Jump to content

FE5 warpless and other playthroughs


anonymous776
 Share

Recommended Posts

I finished a warpless playthrough of FE5:

https://www.youtube.com/playlist?list=PLjiK2hBPwZdHvibQIPyoURi__sViJ_QB5

136940101_fe5warplessturncounts.JPG.81da0c152f58ef0696a23b2176c5c1eb.JPG

The playthrough struck a balance between turncounts and reliability. It's a very fun way to play the game and I highly recommend it. I went B route which is likely slightly inefficient. I might do an improved version someday and I will do A route next time.

 

Last year I did a theoretical LTC run that ignored reliability and used a hacked rom for 100% growths:

https://www.youtube.com/playlist?list=PLjiK2hBPwZdFEixfqS5UTqQLIvUr0qaax

207699733_fe5IRLTCturncounts.JPG.650131d4fbd1ac75765be97051a6a3be.JPG

This is a dumb gimmick run and not nearly as fun but is a lot easier to plan out.

I haven't gotten around to attempting a full recruitment LTC run with or without warp but I predict the turncounts would be something like this:

1032715843_sssltc.JPG.6aade467b021b55495fa6e02010d7cb7.JPG

1810245554_warplessltc.JPG.1801cba16edb1e9decebd59cc6c39827.JPG

And this is what a warpskip SSS run would look like with a similar level of reliability as the warpless run I just completed:

1819492449_sssturncounts.JPG.b059e7c1e7215ac1db6cf78a464f7df8.JPG

 

I'm mainly looking for ideas to improve the warpless route but if you have any ideas that would save turns in any of these playthroughs I'd like to hear those as well. Also if anyone want to try one of these LTC runs please do so.

Edited by anonymous776
Link to comment
Share on other sites

Here's some info to support the LTC theorycrafting. It's all very rough and I haven't thought too much about staff distribution or knight proof use so some turnsaves might not be possible. If anyone wants to build off of this and complete these playthroughs please do so and record it.


SSS elite mode theoretical LTC with no move stars or move growth
ch1 - 4 turns
ch2 - 4 turns
ch2x - 7 turns - Eyvel needs 10 BLD to carry Leaf without movement penalty and can obtain two levels by this point on elite mode.
ch3 - 6 turns - The extra turn taken to get Tanya captured allows you to skip ch8x
ch4 - 8 turns - This should be possible in theory although incredibly unlikely. Send Brighton to capture the armor with the door key by weakening with wrath on turn 2 then capture critting on turn 3. On turn 4 he can move two tiles to the right so Machua can take the door key and open the door for the civilians. Then Machua can help the furthest civ to escape. Meanwhile, Lara must unlock the door to Lifis on turn 2 and be rescue dropped to the left by Machua and Lifis. Machua might want to remove her weapons so the brigands set up a kill for Lifis. Lifis will then unlock the light brand from the closest chest in the bottom right and take it towards the exit. Lara can unlock Leaf's door on turn 3 then be rescue dropped upwards by Karin+Fergus+Leaf so she can unlock the civs door on turn 4. On turn 4 Fergus and Leaf should rescue drop Karin upwards. On turn 5 Fergus and Karin should rescue the civs except the one furthest down, then have Fergus drop one downward and Karin give the other to Fergus. Enemy reinforcements must not appear on turn 7. Karin would move upwards on turn 7 and be rescued by Brighton so she can be given to (8 bld) Lifis during the escape. Lara should unlock the main door on turn 7 and Leaf should move into the room after receiving the Light Brand from Lifis so he can recruit Dalshin. Leaf will kill some enemies on enemy phase then Leaf, Lara, and Lifis+Karin can escape on turn 8.

ch4x - 5 turns - Ideally the civ required to recruit Hicks can be released from his cell on turn 1 while Leaf kills stuff in the middle of the map, then thieves unlock doors and Karin gets carried to the exit. A 4-turn might even be possible.
ch5 - 11 turns - Use the unlocking of the prison door to move Leaf+Asvel upward (Leaf should carry Asvel without penalty at this point) and then move them straight towards the escape point. Lifis should give Karin to Leaf then pick up Nanna so both are carried to the escape point.
ch6 - 6 turns - Send most units left from the starting point then down to the left escape point. Nanna and Karin can carry units and Hicks can take a passenger after being recruited.
ch7 - 6 turns - The spawn positions will be different than usual but the idea is the same. This might even be more favorable if Karin spawns further down. It might be possible to keep Shiva.
ch8 - 2 turns - Safy should have A rank staves from rigging repair misses so Leaf can be warped to the boss. Visit houses, recruit Marty, buy door keys, capture the boss, and seize.
ch9 - 2 turns
ch10 - 2 turns - Warp Leaf to the boss then warp someone to the rescue staff house. A cav should drop a thief past the first fort on turn 1 so a stamina drink can be stolen from the enemy thief (which has a 50% chance not to move)

ch11 - 3 turns - The warp staff is broken at the start of the chapter so it should be repaired on turn 1, used on someone to scare Kempf away on turn 2, and used on Leaf to seize on turn 3. Karin should be used to drop a unit as far upward as possible on turn 1. On enemy phase the path upwards should somehow not be blocked due to armors moving favorably and other enemies dying to counterattacks. Then Leaf should be given to Karin on turn 2 and she should move just before the trap zone begins so that the 7-move unit that was dropped on turn 1 (9-10 BLD Asvel?) can take Leaf from within the trap zone, disarm himself, and wait. This triggers the trap and once Asvel gets captured it leaves Leaf able to move on turn 3. Karin will get moved downward after the doors appear so she can open one of them on turn 3. The other doors must also be opened and Safy must end turn 2 close enough to reach Leaf.
ch11x - 2 turns
ch12 - 2 turns
ch12x - 5 turns - While it's normal to 5-turn this map with two warp staff uses the elite mode LTC version has the extra objective of promoting Salem. He starts the map at level 5 so he must kill enemy thieves on enemy phase with low accuracy jormugandr crits and get even more exp by missing and then killing the enemy bowfighter near the spawn location. You must delay recruiting Pahn so that enemies do not flee too early. Then put Trude to sleep, capture him, and use a rescue chain to get Safy to Tina as usual.
ch13 - 1 turn - Promoted Salem has B rank staves so he can use the rescue staff. Warp Salem (+ another unit given to him so fewer units are left behind) then use the rescue staff on Leaf+Safy. Use the Lenster knights to get everyone out with only two units left behind at the starting point.
ch14 - 10 turns
ch15 - 2 turns
ch16a - 2 turns - kill the boss with bolting to save warp
ch17a - 2 turns - warp leaf turn 1 to kill the boss
ch18 - 7 turns - Super unlikely but should be possible without movement stars. If you unlock the armor knight door and civilian door turn 1 and kill the armor blocking the civ door (bolting, dancing a combat unit, whatever) they will begin to move towards eachother on turn 1. Instead of using the sleep sword to disable the armor knights you have to let them move towards eachother on the narrow vertical corridor. Then hope that the red armor knights kill the ones that turn green so they can keep moving without getting clogged. You might even need some civs to get killed after completing their recruitment so they don't get in the way. I think you'll need to warp a couple units to the end of the armor knight line so they can drop the civs that recruit the last couple armor knights. On the right side you just send a bosskiller and rescue staff user(s), remove weapons so they don't accidentally kill Xavier, then use the rescue staff to get Leaf and Lara to recruit Xavier and seize on turn 7.
ch19 - 1 turn
ch20 - 15 turns
ch21 - 1 turn
ch21x - 3 turns - Use the rescue staff to get the units out of the inner cells, including some staff users rescued from the cells. Use warp staves to send units to the outer cells, unlock the doors, and then use the captured units to kill their way through the outer doors with weapons taken from the warped unit. Ignore the enemies that get warped at you, you can evade their attacks and keep running. You will need units captured in a very specific order so that the prisoners can help eachother escape instead of weighing eachother down. You will have limited opportunities to thief warp staves but that's fine since the unreliable tactics used in this run end up conserving warp uses and you don't need to use thief or sleep to disable threatening enemies so you can repair warp more.
ch22 - 1 turn
ch23 - 1 turn
ch24 - 6 turns
ch24x - 3 turns
ch25 - 3 turns
total - 133 turns

 

Warpless SSS elite mode theoretical LTC with no move stars or move growth
ch1 - 4 turns
ch2 - 4 turns
ch2x - 7 turns
ch3 - 6 turns
ch4 - 8 turns
ch4x - 5 turns
ch5 - 11 turns
ch6 - 6 turns
ch7 - 6 turns
ch8 - 3 turns - Fly left and drop Leaf with Karin, then kill/capture the boss with her
ch9 - 2 turns
ch10 - 4 turns - Your promoted Karin will start in position 1 while dismounted. Move her to the bridge and mount. Move a couple cavs ahead of her and drop passengers. Karin needs to fly through all the ballistae to drop Leaf near the boss on turn 3 and other units need to clear out some of the enemy armor knights because Karin doesn't have enough movement to go around. Also send someone to get the rescue staff and capture the thief for a stamina drink. Then kill the boss with a double low % crit from Karin.

ch11 - 5 turns - With 10 BLD Asvel, 9 BLD Lifis, and 8 BLD Leaf (for example). Drop Asvel upward with Karin on t1 then use Karin+Asvel to drop Lifis in the trap zone on t2. Move Dagda and then Leaf beside Fred on t3 then unlock the first two doors with Lifis an Asvel. Then on turn 4 unlock the third door with Leaf, move ahead and rescue him with Dagda, then take Leaf and unlock the last door with an unarmed Lifis. Asvel can then move up and scare Kempf away. Lifis will be captured on enemy phase so Leaf is able to seize on turn 5.

ch11x - 4 turns - Rescue and drop to get a unit further ahead on turn 1 as you kill your way through the corridor. (Promoted) Safy should be given to the unit in front and dropped ahead of the corridor on turn 2. Then on turn 3 Safy should use the rescue staff to bring a 7-move unit (that has a 2-range attack) to the front of the pack. Rescue Safy with a unit behind her and use the unit that previously dropped Safy to swap her to the unit that was just moved with the rescue staff. Then move that unit towards the boss area (so that wind mages will attack across the wall and be killed) and drop Safy. On turn 4 unlock the door to the boss area, take the rescue staff with Safy and use rescue on Leaf from the former door tile (he will be moved upward). Kill the boss across the wall from above and seize.

ch12 - 3 turns - Move Karin left, drop Leaf on turn 2, capture Salem on turn 3. If you get her in the right deployment position you shouldn't need a rescue staff use since Karin can kill an enemy while holding Leaf on turn 1 and move just far enough.

ch12x - 7 turns - I theorycrafted this chapter assuming Asvel had 8 BLD so something would need to change between this and ch11. T1: kill enemy thief with asvel, rescue+drop ahead with Leaf+Dagda. use the sleep staff on a dancer. T2: move unarmed Asvel ahead so he gets captured by an enemy thief. T3: free Asvel, give him a 1-use weapon so he is unarmed again after killing a thief. T4: capture Trude who is now holding Asvel, give Safy to Asvel and kill the sleeping dancer. Then drop Safy ahead. T5: move Asvel then move Safy ahead and rescue Leaf+Lara. Then move Leaf and drop Lara ahead. T6: unlock door with Lara. Move Safy backwards, rescue and swap her to Asvel with Salem+Lifis, give her to Leaf, then drop near the door. T7: Recruit, recruit, seize. Don't waste an unlock on the knight proof.

ch13 - 2 turns - Promoted Karin must start in deployment slot 7 so she can fly across the mountains and dismount on turn 2.
ch14 - 10 turns
ch15 - 2 turns
ch16a - 4 turns - T1: Move Lara to the right from the spawn location to dance a promoted flier then rescue and transfer Lara to the same flier and drop her on the plain between mountains and forests. Also move another flier holding Leaf to the right (this flier should start in slots 12/13/14). T2: move the second flier to the edge of Lara's range and dance. Then drop Leaf on Sleuf's island. T3: Recruit Sleuf, use the unlock staff to lower the drawbridge, have Sleuf use the rescue staff to transport Lara, then dance the flier carrying Leaf so Leaf is dropped near the boss. T4: kill/capture the boss and seize (Eda+Linoan support could help but isn't necessary because reliability doesn't matter). Also recruit Eyrios at some point.

ch17a - 3 turns - I think it's possible to get the rescue staff, recruit Misha, and seize all in three turns.
 - To seize: T1: move a flier (Dean) to the river right of the spawn location, dance, give Lara to Dean, then drop Lara right (unarmed). T2: send Eda to the right, pass a 6-move rescue staff user to the first flier, and free Lara. Move the first flier and dance. Then drop the rescue staff user. T3: Move the rescue staff user to the trigger tile below the boss and use the rescue staff on Leaf. Kill the boss with a double master lance crit. Leaf can then seize.
- Karin stuff: T1: Transfer a high move unit to Karin. Move a staff user upward from one of the starting positions near the right and use the rescue staff on Karin. Then move Karin up and drop. Then get the rescue staff to a staff user in position 1. Move a unit to the bridge tile then move the staff user past that and rescue another high movement unit. Move this unit upward. Misha and her pegs will move towards isolated player units so make sure there is a unit in the bottom area without many allies within 8 tiles so Misha moves that way. T2: Move the unit dropped by Karin towards the rescue house and the rescue staffed unit towards Misha. Kill an enemy pegasus with bolting if needed. Talk to Misha with Karin then use the sleep staff. Repair the rescue staff and then get the staff+user to Eda and then to Dean, etc. T3: Recruit Sara with Karin, visit the rescue house, and capture Misha.

ch18 - 8 turns - Dance Tina on turn 1 to unlock both the door to the armor knights and the door to the civs. Use bolting to kill the armor blocking the civs so they can start moving on turn 1. Send a bosskiller and rescue staff user along the right side to get Leaf+Lara so you can recruit Xavier and seize on the last turn. I don't think a 7-turn is possible since you can't warp to the back of the armor knight line but I haven't looked into it.
ch19 - 1 turn - Kill the mage knight beside Amalda with a promoted mounted unit or with bolting. Then someone can rescue staff Sleuf downward so he can reach Amalda.
ch20 - 15 turns
ch21 - 3 turns - Drop a rescue staff user downward, use the rescue staff to move Lara downward, refresh the first staff user, then use the rescue staff on a flier. Drop Leaf in seize range on turn 2, kill/capture the boss and seize. The priest in front of the boss will flee once silenced (if you don't use the translation patch with the error), clearing the way to the gate.
ch21x - 3 turns - Use the rescue staff on everyone in three of the cells. For the fourth cell Tina can unlock the inner door, a danced unit can unlock the outer door, the armor knight blocking the way can be killed with bolting, and the prisoners can get weapons from the unit that unlocked the outer door.
ch22 - 3 turns - Use the rescue staff twice to allow a flier to reach the rescue staff house in the bottom right.
ch23 - 2 turns - Use the rescue staff to get a flier further on turn 1 so Leaf can be dropped in seize range.
ch24 - 6 turns
ch24x - 8 turns - No Sety but should be fine if reliability doesn't matter. Although his 8 movement might matter so you might need more rescue staff usage. Or maybe you should get Sety with more rescue staff usage in ch23.
ch25 - 3 turns
Total - 158 turns

If anyone wants to try one of these runs I can help develop more concrete strategies. I'd like to see someone record these playthroughs someday.

 

I also like doing FE5 gimmick runs that aren't restricted by turncounts. For example I just completed a minimum recruitment 0% growths ironman run. The idea is to beat the game with the fewest number of character endings displayed once you beat the game. You skip many important recruitable characters, kill Mareeta so she doesn't join, skip ch8x so Dagda and Tanya don't rejoin, get neither Cyas nor Sety, get both of your staff users captured so that Delmund doesn't join and Dean leaves the party, and end up with barely a full party in the final chapter with many of the units being among the weakest in the game (or less than a full party if you lose anyone along the way, like I did). While growths make it easy to juggernaut through any challenge run that doesn't restrict turncount, in 0% growths you need to use all sorts of cheese to win with your weak units and limited resources. I made some dumb mistakes over the course of the playthrough and decided at the last minute that I wasn't going to use the secret shop, making the final chapter way more dangerous than it could have been, but in the end I barely managed to beat the game without a single game over. If you're looking for something to play that doesn't rely on turncounts I think this is a good choice.

Edited by anonymous776
Link to comment
Share on other sites

Neat stuff. I didn't know about that trick to avoid 8x, does it affect your in-game rank?

I had done 12x warpless before but your run seems so much more optimized than mine. Though in my case I limited myself by making getting all the treasures a requirement.

Link to comment
Share on other sites

Skipping ch8x by getting Tanya captured doesn't affect your ranking because you still have 47 characters at the end of the game (you get Dagda after ch8 and Tanya in ch21x). If you don't care about having a full roster you can save an additional turn by getting Tanya killed instead but that of course affects your rankings.

Link to comment
Share on other sites

  • 5 months later...

FE5IR: https://www.youtube.com/playlist?list=PLjiK2hBPwZdHluqJk8yiyrbk9HYOVyaU31495714962_fe5irturncounts.JPG.fcce5dc9a196b9e8fe84d8f13e9b078f.JPG

 

This route warps past most of the game to save turns. I might record a reliable 0% growths route later because it's a bit less straightforward, you need to slow down to recruit units and set up kills.

edit: 0% growths https://www.youtube.com/playlist?list=PLjiK2hBPwZdHh9fljV6fvyLEkegzYBQYx

 

Edited by anonymous776
Link to comment
Share on other sites

  • 1 year later...
  • 11 months later...

SSS+ in progress. And here is some theorycraft for a minimum recruitment super rigged LTC (elite mode, without movement growths or stars)

minimumrecruitmentLTCteamv3.thumb.png.9c9f5cbdfe1c1aae75e8368f3370b979.png

minimumrecruitmentLTC25v3.png.5a80105027eaccbefa2aa1e7bb7435cb.png

minimumrecruitmentltc.JPG.3945214f10fefffaa874dc5c8d012b5b.JPG

I think it's a pretty interesting route because there are a lot of strategies that might just barely work with the limited characters and small party sizes, and require crazy strats to train units enough to use the other crazy strats. However that also means a ton of rigging, even if growth rates are hacked and characters are given miracle+, wrath, PCC 5, etc. for the sake of convenience. So I did the fun theorycrafting part and haven't tried to put in into practice. There are always some unexpected issues that arise when executing the run so I can't say for sure that this will work. Anyway, here's the plan:

c1: Rescue drop Leaf with Fin+Eyvel on t2 so he can fight some enemies and gain 2 bld. Halvan needs to train wexp as much as possible so he should miss twice against the archer on t2 and short lance soldier on t2ep. Fin should capture the boss on the final turn (rather than getting the life ring) because the long sword is useful in c12x. The enemies near the start should be spared until Marty and Tanya appear, as both need to gain several points of bld asap. Capture a couple javelins.

c2: Rescue drop Leaf upwards on t1 with Fin and Eyvel. Marty kills the pirates near the start. On t2 Halvan attacks the iron bow hunter with a hand axe and Marty finishes. Dagda gives Tanya to Fin, drop her upwards and rescue drop right with Leaf+Eyvel. Marty should reach 18 bld on t2ep. Now Leaf continues towards the boss, gaining exp by dodging arrows until he kills the enemies&boss on t5ep. Eyvel gets the speed ring. Tanya fights pirates in the top right and reaches 8 bld. Othin attacks the hand axe pirate and gets hurt, then moves into position on turn 4. Halvan attacks the iron axe pirate reinforcement in the bottom right with his hand axe, finishes him on enemy phase, and does not kill the hand axe pirate reinforcement on enemy phase. This enemy must have 9 bld. Halvan captures, Dagda transfers to Marty, Marty trades with the captive so the pirate has an iron axe and no vulnerary in his inventory and he transfers to Othin. Othin takes the pirate and suicides against the hand axe pirate that he was fighting against. Then Fin rescues Marty out of the attack range of the newly dropped pirate. This pirate burns down the vulnerary house on enemy phase 5.
[if you do not allow sacrifices, another option is to get Othin captured by a 12 bld enemy. This would remove the need to increase Marty and Tanya's bld stats as Fin can participate in the rescue chain upwards and make c3 much easier due to deployment positions. However, the newly dropped pirate will not move on EP5 so you lose a turn]

c3: Rescue Eyvel with Halvan, transfer her to Marty with Fin and rescue Leaf, take Leaf with Dagda, drop Eyvel up, move Tanya up. T2: drop Leaf, rescue chain Dagda up, capture the door key with Eyvel, rescue Leaf with Tanya. Halvan can fight some enemies for wexp. T3: release soldier with Fin, unlock door with Marty, unlock cell door with Eyvel, give Leaf to Dagda, move up, move Halvan towards houses. T4: unlock right door with Eyvel, drop Leaf with Dagda, rescue Corpul with Marty, move Fin, Halvan, Tanya into position to receive. Leaf should kill the soldier and reach 8 bld on ep. T5: Rescue chain Corpul, capture bishop with Dagda, kill boss with Eyvel. Leaf should have the light brand and the important/expensive items should be distributed between Eyvel and Halvan. Fin should keep a weapon for c7.

c4: Lara unlocks Leaf's door on t3 and opens the door to the exit on t6, while gaining wexp from soldiers that attack her. Machua can get the light brand from the upper left chest in the lower right room, then move towards the exit. Brighton moves toward the exit and captures a short lance along the way (possibly from the armor with the door key) and also kills some stuff. Leaf can carry Karin without movement penalty if he has 8 bld, so if Machua transfers Karin to Brighton on t5 Brighton can wait on the right side below the door. Then on t6 Machua and Leaf rescue drop Lara ahead while Brighton drops Karin, forming a line and allowing everyone to escape except Fergus.

c5: Move Lara on t1 and rescue drop unarmed Machua so she is captured by the lower armor knight, while keeping everyone else out of range of the other armor knight. Rescue Lara with Karin on t2 (without moving Lara) and free Machua with Leaf. Then use Brighton to transfer Lara to Machua and rescue Karin. Move Machua above the other armor knight and attack to die from a critical hit. Lara will then be dropped without losing her turn, so move her upwards. Give Karin to Leaf on t3 and unlock the door with Lara. Before unlocking the door Nanna should be moving right while getting exp on enemy phase and Eyvel should kill Mareeta ASAP. After opening the door Lara can start gaining bld. Nanna can then clear Lara's path on t4 and stay around that area to maximize exp, and Brighton can help by luring a couple enemies towards her. Leaf must full move every turn towards the escape point, dropping Karin when possible so she can gain exp and picking her up before she falls behind. Manage stats and HP so the enemies behave as desired and don't block the path. Lara and Leaf can rescue drop Karin ahead on t9 so Karin may gain bld after being dropped on t8.

c6: Rescue Leaf with Karin and move to the intersection on t2 to get a bit of exp. Move down and right to fight another soldier and escape t4. Lara should move left on turn 1 and miraculously dodge a ton of attacks to get wexp and exp. She may need some enemies to attempt to capture her and get criticaled in return. She should be level 10 with D rank swords, with at least 7 strength.

c7: Rescue Leaf with Karin and fly downwards. Drop Leaf on a mountain so enemies target Karin (even though Leaf has 6def) and she massacres them. Capture the last one on t3 and release with Leaf, then rescue and fly to escape on t5. Fin can gain some exp from the bandits near his spawn location.

c8: Halvan and Karin are force deployed even if fatigued because you have under the minimum deployment limit. Karin starts in spawn position 2 because Othin is dead, therefore she will be in position to drop Leaf on t2. But in order to do that she must not be blocked. So massacre some brigands while holding Leaf. Halvan needs to rescue Leaf on t1 to allow Karin to take him from her starting location. Carrion ideally can draw multiple enemies away from Karin (or maybe not if she needs the exp), or at the very least can pull one bandit onto a forest by acting as capturebait. On t2 Karin should drop Leaf and kill the warrior on ep. Halvan should train his axe rank. Then kill the boss with Karin and seize.

c9: Fly left with Karin+Leaf. On t2 she should give Leaf, dismount, and promote. Leave Kain behind.

c10: The fire sword armor must have 4 skl and 9 bld. Karin should start this chapter with 10 bld so Robert can rescue her on t1 without losing movement. Then take her with Selfina and suicide with a fire sword crit. Then capture the fire sword with a double crit by Leaf and take/release with Alba. Karin will be free to move after Selfina's death so she can mount on t1, rescue Leaf t2, and drop him t3. Leaf should not have more than 11 mag so he weakens the boss without killing him, then 20 skl Karin can land a 1% capture crit to get the knight proof. Robert can get the rescue staff while Alba goes to the top right, kills a soldier on t2ep, fights in the arena t3, and buys torches t4. He can get more exp if he switches the arena&shopping turns but he will lose wexp.

c11: Use Robert+Alba to transfer Leaf to Karin and move Karin all the way up, dropping Leaf. Hope the path to Fred is not blocked, or Leaf can clear from the edge of his movement. It might be best to leave a soldier or two alive on t1 so Alba can get more exp. Move Karin to Fred, dismount, and kill Fred (on enemy phase?). If Karin has ~14 def while dismounted the javelin armors may opt to suicide on Leaf even though Karin has no ranged weapon. Alba should rescue Robert on t2. Then give 7 bld Robert to 14 bld Karin and dismount Alba for exp&wexp against remaining enemies that aren't in the way; there should be several enemies alive for Alba to train against. Move Leaf up, move Karin up, and drop Robert downward. If the middle javelin soldier does not have enough strength to damage Karin he should stay in place, while the other one should stay in place or suicide against Robert. Then open the door with Leaf on t4, kill the mage with Robert, and scare Kempf with Karin. If Karin has high mag Robert might get an enemy phase kill vs the bishop. Get exp on Alba.

c12: T1 use torch with Robert, rescue chain to Karin and drop him to the right, then fight his way to the door key shop. Kill the brigand blocking Karin left t2, step down t3 to kill brigand above then re-move up and kill hand axe guy on enemy phase. Alba can't advance on t1 but he should be able to fight 6 enemies on t3ep and promote on t4. Karin will drop Leaf t3 and kill the boss t4. [The shop may be skipped if Alba captured a door key in c11 and Brighton captured a door key in c4]

c12x: Alba should get 18bld in time to carry leaf and needs to capture Pahn. He needs either 16str+40wexp to use Eyvel's iron blade or 20str with the long sword (lvl13 before promotion + 2 levels in c12x?). If he promoted at lvl11 he will have enough spd to double thieves for a bit of extra wexp. If he has never gained a point of def and has the long sword equipped he should be attacked by enemy thieves whether or not he is carrying another unit. Robert may need to get a kill on t3 to reach his exp target. Karin should have enough def+bld so enemy thieves will choose to attack Alba even if they can reach Karin holding Robert. Drop Leaf ahead on turn 5 with Alba and drop Robert ahead with Karin on turn 6, then rescue Robert with Alba. Take+drop Robert ahead with Leaf on t8 so he can open the door, Alba capture, and Leaf seize. After dropping Robert on t6 Karin should unlock the upper left door on t7, mount her pegasus on t8, and get the knight proof on t9.

c13: Promoted Karin can move far enough to drop Leaf on turn 2 but not far enough to dismount, so only Glade+Leaf will escape. Robert must promote on turn 2, so move him up and kill multiple enemies on ep1 and dodge a ballista.

c14: Eda and Glade need a ton of sword wexp so fly Eda left and let her get surrounded on a forest while Glade fights in the arena and kills enemies at choke points with lots of crits. Glade should kill the dark mages at the outer choke point. Dean needs to capture the master axe from the boss, get a couple physic staves, a thunder tome, and a few levels. Buy four stamina drinks.

c15: Dean must drop Leaf t1, so Eda and Glade must rescue&transfer. Eda cannot reach any of the houses. Dean can get an item or buy door keys. Linoan needs to grind staff rank super fast, so miss m-up on t1 and rig double physics whenever possible. Four double physics should be enough. Linoan should stop gaining hp&mag when she reaches 20hp & 8 mag because she needs to get OHKOd later (the 8mag lets her kill stuff in c17a and the 20hp saves a stamina drink). She shouldn't reach 10skl, but skl also helps her double physic so she should probably gain some.

c16a: Fly Dean to boss, drop Leaf on t5, seize t6. Linoan grind staff rank, Glade grind sword rank (he can use a broken sword so he doesn't accidentally kill stuff and doesn't waste weapon uses). Eda should promote mid-chapter and help weaken the boss so Dean can capture the armorslayer.
[if you were to do a minimum recruitment playthrough without major rigging and without allowing sacrifices you could use a similar but more reliable strategy, with Karin passing Leaf to Dean on turn 5 and Eda+Linoan providing support. Leaf would be dropped and captured by an armor, with the boss approached from below]

c17a: Fly Dean towards the boss and drop Leaf 1 tile below the door activation point on t4. Fly upward with Eda and drop Linoan, then visit a house and fly to the door activation point on t5. Linoan should miss staves and get the other house, while dodging/killing pegasus knights on enemy phase. Glade can get a bit of sword wexp and go left for the magic ring (or not?). Kill boss with dean and seize.

c18: left side: T1 open door with Dean, miss staff, move unarmed Leaf. T2 free Leaf with Linoan and rescue her with Dean. T3 give Linoan to Leaf and drop upwards so she kills a soldier on ep. T4 unlock the door with Leaf, move Linoan one tile to use physic and rescue with Dean so he kills another soldier on ep. T5 give Linoan to Leaf and drop her. T6 rescue staff (Leaf will be sent right because a pillar is below) and seize.
Right side: T1 move Eda and rescue with Glade. The soldier must not block Glade's path, so Glade probably needs maxed def and the soldier needs to roll down atk. Drop Eda upward and open the door with her on t3. Then move down-left and kill the armor knight below her. Move Glade above her. All the armor knights should die on enemy phase except a couple that attack Glade (they don't matter), one blocking Eda's path, and two who were unable to reach but conveniently waited below the direct path because other units were in their way. That should allow Eda to move towards the boss, kill Xavier on t5ep with the fire sword (or kill with Glade on t6), and kill the boss on t6.

c19: Kill Conomore just for fun, rescue and use rescue staff with Linoan. Leave t2.
[there is an alternate route that 1-turns c19 and 4-turns c21x, rescuing additional units and resulting in much more lenient strategies throughout the run due to the extra bodies in c25. An additional unit deployed at the top of c25 means Othin can kill Zwei on turn 2, which also removes the axe rank grind in c22 and c23 and allows the Blaggi sword to be obtained. However another turn is lost due to deployment positions; you want Linoan in Leaf's group in c24. You could try benching her and suiciding a flier in c23 to 2-turn without Linoan deployed but you don't have the deployment slots that would allow another flier to kill the boss]

c20: Delay killing the boss until the hand axe armors spawn, might need to capture a couple. Rig rescue staff misses to reach A staves on Linoan. Train Glade's weapon rank if needed. Might need a couple killing edges. And get a master lance if you don't have one.

c21: Give Leaf to Glade, warp, drop. The boss should target Glade at 2-range over using blizzard on Leaf. Capture/kill the sleep priest and visit the holy water house.

c21x: The prisoners should be "deployed":
karin (c13) - top left
alba (c13) - top right
robert (c13) - bottom left
halvan (c9) - bottom right
carrion (c9) - top left
fin (c7) - top right
fergus (c4) - bottom left
brighton (c5) - bottom right
lara (c6) - top left
nanna (c5 - top right
kain (c9) - bottom left

Dismount Eda and rescue drop her with Glade and Dean. Dean should have base def because he wants armors to attack him with hand axes, he will kill two with the master lance across the wall. Open doors with Leaf and Eda on t2, then rescue Eda with Fergus and Kain and transfer her to Leaf with Robert. Then use Glade to transfer Eda to Dean, rescue Leaf and move towards the exit. Drop Eda near the exit and end Dean's turn 9 tiles away. Survive the enemy phase. Then on t3 rescue and transfer Robert to Dean.
Linoan should rescue Halvan+Brighton, Fin+Nanna, and Karin+Lara. Halvan can get a bit of wexp on t2ep and Brighton should rescue Linoan on turn 3 so someone else can take her and leave.

c22:
0leaf
1glade
2dean
3eda
4linoan
karin
5robert
6halvan
7fin
lara
8nanna

Use four stamina drinks. Warp Halvan+Leaf on t1 and drop Leaf equipped with the king sword. Halvan must miraculously survive (maybe he should use the speed ring in c3) and get wexp. If Halvan has enough wexp it might be better for Leaf to divert some attacks, otherwise use a holy water. Kill the boss with the brave axe on t2. Linoan should warp another unit to visit the shop on t2 so Nanna can promote.
Or: Warp Nanna+Halvan t1 and use the holy water with Halvan to increase survivability. Then warp Leaf to seize. But Nanna won't have B rank swords without promotion, so you would also need her to give the earth sword to Lara in c5 for use in c25 vs Funf. Bench Eda in c22 to swap their positions in c25.

c23:
0leaf
1glade
2dean
eda
3linoan
4robert
5halvan
6fin
nanna
7karin
lara

Linoan will not be able to warp Halvan on t1 due to deployment positions. Instead warp Karin holding Halvan and drop him t1. Then kill the boss or rescue Sety on t2 and warp Leaf to seize. If Sety is not triggered, remove Linoan's staves on t1 so she is not silenced. Cyas must get captured by the axe general so discard his light tome on t1.


c24
0leaf
1glade
2dean
3linoan
4robert
5halvan
fin
6karin
7eda
8nanna
9lara

Linoan warp Leaf t1 then get rescue dropped in range of the fenrir mage. Leaf needs three armorslayer crits to kill Raydrik. Halvan should move down and fight multiple enemies on ep, then use the brave axe on t2. Promote Nanna and get a kill on t2. Get exp on Robert if you have door keys to spare. Dean should leave once Linoan is dead.


c25
0leaf
1glade
2robert
3halvan
4karin
5eda
6nanna
7lara
8fin

Leaf should move directly to the escape point, killing berserkers on t2ep and berserkers+dark mages on t3ep. Everyone else should unlock a door t1 except Lara who needs to promote and move towards the throne and Robert who should kill Elf on t1. The enemy armor knights move before the dark mages and will suicide against you units or will stay out of the way if they can't attack or can't deal damage. Then the dark mages will retreat out of the way to use fenrir. Then the midbosses will attack. Glade and Eda need fire sword crits to kill, Nanna needs two armorslayer crits, Halvan needs a master axe crit (he will switch to the top weapon in his inventory if he reaches B rank axes while killing the armors), Karin can probably use a slim sword for a hit+crit or a killing edge if she has C rank swords (Zwolf will attack because Karin has 20 spd). Once all the switches are seized on t2 the final area will be revealed. The dark mages with silence staves should attack Leaf and the m-up staffer will hopefully use his staff on one of the fenrir mages rather than Veld. Then Lara can just barely reach Veld on t4 and kill him with four king sword crits, allowing Leaf to seize.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...