FE6 Reverse LTC Chapter 14: Arcadia
Chapter 14 completed in 2 turns (63 total).
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The game's desert chapter is supposed to be a nuisance and is one on most runs (though admittedly it can be fun to plan and play out), but a party of two dancers, five fliers (Thany joins in this map in Sophia's place) and some really monstrous combat units (Zeiss and Karel basically) can clear this one really quickly.
By now, everyone should be well-familiarised with the desert RNG exploit. You make sure the menu opens on a unit's stats (and not equipment or anything else) before the last unit makes their turn, after which you reset the game, resume it from the main menu, which sends the secondary RNG back to its initial position, and then view a unit's stats once before taking their turn - this guarantees that you obtain the item that is hidden in the sand every time.
However, we can abuse this even further with double dancers, as Lalum and Elphin can get into any corner of the map within a single turn and not even wasting their second action in the process - you just do the desert RNG exploit before their next dance when they're standing on a treasure tile.
I show off another semi-useful (or semi-useless?) thing the dancers can do, on the second turn - that's trading units' equipment. While dancing each other, dancers can basically change anyone's equipment as long as they can reach them, which may or may not have uses in the future in this reason. I don't have much use for it in this video, but you get to see how it works.
Here, on turn 1 Zeiss gets a Barrier boost from Clarine (he will need to dodge a coin-flip Sleep staff casting on the first and only enemy phase), using the Boots Chad had just received (we finally get our first Thief; ironically, he doesn't bring his own Lockpicks so the fabled Thief utility is largely restricted) and taking Karel whom one of the unpromoted pegs picked up just to canto back to where he can get his first dance. Zeiss will critkill a Hero (nice exp) and patiently wait for the dancers to get to the other side of the desert where he gets his second dance, dropping Karel rather close to the boss.
On their long trip, Lalum and Elphin retrieve 3 items from the sand - I do send some other caster characters to other parts of the map so that I don't have to make the dance chain any more lengthy than it already is - after all, there isn't much competition for the deployment slots.
One part of this 2-turn clear is getting the Silver Card from the wyvern-infested northwestern corner of the map, near the big skeleton, which enables me to shop for stuff like Pure Water (exceptionally rare in this game) on turn 2 - I field Merlinus just so that he can pass it to my units until Zeiss gets it.
The bosskill is nothing difficult, as you'd expect from Karel with his zany stats. He does need to crit, but this is achieved quite easily with SM's innate 30 crit.
Thany does pick up the Guiding Ring too, getting my 1st turn 2 dance (the 2nd one goes to Karel so that he seizes). We've just promoted Clarine so we don't need one anymore and can sell it at our earliest convenience. We could always use more money for Boots after all!
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