FE8 - No Mounts Low Turn Counts Run: Chapter 11 - Creeping Darkness
Chapter 11 is completed in 5 turns (67 total).
The first map where Tethys is available for use right from the start, and we immediately notice the limitations imposed on Tethys in this particular runthrough. One particular advantage the Dancer class has in every FE game is that they shave off turns from most chapters' completion and any game where dancers can be rescuedropped allows them to save more turns than one by carrying the dancer so that they can help the party advance again.
This is an infantry run, so if we want Tethys not to lag behind, we might have to resort to take her and then form chains through which she is carried to the frontline where she can refresh the most avantgarde unit up front. This means that Tethys inevitably loses a turn by doing nothing as a lot of big guys carry her around. A very big disadvantage compared to regular runs with mounted units with Canto re-move.
That said, one thing that doesn't change is that Tethys helps staff users use a staff more twice per turn. This helps Artur get to A staves for Warp and Moulder level-up to reach promotion before chapter 16 (I'm not quite sure yet but I think it will work out).
This map is overall very enemy phase-centred with most of the action going on during EP, partly because you can't see the enemies in thick Fog of War. As usual, the party is divided into two groups, one going south and the other east. The promoted skeleton boss waits down south and I care about Artur's growth a lot so I send him down there (the area is also perfect for keeping Tethys out of enemy reach) and he gets refreshed so that he can use the Torch staff a total of 9 times, for 45 staff wexp, getting him C staves and like 1/3-1/2 of the way through to B staves. Once, Artur needs a turn to finish off the boss so that he can advance so that's a turn lost. He gets to 1 HP at one time, as if requiring to abstain from Torchspam to restore HP (Moulder is not anywhere in range because of low move and all the forests) but Tethys's dance gets Artur in L'Arachel's range so that she Mends his health back to where he can withstand a turn of enemy phase combat (with some luck).
While Artur does most of the work down south, Ross functions similarly leading the way east. The only reason I have others follow him is to open the Secret Book chest as Ross is doing more than just fine, OHKOing some of the enemies thanks to his monstrous strength.
I leave Gerik near the start to face the reinforcements there (keeping him unpromoted to level up some more), and together with Gilliam and Innes they also do some rescuedrops - namely to push Tethys down south helping her reach Artur, dropping Innes to where he can reach enemies with the Longbow (there's a skeleton he ORKOs and an Entombed he 4HKOs) and also ensuring Gerik's level-up isn't complete crap because that's what it would be if Slim Sword!Gilliam hadn't grabbed him on turn 4 (Gerik is about as bulky as Gilliam so he has no trouble surviving whatsoever; it's an RNG thing).
Routing on turn 5 is pretty tight, but I actually didn't require a single crit to achieve it, though Ross needed to ORKO a sword skeleton with poor hit rates and Artur had a little trouble surviving because his defence and avo aren't great. I could've thrown Artur in a forest for extra durability, causing more enemies to attack Ross instead but just with the way the RN alligned having Artur absorb most of the enemy phase was coincidentally the way to go (it's worth noting that Ross WOULD require a crit to ORKO the Deathgoyle because the def-res gap is quite big, while Artur 2HKOs with ease).
Much like Dozla was a honorary non-female on my last run (killing the last zombies), L'Arachel is honorary non-infantry with her essential healing contribution.
Challenge playlist:
http://www.youtube.com/playlist?list=PLbSv8zSDR9c26lYu02EA8IaBJcmStZg47
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