Part 19: Keyser's Last Stand
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Welcome back. Last time on Exit Fate, we rescued the old warrior Shiro from house arrest in Blackwater. In doing so, we confused the shit out of Keyser and disrupted his ability to plan ahead for our future moves. Now that we've done that, it's time to head back to Bast to see how we might go about dealing Keyser a finishing blow. So let's get to it.
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Fade to black...
Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"
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Once again, we're given control in case we want to do some preparations. Our party is just fine at the moment, so let's get moving.
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We're given a chance to change our war unit setup before we begin. We've gotten a few new characters since the last time we did this, so let's take a peek.
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Daniel's unit is good as is, but Ljusalf replaces Mike with Richard for a +1 attack boost and the Forester skill.
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Outsider, meanwhile, replaces Carson with Rorschach for the Evasion skill at a cost of a tiny dip in men. All three of our main units now have Evasion, and, well... considering the stupidity you're about to see me display, let's just say it was good that they all had it.
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After that, it's time to move out.
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Fade to black...
Music: Suspicion 2 - Suikoden V, "Standing Firm"
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Fade to black...
Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"
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We find our heroes in the newly-liberated Amen Corner.
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And you are now ruining that secret by blabbing it out loud to everyone within earshot. Do you not see those soldiers all around us? I suppose Bast's presence can't remain a secret for much longer anyway, but come on dude.
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Fade to black...
Music: Suspicion 2 - Suikoden V, "Standing Firm"
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And here we have another effect of our rescue mission: not only is Keyser starting to doubt himself, but his own subordinates are now second-guessing him. It's hard to think of someone as a genius strategist if they can't even predict the enemy's next move.
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Let's do this shit.
Music: War Battle - Final Fantasy IX, "Consecutive Battles"
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Wait, what? "Nearly lost our superiority in numbers?" You outnumber me nearly two to one. Hey, uh, Bast, your plan takes this into account, right...?
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We're backed up this time by two generic Elysium Army units, an infantry and a cavalry. These guys are under our control, thankfully. We're gonna need some bait if we're going to win a battle with these numbers.
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Keyser no longer has Bruce's battalion on his side and he's lost a bit of men in his own unit, but he's still a brick wall defensively and has somehow managed to pick up the Shield skill. We're going to need to do a lot of sniping before we dare attack Keyser directly.
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Nothing worth noting happens on turn 1 since the armies are so far away from each other, so this is the way things stand after both sides have moved. The more astute among you may notice that this is actually a slightly different map than our first go-around with Keyser. I think things are slightly more zoomed-in this time, and a few forests are now present to the south where there weren't any before.
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On turn 2, I start spreading my units out a little bit. The poor infantry in the northwest is struggling to keep up, since he started further back and half of my units outrange him. Keyser makes little movement on his turn, bunching all of his units up into a ball. Spoiler alert: Keyser's orders to encircle us at the beginning of this battle will have absolutely no effect on how his AI behaves.
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It should come as no surprise that I'm going to need to play this battle defensively if I stand any chance of winning. Even then, I don't think I have the manpower to take on all of these units. Hey, Bast? Now would be a good time to put that plan of yours into action!
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My strategy for turn 4 is fairly simple: I'm going to bunch everyone together, bait out one of the enemy cavalry with my own, and then use my stronger units to decimate it. I can probably hold out this way for a turn or two, but something better happen after that to shift things in my favor.
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Predictably, the enemy cavalry takes the bait. My own cavalry is crippled now, but the enemy cavalry is wide open to attack.
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Luckily, Keyser doesn't press his advantage, instead opting to leave his forward cavalry all by its lonesome while hanging back with the rest of his army. Even then, we're still in a sticky situation here. We're going to have to advance to take out the forward cavalry, opening ourselves up to further attacks. Can we really win this...?
But just then!
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WHAM! 1550 new men fall right into my lap.
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Bast and his battalion are allied units, but in the case of his personal unit I don't really care because he is a goddamned monster. As if to demonstrate, he attacks the scout north of him and destroys it with a single blow. These are some reinforcements I can get behind!
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His scout and sorcery unit follow up by taking out one of the enemy sorcery units, removing a big long-range threat to the units under our command. Unfortunately, he also leaves his scout right next to Keyser and in range of just about every unit he has. Oh, and you know that efficiency rating you get at the end of battles? Bast's units count toward that!
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That said, now Keyser has nearly lost his superiority in numbers. And look at the fucking stats on Bast! He is going to be spending the majority of this battle wrecking enemy units with impunity because the enemy AI is too afraid to attack him. I never doubted ya, buddy!
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Aaaand then I repay him by bringing the stupid.
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Ljusalf finishes the cavalry off.
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Mistake #2: Instead of letting Outsider take the punishment for my stupidity like a man, I move my cavalry in as a meatshield for Outsider, in addition to Daniel. While the cavalry will certainly serve its purpose, it will not be surviving, which means another hit to my efficiency rating.
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Finally, the straggler infantry forms up behind everyone.
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Predictably, the enemy wastes little time taking out my cavalry.
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Keyser then attacks Bast's scout with one cavalry...
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... and the other, crippling it.
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Keyser's scout takes the chance to get a shot in on Bast's sorcery unit.
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And his sorcery unit deals the finishing blow to Bast's scout.
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Keyser himself, however, prefers to retreat out of the sorcery unit's range.
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Bast opens turn 6 with another one-hit kill. This is going to become a theme.
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His sorcery unit gets in a potshot on one of the cavalry units while also moving itself out of range of Keyser's entire army, thanks to the forest. Intelligence from an allied unit? Why I never!
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Ljusalf and Outsider take out the forward infantry. Mistake #3: Outsider is now in range of the stronger cavalry.
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I also move up Daniel and my generic infantry, placing Daniel in Keyser's range. This is actually intentional--I want to bait Keyser over to me, because if I don't Keyser might actually start running away. I saw the war AI do this a bunch of times on my first playthrough and if Keyser does it here my speed rating is going to get ugly. I'd rather let Daniel take the hit.
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Keyser moves up his infantry and weakened cavalry to start turn 6. The AI continues displaying the quirk we saw in the Grunthall battle, and prefers to act as though Bast's overpowered unit simply isn't there. I'm not complaining--those two units are prime targets for Bast's battalion next turn.
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Then the stronger cavalry is like "hey outsider i'm attacking you now" and Outsider is like "lol nope". Outsider activates Evasion, essentially canceling the battle. This also means he doesn't get to counterattack, but that's a fair trade for remaining at full health.
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The sorcery unit goes for a shot on Bast. He chips off a decent amount of his men, but Bast is still well within juggernaut range health-wise.
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Finally, as Keyser attacks the stars align and what would have been a crippling hit to Daniel gets completely negated. I'll take it.
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Bast is not having any of that sorcery unit's shit and annihilates it. Even injured he's still killing enemies in a single blow. Bast
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His sorcery unit follows up by attacking the weakened cavalry, just barely leaving it alive.
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Ljusalf begins the arduous process of wearing down the commander with a snipe on Keyser.
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Mistake #4: I have Outsider go after the enemy cavalry instead of, y'know, those two bigass infantry units threatening Daniel. Daniel now has no real choice but to attack Keyser directly despite being at a sizable disadvantage in men.
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The straggler infantry gets his one moment of glory of this battle and takes out the cavalry.
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And Daniel makes the obligatory attack on Keyser, but Daniel is definitely the loser in that battle.
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The enemy infantry quickly slams my generic, crippling it.
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The cavalry follows up by making a suicide run. He gets taken out, but not after depriving my infantry of 23 men. Those must be some damn good horsemen.
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And Keyser attacks Daniel, dropping him to critical health. Remember, we lose if Daniel's unit gets taken out, so we are now officially in the Danger Zone.
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To make matters worse, Bast's units are out of range of both of the enemy units, so they have to waste a turn trudging back.
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Mistake #5: I use my long-range units to weaken Keyser instead of taking out the other infantry. Why is this a mistake? Well, you'll see in a moment.
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The generic infantry stays put, and Daniel retreats behind my wall o' units. Except...
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... it's a really shitty wall. The enemy infantry wastes no time destroying my generic infantry, leaving Daniel wide open to Keyser's attack. And that's it. Game over. After all, Keyser's a genius strategist. Surely he's going to end the battle by attacking Daniel, right?
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No! He's going to go after Ljusalf!
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Now why the hell would Keyser do this? Judging from the AI's behavior in this battle, I'm forced to conclude that the AI will always go after vulnerable sorcery units if they can: Bast's scout charged directly into the entire second legion to take out one of Keyser's sorcery units, and Bast himself ran away from the rest of the battle to take out the other one. I think we need a
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And for the record, I had no idea that this was normal AI behavior at the time. I did not plan this; I genuinely thought I was screwed.
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Bast opens turn 9 with his only attack of the entire battle that doesn't result in a kill.
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But his sorcery unit is there to clean up.
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I'm not taking any chances here. Ljusalf and Outsider knock Keyser down to critical health...
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... and Daniel retreats. While it's possible that he could have taken Keyser out, I don't want to risk it. If he fails, Keyser is going to get two hits on Daniel, and as we saw with that cavalry earlier, even a unit with 3 men remaining can easily do over 20 men worth of damage.
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Keyser goes after Ljusalf again and actually succeeds in hitting this time, but it's nowhere near enough.
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And that's that.
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Oh fuck that shit. I handed you victory on a silver platter and you didn't take it. This is entirely your doing!
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Music: War Battle Won - Suikoden V, "Cry Victory!"
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So yeah, not exactly a shining beacon of strategy there, but we won. Our reward for the C-rank is a Charged Pearl, an attack item which casts Photon Beam, the second-tier light spell. A B-rank would have gotten us another Mend-All, and an A would have landed us a copy of Photon Beam itself. These aren't huge losses, as I can buy three more Mend-Alls just with the money I currently have, and Photon Beam won't be out of our reach for long.
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However, we're not quite done liberating Mayfall yet.
Music: Fuse - Xenogears, "Fuse"
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And Bast joins us temporarily.
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So, those guns on Bast? They ain't just for show. Bast is a goddamned powerhouse, with the highest STR of any character we've currently recruited and not far from the highest STR in the game, not to mention a prodigious PDF rating. This guy has frontline written all over him, but he's not perfect: he's very slow (slower than everyone in our active party) and fairly inaccurate, though not quite as bad as Outsider in that regard. Bast was another of my mainstays during my first playthrough, and you definitely can't go wrong putting him up front.
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Look at that damage. That's without a critical or elemental advantage. Can you guess that I want you to vote for this guy?
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Now then, I believe we were in the process of capturing Keyser.
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Random battles will pop up while we're in the city, but they're all the same groups of shitty Kirgard soldiers we fought back in Blackwater. They were a joke then and they're a joke now.
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Our destination is the city hall/army headquarters, where we can now open this door on the left that was locked when we first visited.
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There's not all that much to see here, but there is a bit of loot lying around.
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Of particular note is this Feather Robe, which is one of the few armors in the game that is completely weightless. This goes to Midian.
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Eventually we come across a save point, and a door in the back, which leads to...
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... the man himself.
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Good luck with that, buddy.
BOSS FIGHT: Keyser
Music: Boss Battle - Wild Arms 2, "Battle vs. Solid"
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It's time to add injury to insult.
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Well, actually it's time to steal shit, then add injury to insult. The Mithril Bracer is an accessory that grants +4 PDF.
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Keyser fancies himself a bit of a spellcaster, and will cast Splash rather often for someone who isn't actually a mage. This is only really a danger to Joe with his element and low MDF. Unfortunately for Keyser, he displays the same genius in targeting as he does in war battles, often opting to hit the back row. Midian and Yan Angwa laugh at him.
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Much like the battle with the Kirgard Captain, the lackeys in this battle are gone in seconds, leaving only Keyser himself. He's got a decent physical attack for around 80 damage, which I unfortunately missed the screenshot of, but it's nothing we can't handle at this point. That plus Splash is his entire moveset.
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The battle is easy but not entirely trivial. Of note is the fact that Keyser has a pretty high PDF, and not just because he's in the back row. Daniel and Joe will often struggle to do damage against him, but Ayara and Outsider are strong enough to still get things done.
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But he's still not much of a challenge. Joe ends up amassing a bunch of MP by accident and I use a Thunderbolt to finish Keyser off in style.
Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"
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We only get about 200 experience for the battle, but it's enough to push everyone over to the next level. Apart from that our only reward is some money.
Music: Reflection - Chrono Trigger, "At the Bottom of the Night"
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Fade to black...
Music: Elysium - Chrono Trigger, "Frog's Theme (Orchestral Version)"
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And I am not going to turn you down.
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Need to absolutely, positively make sure that you're going to hit an enemy with a physical attack? Then Shiro's your man. With the highest ACC in the game, Shiro will not miss, ever. Apart from that he's a bit of an odd one. He's meant to be a frontliner, but he seems to be a warrior focused more on speed, accuracy, and skill than strength--all of our other frontliners beat him in the STR department. He can definitely hold his own on the front line, but I'd argue that he's really only useful if you put him in the party with Bast, where his A-rank relation (which Bast reciprocates at A-rank) will make him quite strong, while also turning Bast into even more of a killing machine.
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Shiro is pretty much a walking samurai stereotype, which of course means he has to fight with a katana. He also criticals a lot, which can help make up for his lower STR.
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Elsewhere...
Music: Suspicion - Suikoden V, "Suspicion"
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Next time: We receive our next objective, pick up a few more characters, and then it'll be time for the next party vote!