Part 46: Chapter 18B: Two Faces of Evil
Chapter 18B: Two Faces of Evil
Innes has ordered Frelian troops to aid in the hunt. The troops return with news that Lyon has moved north.
The group's search for Lyon leads them to Mt. Neleras, deep within Darkling Woods. The scorching heat and sulphur stench render the area unfit for human habitation...
Endless numbers of gorgon eggs stud the forbidding landscape.

Last time, this chapter was a case study in exploiting the game's coding. I'll be playing it a little straighter this time, but that's not to say that silliness won't happen.



















And then eggs happen.

The only thing that varies in these maps between versions is what happens in Hard Mode. It's not immediately evident, but once we go far enough in, you'll see what I'm talking about.


As always, the Gorgons are magical juggernauts. They're on the slower and squishier side though, so if you can get past their attacks, you'll be fine.

In order to prevent new Gorgons, we're going to have to be pretty big on smashing these eggs. That's fine, since they're so valuable for any character, due to their flat 50 experience reward.

But before we go too far, we've got a promotion to take care of.


Now Tana can show Syrene how it's done.

And since Knoll's in, it's time for our disposable minion to make his appearance once more.

This opening section can be a bit of a headache, since that Gorgon there is going to be shelling us with Shadowshot right from the get-go.

That magical damage is no joke, though the hit rate is one.

And remember, don't step on the glowy spaces, or you get burned.

Forde's here on this map because I figured he could use the training.

Of course, it's hard to train someone who refuses to hit.

Not to worry. The Murdercopter's got us covered.

I could have the Phantom assist in the egg hunting, but nobody gets experience from it. I wish that Knoll could get experience from his little buddy, but all he gets is 10 experience per summon.

Besides, as you can see, Seth makes SUCH better use of it.

At least Innes gained speed. That's something.

The Phantom makes such a wonderful distraction, because the AI is quite simple in how it prioritizes targets. In short, if it can kill a nearby target, that target becomes priority one, and there's nothing more easily killed than a 1 HP target with a fixed zero Defense and Resistance.

I love making the AI look like an idiot.

Summoning another assistant gets Knoll to Level 2, and that means that I can show off another thing about the Phantoms, just as soon as I kill this one off.


Oookay then. Hold that thought for another four or five turns while the Phantom recovers from Stone. I could Restore him, but what's the point when he's just going to die anyway?

In the meantime, business as usual.

I send Tana up north this time as well. It's nice that she can use swords now.

She's coming along just fine.

Unfortunately, going north like that triggered an invisible spider trap. The trap is invisible, that is, not the spiders. That would be terrible.


Not to worry, they're very slow.

More spiders, or Baels, if you prefer, are down here in the south too. Reinforcements are the main thing that Hard Mode offers in this map. If you recall, the normal version didn't have reinforcements.

Unfortunately, we've also got eggs hatching down there, so it's a good idea to make ourselves scarce.

A lot of the ones up north are going off too. Time to get a move on.

Oh, come on, fire tiles! I wanted that spider!

Not really what I'd call an ideal L'Arachel level. Ah well, she's coming along.

Having Ephraim so close to the boss is a little risky, since she does have Stone, but Ephraim's one of my dodgiest dudes in this army.

Even so, that's a higher hit chance than I'd like. Having someone get petrified in the middle of all these eggs is a recipe for disaster.

Remember, hatched Gorgons can use their weapons the turn that they appear, much to Forde's chagrin. It's a good thing that whatever coding determines the fire tile's victims didn't go off here. That'd be embarrassing.

I'm also happy that this spider didn't kill him, though he didn't exactly hit it either.

And the Mogalls feed Ephraim a wonderful level.

Given Forde's latest streak of misses, I decide here that it's better to err on the side of caution.

I would have liked to see Gerik cap his strength, but this is more than sufficient.

What is it about promoting that seems to stunt your growth? As I've mentioned, there's nothing in the code about it, but it always seems to occur.

No point in not using Siegmund here, other than the fact that the other weapons would suffice.

There's no such thing as overkill.

No. Such. Thing.
I should note that the strength cap on Falcoknights is 23. We may have set our sights a little too low.

It's nice that the folks up north are benefitting so much from smashing eggs, but unfortunately,

Despite our best efforts, we've still got eggs hatching.

There's no problem with that if they miss, but that's too close for comfort.

Also, the Level 1 Phantom is not petrified anymore, so we can get started on killing him off again.

While Marisa is incapable of critting an immobile, defenseless egg.

Gerik's at Level 20, so we can promote him up too.


Sure, he could have spent his time firing arrows from the back of a horse, but as I said the first time, that constitution is just too good to be wasted on something so light as bows.

Also, Innes did another Sure Shot crit. They're a crowd pleaser.

You know, from a logical perspective, that looks a lot like a pit. I wonder why they decided to make those areas into solid boundaries.

The Phantom that wouldn't die.

Not even when he purposely threw himself at his opponent.

Don't even try to act surprised at this, but Marisa didn't get strength at Level 20 either. 15% growth, huh?

Not the best example to follow, Tana.

...This is just getting ridiculous.

The gargoyle is so bad at killing the Phantom that it dies off of a flame jet.

But that's okay. So does the Phantom. Now, I'm sure you're wondering what that thing was that I wanted to show you.

Spider reinforcements come first though.

And a kind of paltry level too.
And now, it's time for that amazing thing I've been waiting to show you about Phantoms.


Their level changes to match the level of their summoner. Ewan and Knoll's summons have different growth rates and base stats, and I'll be including those at the end of the update.
In addition, much like random monsters that we encounter in the field, Phantoms will gain a random axe based around the appropriate equipment for their level. They're restricted to C Rank axes, so far as I know, but there's a wide variety of axes that you can use at C Rank and below. I'll be sure to point out any unusual ones we get, but these low-level Phantoms tend to only get Iron Axes.

Oh Lute, you make me smile.

The Gorgons down there don't move, but one of them has Shadowshot. So my plan is to send Phantoms at them until it breaks.

In the meantime, we've got this person to promote.


I'm not sure I like the color scheme, but what can you do? Becoming an assassin means that she's also gained the ability to use lockpicks, so that makes Colm officially obsolete. I can't say that I'll miss him.

Lots of one-stat levels this chapter. I could probably beat the game just as my units are right now, but it's still irritating.

So you remember how my plan was to keep sacrificing Phantoms until the Shadowshot was gone?

Well, this guy, I'll call him Void, had a pretty good run on him.

Gave this Gorgon a real beating too. Shadowshot weighs them down pretty badly, so he was able to double, even with his not-so-great speed.

I could have had Void waste this Gorgon, but her sister finally got a hit on him.

Oh well, more where that came from.

And L'Arachel's pretty close to promotion now. It's going to be tough to determine an endgame team.

Well, what do you know, Forde can actually hit something.

I hate you, Forde.

More shenanigans with the Phantoms. Knoll's Phantoms have 10 luck as their base, which is surprising, considering their master.

Darnit, Forde!

Knoll is forced to end this chapter by hugging the last one to death.

Hi, Demon King!


Bye, Demon King!








Oh no! You triggered a hitherto-unmentioned trap spell.






See, Ephraim's way of losing the stone is dumb, sure, but at least he actually got tricked in a way that he wouldn't have been able to predict beforehand, and it falls nicely into his already-established flaw of charging into every conflict without thinking. Bullheadedness is stupidity in another way, but it's a lot more palatable to me than just handing the stone over without thinking.














I also love how casual Lyon is in both his evil and normal forms. It's one part of his character I enjoy.


















This is a lot more of an interesting exchange than in Eirika's route. With Eirika, it was well established that the Demon King and Lyon were two separate entities inhabiting the same body, but it always seemed like the Demon King was the one in control, and Lyon was just along for the side. Here, Lyon has more control, and seems to be okay with some of the things he's done. Whether that makes him more villainous and less sympathetic, I couldn't say, but it does make him a bit more complex of a character.








And from there, it continues on as normal. L'Arachel invites the group to Rausten, and we make our way there.
Next Time: I'm not even going to try saving more than six of these idiots in Chapter 19: Last Hope.
Total Resets: 39
Extras:

Phantoms
Weapon Ranks: C in Axes
Affinity: Dark
Phantoms level up from their bases to match the summoner who called them. They do this every time they're summoned, so their stats will vary from summon to summon, but each summoner has a certain base amount that their Phantom starts at.
Ewan's Phantom
HP: 1 (0%) Lck: 0 (40%)
Str: 6 (70%) Def: 0 (0%)
Skl: 4 (40%) Res: 0 (0%)
Spd: 5 (20%) Con: 11
Ewan's Phantom is generally not worth summoning. It has a large potential for strength, but it won't last without any luck to boost its evade or accuracy. In most cases, it's better to have Ewan become a Druid and depend on the power of his own magic.
Knoll's Phantom
HP: 1 (0%) Lck: 10 (55%)
Str: 7 (50%) Def: 0 (0%)
Skl: 3 (50%) Res: 0 (0%)
Spd: 6 (40%) Con: 11
Knoll's Phantom is much better, with a considerably higher luck pool and more balanced growths. Phantoms are constrained to the starter character stats, so nothing goes above 20, but at higher levels, Knoll's little guy is sure to come very close to those caps, and at those higher levels, you're likely to also see more varied axes. This guy can be a real killer if you give Knoll time to develop.