Part 11: Rebellion at Ostia (feat. Toothache)
Chapter 7: Rebellion at Ostia (feat. Toothache)According to the information gathered on the way, General Leygance, one of Lord Hector's advisors, had started a rebellion with Lieutenant Devias to sell Ostia to Bern. The unsuspecting Lilina was then captured by Leygance. Instead of killing her outright, Leygance imprisoned her in Castle Ostia, perhaps thinking she could be of some use later on.
Hearing the latest report, Roy charged into Ostia to rescue Lilina. The great Lycian city of Ostia was about to become a battlefield, trampled upon and stained with blood.






Well, arent we just the picture of rationality today?















Ha... hahahahaha....ahem, sorry, dont mind me...












Chapter 7 is a bit obnoxious with the sheer amount of villages there are to visit, but at least there are no bandits or anything. Most of the enemies will immediately charge us, so the plan is to make a stand by the arena, with half the army on either side. Alan, Bors, Dieck, and Lot will hold the left side, and Lance, Rutger, Lugh, Sue, and Dorothy take the right.
Probably the only upside of this being a Seize map is that you can murder everyone and then deal with the villages in peace.

Oh. They're not peg knights.

As if we dont already have an abundance of cavaliers and paladins.









His names Zealot.

So we have a marginally more useful Marcus, and B-lister Cavalier. Suddenly, I can't help but feel like Farina was right...
FE7 posted:
I guess there is a mens knight brigade, but its pretty terrible. Theyre only really good for digging the stables out of snowdrifts after a storm, to be honest... So, its kind of like men are not even our equals, really. Theyre kind of like luggage, to tell you the truth.
Whats worse is recruiting these guys on the turn they appear. In NM its not too bad, since Roy will pretty much survive the rescue drop, but in HM requires a lot of luck. Its only really worth it for Zealot anyway, Ive yet to see Treck match the other mounts

Let's start on the right side. Lugh kills off the knight, Lance and Sue kill the soldier, and Rutger crits the merc.

On the left side, Bors demonstrates how obnoxious high-avoid enemies are. The weapon triangle advantage is a paltry 1 Mt/10 Hit, so even with it, he's struggling to get into the low 70's with an Iron weapon. He lands, so Alan and Lot jump up into the forests next to the arena, and Dorothy takes a shot at the mercenary.

Surprisingly, she lands. Dieck moves up to block her from one side, and Roy takes the other.



One down, seven or so to go...

For once, Zealot decides to actually be useful and attack these guys instead of finishing off the archer that Treck attacked.








Hey, is that a somewhat contextualized tutorial? You surprise me, IntSys.













And with that Noah appears on the map by the arena as a third NPC.

He's about as impressive as his compatriots were.
Noah isnt as terrible as Treck. His extra point of Con proves useful at times. The only real issue is that youve already got 2 established great mounts already, so he is almost superfluous.

Let's start with this mess. Lot puts that hammer to use on the knight, and Bors moves up by Alan to attack a cav. Dieck kills the archer as Saul and Dorothy get out of the wyvern's range, and Alan uses a vulnerary after getting whacked by the wyvern rider's Steel Lance last turn.
Now, for the Ilian mercenaries. Roy can recruit any of them, and Zealot can convert either of the other two once he's recruited. Roy starts by talking to Noah, since he's right next to him.











Lugh, we may have to begin re-evaluating your position in this team. You really need to start getting some magic.

Sue cleans up after him, and Lance moves in the forest next to Zealot with his javelin.

Our wyvern friend decides to come to Roy. For all his faults, the guy is a pretty dodgy motherfucker with his alright speed and good luck.
First thing next turn is to have Roy talk to Zealot.












And then we'll have him turn right around and go recruit Treck. But first, let's go wyvern hunting.

The effective damage bonus is 3x Mt in this game, so while this Iron Bow can do 12 damage, the Steel bow cranks it up about 21. We're in a sharing mood, though.
x3 Effective Damage is just such a wonderful, amazing thing. Especially so when they finally bought it back in Radiant Dawn.


It's not very hard to beat Wolt, Dorothy. And yet, this kind of level is not the way to do it. Sue kills the wyvern.


Lets be fair; its got 150% of the range... although thats less impressive in a game where range is considered just beyond sword reach.

One square is not what I call "MUCH further than a normal bow." Regardless, not going to complain about a free longbow, even if it's inaccurate as hell.
Youd be surprised what advantage that extra range allows for, if you can get it to hit. There are certain annoying enemies in later maps set just in perfect range for the Longbow. The ability to attack without counters even from 2 range enemies is never bad either.

Let's smash some heads.

It feels odd to have a fighter with more speed than strength, but I can't really complain.
Having the extra might from axes kind of negates any Strength deficit, and the ability to double more enemies is always great.






Not only are they terrible mercenaries, they're unmotivated terrible mercenaries. Thanks Hector, cream of the crop material.



Lugh picks off the knight, and Lance and Rutger kill the mage.

Look, I'm sorry he's not Sydin's Rutger, okay? At any rate, another step in the right direction.
Youll get your god-unit someday. The unlikeliest ones are always the best...

What a boring Bors level.



Since we're in Ostia, it's as good a time as any to stock up, especially on weapons. Shops are much more common than Armories, so it's a good idea to grab enough for a few chapters whenever you get the chance. Here, we pick a couple Thunder tomes, an extra Mend and Heal staff, a few Door Keys, and a Chest Key.

Can't argue with more defense on the priest.

What the hell is a Social Knight herp derp


Oh yes, we are going to have so much fun with this later.

Come on Lance, not that speed is bad, but how about getting some more strength or defense instead? You could use it.

This can be a nasty surprise, but the enemy weapons start scaling up very quickly in FE6. Those priests by the wall have Physic staves, and the boss has a Spear. Plus, basically every generic has a Steel weapon, a javelin (or some other ranged weapon), or both.
This can work in your favour since the heavier weapons are so inaccurate, in a game where accuracy is already a big issue. Early Physic is annoying though.
The question is, does the generics/bosses Con scale up as well? Its lovely to have an awesome weapon but not so lovely when any idiot with a heavy Effective weapon can double you...

Sue picks off the other wyvern after it goes a round or two with Lance.

Why can we not steal staves in the GBA games?

Fire Emblem has had a weird relationship with staves. Sometimes, theyre items. Sometimes theyre used as items but counted as weapons. In Radiant Dawn, they became actual, equippable weapons (which actually completely nerfed lots of units). It turns out theyre somewhat of a difficult mechanic to abstract to the same level as Fire Emblem typically abstracts things.
You cant steal other weapons to be fair.
Sue and Alan pick the two priests off next turn, and Alan even gets a Lances rank out of it.

Chad pops open the front door, and we start making our way up to Devias.

Lance pops in the first armory and grabs a couple of everything: Iron and Steel Swords, Iron and Hand axes, and a spare Iron Blade. Lugh hits the other for a spare Steel Bow, Iron and Steel Lances, and Javelins.
At least it looks like our weapons are scaling too.



Surprise! Hope you didn't push too close to the boss.



Goddamn, they don't waste any time handing out the good stuff.
Now Im starting to worry about the teams weapon ranks not keeping up with the scaling.
Yeah that is a common problem. Weapon ranks grow so slowly compared to the other GBA games


And that's a wrap for the villages.


This can be tough because of how much sheer firepower these guys have. Thankfully, Lot damaged this guy last turn, so Sue picks him off, and Lance gets the other mage. Dieck and Alan follow up by killing the archers, and Lot and Bors take the front line against the soldiers.



Not a bad haul, all things considered.


These sort of plans work so much better when you don't tell us, Devias.

Sue kills the last remaining soldier.

Sure enough, these guys show up next turn. The second one has a Silver Lance, but otherwise they're nothing special.

Chad gets to looting while we wait on them. The other chest has a Barrier Staff.




Devias isn't notable aside from his weapon, so Roy gets to work on him.

Suffice to say, this doesn't take very long to deal with.


Roy misses once, but so does Devias.

Like lambs to the slaughter. Anyway, speaking of Bors, Devias has special boss dialogue with him.


After several turns of missing between Roy and himself, Devias finally goes down.



God...Roy...?
The gods would not be so cruel.
...would they?

One more from Clarine and we're done.














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Level 7 Cavalier
Swords - C, Lances - D, Affinity - Anima
HP: 27 (75%)
Strength: 8 (30%)
Skill: 7 (45%)
Speed: 9 (30%)
Luck: 6 (40%)
Defense: 7 (30%)
Resistance: 1 (10%)
Con: 10
Noah has alright bases for when he joins (and hell, he's even kind of useful for the next chapter or two), but after that he starts falling behind really quickly. Pretty much the bog-standard B-grade cavalier, though at least he does serve a purpose later.

Level 4 Cavalier
Swords - E, Lances - D, Affinity - Wind
HP: 25 (85%)
Strength: 8 (40%)
Skill: 6 (30%)
Speed: 7 (35%)
Luck: 5 (50%)
Defense: 8 (30%)
Resistance: 0 (5%)
Con: 9
Treck is a little better off than Noah, but he's still a B-lister. He'll need a little more work to get going, and he'll end up a little more useful, but again, there's no reason to use either when you already have both Alan and Lance, to say nothing of the last paladin we'll get.

Level 1 Paladin
Swords - C, Lances - A, Axes - D, Affinity - Dark
HP: 35 (75%)
Strength: 10 (25%)
Skill: 12 (20%)
Speed: 13 (20%)
Luck: 5 (15%)
Defense: 11 (30%)
Resistance: 7 (15%)
Con: 11
Zealot is a huge dick move on the part of IntSys. A savvy FE player looks at him and sees him for what he is: a prepromote crutch character to carry you if you get in over your head. The problem is that later in the game, we'll be seeing prepromotes who aren't so much crutch characters as standards. In particular, I can think a paladin and sniper who are equal or better to a raised unit of that class when they join. On the flip side, you have newer players who don't realize that Zealot is Marcus 2.0, so they use him and get pissed when he turns out terrible. At the very least, his bases are better than Marcus, so he can finally be sent to the bench for good.
Bonus: Zealot recruits Noah










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