Fire Emblem Engage: Fell Xenologue Chapter 5 (Maddening, Early)
ฝัง
- เผยแพร่เมื่อ 23 ส.ค. 2024
- This is a playthrough of the Fell Xenologue of Fire Emblem Engage. The difficulty is set to Maddening, and the Xenologue is played as soon as it unlocks (i.e. after chapter 6). The Fell Xenologue is rather infamous for its absurd difficulty on Maddening, caused in large part by the units having predefined classes, stats and inventories, most of which are incredibly suboptimal. Normally, it is recommended to wait until chapter 16 or so before even attempting this, but I'll be doing it as soon as possible. This has a couple of consequences:
1. Lack of units: At chapter 6, I will only have access to 13 units. Most of these are already not that great to begin with (RIP Vander), but they're especially bad due to how the units' stats are scaled. For those who don't know, FX units scale their stats using their base growth rates only, class growth rates are ignored (RIP Jean).
2. Lack of Emblems: I'll have only 11 Emblems at my disposal, with many of the more broken ones completely unavailable (Byleth, Lucina). Furthermore, the non-DLC Emblems will be capped at bond rank 10, which limits the stat bonusses and skills they can give (but to be fair, most of those aren't that worthwhile anyways)
3. Lack of Skills: Powerful skills like Hold Out, Speedtaker and Lunar Brace are not available. At least Canter exists...
4. Lack of resources: There are only so many Bond Fragments and SP Books I can obtain this early on, so I must carefully decide whether I really need the extra stats/skills from Emblems.
A few ground rules for this playthrough:
1. The entirety of the Fell Xenologue will be played before starting chapter 7 of the base game.
2. Everyone must survive.
3. Use of the well is permitted, but...
4. No grinding using skirmishes.
5. The base game is played on Normal for convenience, but all preparation should be possible on higher difficulties as well.
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Regarding this map:
This might not be the hardest map of the Fell Xenologue, but it's by far the most obnoxious purely because you are forced to play it immediately after chapter 4, with no opportunity to return to the Somnium to prepare. Alear is pelted by attacks and requires constant healing, while Nel is stuck in a nigh-unwinnable duel with Nil due to him receiving constant healing from a Martial Master. You are supposed to get your main team to the boss area to defeat Nil, but that's easier said than done given how strong and numerous the enemies are (note that there are a ton of reinforcements that I didn't trigger). So instead, I take the easier way of holding a one-tile chokepoint while stalling out the healer's 30 physic uses, allowing Nel to win on her own.
- Alear can't change his skills before this map, so anything he needs has to be equipped in chapter 4 instead.
- What hero is summoned on turn 4 can greatly affect how the following turns play out, but almost any outcome is workable with a little bit of luck.
- The Corrupted Wyvern attacking Alear and the Martial Master healing Nil will respawn infinitely, so defeating them is a pointless endeavour.
- The AI of the corrupted wolves seems slightly bugged, as they never attacked Louis even though they could do damage through chain attacks.
- There is no particular reason to use Vander over anyone else. I just wanted to give the old man an opportunity to do something.
- I got a few convenient Critical Hits, but I promise this is all doable without them.
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00:00 - Intro
00:18 - Battle Preparations
03:37 - Map Start
06:10 - Nil (hope you like hearing the boss theme for the rest of the map!)
39:50 - Chokepoint Stabilized
45:22 - Final Attack