Chapter 1 5/5
Jagen clears the way for Caeda and Marth, who pick up a few kills. Jagen one-rounds Gazek with the silver lance because he's a professional.
Chapter 2 5/10
Jagen mauls the left side of the map with an iron lance of all weapons. Barst annihilates solos the right side. Everyone else gets scraps.
Chapter 3 6/16
I couldn't get the 5 turn without rigging or resetting so I took the L here. Marth, Darros, and Jagen handled the left. Caeda recruited Navarre then came into leech the boss kill. Navarre and Barst cleaned up the rest of the right side.
Chapter 4 6/22
Pretty straightforward one. Barst is stuck with the right side since his starting position is poop. Everyone else takes the left. Only real problem is the boss, who needs some hit rigging (which I am not morally opposed to with turn rewind being canon) to go down in 2 rounds.
Chapter 5 4/26
Marth handles the enemies on the right with his op baiting skills. Everyone else takes left, with some help with Navarre's armorslayer and some clutch meatwalling from the undrafted Wolfguard members (rip Vyland).
Chapter 6 6/32
Mounts clear the path for Marth and gang up on the boss. Others assist Roshea at the top to help him suck a little less.
Chapter 7 6/38
Darros with the clutch rigged hammer hit to finish off the boss. (Boss's 2 AS is too OP) He's now level 8. I regret everything.
Chapter 8 5/43
Jagen and Hardin quickly cuts off the entire top left, so we just have to focus on thearchers and armors. Caeda recruits Roger to get him out of the way, then the rest of the dudes are split pretty evenly. (Barst and Darros have one of the last clutch hammer moments here.) Hardin slays the boss so Marth can make a timely seize.
Chapter 9 4/47
Marth uses the OP turn 1 door key. This is a pretty short map so, the mounts have to get their asses in gear to get to the boss. Roshea nearly dies in the process as he takes a hit from the devil axe goon, but aside from that, this is mostly smooth sailing until the boss. He's bulky AF, but silver hits from Jagen, Hardin, and Roshea are enough to get it done.
Darros uses his jesus skills to distract an enemy pirate, marking one of his final contributions to the team.
Chapter 10 14/61
WOOHOO, LET'S GO SHITSHOW. I determined I couldn't get Marth through the slightly quicker (and much more difficult) top route, so I opted to go the scenic route. Caeda, Jagen, and Darros (his last relevant appearance rip) cover the perimeter, while Hardin, Roshea, and Navarre clear the way for Marth to rescue Maria. That's leaves me with some pretty strong fliers on my tail, so I leave Barst behind to solo them with some help with Rena. Boss is ganged up on silver lances by the horsies before being finished off by Minerva's Levin Sword so she can claim her rightful speedring.
Chapter 11 13/74
This is a really easy map, but there's a massive detour to get Marth over to Linde so it takes close to a century. We have some more chonky guys near the castle, but nothing that horsies with silver and an OP dragon knight can't handle. Marth gets the power ring to help with Medeus slaying later on.
Chapter 12 9/83
My main two goals for this map are to get Linde's level ups going and to get THE BOOTS. Since this is a 9 turner, Linde gets plenty of action in the top left
with some assistance from Jagen. The throne room is a little crowded, but Marth, Navarre, and Minerva are able to get through it in a timely enough manner so Minerva can escort a thief to THE BOOTS room (the real throne room, tbh). The armory in the BOOTS ROOM is really great, but unfortunately I can only get one unit there in time to pick up a couple silver swords.
Hardin, Roshea, and Caeda didn't end up being needed, so the first two killed stragglers for exp while the latter rode the bench.
Barst and Darros retire and are never heard from again.
Chapter 13 3/86
Marth uses the boots and sprints to the castle. Hardin and Levin sword!Minerva are just BARELY able to get to the boss and 2 round him. Meanwhile, Midia recuits Assram to complete the prepromote power couple and Thomas uses the manual so he can equip Partia super early.
Chapter 14 5/91
More Marth sprinting. This is a pretty easy one, so I focus on feeding kills to Linde and Thomas. Roshea buys a door key to clear away the fiercest enemy of the chapter: the DOOR. Levin swords and silver take care of the boss again.
Chapter 15 4/95
A desert map with dragon knights? It's all hands on deck. Marth just sprints and Minerva one rounds the boss, but that's the easy part.
The enemy wizard is obnoxious thanks to his pope-like speed, but Silver Sword!Caeda and a silver hit from Roshea (now a Paladin!) get the job done. All of the other units take down as many dragon knights as possible so they stop harassing Marth. (Aside from Thomas, who promotes to Sniper thanks to some exp from straggler mages at the bottom!)
Chapter 16 3/98
Marth crosses the river and manages to not die. Navarre and the fliers take out the wannabe boss for the cheese seize, though tbh I kind of wish Marth had the draco shield for later chapters.
Chapter 17 3/101
This is absurdly chonky, and unfortunate he's immune to magic as well. It takes two rounds of Minerva-ing to take him down, which forces a third turn.
Chapter 18 5/106
Minerva baits the forces in the middle to help clear the way for Marth. Then, I need a killer sword crit from Roshea to get an annoying enemy paladin out of the way. After that, it's smooth sailing as Marth sprints the castle as the paladins pick up any stragglers that don't suicide on him. (Mostly the horsemen and javelineers) The fliers (read: mostly Minerva) make quick work of the boss before Est even exists.
Chapter 19 6/112
This map is honestly kind of annoying, so I had Marth take the top center chest even though it cost a few extra turns. Worth it to have this one over with.
Caeda promotes, resulting in a massive strongth boost of 5 str and def.
Chapter 20 4/116
A Marth suicide mission. The mounts all get their rears in gear so these promoted dudes don't completely wreck Marth, who destroys them on the counterswing but can't take many silver hits. Navarre, Linde, Astram, and Thomas aren't too relevant on the top side, but they do take help with the generals/shooter and prevent the paladins from massacreing my healers (Unarmed Dolph gets in some meatwall work as well, and somehow lives.)
Camus is super tough, but my fliers have a ton of speed and are able to double
him with levin swords. With a rigged crit factored in, 21+7+7+7 = dead Camus.
One of the silver lance paladins actually gets to Maria still, but she dodges
one hit and facetanks the other with 1 HP to spare. Clutch!
Chapter 21 3/119
This map is hell, mostly because of the massive amount of enemy pressure on Marth when going for a quick seize. On turn 1, he enemy phases one paladin to take off some pressure, then I have to camp him on a forest next turn and hope he draws some misses. (Hence, I wish I had the dragon shield here to cut down on the resets.) Minerva and Caeda are insanely useful here, helping clear Marth's path and also teaming up for another boss kill. (Gradius on Minerva makes this very, very easy.)
Chapter 22 7/126
This is another "make sure Marth doesn't get massacred" map. The main challenge is keeping Marth out of the range of too many enemies at once while also ensuring my
fliers don't get murdered by the silver bow horsemen. I find a formation where both happen, Marth gets starlight, the fliers take out the boss(es), and the infantry
take out the scraps. Michelis isn't normally difficult at all, but Minerva with gladivus makes him more of a joke than usual.
I trap a horseman to set up a kill for Linde. She's finally level 10!!!
Chapter 23 7/133
Linde promotes, uses the speedring, and gets passed starlight to prepare for a Gharnef kill. Pure Water!Marth and the ol' mounts sprint to the top, where Marth and Hardin bait Gharnef to set up a kill for Linde. Thanks to her 6 move, this delays the seize for a turn.
Thomas uses his Partia to gain 7 res and harass the mages/wizards at the bottom. Him and Navarre get some extra experience this way, which is pretty funny but inconsequential.
Chapter 24 4/137
Minerva murders the boss with a wyrmslayer (gotta save those Gradivus uses!). After that, this is mostly a mission of Marth not dying. The snipers and wizards are an issue, so Marth uses a pure water and Minerva takes one of the snipers out.
Chapter 25 5/142
Another fearsome enemy door is vanquished by Roshea. I'm able to get all of my good mounts (besides Caeda, oof) at the bottom starting slots, which makes getting to the throne
room not a huge deal. The top left features Caeda, Linde, Maria, and Thomas, so I try to get Caeda out to the action as fast as possible (which proves to not matter), which ends in a noble (and pointless) sacrifice of Linde. (Thomas and Maria hilariously barely survive thanks to some clutch Partia-ing of leftover enemies.) It's probably
best not to mention the top right room.
The throne room is actually an issue thanks to the enemy snipers and manakete mini-boss. It doesn't help that I forgot to use the earth orb for this one. Minerva needs two turns to take down the extremely thicc manakete guarding Medeus, so Marth and Roshea need to bait the snipers so they don't completely and utterly nuke her. Thanks to the power ring, Marth one rounds Medeus on my first try with a hit plus crit. Rigged!
OVERALL: This is my best FE1 count by far after 3 attempts, due to a combination of ridiculously OP CLASSIC CHARACTERS and liberal use of turn rewind. (Though, I did refuse to use bookmarks to keep myself from indulging in TOO much rigging.)
I'm kind of a sucker for dated video games, so I liked FE1 already. The double speed feature and translation really didn't feel like an improvement over playing the game on a rom, but I admit the turn rewind feature was immensely helpful in a game with single RN hit rates and no crit evasion. It was also great for going back to the last chapter if I forgot to buy a door key or something. Really handy feature overall and was worth the whopping $6 purchase price for that alone.