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Hector hard ranked playthrough


dondon151
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Chapter 25: Crazed Beast

Normally this chapter is a major pain because it's 0-requirement adds a huge amount of turns to Tactics, but I found a 3-turn strategy:

Hector, Priscilla, Serra, Ninian, Heath, Raven, Florina, Fiora, Kent, Sain, and Lowen are deployed.

Turn 1:

hhm25s1iq3.png

- Heath rescues Raven and, with Ninian giving them both another turn, Heath moves next to the southwest castle and drops Raven in the space below him.

- Priscilla and Serra use Barriers on Florina and Fiora. The two PKs move northeast and KO the nearest pirate.

- Hector rescues Ninian. Kent and Sain pick her up and drop her in a forest tile.

Turn 2:

hhm25s2awb2.pnghhm25s2bfz8.pnghhm25s2cvx6.png

Southwest, northwest, and northeast fronts, respectively.

- Raven finishes the warrior that guarded the southwest throne with a Killing Edge crit. Heath makes Raven equip and Iron Sword and uses a Vulnerary.

- Florina visits the village for an Elysian Whip and Fiora moves next to her. Both equip Javelins to counterattack the monks.

- Lowen moves north, and with Ninian's help, parks himself on a fort. This is important, as cavaliers will reinforce from those forts and will block Lowen on enemy phase. Sain and Kent rescue and drop Ninian out of range of the ballistae.

Turn 3:

hhm25s3arx1.pnghhm25s3bdb8.pnghhm25s3cud0.png

Southwest, northwest, and northeast fronts, respectively.

- Heath stuffs the pirate who decided to hold the southwest throne. Raven is poised to seize.

- Sain, with an extra turn from Ninian, removes a cavalier blocking Lowen's way to the northwest throne.

- Florina 1-shots the bishop holding the northeast throne with a Killer Lance. Fiora has a clear way to the gate.

hhm25s3dyo0.png

- All 3 gates are seized.

Obviously I won't use this strategy since it offers pathetic EXP... I'm thinking somewhere around 8 turns in order to milk the myriad reinforcements triggered by encroaching each of the castles.

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You should try and compare worth of an extra turn staying here to one in, say, Value of Life, before you lengthen your turn count by too much (though you should definitely try to kill pretty much every enemy already on the field before seizing).

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Ch32x has what, valkyrie reinforcements (that give little EXP because of class bonus) and reinforcements after the doors to Kishuna's room are opened? I'm not sure how overleveled the enemies are, but the reinforcements there have to beat ch25's 3 pirates, 3 cavs, and 4 monks per turn in terms of EXP count... mind helping me out here with enemy data?

Right now I'm only concerned with building up enough of a turn surplus that will let me simply clear ch32x. Last playthrough I had only 4 turns to spare, but this playthrough I'm doing 7 turns better than last time as of the end ch24, and I think I can definitely save up enough turns in the upcoming maps to complete ch32x.

Ch25 is truthfully very easy to clear whenever you want due to moving bosses and the availability of 3 flying units that can seize whenever possible. I didn't realize this last time and got 12 turns, but this time I plan on triggering reinforcements as soon as possible and finishing the map once the reinforcements stop. I'm still kind of worried that the huge EXP surplus will all go down the drain in the last 2 chapters...

Edited by dondon151
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32x in HHM is 99.9% Berserkers and 1% Kishuna. Most of the Berserkers are L14, though there's a few L18 and L20 ones among there in the initial data. I'll check back tomorrow to see what level the reinforcements are and for how long they keep coming.

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Chapter 25: Crazed Beast

This map doesn't look intimidating, but encroaching certain points near the castles provokes a flood of reinforcements, which greatly hinder progress. Add that to the chapter's 0-requirement, and this map is a bit of a pain. The goal is to seize all 3 castles in the fastest time possible, since EXP gain is not a priority but rather a nice bonus.

Deployed units: Hector, Kent, Sain, Lowen, Priscilla, Serra, Florina, Fiora, Raven, Guy, Heath

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

Turn 1: Florina and Fiora foreshadow their sister's arrival... too bad I have neither the means nor the desire to recruit her. Heath and Raven perform some rescue+drop on Guy so that he can provoke the southwest reinforcements on the next turn. Fiora and Florina get the blessings of Barrier staves and move northeast. Hector moves up to bait the ballistae.

Turn 2: Florina gets an Elysian Whip from the village and a Divine from a monk. Lowen moves into Pascal's range and survives enemy phase with 1 HP. All reinforcements are triggered this turn.

Turn 3: Lowen retreats as Hector, Sain and Kent block Pascal from sniping at the healers. Fiora and Florina move out of range of the Purge bishop - although they take no damage from the monks with the resistance boost, they take up to double digit damage from Purge as the boost dwindles.

Turn 4: The cavaliers kill Pascal in an combined effort.

Turn 5: Raven and Guy mop up the last of the southwest pirates. Florina buys a Steel Sword from the armory.

Turn 7: Guy seizes the southwest castle. Fiora kills the Purge bishop.

Turn 8: Florina seizes the northeast castle and Heath seizes the northwest castle.

Comments: Really easy and EXP-rich chapter. In fact, there were still 14 cavaliers left on the map when Heath seized the last throne.

Fliers still rule this map, whether you're following the 3-turn strategy or the 8-turn strategy. Fiora and Florina are ideal for taking on the monks to the east, though Heath can also do with Barrier/Pure Water and maybe a supporting healer.

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   20.--  36  18  13  12  17  05  09
Raven	14.91  37  15  18  19  07  03  05
Guy	  15.68  33  12  19  20  08  04  10
Prissy   16.73  22  11  13  13  05  13  15
Serra	15.14  24  09  09  14  04  13  14
Heath	14.92  38  17  13  11  13  02  08
Fiora	18.10  29  12  18  18  08  12  09
Florina  17.44  26  12  15  17  06  10  15
Kent	 16.24  32  12  13  13  09  04  07
Sain	 16.37  32  16  09  12  09  02  09
Lowen	15.66  35  11  09  11  12  04  10

Turns (ch): 8/0

Turns (total): 182/195

EXP: 26799/18050

hhm251vt5.png

ps lol

Chapter 26: Unfulfilled Heart

Vaida's basically not beatable. Nothing much else to say...

Deployed units: Hector, Eliwood, Lyn, Heath, Serra, Priscilla, Kent, Sain, Lowen, Dorcas, Bartre, Lucius, Erk, Ninian

All lords are required. This chapter lets you use a lot of units o.O

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

Turn 1: Pent gives Hector a Heaven Seal. Kent, Sain, Dorcas, Bartre and Heath start in the east group and move south; the rest start in the west group and move up to meet the lords.

Turn 4: Dorcas and Bartre stand on the forts in the southeast to take on the WK reinforcements there.

Turn 5: Sain gets a Halberd from the southeast brigand.

Turn 8: Lucius gets a Luna from the northwest shaman.

Turn 11: Sain visits the village for a Hammerne.

Comments: The huge horde of WKs that congregate north of the lords' starting position seems intimidating, but they will always arrange themselves so that only a few of them will attack per turn. Basically, just don't go near Vaida and get the 3 important items this chapter.

Want to defeat Vaida? Well, you can't, barring some incredibly lucky misses (Vaida has 127 hit, which is pretty high). Hector, probably the most durable unit around, is 1-rounded, and everyone except for units with 20 AS will eat a double attack. Your best means of damage is either a Luna crit from Canas or a Killer Bow crit from Geitz; both are needed to kill her and the odds of survival are slim...

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   20.--  36  18  13  12  17  05  09
Eliwood  16.20  30  12  13  13  10  05  14
Lyn	  16.97  26  10  17  18  04  04  12
Dorcas   13.33  38  13  11  08  06  01  08
Bartre   13.51  38  15  09  07  07  03  07
Prissy   17.84  22  12  13  14  05  13  16
Serra	16.79  25  10  09  14  04  13  15
Heath	16.31  39  18  13  12  14  03  09
Lucius   16.42  25  15  12  15  02  14  05
Erk	  16.41  27  11  12  15  05  10  07
Kent	 17.51  33  13  13  13  09  04  08
Sain	 17.52  32  17  09  12  10  03  09
Lowen	17.67  36  12  09  12  13  05  10
Ninian   07.12  19  00  00  16  07  08  15
Louise   04.36  28  12  14  17  09  12  16
Pent	 06.10  33  18  21  17  11  16  14

Turns (ch): 12/11

Turns (total): 194/206

EXP: 28836/19550

Does killing Vaida end the chapter? I forgot to check =X

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Anybody have strategies on chapter 28? I'm thinking of deploying Kent, Sain, and the PKs to the left and Heath, Isadora, Legault, Serra, and Hector to the right.

A couple of failed attempts showed me that the 3 things to watch out for are the west thieves, Maxime, and the group of units that reach Zephiel before anyone else.

EDIT: There's also the very bad problem of Ursula moving starting on turn 13. This means I either have to exhaust her Bolting and get the hell away from there (too inefficient) or kill her before turn 13 (really hard).

I sort of want to have all 10 units go down the east side as the west side has no good chokepoints by the treasure room (very problematic for units surviving), but sending no one down the west side means that I can't do anything about the thieves. I then thought about moving units through the middle connecting corridor and sniping the thieves with Javelins or Boltings across the wall, but I will also have to dedicate another unit to killing Maxime. I also think that with no one to divert attention from the fighters in the west corridor, Jaffar will end up having to face Maxime in addition to a whole bunch of reinforcements that the main group won't get to.

Edited by dondon151
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Chapter 28: Battle Before Dawn

This is my favorite chapter in the game, no joke.

Deployed units: Hector, Kent, Sain, Serra, Priscilla, Fiora, Heath, Legault, Harken, Isadora

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

OK, I don't know what the fuck I did wrong in my previous playthrough, but I can promote 8 units with 10000 G promotion items and not lose the 5-star in Funds. Previous playthrough, I could only promote 2 units without loss of the 5-star. As I will get more assets later in the game, this means that I can afford to promote Eliwood and maybe even Dart/thief.

Some problems that I encountered when trying this chapter:

1) Thieves start to reinforce from the staircase in the middle corridor at the end of turn 1. They'll go after the treasure below their starting point; if Jaffar blocks the way to the room then they will retreat for a turn, buying time to get units down there.

2) Maxime doubles damn near everyone and is tough as hell.

3) Ursula starts moving enemy phase of turn 13 and will kill Zephiel if she has any uses of Bolting left. She also doubles damn near everyone with Elfire.

4) A mercenary can reach Zephiel by turn 7 and 1RKO him. A fighter reaches by turn 5, but Zephiel doesn't have to worry about losing to him.

5) Jaffar's Killing Edge breaks by turn 7.

Turn 1: Serra uses a Torch staff to light up Maxime's starting position. Everyone moves east; Sain gains a point of speed on level up that lets him not get 1RKO'd by the Silver Sword hero.

hhm281hb5.png

This dude. 17 AS is a lot.

Turn 2: Priscilla uses Unlock on the east door. Kent, Sain and Priscilla charge ahead, leaving the group of enemies for the stragglers. Fiora gets a point of speed on level up that will be important later. Sometime around now Jaffar gets seriously wounded by some Swordreaver fighters and uses an Elixir right in front of the treasure room, that scares off the thieves for a turn.

Turn 5: Fiora lures out Maxime, countering with a Killer Lance. Heath finishes Maxime the next turn.

hhm282lr0.png

15 AS means that Fiora won't get doubled. Why can't PC units be overpowered like this?

Turn 6: Harken and Isadora move into range of Ursula. Harken lures out two of the mercs accompanying Ursula while Isadora eats a Bolting.

Turn 7: Hector recruits Nino. At this point, Sain and Kent are already at the entrance to the throne room. Thieves pilfer the Brave Lance and Boots; Heath snipes the thief with the Boots with a Short Spear on turn 8. Isadora 1RKOs Ursula while she's vulnerable.

Turns 9+10: Legault gets a Rescue and a Delphi Shield.

Turn 11: At this point I'm sorely wishing that I had planned better and given Fiora/Heath extra Vulneraries, as both are in KO range but can't heal themselves. Harken and Isadora get their C support.

Turn 12: Heath gets the Brave Lance back.

Turn 13: Nino talks to Jaffar. Serra uses Torch staff for some free EXP and reveals a druid with an Earth Seal hiding in the southwest corner... I actually didn't know about this. Legault gets it on turn 15 (the druid doesn't move).

Comments: Aside from my oversight with the Vulneraries, this chapter went very smoothly. Defeating Maxime and Ursula takes luck, but everything else should work perfectly,

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   20.--  36  18  13  12  17  05  09
Prissy   02.04  27  15  16  15  08  18  19
Serra	01.42  30  13  13  17  07  19  19
Fiora	01.00  35  15  19  19  10  15  10
Heath	19.88  42  19  15  13  15  04  09
Kent	 01.29  37  15  15  16  12  06  08
Sain	 02.38  38  20  12  15  12  04  11
Legault  17.80  31  09  15  20  10  05  13
Isadora  02.87  29  13  13  17  08  06  10
Harken   08.23  42  23  22  18  16  11  12
Nino	 07.07  20  08  09  12  04  08  11

Turns (ch): 16/15

Turns (total): 225/239

EXP: 32533/22900

Chapter 28x: Night of Farewells

This is a fun map. There are lots of promoted enemies and long range staves to drive me nuts. In addition to the 4 chests on the map, 3 of which are purposely made a pain to get to, there are a stealable Angelic Robe and a Blue Gem.

Units deployed: Hector, Nino, Serra, Priscilla, Fiora, Heath, Legault, Lucius, Raven, Eliwood, Ninian

Hector and Nino are required. I was thinking about deploying Florina, but with her 6 defense and the WKs flying around... she will be a liability. Ninian too is actually kind of vulnerable on this map, but she allows the infantry units to keep up and enemy phase action isn't very needed with the 1-tile wide pathways. Merlinus can't come, so 7 total empty item slots are necessary to secure all of the treasure on this chapter.

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

Turn 1: Jaffar joins (I wonder why he doesn't just appear on the unit selection screen at the beginning of the chapter?). Priscilla and Serra Barrier the two fliers, who make for the island directly to the east of the starting point with the archers/sniper. Heath dodges the Berserk bishop (+7 res, as seen in 23x, goes a long way).

Lucius and Raven end up hanging back over the next couple of turns to deal with the PKs/FK and WK reinforcements.

Turn 5: Legault steals the Blue Gem from the hero.

Turn 7: Legault steals the Angelic Robe from the bishop. He and Eliwood get into Sonia's Bolting range.

Turn 8: Lucius gets a C support with Raven.

Turn 12: Legault gets a Speedwings from the lone chest on the center-ish island.

hhm28x1gz4.png

Chokepoints suck when you're not holding them.

Turn 16: Hector and Eliwood get their B support.

Turn 17: Raven and Eliwood 2-round Sonia with a whole bunch of Killing Edge crits (damn, Sonia's got a lot of defense). Heath and Fiora drop Legault off on the top right island with the 3 chests.

Turn 18: Legault and Fiora get a Fenrir and a Recover. I choose to ignore the Thor's Ire as it's not worth anything and it's not really necessary with all the killer weapons that I can get. Hector seizes.

Comments: About 2/3 of the way through the chapter I had terrible logistic issues: PKs and pirates were reinforcing from the north, I had to deal with enemies choking bridges in the south, and I wanted to get the treasure with Legault, but I couldn't do all that at once without stretching my units too thin.

The disappearing pathways shouldn't be a problem at all. Mounted units are kind of unnecessary on this chapter, since they'll be reaching islands long before new pathways appear.

Flying units are great, that goes without saying. The problem is that the PKs have lots of trouble with enemy WKs while Heath might not deal well with the status staves and siege tomes flying around. There's also the problem of healing them, which is somewhat mitigated by a Physic staff.

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   20.--  36  18  13  12  17  05  09
Prissy   04.71  28  16  17  16  08  19  20
Serra	03.33  31  14  13  17  07  19  19
Fiora	04.09  37  16  20  20  11  17  11
Heath	04.48  49  21  19  17  16  06  10
Raven	19.81  41  18  19  20  09  04  07
Lucius   02.03  31  20  16  17  06  18  05
Eliwood  02.00  38  16  15  16  12  10  16
Ninian   10.52  22  01  00  18  07  10  17
Legault  19.83  32  10  16  20  11  06  14
Nino	 12.66  23  11  12  15  05  10  13
Jaffar   14.51  35  19  25  25  15  11  10

Turns (ch): 18/28

Turns (total): 243/267

EXP: 35610/25150

104 levels of EXP surplus ~~~

--------

Any ideas for Lloyd in ch29 that aren't stupidly risky? I'm thinking just have Harken smack away with a Swordreaver, hoping that Lloyd doesn't thwart his 4RKO with a crit from 2x 17 MT at ~55 hit and ~20 crit. Harken can survive 1 crit with a max strength Barrier. Fiora actually only faces 6 damage with max strength Barrier as well.

The only alternative is to field a thief to steal the Iron Rune that would otherwise be totally useless, then gang up on Lloyd with killer weapons. I don't think I can dedicate 1 of 10 unit slots to a thief.

Edited by dondon151
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Chapter 29: Cog of Destiny

Mmm, Warp staff. Boo, shitload of promoted enemies with long range magic and status staves. Oh yeah, Merlinus also gets his donkey, which is important to completing the chapter quickly (WK and Vaida reinforcements).

hhm291tu0.pnghhm292qq4.pnghhm293ku0.png

The two druids can have anywhere from 25-30 mag. There's also a few other status-inducing valkyries on the map...

Deployed units: Hector, Eliwood, Kent, Sain, Serra, Priscilla, Isadora, Harken, Fiora, Heath

Movement is favored. Notice that everyone gets 1-2 range options as well, seeing as how there are only 4 melee enemy units on the map on turn 1 (and one of them's a level 20 sniper). Harken and Fiora, who sport high resistance, are probably the best candidates for Lloyd killing (next best would probably be promoted Florina and Hawkeye).

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

For preparation, Fiora and Heath have full inventories so that whatever they buy immediately goes to Merlinus.

Turn 1: Fiora and Heath fly west to the shops and village. Serra and Priscilla Barrier up Kent and Sain - I notice that I only have 3 uses left on a single Restore staff for whatever reason, and that staff needs to last me until 31, so the best way to deal with status is to prevent it from happening.

Turn 2: Fiora buys an Iron Sword, 3 Iron Lances, and 3 Iron Axes from the armory. Serra uses Barrier on Isadora.

Turn 3: Heath buys 5 Heals, a Thunder, and 3 Lightning from the vendor. Fiora gets a Warp staff from the only village on the map.

Turn 4: The druid near Lloyd with the Sleep staff comes out. Even from 13 range and with Harken having +7 to his already high base res, it has ~60 hit.

Turn 6: Isadora kills the Sleep druid. I move past the imaginary line traced by the forts that trigger Vaida's reinforcements and also provoke the group of 5 valkyries in the northwest (ugh, more status staves).

Turn 8: Isadora kills the Silence druid. At this point I'm in range to attack Linus, but there are 28 other enemies on the map, so that will have to be put off till later.

Turn 10: Hector recruits Vaida.

Turn 11: Harken begins to go to work on Lloyd.

hhm294xq5.png

Oops. If you're wondering, Lloyd has 49 hit, 10 crit and Harken has 70 hit. This means that Harken has to survive at least 6 hits that have a 5% chance to crit (73.5% that none will crit), though Harken only has a 45.9% chance to defeat Lloyd in 4 rounds of combat. Anyway, with Barrier support, this is a very reliable strategy. Harken wins on turn 13; Lloyd is easily one of the most difficult bosses in the game because you can't tote along a killer weapon for an easy win.

Turn 14: Kent and Sain get their A support.

Turn 15: Serra kills the last WK reinforcement from the southeast.

Comments: If it weren't for those damn WK reinforcements that come with Vaida, I would have finished this chapter about 3 turns faster. Having Restore and Barrier staves available make this chapter very easy; I had only 1 Restore with 3 uses and I couldn't afford to get anyone afflicted with status (apparently Merlinus was full when I tried to buy one in ch24... oops). Luna druids and all sorts of valkyries are very dangerous - Luna obviously does a crapload of damage with good hit rate and a chance to crit and the valkyries have borderline speed to double some of your units (if they're weighed down, then they're eating two attacks).

Berserk and Sleep enemies should be the primary target and Luna druids and long-range attackers should be the secondary targets. The rest of the enemies aren't that threatening with some Barrier or Pure Water support. Never leave wounded enemies at the end of player phase, because there are a lot of Physic staves flying around. 1-2 range to counter on enemy phase is ABSOLUTELY necessary if this chapter is to be completed with a reasonable turn count.

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   01.00  39  18  15  15  18  10  09
Prissy   06.07  29  17  18  17  08  20  21
Serra	05.58  31  15  14  18  07  20  20
Fiora	05.50  38  16  21  21  11  18  11
Heath	05.69  50  21  20  17  16  06  10
Eliwood  04.83  40  17  16  17  13  10  17
Kent	 04.66  39  16  17  17  12  07  09
Sain	 04.78  39  21  12  16  13  04  12
Isadora  05.43  31  14  13  18  09  07  12
Harken   11.44  44  24  23  19  17  12  12
Vaida	09.00  47  22  21  14  22  07  11

Turns (ch): 15/20

Turns (total): 258/287

EXP: 37679/28800

This chapter has the second highest EXP requirement of all maps in the game (guess which is the highest). I lost about 16 levels here.

Chapter 30: The Berserker

Deployed units: Hector, Matthew

The problem here is that I want to be able to steal stuff, carry Hector, and heal/warp him with the free choice, but unfortunately there are no mounted staff-using thieves in the game. Hector's movement issues and the lack of healing can be easily fixed; the item-stealing, not so much.

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

For preparation, Hector uses the Boots. Matthew will be going solo to the north, so he gets a Light Brand and a Lancereaver to deal with the knights and a Killing Edge to 1-shot with thieves and mages. Lockpicks and supplementary Chest Keys aren't needed and will only end up getting stolen, anyway.

Turn 1: Matthew moves northeast with the Lancereaver and lands crits on a knight and a thief, getting a Chest Key.

Turn 2: A thief pilfers the Wolf Beil. Matthew gets it back on turn 4 with a Killing Edge crit.

Turn 4: Hector gets a Chest Key from a thief.

Turn 5: Matthew discards a Chest Key and steals a Speedwing from a mage.

Turn 6: Hector opens the west chest for an Elixir.

Turn 8: Matthew steals a Goddess Icon from a fighter and gets a Steel Blade from a mercenary. He discards the Killing Edge and the Lancereaver, which both have 1 use left.

Turn 9: Hector defeats Kaim on enemy phase (getting a Tomahawk) and seizes on turn 10.

hhm301ss9.png

I wonder why Kaim has S swords and uses a Tomahawk?

Comments: Kaim is a lot easier if you rely on a Killing Edge instead of a Killer Axe, but it's doubtful that Hector will get C swords if he also wants to get through the armors - Steel Axe barely 1RKOs. Keeping Matthew alive is also kind of hard =/ Light Brand does lots of damage to knights, Killing Edge 1RKOs everything else, and Lancereaver makes Matthew invincible, but he can't do all that at once.

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   03.36  39  18  15  15  18  10  09
Matthew  20.00  32  09  11  20  08  04  11

Turns (ch): 10/0

Turns (total): 268/287

EXP: 38189/28800

I should point out that the total value of all obtainable items in this chapter exceeds 30000 G, more than enough to cover the cost of Boots. +2 move on Hector will also let him keep up with Eliwood and get to gates/thrones faster.

Edited by dondon151
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hhm282lr0.png

15 AS means that Fiora won't get doubled. Why can't PC units be overpowered like this?

They can. Use more Raven. 20/1 Raven doubles him. or 18/1, even, if you're not spd screwed.

Edited by Reikken
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They can. Use more Raven. 20/1 Raven doubles him. or 18/1, even, if you're not spd screwed.

I would use more Raven, except chapters he does well in I can afford to use worse characters to build EXP and Raven's not great for ch28. Having less than 7 move is not good.

No one else even has a chance at doubling.

Edited by dondon151
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I would use more Raven, except chapters he does well in I can afford to use worse characters to build EXP and Raven's not great for ch28. Having less than 7 move is not good.

I dunno, dude. It looks like you have way too much exp rank as it is.

Also, rescue/drop works nicely. It's worth it if it means bringing in a guy who rapes on even the toughest enemies.

Edited by Reikken
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I dunno, dude. It looks like you have way too much exp rank as it is.

Also, rescue/drop works nicely. It's worth it if it means bringing in a guy who rapes on even the toughest enemies.

EXP didn't seem that way early on when the likes of Dorcas and Bartre are actually usable >.> My previous attempt I neglected those two and ended up failing at EXP rank, so I guess I overcompensated. Rescue/drop works, I suppose, but it's slightly more reliable just using people who can go where their own horse's legs carry them because there are a couple of enemies along the way that will rape the rescuing unit.

--------

Chapter 31: Sands of Time

This is a message from Lord Nergal. "I await you on the Dread Isle." Damned faggot can't kick our asses in person.

Deployed units: Hector, Eliwood, Lyn, Serra, Priscilla, Isadora, Kent, Sain, Fiora, Harken, Raven, Lucius, Erk, Pent, Louise

The lords are required. Deploying Matthew or Legault would be a waste of a units slot and Jaffar doesn't support anyone (I know, stupid reason).

hhm311ew1.png

Serra, Kent, Sain and Fiora start in this Z-shaped room.

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

For preparation, Serra gets the Warp, Barrier and Restore staves and Pent gets a Rescue staff. Priscilla gets an Unlock staff and Isadora gets a Chest Key; they will be tasked with getting the treasure. Sain/Kent can bring along a Pure Water as well.

Turn 1: Sain gets berserked. One of the Ostian knights in the Z-shaped room survives and is thus the first target of the Sleep staff, so I didn't end up having Kent and Sain both incapacitated on the first turn.

hhm312id0.png

These dumb pieces of shit are more impediments than they are helpful.

Turn 3: Kent gets a Restore from a druid. Lyn moves to the left entrance of the throne room to intercept two myrmidons that I had forgotten about.

Turn 4: Sain gets a Silver Bow from a sniper. Kent rescues Sain and Serra warps both of them outside of the Z-shaped room; Fiora then rescues Serra and Pent uses Rescue on them both as well. Priscilla gets a C support with Raven.

hhm313li9.pnghhm314rw1.png

More pointless images.

Turn 5:

hhm315yq0.png

What the fuck.

Turn 6: A thief pilfers the Body Ring.

Turn 7: Priscilla uses Unlock on the door to the treasure room and Harken and Isadora get the Dragonshield and White Gem inside. Kent gets a Longbow from a sniper.

Turn 8: Harken and Isadora get their B support.

Turn 9: Raven gets the Body Ring back. Since he's within range of 7 enemies, Denning being one of them, Pent uses Rescue to put him safely within range.

Turn 11: "This is... a message... from... Lo...rd... Nerga..." (Fiora and Kent also get C support)

Comments: The promoted enemies with silver weapons are all very strong (could I be more obvious?). However, most of the difficulty in this chapter is gone once the Sleep and Berserk druids are removed. More than just a couple of units are necessary to take care of the druid and sniper reinforcements from the east stairs - Nosferatu and Silver Bow do a lot of damage and the hit rates aren't THAT bad. Also make sure that the two myrmidons don't sneak up to the throne while the main group charges southward (there shouldn't be units going out left of the throne room; that way is too roundabout).

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   05.86  43  21  16  16  20  11  10
Eliwood  06.89  41  18  17  18  13  11  18
Lyn	  18.47  28  11  18  19  05  04  13
Prissy   08.89  30  18  19  18  08  21  22
Serra	07.42  33  15  15  19  08  21  21
Fiora	06.85  39  16  22  21  12  18  11
Kent	 06.24  41  17  18  18  13  07  10
Sain	 06.53  41  23  13  16  13  05  12
Isadora  06.68  32  15  14  19  09  07  12
Harken   12.00  45  24  23  20  17  12  13
Lucius   04.60  32  21  17  18  06  20  06
Raven	03.89  47  19  23  24  11  06  08
Erk	  01.86  33  14  13  17  09  14  09
Louise   05.84  29  13  14  17  09  12  16
Pent	 07.09  34  18  21  17  11  17  15

Turns (ch): 12/11

Turns (total): 280/298

EXP: 41167/30850

The game only requires 9150 EXP in the upcoming chapters, while I have a surplus of 10317 EXP. EXP is a definite 5-star.

Chapter 31x: Battle Preparations

Accept side quest? Y/N

Deployed units: Hector, Eliwood, Heath, Lucius, Erk, Rebecca, Wil, Kent, Sain, Isadora

Mounted units and Heath for buying everything in 5 turns with the Silver Card (and arena abuse).

Tactics: ☆☆☆☆☆

Survival: ☆☆☆☆☆

Funds: ☆☆☆☆☆

EXP: ☆☆☆☆☆

Combat: ☆☆☆☆☆

In preparation, I empty out some of Merlinus's inventory onto unused units so that he won't max out. Heath starts up in the top left and makes his way right, visiting all shops except for the bow armory (Hector does that on the last turn after taking the Silver Card from Heath).

Shopping list:

4x Thunder, 3x Lightning

1x Iron Sword, 3x Steel Sword, 3x Killing Edge

3x Iron Lance, 3x Killer Lance, 5x Javelin

3x Killer Axe, 4x Hand Axe

3x Mend, 1x Restore

1x Killer Bow

Which leaves me with 40000 G exactly, enough to buy 4 Earth Seals.

Unit	 L .Ex  HP  Str Skl Spd Def Res Luk
Hector   05.86  43  21  16  16  20  11  10
Eliwood  06.89  41  18  17  18  13  11  18
Heath	05.69  50  21  20  17  16  06  10
Kent	 06.24  41  17  18  18  13  07  10
Sain	 06.53  41  23  13  16  13  05  12
Isadora  07.65  33  15  14  19  09  08  13
Lucius   04.85  32  21  17  18  06  20  06
Erk	  02.68  34  14  14  17  09  15  09
Rebecca  08.93  21  07  09  10  04  03  08
Wil	  05.94  22  07  05  06  06  01  07

Turns (ch): 6/5

Turns (total): 286/303

EXP: 41633/30850

Yeah I dunno I'm just getting EXP for the sake of getting EXP. I kind of just want to blow off the rest of the chapters and get this over with so maybe I'll do that...

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  • 4 months later...
  • 2 weeks later...
I cannot seem to get past chapter 28 on my first HHM playthrough. I challenge you to pull it off

Edit: Nvm, I finally beat it with some luck.

I know this is too late, but the version of VBA that I use (i.e. the desyncing one) doesn't support .sgm saves and I can't open the save even if I rename the extension to .sg1.

Hey dondon, at the end, could you list the units you used, their stats, supports, and number of battles won and losed.

Maybe once I finish this playthrough... lol.

A problem is that I wrote down stuff for 32, 32x, and Final, but the notepad file got deleted when I reformatted my hard drive, and I don't want to play those chapters again.

Edited by dondon151
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  • 8 months later...

Are you playing this with Tony's patch? It's a patch that allows characters to go by their averages as well as it lets you save some characters when they die, like...let's say one of your characters got hit from an enemy that had 54% Hit against one of your characters, if that character died, you could reset right in that battle and get the chance to save it.

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