![]() And it gets worse: in the middle of the chapter, a legion of Thracian dracoknights show up as green units. They've got hordes of troops that will be relentlessly flooding the map, and have already set up four ballistae around the walls whose range basically covers 60% of the city – which can easily pick off any of your units at low HP, along with dealing extra damage to your fliers and therefore severely limiting their movement. Chapter 14 is a large defense map that has you staking out in the Tahra streets while the enemy army throws an enormous amount of reinforcements at you.Thracia 776 is renowned for being Nintendo Hard, and there are many different levels in this game that would easily qualify as That One Level in normal Fire Emblem games.So you need to hurry and kill Manfroy, while avoiding killing Julia, hurry Seliph back across the fucking map to snap her out of, schlep Julia right back across the map to get the tome, and then try to get to Julius without him sniping off your weaker units. Oh, and he has a long-range tome that lets him snipe your units from afar to boot, making even approaching him a risky proposition. The only way to negate this is with the holy light tome Naga, which can only be wielded by, you guessed it, Julia. In other words, even your most powerful units will be lucky to do more than sneeze on him. A close second is the final part of the last chapter in which you not only have to withstand a barrage of enemies, a powerful boss with a Holy Weapon and three Falcon Knights with Awareness and the Critical Skill but you also have to hurry over to Velthomer to take out Manfroy so you can get Julia back on your side! And you NEED her back on your side, because without her the Final Boss is pretty much impossible, since he has an (un)holy weapon that not only jacks his stats, but halves the attack power of anyone attacking him, and that's before the boss's defense is even factored.Thing is, these NPCs have such poor AI that they tend to attack the enemy on sight and then get themselves killed, so you'll find yourself trying to reach for them to heal them WAY too many times to even count. And no, you can't get it again in the second half. Namely, the condition of keeping those three NPC knights alive if you want the very valuable Knight Ring (it lets foot units move again after attacking, VERY useful for dancers!). Chapter 2 can give you a lot of headaches. ![]() It's not for no reason that it gets followed by Jagen's amazing "The Reason You Suck" Speech, aimed at the guy who put you up to this. When going for full recruitment, even low-turncount runs of the chapter tend to take around seventeen turns! This results in the chapter being a nightmare for inexperienced or casual players due to being bumrushed early, and a relentless bore for hardcore players due to three-quarters of the experience being devoid of interest. Since you don't have Warp, and crossing the island provokes Matthis's cavalier squad into charging you, you have no easy way to reach other than having Marth march in a lap all the way around the map, which takes turn after turn of just walking the guy around through areas with no enemies or anything of interest in them. Which village? The one in the northeast corner of the map, on the exact opposite side from your starting position. Matthis can only be recruited by Julian, who is a Thief recruited from a village. ![]() Then you can head up the bridge, confront the band of cavaliers, and recruit Matthis from them and finish the chapter, right? Wrong. Once you've collected yourself, you organize your bowmen and mages, along with the incredibly strong newly-joined Palla, and manage to take out the dracoknights. There's a large number of dracoknights that rush your starting position, which by itself is a scary prospect, along with an additional squad that will charge you if you visit a specific shop. At first, it looks pretty tricky ◊, but straightforward: the objective is to reach the castle on the island in the middle of a lake, connected by a number of bridges (one of which is pretty close to the starting area if you have a bridgekey). Fire Emblem: Mystery of the Emblem has Chapter 3, one of the most hated chapters in the series.And no, this doesn't include the Quirky Bard.) aren't affected by this, and neither are fliers, which the enemy army typically has a whole lot of. Magicians (Non-mounted of course-hope you trained some. Paladins normally move 8 spaces, but on deserts it's 2 spaces. Any time there's a desert level in a Fire Emblem game, you know trouble is headed your way, because your movement on the desert is mega-slow. ![]()
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