Part 45: Smug To The Bitter End (Part 1)
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Welcome back. Last time on Exit Fate, we launched an attack on the bridge-fortress of Ft. Brahma and managed to wrest it from Almenga control. Following that, we investigated the disappearance of a scout patrol in the forest, only to run into Trevor and Sick, sporting colorful new capes and incredible demonic powers which they used to beat us to a pulp. Before they could strike the finishing blow, however, a magical fog blinded them, conjured by Brunhild, of all people. We took the opportunity to flee, but how are we going to progress knowing Trevor and Sick are out there? It's time to find out.
Music: None
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Fade to black...
Music: Suspicion - Suikoden V, "Suspicion"
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Fade to black...
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Music: Kirgard - Suikoden V, "Harbor Town by the Lighthouse"
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And with that, we have control returned to us. We can talk to Eander to launch the attack on St. Reinard, but there's a few things we can take care of first.
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To begin with, directly south of the room we were in is a treasure chest containing Battle Plan #8, the plan for the battle against Pereious at Vishnu Citadel. While we're at it, we might as well pick up some of the other Battle Plans that are currently available to us. They're quite well hidden though.
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The first one we can pick up requires us to take Alex back to the Sacred Circle of Druids. Remember this place? There's literally no reason to ever come back here, so this is an easy Battle Plan to miss.
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Especially considering that you need to talk to some random person here, and if Alex isn't in your party, you won't receive it.
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Battle Plan #15 is Forest Raiders, another "what-if" scenario.
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Forest Raiders has us facing off against the Forest Defenders, led by Alex. Appropriately, literally every enemy on the map has the Forester skill.
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Also appropriately, Richard and Ljusalf can be found on the enemy side as well.
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The other Battle Plan we can get right now requires us to head to Faraday and speak to Cantor, the man who hypnotized us way back when.
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Battle Plan #16 is Oischin Conquest, taking us to Faraday.
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This scenario has us fighting the Oischin Army, which is composed entirely of sorcery units and led by Galius. Marian is also around to make trouble.
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It's also the first time we see an enemy army with two commanders, as Deus is leading a detachment. To no one's surprise, battles with multiple commanders require us to take out all of them in order to win. This won't be the last time we see this concept used.
Music: Kirgard 2 - Xenogears, "Wings"
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Anyway, now that we've taken Ft. Brahma, we can also explore the area surrounding St. Reinard.
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Immediately north of Ft. Brahma is a town, which we'll come back to in just a second.
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To the east of that is a small lake with a road circling around it, at the north end of which is St. Reinard.
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Not surprisingly, though, we can't enter the capital.
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Just to the east of St. Reinard is a small path leading into the mountains. You can see it if you squint.
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It turns out to be the bandit cave we found all the way back in the very first update. Unfortunately, there's nothing in there but severely underleveled enemies. I was honestly kind of surprised; I was expecting SCF to have put a treasure chest in the boss room or something.
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Other than that, the only thing left in this area is a southern road which takes us to the Jinen Gama. We don't have any reason to go back there now, though.
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Now then, let's see what's in this town.
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Music: Valduz - Final Fantasy IX, "Vamo' Alla Flamenco"
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Valduz has nothing noteworthy in terms of shops, but everyone in town is talking about a recent dragon attack.
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There's also this fancy fellow in the center of town who we can ask to join us, but...
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... he has other things on his mind.
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However, there is something we can do about this issue while we're here. A few people in town will mention that dragons have the ability to shapeshift, and that they are quite majestic even when transformed. Hmm, you know, we did just meet someone that meets this description...
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If we speak to the blue-haired knight after talking to either of the people shown above, we can call him out. The weird thing is, though, that you don't need to have spoken to him previously in order to get this option--you only need to have spoken to either of the men that talk about dragons shapeshifting. This can lead to a hilarious exchange where you speak to the blue-haired knight for the very first time and blurt out, "Hi! YOU'RE A DRAGON!"
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In any case, it turns out that yes, this guy is a dragon.
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Welp, this wouldn't be much of a sidequest if we didn't follow him. Mt. Ea is right next door to Valduz, though the path that allows us to enter it won't appear until we've revealed Avelion as a dragon.
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Music: Ea - Final Fantasy IX, "Hunter's Chance"
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Mt. Ea is a very short side dungeon, but it has a number of branching pathways that lead to dead ends.
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And of course, there are monsters to fight.
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Paragons, the cannons with feet, spend most of their turns using Silencer, which does what it says on the tin. They're long-range attackers, so they can hit anyone they want with it.
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The Deathgaze up front just likes to hit things really hard. Interestingly, though, this points out another bug: getting hit physically seems to dispel Silence. This wasn't the only time it happened here, either.
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Deathgazes also have Tail Smash, which does even heavier damage. It's nothing we can't handle, though.
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Moving on, we also run into Earth Worms, recolors of the asshole Carrion Worms from Gaia's Heart.
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Like their little brothers, Earth Worms have an incredibly annoying bite attack that causes Poison, as well as a slightly weaker tail-slap attack.
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Fortunately, their damage is much more manageable now that our warriors have nearly 700 HP, and they don't have anywhere near the resilience that the Carrion Worms displayed.
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A couple of the side paths here lead to treasure. Battle Plan #9 is the Ft. Brahma battle from last update.
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Lastly, we run across a Chimaera.
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Chimaeras have a couple of attacks based on their various heads. Snake Bite does moderate damage and inflicts Paralysis.
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Lion Claws just does straight damage. I'm guessing that these guys also have a third attack involving the goat head, but I never saw it while recording.
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Anyway, Mt. Ea doesn't really live up to its reputation as a mountain, as we reach the top in just a few screens.
Fade to black...
Music: None
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Hang on, what are Ice and Tiama--oh. Ohhhh.
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OPTIONAL BOSS: Tiamat
Music: Boss Battle - Wild Arms 2, "Battle vs. Solid"
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Well boys, let's bag us a dragon.
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Despite her imposing stature, Tiamat isn't really that difficult of a boss. She's got a couple of moves, including Dragonclaw, which hits a row for decent damage...
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... and Disruption, which does moderate damage and inflicts a status.
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Which status that is seems to be random, though.
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In any case, Reod swipes the first of what is sure to be many copies of Lock.
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And... that's all Tiamat manages to get off. For a dragon, her HP is abysmal.
Music: Boss Battle Won - Chrono Cross, "Victory (A Cry In Summer)"
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Our reward for the battle is a Black Dragonplate, an armor that grants
Music: None
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Unfortunately, it seems that Avelion is still quite unused to his human form. He's got an incredible HP total, second only to Sormaus, but other than that he's fairly Daniel-esque, and not even in a good way, because Daniel has him beat in every stat except MDF and SKL. I'm not really a fan.
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His damage is all right and all, but we can do better.
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Anyway, it's time to head back to Ft. Brahma and launch our attack on St. Reinard.
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As always, we can talk to Bast to change our army formation. We don't have all that much to do today, though.
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Specifically, our only change is to put Avelion into Keyser's unit instead of Reod, turning him into even more of a defensive powerhouse.
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After that, it's time to get this show on the road.
Fade to black...
Music: War 2 - Final Fantasy Tactics, "Decisive Battle"
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We've got some new music for this war battle, as well as all of our units together again.
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Ash is the enemy commander this time around with a beastly cavalry unit. Like Pereious, we're probably going to have to give him a sacrifice in order to kill him. One thing the above screenshots didn't show, though, is that there is a huge distance between our army and the capital.
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For reference, we need to head up the road for an entire screen...
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... continue up another screen's worth of road...
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... and head east to reach St. Reinard. So I think we're going to be skipping ahead a few turns.
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By the end of turn 4, we've made a bit of progress. Ash, on the other hand, seems to have turtled up save for a lone scout. But just then...
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Hey, what the fuck!? It's my turn!
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By the time the ambushers are done with their hax, Eander is dead and a number of our other units are injured.
Music: None
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And Bast wisely calls a retreat. I wouldn't want to face an army that gets to move on my own turn either.
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Fade to black...
Music: Empire - Final Fantasy Tactics, "Anxiety Before The Battle"
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Fade to black...
Music: Mission - Xenogears, "Leftovers from the Dreams of the Strong"
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Uh oh. I'm not sure I like where this is heading.
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This update ended up a lot longer than I expected, so I'm splitting it in two. Part 2 will be up tomorrow.