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Aircalipoor

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Posts posted by Aircalipoor


  1. Pryce, Chuck, Jasmine

     

    It is possible to face Chuck and Jasmine immediately, but it is easier to tackle the Rocket hideout first for some easy experience. The red Gyarados doesnt have to fought in the remakes, it can simply be fled from. The grunts and executives in the hideout aren't a threat either. Many grunts and all scientists can be avoided, six grunts are confronted in total. The two executives and three Electrodes conclude the mission. It may be useful to catch an Electrode.

    Then, the three gyms can be tackled on in any order. One trainer has to be fought in Chuck's gym and two in Pryce's gym.

     

    The easiest is Pryce, as Surf is quite effective against Piloswine and ice attacks aren't bothering Feraligator at all.

     

     

    With Chuck, it is still an issue that none of Feraligators attacks are effective against Poliwrath. If not teaching Surf, something like Headbutt or a second Return or even a powerful Special Attack like Hyperbeam may be more effective. At the very least, Surf beats Primeape quickly. Poliwrath often uses Powerpunch, so always attacking is preferable to using non attacks like Leer.

     

     

     

    Jasmine is annoyingly difficult, because Feraligator with it's stat penality in Special Attacks fails to OHKO Magnemite with a Surf barely. It may do it on low HP because of its ability, but Steelix may finish it then. The Magnemites retaliate with Thunderwave or Thunderbolt, putting the fight in their favor. An Electrode could weaken them properly, but I had to retort to Shuckly. It can force them to use Thunderwave repeatedly with Encore and use Safeguard to let Feraligator be immune to it. This is the only time in the run in which experience are shared. Not an issue at all.

     

    Fights: 46

    Level: 36


  2. Rival 3, Morty

     

    With the Squirtbottle, Sudowoodo can be removed to reach Ecruteak City. Around the National Park lurk some trainers, so it goes all the way back to Violet City to approach  Sudowoodo from the left. After that, there are two beauties guarding the gates of Ecruteak City. It isn't set in stone what exactly qualifies as an encounter. If both are fought at the same time in a double fight, I would count this as one battle. So they are approached with more than one Pokemon (otherwise they would be fought successively) to have one single encounter. Their Clefables and Wigglytuffs are rather sturdy and a threat if thy gang up on Croconaw, but the Dratinis and Spearow can weaken them properly, so that Crconaw has an easier time beating them, when it is alone and the last Pokemon.

     

    First task in Ecruteak City is getting Surf, which just requires a fight with a Grunt. I hesitated teaching it Croconaw immediately, since it would have two HM moves then, having even less flexibility in learning moves.

    Even with Surf, it can't be used outside of battle yet and the only places that can be reached are the Lightinghouse. There are trainers who give Croconaw some easy exp before it returns to Ecruteak and fights the Rival, then the four trainers in the gym and finally its leader Morty.

     

    Zubat and Gastly are easily OHKOed. Bayleef requires two Icefangs and ideally the first one crits, freezes or flinches. Magnemite should go down with a Surf really. Still, the battle isn't so tough that it was required. As a side note, the ability to freeze allows for some free turns to use Sworddance, making Croconaw possible able to sweep the rest of the team. Not always working and and not reliable, but most of the game could be trivialized through this already.

     

     

     

    Morty has one Haunter that survives a Bite and Gengar who can 2HKO Croconaw and outspeed it. There are good chances it sets up Mean Look and misses with Hypnosis. A critical Bite OHKoes it.

     

    Battles: 29

    Level: 29


  3. Whitney

    With the rival beaten, the Ilex Forest is entered and Cut is learned. Croconaw still has to spend an attack slot on it for a while. And later on it has to learn it sometimes if a tree has to be removed in Kanto. In Soulsilver, Sandshrew can do that in the later portion of the game.

    No trainer in the forest or the following route. Goldenrod City has plenty to offer.

    - A level 20 Spearow can be obtained. It can learn Fly which is optional, but useful. At the time, it has decent stats to survive a couple of rounds and deal some damage with Aerial Ace or weakening opponents for Croconaw with Leer.

    - The underground harbors some trainers, but none of them have to be fought. Later on, in the Rocket mission, the area is cleared.

    - The radio upgrade and the Bicycle have to obtained.

    - The store offers vitamins and TMs. Carbos may be crucial for Feraligators speed stat. If it can't outspeed Red's Pikachu later on, it is screwed. Regarding the TMs, Blizzard and Hyperbeam can be useful, though they aren't needed. Return on the other hand is one of the physical stronger attacks, only outmatched by moves that inflict effective damage or Waterfall/Aqua Tail.

    - The Game Corner offers Dratini, who can learn Waterfall, Surf and Whirlpool. It has good enough stats to survive a hit for now and can paralyze with Thunderwave, lower the defense with Leer and deal 40 damage with Dragon Rage, which is over half of the current HP of all opponents at this time. Getting two doesn't hurt. Getting them with 41 HP is useful for a certain fight later. This requires at last 25 IVs in the HP stat, so reseting a few times may be necessary. Sandshrew is missing in Heartgold, so no second user of Cut and no way to lower the accuracy either. It is sturdy as well, taking some hits from Miltank and being able to resist Magnetites. Instead, Ekans can be bought. I didn't bother with it, but it is a good Pokemon to start the battle, considering Intimidate. Many physical threats could be disabled by that and make it easier to set up Swords dance. That move can be bought here and it makes Feraligator an excellent Sweeper, good enough to beat most Pokemon. Icebeam may also be useful, but it is expensive and Surf isn't too far of in reach. Croconaw also learns an ice move soon enough.Thankfully, I like to play Voltorb Mine even without a guide.

     

    When all is done, the gym is next. Two trainers have to be fought this time. Then it is Whitney and once again Miltank is too strong for Croconaw to battle it on its own, so the help of the new gotten Pokemon is appreciated. Dratini can survive a Stomp and paralyze it. Since it cures itself once, a second Dratini was necessary. Spearow also can use Leer. If Togetic is still around, it can also be useful with Charme. A properly weakened Miltank is easy game for Croconaw. It had more troubles with Attract, weirdly enough.

     

     

    Battles: 18

    Level: 21


  4. Bugsy, Rival 2

    Route 32 and the Union Cave have avoidable trainers, like in Crystal. New is a different TM. Rock Tomb isn't too strong, but it is most important for exactly one following fight.

    The four Rocket Grunts are still not a threat, even with the boss getting an additional Pokemon.

     

    In the gym, only one Trainer has to be fought now and his Beedrill gives enough exp to compensate for that. Totodile wants to evolve as soon as possible. Sadly, it isn't done until the fight with the leader or the rival.

    Bugsys Scyther got a nasty new attack that can 2HKO Totodile. The key is hoping for Energy Focus or Leer first. The already mentioned Rock Tomb is the only decent way to hurt Scyther and even then it survives a hit and cures itself with a Berry and a Potion. But it isn't surviving a critical and just that was what I got.

     

    Against the Rival, Bite proves to be more useful, being learned earlier and using Croconaws superior Atk stat. Gastly can't do anything against it. Bayleef is still a danger, but with flinching and it using moves like Poison Powder, Synthesis and Reflect instead of always using Razor Leaf, it can be done. Zubat can ruin the last part of the battle with confusion. I didn't had Togetic hatched, so some luck was required.

     

     

    Fights: 15

    Level: 20


  5. Hello.

    This is the continuation of my Low Encounter Runs, which were inspired by  JRose11 and Load97 .

    Having finished Gold, Silver and Crystal, I'm staying in Johto and complete Heartgold/Soulsilver with the lowest amount of encounters.

    I won't tackle Hoeen, as baron_iw1 recently completed a Ruby run here: https://pastebin.com/04HiNhyD

     

    Rules

    - Beat Red

    - Skip as many trainers and Pokemon as possible. Always flee from wild battles

    - No using items in battle and no held items either

    - No Daycare

    - Battle Style is Set

    -No Buena's Password and Pokeahtlon (otherwise there would be a limitless amount of Rare Candies)

    - No elements outside the game (trading/events)

    - No Glitches (manipulating the clock to skip waiting time for Return is fine in my book)

     

    Which version?

    There is only one decisive difference: In Soulsilver, Lugia has to be confronted and in Heartgold it is Ho-Oh. To reach Lugia in the Whirl Islands, at least one trainer has to be fought, as some of them are guarding the entrances on the sea. There is no trainer in or in front of the Bell Tower. This has the minor inconvenience that two Rare Candies can't be obtained in Heartgold, as they are found in the Whirl Islands. The only other difference I noted was in the Game Corner: In Soulsilver there is Sandshrew Heartgold has Ekans. A second minor inconvenience for Heartgold, but it is the superior game for saving one encounter...

     

    Start

    The Battle Style is changed to Set.
     
    It is theoretically possible to chose any of the three starters, as the HM pool is a bit more generous. In gen 2, only Totodile could use Whirlpool, now a Dratini can be bought for that purpose.
    Chicorita has type disadvantage against the first two gym leaders and no good move pool.
    Cyndaquil may be good enough to take on most gym leaders, but it still hasn't the typing and coverage of Totodiles move pool.
    Totodile is chosen again for its decent all allround stats. This time, Natures exists. I made it through the game with a Nature that lowers speed, just to be walled by Red's Pikachu which OHKOed Feralgator. So I suggest a Nature that increases speed to ensure a First strike agains almost all Pokemon. The best may be Jolly (reduces Spec. Atk), as Totodile uses physical moves anyways, aside from Surf. Reseting until one with above average stats is gotten doesn't hurt either.
     
    As usual, Mr. Pokemon has to be visited and the first Rival match is fought rather unspectacular. Route 30 only forces to fight one Youngster with a Pidgey and a Ratata, just like in Gen 2. The first major difference shows in Violet City. The Bellsprout Tower is now mandatory. Some Sages can be avoided, but four have to be fought. Despite Totodile suffering from type disadvantage, the low leveled Bellsprouts don't hurt it too much and it can take a trainer per time, though constant retreats are necessary. The Hoothoot with Hynose is arguable a larger treat.
     
    Totodile favors the additional exp gain, because the trainer in the Violet gym can be avoided now and Falkners Pokemon got a level bump. Pidgey isn't too terrible, though it can lower Totodiles accuracy, making the following fight a larger gamble. Pidgeotto has an edge over Totodile and a critical hit of the just learned Bite move is mandantory. The AI may allow for additional chances by using Roost and even the weaker Tackle.
     
    A decent Totodile can make it through this fight with luck. It should be noted that it is possible to get Mareep, Wooper and Slugma through an Event in the Pokecenter. Since they are gotten as eggs, they are too low leveled to do much, maybe Mareep could be trained? Still, if one takes the time to hatch one of them, Totodile can already swap in battle and cure itself of stat reductions like Sand Whirl. Mareep also has Static, so if it is switched in properly, almost every Pokemon can get paralyzed. Still, they aren't necessary and don't learn important HMs.

     

    After the gym, Togepi can be gained. It is worth hatching it just to have another Pokemon to cure Totodile from Confusion in mid battle. It can also troll Ghost Pokemon and if it gets an opportunity to get a turn, Charm cripples the enemies offense.

     

    Fights: 8

    Level: 13


  6. Quote

    It sounds like that maniac mode is more enemy phase focussed, since (dodge)tanking is more important.

    Player phase is arguable more important, as the weaker units get O-2RKOed and ORKOing is harder. Dodge tanking is only viable by Ike and Oscar, since they get 20 /30 avoid early in the game.

    Quote

    From the description I would not consider it as entirely hard, but just slows down the (already) slow gameplay.

    Quote

    From what I read, the game is not entirely harder (tbf difficulty spike between normal and hard in FE10 is only marginal and only really affects a few characters like Edward), but it slows down things by having way more enemies and so longer enemy phases.

    It's both. Maniac is much harder than Hard Mode, but also slower because of it.

    Quote

    My main issues with FE9's hard mode are, that promoted enemies share the same fate with FE8's by having lower stats than first tier enemies

    Not in FE9. Promoted units appear earlier and starting with chapter 18, almost all enemies are promoted. And even unpromoted enemies have high stats comparable with your own units. It isn't anything like FE8 HM or FE9 HM.


  7. Red
     
    With Blue out of the way, the last obstacle is Red. In preparation, all eleven (or ten) Rare Candies will be used. They are all rather easy to find with a guide even without Flash. Though the one at the Light House is only accessed by entering the room from above by jumping down. Using the stairs up would require fighting trainers. In Crystal, the one in Teak City isn’t obtainable, as the place is guarded by three trainers. Combined with the lower amount of battles, Feraligator in Crystal is two levels weaker than the one in Silver.
     
    Finally, Feraligator gets three-four of each vitamin and four-five HP UP. I honestly don’t know how those work and as long a I can beat Red, I don’t have to.
     
    Pikachu seems like a threat with his speed and thunderbolt, but being unevolved its stats are just too low. A single Return takes it down.
    Venusaur can take two Ice Punches (Blizzard may be better), but it wastes time charging Solar Beam or using Sunny Day. By swapping Pokemon, Feraligator can avoid a nasty Solar Beam.
    Espeon gets one Psychic in before it falls in Silver with a second Surf. In Crystal, it outspeeds Feraligator. Hoping for a Crit or Reflect may work. In the latter case, the other Pokemon have to be switched in so Reflect wears off. Reflect shouldn’t be there when Snorlax is around.
    Snorlax is the largest threat, as it takes some Returns, while retailing with a mean Bodyslam. It can also recover. The solution of this is Dynamic Punch, which puts it in range to be beaten by another Return. Confusing it makes it even better. It also wastes its first turn with Amnesie.
    Blastoise is sturdy. Gambling with a Dynamic Punch to confuse it is possible, a weakened Feraligator may not beat it fast enough with Return.
    Charizard survives one Surf and its one attack can beat a weakened or unlucky Feraligator, even more so if it is a crit.
     
    Espeon, Snorlax and Blastoise can easily beat Feraligator, so some luck is required. Going for Dynamic Punch was the biggest surprise. In Crystal, Feraligator didn't even survived this battle. Out of all 12 participants in this battle, only one survived.
     
     
     

     

     

    The challenge ends with a total of 117 battles and 284 faced Pokemon in Silver. Feraligator wasn’t able to reach level 74, being short of 20 exp. In Crystal, the challenge ended with a total of 109 battles and 267 faced Pokemon. Feraligator loses out on two levels, but may get to level 72, if it beats all six of Red's Pokemon.
     
    Battle Count: 109
    Current Level: 71-72
     
     
    Spreadsheet with all Encounters and their number of Pokemon:
     
     
     
    Totodiles learning set, HM Distribution
     
    Each of the four lines represent the place in the attack menu, so Scratch will be replaced by Cut, then Cut will be replaced by Return and so on.
     
    Silver
     
    1. Scratch      6. Cut              10. Return
    2. Leer            5. Fury Cutter 7. Bite              13. Earthquake  14. Dynamic Punch
    3. Rage           9. Ice Punch
    4. Water Gun 8. Surf             11. Whirlpool  12. Surf    (one Rare Candy requires Whirlpool, switch back to Surf afterwards)
     
    Kenya the Spearow has Fly
    Shuckie the Shuckle has Strength
    Sandshrew has Cut
    Dratini has Surf and Waterfall
     
     
    Crystal
     
    1. Scratch     5. Cut            9. Strength        10. Whirlpool            11. Return
    2. Leer           6. Bite          12. Earthquake  13. Dynamic Punch
    3. Rage          8. Ice Punch
    4. Water Gun 7. Surf     (Cut is needed in Kanto and for some Rare Candies, switch back to Surf afterwards)
     
    Togetic has Fly
    Shuckie the Shuckle has Strength
    Dratini has Surf and Waterfall

  8. Quote

    Is it even worth to play FE9 in maniac mode?

    What exactly is a worthwhile run? Is it required to have fun? Is a Reset a no go? My take is that a run isn't worthwhile, if there aren't enough differences between another run. E.g. I wouldn't consider it worthwhile to play FE11 H4 when you have beaten H5 of that game, as the difference is too little.

    By contrast, a Maniac Run is completely different, harder and challenging than a Hard Mode Run. The game will be played in a new way, as many elements in hard mode like soloing maps with a Flyer/Horse that packs enough forged two ranged weapons aren't possible. Lower BEXP also means not being able to set up a powerful team as fast. And so on.

     

    The long duration of enemy phases is true. Battle animations can't be put off in this game, the enemy density is high and they are durable. All three factors combined make up for the slowest and sluggish Hard Mode in the franchise. If you can deal with that, you can deal with the worst of this game. If not, then yeah, don't bother. I played Maniac Mode slightly under 10 times, but only because I don't mind the pace. I'm not in hurry when I'm playing videogames and like to play for hours, rather than a couple of minutes.

     

    Quote

    Almost every enemy has 2 range

    Almost is an exaggeration, but there are certainly many. Check the enemy stats, it also includes the equipment: https://docs.google.com/spreadsheets/d/13o8iTXOvkr0CsZzxinBtk9lj7DhYBxcwiRXiQQ0Rwnw/edit#gid=340590618

    Quite often the more powerful units with forged Steel/Silver weapons can ORKO an approaching enemy group. And if a good unit is send in with a Handaxe/Javelin, it may not kill the approaching enemies in the enemy phase, but as usual, the harder FEs warrant a optimized player phase on your part. If all the weakened enemies can be ORKOed by your units the next turn (and with Canto and Reyson, you have a good numbers to match up the high amount of enemies) . Maniac Mode is only as sluggish as your performance and skill.

    I also add that not only the first two cavaliers (Astrid and Makalov are optional and have to be babysitted until chapter 18), but Marcia and Jill (hopefully there are some speedwings left) are superior to the non-mounts. High move and canto is still good and those units tend to have better or as good combat stats as the non mounted units (only trained Boyd could potentially outclass them in the offense and his durability is slightly lower). Earth supports are rare and most supports take way too much to depend of them. The only real good support that gives a notable amount of avoid is the Ike-Oscar one. The other ones take to long.

     

    My advice:

    Obviously train Ike. He can sort of solo the last two chapters with Wrath/Resolve.

    Get Oscar or Marcia promoted asap, give them all the BEXP. It is possible to promote Oscar in chapter 9, giving you a second and better Titania. Otherwise, Marcia is still the best unit and the faster she gets promoted, the faster she snowballs.

    Early- and Midgame have enemies with equal if not better stats than your own group. If your units are only slightly better, it doesn't change their performance much, so they are either useful or useless. Titania and the Laguz are a huge help to beat/weaken enemies for them. This is why its much better to focus on Titania and a few good units rather than spreading out anyone. Though almost everyone should be promoted at chapter 18, the prepromotes can't carry the team at this time anymore.

    Always forge Steel Axes and Steel Lances. Maybe Handaxes or Javelins if they would be apparently useful for the following chapter. Maybe forge one time a Steel Sword, if Ike or Makalov want one (unlikely). Later on, forge Silver Axes and Silver Lances.


  9. Thanks. Kanto will be summarized in only two posts, but after that I will show what Soulsilver and Heartgold offer.

    -----

    Blue
     
    The second part in Kanto isn’t challenging with the exception of the last two trainers, Blue and Red. I won’t comment on any other trainer or gym leader, all their Pokemon get down in one or two attacks and they are even lower leveled than the Elite Four. Surf, Earthquake and Ice Punch are good enough if hitting effectively and if the opponent has low defense, Return makes good use of Feralgators high attack stat.
     
    It is a minor issue to travel through Kanto facing the least number of trainers. On the way to Kanto, one Sailor has to be fought on the Ship. The Power Plant can be reached in two ways. The long one through the Rock Tunnel (a pain without Flash) requires only one Hiker with a Machamp to beat. Fuchsania City has to be reached later on through the south side. Entering it from the west or east would require to beat at least one trainer!
     
    In the gyms, a total of five trainers have to be confronted (three in Erika's gym, and one in each of Brock's and Sgt. Surge's gym). Seven trainers are fought to reach Misty at the Nugget Bridge. With the already mentioned Sailor on the ship and the Hiker before the Rock Tunnel, this makes 14 trainers. With the 8 Gym Leaders and Red, we have 23 trainers in Kanto. A total of 117 encounters in Silver, if adding the 94 encounters in Jotho. Its 109 encounters in Crystal, adding the 86 in Jotho.
     

    Blue’s team is partly harmless and partly dangerous. Rhydon gets OHKoed. Pidgeot doesn’t deal much damage and Exegguttor wastes his turn charging up Solar Beam, both die in two hits. The threat is Alakazam, who can outspeed Feraligator and  can use Reflect. In that case, some Pokemon should be traded in afterwards so that Reflect disappears. If it isn't using Reflect, it hurts with Psychic at least once. Gyarados survives two Returns and deals plenty of damage. Once again, switching and hoping to get a Hyperbeam so that Gyarados has to recharge one turn can save a turn. Arcanine can survive a Surf barely and a weakened Feralgator may be beaten with Extremespeed. Some luck and crits are appreciated, furthermore the fight differs how well Feraligators stats are distributed. On my silver fight, Arcanine wasn't OHKOed but Alakazam was outspeeded. It is also possible to give it some rare candies and vitamins, as long as its level is still low enough that it manages to get enonough experiene for a level in this fight.

     

    Battle Count: 108

    Level: 61


  10. Rival 5, Elite 4, Lance
     
    Going to Victory Road, five trainers are on the way, though the first four can be avoided in Crystal. Earthquake is found in the Victory Road and can replace Bite. Return can replace Strength, if not done already. The Rival makes a final appearance in this run. Five of his Pokemon get OHKOed by Return, Earthquake and Surf,, only Meganium survives one Ice Punch.
     
    Will is the first of the Elite Four. Feraligator is unable to OHKO any of them with the exception of Jynx (who can get a Reflect, though). So, it takes at least one attack every battle. A couple of Psychics can kill it, so hopefully they waste their turns using Confuse Ray, Leech Seed, Amnesie, Curse or get critted.
     
    Koga is an easy battle, but a bit of a matter of luck. His Pokemon aren’t OHKOed with the exception of Muk. They usually don’t harm Feraligator aside from Psychic and Explosion, but Doubleteam can stall this battle in Koga’s favor, if Toxic works.
     
     
    Bruno has a rather durable Machamp though Return beats it in two hits. The other Pokemon go down with no effort. Hitmontop usually wastes his turn using Dig (countered with Earthquake) and Hitmonchan only gets a weak Thunderpunch in. Hitmonlee and Onix are OHKOed by Return and Surf respectively.
     
    Karen is the easiest member of them. 3 Pokemon get down in one hit. Umbreon is too weak to do much damage and Vileplume only gets one attack through (hopefully not hitting with Stun Spore).
     
    Lance is a tricky one, if his Dragonites survive a single Ice Punch. They can retaliate with Thunder Wave, the last one thankfully not. Aerodactyl and Charizard go down with one Surf each, though the former out speeds Feraligator. Feraligator can easily be beaten by this groups combined attacks. It depends on the Dragonites and the Gyarados. The latter can be 2HKOed with Return, but may be healed and has some turns to retaliate. Expecting a Hyperbeam and switching out to get a turn may be worth it. If Feralgaotr's Special Attack is too low, buying Blizzard may pay off.
     
     
     
    This completes the first part of the game with 94 forced encounters in Silver and 86 battles in Crystal. There is still Kanto.
     
    Battle Count: 86
    Current Level: 53

  11. Rival 4, Clair
     
    Next destination is the Radio Tower. While the Rocket’s Pokemon are a bit higher leveled, none of the Grunts or Executives are anything to write home about. On the second level, one of two Grunts can be skipped, the lower one has five Pokemon, the upper one merely two. In Crystal, an additional female Grunt has to be fought. On the third level, one Grunt can be pulled away and he only has one Pokemon. This avoids fighting a Scientist with three Pokemon. But when this room is entered again, the Grunt is in the way and the Scientist must be fought on the way back. To avoid this, Feraligator has to die and “teleport” to the Pokecenter after the Executive upstairs is beaten and dropped the Key. This is possible through poisoning. Teleport through an Abra doesn’t work. To avoid losing too much money, it is saved by the Mum beforehand. This is all complicated and doesn’t avoid a battle, it merely allows to have a battle with less opponents.
     
    Going underground, the Rival puts up a mild challenge, but it doesn't require any smart setup to beat him. His team can beat Feraligator in a group effort, if it gets lucky. After that, eight Grunts, two Burglars and three Executives have to be fought until Team Rocket is beaten.
     
    Going to Blackthorn City, only a sole Bird Keeper lurks at the entrance of the Ice Path, who is avoidable on Crystal. Waterfall is found there, which a bought/given Dratini will need to use soon.
     
    In Blackthorn City, Feraligator can finally forget Cut and could learn Return. It sticks with the decent Strength for now, which can be removed. The four not skippable Cooltrainers and Clair aren’t threatening. One of her Dragonairs survived an Ice Punch, but it seems unlikely on average. Avoiding a Thunderbolt is certainly desired. Kingdra can’t hurt Feralgator much and its defense isn’t too impressive. In Crystal, a Cooltrainer has to be fought in the Dragoncave.
     
     
     
    Battle Count: 78
    Current Level: 46

  12. Chuck, Jasmine, Pryce
     
     
    Next, it is possible to go east to fight the Red Gyarados and clear the Rocket Hideout and the Ice gym. If going left, backtracking quickly is forbidden in Silver, as a trainer is in the way back to Teak City. Only after the Cianwood gym is cleared and Fly was learned, it is possible to exit that side of Jotho (maybe a bought Abra can fix this with Teleport?). In Crystal the male Pokefan on that route has to be defeated anyways, so backtracking is possible in this version.
     
    Both sides have one or two nasty fights. The east is pretty easy with the exception of the Red Gyrados, which smashes the current level 28 Croconaw. It may be possible to survive its onslaught of Dragon Rage and Trash. The latter may even confuse it, though to survive that, Croconaws teammates have to swap in. The best method would be to hope for a lucky Ice Punch that freezes it. In Silver I went left, in Crystal I went right.
     
    In Olivine City, Strength is gotten for Shuckly soon. If going west first, three harmless battles in the Lighthouse wait first (and the male Pokefan in Crystal). Surfing to Cianwood City, Shuckle (remove its item) and the Potion are obtained.There, 4 gym trainers and leader Chuck are waiting. The first two gym trainers are surprisingly difficult, as they are battled in a row with no rest to cure Croconaw. Hitmonlee and Hitmonchan are durable enough to avoid a 2HKO and hurt rather much with Jump Kick and Thunder Punch. Some Surf crits and Hitmonchan using other punches make this possible. Croconaw finally evolves, but the gym isn’t over. Chuck’s Polywraths is unimpressed by Feraligators Surf, Bite and Cut. Rage is once again the way to go, especially when Primeape used Fury Scratch to trigger Rage as many times as possible (Leer can be dangerous in the following battle). Still, Poliwrath’s Hynose and Dynamic Punch have good chances to beat Feraligator. In Crystal, Feraligator had a higher level from the Rocket hideout and Pryce gym, so he could manage them with Surf.
     
    Returning to Olivine City, Jasmine should be skipped for now. The Magnemites survived Surf on a new Feraligator, it should have completed the other two gyms to have as much levels as possible. While Feraligator could take one Thunderbolt, Thunderwave was also most unwelcome. The Steelix fight is usually easy, with Feraligator weakening it with Surf, but if it survives a Surf, Paralyse, Screech and a critical Iron Tail an make this a threat. The Sunny Day can be removed by sending other Pokemon first. Overall, it is better to wait one or two level more to beat them cleanly with Surfer. But one may want the experience for the Gyarados fight.
     
    On the way to the Lake of Rage, there are no forced encounters. The Red Gyarados can possible 3HKO Feraligator with Dragon Rage, but it used weak Bite attacks this time and flinched more than once. If it is tackled first with a Croconaw, it gets much tougher. Hopefully it uses Leer and hits itself from confusion. Other team members like Togepi (Charm) or Shuckle can weaken it and Croconaw could freeze it. In Crystal, Croconaw isn't evolved yet and has a harder time. Thankfull, the AI is even worse with wild Pokemon than with Trainers.
     
    The Rocket Hideout isn’t noteworthy, with them having Pokemon on low levels, while Feraligator ditched Rage for Ice Punch to deal even more damage against mooks. The Executives weren’t a challenge either. Only one Grunt could be avoided. It isn’t possible to escape from the three Electrodes, so they are beaten. In Crystal, the two Scientists near the Grunts with the Passwords and one Grunt before the room with the first Executive can be avoided.
     
    About the Mahogany gym even less is to say about. Pryce’s Pokemon can’t hurt Feraligator and Dewgong can drag the fight out if anything.
     
     
     
    Battle Count: 51
    Current Level: 36

  13. Morty, Rival 3
     
    With the obtained Squirtbottle, the next step would be Route 35 to reach Sudowoodo and Teak City. But there are a number of trainers in the way and Sudowoodo can be reached from Viola City. This means some annoying backtracking, but it isn’t too bad. And for future visits to Goldenrod City, the Fly HM will suffice. In Crystal, all trainers can be avoided and it is even mandatory to approach Sudowoodo from this site to get the Squirtbottle.
     
    After fleeing from Sudowoodo, Teak City is almost in reach. Only a sole Psychic with a Drowzee will be fought (not in Crystal). By the way, the two entrances of the National Park can’t be entered in Silver because of some trainers. No Dig TM on that playthrough.
     
    Teak City offers the Dance Theater to get Surf and the gym to use that outside the battle. This is required for the two separate ways that can be chosen randomly.
     
    In Crystal, the gym only opens after the Rival fight, which is mandatory in this version. Croconaw can battle the Kimono Sisters and four trainers on the way to/in Cianwood City and the Lighthouse beforehand. It may also replace Rage with Ice Punch to beat Bayleef easily.
     
    The four gym trainers fall quickly to Croconaw’s new Bite move, but for Morty, it may be better to fight the five Kimono Girls first for the extra experience and Surf move in Silver. The one with Jolteon requires a lucky crit and not getting paralyzed. Surf is stronger than an effective Bite, though it doesn’t flinch. It is the better move if it OHKOes and/or hits last. Bite may still be more useful if both moves 2RKO, if it inflicts flinch.
     
     
    Battle Count: 32
    Current Level: 28

  14. Whitney
     
    In the Ilex Forest, Cut is found. Only Starter Pokemon and Sandshrew (bought in the Game Corner in the Silver Edition) can use it, so Croconaw has to make room for it. It takes a while until it is able to forget it in Blackthorn City.
     
    Route 34 has no forced encounters. Goldenrod City has plenty to offer. A Spearow can be obtained and it is the sole obtainable user of Flying, next to Togetic. Flying is not only saving time, it avoids to face one trainer battle on the way back from Olivine City in Silver, so Kenya the Spearow is a great contribution to the team. The Bike isn’t necessary at all.
     
    The Underground has to be visited later on. The Coin Case found there enables to buy Abra, Sandshrew/Ekans, and Dratini. Abra is potentially almost good enough to beat the rest of the game, but Feraligator is a bit more balanced and has less issues with the two Houndooms and the Snorlax that are to come. Dratini is required later on, as it is the sole user of Waterfall. It also opens up to get Blizzard, Thunder and Fire Blast, though they aren’t required. In Crystal, Wobuffett could be useful, but it isn’t required.
     
    In the Underground, one trainer battle is mandatory, as he lurks near the locked door that will be opened in the Rocket mission later on. There are two trainers that lurk near each entrance. Since the south entrance is blocked later on by a Grunt, it is forbidden to fight the southern trainer there. Croconaw can already beat the northern Pokemaniac and the Super Nerd for early experience.
     
    At the Radio Tower, the Radio Card is required to overcome the Snorlax later on in Kanto with the upgrade.
     
    The Department store offers useful TMs. Ice Punch is fantastic until the end of the game. It isn’t required to learn now, though, and would take the slot for Rage away (which may be used in the next gyms). Blizzard is theoretically better, but expensive. Of course, the coins can be won through gambling in the Game Corner, but it just isn’t necessary. Later on, the Return TM is useful for Feraligator. The Vitamins will be another way to spend the accumulated money, but the are too expensive for now.
     
    Finally, the gym waits with one forced trainer (just with a Snubbull) and the leader. Whitney’s Miltank is as usual quite the challenge when confronted unprepared, but Croconaw can set up Rage in the battle with Clefary beforehand. Fury Cutter could work as well, but Miltank could disrupt it through flinching or attraction, Rage isn’t bothered by that as much. Clefairy can ruin things with Metronome, Croconaw faced a Petal Dance in the first attempt and became too weak to beat Miltank. On the successfull tries, Double Slap’s multi hitting attacks complimented the way Rage works. It gets a boost with every hit, not just the single attack.
     
     
     
    Battle Count: 17

    Current Level: 20-21


  15. Bugsy,
     
    Route 32 has one forced encounter at the start. Not in Crystal though.
     
    Union Cave has one Hiker with three Geodudes. Since he starts with the lowest leveled, Rage gets enough opportunities to grow. Only after the fight, Aqua Gun is learned. At the very least it serves to beat the following Firebreather and his Vulpix. Crystal allows to avoid these two trainers as well.
     
    In the Slowpoke Well, four Rockets Grunts have to be dispatched. None of them are threatening, though one or two visits back to the Pokecenter may be warranted, if things go badly and poisonous.
     
    The gym has two weak trainers on the way to Bugsy. The second trainer can be chosen between too different ones, the left one has only one Pokemon. The fight with Bugsy is simple, though it can go wrong. Metapod is harmless. Even if it uses Tackle more than anything else, it speeds up Totodiles Rage. Kakuna can poison it, but usually Rage is at this point of time strong enough to beat hit with few hits. Scyther doesn’t take too many attacks either, but critical attacks can kill Totodile. https://www.youtube.com/watch?v=Nm4k0tjtXGE
     
    The victory over Bugsy makes Totodile evolve and its evolved form can learn Fury Cutter. In Crystal, i t doesn't reach level 18 yet, sadly.
     
    Rival
     
    The Rival has the rather non-threatening Ghastly and Zubat, but Bayleef can beat Croconaw easily with Razer Leaf. It is also fairly sturdy, so Scratch and Aqua Gun aren’t doing much. Rage can’t be used against Ghastly, meaning it is weak as well. Aside from lowering its accuracy with Mud-Slap, Fury Cutter works well, but starts weak just like Rage. But unlike Rage, it can be strengthened in the fight with Ghastly first. This is still an issue, as it knows Hypnosis and can paralyze with Lick. https://www.youtube.com/watch?v=FOo41VPcj4Q
     
    In Crystal, this fight is even more difficult. Totodile can theoretically beat Bayleef with Mudslap and hoping to not get hit with Razor Leaf, but it is unlikely. But there is one other Pokemon obtainable at this time, Togepi. Since Togepi has to evolve, it has to reach 220 friendship by going over 25000 steps. Then it can participate in one or two battles (like the first Rocket Grunt) and should get just one level to evolve.Totodile can weaken Gastly with Aquagun and then switch to Togetic, which can beat Gastly with Mudsplap (though it can sleep and Spite can remove Mudslap, effectively resulting in a loss). Next is Zubat, which Totodile can handle with Rage. If it gets lucky, it may be able to beat Zubat with Rage handily and inflict Rage on the Bayleef for some damage, but this is only to consider if it has enough HP to survive a Razer Leaf. Togetic has to swapped in and lower Bayleef’s accuracy with Mudslap. It can take some Razer Leafs due her type and high special defense and Bayleef may use Growl and Reflect, wasting time. Then Togetic uses Metronome for the rest of the battle (learned after the battle with Gastly). Metronome hopefully poisons it, as even regular attacks like a Fire Blast aren’t doing much. Totodile can also finish the job, hoping that Bayleef doesn’t hit after six Mudslaps.
     
    Battle Count: 13

    Current Level: 17-18


  16. Inspired by JRose11 and Load97, I went for the sequels to finish them with the fewest amount of encounters.

     

    Rules

    - Beat Red

    - Skip as many trainers and Pokemon as possible. Always flee from wild battles

    - No using items in battle and no held items either

    - No Daycare

    - Battle Style is Shift

    -No Buena's Password and Mystery Gift (otherwise there would be a limitless amount of Rare Candies)

    - No elements outside the game (trading/events)

    - No Glitches (manipulating the Game Clock to skip waiting time for Return is fine in my book)

     

    Which version?

    Crystal has less encounters, but two battles are tougher and it has an additional battle. Between Silver and Gold, the former is chosen, as it gives another user of Cut later on. In Gold (and to an extend Crystal), Cut has to be removed and retaught whenever it is necessary later on. Otherwise, there is no difference between those two. I only refer to Silver and Crystal from now on. I only tell the current battle count and Totodile's current level in the Crystal version. They are a bit higher in Silver.

    Start

    The Battle Style is changed to Set. The Clock is set on Saturday or Sunday, as Return will be bought in Dukatia City later on. If it is missed, waiting until Sunday or manipulating the Game Clock may be required.
     
    Of the three starters, Totodile is chosen. It’s the only Pokemon that can learn Whirlpool. The Berry gets removed. Reseting for a decent one that has above average Attack and Defense is recommended, the third battle will be difficult otherwise.
     
    After the visit with Mr. Pokemon, the Rival is encountered on the way back. The fight is in Totodile’s favor, though unlucky crits may result in a loss. Don't need to record that one, honestly.
     
    After handing over the egg, the next destination is Violet City. There is but one forced encounter on the way, a Youngster with two Pokemon. He gives Totodile enough experience to learn the crucial attack Rage.
     
    Battle Count: 2
    Current Level: 7
     
    Falkner
     
    In the first gym, two Bird trainers and Falkner are fought. The first trainer has a Spearow and level advantage. Totodile can manage this fight barely with Rage. If not, a Reset to get a better one may be recommended. https://www.youtube.com/watch?v=Nmc-rf97RpM and https://www.youtube.com/watch?v=0b8kegMXHTQ .
     
    Like all Gym Leaders, Falkner uses a weak Pokemon first. This can be used to set the own Pokemon up to be properly prepared against the gym leaders later, stronger Pokemon. Totodile can set up Rage and gets enough Attack to beat Pidgeotto. https://www.youtube.com/watch?v=1IGEb4hmUKM
     
    After the gym, Togepi can be obtained. In Silver it is mostly useless, but Totodile can heal itself of confusion or if its stats are lowered by switching to it. Theoretically it can use Charm to weaken Pokemon with a threatening physical offense, but it is tricky to set up and not required. In Crystal, well, I tell you tomorrow.
     
    Battle Count: 5
    Current Level: 11

  17. Yes, Exkalipoor.

    I would tackle it again, even if it takes a few years. After I recorded my chapter 10 video, I interrupted the game as well for 1-2 years. I also took a one year break for FE5 (around chapter 18). Maybe my breaks took even longer.

    You missed out the part of the game that starts having only prepromoted enemies (with the exception of some Wyvern Riders, Priests and Knights). But actually not as challenging as the earlier part of the mid-game, if you have all your units promoted and reached certain stat tresholds. ORKOing everything gets more and more difficult, but on the defense side it is more lenient, as enemies still use steel weapons and ranged weapons in the late game. Even avo tanking is partly possible. Recommend to experience this some day, it is disgustingly different from the early game and mid game. You can still dominate the enemies, but you actually have to utilize your many trained units to do that (in Hard a single unit with a forged 1-2 range weapon should do the trick). The higher amount of status staves (and physics) and long distance magic also avoid to make this an easy walk in the park. Chapter 21, 25 and 27 come to mind. The infamous chapter 26 is manageable if you rush with rescue to avoid the reinforcements, but routing this map is its own thing and I did it once with a weak non mounted group.

    If I'm not mistaken, there is no mayor difference in the desert chapter between Hard and Maniac, so I don't expect an improved chapter. The flyers are more annoying, but manageable if they get weakened, so that they retreat instead of killing someone like Sothe. With the usual approach of transporting Lethe with unpromoted Jill to Stefan and simply having Marcia beating Muarim, it is pretty easy to get everything in 3 turns with a bit of planning.  Though the White Gem and Statue Frag require luck and I don't recall anyone bothering with the two coins. Maybe a strategy without promoted Marcia is possible, but someone has to kill the boss. So unlike chapter 10, this chapter requires trained units.

    Chiki got it here, my approach wasn't much different.

     


  18. Excited to see an improved strategy of chapter 10 after I managed one five years ago (also on my first run, this chapter doesn't require much knowledge and you can just solve the puzzle on your own). Now I can have a playthrough without Oscar and still get that stealth chapter 10 clear.

    I don't recall everything after all those years, so how exactly was this possible? Watching it three times, I guess it had to do with having Lethe available to push Kieran. I didn't had her in the southern area, because I needed her to carry Brom. But the crux of the matter is that you managed to let Brom escape through other methods.

    And how did your first maniac playthrough turned out to be?


  19. Chapter 19
     
    This chapter deals with the actions of the different races of the bird tribe. The ultimate resolution is in chapter 28. Janaff and Ulki discuss different styles of leadership with Ike, which emphasizes the laguz culture. It forshadows Ashnards motivation and even the duality of chaos and balance in FE10. Ironically, the naive Ike agrees with it.
     
    Subsequently another army of Daein is to be fought, but the ravens join them again. To settle this, the hawks can talk to Naesala, who will talk with Reyson then. He is asking Reyson, why he hates him. I'm lost for words. Reyson reconciliates with him and his reasoning is, that they wouldn't have woken and found Leanne. While this is true, it was mereley accidental and never part of Naesalas plan. To enhance my weird analogy from the last part: That guy who intends to sell you to a slave driver crashes in front of a hospital. Your missing sister is there by chance and the noise wakes her up from her longstanding coma. Later on, after you were recued, you find your kidnapper again and are thanking him, because he was responsible for waking your sister up.
    Screw you, Naesala.
     
     
     
    Herons are fairly boring creatures, who present the pure good and are responsible for sealing and activating the Fire Emblem. Unlike his silblings, Reyson has a totally different temper. It isn't explained, if his nature changed because of the trauma or because of the hawks lifestyle. Maybe not all hero's are as melancholic as Leanne and Rafiel. It raises the question, how much of their mindset is limited by their race and if it is possible to change it. On the one hand, he has a different temper and was tempted by using some omnious seid-magic on humans, that would be chaotic, aggressive and deadly. On the other hand, his body is unable to eat meat or be violent, so he can't change everything about him either. The game doesn't expand on this, but it was effective having Reyson be a distinguishly untypical example of his race. Otherwise he would by the typical pure dear prince and just there to seal the Fire Emblem. His support with Ike gives us information about the characteristics of herons and the influence of chaos-energy and the medaillon during war-time. I wonder if Leanne and Rafiel would fail to withstand the medaillon at the end of this war. Maybe Reyson living with he hawks gave him additional willpower to hold of a bit longer than the average heron.
     
    Aside from Naesala and his issues with the bird tribes, the plot also informs us about Greil and Elena's death. Volke tells Ike, that the medaillon harbours a dark goddess and by touching the medaillon one gets fueled with chaos magic, driving those insane who don't have enough balance force. Balance and chaos are supposed to be inherent in each lifeform, but this vague concept is never fully explained. Have Mist and Elena so much balance for genetic reasons? Can the amount of balance and chaos change and grow? What are those two forces doing anyways, besides reacting on the medaillon? Why isn't the medaillon better protected, like through another container?
     
    The backflash is well done, though. FE9 is cheap in the graphical area, but the illustrations are presentable and are used well. In this case, the camera slides slowly from back to top, first showing the dead soldiers and finally showing Greil and his dying wife for a dramatical effect. Ironically, Greil died in the same way.
     
    Also Greil and Ike handle this event reasonable and aren't mourning their tragic fate and bemoaning their suffering.
     
    Just like in chapter 10, Volke presents us another choice. Refusing to join him doesn't give us any favors, so it is a useless one sided choice again.
     
    Ike hearing this from Volke now is a good coincidence, because the medaillon gets stolen now. More of that in the next chapter.

  20. Chapter 18
     
     
    The Daein campaign begins. Begnion offers a regiment. Of course it isn't stated how large this army actually is. FE is almost always holding back with numbers. But the tasks and usage of said regiment isn't concretisized either. After they conquer the capital, Sephiran arranged to give them an even larger unit under Zelgius. That unit seems to do a bit more work:
     
    Quote

    Ike: “Our success was thanks to the Begnion shield protecting our flank. Not the soldiers you lent us, but your reinforcements capturing and holding the retreating Daein soldiers. Because of that, we were able to concentrate on the enemies before us without concern for our rear guard.”

     
    But what is the current regiment doing? It's not like they are only subordinates of Tanith, we do see some male soldiers.
     
    Quote

    Bengion Soldier: General! We've seized control of the surrounding area, and the remaining Daein troops are retreating... General?

    This hints that those battles we see and play aren't the only ones happening.
     
     
    My next point is about the size of the army. The past chapters were all about skirmishes, small confrontations between the mercenaries and a small enemy force. Their weren't hundreds of bandits in chapter 1-3. While fleeing in chapter 5-11, the mercenaries were merely fighting one small unit after another. The laguz pirates and laguz liberation army weren't assembled by hundreds of people as well. Olivers army may be a bit small, but one can exuse it by explaining that it could have been scattered and didn't had enough time to assemble at their full force. But now Daein is attacked and the first battle is in a fort. The enemy number is around 22/33/45, depending on difficulty. This is obviously way too small. How can this be explained? 1. Usually the writers point out that the battle on-screen is just a fraction of the whole conflict. The rest of the soldiers are fighting elsewhere. The above quote points out, that the surrounding area was seized. Especially in FE10 this is done most of the time. Ike's group has special tasks and the large laguz army is at the front. Maybe the fort ithis chapter is only a small part of a larger area and hundreds of soliders are fighting.
     
    2. This isn't the case here, but FE5 mentions in chapter 14x, that there are six hundred refugees that have to be protected. How many NPCs appear on that map? Six. Especially in the larger battles one could say that a unit represents hundred units. The FE6 manga also showed that the heroes were acompanied by a bunch of nameless subordinates Not only Fir and Rutger, but a bunch of other Myrmidons were in their group. Other strategy games like Advance Wars are already doing this and Three Houses seems to use this feature as well. I doubt it will turn out to be a failure (there should be enough testing), but I don't get why it has to be introduced in the first place. Is the current gameplay broken and needs to be fixed? But I considered Pair-up to be useless and a good number of people probably love combining two units, so what do I know. Back to the matter at hand, there are other inconsistencies why this doesn't apply here. Utility units like thieves or dancers can't really be presented as a hundred units. In narrow corridors in indoor maps it is unlikely to have 200 units. Tibarn isn't giving us 200 soldiers, but his two best soldiers.
     
    3. There isn't a plausible explanation. The former ones are excuses. FE is an unrealistical videogame in which ten units defeat thirty units and this occurence counts as a battle of epic proportions that decides the outcome of a worldwide war.
     
     
    To enable Ike being a commander, he has to be ennobled. This fits Begnions etiquette und Ike is laying of the title later on anyways.
     
    Ashnard and the Black Knight comment on Ike's progress. They also refer to their spy, a plot point that comes back to our attention at the end of the chapter. Ashnards endgame is also indicated. He isn't concentrating his army to fight off the invasors, instead he is letting them confront small parts of his army one by one. The troup in this chapter wasn't even informed about the mercenaries and is overconfident. And it's not like Ashnard puts much faith in the ravens in the next chapter or the foreigners in the chapter after that. This is another attempt to explain why a mercenary group and a single Begnion regiment are able to conquer Daein. Only at the second part of the war after chapter 22 Crimea is using their whole army, which is supported by a larger regiment of Begnion and the laguz army as well.
     
    The Black Knights swipe at Ike is always catching my eye. I rate Ike after his large promotion bonuses and him getting Aithir fairly strong. But the Black Knight cooly states that Ike is nothing compared to his father. This again underlines the level of threat the Black Knight ist, as his opinion is even above the player ones and as a matter of fact even true. He knows much more about who is a threat than we do.
     
    Over the course of the chapter Shinon is recruitable, I already responed to that dramatic event in lenght. His stats aren't so impressive anymore. Compared to Ike ones, he is much weaker. This shows Ike's growth and rise to a commander step by step, while Shinon hasn't improved at all and was stuck in his life as a soldier. It gives him some needed humility.
     
    On top of everything, the ravens join Daein. Naesala doesn't seem to be afraid of having a potential war with the other laguz. Dheginsea even told him that he shouldn't make enemies with every nation there is. Tibarn's punishment has yet to come (and will be postponed for eternity). Naesala probably knows about his plot immunity. He is that kind of guy that sells you off a slave trader and marries your sister a few years later.
     
     
    Janaff and Ulki
     
    Not bothering to give each of them a separate column. Unlike the beast laguz, the falcons are introduced much later and they aren't doing too much, as they aren't affected as much by the war to begin with. While Gallia is trying for peace, the falcons are a bit more rough and refractory. Janaff and Ulki get more characterized by their abilities if anything. Those abilities are mentioned and used in the next two chapters. They are obvious counter parts of each other, but unlike Lethe and Mordecai, there is no controversial situation in which they can show their integrity or doubts on each ones unique perspective. E.g. we aren't told or shown which one of the two is more friendly to humans. They help in the next chapter to settle the disput with Naesala and Reyson and show some minor communication roblems with Ike in their base conversations, but it is mostly harmless and tamed. Otherwise, they deal with some sceptic Beorcs in their supports, but unlike the serious ones with Lethe and Mordecai, they have harmless ones that are funny if anything. If I had to pick one, the support with Lucia invokes my curiosity the most, as they flirt. I guess this isn't taking seriously at all and the topic changes more to the relationship of both races, but playing around with the taboo is much more intriguing. There is no human-laguz romance in the present, all known pairings were in the past and usually it is more about the results of those unions (the branded). Supports with Reyson, Haar and Sothe were cut. Maybe they would've served dealing with racism matters, as Haar and Sothe are part of Daein. But then again, maybe they would just play with their gimmicks, like Haar sleeping the whole time and Sothe being a young child.
     
     
     
    Tanith is another unit that is characterized by contrasting her with an obvious counter part. Sigrun is diplomatic, mild, warm, lauding and I found eleven synonyms for gracious. Tanith is obstinate, snarky, cold, critical and rough. This are fitting attributes for soldiers, but I found it intriguing how those two act as soldiers and commanders in one moment and change to more diplomatic knights and servants in the next moment. And if the situation doesn't ask for her military role, Tanith can even defrost and become approachable, which is shown in her supports with Oscar and Marcia. This helps not making her a one-dimensional, blindly obedient butch. It is common clichee of the strict, shouting manly army women that is thankfully avoided. Maybe the cut supports with Astrid and Volke would have underlined this as well.

  21. Fire Emblem has a villain problem as well. Usually they are absent and are just represented by their incompetent minions and they themselves only exist as a vague threat. And if they appear, they fail or are incompetent, because they aren't allow to beat the heroes. It's why I can't take Berkut seriously. He fails in every moment he is on-screen. It's also the reason why Alvis and the Black Knight are the few villains whose deeds and crimes made an impact. The former has screen time and is competent in every scene, the latter wins and kills the heroes. I hope they give the villains more screen time AND make them more successfull.

     

    I also consider Sephiran a spin of the Gharnef archetype in the regard that he tries the whole game summoning the evil god. But that what it is: A spin. And the Gharnef archetype isn't exactly well defined. Is Lyon the Gharnef? Is Riev the Garnef?

     

    Finally, I don't think the series is too formulaic. The Heroes Journey is simple and works well, if they put effort fleshing out the world and making the protagonist relatable. FE9 shows this. Doing a confusing and ambitious plot like in Radiant Dawn or Fates is much more difficult and with a videogame that is about building your army to conquer countries an driving of the evil empire making things too grey is is just an obstacle.


  22. @Etrurian emperor: Thanks for pointing out Tormods backstory. I forgot about the lore books and spend an entire afternoon reading them. Not too much new information, but a neat detail here and there.

     

     

    Chapter 17

    This chapter tries out a new concept. It is divided in four parts. After every part it is possible to save and call for reinforcements (and thus items). It isn't entirely something new. FE4 already had large chapters where huge parts of the map were seperated and only unlocked by seizing the enemies castles one after another. What's the point of this? The player is challenged, for once. The army is used for a long time span without access to the base. There is no overview of the total map. The enemies numbers and classes are unknown, the victory conditions as well. It is a test of endurance, as the ressources are limited and it's unknow which items and weapons are useful for the next maps and which aren't. And the items aren't accessable at once, they are belated and gotten through reinforcements.

    On the other hand, it is a new method of storytelling. The plot is advanced before and after the chapter for most. Of course, events within the chapters are common, like Greil, Shinon and Gatrie appearing in chapter 7 after entering certain areas. Chapter 17 has no limits, though, as it changes the point of view of Ike, Tibarn, Leanne and Oliver and tells the events within the chapter after each map. Again this is reminiscent of FE4. Though unlike FE4, it isn't possible to sequence break by playing to fast. The events are divided clearly.

    Each one of the four map offers a different victory condition and different groups of enemies to keep making those maps diversified and exciting. The dreary forest and the eerie music (which is out of place in chapter 16) serves the atmosphere. Compared with other chapters that could tie all four parts in one chapter, it is more tedious and uneventful. But even that negative aspect underlines the long fighting and stressfull mission. We are tested and know that, this concludes a part of the game. After starting the next chapter, we are refreshed and are rewarded with a promotion, four new units and a bunch of BEXP. Elincia has the opportunity to fight with Daein at last.

    I can nitpick about some minor things regarding the gameplay. It isn't possible to swap items and slots at the start of each map after the first one. 17-2 can be completed a bit too quickly, while 17-3 can't be speed up. The NPCs can be annoying in 17-4. But the chapter fulfills its purpose. It isn't an issue to include here and there a chapter that limites the use of base, world map etc. It was done in FE8 and in FE10 (1-6). Fates did it too, though it wasn't possible to save. They won't want us too long away of MyComfortzone.

    Of course, the chapter has its share of convenient coincidences to advance the plot. Oliver searches Reyson for days. Reyson is found by Tibarn and they decide to hunt and punish the intruders. Ike searches both Oliver and Reyson. It is still his job to arrest Oliver, even though it is obvious that Oliver won't listen to him. It was already shown in chapter 16. Olivers reasoning for going against the apostle is being mad, though I doubt his army would be as daring as he is. They have to act as the enemies, we have to fight something here, after all. Regardless, all parties will met in this chapter at a convenient time by accident. Would one of them appear a bit later or sooner, everything could go wrong.

    After 17-1 the laguz hear Leanne calling. Nasir uses the opportunity to explain the magic of heroen's. It is diverse healing magic that can penetrate and break some spells and diseases, but some of it only get's important in FE10. It is pointed out that the heroen's balance and order are important. Reyson, by contrast, wants to use the magic for destruction, which chould hurt him, though it isn't elaborated on. I wouldn't mind an explanation why the heroen's can be so structive, when they aren't physicaly able to hurt others. It may even explain Sephirans high stats in 4-F-5. He should be much weaker, being a heroen.

    In 17-3 Ike finds Leanne. It is unclear why she woke at this time. Maybe it was Reyson, maybe the medaillon. Finding her will turn out to be very convenient, as it helps later on to placate Reyson. He and Tibarn are more open for a civil talk and they even forgive Sanaki afterwards. It wouldn't be that smooth if they hadn't found Leanne before.

    After chapter 17-3 there is a short dialogue and I was so bored that I read more into it than it is worth it. Ike estimates Mist's weight is the double of Leanne's. Boyd compares Mist's weight with an armor. It's just there for the humuor, but we have measuring units and numbers to check these claims. Leanne has a weight of 2, Mist has a weight of 5. She is even more heavier than two Leannes. The armors weighs 4 (e.g. Gatrie has 12 Con and 16 Wt), so they weight less than Mist. The weight system is unique in Tellius: They use two stats. The constitution seems to be the inherent physical strength, but the weight is composed of constitution and armor, mounts or transformation bonuses. It is what counts when shoving and rescuing. The heroens and ravens even have less weight than constitution. It is explained with their birdlike physique.

    Anyways, Tibarn and Co. join the battle in 17-4. They recognize Leanne and enable a talk with Sanaki. Sanak isn't doing much else other than asking for forgiveness, but one can't expect much else of her. Leanne can read her feelings and honesty behind her words. With that, the relationship between Begnion and laguz has supposedly improved. It doesn't do much in FE10, but Ike gets Tibarn's and Reyson's respect. This part of the plot is concluded. It's back to the main story in the next chapter.

     

     

    Summary at the half-way mark

    Eighteen of thirty chapters are completed. The later chapters take longer than the early ones, which is why we this could be the half-way mark. The following chapters deal with the liberation war against Daein for the rest of the game. Only five chapters are in Daein, the other seven are in Crimea. Fitting, as it isn't about conquering Daein and more about liberating and reconquering Crimea.

    What happened in the past eighteen chapters? We were introduced in the first four chapters to Ike and the mercenaries. For six chapters the fled from the Daein's to Gallia. For four chapters they traveled to Begnion. They stayed there for another four chapters to win them as an ally. Ike lost his home, his country, his father and two of his companions. He took his fathers place as a commander and made friends with regents of all nations (Elincia-Crimea, Caineghis-Gallia, Kurthnaga-Goldoa, Sanaki-Begnion, Phoenicis-Tibarn, Serenes-Reyson). He showed his inexperience, but grew in every chapter and many new allies proved to be new mentors. Aside from Titania and Soren he met Ranulf, who enlightend him of the laguz. There is Nasir, who points out the difficulties of human and laguz relationship. Stefan, who replaces Greil as a mentor for Ike's swordtechnique. Even Sanaki showed him the methods of ruling with intrigue and manipulation. The game tries to prevent Ike being too successfull and popular, he is failing sometimes. I already critized that Ike mets some of the important people in the plot by chance. Especialy the Begnion arc suffers from it, as it doesn't have a concrete goal. The other parts are clear about that: Fleeing to Gallia, fleeing to Begnion, conquering Daein, conquering Crimea.

    But this is offset by the obtained experience of meeting all these people. Free laguz like Lethe and Mordecai, enslaved ones like Muarim. The citizen of Crimea and soldiers of Daein, a colorful mix of new recruits that enrich the many perspectives of the people of Tellius. Some civilists of Crimea welcome the Daein soldiers and hunt laguz. Some laguz are pirates, other were enslaved and defend themselves. The soldier of Daein, slavetraders of Begnion and corrupt senatores, everywhere we met antagonists with different motives and backgrounds. The samy way we met new allies and friends. Brom and Nephenee aren't racist and want to protect their homeland, Ziharks fights for laguz. While the raven wanted to plunder the ship, the dragons take the ship back to the sea. Most Daeins soldier are following orders, but Jill and the Sothe question their bond with their homeland. The slavetraders are contrasted with the laguz liberation army, the corrupt senatores are contrasted with the obliged Sanaki. FE9 manages to create a fairly complex world that shows the war and its consequences in an authentic way, because it is shown in so many different perspectives. It goes beyond just showing us the culprit and the victim.

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