FE9 0% growths LTC: Chapter 28 - Twisted Tower

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Duration: 8:28
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Completed in 3 turns (130 total).

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https://www.youtube.com/playlist?list=PLbSv8zSDR9c3coldCRy-qyUihPeNr8av0

The game's penultimate map, which I initially dreaded doing due to its all-too-known peculiarities. A vast number of beasts of all sorts, beorc enemies, siege tomes, status staves... A few practice attempts revealed the terrain is all too easily exploitable, leading to an almost entirely reliable strategy; well, before the 3rd turn anyway.

This is the first map Ena is available. Anyone who has spent any time thinking how the final boss is to be defeated will know that Ena is the key to killing him in any reasonable timeframe. Ena is therefore guaranteed to be taking the Resolve and Wrath scrolls for herself in addition to other potential skills. There's no real reason why she couldn't do it before this map; however, her movement stat of 5 (6 when transformed) and the reliance on the Demi Band to transform without using up a Laguz Stone make her an unappealing candidate for one of the limited deployment slots this map offers. This is why Ena is sitting out in this case, as is Largo for being another unspectacular combat unit. At least Largo wouldn't need to take on half the map to have good combat stats (Ena is exactly in this kind of situation; barely taking any damage at all from most foes in order to enter Resolve HP range).

Calill and Bastian appear as crucial siege tome users however (having saved uses whenever possible in previous chapters), as do Janaff, Marcia and Jill in addition to the staple units Haar and Tanith to form a sizeable flier lineup necessary to a quick clear. Their lack of combat proficiency is not a concern; in fact, it's actually possible for Janaff and Jill to get some kills if there are more stragglers than usual on the map. Janaff was given the Saviour skill to avoid suffering speed penalties when carrying for that very reason; it doesn't see any application in this recording however.

I finally used my two arms scrolls in this map. One got Haar to A rank axes, letting him use silver forges. Should've done so earlier for better combat in the older maps, but the Brave Axe did the trick there anyway. The second scroll went to Rhys who had just reached A rank light tomes/staves. S rank enables Ashera Staff access. This nifty toy we got from Solo restores everybody to full health without taking range into account (compare to Fortify). It also restores statuses, not that it matters in our strat. Both arms scrolls don't introduce anything particularly gamebreaking, as Harr could've kept using forged steels and Rhys could just use Physic - nobody is ever particularly desperate for healing on turn 2 when he uses the Ashera Staff. Could a better use have been found for the arms scrolls? None that I can think of, really. I guess I felt like I kinda needed Vague Katti on Tanith every now and then, but I made it all the way to the end without it, so it's inessential.

The 3-turn strategy involves Laguz Stone Reyson yet again. He gets stoned as the army's most mobile units (Tanith, Haar; no room for Geoffrey due to his lack of flight) and the most proficient ones (Stefan; siege tomers) dispose of the enemies threatening the weaker foes. Tibarn gets smitten since his ability to double and 2HKO make him better than anybody in the controllable army for killing things at 1-range.

Turn 2 is when I deal with the stragglers near the starting area, rescuing and carrying all the foot units I need for the 3-turn while, crucially, dropping Reyson 8 tiles away from our final four-way refreshment, granting Ike, Tanith and the two Bolting users an additional turn. Reyson is hilariously safe in spite of his deceptively dangerous position. He can only be reached by a sniper (who doesn't OHKO without a crit due to Reyson's Full Guard accessory) and a wind tome sage who deals 0 damage and therefore usually attacks Tanith, even when she is given a 1-2 range weapon.

On the last turn, we do our best to help Ike seize. The bosskill must be the easiest of the entire run, with Tanith easily doubling and 2HKOing the weighed down boss. His Rexbolt has the most epic animation seen yet, but the divine lightning shall not pierce the skies - Tanith easily survives the counter and has good enough luck to avoid getting critted most of the time. The real challenge is getting that immovable 98 weight (!) dragon out of the way. Its bulk is enormous and only Bolting crits have any chance of piercing its defences. Bastian and Calill trade the Bolting tome and try to crit, most resets arising from their inability to land one. Since Bastian critted on this attempt, Calill attacked with Elthunder for better accuracy (probably could've forged her a Thunder tome for better accuracy, but it's unnecessary; seems to be a bad biorhythm case).

All in all, the map's terrain is really exploitable as you can avoid the risks thanks to being surrounded by forests.







Tags:
fire emblem
path of radiance
moogleboss
challenge
fe9
gamecube
por
low turns
low turn count
efficiency
ike
tauroneo



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