Monday, September 29, 2008

16.57 is ridiculous.

I'm late posting this, but I'll go ahead and note that I completed my fourth (and likely final) test run of Shin Ankoku on September 24th. The final time was 16.57, and I can honestly say it that would be outrageously difficult to lower that by a substantial amount.

I looked over my third run and determined some things that I could cut out, and so no shopping or forging is done at all this time around. I also made sure to use all three save slots in order to be extra picky about the time for each chapter, and for maximizing Marth's level ups. While this made the whole process take a lot longer to complete, it definitely paid off for my in-game time.

Edit: Screenshot added because I can (click for larger version):


Chapter breakdown:

Prologue 1: Make sure Marth gains strength, at the very least. Speed is no doubt helpful, but he needs that point of strength to one round that Axe Fighter in Prologue 2.

Prologue 2: Only move Marth and obtain as many self-defense kills as possible, since they are quicker. Ignore the Archers.

Prologue 3: Only use Marth and Jeigan here, but have Freyr give Marth his Iron Sword and Vulnerary on turn one. Jeigan's purpose for this chapter is merely to soak up some damage and kill the yellow square Mage. Use Vulneraries with Marth as necessary, because hoping for fantastic evade is too absurd to bother with.

Prologue 4: Marth should kill the Hand Axe guy on turn one, and then Jeigan slaughters the Archer on turn two by using the Silver Lance. Marth is to move toward the boss while Jeigan's only remaining purpose is to kill Gordon (easily faster than sacrificing a unit).

If things have been going properly, Marth's Iron Sword should be at 6/40 when approaching the newly opened door. Two of those go to the Archer in front, and the other four obviously go to the two Soldiers standing behind that guy. All so very convenient, don't you think?

Anyway, the rest is simple. Move Marth up and Rapier the boss into a pile of goo. Be ready to skip the scene and the reinforcement appearance soon after emerging from the other end of the Gordon area.

Chapter 1: This one is extremely straightforward. Marth moves above the left tree on turn one, to the middle tree (it should be obvious which one I mean) on turn two, and then make your way to the boss from there. If you get lucky, the Hunter will attack from one space below and to the left of Marth, making the move to the left slightly faster.

For the boss, you have a decision to make: strike first and waste time with the pre-fight dialogue and Enemy Phase heal (all of which can be sped up, but still wastes some frames anyway), or counter critical at some single digit percentage. Keep in mind that you have no save points to make use of to make this manipulation easier.

Chapter 2: Move Jeigan onto the north bridge, so that he can protect your other wimps. This is important, because less characters risks getting slapped with a Gaiden chapter, which is unacceptable in all cases except 24x. Marth moves left and eventually crosses the river manually, getting a ton of self-defense kills. Kill the boss in self-defense as well, and a winner is you.

Chapter 3: Move Rena down, Marth obviously goes left, and leave Julian to rot. Continue to move those two units until Rena is very close to the fort, at which time you should move Jeigan two spaces above that fort. Keep a close eye on the radar on the top screen as turns begin/end, so that you can tell if Jeigan survives or not. If he dies, Rena is obviously going to become toast, which is crippling.

After stopping Marth next to the boss, I'd recommend pressing L and having the nearest unit use the save point at the starting location. Manipulate a low chance critical and win.

Chapter 4: Equip Marth with a Rapier (or do this in Chapter 3, which may be a better idea) and Warp him to the boss. Marth should have a full inventory by this point, so when he counter kills the boss (which is very important), you should send the Rapier into storage. Hope that Marth kills the peons so that the gate is clear, then seize. Send the Knight Killer back when you get the free Silver Sword.

Chapter 5: Marth goes to the boss and you should leave everyone else to rot. I had Marth kill the boss with a Rapier while standing on his left side, but standing below him probably works just as well. Standing on his right side is a bad idea because if Marth takes damage, you'll waste time from the auto-heal. Send the Rapier back if you want to be sure of the usage.

Chapter 6: Warp Marth and counter kill the boss with a Rapier, which will likely require at least one critical hit. Send it back if you wish.

Chapter 7: Only deploy Marth and move toward the right side of the boss when you get the chance. You should probably send the Rapier back.

Chapter 8: Warp Marth and drop the boss in self-defense (as usual).

Chapter 9: Warp Marth and win. You can pretty much use whatever weapon you want, so send back the Door Key that the boss drops.

Chapter 10: Warp Marth and hope the boss dies during the Enemy Phase. Send the Rapier back when he does. Minerva will likely commit suicide, so send her axe back too.

Chapter 11: Warp Marth and win. If you have any trouble here, you're a moron.

Chapter 12: Kill the Warp Thief with a person that has a full inventory, and then have Rena fetch it from storage and use it. Send Marth to the right side of the boss and drop the Priest. Smoke the boss on the next turn, and then seize on turn three. Obviously, he'll need some luck to survive all this.

Chapter 13: Warp Marth to the boss and drop him, since you can't do so in self-defense. If he gains a level from this kill or from killing Astoria, waste a turn and let the level up occur during the Enemy Phase of turn one (from Astoria). Even though it increases your turn count by one, it should be a tiny bit faster overall (especially if it was some sort of super level up).

Chapter 14: Warp Marth and counter kill the boss with a Rapier, then send it back. Hope that Rena dodges the ballista shot during the Enemy Phase, because a single shot will more than likely kill her. Use the unit count and/or radar to determine her status before turn two begins (to save time).

Chapter 15: Warp Marth to the generic "boss" and then drop him, since you can't get a self-defense kill here. Extremely easy chapter.

Chapter 16: Warp Marth to the left side of the boss and Rapier counter kill him (send it back). You'll also need to hope Marth survives, because he'll be enduring some serious abuse. If an enemy clogs the gate before turn two, restart.

Chapter 17: Move Jeigan and Zagaro toward the area where the Warp Thief will escape to. Avoid being in range of the Armor Knights on turn one, and then rush in after that. Warp Marth to the boss one turn before obtaining the new Warp staff. Kill the boss in a counter and then use Jeigan and Zagaro to kill the Warp Thief (send the staff back, if possible) before seizing the throne.

Chapter 18: Warp Marth to the left side of the boss and counter kill him with the Rapier. Definitely send the thing back afterwards, because you don't want to slaughter the whole army in that area with it.

Chapter 19: Warp Marth to Chiki and it's up to you whether to strike first or not. I'd probably do that, since her damage might be a little excessive considering you need Marth to survive several magic attacks and some Heroes.

Chapter 20: This one suffers from the lack of Boots. Drop someone from your group so that Rena can be one space below Marth, Warp Marth to the village, visit it, and then have him run back to the right (using Vulneraries on the way, if need be). Your next goal is to have Rena meet him and then Warp him to Lawrence so that he can recruit him that turn (cannon fodder).

While doing this, move Zagaro or some other high movement unit toward the save point. Save on the turn that you send Marth to Lawrence, in case Camus roasts Marth. Saving obviously wastes time though, so if you feel confident in Marth's survival skills, avoid the save entirely.

Chapter 21: Send Marth to the boss on turn one and repair a Warp staff on turn two. If you are having troubles with that Enemy Phase, you could try repairing first and sending Marth over later. This will cost you a turn though, so keep that in mind.

Chapter 22: Warp Marth to the boss and hope for survival and a clear gate. Seize on turn two.

Chapter 23: Warp Marth to the generic boss and hope things go well (pretty easy, actually). Seize on turn two.

Chapter 24: Same as the plan for Chapter 22.

Chapter 24x: Same as the plan for Chapter 22, but with a throne instead of a gate. One or two of your units might die here, but it doesn't matter (as long as it wasn't Rena or Ellis).

Chapter 25: Drop everybody except Marth, Rena, and Ellis. Give Ellis one of Rena's Warp staves and make sure both of them are in position near Marth. Warp Marth and Nagi to either side of the Mamkute and have Nagi drop him. Use Marth to critical Medeus for the kill. Keep in mind that you need 23 strength to kill Medeus in a single shot (with the fake Falchion) and that you will save a good chunk of time by making it a one shot kill. No save points are available to you, so I highly recommend saving after the preparations.

Well, there you have it. That is how I did this 16.57 run, and that is how I think any run of this game should go. Good luck to anybody who wants to try this.

Friday, September 19, 2008

Three test runs and counting.

I did another run this morning (finished at some time after 3 A.M., at least), and improved my time to 23.58. I won't be recording the results video for it this time, but I did log the times and turn counts: http://www.geocities.com/kessenaddict/shinankokutimes.txt

I cut out a lot of excessive inventory and unit management, and cut back on the shopping. I still ended up with some more gear than I needed though, so I think it is best to do absolutely no shopping at all. The gold bag from the chest in Chapter 6 never served a purpose this time around, so drop that too. Also, I need to keep a better eye on Marth's stats next time (if there is a next time), because he suffered from stupidly low skill all game long.

Marth lacked the strength to one shot Medeus by having only 22 strength when you need 23 (at least), and also lacked the speed to double. Therefore, my only choice was to have Marth take care of the Mamkute guard and let Nagi handle Medeus. The things is, Marth also lacked the speed to double that guard, and so he required a critical to drop him. Combine this with Nagi's need of a critical (for that same reason) on Medeus at 9%, and you have a recipe for pain.

To somewhat fix this, I forged a higher critical rate on Marth's Silver Sword (using all the on-hand money I could), giving it +17%. This brought his total to 24%, which is somewhat acceptable. I got both the necessary criticals after a fairly short round of attempts, so all is well.

By the way, for those who care, I let quite a few people die (on purpose).

Wednesday, September 17, 2008

Four more playthroughs.

It's been a LONG time since the last update, I know. I completed Hard 5 a long time ago and four other playthroughs since the last update. These playthroughs were (in order): all Gaiden chapters, Marth + generic replacements, test speed run, and another test run. All four of those were done on Normal mode, for those who care.

List format because I'm lazy:

1. Gaiden chapter requirements are stupid, and the chapters themselves are mostly meh. 24x and the one with Etzel were interesting though, because of their layout. 24x is a Fuuin 16x clone (towers) and Etzel's chapter has the only instance of indoor areas being masked until you open the door (or get close enough, in one case). Other than that, the Gaiden chapters just carry a short-lived "oh, neat" effect.

2. Generic units are interesting at first, because who hasn't wanted to throw some random units around in a Fire Emblem game (outside of Thracia)? Unfortunately, once the few chapters of novelty wears off, things just get horribly BORING. Their growths are awful, so giving them level ups is pretty much pointless. The only possible way to produce any real "fun" from using generic units is if you play on a harder setting (like Hard 5), but even then, there is no good reason to use any of them for more than meatwall duty. Take my advice, and NEVER try this playthrough (unless you plan to convert it into a Marth solo).

3. Test run one was done in less than a day, without much more than basic planning. It was rough in quite a few areas, but the overall time wasn't too bad for a first attempt: 1:08.07. The main idea of any run is to do a Marth solo (basically) with Rena making smart use of the Warp and Hammerne staff. A video of my results is here: http://www.youtube.com/watch?v=9ewNtbOq7qU

4. I did another test run the next day, knowing that I could shave off at least a few minutes from the previous attempt. Imagine my surprise when I achieved a final time of 32.01! I had written down some basic plans for each chapter, and included which ones to use Warp on. I also made sure to fix a mistake from last time, which was "ARGH, I didn't train Marth enough early on." By wasting some time to let Marth soak up most of the early game experience, he becomes more than capable of quickly completing chapters. In this case though, his defense was a bit poopy early on and so I had to have Jeigan help him out.

Anyway, the plans went well for the most part. Chapter 12 gave me some trouble though, because the idea was to kill the Warp Thief with someone that had a full inventory, send it to the convoy, and then have Rena fish it out and use it. Marth gets sent to the Boots chest, opens it, and spends a little time waiting for the two Mages to go up the left side of the map. Marth's resistance sucks, so dealing with them AND the other enemies is not a smart idea. It works out decently, because you get the chance to use a Vulnerary or two and/or the Boots while hiding in the closed room.

For those who may be curious, here is the rough document I wrote up:

P-1: Straightforward.
P-2: Kill everyone with Marth?
P-3: Kill everyone with Marth?
P-4: Kill everyone with Marth.
1: Kill everyone with Marth.
2: Marth left, people die.
3: Marth left, Oguma fort/mountain. No Warp.
4: Warp Marth and win. (6)
5: Use Marth and win. No Warp.
6: Warp Marth and win. (5)
7: Use Marth and win. No Warp.
8: Warp Marth and win. (4)
9: Warp Marth and win. (3)
10: Warp Marth and win. (2)
11: Warp Marth and win. (1)
12: Marth kills the Armor Knights, someone kills the Warp Thief, Warp Marth to Boots, and win. (1/6)
13: Warp Marth and win. (1/5)
14: Warp Marth and win. (1/4)
15: Warp Marth and win. (1/3)
16: Marth counter-kills the three Dragon Riders, Warp Marth to boss, and win. (1/2)
17: Move up-left and ambush the Warp Thief, Warp Marth to the boss, and win. (1/1/7)
18: Warp Marth to the boss (left-side) and kill him with a full inventory (to send the Rapier away). (1/1/6)
19: Warp Marth to Chiki and win. (1/1/5)
20: Warp Marth to village, recruit Lawrence, and win. (1/1/4)
21: Warp Marth, repair a Warp staff, and win. (7/1/3)
22: Warp Marth and win. (7/1/2)
23: Warp Marth and win. (7/1/1)
24: Warp Marth and win. (6/1/1)
24x: Warp Marth and win. (5/1/1)
25: Warp Marth, Warp Nagi, and win. (4/1)

At the end, I use Rena and Ellis to send Marth and Nagi (joins in 25 if you went to 24x) to Medeus. Nagi annihilates the Mamkute in front of him, and Marth uses the wimpy Falchion to kill Medeus. In this case, Marth was capable of dealing 17 damage per hit (Medeus has 60 HP here) with an 8x% hit rate and 8% critical. Luckily, Marth was fast enough to double, so all I had to do was keep restarting the chapter until one of the hits was a critical. Best case scenario is if you get a Marth capable of dealing 20 damage per hit, but I'm not sure if that is possible without the orb that negates any terrain bonus. Getting said orb would waste more time than it saves, by the way.

Gold is a bit of an issue throughout this run, because I like to have a decent load of general purpose swords for Marth to use AND a forged Rapier + forged Dragon Killer. I had Julian grab the first chest in Chapter 6 (money bag), since it was helpful and easy to get. Other than that, the only other gold I remember grabbing was in Chapter 1.

I'll probably do another run at some point, with some more tweaks. At the very least, I'll look at what I ended the game with this time and drop the excess. Combine that with better levels for Marth early on, and I can see sub-30 minutes happening.

Finally, here is a video of my second run results: http://www.youtube.com/watch?v=Jr-ukF5FSn4