Map 022
768×512 pixels · 4 battles in the story · Chapter 3, Chapter 5

Running sand: 4 frames of 7/60 s each, as in the game.
What the terrain does here
It affects Isaac, his squads and the enemies alike, but never units that fly.
- Quicksand. Pushes walking units 15 px per second in its direction. On this map it drags up, down, left or right. Earth units are not dragged.
- Damage floor. 50 damage every second to walking units. Every walking unit takes it, whatever its element.
- Sand. Nothing, unless a spell turns it to swamp: then half speed. Earth units are not slowed.
- The moving sand draws the quicksand: the drag comes from those zones, not from the picture.
The game’s minimapWhat each terrain does
- Sand. Nothing, unless a spell turns it to swamp: then half speed.
- Quicksand. Pushes walking units 15 px per second in its direction.
- Damage floor. 50 damage every second to walking units.
- High obstacle. Stops walking and flying units and shots.
- Event area. Missions check whether units are inside; it blocks nothing.
- Squad start. Where the player’s squads appear.
Flying units are never affected by terrain. Water units ignore the slowing of fords and melted ice; earth units ignore bog, sand and swamp slowing and the quicksand push. A unit of the same element as the damage heals about 6 HP instead; one of the opposite element takes 75.
