
the chosen ally just within attack range of the green minion on the left side.
The green minion will attack. Move the chosen ally back to the central flag
area. When the green minion moves within attack range of your claimed units,
eliminate it with multiple attacks.
You may not need to recover HP for any allies yet, but you can use the flag if
you prefer to bring all allies up to full health.
Choose another ally (or a distended slime with a barrier). Place the chosen ally
just into attack range of the male lancer. The male lancer will strike the
chosen ally.
Move all allies back toward the slime starting area. The lancer will follow and
attack again. Also the blue minion will approach.
Now you can move ahead with all allies and eliminate the male lancer. The blue
minion will attack.
Lure the blue minion farther away from the other enemies and eliminate it.
We have now cleared all groups except for the group with the archdemon. Any
slimes that still have an absorbed enemy should claim those units at this time.
We now have our 9 claimed units exactly as planned. Use the flag as necessary
until all allies have full HP.
Move the cavalry unit and elite cavalry unit to the area of the flag on the left
edge of the map. Move the female fighter and cavalry archer to the area of the
flag on the right side of the map. Move the other 5 allies to the area of the
central flag.
If you can separate the archdemon from his minions, you may be able to eliminate
them all without losing even 1 ally. It is difficult to clear this battle with 9
allies surviving, but I have done it more than once while using the strategy
described here.
All in one turn, do the following:
Move the elite cavalry unit to the tile at the upper left corner of the map.
Move all other allies to positions just outside attack range of enemies on the
platform. The archdemon will attack the elite cavalry unit, and the minions will
all move toward the front of the platform.
Leave the elite cavalry unit on the tile at the upper left corner of the map.
Move the grand bow archer to a tile near the front of the platform that is not
within attack range of the archdemon, and attack a green minion at maximum
distance. Move the female fighter onto a tile that a green minion can strike
her. This is to lure it down and to the right. The archdemon will maintain its
position, and all the minions will scatter in other directions.
Lure the minions even farther away from the archdemon. Start moving the elite
cavalry unit 2 tiles at a time around the tree and toward the flag on the left
edge of the map. All enemies will attack again.
Move the elite cavalry unit onto the flag and recover any lost HP. Allies that
have low HP should move out of attack range of the minions, and toward flags.
Move forward with all other allies to eliminate 1 or 2 minions on every turn.
The archdemon will move behind the tree and attack the cavalry unit again. By
now we have completely isolated the boss from its minions.
Over the next few turns, try to move the elite cavalry unit between the
archdemon and the platform, all the while attacking it. Keep attacking the
archdemon with the elite cavalry unit. Although the archdemon’s health will
deplete slowly, the damage to the archdemon will be far greater than damage to
the elite cavalry unit.
Be very careful to keep all other allies out of attack range of the archdemon.
Sometimes the archdemon will attack other units regardless of elevation
advantage– and it hits hard. If necessary, lure it back around the tree with
the elite cavalry unit.
Because of Guard Slime, the armored soldier has the highest defense of any ally.
Try to position the armored soldier on a lower tile so minions are more likely
to attack against his strong defense.
Continue attacking minions with the other allies until they have all been
eliminated. Now move all allies (except for the elite cavalry unit) to the hill
to the right of the slime starting area. Stuff them all into the corner to keep
them as far away from the archdemon as possible.
Lure the archdemon back toward the platform with the elite cavalry unit while
attacking it on every turn. Keep the archdemon away from any flags. It will
take many strikes to eliminate it. Use a flag if necessary to recover HP, but
you will likely be able to eliminate the archdemon without recovering any HP.
When you have eliminated the archdemon, you have completed chapter 4.
Congratulations, you have unlocked an achievement which a low percentage of
players have unlocked. Hermes Slime is your reward, and you will see a
cutscene that breaks open the story and leads into the second half of the
adventure.
Walkthrough – Witches Plotting
find themselves in world of darkness.
This area has all the features of a hard mode in any video game, but you must
clear it to complete the game. You will visit all the same maps– except that enemies
are more numerous and much stronger.
Going forward, all humans will be soulless. Soulless humans have a 20% attack
boost, and a 20% defense boost. Furthermore, these stat boosts are nullified
upon claiming that unit. The only way to gain any stat boost for a claimed unit
is through the usual element match, or through the powers of special slimes.
Even though Hermes Slime is new to our group, we will not be using it in this
walkthrough until later.
This final path is very difficult. Try to take it slow and have plenty of
patience. There is no reason to rush, and there is no penalty for a GAME OVER.
Take all the time you need to enjoy the end of the game, and, as with the
original Ambition of the Slimes, it will be very satisfying to finally complete
the sequel.
Witches Plotting – Field by the Sea
Recommended slime party: Speed Slime, Barrier Slime, and Split Slime.
General Advice:
1. With so many enemies grouped together in a small area, you will need more
barriers. Absorb 1 or 2 units with no element match.
2. Claiming the strongest units is the key to winning this battle. Claim both
soldiers if at all possible, and at least 1 thief.
3. Try to move all allies together in the area of the flag for continuous HP
recovery.
Walkthrough:
There are 8 tiles in the slime staring area. Place all 3 slimes across the row
which is closest to the enemies. On the far left place Split Slime. To the right
of Split Slime place Speed Slime. On the far right tile place Barrier Slime.
These humans have been stripped of their souls. They are brute automatons until
you claim them, which will free their minds (but not their bodies).
Our goal is to claim both soldiers and both thieves, which are the strongest
units on the map. These enemies are so close together, that we need enough
barriers for our distended slimes to survive the enemy turn. For this reason, we
need to absorb enemies that are closest to the middle with a slime of an element
that does not match. Enemies toward the outside of the group can be absorbed for
element match, because fewer enemies will be able to reach those slimes.
Do not move Barrier Slime. Do not move Speed Slime, but use speed on Split
Slime. Move Split Slime left 2 tiles and toward the enemies 1 tile. Enemies will
move toward the slimes and Split Slime will be split.
Absorb the female soldier with a piece of Split Slime onto a tile as far to the
left as possible. Absorb the female thief with the other piece of split slime–
again, on a tile as far to the left as possible. Furthermore, if you can safely
absorb an enemy onto the flag, this is ideal. Absorb the male soldier with
Barrier Slime onto a tile as far to the right as possible. Absorb the male thief
with Speed Slime onto a tile as far away from enemies as possible. Enemies will
attack the distended slimes.
Claim both the female soldier and the female thief with the 2 pieces of Split
Slime. If one of these 2 claimed units is on the flag, leave her on the flag and
attack an enemy from that position. Attack an enemy with the other unit,
preferably with elevation and element advantage. Our next goal is to move both
Speed Slime and Barrier Slime to the right so we can have all allies in 1 group
near the flag. If either of these 2 slimes have enough barriers, maintain state,
and move toward the flag. If 1 or both units do not have enough barriers, you
should first claim the enemy, then move him toward the flag.
Continue attacking enemies on each turn, and keep at least 1 ally on the flag at
all times. This will not only keep your allies healthy, but will keep enemies
from recovering. Use the superior speed of your allies to gain elevation on
attacks whenever possible, and continue to eliminate enemies until you win the
battle.
Metal Slime will join you.
Witches Plotting – Rustic Village
Recommended slime party: Sticky Slime, Wing Slime, Teleport Slime, and Split
Slime.
General Advice:
1. Use the abilities of Teleport Slime and Sticky Slime to absorb the water
ninja.
2. Lure the fire ninja to Wing Slime, claim the water ninja, and eliminate the
fire ninja with the water ninja.
3. After the rooftops are clear, try to claim the strongest enemies with your
other slimes, especially the cavalry unit.
Walkthrough:
Metal Slime would be useful here, but having 2 slimes in Split Slime is even
more useful. We will deploy Metal Slime later.
Place Teleport Slime in the corner of the map. Place Split Slime to the left of
Teleport Slime and Sticky Slime to the right of Split Slime. Wing Slime should
be placed on the tile on the right edge of the map which is closest to the
wooden crate on the right edge of the map.
Move Wing Slime to the tile on top of the wooden crate on the right edge of the
map. Teleport Sticky Slime to the corner tile on top of the roof next to the
water ninja and sticky him. End your turn. Enemies will move toward your slimes,
and Wing Slime will suffer a relatively weak attack.
Absorb the water ninja with Wing Slime and end your turn. Enemies will move
toward Wing Slime and form a crowd around the building
Sometimes a female thief moves toward Teleport Slime and Split Slime instead of
toward Wing Slime. If that happens, you can restart– or, if you want to
continue the battle, absorb her with Teleport Slime and claim her on the next
turn so she does not draw any more attention away from Wing Slime. For this
walkthrough, we will assume the female thief moved toward Wing Slime like all
other enemies.
Move Wing Slime on top of the chimney and wait for the fire ninja to climb
across the rooftops and attack Wing Slime’s barrier. Claim the water ninja, move
him off of the chimney, and attack the fire ninja (with elevation advantage if
possible). Move Sticky Slime onto the chimney. Continue attacking the fire ninja
with the water ninja over the next 1 or 2 turns until he is eliminated. Note
that the fire ninja ignored Sticky Slime on the chimney because he was unable to
gain any elevation advantage.
After the rooftops are clear, leave Sticky Slime and the ninja on the roof, but
move them toward the center of the map. Watch closely the position of the
archer, and keep Sticky Slime and the ninja out of her attack range. Start
watching the position of the cavalry unit. Move Split Slime barely into attack
range of the cavalry unit and allow him to split Split Slime at a time when the
2nd piece of Split Slime will not land into attack range of the female thief or
archer. Absorb the cavalry unit with a piece of split slime.
Over the next few turns, with the remaining slimes try to absorb the archer, the
female thief, and the female soldier. These are the strongest units that remain
on the ground. It may not be possible to safely absorb all of them them, but
this is ideal. If you cannot absorb all of them, try to absorb alternate enemies
that you can reach safely with your slimes. Claim all absorbed units as soon as
possible.
You may be able to leave Sticky Slime on the roof and lure the archer over to
Sticky Slime with the ninja. Allow the archer to attack Sticky Slime. It should
survive the attack because of the elevation advantage. After the archer attacks
Sticky Slime, she will be within range for Sticky Slime to absorb her. If you
are unable to claim the archer, she should be eliminated as soon as possible.
It is a good strategy to move all allies toward the flag area for the end of the
battle, but this may not be possible. The ninja will certainly need some HP
recovery, but, with his position being so far from the flag, you may need to use
him on the outskirts of the fray as the finisher (the ally which delivers the
final attack to enemies with low health).
Try to eliminate 1 enemy on every turn until you have cleared the village. Your
reward is a Barrier + item.
Witches Plotting – Ambush Point
Recommended slime party: Guard Slime, Teleport Slime, Split Slime, and Metal
Slime.
General Advice:
1. Find a way to claim all 3 humans from the front group of enemies. You may
need to apply Teleport Slime’s special ability.
2. Try to clear the 2 minions from the front group of enemies before the rear
group of enemies mobilizes.
3. Claiming the archer from the rear group will be of great advantage,
especially if most of the battle is fought on one of the hills.
Walkthrough:
Place Teleport Slime in the corner of the map in the slime starting area. To the
right of Teleport Slime place Guard Slime, then Metal Slime, then Split Slime.
The 4 slimes should form a neat row along the right edge of the map.
Metal Slime is special among all of the slimes, in that it’s damage taken from
enemy attacks will be a maximum of 1 HP. Weaker enemies can attack it for 0
damage, but the strongest enemy in the game can only apply 1 HP of damage to
Metal Slime on 1 attack. If weak enemies continually attack Metal Slime, it will
take 0 HP damage a few times, but eventually will lose 1 HP if the weak attacks
continue. For now, Metal Slime is young and weak, and will take 1 HP damage from
every strike. With a 3 HP health gauge, Metal Slime can suffer only 2 strikes. A
3rd strike will eliminate it. Note also that Metal Slime has 0 barriers upon
absorbing an enemy. Metal Slime’s health gauge will tell you how exactly many
strikes Metal Slime can survive whether it carries absorbed an enemy or not.
When Metal Slime has only 1 HP remaining, it will be eliminated on the next
strike.
The special HP bar is not the only unique feature of Metal Slime. Metal Slime
has the sun element, which is superior to all other elements of fire, water, and
grass. Any enemy that Metal Slime claims will receive the attack and defense
boost regardless of the enemy’s element.
Furthermore, Metal Slime is among the fastest slimes.
There is a front enemy group and a rear enemy group. The front group will
mobilize immediately, and the rear group will mobilize after a few turns. Keep
all allies out of attack range of all enemies in the rear group for now, or they
will mobilize too early and overwhelm your allies.
Move Split Slime 1 tile to the right along the right edge of the map. Move Metal
Slime 1 tile to the left toward the enemies. The blue minion will split Split
Slime, and other enemies will move toward the slimes.
Absorb the cavalry unit with the Split Slime piece that is closest to the
Minions. Absorb the armored soldier with Metal Slime. Teleport Guard Slime to
the tile of highest elevation next to the female fighter, and absorb her. Move
the other piece of Split Slime 2 tiles toward Teleport Slime, along the right
edge of the map. Note that sometimes the armored soldier moves to a tile that
could not be predicted. If that happens, I recommend restart and try again.
Usually he moves within range of Metal Slime, but not always. The minions will
attack the distended slimes. I have tested this method many times, and have
never had both minions attack Split Slime. However, it may be possible they
could eliminate split slime. If that happens, simply restart.
Claim all 3 enemies that were absorbed, then surround and attack the green
minion on 3 sides (if all claimed units can reach it). This will deplete its HP
gauge almost completely. Try to surround the green minion on the tiles that are
farthest away from the rear group of enemies. This will keep the green minion
from moving toward your 2 slimes. Move Split Slime and Teleport Slime toward the
center of the map, but not within attack range of any enemies. The minions will
attack your claimed units, and the green minion might even be eliminated on a
counterstrike.
If the green minion has not been eliminated, attack it with the armored soldier
to eliminate it. Attack the blue minion with the cavalry unit with the highest
elevation advantage possible. Then attack the blue minion with the fighter, and
try to keep her on a tile that is farthest away from the rear group of enemies.
If the armored soldier did not need to eliminate the green minion, attack the
blue minion with the armored soldier. Continue moving Split Slime and Teleport
Slime toward the center of the map, but only onto tiles that are out of attack
range of all enemies. The rear group of enemies usually mobilize on this turn.
Eliminate the blue minion with the 2 claimed units that have the most HP. The
claimed unit with the lowest HP should move to the flag. If you can reach the
archer with either of your slimes, absorb her, but only if there are not enough
enemies nearby to rescue her. If you have absorbed the archer, move the other
slime near the distended slime so you can try to absorb another enemy that
approaches to attempt rescue. If you are unable to absorb any enemies on this
turn, just move the 2 slimes closer to your claimed units, but only on tiles
that are outside attack range of all enemies.
The next several turns will be the most difficult part of this battle. Try to
absorb and claim units with any remaining slimes. Rotate allies onto the flag
for HP recovery. If you were unable to claim the archer, eliminating her will be
a priority. After the archer has been eliminated (or claimed) try to focus your
fighter and armored soldier attacks on the other green minion. The fire element
of these 2 allies will inflict significant attack damage on it.
Continue to attack enemies and recover allies on the flag until all enemies are
eliminated. Your reward is something new– the Item Reset. If you want to change
the mix of items used on a slime, using the Item Reset on that slime will return
it to default and move all of the reversed items back into your inventory.
Witches Plotting – Castle Road
Recommended slime party: Attack Slime, Sticky Slime, Magic Slime, and Split
Slime.
General Advice:
1. There are 2 groups of enemies. Learn which enemies belong to each group and
engage them 1 group at a time.
2. The demon’s attack power is devastating. Sticky the demon before it is able
to attack.
3. Claim a unit with Magic Slime so you can eliminate the warlock with minimal
danger.
Walkthrough:
There are 2 groups of enemies. The enemies on the right side hill are all in the
right side group except the warlock. The left side group are the warlock, demon,
magician, and fighter. We will start by claiming most of the units on the right
side. After we have established most of our claimed units, we will proceed to
engage the left side enemies.
Slime placement at the beginning is not important. However, slime placement will
become important after a few moves. If you are able to follow this walkthrough
closely, you will probably win this battle easily.
All 4 slimes need to be placed on specific tiles for this strategy to work well,
but it is difficult in a text walkthrough to describe the exact tiles. While you
are initially placing your slimes, be careful not to move any slimes within
attack range of any enemies.
There is a line of 8 vacant tiles between the armored soldier and the right side
of the map. I will guide off of that line of tiles in order to describe slime
placement. Move Split Slime onto that line of tiles so there are 5 vacant tiles
between Split Slime and the armored soldier. Move Attack Slime onto the tile
that is to the right of Split Slime. That tile is against the water. If Attack
Slime is on the correct tile, there will be 3 vacant tiles between Attack Slime
and the cactus that is next to the female lancer. There are 2 cactuses in a
straight line of tiles in front of the warlock. Look for the cactus farthest
from the warlock, which is near the central hill. Move Sticky Slime next to that
cactus, on the tile which is toward the central hill. If Sticky Slime is on the
correct tile, there will be 4 vacant tiles between Sticky Slime and the demon.
Now move Magic Slime to the tile next to that same cactus which is farthest away
from the warlock. After you have moved all 4 slimes to the 4 tiles described
above, move on to the next paragraph.
Move Split Slime 1 tile toward the armored soldier and end your turn. The female
lancer will split Split Slime and enemies will move toward the slimes.
Absorb the male lancer with Attack Slime. Absorb the female lancer with the
piece of split slime which is farthest away from her. Absorb the armored soldier
with the other piece of Split Slime. Move Magic Slime 2 tiles to the right,
which is the tile that is against the water. Do not move Sticky Slime. The 2
remaining enemies in the right side group will attack against your barriers.
Move the Split Slime with the armored soldier 2 tiles to the left and onto the
raised tile on the hill. This will put Split Slime into attack range of the
demon. Claim the male lancer with Attack Slime, move him toward the archer, and
attack the archer across 1 vacant tile. This will keep your male lancer out of
attack range of any enemies. Absorb the cavalry unit with Magic Slime. End your
turn without moving any other units. Enemies will attack against your barriers
again. Notice that the demon has moved very near Sticky Slime.
Claim the armored soldier and attack the archer with him (if he can reach her
without moving into attack range of any enemy except the archer). Move Sticky
Slime onto the lowest elevation tile available that is next to the demon, and
sticky the demon. Note that sometimes the archer moves into the demon’s path,
and the demon is not close enough yet. If that happens, just wait for the demon
to approach on another turn. Claim the male lancer and use him to attack the
archer (if he can reach her without moving into attack range of any enemy except
the archer). This might eliminate the archer. Claim the female lancer. If the
archer has not yet been eliminated, use the female lancer to eliminate the
archer without moving into attack range of any enemies. If the archer was
already eliminated, try to attack the demon. Again, do not leave any allies
within attack range of any enemies for this turn. Move the distended Magic
Slime onto the flag. The 3 mobile enemies will move toward your slimes, and the
demon will remain immobile under the influence of sticky.
If the fighter is within range of Sticky Slime, absorb him on the lowest tile
available. If Sticky cannot reach the fighter, then absorb the fighter on the
next turn. Attack the demon with the armored soldier and the 2 lancers. Move
Magic Slime into attack range of the warlock. The warlock will attack against
Magic Slime’s barrier. The magician will attack against 1 of Sticky Slime’s
barriers, and will probably catch 1 or 2 of your allies in her wide attack
field. Damage will be insignificant for how close we are to finishing this
battle.
Claim the cavalry unit with Magic Slime and attack the warlock, keeping the
cavalry unit between the warlock and the flag. Claim the fighter with Sticky
Slime and use him to attack the demon at the highest elevation possible. The
demon’s HP will be very low by now. Attack the demon with the armored soldier if
possible. If he cannot reach the demon, then try to attack the magician instead.
If the demon is not eliminated by now, attack him with 1 or both lancers.
Regardless of which ally attacks which enemy, try to eliminate the demon on this
turn if at all possible. Any remaining units on the central hill that have not
moved should attack the magician. The warlock will attack the against the
cavalry unit’s Magic Slime defense for minimal damage. The magician will attack
your allies again. Don’t think about your allies’ HP levels because the magician
will not survive to attack again.
Eliminate the magician with your many allies on the hill. Attack the warlock
with your cavalry unit. If the warlock survives this turn, she will attack him
again for very little damage, and the warlock can be eliminated on the next
turn– and will have already run out of magic anyway. As long as the warlock is
not permitted to reach a flag, she is absolutely no danger to your allies.
You will receive another Skill +2 item. Save your game, then use this Skill +2
item on Hermes Slime. We are going to deploy Hermes slime in the next battle.
Witches Plotting – Astoria Castle (part 1 of 2)
Recommended slime party: Warp Slime, Split Slime, Teleport Slime, Hermes Slime
(with Skill +2 upgrade), and Metal Slime.
General Advice:
1. Clear the 4 enemies on the ground and keep 1 absorbed enemy at the slime
starting area to keep enemies on the lower left side of the wall.
2. Claim the 2 cannoneers on the top level.
3. Use the cannoneers to attack units on the middle level while they are focused
on rescuing the absorbed human in the slime starting area.
Walkthrough:
Before starting this battle, use a Skill +2 item on Hermes Slime if you have not
already done so. Hermes Slime has the ability to hold a claimed unit for future
battles. The carryover unit does not have to be deployed in the next battle–
you can keep the claimed unit in your roster as long as you want to. Note that
the claimed unit must survive the battle in order for Hermes Slime to carry over
to another battle. After the claimed unit has been used in another battle, that
carryover unit will be automatically dismissed when Hermes Slime’s skill count
is 1. By upgrading Hermes Slime with a Skill +2 item, we can bring the claimed
unit into 2 battles before the carryover unit is dismissed. There are 2 battles
in this walkthrough where a cannoneer will be required. We will claim the grass
Cannoneer with our grass Hermes Slime so we will have the 25% element match
boost for attack and defense. You do not need to use the Skill +2 on Hermes
Slime if you do not want to. You can carry this cannoneer into 1 battle later,
replay this battle to abduct the cannoneer again, then use him in another
battle. For the purpose of a streamlined and linear walkthrough, I have upgraded
Hermes Slime’s skill count before this battle outside Astoria Castle.
There are 3 groups of enemies– 1 group on each level. The 4 units on the
ground will move toward the slimes immediately. There are 3 units on the top
level– 2 cannoneers and 1 kunoichi. All other enemies are on the middle level.
Our strategy will be to first clear the 4 enemies on the ground, then overtake
the top level, then proceed to clear off the middle level.
Place Teleport Slime in the corner tile. To the right of Teleport Slime place
Hermes Slime, then Metal Slime, then Split Slime. Place Warp Slime to the left
of Teleport Slime.
Do not move any slimes. Keep ending your turn until the fighter splits Split
Slime. On every attempt, even with your slimes are placed exactly on the same
tiles, the 4 ground enemies will never take the same paths. However, the fighter
will certainly reach Split Slime first. I will list your objectives with the
ground enemies, then I will provide some advice on how to make it all work:
Absorb and claim the fighter with a piece of Split Slime.
Absorb and claim the lancer with Metal Slime.
Absorb the female soldier with a piece of Split Slime, but do not claim her.
Eliminate the magician.
You should not need to move Teleport Slime, Hermes Slime, and Warp Slime for a
while. Just leave them on those 3 tiles until the first 4 enemies are cleared.
Watch the positions of the archers on the wall, and keep all allies out of
attack range. It may be difficult to absorb the lancer if he approaches from the
wall. However, if he approaches from the steps, it might be easy to absorb him.
You can restart as many times as necessary until you succeed.
Allow the fighter to split Split Slime, then move Metal Slime as close to the
lancer as possible, but outside of attack range of any enemy.
On the next turn, claim the fighter and use the fighter to attack the magician.
Move the other piece of Split Slime closer to the female soldier. Absorb the
lancer with Metal Slime if possible. If it is not possible to absorb the lancer,
you can try on the next turn, or just restart the battle. The magician and/or
lancer will attack against barriers.
Claim the lancer and absorb the female soldier with the other piece of split
slime. Attack the magician multiple times until she has been eliminated. You may
need to attack her again on the next turn to eliminate her.
Start moving Teleport Slime and Hermes slime together up the steps toward the
right side of the map. Also move the fighter and lancer up the steps toward the
right side of the map.
Move the distended Split Slime into the corner tile at the slime starting area
and leave it there. Do not claim that unit. Split Slime will keep all enemies in
a crowd at the lower left corner of the wall. Leave the distended Split Slime on
that corner tile until the end of the battle.
When your allies reach the right side of the map, turn them left and start
climbing up the right side of the map. Any allies that need HP recovery should
stop at the flag on the way up the right side.
The position of Split Slime will keep the 2 cannoneers far to the left. If your
allies stay on the far right edge of the map, they will be in no danger from the
cannoneers.
As your allies reach the top edge of the map, move the fighter up the steps as
high as he can go without being within attack range of any enemy. Place the
lancer on the tile behind the fighter (on the top edge of the map). Place Hermes
Slime on the tile behind the lancer. Place Teleport Slime on the tile behind
Teleport Slime. Those 4 allies should be in a neat line along the top edge of
the map.
After all 4 allies are in place along the top edge of the map, study enemy
positions. We are going to move the fighter to the flag, and allow the 2
cannoneers to attack him. Look at the 2 tiles that the 2 cannoneers will move
to, then look at the 2 tiles closest to the flag that you will absorb them on.
If there are any archers within attack range of those 2 tiles, you will not be
able to move the fighter to the flag yet. Try moving Split Slime a few tiles to
the left and right until the archers shuffle around and move out of attack range
of the 2 tiles that you plan to absorb the cannoneers onto.
When the archers are far enough away, move the fighter onto the flag. Enemies on
the top of the castle will attack him.
The fighter will recover some HP from the flag. Absorb the water cannoneer with
Warp Slime onto a tile as close to the flag as possible. Move Teleport Slime 2
tiles up the steps and teleport Hermes Slime to the grass cannoneer. Absorb him
onto a tile as close to the flag as possible. Attack the kunoichi with the
fighter and the lancer if they can reach her without moving into attack range of
any other enemies. The kunoichi and possibly other enemies will attack against
the barriers of Warp Slime and Hermes Slime. It is possible that 1 or 2 archers
will move back into attack range and eliminate Hermes Slime. If that happens, I
recommend restart the battle– even though it will be frustrating to have to
move those slow slimes all the way up the steps again. Not only do you need 2
cannoneers for this strategy to work well, but you also need Hermes Slime to
bring that grass Cannoneer into 2 battles later in the game.
Study the enemies on the top of the castle. If any immediately absorbable
enemies are within range of Teleport Slime, absorb that enemy. Attack the
remaining enemies on the top level with the cannoneers, and be sure to bring as
many enemies as possible into the attack patterns. Do not attack any middle
level enemies yet. Attack any surviving enemies on the top level with your
fighter and lancer. This should clear the top level.
Claim the enemy with Teleport Slime if you absorbed an enemy. If you were
unable to absorb an enemy, watch closely over the next several turns for an
opportunity to do so. After you absorb an enemy with Teleport Slime, claim that
enemy immediately on the next turn so you don’t attract too many enemies to the
top level. If you are unable to reach any enemies to absorb with Teleport
Slime, you will still win this battle. You may also choose to leave Teleport
Slime safely away from combat.
Witches Plotting – Astoria Castle (part 2 of 2)
enemies below 1 or 2 at a time with your cannoneers. However, and this is very
important– when you attack an enemy, be sure to eliminate that enemy on that
turn. If you do not eliminate the enemy, the “jump down” response will trigger
for that unit, and the enemy will jump down to attack Split Slime. Do not
permit any enemies to jump down. If you attack any enemy and are unable to
eliminate that enemy on the same turn, you will need to move the fighter or
lancer into attack range of that enemy before the end of the turn. As long as
the “triggered” enemy has an immediate target to attack, that enemy will not
move toward the distended slime yet. Your allies will take damage from the
enemy, and you will have the opportunity on the next turn to eliminate that
enemy.
The ninja and archers should be your highest priority to eliminate first, since
the wall is not an obstacle for them.
Use the flag as often as necessary to keep all HP levels high, and to supply
your cannoneers with plenty of ammunition. There is no rush on this final part
of the battle. Only attack enemies as you are able to immediately eliminate
them, and use the flag often.
If enemies are too far away for your allies to reach with enough attacks from
the top level, you will need to move allies down the steps as necessary. Keep
in mind that you can also move your allies down the right side from the top
level and approach enemies from the right.
Another tactic when there are only a few enemies remaining –if you have
sufficient skill– is to absorb the female soldier with Split Slime. The
attraction of the distended slime will be gone, and those enemies will
eventually decide to move toward your allies on the top level. Make sure your
cannoneers are at full ammunition before doing this.
Annihilate the final enemies with your cannoneers and take Bonus Slime as a
prize.
Save the game, look at your unit information page, and notice that Hermes is
carrying the cannoneer. You might find it interesting to view some of the
cannoneer’s stats.
Witches Plotting – Astoria Castle Court
Recommended slime party: Speed Slime, Barrier Slime, Split Slime, Magic Slime,
and Metal Slime.
General Advice:
1. Engage the left side group first so you can claim the king. Also claim the
elite cavalry unit with Magic Slime.
2. Use the king to order 2 strong units and allow enemies to weaken and/or
eliminate each other.
3. When the right and left groups have been cleared, send the elite cavalry
unit with Magic Slime’s magic defense out alone to eliminate the witch.
Walkthrough:
Bonus Slime will give an extra attack count to claimed allies that have a
specific number of attacks (like magicians and cannoneers). When first looking
at the layout in this battle– with Bonus Slime being new to the party, and a
king with the order ability, it seems like it would be an obvious application
for Bonus Slime to add an extra order count for the king. However, this special
power does not apply for the king’s order ability. Metal Slime is a better
choice for its speed and defense, so we will deploy Bonus Slime in another
battle.
Here is a relatively small map with 3 groups. The left side group, the right
side group, and finally, the 1 witch who is mobilizes on her own. The left and
right groups will each mobilize together, and we are going to mobilize the left
group first. The witch will not move until an ally moves within her attack
range. Try to keep all allies out of the attack range of the witch until you
have cleared all other enemies.
Place all slimes on the left side of the slime starting area. Use speed on Split
Slime. Move all slimes to the bottom of the left stairs, but do not move into
attack range of any enemies yet. Place Split Slime on the lowest step possible
that is within attack range of the male fighter. The male fighter will split
Split Slime.
Move both Split Slime pieces out of range of any enemies, and make room for
Speed Slime to absorb the male fighter. Absorb the male fighter with Speed Slime
after Split Slime has been moved. Check positions of all slimes and be sure none
of them can be attacked. Metal Slime and Barrier Slime should be closest to
enemies, the Split Slime pieces should be behind Metal Slime and Barrier Slime,
and Magic Slime should be close to the Split Slime pieces.
Enemies will get very close to your slimes, but will not be able to attack any
slimes yet. Absorb as many enemies as possible with your slimes, but do not
absorb an enemy with Magic Slime yet. Try to ignore the ninja for now. On our
first visit to this castle, we mostly ignored the king. Now, with his soul
having been removed, the king is no longer a wuss, and will march into danger as
readily as any other human. When he gets close to a slime, absorb him. Later we
will claim him and use his authority to our advantage. Ideally, you want to
absorb enemies for an element match, but this will leave you with less barriers.
Try to envision how the map will look after you have absorbed enemies, and only
absorb a different element when it looks like that slime will need the extra
barrier. While you are doing this, stay out of range of any enemies on the left
side, especially the kunoichi who too close. Move Magic Slime as close as
possible to the elite cavalry unit, but make sure enemies have paths to
distended slimes. If enemies all can reach a distended slime, they will not
attack your bare slimes. When your turn has finished, enemies will attack
against barriers.
Absorb the elite cavalry unit with Magic Slime. Also absorb any right side group
enemies that you could not reach before. Claim any enemies with slimes that have
no barriers remaining, and attack the ninja as many times as possible. Again,
stay out of attack range of the left side group of enemies. If any slimes have
barriers remaining, be sure the ninja can reach at least 1 of those slimes. The
ninja will attack against a barrier.
If the slime that the ninja attacked has no barriers remaining, claim that unit.
Eliminate the ninja with your claimed units. Use the left side flag to recover
any allies that need HP. Leave at least 1 distended slime near the left side
flag (preferably a slime that has at least 2 barriers, but not required). Move
all other units to the left side of the slime starting area. Move the distended
slime on the left into attack range of the kunoichi. The kunoichi will attack
against a barrier.
Lure the kunoichi down the stairs with another distended slime if you have one.
Otherwise let her strike a strong ally. The kunoichi will strike. The left side
group will split left and right into 2 groups.
Claim all absorbed enemies at this time (if any were still absorbed). Try to
keep the elite cavalry unit away from attacks, as he will be the ally that can
easily defeat the witch. Use the king to order the kunoichi to betray. The
kunoichi will try to attack enemies. The reason we lured the kunoichi down the
stairs before giving her the royal order is to keep her out of range of the
witch. If a betraying enemy gets to close to the witch, that will mobilize the
witch too early.
Try to move the king over as far as possible to the right side of the slime
starting area, then order any enemy that he can reach on the right side. With
your claimed allies, try to eliminate an enemy on each turn, but be careful not
to attack any betraying enemies. If you attack betrayers, they will immediately
stop betraying. Enemies tend to actively target betrayers, so these betraying
enemies are not expected to survive those 3 turns of betrayal. The betrayers
will weaken or eliminate some enemies before they are eliminated, and this is
exactly our plan.
After the king has exhausted his authority (2 royal orders), move him to a safe
tile and leave keep him away from any action. He is too weak to survive any
combat.
Proceed to eliminate all enemies as they move into the slime starting area. To
eliminate the grand bow archer, you may need to rush her with 2 strong units. If
your elite cavalry unit has a nearly full HP gauge, you could even try to attack
the grand bow archer with the elite cavalry unit as you move him toward the
warlock and the witch.
After the grand bow archer has been eliminated, move all units back to the slime
starting area except the elite cavalry unit. He should be able to eliminate the
warlock with 2 strikes, and he will suffer very little damage from her attacks.
When all enemies have been eliminated except the witch, leave all allies except
the elite cavalry unit in the slime starting area. Move the elite cavalry unit
to a flag to recover HP (if necessary). Now attack the witch with the elite
cavalry unit until she has been eliminated. Her HP will be completely depleted
long before the elite cavalry unit would be in any danger.
The reward is the Sun Element. Any slime that uses this item will have the
ultimate element, and will receive the element match bonus for any enemy
claimed. Note that if you use the sun element on a slime, you should consider
also using the Barrier + item on that slime. With the sun element, that slime
will never have an extra barrier unless the Barrier + item is also used.
Witches Plotting – Iberia Desert
Recommended slime party: Speed Slime, Warp Slime, Sticky Slime, Teleport Slime,
and the Hermes Slime with the Cannoneer.
General Advice:
1. Teleport the cannoneer to the flag on the right side of the map and attack
multiple enemies on each turn.
2. When the flag’s HP restoration effect starts to become too weak, consider
absorbing a farmer or miner with Warp Slime or any other slime.
3. The skeletons are the most powerful enemies here. Near the end of the
battle, you may need to sticky a skeleton to buy more time for the cannoneer.
Walkthrough:
Place Speed Slime and Teleport Slime next to the cannoneer. Placements of Sticky
Slime and Warp Slime are not important.
Use Speed on the cannoneer and teleport him to the flag on the right side of the
map. Immediately attack as many units as you can fit into the wide attack
pattern. Consider focusing on skeletons and any other enemies with the fire
affinity. If you can get zombies, farmers, and miners of grass or water elements
to attack the cannoneer, the stronger enemies will not be able to reach him.
When a weak enemy attacks the cannoneer, try to avoid bringing that enemy into
the attack pattern. The weak attacks will continue on every turn, but the flag
will be able to cover the cannoneer’s HP (and ammunition). If fire enemies and
skeletons attack the cannoneer too often, he will be eliminated and you will
need to restart.
After several turns, the flag’s effectiveness will start provide insufficient
recovery for the cannoneer. When this happens, you have a few options:
Try to lure the stronger enemies away from the cannoneer with Speed Slime.
Claim a farmer or miner instantly by using Warp Slime’s warp ability. Or use any
slime except Sticky Slime if the enemy is within reach.
Sticky the surviving enemy that is of the greatest threat. The fire skeleton is
the strongest against the cannoneer. If the fire skeleton has already been
eliminated, sticky the grass skeleton. The next strongest enemy against the
cannoneer would be the water skeleton.
Try to eliminate all enemies before moving on to the enemy that is sticky. If
you are unable to eliminate the enemy before sticky wears off, your final option
is to move claimed units and slimes between the enemy and the cannoneer. If
necessary, sacrifice slimes until you are able to win the battle.
A unique slime will join you– Skeleton Slime. Have some fun with it!
Witches Plotting – Frontier Fort
Recommended slime party: Speed Slime, Teleport Slime, Wing Slime, Warp Slime,
Magic Slime, and Skeleton Slime.
General Advice:
1. Do not split your slimes into 2 groups. Approach the fort with all slimes
from the right side.
2. Use Skeleton Slime to divert magic attacks away from other allies.
3. Try to eliminate 1 magician on each turn– with priority on the warlocks.
Walkthrough:
If we don’t approach this strategically, these 3 magic users can destroy
multiple allies in one turn. Skeleton Slime has joined us. Skeleton Slime has a
strong resistance to magic attacks, so this is an excellent time to deploy it.
Also, when Skeleton Slime absorbs an enemy, it is a guaranteed claim. With all
other slimes, the slime must survive until it can claim the enemy. Not with
Skeleton Slime. The reason Skeleton Slime is a guaranteed claim is that the
enemy becomes a skeleton upon being absorbed. If Skeleton Slime gets popped, the
skeleton was already under Skeleton Slime’s control. If the skeleton survives
the battle, Skeleton Slime survives the battle– even if it gets popped after it
has absorbed an enemy.
There are 2 stairs to access the fort, however, it will not work out well for
your slimes to split up and attack from 2 sides. Your allies will be much
stronger if they attack from one side, and that is the right side where there
are fewer magicians.
For the first few turns, position your slimes as follows, and without bringing
any slimes into attack range of any enemies.
1. Leave Warp Slime in the corner of the map for now.
2. Use speed on Magic Slime and move Magic Slime against the edge of the map
where it can reach the archer on the steps.
3. Move Speed Slime to the right of Magic Slime.
4. Move Wing Slime to the tile where it can reach the cavalry unit by flying
onto the fort.
5. Move Skeleton Slime to the right of Wing Slime.
6. Move Teleport Slime on the tile next to Skeleton Slime.
After all slimes are in positions listed above– all in one turn, do the
following:
1. Teleport Skeleton Slime to the grand bow archer and absorb her. Try to absorb
her onto a tile that is closer to the center of the fort–not on the edge.
2. Absorb the archer with Magic Slime.
3. Absorb the female fighter with Speed Slime.
4. Absorb the male lancer with Warp Slime.
5. Absorb the cavalry unit with Wing Slime.
This enemy turn could go many different ways. After many attempts with this
method, I have never lost a slime. If you lose a slime, you will probably win
anyway, but you can certainly restart and change the absorbing positions.
What is most likely to happen is that Skeleton Slime will explode from too many
attacks, and this will only be to your advantage. Any magic attacks on your
skeleton will result in minimal damage. Your skeleton might take significant
damage from other enemies, but should survive this enemy turn. Other distended
slimes will lose some barriers, but most or all of them should survive.
Claim all enemies on the next turn, regardless of remaining barriers. Going
forward, eliminating all magic users is your priority. Try to concentrate as
many attacks as possible on 1 warlock. It is very important to eliminate 1
warlock on this turn, though it may not be possible. Again, you can restart if
the battle goes sour. However, I recommend play it through anyway. Even though
the situation looks hopeless, you will find that you have a heavy advantage with
the approach described above. Also, try to leave your skeleton in a position
that makes it the most convenient target for magic users on the enemy turn.
Furthermore, try to leave your other allies closer to the edges of the fort, and
especially on higher tiles. Move Teleport Slime closer to the stairs. Enemies
will inflict heavy damage on your allies. With some luck, your skeleton will
divert much of the magic attacks away from your other allies.
Watch for an opportunity to absorb any enemy that moves into Teleport Slime’s
attack range.
On the next turn, try to eliminate the other warlock. Look closely at the health
of your allies, and try to position them so the healthier allies will take more
damage on the enemy turn. Teleport Slime should be tracking the closest enemy to
absorb. Possibly Teleport Slime will be able to absorb an enemy on this turn if
it has not already done so. Enemies again will inflict heavy damage, and there
will be little or no time to use the flag to recover in this event.
Now eliminate the magician, which should be relatively easy compared to
eliminating the stronger warlocks. Continue to shift your allies around in an
effort to keep the healthiest allies in the range of enemy attacks. You may even
be able to take down 2 or 3 enemies on this turn, depending on how many allies
have survived.
The armored soldier is usually the final enemy to fall. He has heavy defense and
high HP.
Final note for Frontier Fort:
Since your skeleton will divert most of the magic attacks, you may not even need
Magic Slime’s magic resistance. If you find this battle too difficult, consider
swapping Split Slime for Magic Slime. Or even try Barrier Slime. Or Sticky
Slime. Or any other strong slime. The disadvantage with Split Slime in this
event is that the pieces of Split Slime have only half HP and, with too many
magicians in attack range, the pieces of Split Slime are less likely survive to
absorb an enemy.
Your reward for victory is Zombie Slime.
Witches Plotting – Leon Valley (part 1 of 2)
Recommended slime party: Attack Slime, Warp Slime, Sticky Slime, Split Slime,
Melty Slime, and Metal Slime.
General Advice:
1. Allow the ground enemies to approach your slimes and immobilize as many
resistant enemies as possible in order to absorb them.
2. Absorb an enemy with Warp Slime and move Warp Slime to the lower right corner
tile to lure enemies to the right side of the map.
3. Claim a grand bow archer if possible, then lure remaining enemies to the
left, eliminating them 1 or 2 at a time.
Walkthrough:
There are 5 groups of enemies. Here they are described in the order that we will
engage them:
1. On and near the ground are a cavalry unit, 2 kunoichis, a ninja, and a female
soldier.
2. Above ground level and near the bridge on the left side are a male soldier
and a male fighter.
3. At the top of the map on the left side are an archer and a grand bow archer.
4. At the top of the map on the right side are 2 archers and a grand bow archer.
5. On the left side near the central flag are a male lancer and a armored
soldier.
When you place your slimes, keep Split Slime closest to the ground enemies at a
lower position. Sticky and Melty should be placed close to enemies at higher
positions. Attack Slime can be placed behind the first 3 slimes. Warp Slime and
Metal slime can be placed in the corner. We will not be using them for a few
turns.
End your first turn with no action. Allow the ground enemies to move closer to
your slimes. The cavalry unit will move across the bridge. The ninja and
kunoichis will simply move across the river. The female soldier is slower and
will take longer to reach your slimes.
Study the positions of enemies and place your slimes as follows: Position Split
Slime where the cavalry unit can split it, with the split piece falling out of
attack range of any other enemies. Move Sticky Slime and Melty Slime into
positions where they will be able to reach the 2 closest of the ninja and
kunoichis on the next turn– but do not let them get attacked yet. The other 3
slimes should also be moved out of attack range of any enemies. The ground
enemies will advance and the cavalry unit will split Split slime.
Absorb the cavalry unit with a piece of Split Slime onto a tile that is within
attack range of the ninja or kunoichi that will not be immobilized on this turn.
Melt a ninja or kunoichi. Sticky a ninja or kunoichi. Move all other slimes out
of attack range of any mobile enemies. The 1 remaining mobile ninja/kunoichi
will attack against Split Slime’s barrier.
Leave Warp Slime and Metal Slime in the right corner, as we will not be using
them until later. Absorb the 2 immobilized enemies with slimes of the same
elements. You can choose any slime from Attack Slime, Split Slime, Melty Slime,
or Sticky Slime. As mentioned earlier, we do not want to use Warp Slime or Metal
slime yet. Claim the cavalry unit and attack the ninja or kunoichi that was not
absorbed. Make sure one of the 2 absorbed enemies is within attack range of the
ninja or kunoichi that was not absorbed. That unit will attack against
barriers. The female soldier is the slowest and most distant of the ground
enemies, and will begin to approach your slimes. Watch closely the position of
the female soldier, and be ready to absorb her with Warp Slime later. Move Warp
Slime closer to the female soldier if it is safe to do so.
Claim any absorbed enemy that has no barriers left. Attack the 1 remaining
ninja/kunoichi with any available claimed allies. This may or not eliminate that
unit on this turn. Move Warp Slime closer to the female soldier, and absorb her
if possible. Barrier(s) will be attacked again.
For the strategic approach in this walkthrough, Warp Slime will not claim the
female soldier in this battle. Leave her absorbed until the end of the battle.
After all ground units have been absorbed, claimed, or eliminated, claim all
remaining absorbed units except Warp Slime’s. Start moving all allies across the
bridge and toward the left side of the map. Keep all allies out of attack range
of the male soldier and male fighter for now.
Leave Metal Slime back toward the lowest edge of the map. Move your other 2 bare
slimes into positions that will intercept the male soldier and male fighter.
Place Warp Slime in a position that will allow the fighter to attack it. The
fighter will attack Warp Slime and reduce it to 1 remaining barrier.
Absorb the soldier and fighter with the 2 bare slimes (do not use Metal Slime
yet). Try to match elements if possible. Note that the melted unit should
recover equipment around this turn, or maybe on the next turn, depending on when
claimed.
Over the next few turns, move Warp Slime to the lower right corner of the map.
When Warp Slime is that corner, leave it there until much later in the battle.
Metal Slime will absorb the grand bow archer, and the archer will be eliminated.
Move all units as close as possible to the steps leading up to the left side
grand bow archer, with Metal Slime the closest to her, but no allies should be
within her attack range yet. When all allies are as close as possible, move the
2 distended slimes to the 2 lowest tiles in attack range of the grand bow
archer. Now move Metal Slime up the steps and as close as possible to the grand
bow archer. If the grand bow archer can be absorbed by Metal Slime on this turn,
absorb her now. Move all other allies up the steps. If any of those allies can
reach the archer, attack her. The archers will attack against barriers of the
slimes on the lowest tiles. While doing all of this, stay out of attack range of
the right side grand bow archer. Also, remember that ninjas and kunoichis are
terrain overcomers, and they do not need steps to climb to these heights.
Absorb and claim the left side grand bow archer as soon as possible, and
eliminate the left side archer as soon as possible. Claim any units with
distended slimes that have no remaining barriers. Warp Slime should be very
close to the lower right corner by now.
The action on the left side might cause a group (or both groups) on the right
side to mobilize. This is not likely to spoil our tactical approach, as they
will not cross the bridges (unless they have been outranged by your grand bow
archer).
Remember to keep moving Warp Slime toward the lower right corner if it is not
already in position by now.
Witches Plotting – Leon Valley (part 2 of 2)
archer. Attack the enemy grand bow archer with your ally grand bow archer. Move
all other allies as close as possible to the enemy grand bow archer.
Claim all absorbed units except the unit absorbed by Warp Slime. This will cause
all mobilized enemies (that are not within attack range of any of your allies)
to move toward the central flag. However, they will not jump down to the ground
until they have been outranged by an attack from your grand bow archer. Simply
leave Warp Slime in the lower right corner for now.
Proceed to eliminate first the grand bow archer, then the 2 remaining archers
over the next 1 or 2 turns. If any archers have moved down toward the flag, you
should lure them to climb up where your allies can eliminate them.
When the enemy grand bow archer and 2 remaining archers have been eliminated,
you should be able to safely move all your units over to the flag on the upper
right side. Use the flag to recover any allies that have low HP.
Find a position for your grand bow archer to attack the lancer or armored
soldier with no way for either enemy to reach her on the enemy turn. The far
upper right corner tile is usually the best position for this strike. The
outranged unit will jump down toward Warp Slime.
With the grand bow archer, attack the other enemy that did not jump down. That
enemy will jump down to the ground, and the other enemy will move toward Warp
Slime. Warp Slime has 1 barrier remaining, so it will be safe if it is attacked.
Move (warp) Warp Slime to a safe tile with your allies near the upper flag. The
enemies on the ground will not be able to reach any of your allies now. Use the
grand bow archer to attack down on the lancer and armored soldier. Use as many
turns as necessary to eliminate the final 2 enemies.
Accept Range Slime for your reward.
Witches Plotting – Past Village (part 1 of 2)
Recommended slime party: Antimagic Slime, Split Slime, Eater Slime, Metal Slime,
Bonus Slime, Skeleton Slime.
General Advice:
1. Clear the right group of enemies 1st, the left group of enemies 2nd, and
finally the large group of enemies with the demons.
2. Use Skeleton Slime to claim an enemy with fire affinity, preferably a weak
enemy like a maiden or merchant. This will give you an ideal target for enemy
magic attacks.
3. Try to split up the last group of enemies and run the demons around in
circles with a fast ally. This will prevent the final group of enemies from
overwhelming your allies.
Walkthrough:
There are 3 groups of enemies. The group with 2 demons should be eliminated
last, regardless of how you want to approach this battle. You could start with
the left side group with 2 magicians, or you could start with the right side
group with 1 warlock. The group with 2 magicians is much more difficult to clear
without the help of some claimed units. For this reason, for this walkthrough we
will start with the right side group.
Move Split Slime onto a tile so there are 3 vacant tiles between Split Slime and
the fire maiden. Place Skeleton Slime next to Split Slime. Antimagic Slime and
Bonus Slime should also be near. Eater Slime and Metal Slime can be moved back
to the edge of the map, as they will not be used for this first group of
enemies. The maiden will split Split Slime.
Absorb the maiden with Skeleton Slime onto the tile that is farthest away from
the warlock. No enemy will be able to reach Skeleton Slime on that tile. Move
the 2 Split Slime pieces to the left and right of Skeleton Slime, as they are
targeting the soldier and the fighter. Move Antimagic Slime and Bonus Slime as
close to the warlock as you can without moving them into attack range of any
enemies. Later we are going to undo the warlock’s protection spell and absorb
her with Bonus Slime. Enemies will move toward your slimes.
Note the position of the cavalry archer in the final group of enemies, as she
has a very long attack range. Count tiles and verify that you do not bring any
of your allies into her attack range until later in this battle. If you mobilize
the cavalry archer too early, that entire group will deliver a very certain GAME
OVER.
Absorb the soldier and fighter with the Split Slime pieces in a formation that
will place Skeleton Slime and the 2 Split Slimes within the warlock’s 5-tile
field of attack. This will encourage the warlock to attack the distended
Slimes, and ignore Antimagic Slime and Bonus Slime. Now you can move Antimagic
Slime and Bonus Slime closer to the warlock on this turn (outside of the attack
pattern). Sometimes the warlock will not attack all 3 distended slimes, which
will squish one of your bare slimes. I have not yet determined what triggers
this enemy behavior. If you lose a slime in this part of the battle, you should
restart and try different slime positions until both Antimagic Slime and Bonus
Slime survive this turn. The distended slimes will be attacked by the warlock
and the merchant’s attack on a slime is not likely eliminate it. If Skeleton
Slime gets popped, this is not a problem. Skeleton Slime is the only slime that
actually claims the enemy as it is absorbed. The moment you absorbed the maiden,
she was immediately counted as a skeleton ally!
For future reference, is often a good strategy to absorb a weak unit with
Skeleton Slime. The unit you turn into a skeleton will have normal skeleton
stats regardless of the strength of the enemy absorbed. Use your other slimes
to claim the stronger enemies, and this gives you more potential for overall
strength of your allies with the enemies available to you in any given battle.
Furthermore, if you use Skeleton Slime to absorb an enemy with the fire
affinity, your Skeleton will receive the 25% attack and defense boost. A same
element match only allows for 1 barrier, but Skeleton Slime getting popped has
no penalty, and that unit is still in control of Skeleton Slime. Therefore, as
we have done here, try to target the weaker fire enemies with Skeleton Slime for
optimal results.
Claim the skeleton if it was not already released by enemy attacks. Claim the
fighter. Use both the skeleton and the fighter to eliminate the merchant. If
Antimagic Slime can reach the warlock, undo her protection spell. If Bonus Slime
can reach her, now is the time to absorb her. If your slimes cannot reach her,
try to move the remaining piece of Split Slime (with the soldier inside it)
toward the slime starting area– to a tile that the warlock can reach for
attack, but would not have your bare slimes in the attack pattern. This will
bring the warlock closer to Antimagic Slime and Bonus Slime, because she is
compelled to attempt rescue.
Another strategy is to leave only the skeleton in the warlock’s attack range
until she uses all 3 of her magic attacks. Skeletons have a strong resistance to
magic attacks. We will use this to our advantage by placing the skeleton in
positions that will draw as many magic attacks as possible away from our other
allies. When she has exhausted all of her magic, move in with Antimagic Slime
and Bonus slime so you can absorb her.
Immediately claim the warlock with Bonus Slime. Use the recovery flag to bring
all allies to full HP (while staying out of the cavalry archer’s range of
attack). Also recover the warlock on the flag so she will have full magic.
Normally the warlock has a maximum of 3 magic uses before needing to recover.
With Bonus Slime’s special power she will have 1 extra magic use– for a maximum
of 4. When all allies have been completely restored, return your entire group of
allies to the slime starting area.
Our first action in the 2nd group of enemies is to absorb the lancer with
Antimagic Slime. Place a distended slime with a barrier at the farthest reach of
the lancer toward the slime starting area (if you don’t have a distended slime
with a barrier, use Metal Slime instead). Keep Antimagic Slime as close as
possible to the lancer without being in range of any enemy attack. Place your
skeleton in front of the grass merchant, but not within attack range of any
enemy. Place your fighter in front of the water merchant, but not within attack
range of any enemy. Place your warlock close to Antimagic Slime, but not in
attack range of any enemy. The lancer will move out 3 steps and attack against a
barrier.
Absorb the lancer with Antimagic Slime on the tile closest to the slime starting
area. Move the skeleton, fighter, and Metal Slime into a straight line in front
of Antimagic Slime. This will prevent the merchants from attacking against
Antimagic Slime’s barriers. The merchants will attack your allies with minimal
damage. The magicians and green minion will move closer to your allies.
Attack the grass merchant with the skeleton. Attack the fire merchant with the
fighter. If the 2 merchants are in attack range of your warlock, eliminate both
merchants with the warlock. If the warlock can only reach 1 merchant, eliminate
1 merchant, and try to eliminate the other with an attack from another ally. If
you are only able to eliminate 1 of the 2 merchants, you will have to ignore him
going forward, and let him get eliminated by counterstrikes. The minion will
move dangerously close to your allies, and the magicians will be close behind
him.
Move Antimagic Slime to a tile on the steps that will encourage the green minion to
attack it with elevation advantage. Remember that monsters will not prioritize rescuing
absorbed enemies, so we need to use elevation advantage to manipulate their
movements. Move all other allies into positions that will allow them to converge
on the green minion after it attacks Antimagic Slime. Try to leave the skeleton
in a position that it will receive magic attacks from the magicians. The green
minion will attack 1 of Antimagic Slime’s 2 barriers. One or both magicians will
attack your allies if they are in attack range.
Witches Plotting – Past Village (part 2 of 2)
and keep it safe for later.
Eliminate the green minion. It will take many strikes. If you are unable to
eliminate the green minion on this turn, you should be able to finish it on the
next turn. Again, try to keep the skeleton in a position to draw magic attacks
away from your other allies. Try to keep your warlock on the higher tiles at the
edge the map so magicians are less likely to attack her. Enemies will attack
your allies again.
Eliminate the green minion then proceed to eliminate 1 magician. Over the next 2
turns you should be able to eliminate both magicians.
After clearing the 2nd group of enemies, start moving Metal Slime to the right
side flag, and move all other allies to the left side flag. Fully recover all
allies on the flags.
Move all units on the left side onto the edge of the map that is farthest away
from the 3rd group of enemies. A distended slime should be among them if at all
possible. Keep Eater Slime on a tile along the edge of the map that is closest
to the elite cavalry unit. Move Metal Slime to a tile near the right side flag
that will cause the cavalry archer to move as far as possible away from the
demons to strike Metal Slime. The plan is to cause the monster enemies and human
enemies to separate from each other. The monster enemies will move toward the
closest target, which is Metal Slime. The human enemies will ignore a closer
ally if they can attempt to rescue an absorbed enemy. Therefore, if you have no
distended slime, consider moving the lancer to a tile that will cause the elite
cavalry to run as far away from the demons as possible to attack the lancer.
The cavalry archer will attack Metal Slime.
Absorb the cavalry archer with Metal Slime and end your turn. If your allies on
the left side are as far as possible from the demons, both demons will chase
Metal Slime, and the humans will chase the distended Slime. If you had no
distended slime, all enemies will move toward Metal Slime, and you will need to
lure them around with your allies to separate them as much as possible. This
will make the final group much more difficult, but you can still win.
This walkthrough will assume you have a distended slime on the left side, and
the monsters and humans have been separated.
Absorb the elite cavalry unit with Eater Slime at the earliest opportunity. Move
the distended Metal Slime away from the demons, back toward the right side flag,
and keep Metal Slime barely out of attack range of them.
Use the distended Metal Slime to continue luring the 2 demons away from the left
side. There is no need to claim the cavalry archer at this time. After the 2
demons are far away from your allies on the left side, you should use Metal
Slime’s superior speed lure the 2 demons around in circles until all of the
other enemies on the left side have been absorbed, claimed, or eliminated.
On the right side, claim the elite cavalry unit with Eater Slime if you have not
already done so. Prioritize removing the enemy warlock first. With a priest
nearby, we need to eliminate enemies on one turn. Move the ally warlock to an
elevated tile, and eliminate the enemy warlock with your ally warlock, skeleton,
and lancer. You will take some damage from the blue minion.
Don’t forget to move your Metal Slime between turns, and keep those 2 demons
running in circles on the right side of the map. It might take some practice to
learn how to do this without getting cornered by the 2 demons.
Next, on the left side, eliminate the blue minion. Eliminate the priest, then
recover all allies on the left side flag.
Move your fighter out to the right side. Position the fighter and Metal Slime in
a way that will cause the 2 demons to separate from each other. Lure a demon
back to the left side with the fighter, and continue luring the other demon
around in circles with Metal Slime.
Eliminate the demon on the left side with multiple attacks from your allies.
This might take 2 turns, so you can expect to take some damage. Recover all
allies on the flag while Metal Slime lures the 1 remaining demon over to the
left side. Eliminate the final enemy. Not only have you won a difficult battle,
you probably learned much about enemy manipulations. This will help you going
forward, because the adventure will become more and more difficult.
If you are unable to win this battle, as mentioned earlier, you can try to
augment your slimes with items. As long as you don’t save your game, you don’t
have to worry about using items that you don’t need. Just use a couple items and
play for a while. If it is not helping you enough, relaunch the game (or reload
the save), and try some other items on other slimes. You can learn so much about
your slimes by experimenting like this, and, if you are patient, you can also
have so much fun with it. When you find a good mix of slimes and items, proceed
to win the battle, then save your game. It will make your playthrough far easier
than this walkthrough describes (as this walkthrough is using minimal items).
While discussing items, it is a good place to discuss your reward, which is the
Reset item. Note that this is a relatively rare item, at least for now, so it
should not be used casually. Only use it if you absolutely think you made a
critical mistake (and saved your game). You can use Reset on any slime that has
used at least 1 item. The slime will reset to its original state, and those
items will be returned to your inventory.
Witches Plotting – Church on a Cliff (part 1 of 2)
Recommended slime party: Speed Slime, Barrier Slime, Warp Slime, Split Slime,
Eater Slime, and Metal Slime.
General Advice:
1. All the enemies you need to claim are initially located on the left side in
front of the building. Claiming the minister is the key to victory.
2. There are too many enemies on the right side with wide field attacks from
elevated positions. Do not try to attack the enemies on the right side until you
have lured them down to a level field.
3. Split up the enemies on the right side so you do not have to fight too many
magicians and warlocks at the same time.
Walkthrough:
Slime placement at the beginning is very important, but will be difficult to
describe in a text walkthrough. First I will describe what our goals are, then I
will describe slime positions as clearly as possible.
We need to use speed on Eater Slime. This will give us the ability to absorb and
claim the minister. He will not only have the matching element attack and
defense boost added to his already powerful stats, but he will have an extremely
valuable moving force of 3 carried over from Speed Slime’s boost on Eater Slime.
One of the benefits if having Split Slime is so we can sacrifice a piece in
order to save the slime. Think of it like a lizard’s tactic of losing its tail
to escape a predator. We will lose a piece of Split Slime, and this is all part
of our strategy.
All enemies on the lower area to the left will be absorbed except for the
kunoichi and the elite cavalry unit. Those 2 enemies will be eliminated because
they have the protection spell upon them.
To make the above plan work correctly, it is important to place your slimes
strategically before bringing any slime into attack range of any enemy. Also,
and this is important, do not let any of your allies move within striking range
of any enemy on the upper area to the right, except 1 grass magician who will
jump down immediately, and the grand bow archer who will not jump down. Do not
let your allies move within attack range of the other magicians or warlocks yet.
Use speed on Eater Slime.
Study the raised tiles of various elevations to the left, which lead up to the
churchyard. The lowest of these tiles has no plants, no dirt, and no stones on
it. It is just a plain green tile. This is the tile where you will place Split
Slime to draw out the minister to attack it. Before you move Split Slime to
that tile, move the other slimes as follows:
Eater Slime will be a tile next to the plain green tile noted in the previous
paragraph. The tile is in the direction of the river. Next to Eater Slime, in
the direction of the river, place Barrier Slime on the tile with white flowers.
Next to Barrier Slime, in the direction of the river, place Speed Slime.
There are 2 lower tiles next to Eater Slime. The lower tile on the left has
Barrier Slime on it. The lower tile on the right– place Metal Slime on that
tile.
We do not want any slime on the low tile next to the tile where Split Slime will
be positioned, because we need the split piece to fall backward and away from
the enemies.
Leave Warp Slime in the slime starting area– it’s position is not important.
With all slimes in positions noted above, move Split Slime to the plain green
tile. The minister will split Split Slime. All other enemies will advance, but
will not attack, because they will not relinquish their elevated positions.
Absorb the minister with Eater Slime on a tile that is closest to the river.
Enemies will take different positions randomly on each attempt, and it might
happen that the kunoichi and elite cavalry unit will block the path to him. In
my testing of the strategy described here, the minister was unreachable about
10% of the time. If it happens that the kunoichi and elite cavalry unit are
blocking Eater Slime’s path to the minister, restart the battle and continue
until you are able to absorb him after he splits Split Slime. It is not a
problem if enemies without the protection spell upon them are blocking the path,
because we will absorb them and move them out of the path. Those actions are
described next….
Wherever possible, absorb enemies of a different element. The more barriers you
have, the better the results.
The male lancer, magician, and armed soldier might be on any combination of
tiles, though the male lancer is usually very close to Split Slime. The magician
is the most important of the 3 to absorb, though she is usually out of reach on
this turn. Claim the male lancer with the piece of Split Slime that is on the
ground. Claim the magician with the other piece of Split Slime if she is in
range. If the magician is not in range, claim the armed soldier with that piece
of Split Slime. If you now are able to reach the last of these 3 enemies with
either Barrier Slime or Metal Slime, absorb them now onto a tile that is not
within attack range of the enemies on the left (except the grand bow archer).
Remember that we do not want any distended slimes to be within attack range of
enemies to the left– with the exception of the grass magician that jumped down,
and the grand bow archer. If any of those enemies to the far left mobilize
early, this detailed strategy will not work correctly.
You should now be able to reach the minister to absorb him with Eater Slime if
you could not before. Absorb him onto a tile which is closest to the river.
Use Speed Slime to absorb the cavalry unit onto the tile which has the river
next to it. This way it can only be attacked from 1 tile.
Use Warp Slime to absorb the female lancer, ideally onto a tile that is directly
next to Eater Slime with the minister (this may not be possible, but not
required either). Eater Slime has only 1 barrier, and if it gets attacked twice,
we need to restart. Having Eater Slime blocked on as many sides as possible will
give it the best chances of surviving.
Any slimes that have not absorbed enemies should move up as high as possible and
onto tiles that allow them to target unreachable enemies that have no protection
spell upon them. Enemies will generally ignore them because they will attempt to
rescue absorbed units. Depending on enemy positions, Eater Slime could get
eliminated. If this happens, restart until Eater Slime survives this turn.
More often the Split Slime pieces will suffer attacks on this turn, and usually
1 of them will be eliminated. This is according to plan. We only expect to claim
6 units for this tactical approach. If by some good luck all of your slimes
survive, you can try to absorb an enemy later with the 7th slime. This
walkthrough will assume 1 piece of Split Slime was eliminated.
On your next turn, claim the minister immediately. Also claim any enemies inside
slimes that have no barriers remaining. Use any remaining bare slimes to absorb
any enemies that have been rescued or enemies that have not yet been absorbed.
With the minister, try to attack both the kunoichi and elite cavalry unit on 1
strike, and from a tile as far away from those enemies as possible. Proceed to
use all other claimed units to eliminate at least 1 of those 2 enemies, and
damage the remaining enemy as much as possible. The surviving enemy will attack
a distended slime’s barrier.
Claim all absorbed units. Eliminate the last of the 2 enemies that had the
protection spell upon them. Move to the flag on the far left to fully recover
all allies.
Move all allies across the churchyard to the front of the building. Now move the
minister around the corner of the building, place him on the flag next to the
building, and strike only the grand bow archer. To strike the grand bow archer
without striking any other unit, you will need to target a tile next to the
grand bow archer. If you strike any other enemy, some or all enemies will jump
down and attack your allies. As long as you do not outrange any enemy with an
attack, the enemies will generally maintain their positions. The grand bow
archer will attack the minister.
Witches Plotting – Church on a Cliff (part 2 of 2)
grand bow archer again. This might eliminate her. If she is not eliminated,
eliminate her on the next turn by attacking only her with the minister. All
other allies should remain in the churchyard near the front of the building.
Move the minister away from the building toward the next grass magician, and
strike her from a tile which is as far away from her as possible, and toward the
flag on the left edge of the map. Make sure all other allies are not in attack
range of any enemy. One or more enemies will jump down and attack the minister.
Move all allies back toward the flag on the left edge of the map. On this 1
turn, your minister, with the speed boost from Speed Slime through Eater Slime,
will be outside the attack range of any enemy. Retreat all allies, place the
minister on the left side flag, and move the other allies between him and the
approaching enemies.
When the mobile enemies get close to your allies, move your allies over to the 4
raised tiles at the front of the building. Attack with the minister from the
rear. Move forward with other allies to attack enemies, and place them in
positions that will block enemy access to the minister. The minister is tough
and can survive some heavy attacks. However, the minister is our key man in this
battle, so we will try to keep him healthy.
When all the mobile enemies have been eliminated, recover all units on the left
side flag.
After all allies are fully recovered, start moving your allies back toward the
enemies to the right side of the map. Move the minister around the corner, onto
the flag beside the building, and attack as many enemies as he can reach. Move
in with all your other allies, attacking as many enemies as possible. Also, if
possible, try to move allies to elevated positions. If you can eliminate at
least 1 enemy on this turn, you have done very well– especially if it is a
magic user, as she can inflict a wide field of damage. Enemies will attack your
allies for heavy damage.
At this point in the battle, the minister should be able to move off the flag
and bring multiple enemy HP levels down severely with 1 attack. Clear out the
remaining enemies over the next turn or two.
Peavy Slime will join you. This is the final new slime that you will earn. Our
initial slime family is complete. Note that I have changed the name of this
slime to make this document suitable for a wider audience. This slime’s real name
is considered vulgar in many parts of the world.
Witches Plotting – Mallorca Caves
Recommended slime party: Speed Slime with Move +1, Wing Slime with Move +1,
Split Slime with Move +1, Metal Slime with Move +1, and the Hermes Slime with
the Cannoneer.
General Advice:
1. Use your fastest slimes. Augment them with Move +1 items so they can reach
the right side flag and absorb strong enemies as the enemies enter that chamber.
2. Block the central path with a strong ally, and bombard multiple enemies with
the cannoneer. Because of the 1-tile path, that ally will only receive 1 or 2
attacks on each enemy turn. Swap with another strong ally with full health,
keeping the path blocked. Cycle allies over the flag as necessary.
3. Most enemies will collect near the center, and will be devastated by
cannoneer attacks. The few enemies that move around the sides can be eliminated
one by one with your other allies.
Walkthrough:
In my opinion, this is the most difficult battle in the entire game. Ideally I
wanted this to be a no-item walkthrough. However, this one event forces me to
use some speed items. I can certainly have a clean victory with a carryover
cannoneer and no items used on any slimes, but victory is far from certain. For
this reason, I am using 5 items:
Use Move +1 on Split Slime
Use Move +1 on Wing Slime.
Use Move +1 on Metal Slime.
Use Move +1 on Speed Slime.
Use Skill +2 on Speed Slime.
We are using our 4 fastest slimes and making them even faster. Also we are
speeding up our Split Slime, which generally doubles the effectiveness of that
item. And finally, we are giving Speed Slime an extra speed item to use on
another ally.
The cannoneer should start at the position which has the least amount of tiles
between him and the flag on the right side of the map.
Start by using a speed on the cannoneer. Move the cannoneer out as far toward
the right side flag as possible. Also move all other slimes out toward the right
side flag as far as they can go. Enemies will enter the rear of the cave and
start moving into many different directions.
Use another speed on the cannoneer. Move the cannoneer out farther, and attack
the female thief (if she is in attack range). Move all other slimes out as close
to the flag as possible, but keep them all out of attack range of any enemies.
In these late-game battles, the fortified soulless enemies can easily eliminate
a bare slime in 1 strike.
In this event there are too many enemies taking too many different paths. With
that, I cannot give a specific walkthrough from turn to turn. Here are some
points of advice for a successful absorb/claim phase:
> Get Split Slime split by an enemy, but make room for the 2nd piece to fall on
a tile that is not in attack range of any enemies.
> Try to absorb the male lancer with Metal Slime on a tile that is in the
central corridor. If there are no other ranged enemies nearby, the thin path
should allow Metal Slime to suffer only 1 or 2 attacks, and survive until the
next turn when it can claim the male lancer with the elemental bonus. Remember
that Metal Slime has the sun element which provides enhanced attack and defense
regardless of the elemental affinity of the enemy.
> Try to claim the male fighter, female fighter, and cavalry unit with Speed
Slime, Wing Slime, and a piece of Split Slime.
> Eliminate 1 thief, and absorb the other thief with a piece of Split Slime. Do
not claim the thief unless you are forced to claim the thief to save the slime
from being eliminated.
> After claiming a male or female fighter, it is important to get 1 of those 2
allies into the central corridor to block enemies from moving in. That fighter
will suffer 1 attack per turn, or 2 attacks if a distance attacker is nearby.
If you can leave the thief absorbed, move that piece of Split Slime backward and
toward the slime starting area. Leave the distended Split Slime halfway between
the slime starting area and the right side flag. This will encourage enemies to
collect on the other side of the wall and not try to push through the central
corridor. This is an especially valuable tactic if you can lure the archer and
female lancer away from the blocker. Those 2 distance attackers make it
difficult for the central path blocker to survive.
Keep your claimed allies within the few tiles between the right side flag and
the central path. As your blocker’s HP is reduced, swap in another ally with
high HP. Bombard multiple enemies with the cannon as they collect in front of
the blocker. Shuttle your allies to the flag as necessary for HP recovery, and
especially for the cannoneer recover ammunition.
A few enemies will move around the sides. Allow these enemies to get very close
to your allies, or even let them attack. These enemies generally only move
around the corner 1 enemy at a time. When 1 enemy is close enough to your
allies, you should be able to eliminate that enemy with multiple attacks on 1
turn.
Keep the blocking and flag recovery rotation going as long as possible. If the
number of your allies becomes reduced to where you are unable to continue
blocking, position your cannoneer permanently on the flag, and surround him with
any allies that have survived. Continue attacking multiple enemies with the
cannoneer.
On my very first victory in this battle, I cleared it with only the cannoneer
surviving, and that was after many attempts. With much practice, I have been
able to clear it with all allies surviving. The number of enemies pushing into
these confined spaces makes for an extremely difficult victory. Even if you win
with only 1 ally standing, you are still the winner.
We used many Move +1 items, so this Move +1 is a timely reward.
Witches Plotting – Mallorca Ruins
Recommended slime party: Warp Slime, Antimagic Slime, Magic Slime, Split Slime
with Move +1, Eater Slime, and Skeleton Slime.
General Advice:
1. Claim soulless units on the left side quickly, and before the monsters can
reach your allies.
2. Notice the raised tiles where the soulless enemies start the battle. Keep
your allies in this area and use the raised tiles for elevation advantage when
fighting the monsters.
3. Keep 1 ally skeleton and a 1 Magic Slime-claimed ally healthy to eliminate
the blue minions and witches at the end of the battle.
Place Antimagic Slime on the central flag. There are 2 low tiles next to the
flag– 1 that is all gray stone, and 1 that is is half green. Place Eater Slime
on the half green tile, and place Split Slime on the all gray stone tile.. Eater
goes on the tile that has some green on it. Place Warp Slime on the raised tile
next to Antimagic Slime. Place Skeleton Slime next to Warp Slime on the tile
that is all green. Place Magic Slime on the raised tile next to Split Slime.
The immediate goal here is to quickly claim enough soulless units on the left
side and take battle positions before monsters on the right side get close
enough to attack.
Move Split Slime onto the 1 raised tile that the cavalry unit can reach. Move
Antimagic Slime onto the tile next to Split Slime. Move Eater Slime onto the
tile next to Antimagic Slime. Leave the other 3 slimes where they are and end
your turn. The cavalry unit will split Split Slime.
Move Magic Slime one tile to the left and absorb the cavalry unit. Move Skeleton
Slime onto the low green tile next to the distended Magic Slime. Move Antimagic
Slime to the other low green tile next to Magic Slime. Move Eater Slime onto the
tile next to Skeleton Slime which is next to the pond. Move the 2 pieces of
Split Slime so 1 piece is on the raised gray tile, and 1 piece is on the low
green tile (with a plant on it) to the left of the raised gray tile. Warp Slime
should stay where it is until it is ready to absorb a unit. What we have done is
move all slimes closer to the enemies, but just outside the attack range of the
lancer. Enemies will move closer to your slimes.
Enemies will take many different paths. Here are your goals over the next few
turns:
> Absorb the lancer with a piece of split slime.
> Undo protection on the elite cavalry unit, and absorb him with Antimagic Slime
on the next turn.
> Absorb the fighter with Skeleton Slime.
> Absorb the grand bow archer with Warp Slime.
> Absorb the warlock with Eater Slime.
> Absorb the priestess with a piece of Split Slime.
> Eliminate the kunoichi and the armored soldier.
This will take many restarts and much practice to claim enough units to clear
out the monsters and witches. Here are some points of advice:
> Claim absorbed units as soon as possible.
> We cannot reach any flags until the end of the battle, so, when you claim the
priestess, you want her to have as many healing uses as possible. Try not to
leave any enemies with low health within range of the priestess. If you are
targeting an enemy, make every effort to eliminate it all on one turn. Attacking
with the grand bow archer from the highest possible tile is a good tactic.
> The lancer might get rescued. If this happens, absorb and claim the priestess
with the other piece of split slime, then try to eliminate the lancer before he
regains mobility.
> Remember that you can let Skeleton Slime be splattered after it absorbs the
fighter. You will still have your skeleton unit in play.
The 2 most important claims here are the cavalry unit with Magic Slime, and the
skeleton. Also these are the 2 units most likely to survive the claiming phase
of this battle. These 2 units will have high resistance to magic attacks. After
all non-magic users have been eliminated, these 2 allies will be able to easily
finish the battle. (Save 1 healing use for the skeleton and cavalry unit, and
use it on the skeleton and cavalry unit just before they engage the blue minions
and witches at the end of the battle.)
Do not move your allies away from the raised tiles at the corner where these
units started the battle. The raised tiles are important for stronger attacks on
the monsters.
The monsters will move around the ponds and approach from 2 sides. The skeletons
are faster than zombies, so the skeletons will reach your allies first. Remember
not to waste warlock attacks on the enemy skeletons, as the skeletons take only
a tiny amount of damage from magic attacks. Skeletons should be attacked with
water units if at all possible. The grand bow archer’s attack on a skeleton from
the highest tile will be extremely effective against skeletons.
Try to leave allies with reduced HP in a plus-shaped formation so the priestess
can recover maximum HP for your allies on each healing use. Remember to save 1
healing use for the skeleton and cavalry unit later.
The zombies have weak attacks, and the green minions have strong attacks. If the
zombies and green minions reach your allies before you are able to eliminate the
skeletons, try to keep your allies out of range of the green minions, and
generally ignore attacks from the zombies. After the skeletons have been
eliminated, prioritize eliminating the green minions. Your warlock, skeleton,
and cavalry unit will be able to deliver devastating damage to the green
minions, however, make sure the skeleton and cavalry unit remain healthy. Also,
try to use your very limited but very powerful warlock attacks only when you can
include at least 2 enemies in the attack pattern. Including a zombie into the
warlock’s attack pattern will yield excellent results.
By the time you are trying to eliminate the zombies, the blue minions (and
possibly the witches) will already be within attack range. This is the time to
use the final healing from the priestess on both the skeleton and cavalry unit
at the same time. Move the skeleton and cavalry unit into positions that hinder
the ability of the blue monsters and witches to reach your other allies.
Eliminate the zombies with all allies except the skeleton and cavalry unit, then
move all of those allies far away from the blue minions and witches.
With the skeleton and cavalry unit, guide the blue minions and witches toward
the central flag. Keep 1 of these 2 allies on the flag at the end of each slime
turn so no enemies are able to recover HP on it. There will be many magic
attacks on your 2 allies, but the damage will be minimal. Continue to attack the
4 remaining enemies while rotating your 2 allies over the flag. It will take
many turns, however, this final phase is the easiest part of the battle.
To the winner go the spoils, which is the Change Type item. This is a rare item
which can be used on the normal Slime to transform it into any type of slime
except Split Slime. We will not be using the Change Type item in this
walkthrough. If you choose to use it, be aware that it is rare and should not be
used casually. If you want to learn the best way to use it, consider saving the
game to 1 of the 4 file slots– separately from your main game. This will give
you the ability to experiment with twin slimes, and not affect your main
playthrough.
Witches Plotting – Checkpoint Ruin
Recommended slime party: Magic Slime, Split Slime with Move +1, Teleport Slime,
Metal Slime with Move +1, Zombie Slime, and Peavy Slime (this is the pink slime
with the vulgar name).
General Advice:
1. Claim all human enemies on the cavalry archer’s side of the map, then
eliminate the 2 blue minions and the zombie.
2. Move all allies toward the corner of the map that has the raised tiles, wait
for the other ground enemies to move to your side, and attack them from elevated
positions until the entire ground is clear.
3. Heal all allies on the flag, move them all to the cleared tower, and attack
an enemy with the cavalry archer. All enemies will jump down and try to climb
your tower. Eliminate the enemies from the elevated position.
Walkthrough:
Position your slimes as follows:
1. Place Magic Slime in the center of the tower.
2. Place Zombie Slime between Magic Slime and the grass female soldier.
3. Place Split Slime next to Zombie Slime, and against the edge of the map.
4. Place Peavy Slime on the other side of Zombie Slime.
5. Place Metal Slime next to Magic Slime, and against the edge of the map.
6. Place Teleport Slime on either of the 2 vacant tiles next to Magic Slime.
In 1 turn you will absorb all humans on the cavalry archer’s side of the map.
1. Move Split Slime between the grass female soldier and the edge of the map,
then attack her. She will split Split Slime on the counterstrike.
2. Move Zombie Slime down to the opposite tile next to the grass female soldier
and absorb her.
3. Move Peavy Slime to the tile between the female fighter and the armored
soldier and absorb the female fighter.
4. Move Metal Slime next to the armored soldier and absorb him.
5. Move Teleport Slime to the tile that Zombie Slime started on and teleport
Magic Slime to the tile next to the cavalry archer which is also next to a blue
minion. Absorb the cavalry archer with Magic Slime.
With all humans on this side of the map absorbed, the 3 monsters will attack
your slimes against barriers. Magic Slime is likely to use all its barriers,
but it will take very little damage from the magic attacks of the blue minions.
Keep your allies out of range of any enemies on the tower until the final phase
of this battle. (And do not attack any of them.)
Claim the cavalry archer, and lure the blue minions toward the raised tiles in
the corner of the map. The best tactic is to get those blue minions away from
your other allies who do not have the special defense against magic attacks.
The zombie might follow the cavalry archer to the corner, and this is
acceptable. Move Teleport Slime down and away from the enemies on the other side
of the map. Move the 2 pieces of split slime against the edge of the map where
they will not be attacked by any monsters. Claim all allies and proceed to
attack the zombie if any can reach it.
It will take a few turns for the enemies on the other side to reach your allies.
Try to quickly eliminate the 3 monsters on your side of the map, then move all
allies to the raised area in the corner of the map.
The cavalry archer should try to take most of the attacks from the blue minions,
but keep in mind that you have 2 allies with the grass affinity. The 2 grass
allies will take a reduced amount of damage because of their superior element.
The cavalry archer, though, with Magic Slime’s special defense, will be able to
survive many magic attacks.
As you work toward the goal of eliminating all ground enemies, remember that if
your grass female soldier is eliminated, that ally will revive as a zombie. The
zombie will have high HP and low to medium attack/defense stats. Throughout the
battle, use Zombie slime’s claim to attract much damage from other allies. Note
that if the revived zombie is eliminated, it will not be revived again.
When the 2 minions and 1 zombie on your side of the map have been eliminated,
you will probably see that 1 or 2 zombies are approaching from the other side of
the map. Also, you will have noticed that the human enemies have also mobilized.
Keep your slimes out of reach of human enemies, then proceed to absorb and claim
3 human enemies as soon as you are able to do so. The archer will be an ideal
ally for the final part of this battle, so try to claim her if at all possible.
Proceed to eliminate enemies, with priority on the final ground blue minion.
When all ground enemies have been either defeated or claimed, start moving your
allies toward the middle of the screen. Move them all between the 2 towers at
the tiles that are against the empty tower. If the blue minion is on the tower
in a position that it can attack, you may need to shuffle your allies around
until the blue minion is no longer at the front row of tiles. When the blue
minion is unable to reach your allies, start moving them all across toward the
flag.
Recover all allies to 100% HP on the flag, then move them all onto the vacant
tower.
Before engaging the final group of enemies, position your allies as follows:
Place you ally with the highest defense stat on the highest step on your tower,
which is against the edge of the map. If your armored soldier has survived, then
that is the ally that should be placed on the highest step, to receive the
heaviest of attacks. Place another ally with a high defense stat on the tile
which is within attack range of the first step. The female fighter is a good
choice if she has survived. Keep all other allies on the top of the tower.
With all allies in the previously described positions, move your cavalry archer
down toward the steps of the enemy tower. Also move a fast enemy (like the male
martial artist if you claimed him) to stand next to her. This will divide the
attacks between the 2 allies. The cavalry archer cannot survive that many
attacks alone. All enemies will start to jump down and attack the cavalry
archer.
On the next turn, run your to allies back to the relative safety of your tower.
Be sure to shuffle allies around so they can get up to the top as quickly as
possible.
Proceed to attack downward on enemies that try to climb the steps. Focus on
eliminating the blue minion and the archer as soon as possible, as they can
attack allies on your tower. The distance attacks of your cavalry archer (and
archer if you have claimed her) will be of great value here. If the 2 strong
enemies guarding the stairs start to have low HP, move them away, and replace
them with fresh allies.
Continue to attack from elevated positions until all enemies have been
eliminated.
The reward is another valuable item– the Skill +2.
Witches Plotting – Old Road (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Attack Slime,
Split Slime with Move +1, Metal Slime with Move +1, and Zombie Slime.
General Advice:
1. Keep Metal Slime near the center of the bridge near the beginning of the
battle to lure the central ground enemies toward the cliff. This will help to
keep them from climbing the steps until later.
2. Claim the entire cavalry with as many speed, attack, and defense bonuses as
possible.
3. Wait for the left side enemies to move to the right, then eliminate them with
your cavalry. Finally, lure 1 or 2 enemies to the steps at a time, and eliminate
them with your cavalry, using the right side flag for recovery as necessary.
Walkthrough:
The slimes start on the upper level in the second half of the game. In this
battle you must very closely watch the cannoneer and enemies with magic attacks.
They can reach any height with their attacks and they have a long reach. Always
count tiles so you know where your allies should be placed in order to stay out
of attack range.
Enemy movement in this battle is unique. Enemies on the left will form a single
file line to climb up to the road. Also, enemies on the right will form a line
to climb up. Enemies in the center will move in the general direction of the
closest slime, or toward the closest absorbed enemy.
We are going to move all of our slimes toward the right side of the map so we
can claim the entire cavalry. Your slowest slimes should start at the right edge
of the slime staring area. Attack Slime and Zombie Slime are the slowest. Split
slime can be placed near the center. Speed Slime and Metal Slime are the
fastest, so they can be placed to the left.
The left side enemies include lancers, fighters, and archers. The right side
enemies include soldiers and a large cavalry.
Start by moving Speed Slime to Attack Slime, and use speed on Attack Slime. Move
Zombie Slime, Attack Slime, and Split Slime as far to the right as possible.
There are central 3 tiles on the edge of the bridge which are at the edge of the
road. Move Metal Slime onto the center tile. This is the tile that is closest to
the lower flag, without jumping down to the lower area. This will lure the
central enemies toward the center of the map so they do not climb the sides. It
is very important in this battle for the center enemies to stay on the ground
until later. If the cannoneer, blue minions, or warlock climb up one of the
sides, you should restart, and try to lure keep them toward the center for now.
For the first enemy turn, enemies on the sides will begin to form a single file
formation. Enemies in the middle will move toward Metal Slime.
On the next slime turn, leave metal slime in the center of the bridge, but move
it back 1 tile. Before confirming Metal Slime’s new position, count tiles from
the warlock and cannoneer, and be certain that no enemy can attack Metal Slime.
The goal here is to leave Metal Slime in the center so the central enemies will
continue to move directly toward the bridge. Move Split Slime into a position
that the grass elite cavalry unit will attack and split it. Move Zombie Slime
and Attack Slime to the left as possible, but keep them all out of range of the
grass elite cavalry unit. Zombie Slime should move into a position that it will
be able to absorb that closest grass elite cavalry unit on the next turn. In
this walkthrough, our Speed Slime has used the Skill +2 item. If your Speed
Slime has another speed, use it on Split Slime. Enemies on the left and right
will continue to climb single file, and the grass elite cavalry unit will
approach very close to your slimes. Enemies in the center will move toward Metal
Slime
Normally Split Slime is the priority for the extra speed because that extra tile
of speed can potentially apply to 2 claimed units. In this battle, however, the
priority is for Attack Slime to have a speed boost because it will claim the
fire elite cavalry unit and become the strongest attacker among your allies. The
extra tile of speed will give that unit more options for attacking enemies.
Now move Metal Slime toward the right, but not within attack range of any
enemies. Count tiles from the warlock and cannoneer to Metal Slime again to be
sure it cannot be attacked on the next turn. Absorb the grass elite cavalry unit
with Zombie Slime. You will not be able to absorb any more units on this turn,
but you should look at the positions of the other cavalry units and soldiers so
you can place slimes accordingly. On future turns, absorb as follows:
1. Target the male solder with a piece of split slime.
2. Target the grass cavalry unit with Metal Slime.
3. Target the fire elite cavalry unit with Attack Slime.
4. Target the water cavalry unit with speed slime.
5. Target the female soldier with the other piece of split slime.
Enemies on the left will continue to climb and/or move toward the bridge.
Enemies at the center will move against the cliff, unable to reach Metal Slime.
Enemies on the right will continue to climb single file, and will attack the
distended Zombie Slime if any are close enough.
As you move slimes on this turn, watch very closely the positions of the central
enemies, especially the cannoneer. He has a long reach. Absorb as many enemies
as possible according to the numbered list above. It may be to your advantage to
absorb them into a singe file line: Absorb the male soldier up 1 tile with a
piece of split slime. Then absorb the grass cavalry unit with Metal Slime onto
the tile where the male soldier was standing. Then absorb the fire elite cavalry
unit with Attack Slime onto the tile where the grass cavalry unit was standing.
Then, if you can reach him, absorb the water cavalry unit with the other piece
of split slime. You probably cannot reach her yet, but speed slime should absorb
the female soldier if possible. If the 2nd piece of split slime and speed slime
cannot reach their targets, you should move both slimes down the right edge of
the map as far as possible. Those enemies will attack against barriers, and will
ignore your bare slimes, so you can approach those enemies boldly and without
fear of being attacked.
By practicing the absorb/claim phase many times, I was able to claim all 6
units. If you are struggling to have slimes survive this absorb/claim phase of
the battle, you may want to try to use faster slimes instead of your slower
slimes. For example, use Wing Slime and Barrier Slime instead of Zombie Slime
and Attack Slime. This might reduce your success in battle, but will make the
claiming phase more successful. That is my advice for an alternative approach,
but for now we will continue the walkthrough.
Absorb the above mentioned enemies with the 2nd piece of Split Slime and Speed
Slime if you have not already done so. Claim all absorbed units and move them
all toward the upper right corner of the map. Enemies in the center will
continue to stand against the wall, and are not likely to climb up to the road.
Enemies on the left will be crossing the bridge and move toward your allies.
Claim any enemies that have not yet been claimed, and move all allies into the
upper right corner of the map. Over the next few turns, you can ignore the
enemies on the ground, as they will not climb up unless you lure them around to
the steps. Wait for the left side enemies to get close, then attack 1 enemy at
a time with many allies in attempt to eliminate 1 enemy on each turn. Prioritize
first the lancers, then the archers, then the fighters.
While fighting the left side enemies, use the right side flag as necessary for
HP recovery. Try to attack with elevation advantage whenever possible. Also,
count tiles very closely so the warlock and cannoneer do not damage any of your
allies. Remember that the central enemies will not come around to the steps
unless you move too far down, so try to keep your allies at or above the level
of the flag.
Witches Plotting – Old Road (part 2 of 2)
side flag until all allies are at 100% HP.
When all allies are at full HP, move your fastest unit down along the right edge
of the map to lure 1 or 2 enemies to the steps. When 1 or 2 enemies approach the
steps, run your ally back up the steps. Move all allies into the upper right
corner and wait for the 1 or 2 enemies to approach. Eliminate them in 1 or 2
turns. Heal allies on the flag as necessary.
Repeat this process until all ground enemies have been eliminated.
If the cannoneer is the final enemy, you can let the cannoneer use all of its
ammunition on your ally fire cavalry unit, place another unit on the flag so the
cannoneer cannot recover ammunition, then eliminate him easily. The same can be
done with the warlock, except allow her to use all her magic on an ally with
water affinity before blocking the flag an eliminating her.
Your reward is the rare Skill +3 item which can be used on any slime that has
already used a Skill +2. This will change the ability count from 2 to 3.
Witches Plotting – Abandoned Castle
Recommended slime party: Speed Slime with Move +1 and Skill +2, Spit Slime with
Move +1, Teleport Slime, Eater Slime, Metal Slime with Move +1, and Range Slime
General Advice:
1. Claim all 3 grand bow archers and the strongest ground enemies you can claim.
The fire grand bow archer should be claimed with Reach Slime for best results.
2. There are 3 paths for ground enemies to move around the walls to attack your
slimes. Use Absorbed enemies to lure enemies in different directions. By
splitting them up, the enemies cannot attack your allies all at the same time.
3. After all ground enemies have been eliminated, attack 1 elevated castle enemy
to lure them all down. Lure them in different directions and eliminate them by
attacking with your grand bow archers from safe positions behind walls.
Walkthrough:
Before moving any slimes into attack range of any enemies, use 1 speed on Split
Slime, and 1 speed on Eater Slime.
On the same turn, lure the water grand bow archer as far down the steps as
possible toward the left side of the map, so she will strike Metal Slime. Lure
the grass grand bow archer out as far as possible toward the slime starting area
with Split Slime, and have Eater Slime close. The water grand bow archer will
move away from the other enemies and attack Metal Slime, and the grass grand bow
archer will move away from the other enemies and split Split Slime.
Absorb the water grand bow archer with Metal Slime, and the grass grand bow
archer with Eater Slime. Ground enemies will move toward absorbed enemies, and
the enemies on top of the castle will maintain their positions.
Keep all allies out of attack range of any enemies on top of the castle until
after all ground enemies have been claimed or eliminated.
Try to move absorbed enemies in positions that will cause some enemies to move
down the steps on the left, some enemies down the steps on the right, and some
enemies through the middle passage.
After you are certain that enemies are separating, claim the water and grass
grand bow archers, and proceed to eliminate enemies within attack range.
Prioritize elimination of the ninja and kunoichi, because these 2 enemies cannot
be absorbed.
Enemies will move in different directions, so an exact plan of action would be
impossible. You will need to respond depending on enemy movements.
Here are your most important goals:
Watch the position of the fire grand bow archer. When the fire grand bow archer
has only 1 enemy near her, teleport Range Slime to her and absorb her. Claim the
fire grand bow archer as soon as possible, and proceed to attack enemies at long
range on each turn. Try to move her back toward your allies on the slime side of
the walls.
Keep moving claimed allies and slimes back toward the slime starting area, and
ground enemies will continue to become more distant from each other according to
speed.
The 2 enemies you should prioritize for claiming with other slimes are the elite
cavalry unit and the male lancer. Otherwise, claim any other 2 allies, and
eliminate the rest.
Try to focus attacks on 1 enemy at a time in an effort to eliminate 1 ground
enemy on each turn. Your grand bow archers do not have extremely strong attacks,
but all 3 of them together attacking 1 enemy on 1 turn can deliver devastating
damage.
The armored soldier will take at least 2 turns to eliminate, so you might choose
to eliminate him lastly.
When all ground enemies have been eliminated, recover all allies on the central
flag. After all HP levels are at 100%, leave your grand bow archers near the
area of the central flag.
Staying out of attack range of any enemies on the castle, move 1 fast ally close
to the castle onto the left stairs, and move 1 fast ally close to the castle
onto the right stairs. Now move the water and grass grand bow archers along the
slime side of the wall toward the right side of the map. Attack an enemy on the
castle with the fire grand bow archer at maximum range. All enemies will begin
to jump down from the castle.
Move the fire grand bow archer down and along slime side of the right wall
toward the other 2 grand bow archers. Lure enemies down the steps on the 2 sides
of the map with the allies that are not archers, and attack those enemies over
the right side wall with with the grand bow archers. If the cannoneers are too
close, you will have to lure enemies around the wall and eliminate them when
they are out of range of the cannoneers.
When all enemies that moved right have been eliminated, the left side enemies
will be moving around the right side wall. Position all allies on and around the
highest tiles next to the slime starting area. The grand bow archers should be
positioned on the highest tiles with the other allies between the enemies and
the grand bow archers. Target 1 enemy at a time until they have all been
eliminated.
Usually 1 cannoneer will not jump down from the castle. Simply position your
fire grand bow archer (with the 5-tile reach) near the left side flag, out of
reach of the cannoneer, then attack him. He will pace back and forth, but will
not go around the wall to jump down. Leave your fire grand bow archer on that
tile and every turn that the cannoneer moves into her attack range, attack him
until he has been eliminated.
For this victory we receive a relatively common item, the HP +. There will be
much better items later.
Witches Plotting – Forked Road (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Spit Slime with
Move +1, Teleport Slime, Warp Slime, Eater Slime with Move +1, and Antimagic
Slime
General Advice:
1. Absorb the cavalry unit and female lancer with 2 pieces of split slime, and
position those distended slimes to lure as many enemies as possible toward the
right side of the map.
2. Absorb and claim as many archer-type enemies as possible by using the special
powers of Antimagic Slime, Eater Slime, and Warp Slime.
3. Eliminate enemies 1 at a time, but do not injure an enemy that you cannot
eliminate before the end of your turn. An injured enemy will mobilize the
healers. If you never leave an injured enemy at the end of a turn, the healers
are not likely to move even 1 tile, and you can eliminate them all at the very
end of the battle.
Walkthrough:
After a few turns, the front lines of enemies will mobilize. Every turn
thereafter, enemies will mobilize about 2 at a time, until, finally, the
formidable group of 5 archers will mobilize. The healers will generally not move
until an enemy has been injured.
It is nearly impossible to claim all 5 archers, but it is reasonably possible to
claim at least 4. The ideal goal is to claim both cavalry archers, and 2 of the
grand bow archers. This is very difficult to do successfully, as movements of
enemies have to be extremely favorable to claim both cavalry archers. If you are
finding that too difficult, you may have more success claiming 1 cavalry archer,
and all 3 grand bow archers. That would be more than enough archery power to win
this battle decisively. When first looking at the map, it may appear impossible
to claim 1 or even 2 archers because of the number of archers, and because of
their long reach. This walkthrough will detail how to claim them.
After reading the above paragraph, start working on this battle when you are
relaxed and when you are certain you will have enough patience. It will require
some failures and restarts, but overall you will find it is very fun, especially
after you have claimed a sufficient number of archers for victory.
Within the first 2 turns, use speed on both Split Slime and Eater Slime, then
move Split Slime within attack range of the water cavalry unit that starts near
the center of the map, in attempt to draw him as far as possible away from the
other enemies. Move all other slimes as far as possible toward the left side of
the map. The cavalry unit will split Split Slime. The female lancer will also
mobilize. If she moves toward the armored knight, you will need to restart. If
she moves straight, and away from the archers, the following strategy will be
effective.
Absorb the cavalry unit with a piece of Split Slime, and move the other piece of
Split Slime as far as possible toward the female lancer, but not within her
attack range. Keep moving all other slimes toward the left corner of the map,
and make sure Teleport Slime is always close to Antimagic Slime. The female
lancer will move closer to the distended piece of Split Slime. 2 other enemies
might mobilize on this turn– perhaps the male soldier and the female fighter.
Do not claim the cavalry unit yet.
Absorb the female lancer at the earliest opportunity. Move the distended piece
of Split Slime containing the cavalry unit toward the right side of the map, but
do not let it get struck by any enemies yet. Keep moving all other slimes toward
the left corner of the map. When Speed Slime and Eater Slime reach the left side
of the map, leave them along the edge of the map, and do not yet move them
toward the archers. Keep Teleport Slime and Antimagic Slime close together,
because Antimagic Slime will be teleported later. Mobilized enemies will
continue to advance toward distended slimes, and 2 more enemies might mobilize,
possibly the male lancer and the kunoichi.
Do not claim the cavalry unit or the female lancer yet.
This is 1 of the 2 most difficult parts of this battle. You will need to adjust
the positions of the 2 pieces of Split Slime in order to draw as many enemies as
possible toward the right side of the map. Usually, the best way to achieve this
is to move the left side piece of Split Slime toward the rear of the map, and as
far away from the archers as possible. And move the right side piece of Split
Slime as far as possible toward the right side of the map. Again, be sure to not
let either piece of Split Slime get attacked yet. Continue to move Warp Slime,
Teleport Slime, and Antimagic Slime toward the left side of the map. When Warp
Slime reaches the left corner, leave Warp Slime in that corner until later when
we are ready to warp it across the map. Enemies will move toward distended
slimes again, and you can hope the enemies trend toward the right. With 2
distended slimes, though, enemy movements are unpredictable. More enemies will
mobilize, and they will generally move toward the closest distended slime in a
rescue attempt.
On the next turn, move the 2 pieces of Split Slime again to encourage enemies to
move to the right even farther. Not all will move to the right, but the more
enemies that move to the right, the easier this battle will be to win. The
archers will all mobilize, along with any other fighting units that have not yet
mobilized.
The 3 healers usually will not move unless you injure an enemy without
eliminating them. For this reason, you need to not attack any enemies until you
have claimed enough units to eliminate that enemy on 1 turn. We will generally
ignore all 3 healers until the very end of the battle, and eliminate them last.
Claim the female lancer on this turn. Move the right Split Slime piece against
the right edge of the map. If you need to claim the cavalry unit for the extra
tile of speed, then claim him and move him. The goal here is to keep that unit
out of attack range of any enemies. Move Teleport Slime and Antimagic Slime
toward the archers, but only if these 2 slimes will not be in attack range of
any enemies. Leave Warp Slime in the left corner of the map. Move Split Slime
and Eater Slime toward the archers, but just out of their attack range. Archers
will move toward your slimes.
This is another critical turn. Claim the cavalry unit if you have not already
done so, then move him back toward the left side of the map against the edge of
the map. You will need to study positions of archers and any other enemies that
are near the archers. Then absorb archers onto tiles that will allow as many
slimes to survive as possible. Choose an enemy archer with the protection spell
upon her that is within Eater Slime’s range, and absorb her with Eater Slime. If
at all possible, absorb an opposite element. You will need the maximum number
barriers. Teleport Antimagic Slime to an archer with the protection spell upon
her (either cavalry archer or grand bow archer, depending on positions) and undo
her protection. After her protection has been dispelled, you should absorb her
with Speed Slime if it can reach her. If Speed Slime cannot reach her, absorb
her with Warp Slime. As mentioned earlier, absorb with opposite element (if
possible) for more barriers. Now absorb another archer with Speed Slime or Warp
Slime (whichever of those 2 slimes that has not yet absorbed an enemy). If you
were unable to immobilize 3 of the 5 archers on this turn, the enemy turn might
go badly. However, you should continue the battle anyway. Even if you are able
to absorb 3 archers, you are still likely to lose a slime, and may even lose 2
slimes. Regardless of what happens on the enemy turn, keep fighting, and you
might be able to win! Enemies will try to rescue the archers, and might even
eliminate 1 or 2 distended slimes. The cavalry unit on the right side might take
some damage from the faster enemies, and this is acceptable.
Witches Plotting – Forked Road (part 2 of 2)
cavalry unit will be injured, but he is fast, and should be able to stay out of
attack range of the fastest enemies. Absorb another archer with Antimagic Slime
if you can reach her. If you cannot reach her, you should move Antimagic Slime
toward her. Try to absorb any unit you can reach with Teleport Slime, and with a
different element if possible. Study enemy positions and barriers of your
distended slimes to determine which units need to be claimed, and which units
are safe to leave distended. Distended slimes with barriers can be very helpful
in diverting archery attacks. Enemies will now be converging on your slimes and
claimed enemies, and they will attack any allies they can reach.
On this turn it may be best to claim all units that have been absorbed. The goal
for each turn following is to eliminate 1 unit on each turn, and not injure any
more enemies. If you injure enemies, the healers will mobilize, and, if the
healers get too close, could make it difficult or impossible to win the battle.
If no enemies are left injured at the end of a turn, the healers will not move.
Prioritize eliminating any distance attackers –archery units being eliminated
first, then lancer units– then move on to eliminating direct attackers. The
armored knight (if he was not claimed) cannot easily be eliminated on 1 turn,
and should be the last fighting enemy to be attacked.
When only healers remain, you can easily eliminate the healers 1 at a time until
the battle has been won.
If the armored knight is the final enemy (that is not a healer), he is slow
enough that you might want to move out and eliminate all the healers, then
eliminate the armored knight lastly.
Accept your Move +1 item and move on to the next battle.
Witches Plotting – Underground Lake
Recommended slime party: Speed Slime with Move +1 and Skill +2, Spit Slime with
Move +1, Wing Slime with Move +1, Metal Slime with Move +1, Eater Slime, and
Barrier Slime.
General Advice:
1. Absorb a thief onto the lake with Wing Slime, and leave Wing Slime near the
left side of the lake to prevent too many enemies from overwhelming your slimes
as they claim an army on the right side.
2. Claim as few thieves as possible. Prioritize claiming the chieftain, archer,
and fighter.
3. Lure enemies to the right side hill 1 at a time, and eliminate or absorb them
at will. Continue until all enemies are eliminated.
Walkthrough:
This battle is relatively easy with the strategy detailed below. It is somewhat
time consuming to work through and eliminate every thief, but it is nearly a
certain victory on every attempt.
The entire group will mobilize together. Note that, while testing my strategy
during the writing of this walkthrough, I noticed a thief move out of formation
once. This is a rare occurrence, and is probably a rare glitch. In most
attempts, all enemies will mobilize together only after you move an ally into
attack range of 1 enemy.
During the first 2 or 3 turns, move Wing Slime onto the lake, and leave it next
to the torch on the left side of the lake. In this position, only the sorceress
and archer can attack it. For the beginning of the battle, there is no danger of
these 2 enemies moving into attack position yet.
While you are moving Wing Slime onto the lake during the first 2 or 3 turns,
also use speed on both Split Slime and Eater Slime.
Perform the following actions on one turn:
1. There is a female grass thief standing near the left side of the lake. Use
Wing Slime to absorb her onto the water.
2. There is a male fire thief next to the flag on the right side of the map.
Move Split Slime into a position where it will cause the male fire thief to move
straight away from the other enemies across 4 tiles, and attack Split Slime.
3. Move all other slimes into positions on the right side of the map where they
are just outside attack range of the closest enemies.
Most enemies will move toward Wing Slime. 2 enemies will attack Wing Slime’s 2
barriers on the 2 tiles that are exposed to land. The male fire thief will split
Split Slime.
Leave Wing Slime on the lake and move it next to the torch on the left side of
the lake. For now, the sorceress and archer are too far away to attack it, and
no other enemies can reach it either. Study the position of the male fire thief
that had attacked Split Slime, and use a piece of Split Slime to absorb him onto
a tile that is not within attack range of any enemies. Move all other slimes to
positions on the right side of the map where they are just outside attack range
of any enemies. Most enemies will move toward the distended Wing Slime near the
left side of the map, and a few enemies are likely to move toward the distended
Split Slime on the right side of the map.
Your primary goal, going forward, is to absorb the archer, chieftain, and female
fighter. The chieftain has the protection spell upon him, so save Eater Slime
for absorbing the chieftain. You should also attempt to absorb the male soldier
if it is feasible. If you cannot absorb both the chieftain and archer in the
first several turns, you will need to absorb the fighter and/or some thieves
first so you have enough units claimed to eliminate thieves. Leave Wing Slime on
the lake next to the torch at the left side of the lake, and this will keep most
enemies on the left side of the map. Remember that Wing Slime has lost both
barriers, and may not survive another attack. Watch closely the positions of the
sorceress and archer if they are still in play, and move Wing Slime toward the
center of the lake if necessary.
Move all allies onto the hill with the flag at the right side of the map, and
claim at least 3 units. 1 by 1, start luring enemies over to your hill. You can
lure them with distended slimes, or by letting them attack allies. Any allies
that lose too much HP can simply recover on the flag as necessary. When an enemy
is lured to the right, and is separated from the enemies on the left, decide if
you are going to eliminate them with claimed allies, or if you are going to
absorb them to be claimed later. As detailed above, any enemy that is not a
thief should be absorbed. Although I do recommend eliminating the sorceress. The
reason I do not attempt to claim the sorceress is because she is slow,
physically weak, and can attack only 3 times before needing to recover on a
flag. A common thief may be of more value, because the speed of a thief allows
them to reach a flag much faster when HP recovery is needed.
Continue to lure enemies 1 by 1 to the hill on the right side of the map,
eliminating or absorbing as necessary. Claim a unit if that distended slime has
no barriers left, and apply that claimed unit’s attack power toward eliminating
thieves 1 by 1. Continue to use the flag as necessary for HP recovery.
Remember that Metal Slime does not have barriers after absorbing an enemy.
Consider luring thieves toward your hill by allowing a thief to strike Metal
Slime. Metal Slime can be struck twice before requiring a recovery on the flag.
Let Metal Slime recover on the flag while other allies eliminate the lured
enemy. Recovery uses on the flag are limited, but this is a method simple of
luring many enemies while using minimal resources.
With some practice, you may also be able to adjust the position of Wing Slime on
the lake to manipulate enemy positions.
There are many thieves, and it will take some time to eliminate them all.
However, this strategy is nearly certain to end in victory on every attempt.
Your reward is HP +, and you can now move on to the outside of the emperor’s
castle.
Witches Plotting – Galicia Castle Gates (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Spit Slime with
Move +1, Wing Slime with Move +1, Teleport Slime with Skill +2 and Warp Slime.
General Advice:
1. Teleport Split Slime to the tile at the rear of the map which is 3 tiles away
from the side of the map. The correct tile will have 4 vacant tiles between the
female soldier and Split Slime. The grand bow archer will split Split Slime, and
no other units will be able to attack the 2 pieces on that turn. Furthermore, I
recommend having used 2 speeds on Split Slime.
2. Clear the ground first. Claim as many distance attackers as possible on the
ground using warping, flying, and teleporting slimes. Leave 1 slime without a
claim, then eliminate the rest of the ground units.
3. Clear the tower last. Encourage cannoneers to exhaust all ammunition on
allies, using the flag to recover as necessary. The cannoneers with 0 ammunition
will jump down, at which time you can eliminate the cannoneers that have the
protection spell upon them, and use the 1 bare slime to absorb/claim the
cannoneer that has no protection upon him. With all cannoneers cleared, you can
use all claimed allies to eliminate any remaining enemies on the tower.
Walkthrough:
This battle can be won without giving Teleport Slime a Skill +2 item, but it is
very difficult. To make this walkthrough feasible for most players, I recommend
using Skill +2 on Teleport Slime so you can teleport 2 slimes over the gate
instead of only 1.
Before this battle, you can choose to place any slime on either side of the map,
left or right. Place all slimes except Wing Slime on the left. Place Wing Slime
on the right.
Move Wing Slime forward into the moat, directly in front of the grand bow
archer, but just outside of her attack range. Do not move any other slimes away
from the Slime Starting area, but use speed on Split Slime. Enemies will not
move until you bring an ally into attack range.
On the next turn, do not move any slimes, but use speed on Split Slime again.
Enemies still will not move because there is no ally to attack.
Teleport Split Slime to a specific tile on the other side of the gate. This
specific tile is near the right side of the map, against the far wall, 3 tiles
to the left of the right edge of the map. If Split Slime is on the correct tile,
there will be 4 vacant tiles between the female soldier and Split Slime. Also
move Wing Slime straight toward the grand bow archer, and place Wing Slime on
top of the wall. There should be 2 vacant tiles between Wing Slime and the grand
bow archer. The grand bow archer will attack Split Slime, ignoring Wing Slime
because its elevation is higher than Split Slime. When Split Slime splits, it
will spill onto a tile that cannot be reached by other enemies yet. Other
enemies will reposition.
Now you are positioned to absorb 5 enemies: 2 with split slime, 1 with Speed
Slime (via teleport), 1 with Wing Slime from the wall, and 1 with Warp Slime
(via self-teleport). Every time you attempt this battle, however, enemies will
have moved to completely different positions on the next turn. For this reason,
it is nearly impossible to provide an exact walkthrough. However, here are you
goals for the next few turns:
1. Keep all allies out of range of the cannoneers on the towers. They have a
long reach.
2. The 5 best enemies to claim are here listed in order of priority: Warlock,
grand bow archer, female lancer, cavalry unit, then magician. If you are unable
to claim any 1 of the above units, then the male fighter is the next best unit
to claim. Claiming soldiers is not recommended, and the ninja (obviously) is
impossible to claim with the slimes we have deployed.
3. Eliminate all enemies on the ground that you have not claimed.
Accomplishing the above 3 goals is not easy. It may take some practice and many
restarts. If you can accomplish those 3 goals and still have some distended
slimes with barriers, the rest of the battle will be slightly easier. However,
this is very difficult, and you are likely to have claimed all units before
eliminating the units that have not been absorbed.
Usually the warlock and lancer move within range of the 2 pieces of Split Slime,
and you can quickly absorb those 2 units with Split Slime. Often you can then
absorb the grand bow archer, cavalry unit, and magician with Speed Slime, Warp
Slime, and Wing Slime. Try to position slimes so as few non-absorbed enemies as
possible can reach them. Keep practicing until you are satisfied with the 5
units that you have claimed.
Experiment with moving distended slimes out of enemy attack range in attempt to
separate enemies from each other before absorbing more enemies on other turns.
While doing this, consider moving Wing Slime onto 1 of the 3 tiles on top of the
central wall in the courtyard (if safe to do so). This will give Wing Slime a
better route to most enemies on the ground. This only works well if magic users
have already been absorbed.
This is a tricky part of the battle. Be patient and restart as often as
necessary. When you are satisfied with your surviving units, move on to the next
phase of the battle.
Move all units, including Teleport Slime toward the flag, being careful as
detailed below:
Do not attack any units on the tower for now. If you outdistance any 1 of them
with an attack, the entire group will jump down and overwhelm you. We are first
going to remove the 3 cannoneers. Note the position of the flag. It is a safe
tile, as long as no units on the tower have mobilized yet. Move all units over
the flag, and bring all HP levels to 100%, being careful to stay out of range of
the cannoneers.
Move Teleport Slime close to the flag, being careful not to bring it into range
of any cannoneers.
At this point you may need to rotate the camera 180 degrees to see all of the
tiles on the back side of the tower and the flag area. Note that there are steps
leading up to the tower, but do not approach it yet.
The flag itself is a safe tile, but the 2 tiles to the right and left of it are
subject to cannoneer attacks. Move the grand bow archer (with 100% HP) on the
tile next to the flag which is in attack range of the water cannoneer. The water
cannoneer will attack her.
Move the grand bow archer to the flag for 1 turn, or 2 turns, until she has
enough HP to survive another attack.
Move the grand bow archer into attack range of the water cannoneer again. He
will attack her again.
Move the grand bow archer to the flag for 1 turn, or 2, or however many turns
she needs to recover enough HP to survive the water cannoneer’s final attack.
The water cannoneer will use his final attack on her.
Move the grand bow archer to the flag to recover. The water cannoneer will jump
down to get to the flag for ammunition recovery, but will be unable to recover
as long as you have an ally on the flag. This cannoneer has the protection spell
upon him, and cannot be absorbed, so we will eliminate him. Attack the cannoneer
only after he has jumped off the tower. If you attack him when he is still on
the tower, all enemies might jump down at the same time, and you are not likely
to win.
Leave the grand bow archer on the flag until the water cannoneer has been
eliminated.
Now move the cavalry unit (or fighter, or whatever unit you have that will
survive a cannoneer attack) onto the same tile that the grand bow archer was
being attacked on. Move the grand bow archer away from the flag area. Another
cannoneer (probably the fire cannoneer) will move onto the vacant corner of the
tower and attack the cavalry unit.
Witches Plotting – Galicia Castle Gates (part 2 of 2)
cannoneers ammunition on a strong ally, healing between attacks. When the
cannoneer jumps down, eliminate him if he is the water cannoneer, because that
cannoneer has the protection spell upon him, and cannot be absorbed. (If it was
the fire cannoneer that ran out of ammunition, you should move Teleport Slime to
the flag, wait for the cannoneer to move into range, then absorb him onto the
flag with Teleport Slime.)
Remember that each ally may use the flag for HP recovery only 8 times before
that flag becomes ineffective for that unit. (Units may use the flag
indefinitely for ammunition or magic recovery.)
After the 2nd cannoneer has been eliminated, move another ally with full HP onto
the same tile to get attacked by the cannoneer, repeat the HP recovery on the
flag, and encourage attacks until that cannoneer runs out of ammunition and
jumps down. If it is the cannoneer without the protection spell upon him, leave
Teleport Slime on the flag, wait for the cannoneer to move next to Teleport
Slime, and absorb the cannoneer onto the flag.
Claim the cannoneer, and allow him to recover ammunition. Move all allies over
the flag for 100% magic, ammunition, and HP.
Stay out of attack range of any enemies, and set up your allies so you can move
them all onto the following tiles while attacking the elite cavalry unit. You
may be able to attack other enemies with wide field attacks, but your priority
is to eliminate the elite cavalry unit as soon as possible. He is very strong
and has very high HP. If you do not have all the units described below, do your
best with what you have.
Move the Magician onto the lowest of the brown steps and attack the elite
cavalry unit. Move the cannoneer onto the brown step which is 1 step higher than
the magician and attack the elite cavalry unit. Move the warlock to the tile
which is 1 step lower than the magician against the side of the tower on the
ground, and attack the elite cavalry unit. Move the grand bow archer to the tile
next to the warlock which is opposite the magician, and attack the elite cavalry
unit. If the elite cavalry unit has not been eliminated, 1 more strike should
eliminate him. Move the lancer to the tile on top of the tower which is at the
corner next to the 4 brown steps, and attack the elite cavalry unit to eliminate
him. Now move the cavalry unit to 1 of the 2 tiles next to the lancer and attack
another enemy if possible. Try to choose an enemy with low HP in attempt to
eliminate him. The remaining enemies will attack the allies that are on the
tower.
The reason we moved the cavalry unit and lancer next to each other is so all
enemies can not concentrate all attacks on 1 ally, possibly eliminating 1. With
this tactic, both allies should survive.
Also notice another tactic used here– If you line up units along a wall,
enemies are unable to jump down, except at the sides. This will help to keep
enemies from jumping down and attacking your relatively weak magicians.
Use distance attackers to eliminate as many enemies as possible with as much
elevation advantage as possible. I recommend focusing on all enemies except the
armored soldier, who is slow, takes too many hits to eliminate, and should be
eliminated last.
Any allies who have low HP should run to the flag, or completely run away from
danger if necessary. Most of your allies are fast, and outrunning soldiers or
armored soldiers should be relatively easy. If your allies are too low on HP to
fight the armored soldier, you may have a few good options:
1. Attack the armored soldier at a far distance with the grand bow archer (if
she is in play). Continue moving her out of the armored soldiers attack range,
and attack him until his is eliminated.
2. Lure the armored soldier around the central wall, then heal some allies on
the flag before he can reach you.
3. Lure the armored soldier to the ground, and attack him from the top of the
tower for maximum damage.
When all enemies have been eliminated, you will receive the Sun Element item and
you are now able to enter the castle of the emperor– who is the boss character
of this area.
Witches Plotting – Galicia Castle (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Split Slime with
Move +1, Sticky Slime, Skeleton Slime, and Zombie Slime, Peavy Slime
General Advice:
1. Keep at least 2 slimes distended so you can use them to lure units across the
map at will. Be sure to claim a skeleton.
2. Lure enemies into your group of allies 1 by one, eliminating weak units, and
claiming strong units.
3. Occupy the emperor’s flag with the skeleton. After the emperor has exhausted
all of his magic onto the skeleton, eliminate him with other allies.
Walkthrough:
In this battle, there are 2 groups of enemies that will mobilize separately. If
you count the emperor, then there are actually 3 groups. All of the enemies in
the 2 rows of rooms on the side of the map with the slime starting area are in
the 1st group, and that includes the armored soldier and the grass female
soldier which is standing near the armored soldier. All other enemies are in the
2nd group, except the emperor who rarely moves.
The emperor is not likely to move from his red carpet, and will generally only
move if he has exhausted all 4 magic uses, and needs to get to a flag to
recover. His reach is 7 tiles plus the 1 extra tile for his plus-shaped attack
pattern.
Before moving any slimes into range of any enemies, use 1 speed on Split Slime,
and 1 speed on Skeleton Slime. Also move Zombie Slime against the wall as close
as possible to the starting position of the elite cavalry unit, which is on the
other side of the wall. Leaving Zombie Slime here will encourage those enemies
to the right of the slime staring area to stay in that room until we are ready
to fight them.
We are first going to clear the enemies to the left of the slime starting area.
Here are your goals for the next several turns:
1. Let the fire male soldier (standing on a crate) split Split Slime.
2. Absorb and claim the fire male soldier with Skeleton Slime.
3. Sticky the kunoichi, then absorb and claim her with a piece of Split Slime.
4. Absorb the grass female soldier with the other piece of Split Slime, but do
not claim her yet, and do not allow that piece of Split Slime to lose either of
its 2 barriers.
5. Absorb and claim the fire archer with Peavy Slime.
Important notes: Do not claim the grass female soldier yet, because we are
keeping her for a specific task later with the barriers of that piece of Split
Slime. Also, keep your skeleton alive, because the skeleton is a key ally when
eliminating final boss.
There are many ways to accomplish the above goals, because enemies will rarely
take the same paths each time you attempt this. Here are some points of advice
to help with some ways that you can expect action to flow:
Lure the fire male soldier toward the passage by allowing him to split Split
Slime, then absorb him with Skeleton Slime. Remember that, even though Skeleton
Slime has only 1 barrier, it can survive 2 strikes– 1 strike against the
barrier, and another to release the skeleton. A skeleton belongs to your allies
because the slime inhabits a skeleton immediately upon being absorbed. Use these
2 free hits to your advantage in your effort to absorb the other 3 units. Sticky
will need to sticky the kunoichi before a piece of Split Slime can absorb her.
Use the other piece of Split Slime to absorb the female soldier. Be sure to keep
those 2 barriers, because we will need them later. Also absorb the archer with
Peavy Slime, and this archer will become a key ally in all combat going forward.
Restart as often as necessary to accomplish the above goals. It doesn’t take
very long, and every time you practice it, you will get better and better. With
the tactics used in this walkthrough, that left side room might be the most
difficult part of the entire battle.
Zombie Slime’s position will help to keep at least 2 of those enemies in the
right side room, but 1, or 2, or even 3 enemies might come across from the right
side while you are fighting on the left side. Try to keep your allies out of
attack range of them, and, any barriers (that you can spare) may also be used,
if necessary,
Sometimes the armored soldier will move toward the 2nd group of enemies, instead
of moving toward the slime staring area. If this happens, you can lure him in
later, after you have cleared the enemies to he right of the slime starting
area.
Before we move on to the next group of enemies, let’s study this map. Notice
that there are 2 flags, but they will only be accessible to your allies near the
end of this battle. Therefore, you should manage the health of your allies very
carefully for most of this battle. For this reason, this walkthrough describes
the claiming of the enemies with the strongest attacks, and or, enemies that
require too many attacks to eliminate. Try to use barriers of distended slimes
to absorb attacks as often as possible before claiming, and always be thinking
of how to reduce damage through superior elemental affinities when you are
expecting an ally to be attacked.
The 3 enemies that will possibly move toward the left side are 1 armored
soldier, 1 female soldier, and 1 male soldier. 1 male soldier, and 1 elite
cavalry unit are likely to stay in the other room for now. The 2 soldiers should
be eliminated with claimed allies, and the armored soldier should be absorbed
with Speed Slime. It is okay to use Speed Slime’s barrier, but do not claim him
yet. We need both the distended Speed Slime (no barriers is sufficient) and the
distended Split Slime (with 2 barriers) later.
Claim the kunoichi with the piece of Split Slime if you have not already done
so. Now you should use the other piece of Split Slime to lure enemies, 1 at a
time, out of the room to the right of the slime starting area, but don’t let
Split Slime use any barriers. We need its 2 barriers later. For now, your 3 main
combat units will be the skeleton, kunoichi, and archer. For enemies that come
out of that room, eliminate soldiers, and absorb the elite cavalry unit with
Zombie Slime. Note that the reason we deployed Zombie Slime is because it
effectively adds an extra HP bar to your allies (if you need to sacrifice that
unit, it will revive once to continue fighting). The elite cavalry unit will be
one of your strongest combat units, because he hits very hard and has high HP.
After the room to the right of the slime starting area is cleared, you can move
up to the next room which is next to the female fighter and another archer. If
the armored soldier had moved over to the 2nd group earlier, you should absorb
him with Speed Slime now, but keep all allies out of range of all other enemies.
Move the distended Speed Slime to the room where the male fire soldier was
originally positioned (the soldier that is now a skeleton). Place Speed Slime in
the corner of that room near the crates, and against the edge of the map. This
will prevent too many enemies from overwhelming your allies after the 2nd group
mobilizes.
Witches Plotting – Galicia Castle (part 2 of 2)
female fighter and archer will strike against the 2 barriers. Leave Split Slime
distended for the rest of the battle. Do not claim that unit.
Move Split Slime against the wall of the emperor’s chamber. This will help to
keep enemies in the emperor’s room for now. Move all allies to the left in
positions that will protect Split Slime from the female fighter and archer, and
lure the female fighter and archer farther away from the rest of the 2nd group
of enemies.
Eliminate first the archer with claimed units, then reduce the female fighter’s
HP as much as possible. The fighter will attack a unit, so try to position
allies in a configuration that will encourage the female fighter to attack your
kunoichi, who has a superior element. This may or may not be possible. Allow an
ally to be attacked by the fighter. Enemies to the far left will move toward the
wall where Speed Slime is located on the other side. 1 or more enemies will move
around the corner from the emperor’s room to chase your allies, and 1 or more
enemies will stay in the emperor’s room, and will move against the wall that
Split Slime is against.
There are 3 units guarding the emperor’s chamber” 1 male soldier, 1 cavalry
unit, and 1 elite cavalry unit. Use Split Slime to lure these 3 units around the
corner 1 at a time. Eliminate the male soldier and cavalry unit. Absorb the
elite cavalry unit with Sticky Slime. If you leave Speed Slime at the far left
side, the enemies on that side are not likely to attack you if you stay far
enough away from them. After you claim that elite cavalry unit, you will have 2
fortified elite cavalry units with the element match. These 2 units will
severely damage 1 enemy if you attack the 1 enemy with both elite cavalry units
on 1 turn.
When the enemies that were guarding the emperor have been cleared, check your
skeleton’s HP gauge. If the skeleton’s HP is at least half full, you can simply
run the skeleton straight into the emperor’s chamber. (If the skeleton’s HP is
too low, you can eliminate all other units, recover the skeleton on the flag on
the left side, then use the skeleton to enter the emperor’s chamber lastly.)
Leave the skeleton on top of the flag in the emperor’s chamber. After the
emperor has used all of his magic on the skeleton, he will run for the other
flag, since the skeleton is occupying the flag in his chamber.
As the emperor runs for the flag on the left side, eliminate him with your
claimed allies.
Heal all allies to 100% HP on the flag in the emperor’s room, then lure the rest
of the enemies over to your allies 1 by 1. Eliminate them 1 by 1 until you have
won this battle.
The Reset is your reward. For this walkthrough we will not be using this item.
Now you can take a boat to the final area.
Witches Plotting – Boat (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Split Slime with
Move +1, Metal Slime with Move +1, Range Slime, and Eater Slime.
General Advice:
1. Plan to mobilize the left side enemies first, then the right side enemies,
and finally the 3 powerful cavalry units at the end.
2. On the left side, plan to claim the fire cavalry archer with range slime for
maximum combat ability. Otherwise, while engaging the left side and right side
enemies, try to claim the most powerful enemies. You can try lure the right side
enemies to the left corner of the boat near the slime starting area in an
attempt to spread them out according to speed. This will help slimes to survive
the dangerous enemy turn between absorbing to claiming the enemies.
3. Save Eater Slime to absorb the water elite cavalry unit near the end of the
battle for best results.
Walkthrough:
There are main 3 groups of enemies, plus 2 healers that tend to move separately.
The left side enemies are 1 group, the right side enemies are 1 group, and the 3
cavalry units near the flag on the opposite side of the boat are 1 group. The
3rd group, having the protection spell upon them, include 2 strong elite
cavalry units and 1 cavalry archer with the grass affinity. The 2 healers tend
to stay close to the grass cavalry archer unless their services are needed to
heal enemies– and attacking healers will not mobilize any enemies.
For this walkthrough, we will engage the left side enemies, then the right side
enemies, then finally the 3 powerful cavalry units.
For optimal results, place your slimes in the slime starting area as follows:
1. Range Slime should be placed at the far left side of the slime starting area,
on the tile closest to the enemies.
2. Split Slime should be placed on the lower tile to the right of Range Slime.
3. Speed Slime should be placed on the higher tile next to Split Slime which is
away from the enemies, and on the rear edge of the boat.
4. Metal Slime should be placed on the tile to the right of Split Slime.
5. Eater Slime should be placed on the far right side of the slime starting
area, on the tile closest to the enemies.
Use speed on Split Slime and move Split Slime on the high tile to the left of
Range Slime. You will know Split Slime is on the correct tile if you can count 6
vacant tiles between Split Slime and the fire cavalry archer. Move Eater Slime
as far to the right edge of the boat as it can go. The fire cavalry archer will
move over the left cabin, jump down off the cabin, and split Split Slime.
Move Speed Slime left 1 tile and use speed on Range Slime. Absorb the fire
cavalry archer with Range Slime onto the low tile next to the cabin. Move the 2
pieces of Split slime 2 tiles to the right, which will position them closer to
the center of the boat, but still in the slime starting area. Move Eater Slime
onto the cannon at the right edge of the boat and leave it there for now. End
your turn and enemies will move in the direction of the distended Range Slime.
Move the distended Range Slime back to the slime starting area, and leave it on
a tile that will encourage the grass male fighter to move 4 steps straight
toward the slime starting area to attack against a barrier. Be sure to leave a
path open for the male fighter to attack Range Slime. Leave Eater Slime on top
of that cannon, and don’t move it. Move the 2 pieces of Split Slime, Speed
Slime, and Metal Slime closer to the advancing enemies toward the center of the
boat, but not within attack range of any enemies yet (except for the grass male
fighter who will attack the 1 distended slime). The grass male fighter will
ignore all slimes to attack against Range Slime’s barrier. Other enemies will
move toward the distended Range Slime.
Claim the fire cavalry archer, and attack the ninja. Note that the powers of
Range Slime will give your cavalry archer a long attack range of 4 tiles, and
she also has Speed Slime’s extended moving force for a total of 5 tiles. When
you attack the ninja with your cavalry archer, try to move her to the highest
tile possible for maximum damage. Absorb the grass male fighter with Metal Slime
onto a tile where only 2 or fewer enemies can attack it. Move the 2 pieces of
Split Slime out of attack range of any enemies, but place them strategically, as
we will be absorbing the archer and lancer with the 2 pieces of Split Slime on
the next turn. Move Speed Slime to the right, and out of combat range. Eater
Slime should stay on the cannon on the right edge of the boat and not move.
Enemies will advance toward the distended Metal Slime, and Metal Slime will lose
1 HP or 2 HP depending on how many enemies attack it. It is possible the archer
may attack your fire cavalry archer, but this is not a problem.
Attack the ninja again with the fire cavalry archer. This might eliminate him.
Claim the fighter with Metal Slime. If the attack from the fire cavalry archer
did not eliminate the ninja, attack the ninja with the fighter to eliminate the
ninja. Otherwise, attack the merchant with the fighter. Absorb the archer and
lancer with the 2 pieces of Split Slime. Be sure to not eliminate the merchant
yet. We only want to lower his HP. The merchant will attack against a barrier of
1 piece of Split Slime.
Do not eliminate the merchant yet. The piece of Split Slime that has a barrier
remaining should move to the rear edge of the boat. Move other allies into
positions that prevent the merchant from attacking Split Slime’s barrier. If the
merchant was injured by the fighter, do not attack him again. We do not want him
eliminated. If the merchant was not injured on the previous turn, you should
attack the merchant with the fighter. The goal here is to leave the merchant
with about half HP. This will lure one of the healers away from the 3 powerful
cavalry units.
Allow the merchant to attack your allies until the healer is within attack
range, then eliminate her on 1 turn. While you are doing this, be sure to not
move any allies within attack range of any enemies that have not yet been
mobilized. If the healer gets close enough to heal the merchant, this is not a
problem. Just attack him again so his HP will stay below the green level on the
HP gauge, which will keep the healer nearby until you can eliminate her.
Sometimes the 2nd healer will mobilize, and sometimes she will not. If she does
not mobilize, we will eliminate her later in the battle. If the 2nd healer does
mobilize, try to keep the merchant in play long enough for the 2nd healer to
move within attack range of your allies. If you cannot eliminate the healer
before the merchant is eliminated by counterstrikes, she will return to the
safety of the cavalry.
Over the next few turns, move the fire cavalry archer onto the top of the left
side cabin, but be careful not to bring her within attack range of any enemies,
especially a cavalry unit, or the grand bow archer, who have long attack ranges.
Also move Eater Slime along the edge of the boat, with the goal of moving to the
opposite cannon on the left side of the boat. We are keeping Eater Slime out of
the action until later. The distended Split Slime should move to the tile in the
slime staring area where Eater Slime first started this battle (this tile is
directly in line with the grand bow archer, who we are targeting to absorb with
Speed Slime later). Move your claimed allies to tiles that are near Split Slime.
Keep moving the fire cavalry archer until she is positioned on the highest tile
on top of the left side cabin. Keep moving Eater Slime until it is on top of the
cannon on the left side of the boat.
Witches Plotting – Boat (part 2 of 2)
Slime is in line with the grand bow archer, and your cavalry archer is on the
high tile on top of the left side cabin, it is time to attack the armored
soldier with your cavalry archer from the elevated position. End your turn. The
left side enemies will mobilize and move in the general direction of Split
Slime. Most importantly, the grand bow archer will be moving closer to Speed
Slime. If there is a healer in play, she will probably heal the armored soldier.
This is acceptable, as the only reason we attacked him was to mobilize his
group.
Move all allies toward the left side of the boat, keeping them all out of attack
range of any enemies. Enemies will continue to move toward Split Slime.
Now move Split Slime to a position which will lure the grand bow archer as far
as possible toward your allies, on a tile that she will attack against its
barrier, but that no other enemies can reach. Move all other allies onto tiles
that are just out of reach of any other enemies. The grand bow archer will
strike against Split Slime’s barrier, and all other enemies will move in the
direction of Split Slime.
Claim the enemy with Split Slime. Position Speed Slime on one of the high tiles
at the edge of the boat which only the grand bow archer can reach. She will not
attack Speed Slime, because Speed Slime is more elevated than your other allies.
Eliminate the kunoichi if you can reach her with all of your claimed units. If
you cannot reach her, eliminate 1 of the soldiers. After eliminating 1 enemy, if
you have 1 claimed ally that still has a turn, damage another enemy. Enemies
will attack your allies. If you have positioned all allies strategically, they
should all survive. However, you can expect to lose an ally at this phase of the
battle.
Continue to make the effort to eliminate 1 enemy on each turn, and watch or an
opportunity to absorb the grand bow archer with Speed Slime where only 1 enemy
could attack it. Claim the grand bow archer as soon as possible, and apply her
attack power to eliminating the rest of the enemies in the 2nd group.
After the 2nd group has all been eliminated or claimed, move all allies,
including Eater Slime toward the right side of the boat. The flag on the right
side of the boat is not within attack range of any enemy. Move all of your
allies over the flag until all are at 100% HP. Count tiles very carefully so you
don’t mobilize any of the enemy cavalry early. When all allies are at full HP,
move on to the next paragraph.
There are 2 high tiles at the corners of the right side flag. 1 is a cannon, and
the other is a plain wooden tile. Move Eater Slime onto that plain wooden tile
at the corner of the right side flag. Move your fire cavalry unit and grand bow
archer onto the right side cabin. Move the archer and lancer onto the tile on
the edge of the boat which is next to the right side flag. When units are in the
positions described above, move the fighter to a specific tile. There are 2
tiles next to the right side flag that are within attack range of both the water
elite cavalry unit and the grass cavalry archer. The tile you want the fighter
on is the tile farthest away from the right side cabin. (If you do not have your
fighter in play, you will need to use another ally to lure out the cavalry
units.) The water elite cavalry unit and grass cavalry archer will attack the
fighter.
Move the fighter to the flag. Absorb the water elite cavalry unit with Eater
Slime, and be sure to leave a path open to Eater Slime so the other elite
cavalry unit can attack it on the enemy turn. Attack the enemy cavalry archer
with as many units as possible. It may or may not be possible to eliminate her
on this turn. If there are any enemy healers in play, ignore them until the end.
The elite cavalry unit and the cavalry archer will attack against Eater Slimes 2
barriers. If there are any healers, they will heal any injured enemies.
Claim the water elite cavalry unit. Eliminate the cavalry archer with all
available claimed allies. The cavalry archer will attack an ally.
Eliminate the remaining cavalry archer, then eliminate any healers that have
survived.
You will be rewarded with another rare item, the Skill +2.
Witches Plotting – Minorca Port (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Wing Slime with
Move +1, Split Slime with Move +1, Attack Slime, Range Slime, and Peavy Slime.
General Advice:
1. A good plan of action is to start by luring the 2 fighters down to the slime
starting area and absorb and/or claim them without mobilizing any other enemies.
Then eliminate the merchant and maiden. Then lure the 4 cavalry units down to
the slime starting area and absorb and/or claim all 4 units. Eliminate all
soldiers next, then the engage the archers, then eliminate the the entire
kunoichi/ninja/cannoneer group. Eliminate the warlock/magicians group last.
2. Consider claiming the grand bow archer with Range Slime. You may want to use
1 or 2 speeds on Range Slime to make this easier.
3. Keep 1 distended slime with an enemy inside it so you can lure enemies around
the map, or hold enemies into positions behind buildings while you are using the
flag for recover, or otherwise until you are ready to attack them.
Walkthrough:
My Wing Slime has never lost a battle, and is at level 26. If your Wing Slime is
not at least level 25, I recommend bring Wing Slime into previous battles to
strengthen it. It will be taking a hard hit in this walkthrough. Or you could
use an HP + item on it to augment its HP gauge.
For optimal results, place your slimes in the slime starting area as follows:
1. Place Split Slime to the far left edge of the starting area, the tile with
water on 2 sides of it.
2. Place Speed Slime to the right of Split Slime.
3. Place Peavy Slime on the other tile which is next to Split Slime. This tile
has a raised tile next to it.
4. Place Range Slime to the right of Speed Slime.
5. Place Wing Slime to the right of Peavy Slime.
6. Place Attack Slime to the right of Wing Slime.
Move Split Slime up 2 tiles, which will bring it onto a raised tile. If Split
Slime is on the correct tile, there will be 4 vacant tiles between Split Slime
and the female fighter. Use speed on Range Slime. End your turn. The female
fighter will split Split Slime.
Move Speed Slime to the right side of Range Slime and use speed on Range Slime.
Move both pieces of Split Slime back onto the slime starting area, at the edge
of the dock next to the water. Move Peavy Slime up 1 tile and absorb the female
fighter onto that tile. End your turn. The male fighter will move in the
direction of Peavy Slime.
Return Peavy Slime to its original position in the slime starting area and end
your turn. The male fighter will attack against Peavy Slime’s barrier.
Move Wing Slime up and absorb the male fighter with Wing Slime. Claim the female
fighter and move her to the far right edge of the slime starting area which is a
low tile against the edge of the map. End your turn. No enemies will move.
Move Wing Slime to a specific tile on the water. This tile is next to the dark
brown wall, at the edge of the water, but not at the edge of the map. Count 4
vacant tiles on land between the fire female soldier and Wing Slime, and you
will know you are on the specific tile described here. To be very clear, the
tile is 2 tiles to the left of where Peavy Slime started the battle. On this
water tile, Wing Slime will not be within attack range of any enemies for now.
End your turn. No enemies will move.
Next you will engage the merchant and maiden. The barrels are special map
features which units can hide in, even though you can still see a few pixels
moving. The maiden his hiding inside a barrel. Move the female fighter to the
maiden and attack her. End your turn. The maiden will attack the fighter, and
she will be eliminated on the counterstrike. The merchant will jump onto a
raised tile and attack your female fighter. He will be damaged on the
counterstrike.
Move the female fighter onto the raised tile and attack the merchant. This
should eliminate him. If the merchant has a few HP remaining, attack him with
Speed Slime to eliminate him. If you were unable to eliminate the merchant on
this turn, restart the battle until the female fighter can eliminate both the
maiden and merchant without any slimes being attacked in the process.
There are 3 houses on this map which have no tiles on them. There is 1 large
house with a brown roof, 1 large house with a blue roof, and 1 small house with
a brown roof. We are going to move Range Slime next to the small house with the
brown roof. There is only 1 tile next to to small house that is not within
attack range of the grand bow archer, and that tile is against the edge of the
map. Over the next few turns, move Range Slime to that tile, being careful to
avoid the tiles that are within attack range of the male soldiers. Because we
have used 2 speeds on Range Slime, it will have a moving force of 4, and it
should have no problems in reaching that tile without mobilizing any enemies.
When Range Slime is safely against the small house and the edge of the map,
continue on to the next paragraph.
You are now going to move Wing Slime (with the male fighter inside it) up to a
specific tile near the door of the large building with the brown roof. The tile
is within attack range of 3 cavalry units, and is diagonally from the flag. The
tile is a light color brown, and has no green spots on it. If Wing Slime is on
the correct tile, there should be 1 vacant tile between Wing Slime and the door
of the large house with the brown roof. End your turn. 2 cavalry units will
strike Wing Slime. The 1st strike will be absorbed by a barrier, and the 2nd
strike will severely reduce Wing Slime’s HP. My Wing Slime is at level 26 and
has consistently survived this attack. If your Wing Slime is eliminated, you
could restart and try again, or bring Wing Slime into previous battles to level
up, or you could use the HP + item before starting this battle. Wing Slime needs
to survive this strike in order for this walkthrough to be successful.
Now look at the tile next to the dark brown wall, on the water– the tile that
we placed Wing Slime on previously. The tile you want to move Wing Slime to is
next to that tile, also on the water. It is not the tile toward the slime
starting area, but the tile toward the edge of the map. If Wing Slime is on the
correct tile, there will be 5 vacant tiles between Wing Slime and the fire
female soldier. This will encourage some cavalry units to move toward the
magicians. End your turn. Some cavalry units will move toward the magicians and
some will move toward the slime starting area.
Now move Wing Slime again to a specific tile on the water. This tile is on the
water and against the edge of the map. If Wing Slime is on the correct tile,
there will be 2 vacant water tiles between Wing Slime and the dark brown wall.
This tile is out of attack range of any magicians. Move the female fighter to a
tile that is against the edge of the map, and is out of attack range of any
cavalry units. Now look carefully at the positions of cavalry units and your 2
pieces of Split Slime, Attack Slime, and Speed Slime.
1. The fire elite cavalry unit will be absorbed by Attack Slime.
2. The grass elite cavalry unit will be absorbed by Speed Slime.
3. The normal fire cavalry unit will be absorbed by a piece of Split Slime.
4. The normal water cavalry unit will be absorbed by the other piece of Split
Slime.
Witches Plotting – Minorca Port (part 2 of 2)
of any cavalry units. Some cavalry units will jump down toward the slime
starting area, and some will wait by the water near the magicians. Look
carefully at the position of the enemy you want to absorb, and which slime you
want to absorb him with. On the enemy turn, be ready to move in with your
slime(s) and absorb the correct enemy as noted above. If you need to use
barriers to make this happen, do it, but try to keep at least 1 distended slime
with 2 barriers.
After you have absorbed enemies that have moved down to the slime starting area,
move those distended Slimes as far to the right in the slime starting area as
possible. Now move Wing Slime into the slime starting area to encourage 1 or
more cavalry units to move around the water, and down to the slime starting
area. Have your slimes ready to absorb them, but stay out of attack range of any
soldiers.
When you have absorbed the entire cavalry, move all allies back to the slime
starting area (including Range Slime), being very careful not to mobilize any
soldiers or other enemies. When all allies are in the slime starting area, go on
to the next paragraph.
Claim the male fighter with Wing Slime. Now you will need to mobilize the
soldiers. You can do this by moving an ally into the 1 barrel which is closest
to the soldiers. The ally can be a distended slime with 1 remaining barrier, or
it can be a strong cavalry unit. The soldier will strike your ally, and other
soldiers will move toward the nearest distended slime.
If you have any distended slimes with no barriers left, claim that enemy. You
should have at least 4 claimed units at this time. If you have only 3, claim the
unit with a slime that has only 1 barrier. Again, saving at least 1 slime that
has 2 barriers will help you later. Now move the unit from the barrel back
toward the slime starting area. Line up all claimed allies so the soldiers
cannot get to your distended slimes in the slime starting area.
Eliminate all of the soldiers with your claimed allies. Keeping at least 2
allies on the 2 highest tiles near the barrels is a good strategy. If you
position allies strategically at the end of every turn, you should not lose any
allies. Watch closely the attack ranges of the archers, especially the grand bow
archer, and stay out of their attack range.
With all of the soldiers eliminated, you can now move allies out closer to the
archers. We are targeting the grand bow archer to be absorbed by Range Slime.
Move Range Slime out toward the steps, but not within attack range of any
archer. Using your distended slime with 2 barriers, lure the grand bow archer
and 1 normal archer out as far as possible toward Range Slime. Have a group of
allies ready to move in to attack and eliminate archers. That ally will be
attacked by the grand bow archer and 1 normal archer.
You should keep at least 1 distended slime with an enemy inside it, even if it
has no barriers. Move that 1 distended slime out of danger and leave it there.
After you have eliminated at least 1 normal archer, you can absorb the grand bow
archer with Range Slime. It will have 2 barriers and will absorb attacks from
any remaining archers.
Claim the grand bow archer and use her long ranged attack to help eliminate
enemy archers. Stay out of attack range of the kunoichi and ninja for now.
When all of the archers have been eliminated, move your 1 distended slime
(whether it has any barriers or not) to the tile which is between the large
house with the blue roof and the small house with the brown roof. The best tile
for your distended slime is next to the low door on the large building. That
tile is also against a stack of crates.
If your fire elite cavalry unit has enough HP to survive an elevated attack from
the grass kunoichi, move him to the flag, and have all other units ready to
attack the kunoichi after she attacks. If your fire elite cavalry does not have
enough HP, you can use the female fighter, or any other unit that can survive
that attack. Remember that the unit that receives the attack from the kunoichi
will recover some HP on the flag for the next turn.
There is a cannoneer hiding behind the large building with the blue roof, and he
will mobilize along with the kunoichi and ninja. The cannoneer will move toward
your distended slime, so the position of the distended slime near the lower door
will cause the cannoneer to move around the opposite side of the building.
Eliminate both the kunoichi and ninja over the next 2 or 3 turns. In order to
keep the cannoneer behind the building for now, move the distended slime around
to the higher door on the large building with the blue roof. If the cannoneer is
behind the building against the edge of the map, and your distended slime stays
by the door which faces the other large building, then the cannoneer will
continue to stay behind the building. This is the time to recover all allies on
the flag to 100%.
After all allies are recovered to full HP, you can lure out the cannoneer and
eliminate him with your allies.
After the cannoneer has been eliminated, move the distended slime up to the tile
where the kunoichi was originally positioned. This tile is against the side of
the large house with the brown roof, and also against the edge of the map.
Leave the distended slime on that tile.
Recover all units to full HP again on the flag.
Move your water cavalry unit within attack range of a water magician and the
warlock. The best tile for this is near the door on the large building with the
brown roof, and the tile has some white flowers on it. If you don’t have the
water cavalry unit, place any ally there that can survive 2 magic attacks. The
magician and warlock will mobilize and strike the ally. The other 2 magicians
will move to the other direction, because you have a distended slime on the
opposite side of the building.
Now move all units back toward the steps, and away from the warlock and
magician. Lure the warlock and magician far enough away from the other 2
magicians that moved the other direction, then jump all allies down and
eliminate both the warlock and magician.
Now the only remaining enemies are the 2 magicians near the barrels on the
corner of the map. Move your grand bow archer to the area of the trees, onto a
tile that is just outside the attack range of the magicians, and attack a
magician. Continue moving the grand bow archer on each turn to a tile which is
outside the attack range of either magician, and attack one of them. Continue
this tactic until both magicians have been eliminated.
Your reward for victory is the HP + item.
Witches Plotting – Minorca Snowlands (part 1 of 3)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Split Slime with
Move +1, Metal Slime with Move +1, Barrier Slime, Eater Slime, Zombie Slime, and
Peavy Slime.
General Advice:
1. Most of the enemies do not mobilize in groups. Absorb/claim or eliminate 1
enemy at a time.
2. When the left side flag is clear, you may you use it to recover HP before
fighting an enemy.
3. Claim the cavalry archer and make sure she survives long enough for you to
clear the small island. Any distance attacker can clear that island, but the
longer reach of the cavalry archer makes it much easier.
Walkthrough:
This is a unique scenario where almost every enemy mobilizes separately from
other enemies. Throughout most of this battle, we will be mobilizing 1 enemy at
a time, absorbing or eliminating them, then moving on to the next enemy. Most
enemies can be mobilized separately here, but not all. There are specific
enemies who will mobilize if a specific enemy is mobilized, attacked, or
approached. This can be different for every attempt, so there is no way to
predict exactly when it will happen.
Before I begin the recommended order of mobilizing enemies, note that we will be
claiming the following enemies with the corresponding slimes:
1. Split Slime, 1st piece –> water cavalry unit
This will be an important ally in combat. Not only is he fast, but he has
moderate to high attack, defense, and HP.
2. Zombie Slime –> grass female soldier
A female soldier is a relatively weak unit for this battle. However, we need to
absorb her because we are meeting her early in the battle, and we do bot have
enough units claimed to eliminate her. Since a soldier is a relatively weak
unit, the reviving ability of Zombie Slime will extend her ability in combat.
Don’t worry about letting her get eliminated. She can be sacrificed if
necessary, then go on to absorb more enemy attacks as a zombie.
3. Peavy Slime –> fire female lancer
The female lancer with the element match of Peavy Slime, along with the gender
boost, will make this one of your best allies, especially for attack distance
and attack strength.
4. Metal Slime –> grass cavalry archer
This will be one of your best allies for attack strength and ease of mobility.
Note that she must survive to the end of the battle so we can use her long
attack range to clear off the tiny island at the bottom of the hill.
5. Split Slime, 2nd piece –> male fighter
Here is another unit with great strength. The water element match will make the
male fighter one of your strongest attackers.
6. Barrier Slime –> grass archer
An archer is a relatively weak enemy, but she is very useful in this battle for
her ability to attack from a short distance. Attacking from a distance does not
result in a counterstrike, and we need to manage HP levels if we are to win this
battle.
7. Speed Slime –> fire priest
In this walkthrough, we rarely claim healers. In this specific battle, however,
our basic tactic is to engage 1 unit at a time, then heal on flags. The
effectiveness of flags will deteriorate when used often, and eventually the flag
will become ineffective for that unit. For this reason we will keep a priest
among us. This will effectively double our recovery potential for each claimed
unit. (Note that the priest’s recovery service also becomes less effective each
time it is used on 1 unit, until it becomes ineffective.)
8. Eater Slime –> grass elite cavalry unit
This unit has the protection spell upon him. Eater Slime will not give us the
element match, but an elite cavalry unit is still one of the most powerful units
on the map. Unfortunately, we will meet the elite cavalry unit later in the
battle, but he will be an excellent help in eliminating the final enemies.
Do not place a slime in the slime staring area on the 1 tile at the right side
that the cavalry unit can reach. Place your slimes on any other of the 9 tiles.
I recommend you place Split Slime and Metal Slime next to Speed Slime. Also
consider placing Split Slime toward the right, then Peavy Slime and Zombie Slime
toward the left.
Use speed on Split Slime and move Split Slime to the tile in the slime starting
area that the cavalry unit can reach. Also move Metal Slime to the tile that
will cause the female soldier to move down 3 tiles straight toward the slime
starting area. Place Zombie Slime on a tile that will be within range of the
female soldier to absorb her on the next turn. The cavalry unit will split Split
Slime and the female soldier will strike Metal Slime.
Use speed on Metal Slime. Absorb the cavalry unit with a piece of Split Slime.
Move Metal Slime out of the way and absorb the female soldier with Zombie Slime.
Note that we will be using barriers as often as possible to mobilize 1 unit at a
time, so do not claim enemies until all barriers have been used. Enemies will
not move on this turn.
Place the distended Split Slime on the tile against the left edge of the map
which is at the farthest tile that the female lancer can reach. It might take 2
turns for Split Slime to reach that tile. Place Peavy Slime on a tile that will
be close enough to absorb her on the next turn. The female lancer will strike
against Split Slime’s barrier.
Claim the cavalry unit with the Split Slime piece that has no barriers left.
Absorb the female lancer with Peavy Slime.
Move the distended Peavy Slime to a tile in the right side of the slime starting
area.
Now look at the position of the cavalry archer. She can move 3 tiles and strike
out to 4 tiles. Bring her as close to the slime starting area as possible by
moving the distended Zombie Slime onto a tile near the slime starting area that
the cavalry archer can just barely reach. Verify that Peavy Slime is in the
slime staring area near Zombie Slime’s position. The cavalry archer unit will
mobilize and strike against Zombie Slime’s barrier. Rarely on this map, certain
units will mobilize if another unit is mobilized. The kunoichi may or may not
mobilize when the cavalry archer mobilizes.
Claim the female soldier with Zombie Slime, and leave her on that tile. Move the
cavalry unit to a tile near the claimed female soldier. Move the distended Peavy
Slime onto a tile in the slime starting area that is just barely within reach of
the cavalry archer. Move Metal Slime onto a tile that is near Peavy Slime. Move
all other slimes back toward the left side of the map. The cavalry archer will
attack against Peavy Slime’s barrier. (Note that the kunoichi may or may not
advance closer to your slimes on this turn.)
Claim the female lancer with Peavy Slime. Absorb the cavalry archer with Metal
Slime. Sometimes the kunoichi will not mobilize with the cavalry archer, but
sometimes she will. If she has mobilized, she might be close enough to strike
Metal Slime. Claim the cavalry archer regardless of how much HP Metal Slime has
remaining. If the kunoichi has mobilized, and if she gets close enough,
eliminate her with claimed units.
Move all slimes into the lower left corner of the map in the slime starting
area.
Note that, if the kunoichi has not yet mobilized, you will need to watch her
closely. When she does mobilize, lure her down toward the slime starting area,
then eliminate her with claimed units.
There are 4 blue minions. We are going to engage the blue minion which is
farthest toward the left side of the map. Move the cavalry archer onto a tile
that will encourage the left side blue minion to move down the hill as far as
possible toward the slime starting area. Place all other claimed units near the
cavalry archer, but not within attack range of any enemies. The left side blue
minion will attack the cavalry archer.
Move all units down into the slime starting area to lure the left side blue
minion farther away from other enemies. The left side blue minion will move down
the hill.
Eliminate the left side blue minion without moving any allies into attack range
of any other enemies.
Witches Plotting – Minorca Snowlands (part 2 of 3)
going to mobilize it yet, so count tiles and be aware of which tiles you need to
avoid to stay out of that blue minion’s attack range.
Place the female lancer on the tile which is barely within reach of the archer,
potentially causing her to move straight down toward the slime starting area.
This tile is not within reach of the warlock. Position Barrier Slime near the
female lancer. The archer will attack the female lancer.
Move all allies down the hill 3 tiles. Make sure Barrier Slime is positioned to
absorb the archer on the next turn. The archer will strike the female lancer
again.
You may notice that your allies are taking very little damage from enemy
attacks. This is because we are positioning our allies to be attacked against
superior elements, and also, all claimed allies at this point in the battle are
heavily fortified with an element match bonus.
Absorb the archer with Barrier Slime.
Move Barrier Slime to the left side flag. The warlock will attack against 1 of
Barrier Slime’s barriers. Lure the warlock down the hill. When the warlock is
far enough away from other enemies, attack her with multiple claimed units to
eliminate her on 1 turn.
If any claimed allies have low HP, you can heal them on the flag at this time.
Going forward, always move allies to the flag to recover HP as necessary before
mobilizing the next unit.
Look for a tile near the left side flag that the middle blue minion can reach,
but no other enemies can reach. Place the cavalry archer on that tile, and allow
the middle blue minion to attack her. Now move all allies down the hill, out of
the middle blue minion’s attack range. When the middle blue minion is far enough
away from other enemies, eliminate the middle blue minion on 1 turn.
Near the male fighter there is a tile of water, so the fighter will need to go
around that tile to move toward the slime starting area. Move the distended
Barrier Slime to a tile that will lure the male fighter as close to the slime
starting area as possible, and keep the 2nd piece of Split Slime nearby. The
male fighter will attack against Barrier Slime’s final barrier.
Claim the archer with Barrier Slime and absorb the male fighter with Split
Slime.
Move Eater Slime and Speed Slime up the hill. Eater Slime will absorb the elite
cavalry unit later, and Speed Slime needs to be ready to absorb the priest for
whenever she mobilizes.
Make sure your allies all have plenty of HP, because we are about to stir up a
small group of enemies that cannot be easily mobilized one at a time. Leave all
allies in the area of the left side flag, but not within attack range of any
enemies yet.
Move Split Slime to the left side flag. On the next turn, move Split Slime to
the corner tile of the map which is near a tree. This will cause the left side
green minion to attack against its barrier, but no other enemies will be within
attack range.
Claim the male fighter with Split Slime, and attack the left side green minion.
Move the female lancer onto an elevated tile which is in attack range of the
elite fighter, but not within attack range of the magician, and attack the green
minion with her. Eliminate the green minion with your other claimed allies, but
make sure none of them are within attack range of any enemies. The only ally in
attack range of any enemy is the female lancer who will suffer an attack from
the elite fighter. Make sure Eater Slime is ready to absorb the elite fighter on
the next turn. The elite fighter will attack the female lancer.
Absorb the elite cavalry unit onto a tile that the magician cannot reach. Move
the female lancer onto a tile that only the magician can reach. Leave all other
allies close to the female lancer, but not in attack range of any enemy. The
magician will attack the female lancer.
Eliminate the magician with claimed allies. It will only take 2 or 3 strikes to
eliminate her.
We are going to save the 2 barriers on Eater Slime for later.
Heal any allies on the flag that need to recover HP, then lure the middle green
minion with the female lancer. Eliminate the middle green minion.
Move all allies down the hill and toward the slime starting area except the
cavalry archer. Lure the male solder as far as possible away from the priest by
allowing him to strike the cavalry archer. Attack the male soldier with the
cavalry archer 1 or 2 times. Keep the male soldier within about 7 tiles of the
priest. If the priest has not yet mobilized, she will mobilize when the soldier
has lost about a third of his HP, and is within about 7 tiles of her. Now move
all allies down the hill and out of the male soldier’s attack range. Remember
that, with no targets for the male soldier to attack, he will move in the
direction of the distended Eater Slime. Keep Speed Slime as high up the hill as
possible, but obviously not on a position to be attacked. When the male soldier
and priest are as close to the slime starting area as possible, eliminate the
soldier with claimed allies, and absorb the priest with Speed Slime.
Any allies that need to recover HP should visit the flag.
There are 2 blue minions left to eliminate. One on a high position, and 1 on a
low position. Study the attack range of the cannoneer and be aware of which
tiles you should not place allies on. Accidentally mobilizing the cannoneer
early would make this much more difficult.
Start with the blue minion on the low position. Lure it away from other enemies
by allowing it to strike the cavalry archer. Eliminate the lower blue minion
with claimed allies when it is far enough away from other enemies.
Do not let your cavalry archer be eliminated. She will be necessary at the end,
as we need her attack range to clear off the little island. If your cavalry
archer has used the flag too much, and it is not effective, you can lure out a
minion to strike against Speed Slime’s barrier, then claim the priest to heal
allies. However, blue minions are relatively ineffective against your cavalry
archer. Another option is to let minions strike the female soldier. Even if she
is eliminated, she will revive, and enemies can strike against the high HP of
the zombie if necessary.
Now move on to the final blue minion on the higher position. Lure it away from
other enemies by allowing it to strike the cavalry archer. Eliminate the final
blue minion with claimed allies when it is far enough away from other enemies.
There is a green minion near the central flag. Lure that green minion away from
the other enemies by allowing it to attack the female lancer, then eliminate it
with claimed allies.
We have now cleared all enemies that are outside the cannoneer’s attack range
(except the enemies on the island which we will eliminate lastly.)
Move Speed Slime into a position which will lure the cannoneer as far as
possible away from other enemies, then allow the cannoneer to attack against
Speed Slime’s barrier, or Eater Slime’s if you prefer.
As your allies approach the cannoneer, at one point all enemies will mobilize.
The time of this mass mobilization cannot be specifically determined.
Claim the priest with Speed Slime if you have not already done so. Move all
allies, including the distended Eater slime down the hill and toward the slime
starting area. If the other enemies did not mobilize, eliminate the cannoneer
with multiple attacks from claimed units. If all enemies did mobilize, move all
allies to the left side flag. Eliminate faster enemies first, then go on to
eliminate the slower enemies, which will reach you later. Recover HP with the
flag and the priest on each turn and allow Eater Slime to take strikes against
any remaining barrier(s) if that can be safely arranged. At some point you will
want to claim the elite cavalry unit with Eater Slime and use this strong unit
to help you to eliminate enemies.
Witches Plotting – Minorca Snowlands (part 3 of 3)
island, move your cavalry archer and priest down toward the island. Repeatedly
attack the 2 remaining enemies until the healing magic of the priestess has been
exhausted. If your cavalry archer takes damage from the enemy archer, heal her
with the priest as necessary. Eventually you will be able to eliminate both
enemies, and this very long battle will be completed successfully.
The reward is a Barrier + item.
Note that if you go back and clear the Minorca Snowlands again, you can get a
very rare Skill +3 item. It is a long battle, but may be worth your time. You
can use the Skill +3 item on any slime that you have already used a Skill +2
item on.
Witches Plotting – Ruin (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Wing Slime with
Move +1, Split Slime with Move +1, Metal Slime with Move +1, Sticky Slime, and
Range Slime.
General Advice:
1. Start with the enemies on the side with the grand bow archer. Absorb the
grand bow archer with Range Slime.
2. Move distended slimes onto tiles against the edge of the map which will
encourage mobilized enemies to move over the bridges and onto the central ruins
area. If you leave your allies near the slime starting area, the only unit that
can reach you is the kunoichi and some distance attackers.
3. Absorb, claim, or eliminate enemies that do not move onto the central area.
Leave at least 1 distended slime so you can use it to guide enemies to different
areas on the central area. With Range Slime, the grand bow archer can outrange
all enemies. Even though it will take a long time, keep attacking with the grand
bow archer until all enemies have been eliminated.
Walkthrough:
There are 3 general groups of enemies that will mobilize together– 1 side of
the map, the other side of the map, and the central area. We will engage the
enemies on the side with the grand bow archer first. The grand bow archer will
make this battle relatively easy with Range Slime’s long attack range. The
tactical approach in this walkthrough certainly takes a long time, but it is a
stable method for people who want to win and move on toward the end of the game.
This battle may be easier if you rotate the camera 180 degrees (press a shoulder
button twice).
Leave Metal Slime in the slime staring area, and move all other slimes toward
the kunoichi, but not within her attack range. Move all slimes except Metal
Slime as close as possible to the kunoichi without being attacked by her. Use 2
speeds on Range Slime.
Now move Metal Slime out toward the female soldier which is close to the grand
bow archer, cavalry unit, and male lancer. There are 2 raised tiles next to this
specific female soldier. Place Metal Slime next to the highest of these 2 tiles
which will encourage the female soldier to climb to the highest tile to attack
Metal Slime. After she attacks Metal Slime, run Metal Slime quickly back to the
other slimes.
Many of the enemies in that group will move toward your group of slimes, which
will bring them onto the central area with the ruined castle. Other units,
including the grand bow archer, will move down the side to chase Metal Slime.
Absorb the grand bow archer with Range Slime. Absorb the other mobilized enemies
with Speed Slime or Split Slime pieces. Do not absorb any enemies with Metal
Slime or Sticky Slime yet. Also, do not claim any of the absorbed enemies yet.
Even if you have no barriers left on a distended slime, do not claim any
enemies.
Leave Metal Slime and Sticky Slime on the 2 raised tiles in the slime staring
area, then move all distended slimes back to where Metal Slime was attacked,
near those 2 raised tiles. Look on the opposite side of the map. There is a
bridge, 2 tiles wide, leading to the central area of the map. Position all of
your distended slimes against the edge of the map, but in line with that bridge.
Also be careful that the enemy cavalry archer and witch cannot reach any of your
slimes. We are going to mobilize the enemies on the opposite side, and we want
as many of those enemies as possible to move straight toward the distended
slimes, so they will collect in the central area of the map.
When all distended slimes are positioned against the edge of the map in
locations that will lure enemies over the bridge, move Metal Slime to the flag
which is closest to the slime starting area. The kunoichi will attack Metal
Slime. Now lure the kunoichi toward Sticky Slime. Sticky and absorb the kunoichi
with Sticky Slime when she is close enough.
Now claim the 2 units that you had absorbed with the 2 pieces of split slime,
claim the grand bow archer, and claim the kunoichi. Do not attack any enemies on
the central area yet.
Do not claim the unit that was absorbed with Wing Slime. We are going to keep an
enemy inside Wing Slime so we can use its power off attraction to place enemies
where we want them.
Any enemies that chased Metal Slime, and did not move onto the central area of
the map, should be eliminated with claimed units. When you eliminate them, make
sure each enemy is eliminated on 1 turn. This will prevent the priest from
moving from her location (because we want to absorb her later). It may be
difficult to eliminate an enemy on 1 turn. Use the raised tiles in the slime
starting area for greater attack damage. If the priest moves a few tiles, you
may still be able to absorb her later.
Move Wing Slime 1 of the 2 raised tiles in the slime starting area. This will
keep all human enemies from moving to the bridges. We do not want them moving
around to the sides of the map and attacking your allies.
If you have followed this walkthrough exactly, you should have 2 bare slimes
remaining– Metal Slime and Speed Slime. Move Metal Slime to the flag near the
slime starting area. Start moving Speed Slime along the edge of the map around
the map in the opposite direction of where the kunoichi started. This will bring
Speed Slime in a path along the edge of the map, and it will pass the area where
the grand bow archer started. Keep moving Speed Slime around the edge of the map
until it is in range of the priest.
All mobilized enemies should be on the opposite side tracking Wing Slime, but
many will wander away from Wing Slime slightly. When you see that most of the
mobilized enemies have not wandered to close to the priest, absorb her with
Speed Slime, and immediately claim her on the next turn.
Now run the priest back around the edge of the map in the opposite direction.
While the priest on the long journey back to the slime starting area, you may
begin attacking enemies across the water with your grand bow archer. A good tile
to attack from is the flag near the slime starting area. Be careful, though. The
cannoneer can reach her there (if he is mobilized). The flag can recover the
grand bow archer’s HP, or, for added safety, you can avoid the cannoneer
altogether and wait the priest to arrive to help with HP recovery. You should
try to eliminate the cannoneer as soon as possible. Be careful not to move too
far toward the bridge, or enemies might move around to the side and try to
attack your allies.
The enemy group on the central area of the map may or may not have mobilized. If
they have not mobilized, you should eliminate all of the other enemies before
mobilizing the central group. When you are ready to mobilize the central group,
you can simply attack the warlock with the grand bow archer. Then move the grand
bow archer back to the area of the flag, and attack enemies as they move within
the grand bow archer’s 5-tile attack range.
There are some tiles along the edge of the map that the grand bow archer can
attack the cannoneer with no threat of being attacked by the cannoneer in
return. However, after the cannoneer has been eliminated, you should try to
attack from the flag, because attacking from the highest tiles will inflict the
most damage, and will speed up the battle overall.
Witches Plotting – Ruin (part 2 of 2)
eliminate enemies:
1. cannoneer
2. warlock
3. cavalry
4. witch
5. witch
The magician and archer are distance attackers, but they do not have the
distance to be of considerable danger.
After all the distance attackers have been eliminated, you can keep attacking
with the grand bow archer until you have cleared all enemies and won the battle.
When there are very few enemies, you can move Wing Slime toward the flag to keep
enemies close to where the grand bow archer is attacking from the flag.
This takes a very long time, but is a method that should allow almost any player
to win. If you want to speed up the process of eliminating enemies, consider
luring 1 or 2 enemies around the sides with Wing Slime. Eliminate those enemies,
recover HP from the flag or the priest, then lure more enemies around. You may
also absorb 1 enemy with Metal Slime if you prefer.
If you can lure the cavalry archer around and claim her, you will be able to
eliminate enemies much faster after all of the distance attackers have been
eliminated.
When you have cleared the map, you will receive the very rare Change Type item.
Witches Plotting – Old Fort (Part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Wing Slime with
Move +1, Split Slime with Move +1, Metal Slime with Move +1, Eater Slime, Range
Slime, and Sticky Slime.
As we near the end of hard mode, we are required to apply all of our knowledge
of slimes and enemies if we want to win. This is a beautiful map, and perfectly
suits Great Ambition of the Slimes for banners and other marketing images.
Though visually impressive, this large map, with many enemies in striking range
of each other, makes for a great challenge. Expect to have many restarts,
especially at the beginning, before you are able to skillfully claim a
sufficient amount of enemies to clear the map. Also, expect to see GAME OVER
many times.
Enemies move differently on each attempt, so an exact walkthrough will be of
little value. You will need to respond intuitively to enemy movements, and
shuffle distended slimes skillfully in order for your slimes to survive. Even
though no specific description of movements exists, this walkthrough will
provide all tactical advice necessary for victory.
For this walkthrough, I will not be using any more items on any slimes. However,
If you are struggling to complete this difficult battle, I recommend
experimenting with items. Consider using items, but only as necessary. For
example, if a slime is being splattered after absorbing an enemy, use Barrier +
on that slime for better results. Using Move +1 on slimes, or a Skill +3 on
Speed Slime, will allow you to speed boost slimes that are not quite able to
reach your targeted enemies. If you need a slime to able to survive a direct
attack, then HP + will help, especially on Metal Slime. Good luck, and set
aside plenty of time to enjoy this well-designed challenge.
General Advice:
1. Mobilize enemies 1 quarter at a time. In the process, claim at least 2
distance attackers like the cavalry archer and a grand bow archer.
2. Absorb a weak enemy with Wing Slime, and do not claim the enemy. Use the
distended Wing Slime to lure enemies down to the ground, then apply archery
attacks from the fort.
3. Make use of the corners of the map on the ground, as these raised areas will
give your allies a battle advantage.
Walkthrough:
Enemies in this battle are grouped into 4 groups in each of the 4 quarters of
the fort. Each group will mobilize together. For this reason, we will clear the
fort in the following order: Lower left, lower right, upper left, then upper
right.
We will use the left side steps to approach and absorb enemies. Before
describing tactical approach, here are the enemies I recommend absorbing with
specific slimes. As you practice this battle, you will likely deviate from my
approach, because there are thousands of different ways to tackle this. Here are
my only 3 recommendations for absorbing enemies:
1. Absorb the cavalry archer with Eater Slime. The cavalry archer will be one of
your 2 most valuable claimed units. Note that the enemy cavalry archer’s
movements can be different on each attempt. Although I have relatively stable
success in absorbing her with Eater Slime’s normal movement speed of 3 tiles, you
may want to use 1 or 2 Move +1 items on Eater Slime if you are struggling to
reach the cavalry archer.
2. Absorb the farmer with Wing Slime. We only need Wing Slime’s speed and
ability to overcome terrain, so we will absorb one of the weakest enemies– the
farmer. We will not be claiming the farmer. If your Wing Slime loses both
barriers, that is not a problem. We only need Wing Slime to lure enemies around
the map.
3. Absorb the fire grand bow archer (located on the lower right side of the
fort) with Range Slime. This will give her more targeting options, especially
toward enemies which are lured to the ground.
Beyond those 3 slimes, you should be able to absorb any other enemies with any
slime. Usage of these other units in battle will be less important for this
walkthrough. You may want to absorb different elements to produce more barriers,
otherwise which slime you use on which enemy will have minimal impact. Now we
will start.
Use 2 speeds on Range Slime.
Study the left side stairs. There are 4 steps from the ground to the top of the
fort. For this walkthrough, the first step that the slimes step up will be step
1. The 2nd step will be step 2, then 3, then 4. The following describes the
positioning of my slimes as you place Split Slime on a tile to be attacked by
the cavalry archer:
All on 1 turn:
1. Place Speed Slime on the left tile of step 3.
2. Place Metal Slime on the left tile of step 2.
3. Place Eater Slime on the right tile of step 2.
4. Place Wing Slime on the left tile of step 1.
5. Place Split Slime on the right tile of step 1.
6. Place Sticky Slime on the ground behind Wing Slime.
7. Place Range Slime on the ground behind Sticky Slime.
There should be an vacant tile behind Split Slime because that is where the 2nd
piece of split slime will fall onto.
The cavalry archer will split Split Slime. Sometimes the cavalry archer is
farther to the right on this turn. If that happens, Eater Slime will not be able
to reach her and you will need to restart until she takes a tile farther to the
left.
Absorb the cavalry archer with Eater Slime. Wing Slime is going to absorb the
farmer onto a tile that is next to Eater Slime. Absorb the farmer with Wing
Slime on the tile next to Eater Slime which is closest to the flag. Absorb the
Elite Cavalry unit with Speed Slime, and absorb the male fighter with Metal
Slime. Now move Range Slime to the left tile of step 2, a piece of Split Slime
onto the right tile of step 2, Sticky Slime to the left tile of step 3, the
other piece of split slime to the right tile of step 3.
Note that there are many tiles the grand bow archer on the upper level can
reach. We need to avoid all of these tiles for now. It may not be clear which
tiles that grand bow archer and other distance attackers can reach, so it may
take several restarts to memorize which tiles to avoid. The right side tile of
step 4 is one such tile to avoid. Also, look at the position of the priest on
the low tile. All 4 tiles around the priest are tiles you must avoid.
The kunoichi and female soldier will attack distended slimes. Every time I
attempt this battle, these enemies attack different slimes, so it will be
difficult to predict enemy movements here, and through the rest of the battle.
The male lancer from the lower right side group, however, will mobilize and
attack either Wing Slime or Eater Slime.
Now the lower right side enemies will mobilize.
Your goals going forward are:
1. Sticky the kunoichi.
2. Move Wing Slime down to the ground on a tile where it will not be attacked.
3. Absorb the sticky kunoichi, female soldier, and male lancer with Speed Slime
and the 2 pieces of Split Slime.
4. Using distended slimes, lure the grand bow archer from the lower right side
group toward Range Slime and absorb her with Range Slime.
From here you should use as many barriers as necessary to eliminate all units
from the lower right side group that will not be absorbed. If there are 1, 2, or
3 enemies on the far right side, you can move Wing Slime out toward the edge of
the map on the ground, then attack those enemies with your grand bow archer.
Since they cannot reach your allies across the stairs, they will jump down and
run toward Wing Slime. Keep moving Wing Slime toward the left side of the map,
and attack downward with the grand bow archer and the cavalry archer. When the
enemies are near the center of the map on the ground, you can simply move Wing
Slime onto a tile on the fort. Now you can continue to attack downward with
archery attacks. Note that the kunoichi can easily jump down then climb back up
the wall, so you can use her to deliver the final attack to an enemy, then run
her back up onto the fort on the next turn.
Witches Plotting – Old Fort (Part 2 of 2)
eliminated, visit the central flag on the lower level for all allies that need
an HP recovery.
Move the grand bow archer to the far left edge of the map on the lower level of
the fort, staying out of attack range of all enemies. Move all other units to
the far right edge of the map in the corner on the ground. There is a raised
area on that corner. Move Wing Slime to the far left edge of the map on the
ground, against the wall of the fort.
We are going to mobilize the upper left group, which includes a grand bow
archer, warlock, and cannoneer. This will be difficult, but the following
tactics will lead to success with some practice.
Attack the female fighter with your grand bow archer. This will cause her to
jump down and attack your grand bow archer. Run the grand bow archer to the
ground and start moving her toward the right to rejoin the group of allies on
the right side corner. All other enemies on the upper left side will mobilize,
and will move toward Wing Slime. Move Wing Slime into the slime starting area to
lure all mobilized enemies toward the lower left corner on the ground. Now move
Wing Slime toward the right side to keep it out of attack range of enemies. Keep
moving Wing Slime to the right as enemies jump down.
Move Wing slime and the grand bow archer to the hill on the lower right corner
on the ground. Faster enemies will reach your allies first. For this part of the
battle you might lose a few allies. You should keep your grand bow archer and
distended Wing Slime in the game. Also, if you can keep the cavalry archer in
the game, the end will be much easier.
As enemies approach, eliminate them 1 by 1, using the elevated tiles for maximum
attack damage. There is another small hill to the left of the hill at the right
corner which will be very useful. The warlock and cannoneer will reach your
allies later. Even though they have a long attack range, they take fewer attacks
to eliminate. It is difficult, but I can consistently clear this part of the
battle without losing any allies. Most players can expect to lose a few allies.
When all mobilized enemies have been eliminated, move all surviving allies up to
the the central flag and recover all allies to 100% HP.
Now we will engage the final group of enemies in the upper right quarter of the
fort. Move Wing Slime to the central flag. Move the grand bow archer to the top
left corner of the map. Move all other allies to the far left edge of the map
(not on the ground) on the lower level of the fort against the edge of the map.
When all units are in place as described in the previous paragraph, move the
grand bow archer down to a specific tile to attack the armored soldier. This
tile is near the left edge of the fort and will allow the grand bow archer to
attack the armored soldier at the maximum range. If the grand bow archer is on
the correct tile, there will be 4 vacant tiles between the grand bow archer and
the armored soldier. All enemies will chase Wing Slime.
Move the grand bow archer down toward the central flag, but not within attack
range of any enemies. Move Wing Slime 5 tiles straight toward the right side of
the map. This will place Wing Slime near the right edge of the map, and the
elite cavalry unit will not be able to reach it because of the wall against the
stairs. All enemies will continue to chase Wing Slime.
Start moving all allies toward the area of the central flag, but not within
attack range of any enemies. Move Wing Slime 5 tiles toward the lowest edge of
the map. Enemies will continue to chase Wing Slime.
Move Wing Slime toward the left, and onto a tile that no enemy can attack it.
Also continue moving allies toward the central flag. At this point in the chase,
faster enemies might be on the ground, and slower enemies will be on or near the
lower level of the fort. Enemies on the lower level of the fort should be
eliminated with your direct attacking enemies, and enemies on the ground should
be eliminated with your grand bow archer and cavalry archer.
Continue moving Wing Slime left until the enemies on the ground are between the
stairs, then you can move Wing Slime up to a safe tile on the fort. Prioritize
eliminating the ninja, then the archer, as these 2 units can attack your allies
on the lower level of the fort. After the ninja and archer have been eliminated,
continue attacking downward on all other enemies. The priestess and armored
soldier will probably still be on the fort. Eliminate the priestess before
eliminating the armored soldier, so she cannot heal him. Beware, the armored
soldier might take 2 or 3 turns to completely drain all of his HP.
Attack downward with arrows to eliminate the last of the enemies.
The reward is a relatively common item, the Move +1. I would have expected
something of higher value for this very difficult battle. Regardless, we are
moving on to the final battle to finish the game.
Witches Plotting – Queen’s Forest (part 1 of 2)
Recommended slime party: Speed Slime with Move +1 and Skill +2, Split Slime with
Move +1, Metal Slime with Move +1, Eater Slime, Warp Slime, Magic Slime, Sticky
Slime, and Skeleton Slime.
General Advice:
1. Deploy Magic Slime and Skeleton Slime for high resistance to magic attacks.
Note that the skeleton cannot damage the boss, but it can draw magic attacks
away from your other allies.
2. Claim the strongest humans you can reach, and use them eliminate all minions
on the ground.
3. Use the central flag to recover HP. Send the skeleton to 1 side of the map,
and the unit that was claimed with magic slime to the other side of the map.
Attack a green minion with a distance attacker from the center of the map, and
try to lure the final enemies into 3 directions off of the central platform to
split them up. The skeleton should focus on eliminating witches. The Magic Slime
unit should focus on eliminating the queen. All other units should focus on
eliminating minions.
Walkthrough:
At first this looks like another 3 party battle. However, these humans have lost
so much of their humanity, they will not even fight the witches forces. Your
goal is to claim enough of these humans to take down the queen.
Only humans can harm the queen. Monsters like slimes, skeletons, and zombies can
attack her, but the result will be 0 HP damage every time. So, if you were
thinking of attacking the queen with a skeleton for its strong resistance to
magic, it will be an ineffective strategy. The skeleton, however, will be
effective against the 3 witches.
Use speed on both Magic Slime and Skeleton Slime while you are doing the
following simultaneously:
On the right corner of the map near the slime starting area is a large hill.
Move both Eater Slime and Sticky Slime to this hill. Count 5 tiles from the
kunoichi to a raised tile and place Eater Slime on this tile. The kunoichi will
strike Eater Slime from a lower elevation. My Eater Slime is at level 32 and
survives this turn consistently. If your Eater Slime is getting squished, level
up Eater Slime and come back to this walkthrough later– or use the HP + item on
it. Sticky the kunoichi on the next turn, then on the next turn absorb the
kunoichi with Sticky Slime. Now lure the water elite cavalry to attack against
Eater Slime’s barrier, and absorb the water elite cavalry with Eater Slime.
While you are doing the above with Eater Slime and Sticky Slime, and using speed
on Magic Slime and Skeleton Slime, move Skeleton Slime toward the male fighter,
but not within attack range yet. Wait for Eater Slime to absorb the water elite
cavalry unit, and use the distended Eater Slime to lure the male fighter back
toward Skeleton Slime to attack against one of Eater Slime’s barriers. Absorb
the male fighter with Skeleton Slime.
While you are doing the above, and after Magic Slime has received its speed
boost, move Magic Slime in the direction of the female lancer, but not within
attack range yet.
While you are doing the above, all on one turn, move Metal Slime to a specific
tile and Split Slime to a specific tile. The tile for Metal Slime is next to the
central flag, and toward the slime starting area. Only the archer and grand bow
archer can reach that tile. Split Slime should be placed on the tile that will
cause the female fighter to move 4 tiles toward the slime starting area. Place
Speed Slime behind Split Slime. Metal Slime will be attacked by the archer and
grand bow archer. Split Slime will be split by the female fighter.
Absorb the archer with a piece of Split Slime onto the flag. Absorb the fighter
with the other piece of Split Slime that only the grand bow archer can reach.
The grand bow archer will attack a piece of Split Slime that has absorbed the
female fighter because it is at a lower elevation. Claim the female fighter,
because there are no more barriers on that piece of Split Slime. Move the female
fighter to the 1 tile that both the female soldier and female lancer can reach.
When the female soldier and female lancer attack your female fighter, absorb the
female soldier with Warp Slime, and absorb the female lancer with Magic Slime.
Move Split Slime off the flag to a tile where it will not be attacked. Absorb
the grand bow archer with Metal Slime onto the flag. Or, if she is not in a
position to absorb her onto the flag, absorb her onto a tile that will not be
attacked by other enemies, then move Metal Slime to the flag on the next turn.
When Metal Slime has a total of at least 2 HP, move Metal Slime to the right 1
tile which will lure out the grass cavalry unit. When the grass cavalry unit
attacks Metal Slime, Absorb the grass cavalry unit with Speed Slime. Claim the
grand bow archer.
Now that you have absorbed and claimed your maximum of 9 enemies, the queen’s
forces will continue attacking any remaining humans. While enemies are
eliminating soulless humans, they will not generally target your allies if you
stay out of their attack range. This is your opportunity to heal all allies to
100% HP on the central flag.
After all soulless humans have been eliminated, the minions will chase your
allies. The next goal is to eliminate all of the minions on the ground. The 2
green minions, the 3 witches, and the queen will not leave the central platform
unless you outrange them with the grand bow archer. Do not come close to the
queen’s central platform until later in the battle.
Save any barriers you have to avoid damage later while fighting the minions on
the ground. There are some raised areas that will give your allies an advantage
in battle. The raised area around the flag is a good place to fight from because
of the recovery flag. However, the area around the central flag does not have as
high of elevation as the corners of the map.
While you are fighting the minions, try not to let your female lancer suffer any
damage. Her fire affinity will apply very powerful attacks to green minions, but
try to attack from a distance, and from a location where she will not be
attacked on the next turn.
If possible, try to split the blue and green minions into 2 groups and move
about half of your allies to 1 raised area, and about half of your allies to the
other raised area. Minions do not strike especially hard, however, the danger is
in the great number of them. Any slimes that have used all their barriers should
claim the absorbed enemy.
When all minions have been eliminated, move the female lancer to the flag on the
left side of the map, and move the skeleton to the flag on the right side of the
map. Move all other allies to the area of the central flag. Use the flags to
recover all allies to 100% HP.
Move the female lancer to the rear left corner of the map behind the tree. Move
the skeleton to the rear right corner of the map. Move all allies around the
central platform onto tiles that are evenly spaced, but try to stay out of
attack range for now. The queen has an attack range of 3, but effectively 5,
because the magic attack pattern covers 13 tiles in a diamond shape.
Witches Plotting – Queen’s Forest (part 2 of 2)
changing positions. Shuffle your allies around until you see that witches and
the queen are tracking your female lancer and skeleton, and the 2 green minions
are tracking other units near the center of the map. Ideally you want to attack
witches and the queen with the female lancer, witches with the skeleton, and the
green minions with all other units. That would be a perfect scenario, but it is
difficult to coax enemies exactly the direction you want them to go, and the
perfect scenario it is not likely to happen. However, this should be your goal.
Note that I have had very good luck on one attempt, and had the green minions
move toward the middle, and the magic attackers move to the sides. On that
attempt I cleared this final battle without losing a single ally. That being
said, it is important to understand the impact of what directions the different
enemies move after a minion is outranged by your grand bow archer. Take your
time, and when you are satisfied with which ally each enemy seems to be
tracking, attack a green minion at the longest range of your grand bow archer.
Regardless of the directions enemies move, eliminate the green minions as soon
as possible, but be sure to not let your female lancer and skeleton be struck by
a green minion.
After the green minions have been eliminated, you need to work on eliminating
witches with the female lancer and skeleton, who will take very little damage
from magic attacks. I recommend keeping other allies away from the witches if
possible. Move your female lancer and skeleton to flags as necessary to recover
HP.
After all of the witches have been eliminated, focus your female lancer’s
attacks on the queen. It will take many strikes, as the queen has a very high HP
gauge. You may also want to move your skeleton around the queen. Even though the
skeleton cannot damage the queen, it can draw attacks away from the female
lancer on some turns.
As you are in the long process of draining the queen’s HP, be careful not to let
her stop on a flag, which will severely prolong the battle. The skeleton can be
effective in occupying a flag when the queen gets near one. You can decide if
you want to move in with other allies to further drain her HP gauge. The queen
will probably annihilate them all in 1 or 2 turns, since they have no resistance
to magic attacks. However, your slimes actually earn NO EXPERIENCE POINTS for
this battle. So there is no penalty for a slime that does not survive.
After a while the recovery flags will become less and less effective for the
female lancer. However, the queen’s HP gauge should be very low by the time you
see this happening. If your female lancer looks like she will no longer be able
to rely on flags for HP recovery, you will have to move all of your other allies
to the queen in final attempt to eliminate her.
If you are unable to clear this very difficult battle, consider using the Change
Type item on a normal Slime and change it into a Magic Slime. Your 2nd Magic
Slime should claim a strong enemy with the water affinity. The best water unit
to claim with Magic Slime would be the water elite cavalry that begins the
battle at the far right side of the map. However, you will first need to undo
protection with Antimagic Slime to absorb him with Magic Slime. The next
strongest water unit would be the female fighter, and she can be absorbed
without any other special powers. Having a strong unit with the water affinity
and magic resistance will greatly decrease difficulty in eliminating the witches
and the queen.
Keep attacking the queen until it has been eliminated, and you can watch an
interesting ending cutscene.
You will unlock the Ending achievement after you watch the ending. Furthermore,
if you have completed all battles on normal difficulty, you will also unlock the Completionist achievement.
Be sure to save your game after the ending. You will be returned to the title
screen whether you save or not. If you did not save, you will need to fight the
queen again.
Spoilers here:
After finishing the game, you will learn some interesting secrets about the
ambition of the slimes. Just as in the original Ambition of the Slimes, after
the queen who created the slimes has been eliminated, the slimes will lose their
ability to claim humans, and will be obliged to go into hiding underground.
However, generations later, the slimes regain their special powers.
You will see the following 5 messages when you load the save file with “Clear!”
on it:
“Congratulations! You’ve cleared the game!”
“You can replay all stages using carry-over save data.”
“There won’t be new developments in the story, but you can collect slimes and
retry stages.”
“Rewards have been changed.”
“Usage limits on the item [Change type] have been lifted.
Before finishing the game, you could only have up to 2 of the same type of slime
(except Split Slime). Now you may have as many of each type of slime as you want.
Also, you will be able to earn more normal Slimes and more Change Type items by
replaying battles. You do not have to clear every stage on normal difficulty to
lift the Change Type item restrictions. Even if you have cleared some battles
only on easy difficulty, the items will change after you watch the ending.
There are 21 different slimes (not including normal Slime) and space for a total
of 32 slimes. Potentially you could duplicate up to 11 more slimes.
After watching the ending, I was very pleased to see the final message, “To be
continued.” We will all work together again at some future time to complete the
next Ambition of the Slimes. I will see you again in 100 years!
And that wraps up our share on Great Ambition of the SLIMES: Great Ambition of the Slimes – Walkthrough. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by dalehoffman74, who deserves all the credit. Happy gaming!