Jump to content


  • Content Count

  • Joined

  • Last visited

About GonzoMD1993

  • Birthday 11/02/1993

Profile Information

  • Location

Previous Fields

  • Favorite Fire Emblem Game
    Radiant Dawn

Member Badge

  • Members


  • I fight for...

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. While I do think BBD is a pretty tough map, I would still say its reputation is a bit exaggerated. The worst part of the map is keeping Jaffar alive because that's actually just pure RNG. There's nothing you can do if he runs into the area where the reinforcements spawn, or if he get hit by a bunch of low% hits, or if he ends enemy phase just above healing threshold and he doesn't use his elixir. Even if you rush the left side he can still die. But when it comes to actually clearing the map, regardless of whether Jaffar survives or not, I honestly don't think it's that terrible. Ursula is on the right side and no reinforcements will come to help her, so if you send someone like Harken with a pure water you can easily kill her and stop the reinforcements from spawning pretty early into the map. Zephiel can survive the first few enemy or two that reach him, although it does get dicey after that. Personally what I've been doing in BBD to secure Zephiel is rush the right side with most of my army, have my highest mobility units reach the Rescue staff asap, send it to the convoy and have Pent rescue Zephiel out of the room where he starts. After saving Zephiel and killing Ursula the rest of the map is fairly easy. I do try to save Jaffar but I don't send more than 2-3 units left, and If the RNG decides that he has to die, then that's that πŸ˜›
  2. Yeah, it'd be better if OP looked at a map of the desert when he gets there. I understand not wanting to use guides on a 1st playthrough, but for the desert map looking at the treasure location beforehand is the only way to know what's available and where to get it. Dragonfoe is probably the most important thing to find. Unless he goes for a 1 turn strat on 4-E-3, dragonfoe makes that map a good deal easier. @sinfonic18 Here's the desert map for reference: https://serenesforest.net/radiant-dawn/miscellaneous/hidden-treasure/maps/part-4/. Do keep in mind though that, for whatever reason, Rouges/Whispers have less than a 100% chance of finding treasure from the ground when at bad or worst biorythm, even though in every other game that I know of thieves (and their promotions) have a 100% chance of picking up treasure. So if Sothe fails to find an item you're not necessarily standing on the wrong tile. Biorythm is fun mechanic (kappa xd).
  3. There aren't that many chances to transfer items between armies, and at 3-11 it's no longer possible to transfer anything from the GMs to the DB. Once you get to part 4 all the convoys will merge, but you don't have a way of getting the Aqqar to the DB to use it at 3-12 and 3-13. When it comes to KOing fliers though your Nolan will be fine with the cheapest crossbow. Crossbows ignore the user's str stat and instead rely on their high might, which is why just about every flier in the game that isn't Tibarn or Naesala dies in 1 hit to even the weakest crossbow (since effective damage is triple might). As a side note, there IS a chance to transfer stuff from the GMs to the DB, but it can only be done at 3-6, it's super impractical and the GMs don't even have any items that you'd particular want to transfer to the DB. You can give items to Lethe in 3-4, and when she shows up in 3-6 as a boss (she's in the fog of war, but if you stall for long enough she will eventually make it to the starting area) you can have Sothe steal items from her. It's not worth the trouble, but it's cool to know it's possible. Since you're approaching part 4 I'll drop some more tips here that you might find useful. The biggest thing to note of part 4 is that all of your convoys will merge and you'll get back all of your units. However, you will be immediately prompted to split your army in 3. Each group will have to tackle 2 maps, and after you're done with all 6 of them all of your units will join up again for you to do your final preparations for the endgame. The first group is commanded by Micaiah and goes to 4-P and 4-3, the second group is commanded by Ike and goes to 4-1 and 4-4, and finally the third group is commanded by Tibarn and goes to 4-2 and 4-5. These are some bits of information about how the split works and some suggestions about how to distribute your units: -Despite the fact that you have to split your army in 3, the convoy is still mysteriously shared. Lets say you find an item in 4-P and drop it in the convoy; that item will be available for Ike's army to use in 4-1. That said, in all maps you only have access to the inventory (and the equipped skills) of the people of the corresponding army. For example, if you equip a Paragon to someone in 4-P then you won't be able to reassign it to someone else in 4-1; you'd have to wait until 4-3 before you can remove it. -There are some units that are locked to a specific army. Each army gets 1 Laguz royal (Micaiah gets Naesala, Ike gets Nailah, and Tibarn... well, he's Tibarn) and a Heron (Leanne with Micaiah, Rafiel with Ike and Reyson with Tibarn). There's a couple more of locked units, including some new ones. To name a few, Sanaki and Skrimir are locked to Micaiah's army, Titania to Ike's and Elincia to Tibarn. Then there's a few that you might think would be locked to a specific army due to plot reasons but they actually aren't. For example, Janaff and Ulki go with Tibarn by default but you're free to reassign them. -I think you can't go too wrong with the default distribution of units, and the powerful locked units like the royals mostly guarantee that you can't softlock yourself by making one of your armies too weak. That said, it's probably still a good idea to distribute your best combat units somewhat evenly and to send units that have a specific advantage in a specific map to the corresponding set of maps. For example: >Micaiah's army will go to the desert map (4-3). This means that fliers are very useful here. You have a few by default (including Jill and Naesala, although Jill isn't locked to this army), but sending a few more can help a lot. Haar and the hawks are good options to send here. Haar in particular is a good pick because there's a lot of of 1-2 range in the desert, including some crossbows that the hawks won't like too much (although they're still really good at facing 1 range enemies and rescue dropping). I do personally think that sending Haar and Jill together is a bit overkill, but I can't deny that it's very efficient. >Ike's army will go to a fog of war map (4-1), so Janaff has an interesting niche utility here. His personal skill gives him bonus vision in fog of war maps, and this is the only map in the game where he gets to use it. It's not a massive amount more than some of your other units, but he does give 5 tiles (or 6 when unshifted) of vision vs the 2-4 of everyone else. I wouldn't say that you need the extra vision, by any means. But I think it might be nice to be able to see a little further ahead, specially if you're playing blind. I think there's a couple of crossbows here though, so that's a downside of this idea (although it IS possible to have Janaff stand in a safe corner where he can provide vision without being exposed to combat). Also, IIRC the way that Torches work is that they add +5 tiles of vision (decaying 1 per turn) to the unit that used it, so if you give it to Janaff that's 11-10 tiles of vision. >Ike also goes to the only map with chests, so this is the best map for Heather. You do have plenty of chest keys at this point (including some from the bargains shop of this map), but there's nothing else for her to do in any of the other armies so this is her best group. >Generally speaking, Tibarn's army needs the least amount of fire power. 4-2 is one of the smaller part 4 maps, and 4-5 is the only Kill Boss map (the other part 4 maps before the endgame are all Rout). Having a couple of good units here does help to clear 4-2 before you get flooded with reinforcements from the starting area, but Tibarn can easily kill the 4-5 boss turn 2 or 3 without doing anything fancy and without much risk (although he does need a Nihil scroll to guarantee the boss doesn't proc his mastery skill, which doesn't OHKO Tibarn but it's still scary). >On the other hand, 4-5 is the single best map in the entire game to grind units if that's something that you're interested in doing. If you've made it this far then it's 100% unnecessary to grind anyone though. Even if your team is somewhat weak, you only get to pick 10 units to take into the endgame (excluding some forced units like Ike and Micaiah) and you can pad half of those with royals if needed be (Tibarn, Naesala, Nailah and Caineghis. You also get Giffica, who despite not having Formshift, has stats equivalent to Caineghis' AND comes with an item that lets him stay permanently transformed anyways). That said, if there is a unit that you really, REALLY want to train just so that they can destroy the final 5 maps of the game, this would be the map to do it. You can very easily kill the boss and end the map in 2 turns, but if you don't, then reinforcements will spawn around the boss every turn infinitely. >EDIT: I wasn't gonna go in too much detail about specific part 4 maps, but while I'm on the subject of Tibarn's army I think that it's worth mentioning something about Elincia. She's actually a pretty good combat unit in this game, and the Amiti is significantly buffed compared to PoR. If you send a limited amount of units to Tibarn's army she'll definitely see some action since it's a rout map and every unit with good combat you can get will make it easier. That said, she doesn't reliably ORKO at base so she probably needs a few BEXP level ups if you want her to really KO stuff. Speed is the most important thing she's looking to get. IIRC, she just barely misses out on the speed threshold to quad some of the enemies. She can still do plenty of work at base, but I think she's worth investing some BEXP into, specially in normal mode where it's pretty plentiful. But the most important thing to note about her is that if you plan on using her at all, you MUST remember to remove her Mercy skill. For whatever reason, even though she didn't have either Mercy or a Mercy scroll in part 2, she automatically gains it at the start of part 4 and the game doesn't tell you about it. The skill does exactly what it sounds like it does: she can't kill, period. She just leaves every enemy at 1 hp. If you actually want her to help you rout the map you have to remove it. The TL;DR version on splitting your army at the start of part 4: you can leave most of your units on their default armies, but distributing your best (non-locked) combat units somewhat evenly across the 3 groups is probably a good idea. I'd definitely recommend to send at least 1 of Jill or Haar to Micaiah's army. If you're not too pressed for extra combat power in the other 2 armies sending both of them with Micaiah is a good plan. Combat-wise I think Janaff and Ulki might be better off in Tibarn's army (particularly if you don't send too many of your trained units here), but they offer more utility in the desert and an argument could be made for sending Janaff with Ike for extra vision range in 4-1. Tibarn's army needs the least amount of extra help so feel free to send your best units with the other armies. That said, relying solely on Tibarn to clear 4-2 might be difficult. He can safely kill everything in the map other than the 2 crossbows at the end (which thankfully don't move from their starting position), but there's a good few 1-2 range enemies that Tibarn would have to kill on player phase, and if you take too long a bunch of reinforcements will begin spawning from the starting area, so sending at least 1 good unit with 1-2 range here is probably worth it. One thing worth noting is that in part 4 killing the boss will NOT stop reinforcements from spawning (If I'm being honest, I don't remember if there are any rout maps in RD where killing the boss does stop them. I'm just mentioning this because I'm used to killing the boss stopping reinforcements in other FE games and every time I play RD I find it annoying that in these long rout maps there's no way to prevent reinforcements other than clearing the map fast). Anyway, that's all I can think of for now.
  4. That's actually really interesting. I had never heard of a run using Zihark as your carry for the part 3 DB chapters. I'd love to see a run using this strategy. I have to admit that I didn't know that. I knew that the hawks don't straight up ignore combat and that they do attack your units while flying their way up, but I was certain that once they were within movement range of crossing the line that this was the very next thing that they'd do. I still think that killing them asap might be better, but it's good to know that they won't immediately cross the line the moment they're within range if you can't kill them on that turn. This means that this chapter gives you a bit more leeway than what I thought it did. I'm so used to Tibarn being invincible that I completely forgot that this boss can actually OHKO him and that him dying is a game over condition in this map xd I don't think anything else can realistically kill him here, but keeping him away from the boss seems like a great idea. Also, speaking of 3-10, I forgot to mention to OP that it's ok if the green units (other than Elincia) die. Elincia dying causes a game over, but any of the CRKs that "die" in this map don't actually stay dead. They come back alive in their respective chapters (Lucia in 4-2, Geoffrey in 4-5, everyone else in 3-11).
  5. Boyd is one of those units that really wants to have transfer bonuses. Without transfers he's still decent, but he has one glaring weakness and that is that he struggles really hard to hit doubling thresholds. The best way to fix him is with transfers since he gets +2 spd for free without actually consuming any resources, but the other thing you can do is give him the speedwings from 1-E. Since Illyana rejoins the GMs in 3-2, any items you put in her inventory in 1-E will go over to them. There's a couple of useful things you can send over, including the speedwings, Tormod's Celerity, Zihark's Adept (assuming you don't plan on using him long term), some gems (the DB gets a bunch of cash from base convos in 3-12 and 3-13, and you don't really need the money in 3-6. Having the gems on 3-2 to buy stuff with the silver card is more useful), and maybe a couple of others. That said, the speedwings is usually better spent on Haar so I pretty much never give them to Boyd even though they would go a long way to fix his one big weakness. Titania makes good use of the speedwings too, so Boyd just has too much competition for them. Of course, he could just get speed blessed and that just completely removes the need for transfers or the speedwings for him to start doubling xd Speaking of Haar, this guy is a completely busted unit. He's easily the best unit in RD and probably one of the best units in FE ever. He can be used to completely trivialize 2-E and several of the part 3 chapters. He does, however, have a bit of a problem with speed. At base he can still double a lot of things but not everything, so giving him some BEXP and/or the speedwings is somewhat necessary if you want him to have enough speed to always double. Other than the speed issue he doesn't really have any weaknesses. His combat is excellent, and the only thing that can kind of threaten him is thunder magic, which is kind of rare (and you can give him the Nullify scroll from 2-E if you got it, although it's not necessary). For the most part you can have him flying around doing his own thing and healing with a concoction every now and then when necessary. One thing you can do if you really feel like turning Radiant Dawn into Haar Emblem, is that you can give Haar all of your part 2 BEXP (if you completed 2-3 while keeping most of the enemy units alive you could have around 20K BEXP available at 2-E) which allows you to promote him right away. This allows you to skip most of 2-E and leaves you with a very early, damn near invincible tier 3 at almost the start of part 3. Not everyone will find it fun to just destroy the game with 1 unit, but I think it's worth doing at least once. Here's some more random tips for the upcoming parts: -Next up is 3-7. This map is nearly identical to 3-6 but without the fog of war, and this time you're controlling the GMs. There actually isn't much to do in this map on a 1st playthrough besides getting a couple of kills and farming exp. I think there's a couple of wyverns that will fly up to you that will be annoying but other than that the enemies aren't very threatening. Some of them don't move from their starting positions, and the ones that do get bogged down by the swamp. I think that the biggest thing to mention about this map is that Jill (along with the rest of the DB) will be there as an enemy unit, that it's possible to recruit her with Haar, and that you SHOULD NOT, UNDER ANY CIRCUMSTANCES RECRUIT HER INTO THE GMS. I'm serious. You still have 3-12 and 3-13 to deal with. Losing your best combat unit is a pretty big blow, and the GMs most definitely don't need Jill's help. Jill will not move from her starting position unless you put a unit that isn't Haar within her attacking range, so it's very easy to just ignore her in 3-7. Another important thing to note of this map (and this also applies to 3-E where you will once again control the GMs and fight against the DB) is that any DB member that you kill as an enemy unit will not actually die; they'll still be playable when you get them again. For example, lets say that in 3-7 you kill Zihark as an enemy unit. He doesn't die; when you get to 3-12 he's still alive and playable. -There's actually somewhat of a secondary objective in 3-7, but only on your 2nd playthrough onwards. There's a certain secret character that can join you in 4-E-5 (the last map of the game), but there's a couple of really obscure requirements to recruit him. One of them is that Ike must fight the BK in 3-7 and both of them must survive a round of combat. This actually makes 3-7 a much more interesting map because you have a reason to push forward and it poses a bit of a challenge in that you must find a way for Ike to get to the BK, attack him without getting murdered, and then yoink Ike out of there before he gets bonked by the BK in enemy phase. Anyway, this is 2nd playthrough onward only, so there's no point in you trying to attack the BK on your current playthrough. -3-9 will be the last map where you control the Crimean Royal Knights before they join up with the GMs. They will appear in 3-10 as green units and will join you for good in 3-11. Everything you have with the CRKs will merge with the GMs, including everything in the convoy, convoy space (starting in 3-11 the GM's convoy will hold a maximum of 200 items instead of 100), gold and BEXP. As you may have noticed in part 2, it wasn't possible to remove or assign skills. However, this is no longer the case in 3-9: you are now free to remove their skills and reassign them to someone that will put them to better use. Of particular note is Astrid's and Geoffrey's Paragon skill. Make sure to remove them and put them in the convoy so that you can assign them to someone in 3-11. It doesn't matter too much if you forget to remove Astrid's Paragon since she'll be joining you again in 3-11, but absolutely make sure to take away Geoffrey's Paragon and put it in the convoy because he's the only member of the CRKs who will not rejoin you until much later (4-5, exactly 1 map before the endgame). -One last thing about 3-9. You will get a Master Crown from a base convo here. While it's a perfectly good option to save it to promote someone in the GMs (a lot of your units should be close to promotion, if they haven't promoted already), it's actually not a bad idea to use it on Geoffrey. If you're having trouble with this map, or if you just decide from the get go that you want to make this map easier on yourself, promoting Geoffrey gives you some more room for error, it makes dealing with the enemies near the boss a lot less stressful (they can come pretty close to killing unpromoted Geoffrey, and some of them have overlapping ranges so it's hard to take them on one at a time) and it also makes killing the boss himself a little easier. You don't have too many good units to work with in this map, so investing the Master Crown on Geoffrey is worth it despite the fact that he doesn't come back until 4-5. -3-11 is the same pitfall bridge where you fight Petrine in PoR, but this time you're going in the opposite direction. Just as in PoR, putting a flying unit on top of a pitfall makes it so that your ground units can safely walk over them. Conveniently, the game gives you Tanith and Sigrun in this map, and you also have Janaff and Ulki. I know that you don't like Laguz units too much, but the hawks are both really good (Janaff in particular is really strong), so if you have spare deployment slots consider fielding one of them. You also get Tibarn and some generic hawks as yellow units in this map. You can leave Tibarn on Roam on the turn he joins so that he transforms (I think he joins untransformed but I can't remember), and then set him to Target for subsequent turns. Even if you don't want him to take kills, you can always have him cover pitfalls so that your ground units can advance. Of course, you do need to know where the pitfalls are in advance in order to cover them. Personally I'd suggest that you look at a guide to know where they are even if you haven't been using guides up to now and don't intend on using guides after this either. It just isn't fun to fall into a random pitfall and then have your units get murdered in enemy phase while they're paralyzed. There's still some ways around it, such as using a restore staff on them (paralysis auto-heals next turn anyways but you don't want a unit who falls into a pitfall to be vulnerable on enemy phase) or rescue dropping them if they're not mounted units, but I would still recommend that you just use a guide to know before hand where the pitfalls are located. Here's an image from WOD you can use (the red tiles are pitfalls; the site is in Spanish but the image is all you need): https://www.fireemblemwod.com/fe10/trampas-del-capitulo-3-11.htm -For 3-12, there's actually one thing your omega speed screwed Nolan can still do. Tier 2 Nolan (which you already have) can use crossbows. This map mostly just throws at you a horde of infantry units, but there's 2 to 3 Peg Knights that are really, really annoying and will try to snipe your backline (so units like Micaiah and Laura could be in danger). If you buy Nolan the cheapest crossbow in the shop, he can still OHKO Peg Knights with it. I would highly recommend that you do this; getting rid of those Pegs early on is a big relief. -In 3-13 you'll have a similar (perhaps worse) problem with fliers. This time it's hawks instead of Pegs, but they're still really annoying. In this map the objective is to defend a line, and if that line is crossed you game over. It's easy enough to defend it from ground units by blocking chokepoints, but every now and then some hawks will spawn that will fly straight to the backline. Nolan can once again contribute here by OHKO'ing the Hawks with a crossbow. If you leave the yellow units on Roam the Snipers controlling the ballistas will usually prioritize attacking the Hawks if there are any in range, but they will waste ammo if left on roam on a turn when there are no Hawks in range. One possible strategy is to leave them on Halt most of the time but switch them to Roam when there are hawks in ballista range. Another possible strategy though is to leave them on Halt permanently and rescue drop them over ledges to prevent the enemy foot units from climbing them. If you like memes though, you can leave them permanently on Roam and you can witness the infamous 3-13 archer (in actuality a sniper) go to town on the enemy units xd (incidentally, the Sniper on the left side ballista is the 3-13 archer). If you want to make the map easier I'd still recommend you mostly leave them on halt though (again, with the exception of having the ballista Snipers kill hawks). Leonardo can also OHKO hawks with the ballista, but if you didn't train him at all then his hit rate is really bad. One last thing to note is that you can end the map early by killing Ike, but it's not all that easy to do unless you're prepared for it. At this point your Ike is probably going to be 20/20 and will have Ragnell with him (although it is possible to start 3-13 with a crappy weapon equipped if you give him said weapon before seizing on 3-11, which basically gives you 1 free round of combat in 3-13), so you might find it easier to wait out the turns since it's a defend map. Ike and the rest of the GMs will start walking up to you in the last 2 or so turns but they'll never make it to the top of the map, so don't worry about it. If you have units positioned near the bottom/middle of the map they'll have to retreat a little, but Ike and co. will never make it to the line you're defending. -Regarding your turtle speed Nolan, 3-12 and 3-13 will definitely be his final contributions. With that speed, OHKO'ing hawks, ravens and pegs with a crossbow is the only thing he can do, and there isn't a whole lot of these enemy types in part 4. Do consider using him in 3-12 and 3-13 though. Being able to one shot fliers in these 2 maps is still a really good contribution to the team. -While the stated objective of 3-E is Rout, the actual objective of the map is for 80 units to die. This includes everyone: your own blue units, green units, and of course, actual enemy units. The map will end the instant the 80th unit on the map dies. There's a death counter on the screen so don't worry about counting kills yourself. Once again, any DB members that you kill as enemy units will not actually die, they'll still be playable in part 4. This time around it's actually fine to recruit Jill with Haar since there are no more DB chapters. I think the most dangerous thing you have to watch out for in this map is that near the middle there a sleep staff and a bolting tome (I think it was a bolting tome anyway, but it might be a blizzard or a meteor tome). Sleep is really annoying in both PoR and RD because sleeping units lose all of their avoid, so watch out for that. If you're worried about units like Ike or Haar getting hit by sleep you can have them pop a pure water. It's not a guarantee that they'll dodge but they do gain a lot of extra avoid against status staves. There's also a Rescue staff hidden in the ground if you're interested in picking it up, but you'll have to look in a guide for its exact location. I don't think you really ever need it but it's nice knowing it's there in case you want it anyways. -One last thing about 3-E. Ike will automatically promote to tier 3 at the end of the map, so make sure that he's at level 20. When he promotes he will automatically gain his mastery skill (like all tier 3 units), but he will also get Nihil for free. In part 4 you should remove his Nihil and give him one of your 3 Paragons instead so that he can gain as many levels as possible before the endgame. Once you reach the endgame, make sure to remove the Paragon and give him his Nihil back. All of the endgame bosses have some nasty skills so Ike will need Nihil to not get destroyed. Kind of a long post. Can't give you a TL;DR sadly since there's a lot of specific stuff for the remaining part 3 chapters that I don't know how to condense. But hopefully you'll find something useful here. Good luck with the rest of your playthrough!
  6. Yeah, now that you mention it that's probably a better alternative. Since Ilyana joins the Greil Mercenaries in early part 3 they probably have more of an opportunity to put Celerity to good use since you'll mostly just be defending in the part 3 DB chapters. I forgot to mention to OP that Ilyana carries over her inventory to the GMs in part 3, which is a useful trick to keep in mind. Also, I actually forgot that Tormod and co. automatically emptied their inventories xd Good to remember that. True. If OP got some lucky level ups and/or gave her the robe she might be able to survive 1 round, which would give him a bit more of leniency in that map.
  7. If you already cleared the swamp then this won't be of much use, but there's actually an easy way to prevent the wyvern from killing the hostages. If on turn 1 you make Muarim and Vika shove Tormod, he has exactly enough move to stand at the edge of the wyvern's attack range. Nothing else is within its attack range turn 1, so it's forced to suicide on Tormod (who WILL ORKO the wyvern). After that there's almost nothing that can kill the guys in the swamp. There's only a single bandit that slowly approaches from the right side, but Vika can generally deal with him (you do have to use grass on her once though). She doesn't normally kill the bandit, but she does lower his HP enough that he ends up running back to the cleric on the right side, so you can safely clear the chapter without losing any of the hostages. Kinda sucks that this move isn't immediately obvious to someone playing blind because it makes the map MUCH easier. Not just because you get to save all of the hostages but also because you don't have to deal with a wyvern flying around harassing your units. If you're not too fond of transforming units that's ok, you don't really need to make Volug a long term project and Nailah is ultra busted even when she returns much later so you don't need to train or invest on her at all. You'll find Volug won't be quite as good anymore in 3-6 but he can definitely still hold a chokepoint at least. Also, KEK at your Nolan's speed xd that has to be the most speed screwed Nolan I've ever seen. Just bench him at this point. Sometimes good units turn out bad due to atrocious RNG and there's nothing that you can do about it. Jill is a great unit so it's great to hear she's turning out good for you. Imo she's the best target for investment in the Dawn Brigade, to the point where I typically feed her ever single stat booster from part 1 and give her some BEXP too if needed for her to promote before part 3. Here's a couple of extra tips that I can think of for the next chapters: -The next chapter is kinda trial-and-error so don't feel too frustrated if Micaiah dies a couple of times. It's a fog of war chapter where you only control her and a certain spoiler character that's literally invincible (the same one that will briefly join you in chapter 3-6). Pretty much everything here kills Micaiah in 1 round, so the map comes down to figuring out where it's safe to place her while your other unit murders everything. I usually have her hug the bottom-middle side of the map while the other unit moves between the bottom right and bottom left. It's not foolproof but I've found that to be pretty safe. -The chapter after that is the final chapter of part 1 and it's the first chapter where you're allowed to forge Steel weapons. This is also the last chance the DB will have to use the forge until part 4, so make sure to forge a good Steel Axe for Jill. She will really appreciate it in chapters 3-6 and 3-13, where she has to face several tough 1 range enemies. I usually also forge an axe for Nolan to conserve uses on the personal axe he gets in 3-6, but your Nolan is pretty screwed so I'm guessing he won't be seeing enough combat to justify giving him a good forge. -Tormod, Muarim and Vika will not be returning until literally 1 map before the endgame, so make sure they don't have anything important in their inventories before you seize the throne in chapter 1-E. The biggest thing you should remember to do is to remove Tormod's Celerity skill in the 1-E base and put the scroll in your convoy. I don't think it's ever explicitly stated in the game but , unlike in Path of Radiance, when you remove a skill from a character it isn't lost. Instead, it becomes a scroll and placed in their inventory, which allows you to reassign skills to other characters. Tormod needs Celerity for the swamp trick I described above, but after that you should probably take it off and give it to Jill or something (she needs to be promoted to have enough capacity though). Anyway, that's all I can think of for now.
  8. In my last playthrough of RD I actually trained Volug and took him to the tower xd In fact, I benched Nailah and took Volug instead who at that point was around lvl30 with SS strike, which was almost as good as Nailah. Just for fun, of course. Nailah is still better than trained Volug, but I didn't have enough space for both and I really wanted to see how a trained Volug held up in the endgame (pretty well, as it turns out).
  9. I'm gonna have to agree with the others that using Tauroneo a lot will never lead to a softlock situation. Even if you decide to solo both 1-6-1 and 1-6-2 with him (i.e. the only two maps where he's available untill 3-12) you still have every single map before and after that to feed exp to your other units. If you want to train a couple of the DB members you can still totally do it even if Tauroneo takes most of the kills in 1-6-1 and 1-6-2. My advice to OP would be to use him to his heart's content. Don't give him BEXP or stat boosters or anything, but if you find 1-6 too much of a pain to deal with the scrub squad, by all means have Tauroneo clear most of the maps himself. 3-6 is one of those maps that I think people treat as being much more difficult than it really is. It's definitely not unbeatable if you decided to abuse op units like Nailah and Tauroneo for all you could in part 1. In normal mode specially BEXP is extremely generous, so even if a unit you want to train falls behind you can always just BEXP them up to speed. Again, I'm fairly convinced that even if you actually solo'd 1-6 with Tauroneo your growth units like Nolan and Jill wouldn't fall so far behind in exp that they'd be unusable. But even IF they fell significantly far behind, you can fix at least 1 of them with BEXP no problem. If you have at least 1 really good unit (usually Jill for me), all you have to do in 3-6 is have unequipped units that can survive 1 round block the chokepoints while Jill (or whoever else you decide will be doing the killing, you have options) takes on the enemy units one at a time. Even if you have a weak team, all you have to do is hold out untill turn 6 where you get a certain spoiler unit that's literally invincible who can solo the rest of the map if needed. Obviously feeding the kills to your growth units is more fun, but the point that 3-6 is not a softlock regardless of what you do in part 1 still stands. Also, you can still use the spoiler unit as a movable light rune that never runs out by just unequipping him and having him block a chokepoint. Even if he kills 0 things in that map, he's still alleviating pressure by reducing the number of points you have to cover. Also, Laguz units aren't bad as a whole. I think saying that all non-royals are bad is actually bad advice for a new player. A lot of them are pretty bad, no question. But as overall advice saying that you wouldn't recommend anything that isn't a royal doesn't seem great. For starters, I'd say it's definitely recommendable to use all of the laguz you're given in parts 1 and 2 in their respective parts. Volug is really good in part 1, there's no reason not to use him there. Muarim and Vika are good in the chapters you have them too, although they're bad investment targets because they don't return untill late part 4 where they're super underleveled. In part 2 there's no sense in going out of your way to avoid using Nealuchi, Lethe or Mordecai. None of them are great when they return in part 3/4, but they're good in 2-2, and trying to complete that map without feeding them a single kill would be a massive pain. In part 3 Volug can definitely still be good but it depends on how much you used him in part 1. He doesn't earn jack for exp before 3-6 but he DOES earn WEXP, which is a huge deal for Laguz units in this game. For each rank that they gain their weapon gains +5 might, which for Volug (who doubles everything) effectively means +10 damage per round (+20 at SS rank). If you used him enough in part 1 he could be at S rank by 3-6 and SS rank by the end of 3-13, at which point he's basically a mini-Nailah (albeit still limited by a guage when Nailah has no such issue). You can transform significantly faster by using Olivi Grass and remain permanently transformed by using grass once every few turns (depends on how much enemy phase combat he sees). Training Volug isn't very beginner friendly, admitedly. It's hard to appreciate at first how much gaining weapon rank improves him and it's tricky to realize that a unit that used to gain 1 exp per kill now earns exp like a normal unit (remember to take off Wildheart though xd) but it's 100% doable and it's definitely worth the investment if you try it out. Most of the Cats and Tigers you get in part 3 are pretty bad, sadly. Cats untransform way too fast and Tigers have kind of crappy stats (their speed in particular is pretty bad). Ranulf has really good stats but he has to use grass on practically every other turn to stay transformed, but he's definitely still a really good filler unit. The Hawks are really good though, you should definitely try them out at least once. Their transformation gauge is decent. It's not as good as the Lion or Dragon gauge, but it lasts for a reasonable amount of time, so you won't have to use grass that often. Their stats are really good. They're both stupid dodgy and double everything at base. Imo Janaff is the better of the two because he does more damage (Ulki has more avoid in exchange but honestly his avoid is kind of overkill. Even if he didn't have his personal skill he would still dodge almost anything that isn't a crossbow), but they're both worth using. In my experience it's extremely hard to get them to SS Strike rank, but it's realistic to get them to S rank by the end of part 3 (which, again, means like +10 damage per round for them). Skrimir is honestly pretty good, the Lion class is really strong. He's sadly just a couple of speed points short of being able to double everything at base, but you could save the 3-9 Speedwings for him if you really wanted to. Or just BEXP him up, Normal mode is stupid generous with BEXP. In the endgame he gets overshadowed by the other 2 Lions you get, but he's still good on his own right (and has 2 more maps of availability on them). The Dragons are all valuable due to their Tide/Pool skills even if their combat is crap. You only get them in the endgame, but both Blood Tide and White Pool are invaluable when clearing the very final map. Night Tide ain't too great, sadly, but the other 3 Dragons are all really good. So overall I'd say the non-royal Laguz units are actually pretty good. They have their limitations, but other than Kyza, Lyre and Kurth they're all usefull at least once or twice in the game, and a couple of them are actually good investment projects. Anyway, I kind of ranted off so here's a TL;DR of my opinion: 1) Using Tauroneo for all you can at 1-6 doesn't softlock you at 3-6. There's plenty more of exp in the rest of the part 1 maps for you to distribute among your growth units. BEXP is also super generous in normal mode. Also, if you really wanted to (although I wouldn't recommend it for a 1st playthrough, mostly because it isn't very interesting) it's super easy to cheese 3-6 with a specific strategy. 2) Laguz units (non-royal) are worth using. Most of them are worth using at least once, some of them are worth using long term. Olivi Grass is very plentiful, and having to grass every 3-5 turns isn't enough of a drawback for them to not be worth using.
  10. It's just so lame that Lyn gets a random weapon we've never heard of before while Eliwood and Hector get a legit legendary weapon. Plus, given how Lyn is basically a nomad without a horse, I think Mulgreis would have fit her perfectly. Either that, or go with the original idea like Hardin said and give Durandal to Lyn (and Maltet to Eliwood so everyone gets a legendary weapon).
  11. How do you feel about using the arena in something like this? You could arena abuse Wendy in chapter 13 to 20/20, and then Sophia in the Illia/Sacae Arena to 20/20 as well. At the very least combat wouln't be so bad that way. About the sleep staff, the only thing I can think off is to use pure waters to reduce the hit rate. I think you can finish chater 14 in less than 25 turns if you give the boots to Wendy. The problem with chapter 21 is that it's very large and that it has an absurd amount of reinforcements. Luckily, most of the areas that trigger said spawns can be simply walked around. This isn't really a spoiler so feel free to look at the map I attached. Wendy with boots can walk right past the green and blue boxes (she can ferry roy over). The only one you can't avoid is the purple box, but 1 spawn point as opposed to 3 is much more manageable. Also, you have a 30 turn limit so you should be fine. One last thing, even if you're strict on there being no cooperation from characters other than wendy and sophia, do make sure to recruit the characters that you need to access the gaiden chapters: ● Douglass (just don't kill him in chapter 16). ● Miledy and Zeiss. ● Zealot and Juno, if you go to Illia. ● Sue, Shin and Dayan, if you go to Sacae. [Chapter 21 Map]
  12. I'm with ping on the issue of the silver card. There are many things you can do with your money so you'll never have too much of it. Having it also allows you to buy stuff free of worries. Because of the silver card, you are buying things at the same price that you sell, so if you're not certain of how many you need of something you can just buy a ton and sell the excess in your next preparations screen without losing any money. I think it's also worth mentioning that Arena grinding isn't the most fun thing ever. It takes a while and, unless you're using savestates, you risk dying to a random crit or something dumb like that before you get a chance to surrender, which would make you lose all your progress. It's much more efficient to rely on the silver card for money and use the arena when you need the exp. For example, in chapter 13 I arena abuse a bit with Miledy to get her to a good level before promotion, since I have her destroy half of chapter 14 on her own and I need her to be as strong as possible. I think the only other arena abuse stop for me is in 17 Sacae, where I try to take Saul to lvl20 promoted (it takes surprisingly little time since he earns bonus exp). There just isn't any reason to not take the silver card. It's near the starting point anyways and you don't lose any time picking it up. I do like taking 2 thieves for their extra vision. I almost never have enough trained units in this level to fill the unit limit so there isn't much else I can field besides a 2nd thief. 3 thieves is too much though, 2 more than fixes your visibility and it's enough to pick up items even without the glitch should you chose not to use it. My usual strategy is to use Miledy to take care of the north and northeast enemies, either Rutger or Dieck take care of the northwest and my super RNG abused Lilina destroy the south are (any other strong unit will do, I just like Lilina a lot). I have everyone else follow behind and ferry Roy and Sophia to the northeast area after Miledy has cleared the enemies. On that note, it's ok to field untrained fliers since they dont necesarilly need to do any combat (but it helps to have at least 1 trained flier, which for me is Miledy every time). Also, you have a turn limit of 25 turns to get to the gaiden chapter, so as long as you know what you're doing the turn limit is a non-issue. One last strange thing about Perceval. IIRC, if you recruit him in chapter 13 before he leaves, for whatever resaon he doesn't have HM bonuses. So even in hard mode it's better to just wait and recruit him in his 2nd appearence. (Btw, you have to recruit him with Elphim/Lalum, so don't send Roy to talk to him).
  13. This page has a ton of resources you can use: https://serenesforest.net/binding-blade/ You may have seen it already since it's a part of SF, but in case you haven't there you go. I mostly use it for item locations, recruitment requirements, supports and for the gaiden chapter requirements. A few things off the top of my head (in no particular order): ● It may seem like an overkill, but you could consider giving the boots to a mounted unit. One of the ways to get Roy to the throne quickly is to rescue him, and with 10 movement that doesn't take long. I usually give them to Miredy because she's already an excelent unit, doesn't have trouble rushing in on her own most of the time and can really put that 10 movement to good use. ● Speaking of Roy, don't completely neglect him. His promotion time is garbage, but you still need to use him throughout the game. Since he does have 20 or so maps before promotion, I just feed him a kill or two in every level and that's usually enough. This makes him less of a liability (as he won't be dying to random siege tomes or every time you make a little mistake), and he can actually kick ass in the last 3 maps since the Sword of Seals is OP. ● Among the axelocked units, Gonzales is my favorite one. Sadly the garbage axe hit means he'll be missing a lot until you train him, and even then he'll miss more often than other trained units. Once he promotes to Berserker though, he'll kill just about anything when he does hit. Otherwise, Paladins would be the next best option for axes (though you will need to make a point of grinding the axe rank). ● Abuse the crap out of Perceval once you get him. He's most definetely not a Jeigan; his joining stats are equal or better than those of Allan and Lance at 20/5, and he also comes with better weapon ranks. His growths are bad but his bases alone are enough to make him a beast. HM bonuses make him even more of monster. You might have heard around here that Perceval is "RNG-Proof", and he really lives up to that reputation; no matter how bad are his level ups, he's still a beast thanks to his raw base stats. ● I have a bit of a different opinion on archers. Not having an Enemy Phase really hurts and more often than not their stats aren't too impressive. Use Wolt in the chapters before you get a preparations screen, but bench him as soon as you can chose your units. Dorothy barely contributes anything by the time you get her. Klein and Igrene can (probably) ORKO wyverns with their base stats, so it's ok to bring them on, say, chapter 21 as filler units (you have more room for units that you could ever use up even if you send all of your trained units, and there's a ton of wyverns so they can help). Otherwise not really worth training. ● On that note, the Nomads are actually worth using. They're still pretty much bowlocked (even upon promotion you're stuck with iron swords, so they'll mostly be using bows anyways) but they have some more utility than archers. Having the utility of a mounted unit is really significant, and even though I just said that they won't be using swords that much they still have that option if necessary. I think Shin is better due to having a better strength cap, making him more reliable towards the end of the game, but from what I've heard Sue is ok too. Also, you can really feel that 8 movement in chapter 24. I always have Shin advance faster and kill one of the dragons waiting in each room. ● Decide beforehand if you want to go to Illia or Sacae in chapters 17-20. From what I've heard Ilia is easier, but since I've gone to Sacae every time I don't know. If you're using more than 1 Flier unit Sacae is kind of rough because you only get 1 Delphi Shield. Slow units like Lilina tend to suffer too because Nomads and Myrms as very fast (I always take Lilina here but I either feed her the Speedwings or I RNG abuse her a bit. Or both). Also, chapter 20 in Sacae is like playing Kaizo Mario blind. Unless you know exactly what you are doing, you'll probably die a million times to a random Bolting/KillerBallista/Berserker/Sleep. It'd be more reasonable if you could see, but it's a stupid fog of war map so your first playthrough will be trial and error until you figure out what is where and what you need to do to keep your units from dying. The route split is decided by whether your Nomads or your Peg Knights have more exp at the end of chapter 16/16x (if you have more exp on the nomads you'll go to Sacae). ● Don't be afraid to use the legendary weapons but do use them sparringly. I don't like using them more than 8 times each before the endgame since having all of them makes chapter 24 much easier. I wouldn't worry about breaking them because as long as you have 1 use left at the end of chapter 22 you can still play maps 23, 24 and F. If you ever come dangerously close to breaking them you can use Hammerne, but you probably won't need to (I prefer to use hammerne 1-2 times on the warp staff and 1-2 times on the Sword of Seals, depending on how much I use Roy in the final maps). For example, don't hesitate to use Durandal on the chapter 12 boss to one-shot him (he's the first dragon you'll face). Plus, it's hilarious to watch Roy in the cutscene making a fuss over how strong the dragon was when it litterally dropped faster than a sack of potatoes a few seconds ago xD Oh, and if you don't have any Durandal users by this point you can still wreck the boss with a Wyrmslayer, but it's funnier to kill him with Durandal. ● Don't feel bad for picking up utility units but then benching them when they outlive their usefulness. For example, you'll use Clarine a lot early on because she's a mounted healer, but she has almost zero potential for the mid and lategame. Sooner or later you'll have enough healers to not need her, she's extremely frail no matter what you do, and post promotion she does almost no damage due to her poor magic stat. Just use her while you can but ditch her as soon as you need the space for a new useful unit. ● Use this in chapter 14: https://serenesforest.net/binding-blade/miscellaneous/hidden-treasure/ I always pick up the Silver Card, Boots, Speedwings, Warp staff and Guiding Ring. The rest, only if I feel like it. I recommend that you take 2 theives. That should be enough to cover all the items and give you a good vision range. You can have a strong, mobile unit like Miledy clear the northeast area on her own while Roy and Sophia slowly make their way to the throne. Just watch out for the sleep staff. ● In chapter 4, Rutger will appear as an ambush spawn about 2 tiles right of the castle in turn 6 enemy phase. Anyone other than Clarine will be completely murdered by Rutger and his killing edge, so make sure than no one besides Clarine is nearby when you end turn 6. When I played this blind Rutger killed me like this and it frustrated me to no end >.< ● The reinforcements in chapter 21 can seem overwhelming, but most of them can be avoided by never placing a unit over the box areas that trigger their spawns. Look at this map: https://lparchive.org/Fire-Emblem-Sword-of-Seals/Update 65/45-21.png I believe the reinforcements triggered by crossing the purple line are unavoidable, but you can deal with them. You could also warp 1 strong unit and roy from above the blue box into the throne area and end the chapter before you trigger any of the spawn points. ● Fa is worth using but by no means a must. She'd be a much better unit if she had more uses in her divine stone and if she had more movement. Because she's very sturdy she never becomes a liability, but she'll probably lag behind in every map since anyone other than Roy should have 6+ movement and she's stuck with 5. If she's still alive, you're forced to take her to chapter 24, but even if she's still lvl1 it's not a problem as all the enemy units are dragons with 5 movement, so they'll never catch her. ● Use Saul. He's the best candidate for Aureola, and he's a very good staffer. Any staff user can be a healbot, but Saul actually has the magic stat to use ranged staffs (such as Physic and Warp) effectively, on top of starting a whole rank above in staff rank than Ellen and Clarine in a game where grinding staff rank is a massive pain in the ass. ● If you either trained Fir or you have a free slot, send either Fir or Bartre in chapter 23 to recruit Karel. You honestly don't need him if you already got this far into the game, but it's a treat to watch him level up in the single level up he gets xd IIRC, he's the only unit in all of the Fire Emblem games to be guaranteed a perfect level up. He can also be a replacement Durandal user if somehow all your sword users got screwed. That's all I can think of for now. I wish you luck and have fun :)
  14. I've been thinking of doing a ranked run of this game since I thought it was a pretty fun challenge to go for max ranks in fe7, but I have some concerns about ranks in this game. The problem I have is basically the Power and EXP ranks, which seem unreasonably high to me unless you arena abuse a ton. As far as levels go, you already get 500 (497 in the Illia route) simply by recruiting everyone, which means you still need to earn 501 level ups in the run to get an A. For experience you need 50,100, which means around 501 level ups as well, so if you get an A in one rank you'll probably get an A in both. After doing some calculations, it takes me 470 turns in average to beat the game without arena abusing (not turtling but not going for a LTC either). Given that you need less than 630 for an A, I have about 150 turns to arena grind (leaving an extra 10 turns just for safety). Basically, after puting some thought to it, a fe6 ranked run just seems like a grindfest that forces me to do 100+ turns of arena abusing in order to achieve a overall s/ss rank. Given how every other rank is extremely lenient, it seems to me that the only thing a fe6 ranked run challenges is your patience. My question is really if there is any other way besides 100+ turns of arena, and if a fe6 ranked run is even worth attempting. If not, I guess I'll try a different challenge such as LTC or just stick to playing ranked runs in fe7.
  15. Seeing this thread reminded me of my own pokemon red speedrun. The other day I was dusting off some old things and found my old game boy color lying around, with my pkmn red cartridge still in it. I tried doing something different and did a speedrun (with help of a guide), and I beat the game in 3 hours and nothing but a lvl50 nidoking xD It mostly abuses the fact that X Acuracy makes you bypass hit calculation rather than raise your hit chance, so Horn Drill literally rips them a new one (it never misses). Not as short as the 0 in-game time run, but this run can get as short as 2 hours despite being a completely glitchless run. This is what it looks like.
  • Create New...