Valkyria Chronicles 4 Part 17 walkthrough for Chapter 17a, focusing on reliable main camp deployment to capture all 5 camps in 3 turns.
Walkthrough
- 1Deploy Riley and an engineer on the west spots (H123 Mk45 deployment: H=Hafen, M=Minerva, K=Kai, 1=unit to tank boss grenade, 2=empty, 3=empty, 4=Azusa or scout leader, 5=2nd vehicle spot). Equip the unit in spot 1 with the medics pouch accessory.
- 2On enemy turn one, the AI prioritizes grenadiers or the 2nd vehicle's radiator. Avoid deploying grenadiers or a 2nd vehicle to reduce risk. The west tank fires at grenadiers, the 2nd vehicle radiator, or units in spots 2 or 3. It never fires on spot 1, 4, Minerva, or Kai. Do not deploy units in spots 2 or 3 to prevent the west tank from firing. The south tank fires at grenadiers, low-HP infantry, or Hafen's radiator.
- 3The boss and west tank typically attack units in spot 2 or 3. If these spots are filled, they prioritize spot 2. If a unit in spot 2 survives, the south tank may finish them off if their HP is low. Do not deploy units in spots 2 or 3.
- 4If you deploy 6 infantry at the main camp, the boss fires a shot. If you deploy 5 or fewer, the boss throws a grenade. With 5 or fewer, the boss will grenade the unit on spot 1. If this unit gets stunned, retreat them for free.
- 5Boss advances and grenades spot 1. Boss fires on Claude and moves west, south, or east.
- 6West tank advances but does not fire as spots 2 and 3 are empty and no 2nd vehicle is deployed.
- 7East tank advances but does not fire.
- 8South tank advances and fires on Hafen's radiator. A Hafen with 800-950 resistance and R&D upgrades should survive. There's a small chance it misfires and hits Minerva, who usually dodges.
- 9On Turn 1, use Kai to shoot the northeast grenadier. Use direct command (a command that allows a unit to move and act again) on Minerva or your scout leader to move Kai into a side street for cover (press the cover button to crouch behind walls or objects). Send Claude after the boss to help capture the camp.
- 10If tank reinforcements appear in the northwest or northeast on Turn 1, deal with them. Your units may take some interception fire but it's not dangerous.
- 11Use direct command on Minerva and your scout leader to move around the map and capture camps. Having two scout leaders enables capturing any camp combination.
- 12Keep units away from camps during enemy turn to avoid tanks and the boss. Hide in side passages. Retreat and redeploy units rather than risk the boss downing them with a headshot (an attack that deals critical damage).
- 13For the west camp: use Riley to bombard infantry, then capture with the engineer and move the engineer to a side street. Claude can also be used in a pinch.
- 14For the south camp: get behind the scout, grenade him, break the sandbag without disturbing the shocktrooper, kill the shocktrooper, and capture. If the boss is nearby, use Claude.
Tips
- Deploying a 2nd vehicle makes the mission easier, but reliability is prioritized here.
- The sb9-5 lance has slightly higher accuracy than the m1r royal lance.
- The ace grenadier weapon has not been outclassed in damage and is the most useful ace weapon overall.
- Gertrude joins after this chapter if you haven't repeated missions.
- Chapter 16 requires 3 turns for reliability, no damage, and destroying all tanks and leaders.
- Chapter 16 deployment: Curtis with ammo belt and Raz on the left, Claude in the middle for a tank and to spot the ace, and the APC carrying a grenadier, lancer, and engineer up the right side. A 2nd backup lancer is taken as a precaution.
- Minerva is available in the APC in case of emergencies.
- Accuracy upgrades from R&D allow destroying 2 tanks from the main camp without traveling.
- Once the north camp is captured, deploy a lancer, shocktrooper, and grenadier to deal with the boss and remaining targets.
- T3 (Turn 3) destroys any remaining tanks on the left and defeats the boss.
- The ace grenadier weapon is still outclassed in damage. The workshop gets overtaken by the upgrade grenadier weapon in the next chapter.
- It is possible to capture all 5 camps within 3 turns regardless of reinforcement deployment locations.
- There is no impossible set of camp reinforcements.
- The AI prioritizes shooting grenadiers and the 2nd vehicle radiator.
- The west tank never fires on deployment spot 1, 4, Minerva, or Kai.
- If units in spots 2 and 3 are filled, the boss and west tank prioritize spot 2.
- If a unit in spot 2 survives a hit from the boss and west tank, the south tank might prioritize them if their HP is low.
- If you don't deploy a full 6 infantry, the boss throws a grenade at spot 1.
- If the unit on spot 1 gets stunned, they can be retreated for free.
- Minerva usually has a chance of dodging shots.
- Use direct command on Minerva and your scout leader to double-time around the map as needed to capture camps.
- Having double scout leaders makes it possible to capture any combination of camps.
- It's preferable to retreat and redeploy a unit rather than risk the boss firing at their heads and downing them.
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