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.
This fight will resemble the same Dreamer fight as in Chapter 8. Buckle up and get ready to avoid laser beams.
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!
Kill 6 unit within 4 turns
1 Night ARSMG echelon+ 1 Dummy + 1 Friend Echelon
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'.
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.
Kill 10 unit within 6 turns
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]
Kill 16 unit in 7 turns + Control enemy HQ
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.
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.
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.
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.
Kill Boss unit Dreamer in 8 turns
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.
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].
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.