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I recorded an SSS rank playthrough of FE5. I took 163 turns, played on normal mode, and did not use movement growth or movement stars. I prioritized safety over turncount, but recorded best-case-scenarios. I know most people here just care about getting the lowest turncount so I have some notes on that as well. Here are the videos: https://www.youtube.com/playlist?list=PLjiK2hBPwZdHKtH-kd8TQegZrA8GsElEr Here are my turncounts: ch1 - 4 ch2 - 4 ch2x - 8 ch3 - 6 ch4 - 13 ch4x - 8 ch5 - 15 ch6 - 7 ch7 - 7 ch8 - 4 ch8x - 0 ch9 - 2 ch10 - 6 ch11 - 4 ch11x - 2 ch12 - 2 ch12x - 5 ch13 - 5 ch14 - 10 ch14x - 0 ch15 - 2 ch16a - 2 ch17a - 2 ch18 - 9 ch19 - 1 ch20 - 15 ch21 - 1 ch21x - 5 ch22 - 1 ch23 - 1 ch24 - 6 ch24x - 3 ch25 - 3 total - 163 As for an SSS route that prioritizes turns over reliability here are the turncounts I would expect: ch1 - 4 ch2 - 4 ch2x - 8 ch3 - 6 ch4 - 11 (recorded example) ch4x - 6 (recorded example) ch5 - 15 ch6 - 6 (not recorded) ch7 - 6 (recorded example) ch8 - 2 (not recorded) ch8x - 0 ch9 - 2 ch10 - 3 (not recorded) ch11 - 4 ch11x - 2 ch12 - 2 ch12x - 5 ch13 - 3 (recorded example) ch14 - 10 ch14x - 0 ch15 - 2 ch16a - 2 ch17a - 2 ch18 - 8 (in theory, not fully planned) ch19 - 1 ch20 - 15 ch21 - 1 ch21x - 5 (in theory, not fully planned) ch22 - 1 ch23 - 1 ch24 - 6 ch24x - 3 ch25 - 3 total - 149 Chapters 6, 8, and 10 should be pretty straightforward. In ch6 you rush through the main city and leave by the left escape point, in ch8 you warpskip (need to rig repair misses to get warp that soon), and in ch10 you warpskip again. For chapter 18 I figure you would lure the first few armor knights towards your starting position and then pull some of them upwards on turn 5 so they don't clog the narrow corridor and you're free to drop the remaining civillians on turn 6. You should still be able to 5-turn chapter 21x despite extra prisoners because you'll be able to repair rescue (instead of repairing sleep). A turnsave on 2x might theoretically be possible on 2x if playing elite mode but it would be incredibly unlikely, involving eyvel build growths and probably some crits. I am looking for information on potential improvements to this run, either to increase reliability or to decrease turncount. Please let me know what I've missed. I'm planning to eventually do a (re)warpless full recruitment run next, likely with 0% growths, so info related to that would also be appreciated. Edit: added turncounts for unreliable route