Skulls of the Shogun: Bone-A-Fide Edition Walkthrough
Table of Contents
The mission starts on the shore with two archers on Akamoto’s team. That’s enough to kill one of the three enemies.
Plan on picking off that infantry over the water? Not a bad choice, but the cavalry and archer will go straight for the General. Pull Akamoto back and form a Spirit Wall to keep cavalry away.
To avoid this, use the archers to take out the enemy’s archer. This requires moving the infantry and cavalry up, but there’s so little space here the enemy cavalry will be all over the group in no time flat.
The warrior, though, will need a turn to reach the player’s side of the field before he can attack.
Watch for enemy unit reactions when attacking. If they wince, they can’t counter-attack. If their sword is up, they will. Each unit can only counter-attack once a round.
Once one of them is down, pull the General back to avoid an instant loss, and simply take care of the attacks. Guard the blue archers, and this skirmish will end quickly.
After the battle is over, Akamoto have free reign to move around or collect skulls. Heal up, or try to eat all three skulls with one single unit.
Once a unit eats three skulls, they’ll enter a demon form. Demonic units get two actions per turn, making them a serious threat on the field.
Get to the gold arrow at the top of the screen to continue. Only one unit needs to reach the marker, there’s no need to reposition the entire party.
Moving to the next skirmish, Akamoto’s army will automatically fully heal. In this fight, take special notice of the benefits of shooting behind Spirit Walls.
Form a Spirit Wall on the cliff toward the two blue archers, then position the red archers so they are included in the red spirit outline, but behind the infantry.
From here, they can safely shoot down the enemy archers without having to contend with counter-attacks. Use the infantry to form a protective line.
The archers will shoot back, and the cavalry will begin circling the path to reach Akamoto’s blue ronin. Finish off both archers, then use the same turn (right after shooting arrows, before completing the turn) to retreat back, while moving fighters up to protect the archers.
Once the blue cavalry round the corner, don’t forget about the wonderful properties of knock-back. Position infantry or cavalry, and shove the enemy off the cliff. Just don’t stand so close (or out of a Spirit Wall) to let them do the same.
Clear the enemy, and once again, Akamoto will have free reign of the field. If there are three skulls left, try upgrading to a demonic archer. Two shots with the bow can defeat evil samurai in one turn. Not bad, right?
Entering the third skirmish, Akamoto’s forces are roundly outnumbered. Unless he uses knock-back! Send the infantry to blow those careless enemy cavalry units into the water below.
Bring demon infantry (like I did) and those blue cavalry are toast. Run up, attack both, and enjoy the death. Red cavalry can get in on the knock-back action too, the enemy is plenty close enough to the cliff.
This is when things get tricky. The remaining enemy forces will attack from their hiding spots. Blue archers and blue infantry to move forward. Close ranks around the red archers and Akamoto to keep them safe, and play defensively with the infantry.
The blue cavalry? Let them go wild. The archers will often attempt to circle around the lower rocks and flank the red general. They think they’re being clever, but they’re really just leaving themselves exposed.
Send red cavalry to mop them up, or better yet, have the General take care of them personally. Watch out for infantry – only send the General if the archers are alone.
If the infantry are caught in an ambush, don’t forget to eat the skulls on the beach. Delicious and life-sustaining.
Eat as many skulls as possible. Each skull not only heals, but boosts the unit’s max health, making them tougher and more likely to survive a barrage of attacks.
Clear the enemy, and enjoy the XP.