Part 17: In Search of Truth

In a desperate moment, he is rescued by a childhood friend, Marquess Ostia's younger brother, Hector. The assailants' leader reveals that unknown party seeks Eliwood's head... Eliwood cannot help but think this is related to his father's disappearance. In search of more traces of his father's footsteps, Eliwood sets out for the castle of Lord Helman, the marquess of Santaruz.










So, telling the guy you're going to go betray him? Probably not a good idea. If it wasn't obvious, Ephidel shanked the guy. Also, the Black Fang? There's a name we haven't heard in a while.











Well, that was a not too subtle hint about what to do about this guy. Sounds like Matthew might be having a little chat with our friend here.


Lowen's such a bro. Anyway, points of interest.

First, Eliwood and most of the crew are going to be heading south. There's an easy village to pick up, and Matthew needs to talk our stabby little friend there in the southwest.

A little further west is Castle Santaruz.

Finally, to the northwest, there's another village. This one is the trigger for a sidequest, so Hector, Bartre, Oswin, and Marcus are going to be heading that way, then swing south to take out the boss. They'll have plenty of time, because I end up getting bogged down with reinforcements later, and take about 3 or 4 turns more than I really need to recruit Guy.


This guy is tailor-made for Hector to waltz in with the Wolf Beil. His steel lance can be painful, but seriously, just drop Hector on him. It's not even a contest.

Our stabby little friend presents something of a problem. He's fast, but he can't take a hit at all, which presents problems if we try to lure him over to us that way. Furthermore, he has a Killing Edge on him, which has a base critical chance of 30. You do not ever want to be on the business end of a "Killer" weapon, because any enemy critical chance that goes into double digits is asking for the RNG to come fuck you over.
Anyway, everyone heads off with their groups, and Marcus reaches the northwest village on turn 3.




Oh yeah. Getting a free torch, and it's the trigger for a sidequest? Surely, these two things can't be related. We won't have any need for that torch, no sir.
Dorcas is next to act, and reaches the other village on the next turn.



Mines aren't nearly as impressive as the witch makes them out to be, sadly. Drop it on a tile, and if an enemy steps on it, they take 10 damage. It is the source of an absolutely amazing glitch, but that's a story for another time.
Now then, dealing with Guy. Guy's attack range falls just short of the fortress, so dropping Matthew there or a similarly distanced tile makes the range problem simple. What complicates it is that for the next few turns, there are going to be soldier and archer reinforcements coming from those southern fortresses, and combined with the forces already on the field, it's kind of hard to get a straight shot to Guy. You can just punch a hole and have Matthew go through, but then that leaves two swordsmen who are both relatively fragile out in the open.
I end up having Lowen sit in the fortress, and he attracts over a soldier or two, which is enough to get him a level.

Not bad at all. Dorcas knocks out an archer that tries for Eliwood.

Yep. That sure is a Dorcas level. Eliwood swings around to attack a brigand, and levels up in the process.

It'd be nice if he would get some more defense, but otherwise that's a great level for Eliwood. I move Matthew below Eliwood, which puts me in this position:

Matthew is now too far away to reach Guy in one move. Not helping things is the fact that both brigands are using hand axes, so they're never targeting someone who's going to counter-attack on them. Add in the archers who are joining the fray every turn, and I end up just kind of locked here for a few turns until I can move Matthew up safely. Matthew does pick up a sword level after he fails to kill a soldier, though.
Eventually, I remember Lowen has a javelin, and he uses that to clear out a solider, which in turns lets Matthew move forward and be in position for next turn. On the other side, Hector picks up a level killing soldiers.

Eh...not so hot. Matthew gains a level by killing the second brigand.
quote:
Upon reloading the game, I realized my last savestate was right about here, so the game never actually saved that I cleared the chapter. Therefore, the levels coming after this never actually "happened" in the save file that continues the game, and are "replaced" by the following:
Matthew: Strength, Speed, Defense
Lowen: Strength, Speed
Hector (1): HP, Strength, Luck, Defense, Resistance
Hector (2)*: HP, Skill, Defense
Serra: Speed, Luck
*Due to the way I played when re-finishing the chapter, Hector barely gained an additional level and then leveled a second time after killing the boss, thus ending at level 4 rather than 3

Jesus christ, how have you leveled up 6 times and gotten one point of speed the entire time. You have a fucking 70% growth rate!











Oh Matthew. You are the best kind of asshole.


While I'm certainly not going to argue with more strength, you really need more than just that, Lowen.

Bartre swings in the armory once again to grab an Iron Sword for our new stabby buddy, and I forget to grab Hector a hand axe. Oh well, there'll be plenty more opportunities.
Finally, Hector gets around and catches the boss's attention.




Hector takes twelve damage from the steel lance, and deals 14 in return. Dorcas comes in and assists to knock off another 10 while Hector heals up, and then Hector deals in the finishing blow.



And this is why Hector is awesome. Serra also gains a level in the post-boss healing and waiting.

Well, the RNG giveth, and the RNG taketh away, I suppose.
























-----

HP: 75%
Strength: 30%
Skill: 50%
Speed: 70%
Luck: 45%
Defense: 15%
Resistance: 25%
Guy is our first myrmidon, and his goal is to hit things, critical on them, and then dodge whatever they decide to throw back at him. He has an excellent speed growth (tied with Matthew and Nils for best-in-game), and his skill is no slouch either. That said, myrmidons live and die based on how much strength they can get, and 30% is not a very good growth rate. If he's going to get screwed in something, it's probably going to be here, and that can easily be the kiss of death if you're not willing to expend an energy ring or two to catch him up.