thesiaoz
Fire Emblem: Rebeccas Journey
updated
Anyway, chapter 17x is a no brainer for a warpskip, there is absolutely no reason to actually play through a FoW that gives no EXP, no item drops, nothing. All you need is a base Syna (high Pwr, staff rank), Sanna (refresh), some fliers and obviously Chroma. Chroma can copy anyone, so she can just copy a flier and 1-turn cheese this with some seals and a bit of planning. With more planning (also waste more warp/rescue staves), you can even visit the village too. Thought I could recruit the 2 NPCs until I looked at the recruitment list, oh well.
Chapter 18 on the other hand is just the prep chapter with a little twist. An arena with more cash gamble, but no EXP or weapon EXP throughout the chapter, so if RNG is on your side (or simply savestates), you can basically earn infinite gold. I feel like there should be a turn limit (suggest 10 turns) but restore the arena EXP to counter the savestate exploit, this will make the player feels more inclined to use the arena (also the current arc is about reclaiming Marsel, so the prep shouldn't take too long). We also have 2 NPCs that cost 40k gold to hire, although their items (if sold) are worth around half of it after recruiting them, but given the large cast and the lack of deployment slots, I still don't think they are worth it unless you are playing 0% growths and need units with high base stats, or you simply have too much gold to spare.
Good thing there is a recruitment list once again, the stones/flowers from the shops boosts Sibyl's stats (Melanie does hint about buying presents at the beginning), but I'm not sure how they actually work so I just buy a few more, just in case I receive another cutscene request.
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Recently, I'm not really into the game compared to when I first started (especially after split path). Story wise, it's becoming kinda stale, given that Rakel, the one with the most character change, is gone, while Beryl stayed (well he's the MC), but at least the plot armor from Valysith is gone now. Gameplay wise, it's slowly leaning towards warpskip strats given the recent chapter requirements, and I don't feel like playing through the later chapters unless the rewards are worth the effort, and most of them aren't. Lastly, the game keeps trying to remind me of something irrelevant (to the plot) every single chapter. Yes, it's good to know, but stop reminding me every time. Focus on Beryl instead, he is still the same as in chapter 1, the only difference is just the knight title.
Anyway, this chapter is pretty straightforward, just talk to Gail and that's about it, so fliers are much more flexible for this map if you don't want to waste that warp staff. Despite the stat-stacking foes, this chapter is still a alot easier than most of the previous ones, even when I played this without skipping.
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Kinda off-topic, but I'm not sure why this romhack recently keeps focusing on a certain trope. While I don't have any issues with it, but it seems like the game keeps trying to include tiny details relating that topic, which has nothing much to do with the plot.
In any case, I would rather see more of Beryl's character development, which is pretty much absent since he's still the same from back in chapter 1. While that might not be a bad thing in some cases, but the thing is that he's the main character. Even Tero, who only had a few seconds worth of screentime, had more character development.
The S rank tomes are annoying, when I'm not the one using them. Even if they weren't equipped, the user still gets extra stats, and that's annoying because of the Luna siege tomes (Doulam) that the 2 bosses have. Anyone with lower HP than their Atk (45++) are goners if they move too close. Good thing the tome is really heavy so it's easy cleanup during player phase with the rest of my units.
Rae getting S rank in bows is really unexpected. Imagine having supports plus the S rank dark tome and bow in the inventory, Rae will be able to walk around with just Nosferatu. I wonder if anyone else can get multiple weapon ranks, that would be a game changer.
Lots of doors to open for extra gems, although the top 2 doors are a little questionable whether you can get your unit to open them. With RNG abuse, it's definitely possible, but I don't want to waste time on something that might potentially hang the game again. If anyone managed to open both of them before the thieves do, please leave a comment.
Seriously, the anti-turtle reinforcement tho. 40 Atk Luna siege plus a horde of phantoms is just overkill. Well, at least their appearance timing is alright for me.
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While I feel like focusing on units with better endgame stats, I'm not sure whether it's a good idea to break my support chain just for that, especially the 3 cavs.
What I'm going to talk about next isn't in the video, but if you attacked the wyvern on turn 1, Nuar will break the 4th wall and assumes you are using warp, even though you can also use any siege tome too, so to me it seems like a lack of playtest or simply script fixing, then Nuar tells you that there is a glitchy background due to the buggy event sequence. Although this part doesn't break the game (really it's just the background glitches while the combat continues, then the game will be back to normal, for me at least), but if you have Rae talk to Nuar WHILE the wyvern is still an enemy (via rescue staff), and then read the whole conversation afterwards (or only skip with the B button), the game will hang with an ear-piercing screech because the event does not take consideration into that (once again, lack of playtest or fixing). Of course, "experience" might vary for different players with different gameplay approach.
While the idea with Nuar and the wyvern is pretty neat, however, the overall event sequence is not, it is full of bugs and glitches, and I loathe the ones that hangs the game. Without the bugs, this is actually pretty fun to play, the player can get to choose between ending it as early as possible (while still getting the 4 staves at the end), or stay longer to get even more stuff. So really, this chapter needs a fix.
Speaking of patterns, the location of buried treasures too, my units have been beside multiple ruins/bones and all I got was something right beside the boss where there's no anomaly with the terrain. Unless the reason is that annoying "only thief classes have 100% chance of obtaining items" in the vanilla games, in that case I feel like it needs a fix too. Also, I receive little to no hints here about recruitment in this chapter. unlike the previous ones where paying attention to the cutscenes or conversation in houses will reward the player (like Phoebe), this only gives a vague conversation between Shimo and Rae that happens AFTER you start the battle, and it doesn't hint anything about Lumn. If it wasn't for the recruitment list which I found earlier today, I would have killed Rae and maybe missed out on Tanis.
Not only that, the escape route for the thieves too, previously there are staircases, caves for the player to estimate the direction where the thieves are heading. Here, the desert has so many different exit paths that you can only wait until the thief almost reached the exit to determine the direction they are running. Oh right, having 34 Spd phantoms being always close to them aren't helping much either.
Back to topic, Alven and Naidia are a must here given they have their respective NPCs to talk to while being fliers help a lot in this map. The new units here are also quite fun to use, Vega can easily use his infinite use bow to one round most of the enemies, while Karim is quite beefy for a falconknight, who can sometimes go against weapon triangle, and we finally have our dancer Sanna. How I wish that stupid 25% crit didn't take away my boots, the sole item which I normally prioritize for refreshers before my favourite unit. Oh well.
Hopefully I can get another pair of boots later on, or better yet a secret shop that sells them.
If you don't know me already, I'm not a fan of FoW, but I understand why this chapter has it. Also, the reinforcement spawn locations are kinda weird, seems like nothing is coming from the bottom right. Is it to compensate for that Valysith chapter where 75% of the reinforcements come from the bottom right? Anyway, while we get Alven and 4 other units at the end of the previous chapter, but the deploy count doesn't go up. So much for the generic unit replacement.
There's a secret shop, but luckily this time it is not so cryptic that you have to test tile by tile. So yeah, if you haven't saved enough gold, then you will never be able to afford that 60k tome. Although I had barely enough, but I was told to save 40k for something else so ended up not buying it.
Well, we do have some good enemy phase equipment like the barrier blade, but I don't want to waste too much time trying to calculate so I'm just going with the hit-n-run approach. I mean, it can be boring when nothing is happening on screen while I'm doing my calculations.
Even though the boss talked about sending enemies to our rear if we get too close, but I didn't see that happening. I have a feeling that only triggers if my units are close at the end of enemy phase. So basically you can cheese this by sniping the boss and then double rescue drop with your 10 move cavs, then repeat. Hopefully the reinforcements don't have any droppables too.
This chapter is quite tedious with the ranged weaponry, not only that, there are enemies so powerful that they can one shot most of my units (that 52 Atk one). Still, nothing too difficult though, just a little tedious to position my units. The sword/lance/axe shards made this more of a player phase game now, but I still prefer baiting in enemy phase because I can deal with multiple enemies at once.
Looking forward for the sidequest, hopefully I didn't miss any before because I have no clue about the requirement.
Glad that I manage to promote 3 units as they reached that sweet 20 unpromoted stat cap. Now the game is going to be a breeze until the next difficulty spike.
Uhh. I just realized I forgot to visit the bottom right house with Phoebe. Did I miss an item or something?
Many droppables here, not sure if I missed anything, but I assumed the enemies are all aggressive (except the bosses) and will just let me get my items while I run away from them. For a boss, Esther is very underwhelming, at least the other one at the top right provides more of a challenge.
This chapter is much easier compared to what happened in the previous one. The only tough foes are the anti-turtle reinforcements from the left (I think they are, even though I wasn't really trying to drag the battle). Still, the overall chapter is pretty straightforward, just a linear path, take out the enemies along the way, and then escape.
Seriously, this Valysith is protected by everything. From his own men, items and equipment, and now even a hiding place. He is basically your typical shounen anime MC, simply indestructible.
I really love the NPCs for this chapter, because they do what they are supposed to be doing here. That nameless healer on the left side is definitely my favorite one.
Still, I have a complaint about the initial deployment, the left side should have 1 more slot while the right should have 1 less slot, given the amount of enemies able to reach the left side. Even when it looks like most of the reinforcement spawns from the bottom right, but due to the map design, they would still end up moving to the left, making the initial ally units on the right having nothing much to do compared to the left ones, who also have to deal with the reinforcements coming from the bottom left forest and the top left mountain. I even had 3 units (from the right) move to the left since turn 3 because there's really nothing much to do.
On a positive note, I do like how some of the enemies with no droppables are positioned so Valysith eliminates them for me, so I can focus with my own thing without having to worry about losing the droppables.
Anyway, Valysith is a broken NPC unit, with high stats and equipped with an enhanced iron rune, anyone who dare to strike him will end up like an FE7 enemy in the desert chapter. It's kinda weird he doesn't talk to Rakel until the battle is over.
Anyway this chapter is surprisingly easy, not complaining though. I don't understand how Beryl's Prf bow ended up in the boss' hands, but once again I ain't complaining if the stuff is droppable, and by that I mean almost half of the enemies here drop something, but expect to fight all of them because they are just designed to charge at you even if you try to avoid them. No EXP gain here, but at least I found a reason to use Olyn and Rakel to fight more often because they are stronger with their higher bases.
With all the free stuff, now I'm ready for chapter 5.
Anyway, Olyn has really high offensive stats for such an early game unit, too bad I have the OCD not to use characters with low EXP gain (due to being an early pre-promote), especially not in a game where everyone has high growths, so each EXP gain is crucial if I want to survive later. Still, I had to use her to fight for just a turn because the amount of enemies is just too much, she can literally cut down the enemy count by herself.
Gaiden chapter with no EXP? Let's see what happens next.
That devil axe though, 4x Spd/Luk is insane. I have a feeling I can abuse it in a way later on, especially if this is meant to be a player-phase game. Anyway, Aenny best girl.
The amount of changes in game balancing here makes the game more refreshing that what I initially expected. Now everyone are more useful in their own way rather than the usual one-man show. Even have the option to modify the game to enhance your gameplay experience, definitely off to a very good start.
What's even better is the level design. At first glance, I thought it's just the usual "spamming units together at a location" for lunatic mode, but when I started playing it, it actually makes me think more on how to move everyone rather than gambling whether a unit can tank everything like in most romhacks. I might have found a gem here, no game plot pun intended.
As always, for the people who have played this before, I need your help with the recruitment info, secret shop locations or any other must know stuff before I start the next chapter.
What I like the most about this are the characters, well I did not expect something that looks so FE7 at the beginning (a Hector, a Leila, then a genderbend Eliwood..) to have characters with such complex, detailed, and yet believable behavior. Although there are still some of them who are still one-dimensional, but overall the character interaction is my main enjoyment for this romhack. Wish some of the 1D characters could merge (in terms of personality) so we have less people, but each of them having more screen time so I can feel more attached to said characters.
What I disliked the most is the amount of shounen cliche in the later half of the game, especially the plot armor some of these characters have, I disliked this even more than the awful hit rates that I always complained about. One plot armor is enough, but too many and it gets very repetitive. You know, my reaction to losing the same character via story is like "Oh no.." at first, then "Oh..", then just "..." because I slowly loses my attachment to them, like as if they are generic enemies.
I hate to say this, but I am the type who actually WANTS to know things like the unit data (growth rates/recruitment method), secret shop locations, and some prior knowledge for certain things (like Reya's teleporting places) BEFORE I started playing. This is a strategy game, not a guessing game, and I want to plan, not gamble. The reason why I actually avoid knowing too much info for this playthrough is because I'm giving the benefit of doubt that the creator thinks I will enjoy it more because knowing too much will spoil the experience. Sadly, no. I actually felt like I'm missing out on something simply because I didn't know certain things beforehand.
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With the help from some of the viewers, here are the list of secret shops I compiled (will be updated if more details are given.. also I need the exact location too):
1) Ch15x: Light Brand, Guan Dao, Shamshir and... a Silver Blade?
2) Ch18 (Debris tile near Arjun's chest): Promotion items + Silver Card
3) 25x (Inn): Brave weapons, Physic, Barrier, Giant's Bow.
4) Final-3 (upper tile of the middle right pathway which goes off the right side of the screen): Physic, Recover, Silver weapons and A rank tomes, Elixir.
I also pinned the comment which consisted of supports/growth rates because the description doesn't have enough space. So refer to that if you are interested in reading the scripts for the lore.
Secondly, for the 3 guys who appeared after Max "go even further beyond", I don't even need their help because I still find Max weak enough for my current party to take him out on the following turn. The funny part is that Blair can actually dish out 48 damage with Mada if I actually went for his triangle attack, but I didn't because of some -lame- reason, which you will see later. Anyway, RNG rebelled for the last time and invalidate my initial plan, so yeah.
Oh right, this is still not the final part of this walkthrough yet, there's still the epilogue and 2 bonus chapters which I haven't included because I don't have the time (actually because my video editing software cannot handle the weig- I mean the duration of the rendering). The people who knows the character growth rates, secret shop locations, and other stuff can post it there (after I upload it tomorrow). I'll update the description for all the info I get later.
Anyway, this chapter is basically the final showdown against Lyon but with Kishuna in the middle of the map, and you can't get to Kishuna easily because of the ever-so-convenient terrain, also this is a routing chapter so you can't just boss skip this one too. You'd have to split your party into 2 and clear accordingly. Physic staff is crucial as always.
Nothing much to take note of other than the usual siege weapons.. and also the fact that some of the stationary A.I. suddenly decides to move on its own. Hey, this is a turn-based strategy game, not a horror game. Stop scaring me like this.
Anyway, I find magic users with B staff rank really valuable here, as physic is crucial in a map where your units are separated and you keep seeing STR. Oh, restore staff too.
One accidental press of a button almost made me lose the run.. you'll see it when you reached that point, ugh. Let's just pretend I did the remedy beforehand.
Anyway, while we are at that topic, we are supposed to kill 2 bosses, and yet one of them is missing for half the battle. What a way to waste the player's time.
Actually I wanted to include the next chapter before I started playing this, but I wasn't expecting myself taking 45mins for a prep chapter.. so nope, this will be the only chapter in this video. Hopefully I bought the right stuff for the ACTUAL final battle.
Anyway, restricting handaxe/javelin in shops is kinda weird when magic exists. The reason why the former is considered broken in the vanilla series is not because of the weapon itself, but rather the user, like FE7 Marcus or FE8 Seth. Here, most foes have higher Def than Res (e.g. Javelins do way less damage than basic magic tome), along with the horrible hit rates (handaxe has even lower hit rate than a regular axe), so I don't see why the need to restrict said weapons.
I have a feeling someone was having a bad day during the creation of this chapter, or SOMEONE was the one designing this chapter.
Anyway, one thing I don't understand here. How come he let me have Durga, especially when she wasn't even thinking of betraying him? This is weird for someone who told me that he is using us like tools. Oh well, can't complain about an S rank axe user for free.
It's sure is annoying to keep seeing "I'll be back" as if the people I defeated are the terminator. Well, at least some of his people stopped having plot armor, there's hope of seeing the REAL final battle.
23-3 is like Lyon's map, but with a more powerful Nergal who teleports around the map. Nothing difficult, but really time consuming if you didn't pick the right units back in 23-1. I believe triangle attack with the S rank weapons will be the fastest way to do it since this game's hit rate are quite horrible. Even Durga with Arjun support barely go over 50% hit rate using Mada. Good thing Siaoz is best girl.
Anyway, I really like the boss stat adjustment because it actually makes the S rank weapons feel like what they are supposed to be, unlike the vanilla FEs and most of the romhacks where any weapon can do the trick as long as your characters are maxed out.
I swear I am so approachable in this game (everyone just finds me for all random things), despite all the insults I received whenever I'm being mentioned by the enemies throughout the storyline.
Anyway, if anyone knows if Arjun can get an item from Durga, or if he can even talk to her here, please leave a comment.
Anyway, it's kinda funny how this chapter plays out, especially when a tactician like me decided not to follow instructions and use a magic user as the champion of physical weapons, then a physical unit as the one who is superior in magic.. and it surprisingly worked.
Siaoz = Best Girl
Things to look out for are the same for both, long range weapons and the flying reinforcements (this one is more brutal due to dracozombies) and that's about it.
Anyway, this chapter showed me that I have plot convenience, and taught me how it is much better than plot armor. So many unlikely (obviously good) things happening in the story because I am the MC, well, of course with the exception of RNG not doing what I want as always.
Anyway, this chapter is basically FE8 chapter 14 (Ephraim), where many things are happening and you have to keep an eye out for every little detail, like brave bow Khan, the ballista, silence staff, etc. So, just tread carefully, and advance in a slow and steady pace, and that's about it.
Not sure why, but it reminds me of "This is the new Shit" by Marilyn Manson when I saw the people reacted strongly (hyped up?) to someone's words in the ending cutscene.
"Do we need it?" "No!"
"Do we want it?" "Yeah!"
Detailed unrelated stuff:
How am I a 9 Con unit when I'm smaller (shorter) than both Freesia (7 Con) and Kiri (she's stacked and yet only 5 Con) in a side-by-side conversation? Oh yeah, Jenna has 25+5 Con. Also what's with everyone not asking Orion (a large and tough-looking armor unit wielding 2 large blades) about protecting/rescuing someone, but instead they asked me (a frail looking mage). Anime logic.
Anyway, this romhack should really increase hit rates for everyone, well a good 10% increase for all weapons should be a good fix for the horrible hit rates that drags the battle longer for no good reason.
Anyway if you are reading this before watching the video, someone is promoting this chapter. Have fun guessing!
RNG is even more cruel this time, especially to my adorable servant. I am actually more annoyed with my luck rather than what the bad guys did in the story.
Come on RNG, Wren learns her lesson already, stop giving her bad level ups.
Durga will appear after a few turns, but not to worry, she's not reaching the party anytime soon unless you really take your time here.