Fire Emblem 3 Book 1 100% Growths [except Marth's Defense] LTC Chapter 1 - Chapter 5

Full recruitment, deathless. ‪@MoogleBoss‬ ' run and ‪@Topazd255‬ 's notes served as valuable reference. This entire run took a day to record - it just integrates a discovery made by Topaz into the already existing LTC by MoogleBoss. This version of the War of Shadows cuts out a few characters(Wrys, Darros, Roger, Jake, Beck, Gotoh) and maps from FE1 (Chapter 4, Chapter 8, Chapter 13, Chapter 18, and Chapter 21), but also takes away a copy of the Warp staff, and forbids repairing Warp with Hammerne. This means there is a bit more of Marth walking, but fewer turns overall. The game also has different mechanics like dismounting which adjust the strategies somewhat. You'll notice I actually keep animations on during this run. This is because this allows some amount of RNG manipulation on enemy phase based on how quickly I advance textboxes as this game also uses RNG that advances every frame(different formula from NES FE though). As for the question of Marth's Defense, there is a certain lategame map where we want Marth to have less than 15 Defense. I end up having him stop at 13 Defense because I made an off-by-one error while planning the run. I believe that these turncounts should be achievable on cartridge, though you probably would want to grab an extra resource in a certain later map to compensate for Resistance growths being 3%. Timestamps: 0:00 - Chapter 1(5 turns) Wrys has been removed, meaning Marth can beeline for the seize point. As with any iteration of the War of Shadows, Marth needs to be trained for the best turncounts, and in particular, he needs to hit level 5 by Chapter 5, so we will be conscious about feeding him kills. Caeda is our first flier, and while she won't promote until after it stops mattering, she will still have to do many flier things and as such is another EXP target. Finally, we want to train up one cavalier to be a competent high move unit, and that will be Abel (since I used Cain in FE1). 5:36 - Chapter 2(4 turns) Without Darros, nothing holds Marth back from the seize point. Due to the terrain, the gold village actually costs a turn, so we have to skip it. Ogma is trained because we want an extra competent 7 move infantry unit for Chapter 14, though he never ends up promoting. Much like FE1, FE3 Book 1 Medeus is extremely bulky so we need to prepare a specialized Medeus killer. In FE1 the killer had to do it from 1-range, while here we need someone who can do it from 2-range. Castor is the ideal growth unit for this job, with his 6 move as a Hunter, and his 9 move promoted also is nice on one map. There is a lategame prepromote who can do this job with some statboosters, but I didn't really think of him when I was working on the run. 11:38 - Chapter 3(5 turns) Lena brings us Warp, but given its reduced availability, we're a lot more particular about when we use it this time - we want each use of the first Warp staff to save at least 4 turns(and most of the uses save at least 5). I end up training Lena to promotion just for the heck of it since she has a lot of free turns, but it is definitely not necessary. 17:43 - Chapter 4(7 turns) Recruiting Merric takes 2 extra turns. Marth wants to hit level 5 by the end of the map. 25:42 - Chapter 5(2 turns, 1 Warp) This is our first indoors map, which forcible dismounts mounted units to a 6 move Knight class that wields swords. Marth normally would only reach the throne on turn 7, so the Warp use here saves 5 turns. Marth needed to be level 5 to one-round the boss with a hit + crit from the Armorslayer - Marth's bulk is not great at this point, so we don't want him facing multiple rounds of combat with him. The reason for the steep benchmark is that the boss is unusually bulky.