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LTC Strategies Playthrough (Hard Mode)


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How does Marcia with a forged Steel deal with a 2-turn? And what about the Laguzguard?

With regards to the Laguzguard, I assumed it was a non-factor on Marcia for the following reason:

- If you have the Laguzguard, you recruited Jill.

- If you recruited Jill, there exists more reliable 2-turn strategies that involve them both.

Surviving two attacks from Muarim and an attack a piece from the nearby Tigers is unfeasible without the Laguzguard. Even with the Laguzguard, it takes substantial durability. I calculated that Jill would need {36 HP, 15 Def} or equivalent to survive the aforementioned foes and two Hawk attacks. If you can lure the Hawk away, Jill/Marcia might only need 32 HP OR 14 Def. A 20/2 Marcia with a Dracoshield, then, might have sufficient durability for a turn 2 enemy phase clear. Vantage is also an option to remove the need to endure Muarim's enemy phase attack. Counting on an enemy missing is risky, because all enemies average at least 50% hit on Marcia (and Muarim more). So long as she doubles, Marcia has no problem offensively with a Steel Lance forge. However, you're almost guaranteed to lose the pacifism Bexp if you let this go to enemy phase; Marcia can ORKO most foes with a Steel Lance forge and Muarim attacks last.

Of course, if you happen to have a Marcia with 22 Str, she can 2HKO Muarim on turn 2 player phase with a Steel Lance forge, resulting in one of the most reliable 2-turn clears. Obviously, the likelihood of this is low...

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Hmm, a 75% clear of this chapter isn't *horrible*, but luring the hawk isn't too much of an issue with an unequipped Jill.

If you have Marcia and Jill, why not use the 95% 2-turn player phase clear? Jill only needs a smidgen of training/Bexp for that clear.

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  • 4 months later...

I'll go ahead and use your layout.

Chapter 7

Requirements:

Completion: 4 turns

Reliability: Titania has to hit the Thief with a Hammer, Boyd has to get some hits on Mages and soldiers with the Iron Axe, and Gatrie has to hit consistently with the Steel Lance.

Spoils: Ward (if Gatrie can kill every enemy surrounding him)

Requirements:

Titania (Hand Axe, Steel Axe, Hammer),

Oscar (Javelin, Iron Lance, Short Spear, 8 Str, 9 Spd)

Ike (Regal Sword, may need to level up)

Boyd (Iron Axe, may need to level up as well)

Rhys (Heal),

Mia (Iron Sword),

Gatrie (Steel Lance, Iron Lance),

Shinon (Iron Bow, Steel Bow)

Turn 1: Titania goes west with the Hand Axe. Oscar attacks the Soldier blocking the northeast chest room with the Javelin, while Ike waits for Mia and Boyd lures a soldier. At the end of this turn, a Hand Axe soldier should be almost dead.

Turn 2: Shinon kills the archer while Gatrie moves west with the Steel Lance equipped. Titania clears enemies in the west with the Steel Axe while Oscar and Mia kill a soldier blocking Oscar's path to the priest, Oscar cantoes full north. Boyd + Soren kill a soldier and Ike lures the Mage.

Turn 3: Ike and Boyd gang up on a Mage. Rhys shoves Ike to allow him to reach Mages. Soren goes west a bit as well to lure a Mage and be able to reach a knight with low hp. Shinon kills a myrmidon while Gatrie moves just north of him with the Steel Lance equipped, which should allow him to kill everyone. Titania kills a thief with the Hammer and moves to a place just enough to lure the knights. Oscar kills an archer with the Short Spear and moves northwest away from knights in the middle.

Turn 4: Titania kills a knight with the Hammer, and Oscar trades with her to change her equipped weapon to an Iron Axe while he kills a priest and cantoes one space away. Boyd, Ike and Soren kill some enemies west. Gatrie kills a soldier for the Chest Key and Shinon opens the chest for a Ward. Mia kills a Hand Axe fighter.

Edited by Aeine
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I'll go ahead and use your layout.

Chapter 7

Requirements:

Completion: 4 turns

Reliability: Titania has to hit the Thief with a Hammer, Boyd has to get some hits on Mages and soldiers with the Iron Axe, and Gatrie has to hit consistently with the Steel Lance.

Spoils: Ward (if Gatrie can kill every enemy surrounding him)

Requirements:

Titania (Hand Axe, Steel Axe, Hammer),

Oscar (Javelin, Iron Lance, Short Spear, 8 Str, 9 Spd)

Ike (Regal Sword, may need to level up)

Boyd (Iron Axe, may need to level up as well)

Rhys (Heal),

Mia (Iron Sword),

Gatrie (Steel Lance, Iron Lance),

Shinon (Iron Bow, Steel Bow)

Turn 1: Titania goes west with the Hand Axe. Oscar attacks the Soldier blocking the northeast chest room with the Javelin, while Ike waits for Mia and Boyd lures a soldier. At the end of this turn, a Hand Axe soldier should be almost dead.

Turn 2: Shinon kills the archer while Gatrie moves west with the Steel Lance equipped. Titania clears enemies in the west with the Steel Axe while Oscar and Mia kill a soldier blocking Oscar's path to the priest, Oscar cantoes full north. Boyd + Soren kill a soldier and Ike lures the Mage.

Turn 3: Ike and Boyd gang up on a Mage. Rhys shoves Ike to allow him to reach Mages. Soren goes west a bit as well to lure a Mage and be able to reach a knight with low hp. Shinon kills a myrmidon while Gatrie moves just north of him with the Steel Lance equipped, which should allow him to kill everyone. Titania kills a thief with the Hammer and moves to a place just enough to lure the knights. Oscar kills an archer with the Short Spear and moves northwest away from knights in the middle.

Turn 4: Titania kills a knight with the Hammer, and Oscar trades with her to change her equipped weapon to an Iron Axe while he kills a priest and cantoes one space away. Boyd, Ike and Soren kill some enemies west. Gatrie kills a soldier for the Chest Key and Shinon opens the chest for a Ward. Mia kills a Hand Axe fighter.

And where should each unit be deployed at the start of the map?

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  • 1 month later...

Yes, I'm still trying to complete this run...

Chapter 16

This chapter's LTC clears are all about shoving mounted units. A 3-turn clear is just barely impossible. The only 4-turn clear that doesn't require shoving features a Paladin with the Boots and forfeits any treasure.

Facts about 4-turn clears (and shoving mounted units and ferrying beast laguz):

- From the nearest deployment slot, there are 39 squares to the seize square. A 9-move Paladin, then, needs to be shoved a total of 5 squares in order to drop Ike in range of the seize on turn 4. If this Paladin has the Boots, no shoves are necessary. This Paladin must be able to ORKO Kimaarsi, which is easiest with the Hammer, and possible with a forge. For a moderately unreliable clear, a Killer weapon can be used, instead (the Paladin needs to be able to 4HKO Kimaarsi with the Killer weapon).

- To get the Full Guard (or Dracoshield) on turn 4, a Paladin must travel 40 squares from the best deployment slot. This is trivial with the Boots but requires 4 shoves otherwise.

- It's possible to shove Paladins 4 squares per turn using Mordecai, Lethe, and Muarim. However, not all Paladins can be shoved by all of the beast laguz. Marcia can be shoved by all of them. Titania and Astrid can be shoved by untransformed Mordecai, transformed Lethe, and untransformed Muarim. Oscar, Kieran, and Makalov can be shoved by untransformed Mordecai and transformed Muarim. Jill can be shoved by transformed Mordecai and transformed Muarim.

- It's possible to rescue/take/drop the beast laguz with the Paladins to ensure that they can shove our desired target each turn. Marcia can only carry untransformed Lethe. Titania and Astrid can carry untransformed Lethe and untransformed Muarim. Oscar, Kieran, Makalov, and Jill can carry transformed Lethe, untransformed Muarim, and untransformed Mordecai.

---

Completion: 4 turns

Reliability: ~90%

Spoils: Full Guard OR Dracoshield, Gamble

Requirements:

Paladin1 (11 Mov, [23 Atk, 18 AS] AND [{Hammer, 13 Str} OR {Steel Axe (forge), 18 Str} OR {Steel Lance (forge), 20 Str}, 15 AS], ~{38 HP, 17 Def, 8 Res}),

Paladin2 (23 Atk, 18 AS, 1 Chest Key)

Cavalier ([32 Atk (vs Knight), 8 AS, 105 Hit], 120 Hit while rescuing),

Mordecai,

Muarim (Demi Band),

Lethe,

Thief,

Ike ({33 HP, 12 Def, 10 AS} or similar)

Credit: Aeine

Note: On rare occasions, one of the three Myrmidons near the start have 15 AS. In that event, Paladin1 or Paladin2 will need 19 AS and will need to kill that Myrmidon on turn 1's player phase.

Note: Lethe is not used for shove-utility, so she can be replaced by any similarly competent 9-mov unit.

Note: Thief can be any 7-mov unit that can open or break a door.

Overview: Paladin1 ferries Ike to the seize square and kills the boss. Cavalier hands Ike off to Paladin1. Paladin2 carries Thief and together they get the Full Guard. Lethe and Cavalier kill enemy units along the way. Mordecai and Muarim shove and smite Paladin2, Cavalier, and Muarim so that they can reach their targets.

[spoiler=Strategy]Strategy

Deployment: Cavalier one square north of Ike. Paladin2 1 square south and 1 square east. Paladin1 1 square south and 1 square east. Lethe 1 square south and 1 square west. Thief, Muarim, and Mordecai eastish.

---

Turn 1: Cavalier rescues Ike and moves 1 square south and 7 squares east. Mordecai smites Paladin2 east. Paladin1 moves 9 squares east, kills the Myrmidon to the east, and cantos 2 squares north. Paladin2 moves 9 squares east and kills the Myrmidon to the east. Muarim shoves Cavalier east. Lethe and Thief full-mov northeast, staying out of enemy range.

Enemy Phase: A Myrmidon suicides into a Paladin. Two Fighters attack a Paladin.

---

Turn 2: Mordecai smites Cavalier east. Cavalier finishes off the Steel Axe Fighter and cantos northeast. Lethe kills the Armorslayer Soldier. Paladin1 full-moves west of the Gamble Mage and kills him. Muarim shoves Paladin2 north. Thief moves next to Paladin2. Paladin2 equips ranged weapon, rescues Thief, and cantos just south of Paladin1.

Enemy Phase: A Fighter attacks Mordecai. A Mage attacks Paladin1.

---

Turn 3: Lethe kills the Mage from the east. Cavalier gives Ike to Paladin1 and full-cantos north. Paladin1 moves 5 squares north and 5 squares west, and drops Ike north. Muarim unequips the Demi Band (does not "Wait"). Mordecai smites Muarim north or east. Muarim equips the Demi Band and shoves Paladin2 north. Paladin2 moves 3 squares west (the long way) and drops Thief east.

Enemy Phase: A Sniper, Myrmidon, and two Knights attack Ike. He has a <10% chance of dying due to a Sniper crit (and the additional attacks). A Mage and Myrmidon (suiciding) attack Paladin1. A Knight attacks Thief. A Fighter attacks Mordecai.

---

Turn 4: Cavalier kills the Knight west of Ike. Lethe kills the Myrmidon west of Paladin2. Thief opens the door to the Full Guard. Paladin2 nabs the Full Guard (or Dracoshield). Paladin1 kills Kimaarsi. Ike seizes.

---

Completion: 4 turns

Reliability: ~90%

Spoils: Full Guard OR Dracoshield, Gamble

Requirements:

Paladin1 ([23 Atk, 18 AS] AND [{Hammer, 13 Str} OR {Steel Axe (forge), 18 Str} OR {Steel Lance (forge), 20 Str}, 15 AS], ~{38 HP, 17 Def, 8 Res}),

Paladin2 (23 Atk, 18 AS, Hand Axe or Javelin (initially unequiped), 1 Chest Key)

Male Paladin3 (Enough offense to kill a {30 HP, 16 Def} Knight with Male Paladin4.)

Male Paladin4 (Enough offense to kill a {30 HP, 16 Def} Knight with Male Paladin3.)

Mordecai,

Lethe,

Muarim (Demi Band),

Thief,

Ike (17 Atk (vs. Axe), 11 AS, {33 HP, 12 Def} or similar)

Note: A promoted Jill can take the place of any of the paladins in this clear (including the male Paladins).

Note: On rare occasions, one of the three Myrmidons near the start have 15 AS. In that event, Paladin1 or Paladin2 will need 19 AS and will need to kill that Myrmidon on turn 1's player phase.

Note: Lethe is not used for shove-utility, so she can be replaced by any similarly competent 9-mov unit.

Note: Thief can be any 7-mov unit that can open or break a door.

Overview: Paladin1 ferries Ike to the seize square and kills the boss. Paladin2 carries Thief and together they get the Full Guard. Mordecai and Muarim smite/shove. Male Paladin3 and Male Paladin4 ferry Mordecai and kill blockers on turn 4. Lethe kills enemy units along the way.

[spoiler=Strategy]Strategy

Deployment: Male Paladin3 one square north of Ike. Paladin2 1 square south and 1 square east. Paladin1 1 square south and 1 square east. Lethe 1 square south and 1 square west. Male Paladin4 1 square north and 1 square west. Thief 1 square north and 1 square west. Muarim, and Mordecai eastish.

---

Turn 1: Muarim shoves Paladin1 east. Paladin1 moves 8 squares east, kills the Myrmidon to the east, and cantos north. Ike full-moves east. Mordecai smites Paladin2 east. Paladin2 moves north of Paladin1 and kills the Myrmidon to the east. Lethe moves 1 square north and 8 squares east. Thief moves 6 squares east and 1 square north. Male Paladin3 rescues Mordecai and moves 1 square south and 8 squares east. Male Paladin4 moves just west of Male Paladin3, take/drops Mordecai south, and cantos north.

Enemy Phase: A Myrmidon either suicides into a Paladin or attacks Lethe or Male Paladin3. Two Fighters attack a Paladin.

---

Turn 2: If the Steel Axe Fighter is still alive, Ike must kill him.

a) If Steel Axe Fighter attacked Paladin2: Mordecai smites Paladin1 east, Ike full-moves east and kills Steel Axe Fighter.

b) If Steel Axe Fighter attacked Paladin1: Muarim shoves Ike east, Ike full-moves northeast and kills the Steel Axe Fighter, Mordecai smites Paladin1 east.

Lethe kills the Armorslayer Myrmidon. Paladin1 trades out Ike's weapons, rescues Ike, and moves 3 squares east and 6 squares north. Thief moves next to Paladin2. Paladin2 rescues Thief, and cantos just south of Paladin1. Male Paladin3 rescues Mordecai and moves 7 squares east and 2 squares north. Male Paladin4 moves just west of Male Paladin3, take/drops Mordecai south, and cantos north.

Enemy Phase: A Fighter attacks Mordecai. A Fire Mage attacks Paladin1. A Thunder Mage attacks either Lethe or a Paladin.

---

Turn 3: Lethe kills the Fire Mage from the east. Paladin2 moves 4 squares north and 3 squares west (around a wall) and drops Thief south. Mordecai smited Paladin1 north. Paladin1 moves 4 squares north and 5 squares west, and drops Ike north. Male Paladin3 moves 2 squares east and 1 square north, rescues Mordecai, and full-cantos north. Male Paladin4 moves just south of Male Paladin3 and drops Mordecai south.

Enemy Phase: A Sniper, Myrmidon, and two Knights attack Ike. He has a <10% chance of dying due to a Sniper crit (and the additional attacks). A Mage and Myrmidon (suiciding) attack Paladin1. A Knight attacks Thief. A Mage attacks Mordecai.

---

Turn 4: Male Paladin3 and Male Paladin4 kill the Knight west of Ike. Lethe kills the Gamble Mage. Thief opens the door to the Full Guard. Paladin2 nabs the Full Guard (or Dracoshield). Paladin1 kills Kimaarsi. Ike seizes.

---

I'm still working on a strategy that recruits Devdan and gets at least one of the treasures in the northwest room. But I figured I should post these strategies before I procrastinate for another 8 months.

Edited by aku chi
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