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[FE6] Sadist Draft: Walk Across Elibe


lapismaid
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Chapter 11: 11/121 Turns

I just took it slow to get as many villages as I could since I'm very poor and desperately need the money. Got all but 3 villages, the bottom two and the Angelic Robe village. Also recruited Klein and Tate for their stuff. Thany bought a shit ton of Lightning tomes for Saul, turning him into my best unit since he has 1-2 range that can actually hit things and has the highest move of all my units. Boss kill was actually cancer since the only unit I have who can kill him reliably is Roy, but having Roy kill the boss costs another turn, so instead I have Fir kill him with a double Wo Dao crit to both save a turn and get Fir one more level before promoting.

Chapter 12: 7/128 Turns

Actually really proud of this one. Wendy and Merlinus are on the right, everyone else is on the left.

Fir and Wendy move up and both promote on Turn 1. They both need the extra move for this map more than the extra stats. Axes also let Wendy actually hit the fighters... kind of.

So Wendy kills the stuff on the right and opens the doors so Merlinus can loot all of the chests. Saul murders everything while Fir and Roy help rescue-chain Lalum ahead. The boss kill is interesting since Fir can't reach the boss at 1 range, so she and Saul both use their full move (Fir got danced by Lalum on the last turn as well) to attack the boss from 2 range, 4HKOing him. I let Fir get the bosskill since Saul got like 2 levels in this map already from murdering most of the left side. Wendy is just barely able to reach and kill the Sniper on the last turn for some exp.

STATS:

Roy Lv. 20.00 DAT BOI 32HP/18Str/18Skl/18Spd/21Lck/12Def/6Res A Swords

Saul Lv. 13/6.45 Bishop 41HP/18Mgc/17Skl/21Spd/7Lck/7Def/17Res C Light A Staves (1 Angelic Robe)

Wendy Lv. 14/1.61 Bigger Thwomp 35HP/19Str/12Sk/17Spd/15Lck/19Def/4Res A Lances E Axes

Fir Lv. 12/2.04 Swordmaster 33HP/15Str/17Skl/22Spd/10Lck/12Def/6Res B Swords

Lalum Lv. 2.73 Dancer 15HP/1Str/2Skl/12Spd/10Lck/2Def/5Res

Merlinus Lv. 1.53 God

Chapter 12x: 7/135 Turns

Yeah. Did a cute trick of having Wendy rescue Roy, get danced, give Roy to Saul, and have Saul drop him so that he could reach the boss on Turn 6. Roy chipped the boss on Turn 6 enemy phase and then Fir finished him off with a Wo Dao crit (had 2 attempts thanks to Roy's chip damage.) Saul got the Red Gem. Merlinus died to keep Lalum safe from a fighter for one turn, what a hero.

Chapter 13: 9/144 Turns

Featuring another cool trick. Wendy goes to get the Body Ring, which gets sent to Merlinus since Wendy's inventory is full. Fir then takes the Body Ring out of the convoy and uses it so that she can use pick up Roy, get danced, and give him to Saul on the next turn. Fir easily ORKOed the boss with the Wyrmslayer.

Edited by Carmine Sword
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Chapter 8: 19/68 Turns
Roy, Our Boy:                        Lv12.36 HP32; Str 10; Skl 14; Spd 10; Lck 12; Def 09; Res 05
Lot, the Trace Code:            Lv14.38 HP35; Str 12; Skl 08; Spd 12; Lck 05; Def 05; Res 01
Dorthy, Beyond Rainbows: Lv09.58 HP23; Str 09; Skl 07; Spd 10; Lck 06; Def 04; Res 02

Noah was my free cav, and he carried Roy through a couple hallways (and carried Lot a little bit too). I ended up grabbing the Light Brand and Killer bow from the treasure room. Had to hit the boss with both Lot and Roy to finish him, which cost a turm.

Chapter 8x: 13/81 Turns
Roy, Our Boy:                        Lv14.12 HP33; Str 11; Skl 16; Spd 10; Lck 13; Def 10; Res 07
Lot, the Trace Code:            Lv15.77 HP36; Str 13; Skl 08; Spd 13; Lck 05; Def 05; Res 01
Dorthy, Beyond Rainbows: Lv11.09 HP25; Str 11; Skl 07; Spd 11; Lck 08; Def 04; Res 02

Roy walked full speed ahead, but he still had to hit the boss with the Light brand as the killer bow crit from Dorthy wasn't enough, which cost me a turn.

Chapter 9: 9/90 Turns
Roy, Our Boy:                        Lv14.97 HP33; Str 11; Skl 16; Spd 10; Lck 13; Def 10; Res 07
Lot, the Trace Code:            Lv17.20 HP38; Str 13; Skl 09; Spd 14; Lck 07; Def 07; Res 01
Dorthy, Beyond Rainbows: Lv12.31 HP25; Str 12; Skl 07; Spd 11; Lck 08; Def 04; Res 03

I brought the thieves along as light sources, and a cav in case I have to rescue my human torches out of penalty risking combat range. One thief ended up seeing some extra use in AI manipulation by having the cavalry drop him in a space equal distance from Roy, to convincing the mercenary of the other side of the castle to head north instead of blocking our path by heading south. The Light Brand is proving to be a god send, as Roy chips the boss with it without costing a turn, to then let Dorthy and Lot finish the job on the following turn.

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@Finalinsanity so before I start this. . .

For Exception 1, is this "undrafted units are free to be attacked without countering until the first prep screen", in a nutshell?  And does this include mounted ones?

Edited by eclipse
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23 minutes ago, eclipse said:

For Exception 1, is this "undrafted units are free to be attacked without countering until the first prep screen", in a nutshell?  And does this include mounted ones?

Yep, and yep. I used Marcus quite a bit as unarmed bait.

Chapter 12 (9/121): Ran up. Roy killed the boss with the Wyrmslayer. He had to dodge a Sleep but that wasn’t so bad (he stabbed the Priest the next turn). Cosmic brain strats allowed Merlinus to get the Blue Gem and Elysian Whip completely unassisted (albeit with lots of rigging to dodge the first two turns), thanks to the Steel Lance Knight moving first he ends up blocking the Hand Axe!Fighter from being able to reach Merlinus on Turn 3. He died shortly afterwards, but hey, he got the treasure, and he’s immortal. Lugh recruited Raigh for his Nosferatu.

Chapter 12x (8/129): Pretty dang easy. Merlinus got the Elixir near the start and then died valiantly. Lugh got the Elixir in the middle and then the White Gem. Roy got to the throne with Lalum’s help and killed the boss - a turn was saved by having Roy pick up Lalum and drop her ahead on one of the turns after being danced (pretty flexible which turn specifically). Roy capped level.

Chapter 13 (12/141): Took the north route. Lugh barely didn't kill Perceval (killed a lot of his goons though), and he retreated eventually. See you in Chapter 15, my dude. Lugh used the Body Ring so he can carry Roy. Didn't bother with shopping.

Chapter 14 (7/148): It was fine, honestly. Lugh used da boots. Managed to get everything but the Silver Blade. Bought three Pure Waters.

Chapter 14x (5/153): Lugh picked up Roy and ran forward. Dropped him on Turn 4 and killed the boss with a crit to SAVE DA TURN. Lalum just ran away from the Berserker near the start and danced Merlinus for EXP until he got owned on Turn 4.

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Chapter 14: 8/152 Turns

Saul used the boots and took Roy to the gate. Took an extra turn to buy Pure Waters and get the Guiding Ring. Got all of the hidden items.

Chapter 14x: 5/157 Turns

Fir used a Pure Water, then got warped next to the boss by Saul on Turn 1. Wendy picked up Roy. Wendy gave Roy to Saul next turn and he carried him to the throne room. Fir killed all of the promoted enemies in the throne room to help make room, but then Saul ended up on 1 HP the turn he dropped Roy, which made all of the archers and hand axe pirates attack him instead of Roy, greatly simplifying the process of clearing the way for Roy. Wendy killed the Berserker and a pirate with Lalum's help, with Wendy actually missing them on purpose to get more axe wexp out of it. On the first attempt the Berserker actually killed himself with a Devil Axe backfire crit when he attacked Merlinus, but I didn't have this happen in the actual completion of the chapter since Wendy gets 50 exp from killing that Berserker even though him killing himself is hilarious. Saul also reached S Light due to everything in the throne room trying to kill him.

STATS:

Roy Lv. 20.00 DAT BOI 32HP/18Str/18Skl/18Spd/21Lck/12Def/6Res A Swords

Saul Lv. 13/12.57 Bishop 45HP/22Mgc/18Skl/25Spd/8Lck/8Def/20Res S Light A Staves

Wendy Lv. 14/3.98 Bigger Thwomp 37HP/21Str/14Skl/18Spd/15Lck/21Def/4Res A Lances E Axes

Fir Lv. 12/6.63 Swordmaster 37HP/17Str/19Skl/26Spd/10Lck/13Def/8Res A Swords

Lalum Lv. 5.73 Dancer 18HP/1Str/2Skl/15Spd/13Lck/4Def/6Res

Merlinus Lv. 1.53 God Base

Chapter 15: 9/166 Turns

Saul, Fir, and Roy go towards the throne. Fir carries Roy on the last few turns so that Saul can ORKO everything near the throne before Fir gives Roy to him to get dropped. Wendy got the Hammerne Staff and killed 2 dudes to reach D Axes. Merlinus got the Divine tome and then died to bait Percival in range of Lalum. Recruited Garret for his Hand Axe. Deployed Marcus to go to the shop and buy a bunch of Lightning Tomes and a Chest Key using the Silver Card.

Chapter 16: 12/178 Turns

Somehow not a complete dumpster fire. Saul, Milady, Fir, and Roy on the left; everyone else on the right.

Featuring the triumphant return on GOD MERLINUS, who exactly survives the Bolting mage and Purge Bishop with 1 HP after using a pure water. That says more about the mages than about Merlinus tbh. Wendy clears out the right side while Fir carries Roy over to Wendy so he can be dropped to recruit Hugh for the Member's Card. Fir kills the manakete on the right so Merlinus can get the chests. Saul silences the Purge dude and puts Douglas to sleep. Had to take an extra turn to get the Rescue Staff, but it's totally worth it. Also used Warp to get Milady to Zeiss since it would have taken forever to get dudes over to break the wall.

Chapter 16x: 9/187 Turns

Fir got warped up to kill the boss on Turn 1 since Saul is too busy carrying Roy to deal with Restoring dudes who get hit by Berserk. Used Durandal to kill the boss since it has the highest hit rate of any weapon Fir can use and it lets her 2HKO the boss without crits. Wendy goes around and kills stragglers and finally reaches S Lances.

Chapter 17: 6/193 Turns

Saul carries Roy until the bridge, where he has to drop Roy to kill all the enemies on the other side of the bridge. Since Roy starts falling behind because of no longer being rescued, Saul uses the Rescue Staff to get Roy in range to seize on Turn 6. Saul also used Silence on the Sleep Bishop so Roy wouldn't get put to sleep. Fir and Wendy killed the enemies at the start and then went to the arena to get some money. Merlinus got the Tina Staff and bought some killer weapons and hand axes. Saul needed Aureola to ORKO the boss since Lightning and Divine are too weak.

STATS:

Roy Lv. 20.00 DAT BOI 32HP/18Str/18Skl/18Spd/21Lck/12Def/6Res A Swords

Saul Lv. 13/18.66 Bishop 51HP/25Mgc/21Skl/25Spd/10Lck/10Def/23Res S Light A Staves (1 Angelic Robe, 1 Boots)

Wendy Lv. 14/8.58 Bigger Thwomp 40HP/24Str/16Skl/21Spd/18Lck/24Def/5Res S Lances C Axes

Fir Lv. 12/11.28 Swordmaster 41HP/19Str/22Skl/30Spd/12Lck/13Def/8Res S Swords (1 Body Ring)

Lalum Lv. 9.16 Dancer 22HP/2Str/2Skl/19Spd/16Lck/6Def/7Res

Merlinus Lv. 1.55 God Base

Chapter 18: 6/199 Turns

Saul just carried Roy to the throne. Used the Rescue Staff on Turn 2 to get Lalum through all of the forest tiles to dance Saul further ahead. Even when carrying Roy Saul can still ORKO the Pegasus Knights since they're all weighed down so much. Saul exactly ORKOed the boss with Aureola.

Chapter 19: 7/206 Turns

Basically the same as the last chapter, with Saul carrying Roy and using Rescue on Lalum once. Also used Hammerne on the Rescue Staff on Turn 1. Fir got the Energy Ring village.

Chapter 20: 5/211 Turns

This is technically possible in 4 turns, but it requires Saul to be able to ORKO the boss... which is impossible. Even with capped magic Saul can't ORKO the boss with Aureola, so I have to take an extra turn. This lets me get all of the treasure in the left room at least.

STATS:

Roy Lv. 20.00 DAT BOI 32HP/18Str/18Skl/18Spd/21Lck/12Def/6Res A Swords

Saul Lv. 13/20.00 Bishop 53HP/25Mgc/23Skl/25Spd/11Lck/11Def/23Res S Light A Staves (1 Angelic Robe, 1 Boots)

Wendy Lv. 14/9.62 Bigger Thwomp 43HP/24Str/17Skl/22Spd/19Lck/25Def/5Res S Lances C Axes

Fir Lv. 12/12.12 Swordmaster 42HP/20Str/22Skl/30Spd/12Lck/14Def/8Res S Swords (1 Body Ring)

Lalum Lv. 11.28 Dancer 24HP/2Str/2Skl/20Spd/18Lck/7Def/7Res

Merlinus Lv. 1.55 God Base

Chapter 20x: Free/211 Turns

Got Wendy to A Axes and Saul to S Staves. Hammerned the Rescue Staff again. Killed all of the level 18 Warriors for the exp.

Chapter 21: 9/220 Turns

Saul carried Roy to the throne, using Rescue on Lalum once and using warp on Wendy to send her to the secret shop to buy 24 Boots and 2 Purge tomes. Fir distracted all of the Paladin reinforcements from going up to kill Yodel. Wendy reached S Axes by tanking all of the wyvern reinforcements by the secret shop.

STATS:

Roy Lv. 20.00 DAT BOI 32HP/18Str/18Skl/18Spd/21Lck/12Def/6Res A Swords

Saul Lv. 13/20.00 Bishop 53HP/25Mgc/23Skl/25Spd/11Lck/11Def/23Res S Light S Staves (1 Angelic Robe, 1 Boots)

Wendy Lv. 14/14.76 Bigger Thwomp 47HP/25Str/21Skl/22Spd/23Lck/26Def/7Res S Lances S Axes (1 Boots)

Fir Lv. 12/17.39 Swordmaster 47HP/22Str/24Skl/30Spd/14Lck/14Def/11Res S Swords (1 Body Ring)

Lalum Lv. 13.35 Dancer 26HP/3Str/2Skl/20Spd/20Lck/7Def/7Res

Merlinus Lv. 1.55 God Base

Chapter 21x: 8/228 Turns

Saul went around to the throne while using boots, while everyone else stayed at the start and used boots themselves. Saul Rescued Fir carrying Roy on Turn 7, and then she killed the boss next turn while Saul used the last use of the Hammerne Staff to repair to Rescue Staff again.

STATS:

Roy Lv. 20/1.00 YA BOI 36HP/20Str/21Skl/20Spd/21Lck/14Def/11Res S Swords (5 Boots)

Saul Lv. 13/20.00 Bishop 53HP/25Mgc/23Skl/25Spd/11Lck/11Def/23Res S Light S Staves (1 Angelic Robe, 5 Boots)

Wendy Lv. 14/15.44 Bigger Thwomp 48HP/25Str/22Skl/22Spd/23Lck/26Def/7Res S Lances S Axes (5 Boots)

Fir Lv. 12/18.40 Swordmaster 48HP/22Str/25Skl/30Spd/15Lck/14Def/11Res S Swords (1 Body Ring, 5 Boots)

Lalum Lv. 13.67 Dancer 26HP/3Str/2Skl/20Spd/20Lck/7Def/7Res (5 Boots)

Merlinus Lv. 1.55 God Base

Chapter 22: 7/235 Turns

Everyone is on the right side. Saul and Wendy go up to the right switch, then Saul uses the last use of Warp to get Wendy over the wall to get the left switch. Merlnius gets the Dracoshield and Wyrmslayer on the right side, and Wendy gets the Sleep Staff on the left side after getting the switch. Fir kills Zephiel with a Durandal hit + crit.

Chapter 23: 3/238 Turns

Saul went up and murdered a bunch of wyverns, then used Rescue on Fir so that she and Roy, who got danced, could kill the Sleep Staff Druids. Saul had Berserked the Berserk Druid on Turn 1 so he wouldn't need to be killed. Didn't need to use Holy Maiden since Saul can actually avoid them sort of reliably thanks to his res stat.

Chapter 24: 8/246 Turns

Yeah. Used the last two uses of Rescue so Roy could reach the 4th throne and Fir could kill Jahn on the last turn. Didn't end up using the Sleep Staff, Purge did the same thing that Sleep would have done basically. 

The End: 1/247 Turns

Fear the amazing Roy.

Final Turncount: 247 Turns

Final Stats:

Roy Lv. 20/7.34 YA BOI 42HP/25Str/23Skl/24Spd/25Lck/16Def/12Res S Swords (5 Boots)

Saul Lv. 13/20.00 Bishop 53HP/25Mgc/23Skl/25Spd/11Lck/11Def/23Res S Light S Staves (1 Angelic Robe, 5 Boots)

Wendy Lv. 14/19.94 Bigger Thwomp 52HP/25Str/24Skl/22Spd/25Lck/27Def/7Res S Lances S Axes (5 Boots)

Fir Lv. 12/20.00 Swordmaster 50HP/22Str/26Skl/30Spd/16Lck/17Def/11Res S Swords (1 Dracoshield, 1 Body Ring, 5 Boots)

Lalum Lv. 15.70 Dancer 27HP/3Str/2Skl/20Spd/22Lck/7Def/7Res (5 Boots)

Merlinus Lv. 1.55 God Base

Edited by Carmine Sword
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  • 2 weeks later...

Ch1 7/7
The knights meatshield a path for Roy to get to the boss, who dies on T6 EP. Roy uses a vulnerary turn 2-5 farming as many kills on EP with an iron sword as possible.

Name    |Lv   |HP-|STR|SKL|SPD|LCK|DEF|RES 
Roy     |04.95|20 |6  |7  |9  |9  |5  |1
Merlinus|01.00|15 |0  |3  |3  |10 |3  |0

Ch2 11/18
Merlinus gets the armorslayer and goes shopping. Allen carries the armorslayer down to Roy over a few turns. Dieck and Lot chokepoint the right forts. Roy chokepoints the left fort then the right fort and kills a million mooks each time. Then another congaline to the boss which Roy kills with the Rapier in 4 hits (2 PP, 2 EP). Allen died and I didn't want to savestate to prevent it. /shrug

Name    |Lv   |HP-|STR|SKL|SPD|LCK|DEF|RES 
Roy     |07.87|21 |8  |9  |9  |9  |6  |2
Merlinus|01.00|15 |0  |3  |3  |10 |3  |0

Ch3 9/27
Merlinus gets the mend staff from the right village. Bors runs north, trying to bait javelins across walls - it didn't work though. Roy kills things, incl the boss. Marcus baits some units, chokes a point, and carries vulneraries for Roy.

Name    |Lv   |HP-|STR|SKL|SPD|LCK|DEF|RES 
Roy     |09.70|22 |9  |10 |11 |10 |6  |2
Merlinus|01.00|15 |0  |3  |3  |10 |3  |0

Ch4 7/34
I am not having a good time. Roy beelines boss. Marcus makes lots of enemies goose-chase around after him. Various people meatshield on the bridges - no one dies because I rotate them in and out. Merlinus grabs the door key. My Roy seems slightly better offensively than expected, but slightly less bulky. I'm regretting my stance to not rig his levelups....

Name    |Lv   |HP-|STR|SKL|SPD|LCK|DEF|RES 
Roy     |11.05|24 |9  |10 |12 |12 |6  |2
Merlinus|01.00|15 |0  |3  |3  |10 |3  |0

Ch5 6/40
Roy goes straight for the boss. Various units try to lure away units and take hits. Marcus blocks off the right side. Merlinus dies - what a hero.

Name    |Lv   |HP-|STR|SKL|SPD|LCK|DEF|RES 
Roy     |12.36|25 |9  |11 |12 |12 |6  |2
Merlinus|01.00|15 |0  |3  |3  |10 |3  |0


Ch6 is really hard with only Roy and Merlinus. I can't go down the middle because there's too many javelins and I can't go down the sides because then Dorothy and Saul take hits -- which isn't free.  Working on figuring out my realistic turncounts taking certain penalties, but this is gonna be a rough chapter no doubt. I'm looking at at the low 10s right now I think.

Edited by XiSrOn
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Its about time I got around to updating this...

Chapter 10: 8/98 Turns
Roy, Our Boy:                        Lv15/----.48 HP33; Str 12; Skl 17; Spd 11; Lck 14; Def 10; Res 07
Lot, the Trace Code:            Lv17/02.84 HP47; Str 17; Skl 12; Spd 16; Lck 07; Def 10; Res 01
Dorthy, Beyond Rainbows: Lv16/----.52 HP29; Str 15; Skl 10; Spd 14; Lck 11; Def 04; Res 04

Promoting Lot was a bit overdue at this point. I wasn't able to visit the village or grab the Brave Axe off of Geese, which I do rather regret, but I would have had to slow down to pick any of that up. Needed a lot of RN burning thanks to all of those swordies on this map. Ended up having Dorthy trade over a iron bow for Lot to grab the crit kill on Nord a little easier from range.

Chapter 11: 7/105 Turns
Roy, Our Boy:                        Lv15/----.79 HP33; Str 12; Skl 17; Spd 11; Lck 14; Def 10; Res 07
Lot, the Trace Code:            Lv17/03.21 HP48; Str 17; Skl 12; Spd 16; Lck 07; Def 11; Res 01
Dorthy, Beyond Rainbows: Lv16/----.85 HP29; Str 15; Skl 10; Spd 14; Lck 11; Def 04; Res 04

Broke through the north wall and moved full steam ahead. Brought Clarine with me to make recruiting an Orion Bolt Klein easier. Managed to get both the speed wing and Seliph robe before seizing, but I didn't wait for Tate to spawn. I may regret how little money I am piling up at the end...

Chapter 12 Turn 9/114
Roy, Our Boy:                        Lv17/----.49 HP34; Str 13; Skl 18; Spd 13; Lck 15; Def 10; Res 08
Lot, the Trace Code:            Lv17/03.54 HP48; Str 17; Skl 12; Spd 16; Lck 07; Def 11; Res 01
Dorthy, Beyond Rainbows: LV17/02.20 HP33; Str 20; Skl 13; Spd 17; Lck 12; Def 08; Res 07
Lalum, Freedom Dancer:    LV02/----.33 HP15; Str 01; Skl 02; Spd 12; Lck 09; Def 02; Res 05

Everyone was on the left, wish I could have grabbed the brave bow, but due to poor planning I didn't have the door keys to spare. I ended up bringing Chad along to recruit a little extra money at no time cost, although I brought Marcus as well to make sure nothing accidentally targeted him. Dorthy ended up promoting as soon as she had the time to spare (which was after one last level as it turned out). Roy had to take down the boss with a Wyrm Slayer, as even with crits Roy would have needed to chip in for the one turn kill.

Chapter 12x Turn 8/122
Roy, Our Boy:                        Lv18/----.67 HP35; Str 14; Skl 19; Spd 14; Lck 15; Def 10; Res 08
Lot, the Trace Code:            Lv17/04.11 HP48; Str 17; Skl 13; Spd 19; Lck 07; Def 11; Res 01
Dorthy, Beyond Rainbows: LV17/03.67 HP34; Str 20; Skl 13; Spd 17; Lck 13; Def 08; Res 07
Lalum, Freedom Dancer:    LV03/----.14 HP16; Str 01; Skl 02; Spd 12; Lck 09; Def 03; Res 06

Ended up giving the speed wing to Lot. Tried to pull off a clever play by having Lot take the outside edge path to get both the red and white gem, but he ended up losing a movement point due to enemy placement in the fog, so he could only grab one (the white one obviously). Dorthy took care of the boss while Lot was trying to nab treasure.

Chapter 13 Turn 10/132
Roy, Our Boy:                        Lv19/----.34 HP36; Str 14; Skl 20; Spd 15; Lck 15; Def 10; Res 08
Lot, the Trace Code:            Lv17/05.17 HP49; Str 17; Skl 13; Spd 19; Lck 07; Def 11; Res 01
Dorthy, Beyond Rainbows: LV17/04.77 HP35; Str 21; Skl 14; Spd 18; Lck 14; Def 09; Res 07
Lalum, Freedom Dancer:    LV03/----.89 HP16; Str 01; Skl 02; Spd 12; Lck 09; Def 03; Res 06

Took the northern bridge around, ended up recruiting Percival to sell off the Silver Lance (and so I never have to see him again) and grabbed the body ring (probably going to end up selling it to be honest). End up breaking the last of the Rapier on the cavs of this map. Percival ended up doing a bit of shopping as I grab an extra killer bow and sword, plus a few spare bows now that Lot can use one too. Ended up needing to soften the boss up with a Long bow hit from Dorthy before Lot kills him.

Chapter 14Turn 12/144
Roy, Our Boy:                        Lv19/----.95 HP36; Str 14; Skl 20; Spd 15; Lck 15; Def 10; Res 08
Lot, the Trace Code:            Lv17/05.78 HP49; Str 18; Skl 13; Spd 20; Lck 07; Def 12; Res 01
Dorthy, Beyond Rainbows: LV17/07.35 HP38; Str 23; Skl 15; Spd 19; Lck 15; Def 09; Res 07
Lalum, Freedom Dancer:    LV05/----.04 HP17; Str 01; Skl 02; Spd 14; Lck 09; Def 04; Res 06

Deployed a bunch of scrub mages and thieves for desert digging, plus Milady to carry the scrubs if need be. Doing this chapter without a drafted mage is misery. Dorthy carried Roy past the desert as a Sniper she gets an extra movement in this land of misery. Ended up getting all of the treasure except the Silver Blade. Sorry for the prequel clip, but after that desert of misery it felt necessary.

 

Edited by Eltosian Kadath
Accidently repeated some level sections.
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6 Ensnared 6/40 turns, 2/40 rns

Through the center of annoying 1-2 range enemies. Merlinus and Marcus do their best to disrupt them.

7 Ostian Revolt 8/48 turns, 4/44 rns

Could probably be done faster by disregarding the green units but I want the items as well as Noah for the next chapter. Marcus gets the Hero Crest on turn 2 and teleports it to Merlinus so Dieck can promote and actually get Hand Axes finally. Marcus shops for some weapons and keys, while Zealot fights in the arena for extra money.

8 Reunion 16/64 turns, 2/46 rns

Dieck, Noah, and Roy push through together for the first half. Merlinus lures an archer into a corner where Marcus and Astore pin it for the rest of the chapter. At the first treasure room, Dieck opens the door and Noah carrying Roy runs past, going to the boss alone. Roy has exactly enough strength to 2HKO the boss with an Armorslayer, though some rigging is required to hit. Merlinus opens all the chests in the first room while Noah has time to get only the Guiding Ring. With Zealot's help, Lilina catches up to Roy for the free Thunder.

8x Blazing Blade 10/74 turns, 0/46 rns

Dieck picks up Roy and walks unimpeded to the throne, killing the boss with a Killing Edge crit, no rn burns needed. Merlinus stayed home.

Ch6.vbm Ch7.vbm Ch8.vbm Ch8x.vbm

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  • 1 month later...

9 Misty Isles 10/84 turns, 0/46 rns

The beginning of the Bartre Tax, since I could probably finish in 9 if Dieck didn't need to visit the village. Noah comes to recruit Fir but Shin must die. Shanna goes shopping. Astore removes some fog.

10b Amidst a Struggle 9/93 turns, 0/46 rns

Another turn lost. Dieck carries Roy around the right and Clarine comes along to get Klein('s items). Merlinus acts as bait.

11b Flight Toward Freedom 10/103 turns, 0/46 rns

Shanna carries Fir to recruit Bartre, and to rescue an NPC to get the Energy Ring reward. Merlinus and Geese act as fodder. I went west since Bartre and the NPCs appear there, but south might have been quicker?

This is biggest portion of the Bartre Tax, three turns slower than the fastest current completion. Regrettably I had not actually estimated route B's cost but I didn't expect five turns total. I'm not confident Bartre was my best option, against Wendy, Klein, Garret, and Hugh. Probably Bartre can save a turn per chapter, by lending some move to Roy and/or Elphin, and just killing enemies, so likely he erases the cost by the time Garret or Hugh join, and Hugh also costs money to not have bad stats and the funds from a Guiding Ring. But Berserker and Sage are better classes than Warrior and might save turns on top of the five gained from route A.

Wendy joins fourish chapters earlier, but most of it would be struggling to self improve and probably not saving turns. She'd still be worse than Bartre in combat when he joins (Admittedly this depends on your rigging philosophy: Carmine's +11/13 str, +10/13 spd Wendy at chapter 12 is better than base Bartre) and would suffer from 5 move, and the cost of a Knight Crest. But maybe she's not 5 turns worse.

Klein's bases are quite a bit worse than Bartre's and his growths don't compensate, and lacking 1 range is very bad. Not sure if that's worse than 5 move or -5 turns.

I also get Elphin instead of Lalum. Elphin comes with a Robe and Blue Gem, and 11B gives the Energy ring; 11A also has a Robe but you need to detour slightly, and it also has a Speedwings village. Elphin is slightly more durable than Lalum, but has 6 con so Roy can't carry him. Incidentally Bartre and promoted Dieck also share 14 con, so the other four candidates might have rescue-drop tactics that Bartre lacks.

12 True Enemy 8/111 turns, 1/47 rns

Bartre's D rank bows provided better hit rates than a Hand Axe, as well as Longbow-ing. Dieck used the Energy Ring. Keeping the team together is cumbersome without mounts to canto after rescue chain actions, but Roy reached the throne reasonably quickly. I burned an rn to give Dieck a very good level when Wyrmslaying the Manakete. Zealot carried Chad to get Ray's valuable Nosferatu.

Putting Merlinus on the right alone was just too unreliable for me, and neither Dieck nor Bartre could be spared on that side. He did open the left chests since the tomes sell for marginally more than a Chest Key use.

12x Thunder Axe 7/118 turns, 0/47 rns

Astore stays home this time. Merlinus gets Elixir #1 then dies baiting a Shaman. I unlock Elixir #2 on the way and Bartre gets the White Gem as Dieck Killing Edges the boss.

Ch9.vbm Ch10.vbm Ch11.vbm Ch12.vbm Ch12x.vbm

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  • 2 weeks later...

13 Rescue Mission 9/127 turns, 0/47 rns

I go south as it's fewer tiles, so Merlinus gets Al's Sword instead of the Body Ring. Milady buys some bows.

14 Arcadia 9/136 turns, 2/49 rns

Everything except Silver Blade is acquired. I don't count manipulations of the secondary rng that controls dig success rate. Chad and Astore both help reveal enemies. As Bartre has only 2 move in desert, he stays near the start to kill the mage and wyvern lord there, and later some bandits. The Boots I give to Elphin thinking I will save more time due to not needing to rescue him forward, having more player phase actions to break through clogged areas, and generally have an unburdened (i.e. doubling) Bartre/Dieck more often. With the Silver Card, I can buy freely as I can sell it back at the same cost if I don't wind up using it: I buy 5 Pure Waters and 3 Torches. I burn a couple rns to hit with the Wyrmslayer and crit the boss.

14x Infernal Truth 5/141 turns, 0/49 rns

A little tricky, this is the first time I use the legendary weapons. Bartre reaches S Axes just in time to wield Armads. Elphin's 7 move lets him leave any attackers in the dust, saving me the time of having to kill them.

15 Dragon Child 9/150 turns, 0/49 rns

I miss out on Hammerne, but get the other village, Percival's rewards, and Garret (I'm actually low on Hand Axes so his could be important). I also buy 5 Chest Keys and 5 Door Keys because why not.

16 Storming the Capital 11/161 turns, 0/49 rns

No time for treasure here. Brave Axe Bartre opens the wall for Milady. Wyrmslayer Dieck easily kills Narshen. Roy buys a Member Card for 5000g.

16x Glorious Ascension 9/170 turns, 14/63 rns

Even with Pure Waters applied, the boss's Berserk has hit rate around 90, so 14 rns are burned to rig dodges for the first two charges. The last one I let hit Bartre since I can seize on that turn without him.

Ch13.vbm Ch14.vbm Ch14x.vbm Ch15.vbm Ch16.vbm Ch16x.vbm

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17 Ocean’s Parting 6/176 turns, 0/63 rns

I have Milady buy a huge number of weapons for the rest of the run with the Silver Card on the last turn, nothing much else noteworthy. Not able to get Tina's Staff.

18 Frozen River 8/184 turns, 0/63 rns

Very painful with so many forests and flying units that can harass Elphin if I don't take the time to exterminate them. This is the first chapter I lose multiple turns to Carmine's team. Even though the rivers freeze, Merlinus can't reach any village on the last turn.

19 Bitter Cold 9/193 turns, 0/63 rns

I deploy Dieck last to draw staves and give him a Pure Water to tank the first staff. I lose two turns again, but manage to get the Energy Ring. Elphin almost dies from the balistae.

20 Ilia’s Salvation 5/198 turns, 14/77 rns

This required not only Pure Water but rng rigging to avoid all the staves. Since Zealot can be attacked, I use him to delay the two initial mercenaries before talking with Juno on turn 5. The only treasure I am able to get is the Longbow.

20x Spear of Ice free/198 turns, 0/77 rns

Not sure why this is free; unlike the gaidens in FE7 this isn't hard to reach and is in fact mandatory, and 20 turns is excessive even in a sadist draft. The staves aren't quite as horrendous since the Druids have to use them from far away. Since it's so long I didn't bother to record a replay. Anyway, Dieck reached level 20 and manages to max his strength and speed, while Bartre reaches S Rank bows.

That's Ilia complete, on to the final stretch with a 13 turn lead that hopefully my smaller team can retain. Money will be quite tight but I think I will have enough Boots for everyone (except Merlinus of course though that would be amusing). Karel may have to settle for 14 move though.

Ch17.vbm Ch18.vbm Ch19.vbm Ch20.vbm

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  • 2 weeks later...

21 Binding Blade 12/210 turns, 11/88 rns

Went south then west. Bartre killed all the southern reinforcements and hit level 20. Merlinus visited the village and Milady sold the crest to get just enough funds for Juno to buy 24 Boots. Needed to crit Murdock with the Armorslayer. Bartre had time to get one pair of Boots.

21x Silencing Darkness 9/219 turns, 0/88 rns

Everyone maxed their move, acquired one Elixir. Would have been very nice to have a water walking unit here.

22 Neverending Dream 7/226 turns, 86/174 rns

Dieck and Elphin on left, everyone else on right. Roy had to solo throne room due to me still having only 3 combat units. Thanks to Pure Water and Binding Blade res bonus Roy dodging Berserk wasn't too hard, but I needed a 6% crit on Zephiel which should happen once per 17 attempts, but I got unlucky and had to burn far more than expected rns. Annoying but this close to the end I don't care enough. Bartre used the remaining 3 Chest Keys.

23 Ghosts of Bern 5/231 turns, 0/174 rns

Team finally complete. Fir got Karel and then Juno rescued her out. Karel had time to used 4 Boots. I went left and had to wait a bit there outside the enemy staff range until I could charge in and wipe out two of them. Merlinus got some Elixirs and Silver Weapons although they turned out unneccessary.

24 Truth of the Legend 10/241 turns, 0/174 rns

Left Fa to die, RIP best ending. Bartre having Murgleis turned out quite handy, as did Karel's crit rate allowing him to one-shot Manaketes with just my remaining Wyrmslayers.

25 Final 1/242 turns, 0/174 rns

And that's it. Final Binding Blade use was on Idoun.

Stat images and final review to come.

Ch21.vbm Ch21x.vbm Ch22.vbm Ch23.vbm Ch24andF.vbm

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Roy.png.9dc56d9143b330d50224689d8afba30d.pngDieck.png.bc206cd2d6f50ec3aabfd96354145f9f.pngElphin.png.f7d08fabdae37624e77f6764b9b36c81.pngBartre.png.678d7af7f277a52cb7aafa830dc596cd.png

Roy got an Angelic Robe and Dracoshield, Dieck an Energy Ring, Elphin two Robes, and Bartre a Speedwing. Merlinus and Karel both finished at base.

 

Here's the chart of progress, limited to the four that completed the most chapters so far:

Leaderboard.png.c401ddb7a8acba22eae8d8f17666ba36.png

Dieck clearly helped a lot in the early chapters. Actually other than Dieck, Lott, Wade, Lugh, or Rutger, there aren't many good early game options to go around for 11 people. Chad, Bors, and Wolt is really all there is beyond that and they all have issues. I slowed down while getting Bartre but he was actually a great unit. Of course having only three combat units limited my speed as well, and Saul's Rescue meant that it was hard to stay ahead of Carmine in the late game. With only two people completing it's hard to say much about the balance of the drafting order, but it's clear having the 2nd and 3rd round both reversed is fairer than normal snake.

Of course the biggest difference from normal play was the small team size, but something I wasn't expecting to miss as much as I did was canto. Rescue-dropping is really awkward. In some situations canto would probably be worth more than a point of movement.

This was my first FE6 LTC as well as my first sadist playthrough so I learned quite a bit about the game itself as well, albeit in a strange context. Predictably the endless seize objective became dull but with a small team it was probably good to have only one mandatory point to reach on most maps. Having 15 move units at the end was fun. Status staves were really annoying. Overall I prefer the other two GBA games but this was worthwhile as a one time thing for me.

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  • 3 years later...

C1 17/17 turns

Where's the fun in doing this as a traditional LTC?

I'm giving that term a new definition: long turncounts! Roy routed the map and got some nice levels. Also, got the village.

C2 19/36 turns

Roy walked through, somehow the Merc in the boss area decided to camp on a fort after Roy weakened him, so that one enemy remained alive when Roy seized.

C3 13/49 turns

Roy slowly walked through the castle, drinking vulns regularly and ORKOing most enemies with iron swords. Against the cavs and the boss, he used rapier a few times (the boss ended up getting crit on EP12, which resulted in a ORKO), and he killed an armor knight with armorslayer. Merlinus got the bottom-right village, and Marcus tanked the enemies near Lugh's village, so I recruited him aswell for an extra vulnerary.

C4 13/62 turns

Roy soloed a lot of cavs, the meatshielding campaign was kind of a nightmare and Merlinus got the angelic robe. Merlinus also bought a lot of vulns and a few iron swords. Roy broke the Rapier while killing Erik.

C5 8/70 turns

Roy used the angelic robe on turn 1 and topped off his HP with vuln on turn 2, while opening the door. He then gradually forced his way through. On turn 6, he was 2 tiles away from Dory, making him use the Hand Axe. On turn 7, he killed him with a KE crit. Turn 8, Roy seized.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               15.31 37 11 12 14 12  9  6  5 A Swd
His Merelyness     1.00 15  0  3  3 10  3  0  5 -

C6 9/79 turns

Roy went up the center and gradually got rid of the 1-2 range enemies. He also used KE to finish the armor knights off. Wagner was killed on PP+EP of turn 8 with 3 iron sword hits (he doubled for 9*2 damage, so Roy missing one of the four hits wasn't a problem).

C7 11/90 turns

Used Marcus and Jerrot. Treck died, but Jerrot and Noah were recruited. Thanks to the special rule, Noah and Merlinus gobbled up all villages to the right and the torch staff. Marcus and Jerrot ganged up on the boss, who died to 3 armorslayer hits.

C8 32/122 turns

Yeah. Got all the treasure, and Roy killed Legance with three armorslayer hits. Sold all lances, axes and anima tomes after the chapter because I don't have anyone that can use them.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 42 11 15 15 15  9  8  5 A Swd
Astolfo           13.63 28  8  8 15 11  8  3  6 C Swd
His Merelyness     1.00 15  0  3  3 10  3  0  5 -

C8x 21/143 turns

Moved along the only route. Astolfo got almost all the kills because Roy no longer needs any exp. Used Light Brand to damage Henning at range and make him use Hand Axe, which allowed KE!Astolfo to grind him down faster. Most importantly, this preserved KE uses, which I'm running pretty low on.

C9 15/158 turns

Beelined towards the castle. Shin and Fir both died. Near the castle, I had to take a few extra turns to eliminate mages and archers that were blocking the way. Astolfo killed the boss with KE and reached level 20 in the middle of the chapter.

C10 10/168 turns

Roy and Astolfo moved down and easily steamrolled everything. The only shaky part was the boss because he had Nosferatu, but it only had 32 hit against Astolfo, so he destroyed the boss pretty quickly with KE.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 42 11 15 15 15  9  8  5 A Swd
Astolfo           20.00 35 11 13 20 14  9  4  6 A Swd
His Merelyness     1.00 15  0  3  3 10  3  0  5 -

C11 16/184 turns

Went down. Astolfo almost entirely depleted the Iron Blade throughout the chapter. It allowed him to kill all fighters and archers reliably, regardless of stat rolls. Roy recruited Klein on turn 6 and moved on to visit the south-eastern villages. Astolfo messed up the boss area, while Klein moved towards Tate to recruit her immediately. After doing so, he doubled back to the southern area to break the wall and visit both south-western villages with help from Lalum, just before the Cavalier wave caught up to him. Astolfo killed the boss with KE. I got all the villages and thus the hero crest, but none of the other extras (Echidna wasn't recruited, and Tate's and Klein's squads both died).

C12 16/200 turns

Took a little longer to get all the treasure. Everyone started out on the right. Klein took care of the hallway of death over the course of multiple turns. After clearing out the area, Chad recruited Raigh, who immediately got a seraph robe, a dracoshield and a speedwing. Roy killed the boss with Wyrmslayer and Light Brand and Astolfo meanwhile went right to pick up the treasure from there.

C12x 14/214 turns

Went up the center, got the white gem. Astolfo killed the boss with Steel Sword because my KE was down to 1 use. Raigh promoted near the end of the chapter, at level 16 and helped out against the boss aswell.

C13 12/226 turns

Raigh led the charge. Went up to get the body ring (which was then used by Raigh), then moved across the upper bridge. On turn 6, Lancereaver!Astolfo baited Percival out. Lalum recruited him on turn 7. Then, I just beelined towards the castle and bought 20 Flux tomes (which was a mistake, should've bought most of them in the C14 shop with silver card), 5 killing edges and 3 killer bows.

C14 14/240 turns

Cecilia picked up the boots on turn 1, Raigh used them and went on a mad campaign to kill as many enemies as possible. He first killed the top-left group of wyverns and more or less soloed all the mercs and heroes near the castle. I had to slow down because Astolfo and Klein got hit by Sleep (and I didn't bother resetting due to this). Astolfo and Raigh ganged up on Randy (which only went somewhat fast due to convenient RNG).

Sophia got the Speedwings, Talisman, Silver Card and Guiding ring by moving clockwise. Raigh got the Silver Blade aswell after finishing the boss.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 42 11 15 15 15  9  8  5 A Swd
Raigh           16/7.39 38 22 17 18 10 11 17  8 S Drk E Stf
Klein           xx/3.98 28 13 13 11 11  8  6  6 S Bow
Astolfo           20.00 35 11 13 20 14  9  4  6 A Swd
His Merelyness     1.00 15  0  3  3 10  3  0  5 -

C14x 9/249 turns

Raigh led the charge, Klein gave Roy to him on turn 2. On turn 3, Roy used a pure water to survive the onslaught from a bunch of archers and mages. Raigh helped him survive by killing the generic Bolting Boy on turn 4, but I still got stalled because enemies blocked the way and Raigh wasn't strong enough to ORKO the boss. Klein also got the speedwing from C14 at the start of the chapter.

C15 10/259 turns

Again, Raigh led the charge. He ORKOed all enemies on the map, including the boss, so this was pretty easy.

Edited by Gradivus.
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  • 3 weeks later...

C16 21/280 turns

Everyone went up the middle. Undrafted Percival ferried the equally undrafted Miledy so she doesn't get targeted by the Purge!Bishop (thanks to Percy's high resistance). Raigh led the charge thanks to his 8 mov and 1-2 range, but once I arrived in the center of the castle, the reinforcements already started flooding it, so I had to take it more slowly. Raigh ended up getting all the treasure to the right, except for the Rescue staff, Hugh got killed after stealing the VIP card and Klain broke the wall over the course of 3 rounds of combat so Miledy can recruit Zeiss. Bought 6 seraph robes and gave one to Klein immediately.

Astolfo stole both the Blue Gem and the Delphi Shield from Narcian and 2RKOed him with Wyrmslayer.

C16x 19/299 turns

Went up the right. Raigh used pure water to dodge three berserks from Windham. Once those were depleted, Klein slowly chipped him down while getting healed by Raigh. Due to the stupidity of FE6 thrones, this took pretty long. Gave 2 robes to Raigh, 1 to Roy and 1 to Lalum.

C17I 8/307 turns

Gave the last robe to Lalum. Raigh led the charge, leaving only Astolfo on the left side to steal an elixir from the nearby Paladin. Astolfo bought a bunch of KEs and Killer Bows with silver card. Most enemies to the right were killed by Raigh, including Arcard, who got 2RKOed with Flux. Overall, this was pretty easy.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 49 11 15 15 15  9  8  5 A Swd
Raigh          16/15.83 56 23 21 21 10 12 20  8 S Drk E Stf
Klein           xx/7.87 38 14 15 16 13  9  6  6 S Bow
Astolfo           20.00 35 11 13 20 14  9  4  6 A Swd
Lalum             12.10 35  2  2 19 19  6  8  5 -
His Merelyness     1.01 15  0  3  3 10  3  0  5 -

C18I 11/318 turns

Walked up. Astolfo got berserked, but it didn't matter because he was always able to kill a Pegasus Knight or Priest, but not Lalum, so he ended up attacking enemies anyway. Most generic enemies, especially the fliers, were counterkilled by Raigh, while the boss was killed by Klein over the course of multiple rounds. Got the Guiding Ring and the Goddess Icons, both of which were sold for money.

C19I 10/328 turns

Moved ahead. Raigh killed the Sleep!Sorc on turn 2 and used a pure water so he doesn't get silenced. On turn 8, Raigh dropped Roy near the castle (but not within seizing range) and killed the boss in 2 rounds (with pretty good accuracy for once because it's a flier). Got the energy ring and the aircalibur, the latter of which was sold for money.

C20I 11/339 turns

Had to dismantle this map very slowly due to all the status staves. To make sure the status staff!Druids suicided against Raigh, I had him use a pure water (which reduces their hitrate to 0) while all other units were unequipped. With this approach, he soloed the center on turn 1, killing two status staff!Druids. On turn 2, he killed the Sleep!Druid to the right through the wall.

Roy, Astolfo and Klain teamed up to deal with the enemies to the right. Merlinus bought some silver swords and silver bows in case I need them.

Later on, Raigh used another pure water, healed himself with an elixir and opened the door towards Roartz. After he had killed the Berserk!Druid and the Sniper, Roy finally entered the area around the throne. Astolfo and Klein meanwhile pilfered the treasure chests while disarmed, obtaining 6 out of 8 items (only missing out on Sleep and Wo Dao, which I don't need anyway).

Roartz got 2RKOed by Raigh. Merlinus opened the door to Juno on the last turn and Jerrot recruited her.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 49 11 15 15 15  9  8  5 A Swd
Raigh          16/20.00 60 26 24 23 12 13 21  8 S Drk E Stf
Klein          xx/10.09 40 15 16 18 16  9  8  6 S Bow
Astolfo           20.00 35 11 13 20 14  9  4  6 A Swd
Lalum             15.14 38  2  2 20 22  6  9  5 -
His Merelyness     1.01 15  0  3  3 10  3  0  5 -

C20xI 16 free/339 turns

Klein got as much exp as possible. Roy got a speedwing and an energy ring. Raigh killed Teck because nobody else can do it quickly.

C21 20/359 turns

Gave Roy the Seraph Robe from C20 and the Talisman from C14. Juno was deployed to get boots from the secret shop.

Moved down from the start. I had to put Lalum just outside of the Paladin reinforcement spawning range for multiple turns to move my units across without triggering reinforcements. Only on turn 5, Lalum fullmoved through the area, Roy picked her up and Astolfo dropped her again. In terms of combat, Raigh once again did almost everything. Once I reached the secret shop, Juno gradually bought 3 pairs of boots at a time, moved back towards my team, got danced by Lalum (who took the boots from her so others can use them) and went into the secret shop again to buy more.

This allowed Raigh, Roy, Klein and Lalum to use almost all of the 16 boots I bought during this chapter already - Raigh and Lalum used 3 each, Roy and Klein used 4 each. Astolfo won't get any. This leaves 2 remaining, which will go to Lalum in the upcoming chapters. I also got 2 dracoshields and 2 energy drops, which will be used in the next chapter aswell.

After using the boots, Raigh got danced into the boss area - but getting rid of Murdock took multiple turns, so I had to deal with the reinforcements while also chipping him down. This was somewhat risky because Raigh didn't have any vulneraries on him, but he managed to kill Murdock, so all was fine in the end. Roy helped out a lot with Wyrmslayer to get rid of the wyvern riders.

UNIT              LEVEL HP SM SK SP LC DF RS MV WEXP
Roy               20.00 56 13 15 17 15  9 10 13 A Swd
Raigh          16/20.00 60 26 24 23 12 13 21 14 S Drk E Stf
Klein          xx/14.77 41 16 17 19 19 10  8 14 S Bow
Astolfo           20.00 35 11 13 20 14  9  4  6 A Swd
Lalum             17.80 40  2  2 20 23  6 10 11 -
His Merelyness     1.01 15  0  3  3 10  3  0  5 -

 

Edited by Gradivus.
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C21x 9/368 turns

Everyone went through the right. Raigh ended up dodging 3 silences and killed the boss with Nosferatu - with Pure Water, he only took 2 damage, which prevented the boss from healing with his own Nosferatu. Klein just accompanied them to help out occasionally by getting rid of a few enemies. Throughout the chapter, Roy ate 2 dracoshields and 1 energy ring, Raigh ate the other energy ring and Lalum used the remaining 2 boots, becoming my only unit with 15 mov, while Roy (after promoting), Raigh and Klein have 14 mov.

C22 11/379 turns

Lalum and Raigh went up the right to seize the left switch, Klein and Roy cleared the area towards the right one, where Astolfo first collected all the treasure and then seized the switch after Klein had killed the hero. Raigh seized the left switch on turn 5 and then doubled back towards the throne room because he was needed against Zephiel. Roy and Raigh first dodged all 3 Berserk uses from the Sorcerer in the center, and then opened the throne room, which was cleared in one EP (except for a sniper and Zephiel) by Raigh with Nosferatu - thanks to the Energy Ring from the secret shop, he was strong enough to ORKO even dragons and bishops with it.,

Raigh killed Zephiel with 4 Apocalypse hits - had one of them missed, a Mulagir hit from Klein could also have finished him off.

C23 4/383 turns

Danced Raigh up the right side. He killed pretty much everything with Nosferatu and didn't even get targeted by status staves with Pure Water. Turn 2, he already killed one of the status staff!Druids near Brunya while standing within range to counterkill almost all dracoknights in the upper section of the map. Roy counterkilled a wyvern rider and a druid on turn 2 with the Binding Blade so they don't block the way. Turn 3, Lalum danced Roy ahead while standing on a forest tile. He then OHKOed another Druid with Durandal. Raigh tradeswapped him to Binding Blade (this conserved two uses of the BB) and killed the last status staff!Druid.

Meanwhile, Klein sneaked through the left side over the course of the first 3 turns. On turn 1, he killed a wyvern lord, while Astolfo attracted two wyvern riders so they don't surround Klein. Turn 2, Klein just moved ahead and killed a druid. Turn 3, Klein killed the Fire Dragon to the left with Mulagir, standing in an area that would normally be under the fire control of the status staves, but Roy and Raigh got rid of them, so Klein was safe. This allowed Klein to enter the shop near the seizing point on turn 4, buying a bunch of Nosferatu tomes in preparation for the next map. Merlinus also bought a few elixirs.

Turn 4, Raigh ORKOed Brunya with Apocalypse - she got doubled because she equipped Bolting to target Roy and Raigh before. Roy killed a sniper and got danced to the throne.

C24 9/392 turns

Astolfo stayed near the start with two Wyrmslayers and an Elixir to protect Fa. This required him to fight off two dragons throughout the chapter.

Turn 1, Roy OHKOed the left dragon in the first room with Durandal after getting danced. Klein and Raigh just moved ahead. EP, Roy counterkilled the throne!Dragon and the other generic one.

Turn 2, Roy seized. Klein killed the dragon in front of the second room. Raigh entered the room, OHKOed the throne!Dragon with Apocalypse and counterkilled the other two.

Turn 3, Roy got danced to seize the second room. Klein killed the dragon in front of the third room, Raigh moved into it and killed the right generic dragon with Nosferatu. EP, Raigh counterkilled the other dragon and remained at full HP due to nostank.

Turn 4, Klein killed the throne!dragon of the third room and Roy got danced to seize. Raigh killed the dragon in front of the fourth room with Nostank and counterkilled the left dragon in the room aswell.

Turn 5, Raigh apocalypse'd the throne!dragon in the fourth room, Roy got danced to seize and Klein just moved ahead. The right dragon got counterkilled by Raigh.

Turn 6, Klein killed the dragon in front of the fifth room, which had already started moving. Raigh got danced to enter it, killing one of the generic dragons on PP with Nostank and the other one on EP. Roy just moved ahead.

Turn 7, Klein killed throne!dragon #5 with Mulagir, Roy seized and got danced. Raigh killed the dragon in front of the sixth room with Nosferatu and Roy entered the room to kill the right generic dragon with Durandal.

Turn 8, Klein killed throne!dragon #6 with Mulagir, Roy seized and got danced. Raigh moved further ahead towards Yahn.

Turn 9, Roy killed the dragon in front of the final room with Binding Blade, Raigh ORKOed Yahn with Apocalypse, Roy got danced and seized.

Endgame 1/393 turns

Roy dealed the seal.

Unit summary

Spoiler

4J8qpPX.png0N7HBv6.png

Pretty solid in the first half of the game. In the midgame, he entered a pretty big hole in his performance, but was still bulky enough to survive everything, in part thanks to statboosters. After his promotion, he immediately capped HP and also got a few more levels, so his performance in C22-24 was great. Plus, the Roy you see in this screenshot has a whopping 40 res because he used a pure water while standing on Idoun's anti-magic floor.

QQljAQz.pngRUvwSFX.png

With a few statboosters, he easily carried me with nearly flawless 1-2 range combat. That also easily made him the best candidate for the first boots. The fact that he capped HP and ORKOed dragons with Nosferatu was a nice bonus on top of it.

RRl6bqd.pngx2BS8Vz.png

He had a somewhat rough start due to his low speed at base, but after getting a speedwing, this was patched up and he even doubled some bishop bosses that Raigh pretty much couldn't kill. In the lategame, his stats were pretty good and Mulagir is pretty nice because you don't even take counterattacks against dragons.

1oTHojL.pngDGg2kfO.png

Lalum/10, the seraph robes meant I never came into a situation where she's close to dying.

Fi1aFag.pngRUvwSFX.png

Pretty good as an additional combat unit early on. Once Klein and Raigh arrived, he still got me tons of money and very occasionally helped out with some combat aswell.

 

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