Uploaded January 2016 | Updated September 2026, 2 hours ago
13 Turns.
serenesforest.net/forums/index.php?showtopic=52099
The explanation for this run's hiatus can be found in the thread. Video quality is worse to attempt to cut down on filesize given this is a very long chapter. Perhaps in the final run I will do this map the courtesy of a properly sized video. Also, prior to recording, I hacked myself an extra Iron Bow and deducted the cost from my Funds. This is because Shin has to get some EXP in order for the playthrough to go to Sacae, and his Short Bow sells for far more than what the Iron Bow costs.
The main reason this map was redone was to increase Saul's EXP gain via more Barrier Staff use, and to net Lilina and Astol some extra Support points. I am going to attempt to get Saul to 22 Mag by C14x in order to facilitate a 1 Turn clear, and this means he has to gain EXP at a faster rate before he promotes. It's still theoretical, but there's no point in trying it without going all in. As for Lilina, I'm currently hypothesising (thanks to Gradivus) a 3 Turn clear of C22 which still only uses 2 Warps but allows for many more Boots uses on Lilina and Lalum. The strategy is contingent on someone besides Roy providing Lilina with some extra Crit and Hit in order to ORKO Zephiel from the side. This strategy should allow me to save Staff uses in C23, which enables the extra Warp use in 14x. There is also the possibility of a 3 turn of C21 with an extra Rescue use.
Redoing this map also allowed me to avoid the very awkward Turn 1 EP I originally had. It has now been cleaned up to be quite reliable, the only cost to the playthrough being a Vulnerary for Astol to steal. There were other small fixes throughout as well, although I kept things like Clarine having to dodge a Steel Bow Archer because there was no other way to feed that kill to Roy and Sue. I also didn't heal Shanna on Turn 5 (which would eliminate her chance of death) so that Clarine would still have someone to heal on the 13th turn.
Chapters 8x and 9 will also require some slight optimisations in the future, hopefully I can get through those quickly.
EP Stats
Turn 1
Shanna 26 Hp
45 Hit 22 Dmg (55 hit 13 Dmg x2, needs to miss once to feed to Roy)
Turn 4
Clarine 15 Hp
60 Hit 17 Dmg
Turn 6
Shanna 23 Hp
41 Hit 2 Dmg
44 Hit 21 Dmg
Turn 9
Roy 23 Hp
67 Hit 9 Dmg 19 Crit
Large RN Burns
Turn 1
Noah Arrow U6L1 Cycle (LDURx237)
Noah Arrow U6L1 Cycle (LDURx215)
Turn 2
Zealot Arrow D6R2 Cycle (RUDLx49)
Turn 4
Noah Arrow R2D5 Cycle (RUDLx141)
Turn 5
Lance Arrow L4U3 Cycle (URLDx110)
Turn 6
Zealot Arrow L5D3 Cycle (DRLUx257)
Turn 7
Treck Arrow L3D4 Cycle (DRLUx21)
Treck Arrow L3D4 Cycle (DRLUx304)
Turn 9
Zealot Arrow R5U3 Cycle (ULRDx557)
Zealot Arrow R5U3 Cycle (ULRDx64)
Turn 11
Noah Arrow R5U2 Cycle (ULRDx1320)
Turn 12
Treck Arrow L3U4 Cycle (LDURx122)
Treck Arrow L3U4 Cycle (LDURx1268)
13 Turns.
serenesforest.net/forums/index.php?showtopic=52099
The explanation for this run's hiatus can be found in the thread. Video quality is worse to attempt to cut down on filesize given this is a very long chapter. Perhaps in the final run I will do this map the courtesy of a properly sized video. Also, prior to recording, I hacked myself an extra Iron Bow and deducted the cost from my Funds. This is because Shin has to get some EXP in order for the playthrough to go to Sacae, and his Short Bow sells for far more than what the Iron Bow costs.
The main reason this map was redone was to increase Saul's EXP gain via more Barrier Staff use, and to net Lilina and Astol some extra Support points. I am going to attempt to get Saul to 22 Mag by C14x in order to facilitate a 1 Turn clear, and this means he has to gain EXP at a faster rate before he promotes. It's still theoretical, but there's no point in trying it without going all in. As for Lilina, I'm currently hypothesising (thanks to Gradivus) a 3 Turn clear of C22 which still only uses 2 Warps but allows for many more Boots uses on Lilina and Lalum. The strategy is contingent on someone besides Roy providing Lilina with some extra Crit and Hit in order to ORKO Zephiel from the side. This strategy should allow me to save Staff uses in C23, which enables the extra Warp use in 14x. There is also the possibility of a 3 turn of C21 with an extra Rescue use.
Redoing this map also allowed me to avoid the very awkward Turn 1 EP I originally had. It has now been cleaned up to be quite reliable, the only cost to the playthrough being a Vulnerary for Astol to steal. There were other small fixes throughout as well, although I kept things like Clarine having to dodge a Steel Bow Archer because there was no other way to feed that kill to Roy and Sue. I also didn't heal Shanna on Turn 5 (which would eliminate her chance of death) so that Clarine would still have someone to heal on the 13th turn.
Chapters 8x and 9 will also require some slight optimisations in the future, hopefully I can get through those quickly.
EP Stats
Turn 1
Shanna 26 Hp
45 Hit 22 Dmg (55 hit 13 Dmg x2, needs to miss once to feed to Roy)
Turn 4
Clarine 15 Hp
60 Hit 17 Dmg
Turn 6
Shanna 23 Hp
41 Hit 2 Dmg
44 Hit 21 Dmg
Turn 9
Roy 23 Hp
67 Hit 9 Dmg 19 Crit
Large RN Burns
Turn 1
Noah Arrow U6L1 Cycle (LDURx237)
Noah Arrow U6L1 Cycle (LDURx215)
Turn 2
Zealot Arrow D6R2 Cycle (RUDLx49)
Turn 4
Noah Arrow R2D5 Cycle (RUDLx141)
Turn 5
Lance Arrow L4U3 Cycle (URLDx110)
Turn 6
Zealot Arrow L5D3 Cycle (DRLUx257)
Turn 7
Treck Arrow L3D4 Cycle (DRLUx21)
Treck Arrow L3D4 Cycle (DRLUx304)
Turn 9
Zealot Arrow R5U3 Cycle (ULRDx557)
Zealot Arrow R5U3 Cycle (ULRDx64)
Turn 11
Noah Arrow R5U2 Cycle (ULRDx1320)
Turn 12
Treck Arrow L3U4 Cycle (LDURx122)
Treck Arrow L3U4 Cycle (LDURx1268)










