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Turncounts start at 2:40. Turncount total is 145. I got A for Speed (as always...). E for Tactics (lolwut?). And D for survival (bullshit!). I only recorded P-8 for the run but I have archived battery saves for all of the chapters and will record some of the maps. Is it fair to assume C4, C5, C6, C8, and C21 are the only chapters that require a recording? Credits: The vast majority of this run was done ideas present in my old H3 run (complete recruitment), my H4 Mage run, Miikaya's H4 Efficiency thread (many of the openings for chapters), KoT's H3 thread (very handy for Rescue/Again usage). [spoiler=Full Credit List] P-1, P-2, P-3, P-4A, P-5, P-6O, P-7C (4-4-4-3-4-2-3 24 turns total) Same as CR H3 run. I'm too lazy to look up who I credited with what clears right now but I will amend this section later. P-8 (7 turns) Balcerzaks opening in his run H3 myrm run. Instead of having myrm!MU ORKO the silver axe bandit, I have Athena weaken it for knight!MU (who should be doubled) to counter KO on EP 3. This is an old clear that I brought up when I first joined this forum however it has been made into a reasonable clear by exp modifications in the previous prologue chapters. C1 (6 turns) Same as CR H3 run. C2 (6 turns) Original clear by Miikaya. Same as CR H3 run with whatever modifications Id already made (Iron axe forge, DK!Arran). Credit to Miikaya for the majority of the clear. C3 (6 turns) Original clear by PKL. merc!Luke subbing for hunter!Ryan with Speedwing + RP. Kind of hard to describe but the positioning for Arran, MU and Palla are different and what it allows is Palla to get the boss kill and Marth to kill Mathis on the player phase with one of the cavs suiciding to Marth on the enemy phase. I dont use hunter!Gordin, instead I just use Bord to tank ballista hits on turns 1 and 4. He dies because the 2 vulneraries that could be used to keep him alive sell for 120G, his life is worthless C3x (6 turns) This is different from CR H3 run. Pretty close to how my H4 Mage C3x is done. The clear is done without fielding MU, but instead hunter!Luke, Linde, PK!Palla, cav!Catria, Malicia. C4 2 Rescue (3 turns) Video was recorded. Yubello sacrifice to protect Ogma. Yumina cant be saved after she rescues Marth. Gordin died because of positioning purposes to maximize exp gain for merc!Luke. C5 2 Rescue (8 turns) Video was recorded. Should be noted that some credit should be given to KoTs run for making me aware it is possible to 8-turn the map. (There is a typo in his thread though, he has C5 as 1 Rescue, it is, in fact 2 Rescue.) Obviously a more conservative opening can be done but I put MU in boss range to help get Caeda more exp. C6 1 Hammerne, 2 Rescue (4 turns) Video was recorded. Wingspear crit with save point on 4 for boss kill. Norne sacrificed to guarantee Frey would be able to use the save on turn 4. C6x 1 Rescue (1 turn) Paperblades clear. C7 1 Rescue (4 turns) Feena dance order is Navarre, Palla, Marth, Marth. Just kill stuff Navarre uses saves on 2 (for Devil hit) and 4 (for boss kill). The dragon can be spawned by standing near the edge of its attack range; you dont have to be in the attack just very close to it (see H4 Mage C7 clear if unsure). C8 1 Rescue (2 turns) Video was recorded. Cain sacrificed to protect Luke indirectly by having the square to Lukes left occupied and thus being able to be attacked by only one side. C9 1 Rescue, 2 Thief (5 turns) Similar to CR H3 run. Again credit to dondon151 for Feenas starting position. Linde, after being handed the Thief staff moves to Nosferatu-tank 1 DK. Sirius will KO that DK; Caeda and sniper!Wendell + Linde will KO 2 more DKs. cleric!Cecille is sacrificed to give the remaining DK a target that is not important to the rest of the run. Sirius will be fed the DK as well as both of the DKs Linde pulls. (Sirius gets 4 DKs on this map. Luke gets a mage and some chip exp.) C10 (2 turns) I killed Elrean here because I wanted to field Etzel for staff rank. C10x (1 turn) Same as CR H3. Credit to mjemirzian for the L-trick. C11 2 Rescue (5 turn) Mm... the strategy is hard to explain but do I need to? Its different from my CR H3. Etzel doesnt need to kill any of the wyrms and Marth should follow Linde to steal her kill. If you watch my H4 C11 clear there is a spot where Linde can move to where she can kill a wyrm on turn 4 and pick up the Armscroll on 5. C12 1 Rescue (5 turn) Same as H4 Mage C12 except HM!Luke instead of SM!Luke. Credit to mjemirzian again for ORKO bandits idea. This clear leaves 3 wyrms (in the north) and 1 bandit alive before seizing. Also, features Paladin!Caeda. DK!Caeda may be SPD capped and giving Caeda levels when shes SPD capped is just stupid. C13 1 Rescue (3 turns) Rescue Feena so she can dance Marth one turn 1 after stepping into the river and again on turn 2. Final dance is for Sirius. I might record this clear to demonstrate how to get the most amount of dragon kills. C13x (2 turns) Similar to CR H3 except HM!Luke ORKOing the ballista and tanking Kleine. (Athena sacrificed so Luke only takes 2 hits.) Luke gains 8 bow WEXP on this map. C14 1 Rescue, 1 Thief (4 turns) Feena dance Sirius, Marth, Linde, Catria. Opening is similar to Miikayas. I used Sniper!Luke with Parthia can ORKO ice dragons on this map provided he has 20 STR and RP. I think I gave MU a Talisman because Xane didnt heal enough to tank 2 mages with just Fortify (Etzel uses physic on Sirius). I kill 18/19 dragons on this map. C15 2 Again (4 turns) Sort of similar to H4 Mage C15. Credit to PKL for the original clear. If Linde is placed very aggressively and you have DK!MU you can get all the items from the enemies from the village area, and the thief items and even use the save point on turn 3. Malicia danced once to use Again on Marth twice so that he can move thrice on the fourth turn and seize before the fith. C16 1 Thief (2 turns) Same as CR H3. I did forge crit onto a Javelin here. Also killed Astram, because Jeorge already died. C16x (1 turn) Kill everything except Katarina and 2 snipers and have Berserker!MU with a handaxe traded to the top of his inventory ready to counter Katerina with HM!Luke (RP and Starsphere to counter KO the Snipers). If Luke cant tank 2 snipers as an HM he will miss out on 8 bow WEXP. C17 (4 turns) Credit to Miikaya again. Similar to CR H3 except SM!Sirius instead of HM!Sirius and Etzel was fielded. No need to use the Rescue or Again here. Marth should be positioned in range of the longbow sniper. AI on this map and basically every map following this is very strange at times. Palla drew the warrior with crit chance I think. Im not sure if its the longbow sniper or the warrior that moves first but you might be able to force the warrior to move first by having someone like Arran or Wendell in place of Palla. C18 1 Rescue (2 turns) Oh jeez. I might record this map the positioning is going to take me forever to describe. It requires a General who is 4HKOd (Catria comes to mind) and MU to have 31-32 DEF with Starsphere. Marth visits village on turn 2, I get all the items and I use the save point on 1 just in case the killer lance general decides to crit Linde. This is not a Nosferatu-tank strategy. C19 1 Rescue, 1 Again (5 turns) Used Miikayas opening (because I failed those stupidly high benchmarks for my CR H3 opening) except MU had starsphere and Hammer. MU dislodges 2 of the generals on 1, kills the boss on 2, flees into the mountains on 3, steals a kill on 4 and kills Wolf on 5. Xane, Luke and a bunch of scrubs will handle the Paladins. I only engage 2 Warriors and only kill the thief that drops the Silver sword. Feena rescued on 5 (she can be rescued on turn 4 if the rescue is assisted to get Marth to an appropriate tile but it is unnecessary and puts Marth in harms way there is quite a bit of move leeway for this on turn 5). C20 (5 turns) Sort of similar to H4 Mage C20 (Sirius is a Paladin for the extra move). Apparently you can keep Midia alive by not aggroing the sniper near the NW Fortify bishop. C20x (4 turns) Credit to MagicBarrier16/Miikaya. C21 1 Rescue, 1 Again (5 turns) Video was recorded. Credit to KoT (again not for the clear itself but the knowledge that it could be done honestly rigging or not getting Minerva to the village on turn 4 and then keeping her alive without training her is pretty amazing). I missed this in the testrun but I figured it out when I did H4 Mage run. Pull one of the wyrms from the northern group on turn 1 with MU so that Feena can be close enough on turn 2 that if she uses her full movement on turns 3-5 she can dance Marth after hes rescued, and pull the wyrms near the boss with Catria and get her into position to land a killer lance crit. Luke needs some serious durability, a robe and shield + maybe an arena level for DEF. Marths durability check isnt quite as high but he still needs to be quite durable preferably 20 DEF after RP + SoS. C22 1 Again (4 turns) Same as CR H3 except with HM!Sirius. C23 1 Rescue (4 turns) Similar to my H4 Mage C23. I used something similar to Miikayas opening except the sides are switched I think and SM!Palla replaces Etzel. Remember how I was fussing about purewaters? This chapter is why. Pretty much anyone who doesnt attack on turn 1 gets a purewater usage. I only need the starlight crit but I specifically need MU not to crit either of the dragons he attacks. +4 Mt Javelin chip + +3 Mt Dragonpike forge kills fire dragons provided MU is a max STR, A Lnc Paladin. Caeda sacrificed because I didnt have the gold to purchase robes in this run. C24 - 3 Rescue, 1 Again (1 turn) Minverva danced to recruit Maria and KO Lena. Maria rescues cleric!Merric. Merric recruits Elice and rescues Sirius. Sirius recruits Nyna and