Legend of Heroes: Trails into Reverie - Reverie Corridor 3rd Visit
The time has come for the next visit, and before we do any diving into the corridor itself, I do the rounds here talking to the different characters to see what they have to say, their different interactions, and maybe even find out if they want to challenge us in a game of cards. Once all of the dialogue has been finished, I need to do some shopping and then off into the fray we will go. ... https://www.youtube.com/watch?v=o1lFs9CGTic
The roles in the original game were reversed here where I used the overpowered Max to smash the lesser overpowered Kanbei. Now I am using the overpowered Kanbei to smash the nerfed Max.
The overall strategy is still the same. You want to fly a unit over to the closer base and use that to establish your front. Some infantry will walk around claiming properties, but you want to continuously move them east. The enemy will be attempting something similar, so you want a copter to run down their capturing infantry, but you need to leave it above water tiles to prevent Max from shooting it down. He will only be able to produce units at his HQ which has a bottleneck and long transport time, meaning you can seize the middle of the map.
For some reason, Max will build indirects here even though he can't really use them. I am not sure if the AI behaves differently while playing him or if it simply cannot adapt to the strengths of the character it is playing as. Regardless, play around his reduced range and firepower, which is even more potent when you remember Kanbei has boosted defenses. With this, the map is complete and we can move onto the next one.
And just to be clear, you must beat the Yellow Comet campaign to get access to their COs. Since this is coming out with a Green Earth campaign video, hopefully you can see I have access to all of them.
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https://www.youtube.com/watch?v=q3wI-_ZozJw
I wanted to finish off Shizuka's route here, which is pretty much a disappointment like most. It seems on the female route, your partner keeps hopping with the watch preventing anything from happening in the game. Since we do not get the choice to align or abandon, it means there is one small video that I am unable to make.
Anyway, the route endings will be going up tomorrow and maybe the jump too. There is a limit to how much I want to upload in one day, and we are going to be hitting that limit very closely this week.
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https://www.youtube.com/watch?v=eNAZ7neLOXc
With the Boulder Badge in our pocket, we need to make our way through Mt. Moon on our way to Cerulean. This ends up being the first encounter we have for Team Rocket and leads to one of the very few double battles in the game that you can see I am not really prepared for.
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https://www.youtube.com/watch?v=v3x59TMACrs
I will go ahead and spoil it for you now, the game is still broken. Anyway, we spend some time with Melody here, which is setting up the reason for the game having to be accelerated like every other route. Other than that, I am aiming to get on Katashi's route, but I will miss it, so just temper your expectations of things to come in the immediate future.
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https://www.youtube.com/watch?v=BSjx20XamhM
Due to how the previous game went, we are giving the heroes another chance, this time with Crimson taking a different variant than before. The environment deck title does not fit in the video title, but it is the Chasm of a Thousand Nights for anyone who wants to look it up.
As for Jade, she plays similar to the hero Malichae in that she summons monsters to fight on her behalf. Her gimmick is that she is trying to collect relics, and once she gets them, she will flip and go into a different form. By destroying the relics as they appear, we can contain her, but we have to deal with the effects of the relics' destruction.
Titan is essentially the same as from the past couple games, this time with a different power. You still want Titanform and his gun out to get your primary durability and damage.
Stranger still plays games with his runes, but with so many targets on the field, you need to draw the correct ones at the proper time to really get the most out of him. He doesn't have the precision for searching his deck that other heroes do, so he does flounder a bit (in general).
Quicksilver still does her combo shenanigans, and as long as she can maintain a steady flow of cards, she can do some damage.
As for the environment, the best way I can describe the Chasm is that it is as if Kaargra's coliseum were its own environment. You put "titles" underneath a "rule" card, and when the targets from the environment deck enter play, they receive a "title" that influences how they behave. They can be quite durable, and there is a card in the deck that punishes everyone should the environment get set up. As such, you will want to make sure you have the means to control the environment when going into the Chasm, otherwise it can get very ugly (or bring Danger Sense...)
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https://www.youtube.com/watch?v=DbgjQhVwZXA
We are finally at the point where the picture quest can be completed, but you can wait a bit longer if you need to. We kick things off with exterminating some monsters in the mines, which I left here so you could see them, and basically how I just obliterate them. My level advantage from the previous chapter is pretty much gone, and you even get to see where I did the power leveling when we head there for the picture.
Once those are out of the way, Scott and the team head to the Ancient Battlefield to rescue some tourists, which is where the final picture and rod can be obtained. Once you get this rod, you are able to complete the fishing sidequest, which I will do this chapter, but it is up to you to decide how quickly you want to do it. There is one more rod, but it is part of the sidequest, so I am counting this one as the final one as it can be missed (not permanently).
Once the couple is saved, we have the story quest from Jona, so expect some character development from Tio as Lloyd learns how her past connects to his.
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https://www.youtube.com/watch?v=Sd7q0aCMGiM
This is only the first part of this quest line as the entire thing does not conclude on the first day. We have to find out what is going on in Amorica as things have changed a little bit since we were last there, and this will encompass loads of talking. When it comes to a close on this day, we are confident something is about to happen, but we need to let things progress a bit further before we are able to intervene.
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https://www.youtube.com/watch?v=-YuC8Aa1JIc
I think people may have expected this to be the last club, but my electric deck is now primed and ready to discharge. For some reason, the water club is one of the easier ones to power through as most water cards are weak to electric (not grass) and the trainers here play with the fewest prizes out of everyone else.
As for the electric deck, I have Electabuzz to serve as a quasi-haymaker as there are quite a few matches that it can win on its own. In the event the opponent is trying to stall and cycle wounded guys, Fossil Raichu excels at blasting the bench and you can force the opponent to field wounded guys that are set up for a finishing blow. Then the last important card here is Zapdos, which is just a wall so I can hide from the types that beat Electabuzz and Raichu.
Now in the event I wanted to grind against the psychic club, I also added Dratini and Dragonair to this deck. I did have Dragonite, but I am not a fan of that card and Dragonair can be a stalling monster when you are dropping Hyper Beams. I wasn't expecting that card to put in the work that it did, but it more than pulls its weight.
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https://www.youtube.com/watch?v=vnBItD5Urdg