NoWorries presents: the "How to" for speedrunning Shining Force Game: Shining Force I System: Sega Genesis FAQ: Beating Shining Force I in under 7 hours Written By: NoWorries Allowed Website: www.gamefaqs.com www.neoseeker.com www.supercheats.com *If you have a website you would like to post this at just shoot me an email* **As always, the most up-to-date guide will always be found at gamefaqs** Version History: 1.0 Submitted 28 of May of 2014 AUTHOR'S SIDENOTE I have an actual recorded run available to watch. It's slightly slower than my best time, but it at a minimum gives a decent showing of strategy and movements for you to "follow along" if you need. HOWEVER It is NOT currently uploaded yet. I'm still in the process of debugging and making the video quality better so it may take some time. When it is uploaded, I will update this so you can know. You can also check my youtube channel: https://www.youtube.com/user/tskisoccer To watch for yourself when it gets loaded. Warning, I'm not a big contributer of youtube so my channel is extremely boring. Though, I hope to get several runs up sometime in the near future. It's just time consuming and frankly time is what I don't have a lot of. Thank you ~NoWorries, aka tskisoccer ------------------------------------------------------------------------------ Table of Contents 1. Introduction Character Overview 2. The Guidelines 3. The Walkthrough Chapter 1 Sidenote: Stat Consumables Sidenote: Hero Deaths Chapter 2 Chapter 3 Chapter 4 Sidenote: Levels Chapter 5 Chapter 6 Chapter 7 Sidenote: End Team Chapter 8 4. Discussion End Remarks Collecting the Sidenotes Abuses and Glitches 5. Conclusion ------------------------------------------------------------------------------ -Who should be reading this FAQ?- #The NoWorries Contract to Greatness I put this in every faq I've ever written, and it goes something along the lines like this. By writing this, I commit to you the reader that I will bring to you not only my vastness of knowledge but do it with a sense of humour. I understand it's easy to get bogged down in detail as well as a mush of opinion but I strive to bring you something more than just a guide to greatness. So who should be reading this? This is a guide on how to beat the game, Shining Force, in under 7 hours. It's a speed run. It's hard, it's tedious, it may test you at moments, but rest assured it is a good feeling beating the game with half a team of level 6 promoted heroes. There is a great level of expert required skill for this run so if you are a newer player I don't want to discourage you from trying this but it is going to be hard. For the more veteran players, I wish you the best of luck. There will also be an accompanying video available on youtube on my channel which will be a complete runthrough of the game. That particular run is 6:55 which is far from my best though it still shows the good helpful ways to beat things as well as it was my first time recording myself so there were definitely mistakes made. But besides that! Let's move on with this ------------------------------------------------------------------------------ When it comes to speedrunning, there's always some rules, restrictions, and guidelines to be set forth. For Shining Force, there's nothing completely radical or insane to be made aware of. The game itself is extremely simple, take Max and your team of up to eleven other characters and go forth into the rather ordinary world of Rune as you battle your way through thirty battles to vanquish Dark Dragon and accomplish one of the more reasonable RPG's for speed running. Oddly enough, later Shining Force games are much more difficult to even consider speed running as the games themselves are much longer as well as the victory conditions for a number of battles is "kill them all" whereas in glorious Shining Force I, we will be killing them all only a handful of times. Right away you're probably thinking well that's just dumb. The game takes 10 hours at least, your party would be far too weak to actually beat some of the battles, and just a couple of those first missions: how do you not kill everything? What about the rng (random number generators)? How do you now kill yourself over that? Trust me, this is a question and a topic I've debated a number of times with my older brother Frolki a number of times. The beauty of the situation is that because the game operates on rng (but not TRUE randomness) there are certain patterns and exploits to be worked out. Things like, Domingo's and Max's tendencies to get focused over their allies is an exploitable factoid; whereas getting Max to point A in a number of spots, winning the battle despite there being a batallion of Rune Knights storming down his throat is a purposeful aspect that they the game programmers put into the game that one might as well exploit. So how long does it take? As of right now, the time is highly variable as the path continues to get improved and continues to change as newer methods are developed. Dark Kobold would say that it takes just under 2 hours to beat the game using tas (tool assisted speedrun) and that's using Lua and matlab to really take advantage of the rng. Some of the people on the sgd (speed gaming demos) would say the time is right around 7 hours. The ideal time I have plotted right now is on the lower end of that, about 6 hours, maybe 6 and a half. My personal best right now is the 6:45 mark. As for some of the most "specific" things regarding speed running, the first and foremost is that this is "rts" or "real time strategy" or "real time playing" AKA playing on a console and not an emulator. This is done for a number of reasons and the biggest is the obvious difference between tas and real time running. This is where the rng would seemingly get in your way and make a glorious mess of things but that's where knowledge and skill come into play and give us the advantage over the enemy. So what do we have going for us? Luckily, there's not a whole lot of variable concerning the things that matter most. Misses, level ups, enemy movements, those are all rng and for the most part, we cannot control those. We can control however things like, starting stats, people in our party, our hero movements, in battle saving, as well as things like enemy placement and victory conditions never change so we know exactly what we are up against every step of the way. We also have something else handy, and that's magic. Shining Force I was the only Shining Force to include this style of magic and I'll explain slightly better how this works. In Shining Force (SF), your hero's level is continually remembered by the game engine. You can promote at 10 all the way up through level 20, and when you promote your level number resets to 1, but your hero's level stays at where it was at. The biggest and most obvious way to see how this is exploited is using Khris as she learns Heal 4 at level 21. If you don't see where this is going, try leveling her to 20 and then promoting her; she'll learn the spell with the promotion as she is now "21" even though she was 20 just a moment ago. The advantage here is that we have access to some extremely powerful magic in the game that normally is impossible to learn due to the learning curve of experience caps. Tao learns Blaze 4 at 20, Anri learns Freeze 4 at 23, and Domingo is a pain in my bottom but he learns it at 26 so even among those 3 heroes you can see how much more effective the ladies are as they learn their spells much quicker as they never have an experience cap problem. In SFII and later, they fixed this by giving hero's "true level" which resets upon promotion to the original amount, 20, so a spell that was learned at 44 for example, could only be learned at level 24 promoted which for speed running purposes is impossible. In any case, let's get on with this. Character Overview This is a very quick "spoiler" style section so that you can have an idea just what each character will do for this run. As it is a speed run, every action, every choice, every character; they must be important otherwise we are losing out on valuable precious seconds. Things like moving right to the shop as opposed to left to do other stuff first... it all makes a difference and adds up. I suppose a quick note; I'm not getting all the characters. Some people have discussed "100%" for this game including all the characters but let's be realistic. There is nothing in this game that actually counts (or is countable towards a goal) that could be considered "100%". For example, Donkey Kong 1, 2, and 3 all give the percent completion due to the sidequests in the game. Banjo Kazooie has a definitive "100%" if you get all the notes, puzzle pieces, and break all the doors getting all the cool stuff (Cheato maybe not needed). In Shining Force, there is none of that. What's 100%? Grab all the chests? Kill all the monsters? Find all the useless items hidden throughout the game? It makes no sense. Therefore, the game is technically "any percent" as we don't grab all the characters though frankly, defining "100%" as getting all the characters is lame in my opinion. Anyways: If you are familiar with my character guide available on gamefaqs, that will help you to understand my stance towards certain heroes. The "Required Bunch" This is everyone you either use, are forced to use, or serve some purpose. It is different than the next section which includes some required characters, but they are never placed on our team and we will never need their services Max You have to have him. It's alright, he's quite good at the end with Bolt 2 and Freeze 3. However, through most of the game he is an absolute pain in the ass to deal with trying to not have him die Ken A much better Knight than Mae, his shining moment is his starting spot for Battle 9 allowing you to "skip" it one turn faster. Allow him to perish in Battle 10 as Pelle is superior Though, if (and this is getting ahead of myself) your gladiator is not level 10 by Chapter 4 (so if Gort isn't a level 10 Warrior), I'd suggest in lieu of using Gort, just keep using Ken until you later have him perish as the Power Spear provides much more utility than Gort with the Middle Axe. Gladiators are cool but if you can't have one by Chapter 4 it is not worth it. Trust me Mae She's useless. Her Bronze Lance is good for Ken, and she can tank some, but as a fighter she's useless. Use her for Battle 3 and let her taste the cold steel of a Rune Knight Pelle He's amazing. He comes and is fantastically strong and stays that way for this run. With no 20/20 Arthur to contend with, Pelle will nearly always be used and you'll be very happy Vankar The less incredible knight, Vankar tends to stick around for a while. He is much better than Ken but not as good as Pelle. He'll be in your final party most likely Kokichi The winged knight of legends. He's awesome for this run and largely the reason why this works Luke Our first Gladiator to be, he's very useful thanks to how utterly obscene his base damage is. However, his growth is much more akin to Arthur and after Chapter 3, we will be encouraging him to "seek alternative means for success" In a more recent run, Luke perished just after performing his task in Battle 2. I forgot to revive him, and went ahead and just played through without him. Surprisingly, you don't need him. So don't freak out if he dies sooner on you Gort This beefy Warrior is the ideal choice for a Gladiator who can wield the Atlas with much success Tao She's a pretty lady and useful for power runs. Here for a speed run she's beyond ideal and works wonderfully. If things go long she only gets better with age with Blaze 4 one shotting almost any unit in the game and Boost if it goes really long is very helpful Anri She's honestly the worst of the mages for this run due to her very low levels. That aside though, having another Freeze 3 for the end is very helpful and magic damage will almost always be better than physical for much of the game outside of bosses Alef You really only need her for 2 battles which is fine though she needs to be in for others because she needs to level twice. Bolt 2 is just that helpful here that it is worth it. In 28, Colossus, bolt 2 works on the Chimaera/Dragon force as well as later against the line of Armed Skeletons and Horsemen. For Dark Sol those enemies group up nicely and she roasts them well for us Domingo He's really the other reason why this works. Once you have Domingo and Kokichi it pretty much becomes the flying duo run while Max flits along with them hoping not to die. His ability to get focused is very helpful, but the flying mage portion is helpful for setting up kills, snipes, and skipping battles Lowe He's useless and I hope you have him perish in the first battle. We don't need healers in this run Khris She's rather useless too though you need one of them for the Shade Abbey battle and since she joins later than Lowe, I'd say use her. Afterwards you can prepare her for the "Great Beyond" and never use her services again Torasu This guy is also largely useless. However, as we can't really have 4 mages Max and 7 other strong fighters (not enough experience to go around) the reason Torasu works is Aura but mostly, he starts with Shield which is invaluable against Dark Dragon and Colossus to some extent. Shielding Max and positioning him so allies can't get affected is a great way to abuse beating Dark Dragon at such low levels. Note that it is useless against Demon Breath so the main head needs to be brute forced Hans He's the only required archer for this run and his use lasts two battles. Archers barely gain attack and are dependent on arrows they may never get to use. We won't be using them much, mostly because Kokichi fills that role way better Balbaroy Ah ha he's much better than his wife. Better starting stats and better promoted stats, while he won't be in the final fights (no reference intended) he is simply invaluable for sniping until Kokichi and Domingo come along Amon Sadly we won't be using this chick (no pun intended) a whole lot. Balbs has better starting stats so let her get axed right away Zylo He's invaluable again for several battles. However, DON'T EVER promote him and be prepared to part ways with "Zappa" once his attack doesn't get above 30 or so. Don't even think about promoting him and then trying to work with him, 22 attack is simply not going to cut it Musashi There are few words worthy to describe Musashi. He brings your best non legendary sword weapon to the team, he hits hard, he has amazing defense, he simply rocks this shit Hanzou Hanzou is underwhelming to say the least, though he joins and will probably be better than almost every person on your team except Musashi. His high speed is an ideal Power Ring wielder not to mention giving him Shower of Cure is nice too as he can refresh your team for ya The "Not so helpful for the Speed Run" ^^^Pretty self explanatory no? Arthur We won't be seeing much of him this run. Shame Guntz The huge tank-like Guntz will not be seen this run Though, in my most recent run, Guntz was still waiting for me in Pao, despite not having done any of the requirements to get him. I don't know if it was a glitch or if Kokichi is the only hero you actually have to do the stuff for to recruit him but it was quite amusing Ernst We are forced to recruit him but don't use him. He kinda sucks Gong Thankfully we don't ever have to see Gong as he both doesn't get a weapon and is a slow healing healer. Skip him Diane Yup you don't actually have to recruit Diane. I'd suggest taking advantage of that situation as you really don't need her, at all Lyle He seems like he'd be amazing, but what you find is that he only gets to fight with your team about 7 times and is expected to both get promoted and not suck. It really doesn't work out. I'd leave him with the children, they need a guardian Bleu The baby dragon couldn't hurt a fly. He's slow, and doesn't move far. Bleu simply has no place on your team for this run Jogurt HAHAHAHAHA Adam He is actually required though his recruitment is very easy and doesn't take any extra time. But I still wouldn't use him, ever. Probably not even for a power run, he's really not worth it ------------------------------------------------------------------------------ 2. The Guidelines As with any good challenge, we have to have order and guidelines to measure fairness and have accuracy for what we are accomplishing. So here's the list: 1. Time starts after naming Max. Not in that screen, but when you actually accept the name for him and the game begins. This is done mostly to reduce the frustration of speeding through naming, not to mention gives you a chance to be creative with the name and not worry about it adding time. Time ends with the lethal damage being dealt to Dark Dragon. Not at the beginning of your attack, but once the damage is dealt and he has faded from sight. 2. For Chapter times, (with the exception of the first chapter starting), time starts after you get the option "would you like to save?" That is coincidentally the end time of the previous chapter. This is the only real moment when taking breaks is acceptable as the chapter has ended but the next one doesn't start until you click yes save. For Battle times, time starts when the screen goes black and you hear the "click click click" of the battle starting. Just like for Dark Dragon, time ends when you "finish" the battle. For boss/kill all battles, when you have dealt the final blow is your victory. However, for entering town win conditions, you're time ends once you say "yes" to Nova to leave enemies on the battlefield 3. Just to reiterate, this should be done on console and not emulator. I understand many people don't have consoles or would prefer to play on an emulator. That's fine, just be prepared to receive grief as it's not what is "standard" by the guidelines set forth. Assuming you don't use any save states to "abuse" the rng, it could be questionably OK though a number of spots use in battle saves (IBS) which for an emulator takes less than a second to both use and to save whereas the console can take 5 seconds each time rather easily. Other than that, I don't think there's a whole lot else. There's no known obvious glitches to abuse, there's no super skipping ahead or anything like that. Just our wits versus the game! Let's do this! ------------------------------------------------------------------------------ 3. The Walkthrough Chapter 1 It makes hardly any difference, but naming Max only a single letter as opposed to Max (call him Z or A for example) is a tiny bit faster, or as Kobold put it, saves 29 frames I think is what he said. Not a lot, but certainly "worthy" of mentioning. Anyways... the game starts up, you talk to Lowe and we're ready to go. Now, I imagine we can't skip getting the basic core heroes without tasing so go right to the King (the lady in the central walkway can block you so be careful). For text, always holding up or down makes it scroll faster and I found holding B instead of A or C is safer as you can't try then talking to someone after it ends. Just be mindful of spots where you need to say yes so you don't cancel out right away! Now head south, get your team to join, return to the king (not return of the king) and get your 100 gold from the king. I suggest spending it all on medical herbs, giving 2 to Max, Luke, and Ken, 3 to Tao, and 1 to Hans. You could sell both wooden staves here as well but we shan't be needing more than 10 herbs until we start buying seeds. Now head to the gate and get this thing started! Once inside the battle, I turn off battle messages and turn up the message speed to 4. The only place where this makes a difference is in healing which we will use some. If you really need the messages on so you know how much you did, that's fine. It really doesn't make that much of a difference and Dark Kobold has said something like, "doesn't actually save that much time," or something like that though it would be interesting for him to replicate his two hour run with messages on to see if it does add time. Anyways Battle 1 Ideal 3:34:5 My Best 3:34:5 This is about as ideal as it gets, as such this is the current ideal time which is also my best time. The strategy is simple, but what has to happen in this battle is rather complicated so here's a short list: -Max must level (+1 attack, +1 defense is a minimum) -Tao must level (+3 magic points is a minimum) -Lowe must die -Hans must die Those four requirements set up Chapter 1 to be extremely fast for you, so if it doesn't happen, I'd consider restarting. Tao can get 2 MP, it's not like "huge" but it's certainly annoying as +3 gives her an extra Blaze for the next battle. It's more important that Max and Tao both level, and Hans and Lowe both die. We don't need either of them and they slow us down by about four minutes or so in this chapter. Strategy-wise, it's pretty simple. With Ken/Luke positioned on the right side with Hans or Tao within range, you can take out the Rune Knight in a single round. The trigger for the movement of the second batallion is that Goblin who is offset from the others. It looks like Space | Goblin | Wall | This row is the trigger Hole | Goblin | Goblin | Space Once you move up there, they move down. I tend to put Lowe on the "Space" while moving the others up the side. He takes a few hits but like I said, getting him killed is super helpful for speeding things up. Once the Rune Knight dies, the battle ends. Go ahead and give Max the Short Sword and Luke the Middle Sword. Battle 2 Ideal 9:00 My Best 9:22 I hope you did those four requirements, as it makes such a difference (this is really the only spot in the entire game where stats matter, Max getting +1 attack and Tao getting +3 MP as opposed to +2). With Hans and Lowe dead, our movement is very easy. Ken can move up one, Tao move 2, Luke move 2, and Max complete that little trio. Now as you're moving up, don't block Tao or Luke. For Goblins, Ken/Max will do ~4, Luke will do a minimum of 8, and Tao does 6-7. As you can see, a Luke+4 kills a Goblin while Tao can roast several bringing them low. However, Dark Dwarves pose a problem (2-3 from Ken/Max) so guaranteeing Tao has 6 MP to Blaze all 3 Dark Dwarves helps a bunch (minimizes attacks on them then with Luke killing them instantly). To win, have Max one spot to the right of the bridge. Luke attacks the dwarf and Tao blazes; then Max sneaks in for the win. If Luke dies, I wouldn't bother reviving him. On my most recent run he perished and I completely forgot to revive him and was like "oh shit" but I actually crushed my best/ideal time for Battle 3 without him there. He's not a required character, and really only serves a purpose for Shade Abbey in all reality though with him not stealing experience your team will be much better equipped to deal with Shade Abbey (and Luke only blocked a single Zombie anyway) so having him die is actually not a big deal. Obviousy if Luke dies, don't buy him a Short Axe. Inside Guardiana, there's a couple things to do. First, go recruit Gort and then go and buy Luke a Short Axe (giving the Middle Sword back to Max). Go watch the King die, recruit Mae, plunder the top two chests in the treasury (not the most top one, just the top ones left/right in either column), and then head to Nova. THIS IS IMPORTANT. Whenever you have quite a bit of swapping to do (items) using Nova can save quite a bit of time as he is less clunky than just manual swapping as he allows for multiple swaps. Anyway, while there make sure to give Mae's Bronze Lance to Ken and then head out. Don't worry about healing items unless you used all 10 Herbs already (because you only need about 10 for most of Chapter 1). Use the Defense Potion on Max if you haven't already. ------------------------------------------------------------------------------ #side note# We get 5 stat increasing items in this game, defense pots, power pots, breads of life, legs of haste, and the turbo pepper. This is the rule of thumb: Defense pots --> Max Max needs to be hit a number of times so making sure he can get hit 3 times as opposed to 2 is helpful through these. By level 3 Max should gain +3 defense but he can easily have 1 or 0 so use these liberally as these are the most useless in the run. Any leftover use on Domingo (Max should stop getting hit after chapter 2 so you can save them from then on, though it is important to ensure that Max does not die in 2 hits from a Gargoyle. As their attack is 26, making sure Max has a ratio to require 3 hits is very important) Power pots --> Balbaroy These things serve really one purpose, letting Balbaroy snipe. The first 2 you get in the game are going to Balbs for +4 to his attack, this alone cuts down 90% of the trouble later in the game. Later on, he'll get promoted once you get the handy dandy Broad Sword as that basically gives him +4 more attack. The other Power Potion we will most likely skip as it is out of our way and at that stage of the game +2 will hardly make a difference Breads of life --> Domingo His best use outside of having magic is drawing aggro, so give him the bread to help him out. You can consider saving a couple though to make sure people have at least 22 life in chapter 7 and 8 to survive the beam attack from the robots. But I'd mostly just use them on Domingo =) Legs of haste --> You only get 1... This thing is worthless due to the fact you only get 1. As it is, use it on Anri. Her agility is not stellar and just +5 (from the Speed Ring too) helps her a bit. Alternatively, I've used it on Balbaroy to ensure that he goes before Kokichi in the Tower of the Ancients. Turbo Pepper --> Musashi I'd prefer the Mobility Ring to have another, but as it is, the most important person to increase is Musashi as he can't fly like Kokichi can. Without the Turbo Pepper, Musashi is much slower, so give it to him #ring side note# While we're at it, let's address the rings Power Ring --> Generally not to be put on your best person; it needs to be on a fast person capable of boosting your team. Often Balbaroy will hold it for sniping bosses Speed Ring --> Generally it's going to be on Anri (though before she is 6 be careful otherwise she'll go before Tao and that's not good). There are a couple spots though where this will go on your sniping hero to be used for a neat little glitch, the Speed glitch. Basically it works this way. By moving someone, then equipping this at the end of their turn, they will get their turn much sooner the next round as their agility is boosted (as close as we can get to tas manipulation). This only works at low levels (like not post 6 or 7 so much) and only in a handful of spots, but it can be helpful (most noteably for Balbaroy in chapter 5) Mobility Ring --> This thing gets handed around a lot to whomever needs it. Generally it'll be on Tao or Musashi, though it'll be everywhere #End side note# ------------------------------------------------------------------------------ Battle 3 Ideal 8:32 My Best 8:32 This is a tricky battle but surprisingly short when you sneak Max in like a fairy. With Mae, move her to the spot that is up one, left one from the bridge (basically not the point where the rivers connect, but one lower). This will choke the bats off and she's rather expendable so it works well. Everyone else needs to kill the Dwarves as best they can while Tao can blaze each bat individually leaving them for someone to hit them. If you don't miss them at all, you're set up for a sub 9 minute. Now moving up, we need to do two things, herb anyone who is wounded (only herb Mae if everyone else is healed), and be mindful of the trigger. Notice that strange strip of land above the other spot where the rivers connect? Not the connection closer to the Rune Knights, but the other one. That line is the trigger for the remaining enemies to charge. The gameplan (while healing) is to position ourselves on that line. It should look something like Mae | Ken | Tao | Gort | Max | River | Rvr | Rver | Rvr | River There will be some space between you and the Rune Knights. Now we want to avoid deaths here, and the movements need to go something like this. If you can, time your moves with the enemy taking their turn (a good clue of this is when the Bats get their turn as they are very fast and tend to lead each round). From where Max is currently, he needs two turns to make it into Alterone so you need to move people up. Your best bet is to try and "wall" so that no Rune Knight can block Max entirely into Alterone. It basically looks something like RKnt | Alterone RKnt | Alterone 1 | 2 | 3 | 4 | 5 | 6 | River 7 | Rver | River 8 | Rver | River That is your basic target region to get there. Max in any of those spots can make it to Alterone, but obviously you need him to not die/get surrounded. Ideally, you can get Max to spot 2 or 4, Gort to 1, 2, or 4, and Ken to 1 or 3. Tao can't mvoe well but she can usually get to 5, 6, or 7, while Mae can move up almost anywhere and stand in a blocking position. It's tricky, but not hard. Anyway, now that we're inside things are very cool. Go ahead and strip Max of all his stuff (give his sword to Luke or Gort) and begin looting Alterone. In the shop where you talk to the fine gentlemen letting you into the castle, just grab the left most chest (healing seed), and in the top right house, just grab 4 3 2 1 chests 1 and 3. Don't forget to get pushed by the lady into the river for the other chest as well; but skip everything else. Inside the castle, loot the backroom (skip the right chest) and that's all (the chest nearest the dragon head has a healing seed, grab it now if you're very low on healing though we get to have Khris for a couple battles now. Otherwise grab it on your way out of the chapter). Do what you need to do and start the next battle. IF Luke is dead, the middle chest in that backroom is the other Middle Sword. You can skip it: Bread of Life Middle Sword Medical Herb Defense Potion See so normally you grab all 3 on the left but if Luke is dead, you don't need a third Middle Sword so let it go, let it go, can't hold it back anymore. Let it go, let it go, This song is too addicting >.> Battle 4 Ideal 11:36:5 My Best 11:36:5 You don't need Hans, Mae, or Lowe for this (or Luke!) By going clockwise (which is up as opposed to right) the enemies group up much better into 4 groups basically, the bats and rune knights (2 and 2), the reinforcements (2 more bats), the never moving bridge knights (2 of them), and the final frontier which is the 4 dwarves and archers and mage so you can see the importance of Tao having at least 17 magic so she can get off 3 blaze 2's and a blaze 1. Mine only had 16 so I opted for 3 blaze 1's but in either case, the battle is much easier this way due to enemy groupings and if you can happen to not get misses on bats (combined with at least 1 blaze 2) sub 12 is very much possible. Just know that the end group (the Dark mage, 2 Elves, and the Dark Dwarves) don't ever move once they're in position. Once you end the battle (first kill them all we've had darn it!) sprint to the king then use the dragon head and bail out on this chapter! Ideal 45:00 My Best 45:46:8 For this best run, my second battle was slow about 40 seconds and I bought a Short Axe for Luke though he was dead >.> but sometimes you forget things like that To think that my first runs at this game I was over an hour and now I'm under the sub 50 minute mark... It's amazing and shows (1) how the rng can really mess with you and (2) how the strategies continue to improve and get better and even less rng dependent. In fact, I am trying very hard NOT to have any rng dependent things happen because it's hard to replicate. If you do get rng lucky (like double crits on Marionette or something) that's awesome but don't count on it, ever. Vice versa, it's why we're not relying on levels or stat growth because those are so rng dependent. Anyone familiar with my character guide should be familiar with that, and in particular, if you look at Musashi you can see his 11-13 levels have had some nice bumps; though not one time so far have I managed to get him to gain an attack. He may get more tankier, but at that point it's pointless due to all the defense piercing. It's a seemingly short chapter, though actually one of the longer ones in the run. Things that can screw you up: unlucky misses, unlucky enemy crits, and unlucky movement. If all goes off well, you may break 50 minutes which would be awesome. The question you're probably asking is what about hero deaths, so let's side note for a moment. ------------------------------------------------------------------------------ #side note, Hero Deaths# If Max dies, if it's chapter 1 just restart the run. Later on, just hope he dies quickly as opposed to being almost done with the battle. If Tao, Anri, Domingo, Gort, Pelle, Vankar, Musashi, Hanzou, Torasu, Alef, or Kokichi die, you probably want to revive them after the battle. If Lowe dies, never revive him If Mae dies, never revive her If Hans dies, never revive him If Ken dies before the end of Chapter 2, we need to revive him. We simply can not use Mae as a substitute due to her positioning in Chapter 3 battle 9 as she starts one space to the left of where Ken does and Ken starts just perfect for moving to block for Balbaroy. After that, if he dies don't revive him. It is possible if he has 30 health, 12 base attack (27 with Power Spear) and 11 defense that he could be a more viable choice than Vankar though that is extremely unlikely (and Vankar tends to get axed by Chapter 8 anyway so it doesn't matter that much). If Luke dies after Battle 2, he's served his purpose. If Khris dies before Shade Abbey, you'll need to revive her or Lowe for Shade Abbey, and then have them die again soon That's it for now, we'll cover more later #End side note# ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 2 In Rindo, all you've got to do is grab the Speed Ring (second row, third house), talk to the Mayor and move out (leave the Speed Ring on Max) Battle 5 Ideal 11:59 My Best 12:02 This is one of my most exciting improvements. First things first, if you still haven't gotten rid of Lowe, Hans, or Mae now is the time. The next thing is make sure Max has the Speed Ring not equipped. Take out the dwarves and bats (if you move to max movement each time, Ken or Max should be able to kill one of the dwarves that Tao blazes) allowing you to put people through to avoid getting choked. Try to get off as many blaze 2's here to clear things out, and with any luck by about 6-7 minutes you're heading towards Manarina. Send everyone left and careful to not block Max or Tao. By all going left, the troops never organize leaving themselves spread out which is quite nice as Max is less likely to die though you have to be careful as they tend to not aggro unless they can move within range and attack. As Max can only move 3 spaces through the desert, he needs 3 turns, going 1, 3, and then 3 into Manarina so good positioning is key, and basically on the turn before moving into Manarina equip the Speed Ring. This is an interesting little glitch that when dealing with similar agilities, will give the newly raised agility priority thus you can "cheat" and people will get their turns sooner with equipping the speed ring. Fighting up here is not nearly as important anymore because of this, it's just much more about positioning Inside Manarina, we have only 2 things to do so talk to Anri, then follow her but grab the Domingo Egg first, and then talk to her recruiting her. Give her the Speed Ring but don't equip that on her yet. Go ahead and dive into the earth... Battle 6 Ideal 10:00 My Best 10:42 This is definitely a sub 10 goal of mine. Giving Anri the speed ring before (but not equipping it) would be helpful to then not do it in battle. Tao should blaze the zombie, then Anri should (equipping the ring) kill it. Your other troops can now surround the other zombie while Anri goes and zaps the zombie near the bridge, now this is important. Do not move Tao in and blaze 2 all the bridge unless that dark mage has gotten its turn, otherwise Anri will get roasted and die. If possible, moving Ken over to spear it (if his turn comes up for example) would be a slightly safer alternative. Move and continue brute forcing, though before sending one person past the bridge, (that's the bat trigger) try to time movement with the bats turns so you can get 2-3 people across before the bats swarm. Massacre the bats and move forth, sending Ken to get the power ring. With any luck, Tao will have 24 MP (mine was no where close) but you need at least 17 for 3 blaze 2's and a blaze, but having leftover for the skeleton and mages is nice. If you have at least 2 blazes leftover, that's the best way to down the skeleton otherwise you have to get the power ring and you have to boost someone Time to go advance some story and head back to Rindo Battle 7 Ideal 5:45 My Best 6:27 Ideally, Ken and Gort could be at Marionette in 3 turns, boosted, and kill her on their fourth turn. Problem is this battle is super tricky and the lack of levels is beginning to be a problem so a slightly, 1-2 turns more approach is probably the best bet. Tao should blaze 2 the puppets off to the left and you should try to kill them asap (evil puppets the priority) and make sure Ken gets on the tent floor on this turn (go ahead, equip the ring now). This will draw the other 3 puppets down. Send Luke to the right, to draw the bats and the one evil puppet to him while everyone else forces up. The clowns don't need to be killed, the most important thing here is to BS on Ken's second turn before he boosts, that wave he can boost Gort and himself (technically, you could boost ken on his first turn though if he takes damage that's a problem we'll address here in a moment). Basically, you need 2 boosted hits to kill Marionette as no other damage really is going to make a difference. So the best way is to BS guaranteeing you get 2 boosts (so the ring doesn't break) not to mention that you don't miss a ton. It's definitely tricky but if done right with a little luck, nobody should die and you do it fast. Basic rule of thumb. If you're boosting someone you want to fight a boss, do not let them level or take damage. This will keep boost on despite any message saying otherwise After that, just grab the most top right chest for the defense pot then head out. Chat to the mayor do the whole burning thing and head out, but PS before you do. The PS is to avoid having to do a huge revival fest if this battle goes poorly. Before starting Shade Abbey, equip the Speed Ring on Max, make sure the Power Ring ain't broke (and it's equipped on Ken), and make sure Max has some combination of life/defense enough to survive 2 attacks (18/21 damage from zombies/skeletons). Use that defense pot on Max most likely Battle 8 Ideal 5:46 My Best 5:46 Boy this battle can be tricky. The general idea is for Gort, Ken, and Max in that order to choke enemies (positioning between the pews as opposed to one space below the pews is better, it draws the skeletons over faster). Tao blaze 2 liberally, Luke fight the zombie on the right, and Anri do what she can. Khris should heal whoever needs it but obviously Max is the priority. On their first turn, have Tao/Anri roast the zombie on the left while you get set up. Ken should boost Gort on his first turn so Gort can smack Skeletons in one attack. If it doesn't break, boost Max too. If still not broken, he can boost himself as well at this point. Either way, the battle is short and fast and optimal depends on how much usage you get out of your power ring Get your birds and move along Ideal 40:30, 1:25:15 My Best 44:38, 1:36:28 A collection of my best times would put me much closer, only about two minutes off the ideal time. However, the individual best battle times may not reflect the overall best chapter time Things are going to get exciting now! Meet your most helpful recruit for the next 3 chapters, Balbaroy. Amon, not so useful. This chapter was definitely one approaching the hour mark when things first started but due to some huge improvements (over 6 minutes on the desert, 4 minutes on Marionette) things have improved drastically. One thing that has made a noticeable difference, no important deaths. I know I've played this a few times, but let me stress just how tedious it is to go to priests for revival. My non battle time for chapter 2 this past run was less than 8 minutes; that's from the very end of chapter 1, all the walking around, and all the way to the very end of chapter 2, only 8 minutes! To go to the priest is first a detour, but to revive can take close to 30 seconds a hero and later in the game it can get extremely time consuming skipping the 6 dead heroes we need to stay dead. I cannot stress enough smart movements, trying to avoid the death of important heroes. ------------------------------------------------------------------------------ Chapter 3 Get excited for some new weapons! First, make sure the Power Ring is good and repaired. Second, sell Ken's, Luke's, Gort's, Tao's, Lowe's, Anri's, Khris's, and Han's weapons. Now buy 2 middle axes and buy 3 Power Spears (put them all on Mae except for one for Ken). While we're here, buy any healing seeds if you have money left over. If you can't afford 3 Power Spears, it's not a crime as we can get more in Chapter 4 without adding too much time. Go talk to the Queen but don't bother grabbing Diane, we don't need her cute face, though if you need money her steel arrow sells for a pretty penny and at this point she doesn't have to get swapped out. Alright, there's a little battle prep here. On a previous run, my 38 damage Balbs (19+4+15 or boosted with power ring) did 22 points of damage and killed the dark mage by himself. Amazing. The problem is that won't happen, ever. Now take it from me, relying on killing the mage on turn 3 is tricky, as the Dark Priest will likely heal the mage and by turn 4 you're approaching 5, 6 minutes and problems. If you don't see where this is going, before going to the battle head to the Priest and save your game. Now use your two power potions on Balbs to raise his attack by 4. Could 3 be enough? Maybe, but I'd rather not risk it, as 2 is definitely not enough. If you get a +1 attack, reset, using that PS. While each game reset takes about 10-15 seconds depending on how old the console and whatnot (or Wii versus Genesis) you can safely do this 7 or 8 times before you should really get concerned about wasting too much time because it really does make that big of a deal. Not just for this battle big of a deal, but down the road it just makes Balbs a much more viable ally to keep on your team as opposed to ditching after chapter 5 like many of your allies. In a more recent run, it took almost 4 minutes to get the +4 attack for Balbaroy. It is still worth it. I just want to stress that Battle 9 Ideal 1:33 My Best 1:33 All you do: Balbs moves one spot right of the stairs, Amon below him, and Ken below her. With Balbs boosted, he kills the mage on his second turn and thus you end the battle very quickly, potentially closer to a minute depending on when Balbs feels like getting his turn. It would be nice to turn around and leave but we need that moonstone. Have Max grab it (Tao's dress is her searching down in the bottom left corner if you want) and head out. Get the Lunar Dew and go recruit Zylo (just stand in front of him and use it, don't talk to him). Now we need him and we need to start planning a bit here so head to Nova. Also don't forget to 'recruit' Kokichi by watching him fly his cruiser. Battle 10 Ideal 13:30 My Best 14:09 The strategy stays largely the same though the tactics are different. At the beginning of the level boost Zylo, if it breaks, head back and repair it. Now don't let him take damage and he can kill up to 4 units, though 2 skeletons and a pegasus knight work well. Basically move Max up everytime, and use everyone else to fend off the troops. But kill everything, it's faster than walking into the bridge. Try to have Ken, Luke, Amon, and Khris perish here because their services are no longer needed. Strangely enough for Zylo, IBS is faster than going and repairing so I would just opt to do that for this battle instead Battle 11 Ideal 4:59 My Best 5:04 Not much to say, fly Balbaroy over and kill the Silver Knight before the Laser Eye attacks. Boost him about a turn before getting there and I'd suggest Speed Ring glitching on his second turn (equipping it at the end of his second turn) as this bypasses the Pegasus Knight movement and keeps his speed higher for the battle. Ideal 28:00, 1:53:00 My Best 29:30, 2:07:32 If you get a sub 2 minute for 9 and a sub 5 minute for 11 you are set up to go out quicker than 30 minutes for this chapter which would be outstanding. As it is, sub 35 is really what you're aiming for and that comes from cutting out (or what I call from here on out, skipping) battles 9 and 11 and just doing the best you can in 10. ------------------------------------------------------------------------------ Chapter 4 Holy crap, quite a bit to do now. First, go right to Elliot and talk to him. Now return to the first wagon and grab the chest and talk to the shopkeep; selling Pelle's, Max's, Balbaroy's, and Amon's weapons. Buy 2 long swords and any power spears you skipped earlier. Go talk to the "queen" (grab those treasures too) and let Pao leave. Kokichi will join as well as Vankar can be found standing bored. Now head up to Nova for some serious swappage. Our team is going to be Max, Pelle, Vankar, Gort, Tao, Anri, Balbaroy, Kokichi, and Zylo with 3 dead people. It's weird isn't it? We almost have our final team it's kind of scary. Battle 12 Ideal 15:00 My Best 15:39 An update from the previous run. It is "faster" to do a sneak and just try to get the heat axe and avoid killing everything. However, it is barely faster, maybe a minute or two, and you miss out on tons of experience. The best bet is to plunge forth into the wild and massacre everything for experience. Once you get near Elliot boost people who are not close to leveling (and ranged helps) and beat him down. Now, head into Pao. Hopefully Gort is 10, promote him and give him that Heat Axe (keep the Speed Ring on him) but hand the Power Ring over to Balbaroy. Go recruit Domingo (sorry, no Guntz this time), make sure the Power Ring is fixed and your team stacked and head to Uranbatol. In this battle, if Tao or Anri are close to 12/8, it is ok to let them kill a bit extra to hit those. Anri in particular, is balls useless in the next 4 battles if she hasn't gotten blaze 2 yet. # Side note, Gladiators # Gladiators are awesome. The Atlas is a beast of burden and the Heat Axe turns your gladiators into a slaying machine, not to mention access to another blaze 2 and later, two atlases for blaze 3. It's awesome and they tend to get a good solid amount of defence early on as well allowing for slightly better tanking especially after your paladins are promoted and die if you sneeze on them. Here's the catch, if your warriors (Luke or Gort) are not 10 by this point, boot them. If by the end of chapter 5, they're not 10, they will be more of a drag than anything, as they will not get the experience they need and having a level 1 gladiator post Kane is quite worthless. Experience is very tight around here that is for certain, but take note, that if Gort or Luke have not reached 10 by this battle (though really chapter 5) they will need their walking papers signed. The last time I had a Gladiator under leveled and what not he got booted anyway as he couldn't hurt anything. Save yourself. It may increase your chapter 5 by a minute or two, but it's more experience for the people who need it and they won't be missed blocking anyway! # End side note # Battle 13 Ideal 8:00 My Best 9:01 These things give great experience! Too bad we're not fighting most of the enemies... The basic plan is to always move to the max, and kill the top door guard before the right one to end the battle (Hellhound, then Artillery). You can always attack, but just make sure you're moving well. Pelle, Vankar, and Zylo should march north (always moving to the max) so they take out the Hellhound (the two things next to it never move). Balbaroy should try to keep up but his target is the Artillery (29+ magic number so boost is fine here). You'll likely only kill the 7 most closest units towards you, but that's fine. Try to avoid getting blocked on the stairs/ladders by the silver knight/priest combo because dear god that's annoying Head through the door now, go recruit Ernst (doing it this way, we skip his long animation), make sure people are alive, the ring is solid, and then head to Balbazak (a PS here probably worth it). Battle 14 Ideal 9:45 My Best 10:15 I'm definitely intrigued about reducing this, though it's just a chaotic bloodbath. The safest plan, seems to be all squishy heroes crowding into a corner to reduce impact, while Pelle, Vankar, Kokichi (make sure he has the Power Ring back), Gort, and Tao (oh, I HOPE your Tao is 12 now) force up the left side and get to Balbazak quickly. The seabats are swarmy and annoying, but Zylo should tank them well, so if the artillery are dead you've got little to worry about other than wasting a ton of time fighting sea bats. You may want to BS here as well if things are going well because 2 boosts help quite a bit against Balbazak. The only reason I say may is because this battle is so quick that simply egressing out and starting over if things go badly won't murder your time and the experience is always nice Ideal 39:50, 2:32:50 My Best 45:19, 2:52:54 You can see that I have a bit of improving to do myself, though to be honest, this chapter signifies the start of "boss rng" becoming an issue as most of these fights become directly correlated with their length depending on how many boost misses you have to endure. Anyway, I feel it's time for another important side note ------------------------------------------------------------------------------ #Levels Side Note# You're probably wondering how the hell is this possible and what level my team is. Well, they're low. But it's not a huge deal. Because of how SFI works with levels, each level from one to another matters so little, that short of getting 4 or 5 levels, you have no guarantee that your hero is going to be like noticeably better than before (hence, the trend of always taking the new people and replacing old ones). But, there are some important levels to keep track of, if you remember, magic is one, so let's dive into this. Max, should be 9 by chapter 6, 10 by chapter 7 (no more than 10) (unpromoted of course) he becomes a caster with the sword of light Gort should be 10 by chapter 4 Pelle and Vankar at least 10 by chapter 6, though 14 and 12 respectively by chapter 6 works better Kokichi should be at least 10 by chapter 6 Tao should be 4 by battle 3 (during it is fine), 12 by battle 14, and 20 by chapter 8 Anri should be 6 by Shade Abbey (hopefully), 13 by battle 14 (highly unlikely) and 16/23 by chapter 8 Domingo needs 4 asap, and 13 asap The latter 3, are the only ones that matter. As for everyone else Lowe never levels Ken will probably by about 9 when you replace him Luke will be about 5 to 7 Khris may be 4, though 2 is always possible Hans could be 1 or 5, he doesn't change Amon may level but it doesn't matter Balbaroy can be amazing or useless, though I ditched him level 4 promoted as his attack just sucks, similar to Zylo. And Kokichi is better for sniping at that point anyway Zylo typically gets to about 16, though his usage is largely dependent on getting attack, at least 35 by chapter 6 if he wants to continue to be used otherwise he's scrapped Alef should level at least twice (to get Bolt 2) but even if she hits 20 don't promote her (unless somehow she is 20 by battle 28) but in that case you have other problems Torasu may level twice, he may also just sit there Musashi can go up to 5 levels, but he could also only level twice Hanzou probably won't level but once, maybe twice Gong, Arthur, Guntz, Diane, Ernst, Bleu, Lyle, and Adam are either skipped or never used so naturally they won't level. Basically, don't stress too much about levels. The most recent run I had only half a team, with Max, Pelle, Anri, Tao, Domingo, Kokichi, Torasu, and Musashi (Hanzou had died against Dark Sol) and things worked out. Magic is key here, as well as Musashi, Evil Lance, and the Valkyre all hit very hard so physical levels aren't important for stats. The magic numbers matter, so I'll ID those for you. Can stats make a difference? Yes, but we're not relying on them. #End Side Note# ------------------------------------------------------------------------------ ------------------------------------------------------------------------------ Chapter 5 Battle 15 Ideal 8:00 My Best 8:56 This battle is another kill em all (what, like the third one?) and isn't hard, but it can be tricky thanks to low levels and potential bad level ups. You want to divide up not because we're strong but because getting the units to us is half the battle. Pelle can head down the left side and brute force those enemies, while Max, Kokichi, and Anri are good to handle those sea bats. Domingo should move right to draw down those two, but he can move lower to the stairs, they'll follow him. Gort, Zylo, and Tao are good for helping out the right side. Zylo should just focus on moving down, once you approach the mast the P Knights will start moving (you can retreat back now) that speeds things up. For Vankar and Balbs send them wherever you can fit them in Now that we're here, grab all 4 of those chests (skip the most right one) and when you're done, get in your boat and head to the next battle. Make sure Balbs has the Power, Speed, and Mobility Ring and head out (yes there's just that little to do, like you don't even have to talk to the King). Battle 16 Ideal 3:59 My Best 4:09 We're using all the abuses here! Well not quite. We need only to kill the Mage and it takes Balbs 3 turns to get there and believe it or not he won't get attacked, especially if you fly Domingo out just a little to draw aggro (everyone else should be cramming into the stairwell to avoid fighting). Have Balbs with the Mobility Ring fly up, up and up boosting on his second turn to kill the mage on his third turn. Don't believe me? The middle group of enemies will move to Domingo and head down avoiding Balbs. The worms move up to the mage with the skeleton, and the hellhounds move down. You have nothing to fear except Balbs getting his turn before the worms have a chance to move at all. The only reason I say to give Balbs the speed ring IF you are feeling lucky you can use the speed ring glitch on the same turn you boost Balbs to maybe get his turn sooner (hence, breaking 4 minutes). I say if you're lucky though as the speed ring gives him 14 agility (assuming no levels) so it's possible that the left worm (the one we need to move) won't get his turn until after Balbs. It's not a huge deal, but it's safer to have Balbs just not get his turn right away as opposed to waiting an entire extra round. As for fighting the things that make it to your stationary force, if Balbs is less than a turn away, then just sit (unless you can kill, unless you're a mage). If Balbs has only had 1 turn, go ahead and kill whatever it is (seabat most likely). The path for Balbs, for me, was move to the max on the left side (he was one space over from the main path, and in that corner) then moved 9 spaces up, and then moved in and equipped the power ring to deliver the fatal blow Afterwards, avoid talking to people best you can and go to the king. Maybe repair if need be, otherwise, head on out. I have (on a more recent run) had Kokichi and Balbaroy both 10 at this point so I elected to promote them before leaving Waral so they could get some more experience. Balbaroy, switching to a Steel Sword stays about the same with attack and Kokichi similarly with the Lance swap stays about the same. This doesn't always happen and doesn't always have to happen. The reason why promoting them at 10 and not later than 10 is their "kept" stats post 10 are really bad until 16+. For full details, you can check out my character guide available at Gamefaqs. Battle 17 Ideal 8:59 My Best 12:02 This battle is deceivingly easy if you have some level reqs, Blaze 3, and Freeze 2 on Domingo and Anri. So being 12, 13, and 4 are very important. The general plan is, Vankar and Pelle choke the left side, Domingo and Gort choke the right side (hence, why the promotion was so important so he can level and hopefuly get one of those +5 defense levels not to mention using the Heat Axe here is quite helpful). Blast away repeatedly with magic and hopefully those P Knights stay down as opposed to go and worry me. The Gargoyle largely is useless and may try to cast muddle Ideal 25:30, 2:57:20 My Best 30:54, 3:30:48 My mages are massively underleved but things are still working out. Tao hit 12 this battle and Anri is 10. Just shows that the magic is helpful though not 100% necessary ------------------------------------------------------------------------------ Chapter 6 And now the fun begins. Chapter 6 is absolutely the hardest chapter in the game and will take well over an hour though how much longer we will try to deal with the best we can. What happens next depends on your choice though for now, I'm heavily inclined that leveling is not good and this first run will reflect no leveling in Kane. As for getting started here, this is probably the longest part of the game before we even start fighting! I spent about 8 minutes and had to do the following, promote Kokichi, Vankar, Pelle, and I did Gort and Balbaroy as well because I have a strategy for Balbs for the next couple spots though I'm not planning on using him in Dark Dragon (he has a hefty 30 attack promoted with broad sword, which isn't great, but boosted it becomes 45 for an entire level or damage so hopefully some boost glitches). I also buy 2 chrome lances (because we're getting the Halberd soon) and stock everyone full on healing seeds as hopefully this is the last time ever needing to shop except for repairs and a new axe for Gort in Prompt maybe if Gort has leveled though he will probably get axed no pun intended. As I'm not leveling I want everything I can take advantage of. I also sold all the useless weapons as I actually don't have much gold and chrome lances are expensive. All in all promotions take far too long but 8 minutes in and I'm ready to roll. Battle 18 Ideal 5:50 My Best 5:50 Yeah looks ideal right?? It's pretty simple, with the Mobility Ring on Domingo and the Power and Speed Ring on Kokichi roll out, using your other troops to take out the artillery. We have to be careful not to trigger the extra troops now so don't move anyone else forward except Kokichi who is in the mountains and Domingo who hugs the mountains. Freeze 2 + Boosted Kokichi takes out the Durahan and wins the battle. Of course use the speed ring glitch to try and get Kokichi to get his turn sooner as that's about the only thing to slow you down, of course unless he misses. But for now, 5:50 is ideal unless I manage to lower it which would probably be only to more optimized turns and movement. Inside Dragonia there's not much to do. If the ring broke repair it, and if you promoted Balbs the Broadsword is in the top right house. Other than that head into the main house to grab the halberd and shower of cure and start things up. Equipment-wise, give Kokichi the Halberd, but I'd leave everything else (Gort can take back the Speed Ring, or Pelle if Gort's not there). I would definitely priest save though because we're going to rely heavily on the boost glitch here coming up. Battle 19 Ideal 10:30 My Best 12:13 This battle isn't hard, but it is annoying. For one thing, don't move to fight Kane until you are very ready otherwise the Dullahans move and well they kill things. Very quickly. Anyway, Vankar is not so good (you could use Zylo for this though my Zylo is too weak to damage Gargoyles low enough for Max) so Vankar+Max fought the Gargoyles. This works well for two reasons: 1) Vankar sends them to ~4 health for Max 2) Max needs to hit 10 here and these things don't ignore you forever Everyone else moves forward to Kane. The Golems/Mages are blown apart by magic quite easily. You can move in people to fight just be very careful as Freeze 2 hurts and Golems can hurt the underleveled. Moving to Kane, I highly suggest a BS here to get off multiple boosts. While boosting, take out the lower Dullahan and Mage to remove them from the posse. Once they're down, you can move in though before focusing Kane I highly suggest killing the other two of his posse as both can insta-kill your party (though always have the boosts fight Kane). Kane doesn't regenerate health so assuming no bad misses you can end this and move on without too much trouble. From here you gotta head back to Rudo after doing the Kane thing; talk to both sisters and then head out (making sure everything is repaired again) Battle 20 Ideal 18:45 My Best 20:17 This is the longest battle in the game outside of 28 or getting unlucky. So let's do all we can to counter that. Once again, we're going to be boosting here, if it breaks, just head back and restart. Kokichi needs to boost himself and Balbaroy and not have the ring break. From there, they will fly south and take out 2 Belial (one will go to your party) and then their goal is to take out that southern group of enemies near the Castle (the other Mages if they do very well). Everyone else will focus on moving forward. Assuming Max is 10, have him drop his sword and try to always move forward without exposing himself to the enemy. Hopefully you have a Gladiator, Gort, so give him the Mobility Ring to keep up with Domingo. There really isn't much strategy, just make it happen. High Priests and Bowriders hurt like hell though. Battle 21 Ideal 12:45 My Best 16:26 It's tricky but not overly hard due to one really cool trick we have on our side, the boost glitch and now really introducing the Max glitch. But first, Domingo can aggro the gargoyles and tank that up; with any luck you can aoe them to death in 1-3 rounds depending on what levels your folks are at. Next, do the same with the bow riders using Domingo as a shield. Now, for the mages you cannot go past them else they charge you which is bad. So I suggest patiently setting up and then after they all move (you're slow and weak, get used to moving last now) and blasting with magic and moving in. At this point we have to take out the other Mishaela units, the belials are easy to lure with Domingo, the Durahans not so much, but here's what's tricky now. Boost glitch, to the max. Not yet, but when killing off these last couple of units, pay attention to where your team is at experience wise because it is vitally important to have them not at 80+ for fighting Mishaela because we need as much boost up as possible. Max will be used here to prevent damages from happening as she loves to bolt 2 just him despite this wall of heroes near her. If he has at least 20+ health, he can't die. A crit from bolt 2 could do about 20 damage if you get extremely unlucky, but that shouldn't happen and you just healing seed after each round. Make sure to grab the important 5 chests, the top three right (sword, cure, and white ring), the bottom right has a power pot (you can really skip this one...), and the most left one has an evil ring which you HAVE to grab. Next to it is a healing seed if you so desire. I'd skip the Black Ring, it sucks Ideal 59:59 , 3:57:20 My Best 1:10:16, 4:41:04 It seems insane to think that Chaper 6, the Chapter 6 of destruction, could be done in under an hour (hence the 59:59) but as my times continue to dip lower and lower it's only then do I realize how possible it is. The first battle is optimized, it just depends on turns (so 5:50 to about 6:30 or so) and then the second battle is optimized-ish as I have the path down it just requires better execution, which can easily save almost 2 minutes from my best and then the long dreaded battle, that's only been improved every run yet Balbs walked around and missed 8 times? Yes that means there's improvement, a lot of it as that many misses is very atypical meaning you can have misses but that many is beyond bad luck. That leaves Mishaela and her castle of mystery. It's not hard, it's just execution perfect to break 13 minutes which is more than doable even at these levels. Kokichi is going to want the Evil Ring, (Musashi will have the Turbo Pepper, leaving Pelle to have the Power Ring and Evil Lance (Kokichi gets the Valkyrie), (and the Mobility Ring bounces around). The beauty of this is you will never need to uncurse anyone except maybe Kokichi once to take off the Evil Lance but that's only if his magic number is too low for comfort for taking down the Demon Master. You could always just grab and use the Valkyrie in the battle but that is an extra turn too much. Anyway, to think that I've dropped over 20 minutes in this chapter since my first run is amazing, and I can't wait to see it dropped even lower. ------------------------------------------------------------------------------ Chapter 7 This chapter is short and easy but not without tricky dicky moments, mostly the Tower Battle but for all the wrong reasons. Anyway, revive anyone you need, repair any broken weapons, buy Gort a new Axe, and head down and do the whole jail thing. At this point, go recruit Musashi, and then go to Nova and swap out everyone who isn't Max, Balbaroy, Domingo, or Kokichi, we only need those 4 for the next 2 battles (oh, you don't need to revive right away as long as none of those 4 are dead, just less swapping). Go ahead and give Balbaroy Musashi's Katana, Max the Mobility Ring (I hope he's 10 and able to promote...), and Kokichi the Power and Evil Ring (Speed Ring to Balbaroy). You're set up now for the next 2 battles. Don't equip the evil ring yet though Battle 22 Ideal 7:24 My Best 7:24 The only thing I can do to improve this battle is for Max to have much higher agility to get his turn faster on he last round. As it is, use the evil ring liberally when in doubt of missing and only use it on Wyverns at the end to avoid missing. Balbs with the Katana hits like a truck and you can take down enemies quickly, always moving Max 4 spaces towards your goal. The only real tricky spots are the very beginning and the very end. On Kokichi/Balbs first turn, don't move them to the max, but move them just a few spaces right of the town. This should lure 1, maybe both the Belial but not the Jets. Later, when near the Tower, that peak of the mountain? (just past the pathway) is two spaces long. Move Domingo to the right square and Max to the left square. This will allow you to take down the Wyvern and not have anything else drawn to you because Torch Eyes = Bad. Oh and if Balbs misses here (Kokichi should always use the Evil Ring unless for some reason it's broken) you'll get around 9 minutes. If Balbs doesn't miss, that's how you'll get to 7:40 because if he does miss Max has to use the Sword and not move otherwise Torch Eyes come and moving Max up like that doesn't get you any closer to your goal. Sucks doesn't it. Oh well, 7:40 or 9:15 isn't bad or much of a difference on rng. Go ahead and grab both treasures but you shouldn't need to do anything with them yet. The Demon Master's magic number is 51 and Kokichi with Boost and equipping the Evil Ring is +23 attack (+19 from the Power Ring) so you're looking at +25, +23 or +48 from Halberd/boosting and Kokichi has a minimum of 11 attack from promotion so +59 is his attack (or 8 more than the magic number). Bottom line, he should kill it without Devil Lance. This is important as to not need to uncurse Kokichi to give it to Pelle later (if the Evil Ring breaks, sucks) but it's our best bet. Also, take note of agility here. Part of this strategy is Balbs moving before Kokichi on his third turn (others don't matter) and Balbs is going to speed ring glitch here on his second turn for another +4 to agility. If Balbs doesn't have a comfortable amount of agility more than Kokichi at this point, use the Legs of Haste (I needed to) otherwise you should be good. My Balbs had about 18 agility and Kokichi had about 18 as well so the glitch works fine, but the 1 legs of haste is otherwise worthless so it's fine to use anyway. Battle 23 Ideal 4:14 My Best 4:14 The easiest battle in the whole game and you don't even need rng here to go for you, just not horrible against you. Here's basically how it plays out: -Balbs third turn he gets the Valkyrie (please make sure he has an open slot, things get cluttered with broad sword/katana/speed ring) -Kokichi's third turn he kills Demon Master, ending battle in around 4 minutes -Domingo stands there and tries not to die The longer version goes something like this. Domingo from where he starts is going to move up approximately 3 spaces, and then 5 spaces on his next turn (if you're confused, he's going to end up 3 spaces from the Torch Eye south of the chest, but in the middle of the wall). This allows for good enemy movement, something we'll get into here in a moment. After Domingo's first move, the two worms will move, one away, the other closer. Have Kokichi and Balbs kill this one (I'd suggest using the Evil Ring if you can just so Kokichi can move up 1 space further, oh and the mobility ring should be equipped here). The Steel Claw (the nearby one) will attack Kokichi. He should live if you've done things properly up to this point and he's about level 6 or so (or has at least 22 life to take a beam). Here's the first rng scary spot. They attack for 43 and he has 9 base defence on promotion with 15 health so as long as you've gained a mediocre bunch of stats, (about 20 points divided between health and defence) you'll be OK otherwise you need to mod things slightly so Kokichi isn't exposed to get attacked. The second turn (Domingo moving up 5 spaces) has Balbs moving to a spot 2 away from Domingo, up one left one, so he's diagonal from Domingo. Make sure to equip the Speed Ring here. Kokichi moves up to the max and boosts himself. Several things will attack Domingo but he should live, nothing will attack Balbs or Kokichi if you've done this right (the Torch Eyes don't move threateningly and the Steel Claw in front of the chest moves to the spot right below the stairs so that's why keeping people away from there helps). From here, Domingo needs to do nothing (if he has 85+ exp he can cast a spell to go up a level) and Balbs grabs the Valkyrie, and Kokichi once at the Demon Master equips the Evil Ring and takes him out. All in 4 glorious terrifying minutes. Now, this battle relies very little on RNG however because of how bad it can get (steel claw kills Kokichi, Balbs doesn't move before Kokichi on the third turn, Kokichi misses Demon Master, super mega death crits) it takes a long time to return to battle. I'd suggest on Domingo's first turn doing a BS that way if things go bad it's an easy fix. You could even do one on Kokichi's third turn AFTER you've gotten the valkyrie if you feel really afraid however it's really not necessary. Even if you miss the whole battle only takes 4 minutes so redoing that isn't that big of a deal especially as you aren't that likely to miss (Demon Masters aren't known for their evade) so I would not worry about it. Do the whole story thing, go get your party back together. We're going to use Torasu just not now because he dies right away unless Domingo is faster than Jets, which he may or may not be. They have 33 agility so be aware. In any case, our team is setting up for the end, so it looks like a side note. ------------------------------------------------------------------------------ # Side note, End team # Max - Sword/Chaos Break + White Ring + Shower of Cure Max is useless, he can be a caster kinda but you really have to be careful Pelle - Evil Lance + Power Ring + Halberd Pelle is great. Just be mindful of two things. That Power Ring is moving to Hanzou once you get him, and that Vankar may get all the praise if he is doing better than Pelle. The Halberd is for guaranteed damage and/or you can't get to the target Tao, Anri - Lots of healing items Torasu - Use Shield liberally Kokichi - Evil Ring + Valkyrie Kokichi is great, the whole reason this works Domingo - healing Domingo is great, but not for casting Musashi - Turbo Pepper + Katana Musashi is awesome Hanzou - Doom Blade + Power Ring + Healing Seed + Shower of Cure His speed is very high and very useful. He gets the Power Ring because you will always get to boost and attack in the same turn Alef - Lots of healing Gort - Heat/Great/Atlas/Atlas If you have Gort, that's his set up (drop the Great Axe later for some healing) and he does decently. Like Vankar, he may not make the cut Vankar - I give him a Halberd and later he blocks Armed Skeletons from spawning Balbs - Probably won't get used. He's much better with the power pot boost from Chapter 3, but promoted he just doesn't gain stats and his good weapons are only +20/+25 as opposed to +35 like everyone else. For this reason alone really, he won't see much use in a bit. He's been very helpful through 7 but he will get his hand shook, his sword sold, and his services never used again # End side note # ------------------------------------------------------------------------------ As we prepare to enter battle 24, we need to bring members back in but most importantly is making sure Musashi gets +2 from the Turbo Pepper. This calls for a PS and a restart if it doesn't. +1 seems like it may cut it however there are several spots I know from experience that +2 does make the difference where +1 wouldn't. Battle 24 Ideal 6:55 My Best 7:08 I've been saying for a long time breaking 7 minutes would be awesome and damnit it's possible though for now hovering at 7 minutes is pretty much ideal. Whole battle takes less than 2 rounds can you believe that? Here's the general idea: -Domingo blocks off the 3 jets on the right -Everyone else crushes things on the left That's the general idea. My weaker Domingo (12) takes about 7 damage from Jets which is fine as he won't even get hit all that much. Everyone else is pounding the left side of the map. Here's the step by step more or less: The nearby jet needs to be killed, Musashi or Pelle is good for this task The left side group, 2 worms, Demon Master, and Torch Eye tend to group up nicely before your slow team moves. If you can have someone over there, the Torch Eye will move into the perfect position for Bolt 2/3 excellence. For reference, the Demon Master moves down 3 spaces from your team, and the worm tends to move down up 1 right 1 from that spot, so positioning someone near there (right above it) will bring over the Torch Eye (assuming is hasn't moved yet) making a nice 4 for getting bolted. If that doesn't happen, still make use of your spells for wiping. Pelle and Kokichi can fight, but magic is always an option. Incidentally, don't equip the Evil Lance on Pelle unless you need to otherwise you risk him taking needless damage (so basically the same for Musashi). Use Max and bolt 2 liberally here as well. Because I got off a great bolt 3, Pelle didn't even have anything to attack that was nearby (ignoring those 3 jets on the right which I suggest doing so, don't even attack them unless Domingo is close to leveling) so I had him boost Kokichi (because the Evil Ring broke, otherwise bolt 3 is very helpful coming up, so boosting himself instead is better). Everything comes down very clumpy (this is the enemy second round, which is another reason why getting someone, Gort or Musashi) to that spot is so important. Basically we're going to win this round so throw everything we've got (except Domingo) up and at Chaos who goes down quickly though magic sucks hard against him. Blaze 3 does about 5 damage, Freeze 2 does about 4 damage, and Bolt 1/2 does about 6 damage so use those spells to clear out the enemies so Musashi, Pelle, and Kokichi can attack Chaos. With just a little bit of luck, Chaos goes down and nobody dies. Just for the record, Max used bolt 2 to deal the final 5 damage to Chaos for my 7:08 run which was awesome. The only way that run could've gone better is if I hadn't wasted 3 spells on Jets (it's a waste, is better to have Domingo just stay/heal and Anri to not go over there) and if someone had crit Chaos. Musashi didn't even attack Chaos so that alone is room for improvement potentially. This round also included the magnificent bolt 3 so that alone keeps it at 2 rounds and not 3 rounds. If you can't get that awesome bolt off it slows things a bit as you need to be a bit more careful, as Max dies to everything on this battlefield unless spells are thrown his way, which he might die anyway so it's risky business. From here, it'd be awesome to just head right and into the next battle though I need to repair which you may need to as well. Even if people die, don't revive them just yet (unless they're Kokichi/Domingo) because they're all we need coming up. I have experimented with swapping out but honestly that takes a bit longer than I care to do and since my team is super slow anyway, they all take their 1 second turn at the same time so it's no big deal. Battle 25 Ideal 7:23 My Best 7:23 Technically speaking it's ideal though the time could always be dropped by getting turns sooner which is unlikely to happen. Basically Kokichi and Domingo get to go attack the very back guard skeleton and end the battle. There's just not much to be said, except to be mindful of those units as they can and will charge if they can. Ideal 43:30, 4:41:50 My Best 44:14, 5:25:18 This chapter is near optimized and it really makes me happy. The first, second and last battles are all ideal in the sense that the only way those times will increase is by mere seconds with possibly more determined movement and those "winning" turns coming seconds sooner; but other than that they are ideal. The Chaos battle is one that continues to drop time, and it very well may be ideal however I always like to leave room assuming that I wil be able to lower the time more. If you get off multiply disgusting bolt 3's against Chaos that's how the time melts lower as things just die very quickly to bolt 3. It's a shame Alef will probably never even learn bolt 2 but it's just unrealistic to think she will level. FYI here's my levels just so you know that it is still very much doable even at extremely low levels. Max - 1 Pelle - 4 Vankar - 3 Gort - 10 Tao - 17 Anri - 16 Alef - 15* Domingo - 12 Torasu - 16* Kokichi - 9 Musashi - 10* Hanzou - 10* The * indicates people who haven't leveled (obviously I haven't gotten Hanzou quite yet) and the mages are all unpromoted. Tao won't get Blaze 4 this round, seeing as she will not level to 20 in 5 battles, it's not possible. While I'm definitely way underleveled, it just goes to show with good team management and knowing exactly where to go and how to beat battles allows such extreme low levels to beat the game without tassing ------------------------------------------------------------------------------ Chapter 8 Ahhh Runefaust, the glorious end. This chapter is easily the longest and hardest but to be honest that's OK as we've skipped large quantities of the game so far so it makes sense to have a chapter where skipping is out of the question for the most part. As it is, we have one more glorious beat em up, with 4 boss battles though the Ramladu battle is easily the most difficult battle in the game and the Colossus battle being the most time consuming. Even a level 26 Domingo and Kokichi took a long time to fly around and beat the main baddie as there are so many defense piercing jerks in this chapter. The fight with Ramladu isn't much fun either, as you are on a constant timer of Torch Eyes approaching on your position. As for getting this started, find Hanzou at the entrance, head to Mahato to gain entry into the castle, and then head to Nova for the last swapping to bring in Hanzou for another dead person, bringing your party up to potentially a full 12, though Gort and Vankar could both easily be dead and forgotten, so 10 members could be what we're working with. Pelle will be my potential bolter if he can't fight which is no big deal and Hanzou has the Power Ring. As for who should be your dead person (if you have any) you need to be mindful now of Dark Dragon (sorry yeah it's kind of a big deal) in that your party gets arranged with Max in the middle, then the next 4 on the left, the next 4 on the right, and the remaining 3 with Max. This normally isn't an issue, but it just so happens people can die off and if Torasu is all by his lonesome over there he can die very easily to the Armed Skeleton which is scary and almost a reason why not to have all shower of cure on him (which is why Max, Hanzou, and then Torasu will each have one). As it is, your party looks (will look) something like this for Dark Dragon Pod 1: Pelle, Vankar, Gort, Tao Pod 2: Max, Kokichi, Musashi, Hanzou Pod 3: Anri, Alef, Domingo, Torasu So you can see that Torasu shouldn't be alone, you can just see how things become sketchy with dead people. As it is, if Alef isn't used and you don't use Vankar or Gort and have more dead healers in your party, that's how Torasu ends up by himself. So by mindful Battle 26 Ideal 12:30 My Best 12:50 The only way to break 13 minutes is through a combination of Musashi hitting Chimaera, and the Evil Ring not breaking. If you can get off 3 casts with it, and get some physical hits against Chimaera, then there's not too much of a problem. That being said, the battle becomes much easier once they are dead as nothing else on the battlefield moves so take advantage of that. Try to combo spells on the outside groups so the priest can't heal himself. For casting bolt 3 on the skeletons, make sure to cast your other spell first otherwise the priest will die and that takes more time for individual casts. Should you get the chests? Depends on your team. I'm using Gort mostly for casting blaze 3 so I used him to grab both of them, that way there will be spare halberds for both Kokichi and Pelle incase they can't reach enemies and the evil ring is broke/not needed for bolt 3. The next battle is insane. Battle 27 Ideal 6:30 My Best 6:55 Ideally, Pelle, Musashi, Hanzou, Kokichi, and Max all survive the robot rampage to make it to Ramladu who then dies in 2-3 rounds of attacks. That's how the ideal (it's one I've actually gotten) can happen. That being said, that particular run of 6:30 was for a much slower run at the game so my team was far stronger and capable of pulling that off. As it is, my team is too weak to try and do that so I ended up doing this: I boosted Kokichi with Hanzou and used him and Domingo to make a "wall" to reduce the movement of the robots. Kokichi, Max, Musashi, and Pelle all were able to get to Ramladu and everyone else eventually died a horrible death though Alef got Bolt 2 which is helpful in the next two battles. It's a rush against time and not a pleasant one at that. Heading into Colossus, make sure everything is repaired. Stocked I wouldn't worry so much about, I did 1 huge stocking and it's been fine. The general strategy here is to try and minimize needing to go back to town, however, it makes no sense to take 35 minutes if you don't use anything so keep that in mind. Battle 28 Ideal 20:00 My Best 20:03 The difference between ideal and my best is that the ideal time does not include (non battle time) the three and a half minutes you saw after my 20:03 that had several important dead people and some important broken items. As it currently stands this is the most questionable battle and I've run it about 10 times with mixed results. The exciting thing is that the essence of the battle is true, it's just pulling it off consistently. Here's the basic plan: Koki Wall Wall Hanz Wall Domi Wall Anri Wall Musa Max Alef Tao Gort Tora Pelle Hole Basically, the walls are the walls, the hole marks the entry way, and most of the people are interchangeable although that particular set up is best. That way only Domingo and Musashi are attacked by Chimaeras so hopefully no double criticals of death. This will line up the Chimaera on the left nicely for a Bolt 3/Bolt 2 from Kokichi and Alef nearly killing them (40+ damage) and the Blue Dragon on the right won't attack anyone allowing you to burst it down. After that, 2 more from the right (another Chimaera and Dragon) will start coming towards us but Musashi/Hanzou can choke these easily in that mid pathway. Meanwhile, Kokichi and Domingo can start taking out the center mid area with the skeletons and archers. The key is that until you break into that area, none of that moves, and none of the jets move, but the other flying units will move. Always trying to use Musashi and Hanzou to choke, you can get them to fly in and hopefully not attack all that much while you then burst down with magic. As it is, my Tao does not know blaze 4 (major bummer), my Anri does not know freeze 3 (super mega ultra bummer), but my Alef knows Bolt 2 so those two casts need to hit 3+ units and preferably most of them being high evasion monsters. With regards to winning this thing, and this is why it's so frustrating as the two deaths I had to fix were just dumb movement on my part, is Kokichi (boosted) and Domingo sneaking up the right side and past the Colossus. Blaze 3 isn't particularly dangerous and in fact shielding Max with Torasu will be the perfect distraction. If you can save 20 MP for Domingo to use two of his Freeze 3's against the main Colossus, that accounts then for a maybe miss from Kokichi otherwise you need Kokichi to hit twice. It can happen, but saving MP is a safer route. As it is, you definitely want to avoid going to town if you can. If someone useless died, then who cares. Gort or Vankar are considered useless, and any non 4 using mage is useless except for Domingo. Alef is useful for Dark Sol, but Dark Dragon is greater than any non 4 elemental magic so if Anri and Tao die off and don't know good magic don't rush to revive them. The people you really need are Max, Pelle, Domingo, Kokichi, Hanzou, Musashi Alef if she knows bolt 2 (just for battle 29, she's useless in Dark Dragon) Tao if she knows blaze 4 Anri if she knows at least freeze 3 Torasu is expendable. Just make sure he doesn't have showers on him Gort is expendable unless fat. Mine at level 7 whacked for a pitiful amount so he was worth the blaze 3 that Atlas came with. When the Armed Skeleton annihilated him in Dark Dragon's battle, I didn't even blink Vankar really doesn't matter much As for broken items, the only one that matters is the Power Ring which should not be used yet so no big deal. That's why we have atlases and halberds; it's OK if they break. It's better if the Evil Ring doesn't break, but don't sweat if it does, just don't use it again. Anyway, let's do this. I'd BS as soon as you get into Dark Sol in all honesty. Battle 29 Ideal 8:15 My Best 8:30:9 Anything around a low 8 minute is ideal according to my last run. It's tricky, but if Alef isn't dead so she can bolt and if (well if everyone is alive) the battle goes rather smoothly. Basically, try to get Max, Musashi, Hanzou, and Kokichi up near Dark Sol as fast as they can. Use everyone else on their turns to kill the Torch Eyes. Slowly work your way up (your second round needs to be preparing for the Dragons to come down). On your third turn you should try to defeat Dark Sol if everything has gone well. Fourth turn if it takes that long will be his final moments. Battle 30 Ideal 11:00 My Best 12:13:9 This battle is 1000% easier with level 4 magic but actually only speeds things up by about 3 minutes. It's just a lot easier if Tao knows Blaze 4, let me say that. As it is, focusing the heads down together works best, but due to my team being extremely weak and crappy I ended up tackling the outer heads and then moving in. This was due to no good magic, so I wanted to take out the weaker ones and then throw everything I had at the last one. The good graces gave me all the boosts I needed, and Dark Dragon fell in just twelve minutes, thus ending the game. It was a great run, and I have notes a mile long only to improve it myself. I certainly hope it helps you. Ideal 1:07:10, 5:49:00 <--Yes under 6 hours can you believe it? My Best 1:13:06, 6:44:41 There. We've done it! ------------------------------------------------------------------------------ 4. Discussion End Remarks As you can see, the ideal time for the game runs in just under 6 hours. What that time gets you is everything I just did, just optimized with no power deaths, no crappy annoying misses (8 of them or something) and excellent moving on your part (on and no deaths). It seems highly unlikely to actually break 6 hours on this game though you can rest assured I will try my best to do it. As it is, I managed to cut down well over 25 minutes from my previous run with some new paths, some of which have only been ran once, so there's easy time there to melt not to mention the most obvious problem, my under leveled mages. I brought along all the mages and Alef was the only one pulling her weight. An obvious side effect brought on by the increased number of skips is the lower levels to be distributed. While annoying, it obviously is faster so now we have to figure out how to optimize what we get so that this doesn't happen in the future. As strange as it is, even Freeze 2 is still helpful to have in the end. It's just really useless in 28, 29, and 30 for the most part. Part of the problem may have been leaving the Mobility Ring on Domingo when normally I shift it to Tao, ensuring her Blaze 4. It's all interesting and definitely just leaves room for improvement. ---------------------------------- Collecting the Sidenotes ---------------------------------- Side Note: Stat Items and Rings Defense Potions: Max These things are rather useless for the most part. However, they are quite essential early for Max not dying as there are a number of spots (like Shade Abbey) where he must get attacked. Later, you can use these on Domingo if you so desire as Max shouldn't ever get attacked post Chapter 2 for the most part. Power Potions: Balbaroy These things are helpful for one reason, Balbaroy killing the Master Mage in a single attack. But really, they do help him contribute as the +4 damage makes him not terrible until you ditch him in Chapter 7. The last one in the Demon Castle I skip as it's meaningless Bread of Life: Domingo These things are the epitome of useless. Even if you stacked them all on someone for +4 or +6 health, that makes no difference. As it is, it takes a few seconds to grab them and putting them on Domingo who is used mainly for tanking isn't horrible. You could use them to try and get to the 22 health barrier for surviving Torch Eye beams but I have found there aren't many people who fit that bill. The last run I had I could have used it on Tao to put her at 22 but who would have known she would have had 21 life at that point considering I used these on Domingo several chapters ago Legs of Haste: Balbaroy You only get one, so using it to guarantee he goes before Kokichi in the Tower of the Ancients is best. My last run Kokichi ended up vastly quicker but hey, that's just bad luck for me I guess (not really) Turbo Pepper: Musashi Use it on him. Make sure he gets +2 movement Power Ring: Ken/Balbaroy/Zylo/Kokichi/Hanzou Generally speaking, the Power Ring is -never- on our best attacker as we prefer them to be boosting other allies. Ken will do some fighting with it though he generally boosts others first. Balbaroy has it for sniping, and Zylo for his one battle does it for very much the same. Then Kokichi has it until Zylo gets it as Kokichi is the stud and we want him to attack for as much as possible Speed Ring: As needed, then Musashi Until Musashi gets it (and always holds it because he is a slowass) the ring is always moved around to perform "Speed Ring" glitches. Often it will be on Gort if no glitching is necessary as Gort is also a bit slower Mobility Ring: As needed This thing is invaluable and I wish we had more of them. As it is, once you get it in chapter 5 you basically never keep it on one person, giving it to whomever needs it most. For you, here is a quick rundown of what to expect: Battle 16 (first time we have it) - Balbaroy (optimization) Battle 17 - Tao (Blaze 3) Battle 18 - Kokichi (optimization) Battle 19 - Tao (or Anri/Domingo if they know Freeze 3) Battle 20 - Gort (optimization) Battle 21 - Tao (or Anri/Domingo if they know Freeze 3) Battle 22 - Max (optimization) Battle 23 - Kokichi (optimization) Battle 24 - Tao (or Anri if she knows Freeze 3) Battle 25 - Domingo (optimization) Chapter 8 - Tao (or best spellcaster) So you can see that if switches literally every battle, the exception being for Chapter 8 when you plop and leave it on your best spellcaster. Often it will be Tao which is why she is listed. ---------------- Side Note: Hero Deaths Basically, we don't want people to die. It's a pain having to revive them and in certain cases if they die we are forced to restart because of how crucial they are. There are some heroes who do die; those are either forced or "we want them dead" kind of deaths. Here's the general breakdown: If Max dies at any point beyond Chapter 1 just do the best you can. In Chapter 1 I would say restart your run. Post Chapter 1 as long as the run isn't horrible you shouldn't restart because of how long this is. The run even ideal takes six hours so restarting at the end because of a Max death would be awful I mean you don't want to die but restarting sometimes is just out of the question. If Tao, Anri, Domingo, Gort, Pelle, Vankar, Musashi, Hanzou, Torasu, Alef, or Kokichi die, revive them after the battle. There are some exceptions (like if you're sniping with Kokichi) but otherwise just deal the best you can. If someone dies in Battle 28 against Colossus I'd advice against reviving unless it's Kokichi, Musashi, Pelle, or Blaze 4/Freeze 3 (mostly because they're not that needed for the last couple battles). If Lowe, Mae, Hans, or Amon die, never revive them. In fact, it is heavily advised to have them die at some point (this is because we need dead bodies for Chapter 7 (at least 8 of them). If Ken dies before the end of Chapter 2, we need to revive him. We simply can not use Mae as a substitute due to her positioning in Chapter 3 battle 9 as she starts one space to the left of where Ken does and Ken starts just perfect for moving to block for Balbaroy. After that, if he dies don't revive him. It is possible if he has 30 health, 12 base attack (27 with Power Spear) and 11 defense that he could be a more viable choice than Vankar though that is extremely unlikely (and Vankar tends to get axed by Chapter 8 anyway so it doesn't matter that much). If Luke dies at all, you'll want to revive him afterwards though he like Ken won't be getting used much post chapter 2, though the forest in Chapter 3 is his last use. If Khris dies before Shade Abbey, you'll need to revive her or Lowe for Shade Abbey because it is essential to have a Healer for that battle. Note that Ken, Luke, and Khris are all better off dead once you no longer need them (see that's 7 dead bodies) so we need one more. Your choices are Zylo, Balbaroy, Ernst, or Bleu. As Balbaroy gets used in Chapter 7, that leaves Zylo for your other death. Bleu and Ernst never get used so it's clunky to use them whereas Zylo is used and is useless post Chapter 5 unless he has 35+ attack. Mine tends to stick around mostly for utility and healing but it is entirely possible and recommended to kill off Zylo at some point through Chapter 6 or even at the end of Chapter 5, making him your last necessary death person: Lowe, Mae, Hans, Amon, Ken, Luke, Khris, and Zylo. Balbaroy may join this list later but either way... ---------------- Side Note: Levels You're probably wondering how the hell is this possible and what level my team is. Well, they're low. But it's not a huge deal. Because of how SFI works with levels, each level from one to another matters so little, that short of getting 4 or 5 levels, you have no guarantee that your hero is going to be like noticeably better than before (hence, the trend of always taking the new people and replacing old ones). But, there are some important levels to keep track of, if you remember, magic is one, so let's dive into this: Max: 10 by Chapter 7 Gort: 10 by Chapter 4 Pelle/Vankar: 10 by Chapter 6 (though 14/12 is great) Kokichi: 10 by Chapter 6 Tao: 4 by Battle 3, 12 by battle 14, and 20 by Chapter 8 Anri: 8 as soon as possible (no later than Chapter 4 if possible), and 16 by Chapter 8 (23 if possible) Domingo: 4 as soon as possible, and 13 as soon as possible (Chapter 8 strongly recommended) The latter 3 are the most important. As for your other teammates: Lowe should die in Battle 1 Ken will be between 7 and 9 when he dies/is replaced Luke will be between 5 and 8 when he dies/is replaced Khris may be level 2 but it doesn't matter Hans should die in Battle 3. His level does not matter Amon should die before the end of Chapter 3. Her level does not matter Balbaroy should aim to get promoted by Chapter 6 (the Broadsword is just that awesome). He will probably be about level 4 promoted once you ditch him. Zylo will be between 12 and 16 when he dies/is replaced. If his attack is over 35 then he could still be used some but it is very unlikely to happen unless you are very lucky. Alef needs to be 17 by Battle 28 as that's the only reason to use her. If she dies in Battle 28 it's OK, though getting her through 29 is helpful Torasu will probably not level nor does he need to Musashi can go up about 5 levels but again he does not need to Hanzou probably won't level but he too can go up about 3 levels though he does not need to either. Gong, Arthur, Guntz, Diane, Ernst, Bleu, Lyle, and Adam are either skipped or never used so naturally they won't level. Basically, don't stress too much about levels. The most recent run I had only half a team, with Max, Pelle, Anri, Tao, Domingo, Kokichi, Torasu, and Musashi (Hanzou had died against Dark Sol) and things worked out. Magic is key here, as well as Musashi, Evil Lance, and the Valkyre all hit very hard so physical levels aren't important for stats. The magic numbers matter, so I'll ID those for you. Can stats make a difference? Yes, but we're not relying on them. ---------------- Side Note: End Team This is basically how our end team will look: Max - Sword of Light/Chaos Breaker + White Ring + Shower of Cure Use him exclusively for healing and Bolt 2/Freeze 3 Pelle - Evil Lance + Power Ring + Halberd Pelle is great. Just be mindful of two things. That Power Ring is moving to Hanzou once you get him, and that Vankar may get all the praise if he is doing better than Pelle Tao, Anri - Lots of healing items and maybe the Mobility Ring Torasu - 1 Shower of Cure + 3 Healing Seeds Kokichi - Evil Ring + Valkyrie + 2 Healing Seeds Domingo - Healing Seeds and maybe the Mobility Ring Musashi - Turbo Pepper + Katana + Speed Ring + Healing Seed Hanzou - Doom Blade + Power Ring + Healing Seeds (maybe even a Shower) Alef - Itemless She can hold onto Healing Seeds if you want but she usually does not survive into Dark Dragon Gort - Heat/Atlas/Atlas + Healing Seed You may not have a Gladiator due to levels Vankar - Halberd + 3 Healing Seeds He is usually much weaker than Pelle and tends to just blocked Armed Skeletons from spawning. You will probably only use him for Bolt in the end battles (consider even giving it to Pelle in Battle 29). ---------------- Discussing the Glitches/Abuses The Speed Ring Not so useful later on, but early that +4 agility can make someone get their turn much faster. It can be used on someone to get 2 attacks in a row, or more importantly to allow Max to move twice in a row. Later on, the Speed Ring should be on someone slower who needs more turns. Max/Domingo The game programmers decided these two almost always have priority. In fact, it goes something like Max > Domingo > Healers/Mages > Archers/Flying Units > Everything else To the point to where enemies will move past viable targets to stand in line and not attack just because they're closer to someone. As a result, this is a very helpful abuse especially once Domingo can take a hit or two. For Max sadly this run you won't be using this so much later on however early you can still get some nice use out of it The Boost Glitch This is definitely a glitch as the game will even say "boost has ended" but it actually hasn't. Boost is supposed to go away after 1-4 turns, but in fact stays until you've taken damage, or gone up a level. Curse damage does not count as damage; you have to be attacked. This is the most helpful and abusive of all the glitches as you can boost someone for 8 or 9 minutes so long as your careful. It reduces the need to BS as much as well as allows you to take out many more enemies being able to take advantage of knowing not to level or who recently leveled and whatnot. Many thanks to Darkkobold for this one ------------------------------------------------------------------------------ 5. Conclusion Copyright This is copyright me, Todd Lesinski AKA NoWorries. As such, you cannot use copy any part of this guide and claim it as your own. I'm not a stickler so long you make a reference somewhere saying that this guide was so helpful for whatever purpose you are using this for that would be great. If you are a cheat bastard then may a ball-eating plague be struck upon you and all consequent men in your family until you right this wrong. Contact Info If you feel the need to contact me about ANYTHING pertaining to THIS guide; you may contact me at (AT) [.] [email protected] Please specify "SHINING FORCE I SPEED RUN" to differentiate from my other Shining Force guides/works out on the webs. I do appreciate your time. If you don't do this, I probably won't respond. I may also not respond because I'm very busy but I will do the best I can. Acknowledgements Gamefaqs - For getting me into guide writing Awesome Games Done Quick (AGDQ) - For getting me into Speed Running. It is technically run through the Speed Game Demos https://www.youtube.com/channel/UCId5mQSBVAOrOdLdfY1J4VQ Which is their channel. AGDQ is their charity event that raises money for Cancer and it's fascinating even if you are not big into video games. But big thanks and shout out to them for getting me serious into actually doing this and maybe you'll see me at AGDQ 2015 running this game if I can consistently get it down to six, six and a half hours. DarkKobold - The brave soul who TASed this game in under two hours. Your video was both awesome to watch and extremely helpful for giving me ideas how to run this faster. Naturally I'm not tassing so I can't get the double crits like you do with Lua but I think I worked it out pretty well for myself =) But the Boost Glitch was invaluable, thank you His webpage: http://tasvideos.org/DarkKobold.html Myself - For enjoying this game far too much. It's unhealthy You the reader - Well, without you folks, this isn't nearly as fun. Also, I hope you enjoy the video. Just don't be too harsh as it's far from perfect; I just wanted you to have something to have in tangent with this guide as words aren't perfect sometimes Camelot Software Planning and Sega - obviously, for making the game Length - 109016 END TEXT