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Merciless/Hard 5 Walkthrough


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#41 Dat Nick

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Posted 14 December 2008 - 04:34 PM

Just barging in for another second here.

If you have a good tank set up for this chapter [Horace is reccomended if you're an Anti-Zag, hell, I used a generic general because Zag had buisness elsewhere], bring him out. Have Julian fix the bridge, and slowly but surely manuver your tank over to the area where the archers are. Clear them out, then place your tank in front of the entrance to the house. Now, have Marth recruit Catria. Make sure you toss her a javelin. Now, place her a two spaces behind your tank. So, like this:

C
E
H

C is Catria. E is empty. H is Horace.

Now, let the peg reinforcments come at Horace and attack him. Have Catria pick off the peg with a javelin, then quickly move Horace a space up so she doesn't get nuked next turn. The peg should attack Horace again. So, have Horace move up to the peg and attack, and Catria will take the kill. You should probably use a silver lance for this. This is an excellent way to train Catria with little hassle, along with C15 which is chock-full of opportunities to level her.

Obviously this works for Palla, too, if you feel inclined to use her for some reason.

I don't remember if Horace is taking damage from the pegs or not, but if he is, be sure to break out a physic for him.

Edited by Berserkah2DaBladah, 14 December 2008 - 04:35 PM.


#42 Sirius

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Posted 14 December 2008 - 04:42 PM

Horace does take damage from the Pegs (quite a lot too) and yes, Catria has been easy to level up so far. Just finished C15 and she got 4 level ups there as a Peg. Cain, Abel and Ogma are waiting for a Master seal now that they've reached lvl 20.

I pretty much did that same method for Catria, Cain and Abel... difference being that I had General Zagaro play tank since Horace took some damage. Using Hoistflamme and Arrowspate helps a lot with the weakening. The problem is that one peg is carrying a Forged Javelin and their movement patterns make it hard to not have your tank attacked by BOTH pegasus in the same turn.

Edited by Boo, 14 December 2008 - 04:44 PM.


#43 Sirius

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Posted 14 December 2008 - 10:49 PM

Chapter 15:

Hard if you don't know what you're doing. Easy if you play smart. No recruitable character here. Your enemies consist of Magic users and a few Dragoons. The troublesome thing about this chapter is the desert terrain which, like in any other FE desert chapter, slows all your units except for the magic users. Then there's Gharnef, the good old sorcerer who hacked and got invulnerability. Bows, Excalibur, Hoistflamme and anything that can 1hitKO mages are quite welcomed here.

Save point use: Use the first one after Gharnef leaves if using the sit and wait method. Use it before or after if using the RES tank method. Use the 2nd when you reach it.

Reinforcements:

* One Mage will appear from the south east during Turns 5 to 10 of the Enemy Phase.
* One Dracoknight will appear from the north-eastern Fort during Turns 8, 12 and 14 of the Enemy Phase.
* One Mage will appear from the western Fort during Turns 10 and 14 of the Enemy Phase.

Chapter Data with H5 correction... may have made a mistake on this one though.


Dealing with Gharnef (Sit and Wait method):[/b]
Get rid of incoming enemies and simply try to keep all your units on the Southwestern corner of the map as well as you can. Only thing that happens is that Gharnef gets incredibly close to you (but leaves at the end of turn 6 player phase) and you'll have to deal with a few Dragon Knights. The thief however will be close to the chest, after Gharnef leaves, you can warp a capable unit on the spot where the first mage reinforcements appear. This blocks both the mage reinforcements here as well as the thief from getting the chests but do make sure to have your team aid this unit since a Dragon Knight will appear from the northernmost fort and go for him/her.
[b]
Dealing with Gharnef (Tank Method):[/b]
Pretty simple really. Just get to that small island, deal with the Dragon Knights and the mage closest to Gharnef. Then, block the bridge using some1 with high RES and Barrier staff used on him/her or some1 whom Gharnef cannot double. Keep that person healed and alive till Gharnef leaves. You'll be able to kill the thief this way, save a warp staff use and go for the chests once the reinforcements are done.

The chapter without Gharnef is easy and a good place to level up your underleveled units (Catria in my case) as long as you don't do anything foolish. By foolish, I mean letting 1 unit that doesn't have freakishly high RES getting attacked by 2 mages since they're all carrying Bolganone and average 25 ATK (attacking RES which most of your units lack). Weakening a mage with Hoistflamme helps avoiding counter-attacks. Their defenses are weak so you won't have much trouble killing them, it's just that their counter-attacks are incredibly painful.

You should be able to easily reach the western fort since there's some plain terrain you can use to move faster, block it so you don't get any reinforcements from there. As for the Dragon Knights, they all carry forged Javelins so wait for them with a bow and Arrowspate nearby to make them easy.

[b]Boss (Generic Khadein Bishop):[/b]
Think Grigas but much MUCH easier to deal with, he's packing the swarm spell and an attack power of 17. I like to simply warp some1 nearby and kill him since he's so pathetically easy... a bucket of EXP you might say >_>.

[b]Notes on my playthrough:

Cain and Abel remained Archers for this chapter and along with Ogma, they all reached lvl 20. Decisions, decisions...
Oh, and I killed Shiida and Palla. Catria leveled up 4 times.

Question, is it a bit bothersome that the recent chapters don't have explanations as detailed as the early ones? I could go into more detail (it may be hard >_>) but these mid-game chapters are just that easy >_>.

Edited by Boo, 14 December 2008 - 10:57 PM.


#44 Rodykitty

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Posted 14 December 2008 - 11:11 PM

Method #3, killing the thief, while still avoiding Gharnef.

Note that I still use the Warp Staff, but only to save time. I could have easily walked a unit over there to the chests after the Mage reinforcements die. Alternatively, if you are planning on Catria level up (unlike in this vid where it's clear I already have plenty of units), then she can just go after the chest herself with a Deluxe Key.

#45 Sirius

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Posted 14 December 2008 - 11:29 PM

Ah right, forgot that works too. I thought the mages near the bishop were incoming enemies that would pose a threat but that only happened cause I had Shiida and Palla move in their range (and the fact that my cavaliers were 5 MOV archers). Silly me.

Thanks for that.

Edited by Boo, 14 December 2008 - 11:30 PM.


#46 Mekkah

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Posted 15 December 2008 - 04:07 AM

Just wanted to note that if you want to post this walkthrough on any site, you should make it look more professional. There's chatspeak like "every1" all over the place, and I personally don't like to read stuff like "this is easy if you know what you're doing, hard otherwise" or "DO THIS AND THAT AND THIS" (all caps is annoying).

Good effort otherwise.

#47 Sirius

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Posted 15 December 2008 - 09:18 AM

Just wanted to note that if you want to post this walkthrough on any site, you should make it look more professional. There's chatspeak like "every1" all over the place, and I personally don't like to read stuff like "this is easy if you know what you're doing, hard otherwise" or "DO THIS AND THAT AND THIS" (all caps is annoying).

Good effort otherwise.


I'm aware. Thanks for the advice.

#48 Sirius

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Posted 15 December 2008 - 12:33 PM

Chapter 16:

Beware the anti-cavalier weapons, Armorslayer and Forged Killer weapons. The recruitable characters here are Xane the Chameleon, Arran the Paladin and Samson the Hero. Xane's an excellent unit since he's instantly useful and requires no level ups at all. Xane can imitate one of your units, copying all of that person's stats except for their current HP (max HP is copied as well so you may fix this with a Recover or Mend staff). Arran and Samson both suck and getting one means missing out on the other. Samson is definitely better than Arran. Xane is recruited by talking to him with Marth. Arran is on the left village and Samson is on the right village.

Save point use: If you take the long way, just use them as soon as you reach them. If you take the short way, you'll need to send a flying unit to use them when it's possible.

Reinforcements:
Two Horsemen, three Cavaliers and a Knight will appear from the north-western and central Forts during Turns 11, 14, and 17 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data with Merciless mode correction.

Start with killing the Dragon Knights by positioning 1 decent counter-attack unit in the range of the one with the Ridersbane and another in the range of the one with the Pole Axe. The Silver Lance one should be in range of bows on your next turn, finish all three.

Have your Shooter attack the Curate and get rid of him to stop the Fortify staff. You can also have some indirect attack units deal with the Javelin Cavalier and the Horsemen but watch out for the Horsemen with the forged Killer Bow, deal with that one using your tank unit or an indirect attack unit with high Luck to reduce the critical percentage.

I recommend having most of your team together so if you're not going to get Arran or Samson, just take the short way (go south through Xane's cell), recruit Xane and have a tank unit, a healer and an indirect attacker block cavaliers behind you, if there's any.

If you are recruiting Samson or Arran, then take the long way and recruit Xane before finishing the chapter (or recruit him early and have him copy a mobile unit so he can catch up with your team). Be sure to block the forts if you wish to avoid reinforcements or simply stay out of range when they're about to appear if you wish to kill the Horsemen for more EXP.

Finish off the rest of the enemies as you wish and watch out for the effective weapons.

Boss (Hollstadt):[/b]
He's basically a stronger Jiol with a direct attack killer weapon. Make him switch to killer bow and then bash him with Armorslayer/Hammer and strong direct attacks.

[b]Notes on my playthrough
: Cain gets promotion this time since he needs it the most and he remained an Archer so he could play as a sniper in this chapter. His bow weapon level was C and a Half after promotion (he had reached D before it). Managed to have Catria go from level 9 to 15.

That better Mekkah? (I probably used a few words like "them" too much and lots of punctuation and capitalization errors will probably be found).

Edited by Boo, 15 December 2008 - 03:29 PM.


#49 Mekkah

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Posted 15 December 2008 - 03:00 PM

Much better. You may also want to watch capitalization though. For a few examples:

(max HP is copied as well so you may fix this with a Recover or Mend staff)


Start with killing the Dragon Knights by positioning 1 decent counter-attack unit in the range of the one with the Ridersbane and another in the range of the one with the Pole Axe. The Silver Lance one should be in range of bows on your next turn, finish all three.


Numbers up to ten are usually written full, but if you don't like that you can keep "3" or change to "all of them".

Have your Shooter attack the Curate and get rid of him to stop the Fortify staff. You can also have some indirect attack units deal with the Javelin Cavalier and the Horsemen but watch out for the Horsemen with the forged Killer Bow, deal with that one using your tank unit or an indirect attack unit with high Luck to reduce the critical percentage.


If it's too much work to apply it every time, you could choose to consistently not apply it (for example, I prefer to leave "critical hit" uncapitalized, and I know there's people who do the same for class names, etc).

Edited by Mekkah, 15 December 2008 - 03:01 PM.


#50 Sirius

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Posted 15 December 2008 - 07:35 PM

Chapter 17:

No recruitable characters. Bring indirect attack weapons, Wyrmslayer and Dragonpikes. There's a Fortify staff you can get here but unfortunately, it's in the hands of an enemy Bishop and this particular enemy will often (if not always) be the first of the two Bishops to use Fortify. The more often you leave enemies with some HP lost, the more uses of that Fortify staff you will lose. If you've got a Longbow from the Online Shop, make use of it to take the staff early. Otherwise you'll have to wait until after you kill Morzas.

Save point use:

Use the first one before taking on that Killer Bow Sniper. Use the 2nd one when you're ready to open door and fight Morzas.


Reinforcements: Once you move north past the area indicated by the cursor (or onto it), a Knight and Cavalier will appear from the east each Turn, for 10 Turns. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data

Posted Image

Start by sending your team left to take on the Hero, Armor Knights and Thieves. Once you're done with them, take out the Sniper by luring him with a tank or someone with high Luck. Continue on with the Manaketes by using Magic, indirect attacks and Wyrmslayer/Dragonpike. The Manaketes won't move until you get in their range and do remember that the Bishop will use the Fortify staff you're getting so luring the Manaketes isn't recommended if you wanna get the most out of that Fortify staff. Once that's done, get all the treasure and head back to the starting point.

Before opening that door, I recommend that you first take out that Mage with an indirect attacker. Then, take out the Armor Knight capable of attacking the space adjacent to the door using a durable indirect attacker, probably a Magic user with high RES who can take a hit from Swarm and that forged Javelin.

Boss (Morzas):[/b]
A Manakete with a Magestone, Magic cannot hurt him. Kill him using your best indirect attacks and counter-attacks from the Wyrmslayer.

Take out Morzas so that the reinforcements stop coming and then go for the Silver Bow Sniper and the two Bishops. Use the VIP card to enter the Secret Shop here:

Posted Image

I recommend Longbow, Pole Axe, Wyrmslayer and Dragonpike.
[b]
Notes on my playthrough:
Ogma got promotion and is capable of using Hand Axes since I had him get a D rank on Axes earlier. Catria reached level 17 and 98 EXP. My unit count is 15 so I'm off to Chapter 17x. Abel was once again an Archer so that he may get Bow Weapon EXP

Edited by Boo, 15 December 2008 - 07:36 PM.


#51 Sirius

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Posted 15 December 2008 - 08:22 PM

Chapter 17x:

The recruitable character here is Etzel. There's probably but he's easy to use, comes with a B on Tomes and a D on Staves so he can get a C easily and be your 3rd warp user for the cheap strategies in the last few chapters. Longbows, indirect attack weapons and Wyrmslayer/Dragonpike, Pole Axe and Ridersbane are recommended. There are 5 rooms to open here and only some of them have treasure chests while the others have traps. To open the Boss' chamber, just move past the red arrow behind Etzel (adjacent to him).

The bottom room on the right contains a Bolganone Mage and a Pole Axe.

The middle room on the right contains a Firestone Manakete.

The top room on the right contains the 4th Warp Staff.

The top left room contains a Bolganone Bishop and a Longbow.

The bottom left room contains an Armor Knight with a forged Javelin (right behind the door), a Bolganone Bishop 3 spaces behind the Knight, a Swarm Bishop on the bottom left corner of the map (he's capable of hurting the person who opened the door and may have an attack of 17 which will kill a base stat Julian) and a Wo Dao.

Save point use:
Use the first one after taking care of the right side of the map (if you're doing that) or after dealing with the Horseman. Use the 2nd when you reach it or before opening the Boss' chamber.

Reinforcements: Three Paladins will appear from the east during Turns 10, 14 and 18 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data with Merciless mode correction.

Start with the right if you're going for either the Warp Staff, Firestone Manakete or Pole Axe and taking out the Armor Knigths, Cavalier and Horseman as they come. Then proceed to the left. Carefully walk through the narrow pathway, making sure that no two enemies are able to attack one of your units as this likely results in death. Be careful with the Manakete, Killer bow Sniper and the Hero. Lure each one by one and take them out as you can.

Etzel will not move but he will attack if you're in his range. The Boss' chamber contains 2 Mercenaries, a Firestone Manakete, a Sniper and a Wing Spear.

Boss (Dactyl):[/b]
A general with a Silver Lance and a forged 11 MT, 90 Hit Javelin.
[b]
Notes on my playthrough:

Catria reached level 20. Recruited Etzel.

Edited by Boo, 15 December 2008 - 08:22 PM.


#52 Sirius

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Posted 16 December 2008 - 02:08 PM

Chapter 18:

The recruitable character here is Est. She sucks, it would've been much better if she had come along with her sisters since she's really underleveled. I do not recommend using her but if using underleveled units is your thing, go for it. She shows up on turn 6 of the enemy phase, recruited by letting her talk to Marth.

This chapter has nothing but Cavaliers, Horsemen, Paladin and one Curate with Fortify. I recommend use of the Longbow, Pole Axe/Ridersbane and Rapier/Wingspear. Watch out for Ridersbane and Armorslayer in this chapter.

Reinforcements: A Paladin, two Cavaliers and a Horseman will appear from the south-western Forts during Turns 8, 10, 12, and 14 of the Enemy Phase. Similarly, a single Paladin will appear from the central Fort during Turns 14, 16 and 18 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data and the usual H5 correction.

This chapter is pretty self-explanatory, your party has to cross the bridge, fend off enemy attacks and conquer. Move slowly across the bridge, keeping your most durable units upfront with indirect attackers right behind them.

First, take out the incoming cavaliers which consists of 3 forged Javelin users, 2 Silver Lance and 1 Killing Edge. Then, go for the group near the shops by positioning a unit to counter-attack the Paladin. Be aware that the Silver Lance Cavalier adjacent to him will probably attack first and if your counter-attacker kills him, he'll be attacked by the Paladin as well, resulting in serious damage. A General is best suited for this. Once that team is has been lured, take them all out and position someone in the fort adjacent to the save point to avoid reinforcements.

Your next enemies are a Paladin and a Horseman adjacent to a fort, they'll move once you're in their range. Once they're done, you can either rush the remaining enemies or sit and wait to take out the reinforcements first and then go for what remains. "Sit and wait" is easier.

Boss (Sternlin):[/b]

A Silver Lance Paladin with 17 attack speed.

[b]Notes on my playthrough:
Gave Marth the boots and still had some uses from that Forged Rapier I made in chapter 4. He reached level 15 and Abel got promoted to Sniper. I killed Horace for access to Chapter 20x later.

Edited by Boo, 16 December 2008 - 02:09 PM.


#53 Sirius

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Posted 16 December 2008 - 02:34 PM

Chapter 19:

The recruitable character here is Tiki, a Manakete that can use the Divine Dragonstone which is extremely effective against enemy Manaketes of all types (its base damage is 54 against Manaketes). Good unit and her recruitment is vital for the late game cheap methods. Recruit her with Bantu. The enemies visible consist of Mercenaries, Heroes (one has a forged Killing Edge), Mages and three Thieves. There's 2 items you may or may not need to obtain here, the Starsphre and Lightsphere.

There's a total of 9 locked rooms in this map, one of them will probably be opened before you reach it. I'll number them from top to bottom (1 being top, 4 being bottom). The contents are:

The top room contains a Mage, Hero, empty chest and Starsphere. A thief will probably open this room before you get to it.

Room 1 on the left has a Speedwing and a Master Seal

Room 2 on the left has a Hunter.

Room 3 on the left has a Bullion (XL) and a Bolganone tome

Room 4 on the left has a Hunter.


Room 1 on the right has a Sniper (with Master Seal dropped).

Room 2 on the right has a Seraph Robe and a Geosphere.

Room 3 on the right has a Killer Bow Hunter.

Room 4 on the right has a Spirit Dust and Pure Water.

Start by taking out the Mercenaries and Thieves. Then kill the rest of the enemies, recruit Tiki and go for the rooms as you wish.

Boss (Tiki):[/b]
Recruit her if you've got Bantu. Otherwise, finish her with indirect attacks.

[b]Notes on my playthrough:
Catria promoted and Tiki was recruited.

#54 Sirius

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Posted 16 December 2008 - 10:10 PM

Chapter 20:

Recruitable character here is a Lorenz. He's the General standing on the castle Gate. He's a mediocre unit... like a weaker Horace that comes late but with better weapon ranks. The village holds the Hammerne Staff which is pretty useful and as stated before, the best reason to keep Lena alive since she's the only one that can use it. The enemies took an interesting upgrade, from Silver to Brave weapons which is bad news for you. Your Magic users are even more likely to die in 1 assault now (a 7 DEF and 46 HP Merric is put to 6-8 HP in just 1 assault). The Brave weapons are precisely the reason why a General is quite useful in H5.

As usual, Longbow, Ridersbane/Pole Axe, Rapier/Wingspear are highly recommended. Also, Thunderbolt would be useful here if you still have it and since you get the Hammerne staff in this chapter, you can fix it for more uses later.

Save point use: Use the first one after killing all reinforcements or before taking on Camus. Use the 2nd when you reach it if you're taking that path.

Reinforcements:
* Two Knights will appear from the southern Forts during Turn 7 of the Enemy Phase. They wield Brave Lance.

* A Paladin and three Cavaliers will appear from the western Forts during Turn 9 of the Enemy Phase. 2 of them are from the 4 forts close together on the southwest corner of the map and they wield Brave Lance. The Paladin wields Brave Sword and the cavalier wields a forged Killing Edge.

* Two Horsemen and a Cavalier will appear from the north-western, western and south-western Forts during Turn 10 of the Enemy Phase. The Cavalier wields a forged Javelin and the Horsemen wield Brave Bow (their attack is 18 though so they're not much of a threat).

If you're getting the Hammerne Staff, forget the bridge and just send your team left to save the village. 2 of the Paladins in the Hoistflamme group will move while the other 2 will stay until you move in their range. The 3 Brave Sword Paladins are also incoming enemies. They'll move through the mountains if you didn't raise the bridge.

After the saving the village, retreat back to your starting and wait for the reinforcements to come to you. Focus mostly on the strong Brave weapon users and don't worry much about the Horsemen (unless you've got flying units on you).

When the reinforcements are done, raise the bridge and go for Camus and the remaining enemies.

Boss (Camus):[/b]
42 ATK and 21 attack speed, definitely a force to be reckoned with. He'll attack once you're in his range and his weapon's range is just like the Javelin's so be careful. Lure him with a durable unit who can take a hit from both him and the Pachyderm Ballistican. Hit him with Longbow and Cavalier effective weapons. If you managed to kill him and have a strong fighter capable of taking on the nearby generic General, you can warp said fighter to kill the Pachyderm Ballistican and avoid a likely death.

[b]Boss (Lorenz):[/b]
Recruit with Marth or Sheeda, or kill him with Magic, indirect attacks and Armor effective weapons. He wields a Silver Lance and nothing else.

[b]Notes on my playthrough:
Catria was a Dragon Knight for this chapter for some extra DEF against the Brave weapons. I got the Hammerne Staff and Gradivus. Killed Bantu to bring my unit count to 15 so I can go to Chapter 20x.

Now that you have the Hammerne Staff, let's talk "cheap lategame". If you have the following:

* Class A set or Female unit who can achieve 30 SPD as a Swordmaster.
* 4 Warp staves and 3 Warp staves users at the end of this chapter.
* Tiki recruited (she can be dead right now but it is much better if she's still alive, otherwise you may require better fighters).
* A good amount of money... like the 30K from Bullion (XL).

You can beat the game in a few minutes. All you do is just finish the following chapters in 1 turn and with the rest of the requirements, you can pretty much take on the final chapter right now. I'll elaborate more as I post the next chapters.

Edited by Boo, 18 December 2008 - 11:41 PM.


#55 Sirius

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Posted 17 December 2008 - 06:32 PM

Chapter 20x:

Recruitable character here is Ymir. Reclass him to Hero so that he may be of use with C rank axes and not get doubled by Dragon Knights. To recruit him, first have Marth talk to him so that he leaves them map and he'll join in the end.

Divide your team into 2 groups. Send 1 group to the left to deal with the Armor Knights (1 holds a forged Ridersbane of 12 MT and the other holds a Forged Javelin) and Cavaliers (1 holds a forged Killing Edge). Your thief should be in this group.

Send your other team north to deal with the Generals and Paladins. Have Marth in this group so that he may talk to Ymir and open the chests. All other enemies hold Silver Weapons so think of it as a small EXP bonus to help out with the next chapters.

Boss (Larissa):[/b]
A Silver Lance General that's weaker than the previous ones due to standing on Plain terrain and inferior stats.

[b]Notes on my playthrough:
Recruited Ymir and got all treasure chests.

#56 Sirius

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Posted 17 December 2008 - 07:10 PM

Chapter 21:

No recruitable characters. Your enemies consist of more Brave weapon wielders and nearly every enemy is promoted and mobile (Dragon Knights, Cavaliers, Pegasus Knights and Paladins). Mages now wield Thoron, which is more accurate and packs a critical hit rate (it's only 10 but it still means trouble for your low luck units). Anti Cavalier weapons and Bows are highly recommended.

Save point use:
Use the first one after or between the reinforcement spawns. A Brave Lance General will attack and the other 2 will follow so be ready.

Reinforcements: Three Dracoknights, two Cavaliers and two Pegasus Knights will appear from the northern Forts during Turns 5, 10 and 15 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. -Chapter Data

Start by getting your party closer together near the bottom of the map. You'll have 2 Paladins and 2 Dragon Knights approach you, take them out on turn 3 or through counter-attacks on enemy phase turn 2. Then, simply sit and wait to take on all reinforcements. I find it's better to sit and wait for the reinforcements than to rush because these reinforcements appear early and would be difficult to deal with when you're near the boss. As for the reinforcements...


The right side reinforcements of 2 Forged Javelin Pegasus Knights and 1 Forged Javelin Cavalier. Have a durable Hand Axe user (preferably Hero) stand in range of the Pegasus Knight that will be near the 2nd save point to counter-attack. Have another Hand Axe/Javelin user to finish that Pegasus and the unit you used to counter-attack that Pegasus move in a forest terrain in range the next Pegasus Knight and the Cavalier. A 14 DEF, 23 STR and 24 SPD Barst was capable of defeating all 3 on the counter-attack.

The rest of the reinforcements consists of a Ridersbane Dragon Knight on the far left, a Dragonpike Dragon Knight around the middle with a Brave Lance Cavalier and Dragon Knight to its left. To deal with this bunch, have someone counterattack the Dragonpike Dragon Knight and the Brave Lance Dragon Knight (if possible... if it isn't, then just move near their range). When they move in, take them out and leave only units capable of taking an assault from that Ridersbane Dragon Knight in its range. Once they're done, have your units retreat a bit for healing and then repeat until the reinforcements are done.

The rest of the enemies move when you're in their range. Take them out slowly and proceed on to the boss.

Boss (Orridyon):[/b]
A 19 attack speed Paladin wielding a forged Javelin. Ordinarily a good boss but your units are probably strong enough to take him out in 1 turn.

[b]Notes:
You can skip this Chapter through warp staff use if you've got the requirements for the "cheap lategame" listed in Chapter 20 or you can do it the normal way for EXP. "Keep all units alive" players should do this one for the EXP.

#57 Sirius

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Posted 17 December 2008 - 08:43 PM

Chapter 22:

No recruitable characters. Have Marth visit the village with both Lightsphere and Starsphere to get Starlight if you're going to get Falchion. Bows are highly recommended. Enemy weapons are forged Javelins, Killing and Anti unit weapons as well as Brave.


Reinforcements: A Dracoknight and Paladin will appear from the central Forts during Turns 8 to 14 of the Enemy Phase. In addition, two Dracoknights, a Bishop and a Horseman will accompany them from the central Forts during Turns 11 to 14 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data

Method 1: Warp 2 units to kill Michalis and Marth to conquer. Do this if you have no intention of getting Falchion.

Method 2: Have a 25 DEF (23 or 24 may suffice but you'd need to use Physic/Fortify more often) General with...

* A forged Ridersbane to kill the Armorslayer Paladin in 1 assault.
* A 1-2 range Lance (preferably Gradivus if your General has 25 DEF or less).
* Starsphere in his inventory.
* His inventory full.

Warp this General to adjacent to the Armorslayer Paladin to nuke him. Then, simply have the General switch to Gradivus and kill everything (go for the thief as well if possible, otherwise just have someone else protect the village). If the forts are not healing his HP well, use the item effect of Gradivus or Physics/Fortify staves to help him out. You can speed up this massacre by removing those 2 Fortify Curates using your Ballistican and Xane. Once the enemies are done, have your General kill Michalis and send the Starsphere to the convey so Marth can quickly grab it and get Starlight.


Send your entire army to right for the village. Have your Ballisticans and Xane take care of the Fortify Curates (or thief if possible). Lure enemies slowly, taking as many attacks as you can handle.

Once you've got the Armorslayer Paladin and incoming flying units out of the way, warp a General or durable unit on the village to protect it if you're not able to reach it in time (the thief will reach it on turn 5 of the enemy phase).

To deal with the reinforcements, either wait for them outside or block the stairs with 2 high DEF Generals and decent MOV units to block the forts (and warp staff). The leftmost fort on the right side is the one with the Bishop and he carries a Swarm spell.

Boss (Michalis):[/b]
A 19 attack speed Dragon Knight with a Forged Javelin and a regular Brave Lance. He carries the Iote Shield so arrows aren't effective against him but he's still weak against Excalibur and takes heavy damage from magic attacks.


[b]Notes on my playthrough:
Saved with the traditional method done. Got Starlight.

Edited by Boo, 19 December 2008 - 03:48 PM.


#58 Sirius

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Posted 18 December 2008 - 02:11 PM

Chapter 23:

This map consists of many Thoron users, 3 Swarm Bishops, a few Brave weapons, Curates with Physic and Fortify (one of them is dropped) and Gharnef and his 2 Clones. There's 2 thieves but they're nothing to worry about since they'll come to you. The location of the real Gharnef is always random, restarting the chapter may switch his location. Longbows are highly recommended.

Save point use: First one after the reinforcements are done. Use the 2nd one as soon as you reach it.

Reinforcements: Two Bishops and four Mages will appear from the north during Turns 7 and 15 of the Enemy Phase. You can prevent these reinforcements from appearing by defeating the boss. - Chapter Data


Method 1 (No Falchion):[/b] Kill the generic Bishop on the throne and have Marth conquer.

Method 2 (Falchion):[/b] This one's a 2-3 turn strategy to skip the chapter with Falchion obtained. For this to work, the real Gharnef must be the one adjacent to a Physic Curate. You need:

* 1 or 2 Magic users who can wield Starlight. The sum of their attack power with Starlight equipped must equal [b]64
. Xane can play the role of the 2nd magic user if your first one's attack power is 32. In my case, It was Merric with A rank tomes, and 17 Mag and Xane imitating Merric.

* 2 Warp staff users other than the ones you're sending to fight Gharnef. Mine were Lena and Etzel.

* The Magic users fighting Gharnef need good durability. The one that's attacking Gharnef first must be able to survive Gharnef's counter-attack and the 2 nearby Swarm Bishops. The one attacking Gharnef second just needs to be able to survive the 2 Swarm Bishops. Gharnef's attack speed is 23 so if your first attacker has less than 20 attack speed, he/she will get doubled. The Swarm Bishops have an attack of 23 and Gharnef has an attack of 29.

Turn 1:

Have Xane imitate the magic user you'll use to attack Gharnef first (I'll refer to this as Merric). Heal Xane and cast barrier on Merric if possible (this may also make the Swarm Bishop attack Xane instead of Merric).

If you're using a 2nd magic user and not Xane, ignore this and consider turn 2 as your first turn.

Also, you can use the Geosphere to quickly find out if the real Gharnef is the one adjacent to the Curate. If he isn't, restart.

Turn 2:

Warp Xane and Merric. Merric stands adjacent to Gharnef and attacks. Xane uses the trade command to get Starlight and finishes Gharnef. If this isn't the correct Gharnef, restart and try again.

Turn 3:

Warp someone to nuke the Bishop on the throne and have Marth conquer.


To do this one the normal way, start by killing the thieves. Then, lure the Swarm bishop on the easternmost group of enemies close enough for you to kill him. A Swarm Bishop from the top will also come towards you... I recommend you lure and kill this one as well. While you're at it, you can also go for the eastern group if you wish, just make sure that Swarm Bishop moves closer to you to kill him when he's near.

To deal with the reinforcements, you can either sit and wait for them at the bottom or you slowly take them out with ranged counter-attacks. I would suggest the "sit and wait" since there's another Swarm Bishop and this one won't be lured like the other one. Try not to let a unit get attacked twice by Thoron because this will likely result in death unless, that unit has really high RES.

To deal with the Gharnef clones, counter-attack with Starlight (optional, but recommended if your Starlight users can't kill Gharnef on the next turn) and follow-up with a Longbow. If the Longbow does damage, save your Starlight use and kill the clone through regular weapons.
[b]
Notes on my playthrough:
Saved with the normal/traditional way. Got Falchion.

#59 Rodykitty

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Posted 18 December 2008 - 09:23 PM

Alternative Chapter 22 strategy: Have your Ballistians take out the thief first turn so that you don't have to rush recklessly to the village.

#60 Sirius

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Posted 18 December 2008 - 09:27 PM

I already hinted that (sort of):

Have your Ballisticans and Xane take care of the Fortify Curates (or thief if possible). Lure enemies slowly, taking as many attacks as you can handle.


(the thief will reach it on turn 5 of the enemy phase).






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