History Mode Guide - Rendezvous Disruption 4
|Map||Difficulty||Mission Type||Restrictions||Deploy Limit|
|Fortified Citadel||Lv. 50||Rendezvous Disruption||Time Constrained||None|
|Deploy Slots||Allied Commander||Enemy Commander|
|4 Controlled, 2 Uncontrolled||Warrior||Gharnef|
|Target Enemy Captains|
|Takumi, Iago, Darios|
|Minor Enemy Captains|
|Validar, Archers, Mercenaries, Dark Mages, Sniper, Hero|
|Clear Time||Enemies Defeated||Damage Taken|
Most of the major enemies on this map use magic, so strong physical attackers with high resistance are recommended to take them on. There's also a large number of Archers, so only deploy a Pegasus Knight if you're confident in your ability to keep them far away.
The three forward captains, Validar, the Hero, and the Sniper, will attempt to retreat to meet up with the target captains Takumi, Iago, and Darios, respectively. If they're allowed to join forces, both will gain a morale boost and advance on the allied base, so do everything you can to prevent that. The Hero only has a short journey to reach Iago, so focus on him while you let the AI distract the other two. As you weaken the forward captains, their masters will send reinforcements to try and protect them in the form of clones of themselves. If you eliminate a forward captain before they can rendezvous, their master will lose morale, making them easy pickings. If you take too long to defeat the target captains they'll regain their morale and advance on the allied base alone, but this is still preferable to letting them do so with a morale boost and escort.
Unfortunately, it's unlikely you'll prevent all three forward captains from reaching their destination, and worse still you'll have some hordes of enemies advancing on your base, so fall back when things get dangerous to protect your base. At least one unit should be sent out to eliminate the pair of Sorcerors that appear in the western field, as they will smite your base with lightning until eliminated. A Dark Mage will also appear to hunt your leader, and will summon reinforcements if they find them, but they should pose little threat compared to the other assailants.
Once all the captains have been defeated, the enemy base will open, a Summoner will appear in the central storeroom to summon relatively harmless enemies, and the squad of enemies in the wall near the outside area will start advancing on the allied base. The latter are dangerous, but the Summoner can be ignored or exploited for free KOs if you still don't have enough for an S-Rank. Just remember that you're on the clock for this mission, so don't dilly-dally too long.
- Condition: Defeat 1,000 enemies
- Location: South Jail Fort
- Condition: Defeat 1,200 enemies
- Location: N Hold Entry