While the prologue wasn't too difficult, this takes a jump in difficulty take note of the enemy placement and the starting positions. Instead of barbarian the enemies are fighters which are slower. The easiest way to do this chapter is Frederick wielding the Bronze Sword paired with Chrom, he only needs 13 speed to double fighters.
Everyone else should keep out of range, atleast handling the Mercenary to the south. On turn 2 when Sully and Virion appear, Sully on a forest only takes 9 damage from each hit of the Mercenary. The Boss can be a bit tough for you weaker units especially with his range and the forest terrain hindering movment.
However he only has 9 speed which means he can't double even Virion who has 5 speed. Stahl,Cavalier: Slightly worse off than Sully, he's more defense orientated with less speed and a bit more strength, he starts off rather slow.
You'll notice he's Doubled by everything except barbarian in his join chapter. However the Speedwings from the Renown List should make him more usable from chapter 4 onwards and at level 10 he can reclass to barbarian which is quite an upgrade for him due to the extra speed and even better Pair-Up bonuses and access to the berserkers class. However promoting to Hero is also a good option. Miriel,mage: Quite useful mage she's what you'd expect of a mage, nice magic offense but with low durability.
Her speed is above average for which units we have right now, with a defense bonus from a Pair-Up she may survive some rounds of combat other characters may not. Would probably like to promote to sage for Staves.
Though she does have dark mage or Sorceror available. Quite a bit of a large step up from Chapter 1, even if you're used to the hardest modes on Fire Emblem if you're going to meet your first stonewall in Lunatic mode it's likely this chapter.
While unlike chapter 1 not all the enemies charge you from the start, all the enemies that are on the same side of the river as you will, they're spread out but you don't have much space to manoeuvre and there are Mercenaries,soldiers and barbarian all with steel Swords,Lances,Axes which means you'll frequently have the WTD to at least one enemy. What you need to do is take care of the enemies around the mountain to the left of the starting position, Frederick can be Pair-Upd with Vaike and made to attack the Mercenary on the forest tile.
Frederick must have the Elixer. The rest of your team focus on positioning themselves so they can retreat to the left on the 2nd turn make use of the Pair-Up command to drop and save certain units.
Frederick has to block off the enemies from reaching the rest of your group on that turn as well done by placing him diagonal to the hill. Sully and Stahl can placed in range of the Mercenary Frederick attacked as they'll kill it on their counter everyone else is place so that they can either reach a safe space on turn 2.
Miriel will come with the Iron Axe but for now there isn't much opportunity to give it to Vaike or Fred. On turn 2 you should move Frederick down to a position diagonal to the bottom right of the mountain area he'll probably need to use the Elixer, this forms a pseudo chokepoint so that Frederick will take the brunt of the enemies but will allow your other units to draw the odd enemy through the forest area for EXP. Next is the enemies across the bridge, move Frederick in range to counter a bunch of them and retreat a bit on the next turn or move on to the fort depending on whether you want Frederick to get some more EXP and support with whomever he's Pair-Upd with or to get more EXP for other units.
The Boss is similar to the chapter 1 boss, wielding a Short Axe except as a barbarian he's faster and has a higher crit rate from Gamble though consequently has a lower hit rate so taking advantage of terrain and sword users can make him easier. Sumia, [pegasus knight]: She's fairly useful for her Pair-Up bonuses and her flight for a little bit, but you'll note her durability is very low which is bad when she's a mostly 1-range combat unit as her low strength and the enemies high HP makes her a bit poor with a Javelin unless paired with someone with a high attack stat.
You should note that while Armoured Knights are slow Kellum has only 1 less speed than Stahl or Vaike but with a bunch more defense and a bit more strength. Can have some use later on if he's promoted to General early and reaches level 5 for Defense Cry.
This is the first chapter that there is a limited amount of deployment slots, with 9 units allowed with Chrom forced you'll have to leave one unit behind, apart from Frederick or Lissa you'd be fine leaving any unit you don't plan using later behind.
Everyone else just cleans up the remaining enemies for EXP which will make the remaining enemies easier to deal with. Next split your team in two and open each gate, kill the knights and then have a character who can both survive and escape more than 5 move on each side get in range of the enemies.
Keep in mind one of the fighters has a Hammer, then when the enemy groups are lured in separate directions you can deal with them easier. Make sure you kill the fighter with the Hammer keep an eye on him though as he's a danger to even Frederick as it will be useful later on. The boss has a Short Spear and is on fort tile which will heal her and provide defense and evasion bonuses. As with most Armoured Knights you'll want a magic user e. Miriel paired with someone or Robin to handle her or you can use your recently obtained Hammer with Vaike or Frederick on her.
Once this chapter is over you can start buying items from shops located on each location you have completed a chapter on the world map. Since you can get to the shops at any point you want you don't need any in advance but they'll be useful for certain chapters, especially if for reaching ATK or DEF thresholds to defeat or survive certain enemies. Additionally it's cheaper to use a strength Tonic than to Forge most weapons excluding effective weapons like Hammers,Rapiers,Wind Tomes for 2 points of damage for certain chapters.
After the completion of Chapter 3 the Wi-fi features become available and the first Paralogue Chapter becomes available. You may find it quite a bit tougher than Chapter 4 so I reccomend doing Chapter 4 first. Lon'Qu, [myrmidon]: Joins after Chapter 4, this guy is quite useful for some strategies, his high speed, C-rank swords makes using him with the Killing Edge he starts with pretty useful. His pair up bonuses are pretty great even without a support rank.
You only have a few deployment slots for this chapter but it isn't a problem. Be sure to bring Frederick since he's still vital and Lissa because you'll need her healing, either bring Vaike or give Frederick the Hammer for the Armoured Knights. The Chapter itself can be completed very methodically, make sure you go through it quickly enough. Frederick Pair-Upd so he has atleast 15 speed Chrom is your best bet with the Javelin should move in range of the mage to the right and attack the fighter with the Javelin.
Someone weaker should be in range of the fighter but not the mage to draw it's attack and potentially defeat him. A set of two enemies will start moving each turn. With Marth moving last, using a combination of your units Frederick with the Javelin for the mages you'll seek to defeat them as they approach.
Marth is the most dangerous boss we've faced so far. His might is very high at 29 and he is very fast at 16 speed so a character needs atleast 12 speed not to be double. Donnel, [Villager]: Donnel has a unique class, excluding HP Villager has base stats of 1 across the board, has a level cap of 30 and doesn't promote to anything though through reclassing he can promote.
On Lunatic you'll notice how that affects him. In short he starts really weak and is incredibly tough to level up. If he is able to get enough levels and reclasses you'll note he'll get incredibly strong really quickly. The Goal of this chapter is to defeat the enemies but also get Donnel to level 2 if you want to keep him, which for completion sake I'd reccommend. Excluding Donnel and Chrom you're allowed to field 7 units.
I'd suggest bring Both Frederick and Kellam. Also note treasure chests first appear during this chapter. They contain the Rescue Staff which will be incredibly useful, a Killer Lance that's currently quite useful as well.
There's two ways we can get Donnel to Level 2 in this chapter, either Pair-Up him with someone who offers a high strength boost and have him finish off enemies or have Frederick drop Donnel off right next to the Archer near the treasure chest, blocking Archer into one space which he can't move out of and allow Donnel to whittle away the Archers HP move Frederick out of the way to avoid dual attacks.
At the start of the chapter have Frederick paired with MU attack the barbarian at the bottom left of the starting area with a Sword, have Lon'Qu Pair Up with Chrom and equipped with the Killing Edge place them with Lon'qu as the main unit on a Woods tile 2 tiles up and 2 tiles left of chroms starting position with a unit Lissa just south of Lon'Qu this gives him an extra 10 avoid and Lissa can heal him next turn if the Archer hits him ,have everyone else move south out of range of the enemies attacks.
Lon'Qu should be able to defeat 2 barbarian they have a very low chance of hitting and get attacked by an Archer who may hit. Rest of the chapter is pretty simple, you have to be quick with Frederick Pair Kellum with him to defeat the thief who's after the Killer Lance the best opportunity is the turn it's opened the chest and moved away. Afterwards you can set Donny up to kill the Archer I mentioned and then have Frederick tank the enemies towards the boss room and have your other units kill them for EXP.
The boss is a bit tougher than previous ones, however he does not move so he's no threat as long as you don't put someone he can kill in range of him. Maribelle, [Troubadour]: Can be a bit useful, she'll be behind Lissa but staff users are quite useful even at a low level, just make sure she's not getting involved in combat since she'll likely never survive it.
Probably first thing you'll notice when you start this chapter is Ricken and Maribelle's position, both start in spots where they are killed by enemies and can't reach your team safetly by themselves.
So the goal here is saving them before enemies can reach them. There are two strategies to solve this. I'd recommend going with the first one as the 2nd uses a currently rare resource from the Paralogue. Sumia moves to a safe spot at the cliff just before the sparkle and Ricken moves to Pair-Up with her. Placing Virion or any unit behind Frederick you can take Maribelle off his hands in order to Pair-Up another unit with him though the Troubadour boosts aren't bad so it's not necessary but you want Frederick with atleast 16 speed to Double the Wyvern Knights , but it will also make the dark mage attack Virion instead of Frederick allowing Frederick to go on the fort and kill the dark mage Next turn.
From this Position Frederick should draw most of the enemies from the map protecting your regular units. On Turn 3, 2 barbarian will appear from the Fort West of your starting position and the Fort North of that. They can be blocked with a Unit on the Fort though the northernmost barbarian drops a Hand Axe , Lon'Qu on the South Westernmost one should easily avoid the attack from the Northern one.
Turn 4 wyvern riders come from the Top Left forts and turn 5 a myrmidon appears from the same fort the Hand Axe barbarian comes from. Position Frederick so that he's out of range of the Wyver Riders already on the map getting in range of one triggers all of them including the Boss to start moving and Position units so that you can defeat the Wyvern Riders in one turn and survive the myrmidon reinforcement.
Finally we want to deal with the remaining enemies, the foot units don't move so save them until last. Position units so that characters who can survive the Wyvernknights take a hit and the rest of your force is around to defeat them on the player phase. The last 3 enemies shouldn't be a problem at this point as there are no more reinforcements.
After this we have 2 choices again, we unlock Paralogue S2 and Chapter 6. Chapter 6 is easier but you can do either in which order you prefer and infact Chapter 7 is even easier than Chapter 6.
Gaius, [Thief]: has pretty good use for the lock pick skill but comparatively due to his starting D rank in swords you'll find he's not as useful fielding as Lon'Qu, and we can get another character with Lockpick a bit later.
Panne, [Taguel]: Has some decent combat due to the bonuses from the Beast Stone high Strength and Speed and good HP and extremely good growth rates the Taguel class also provides very nice Pair-Up bonuses, due to it increasing speed and strength.
I really reccommend using her and try get her to level 10 before the end of chapter 8 reclass her to wyvern rider and she'll zoom past your other units stats-wise, the later chapters are easier using her this way. While this is a route chapter it plays a lot more like the defence chapters you see in some of the previous Fire Emblem games.
Emm needs to be protected and you also have Marth as an ally same stats as chapter 4 to help you, note enemies target NPC's above anything else so Marth can draw some attacks for you. You're attacked on three fronts and it's important you defend all of them. Frederick with healing from Lissa or Maribelle can hold the centre chokepoint. The Left has fighters, dark mages and 2 Cavaliers.
Fast sword users and Magic users can handle this side. The Right will face fighters, one Thief, a dark mage and 2 Cavaliers. Soiree Pair-Upd with Kellum and wielding the Killer Lance can be pretty useful but note you may want to retreat the units over this side away if you don't kill enough quickly enough. You should recruit Gaius on turn 2 with Chrom, having Chrom Pair-Up with Gaius right after recruiting him to keep them both out of range.
Best way to tackle him is to have him engage comba t on the enemy phase with a unit fast enough to Double him 17 speed with a ranged weapon such as Frederick with the Hand Axe we got last chapter and then finish him in one attack Silver Lance or Killer Lance on the next player phase.
Cordelia, [pegasus knight]: Unlike Sumia, Cordelia starts off good enough to survive combat and fight decently enough and has C-rank Lances. I'd recommend making her a falcon knight for the rally Speed Skill at level 5 promoted, ontop of flying utility, healing and Pair-Up bonuses because later on combat is a bit too tough for her due to warriors and Assassins carrying Forged Silver Bows and Magic users with Rexcalibur tomes.
The key to completing this chapter is to complete in in as few turns as possible. If you take too long there's 3 Wyvern Riders appearing as reinforcements at your starting position on Turn 5 which will prove incredibly difficult to survive if anyone is in range.
Cordelia automatically joins on turn 3 as a player unit. She won't get too much to do though as by then you've cleared out most of the enemies. You're looking at beating the chapter in turns, as you really don't want the Wyvernknight knights reinforcements to show up.
Don't try doing it in 2 turns if it's possible because you may miss out on recruiting Cordelia. A route chapter, note the NPC Anna doesn't have to survive this chapter and there's no penalty for her dying here. She only stops the enemy barbarian from closing off the lone village. This Village has a Physic Staff, which can be pretty handy so you'll want to get it.
Frederick your best bet for reaching the Town. This can be done by having him rush the enemies near the Bridge or by using Cordelia or Sumia to bypass the enemies to get to the Town Quicker. Some of the barbarian that start near the boss will ignore your units and head straight to the village, but all the enemies on the LHS will go for your units.
It's key to try and defeat as many as possible before the Archers and mage Encroach on the starting forest. Note when the Town is sacked or visited by a character the Boss and the units around him will start moving towards your units to attack they are mostly Axe units with low hit Axes the Boss has a lower hit rate with the Tomahawk than surrounding enemies so apart from the Archer a Sword user with very high speed can see hit rates from the Axe users by standing on a Forest.
Gregor,[Mercenary]: Pretty good stats all round. Not the fastest unit in his base class but can be really useful, Late Iniative is a nice skill early on against enemies with low hit Dark magic and Axe Users if Gregor's wielding a sword.
Armsthrift is a really good skill as well, he's a nice choice for the Goddess Icons and it lets him use Strong Swords for longer. Nowi,[Mamkute]: Works quite similar to an Armoured Knight with a bit higher move and a lot of Resistance, her Dragon Stone has range as well. Her starting HP is a bit low so you may want to watch out for that and her speed is very low, she has a low starting level so if you can get her level up she can actually be a pretty dominating Tank, her lower starting level also means she gains EXP pretty quickly.
Gregor and Nowi start in the middle of the map. Best bet to safe them is to Pair-Up Frederick with Cordelia and get them to the middle to take care of the cavaliers and optionally other enemies or Cordelia lure some of the others away and have the rest of your force deal with some of the units.
Everyone else spreads out where necessary. Note that the enemies don't take much of a leap in difficulty here from chapter 6but the Cavaliers who have 13 speed now. The enemy group near the Boss don't move and the Boss will never move at all unless a unit is in range of several of them. Frederick with a character providing Res Bonuses Coincidentally Cordelia is your best bet wielding a Lance put in range of the dark mages and the Killer Edge myrmidon is a sure fire way. Note; since we've got the first guaranteed Master Seals and Second Seals in the game you should note that in Lunatic it can be best to promote a unit when it's necessary rather than at level It's your choice now since we can buy them from chapter 12 but I recommend promoting Robin so He or She can reach level 15 for rally Spectrum sooner.
The Second Seal can be used however you want,it also resets the level back to 1 so there's 9 more levels before the unit can promote. As recommended earlier if she's atleast level 10 at this point or as soon as she reaches it I reclass Panne. A wyvern rider Reclass has her with more attack with a Bronze Axe than Beast Stone and isn't far off from D-Axes for Iron Axe, Hammers and Hand Axe and she gets easier to level and gets very strong very quickly Pairing her with Lon'Qu is good as well , this is better done sooner than later before E-ranks become a bit weak for the enemies.
Henry , Lucina. Flames on the Blue. Smoldering Resistance. Naga's Voice. Inexorable Death. Sibling Blades. The Conqueror. The Sword or the Knee. Five Gemstones. An Ill Presage. Invisible Ties. Basilio , Flavia. To Slay a God. Sickle to Sword. The Secret Seller.
A Strangled Peace. Anna the Merchant. Scion of Legend. A Man for Flowers. Noble Lineage. A Duel Disgraced. Wings of Justice. Twin Wyverns. Disowned by Time.
Rival Bands. Shadow in the Sands. A Shot from the Dark. Daughter to Dragons. The Threat of Silence. A Hard Miracle. Champions of Yore 1. Champions of Yore 2. Champions of Yore 3. Lost Bloodlines 1. Lost Bloodlines 2. Lost Bloodlines 3. Smash Brethren 1. Smash Brethren 2. Smash Brethren 3. Rogues and Redeemers 1.
Rogues and Redeemers 2. Rogues and Redeemers 3. The Golden Gaffe. EXPonential Growth. Infinite Regalia. Death's Embrace. Five-Anna Firefight. Roster Rescue. Harvest Scramble. Summer Scramble. Hot-Spring Scramble. The Future Past 1.
The Future Past 2. The Future Past 3. The Strongest One's Name. Welcome to your friendly neighborhood library. We have more than 50, free ebooks waiting to be discovered. Get free and discounted bestsellers straight to your inbox with the ManyBooks eBook deals newsletter. Signup now. Not sure what to read next? Explore our catalog of public domain books with our editors. Fire Emblem [a] is a fantasy tactical role-playing game franchise developed by Intelligent Systems and published by Nintendo.
First produced and published for the Famicom in , the series currently consists of sixteen core entries and four spinoffs. Gameplay revolves around the tactical movement of characters across grid-based environments, while incorporating a story and characters similar to traditional role-playing video games.
A notable aspect of gameplay is the permanent death of characters in battle, removing them from the rest of the game when they are defeated. In newer titles, from Fire Emblem: New Mystery of the Emblem onwards, players get to choose between Classic Mode, in which fallen characters remain dead, or Casual Mode, in which fallen characters are revived for the next battle.
The series title refers to the "Fire Emblem", a recurring element in the series that is usually portrayed as a royal weapon or shield representing the power of war and dragons. Its success prompted the development of further titles in the series. Oct 18, ISBN. It was released in April in Japan and internationally. It is the thirteenth installment in the Fire Emblem series [b] and the first to be developed for the Nintendo 3DS family of systems.
Other features include the ability to build and foster relationships between characters to improve their abilities, adjustable difficulty levels, a mode that disables the permanent death of characters, and multiple camera perspectives in battle. The story is set years after the events of the original Fire Emblem game and Fire Emblem Gaiden , focusing on Chrom, the prince of Ylisse, and his personal army, the "Shepherds". Book file PDF easily for everyone and every device.
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