Okay, I meant to post updates of this as I went a long, but hahaha. Procrastination to the rescue! So instead, I will post... ALL THE UPDATES AT ONCE! THIS IS THE WAY!
Warning: Incoming 56k wall of text.
Fire Emblem: Path of Radiance: Lowest Level Only Challenge
The rules!
1. Only the lowest levelled PCs may be brought into any map. Tiebreak is for lowest Experience, naturally.
2. Every unit in the game must be recruited, and must be kept alive until the final chapter, so that there is no cheaping out of the system by conviniently killing Shinon. <_< The point of the game is to use everyone, except overlevelled freaks like Tauroneo.
3. Effort should be taken to even out levels as much as possible. Which basically means "no letting Ike run away with a level lead".
4. No resources to boost up a unit's performance artificially, including bands (arbitrary, but it was the first playthrough on this memory card, so I had no choice!), stat boosters, Bonus Experience, Arms Scrolls, Master Seals, etc. Exception for skill scrolls. They need to not be banned or Ashnard becomes unbeatable.
5. Ena and Naesala are the lowest level of their splitpath PC blocks, so they must be chosen! Not that there's any choosing to do with Ena, unless Ike gets an RNG blesssing to end all RNG blessings.
6. Using one of Janaff or Ulki to get the Knight Ring and make Chapter 19 sane is okay, as is (implied by 2) using overlevelled PCs for the purpose of recruiting.
7. Hard Mode.
Notes on forged weapons: I always boost them for Hit, and lower their Weight if they'd be weighing down the unit using them. I never boost them for Crit. Might boost is listed. Their initial owner is listed in parentheses, but they may (will) get passed around after that. Usually I forge for the lowest levelled PC.
The challenge doesn't really start until the first map on which PC use is restricted, so let's begin there.
Prisoner Release (1 reset)
Initially on the team: Ike, Rhys, Soren, Mia, Ilyana, Mist, Rolf, Marcia, Volke (Ike is L12, others vary from around L5 Rolf/Marcia to L11 Mia)
Initially off the team: Titania, Oscar, Boyd, Lethe, Mordecai (Oscar/Boyd are L14, Titania L3)
Forged weapons:
-Zahhak Blade (Iron Sword +3, Mia)
-Ozzie Bolt (Thunder +1, Ilyana)
-Marcus Lance (Iron Lance +5, Marcia)
The really scary turn here is 1. I trigger the ambush from behind immediately, then have to cut it down as best I'm able. Mia has the best offence so she is valuable here. Once that's under control, the map is simple. Doors need to be opened but nobody actually needs to be talked to or recruited.
The really scary part of this map is Danomill, a General with a pair of powerful range 1 weapons. There's no way to lure him out of his starting point without also luring out a Steel Bow archer he has with him, and vice versa. I only had two PCs who could survive attacks from both: Ike and Mia. I used Mia because she'd do more damage on a counterattack (yes my Mia had 1 more Str than my Ike at this point). Anyway, after I lured them both out, I figured I'd one-round the boss. To my surprise, I couldn't. Mia had done 8 damage and could do 8 more; Ike could do 5, Illyana 7, Soren 5, Marcia 4... not good enough! So I had everyone retreat to the two chokepoint hallways, Ike and Mia guarding again, and healed Mia. This time I figured I could one-round the boss. I could, in fact... but not simultaneously kill the archer, who would finish off Ike or Marcia. Finally, I realised I could kill the archer and surround the boss with Ike/Mia/Marcia (he's all melee), and won from there.
Blood Runs Red (2 resets)
Team: As above, plus Mordecai, Kieran, Brom, Nephenee.
Forge: Jaro Lance (Iron Lance +5, Nephenee)
Kept dying near the start of the battle, getting overwhelmed by the rush of enemies. Eventually I was able to somehow split the enemy force from the west in half so some came through the central road and some through the southwest.
Anyway, HM makes you kill four enemies right at the start, which puts you on the defensive as enemies come in. I kill the axe vigilantes because I can't afford to deal with them, and save the Dracoshield house. Couldn't reach the other houses in time though. Mia and Kieran probably had the best offence in this chapter, though Nephenee was close enough. Brom made a very valuable tank in the central road, but not as decisive as I expected. In general, the main thing that made this chapter harder from my previous experience was no Oscar, having another awesome mobile tank with good offence would help a lot.
Sent Mordecai north to get Zihark, who killed another Vigilante. Mackoya was kinda scary because again I couldn't one-round him, but surrounding him with people he didn't take out in one attack kept him under control.
A Strange Land (2 resets)
New team: Ike, Rhys, Ilyana, Mist, Rolf, Marcia, Brom, Nephenee, Zihark, Sothe. Most around Level 10, Mist/Sothe lower, Ike a bit higher.
Forge: Ramus Bow (Iron Bow +5, Rolf)
Okay. Of the ten units I am using, five (both healers, Sothe, Rolf, Illyana) get one-rounded by ravens, who have 18 attack and 15 speed. Bad. Very bad. Until hitting the right strategy. Head to the centre of the ship, just south of the mast, and set up like this...
PxxP
RxxR
PRRP
Units marked P are at the perimeter. These spots must be occupied by units who can take a hit. Fortunately, they only need to take one - they can only be attacked by immediately above/below.
Units marked R are on the railings. If these spots are not occupied, the ravens can fly into the box and kick some ass. So while these spots will never be attacked, they do need to be occupied.
That leaves two units who can hide in the middle. Of course, on the player phase, there's freedom to move units to different positions, to heal, take out ravens with ranged attacks, etc. Rolf in particular is good at the latter.
Jill joins, and her Laguzguard is certainly appreciated. I then draw out the battle until that second Angelic Robe pops out. Pretty routine really.
Sothe is epic beyond belief. Not only do the ravens one-round them, but they have 11 defence, and he has 7 attack. Um. Um. ;_;
A Guiding Wind (0 resets)
Team: Ike, Rhys, Ilyana, Mist, Rolf, Marcia, Brom, Nephenee, Zihark, Sothe, Jill, Volke.
Forge: Yuuno Lance (Iron Lance +5, Brom)
Despite this being a hard chapter I don't have too many problems. Shove Ike three times on round 1 to get him to Astrid, and get her to Gatrie. Astrid herself spends a lot of time in the battle swiping kills to level up (grabbing the Ramus Bow from Rolf). With the Knight Ward on she quickly becomes effective. The first two ravens fear both archers, the others don't even attack. Just a simple matter of pressing back the enemy lines.
This map has a lot of enemies who don't move, and knowing who those are helps: the Halberdiers on the bridges, the mages in the back of Norris' ship, Norris himself.
Eventually push onto the other ship, though not before one raven is able to survive to grab two treasures. Killing him only nets the first one he picked up, so I get a Speedwing.
Sothe is a highlight of this map, as I try to get him to accomplish... anything. He can damage Myrms (for 1) and mages (for 2). He does get one kill eventually, on a mage! And needs two more to even level up. Oh well, at least he opened some chests.
Norris moves on turn 8 (always?). For me he attacked Astrid, who survived. After that I pin him and kill him using move-again attacks from melee.
Training (0 resets)
Team: Ike, Rhys, Ilyana, Mist, Rolf, Marcia, Brom, Nephenee, Sothe, Jill, Volke, Astrid, Kieran.
Forge: Guido Bow (Steel Bow +4, Rolf)
Despite fog, this map is really easy. However, my nerfed offence means that I'm not able to save both houses, and I lose a Wrath scroll. Makalov is easily recruited despite almost suiciding on Brom. Astrid continues to level very quickly, reaching Level 11 by the end of this fight, and certainly one of the best PCs thanks to a slight Strength blessing (plus her usual excellent speed and mobility).
Sothe's misadventures continue. This time, it's Bandits he can damage for 1, as well as Myrms. He kills one of each, reaches Level 2, and mercifully gains Strength.
Neither Gashilama nor the two tigers move, which makes things even easier. Gashi can't reasonably be attacked at turn 1 until the killing blow, but Rolf + Astrid + Ilyana = who cares. Ilyana OHKOs him with a crit, anyway.
The Feral Frontier (0 resets)
Team: Ike, Rhys, Mist, Rolf, Marcia, Brom, Sothe, Volke, Astrid, Kieran, Makalov, Zihark, Soren, Mordecai. Around Level 12-13 or so, typically.
Forge: Euram Sword (Steel Sword +4, Makalov)
Desert time! Wow, the FE9 desert is forgiving. Only halved movement for most infantry. Full movement for thieves, unlike other FEs. And cavaliers at least manage 2 panels.
Not much to say here. I definitely go for kills since I can't use Bonus Exp. Sothe now has access to Daggers, and between that and the fact that untransformed laguz fail (typically 5 or 6 def) he's easily able to snag some kills in this map, gaining two more levels and the "MVP" status (riiiight). Muarim is another immobile range 1 boss, except this time some of my PCs can even survive melee hits from him! Zihark does the deed, that cold, laguz-hating bastard.
Due to deploying both Sothe and Volke I'm able to get every single desert item without dragging out the map. One issue I notice, though - it took Volke three tries to get the White Gem. I thought thieves were always 100% for that.
The Atonement (0 resets)
Team: Ike, Rhys, Mist, Brom, Sothe, Makalov, Zihark, Ilyana, Nephenee, Jill, Tormod.
Forge: Koichi's Rune (Thunder +3, Tormod)
Three chapters after starting at Level 1, and Astrid is already off the team. Damn Paragon. Anyway, this is another pretty easy map. Only really scary moment was when I opened the northeast treasure room and forgot there was a Killer Lance Halberdier in there, and had nobody who could really tank the assault. Got lucky and didn't face a crit. Aside from that... there's a couple mages with Kimaarsi who would be scary if they move, but they don't, and everything is pretty manageable. Ward Staff is great for ensuring survival of potential Elthunder crits.
Devdan is easily lured with any number of PCs (not too strong for a prepromo) and recruited. The thief who raids the northwest treasure room will chase after the central treasure room, allowing him to be stolen from and then killed so you get everything. Sothe does the honours. Not a great level for levelling Sothe, as he's usually on utility, but he does see some action.
Kimaarsi himself is scary, with his high att/def and crit rate. Why is it that Generals tend to be among the best bosses in FE games? Anyway, Devdan to the rescue, chips him down with the Heavy Spear well enough for Tormod to finish with Koichi's Rune.
Day Breaks (1 reset, on Part 2)
Team: Ike, Mist, Sothe, Makalov, Tormod, Rolf, Astrid, Mia, Boyd, Gatrie. Vast majority of party starts at Level 14.
Forge: Pepporbox (Steel Axe +5, Boyd)
Part 2 reinforcement: Ilyana, Volke
Part 3 reinforcement: Soren, Oscar
Part 4 reinforcement: Kieran, Nephenee
After three easy chapters, the game starts getting serious again.
First part has some scary stuff, mostly the Sniper in the middle, the Killer Lance Halberdier at the end, and the Myrmidon reinforcements from the south. The Myrms are the best since I can't let them touch the mages, but I want one of my tanks to bait the Sniper... dilemma. End up having Gatrie in the north, and KW Makalov trying his best in the south. Gives me a few scares.
Second part... yikes. Cavalier swarm in the west is nasty, particularly the Paladin (this is where my only reset occurs). Most of my better units (Makalov, Astria, Boyd, Gatrie) all head this way to handle it. The softer units head east. I also get into quite a scrape against the second cavalier swarm at the east. Damn cavaliers and their crazy reach and ability to move-away so others can attack.
Third part continues to be pretty scary. Enemies surround on all sides, so I first work on pushing back and eliminating the areas near the start. Quickly I find other enemies bearing down on me from all sides, though. Once Oscar shows up (at least!) things get a bit better, as he's quite a good tank. Before then, making do with Boyd and Mia in that role isn't too effective, as you might expect. The mages in particular are nasty, I tend to have ranged weapons out to help softening them (Ward Staff also gets hype here). Ike is suddenly doubled by quite a few enemies, to make matters worse, so I pretty much don't use him. Once I weather the storm and finally push through, he snags a kill on the last archer to reach Level 17.
Fourth part is probably the most straightforward. Although cavaliers are still scary, there's no horribly unpleasant surprises. Tibarn and co. kill more than I'd like, but I get the battle under control and rescue them before they can steal my Adept scroll or Nosferatu tome. Oliver sucks, though Nosferatu makes it too hard to set up a Sothe kill like I'd want. Victory is mine!
Ike promotes, and is suddenly the new Jeigan at 17/1. He's probably about as good as Marcus 6 at being a Jeigan, but at least he won't descend into massive suck.
Crimea Marches (2 resets)
Team: Ike, Mist, Sothe, Rolf, Volke, Soren, Kieran, Nephenee, Brom, Rhys, Zihark, Jill, Marcia
Forge: Franz Lance (Steel Lance +5, Nephenee)
Long range magic whoring, go!
Yeah, this chapter is quite a pain. Not too many of my PCs can survive a double ranged tome beatdown, though the Ward Staff helps with this. With that, I have first Kieran, and on the winning run Jill, lead the charge through, with Nephenee and Brom close behind, and Ike/Rolf to do Shinon recruiting. Meanwhile, Marcia and Jill (later Kieran) hold off the wyverns and cavaliers from the rear. Sothe, Volke, Zihark kinda can't do much in this fight.
The map's mostly about watching ranged tome range. Fortunately the users die easily. I rush in and get the first with Kieran/Jill, baiting Shinon at the same time. He's weak and nothing to be afraid of even with Brave Bow + crit rate. Then surround him until Rolf can reach.
The last nasty party of the map is the final corridor with multiple magic users, and the swarm of ravens and two cavaliers. I die once because Kayachey crits Brom (gooo luck-screwed?), die again from a general magic beatdown when I intend to give Brom the Knight Ward then forget. Third time, having Jill as a second tank to weather the storm helps, and I'm able to cut through everyone while keeping the weaker characters protected well enough.
Entrusted (0 resets)
Team: Ike, Mist, Sothe, Volke, Kieran, Brom, Rhys, Zihark, Ilyana, Tormod, Mia, Reyson, Ulki. Most Level 17.
Forge: Suo's Katana (Steel Sword +5, Zihark)
Ulki gets used because he's lower levelled than Janaff.
Anyway, first turn's important, so here it is. Ulki (with Full Guard) moves to 17 panels due south of Naesala, uses Laguz Stone. Reyson chants for him. Ulki moves to 9 panels due south of Naesala. Tanks a hit from archer, double Vortex from Naesala. Pretty easily, he's very durable. Turn 2 talk to Naesala, move Reyson into Naesala's threat range. Start of enemy phase 2: ravens turn, so I can manage to avoid killing one. Or them mangling me. One of the ravens needs to be distracted turn 1. The two wyvern knights who could otherwise be a pain get distracted by the northern ravens on turn 2, and basically become non-factors.
From there, things are pretty routine, as long as I am very careful of the ballistas' range. The ballistas do limit who I can place on the front lines, but not too much, given that I use Zihark there. It's mostly my party, only Ike, Kieran, and Brom can really take hits well.
Ulki kills one of the ballista operators, since he's the only one who can reach those hills anyway. Eventually kills the other, too, though he demorphs before then so I equip him with the Demi Band. Means he two-rounds the archers instead. Doesn't matter, really.
Homasa is intimidating with his brutal offensive potential and incredible speed. Solution? Why, to Ward Staff the mages! I get to witness the awesomness of him doubling, activating Adept, and criticalling for a 5x multiplier, and still doing 0 damage. Ward Staff is godly. After the mages chip him down a little, Zihark finishes him.
Volke reaches Level 18 in this battle, and promotes out of the party, becoming my second promotion.
Defending Talrega (6 resets)
Team: Ike, Mist, Sothe, Brom, Rhys, Ilyana, Tormod, Mia, Soren, Marcia, Oscar. Mostly L18, some 17.
Forge: Magikarpbane (Thunder +5, Soren)
Argh.
The reset count should have tipped you off by now, but this battle was really nasty. Wyverns are very dangerous. To make matters worse, I have three frail mages, and thanks to an unkind RNG only Soren is fast enough to even double Wyverns. Two frail healers and a frail thief, too! And Mia/Ike/Brom merely fail offensively against Wyverns, having swords in the case of the first two and not doubling in the case of the third. Oscar and Marcia really carry me through this battle.
The really scary part, which costs me all resets except the first, is at the start. Halberdiers and Wyverns converge from the northeast along with various soldiers, axemen, and archers from the south. Mia and Brom form perimeters at the south, Marcia and Oscar at the north, with the mages trying to be useful by taking potshots, especially at wyverns which everyone else struggles with. After three or four rounds this is under control, and I can start really moving forward. There's a Killer Bow Paladin to be worried about, but a variety of my units can tank him, including Full Guard Marcia.
Once I start progressing past the houses in the south, another swarm of wyverns crops up. I have to divide my troops to stop six wyverns (three first, then three later) and two mages from the west, sacrificing as little as I can to this diversion. I settle on Marcia to take the melee attacks of two of the wyverns, the mages to finish them, and then anyone can survive what the third wyvern does. Marcia can use her extra turn to attack a mage, not that any of the three fear mages.
On the other side of things, I have to deal with another long range tome (argh), and a new swarm of wizards and armours, and take one reset here due to double wyvern + blizzard beatdown at one point. Knights in particular call for magic, though a Heavy Spear also works. Tormod gets some wicked levels in this battle and starts doubling the Wyverns consistently, which gives me a needed oomph at the end. Approaching the end is still scary, since the boss' support, innocent though it looks, can all move. I have to do some crazy makeshift tanking that involves bringing Marcia back over.
Finally, Shiraham. Most of my units have trouble doubling, my best units use lances... yeah, this is a problem. Tormod is barely not OHKOed and does decent damage with Magikarpbane, so he ends up shouldering a lot of the burden, even snagging the kill, and with it, the first natural promotion! Sothe steals the Elixirs to avoid nasty problems, Marcia and Oscar also help despite being triangled.
Sothe seizes the gate because honestly, he's the real lord of this challenge.