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Having cleared both Chapter 14 and 15, we've now unlocked the entire Tower of Valni. Which means it's time for one last ascent, before we plow on through to the end of the game. But first, we have some preparations to do.





Marisa, Nino, and L'Arachel each take a use of the Body Ring. I wasn't really sure who the give the last use to, but Light tomes are heavier than Anima, and Eirika has a much higher speed cap to offset her low con.





I also pass out a few other stat-ups, with Nino getting a Speedwing and two Secret Books, Cormag a Goddess Icon, and Forde an Energy Ring.



And finally, we clean out the Supply a bit. There'll be plenty of drops on the way up, and I don't want to have to throw away a Runesword or something.

One last thing before we begin.





Floor 1




(2 levels, +1 Str, +2 Speed, +1 Luck, +2 Res)

Floor 2


(2 levels, +1 HP, +2 Speed, +1 Luck)



Sadly, there is nothing new or otherwise broken about Valkyries, not even innate Slayer. This is more to have someone who can get Light-S, since Moulder has Staves and Nino has Anima, and I'm not using Saleh or Lucius.

Floor 3


(2 levels, +1 HP, +1 Str, +2 Luck, +1 Def)

Floor 4


(2 levels, +1 HP, +2 Speed, +2 Luck, +2 Res)

Floor 5


(3 levels, +2 HP, +2 Str, +2 Skill, +1 Speed, +1 Luck, +2 Def)


(3 levels, +2 HP, +2 Str, +2 Speed, +1 Luck)


(4 levels, +4 HP, +2 Mag, +2 Speed, +1 Luck, +1 Res)





Floor 6




(2 levels, +1 HP, +1 Mag, +2 Speed, +1 Res)


(4 levels, +3 HP, +3 Str, +2 Skill, +2 Speed, +2 Luck, +1 Def)


(4 levels, +2 HP, +1 Mag, +4 Skill, +2 Speed, +4 Luck, +1 Res)


(3 levels, +3 HP, +3 Str, +1 Luck, +2 Def)


(2 levels, +1 HP, +1 Str, +1 Skill, +2 Speed, +1 Def, +1 Res)


(4 levels, +3 HP, +1 Str, +1 Skill, +2 Speed, +2 Luck, +1 Def, +2 Res)







Phew, that recap probably could have been an entire update unto itself. At any rate, that closes the book on some of our friends like Pent, Colm, and Lucius forever, and with only two floors left to go, Rath, Lyn, and Guy aren't long for the team either. Let's hope they give us a last hurrah to remember.



Oh, and while I'm thinking of it, I toss Amelia a pair of boots. Still have two more to give out, after all.

Tower 7: FE6 had great map design, let's reuse that - Part 2



Some intern must have been replaying FE6 when they were designing the tower levels, and they were just awestruck at how great the finale was, so they sought to replicate it's...thrilling nature here. It even features the exact same gimmick, with a localized rout replacing seizing the throne. The grunts are nothing we haven't seen before, so let's meet the real challengers.







Now we're getting somewhere. With the exception of the Deathgoyle (who gets screwed by virtue of being the boss) and the Entombed/Wight (which would be mediocre even if they had everything capped), each of these guys is capable of wrecking our shit in their own special way, with extra props going to the Gwyllgi for being able to double literally every unit in the army.



At any rate, our first priority is to kill off this fine gentleman.



Oh hey, those are pretty rare, that's aw-

quote:






Oh. Right. Well, carry on then.



The rest of the opening turn is pretty uneventful. Tana kills a revenant, and Ewan fries the Entombed to max Magic.



The remaining revenants suicide into Tana and Ewan on the enemy phase, and the walkway appears to the next room.



Amelia leads the charge, and everyone else lines up behind her.



Second verse goes the same as the first one.



Lyn and Guy take the lead for room 3, and clear it out just as quickly.



And right on cue, the reinforcements arrive. They appear in pairs two rooms back from you and every three turns. They are exactly as inconsequential as they sound.



The Gwyllgi is the only one we really need to worry about, but the only person who can approach him on our turn is Ewan, thanks to his 11 movement. That forces one person to brave the Mauthe Doogs, so it might as well be someone they can't even hurt.



Miss and L'Arachel's dead. Don't fuck it up, Ewan!



And the same goes for you, young lady.



Huh. Well that was anti-climactic. Not even a level out of the deal.



The mogalls would normally be pretty threatening, but none of the lesser eyeballs can hurt L'Arachel, and the boss one...well...yeah. Divine is effective against monsters, and I'm not even sure how Crimson Eye having weight works, much less weighing almost three times as much as the Arch Mogall's Con.



She makes short work of the grunts after smiting the big eyeball.



The boss isn't anything impressive and he only has two flunkies, so Amelia, Lyn, and friends stay behind to clean up the reinforcements that are finally catching up.



And do they get cleaned up.



See you later, chump.

Next time: The Tower's final challenge!