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Vestaria Saga Part 1 Out Now + Discussion Topic


VincentASM
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Meredy, talk with Zeid in Chapter 2 before she gets KO'd. Otherwise she joins in Chapter 11, as a Silk Knight (but without the Dandelion lance) apparently.

Maya, talk with Air in Chapter 11, but only if you didn't poison the river.

Cool, thanks. I miss out on them on my first run. When do I get the choice to poison the river, ch 11?

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This may seem stupidly simple, but for chapter 12, I should just have Ritia disable Jamuran so that he can't attack, right? The japanese wiki makes it sound like I need to trap him with high defensive units with nothing equipped (something I did in chapter 7 to not kill the skeletons) but Ritia's spell book seems like it would do the trick.

update: okay wtf, I got Jamuran, Neera, and the boss to leave the map but then Jiguma the dragon knight went to Shirutin and it was game over after they talked? what the heck just happened?

update 2: okay i figured it out lol. i posted the deets on the chapter on reddit.

Edited by bufkus
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just finished chapter 13, but i wasn't able to get Siegfried to the red chest in time. I'm probably going to replay it tomorrow to try that. It's not that hard of a chapter, at least with the units I sent. Second time around I'll probably replace Dune with someone else since Dune's movement in the desert made him basically useless.

The barbarians up north were an easy way to level Maaya, but if I have to try to get Siegfried there in time, I probably won't be able to do that again. might still send her to pick off enemies when they're almost dead anyway.

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I think the question dodging was just bad timing, but I'm not gonna get my hopes up.

Anyway, I wasn't gonna mention anything in case people get disappointed later, but I am planning to contact Mr. Kaga sooner than later.

With the other games, there was no way to acquire permission, but it might be possible in this case since it's not a commercial game.

You don't need permission if the script is just translated and posted elsewhere instead of altering the game's files to include it, so translating is possible in any case.

But if you get the permission to translate, do you think this game is too text heavy or should it be easier to work with?

Edited by Rapier
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Finally had time to continue my playthrough.

I just beat the boss of Chapter 7, but when he fled to the cave, I experienced my first crash : /

Oh well, the last stretch isn't too hard; I'll just remember to save before fighting him next time.

Edited by VincentASM
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Finally had time to continue my playthrough.

I just beat the boss of Chapter 7, but when he fled to the cave, I experienced my first crash : /

Oh well, the last stretch isn't too hard; I'll just remember to save before fighting him next time.

IIRC, chapter 7 is the one where you fight skeletons and recruit the female mage, the boss comes after Zeid talked to the dark mage on the left side didn't even move. But in the next chapter, there is a mercenary that looks like he can be recruited, he is the one who hold the sword that can strike consecutively. I am not sure if he will join or not

Edited by skywalker
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I just started Chapter 8 (the defense of the plains), but I don't *think* any enemy characters join. Usually the characters that join are pretty obvious.

A quick brief of Chapter 6, where you escort the wagon to the village.

The aim of this chapter is to get the village elder back to the village to retrieve a map of the nearby mountains, so Zeid and company can plot a safe route to the Kingdom of Solis.

As you imagine, the wagon moves by itself, although annoyingly you can't heal it. That said, the only time I let it get attacked was near the very start. Otherwise, you can slow down the wagon by placing 4 units in front of it.

When the wagon gets near the weapon and item shop, a bunch of units spawn from the middle area. That's the hardest part of the map, but not too difficult if you're careful and take your time.

Near the shop, there's a cave that constantly spawns an enemy. You can block it, but be careful of the powerful bow user just above the cave who can one-shot weaker units. However he's a sitting duck for your Eagle Riders.

Once the wagon nears the north-east area, the time of day changes to sunset. I think the enemies in the village corner start to move out as well.

I was stupid and let the wagon go on ahead and it stopped right next to one of the bosses, blocking my units... Thankfully I was able to keep reloading my save until I could KO the boss and move in front of the wagon.

Just before the wagon nears the village, a NPC will appear from a nearby tree. Apparently you need to send Jan to him to get the Great Axe, but I fielded Ash instead : /

Likewise, there's a house you can visit with Troy or Lillia to get a bottle of wine. I benched Troy, so I used Lillia, which gets you the slightly worse item, but it's not a big deal.

To stop the chapter ending early, you can just block the village entrance.

Afterwards, Lillia requests to join your party, I think to continue her studies as a priest of Vesta.

Dune also learns a bit more about his origins. He was taken to the village by a dying woman with IIRC Solis attire. Hmm, suspicious... The woman was carrying a pendant or something, which Dune hangs onto to search for his birth father.

Edited by VincentASM
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I just reached Chapter 9, but I don't think you need to do anything special here. It's Chapter 11, where you need to avoid poisoning the river so you can talk to Maya.

Some notes on Chapter 7, with the undead minions.

This chapter is literally evil without some forewarning or hindsight. Initially you're tasked with slaying the undead soldiers and conquering the castle to the far west, guarded by the Diabolist.

However if you visit the villages near where you start, you'll discover that something is amiss... To add to that, the Holy Shop is selling some really dubious wares. Oh yeah, don't use the Masuda Holy Water from one the villages as it causes confusion. Man this game is pretty dark...

As people have already warned, what you're supposed to do is avoid fighting the undead soldiers and have Zeid speak to the Diabolist. This is easier said than done since the undead soldiers have suicidal tendencies, but you can have a bunch of unarmed characters or characters with the wrong weapons to distract them.

After Turn 5, the undead soldiers will momentarily stop attacking. What I did was bunch a few unarmed characters and then slip Zeid, the two Cavaliers and Eagle Riders past. The AI can be a fit fussy and they sometimes attack your armed characters, I think if they're directly in range. So you got to be careful.

Once you've spoken to the Diabolist, you'll find out you were fooled by an illusion and the real enemy is the village where you came from. I hate to imagine what happens if you didn't break the illusion. Of course, Accord, the Sphere Mage won't join if you kill any undead soldiers before speaking to the Diabolist.

Next, you'll be tasked to conquer the monastery near the start of the map. Now you're free to smite the undead soldiers, which are the real deal this time. They spawn almost constantly until Turn 30 or something (I lost count).

Meanwhile, to the north, some horseback units from the Oldham Tribe are attacking the gers to oust Shirutin (anyone got a better idea how to romanise his name?). You get a game over if all of the gers are destroyed.

The first ger that's destroyed makes Neru (Nael?) sympathise with the enemy and she leaves the map.

After half of the gers have been destroyed, Shirutin will leave the large ger as a NPC. You get a game over if he dies, so you don't want to leave him alone. That's where the two Cavaliers and Eagle Riders come in handy. Troy was my MVP, with Meredy mopping up with the Valkyrie Sword (the magic one).

Occupying the monastery isn't too hard, but kind of tedious with all the undead spawning. They're great for grinding EXP though. Just watch out for the high level skeleton with the Masuda Holy Sword. He can ORKO most characters (poor Zeid copped it during my first attempt), so you want to take him down at range. Accord can ORKO him back easily.

The enemy magic users sans the boss don't attack, but they have high attack power. Meanwhile the boss halves all damage and has high defence, so he's a monster to take down normally. The easiest way to defeat him is to use the Masuda Holy Sword that dropped. This sword attacks twice and is effective against priests, which the boss is. Zeid scored an easy ORKO.

Story notes that I can remember. Aineria is Giscard's wife, if I interpreted it correctly. Shirutin calls her his uncle's wife and Giscard is his uncle, so I assume that's correct.

When Shirutin first meets Zeid, he calls out Zeid for being a coward and fleeing his country. Giscard scolds him, saying he and Zechs go way back and he trusts Zech's decision to send Zeid and Atol away. I guess Shirutin is still a newbie.

Hoerun is--or was Shirutin's fiancee from the Neiman Tribe. But the Neiman Tribe betrayed them and allied with the Oldham Tribe. Essentially Hoerun was a political hostage to keep Neiman on their side, but with their betrayal Hoerun was to be executed. I think Giscard spared her life. Right now she's living a pretty awkward life to say the least.

Anyway, Hoerun and Atol also become friends. I guess they're close in age and both fiancees to a prince, so they've got a lot in common.

What else is there? Giscard tells Zeid that it's nigh impossible to cross through Solis due to the civil war. However if they can take back control of the capital, it should be smooth sailing. Just as they begin discussing how to achieve this, the Oldham Tribe strikes back and the next chapter begins.

Man, I'm really liking how the story and relationships are unfolding.

Edited by VincentASM
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Hehe, I feel so slow.

Some notes for Chapter 8, the plains defence chapter, before I forget...

This one wasn't as bad as I expected, but I did slip up a few times before the opportunity to save appeared.

You need to survive for 15 turns, while making sure Hoerun, Giscard and Shirutin don't die. Shirutin doesn't move, but you can reach him quick, so he's unlikely to die. If anything, Hoerun is pretty weak and can get ORKO by some enemies.

The first wave of enemies are a bunch of axe fighters and horseback units. I stalled them off between the two trees near the north, where Shirutin is. I had Zayed sitting on the tree trunk, the two Guard Knights, Haldia and my super tanky 12 Defence Troy.

After clearing them out, I raced towards the east to meet the horseback reinforcements to the far east. I had time to sit Troy between the two cliff faces, making him drink the bottle of wine from an earlier chapter (for the natural HP recovery) and laughing at the pitiful damage.

The next of enemies caught me by surprise. A bunch of axe fighters and a mercenary spawn along the north. I kept most of my units along the centre, but some were a bit too close and got sniped and KO'd...

After this, I think some more horseback reinforcements appear along the east, but they were a piece of cake for Troy. Finally, some Eagle Riders spawn near the south-east.

I didn't have time to wipe out all the bosses in the corner, but I managed to take out the bow knights, the mercenary-like dude (with scary damage output) and finished the map by throwing Troy at the boss. Troy ended up Level 18, which I was happy about : )

Elsewhere, Accord joins during Turn 4 if you fulfilled the conditions in the previous chapter. Aineria also appears to help later on, although I assume she officially joins later.

Story stuff, one of the houses mentions a rumour about Shirutin being Giscard's son. I forgot the details, but I assume it's related to the king's wife. Maybe she had Shirutin with Giscard before marrying the king? Anyhow, it's just a rumour although most rumours in games are true, so...

Once the mission's complete, an ambassador comes from the Halgid Tribe. Originally a neutral tribe, they were forced to bend to the Oldham Tribe after their wayward princess, Lithia, got captured by the Shift Tribe.

Ironically, the Halgid Tribe doesn't like this one bit and decides to fight against the Oldham Tribe. But to do so, they request Giscard to send forces to rescue Lithia.

The greatest concern in the civil war is the Shift Tribe suddenly attacking while they march to the capital, but if they could get the Halgid Tribe on their side, the Halgid Tribe would be able to hold the Shift Tribe back.

The conditions for the alliance also include Lithia's arranged marriage to Shirutin. It seems Shirutin himself doesn't mind and Hoerun is officially no longer Shirutin's fiancee, so there's no issues there.

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At the final chapter, i don't get why you are forced to pick any of your units tough... I have 5 usseless character on the final map. Anyway i am doing this later, so lazy right now.

Aren't you basically using everyone on Zeid's side for that map? I think Kaga realized that nobody ever keeps on playing if a unit dies so he deliberately made the game with that in mind lol.

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Aren't you basically using everyone on Zeid's side for that map? I think Kaga realized that nobody ever keeps on playing if a unit dies so he deliberately made the game with that in mind lol.

Fun fact, he literally said that he still designed Vestaria around ironmanning

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Fun fact, he literally said that he still designed Vestaria around ironmanning

The game also indicates that when you choose the Standard difficulty ('recommended difficulty', the option on the left) that "A blind, reset-less playthrough is nearly impossible." Rescue mode (or whatever you want to call it, the option on the right) on the other hand has "recommended for resetless playthroughs".

There's also the issue of having saves every 5 turns, but considering how often the SRPG Studio Game Engine seems to crash maybe this was due to other considerations...

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I don't remember Kaga mention designing the game around resetless playthroughs; the closest thing I can find is this quote:

I have a hunch a no-reset playthrough can be accomplished by skilled veterans. You can even complete the game with a third of the characters alive. Please give it a try!

He theorises a no-reset playthrough is possible, but only by extremely skilled players. I dunno about the third of a characters alive bit though, considering I've had to use nearly every character thus far. Granted, half of my squad are currently deadweights or replaceable, so who knows.

Before I move on, a quick recap of Chapter 9, the rescue chapter.

This is a pretty chill chapter compared to the previous one and a good chance to take a breather. Your first task is to make it to the big ger near the south-east so you can rescue the Halgid Tribe's princess.

Or it would've been if Shirutin wasn't so reckless and got himself separated from the rest of the gang. Luckily, plucky Hoerun comes to his rescue. Oh great, two bow users trapped by a gang of axe wielders.

Keeping the pair alive isn't too hard. You can plop Shirutin near the south so he only gets attacked by one melee enemy and two ranged enemies. Be sure to have Hoerun stand next to Shirutin at all times. You can also send the Eagle Riders south; maybe some foot units too.

After the 1st, 3rd and 5th turns (from memory), Shirutin and Hoerun will automatically converse. According to the wiki, they need to stay adjacent for those turns. After the 3rd conversation, Shirutin and Hoerun will gain a mutual support effect, which is quite handy.

Elsewhere, you can attack the enemy gers for gold, but doing so will prevent a conversation between Shirutin and Kemal, the middle Eagle Rider near the big ger. The second ger, if visited, will award you a Cutlass, but an enemy will attack the visitor twice, so be careful.

If you defeat the enemy with a counter attack, the second ger will be destroyed, but don't worry because it won't affect the above conversation.

Dotted around the map are a bunch of invisible Assassins. These guys are pretty speedy, but not immediately dangerous. Except one with a high Fatal rate Assassin Danger near the centre and another who can inflict sleep near the south-west chest. For the latter, I sniped him with Shirutin supported by Hoerun.

Early on, Kemal the Eagle Rider will head near the big ger. This guy is the Shift chieftain's brother and a much nicer guy than his cruel brother. He's checking to make sure Princess Lithia is safe, although there's only a day or so before her execution. I think he's "pals" with the assassin guarding the big ger.

When you start climbing the high ground where the rest of the enemies are, the archers and magic users will move out. Horse units and heavy infantry can't climb the ladder, so you'll need to destroy the boulder towards the east.

The boss has insane avoid, so fighting him normally is nigh impossible. What you need to is have Shirutin speak with Kemal to get the Homing Bow, which has the 100% accuracy skill. The three Eagle Riders don't attack, but watch out for any unseen assassins.

Once you've conquered the ger, the chapter isn't actually over yet. You need to escape the map before the rest of the tribe returns. You've got plenty of time, but be sure not to dilly-dally.

If your units are really strong, you can try taking out the main force; the chieftain has a Master Sword, which is pretty strong. Unfortunately I benched Troy, so I wasn't feeling too confident. After I sniped two of the bow knights, I fled the map.

Afterwards, Lithia learns that she's been engaged to Shirutin while she was away. Being the spoiled princess she is, she doesn't take this news well and attempts to escape during the night. However she's caught by Garland's men and Garland orders her servant, Talys, to be whipped as punishment.

Later, Hoerun is visited by Elva, one of her friends. I think he's got a plan to oust the current leader of the Neiman Tribe, which Hoerun hails from. Before Hoerun leaves, she's confronted by Atol who heard everything. Being such good friends, Atol persuades Hoerun to take her along...

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Oh no, didn't somebody warn you? You need to keep all the gers intact (minus the second one if you destroyed it via a counter attack) for that conversation to appear.

You get the Homing Bow, which has 100% hit rate and practically essential for hitting the boss. Without it, you need to rely on other less reliable means. Like maybe stacking supports, Charisma and Leadership I. I hear Caesar can get >0 hit rate. I had Shirutin with ~20% hit rate with Hoerun's support.

Edited by VincentASM
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