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  1. Hello everyone and welcome to this insanity of a challenge! Some of you might remember what @Saint Rubenio and i did a while ago and tried to take on Berwick and Conquest in a linked challenge and failed spectacularly. This is something like that, but... with 5 people! @Edelguardiansing will play Awakening, @Interdimensional Observer Birthright, @Eltosian Kadath Conquest, me Revelation and @Punished Dayni Echoes: SoV! You heard that right, a linked ironman with 5 peeps! To those who don't know, this is a challenge where each of us will play a game, with the twist being every unit is linked with a respective unit from the other games. If a unit in one game dies, then their linked units in the other games 'die' as well. You can already imagine what a disaster it will be 😄 You can see the linked units and Rules in the image above (open in a different tab if it's too small for you). The Challenge officialy starts at Brach of Fates for Fates players, Ch.5 for Awakening, and the last Act 1 map for SoV! Maps before that are a "Free zone" where you can reset if you want or do some breathing/thinking/training, but once we reach the start point, there's no going back! Chapter Checkpoints: For Fates and Awakening, we check deaths chapter by chapter, where a Fates chapter is connected to (#Fates chapter - 1) chapter in Awakening. So, Ch.5 Awakening - Ch. 6 Fates With SoV we are gonna do the checkpoints act wise. Ch. 5 Awakening - Ch.6 Fates - Act 1 Finale SoV Ch. 9 Awakening - Ch. 10 Fates - Act 2 Finale SoV Ch.13. Awakening - Ch. 14 Fates - Half of Act 3 SoV (up to Dayni to choose wether to finish Alm side or Celica's first) Ch. 17 Awakening - Ch. 18 Fates - End of Act 3 SoV Ch. 21 Awakening - Ch. 22 Fates - Half of Act 4 SoV Ch. 24 Awakening - Ch. 25 Fates - End of Act 4 SoV Endgame Awakening - Endgame Fates (27&28 together) - Endgame SoV/End of Act 5 Kid Paralogues can be done whenever aslong as it follows Rule 5. As for the pacing, we can only move forward when everyone reaches the mentioned checkpoints! And while grinding is allowed, too much griding is discouraged. Hopefully we can all reach Endgame together than way! As if This Thread will serve as a log more than anything, to remind us of the fun chaos and to share the idea of linked runs around! It won't be a full LP since that might be a bit too much work. Hopefully anyone who takes a look at this Thread can enjoy the chaos with us, or start their own linked run!
  2. EDIT: Links to the various runs for easy finding: Youtube Resetless Compilation (All Runs in Order) Deathless Resetless Lunatic+ (The Counter, Counter Everywhere Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Part 5 - Youtube Playlist Second Deathless Resetless Lunatic+ (The Revenge of Vanilla Robin; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Third Deathless Resetless Lunatic+ (The Charm of 3; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Fourth Deathless Resetless Lunatic+ (Yololi's Low Stats YOLO Ylisse; 260 Compat) Find the links there: Part 1 - Part 2 - Part 3 - Part 4 - Part 5 - Youtube Playlist Fifth Deathles Resetless Lunatic+ (Yololi's High Stats YOLO Ylisse; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixth Deathles Resetless Lunatic+ (Goombella's Accumulated Knowledge; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventh Deathless Resetless Lunatic+ (Grapejuice Defies the RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighth Deathless Resetless Lunatic+ (Vanilla Robin's Wild Derust; 260 Renown) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist Ninth Deathless Resetless Lunatic+ (Bulky Dusky Tanks Bad RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Tenth Deathless Resetless Lunatic+ (Mother Knows Best; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eleventh Deathless Resetless Lunatic+ (Paper Vanilla Robin; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Twelfth Deathless Resetless Lunatic+ (Just Like Mother Would; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Thirteenth Deathless Resetless Lunatic+ (Sub-8!; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fourteenth Deathless Resetless Lunatic+ (Inverse RNG; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fifteenth Deathless Resetless Lunatic+ (7 Hit Points; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixteenth Deathless Resetless Lunatic+ (Ruthless Robin's Rampage; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventeenth Deathless Resetless Lunatic+ (Sub-7:30!; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighteenth Deathless Resetless Lunatic+ (The Gauntlet's Gauntlet; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Nineteenth Deathless Resetless Lunatic+ ( Hourai's RNGHouse ; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Twentieth Deathless Resetless Lunatic+ (Recursive Identity Crises; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Ninth Resetless Lunatic+ Run with Deaths (The Triple Streaker; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Eighth Resetless Lunatic+ Run with Deaths (The Almost Throw; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Seventh Run with Deaths (RIP Vaike; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Sixth Run with Deaths (Sumia's Sacrifice; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fifth Run with Deaths (Bathed in Blood; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Fourth Run with Deaths (RIP Anna; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Third Run with Deaths (Donnel Meets Bus; 260 Renown) - Part 1 - Part 2 - Part 3 - Youtube Playlist Second Run with Deaths (The Emm's Door Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube Playlist First Run with Deaths (The Dragon's Table Run; 260 Compatable) - Part 1 - Part 2 - Part 3 - Part 4 - Youtube *NOTE: 260 Compatable means the run was done with the 270-starting-Renown route, but would be hardly affected if played with the 260-starting-Renown rule. Robin Hall of Fame: Yololi (Not the Heroine You Think She Is; first success with deaths): Build 2, Face 3, Hair 1, Hair Color 18, Voice 3, Birthday Jan 1 Dusky (The Sly; second success with deaths, first deathless): Build 1, Face 4, Hair 3, Hair Color 3, Voice 1, Birthday Jun 29 Goombella (Too Strong For Early Wins): Build 1, Face 1, Hair 4, Hair Color 20, Voice 1, Birthday Jan 1 Robin (Vanilla Victory): All Options Default 3 (Third Time's the Charmer of Luck): Everything is 3. Even the name. Grapejuice (RNG Defier): Build 3, Face 3, Hair 5, Hair Color 8, Voice 1, Birthday Jan 1 Susan (Mother Knows Best): Build 1, Face 1, Hair 2, Hair Color 2, Voice 1, Birthday Jul 22 Cat (Taking After Mother): Build 1, Face 4, Hair 4, Hair Colour 17, Voice 2, Birthday Mar 26 Ishtar (Disciple of Yololi): Build 3, Face 1, Hair 4, Hair Color 9, Voice 1, Birthday Jan 1 Hourai (Mistress of the RNGHouse): Build 2, Face 2, Hair 2, Hair Color 17, Voice 1, Birthday Jan 1 Erika (Not Robin!): Build 1, Face 3, Hair 5, Hair Color 13, Voice 1, Birthday Jan 1 --- So a while back, I wanted to see if I could put together a resetless Lunatic+ run. I'm currently in the planning stages, and I think it's already bearing fruit with regards to the Prologue. More on that later, though. First, I'm going to define the ruleset that I'm probably going to use (I'm open to arguments for things to change, though). -No grinding (technically a subset of DLC on this difficulty) -No DLC -No Logbook -Because this run is going for consistency, no Anna shops, no barracks, and, whenever possible, avoiding sparkly tiles (I'm not going to avoid moving onto them if it's the optimal tactical choice; any items that end up in my inventory as a result of this will be discarded) -270260 starting Renown that increases by 10 for each battle won -No Bonus Box -No Spotpass shops -No resetting. Initially, that was defined as a run that never reloads from a save (just treating any save as a suspend so that the game could be played over multiple days). However, I felt that wasn't quite in the spirit of the run. So in addition, this also means no exiting the chapter location and returning to reroll enemy skills. I'm going to try to keep people alive when the situation reasonably allows it. However, given the nature of the run, I am ready to throw any and everyone under the bus to make sure F!Robin and Chrom get through the game in its entirety. I've found strats with enough reliability that it's quite possible to save everyone. I'm going to be running +Def/-Luk +Spd/-Skl F!Robin and chiefly doing a Robin/Chrom duo through most of the game (I've given some thought to Morgan and Lucina, but I dunno if it'll be worth it, really). Currently considering whether I should go with my usual class route (Tact 20 -> Dark Mage 10+ -> Sorc 10+ -> Dark Flier 15 -> Hero 15 -> Dark Knight) or a bow-centric finish (Tact 20 -> Dark Mage 10+ -> Sorc 10+ -> Dark Flier 15 -> Assassin 15 -> Sniper). Anyway, on to the goodies: since I've been spending a lot of time with Prologue and making myself notes, I've essentially compiled a mini-guide for a strategy that can succeed, regardless of Asset/Flaw build and almost regardless of Lunatic+ skill randomization. *Preface and Prerequisites* As much as I tried to develop the strategy so that it can be done regardless of Lunatic+ skills, it can’t completely mitigate them. I also maximized hit rates and while they’re high, they’re also often non-100. There’s two blows on a Barbarian that are critical to the strategy. Anyway, the main issue is that Fred needs to be able to survive one hit each from the Myrm, Barb and Mage on the right (well, technically they could miss or Fred could get Dual Guarded, but I wouldn’t bet on that). Fred has 28 HP and will take the following levels of damage: -Myrm with Vantage+ and Luna+ (VL-Myrm) will do 6. -Myrm with any other skillset will do 0 because either his attack is too weak or he’s dead. -Barb with Luna+ (L-Barb) will do 13. -Barb with anything other than Luna+ will do 6. -Mage with Vantage+ will do 11. -Mage with Vantage+ and Luna+ will do 13. -Mage with Vantage+ and Mag+2 will do 13. -Mage with Vantage+, Mag+2 and Luna+ (VLM-Mage) will do 15. -Mage without Vantage+ will do 0 because he’s too dead to attack. What this comes down to is the enemy requiring very specific skill combinations to kill Fred, so it’s a pretty low chance (but we all know how that can go). Even with VLM-Mage and a VL-Myrm on their team, Fred can survive with 1 HP. The biggest issue is L-Barb, who more than doubles his damage. He and VLM-Mage will kill Fred exactly. VL-Myrm in tandem with L-Barb will also cause any Vantage+ Mage to kill Fred. If either of these enemy setups are present, it may be better to old strat where Fred solo kills the left Myrm and weakens the two Barbs (however, odds will still be poor because of the presence of L-Barb and a Vantage+ Mage). Crits are also a possibility, thanks to the nature of Gamble and Elthunder’s bonus. Technically, all four characters working together can negate 15 or more crit, but the team doesn’t have the luxury of quadruple-teaming every enemy that has high crit. That’s why this guide will try to minimize the amount of attacks the enemy gets, in general. Note that this guide was made with +Def/-Luk, but any build should be able to do it. Hit rates may change a bit if Skl or Luk are chosen as an Asset/Flaw. Turn 1 -Move Robin all the way right and attack the Myrm. It doesn’t matter if this hits, but it’s free WEXP and possibly EXP (Credit to Czar_Yoshi for this). -Unequip Chrom. -Pair Fred to Chrom, move Chrom below the lowest Myrm, swap and kill with Fred (100 hit; 99 if the enemy has Avoid+10). -There is a gap near the start 3 tiles below the bottom-left market stand that all enemies can’t reach. Put Lissa there. -Enemy phase: Barb attacks Fred. Fred can counter for 24 (86 hit). If this misses, the run is in trouble. Mage will move south. Second Myrm will move into attack range while the Barb will move within range of Lissa. Turn 2 -Move Lissa all the way right and pair onto Robin. -Move Robin right of Fred and transfer for Chrom. Switch, equip Chrom with the Rapier, then switch back to Robin. Attack the Barb with Thunder for the kill (84 hit, 33% Dual Strike). If this misses, hopefully Chrom dual strikes. If not, the run is in trouble. -Move Fred north of Robin. Trade away Chrom’s swords (Credit to Czar_Yoshi for this). Attack the Mage for the kill (100 hit). -Enemy phase: Myrm attacks Robin for 9 (vs 8 Def; 90 hit). Barb gets closer. Turn 3 -Move Robin right into the water and swap to Chrom. Unequip him—both of them together do enough damage to kill the Myrm, so a dual strike would give the Barb an opening to pummel Chrom’s (very likely) wounded face. -Move Fred across the east bridge so that he’s on the corner between both bridges. -Enemy phase: Myrm attacks Chrom. Barb moves west of Myrm. Note that the Barb will often do this even if Fred would be in attack range from the Myrm’s north side—that Barb really hates Chrom. Sometimes the Barb will actually cooperate and go north of the Myrm, though. If that’s the case, you can skip the entire Dealing With the Barb section, as it’s easy enough to manipulate him back onto the upper bridge by having Chrom move to the left shore for a turn. Turn 4 -Move Chrom east. Drop Robin north of him. -Move Fred to the right of Chrom. Transfer Lissa to Chrom. -Enemy phase: Myrm moves onto bridge with Barb right behind him. Turn 5 -Transfer Lissa from Chrom to Robin. -Trade Chrom back his swords. Unequip Fred, then pair him onto Chrom. -Move Robin north. -Enemy phase: Myrm and Barb both move onto the second bridge. Turn 6 -Move Chrom north. Transfer Fred to Robin for lower Mag; this allows the Myrm (and Barb) to be milked for an extra hit each (thanks to Czar_Yoshi for pointing that out). Both enemies can no longer target anything, so they’ll stay put. -The Myrm will be in range of Robin. Blast him until he’s dead. Dealing With the Barb Turn 1 -Once the Myrm is dead, dealing with the Barb can still be a bit scary if he has Luna+ and/or Gamble. This guide will assume he has both (as well as the Myrm having Luna+ and hitting Chrom for 11 and Fred being down to 1) and work to minimize risk. -Transfer Fred back to Chrom DWB Turn 2 -Move Chrom left and drop Fred DWB Turn 3 -Move Chrom right -Move Fred 7 tiles left DWB Turn 4 -Move Fred 2 tiles left DWB Turn 5 -Move Fred 7 tiles right DWB Turn 6 -Move Fred 2 tiles right, 3 tiles up, then 2 tiles right -Move Chrom right DWB Turn 7 -Pair Fred onto Chrom -Move Chrom left -Have Robin snipe the Barb The Rest of the Map -More water will be used to fight the second wave. A lot of people will be familiar with this trick because Interceptor discovered it some time ago. However, I have made a few tweaks that economize Vulneraries. Give Robin all of them anyway, just in case she gets into trouble. -Enter the right side of the moat. The formation of this is important because it gives Chrom/Fred a safe spot away from the Mage. Position them one up, three right and two down from the rightmost Myrm. Position Robin/Lissa one up, two right from Chrom. -Note that the reason Robin can get away with toggling up and down to drop Lissa (and do so indefinitely, I might add) is that Chrom buys an extra turn by not swapping until the Mage has him within attack range. The Mage will generally prefer to go after him because he’s closer, except when the cycle brings Robin closer. This means that for every cycle, Lissa will do two heals (20 HP total) and Robin will face as much as 17 damage (if the Mage has both Mag+2 and Luna+). Therefore, no Vulneraries need be used to fight even the toughest variation of the Mage. -Because of the way the rope-a-dope arranges the enemies, the Myrms will likely be positioned such that they can’t be lured into targeting ranged without taking damage. So Chrom will probably have to put himself in harm’s way. Chrom is preferred over Fred, since he can lure while still being in the water and move immediately out of range the next turn. Just don’t have anything equipped, because the last thing he needs is a crit or dual strike to let both Myrms attack him (he’ll die from the combined damage if both have Luna+). Transfer Fred to Robin for attacking the melee (make sure to give Fred back to Chrom for any turn he uses to lure the Myrms in), as this can once again result in getting extra hits for a bit more EXP. -For the boss, pair Chrom (un-equipped to maximize EXP, as he and Robin should have fought near each other or paired enough to cap out support points for the map) to Robin and sit with Thunder at 2 range with Fred and Lissa both adjacent. Heal as necessary, moving Robin out of range for extra heals if needed (usually against Luna+). Don’t worry, the boss is nice and patient enough to sit around and wait. -Overall, this should consistently get Robin enough EXP to hit level 7 plus some change, as well as attain the max amount of Chrom (plus both Fred and Lissa) support points, all with as low risk and little regard for Lunatic+ skills as possible. --- EDIT: Now with indexing to make finding each subsequent chapter easier. Note: If you are having issues with the forum guide, I've started putting together a mirror, which is currently copied up to C8. Chapter 1 Chapter 2 and 3 Chapter 4 and Paralogue 1 Chapter 5 Chapter 6 Chapter 7 Chapter 8 Paralogue 2 Paralogue 3 Chapter 9 and Paralogue 4 Chapter 10 and 11 Chapter 12 and 13 Paralogue 12 and Chapter 14 Chapters 15, 16 and 17 Chapters 18, 19 and 20 Chapters 21, 22 and 23 Chapters 24, 25 and Endgame
  3. As I got a new computer and lost my saves of Super Thracia and FE6, and because I'm too scared to do Super Thracia I decided to take on a new challenge! I'll get back to Super Thracia once I finish this one, if I manage to do so. Pursuit, the best ability of the game, allowing you to slaughter legions of enemy, which is basically needed for most of the children... I won't be using any characters with that. Too broken for me. Who are the chosen ones then? - Noish - Ardan - Lex - Ethlin - Cuan - Diadora - Levin - Sylvia - Unpromoted Dew - Unpromoted Lachesis - Aideen - Claude - Tiltyu That looks promising I guess. One half will be crap, the other will be great. Let's see what we get in gen 2, then! - Lester - Rana - Delmud - Arthur - Tinny - Leen or Laylea - Corple or Sharlow - Femina - Unpromoted Leaf - Unpromoted Altenna - Nanna - Unpromoted Patty - Hannibal Not that promising. +Pursuit Ring being banned. I cannot use Sigurd, nor Celice. I allow use of Julia only and only if I have no way of defeating Yurius at the Final Chapter (and I have an idea for killing him that doesn't imply the sleep sword) The potential fathers are : - Jamka - Holyn - Ardan - Noish - Claude - Levin - Dew - Lex The couples are probably going to be -UPDATED- : - HolynxBriggid. As I cannot promote Patty, I'll need her to do at least something in combat. She would be able to use Hero Swords. - FuryxDeath. I want Femina, so she's dead meat. Or maybe she'll be saved if I manage to pair Levin with Tiltyu before, which is unlikely to happen. - TiltyuxLevin. A no-brainer, I'll need holsety for those early game chapters. - Ayraxdeath or AyraxDew. She can get her hands on Lex if I'm not careful. I don't really care as long as I get the hero sword and that Dew does not steal any important wife. - LachesisxLex. Delmud is going to be my main hitter for the 2nd Gen along with Arthur, so I'll need to get him promoted fast. As the Elite Ring is going to Levin, it's obviously Lex that'll marry Lachesis. - SylviaxDeath. Barrier Sword + Berserk Staff. Plus Sharlow gets Elite, meaning he'll be less of a pain to train. - ClaudexAideen. I'll need as many staffs as possible on Lana. Earlygame is going to be the most painful G2 part, so the more staffs I can get, the better it will be. Lester is also a bow user, meaning he'll be less impactful than Delmud or Arthur. So I don't really care about that. I'll post Jungby soon. This is the beginning of MADNESS.
  4. Fine fine. I'm tsundere for Cordelia. I do indeed like her. She still deserves all the hate she gets though. Being the character with the stupidest gimmick, Chrom shenanigans are stupid as fuck, and the survivor gimmick attached onto her makes it worse. And she still holds record for having the most supports I hate in the game (Who spawned the garbage that is Frederick/Cordelia and Donnel/Cordelia I don't fucking know), with me only liking a few of the supports she actually has. And she's still inferior to Sumia gameplay wise. Lyn is still irredeemable though. Why do I like her? ¯\_(ツ)_/¯ Why did I make this and post it in Fftf, you ask? ¯\_(ツ)_/¯ baka #swag wow this is fucking stupid why did i make this
  5. http://www.youtube.com/watch?v=LF0IhyAasWw At first, I thought she activated her Luna skill to smash the window, but after watching it again, it turns out that she simply pulled an object from her car to smash the window... Thank Naga that the crazy woman did not have a Beaststone with her...
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