For anyone thinking of playing Lunatic Classic Conquest, imo it is probably the most unforgiving Fire Emblem difficulty in any of the games ever, worse than Lunatic+ no DLC in Awakening.
The gameplay is probably one of the best for a Fire Emblem solely because of the many unique levels, each level feels vastly different from the previous ones and it doesn't feels like you are doing a random rout the field level every other level.
Plot for Conquest is ... halfway through the game it is like the main character turned their brain off and the last half of the game was doing it just because. The plot is by far the weakest point in this game.
Difficulty is probably one the the hardest in any SRPG and in some levels for the sake of just being hard. Staff Savant which gives infinite use of rods and makes all rods 10 range is probably the most obnoxious skill in this game. That combined with the infinite debuff skill can lower your stats to nearly 0 in a bunch of cases. Most of the level are really unforgiving and it takes a ton of trial and error to figure out how to approach each of the later levels.
Music is pretty nice and enjoyable. I haven't really gotten tired of the soundtrack after almost a hundred hours into the game.
Overall if you want gameplay, conquest has one of the most amazing series of level design in a Fire Emblem game, just be away of the suffering you are probably getting into if you choose to play Lunatic Classic.
Features
One of the most improved gameplay feature is that enemies no longer get a turn the turn they spawn in as reinforcements, so no more completely random deaths when doing the game blind.
Inheriting skills from mycastles and forging weapons can make your units super strong, but both are hard to completely utilize without DLC because of the lack of gold available and the zero grinding in this route.
Offspring Seals - After Chapter 18 if you do Paralogues the children comes with a seal which levels them to the current level of the chapter after promoting. The main help it gives isn't the levels it gives but more so the gold you save from having these.
Difficulty gap - The gap between hard and lunatic is insane in this game, if I were to rate the game in difficulty hard is like a 4-5/10 while lunatic is around 9-9.5/10
Exp Scaling- The exp scaling in this game is completely based off level difference of unit and target, even stuff such has healing staffs. It also scales down super hard when you get a unit decently higher than the enemy units. It makes it much harder to heal grind exp unless the healer has units that are higher level than it. The effect of this is that it is much harder to funnel experience onto only one or two units and even if you do it is not worth it in this game.
Infinite durability- overall the main this this does it it makes it so it is much easier to manage inventory and gold usage since you won't run out of weapons. Staffs are still finite and in lunatic most of the gold goes toward staffs and tonics generally.
Debuffing - Debuffing is heavily rampant in this game, it is really useful for the player while also deadly in certain levels when the enemy have access to infinitely stacking debuffs, it is an interesting feature but in turn made certain levels pretty hellish.
! - This is actually a pretty nice feature, if the enemy has a weapon that is super effective against your unit it will show a ! to warn you, so if you are in range it is completely your own fault.
Level Analysis/Rant
Prologue - Standard Tutorial nothing much to say
Chapter 1 - More Tutorial, talks about a healing seal on the floor which conveniently never shows up again.
Chapter 2 - More healing pad tutorial which you don't see in the rest of the game again.
Chapter 3 - This level is actually kind of difficult if you want to maximize exp since you have to depends on a little bit of RNG, but since it's a short level it isn't too bad.
Chapter 4 - Pretty easy chapter you can die to bad RNG in Lunatic but nothing as bad as what is to come later
Chapter 5 - Ryoma will die before you get to him no matter what in Lunatic, so basically it's a take it slow level overall average difficulty level.
Chapter 6 (Branch Split) - Ignore Ryoma and kill everyone else since you don't need to finish all units to finish the map.
Chapter 7 - This level is a sign of what's to come, I actually had to make a wall on the lower section of the map using Effie and slowly kill the ones swarming from the top 1 by 1.
Chapter 1x - This level is the only non-children paralogue which made me kind of sad, since I would have like more. You get Mozu in this level which is the well known Aptitude character. The level is easy enough to feed her experience so you can get her to level 7-10 in just this level which can make her a powerhouse later in the game.
Chapter 8 - This level is disgustingly hard if you try to go for 3 houses, 2 is doable and what I recommend most people playing Lunatic to do. Introduces Dragon Vein on the lake where you can melt the lake to lower mobility of anyone in it.
Chapter 9 - Finally there is Azura... who is behind enemy lines, this is the 1st level where you meet the enfeeble staffs which lower all the units stats by 4 temporally, on the bright side it's limited uses here and can stall it out. Overall a pretty simple level.
Chapter 10 - This is the 1st HARD level on Lunatic, since what units you use is basically set so you have to use them optimally. The goal is to prevent the enemy units from reaching their destination for 11 turns, and you will get swarmed later on since you aren't able to kill enough units with the stats the units have at this point. This level takes a bit of planing, optimization and a bit of luck to get through.
Chapter 11 - The stairs gimmick level, generally strategy is slowly bait units to stairs to swarm or hit and run to reset. Fun design in concept but only the player being able to use stairs make stairs a pretty awkward gimmick.
Chapter 12 - Chapter with Gimmick pots that are either buff/heal or debuff/poison. The pots tell you what they are before you break them so it's not that bad, decently easy level if you go in with a plan.
Chapter 13 - Super easy level, can visit all the houses no problem and funnel exp to your characters that need it.
Chapter 14 - Rods rods rods is basically the name of this level, there is the 1st appearance of the hexing rod which is devastating if it hits a character since it halves their hp for the rest of the map. You can bait it out with unit you use for just pairing then pair those halved hp units to units you are mainly using. Freeze can be baited out just by eating them since the effect only last 1 turn. The last section with the boss is a troll since the priest has entrap which is like rescue except on enemies and it puts you next to 3 enemies with certain blow, +40 hit when they initiate attack. Most reliable strategy is to fly a unit in to kill the priest that can tank 2 archer hits while staying out of range of the boss since he doesn't move.
Chapter 15 - Nothing much to say, Jaegen returns and you only have 3 units for this map. Good exp grind for MU.
Chapter 16 - Fun concept level, a find the boss level who is hidden as a green NPC, the catch is you start with 10k gold as the reward and it goes down 300 every turn. Even on Lunatic you can get 6-7k gold while finishing the level pretty safely.
Chapter 17 - This level is Ninja hell in a cave basically. Generally a character that can wall off their units in chokes is highly recommended (Xander) and makes the level much easier since otherwise you will get swarmed by units that are much faster than yours.
Chapter 18 - This level is on a timer but the timer is lenient, you have 20 turns to finish both bosses. The start might be a bit of RNG since on the left side you have to tank a few units while eating a freeze.
Children Paralogue levels
Chapter 2x - Kana, the main danger is if the Falcon Knights double your character, otherwise one of the easier children chapters.
Chapter 3x - Shigure, fun gimmick level where each ship is accessible every other turn and it rotates back and forth. Easy level good for exp farming.
Chapter 4x - Dwyer, the NPC knights are actually decently strong in this chapter so you have no problem getting to him way before he gets into trouble. You can also bait the ninja into attacking you by hugging that wall. Also easy level.
Chapter 5x - Sophie, easy level, rush level a bit quickly to block off the villagers so that they don't suicide
Chapter 6x - Midori, also super easy level. As far as I know the boss doesn't attack at all and just runs, you can use the dragon veins and catch up to her and surround her so she can't do anything. After that you can slowly farm the rest of the exp on the map at your leisure.
Chapter 15x - Seigbert, this level has infinite reinforcement until you seal them off by activating the dragon veins. The hardest part of this level is getting Seigbert to not die turn 1-2. Thankfully the infinitely spawning units are decently weak even on Lunatic.
Chapter 16x - Forrest, the trap of the game and he gets kidnapped cause they think hes a girl. This level has a time limit from when you first encounter the enemy or the enemy encounters you. Once encounters a merc slowly walks toward forest to kill him. If you plan your series of moves you should get through fine, I went through clockwise form the bottom left and cycled around.
Chapter 17x - Ignatius... If you do this level right after chapter 18 like I did, you have 3 turns to stop at least one of the ninjas from reaching him or he just flat out dies. The other down side is that the level is huge, the enemy had freeze staffs and there is forest impeding your movement everywhere. This level is pretty hellish I actually had to have Elise tank round 1 and Xander tank most of the stuff from the left to make it in time. Freeze staff is the MVP in this level.
Chapter 18x - Velouria. This level had me stumped for a while because there is a priest with entrap in the middle who can basically kill one of your units by making them swarmed if they are in range. There are also fire tower all over and mountains paths impeding movement. I got through by slowly inching through the top side with my strategists, triggering Velouria to appear and having the rest of the party killing the reinforcement. Thankfully most of the units don't aggro at all unless you are in their range which made this level much more sane.
Chapter 19x - Percy. I fucked up pairings since I did it blind so I never got this level :/. I guess I'll wait on Revelations to do this one.
Chapter 20x - Ophelia. This is the 1st level where I learned that if a unit does 0 damage or 0% chance to hit it will ignore that unit and rush toward your other units. The top right house is the only once you have to rush to visit, otherwise the rest of the level is pretty simple. The reinforcements and ninjas can be dangerous though.
Chapter 21x - Soleil - this level required a bit of planning, you get access to obstacles where you can grab and put down to block the enemy movement. The main thing is you can completely seal off the bottom left by turn 2 with a 9 movement after paired unit combined with Azura's sing. This makes it so you only have to deal with 3/4 the map which make it much more manageable. Forrest with tomebreaker was MVP here since he basically took care of most of the top left by himself.
Chapter 22x - Nina. This is the funny level with a knight who can only use spears but his only item is an axe, so he sits there on the side doing nothing. She is also the only child that starts as an enemy cause daddy issues. Like 6x Nina can be trapped after she grabs the top chest if you can clear the middle room fast enough. This level is pretty manageable if you don't mind giving up the left chest, however if you want it though it becomes considerably harder.
Back to Main Chapters
Chapter 19 - They got one thing right about the lore of Kitsunes, they made them as annoying as hell. The level isn't too hard if not for their ability, which for one turn they become untargetable but they still take up a space and remain there. The biggest annoyance is they and immediately move and attack the very next turn so if you have a squishy in range they are getting hit and possibly dying. Other than that this is the Fox genocide level.
Chapter 20 - This level brings the wind gimmick level where you can get pushed up or down 5 spaces (or the next available safe space). When you activate a Dragon Vein ALL units gets pushed immediately. While if you don't all your units get pushed at the end of your ENEMY's turn. This level has the dreaded hex rod priest and lots of fliers and space and positioning management. I failed many times just because I forgot to notice one or 2 things.
Chapter 21 - At first I thought this level was going to be bad because of all the breaker skills, but there is a huge counter to that, beaststones aren't affected at all and Velouria is pretty tanky and strong. Watch ranges of enemies and clear steadily and the level becomes pretty simple.
Chapter 22 - Oh hey it's Sakura. The gimmick of this level is that your party is split into 2 and the Dragon Veins on one side opens the walls of the other side so the idea is you needs to alternate advancing kinda. After a certain point Sakura will activate her own and restore all the walls, this coincides with some dangerous reinforcements coming out. I had to block the spawns of especially the machinist spawn on the left side to get through the level. I highly recommend a bow user or beastkillers on the right side. This level is basically trial and error learning about where and what reinforcement spawns.
Chapter 23 - Welcome to the start of hell. Rally bots and getting swarmed by reinforcements this level is all kinds of unfair. I had to make use of entrap to beat this level mainly to get the guy off the right most stairs. one thing to note is after triggering the 1st wave of units on the left and their reinforcements you can actually bait the units in the top right into attacking and aggroing you which triggers the reinforcement spawns on the 4 forts in which you can block if you sit on them. That makes the 1st half of the level much more sane. Once you get to the top right you get to play the stair bait game and hit and reset over and over. A warning though a few of those units have lunge which could be a death of a character unless the character is innately really tanky so a general is highly recommended to do this with.
Chapter 24 - The gimmick of this chapter is wind, when you activate a dragon vein all ground units get movement increased and air units get movement reduced, however when Hinoka activates it the opposite happens. This makes it tough to position when your units are reduced to just 3 movement. I made a defensive formation on the right forest area and camped it out till the 1st waves of reinforcement were all gone which made the level overall more manageable. Everyone's favorite Hexing staff is back.
Chapter 25 - I didn't want to deal with infinitely stacking debuff ninjas so I just had MU dual Ryouma till he won.
Chapter 26 - This is by far the WORST level in the game by design and everything, ton of priest and the boss with infinite use staff with every negative effect staff between them all. One fun thing to note though for the AI is that when there is a door blocking and they do 0 damage to the only unit they have access to the units with literally stand there and do nothing. I completely ignored the left side and focused on the right avoiding the boss's staves range as much as possible. My strategy is basically try to block and tank out the final room and hope that RNG doesn't kill you. The other scary thing I learned is that after a while the monsters on the left will destroy the doors by them selves near the end which almost gave me a heart attack. I was still able to get all 3 middle chest and finish the level soundly.
Chapter 27 - If you got through 26 this level is super easy, just watch out for the double counter units which you just use range physical against. Boss is a joke.
Endgame - I do not know what they expect you to do in this level normally... infinite staff with infinite debuff skills, map wide boss attack you needs to pop a Vein every other turn to prevent damage and to top it all off you can't even save or leave the map for this so you have 1 try after 27. I went with the cheese method for the 2 turn kill since I didn't really want to deal with playing 27 over and over. This would be the worst level in the game if it wasn't cheeseable.
Top 5 worst levels
26>Endgame>23>17x>10
Overall Enjoyable game just don't play on Lunatic unless you want to suffer.
Considering how difficult Lunatic is in comparison to Hard (with some aggravating trial and error in regards to reinforcements, as you pointed out), I feel that it should have been locked behind a first playthrough.
ReplyDeleteEndgame is actually incredibly fun without cheesing --- it's practically an inverted level 21 --- but *ONLY* if you've got the tools to take care of two of the Enfeeble Maids on the first turn. I personally went with BowKnight/Niles, diligently fed with Boots(2) and paired with a Mov+1 unit. Kill --> Rescue --> Dance --> Kill --> Trade the staff --> Rescue --> Unpair --- Battle Save. Obviously, having lots of Freeze and Entrap will make the rest easier, but they're quite unnecessary if you've got plenty of healing options.
Once these two maids are done, it's very very entertaining, and every few weeks, I try my might at chapter 21 and Endgame, as they've become both my favorite levels out of any Fire Emblem titles (Close second goes to "Sands of Time" and "Talons Alight" in Blazing Blade Hector Hard).