FE6 Reverse LTC Chapter 16: Retaking the Capitol
Chapter 16 completed in 3 turns (70 total).
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One of the trickiest chapters in the whole game, especially for runs that do not go for full recruitment and skip recruiting Cath, opting to use Warp to save as many turns as possible. The chapter's multi-objective nature creates many difficult tasks for the player to solve, and they often conflict with each other.
First of all, let's get over these tasks. The first and most important one is the same objective we pose before ourselves in every single chapter in this game - kill the boss (okay, we spared Flaer's life in chapter 13 but that's a humorous exception to the rule), have Karel seize. Requires that Karel is close enough to seize. This objective is somewhat secondary to the orientation towards a lowest -total- turn count of the whole run, in the grand scheme of things.
The second most important objective is to recruit Fae, replacing Zeiss (vanilla Fae is replaced by Hero Dieck, who's got great stats but suffers from the same thing as Lugh - us not really needing a foot combat unit). Without "Zeiss", there can be no good ending. Fae needs to be recruited by Clarine who replaces Miledy, and you can probably guess why this is contradictory to the realisation of the chapter's main goal - Clarine happens to be our sole Warper, and yet she needs to be in the opposite corner of the map herself within just a couple of turns. Can she Warp herself there? No, she's not Sierra from TearRing Saga...
Third, there are items to be stolen. The big one is Ellen's (Hugh's replacement) Member Card, without which we cannot shop for Boots. I probably won't be able to buy so many of these anyway, but there's no doubt they will account for a significant turn count reduction in the endgame. The second item is the Delphi Shield, whose availability enables fliers to fool the enemies in fun ways, or for one single flying tank (Zeiss probably?) to withstand an assault of multiple bow users and/or ballistae. We're certainly going to Sacae (which was clear from the start when we levelled up Elphin to lv. 20 and when Sophia never turned out as good as, say, Hugh did) so it's a must.
Finally, we want to open the Rescue staff chest in the western room with the two Snipers. There are certainly ways to get in there the normal way if I'm given an extra turn or two, but you can see how quick this completion is turn-wise - we need to use Warp. A Rescue staff can save both turns AND uses of the Warp staff, so this seems like a worthwhile investment.
Now, how on earth do we accomplish all of this in a timely fashion? As you may remember, Elphin took a Body Ring in the last chapter. This increases his Con and Aid to the point where the range of characters he can lift up expands considerably. You may have seen what he did to Tate in some maps - now he can do this to other characters, including Clarine (but not Karel).
It's probably clear what the core of the strategy is by now, I'm guessing. I warp in two units, one holding another, danced beforehand, and Zeiss and Karel are natural choices since Zeiss has canto and the best movement stat in the party while Karel is the one mandatory character in that part of the map (because of seizing, and I suppose also bosskilling since nobody else can do that too well, though I'm sure Dayan could kill Narcian after the latter losing his Delphi Shield, if I wanted to, but we're playing a tactical game so this isn't happening).
Other characters now start frantically rescuing each other and ending their turn adjacent to the tiles to which Elphin can move (it's the same ones so you have to memorise them). During the double dancing chains, Elphin will take the units he has the Aid stat to lift, and slowly carry them up north where Zeiss and Karel. A trip in one direction takes about 3 minutes... We have to do this five times, I believe, so you can guess it's a strategy that's way too painful to fail.
On turn 1, I give Chad to Karel and Clarine to Zeiss. This is a good chance to give Clarine some combat exp, too.
On turn 2, Chad is dropped and danced to steal the Delphi Shield. Elphin carries Lugh, Yuno and Klein up north. During the enemy phase, Chad is the most endangered unit in our party - his avoid is high enough to make it bearable.
Turn 3 is the action-packed part - Clarine warps Zeiss to the Rescue staff, gets danced to recruit Fae after three characters ganged up to destroy the 100 HP wall (no way to do it with less than three I'm afraid), Chad steals the Member Card, Karel KOs Narshen with a double-crit (conserving the Wyrmslayer for the endgame maps) and receives the last dance in order to seize.
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