Andaron Saga #63 - Light's Return II

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Andaron Saga is a Fire Emblem: The Sacred Stones hack by Mangs & some dedicated Fire Emblem enthusiasts. A heart gripping story and high octane gameplay awaits within.

To find out how to download & play this hack, check out the following link:

https://www.youtube.com/watch?v=uBr0ITOBee8

Alright, enough of doing side stuff. Mortimer needs to be dealt with now.

As per usual with FE final chapter runs, I show off everyone's stats and equipment loadout beforehand. Just note that Dawn gets Dawnbreaker during the heroic speech sound off and that my Aylanda is absurdly powerful to the point her res is overcapped (Although that'll remedy itself once she levels). She's not the only one with an overcapped stat though as Galahad's hp is likewise WAY over the cap for Steel Knights. It too will revert, but only after his first combat.

Speaking of Galahad, he adds himself to the list of those that want to kick Mortimer's face in something fierce with his quip along with one last word from Aylanda, then the music switches to serious time.

How serious? Being one of the best final map themes for a FE romhack ever if you ask me. It won't even be disrupted besides a few exceptions.

Now then, the objective requires you to break eight walls around the Lumina Shrine. Each one drops the stats of all the ancestors by 1.

Speaking of the ancestors, there's one final secret lunatic objective to deal with. There's nine in total around the map and they all must be dead before turn 6.

Two things to mention for the ancestors...for the House Lightbringer ancestor, it'll be dependent on if you chose Dawncaller or not. If you took it, then it'll be Zakarias. Otherwise, it'll be Dawn (and I do believe Mortimer gets Dawnbreaker in this case instead of Hellfire).

The other, more important thing...if you happened to complete the Claymore regalia sidequest, then you get a tenth ancestor to deal with in Corvus.

This final chapter can be a very difficult one, even if you're not shooting for the secret lunatic objective. All of the ancestors are using their respective regalias and have some nasty personal skills...for the most part. Vaught kinda gets the ass end of the stick in terms of dangerous personal skills. He just hits really hard because Voidflare things.

The best strategy, amazingly enough, is to make sure you have a unit that can tank each one of the ancestors. If you're shooting for the secret lunatic objective, you pretty much HAVE to do this to meet it in time.

Thankfully for my army, I have a counterplay for damn near all of them. The only real exception is Corvus who I basically have to take out before the first enemy phase or he's very likely to delete one of my weak defensive units. A lovely task when he's got that damned Devil's Pact skill. Even more reason to deal with him first so I can get the early RNG portion out of the way.

Oh yes, there's multiple immobile flames blocking off a few parts of the shrine. You can attack them and they have no weapons, but they do have both Counter & Counter Magic so if you send in someone at 1-2 range, be ready to heal them afterwards.

The way I set myself up on my first turn, Corvus is taken out and I lure in ALL of the other ancestors at the same time. Vaught, Archibald, and Rosella get instantly deleted by counterattacks from Crixus, Galahad, and Emilia respectively.

Also worth noting...there's some unique conversations if someone attacks an ancestor from their native house such as Isabelle & Galahad vs Bolivar, Fred vs Florian, and Dawn vs Zakarias.

There's one last little elephant in the room to mention though, Mortimer. While he's in a spot where he can't be attacked, he does have status staves to annoy you with. He tends to start with Silence. Annoying, but he isn't going to hit a max res Aylanda with that which means she can use Matrona on whomever it targets if it connects. After Silence though? One word - Ahmed the status stave luring lightning rod of trolling.

Still though, besides random arrows of light that strike a column and do 10 damage to anyone in its path, Mortimer can summon a variety of enemies at the start of each turn. Completely random what he picks from, but he can summon an army of clones that either have standard high end magic tomes, status staves, or even siege tomes I believe. He can also summon new light walls or his own version of Ashe or Embla's Flame Wisps. Can even summon enemy War Monks or golden colored Heroes. Very nasty for sure.

The catch? If you hit turn 7, he does a map wide spell that reduces the hp of everyone that isn't a Lightbringer on your team down to 1. Zakarias has an out in the form of the Latona staff he drops on his defeat which heals everyone on the map to full health. Get this to Aylanda ASAP and it can easily counter that spell.

However, if you dawdle too long in phase 1 beyond that, Mortimer can start double summoning his enemy waves and you'll be overwhelmed easily.

More next time!







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