aku chi Posted January 3, 2012 Share Posted January 3, 2012 I have recently started a PoR playthrough that I have been planning for some time. My goal is to devise and document a variety of low-turn-count strategies for all of the chapters on Hard Mode. I plan to document not just the strategy that leads to the lowest turn count, but also strategies that have greater reliability, obtain more spoils, or have different deployment or resource distribution requirements, even if they take more turns. This cannot and will not be comprehensive. For each (non-trivial) chapter, I hope to capture at least one strategy with the lowest turn count possible, and several other strategies that provide some additional value (increased reliability or more spoils) or are interesting to me. Sadly, I have no video capture capabilities, so you'll have to bear with text descriptions. My method will be as follows: - Experiment with a variety of LTC strategies in a given chapter, freely using cached resources. - Document those that seem most interesting/useful. - Complete the chapter in some non-LTC way without using any valuable resources, attempting to recruit every unit and obtain all spoils that might be useful in the future. - Save and repeat for the next chapter. Feel free to suggest strategies for me to attempt, or deployment and resource restrictions for me to experiment with. I cannot guarantee that I'll pursue all suggestions, but I'll at least give each an honest consideration. It is my hope that this playthrough will have some tiering implications, but I would prefer to keep discussions of those implications elsewhere (ideally, in the tier list topic). I foresee that the first several chapters' strategies won't be terribly interesting, but hopefully the later chapters will make up for this. Link to comment Share on other sites More sharing options...
aku chi Posted January 3, 2012 Author Share Posted January 3, 2012 Post Links Chapter 1 Chapter 2 Chapter 3 Chapter 4 Chapter 6 Chapter 7 Chapter 9 Chapter 10 (Stealth) Chapter 10 (Bull in a China Shop) Chapter 11 Chapter 12 Chapter 13 Chapter 14 Chapter 15 Chapter 16 Link to comment Share on other sites More sharing options...
Lord Raven Posted January 3, 2012 Share Posted January 3, 2012 Trying using the code tags. Link to comment Share on other sites More sharing options...
aku chi Posted January 4, 2012 Author Share Posted January 4, 2012 The prolouge is super-straightforward, and is therefore skipped. Chapter 1 Completion: 2 turns Reliability: >95% Spoils: Seraph Robe, Steel Sword Requirements: Titania, Ike, Oscar, Boyd [spoiler=Strategy]Strategy Turn 1: Ike visits the east house for a Steel Sword. Oscar rescues Ike and moves as far north as possible (adjacent to an enemy Fighter). Titania moves north of Oscar, takes Ike, drops him north of herself, and cantos to the square adjacent and north of Ike. Boyd moves two spaces south of Oscar. Enemy Phase: Enemies attack Ike, Boyd, and Titania. They face no risk of death unless Ike crits and at least four enemies hit him (<5% likelihood). Note: It seems like an enemy Fighter could block Oscar's path to the Seraph Robe, but he prefers to attack Titania. Turn 2: Oscar visits the western house for a Seraph Robe. Titania kills Zawana. Ike seizes. --- Completion: 2 turns Reliability: >95% Spoils: Steel Sword Requirements: Titania, Ike, Oscar [spoiler=Strategy]Strategy Turn 1: Ike visits the east house for a Steel Sword. Oscar rescues Ike and moves as far north as possible (adjacent to an enemy Fighter). Titania moves north of Oscar, takes Ike, drops him north of herself, and cantos to the square adjacent and north of Ike. Enemy Phase: Enemies attack Ike and Oscar. They face no risk of death unless Ike crits and at least four enemies hit him (< 5% likelihood). Turn 2: Titania kills Zawana. Ike seizes. --- Completion: 3 turns Reliability: 100% Spoils: Seraph Robe Requirements: Titania, Ike [spoiler=Strategy]Strategy Turn 1: Titania kills the nearest Fighter in the north. She positions adjacent and west of this Fighter. Ike moves two spaces south of Titania. Note: Boyd (or Oscar) can grab the Steel Sword on this turn if you so desire. Enemy Phase: Enemies attack Ike and Titania. They face no risk of death. Turn 2: Titania kills Zawana. Ike moves north (outside of the northern enemy's range) and uses a Vulnerary, if needed. Enemy Phase: Enemies attack Ike and Titania. They face no risk of death. Turn 3: Titania visits the western house for a Seraph Robe. Ike seizes. --- Beyond this, there is only the tricky matter of not "using" Titania. But to what extent should we not use her? Can we use her as a meatshield? Can we use her to rescue/take/drop? Can we use her to visit? There are too many variables I don't care to consider. My hunch is that a 4-turn clear is plausible without using Titania at all, but it might be somewhat unreliable and forfeit the treasures. If somebody has a particular strategy suggestion in mind, I'll give it a try before moving on to chapter 3 (at which point I'll write over my chapter 1 save file). I'm also open to suggestions to improve the readability of my strategies (short of downloading computer emulation software). Link to comment Share on other sites More sharing options...
Lord Raven Posted January 5, 2012 Share Posted January 5, 2012 Good luck aku chi. Anyways, how do Oscar/Ike fare against the boss? Titania barely 2HKOs with a Steel Axe or something. Link to comment Share on other sites More sharing options...
aku chi Posted January 5, 2012 Author Share Posted January 5, 2012 Good luck aku chi. Anyways, how do Oscar/Ike fare against the boss? Titania barely 2HKOs with a Steel Axe or something. Ike can double if he proc'd either Spd or Str, but he only deals 7-8 damage per hit. Oscar deals 7 damage and doesn't double at base. Boyd deals 10 damage and cannot double. A 3-turn clear is theoretically possible without Titania. Oscar can reach Zawana by turn 2. He has turn 2 player phase, turn 2 enemy phase, and turn 3 player phase to damage Zawana enough for Boyd to finish Zawana on turn 3 player phase. In practice, Oscar, Boyd, and/or Ike are almost certain to be blocked or killed. Link to comment Share on other sites More sharing options...
Al_Sleeper Posted January 5, 2012 Share Posted January 5, 2012 Sadly, I have no video capture capabilities, so you'll have to bear with text descriptions.Do you mind using Dolphin? Link to comment Share on other sites More sharing options...
aku chi Posted January 6, 2012 Author Share Posted January 6, 2012 Do you mind using Dolphin? I am considering it. But in the meanwhile: Chapter 2 A 3-turn clear is theoretically possible here, but it is insanely unreliable. Titania cannot reach the north on turn 3 (this is the turn she appears), so it requires one of Ike, Boyd, or Oscar to clear at least 5 enemies (including the boss) on turn 3 enemy phase without dying. Even an extremely blessed Ike (5 AS with the Steel Sword) would need to crit the boss (~2% chance) and the Myrmidon. Alternately, he could use an Iron Sword and need to crit all four of the Bandits and Fighters. That's not to mention the difficulty in clearing the enemies along the path to the north with just Ike, Oscar, Boyd, and Rhys (the enemies that start in the west are of no concern; Titania can kill them all on turn 3 enemy phase). --- Completion: 4 turns Reliability: >92% Requirements: Titania (Steel Axe), Ike (Iron Sword), Boyd (Iron Axe), Oscar (Iron Lance) [spoiler=Strategy]Strategy Turn 1: Ike moves four squares north (right outside of the Myrmidon's range). Oscar and Boyd attack the Fighter to the east. Enemy Phase: Two Fighters attack Ike. Some enemies attack Boyd and/or Oscar. Turn 2: Ike full-moves southeast (still outside of the Myrmidon's range) and uses a Vulnerary, if needed. Oscar and Boyd continue to make a semi-chokepoint near the thickets, using Vulneraries, if needed. Enemy Phase: Two Fighters suicide into Ike. Some enemies attack Boyd, Ike, and/or Oscar. Turn 3: Titania moves northeast, killing an enemy along the way (prioritizing a retreating enemy, if possible). Oscar and Ike one-two kill the western Myrmidon (~96%). Boyd finishes off a wounded Fighter or Bandit or uses a Vulnerary, as appropriate. Enemy Phase: If there are any nearby enemies, they might attack Boyd and/or Titania. Turn 4: Titania full-moves northwest, killing an enemy in her path. Boyd or Oscar kill a retreated enemy, if appropriate. Note: There shouldn't be any enemies left, except for in the north. It would take extraordinary misfortune (<4%) for there to be any such enemies remaining. Enemy Phase: Five enemies suicide into Titania. She faces no risk of death. --- Completion: 4 turns Reliability: ~98% Requirements: Titania (Steel Axe), Rhys, Ike (Iron Sword, Steel Sword, >= 8 Str, >= 9 Spd, >= 6 Def or >= 21 HP) NOTE: If the western Myrmidon has 18 HP, Ike need only have 7 Str. [spoiler=Strategy]Strategy Turn 1: Ike moves four squares north (right outside of the Myrmidon's range) and equips the Steel Sword. Rhys moves just south of Ike. Oscar (if alive) rescues Boyd (if alive) and moves just south of Rhys. Enemy Phase: Two Fighters suicide into Ike. Turn 2: Ike moves north of the Myrmidon and kills him with the Iron Sword (~98%). Rhys moves west of Ike, trade/swaps so Ike equips the Steel Sword, heals Ike. Oscar moves west of Rhys. Enemy Phase: A Fighter suicides into Ike. Turn 3: Titania moves 3 spaces north, kills Fighter, and cantos 5 squares east of the Bandit (who was adjacent to the Fighter). Rhys and Oscar move out of range of the Fighter near Ike. Enemy Phase: A Fighter suicides into Ike. A Bandit suicides into Titania. Turn 4: Titania full-moves northwest, killing a Bandit in her path. Enemy Phase: Five enemies suicide into Titania. She faces no risk of death. Link to comment Share on other sites More sharing options...
aku chi Posted January 7, 2012 Author Share Posted January 7, 2012 Chapter 3 This chapter was pretty interesting. I didn't think I'd find any 2-turn strategies. I was able to find two! They're both unreliable, but not risky; they can both be safely transitioned into a high-reliability 3-turn clear. --- Completion: 2 turns (3 turns) Reliability: 36% (>98%) Spoils: Elixer, Marcia talked to (~50%), Hand Axe (~50%) Requirements: Titania, Shinon (Steel Bow), Ike (Iron Sword), Gatrie (Iron Lance) [spoiler=Strategy]Strategy Deployment: Shinon in the northwest square, Titania in the southwest square, Gatrie in the east square. Turn 1: Shinon full-moves north and kills the Bandit blocking the ramp. Titania moves north of Shinon and rescues him, and unequips. Ike full-moves north. Gatrie moves west of the east Fighter, attacking him. Enemy Phase: An Archer attacks Ike. A Fighter and Bandit attack Gatrie (>95% chance that at least one dies). A Myrmidon and Bandit attack Titania. Nobody risks death. Turn 2: Gatrie visits for the Elixer. Titania moves northeast and drops Shinon just inside Havetti's attack range. Ike full-moves onto the bridge. Enemy Phase: Havetti attacks Shinon. Shinon has a ~36% chance to crit-kill Havetti. If he does not, Ike and Shinon will be attacked by more enemies. They face no risk of death. Marcia has a chance (that I don't care to calculate) to die on this turn. Turn 3: Titania clears a path to Marcia or kills the Hand Axe Fighter, as appropriate. Ike talks with Marcia (if she's alive). Shinon kills Havetti. --- Completion: 2 turns (3 turns) Reliability: 12% (>95%) Spoils: Elixer (~35%), Marcia talked to (~85%), Hand Axe Requirements: Titania (Iron Axe), Shinon (Steel Bow, Iron Bow), Ike (Iron Sword), Gatrie (Iron Lance) [spoiler=Strategy]Strategy Deployment: Shinon in the northwest square, Titania in the southwest square, Gatrie in the east square. Turn 1: Shinon full-moves north and kills the Bandit blocking the ramp. Titania moves north of Shinon and kills the Bandit north of her. Ike full-moves north. Gatrie moves east of Ike and shoves him. Enemy Phase: An Archer and Fighter attack Ike. A Hand Axe Fighter and Myrmidon attack Shinon. Nobody risks death. Turn 2: Shinon moves north of the Hand Axe Fighter and attacks him with his Iron Bow. If Shinon crit-kills (39%), Gatrie can move south and visit for the Elixer on turn 3. Otherwise, Gatrie must finish off the Hand Axe Fighter (>95%). Titania trades for the Hand Axe from whomever killed him and cantos into Havetti's range. Ike full-moves north onto the bridge, using a Vulnerary if appropriate. Enemy Phase: Havetti attacks Titania. Titania has a ~12% chance to crit-kill Havetti. If she does not, she will be attacked by more enemies. Shinon and Gatrie also get attacked by enemies. They face no risk of death. Marcia has a small chance (that I don't care to calculate) to die on this turn. Turn 3: Shinon clears a path to Marcia or Havetti, if appropriate. Ike talks with Marcia (if she's alive). Titania kills Havetti. --- Completion: 3 turns Reliability: ~95% Spoils: Elixer, Marcia talked to, Hand Axe (39%) Requirements: Titania (Iron Axe), Shinon (Steel Bow, Iron Bow), Ike (Iron Sword), Gatrie (Iron Lance) Note: Gatrie need only be used if you want the Elixer. [spoiler=Strategy]Strategy Deployment: Shinon in the northwest square, Titania in the southwest square, Gatrie in the east square. Turn 1: Shinon full-moves north and kills the Bandit blocking the ramp. Ike moves near Titania. Titania rescues Ike and moves north of Shinon. Gatrie moves west of the east Fighter, attacking him. Enemy Phase: An Archer attacks Titania. A Fighter and Bandit attack Gatrie (>95% chance that at least one dies). A few enemies attack Shinon. Nobody risks death. Turn 2: Shinon full-moves north and kills the Myrmidon if Marcia hasn't already done so. Titania full-moves northeast of Shinon just inside Havetti's attack range, and drops Ike to the west. Gatrie visits for the Elixer. Enemy Phase: Havetti and a Myrmidon (suiciding 91% of the time) attack Titania. A few enemies attack Shinon. They face no risk of death. Turn 3: Ike talks with Marcia. If there is no Myrmidon blocking Havetti, Shinon and Titania attack and kill Havetti. If there is a Myrmidon blocking the way, there are two strategies to salvage a turn 3 clear. (1) If Shinon killed the Hand Axe Fighter on enemy phase (39%), he can trade it to Titania and kill the Myrmidon. She can kill Havetti by attacking on player phase and getting attacked on enemy phase. (2) If Shinon does not have the Hand Axe, Titania can kill the Myrmidon and Shinon can try to crit-kill Havetti (~36%). --- Completion: 3 turns Reliability: >90% Spoils: Elixer, Hand Axe Requirements: Titania (Iron Axe), Ike (Iron Sword, at least {23 HP, 7 Def} or {27 HP, 6 Def} for no risk of death) [spoiler=Strategy]Strategy Deployment: Titania in the northwest square. Turn 1: Titania full-moves north, kills the Bandit blocking the ramp, and takes his position. Ike moves west of the east Bandit, attacking him. Enemy Phase: An Archer, Fighter and Bandit attack Ike (>95% chance that the Bandit dies). A few enemies attack Titania. Turn 2: Titania kills the Hand Axe Fighter and cantos east. Ike visits for the Elixer or uses a Vulnerary, as appropriate. Enemy Phase: A few enemies attack Ike. Ideally, the enemies attacking Marcia move west, providing an opening for Titania to move northeast to Havetti. This seems to happen unless Marcia does not hit the Myrmidon attacking her twice (>90%). Turn 3: Ike visits for the Elixer or uses a Vulnerary, as appropriate. If there is no Myrmidon blocking Havetti, Titania attacks Havetti with the Hand Axe. If there is a Myrmidon blocking the way, a turn 3 clear is not possible. Enemy Phase: Havetti suicides into Titania. Link to comment Share on other sites More sharing options...
Lord Raven Posted January 7, 2012 Share Posted January 7, 2012 I think putting the "weighted" turncount (N/P) is pretty good for judging reliability... so the first strat is tripled for a 2-turn and octupled for the other strategy. Link to comment Share on other sites More sharing options...
aku chi Posted January 7, 2012 Author Share Posted January 7, 2012 I think putting the "weighted" turncount (N/P) is pretty good for judging reliability... so the first strat is tripled for a 2-turn and octupled for the other strategy. N / P is not appropriate in these cases, because the the likelihood of losing is not the inverse of the likelihood of success. In the first strategy, there is a 36% chance of 2-turning the chapter, but a (nearly) 0% chance of losing on turn 2. Then there is a near certainty of success on turn 3. The expected turncount, then, is approximately 2.64. Even in cases where N / P would accurately derive the expected turncount, I don't plan to derive it. I want to move away from the idea that there is only one efficient strategy for each chapter. I want to compile various strategies that have pros and cons in efficient play. For instance, the first strategy I list for C3 has the lowest expected turncount, but it also has the lowest likelihood of speaking with Marcia. The last strategy has the highest expected turncount but the greatest likelihood for speaking with Marcia. If I was planning to recruit Marcia, I would be unlikely to use the first strategy (and only use the second strategy if I wanted to ensure access to the Hand Axe in subsequent chapters). If I wasn't planning to recruit Marcia (or Makalov), I would tend to prefer the first strategy (or the second if I wanted to ensure access to the Hand Axe in subsequent chapters). I plan to provide individuals with all the pros and cons of particular strategies and allow them to choose amongst them based on their goals and evaluation criteria. Link to comment Share on other sites More sharing options...
Lord Raven Posted January 7, 2012 Share Posted January 7, 2012 I'm not saying that you should assume there's only one (there you go again with the assumptions) its more of a way to judge reliability tha anything. Still doesn't hurt to put a weighted turn count since not everyone is going to hit an absolute min turn count. Link to comment Share on other sites More sharing options...
aku chi Posted January 8, 2012 Author Share Posted January 8, 2012 I'm not saying that you should assume there's only one (there you go again with the assumptions) its more of a way to judge reliability tha anything. Still doesn't hurt to put a weighted turn count since not everyone is going to hit an absolute min turn count. You're interpretting me too literally; my aims are more subtle. Calculating some metric that condenses turncount and reliability into one number runs the risk of appearing to be a definitive number. I don't want to give that impression because I don't believe that one number can encapsulate all of the pros and cons of a particular LTC strategy. I prefer to instead provide all of the data needed for others to make the evaluations they so choose. I am open to suggestions for how I can more clearly convey reliability for strategies that can fail but do not result in losing on a particular turn (like the first two C3 strategies). Chapter 4 There is no chance of a 1-turn clear in HM. Titania can't get in range and there are too many enemies that Shinon can't counter that prevent Maijin from attacking him on turn 1. (Not that he has much chance of defeating Maijin on enemy phase - he needs two crits!) --- Completion: 2 turns Reliability: >98% Requirements: Titania (Iron Axe), Shinon (Steel Bow), Ike, Gatrie [spoiler=Strategy]Strategy Deployment: Shinon in the northwest square, Titania in the west square, Gatrie in the southwest square. Turn 1: Ike shoves Shinon west. Titania moves 6 squares west, 2 squares north, kills the Soldier to the west and takes his place. Shinon moves just east of Titania and kills a Soldier. Gatrie full-moves northwest. Enemy Phase: A bunch of enemies attack Titania, Shinon, and Gatrie. Titania kills all of the 1-range enemies (with the possible exception of a Myrmidon). They face no appreciable risk of death. Maijin and his company should have moved towards Titania and Shinon. There should be a path to Maijin if Gatrie baited the Archers correctly. Turn 2: Shinon and Titania attack and kill Maijin. --- Completion: 2 turns Reliability: ~90% Requirements: Titania (Iron Axe, Hand Axe), Shinon/Ike ({30 HP, 7 Def} or {25 HP, 8 Def} ensures survival, but slightly lower values still produce decent survivability) [spoiler=Strategy]Strategy Deployment: Titania in the west square, (Shinon in the southwest square). Turn 1: Titania moves 6 squares west, 2 squares north, kills the Soldier to the west and takes his place. If Ike is used as bait, he moves one square south and unequips. Otherwise, Shinon unequips and stays in place. Enemy Phase: A Myrmidon, Fighter, Soldier, and two Archers attack Ike/Shinon. A bunch of enemies attack Titania. Titania kills all of the 1-range enemies (with the possible exception of a Myrmidon). She faces no risk of death. Maijin and his company should have moved towards Titania and there should be a path to Maijin if Ike/Shinon baited the Archers correctly. Turn 2: Ike/Shinon full-move north and use a Vulnerary, if needed. Titania moves adjacent to Maijin, attacks him with the Hand Axe, and cantos away from Thickets (if possible). Enemy Phase: Ike/Shinon get attacked some more. They should suffer no risk of death if they healed themselves (fewer enemies can attack due to their move). Titania gets attacked by several enemies. She faces a very low risk of death. Maijin attacks Titania. She needs to have hit him all four times or crit+hit to kill (~90-95%). Link to comment Share on other sites More sharing options...
aku chi Posted January 9, 2012 Author Share Posted January 9, 2012 Chapter 6 Completion: 4 turns Reliability: ~90% Spoils: 10 escape Bexp. Requirements: Titania (Iron Axe, Steel Axe), Oscar (Iron Lance, 7 Str), Ike (Regal Sword, 12 Str, 11 Spd) Note: Ike only needs 11 Str if the southwest Archer has 22 HP. If Ike is one Str shy of target but with excess Spd, he can instead use the Steel Sword for a ~90% chance to kill the southwest Archer. Note: If Titania has gained a point of Str, Oscar needn't have. [spoiler=Strategy]Strategy Deployment: Titania in the south square, Oscar in the southeast square. Turn 1: Titania moves south, kills the Archer, and full-cantos west. Oscar rescues Ike and moves just north of Titania. Enemy Phase: A soldier attacks Oscar. Turn 2: Titania full-moves southest, killing an Archer in her way. She ends on the east side of the western bridge. Oscar full-moves two spaces north of Titania and drops Ike north. Enemy Phase: A Knight attacks Oscar. A Myrmidon attacks Ike. An Archer and Soldier (suiciding) attack Titania. Turn 3: Ike moves west of the southern Archer and kills him. Oscar full-moves southeast (7 south, 1 east), rescuing Ike. Titania moves east of Oscar, take/drops Ike east, and cantos south of Ike. Enemy Phase: An Archer and Soldier attack Ike. If Ike has the Str and Spd needed for this strategy, he probably doesn't have any risk of death. Turn 4: Titania attacks Emil with the Steel Axe. Oscar kills Emil (~90%). Ike escapes. --- Completion: 4 turns Reliability: ~85% Spoils: 10 escape Bexp. Requirements: Titania (Iron Axe, Hand Axe, Steel Axe), Oscar (Iron Lance), Ike (Regal Sword, 7 Str, 8 Spd), Boyd/Rhys Note: Boyd/Rhys need only shove Ike so he can make more reliable a turn 2 Archer kill. Hand Axe Titania has a ~90% chance to ORKO this Archer herself, which you can risk if you choose not to use Boyd or Rhys. Note: Ike can use the Iron Sword if he has 8 Str or Titania has 13 Str. Credit: Kaoz [spoiler=Strategy]Strategy Deployment: Titania in the south square, Oscar in the southeast square, Boyd/Rhys in the north square. Turn 1: Titania moves south, kills the Archer, and cantos west. Oscar moves just north of Titania. Boyd/Rhys shoves Ike south. Ike moves just north of Oscar. Enemy Phase: A soldier attacks Ike. Turn 2: Ike moves west and attacks an Archer. Titania finishes off the Archer with the Hand Axe and full-cantos southwest, hugging the east side of the western bridge. Oscar full-moves two spaces north of Titania. Enemy Phase: A Knight attacks Oscar. A Myrmidon and Soldier attack Ike. An Archer (~90%) and Soldier suicide into Titania. Turn 3: If Titania did not kill the southwest Archer, Ike must finish him off. Otherwise, Ike can move south and use a Vulnerary. Oscar full-moves southeast (7 south, 1 east), rescuing Ike. Titania moves east of Oscar, take/drops Ike east, and cantos south of Ike. Enemy Phase: An Archer and Soldier attack Ike. If Ike was able to use a Vulnerary on turn 2, he probably doesn't have any risk of death. If not, he might die (very roughly ~50%). Turn 4: Titania attacks Emil with the Steel Axe. Oscar kills Emil (~90%). Ike escapes. --- Completion: 5 turns Reliability: >95% Spoils: 10 escape Bexp. Requirements: Titania (Iron Axe, Hand Axe), Ike (Regal Sword, 7 Str, 8 Spd), Boyd/Rhys Note: Ike can use the Iron Sword if he has 8 Str or Titania has 13 Str. Note: If Titania has 13 Str, she can use the Javelin in place of the Hand Axe. As a consequence, she won't ORKO the Soldier on the bridge and Ike may be attacked by more enemies than he can endure on turn 4 enemy phase. [spoiler=Strategy]Strategy Deployment: Titania in the south square, Boyd/Rhys in the north square. Turn 1: Titania moves south, kills the Archer, and cantos west. Boyd/Rhys shoves Ike south. Ike full-moves two squares north of Titania. Enemy Phase: A soldier attacks Ike. Turn 2: Ike moves west and attacks an Archer. Titania finishes off the Archer with the Hand Axe and full-cantos southwest, hugging the east side of the western bridge. Enemy Phase: A Myrmidon and Soldier attack Ike. An Archer (~90%) and Soldier suicide into Titania. A Knight attacks Titania. Turn 3: If Titania did not kill the southwest Archer, Ike must finish him off. Otherwise, Ike can move south and use a Vulnerary. Titania equips the Iron Axe, rescues Ike, and moves 4 spaces south (she probably needs to move around the Knight). Enemy Phase: An Archer, Soldier, and Knight attack Titania. Turn 4: Titania drops Ike 3 spaces north and 1 space west of the Escape square. Titania cantos in front of Emil. Enemy Phase: An Archer and Soldier attack Ike. A bunch of enemies including Emil attack Titania. Their risk of death is miniscule (<5%). Turn 5: Titania kills Emil. (There's a ~10% chance that Titania crit-killed Emil on enemy phase. If this is the case, she can escape this turn.) Ike escapes. --- This chapter is one of Titania's best performances (along with C7). With all of the enemies near the chokepoints and around the escape square, it would be challenging to escape within the Bexp turn limit (9 turns) without Titania. Anything more aggressive would place too much heat on even a well-trained Ike. Link to comment Share on other sites More sharing options...
aku chi Posted January 16, 2012 Author Share Posted January 16, 2012 Chapter 7 As a big rout chapter before the base, this chapter is kind of annoying. It's difficult to measure reliability accurately or take into account all of the possible strategic permutations. I figured out how to trigger the enemy reinforcements before turn 2, which makes a 5-turn clear possible. Yay me. --- Completion: 5 turns Reliability: ~75% (>95% chance for a 6-turn clear) Spoils: Armorslayer, Ward (very roughly ~50%) Requirements: Titania (Hand Axe/Short Spear (12 uses), Iron Axe, Steel Axe, Hammer), Oscar (Javelin, Iron Lance, {8 Str, 9 Spd} OR {7 Str, 10 Spd} OR {6 Str, 11 Spd}), Ike (Regal Sword, 8 Str, 10 Spd, {21 HP, 1 Res} or similar), Boyd (Iron Axe, 8 Str OR 7 Spd), Rhys (Heal), Mia (Iron Sword), Gatrie (Steel Lance, Iron Lance), Shinon (Iron Bow, Steel Bow) Note: The Short Spear has superior accuracy to the Hand Axe (+5% against the Lance and Axe enemies, +15% against the Archer), but results in Titania taking more damage from the Lance and Axe enemies from WTD. Calculating the her chance of death seems burdensome, so I'll assume she uses the Hand Axe (which she's generally safe with). Just be aware that using the Short Spear is an option. Note: Titania needs 12-14 Str to OHKO the Thief with the Steel Axe and 13-15 Str to OHKO the Thief with the Hammer (OHKOing the Thief isn't required, but it helps). Note: Ike can use an Iron Sword instead if he has at least 10 Str. [spoiler=Strategy]Strategy Deployment: Titania in the westmost square, Oscar in the northmost square. (The rest don't matter.) --- Turn 1: Titania full-moves west, killing a Soldier with a Hand Axe en route (>95%). Oscar full-moves northwest and attacks the eastern Chest Key Soldier with a Javelin. Ike moves 2 spaces north and 1 space east. The rest of your units stay near the starting area, out of all enemies' range. Enemy Phase: Six enemies attack Titania. She needs to kill the Archer, the Javelin Soldier, and avoid being blocked in by two enemies to the north and west (~95%). One Soldier refuses to attack Titania for some reason. The Chest Key Soldier suicides into Oscar. The nearby Fighter attacks Mia. Other Phase: Mia recruits herself. Bertram + more enemies, Greil, Shinon, and Gatrie enter. Bertram and Greil exit. --- Turn 2: Titania kills the pacifistic Soldier with an Iron Axe and cantos 2 squares north and 2 squares west (around enemies, if needed). Ike moves just inside of the southern Mage's attack range. Boyd attacks the Hand Axe Fighter in the east. If he hits twice (~95%), Oscar can open the eastern chest for the Armorslayer and full-cantos southeast. Otherwise, Oscar needs to weaken or kill the Hand Axe Fighter and canto south. Rhys heals Mia. Mia finishes off the Hand Axe Fighter or makes a wall with Boyd. Gatrie moves 4 squares west. Shinon attacks the nearby Archer (possibly crit-killing him). Enemy Phase: A bunch of enemies attack Titania. The enemies that remain in the southwest in the aftermath: 3 Knights (all injured), 1 Mage, and 1 Thief. A Mage attacks Ike. An Archer and Soldier attack Boyd. A couple Knights attack Gatrie. A few enemies attack Shinon (possibly a suiciding Archer). --- Turn 3: Titania attaks the Thief with the Steel Axe (~80% chance to kill with sufficient Str) and cantos south and adjacent of the western Chest Key Soldier (if Titania doesn't have sufficient Str to OHKO the Thief, she can use an Iron Axe on this turn instead - so long as she can finish off all of the Knights). Ike kills the nearby Mage. Rhys heals Boyd. Oscar trades Mia the Armorslayer (if obtained) and Chest Key (otherwise), attacks the Archer, and full-cantos north. Boyd kills the Soldier. Mia kills the Archer. Shinon moves 1 square south and kills the Myrmidon to the north. Gatrie takes Shinon's place and attacks the nearby Soldier (he can use the Iron Lance for greater reliability if it is sufficient to finish off the Knights). Enemy Phase: 2 Soldiers and 3 Knights suicide into Titania. A Mage attacks her. There is a small chance (<5%) that Titania will die this turn. 2 Knights, a Myrmidon, and a Soldier attack Gatrie. There's a good chance (~75%?) that they will all die. --- Turn 4: Gatrie moves northeast, outside of the central Knights' range, uses a Vulnerary (if needed) or finishes off an enemy. Oscar moves northwest, just outside of the central Knights' range. Ike, Boyd, Mia, and Rhys also move towards the center of the map, but outside of the Knights' range (healing, if needed). Shinon moves just south of Titania and trades for the Chest Keys. Other than the enemies in the north and the central Knights, there is only a Mage and maybe a Thief remaining. There are a myriad of ways to deal with these two enemies in the next two turns. If Titania needs to heal (likely), you should have her equip the Hammer and move near the central Knights, and use a Vulnerary. Otherwise, she can attempt to kill the Mage or Thief with the Hammer en route to the Knights, if she has sufficient Str. Enemy Phase: Any remaining enemies in the northwest will suicide into Gatrie. The 2 Knights will suicide into Titania (~90%). The Mage will attack Shinon. --- Turn 5: Titania kills the northern Knight with the Hammer (>95%) and cantos just south of Balmer. Titania will kill Balmer on enemy phase. If Titania has 14 Str, she can ORKO Balmer reliably (>97%) with the Iron Axe. Otherwise, she needs to to use the Steel Axe and has a ~91% chance to kill him. Oscar trade/swaps to re-equip Titania with her desired weapon and attacks the northern Priest with the Iron Lance and cantos 2 squares south. Oscar has a ~90% chance to kill the Priest this way. If he does not, Gatrie can move just north of Oscar, trade for the Javelin and finish the Priest off (~50%). Everybody else is responsible for killing whatever else remains (some subset of: {Mage, Thief, Knight}). If Shinon does not need to kill an enemy, he can obtain the Ward from the eastern chest in the western room. Boyd or Mia can also grab the Armorslayer if Oscar wasn't able to do so. Enemy Phase: Balmer suicides into Titania. --- Turn 6: If not everything went as planned in the last couple turns, it should be trivial to obtain a 6-turn clear. --- I'm not enthusiastic about finding other strategies for C7. There are undoubtedly no shortage of 6-turn clear strategies, perhaps some that don't use some of: Boyd, Mia, Rhys, Oscar, or Shinon. But the contingencies for rout chapters are a pain to deal with. So unless someone has a burning desire for me to attempt another strategy, I'll move on to C9. Update: A 4-turn clear is possible. Link to comment Share on other sites More sharing options...
aku chi Posted January 22, 2012 Author Share Posted January 22, 2012 Unless otherwise noted, all forges will be max-Mt and max-Hit. Chapter 9 Completion: 4 turns Reliability: >95% Spoils: Restore Requirements: Titania (Iron Axe (forge), Short Spear/Hand Axe, 16 Spd), Oscar (Iron Lance (forge), ~level 15), Ike (Steel Sword, ~level 15), *Mia (Steel Sword, 11 Str, 18 Spd) *Boyd (Iron Axe, Hand Axe, ~level 12), *Rhys (Ward), *Mist, *Rolf, *your Mage Note: Units with a * are responsible for getting Restore. I split up the strategy to get Restore. It is completely independent of the seize. Note: If your Titania and Oscar have sufficient Str (TStr*2 + OStr >= 37), you can make due with just a single Iron Lance (forge), which you trade off against Kotaff. [spoiler=Seize Strategy]Seize Strategy Deployment: Titania in the southeast square, Oscar in the southwest square. --- Turn 1: Ike moves next to Oscar (allies remain on roam). Oscar rescues Ike and full-moves southwest. Titania moves north of Oscar, take/drops Ike north, and cantos west. Partner Phase: Lethe and Mordecai move south. Enemy Phase: A Soldier suicides into Lethe. A Myrmidon attacks Oscar. --- Turn 2: Ike finishes off the Myrmidon near Oscar. Oscar rescues Ike and full-moves southwest. Titania kills the Mage with the Short Spear/Hand Axe and cantos west of Oscar. Partner Phase: Lethe kills a Soldier. Mordecai moves west. Enemy Phase: Enemies in the south attack Mordecai and Oscar. --- Turn 3: Oscar full-moves southwest and drops Ike west. Titania moves west of Ike and kills the Mage with the Short Spear/Hand Axe. Partner Phase: Lethe kills an Archer. Enemy Phase: A Knight attacks Ike. A ton of enemy reinforcements arrive near Kotaff. --- Turn 4: Titania attacks Kotaff with the Iron Axe (forge) and cantos away. Oscar finishes off Kotaff with the Iron Lance (forge) (>95%). Ike seizes. [spoiler=Spoils Strategy]Spoils Strategy Deployment: Mia in the northmost square, Boyd just south of her, your Mage southwest of Boyd. --- Turn 1: Mist, your Mage, and Rolf all shove Mia north. Rhys uses Ward on Mia. Mia full-moves west and attacks the Fighter. Boyd full-moves northwest (strictly east of Mia). Enemy Phase: The injured Fighter suicides into Boyd or Mia. A couple Fighters and a Mage attack Mia. Her chance of being hit is low. --- Turn 2: Mia moves 1 square south and 5 squares west, and uses a Vulnerary if needed. Boyd full-moves southwest and kills the Poleaxe Fighter. Enemy Phase: Enemies in the north attack Mia and Boyd. --- Turn 3: Mia moves 1 square south and 5 squares west, healing if needed. Boyd moves west and kills a Mage. Enemy Phase: A Myrmidon and Mage attack Boyd. A Mage attacks Mia. --- Turn 4: Mia should be able to visit for Restore. If she is blocked by a Mage, Boyd can try to clear the path for her. --- Completion: 6 turns Reliability: ~90% Spoils: Marcia Requirements: Titania (Iron Axe (forge), Short Spear/Hand Axe, 14 Str, 16 Spd), Mia (Steel Sword, promoted!, 12 Str, 18 Spd) your Mage (Thunder, 8 Mag), Ike (Steel Sword), Boyd, Rhys, Oscar, Marcia Note: If Titania has 15 Str, your Mage can use a Wind tome against Kotaff for greater Hit. If your Mage instead has 9 Mag, they can use Fire. If Titania only has 13 Str and your Mage is Ilyana, she can use Elthunder to kill Kotaff (with less Hit). [spoiler=Strategy]Strategy Deployment: Mia in the southeast square, Titania in the southwest square. Your Mage two squares north of Titania, Boyd to their east, Rhys to his southeast. Oscar north of Boyd. --- Turn 1: Titania and Mia full-move southwest. Ike directs his allies to halt. Everybody else full-moves south-ish. Rhys and Boyd shove your Mage. Enemy Phase: A Myrmidon and Soldier suicide into Titania. --- Turn 2: Mia moves southwest and kills a Mage. Titania kills a nearby Soldier with the Hand Axe/Short Spear and cantos to just east of the northern Knight. Your Mage, Boyd, and Rhys moves southwest - Boyd shoving your Mage. Enemy Phase: Two Archers suicide into Titania. Two Knights attack Titania. --- Turn 3: Mia kills one Knight, your Mage kills the other. Titania moves west, two squares south of the eastern Mage, equips the Short Spear/Hand Axe, and uses a Vulnerary. Boyd and Rhys move west. Enemy Phase: A Mage suicides into Titania. A Knight attacks Titania. Marcia arrvies. A ton of enemy reinforcements arrive (four Myrmidons and two Soldiers). --- Turn 4: Ike moves 9 squares southwest of Marcia. Oscar moves 8 squares southwest of Ike. Mia moves southwest and kills the south-central Myrmidon (from the east). Titania uses the Iron Axe (forge) to kill the Javelin Soldier and full-cantos east. Ilyana moves westward; just outside of enemy range. Boyd and Rhys move near Titania, but out of the way of the take/drop (see Turn 5). Enemy Phase: All of the Myrmidons suicide into Mia. A Knight and Soldier attack Mia. She may or may not kill them. Other Phase: Marcia recruits herself. --- Turn 5: Marcia rescues Ike and full-cantos southwest next to Oscar. Oscar takes Ike and full-cantos (south)west so that there two empty squares south of him. Titania moves two squares to be south of Oscar, take/drops Ike south, and cantos westish. Rhys, Boyd, and Mia shove Ike west. Ilyana moves into Mia's old spot and finishes off the Knight or Soldier, if they are still alive. Enemy Phase: If the Soldier is still alive, he will attack Rhys or suicide into somebody. --- Turn 6: Titania attack Kotaff. Your Mage kills Kotaff (~90% with Thunder). Rhys, Boyd, and Mia shove Ike west. Ike seizes. --- Completion: 7 turns Reliability: >95% Spoils: Marcia, Restore, Talisman Requirements: Titania (Iron Axe (forge), Short Spear/Hand Axe, 16 Spd), Oscar (Iron Lance (forge), ~level 12), Ike (Steel Sword, ~level 12), Marcia Note: One should be able to use Mia, Boyd, and whomever to reliably get Restore and the Talisman. There are numerous ways to do so and they are trivial treasures, so I omit the details. The enemy Bandit naturally reaches the Restore house on turn 4, so you must kill him before then, visit before then, or impede his progress. Note: If your Titania and Oscar have sufficient Str (TStr*2 + OStr >= 37), you can make due with just a single Iron Lance (forge), which you trade off against Kotaff. [spoiler=Strategy]Strategy Deployment: Oscar in the southeast square, Titania in the southwest square. --- Turn 1: Titania full-moves southwest. Oscar moves southwest, just outside of enemy range. Ike directs his allies to roam. Partner Phase: Mordecai and Lethe move southwest. Enemy Phase: A Myrmidon and Soldier suicide into Titania and/or Lethe. --- Turn 2: Oscar moves southwest and kills a Mage (and stays put). Titania kills a nearby Soldier with the Hand Axe/Short Spear and full-cantos southwest. Ike directs his allies to halt. Enemy Phase: Two Archers suicide into Titania. Two Knights attack Titania. --- Turn 3: Titania kills a Knight with the Iron Axe (forge) and cantos just south of the Mage east of Kotaff. Ike directs his Allies to roam. Partner Phase: Lethe kills a Knight. Mordecai moves west. Enemy Phase: A Mage suicides into Titania. A Knight attacks Titania. Marcia arrvies. A ton of enemy reinforcements arrive (four Myrmidons and two Soldiers). --- Turn 4: Ike moves 9 squares southwest of Marcia and directs his allies to halt. Oscar moves 8 squares southwest of Ike. If Titania full-moves east (around Myrmidons) and uses a Vulnerary, if needed. Enemy Phase: 3/4 Myrmidons suicide into Titania and/or Lethe. Other Phase: Marcia recruits herself. --- Turn 5: Marcia rescues Ike and full-cantos southwest next to Oscar. Oscar takes Ike and full-cantos southwest. Titania moves south or west of Oscar, and uses a Vulnerary, if needed. Enemy Phase: A Myrmidon (suiding), and two Soldiers attack Oscar and/or Lethe. --- Turn 6: Oscar full-moves southwest and drop Ike west. Titania moves just west of Ike and uses a Vulnerary, if needed. Enemy Phase: A Soldier suicides into Mordecai. A Soldier and Knight attack Ike. --- Turn 7: Titania attacks Kotaff with the Iron Axe (forge) and cantos away. Oscar finishes off Kotaff with the Iron Lance (forge) (>95%). Ike seizes. --- Now things are going to get interesting. I'll be compiling strategies for both stealth and brute-force approaches to C10. Update: It is possible to use a promoted Boyd (instead of a promoted Mia) to execute a 6-turn Marcia-recruited clear. Promoted Boyd can take/drop Ike, helping him get within seize range by turn 6. Link to comment Share on other sites More sharing options...
NTNP Posted January 22, 2012 Share Posted January 22, 2012 I would just like to say thank you for taking the time and effort to find these strategies and post them. I have greatly enjoyed reading the various ways others complete chapters with the highest efficiency (and in certain situations while also getting various spoils) along with the various information needed to make them work. I hope that this thread continues to grow. Link to comment Share on other sites More sharing options...
aku chi Posted January 22, 2012 Author Share Posted January 22, 2012 I would just like to say thank you for taking the time and effort to find these strategies and post them. I have greatly enjoyed reading the various ways others complete chapters with the highest efficiency (and in certain situations while also getting various spoils) along with the various information needed to make them work. I hope that this thread continues to grow. Thank you for making verbal your appreciation! Chapter 10 (Stealth) Completion: 5 turns Reliability: 100% Spoils: Kieran, Brom, 20 Escape Bexp, 700 Stealth Bexp Requirements: Mordecai, Oscar (promoted), Lethe/Titania (referred to as Lethe from here on out), Volke, Ike Credit: Krad [spoiler=Strategy]Strategy Deployment: Lethe, Mordecai, Oscar, and Volke towards the east. Turn 1: Ike moves 4 squares east (around a wall). Mordecai moves north of Ike and rescues him. Lethe moves east of Mordecai and takes Ike. Oscar moves just south of Mordecai. Volke moves 1 square south and 1 square west of Oscar. Turn 2: Lethe moves 4 squares east and 1 square north. Mordecai moves just south of Lethe. Oscar moves just west of Mordecai. Volke moves 2 squares east and 2 squares south. Turn 3: Mordecai smites Lethe north. Lethe full-moves northeast. Oscar rescues Mordecai and cantos 2 squares east and 5 squares south. Volke moves 4 squares east. Turn 4: Lethe moves 1 square south and 1 square west of Nephenee's cell door. Volke moves 5 squares east. Oscar moves 3 squares east and drops Mordecai east. Turn 5: Mordecai smites Volke north. Volke opens Kieran and Brom's cell door. Lethe escapes. --- Completion: 7 turns Reliability: 100% Spoils: Kieran, Brom, Nephenee, Chest Keys (+1 net), Master Seal (>90%), Short Axe, 10 Escape Bexp, 700 Stealth Bexp Requirements: Mordecai, Oscar (promoted), Titania (Short Spear, Iron Axe (forge), 13 Str) Volke, Ike (Regal Sword, 11 Str, 14 Spd) Note: If you want Counter, the Javelin, or Steel Lance, Titania can retrieve it on turn 7 instead of escaping. Note: If Titania has more Str, she can use a Hand Axe or Javelin instead of the Short Spear - at reduced accuracy. Titania needs to be able to ORKO both Archers near Danomill. [spoiler=Strategy]Strategy Deployment: Titania, Mordecai, Oscar, and Volke towards the east. Turn 1: Ike moves 4 squares east (around a wall). Mordecai moves north of Ike and rescues him. Titania moves east of Mordecai and takes Ike. Oscar moves just south of Mordecai. Volke moves 1 square south and 1 square west of Oscar. Turn 2: Titania moves 4 squares east and 1 square north. Mordecai moves just south of Lethe. Oscar moves just west of Mordecai. Volke moves 2 squares east and 2 squares south. Turn 3: Mordecai smites Titania north. Titania full-moves northeast. Oscar rescues Mordecai and cantos 2 squares east and 5 squares south. Volke moves 4 squares east. Turn 4: Titania moves 1 square south and 1 square west of Nephenee's cell door. Volke moves 5 squares east. Oscar moves 3 squares east, drops Mordecai east, and cantos one square north. Turn 5: Mordecai smites Volke north. Volke opens Kieran and Brom's cell door. Oscar moves west of Volke and rescues him. Titania full-moves into Danomill's chamber, dropping Ike two squares east of her (outside enemy range). Enemy Phase: Two Archers suicide into Titania (one dropping Chest Keys). Danomill attacks Titania. Turn 6: Oscar moves 2 squares south and 7 squares west and drop Volke north. Mordecai gets out of enemy range. Titania attacks Danomill with the Iron Axe (forge) and cantos away. (There is a small chance that Titania might die from a Danomill counterattack. If you're worried about this, you can forfeit the Master Seal and heal Titania this turn.) Ike finishes off Danomill (~90%). Enemy Phase: If alive, Danomill will suicide into Titania or Ike. Turn 7: Volke opens Nephenee's cell door. Titania opens the north-central chest for the Short Axe (or escapes). Ike escapes. --- Completion: 9 turns Reliability: 100% Spoils: Kieran, Brom, Nephenee, 20 Escape Bexp, 700 Stealth Bexp Requirements: Titania Oscar/Marcia (hereafter called Oscar), Volke, Lethe, Ike [spoiler=Strategy]Strategy Deployment: Titania, Oscar, Lethe, and Volke towards the east. Turn 1: Ike moves near Titania. Titania rescues Ike and cantos into the northwest corner of the main chamber. Volke moves next to Oscar. Oscar rescues Volke and cantos just east of Titania. Lethe moves just south of Titania. Turn 2: Oscar moves 4 squares south. Lethe moves just south of Oscar. Titania moves just west of Oscar. Turn 3: Titania, Lethe, and Oscar move 4 squares east. Turn 4: Titania, Lethe, and Oscar move 5 squares east. Turn 5: Oscar moves 6 squares north, 2 squares east, and drops Volke east. Lethe moves 5 squares north. Titania moves 3 squares north. Turn 6: Volke opens Kieran and Brom's cell door. Oscar rescues Volke and cantos 2 squares south and 6 squares west. Lethe shoves Brom south. Titania moves just west of Oscar. Turn 7: Lethe moves south of Brom. Titania and Oscar move 3 squares north and 1 square east. Turn 8: Titania moves 4 squares north and 2 squares west. Oscar moves 1 square east, 4 squares north, drops Volke west, and cantos east. Turn 9: Volke opens Nephenee's cell door. Titania escapes. --- Completion: 10 turns Reliability: 100% Spoils: Kieran, Brom, Chest Keys (+0-2 net), at most two of: {Nephenee, Master Seal (>90%), Short Axe}, 10-40 Escape Bexp, 700 Stealth Bexp Requirements: Titania (Short Spear, Iron Axe (forge), 13 Str) Oscar/Marcia (Iron Lance (forge), 11 Str, 14 Spd) (hereafter called Oscar), Volke, Lethe, Ike Note: Oscar/Marcia only need those combat parameters if you want them to finish off Danomill for the Master Seal. Sufficiently high Str for Titania and Oscar may remove the need for him to be able to double. Note: If Titania has more Str, she can use a Hand Axe or Javelin instead of the Short Spear - at reduced accuracy. Titania needs to be able to ORKO both Archers near Danomill. [spoiler=Strategy]Strategy Deployment: Titania, Oscar, Lethe, and Volke towards the east. Turn 1: Ike moves near Titania. Titania rescues Ike and cantos into the northwest corner of the main chamber. Volke moves next to Oscar. Oscar rescues Volke and cantos just east of Titania. Lethe moves just south of Titania. Turn 2: Oscar moves 4 squares south. Lethe moves just south of Oscar. Titania moves just west of Oscar. Turn 3: Titania, Lethe, and Oscar move 4 squares east. Turn 4: Titania, Lethe, and Oscar move 5 squares east. Turn 5: Oscar moves 6 squares north, 2 squares east, and drops Volke east. Lethe moves 5 squares north. Titania moves 3 squares north. Turn 6: Volke opens Kieran and Brom's cell door. Oscar rescues Volke and cantos 2 squares south and 6 squares west. Lethe shoves Brom south. Titania moves just west of Oscar. Turn 7: Lethe moves south of Brom. Titania and Oscar move 3 squares north and 1 square east. Turn 8: Titania moves 4 squares north and 2 squares west. Oscar moves 1 square east, 4 squares north, drops Volke west, and cantos 2 squares east. Turn 9: Titania full-moves into Danomill's chamber, dropping Ike two squares east of her (outside enemy range). Volke and Oscar full-move northwest. Enemy Phase: Two Archers suicide into Titania (one dropping Chest Keys). Danomill attacks Titania. Turn 10: If you want to kill Danomill: Titania attacks Danomill with the Iron Axe (forge) and cantos north. Oscar kills Danomill. Volke can either: (a) open Nephenee's cell door, (b) get the Short Axe (north-center chest) of some other treasure, or © escape. If they did not attack Danomill, Titania and Oscar can (a) get the Short Axe (north-center chest) of some other treasure, or © escape. Ike escapes. --- I believe it's possible to get the Statue Frag in 10 turns if you're willing to give up Nephenee (just modify what Volke does during the last few turns of the last strategy). That's about it for stealth, I believe. Link to comment Share on other sites More sharing options...
Lord Raven Posted January 22, 2012 Share Posted January 22, 2012 If it helps aku chi, these are pretty interesting. I'm skimming though.. Link to comment Share on other sites More sharing options...
aku chi Posted January 23, 2012 Author Share Posted January 23, 2012 Chapter 10 (Bull in a China Shop) Completion: 3 turns Reliability: >95% Spoils: Kieran, Brom, Nephenee, 20 Escape Bexp Requirements: Oscar (Iron Axe (forge), promoted, 15 Str, 15 Spd), Titania (Iron Axe (forge), Hammer) Lethe, Ike Note: Titania and Oscar's roles can be reversed if she has the stats and Oscar can ORKO the eastern reinforcement Knights. Marcia could also theoretically take the place of Oscar if you have enough Bexp to promote her. Note: Titania can make due with a Iron Lance forge if she can ORKO the southern Watch Soldier with it. [spoiler=Strategy]Strategy Deployment: Lethe in the northeast square. Oscar just south of Titania. Titania 2 squares south of Oscar. Turn 1: Ike moves near Oscar. Oscar rescues Ike and full-cantos northeast. Lethe moves just south of Oscar and takes Ike. Titania kills the southern Watch Soldier (gets Door Keys) and cantos east. Enemy Phase: A Soldier suicides into Lethe or Oscar (drops Door Keys). Turn 2: Lethe full-cantos northwest. Oscar moves east of Lethe, trades for the Door Keys (if Lethe has them), opens Nephenee's cell door, and cantos west of Lethe. Titania full-moves northeast and equips the Hammer. Enemy Phase: A Soldier and Mage attack Titania. Two Knights suicide into Titania. A Soldier attacks Nephenee. Three Soldiers suicide into Oscar. Turn 3: Titania opens Kieran and Brom's cell door. Oscar kills the Halberdier blocking the Sanctuary. Lethe escapes. --- Completion: 3 turns Reliability: >95% Spoils: Nephenee, 20 Escape Bexp Requirements: Titania (Iron Axe (forge), Hammer, 16 Spd), Lethe, Mordecai, Oscar/Marcia (hereafter called Oscar) Ike [spoiler=Strategy]Strategy Deployment: Titania in the northeast square. Lethe just south of Titania. Mordecai 2 squares south of Lethe, and Oscar 1 square south and 1 square west of Lethe. Turn 1: Lethe full-moves northeast. Ike moves next to Titania. Titania rescues Ike and moves just south of Lethe. Mordecai full-moves east (around a wall). Oscar full-moves northeast. Enemy Phase: Enemy reinforcements arrive. A Soldier attacks Mordecai. A Soldier suicides into Titania or Lethe (drops Door Keys). Turn 2: Oscar trades for the Door Keys and cantos 2 squares north of Lethe (this should be a safe zone). Lethe full-moves northwest. Mordecai smites Titania north. Titania moves west of Lethe and gives her Ike. Enemy Phase: A Soldier and Myrmidon attack Mordecai. A Soldier attacks Lethe. Three Soldiers suicide into Titania. Turn 3: Oscar opens Nephenee's cell door. Titania kills the northwest Knight blocking the Sanctuary with the Hammer (>95%). Lethe escapes. --- Completion: 4 turns Reliability: >95% Spoils: Kieran, Brom, Nephenee, Master Seal, 0 Net Chest Keys, Short Axe, Statue Frag, 10 Escape Bexp Requirements: Oscar (Iron Axe (forge), Short Spear, promoted, 16 Str, 12 Spd), Titania (Iron Axe (forge), Hammer) Lethe, Ike, Volke, Marcia (Chest Key) Note: Titania and Oscar's roles can be reversed if she has the stats and Oscar can ORKO the eastern reinforcement Knights. Marcia could also theoretically take the place of Oscar if you have enough Bexp to promote her. Note: Titania can make due with a Iron Lance forge if she can ORKO the southern Watch Soldier with it. Note: Volke and Marcia are only responsible for getting the Statue Frag. They need not be deployed if you don't want it. [spoiler=Strategy]Strategy Deployment: Lethe in the northeast square. Oscar just south of Titania. Titania 2 squares south of Oscar. Marcia just west of Lethe, Volke 2 squares south of Marcia. Turn 1: Ike moves near Oscar. Oscar rescues Ike and full-cantos northeast. Lethe moves just south of Oscar and takes Ike. Titania kills the southern Watch Soldier (gets Door Keys) and cantos east. Volke and Marcia full-move northeast. Enemy Phase: A Soldier suicides into Lethe or Oscar (drops Door Keys). Turn 2: Lethe full-cantos northwest. Oscar moves east of Lethe, trades for the Door Keys (if Lethe has them), opens Nephenee's cell door, and cantos west of Lethe. Titania full-moves northeast and equips the Hammer. Volke full-moves northeast - hugging the wall on the west. Marcia moves 1 square north of Volke. Enemy Phase: A Soldier and Mage attack Titania. A Knight suicides into Titania. A Knight attacks Volke. A Soldier attacks Marcia. Three Soldiers suicide into Oscar. Turn 3: Titania equips her forge and opens Kieran and Brom's cell door. Oscar moves 2 squares south of the northwestern Knight and attacks him with the Short Spear. Lethe moves 2 squares south of Oscar and drops Ike east. Volke and Marcia full-move northeast. Enemy Phase: A Mage attacks Titania. A Soldier suicides into Titania. A Knight attacks Volke. A Soldier attacks Nephenee. Two Archers and a Knight suicide into Oscar. Danomill attacks Oscar. Turn 4: Oscar kills Danomill with the Iron Axe (forge) and cantos just east of the southern chest. Lethe moves north of Oscar, trades for the Chest Key, and opens the north-central chest for the Short Axe. Volke opens the northeast chamber. Marcia opens the treasure chest in the northest chamber (Statue Frag). Ike escapes. --- I thought transformed (via Laguz Stone) Mordecai would be useful here. I was wrong. Link to comment Share on other sites More sharing options...
aku chi Posted January 31, 2012 Author Share Posted January 31, 2012 From this point forward, I'll occasionally be using the following shorthand when describing which units are required: Paladin - any promoted mounted unit: Paladins, Wyvern Lords, and Falcon Knights. Flier - any promoted mounted flying unit: Wyvern Lords and Falcon Knights. Cavalier - any mounted unit. Paladins are over-qualified for this role, but can take it up. Do pay attention to the weapon requirements, though. If the Paladin I list needs to use a Hammer, for instance, that rules out the Falcon Knights and Geoffrey and perhaps also Makalov, Astrid, Jill, and/or Oscar - depending on their Axe level. Chapter 11 Note: Clearing this chapter in fewer than 5 turns forfeits your ability to recruit Jill (and Haar). Completion: 3 turns Reliability: ~85-95% Spoils: Zihark, Dracoshield, Elwind, 200 Vigilante Bexp Requirements: Marcia (Iron Lance (forge), promoted, 15 Str, 14 Spd), Paladin (Short Axe, Iron Lance (forge), Hammer, 16 Str, 14 Spd), Mordecai, Lethe, Ike (Iron Sword, <= 14 Str, {28 HP, 10 Def} or similar) Brom, Volke, Cavalier Note: Only Marcia, Paladin, Mordecai, and Lethe are required for the clear. Ike and Brom help recruit Zihark. Volke gets the Dracoshield. Cavalier gets Elwind. [spoiler=Strategy]Strategy Deployment: Marcia in the westmost square, Paladin in the northwest square. Cavalier 2 squares east of Paladin. Volke in the southernmost square. Brom in the northeast square. Mordecai and Lethe westish. --- Turn 1: Lethe shoves Marcia north. Marcia kills the nearest Cavalier in the northwest and takes his place. Mordecai smites Paladin north. Paladin full-moves 1 square south and 2 squares west of Marcia and attacks a Knight with the Short Axe. Ike moves 3 squares east and 3 squares north. Brom moves 2 squares east and 1 square south. Volke moves just north of Lethe. Cavalier full-moves northwest. Enemy Phase: An injured Knight requests healing from his Priest. A Mage attacks Marcia. A Knight attacks Paladin. A Mage and 3 Cavaliers suicide into Paladin (~95%). A Hand Axe Fighter attacks Lethe. A Fighter and Soldier attack Mordecai. A Myrmidon and Cavalier suicide into Lethe. A Cavalier, two Soldiers, and a Myrmidon attack Brom. A Vigilante Myrmidon suicides into Ike. Zihark attacks Ike. --- Turn 2: Marcia moves 3 squares north, 4 squares west, kills a Cavalier, and cantos 1 square north and 1 square west. Paladin uses the Iron Lance (forge) to finish off the Knight blocking her way, cantos 2 squares west, 6 squares north, and 1 square east. Volke visits the southern house for the Dracoshield. Cavalier visits the central house for Elwind and cantos into the northeast corner. Brom full-moves southeast and uses a Vulnerary, if needed. Ike full-moves northwest (onto the bridge to the BK's house) and uses a Vulnerary, if needed. Mordecai and Lethe full-move northeast - Lethe into the thicket, Mordecai further east. Note: If your Paladin crit the Knight on your first turn (<10%), the Priest will heal the other Knight and block your path. In this case, you need to use your Cavalier's combat to kill either the Mage or Thief blocking the way. Marcia will clear the other en route to her destination, and Paladin wil kill the Cavalier that Marcia usually takes care of. In this case, your Cavalier can visit for Elwind on turn 3. Enemy Phase: A Mage, Knight, and Mackoya attack Marcia. A bunch of Cavaliers suicide into Paladin and Marcia. There is a small chance (~5-10%) that one of them will die in this way. This chance can be minimized with solid defensive parameters. A couple Fighters attack Volke. A Cavalier, two Soldiers, and a Myrmidon attack Brom. Zihark recruits himself. A Soldier attacks Zihark. --- Turn 3: Paladin kills the Knight on the Arrive square with the Hammer. Marcia arrives. --- Completion: 3 turns Reliability: ~90% Spoils: Zihark, Dracoshield, Killer Lance, Master Seal, 200 Vigilante Bexp Requirements: Titania (Short Axe, Iron Lance (forge), Hammer, 16 Str, 14 Spd), Male Paladin1 (Javelin, Iron Lance (forge), 14 Str, 14 Spd), Male Paladin2 (Iron Axe (forge), 13 Str, 17 Spd), Mordecai, Lethe (Statue Frag'd), Ike (Iron Sword, <= 14 Str, {28 HP, 10 Def} or similar) Brom, Volke, Marcia, Note: Titania, both male Paladins, Mordecai, and Lethe are required for the clear and getting the Master Seal. Ike and Brom help recruit Zihark. Volke gets the Dracoshield. Marcia gets the Killer Lance. Note: If the southernmost Knight has 17 Def and 30 HP, Titania must have 17 Str or crit with the Short Axe. [spoiler=Strategy]Strategy Deployment: Male Paladin1 in the westmost square, Titania in the northwest square. Male Paladin2 2 squares east of Male Paladin1. Volke in the southernmost square. Brom in the northeast square. Marcia just west of Brom. Mordecai and Lethe westish. --- Turn 1: Lethe shoves Male Paladin1 north. Mordecai smites Titania north. Titania moves 2 squares north, 6 squares west, kills the nearby Cavalier with the Short Axe, and cantos 1 square west. Male Paladin2 rescues Mordecai and moves 4 squares north and 5 squares west. Male Paladin2 moves just west of Male Paladin2, takes Mordecai, drops him north, and cantos just east of Titania. Ike moves 3 squares east and 3 squares north. Brom moves 2 squares east and 1 square south. Volke moves just north of Lethe. Marcia moves 5 squares north. Enemy Phase: A Mage, Knight, and Cavalier attack Mordecai. A Knight attacks Titania. A Mage and Cavalier suicide into Titania (>95%). A Hand Axe Fighter attacks Lethe. A Fighter attacks Mordecai. A Soldier, Myrmidon, and Cavalier suicide into Lethe. A Cavalier, two Soldiers, and a Myrmidon attack Brom. A Vigilante Myrmidon suicides into Ike. Zihark attacks Ike. --- Turn 2: Titania moves 2 squares west, 2 squares north, kills the Cavalier in her way with the Iron Lance (forge) and cantos 4 squares north and 1 square east. Mordecai smites Male Paladin1 west. Male Paladin2 moves 1 square west, rescues Mordecai, and moves 4 squares west and 4 squares north. Male Paladin2 equips the Iron Lance (forge), moves north of Male Paladin2, takes Mordecai, drops him west, and cantos just north of Titania. Volke visits the southern house for the Dracoshield. Marcia full-moves northeast. Brom full-moves southeast and uses a Vulnerary, if needed. Ike full-moves northwest (onto the bridge to the BK's house) and uses a Vulnerary, if needed. Lethe full-moves northeast into the thicket. Enemy Phase: A Mage attacks Mordecai. A Cavalier and Knight attack Male Paladin2. Mackoya attacks Titania or Male Paladin1. A bunch of Cavaliers suicide into Titania and Male Paladin1. There is a very small chance (<5%) that one of them will die in this way. This chance can be minimized with solid defensive parameters. A couple Fighters attack Volke. Two Soldiers and a Myrmidon attack Brom. Zihark recruits himself. Two Cavaliers attack Ike. A couple Myrmidons attack Marcia. --- Turn 3: Mordecai transforms. Marcia visits the northern house for the Killer Lance. Male Paladin2 attacks Mackoya and cantos away. Mordecai finishes off Mackoya for the Master Seal (>95%). Titania kills the Knight on the Arrive square with the Hammer. Male Paladin1 arrives. Blimey, that was a tough strategy to work out. I tried many many permutations before I found a way to reliably get passed the chokepoint on turn 2 and kill Mackoya on turn 3. I considered using the Poleaxe, but it wasn't sufficiently accurate (~70% chance to ORKO Mackoya). --- Completion: 4 or 5 turns (up to you) Reliability: ~85-90% Spoils: Zihark, Dracoshield, Elwind, Killer Lance, 200-250 Vigilante Bexp Requirements: Titania (Iron Lance (forge), Short Axe/Hand Axe, Hammer, 15 Str, ~{37 HP, 13 Def}), Lethe (Beorcguard), Mordecai, Brom, Volke, Oscar (or Marcia) (Iron Lance (forge), 11 Str, 13 Spd or similar) Kieran (Iron Axe), Zihark Note: Only Titania and Lethe are required for the clear. Mordecai and Brom help recruit Zihark and get the Killer Lance. Volke and Oscar get the Dracoshield. Kieran gets Elwind. Note: Titania only needs 15 Str if one of the northwest Steel Lance Cavaliers has 12 Def and 29 HP. Otherwise, she can make due with 14 Str. Note: Titania can use the Hand Axe on turn 1's enemy phase, but it reduces the reliability that she will kill the Mage (from over 95% to just under 85%). The Javelin and Short Spear are also options, but Titania will take more damage from the Knights with those weapons equipped. [spoiler=Strategy]Strategy Deployment: Lethe in the westmost square, Titania in the northwest square. Volke in the southernmost square. Mordecai in the northeast square. Brom one square south. Oscar and Kieran westish. --- Turn 1: Titania full-moves northeast, and kills the nearby Cavalier from the south. Lethe moves east of Titania and trade/swaps so that Titania equips the Short Axe. Mordecai moves 1 square east and 3 squares north. Brom moves 2 squares east. Oscar moves into Lethe's starting position. Volke moves just north of Oscar. Kieran full-moves northwest. Ike full-moves northwest and stays out of trouble. Enemy Phase: A Mage suicides into Titania (~95%). Two Knights attack Titania. Two Cavaliers attack Lethe (and possibly suicide). A Soldier suicides into Oscar. A Hand Axe Fighter and Cavalier attack Oscar. A Fighter attacks Volke. A Cavalier, two Soldiers, and a Myrmidon attack Brom. Zihark recruits himself. Two Vigilante Myrmidons attack Mordecai. --- Turn 2: Titania finishes off the Knight to her west with the Hammer, and cantos 5 squares west and 4 squares north. Lethe moves south of Titania, trade/swaps so Titania equips the Iron Lance (forge) and shoves Titania north. Zihark full-moves northeast and kills the Myrmidon to his west. Mordecai shoves Zihark north. Brom full-moves southeast and uses a Vulnerary. Oscar kills a nearby Myrmidon and cantos a square south of the southern house entrance. Volke visits the southern house for the Dracoshield. Kieran moves to the central house, finishing off a Cavalier in the way. Enemy Phase: Mackoya attacks Titania. A bunch of Cavaliers attack Titania and Lethe (most suiciding). Titania has a small chance to die on this turn. A Mage and Knight attack Kieran. A couple Fighters and a Cavalier attack Oscar and Volke. Volke has a very small chance of dying on this turn. A Cavalier attacks Zihark. A Myrmidon attacks Mordecai. A Cavalier, two Soldiers, and a Myrmidon attack Brom. --- Turn 3: Titania moves 8 spaces north (around Mackoya) towards the arrive square and uses a Vulnerary. Lethe moves south of Titania and uses a Vulnerary, if needed. Zihark visits the northern house for the Killer Lance. Mordecai recues Zihark. Oscar rescues Volke and cantos away. Brom hides in a corner and use a Vulnerary, if needed. Kieran visits for Elwind and hides in a corner. Enemy Phase: Mackoya attacks Lethe. A Cavalier suicides into Titania. Some other units get attacked. Mordecai (now transformed) might kill a Vigilante Myrmidon. The only unit at risk of death this turn is Kieran (if a low-hit Knight managed to hit him two turns in a row and didn't get damaged enough to request healing). --- Turn 4: Titania kills the Knight on the Arrive square with the Hammer and cantos onto the ship ramp. Lethe arrives (for a 4-turn clear), or stands on the Arrive square (for a 5-turn clear). Mordecai (transformed) and Oscar move out of enemy range and use Vulneraries, if needed. Kieran and Brom use Vulneraries, if needed. Enemy Phase: Enemies attack inconsequentially. Nobody risks death. Jill has her scene. --- Turn 5: Lethe arrives. --- Ugh, that chapter was painful. I look forward to the simplicity of C12. Update: It is possible for an unpromoted Marcia (with shoves and smites) to drop a promoted foot soldier (Boyd is best suited for the job) on turn 2 so that on turn 3, Boyd can kill the Knight on the Arrvie square and Marcia can arrive. Link to comment Share on other sites More sharing options...
aku chi Posted February 4, 2012 Author Share Posted February 4, 2012 Chapter 12 Completion: 2 turns Reliability: >95% Spoils: Laguz Stone, Arms Scroll, Blue Gem Requirements: Marcia (Iron Lance (forge), 17 Str, 20 Spd), CombatUnit1 (27 Atk, 130 Hit), CombatUnit2 (26 Atk, 130 Hit), [spoiler=Strategy]Strategy Deployment: Marcia in the southeast, CombatUnit1 in the northwest, CombatUnit2 in the southwest. Turn 1: CombatUnit2 positions him/herself to be the only unit in the northwest Raven's attack range. CombatUnit1 positions him/herself to be the only unit in the west-central Raven's attack range. Marcia full-moves northeast. Enemy Phase: A Raven a piece attack CombatUnit1 and CombatUnit2. A couple Ravens suicide into Marcia. Turn 2: CombatUnit1 and CombatUnit2 finish off the Ravens that attacked them. Marcia moves north into Seeker and the remaining Raven's attack range, using a Vulnerary if needed. Enemy Phase: The remaining Raven and Seeker (>95%) suicide into Marcia. --- Completion: 5 turns Reliability: >95% Spoils: Jill, Laguz Stone, Arms Scroll, Secret Book, Blue Gem Requirements: Marcia (Iron Lance (forge), 14 Str, 20 Spd), CombatUnit1 (27 Atk, 130 Hit), CombatUnit2 (26 Atk, 130 Hit), Ike Note: It seems theoretically possible to clear this chapter in 5 turns with a Marcia that has 13-19 Spd - if she's suitably durable. In practice, I find that the Ravens retreat and make use of Seeker's Elixer instead of suiciding into Marcia. [spoiler=Strategy]Strategy Deployment: Marcia in the southeast, CombatUnit1 in the northwest, CombatUnit2 in the southwest. Turn 1: CombatUnit2 positions him/herself to be the only unit in the northwest Raven's attack range. CombatUnit1 positions him/herself to be the only unit in the west-central Raven's attack range, near the northern end. Marcia moves as far east as possible while staying in range of the two southeast Ravens. Enemy Phase: A Raven a piece attack CombatUnit1 and CombatUnit2. A level 4 Raven suicides into Marcia. A level 5 Raven attacks (and possibly suicides) into Marcia. Turn 2: CombatUnit1 and CombatUnit2 finish off the Ravens that attacked them. Marcia finishes off the level 5 Raven, if alive. Enemy Phase: The Raven that started in the southwest makes its way onto the ship. Other Phase: Jill arrives and heads towards the ship. Turn 3: CombatUnit1 and CombatUnit2 attack and kill the Raven who boarded the ship. Ike moves southwest. Marcia moves south, just outside of Seeker's attack range and uses a Vulnerary, if needed. Enemy Phase: A Raven arrives in the southeast and suicides into Marcia. Other Phase: Jill heads towards the ship. Turn 4: Ike moves to the southwest of the ship. Marcia moves north into Seeker's attack range and uses a Vulnerary, if needed. Enemy Phase: Seeker attacks Marcia. Other Phase: Jill recruits herself. Turn 5: Marcia finishes off Seeker (>95%). --- Completion: 8 turns Reliability: >90% Spoils: Jill, Laguz Stone, Seraph Robe, Arms Scroll, Secret Book, Blue Gem Requirements: Myrmidon (Laguzslayer, {12 Str, 19 Spd} OR {11 Str, 20 Spd}), Ike, [combat units] Note: An 8-turn clear relies on a combat unit being able to ORKO a level 3 Raven. A Myrmidon with the Laguzslayer has the easiest time with this task, but you can use any unit with 26 Atk and 19 AS. [spoiler=Abridged Strategy]Abridged Strategy Turns 1-7: Kill all of the Ravens as they board the ship. Let Jill recruit herself. Turn 8: Finish off Seeker and any other Ravens aboard the ship. Position your Myrmidon alone in the attack range of the last Raven. Enemy Phase: The last Raven suicides into your Myrmidon. Update: For some reason, I never realized that there was ground near Seeker. This makes it possible for an untrained Marcia to rescue-drop someone to kill Seeker for a 5-turn clear. Espinosa demonstrated this possibility in his 0% growth LTC run (video). Link to comment Share on other sites More sharing options...
aku chi Posted February 4, 2012 Author Share Posted February 4, 2012 Chapter 13 This chapter cannot be cleared before turn 7. Starting on turn 7, the chapter will end if - at the end of enemy phase - there are no enemies onscreen. To clear C13 in 7 turns, then, you must rout all of the enemy beorc by turn 7. You must also cause the enemy Ravens to retreat. The most straightforward way to accomplish this objective is to nab all of the treasure chests. It might also be possible to get the Ravens to retreat by completely blocking access to all unopened chests (I haven't tried this). There are a myriad of ways to achieve a 7-turn clear; I won't bore you by describing one such strategy. Much has been made of the difficulty of recruiting Astrid. It is certainly true that Astrid faces a high likelihood of dying on turn 1 if the nearby enemy Myrmidon attacks her. If Astrid dies, you not only lose out on her as a unit, but also the Knight Ward she caries and the opportunity to re-recruit Gatrie. It is also possible to lose on turn 1 due to the enemy reaching the Defend Square if you're unlucky with crits. It's prudent, then, to position someone along the chokepoint to the Defend Square. There are two simple ways to ensure Astrid's survival and protect the Defend square. The first is to shove Ike northeast three squares, have him recruit Astrid on turn 1 and have Astrid recruit Gatrie, and move to safety. Gatrie can then re-position himself to defend the Defend Square. The second approach is to surround Astrid from the west and south so that no unit can attack her. A 7+ move unit in the northeast deployment square and a 9-move unit starting two squares away can accomplish this. Another 9-move unit or a flier can move into the Defend Square chokepoint. Link to comment Share on other sites More sharing options...
aku chi Posted February 6, 2012 Author Share Posted February 6, 2012 Chapter 14 Oh, I need to see enemies before I can attack them! That makes this chapter a little tricky. Completion: 2 turns Reliability: >98% Spoils: Laguz Lance, Spirit Dust Requirements: MalePaladin1 (Iron/Steel Axe (forge), 18/15 Str, 18 Spd, 140 Hit, {37 HP, 16 Def} or equivalent), Mordecai, MalePaladin2 (Torch), Lethe, Ike, Titania (Iron Axe (forge), 13 Str, 13 Def), CombatUnit (25 Atk (vs. Sword Def) / 18 Atk (vs. Res), 14 AS, 120 Hit), AnyUnit, Note: Titania and CombatUnit get the Laguz Lance. AnyUnit gets the Spirit Dust. Everybody else contributes to the clear. Note: This MalePaladin1 cannot be Jill, on account of her being too heavy for unshifted Mordecai to smite. MalePaladin2 can be a promoted Jill. [spoiler=Strategy]Strategy Deployment: MalePaladin1 1 square north and 1 square west of Ike. MalePaladin2 2 squares west of Ike. Titania and CombatUnit in the northwest squares. AnyUnit southwest. Lethe and Mordecai in central deployment squares. Turn 1: Ike moves east of the Fighter on the bridge, revealing a Bandit. Lethe kills the Bandit. Mordecai smites MalePaladin1 east. MalePaladin2 rescues Mordecai and full-moves north of Ike. MalePaladin2 moves east of MalePaladin2, take/drops Mordecai east, and full-cantos north. CombatUnit moves 5 squares northeast, revealing a Bandit. Titania full-moves northwest, killing the Bandit along the way. AnyUnit visits the southwest house for the Spirit Dust. Enemy Phase: A Mage attacks Mordecai. An Archer attacks MalePaladin1. A Fighter attacks Ike. A couple Fighters suicide into Titania. Turn 2: CombatUnit kills the sword Cavalier on the western bridge. Titania kills the Laguz Lance Cavalier. Lethe moves east of the Poleaxe Fighter and kills him. MalePaladin2 full-moves northeast and uses the Torch. Mordecai smites MalePaladin1 north. MalePaladin1 kills Gashilama. --- Completion: 2 turns Reliability: >95% Spoils: Laguz Lance, Spirit Dust Requirements: FemalePaladin (Iron/Steel Axe (forge), 18/15 Str, 18 Spd, 140 Hit, {37 HP, 16 Def} or equivalent), Mordecai, Lethe MaleCavalier1 (Torch), MaleCavalier2 (Iron Axe (forge), 14 Str, 14 Spd), Ike (Iron Sword (forge), 14 Str, 14 Spd), Paladin (Iron Lance (forge), 15 Str, 14 Spd, some durability), CombatUnit (25 Atk (vs. Sword Def) / 18 Atk (vs. Res), 14 AS, 120 Hit), AnyUnit, Note: Paladin and CombatUnit get the Laguz Lance. AnyUnit gets the Spirit Dust. Everybody else contributes to the clear. Note: Jill can replace either of the MaleCavaliers or Paladin in this strategy. Note: If FemalePaladin is Astrid and she has 17 Str, she can use a Steel Bow forge to safely 2HKO Gashilama. In this event, Lethe doesn't need to shove her on turn 2 and can instead kill the Archer on the northern bridge for the Laguz Bow. [spoiler=Strategy]Strategy Deployment: FemalePaladin 1 square south and 1 square east of Ike. Mordecai and Lethe south of her. MaleCavalier1 1 square north and 1 square west of Ike. MaleCavalier 2 squares west of Ike. Paladin and CombatUnit in the northwest squares. AnyUnit southwest. Turn 1: Mordecai smites FemalePaladin north. Lethe shoves FemalePaladin north, revealing a Bandit on the bridge. Ike kills the Bandit. MaleCavalier2 rescues Lethe and cantos north of Ike. MaleCavalier2 moves north of MaleCavalier1, take/drops Lethe east, and full-cantos north. FemalePaladin kills the Poleaxe Fighter on the northern bridge (15-20% chance of being damaged). CombatUnit moves 5 squares northeast, revealing a Bandit. Paladin full-moves northwest, killing the Bandit along the way. AnyUnit visits the southwest house for the Spirit Dust. Enemy Phase: A Mage attacks Lethe. An Archer attacks MaleCavalier1. A Fighter attacks Mordecai. A couple Fighters suicide into Paladin. Turn 2: CombatUnit kills the sword Cavalier on the western bridge. Paladin kills the Laguz Lance Cavalier. MaleCavalier2 kills the Bandit on the northern bridge. MaleCavalier1 full-moves northeast and uses Torch. Lethe shoves FemalePaladin north. FemalePaladin kills Gashilama. --- Completion: 2 turns Reliability: ~75+% (see notes) Spoils: Laguz Lance, Spirit Dust Requirements: Marcia (Steel Lance (forge), promoted, 17 Str, 18 Spd), Mordecai, Lethe, MaleCavalier1 (Torch), MaleCavalier2, Ike (Iron Sword (forge), 14 Str, 14 Spd), VisionGranter, Titania (Iron Axe (forge), Knight Ward, 13 Str), CombatUnit (25 Atk (vs. Sword Def) / 18 Atk (vs. Res), 14 AS, 120 Hit), AnyUnit, Note: Titania and CombatUnit get the Laguz Lance. AnyUnit gets the Spirit Dust. Everybody else contributes to the clear. Note: Jill can replace either of the MaleCavaliers or Titania in this strategy. Note: There are a lot of variables that contribute to the reliability of this clear. In the average case, a level 20/2-20/4 Marcia has a roughly 20% chance to get crit-killed by Gashilama and a ~5% chance of missing the 2HKO (which often also results in Marcia's death on turn 2 enemy phase). See my post at the bottom of this page for more details. It should also be noted that giving Marcia an Arms Scroll and a Steel Sword forge can result in a reliability of ~93%. A Marcia with the durability to survive a Gashilama crit (which generally requires a Seraph Robe and Dracoshield) has a ~98% reliability. [spoiler=Strategy]Strategy Deployment: Marcia in the eastmost square, MaleCavalier2 to her immediate west, MaleCavalier1 one square north. VisionGranter one square north and one square west of Ike. Lethe and Mordecai southish. Titania and CombatUnit in the northwest. AnyUnit in the southwest. Turn 1: Mordecai smites Marcia north. Lethe shoves Marcia north. VisionGranter moves near the Fighter on the bridge to reveal a Bandit further north. Ike moves north and kills the Bandit on the bridge. MaleCavalier1 rescues Lethe and full-moves north. MaleCavalier2 moves south of MaleCavalier1 and take/drops Lethe east. Marcia moves 3 squares east and 1 square north of Lethe. CombatUnit moves 5 squares northeast, revealing a Bandit. Titania full-moves northwest, killing the Bandit along the way. AnyUnit visits the southwest house for the Spirit Dust. Enemy Phase: A Mage attacks Lethe. An Archer attacks MaleCavalier1. A Fighter attacks VisionGranter. A couple Fighters suicide into Titania. Turn 2: CombatUnit kills the sword Cavalier on the western bridge. Titania kills the Laguz Lance Cavalier. MaleCavalier1 full-moves northeast and uses the Torch. Lethe shoves Marcia north. Marcia kills Gashilama (~75+%). --- Completion: 3 turns Reliability: >98% Spoils: Makalov, Vantage, Laguz Lance, Spirit Dust, Secret Book, Laguz Bow Requirements: Paladin (Iron/Steel Axe (forge), 18/15 Str, 18 Spd, 140 Hit, {37 HP, 16 Def} or equivalent), Lethe (13->19 Str), Ike (Iron Sword (forge), 14 Str, 14 Spd), Priest (Mend), Titania (Iron Axe (forge), 13 Str, 13 Def), Marcia, Mordecai, Makalov AnyUnit, Note: Titania, and Marcia orchestrate Makalov's recruitment. Titania gets the Laguz Lance. Makalov gets Vantage and the Secret Book. AnyUnit gets the Spirit Dust. Paladin, Lethe, Ike, and Priest contribute to the clear. Note: Mordecai's smite isn't needed if Marcia is promoted. Note: Lethe can probably be replaced by any similarly competent Paladin. [spoiler=Strategy]Strategy Deployment: Paladin 1 square west and 1 square north of Ike. Lethe 1 sqaure east and 1 square south of Ike. Mist 1 square south of Lethe. Titania and Marcia northwest. AnyUnit southwest. Turn 1: Paladin moves 1 square east, 1 square north, kills the Fighter, cantos 4 north, 1 square east, and 2 squares north. Ike kills the Bandit revealed on the bridge from the south. Lethe moves 1 square south and 1 square east of Paladin. Priest heals Ike (if needed). Mordecai smites Marcia west. Marcia moves 5 squares north and 3 squares west. Titania full-moves northwest, killing a Bandit along the way. AnyUnit visits the southwest house for the Spirit Dust. Enemy Phase: A Mage attacks Lethe. An Archer attacks Paladin. A couple Fighters suicide into Titania. Turn 2: Ike moves north and kills an Archer. Paladin kills the Mage and cantos 2 squares north of the Poleaxe Fighter on the northern bridge. Lethe moves 1 square east of Paladin and uses a Vulnerary, if needed. Priest moves south of Ike. Titania moves just south of the enemy Myrmidon and uses the Torch, revealing Makalov. Marcia talks to Makalov from the south. Makalov visits the northeast house for Vantage. Enemy Phase: An Archer and Fighter attack Lethe. A Bandit suicides into Paladin. A Myrmidon attacks Marcia. Two Cavaliers suicide into Titania (one drops the Laguz Lance). Turn 3: Makalov visits the northwest house for the Secret Book. Ike kills the Poleaxe Fighter. Priest heals Paladin. Lethe kills the Laguz Bow Archer from the north, revealing Gashilama. Paladin kills Gashilama. Link to comment Share on other sites More sharing options...
aku chi Posted February 11, 2012 Author Share Posted February 11, 2012 Chapter 15 I've got a lot of strategies for this chapter. To maintain some readability, I'll be giving them all titles. I've also divided up treasure collection strategies and Muarim slaying strategies because they are almost entirely independent of each other. Here's a preview of the strategy tites: Treasures in 2 turns Treasures in 3 turns Recruit Stefan in 3 turns Recruit Stefan in 4 turns Marcia & Jill combo clear Marcia & Mage combo clear Marcia solo clear Jill solo clear Super Soren clear Swordmaster drop clear Nephenee drop clear --- Treasures in 2 turns: Completion: 2 turns Reliability: 100% Spoils: Two of: {Boots}, {Physic, Shine}, {Guard, Silver Blade} Requirements: Thief1, Thief2, Thief3 Note: Thief1 gets the Boots, Thief2 gets Physic and Shine, Thief3 gets Guard and the Silver Blade. You don't have three thieves, so you'll need to forgo one of the bundles. Base Sothe can survive as Thief1 or Thief3. Thief2 is dangerous if you need to endure turn 2's enemy phase. If you're moving towards Muarim with other units, the Hawk will be drawn away from Volke, so he can endure the Tiger. [spoiler=Strategy]Strategy Deployment: Thief1 1 in the northeast square. Thief2 1 square south of the northwest square. Thief3 in the southwest square. Turn 1: Thief1 moves 6 squares north. Thief2 moves 6 squares north and 1 square west (got Shine). Thief3 moves 5 squares west (got Guard). Enemy Phase: A Raven will attack Thief1. A Hawk might attack Thief2. Turn 2: Thief1 moves 5 squares north and uses a Vulnerary (got Boots). Thief2 moves 1 square south and 6 squares east and uses a Vulnerary (got Physic). Thief3 full-moves north (got Silver Blade). Enemy Phase: A Raven will attack Thief1. A Tiger attacks Thief2! A Hawk might attack Thief3. --- Treasures in 3 turns: Completion: 3 turns Reliability: 100% Spoils: Two of: {Boots, Physic}, {Guard, Silver Blade, Shine}, {Statue Frag} Requirements: Thief1, Thief2, Thief3, RavenBait (for Thief1's bundle) Note: Thief1 gets the Boots and Physic; Thief2 gets Guard, the Silver Blade, and Shine; Thief3 gets the Statue Frag. You don't have three thieves, so you'll need to forgo one of the bundles. Base Sothe can survive as Thief2 or Thief3. Volke must be Thief1 (his Shade ensures that RavenBait is preferred as a target). [spoiler=Strategy]Strategy Deployment: Thief1 in the northeast. Thief2 in the southwest. Thief3 in the southeast. Turn 1: Thief1 moves 3 squares east and 4 squares north (got Physic). RavenBait moves into the Raven's attack range. Thief2 moves 5 squares west (got Guard). Thief3 moves 1 square south and 2 squares east. Enemy Phase: A Raven attacks RavenBait. Turn 2: Thief1 moves 4 squares north and 3 squares west. Thief2 moves 7 squares north (got Silver Blade). Thief3 moves 6 squares east. Enemy Phase: A Raven attacks RavenBait. A Hawk attacks Thief2. Turn 3: Thief1 moves 3 squares north (got Boots). Thief2 moves 2 squares north and 3 squares east (got Shine). Thief3 moves 2 squares north and 5 squares east (got Statue Frag). --- Recruit Stefan in 3 turns: Completion: 3 turns Reliability: 100% Spoils: Stefan, White Gem (~40%) Requirements: Jill (promoted), Mordecai (Statue Frag'd), Lethe, Stefan Note: Most 2-turn Muarim-slaying strategies will work just as well if delayed by one turn. The only relevant difference is that two Cats will transform near Muarim on turn 3 enemy phase (affecting those clears that rely on enemy phase to kill Muarim). [spoiler=Strategy]Strategy Deployment: Jill in the northeast square, Lethe and Mordecai nearby. Turn 1: Mordecai smites Jill east. Lethe moves next to Jill. Jill rescues Lethe and full-moves northeast. Enemy Phase: Nothing of note happens. Turn 2: Jill full-moves northeast and drops Lethe just north of the northeast Cat. Enemy Phase: Nothing of note happens. Turn 3: Lethe moves 4 squares north (recruits Stefan). Stefan moves 1 square east and 1 square south. Jill moves just south of Stefan. Together, they have a ~40% chance of finding the White Gem. --- Recruit Stefan in 4 turns: Completion: 4 turns Reliability: 100% Spoils: Stefan, White Gem (~35%) Requirements: Jill, Lethe, Stefan Note: I believe the only Muarim-killing strategy that is compatible with this strategy and a pacifistic clear is the Marcia solo. You can adapt some of the other strategies to a 4-turn clear if you aren't concerned with killing a few laguz. [spoiler=Strategy]Strategy Deployment: Jill one square south of the northeast square, Lethe nearby. Turn 1: Lethe moves next to Jill. Jill rescues Lethe and moves 4 squares east and 4 squares north. Enemy Phase: A Cat attacks Jill. Turn 2: Jill moves 3 squares north and 5 squares east and uses a Vulnerary. Enemy Phase: Nothing of note happens. Turn 3: Jill moves 5 squares north, 2 squares east, and drops Lethe east. Enemy Phase: A Cat attacks Lethe. A Raven attacks Jill. Turn 4: Lethe moves 1 square north and 1 square east (recruits Stefan). Stefan moves 1 square east and 1 square south. Jill moves just south of Stefan. Together, they have a ~35% chance of finding the White Gem. --- Marcia & Jill combo clear: Completion: 2 turns Reliability: ~95% Spoils: Pacifism Bexp (340+) Requirements: Marcia (Steel Lance (forge), 16 Str, 21 Spd), Jill (Iron Lance (forge), Laguzguard, 14 Str), Mordecai Note: Jill can trade for the Steel Lance (forge) and sacrifice a little accuracy if you need the extra Mt. If Jill has 12 Str, Marcia only needs 15. In the unlikely event that Falcon Knight Marcia has 14 Str, Jill would need 14 Str. Note: Mordecai is unneeded if Jill is promoted. [spoiler=Strategy]Strategy Deployment: Marcia in the northwest square, Jill 1 square south of Marcia. Mordecai nearby. Turn 1: Mordecai smites Jill west. Marcia moves 5 square west and 4 squares north. Jill unequips amd moves 4 squares west and 4 squares north. Enemy Phase: A Hawk attacks Jill. Turn 2: Marcia attacks Muarim with the Steel Lance (forge) and cantos 1 square south. Jill moves north of Marcia and kills Muarim (~95%). --- Marcia & Mage combo clear: So, it turns out that it's not possible to take and give a unit on the same turn. That removes some of the elegance of this clear. Bring out the shovers! Completion: 2 turns Reliability: >95% Spoils: Pacifism Bexp (340+) Requirements: Marcia (Steel Lance (forge), 15 Str, 21 Spd, {26 HP, 12 Def} or equivalent), Mage (Fire (forge), HP+Def > 20, 8 AS), Mordecai, Lethe, Rhys (or Mist or your other Mage), Shover1, Shover2, Shover3 Note: If you have a Sage, you can get away with two fewer shoves. Note: If your Mage has at least 11 Mag, you can use a Thunder (forge), instead. Or, Marcia could use an Iron Lance (forge). [spoiler=Strategy]Strategy Deployment: Mage in the northwest square, Marcia 1 square south. Mordecai 1 square south and 1 square west of Marcia, Shover3 1 square south of Mordecai. Shover1 3 squares south of Marcia. Shover2 1 square south and 1 square east of Marcia. Lethe 1 square south of Shover2. Rhys 2 squares east of Marcia. Turn 1: Marcia full-moves northwest and unequips. Shover1 shoves Mage north. Shover2 shoves Mage west. Shover3 shoves Mage north. Rhys shoves Mage west. Lethe shove Muarim north. Muarim smites Mage west. Mage moves 1 square west and 4 squares north. Enemy Phase: A Hawk attacks Marcia. Turn 2: Mage attacks Muarim. Marcia kills Muarim. --- Marcia solo clear: Completion: 2 turns Reliability: ~75% Spoils: Pacifism Bexp (340+) Requirements: Marcia (Laguz Lance, 13 Str, 21 AS ({17 Str, 21 Spd} is most likely), {26 HP, 12 Def} or equivalent), [spoiler=Strategy]Strategy Deployment: Marcia in the northwest square. Turn 1: Marcia full-moves northwest. Enemy Phase: A Hawk attacks Marcia. Turn 2: Marcia kills Muarim (~75%). Enemy Phase: If Marcia did not kill Muarim, she will be attacked by two Tigers (who will likely die, sacrificing the pacifism Bexp) and Muarim. If Marcia survives (unlikely), she has a very high likelihood of finishing off Muarim. --- Jill solo clear: Completion: 2 turns Reliability: ~70% (~90% chance of a 3-turn clear) Spoils: If Jill is promoted (so she can outrun the Hawk on turn 2) but doesn't have 16 AS and you've lured the Raven south, it's possible to get the pacifism Bexp. Requirements: Jill (Laguz Lance, 13 Str, 14 AS, {Laguzguard, 29 HP, 16 Def}, {Laguzguard, 36 HP, 15 Def} or equivalent), Mordecai Note: Mordecai isn't required if Jill is promoted. [spoiler=Strategy]Strategy Deployment: Jill in the northwest square. Mordecai nearby. Turn 1: Mordecai smites Jill west. Jill full-moves west and unequips. Enemy Phase: Jill is attacked by a Hawk. Turn 2: Jill attacks Muarim. Enemy Phase: Jill is attacked by two Tigers, perhaps a Raven, a Hawk (who will likely die, sacrificing the pacifism Bexp), and Muarim. Jill has a ~70% chance to kill Muarim here. Turn 3: If Muarim is still alive, Jill can try to finish him off. --- Super Soren clear: Completion: 2 turns Reliability: >98% Spoils: Pacifism Bexp (340+) Requirements: Soren (Fire (forge), 14 Mag, 21 Spd), Mordecai, Shover1, Shover2 Note: If Soren has 21 Magic, he can use a Thunder (forge), instead. Note: Mordecai isn't required - two extra shovers (one of which needs to be a magic user or thief) will work. [spoiler=Strategy]Strategy Deployment: Soren in the northwest square. Shover1 4 squares south of Soren. Shover2 2 squares east and 1 square south of Soren. Mordecai 1 square west and 2 squares south of Soren. Turn 1: Shover1 shoves Soren north. Shover2 shoves Soren west. Mordecai smites Soren north. Soren moves 3 squares west and 3 squares north. Enemy Phase: A Hawk attacks Soren. Turn 2: Soren kills Muarim. --- Swordmaster drop clear: Completion: 3 turns Reliability: ~95% Spoils: Pacifism Bexp (340+) Requirements: Swordmaster (Steel Sword (forge), 15 Str, 21 Spd), Jill (Steel Lance (forge), 16 Str, 14 Spd, {Laguzguard, 27 HP, 12 Def} or equivalent) Note: If Swordmaster has 16 Str, Jill need only have 14 Str. Note: A promoted Nephenee can take the place of the Swordmaster. She can take a 14 Str Jill's Steel Lance (forge) and finish off Muarim with only 14 Str. [spoiler=Strategy]Strategy Deployment: Jill in the northwest square, Swordmaster 1 square south. Turn 1: Jill unequips, rescues Swordmaster, and moves 5 squares northwest. Enemy Phase: Nothing of note happens. Turn 2: Jill moves 5 squares south of Muarim and drops Swordmaster north. Enemy Phase: A Hawk and (two?) Tiger(s) attack Jill. Turn 3: Jill attacks Muarim and cantos away. Swordmaster kills Muarim. --- Nephenee drop clear: Sadly, Muarim will not attack on enemy phase until he is attacked, so a 2-turn clear is not possible. Completion: 3 turns Reliability: 80+% Spoils: Pacifism Bexp (340+) Requirements: Nephenee (Laguz Lance, 13 Str, 21 AS ({16 Str, 22 Spd} is most likely)), Flier ({Laguzguard, 22 HP, 10 Def} or equivalent) Note: Flier doesn't need to be promoted. A base Jill or slightly leveled Marcia (with Laguzguard) works just fine here. If Flier can survive another round of attacks with a Vulnerary use, the reliability of the clear increases. Note: If Nephenee is 2HKO'd by Muarim,({30 HP, 14 Def} or less), she will be put into Wrath range and have a ~85% chance to kill Muarim on turn 2 player phase. Though considering the clear's offensive requirements, that seems unlikely. [spoiler=Strategy]Strategy Deployment: Flier in the northwest square, Nephenee 1 square south of Flier. Turn 1: Flier rescues Nephenee and moves 5 squares northwest. Enemy Phase: Nothing of note happens. Turn 2: Flier moves 5 squares south of Muarim and drops Nephenee north. Enemy Phase: Two Tigers and a Hawk attack Flier. Turn 3: Nephenee attacks Muarim (~80% chance to kill). If she misses, Flier moves east of Nephenee and uses a Vulnerary. Enemy Phase: Two enemies attack Flier (possibly a Raven and a Tiger). A few enemies attack Nephenee - whom she probably kills, sacrificing the pacifist clear. Muarim attacks Nephenee. If Nephenee survives this, she is almost guaranteed to kill him. --- Phew, I think I'm done. On my main run, thus far, I've been able to recruit every unit, get every valuable, and finish within the Bexp turn limit - all without spending any Bexp. I don't think I can keep up that performance in C15. I think I'll give Marcia a Bexp dump so I can get a pacifist clear after getting all of the spoils. Update: I chose not to use any Bexp in my main file. I didn't get the pacifist clear, but I was able to get every treasure (even the Statue Frag and White Gem) and kill Muarim in 4 turns. That turned out to be quite the challenge. Now, onto C16. Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.