FE9 Ch 15 (Feral Frontier) pacifist reliable clear (Max BExp, all non-coin desert items guaranteed)

Done on hard mode, but should work on Easy / Normal as well, with appropriate benchmarks. An improved version of my previous clear (   • [Outdated, check description] FE9 Ch 15 Pa...  ). No anti-benchmarks are required now. Coins were the lowest priority because they're not too useful, but in this clear, the chance of getting the one near the deployment slots is very high. Preps (0:11): Unit reasoning: Gatrie - We need a extremely tanky infantry unit that can be rescued and is able to survive attacks from the two tigers and two cats near Muarim. I chose Gatrie with a Knight Ward for this, but other options can also work, especially with statboosters and / or promotion. The enemies can have up to 6 crit, which Gatrie can alleviate at base using an Ashera Icon. Nephenee - We need a moderately tanky unit to distract the hawk and raven to the left. They need enough bulk to survive a hawk attack on turns 2, 3, and 4 EP, and finally a hawk and raven attack on turn 5 EP. Brom probably does this at base. Boyd - He's here to slightly increase our odds of getting the coin on the left, and can be left out if the player is not interested. He can be interchanged with any tanky 3 mov unit that can survive an attack from two cats on turn 5 EP. Jill - She rescue drops Gatrie and baits some enemies away. She needs to be fairly bulky (Not sure about the exact benchmarks because enemy targeting priority is a bit complex). On turn 1 EP, we need to divert the left hawk away from her and toward Marcia. We equip her with a weapon to help her odds. On turn 2 EP, she needs to avoid getting targeted over unequipped Gatrie, and again, having her equipped with a weapon helps. This is where the bulk comes into play the most, and if your Jill is not bulky enough, she might be targeted over unequipped Gatrie. Having enough speed to avoid getting doubled by tigers and cats is all but required. Marcia - She rescue drops Nephenee to the bottom-left corner, and baits Laguz. She needs to have a fair amount of bulk, although not as much as Jill. Or turn 1 EP, she needs to survive the hawk while carrying Nephenee. She also needs to survive a cat on turn 4 EP, and a cat plus the bottom-left hawk on turn 5 EP. She can get healed on turn 2. Jill and Marcia are technically interchangeable: It's just that Marcia on average will be the less bulky flyer and hence fulfills this role. Volke - The "better" thief, he gets us all treasures (except coins) on the central part of the map. He's equipped with the knife to dissuade enemies from attacking him, although if your Volke is relatively untrained, enemies might still choose to target him over unequipped units. Equip him with vulneraries / feed him BExp just in case. Sothe - The "worse" thief, he can do his job at base with the Laguzguard and vulneraries. If he is at base speed, the level 5 cat to the right that we checked should not have more than 11 spd (From my observation, very rare). Again, as with the flyers, the thief roles can be interchanged depending on training. Mist - Our staff user of choice. She gets easy heals on almost every turn. Soren - Our bosskiller, but Ilyana might be the better choice (see turn 4 for reasoning). You need to be a magic user that can 3HKO Muarim and have the stats to ORKO the two tigers (WHEN TRANSFORMED) to the southeast of Muarim. Mordecai - Needed to smite Lethe turn 1. Lethe - Needed to recruit Stefan. The rest are filler units, and should be chosen to maximize getting the coin near the starting position. They can have 2 mov, 1 probably isn't enough. Turn 1 (0:40): Ike shoves Soren to help him start fighting Muarim on turn 4. Jill gets Shine but it's not needed; Volke will be in position to snag it on turn 3. Turn 2 (1:37): We equip Marcia to dissuade enemies from attacking her over unequipped Nephenee. Jill is equipped for similar reasons. Turn 3 (2:52): We unequip Jill. The coin squad baits a tiger to generate heal targets. Turn 4 (4:31): The hardest AI manip. Soren needs to have enough firepower to ORKO the cats in his range, which makes them go for Gatrie instead. He needs 17 AS in this clear to double, but this might be different depending on enemy stat variation / difficulty. Forging an appropriate Fire tome (-wt, +mt, +hit) helps a ton, as does BExp, statboosters and / or promotion. Soren can proc Adept here without issue. Ilyana is probably better here because she can't accidentally proc Adept, and has access to Shade, which means that "ORKO"ing the cats might not be necessary to make them go for Gatrie. Turn 5 (6:23): Soren should not proc Adept here. Lethe gets Stefan. An improvement I could've made is to equip Sothe with a dagger; this might've made the raven target unequipped Stefan over him. Turn 6 (8:43) We finish the chapter. Sothe gets the White Gem, Volke gets the Boots, Marcia and Boyd try (futilely) to get the left coin, and Soren finishes off Muarim. 0:00 Title Screen 0:11 Preps 0:40 Turn 1 1:37 Turn 2 2:52 Turn 3 4:31 Turn 4 6:23 Turn 5 8:43 Turn 6