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Fire Emblem 4 0% Growths LTC


MartyTheDemonSlayer
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This play through has been completed in 174 turns. RNG abuse and the prayer sword on a male unit glitch were used. The only pairings were Azel x Aideen and Claude x Fury. Thanks for following!

[spoiler=Turn Counts]Prologue: 9 turns
Chapter 1: 19 turns
Chapter 2: 24 turns
Chapter 3: 12 turns
Chapter 4: 19 turns
Chapter 5: 13 turns
Chapter 6: 20 turns
Chapter 7: 21 turns
Chapter 8: 10 turns
Chapter 9: 8 turns
Chapter 10: 10 turns
Endgame: 9 turns
Total: 174 turns


[spoiler=Videos]Prologue: https://www.youtube.com/watch?v=8658NZpRLRM&feature=youtu.be

Chapter 1:
Part 1: https://www.youtube.com/watch?v=nkhh3nR1jHw&list=PLcvuFX_7kixQMuuU0PDx-JcPNvkhDB40T&index=2
Part 2:


Part 3:


Chapter 2:
Part 1:

Part 2: https://www.youtube.com/watch?v=n2a1GxGphN0

Part 3: https://www.youtube.com/watch?v=YAy-_a17ig8&feature=youtu.be

Part 4: https://www.youtube.com/watch?v=7CFKyuHPFSc&feature=youtu.be

Part 5:

Chapter 3:

Part 1: https://www.youtube.com/watch?v=zFcJTfH-CN4

Part 2: https://www.youtube.com/watch?v=hYVGFZQ5Hgc

Part 3: https://www.youtube.com/watch?v=iRK0kzWoIc4

Part 4:

Chapter 4:

Part 1: https://www.youtube.com/watch?v=qIwUatu0eLE&feature=youtu.be

Part 2:

Part 3:

Part 4: https://www.youtube.com/watch?v=mBT6-8pT-yg

Chapter 5:

Part 1: https://www.youtube.com/watch?v=lw2jS3oDsE4&feature=youtu.be

Part 2: https://www.youtube.com/watch?v=TGVHG26xCQU&feature=youtu.be
Part 3: https://www.youtube.com/watch?v=4xFqOmQO0ws&feature=youtu.be

Chapter 6:

Part 1:

Part 2: https://www.youtube.com/watch?v=zbV2wVxyfjI&feature=youtu.be

Chapter 7:

Part 1: https://www.youtube.com/watch?v=ag63VDqfUgo&feature=youtu.be

Part 2: https://www.youtube.com/watch?v=4JCu1wgrVLw&feature=youtu.be

Part 3: https://www.youtube.com/watch?v=JHw14GOVTiI&feature=youtu.be

Part 4: https://www.youtube.com/watch?v=mkH_qS7WuZc&feature=youtu.be

Chapter 8:

Part 1: https://www.youtube.com/watch?v=BQ6l1BpMQQU&feature=youtu.be

Part 2: https://www.youtube.com/watch?v=9sPmWvP2vxQ&feature=youtu.be

Part 3: https://www.youtube.com/watch?v=hVkv6bHBPYo&feature=youtu.be

Chapter 9:

Part 1:

Part 2: https://www.youtube.com/watch?v=OgmGDvaqBzg&feature=youtu.be

Chapter 10:

Part 1: https://www.youtube.com/watch?v=uzz9akIC77c&feature=youtu.be

Part 2: https://www.youtube.com/watch?v=VbxuES_FpOg&feature=youtu.be
Part 3: https://www.youtube.com/watch?v=lcDW_kZqKw4&feature=youtu.be

Part 4:

Endgame:

Part 1: https://www.youtube.com/watch?v=xHnsnI9333Y&feature=youtu.be

Part 2: https://www.youtube.com/watch?v=zopN995Ab1g&feature=youtu.be

Part 3: https://www.youtube.com/watch?v=Sj8RMISj6HE&feature=youtu.be

Part 4: https://www.youtube.com/watch?v=77XxGa92OGw&feature=youtu.be

Edited by MartyTheDemonSlayer
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Hmmm I'm not sure. If I was to replace Levin!Sety it would actually be with Claude!Sety for the chapter 9 rescue staff. I'm not sure whether I can replace him to be honest, since I'm still working out the final chapter. I'm currently using Sety to clear up the Rotten Ritter, but Shanan could probably wipe out all the 1 range enemies and then Aless and Oifaye + Celice with high kill weapons could clear out the rest rather easily. The one place where I thought I would need him was the Weissen Ritter, but now that I think about it, Celice can knock himself into prayer range and Leif can exploit the prayer sword glitch, meaning I can avoid fighting them altogether in a breakneck charge for Barhara. I guess I can get rid of Holesty. The rescue staff will probably only save a few turns in chapter 9, but it'll be worth it. I guess I'll try another play through where I feed more kills onto the hero sword and pair Fury and Claude. Do you think any of the first generation turn counts can be improved much or were my estimates that they were near optimal good? If not I'll try and cut those down some more.

Edited by MartyTheDemonSlayer
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I actually haven't played fe4 quickly in quite some time, I'll look into things a bit later on today after some hockey games I'm watching are over. I'm actually surprised you can 12 turn chapter 5. Can you actually pair Claude and fury on time?

I think Sety actually costs a turn if he's not Claude!Sety too. You're doing videos once you're done planning, right?

Edited by General Horace
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Ooops, I meant to type 12/13. I managed a 13 turn, and think that maybe I can reduce it by one more if I'm super precise with positioning, but I'm unsure. By exploiting jealousy with Aira and Briggid (they aren't really needed for anything else by chapter four) I only need to keep them together for 31 turns, so yeah, all should be fine. I generally use teh nico video 161 turn play through to see what kind of turn counts I should be hitting (within reason, at some times I'm ahead of them because I don't care about full recruitment like they do, and much lower at other times because my characters are terrible.) In chapter 1 the nicovideo play through manages a 19 turn, but they can take advantage of things like Sigurd one rounding all the archers with a javelin which I can't. Also, nobody in the army is strong enough to reliably one round the barbarians in the massive choke point, so I think that one turn slower than that play through is pretty good. I'm less sure about chapters two and three, but I can only afford to cut one turn off the two of them so I can get Azel and Aideen paired.

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Nope. Lachesis is too busy charging around the map using the rescue staff in chapters four and five. It's unfortunate, but oh well. Also, I've been working a bit on my Chapter 1 strategy. I'm still not sure if a 19 turn is possible, but I adjusted my strategy so that Aideen and Azel start standing together a turn earlier, which means I can afford to cut two turns instead of just one from chapters 1-3. The main problem with a 19 turn on 0% growths is that all the archers get in your way when you near Verdane castle, but I think that maybe if I get Deidre to go around instead of through the forests she can contribute enough to make it possible. I'll probably know if it's possible or nor by the end of today.

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only deirdre and cuan can reach the archers, right? Or can another mount make it?

how are you killing Sandima, will the steel sword have 50 kills or something by then?

also if you have some chapter saves at any point i'd be happy to help out... come new years I don't think i'm gonna have a lot of free time in the next few days.

Edited by General Horace
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The kids are shit, do not use them, use replacements

I've done a 0% FE4 run they are totally unusable because their stats are: Class + some % of parents stats + an increase based on their growths * their level

Since parents have 0% growths the second number will be small, and since their growths are 0 the third number will be 0

This means you have units with stats that are like 1-2 better than class bases

edit: actually it seems like you're heavily RNG abusing so it doesn't really matter what you do

Edited by Paperblade
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Since I'm RNG abusing I don't really have time to pair anyone besides Azel x Aideen and Fury x Claude (for chapter 9 rescue staff.) Celice, Oifaye, Leif, Aless, and Laylea form the core of my team for most of the second generation with Shanan occasionally dropping in for the toughest fights. Leif is only there for rescue and even 0% growths Celice can one round every second generation boss except for Blume, Julius, Alvis, and Manfloy (not that I'm fighting him) with a power ring and a high kill hero sword. I'm not really even using the substitute characters, since they don't have the greatest skills or weapons and are mostly unmounted.

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Sorry for the double post, but I managed to 19 turn chapter 1! The main problem was that although Sigurd and Cuan had the movement to reach the gate on time, the archers fanned out and made it impossible for both of them to attack Sandima on the same turn, and Sigurd doesn't have the strength to one round him even with a steel lance on 0% growths. However, I managed to manipulate my positioning so that Deidre spawned on the other side of the massive choke in front of the swarm of axe users. I had her walk around the forest then bait out one of the archer to get the whole castle guard charging. The first shot knocked her down to 11 health, then she recovered six hit points on the following turn. On the following enemy phase (turn 18) an archer knocked her down to two health, activating prayer, but since the AI prioritizes low health units even if they have absurd prayer bonuses everyone went for her. This got rid of the problem of archers blocking my path, so I managed to seize the gate on turn 19. I'll start working on a 24 turn of chapter 2 now. I can't cut any more turns than that or Aideen and Azel won't be paired in time.

Edited by MartyTheDemonSlayer
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I've actually had the leg ring on the rescue user in my test runs, and I'm like, 60% sure that that's better for most of 0% growths (and I don't have the money to trade it around for the situations where it isn't.) The leg/knight ring dancer is really good for moving four nine move units around the place quickly, but Shanan and Levin are both only six move and are unfortunately necessary at several points (the last two chapters of the first generation are just Lachesis rescuing Levin around), so the super overpowered rescue dancer abuse doesn't work out too well. I'm doing one more test play through before I record though, and now that I'll have the rescue staff in chapter 9 (which can be beaten with just mounts) I'll see if giving the leg ring to a dancer is better or not.

Since there isn't anything that's important in the long term going on in the prologue/chapter 1 and I'm sure that beating 19 turns in chapter 1 is impossible on 0% growths, I can probably upload videos soon. However, if I do, there'll likely be a long time gap before other chapters are up, as those strategies aren't completely finished. Would you rather I upload the first two chapters now or wait a bit?

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The main benefit is when moving through terrain like forest or mountains, because the staff range is still 10 but nobody is moving that far. I'll give the leg ring on the dancer a try though, just to see if it saves turns or not. The biggest issue with having it on the dancer is that Sylvia/Laylea (more so laylea) can be a huge liability on 0% growths, so I don't always like having them out in the open, though maybe with better planning this can be worked around. So having it on Leif/Lachesis is probably better in the more dangerous sections and having it on my dancer would probably be better in the more open sections, but I'm not sure if I have the money to be trading it around a lot. That's what test playthroughs are for though, to see which is faster.

Another question: if two units are standing together when the final gate is seized, does it count as them spending a turn next to each other in terms of love points? I worked out a 12 turn for chapter three, but Azel and Aideen need one more turn to fall in love, unless ending the map adjacent counts as a turn. I suppose I could go back to chapter one and get Aideen and Azel standing together sooner if I really had to as well, but I'm just curious in case I find further optimizations, since I know that with growths the nicovideo play through got ~10 turns on chapter 3, so maybe I can cut it down to 11. '

Edit: I was probably just being silly actually. Tried out leg ring Sylvia in chapter 4 and cut two turns from my run with leg ring Lachesis. Thanks for bringing me back to sanity.

Edited by MartyTheDemonSlayer
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I don't really have the brainpower to formulate a proper reasoning for where the Leg Ring should go between Lord/Dancer/Rescuer, but it just seemed most optimal to give them roughly equal movement. I do think your thought process for putting it on Lachesis is sound, though moreso for Ch4 than Ch5, since Ch5 has a lot less terrain to go through. Even the desert has a path through it for the most part.

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Yeah, there's reasoning on both sides, but in the end you just have to try it both ways to know for sure. In the case of chapters four and five, it's definitely better to have it on Sylvia. Anyways, I finished what is probably my last run of Gen1 before recording. I 13 turned chapter 5 again, but if I had Sigurd literally one square further forward I would've 12 turned it, so I know that it's possible. I also know that I can 12 turn chapter 3, and if I get Azel and Aideen together earlier in chapter 1 they will still fall in love in time. In the run I actually record I think I'll probably finish the first generation in 97 turns. Here will be my turn counts:

Prologue 9

Chapter 1 19

Chapter 2 24

Chapter 3 12

Chapter 4: 21 (this one is the one I think could maybe be cut down one more turn, but I'm not sure... since at this point Sigurd isn't that strong Levin has to do a lot of work, and he unfortunately isn't mounted)

Chapter 5: 12

Overall for Gen 1: 97

Claude manages to pass down the Rescue staff, which will help me save turns in chapter 9. Right now I'm just really trying to work out a way to clear chapter 6 quickly. It's the hardest chapter in the game to get right because Celice is pretty bad even with the best gear possible and there's no ability to RNG abuse, but he needs to be promoted. If worst comes to worst I'll burn rn's before I end gen 1 to set up a favorable string in the second generation, though that is really tedious and I hope to find a better way.

My current inventory for Celice is as follows:

Hero Sword (not enough kills to crit)

Power ring

Elite ring

Speed ring

Leg ring

Knight ring

and in the storage is the shield ring, light sword, and earth sword

Any suggestions on how to quickly clear chapter 6 with Celice promoted would be welcome. If anyone wants to try it out I guess I could post a save.

Edited by MartyTheDemonSlayer
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You can RNG abuse to some extent I think by using other characters on stray enemies. Maybe leave one guy alive for the substitutes to wail on close to the base in Ch6. In the second half of the map Fee and Arthur are available to take shots at bandits at 1 or 2-range to burn more RNs.

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I did that on my first try. I kept Rana near leveling up range and left units alive and all that but it's still hard to get favorable RN chains, Celice's chance of death is just too high. I may just have to resign myself to a terrible turn count there, since I see no real way to get him a significantly better inventory. My one other idea is to try the chapter out and if the RNs ever become unworkable I can go back to chapter five, burn a bunch of RN's, and then try again. It will be tedious, but it should eventually yield good results.

Edited by MartyTheDemonSlayer
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I actually cut it down to 24 turns. With growths 22 turns is possible, but these are both reliant on RNG abuse. Playing reliably I'm not sure what kind of turn counts you could hit. Any super fast clear of chapter two is reliant upon believing and taking advantage of the power of Sigurd (you can just cavalry bum rush all of the map with growths, and most of it without growths), not wasting any time with using warp/return, taking advantage of Sylvia as much as possible (if you're going fast enough she doesn't need to fight bandits and can be returned home quickly), as well as going straight through enemy formations to seize the gate whenever possible (in Heirhein and Anphony.) Once I'm done with the whole run I'll post videos and explain my strategies. The major adaptation I had to make for 0% growths was to exploit Deidre's prayer skill to clear Macklily out entirely with just her, Holyn, Aira, and Lachesis before Sigurd and Cuan arrived (working this out was probably the second hardest part of the run.) This let infantry contribute to the final fight at Agusty without wasting turns, as unfortunately by the end of chapter two Sigurd and Cuan are getting pretty weak and need some back up on 0% growths.

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No. The only bug I'm using is the prayer sword on a male unit bug, because otherwise my turn counts in chapter 10 and the final chapter would be terrible and I feel my run would be a lot less enjoyable to watch if everything suddenly got a lot slower in the end.

How do you use the prayer sword, and who do you give it to? I wouldn't have figured that it would be useful.

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