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LTC Strategies Playthrough (Hard Mode)


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#21 aku chi

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Posted 30 January 2012 - 09:30 PM

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


---

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


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


---

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.

Edited by aku chi, 03 September 2012 - 10:04 AM.


#22 aku chi

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Posted 03 February 2012 - 10:43 PM

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


---

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


---

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


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).

Edited by aku chi, 17 February 2013 - 04:59 PM.


#23 aku chi

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Posted 04 February 2012 - 04:08 PM

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.

#24 aku chi

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Posted 05 February 2012 - 09:54 PM

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


---

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


---

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


---

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

Edited by aku chi, 27 April 2012 - 09:35 AM.


#25 aku chi

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Posted 11 February 2012 - 08:36 AM

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


---

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


---

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


---

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


---

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


---

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


---

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


---

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


---

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


---

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


---

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


---

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.

Edited by aku chi, 30 April 2012 - 08:46 AM.


#26 Lord Raven

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Posted 26 March 2012 - 01:23 AM

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

#27 aku chi

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Posted 26 March 2012 - 07:25 AM

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...

#28 Lord Raven

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Posted 26 March 2012 - 11:06 AM

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.

#29 aku chi

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Posted 26 March 2012 - 12:04 PM

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.

#30 Chiki

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Posted 27 July 2012 - 04:21 PM

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, 27 July 2012 - 04:29 PM.


#31 FionordeQuester

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Posted 29 July 2012 - 12:29 AM

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?

#32 Chiki

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Posted 29 July 2012 - 03:10 AM

Titania to the west and Oscar to the north, the rest are trivial. I thought that would've been self-evident.

Edited by Aeine, 29 July 2012 - 03:10 AM.


#33 FionordeQuester

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Posted 29 July 2012 - 03:21 PM

Not to me. I'm not an expert at this game. The only thing I know is that Wrath + Resolve Ike and BEXPed Marcia=Awesomeness.

Edited by FionordeQuester, 29 July 2012 - 03:22 PM.


#34 aku chi

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Posted 03 September 2012 - 10:53 AM

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.

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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


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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


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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, 04 September 2012 - 06:34 AM.


#35 Hawk King

Hawk King

    Cherche is classy.

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Posted 03 September 2012 - 08:13 PM

^ The boss of Chapter 16 is Kimaarsi, not Kotaff.

Kotaff is the boss of Chapter 9.




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