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Alfric2012-06-10 10:38:36

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Time for the fire chapter!

Much like the desert chapter, there always seems to be some kind of chapter in a Fire Emblem game where your characters must travel through a fiery area and avoid fire traps while fighting enemies. Gonna be a jolly good time, especially since we're looking for The Blazing Sword.

Anyways, Roy knows that his army cannot stand up to the full might of Bern, and so he decides to seek the power of a Divine Weapon to prevent it from falling into enemy hands. Lilina leads them to the volcanic cavern housing the first of the Divine Weapons, the sword of sacred fire, Durandal.

Just looking at the map, we've got ourselves some tough foes. They're pretty well equipped, and there are a few enemies with some seriously dangerous weapons, such as a halberd wielding fighter and a killing edge wielding mercenary. I set up the normal party, and then begin the fight.

We cut to the enemy leader, Henning, as a mook warns him of our entry into the cave. Henning is surprised, but simply tells his bandits to try to lead us onto the lava traps.

Now back with Roy, Lilina mentions that the Divine Weapon is on the far end of the lava pit. Roy asks is she is truly okay, given what happened last chapter, and she says that while she isn't entirely over the loss, she doesn't have time to be sad. She says she must protect Ostia in her fathers stead, and that she's fine because Roy is with her (awww). Roy didn't hear her, but she continues and talks of the weapon enshrined in the cave. It was the sword wielded by Roland of the eight heroes, the Blazing Sword, Durandal. After she finishes with the details about the blade, Roy mentions hearing of bandit activity here, and worries that they may have taken it, but Lilina states that only those with connection to Roland can remove it from its sheath, so they need only beat the bandits and claim the blade.

Now, to face off against the bandits! We start off in the bottom right corner, and while Roy, Lugh, Sue, Lance, Ellen, and Lot head north, Rutger, Clarine, and Dieck go west to take care of the enemies tailing us. After the enemies advance, doing very little to us, I notice the trick of the fire tiles here. They're set off randomly, so you can stay on them for a turn and not get burned. This applies to enemies as well, so there won't be as much burning and slow paced travel as I had feared. Dieck's group is making quick work of the enemies, and Roy's group moves a bit more slowly while they take care of their foes, so as not to leave them too far behind. After finishing with their foes, Dieck's group rejoins the others, who are waiting halfway up the northern passage, letting the more aggressive foes come to them. Once the groups have rejoined and dealt with the initial enemies, I have Roy lead them further, so he can get some more kills and catch up the the rest of the fighters.

Once the round the top turn, Roy provokes a group of foes waiting there, and also gains another support with Lance, where he talks about his need to lead from the frontlines, since he feels he isn't particularly charismatic or smart (not sure why he feels that way, since he's been fairly sensible throughout the game so far), and thus feels he needs to gain trust by experiencing the same things his soldiers feel. After taking down the enemies at the top of the bend, Roy lures out a pair of fighters at the bottom of the path, beating them with ease, and letting Lugh take care of the mage surrounded by fire tiles. Roy gets a resistance boost from the barrier staff that Ellen has, and draws out the final group of enemies before the boss and his lackeys. Said final group doesn't play ball, however, and just stay right where they are. Sue shoots the mercenary armed with a killing edge, and Roy finishes him off. The rest of the party then pick apart the annoyingly placed enemies little by little, before advancing to finish off the boss and his mooks.

Lugh gets a barrier boost, and then runs up to take out the aircalibur mage, while the Rutger and Dieck prepare to take down the fighters near the boss, and Roy goes for Henning.

Henning is actually pretty tough, since he has a strong weapon in the steel blade, a ranged alternative in the hand axe, and some pretty decent stats all around. I have Roy and Lugh attack him, Sue being to weak to hurt him thanks to the defense boost of the throne. Both Roy and Lugh miss, and Roy eats a steel blade slice. He's soon healed, but damn did that hit hurt. Henning ignores Lugh and continues to go for Roy, seeing him as the better target, and keeps his steel blade out, smashing Roy in the face again but this time taking a counter hit, if a weak one, from Roy. Lance joins with his javelin, and deals a good chunk of damage, while Lugh misses again, and Roy hits Henning and avoid his counter this time. Henning still dukes it out with Roy, missing him and getting countered, while Lugh misses yet another hit, and Lance scores a crazy 46 hit chance, 8% crit, obliterating Henning. Roy takes the throne, and finishes the chapter.

Lilina leads Roy to the Durandal, and he comments on the sheer size of the sword, mentioning that few people in the army could possibly wield it. Lilina mentions that Roland was himself a fairly small person, and thinks that it depends on the persons skill as to whether they may be able to wield the blade. Roy wonders if he might be able to wield it with some more training, and Lilina teases him about it. We then go to the receiving of our first Divine Weapon!

Durandal: 17 mt, 90 hit, 12 wt, Weapon Rank S, adds 5 strength to the wielder.

With more to come along the way, this one seems to bode well for the might of the future ones.

Merlinus then informs us that the Dragon Knights of Bern have attacked Ostia, and as he rushes back to witness it, Roy is caught by them. Narshen thanks Roy for getting rid of Leygance, and then demands he turn over Ostia, but Roy refuses. Narshen asks if Roy wants to fight him with that "sad little group" of his, and says that he shall annihilate us, as he did with Hector. A cry of "That's enough" resounds, and suddenly hordes of green units pour in, and a soldier informs Narshen that they've been surrounded by Etrurian soldiers. Percival speaks up, mentioning that Cecilia had received Roy's letter asking for aid. After Cecilia overtly states that they will crush the dragon knights should they attack, Narshen backs down and leaves, making an idle threat before flying off.

Percival then addresses Roy, and they converse for a bit about the current state of affairs, as Roy thanks him for his assistance. Roy learns Cecilia disobeyed the king to come help them, and leaves, stating that two of Etrurias three generals should not be gone from the country for so long. Roy and Cecilia then begin talking about why Etruria came to help, the sorcery general stating that it was a good way to get involved in the war and prevent Bern from getting too powerful. Roy then leads Cecilia into the castle to meet the rest of the soldiers.

Comments

montagohalcyon Since: Dec, 1969
Jun 10th 2012 at 12:23:55 PM
That group of four near the end is the only really irritating part of the mission for me.

They don't come to you, but can move at some trigger I'm not sure of, and the lava tiles + their weapons + probably not being able to reach and kill all of them in a turn makes it likely someone will be in danger.

Lost Barth here on my Hard Mode run, actually, the Armorslayer guy sat obliviously where he was for a turn while I cautiously poked at people, so I thought it was safe to have my knights participate in the melee. As soon as an effective damage target came in range he dashed for the OHKO.

Henning's tough to beat because of that avoid but there's no rush, I can wait while Roy/Rutger/Dieck/Oujay grind him down.
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