Fire Emblem: Sanctuary of Strategy
 
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The Manual of FESS Prowess - This is mandatory reading for everyone!
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Author Topic: Chapter 8... need tips.  (Read 422 times)
Neo Juste Belmont
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« on: August 10, 2008, 01:38:25 AM »

Okay I'm in the chapter where Caesar and Raddy join. As of now, I know this chapter is where there will be very big reinforcements coming in. But the Arena is sooo tempting. And the store sells Silver stuffs.

But here's the problem: Usually I managed through all those arena with savestate and all. This time, I don't have savestate (I'm using a real DS). Now should I bother with the arena and the silver weaponry, or I should just waltz out of the place ASAP?
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Cold Popcorn



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« Reply #1 on: August 10, 2008, 02:32:00 AM »

The horde of units north of you will (both sides) will come at you in two groups. The first contains Roger, an Armour (talk with Sheeda to recruit). I'd suggest have Caesar and Raddy go shop while the rest of your guys charge north.

This is certainly not the only arena, and Master Seals are rationed to you slowly, so I'm sure it would be annoying to have a bunch of 20s around for ages. I'd suggest to pass this one up, or use the two new guys in there if you want to use them.

Make sure to buy a Rapier and Wing Spear (if you're using Sheeda as a Peg). The boss is pretty easy, just send Marth straight over there to end it before too many reinforcements come. Marich, Sheeda and Armourslayers are good as he's a General, with no ranged attack.

Arena advice if you decide to do so at some point: Never go above 1000 unless you're VERY confidant, that's where Silver weapons and other crap appear. Marth gets promoted enemies at level 16, but he's fairly strong so he should be fine. Remember Mercenaries and Pegasus Knights (and similar) are probably the best arena fighters. For thieves and new recruits try to go under 800. Try and quickly calculate the likely outcome, and if in the next round you have a chance of dying, quit. Some characters just suck in the arena, don't push your luck with them.
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SlippyToasterTrooper_UK



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« Reply #2 on: August 10, 2008, 04:21:50 AM »

This chapter is a lot more managable since the big horde of reinforcements don't appear until you cross the bridge.

As for the arena. I had two teams for this map really. Oguma, Navarre and Marich (he can use staves when promoted so the WEXP isn't a waste) took on the Arena. Marich was a priest for healing either of them and I rotated the two. The main thing to remember in this arena is always be equal of ahead in HP. Since you get first strike that is why equal is fine. Say both of you have 20 HP and are doing 5 damage each. Also since they are one group the rest of the army doesn't waste any time you can replace Marich with someone else if you like...for a later map I use Zagaro.

The rest of your units focus on clearing the map. The horsemen are pretty hard to choke point since you have to be in attacking range of their group to lure them and the nearest choke point to that has two square Doga and the new guy should occupy but watch out for terrain the horsemen will try to march over.
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Celice
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« Reply #3 on: August 10, 2008, 08:44:48 AM »

Quote
This time, I don't have savestate (I'm using a real DS)
Flashcarts make it happen ~_~

Quote
This chapter is a lot more managable since the big horde of reinforcements don't appear until you cross the bridge
For me, they started pouring out when Kashim moved a little closer to the northern-middle forts


The chapter was a lot more fun when the semi-endless array of reinforcements actually came after you, and the town had walls, not pillars.  I actually preferred to set down there and take them all on--it got boring when I couldn't finish a few off and ended up having them running to their forts to heal >.<
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