Part 46: Another Journey
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Rumors and speculation run rampant throughout Lycia. The head of House Ostia, Lord Uther, takes no apparent interest. The marquess's younger brother is considered odd by the populace. He and Marquess Pherae's son, Eliwood, are fast friends. A hot-blooded youth, he cannot ignore his friend's plight. Marquess Ostia's younger brother, Hector. He would one day be a courageous general, a steel warrior to be feared. The path he chooses will test him to the limits of his strength.
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So good to see that the family agrees on important matters like "We should invade another territory and find out what the fuck happened to Lord Elbert."
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Hector hasn't even left the castle and he's already murdered a man.
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Oh boy, welcome to Hector's Story and Another Journey. It's a nice easy chapter to get you back into the swing of things...on normal mode. The biggest thing to remember is that Hector isn't the murder machine that you remember from Light. He's slow, he's not that accurate, and it'll be a while before he's tanking like a pro again.
What would Fire Emblem be without a big bundle of potential wrapped in a shell of liability?
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The map isn't very complicated. A few locked doors, a lot of breakable walls, and a chest to pick up. The enemies aren't that powerful, but it's very easy to get in over your head. Between the archers, soldiers, and knights, Hector can take 3-6 damage per battle, and you have absolutely no vulneraries without killing a few dudes (or stealing them).
If you put any amount of effort at all into training Matthew, it pays off here. If you skipped Lyn's Story, he starts out at Lv 2 - not good. Matthew has important work to do here.
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The first HHM change rears its head already. In HNM, there is no thief here, so you're free to take your time setting things up. Here, he'll have the lower door unlocked on turn 3 (which allows those soldiers and archers in the south to charge you), and on turn 4 he'll swipe the chest's contents if you let him. If you want them for yourself, you have to rush in a chapter where you don't have the luxury of being able to rush with your weak units. I'll be honest, I had to rerecord this chapter because I lost the chest.
Damn right you rerecorded. You'll be pressed to survive without what's in that chest. Sometimes in Fire Emblem it's tempting to spend ages on a mission, make a minor fuckup, and just roll with it because doing it again would be
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Finally, the boss is in the southwest corner.
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It may just be an Iron Lance, but Wire is capable of knocking off about half of Hector's health in a single blow. Being careless will get you killed on this map.
He looks scary (and he is!) but he'd be much more of a threat if he wasn't a Knight and thus subject to 20 additional damage every time Hector attacks.
Alright, let's see what Artix restarted the mission for...
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It's imperative to grab this gem; you start with absolutely no gold in Hector's Story, and the first real chance to get gold is in 13x, and you wouldn't even be able to buy anything until the next chapter. Hector does start with a Hand Axe in addition to the Wolf Beil, but that's not going to last that long.
It's equally important to steal enemy Vulneraries. Each one stolen is another 300 gold you don't have to spend on Vulnararies...
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This is your lifeblood, right here. I believe I run through two entire sets of vulneraries by the time I finish the chapter.
The good news is that there are four available, so you're free to use them as you need for the time being. And you will need to use them.
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I'll take those, thank you. I did learn something from the failed recording.
Stealing lockpicks from enemy thieves is just one of life's little joys. It never gets old, and it amuses me much more than it should.
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A very nice opening level, but getting some defense is critical in the early-game. The HP is appreciated, at least.
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Like so. He'll pop a vulnerary next turn, but between the two archers, he'll only end up getting something like 3 HP back.
These guys will account for an annoyingly large chunk of Hand Axe uses if you take them out like this. Which, if you don't want to lose the gem, you basically have to. Because Hard Mode.
Indeed. By the end of the chapter, Hector's Hand Axe has 4 uses left.
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How helpful, Matthew. He does pick up Swords-C for the effort.
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Oh, you motherfucker.
See, this, right here, is the AI playing against you rather than your "army". A real thief would've gone for the Gem, out of duty, or his Lockpicks, out of pride.
Actually, he stole that one from Hector. Matthew has two more speed than him, so he can't pull that off.
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More defense, more HP, excellent.
It's very... Hector.
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You give me that back, mister.
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The best situation to be in. One vulnerary, Matthew has 8 HP, and Hector 7.
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Fortunately, this fellow has one he's glad to give us.
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Why, thank you sir knight. You're free to die now.
Once again; effective damage. Something you'll come to love in the early stages of hard mode (and throughout).
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Bah.
It looks as though the RNG gods are...
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I'm not even going to respond to that one.
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One more. I'll take all the free supplies I can get.
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Needless to say, the Wolf Beil makes short work of him.
That one defense and 2 HP Hector picked up was sufficient to allow him to eat two hits from Wire. Wire, on the other hand, takes 24 damage per hit from Hector. So, yeah.
If you get unlucky, the strategy I brought up last update for Batta works here too. Just park Hector next to Wire and wait (or heal). He attacks, you attack, then you can either heal or attack him a second time for the kill.
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Beautiful. That's what we want to see.
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Reloads this chapter: 1
Reloads for all of HHM: 1
Because you know it's only going to get worse. Feel free to put a bet on the final tally, and the winner by Price is Right rules will get a forum upgrade of their choice. Bets have to be in before I post Chapter 15.
Twenty five!
...what? What's with that look?