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Hint: To destroy the bushes in time, you need to make use of both a ranged attacker and a melee attacker and careful positioning, and avoid deadly counterattacks when enemies hit.
As for my thought process: I've watched a lot of people play that map, and most players don't notice even one of the chests on their first playthrough; collecting all of the chests is much more likely to be an optional challenge they take on during subsequent playthroughs, once they've been trained to actually look for destructible chests to bust open. At that point, it becomes an optional objective players can take on to stretch their resources thin and increase the difficulty of what is otherwise a--let's be honest--really easy tutorial fight. I'm generally a fan of including optional objectives that players can use to challenge themselves, and most folks I've heard from tend to like this.
Beyond the simple matter of optionally ratcheting up the challenge for players who want that, though, mini-dilemmas about where and how to commit your limited resources are the bread and butter of turn-based tactical game design! If I weren't forcing the player to make non-trivial choices at regular intervals, I simply wouldn't be doing my job as a designer.
I had a similar dilemma early in the game with Rescuing Meridian.
Without spoilers this is what happened;
I tried a whole lot of different approaches to get both chests but every time I failed due to waves of enemies getting alerted before I could get both. The sheer numbers of enemies made it impossible for me.
Then the slow down stage meant I could not reach the exit quickly. In each try I lost team members..... which i desperately try to always avoid.
In the end I simply had to leave one chest unopened.
It was a mission of frustration, not much fun.
To add injury to insult I am only playing on recruit difficulty.
As no one else seems to have mentioned this I can only assume that it was something only I have had a problem with.
I also realised that when you are offered a merchant spend everything...... it may be a long, long time between shopping. :(
Is there a video of this being completed, please?
This is like a big tease, giving us three treasure chests, but we can't get to them all. I just don't see how it's possible with so many bad guys (that you can only kill three of) and limited time. I haven't even gotten close to getting all of them after seven tries.
This is not fun. This is poor design and very frustrating! Sorry - I LOVE this game, but getting these chests is just not fun and I don't think possible. I will need to see it to believe it. Maybe I'm just a doofus who has no tactical ability, but I don't think it's that.
I specifically sent Sabrina and Emma to each bottom chest, not even worrying about the third at the top. Every turn I moved their max distance.
The mission auto finished (survive 8 turns) before i had a chance to get them open.
I agree that it appears impossible.
I should also mention that the "no saves mid combat" was another barrier to me enjoying the original, so hearing that Liberated allows that is the best possible feature for me. Good name, I have indeed been Liberated to play and quit the game whenever I choose.
As @Stubbieoz said, even if you send your fastest characters (with sprint ability) to get two of the chest, the battle will be over before you reach the third. It takes a lot of rounds to move your characters to the chests, even ignoring the enemies following you.
Actually, after A LOT of restarts I managed to destroy CHEST #1 (the one behind bushes) too, but then the battle was over. And something that I noticed is that unless you pick the bag from the ground, the game won't automatically pick them up for you at the end of the battle, as it happens to other bags dropped by enemies. Also, enemies will sometimes pick bags left to the ground. So if you destroy the chest in the 6th round, there's a chance that in the 7th round, an enemy following you will pick it up. And then you really don't have any time left.
As @FroBodine said, this is a big tease. I understand the need to make the game more replayable, but I'd argue that even then, the challenge is still unfair. It should be hard, but not unfair. There's a score at the end of every battle, so i think finishing the battle in as few rounds as possible should be a "2nd playthrough" goal, not collecting the chests.
I personally think some more balancing is needed. It shouldn't be impossible or luck based to get them in a single run. Maybe not some drastic changes, but something to make it more reasonable: ex: less health for the chests, the loot being collected directly when you destroy the chests etc.
I believe that, yes, some people won't even notice the chests, but then there are people like me in this thread who noticed them and are willing to put the extra effort to collect the items. It should be challenging, but also do-able.
It is pretty metagamey but loot your can only access during battle seems to be a common trope in SRPGs. At least for the Adelbrae there's some explanation for why your characters can't stick around to loot the chests after battle. Often in SRPGs there's no logical reason why they couldn't get the chests after the fight except the game doesn't let you.
I did notice an exploit that IMO should be fixed (if possible). I split up my party to go after the two chests in the buildings and closed the door behind me. I noticed that the AI couldn't open the closed doors. Since my entire party was in the buildings the enemies just moved around aimlessly and then the enemies retreat after 8 rounds with no one on either side being attacked...
The obvious solution would be to make enemies able to open closed doors. Barring that perhaps make it so you cannot close a door once opened (unless there's some reason in a later map why closing doors becomes necessary?).
I think the issue may have to do with enemies not seeing your characters; I noticed they don't enter the building even if you leave the door open the enemies don't enter or attack unless they can see you through the door... So if all your characters enter the houses and turn the corner before the enemies get to the door, the enemy AI acts as if you've mysteriously vanished.