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Fire Emblem: Ascension


Von Ithipathachai
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Fire Emblem: Ascension

Introduction

Why hel~lo there, good people of Serenes Forest!

Some of you may have heard me mention a Fire Emblem: Ascension project I'm working on in passing, but I haven't actually shown it in its present form up until now.  Well, now that I've gone and done more work on it since showing an earlier, less refined version in my old art thread, I feel I'm finally ready to bring it back.

So what this is is basically my own Fire Emblem story being presented as a hypothetical fangame with everything I'd like to see in an official entry.  The main reason I'm not making this an actual playable hack is that I don't really have the knowledge or ability needed to make one, but I would still like some way of sharing my ideas with everyone.

Before I begin making posts about the actual chapters, I would like to use this first post to explain various important things about how the game would work and to introduce the setting and protagonists.  So let's get that out of the way, shall we?  (If I missed something important, ask about it and I'll think of something to add here.)

General Mechanics:

Spoiler
  • Single RNG is used
  • The Weapon Triangle works exactly like it does in Awakening.  The Trinity of Magic between Fire, Thunder, and Wind Magic also makes a comeback.
  • Trade works exactly like it does in Thracia 776.
  • A new Commander system exists that is similar to the Leadership system seen in the Jugdral games.  Non-Commander units within 3 spaces of a Commander unit receive Hit and Avoid +5 in battle.
    • Enemy Commander units give double the EXP of a normal enemy unit when defeated; all boss and miniboss enemies are Commander units.
      • Basically, if an unpromoted player unit defeats a promoted enemy Commander, that player unit gets 100 EXP.
  • The Unit Experience formula works as follows:
    • If player unit's Level is less than or equal to enemy unit's Level, player unit receives 11 EXP for inflicting damage and 33 EXP for defeating the enemy.
      • These amounts decrease by 1 and 3 respectively for every Level higher the player unit is than the enemy unit until they reach 0.
      • If enemy unit is promoted and player unit is not, enemy unit's Level is always treated as equal to player unit's and EXP gain upon defeating enemy is doubled
      • If player unit is promoted and enemy unit is not, normal EXP gains are halved
    • The maximum amount of EXP one can gain from a battle is 100.
    • Staves give set amounts of EXP that are halved if the user is promoted, as well as WEXP based on the Weapon Rank of the Staff being used (1 for E Rank, 2 for D Rank, 3 for C Rank, and 4 for B Rank).
  • Bonus Experience returns from the Tellius games.  You may only have up to 2000 BEXP (that's 20 Level Ups' worth) stored at any given time.  Bonus EXP may also be spent on Weapon Ranks; 1 WEXP for a weapon type costs 2 BEXP at E Rank, 3 BEXP at D Rank, 4 BEXP at C Rank, and 5 BEXP at B Rank.
  • Promotion gains for stats are determined like they are in Fates, by subtracting the old class's base stats from the new one's base stats.  Growth rates are also affected in this manner upon promotion.
  • S-Supports return, but Child Units do not.  Furthermore, characters who reach S-Support merely become lovers and do not actually marry (yet).
  • Characters gain 5 Support Points by both being being present after a map is cleared and 1 Support Point whenever they are within 2 spaces of each other and either one engages in combat with an enemy, or when one character heals another with a Staff.  Characters need 15 Support Points for C Rank, 30 for B Rank, 50 for A Rank, and 75 for S Rank.
    • I plan to include a few same-sex S-Supports, but have not come up with any characters to have them yet.
  • Every character has their own set of Support Bonuses for Hit, Avoid, Critical, and Critical Avoid that they give to Support partners.  Characters need to be within 2 spaces of each other for Support Bonuses to be active.  There is no limit to how many people someone can receive Support Bonuses from at once, but the total bonus that person receives in a single stat cannot exceed 30.
  • Blue Houses and Villages appear and behave exactly like Gates and Thrones.

Classes:

Spoiler
  • A list of classes currently planned to appear can be found here.  Enemy-only classes may be added later.
  • Class Reel: Page 1  2  3  4  5  6  7
  • There is no Strength/Magic split or a Constitution system.
  • There is no Pair Up.  Instead, a simplified Rescue system is used:
    • Light Infantry can only rescue Light Infantry.
    • Medium Infantry and Fliers can rescue Light or Medium Infantry.
    • Armored and Cavalry can rescue Light and Medium Infantry and Armored.

Weapons:

Spoiler
  • A list of weapons and items planned to appear can be found here.
  • Weapon Experience works like it does in Fates, except that S Rank weapons do not exist.
  • Weight returns for weapons and is deducted directly from a character's SPD stat to calculate his/her Attack Speed.  Aside from that, you still need 5 more Attack Speed than your opponent to perform a follow-up attack, like in Awakening and Fates.
  • Durability returns, but weapons can also be repaired for a price like in Genealogy of the Holy War.  (The cost to fully repair a broken weapon is slightly higher than the cost of buying the same weapon brand new.)  Weapons do not disappear upon breaking, but cannot be used at all until repaired.  Consumable items cannot be repaired.
  • All Bows are 2-3 Range, but are only double effective against Fliers instead of the usual triple effective.
  • Wind Magic is no longer effective against Fliers.
  • No playable class can naturally wield Light or Dark Magic.  Instead, individual characters gain access to them through the Lumina and Shadowgift Skills, respectively.
  • Poison, Silence, and Berserk Ailments return.
    • Poison does not wear off over time, but cannot kill a unit on its own.
    • Silence and Berserk last for 3 Turns.
  • The Restore staff returns and can remove both Ailments and debuffs.

Skills:

Spoiler
  • A full list of Skills planned for inclusion can be found here.
  • Skills work like they do in the Jugdral games, except that Class Skills are not hidden and physically occupy Skill slots.  The upshot of this is that certain classes can have more Personal Skills than others.
    • Ransacking Houses and Villages has been made into an explicitly visible Class Skill called Ransack that is exclusive to enemy Thieves and Rogues.

Characters:

Spoiler

A list of recruitable characters so far can be found here.  It will be updated as new chapters are posted.

Speaking of characters, let's take a look at our three protagonists.  You can learn more about them as units on their DeviantArt pages:

In the next part, we begin the story proper.

Feedback thread:

 

Edited by Von Ithipathachai
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Fire Emblem: Ascension

Chapter 1: Provocation

Primary Objective: Rout the Enemy

Secondary Objective: Visit All Houses (100 BEXP)

sanctaea_1_by_vonithipathachai-dcaozwj.p

Chapter Map:

chapter_1_by_vonithipathachai-dc9jp1v.pn

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Claudius's Army (Player)
  • Ruffians (Enemy)

Player Units:

  1. Claudius (Commander)
  2. Avatar
  3. Vincenzo
  4. Bertus
  5. Marcela
  6. Ferrum (Commander)

Enemy Units:

  1. Corgan (Commander) (Level 3 Fighter)
    • HP: 21, POW: 8, SKL: 4, SPD: 5, LCK: 2, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe
  2. Ruffian (Level 1 Myrmidon)
    • HP: 17, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Sword (E)
    • Inventory: Bronze Sword
  3. Ruffian (Level 1 Fighter)
    • HP: 19, POW: 7, SKL: 4, SPD: 4, LCK: 2, DEF: 3, RES: 1, MOV: 5
    • Weapon Ranks: Axe (E)
    • Inventory: Bronze Axe
  4. Ruffian (Level 1 Thief)
    • HP: 16, POW: 3, SKL: 5, SPD: 7, LCK: 3, DEF: 2, RES: 4, MOV: 5
    • Weapon Ranks: Dagger (E)
    • Inventory: Bronze Dagger
    • Skills: Locktouch, Ransack
  5. Ruffian (Level 1 Wind Mage)
    • HP: 16, POW: 5, SKL: 5, SPD: 5, LCK: 4, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Wind (E)
    • Inventory: Wind

Welcome to the first chapter of the game!  As the first one, it should be simple enough.  Each character will give basic gameplay advice as you select them in case you're new to Fire Emblem or rusty.  Most of the enemies will not move unless you enter their attack range; this is ostensibly so they can stay close to the houses in the village and look for treasure to steal.  The exceptions are the Thief standing on the forest, who will immediately rush to the visitable House with the red roof in an attempt to destroy it, and the chapter boss, Corgan, who will not move at all.

We've already seen Claudius and the Avatar, so let's look at their new allies:

Because this chapter is light on exploitable terrain, make use of Claudius's Charm and Commander bonus combo to give your units much-appreciated boosts in Hit and Avoid.  Ferrum can also help a bit with his own Commander bonuses, but keep in mind that his bonuses will not stack with Claudius's.  Not that he should be in range of many enemies to begin with, unless he is coming in to reduce them to 1 HP with Subdue.

What Ferrum should do at the beginning of the map is head for the visitable House before the Thief reaches and destroys it.  Anyone can do the job, but he is the best choice since he has more Movement than your other characters and should ideally receive as little EXP as possible, being the game's Jagen character.

As for your other characters, just put them in enemy ranges and have the enemies come to you.  Marcela will be very good at baiting and wearing down most of the enemies (especially the numerous Fighters) thanks to her high defense and serviceable Attack.  But beware of the Thieves, who can debuff her stats, and the Wind Mage, who can bypass her Defense altogether.

Keep luring enemies in as you make your way into the village to fight Corgan.  Feel free to have your House unit rejoin the fray if they've already taken care of it and gotten the Vulnerary.  If this unit is Ferrum, he can give the extra Vulnerary and his Bronze Sword to Claudius; the latter gives Claudius a way to conserve his valuable Rapier.

You could enter through the front gates, but a safer (though more time-consuming) alternative is to enter through the hole the bandits made in the side wall in the preceding cutscene.  It is a smaller opening and you will not have as many enemies coming down on you at once due to their placement.

Corgan himself does not have much higher stats than his Level 1 lackeys, but he does have a stronger weapon in the form of an Iron Axe.  It is less accurate than the other Fighters' Bronze Axes, but does more damage, so a good strategy for fighting him would be to have Bertus wear him down from far away before finishing him off with a Sword user.  Ferrum could also Subdue him into low HP, but he may want to keep his Bronze Sword for this, as his Steel Greatlance will give him a Weapon Triangle disadvantage and it's inaccurate enough as it is.

The chapter will end when all the enemies have been defeated.  If the House wasn't destroyed by the Thief, a Priest named Rosa will join Claudius's army in Chapter 3.  You don't necessarily have to visit it to recruit her, but you'd be missing out on a free Vulnerary if you didn't.

In the next chapter, we shift gears to Carol's side of the story and see what role she plays.

Edited by Von Ithipathachai
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  • 2 weeks later...

Fire Emblem: Ascension

Chapter 2: Rising to Action

Primary Objective: Rout the Enemy

Secondary Objective: Visit all Houses (100 BEXP)

sanctaea_2_by_vonithipathachai-dcap04n.p

Chapter Map:

chapter_2_by_vonithipathachai-dcap06z.pn

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Ferencan Army (Enemy)
  • Ruffians (Enemy)

Player Units:

  1. Carol (Commander)
  2. Mitch
  3. Elma
  4. Fritz
  5. Derrick (Commander)

Enemy Units:

  1. Hyde (Commander) (Level 3 Lancer)
    • HP: 20, POW: 7, SKL: 6, SPD: 5, LCK: 2, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
  2. Ferencan (Level 1 Myrmidon)
    • HP: 17, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Sword (E)
    • Inventory: Bronze Sword
  3. Ferencan (Level 1 Lancer)
    • HP: 18, POW: 6, SKL: 5, SPD: 4, LCK: 2, DEF: 3, RES: 2, MOV: 5
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
  4. Ferencan (Level 1 Wind Mage)
    • HP: 16, POW: 5, SKL: 5, SPD: 5, LCK: 4, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Wind (E)
    • Inventory: Wind
  5. Ruffian (Level 1 Thief)
    • HP: 16, POW: 3, SKL: 5, SPD: 7, LCK: 3, DEF: 2, RES: 4, MOV: 5
    • Weapon Ranks: Dagger (E)
    • Inventory: Bronze Dagger
    • Skills: Locktouch, Ransack

Ally Units:

  1. Quixana (Level 1 Lance Cavalier) (Reinforcement on Turn 1)
    • HP: 19, POW: 7, SKL: 6, SPD: 7, LCK: 8, DEF: 4, RES: 3, MOV: 7
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
    • Skills: Canto, Nihil
    • Recruit by talking with Carol or Derrick

Here's Chapter 2, in which you view the story from Carol's point of view.  (You'll be alternating between her and Claudius's armies for the first several chapters before they eventually join up.)  Before we start, let's take a look at Carol's friends:

This chapter plays similarly to Chapter 1, but with a few added curveballs.  For one thing, aside from comments on the Trinity of Magic, you don't get as much helpful advice from Carol's friends in this chapter, since you should have already seen it in the previous one.  Also, you don't really have a clear dedicated tank who can absorb hits and wear down enemies in this chapter like you did in Chapter 1.  Derrick comes close, but he should not be counterattacking on Enemy Phase since he's overleveled and risks stealing kills with his Bronze Axe.

Again, most enemies will not move unless you enter their attack range.  The exceptions are the boss, Hyde, who won't move at all, and the Thief in the forests who will try to break through the wall and ransack the visitable House.  The breakable wall in question has 10 HP and will go down in two hits from the Thief's weapon.

Bait-and-switch tactics will still work for this chapter, but you'll need to be a bit more careful how you go about them.  Be especially careful with Carol as she starts fragile and has not developed her evasion much yet.  She will also have to rely more on her personal weapon for damage since her POW is a bit low, but thankfully she will have a good Critical Hit rate when using it.

Try to lure the enemies in with Mitch and Elma so that your more fragile units like Carol and Fritz can finish them off.  Fritz, being a Mage and possessing Follow-Up+, is already strong enough to one-round most of the enemies here (possibly even Hyde), but like Carol, is fragile compared to everyone else.  Carol's Charm and Commander bonuses may also help with her friends' Hit and Avoid, so remember those.  And don't forget to heal with Vulneraries if needed!

At the end of the first Enemy Phase, an ally unit by the name of Quixana will enter the map on the green square and immediately run towards Carol or Derrick to recruit himself into Carol's army.  It is recommended to talk to him with Derrick so that the two of them can make their way to the House before the Thief and deal with the enemies there.

Here he is after being recruited:

By the time you get to the House and claim its Vulnerary, most of the enemies should have been defeated.  Hyde is not quite as strong as the previous chapter boss and also lacks a ranged weapon, though the weapon he does have, an Iron Lance, can still seriously injure whoever it hits.  Try to wear him down with a stronger unit and finish him off with one who needs the EXP most.

The chapter will end when all the enemies have been defeated.  At that point, a Sword Knight named Bill who had been forced into Duke Leopold's army and was hiding from his superior officers during the battle will emerge from the forests outside the northern gate and explain everything that's happening, including the formation of an anti-Leopold Resistance in another village.  Carol and her friends decide to go with him and join the Resistance.

In the next chapter, we return to Claudius's side and see what Cato has planned for Tirna.

Edited by Von Ithipathachai
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Fire Emblem: Ascension

Chapter 3: Foreign Soil

Primary Objective: Seize

Secondary Objective: Visit all Houses (100BEXP)

sanctaea_3_by_vonithipathachai-dcb3ii6.p

Chapter Map:

chapter_3_by_vonithipathachai-dcb6tfd.pn

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Claudius's Army (Player)
  • Tirnan Army (Enemy)
  • Mercenaries (Enemy)
  • Ruffians (Enemy)
  • Reman Army (Ally)

Player Units:

  1. Claudius (Commander)
  2. Avatar
  3. Vincenzo
  4. Bertus
  5. Marcela
  6. Ferrum (Commander)
  7. Rosa

Enemy Units:

Spoiler
  1. Angus (Commander) (Level 5 Sword Knight)
    • HP: 23, POW: 9, SKL: 5, SPD: 4, LCK: 4, DEF: 10, RES: 1, MOV: 4
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade
  2. Tirnan (Level 2 Lancer)
    • HP: 19, POW: 7, SKL: 6, SPD: 5, LCK: 2, DEF: 3, RES: 2, MOV: 5
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
  3. Tirnan (Level 2 Fighter)
    • HP: 20, POW: 8, SKL: 4, SPD: 5, LCK: 2, DEF: 3, RES: 1, MOV: 5
    • Weapon Ranks: Axe (E)
    • Inventory: Bronze Axe
  4. Tirnan (Level 1 Archer)
    • HP: 17, POW: 5, SKL: 7, SPD: 5, LCK: 2, DEF: 3, RES: 1, MOV: 5
    • Weapon Ranks: Bow (E)
    • Inventory: Bronze Bow
  5. Tirnan (Level 2 Fire Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 4, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Fire (E)
    • Inventory: Fire
  6. Tirnan (Level 2 Wind Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 4, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Wind (E)
    • Inventory: Wind
  7. Tirnan (Level 1 Sword Cavalier) (Reinforcement on Turns 3 and 5, from Spawn Point 3)
    • HP: 17, POW: 4, SKL: 5, SPD: 4, LCK: 2, DEF: 4, RES: 2, MOV: 7
    • Weapon Ranks: Sword (E)
    • Inventory: Bronze Sword
    • Skills: Canto
  8. Tirnan (Level 1 Axe Cavalier) (Reinforcement on Turns 3 and 5, from Spawn Point 4)
    • HP: 17, POW: 4, SKL: 5, SPD: 4, LCK: 2, DEF: 4, RES: 2, MOV: 7
    • Weapon Ranks: Axe (E)
    • Inventory: Bronze Axe
    • Skills: Canto
  9. Tirnan (Level 1 Pegasus Rider) (Reinforcement on Turn 2 from Spawn Points 1 and 2 and Turns 4 and 6 from Spawn Point 2)
    • HP: 16, POW: 3, SKL: 5, SPD: 6, LCK: 2, DEF: 2, RES: 4, MOV: 7
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
    • Skills: Canto
  10. Petricia (Level 3 Myrmidon)
    • HP: 19, POW: 6, SKL: 9, SPD: 10, LCK: 7, DEF: 3, RES: 6, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Slim Sword, Killing Edge (drop), Vulnerary
    • Skills: Astra
    • Recruit by talking with Claudius or Vincenzo
  11. Ruffian (Level 2 Thief) (Reinforcement on Turns 4 and 6 from Spawn Point 1)
    • HP: 17, POW: 3, SKL: 6, SPD: 8, LCK: 3, DEF: 2, RES: 5, MOV: 5
    • Weapon Ranks: Dagger (E)
    • Inventory: Bronze Dagger
    • Skills: Locktouch, Ransack

Ally Units:

Spoiler
  1. Tito (Commander) (Level 1 Falcon Knight)
    • HP: 30, POW: 14, SKL: 15, SPD: 20, LCK: 14, DEF: 12, RES: 17, MOV: 8
    • Weapon Ranks: Sword (D), Lance (B)
    • Inventory: Bronze Sword, Crystal Lance, Elixir
    • Skills: Bowbreaker, Canto, Rally SPD
  2. Glauce (Commander) (Level 10 Pegasus Rider)
    • HP: 25, POW: 10, SKL: 13, SPD: 15, LCK: 6, DEF: 8, RES: 13, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance, Concoction
    • Skills: Bowbreaker, Canto, Immune Status
  3. Reman (Level 5 Pegasus Rider)
    • HP: 19, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance
    • Skills: Canto
  4. Reman (Level 5 Pegasus Rider)
    • HP: 19, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Javelin
    • Skills: Canto
  5. Drusilla (Level 3 Pegasus Rider) (Reinforcement on Turn 1)
    • HP: 21, POW: 7, SKL: 7, SPD: 9, LCK: 6, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance, Javelin, Vulnerary
    • Skills: Breath of Life, Canto
    • Talk with Avatar

Chapter 3 puts you back in control of Claudius's army, with a new addition to the team joining at the very beginning of the chapter:

This is the both the first chapter to include mounted enemies and the first chapter to include enemy reinforcements.  It is also a Seize chapter, with a small mountain range and several forts between you and the Tirnan village of Lancaster.  The infantry enemies have the same movement patterns as before, but the mounted ones (consisting of Cavaliers and Pegasus Riders) will actively pursue you.  If this is a lot to take in, don't worry, because the mounted enemies are luckily not very strong and you have Rosa to provide extra healing.

Additionally, the Fury Squadron consisting of Tito, Glauce, and a few subordinates is here to help you by distracting the enemy Pegasus Riders lying in wait on the mountains as you make your way through the forts.  Tito and Glauce are incredible forces to be reckoned with at this stage, with high stats and strong weapons.  Tito himself could even kill the boss pretty easily, but you'd be losing out on valuable EXP if he did.

The challenge, therefore, is in reaching the boss and defeating him before the Fury Squadron steals too much EXP.  There are also a couple of Houses to visit; the one on the left gives a Short Bow, while the one on the right gives an Armorslayer.  Theives will appear on Turns 4 and 6 and ransack them if you take too long to reach them.  In short, try not to dilly-dally on this map as you could miss out on some good stuff.

Waiting for you on one of the forts is a Myrmidon named Petricia, armed with a very dangerous Killing Edge.  However, she will not attack Claudius even if he enters her attack range.  There are two methods to deal with her.  The recommended way is to talk to her with Claudius or Vincenzo to recruit her into your army, preferably Claudius since she's guaranteed not to attack him first.  If by some odd chance you don't want to recruit her, my advice is to Subdue her to 1 HP with Ferrum buffed with Rally LCK and finish her off with someone with high hit rates.  Even if Ferrum gets defeated, don't forget that he'll still come back in Chapter 5 regardless.  Petricia will drop her Killing Edge if she is defeated, though it is unlikely that anyone can use it yet.

Here's Petricia if you're interested in recruiting her:

At the end of Turn 1, another allied Pegasus Rider will appear at the bottom of the map.  Her name is Drusilla, and she appears to have been left behind for some reason.  If you talk to her with the Avatar, it will result in an extra scene after the chapter is cleared in which she too is recruited into Claudius's army.  However, you also need to keep her alive for the remainder of the chapter.  Thankfully, she will come with a Javelin for relatively safe 1-2-Range combat and a Vulnerary for emergency healing, so it shouldn't be too hard.

By the time you pass the mountains, the Fury Squadron will probably already be finishing off the enemies there and about to attack the boss.  If you don't want Tito to kill him, you could pull him away with Rosa's Rescue staff and buy more time for your own units to reach him and kill him first.  If you plan to do this, it is recommended to carry her to the top of the map with Ferrum so that she can get closer to Tito and pull him away more quickly.

The chapter boss, Angus, is a major step up in difficulty from Corgan and Hyde from the previous chapters.  He hits as hard as Corgan did with more accuracy, and his high DEF makes it hard for most of your units to do significant damage to him.  What's worse, he gets extra Avoid from standing on the Village.

Bertus could probably solo him with his Iron Bow since he has no ranged weapon, but even with that he'd only be doing about 3-4 damage per hit, so it will take a while.  The fastest way to deal with him is to have Claudius/Vincenzo fight him with the Rapier/Armorslayer, which does effective damage against him.  But make sure to heal in the likely event that they get hit!

Upon seizing the Village, Tito will find it with no guards within, allowing the Reman forces to enter with no further opposition.

In the next chapter, Carol and friends head out to meet the Resistance in Valberg, only to meet them much sooner than expected.

Feedback thread: https://serenesforest.net/forums/index.php?/topic/83163-fire-emblem-ascension-feedback/

Edited by Von Ithipathachai
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Fire Emblem: Ascension

Chapter 4: A Strategic Retreat

Primary Objective: Rout the Enemy

Secondary Objective: Defeat All Commanders Within 10 Turns (100 BEXP)

sanctaea_4_by_vonithipathachai-dcbrffv.p

Chapter Script

Chapter Map:

chapter_4_by_vonithipathachai-dcbtb62.pn

Chapter Info:

Spoiler

Factions:

  • Carol's Army (Player)
  • Ferencan Army (Enemy)

Player Units:

  1. Carol (Commander)
  2. Mitch
  3. Elma
  4. Fritz
  5. Derrick (Commander)
  6. Quixana
  7. Bill
  8. Lee
  9. Chaucer
  10. Omar

Enemy Units:

Spoiler
  1. Hendrik (Commander) (Level 5 Axe Knight)
    • HP: 25, POW: 9, SKL: 5, SPD: 4, LCK: 2, DEF: 10, RES: 4, MOV: 4
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Labrys (drop)
  2. Ferencan (Level 2 Myrmidon)
    • HP: 18, POW: 6, SKL: 7, SPD: 6, LCK: 2, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Sword (E)
    • Inventory: Bronze Sword
  3. Ferencan (Level 2 Lancer)
    • HP: 19, POW: 7, SKL: 6, SPD: 5, LCK: 2, DEF: 3, RES: 2, MOV: 5
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
  4. Ferencan (Level 3 Lancer)
    • HP: 20, POW: 7, SKL: 6, SPD: 5, LCK: 2, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Armorskewer (drop)
  5. Ferencan (Level 2 Fighter)
    • HP: 20, POW: 8, SKL: 4, SPD: 5, LCK: 2, DEF: 3, RES: 1, MOV: 5
    • Weapon Ranks: Axe (E)
    • Inventory: Bronze Axe
  6. Ferencan (Level 1 Archer)
    • HP: 17, POW: 5, SKL: 7, SPD: 5, LCK: 2, DEF: 3, RES: 1, MOV: 5
    • Weapon Ranks: Bow (E)
    • Inventory: Bronze Bow
  7. Ferencan (Level 2 Thief)
    • HP: 17, POW: 3, SKL: 6, SPD: 8, LCK: 3, DEF: 2, RES: 5, MOV: 5
    • Weapon Ranks: Dagger (E)
    • Inventory: Bronze Dagger
    • Skills: Locktouch, Ransack
  8. Ferencan (Level 2 Thunder Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 4, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Thunder (E)
    • Inventory: Thunder
  9. Ferencan (Level 2 Wind Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 4, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Wind (E)
    • Inventory: Wind
  10. Ferencan (Level 1 Sword Cavalier) (Reinforcement on Turns 2 and 6 from Spawn Point 1 and Turn 4 from Spawn Point 2)
    • HP: 17, POW: 4, SKL: 5, SPD: 4, LCK: 2, DEF: 4, RES: 2, MOV: 7
    • Weapon Ranks: Sword (E)
    • Inventory: Bronze Sword
    • Skills: Canto
  11. Ferencan (Level 1 Lance Cavalier) (Reinforcement on Turns 2 and 6 from Spawn Point 2 and Turn 4 from Spawn Point 1)
    • HP: 17, POW: 4, SKL: 5, SPD: 4, LCK: 2, DEF: 4, RES: 2, MOV: 7
    • Weapon Ranks: Lance (E)
    • Inventory: Bronze Lance
    • Skills: Canto
  12. Ferencan (Level 3 Pegasus Rider)
    • HP: 17, POW: 4, SKL: 6, SPD: 7, LCK: 2, DEF: 3, RES: 5, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance
    • Skills: Canto

Chapter 4 sees Carol and her friends meet up with what remains of the Resistance as they continue to make their way to Valberg.  Here are your new units, along with the one you got at the end of Chapter 2:

The first thing you'll notice in this chapter are that there are many, many more forests than in the previous maps.  Definitely try to make use of these as you move towards the boss for some extra defense and Avoid.  The enemies use the same movement patterns as they did in the last chapter, except this time, the Thieves behave like all of the other non-boss infantry, not moving until you enter their attack range since there are no Houses/Villages or Chests to plunder.

There are a few ways to go about reaching the boss within the turn limit in the secondary objective.  The most obvious solution is to follow the clear paths and fight the enemies along the way, earning plenty of EXP as you do so.  Bill and Omar can do a good job of soaking up enemies' attacks and wearing them down for weaker units, but they should be wary of the enemy Mages further up; Bill's RES does not start adequately for fighting magic users, and Omar can possibly get double-attacked by the Wind Mages if he has his Hand Axe equipped.  Bill should be especially wary of the Lancer with the Armorskewer, who can easily one-shot him.  However, said Lancer will drop it upon defeat, making it possibly useful if Mitch is still alive.  In addition to the clear paths, there are shortcuts hidden within the impassable (except by fliers) thick forests that should let infantry reach the boss more quickly.  And if you're really daring, you can also use Omar to rescue-drop some of your infantry from one side of the thick forests to another!  But keep in mind that his stats will be lowered significantly as he carries people.

To speed up the rout process, you can send a few of your units up through the smaller path at the beginning to deal with some of the enemies in that direction while the rest of your army takes the larger main route.  Omar can be especially helpful here since as a flier, his movement is completely unrestricted by the trees, but he should be kept well away from the enemy Archers to whom he is vulnerable at the same time.

Curiously, despite the boss, Hendrik, having the most painful attacks yet with his Iron Labrys, he may actually be easier than the previous one, since Carol's army has a very powerful magic user in Fritz, who can easily tear through the boss with no fear of retaliation since, again, he has no ranged weapon.  Still, if you do want to give the boss a fair fight (maybe if Fritz has become overleveled), always keep whoever's fighting him healed at all times and try to avoid engaging him on Player Phase if you're not sure you can kill him then.

With all of Leopold's men gone from the forest, Carol and friends are able to finish their journey to Valberg and liberate it from his filthy grasp.

In the next chapter, Claudius discovers he wants no part of his brother's plans for the continent upon witnessing atrocities he could never have dreamed of.

Feedback thread: https://serenesforest.net/forums/index.php?/topic/83163-fire-emblem-ascension-feedback/

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Just a heads-up for new readers, all the chapter scripts from this point forward can be found in the Chapter Info section in the spoiler.  I would move the Chapter 4 script like those others, but I think some sort of bug is preventing me from doing so.  So you'll just have to remember it's under the continent map where the others were before.  Sorry for the inconvenience!

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Fire Emblem: Ascension

Chapter 5: Oppressors

Primary Objective: Defeat All Commanders

Secondary Objective: Visit All Houses (150 BEXP)

sanctaea_5_by_vonithipathachai-dcc7vd3.p

Chapter Map:

chapter_5_by_vonithipathachai-dcc9zbd.pn

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Claudius's Army (Player)
  • Tirnan Army (Enemy)
  • Reman Army (Ally)

Player Units:

  1. Claudius (Commander)
  2. Avatar
  3. Vincenzo
  4. Bertus
  5. Marcela
  6. Ferrum (Commander)
  7. Rosa
  8. Petricia
  9. Drusilla

Enemy Units:

Spoiler
  1. Boudicca (Commander) (Level 7 Pegasus Rider)
    • HP: 22, POW: 9, SKL: 10, SPD: 15, LCK: 8, DEF: 6, RES: 10, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Flame Lance, Vulnerary
    • Skills: Avoid +10, Canto, Seal POW
  2. Dougall (Commander) (Level 5 Axe Cavalier)
    • HP: 24, POW: 9, SKL: 7, SPD: 7, LCK: 6, DEF: 8, RES: 5, MOV: 7
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe, Hand Axe, Vulnerary
    • Skills: Canto, Savage Blow
  3. Tirnan (Level 3 Myrmidon)
    • HP: 18, POW: 6, SKL: 7, SPD: 6, LCK: 2, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Sword
  4. Tirnan (Level 3 Myrmidon)
    • HP: 18, POW: 6, SKL: 7, SPD: 6, LCK: 2, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Boomerang
  5. Tirnan (Level 3 Fighter)
    • HP: 21, POW: 8, SKL: 5, SPD: 5, LCK: 2, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Venin Axe, Antitoxin (drop)
  6. Tirnan (Level 3 Archer)
    • HP: 19, POW: 6, SKL: 8, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Short Bow
  7. Tirnan (Level 2 Thunder Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 4, DEF: 2, RES: 3, MOV: 5
    • Weapon Ranks: Thunder (E)
    • Inventory: Thunder
  8. Tirnan (Level 1 Priest)
    • HP: 15, POW: 4, SKL: 5, SPD: 5, LCK: 5, DEF: 1, RES: 5, MOV: 5
    • Weapon Ranks: Staff (E)
    • Inventory: Heal
  9. Tirnan (Level 3 Axe Knight)
    • HP: 21, POW: 7, SKL: 4, SPD: 3, LCK: 4, DEF: 9, RES: 1, MOV: 4
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe
  10. Tirnan (Level 3 Sword Cavalier) (Reinforcement on Turns 2, 6, and 10 from Spawn Point 1 and Turns 4 and 8 from Spawn Point 2)
    • HP: 19, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 5, RES: 3, MOV: 7
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade
    • Skills: Canto
  11. Tirnan (Level 3 Pegasus Rider) (Reinforcement on Turns 2, 6, and 10 from Spawn Point 2 and Turns 4 and 8 from Spawn Point 1)
    • HP: 17, POW: 4, SKL: 6, SPD: 7, LCK: 2, DEF: 3, RES: 5, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance
    • Skills: Canto

Ally Units:

Spoiler
  1. Cato (Commander) (Level 25 Emperor)
    • HP: 63, POW: 28, SKL: 22, SPD: 18, LCK: 13, DEF: 22, RES: 25, MOV: 6
    • Weapon Ranks: Light (A), Dark (D), Staff (D)
    • Inventory: Rapture, Elixir
    • Skills: Immune Status
  2. Reman (Level 4 Lancer)
    • HP: 20, POW: 8, SKL: 7, SPD: 6, LCK: 3, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
  3. Reman (Level 4 Pegasus Rider) (Reinforcement on Turns 1, 5, and 9)
    • HP: 18, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance

Treasure:

Spoiler
  • Antitoxin (Enemy drop/southwest House)
  • Poison (Bottom northwest House)
  • Hand Axe (Top northwest House)
  • Talisman (Northeast House)

Note that this is the last chapter in which you can use Ferrum.  If you want to hold on to his Steel Greatlance, consider trading it off to another unit before clearing the chapter.

Okay, then.  This is where the game stops messing around with you.

If you can't tell, the enemies start to hit a lot harder now that most of them now have Iron weapons instead of the weaker Bronze ones you've been seeing.  As if that wasn't enough, there are also Fighters with Venin Axes that can poison you if they manage to hit.  Poison can't kill you on its own, but will still sap your HP and is generally not fun to have around.  Good thing they drop Antitoxins.  Finally, to clear this chapter, you need to defeat not one, but two Commanders, Princess Boudicca and her retainer, Dougall.

Thankfully, to help you deal with these tough enemies, there are four allied Lancers present at the beginning of the chapter, as well as regular Pegasus Rider reinforcements.  If you talked to Drusilla in Chapter 3 and she survived, you'll also have recruited her into your own army.

The movement patterns of the enemies are as follows:

  • Priests will keep running to the nearest ally that needs healing
  • Other infantry enemies will not move unless something is in their attack range (unless they're starting on a House)
  • Mounted enemies will actively move around to pursue you (however, the Commanders will not move until either Turn 10 or whenever something enters their attack range)

Once again, Marcela will be a major asset thanks to her high DEF and the general lack of overly fast magic-wielding enemies running about.  If you want to visit all of the Houses for Bonus EXP, consider splitting up your army into two teams to deal with the initial enemies at the very front.  Feel free to have one group rejoin the other for healing if you're feeling overwhelmed.  There are no Thieves in this chapter, but there are enemies standing on the Houses that will have to be defeated before you can visit them.  Try not to provoke either of the Commanders as you attempt to visit all the Houses or they'll complicate things considerably.

It would be a good idea to kill both of the enemy Priests ASAP so they don't go around healing weakened enemies and undoing all your hard work.  When you're ready, either after visiting all the Houses or defeating enough enemies, you may get the bosses to go after you if you so desire.

Like all the previous bosses, Dougall hits hard, but has questionable hit rates from his weapons.  The main things that make him threatening are the fact that he moves, has a 1-2-Range weapon in the form of a Hand Axe, and has Savage Blow for extra damage to any enemies within two spaces of him when he initiates combat.  So do be aware of these.  Good candidates for taking him out include Marcela with her DEF to mitigate his damage and Claudius with his Rapier for its effective bonus against Horse enemies.

Boudicca, on the other hand, fights much differently.  Like Dougall, she moves and has a 1-2-Range weapon, but what she lacks in raw strength, she makes up for in SPD and Avoid.  15 SPD is outrageously high for any enemy this early in the game, and Avoid +10 boosts her evasion even further, making her tough to hit.  Furthermore, her Flame Lance targets RES instead of DEF, making her particularly dangerous to slow characters like Marcela and/or a -SPD Avatar.  Claudius's Charm + Commander bonus combo is practically a must for anyone trying to fight her.  Recommended units to take her on are Bertus, who outranges her with his Bows in addition to inflicting some effective damage, and Drusilla, who should have decent SPD and RES and a 1-2-Range weapon of her own (though it may weigh her down enough for her to be double-attacked).  Rosa may also have a decent chance of poisoning her with the Poison staff found in one of the northwest Houses if your other units are still struggling to hurt her.

Once the battle is over, Dougall and Boudicca are to be imprisoned in Lancaster, but Claudius and the Avatar speak out against Cato's violent methods of preserving Reman livelihood, leading to themselves and the rest of the Prince's Guard getting detained with them.

In the next chapter, Carol and friends liberate Valberg from Leopold's forces, and Carol learns the shocking truth of her lineage.

Edited by Von Ithipathachai
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Fire Emblem: Ascension

Chapter 6: Liberators

Primary Objective: Seize

Secondary Objective: Visit all Houses (150 BEXP)

sanctaea_6_by_vonithipathachai-dcctfbf.p

Chapter Map:

chapter_6_by_vonithipathachai-dccwook.pn

(Note: The breakable wall has 30 HP.)

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Ferencan Army (Enemy)

Player Units:

  1. Carol (Commander)
  2. Mitch
  3. Elma
  4. Fritz
  5. Derrick (Commander)
  6. Quixana
  7. Bill
  8. Lee
  9. Chaucer
  10. Omar

Enemy Units:

Spoiler
  1. Riemann (Commander) (Level 6 Fire Mage)
    • HP: 24, POW: 9, SKL: 5, SPD: 5, LCK: 6, DEF: 6, RES: 8, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Flux, 30000G (drop)
    • Skills: Shadowgift
  2. Ferencan (Level 3 Myrmidon)
    • HP: 18, POW: 6, SKL: 7, SPD: 6, LCK: 2, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Sword
  3. Ferencan (Level 3 Lancer)
    • HP: 20, POW: 7, SKL: 6, SPD: 5, LCK: 2, DEF: 4, RES: 3, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
  4. Ferencan (Level 3 Fighter)
    • HP: 21, POW: 8, SKL: 5, SPD: 5, LCK: 2, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe
  5. Ferencan (Level 3 Fighter)
    • HP: 21, POW: 8, SKL: 5, SPD: 5, LCK: 2, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Hand Axe
  6. Ferencan (Level 3 Fighter)
    • HP: 21, POW: 8, SKL: 5, SPD: 5, LCK: 2, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Hammer
  7. Ferencan (Level 3 Archer)
    • HP: 19, POW: 6, SKL: 8, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Iron Bow
  8. Ferencan (Level 3 Wind Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 5, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Wind (D)
    • Inventory: Elwind
  9. Ferencan (Level 1 Priest)
    • HP: 15, POW: 4, SKL: 5, SPD: 5, LCK: 5, DEF: 1, RES: 5, MOV: 5
    • Weapon Ranks: Staff (E)
    • Inventory: Heal
  10. Ferencan (Level 3 Sword Knight)
    • HP: 21, POW: 7, SKL: 4, SPD: 3, LCK: 4, DEF: 9, RES: 1, MOV: 4
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade, Boomerang
  11. Ferencan (Level 3 Lance Knight)
    • HP: 21, POW: 7, SKL: 4, SPD: 3, LCK: 4, DEF: 9, RES: 1, MOV: 4
    • Weapon Ranks: Lance (D)
    • Inventory: Venin Lance, Javelin, Antitoxin (drop)
  12. Ferencan (Level 3 Axe Knight)
    • HP: 21, POW: 7, SKL: 4, SPD: 3, LCK: 4, DEF: 9, RES: 1, MOV: 4
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Labrys, Hand Axe
  13. Ferencan (Level 3 Sword Cavalier) (Reinforcement on Turns 1, 3, 5, 7, and 9 from Spawn Point 1)
    • HP: 19, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 5, RES: 3, MOV: 7
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade
    • Skills: Canto
  14. Ferencan (Level 3 Lance Cavalier)
    • HP: 19, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 5, RES: 3, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Greatlance
    • Skills: Canto
  15. Ferencan (Level 3 Axe Cavalier) (Reinforcement on Turns 1, 3, 5, 7, and 9 from Spawn Point 2)
    • HP: 19, POW: 5, SKL: 6, SPD: 5, LCK: 2, DEF: 5, RES: 3, MOV: 7
    • Weapon Ranks: Axe (D)
    • Inventory: Petite Axe
    • Skills: Canto

Treasure:

Spoiler
  • 30000G (enemy drop)
  • Antitoxin (enemy drop)
  • Restore (Far left House)
  • Concoction (Near left House)
  • Boomerang (Near right House)
  • Seraph Robe (Far right House)

Shops:

Spoiler

Armory:

  • Iron Sword
  • Iron Lance
  • Iron Axe
  • Iron Bow
  • Iron Dagger

Vendor:

  • Elfire
  • Elthunder
  • Elwind
  • Mend
  • Antitoxin

No new characters join in this chapter, so we can get straight to the business of the map.

The Knights will not move from their positions.  The Priests will try to rush to the nearest ally that doesn't have full health and heal it.  The other infantry will not move until something enters their attack range.  The Cavalier reinforcements will actively pursue you.  None of the enemies standing on red Houses will move.

You may be asking yourself, "Hey, Von, how in blazes am I supposed to get into the village and seize the blue House with all these tough enemies massed at the gates?"  Well, if you read the chapter script, you'll figure out there are two ways to go about it.

The first way is simply to charge one of the gates directly.  This is very risky as the enemies around them carry strong weapons.  The Archers and the Fighter with the Hammer are especially dangerous.  While their hit rates aren't too high, they're not too low, either, and they'll probably kill one of your units eventually with two or three hits.  You'd have to be extremely lucky to defeat all the enemies at a gate without losing anyone.

The second, easier way is to destroy the breakable wall near your starting position and sneak into the village from the back.  Feel free to visit the Houses along the way for treasure.  It may also be a good idea to leave someone with high DEF behind (possibly Bill or even Derrick) to block the reinforcements from following you.  Once you get close to the Armory, you can bait the enemies away from the gates to fight you.  That said, you really need to be paying attention so that you can try your best to lure them out so that nobody is in range of more than one enemy at a time.

Once they're all out of the way, you can head straight for the boss.  He's the first enemy you encounter that wields Dark Magic, so naturally he hits like a truck.  It would be a good idea to debuff him with Lee before finishing him off with anyone who might need the EXP, as he likely has the best RES of any of your units in Carol's party and ample SPD for follow-up attacks.  You may also bring along Carol for Hit and Avoid buffs and/or Chaucer for healing.

The boss will drop 30000G when he dies.  After this chapter, Claudius and Carol's armies (and BEXP) will merge together, so feel free to do some shopping for better weapons before you seize the blue House.  But do keep in mind that you don't have a Convoy yet, so your space is limited.

Not long after retaking the village, General Aetius and his men will show up to take it for themselves.  However, upon seeing Carol's "lucky charm" (the Fire Emblem) and burning his hand when he touches it, he immediately forsakes King Cato's command and declares Carol the true queen of Rema and his new master.  Thinking that putting her on the Reman throne will appease Iopter and end the famine, he convinces Carol and friends to wait in Valberg for Cato to arrive there in hopes of persuading him to abdicate for the good of Rema.

What comes of it will be seen in the next chapter.

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Fire Emblem: Ascension

Interlude: New Master, New Servants

Chapter Info:

Spoiler

This is one of a few Interlude chapters planned that have no maps and are dedicated entirely to advancing the story.  In this one, Carol meets Claudius and the Avatar as she and her friends try to escape from Cato.  Claudius and the Avatar learn the truth about the royal bloodline of Rema and pledge their allegiance to the rightful queen before resuming their escape together.

Dougall and Boudicca also decide to tag along as they have no better options for help.

In the next chapter, Claudius and Carol fight through a large horde of pirates as they try to sail away to Feniz.

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Fire Emblem: Ascension

Chapter 7: The Great Escape

Primary Objective: Have Claudius and Carol Escape

Secondary Objective: Visit all Houses (150 BEXP)

sanctaea_7_by_vonithipathachai-dcddm2h.p

Chapter Map:

chapter_7_by_vonithipathachai-dcdkmjd.pn

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Reman Army (Enemy)
  • Ruffians (Enemy)

Player Units:

Spoiler
  1. Claudius (Commander)
  2. Carol (Commander)
  3. Avatar
  4. Vincenzo
  5. Bertus
  6. Marcela
  7. Rosa
  8. Petricia
  9. Drusilla
  10. Dougall
  11. Boudicca (Commander)
  12. Mitch
  13. Elma
  14. Fritz
  15. Derrick (Commander)
  16. Quixana
  17. Lee
  18. Chaucer (Commander)
  19. Bill
  20. Omar

Enemy Units:

Spoiler
  1. Hassan (Commander) (Level 10 Thief)
    • HP: 24, POW: 6, SKL: 11, SPD: 14, LCK: 7, DEF: 6, RES: 10, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Stiletto, Killer Dagger, Energy Ring (drop)
    • Skills: Locktouch, Ransack, Tranquility
  2. Commander (Commander) (Level 8 Myrmidon)
    • HP: 22, POW: 9, SKL: 10, SPD: 9, LCK: 4, DEF: 5, RES: 6, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Killing Edge, Boomerang
  3. Ruffian (Level 4 Myrmidon)
    • HP: 19, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Sword
  4. Ruffian (Level 4 Myrmidon)
    • HP: 19, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade
  5. Ruffian (Level 4 Myrmidon)
    • HP: 19, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Boomerang
  6. Ruffian (Level 4 Myrmidon)
    • HP: 19, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Venin Edge
  7. Ruffian (Level 4 Myrmidon)
    • HP: 19, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Zanbato
  8. Ruffian (Level 4 Fighter)
    • HP: 21, POW: 9, SKL: 5, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe
  9. Ruffian (Level 4 Fighter)
    • HP: 21, POW: 9, SKL: 5, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Labrys
  10. Ruffian (Level 4 Fighter)
    • HP: 21, POW: 9, SKL: 5, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Hand Axe
  11. Ruffian (Level 4 Fighter)
    • HP: 21, POW: 9, SKL: 5, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Venin Axe
  12. Ruffian (Level 4 Fighter)
    • HP: 21, POW: 9, SKL: 5, SPD: 6, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Poleaxe
  13. Ruffian (Level 4 Archer)
    • HP: 19, POW: 7, SKL: 9, SPD: 7, LCK: 3, DEF: 4, RES: 2, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Iron Bow
  14. Ruffian (Level 4 Thief) (Reinforcement on Turns 3, 6, and 9 from Spawn Points 6 and 7)
    • HP: 18, POW: 4, SKL: 7, SPD: 9, LCK: 4, DEF: 3, RES: 6, MOV: 5
    • Weapon Ranks: Dagger (D)
    • Inventory: Iron Dagger
    • Skills: Locktouch, Ransack
  15. Ruffian (Level 3 Fire Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 5, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Elfire
  16. Ruffian (Level 3 Wind Mage)
    • HP: 17, POW: 6, SKL: 6, SPD: 6, LCK: 5, DEF: 3, RES: 4, MOV: 5
    • Weapon Ranks: Wind (D)
    • Inventory: Elwind
  17. Reman (Level 4 Pegasus Rider) (Reinforcement on Turn 2 from Spawn Points 1, 2, 4, and 5)
    • HP: 18, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance
    • Skills: Canto
  18. Reman (Level 4 Pegasus Rider) (Reinforcement on Turn 4 from Spawn Points 1, 2, 4, and 5)
    • HP: 18, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
    • Skills: Canto
  19. Reman (Level 4 Pegasus Rider) (Reinforcement on Turn 6 from Spawn Points 1, 2, 4, and 5)
    • HP: 18, POW: 5, SKL: 7, SPD: 8, LCK: 3, DEF: 3, RES: 6, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Greatlance
    • Skills: Canto
  20. Cato (Commander) (Level 25 Emperor) (Reinforcement on Turn 8 from Spawn Point 3)
    • HP: 63, POW: 28, SKL: 22, SPD: 18, LCK: 13, DEF: 22, RES: 25, MOV: 6
    • Weapon Ranks: Light (A), Dark (D), Staff (D)
    • Inventory: Rapture, Elixir
    • Skills: Immune Status
  21. Reman (Level 1 Paladin) (Reinforcement on Turn 8 from Spawn Points 1, 2, 4, and 5)
    • HP: 33, POW: 17, SKL: 17, SPD: 17, LCK: 6, DEF: 15, RES: 11, MOV: 8
    • Weapon Ranks: Sword (C), Lance (E)
    • Inventory: Steel Sword
    • Skills: Canto

Treasure:

Spoiler
  • Energy Ring (Enemy drop)
  • Venin Dagger (Top left House)
  • Master Seal (Top right House)
  • Axereaver (Bottom House)

Shops:

Spoiler

Left Armory:

  • Slim Sword
  • Iron Blade
  • Slim Lance
  • Iron Greatlance
  • Petite Axe
  • Iron Labrys
  • Short Bow
  • Iron Greatbow

Right Armory:

  • Boomerang
  • Javelin
  • Hand Axe

Vendor:

  • Lightning
  • Flux
  • Concoction

Notes:

  • I've decided to make Chaucer a Commander unit for reasons that will be seen later.  I would update the above chapters to reflect this, but the system won't let me.
  • The BGM for this chapter is an arrangement of Leif's Army, Seeking Victory ~ Adversity from Thracia 776.

Battle Preparations are now available!  Yay~

You have the following options before battle:

  • Select Units (Pick the units you want to bring into the chapter.  This option is grayed out in this chapter, since all of your units are to be brought in.  After all, how can they get on the boat if they're not deployed?  It will become available in the next chapter.)
  • View Map (Look over the map and enemies you'll be dealing with before starting and change your units' starting positions as you deem necessary.  Claudius and Carol cannot be moved from their starting positions.)
  • Inventory (Trade, merge, or use units' items.  Highly recommended for this chapter if you bought extra weapons and items in Chapter 6!)
  • Support (View new or existing Support conversations.  You'll probably have a ton of new Supports to look through at first, since you couldn't do them in the previous chapters.)
  • Bonus EXP (Give units Bonus EXP.  This is good for units who start out weak and hard to train, units who have fallen behind in their EXP gain, or units you don't plan on deploying in one chapter, but may need in the next one.)
  • Shop (Buy new weapons and items, sell ones you don't want anymore, or repair broken/used weapons.  The selection of weapons and items available for purchase is limited at first, but will expand over the course of the game.  The initial items you can buy from the Shop are:
Spoiler
  • Bronze Sword
  • Bronze Lance
  • Bronze Axe
  • Bronze Bow
  • Bronze Dagger
  • Fire
  • Thunder
  • Wind
  • Heal
  • Vulnerary
  • Door Key
  • Chest Key
  • Save (Save the game.)
  • Fight! (Begin the chapter.)

Give each of these a look as you get ready for this chapter, because it's going to be a pretty long ride.  You have all 20 of the units you've gotten so far (not including Ferrum, who left permanently at the end of Chapter 5) and a lot of enemies to plow through quickly.

Joining you in this chapter are two new allies.  Remember Dougall and Boudicca, the annoying bosses from Chapter 5?  Well, now they're part of your army!  Let's take a look at them:

To clear this chapter, you need to have Claudius and Carol escape the map through the blue arrow, so you should get them there as soon as possible before the reinforcements coming from where you start overwhelm you.  Don't worry about getting everyone in the boat, they'll still be with you regardless in the next chapter (if they survive, of course).

Most of the enemies use their usual movement patterns that you've been seeing for the past several chapters.  Hassan and the generic Myrmidon boss blocking the way into the boat will not move, but Cato will.  More on him later.

You will almost certainly have to split up if you want to maximize your EXP gain, visit all the Houses, go shopping, and get Claudius and Carol to the goal all at the same time.  Your fliers will be very good here since they can fly over the numerous buildings and barricades in your way to reach the Houses.  Boudicca in particular is a must if you want the Master Seal from the top right House, as her stats should be high enough for her to deal with the enemies on the way to it (minus the Archer, you'll have to figure out how to deal with him before sending her off).

Make good use of Charm, Commander bonuses, and Supports as each group travels down the paths for much appreciated stat bonuses during combat.  Slower, tankier units can cover the rear against the Pegasus Rider reinforcements, though Marcela will lag especially far behind with her low Movement and may need to be rescue-dropped further up.  Make sure units visiting Houses and/or Shops have enough room in their Inventories for new items!

Pegasus Rider reinforcements will show up for the first few even-numbered turns.  Their weapons start out weak, but will become stronger with each wave.  The Pegasus Riders appearing on Turn 2 will have Slim Lances, the ones appearing on Turn 4 will have Iron Lances, and the ones appearing on Turn 6 will have Iron Greatlances.  There will also be a Thief reinforcement from Hassan's boat on Turns 3 and 6 in case you somehow managed to kill one of the initial ones.

On Turn 8, Cato himself will show up with four Paladins.  Hopefully by this time you should be just about to launch your assault on the wooden dock where the last few pirates are.  If you aren't, well...  To be honest, you should probably reset and try again.  Any units they catch in their attack range are already lost.

Both of the bosses pose threats with their Killer weapons, but can be attacked from a long distance with Bertus and/or Derrick and finished off with anyone else who needs the EXP.  If neither is available, the Myrmidon boss can be baited into equipping his Boomerang (preferably by someone who can fight at 2-Range) and finished off that way.

Hassan is a lot trickier.  His evasion is on par with Boudicca's, he can potentially one-shot whoever he hits with his Killer Dagger, he has a Stiletto to wreck Marcela and/or Bill if you try to cheese him with either of them, and he has Bertus's Tranquility Skill to make him harder to hit with Bows.  If you're short on good units or Cato is getting too close for comfort, you may want to ignore him, but if not, it's worth trying to defeat him for his Energy Ring.  Quixana's naturally high LCK makes him probably your best choice for fighting him, and he can also be buffed with Rosa's Rally LCK Skill to give him even more protection from Critical Hits.  Anyone else with enough HP and SPD to survive a Critical Hit from him will also help.

Since neither boat boss can heal, poisoning them with either Rosa wielding a Poison staff or Lee wielding a Venin Dagger may speed up the process of defeating them a bit.

Claudius and Carol will automatically gain Support Rank C in the cutscene after the chapter is cleared.  On the way to Feniz, Bloody Barrett's pirates are sighted about to attack another merchant ship, and the decision is left to the Avatar whether to help the ship or to continue on to Feniz.

And so begins Claudius and Carol's little "Journey to the East".  In the next chapter, we see what happens when the Avatar decides they should intervene.

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Fire Emblem: Ascension

Chapter 7x: Merchants

Primary Objective: Rout the Enemy

sanctaea_7x_by_vonithipathachai-dcdqdlc.

Chapter Map:

chapter_7x_by_vonithipathachai-dce1xwa.p

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Ruffians (Enemy)
  • Mercenaries (Ally)
  • Other (Ally)

Player Units:

Spoiler
  1. Claudius (Commander)
  2. Carol (Commander)
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)

Enemy Units:

Spoiler
  1. Barrett (Commander) (Level 1 Berserker)
    • HP: 32, POW: 16, SKL: 10, SPD: 12, LCK: 6, DEF: 7, RES: 9, MOV: 6
    • Weapon Ranks: Axe (C)
    • Inventory: Bolt Axe
    • Skills: Bowbreaker, Critical +15
  2. Ruffian (Level 5 Myrmidon) (Reinforcement on Turn 4 from Spawn Points 1 and 3)
    • HP: 20, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Sword
  3. Ruffian (Level 5 Myrmidon) (Reinforcement on Turn 2 from Spawn Points 1 and 3)
    • HP: 20, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Slim Sword
  4. Ruffian (Level 5 Myrmidon)
    • HP: 20, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Armorslayer, Chest Key (drop)
  5. Ruffian (Level 5 Myrmidon)
    • HP: 20, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Boomerang
  6. Ruffian (Level 5 Lancer) (Reinforcement on Turn 6 from Spawn Points 1 and 3)
    • HP: 21, POW: 8, SKL: 7, SPD: 6, LCK: 3, DEF: 5, RES: 3, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
  7. Ruffian (Level 5 Fighter) (Reinforcement on Turn 2 from Spawn Point 2 and Turn 10 from Spawn Points 1 and 3)
    • HP: 22, POW: 9, SKL: 6, SPD: 6, LCK: 3, DEF: 5, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Axe
  8. Ruffian (Level 5 Fighter) (Reinforcement on Turn 8 from Spawn Points 1 and 3)
    • HP: 22, POW: 9, SKL: 6, SPD: 6, LCK: 3, DEF: 5, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Petite Axe
  9. Ruffian (Level 5 Fighter)
    • HP: 22, POW: 9, SKL: 6, SPD: 6, LCK: 3, DEF: 5, RES: 2, MOV: 5
    • Weapon Ranks: Axe (D)
    • Inventory: Hand Axe
  10. Ruffian (Level 5 Archer) (Reinforcement on Turns 6 and 10 from Spawn Point 2)
    • HP: 20, POW: 7, SKL: 9, SPD: 7, LCK: 3, DEF: 5, RES: 2, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Short Bow
  11. Ruffian (Level 5 Archer)
    • HP: 20, POW: 7, SKL: 9, SPD: 7, LCK: 3, DEF: 5, RES: 2, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Short Bow, Chest Key (drop)
  12. Ruffian (Level 5 Thief)
    • HP: 18, POW: 5, SKL: 7, SPD: 9, LCK: 4, DEF: 3, RES: 6, MOV: 5
    • Weapon Ranks: Dagger (D)
    • Inventory: Iron Dagger
    • Skills: Locktouch, Ransack
  13. Ruffian (Level 5 Thief)
    • HP: 18, POW: 5, SKL: 7, SPD: 9, LCK: 4, DEF: 3, RES: 6, MOV: 5
    • Weapon Ranks: Dagger (D)
    • Inventory: Venin Dagger
    • Skills: Locktouch, Ransack
  14. Ruffian (Level 5 Fire Mage) (Reinforcement on Turns 4 and 8 from Spawn Point 2)
    • HP: 18, POW: 7, SKL: 7, SPD: 7, LCK: 5, DEF: 3, RES: 5, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Elfire
  15. Ruffian (Level 5 Thunder Mage)
    • HP: 18, POW: 7, SKL: 7, SPD: 7, LCK: 5, DEF: 3, RES: 5, MOV: 5
    • Weapon Ranks: Thunder (D)
    • Inventory: Elthunder

Ally Units:

Spoiler
  1. Jake (Commander) (Level 12 Fighter)
    • HP: 35, POW: 17, SKL: 9, SPD: 9, LCK: 8, DEF: 10, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Labrys, Hand Axe
    • Skills: Rally POW
  2. Anna (Commander) (Level 12 Thief)
    • HP: 22, POW: 9, SKL: 15, SPD: 19, LCK: 22, DEF: 7, RES: 10, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Aegis, Locktouch
  3. Mercenary (Level 8 Lancer)
    • HP: 23, POW: 10, SKL: 9, SPD: 8, LCK: 3, DEF: 6, RES: 4, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Javelin

Treasure:

Spoiler
  • Chest Key (Enemy drop)
  • 5000G (Left Chest)
  • Steel Axe (Right Chest)

To access this chapter, you must choose to help the merchant ship when prompted during the post-battle cutscene for Chapter 7.  Aside from that, no other criteria need to be filled.

Since from this point forward you'll be able to pick and choose which units you'd like to deploy, I'll just give you my personal recommendations for what kind of units you should/shouldn't bring.  Anyway, this is a boat map!  Wonderful.  If you're a seasoned player, then you might know what to expect from this sort of thing.

Units I Recommend:

Spoiler
  • Both Rosa and Chaucer (Rosa can provide Hit and Avoid buffs with Rally LCK while Chaucer heals)
  • Both Marcela and Bill (Marcela to act as your primary physical tank, and Bill to help her move across the map more quickly)
  • At least one Pegasus Rider with a 1-2-Range weapon for flying utility
  • Lee (for opening the Chests and debuffing the boss)
  • Anyone else who's fallen behind on EXP

Petricia has special dialogue at the beginning and end of the chapter and when she fights the boss if she is deployed, so you may be interested in using her on this map at least for those reasons.  If you like, feel free to give her the Energy Ring from the previous chapter if you have it and her POW is a bit low.

Once you're ready, you need to get to the allied NPCs ASAP if you want to protect them.  Lookie here, it's Jake and Anna!  You need to keep at least one NPC alive if you want a reward at the end of the chapter, and you need to keep both Jake and Anna alive if you're interested in recruiting them later.

The initial enemies will not move unless you enter their attack range (Barrett and the two Archers near to him do not move), while the reinforcements will actively pursue you.  The Thieves will ignore the Chests, since they can't escape anywhere if they plunder them.  None of the allied units will move, but Jake will always buff the Lancers near him with Rally POW if there aren't any enemies in range of him.

After dealing with the initial enemies attacking the allied Lancers, you can get to work luring out the rest.  You can either wait at the base of the planks leading to the enemy ship and kill all of the mobile reinforcements before advancing on the ship itself, our you can go further up, also luring out the occasional initial enemy and making the assault on the enemy ship later a bit easier.  The latter method is recommended for players who are more concerned about turn count.

Regardless of which methods you use, Rally LCK and Support/Commander bonuses will be vital for more fragile units like Lee.

Once you've cleared out most of the enemies, try going after the treasure chests.  The Myrmidon with the Chest Key wields an Armorslayer, so use someone other than Marcela/Bill to fight him.  Take out the Archers near Barrett before you try to fight him.

As dangerous as Barrett's RES-targeting Bolt Axe is the Critical boost he gains as a Berserker.  Rally LCK helps against him too, combined with Chaucer's Support bonuses, as they will mostly if not completely negate this bonus.  He has a lot of HP too, so poisoning him may also be a good idea.  Try not to fight him with Fritz, as the Bolt Axe will give him a Triangle advantage from 2-Range and his RES is oddly higher than his DEF.

If at least one allied NPC survived, you'll get a VIP Card in the next chapter that you can use to visit its Secret Shop.

In the next chapter, Claudius and Carol find themselves caught up in yet another kingdom's conflict as they arrive in Feniz.

Expect it to take a while.  There are a lot of new characters I need to draw and two different map scenarios that I need to test, in addition to writing the chapter script itself.

Edited by Von Ithipathachai
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Fire Emblem: Ascension

Chapter 8: Another Rebellion

Primary Objectives:

  • Protect Dolcinée
  • Defeat Commander

Secondary Objectives:

  • Defeat Commander Within 10 Turns (400 BEXP)
  • Visit all Houses (400 BEXP) (if Chapter 7x was skipped)

sanctaea_8_by_vonithipathachai-dcebe6m.p

Chapter Maps:

Spoiler

If Chapter 7x was skipped:

chapter_8_by_vonithipathachai-dcenald.pn

If Chapter 7x was not skipped:

(Chapter map goes here)

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Fenizian Army (Enemy)
  • Ruffians (Enemy)
  • Mercenaries (Ally)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. Damien (Reinforcement at beginning of Turn 1)

Enemy Units:

Spoiler
  1. Kalid (Commander) (Level 10 Archer)
    • HP: 26, POW: 9, SKL: 14, SPD: 11, LCK: 7, DEF: 8, RES: 7, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Steel Bow, Speedwing (drop)
    • Skills: Bowrange +1, Renewal
  2. Fenizian (Level 6 Myrmidon)
    • HP: 21, POW: 8, SKL: 9, SPD: 8, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Sword
  3. Fenizian (Level 6 Myrmidon)
    • HP: 21, POW: 8, SKL: 9, SPD: 8, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (D)
    • Inventory: Boomerang
  4. Fenizian (Level 6 Lancer)
    • HP: 22, POW: 9, SKL: 8, SPD: 7, LCK: 3, DEF: 5, RES: 4, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Lance
  5. Fenizian (Level 6 Lancer)
    • HP: 22, POW: 9, SKL: 8, SPD: 7, LCK: 3, DEF: 5, RES: 4, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Javelin
  6. Fenizian (Level 6 Archer)
    • HP: 21, POW: 8, SKL: 10, SPD: 8, LCK: 3, DEF: 5, RES: 3, MOV: 5
    • Weapon Ranks: Bow (D)
    • Inventory: Iron Bow
  7. Fenizian (Level 5 Thunder Mage)
    • HP: 18, POW: 7, SKL: 7, SPD: 7, LCK: 5, DEF: 3, RES: 5, MOV: 5
    • Weapon Ranks: Thunder (D)
    • Inventory: Elthunder
  8. Fenizian (Level 5 Wind Mage)
    • HP: 18, POW: 7, SKL: 7, SPD: 7, LCK: 5, DEF: 3, RES: 5, MOV: 5
    • Weapon Ranks: Wind (D)
    • Inventory: Elwind
  9. Fenizian (Level 3 Priest)
    • HP: 16, POW: 5, SKL: 6, SPD: 6, LCK: 6, DEF: 2, RES: 6, MOV: 5
    • Weapon Ranks: Staff (D)
    • Inventory: Heal, Poison
  10. Fenizian (Level 6 Sword Knight)
    • HP: 23, POW: 9, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 1, MOV: 4
    • Weapon Ranks: Sword (D)
    • Inventory: Iron Blade
  11. Fenizian (Level 8 Sword Knight)
    • HP: 25, POW: 10, SKL: 7, SPD: 4, LCK: 5, DEF: 12, RES: 2, MOV: 4
    • Weapon Ranks: Sword (C)
    • Inventory: Boomerang
  12. Fenizian (Level 8 Lance Knight)
    • HP: 25, POW: 10, SKL: 7, SPD: 4, LCK: 5, DEF: 12, RES: 2, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Javelin
  13. Fenizian (Level 6 Axe Knight)
    • HP: 23, POW: 9, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 1, MOV: 4
    • Weapon Ranks: Axe (D)
    • Inventory: Iron Labrys
  14. Fenizian (Level 8 Axe Knight)
    • HP: 25, POW: 10, SKL: 7, SPD: 4, LCK: 5, DEF: 12, RES: 2, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Hand Axe
  15. Fenizian (Level 6 Sword Cavalier) (Reinforcement at end of Turns 2, 6, and 10 from Spawn Points 1 and 3 and Turns 3, 5, 7, and 9 from Spawn Point 9)
    • HP: 21, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 6, RES: 4, MOV: 7
    • Weapon Ranks: Sword (D)
    • Inventory: Slim Sword
    • Skills: Canto
  16. Fenizian (Level 6 Lance Cavalier) (Reinforcement at end of Turns 2, 6, and 10 from Spawn Point 2 and Turns 3, 5, 7, and 9 from Spawn Points 8 and 10)
    • HP: 21, POW: 7, SKL: 8, SPD: 7, LCK: 3, DEF: 6, RES: 4, MOV: 7
    • Weapon Ranks: Lance (D)
    • Inventory: Slim Lance
    • Skills: Canto
  17. Fenizian (Level 5 Bow Cavalier) (Reinforcement at end of Turns 2, 6, and 10 from Spawn Point 4 and Turns 3, 5, 7, and 9 from Spawn Point 11)
    • HP: 20, POW: 6, SKL: 7, SPD: 6, LCK: 3, DEF: 6, RES: 3, MOV: 7
    • Weapon Ranks: Bow (D)
    • Inventory: Short Bow
    • Skills: Canto
  18. Fenizian (Level 5 Wyvern Rider) (Reinforcement at end of Turns 4 and 8 from Spawn Points 5-7)
    • HP: 20, POW: 7, SKL: 6, SPD: 5, LCK: 3, DEF: 8, RES: 2, MOV: 7
    • Weapon Ranks: Axe (D)
    • Inventory: Petite Axe
    • Skills: Canto
  19. Ruffian (Level 6 Thief) (Reinforcement at end of Turn 1 from Spawn Point 12)
    • HP: 19, POW: 5, SKL: 8, SPD: 10, LCK: 4, DEF: 4, RES: 7, MOV: 7
    • Weapon Ranks: Dagger (D)
    • Inventory: Iron Dagger, Master Seal (drop) (if Chapter 7x was skipped)
    • Skills: Locktouch, Ransack
  20. Ruffian (Level 6 Thief) (Reinforcement at end of Turn 1 from Spawn Point 13)
    • HP: 19, POW: 5, SKL: 8, SPD: 10, LCK: 4, DEF: 4, RES: 7, MOV: 7
    • Weapon Ranks: Dagger (D)
    • Inventory: Dragon's Claw
    • Skills: Locktouch, Ransack

Ally Units:

Spoiler
  1. Dolcinée (Commander) (Level 8 Sword Cavalier)
    • HP: 26, POW: 12, SKL: 10, SPD: 10, LCK: 11, DEF: 9, RES: 5, MOV: 7
    • Weapon Ranks: Sword (C)
    • Inventory: Mythril Sword, Lancereaver, Concoction
    • Skills: Canto, Critical +5, Rally SKL
    • Recruit by talking with Quixana
  2. Chester (Level 6 Lancer)
    • HP: 24, POW: 9, SKL: 11, SPD: 12, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Lance (D)
    • Inventory: Iron Greatlance, Ridersbane, Vulnerary
    • Skills: Luna
    • Recruited along w/ Dolcinée
  3. Cami (Level 5 Wind Mage)
    • HP: 20, POW: 11, SKL: 10, SPD: 14, LCK: 7, DEF: 4, RES: 10, MOV: 5
    • Weapon Ranks: Wind (D)
    • Inventory: Elwind, Lightning, Vulnerary
    • Skills: Avoid +10, Lumina
    • Recruited along w/ Dolcinée
  4. Palin (Level 7 Lance Knight)
    • HP: 27, POW: 14, SKL: 7, SPD: 5, LCK: 8, DEF: 16, RES: 3, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Lance, Javelin, Concoction
    • Skills: Lunge, Rally DEF
    • Recruited along w/ Dolcinée
  5. Mercenary (Level 7 Fighter)
    • HP: 24, POW: 11, SKL: 7, SPD: 7, LCK: 3, DEF: 5, RES: 3, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe, Vulnerary

Treasure:

Spoiler
  • Speedwing (Enemy drop)
  • Master Seal (Enemy drop if Chapter 7x was skipped)
  • Wyrmslayer (Northwest House if Chapter 7x was skipped)
  • Miracle Book (Northeast House if Chapter 7x was skipped)
  • 10000G (Southwest House if Chapter 7x was skipped)
  • Killer Axe (Southeast House if Chapter 7x was skipped)

Shops:

Spoiler

Armory:

  • Steel Sword
  • Steel Lance
  • Steel Axe
  • Steel Bow
  • Steel Dagger

Vendor:

  • Arcfire
  • Arcthunder
  • Arcwind
  • Mend
  • Restore
  • Concoction
  • Antitoxin

Secret Shop:

  • Venin Edge
  • Venin Lance
  • Venin Axe
  • Venin Bow
  • Venin Dagger
  • Miasma
  • Master Seal (Purchase limit: 3)

Units I Recommend:

Spoiler
  • Both Rosa and Chaucer (one for healing and another for utility Staves)
  • At least one Bow user (can help against the Wyvern Riders and other Bow users)
  • Quixana (so that he can recruit Dolcinée and her subordinates ASAP)
  • Plenty of other mounted units (including at least two Flying units if Chapter 7x was skipped)
    • If Chapter 7x was not skipped, feel free to replace one of the fliers with someone else you'd rather train

This map plays differently depending on whether or not you skipped Chapter 7x.  If you skipped it, the Thieves with Iron Daggers will have droppable Master Seals (3 total!), there will be Houses to visit with additional treasure, and there will be two secondary objectives to complete, which give a whopping 800 BEXP total if you can do them both.  Think of it as a hefty consolation prize for losing out on recruiting Jake and Anna and being able to use the Secret Shops.

If you did not skip Chapter 7x, the Houses will have already been ransacked and you can afford to play more defensively, focusing on defeating enemies and racking up EXP.  All you need to do here is defeat the boss, preferably within the turn limit so that you can get some BEXP.  While you do not have any Houses to visit, you way still want to bring a mounted unit who can quickly reach the Secret Shop.  It is the only shop in the game that sells Venin weapons.  The three Master Seals that appear on the Thieves in the other version of this chapter appear in the Secret Shop instead in this version, but chances are you won't be able to buy them all since they cost an enormous 10000G apiece.

All of the enemies in this chapter except for the Knights and the boss will rush you.  The Priests will rush to the nearest damaged comrade to heal them.  If there are none in range, they will instead try to poison someone with their Poison staves.  The two Knights in front of the Vendor will not move until either one is attacked.  The Knights surrounding the boss will not move at all.

None of the allied NPCs will move.  Don't worry about protecting the generic Fighters, they're just there to be meat shields and are implied at the end of the chapter to have merely retreated without saying anything.

Once you start the chapter, Damien, the sailor working for the trader, will join as a Civilian.

All he can do right now is hold items in his own inventory, so keep him far away from enemies.  Send your fliers to take the Houses near your starting position first, taking care to deal with the Archers beforehand, and send Quixana to talk to Dolcinée and recruit her and her subordinates.  If you don't talk to them, they'll still join you at the end of the chapter if they survive, but Dolcinée's easier to protect if you can control her.  If she dies in this chapter, it's Game Over.

Here the Diehards are once they've been recruited:

Once they've been recruited, send Chester near the northwest platform to help with the cavalry reinforcements coming from there and Palin to the southeastern alleys with some additional cavalry help so that he can deal with the boss.  Once your fliers take the northern Houses, they should go ahead and move on to the southern ones before the mounted reinforcements (especially the Bow Cavaliers) become too overwhelming.

Speaking of which, there are a lot of Cavalier reinforcements coming from the bottom of the map that can easily dogpile and kill any units they come across if you're not careful, thanks to their high MOV.  When they start massing there, you should probably start gradually moving your units to the east side of the map, between the platform and the alleys.

The boss is an Archer with a Steel Bow surrounded by Knights with 1-2-Range weapons.  Their attacks can be deadly to most units when combined, but Palin has enough DEF at base for them to barely scratch him, letting him trivialize them rather spectacularly.  A flier may be able to help him by bypassing the Knights altogether and attacking the boss at 1-Range where he can't counterattack.

Once you clear the chapter, Damien will promote to a Transporter, finally giving you access to the Convoy!  It can hold up to 100 items, but this amount may or may not be increased at some point.  Feel free to fill it with whatever you don't need at the moment, but will later, like those Master Seals.

In the next chapter, Claudius and Carol take a little detour to help out a friend in need on their way to Princess Hera's base.

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I forgot the map for Chapter 8 for if you do Chapter 7x beforehand!  Here it is below:

chapter_8_alternate_by_vonithipathachai-

I would edit the previous post to include it, but I get that same error message when I try to do so.  So here it goes.  Sorry!

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Fire Emblem: Ascension

Chapter 9: Prison Break!

Primary Objective: Have Fatima Escape

Secondary Objective: Have All Civilians Escape (500 BEXP)

sanctaea_9_by_vonithipathachai-dcf0zyp.p

Chapter Map:

chapter_9_by_vonithipathachai-dcfeb2p.pn

(Note: The breakable wall has 60 HP)

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Fenizian Army (Enemy)
  • Ruffians (Enemy)
  • Civilians (Ally)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. Rael
  4. Manzarek
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)

Enemy Units:

Spoiler
  1. Sahin (Commander) (Level 13 Wyvern Rider)
    • HP: 30, POW: 13, SKL: 10, SPD: 10, LCK: 6, DEF: 13, RES: 7, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Labrys, Dragon Axe, Hand Axe, Vantage Book (drop)
    • Skills: Canto, Gamble
  2. Fenizian (Level 8 Lancer)
    • HP: 23, POW: 10, SKL: 9, SPD: 8, LCK: 3, DEF: 6, RES: 4, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Axereaver
  3. Fenizian (Level 8 Fighter)
    • HP: 25, POW: 11, SKL: 7, SPD: 8, LCK: 3, DEF: 6, RES: 3, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Swordreaver
  4. Fenizian (Level 7 Archer)
    • HP: 22, POW: 8, SKL: 11, SPD: 8, LCK: 4, DEF: 5, RES: 3, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Mythril Bow
  5. Fenizian (Level 6 Fire Mage)
    • HP: 19, POW: 8, SKL: 8, SPD: 8, LCK: 6, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Elfire
  6. Fenizian (Level 6 Fire Mage)
    • HP: 19, POW: 8, SKL: 8, SPD: 8, LCK: 6, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Lightning
    • Skills: Lumina
  7. Fenizian (Level 6 Fire Mage)
    • HP: 19, POW: 8, SKL: 8, SPD: 8, LCK: 6, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Fire (D)
    • Inventory: Flux
    • Skills: Shadowgift
  8. Fenizian (Level 6 Thunder Mage)
    • HP: 19, POW: 8, SKL: 8, SPD: 8, LCK: 6, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Thunder (D)
    • Inventory: Elthunder
  9. Fenizian (Level 6 Wind Mage)
    • HP: 19, POW: 8, SKL: 8, SPD: 8, LCK: 6, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Wind (D)
    • Inventory: Elwind
  10. Fenizian (Level 7 Sword Knight)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Sword (C)
    • Inventory: Zanbato
  11. Fenizian (Level 7 Sword Knight) (Reinforcement on Turns 3 and 12 from Spawn Point 8, Turns 6 and 15 from Spawn Point 4, and Turns 9 and 18 from Spawn Point 6)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Sword (C)
    • Inventory: Boomerang
  12. Fenizian (Level 7 Lance Knight)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Ridersbane
  13. Fenizian (Level 7 Lance Knight) (Reinforcement on Turns 3 and 12 from Spawn Point 4, Turns 6 and 15 from Spawn Point 6, and Turns 9 and 18 from Spawn Point 8)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Javelin
  14. Fenizian (Level 7 Lance Knight)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance, Door Key
  15. Fenizian (Level 7 Axe Knight)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Poleaxe
  16. Fenizian (Level 7 Axe Knight) (Reinforcement on Turns 3 and 12 from Spawn Point 6, Turns 6 and 15 from Spawn Point 8, and Turns 9 and 18 from Spawn Point 4)
    • HP: 24, POW: 10, SKL: 6, SPD: 4, LCK: 5, DEF: 11, RES: 2, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Hand Axe
  17. Fenizian (Level 7 Myrmidon) (Reinforcement on Turns 3 and 12 from Spawn Point 3, Turns 6 and 15 from Spawn Point 5, and Turns 9 and 18 from Spawn Point 7)
    • HP: 21, POW: 8, SKL: 9, SPD: 8, LCK: 3, DEF: 4, RES: 5, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Mythril Sword
  18. Fenizian (Level 7 Lancer) (Reinforcement on Turns 3 and 12 from Spawn Point 5, Turns 6 and 15 from Spawn Point 7, and Turns 9 and 18 from Spawn Point 3)
    • HP: 23, POW: 9, SKL: 8, SPD: 7, LCK: 3, DEF: 6, RES: 4, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Mythrill Lance
  19. Fenizian (Level 7 Fighter) (Reinforcement on Turns 3 and 12 from Spawn Point 7, Turns 6 and 15 from Spawn Point 3, and Turns 9 and 18 from Spawn Point 5)
    • HP: 24, POW: 11, SKL: 7, SPD: 7, LCK: 3, DEF: 5, RES: 3, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe
  20. Ruffian (Level 7 Thief) (Reinforcement on Turn 1 from Spawn Points 1 and 2)
    • HP: 20, POW: 6, SKL: 8, SPD: 11, LCK: 5, DEF: 4, RES: 7, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Hunter's Knife
    • Skills: Locktouch, Ransack

Ally Units:

Spoiler
  1. Fatima (Level 5 Dancer)
    • HP: 19, POW: 6, SKL: 8, SPD: 13, LCK: 15, DEF: 3, RES: 7, MOV: 6
    • Weapon Ranks: Dagger (D)
    • Inventory: Door Key
    • Recruit by stepping in front of her cell door with anyone and triggering event
  2. Civilian (Level 1 Civilian)
    • HP: 18, POW: 0, SKL: 0, SPD: 6, LCK: 8, DEF: 4, RES: 4, MOV: 5

Treasure:

Spoiler
  • Vantage Book (Enemy drop)
  • Physic (Top left chest in northeast corner)
  • Hammer (Top right chest in northeast corner)
  • 20000G (Bottom chest in northeast corner)
  • Master Seal (Top chest in southwest corner)
  • Goddess Icon (Bottom left chest in southwest corner)
  • Book of Secrets (Bottom right chest in southwest corner)

Units I Recommend:

Spoiler
  • Lee (having a second Locktouch user will make rescuing the Civilians and getting the treasure much easier)
  • Both Rosa and Chaucer (for healing as your units split up)
  • Both Fritz and Cami (to help fight the numerous enemy Knights)
  • Any other non-mounted units capable of wielding anti-Armor weapons (many enemies have anti-Horse weapons to discourage use of mounted units, since you had to rely on them so much in the last chapter; the boss has an anti-Dragon weapon)

Whereas the last chapter was full of mounted units and you needed lots of mounted units of your own to get all the rewards, this chapter is full of armored units.  With anti-Horse weapons.  Oh, and the boss has an anti-Dragon weapon.  So using mounted units other than Damien in this chapter might not be a good idea.  This chapter is also vaguely reminiscent of The Dungeon from Thracia 776 in that much of the action takes place in a ring around a central barrier as you're trying to free prisoners and a key unit needs to escape to clear the chapter.

Rael and Manzarek join you during Battle Preparations and can be given BEXP and/or inventory adjustments before battle if needed.  Here they are:

The Archers in the center, the Knights in the ring, and the Mages with Light/Dark Tomes will not move until you enter their attack range.  The Mages with El- Tomes and the non-Thief reinforcements will actively chase you.  The Thief reinforcements will prioritize looting the treasure chests and running away over fighting you directly.  The other enemies in the center (including the boss) will stay put either until Fatima is recruited or someone unlocks the central door, after which they'll rush in Fatima's general direction and try to kill her.  If the former happens, the Knight with the Javelin will unlock the central door with his Door Key if it hasn't been unlocked already.  In addition, the enemies will ignore any Civilians (including Fatima) that have not moved yet.

What you should do initially is tank the first couple 'waves' of Knights with anti-Armor or 1-2-Range weapons.  As you press forward, split your units off into two groups (one Priest and Thief per group), each of which can travel down a side of the ring and free Civilians as they go.  Since the Thieves prioritize plundering chests over fighting, it may be easier just to let them take all of the treasure and kill them before they can escape, claiming it all for yourself in one fell swoop (or two).

The Civilians will head to the nearest exit to escape once you unlock their cell doors.  Unlocking Fatima's cell door, simply having a unit end its turn in front of it, or removing Fatima from her cell with a Rescue staff will immediately trigger an event leading to her recruitment.

If you use the second method, she'll go ahead and unlock her cell door with her Door Key.  Once you recruit her, give her one of Lee or Rael's Daggers so that she can defend herself, and be prepared for the boss and his helpers to start chasing her.  Remember that since she's the one who needs to escape, it's Game Over if she dies in this chapter (as well as the next).

The boss is well-equipped with a Steel Labrys, a Dragon Axe, and a Hand Axe.  The last one is his weakest weapon, so you can and should bait him out with Manzarek or someone else with high DEF and a 1-2-Range weapon of their own for an easy win against him.  However, you should also pay close attention to the Lancers and Fighters accompanying him, who all wield Reaver weapons, which reverse the Weapon Triangle.  Since only Fatima needs to escape, you can send her back up with your right group to protect her while the left group stays behind to hold off the pursuing enemies.  Since she already has 6 MOV, getting back to the exit hopefully won't take too long.

In the next chapter, Claudius and Carol reach Hera's base in the desert and attempt to aid her in her hour of need, while also still needing to protect Fatima.

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Just a heads up, I'll be going on vacation to Williamsburg, Virginia shortly, then to Texas not long after, and I won't be back from Texas until August 11.

Since I won't have my second monitor with me, the next few chapters might take longer than normal.  Sorry about that.

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Fire Emblem: Ascension

Chapter 10: Joining Forces

Primary Objective: Protect Fatima and Hera for 10 Turns

Secondary Objective: Defeat Commander Within 5 Turns (500 BEXP)

sanctaea_10_by_vonithipathachai-dcgm6o4.

Chapter Map:

chapter_10_by_vonithipathachai-dch4zc1.p

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Fenizian Army (Enemy)
  • Reman Army (Enemy)
  • Ferencan Army (Enemy)
  • Rebels (Ally)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. Fatima
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)
  13. (chosen by player)

Enemy Units:

Spoiler
  1. Mohandas (Commander) (Level 1 General)
    • HP: 35, POW: 15, SKL: 11, SPD: 12, LCK: 5, DEF: 17, RES: 7, MOV: 5
    • Weapon Ranks: Sword (E), Lance (B), Axe (E)
    • Inventory: Spear, Master Seal (drop)
    • Skills: Arms Savant, Follow-Up+
  2. Fenizian (Level 10 Myrmidon)
    • HP: 23, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 6, RES: 7, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Sword
  3. Fenizian (Level 10 Lancer)
    • HP: 25, POW: 11, SKL: 10, SPD: 9, LCK: 4, DEF: 7, RES: 5, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Lance
  4. Fenizian (Level 9 Thief)
    • HP: 21, POW: 7, SKL: 9, SPD: 12, LCK: 5, DEF: 5, RES: 8, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Locktouch, Ransack
  5. Fenizian (Level 9 Fire Mage)
    • HP: 21, POW: 9, SKL: 9, SPD: 9, LCK: 7, DEF: 4, RES: 6, MOV: 5
    • Weapon Ranks: Fire (C)
    • Inventory: Arcfire
  6. Fenizian (Level 9 Thunder Mage)
    • HP: 21, POW: 9, SKL: 9, SPD: 9, LCK: 7, DEF: 4, RES: 6, MOV: 5
    • Weapon Ranks: Thunder (C)
    • Inventory: Arcthunder
  7. Fenizian (Level 9 Wind Mage)
    • HP: 21, POW: 9, SKL: 9, SPD: 9, LCK: 7, DEF: 4, RES: 6, MOV: 5
    • Weapon Ranks: Wind (C)
    • Inventory: Arcwind
  8. Fenizian (Level 7 Priest)
    • HP: 19, POW: 7, SKL: 8, SPD: 8, LCK: 7, DEF: 3, RES: 8, MOV: 5
    • Weapon Ranks: Staff (C)
    • Inventory: Heal, Freeze (drop)
  9. Fenizian (Level 7 Priest)
    • HP: 19, POW: 7, SKL: 8, SPD: 8, LCK: 7, DEF: 3, RES: 8, MOV: 5
    • Weapon Ranks: Staff (C)
    • Inventory: Heal, Silence (drop)
  10. Fenizian (Level 9 Wyvern Rider) (Reinforcement at end of Turns 1, 3, 5, 7, and 9 from Spawn Points 11-13 if Mohandas is alive or from Spawn Points 7, 9, and 10 if he has been defeated)
    • HP: 23, POW: 9, SKL: 8, SPD: 7, LCK: 4, DEF: 10, RES: 3, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe
    • Skills: Canto
  11. Fenizian (Level 10 Wind Mage) (Reinforcement at end of Turns 1, 3, 5, 7, and 9 from Spawn Point 8 if Mohandas has been defeated)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Wind (C)
    • Inventory: Ruin
    • Skills: Shadowgift
  12. Reman (Level 10 Thief) (Reinforcement at end of Turn 2 from Spawn Point 4)
    • HP: 21, POW: 7, SKL: 10, SPD: 12, LCK: 5, DEF: 5, RES: 9, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Killer Dagger
    • Skills: Locktouch, Ransack
  13. Reman (Level 10 Pegasus Rider) (Reinforcement at end of Turns 2, 4, 6, and 8 from Spawn Points 1, 3, and 5)
    • HP: 22, POW: 8, SKL: 10, SPD: 11, LCK: 4, DEF: 5, RES: 9, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance
    • Skills: Canto
  14. Ferencan (Level 10 Thunder Mage) (Reinforcement at end of Turns 2, 4, 6, and 8 Turn from Spawn Points 2 and 6)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Thunder (C)
    • Inventory: Shine
    • Skills: Lumina

Ally Units:

Spoiler
  1. Hera (Commander) (Level 1 Wyvern Lord)
    • HP: 30, POW: 16, SKL: 19, SPD: 16, LCK: 16, DEF: 14, RES: 11, MOV: 8
    • Weapon Ranks: Sword (C), Axe (D)
    • Inventory: Steel Sword, Hand Axe, Dracoshield
    • Skills: Canto, Countermagic, Seal DEF
  2. Ashaki (Level 10 Bow Cavalier)
    • HP: 27, POW: 12, SKL: 11, SPD: 11, LCK: 10, DEF: 9, RES: 7, MOV: 7
    • Weapon Ranks: Bow (C)
    • Inventory: Killer Bow, Concoction
    • Skills: Canto, Rally MOV, Seal SPD
  3. Rebel (Level 10 Fire Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Fire (C)
    • Inventory: Gronnfire
  4. Rebel (Level 10 Thunder Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Thunder (C)
    • Inventory: Raudhrthunder
  5. Rebel (Level 10 Wind Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Wind (C)
    • Inventory: Gulrwind
  6. Rebel (Level 10 Sword Knight)
    • HP: 26, POW: 11, SKL: 8, SPD: 5, LCK: 6, DEF: 13, RES: 2, MOV: 4
    • Weapon Ranks: Sword (C)
    • Inventory: Mythril Sword, Boomerang
  7. Rebel (Level 10 Bow Cavalier)
    • HP: 24, POW: 9, SKL: 10, SPD: 9, LCK: 4, DEF: 8, RES: 5, MOV: 7
    • Weapon Ranks: Bow (C)
    • Inventory: Killer Bow
    • Skills: Canto

Treasure:

Spoiler
  • Freeze (Enemy drop)
  • Silence (Enemy drop)
  • Master Seal (Enemy drop)
  • Boots (Village)

Shops:

Spoiler

Armory:

  • Zanbato
  • Ridersbane
  • Poleaxe
  • Hunter's Knife
  • Armorslayer
  • Armorskewer
  • Hammer
  • Stiletto

Vendor:

  • Sagittae
  • Fenrir
  • Yotsmungand
  • Restore
  • Concoction

The following items are now available from the Battle Preparations Shop:

Spoiler
  • Iron Sword
  • Iron Lance
  • Iron Axe
  • Iron Bow
  • Iron Dagger
  • Elfire
  • Elthunder
  • Elwind
  • Mend
  • Antitoxin

Units I Recommend:

Spoiler

As many Light Infantry and Fliers as you can muster.  These will not be hampered by the desert terrain like other kinds of units.  A healer with a Physic staff will also be a huge asset.

This map is mostly a desert, with patches of regularly traversable terrain mixed in for less favored units like Cavalry and Armored units.  Still, you mostly want to stick with the units I've suggested above to make your life easier.

The cluster of enemies near the Village (including the two Thieves below them) will not move until something enters their attack range.  All of the other fighting enemies will pursue the nearest enemy and attack.  The Priests will rush to heal the nearest wounded ally or use their Ailment staves on one of your units if there are none.  The boss in particular will prioritize Hera above all other targets.

There are numerous enemy Thieves in this chapter, but only the one labeled "Reman" will go after the Village.  He won't show up until Turn 2.  Hera and her allies will not move.

Obviously you want to go ahead and get the Boots from the Village ASAP.  While most of your army handles that, you can send a strong magic user (like Cami, Manzarek, or a promoted healer) with some help to take the fort near the boss and distract him from going after Hera.  He has a Spear that won't break (thanks to Arms Savant) in addition to Follow-Up+, so whoever's fighting him should also ideally not be using very heavy weapons, lest they get double-attacked.

If you defeat the boss before the map ends, the Wyvern Rider reinforcements will instead spawn near where you initially start, and they will also have a Mage with a Ruin tome with them.  Do be careful of it, in the likely event that Claudius and Carol aren't able to outrun them over the deserts.

Hera is strong enough that most enemies will have a hard time killing her, but you still need to protect Fatima, who is force-deployed in this chapter.  Ashaki should also be protected so that she can be recruited at the end.

When the boss is defeated and the Village has been visited, it's really just a matter of stopping enemies from reaching Hera.  Once the chapter ends, Hera will join you, as will Ashaki if she survived.

In the next chapter, Carol's army crosses back into Ferenca as it heads for Xanadu.

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Small change update here.  Someone brought to my attention that I was using the wrong pronouns for Chester.  If you look at the Chapter 8 script and Chester and Palin's artwork on DeviantArt, I've fixed this.  I also changed Palin's hair color so that he looks less like Oswin.  ...Yeah.  Not sure what I was thinking there.

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Fire Emblem: Ascension

Chapter 11: The Inquisition

Primary Objective: Rout the Enemy

Secondary Objectives:

  • Visit all Houses (300 BEXP)
  • Defeat all Commanders Within 10 Turns (300 BEXP)

sanctaea_11_by_vonithipathachai-dci1rdj.

Chapter Map:

chapter_11_by_vonithipathachai-dcidbq0.p

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Reman Army (Enemy)
  • Fenizian Army (Enemy)
  • Ruffians (Enemy)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)
  13. Jake (Reinforcement at beginning of Turn 1 from Spawn Point 1 if Chapter 7x was played and both Jake and Anna survived)
  14. Anna (Reinforcement at beginning of Turn 1 from Spawn Point 1 if Chapter 7x was played and both Jake and Anna survived)

Enemy Units:

Spoiler
  1. Ludovicus (Commander) (Level 1 Hero)
    • HP: 32, POW: 15, SKL: 18, SPD: 16, LCK: 7, DEF: 12, RES: 9, MOV: 6
    • Weapon Ranks: Sword (B), Axe (D)
    • Inventory: Kukri, Iron Labrys, Master Seal (drop), 5000G (drop)
    • Skills: Bowbreaker, Miracle
  2. Commander (Commander) (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Blade, Boomerang
  3. Commander (Commander) (Level 13 Lancer)
    • HP: 27, POW: 13, SKL: 11, SPD: 10, LCK: 4, DEF: 8, RES: 6, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Greatlance, Javelin
  4. Reman (Level 10 Myrmidon)
    • HP: 23, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 6, RES: 7, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Sword
  5. Reman (Level 10 Lancer)
    • HP: 25, POW: 11, SKL: 10, SPD: 9, LCK: 4, DEF: 7, RES: 5, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Lance
  6. Reman (Level 10 Archer)
    • HP: 24, POW: 10, SKL: 12, SPD: 10, LCK: 4, DEF: 7, RES: 4, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Venin Bow
  7. Reman (Level 10 Thief)
    • HP: 21, POW: 7, SKL: 10, SPD: 12, LCK: 5, DEF: 5, RES: 9, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Locktouch, Ransack
  8. Reman (Level 10 Fire Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Fire (C)
    • Inventory: Arcfire
  9. Reman (Level 10 Thunder Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Thunder (C)
    • Inventory: Arcthunder
  10. Reman (Level 10 Wind Mage)
    • HP: 21, POW: 10, SKL: 10, SPD: 10, LCK: 7, DEF: 5, RES: 7, MOV: 5
    • Weapon Ranks: Wind (C)
    • Inventory: Arcwind
  11. Reman (Level 7 Priest)
    • HP: 19, POW: 7, SKL: 8, SPD: 8, LCK: 7, DEF: 3, RES: 8, MOV: 5
    • Weapon Ranks: Staff (C)
    • Inventory: Physic
  12. Reman (Level 10 Sword Knight)
    • HP: 26, POW: 11, SKL: 8, SPD: 5, LCK: 6, DEF: 13, RES: 2, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Sword, Boomerang
  13. Reman (Level 10 Axe Knight)
    • HP: 26, POW: 11, SKL: 8, SPD: 5, LCK: 6, DEF: 13, RES: 2, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe, Hand Axe
  14. Reman (Level 10 Lance Cavalier)
    • HP: 24, POW: 9, SKL: 10, SPD: 9, LCK: 4, DEF: 8, RES: 5, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Greatlance
    • Skills: Canto
  15. Reman (Level 10 Axe Cavalier)
    • HP: 24, POW: 9, SKL: 10, SPD: 9, LCK: 4, DEF: 8, RES: 5, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Labrys
    • Skills: Canto
  16. Fenizian (Level 10 Wyvern Rider)
    • HP: 24, POW: 10, SKL: 9, SPD: 7, LCK: 4, DEF: 11, RES: 4, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe
    • Skills: Canto
  17. Reman (Level 12 Pegasus Rider) (Reinforcement at end of every third turn from Spawn Points 1-3 until Ludovicus is defeated)
    • HP: 23, POW: 9, SKL: 11, SPD: 12, LCK: 4, DEF: 6, RES: 10, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance, Javelin
    • Skills: Canto
  18. Fenizian (Level 12 Wyvern Rider) (Reinforcement at end of every third turn from Spawn Points 11-13 until Ludovicus is defeated)
    • HP: 25, POW: 11, SKL: 10, SPD: 8, LCK: 4, DEF: 12, RES: 4, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe, Hand Axe
    • Skills: Canto
  19. Agatha (Commander) (Level 15 Fighter) (Reinforcement at end of Turn 4 from Spawn Point 7)
    • HP: 30, POW: 15, SKL: 13, SPD: 13, LCK: 9, DEF: 10, RES: 7, MOV: 5
    • Weapon Ranks: Axe (B)
    • Inventory: Crystal Axe, Master Seal (drop), 5000G (drop)
    • Skills: Nihil, Lunge
  20. Ruffian (Level 11 Fighter) (Reinforcement at end of Turn 4 from Spawn Points 9 and 10)
    • HP: 27, POW: 13, SKL: 9, SPD: 9, LCK: 4, DEF: 7, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe
  21. Ruffian (Level 11 Archer) (Reinforcement at end of Turn 4 from Spawn Points 6 and 8)
    • HP: 25, POW: 10, SKL: 13, SPD: 10, LCK: 5, DEF: 7, RES: 4, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Steel Bow
  22. Ruffian (Level 11 Thief) (Reinforcement at end of Turn 4 from Spawn Points 4 and 5)
    • HP: 22, POW: 8, SKL: 11, SPD: 13, LCK: 6, DEF: 6, RES: 9, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger

Note: All of the Ruffian enemies are female.

Treasure:

Spoiler
  • 5000G (Enemy drop)
  • Master Seal (Enemy drop)
  • Crush Book (Western House)
  • Swordreaver (Northern House)
  • Nosferatu (Eastern House)

Shops:

Spoiler

Armory:

  • Wyrmslayer
  • Dragonpike
  • Dragon Axe
  • Dragon's Claw
  • Steel Bow
  • Mythril Bow
  • Steel Greatbow
  • Steel Dagger

Vendor:

  • Arcfire
  • Arcthunder
  • Arcwind
  • Shine
  • Ruin
  • Concoction

Units I Recommend:

Spoiler
  • Bertus and/or Ashaki (to help deal with the flying reinforcements)
  • Hera (for flying utility)
  • Rosa and Chaucer (healing)
  • Anyone else you'd like to train

Hera joins you at the end of the previous chapter, as does Ashaki if she survived.  Here they are:

If you played Chapter 7x and both Jake and Anna survived, they will return the moment you start this chapter and join you as well.

Most of the initial enemies will not move until you enter their attack range.  However, the Thieves (including reinforcements) will prioritize ransacking Houses over fighting your units, the Priests will rush to heal their nearest comrades, and the Knights will not move at all.  The other reinforcements will chase you.

Just like in the previous chapters, splitting your army up will help out a lot, especially since this is a rout map.  You should visit all of the Houses ASAP to make the Commanders easier to deal with.  Infantry units should be able to reach the western House just before the Thief can ransack it, but the other Houses may need to be visited with mounted units and additional help from a healer with a Rescue staff to get them away from the enemies nearby.

On the west side of the map, where Ludovicus and the generic Myrmidon Commander are, there are few Mages, so you can easily deal with the enemies on that side with a high-DEF unit like Marcela or Palin.  The flier reinforcements are dependent on Ludovicus's survival to show up, so you should defeat him first.  When you fight him, make sure you're prepared in case he triggers Miracle and you need someone else to finish him off.

The east side is trickier due to the lack of obstacles to hide behind.  You want to use mounted units there not only because they can reach the houses more quickly, but also because they can get away more quickly.  On Turn 4, another Commander named Agatha will show up with more enemies to potentially screw you over.  If they show up, you should try to retreat and regroup with the other half of your army and wait for them to come to you when you have more units able to fight them.  If you're desperate and Jake and Anna are with you, they can help lessen the burden, but try to use them sparingly.

Claudius and Carol will automatically gain Support Rank B in the cutscene after the chapter is cleared.  Once again, you will have a choice of which route to take.  There are two paths through the woods: a shortcut where you'll have to fight the Amazons and their chieftain, or a longer route with no enemies.

In the next chapter, we see what happens when the Avatar decides to take the shortcut.

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Fire Emblem: Ascension

Chapter 11x: Amazon's Trial

Primary Objective: Defeat Commander

sanctaea_11x_by_vonithipathachai-dcikdu9

Chapter Map:

(Chapter map goes here)

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Ruffians (Enemy)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)

Enemy Units:

Spoiler
  1. Hippolyta (Commander) (Level 1 Berserker)
    • HP: 36, POW: 22, SKL: 18, SPD: 19, LCK: 8, DEF: 13, RES: 9, MOV: 6
    • Weapon Ranks: Axe (B)
    • Inventory: Silver Axe, Hand Axe, Talisman
    • Skills: Critical +15, Crush, Wrath
  2. Ruffian (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Sword
  3. Ruffian (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Lancereaver
  4. Ruffian (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Boomerang
  5. Ruffian (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Gale Sword
  6. Ruffian (Level 13 Fighter)
    • HP: 29, POW: 14, SKL: 9, SPD: 10, LCK: 4, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe
  7. Ruffian (Level 13 Fighter)
    • HP: 29, POW: 14, SKL: 9, SPD: 10, LCK: 4, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Swordreaver
  8. Ruffian (Level 13 Fighter)
    • HP: 29, POW: 14, SKL: 9, SPD: 10, LCK: 4, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Hand Axe
  9. Ruffian (Level 13 Fighter)
    • HP: 29, POW: 14, SKL: 9, SPD: 10, LCK: 4, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Bolt Axe
  10. Ruffian (Level 13 Archer)
    • HP: 26, POW: 11, SKL: 14, SPD: 11, LCK: 5, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Steel Greatbow
    • Skills: Bowrange +1
  11. Ruffian (Level 13 Thief)
    • HP: 23, POW: 8, SKL: 12, SPD: 14, LCK: 6, DEF: 6, RES: 10, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Locktouch, Ransack

Treasure:

Spoiler
  • Concoction (Top chest)
  • Elixir (Left chest)
  • Sol Book (Right chest)
  • Lethality Book (Bottom chest)

Units I Recommend:

Spoiler
  • At least two each of fliers, Bow users, and Staff users
    • Bertus is an especially good choice for this map because one of his Personal Skills lets him move through forest spaces unimpeded (though he still can't move through thick forest spaces)
    • Alternatively, you could use Knights in place of fliers just to make the (mainly physical) enemies easier to deal with
  • Fatima (to help your units move more quickly with her dancing)
  • Another Dagger user who can survive a hit from Hippolyta's Hand Axe and/or open chests on the way to fight her (probably Rael or Anna)

Hippolyta and the Archers will not move at all.  All of the other enemies don't move until you enter their attack range; the Thieves will ignore the chests and concentrate on attacking you.

In this map, your army is even more divided than usual, broken into four small groups of 2-3 units.  Each group has a quadrant of the woods to navigate to reach the boss in the center.  The enemies here are pretty strong, but thankfully there are no reinforcements for once.

Dealing with the enemies should be pretty simple, but as you make your way to the boss, you should beware of the Archers with Steel Greatbows surrounding her.  They're not accurate, but they hurt a lot and can even target you from 4 spaces away thanks to Bowrange +1.

Whatever you do, try your hardest not to fight Hippolyta at 1-Range, because her Silver Axe seriously hurts and her accuracy is higher than you'd think from an enemy Axe user.  The safest thing to do would be to debuff her with a Dagger user who can survive a hit from her Hand Axe, then keep chipping away at her with your Bow users.  If either of them misses, Fatima can give them another try at hitting.

Hippolyta will join you after you defeat her and clear the chapter.  She will join with her equipment in the condition it was in when you defeated her.  She'll also have a Talisman on her, so give that to whoever you think would make good use of it.

In the next chapter, Claudius and Carol encounter a horrifying new enemy unlike any they've yet encountered as they cross the mountains.

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It seems like you've put a lot of work into this...and I have some skill ideas I'd love to see in a fire emblem game...

-a skill that, if the unit is carrying a weapon that has the weapon triangle advantage over their current weapon, automatically switches to said weapon upon combat. Can be turned on and off whenever.
-more third tier OP skills like in radiant dawn
- third tier classes in general should come back

Hopefully everything goes well with your project =)

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Fire Emblem: Ascension

Chapter 12: Mountains of Death

Primary Objective: Defeat all Commanders

Secondary Objective: Defeat all Commanders Within 15 Turns (500 BEXP)

sanctaea_12_by_vonithipathachai-dcizr0q.

Chapter Map:

chapter_12_by_vonithipathachai-dcjl56z.p

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Ruffians (Enemy)
  • Zombies (Enemy)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)
  13. (chosen by player)

Enemy Units:

Spoiler
  1. Yuki (Commander) (Level 1 Wind Sage)
    • HP: 30, POW: 15, SKL: 15, SPD: 17, LCK: 12, DEF: 8, RES: 14, MOV: 6
    • Weapon Ranks: Wind (C), Staff (C)
    • Inventory: Aura, Sagittae, Physic, Arms Scroll (drop)
    • Skills: Lumina, Tomerange +1
  2. Tsuki (Commander) (Level 1 Wind Sage)
    • HP: 30, POW: 16, SKL: 14, SPD: 15, LCK: 14, DEF: 12, RES: 10, MOV: 6
    • Weapon Ranks: Wind (C), Staff (C)
    • Inventory: Ruin, Fenrir, Physic, Counter Book (drop)
    • Skills: Shadowgift, Tomerange +1
  3. Zombie (Level 13 Myrmidon)
    • HP: 25, POW: 11, SKL: 13, SPD: 12, LCK: 4, DEF: 7, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C)
    • Inventory: Mythril Sword, Boomerang
  4. Zombie (Level 13 Lancer)
    • HP: 27, POW: 13, SKL: 11, SPD: 10, LCK: 4, DEF: 8, RES: 6, MOV: 5
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance, Javelin
  5. Zombie (Level 13 Fighter)
    • HP: 29, POW: 14, SKL: 9, SPD: 10, LCK: 4, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe, Hand Axe
  6. Zombie (Level 13 Archer)
    • HP: 26, POW: 11, SKL: 14, SPD: 11, LCK: 5, DEF: 8, RES: 5, MOV: 5
    • Weapon Ranks: Bow (C)
    • Inventory: Steel Bow
  7. Zombie (Level 13 Thief)
    • HP: 23, POW: 8, SKL: 12, SPD: 14, LCK: 6, DEF: 6, RES: 10, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Locktouch, Ransack
  8. Zombie (Level 13 Sword Knight)
    • HP: 29, POW: 13, SKL: 9, SPD: 6, LCK: 7, DEF: 14, RES: 3, MOV: 4
    • Weapon Ranks: Sword (C)
    • Inventory: Gale Sword
  9. Zombie (Level 13 Lance Knight)
    • HP: 29, POW: 13, SKL: 9, SPD: 6, LCK: 7, DEF: 14, RES: 3, MOV: 4
    • Weapon Ranks: Lance (C)
    • Inventory: Flame Lance
  10. Zombie (Level 13 Axe Knight)
    • HP: 29, POW: 13, SKL: 9, SPD: 6, LCK: 7, DEF: 14, RES: 3, MOV: 4
    • Weapon Ranks: Axe (C)
    • Inventory: Bolt Axe
  11. Zombie (Level 12 Sword Cavalier)
    • HP: 25, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 9, RES: 6, MOV: 7
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Blade
    • Skills: Canto
  12. Zombie (Level 12 Lance Cavalier)
    • HP: 25, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 9, RES: 6, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Greatlance
    • Skills: Canto
  13. Zombie (Level 12 Axe Cavalier)
    • HP: 25, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 9, RES: 6, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Labrys
    • Skills: Canto
  14. Zombie (Level 12 Bow Cavalier)
    • HP: 25, POW: 10, SKL: 11, SPD: 10, LCK: 4, DEF: 9, RES: 6, MOV: 7
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Greatbow
    • Skills: Canto
  15. Zombie (Level 12 Pegasus Rider) (Reinforcement at end of Turns 3, 6, 9, 12, and 15 from Spawn Points 1, 3, 5, and 7)
    • HP: 23, POW: 9, SKL: 11, SPD: 12, LCK: 4, DEF: 6, RES: 10, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance
    • Skills: Canto
  16. Zombie (Level 12 Wyvern Rider) (Reinforcement at end of Turns 3, 6, 9, 12, and 15 from Spawn Points 2, 4, 6, and 8)
    • HP: 25, POW: 11, SKL: 10, SPD: 8, LCK: 4, DEF: 12, RES: 4, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe
    • Skills: Canto

Treasure:

Spoiler
  • Arms Scroll (Enemy drop)
  • Counter Book (Enemy drop)

Shops:

Spoiler

Secret Shop:

  • Killing Edge
  • Killer Lance
  • Killer Axe
  • Killer Bow
  • Killer Dagger
  • Aura
  • Master Seal (Purchase limit: 3)

Units I Recommend:

Spoiler
  • At least one healer
  • Drusilla and/or Boudicca (one for helping with the bosses, the other for visiting the Secret Shop)
  • At least one Bow user (for helping fight off the numerous fliers)

If you played through Chapter 11x, Hippolyta will join you prior to starting this one.  Here she is:

The fliers and infantry reinforcements will rush down the mountain path to fight you.  The Knights and bosses will not move.  All the other enemies will not move until you enter their attack range.

I like to call this chapter "The Serpent" because of its shape.  Clearing it is a simple matter of making your way through the winding mountains and defeating the bosses.  For once you shouldn't need to split up for much of the map, though you may be interested in sending a strong unit or two up the mountain shortcuts to help with the Knights blocking the way and give yourself a better chance of defeating the bosses within the turn limit.  Beware of the fliers, who can fly down from the mountain to attack you and back up where you can't reach them, and the Bow Cavaliers, which can easily catch you off guard with their long range.

There's plenty of defensive terrain around in the form of mountains and forests, so try to use it whenever you can.  But keep in mind that the mountains can't be traversed by cavalry or armored units.

Tsuki is probably the easier of the two bosses since she initially has her Ruin tome equipped, which has no other dangerous effects other than hitting hard and can be easily thwarted by a unit with high RES like Rosa or Cami.  However, you should take care not to have any horse units end their turns within her attack range, as she can and will try to one-shot them with her Fenrir tome, which is effective against them.

Yuki is much more dangerous because of her Aura tome, which gives her high Critical Hit rates.  Cami is an especially good choice for fighting her because she will not only have high RES, but will also probably be one of your only units remotely capable of double-attacking her.

It may help to debuff either of them with a Dagger user first.  If you're very lucky, you might even be able to silence at least one of them.

The Secret Shop sells Killer weapons and Master Seals.  It may be a good idea to buy one or two of those before finishing off the other boss.

In the next chapter, Claudius and Carol meet the Xanadese king and find the perfect opportunity to win his favor in the form of an unexpected Reman-Fenizian attack to fend off.

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Fire Emblem: Ascension

Chapter 13: Turning Tides

Primary Objective: Defend Gates for 10 Turns

Secondary Objective: Defeat all Commanders (800 BEXP)

sanctaea_13_by_vonithipathachai-dck17de.

Chapter Map:

(Chapter map goes here)

Chapter Info:

Spoiler

Chapter Script

Factions:

  • Carol's Army (Player)
  • Reman Army (Enemy)
  • Fenizian Army (Enemy)
  • Ruffians (Enemy)
  • Xanadese Army (Ally)

Player Units:

Spoiler
  1. Claudius
  2. Carol
  3. (chosen by player)
  4. (chosen by player)
  5. (chosen by player)
  6. (chosen by player)
  7. (chosen by player)
  8. (chosen by player)
  9. (chosen by player)
  10. (chosen by player)
  11. (chosen by player)
  12. (chosen by player)

Enemy Units:

Spoiler
  1. Commander (Commander) (Level 1 Paladin)
    • HP: 30, POW: 15, SKL: 14, SPD: 14, LCK: 5, DEF: 12, RES: 8, MOV: 8
    • Weapon Ranks: Sword (E), Lance (B)
    • Inventory: Crystal Lance
    • Skills: Canto
  2. Commander (Commander) (Level 1 Ranger)
    • HP: 28, POW: 14, SKL: 15, SPD: 16, LCK: 5, DEF: 10, RES: 10, MOV: 8
    • Weapon Ranks: Sword (B), Bow (E)
    • Inventory: Crystal Sword
    • Skills: Canto
  3. Commander (Commander) (Level 1 Great Knight)
    • HP: 32, POW: 16, SKL: 12, SPD: 12, LCK: 5, DEF: 14, RES: 8, MOV: 8
    • Weapon Ranks: Lance (E), Axe (B)
    • Inventory: Crystal Axe
    • Skills: Canto
  4. Commander (Commander) (Level 1 Vandal)
    • HP: 32, POW: 17, SKL: 12, SPD: 13, LCK: 5, DEF: 11, RES: 9, MOV: 8
    • Weapon Ranks: Axe (E), Bow (B)
    • Inventory: Crystal Bow
    • Skills: Canto
  5. Reman (Level 15 Myrmidon)
    • HP: 27, POW: 12, SKL: 14, SPD: 13, LCK: 5, DEF: 8, RES: 9, MOV: 5
    • Weapon Ranks: Sword (B)
    • Inventory: Crystal Sword
  6. Reman (Level 15 Lancer)
    • HP: 29, POW: 14, SKL: 12, SPD: 11, LCK: 5, DEF: 9, RES: 7, MOV: 5
    • Weapon Ranks: Lance (B)
    • Inventory: Crystal Lance
  7. Reman (Level 14 Thunder Mage)
    • HP: 24, POW: 12, SKL: 12, SPD: 12, LCK: 9, DEF: 6, RES: 8, MOV: 5
    • Weapon Ranks: Thunder (C)
    • Inventory: Arcthunder
  8. Reman (Level 14 Sword Cavalier)
    • HP: 27, POW: 11, SKL: 12, SPD: 11, LCK: 4, DEF: 10, RES: 7, MOV: 7
    • Weapon Ranks: Sword (C)
    • Inventory: Steel Sword, Gale Sword
    • Skills: Canto
  9. Reman (Level 14 Lance Cavalier)
    • HP: 27, POW: 11, SKL: 12, SPD: 11, LCK: 4, DEF: 10, RES: 7, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Steel Lance, Flame Lance
    • Skills: Canto
  10. Reman (Level 14 Axe Cavalier)
    • HP: 27, POW: 11, SKL: 12, SPD: 11, LCK: 4, DEF: 10, RES: 7, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Steel Axe, Bolt Axe
    • Skills: Canto
  11. Fenizian (Level 15 Fighter)
    • HP: 30, POW: 15, SKL: 10, SPD: 11, LCK: 5, DEF: 9, RES: 6, MOV: 5
    • Weapon Ranks: Axe (B)
    • Inventory: Crystal Axe
  12. Fenizian (Level 15 Archer)
    • HP: 28, POW: 12, SKL: 15, SPD: 12, LCK: 6, DEF: 9, RES: 5, MOV: 5
    • Weapon Ranks: Bow (B)
    • Inventory: Crystal Bow
  13. Reman (Level 14 Pegasus Rider) (Reinforcement at end of every turn from Spawn Points 4 and 7)
    • HP: 24, POW: 10, SKL: 12, SPD: 13, LCK: 5, DEF: 7, RES: 11, MOV: 7
    • Weapon Ranks: Lance (C)
    • Inventory: Mythril Lance
    • Skills: Canto
  14. Fenizian (Level 14 Bow Cavalier) (Reinforcement at end of every turn from Spawn Points 5 and 6)
    • HP: 27, POW: 11, SKL: 12, SPD: 11, LCK: 4, DEF: 10, RES: 7, MOV: 7
    • Weapon Ranks: Bow (C)
    • Inventory: Steel Bow
    • Skills: Canto
  15. Fenizian (Level 14 Wyvern Rider) (Reinforcement at end of every turn from Spawn Points 3 and 8)
    • HP: 27, POW: 12, SKL: 11, SPD: 9, LCK: 5, DEF: 13, RES: 5, MOV: 7
    • Weapon Ranks: Axe (C)
    • Inventory: Mythril Axe
    • Skills: Canto
  16. Ruffian (Level 14 Thief) (Reinforcement at end of every turn from Spawn Points 1 and 2)
    • HP: 24, POW: 9, SKL: 12, SPD: 15, LCK: 6, DEF: 7, RES: 11, MOV: 5
    • Weapon Ranks: Dagger (C)
    • Inventory: Steel Dagger
    • Skills: Locktouch, Ransack

Ally Units:

Spoiler
  1. Commander (Commander) (Level 3 Wyvern Lord)
    • HP: 35, POW: 20, SKL: 18, SPD: 15, LCK: 7, DEF: 19, RES: 9, MOV: 8
    • Weapon Ranks: Sword (D), Axe (B)
    • Inventory: Boomerang, Silver Axe
    • Skills: Canto
  2. Xanadese (Level 18 Archer)
    • HP: 29, POW: 14, SKL: 17, SPD: 14, LCK: 6, DEF: 10, RES: 6, MOV: 5
    • Weapon Ranks: Bow (B)
    • Inventory: Silver Bow
  3. Xanadese (Level 18 Fire Mage)
    • HP: 26, POW: 14, SKL: 14, SPD: 14, LCK: 10, DEF: 7, RES: 10, MOV: 5
    • Weapon Ranks: Fire (B)
    • Inventory: Mire
    • Skills: Shadowgift
  4. Xanadese (Level 1 General)
    • HP: 37, POW: 20, SKL: 15, SPD: 10, LCK: 9, DEF: 20, RES: 8, MOV: 5
    • Weapon Ranks: Sword (C), Lance (D), Axe (E)
    • Inventory: Steel Blade, Javelin, Concoction
  5. Xanadese (Level 1 General)
    • HP: 37, POW: 20, SKL: 15, SPD: 10, LCK: 9, DEF: 20, RES: 8, MOV: 5
    • Weapon Ranks: Sword (E), Lance (C), Axe (D)
    • Inventory: Steel Greatlance, Hand Axe, Concoction
  6. Xanadese (Level 1 General)
    • HP: 37, POW: 20, SKL: 15, SPD: 10, LCK: 9, DEF: 20, RES: 8, MOV: 5
    • Weapon Ranks: Sword (D), Lance (E), Axe (C)
    • Inventory: Steel Labrys, Boomerang, Concoction

Treasure:

Spoiler
  • Master Seal (Top left and bottom right Houses)
  • Wrath Book (Top right House)
  • 20000G (Bottom left House)

Shops:

Spoiler

Armory:

  • Mythril Sword
  • Steel Blade
  • Mythril Lance
  • Steel Greatlance
  • Mythril Axe
  • Steel Labrys
  • Mythril Bow
  • Steel Greatbow

Vendor:

  • Gronnfire
  • Raudhrthunder
  • Gulrwind
  • Recover
  • Concoction

Units I Recommend:

Spoiler
  • At least one Bow user (who can deal with the enemy flier reinforcements and safely engage enemies from behind the allied Knights)
  • At least two Staff users (for healing, preferably three)
  • At least two fliers (who can easily move over the canals to visit Houses or kill some of the enemy mages early)
  • Fatima (to compensate for potential lack of healers with extra turns for other units)

I'm not gonna lie.  This one is pretty tough.  So if I were you I'd start bringing a few promoted units in if you haven't already.

In this chapter, there are three gates that you need to defend.  If any of them are seized by enemies, you lose.  Realistically, this can only happen to the main palace gate at the top, since the left and right gates are protected by powerful promoted units, but you should still be aware nonetheless, since the Thief reinforcements may try to seize the gate and Carol can help deal with the other enemies attacking your units more easily if she isn't constantly parked on the gate.

All of the initial non-Commander enemies and flier reinforcements will try to rush you in an attempt to seize the gates.  The Thief reinforcements will instead concentrate on either ransacking the Houses or seizing the central gate (whichever is closer/easier).  The enemy Commanders will not move until Turn 8 or until they are attacked.

The allied Archers and Fire Mages will also try to attack the nearest enemy, while the Generals and Wyvern Lords will stay put.

The main challenge for you in this Level will be figuring out how to defeat all of the Commanders.  They can be killed easily with ranged and/or anti-Horse weapons, but safely reaching them is difficult because the bottom of the map where they reside is densely packed with enemies, including a steady stream of reinforcements every turn.  Among these reinforcements are Bow Cavaliers, whose long range will make things more difficult for your fliers.

The safest way to go about it is to simply wait behind the safety of the allied Generals and provide support fire until most of the initial enemies are gone.  Then, you can send your units forward to make their way to the enemy Commanders and/or visit the Houses.  Once you've done everything you need at the bottom of the map, you can send your units down there to regroup with the others near the top.

Speaking of the top, you can easily reach the Houses before the Thieves if you send your units to them ASAP.  However, they will now need to go back and block the Thieves from reaching the gate and should be prepared to deal with debuffs from Dagger hits.

Eventually, the map will end after ten long turns, and you'll be rewarded with a hefty sum of Bonus EXP if you defeated all four Commanders.  You should ideally use it on some units who are almost ready to promote, with special priority towards Claudius, Carol, and your two Priests.

In the next chapter, Claudius and Carol find they still aren't completely safe from the Remans in Xanadu when they are ambushed by assassins and traitorous Xanadese guards led by Cato's mother.

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  • 2 weeks later...

Kinda major update about the project.

In case you don't already know, SRPG Studio was recently released in English.  After trying it out, I've begun to feel that maybe making Fire Emblem: Ascension into a playable game might not be so out of reach after all.

In preparation for its jump from Written Works thread to SRPG Studio game, I've concluded that any effort I put into making these maps and testing them as they are now with my simulators would be wasted, and that I should devote all of my time dealing with the game design aspect of this project to actually putting it in a game.

Therefore, I will no longer be putting my maps into future chapters or talking about them.  However, I still plan to write scripts for you all to look at and show new character artwork if possible (though there are only a few characters left to draw who haven't been recruited yet).

Thank you all for continuing to follow this story.

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