Chapter 1

Chapter 1 follows along the southern shoreline of the TinyGroove world map, with side missions branching off toward the sea or further inland depending upon which direction the player follows the water in Chapter 1, Mission 1.

Chapter One Background
Chapter 1 consists of 4 missions; 1 main and 3 side missions and introduces the player to recruiting commanders in the TinyGroove Campaign.

Each mission in Chapter 1 has a unique commander that may be recruited:
 * 1) Elodie (Map 4: Chapter 1, Mission 1)
 * 2) Sigrid (Map 5: Chapter 1, Side Mission 1)
 * 3) Caesar (Map 6: Chapter 1, Side Mission 2)
 * 4) Emeric (Map 7: Chapter 1, Side Castle 1)

Chapter 1 Missions
The four missions in Chapter 1 feature relatively small maps, but can be relatively complex to unlock unless the player pays attention to the in-game text prompts and cut scenes:

Map # | Chapter | Mission | Title | (Size)
 * 1) Chapter 1, Mission 1: The Storm (5x6)
 * 2) * Unlocked by completing Prologue, Mission 2.
 * 3) Chapter 1, Side Mission 1: Lost Archipelago (4x16)
 * 4) * Unlocked by completing the warship reconstruction side quest in Chapter 1, Mission 1 by remaining at the enemy's warship crash site after the storm and rebuilding it. Bonus: You get to take it with you to Map 5!
 * 5) Chapter 1, Side Mission 2: Sewer Entrance (5x9)
 * 6) * Unlocked by completing the stone formation side quest in Chapter 1, Mission 1. To accomplish this, remain at the enemy's warship crash site after the storm for at least 2 days. At which point, a message-in-a-bottle arrives on shore and you must simultaneously have units stand at the 5 unique map decorations of rock formations at the shoreline. Then, the sewer opens, revealing Elodie. Defeat her to recruit her, then stand on the sewer entrance at the base of the enemy barracks to unlock this side mission.
 * 7) Chapter 1, Side Castle 3: Cherrystone Castle (5x10)
 * 8) * Unlocked by completing Chapter 1, Side Mission 2.

Chapter 1 Artefacts
There is one Artefact in each of Chapter 1's four maps. Here's what they are, where you can find them and what they do once they're in your possession:
 * D. Shimmering Seashorestones (Map 4: Chapter 1, Mission 1)
 * Makes sea navigation possible.


 * E. Flyer Figurine (Map 5: Chapter 1, Side Mission 1)
 * Allows the player to recruit units from towers. Without it, towers on the map automatically end their turn at the beginning of the player's turn.
 * F. Altered Alter (Map 6: Chapter 1, Side Mission 2)
 * Allows you to recruit knights at your barracks. Without it, attempting to purchase horsies at your barracks will result in your expended funds being returned to you and the barracks on the map being refreshed so you can build something else instead.
 * G. Cherrythrone (Map 7: Chapter 1, Side Castle 1)
 * Inspires subordination from villagers throughout Aurania. Needed for some side quests to initiate when visiting villages with treasure chests in the campaign and also for some side quests involving saving villagers. Also, having it allows Dark Mercia to seamlessly transition to Mercia (and back again) each time she uses her Groove (if Mercia is in your Party).

Chapter 1 Achievements
There are five Achievements in Chapter 1, and since they are early in the Campaign, they are relatively easy:
 * 1) A6: Mono-Merfolk Mastery - Win Map 4 by capturing all structures without recruiting more than one merfolk at a time. Helpful Hint: if one dies, you can build another merfolk and still get the achievement, you just can't have more than one on the map at a time.
 * 2) A7: Restoring the Light - Capture Map 5's "lighthouse tower" on the island near Sigrid's stronghold.
 * 3) A8: Free Cherrystones! - Free the trapped villager on Map 6 and return him safely to his family.
 * 4) A9: Eternal Shield Wielder - Win Map 7 without ever using Dark Mercia's groove while in possession of the commander shield enchantment (obtained from Map 6).
 * 5) A10: Insult to Injury - Destroy Emeric's Stronghold on Map 7 before winning the map when Dark Mercia sits on the throne.

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