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Found 11 results

  1. A while back I made a post asking if anyone knew if it was possible to complete chapter 20 of Thracia 776 without killing the boss, who is required to be defeated. I've tried pretty much everything Stealing all weapons to deactivate the boss (deactivating means it will either run away or do nothing at all. in this case, the boss does nothing since his escape point is the throne) Status effects like sleep, and berserk were used, but berserk just gets him killed by his own army, and sleep doesn't remove him from the map. The only things I can think of for removing a unit from the map are things that work for other chapters. Capturing allows the enemy to live, but this boss has 20con making it impossible. Making the boss an ally which does work in chapter 12x where the enemies will flee if the boss is defeated or becomes an ally. This would be the same case for this chapter if we could somehow turn him to our side. Unfortunately there is no way to do this as far as I know so I hope someone here will have an idea that could work since this is probably my best bet.
  2. A few months ago I posed a theoretical question on Reddit: can you beat Genealogy using only female units? The answer I found as I documented my own attempt was yes. Yes you can. In fact, I’m currently running this challenge a second time working to hit some optional objectives I didn’t get the first time (the speed ring in the prologue, the knight ring, and I want to clear it with Creidne instead of Larcei because I like Creidne better). With the current state of Reddit and potential blackouts making it harder to access posts on there, I thought I’d document that journey on a second platform. So what are the restrictions of this run? The very nature of Genealogy means the men can’t just do literally nothing. They’ll need to be allowed on the field for supports because I can almost 100% guarantee an all substitute version of this run is impossible (but maybe not for the reason you think). Plus you’ve got to let them recruit women (Tine, Altena, Julia…). The easiest blanket rule is that they can’t do anything to get experience. No attacking, no healing, and no thief shenanigans for Dew. I also add no rescuing villages just to keep in the spirit of the run. They can: - see combat if they are unarmed OR cannot counter (the latter is only relevant for one situation but it’s a very important one) - give and receive gold from a lover - buy and sell items - talk to people - be recruited That’s pretty much it. And it’s all completely doable with ZERO asterisks. Yes, with your tiny army and next to zero Holy Weapons. Seriously, you get Yewfelle in gen 1 (which you might not even be able to use much depending on your strategy for Patty), Gae Bolg in gen 2, and Naga for one castle. So what are the big hurdles? The first one is obvious: you have to solo the prologue and the first castle of chapter 1 with Ethlyn. It’s actually not as bad as it sounds. While it’s a very slow process, it’s pretty reliable and not very luck dependent. The second one is the reason why an all sub version has to be impossible: chapter 7. There is no way to get to Patty and Shannan on turn 1, so you are at the mercy of whatever you can pass down to Patty. You need to keep her alive while making sure Shannan doesn’t touch anyone (and yes, it’s possible!). It’s the one part of the run where you can absolutely softlock if you don’t get the inheritance right. Which brings me to one of the most important parts of the run: inheritance. This is an interesting run for inheritance because you’re only optimizing one child (and in many cases it’s the child that isn’t usually prioritized). There’s still room for personal preference but I do have two must-haves and one that is required for the run to work: - Tine: Azelle. She is your only real source of magic damage for most gen 2. Give her the pursuit and sky high magic she deserves - Lana: Claud. Only way to have the rescue staff in chapter 6, which opens up a lot of fun shenanigans - Patty: a sword dad. That part is non-negotiable (otherwise he can’t buy what he needs to pass down to her) In general you’ll want the moms to pass down at least one 50+ kill weapon if they can (all the sword moms and Erinys should have no problem with it) plus any rings. Lachesis and Edain should do their staffs. Tailtiu is really fine just passing down a magic and barrier ring (Tine can’t get Thoron anyway). Larcei will want to have more than one sword since she’ll have to solo the first part of chapter 6 (just so she won’t have to worry about weapon uses). I like the leg ring on Erinys->Fee (makes her feel like a normal Fire Emblem flier and not a Genealogy flier). Patty needs the miracle sword (it will need to be broken so her dad can buy it and repair it), the return ring, and, if you can get it from the prologue, the speed ring (you can do it without it but you’ll most likely have to rig the RNG more). Up next: getting into the run itself
  3. Hey all, After playing Fire Emblem: Engage through once on maddening and once on a traditional Iron Man, I thought I'd propose a new challenge run ruleset that I have been playing with on my third run, which has been my most fun run so far, in the hopes that others may see it and give it a whirl. I call the ruleset: Highlander. It has only 2 rules: 1. You can not deploy more than one unit with the same emblem ring skill inherited and equipped. 2. You can not deploy more than one unit on the same class. Why the name Highlander? Because, like the 1986 Film, "There Can Only Be One!" (I wasn't even alive when this movie came out... ). I tend to find that Engage has tons of options with regards to emblem ring skills and classes, but like every fire emblem game, the balance between customization options leaves something to be desired, and after a run or two it's easy to suddenly find yourself putting Canter on every unit and re-classing everyone into Wyvern Knight. This ruleset challenges the player to dig deep within the game's customization options and really think about who would best utilize some of the lesser-inherited skills, like Gentility or Perceptive. Similarly, there are some exploitable (though, debatably good) strategies in the game such as Hero + Dual Assist spam or All Fliers/Cavs + Bonded Shield, and these rules make those sorts of things take a bit more thought to pull off. The purpose of this challenge is to force you to ask the question: Who do I want my canter unit to be? Who can most effectively utilize Draconic Hex? Who needs Warrior's stellar growth rates to round out into a good unit? Who needs Mage Knight's Chaos Style to hit doubling thresholds? etc etc etc... Some up-front clarifications: 1. The ruleset only restricts you from deploying two or more units who have inherited and equipped the same skill. That means, for each skill in the game, you can actually have two users: one who bought it with SP and equipped it, and one who is currently carrying the emblem ring which grants it. (So much for 'there can only be one...') 2. The ruleset only restricts you from deploying two or more units who have inherited and equipped a skill. That means, while you can only ever have one unit equipped with a skill like Favorite Food or Mentorship, nothing is stopping you from unequipping that skill on the unit that was previously using it and inheriting it on someone else, so you have some flexibility in the late game if you want to move a utility skill around. 3. The ruleset only restricts you from deploying two or more units on the same class. Conveniently, every time you get a new unit, they start as a green unit and join you on turn 1. No need to bench your Louis just because Jade happens to be recruitable this chapter. Some of the Lord classes are very similar to existing default classes, which can allow you to build two units quite similar to one another, but I feel that they are different enough that it's not worth the headache of litigating any special rules with regards to them. Here are some unconventional units from my personal playthrough operating under these rules: I encourage folks to try this challenge! It's really fun, and can be easily added as a variant of a traditional Iron Man as well. Would love to know your thoughts
  4. Hey everyone, I'm Sull and I'd like to enlist everyone's help in a silly little challenge. I am doing a bond unit only run in Lunatic Conquest, ironman of course. I have already solo'd the first six chapters as much as I felt possible. No one other MU got to attack, but I took advantage of some healing and pair up. My Castle Address: 01261-15236-20729-07950. I plan on allowing myself to buy previously created bond units, if I do use any DLC it will have a limit of one use, and forced deploy units will have their weapons unequiped immediately. Might come up with more rules later, who knows. Have not really thought this thread through too much, but I thought it'd be interesting to update it with particular challenges or how someone's bond unit here popped off. Might just do a summary for every chapter at the very least. Thanks in advance for everyone that helps out!
  5. So I was looking at all the characters' strengths and weaknesses just to plan out what I want to prioritize, and I started thinking about some ways to mix it up if I replay one of the houses. I came up with a way to make a more challenging run that might make up for the lack of a Lunatic difficulty (I'm not actually sure about this, I've just only seen people talking about Normal and Hard). Introducing: Weakness Challenge Run! Basically, this challenge run revolves around instructing students to focus on the skills for which they have a weakness (i.e., Faith for Edelgard, Reason for Dimitri, etc.). There are only a few rules to follow in order to make this run a challenge: Obviously, the point of this run is to level up weak skills, so you can only instruct students to work on those skills. For example, Petra has to focus on Reason and Faith, while Lorentz can only focus on Brawling. If a student has no weaknesses (Ingrid, Ferdinand, etc.), you have a bit more freedom of what to have them focus on, as long as they don't focus on their strengths. However, just to keep the difficulty the same for every character, you cannot individually instruct a character with no weaknesses. If a student has a hidden talent in a skill they are weak in, such as Dorothea with Faith, that skill can not be improved. This is because it becomes a strength once the hidden talent is acquired, which would ruin the point of the run. So yeah, that's the Weakness Challenge Run! It doesn't have much replayability within the same hosue, but it's a nice way to mix it up with some added difficulty. Let me know what you guys think!
  6. I'm planning on doing a Hard Classic run where I only use units that can be recruited from Ram Village and the Priory. The only exception will be the Prologue, in which I'll use Mycen. I'll fight enemies that I see in dungeons, but I'll try to avoid grinding beyond that. I plan on making Gray a Mercenary, Tobin a Mage, and Faye a Cleric. I'll recruit Kliff with Celica, where he'll be either a Mercenary or an Archer. I plan on making Boey into whichever of the two Kliff is not. Who should be the Mercenary, and who should be the Archer? I think Boey would benefit from being an Archer more because Hunter's Volley would make up for his poor speed, but I'm not sure. Also, should I make Mae into a Pegasus Knight? That might really help with all of the Terrors later on in Celica's route. Finally, should I reclass Lukas, and if so, what should I reclass him into? I'm thinking that it might be a good idea to reclass him into an a Archer for the same reason as Boey. Beyond that, do you all have any other tips?
  7. OK to summarise the run - I can only use the following units: Pricilla, Wallace, Jaffar, Oswin, Guy, Kent, Nino, Harken, Renault, Lowen, Serra, Raven, Pent, Ninian/Neils, Florina, Hector. I am on chapter 20 with the following team (I didn't really use Raven :/) Eliwood L16 | Hector L17 | Lyn L20 | Lowen L19 | Oswin L20 | Guy L18 | Serra L11 | Priscilla L 7 | Kent L20 | Florina L19 However I have no clue if Serra and Priscilla should be higher levels (Since I am not abusing bosses or arena), and if I should promote them early to compensate this. Any opinions? Extra: I have only 1 knight crest at the moment, who should get it? Oswin Lowen or Kent? (Lowen got better lvl ups than kent :/ )
  8. People make all sorts of challenges or speed runs and the like for any game they find. Fire Emblem is no exception. We the obvious challenges, like no stave healing run, and there are others you probably thought about and want to do. So, if you have any challenge run in mind, tell about it here in this thread. I'll start us off: No magic attack run: It's common with fire emblem that people will use at least one mage in their entire playthrough. Magic is especially helpful in defeating enemies with high defense. Therefore, not being able to use magic, or use a mage at all, means more difficulty against enemies like generals and various bosses. No use of vulneraries and elixirs run: sometimes, a healer isn't close enough a unit to heal. Therefore a unit uses a vulnerary to heal theirselves before they die by a sudden attack. With no use of healing items means more difficulty in keeping units alive.
  9. Hey everyone I'm doing a Corrinquest run and I need some people to make some Corrin's for me! Here are the rules for your Corrin. Rules: 1. They have have to be level 10-13 2. They can only have one skill 3. All classes are allowed except Nohr Noble or Nohr Prince/Princess 4. They also all have to be a base class (For example: Spear fighter, Outlaw, Troubadour, Mercenary, etc...) 5. Also show what your boon and bane stat is. 6. US versions of the game. Here is how it is supposed to look: Name: Corrin Class: Apothecary Boon: +Strength Bane: -Magic Castle Address: 18974-27493-12832-7483 (This is just an example and not a real castle address) Thanks and have a good day!
  10. So, you know how Sumia and Chrom both have limited marriages? ...I made a challenge out of it, kinda. You need a number randomizer for this. Here are the rules: You can only randomize number once per character, except when you get a repeat of number. You must make sure all the ships happen before the end of the game. You must use the children, and all of the children, of the ships you get, the first time you battle Grima on that file. (Be it DLC or other things) For Chrom, if the game forces him to marry a different character than he is supposed to... RESET AND DO THAT CHAPTER AGAIN, MAKING SURE HE GETS THE CORRECT WAIFU! And if he needs to marry Olivia and he force marries the one that needs to marry Henry... Game Over. Grinding in any method is allowed. Other than the randomized pairings, you have freedom in the shipping. The way you randomize it is this: The males are numbered. 1 is Chrom, 2 is Gaius, 3 is Frederick, and 4 is Henry. For each female you will use a number randomizer to select a number from 1 to 4. Whichever one you get marries that female character. If you get a repeat of a number, randomize again until you don't have a repeat in number. For the fourth female, just marry her to whichever male is left. Here is my result: Sumia X Gaius Maribelle X Chrom Sully X Frederick Olivia X Henry I am not too unhappy with it, but I could've gotten better ships...
  11. Hello members of Serenes forest, in the link below there is a save file for what may just be the hardest challenge run ever attempted. I am dubbing it the Csc challenge. What is the Csc challenge you ask? Well let me explain. It's a run through of the dreaded Ch24x with a twist. 1:The rules are no using staves! 2:No using savestates! 3:No using a map or a guide (mainly for the warp tiles) Yes it's just these three simple rules, however these simple rules combines with the true hell that is Ch 24x makes it perhaps the most challenging run of any FE level ever! So I ask you all too attempt this run with me that is nearly impossible including you who are often considered the best Fe players of all time, because I think even you will fail to do this. Link to the save file: https://www.dropbox.com/s/cs7c055uisl8aff/FE5.srm?dl=0
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