General's Journey is a tactical role-playing video game developed by scorpistar⭐ for The V², TimeStrike Falcon, and bleakbox consoles, serving as a title vital to the Lore of the Zaxinian Lifts. The game features the chronological debut of Zaxinian Lifts star General Scotch and his siblings in addition to the Vinegar Troops, who serve as the general's specialized forces. With his unlikely crew and number of trusty, culturally varied allies, Scotch must battle the uprising Mallory and her rapidly expanding empire before the world falls into her greedy hands. As he fights off the increasingly powerful insomniac beast, Scotch must additionally reunite his family, pull together all the heroes he can for future battles, and begin what would become a rough draft for the Resistance.
Scotch must lead all his Vinegar Troops through the midst of war against allies of the Mallorian Empire, directing friends like Oshelia and Syande through battles while also recruiting allies over the journey like Silver Zin and Valerie Heartgold to assist him in combat. Scotch must command three allies out onto the battlefield with him while healing those in storage so that they may come in combat at any point, securing whatever scarce items he can find to heal teammates or empower them over the course of missions. While handling all this, Scotch must lead the charge at all times, choosing how to organize his on-hand allies behind him while bombing and totally annihilating Mallorian forces and buildings along the way. Objectives vary with the battlefield, but the major goal is to put an end to what would be Mallory's first breakthrough of a world domination plot.
On his way, Scotch gains a grand total of nineteen allies, with many of them being major characters that would later gain important story arcs in the Zaxinian Lifts lore. These include Pierce Hazel, Black Eyes, and even Strike Forger. All gained allies are permanent with a sole exception and promise to help Scotch fulfill his goal to break down Mallory and reunite the Caramel family to ensure peace and happiness for the Zaxinian Lifts for years to come - that is, until some years later. This game's story is highly vital to the whole lore - it introduces many characters to the Lifts lore and core cast, and many elements of its story (especially Scotch's background) would be continued in Shadows of Mallory and later on in Phase 2. It would also be the first game in the timeline to use multiple planets in the story.
The game has been rated ESRB T/PEGI 12/CERO B for its usage of strong violence and minor profanity, as well as additional suggestive themes. General's Journey was accompanied with an add-on titled Episode Snickers, an epilogue to this game with much tighter difficulty and gameplay.
- General Butterscotch Cornbread Caramel, or just General Scotch, was born into a militaristic family after his siblings Smartie and Snickers during the Reign of Fandraxono. Though he lived a happy childhood under the care of his parents, tension grew in the family over the years as the warzone landscape of Zonar increasingly grew worse and worse. He and his siblings would soon grow fear for what laid out there for them, with the barking of machine gun fire and sounds of ticking time bombs keeping them ever-afraid of what was to come. This would eventually alienate them from their scholar studies and force them to spend more time at home, as academies and boarding schools would prove to be safe no longer for any of them. As the very first Mallory-led empire began to take shape and overwhelm the resistance that Zonar's police were putting their backbone into, terror struck for the Caramel family when the Zin herself arrived in person. Though Scotch knew they were coming, he had no time to warn them as he forced himself to duck into the shadows - with a few rounds of artillery, Mallory openly shot Scotch's helpless parents dead right before his very eyes. Enraged, Scotch made efforts to lash out at her with all the exercise and training he's been through over the years to become a general, but the future queen escaped his wrath...
- Heartbroken, the three siblings tried to hold themselves together and resume their father's duties, but at ages too young, they found themselves bankrupt trying to purchase supplies and hold the contracts of signed up men and women together. Disagreements and feuds would force these three to split up - Smartie would flee to take a vacation from the godawful nightmare, Snickers would eventually find himself at the mercy of Mallory herself, and Scotch left himself behind to see over what happens to his father's left-behind stuff. Though devastated by the loss of his parents and the fall of his father's army, Scotch decided the only way to make things right was to kill the purple-haired demon himself and make his own efforts to see his family reunited, regardless if alive or in the afterlife. It would be an enormous hassle and exceptionally tough challenge for a devastated teenager, but Scotch knew that the only way to save the world from the empire's wrath was to get heroes like Valerie Heartgold, Syinara Wyne, Silver Zin and Strike Forger on his side to see the end of this rising empire! After packing his backpack, mother-knitted cap, and brushing out his hair, Scotch set out on his first-ever adventure to handle what seemed like an impossibility...
General's Journey features six chapters, which each feature ten battlefields for the player to play on. This is not including the Prologue or Final Chapter, which respectively hold one battlefield at the beginning and end of the story. Downloadable battlefields are also available for purchase.
General's Journey is a tactical roleplaying game with the unique distinction of being highly interactive in comparison to other roleplaying games in the genre, snowballing Fire Emblem-inspired gameplay with standard third-person shooter controls. In this game, the player carries four characters onto any one battlefield while up to six other characters stay in reserve at all times. On the battlefield, the player must clear their given objective(s) before everyone's HP drops down to zero, which may involve seizing territory, capturing a valued object or person, defeating a percentage of enemies, taking down a commander, or clearing a path from Point A to Point B. As the player progresses in General's Journey, the challenges become steeper and steeper with challenge, requiring all the player's wit to clear the game's late-game maps. Any character currently not present in gameplay will pray for the player's safety from home, except Scotch as he's involved in all battles at all times.
Each playable character in General's Journey possesses their own unique playstyle and signature weapon, in addition to having their own distinct advantages and disadvantages to separate them further from the other allies that are later recruited in the game. In addition, everyone can collect bundles of nuts, bolts, screws, and the like hanging around the battlefield for their own Toolboxes, which the player can spend on constructing miniature fortresses, massive cannons, tanks, and the like for both offensive and defensive purposes. Each character is also capable of rolling, dodging, and laying down their own offensive assaults. They may also level up via collecting Army Stars from slain or otherwise defeated opponents, whereas they'll receive statistic increases and be able to afford stronger equipment upgrades shall they rank up from their previous army title. For example, Scotch can be upgraded from a Soldier into a Lieutenant after climbing up a few levels.
Of the player's four active characters, the player controls one as the leader and can freely switch between their lead at any point they wish. The character in the lead can realign any of their nearby allies through a whistle and special commands, which are respectively handled via the blue and purple action buttons. Command "A" has the player spring their three characters right ahead of them for Offense, firing at enemies automatically with whatever they got. This is useful for disposing of enemies, but can burn ammo rather quickly. Can grant the player some breathing room as well. Command "B" has the characters instead barricade the player so they can do whatever they wish, taking care of things defensively while only using ammo as necessary. Command "C" has the characters follow very closely behind the player, where they will do exactly what the player does in sync when possible. They are then as sneaky and efficient as the player is. Finally, Command "D" has all characters evenly split health with each other, which can be a sacrificial but occasionally beneficial tactic.
The player's lead character can use the red action button to fire away with their signature weapon, explosives, or whatever else they got. Weapons such as swords and axes can also be triggered through use of this button. The green action button can be held to lock onto enemies or objects with gun-like weapons, or otherwise adjust the angle the player lobs bombs and explosives with. With hand weapons like lances, the player can instead hold down the button to charge up the weapon and then strike for better power. Depending on the player's weapon, they can impact the environment in different ways. Explosives can open up cracks in walls whilst swords and other sharp weapons can cut up suspension ropes or through thin material like ivy. The red action button can also be used to talk to NPCs and confirm commands while the green action button can be used to cancel conversations, skip cutscenes, or deny commands. Through pausing, the player can also equip a badge (or with time, several badges) to provide the player's character with several small benefits! With eight badges able to be equipped at once, the effects can be very numerous.
The player's reserve lies near the beginning of any battlefield, whereas the six inactive characters will be sheltered at. No character can be attacked from within the reserve, but as a consequence, nothing can be attacked from within it either. This is where the player can swap out anyone in their active party with those waiting for use; characters brought out of the active party will wait here until they're swapped back onto the team. If a character happens to lose all their HP, their body will be left on the ground in critical condition. If everyone (including those in reserve) happen to lose all their HP, it is game over. The player can choose to lift those with critical condition back to the reserve to get them healed at the risk of being half as fast, or run back there themselves and take some medicine supplies to heal them, but if the player is gone too long, that character will be missing from sight for the rest of the match. All foods work for bringing a character back as there is no signature revival medicine in the game, but said food is rather expensive to purchase and is only found rarely on its own.
Willing to travel through the continents of Zonar is Strike Forger, who will sail across the seas of Naxaz for a small fee to take the player across the globe to shut down Mallory's fortresses and defenses and all of that. He'll also be willing to let the player stay on his ship and actively let the player steer his ship from area to area. They can do exchanges with Strike whereas for every bottle of alcohol they find lying around, they can hand it off to him in exchange very very very rare goodies. The game's only major shop is operated by Marble in Zonar's City of Naxaz, the game's overworld hub location. In her shop, the player can purchase items (like secondary weapons, explosives, badges, even bundles of Army Stars) and sell whatever they got on hand in exchange for better weapons. They can also trade in certain items to get unique items that can't be obtained with any number of money that will certainly be useful in combat, and haggle with her through gentle persuasion to lower the costs on some of her offered items. USA CASH MONEY, the game's currency, can be earned from enemies or collected over battlefields.
A flexible difficulty system also re-emerges from Nature Warrior; the difficulty can be set from 0.1 to 10.0 from the very beginning of the game. Only 0.1 to 6.0 are available initially though, with 6.0's completion leading to 8.0 being unlocked and 8.0's completion enabling 10.0 as well.
The game's overworld hub takes place in the City of Naxaz found on Zonar, which can be traversed in 3D by Scotch. As the game progresses, they can walk around town as any character in their roster that they please. Around Naxaz, the player can talk to NPCs or future recruitables to start up and catch up on conversations of varying types, or check in at varying buildings in the area for miscellaneous purposes (i.e. catching up on the local news). With Naxaz's enormous, open design, the player can practically walk all over the city and atop its buildings. There are several exit points in Naxaz that let the player travel to the many battlefields available in the game's story, with many of them being gateways that lead to a collection of battlefields. As General's Journey features linear progression, only the battlefields the player has already conquered or the immediate next level can be played on.
Naxaz is split into six districts:
- Sunshine Plaza: The main district of Naxaz that the player can visit. Defined by its open atmosphere and busy marketplace, with people walking to and fro. Many crates and boxes of varying sizes are stacked up against the walls of the markets in this place, which can be ascended to take the player up to the rooftops of the area. Though sunny and bright, there are some dark alleys that host black markets. Notable areas include Marble's Market, where the player can purchase a great assortment of different items that can prove beneficial to their team, and Oyster's Bar, where the player can purchase refreshment drinks and spend the night for a fee to restore their entire team.
- Ryonian Docks: East of Naxaz are the Ryonian Docks, which look particularly shabby and unclean when compared to the Sunshine Plaza. Many ships and boats are docked here, including Strike Forger's own Rustbucket Express, which the player can ride to get to varying areas for a fee as well as gossip with him. The backstreets from the plaza lead here, whereas Black Markets can offer the player some really rare, sacred items at the exchange for some quite unfair things. Here, the player can find some loot that's sitting around in breakable crates or in secret hiding places found all over the area. The area is named after Captain Ryona, much to Strike's disgust.
- Downtown Naxaz: South of Naxaz are the neighborhoods in addition to the City Hall and Postal Service. In the City Hall, the player can learn where they're supposed to go next from the town mayor and also learn tips about gameplay from them. In the Postal Service building, the player can receive mail and packages from Frink that are either meant for Scotch or someone else on his team. They can be important, but they're mostly just fun little messages. The neighborhood - and almost all its houses - offer goods for Scotch to pick up. Neighbors from around Naxaz can ask Scotch and friends to go on little favors - they can be rewarded with USA CASH MONEY!
- Kingdom Remains: North of the city is the remains of the burnt-down Floral Kingdom. Crymsia Rose and Silver Zin reside here together until they're recruited by Scotch, holding hands and spending time doing cute things that you ain't seeing anywhere else in the game. Once Silver is recruited, the player can explore what remains of the kingdom and pick up rare powerful secondary weapons up for the entire team as well as train for the game's tougher battles in a training facility held by Anchor Emcee. If the player desires, they can also read through the diary of Silver Zin and learn a bit about what the amnesiac's been thinking about up to this point.
- When Crymsia joins the team but Silver hasn't yet, Silver will visit the player every once in a while exclaiming his worry for Crymsia's safety and recommend they stop by the Kingdom sometime. He will look very distressed.
- Valco Casinos: Arguably the most parkour-friendly area, able to be climbed up and around in varying ways. The player can climb all over the glossy, bright casino and hop from location to location. Black markets can be found up high. The most obvious attraction is the Heartgold Tower, where Valerie Heartgold makes her home. The player makes their residence here and each fighter on Scotch's team has their own room to stay in here. Otherwise, the player can gamble at Kitty's Slots to try and earn bigger amounts of money or lose it all, or instead visit the Disco Parlor to purchase ice cream or have dance-offs that serve as training that boosts stats.
- Outskirts: Alafino: In Alafino, the player can visit a number of one-off attractions. It is more rural in comparison to Naxaz, and features a number of houses filled with overgrown plant life. The Eclipse Florist is a fun place; the player can purchase flowers from Velvet Reshman and Luna Harmony to decorate their Heartgold Tower rooms with. Over time, they can start buying badges from them as they'll run out of flowers. Mysti's Home is another major place; here, Mysti and Clair Voyell can perform fortune telling to grant the player a big advantage or disadvantage on the next battlefield. The other places appear to be under construction in her home.
- When Pierce Hazel joins Scotch's team, Clair will start asking to see him if he's not active in the team and then talk (eventually flirt) with him if Pierce leads the team in the overworld.
Statistics in gameplay
Each character runs off of five different stats: Health Points (HP), Offense (OFF), Defense (DEF), Speed (SPE), and Guts (GUT). They each play a valuable role in how a character plays and help differentiate them from the other playable characters in the cast. They are described as follows:
- 💖 HP determines just how much health a player has. The more health they have, the longer they will stick around in a fight. Characters with high HP tend to be rather tanky and can survive a lot of hits, especially in combination with good Defense. As some attacks can pierce through Defense, having loads of HP can be plenty helpful.
- 🗡️ OFF decides just how powerful a character is. The higher the Offense, the more power they bear in their attacks! Having higher Offense can help pierce Defense and plow through waves of enemy rather quickly. Offense-focused characters tend to be glass cannons, but this isn't always the case (some are strategists!).
- 🛡️ DEF determines how well a character can hold out against attacks. Having higher Defense can help negate elemental damage and withstand critical hits from high Guts characters better. Works well in combination with HP, helping make bulky characters, but it tends to suffer against moves that can ignore it.
- 👟 SPE decides how fast a character is. Obviously, the faster a character is, the more mobile they are on the battlefield and the faster their moves are. Characters with high speed tend to not be about attacking or defending, serving a more supportive role most of the time. They're perfect for sending to the reserves.
- 🤞 GUT determines the character's chances for surviving attacks that would normally bring their HP down to zero as well as determining the likeliness of them performing critical hits. Characters with high GUTS stats tend to be oddball characters that don't have impressive stats otherwise, and as such can unexpectedly change the tide of battle.
As for status, there are two types. There are status ailments, which hinder players/opponents, and status benefits, which help them instead. These are both common things to see in gameplay, and are triggered by certain moves or events on the battlefields.
- ⬆️ [STAT UP]: This applies to OFF, DEF, SPE, or GUT. If this shows up next to any of the character's icons, that means that they are buffed in any one of those four stats. This is beneficial and generally helps the character survive. Of the four, Offense and Defense buffs are the most common, while Guts buffs are super rare.
- 👁️ FOCUSED: A character that is Focused will have their attacks almost always auto-aim into enemies, meaning that the character's moves generally become extra accurate for a limited time. If a character fortifies their Focus, a character's attack - no matter what - will ALWAYS hit the opponent. Be prepared against Focused enemies!
- 🌟 HYPED: Increases all attack movement speed by 3.0x, possibly allowing the player to pull off infinites and inescapable attacks in general. Standing still will only increase the player's speed and possibly heal them as all the energy will be poured into their muscles. It eventually wears off, however, and only occurs at low health.
- ✨ INVINCIBLE: Characters that are invincible will not take any damage for a limited period of time. This is activated by very rare items that the player's purchased from shops, and can only last for 25 seconds. If a player is hit by attacks whilst invincible, they won't take damage, but their time invulnerable will decrease a bit.
- 💗 MEDITATING: In this state, the character is mediating and takes only 1/4 the damage from usual attacks whilst healing slowly for 10 seconds. As a consequence, the player will have to be absolutely still whilst meditating. After meditation, they will have some invincibility frames. Only triggered by certain moves or events.
- 💉 IMMUNE: Those that are temporarily "Immune" cannot be Burned, Poisoned, Frozen, or Paralyzed through any means, except any moves that are intended to break through Immunity (which are rare). Immunity is a rare status, but is extremely helpful against bosses and enemies alike as they tend to carry these statuses around with them often.
- ⬇️ [STAT DOWN]: This is very similar to the [STAT UP] effect, but it is instead a hindrance as the stat has gone down instead. This means that the character is weaker in either one of those four categories. Many enemies bear moves that can lower the player's stats, but in turn, it's easy to make their stats go down as well.
- 🔥 BURNED: Very slowly whittles at the player's character's health, halving their Offense until it is either cured or until it wears off. Often initiated by attacks relating to fire, obviously, and can also be set off by explosive-made attacks. A strong variation exists that burns away health faster, which cannot wear off on its own.
- 💀 POISONED: Quickly eliminates the player's health, with the amount of HP drained being consistent over time. Though faster-acting than a Burn, Poison also halves a character's Defense. It can be cured, but if given time, it can also wear off. Badly poisoned status, however, won't wear off and will increase the damage taken with time.
- ❄️ FROZEN: The character is solidified in ice, often set off by icy moves or spells that can cause it. In this state, the player cannot move until they button mash their way out. If the player doesn't react fast enough, they will pass away in the ice and be forced into a knocked-out state. A very annoying status.
- ⚡ PARALYZED: If a character is paralyzed, they will be about half as fast and have the bonus of having their attacks miss half the time. Though it can wear off, it can really render that character vulnerable to moves of all sorts until then. Because of the target being slowed, combos can be performed against them.
- ⚔️ PIERCED: If a character is Pierced, their Defenses are completely ignored, leaving HP to be the only stat that keeps that character alive. The Pierced status wears off quickly, but characters with a low HP stat should be extremely careful if their defenses are shattered. It can prove fatal to their role if they're careless.
General's Journey has a cartoonish, yet dark look to it, combining a non-realistic environment with gritty elements and features. The look of the game is fresh and hand-drawn, boasting a style that isn't far off from Shantae: Half-Genie Hero. As a result, the game sort of bears a resemblance to the Paper Mario franchise's artistic style, but does not emphasize paper-y elements in any way. The game presents violence in various in-game scenarios, with battles being bloody and somewhat gore-y as well as certain parts of the story. However, the game does not press on the violence in a hardcore manner and tries to keep it to some sort of minimum so it wouldn't be too distracting.
The areas that can be explored in General's Journey are often designed to be like tough puzzles, with multiple areas requiring the expertise of the player to be crossed. As such, acknowledgement of each characters' moves is necessary in order to pass through the game. The puzzle areas, when solved, normally lead to more or to certain important areas in the game, and on rarer occasions, awards or hidden-away rooms/enemies. General's Journey does have a linear plot to it, but there are many areas to explore, and the player is encouraged to look around in order to find secrets.
The soundtrack of the game is designed to fit each area, although a common theme shared by the tracks is dark/gloomy, like to resemble times of war. There are some happy and upbeat bits and pieces of the game too, but they are more uncommon and are usually restricted to world themes. Instead of utilizing highly complex music tracks for much of the available soundtrack, the game makes use of fairly simple music pieces for the stages, saving the more complex pieces for boss battles. A lot of the game's soundtrack is inspired by military themes and songs associated with war, in contrast to the more metal approaches that most other TimeStrike games take.
This section is definitely under construction at the moment. There are twenty playable characters playable in General's Journey, each shown by chronological order of playability. Each character has their own unique playstyle and usable weapon suited to them.
|In spite of his hard exterior and worrywart personality, Scotch is a solemn, respectable teenage war general with a grand-sized heart. He tends to be passionate and helpful at any turn of time and wishes to aid the world and its inhabitants in any way he can, and won't stop following his cause until the war is won. He can behave sternly and on edge when feeling cornered or nervous, but the poor man is simply trying to defend himself from the greedy adults that ravage the world at the moment. He can get into all sorts of trouble, as he tends to clash with his allies with his occasional temper tantrums and underage drinking, but he usually means well.
His main weapon is the Tick-Tock Cork Gun, which fires time bomb corks from its champagne bottle-esque opening. They reflect off of walls before eventually exploding after a bit of time or after colliding with an enemy. Scotch's special skill is "First Strike", which triggers whenever Scotch faces an enemy that has either more HP or more Offense than he does. He will dash towards the enemy and strike them with an elongated black blade before zipping back to his original position. Not too effective on major bosses.
FIELD FOCUS: On offense, wiping out foes and commanding his troops forwards.
|LV. 1||HP 5★||OFF 3★||DEF 2★||SPE 1★||GUT 4★||SOLDIER CLASS|
|A calm, often-times cheery sailor hailing from the city of Alafino, Oshelia is a lover of the seas that quickly bonded with Scotch upon his rescuing of her. Though often chill and willing to collaborate on projects that can benefit the Vinegar Troops, she can occasionally be a bit hotheaded when upset or when things are going wrong. Oshelia has aquatic powers that she refuses to explain; she can morph into water and spew it easily from her palms. She serves primarily as the team's voice of reason and can slide them out of trouble with ease, but she is an equally strong aquatic combatant and paper filer, working as a secretary for the troops.
Her main weapon is the Pressure Pump, which is attached to her left arm, as it possesses her better hand. Light pressure lets her do hand-to-hand combat with short-ranged shurikens, while heavy pressure lets her launch foes into walls if they come too close. Oshelia's special skill is "Overheat", which turns her water from freezing cold to scalding hot whenever she's on low health. Overheated water will deal twice as much damage while slowly eating away at Oshelia's health prior to her fall. Scalding water can inflict the burn status.
FIELD FOCUS: On defense, healing allies and pressuring opponents to stay away.
|LV. 1||HP 3★||OFF 1★||DEF 5★||SPE 4★||GUT 2★||SOLDIER CLASS|
|LV. 2||HP 3★||OFF 4★||DEF 1★||SPE 2★||GUT 5★||SOLDIER CLASS|
|LV. 4||HP ???★||OFF ???★||DEF ???★||SPE ???★||GUT ???★||SOLDIER CLASS|
|LV. 7||HP 2★||OFF 5★||DEF 4★||SPE 1★||GUT 3★||SOLDIER CLASS|
|LV. 9||HP 2★||OFF 1★||DEF 5★||SPE 2★||GUT 5★||SOLDIER CLASS|
|LV. 12||HP 3★||OFF 3★||DEF 3★||SPE 5★||GUT 1★||SOLDIER CLASS|
|LV. 14||HP 3★||OFF 3★||DEF 3★||SPE 3★||GUT 3★||SOLDIER CLASS|
|LV. 18||HP 1★||OFF 4★||DEF 4★||SPE 2★||GUT 4★||LIEUTENANT CLASS|
|LV. 20||HP 4★||OFF 2★||DEF 3★||SPE 5★||GUT 1★||LIEUTENANT CLASS|
|LV. 23||HP 4★||OFF 3★||DEF 3★||SPE 3★||GUT 2★||LIEUTENANT CLASS|
|LV. 25||HP 5★||OFF 1★||DEF 3★||SPE 2★||GUT 4★||LIEUTENANT CLASS|
|LV. 28||HP 1★||OFF 4★||DEF 1★||SPE 4★||GUT 5★||LIEUTENANT CLASS|
|LV. 32||HP 5★||OFF 4★||DEF 4★||SPE 1★||GUT 1★||CAPTAIN CLASS|
|LV. 35||HP 2★||OFF 2★||DEF 5★||SPE 5★||GUT 1★||CAPTAIN CLASS|
|LV. 39||HP 2★||OFF 4★||DEF 4★||SPE 2★||GUT 3★||CAPTAIN CLASS|
|LV. 44||HP 2★||OFF 5★||DEF 2★||SPE 1★||GUT 5★||CAPTAIN CLASS|
|LV. 47||HP 2★||OFF 4★||DEF 4★||SPE 3★||GUT 2★||MAJOR CLASS|
|LV. 52||HP 3★||OFF 3★||DEF 3★||SPE 3★||GUT 3★||MAJOR CLASS|
|LV. 58||HP 1★||OFF 5★||DEF 1★||SPE 4★||GUT 4★||MAJOR CLASS|
Depending on what characters the player has out in play, they may impact the leader character in different ways. Some characters can grant the leader a general stat boost of 1.2x; others will lower their stats to be 0.8x of their maximum. For example, if three people Scotch really likes are out to help him, they can really boost his stats. However, switching leaders when it's necessary may be difficult in this regard, as someone who likes Scotch as the leader for example may really dislike Snickers as the lead choice. In the following table, bonds marked with B represent a neutral bond, those with A mark a positive bond, those with S mark a really strong bond, those with C mark a negative bond, and those with D mark a really bad bond.
- This is probably the eighth reboot of General's Journey, making it the project that has been rebooted the most out of those from TimeStrike/scorpistar. It has seen multiple versions; as a fiction, as a game, as a television show, a diary, and more. Some of these weren't particularly shown on Fantendo.
- The theme for General's Journey is "War Pigs", which was written by British heavy metal band Black Sabbath in 1970. This is the third time that theme has been used to refer to the project, with General's March and General's Pieces having utilized it as a theme before.