Fire Emblem: Gaiden Easy Mode 100% Growths [except Silque] LTC V1 Act 1

Full recruitment, all fixed encounters. ‪@PallaEmblem‬ 's 0% run and yasako's TAS served as valuable reference. Thanks to Juan776 for helping plan this. I thought this project would take much longer to do, but once again, things went by much faster than I expected. I can see 2 possible turnsaves over this run, but by the time I realized I was almost done with the run and they still aren't rock-solid, so I'll simply document what would be needed for them and leave them to the future. This LTC does have some things in common with SoV's, but a number of mechanical differences force training some other units on top of the usual suspects. One big difference is the existence of random item drops - in act 1 we can grab at most 2 such drops, and we will spend them on Angel rings, which double stat gains on level up, and will be very important to getting units up to speed quickly. I had to figure out how item drops work to rig them without hacking. Manual text speed allows mid-EP rigging. Timestamps: 0:00 - Ram Village Alm is an EXP thief until he promotes, Lukas is a flunky for the first 3 maps, Tobin will be the lead archer of the route, and Gray goes mage since we need one for 1-3. Kliff is ignored. I think a turnfloored run would require training Kliff up to level 3 to promote to mage for 1-3 to free Gray up to go Archer. 0:33 - Ram Woods(2 turns) Due to details of how the RNG works, item drops can only happen when a unit kills a target without a crit, so that restricted my clear(and is why I didn't train Kliff when originally working on my run). Something to note is that unlike SoV, if you block an enemy's path to heal tiles, they will be passive for a turn before actually attacking. 2:06 - Fleecer's Forest(2 turns) Lukas had to get involved to clear Tobin's way, and Alm helps Gray grab the second Angel ring. 3:37 - Thief's Shrine Battle 1(1 turn) Lukas' last moment. The fact that kills had to be funneled to Lukas is encouraging for possibly promoting Kliff, but not doubling at base and the inability to double crit is a huge cliff. 4:22 - Thief's Shrine Silque gets speed to double the brigands. Nosferatu cannot crit by default, so we can't simply grind her to Warp immediately. We give the rest of the speed to Gray, due to lack of other candidates. We will actually train Silque up to learn Expel eventually, but that is only needed late in act 4. Silque won't grow bulk to allow killing her off later. 4:54 - Ram Valley(4 turns) Not having Warp on Silque means the Leather Shield Merc sets the floor, giving us time to feed most of the right to her. We have to carefully manage enemy HP to feed kills to her, and to avoid retreat AI. The only way to kill Leather Shield Merc given his retreat AI is a crit from a mage, which is why Gray went mage. To get a future turnsave, you would want Kliff to do this job, to let Gray go archer. 7:31 - Thief's Shrine Battle 2(1 turn) 1 turn of grinding to get Silque to Warp. This immediately saves 2 turns in the next map due to how our units' stats compare to the enemies. 8:31 - Southern Outpost Battle(2 turns) A 3 turn without Warp almost seems possible but the enemy's stats results in the AI not cooperating, especially given we don't have a second archer. It's all good, grinding lets us access more EXP. Steel Bow is our first real bow, with 1-5 range. 9:39 - Southern Outpost Clair actually is an EXP target this time around! The absence of Faye means having her higher movement and ability to ignore terrain is relevant on a few maps to get the best turncounts. We make sure to get her Angel ring levels when she fights at 1-range to build her stats quickly. 9:57 - South Zofia 1(2 turns) We take the chance to build some more levels on Gray, since he will have to do something in the lategame. 11:36 - South Zofia 2(2 turns) Finally, infinite range Warp saves a turn over SoV! 13:10 - Deliverance HQ Battle(1 turn) I use this map to feed Clair levels, but if you were going for the turnfloor, you would want to ensure that both Tobin and Gray could promote to sniper by the end of this map. 14:32 - Deliverance HQ Python is our second archer for this run, though you might be able to ditch him in a turnfloored run. The reason Archer Gray saves a turn over him is that promotions require at least a turn to clear the dungeon encounter, and the turnsave requires 2 Bow Knights by early act 4. Gray can promote to Sniper in Deliverance HQ and Bow Knight in Sylvan Shrine, while Python does not get a second dungeon visit even if you managed to catch him up on EXP. You do need an extra combat unit who can fight at 5-range for late act 4, and Python would be a decent candidate. Anyway, Tobin promotes to Sniper. 15:22 - Zofia Castle Battle(2 turns) Python is Warped first since he needs 2 turns to rout that squad(remember that hitrates below 58 cannot crit in NES FE). 17:49 - End of Act 1 While Easy mode has a shared convoy between both armies, it does not activate until act 3.