Crush the armies of the undead with the walkthrough to Skulls of the Shogun. Play as the newly-dead Shogun and lead troops to victory on the battlefield.
The tactical turn-based action strategy is free-form, players won’t be stuck to a grid to get their skeletal samurai into battle. It’s simple, but further into the campaign aspiring Shogun will have to learn deep strategies to win.
Find all the tips our spectral ancestors are willing to impart in the full text walkthrough below, covering all 20 missions of the campaign.
Line Limbo
Say hello to General Akamoto, the boss of your little undead outfit. He doesn’t take kindly to back-talk, so follow the simple instructions in this tutorial.
Once you’ve got control of two more units – infantry and cavalry. Naturally, cavalry can move faster. Select your cavalry after making a move with the General to reach the enemy.
Watch for the light circle that tightens as you move. This secondary circle shows how far your selected unit can move after attacking.
This’ll become important later. For now, finish off the remaining chumps and move into the next tutorial on the shores.
Enemy infantry and cavalry hide behind the rocks. Send the General after the infantry, and position him so that his attack sends the enemy into the water below.
When selecting an enemy to attack, you’ll see a white line appear. This line shows you how much knock-back will effect the target. It’s an easy way to kill off enemies standing near ledges. Remind yourself it’s their own fault.
Defeating these two enemies will lead to the first real battle of Skulls of the Shogun. Let’s take a survey of the battlefield.
The fight begins with three infantry, two cavalry, and one General. If your General dies, it’s game over. He’s tough and your strongest unit, but don’t over-extend and get him killed.
Take notice of the red outline surrounding the group of good samurai. While they’re connected, enemies can’t walk around them, and knock-back will have no effect.
The enemy is scattered to the right. There are three infantry and three cavalry, but they haven’t joined together, yet. How to handle them? Pick off each of the stragglers before trying to deal with the two linked units.
Use the rock cover to your advantage. Move your three infantry forward together to block enemy cavalry from reaching your own cavalry. The infantry have the best defense, but have a narrow range of movement.
The cavalry, what with riding horses, can move pretty far. Have them hide behind your infantry, then ride out to attack, then ride back behind cover. Positioning is important, and remember that you can only move/attack with 5 units per turn.
The first cavalry will blindly rush your troops. Take him out, and end your turn. This is where you’ll learn about -eating skulls-.
Undead cannibalism might seem gross, but it’s really helpful. Eating skulls will heal the unit 3 HP, and boost their max HP by 2.
By now, counter-attacks should be pretty obvious. An offensive attack will do full damage, while the counter-attack dishes out less. Be prepared to take hits if you’re not about to kill the target.
Close ranks and stick to a defensive stance. The enemies will close in on the good samurai by the second turn. Wait inside the narrow pathway with infantry front, cavalry behind, and the General in the back.
Don’t worry, enemies can’t eat their own team’s skulls. If one of the blue undead goes down, move forward to stop incoming enemies from eating your allies!
Remember, the cavalry aren’t just good for hit-and-run attacks. They’re really good at hit-and-run skull-eating! Rush forward and eat a skull, then retreat behind a line of infantry for a quick health boost.
Soon, an Archer will appear on Akamoto’s side. These low-defense units have long-range, and this particular Archer is safe up on the cliff. Shoot down at the two new intruders – one enemy infantry and one cavalry.
Stay in position, and let the cavalry run ahead. The infantry will be left behind – an easy mark for the archer. Let the General and his troops finish the cavalry and clear out any remaining undead.
If one unit eats three skulls, something special will happen. Whatever happens, focus on crushing those that would oppose General Akamoto and complete the first mission.
Bedlam Beach
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.
Archer Ambush
Here, you’ll learn how Soldier Shrines. What are shrines for? Summoning new infantry, cavalry, or archers!
To use a Shrine, capture it by haunting with a unit. To summon – haunt rice paddies to earn currency. To haunt a rice paddy or shrine, move up and interact with any unit. The unit will stand still and haunt for one turn, leaving them vulnerable.
So, to sum up; capture rice paddies to earn currency for shrines, which can summon new units. While haunting, a unit will be stuck in place and vulnerable for one turn.
Once a paddy is haunted, the unit can leave while Akamoto gains +25 rice for up to 6 turns. But, there is a benefit to standing on haunted rice paddies – allies will recover +2 health per turn. Tasty!
Capture the first two paddies, then move up around the rocks to find the blue enemy archer hiding in bamboo. Watch out; when hiding in bamboo, undead samurai are 20% harder to hit! But, they can be knocked back with cavalry or infantry.
Archers in bamboo will always have a 80% chance-to-hit rating. In the orange circle, that drops down to 60%.
For a smooth battle, shoot down the lone blue archer behind a Spirit Wall of two red infantry, then finish the guy off with cavalry.
The remaining enemy archers and two infantry will break away from cover and come after Akamoto’s army. Stand fast and pelt the infantry with arrows to wear the enemy down. The blue infantry will get close first, then the blue archers.
Look in the bamboo just left of the rock, around the lower edge. A green potion will appear! Drink it up; green potions give +1 health regeneration per turn, while red potions increase the attack stat by +2.
If there’s a way to manage it, try to leave one enemy alive and attempt to move up to capture the Soldier Shrine, or even a few rice paddies.
Once the enemy is cleared, two blue infantry units and two blue cavalry units will appear down the path to the right. Take the first turn to capture locations and form a defensive line – or eat all those left-over skulls!
If the top and left rice paddies around the Soldier Shrine aren’t captured, the two blue cavalry will move in for it. Try to defeat at least one of those cavalry while they’re vulnerable, and get the archers to safe-ish positions inside bamboo or behind infantry/cavalry.
Summon units by clicking the Soldier Shrine. There are numbers listing how much each unit costs to summon – summoning a unit costs an order scroll, and if there are any scrolls remaining on Akamoto’s turn, the summoned unit can be used right away.
Use the rice paddies to heal between rounds, and summon new units from the Soldier Shrine to overwhelm those four bad-guy reinforcements.
Keep it tight, and this mission should be a cinch.
Glorious Gates
Time for a tricky battle. This is the last battle of the shores, and Akamoto must face his assassin and adversary on the field of battle outside the gates into the after-life. Pretty dramatic, but there’s more to this fight.
No shrines or rice paddies, so use the starting troops wisely. At the start of each battle, the General will automatically begin meditating. Each turn they will gain +1 to their max HP. Using the General will “awake” him and end the meditation.
The blue general is using the same trick, so move swiftly to handle his guards. March forward with infantry to guard archers, and try to defeat one blue archer with two attacks.
To win this fight, target the enemies in this order – archers, cavalry, Fox Monk, and infantry. The archers are a constant threat, but the cavalry will try to circle a Spirit Wall of warriors and hit the meditating General Akamoto.
If the cavalry gets clever, they won’t do much damage – and leave themselves very open to attack. Swarm them with cavalry if they’re still close to the General, or use red cavalry to chase down blue archers.
After three or four turns, the enemy General Kurokawa will awaken and attack. If he only has 10 HP, he’s an easy target to defeat. Use all five turns to activate cavalry, General Akamoto, warriors or archers to crush the foolish blue general that dares attack.
Five turns should be more than enough to kill him off. Once the blue general retreats, the battle will be won. Akamoto will reclaim his lost sword (and gain an extra action per turn!) while the player will likely get to level 2.
Sakura’s Solace
A new land brings a new menace. General Romeoka’s purple army starts on one side of the rice paddies, while Akamoto’s begins on the other.
Each side features tons of rice paddies, and a Soldier Shrine. Capture paddies and the Shrine in the first turn, and follow the cavalry’s advice – haunt the Fox Shrine above Akamoto’s army and protect it.
Akamoto moves first, so Romeoka will move the next turn. The red army will already have their Shrines and paddies captured while the purples are haunting. Use this to ambush the still-haunting purples.
A haunting unit cannot counter-attack, giving the reds an early edge if they move swiftly.
The Fox Monk is a support unit that can heal in the heat of battle. Eating skulls will unlock new spells for the monk to cast, so consider feeding him a few.
Cavalry have an addition – and very useful – function in fights like these. They range of movement allows them to run circles around the battlefield. Taking out Archers or single units, or capturing the enemy’s Fox Shrine or even Soldier Shrine.
To win this battle, hit hard early with archers down the center lane while cavalry handles the Fox Shrines. Usually the AI will send archers or cavalry. Get in the first hit and those enemies won’t last long.
Use infantry to block the archers, and work on wiping out as many soldiers from Romeoka’s army as possible. Cross the invisible half-way point, and Romeoka will awaken.
Once awakened, Romeoka will rush into battle. Watch out, like General Akamoto, he can attack twice. Retreat and draw Romeoka closer to Akamoto (who should still be meditating). Leave a diversionary unit like cavalry to capture their shrine or paddies, or hide him on their side in the bamboo. The enemy will try to kill him (and probably succeed) while Romeoka moves forward.
Once Romeoka is close enough, spring the trap. Send archers and an awoken General Akamoto to finish the samurai leader off.
Summon plenty of cavalry or archers from the Soldier Shrine, or Infantry if the enemy general is close enough, to help wipe him out. Defeat Romeoka, and the battle is won.
Capturing the enemy’s Fox Shrine is another useful tactic. The Fox Monk will revert to Akamoto’s side. Use the red fox to heal diversionary units or just stand still, forcing the enemy to deal with him. Likely, the red side won’t need two healers.
Defeat the enemy general, and Akamoto can take one step closer to revenge.
Pink Pursuit
Challenges await! The road to the bridge is treacherous, covered by troops on the left and right path. After one turn, swarms of enemies will appear right where Akamoto started.
The pressure is on. The red army needs to fight through the enemy while being chased down by purple opponents.
Here’s the high-risk strategy. Split the army – send cavalry or infantry down the left path and capture the Soldier Shrine with a rice paddy or two. Send the General too, to play it dangerously.
The left-team are going to have to tank and protect the Soldier Shrine. Summon new troops here to help while the right-team moves down the long path.
The right-team can capture more rice paddies, the Fox Shrine, and the enemy Soldier Shrine before linking with the left-team and handling the Spirit Wall infantry.
The toughest part is taking out the purple infantry and archer near the brambles. Link up and leave the lower Fox Monk to tank enemies below – there’s no need to keep him. Capture the upper Fox Shrine while linking up. Use this one to help heal Akamoto’s army.
Archers can shoot through the brambles. Use this factoid to soften up the cavalry around the bridge near the exit. Now that Akamoto’s army is linked up, move around the brambles while forming a Spirit Wall.
Hitting enemies into brambles does extra damage. The bad guys are going to try to do the same thing, so keep it tight during the final stretch.
Bring the whole army. It may -look- like there are only two cavalry, but get close and an archer with an infantry unit will appear.
Move the rest of the army, leaving infantry (or summoning infantry from the Soldier Shrines) to slow down the spawning army behind.
Finish off the cavalry, use archers to shoot through brambles, and watch out for the ledges! Hit enemies into the brambles/ledges and this battle won’t last. Get General Akamoto across the bridge to finish this mission.
Potion Panic
Like the first battle of this area, it’s the red army vs. the purple army. Split up and capture the Shrines or rice paddies, leaving General Akamoto to meditate.
To start, the red army starts with extra rice to help even the odds. Romeoka, on the other hands, has a health potion giving him regen, as well as a damage potion for an added +2 attack power.
Play it safe, and stay far away from the General once he awakens. Send most of the Akamoto’s troops down the center, with cavalry and archers to capture the shrines with infantry moving down the middle.
Take out each of the enemy’s units, and watch how Romeoka reacts. Wherever he goes, move back and circle around with cavalry to capture any shrines on his side. Keep summoning archers from safe Soldier Shrines, or infantry, even if there’s no scrolls left to move them.
Continue to draw Romeoka back, blocking him with infantry while pelting him with arrows, until he’s close to the General. Awaken Akamoto, and Romeoka should be no threat.
Guardian Gardens
This war is getting out of hand. Kurokawa sacrifices his own men to create Demon Fox Monks. These upgrades units can heal twice in a turn, and have a series of helpful spells.
Akamoto is also outnumbered. Push to the Soldier Shrine on the left and capture it while grabbing paddies to support the fight.
Split the red army to capture rice paddies on the left and right, but the Soldier Shrine at the top of the map (left side) is the most important, as it’s the easier to reach early on.
Send two units to each. The purples will send cavalry and arches, but never together to one location. Prioritize targets and take defeat each of the intruders. Don’t waste time attacking if they won’t be killed. Leave damaged units on captured rice paddies to heal up between turns, giving Akamoto the home field advantage.
After the first round of enemies moves out, the demonic Fox Monks will try their luck. These guys can’t attack offensively. If they move down on their own, don’t waste scrolls on them, focus on the deadlier enemies first.
Stand in Spirit Walls -always- while on the islands. A single attack from infantry or cavalry can send samurai into the water. But, that also makes these areas perfect defensive positions. Summon infantry to guard and place them in Spirit Walls, then knock incoming purples off the ledge for easy kills.
Move quickly, and the purple army won’t have many rice paddies to capture. Wait on the islands in formation (Spirit Walls) and simply exhaust the enemy’s resources. The Fox Monks are going to be a problem if they work with allies, but they are -so- tough, it’s much easier to handle the minions first.
Try to draw the Fox Monks onto the islands, then knock them over the edge for an instant kill. Once they’re out of the picture, General Romeoka suddenly looks like an easy target.
The opponents are so tough, including the General, that I recommend leading the Fox Monks/General near a ledge. Bunch up and draw the General toward your team, then knock him into the water. It’s just that easy.
After defeating a Fox Monk, the enemy must recapture the Fox Shrines. When/if they’re re-summoned, they’ll start as regular non-upgraded Monks. Much easier to deal with.
Defeat Romeoka, and yet another section of the game is finished.
Raiden’s Rampage
Say hello to General Ikkaku, leader of the green samurai. A new unit appears in this stage – the Salamander Monk. These fire-spitters won’t just support Akamoto, they’ll burn those green armies down.
Rush down and capture the Salamander Shrine with the Soldier Shrine below. Capture the lower set first, but send cavalry up and capture the Salamander Shrine at the top of the battlefield too. Once a Salamander is summoned, Akamoto will instantly have a helper.
Salamanders have very high attack power, but very low defense. A single attack from most units will take off 5 out of the Salamander’s 6 health points. Keep them safe, and feed them skulls to make them a real force on the battlefield.
Clear out the stragglers that attempt to move on the red army, and eventually the green General will awaken to lead the advance. Now’s the time to abandon posts and regroup. Feed Salamanders skulls whenever possible and keep far away from the General until he’s close to Akamoto – leading enemy generals to Akamoto while retreating and hitting them with arrows is always a simple tactic for victory.
There’s always a catch to that tactic – if the enemy General manages to kill red samurai, he’ll eat the skulls and become more powerful. Always play it safe. If it’s better to retreat than to attack, do it to stay out of his movement range.
Murderous Moats
The first skirmish of the mission is all about careful movement. Stand behind the fallen logs to avoid the archers. Getting caught in the open can kill one of Sakamoto’s troops easily.
There are three skirmishes in this mission. Each lead to the next. Carefully managing troops and making sure none of them are killed in each skirmish is critical.
For this first battle, avoid the archers and knock the enemy into the water for easy instant kills. Take the three enemies out, then haunt the Salamander Shrine. Feed the new Monk at least one skull – his “Summon Oni” spell is absolutely needed for the next battle.
Moving to the bridge will shift Sakamoto into the second skirmish. There are several Rice Fields – they’re only good for recovering health, and earning Rice for the final battle of the mission.
In the second battle, summon an Oni near the five enemy troops around the fire. Oni will linger in place for 3 rounds, attacking random units – including your own. Stay far away, and the Oni will kill one enemy per turn.
Use the other troops to capture rice paddies, and down the health potion in the leaves to the right, next to the log.
Let the Oni fight while taking out any stragglers with Salamander fireballs or the archer’s arrows. Stay far away from the Oni until they disappear, and feed those good units every skull before moving into the next area.
Get Sakamoto up to demon-level with the Salamander Monk. An upgraded Salamander Monk will be handy for the last battle.
The third battle is serious. Completely avoid the upper path. Send infantry to guard the road, but don’t bother trying to assault across it. Capture the Salamander Monk, but that’s it. Hold the upper road and use knock-back to quickly kill attacks.
Instead, move down the lower road. There’s no need to kill the Kurokawa archers – avoid them by capturing the Fox Monk shrine around the lower path.
Send the Salamander Monk down the lower road with cavalry or infantry to guard him. Use the demonic Salamander’s double-attacks to crush enemies on the upper path.
With a demonic Salamander Monk, lightning storm can quickly destroy groups of bunched-up enemies at the cost of 100 rice.
Kill enough of the green troops, and the enemy General will awaken. He’ll almost always move across the upper path. Use the demonic Salamander to tear into the enemy General’s health.
Feed the Salamander a bonus damage potion in the bushes of the lower path to make it even easier. Finish him off with archers, and this mission is over.
Hurricane Plain
This length missions pits Sakamoto against the green General with identical units. Each side of the battlefield is mirrored, with multiple rice paddies and Shrines to capture.
Use the Salamander and Fox to make a heavy push across the river. Feeding these two units skulls – and protecting their shrines – will give the player a clear advantage.
Place archers near the water, or capture the Salamander shrine in the first round, to shoot at enemies trying to capture the Salamander Shrine near the upper bridge.
Guard the shrine in the lower bridge. Place infantry and assault across if the enemy’s Fox Monk is causing problems.
Move a large force, bolstered by the northern Soldier Shrine, to draw out the green General’s group of soldiers. Bring cavalry to help deal with his large contingent of archers. Once enough of his side are dealt with, the General will awaken.
Don’t move too quickly. To survive, don’t let the enemy kill soldiers and eat their skulls. The red army needs to capture rice, eat skulls, and upgrade troops to demonic form.
Before assaulting the General’s large surrounding army, try summoning an Oni to keep the enemy busy. Play it safe, make smart moves, don’t over-extend and this mission can be won.
Retreat to draw the enemy General across the water and awaken Sakamoto to win.
Forsaken Flights
To make this mission special, Sakamoto is far outnumbered. But, there are rice paddies to capture. Grab as many as possible while moving up the steps to face off against another evil general.
There’s one extra gimmick to complicate things – lots of skulls. Skulls line the grassy area between steps. Assault up the stairs and get those skulls before the greens do.
Move troops up the left staircase, and let the enemy cavalry eat the skulls in the center. Eating skulls will summon two deadly Oni. Those green cavalry are dead-meat. Don’t fall for the trap!
Take the Soldier Shrine and Salamander Shrine on the left before attempting to the the shrines or paddies on the right.
To make things even worse, new Oni will appear every 3 turns. This battle can get chaotic, very quickly.
Avoid the Oni whenever possible. To maximize Sakomoto, summon the Salamander and Fox Monks while using the cavalry to haunt rice paddies.
Earning rice to use with spells is more important than summoning new soldiers. Make the Monks demonic with the General, while fighting through the enemy’s remaining forces. Try to draw them down into the mid-section where Oni will destroy them.
Use the Fox Monk’s Revive ability or Holy Shield to push the attack, while the Salamander using Lightning Storm to wipe out large groups of soldiers. Awaken Sakomoto early, he’ll earn max HP just by eating skulls on the way up to the enemy general.
Fujin Falls
This new land features a new unit. Haunt the shrine in the north corner to see this trickster. The goal here is to fight through the two groups of yellow soldiers and meet the red forces at the bridge in the center of the map.
Use the stone-crossings to get over the rivers, and try to get a Crow Monk by the second turn. The Crow Monk uses a gust spell that can knock anything around. Crows can blow skulls/potions around, blow friendly or enemy units, push units out of a Spirit Wall, and send them into spikes or water. Pretty handy – and like other Monks, he’ll gain new spells after eating more skulls.
Use the Crow Monks to defeat both groups of yellow soldiers. If they stick to Spirit Walls, use the Crow Monk to blow one into the water, and use the other troops to knock-back the rest into water whenever possible. It’s really the best way to handle these guys.
Things get tough near the center. Eight new units will appear in the lower corner, so come to the center prepared. If possible, feed the Crow Monks three skulls to give them two turns. They’ll be able to kill two opponents per turn.
Clear out the enemies, and eat the left over skulls. Getting demons will help the next battle immensely. Cross the bridge at the center to face off with General Higure.
Most likely, Akamoto will start this battle completely outnumbered. If it looks nasty, retreat down the left path to the Soldier Shrine and capture the rice paddies there to rebuild the red army.
Two demonic Crow Monks will make this battle much easier. Target the yellow troops outside of Spirit Walls to easily gust them into the rivers.
With two Crow Monks, don’t bother capturing the Soldier Shrine near the enemy general. Try pushing him into the water, or just finish him off first once his army is decimated.
Lion’s Labyrinth
This mission introduces yet another shrine. The Lion Shrine damages any enemy nearby once haunted. Try to capture these as soon as possible! The more Lion Shrines Akamoto has, the easier this battle will be.
Getting those two Lion Shrines on the right is suicide. Don’t fall for the trap! Move archers to the rice paddies on the right and capture them, then shoot any yellow intruders across the river.
Grab the Soldier Shrine and use the rice paddies on the left as a staging ground. Capture the Lion Shrines and Paddies on the left, then defend. Place archers in the trees just out of the enemy’s Lion Shrine range on the right to defend against new soldiers.
Crush the Crow Monks whenever they appear. Make those guys first priority. If the red army don’t stick to Spirit Walls, Crow Monks can very easily kill units with a gust.
Play it safe, and hide behind the Lion Shrines to weaken opponents before using archers or cavalry to finish them off. This fight can turn into a slog, so make sure to protect the rice paddies and Soldier Shrines to keep a fresh supply of reinforcements.
Chaos Canyon
More to come.
This map is made up of three lanes, each surrounded by deadly ledges. The enemy general starts with more troops, and more cavalry, so watch out.
Most likely, the yellow cavalry will rush for the Lion Shrines or rice paddies. Send cavalry up each side, capturing paddies or shrines, but send the red archers down the middle to capture the Crow Monk.
With the archers in the center, they’ll be able to shoot enemies trying to capture Lion Shrines, or just take pot-shots at random enemies around the flanking lane.
Try to capture one of the lanes. The lower lane with the Salamander Shrine is easier to capture with the Lion Shrines, but getting the Soldier Shrine is tough.
The upper lane’s Lion Shrines are hard to reach, but getting the Fox Shrine and Soldier Shrine will help for later.
Once the Crow Monk is on Akamoto’s side, fly it down to help the rest of his army. But, beware a surprise incoming.
After a certain amount of turns, the enemy general will warn Akamoto that an enemy ambush is imminent after talking to a Goddess. Five enemies will appear behind the starting point with Akamoto. Draw some of your forces back to Akamoto’s position. Keeping lots of cavalry handy will make this part easier.
Use Akamoto’s two attack actions to kill one of the ambushers right away, then shield him with cavalry. Make sure at least one of the lanes is guarded with a Soldier Shrine to help replenish the red army during this turn. It’s very likely several of the player’s soldiers will die.
Wipe out the ambush, and the rest of the yellow army should be trivial as long as Akamoto can keep control of the Monk Shrines. Keeping those, and using the Crow Monk to blow out haunting fires, can make the battle much easier.
If the Crow Monk blows out a haunting fire, an enemy unit will almost always try to light the fire again instead of attacking. Use that to distract them, then attack while they’re preoccupied with haunting.
Crack the general’s back, and this fight is over. A good gust with the Crow Monk will even earn Akamoto an extra gold emblem if it can blow the enemy general off a ledge. Instant victory with a bonus reward? Not a bad deal!
Autumn Assault
This battle looks ugly. Akamoto starts with 3 cavalry, 2 infantry, and 2 archers. The enemy is spread out among four large groups, the closest consists of 3 cavalry and 2 archers. In the center there are 3 more archers. Around the left corner of the wall are 2 cavalry with 2 infantry. The general himself is protected by 4 cavalry and 2 infantry.
That’s a lot of bad guys. To handle them, Akamoto will need to slowly work through each of the groups.
Don’t attempt to capture the two Lion Shrines in the first turn. Instead, go for the Crow Monk Shrine and the two rice paddies.
Place two infantry on the hill leading up to the first group of cavalry. Move archers on the hill to shoot enemies above, and fight up the hill with the aid of the Crow Monk.
Clear out the archers/cavalry while avoiding the left Lion Shrine. Try to capture that and the archers in the center will kill. Capture the Soldier Shrine to start replenishing Akamoto’s army.
Play it safe and hunker down. Let the enemy attack. They’ll trickle in with only a unit or two at a time. Wipe them out and eat the skulls – eating skulls will make the final assault on the general much easier.
Keep a few critical units alive with the Crow Monk’s evasive spell. Using it gives the unit a +50% evasion bonus. It usually guarantees a miss.
Kill the General’s guards, and he’ll come down for Akamoto. Finish him off, and it’s on to the final area.
Glassy Glacier
This straight-forward mirrored battlefield has one trick. The strange new shrines are Mixed Monk Shrines. Haunt them and Akamoto can summon whichever Monk he desires.
Start by haunting the Soldier Shrine, the rice paddies, and move for the Mixed Monk Shrine in the lower corner.
Watch out while standing alone on the ice. The slippery ground makes knock-back even more effective. Not cool, stay in Spirit Walls to avoid sliding into the spiked brambles or ledges.
Use the added knock-back to get extra damage on your opponents, and use cavalry to swoop in and capture any shrines that are lightly guarded. The enemy tends to favor pushing in one direction with most units.
Slowly drown the enemy out, use the Monk and upgrade him, and bring out the General to help. There’s no reason to leave him wallowing behind for too long.
Stay in Spirit Walls, use a defensive line of infantry to block Salamanders or archers, and this battle should be a cinch.
Avalanche Alley
Every turn, an avalanche will sweep across the ice path up the mountain. Keep Akamoto’s troops off the ice before finishing each turn.
Capture the paddies and the Monk Shrine to summon a Salamander (or whichever Monk you like best!) but I prefer the Salamander for this mission.
Move the archers up to the brambles with the Salamander Monk and kill off any enemy units moving down the ice.
Play it safe, Akamoto doesn’t have access to a Soldier Shrine for some time! Let the enemy come to him, and pick each enemy off. The cavalry are easiest to move up to dry (snowy) land and capture the next Monk Shrine.
Fight to each of the safe zones, even if the troops have to get hit with the avalanche. Capture the rice paddies and stand on them to heal up.
Activate Akamoto when the first Oni appears. Better to run from the first one, unless there’s no other choice. Killing the second Oni from the cave at the halfway point isn’t such a bad idea.
For an easy victory, feed the Salamander 3 skulls to make him demonic, then wait near the second Oni cave. Kill the Oni as it appears and wait for the enemy to slowly move down the long stretch to the Soldier Shrine.
Use the earned rice to summon two lightning storms, and kill entire groups of the enemy.
Kill the enemy army to complete this mission. The end is very near now.
Frozen Finale
The battlefield is crawling with troops, Kurokawa even has his girlfriend the Goddess Yuko fighting for his side.
Yuki doesn’t move. Instead, she shoots ice at any uncovered positions on the map. Bridges or areas bathed in dark blue light are vulnerable.
Any unit hit with ice will freeze for a single turn. They aren’t damage by the attack, but they’re left completely vulnerable. Avoid those paths whenever possible!
Capture the rice paddies right at the start, and move down the center to get the Monk Shrine and the Soldier Shrine. The bridge on the right is easy to defend, leave cavalry or infantry there to knock any intruders into the abyss below.
Stand strong and fight incoming enemies. If possible, try to capture the paddies down the left path from the start. Reinforcements will keep coming from the left Soldier Shrine – use the General to help.
Awaken the General once he has 12 health. That way, after eating three skulls, he’ll be at his maximum health of 18.
Letting units get caught in Yuki’s ice trap is devastating. The only way to thaw them is with the Crow Monk’s gust, knocking them out of the area, or by blocking the unit with another unit.
To win, capture as many rice paddies as possible. Grab the Monk Shrine and the Soldier Shrine to replenish Akamoto’s army, then awaken at 12 HP.
Once you have a good foothold, defend and eat skulls to boost the red troops into demonic form. Eventually, Kurokawa will deplete his rice reserves. Kill his defenders, then prepare to defeat Yuki.
Yuki is a tough nut to crack. Create a save game before attempting to assault her position.
Yuki only takes 1 point a damage per hit from most units, or 2 against Salamanders, archers, or the General. But, if you can get one cavalry soldier close, the enemy General will awaken.
Send two cavalry ahead to form a spirit wall and shield the rest of the incoming troops as they close in on Yuki. Follow behind with demonic Akamoto, archers, and hopefully a demonic Salamander.
Take Yuki down. You only need one unit to shield everyone else. Stand behind him and form a line, slowly moving forward.
Once Yuki is down, that just leaves the General. He should be no problem now that he doesn’t have his Goddess freezing Akamoto’s skeletal soldiers.
Defeat Kurokawa, and the mission ends. But, there’s one final challenge to complete…
End of the Line
Time to fight the Shogun of the Dead! He doesn’t just have a massive army, but he can only be killed by a blow from Akamoto’s blade. That means Akamoto must deliver the killing blow.
The entire enemy army is already demonic. That means every enemy gets two attacks per scroll. Kill them, and they won’t drop 3 skulls. Akamoto is totally out-classed, defend the starting position and try to keep the archers alive!
Grab the Lion Shrines and rice paddies, then wait for the enemy to attack down the steps. Focus on bringing one of them down each turn.
Hunker down, and prepare for a long fight. Try to capture the Monk Shrines whenever possible, but don’t expect to make much headway. Stick in tight groups, and stay the Lion Shrines. Use units to their very best.
Place archers behind an ally to shoot at other archers, and target cavalry. Always pick off the archers or cavalry first, unless the infantry is running amok in Akamoto’s ranks.
Awaken Akamoto once he has 12 HP. Start fighting, and start eating skulls. Eating skulls to get demonic units of your own is totally critical to winning this fight.
It isn’t likely you’ll be able to get to the potion first. Watch out for enemies that drink potions, then kill and eat the skull to get those effects.
Keep fighting a long, brutal battle of attrition. Wear them down until the Shogun’s bodyguards have to start coming down.
Watch out for the Shogun and his closest soldiers. Their chilled blades can freeze your troops in a single hit. That includes Akamoto. Make archers or Salamander Monks demonic to help combat these devastating soldiers.
Summon a Fox Monk to help keep Akamoto’s remaining troops alive, then work up to the yellow ponds and ledges. This is where the fight can get easier.
Fighting around the ponds and ledges, stay in tight Spirit Walls. When enemies attack alone, the slippery ground adds knock-back, making it easy to score instant kills.
Form a line ahead of Akamoto to avoid being frozen by the Shogun. Defeat the Shogun, and it’s game over.
But! There’s still more to play. A final four missions will open-up in the PC edition, testing Akamoto’s mettle as the new Shogun of the Dead.