Next Chapter: Chapter 14 - The Order of Falafel Quick Summary With the Duke out of the way and the Dark Knights having issues with Bacrum, Denim is free to strike at Fiduc Castle and kill the Bishop. But before that, he takes a detour to Fort Bodo where Oz and Ozma are. He defeats Oz handily and recruits Selye into his ranks. Then he moves to Fiduc where he finds Kachua being a blood-thirsty princess. She runs away with Lans. Then he humiliates two over-confident Dark Knights, Oz and Ozma, in one go. Somewhere else, Vice is being executed for...stuff. This concludes Chapter 3. Josh - Dragoon - Earth HP 252 MP 28 STR 170 VIT 151 INT 119 MEN 146 AGI 143 DEX 182 LUK 53 Equip: Fafniel, Dragon Helm, Dragon Shield, Dragon Armor Spells: Incubus Kills: 15Achievements: Early Riser, One Hit Wonder, Full Set Jeff Achievements: Bitchin, Gnome SayinHP 196 MP 134 STR 127 VIT 110 INT 205 MEN 177 AGI 125 DEX 140 LUK 50 Equip: Balder Staff, Balder Staff, Mind Ring Spells: Meteor, Acid, Gnome Kills: 18You got a new spell: Gnome. It's a summon that deals 8-10 hits and usually kills a single target. You almost one-shot the bosses in Fiduc with it. I'm also finding it strange that for some situations you have a large chance to evade attacks and not for others. Oh well, now you can blast large amounts of foes or assassinate single targets, Gnome Sayin'? You got a lot of kills this chapter. Brian - Lizard Man - Water HP 275 MP 4 STR 184 VIT 162 INT 100 MEN 162 AGI 167 DEX 134 LUK 48 Equip: Aqua, Balder Shield, Balder Chest Kills: 25 Achievements: Murder Hobo, Stone of ShameYou also killed an enemy Leader with a throw stone, you also get Stone of Shame. I need to take advantage of elemental bonuses more often, because you do megadamage to anyone whose elemental guardian is Fire. Of course that goes the other way around for you. I think all of the big fire threats are gone now, but I'm not going to say that for sure. Even without elemental bonuses you still clobber people, Gage - Knight - Fire HP 243 MP 53 STR 170 VIT 139 INT 130 MEN 139 AGI 139 DEX 161 LUK 50 Equip: Fire Sword, Balder Shield, Phoenix Armor Kills: 18Achievements: Close Call, Damsel In Distress, Stone of Shame, Face Blocker God damn it, stop using your face to block things; it does not work! Otherwise, your damage output is really nice, I think due to your stacking elemental bonuses from that Fire sword and your high STR and DEX.. I'm giving you the Phoenix Armor next chapter, because you definitely need extra protection. In Fiduc Gate you performed your first Critical Attack in the most useless way possible: on a petrified enemy you were going to kill anyway. Way to go. Jon - Berserker - Water HP 267 MP 61 STR 157 VIT 145 INT 124 MEN 162 AGI 148 DEX 167 LUK 52 Equip: Phlanka Axe, Power Gauntlet, Aqua Armor Kills: 14I hope you like your new Aqua Armor, it's blue. I gave it to you because you haven't gotten anything fancy yet. It should give you some padding against pesky fire element attacks. While your damage isn't as good as Josh, Gage, or Brian, you still pack a decent punch and - more importantly - take punishment. There's a water elemental axe lying around somewhere in the game and I think it is in Heigm. That's far away, but we can still plan for it. At any rate, you survived a face to face encounter with a Boss, parrying an attack that should have chunked most of your health off. You've evaded unlikely attacks before with your Boss Blocks. Sagar - Berserker - Fire HP 261 MP 55 STR 166 VIT 155 INT 113 MEN 165 AGI 145 DEX 160 LUK 50 Equip: Gramrock, Power Gauntlet, Balder Chest Kills: 12 Achievements: Cock Block, Last StandBe proud, for you wield the mighty Gramrock axe. It is fire elemental, but has slightly less attack power than the Balder axe. I think elemental bonuses stack, so you should be dealing more damage with it than the balder axe. It's also 4 points lighter, so you'll be doing better overall. There's a better Fire elemental axe in the game, but I can't get it on the Chaos route, it is only available in the Law route, because a certain berserker dies in this one. At Fiduc Gate you fought off some spawning Soldiers at very low health. It was nearly your Last Stand. But you rocked it. Peter - Earth - Terror Knight HP 255 MP 30 STR 158 VIT 162 INT 121 MEN 145 AGI 153 DEX 161 LUK 49 Equip: Balder Axe, Warp Shoes, Granite Armor Kills: 42 Achievements: Boss BlocksYou're wearing the Granite Armor now, it's Earth elemental and gives you extra wind resist. Giving warp shoes to you was a good choice, the teleport befits the creepiness of the Terror Knight. All in all, you do well. It was a little close at Fort Bodo with all of those guys smacking you, especially when Oz got you with his axe. You had a chance to block that, but did not. Where are those Boss Blocks now? Velika - Witch - Earth HP 214 MP 111 STR 130 VIT 126 INT 157 MEN 167 AGI 152 DEX 166 LUK 48 Equip: Gemini Crossbow, Mind Ring Spells: Charm, Petrify, HealRain Kills: 6 Achievements: Dragon Charmer, Stone Cold, Close CallGotta get that INT up. The inconsistency of HealRain is annoying and we've suffered for it. I'd have you dedicated to Petrify, but that isn't reliable either! What the fuck am I supposed to do now?! Joking aside, you did petrify the two most threatening units at Fiduc Gate - with Logan's help. An archer shot you down to 1 health, that was a Close Call. Logan - Warlock - Fire HP 219 MP 133 STR 123 VIT 129 INT 182 MEN 162 AGI 128 DEX 147 LUK 49 Equip: Balder Staff, Mind Ring Spells: Paradigm, Stun, Charge Kills: 4Achievements: Here Comes The Stun Charge and Stun, that's what we do all the time. I wish you were a little faster, because there were some times where a stun was needed and you had just charged yourself. The timing is good though because you usually get charge off on one of the other mages before they go. Next chapter you're getting a new spell, I think you'll like it. It's going to replace Heat, because that spell isn't all that useful: it only targets one unit, doesn't give that much of a damage boost, and wears off really fast. You saved our team from certain doom when Brian got charmed by the Dark Dragon, good job! Jay - Octopus/Tiamat - Wind - Black Dragon HP 266 MP 0 STR 232 VIT 152 INT 116 MEN 172 AGI 91 DEX 92 LUK 50 Kills: 39 Achievements: Charming, Quite CharmingOne more kill until you meet the kill requirements to change to a Tiamat, but there's a couple more actual levels to go. Next chapter should be the day. Your heals (items) were needed in the last battle, you saved the day with your mighty Dragon carrying capacity. It'd be a good idea for me to find some DEX cards for you, because your accuracy is falling off as you missed a couple of breath attacks. Rob - Golem - Wind Kills: 2HP 159 MP 0 STR 219 VIT 158 INT 98 MEN 155 AGI 71 DEX 81 LUK 50 Every single battle I get scared you're going to die. It's always a close call, even when at full health...even when you're not there. Good thing you also carry tons of heals. It's an expensive strategy, but worth it. Dylan - Terror Knight - Wind I finished off that dumbass Swordmaster with a rock, so I get the Stone of Shame achievement. I also survived a Firebird spell...that's impressive. HP 262 MP 38 STR 167 VIT 155 INT 124 MEN 157 AGI 150 DEX 161 LUK 50 Equip: Dragon Sword, Wing Armor Kills: 37https://youtu.be/DF2o_eQagS8 Look closely and notice a new enemy: Temple Knights. At this point forward, we will be fighting many of these guys. They're the biggest assholes in the game, they are a non-recruitable class that has fairly good attribute growth, can cast any spell, and is good with any weapon. As you probably noticed, they all also use a variety of spells. A tendency is for one or two of them to have healing rain, so they can be AOE healing idiots on top of their already OPness. In the PSP version they were even worse, very tough to kill and cast their spells with impunity, also there were ones who cast healing magic, making already difficult battles worse. The map is also a Fort map, so there are high walls with many narrow step paths. However, the timing was great and we have 3 items in our possession which allow us to traverse terrain with ease. I gave them to 3 of our beaters, Dylan, Jon, and Peter. The rest of you had to hoof it. This battle was actually easier than I expected and there weren't any close calls. I also forgot that you can use items at any height, so Jorshe was able to heal Peter when he needed it, even at the bottom of the wall. Our fliers caused havoc up top and Velika began petrifying the TKs one by one. https://youtu.be/l6RZoob-xpk We took the front gate of the castle because we're retarded. This battle was a nightmare: a wizard and siren who could both cast summon spells, two archers with powerful elemental bows, dragons, dragon tamers, and a new mechanic: spawning soldiers. In this battle and some others, soldiers can spawn at random after a certain period of time. Fortunately they're not that greatly built or equipped. The only thing that wasn't a threat was the suicidal leader, but we wanedt that special equipment the other guys have so we needed to save him for last. Starting out we couldn't move a certain amount of spaces ahead until the enemy mages moved far enough away, because they'd kill most single targets with those summons. The Archers were also problematic, so we had to keep the fight near the start. My goal was to disable the bottom floor enemies with stun and petrify and hope that the mages would move into a position that allowed me to strike first. Logan and Velika did their best to stun and petrify whomever they could, but those spells missed frequently. Our beaters were helpless, because they couldn't move and could only get a couple of strikes in. Once the mages and archers were down I started scrambling. To my surprise, the wizard cast firebird on Dylan and he survived with very low HP. The siren couldn't move into range so it gave me an opportunity to stun/petrify them, but the spell kept missing on certain casters and archers. There were a lot of close calls and panic heals, but we managed to off the important enemies and put Leader Swordmaster in a tight spot. Dylan finished him off with a stone. https://youtu.be/XuGoTxACshc A much different battle from the rest, we had to fight two boss characters: Oz and Ozma. Oz wields the Gramroc axe and has a move that allows him to stun an enemy. He also hits fucking HARD. Ozma wields that whip from Citizen Kane, Rosebud, and has an attack that charms. She also has Petrify, with her high DEX she can petrify most anyone. For some reason the rest of the enemy starts all in one place on some stairs, the one corridor up to Ozma. Oz starts right next to Denim and what do you know? He gets a turn before our Hero, slashing off most of Denim's health. Fortunately we can kill him fast, with a charge from Logan and a summon from Jeff, he's left with low health. Ashley and Denim's bows and a rock throw punk him. That leaves Ozma. Those Valkyries with the bows are a problem, but the two Priests are a larger issue. Not only do they have a heavy healing spell, but they can cast lightbow, which does a respectable amount of damage at range. Jeff manages to down one of the Valkyries with a Gnome and Logan attempts to stun, but fails. Slowly we worked our way up and picked off each enemy. The Witch was able to stun a bunch of us while the Siren blasted us with meteor. Eventually we were able to eliminate everyone but those two and Ozma. However, the Temple Commando was able to cast petrify on a bunch of us. I wasn't aware, but no one can cast through walls and that's what blocked that stairwell. We wasted a couple of turns getting into position while I hoped petrify didn't land on all of us. We made it: Ozma is a bit weaker than Oz and could not kill Denim before I dinged some of her health and finished her with another Gnome from Jeff. It's a wonder we've had this much success in our campaign... Why are you surprised by this? He's your commander. Because Gods. And I looked down and whispered "lol." Next Chapter: Chapter 14 - The Order of Falafel |
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