Andaron Saga #68 - Dark Origin

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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

Closing in on the end, but before we see some last minute epilogue scenes, there's two bonus maps to check out.

To unlock this bonus chapter, you need to clear each chapter within the turn limit, also known as not activating the flag of shame. Not something you'll usually have a chance to run into unless you're also doing secret lunatic objectives as well.

Isabelle needs to be promoted and alive. Colter, Angelus, and Albert need to be alive as well.

Finally, Emilia. She needs to be alive and had a chat with Alvaro in chapter 27, then Angelus or Varg need to talk to her after she turns red.

While all the above mentioned requirements need to be met, if you have Thea, Estelle, Varg, and Galahad, they join in this chapter too once you begin it. Thea & Estelle need to be promoted as well though.

The premise behind this whole chapter....Emilia's gone missing and it's up to Isabelle, Colter, Albert, and Angelus to investigate a random dungeon to see if she wandered in there. Simple enough!

As for your loadout...you no longer have regalias. Bring your best weapons as there are going to be some nasty enemies deep inside.

As for what else to bring...Torches are nice as you'll be dealing with fog of war. If you have none, no worries since the first chest you see has a free one inside. Illuminate staves work nicely too.

Once you begin the chapter, Isabelle gets convoy access should you need to get anything from it. Thea, Estelle, Varg, and Galahad join at this time too if they met the requirements.

Overall, the path's linear and there no real danger...at first. There is a random voice taunting Isabelle as you go deeper in, but other than that, pretty easy.

Once you start going south, if you have Illuminate charges left, you are going to want to throw them as far south as you can. The southeast room has some of those all too familiar Harbingers inside...and they look like Randall, Thorgrim, and Robert. Someone's about to have one very angry woman deal out some divine destruction on their face very soon!

The Harbinger versions of Robert & Randall have the standard Harbinger personal skills of Renewal & Resilience on top of what they normally had (Robert's Triangle Adept & Randall's Pride of Steel). Thorgrim brings in the personal skill Generals had in vanilla Sacred Stones, Great Shield. This nullifies damage of all types when it triggers, the chance being equal to his defense. Nihil Isabelle or Albert should focus on him to get past that.

The Harbinger trio goes down by Galahad owning Randall in one round of combat, Isabelle doing the same to her dad, and Albert softening up Thorgrim before Angelus gives Galahad another turn so he can finish the job.

Before moving on, two chests to grab. One has some Elixirs, the other Boots. The latter goes on Galahad instantly.

Moving on, the final room has the mysterious voice throw down a twist...he's not really Alvaro despite the presence of Harbingers. The one we knew as Alvaro Flameguard died when he was a kid...and Cassandra had no idea. Seems very very likely this voice is of demon origin considering the text box when the voice speaks is very similar to what Asmodeus used.

Oh yes, this individual has one last Harbinger to scare everyone with. So much so that everyone's forced into the room to see it. Thought ALL the other Harbingers were bad? Try making a Harbinger using the corpse of an ancient Lightbringer king, one Albert's familiar with. Yes, this last unique Harbinger is none other than Kaethis.

The objective now switches to killing Kaethis...which would be fine if the beast didn't have 105 atk, 295 hit, and his personal weapon being 1-3 range. Screw killing, you need to RUN!

As if to make it even tougher, there's now walls up you need to break down and fresh new enemies. Generic Harbingers also get revealed behind walls as you retreat. The first two you'll likely have to kill, but if you're going full speed, the rest that get revealed won't get near you.

By the time you reach the start, there's three Harbingers to kill...and the answer to where Emilia went. Turns out she loves Driders so much she became one herself and needs to be taken out. Nothing special, just bring your best weapons that deal fire damage as she's weak to them just like normal Driders.

After she gets booted, there's one last wall to break down before you can get everyone to escape. The mysterious voice then reveals there's many more of these so called Harbinger laboratories and its biding its time until the Emperor of Worlds emerges. Definitely setting up something for a sequel!

Next time, we see a chapter that's quite a bit more...silly, shall we say.







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