Part 71: The Ghosts of Bern
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*Screen flashes*
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Surprise, I guess.
Chapter 23: The Ghosts of Bern
...was over.
However, Roy's battle was not.
Roy continued to search for the Dark Priestess, suspecting that she was the Dark Dragon. Following the beam of light emitted by the Divine Weapons, Roy headed for the Dragon Temple.
However, waiting for Roy in front of the temple was General Brenya, the one remaining Dragon Lord of Bern. She had rounded up Bern's remaining troops and was waiting to attack Roy. Their pride was at stake. A battle with the now dead Kingdom of Bern... Roy had a heavy heart at having to battle these ghosts.
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And now, it's time for one last somber, mostly symbolic fight against Bern. The enemies are the standard fare, and there are absolutely no reinforcements. This chapter is literally slaughtering what little remains of Bern's army, all because they refuse to surrender without a fight.
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No Fire Emblem is complete without it’s moderately sympathetic enemy faction.
Being remnants doesn't mean they can't put up a fight, though. Brenya has a two sleep and a berserk druid up next to her, and the three ballisticians can hit basically anywhere on the map. There are plenty of wyverns to go around, and it wouldn't be a fight with Bern if they didn't throw in some manaketes.
One last thing: Note the village - it's never in any danger, but you'll get nothing from it unless you visit with either Fir or Bartre. This is especially problematic if you went down the A route in the Western Isles, because you don't have Bartre, and therefore don't know that he's Fir's father. Without that knowledge, the hint the game gives you is basically useless.
Nor would they be complete without a load of obscure strategy guide-baiting secrets.
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This is the last regular map of the game, so we're pulling out more and more of our expensive toys.
...or a bunch of expensive or limited-supply items you hoard and then binge on at the end.
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First thing on the agenda is to send Fir to the village.
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And that's it. We now have the full roster.
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Karel rounds out our trifecta of Swordmasters. He doesn't have the same inherent utility that a staffbot like Yodel or Niime does, but he can pretty easily fill in for just about any sword user on the roster without much trouble.
He’s pretty OK... but he’s a just-shy-of-max-level Swordmaster with 23 speed, and that’s not OK.
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Saul busts out his long-range toys to remove a few magical threats. Most of our front-liners can shrug off physical hits, but a lucky Nosferatu or Fenrir hit will put us in a bad situation.
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Fa and Bors lead the charge on the east side.
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Meanwhile, Niime berserks the killer ballistician.
[b]
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Echidna takes Rutger, Ray, Hugh, and Percival up the west side, with Tate staying close before going for the center island.
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Bors can't kill dragons in the same way Gonzales can, but he can easily come out ahead in any given skirmish.
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The pair of long ballistae can't be underestimated. Even relatively dodgy units like Tate aren't pushing the hit rate much lower than ~35-40, and they're dishing out 15-20 damage when they land. Add in the Killer Ballistician who'll go after anyone since he's berserk, and you can end up in a pretty nasty situation
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Our ballista friend elects to put a bolt in a druid in the back.
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Niime brings around a second ballistician to our cause.
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Bors engages in a little dragon-slaying of his own and busts out Maltet.
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Roy brings out a Wyrmslayer to deal with the wyvern riders. It's not like we were doing anything else with them, and it's effective against both the manaketes and wyvern riders.
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Both Hugh and Tate are hurt, and almost none of the west team can safely take more than one good hit, especially from the Killer Lance Wyvern Lord hanging just out of reach in the lake. We need to do a healthy amount of whittling down the wyverns, and quickly.
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Saul bails Tate out for now, but the wyvern lord still has his choice of anyone in the south. Percival is about the only one who's going to survive a crit if it comes down to that, so about all we can do is cross our fingers.
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Fa barbeques a few wyvern riders in the north. They can't hurt her, and are barely pushing a ~20 hit chance, but they absolutely love going after her - I think because the game can't "see" her +20 Def bonus from the Flame Stone.
Far as I know, that’s correct.
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That could have gone a lot worse, I'll take it.
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The berserk ballistician goes after Hugh, and I'm not sure why. It might be a potentially fatal shot - his buddy was capable of doing 12 damage, but if not there was a druid and a pair of wyverns nearby, and I don't know why he wouldn't have gone after them.
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Having survived another turn, the first order of business is to heal up Hugh.
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From there, we simply clean up and the SW corner is all emptied out.
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Echidna picks up a level from kiling off her wyvern.
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And then it's time to get to work in the north.
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Shin refuses to pick up that final point of speed, but Fa is happy to show him how it's done.
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If you're curious, this is Karel's battle sprite. I'm pretty sure this is the same as his FE7 one, maybe with slightly greyer/shorter hair.
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Goddamn, Roy. We're even dodging fire breath now. I'm almost proud of you.
Almost.
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Right about now I realize these ballisticians aren't worth keeping alive. There are wyverns to the north that I know are in range of them, but they go after Hugh and Saul instead. Either they can't see the effective damage to the wyverns, or the AI is just fucking with me, and either way I don't care enough to play along.
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So let's correct that mistake.
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The north group is moving in fast, as Roy and Bors move into status range. Lilina is standing by with a Restore Staff. We're not going any farther until we break those status staves.
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The second Sleep druid leans a little harder toward "wishful thinking."
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Miledy and Tate deal with our friends in the middle of the lake. Once we clean out the wyverns up north, all the serious opposition will be gone aside from Brenya.
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Gonzales goes mountain climbing, and we inch forward just enough to get into berserk range.
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Fa even has an adorable dodge animation when not in dragon form.
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...aaaaand the very next one puts her to sleep.
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Of course he hit on 10% (2.10% with true hit). He’s an AI!
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Fortunately, this is it. As long as Lilina doesn't get hit with Sleep, we can just cure berserk every turn and be in the clear.
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With the sleep staves broken, Bors moves up to the forest. The berserk guy has one charge left, but Lilina is in range to fix it next turn. The forest is out of range of the manaketes, but Bors might be able to pick off a druid or two with his Javelin in the meantime.
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Unfortunately, it is in range of Brenya.
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And her Bolting hurts like a motherfucker.
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So fun fact. There are 8 units in the game that need Guiding Rings to promote, and (ignoring the secret shop) only 4 of the things to go around. On its own, that's not too bad. It's not unreasonable to expect that you won't be able to promote every single unit that needs a certain promotion item, and 50% might be a little low, but it's not awful. In any other game, at least. This is FE6, which means that of those 4 Guiding Rings, one is buried in the desert in such a way that you need a fucking guide to find it, and one of them is here. Having to be stolen from what is literally the last boss before endgame.
Seriously, this just never stops being hilarious.
In other news, Brenya is basically Lilina-lite. She hurts like hell and is reasonably speedy, but she'll go down pretty quickly if you smack her around a bit.
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Never gets old.
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None of the druids moved, so Bors takes the fight to them.
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I have no fucking idea what happened here. Fa was in range, as was Roy with a Rapier (meaning he probably couldn't actually hurt the manakete, and he'd take a fuckton more damage than Bors does). But no, the AI decides that Bors gets to tussle with dragons again.
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Bors skewers a druid and maxes defense.
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And now it's time for the final cleanup. Fa starts by cutting a path to Brenya and maxes out. Sadly, she fall a point short of maxing skill and speed, but 68 base avoid isn't much to complain about when you have all the other bonuses that come with being a manakete.
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Oh. Well that's kind of embarrassing. Roy's not even in support range of Lilina.
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I could have sworn that I saw his melee crit being super flashy. In a way, I'm almost proud of IntSys for not adding even more flourishes to the SoS animation.
I love how he’s spiting you with that redundant crit from his super-limited use superweapon.
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And that's all she wrote for Bern.
Looks like she... Berned out.
You know, because she got hit with Fire Blade.
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Lilina picks up one more level before we head out.
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Next time: The beginning of the end.
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Level 19 Swordmaster
Swords - S, Affinity - Light
HP: 44 (210%)
Strength: 20 (130%)
Skill: 28 (140%)
Speed: 23 (140%)
Luck: 18 (120%)
Defense: 15 (110%)
Resistance: 13 (100%)
Con: 9
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Good god he just keeps getting better.
Well, technically he doesn’t, much, but, y’know. What a troll, IntSys.
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If you don't visit the village on Turn 1
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Bartre recruits Karel
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Visiting the village with anyone other than Bartre or Fir
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Conversation with Roy (after joining)
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Brenya official art.
Miledy vs. Brenya
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Zeiss vs. Brenya
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