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Scenario 6
Turning Undead 101:
It's easy & fun!

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Jessica revealed the Dark Rod was enshrined in Reitel, a sanctuary of light atop the highest mountain - far beyond the view of mortals. However, as the companions drew near the shrine, Egbert was mysteriously silent... The shrine sat silent as the grave. Deep within awaited ancient guardians. Powerful beings sworn to protect the Dark Rod from those invaders desiring its powers.

I don't get why they chose the exact phrase - "Egbert was mysteriously silent..." it would have been better with that amount of space assuming constraints to say, "Egbert was nowhere to be seen." or "Egbert had not yet arrived." or some such. As the actual phrase implies Eggy is with the group but is mysteriously quiet. Maybe I'm reading too much into this.









Not really much of a change equipment-wise as only the Dagger & Cloak are for sale and only Lester needs equipment, so he gets a Dagger and a Shield (AT+1, DF+2). Let's take a looksie at the map for this level.



So, right off the bat, we can see the map is a bit smaller then some of the previous ones and that it is chock full of new enemy types. I'll go through them shortly but for now, lets talk strategy. Both sides have symmetrical force assignments, so no matter what we do we'll end up fighting the same enemies with no way to bypass them. Also fun note for the academics out there, the enemy forces kinda make a binomial distribution or a normal distribution.

With that said, it is best to split up your forces with teams that have these commanders: Hein/Liana - healers & Turn Undead, Rohga/Lester - both are brute forcers whose minions aren't great for this level, Cherie/Keith - both have fliers and are highly mobile and damaging units, lastly, Fighter should probably go with the weaker team. As such I think a strategy of Fighter/Liana/Lester/Cherie should go well taking on the West, with Hein/Rohga/Keith taking on the East.

Now let us discuss the new enemy types:

Gelgazer & Gels



Essentially, a highly defensive unit that doesn't have any weaknesses except Monk type units. They are basically roadblocks who soak up time and effort removing them from your path. Not a big deal.

Werewolf & Wolfmen



They are the monster equivalent of Cavalry but are much weaker then most of our Cavalry, given we've probably gone through a class change and are generally outclassing the lycanthropes though they can get you unawares if you let them.

Ghosts



They are like fliers but only have a weakness to Monk type units like Gels but they have no affinity bonus against anything, so they are more annoying then anything else. Will be turned by the Turn Undead spell - so a great way to farm EXP for your healers, which I plan on doing. They can also move and finish turns in a wall or other such geometry.

Lich & Skeletons



The 'boss' of this area and is a bit tougher then the other monsters around. However, it will fall to the Turn Undead spell and is kinda a joke - it does give off a good aura (A+6, D+3) and has some spells I believe. Also Skeletons are pretty tough as well with base stats of AT 23, DF 22. So be careful nonetheless around these guys.

Lastly, behind the Lich and the altar, you can see the object of our desire - the Dark Rod. That is what we'll be aiming for as well as purging all enemies as per usual. Now then, that's all out of the way, let us position as discussed previously and Sortie out!



The Dark Rod is still here. Perhaps there's time...



This is a sacred place which no one may enter. Should you intrude, know full well that your lives will end here.

What are these creatures...?

They appear to be ancient Guardians... beings that exist only to protect the Dark Rod.

Then they would prevent Egbert from taking the Dark Rod as well?

No... The Guardians are not powerful enough to stop him.

If that's the case, then we must defeat them and claim the Dark Rod first!

Hein, that's far too badass for you to handle reckless.
Maybe if our opponents were another group of soldiers... instead of these undead terrors.







Kind of a boring opening turn but we've got people where we need them and ready to smash some monster guts. You may be wondering why I have Pikemen for Fighter... well the only non-monster type is the Wolfmen who are cavalry and since Fighter unlocked Pike by becoming a Lord, why not use them. Otherwise, the uneventful Turn 1 is done.

Jessica, stay where you are! It's too dangerous to enter.

It's true I haven't fully recovered my power yet... However, I still have more than enough strength to help you! Just watch!

I want to say something interesting happened on the enemy's turn... but nothing - they just rejigged their units around a little. So as punishment, no music link for them this turn. Liana leads the charge this time.

I can fight, too!









Liana and her men totally cheese these Gels, they can barely even do damage to her. And there is definitely something pleasurable about watching them explode into gelly goodness. Hein takes his place in the ring.











Damn, those monks are gonna need a bath after this. All covered in gel goop but it sure isn't affecting their combat prowess. Hein & Liana just rip though pure monster types if you let them

When moving Fighter up towards the combat, Egbert appears.





Egbert!

It seems you've beaten some of the Guardians.
I guess I should be polite and say thanks.

Egbert... you must understand how dangerous Alhazard is...

Any power can be controlled when in the hands of a competent user.
Isn't that what you used to say, Jessica? Or would you rather I still call you my master?

I detest being called master by one who has become so corrupted by lust for power!

What!? Egbert was once one of Jessica's students?

Hein, I love you buddy, I really really do. You're like what I imagine myself as in a high fantasy realm setting - a plodding, naive mage who nonetheless has a bit of bright spark. But seriously, you heard all this before during the last scenario! Everyone did! And if if you missed the majority of it due to the roaring flames, you should still be able to put two and two together. Now, let us get back to cleansing the Guardians and making me feel good about you once more.

That's right. However, that son of a bitch vanished right after Jessica's rebirth. (CC:33)

Ha ha ha... Oh, Lester... Sadly, I have more aims in life than to play babysitter for a seven-hundred-year-old.

Hmph... same sarcastic fuck as ever... (CC:34)

I'm liking this side of Egbert - he's gone from crazy ranting to calm discourse, dry sarcasm and wit. Splendid!



We're put back in control but the turn is winding down and all that happens is I get Cherie in to attack with a Trooper.



We wrap up the turn with our forces arrayed as such on the West:



And in the East:







None who set foot within this sacred shrine shall be forgiven! You will all die here.













Egbert teleports to the altar.



Egbert! Stop!

Shut up! Wait... who are you!? Ahh... I see.
The Winged Circlet of Baldea. A Descendant of Light...

A descendant of what? What are you talking about!?

Before I left Rayguard, I was told the Descendants of Light would hinder me...
I guess that warning was wrong, for the Dark Rod is already mine! Ha ha ha!



Egbert! Stop!



I still can't believe that, once upon a time, Egbert was Jessica's apprentice.

Before my rebirth, he had been studying magic under my direction.
Gradually, he became obsessed with finding ever more powerful magic...
After he ceased to be my student, he joined Kaiser Bernhardt to build the Rayguard Empire.

With the Kaiser's and my combined strength, uniting the continent is a simple task.
If we can unleash Alhazard we will wield such a power that the rule of Empire shall never be challenged.
Our dream of continental conquest will become a reality.

Egbert... your words make me regret ever making you my student.
At least I can redeem my error by halting your evil ambitions here!

Another time, perhaps, master. I must return to Rayguard so we may revive Alhazard.
Arguing with you is something I currently have no time for.

And back to our turn - Liana continues her kill spree, though now that ghosts have come on down - I need to position her for the perfect Turn Undead. Though her Monks can still put the hurt on those Gels.





Fighter moves up to engage the Wolfmen and most curious thing occurs when taking an attack of opportunity on the Gels...





If two highly defensive units fight... this is possible. Hilarious but a waste of an attack in that case.







Liana moves up to cast a mighty Turn Undead spell next turn and tries her luck at exorcism.



Level up! AT+1, DF+1, MP+1, Valkyrie learned!

Ghost busted! And we get access to our first summon spell, Valkyrie! I wanted to show it off, after we purge most of the ghosts but it doesn't end up happening due to MP issues. Cherie does cleanup.




The West is done, though I have boxed in the Gels, they shouldn't be too much trouble although I do worry about the ghosts going after Cherie and her Troopers - but I've arranged her forces such that the vulnerable troopers are protected from them. Now onto the Eastern side - Hein will do much the same as Liana I reckon.





Now Keith pitches in to both flank those Wolfmen and weaken some of the remaining Gels.









Hein moves back in to strike with holy might and Rohga starts working on the Gel problem... with axes and Drake Swords.







Level up! AT+1







So on the whole, the East side is going better than the West side. But once we fire off our twin Turn Undeads, it shouldn't matter much either way anymore. That Gelgazer is dead next turn and shouldn't cause any trouble whatsoever. Also, I just checked out Egbert's info and he actually has the Dark Rod equipped! I never knew that he did that... awesome. Turn 3 has passed.











Ouch, lost two monks - for you see Werewolves are class type Dragoon/Cavlary and thus, do not fit into the monster/monk type affinity. Alas, we shall not forget your sacrifice, Uriel & Gabriel. Gels can't do shit to me though.





Descendants of Light, we shall meet again. That is, if you live that long...

Wait!

Heh heh heh... I'll defeat Jessica one day, but not now.
A victory over her in such a feeble state is no victory at all. Farewell.



Damn! (CC:35)

Shit... he escaped. There's no longer any point to fighting these Guardians, right? (CC:36)

Fighter has a really good point here - why continue fighting undead horrors when we need to catch up to Egbert and get back the Dark Rod? I'm sure Jessica will give us a reason... probably not a good one though

Even so, the Guardians have awoken and will not return to their rest.
If we leave without defeating the Guardians, they will massacre the villagers at the foot of the mountain.

That's actually a really good reason! Damn Jessica, way to bring out the big guns. Also, it goes to show what an cunning asshole Egbert is, since he probably knew this and was counting on snatching away the Dark Rod whilst we had to stay and put the Guardians back to rest.

By Lushiris! I understand... Egbert was even more clever than I had imagined...
Everyone, let's finish them off quickly.





Here's the range on Turn Undead - it is always centered on the caster, so you need to get them into the thick of things which is fine in such a monster-infested level but other times it's not a great idea. Anyway, time for some turning!



Level up! MP+1. Force Heal1 was learned!

By Lushiris! I've forgotten how crazy turning was - all those minion Ghosts turned, just like that. Now it won't work on commander Undead... but it really doesn't need to with results like that. Now we turn to the East to see if I can pull of the same thing... and it turns out I can't, so I adjust my forces and focus on recuperating and taking out the Wolfmen with Keith whilst attempting to lure in the Ghosts next turn for Hein to turn.







Level up! AT+1, MP+1



Then one attack of opportunity on the Gelgazer with Keith's remaining Fairy. After that Rohga can mop up.









And that's the East taken care of, only the Wolfman & commander to go and the Ghosts of course - I really do hope they rush for Hein or else wasted time. We'll see I guess. Now back to the West to continue the assault. Fighter, of course, heads the assault.







Level up! DF+1





Fighter's legendary company of Pikes, the 'Wall of Spears and Spit' stop the enemy's charge dead... literally. Very happy with my unit choice right about now.



You'd think it'd make a wolf-y howl but no... 'Whelp!' As in, "Whelp! I'd have gotten away with it too, if wasn't for you meddling kids." Liana's men take a stab at the ghost squad leader.



Lester finally gets in on the action.







He's a little underwhelming to say the least... Now Cherie's up to bat.





Level up! AT+1, MP+1



Here's how the West ended up - both sides are doing reasonably well, which is good. Though those Gels are gonna be an annoyance to remove, since they just don't want to die. Turn 4 is but a memory now.







Not too bad considering they caught that mermaid out, I should be able to keep her safe though. But my favourite thing was the ghosts moved right into Hein's trap. Time for Turn Undead mark II.







Level up! AT+1, DF+1

By Lushiris, I love Turn Undead. Just so... good. And Hein has that range boosting wand... so he is actually better at turning than even Liana, the dedicated holy woman. We then gang up on the rest of the enemies with the Easterndivision.







That's more like it!







And that's them done and what a great job this small but elite team has been doing! If we can lure down those ghosts, we've got another great Turn Undead set up for them... hehehe... Back to the Western team now, let's see if we can kill some Gels.









Knowing that I'll be unable to kill the minion Gels, this turn I opt to give Lester the Gelgazer kill, kindly set up by Liana. Now I want to summon Valkyrie but I'm too low on mana - she costs a whopping 10MP whilst Turning costs 5MP. It's getting a bit MP intensive now that we know some cool spells. Also, Lester's class change time!

Level up! Class Change!





I'm going to make him a Captain as in Cap'n Lester. Mostly because while his stats will be worse, his aura will be better, he gets access to Elves and he can still walk on water. Besides being a Captain is cooler than being an Assassin, don't you think? Cherie tries her hand at ghost busting.











As you can see, ghosts can wreck most normal units pretty badly, so you definitely want numerical superiority when fighting them or else they'll overwhelm you quickly. Still Cherie has now gotten her Ghost-Buster Chops(TM).





ZAPP!



I move Fighter up, for a secret tile and to get ready to take on the Lich and that is Turn 5. I strongly feel we are about to get reinforcements up the wazoo from the Empire though - are my fears founded? Most likely, yes they are... or not. Nothing of interest happens except the Ghosts falling into my Hein trap... Secret tile first though.





Here's the Turn Undead range again... I don't think I need to say or show anymore. Use your imaginations to imagine what it is like for one of these Guardian spirits to be turned by the Paladin Hein. C'mon, don't be shy just use your imagination creatively.



Level up! MP+1, Protection1 was learned!

That was the aftermath - I hope you were very creative in how you thought Hein does his turning, cause I sure was. In my mind, he tells some really terrible ghost puns and so, the ghosts have to move on or else they will suffer eternally from the insanity of these puns. Kinda a reverse exorcism, wherein the ghosts go over their integer overflow error and so they turn from extremely insane/malevolent 255 to 256/-1 and are now purified. Yay for Hein!









Rohga cleans up and Keith moves up. A very successful turn on both fronts - all that remains is the Lich and his minions, which are also undead. *hint hint* Turn 6 is all wrapped up. The enemy does nothing. Let us move on to finishing them off - I think I'll go with a Hein & Fighter bro-assault - Turning and smashing, aww yiss.



We're closing in... but unfortunately, that's all we can do this turn. Next turn, if the Lich charges us should be more fruitful... he doesn't alas. Still, next turn is more of the same but Turn 9 we shall finish this.



Here's hoping the Lich does attack this turn or else we'll smash him really good with Hein and everyone else. Also, yes your fliers can fly on the wall & statues - they cannot pass through the pillar tops though.













Ouch! Two units gone in the blink of an eye. I think it's time ol' Lichy boy learnt a bit about how to make a proper pun.







Level up!

Hein's monks move in to purify...





And Fighter finishes the cleansing with his mighty axe, Gryffindor (if you can come up with a better name for an axe, let me know in thread).











Level up! AT+1, DF+1, MP+1

Level up! AT+1

Level up! MP+1

It seems we have vanquished them all...

Regardless, the Dark Rod is in the hands of the Kaiser.
All that he needs now is a catalyst to release the sword's true power.

The Kaiser needs a catalyst... What could it be?

I don't know either...

A catalyst to unleash something so powerful can't be a simple object.

Hmm... You're right. This catalyst may not even be a "thing".

He's right, you can't call the 'power of friendship' a thing - it's more then just that. Also, can you guess what the catalyst is? You probably won't be able to... just yet.

This truly has turned into a nightmare.
The Dark Rod has been taken and we don't know anything about the catalyst, either...
We should at least find out more about it...

By Lushiris, way to bring the mood down Keith... yeesh.

... This is the end... Langrisser is our only hope.

Langrisser!? The Legendary Sword! I can't believe it really exists.

With the Dark Rod in their hands, it's only a matter of time before Alhazard is unsealed.
In all this world, only one thing can stand against the fully-powered Alhazard:
Langrisser, the Sword of Light.

So, where would we find Langrisser?

Langrisser is sealed within the halls of Castle Baldea... However, the castle vanished long ago from the eyes of man.

Castle Baldea... I've read of it in old manuscripts in Estool's Shrine of Light.
I may have an idea where it rests today...

Then I entrust Liana to be your guide to Castle Baldea.
In the meantime, I'll try to persuade other countries to join in opposing the Empire.

The banner of Kalxath should be a good rallying point for anti-imperial nations.

No... You must go to Baldea as well to fight the Empire.
If the Empire is planning to use Alhazard, then they cannot ignore the threat Langrisser poses to their goals.
Before leaving for Baldea, we should mass our forces. Lester, I want you to go with them to Baldea.

Lady Jessica, you know I can't...

Lester, worry not about me. I can defend myself.
Right now, all the people of El Sallia are at risk. Defend them instead.

I understand... Then I'll go with Fighter to Baldea.

Liana, I can feel a great power emanating from you.
I am still uncertain what it is, but you must be more confident.
You are stronger then you yet realise.

Y,yes!

Hurry then... to Baldea! Go before the Empire can obtain Langrisser!

I understand. Let us be off.

Farewell, everyone. Take good care of yourselves...

Jessica teleports away. And if you had Fighter investigate that one particular spot...

We have to go to Baldea, but what should we do about the sanctuary?
It may still house another secret behind that door near the strange sign.



Yes

Well, we may as well see what's through the passage.
Hmm...! It's the door to a second shrine!
Maybe we can find out something more about Alhazard in there.



Apparently, I was right and Vargas can appear! I knew I wasn't imagining it. But because we didn't kill Zorum in Scenario 5, Vargas did not appear - thanks to Yapping Eevee for picking up that up. Oh well, next time - onto the Muscular Shrine!