Jump to content

Dual Dragons

Member
  • Posts

    711
  • Joined

  • Last visited

Everything posted by Dual Dragons

  1. Or in the least bit read the script or watch/read an LP. That way, you still get the story and characters but you don't have to bother with the game mechanics/difficulty. Little foundation > absolutely no foundation On second thought, I think Marth's games could be last. They did get remade recently so they can wait. I want some Jugdral early, no doubt about it!
  2. @Monado Boy: Noah, huh? That's pretty commendable for the guy. I could definitely try Noah in another playthrough. @momogeek2141: I've definitely been thinking of that. I would say lack of arena abuse and little too much EXP spreading. I'm thinking of dropping Lot and Sue (maybe wait for the second nomad). Chad is viable to be replaced by Astore (just basing off of bases) and Deke has been seeing little play since Rutger joined. @The Taninator: Haven't looked into the recent spoilers but I already did get spoiled about one of them. I'll look into yours after Chapter 9 is posted. @elf_01: I'll be announcing this one but I didn't want you to think you were forgotten. In regards to the best ending, I would like to ask everyone's opinion on it. I'm willing to do normal ending or best ending, but I figure I am supposed to be entertaining everyone and this was labeled as "blind-ish" so... perhaps a polling would do. If the majority want best ending, either: a) let me know what has a gaiden chapter and let me try to figure out the requirements (top three attempts would be: someone needs to be alive, levels gained in chapter, and turn limit) or, b) give a hint about the requirement. If the majority just want me to be blind, it most likely will default to normal ending. I can put a poll up for those that maybe look at the thread but don't respond, but I will still be considering any suggestions made from posts. I will start on Chapter 9 after I get home. :)
  3. Honestly, I would like to get remakes/releases on eShop of 1-6 and 12 over 9/10. 9/10 would be nice if they included extra content and it would be on a system that's more recent, so damaged/used copies won't be an obstacle for some people who are worried about that. But if it was released as it was on the GC, I don't see a point in me getting it other than if my original copies of 9/10 broke. It's not that I wouldn't mind a HD remake of 9/10. I just think the others should come first. They have proper advertising now with Nintendo Directs, YouTube videos, and even eShop spotlights. I don't think there is an excuse for being "recognizable" when the title "Fire Emblem" should be the important thing. The biggest issues would be the dedication to translation and testing. Like, fuck, if they were really lazy, just ask a fan translation group (someone who already did the translating) to do the official or to use for the official. There have been cases of that happening (I think Sekai Project was one of them).
  4. [spoiler=Chapter 8x-2 - *Magic Users +HP Levels*] Turn 12, scrolled down for enemy placement I'm coming up to that Killing Edge Mercenary. Who won't double the Mercenary and has quite a bit of Defense is Jerrot, so I think I'll have him square off with the Mercenary. Lilina enters into direct combat with the Fighter but has a guaranteed victory. Jerrot move into range of the Mage, Mercenary, and Archer. He is equipped with the Steel Sword for better evasion against the Mage and Archer. Rutger eats an Elfire before cutting down the Mage. Clarine heals Rutger. Here is Turn 12's ending results before I have Lance support with Allen. B support, go! Yes, Lance. But have you noticed in this battle that Allen needed to give the enemies a handicap so his awesomeness doesn't blow them away? Please don't underestimate my lord and savior. Very appropriate for what Allen has been doing this map. Not likely to happen, but go on. Shut up, Lance. Don't jinx it. I am NOT pulling an FE11. Okay, Lance, I know I've given you a hard time, but Anima/Fire support and your Speed with Allen's all-around... awesomeness, I guess?... have been doing good so far! There's no need to off yourself when you've been contributing as long as you have to this team! Please! ON SECOND THOUGHT GO AHEAD I CAN'T AFFORD TO LOSE ALLEN These are some true bros right here. It's beautiful. I might even shed a tear. Oh crap. Allen's laying the smack down on Lance using... logic?! The hot-headed one? Logic?! The finest of bros. I think Allen might be my favorite character in FE6 right now. Turn 13 No enemies moved. Huh. Well. Though Rutger did get burned by lava tile so I'll need to patch up my buddy. Also might as well get rid of that Fighter that I know does move. Jerrot moves in front of the Mercenary with his Steel Lance. Astore attempts to protect Shanna. Lilina moves in range of the Fighter while Roy stands next to her. Rutger steps a pace south while Clarine heals him. Lance goes in front of Allen for protection. Turn 13 ending results CALLED IT Jerrot strikes back for 16 damage. Fighter misses Lilina and Lilina secures a victory. More power for Lilina! WHY ARE MY MAGIC USERS GETTING JUST HP LEVEL UPS THIS MAP Roy gets lava tile damage. The only real change between Turn 13 and 14 now is the absence of that one Fighter. Shanna goes in for a swift kill to the Killing Edge Mercenary. Good riddance! After Roy and Lilina move, Clarine heals Roy. Jerrot has Shanna switch to the Javelin and moves away. Everyone else has moved by this point. Oh, the Myrmidon moves now! He hits Astore and Astore weakens him. Mage hits Shanna and Shanna misses one of her attacks. Turn 14 Let's clean up the rest of these enemies. In order of highest levels: Myrmidon (8), Mage (7), Archer (6). Think we'll have Shanna, Lance, and Lilina, in order, take these kills. Lance and Shanna are close to leveling after this. Shanna kills the Myrmidon quick. She's 5 EXP from 100. Astore steals a Vulnerary from the Mage for steal EXP. Allen slashes at the Archer to soften him up. Thanks, Lance. Both he and the Mage have a dodge party. He missed both of his 70 hit attacks! Argh! Welp. I don't want the Mage to hit Astore and Astore ending up dying because of the lava tile he's on. Lilina kills the Mage. Rutger kills the Archer. Clarine will heal Jerrot to end the turn. Not Magic but she got some rare stat increases so I guess that will do. Jerrot, Rutger, and Allen get hit by the lava tiles. Turn 15 enemy placement Time to draw out that Aircalibur Mage if I can. Lances goes up with his Javelin. Allen accompanies him from the rear. We'll be out of the lava tiles soon. Turn 16. I guess the Aircalibur Mage doesn't move. Allen goes up to support Lance as Lance encounters the Aircalibur Mage. Lance misses one of his attacks and the Mage hits him. Lance, stop it! It's risky but I guess Shanna will need to take out the Mage. It's not risky because of the Mage but because of the two Steel Axe, level 10 Fighters nearby. Even if their hit is crappy, I've been having the worst luck at times. Clarine heals Shanna. Shanna ends the Mage before he can react. Shanna levels up. More Speed and Luck is appreciate for this deadly mission. Jerrot takes and drops Deke so Deke can maybe get some action on this map after so long. Shanna's living this chapter since she dodged a Fighter's attack. She weakens him for good measure. She dodges the other attack too. And does a "Hi Bye" in retaliation. Turn 17 I've calculated what Lilina would get from killing the Fighter. I say sorry to Deke because she's getting this kill. Much better, Lilina. Clarine heals Jerrot. Jerrot heads to the boss with his Javelin. Sigh. How did YOU? And that's okay. We do need your EXP in our pool anyways. Jerrot misses. Shanna has Jerrot switch to the Hand Axe on Henning's counter. We end Turn 17 as such: Henning and Jerrot miss. Turn 18 rolls in... Alright. Accuracy again is going to be an issue. Also, I look around the walls with Roy and Astor as they have Door Keys. No place to put Door Keys. I really wonder what this Door Key is for... My most accurate units are going to be Roy, Rutger, and Lilina, for example. Especially now that Henning is on his Hand Axe. Might as well try to get chip EXP for Lance so he can level up. Clarine heals Lance. Allen moves so Lance will get support bonus and null out Henning's 3% crit chance. Lance with his Iron Sword has a go with Henning. Lance hits and dodges. What does Lance get? POWER UP. Shanna and Deke Rescue-Drop Lance out of harm's way. Turn 19 Clarine heals Allen. Acceptable. 1/2 crits Lance and Allen Rescue-Drop Rutger next to Clarine. Turn 20 2/2 crits Who to get the boss kill? I think Shanna or Lance will get 100 EXP out of him. Shanna would have a disadvantage at this moment, though. She's also close to leveling up unlike Lance so... Deke hits the boss and gets picked up by Shanna. He finally contributes again! Go, Lance! For not giving up unlike your support! Did you? I thought a base in a volcano was genius for warding off intruders. That was a perfect level up. What does Lance get? Myrmidon on horse continues to ride. And now Lance is at the same level as Allen. Clarine heals Lilina. Clarine is getting close to a level herself. I think I'll spend a few turns healing just to get her up a level. Tankhorse I look around the room again to see if there is a place to put the Door Key. Still no such place. I guess I have to Seize. Oh. Okay. THEN WHAT WAS THIS DOOR KEY FOR? And heavy. Eliwood couldn't double with it, could he? Many aren't sword-users in the first place, but I wonder if this has significance. So this is why Roland was small in FE7. So the kids in Japan could go, "The legends were true..." Haha. Roy, please. You need to bust through the glass ceiling first, THEN we can talk about you using Durandal. Even Lilina acknowledges your glass ceiling status. If only you knew. We get the "TOO HEAVY" sword. Well that's not good. I can't even use the Durandal yet. Roy rushes out of that volcano, makes it back to Ostia (how?), and confronts these people. It's Narcian. I told Saul this already but I'll hand the memo to you too. Don't touch my girls. Narcian knows Roy's name and thanks him for ridding Legance. Sure? It was beneficial to me too. Legance's EXP will go into my power of killing you mercilessly later. Roy's gloves are off. We be getting stronger all day every day. I guess swords can be used by Narcian. Wyvern Lords at this time could use swords. Oh? Is that the Mage General's crew coming to save us? Look at all them magical units and cavalry. Ready to be wrecked, Narcian? Yay, Etruria. Perceval. I get this guy later. I'm sure about this. Paladin count: 3 When Allen and/or Lance gets promoted: 4/5 All the Paladins! You didn't have to tell Narcian but yay, reinforcements! Mages vs. Wyverns. Good battle. Especially Aircalibur Mages. Yeah! Cecilia! Thanks for coming to our aid! gg Narcian Is he now? Good. I have this guy on my team eventually. Bye! Hi, Perceval. Thanks. Damn. Cecilia has such resolve to go up against her king. "She almost died. Now, tally-ho!" "My planet needs me." I've seen worse. Be glad he's your ally and not your enemy. We've been baking in a volcano. Some of my units were burned by geysers of lava. I hope you understand that, yes, I'm "a little tired." You only asked her, Roy. It was well within her options to turn it down for any reason. No need to apologize. Oh? Mmm. Sneaky! Good. I hate feeling like I'm in debt. My units aren't promoted outside of the prepromotes. There was probably no way for me to take on that many Wyvern Riders and the Wyvern Lord at once. Please join my team while you're at it! I'm not sure when in the timeline that was. I did enter the Tutorial thing but now I can't remember when in the timeline that was. Is this evidence that Roy/Cecilia support is a thing? I've heard of Roy's harem but not who constitutes in it. Durandal is now in our possession. Lilina has feasted on many a warrior that she is now level 6. Perhaps she may catch up with Lugh soon. Etruria is on my side. Now where do we go from here? Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 11.07 28 9 10 11 9 7 7 Allen Cavalier 13.24 31 12 10 13 8 8 1 Lance Cavalier 13.01 30 10 11 16 6 6 2 Merlinus Transporter 1.01 15 0 3 3 10 3 0 Deke Mercenary 9.49 29 10 14 12 7 7 1 Lot Fighter 7.34 33 10 6 8 3 5 1 Shanna Peg Knight 12.60 23(+7) 9 12 19 14 6 7 Chad Thief 7.75 21 7 6 15 8 3 0 Lugh Mage 13.19 20 8 13 11 9 6 7 Clarine Troubadour 8.06 17 3 7 9 11 4 8 Rutger Myrmidon 11.69 28 9 15 16 6 5 2 Saul Priest 8.55 23 5 9 11 3 2 6 Sue Nomad 1.65 18 5 7 8 4 5 0 Lilina Mage 6.02 20 8 5 7 6 2 7 Astore Thief 10.75 25 7 8 15 11 7 3 Reset: 2 Lost: 1 [spoiler=Death-Reset-Lost Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger *LOST* Chapter 6 Cath Combat - Chad
  5. @PuffPuff: Already saw elf_01's post. It wasn't as bad (especially since I started 8x before reading it). I still wouldn't know what the requirements are for each gaiden chapter. Especially at the pace I'm going at chapters, I might miss the turn-limit gaidens or anything like the Four-Fanged Offense split routes unless anyone told me. @Howard the Duck: It's pretty much what momogeek says. I also count it for spoilers because it's unviewable in the game, much like the support list. @momogeek2141: I figured something like that. Agh. I'd really have to consider getting the best ending, just because the requirements will be spoiler-y. I'll post 8x now and try to think of something before I do Chapter 9. @The Taninator: Hopefully a Micaiah-like character will have a better time in FE6's NM setting. Sounds like a plan. In fact... *This first part stops at Turn 11's end Upon saving the game, I see I'm doing a gaiden chapter. Well! Whatever I did, whether this is a guaranteed gaiden or I fulfilled a requirement, I must do it. Let's dive in! [spoiler=Chapter 8x-1 - *Lilina*s Designated Training Ground] This music is very different. And yes, I suppose we did. I haven't even gotten my first Wyvern Rider. Of course we're not equal. wat When was I supposed to know Roy knew the information to find the first one?! Roy, tell me your ways! The master tactician must know! Oh boy. If Bern was able to wield the legendary weapon, shit would hit the fan so hard. The ambush spawns are already scary. I'm not ready for legendary weapons without my own legendary weapon. Oh, okay. Lilina apparently knew. I guess I fulfilled the requirement by either a) keeping her alive and/or, b) having the Talk with her. Does this mean Mine Glitching?! So I guess I got this gaiden chapter or something. Welcome to Chapter 8x! We're boiling ourselves in a volcano. That's fun! It's another winding chapter. If the narration is any indication of what I'm supposed to do, I think I have to hurry or something. Reinforcements are likely. Strangely, I don't start at the very end of the winding path to the throne. It makes me think there is something over on the little section. Could there be? We got Fighters. We got Myrmidons. Mages, Mercenaries, Archers. I'm thankful Knights are missing. If we need to hurry, Lugh and Lilina may not catch up as quickly as I want them. I notice that these enemies' levels are lower than last map's. Means I won't get much EXP from them. If there's reinforcements (maybe even an infinite amount of them), it's not good to grind on them except for Lilina. Duly noted. This guy's weird in that he's holding a Door Key, yet I don't see a single door in this map. My guess is that a door will spring up at some point or an area in the throne area needs this door key to go through. It's worth stealing to know what's up with this one and only Door Key on the map. This boss is horrible news. Another promoted boss--but a fucking Hero. Those stats will make people like Lugh and Lilina explode on contact. He's constantly weighed down by at least -2 AS. The Hand Axe is 14 Spd and the Steel Blade is 12 Spd. The Steel Blade has 100 pure hit so the Hand Axe is 90 pure hit. This guy is not fucking around. If he's equipped with the Steel Blade, a Slim Lance Shanna could double but probably do little-to-no damage. 5 Res total and 14 Def total. Yep. Even at WTA, she's not going to do jack all with a Slim Lance. Lugh and Lilina attacking from afar is good. The Hand Axe is the least accurate. A Steel Sword Rutger won't be able to double but neither can Henning. I can even go Killing Edge for full avoid and a huge crit chance. Now with B Clarine, that's some high crit and avoid. There is a strategy I may be able to employ. For quick access to the boss, I can do a Rescue-Drop across this gap, being only a tile wide. The preferrable team is Jerrot/Deke and Shanna. Even Deke can rescue Jerrot but he may be unreliable to hold out on his own just because of his lack of ranged weaponry. It is possible for me to have Shanna just fly across the gap herself but I would not be able to drop on the same turn as a rescue. This may be good for the first couple of turns where I can't make it to that tile-wide gap in what it seems to be the first two or three turns without Rescue-ferrying anyways. Enemies of import based on their weapons: Three of these are across the gap. One is on that mini path. So our team this time: I've given Lilina Lugh's other Fire tome since I still have a spare in the convoy. Jerrot deposited the Hammer for the Hand Axe when I confront the boss. Clarine is carrying Saul's Heal staff as well. After dumping items and withdrawing a couple weapons, this is how I'm positioning my units: If Rutger wants to get some EXP, I could have him fend off the mini path enemies since only the Mage is ranged. And if he or Deke--when he goes north--soften enemies, Lilina can feast. I could have brought Saul instead of Clarine but I want to keep building the support. It's kind of the same case for Allen and Lance since they might be too strong for these enemies. Onward! Isn't that the Durandal? Still using that ugly sprite, game? It still scares me every time. Lilina will be frying you. She kind of needs it since she's low-leveled and all. If I really wanted to, I could control your men, rescue your men with your men, drop their stuff, and slaughter them all. Good times. It's a good thing we have you, Lilina! Good to know. Just tell me if I need a Door Key, please. I'll steal it from the only guy here with it. Fire Emblem does love killing off their parents. She's strong because Roy's with her. Obligatory ship obligatory ship. Wait. So this is Durandal. How did the area get changed between FE7 and FE6? This is definitely not FE7's map. Did Eliwood go into another volcano and place Durandal there? And this is now near Ostia. Where was the sacred area close to Ostia before? Athos even warped Eliwood and co. there, didn't he? Too many questions. I really do need to brush up on my FE7 story and history. Well, even Eliwood was called a child of Roland too. I guess I must have missed the part where Roland was Ostia's ancestor. And thus FE7's subtitle that didn't get localized. Your dad, not Lilina's, wielded it to defeat a fire dragon. I could almost imagine Hector using the Armands and Durandal if the Prof was instead a S rank for Durandal and Hector raised his sword rank to max. That's some scary shit right there. Roland raised the Durandal above his head and did what Lilina said here, so it says in legends. It truly is a wonderful sword---but probably not one we're going to wield until near the end of the game. Because broken game would happen. I don't even know HOW or WHY they did. This place must be extremely hot. Enough to melt the flesh off the bones. Either they are the stupidest bandits ever or the most genius bandits ever in an FE game. Good question. Please answer, Lilina. Oh good. Take it away, Lilina. Time for Lilina and other lower-leveled units to FEAST. Turn 1 start In left image, Myrmidon and Mage are hiding under mini map. The enemies in the right image are too far away. Combat for them will be on enemy phase. Rutger with Iron Sword and Clarine set up base behind a lava tile to the west. Deke has his Iron Swords in hand as he steps between two lava tiles to the north. Roy and Lilina also hang around a lava tile. Left Cavalier is Lance. Astore moves to Allen's north. Fighter misses Roy. Roy slaughters him outright. I thought a Mercenary who hits Rutger would die by lava tile but Rutger proves me wrong by crit-killing him. That's what 16 crit does for you, I guess. Mercenary misses Rutger. Rutger chips him for EXP. Still has yet to see double-digit Strength. Hand Axe Fighter with Door Key misses Deke. Archer shoots Deke. Turn 2 Apparently lava tiles don't work the same as it did in FE7. Certain ones activate after enemy phase. Roy rids the Archer. Weapon rank goes up. Lilina kills the Mercenary Rutger weakened. Shanna ends the Mage but takes 1 point of damage. I'm risking Clarine a lava tile so she can heal Shanna and draw the Myrmidon to Rutger. Deke gets rid of the Hand Axe Fighter. Ending Turn 2 as such: Myrmidon hits Rutger. Rutger kills back. Turn 3 There's a Mage up north that Roy is in the range of. He doesn't seem to move. Rutger moves back but still in range of the east Fighter. The other two have Hand Axes. Clarine heals Rutger. Lilina goes east as does Shanna. I have Roy move south a space so Astore can move onto Roy's spot. There is a level 5 Fighter coming that I can have Lilina kill. Lance and Allen do a Rescue-ferry and then drop so Lilina ends up south of Roy. Turn 3 ending results: Halberd Fighter misses Rutger. Rutger hacks into him twice. Fighter from north turns out to have a Hand Axe. His throw misses Astore. Turn 4: Forgot to screenshot. The Halberd Fighter was killed by Rutger. Astore weakens the Fighter with no difficulties. Lilina takes that kill and is 9 EXP from leveling. I have Clarine step two paces east so Rutger still has the support bonus. Roy moves between Clarine and Lance. Lance and Allen Rescue-Drop Lilina north of Roy. I hope to give her one of the Fighter kills down there since they're level 5. Shanna and Jerrot move out of harm's way. It's pretty easy so far. I hope some ambush spawns that are not like level 20 promotes are there to surprise me. Hand Axe Fighter misses his chance at Roy. Hand Axe Fighter also misses his chance but with Rutger. Turn 5: The west Fighter took lava tile damage. Being the weakest due to WTD and a weak Slim Lance, Shanna is the only one without having to need a rescued unit to weaken the full-HP Fighter. Except, you know, she kill-steals. I know you're good but DAMMIT, Shanna. Now I have to have someone weaken the already weakened Fighter by rescue-weight or just have Lilina use Elfire. I have Rutger sit himself next to Clarine. Roy moves to the space east of where Lilina will end up. Lilina holds onto the Elfire and kills the Fighter. Lilina That's terrible. Deke moves next to Clarine so she can heal him. Turn 5's ending results Other than an Archer moving, nothing happens on enemy phase so... Turn 6 As much as I don't want to spend too long here, I figure this is supposed to be Lilina's feeding ground, which means she has to stick to a group and nobody else should be taking kills except Rutger with level 10s or even Astore since he's a Thief. Since that Archer is coming down, I might as well have someone rescue another unit so they get weighed down. I still want Allen to get weapon EXP in sword so I have him place Deke on his horse and ride north. Clarine heals Lilina's new HP. Everyone moves as such. For this enemy phase, Lilina took damage for standing on a lava tile. That's okay. Clarine will get a level up from this. Shanna grips her Iron Lance as she can attack a Steel Axe Fighter across the gap. Turn 6 results: Steel Axe Fighter manages to hit Shanna with his 25 hit 13 damage attack. Shanna misses her second attack. Hand Axe Fighter confronts Astore for crappy results. Turn 7 I can leave that Steel Axe Fighter there for now. Roy takes out the Hand Axe Fighter. He's 2 EXP from leveling. Allen softens up the Archer for Lance's Javelin throw. Astore has Lance equip the Iron Lance and attacks the Mage to cripple him. He suffers no damage from this. Lilina kills the Mage. Shanna back up and Clarine heals her. Everyone else is in position. A Mercenary goes for Roy. They both hit each other. Roy levels from chip EXP. Maybe Roy was the prototype for a male sword-wielding Troubadour. Steel Sword Mercenary takes the Allen bait. They trade blows. Turn 8 (pretend I didn't forget to screenshot the beginning again) Lilina goes for the weaker leveled of the Mercenaries. She levels up. She's one point of Magic away from being at Lugh's Magic. And Lugh's level 13. My boy, why. Clarine heals Allen. Time to draw in that northern Hand Axe Fighter. Lance equips the Iron Sword for extra dodge and moves in range of him. Allen stands by Lance's side. Rutger switches to the Steel Sword and slays the Mercenary. Astore hides behind Allen, ending the turn. Hand Axe Fighter misses Lance. Turn 9 Allen and Lance ride ahead together to confront the two Fighters and level 10 Mercenary. Astore is being the best chipper for Lilina. Lilina burns the Fighter dead. After Roy moves, Clarine heals him. Jerrot goes to Shanna's east. A Steel Axe Fighter goes for Allen and misses. Apparently, these Steel Axe Fighters are so slow that even Allen weighed down by Deke can double them. He's 3 EXP from leveling. Yep. Another easy Steel Axe Fighter kill for Allen. Allen levels up. Hop on the Res bus! And finally he gets D rank swords. Turn 10 Mercenary doesn't move. Though I have a feeling that he will after he gets attacked. Better not let Lilina near him because even when weighed down by the Steel Sword, he doubles Lilina. Roy and Lilina have B support access. Clarine heals Lilina and has C Staves now. Jerrot and Astore Rescue-Drop Rutger closer to the Mercenary. Lilina can activate the support this time. Yeah, girl! Don't space out after all the hard work I put into rescuing you and training you now! Well, it's certainly not in progress either. It's only been one chapter since C support. Things can change and escalate quickly in a few years, so, yeah, I can believe big events such as war can happen. Now what reasons for the war, I'm still unsure of. Zephiel is like "LIBERATION," but don't what is there to liberate Elibe from. No worries, Lilina. You will transcend what you were those years ago so you can be the ultimate Sage. Mercenary can double Allen now and takes advantage of it. Allen strikes back. Turn 11 Mage also apparently doesn't move. Good to know. Shanna with her Slim Lance will get in range of the Steel Axe Fighter past the Mage. Clarine heals Allen. Before, the Mercenary had a crit chance of 1% with Rutger. Clarine's now next to him so not anymore! Rutger has to kill this guy with his Iron Sword. He does so with no damage on counter. That's a level up for Rutger! Rutger pls Double-digit Strength pls I just noticed after moving Allen and Lance that they can now go to B support together. I'll do that next turn if I can. Jerrot moves to Shanna's north. Steel Axe Fighter goes for Shanna. No dice for him but Shanna weakens him to 3 HP.
  6. Hm... I'm not knowledgeable on what the gaiden chapters do exactly. This run is employing that I restart any time a unit of mine goes down. Is Lilina being alive the only requirement for these gaiden maps? If they're just extra EXP/items maps, it wouldn't be necessary to tell me. If it's something ending-altering, I'll have to think on that. I did say in my first post about if anyone wanted to see the best ending which would mean I would have to spoil myself on how to do it. But I assume any true or partial blind run would never get the best ending.
  7. [spoiler=Chapter 8-2 - *Allen is MVP*] No enemies move on Turn 6 enemy phase. I'll present the Turn 7 enemy placement. Lance can make it to the Steel Lance Knight and Iron Lance Soldier. There is a way for Allen to engage the enemies on the west side. First, Allen moves forward, making sure he takes his Javelin in hand. Lance rescues him and moves in range of the aformentioned Knight and Soldier. Jerrot comes in, equips his Javelin, and takes and drops Allen west. Let's do something similar with Roy. Roy moves forward and then is rescued by Shanna. Shanna uses the rest of her movement. Ogier and Barth do a taking chain before Barth sets down Roy. Everyone else moves forward. I also did a Rescue-Drop with Saul using Clarine and Astore. How we end on Turn 7: Knight comes for Lance's blood. Lance hits twice after dodging. Steel Lance Soldier misses Allen and pays the price with his life. Steel Bow Archer lodges a bolt in Allen. Allen makes sure to kill him good. Turn 8, with an impenetrable horse line: Shanna's gonna level up if I have her kill the Knight. Sure. Why not? Allen's running out of Javelins. I think I'll give him Wendy's fresh one. My horses are amazing. Why have I not used them this often? My opinion might be changing. Gasp! Well, on second thought, Lance pls Well, actually, I think the support should kick in and the crit avoid will null that altogether. Can I make this work in a way where I can get rid of those enemies? Shanna needs to attack directly for her to get that Knight kill. Jerrot ends the south Knight with his massive Hammer. For the time being, Wendy trades Roy's her Javelin for Vulneraries. I make another horrible trade as Roy trades a new Javelin for a Javelin three uses from breaking. Allen kills the Iron Lance Soldier in a spot where the west Mage will encounter him during enemy phase. So close to a level up! By 7 EXP. Even if Lance manages to get hit by three Mage attacks (9x2 and 8), he should survive. Lance wraps around the south Mage and attacks directly with his Javelin. Lance misses his kill and gets hit for his incompetence. Darn! Shanna succeeds in killing the Knight. She learns... Thief stats? Okay. I'm hoping I'll see Shanna's double-digit Strength soon. Everyone else moves along. Saul gets a Rescue-Drop just because. Look real closely. You can see a stealthy Allen along the bottom. Allen gets hit by the Mage and he levels up by slaying his foe. Well. Allen's in trouble. Most likely not going to keep this level now. That's also a weapon rank increase. It was a good level up while I knew it. The east Mage hits Lance but Lance kills him. Welp. Thanks a lot, Lance. ALLEN, MY LORD AND SAVIOR. Allen even kills him. Bless that man's everything. Turn 9 So after that slaughter, I think Allen and Lance deserve some healing. There doesn't seem to be reinforcements coming but I shouldn't jinx it. I'm thinking Chad can at least open the door for Astore. Chad will then follow everyone to unlock Lilina's door and get that other set of Chest Keys. I don't have good opinions of this hallway. It's going to bottleneck my crew, and I wouldn't be surprised if there was a reinforcement spawn zone around here just to fuck me up. This hallway would have been a slog to get through if I didn't have mounted units. The room Chad opened does offer an alternative to get through there. More than likely am not going to use it since it'll take Chad two turns to get to that other door without Rescue-Drop. But I finally remember that I did have Allen a Door Key. He can open Lilina's room if he wants. Saul heals Shanna. Roy moves south before Jerrot rescues him and continues southbound though not all the way. There are Mages that can snipe me from the bosses room. I could have had Jerrot stop here but I swore these terrain tiles were pillars in FE7. I'm not crazy, am I? With one Vulnerary, Allen and Lance can handle the Mages. They tend to their wounds and place themselves in sight of Mages. Come at me! Everyone else moved as they did. The most important people are in the screenshot. Aircalibur Mage slices Lance. Lance downs him. 7 EXP from level up. Elfire Mage burns Allen. Allen fells his foe. Turn 10, now with close to victory theme and scrolled down After last chapter, I will never fully trust close to victory theme. Thanks, Fire Emblem: Binding Blade! Allen and Lance really do deserve a rest if there are no reinforcements coming. Clarine and Saul have been ill-used this map. Let's remedy that. Jerrot's storming down the halls with Roy in tow. Shanna scoops up a running Chad and follows Jerrot. Lance backs up so Saul can heal him. Allen does the same so Clarine can. Rutger gets Rescue-Dropped by Barth and Wendy next to Clarine. Turn 10 end results Nothing this turn's enemy phase... Turn 11. I swear those stairs will be there for reinforcements. And I'm not going to like it. Allen and Lance go as far south as they can go while still being healed by Clarine and Saul. Lance is back in business while Allen just needs to top off. Not too bad. Deciding who should get the Killer Lance/Chest Keys Knight kill. Lance should probably be chip EXP against the boss. Maybe Lugh or Rutger. Rutger has been left in the dust because of his 5 movement. Sure. These turns also will help in determining if there are turn-based reinforcements. I don't mind waiting a little. I have also dropped off Roy and Chad. Roy is just out of the range of that deadly Knight. Clarine and Rutger have enough points for B Support. This is Turn 12. Rutger will confront Clarine this time after she moves with Allen and heals him. Seems Clarine is still trying to make Rutger into a gentleman. Rutger's like, "No." But he doesn't want the clothes. Uh oh. Sounds like Clarine is breaking. poor bb ! She's self-aware--but of what? I'll stop moving everyone. Deke is the greyed-out Mercenary. Turn 13 I have Allen trade Saul the Door Key. Let's break out Lilina! Lance and Clarine Rescue-Drop Rutger. Jerrot and his Iron Axe are now in range of the Knight. Definitely why I had Jerrot do this job. Jerrot takes 15 damage and counters back with two hits. Turn 14 Clarine heals Jerrot. Saul unlocks Lilina's door and she escapes. It should be guaranteed that she and Roy have a support. I should start building that up. Jerrot moves towards the east stairs. I might as well plug them up if I'm going to be this paranoid. Rutger kills the Knight. Awesome! I have a pretty good idea of who to give this to. I'm thinking I'll have Wendy and Barth move onto the stairs. I should probably Rescue-ferry them. Everyone's moving this turn. Turn 15 Clarine heals Jerrot before he plants himself on the stairs. Shanna stomps on the other stairs. After Lilina moves, Lance and Allen Rescue-Drop her next to Roy. Turn 15 ending results Turn 16 I guess I should start using Lilina too... though she's only level 1. Well, have to start somewhere. I have Lugh hand her his beaten-up Fire tome. I noticed in the Support status that these two have one already. Lilina cannot activate it. How odd. Oh well. Let's do it. Damn, Roy. No mention of how we're glad we rescued her or anything? Roy keeps asking her if she's all well and fine and she says, "Yes I am." Roy is about to say that if she needs anything, he's there for her but she interrupts him. She's like, "I'm really fine." And then Roy reassures her that if she needs anything, he'll do it. A little too simple to screenshot and comment on. Perhaps it'll get more interesting later. This starts the Fire/Light support of Roy/Lilina. Fire's always good in GBAFE but Light could have been better, if I remember correctly. Still, benefits are benefits. AHA. I KNEW IT. Turn 17, by the way. Time to split Lance and Allen up again. Lance goes on the pillar with his Javelin. Allen is going to start building his sword weapon EXP. He guards Chad and equips the Iron Sword. Everyone moves or doesn't move. More Soldier reinforcements! Just what I wanted. I didn't see that the Soldier Allen would encounter has also a Javelin. He aims for Chad but misses. Turn 18 Time to clear out some guys. Also, that Knight didn't move. Allen kills the west Soldier with no damage. Rutger switches to the Steel Sword and slaughters the other south Soldier with damage. He's 2 EXP from leveling. Clarine heals Rutger. Clarine levels up. Stop it, Clarine. Roy softens the Soldier up for Lilina. Lilina chars that Soldier to death. Lance weakens the west Soldier with his Javelin. Chip EXP level up. More Strength! Also weapon rank increase. End of Turn 18 Now there's a Knight reinforcement. Great. Knight next to Lance equips his Steel Lance but misses this speedy Cavalier. Lance hits once. Steel Lance Soldier misses Lance. Lance now has enough Attack to kill the Soldier in two Javelin hits. The other north Soldier goes for Roy. Soldier misses Roy and Roy hits. His Iron Sword broke so he couln't hit the Soldier twice. The new Knight has a Javelin. He misses Allen. Turn 19 The reinforcements prevent me from going to the other chests with Chad. I hope the reinforcements end soon. Lilina kills the Soldier. She levels up. Pretty good first level up. Keep it up. Roy whips out his Rapier. He cuts the Knight down but not without taking damage. Everyone moves into position. More Soldier and Knight reinforcement. Argh! After the Steel Lance Soldier misses, Lance misses one of his 88 hit attacks so he could end this Soldier. Cursed RNG. And of course, a Steel Lance Knight with 37 hit spears Lugh. Lugh nearly kills. I forget to screenshot Turn 20's start but I have Lugh move up a space so Rutger can kill the Knight with his Steel Sword. Rutger levels up. Not too bad for a two-stat level up...? Allen hits the other Knight once. Lance takes care of the Soldier. I guess I should just have Chad charge across if it's going to be like this for a while. Roy back up to be healed by Saul. Lilina moves so Chad can use all his movement. Turn 20's end No reinforcements came this enemy phase. I guess it's over. I hope. I'm not sure why the Knight didn't go for a counter-less Rutger but he goes for Lugh with his Steel Lance. Lugh melts him and he levels up. Magic intensifies. Turn 21 Lugh steps back to get healed by Clarine. Allen and Lance hug each other on a job well done. Saul heals Lilina after she moves next to Roy. Saul is 1 EXP from leveling. I could have him dodge the boss if that's possible. I'll be skipping ahead to when I do things of importance. Turn 23 The magic will further intensify. Lugh would probably get this one. I think it's time we try to fight Legance. Legance has so high of Speed that Lugh can't double him. He is currently equipped with the Steel Lance so Lugh and Lilina are safe to take potshots; though, come enemy phase, Legance will be ready to wreck my Mages. Jerrot should Hammer him first. He's got absurd Defense thanks to his class and throne. The odds aren't in my favor. I think Legance will heal for 3 HP from the throne so if Jerrot can hit him once, let him heal one or two times, and hit him again, I should be okay. I'll have Jerrot wait next to him. Potshots for Lugh and Lilina will be followed by Rescue-Dropping. Wrong for two things: we ARE the Lycian Army, not dogs of them, and lances don't cut in the way you're using that expression. Lugh misses. Drat. Lilina has a special boss conversation. Wonder if Roy would have one too. Unfortunately, Lilina won't be doing the hushing to this guy. She's too weak. She maanges to chip him for 16 EXP. If she can chip him another six times, she could level up. Screenshots will be limited here except for chest-plundering because this boss is tough! Secret Books are on the lower end of my priority list to use. I'm sure someone could benefit from it but can't think of who at the moment. Man. Axes are just not getting a break anywhere, are they? I just noticed that tomes seem to use up a Use even when they miss. Dang. I guess I can't have Lilina and Lugh chip anymore. Oh! That should go to Shanna when she gets more levels. Jerrot's also not getting a break hitting this guy with his 25 hit Hammer. Guess I'll need to bring Rutger in again. Saul heals for a level up. A crappy level up. While I'm dicing this boss with Rutger, here's a Talk between Lilina and Roy. Recruitment theme. After we supported. Okay. It only took us like three or four chapters to finally meet, but sure, Lilina. We saved you! wut Free Thunder tome. Okay. Sure. I'll take it. I'm not one to complain. The Talk option that gives you rewards reminds me of FE4. I should get back to FE4 some day, to bask in all of its unbalanced glory. Rutger levels up his sword rank by missing. Cool. Rutger: "You kill-stealing little shit." I've got nothing else to lose with the Lycian Army. It's that or game over. Why did I have Lugh take the boss kill? If I remember from my calculations of FE7, Lugh should level up completely with 100 EXP. And indeed he does. What did you get, Lugh? Dang it. Well, Skill is okay. Legance was hard as shit to take down and he's a GENERAL. So many misses. So many misses... After healing, Roy claims the throne. Yeah. At last. About that... Right, Araphen. Roy, you probably should tell her. Best not to leave her in the dark. Music change. I don't recognize this theme. FE6-exclusive? Good job, Roy. Like I said, it's best to tell the truth. She might have been hurt worst if you waited longer. She seems to be taking it rather well. No, Roy. We tried. Hector was chapter 2 or 3, wasn't he? That was pretty early. In the same chapter Barth tells Wendy she has to do the same thing. Lilina is strong. Yeah. That's the sad thing at times. You're a good guy, Roy. Just know that I think you're good, 'kay? We've got Lilina in our team as well as a few retainers of House Ostia. Where do we set off to now? Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 10.50 27 9 9 11 9 7 6 Allen Cavalier 12.70 30 12 10 12 8 8 0 Lance Cavalier 11.56 28 9 9 14 6 6 1 Merlinus Transporter 1.01 15 0 3 3 10 3 0 Deke Mercenary 9.10 29 10 14 12 7 7 1 Lot Fighter 7.34 33 10 6 8 3 5 1 Shanna Peg Knight 11.03 21(+7) 9 11 18 13 6 7 Chad Thief 7.75 21 7 6 15 8 3 0 Lugh Mage 13.19 20 8 13 11 9 6 7 Clarine Troubadour 5.53 16 3 5 9 10 2 7 Rutger Myrmidon 9.84 26 9 14 14 5 5 2 Saul Priest 8.55 23 5 9 11 3 2 6 Sue Nomad 1.65 18 5 7 8 4 5 0 Lilina Mage 2.18 17 6 5 5 5 2 7 Astore Thief 10.00 25 7 8 15 11 7 3 Reset: 2 Lost: 1 [spoiler=Death-Reset-Lost Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger *LOST* Chapter 6 Cath Combat - Chad
  8. @PuffPuff: Maybe it's because I didn't wait for the southern reinforcements but I didn't find Chapter 7 as hard as I was thinking. The greatest risks were the castle reinforcement (because ambush spawn) and Debias' 8 crit. Since I'm past it now, I think it's fair to talk about what makes it hard or challenging even in NM. Perhaps my beefy Shanna had to do with its easiness as well... @momogeek2141: If it's the person I think you're referring to, I may find room for them or end up replacing one of my units with them. @sirmola: I would say for the most part what you wrote was vague/hinting. The prepromote types might have been too telling but nothing to fret about. I've heard about the promotion item problem before so hopefully I'll be prepared for that, haha. Also, thanks for the view and post! *Part two is coming right after! This part ends at Turn 6 player phase's end. Mission: save Lilina from the General traitor Legance. Our goal is clear. I will be victorious! [spoiler=Chapter 8-1 - *Rescue-Dropping--also, Wendy*] As it must be. Hector was an awesome armored Lord. We are the castle crashers! Now we're in the castle interior. This place actually looks familiar to me. My friend was streaming this chapter one time long ago. If I have this right, There will be a recruitable character here. It was a female Knight--Wendy, was it?--at this location. We'll need to break down the wall. The thing about this castle: Chests. Chests everywhere. Chad will need to tag along again. There's this little area here too. Now this I don't remember. Pretty much my memory stops at the top area of this map. It's another curious spot so I should have a look into it. Stairs are either one of two things: reinforcements for me or for the enemies. More than likely the enemy. I better stay on my toes. We did send the letter over to the Mage General. Maybe she will come in this map too? Soldiers, Archers, Mages, and Knights. Very appropriate for a storming castle chapter. My problem will probably be the Knights and Archers. Knights will block the way and Archers can shoot me through walls. I say this about the Knights because of this map's layout. My first thought is who designed this place? Hector must have thought his ambassadors, senators, and visitors needed some exercise because he makes them snake around just to get to the throne room. My other thought is that this definitely will make it harder on the player. There are no breakable walls except for that area mentioned earlier. I really will need to hurry down these hallways. I say "hurry" because I'm going to guess that enemy reinforcements will be hot on my trail. All this to get to the boss. Legance is the first promoted boss. He's no push over. 56 avoid! Lot and his Hammer had around 26 or so hit with Debias, who had a lower avoid. There's no way he's going to be able to hit Legance in a reliable manner. Even Lugh is going to have a problem. He has 6 Def so he'll get two-round KO'd by Legance, but Lugh's going to have issues hitting this guy. Legance's total 8 Res means Lugh's only singeing his armor. I may need to rely on Roy and Rutger's reliable hit. 17 total Defense and -3 from WTD, even Roy and Rutger are hard sells for boss-killing. Now the only issue is that Rutger doesn't have enough Speed or Con to double Legance. It is entirely possible that one of the chests on this map has an easier way to deal with the boss. Hopefully so. Item-wise, these guys are of particular interest. In order of what they carry: Door Key, set of five Chest Keys, Door Key, and set of five Chest Keys. Those Knights want to hold onto their Chests Keys real close. They have special weapons with them. First one has a Horseslayer and the second has a Killer Lance. Makes sense. Chest Keys are very valuable as time-savers or to help with ranking Funds. This Mage is here to wreck Shanna badly. 28 pure effective damage! Without that Angelic Robe, Shanna would be dead, no doubt about it. It's very accurate as well! This map is pretty huge. Having Roy get to the throne room by his movement alone is going to take forever. I should be prepared to do some Rescue-ferrying for him. Lot's being benched this map. What makes Jerrot special over Marcus is that Jerrot has D in axes, so he can wield that Hammer if I need it. I've also supplied him with an Iron Axe to weaken the Knights some for other units to kill. Clarine can wield the 3-use Unlock. I may use it to shorten the time spent on the map. Saul has the Physic despite not being able to use it currently. I have replenished my units' weapons and have checked if I need anything. I have Allen, Roy, and Chad hold onto a Door Key. I still have a spare in the convoy. Our starting positions. Begin! You better believe we're going to save Lilina! I'm comin' for ya! Jerrot more so. Treck and Noah helped. For what they're worth, they're okay. Talking from personal experience, of course. We're just smarter. I highly doubt they care. It's either that or they already are laughing at you. What isn't going to stop me are the mooks. It's you, Legance. You're a General. I have two prepromote, base Paladins. Oh no, you! I have spent the last few chapters trying to get to this girl. I earned my hard work. This Soldier is pretty smart but Legance really wants to murder a teenage girl. I ain't going to let that happen. Mm... A Thief? Yeah. He kind of just snuck in here, didn't he? That's why I'm hoping he's a Thief. Ah. Then welcome, my man. You stated your name. You have importance to me. Merlinus asks Astore what his occupation was in Castle Ostia since Astore isn't dressed in servant clothes. I know Merlinus is being cautious but I have to silently cheer for Astore here. Spy = Thief. Welcome to the team! Astore's been doing some reconnaissance and thievery work for a month and returned when he heard of Araphen's fall. The way he puts the rebellion instantly makes me like this guy. I actually know where she is now, Roy. I'll show you when we get on the map. Astore knows too. OH YES. We won't let that guy get near Lilina if what he was going to do with Clarine is any indication. Turn 1 enemy placement: Right above where we start are these Soldiers and an Archer. From left to right: Steel Lance Soldier, Steel Bow Archer, and then a Soldier who carries an Iron Lance and Javelin. Across the west wall is an Iron Bow Archer. I would draw that guy out but he's likely to go for that Mage. This Mage is Lilina! She is in that room I didn't know what it was for earlier. Lilina is trapped in there with no weapon to protect herself against the Archers. There's two near her right now but there is a sweet spot where she can't get hit. As a Mage who is recruited/gained this chapter, she definitely needs to catch up to Level 11 Lugh. I can see where people will say she is a pain to train in HM. I hope to use her for the magic utility. She's a blue unit. I have to direct her from harm's way so we can get there in time. And Astore is also automatically recruited. Chad's not too far away from Astore's level, but Chad isn't getting Astore's bases. Those bases are sweet. Astore's looking good. Let's start off moving her away from Archer fire first thing. I don't want to forget to move her. This sweet spot is one space west. Lance rushes up with his Javelin to see if he can't grab the attention of the west Archer. Allen charges ahead with his Javelin. Shanna and Jerrot also go on ahead with their Javelins. Everyone else moves into position. Chad is the Thief behind Lugh. Merlinus moves to between the thieves. Lilina talks to herself after we end our turn. We've come to save you, girl! Enemies are coming. Even an Archer close to Lilina doesn't go for her. First battle is between the Steel Lance Soldier and Shanna. Soldier misses and Shanna leaves the Soldier just barely hanging onto his life. That's a weapon rank up for her. The other Soldier strikes Allen with his Iron Lance. Allen slaughters him. Allen's horse has an arrow stuck in him. Allen counters for a kill. Archer shoots at Lance. Lance only hits once. Turn 2 Lilina is safe for now. While we're moving, might as well take out that west Archer and Soldier. Saul heals Allen. Lance can reach the northern enemies rounding the corner. Clarine heals Lance before he charges off. Rutger sticks next to Clarine. I could kill the Archer with Lugh's Thunder but I want Lugh to move full movement. Lugh hugs the west wall with Thunder tome on hand. I think Deke will level up from this Soldier kill. Indeed he levels up! Become the ultimate Mercenary. Hone your Strength eventually. Roy moves to Lugh's east. Shanna and Allen Rescue-Drop Roy to Lance's southeast, safe from combat. The two Thief units surround Deke. Merlinus follows suit. Jerrot will end Turn 2 by guarding Roy's east. Right Thief is Chad. Lance dodges a Steel Lance Soldier's attack only to hit once and do a crit-kill. A Soldier who has an Iron Lance and Javelin takes up his Iron Lance and has a go with Lance. He misses and meets two attacks to the face. The Mage mentioned earlier with the Door Key opens the door south. Archer hits Lugh but is met with death. Turn 3, scrolled west for enemies The west-most Knight is the one with the Chest Keys. I still got a turn before Chad or Astore should steal them. Roy clears the path for Lance by killing the Mage, though he does take some damage. Allen softens up the Knight. Lance has to kill this Knight with his Iron Lance. I thought of feeding him a kill via Iron Sword but--surprise!--Iron Sword too weak. He's 7 EXP from leveling. Clarine heals Lugh from his north. Rutger gets all protective and stands to Clarine's north. Lance moving allows Lugh to use all his movement and enters into direct combat with the Soldier. His 100 hit from the Fire tome means he's the automatic victor. Deke moves to Shanna's south. Might as well get one of the Thief units closer to that incoming Chest Keys Knight. Chad sprints north past Shanna. Shanna and Jerrot team up to Rescue-Drop Chad closer to the corner. Jerrot uses the rest of his movement to oversee Allen and Lance. Saul heals Deke. Astore goes behind Clarine. Merlinus will park himself behind Astore and we'll end this turn. No fighting this enemy phase. Turn 4 enemy placement Our Rescue-Drop effort placed Chad with just enough movement to steal from that Knight. That's free 1500G going into my convoy. Mine! Now that's over, time to take care of enemies. Shanna can't kill the Soldier with her Javelin (she's shy a point!). If she critted, it would be majestic, but I won't count on it. Remember how I said the Knights guard the Chest Keys well? Huuuuuurgh Yeah, neither Lance or Allen are getting this kill. This is a level 8 Knight anyways so Lance and Allen get reduced EXP. Jerrot has that Hammer so I think it's time. Even Jerrot takes major damage from this Horseslayer. x3 effectiveness doesn't mess around! Thankfully he can wield that Hammer so I can do this: BONK And now Knight's dead. Allen makes short work of the northwest Soldier. That's a level up! He follows in Deke's steps. He will be the ultimate Cavalier. Shanna's going to weaken this Soldier for Lance-- Or not. Okay. Just kill-steal, why don't you. Fine. I did say it would be majestic. Thank you, Shanna. Lance buddies up with Allen so they can get that sweet Anima/Fire support boost. Saul heals Roy. Merlinus is off-screen but he'll end up two spaces south of Astore. Archer misses Lance and Lance strikes back twice. That chip EXP helps Lance to a level up. GOOD. MORE STRENGTH. We start Turn 5 with... I would have liked Lance to take advantage of that west pillar since the Archer's range just ends there but alas. Not enough movement even if we get rid of the Soldier blocking him. Actually, there is a way. I'll need to plan accordingly. Roy's going to get a level from this Archer. Why not? HP, Spd, and Def? Good. I like some of this, Roy. Shanna and Chad tag-team to end the Soldier. Allen and Jerrot Rescue-ferry Lance to that pillar. Aha! I'm finally starting to remember the abuse of the Rescue mechanic! Everyone else moves into position as such. Archer takes the Lance bait. Thanks to that pillar, Lance gives no fucks to the Archer; however, Lance only hits once. At the end of Turn 5's enemy phase, something goes on in that room with the crumbling wall. It looks like this dude becomes Geoffrey in FE9. Seriously, the blue hair-green clothing thing? It's even worse here. Auto-discrimination. I can tell he's a Knight. Funny story: I was about to do this. Unless you're good units, I will not let you take the weapon EXP... maybe. Depends if it would waste my time using my units to break the wall for you. Oh! This was the character I was remembering from a time long past. You must be Wendy, right? I've heard... not good things about you. Also, you're a Knight. Auto-bench. Ahhh, so they're retainers of Hector's/Lilina's? Good. Automatically conscripted. The bloodcurdling screams of Soldiers, Knights, Archers, and Mages as I am plowing through them, if you want to know exactly. Wendy guesses it's us. We have her brother? Did I read someone's description saying that they had a sister? Well, Wade says he has a sister from the Lot support but that's optional. I guess I'll just have to see if she answers in the next screen. Wow, Barth, wow. Way to keep someone's spirits up. Even this guy is calling out on you. OH. Trust me, Wendy, he's alive. There's no way a benched unit can be dead. I'll be fair and say I can be like Barth in real life... the difference is that I'm not in a war. Where soldier morale may affect how they perform in battle. And I can die in a second. Among other things. Ogier? Hm... I had to look up how to pronounce the name. French, eh? Not a lot of those names that really "sound" French. The next one that comes to mind is FE9/10's Bastian. Good. I like this variety. I want you to say this as I put you right in front of a dragon. At base level. Turn 6 start: More automatically-recruited units. I like this. Let's take a look at Ogier, Barth, and Wendy. Ogier's bases definitely can't beat out Deke's, though Deke started at level 6. Would I guess that Ogier is supposed to be the better Mercenary by growth rates? I highly doubt on Normal Mode that Deke would have gone down except to something like Debias' crit chance. I could see Ogier being a competent Mercenary if raised but Deke is very convenient by recruitment time and early-game contribution. I can't say Ogier is late since I think Raven comes around this point of FE7 too, though Raven was the only Mercenary in FE7. Maybe in another playthrough I could try Ogier. Why not? He even comes with an Armorslayer. I was running out of uses on my current one. He comes prepared and I like it. Barth's pretty close to promoting. I guess Bors would have better stats than Barth at the same level. Nothing much else to say since I don't look at Knights for long. ... I'm sorry, are you a Knight? I can't tell. You're worse than base Bors. That's... eesh. I've heard the stories. I can now see why. So... Wendy. Can I guess she is the Est much like FE10's Fiona? Wherever you place the Est seems like bad places. Early and everyone is still growing so raising an Est with crap stats is a lot harder. Middle and late is too late but now everyone is grown and can help the Est. I guess Wendy would not be bad if she's babied. Only problem is that she should be on or around the same caps as Bors and Barth. For all the effort and babying you got to do, is it worth it? While I am fighting in the dark in FE6's chapters, she's more likely to get killed than anything. She's not worth the resets. Back to battling. Shanna equips the Slim Lance and finishes off an Archer. Allen switches to the Iron Sword and downs the other Archer. Lance is unable to kill the Soldier except with the Gant's Lance. I go, "FINE," and let him with said wepaon kill the Soldier. Lugh moves so Saul can heal Roy. I have everyone in the Lycia Army move forward. As for the trapped individuals, Wendy smashes through the wall and ushers Barth and Ogier to press onward without her. Such a valiant girl! Turn 6 ending results (Wendy and Merlinus off-screen):
  9. [spoiler=Chapter 7-2 - *Debias has a legitimate crit chance*] And more recruitment theme means Treck's ours. "Whatever. I'm getting money either way." Dang, Treck. You sound so ungrateful. I practically saved your life because FE ally AI isn't the best in the world. You probably would have ended up on the other end of a spear if I didn't recruit you. Chad doesn't manage to kill the Soldier now stuck at the house. Soldier doesn't manage to hit Chad. Chad is cursed with being 1 EXP away from leveling. In due time, my friend. Deke can land only one hit on the Javelin Cavalier next to Roy. He's 9 EXP from leveling. Lance cannot kill the Soldier next to him. Shanna's like, "Nah, nah, let ME take care of this with my OP Strength," and easily kills him with her Iron Lance. Lance is like, "I feel so emasculated," and kills the Soldier Chad left. Sue is looking deader by the second. She hides out at the house and uses a Vulnerary so she can benefit from the 10 avoid bonus. Saul heals Lance. Treck clears the house of that pesky Archer... except not because he misses two 66 hit attacks. Like really, bro? We end Turn 3 as such: Archer wants some Nomad horse meat. He nearly kills Sue though Sue slays him on counter. That Cavalier Allen messed up killing comes at Clarine with an Iron Sword. She dodges. Steel Lance Knight misses his 25 hit chance of landing 12 damage on Roy. Roy kills him since I left the Rapier on him. 11 EXP till he hits 100. Thunder Mage hits Roy. Allen successfully draws in that Javelin Cavalier up top. He gets hit and Allen hits back. 16 EXP for that next level. Javelin Cavalier misses Roy. This Priest thinks he's being smart because he physics this Cavalier. Did he think he was being hot shit when he walked closer to my army? That heals the Cavalier to full. The other Priest heals that Archer Treck missed to kill twice. That heals the Archer to full. Ally Noah steal-kills. Hey! That was mine! Turn 4, now with lolPriest in range. Noah just moved out of range of Jerrot. If I can, I would like to Rescue-Drop him so we can recruit him this turn. Only thing is is that Noah is a little heavy so it's going to take my mounted units to do this. The other Priest thought he was being smart too when healing that Archer. My response: LOL Darn :c She does hit him once, though. Jerrot's the only one now that can kill that Priest. Let me get back to that later. This Wyvern Rider never moved. I guess because he's the Red Gem Wyvern Rider. I'm going to attempt to draw him in. Clarine heals Allen. Sue takes the house she is stationed at. My own Physic staff? How sweet of you, little girl. Thank you! Sue parks herself at the next house. Lugh and the Javelin Cavalier square off. Lugh burns the Cavalier to the ground but not without taking damage. He's 3 EXP from leveling. Allen takes Noah's reins and pulls Noah's confused horse towards Roy and Jerrot. Lance nabs the reins from Allen's hands, shouts, "Knock it off!" and hands the reins back to Noah. Noah's horse is very confused and moves to Lance's east. Lance stays put. Rutger moves to Clarine's south. Lot heads east. Deke volunteers to be the Wyvern Rider bait. The farthest space the Wyvern Rider can go happens to be above the spot Deke can take to directly attack the Mage. Deke takes damage in the process of killing the Mage. Killing this Mage gives Deke new knowledge. Meh knowledge. Time to conscript this fool. "shit he caught me in the act" "I was just busy hitting on a girl." Yes. Coaching in "swordplay." I bet Fir ends up being higher-leveled and having a better sword rank than him at base. I'll go, "gg Noah." Jerrot: "Likely excuse. I bet you just got shot down, Noah." I thought so too! That's very blunt, Jerrot. I bet you hit the nail on the head, like Matthis does in FE11. Noah/Fir support confirmed. Unfortunately, probably won't have enough room for the two. Jerrot says, "Well, my business is done," and runs off towards the northeast. Noah needs to help me get rid of this Cavalier. He lands just the one hit I need for Roy to hopefully finish the Cavalier off. Roy slays the Cavalier with no recoil. That's a wrap for Roy's level. ... Even when you proc Defense, you get Resistance. I don't think that's how physical fighters not Pegasus Knights work, Roy. I'll take it, though. Treck finally gets rid of that Archer. Now there's no enemy for the Priests to heal... for now. I hope those reinforcements aren't coming from the sides or something. That would be REALLY dickish. Merlinus is going towards a house. Chad's running north. Tried to get everyone in this screenshot. Saul heals Deke to end my turn. That Priest Shanna failed to kill runs away and heals himself. Hey! Wyvern Rider takes the Deke bait. He misses but Deke doesn't twice. Turn 5, scrolled up for enemy placement. First order of business: Yoink! Steal EXP gives Chad a level up. Dang it, Chad. Lugh's shy a space from being able to attack the Wyvern Rider. I'm going to use Jerrot for similar effect. Allen wields his Iron Sword and murders a holy man. Priest-killing is just enough to give Allen a shiny level up. Allen, Chad is not a good role model. Remember, I said you should learn from Lugh about Speed. Jerrot takes up his Steel Lance and uses the cover of the trees to attack the Wyvern Rider. He dodges and does 18 total damage to the Wyvern Rider. Lance has to use both of his Iron Lance attacks to kill the Wyvern Rider. And he hits only once. Haaaaaaa. I wanted you to get the kill but fine. I accidentally move Sue thinking she took the house. I'll have to have her go back. Merlinus visits a house. I guess you could say that, lady. Except Merlinus might have just ended everyone because of his stupid suggestion of "DON'T TAKE HELP FROM ETRURIA" had Roy not denied him. More money's appreciated. Thanks for the Red Gem! Merlinus uses the rest of his movement towards the other houses. Deke takes the Wyvern Rider kill. Close to victory theme... I feel like I'm being deceived. They said there was going to be reinforcements. That the Wyvern General and more Wyvern Riders are coming. I feel so paranoid right now but I swear if this game ambush spawns me, tables will be flipped. This Mage is a threat because he's holding onto an Elfire tome. Shanna gets 5 damage but she effectively puts down that Mage. She's 12 EXP from leveling. Treck visits the top-right house. This Horseslayer would have been helpful in Laus, but thanks. I always appreciate free stuff. Treck treks his way towards the other house. Rutger's 6 EXP from a level up. How about I get him an Arena kill since it SOUNDS like there are no more enemies. (I'm still anticipating the game is deceiving me. You guys set me up that this map is hard.) So, okay, let's go for the Arena. Music here is not very smooth. I feel like I'm hearing strong smashes against cymbals but okay. Eh. 700, maybe not. Let me aim for a little lower. 660 is about as low as I can get it. There was a 650 but I couldn't find it again. Sure, let's go for it. Got to get my finger ready to mash that X (B) button... Okay. Lessgo! Level 8 Pirate. Shouldn't be too bad. Huh. Is this a remix of the FE4 normal battle theme? If so, I really like that theme. Rutger easily kills this Pirate though he did take a hit. What does he get? More Strength on my Myrmidons? I'll gladly take it. Clarine heals Rutger on a job well done. Lots going to visit the Vendor. Lugh rushes towards the rest of the group. Poor kid's all bruised up. Saul heals the orphan kid to full health. Now that we SUPPOSEDLY finished this map, Roy's heading west. Next turn, Chad will follow along to open the door for his lord. I accidentally forget to screenshot after moving Noah towards the Armories. The Priest is running away and tending to his wounds. Not for long, my friend. Turn 6 Sue visits that house I forgot to have her visit last turn. HEY. WHY AREN'T YOU FIGHTING WITH US? Oh wow. Um. I'm sorry, man. I admit that was cruel of me to say. You've gone through a rough time. You deserve some rest. !! Thank you, fellow soldier! No worries, friend. I will become an ally of justice and fight for this great nation. Going to the convoy for now... Oh man! My first promotion item! Though I've heard that there is an issue with this game's promotion items. Like the lack of them or something... yeah. I heard something about that. Hero's Crest. For Fighters, Myrmidons, and Mercenaries. More than likely at this rate, Lot won't be a good contender for it. I'm anticipating only having one-two, maybe three of each promotion item. If it's one, this Hero Crest is going to be hard to choose between Deke and Rutger. Two's preferrable so I can have a Hero and a Swordmaster. Hm... but neither are close to being level 10 right now and I can't even remember the caps for them so... Worry about that later. Treck visits the last house. Can it beat out getting a Hero's Crest? Ah. An Elixir. Not too bad. It's not a promotion item but Elixirs are good for later. I see what you're doing, Treck. Pulling the reverse psychology. You sneaky devil. Treck successfully cons an Elixir out of her. That unassuming face belies a devilish man. Treck moves closer to the Armories. Who wants a free Priest kill? I think Shanna does. I'm totally spoiling her. I'm totally spoiling her. Mwahahahaha Roy, Lugh, Chad, Deke, and Lot head towards the gate after Saul heals Lot. Allen and Lance head together a little south, enough for Rutger and Clarine to head together east and for Clarine to heal Allen. Noah and Jerrot follow that group to the gate. Turn 7 without Shanna and Sue in sight. Shanna smears Priest blood all over the floor. She gets more powerful. More typical Pegasus Knight level up. She finally gets Resistance. Clarine heals Chad before he goes to unlock the gate. My army starts to storm towards the castle. Saul heals Roy before he moves too. The Heal staff breaks. Allen and Lance team up to Rescue-Drop Rutger next to Clarine. All the support points. This is at the most east Armory. Probably don't need to stock up on bows for a while since Sue will probably be having difficulties--if I plan to keep using her. I can see why an Arena popped up the chapter after she is recruited and why she is level 1. Steel Lances are finally in stock. But... Huuuurgh I swear the Steel Lance wasn't this bad in FE7! My god! Its horrendous weight is the same, that's for sure, but the hit is the same as a Javelin! Why?! No, hold on, I'm free game to look at FE7 weapon stats. I'm looking this up. ... It was buffed in FE7! To 70! I don't understand. How could Intelligent Systems almost replicate FE1's thing of making swords better by the sheer fact that they're the most accurate weapon type when there's weapon triangle in play? FE1 didn't have that! It made sense that swords were the best by accuracy since there was no weapon triangle. And that was in a 1 RN and direct Speed - Weight system! I just... aaaagh. Forget it. Seems I'm weaning Shanna off the Slim Lance effectively so I don't think I'll buy another Slim Lance. Three Iron Lances, two Steel Lances, three Javelins should do it for now. All because I don't know when the next shops are and I would rather not pay at the price the Trade-Armory sells weapons at. Noah rescues Chad and will drop him off closer to the chest room. I end my turn and... Oh! That's charming! I almost didn't catch these. Way to just ambush spawn that on me, game! Thankfully, Jerrot was the only one to actually enter the complex. Roy gets hit by the Elfire Mage. Jerrot gets hit by the Archer. It's a Steel Lance vs. Steel Lance battle for the Soldier and Jerrot. Jerrot one ups him... except by not killing the Soldier. Surprisingly and thankfully, the Mage AI went for an injured Roy than a rescuing-Noah. Uh... huh... Anyway, Roy gets hit by lightning. Jerrot gets a Steel Bow arrow lodged in him. Turn 8 This game tried to make me reset. I will murder you all. First priority of course is any ranged weaponry. Among these enemies is just one Javelin Soldier. My priority is the Archers and Mages too. Getting rid of enemies also takes more priority than EXP distribution. I'm using Jerrot. Noah sees that clusterfuck, bolts east, and drops off Chad. I want to heal Roy before he goes to prove he's a mage-killer though Lugh's in the way. First, Jerrot attacks the Mage next to him. He gets hit by Elfire and because Steel Lance hit is stupid he can only hit once. But this is enough damage for Lugh to quickly kill off that mage. He levels up. Harvest all that Magic, kid. You'll go places. Clarine heals Roy. She's 1 EXP from leveling, of course. Roy kills the Mage with no complications. I'm going to be sneaky here. The Soldiers are very weak but they all carry Steel Lances. What I'm trying to prevent here is having someone like Deke, Lot, or Roy get bombarded by Soldiers, kill off the Soldiers, encounter another taking its place, and finally have the Archers fire a volley at them freely. Hopefully with this plan, the Archers won't move and the only one at risk is Jerrot and Lugh. Treck moves towards the other Armory as Merlinus does for the Vendor. Allen and Lance Rescue-Drop Rutger next to Clarine. Final results of Turn 8: Debias has a shot at Deke but Deke doesn't have a sword equipped so no WTA for him. What does he say? Dude, you had two. Two really isn't that big of a deal. Debias hits Deke for 14 damage. Ow. Also, Debias has a crit chance with Deke, hence why I tried to lower Debias' accuracy the best I could. Steel Bow Archer misses his shot at Roy. Javelin Soldier misses Deke. Steel Bow Archer also misses Roy. I miscounted. There's two Javelin Soldiers. The Javelin Soldier hits Deke. If that other Javelin Soldier hit, Deke would have died. That's nice. Okay. Turn 9 and we're getting rid of these enemies. We have reinforcements of Allen, Lance, Rutger, and Clarine to help us clear these enemies out. Lot takes back his stuff from Roy and kills the Javelin Soldier. One ranged enemy down this turn. Apparently this Lot likes the Strength just fine. Lugh ends that other Javelin Soldier. Chad opens up the chest chamber. Shanna heads west. Jerrot hands Deke back his equipment and kills the east Archer. Deke misses one of his 85 hit attacks with an Iron Blade against the Archer. Roy steps a pace south. Clarine saves Deke and returns to her original spot. Noah takes and drops Deke east. Allen kills off the east Steel Lance Soldier. Lance gets hit by the Archer because he misses his first hit but he does succeed in killing the Archer, leaving one Steel Lance Soldier left. At the Vendor... While I would never buy Chest Keys unless I was in a ranked run and knew what I was getting, I'm thinking that cutting down on time can lead to less mess ups (especially after long periods of play), so a set may be helpful in this scenario. Between Heals and Mends, I purchase more Heals than Mends since Mends don't give that much more EXP than Heals, Heals are cheaper by the use, and Heals have more uses. Mend does have uses but I staffspam with Heals for the EXP. I'm going to buy a couple Fire and Thunder tomes, three Heals, a spare Mend, five Door Keys, and a set of Chest Keys. I killed off Cath so having a map where I need to bring two Thief units to get all treasures in a decent amount of time is out of the question now. I hope just a set is good for the rest of the game. At the west Armory... This game is still trying to sell me Slim Swords. I think it wants to tease me about the fact that Fir isn't recruited this chapter. Even a promoted Sue would be able to wield an Iron Sword so Slim Swords are just useless to me. The number of sword-users hasn't changed. This shop's trying to sell me Iron Blades but Iron Blades aren't that great when compared to the Steel Sword. For 380G more, I can have +1 Mt, -5 hit, +2 Wt. Yay? I'll buy three Iron Swords, two Steel Swords, and a Hand Axe. Turn 9 ending results Steel Lance Soldier fails to hit Lance. Lance hits back once. Lance is 8 EXP from leveling. One of his Javelins broke. Oh not this shit again. Nope. Nope. Sorry buddy but I think I've had it up to here with your reinforcements, especially after what happened when I entered your castle. I have to hold out for Chad to get to the chests, which is just one more turn. This is good for EXP spamming. Lance slaughters the Soldier. I'm still rather convinced the game is lying to me. That shouldn't read "Cavalier"; that should be "Myrmidon." Either I've been bad with getting Luck increases or the game expects me to have supports to completely cancel out Debias' 8 crit chance. Saul heals Deke with his Mend. Now the support bonuses I remember best are Fire, Anima, and Thunder. Fire for Attack and Crit, Anima for mixture of Attack and Defense, and Thunder for Defense, but I remember that Thunder does give Crit Avoid, which would be good for this scenario. Clarine and Rutger have Thunder and Dark, respectively. Dark's not really known for me because I just remember it wasn't that great. I can take a stab and say that Dark does contribute to Crit Avoid; which, if it does, Rutger would have enough Crit Avoid to null Debias' crit chance. Clarine heals Jerrot. That's a level for... Argh, Clarine! No! Okay. Whatever. Bring Rutger up there and no crit chance. Good. All I need to do is hand off the Armorslayer to him and it should be fine. Deke moves out of the way. Noah takes the Armorslayer off of Saul and moves in a spot where Rutger can take it and attack Debias at once. Compared to the Hammer, these are really good odds. Let's go. Both do their full attacks. That leaves Debias down to 3 HP. Allen can go up to attack Debias but his chances are low. I'm going to try Lugh. Please don't crit, please don't crit, please--- YES Your crit chance will not haunt me anymore! Alright, Lugh, whatever. Speed's good. OKAY. One more turn and we can get out of here. You tease me, game. Doing the last bit of healing. Saul withdraws a Heal even. Sure. HP. The only real thing you can use right now. Claim the throne, Roy! Yep. No reinforcements to boot, Roy. Except, you know, the ones that ambushed me in the castle. That was just dirty, game. REALLY DIRTY. That is what we came to do. No, Merlinus. Sit your ass down. I will not listen to more of your tactics because you have proven your incomptence, in my eyes. ... haaa. I guess that's fair. I guess Eliwood or Hector never told their children about the story of how they killed a fire dragon. That would have been a great bedtime story. Seriously. I was under the belief that Mark was the greatest tactician in Lycia. The best ending for Mark even said that Lycia and Bern would go to war for those awesome skills. But I guess Mark is about as existent as Lyn is in this game. A competent bow-user or Mage, like Lugh, makes real short work of their HP. The only real reason at this moment why they are formidable is because we don't have a reliable axe-user. Or even reliable axes. As this game has proven to me. Shit, Roy. A dragon probably eats wyverns for breakfast. Please don't wield that weapon, Roy. Armands curses the wielder to a warrior's death eventually. Give it off to someone you hate but is reliable to your team. Merlinus dropped the bomb. But of course, Roy. Fire Emblem is all about chances and statistics. Finally! Now we can save Lilina! We have broken into Castle Ostia in hopes to rescue Lilina. Finally, we can put this mission in the bag. After this upcoming chapter, can I stop saying if we rescue Lilina? I guess I'll find out! Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 9.51 26 9 9 10 9 6 6 Allen Cavalier 10.22 28 12 8 10 8 7 0 Lance Cavalier 9.21 27 7 9 13 5 6 1 Merlinus Transporter 1.01 15 0 3 3 10 3 0 Deke Mercenary 8.79 28 10 13 11 7 7 1 Lot Fighter 7.34 33 10 6 8 3 5 1 Shanna Peg Knight 10.04 21(+7) 9 10 17 13 6 7 Chad Thief 7.09 21 7 6 15 8 3 0 Lugh Mage 11.22 19 7 11 11 7 6 7 Clarine Troubadour 4.21 16 3 5 9 10 2 6 Rutger Myrmidon 8.39 26 9 14 13 5 5 1 Saul Priest 7.00 22 5 8 11 3 2 6 Sue Nomad 1.65 18 5 7 8 4 5 0 Reset: 2 Lost: 1 [spoiler=Death-Reset-Lost Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger *LOST* Chapter 6 Cath Combat - Chad
  10. @The Taninator: The Cath spoiler is fair game at this point but I see. That really is annoying. I'll take a look at the other spoiler after posting this chapter but I hope I got everyone! @Tequila: This was a little spoilery but not the biggest offense. Some questions of mine are answered. xD @PuffPuff: It's nice to get your view! It takes me a while to complete a chapter because of the detail but as long as people like it, I'm glad. If what momogeek says is true, though, I think I'll need to hold off on clicking on your link. I'll take a look at it after the LP is over though, I promise. @momogeek2141: Yeah, it's unfortunate I killed her off. If only I had known what Cath was doing! *Another two-parter with the chapter all written up. It's just needs to be formatted properly which should be within minutes. This one ends at the start of Turn 3. I think we finally enter Ostia now after three chapters of not entering Ostia. Lilina needs to be saved; however, there is a rebellion going on over in Ostia. Let's stop Ostia from imploding on itself! [spoiler=Chapter 7-1 - *Bern*s Wyverns are scary*] Now we can claim Lilina into our team since her dad's not coming back, right? These guys are getting really cocky now that Hector's gone. It's not a Fire Emblem game without some girl---oh forget it. Also apparently an insane map, as people have kindly hinted at. Have at you! Welcome to Ostia proper! From what people have been saying, I should prepare myself because this shit is real. First thing I see are all these red houses. Either that's a really good sign or a really bad sign. I did say earlier that red houses usually mean goodies--but I will not be surprised if these "goodies" turn out to be sirens for enemy reinforcements to end me. Here is the appearance of the first Arena in the game. Now in a normal game or a ranked game, I would abuse these like nobody's business because I would RNG-abuse and restart if it ended badly. For this blind playthrough, I'm thinking I'll just use the Arena if a character is close to leveling. I'll stick to my policy of only restarting if I game over or a character dies, so I will not be exploiting the "restart if the enemy is not ideal" trick. No overpowered units for me! The Arena is good to get some more money for the Vendor and Armories. Pressing the R button over the Vendor and Armories doesn't let me look into their inventories like in FE7. I'll have to visit them to see what's inside. The door on the left allows me quicker access to the castle with the throne for me to Seize. Two Armories means they have different inventories. With the inclusion of the Arena, it reminds me of Four-Fanged Offense. Probably won't have the good stuff for this early in the game. There is an entrance on the Armory side to enter the castle grounds. Why take that way? Two chests. I'll definitely have to bring Chad. Without another Thief to split duties, Chad will have a lot of use in this map. This is also assuming the Vendor doesn't sell Door Keys. As for the enemies: Lots of variety here. Sniping Archers, enduring Soldiers, defensive Knights, speedy Mercenaries, mobiles Cavaliers, and ranged Mages. Yep. I can see why this map can get crazy fast. But now we have two new inclusions: Wyvern Riders, my top favorite class. I absolutely love these guys because they are a force to reckon with--but it's bad since they're an enemy unit class first. It's going to be very easy for me to get messed up because of their high HP, great Strength and Defense, and their decent Speed and Skill. Thankfully they have x3 bow weakness and hitting their Resistance is a good alternative. There are two Priests on this map and they have--Physics?! Their Magic is low and the range on the Physics has been changed to just Mag rather than Mag/2 but really?! They're kind of in the back too so if I don't take out units in one go, they will be healing and making my life crappier. Further reminding me of Four-Fanged Offense is that this Wyvern Rider is holding a Red Gem. There are some units holding Vulneraries for extra stealing EXP. Chad will need to keep a item slot open to steal that Red Gem. They both hold Steel Lances only so they will be constantly weighed down for 3 less AS. The boss, Debias, is another Knight. A pretty high-leveled one so even my level 9s will get some good EXP off of him. This guy will get wrecked so hard by Lugh. Just gotta be very cautious about Debias hitting him with that Spear that has 10 more hit than the Javelin. I was interchanging between Marcus and Lot. Marcus has more range and maybe I would need more manpower but Lot has access to the Hammer against the Knights. If I restart and feel like I need what Marcus brings to the table, I'll take Lot out and switch Marcus in. Sue's kind of hard choice to pick. Her Con is lower than Dorothy's. The Steel Bow takes out 4 AS, dropping her down to 4 Speed. Even if she isn't weighed down, she still won't be able to double the Wyvern Riders. She has a lot of range for this big map so I'll give her a shot. She will be able to double the Steel Bow Archers as long as she's holding the Iron Bow. Shanna should be able to hop over the walls in case the Mage and Wyvern Riders don't move. Will be risky since Shanna barely has gotten HP and her defenses haven't proc'ed once. However... Shanna has been doing really well in the offensive department--her Strength especially. It's the same as Lot's and Marcus'. I would use Shanna more if she had more reliable defenses. Unlike Allen and Lance, she can do solo missions easily due to flight utility. As much as I like Wyvern Riders and Milady is probably going to be recruitable eventually, I think I need Shanna's contribution more right now. Seems like there is no Use option in FE6 so I'm having to wait until the map starts. At least I'll have a save from before I used it... though I am forbidding myself to restart unless absolutely necessary. These are the positions I picked. Clarine will head for the bottom-left house. Sue can go to the east house as there's an Archer over there she can battle. Top-left Knight has a Javelin so I'll have someone fight him from a distance. Left Cavalier is Allen; right Cavalier is Lance. Thus we start the chapter! Begin insane chapter. Debias left the throne for Legance to sit on it. It's funny for me to imagine. Okay, is it me or does Legance's right eye just look completely white? Like there is no iris there. I'm pretty sure there is one but it must be so close to the actual border of his eye that it just looks completely white. Thus why we don't see Pegasus Knights on this map. I guess. The only real Ilian mercenaries we got were the Pegasus Knight sisters, and Farina was crazy for some gold. Is Narcian going to try to have his way Lilina? Not on my watch! This guy really wants those Ilian mercenaries. How many mercenaries did Hector have? If they are few, why bother? If they are many, are they even that good? I don't know, man. Just have Bern supply you with more units and you should be good than having to waste time and effort to get some Ilian mercenaries. There's like only two. ...Unless you mean reinforcements of Wyvern Riders. I hope that isn't the case. Good. I didn't want to fight a General. We have arrived to saaaaave the day. I would be scared too since Bern has Wyvern Riders, pretty much exclusive to them. Oh good! More Pegasus Knights means Triangle Attack. I accept this. Roy has a point. Aw. That's kind of them. I am only a little army with little-to-no chance against Bern. Any help is appreciated. Not bad news right now. This is apparently an intense chapter! Oh. Oh. That is seriously bad news. Now I can see what you guys mean! Yeah! Let's do that! OH FUCK OFF, MERLINUS. Let me ask you, old man. Would you rather us ask for help and resolve this issue and possibly get our prides wounded? Or would you rather keep our pride but be DEAD and have dragons rule the continent for eternity to come? YOU'D BEST SHUT YOUR MOUTH BEFORE I OFF YOU. Good. See, Roy and I are on the same page. I understand that "pride" and "taking us seriously" make sense after the conflict is over. But that's the thing, Merlinus. We aren't guaranteed victory at this point. Your words would make more sense if we assessed the situation and said we can handle it ourselves. But recall Bern has DRAGONS. DRAGONS. They downed Hector and you say, "NOOOOO. OUR PRIDE!" Dragons don't care about pride. They'll just end us and you would be the cause of why we perished. I hope you remember this the next time you open your mouth, Merlinus. Good. Glad we finally get some damn cooperation from the old man. Battle start! Clarine enters the bottom-left house. Apparently it was very appropriate for Clarine to enter this house but also not very reassuring because this means Fog of War is coming soon. We get ourselves a Torch staff. Rutger goes to Clarine's side. Next is Sue to enter the abode on the right. The woman here helped a dying man on the street. And you're willing to give us this sword? How generous of you. Wow, game, wow. That's a little mean-spirited towards the man that was DYING, but sure. I'll take it. Lot tosses two successful Hand Axes at the Knight. The forest trees cover Lot from being hit. Allen has the Knight kneel in defeat. Deke equips the Armorslayer and sinks into the forest. Lance also enters the forest and holds his Iron Lance close to him. I think Chad's first priority is to open the gate to the castle. Chad sprints in a northwestern direction. Everyone else moves northward. Shanna can fly over buildings if I need her to. Merlinus is following the rest of the army. I hope the opening that I came from will not have enemy reinforcements. Knight fails to strike Lance. Lance spears him twice. He's 4 EXP from leveling. Mercenary lands a blow on Allen while Allen misses a 80 hit attack. These two men exit from a house. These must be the Ilian mercenaries, ya? Sounds like a plan! Oh, Noah. I've heard about him--slightly. Another Cavalier, if I recall correctly. Yeah, yeah, sorry, Noah, but we're a bit full here on cavalry. Maybe if you joined earlier. Oh you must be joking. Really? I have to beat him in the Arena. Son of a... What a player Noah is. He says join later. Maybe I just have to wait for Noah to come out. Yeah. I guess I can wait on the Arena. Their descriptions say they are Ilian mercenaries. I'm guessing I have Roy talk to them to recruit. Ally units mean they will be stealing my EXP or end up killing themselves. Better get to them soon then. Jerrot's looking pretty good for a level 1 prepromote Paladin. They're slightly better bases than Marcus. Having another Paladin at level 1 is sketchy. Either the game expects that Marcus died and the player could have another Paladin or either Marcus or Jerrot have better growths over the other. Still, a Paladin addition isn't bad. Treck, though, is not looking good. Level 4 Cavalier when I have Allen and Lance higher-leveled than him. I guess again that Treck and Noah are there if Allen and/or Lance were killed; however, Treck doesn't seem that special besides that higher Def. My guess is is that he's a Lowen, which I wasn't that fond of. This game is saturating me with Cavaliers and Paladins. I wonder why. Turn 2 All these enemies moved in on me. Wyvern Riders especially are looking the most threatening. I'll need to make sure I can survive this turn--- AGH CRAP. I knew I forgot something. I forgot to have Shanna use the Angelic Robe! Guess I'll have to wait for the wave to lighten up if she has to do an action this turn. Sue's moving up to encounter the Archer. I make sure to have her equip the Iron Bow. Lot visits the nearby house southwest of the Arena. This guy is holding a Longbow and hands it to me for free. Allen has another attempt at the Mercenary. They trade blows. Lugh goes into the forest, forces Allen to switch to the Javelin, and quickly ends the Mercenary. Rutger and Clarine move north together. Shanna with her Javelin and Chad can kill the Mercenary if they both use all their attacks. Shanna hits. Chad slays the Mercenary though took an injury in the process. Deke whips out the Armorslayer and kills the Knight in one go. Roy uses all his movement closer to the Ilian mercenaries. No matter what, the Javelin Soldier will attack someone who can't counter. I have Lance go for the Soldier with his Iron Lance. Lance hits twice without damage. Level up for Lance! Further proof that he should be reborn as a Myrmidon. Saul heals Chad from a safe spot. Turn 2 ending results (Sue off-screen) Soldier annoys me by moving onto the house and healing, now benefiting from the 10 avoid bonus. Wyvern Rider seeks after Allen and misses a 14 damage attack. Allen counters. Knight misses Allen. Allen parries with a crit-killing throw. Javelin Soldier hits Lance. I should have had him on Javelin. This was the Soldier that I had Shanna equip the Javelin for. Archer goes for ally Treck. He hits. Steel Bow Archer lodges a bolt into Sue. Sue returns fire with two arrows. Archer moves in on Lugh. He manages to hit with a 47 hit. Lugh does major damage to his health. Javelin Cavalier misses Chad. Javelin Cavalier hits Lot. Lot hits back. He's 12 away from a level. Ally Treck has enough Atk to kill an Archer he can double but he misses once. Ally Jerrot kills an Archer closer to Roy, making my job easier. At the Arena, we interrupt this program to give you... Oh! Noah and Fir! Yes, I know Fir. Karla and Bartre's daughter. Another Myrmidon. I didn't think I would get her this chapter. Kind of cute, I suppose, since Karla is recruited after she comes out from the Arena. Noah, we don't even get that option. We have to choose based on the price. Don't tease me like that. Explaining how the Arena works to me, but they fail to account for rigging the Arena with RNs and my tricks! Stay! We need you! I will conscript you if you try to leave! Fir, unless miners are also fighters, I don't think you'll be fighting miners. Miners can be, you know, citizens that just do manual labor. Is that true? I know the Arena in that one shopping chapter wasn't the first time they met but if you say they met at the Western Isles, I'll take your word on it. The reason Fir is also going to the Western Isles is because Karla traveled around the world at Fir's age to train. It's a good thing Karla was her mother and Bartre her father. If she was the spawn of Karel and some woman, I don't think Noah could say this. What a flirt! I wasn't able to catch up to conscript her but Fir leaves to the south and Noah comes out from the Arena. Thus we start Turn 3 with this arrangement: If I want Noah and Treck to come with me, I think I need to have Roy talk to Jerrot. Roy can talk to Noah but I figure Jerrot's the Ilian mercenary leader and all. It makes more sense to try him first. This is Noah. A little speedier than Treck and at the same Defense as Lance. At this point, I have no use for Noah, though I do kind of like the guy as a character. It helps that he has Anima affinity. Let's have Roy talk to Jerrot. Bonus points that Roy gets benefits from the forest. Recruitment theme. I like where this is going. I know, right? Most Fire Emblem protagonists before FE6 were teenagers. We lost a good unit that day. Thank you... though I'll be restarting any time a unit falls. Not sure how helpful you guys will be in the long run. Ah. Only Jerrot is recruited. But I was right. Jerrot can also talk to Noah or Treck to--hopefully--recruit them to my side too. What I'm thinking then is that if I can get rid of the enemies on the west side, Noah's AI should come to the east to help fight the other enemies, bringing him closer to Roy/Jerrot/Treck. I'll go for that. There's a Cavalier that has a Javelin past the three west enemies. His range ends right where a unit of mine can directly attack the Cavalier north of Lot. Lugh roasts him a Wyvern Rider and feasts on some cooked wyvern wings. Lot is able to hit the Cavalier with his boomerang axe. 2 EXP from leveling up. So close! Allen misses! He gets punished for messing up. Dang it. I think ally phase comes after enemy so I wish the Cavalier can kill himself or Noah won't move too far away. Rutger slaughters the Archer. He gets so much EXP that he's 6 EXP from leveling. Clarine waves her hands at the Cavalier in hopes to draw him in. She's in the forest so she's safe from death. More talks!
  11. [spoiler=Chapter 6-2 - *The First Lost*] I'll provide the name for you, Roy. She's Cath. Roy's accidentally hurting her arm while he's grabbing it. Being a cheeky little thief, that's what. It's both a good plan and a bad plan, because now you're marked as my enemy. I could kill you BECAUSE you're on the battlefield too, you know. But if we left, there wouldn't be a battlefield, and then there wouldn't be an opportunity for Cath to steal. The castle would have gone back to high security. I'm probably misinterpreting this. No, but you're recruitable! I'm sure of it! She didn't join. Hm. Repeatedly talk to her? I can do that... except now she's blocking the path to the Soldier and Roy ended his turn. I could end her right now just for doing that but I won't. I'll have Roy try again. Lance and the Soldier have another dodge party. Allen takes up his Iron Lance and finishes off the Knight while incuring injuries. Saul has Allen switch to the Javelin and heals him. Merlinus moves away from any combat. Lot softens up the Knight while getting a weapon rank increase. Lugh eats the Knight. Now the Shaman lacks bodyguards. Rutger runs east. Shanna rescues Rutger and moves one space east. Clarine takes and drops Rutger north. Unfortunately, Dorothy will take the Mage kill going east but I'm prioritizing less enemies than EXP distribution. Lugh dodges the Soldier and burns him with two fireballs. Javelin Soldier misses Chad. Mage gets in a last hit before dying from Dorothy. Mage goes for Saul. It's actually not that bad of an idea since he has a crit chance at Saul and would do 16 damage out of Saul's 20 HP. Dang it. Cath's running away. I hope that doesn't mean she's running from the field entirely! I have Chad wait on the northeast chest. Perhaps Cath will be drawn in by the smell of chests nearby. Lance finishes off the Soldier. Roy places himself just above the door so the smell of chests wafts on over to Cath. Come on, girl... Lugh has a ranged fight with the Archer. He suffers from a bow wound but Lugh is able to take him down. Allen brandishes his Iron Sword gets rid of the Mage but not before getting struck by lightning. 14 EXP from leveling up! Shanna has herself a fun time slaughtering the Soldier with no damage. Lot kills the Soldier from the south in case he is needed for the Knight. Clarine has just enough Def to survive the Knight attack. She heals Lugh. One more heal or two more dodges and she levels up. Rutger hugs Clarine's side. Saul heals Merlinus. Dorothy moves a little to the northwest. Turn 8 ending results Knight goes for Clarine and misses. Aha! I have you now! Huh? No Talk command again? Hm. Maybe I should try waiting by her? That didn't do it. ... This is tricky. How do I recruit her? This seemed so simple. The game deceived me. Well, she's going for chests...Maybe I have to have her take one? After all, if a Thief takes a chest, the item can still be retrieved by killing them or stealing it back if it's just an item. Maybe Roy's supposed to catch her in the act? Let's try that and if that doesn't work, I may have to kill her if it's a good item. I still have Chad so probably won't be that big of a loss if I have to kill Cath. Lance moves up so he can get some healing. This Knight would be good EXP for Rutger. I give him that kill. Saul heals Allen. Shanna plants herself right in front Wagner. Four hits from her Slim is the exact damage to kill him but she has 53 hit chances to do so. Clarine heals Dorothy and she gets... Magic and Luck. Okay. At least she got Magic. I mess up and end the turn without meaning to. I SHALL END YOU WITH EXTREME PREJUDICE. His magic hits Shanna and she's only able to sink one of her lance attacks into him. You can do it, Shanna! She keeps going back and forth between running and coming. Am I not supposed to step in her way? Fine. At least I know she won't leave the field. I have Roy stay and I'll not step in her way again. Last turn's positions before I fumbled. Lance runs up and Clarine heals him. Rutger still is very protective of Clarine. Saul is running into the boss room. Allen rescues Saul and heads further in. Lot takes and drops Saul so he's in range of healing Shanna next turn if need be. New positions: Wagner misses Shanna this time. Shanna misses one of her attacks. She levels up from chip EXP. Oh no, Shanna! Cath? Where are you going? Roy's going north. Come back and let me recruit you, Cath! Saul heals Shanna. Shanna is land her two hits. Saul gets Rescue-Dropped away. I think Rutger can get this kill. He moves in on Wagner. I Rescue-Drop Shanna too. Really. Where is she going? I don't really want to risk her opening a room with enemies, so I think I'll cover the doors from her. Rutger kills Wagner. Wagner wanted to have a flawless victory. I care not. Rutger will give no future cares to his enemies. This did not stop the map music. No close to victory theme... this is unsettling. I hope it's only because of Cath and not more enemies. Saul heals Rutger. Clarine says hi to Rutger on the throne. I've barred her from all the doors. She can't get in-- Wait. Is she heading north because of the stairs? Can't let you do that, Cath. After Lugh moves in place, only way for her to enter anywhere is in Chad's place. Now what you gonna do, Cath? She really is trying to leave! nope.jpg Well. I guess I have to do something about Cath. She's NOT interested in treasure anymore, it seems. I really don't know how to get her. I guess I'll plunder the chests until I can figure something out. You! You're really almost not worth this! Allen, Lance, Lugh, and Shanna should easily take on these guys. I will recruit you somehow! Lugh takes out Knight. 11 EXP from leveling. Lance with Iron Sword ends Soldier. 14 EXP from leveling. Allen incurs damage but is able to kill the other Soldier. Never stop being awesome, Allen. Shanna slays a Mage. I am this close. Actually you know what? Let's try it out in a way where I get all the chests. That's mine now! The next turn... Oh great. Now she won't move. ... ... ... ... it's worth it I'll deal with the consequences this is so worth it now No, no, shuuuuuu, baby. It'll all be over soon. Oh god, Saul. Please stay on my team forever. Roy cannot handle this scene. It's okay, Roy. I understand. It'll be over soon. Rescue-ferry Roy away from the bloodshed that will happen. Skipped over the top-chest but it's a Short Bow. Cath moved so I can spare her life. But I think I'll have her use her Vulnerary so Lugh can get chip EXP. How appropriate. From a Thief he gets Skill and Speed. Cath, I've almost had it up to here with you blocking my way. You'd best move next turn. Or you best move now. Next turn... Cath. I swear. If you don't move in the next turn, I will kill you. Next turn... ... ... Okay. I thought I could spare your life but if you insist. ... Roy and company, we will not speak more on this matter. ... Let's go loot some chests. These two can support. Master Tactician =/= Master Matchmaker. Nope. I had no involvement in this. Go ahead. Well that's rather kind of you to say, Clarine. ... Intelligent Systems, ladies and gents. Laying it on thicker this time! Rutger inserted "nope.jpg." Aha. Ha. Ha. She wants to be called Lady Clarine and she says he's a tramp. Oh you, Intelligent Systems. Please tell me you're not as hard to recruit. Kind of wish I knew this was here. Clarine or Saul could get extra EXP using this but oh well. For another time. Good. These two can support. Anima/Fire is good. Liar. E rank in swords is always bad. Great proposal. Lance can start learning from Shanna for Strength and Allen Lugh for his Speed. I think yours is the worst level out of the two, Lance. Recruitment theme! Yes! It's not a Fire Emblem game without some girl being trapped or captured somewhere. No, that would have been Cath. Chad just murdered a girl after all. This is how Roy acknowledges Cath's existence. I'm glad he's not speaking more on this. Certainly. You can take Wolt and Dorothy's stuff. Welcome to the team! Doesn't start out as a level 7 Nomad but hey I appreciate the horse and the Speed. Your Con could do with a little work, though. I guess I can use you for the time being. I would guess there would be reinforcements here or something? Or just a door to waste my time? Like it did? Also another place to waste my time? LIKE IT DID. But now we have lots of money. Let's get out of here. Yeah. Rath's daughter. Is he now? Maybe I will get him as a recruitable character Not like Cath Bern and Laus are the worst places. Well that sucks. Oh, so Lord Orun is dead. Man, the Ostian bloodline really is dying left and right. Sue will be joining us because she wants to fight Bern and have vengeance for Lord Orun. Though Sacae and Bern are opposite directions of each other. This game would be x10 more awesome with Matthew. Well crap. "She" being Lilina. Well that's REALLY not good. As far as I know, all her family is dying. Poor girl needs some comfort. Let's go save her! Hopefully that means she's recruitable next chapter! Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 8.66 25 8 9 10 8 5 5 Allen Cavalier 9.10 27 12 8 10 8 7 0 Lance Cavalier 7.86 25 7 8 11 4 6 1 Merlinus Transporter 1.01 15 0 3 3 10 3 0 Deke Mercenary 7.53 27 10 12 11 6 7 1 Lot Fighter 6.68 32 9 6 8 2 4 1 Shanna Peg Knight 9.24 20 9 10 17 12 6 6 Chad Thief 6.39 20 7 6 15 8 3 0 Lugh Mage 9.07 19 6 10 10 6 6 7 Clarine Troubadour 3.43 16 3 5 9 10 2 5 Rutger Myrmidon 7.54 25 8 13 13 4 5 1 Saul Priest 6.11 21 5 7 11 2 2 6 Sue Nomad 1.00 18 5 7 8 4 5 0 From Thria, we must press onward--now to save Lilina! A new section is being added to the Death-Reset table labeled "Lost." These are the characters that I failed to nab. Similar in format to the Death-Reset. Reset: 2 Lost: 1 [spoiler=Death-Reset-Lost Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger *LOST* Chapter 6 Cath Combat - Chad
  12. My response is in the open so everyone can see. [spoiler=The Taninator] I would prefer no spoilers pretty much overall, but "spoilers" can be restrictive as "don't tell me one single thing about this game or even hint at anything." I'll just say try to limit yourselves on saying things like character growths, recruitment time and method, story, secret shops, and item locations. It's fair game to tell me information pertaining to things I missed in posted chapters or stuff specific to HM. After this playthrough, I'll probably go through SF's FE6 page so no need to restrict people on that front. Things like "that character is bad/decent/good" or "that map has a ton of reinforcements," I think, is pretty vague enough for me. It's more hinting than outright telling me anything. If this makes any sense? tl;dr: "Limit yourselves on anything too specific but hinting is okay. Missing content in posted chapters and HM information is fair too." [spoiler=momogeek2141] It's good to know it's working. Haha. *This had to be split into two parts. A good chunk of this one is pre-Battle Prep and Battle Prep. It ends around the start of Turn 7. I have the rest of the chapter formatted so second post is coming in real quick. I would think now that we are actually getting to Ostia. Do we? [spoiler=Chapter 6-1 - *Permanent Two Deployment Slot Use?*] I didn't even see Dorothy in the last cutscene but okay, game, if you say I got her. Hold the phone! Hector has a half-bro?! Was this guy ever mentioned in FE7? I know Uther but Orun seems completely new to me. Not going to be a safe place, of course. Orun's a bad dude? Hector's dead. Uther's dead. If Orun's a bad bro, means I gotta put him down, meaning he's also going to be dead. Man, we're just killing Ostia's bloodline left and right, aren't we?-- Wait, not Lilina too! ...huh? Wait. What. Did we just skip the chapter title screen? These multiple screenshots are me being bewildered as it's doing this scrolling overview without a chapter title screen. Oh. Okay. That was weird. Hang on a second. Let me get the chapter title. There you go. I think "Ensnared" sounds about right. I'm honestly confused. Legitimately confused. I feel trapped not knowing what the heck was that. Let's get back to this screen. Looks like we finally have a Battle Prep screen. Awesome. That little Battleground map is a nice touch. I like it. It kind of reminds me of Valkyria Chronicles. Also, red's one of my favorite colors. Background gets bonus points. That "PRESS START" amuses me for some reason. I can't put my finger on it. Anyways, so I get 10 units. Hey. Merlinus is among the roster. ... Merlinus... takes up... a unit slot. The packmule, my convoy, a unit that can't attack... needs... to be deployed. ... To be able to send items to my convoy if I get full because I unlock chests, pick up dropped items, or steal, I need to deploy Merlinus as one of my deployment slots. Even though I don't know how to level him up. ... Okay. Fine. I'll play ball, game. It's not like Intelligent Systems hasn't had a history of differing gameplay mechanics in Fire Emblem. I think I just need to accept that this Merlinus deployment thing is a... FE6 differing gameplay mechanic. Yeah. Sure. If I accept it like that, it might not be so bad. Only thing is is that this Merlinus deployment thing would certainly be more bearable if I wasn't doing this game blind-ish. Because I don't know if this map for example has chests for me to plunder. Okay. Sure. Before I select units, let me check the map. Okay. Finally get an indoor map. But-- Oh. Ohh. Ohhhh. It's going to be one of those maps, huh? Maps where I don't get to see what's in all the buildings until I unlock them. Making those Door Keys I bought last map useful. Also meaning I can't determine if I should bring Merlinus or not because I can't tell if there are chests in those buildings. As much as it sounds like I'm griping, I'll try to be positive and receptive to the idea. I'm new to FE6. Let me play the game and judge it and I'll see if Merlinus is/was a dumb mechanic or not. It is Normal Mode, after all. It's not like FE7's HHM The Berserker chapter when it comes to deployment slots. Because that was dumb. Very dumb. So the layout of this map is about unlocking doors it seems. Getting to the actual throne is a pretty short distance away but, hey, I don't know the real gimmick of this map. Last map's castle was a short distance away but I had to split up if I wanted to get to the castle and the village in a decent amount of time. Seems to be the same case this time. While Soldiers would mean feeding ground for the likes of Lot and Shanna, we've also got Mercenaries, Mages, and Knights. Mercenaries should probably be countered by Lance, Allen, and Shanna. Soldiers should be no problem. A couple or so of these Mages are holding Thunder tomes. Lance, who has 0 Res and low Luck together, might get himself killed by a crit if unlucky. Shanna and, surprisingly, Roy will be enough for those guys. Lugh, Lot with a Hammer, and a sword-wielder with the Armorslayer are my only means to get rid of the Knights efficiently. This is the boss, Wagner. Apparently it's not Orun that's the bad guy but this one. A Shaman with Flux. I have bad memories of Shamans. FE7's pirate ship chapter being a reason why. That boss had a Luna tome. I hate Luna. FE7's HHM Cog of Destiny is another good reason to hate Shamans/Druids. They have Luna. Despite what I'm saying above, I have a gleeful smile on my face that says, "I will take such relish murdering this man." Nothing really personal, Wagner, but I hate GBA enemy Shamans/Druids. Now I can trade items, put away/take out stuff from the convoy, and pick my team. I notice this function in the Trade option. I can buy basic weapons and items like a Heal staff here--but at, what it seems to be, x1.5 of the original price (basing off of the original 600G Heal going to 900G). I remember there was a Sell option in FE7 but not an Armory option. I don't have good vibes coming from an inclusion of an Armory option. It makes me think there are limited shops throughout the game. For now, I don't need to purchase anything but thought I would point it out. I've done a little bit of depositing into the convoy, little bit of switching inventories around, all the while Lugh took up another Fire tome. Now to pick units. I'm thinking these people will be good. Allen, Lance, and Shanna can serve as Rescue-Drop or Rescue-ferry units and Rutger's kind of there just to get some EXP if he can while also maybe supporting with Clarine. Which is another thing I'm missing: the Oracle, or whatever the option was called. Not so much on the fortune of the map to know what to do but the Support Log. I can assume that the Support Log would be unlocked upon completing the game but I'm doing this completely fresh. I can only take a stab at who supports with who. Guess I'll have to do without it. Going back to the map, I thought at first you couldn't change the position of units. There are none of those blue tiles like in the newer games. But you apparently can if you press A over a unit. I find it interesting how many changes there were between FE6 and FE7, including things as simple as the blue tiles to indicate units can be switched around. It does show its age in that regard but it's not particularly a bad thing. I think how FE7 and beyond did include the blue tiles shows that Intelligent Systems does learn from time to time what can make the next game better gameplay-wise. Heck, wasn't it FE6 that finally included the directional arrow so you can actually pick a path unlike the FE1 and FE4 "here's your range of movement now pick a square and we'll automatically make a path"? Just my thoughts on the subject. Here's what I've decided for positions. Allen will take the left path and Lance will the storm the hall on the right. Chad's starting on the right for doors and chests, if there are any. For Door Key distribution, Chad's got two, Allen one, and Merlinus may need to follow Allen so he can withdraw the other. Shanna, Rutger, Lugh, and Lot will accompany Roy through the middle path to clear out the Mages, Soldiers, and Knights. I'm hoping that Clarine can stick with this group too. I've already supplied Allen and Lance with three Vulneraries for the nearly solo missions they have to take. Let's start! ...er. I thought you could start from here. I guess not? Pressing Start just makes the mini-map pop up. Pressing Start here doesn't do it either. Huh. The conveniences you had in the later games. Who would have thought it? Now let's go! Um. Uh. Huh. So they placed the chapter title screen AFTER the battle prep. That seems so out of place even in a gameplay/narrative sense. Oh well. I'll just have to deal with it. Hello there--wait. Judging from your monologue, you're a thief? Female thieves in a GBAFE game. Don't that beat all? I know, right? I was able to glimpse at the security before you did. Ooooh. Foreeeesight. You and any of your ilk in the later maps will perish in due time. Hopefully Lord Orun isn't dead. Badly beaten, maybe, but not dead. Silver Wolf's granddaughter. ... Rath! Rath's daughter! That guy was awesome! I want to see his daughter! ... wait. "Offer"? You don't mean... selling Rath's daughter and Guinivere? Why would Bern/Zephiel buy Guinivere? She's his sister. I'm confused? If Zephiel still cares about his sister, he should be slaughtering you, not buying her. Don't get any smart ideas, you. guys do you detect the irony the irony is immense Roy smells something's up with Wagner. Merlinus, being the extra cautious man for a few chapters, did not detect Wagner's deception. Haaaa. Welp, that's my cue to say, "KILL THEM ALL." Hi. Roy asks who this girl is. But if we don't know your name, then you're not important; and, if you're not important, then you may not be a recruitable character. Other than the fact that you have a unique sprite. That's how important you are right now. This girl tells us about the plan to ambush us. So what about Lord Orun? Dang it. Ostia's bloodline really might be wiped out. That's no good. Or something. I think. So he falls for Wagner's trap and easily bought the whole "Lord Orun is sick" schtick. But this girl he's like, "We can't trust her!" Merlinus, please. I like this response. It doesn't matter to her what happens to my army but she did care enough that she did warn us. How thoughtful of her. Sounds like a plan. Glad you think on your toes, Roy. I will activate your trap. Out of my way, Shaman. Go, Roy! Corner him to submission! Such hospitality! Let's rock! But we have new people. Let's get a proprer statistical introduction. Saul, a Priest. Thought he was a Monk but to my disappointment he cannot wield Light magic. If I want to be fair to Saul, he does start with better bases than Elen or Clarine, but it's not fair to compare him with Clarine since she starts off a lower level and a significantly different class. No, I'm comparing him to Elen. They're pretty much the same occupation. He starts with a better Magic:Level ratio and I could've waited till this chapter to have myself a Light user without the hassle of healing constantly. Elen does have her uses before Clarine and Saul; however, in Normal Mode, I think she's getting outclassed by Saul definitely. He comes with a Mend staff. That's nice. Dorothy. Dorothy... Level 3 Archer. What to say about her? I feel like as though she would be a faster unit than Wolt but her bases are similar in nature to Wolt's in the sense that she looks pretty average. Nothing really stands out except that she's not a Rebecca that starts with, what, 3 Strength? I'd rather just wait to see if there's a prepromote Sniper or get myself a Nomad. Fire affinity's cool but Rebecca's Fire too and not even I want anyone to support with Rebecca because Rebecca's a pain to train. Yeah, not likely to use Dorothy ever. For the first turn, Merlinus starts to head into the west hall. Allen charges on ahead and equips the Iron Lance. Two rounds with the Mercenary will knock him down. Lance barges into the east hall with Iron Lance a-twirlin'. Chad just enters the east complex, out of range of the Mercenary. If I wanted to, a few enemies on this map have Vulneraries to do some steal EXP but I'm not going to prioritize that. I have Shanna and Lugh get in range of the Mages. Lugh will pit himself at the Thunder Mage and Shanna shall enter combat with the Fire Mage. Roy hides behind Shanna. Rutger stands out behind Lugh. Clarine says hi to Rutger. Dorothy could snipe behind Clarine. Saul goes to Dorothy's west. And Lot here will move to protect Saul. We get a look inside a prison cell to see... A Sacaen nomad girl. Rath's daughter? Quite possibly. "All that noise" would make sense for Rath's daughter. Sitting at the dinner table with Rath probably isn't the liveliest of times. Well, I guess one of my objectives is to save this girl. Let's do that. I think she was in the top-left room. Pretty much everyone is moving, even the Knights. Allen slips into combat mode. After the Mercenary hits, Allen misses his target. Argh! Mercenary hits Lance but Lance spears him good. 5 EXP from leveling up. Mage confronts Shanna with his pitiful 1 damage. He lands a fireball. The sad thing is is that these Mages aren't that fast because Shanna with a Javelin can double this guy to death. Thunder Mage misses Lugh. Lugh roasts him twice. Turn 2 The three Soldiers in the narrow hallways have Javelins. Looks like Lance and Allen will have to switch to them. The Soldiers are still so shit that Allen with a Javelin can double them. Allen, with his 6 AS. Allen throws a Javelin at the Mercenary and hits. Lance does the same but misses. The northmost Soldier in the middle path has a Javelin. I will see if I can get rid of him with little damage. Lugh goes for the direct Mage kill in a spot none of the side Javelin Soldiers can get him. I risk the chance that Dorothy gets kill EXP from the west Javelin Soldier so she can soften up the Soldier in front of Lugh. Shanna kills the east Iron Lance Soldier but with damage--but hey! She levels up! I may just need to invest the Angelic Robe on her. That Strength and Speed! It's beautiful! Roy dodges the west Iron Lance Soldier and slaughters him. Lot hits once, parries the Javelin Soldier, and cleaves through the helmet to kill him. Level up! Noooooo Lot Rutger goes in slashing the air with his Armorslayer towards the Iron Lance Knight. His sword bites into the Knight. He manages to dodge a 70 hit 11 damage attack and finishes off the Knight. And for some reason he turns into an arrow for a crit-kill. From his experience, he gains... The poorer side of Myrmidon increases. Saul and Clarine move ahead enough that they progress but without being in range of the Javelin Soldiers. Was risking Rutger to get attacked by a Steel Lance Knight and a Javelin Soldier worth the reword of killing a Iron Lance Knight and a crappy-ish level up? I shall see. Knight goes for Roy. Uh oh--but Roy steps out of the way. Roy somehow misses a 94 hit so he can only do 1 damage in total. Steel Lance Soldier spears Allen. Allen's not taking that without having the Soldier lie down in a pool of his own blood. Mercenary lands a hit on Allen. Allen misses again. The Javelin weighs him down enough for the Mercenary to double him. Mercenary lands a swing on Lance. Lance hits back. Level up for Lance. More Strength! Also, he crawls out of the "0 Res" zone into the light of 1 Res. Javelin Soldier hurts Roy. Allen's getting weaker thanks to a 44 hit Javelin throw. Unluckily, Allen misses the Soldier once so he doesn't die. Argh! Allen! Stop missing! Also, that is a weapon level increase. A 39 hit Javelin throw hits Lance. I swear... Somehow my 70s aren't hitting. Lance hits once. The other Javelin Soldier misses Lance, but, again, Lance misses one of his throws so he only damages once. Ffs. 70s missing. The disappointing results in Turn 3. Allen heals himself while Lance has to back up a space and heal so Chad won't be in danger. There's a Mage up above that has a range that ends at just the tile to the left of Rutger. I'll be careful not to draw his attention unnecessarily. From the Soldier's east, Roy whittles down his foe so Rutger can take this kill. Lot hacks his axe into the Knight with no difficulties. Lugh melts the Knight. Clarine heals Shanna from the north. Saul takes the more brittle of the Heal staves off of Clarine so he can heal Lot. Shanna goes on ahead to distract the Mages. Turn 3 ending results. Merlinus and Chad off-screen. Mercenary has another whack at Allen. But you know what? Allen crit-kills him. 14 EXP from a level up, as well. Mercenary slices into Lance. Lance follows in Allen's steps though with no flash or bang. Another 44 hit sinks into Allen's side. Allen finishes the job. Allen completes his training for this level. Never stop being majestic, Allen. A Javelin Soldier and Lance have a dodging party. The other Javelin Soldier cackles as he hits Lance but ceases to be pretty shortly after. Apparently the north Mages don't come down. But I notice something. Up north are two-tile wide stairs. Stairs are never a good sign because reinforcements. I didn't get Shanna in range of the Knights but I'm hoping they don't move. Can Lance kill that pesky Soldier this time? He can. It took all his EXP to level up that shoddy Luck. Chad and Merlinus can finally infiltrate the complex. I'm uneasy that there are enemies in the buildings so I'm going to have Allen heal in front of a door. Shanna hits the Mage once and manages to dodge a bolt of lightning. Lugh moves up behind Shanna since he can draw out Mages too. I have Roy in range of the southern Mage just so this map might get done quicker. Do these Mages still not move despite being attacked? Saul heals Roy. Lot equips his Hand Axe next to Roy. Dorothy moves a space east so Rutger can take her place. Clarine heals Rutger. Apparently the Mage still won't move even when attacked. That's his loss. His lightning hits Shanna but she kills him. The Mage further back moves. Shanna and the Mage have a dodging party. The other Mage comes down and tosses a bolt at Shanna. She has him crashing down to the floor. Turn 5 I may just be safe enough to have Allen open that door. What's in there? Two chests! I'll have to leave them to Chad because no Chest Keys. Allen moves up to the next door. Merlinus follows along. Chad opens up the closest door to find two more chests. Cool. I think Lance should take the other Door Key off of Chad, heal himself, and inspect the next door. Chad holds the Gant's Lance for now. Might as well prove how much of a mage-killer Roy is being right now. Roy stabs, shrugs off 2 damage, and slays the Mage. Lugh steps in range of the west Knight to see if we can draw that guy out. Shanna moves one space south. Saul heals Roy. Clarine heals Shanna. Rutger moves next to Clarine. Lot goes on ahead with his Hand Axe. Dorothy parks herself to Clarine's east. I knew you had a plan! You cheeky little-- Well, I guess I have to recruit her before she kills herself on one of my units' weapons. I hope Roy is the one who does it. Oh, that's nice. Reinforcements. I shall have a look at the girl thief. Cath's her name. A more Skill-imbued Chad but overall not better than him. Pretty much has that female Thief sprite all to herself. Fire Emblem has been known to have a couple or so ridiculous recruitment requirements for certain characters. I think of Stefan, Holyn, Beowulf, the entirety of FE11's Gaiden characters, and even FE13's SpotPass characters or Donnel. I'm going to take a stab that she's the same case for the time being. With no real indication on how to get her, and with how many chests there are, maybe her recruitment is connected to the chests in some way. Maybe. I'd rather not risk having her stab herself to death because I ended up messing up her recruitment requirement. For the time being, Chad won't pick any of the chests. How will I be doing this? Well... Roy moves southeast. Shanna rescues Roy and moves further southeast. Clarine takes and drops Roy south. Hopefully this is enough spaces to get to Cath. Looks like Lance won't be checking out that room. Lance re-equips his Javelin to intercept the Iron Lance and Javelin Soldiers. Lot's Hand Axe lands a couple hits on the Steel Lance Knight. Lugh finishes the job in one clean fireball. Lugh levels up. I find it slightly sad that the Mage has gotten more Def procs and has more Def than Roy. The Magic increase is a big plus as well. Merlinus stops his caravan near the top-left door. Allen withdraws the last Door Key from Merlinus, inserts it into the door, and reveals... Not what I was expecting. Well crap. I hope Allen and Merlinus can dodge some. Saul runs on over to the west side. Rutger moves out of the way so Dorothy can anticipate the Mage. Lance and Chad off-screen. There's also a Mage and Iron Lance Soldier in the same room as the Knight and Javelin Soldier which Allen opened up. Oh boy. Knight has a go at Allen. Allen dodges. Phew. Good. Allen can only land a hit on the Knight once. Iron Lance Soldier misses Lance. Lance stabs twice and gets a weapon level increase. Javelin Soldier hits Lance and Lance hits back. Mage roasts himself some Dorothy. Dorothy nearly ends the Mage. Mage hits Merlinus. Merlinus finally gets his first EXP... I'm starting to wonder if the way Merlinus gets levels is through the same way staff-users got levels in FE1. Javelin Soldier misses and dies to Allen's Javelins. Turn 7, split into two screenshot so you guys can see better: If the northwest Soldier and Mage go for Lugh, Lugh would be able to survive. Allen's running out of Javelin uses so I prefer to have him switch to the Iron Lance and Saul to switch him back to Javelin against the Mage. Dorothy can't double the Soldier; and, if Dorothy moves, Shanna can swing by and Javelin the Mage to hopeful death. If that's the case, I need Rutger to get rid of the Archer. But even so, if the Knight and Soldier go for Shanna, that could cause me to reset. Roy can make it to Cath if Chad kills the south Soldier so Lance has an opportunity to kill the west Soldier. Chad kills the south Soldier. Hey, a Talk option. Let's do that.
  13. [spoiler=gabethegreen] Now that I think about it... that actually might be the case. Actually never realized that. Haha. [spoiler=Howard the Duck] No, please, Howard. Don't scare me. I didn't think Rutger was a pain. Just that I'm doing a LP so restarting was a pain in the sense of making more commentary and screenshots. But it's all for your guys' entertainment so not too miffed. I'll be happy if you guys liked me restarting two times, haha. Though that HM Rutger. Holy shit. From a Myrmidon! Just... why?! XD My sort of "pain" is Stefan in FE9 or FE10--the most exact kind of recruitment. Or the FE11 Gaiden chapter recruitment. Even Karla because Bartre has never been that great of a unit for me. [spoiler=momogeek2141] Dis Shanna is the best Shanna. It is but if people want to spoil me and complain later that I'm not "blind-ish" anymore, it won't be my fault. I'd just rather not crack the whip on people like some do in their blind playthroughs. That to me is very excessive. I speak more about YouTube but I've seen a couple or so people who banned others because of posting spoilers. It rubbed me the wrong way because, sure, people should have some restraint if they want to be entertained by a blind playthrough, but it shouldn't be that much of a punishment. But hey, I'm still having fun despite spoilers here or there. :D Ah, that's a good suggestion. Thanks! I'll do that starting now. [spoiler=The Taninator] That sucks. Yes, I'm counting all my blessings with this Shanna. She's even slaying things with just a Slim Lance. Dang it. And I really like Troubadours. I'm hearing all these things of Rutger. Sounds like he is a god among men. [spoiler=Draco] Chad will intensify. So after that episode, I think we should continue to Ostia again. [spoiler=Chapter 5 - *Latecomer Reinforcements*] Maybe not the last marquess that's going to either. Sometimes you can't even trust your friends or family, let alone one part of a continent. But it's good to know you're learning fast, Roy. So very... generic. At this mountain pass, a toll gate?! Nefarious! The village is getting taxed by bandits? I am coming to end your unnecessary taxation, citizens of a village! Seems we're right outside their door. The boss? Guess he didn't get the memo that anyone who opposed us has been: a) slaughtered or, b) hired into our army. More EXP opportunity? Gladly. Merlinus, opting for the no EXP route. I'll not be having this argument with you, old man. I say we go. Thank you, helpful citizen. I may do just that. Map start! As per usual, going to be checking enemy stats and composition: All the Brigands have Hand Axes which, while annoying, does means that a unit like Rutger, Roy, or even Chad will dodging everything. This one had the best stats. There are some Mercenaries and Nomads here as well. While these two don't have the best stats, they have the highest AS. Now here's a curious sight. The first enemy Mage and only one of them. He can be threatening by virtue of attacking Resistance, which some of my units have absolutely 0 in. He's just holding a Fire tome. There are also Fighters. The general make-up of this map seems to go for class-saturated areas. Each section has a predominant enemy class. Guess it makes it easy for the player to do switch-ins. The boss, Dory. Threatening Strength, okay-ish Speed, and decent-ish defenses. Now what's he got carrying on him? OH JEEZ Go up to this guy without checking the weapon and I might have been wrecked. First enemy with a Killer that doesn't go on my team. One of my personal strategies is to have him switch to the Hand Axe, but the hit rate of ranged weaponry in this game plummeted so even this guy could probably dodge them. Oh man. This isn't good. I haven't set up any Supports except for Lot/Wade so... hopefully death doesn't come to me this early. Now the old man said I can use this gate to get to the castle quicker. Good for LTC if you can handle the incoming wave of Hand Axe Brigands, the nearby Nomads, the Mercenary, and the Mage there to snipe at you. But there is this village and I do want to know what's there. Might as well stop by the Vendor and see its inventory. So it looks like I'll be taking the long way--or doing a split up. It would be counterintuitive for Roy to go around when he has to Seize. He might even get some Brigand kills. Now how should I split up the team? Roy should be one leader and I suppose I can assign Rutger the other. Oh, and by advantage of being a flyer, Shanna has an opportunity to go solo. Team Roy - Deke, Bors, Elen, Lugh, Marcus, Lot, Wade, Wolt Team Rutger - Clarine, Allen, Lance, Chad, Shanna* (if she can't go solo) Flyer - Shanna Packmule - Merlinus Roy has priority over the slower-moving units that might help break through the incoming waves. Rutger is closer to the east passage and so will lead his faster-moving units for massive slaughtering. While I would have Shanna fly to the Mercenary-concentrated area, there are Nomads right there to stop her. The itinerary has been made. Commence operation! Shanna heads on over to Merlinus to withdraw a Slim and Iron before taking a break on the peak. Roy walks towards the gate. Marcus visits the closest house. It's just some guy who witnessed the attack at Araphan. He even saw the dragons. That's a once-in-a-lifetime moment, I would say. Marcus waits at the next house. Merlinus moves southwest. Elen takes the Heal from the convoy. Everyone is splitting up. Marcus is about four spaces south of Roy. West Fighter is Lot. North Cavalier is Allen. Without the gate being opened, the enemy is heading eastward. A Fighter annoys me as he gets in the fort I want to occupy. Something's happening at the north village but it plays the theme with Merlinus/Serra. It's a bit lighter than FE7's. Not too bad. But what's going on here? Um... Dorothy? I hate to ask you this but... are your eyes lop-sided or is that just me? Is it me? They look off. Dorothy. Saul. Yoder. Unlike Lugh's bishop, they have names. They must be of some importance. Guess I have to visit the village to figure out why. Dorothy's looking for Saul-- Oh there he is. Aaaaand there's our obligatory womanizer. I think. He just doesn't want to admit he got shut down. In Fire Emblem, there's really no such thing as open relationships. So yeah, it's kind of bad here, Saul. He really means, "offer my helping hand to any girl's butts in need of my fondling." Dorothy has some news to tell him. Does that mean Elen is reporting us to the St. Elimine Church? Sneaky woman. Saul wants to join us but Dorothy knows what's really up. Any reason is good with me if you two are actual units in the game. I wasn't able to capture it in time but Dorothy and Saul leave to the east. I saw a Monk but I think Dorothy was an Archer? They left Yoder all by him lonesome in the village. So I suppose I get a new unit... whatever Yoder is. Sure! Means I gotta hurry to that village. Turn 2 northern enemy placement Brigands are heading eastward, thus towards the village to wreck some shit up. I must prevent this. First order of business is getting that Fighter off of my fort. Allen doesn't have enough Speed so it looks like Chad, Lance, and/or Rutger will need to get rid of this guy. Alright then. Lance swoops to the Fighter's east and lays two smacks while dodging the counter. Chad misses! He parries but darn! Fighter's not dying unless Allen can hit with a Javelin. That's very unlikely at a 29 hit chance. Instead, Allen runs up to the Fighter's west and has the Fighter fall off my fort. My fort now! Rutger smirks with his now 48 avoid. We have now choked this point. Roy goes up to the gate... Thanks! You have a castle that's like... what... 7 spaces from the gate. How did you not notice? You didn't use this gate to be toll gate? Bandits = idiots. The perfect money opportunity, squandered. This newly opened gate gives two new plains tiles. Can't choke this point with just one unit. A little sad fact: Mage does 8 damage. Roy's levels gave him 4 Res. And Roy is still at base Def. Oi. I plant Deke to Roy's south. Maybe they have a Support or something, I don't know. Together they choke this point. Lugh moves in closer so he sling fireballs at enemies. Merlinus also goes towards Roy's group. I have Shanna move south in the case she can murder the Mage and Mercenary. A little risky since Brigands are right there but they carry crap accuracy Hand Axes. It might work out. Lot moves to Lugh's south. Marcus visits the west house. Merlinus will take the house Marcus was on next turn. A woman here tells me the benefits of being a Brigand or Pirate. The problem with that statement is that this is Fire Emblem AI. As long as you aren't dumb enough to keep attacking them on the mountain or peak, more than likely, they will come down to attack you. And then get slaughtered for their incompetence. Now Swordmasters on thrones or in castles--you know, the places I need to Seize--on the other hand... Marcus waits. Wade moves to Elen's north. Turn 2 ends as thus: Fighter goes for Rutger. The fool will always miss. Rutger whittles him down to 3 HP. Mercenary does 2 damage to Allen. Allen whacks him down to half health. Mercenary does 11 damage to Roy(!!). This Mercenary is weighed down by his Steel Blade so Roy doubles him. lolFighter and a Hand Axe can't throw shit at Rutger. Hand Axe Fighter fails to hit Allen. Hand Axe Brigand misses Roy. A Hand Axe Brigand parks himself on a peak and tosses one Hand Axe at Roy, missing my Lord. A Hand Axe Brigand manages to hit Roy. Roy's down to 5 HP. Mage manages to toast some of Deke. Dang it! Nomads saw the combat at the gate and are heading south. Now Shanna can't fly to the Mage and take him out. Turn 3 This Mage is going to be thorn in my side. I do want to get rid of him this turn but the Nomads are coming so it's not safe for Shanna to fly by and kill. Roy's also a little worse for wear. Will need to get him patched up. If I could get rid of Mercenary and Brigand blocking the way in, I could plant Marcus right in front of the Nomads but I won't count on that plan. Elen heals Roy. First Heal break! Wade rescues Elen. Lugh steams the Mercenary. Roy's not been doing so good with his Speed increases. Looks like it's a job for Deke. Deke murders the Brigand. It's also Deke's first level up in a long time. He got Speed and Defense last time. Not too bad for two level ups altogether, I would say. We've cleared the way for Marcus! Now those Nomads won't bother me for a while. Shanna's has been so blessed with Strength that she can take out this Mage with her Slim Lance. My god, Shanna. This also means she keeps her full avoid from the Brigands. She lays the smackdown on the Mage with no injuries. Roy stabs the south Brigand with no difficulties. Lot misses the Brigand and dodges. Looks like I won't be killing him this turn. Bors takes and drops Ellen. Might as well have Wolt take a free shot at the Brigand. They both miss. Merlinus visits the last house, which talks about forts. Crap. This is an indication that reinforcements are on this map, right? Maybe even ambush spawns. Crap. Merlinus moves one space north. On the other side, Chad takes out the weakened Fighter. 7 EXP from leveling. Allen finally is able to double a unit. Allen kills with no complications. Rutger takes off after the Fighter. He doesn't kill but he does dodge. Lance tries his hand at tossing a Javelin at the Mercenary. He slays. Clarine goes to switch Lance to his Iron Sword and plants herself on the fort. Hopefully the dodgetank commences. Allen doesn't dodge 26 hit. Steel Axe Fighter gets weighed down so much that Allen doubles and has perfect accuracy for a swift death. He's 11 EXP from leveling. I'm not sure why enemies prioritize Chad over Clarine but Chad dodges a Hand Axe to the face. Hand Axe Brigand misses Roy. Another Hand Axe Brigand misses Roy. Brigand's now on a peak. Third Hand Axe Brigand misses Roy and still on peak. Let's chop us some peak Brigands and Fighters, shall we? Deke is able to hit once at the north peak Brigand and dodges an oncoming counter. I have Marcus weakened the Brigand south of him without any issue. Roy stabs the south peak Brigand and moves out of the way of an attack. Lugh has himself a Brigand barbeque. Lugh levels up. Considering enemies right now have poor Res, more Def I guess is good for Lugh. Lot and the north peak Brigand have a Hand Axe battle. Neither hit. Shanna has enough damage with a Slim Lance to kill the south peak Brigand. She has double 41 chance. Does an attack connect? Yes! First strike even. That's a Shanna level up as well. Seems like balance is restored. Also a weapon rank increase. I'm hoping that Brigand will keep going for Roy so he doesn't head further back into the peaks. Let's leave them for now and see to Rutger's group. The woman warned me about forts but I'm not certain if the forts that I'm occupying now hold reinforcements. If so, I should have Clarine and Chad be far away before they explode. Chad rushes into the forest and quickly ends the Fighter. That's a wrap for Chad's third level! Oh boy. First five-stat increase. Nice, Chad! Neither Rutger nor Lance can kill a Fighter on their own. Allen can't double the Iron Axe Fighter. I'm giving priority to that one since he also holds a Hand Axe. Lances goes first. He suffers a 36 hit blow to the head but he sets up the Fighter for a Rutger kill. Allen sits his butt onto the fort. Rutger kills. Level up for Rutger! To be fair, his Luck is terrible. While I want Clarine to heal, she would not be on the fort anymore and I'm prioritizing that. That leaves us with these positions: Fighter wants a piece of Chad. He'll never get that. Chad swipes at the Fighter for 18 total damage. Hand Axe Brigand goes for Roy as anticipated. Still not hitting Roy. Allen heals for a little. Turn 5 There's a fort southwest. I want that. First, I need to take care of this pesky peak Brigand. Lot tries his hand again at the Brigand from a distance. They both miss. Deke is able to hit once again. Lugh finally incinerates that Brigand to death. I ridded myself of those Brigands. Now Marcus can take the fort. Elen heals Roy. I'm shifting to the other side for a moment. Allen goes ahead and takes the Fighter kill because he is leveling up from this. More Skill. Okay. Rutger goes into the west forest to draw out that Mercenary. Chad occupies the fort. Lance goes for the village. Back to Roy's side. Roy blocks the passage and stabs at the Nomad for good measure. Should I risk having Shanna kill the Nomad with her Javelin? Nope. Even if she did kill, a Mercenary could fill in the spot and a Nomad could shoot her back, a chance of a reset. We have our new positions: Hand Axe Fighter will always miss Rutger. This Mercenary didn't move. Huh. Allen moves himself next to Clarine so Clarine doesn't have to leave the fort to heal him. I have Lance go ahead and soften the Fighter up. Fighter lands a 23 hit attack. Crit-kills-s-s Lugh gets a definite kill on the Nomad. 14 EXP from a level up, too. Roy will steel himself in front of the Mercenary as Dory will switch to his Hand Axe most likely. Let's catch the attention of the Nomads using Marcus. Wade will occupy the fort. Elen heals Deke. Deke moves to Marcus' east. Shanna soars to Deke's south. Lot stomps his way to Lugh's west. Ending turn's results: Dory does go for Roy. What a sucker. I would see if you kept your Killer Axe on you. Therefore, I will not see. Roy dodges Dory's boomerang axe. Mercenary stabs Roy while Roy thrusts back. Nomad takes the Marcus bait. 3 measly damage to Marcus. That Mercenary still didn't move up there. I wonder if there is something of importance? Maybe... with Chad? Maybe something like desert items? Let's go see! Rutger slashes twice without damage. This Mercenary has a crit chance with Lance or Rutger. Problem is that Lance's pretty low on HP. While he does have a better chance of killing the Mercenary with an Iron Sword, I also don't want to risk the chance that the RN is too high and the Mercenary hits back. Well, even with the Iron Lance's lower hit, Lance is able to kill the Mercenary. Phew! He's 15 EXP away from leveling. Deke takes out the Nomad no problem. Let's have Deke draw out that other Nomad. That means I should end my turn so Roy won't kill on enemy phase. Elen heals Shanna. Allen takes over the fort. Roy dodges Dory. Roy doesn't dodge Mercenary. He swipes back. Nomad takes the Deke bait. 5 measly damage. Turn 8 Chad's closing in on that Mercenary spot. This may be stupid but I just wonder why the Mercenary didn't move at all. Lance visits the village and... Huh? Where's Yoder? Is he of importance? Okay... I... okay. Gant's Lance? What's that? That's new to me. Trades 5 hit for 2 more damage, though it will weigh Allen or Lance down until they promote. No crit chance. No range but 1. Just describes as "Wielded by Gant" so can't even tell if it's something like a Brave Lance. But holy crap it has 50 uses! That's absurd! If Allen or Lance were promoted, it's like a slightly less accurate but more powerful Iron Lance with no AS penalty. Cool, I guess. I'll keep it. But now I'm concerned about Yoder. I didn't see him leave with Dorothy and Saul. I feel like he's a recruitable person since he's named. I wonder if this is something like the Stefan and Vague Katti event in FE9. Saul, Dorothy, and Yoder were talking about the St. Elimine Church and Elen is a disciple from Elimine, so maybe visit that village with Elen? I hope that wasn't the case. I have an inkling of suspicion that Yoder may be required to get Dorothy and Saul later. Maybe I'm wrong. Oh well. Lugh kills the Mercenary. Level up! Mage on wheels! I fumble with my controls again and had Deke wait when I wanted him to take out the Nomad. I know I'm dumb. Shanna switches to her Slim Lance and encounters the Mercenary. No damage on counter. Why? Because it should break the Slim Lance when this Mercenary dies and the other comes in. Also, Lugh can get that kill. I'm not risking Shanna getting shot down so I must have Marcus take the Nomad kill. A shame, I know, but better than to restart. Rutger's heading east. Roy moves out of the way. Elen heals Roy. I forget to screenshot new positions. Left is taken during enemy phase and right after. Dory misses Marcus. Mercenary kills himself on Shanna. Shanna breaks her 2-use Slim Lance on the last Mercenary. Lugh kill-steals. Does that Mercenary spot I'm curious about have actual relevance? Apparently not. So that Mercenary was just a dummy AI that Intelligent Systems put so that new players like me would be wary of. Or have new players like me just not know that it has no relevance and fool me to step on it thinking I can get something. Oh well. The Vendor I probably could do with another Heal. A few Door Keys shouldn't hurt either. I buy one Heal and three Door Keys, making my total to be 7010G. So. Dory. With Roy's lack of Speed procs, he's unable to double Dory. Dory has a total of 10 Def and 4 Res. 8 Speed with no way to lower it. Probably good for the likes of Rutger if I can avoid ever encountering the Killer Axe. Yeah I guess I can do that. I'll probably have to do some Rescue-ferrying. I'll be fast-forwarding while Deke and Roy take a stab at Dory and I Rescue-Drop them out of danger. Elen got this while staffabusing. Good stuff. Um What I'm sorry NOW THERE'S REINFORCEMENTS? Turn 12 enemy phase reinforcements. Brigands with Hand Axes. Fuck you, game! I will not be insulted like that! Okay. Really, Roy. More Res? Still base Def? I'm very confused with you. Nuh uh. I'm done with this map! Go away Agh Go away Grah! Your death should stop the reinforcements. Good Not like the enemies are hard but really, Intelligent Systems? Did they expect for me to send Roy around the map when Seize is in play? That's time-consuming and not necessary. Turn 12 enemy phase reinforcements. Really. If Rutger was over here, I wouldn't even have seen those reinforcements. Curse you, Intelligent Systems. I'LL TAKE IT Fine. While they're here, I'll take the extra EXP. Another turn later. Am I seeing this right? Did reinforcements STILL come out when there's no boss? No. No. I'm done. Even if not all Brigands die this turn, I'm done. With Shanna's help, Chad takes down a Brigand. Good level up. I'm out of there. Oi. Um... why is the close to victory theme still playing? Oh good. Perhaps this is Yoder. Please take me away from this reinforcement hellhole. Wait. Saul? But... But Saul and Dorothy went east. This castle is to the west... I don't... I don't even... How? From close to victory theme to I-feel-like-someone's-dying theme. I want to know where the Fire Emblem is too. It was mentioned in FE7 but we never saw it. Guinivere took the Fire Emblem with her. Why did she do that? Ultimate power should be mine! Okay...? Well if the "Binding Blade" is any indication of its purpose, I would say it has something to do with sealing or binding. Don't know what to seal or bind but seal or bind it does. Guinivere says that Zephiel worried that the Fire Emblem would fall into enemy's hands. What sort of information can we extrapolate from that? I... kind of fail to understand how that would have stopped him. Either he was going to negotiate with someone to return the Fire Emblem or he was going to violently kill every citizen in sight in order to find it, is what I'm guessing. More than likely, it was going to be the latter. Maybe I'm missing something here. She has a plan but she's hiding it even from us. You tease me, woman. Sure, but for the sake of every girl here since we're not "open relationship" Fire Emblem, please keep your hands to yourself. So the Fire Emblem has come into the plot. Why won't Guinivere tell us what plan she has? Can I finally get to Ostia now that we've had two detours? I hope so. I've told the units that I don't plan to use to stop recording their progress for my chart. They can still shout to me on the battlefield their gaining knowledge. Those of most importance currently come up to me to tell me what they have learned for this day... Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 8.04 25 8 9 10 8 5 5 Allen Cavalier 7.16 26 10 7 8 6 7 0 Lance Cavalier 5.85 24 6 8 11 3 6 0 Merlinus Transporter 1.00 15 0 3 3 10 3 0 Elen Cleric 6.18 18 3 7 9 11 0 8 Deke Mercenary 7.53 27 10 12 11 6 7 1 Lot Fighter 5.69 31 9 6 8 2 4 1 Shanna Peg Knight 7.53 19 8 9 16 11 6 6 Chad Thief 5.00 19 6 5 14 8 3 0 Lugh Mage 7.16 19 5 8 9 6 5 7 Clarine Troubadour 2.54 16 2 5 9 9 2 5 Rutger Myrmidon 5.69 23 7 12 13 3 5 0 Reset: 2 [spoiler=Death-Reset Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger
  14. [spoiler=momogeek2141] You crush my dreams. Oi. Haha. [spoiler=Chapter 4.3 - *I finally know what is in the south village!*] I-I'm... back... for another round. Dang it, Rutger. I took this screenshot in the last playthrough. Now I have your stats! You can't outsmart me this time! I was one point shy from his real Strength. Killing Edge actually has 9 Mt. 13 base Speed. Hurgh. If Deke was weighed down and he had base Speed, even he would get doubled. God, Rutger, why. I will admit right now that you are looking like a viable addition to my team--and I'm not even that much of a fan of Myrmidons/Swordmasters because of the sword-lock/one-range nature of the class So somehow I did get messy the first time, was somehow able to replicate it the second, and now the third is different. Looks like I'm doing a completely different playthrough. Slightly worst than before. No Strength. A major difference in Turn 1 is that Lot is able to hit the Cavalier. New Turn 1 ending results. Roy uses full movement and Chad moves further towards the village. Lance misses all his attacks and gets hit in both encounters. Darn. Now that Nomad exists. I have Deke equipped with his Iron Sword take out the Nomad. Roy, with his Rapier, goes for the Cavalier in his full movement. No damage on counter. Wolt weakens the Cavalier further. Lugh takes the kill. Lot lodges his axe into the next Cavalier. He dodges afterwards. Allen is one point shy from killing the Iron Lance Cavalier. He misses anyways and gets hit. I'm hoping that Lance can dodge this time now that he's equipped with the Iron Lance and tends to his wounds with a Vulnerary. Wade grabs Lot's Hand Axe and successfully hits the Cavalier. Shanna steal-kills. Bors moves to Deke's southeast. Chad moves towards the village. Elen heals Deke. Marcus off-screen. Iron Sword Cavalier goes for Lot. He has a clean shot of 8 damage to Lot while Lot misses. Iron Sword Cavalier comes for Lance. He hits but Lance is equipped with a weapon he can double with and hits twice. Iron Lance Cavalier can also sink his weapon into Lance. Lance misses once but is able to get it in the second. My other run was better. Oh well. Elen heals Lance. Lot attacks the south Cavalier carrying an Iron Lance. He hits while Cavalier misses. Lugh sets fire to the Cavalier and levels up. Speed this time. That's good. Now he may start doubling certain enemies. Lance takes a free shot at the Archer before doing a crit-kill. 11 EXP from leveling. Shanna puts down the Iron Sword Cavalier with not a bruise on her. She's 11 EXP from leveling. I move Deke west. Roy moves to two spaces east of Lance. Wolt now has a chance of taking a potshot at the Cavalier. That hits. He's 5 EXP away from leveling on chip EXP alone. Bors digs his lance into the Cavalier. CLANG sound from no damage. Allen has a slightly better chance of killing this Iron Sword Cavalier with his own Iron Sword. He slays the Cavalier. Wade and Merlinus will stay in their positions, very far away from Rutger's spawning group. Marcus visits the north village and Chad is inching closer to the south one. Pirate reinforcements. Iron Sword Cavalier swings his sword at Deke. Deke doesn't dodge but he is able to whittle the Cavalier down about a third of his health. Iron Lance Cavalier misses Roy. Roy stabs true. Turn 5 Chad drops by the Vendor and buys a Fire and Heal. Marcus moves towards the south village. Lot takes back his Hand Axe from Wade. They can have their Support together. I'm told that there isn't a way to know who Supports with who so I guess I can go for it since it's a blind playthrough and all. Really, Wade. You're not even the Fighter I'm using the most. You'd best calm down. Or he doesn't want you to die because you already did. More like the opposite but whatever helps you sleep at night. It's called "caring." Oh dang, Lot. Dem's fighting words! Lugh sets the north Cavalier aflame. Lance with his Javelin has a distance match with the Archer. So far Lance is winning with one hit in and Archer zero. The dreaded 1 EXP from level up happens with Lance. Allen misses weakening the Cavalier and so does the Cavalier. Wolt shoots at the Cavalier. He gets a level up. What could it be?! A... good level up for an Archer. You're still not getting kill EXP. Roy thrusts his Iron Sword into the Cavalier. Cavalier responds with punishment. Just enough HP for Shanna to kill with one Slim Lance. She slays. Level up! Shannaaaaaa. Anna is blessing her with the Strength. Clarine heals Roy. Elen heals Deke. Deke moves to Shanna's south. Everyone else is holding their ground this turn. Rutger and Erik interruption. This means RUN. Archer goes for Marcus. 57 hit and he does 3 damage to Marcus. WE'RE RUNNING THIS TIME. FAR, FAR AWAY. Marcus storms across the fields towards the south village. Chad minds his business at the Armory and buys the same stuff two playthroughs in a row. Shanna takes care of the Archer. We will have no pests while Rutger cometh. Elen heals Lot. She's 3 EXP from leveling. A Pirate is coming so Lot sinks into the forest with his Hand Axe, in case the Pirate attacks. Lance rescues Shanna and moves to Deke's north. Deke takes and drops Shanna south. Clarine heals Wolt. Roy moves two paces east. Now can I please not get killed? The moment of truth is at hand. Urrrrrrgh Oh! Yeah! I wasn't able to take a screenshot just when Rutger stopped but the Pirate below missed Lot and Lot hit. I have you now! Okay. Now to figure out how to recruit Rutger. Let's talk. RECRUITMENT THEME ARGHHHHHH You can't be so dumb that you didn't think about running away yourself. She says as she got herself into enemy fire. Oi. Uh... Huh? Clarine, how would he be abandoning you this time? For her, apparently that's not enough. This argument again. Clarine, take a real close look at Rutger. Does he look anything like the idealized vision of a gentleman? Please say no. I wonder how their Support works out if they do have one together. I say this every second she's talking right now. Don't do it, Rutger. Your sanity is not worth it. He has sold his sanity to the devil herself. He was a young man. After that, Clarine moves to Lugh's north. I have a feeling Rutger and her have a Support so I might as well start building that up. Of course, though, I don't know how good that is because Dark affinity isn't that great, as far as I can recall. Chad heads towards the Pirate hopefully for some EXP. Marcus visits the south village so I finally know what's in there! I can. I'm glad you believe in me, old man. Huh? Why do I have a feeling it's a Devil's Axe or something? HA. I wasn't expecting that. Send that to the convoy for now. My first stat booster! Who should I use it on? My first thought would be Roy but that would be funny not helpful. Clarine? Nah. Rutger? Maybe. Either Allan or Lance would be great choices. But then... there's Milady. I'll settle it later. I'm hoping battle prep will be available to me soon. With Rutger in tow, maybe Erik will be sending in reinforcements. Marcus heads to the west. The best Fighter. They suck. Lugh feasts on Pirate EXP. He's 14 EXP from a level up. The Fighters are so much suckage that even Roy can kill the west one. With an Iron Sword. Fighter doesn't hit and Roy increases in Weapon Rank. Sweet! Now it's a C rank. I should work on Lance and Allen's sword ranks a little. Lance practices twice on an Archer. That's a wrap for Lance's level 4 status. He's onto level 5! I'm so proud of him. He did so much work this chapter and finally got Strength. I'm proud, my son. Bors moves. Now why would I want him to do that? Merlinus moves where Bors used to be. Rutger gets himself between a Fighter, Clarine, and Merlinus to pick out his personal Iron Sword before turning around and striking at the Fighter. Fighter gets a 33 hit in but Rutger kills. First Rutger kill! Allen charges at the Archer with his Iron Sword. Archer bleeds out. I don't know if to risk there being more reinforcements from Erik's castle. Deke goes in front of Wolt just in case. Elen squeezes herself between Allen, Clarine, and Bors to heal Allen. Her brittle Heal stafff is two uses away from breaking. This is now Elen's level up. Dang it. Let's leave everyone else in place for now. There's still an Archer to the west and Pirates coming onto the mainland. Turn 8 southeast enemy placement. There was no indication that there could be reinforcements. Maybe I should go encounter Erik now? Let's go do that. I think Chad can handle the Pirates. Chad ducks into the furthest northeast forest he can get into. Now who should get Erik's boss kill? A level 10 Cavalier would do good for everyone. Roy, Lugh, Deke have more than 50 EXP. Allen, Lance, Shanna have 50-ish EXP. Rutger, we just got. Chad will be fighting Pirates. Erik does the least amount of damage with his Javelin and gets weighed down the most with it. His Def is 8 and Res is 2, meaning the gate gives him 11 Def and 5 Res. His Avoid will fluctuate between 36-38. Hm. I think I have an idea. Lot moves west. Allen preps to toss his Javelin at Erik. Eh. That's okay. My tradition will win, I suppose. Now that I realize it, I find it weird that his palette is a generic Cavalier's palette. No change even to his hair. I don't know how I didn't realize this till now. Allen misses. Marcus gets in range of the Archer. Shanna rescues Lot and takes him west, stopping short of using her full movement. Deke takes and drops Lot. Roy moves towards the castle. Clarine heals Lot. Rutger moves west. Elen heals Rutger. Lugh moves one space to the northwest. Lance moves to Shanna's east. Bors moves to Elen's south. Wolt dillydallies along. Wade will be left where he is. Chad is off-screen to Lugh's southeast. More Pirates! Iron Axe Pirate misses Chad. Chad hits the Pirate once. He doesn't have enough Speed for the Pirate. A little sad, I guess. Hand Axe Pirate only has 2 Hit for Chad. Chad dodges. Erik switches to his Javelin and hits Allen. Allen's Javelin doesn't quite hit Erik. Archer sinks a bolt into Marcus. Turn 9 enemy placement While I still have the Halberd from the previous chapter, my calculations say Lot would outright slaughter Erik--provided he could hit. I'm thinking of giving Chad attacks the Pirate. No damage on counter. He's 9 EXP from leveling. Lugh comes down and further weakens the Pirate. Hope Lugh can survive the next turn. He's 4 EXP from leveling. Rutger heads towards the Pirates. Those children Chad and Lugh can't handle them themselves. Shanna weakens the Archer from the west. Roy fells the Archer. Roy levels up! Mage-killer Roy confirmed. Lot has a go with Erik. They trade blows. Allen rescues Lot and places himself in front of Erik. Marcus takes Lot, drops him, and moves away from Erik's range. Roy and Shanna are off-screen. Roy is two spaces west of Marcus and Shanna two spaces west or Allen. Erik heals for 2 HP. Pirate surprisingly aims for Chad. Chad dodges and finally kills the Pirate. This is Chad's first level up! Typical. Hand Axe Pirate also aims for Chad. Now the Pirate has no way of hitting Chad with 0 hit. Erik switches to the Steel Sword, raises it, but fails to hit Allen. Allen is able to hit him. Filthy Pirates. I don't want to risk Lugh's death anymore so I'm pulling Chad and Lugh out. Rutger sees the kids and goes past them towards combat. Allen will die in three-round combat with Erik. Allen slams his lance into Erik but Erik swings down hard on Allen. Clarine heals Allen just to piss Erik off. Marcus rescues Clarine. Deke takes and drops Clarine. Finally able to fit everyone in. Erik heals a little. Hand Axe Pirate totally misses Rutger. Erik thrusts down on Allen. Must have been a serious concussion because Allen misses his target. Invading Pirates. Now that that one Hand Axe Pirate is in the forest, Rutger can't kill him in one round. Still, might as well flush him out of the trees. Rutger stabs twice without injury. Allen steps into combat with Erik. They both miss. Chad is able to roll into the east forest, stab a Pirate, miss an attack, and slice again. Wade moves west. Lugh steps out of range except the most weakened Hand Axe Pirate, in hopes to draw him away from Chad and Rutger since he's the least durable. One man and two children are having difficulties with Pirates. Erik licks his wounds. Iron Axe Pirate cries as he misses and gets killed by a kid thief. That's another 1 EXP away from level up. Hand Axe Pirate will always miss Chad. That dodge EXP is a level up. The power! Hand Axe Pirate will always miss Chad. Meanwhile, Erik and Allen are on a roll missing each other. Lugh sees his orphan brother is in trouble and tosses a fatal fireball at a Pirate. That's Lugh's level up. Lugh's getting speedy. Close to victory theme! Rutger should get a kill. Chad softens up the Pirate. Rutger slashes the Pirate to death. Allen and Erik are having a longstanding duel. Allen isn't successful, but Erik sees Allen's exhaustion and takes advantage of it. Clarine has to do another heal and get Rescue-Dropped out of there. And then there was only one Pirate left. Erik is making the tiniest stitches for his wounds. Pirate actually manages to sink his axe into Chad. Chad withstands it and makes plunges his blade into the Pirate two times. Erik and Allen miss. Jeez! Hopefully the last real map screenshot. Lugh makes the Pirate turn into a charred body. Allen finally hits Erik. So does Erik. Allen is 6 EXP from leveling. Going to the next turn. Erik misses. Allen hones his sight and spears Erik. From this, Allen gains the knowledge of being... A stronger, faster, and luckier Cavalier. Yes. I don't mean to take this long but Allen kept missing. Let's see if we can get Shanna this boss kill. Allen moves out of the way since he's too strong. Deke lands a hit on Erik while Erik is wobbling with blood loss and misses. Marcus rescues Deke. Shanna can kill Erik with two blows from her Slim. And Shanna kills with no recoil! Shanna's power is absolute. Aside from I think one level, she has gotten Strength every time. I am the absolute power. Like jeez, woman. What do you eat?! I want Clarine to get a level. Going to spend turns healing people. Rutger will also be spending some turns by her side. By Turn 18... ...eh. Please redeem yourself eventually. Let's go take Erik's castle and never speak of the monstrosities named Laus, Erik, and Darin every again. 8) Good. I never want to hear Laus again on this journey. Now that Rutger's on my team, yeah, certainly. Means he'll stop killing my units. Ahahahaha. Haha. Ha. That's funny, Roy. No, really, that's cute. Maybe if your dad told you his stories, you would have already known about Laus like I do. Nah, brah. It's just Laus. I guess she is supposed to represent Bern and all... but it's more her brother than her. Stop apologizing. A rather sad fact being realized indeed, Roy. We only had two real dragon-slaying weapons last time and it still took the efforts of really trained individuals to take down a dragon. I hope we have a good plan to combat against multiple ones. For whatever Zephiel's thinking that the world needs to be "liberated," looks like we're heading into gray morality. But why does he think that, and why through violent means? We'll need to find this out in our journey. We have defeated Laus and we will never talk about the this godforsaken place ever again! And thus we march onward to Ostia once more. But before we go on, we take a rest at Laus and so record our progress of the day... Class Lv HP S/M Skl Spd Lck Def Res Roy Lord 7.06 24 7 9 9 8 5 4 Marcus Paladin 1.10 32 9 14 11 10 9 8 Allen Cavalier 6.06 25 10 6 8 6 7 0 Lance Cavalier 5.08 24 6 8 11 3 6 0 Wolt Archer 3.06 20 6 4 6 2 4 0 Bors Knight 1.23 20 7 4 3 4 11 0 Merlinus Transporter 1.00 15 0 3 3 10 3 0 Elen Cleric 5.19 17 2 7 8 10 0 8 Deke Mercenary 6.73 26 9 12 11 5 7 1 Wade Fighter 2.65 28 8 3 5 4 3 0 Lot Fighter 5.66 31 9 6 8 2 4 1 Shanna Peg Knight 6.49 18 8 9 15 10 6 6 Chad Thief 3.32 18 4 4 12 6 2 0 Lugh Mage 4.56 18 4 6 8 6 3 6 Clarine Troubadour 2.10 16 2 5 9 9 2 5 Rutger Myrmidon 4.61 22 7 12 13 2 5 0 A new table shall be added! This details the deaths and resets on this journey, categorized by when, who, and by what method. This will be put in the spoilers to keep the posts cleaner and so the statistical progress of characters is the main table of posts. Reset: 2 [spoiler=Death-Reset Table] *DEATH* [*deaths* meaning a game over character goes down; 0 so far!] *RESET* Chapter 4 Wade Ambush spawn - Rutger Chapter 4 Lugh Ambush spawn - Rutger
  15. So many people MIA. I also don't know this game that well though I am watching a video LP. This should be exciting. If I'm understanding this right, I'll take Minerva.
  16. [spoiler=Howard the Duck] Huh. I'll keep that in mind. Guess my Lance is just rejecting the Strength increases. Will keep trying Allen and Lance then. Do want the facewreckage. I approve the dodgetank. I can only fathom what will happen in my future, haha. Seems ambush spawns are a thing in this game so must keep chill. [spoiler=Draco] I find either of them pretty bad but the second one does send me vibes that he's gracing her with his presence which definitely sounds like what a narcissist like Narcian would say. Hopefully light magic is better in this game, maybe not stat-wise but situation-wise. Dang quote spoiled me, haha. I shall see! Probably shouldn't quote if someone's got spoiler tags. Chad and Marcus were already heading down there. It's pretty similar to the case in FE7, where I've had Eliwood and Matthew guard that area until someone could get Priscilla. Seems easy now but if this was HM then I don't know. [spoiler=gabethegreen] Thanks! It's always appreciated to get any feedback. So the things I learned last playthrough of this chapter: - Seems Erik doesn't move in the slightest - Clarine self-recruits herself at the risk of dying for protection services starting around Turn 4 or Turn 5 - North village holds a Steel Blade - Northeast village is a Door Key - Rutger is coming to slaughter my team at around Turn 6 with two Fighters and an Archer (which killed Shanna with a 40-something hit in the same playthrough Rutger killed Wade haha) - Generic Pirate reinforcements You guys weren't kidding about Rutger. He killed Wade with just his Atk alone. That's some scary stuff, man. So this new playthrough, I can employ these points and hopefully not have one of my units explode again. New questions: - Just what is in that south village? - Since I was very close to the Rutger's group's spawn site, was it possible that I was standing on Rutger's group's real spawning squares or he had more in his group but I blocked them off? Let's do a space-time rewind as I hopefully get through this chapter with less confusion and less unit-dying. *Well, that didn't work out. Turns out that I was standing on Rutger's actual spawning point and so he got Lugh this time LOL. [spoiler=Chapter 4.2 - *Well played, Rutger*] I will have my revenge. Okay uh... Welcome to Laus and "Cavaliers: the Map," take two. I liked my strategy before but it was just that I ended up in the spot Rutger would be spawning. Turn 6 I didn't do any real important so if I can replicate the last playthrough's results, that would be good. Especially since Shanna proved to the world that her Strength growth beats all odds (assuming it's low like most Pegasus Knights). Basically the same as my first turn last playthrough except now Merlinus is not on house-hopping duty. A recap of what I did: - Allen equips Javelin - Marcus took the Door Key - Lance withdrew the Javelin from convoy and equipped it - Everyone moved to their spots shown in the screenshot Iron Lance Cavalier goes for Lance. He succeeds in hitting but so does Lance. Iron Sword Cavalier aims for Allen. His sword scrapes Allen's face. Allen pays back in full force. Nomad goes for Bors. Impenetrable defense sound. Turn 2 I will be replicating the Turn 2 actions. - Wolt attacks Nomad and incurs damage - Shanna kills Nomad - Deke kills Cavalier without injuries - Allen kills. Were my RNs not screwed with here? Apparently so. - Lot misses - Roy hits Cavalier with Rapier - Lugh kills Cavalier - Elen heals Lance - Everyone moves into positions; Chad will cross the bridge The RNs seem to have been replicated just fine. Lance and Cavalier miss each other. Nomad misses and Lance crit-kills Clarine and Rutger interruption. He doesn't release her yet. None of the RNs were messed with here. Usually I'm very sloppy so I thought it would have been messed up a turn before or this turn. - Lance attacks with his Iron Lance (forgot to mention in the last playthrough) at the west-most Cavalier. Cavalier misses and Lance hits twice. - Wade misses the east-most Cavalier and gets hit - Shanna kills the Lance-weakened Cavalier - Deke attacks the east-most Cavalier with Iron Blade once while Cavalier misses - Wolt sinks a bolt into east-most Cavalier - Lugh takes that kill - Lot hits the last Cavalier - Allen kills - Positions, everyone! Iron Sword Cavalier hits Lance. Lance counters with two hits. Iron Lance Cavalier and Lance trade blows. Clarine and Rutger interruption. This time, he's letting Clarine go. Clarine's still an idiot to head into the battlefield but now I know how to recruit her. Now I panicked here and had everyone go up to Clarine. Did that mess with the RNs? Apparently not. Wow. I was pretty clean last playthrough. That's... very odd. Everyone's in position. Pirate interruptions. This time I don't accidentally skip the cutscene but not that it really matters because all I missed was, "Heh heh heh..." Iron Sword Cavalier and Lance brush each other up. Lance's Speed is being godly for a level 5 Cavalier, I think. Iron Lance Cavalier gets the slash from a Rapier. Clarine self-recruits herself. Yeah, yeah. Don't cause any trouble now, little miss. - Bors misses the Iron Lance Cavalier and gets hit in return - Wolt shoots at said Cavalier - Lugh kill-steals - Marcus heads straight towards the south village - Chad buys the same items as last time at the Vendor: one Fire and Heal each - Elen heals Lance - Lance throws his Javelin once at the Archer before he gets countered - Allen attempts to do the same but messes up - Roy stabs Cavalier but gets stabbed back - Shanna kills Cavalier but also got hit. She still intensifies - Clarine heals Roy HERE'S WHERE WE CHANGE THINGS. Now I'm back to actual sentences. This time, Wade, Lot, and Merlinus stay away from that little death zone. Last time, Rutger's group spawned right near Clarine... and they surprisingly didn't go after her I'm very confused by this. But still, they have a range of 5 movement just by their class alone. So if Lot, Wade, and Merlinus stay in their current positions here: I should be safer, ya? Erik and Rutger interruption. Oh no, buddy. You are not getting me this time. I'll make sure of it. Archer shoots at Lance and Lance kills him. Marcus has already moved. So now I must preempt the Rutger ambush spawn. First Chad swings by the Armory and buys the same weapons last time: one of each of Iron Sword, Slim Lance, Iron Lance, Javelin, Iron Axe, and Hand Axe. Okay now. Rutger's coming. Gotta situate myself and welcome him with open arms. If I had to take a gander on how to recruit him, it would be through Clarine. Last time, he did exactly enough damage to kill Wade with just his Killing Edge alone. Wade's got 28 HP and 3 Def. Rutger was able to double him so he has to have at least 9 Spd. Killing Edge I think has 8 Mt, +1 from the WTA, and then Rutger's own Atk... so... I guess 8 Str? Hrm. My best contenders to either not die or not kill him are Deke, Bors, and Lance. But then the crit chance. Everyone knows in Fire Emblem that a crit chance above 0 + Murphy's Law = guaranteed. I'm not sure if I was standing on squares where he and his buddies were supposed to spawn but I think if I do it like this... Deke equips the Iron Sword. Lance had originally moved to north of Lugh's original position but I had Rescue-Dropped him out of range of Rutger. As I am about to rescue Lance, I notice this: While I would like to do this, I think I should wait until I get access to see who can Support with who. Clarine heals Lance. Elen heals Wolt. I'm ready. Let's go. ... Well played, game. Bye, Lugh. lulz Reset: 2 Will I ever get to see what is in that south village? I will try to get the actual end to chapter 4 by tonight!
  17. I'm doing my first LP too. I'm going the "blind-ish" route, so I'm putting my reactions to events and the gameplay and including mess-ups like deaths and restarts. It is important to know what method (screenshot, video, text-only) you're doing, what kind of game, and whether being more informational or humorous. But I think it's most important to try it out and get people's feedback if you can. Some things you'll have to take with a grain of salt but you'll get the hang of it. Good luck!
  18. Responses to quotes are put in spoilers just so everything is cleaner. Anyone can still make comments to what I say. [spoiler=Tequila] Dang it. Will keep that in mind if I play this game again. Hilarity will ensue. I'm not too miffed about Thieves not promoting. FE7's Assassins lost their ability to steal, I think, so I pretty much never promoted Matthew or Legault. No, Raigh! I'm not likely to scold or chastise people for spoiling things for me, but what would be the point of a blind-ish LP if I knew what I was doing? Haha. You didn't give too much away. You gave me the vague answer of "for some time" and I wouldn't have considered promoting a Thief even if there was an option. Thanks for the compliment! [spoiler=Howard the Duck] I'm playing this like I got a new game so was forced into NM, yes. Based on what another person said and maybe implied in yours, it still seems Rutger is a good unit at the very least. I don't even know what class Rutger is but I'll keep it in mind. I'll keep trying Deke. Oh man. I don't even know when I get Lilina and what base level she is but she's already not here in three chapters. I always felt kind of bad for units like Wolt and Wil. Stuck in class with no real EP, kind of getting shat on by their bases, growth rates, or just better bow-users. I wanted to like Wolt but I'm being cautious being mostly blind and all. I'm favoring Allen since he got more varied level ups. I'll admit that Lance's Speed so far is great. Oh. That's... interesting. Kind of wasn't expecting that with Lot. I think I heard about the promotion item thing. Not how severe the situation is but if people bring it up as a problem, I'm going to expect like maybe one of each promotion item type. [spoiler=Yui Hirasawa] Oh crap. Lot did get two Strength increases, didn't he? For some reason I thought he had Skill in the first level up. No way. Lot has the same Strength growth as Shanna? That's insane. Six-seven stat level ups, no. I consider my level ups "good" for GBAFE standards three-five stat level ups in the important stats. Only thing is that I don't know any growth rates so I can't be excited for if I get an increase in a stat that a unit has like 15% growth in, since I'm still in the early parts of the game. I can only take a guess based on a unit's class. Also apparently because Intelligent Systems likes to throw curve-balls like Lot. A unit I expect to get Strength to not get Strength. Ooh yeah, 4-6 Speed in Wade is asking for some luck. Maybe in another playthrough or if he gets lucky on chip EXP level ups. [spoiler=momogeek2141] Oh no my spoiiiiilers. It's a good thing I'm not aiming for ranks, I suppose! Roy's army is slowly making towards Ostia, but first... *Okay. I had my first reset here. I'm providing the playthrough but here's the summary of what happened: Rutger ambush spawned and killed Wade. I thought that if I killed Erik like I could right at the end, Rutger wouldn't spawn. Now, I'm still not going to go see the recruitment page and see how to properly do Rutger's recruitment but now I know he ambush spawns... so... 8) Have fun reading this if you want, haha. [spoiler=Chapter 4 - *How do I save Clarine?!*] Oh fuck me. Not this shit again. Roy, back up! BACK UP BEFORE IT'S TOO LATE. Last time, Darin wanted Priscilla. Now I assume Erik sold the girl mentioned in chapter 3 for money. Laus just never learns. It's always Laus. Oh, there's Narcian. Please tell me I get to smash his skull in this chapter. ...ew. Ew. NO. I REALLY DON'T LIKE THIS GUY. STEP AWAY FROM THE GIRL. Is this the obligatory "hint-at-incest" brother-sister relationship? Okay. Ho! Shots fired! I warned you, Narcian. Oh thank god. No. Please don't give any "pleasure"s. Ever. So Narcian orders the blockage of Ostia, says he wants Roy's head, and leaves. ... you know, Narcian, perhaps if you didn't try to leave these tasks to scrubs, this wouldn't be an issue. If you don't act now, I'm just going to be too powerful and then crush you later. But okay. Leave. Map start. Also, Welcome to Laus and "Cavaliers: the Map." Aside from the village in the top-right, it seems Laus was lovingly reused remade in FE7. Now I may have some trouble because Cavaliers have some decent defenses and can reach far. Most are Cavaliers but there are two Nomads and two Archers. I found these to be the best among the enemies. I actually like Nomads in GBAFE. Mainly because Rath was a lot easier for me to train than Wil or Rebecca. If there's a Nomad in this game, I may be already justified on preferring that one over Wolt by a long shot. Eliwood or Hector should not have left Erik because now Erik is here to fight Eliwood's progeny. That smug grin. The best of smug grins. If there is absolutely one thing I remember about Erik is that he moved in FE7. And that was also a Seize map. He has a Steel Sword and a Javelin. He's going to be weighed down constantly, the Steel Sword down to 8 Speed and the Javelin to 7. Javelin means Deke and Marcus can double; either is Shanna. Also had a jerk dad who left his son to die. I'm noticing a pattern here. This is Cavalier and Bow-User Central so lance units are good here. I will fight Cavalier to Cavalier, maybe even Knight to Cavalier. None of these enemies have particularly interesting weapons so I should be safe. I also remember in FE7 that this map had a Brigand come down to destroy Priscilla's village. I'm going to anticipate the same deal. And I think I remember something about Pegasus Knights coming up to attack a stationary Merlinus. And Pirates. This map didn't hold a lot of good memories for me. But there seems to be something important in the north village because: A Cavalier is blocking my closest entrance to it. I guess I'll make that my highest priority. Marcus does his village-visiting duty as my first action of Turn 1. I have Chad to open doors and chests, but this kid apparently has a magical door key that can open any door. You know what they say about a golden key: "A golden key can open any door." ... wait. Isn't that an idiom about how money can accomplish anything? Oh you, Intelligent Systems. I get a key that is good for Funds ranking and Marcus goes as far west as he can. I don't know if that Cavalier blocking the north village will move so I have Bors plant himself west of the north bridge to choke that point. Allen slips past Bors and equips the Javelin. Lance takes the Javelin in the convoy, equips it, and defends the south bridge. Merlinus will visit the house so Marcus doesn't have to. Lot equips the Hand Axe and stands his ground behind Lance. As now I know every map is a Seize map, Roy rushes his way south. Deke goes behind Bors. Lugh runs on over to Roy and properly introduces himself. Shanna flies closer to the central bridge but out of range of the Nomad. Elen moves 1 space south. Trying to prioritize moving out from this small area leaves me with little else to do with the other units. The ending results Cavaliers are on the move. First one picks a fight with Lance. He hits with a 57. Lance is able to hit once. That guarding Cavalier moves! He goes for Allen. He stabs at Allen and Allen spears him for good measure. Nomad shoots at Bors. Bors has impenetrable defenses and I hear that hilarious sound effect. Turn 2 Roy should use all movement this turn as long as I can lessen the enemy numbers. My priority list is Nomad, lance Cavaliers, then sword Cavalier. Through the combined efforts of Wolt and Shanna, I can down the Nomad. Wolt and the Nomad hit each other. Shanna kills the Nomad in two strikes. Deke picks a fight with the Iron Lance Cavalier while gripping onto his Iron Blade. Deke kills him in two while not incurring any injuries. Allen switches to the Iron Lance, wraps around to the Cavalier's west, and guts the Cavalier dead. The experience gained from this fallen foe has Allen earn more... HP, Str, and Skl. Could do for more Speed but I did ask for Skill before. Nice job, Allen. I'm thinking of having Marcus visit the north village as well. Westward he punches it. Merlinus visits the house. You... have a nose. I know the drill. Red-roofed houses and villages means stuff for me. All other houses and small houses means they can be raided and pillaged by bandits. After that encounter, Merlinus will be the last one to leave that small bit of land. He goes westward. Lance can get himself entangled with the Iron Lance Cavalier and Nomad on the left even without Elen's healing. I remember that there is an Armory and Vendor this chapter. I hope there are Heals. Lot rushes on ahead to the Cavalier's west and misses to sink his axe into the Cavalier. Cavalier misses as well. Elen heals Lance. I admit defeat to my original plan of using Roy's full movement. I have Roy attack the Cavalier with his Rapier so Lugh can possibly have this kill. Roy hits and the Cavalier misses. Lugh bravely attacks the Cavalier in direct combat. He slays his foe. This gives Lance access to the spot I need for him to encounter the Iron Lance Cavalier and Nomad. I have him go to that spot. Bors runs to Shanna's south. Wade pats Lot's shoulder and consoles him for his incompetence. Chad stops at Wade's east. I have drawn out the Cavalier as anticipated. Both Lance and him miss. Nomad misses his shot. He starts to regret it. Nomad: Ffffffffuuuuuuu That's a crit-kill. Meanwhile, a few miles off... Clarine speaks to herself. Until this guy shows up. Wait. I think I know you. Rutger... right? Maybe Rutoga? NO. NO MORE "PLEASURE"S. "Churlish." That's a word. Not "disgusting," not "outright dispicable people." But "churlish." Such delicate vocabulary. No! For fuckssake, I think this girl's had enough! I'm sorry but I barely know who you are either, Clarine. Turn 3 enemy placement Marcus heads ever closer to the north village. I WILL know what is in that village. Roy can't jab his sword into any Cavaliers so I would like to move him as far as he can. Again, priority kills to Iron Lance Cavaliers. Lugh can reach the east Cavalier. This Cavalier will need to gain at least 13 damage for Lugh to get this kill. First I have Lance charge at the Iron Sword Cavalier (the west-most Cavalier). The Cavalier is unable to sink his sword into Lance but Lance spears him twice. This spot is also ideal to draw out the two other Cavaliers southwest. Wolt and Wade will have to work together to get that east-most Cavalier down to a Lugh bite-size attack. Wade misses and gets hit for his incompetence. Darn. Okay. I'll get to him later. I'll have Shanna take out the Cavalier that Lance weakened. She kills him without any injuries. With some work, I manage to see an opportunity with Deke's Iron Blade. Deke can only hit once as the Cavalier misses. That's okay. If Wolt can hit, Lugh can still feast. Wolt's attack is a success. All this effort for one Cavalier and Lugh now has his kill. Finally! 10 EXP from a level up, too. If Lot and Allen hit this last eastern Cavalier, there are no threats to the rest of my army. First is Lot. Lot hits and dodges. Allen gallops to the Cavalier's south and kills. Fantastic! Roy and Elen run straight west while Bors and Chad do west and south. Merlinus' duty is to visit houses. He'll follow Marcus. Lance encounters the Iron Sword Cavalier. Cavalier sinks his sword into Lance. Lance hits him twice. Iron Lance Cavalier also gets a hit in Lance. Lance damages him twice. We get interrupted again by Clarine and Rutger. Oh. Rutger's a nice guy. Why didn't you say so? SOULZ Clarine, your priorities. Please fix them. Clarine's hiding behind her text bubble, by the way. Obviously run away-- Um excuse me Clarine What are you doing You are heading straight into enemy fire! Also this is Turn 4 enemy placement. This is where I don't know what to do. I try to have everyone in range go right up to Clarine and nobody has a Talk command. I'm panicking because she just planted herself right in enemy fire and I can't figure out how to recruit her. GUYS MY FIRST "DON'T KNOW WHAT TO DO" MOMENT. I try to calm myself down and think. "Perhaps Clarine has to come to Roy but not the other way around?" If so, I need to keep her protected until then. But then I think, "Maybe an answer is in the north village?!" Dang. :c The man gives me a Steel Blade. That's nice except I DON'T KNOW HOW TO RECRUIT CLARINE. "Wait!" I say to myself. "The village south! Where Priscilla is in the prequel/sequel. Maybe Clarine's bro's there and Clarine's bro needs to recruit her?" This is my plan of attack. After Marcus uses the leftover movement to the west, I steel my resolve to protect Clarine. The Cavalier just south of Erik cannot reach her so I must deal with all the enemies east. Now if Erik moves if someone gets in his range, I'll be in some deep shit real fast--but I must protect Clarine! The poor girl's been through times as is! As I'm constantly checking her stats to see what she can survive against, here, have a screenshot: Her Magic is crap but no I have to prioritize saving her. Okay. Unfortunately, she can really only survive the western Cavalier's attack. This is the one I'm referring to: Because knowing my luck of getting hit by 19s, 50s, and the like, she will not survive two attacks. I'm making it my goal to eliminate the opposition. Lot attacks the south-most Cavalier with an Iron Lance. It doesn't kill but that's okay. Lugh's taking that kill. Another level up for the kid. Oh please, Lugh. Please don't screw up this level up. ...eh. Magic and Speed please for next level up. Elen heals Lance. I can have her get attacked next turn if need be. Lance attacks the Archer from the south. Both hits connect. He's 2 EXP from leveling. Shanna goes to the Cavalier's east and kills without getting damaged. I should give her an Iron Lance soon since her Slim is looking like it's breaking soon. Shanna's 11 EXP from leveling. I can't risk this Archer surviving. I'm having Allen attack him with the Iron Sword. Phew! Archer's done. Roy should be able to survive the Iron Lance Cavalier and Erik's attacks if he moves. I have Roy force Allen to equip the Iron Lance. I then go, "Oh wait... maybe I should just Rescue-Drop her. Why did I think she was heavy--oh right, FE9/10 Rescue mechanics." Deke snatches Clarine. I feel so sorry for her being handed off to all these men left and right but it must be done. Wade takes Clarine and sets her down and away from combat. Now stay there! Aaaaagh. Bors moves to Lugh's south. Wolt moves to Clarine's south. Chad's heading towards the village. Off-screen is Merlinus. His destination is still the same. Oh not you guys! I don't need you guys right now! I accidentally skip the cutscene but Pirates are heading towards the south village. I'm really going to take a stab at it that Clarine's bro's in that village. MUST GET THERE. Iron Sword Cavalier wants Lance's blood. Cavalier gets a little but Lance spears him twice. That's a level up! That Speed! But the Strength! What are you, a Myrmidon on a horse?! Iron Lance Cavalier wants Roy but uh oh I left the Rapier on Roy. Cavalier misses and Roy takes the Cavalier's HP down to half. Erik doesn't move. Okay. So Clarine does self-recruit herself! mfamoemrpwipwjerpwjer ... ... Okay. I'll be having none of your sass right now. ... If you guys can't tell, I'm rubbing my temples right now. Exactly. Excuse me, lady. I just did. And I know this is Normal Mode and all but uh you didn't make it easier for me to know what to do. How is Merlinus talking here? Roy and Clarine are on the main land and Merlinus is nearing the north village. "MIIIIND YOUUUR MOUUUTH, YOUUUNG LAAAAADY!" Other than that, I agree with the old man for once. ...phew. Okay. I guess I should calm down. This lady's attitude isn't helping but this unbridled frustration isn't either. Okay. Bear with me, Merlinus, but she is a Troubadour. As much as her sass is not worth it in a real army, in an FE army, it's okay. She knows how to actually pay for service unlike that cliche where a rich person doesn't know that you can't just take apples from stalls. She's not completely dumb but she still ran into enemies to get protection services. So. Right. Clarine. Troubadour. I like Troubadours. Overall has better stats than Elen. And that, I think, is a bad thing since Elen doesn't get as many chapters before Clarine like Serra does with Priscilla. But this is Normal Mode. I've only heard here and there about the horrors of this game's Hard Mode so maybe Elen has major use in that mode than this. As much as I don't appreciate her bratty attitude, I will be using Clarine. Interesting thing is that she has Lightning affinity. Pretty good affinity. Turn 5 enemy placement without Pirates or Chad: Now I know that Clarine self-recruits herself with Roy, but does that mean that her bro is in the south village or not? I shall find out soon. Merlinus visits the house near the north village. Does this mean that Nomads are more or less accepted since Lyn's mode? Oh, I'm sorry. Lyn doesn't exist in this game. You know. I wouldn't be surprised that now that Clarine was recruited that they decide that Erik should start moving. I was planning to move Lugh further into an Archer's range but haha wouldn't it be funny if Erik moved and killed Lugh because it turned out what I said was true? I'm sure some of you would while I would go into a catatonic state. I will not be taking that chance. This game already threw me Clarine's self-recruitment in a bad zone. I will not be risking Erik moving. Bors picks his fight with the Iron Lance Cavalier. He misses and the Cavalier hits. Wolt lodges a bolt into the Cavalier. 4 EXP away from a level up. If I remember correctly, Wolt will level up by chip EXP alone. That's dedication if I ever saw one. Lugh takes credit for the kill. Marcus lets Merlinus take a break from his house-visiting duty since the house is on the way to the south village. The Reaver and Slayer weapons. Yes, they're great. Though it would have been good if you were in a village and gave that weapon to me but whatever. Marcus uses the rest of movement towards the south village. Chad drops by the Vendor. Heals! Clarine has a Heal staff herself but I'm not sure if I should switch between Elen and Clarine. As much as I want to just use Clarine, I'm pretty sure I heard something about a legendary weapon only being able to be wielded by the likes of Elen and some other person. I pick up a book of Fire and a Heal staff. There's still the Armory to visit. Shanna's close to a level up so I think I'll have her get this Cavalier kill. First, Elen will heal Lance. Lance goes off to approach the Archer with his Javelin. Lance hits once and Archer counters. Allen has the exact amount of damage to kill this Archer... but he misses and Archer hits. Roy attacks the Iron Sword Cavalier with his own Iron Sword. Roy hits but so does the Cavalier. Shanna kills the Cavalier but apparently her Pegasus did not anticipate a 43 hit attack. Still, Shanna levels up. Shanna intensifies. Deke moves west. Clarine has to start contributing for her protection service. I have her heal Roy. Wade moves to Shanna's north. Merlinus not pictured. Lot moves to Elen's south. Game, you didn't. Did I just make a self-fulfilling prophecy? Please don't tell me Rutger is an ambush spawn. Pirates are on the move. Archer targets Lance. Archer hits and perishes from Lance's double Javelins. Turn 6 In the southeast, Hand Axe Pirate left and Iron Axe Pirate right. I will not necessarily wait for those Pirates for EXP but now I'm concerned about Rutger. Do I get to recruit him this map? Do I have to wait for another conversation to happen? Will I get ambush spawned? Will he go after Clarine if he does? Too many questions. I suppose I can wait around a while to see if Rutger shows up. I'm not going to risk killing Erik and having Rutger never be recruitable. Marcus tears across the fields towards the southern village. He will visit the next turn. Chad inspects the Armory's wares. Slim Swords are cool for starting Myrmidons and promoted Falcon Knights... but I don't have a Myrmidon and Falcon Knights can equip Iron Swords with no AS penalty, I think. Would Rutger be a sword-wielding class? Aha! If that's the case, maybe that's what this Slim Sword is for... ...but more than likely unless he was a Mage, he should be able to wield an Iron Sword no problem anyways. Most males can. Hrm. Besides, Slim Swords cost more than Iron, have less use than Iron, and for what? 10 more hit and 5 Crit? Unless I knew this game like the back of my hand, Slim Swords are not interesting to me right now. Shanna's the target audience for the Slim Lance and she's capping Speed soon. I could go ahead and buy her another for her before I wean her off that and onto Iron Lances. I go for one of each of Iron Sword, Slim Lance, Iron Lance, Javelin, Iron Axe, and Hand Axe. I'm down to 7760G. I check the Units page to see who's closest to a level up amongst my fighters. It's Lugh. But if I have my calculations right, he still won't be able to level up unless he chip EXP's off of Erik. Lugh's safe from dying from Erik. I think I'll give it a shot. Lugh moves west. Lugh will do 9 damage to the 21 HP Archer. I'm going to draw this guy out with Allen since Allen's attack should bring him down to exactly 9 HP. Before I do that, Elen heals Allen. Two more heals and she'll level up. Allen moves to two paces west of Lance. Clarine heals Wade for staffabuse. Roy moves closer to the castle. Deke moves one space south just in case. I'm leaving the rest in their current positions. Marcus is southwest to the south village entrance and Chad's at the Armory. OH NO SHIT NOT THE AMBUSH SPAWN Goddammit Reset: 1 I'm not sure how I'll do more playthroughs of a chapter but I'll think of something. Haha, oh god, I was laughing when Wade died because I anticipated a Rutger ambush spawn and it happened. Murphey's Law came to bite me in the ass.
  19. I worry about this as a writer--well, not the whole "this male is now female" but the shipping and the extensions of them. Some rabid fans will probably try to reach out to the writer and tell them what ship they support and what will happen if a writer doesn't write out that ship. I think of Stephen King's Misery, except shipping. THAT is the true writer's horror story! I pretty much don't say my ships out loud for this reason... other than the fact that I have a tendency to be a Canon Shipper or something. It's cool if you write them by me. I may not read them but people support things or whatever. I can't say the same for others. Oh good god. HAHA.
  20. Yeah, pretty much my point about genetics. I don't know if awful but it would sound out-of-character for me. But I never detected any romance between the two in PoR so Mileage Varies Oh no. Sorry about that. That wasn't supposed to be read that seriously. It sounded a lot more lighthearted when I read it out loud. My apologies. There can be connotations of both though I'm more familiar with my definition. But like I said earlier, by all means if Intelligent Systems outright stated that Ike and Priam are linked by lineal descent in the clearest words possible, I will have to concede. It's hard to beat "Ike had kids and those kids had kids and those kids had Priam" than "Priam is descended from Ike," by my standards. I think this might have been Ownagepuff's bomb. Please don't take with offense but the TC's post could have been seen as conflict-inducing really fast... If you're in a bad mood right now, Ana, I think it's best to cut losses before people come flocking in to post to this post and really try to take the piss out of you. Truth. I sometimes forget this argument. I love this so much. Aaaaaaand ninja'd again. This is what I get for considering my wording too much lolol
  21. When was Marth and the Anri thing retconned? I remembered it from FE11 as well Nyna explaining Artemis' Curse. It's even in this SF page. Cool factor don't play in genetics. I'm more familiar of the term "scion" to mean a descendant of a wealthy or noble family, or in Priam's case "notable." You can use it in the context of a person just from a middle-class family, but it would sound a little funny. "He's the scion of a mechanic" definitely doesn't sound as grand as "He's the scion of a great knight." But with the embedded "descendant" in the "scion" definition, I fall back to what I said earlier. Genetics are very finicky. It's not uncommon for children to look more like their grandparents, for example. Traits that existed far in the past can pop up again many generations later. Ike and Mist took features from Greil and Elena. Priam could be a result of Greil, Elena, Mist, Boyd, whatever. Though I'm not going to get into genetics that much since this is anime genetics and blue trumps all apparently. The expression "got a laugh out of you" doesn't usually mean "I got a laugh from what you wrote." Usually it means "Got you to laugh." You wrote lol at Aimee. But by all means, Roy can prove me wrong. Aaaaand ninja'd
  22. I thought Marcia joined the GMs earlier but I was mistaken. I would still prefer Marcia over Mia for that flying utility and Canto. Mia's Vantage just doesn't have that edge it had in PoR. Eesh. What Jill needed most was HP, Str, Spd, and Def at the least. Her base HP is not that great and she could always do for more Str and Def. With the transfer of Speed, she was 3 away from capping and that's her highest growth stat (at 65%). Her actual lowest growth is in Def (35%). You could have BEXP her earlier if Speed and some other stat capped to help her with her problem stats. Pretty much a forge would have fixed any accuracy issues, which her Skill starts at 12. Not that it's devastating because I'm sure people have played HM without transfer bonuses but those bonuses can help a lot. Did you rig any level ups at all in PoR?
  23. My own thinking: Priam says he's a descendant of Ike but that doesn't have to mean he's directly descended from Ike's line. He just says "descendant," where there are two types: lineal and collateral (also provided in link). It's like how Marth is Anri's descendant, despite Anri never having children. Marth is descended from Anri from the collateral. As for why Priam says he's Ike's/whatever title Ike was' descendant if it's the collateral, it's because Ike is more well-known than Mist or Boyd. Same case with Marth since Anri is more well-known than Marth's direct ancestor. So what do I actually think? I would prefer if it was the collateral as it could be a nice nod to Mist/Boyd and Ike can be free from all the damn shipping but will agree with Intelligent Systems if it's the lineal. If the lineal, I wouldn't care, per se. I wouldn't care if it was Ike/Lethe, /Elincia, /Titania, even /Meg. That... would actually be an awesome idea. Be right back, writing fanfic with Ike and a random Laguz girl, Lethe, or Ranulf for that mpreg bonus. joking but that actually would be an awesome idea
  24. Depends on how many units you're focusing on in the GM. I've also had Ilyana send over one or two Wind Edges so that takes off some of spending the GMs might do. Except for occasional uses of Zihark, I have no sword-users so the Wind Edges were no trouble. And if you have room, Lucia's stuff. Free Silver Sword, Wind Edge, and Iron Sword. I would think Ike, Titania, Oscar, Gatrie, Shinon, and Marcia would be good for the GMs, give or take less units. If you're hard-pressed for cash, might as well sell off unused weapon types and weapons that sell for a lot of cash but will be unused or are interchangeable with another weapon, like maybe the Steel Greatlance/Silver Lance, for example. Intelligent Systems thought that taking out weapon triangle would make it disadvantageous to the player... only maybe they didn't anticipate that it can be exploited. It will be the warmest of benches. Tell me how that goes. I'm not planning to use Zihark--and that might screw me over because Earth affinity is coveted by all.
  25. I wasn't that hyped before. But DodgeDusk's posts are making more hype. Must resist the hype! Ah, yes, Arsène Lupin, like Lupin III. I want to say Lupin and Lupin III gave rise to Japan's sub-genre of gentleman thief of kaitō, or the phantom thief. It's not the first time Atlus based a Persona on something more fictional (Alice), but I think it's the first time a main character starts with a fictional-based Persona. I wonder if the other users' Personas will be same case. Can I expect a Carmen Sandiego or Robin Hood Persona?
×
×
  • Create New...