► Playlist with playthrough: https://goo.gl/sSigRd
Comments disabled because of I got tired of dealing with some toxic people.
Final chapter begins at 04:21 / Second part starts at 28:38
Comments are disabled because I got tired of people preaching on how I should've raised my team or how I should've played or what I should've used like it would magically change my video.
This isn't meant to be a challenge video of any sort beyond dealing with the quirks of HHM, and if you still feel the urge to say something negative you won't be outing it here.
Now onto the actual video description...
Be ready because the final chapter mean business. You fight nearly every major Black Fang member and nearly each one is armed with a S-Rank weapon or something just as dangerous. In Hector Hard Mode you better know which order they come as having even one or two rooms not dealt with can make things snowball horribly here.
Turn 1: Uhai and 2 Morph Snipers.
Uhai's bow hurts and he's VERY fast. You don't want to try you luck against him, so it's best you back off and let him come to you. By doing this you might be close to Kenneth's room and prepare yourself for him and his Sage morph too.
Turn 2: Kenneth, a Morph Sage and a Morph Druid.
Kenneth is packing a Luce tome, the Druid Gespenst and the Sage Fimbulvetr. You really don't want these guys walking around carrying those things. Kenneth in particular is dangerous since Luce has a respectable Crit% on top of being precise.
Turn 3: Brendan and a Morph Warrior.
Reed Sr. and a beefed Warrior morph. Brendan with that 30 Str and Basilikos fucking HURTS, he's also respectably speedy, so tread very carefully around him or else he will one shot anyone unlucky enough to get hit by his axe.
Turn 4: Darin a Morph General.
Darin is a wall that even characters with great Str will have trouble getting through, but his Res is moderate which makes him an easy target to magic users. Be very careful as Rex Hasta will tear any magic unit a new one if he hits them with it.
Turn 5: Ursula and Jerme.
Ursula is dangerous since that Excalibur tome is very, very powerful and she has enough speed to avoid being doubled by a lot of characters. Your best bet is sic someone with a Killer weapon and hope she dies in one hit, two tops. Play safe and treat her like Uhai if you're too far. Jerme isn't too much of a trouble since his Runesword cannot critical even at close range, it just acts like a Nosferatu, you can simply drop Athos with Aureola or Luce on him and for a relatively easy kill.
Turn 6: Lloyd and Linus.
The Reed brothers. These two are by far and away the most dangerous bosses of this map thanks to their A-Support. The best way to deal with them is to go after Linus, who has 20 Spd, and kill him first because Lloyd is way too dangerous with that Regal Blade and he will most likely 2-shot anyone who has to fight him toe-to-toe.
Lloyd himself is terrifying to fight without ranged attacks no thanks to his 23 Str and 28 Skl/Spd. He hits really hard, he's dodgy as fuck and on top of everything has the +15% Critical passive of Swordmasters. Unless your units are beefy enough to eat two attacks, don't even try to fight him directly even with the WT advantage.
Criticals:
05:32 - Rebecca
06:05 - Matthew (Silencer)
07:08 - Lyn (Sol Katti)
07:45 - Eliwood (Durandal)
08:12 - Rebecca
08:56 - Hector (Armads)
11:53 - Priscilla
15:42 - Matthew (Silencer)
20:25 - Rebecca
21:25 - Matthew (Silencer)
26:07 - Lyn (Sol Katti)
33:40 - Lyn (Sol Katti)
Lords vs. Nergal
24:45 - Hector vs. Nergal
25:38 - Lyn vs Nergal
26:33 - Eliwood vs. Nergal