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Sand Hell
Topic Started: Feb 1 2008, 07:19 PM (266 Views)
Blackbird
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FEFFer
It appears it is that time again... the time during your FE playthrough where you find the dreaded sand level.

This FE6 sand map, on Chapter 14, seems particularly nasty; Fog of War, a sandstorm (I assume I'll find out what that does soon enough), desert terrain, and at least one Mamkute as a normal enemy, even.

Should I be looking for buried objects on this map, as usual? (and, if so, are there any maps around?)


Playthrough saga continues:

The last few chapters have been pretty cool. 12 was a little tricky... Cath comes in early in the top right, while Roy is stuck in the bottom left of the map behind a gauntlet corridor of archers and darkmages. In addition to this, Ray needs to be recruited as well, if only so he can chip in on that Mamkute boss, who is difficult to kill without magical attacks. So, Roy and Lugh get loaded onto Alan and Lance, who rush them through the Gauntlet without too much complaint, briefly pausing with Roy to fight the contingent of axemen at the end of the tunnel. (proving yet again that they are among the most useful units in this game =P)

Roy nabs Cath, which is worth it just to have her out of the way =/. Ray amused me as a character, because he is basically Lugh's evil twin, appearancewise.

The Mamkute was actually more straightforward to beat than I expected; Roy made quick work of him with the Wyrmslayer, which proved effective against mamkutes. I suppose you could use most any competent sword user here to take him out, given that weapon. (Rutger, Fir, Dieck, etc., etc.)

12x Was again a bit tricky. Fog of War, chests all over the map, and god knows how many thieves. I'm starting to regret burning all of Clarine's Torch Staff charges on that first fog map.... no wait, no I don't! Clarine just because my first promoted unit! Total pwnage. I wish I had another guiding ring, though, as Saul is approaching promotion as well...
Anyway, this looks like a two rogue map, so I'll have to dig someone that's not Ashtol out... just got Cath, so why not try her out? *dead in one turn* Ah, that's why... you have no defensive stamina at all. So anyway, having figured out that there are three thieves around my initial area, I proceded to steal picks from the two nearest me, kill them, and finally I ended up Sleeping the third thief (the one behind the wall). Alan and Lance prove yet again that they are among the most useful units in the game by lugging Ashtol through enemy units in time to go kill the third thief before he wakes up. After that, the map is smooth sailing, as, amazingly, no more thieves pop out of the woodwork. The chest drops were dissapointingly lame, though, no cool weapons or promotion items (guiding rings, dammit!) At least I got Armads, but I haven't really leveled any good axe users.

13 was pretty straightforward, but cool. Rush across the bridges, own some cavalry. I didn't recruit Percival because I forgot who would recruit him, but in retrospect that's not a bad thing anyway, since (on hard mode anyway) it is better to wait and get his HM bonuses. Doesn't matter for my first playthrough, but it's good practice, I guess. The bosses changed around a lot on this map. It was pretty awesome seeing Zephiel show up and totally pazown Cecilia! He has the most amusing attack animation of any GBA boss I've seen, I think, it's totally awesome. For a little while there, it almost looked like he was going to stick around and be the boss of the level ...nah. Narshen? ...nah. Finally mid-boss, I mean, Flaer, steps up to the plate. Whatever. Lilina Aircaliburs his ass in one round.
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Mekkah

FEFFer
Tips:
- Escort Sophia to the oasis with the throne, and around the entrance of the whole complex there's a Guiding Ring burried in the sand which only she can pick up.
- Use Serene's to find out where the other items are (images being down sucks though). If you didn't train Chad it'll be pretty difficult to get most of it within the turn limit while keeping your thieves alive, I usually just make sure I get the Silver Card and the stat boosters then get out. Warp is kind of hard to get.
- This game is pretty cheap on promotion items. Expect some of your units to stay unpromoted until the end of 16 (where you can buy in the Secret Shop). You get something like 2 Guiding Rings, 2 Hero Crests, 1 Knight Crest and then enough Elysian Whips to satisfy any BDSM whore for some reason.
- If you're using Ray (I wouldn't advice you to, you seem to have enough Guiding Ring users as it is), you can buy Nosferatu tomes in this map.
- I :think: you can buy Lightning here as well, which you may want to do as you need to seriously spam that to get Saul up to S Light for Aureola.
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Blackbird
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Nah, I probably won't use Ray this runthrough. I've got no Guiding Rings right now, and Saul is ready for promotion. Lilina's not far behind (give her another map or so).

Lol @ BDSM whips. It's totally true, I could promote all my flying units right now if I really wanted to. No love for all the other classes. How about a few more myridmidon crests for all those statistically superior swordsmen you gave me, huh FE6? =P

Thanks for a tip, I'll check Serenes. I always forget to look there as a serious source because it has that hand-drawn sketch of Leanne in the back, haha.
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