Part 24: Chapter 12x: The Axe of Lightning
Chapter 12x: The Axe of Lightning...to find the Divine Weapon hidden there. Little did they know that they weren't the only ones who knew about the cave...

Oh hey, I remember this one too!

Oh god, it's you again. And no, this is not the last time we'll be seeing this sprite.


















And it's go time.

12x isn't very difficult, as much as they try with the fog of war and reduced unit count. As you can probably guess from all the chests scattered around, there are plenty of enemy thieves around - three to be precise. Fortunately, the thieves are retarded and two of them will gleefully run right to the two chests closest to us.
A secret fog of war map in Fire Emblem isnt a total asshole?
Fir, Ray, Tate, and Geese are going north, and Roy, Lilina, Astol, and Clarine are going east. Geese smacks around the archer, and Fir and Tate kill the brigand for Fir to get the first level of the chapter.

Gee, what a surprise.



The fortunate thing about all these chests is that with two exceptions, none of them have anything worthwhile in them. The only things you'll lose to the thieves are Antitoxins and Elixirs.

And it's a good thing for those Antitoxins, because it's yet another old friend - the poison shooters. Nothing's changed here, they do a minor amount of damage and poison you for five turns if you get hit by them. However, much like the lava vents in 8x, they just go off randomly instead of every turn you're in front of one.

Astol isn't looting the chest because I want the enemy to do it. It is an elixir, but I'd rather just let him get away with that and steal his lockpicks to neutralize him.

We're not playing any such games with this guy, though.

Quite acceptable.

Next, let's get to work on this conga line.


Looks like your lucks not being drained so much anymore. Wonder why that happened?


The north route is pretty uneventful, just a few brigands and archers along the way. Geese is taking point for obvious reasons, and even picks off this archer like a pro.


The myrmidon actually hits Clarine, but Lilina and Astol quickly remedy that. Roy takes the choke point of sorts right above Lilina.

Silly brigands, Poison Axes are useless!

Goddammit Geese, I want to use you, but you're not making this easy.

This is...better. Not that she was setting a particularly high bar before.


Ray polishes off the brigand. Is it just proximity to Fir that does this shit to people?

Welp, wasted that use of a vulnerary on Geese.

Ray and Tate take care of the myrm next turn.

Eclipse assholes. Still not hitting a goddamn thing.
Youd think it wouldnt be difficult to get enemies to not attack when hit odds are zero, but nooo.


Last enemy on the east side. From here it's a straight shot north to the boss.

Yes, thank you Fir. I promise we didn't forget about you, you don't have to remind us.


This guy is pretty much the worst part of the level. He has Eclipse, Physic, and Nosferatu, and with 17 magic he can fuck up just about anyone in the army's day.

Like so. Anyway, Fir is unironically the only reliable hope the north team has of killing this fucker, so Geese and Tate box him in against the wall while Fir uses a vulnerary. She's fast enough to double the Druid and only needs a single crit with her Wo Dao, but she has to be able to survive the hit in between.

Ray runs down to the center of the map to kill off this stray bandit. Wouldn't want to leave any survivors, after all.

Look at that, she got it on the first try. I'm honestly shocked.

The first of two chests we actually give a damn about on this map.

Last enemies. The myrm has a Killing Edge, and the brigand a Devil Axe, but neither moves.


I particularly like how his sprite fades out while still animating.


Grero is yet another berserker, and I'm not going to bore you with the details again. Ray and Lilina will sit there and unload on him (though Ray is mostly there for moral support with his 29 hit).

And the other chest we give a damn about. Time to go kill the boss.

I love that a crit would instantly gib him.




This is what we call a one-track mind.

It's a bit of a gamble, but his hit rate is low enough that we'll probably be okay if Roy misses. He can eat one non-crit hit anyway.

It turns out to be unnecessary.



Hey defense, that's...something...
















I still dont like that Lyn/Hector/Eliwood decided to just give up on these things. I mean, if Hector still had Armads...

Two down, six to go.
