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EndarkCuli2013-04-09 12:10:14

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A chapter named after an important NPC? This isn't a good sign...

Terribly sorry about the long delay since the last update, folks. I've just been feeling a tad ill as of late...plus, my paranoia skyrocketed for the first day or two of April, and I had the urge to play some PS 3 games. I missed two Awakening birthdays, one of which we could have actually seen if I'd hurried up and cleared the next plot chapter earlier. On the bright side, thanks to a few Risen fights I participated in earlier (to 'get back in the groove', as the saying goes), we have some new supports!

  • Stahl & Kellam (B-Rank): Stahl has just succeeded in his search for Kellam, who states that things like the sun glinting off of his armour makes him hard to spot. Stahl brings up their earlier conversation together, specifically the bit about how unflappable he said Kellam always looked, and the cavalier is worried that he didn't express just how terrified he can get on the battlefield. But, he has a plan: by studying Kellam's behaviour during the knight's daily routine and becoming more like him, Stahl can overcome his fears. Stahl plans to watch and observe Kellam, engaging Kellam in the most meticulous study one man has ever done to another (but probably not as much as Miriel studied Stahl in their support), but Kellam sees a flaw in this plan. He doesn't want Stahl to go on feeling terrified, but if Stahl plans to study him, he must be able to see the knight, which most people have a hard time doing. Kellam suggests studying someone like Frederick instead, but Stahl's mind is set on this decision, as he believes that he already shares some traits with the knight, mainly a lack of assertiveness yet clever minds. Stahl adds that they could be brothers if not for the cavalier's devilish good looks, and will do his best to watch his perfect role model.
  • Yukari & Ricken (A-Rank): Ricken finally came up with a decent letter to write to his parents: that he misses them and hopes to see them again soon. The young mage has decided that it will take a long time to attain his goal, and until then, somewhat comforting news would be better than no news at all. Yukari states that it will put his parents' minds at ease, and show that Ricken both knows his limits and that he's working to surpass them. The tactician adds that it's a mature way of thinking...and then pulls him close and gives him a noogie (ruffles up his hair, in other words) to remind herself that he's also an adorable kid with a cute hat.
  • Frederick & Lissa (A-Rank): It's time for Lissa to teach Freddy in the ways of the slacker, a course which Freddy has tried and failed to hide from between this support and the last. Apparently, Freddy didn't consider wandering around the camp and bothering others without good reason a fun time, nor did he enjoy watching clouds together. Lissa considers the actions rejuvenating, but Freddy admits that the events were more tiring than his own combat training. Lissa's a bit sad that Freddy found the experience unenjoyable (which is an actual word, by the way), but not wanting to make the princess feel bad, Freddy states that it was at least a new and valuable experience for him. This cheers Lissa up immediately, and when she suggests that they go and practice slacking some more, Freddy suggests they alternate training and relaxing days.
  • Virion & Panne (C-Rank): Panne's confused at the current weather, as it's raining while the sun shines, and Virion tells her it's a beautiful sun shower. Panne would prefer that the man-spawn not speak unless he has a cause, leading to the archest of archers telling her that she wouldn't be the first women he's met and swooned that started out with such an attitude. Panne takes this as a provocation, briefly considering stuffing the archer and mounting him in her warren, before challenging Virion to a fight. When asked to choose a weapon, Virion requests that they use words, considering himself a better poet than a warrior. He states that Panne's graciousness is without peer, and then Panne...really rips into him, using words such as 'lecherous', 'transgressions', and 'bile', and states that she knows Virion abandoned vassals to die in the past so that he might pursue mates. Virion realizes he should have picked something like daggers instead, especially as when it comes to a lady like Panne, he couldn't bring himself to injure her with words. Virion admits defeat and walks away, leaving Panne bemused by his actions.

And thus, with two more couples nearly ready to proclaim their eternal love for each other, we will now go and rescue Chrom's sister! Hopefully, the Plegians were kind enough to delay the execution while the Shepherds were busy slaying zombies. Then again, even if they aren't kind, I doubt Chrom and the Fire Emblem would bargain for anything less than her life.

CHAPTER 9: EMMERYN

We get a look at the inside of Plegia's castle, where a soldier sent to watch out for incoming Shepherds is failing to relay any valuable information to Gangrel and Aversa. After the lady in black kills him for failing them, Gangrel suggests not killing all of his soldiers, since they're going to need some to fight. Sure that Chrom and the Emblem will come to rescue his dear sis even though the now-dead soldier didn't spot him, the Mad King swears to cause a massacre worthy of Chrom and Emm's legendary father.

In a fort somewhere in the area, a spy that looks like a generic assassin (or, for all I know, an assassin that happens to be named named Spy) joins Chrom, Yukari, and the two Khans of Regna Feroxi. Emm's going to be executed tomorrow, and we've prepared to charge in and save her. Yukari says that it will be a challenge, but Flavia tells her to be confident about the plans we've made, and Chrom is sure that we'll succeed in bringing Emm home.

Meanwhile, in the black realm that Validar and a humanoid vessel of Grima use for a sitting room, the dark mage wants to talk about Emm's execution, and how events will soon be back on course (since, if you remember what "Marth" said a few chapters ago, the exalt was supposed to die back when he invaded Ylisstol's castle). He adds that he never should have doubted Grima's words, and that even though others may try to avert their destiny, they still write Grima's future with every step. The scene quickly cuts a tent, in which Yukari launches herself out of her cot, presumably after having a 'Premonition' about Validar's conversation. Lissa's there to ask if the tactician just had a nightmare, and while Yukari is slightly unsure, she cannot think of how else to describe it. Lissa then relays Freddy's message that it's time to march.

We're still not done with pre-battle dialogue, as we now cut to the exterior of Gangrel's castle. Built upon the massive remains of the fell dragon Grima that was slain a thousand years ago, Emm has been forced by a barbarian-classed soldier to stand at the precipice of a long and narrow bone (maybe a part of its wing?) while Gangrel gives the Ylissean-hating audience a speech from ground level. He's a bit of a ham over how anticipated everyone is over the witch-queen Emmeryn answering for her family's crimes, but right before the executioner can cut the exalt to ribbons, Flavia pops in and launches a hand axe, knocking the man off of the bone and causing him to fall a great distance. Yukari then orders the Shepherds to make their charge, and we finally reach the battle preparation menu. Let's look at some interesting units now, shall we?

  • LIBRA (a girly-looking War Monk, a class that wields axes as well as staves): A patient Ylissean priest who is often mistaken for a woman.
  • THARJA (an enemy dark mage with a unique sprite and portrait, which are good signs that she's recruitable): A dour Plegian with a jealous streak and a knack for curses.
  • CAMPARI (Our boss, a general with a Short Spear that will drop a Dracoshield stat boost): The Plegian commander. Willful and ill humoured.
  • AVERSA (Gangrel's right-hand lady, who will run off alongside her boss near the battle's start): A cruel, high-ranking Plegian officer with a sultry aura.

Gangrel's also there, but since I've beaten a late-game side quest on a different file, his description is inaccurate when it comes to present events (and it would be a spoiler if I typed it out, too). Am I the first to notice this bug, as nobody else clicks on the names of characters they already know about? Oh, and he's holding a Dragonstone in addition to his usual Levin Sword. Did he have that originally, too? Perhaps he was planning to buy Nowi from the slavers we rescued her from and turn her against us? Oh, but that's only a theory...

Once I've finished preparing, Chrom orders to deal with the soldiers first and deal with the Mad King later. Gangrel knew that we were coming, and orders his men to kill him, his sister, his friends, and anyone else that they find. Gangrel and Aversa then depart, and finally, it's time to start this show! ...Or end this show, depending on whether you think the execution or our battle is the greater show.

  • Chrom & Lissa: This is another mostly-desert map, which means that mages, healers, and flying units are at an advantage. It might usually be unwise to put Lissa on the front lines, but when it's only so that she can switch with Chrom and let him attack on our first turn, there are certainly worse ideas. Chrom is able to kill the second Wyvern Rider on the field after dodging its attack, but Lissa switches in afterwards to heal Sully. Chrom switches back in to talk with Libra, as while the War Monk can recruit himself if you let him, I really wanted two healers at that point. After dealing some damage to an archer and getting healed by Libra, Lissa pulls off a Dual Guard to protect Chrom from an archer, and the duo then stepped into the edge of Tharja's attack range. They could have gotten closer, but I knew that reinforcements would arrive soon (due to the fact that I've died to them before). After Chrom deals damage to a soldier on its turn and recruits Tharja in his, Lissa heals Sumia, since the Pegasus Knight was right above her. Have I mentioned that when you get the option to Talk, you can still perform most actions afterwards, but you can't move anymore? Anyways, while the Rapier could have done some damage, their last tasks were healing the Armourslayer-wielding Lon'qu before and after his attack, as others needed the experience more.
  • Yukari & Sumia: Though Yukari has already earned a ton of experience and should leave some foes for the others, there's a pair of Wyvern Riders near the start, and I really wanted her to take out one of them in her first turn. Considering that Chrom was almost struck down by the mage and the second Rider in the enemy's first turn, I feel that this was a wise move. I then make an unwise move and send Sumia ahead into enemy territory to lure out some foes and get some experience, and thanks to her pulling off a critical hit at the perfect moment, she survives with less than five HP. Sumia backs off a bit after being healed in order to avoid some archers, and then returns to the front lines after finding one space where a soldier can attack her and an archer cannot. Sumia stood next to Chrom the turn that reinforcements came, and managed to land a critical hit against one of the Wyvern Riders that was there since the battle's beginning. The Pegasus Knight then killed the Rider that Panne weakened, and was healed by Lissa after her brother recruited Tharja. Sumia also gets the first hit (well, 2 hits due to her speed) on the boss, though they occur on the boss' turn, since Campari could have killed her with two successful hits. He missed, and then they weakened the general some more for Lon'qu and Panne.
  • Cordelia & Lon'qu: There was one archer near the start that could have severely messed up my other units, but Cordelia's strong and fast enough (especially with Lon'qu boosting her) to deal with him in one battle. Deciding to take a risk and to avoid letting Libra get overwhelmed (though he could take care of all the enemies near him if you let him), I send the duo down so that Lon'qu could take care of an archer and a soldier near the War Monk. The duo then stick near Sumia for a turn or two to offer additional support, and then Lon'qu kills the archer that went after Chrom. Lon'qu also kills the soldier reinforcement that Chrom weakened. Since I made sure to give Lon'qu an Armourslayer I picked up earlier, he also did more damage to the boss than any other party member, though he did not kill him.
  • Ricken & Gregor: After Ricken kills an enemy that Chrom weakened, Gregor kills a mage that Sully weakened. Ricken then solo'd a Wyvern Rider after Libra had joined the ranks of the Shepherds, then everyone kept close to the wall surrounding the boss and avoided entering Tharja's attack range. After the enemies near the boss had been dealt with, they headed back to try and get some experience from the Wyvern Riders that appeared near the start of the map. After Tharja takes some damage (due to ending up closer to the reinforcements at the end of Turn 6 than either of the other mages), Ricken kills one Rider and then lends her his Wind tome.
  • Miriel & Sully: Sully deals with a Javelin-wielding (and dropping) soldier near the start, and then takes some damage dealing with a mage. Later, Sully kills the mage that Libra weakened, and has to deal with an archer and a Wyvern Rider she is now in range of. Sully and Chrom then work together to kill an archer with a Killer Bow, and then Miriel finally got some action when the Wyvern reinforcements came south, killing one of the four that appeared.
  • Panne & Virion: I ran out of flyers and mages to use as partners (and I haven't recruited any cameos from the Bonus Box yet), so these two just trudged along for the first few turns. By the time they finally reach the plains and have normal movement, a bunch of Wyvern Rider reinforcements come in near where the Shepherds started, and there's also another mage and a soldier on the field. Panne did a good amount of damage to one of the Wyvern Riders that was protecting the boss. The Taguel then actually gets to kill the mage reinforcement, and I decide to reward her for her earlier patience by letting her land the last two hits on the boss.
  • Libra & Tharja: Sorry that this won't be a short summary, but a lot of dialogue is involved. At the start of the enemy's first turn, Tharja was lamenting about how they must kill or die simply because it's what the king wants them to do. She doesn't really feel as enraged towards the Ylisseans as her king does, and she considers herself to be rather good at hating people without being ordered to. Meanwhile, the girly-looking and girly-voiced (especially since he's voiced by an actual girl) Libra has come to rescue Emm and hopes that the gods give him the speed he needs to get there in time. He's able to kill a dark mage (that could do no damage to him) and almost kill a mage all by himself. Chrom then recruits Libra, who talks about how he's a member of the Ylissean clergy and how most of said clergy perished on their way to help Chrom stop Emm's execution. Chrom is honoured to have a formidable woman of the cloth join him, and when Libra corrects him, awkwardness ensues. Still, Libra's quite glad that they got this out of the way early, implying that he'd be quite furious if Chrom had spent a long time thinking that Libra was a lady. Libra then gets healed by Lissa and heals Sumia in return, and later on heals Lon'qu to thank him for his earlier protection. Near the start of Turn 6, right after Sumia killed a Rider, Chrom got to talk to Tharja about her reluctance to fight and how she disagrees with the king's orders to get themselves killed, and decides to follow his sister's example and give the dark mage a chance to join them despite her current allegiance and dour demeanour. Tharja's surprised at how accepting Chrom is, especially after she mentions the possibility of backstabbing, and decides to be our ally for at least a little while. The two people recruited in this chapter then join together, and then they help Ricken and Miriel deal with Wyvern Riders. Tharja kills one of the four with a critical strike from Elthunder, gets severely weakened by one while also weakening it, and then kills that one after Ricken lends her a less valuable tome. In the last turn of battle, right before killing the boss, I swapped my army around a bit so that Libra could heal Tharja and gain slightly more experience.
    • Turns: 8
    • Heroes: Yukari & Sumia (Since Yukari killed one Rider single-handed, and then Sumia did a ton of damage and launched at least two critical attacks)

The General is dead, the riders have cleared the skies, and it's time to rescue Emmeryn. Phila's Pegasus Knight squadron flies in, having been freed by Basilio after Gangrel locked them away (presumably while they were kidnapping Emmeryn, since Phila never seems to leave the exalt's side). Gangrel's surprised by this development and claims that we don't play fair...but neither does Aversa. The Dark Flier then summons seven Risen archers onto the battlefield, which Gangrel takes as a sign of massive luck, since everybody (including himself) assumed that they couldn't be controlled. As to be expected, the Pegasus Knight takes a fatal blow from her greatest weakness, and Phila quickly passes away (presumably taking this game's version of the Triangle Attack to her grave). After Emm calls out in pain and Gangrel lets out a quick laugh, the rest of Phila's squad quickly perishes as well. Gangrel's revelling in this reversal of fortune and tells us to grovel, but Chrom would rather die than beg from the Mad King. Gangrel remind him that Emm's life is still on the table, and that his archers could put a dozen arrows through her if he commanded them to. Should Chrom or any of the Shepherds even twitch towards Gangrel's direction, he'll be responsible for his big sister's bloody demise.

Gangrel offers us one last chance to leave without anyone else having to die today, and all we have to do is lay down our weapons and give him the Fire Emblem. Gangrel certainly isn't trustworthy, but Emm's death at his hands is almost certain, and we are forced to choose between Emmeryn and our duty. There is no right answer, yet we must choose. The game, in a heart-wrenching twist, doesn't even make the choice automatic. A little box pops onto the screen, and you're forced to select whether it would be better to give up an ancient treasure that may or may not be of importance one day in the hopes that the madman will keep his word and return your loved one, or to walk away from this trap and remove all doubt that a kind, compassionate soul is about to die at Gangrel's hands.

To be quite honest, horrible things are going to happen no matter which option we pick. But I'm curious as to what my audience feels would be the better choice. So...

Sacrifice Emmeryn?

YES / NO

Comments

asterism Since: Dec, 1969
Apr 9th 2013 at 12:23:17 PM
Yes

A difficult but necessary decision.
Alfric Since: Dec, 1969
Apr 9th 2013 at 7:40:28 PM
Yes, because she would prefer her own sacrifice to the deaths of those she cares for.

Also, funny story, the first time I ran into this scene I freaked out because I had absolutely no idea if this was a major, story-altering decision or not, and wasn't sure what to pick. I eventually decided "no", simply because it was the most in-character for "Shulk", as I dubbed my Avatar in that run.
phoenixdaughterAM Since: Dec, 1969
Apr 9th 2013 at 7:54:37 PM
...sure. Majority wins anyway.
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