Fire Emblem 3 Book 1 100% Growths [except Marth's Defense] LTC Chapter 6 - Chapter 10

The Warp staff puts in plenty of work in this segment. Timestamps: 0:00 - Chapter 6(3 turns, 1 Warp) Marth needs to recruit Bantu by visiting the village. Unlike other versions, in this game Marth starts close enough to the village to reach it on turn 2, and Wendell has the movement to then Warp him on turn 2 to enemy phase the boss for a T3 seize. This Warp use saves 7 turns. 4:37 - Chapter 7(2 turns, 1 Warp) Roger's absence allows us to Warpskip the map, and because of the different terrain and the starting spot this Warp use saves 7 turns. Castor uses the arena to get 2 good fights in. 9:51 - Chapter 8(6 turns, 1 Warp) Warping Marth to Maria saves 5 turns over walking around the back. A second Warp use would only permit a 3 turn at best, which makes it not worth it. Minerva will be our sole 10 move flier for most of the campaign, and as such we will be training her to be decent. 17:24 - Chapter 9(6 turns, 1 Warp) There are 2 paths to the right side, and while the upper path seems less terrain-heavy, it still leaves Marth 1 square short of visiting Jeorge's village on turn 3, meaning both paths work for a 6 turn. The Warp use saves 6 turns here, but an extra Warp would only permit a 4 turn. Abel wants to promote soon so I prioritize him for EXP. 25:31 - Chapter 10(4 turns, 1 Warp) As you might imagine, in a game with fewer Warp uses to go around, Boots become more valuable. This game also allows Marth to use the Boots right after grabbing them. The soldiers nearby are quite nasty, and being able to grow to 14 Defense would have let him avoid needing to dodge them. We can't reach the treasure room in a 4 turn, so Castor doesn't get his promotion item for now. We do get a Knight Crest for Abel. The Warp use saves 3 turns, and the Boots easily save at least 2 turns.