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Part 17
Valkyria Chronicles 4

Part 17

Valkyria Chronicles 4 Part 17 walkthrough for Chapter 17a, focusing on reliable main camp deployment to capture all 5 camps in 3 turns.

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Valkyria Chronicles 4 Part 17 walkthrough for Chapter 17a, focusing on reliable main camp deployment to capture all 5 camps in 3 turns.

Walkthrough
  1. 1
    Deploy 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.
  2. 2
    On 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.
  3. 3
    The 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.
  4. 4
    If 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.
  5. 5
    Boss advances and grenades spot 1. Boss fires on Claude and moves west, south, or east.
  6. 6
    West tank advances but does not fire as spots 2 and 3 are empty and no 2nd vehicle is deployed.
  7. 7
    East tank advances but does not fire.
  8. 8
    South 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.
  9. 9
    On 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.
  10. 10
    If 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.
  11. 11
    Use 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.
  12. 12
    Keep 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).
  13. 13
    For 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.
  14. 14
    For 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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