Mulan: Night Rescue
GE10Read the patrols. Rescue the comrade. Extract before dawn.
Choose a difficulty, then start the rescue mission.
Field briefing
- 1Move one tile. Patrol arrows show where the enemy moves next.
- 2Read the red danger lanes; use disguise or fire to pass unseen.
- 3Rescue your comrade, then return to the flag.
Energy100
Dawn42
Arrows3
Fire3
Enemy field
Choose a difficulty, then start the rescue mission.
Visible targets
Mission honors
How to Play
- Choose a difficulty, start the mission, cross the field, rescue your comrade, and return to extraction.
- Move with adjacent tiles, swipes, the direction pad, or arrow keys. Patrol arrows show their next step and red lanes show their next firing lines.
- Mulan normally moves one tile per turn. The horse grants two separate one-tile moves, including while disguised.
- Shoot spends 1 arrow and 5 energy. A successful shot restores 10 energy but lowers the stealth score.
- Light a fire while standing on a fire tile. It costs 1 charge and 10 energy, redirects nearby patrols, and suppresses their attacks for exactly two enemy turns.
- Disguise protects Mulan for five moves. Every disguised step costs 5 energy; the fifth move remains protected through its enemy turn.
- Moving next to an alert patrol without disguise causes immediate capture. Distracted patrols cannot capture or shoot.
- Rescue, extraction, supply, arrow, and horse tiles activate when Mulan enters them.
- Only a successful extraction earns points. Remaining energy and time, sabotaged supplies, and an undetected rescue increase the score.
- The mission automatically rotates among three authored routes for each difficulty, with the same route used throughout the day.
How scoring works
Only a successful extraction scores. Remaining energy and time, sabotaged supplies, and a zero-hit rescue add points; each arrow fired subtracts points.
Harder difficulties give more points: Easy is the base score, Medium adds a modest boost, Hard adds a larger boost, and Diabolical gives the largest boost.
Capture, exhaustion, and dawn end the mission with zero points.
