Part 17: The Misty Isles (feat. Alkydere)
Chapter 9: The Misty Isles (feat. Alkydere)...for further attacks from Bern. However, Bern's aggression towards Lycia suddenly ceased altogether, as if to mock Roy's caution. Bern was also maintaining a neutral position regarding the peace offer from Etruria. Bern's sudden lack of activity could only be described as eerie.
Eliwood summoned the various marquises to Pherae to discuss Lycia's future plans. It was decided that Eliwood would be the new leader of the Lycia Alliance. A new Lycia Alliance Army was also established. This new force's purpose was not to take the offensive against Bern, but rather to remain in Lycia and take a defensive stance. For his victory in Ostia, Roy was chosen to lead the new Lycia Alliance Army.
Slowly, the people of Lycia started to brighten up. Business was recovering, and people's attitudes were improving. The worst seemed to be behind them...
However, around that time, Etruria called for Lycia's assistance in ridding the Western Isles of the outlaws terrorizing the area. The people of Lycia expressed their discontent at sending their only standing force all the way to the Western Isles, but since Lycia was still under Etrurian protection, they had no choice but to oblige. Thus, Roy led the Lycia Alliance Army through Etruria and on to the Western Isles.
Mostly colonies of Etruria, the Western Isles were rich with minerals and natural resources. With mining being a major industry, various rogue groups had traveled to the Isles, hoping to loot the mines and sell the minerals for themselves. Therefore, the islands' people spent their days in constant fear of bandit attacks. Roy's mission was to rid the isles of these brigands.
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I suspect that in this universe Eliwoods stats were lackluster as a young Lord. Hector went out in the berserker way covered in the blood of his enemies, Eliwood lets neighboring countries bully him into sending his own son out for bandit clearing duty during a major crisis.
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So let's get started. Fog of war makes its triumphant debut in this axe-filled chapter, so Astol, Noah and Alan are taking point as we head south.
Swords beat axes! That means you can use Roy and his swords and let the young Lord finally shine, right? Right?
Thats precious.
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Dieck's lack of strength and speed growth is starting to catch up to us, but it's pretty handy for setting up kills for other units.
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Do not think I am above benching you, Dieck. Oujay is already faster than you, has the same strength, and one less skill.
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And you. ...Well I wish I could bench you at times, but you're still holding in there pretty well for now.
Thats right Roy, show the world what you can do!
Roys our boy! Roys our boy!
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Someones suddenly prim and proper for a Bandit leader. Well, at least its a somewhat novel way to introduce the character you must recruit compared to what seems to be the FE standard of a soldier being forced to fight against their will.
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Wow, this is almost subtle.
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She's trying so hard to make a new friend.
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But...none of you can even use swords! Youre all axe wielding Bandits and Pirates from what I see on the map! Also IS totally missed out, a smug or at least smiling face for Scotts portrait would look awesome and be very appropriate here, or at least prove there are more than two neurons firing in that skull.
Sadly theres probably some strict policy at IntSys that that one bandit face must never be altered in any way in any of its incarnations (Seriously, its a recurring bandit face).
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So with that, Shin and Fir have popped up over in the west, by the castle. They'll work their way north and come down on to the center island, which is where we'll meet them.
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Dieck's covering for Sue as the rest of the troop plays catch up.
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Poison weapons make their debut as well, but they're about as effective as they always are.
I take it that, just like in every other FE game, theyre a chance for free experience for your healers as they only do one damage a turn?
Assuming they even manage to ever hit your guys.
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Sending Thany to these villages on her own is not recommended, for obvious reasons. Doubly so when you stumble into them in the fog.
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This is why no one likes you, Noah.
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And there's contestant number one.
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Fir's not too impressive, especially compared to our own units, but you still want to stay away from the business end of her Wo Dao. Dieck kills the fighter in front of her, and Noah comes by for a chat.
See, thats even worse. I see some mercenary units that are at least sword users, but without looking at the maps unit makeup I can say with almost complete certainty that Fir is the missions only enemy Myrmidon. Therefore none of those bandits can use the damned thing, and who would buy a sword that only had a mere twenty uses anyways? It doesnt even have the flexibility a Javelin or Hand Axes 1-2 range gives.
It. Has. Forty. Crit. Also its rare and stuff. Theres always someone who buys things just because theyre rare.
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But first, Lilina helps clean up a merc.
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Given your father? She'd have to follow that religiously.
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Well that was painless. Noah and Fir move back to safety, and Alan and Oujay cover the south entrance.
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...And that's Clarine firing off a Torch staff instead of healing Noah.
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Hey, thats still more experience for your staff user, so its not totally wasted.
Torch staves are great for grinding EXP.
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Contestant number two!
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He's a nomad, with nomad stats. And a fucking ridiculous Aid score because of his relatively low con for a mounted unit.
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Lugh fries the fighter in the way, and Sue rides up to talk to Shin.
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With both characters recruited now, it's time to take the offense. Dieck, Noah, Astol, Lugh, Fir, and Saul head north to the villages and the rest of the crew head south to the southwest village.
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Scott is unsurprisingly hanging out at the castle.
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Why yes, that is a berserker with a Killer Axe. No, we're not going to be attacking him directly at all, why do you ask?
The FE games need to have a sound clip of someone splitting a melon just to punish/reward a player for doing stupid things exactly like that. What I know about FE games all came from LPs and even I understand the mechanics well enough to not take on Scott in melee range.
And its even more of an asshole in this game than in other games, what with the arbitrary +15 crit Berserkers normally get being replaced with an arbitrary +30. Seriously, Scott has 64 goddamn crit. Aw. Hail. Naw.
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Longbow shenanigans bring Sue yet another level.
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Dieck heads toward Scott to kill a mage, so Astol, Noah, and Shin head over to the villages.
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Knocking it out of the park there, Noah.
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Pretty typical Rutger level, minus the resistance.
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On the low end of 'acceptable', but I'll take it.
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Alan, the Great Knight class isn't in this game. Come back in FE8.
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This last pirate is all that stands between us and the south village.
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Similarly, these guys are the last guards at the northeast villages.
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Lugh bombards a merc for a shit level, and Dieck finishes the job for a slightly better one.
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They're incredibly well-armed for a group that can't offer any resistance...
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Plausible Deniability. The Bandits cant prove they had this really valuable silver sword since they never found it, so even if this rag-tag band loses horribly, the village is only down a sword they couldnt use anyways.
Man, pirates are weird in this game. Why cant all pirates be more like FE9s pirates? Yar! Yar? Yarr.
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Astol beats up an archer, but Shin finishes the job. Alright levels all around.
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Tank Saul will hear none of your complaints as he heals you up. I guess the magic is nice, too.
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An archer pops out of the fog, but he's swiftly met with swords.
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That (or not rescuing either village) is the trigger for going to 10/11A. After saving either village, the other locks up, so there's no way to get the Restore Staff we missed.
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Now the fun begins. For about 10 or 11 straight turns, the game just dumps three pirates onto the map, and they're very easy experience for our sword arms. See you all in about 12 turns.
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Not a bad haul, all things considered, though some clearly made out better than others. *coughOujaycough* I also missed a level for Fir, but it was just speed - not a very promising start for her.
Good thing Fire Emblem doesnt have mission rankings. Id imagine the standard completionist FE players head would explode if they had to decide between farming experience for several turns or rushing ahead to get that perfect S rank.
It doesnt have rankings as such (well, 7 does, kind of), but the later games do reward you for speed with Bonus EXP, and all the games end with a big slideshow showing how long you took for each mission, so that you can be reminded about all the turns you spent grinding supports, you terrible videogame player.
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So with everyone having gotten some extra experience in their system, let's deal with Scott. This is Lilina's true purpose: note that she is doing 17 damage with a goddamn Fire tome, and there's fuck-all Scott can do about it. Given that he has a Killer Axe, I'm not risking anyone going up close and personal. Even Rutger gets a 30-odd% chance of being hit, and about a 52% chance of said hit being a critical.
Ah, the joy of a magic unit that turns out well. Able to bypass the armor of the heavy tanks this game seems to like throwing at the player, it looks like Lilina is going to be a keeper. Until the game starts throwing promoted magic users as level bosses, I suspect Artix is going to keep Lilina on his team. Even then theres no reason he cant use another, non-Roy physical unit to remove the magical boss and bring Lilina anyways.
The physical/magic duality is always nice, but in later missions the game seems to really like giving you bosses with high scores in both defence and resistance, regardless of class. Its one thing to scale the numbers for difficulty, but it sometimes ends up kinda ruining the whole thing where certain classes are effective against certain other classes as a rule. In the end, it becomes more a matter of which of your units will take less damage from the enemy, since your stats end up a whole lot more varied than the enemys.
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One particularly annoying pirate ran away to heal amidst the slaughter of all his friends, and only just now came back to fight. Alan was happy to meet him.
Finally, Lugh gets the killing blow on Scott.
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Good enough for me. Let's roll.
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Betrayal, backstabbing and completely transparent intrigue in an FE game?
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Level 1 Myrmidon
Swords - D, Affinity - Fire
HP: 19 (75%)
Strength: 6 (25%)
Skill: 9 (50%)
Speed: 10 (55%)
Luck: 3 (50%)
Defense: 3 (15%)
Resistance: 1 (20%)
Con: 5
Fir has the unfortunate disposition of being a fantastic myrmidon that comes at L1 when we got a fantastic myrmidon six chapters ago. Her base stats are good (especially for being L1), but her failing is the same as Rutger's; namely, if that strength growth doesn't come through, she's useless, and her growth is even lower than Rutger's. Unless you really want two swordmasters (and there's nothing wrong with that
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I want two swordmasters...
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Level 5 Nomad
Bows - D, Affinity - Ice
HP: 24 (75%)
Strength: 7 (45%)
Skill: 8 (50%)
Speed: 10 (50%)
Luck: 6 (25%)
Defense: 7 (10%)
Resistance: 0 (15%)
Con: 7
Shin is, for what little worth the title has, the best archer in the game. He has slightly lower skill/speed growths than Sue, but his strength growth is much more reliable and he's a bit hardier with higher Con to boot. Just like Sue, having a horse and getting a real weapon after promotion does a lot to make him more useful than a typical archer and there are definitely less deserving units of your deployment spots.
Good to know that there are at least Bow-based units in this game that arent horrible. Im far more familiar with Advanced Wars than Fire Emblem, so when I first got FE7 as a kid (which I never beat) I thought the game had just given me Artillery: relatively powerful but fragile units. Instead I got to become very familiar with the plink sound you get from a no-damage hit. My confidence in Fire Emblem Archers has never fully recovered.
Go play FE9 or 10. Itll fix that problem right up.