To be clear, Palace 2 isn't a cakewalk or anything - I died several times on the minibosses, and actually had to Mementos grind a tad to take out Madarame. Just it's hard because some of the enemies are hard, not because oh my god SP is running on fumes but not spending SP is suicide.
And yeah, I think the designers just baked in assuming you were gonna spend several days visiting Palace 1, which isn't really THAT big of a deal. I think Magetastic did Palace 1 all the way on Hard (both Laggy & me set it to Normal for at least parts of Palace 1), and if you make 4-5 visits, you'll get enough levels to almost sorta survive. In the grand scheme of things, losing 2-3 days on Palace 1 trips doesn't matter and isn't going to stop you from 100%ing all the Confidants if you want to.
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Fire Emblem EchoesWhen I originally played through the game, I thought it was cool how the game would generally let you deploy everybody, so you got a sense of your full team, but worried it would somewhat diminish replayability. After all, in most other Fire Emblems, you can pick an entirely different core team to go through with for a different flavored experience. Anyway, due to being on a plane a lot, I finished my 3rd playthrough of the game, so it does have more secrets left to offer! 2nd playthrough was a mild low turncount deal where I tried to get the "Fire Emblem" achievement for winning in < 500 turns. This playthrough, the third, would be a no optional recruits playthrough. Alm & Ceclia know
this trip is gonna be dangerous, so we're gonna turn down everybody who offers to join.
Exceptions:
* For Alm, the Cipher DLC crew will be joining of Emma, Randal, Shade, and Yuzu. Well... after he can beat their maps, at least. (No other DLC allowed, including the free DLC! Villager's forks are stupidly busted, that'd kill the challenge.)
* For Celica, she's gonna go recruit Kliff & Faye, because I've never done that before. And also doing Celica route without a Cleric / Saint sounds painful.
I'll add that you can skip through conversations / cutscenes / enemy turns at lightning speed, which also makes a 3rd playthrough nice & fast. Keep Mae & Boey snarking at each other about why their trips keep mysteriously going through haunted graveyards, skip anything involving Rudolf or Jedah, good times. Note that the overall teams ended up interestingly different too; Alm normally has only 1 Pegasus Knight (maybe 2 if Faye went that way), while Celica normally has 3; Alm didn't have any archers rather than 1-2, etc.
Anyway, it was cool and different! Got to see various wacky bits of dialogue they wrote for dopey situations. Also, the DLC characters are all fully voice acted: they have well-written dialogue, a support tree, lines when people get kills near them, lines for the final battle with Duma, special sprites, etc. Shade (who is a dark mage in Cipher) ends up the gothiest Saint ever, wearing a black dress, while Emma has a huge ribbon visible on her sprite, and so on.
Act 1Kliff & Faye are left curbside for our quest. As is Silque, so it's time for ALM'S SNACK CART healing strats, as if you want to heal up you need to stop by the provisions stands Alm wheels around behind him and eat an Orange. Emma & Randal's DLC map is too badass to be taken on now, though, so we're sticking with the core required crew, which is Alm / Grey / Tobin / Lukas / Clair / Clive. Grey & Tobin both go Mercenary 'cuz, I dunno, don't want to steal the show too much from the Cipher characters, so stick with safe & boring & also their FEH forms, villagers with swords. I delay promotion more than I normally would do due to fears about lowmanning it up; while you usually don't get much from delaying promotion in Echoes, with a small crew, it seems more worthwhile. Final map ends up a curbstomp even without Silque, the "wander up the right side and have Clair let you in" gives you a nice chokepoint and a very easy infiltration.
Act 2NO GENNY NOOOO. Celica takes awhile to learn Recover, too, so Celica's snack cart strats time? Okay, and some graveyard grinding, I admit it. This is way harder than usual sans Genny. I do save Valbar & co. via hauling ass north on their map, then proceed to abandon them at the pirate fort. The only required Celica recruits are Mae/Boey/Saber / (much later Act 4 Conrad), so this would be a tiny team without the Ram Village extras. I skip the Necrodragons for now and collect Kliff & Faye, who are amused at the situation wherein Alm just ran off without them.
Over at the Thieves' Shrine, Celica & Silque have some "huh weird that we ran into each other" dialogue (Silque is also from the priory at Nonis), and Python & Forscythe have some "huh hello tourists to this haunted dungeon" dialogue at the Deliverance Hideout. Then it's time for some GRINDING 'cuz hey Villagers actually gain levels super fast when fighting at the Deliverance Hideout compared to the Thieves Shrine. Faye goes Saint for sanity reasons, Kliff goes Archer. Archer is supposed to be balanced around subpar stats, but when you got Villager Kliff to Level 15 or something, a lot of that downside goes away, and you just have a terrifying force of nature. Necrodragons get bodied on return, and I grab the Blessed Sword for Celica from the Sea Shrine.
Act 3Alm's snack cart runs out of steam here vs. Fernand; while Alm can sorta survive all the enemies beelining your position early, nobody else can, and with no archers and no mages, there's no free chip damage getting in. I attempt it twice but Alm eventually runs out of HP thanks to the annoyingly luckily accurate dark mages Rigel brings. Even if I'd hypothetically beaten it, the next map is a swarm of dark mages with no real way to get long-range free damage onto them and a crew of low-resistance characters. If it is beatable, it's via not promoting both Tobin & Grey to Mercs and getting an archer or a mage of your own, and maybe having Clair lead half their army on a merry chase. LUCKILY! I am now strong enough to take on the DLC missions, which seem balanced for Act 3 for whatever odd reason. It's tricky but doable, and all the characters are in promoted classes, so these early Act 3 maps quickly become curbstomps instead with the Cipher crew hard carrying. To chat about them some... they all have good Resistance (which doesn't grow very often / at all in Echoes), and they all have weapons with somewhat inefficient forging costs but that can be forged a LOT if you want to take them to endgame, and new specials.
* Emma is a Falcon Knight with 13 Resistance, which is amazing - means all the midgame spells from Witches and the like practically bounce off her. On the downside, her Speed is kinda disappointing for a promoted unit - only 13 or so at L1, when Clair had already outpaced that easily pre-promotion as an L10 Peg Knight or whatever. (Speaking of 13, that is also apparently her age, so child soldiers, yay! At least Delthea didn't get in the thick of physical combat...) Her weapon, Trainee's Lance, has bad Mt (4) but great Hit, and more importantly, has the Solo Triangle Attack special. Which yes, Randal razzes her about making no sense. It's a straight-up triple attack for 5 HP, so her merely-okay speed doesn't actually matter that much once she learns it. Really amazing at shredding low-def units and Terrors, worthless against high-Def units as you might imagine.
* Randal is a Paladin who also sports pretty good Resistance, and also great Speed. Unfortunately, his Luck/Skill suffer, and his Strength is nothing special either. So he's a balanced unit, more of an anti-mage while Clive focuses on high Str and killing blows. His unique, Wayward Lance, is a low-hit high-crit weapon, and offers a special that doubles down even further on this - Heaven or Hell, a guaranteed double, but at -40 Hit, and with guaranteed crits if it hits. I practically never used that special considering he generally doubled anyway, already had a decent chance of crit, and the skill would tank his Hit to tragic levels. (The skill might be worthwhile on a low-speed, high skill lance user like Lukas I guess?) It gets REALLY bad at endgame with the evasion jump there, but whatever, I gave him Gradivus then. (Also, for Elf/Ciato, your team & Emma get to rescue him in his recruit map for a change of pace from the usual Echoes MO on the gender of recruitable characters in peril.)
* Yuzu is all offense all the time - think Hana from FE Fates, tons of speed and attack, no defense or HP, although acceptable Resistance. However, "female myrmidon" translates to "Priestess with a sword" in Echoes, so she also packs some magic options, which is actually great, especially since my healing is limited on this team. Maybe too great, since it seems to distract from intended sword beatdown she wants to do character-wise? Oh well. Even with her as a promoted L1 Priestess, enemies would beeline her as she looked the most killable compared to the entire rest of the team, so she spent more time than she probably preferred healing in the backlines. Her weapon, the Warrior's Sword, is pretty good; just solid stats & a +20 crit rate. The ability is pretty worthless for Yuzu though - it's Armor Disruptor, which has effectiveness against armored units. A nice thought, but if Yuzu is fighting armors, she's just pelting them with Fire or Sagittae instead and hitting their weaker Resistance stat rather than walking up tot hem, usually.
* Shade is an L1 "Saint." Like the rest of the Cipher crew, she packs great Resistance, making her a great enemy mage bait unit. She's similar to Tatiana; no Recover, but has Physic and Rescue. She also packs Freeze and Silence, although no Invoke (but that's fine by me, I've won enough using Invoke cheese). As a battle mage, her speed is averageish, which is better than most Saints who are slugs, but for a dark mage turned Echoes Saint due to where Nosferatu hangs out, her Attack stat is a bit disappointing. Still, having a ranged healer was just what the doctor ordered, so still amazing. I eventually gave her the Speed Ring to get her around more quickly as well as ensure doubles in combat.
Anyway, as you might expect, the addition of some high-res mobile units and a healer turns the situation around, fast, and most of Alm Act 3 goes down in flames afterward. Desaix's Fortress is a little tricky as usual with no archers and the only mages also being healers, and Desaix himself having Javelins that HURT, but I manage. Lutiher, Mathilda, and Delthea are all ignored and left alone.
Over on Celica's side, things surprisingly aren't that bad. Hard-focusing XP has resulted in characters that shrug off summoned units and Kliff makes for a very busted Archer with all the extra Villager levels (Alm ships an Iron Bow over to him via Merchant). Saber holds the frontline while Celica/Mae/Boey/Kliff plink from afar and Faye keeps everybody healed up. Despite ignoring Palla, Catria, and Atlas's pleas for help, Celica finds herself heading over to take out bandit lord Grieth... because... because she has a good feeling about doing this? This is actually required to meet Irma and get proof of princesshood at the Temple or something anyway, but hey, more XP. There's quite the slaughter at Grieth's Citadel as I take it nice & slow & safe with this small team; nothing like having multiple characters "Fatigued" after a single battle from all the fighting that takes place as I slowly edge up one side with Kliff & the mage crew sniping people. No trouble over at the Temple of Mila either. Rare footage of Celica having hit L20 before promotion, though, from all the lowmanning.
Act 4Doing Nuibaba's Citadel without an archer was interesting. 0 Mila's Turnwheel uses, though! Guess I know the fight well enough now. The secret is going around up top and having a Dread Fighter bait out the defenders, since only a DF can get into Medusa range safely. (Okay, if you don't have any Dread Fighters, there's a Hexlock Shield in Fear Mountain for the same effect, although you won't be chipping back like you might with a Lightning Sword.) Once some of the defenders are baited out, I use Clair & Emma to start sniping the remaining defenders and using a Shade Rescue as needed. By the time it's time to kill Nuibaba and her Cantor friend, all her other allies are dead. Another massive slaughter count fight that takes 25 turns or so to win, but good times.
Meanwhile, over with Jerome & Zeke, there's the rare lines for when you HAVE completed the quest but did not bring Tatiana to the battle where Zeke gets to say something like "Welllll I don't know you but sure you seem trustworthy when you say you've saved Tatiana, so I'll help!" It occurs to me that if you wanted to be really horrible, you could recruit Tatiana, then run to the Sylvan Shrine and get her killed, then go to the Zeke battle where Alm would get to lie his ass off about how she's fine now. Anyways, Zeke & Tatiana remain sadly separated, as they refuse to meet up. i guess Tatiana liked Nuibaba's decorations for why she decided to stay there. Since Yuzu is sporting the Warrior's sword and Shade the Speed Ring, I actually ship Celica the Mage Ring found in Nuibaba's place.
For Celica, meanwhile, the rout continues. Despite having a smaller team than Alm - 6-7 vs. 10 - Celica's team still feels more powerful in some ways, especially now that both Mae AND Boey are packing Mage Rings and are artillery 1-5 units of doom capable of sniping enemy mages without counter easily. Hiking through the swamp is easier when everyone is high enough level to shake off most summoned Terrors and you don't have to worry about protecting Atlas/Nomah/etc. from Gargoyles swooping in on him. (I gave Mae a bit of Defense boosting too.) Conrad joins up, and the Storming of Duma Gate mission proves easier than usual, as super-Kliff just wrecks everything and super-Celica / super-Saber are hard to kill off all the extra levels they've gotten. Conrad is basically a useful meatshield for baiting enemies off his good resistance, and then everybody in the backline kills stuff horribly. Duma Tower doesn't put up much more of a fight.
Act 5No archers and no mage ring and lots of Bow Knights dissuading a Falcon Knight dive means that the Last Bastion is slow going. Still, a combination of Lightning Sword and Yuzu's Sagittae help clear a path along one edge, and then it's easy after I penetrate the back of the Last Bastion and can approach from the "wrong" way. Wasn't really ever under much threat, even if it took awhile to win. Rudolf I just plain charge the center courtyard with no archer trickiness, have people who can survive Rudolf critz in his range when he aggros, then have Alm take World's Worst Dad out. (Side comment: I didn't plan on talking MUCH about the plot, but one of Rudolf's lines made me wonder - he tells Berkut that the weak have no place in his army, and to git. Was... was this supposed to also be sympathetic-for-no-good-reason? that is, he was trying to save Berkut's life in an assholeish way? Well, if that was the writer's intent, it worked too well, as he still comes across as the bad guy everybody thought he was. Okay, backing to skipping this nonsense.) Mycen joins as our final recruit although he doesn't fit in the party yet (but will fit in Celica's party later for Duma!). Berkut & Rinea aren't too bad, although approaching Rinea is tricky since I don't have a Gold Knight I'd trust to kill her like Mathilda (Randal's offense is too weak, Clive will die horribly if he misses), so I play it slow and use Dread Fighters to approach safely. Duma himself, well, the lowmanning doesn't matter now and I have some super-Alm and super-Celicas from the focused XP, so the fight is probably easier than usual if anything. Bow Knight Kliff snipes key targets, Saber/Grey/Tobin are DF magic tanks to lead the way, Faye & Shade can heal from afar. Unusually, I decide to lead Lord Duma on a walk to the center of the map, then have DFs sneak in after he's wandered off to take out the Medusa user and the Witch summoner. You also get to marvel at the Ram Village massive support stacking meaning that DF Grey is enjoying Alm/Celica/Mycen/Tobin/Clair supports all at once and Duma only has a 22 Hit on Grey as he futiley chases him downward, and is led away from his worshippers. Victory!
(Also, Clive gets an ending that assumes Mathilda died, since she wasn't in the party. No, Clive, she's still waiting for you, don't worry, Alm is just weird.)
Act 6I might actually do an Invoke-less aftergame to see how it goes, depending on how crazy I feel. We'll see! I do have 3 Dread Fighters I can Villager loop at least.
Album with various amusing dialogue / odd scenes of Duma placement:
https://photos.google.com/album/AF1QipMpAUqehIagnwCSyX4EOLdphPENhT6nTfAgku6T