Part 40: (Part Three, Chapter 10) In which Elincia gains our respect and then makes us hate her just one turn later


The Begnion Central Army crosses the border once more, but Crimea makes no move to march against it. Valtome sees this inaction as a sign of Crimea's capitulation to Begnion's demands.


The news that Gallia's ally, Crimea, has allowed Begnion to travel through its lands comes as a great blow to the Laguz Alliance.





At last, we meet Caineghis, the Lion King of Gallia. He is awesome. Just look at him.

---





No argument here.







Oh, this is where you've been hiding.
...wonder what they've done with Tormod and co?



It's like a big reunion!

















Well then.
There's only one conversation to do here:

This is Giffca, the Lion King's Shadow. He's... well, we don't really know much about him other than that he kicks all kinds of ass in battle.



















[Received a Satori Sign!]
That's cool, I guess? I'll just stick this in the pile with the others.
Well, I guess I'd better come clean about what these things do. Since laguz units don't promote like beorc do, there's no obvious manner for them to learn their various mastery skills. So instead of promotion items like Master Crowns, laguz get Satori Signs, which will teach the appropriate mastery skill to any laguz of Lv 30 or greater who uses it. Of course, training laguz is quite difficult, and on top of that, every laguz who joins you already at Lv 30 invariably already has their mastery skill. So, yeah. It's entirely feasible for players to go the entire game and never use these. It's a damn shame you can't sell them, because there are just so many of the damn things kicking around...

Why Aimee doesn't just stock Olivi Grass as a regular item is completely beyond me. Stop crowding out the damn bargains!

This is Nephenee's last bonus level and it is glorious. She's now capped everything except strength and luck.

Sure, whatever.

Just lovely.

Yes, yes, yes! One more point of strength and we can do this thing without wasting any items!

Oh, sod it. We have no Master Crowns and I'm an impatient man, and this way Soren will get a ton of unnecessary defence too.
Summary:
HP +3
Str +1 (cap!)
Lck +3
Def +2
Oh, and,




Very swish. I like the way the tome clips through his sleeves. Very classy.

Third tier promotion gains vary only according to type (i.e. magical or physical units) and very slightly according to gender (female units always get 1 additional point of strength and defence over male units). In general, units will get +2 to everything except luck, constitution and move, and +4 in strength and defence for magical units, and magic and resistance for physical units.
Related; Soren now has 19 strength. This is not a fact without implicit benefits.

Arch Sages get Flare as their mastery skill. It doesn't boost power - though it does nullify enemy resistance, representing a nice increase in damage - but more importantly, it allows the user to heal themselves according to damage dealt. Very handy. Its activation rate is [skill]%.
Also, Arch Sages get to use staves and begin at rank E - so, just Heal then. That said, with such high magic, Heal will be obscenely handy to have as a backup.

Our spare Wildheart scroll goes to Ulki. The two things you have to remember about Wildheart are (contrary to everything you learned from Volug):
1) You can use it to Halfshift whenever you want, or not use it and transform regularly
2) When you use it, you are boosted to full TP, but will lose it all when you revert
This makes Wildheart situationally quite handy.

Why the hell not? Rolf likes hiding behind other units, and Reyson likes hiding further back still, and Rolf gets a stat boost he actually has a use for.

Leftovers. The problem with Radiant Dawn's support system is that you can't mix and match supports with multiple characters; it's mutually exclusive pairs or GTFO.

Nothing better to do with these two. +10 avoid is nice, but... well, we're not going to be getting much use out of this support on this map, let's just say.

Let's-a-go.
---






Very good question. Alternatively; what is she thinking? Alternatively, is she thinking?









Oh, no... no, no no!











Is Tibarn hitting on Elincia? Riiight.













You see, Elincia?! Do you see what happens when you try and play the honour game with Begnion Senators?





Say it with me, children.
Begnion Senators. Assholes.

This mission appears, at first glance, to be a simple, straightforward, Fire Emblem High Level Unit Parading Combat Clusterfuck™. Don't be fooled! It certainly is a clusterfuck, but not in a good way.
See the green army in the top left? Those are the Crimean Knights. They're as competent as they were when we left them last, and are accompanied by generics who can fairly fight when they want to. Of course, they have no regard at all for the sanctity of the precious gear you left them with; Calill's first two actions will doubtless be to waste the two remaining uses of her Meteor tome, and Marcia will gleefully waste her Brave Lance against targets she could kill with a Steel Lance (though at least she'll most frequently default to her Short Spear, but those don't exactly grow on trees either). But enough about them. They're just a minor annoyance.
See that green unit in the middle there? That's Elincia. Elincia, who only moments ago, threw down her sword and then forgot to pick it up when the fighting started. She's unarmed for this mission, and while the rest of the Crimean Knights will retreat when they "die", Elincia's death results in an instant Game Over. So she's gonna retreat, right? I mean, the core of the enemy army is a group of about six archers, including the boss in the very top right. She won't go anywhere near them, right?
...right?
Welcome to Chapter 10, folks.
At the very least, this chapter has really awesome music. This isn't the first time this music has been the BGM for a mission - it's been around for a few chapters now - but this seems as good a time as any to showcase it. This theme was also included in Super Smash Bros. Brawl as "Ike's Theme", which is kinda sorta appropriate but not really.

Only potential nasty surprise is this guy here, who has a Purge tome - the long range light spell. It's not very powerful, but some of our guys are characteristically lacking in resistance...

Well, let's get this over with as quickly as possible.

The adventures of backfiring generic dialog continue.

Here's the plan. Haar and Gatrie are going to wander into the middle of the battlefield (near Elincia). Gatrie is going to unequip his weapon and lure as many enemies as possible into the middle - to stall the Royal Knights. They, along with Elincia, will charge at the nearest enemies, and when the middle is clear, they'll all (Elincia included) charge the boss. If that happens, we're fucked. Therefore, Gatrie will try to slow them down. Meanwhile, Haar will pre-emptively charge the enemy and assassinate any and all archers, so that if Elincia does fly too close, at least she won't get one-shotted.
Meanwhile, everyone else is going to charge south, clearing out the units down there and attempting to at least get to the boss as or before Elincia does. If all goes well, we should just be wrapping up our rout by the time she arrives.

Haar picks Gatrie up, and, using a Reyson provided second turn, carts him to the middle of the map.

With some help from Rolf and Soren, we punch through and await the inevitable glut of paladins and generals. End of turn 1.

The enemy immediately gets to work on Elincia. Fortunately, only this one hits.

Mistifyingly, a few enemies ignore Gatrie and go for Haar.

A couple of paladins ride up and have a go at Rolf.

Of course, he's Rolf, so they both miss.

There is generally much charging in our direction.

Well, that's one more use of Meteor left. Silly AI. The Crimeans generally tear up some enemies, though only a little. It usually takes three of four of them to kill an enemy.

They have two priests with them, of which one apparently has no survival instincts.
---






Glad someone's trying to keep the assholes in check.

Back to murder.

And back to great Blossom-fueled levels! I don't care if I have to force feed one of these per chapter to Oscar; we are compensating for all those goddamn luck/resistance levels earlier. He's also capped skill now, and is close to speed and resistance. One more good level like this and some BEXP and we'll be onto something.

While the bulk of our forces smash through the south, Haar stops briefly to murder a guy before heading off for his mission.

End of turn 2.

Again, two guys attack Elincia, though only one of them hits.

The idiot priest who doesn't understand the concept of "long range healing" is Crimea's first and only casualty this battle.

Some guys go for Gatrie too.

He's even able to draw in some cavaliers from the east. This is good. More fodder for Crimea.

A few geniuses try to attack Ike.

It ends poorly.

The four (!) priests over here will mean annoyance if we can't break through in one round.
...oh, what am I saying. We have Rolf, Mia, Ike, Soren and maybe Ulki if he halfshifts.

Purge is, if nothing else, flashy. It also hurts Ike because Ike's resistance is kinda like a big weak point for him.

For their part, the Crimeans kill a few guys, but not without WASTING MY GODDAMN BRAVE LANCE USES goddamnit Marcia...

Two generics ride ahead to try and deal with the guys near Gatrie. Both miss. This is actually to our advantage - we're trying to stall them, remember? The Crimeans are, for the most part, survivable but weak; which is brilliant, as far as we're concerned.

Some reinforcements try to flank us. Given the people attending our flank right now, I don't think this is a problem. Anyway, this makes it our turn again.

Heather is about able to survive a few priests casting light magic at her, so she goes around pinching their stuff instead. Mend staves will go in our stockpile, and if she steals any Ellight tomes, those can be sold for reasonable profit.

Soren crush puny mind.

We need some quick mobile damage output, so we Halfshift Ulki. Ulki's offence and defence won't be all that brilliant, but he can still dodge, and he still has his arbitrary +20 avoid. Also, he's going after the priests.

Priests don't require much strength to kill.

I know I mention every damn time he does something how unreasonably powerful Rolf has gotten, but... damn, Rolf has gotten unreasonably powerful.

Let's give our trueblade a chance to show off. Biorhythm is quite important for trueblades, since Astrum's activation rate is so low (especially pre-skill-cap) that you need all the help you can get to maximise the amount of activ-

Nevermind.

Astrum has its own startup pose.



...aaand of course the fatal hit is a disarm.
It's a shame that you'll basically never see the full Astrum combo unless you're deliberately using a very weak weapon against a very hardy opponent - there's basically nothing in the game that can survive five straight-up hits from a trueblade and doesn't have Nihil - because it's quite a showy combo animation. It has a backflip and everything.

If Rolf is the king of unnecessary crits, Nephenee is certainly the queen. She gets extra kudos for her habit of managing to trigger said crits on very long odds - Rolf frequently has 10-15%, while Nephenee makes do with just 2-3%.

Good thing we have a spare! Why are they still calling it "the" Ettard?

Nephenee gets a second turn and uses it well.

Before Haar can get to any of the archers, he has to get through this line. All the enemies over here are amazingly stoic; they just stay put until you get right next to them, then they suddenly spring into action. The line of generals here won't budge even as we slaughter one of them.

End of turn 3.

Thanks to the magic of Canto, eight enemies attack Gatrie. Five of them miss or deal no damage, three deal 2 damage each.

Heather gets to dodging.

Light magic is a bit harder to dodge (given that its whole thing is being very accurate) but not very damaging (given that its whole thing is being not very damaging).

Of course, Heather dodges some of it anyway. Note, by the way, that she's employing a different dodge animation here; she's ducking away from the spell rather than backflipping. One of those little curiosities, I guess.

Shine man goes after Ranulf.

They just never learn, do they?

The Royal Knights deal with the last guy in their vicinity, and otherwise stay put. This means we're officially running out of time; next turn they're going to start charging, and it's down to Gatrie and his pet enemies to stall them while we deal with the boss and the archers.

Reyson takes some Olivi Grass. We'll want him at full chanting efficiency for the next few turns.

Rolf finally gets a dud level up. I guess it had to happen eventually.

I had hoped to convince Purge-man to try and attack Heather with Ellight, but he just had to go after Ranulf. So now we steal his Ellight tome instead. It's good money, I suppose, and it is unused.

Also, we Ike him.



Staves are a very useful qualification for archsages like Soren here to have. Their already high magic means that even with a lowly heal staff they can restore hells of HP, and given how quickly you can get from E to C rank in staves, especially with Discipline equipped, you can get them flinging Physics around in no time. Soren's endgame utility is a little dependant on luck, but if you've got him Physicing as a backup, he goes from merely OK to unquestionably useful.

Haar finally gets to kill an archer. Gatrie is also moving to try and draw out some of the enemies here. They'll either go for him or kill themselves on Haar. Either is just fine.

End of turn 4.

The next few actions are basically this, over and over again.

Eventually, so many enemies crowd around Gatrie that the remainder go for Haar.

This plan doesn't go as well for them as it could have.

Dragonlord stun is exactly the same as the pegasus version, complete with too-fast-to-screncap movement, but it looks a lot more badass due to the whole roaring animation thing they have going.

Haar gets a little more invincible.

The easternmost group of paladins moves on Gatrie. One of them has a Killing Edge, so we should watch out for them.
Meanwhile, down south, someone reckons he can smack Soren around. Only a mage, right? Easy target, right?

Wrong.


To drive this point home, Soren bats him with his healing staff until he goes away.
You have now witnessed a mage dealing damage with a stave.

The Crimeans charge blindly at the central foes. Note that Elincia is completely exposed at the edge of their formation, and there are archers about.

Some quick pilfering, and now it's time to make our move.

Haar continues assassinating behind enemy lines. He also positions himself next to the two generals, hoping to get them to attack him.

After charging right on ahead, Reyson chants to Ike, Mia, Soren and Nephenee. Pictured: the situation before...

And after. Oh, and...

I don't even care anymore. Note that this means Ike will be mostly hanging back now - he can't promote until later, so any EXP he gets will be wasted until then.
Anyway, that was turn 5.

The traditional round of nothing happening to Gatrie follows.

I think the irony of this is lost on him.

Sadly, the Crimeans do quite well this turn. There's no one left between them and the last group of enemies. We'd better get a move on...
Our turn.

Another archer goes down. Each one felled represents an exponential increase in our chances of not failing the mission.

Reyson is an immense help in the covering of ground.

Of course, Soren doesn't need to use thunder magic to waste dracoknights, but using effective weapons for mega-overkill is always nice and cathartic.

See what I mean about Nephenee and crits?

Ike and Nephenee will form a little wall to stop enemies from getting too close to us, and everyone else will help mop up leftovers. Ike and Nephenee will be able to reach the enemy on their own next turn, and anyone else who wants to can get some extra movement off Reyson.

Picuted: Gatrie shrugging off five turns of being continuously attacked by enemies. His wall operation will hopefully put some more troops in between Elincia and the boss.

End of turn 6.

This guy deals respectable damage to Gatrie. But that's about the only thing that happens. The other enemies all stay put.

Goddamn Elincia flies right up to the enemy. Stupid fool. The rest of the army crowd around her, so that's something, at least. We'll have to pull out all the stops this turn...

Janaff and Ulki doubleteam the remaining dracoknight.

Soren blows away the last remaining generic archer...

...and it looks like they've finally noticed us! Yes, Valtome has been standing just outside the battlefield this entire time.



Coward.

Ike gets us started on the boss.





Needless to say, he isn't as good at hurting Ike as Ike is at hurting him.

And here's Mia with the kill.

It's funny because someone's going to be dying in his name...

In traditional overkilltacular style.

With excess.

Yup.
You may notice, by the way, that Mia has 26% crit (after factoring enemy dodge) with just a regular Steel Blade. This is a trueblade thing. A Killing Edge can boost this to >50%. So, yeah.


He drops his bow. That's nice of him.

Now for the leftovers.

This was supposed to be the last two uses of the Green Giant, except Rolf decided to crit the guy instead, so now it's left at one use.

Oscar has a two-use-left Steel Greatlance which he breaks over the head of the last remaining guy...

And Haar takes the kill.

At the end of turn 7, only the enemy priest remains. I'd like to see Elincia get herself killed now.

Of course, he goes for Gatrie.
I'd really like him to survive this turn, because now Heather can pinch his Physic staff.

Of course, this would require the AI to not be a complete dick, and even in our complete and total victory, it's not going to pass up this final chance to screw us over.
Fuck you, AI.

Please. We could have done this even without Crimea's help.








---

Meanwhile, in the enemy camp...















Well, fuck. He's actually gonna do it, isn't he?

...
...
...lessons from Radiant Dawn: if you're gonna hold an execution, sweep for archers.








Alright! Finally, the apostle is here to lay down the law!




Everyone, act surprised!




Sigrun's here too, by the way.


How can anyone not love Zelgius?






Well. Things're looking up, aren't they?






The turn limit here is 10 turns. Good luck even lasting 10 turns without Elincia killing herself on an archer or something. And if you rush the enemy like you're supposed to, you'll also have most of the Crimeans survive, too, so that's another nice chunk. Even the "Other units' experience" bonus is a little bit substantial this time around.
Next time: Like returning characters from Path of Radiance? How about an entire returning chapter?