Chapter 7:
Chapter 7 is a real doozy of a map. Not only do we have to bust through a horde of enemies to reach the boss, who summons reinforcements if you don't kill him first, but there's a grand total of eight villages to visit, and up to three NPCs to recruit. Not only that, but in order to unlock the gate to the throne our team will need to pay a visit to the Vendor in the northwest. With only eight units at hand, this is a true test in multitasking.
Some notes about the map: enemies I've crossed out only appear on Hard mode and aren't relevant to this run. Enemies circled in green will wait for us to step in range before attacking. Every other enemy aside from the boss will bumrush us on the word 'go'. The Priests up north carry Physic staves, and will heal any damaged red unit for 13HP apiece. It's an intimidating setup, and for a while I had no idea how to tackle it. Eventually I worked out a quite reliable strategy, but it's still far from easy.
Down south you can see my deployed units (plus Lance, who does nothing of note this chapter). Allen and Lott will take the west side, pushing up to the Vendor so Allen can procure some Door Keys and unlock the gate to the boss. Everyone else will take the east side; our first priority is to clear the way for Marcus and Roy to get to the throne while recruiting Jerrot (aka Zealot); second is to visit all of the villages in the east. I'm going to pass on the western villages - a Torch Staff and Longbow are nice, but I don't have the units to spare to pick them up.
First off, Marcus OHKO's the nearest Knight with a Hammer. Sue carries Roy forward, followed by Thany who drops Roy and tradeswaps Marcus to a Silver Lance so he can counter a nearby Merc. Merlinus approaches the nearby village. In the west, Lott dispatches a Knight with his Steel Axe and Allen steps in front to counterkill a Merc of his own.
Turn 2
Our movements this turn are a bit complicated. The Mercenary who attacked Marcus on the interturn has been healed partially by the Physic Priest you can see, but he's still low enough for Roy to take care of. The Soldier is weighed down by his Javelin, so Sue can double him with her Steel Bow and let Shanna take the kill. Finally, Marcus runs up and cripples a Knight with a Hand Axe; that Knight will run away for a few turns to heal, so even though we didn't quite kill him it was still helpful to attack.
In the west, Alan reaches the Vendor; he buys 2 Chest Keys and 11 Door Keys, which ought to last us a good long while. Also shown is the situation in the east, where the first NPCs have spawned this turn. The Archer and Mage will suicide on Marcus, while the Soldier will attack Roy before getting killed by NPC Jerrot. Now, we want to recruit Jerrot without having to take a detour, so luring that Soldier towards Roy is important to make Jerrot move westwards. Also, NPCs can do whatever they want without penalty, so our friends in green will contribute some much needed extra firepower for this chapter.
Turn 3
As expected, Jerrot moved west, but we have a problem: Allen is trapped in the Vendor by a Wyvern Rider, and we need him to be in range of the door this turn. Marcus gallops across the map to chip the Wyvern with his Hand Axe...
...Allowing Lot to bring him down. Allen can move east onto the forest and take a potshot at the Cavalier east of Lot. Meanwhile Sue chips down the nearby Archer so Roy can earn some more XP.
We're also starting to visit the villages. Merlinus has claimed the Killing Edge and Shanna the Red Gem.
During enemy/NPC phase, more Cavaliers attack, but the NPC squad cooperates to remove them for us, leaving Jerrot in perfect position for Roy to recruit.
Turn 4
Saul Mends Roy who recruits Zealot, who moves east to shop later. Sue rescues Roy northwest so Marcus can take him close to the throne. Marcus is holding the Silver Lance here, so the enemy Wyvern will most likely go after Alan, who can double with an Iron Lance and soften him up for Sue to finish off.
Meanwhile, Merlinus and Sue visit two more villages. The Archer here can kill Shanna but he has bad odds of hitting so I'm alright with taking this risk. I realized I could have Shanna visit the northeast village first and leave the southeast for the last turn, but I didn't have to make any restarts after this point so it never came up.
Turn 5
Allen weakened the Wyvern just enough for Sue to shoot him down. Now we don't have to worry about him poking Roy or anything like that, and Allen can get some easy XP Javelining a stray Knight.
An approaching Mage gets Javelin from Shanna for his intrusion. Merlinus blocks off the southern Archer from Shanna and the undrafted units, while Saul appraoches the northwest village. Next turn, the Mage will be killed by the NPC cavaliers, allowing Jerrot to run to the eastern armory and buy four Javelins - I was running out of the things.
Back to the main event. Marcus drops Roy in seize range and sits next to the boss holding an Armorslayer. Since the boss will still live at the end of the turn, eight enemies will spawn from either side of the throne and go after us. But it's not as dangerous as it sounds - only two Mages can attack Roy, and they don't have enough attack power to kill him.
Enemy phase begins, and Marcus lands both Armorslayer hits! Some other enemies show up and shuffle around ineffectually; those Mages are actually blocking the Archers from attacking Roy, fortuitously enough.
Turn 6
Offstage, Shanna and Saul visit the last two villages in the east and Jerrot buys our Javelins.
With the boss left on a single hit point, Marcus can take the time to feed a Mage to Sue, and Allen can cherry-tap the boss, becoming even more powerful in the process. All the other enemies can only watch helplessly as Roy walks to the throne and seizes.
[pic 24]
Chapter 7 - 6/35 Turns
I really didn't think I'd be able to make it in six turns, but a little perseverance went a long way. I have to say, playing this way is making me think several steps ahead in a way that I never did for casual playthroughs...I find myself planning a unit's inventory based on exactly what combats they'll participate in and which weapons they'd want to use for it, whereas usually I mostly fill people up with whatever seems useful for them in general.
The Team:
El Grillo, I'd say deploying a Thief is fine, but them using a Torch is not.
Chapter 7 is a real doozy of a map. Not only do we have to bust through a horde of enemies to reach the boss, who summons reinforcements if you don't kill him first, but there's a grand total of eight villages to visit, and up to three NPCs to recruit. Not only that, but in order to unlock the gate to the throne our team will need to pay a visit to the Vendor in the northwest. With only eight units at hand, this is a true test in multitasking.
Some notes about the map: enemies I've crossed out only appear on Hard mode and aren't relevant to this run. Enemies circled in green will wait for us to step in range before attacking. Every other enemy aside from the boss will bumrush us on the word 'go'. The Priests up north carry Physic staves, and will heal any damaged red unit for 13HP apiece. It's an intimidating setup, and for a while I had no idea how to tackle it. Eventually I worked out a quite reliable strategy, but it's still far from easy.
Down south you can see my deployed units (plus Lance, who does nothing of note this chapter). Allen and Lott will take the west side, pushing up to the Vendor so Allen can procure some Door Keys and unlock the gate to the boss. Everyone else will take the east side; our first priority is to clear the way for Marcus and Roy to get to the throne while recruiting Jerrot (aka Zealot); second is to visit all of the villages in the east. I'm going to pass on the western villages - a Torch Staff and Longbow are nice, but I don't have the units to spare to pick them up.
First off, Marcus OHKO's the nearest Knight with a Hammer. Sue carries Roy forward, followed by Thany who drops Roy and tradeswaps Marcus to a Silver Lance so he can counter a nearby Merc. Merlinus approaches the nearby village. In the west, Lott dispatches a Knight with his Steel Axe and Allen steps in front to counterkill a Merc of his own.
Turn 2
Our movements this turn are a bit complicated. The Mercenary who attacked Marcus on the interturn has been healed partially by the Physic Priest you can see, but he's still low enough for Roy to take care of. The Soldier is weighed down by his Javelin, so Sue can double him with her Steel Bow and let Shanna take the kill. Finally, Marcus runs up and cripples a Knight with a Hand Axe; that Knight will run away for a few turns to heal, so even though we didn't quite kill him it was still helpful to attack.
In the west, Alan reaches the Vendor; he buys 2 Chest Keys and 11 Door Keys, which ought to last us a good long while. Also shown is the situation in the east, where the first NPCs have spawned this turn. The Archer and Mage will suicide on Marcus, while the Soldier will attack Roy before getting killed by NPC Jerrot. Now, we want to recruit Jerrot without having to take a detour, so luring that Soldier towards Roy is important to make Jerrot move westwards. Also, NPCs can do whatever they want without penalty, so our friends in green will contribute some much needed extra firepower for this chapter.
Turn 3
As expected, Jerrot moved west, but we have a problem: Allen is trapped in the Vendor by a Wyvern Rider, and we need him to be in range of the door this turn. Marcus gallops across the map to chip the Wyvern with his Hand Axe...
...Allowing Lot to bring him down. Allen can move east onto the forest and take a potshot at the Cavalier east of Lot. Meanwhile Sue chips down the nearby Archer so Roy can earn some more XP.
We're also starting to visit the villages. Merlinus has claimed the Killing Edge and Shanna the Red Gem.
During enemy/NPC phase, more Cavaliers attack, but the NPC squad cooperates to remove them for us, leaving Jerrot in perfect position for Roy to recruit.
Turn 4
Saul Mends Roy who recruits Zealot, who moves east to shop later. Sue rescues Roy northwest so Marcus can take him close to the throne. Marcus is holding the Silver Lance here, so the enemy Wyvern will most likely go after Alan, who can double with an Iron Lance and soften him up for Sue to finish off.
Meanwhile, Merlinus and Sue visit two more villages. The Archer here can kill Shanna but he has bad odds of hitting so I'm alright with taking this risk. I realized I could have Shanna visit the northeast village first and leave the southeast for the last turn, but I didn't have to make any restarts after this point so it never came up.
Turn 5
Allen weakened the Wyvern just enough for Sue to shoot him down. Now we don't have to worry about him poking Roy or anything like that, and Allen can get some easy XP Javelining a stray Knight.
An approaching Mage gets Javelin from Shanna for his intrusion. Merlinus blocks off the southern Archer from Shanna and the undrafted units, while Saul appraoches the northwest village. Next turn, the Mage will be killed by the NPC cavaliers, allowing Jerrot to run to the eastern armory and buy four Javelins - I was running out of the things.
Back to the main event. Marcus drops Roy in seize range and sits next to the boss holding an Armorslayer. Since the boss will still live at the end of the turn, eight enemies will spawn from either side of the throne and go after us. But it's not as dangerous as it sounds - only two Mages can attack Roy, and they don't have enough attack power to kill him.
Enemy phase begins, and Marcus lands both Armorslayer hits! Some other enemies show up and shuffle around ineffectually; those Mages are actually blocking the Archers from attacking Roy, fortuitously enough.
Turn 6
Offstage, Shanna and Saul visit the last two villages in the east and Jerrot buys our Javelins.
With the boss left on a single hit point, Marcus can take the time to feed a Mage to Sue, and Allen can cherry-tap the boss, becoming even more powerful in the process. All the other enemies can only watch helplessly as Roy walks to the throne and seizes.
[pic 24]
Chapter 7 - 6/35 Turns
I really didn't think I'd be able to make it in six turns, but a little perseverance went a long way. I have to say, playing this way is making me think several steps ahead in a way that I never did for casual playthroughs...I find myself planning a unit's inventory based on exactly what combats they'll participate in and which weapons they'd want to use for it, whereas usually I mostly fill people up with whatever seems useful for them in general.
The Team:
Code:
Unit Lv HP Str Skl Spd Luk Def Res
Roy 06 22 09 07 10 10 06 01
Marcus 03 33 10 15 11 10 09 09
Allen 11 29 15 10 15 07 09 00
Shanna 04 18 06 07 15 07 07 07
Lot 08 33 10 07 10 03 07 01
Saul 05 20 04 06 10 02 02 05
Sue 03 19 06 09 09 04 06 01
El Grillo, I'd say deploying a Thief is fine, but them using a Torch is not.