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  1. A long while ago, I did analysis of each of Three Houses’ routes and all the minutia involved in them that plays a part in each one’s difficulty (level scaling, unit availability, available equipment, enemy composition, etc.) which I posted on reddit. One thing that struck me about it that I failed to mention back then, is that, of the four paths available, two - Silver Snow and Crimson Flower - feel lacking in terms of content and resources compared to the remaining half, a notion which has been brought up by the Fire Emblem fandom multiple times in the past by now. The thing is though, data shows there’s room to argue this was done on purpose. For those who are out of the loop on what I’m yapping about; Fire Emblem: Three Houses features four main routes/storylines: Crimson Flower, Azure Moon, Verdant Wind, and Silver Snow (which even serve as the basis for the game’s japanese subtitle: Wind Flower Snow Moon). In spite of this though, the game presents three paths at the start of the game: Black Eagles, Blue Lions, and Golden Deer. The game handles this by having Azure Moon and Verdant Wind be the second half of the Blue Lions and Golden Deer routes respectively, and by having Black Eagles split into two different branches right before the second half of the plot starts: the Silver Snow branch (where the player sides against Edelgard); and the Crimson Flower branch (where the player sides with Edelgard). Black Eagles, according to developer interviews, was chosen to get this route split during early stages of development, and was not supposed to be directly advertised: Yokota: We kept it hidden, but the idea to have a story branch was there since the creation of the Black Eagle route. –Did you have plans to implement a story branch for the other houses? Yokota: No. We only decided it for the Black Eagle house and to keep it a secret. Edelgard is a character with a unique position, but we thought it would be more interesting to have two stories here, then we implemented the triggers for it. Has anyone ever wondered how important this decision was from a design standpoint? If it feels shoehorned in? Or, if it’s impossible to divorce Black Eagles from it? Well, for those who just wanna skip to the end of this whole analysis, the answer I’ve reached is the last one: Black Eagles does not feel complete when only one of its branches are considered, unlike Blue Lions and Golden Deer, which from the start were designed as more straightforward and standalone packages. Thus, this analysis seeks to dwell further on the unique effects Black Eagles’ route-split caused to its design, how it’s expressed in various of its areas, and why the whole idea ran into some problems down the road that made this whole idea become ignored and forgotten. Just for this post, I also worked on a brief comparison document that highlights vital areas in which Black Eagle content was split (click here to see that breakdown for those interested). But for those seeking a more thorough analysis, I invite you to accompany me ‘till the end. Before moving on, I feel it’s important to stress that, while I’ll be focusing mainly on gameplay-related factors, a few story elements will be brought up as well. Given the genesis of Black Eagles’ branching paths lie firmly in the story, this was inevitable. 1. Parallel War Arcs. One of the first things that become apparent when you compare both Black Eagle branches, is that each more or less does its own thing after Chapter 11. For the sake of this comparison, I’ll be focusing on factors like: Average Enemy Level between Chapters (+ their Suggested Level, which is directly related to the AEL). Available resources, and the timing in which new ones are unlocked and/or lost. When the game stops using Intermediate Classes for enemies (in a more conventional Fire Emblem context, this would be like saying when the game stops throwing Unpromoted Enemies at you). On one hand there’s Silver Snow, the path that has you be the underdog fighting the invading Empire. In it: The Average Enemy Level almost always increases by 2 per Chapter, regardless of the chosen difficulty. The only exception of this is the transition between Chapter 16 and 17, as the average level difference of enemies between both maps is 4. The Armory/Vendor/Battalion Guild stock is updated a third and last time in Ch. 14 (it’s previously updated first in Ch. 3 and Ch. 8 for those curious). Part 1 ends in Ch. 12 with a Suggested Level of 23. The game stops throwing Intermediate Class enemies by Ch. 18 for main story maps. The most number of bosses you’re forced to take down to clear main story missions is 4 in Ch. 16 once (3 if you play carefully), and then 2 for Chapter 18. The difference in enemy levels between successive story missions is 1. And finally, the route ends in Ch. 21 with a Suggested Level of 42. On the other hand, the Crimson Flower campaign has you support the Empire and undo everything the Church holds dear. In it: The Average Enemy Level almost always increases by 2 per Chapter, regardless of the chosen difficulty. The only shake-ups in terms of differences in average enemy level difference between story missions lie in the 2 Chapters which are done back to back: Ch. 11 to Ch. 12: 4 in Normal & Hard, and 3 in Maddening. Ch. 17 to Ch. 18: 2 in Normal & Hard, and 3 in Maddening. The Armory/Vendor/Battalion Guild stock is updated one last time in Ch. 12. Part 1 ends in Ch. 12 with a Suggested Level of 25. The game stops throwing Intermediate Class enemies by Ch. 14 for main story missions. The most number of bosses you’re forced to take down to clear story missions is 4 in Ch. 15 (3 if you play carefully), and then 5 for both Ch. 16 & Ch. 17. And finally, the game ends in Ch. 18 with a final Suggested Level of 37. Numbers can be very useful. If we dig a little deeper into other facets of the routes, it also comes to light how little maps - and in turn, plot beats - are shared between both branches, being the story each branch follows the key culprit behind the lack of overlap. The most we get between CF and SS are 3 shared locations (2 Garreg Mach maps and the Bridge of Myrddin), but besides this, the similarities end there. Even the overall vibe feels different due to the in-game text. In this regard, I’ll say the developers did a good job in making BE’s route-split drastically change the player’s experience. 2. Available Resources. Every resource involving Black Eagles & the Empire (characters, equipment, weapons, you name it) was distributed between both branches, splitting things in a way no Black Eagles path will ever be able to get everything. For starters, Black Eagles locks you access to Cyril, Catherine and Seteth pre-Chapter 12. Afterwards, everything depends on whatever side the player picks: Crimson Flower’s side lets the player keep Edelgard & Hubert, recruit Jeritza after the timeskip, and obtain all of their associated resources and boons. This is due to: 1. Edelgard and Hubert leaving the party after Chapter 11 for story-related reasons, and 2. Their associated content being locked to CF’s half of the story (Hubert’s even the only House Leader’s retainer with this distinction). From the paid-DLC side of things, while Anna is playable in both Black Eagle routes, her paralogue and its rewards are locked to Crimson Flower’s post-timeskip. Silver Snow’s side meanwhile, gets to keep Flayn, gives you access to Seteth, Catherine and Cyril, makes Ferdinand and Caspar’s associated resources available, and provides you access to Dorothea’s battalion, as well Rhea’s paralogue and its rewards. In Ferdinand and Caspar’s case, their paralogues rely on context absent in Crimson Flower; Dorothea’s dancer battalion is only obtainable during a story mission not available in CF; and Rhea’s paralogue hinges on her assisting Byleth after choosing to oppose Edelgard. It’s worth noting that Ferdinand and Caspar’s paralogues, unlike Edelgard and Hubert’s, requires recruiting two out-of-house students to play them (Lysithea and Mercedes respectively). One curious detail about the Silver Snow’s exclusive cast though, is that most of their resources are not locked behind the Church Route’s branch: Seteth and Flayn’s paralogue is doable pre-timeskip with just Flayn (thus making Seteth briefly playable). Incidentally, Ferdinand and Linhardt happen to have matching crests for their Sacred Weapons as well, ensuring Black Eagles will always have units which can make the most use of them. Catherine’s paralogue can be accessed in Part 1 with only Ashe recruited (meaning Catherine also gets Seteth’s treatment), and her Thunderbrand is available in both Black Eagles branches, even if in Crimson Flower it’s in a limited - yet perfectly timed - fashion. While there are three Church battalions which can’t be purchased from the Battalion Guild in Crimson Flower (ie. Holy Knights of Seiros, Indech Sword Fighters and Macuil Evil Repelling Co.), it’s still possible to obtain at least one copy of them through doing Alois, Hanneman, and Manuela’s paralogues with all of them recruited. One final detail worth mentioning surrounding the cast available in Black Eagles is that, by default, both branches happen to allow players to obtain a minimum of 16 units (or 15, if playing as Male Byleth) assuming they’ve not been actively trying to recruit other units: “Number 16? Can I get the number sixteeeeen?” It is worth noting though, that this coincidental number is possible thanks to Jeritza being added to the game in the 1.1.0. update. Because of this, there’s solid grounds to claim Crimson Flower was missing content at launch due to Jeritza’s conspicuous absence (which is potentially[?] corroborated by datamining the game, not unlike how Rhea’s Tea Time data remained unfinished in the cutting room floor up until the version 1.2.0. update). 3. Miscellaneous differences/similarities Involving Black Eagles Beyond the game design angle, Black Eagles and its two split branches noticeably stands out in many ways compared to Blue Lions and Golden Deer: A. Event - Coronation. The story event named “Coronation” in Black Eagles is the pivotal scene from Chapter 11 which decides whether the player can access the Crimson Flower branch after Chapter 11’s story mission or not. Not only is it very easy to miss (ie. ignoring the monastery during that chapter is enough), it can also play differently according to how many support points Byleth has with Edelgard. The peculiar thing about it is that this story event is only present on the Black Eagles route. For contrast’s sake, Blue Lions and Golden Deer instead get an event called “Deep Underground”, which is unmissable and always takes place before “The Holy Tomb“. The story events’ internal IDs, taken from fedatamine.com B. Part 2’s Chapter Introduction logo Starting Part 2, all routes feature the logo of your chosen House’s faction in a blazing background when a new chapter is introduced. The Silver Snow route (and by proxy, also Azure Moon and Verdant Wind’s) has the faction’s icon colored yellow, while Crimson Flower has it painted red. As a result, Black Eagles is the only path in which your faction’s chosen emblem can be seen in both colors. Which one fits the Twin-Headed Eagle Better? C. Light/Darkness Juxtaposition in the War Arc’s Beginning/Ending Cutscenes. It’s been pointed out that many of the introductory and closing cutscenes from Part 2 make heavy use of light and darkness for simbolism’s sake. In terms of execution, Silver Snow and Crimson Flower’s light/dark motifs are notable in the sense both could be argued to be parallels of one another: In Silver Snow, the reunion cutscene between Edelgard’s Byleth (which is more of a Cutscene Boss than anything, but I digress) shows both characters bathed in moonlight as they fight. As for the ending, Garreg Mach is briefly depicted in darkness just before the sun’s light bathes the whole area after Rhea ends her berserk rampage. In Crimson Flower, the reunion event between Byleth and Edelgard shows both embracing one another while light and dark are blended, casting shadows at the scene. The ending movie meanwhile, has Byleth and Edelgard finish off Rhea while the showdown happens entirely during night, illuminated only by the fire of the battlefield. Make of it what you will. D. The first post-timeskip meeting with Edelgard. On a related note, the first post-timeskip meeting with Edelgard starts very similar in both Black Eagle routes: Edelgard arrives at the Goddess Tower reminiscing of the past, and is caught off guard at Byleth’s sudden return. Then… stuff happens depending on whether you’re in Silver Snow or Crimson Flower. Same beginning. Different ending. Azure Moon and Verdant Wind by comparison have no build-up whatsoever. After Byleth wakes up, they go to the Goddess Tower and… The route’s respective movie plays out immediately. E. Differences between shared Part 2 Paralogues. I really dig these. Even though Bernadetta & Petra, and Linhard & Leonie’s paralogues are the only BE-adjacent side missions available in both story branches, both have some noticeable differences depending on whether they're being played on Crimson Flower or not: Bernadetta & Petra’s paralogue outside Crimson Flower features Hubert as the main boss as well various enemy Assassins and Dark Bishops in its enemy line-up. In contrast, Crimson Flower’s take of it has Catherine as the main boss and contains enemy Holy Knights and Warlocks instead. Linhard & Leonie paralogue works like any normal paralogue outside Crimson Flower. Within CF itself however, the player is given 2 handicaps: 1. Edelgard and Hubert can’t be deployed on the map. 2. If Seteth and Flayn die during Chapter 15’s story mission, the player is given only one month to do it. F. The Final Boss. All paths lead to the Immaculate One. Black Eagles’ Final Boss is always Rhea, regardless of the direction each story branch goes and who was and was not fought to get there. Each version of Rhea’s fight also deviates with the set of skills used too, with Silver Snow’s version pulling a fake-out on the player before focusing on making the enemy explode with long range AoE attacks and Miracle hax, while Crimson Flower’s more strategic by silencing spellcasters after combat, targeting the enemy’s lower defensive stat, and consistently buffing nearby Armored Golems as the battle drags on. G. Ending Themes Silver Snow & co., plays the song “Edge of Dawn” during the game’s credits, while Crimson Flower uses a piano arrangement of its melody called “Color of Sunrise” instead. Similar to the second point, this means only Black Eagles can play two different songs for this instance. …There’s probably a ton more differences I’m missing, but I really don’t wanna drag things further. So now’s the perfect time to talk about- 4. How everything went wrong. In hindsight, I don’t think it should be a controversial take that giving Black Eagles a route-split was a shortsighted decision. I mean, if you see it in a vacuum, Black Eagles’ succeeds in making each branch different. And yet, that is where the problem stems from. The Black Eagles Route does not exist in isolation. As a whole, Black Eagles has - arguably - content on par with Blue Lions and Golden Deer (heck, perhaps even more). If one sees all four routes separately though, Silver Snow and Crimson Flower suddenly end up in a fight they cannot win on their own. All thanks to the erroneous misconception that all four routes were meant to be equals. In spite of the evidence at hand saying otherwise. Kusakihara: The first and second parts of the Empire route.. which is called by the userbase as the “Church Route”, Silver Snow. The progression of Class Leader Edelgard to become the antagonist… that is what we initially decided upon. It was from there, that every route’s story and the progression of other Lords as characters were expanded by the Koei Tecmo Scenario Team. As the Class Leader would leave, the Black Eagles were initially decided to be the most difficult route as imagined (gameplay difficulty). Yokota: Ahh, this is about losing access to the most powerful unit that you would be raising, right? This is pretty bad, yeah. Kusakihara: In my personal opinion, I think that some cruelty from the parts of developers is necessary. This is because if we weren’t cruel/callous in any way, then, just like pre-established harmony where everything only interacts with itself, it would be easy for readers/players to predict everything that will happen. A scenario that would completely be predicted by the reader/player is not something that feels attractive. And that’s why we went all out that way, but the wish to walk with Edelgard was incredibly strong even in the development team. Walking with Edelgard in “Crimson Flower”, or rather known as the, “Supreme Ruler Route” is something we honestly meant to be much more difficult to enter. [...] There’s something ironic in how Silver Snow, for being the very first route and having a clear advantage over Crimson Flower in quantity, was the Black Eagle branch which got the short end of the stick. The full extent of it can be grasped in my appropriately named document “No House Stands Equal - 3H's Difficulty from a Design Perspective“, but to give everyone a quick rundown: Azure Moon and (mainly) Verdant Wind cannibalized Silver Snow’s story missions and plot beats while building over it’s foundation, mainly through: exclusive characters which mostly never ditch your side (and even then, the one that does can return later), and a new shared chapter (Blood of the Eagle and Lion, which canonically happens in Silver Snow but goes unseen due to the Church’s underdog status in the plot). This by itself stripped much of Silver Snow’s novelty beyond the theme of betrayal and loss having an impact in the gameplay. Blue Lions and Golden Deer also need to recruit Caspar and Ferdinand respectively to access paralogues associated with their cast. In practice, this means playing through Silver Snow isn’t required to see Caspar and Ferdie’s share of Black Eagles’ content. Similarly, Rhea’s paralogue, as well Dorothea’s battalion, is also accessible outside Silver Snow. Finally, Edelgard’s route stealing all the stuff Silver Snow can’t get for story reasons leaves the latter, in terms of exclusive content, only with: Edelgard and Hubert being temporarily in the party during most of Part 1; Its last Chapter, Following a Dream (+ everything surrounding it, like the White Beasts and Funeral of Flowers); and Rhea’s S-Support. Meanwhile, Crimson Flower doesn’t escape unscathed from the allegations that it is incomplete either, given its stunt of avoiding Silver Snow’s story beats means it ends up 3 to 4 Chapters short of the other paths, misses a few paralogues (including half of the Black Eagles’ resources) and can’t recruit the pro-Church cast due to story reasons. Besides those shortcomings, it’s whole shtick did give it some significant positives: First, Crimson Flower takes advantage of its different plot in order to keep Edelgard & Hubert for the 2nd half of the game, recruit Jeritza, and also gain access to their resources. Speaking of which, it also ends up being the only Black Eagles branch which gets to keep access to Anna’s paralogue and its bonuses, seemingly because… the devs wanted Jeritza to be along for the ride in it??? (I honestly got no other explanation for it). And second, Azure Moon and Verdant Wind sharing much of Part 2’s content with Silver Snow makes stand out more how Edelgard’s route has its own set of exclusive Chapters between Ch. 12 to Ch. 18 and all they entrail, like: Ch. 12’s golems (normally unseen outside the Cindered Shadows DLC story); multiple exclusive battle conversations; ally NPCs from other routes being mandatory bosses; a few story events changing based on whether the player completed the map’s objective in certain ways or not; various unique monster weapons used in Chapter 17 & 18; and so on and so forth. When all’s said and done, while the whole route-split of Black Eagles is a fun idea on paper, in practice, it ended up leaving one of it’s branches more or less neglected altogether for reasons beyond its control, while the other one got to stand out for all the right and wrong reasons, and for being given double duty of being a parallel to also another route of the game: This explains far more than you would think. 5. Post-Mortem & Closing Thoughts I’ve been very much fascinated by this game’s Black Eagles route ever since I first got the game back in 2019. As I played the routes under an order of my own design (Crimson Flower > Verdant Wind > Azure Moon > Silver Snow), I heard many comments from other players that Silver Snow “was the Black Eagles branch which was always meant to be in the game”, causing me a ton of intrigue. So when I finally got to try that path myself, after finishing it, my feelings about it were something akin to… confusion and bafflement. “What happened here? Why is Black Eagles as a whole like this?” - Were my driving questions at the time. Thus I began to dig in further into the game. I joined The Cutting Room Floor and examined the game’s datamine, then discovered fedatamine.com and used it to explore even more stuff, and then I focused on the developer interviews that were coming out at the time about the game. All for the aim of finding the answer to these questions I asked for myself. And honestly? Reaching conclusions such as “Edelgard was heavily advertised pre-release just to trick players into doing the Silver Snow route”, “Crimson Flower doesn’t feel like it was ever meant to get more than 18 Chapters”, and now, that “both BE branches feel incomplete because the faction’s content was split in half” were not the stuff I ever expected I would find at the end of my road. Writing this whole document also drove me to the realization that, much of how Fire Emblem Warriors: Three Hopes’s content - Three Houses’ Warriors spinoff - seems to have been distributed, appears to be based on common criticism and feedback obtained from Three Houses and how Black Eagles was handled in it: That game has only 3 routes, having no proper counterpart for 3H’s “Church route” in favor of keeping an Empire (Scarlet Blaze), Kingdom (Azure Gleam), and Alliance (Golden Wildfire) routes with relatively equal content and story chapters. Ferdinand and Caspar in that game became exclusive to Scarlet Blaze (thus making their old and newer resources exclusive too), while Dorothea’s battalion was also locked behind SB in spite of herself being recruitable in Azure Gleam and Golden Wildfire. Finally, Scarlet Blaze itself took cues from both Crimson Flower and Silver Snow through: Exiling the pro-church cast into Azure Gleam and Golden Wildfire (with Shamir being recruitable the only common ground), similar to Crimson Flower. Having a key decision in the story change how a late-game story mission plays out, turning it into a battle between the Empire, Alliance and Kingdom armies during the post-timeskip (a plot beat which in 3H was not available in Black Eagles). Incidentally, this change makes SB the only route in which it’s possible for Claude to die, much like in CF. Incorporate fighting TWSITD into the main story, which in Black Eagles itself was largely present only in Silver Snow (even if it amounts to just one Chapter there). And finally, it has a remixed version of Silver Snow’s final map theme - Funeral of Flowers - play during Scarlet Blaze’s final battle. A rare father-son bonding moment from Three Hopes. As for my closing thoughts, I think Three Houses currently sits at a fascinating middle point in the Fire Emblem timeline. Before it, the previous non-remake entry was Fire Emblem Fates: a 3-route 3DS game that got so big in content, that each of its paths were chosen to be sold separately, and both its story’s concept and implementation was outsourced to various people. As for the game which came after, Fire Emblem Engage, it notoriously scaled down its ambition to an 1-route experience, and per development interviews, went on its way to avoid 3H’s conventions to the point the story was made in service of the gameplay, and not the other way around. Then, it’s kinda fitting that Fire Emblem: Three Houses ended up becoming the awkward middleground of the two: while even more ambitious in terms of scope, it also notoriously tried to both exploit Silver Snow’s material while also being heavily constrained by it, thus forcing it to base the 4 narratives stemming from it to revolve heavily under the unifying theme of perspective. Perspective is such a fickle thing. Based on the information at hand, it can greatly change how we understand certain ideas and situations. And while I would love to say a ton about how 3H milks it for all that is worth, at this point, that is a tale for another day… So what do you guys think? What's your take on Black Eagles (and only Black Eagles) getting a route-split? Should the idea be revisited in the future? Or 3H and 3 Hopes showed it's doomed to fail?
  2. Around a week ago, I did a thread in reddit about the gameplay intricacies Three Houses has + how CF’s identity is defined by those, and one person commented I neglected the distribution of all the movies present through all routes. In spite of the point brought up there not having any connection to the topic at hand, it did leave me thinking on something. While the idea itself - overall movie distribution - has potential for a breakdown, it would be also criminal to not factor in as well how the game also uses fullscreen CGs (short for computer graphics) to supplement its movies. So in the end, I ended up accounting both for my analysis. Truth be told, I wasn’t expecting to find much with it compared to my previous efforts (that, and sorting everything was kind of a pain). In spite of it, I do think what I noticed after comparing all the data has some merit worth sharing, which is why I ended up making this post and the titular theorem in the end. (Also, happy 4th 3H Anniversary everyone!) A Three Houses Animated Movie/Fullscreen CG Breakdown. (Click above to check the spreadsheet). Like always, context is king: Why are Animated Movies/Fullscreen CGs a Big Deal? Because they’re cool! They’re effective means for displaying important scenes and moments when used well. Those are also often used to argue just how much production values a game has (after all, hiring dedicated animation studios can’t be cheap), which in Three Houses’ case is a contentious topic due to their distribution and presence not being even. At all. Before moving on, please check first the movie/full screen CGs breakdown spreadsheet, as I’ll be talking about some notes listed in it explaining the Silver Snow Theorem. What IS The Silver Snow Theorem? As I was taking notes from how 3H spreads its animated movies and fullscreen CGs across the game, I began noticing that the game, intentionally or not, follows highly specific criteria to decide not only when specific movies/GCs would be used, but also which scenes would get them, and that’s highly relevant because Three Houses loves to recycle its own content whenever possible. It got so specific, as a matter of fact, that it reminded me of this quote the developers once made about the routes’ development, back in May’s 2020 Nintendo Dream issue: It was at that precise point that everything clicked to me. Thus, you can think of the Silver Snow Theorem as the unwritten rules Three Houses follows to a tee which determines how… cinematic, each of the four branching stories are by Part 2: If a story beat present in Silver Snow is shared with another route, then any animated movie used in SS, when possible, will also be present in it. If another route adds more content over the template Silver Snow provides, then it’s likely it will be able to secure an animated cutscene if required. If another route decides to deviate from Silver Snow and do its own thing however, then it won’t be able to get any animated movies for its unique moments unless those happen to be the route’s ending and the animated epilogue mural, thus forcing the path to rely on CGs instead. Thus, on broad terms, the Silver Snow Theorem consists on the following: The amount of movies and fullscreen CGs present in a route’s main story by Part 2, is directly and inversely proportional respectively, to how much the narrative follows Silver Snow’s story beats. Just so we’re all on the same page, let’s take a look at what Silver Snow - the base from which the other three stories spawned - does. Besides Part 1/White Clouds, from Chapter 12 onward, the key story beats which get their own animated movies, in sequential order, are the following: Ch. 12: The Empire invades Garreg Mach and Byleth protects it. Rhea turns into a dragon to help Byleth, gets overwhelmed, and Byleth is pushed down into a cliff. (Descent) Ch. 13: Byleth’s “reunion” with Edelgard. Both fight up until they reach a stalemate, and part their own ways (Reunion: Silver Snow). Ch. 17: Death Knight lures Byleth out of Fort Merceus after fleeing or being defeated. Then TWSITD blows up the fort with missiles (Javelins of Light). Ch. 19: Edelgard is defeated in her palace and Byleth gives her the coup de grâce (Death of the Flame Emperor). Ch. 20: After invading Shambhala and defeating Thales, dude blows up the base with missiles as a last-ditch effort to kill Byleth before debris crushes him. Rhea protects everyone, but gets lethally wounded in the process. (Courage and Tragedy). Besides these, there’s also the interesting case of the intro for the 2nd Gronder Field Battle (Rematch). While in Silver Snow, the battle does canonically happen but is skipped for story reasons, evidence points out the cutscene meant for it was conceived very early in development (to the point all 3 House Leaders used their endgame classes in its beta version), likely for the sake of having it used by the other routes in the future. Incidentally, the Chapter 13 Reunion scene (Reunion: Silver Snow) by concept can be tweaked/altered based on the fact Dimitri and Claude will be on it instead, so it was flexible enough for the 3H devs to do whatever they want with it. A relatively similar case can also be applied for Part 1‘s Flame Emperor reveal, mainly due to the mystery surrounding it needing slight changes in execution because either Dimitri and Claude will be your House Leader instead of Edelgard. Finally, the only CGs Silver Snow uses for Part 2, besides the Introduction Mural for each month in the War Arc, is the one where Rhea’s rescued (Event - Ambitions in the Dark), which is very fitting given the theorem. Thus, things for the Church route end up looking like this: Final animated movie count: 20 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 3 (Reunion Cutscene; Ending; and SS Epilogue Mural). Full screen CGs used: 8 (+ 8, used for Ch. 13 - Ch. 21 intro murals, as the route skips a month) Unique CGs used: Potentially 1, if the player assists to Edelgard’s coronation in Ch.11. Now it’s time to go over how things turned out for the other three routes. The winner of the theorem goes first: The Verdant Wind at Dawn As much flack Claude’s route gets in 3H over being “Silver Snow +”, the hilarious part of all is that building over its foundation paid dividends thanks to the theorem. Following Silver Snow’s template up until the second to last chapter meant that Verdant Wind: Could reuse every animated movie mentioned previously in Silver Snow (i.e: Descent; Javelins of Light; Death of the Flame Emperor; and Courage and Tragedy). In the case of “Courage and Tragedy”, this movie was also slightly tweaked for this route by having its name changed and the soundtrack used in it altered, both now going by the unifying name of “The Curse”. Could add its exclusive animated movies over SS’ story beats, namely*: one for Fort Merceus’ infiltration* (Citizens of the East); and another used after the “Shambhala + Thales go boom with Rhea getting wounded” scene (Resurrection). Add up Claude can also access the movie “Rematch” due to Gronder 2’s battle being visited for story reasons, and also get a proper reunion + ending movies for his final boss, and you get the most movie-tastic experience Three Houses offers. Lastly, Verdant Wind ends up not really having any need for fullscreen CGs besides the one where Rhea’s rescued. So… Final animated movie count: 23 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 5 (Reunion Cutscene; Almyran Reinforcements; Final Boss Awakens; Ending; and VW Epilogue Mural). Full screen CGs used: 7 (+ 9, used for Ch. 13 - Ch. 22 intro murals) Unique CGs used: 0 The negative is that Verdant Wind ends up coming across as too Silver Snow-eske, but as mentioned previously, that’s a big positive when accounting for the theorem. And since we’re done with the winner, it’s only natural to move towards the underdog: A Path of Crimson Flowers If there’s any proof of how much the Silver Snow Theorem can screw you over, it’s Crimson Flower. The source of the problems Edelgard’s route fares, as far the theorem's concerned, start with how it deviates from Silver Snow as early as Chapter 11, meaning: It can’t use “Descent” due to the story mandating the complete opposite scenario (Rhea’s the enemy now). It can’t use “Reunion: Silver Snow” because Edelgard isn’t the enemy. It can’t use “Rematch” due to story reasons. It can’t use “Javelins of Light” because the Death Knight isn’t an enemy, and due to story reasons. …You get the drill by now. Where does that leave it then? Well, besides having previously used a fullscreen CG for the Coronation scene (whose story event also has the same name), plus an unique ending and epilogue mural as movies, any other scene past Ch. 11 whose counterpart from other routes is an animated movie, end up using fullscreen CGs instead, meaning it goes by 5~ chapters without any animated movies. Not to mention, the route is also 18 Chapters long compared to the others paths, so any potential CF has for multiple story scenes worth having CGs is very much limited (case in point; the Edelgard’s route misses 4 fullscreen CGs the other routes get to introduce the months CF doesn’t use). As a result, its final count is the following: Final animated movie count: 15 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 2 (Ending; and CF Epilogue Mural). Full screen CGs used: 10 (+5, used for Ch. 13 - Ch. 18 intro murals, misses 4 months) Unique CGs used: 5 And with it done, only one path remains: Beneath the Azure Moon Azure Moon is by far our most fascinating case, as under the Silver Snow Theorem, Dimitri’s story does both right and wrong. Here’s what it does right: It built over Ch 11’s Flame Emperor’s reveal with its own animated movie: “Loathing”. It can use “Descent” for Chapter 12. It can get its own reunion movie. It can use “Rematch” due to story reasons. And here’s where it erred; It diverges from Silver Snow as soon Gronder 2 ends in late Chapter 17: It can’t use “Javelins of Light” because of story reasons. It can’t use “Death of the Flame Emperor” due to story reasons. It can’t use “Courage and Tragedy” because going to Shambhala isn’t part of the main story. As a result, the theorem impacts Dimitri’s path the following way: besides having 2 exclusive fullscreen CG which elaborate more on his past around Part 1, the route eventually goes 4~ chapters without any animated movies after Ch. 17’s main story mission, the second longest besides Crimson Flower’s. To fill this void, more fullscreen CGs were called upon, and this route stands from the others in how it uses slight variations of its illustrations twice to form a sequence of events, namely, during Rodrigue’s sacrifice (Event - Revenge), and the “Dimitri’s in the rain” scene (Event - A Reason to Live). So overall, for Azure Moon we have: Final animated movie count: 19 (+12, used for Ch. 1 - Ch. 12 intro murals). Exclusive animated movie count: 4 (Flame Emperor Reveal; Reunion; Ending; and AM Epilogue Mural). Fullscreen CGs used: 13 (+ 9, used for Ch. 13 - Ch. 22 intro murals, and excludes 2 slightly tweaked CGs used for sequences). Unique CGs used: 7 (see above for the multiple frames thing). And counting all four routes, their overall amount of movies and CGs look like this: It's intriguing how the theorem shows Silver Snow casts a lingering shadow over Edelgard, Dimitri, and Claude’s stories, with some routes clearly benefiting more from its foundation than others. It’s highlighted as well just how narrative-driven Three Houses is overall, and how it will go above and beyond to have important scenes happen one way or another, regardless if turning them into animated movies is not an option for one reason or another, as seen with Crimson Flower and Azure Moon. And while jury’s up as for how intentional Silver Snow’s effects on the other routes were during the planning stages, I do believe KT learned something from 3H development given that for Warriors: Three Hopes, they wasted no time it getting rid of the Silver Snow foundation by swapping Byleth for Shez and using the pre-timeskip phase as just the prologue for all three routes (a genius move IMO, since it meant the stories wouldn’t need to be bound to any sort of structure established by a template, not unlike one certain route from 3H does). Before closing things up, I wanna briefly go into why skipping some animated movies in a route would be a big deal for the theorem, as I was admittedly a bit vague when stating omissions happen “because of story reasons”. Feel free to stop reading now if you don’t really care about it (many thanks for reading up until this point tho!), but if you wanna stick around, then… Let’s go!: Rematch: The Plot Reaper The Second Gronder Field Battle between all 3 factions as a plot point is vital to the Silver Snow theorem and the routes which benefit from it. The main reason is due the battle’s losers determining who will go and fight the Empire in the second half of Part 2: If the Alliance loses during the fight, then Dimitri & the Kingdom will get this responsibility (Azure Moon). if the Kingdom loses, then it’s all up to Claude and the Alliance to get the job done (Verdant Wind). If both the Alliance and the Kingdom lose, then Byleth’s Resistance Army is the only hope left (Silver Snow). In spite of the movie used for this scene being set in a way Byleth could support any of the three factions like it's Part 1 counterpart, as a plot point, the Empire winning doesn’t serve any purpose to the narrative. So in hindsight, it's not surprising the battle straight up never happens in Crimson Flower. Javelins of Light: The Ticket to Shambhala Long story short, in Silver Snow & Verdant Wind, the Death Knight - and by proxy, Hubert - being aware that TWISTD it will blow up Fort Merceus to smithereens serves as a way to have Byleth/Claude’s gang go to Shambhala after Edelgard’s death, thanks to Hubert’s foresight and unexplained futuristic-missile-detecting abilities. As a result, if going to Shambhala doesn’t have any narrative purpose in the story the route is trying to tell, then the movie just isn't gonna be reused. Faeghast went a bit more in-depth about how 3H uses the missiles in the plot for those interested, but this is more or less the gist of it. And finally: Death of the Flame Emperor: But Dimitri…? This one’s more easy to tell, but regardless: The main reason the movie isn’t reused thrice with Azure Moon is due to the heavy focus the Dimitri & Edelgard relationship gets in its main narrative. Plus, Dimitri vs Edelgard being set up as the very final fight of the story would require a different (and most importantly, “ending-like”) movie to take place instead, more so if Edelgard isn’t gonna be in her Emperor Class… And while there’s an enough solid argument to say the cutscene has no place in Verdant Wind (which I 100% support btw), the reality of the situation is that, as far the Theorem’s concerned, Claude’s route is not different enough to justify not using it. Like always, many thanks to everyone who reached the end of this post! Let me know if you think the Silver Snow Theorem might actually be onto something, if it’s just something I imagined one day, or if you have some feedback or anything to add to the topic. BONUS (since it doesn’t really have a place in the theorem post) Gonna mention this here since I couldn’t find a way to make it fit into the Theorem, but oh man Part 1 has so many animated cutscenes it's insane. There are 47 movie files in total, and from those, 27 are used only in White Clouds (with one being exclusive to Blue Lions).
  3. A few weeks ago, I did a keen analysis on how Three Houses manages difficulty for every one of its four routes which I’ve been slowly improving thanks to the feedback I’ve received on it (many thanks to those who helped btw!). From all the notes I’ve gathered, something very interesting stood out about how the game handles challenges with each path, which reminded me of a certain possibility I raised a past post I did in reddit surrounding Black Eagles’ development and the hidden intentions lurking within. And you know what? I think it’s time I make it into an actual theorem because it’s really bugging me out that much. After all the stuff I’ve seen about 3H’s gameplay and how it handles challenges per route, I am convinced that “fixing” Crimson Flower isn’t as straightforward as people make it up to be. Before getting into why gameplay evidence of all things has convinced me of such, I wanna cover all my bases first just in case someone (and somehow, ‘cause a part of me finds it unlikely) has no clue what I’ll be talking about. So… Here's context: Why “Fix” the Odd One? ...Also known as Crimson Flower. Three Houses has four routes overall. From those, Crimson Flower is the only one which has 18 story chapters while the others get 22 (or 21, in Silver Snow case). Saying this made people mad back when the game was new would honestly be an understatement given there’s a youtube video called “Edelgard deserved better” done sometime after its launch which has over 250k views as of this post. Incidentally, the idea of “fixing” CF is far from new, and the go-to direction most attempts I’ve seen, do it by crafting a small 4 chapter arc after the main plot (so it can reach the 22 Chapter quota Dimitri and Claude’s routes follow, which the idea inherently assumes it was the original goal of the route), eventually leading Edelgard and co. fighting “those who slither in the dark” in their headquarters, something which is mentioned it will happen a few times during the route, but as a very distant… thing, due to Edelgard’s n°1 enemy being not them in the main plot. This gets to the point that an S-Support and even a few solo endings touch upon it in a way that might or might not be mean spirited from the devs’ POV???. Anyways, now that’s out of the way, it’s time to jump into the actual meat of the theorem: No House Stands Equal - Three Houses' Difficulty from a Design Perspective The key findings of my exhaustive attempt at analyzing 3H’s difficulty (which you can check by clicking on the title above) is that Three Houses, from a gameplay perspective, handles difficulty by messing with factors like: Average Enemy Level between Chapters (+ their Suggested Level, which is directly related to the AEL). Available resources, and the timing in which new ones are unlocked and/or lost. When the game stops using Intermediate Classes for enemies (in a more conventional Fire Emblem context, this would be like saying “when the game stops throwing Unpromoted Enemies at you). And more. Thus, at a macro/superficial level and, according to the info at hand, Three Houses does the following: The Average Enemy Level almost always increases by 2 per Chapter, regardless of the chosen difficulty. The Armory/Vendor/Battalion Guild stock is updated 3 times; first in Ch. 3, then in Ch. 8, and last in Ch. 14. Part 1 ends in Ch. 12 with a Suggested Level of 23. Your chosen House Leader gets their unique battalion in Chapter 13. The most number of bosses you’re forced to take down to clear main story missions is 4 in Ch. 16 once (3 if you play carefully), and then 2 for other maps that do this. The game stops throwing Intermediate Class enemies around Ch. 18~ for main story maps (17 for Silver Snow, 16 for Azure Moon, and 18 for Verdant Wind, for those curious). Your chosen House Leader’s paralogue is unlocked around the second half of Part 2 (Ch. 19 for Dimitri, and Ch. 17 for Claude). The difference in enemy levels between the successive Enbarr invasion missions is always 1. And finally, the route ends in Ch. 22 (or 21 if you’re in Silver Snow) with a final Suggested Level of 42. This pattern is followed religiously in all the routes which happen to share a lot of content up until Chapter 17 (or 16, in Silver Snow’s case) due to story reasons, yet despite this, there’s still many quirks exclusive to certain routes which make one experience different from the other. Silver Snow, for example, is meant to be really hard according to the devs, and as the spreadsheet reveals, it does this by handicapping the heck out of the player (very squishy starting cast with no Relics besides Byleth’s; one deployment slot less, far less resources; losing your House Leader + N°2 midway through the game; etc). Due to this, Azure Moon and Verdant Wind by design are more beginner friendly by simply having none of that (AKA more balanced casts that stays with you; more Hero Relics; more resources, etc), while still deviating in other areas. Azure Moon for one, gets the most resources between all routes to play with, still gets their exclusive units handicapped in other ways, and in the late game, it has a “turret & mage infestation problem”, for a lack of a proper term. Conversely, Verdant Wind gets just a pretty decent amount of tools, has no actual handicaps for their cast, and their late game isn’t so overly specific in enemy variety as Azure Moon’s. Fairly straightforward stuff so far. But as you might have noticed, I haven’t mentioned Crimson Flower once, and that's for a reason. Crimson Flower, by design, is not built like the other three routes. ♫ One of these is not like the others ♫ To explain what makes CF challenging, I need to go back again into into how 3H manages its difficulty, because unlike the other three paths, this one follows its own set of rules: The Armory/Vendor/Battalion Guild stock is updated one third and last time in Ch. 12. Part 1 ends in Ch. 12 with a Suggested Level of 25. Edelgard & Hubert get their unique battalions in Chapter 12 (is Hubert a lord too…?). The most number of bosses you’re forced to take down to clear story missions is 4 in Ch. 15 once (3 if you play carefully), and then 5 for both Ch. 16 and Ch. 17. The game stops throwing Intermediate Class enemies in Ch. 14 for main story missions. Edelgard’s paralogue is unlocked in Ch. 15, midway through Part 2. The difference in enemy levels between successive story missions goes as follows: Ch. 11 to Ch. 12: 4 in Normal & Hard, and 3 in Maddening. Ch. 17 to Ch. 18: 2 in Normal & Hard, and 3 in Maddening. And finally, the game ends in Ch. 18 with a final Suggested Level of 37. And this isn’t even considering how every story mission from Ch. 12 onwards is exclusive to it for story reasons, or even factoring the other tweaks exclusive to CF, such as: having one Chapter less to receive funds and recruit students/teachers; having 2 units that join in Part 2 with innate access to Mastermind; its second half of the game being full of enemy pegasi/wyvern riders; its last chapters having a high number of monsters with anti-magic barriers, and with weapons used in no other route; and more stuff which I won’t cover here for brevity’s sake. Dedue's Monster form is legit the strongest Giant Demonic Beast in the game in both raw stats and weapon. Everything mentioned so far about Edelgard’s route highlights that, compared to the other three paths: it scales up the difficulty earlier; makes its resources available earlier as well; and raises the challenge of its last two chapters considerably. Incidentally, this in turn explains why the path is a viable option to obtain the “Yellow Title Screen” after finishing it on Maddening difficulty despite having fewer Chapters; it's because its difficulty was optimized to work with that specific length in mind. Here is where the crux at hand lies. Why “fixing” Crimson Flower isn’t just adding more chapters to it and calling it a day. Edelgard’s route, structure-wise, does not feel it was meant to be as long as the other three paths. This is important because, as well-intentioned the idea of “fixing” the route is, adding more chapters over what’s already there would completely throw off its balancing and potentially and unintentionally make it the hardest route of the four by numbers alone (and this is is still accounting that you would have to fight even more bosses later on…). To illustrate what exactly I mean by this- I'm going to propose 2 experiments. First, let’s imagine an hypothetical scenario where KT and Intelligent Systems listen to the fan uproar over Crimson Flower’s shortness and add more chapters to it. The catch? There won’t be any other changes done to the base game. As a result, CF’s unique scaling stays due to the assumption it's presence is unrelated to its short length, meaning: There's still 4/3 levels of difference between Chapter 11 and 12, for Normal & Hard/Maddening). The level scaling remains consistent with no alterations unlike the other routes, up until the Last Chapter in Maddening Difficulty where the Average Enemy Level increases by 3. This is how the route’ Suggested Levels' would look like for its chapters, compared to Dimitri and Claude’s stories, as well the Church's. Now everyone's finally- Wait a second... (Click here if you wanna check it on the spreadsheet) (Note: Suggested Level is the value shown when you're about to start a mission. In-game, it's used as an indicator of the map's difficulty and the level the game expects you to be in order to beat it) From my understanding, the whole point of the idea of “fixing” CF comes from the desire of making it a proper equal to Azure Moon and Verdant Wind, not unlike how in Warriors: Three Hopes, Scarlet Blaze, Azure Gleam and Golden Wildfire are equal in length and difficulty scaling (at least by the time the game ends). From the get go, we can see how this experiment has failed, because now Crimson Flower has the highest average enemy levels for its late game. To properly “fix” Crimson Flower in this instance, we would need to either redo its difficulty scaling from scratch to make it match the other routes, or just simply give it one Chapter less like Silver Snow, in which case, it still fails the experiment's purpose. As a result, we now move to our Second Experiment: We will make Edelgard’s route unfinished. To do this, we will assume CF was meant to always have 22 Chapters, and as logic dictates, it's unique difficulty scaling would serve no purpose. This means that, as far difficulty parameters go, there's now a 1 level difference for enemies between Chapters whose missions are played back to back, impacting now both Ch.11 to Ch. 12, and Ch.17 to Ch. 18. Here’s how the Suggested Levels' would look like in this case: (Scaling it for Maddening wasn't easy...). (Click here if you wanna check it on the spreadsheet) These numbers look far more harmonious, yeah? Not only that, in this one you can clearly tell by the sequence the numbers follow that something is very off with Edelgard’s path- Not only it's somehow easier in Normal and Hard, something which is meant to come after Ch. 18 clearly isn’t there. Will it come around later as free DLC, as the rumors say? The evidence says it’s likely, though we dunno if it will happen yet. This isn’t our reality though, and I have a big hunch on why it was never on the cards in our case. Both interviews which speak about the route’s development always coincide on one vital area: ——————————————————————————————————————————————— From all four routes, CF was the only one which was meant to be a secret. Picture this: you’re developing a video game with four routes that happens to love recycling its own content a lot, and you even have solid in-universe reasons for it too! And yet, you decide to hide one of the four just because. The reasoning here isn’t important. What is, however, is its secrecy. You want people to play the game, and have some of them stumble across it by accident and be surprised. Under this train of logic, I ask the following question: Would it work to its benefit, if it was very similar to the other three routes regardless? The answer to this question would be probably not. From then on, it becomes important to have that one route be different. Not follow the same rules the others do. Otherwise, what is the point of having it be a secret? Edelgard’s route, as the theorem, proposes is the odd one out on purpose. Its identity stems from how it was conceived as the route which would be super hard to access, before the plan changed because Silver Snow was received poorly by KT’s testing team + devs. And because it’s the odd one out, trying to make it fit a very different mold isn’t gonna be an easy job, to the point you have to wonder if it would be best to just redo the whole thing from scratch instead. In my humble opinion, this very well explains why the route is so different in both gameplay and outside of it, but I'll digress on the latter since that one's not the point of this post...
  4. I recently completed my first Azure Moon playthrough. Since I previously played through Crimson Flower and Verdant Wind, all that remains is Silver Snow. I try to limit the number of student characters that I recruit, both for story reasons and so that I don't risk training characters that I won't accidentally train units that I ultimately won't use. With Silver Snow, there is extra incentive to recruit characters as you lose Edelgard and Hubert, but at the same time, once they leave, there's one less slot compared to Verdant Wind. I also want to consider using the church units; I've basically ignored all of them except for Flayn in my previous playthroughs, and even then, I usually end up dropping Flayn, so it would be neat to maybe use some of them here; it is the church route after all. I immediately knew I would be recruiting Lysithea, as she's basically the perfect replacement for Hubert, she's necessary for Ferdinand's paralogue and her pairing with Linhardt is sweet. If I'm recruiting Lysithea, then I'm probably recruiting Lorenz (but not using him as he isn't very good or relevant) for his relic so I can give it to Lysithea. For paralogues, I'd have to recruit Mercedes for Caspar's and Leonie for Linhardt's. However, I don't know if I really want to use them; in Mercedes' case, there's already Linhardt, Flayn and Dorothea for healing, and for Leonie, there's already Bernadetta for horseback archery. One issue that I have is that I like to have everyone paired up with someone at the end, and with my plan to have Byleth s-support either Rhea or one of the other church units such as Shamir, my current roster leaves Petra single. Usually, I pair her with Ashe, but he's just as redundant as Leonie. Anyway, what recruits do you recommend for Silver Snow?
  5. Some of my friends have are stuck in Silver Snow route. One of my friends tell me "I cannot clear Chapter 13 (Reunion at Dawn)" and other friends tell me "I cannot defeat the Final Boss (Immaculate One)". I want to know what pro and cons on this route. What recruit character is HIGHLY recommended for Silver Snow route ? I have finished Silver Snow in Normal (1st time) and Hard (2nd time) but my friend are played Normal/Hard, i do my best to advise my friend but it's won't because they are stuck in Chapter 13 or Final Boss.
  6. In my opinion : - Adrestia Empire : Ferdinand Mentioned his father retired his job and possible to succeeded. - Holy Kingdom of Faerghus : Felix After his father died who have a relationship with Dimitri father, it's highly possible to success his father. - Leicester Alliance : Lorenz House Gloucester is a little popular in Alliance if we no count Riegan and Lorenz like Leicester Alliance.
  7. So here I am, on my first maddening play through and I just made it through the mess that is chapter 13. The route I am on is Silver Snow, and this map on maddening scares me a lot. So, with the whole of timeskip left to complete, is there anything I could or should be doing to be able to take on this map at the end? Since I made it through 13 I definitely want to be able to complete this run. The units I have access to are Byleth, all the black eagles (other than Edelgard and Hubert, obviously), Flayn, Seteth, Catherine, Shamir and Cyril (yeah, SS Cyril, but I have stat boosters at least), and since that’s a perfect 12 I guess that will be my endgame team. But the question remains, how can I prepare? Is this chapter easy to soft lock on like chapter 13? I just feel this chapter will be problematic. Thank you.
  8. The inevitable thread for someone on their first play through of maddening. And another one bites the dust. I‘m sorry, but how are you supposed to do this?? The entire first section of the map is jam packed with super fast (and therefore doubling) enemies like thieves, assassins (ugh), grapplers and snipers so my wyverns can’t even stay mounted. Everyone has been trained up. Of everyone who joins on the left (Byleth, Seteth, Petra, Caspar and Dorothea) only Dorothea is not a wyvern rider, she is a dancer. Everyone has an offensive gambit, and I have things like the speed ring, Petra with alert stance, accuracy ring, the prayer ring, Dorothea’s rally charm and Thunderbrand amongst this group. Everyone has supports with each other (except Seteth who naturally only has support with Byleth) and yet I just get completely curb stomped. So. Many Enemies. So, what do I do to survive the very beginning? I can kinda sorta barely make it to the turn after Dorothea, Caspar and Petra join. Yay... Maybe I should reclass people to not wyverns? I don’t have any super good flying battalions, except Cichol wyvern co but >A authority so no one is using it. Dorothea’s empire magic users is really really good but that’s it. But if my unit’s can’t fly away, they die. I just don’t see how to do this. So many enemies, all of them doubling...
  9. What character (Recruitment include) i should focus and what character i can leave ? Maybe i leave caspar on my team and focus other Black Eagles, for recruitment Felix, Mercedes, Lysithea and Leonie can focus.
  10. So my brother and I are playing Three Houses together, and we've already played Verdant Wind and Azure Moon, but we're debating over whether to go for Crimson Flower or Silver Snow next. We'd like to finish on the most canonical ending, which I think is Crimson Flower based on the promotional material and Edelgard being the featured Lord of the game and stuff, but my brother thinks Silver Snow is the more canon ending since it's sort of a "secret ending." Any input from those of you who have played both CF and SS? Which one seemed more final?
  11. Someone have play SS on Normal difficult ? And how about you think about "Reunion at dawn" Normal difficult .
  12. Silver Snow LAST route !! After finished Crimson Flower , Azure Moon and Verdant Wind !
  13. All right, long time no play 3H and i will do Silver Snow again but with weak characters only except paralogue : Byleth Caspar Dorothea (No dancer) Ashe Annette Lorenz Raphael Ignatz Hanneman Manuela Alois Cyril Difficulty : Hard / Classic All paralogue No paid DLC and NG+ No death You think i can success Silver Snow with weak characters ? Or change another weak character ?
  14. Have done Silver Snow and success maximun paired endind without NG+ and paid DLC (10th run). I don't know if my 14 paired ending is good.
  15. Fodlan national team : - Byleth - Ferdinand - Petra - Felix - Mercedes - Lysithea - Leonie - Ingrid or Marianne (Decided by vote)
  16. Recrutement : All Difficulty on Chapter 13 to 17 : Normal Chapter 13 : Hard (Byleth and Seteth vs many enemy with Black Eagle student only) Chapter 14 : Normal (Fire field) Chapter 15 : Easy (Gwendal can be defeated easily by Lysithea Dark Spike T) Chapter 16 : Normal (Ladislava is fast and might defence) Chapter 17 : Easy (No strong enemy)
  17. Recruitment : All Difficulty on Chapter 18 to 21 : Hard Chapter 18 : Normal (Strong reinforcement) Chapter 19 : Hard (Hardest early and Edelgard high stats and can use Raging Strom on units close to her) Chapter 20 : Normal (Hard to enter room) Chapter 21 : Hard (Hardest early and late battle)
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