Part 13: Flight Toward Freedom or, Hunka Hunka Borin' Love
Chapter 11: Flight Toward Freedom or, Hunka Hunka Borin' LoveSo to get back to what we should actually be doing...
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Here's chapter 11.
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Caldonia is one of the main islands that make up the Western Isles, the other two being Fibernia and Dia.
I will, by the way, be continuing off the save where I did Fucking Everything on chapter 10, because, well, it's there. Also I'm pretty sure I'm going to want to promote both Wolt and Dorothy anyway, so having two of the necessary items won't exactly hurt.
Not sure how I'll handle future maps where I miss shit, I want to say that this is a one-time offer, but I can't actually say that
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Anyway.
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awaiting transport to Eburacum, the Mine of Death. When Roy arrives at Castle Edina, the situation appears dire...
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The map is not too terribly large or complicated...
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...but there are some complications, including another berserker (not on a throne or gate this time!) who could put the hurt on some unlucky person,
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...this asshole,
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...and his almost as assholish mate down here. We won't even be able to leave our starting island without getting into their reach. I wanted to get my peg knight on, but with the horrible ballista death aura covering half the map, that would mean letting them sit in the upper right corner trembling with fear for like half the fight and that would be boring.
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So instead, I'm going with some of our tried and tested non-flying units, and Fir again because I still cling to the vain hope that I'll be able to use her at some point.
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These four fuckers pop in as soon as the map begins.
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"Well I have a Lucina body pillow, that counts as 'or something' right?"
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Strangely, these guys are not going to be the problem with this map.
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Meanwhile, in the castle on the lower left...
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If any of these guys bothered to chase after the NPCs, there would be nothing we could do to help them.
Happily, they are content to sit there until we're more or less in sniping range.
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Roy's boys (and girls, etc) start in the top-right corner, as I'm sure you remember from the neat little minimap.
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Before we can rescue the people, we need to murder everything that stands between us and them.
I mean we might be able to talk to these fine people and persuade them to see the error of their ways or something but that would take effort and that's not how we roll.
You may also notice something unusual about this picture.
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A mysterious bard who supports the resistance on the Western Isles.
This asshat is hanging out on the right side.
With growths of HP 80, Str 5, Skl 5, Spd 65, Lck 65, Def 25, Res 55, Elphin claims to be a lover, not a fighter. I'm not sure about the former, but he is absolutely right about the latter. Don't let Elphin get hit. He will die horribly and then where will you be?
...
You know what actually-
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let's just move on. So you all know what a dancer does, right? Elphin does the same thing, except his command is called "play".
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And boom, you've traded Elphin's turn in exchange for your most awesome unit (or sometimes maybe just Saul) getting to go a second time. You know what this means, right? Twice the Wolt. Think about it.
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The NPCs will be heading towards our starting position.
This could be problematic, because there's a berserker between them and it.
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We'll need to distract him.
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But there are two ways around this map, and we'll have some people going down the right side as well.
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Sweet.
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Sweeter.
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...not as sweet. Really needing some speed on you, Lilina! I keep forgetting how goddamn slow you are!
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Of course,
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...the ballista bastards will be doing their damndest to get in the way. Nine damage to Jerrot isn't bad; he has 11 defence at this point, so it's 20 base damage. A lot of people will want to stay way out of range, even without a crippling weakness to arrows.
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The one below goes for Chad. This does not go quite as well for it.
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Getting shot at builds character.
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Allen, with the other team, also builds character.
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That's a lot of character.
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...
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Do not fuck with berserkers. Do not. A 20+% chance to lose someone is not worth it.
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Fortunately, all this one had was a steel axe. And he was worth a lot of experience points, being a promoted enemy.
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Chad and...
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Ogier are clearing up the last of the enemies south of the starting position.
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I want to say Chad got the better of these levels.
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Suddenly, enemy reinforcements! That looks worrying.
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This is another promoted enemy, an advanced shaman. He doesn't come with anything too exciting (Flux) but with 15 mag, that will hurt a physical unit.
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The archer on the lower right opts to leave his ballista and shoot Chad with his normal bow. I'm okay with this. He's closer to our pointy things this way.
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If the ballista guy targeted these guys at all, they would also die before we could do something about it, bar maybe a pegasus suicide charge.
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Saul gets this patching up some scratches Chad took.
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Suddenly, entirely expected pirate reinforcements! Good thing we're just about ready to deal with them.
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Something's going on in the village, however...
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That must mean I get something special if I recruit him and have him visit the village!
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Geese should be able to hold his (their?) own against the pirates for a while, with both a hand and steel axe. Still, don't want to lose those experience points!
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A pirate from the Western Isles, seeking vengeance for his crew.
Speaking of which, once he's recruited and can get those, his growths will be HP 85, Str 50, Skl 30, Spd 40, Lck 40, Def 20, Res 10. Ten points behind Gonzales in speed and strength - fifteen ahead in skill. Geese looks more balanced - and he can walk on water, too.
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The NPCs are drawing close! ...so are their pursuers. And the ballista butthead is out of arrows. We can't kill him or his friend since no one in this group can cross mountains, but he can't do anything to us either.
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The cavalry has arrived, and proceeds to miss two javelin throws. Allen...
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Doesn't look like any of these schmucks can talk to Geese, so I'm having Allen kidnap him.
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Surely the rest of these people are enough to handle a few more pirates.
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The NPCs have passed us and are out of danger. That's because the danger will now focus entirely on us. We'll have to bring out the big guns.
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Druids have these huge-ass robes... certainly a lot different from the dark mages we've been getting lately.
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And like any other promoted enemy, they're worth a lot of exp for a non-promoted character. Wolt still has a chance to cap strength, speed, and defence.
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Roy gets a slightly less impressive level dealing with the shaman.
Noah gets nothing dealing with the fighter.
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Suddenly... more green units?
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...maybe "Alucard" would have been the best choice after all.
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A warrior who cares deeply for his daughter.
No hint as to who it is? Boo.
Bartre is a disgusting prepromote, but he has a rad stache, more than 20 strength, and a brave axe. That's almost as good as Marcus' hair. His growths (because of course we can recruit him!) are HP 70, Str 40, Skl 20, Spd 30, Lck 20, Def 20, Res 5, which is pretty much worse than Geese all around. He does, however, have a pretty significant strength advantage, and doesn't cost a promotion item to use. Maybe once we're a little further in, he'll see some use.
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Also, he's going to suicide on Morgan if we don't do something. Commence the doing.
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Dorothy has a ballista! ...And nothing to use it on.
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All right, you get over here-
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...and then we had the full set! Getting kinda tired of carting green dudes around...
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It's not as easy as just waltzing up to Morgan and running him through, though.
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That's not very reinforcements, though they do run up pretty far into our formation.
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Meanwhile, I desperately try to get some use out of Fir, but she's just so... so level 2.
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Chad is a lot better.
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We have reinforcements and the trio who were lazing around the castle have started to move. This guy has a Lancereaver, but no one here has a lance. Another one has an Armourslayer. We don't have that, either, although Wolt certainly likes to take hits like a knight.
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Noah misses two 80% hits
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Wolt just doesn't care if they hit or miss.
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Lilina had to take a sword through the everything and dodge an arrow to live. That was kinda undeserved.
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Chad makes sure we don't have another close call like that.
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To be perfectly honest I RNG abused until Fir got a strength level, it's either that or bench her on charges of sucking horribly and I want our little shrub to grow into a tall and beautiful tree, damn it.
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Also Elphin levels up but I don't think anyone cares.
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Noah's levels, meanwhile, are always welcome.
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As are Lance's, especially ones with strength in them, even if there's little else.
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More reinforcements!
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More?!
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Go away.
Okay so he won't cap speed, but strength and defence are still possible!
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Okay, I think we're in the cl
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son of a fuck
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An Eturian commander in charge of Castle Edina.
I get this weird feeling, like I should expect shenanigans.
Regardless, a look at Morgan since we're about to fry him. He has pretty impressive defence, but his res isn't that great. He only has a regular javelin for ranged combat, though he has both a silver axe and a horseslayer if you get up close, which could be problematic I guess. Over all, a lot nicer than a berserker (
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Hurry and kill the ones who escaped!
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Oh, just a cameo character from a better game than yours
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Morgan javelins Noah, Noah Elfires Morgan.
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Even Wolt can't guarantee much against a general on a gate.
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But he pulled out that a killer bow for a reason! And now Morgan is within the one-poke-with-a-rapier health range, so...
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Who... are you people...?
We are people who...
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...gain amazing levels by killing you!
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And a decent one getting rid of the last mercenary spawn.
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Jerrot gets a Jeigan LevelTM taking care of the last archer.
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Well then, now that we finally have some peace and quiet, let's get to the recruiting.
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Roy would gut you like a fish, boy. Stand down. I didn't
Also he still has the rapier equipped and it would be such a waste.
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Fire Emblem, are you trying to preach communism to my god-fearing american audience...?
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Can you taste it? You'll have your vengeance. And after you do, I might just tag along with this Roy fellow for a while...
That's one down. Ask a stupid question, get a stupid Anser, I guess?
...no, shame on me, that was bad. Anyway.
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Time for the big scary looking dude.
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Even Roy is intimidated, so you know he's scary looking!
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And that's the recruitment!
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Imagine my surprise when I found this in the process of trying to get Geese back over to the village where he started
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I was going to say I'm not sure I see the family resemblance here.
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Then I realized how bushy this man's moustache is.
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Now it just seems natural.
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I guess I should tell Roy that we have another member...
I think he knows.
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Klain's white gem comes in real handy here. Elphin came with a blue one (5000 bucks) so we're pretty well stocked on tomes and vulneraries. We are running a bit low on iron swords, though...
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I accidentally carried off Bartre towards the village instead of Geese. Like 8 turns down the drain...
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Then please, take this. I grabbed it as I escaped from the castle. I hope everyone else made it out...
...and it turns out he doesn't even get a unique conversation.
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Geese gets a red gem. We're selling that, too.
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Oh, and turns out I never actually had this conversation on the good run of chapter 10.
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there are others still suffering in the mines.
Ah well. Time to seize the castle.
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That's right, Roy has learned to read power levels without a scouter.
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(Elphin's is three. Barely.)
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Indeed, comrade Roy!
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But we're actually not done yet.
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Now that was a rescue mission I don't mind doing! The Energy ring boosts either strength or magic, depending on what kind of character it's used on, so it's definitely one of the better boosters, along with the speedwings. Naturally, I intend to give this to Elphin, who really needs the boost.
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But not right now. For now, we march on Jute to bring the glorious people's revolution to the corrupt bourgeoisie. We are going to paint the town... red.
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