Fire Emblem: The Lonely Mirror (Full Game)

My Grant actually had a Guard Lance and a Short Spear on rejoin idk why yours didn’t

I might have forgotten if mine did lol, he was cursed that run anyway and I killed like half my dudes because I felt weird having so many units to choose and 12 deploy :skull:

So… I reached Chapter 20x and the chapter doesn’t end. I did secure both ships before Turn 7, and then phase 2 started. I managed to save all 8 villagers, and they all have already escaped into the ships. However, the chapter still refused to end. I tried waiting out for several turns. I tried routing the enemies, to the point that no more enemies are spawning. Do I have to do something else? Or is this a bug?

As a note, I play the game on Maddening difficulty, and earlier I have Leah with Lantern and Phoenix Plume recruiting transformed Law, and both have left the map after the recruitment. I also lowered the drawbridge to the right, visited both villages, and got all 3 chests.

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Thanks for the report. I haven’t run into this issue before, though I’ll admit I don’t think I’ve ever completed the map while saving all eight villagers. I usually let 1 or 2 of them die. Looking over the event logic, I think there may be an issue with how the counters are being handled, but that’s just my speculation at the moment.

I’ll take a closer look and see if I can tighten up the logic. Even if I don’t find the exact cause, I can probably add some additional checks and a secondary route-clear condition as a failsafe so the chapter can’t get stuck like this. Sorry this happened to you, and thanks for bringing it to my attention.

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Based on what you said, the issue with the counter is very likely. After all, the last 3 villagers all escaped in the same Ally Phase. So, in the previous Player Phase, the counter for escaped villagers was 5, but for the next turn, it became 8. If the map is set that it will end once it reaches a Player Phase and the counter for escaped villagers was set to 6, then in my case, the counter was never 6, so the map never ends. (Again, I don’t know much about hacking, so this is just my speculation.)

Since it was a bug, I decided to use FEBuilder to force-end Chapter 20x so I can continue with my playthrough. Either way, thanks for addressing this issue!

How does the Illwish island Reks and Othello recruitment work, exactly? I waited more than 14 turns, killed everything in the map (Including transformed Tiberius) and trusted Alloete when the option to send them away showed up. Am i suposed to recruit them at first then send them away? Cause they din´t even show up at all

Btw i am obssesed with this hack, i’m ending my second playthrough (on hard cause maddening is too much suffering for me) and plan to start a third one right away

Othello and Reks only showed up on Illwish Island if you chose to Advocate for them back in Chapter 14 (which temporary recruit them in Chapter 15), then in Chapter 16, talk to Alouette, who will appear on the map. Once again, you will get a choice between letting them go and sending them to Illwish Island. Letting them go make them recruitable in Chapter 19 (Jubir’s Terrace chapter), while sending them to Illwish Island will make them recruitable when you visit Illwish Island later.

So… Don’t send them to Illwish Island when you first met them in Chapter 14. Recruit them first, then send them to Illwish Island in Chapter 16, and then in Chapter 19, also send Tiberius to Illwish Island to unlock Chapter 23B (Illwish Island chapter). Transformer Othello and Reks should appear on the map from the start.

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Ah, makes Sense. Thanks for explaining It in detail!

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I’m at chapter 19 and i thought I was supposed to get Kurtis around the first few turns, but he didn’t showed up, I got Othello and Reks on the second turn thought, do some recruitments impinge over others ?

If you met the requirements to recruit Othello and Reks, they’ll appear on Turn 2 of Chapter 19, and Kurtis will instead arrive later in the chapter (around Turn 7). If Othello and Reks are unavailable, Kurtis takes their place and arrives on Turn 2 instead.

There are quite a few little decisions throughout the game that can have subtle effects on later chapters, including a slight recruitment change like this one.

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I do agree with you that Ariel eventually falls off. Once Bishops have access to Seraphim, Lael is forced deployed, and Edith joins with amazing staff utility, Ariel has a lot more competition to consider deploying. However, I still think she’s an incredible unit from her join chapter through about Chapter 24, and depending on her supports, she can still contribute well in the endgame.

There are certainly more male units in The Lonely Mirror. And I agree, I think that’s part of why it’s easier to list strong male units than strong female ones, because there are more to choose from. I did draw a lot of inspiration from the GBA Fire Emblem games in making The Lonely Mirror, and that includes how the cast of these games were defined: more heavily male. However, the overall male-to-female ratio is actually pretty close to the pre-Awakening Fire Emblem games if you look at the numbers (and even slightly more favorable toward female units for The Lonely Mirror).

Thank you for pointing out the Porcelain issue. That turned out to be a bug with how Rune classes were interacting with personal weapon locks. I think it had something to do with runes being considered monster weapons. Anyway, I fixed it in today’s v7_0_5 update, so Porcelain is now correctly locked to Parvati.

Note: Grant actually starts with a Guard Lance on his rejoin map (depending on the difficulty), so that’s probably why some people see it and others do not.

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For some reason silver weapons have effective damage on Kodiak and he also loses bow rank when promoting to warlord. Also I have to say, getting E rank in staffs for Wanda and E rank for bows on Caspian in their respective promotions quite sucks, D rank on new weapons I think it’s fair given the time you’ll have to get weapon ranks after promo.

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Thank you for pointing this out. For some reason, Silver Bows specifically were effective against Kodiak’s Hunter class. The other Silver weapons are behaving correctly, but I’ll fix the issue with Silver Bows. Kodiak losing weapon level on promotion is weird. I tried playing around with it, and I may have fixed that one too.

As for the weapon ranks, how about we compromise? I’ll increase Wanda’s starting staff rank to D on promotion, since I think that helps her settle into more of a support role. I feel like she also could use a boost. I’m going to leave Warrior with E Bows though as I already consider Warrior to be among the stronger classes in the game, so I’d rather not give it even more power.

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Ok so I’m back, finished the game, and here’s my thoughts

Great magic system, it made me pick and choose which mage is best for the job a lot of times

runes were a cool idea but relied heavily on one unit finding them (unless all units who can use runes can find them)

Hit rates were extremely shaky even on high skill characters, 90% of the game felt like I had to rely on tanks to chip down before I could kill cause of it, made glass cannons feel like a liability

The early chapters are a slog with the low hit rates and vastly stat screwed beginning units, and again when they rejoin underleveled by a large margin (I believe grant has 1 more hp then joseph at the end of act 1, despite having a 4 level lead, and Roxie had no hp pool to speak of)

Monster units are cool! I only had 1 idk how to spoil so I won’t say his name, but he was super fun to use and had great animations, and his portrait was perfectly done

I appreciate all the body rings I found in game, but a secret shop having them would be great (the 3rd to last chapter may have had them but I didn’t feel it was worth looking as I had only 1000 gold from the previous chapter)

LOVED 18x, not only does it let you pick a route while having access to other units, but also lets your actions have consequences

Flails, while great in theory, just felt too limited to warrant using. I get they’re supposed to be a burst damage weapon but rarely did it feel useful

While I live you’re use of the berserk feature, it felt REALLY over done in the final chapter, not unmanageable but it made for a tedious and long fight

And last few points are minor irks so you’re more then welcome to ignore

The feather use should have had more obvious items to use, cause it worked the first time but it won’t work on wise’s brother? Just seems inconsistent

You did Silvan DIRTY with that potbelly as a berserker LOL. Not relay a complaint just really funn

All in all, great hack, I can’t see myself playing beyond normal though, it’s just too punishing and the hit rates too inconsistent

Also would like to know if there’s more monster units I can find for my next playthrough

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To comment on hit rates and stats, I tried restarting to try the other routes and Leah got 2 shot by the axe users immediately lol

@ShadeSwornHydra, thanks for taking the time to write all this up. I appreciate the detailed feedback.

A couple of thoughts:

  • Any unit with Rune access can discover Runes on the map. It isn’t exclusive to Parvati, even though she is the only base class locked to them. Tricksters are actually very good Rune users too as it compliments their toolkit. They are less useful on Scholar, but they can be good in some situations.

  • I actually agree that the opening chapters can feel like a bit of a slog if the hit rates aren’t going your way. I also believe that Grant, Vergil, and Brett are also the three units that have the hardest time reintegrating into the party after Part 2. I’ve been considering some small base stat adjustments for them, along with Travis, to help smooth that transition into Part 2.

  • I’m also thinking about adding an early Secret Book on Normal difficulty based on your feedback so players have a little more flexibility in addressing hit rates.

  • I think Flails benefit the enemy more than the player. They do a great job making Ironclads and Generals threatening by giving them access to powerful counterattacks. The downside is that there really aren’t many player units that make exceptional use of them. The pool is basically Grant, Rob, Electra, Thadeus, Amanda, and Vergil (if promoted to Gold Knight). Of those, I don’t think Rob, Thadeus, or Vergil use Flails particularly well. Rob and Vergil are relatively fast units that don’t have the Dexterity to fully capitalize on them, while Thadeus usually has better weapon options. Grant, Electra, and Amanda, on the other hand, benefit tremendously. They aren’t especially fast, have the Dexterity to land the hits, and Flails are probably their best weapon type.

  • In hindsight, it does feel a little inconsistent that Shane cannot be saved in the same way. I’m considering adding the option to restore Shane with either a feather or Lael. It would require a new scene, and Shane still wouldn’t become playable in that outcome (the game is already at the 50-unit party limit), but at least players who want to save him would have that option.

And yes… Silvan’s massive potbelly is his defining characteristic. It might not be everyone’s cup of tea, but Silvan is proud of it, and I think that’s part of his charm.

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So like Beckett just stole from one of my units…can all Brigands steal? Like can Silvan? Can Pepper? This can change if I have to add a thief to my party every playthrough. That was a happy little accident to find.

Thanks for replying! And I wanst shaming silvan I think it’s funny af, really adds to the characters and think it’s a welcome way to add some depth to the units outside of dialogue

Hey so question

In the Wiki, it says that Electra must enter combat against Violet in order to recruit her later

The problem is, I can’t get there with the enemies spawning (they auto trigger when I get to close or at a certain turn) and she leaves

Is this old information or am I missing something with her recruitment?

Ok so edit: really weird, I had suspended the game in hopes for a quick answer but decided to cut my losses, but Violets back?! Very odd not sure what happened

Anyways the interaction went perfectly fine so idk why she came back but happy accident?

I was asked this question recently actually. There is actually one other requirement you must complete in order to initiate combat with Violet using Electra. Hope this helps!