Part 33: Deja Vu

Welcome back. Last time on Exit Fate, we found the Holy Grail. Oh, and I guess we did some other stuff too. As far as actual plot-related stuff goes, we went to Highland to form an alliance with Rock, as well as put together a plan to distract Matrech so that we can attack Mayfall. Keyser came up with a rather convoluted way of doing this: he wants Rock to leak two conflicting messages to Matrech, with the intent of making them believe that Highland is virtually undefended and enticing them to attack. Meanwhile, our plan is to take over Mayfall while Matrech is busy trying to conquer a much better-defended Highland than they expected. To get things started, we're going to head back to Elysium to set everything up with Leonius. So let's get to it.

Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"













Right then, we're pretty much ready to go, but before we get things started, there's a little bit of army setup to do.

Specifically, Jovian has added a new unit to our ranks, and we need to fill it up.


Jovian is going to have a lot of defenses against long range units. We give him Petra (30 men, +1/+1, Scatter), Mai (30 men, +0/+0, Forcefield), and Nikolai (30 men, +0/+1). We also turn him into an infantry, which makes him about as much of a powerhouse as Daniel.



After that, it's time to get this show on the road.
Fade to black...
Music: Reflection - Chrono Trigger, "At the Bottom of the Night"



















Fade to black...
Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"


















Elsewhere...











Elsewhere...



Music: Fuse - Xenogears, "Fuse"





Fade to black...
Music: War Battle - Final Fantasy IX, "Consecutive Battles"


I have the vague sensation that this has happened before...



This battle is rather annoying.

As you probably saw in the intro to this battle, our army is divided into two fronts. Fortunately the Mayfall Army will handily split themselves up so that each half of our army has a reasonable fight on their hands, but it's still a pain to have to deal with.


I'm not sure what determines who ends up where, but in the south we have Daniel, Bast, Outsider, Griever and Shiro, while in the north, Keyser, Ljusalf and Jovian are going to have their hands full.

Merrick is the enemy commander this time around, and he's a pain in the ass. I'm not sure why he has Forester since scouts aren't slowed down by forests, but since he's virtually guaranteed to land the first strike due to his long range, his Berserker skill is going to make his attacks rather nasty by boosting his Atk to 7. What's worse, we can't gang up on him with sorcery units since the ones we have are split. We're going to have to take a lot of hits from him before we can bring him down.


Anyway, there's not much to do on turn 1 but to advance. The southern front moves straight for Mayfall, while the northern front is going to play things more defensively and hang out in the forest to their south. Ljusalf has Forester, so none of our units there will have trouble with the terrain.


Merrick splits up his forces and sends them out to meet us, except for his personal unit, which stays put, and a scout who decides that he just wants to hang out by the river. Okay then?


We have a lot more leeway on turn 2 than it appears. See, it might look like a lot of units on the southern front are threatening our formation, but...

... it turns out that this cavalry here has boxed himself in behind that forest and won't be doing much of anything this turn. We can hang back without having to worry about the enemy cavalry attacking us.


Especially since Outsider makes a crippling shot on the cavalry that actually is threatening us.

Everyone else forms up behind him. It's a little weird to have Outsider out front, but the only enemy that can attack him is the weakened cavalry, so he should be fine.

On the northern front, Keyser positions himself to bait the cavalry towards him, but Jovian and Ljusalf hang back.



Merrick opens his turn by taking the bait with his northern cavalry. I couldn't get a shot without the sudden view change, but as you can see Keyser has dished out a lot more damage than he took.

That's the only attack Merrick makes this turn, though. He decides to advance his personal unit to the southern front, but not much else happens.

Before turn 3 starts, the view suddenly shifts to the forest where my northern units are hanging out.



Whoa, what? Uhh, hey Bast, did you set up surprise reinforcements again without telling me? I'm not going to complain about 1100 free men, but you're on the southern front, so who the hell is leading these guys?


Okay, I don't even know who you are. But hey, free allies! Nashal will always pop up before turn 3--there's no need to do anything special in order to make her appear.



And for once I can just be happy about free allies without having to worry about babysitting their asses, because SCF has finally decided to throw us a bone--Nashal and her Goji Reinforcement unit are allied units, but they don't count towards our efficiency rating in this battle. So they're free to do whatever the hell they want. They're not amazing statwise, but 700 men is pretty great on any unit, and the boost in power is pretty much exactly what my northern front needed.


Now then, I believe we had a bit of a situation on our hands in the south. The first order of business is to slam the sorcery unit there, since we don't want it taking potshots at us while we're taking care of the other units. Outsider reduces it to irrelevance.


Shiro follows up with an attack on one of the enemy infantry. As in our last war battle, my objective here is to cripple as many units as I can early--I'm not too worried about actual kills right now since we can just clean up later.


Daniel takes out the weakened cavalry...


... and Griever rushes in to cripple the one behind it. Bast stays put.


On the northern front, Ljusalf finishes off the cavalry we baited over last turn.

Keyser and Jovian stay where they are to end the turn. They can't reach the enemies, but Nashal and her ally can next turn, so there's not much point in having them run out.



On the enemy turn, Merrick makes screenshotting a pain in the ass by constantly switching back and forth between his northern and southern units. His first attack is with the weakened infantry in the south, which moves forward behind Daniel's commander banner to make an ineffectual strike on Shiro.


Next up, his scout takes a shot at Griever.


The sorcery unit in the north decides to go after Nashal's ally. Again, sorry for the sudden view change, but it's jumping back and forth without my control. You can still see the results of the attack at least.


Meanwhile, in the south, the enemy continues to make ineffectual attacks on Shiro, this time with the weakened sorcery unit.


Merrick changes that and brings a world of hurt to Griever. Miraculously, she manages to survive with only herself left in her unit.



Nashal opens up turn 4 by annihilating the northern sorcery unit.


Her ally follows up with an attack that can only end poorly for her next turn (and which causes another sudden view change as the cursor auto-focuses on Daniel), but you know what? I don't have to worry about retard allies anymore! Go forth!

Now then, our first move in the south is pretty obvious. Griever gets the fuck out of the way. Sure, her entire unit is dead, but she's still alive, and that means no hit to our efficiency rating. She's not pulling any heroics this time around.


Daniel rushes forward to make a crippling strike to the enemy scout which doesn't cause any damage to him in return, thanks to Regenerate.


Bast follows up by taking out that pesky infantry in our midst.


Shiro also kills the sorcery unit hiding behind Daniel's banner...


... and Outsider kills the weakened scout. Unfortunately, this leaves Merrick and the infantry at full strength to do whatever they want next turn.

Meanwhile, my northern units struggle to keep up with Nashal and her ally. They're faster than all my units are, and they don't have any concept of this thing we call "defense," so they're going to be doing most of the work up here.



Merrick opens his turn by crippling Nashal's ally with one of his infantry.

His southern infantry goes after Bast, and this time the view changes so quickly that I can't get a shot of the result. Bast is reduced to 380 men, and the enemy is reduced to 225.


Merrick's scout finishes the job up north. And I don't care.


And in what continues to be a good day for my efficiency rating, Merrick goes after Bast and misses.



Nashal opens turn 5 by going after the enemy scout, of all people. It ends well for her, at least.


On the southern side, Daniel takes out the enemy infantry.


Then it's finally time to start going after Merrick. Shiro is the only one who can attack him without getting hit in return, so he takes the first shot.


Bast remembers that there's a cavalry next to him and destroys it, leaving Merrick all alone on the southern front.


In the north, Jovian finally joins the fray and cripples one of the enemy infantry.



And Ljusalf and Keyser team up to kill the other one. The northern front is pretty much secure at this point.


So that just leaves Merrick, and Outsider's the only one in the south who hasn't moved yet. I decide to have him move in and attack, since if I leave Merrick with 678 men he's going to end up killing someone on his turn. Outsider takes a big hit in return, but if I'm lucky I shouldn't lose anyone.


The northern enemies try their hardest to be relevant, but don't get anywhere.


Merrick decides to go after Bast. Which is fine by me, since if he had attacked Outsider he likely would have killed him.



The battle is basically over at this point. Nashal helps out by killing one of the northern enemies...


... and Keyser finishes things off.


Shiro takes another potshot at Merrick.

And Daniel sets up in front of him while everyone else retreats.



In desperation, Merrick attacks Shiro.





Shiro counters and Daniel and Outsider follow up, but Merrick manages to cling to life.


I don't think I really need to explain what happens after that.

Music: War Battle Won - Suikoden V, "Cry Victory!"



Awwwww yeah bitches.

For our first A-rank in some time, we land ourselves a Cure spell, the next tier of healing magic. At 45 MP (54 for non-light characters) and healing about 300-450 HP, it's pretty much perfectly timed, since Mend is starting to show its age. The B-rank reward for this battle is a Blue Cape, an accessory that grants +8 SKL. The C-rank reward is a plain ol' Frost Shard.

Afterwards, we're given the chance to go into the menu and change our party if we need to. Everything's fine, so we continue on.
Music: Fuse - Xenogears, "Fuse"





Music: Commandos - Chrono Cross, "Dragon Knight"







Oh Trevor




BOSS FIGHT: Trevor & Sick
(no music change; Commandos continues playing)

It's time to break in our new party.


Mayfall isn't the only thing that feels familiar in this update. Just like last time, Sick karate-chops our front row for a bit of damage...

... and Trevor charges something up.





But that's where the similarities end, because then I kick the shit out of Sick so hard that he dies before he gets a second turn.



Trevor puts up slightly more of a fight, dealing major damage with Black Sword.



I say "fuck it" and just go all out on him. If he's anything like Sick, he'll be dead before he can execute another charge and Black Sword.

But it turns out that I've made a miscalculation, as Trevor is now able to use his old standby, Dark Slash, without having to charge first. This takes Daniel out...

... but it also has the side effect of pissing off half the party.

He doesn't last much longer after that.
Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"

Yeah, that's right. You give me less experience than regular battles now.

Music: None










Music: Kirgard - Suikoden V, "Harbor Town by the Lighthouse"


Merrick walks in, but a bunch of soldiers suddenly dash in front of him.















Merrick's pretty decent. He's got okay STR and a long-range weapon, making him a passable mid-row or back-row fighter, but none of his other stats are particularly standout. His real use is that he provides a service at Elysium Castle, but we don't have time to show it this update, so we'll check it out next time around.



Merrick's got a thing for whips, which explains his relation with Mandala, I guess.


Fade to black...























Nashal is... pretty similar to Merrick, actually. She's got higher DEX and SKL, but lower STR and SPD. Her main problem is that she's not really meant for the middle or back row, but at the same time, her PDF is pathetic, so you don't really want to put her in the front row, either. She doesn't really fit anywhere.



Nashal attacks with a claw weapon. From her appearance you'd expect her to fit into the "weak but agile" warrior archetype, but she's actually rather slow, as you can see from all the people in the turn order getting two turns ahead of her. I'm not really a fan.







Music: Sadness 2 - Suikoden V, "Despair and Hope"












Next time: Every soldier matters.