Part 24: Chapter 14 - Mission
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Praise the lord, we've got Steel Forges at last! One of the things that Hard Mode does is delays the availability of new and better Forges; on Normal mode, Steel would be available from Chapter 11. Oh well!
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Because the cost of improving a weapon is proportional to its original stats and its original price, Steel weapons often work out pretty well in terms of the price/performance of Forges. Here we've got fully pimped Atk and somewhat boosted Hit, and all for just ~550% of the cost!
That's another thing, actually; since the jump in price from Iron to Steel isn't particularly massive, Steel Weapons are pretty much the sweet spot for forges. So that's nice! We might want to do something about our cashflow, though, we can't keep this up forever...
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This is as orange as swords get, sadly. But between that blade and the blue wrapping on the grip, it'll actually co-ordinate pretty nicely with Mia's outfit. And, as we all know, that's the most important function of a Forge.
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Also, there aren't a whole lot of reasons for not buying Mist a Torch staff.
In Support related news...
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We progress Ike/Oscar to B-Rank, for that delicious +20 Avoid goodness.
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Let's roll.
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We've basically got to split into two here; one group is going west to deal with the houses and a small smattering of foes, while the other is charging north to crash headlong into the boss. There aren't that many enemies here, although there is one asshole hidden to the east of the starting position that I'll get very annoyed by in just a bit.
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Now, if the AI is going to cheat at Fog of War, we will too! As I mentioned in the last Fog of War map, if you try to move a unit through a square with an enemy in it, that unit will lose its turn and be left standing in front of the enemy. However...
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We can still cancel the move after it's completed, when this menu is open.
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In so doing, we can "sweep" for enemies.
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All clear! Well, I guess there's the two squares to Oscar's west, but as long as there isn't a group there it's fine. After all, we're sending Mist to the house, and she's got enough Speed to survive a turn of combat now.
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This... lady... gives us some Spirit Dust, good for +2 Magic on someone. I believe we've now got at least one of every stat-up! Well, there's one more, but it's kinda special... and we'll get it next chapter anyway.
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Ahh... remember when Rolf had to be fed kills? Now he's opening for us!
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The student has become the master!
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Mounted units have this one particular quirk in Fog of War; after fighting, the area around them is revealed as though they had Waited there. However, Astrid can still move. We can see that there's an enemy there...
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But when she moves away, we lose sight of him. Oh well.
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Volke scouts ahead for us instead. Thieves have good vision in Fog of War; they can see five squares around them instead of three.
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Soren is deliberately holding himself back now.
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Oh, Gatrie. I have missed you. He rolls the dice...
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It turns out favourably.
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He and Oscar are going to hold the bridge for us. Oscar is, of course, moving into Ike's support range.
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68 Avoid, gentlemen. That's potentially 78 with another Ike support, 88-93 with two support ranks with any other character on top of that, and potentially 98 if that other character happens to be a certain character... as I mentioned earlier, there are only two Earth/Earth supports in the game, and Oscar is in both of them. There is a good reason for this rarity.
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Oscar also goes west, if only in spirit.
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And thus, the groups; Kieran, Nephenee, Mia, Marcia and Mist are going west, the rest are charging north.
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It's the enemy phase, and something is going down over there...
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Oh dear... this must be...
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Aw, shit.
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It's cool, though. Astrid actually has some speed now.
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Yes. She. Does.
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There's some shuffling around, but all we actually see is this guy coming down the east path.
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When you want to scout, but don't want to send a fragile Thief into an area potentially crawling with enemies, there's an obvious answer:
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Torches! A Torch has five uses and provides a temporary +5 to vision for one unit, which wears off at 1 per turn. Very handy!
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As you can see, Astrid's made quite a bit of progress.
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Here's another dick move to watch out for; a Poleax guy. He could do serious harm to Oscar or Astrid, but anyone else can take him with ease, since the Poleax is presently slowing his AS down to zero.
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Hmm... Marcia feels brave today.
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Meanwhile, Rhys! makes his glorious battlefield debut.
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Wonderful.
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It turns out he had a buddy with him, so Kieran and Nephenee deal with him.
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Jill comes over to help Marcia out a bit.
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Uh oh! Archer!
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No, wait; dumb Archer. He goes for Jill, who's got far more defence than Marcia, just because Marcia could counter him. I don't think he could kill either of them, in any case.
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It's cool. We got this.
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This, however, could be trouble.
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Fortunately, Gatrie's got the HP to handle it, and just barely enough Speed to not get doubled.
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The rest of them all advance on us (and into our vision range; just because the AI cheats at Fog of War doesn't mean it cheats well), and it's our turn again.
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I think this is the most use I've ever gotten out of the Longbow in any of my playthroughs.
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Hell, it's worth a shot!
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Bless you, Gatrie.
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Basically, we engage in a lot of weakening of enemies.
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We then feed Poleax man to Oscar...
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Venin Axe man to Astrid...
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(with sad results)
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And the Mage to Volke.
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Marcia teaches the silly Archer what happens to people who don't ORKO flyers.
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Or, at least, she tries.
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For the love of - OK, this is only one attack in a double, and the next one connects, but come on. These were 80% and 87% chances, respectively, and may I remind you, Path of Radiance employs True Hit.
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Meanwhile, Mist uses her Torch staff (which functions identically to an actual torch, except it has more uses, gives EXP, and is a staff) to get a look ahead.
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Kieran and Mia dispose of one of the revealed Cavaliers, while Nephenee blocks off the second. We're still just barely at the stage where we don't want Nephenee initiating fights against potentially multiple Cavaliers - her Defence is decent, but not great, yet.
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Anyway. Enemy turn.
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Not many enemies left, it seems. An archer approaches from the north, and a Myrmidon challenges Oscar to a fight.
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Shockingly, he can't hit Oscar. Oscar's getting another 10 Avoid from the Weapon Triangle in addition to that Ike support and his natural Avoid.
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Ooh! A Laguz Lance! You've got one guess what that's good for.
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OK, so there are still some guys up there.
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Uh oh. I don't like where this is going...
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Neph finishes her fight.
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That was a mistake, buddy.
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OK, so it was redundant, but damn it's awesome. Naturally, we get his Laguz Lance, although Neph can't use it yet (it's C-Rank). Then, Mist heals her and it's like none of this ever happened.
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Meanwhile, there's another Anti-Laguz weapon over here, this one a bow. Rolf decides to school the user in the art of not-bringing-anti-laguz-weapons-to-a-beorc-fight.
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Class fucking dismissed.
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After that, it's business as usual.
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That's a bit better, Astrid. I like that she's getting defence. It's a USEFUL TRAIT THAT SHE SHOULD HANG ON TO.
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So, yeah, moving forward.
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The enemy's battleplans are as terrible as ever.
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Hmm?
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Neph doesn't kill him. Well, not much, anyway.
Anyway, it's no big mystery as to what we need to do about this guy...
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Makalov is, of course, Marcia's famous brother.
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And with that, Makalov is dragged, kicking and screaming, into our team.
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Makalov is a bit behind on the level front, but it's not outside his means to catch up. He's also our designated Sword Cavalier. Despite his supposed money problems, he brings us a free Red Gem.
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Also, for some heinous reason, Makalov does not have the Gamble skill on him. Instead, he has Tempest, so his Hit and Avoid will be fluctuating more than we're used to seeing.
Anyway, there's some general movement, and...
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Mist has been stealing her brother's levels again.
Mist is now the fastest unit on our team, and has 50 base Avoid. Yep.
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More Longbowing!
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Oscar takes a look ahead...
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Oh boy. There's the boss, and he's got a Tiger with him (two, actually, but you didn't hear that from me
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More blood for Astrid.
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And for Soren.
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End of turn 5. This is the cutoff for max BEXP. We could rush the boss, or we could take the time to get the most out of him and his tiger buddies (Laguz units drop more EXP, you see). We also still need to visit the two houses in the northwest.
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This fool saves us the trouble of looking for him.
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Here's one house...
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...I don't even know. I think I feel a bit sorry for her, though. But very grateful! You see, she gives us a Vantage scroll, which will allow any unit (with the capacity) to learn the Vantage skill and thus always strike first in battle. I have a feeling I may give this to Nephenee before too long, but for now, I'm sitting on this.
In the other house...
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"It" is another Secret Book. Our third one, I believe!
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Alright, let's make our move. Volke clear the way...
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And gets a thoroughly underwhelming level.
Now, the boss...
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Holy Fuck, it's a Berserker. I don't know if Berserkers in this game are a promotion of Pirates or their own special class (you don't get any recruitable Pirates in this game, although there's a theory that Nedata was at one point recruitable), but that's all academic now. What's not academic, however, is the fact that he's got fifty fucking Crit; thirty from his Killer Axe, five from his Skill stat, and fifteen because he's a Berserker. He's also quite strong, quite fast, and has quite a bit of HP. Fuuuuuck.
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Then, there are these two. Feral Laguz are just like the regular kind, but with one big difference - they are always transformed.
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Remember the silly Maid from the Base? If you do, you'll know that Soren's shiny new GreatBallsOf(Fire) tome can effortlessly rip these guys apart. So we do just that.
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It is good.
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Oh, and we found a Mage hiding nearby, too. Astrid pulls one of the World's Best Timed Crits on his ass.
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Christ. This might've been an empty level if not for the Knight Ward. Anyway, I think Astrid's done with it for now; 14 Speed at Lv 9 is pretty great! We'll give her a Knight band or something.
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Anyway, the big saving grace of Gashilama is that he can't attack at range (and won't move), so as long as we keep our distance, everything will be fine.
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Oscar begins our work.
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Thank you Oscar.
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-hey, what the fuck? This guy's been hiding there the whole time and not done anything!
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Nephenee gets poisoned dealing with him, but she'll be fine.
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Well, one more turn.
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If Ike is within a few spaces of Gashilama when the Enemy Phase starts, they talk a bit.
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"Mercy"? Don't you mean- ah, whatever.
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Neph and Venin-guy continue their dance.
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Alright, Makalov. Let's see how "lucky" you are.
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Acceptably, it seems!
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Back to the boss.
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It takes some doing...
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But we bring him down to 4 HP. Before we kill him, let's see if we can deal with the last Tiger...
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...fuck.
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I don't like feeding EXP to Ike, but it looks like it's either this or letting it go to waste.
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It's funny because I phrased the last bit of that last sentence as an exclusive disjunction. That was technically incorrect of me. Oh well.
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Volke does the honours.
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Watch the Cutscene! (recommended for maximum awesome)
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(I'm sure you can all tell me what's highly out of place in this picture.)
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Well then. This must be important.
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This must be really important.
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......
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It's not immediately apparant, but that's Ranulf in the very back there. What's going on here, anyway?
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The what now?
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Hmm...
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Lv 10 Sword Knight
HP: 30 (60%) Spd: 10 (50%)
Str: 9 (55%) Lck: 8 (25%)
Mag: 2 (5%) Def: 10 (45%)
Skl: 7 (45%) Res: 2 (20%)
Move: 8 Con: 10 Wt: 33
Equip: Swords (C)
Skill: Tempest
Makalov is another, less extreme, variation on the same theme embodied by Sothe and Astrid; he's (kinda) low level, but his growths are, on the whole, pretty good. With 55% Strength and 50% Speed growths, he'll quickly make a great swordsman; not quite as excessively speedy as the Myrmidons but a bit tankier. And, unlike Ike, he'll have some room to grow into.
It is silly that he doesn't have the Gamble skill, since the accuracy and marginal-crittiness of swords would make the skill a bit more interesting, but hey. Instead, he has Tempest, which means that his stats will be a bit more variable over time, but it shouldn't be anything to worry about - although doubtless he can do some nice things with that +10 Avoid, when he's got it.
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Before we go, here's a very quick Mechanecdote on the subject of True Hit, something I've mentioned a couple of times and have been assuming you all know about, which was kinda inconsiderate of me.
As you know, Fire Emblem shows you, before you initiate combat, your chance to hit, expressed as a percentage. The stated technical explanation for what happens next is; a random number between 0 and 99 is chosen, and if it's less than the Hit percentage, the attack connects.
However, this isn't entirely accurate.
What actually happens is, two random numbers are chosen, and averaged, and the average is the number that determines the success of the attack.
What this means is that, unless the stated hit percentage is exactly 50, the game is lying to you. If Hit% is higher than 50, the actual odds of success are higher than the stated odds, and if Hit% is below 50, the odds are lower. The difference increases with the distance between Hit% and 50; 49% stated still equates to roughly 49% actual, but 1% stated actually only has 0.03% chance of success - that's quite a big difference (proportionally, anyway). This is most significant for values in the mid-ranges; 75% sounds good-but-not-great, but it actually comes to 87.75%, which sounds a whole lot safer.
Working out the actual hit odds is kind of a pain, but, fortunately, Serenes Forest (that is, the IRL website, not the ancestral home of the Heron tribe), ever the saviour of the Fire Emblem Fan, has provided a handy reference (along with a somewhat messier explanation) for your convenience.
True Hit was introduced in FE6, and remains in place as of FE12, although it seems to have skipped Radiant Dawn.
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Next Time: It's the return of the Fire Emblem Desert Level!