Fire Emblem 1 title screen Fire Emblem 1 preps theme Fire Emblem 1 map theme Shimmering - Magellania Gleam, Glisten - Magellania Rogue Galactic - Magellania Rainbow Road - Magellania Heist! (archived) - Magellania Another World - Chrono Cross Washing Machine - Juno 06 Dazzling Eyes - Juno 06 Gunship Blues - Magellania Forecast - Juno 06 Battle SIM - original from Pokemon XD, GBA port by Archerbias Quartz Quadrant - Sonic CD Space Pirate Raid - Magellania Hella Good - original from No Doubt, GBA port by Archerbias A Royal Pain - Magellania Space Age - Magellania Air - Juno 06 Fire Emblem 1 final map theme Sunny Day - Juno 06
Fire Emblem 1 title screen Fire Emblem 1 preps theme Fire Emblem 1 map theme Shimmering - Magellania Gleam, Glisten - Magellania Rogue Galactic - Magellania Rainbow Road - Magellania Heist! (archived) - Magellania Another World - Chrono Cross Washing Machine - Juno 06 Dazzling Eyes - Juno 06 Gunship Blues - Magellania Forecast - Juno 06 Battle SIM - original from Pokemon XD, GBA port by Archerbias Quartz Quadrant - Sonic CD Space Pirate Raid - Magellania Hella Good - original from No Doubt, GBA port by Archerbias A Royal Pain - Magellania Space Age - Magellania Air - Juno 06 Fire Emblem 1 final map theme Sunny Day - Juno 06
I'm returning to mainline Fire Emblem discussion with a topic that's a little bit out there, but hopefully people enjoy it.Why Sophie is the GOAT | Unit Design in Dream TacticsLowres2026-06-13 | Tha game: store.steampowered.com/app/1897650/Dream_Tactics
Music: Mt. Pyre Exterior - Pokemon Ruby/Sapphire/Emerald Another World - Chrono Cross Washing Machine - Juno 06 Zeku theme - Street Fighter VGen 7 PU is pretty coolLowres2026-02-02 | No, they didn't tell me what PU stands for.
Chapters: 0:00 Introduction 4:20 Goliath 9:20 The Queen
I forgot to credit the first Awakening clip to OmegaEvolution. Sorry about that! This is my first attempt at a story analysis video, please let me know what you think about it and what I can improve on.Ranking Every Recipe in Vision QuestLowres2025-08-16 | Local amateur home cook tries not to screw up 5 times in a row
Chapters: 0:00 Introduction 1:40 Banana Bread 5:06 Omelette 7:56 Chicken Thighs 10:43 Kaya 17:05 Japanese Curry 25:28 Rankings and Conclusion
Music Begin Quest by Pandan ft. Chair Simian Segue from Donkey Kong Country The Jolly Flying Man from Earthbound Wumba's Wigman from Banjo Tooie They Can't Handle Me by Pandan Forest Interlude from Donkey Kong Country 2 all songs are the VQ ports
misc credits Lowres mug by LuminescentBlade Chicken icon from Cerulean Crescent Bread icon by Batima Egg icon by Mike Curry icon by SMITHYGCN Temptation Sensation (Always Sunny in Philadelphia theme) by Heinz Kiessling Thumbnail uses VQ boxart by Wes Technical Assistance from UltraxBladeIntroduction to Fire Emblem Romhacks! (EmblemCon 2025 VOD)Lowres2025-05-02 | Thank you so much to EmblemCon for letting me host this panel! I also got this recording from their Twitch VOD. Paneling for them was a great experience, and at time of uploading EmblemCon 2025 is still going, so here's the link to their discord server: discord.gg/7PQwXzb or you can get it from their website, emblemcon.com
This was a live recording, although I could not read twitch chat while I was presenting.
Thumbnail credits (left to right): TMGC characters, hag in white cameo - Hiraya Curse of Lagdou characters - Doin Thangs Puzon (background) - Citrus Cerulean Crescent characters - GreatDoot Very far background characters - Alguien Dream of Five characters, bunny - LuminescentBlade
No I don't know why their at Jollibees, maybe they just like the food.Why Oswin is Good and Lowen is Better: A Critique of ElitismLowres2024-05-12 | Other videos used as footage: Toffee's FE8 100% growths LTC (Ephraim route): youtu.be/o7i-KZo65P8?si=_cxx6kP-hCjjEjAv Marcus/Merlinus support recorded by Xenomic: youtu.be/NAyRKwlGoUI?si=tHghH5ZZ9_etmOBB
A big thanks to ArcherBias and Vivian Aladren for script feedback.
No this isn't going to replace my main content of romhack LTCs, this is just a nice change of pace.A Vestrian Tale 0% growths LTC Finale (commentated)Lowres2024-02-25 | Endgame 1 is completed in 2 turns, and endgame 2 is completed in 1 turn, bringing the total turncount to 32 turns.
Yes the final turncount is bugged and lists 33 instead. Huge bug found!
Chapters: 0:00 Preps 1:28 Endgame 1 7:00 Endgame 2 8:13 Credits and Q&AA Vestrian Tale 0% growths LTC Chapter 8 (commentated)Lowres2024-02-17 | Chapter 8 is completed in 2 turns, bringing the total turncount to 29
New Units: Magritte: The Dragoon that appears in the center of the blue unit squad, and the Gotoh of this game. A 6 move unit with insane combat, he will see use in final. Bipatte, Verte, Riz, Vin Rouge: The remaining members of the blue unit squad, all temporary units. You get a speedwing for keeping them alive. Cool names! Schmidt: the snatcher!
Very clean clear, proud of this one. Yehoshua has thunder equipped to keep enemies from targeting him (they will target him with any other tome). I could have maybe experimented more with Alyssa's positioning to improve her chances of survival. Dire Thunder is necessary to break the wall guarding the chest, no other tome I have is powerful enough to oneshot it.
Chapters: 0:00 preps 1:30 mapA Vestrian Tale 0% growths LTC Chapters 6 and 7 (commentated)Lowres2024-02-10 | Chapters 6 and 7 are both completed in 2 turns, bringing the total turncount to 27
New Units Escarra: The swordmaster, he has a personal weapon with 95 base crit, so he's pretty good at killing things. His main limitations for this run are obviously his 6 move and 1 range lock. He's a bit on the slow and bulky side as far as swordmasters go, which will impact his role in the final chapter.
Lafayette: The cop. She has 7 movement and access to 2 really good personal tomes, which will make her pivotal for the remaining 2 maps. The less important of the two is Dire Thunder, a brave tome with unreliable accuracy. But in addition to that weapon, she also has Dramatic Iris, the only obtainable siege tome in the game (3-10 range). It does a fixed 10 damage.
Helena does need to promote to use the brave bow, she wouldn't have the bow rank otherwise. The angelic robe would have been pretty good for Zeke in ch7, but I found an even better use for it so it's still being saved. The finale/q and a video is coming up, so leave any questions about the run that you have in the comments.
Chapters: 0:00 ch6 preps 2:09 ch6 map 6:08 ch7 preps 8:05 ch7 mapA Vestrian Tale 0% growths LTC Chapter 5 (commentated)Lowres2024-02-04 | Chapter 5 is completed in 3 turns, bringing the total turncount to 23
New Units Angelo: The warrior, 6 move isn't what it was in the earlygame, so he's not really going to be the primary playmaker of any clears, but his personal bow (Greatbow, 2-3 range, 12 mt) is pretty insane coming off his 17 str. incredibly high threat range makes him really good at clearing a path for our other units.
Irene: The sword/lance cav. We'll need her to promote to an 8 move paladin to get a side objective in ch7, and once she promotes she'll be a really solid combat unit as well. In this clear she suffers from her low con, forcing her to fight fighters with her iron lance, as she can't double with her steel sword, but after a con and speed boost from her promo she can really put her great sword rank to use.
Firenze: The bow cav, and the only unit in the game with canto+. His low base level of 6 and lack of access to devil weapons make promoting him impossible at the pace we're going, so he's mostly just going to be solid filler for a couple maps.
Ms. Parsley: The troubador, she exists. I spent way too long trying to make B staves Parsley work, her base staff rank is just too low.
Alyssa: The falcoknight. She's incredibly useful as you might expect, flying reposition is really good, and her high speed and sword rank let her handle a couple enemies that Alva really can't. Surprisingly, Alva will still be doing significant combat after Alyssa's recruitment, the lategame maps are quite busy. She has the triangle adept skill, which doubles weapon triangle effects during her combat.
Turtle & Cheese: sure
I misspoke a bit in the commentary, the armorslayer is not going to be used in 3/4 of the remaining maps, I was thinking of the rescue staff. The armorslayer will be used in 2/4. The staff that Ms. Parsley uses on Irene turn 1 is the Hit Staff, a personal staff that boosts the target's hit by 30. Nice for hitting fighters with iron lances, but obviously not that useful overall for a run like this. I actually don't need the killer axe or lance that I grab on turn 3, I just got those for style points. Probably could have gone without the devil axe too but that would have required actual rerouting. The boss uses a magic sword on turn 2 EP, which is why he deals 3 damage to my pure water'd Alva. The Devil Lance ends this map at 2 uses remaining.
Chapters: 0:00 preps 1:15 mapA Vestrian Tale 0% growths LTC Chapter 4 (commentated)Lowres2024-01-28 | Chapter 4 is completed in 6 turns, bringing the total turncount to 20
Jerez: Way more useful than you'd think a foot unit capable. He has surprisingly good combat despite his 5 base str, he's able to get a lot of high impact stealables, and he has convoy access allowing for tricky convoy warp plays throughout the second half. A real MVP for the rest of the run.
Cynthia: The mage, she joins with capped 20 speed but her skill misfortune renders her incapable of critting. Very similar to Sanzang with her base 5 magic but she trades the ability to capture people for slightly better defenses (because she can't be doubled). She won't be used much.
The unlock staff Jerez grabs turn 1 will be very important in an upcoming chapter. The reason I said Coventry had WTA against 3 enemies on turn 4 is because the axe guy has a reaver. I actually didn't realize how similar Yehoshua and Terry's combat was until after this recording, but Terry has more avoid so you could maybe switch the roles of these two to improve the reliability of the clear by some small amount.
Chapters: 0:00 preps 1:38 mapA Vestrian Tale 0% growths LTC Chapter 3 (commentated)Lowres2024-01-14 | Chapter 3 is completed in 3 turns, bringing the total turncount to 14
New Units: Yehoshua: The sage, and a very important unit in the second half of this run. He reminds me a lot of Wendell from Shadow Dragon in that he has really good speed for this point in the game, and can use powerful tomes to supplement his lower magic stat. The thunder tome he joins with is one such tome, with 8 mt and 10 crit, it will see heavy usage this run. He also has the highest base staff rank in the game at B, letting him use rescue at base.
Terry: The adventurer, budget Yehoshua. She uses swords, bows, and staves, she's a bit of a jack of all trades character, but her unimpressive weapon ranks really let her down. Her best feature is that with the magic sword flamberge that she joins with, she can hit reasonably hard and double some slower enemies. E staves makes any long term investment in her undesirable, but the heal is handy a few times in the run. Her personal skill gives 20 extra hit when using a sword.
Laurenico: cavalier/10. 7 movement makes him our second most mobile unit after Alva, and his combat is... fine. Alva wants to keep all the cool lances to herself and we don't really have any cool axes, so he's stuck with the steel axe as his best weapon for the time being. Unfortunately he does not gain movement on promotion, so he's not a high priority promo target, but he's still a pretty solid team player.
I've experimented a lot with trying to get a 2 turn clear of this map, but it appears to be just barely not possible. I needed to redo my shopping section to buy a mend staff and a second pure water, in addition to the items shown in the video. I have more than enough steel weapons and vulneraries to cover the cost.
Chapters: 0:00 preps 1:40 mapA Vestrian Tale 0% growths LTC Chapter 2 (commentated)Lowres2024-01-07 | Chapter 2 is cleared in 4 turns, bringing the total turncount to 11
New units: Coventry: An important contributor to the earlygame, he has 6 movement and E ranks in all physical weapon types. His combat stats aren't too great, and he can't promote, but being able to switch between bows and lances makes him pretty versatile, and 6 move makes him better than the prologue squad pretty much by default.
Marzano: 5 move armor, he's the best capturebot and therefore is going to be my 10th deployment slot for a lot of maps. Sanzang may be better at actually securing captures but Marzano is like unkillable so I just defaulted to using him.
This 4 turn is probably the only time I lose turns to a growths run, as you could probably skip the devil lance in that case. Also there's a chance of death like every turn of this clear but that's pretty much standard, what I wanna talk about is just how much loot I got here look at this: From hidden events: Devil Lance Doom Shroom From captures: iron lance steel axe wind longbow grey gem steel sword master seal Most of these do see some use, at least, and I do need money for next map so I end up selling the useless ones.
Chapters: 0:00 preps 0:46 mapA Vestrian Tale 0% growths LTC Prologue and Chapter 1 (commentated)Lowres2024-01-01 | Prologue is cleared in 5 turns, and Chapter 1 is cleared in 2 turns, putting the total turncount at 7
New units: Ezekiel: The main lord of the hack, and a pretty good unit. 6 move puts him ahead of the pack earlygame, and his personal weapon the Love Promise, a magic sword with 1-2 range and 10 crit, keeps his combat relevant for the first half of the game. His high speed keeps him from getting doubled pretty much always and his decent avoid lets me put him in sticky situations confidently.
Helena: The archer and "Jagen" for the first few maps. Her personal silver bow (Winter Flower) and strength focused stat spread lets her ohko some frailer classes and chunk pretty much everyone. 22 hp/6 def is decent for earlygame so she can also take a hit if I need her to.
Samir: The axefighter, very okay. High strength, decent bulk, high con for captures, but low accuracy and speed means he's hitting the bench once real units come along.
Anatolij: The mercenary, like Samir but trades attack power for accuracy. Not a worthwhile trade in my eyes, but he's at least good at captures and can take a hit.
Liquiriza: The soldier, probably the worst unit of the prologue crew. Specializes in speed, but low con and no growth means she's not doubling with iron pretty much ever. Frail and low con makes her bad for capturing.
Ginepro: The healer, he's alright. Staff savant lets him heal from 2 range, letting him stay in safe positions sometimes, but a lot of these maps go too quickly to even want a healer taking up a slot.
Carmela: The female fighter and a personal favorite. Similar to Samir she specializes in attack and defense, but she has lower con so she's worse at capturing. She has a terrible 2 speed but you wouldn't know it because of her skill wary fighter, so her bulk stays relevant. Her accuracy is also subpar but her Aye aye! personal axe has sure strike if I'm willing to take a hit to damage in order to not rig. She's also the only unit that can pick up mushrooms, which will be relevant a couple times.
Alva: The wyvern, and the combat carry for this run. Her stats are usually good enough to kill whatever I need her to, and her lance rank grows quickly so she can always use the high level lances when they become available. Strong, bulky, and fast enough to not get doubled.
Sanzang: The mage, another unit that specializes in capturing. He has a personal tome (Light Arrows), which is his main draw. Brave, 100 hit, and unable to crit, it's good for chipping and capturing. His amazing 15 con means he can capture a lot, but his stats are otherwise unremarkable. His chip is similar to Helena's, but without the ohko potential.
The prologue clear is pretty solid overall. Yes Zeke needs to escape last. The Love Promise is used up a little more than is necessary, and it actually increases Zeke's chances of death turn 1 because magic swords are unaffected by the weapon triangle, but might as well use the thing while Zeke's combat is still good. The switch to the iron sword turn 3 I believe is to make the myrm target Zeke over Samir, but it's been a while since this was recorded.
Chapter 1 has some significant self inflicted unreliability having to do with the soldier capture. The capture needs to be Carmela iron axe chip into Samir capture, no other combination works. Anatolij cannot contribute because he's the only unit the hand axe guy will ignore in favor of Carmela, and the hand axe guy can't be in the way of visiting the village. Thus I need to buy a second iron axe, which leads to unequipped Zeke being a sitting duck to 2 brigands that 2hko him and unequipped Liquiriza being another juicy target if the first brigand misses Zeke. As alluded to in the commentary I was very paranoid for spare vulns but they really don't come up very much after this. I kick myself for how avoidable this situation was but if that's the worst mistake in the run I guess it's fine. One final detail, the reason the boss lives boom shroom into javelin at 1 HP is because he's using a magic sword and once again, those are unaffected by weapon triangle :p
This hack is 10 chapters long, so expect about 10 videos. I won't be able to include everything about a given map in the vocal commentary, so check down here if you want overviews of the units that join me or other small details. Also like Thracia stat caps are universally at 20 for all non HP stats, but that won't really come up for obvious reasons.Gales of Nayeli demo LTC (commentated)Lowres2023-09-06 | Check out the demo for Gales of Nayeli: store.steampowered.com/app/1878490/Gales_of_Nayeli
0:00 introduction 2:46 preps 8:17 map
I really like the part where I Nayeli'd all over that guyCall of the Armor 0% growths LTC Final chapter (commentated)Lowres2023-04-02 | The final chapter is cleared in 1 turn, bringing the total turncount to 57 (60)
Top 5 units in battles and wins (B/W) Kim (45/17) Shale (50/18) Kuijia (36/19) Alair (29/21) Lily (34/21)
Liam didn't have to be the one to kill that wyvern, brave bow Shale was my original plan, but it was funnier to let Liam do it.Call of the Armor 0% growths LTC ch19 (commentated)Lowres2023-03-25 | Chapter 19 is cleared in 2 turns, bringing the total turncount to 56 (59)
There is no safe spot to put Lily t1, even outside the necrodragon's range, so I decided to divide the ranger's attention between her and Bar'del, so only 1 of them had a chance of death. No I did not use the sleep bow, nor did I sell it.
Chapters: 0:00 Ch19 preps 2:52 Ch19Call of the Armor 0% growths LTC ch17-18 (commentated)Lowres2023-03-22 | Chapter 17 is cleared in 2 turns, and Chapter 18 is cleared in 1 turn, bringing the total turncount to 54 (57)
New units: Bar'del: Incredible lategame bosskiller for when I need high damage crits. Ch19 would be pretty much impossible without him. Hammer, brave axe, and The Endgame (Garm, basically.) all see a surprising amount of use on him for how late he joins. Seer: Exists. The Kamuth: Pretty much a second Bar'del, but without the crit rate. Yes this is the third time a general has saved turns. CotA is really living up to the name I guess. Rienmire: The nice sniper lady who gave me warp and rescue. She leaves the party if you don't grab the black gem. Her strength is terrible so I never use her.
Alderich is the lategame version of Kilian. The suspend rigging in ch17 could have given me a lot of outcomes that were acceptable, like a slower shaman, for example, but I just picked the most convenient one to get. I also could have suspend rigged the armor Uyama kills to be killable by light brand Ansha or something, but Uyama is cooler anyway. I wasn't sure if the ch18 guy gave Luan dark rank, which is why I grinded it so hard at first, but yeah I really didn't need to do that.
Chapters: 0:00 Ch17 preps 2:50 Ch17 9:12 Ch18 preps 10:32 Ch18Call of the Armor 0% growths LTC Interlude 3Lowres2023-03-19 | The Juna Fruit reduces a unit's level by 3 when you use it.
I know Toffee chose Alderich for his bolting utility, but my routing is different enough that this isn't a valuable niche, so I didn't mention it.
Chapters: 0:00 Housekeeping 2:17 Unit introductions 16:06 Unit selectionCall of the Armor 0% growths LTC ch15-16 (commentated)Lowres2023-03-16 | Chapters 15 and 16 are both completed in 2 turns, bringing the total turncount to 51 (53)
New units: Expirus: A staple of my lategame combat. C staves means he can use barrier, which will come in handy once or twice. Maluj: Joins with an iron bow I can sell I guess. Weber: A staves is nice, 5 staff range isn't. He's surprisingly bulky though so I can put him in more dangerous positions than my other staffers, which will come in handy once or twice. "Brioche": Did most of their work in ch16. They join with a lockpick, which is weird bc rogues don't need those to pick locks, but I'm not about to turn down 600g.
I maybe could have gotten Ansha and Vivek to B rank, which would have been a little more reliable, and more importantly a little funnier, but oh well. Ch15 is super clean tho imo.
Chapters: 0:00 Chapter 15 preps 1:52 Chapter 15 7:23 Chapter 16 preps 9:07 Chapter 16Call of the Armor 0% growths LTC ch13-14 (commentated)Lowres2023-03-10 | Chapter 13 is completed in 1 turn, and Chapter 14 is completed in 2 turns, bringing the total turncount to 47 (49)
New units: Frances: The other MVP of the lategame besides Vivek. The same rescue range, higher movement, and worse combat. Her shittier combat also incidentally makes her better at staff grinding, so she will hit warp rank in ch19 without too much difficulty. Poincare: Sniper with 9 str. Gives Shale his brave bow. Would be the most accurate sleep bow user if I ever use that weapon (unlikely). Burdock, Adine, and Josie: who?
Chapter 14 I lose a turn compared to a growths run due to my choice in bosskiller (or lack thereof). It was the chapter I had in mind when I said I might use the sleep bow once or twice, but I can just kill the enemies at the start instead. Mac hitting B staves and the boss dropping Frostcalibur will both be very important for the ch15 clear. Flint combat is always really funny, he's better than I thought at it.Call of the Armor 0% growths LTC ch12 (commentated)Lowres2023-03-07 | Chapter 12 is completed in 2 turns, bringing the total turncount to 44 (46)
New units: Soma: He will make one more appearance soon. Venus: She will make one more appearance way later.
If Srikhandi were to take Liam's place, she would need to land 6 light brand attacks at ~70% displayed hit and dodge one of two ~70% attacks. Well worth the 5000g to avoid this imo. An alternate setup of this clear switches the positions of Lily and Sunwing. Sunwing has a higher crit rate vs the longbow ranger (~11%), but cannot double the nearby brigand, so they'd need a second crit on EP (~36%). This would triple the reliability of the clear, but would be much more annoying to rig. If I had kept a steel blade from being sold, Sunwing could have used that on the mage t1 so I would have needed to rig one less crit. oh well. I've never seen a weapon so close to being useful as the light brand here.Call of the Armor 0% growths LTC interlude 2Lowres2023-03-06 | The current turncount is 42 (44)
Chapters 0:00 Housekeeping 2:03 Unit introductions 10:26 Unit selectionCall of the Armor 0% growths LTC ch11 (commentated)Lowres2023-03-05 | The wife ring gives +2 skl/luk when held. Will show off in interlude 2
Chapter 11 is cleared in 4 turns, bringing the total turncount to 42 (43)
Gu: Does nothing. Could maybe sleep bow something ig Drouin: Does nothing.
Lily probably didn't need to be promoted here, but she needs to be promoted next map anyway. I also probably didn't need to buy the pure water, but it looked fancy so I did it anyway.
Chapter 10 is completed in 2 turns, bringing the total turncount to 38 (39)
New units: Vivek: The most important unit in the run when he reaches rescue rank, which will happen by ch14. 20 magic and S anima means he has massive staff range and can bolting crit most enemies. Managing his staff exp is the primary long term goal for the lategame. Ansha: She kills like 2 enemies. Her low speed makes rigging her to get hit pretty easy.
Probably could have optimized my selling spree a bit more by selling the second elixir so I could keep a steel blade or something but whatever. Keeping the secret book I think is justified tho bc some of the later bosses are nightmares.
Chapter 9 is completed in 8 turns, bringing the total turncount to 36 (37)
New units: Uyama: "midgame Philip" is a very apt description, good job me. Being able to target res and double and/or crit might give her a niche in some upcoming maps, because none of my actual mages can do that.Call of the Armor 0% growths LTC ch7-8 (commentated)Lowres2023-02-19 | If it wasn't made clear enough by my commentary, the player needs to pick BETWEEN Sunwing and Taika in ch7, you cannot pick both.
Chapter 7 is completed in 4 turns, chapter 8 is completed in 3 turns, for a total of 28 turns (29)
New units: Sunwing: Our most mobile unit in the army, and therefore one of the most important. Their stats are good enough for the midgame to be a decent combat threat as well. Their combat falls off by the lategame but they're still a super important part of our air force and one of our most important units period. Lily: Very similar to Sunwing, but needs training. Still, 7/8 move and flight makes her one of the most important units in our army going forward. Higher speed and killer lance access makes her combat a little more versatile than Sunwing's lategame, and her higher aid makes her a better rescuer in certain clears. Abdul: benched lol Taika: dead lol
I considered deploying William over Kilian in ch7 to steal Taika's chest keys like in Toffee's run, but he lacks the combat parameters to be a functional substitute. William is used in ch8 to get the southern village, even though any 6 move unit could do that, because his high bulk and access to the lancereaver make the enemy soldier and cav target Mac instead. Ch8 could obviously be more optimized, mostly by giving Alair more exp and Luan more wexp, but the 3 turn is so trivial I just phoned that clear in. ch7 is sick tho imo.Call of the Armor 0% growths LTC chapter 6 (commentated)Lowres2023-02-12 | Play Call of the Armor: feuniverse.us/t/fe8-complete-call-of-the-armor-v1-20-chapters-3-character-selection-interludes-reverse-recruitment-patch-13-apr-22/12698
Chapter 6 is completed in 3 turns, 21 total (22)
New units: Alair: Our third investment target, her combat isn't as good as the monk bros but we need her to promote by ch15, where she will be essential to all subsequent clears. Itoro: Our second cav, focused on offenses to contrast Kim's defenses. His combat is decent but he shows up a day late and a dollar short when it comes to long term investment. We want him to hit C lances (he starts at D and a half) by ch10, but outside of that he's just decent filler.
New units: Mac: Big investment target for the first 2/3 of the game. Decent enough combat for an early scrub, we want to train his level to 10 by ch9 start and we want his staff rank at B by ch15. His high magic gives him 6 range on ranged staves instead of the minimum 5, and we'll be using shine whenever possible to raise his light rank, although it is unlikely this will amount to much. Hazel: Like Mac, but without the boosted staff range so he's not a serious exp target. Decent earlygame filler.
This map has a lot of messy combat so exp was difficult to optimize, maybe a more talented player than I could squeeze a little more into Kim and Mac. Current exp levels: Kim: 9.09 Mac: 6.37Call of the Armor 0% growths LTC interlude 1Lowres2023-01-20 | If engage is good this'll be my last video for a while.
Not sure if I should count turns spent in interludes towards the total turn count or not, so I'll put them in parentheses, like this: The total turn count so far is 14 (15)
Chapter 1 is completed in 4 turns Chapter 2 is completed in 2 turns (6 total)
New units: Kuijia: Force deployed in every map, but with magic and staff access she can usually contribute even after her stats fall off (whenever we sren't carrying her somewhere. The only really early investment target bc I want her to promote at some point. Shale: Jagen. High str and bulk makes him pretty good, one of our best overall combat units for the first half of the game. Noki: One of the most important units in the run. Her high mobility means we'll deploy her consistently for the first 3/4 of the game. Sadly she's usually too busy completing the main objective to self improve, so we won't be able to raise her to promotion and she'll be stuck with crappy bulk we need to work around. Fernandez: Filler. High defense is kind of nice but his offense is unimpressive so he won't stick around long. Floor: Surprisingly useful filler. I won't spoil any later strats but her lack of 1 range is useful for AI manip, as you see in ch2. Youngblood: Axe bro #1. Higher str than the other one and D axes is nice for like, a chapter. Sjoerd: Axe bro #2. His usefulness peaks in this video. Kilian: Our ability to rig crits makes his offense surprisingly passable. We'll deploy him for longer than you might expect but having to constantly rig for him is annoying so I bench him when I can. Daisy: bad.
Other notes: The ch2 village we miss out on is a torch, not a huge loss but the money would have been nice. Noki can actually get the ch2 bosskill herself and we would get the torch in that clear, but I didn't feel like rigging that hard for 250g. The ch1 3 turn strat would involve rescue dropping Kuijia or another unit as far into the bottom left corner as you can, then rigging enough crits that the enemies don't block themselves from attacking you. Kuijia has 2 crit to their 1 luck.Call of the Armor 0% growths LTC introductionLowres2023-01-01 | Play Call of the Armor: feuniverse.us/t/fe8-complete-call-of-the-armor-v1-20-chapters-3-character-selection-interludes-reverse-recruitment-patch-13-apr-22/12698
This hack is 20 chapters long, so expect about 20 videos, usually under 10 mins. I won't be able to include everything about a given map in the vocal commentary, so check down here if you want overviews of the units that join me or other small details.Storge HM No Silver Card LTC (commentated)Lowres2022-10-28 | Play Storge feuniverse.us/t/fire-emblem-storge-complete/11711
A few topics I couldn't quite get to in the commentary:
-Why LTC this game?
To encourage replayability, Storge has a series of achievements to go for, one of which is to beat the game in 25 turns or less. I've never seen anyone do this on hard mode so I figured I may as well go all out with my attempt, to see if it was even possible. Going for the achievement on hard mode is also probably the only reason you might want to try and replicate my strategy.
-Why no silver card?
I mostly just wanted to make the playthrough simpler on myself. The silver card is a reward for a different achievement, and would've made resource allocation much tougher to figure out, I assume. I also didn't have the rewards for completing every achievement at the time, so I knew my attempt probably wouldn't be reaching the turn floor anyway.
-Why allow the angel wings then?
Again, mostly to make the run simpler, particularly in ch2. I didn't really think about using the wings outside of ch2, so if there's any room for improvement in this category, it's probably there.
The other notable blunder I identified, the lancereaver, would have only saved me about 1k gold, and since there's no obvious item to spend it on, I wasn't fussed enough to redo the whole run.
-Why didn't you use [character]?
Hiring more mercenaries would've taken money away from Barbaricia's statboosters, and therefore cost turns. Even warpers like Kersi aren't worth it, as my previous attempts lost a turn in ch2 because of Barbaricia's lower movement.
-Will you attempt other LTCs?
If there's demand for it, or if I get bored. I think the video shows I'm still very much an amateur at this stuff, so there's definitely room for improvement on my end should I pursue this further.