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Map 022

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

Map 022
Mana crystal 1: the enemy’sMana crystal 2: the enemy’sMana crystal 3: the enemy’sMana crystal 4: the enemy’sMana crystal 5: the enemy’s

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.
MinimapThe game’s minimap
What 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.

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