Part 39: Chapter 11B: Phantom Ship
Chapter 11B: Phantom Ship
The product of Grado's research into the dark arts, the Dark Stone possesses power far beyond that of the Sacred Stones.
According to the rumors swirling about, Vigarde's descent into madness coincides with the creation of the Dark Stone.
Ephraim must confirm the existence of the Dark Stone. He decides to travel to Grado by sea.
Midway through their passage, however, an eerie fog begins to form...

Don't ever make a drinking game around the words "Dark Stone." It might just kill you.



















You know, these things look a lot bigger from close up.









Ephraim's interactions with Myrrh are rather irritating. If this was a game in the "Tales of" series, she'd probably be harboring some sort of secret assassination plot, but here...well, let's just leave it for later.





That's not a nice thing to say about Riev, Seth.


No, we won't be fighting Riev three times in Ephraim's route, but he does like to seed monsters in our path.

Not a lot to do in the first turn, since the boat is still all the way over there.

Still, we can send Vanessa north with some Pure Water. Why are we doing that?

Because we've got Mogalls just hanging up north. This is a rout map, like most monster maps tend to be, so we're going to have to get rid of these guys.

And to the south of us, Cormag attracts over some gargoyles. Get used to these two enemy types. They'll make up the bulk of this chapter's annoyance.

They can't do much to Cormag, but that's because he's a tank with wings.

Meanwhile, Vanessa, aided by the resistance boost, takes absolutely no damage from these Mogalls. Keep that in mind for later.


That's a...lot of enemies. Note that there are a couple entombed and a wight among the rabble, so it's not all cannon fodder.

But since we can't get to them right now, we just need to clear out the fliers nearby. The less of them around, the better.

Neimi might have been a real liability in runs previous, but I'll make her into something useful.


That's the spirit.

In addition to the planks extending, two Mogalls spawn from the bottom left and top left, but they don't do anything. Yet.

For now, our main concern is stopping the inevitable horde.

I was originally using Colm for this map, but contact with anything broke the child in half. I doubt the levels would have been different, anyway.

And Cormag is still...well, Cormag.

My strategy for this map is simple in its complexity. It's called:

Duessel and Seth wreck everything.

One's too sturdy to care about hits, and the other's both sturdy and quick, and they're both ridiculously strong. Together, they fight zombies.

Good preparation for your future career.

Once again though, by the end of the enemy phase, there's a lot of enemies that don't move. That's not a good thing, since we've got to hurry onto the enemy boat before turn five.

And there are more enemies spawning in at both the upper right and lower right corners. If you don't use fliers this map, you're really up a creek.

Now then, if the enemies won't come to us, we'll have to come to them.


Well, at least one of them is improving.

Artur impressed me this chapter, at least in terms of landing crits.

The Entombed are basically just giant sacks of HP and strength at this point. Still pretty valuable.

By the way, you notice that bundle of ropes next to the archer? That's actually a barrier of sorts. The masts are too. That's why this upper area makes a good staging point.


Surprise gargoyles are a real bother this chapter. Before I learned where the reinforcements came from, I'd be losing folks to random gargoyles flying out of the fog.

Ephraim's got other problems right now.

But a bad level isn't one.

This Wight was a real pest too, but it's actually more easily managed than the gargoyles. At least I can double it.



No, it's not monsters, Ephraim. It's worse.








Turn five is when things can really go south. You've got a whole cadre of gargoyles, lead by a deathgoyle, which we can't see yet...

A couple of reinforcement bonewalkers, two Mogalls from the top and bottom of the enemy ship, and a real load to take care.


Her stats are quite good, of course, but when you've got creatures flying around that can gobble up most of her health in one strike, she loses a bit of her charm.


Dozla can take care of himself though, and at the time of this screenshot, he was doing so with flying colors.

Incidentally, it's a well-known fact that the AI cheats in fog of war, but if you want a bald-faced demonstration, look no further than ally characters. This is from a failed run, but I thought it was interesting.

Good news though: after turn five, the only reinforcements we have to worry about are two more bonewalkers next turn, so we can start cleaning up.

I had a good feeling about you, Neimi.

While Artur crushed my expectations, despite critting.

This gargoyle here has messed up a couple runs. He can't seem to choose between crushing Neimi, Natasha, or L'Arachel.

I went for "None of the above."

Tana's a little wounded here, so she gets to demonstrate what I like to call "Booster Blindness," for lack of a name that doesn't suck.

On the enemy phase, some bonewalkers lunge out of the dark. They die.

And some gargoyles try their luck against Dozla. Bad idea.

So what I was getting at before is that enemies don't seem to notice when a stat's been boosted by artificial means. They only appear to care about the base amount.

That's the only explanation I can give for why four Mogalls would all fight someone capable of countering them when they would do no damage in return.

The AI in this game is pretty good about prioritizing targets, but there are certain blind spots that you can exploit.

For a very nice payoff.

Also, you remember those Mogalls we ignored before? They're on the move now.

It's nice having a berserker on our side.

At this point, I'm just grateful to have survived the eyeball assault, so I let Duessel and Seth have fun. No point taking risks and all.

Even so, one still manages to slip by me.

Thank goodness for all that luck.

That's fine. He's still Seth.

Oh, and look, it's the boss.

Not so tough when your lance is being countered with a weapon that reverses the fundamental law of the universe, are you?

Not much left to go. Cormag takes a swing...

Ooh, that's foul.

Doubling gargoyles? Oh Neimi, how far you've come.

And she's getting better.


Before I shove his face into the dirt, let's look at this boss. He's got respectable stats, certainly enough to weather an assault from two angry prepromotes.

But can he stand up to...THIS?

Nope.

Putting Lute so close to the front lines was risky, but she's a big girl.

Certainly got more potential than our bearded friend.

Yeah, she could have died, and I've lost on worse odds, but I really believed that if somebody could beat the odds, it'd be Lute.

Now that I look at it, her resistance is not that great. Huh.

So now, there are only two Mogalls, and Duessel wastes one of them, so I take the time to go back and get the conversations with L'Arachel and Dozla. Might as well, after all.














Enlightening.

Artur, take us home.

There might be hope for you yet.







Fade to exposition...






Ephraim chooses to say nothing, but I imagine that he's wondering what exactly he's got himself into.





Such a devoted servant.
Next Time: More monsters, but some people too. It's Chapter 12: Landing at Taizel!
Total Resets: 23+9=32