0:55- This miss was moderately annoying, as it meant Oswin and Hector would have to combine for the kill instead of one killing the archer. Guess that's what I get for being stingy with Wolf Beil uses. 6:02- This was a bit of a risk, but the bandit did only have 24 display. Matthew was supposed to be at full health for this, but it ended up working out. 6:48- I'd like to attack the pegs here, but they run away if weakened. Which is annoying, because I did have a 4 turn planned if they suicide like many enemies do.
Him being doubled by a lot does really limit his usefulness, but at least he still whacks stuff with axes for good damage.
1:05- Hector can't always OHKO this cav, but if he can't, Bartre can weaken it first. Oswin is around too if Bartre misses. 2:52- The crit was nice, but if Marcus didn't kill this cav, it would have suicided into him on the next Enemy Phase. 4:24- Lowen was able to kill this guy in the practice runs, so I had to adjust this a bit. At least this section was just self improvement. 7:10- I botched this trade. The goal was to clear out Dorcas's inventory for shopping, but I mixed them up. I should have been clearing Bartre's inventory, as he was the one who hadn't moved. 8:09- This was an annoying miss as it cost Lowen an extra kill.
This one was a lot better than my old clear. I also managed a 5 turn clear, but I wasn't able to recruit Guy since he didn't want to move before Turn 5, and no Guy would probably cost more than the turn I could save here.
2:46- This miss could have been quite bad, as I didn't have a plan prepared for it. But Hector was fortunately around. 5:13- Finishing the nomad with the Javelin did reduce accuracy, but it was more important to keep Lowen there to block than to ensure a hit. 9:09- I could have done this better, since Mattew did risk a death chance. But the bandit only had 19 display, so it wasn't too bad. The real issue was... 9:18- Since Matthew decided to miss, Dorcas had to land this. Dodging 19 display seemed reasonable, but dodging the nomad as well would have been too much.
0:24- Guy was supposed to be able to double at least one of these, but with the RNG the way it was in this run, it didn't happen. Although if he had landed his first hit he still could have killed one. As it was, he got stuck simply walling them off. 8:37- I actually can't figure out why I thought I needed to kill this guy, but I probably would have been better off saving the Silver Lance use.
1:54- The crit was nice but not necessary, Lowen could have killed him. 2:40- Checking to see if Marcus doubles them with a Javelin, and he does. If he misses some, this just ends on Enemy Phase instead of Player Phase. 4:05- Marcus occasionally kills Erik here, but it's nice to give Lowen the kill when he doesn't. 5:24- Annoying, but he isn't hurting much anyway. 5:32- The boss, on the other hand, needed to go. A miss would have been quite bad here. This scenario doesn't even arise if Marcus ORKOs him, but since that didn't happen here, Lowen needed to land this. 6:11- Timely, but unnecessary crit. He would have gone for Matthew anyway, not Lowen. 9:25- If the pirate had hit Guy, Dorcas would have rescued him instead of trying the chip.
I left Sealen alive longer than he needed to be to spawn some more reinforcements. Marcus was supposed to use the Goddess Icon here to cut down on crit rates when he kills Zoldam and Uhai, but apparently I forgot to give it to him. He'll get it next time. Lowen's making better progress this run compared to the last one, which will be nice later on.
0:41- Checking to see if Erk can survive fighting these guys. He can't. 2:42- Normally, I try to have a contingency plan for this sort of thing, but I really didn't expect Matthew to miss. Fortunately, I did it early enough in the turn to protect Matthew with other units. 4:25- Not a good time for that Marcus. He was supposed to weaken for Erk to kill. Instead, I had to do some dicey unit juggling relying on poor odds for Hector to hit. Lowen should have been able to survive if Hector missed, I had Erk available to trade his lance up, effectively nullifying the sword guys.
Unit Level HP Str Skl Spd Lck Def Res Support
Hector 7.40 25 11 7 7 5 11 1 C Eliwood
Marcus 3.60 32 15 16 11 8 10 9
Lowen 8.61 29 9 7 9 6 10 2
Erk 8.28 22 8 9 10 5 3 7
Oswin 11.59 29 14 10 6 3 15 4
Matthew 7.12 22 6 6 14 5 4 1
Guy 6.51 27 9 13 15 6 6 2
Priscilla 3.49 16 6 6 8 7 3 6
Eliwood 2.97 19 5 5 7 7 5 0 C Hector
Marcus got the Goddess Icon he was supposed to get earlier.
1:29- Forgot to trade the Javelin up, so I had to sell the sword. Bit of gold lost, but it doesn't matter. 4:48- This is the square past the ballista range, so it's the closest safe spot for Florina. 5:35- Serra moves in to draw off a cav and make sure they don't combo on Erk. He really shouldn't have been there, I just wasn't thinking fast enough. 6:08- And of course, Merlinus was sitting there the whole time and could have done Serra's job just fine. I forget about him a lot. 9:28- Making sure the mage can't get to Hector. 9:31- I actually didn't notice the hit rate on this. I was going through these menus pretty fast, and since the cost of missing is a game over, this may not have been a good idea. I thought the hit would be in the 80s, but apparently not. Should have used a vulnerary and had Hector kill on Enemy Phase.
By the way, I was able to gain 915 EXP in 6 turns on Living Legend, which averages out to 763 EXP over 5 turns. I basically spammed Physic/Barrier and had Ninian dance Priscilla whenever possible, although I guess it helps that I had an unpromoted Rath gain over 2 levels over the entire chapter. I did, however, plant a --/11 Marcus over in the southwest corner to annihilate the reinforcements (and gained maybe about only half a level in the process), and one of the bosskills went to Heath.
I've also updated the turncount data to include Genesis. Good luck with that. It's a little luck reliant (requires 3 instances of Raven critting 1 in 2 attacks at 37 crit, which is still a 60% chance each), but far more elegant than the 9 turn strat I posted to YouTube a long time ago. I'm not sure if you can do it without a promoted Rath, though.
If I need 6 turns to get Genesis, then I'll probably just take the 6 turns. Although I did forget that the previous Secret Shop sells Physics (along with forgetting Pure Water, which really killed the last run) so buying those will help. Between Physic and not giving Hawkeye both boss kills, 5 turns should be possible. As for Genesis... Yeah, probably won't have a promoted Rath. 6 turns probably isn't happening, but I won't skip it this time.
Kent used the Dragonshield. Since he's doubling, he'd be more inclined to face more enemies compared to Sain, and Lowen obviously doesn't need it.
This may seem kind of sloppy and haphazard, but it was at least the 10th attempt and I was getting annoyed with it. I kept making mistakes and deviating from the practice run, which before this run were bad enough to cost a turn or get someone killed. I was a square behind with Hector here, but I was able to get him in seize range by delaying Marcus.
2:09- Making sure this archer won't kill Erk if he stands on the pillar. 3:27- Looks like I forgot to equip the Iron Lance. 5:27- This might be the cause of the problem that sets me behind at the end. I forgot about the nomad, so he didn't get countered. It still would have been fine if Hector hit him but... 5:44- He didn't.
2:53- For some reason, I thought Hector landed his hit. I think that's what I thought anyway. Really should have attacked here, there was a mad dash at the end when I saw that I didn't weaken this guy. 4:52- This is when I realized that Hector was a square short. 7:00- Plan A to free Erk to hit the thief fails. Attacking with the Javelin was not a good idea, but I was in moderate panic mode at this point and not thinking clearly. 7:09- Thank you Florina. That helped a bunch. Lowen would have been able to kill the thief blocking Erk, but Erk would have still needed to not miss, since he probably would have needed Thunder. 8:04- Massive trolling here from the game. I guess it could be worse, Lucius wasn't going to make it to level 10 for a promotion and C Staves anyway. But aren't they supposed to rush the throne room? What really annoys me is that they did in practice, but then blocked me in the recorded run.
The green soldiers don't leave their cell until turn 8 NPC phase. Or maybe there's some other trigger that activated before, but not this time. But they will invariably leave their cell on turn 8 NPC phase.
Maybe the practice run was 9 turns and I managed to whittle it down at some point. It was last week, so I probably forgot.
1:15- These two guys are going to attack Hector, just making sure they won't kill him. These enemies seem to hit a max of 26 and 25 attack, which comes out to exactly enough to kill Hector. Never saw them occur together, but that would be the kind of thing to happen in the recorded run. 2:59- It doesn't really matter what damage Oswin does to the boss here, the point is just to make sure his Steel Lance is out so Hector can ORKO. 3:40- This is why Hector was taking attacks earlier. 2 hits from Oswin would have killed him, but one of Oswin and one of Hector sets up a good kill for Kent.
Unit Level HP Str Skl Spd Lck Def Res Support
Hector 10.92 27 12 8 8 5 12 2 C Eliwood
Kent 10.72 28 11 10 11 3 9 3
Raven 6.49 30 11 14 15 3 6 3
Priscilla 4.61 16 6 6 8 8 3 6
Florina 8.99 28 8 10 13 10 5 6
Oswin 12.36 30 14 10 6 4 15 4
I've updated the turncount through chapter 28x. I'm afraid to say that this is the segment of the game where I'll lose the most ground relative to you, mostly because I lost at least 9 turns recruiting Wallace, Farina, and Harken. The rest of the game isn't looking too bad, though.
I'm still debating if I want to grab Harken this time. It would cost an extra turn, maybe two if I didn't have a good enough plan there, but Harken and the Brave Sword would really help kill Valks in Cog of Destiny. Although at my pace, there's plenty of time to think about that yet. Wallace and Farina should help make up some ground though.
0:23- Marcus can handle this chapter himself except for 2 mercs that need to be cleared out of his way. This is the first one. 2:47- And this is the other one. With these gone, Marcus can rush the boss. Kent needs to land this one, because Sain is already occupied with rescuing him away from the Pegs. 3:03- Positioning Sain so he can't be attacked by more than one peg. 6:07- The first reason I gave Marcus the Icon. The second is Uhai.
Unit Level HP Str Skl Spd Lck Def Res Support
Hector 11.31 28 13 8 8 6 13 2 C Eliwood
Marcus 6.07 34 16 17 12 11 10 10
Kent 11.18 29 12 11 11 4 9 3
Sain 10.78 26 13 7 9 7 7 1
Erk 10.13 23 8 9 11 5 3 7
Raven 7.16 30 11 14 16 3 6 3
Oswin 13.02 31 15 10 6 4 16 4
Matthew 7.76 22 6 6 14 5 4 1
Yeah, Marcus is destruction incarnate. Really great guy to have around. Everyone else can only clear scraps from his glorious blazing path.
The reason Marcus gets bad levels with this patch is a bit tough to explain, but basically, it's not kind to units that start at level 1. The patch tends to round down, so the only thing most units get on their first level is HP. Marcus and Hawkeye both get speed at level 5 even though Marcus had to trudge through 4 levels to get there and Hawkeye just one.