Horseback Archery

is a recurring in . goes unnamed in .
==Location and Rules==
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In order to prevent the from stealing the from , appoints as her assistant. If agrees to help her, she explains her strategy and tasks with riding the 's , , to destroy the 10 -shaped that she places across the in under 2 minutes.
During the , red-colored dots will appear on the , indicating the positions of the remaining . is unable to dismount during the . Likewise, a will be set up at the entrance to to prevent from escaping. If speaks to during the , she will laugh and remark on how confident he is.
Upon first completing the within the time limit, will tell that he and work perfectly together. She then decides to teach "" so that he can call upon the when he needs. Afterwards, will caution that unlike the practice , the real will keep appearing even after being destroyed and that they must hold out until sunrise at 5:00 AM.
The can be attempted multiple times during a cycle, although will not receive any additional prizes for practicing. It can only be attempted on the as the will either abduct if fails to fend them off, or there will be no need with the threat of invasion gone on subsequent days.
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The is operated by at the . When first approaches him, he asks how confident he is in his ability to fight on horseback. If is not confident, expresses concern and asks if he would like to run some drills. If is confident, asks if he is willing to prove it.
 can ask how the drills work. explains that was invented somewhere in the east, and it requires a lot of coordination. He claims his drill will be a good way to practice fighting mounted monsters.
If is not riding a , will notice. He instructs to retrieve one of his from nearby and to come back riding it.
When agrees to run a drill, reminds him that he can not do so without a and . He offers to sell and do other kinds of business with . He encourages to take his time as he browses his wares. However, if denies him, says that they will see how well he does on the field with his .
The price to run a drill is 20 ,| though guarantees they are worth twice as much. If refuses to pay, explains that while he is happy to provide his drills, he has needs to meet.
The goal of the is to pop as many of the floating in the . tells not to worry about time, as he will let him know when it is up. In addition, he informs that he is not allowed to dismount his during the drill. He promises some if he can break more than 20 .
 can speak to during the . If says it is nothing, says no one likes a quitter and he should continue with the drill. However, if asks to forfeit the run, tells him he will not get his back and asks if he still wants to quit. When chooses to quit, figures that he must have his reasons and encourages him to come again.
Once time runs out, calls back to the . If hit less than 11 , he suggests trying to shoot while the is trotting instead of galloping. There is no reward. Between 12 and 19 , is not convinced of 's skill and reminds him to keep his eye on the targets. As a reward, he gives 15 . When pops between 20 and 22 , says he has the potential to be among the best archers and gives him the . Finally, if hits between 23 and 25 targets, will say he has not seen someone so young with such talent in a long time. He does not believe that is actually over 100 years old and gives him the , as he no longer needs it.
After each drill runs, asks if he wants to go again. If refuses, reminds him not to be a stranger and to come back. If agrees, says he made the right call and asks for 20 more . Once has paid, he goes to fix the targets that were destroyed in the previous run. He is able to run a drill once they are fixed.
==Nomenclature==
==See Also==
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