Despite being one of the most dreaded maps in the series, it's also one of my favorites just for the sheer amount of accomplishment it brings for beating it
One thing I found made this map far more consistent in my iron man attempts was Merlinus. Yes, really. Enemies are practically guaranteed to go after Merlinus when he's in range and he's the only unit who returns when killed. I put Merlinus on a forest within range of the wyverns on turn 2 and to buy an extra turn to deal with one of them, or both if he gets the roughly 45 % chance to dodge the first one. He's practically a once per chapter phantom.
Yeah Merlinus is great for this kinda stuff! This turn 1 unfortunately requires most of your deployment slots and you wouldn't want to undeploy Chad, but he is pretty good at getting villages too since he can canto. Merlinus works as a phantom basically, but he does have the disadvantage that an enemy that kills him is not going to get countered.
Even though I only play on Normal Mode and still find this game annoying, I often find myself using the opening trick you and Dondon used to recruit Zelot and Treck usually on Turn 2. Big props!
This is the most annoying part of this map Everything goes right, until trek or zealot goes apeshit and start running north for whatever fucking reason and die ...
I dread this one map every single time. Ive always found it so unreliable and inconsistent that i end up making savestates even though i hate using those. Thank you! I will save this for the next time i play fe6.
I will say that Marcus having D axes isn't necessarily required for the turn 2 zelot recruit, it does however make the map considerably easier. If for whatever reason your Marcus doesn't have D axes what you can instead do is have marcus chip down the armor knight with the silver lance on turn 1 pp, and drop roy below him with shanna and clarine/sue, with shanna to the left or roy and clarine/sue below him. On enemy phase the armor will go for shanna and the jav soldier will go for roy, ensuring the survival of both. The armor moving to attack shanna will leave space for the merc to attack marcus on ep, which of course puts him in range to be killed on turn 2 player phase. This does leave an extra enemy on the map to kill while also leaving shanna injured so it's of course a worse solution, but if your Marcus doesn't have D axes then it's a good alternative solution.
Thanks Mekkah for this video! It came in handy for me today beating this chapter. One note to add if anyone is looking at the comments, my Marcus was not D in Axes so I gave him the Armorslayer to take down the Armor Knight on the right. If you train Lugh and Deke they can both take care of the Armor Knight on the left without an Armorslayer.
Hot take, but I really like this map, especially compared to many others from FE6. I like the mix of openness to move and the ability to choke points between the houses and in the passage between the throne and chests, and you can have effectively seven mounted combat units, assuming you bring Marcus, Alen, Lance, and Sue. Sure, the wyverns can be difficult to deal with, but by the time the cavalier reinforcements arrive you’ll usually be far enough north that you can just leave a couple units to deal with them. The only real problem I usually have is the boss, but that’s normal for FE6.
I'm playing this game for the first time literally right now (I want to be as blind as possible) and saw this at a glance when viewing your youtube channel and now I'm kinda dreading this chapter... It is on normal mode of course but dear lord I've literally just come off dropping Thracia at endgame because it was too hard, give me a break lol. Also this map is eerily similar to Thracia's Chapter 5.
Ah yes, the chapter I beat deathless because I put Clarine in a Forest to save Dieck from being targetted by an armor on normal mode it's stressful but the fact it worked was funny
Merlinus can also be useful for baiting a wyvern if you want to on say turn 3 or 4. He'll have decent avoid on a forest and the damage on an actual combat unit can be pretty detrimental for where they can position unless you can safely heal them.
I had almost the worst case scenario coming into this chapter in my most-recent iron man. I lost Rutger in Chapter 5 and lost the Hammer on another unit that died. Thankfully, I grinded Marcus to Rank C Axes, so I was able to do the set up here with a lucky crit on the first Armor Knight. I had to do some more improvising since I didn't have Rutger, but my Shanna had enough Str level ups to clutch, and my A supported Cavs played lockdown defense on the left chokepoint.
Honetly the turn one Zealot recruitment is enough to make this chapter way easier so that alone makes this super helpful but everything else makes this extremely helpful.
I wanted to no-death run FE6 on Normal, and this chapter was a ballache. 7 resets before I managed to grab everything. Doing this on Hard seems like the most monstrous pain ever, so massive kudos to you and your strategists for this :)
I think one of the more understated reasons for the difficulty of this chapter is that you have to fight off the onslaught of enemies riiiiight before the next group of shops. In other words, not only are you limited in terms of useful units, but also; potentially, useful items. That makes the early difficulty of this chapter particularly noticeable, since you have to deal with the enemies BEFORE visiting the villages, shops, and arena.
What supports do you recommend building ahead of time? Lance x Allan? And to what extent does a planned FE6 playthrough for units you want to use need to be adjusted for this chapter alone?
Lance x Alan definitely. Roy x Marcus C will increase Marcus's odds of success on turn 1 and 2, but anything beyond and it might get in the way of the Roy/Cavs support triangle. If you're support grinding (as opposed to just getting supports when they come) you can also do Rutger x Dieck. All these supports help in the long term as well so it's not just a thing for this chapter. Nothing for this map is really going to impact you in the long term. All the units that see combat here are good long term options, except Marcus and Zealot, but it's not like you're really training them anyway, you're just using them while they're good.
@@Mekkkah thanks, Makkah! I made it through this chapter in Hard mode with some resets last year but eventually want to attempt an FE6 iron man and tips for this chapter will really help out!
Probably my favourite in the series from a gameplay perspective. I like that it is challenging without leaning on needlessly overcomplicated unit progression like post-Awakening games.
I don’t mind this chapter. If anything, it’s meant to be difficult! You’re a baron at the head of a ragtag mercenary outfit storming the fortress of the largest player in your region; of course you’re not getting through it unscathed.
11:05 Here I would actually recomend leaving Zelot one space up and keep the handaxe, that will make the wyvern unable to avoid a counter so he would use the Steel lance and with that he would be easier to kill due to not being able to counter range attacks and it would be slowed down lowering a little bit his avoid and also lowering his AS wich would be helpful because Zelot at base can always double the wyvern with Silver lance but Marcus needs him to equip the Steel lance to do so, if both hit all their attacks the wyvern is dead and that frees the turn for the bow units to focus on the left wyvern or other enemies if you didn't activated his AI.
@@maxyaju4293 Looking at the enemy phase, there's a chance this works. I think what'll end up happening is the archer and soldier will end up going 1U and 2U from Zealot, blocking the positions, so the wyvern has to go 1U1L or 1L of Jerrot.
Yeah I found the GBA games, and by GBA I mean 6 and 7 since 8 is easy under all circumstances, the difficulty tanks and becomes easy after a few chapters.
Doing an FE 6 iron man and lost Lugh on chapter 6 because i occupied a reinforcement square in the bottom right hand room so the knight zoomed behind Marcus...hope this strat still works 😅
Man i just completed ch7 hard on my own a couple of days back, and i would’ve loved to know the turn 2 recruit trick because after many resets i just gave up and left treck to die and recruited only zealot
I just did this chapter not that long ago on my hard mode, bow only users playthrough which is also a 100% recruitment run. I needed ALOT of luck and stupid, unconventional plays just to make it work
I'm playing this game for the first time and absolutely slaughtering everything. Am I just getting lucky? On chapter 14 and haven't run into any difficulty whatsoever so far...
The beginning of this map is brutal for sure. Doesn't help that every time I play this map, Jerrot and Trec spawn one row of houses higher than I think they do.
i lost Dieck on this map near the boss because 5 enemies dog piled him and he suffered from success. it's a blind ironman. lance and ward are also dead. whats funny is each one was carrying an effective weapon so im officially on hard mode now haha.
Oh, I never knew this map was this dreaded. I mean, I *did* have some problems at certain small parts, but I managed to go through it without losing anyone... Lucky, I guess?
Usually play fe wirh just the units that are gonna go far so marcus dorothy saul are getting benched not to mention dorothy since archers are just..... Bad
Am I the only person who doesn't think this map is that bad? This was my first FE and the only issue I had was getting a boss killer, but that just required Lugh to get 1 speed level during the map. Personally after playing through most of the series I don't think this is anywhere close to my top 5 difficult/annoying maps. Late game Awakening (without chrobin) and some Conquest maps easily frustrated me more
@@papersonic9941 Admittedly not yet, though I plan to. Given that this games hard mode is closer to newer games Lunatic modes, and I mostly play the other games on hard I feel that this games normal mode is relatively balanced compared to other games hard modes
I really like supports in GBAFE; they provide such nice bonuses, especially if you're gunning for the most damage, crit, avoid, etc. My favorite is Matthew x Hector A, Matthew x Serra B from FE7, since it gives him +25 Crit, and giving him the Killing Edge from Guy. That with a mod that lets him promote using a Heroes Crest and he's got funny crit numbers
I considered it but decided most people don't play with 0% growths, and growths really help in this chapter. Specifically on the cavs. Instead I basically had an RNG screwed team.
@@Mekkkah Fair enough, thank you for the explanation. This video was definitely solid and reliable advice, especially for people playing this chapter for the first time who are stuck or simply intimidated. I know I personally learned a thing or two from it, so thank you.
I think the thing with Arcadia is that it's only really hard until you know where the enemies are. First time Arcadia is brutal, but once you have an idea of where the enemies are it isn't bad. Ch.7 is hard the first time and every subsequent time
>What a game huh?
>Captain, its chapter 7
Despite being one of the most dreaded maps in the series, it's also one of my favorites just for the sheer amount of accomplishment it brings for beating it
One thing I found made this map far more consistent in my iron man attempts was Merlinus. Yes, really. Enemies are practically guaranteed to go after Merlinus when he's in range and he's the only unit who returns when killed. I put Merlinus on a forest within range of the wyverns on turn 2 and to buy an extra turn to deal with one of them, or both if he gets the roughly 45 % chance to dodge the first one. He's practically a once per chapter phantom.
Yeah Merlinus is great for this kinda stuff! This turn 1 unfortunately requires most of your deployment slots and you wouldn't want to undeploy Chad, but he is pretty good at getting villages too since he can canto. Merlinus works as a phantom basically, but he does have the disadvantage that an enemy that kills him is not going to get countered.
The thing which absolutely helped me most in this chapter is the Roy rescue drop trick to get Zealot on turn 2 that was shown in Dondon's old FE6 LTC
Even though I only play on Normal Mode and still find this game annoying, I often find myself using the opening trick you and Dondon used to recruit Zelot and Treck usually on Turn 2. Big props!
This is the most annoying part of this map
Everything goes right, until trek or zealot goes apeshit and start running north for whatever fucking reason and die ...
@@crysosisback7115it's not that bad,but that goddamn boss...
I can finally beat fe6 thanks mekkah you got another subscriber😊
I dread this one map every single time. Ive always found it so unreliable and inconsistent that i end up making savestates even though i hate using those. Thank you! I will save this for the next time i play fe6.
Marcus with shaky hitrates and missing doubling threshholds as early as Chapter 7!
2000s GameFAQs was right, he's clearly a bad unit!!
I will say that Marcus having D axes isn't necessarily required for the turn 2 zelot recruit, it does however make the map considerably easier. If for whatever reason your Marcus doesn't have D axes what you can instead do is have marcus chip down the armor knight with the silver lance on turn 1 pp, and drop roy below him with shanna and clarine/sue, with shanna to the left or roy and clarine/sue below him. On enemy phase the armor will go for shanna and the jav soldier will go for roy, ensuring the survival of both. The armor moving to attack shanna will leave space for the merc to attack marcus on ep, which of course puts him in range to be killed on turn 2 player phase. This does leave an extra enemy on the map to kill while also leaving shanna injured so it's of course a worse solution, but if your Marcus doesn't have D axes then it's a good alternative solution.
It was kinda hard for me to understand what you mean but i re-read it and i got it lol
Armorslayer works too
Oooooooor, use an armorslayer lol
I've always had a great time with this map and view it as one of the best ones in the entire series.
This map is an example of why, despite its flaws, FE6 is one of my favorite games in the franchise
Thanks Mekkah for this video! It came in handy for me today beating this chapter.
One note to add if anyone is looking at the comments, my Marcus was not D in Axes so I gave him the Armorslayer to take down the Armor Knight on the right. If you train Lugh and Deke they can both take care of the Armor Knight on the left without an Armorslayer.
I'm loving this! This content type feels well within your wheelhouse. Would love more of this
I really like this kind of video, I hope you’ll make more in the future (though idk how many other chapters warrant it)
I'm currently trying to beat this map on hard for the first time, and, yeah, it's a challenge!
Thanks for the guide!
Hot take, but I really like this map, especially compared to many others from FE6. I like the mix of openness to move and the ability to choke points between the houses and in the passage between the throne and chests, and you can have effectively seven mounted combat units, assuming you bring Marcus, Alen, Lance, and Sue. Sure, the wyverns can be difficult to deal with, but by the time the cavalier reinforcements arrive you’ll usually be far enough north that you can just leave a couple units to deal with them. The only real problem I usually have is the boss, but that’s normal for FE6.
Normal mode? Sure. Hard mode? Complete bullshit.
Really the turn 1 strat to recruit Zealot and Treck makes this chapter much better.
I did my first ever playthrough of Fe6 (on hard mode...) a couple months ago and this would have been so helpful
I'm playing this game for the first time literally right now (I want to be as blind as possible) and saw this at a glance when viewing your youtube channel and now I'm kinda dreading this chapter... It is on normal mode of course but dear lord I've literally just come off dropping Thracia at endgame because it was too hard, give me a break lol.
Also this map is eerily similar to Thracia's Chapter 5.
Finally beat this chapter on hard thanks to this!
Ah yes, the chapter I beat deathless because I put Clarine in a Forest to save Dieck from being targetted by an armor
on normal mode
it's stressful but the fact it worked was funny
if it works it was the right play
@@Mekkkah True
but I don't think I'd recommend it unless you're desperate, I wanna say she was in 1-shot range
but it was Funny
How come the only weapons that will do anything more than just tickle the Wyerns also happen to be the same ones that never hit? 🙃
Love you too Mekkah thanks for this guide 🤗
Thanks Mekkah, this chapter is a headach.
I usually have Rutter dieck and clarine tackle the left side while all my other units push the right while merlinus takes the villages
Merlinus can also be useful for baiting a wyvern if you want to on say turn 3 or 4. He'll have decent avoid on a forest and the damage on an actual combat unit can be pretty detrimental for where they can position unless you can safely heal them.
I had almost the worst case scenario coming into this chapter in my most-recent iron man. I lost Rutger in Chapter 5 and lost the Hammer on another unit that died. Thankfully, I grinded Marcus to Rank C Axes, so I was able to do the set up here with a lucky crit on the first Armor Knight. I had to do some more improvising since I didn't have Rutger, but my Shanna had enough Str level ups to clutch, and my A supported Cavs played lockdown defense on the left chokepoint.
honestly this is my favourite chapter in all of fire emblem
My suboptimal ass giving Lugh an angelic robe then just placing him on a forest tile with 3 healing items until the enemies are gone
Honetly the turn one Zealot recruitment is enough to make this chapter way easier so that alone makes this super helpful but everything else makes this extremely helpful.
I wanted to no-death run FE6 on Normal, and this chapter was a ballache. 7 resets before I managed to grab everything. Doing this on Hard seems like the most monstrous pain ever, so massive kudos to you and your strategists for this :)
I think one of the more understated reasons for the difficulty of this chapter is that you have to fight off the onslaught of enemies riiiiight before the next group of shops. In other words, not only are you limited in terms of useful units, but also; potentially, useful items. That makes the early difficulty of this chapter particularly noticeable, since you have to deal with the enemies BEFORE visiting the villages, shops, and arena.
What supports do you recommend building ahead of time? Lance x Allan? And to what extent does a planned FE6 playthrough for units you want to use need to be adjusted for this chapter alone?
Lance x Alan definitely. Roy x Marcus C will increase Marcus's odds of success on turn 1 and 2, but anything beyond and it might get in the way of the Roy/Cavs support triangle. If you're support grinding (as opposed to just getting supports when they come) you can also do Rutger x Dieck. All these supports help in the long term as well so it's not just a thing for this chapter.
Nothing for this map is really going to impact you in the long term. All the units that see combat here are good long term options, except Marcus and Zealot, but it's not like you're really training them anyway, you're just using them while they're good.
@@Mekkkah thanks, Makkah! I made it through this chapter in Hard mode with some resets last year but eventually want to attempt an FE6 iron man and tips for this chapter will really help out!
I LOVE FE6!!!!!
I LOVE FE6!!!!!!
Probably my favourite in the series from a gameplay perspective. I like that it is challenging without leaning on needlessly overcomplicated unit progression like post-Awakening games.
Thanks for the video.
Does anyone know how to obtain an FE6 Save File With Hard mode already unlocked?
I don’t mind this chapter. If anything, it’s meant to be difficult! You’re a baron at the head of a ragtag mercenary outfit storming the fortress of the largest player in your region; of course you’re not getting through it unscathed.
11:05 Here I would actually recomend leaving Zelot one space up and keep the handaxe, that will make the wyvern unable to avoid a counter so he would use the Steel lance and with that he would be easier to kill due to not being able to counter range attacks and it would be slowed down lowering a little bit his avoid and also lowering his AS wich would be helpful because Zelot at base can always double the wyvern with Silver lance but Marcus needs him to equip the Steel lance to do so, if both hit all their attacks the wyvern is dead and that frees the turn for the bow units to focus on the left wyvern or other enemies if you didn't activated his AI.
The wyvern would still be able to Javelin Marcus, who has a Silver Lance equipped.
@@Mekkkah Placing Zelot one tile up would make him ocupy the only tile in wich the wyvern can attack Marcus
@@maxyaju4293 Looking at the enemy phase, there's a chance this works. I think what'll end up happening is the archer and soldier will end up going 1U and 2U from Zealot, blocking the positions, so the wyvern has to go 1U1L or 1L of Jerrot.
Oh sweet, a guide on my least favorite mandatory map in all of Fire Emblem.
Its insane just how much easier the game becomes after this chapter 😂
Yeah I found the GBA games, and by GBA I mean 6 and 7 since 8 is easy under all circumstances, the difficulty tanks and becomes easy after a few chapters.
they give you free money and exp with that arena too.
Whoa, this map was what made me give up of FE 6 Hard mode, this video will be cool!
My general strategy for this map is send all units right because i dont want to deal with 2 wyvern riders
Doing an FE 6 iron man and lost Lugh on chapter 6 because i occupied a reinforcement square in the bottom right hand room so the knight zoomed behind Marcus...hope this strat still works 😅
This is my favorite chapter in Fire emblem👍
Granted I used a guide, but I'm proud to say that I did manage to beat this map with no casualties or resets.
Man i just completed ch7 hard on my own a couple of days back, and i would’ve loved to know the turn 2 recruit trick because after many resets i just gave up and left treck to die and recruited only zealot
I just did this chapter not that long ago on my hard mode, bow only users playthrough which is also a 100% recruitment run. I needed ALOT of luck and stupid, unconventional plays just to make it work
I'm playing this game for the first time and absolutely slaughtering everything. Am I just getting lucky? On chapter 14 and haven't run into any difficulty whatsoever so far...
You know a chapter is hard when the unit placement spaces form a skull
I just love abusing the arena here. Who needs low turn count anyway? :D
people abuse support grinding. so why not?
but i will not save scum if they die.
Shoutouts to ch7 this chapter ruined my life the first time I played it
I love it now tho 😌
Omg I hated doing this map, i wanted to save everyone so it took me probably 20-30 tries
The beginning of this map is brutal for sure. Doesn't help that every time I play this map, Jerrot and Trec spawn one row of houses higher than I think they do.
Love FE6
i lost Dieck on this map near the boss because 5 enemies dog piled him and he suffered from success. it's a blind ironman. lance and ward are also dead. whats funny is each one was carrying an effective weapon so im officially on hard mode now haha.
turn 2 is all misses except for zealot once, love fe6 ❤
I dread that one chapter where you recruit Echidna more, though I guess you can choose to skip it
Oh, I never knew this map was this dreaded. I mean, I *did* have some problems at certain small parts, but I managed to go through it without losing anyone... Lucky, I guess?
I really like this kind of video. Would you think about making one for Chapter 14? Arcadia always makes me put the game down lol
Usually play fe wirh just the units that are gonna go far so marcus dorothy saul are getting benched not to mention dorothy since archers are just..... Bad
Am I the only person who doesn't think this map is that bad? This was my first FE and the only issue I had was getting a boss killer, but that just required Lugh to get 1 speed level during the map. Personally after playing through most of the series I don't think this is anywhere close to my top 5 difficult/annoying maps. Late game Awakening (without chrobin) and some Conquest maps easily frustrated me more
Have you played it on Hard? I don't remember it being too bad on Normal.
@@papersonic9941 Admittedly not yet, though I plan to. Given that this games hard mode is closer to newer games Lunatic modes, and I mostly play the other games on hard I feel that this games normal mode is relatively balanced compared to other games hard modes
I really like supports in GBAFE; they provide such nice bonuses, especially if you're gunning for the most damage, crit, avoid, etc.
My favorite is Matthew x Hector A, Matthew x Serra B from FE7, since it gives him +25 Crit, and giving him the Killing Edge from Guy. That with a mod that lets him promote using a Heroes Crest and he's got funny crit numbers
It’s so annoying that the boss has 5% chance of crit on Rutger. And he done it twice to him already bruh
rutger has terrible luck which is why i think he is overrated.
Maybe doing this with 0% growths would showcase a more reliable strat with less variables
I considered it but decided most people don't play with 0% growths, and growths really help in this chapter. Specifically on the cavs. Instead I basically had an RNG screwed team.
@@Mekkkah Fair enough, thank you for the explanation.
This video was definitely solid and reliable advice, especially for people playing this chapter for the first time who are stuck or simply intimidated.
I know I personally learned a thing or two from it, so thank you.
The 0% growths isn't reliable and requires many RNG manipulation, so no
I expected you to choose the Arcadia desert map as the hardest. It made me take a break from FE6.
I think the thing with Arcadia is that it's only really hard until you know where the enemies are. First time Arcadia is brutal, but once you have an idea of where the enemies are it isn't bad. Ch.7 is hard the first time and every subsequent time
Oh God, please don't remind me that I'm going to have to play that horrid level at some point on my hard mode playthrough...
A week after I get through the chapter on my own lmao
ch0k3