FE6 Reverse LTC Chapter 13: Rescue Mission
Chapter 13 completed in 3 turns (61 total).
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What do you know, another 3-turn? As usual, the devil is in the details as to what happens in these 3 turns. It's not really a haven for levelling up at all, as the party needs to bum rush to seize to end the map this early, and we have to rack our brains pretty hard in order to advance an additional square, which turns out decisive. Dancers dancing units in a specific way, deliberately abstaining from moving certain units too far to prevent some enemies from being lured and fliers repeatedly dropping each other to extend their mobility are some of the ways employed to help us achieve our aim.
There's one thing that's really a relief here, however, and that's the fact that the game really isn't prepared for a double-dancer party to get so far into the map by turn 2-3. That's why the boss is actually nowhere to be found on the throne and rests idly nearby, not getting in Karel's way of seizing at all. This isn't just a neat bonus, but something that allows us to visit the armoury on the last turn for some killer weaponry (as usual, I buy a few weapons too many so that I regret my reckless shopping later).
This map is also important for the sheer fact that as many as three promotions occur here. Two are given to units who have been with us for a good while since the beginning of the game - Miledy and Dayan. Miledy's promotion is a must to secure a safer ferrying of Karel to a seize range drop on turn 3, something we struggle to achieve otherwise. Dayan just promotes because I feel I've had enough with trying to get as much as possible from his unpromoted level-ups - his last one in this chapter is pretty bad, but it's the best I could do in that particular situation, as getting the RNG to give me a better outcome was thoroughly complicated on turn 2, and that was one of the turns I've redone the most in this challenge until I got it "right" (suffering the least harm at the very least).
A very welcome addition to the army and a unit that's really going to make this playthrough very different with her presence is Clarine, joining in this map instead of Miledy. Much like Miledy, she gets Hard Mode bonuses, which basically makes her already high speed and luck sky-rocket - Clarine is a dodgetank and a unit who's only second to Karel in speed as of this moment. Sadly, her magic could be higher, and promoting her gives her the base E tome rank that'll only let her use Fire tomes for a while, but it's decent and accurate chip that'll almost always double for the rest of the game, so you have to appreciate that. The variation in Clarine's HM bonuses made the second turn really hard to get through (plus some people were dying too, but it's easy to deduce that just looking at the enemy phase that follows).
Clarine's essential really, and in spite of all her faults we're going to really focus on training in the maps to come, because she's the only character we're recruiting capable of using the Warp staff, and what a big deal that is for a run that attempts a low-turn completion. She'll be missing out on the desert map that follows shortly, but a lot of our efforts from this point onwards will be directed into feeding Clarine exp, because an extra point of magic she gains is often worth more than, say, somebody going shopping for items or visiting a house. She's not a mere combat unit in spite of being a rather good one, dodging attacks and 2RKOing enemies with surprising reliability.
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