Part 45: (Part Three, Chapter 13) A cold Daein hell

It is all Apostle Sanaki can do to allay her remaining troops' burning desire for revenge.

However, she cannot move forward while danger follows at her back. This dilemma weighs heavily on the apostle's troops, crushing their morale.

Micaiah, unable to explain her mission to her soldiers, keeps Daein's army together through sheer force of will.















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Oh, I don't like where this is going. Not one bit.











Welp, that's just great.




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And suddenly, a popup appears! With choices!
Since this is pretty much the only chance we're going to get to do this, I'm going to show the outcomes of every possible choice (insofar as they differ), but we're actually only going to go with one option, of course.
The first option is to Obey his command.








...

Of course, the game gives us a dramatic discretion whitescreen to spare us the horrific sight of Micaiah knifing Pelleas, despite the fact that we've seen (almost) literally the exact same thing happen, in cutscenes, with dramatic weight, several times before.











And from there we would head to the Base.
The alternative is to Pass the burden to another.







Of some note is that they actually animate Pelleas handing Micaiah/Tauroneo a knife, which is... neat, I guess. If horribly inconsistent with the game mechanics.



And from here, it's pretty much the same thing, except...

Almedha still rounds on Micaiah, but Tauroneo owns up. And then they do the whole "it was all for naught" dance, and we go to the Base menu.
As you can see, neither of these choices has much effect on anything meaningful. Pelleas gets killed (for nothing, evidently), everyone is sad, and then the mission happens. The matter of who actually did the deed is completely irrelevant to later plot events and it is never referenced, even in passing, again.
BUT!
We are on a Second Playthrough™!

We have an Actual Meaningful Alternative™!
This version goes exactly the same as having Tauroneo do it, except, right at the decisive moment...
















...and Pelleas lives!
Yes, this is pretty much the defining digression of the Second Playthrough. There's a lot of other hidden stuff, but most of it is based on this. Obviously, saving Pelleas here will result in a large amount of dialogue changes later on in the game; of course, it will be very obvious what these are, because Pelleas will be there (or people will be talking about him being not-dead). Where meaningful information is imparted in the alternate conversations (or where they're just worth pointing out) I will be pointing these out, but otherwise, it's fairly safe to assume that when you see Pelleas talking, the alternative is someone else talking about basically the same stuff.

Anyway, here we are in the Base! We have only a few conversations this time round.

AHAHAHAHAHAHAHAHA...
...oh, that's just precious.














[Received a Tempest Blade!]

The Tempest Blade is the highest tier of ranged sword. It is equal in might to Ragnell and Alondite, though noticeably less accurate. It is a viable endgame weapon for a trueblade... among others. With this, Leonardo has officially outlived his usefulness. Unless you're training him, in which case...
...AHAHAHAHAHAHAHAHAHA...



















[Received a Sleep!]
Sleep is a nifty little staff that... well, y'know... puts people to sleep. Unlike what this cutscene would have you believe, it is not in fact a contact weapon; it has a range of 1-Mg/2, like Physic. It also has a success rate based on the wielder's magic and the target's resistance - normally around 70%. Used at the opportune moment, it can be extremely effective against particularly tough opponents. Sleep in Fire Emblem is not your typical JRPG Sleep status where any old thing can wake you up and get you right back to murdering; in Fire Emblem, a sleeping character will sit there, getting wailed on by any and all comers, for Five. Turns. or until woken up by Restore or whatever (the Sleep staff itself will cure the wielder of Sleep every turn, so that's something). You do not want to get put to Sleep in Fire Emblem.

Fiona and Volug are now operating at full power. That's great.


Today's bargains. Note the Silver Longbow - the strongest non-unique bow in the game, rendered near-useless by its terrible terrible accuracy, and the Stiletto, a pretty nice but not-really-worth-it dagger that has a somewhat higher crit rate than most daggers. There's also Tornado, the S-rank wind magic tome. But the real winners this time are Blizzard, the long-range wind tome, and the Physic staff. About time we start being able to buy these! Sadly, we don't have anyone who can actually use Blizzard, but... well.

Pictured: the problem with using BEXP on laguz units. Laguz have their awesome stat-doubling ability balanced by problematically low growths. This is somewhat necessary because a +1 here really translates to a +2 when the unit is actually fighting. However, because HP and luck don't double, they have regular growth rates. And because the three stats awarded by BEXP levels are chosen by a system weighted according to growth rates... you're going to get a lot of HP and luck levels. And since laguz only have one tier of stat caps (the highest)... you're not going to be capping those anytime soon.

Guess what?

Aran's capped strength, skill and defence! Shocking, right?


This means he's in his BEXP prime.

Fiona gets four BEXP levels. She now has capped resistance as well as speed and defence. Whoa.

The time has come for skill assignment. Nolan gets Beastfoe. Oh, boy, does Nolan ever get Beastfoe. Some other people also get some other things.

And that's all from the Base.
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Ten thousand my ass.



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Oh crap. Nailah's gonna be there.
...
...wait a minute.
"Join you"?
Ike's going to be fighting?
...
...
...

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Well, fuck. He's here. He's accompanied by Soren, and a metric fuckton of cats, tigers and hawks.


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What idiot keeps letting these two back in my goddamn team? GET OUT!
We're going to need all hands on deck for this one, but seriously, Leonardo and Meg aren't going to be doing much besides dying.

In case you haven't already figured out how fucked we are, here's the guy at the other end of the battlefield.
Now, you can completely cheese Ike by exploiting the fact that characters not on the player team don't get to change up equipment between battles, and have Ike finish the previous mission wielding a Bronze Sword (he's carrying one here because I was keeping it around in case we needed to cripple people with Ike and not kill them). You could also not level Ike up much, but that would really screw you over later. Even then, Ike can't not be carrying Ragnell, so if you let him initiate combat with you, he will equip it, and bam, 18 Mt and +5 defence. If you do this, and hit him with Sleep, and rush him with your best units (who must be really good or overlevelled), you can kill him and end the battle instantly. However, it is, for all intents and purposes, impossible to kill Ike here. Especially if you're playing "fair".
Fortunately, Ike is on the other end of the battlefield, and is an optional objective. The headliner is, simply, to defend for 12 turns. Ike will stay put until the very, very, last minute, and if you've got any brains at all, you'll be faaaaaar away by that time.
I cannot guarantee sense on my part

See the glowy green line? That's "the line". If any enemy unit crosses the line, we lose instantly. Additionally, Micaiah cannot move outside the line. This means she can't really contribute much offensively, though she does get given a free Purge tome (that's the long range light magic, remember?) on the first turn. Notably, Purge can deal somewhat heavy damage to Ike, but it's not going to help us, since the line will prevent Micaiah from getting within purging range of Ike.
Note the spaces to the top and left and bottom and right of the screenshot above. Particularly the top left one. It's easy to lose sight of that little area in the chaos of the battle, and when three transformed laguz appear there at the end of turn 7 it can seriously screw you up; especially when you consider that a cat can get from there to the line in two turns.

This is commonly asserted to be the hardest mission in the game, and not entirely without cause.
Here goes.