Tutorial: Controlling your Templars

In this first level, you will learn to move your Templar Knights. Each turn, your Templars can spend their Action Points (AP) to move or attack.

Templars are slow moving because of the bulk of their Leviathan battle suits, but these very suits grant them their unstoppable power in combat.

In this level, get used to moving your Templars through the tight corridors of a space ship. All of your Templars must reach the extraction point together.

When you have spent all of your AP, touch the "Turn" button to end your turn. Any enemies in the area will act, and then the turn will refresh along with your squad's AP.

Certain map symbols indicate a dialog or story event. The following symbol indicates a dialog event and requires no AP to activate:

The following symbol indicates a ready trigger. In this level, move all of your Templars onto tiles that have a ready trigger at the extraction point to complete the level.

Background

The Wraithbone has just floated back into known space. The craft was outfitted for a Templar long patrol and left known space more than 30 years before.

The Wraithbone is not responding to communication attempts from the Templar Fleet.

There is no sign of the Templar battleforce that was assigned to the star liner, nor the Templar Captain Rakeen.

As a recently promoted Templar Captain, you and your squad are the nearest Fleet forces to the Wraithbone and have been dispatched immediately.

Primary Objective

Your squad is boarding the Wraithbone via the cargo service bays.

As the ship was last used by the Templar long patrol, you should be able to access the air locks here.

Move to the marked primary objective to overload the airlocks. This will allow you to gain access to the ship's lower decks.

Once the airlock systems are overloaded, proceed to the extraction location.