Part 37: Closing In On The Capital
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Welcome back. Last time on Exit Fate, we learned that Kirgard had been abruptly wiped from existence, after simultaneous invasions by Almenga and the eastern mountain tribes. There's not a damn thing we can do about this on our own, so our only hope is to ally with Zelmony and hope that they realize they're Almenga's next target. Of course, in order to ally with them, we're going to have to get Vosch and Miller to agree with us, and that's easier said than done. We've sent a message to Ryan, but we've yet to see what his response is. How are we going to proceed from here? It's time to find out.
Music: Elysium - Chrono Trigger, "Frog's Theme (Orchestral Version)"
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We begin this update in Daniel's room some time later. Now, I mentioned in the previous update that Daniel's room looks a bit different. If we were to save here, we'd also see in the file's location that we are now on the fourth floor of the castle, whereas Daniel's old room was on the third.
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Well, it turns out that's because the third floor has been renovated into more rooms, for what seem to be the top generals. Eander stays up here, but the other two rooms (there's a third one offscreen) are currently empty. The rest of the castle is still unchanged though, and the renovated upper floors don't actually affect anything.
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There's also a door on the southern side of the third floor that takes us to the castle roof. Nomad is chillin' up here, but again, there isn't anything of importance in this new area.
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Anyway, as we head downstairs, we run into Jovian.
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Wait, what? How the hell did a response get back to us before Ljusalf did?
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Welp, that shouldn't be too hard to get to. Before we head out, I quickly pop in to Venkal's room to try out the Hilbert menu set. If you're following Grinnblade's Last Scenario LP, this should look quite familiar.
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One quick walk over to the church later...
Music: Church - Chrono Trigger, "Manoria Cathedral"
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Uh oh. There go our chances of allying with Zelmony.
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Ryan's all right. He's got a pretty decent MAG and a fantastic MDF, along with a good SPD, but almost all of our other mages outclass him. Since it should be clear from his stats that magic is all that Ryan's capable of doing, that doesn't really bode well for his usability.
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Ryan attacks by bopping people with his scepter, but, well... he's an old guy, and a mage at that, so you can't really expect much damage out of him.
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Fade to black...
Music: Suspicion 2 - Suikoden V, "Standing Firm"
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Speak o' the devil.
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Yes.
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Yessss.
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Oh lordy how I've been waiting for someone to say that
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Fade to black...
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Welp, time for another trip to the meeting hall.
Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"
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Fade to black...
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Before we head out, it's time to do a little more army maintenance.
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We've picked up another four commanders since our last war battle in Nashal, Merrick, Eander, and Paris (who is buried earlier in the list and I nearly missed). All of them have pretty obvious type choices, so we won't need to do any switching there. Nashal apparently likes infantry, though, despite leading a scout when she first joined us.
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We don't have much in the way of interesting subcommanders at the moment, so for the most part I just beef up our new commanders' men. Nashal gets Orlando (30 men), Ryan (30 men), and Venkal (30 men).
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Merrick gets a bit of boost, with Nomad (35 men, +1/+0, Scatter), Mike (30 men), and Reod (25 men).
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Eander gets all the cool toys. Most notable among them is Rock (50 men, +2/+0, Mountaineer), along with Deke (20 men, +1/-1) and Midian (25 men). It's a shame that he doesn't have a three-star rating for infantry, because otherwise I could have boosted him to 10 attack.
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Finally, I give Paris the weirdest possible subcommanders in Bartolli (25 men), Fitch (25 men), and Teej (25 men).
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Let's do this shit.
Fade to black...
Music: War Battle - Final Fantasy IX, "Consecutive Battles"
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We've got an even match in terms of men. Off to a good start.
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We've also got another two-front battle on our hands this time around. Daniel, Jovian, Bast, Nashal, Outsider and Ljusalf will be making up our southern battalion, while Eander, Griever, Keyser, Shiro, Merrick and Paris will be attacking from the east.
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Once again, Erin is the enemy commander, with Jasper at her side. Neither of their units have changed since the battle at Elysium.
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There's also a small advance guard, which Daniel's group will deal with in short order...
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... and this small group way off in the southeast. I didn't catch them in the initial screenshots, but you can see them as the camera pans around at the start, so it's not a surprise fuck-you. The eastern group's objective is going to be to take out these guys as quickly as possible and then sprint to the west, while Daniel and company hang back long enough for the eastern group to attack with them simultaneously.
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Anyway, as usual, not much to do on turn 1. Daniel's group forms into a block and advances, while the eastern group positions its cavalry to attack the southeast enemies as quickly as possible.
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It seems that the enemy is itching for a fight. Both the advance guard and southeast group walk right into our range on their turn. I'm not complaining.
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Meanwhile, the enemies in Matrech make a small advance, but stick together.
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On turn 2, Ljusalf strikes down the forward cavalry with a single blow, and the rest of the group forms up with him.
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On the eastern front, Eander and Griever rush forward to deal with the southeast infantry, killing one of them. There's not much we can do about the sorcery unit this turn, but there's no way it'll kill either of our cavalry and it can't retreat out of their range, so I'm willing to take the hit.
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It's clear that the cavalry have things covered in the southeast, so the rest of the eastern units just head due west.
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The advance guard infantry continues its suicidal rush and puts itself in range of pretty much every unit in Daniel's group. Once again, I'm not complaining.
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The southeast infantry declines to attack, while the sorcery unit takes a shot at Griever, bringing her down to 318 men.
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The units in Matrech continue shuffling around. Fine by me, since it gives me more time to form everyone up around them for a simultaneous attack.
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Eander and Griever finish off the southeastern group, leaving them free to head towards Matrech. As cavalry units, they won't have any trouble catching up with the rest of the army.
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Meanwhile, Outsider and Daniel oblige the advance infantry's deathwish, while the rest of the southern group continues its slow advance.
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Erin continues to play things conservatively on turn 3, making a small movement south but not rushing ahead.
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Well, two can play at that game. Daniel is now in range of one of the enemy cavalry, but he's the only one at risk of attack and he's powerful enough that the enemy may not take the bait. Let's see what happens.
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It turns out that the cavalry will not charge ahead. Erin uses the delay to advance her long-range units instead. We'll have to keep an eye on that sorcery unit in the southeast of her formation.
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I set up Paris and Griever in the east to draw the long-range units away from the southern group. Daniel and company can probably take the rest of the army on by themselves, but having the long-range units gone will greatly increase the length of time their units remain viable. I leave them where they are for the most part. With two cavalry units now capable of attacking, the AI will likely not be able to resist.
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As expected, the enemy sorcery unit goes after Griever.
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Meanwhile, one of the enemy cavalry finally takes the bait and attacks Jovian. It does not end well for him.
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The majority of the other enemy units hesitate, but the eastern scout goes after Paris.
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And Erin moves up a bit to end turn 5.
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Let the slaughter begin.
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Shiro and Eander get things started on the eastern side, killing both of the units that came their way.
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Next up, Bast annihilates the cavalry who foolishly charged us, opening up a wide range of attacks for the rest of the southern group.
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Outsider and Ljusalf move in first, crippling an infantry and the enemy's remaining scout. This leaves that sorcery unit way up north as the only useful long-range unit the enemy has.
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Then Daniel and Jovian move ahead of them and attack the units in range, killing the infantry.
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Nashal can't reach anyone, so she advances to act as bait for Jasper.
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Finally, the rest of the eastern units form up. Erin is now in Merrick's range and she can't strike back.
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Then I realize I left Nashal in the sorcery unit's range.
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The wounded cavalry slides to the west, while the infantry moves in and attacks Jovian in a fairly even battle.
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Jasper follows up by nearly killing Nashal. Her unit is still alive, which means no hit to my efficiency rating yet, but it's unlikely that I can keep her out of harm's way next turn.
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The single scout attacks Ljusalf because it can.
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And then Erin starts running away.
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First order of business on turn 7 is getting that sorcery unit out of our hair. Outsider charges ahead and reduces it to irrelevance.
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Then Ljusalf and Daniel team up to take out Jasper...
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... Jovian leaves another unit with a single man...
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... and Bast takes out the enemy infantry, leaving Erin as the only threat left on the map.
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The eastern group continues its pursuit of Erin, but the problem is I don't actually want to get too close because letting an 850-man unit get the first strike on me is a Bad Idea. Of course, by doing this, I give Erin another chance to get out of my range.
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The remaining enemy units take a few potshots at us. I'm kind of surprised the scout didn't go after Nashal, since there's a non-trivial chance he could have killed her. It seems once again that the AI is incapable of attacking anything else if a sorcery unit is in range.
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Erin continues running.
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We swiftly take care of the non-Erin units.
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Well, if Erin's going to keep running away, we're going to have to give her a reason to come to us. Merrick steps up as the sacrificial lamb. Hopefully 540 men will be enough to survive one of Erin's strikes.
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Everyone else forms up behind him.
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Erin takes the bait and...
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... oops. Miscalculated that one.
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His sacrifice will not be in vain.
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Shiro, Paris, and Outsider all attack from range, and Eander strikes the killing blow.
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Music: War Battle Won - Suikoden V, "Cry Victory!"
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See? See? It was just all those allied units holding me back all along.
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Our reward for the A-rank is a pair of Winged Boots, which grant +5 PDF and +5 DEX for just 1 weight. The B-rank reward is a copy of Firestrike, while the C-rank reward is a set of Knight Armor, a generic armor that grants +19 PDF for 10 weight.
Fade to black...
Music: Catacombs - Final Fantasy Tactics, "Back Fire"
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Fade to black...
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Ryan leads us to an open doorway in the basement of the State Hall. We actually could have come here at any time we were in Matrech, but the door would always be locked.
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Next time: We make one last appeal to Erin's rationality.