Area 7N finally breaks the 100 Armor value for SF units, with Dreamer being the boss to farm the limited equipment for MG3 from. If you have a decently raised fairy, along with a well-geared echelon, you will fare better on Chapter 7 compared to in Chapter 6. There will be a variation to one usable echelon, and we’ll show you what that looks like when we get to the map. 

Dreamer Fight

This fight will resemble the same Dreamer fight as in Chapter 8. Buckle up and get ready to avoid laser beams.

MAP GUIDE

Here you can find full a S-rank guide for new maps. You can also click on images to open lightbox and look through it as an album.

Take note: This guide provides only one solution to these maps with minimum requirements to get an S-rank. Utilizing fairies (Parachute especially) will help immensely in clearing those maps. Note that as with almost any night maps these ones are very much subject to RNG when it comes to getting an S-rank, you’ve been warned! Good luck!

  • 7-1N
  • 7-2N
  • 7-3N
  • 7-4N

7-1N

S-Rank Conditions:

Kill 6 unit within 4 turns

Required Squads:

1 Night ARSMG echelon+ 1 Dummy + 1 Friend Echelon

It’s relatively straight forward map but has entire map as RNG fest. What you want to watch out for is Scout units. I would strongly recommend having 2 AOE skill in the echelon [one SMG and one nade AR].  

Setup

Start with Dummy Echelon on the helipad and take the radar to the left.

Turn 1

Then deploy a combat echelon.

Turn 2a

Since there are fewer nodes to be covered at the top of the helipad, we are going to leave the task to a Friend Echelon. Again, would recommend if the echelon had AoE skills to deal with scouts. Make sure to set its pattern to 'Eliminate'.

Turn 2b

Use your remaining move points to scout out the vicinity of helipad. If the Dummy Echelon is in danger from the bottom side, take care of left side first.

Turn 2c

Friend Echelon should take care of SF units threatening the Dummy Echelon.

Turn 3

Now that the bottom side is clear, move your Echelon to the top side, swap out with the Friend Echelon if you want to save resources. Use the Friend Echelon to take out scouts if you can't handle them.

7-2N

S-Rank Conditions:

Kill 10 unit within 6 turns

Required Squads:

1 Night ARSMG echelon+ 2 Dummy + 1 Friend Echelon

This map is also rather straight forward. Dragoon unit on the right doesn’t seem to move. As previously stated, AR Echelon consisting of 2 AoE skill units is strongly advised. [Zas or FAL for low ICD]

Turn 1a

Start with a Combat Echelon at the bottom helipad and a Dummy on other helipads. Combat Echelon sweeps the bottom half of the map just past the radar node.

Turn 1b

With the remaining moves, scoot your Dummy Echelon to the bottom, leaving space for a Friend Echelon on the top helipad.

Turn 1c

Deploy a Friend Echelon and set it to 'Eliminate'.

Turn 2a

Move your Dummy still on the middle helipad to the bottom, creating a conga line for the Combat echelon to swap back for resupply. Return the Combat Echelon to its original position.

Turn 2d

Follow the top route of the map and sweep to clear.

Turn 3

Clear out the remaining enemy units on the map. You should have plenty of moves to clear them with.

7-3N

S-Rank Conditions:

Kill 16 unit in 7 turns + Control enemy HQ

Required Squads:

1 Mixed Echelon [AR/MG/SMG] + 3 Dummy + 1 Friend Echelon.

Perhaps the most RNG reliant map of this chapter, but with a bit of swapping positions and taking calculated risks, it should be manageable. If you want to be safe, just use 2 Combat Echelons suited combat against armored instead.

Echelon setup

Instead of having 2 SMGs here, having 2 AR and 1 MG with HG as an off-tank might make for a better choice. This setup will definitely suffice for this though.

Turn 1a

Move the Combat Echelon up once, then spawn first Dummy.

Turn 1b

Both Echelons scoot up the line by one each, then spawn a Friend Echelon (ideally MGSG). Set it to 'Eliminate.'

Turn 1c

Swap your Friend Echelon all the way to the front of the line and the Combat Echelon back to the starting location.

Turn 2a

Spawn a 2nd Dummy Echelon after moving your Combat Echelon down once towards the radar. Then move the Dummy Echelon to the left so we can spawn a 4th echelon.

Turn 2b

This is where you can spawn either a 3rd Dummy or 2nd Combat echelon to minimize RNG. Demonstrated will be the method were one to choose to deploy a 3rd Dummy Echelon.

Turn 3a

Take your Combat Echelon all the way to the helipad. Your situation may be different but I was able to take the helipad because only one of the highlighted nodes had an enemy on it. If you had 2 Combat Echelons, this would not be an issue.

Turn 3b

Bring down your Dummy/Combat Echelon right above the helipad. Swap out with the Combat Echelon if the Dummy is in harm's way.

Turn 4a

Your goal is to move 2 Echelons in tandem and take the radar node. If you are using 3 Dummy Echelons, this can be troublesome when you have 2 enemy units threatening both spots that your Echelons will end up in. If this is the case, just take it slow since you have an extra turn to spare.

Turn 4b

Since I have 3 Dummy Echelons, I decided to play safe and clear out the enemy units.

Turn 5a

You might end up in a similar situation where you run out of ammo and have to take the helipad to resupply. In this case you are free to retreat one of the Echelons and redeploy it on the starting location to bring it back. Alternatively you can take a calculated risk which is what I did.

Turn 6a

Resupply the Echelon and clear the middle of the map of the armored doggo unit.

Turn 6b

Kill the remaining enemies on the right side to clear the map.

7-4N

S-Rank Conditions:

Kill Boss unit Dreamer in 8 turns

Required Squads:

2 Combat Echelon [Boss + MG] + 2 Dummy Echelon

Our only goal is to clock Dreamer. Roughly half the units in this map will be ignored. 

Echelon setup

For the Boss Echelon, the main focus is to emphasize on firepower and evasion for survival-insurance. As for fairies, a Mortar Fairy would be recommended for the pure FP boost, but a Command and Illumination Fairy works as well. [Dreamer has 30 evasion].

Turn 1a

Start with 2 Dummy Echelons on the map. Ignore the left side and use the bottom helipad to spawn an MG Echelon, swapping back with the Dummy Echelon. The MG Echelon will make a path for Boss echelon.

Turn 1b

Repeat step 1 but use the bottom node and Boss Echelon.

Turn 2a

MG Echelon moves to take the helipad near the enemy HQ. The Boss Echelon will follow suit.

Turn 2b

Resupply the MG Echelon here, then move to clear remaining armor units on the way to Dreamer.

Turn 3a

Boss Echelon will move towards Dreamer. The fight is pretty much identical to Chapter 8's Dreamer fight.

Turn 3b

Boss Echelon will move towards Dreamer. The fight is pretty much identical to Chapter 8's Dreamer fight.

Turn 3c

If you'd like to make having to dodge her lasers more convenient, changing your Echelon's formation to an 'X' shaped formation when running into Dreamer would be recommended.

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