Chapter 15 ~ Final



Chapter 15: Scorched Sand

Location: Jehanna Hall
Objective: Defeat all enemy units
Units out: 12
New characters (Eirika’s route): Duessel (Silver Axe, Silver Lance, Vulnerary), Knoll (Flux, Nosferatu, Vulnerary)
New characters (Ephraim’s route): Innes (Silver Bow Elixir), Saleh (Elfire, Thunder)
Boss: Caellach (Tomahawk, Silver Axe, Hoplon Guard), Valter (Spear, Killer Lance, Fili Shield)

Shop

Name Uses Worth
Thunder 35 700
Elfire 30 1200
Shine 30 900
Divine 25 2500
Flux 45 900
Heal 30 600
Mend 20 1000
Restore 10 2000
Vulnerary 3 300
Elixir 3 3000
Pure Water 3 900
Antitoxin 3 450

Other Items

Master Seal (from the south western village)
Hoplon Guard (from Caellach)
Hand Axe (or Dragon Axe from Berserker)
Fili Shield (from Valter)
Mend (or, if Mend breaks, Sleep [Eirika’s] / Berserk [Ephraim’s] from Troubadour)
Devil Axe (from Berserker, standing on the ruined village)
Guiding Ring (steal from the Shaman with Eclipse)
Luna (from Shaman, near the open village [Eirika’s] / south of Caellach [Ephraim’s])
Warp (found in the desert sand)
Silence (found in the desert sand)
Body Ring (found in the desert sand)
Wyrmslayer (found in the desert sand)
Killer Bow (found in the desert sand)
Swiftsole (found in the desert sand)
Metis’s Tome (found in the desert sand)
Eclipse(found in the desert sand)
Silver Card (found in the desert sand)
Gleipnir and Garm (from end of chapter event, if you are in Eirika’s route)
Audhulma and Excalibur (from end of chapter event, if you are in Ephraim’s route)

Reinforcements

Turn 3: 2 Pegasus Knights from the north east
Turn 4: 2 Pegasus Knights from the north east, 2 Pegasus Knights from the north and 2 Cavaliers from the southern forts
Turn 5: 2 Pegasus Knights from the north east, 2 Pegasus Knights from the north and 2 Cavaliers from the southern forts
Turn 6: 2 Cavaliers from the southern forts
Turn 7: 3 Shamans from the north, a group of 2 Fighters, 3 Mages, 2 Cavaliers, a Mercenary and a Paladin appear from the south west (near where Ephraim begins) [Eirka’s] / None [Ephraim’s]
Turn 8: 3 Shamans from the north [Eirika’s] / 3 Mages from the north, a group of 2 Fighters, 3 Mages, 2 Cavaliers, a Mercenary and a Paladin appear from the south west (near where Ephraim begins) [Ephraim’s]
Turn 9: None [Eirika’s] / 3 Mages from the north [Ephraim’s]

Notes:

If you chose Eirika’s route, Ephraim will return in this chapter (appearing once you end Turn 2). If you chose Ephraim’s route, Eirika will return in this chapter (appearing once you begin the chapter). They come with the items that they held, before they left.

To find the exact locations of the desert items, and how to obtain them easily, check this page.

Chapter 16: Ruled by Madness

Location: Renais Castle
Objective: Seize the throne
Units out: 12
New characters: Myrrh (Dragonstone, Elixir, Vulnerary)
Boss (Eirika’s route): Orson (Spear, Silver Sword)
Boss (Ephraim’s route): Orson (Rune Sword, Silver Lance)

Items

Red Gem (steal from Sage in the throne room [Eirika’s] / steal from Great Knight reinforcement [Ephraim’s])
Purge (from Sage in the throne room [Eirika’s] / Sage reinforcement [Ephraim’s])
Hero Crest (from Hero in the throne room [Eirika’s] / Warrior to the south west [Ephraim’s])
Physic (from Priest in the throne room)
Door Key (from Knight to the north west)
Door Key (from Knight to the west)
Chest key (from Druid to the north west [Eirika’s] / Shaman to the north west [Ephraim’s])
5000G (bottom chest to the north east)
Knight Crest (middle chest to the north east)
Talisman (top chest to the north east)
Tomahawk (chest to the west)
Lunar Brace (from end of chapter event if you do not class change Eirika)
Solar Brace (from end of chapter event if you do not class change Ephraim)
Siegmund and Sieglinde (from after chapter event)

Reinforcements

Turn 6: None [Eirika’s] / Thief from the south west (stairs to the right of the Warrior/Mercenary group) [Ephraim’s]
Turn 12: Thief from the north east (the opening south of the set of three chests) [Eirika’s] / None [Ephraim’s]
Turn 16: None [Eirika’s] / Thief from the north east (the opening south of the set of three chests) [Ephraim’s]

In Eirika’s route, once you get close to the Warriors to the north east or the passage to the throne room, from the south eastern entrance, the Warriors will begin to move. Also enemy reinforcements will appear before your next turn begins: 4 Cavaliers and 3 Great Knights appear from the south east and south west, and a Thief from the north west

In Ephraim’s route, if you get close to the Knight to the north east or the passage by the south eastern stairway, some of the castle guards begin moving and enemy reinforcements will appear a turn later: 4 Cavaliers and a Great Knight appear from the south east. Also if you get close to the throne room, or the Warrior/Mercenary group to the south west, the Warrior/Mercenary group and the Druids will begin to move. Another group of reinforcements will appear one turn later: 2 Sages from the north east and 3 Rangers and a Valkyrie from the south east.

Notes:

If you are playing in Eirika’s route you will start the chapter from the south east, by the large stairway. If you are in Ephraim’s route, you will start from the south west.

Chapter 17: River of Regrets

Location: Narube River
Objective: Defeat Lyon
Units out: 12
New characters: Syrene (Silver Lance, Javelin)
Boss: Lyon (Fenrir, Nosferatu)

Armoury

Shop

Name Uses Worth
Iron Sword 46 460
Steel Sword 30 600
Lancereaver 15 1800
Killing Edge 20 1300
Iron Lance 45 360
Steel Lance 30 480
Axereaver 15 1950
Killer Lance 20 1200
Javelin 20 400
Iron Axe 45 270
Steel Axe 30 360
Swordreaver 15 2100
Killer Axe 20 1000
Hand Axe 20 300
Iron Bow 45 540
Steel Bow 30 720
Killer Bow 20 1400
Name Uses Worth
Thunder 35 700
Elfire 30 1200
Shine 30 900
Divine 25 2500
Flux 45 900
Nosferatu 20 3200
Heal 30 600
Mend 20 1000
Restore 10 2000
Elixir 3 3000
Pure Water 3 900
Antitoxin 3 450

Other Items

Nosferatu (or Fenrir from Lyon)
Dragonshield (steal from the Berserker to the north west)
Brave Axe (Hero to the south east)
Guiding Ring (Mage to the east)
Fimbulvetr (Sage to the east)
Nidhogg and Vidofnir (from end of chapter event)
Rescue (from end of chapter event if you rescued all the civilians and Syrene is alive)

Reinforcements

Turn 3: 2 Wyvern Riders from the north west
Turn 4: 3 Druids by the castle’s front and 2 Cavaliers from the western forts
Turn 5: 2 Wyvern Riders from the north west
Turn 6: 3 Druids by the castle’s front and 2 Cavaliers from the western forts
Turn 7: 2 Wyvern Riders from the north west
Turn 8: 3 Druids by the castle’s front and 2 Cavaliers from the western forts
Turn 9: 2 Wyvern Riders from the north west
Turn 10: Paladin and Great Knight pair from the western forts
Turn 11: 2 Wyvern Riders from the north west
Turn 12: Paladin and Great Knight pair from the western forts

Notes:

Once you get close to Lyon, Warrior reinforcements appear from the south eastern forts, one turn later (for 5 turns).

Chapter 18: Two Faces of Evil

Location: Neleras Peak
Objective: Defeat all enemy units
Units out: 12
New characters: N/A
Boss: Monster (Demon Surge, Stone)

Notes:

You might notice some strange red cracks on the map. Try not to end your turn on one of those tiles, as flames will appear from them, inflicting damage.

The Gorgon Eggs will recover HP each turn and once they reach full HP they will hatch into Gorgons. If you kill them while still in Egg form you will get 50 EXP from each kill. All the Eggs begin hatching from different turns, with the closest Eggs beginning to hatch first and the Eggs more further away beginning to hatch later. The best way to kill all the Gorgon Eggs before they hatch is by bringing out units with large movement, preferably flying units. Split your army into three groups, with one group heading directly north from the start and working their way to the north east. The second group should head directly east, working their way to the north east, while the final group should head to the south east.

This will be the first time you encounter Gorgons. Their Stone spell should be avoided, as it makes all attacks against you have 100% accuracy and a high critical chance. Units with good avoid should deal with Gorgons, while light magic-users would do the job well too. If a character gets affected by Stone make sure you restore their condition or keep them away from enemies. Therefore, don’t forget to bring a Restore staff or two.

Chapter 19: Last Hope

Location: Rausten Court
Objective: Guard Mansell and survive for 13 turns (or defeat Riev)
Units out: 17
New characters: N/A
Boss: Riev (Aura)

Secret Shop

Name Uses Worth
Barrier 15 2250
Physic 15 3750
Lockpick 1 1200
Hero Crest 1 10000
Knight Crest 1 10000
Orion’s Bolt 1 10000
Elysian Whip 1 10000
Guiding Ring 1 10000
Ocean Seal 1 10000

Other Items

Aura (from Riev)
Brave Lance (General from the south west)
Brave Sword (Hero from the south west)
Brave Bow (Sniper from the north east)
Speedwing (bottom chest in the western treasure room)
Fenrir (right chest in the western treasure room)
Runesword (left chest in the western treasure room)
Goddess Icon (steal from Archer to the north)
Bolting (bottom chest in the eastern treasure room)
5000G (middle chest in the eastern treasure room)
Fortify (top chest in the eastern treasure room)
Ivaldi, Latona and 10000G (from end of chapter event)
Light Brand (from end of chapter event, if many Rausten knights survive)

Reinforcements

Turn 2: 2 Swordmasters and 1 Great Knight from the south west (right stairs)
Turn 3: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
Turn 4: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
Turn 5: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
Turn 6: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs), Thief from the west (outside the treasure room), and Thief from the east (south of the treasure room)
Turn 7: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs), and Thief from the east (south of the treasure room)
Turn 8: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
Turn 9: Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs). and 2 Generals from the east (south of the treasure room)
Turn 10: 2 Warriors from the east (south of the treasure room)
Turn 11: 2 Generals from the east (south of the treasure room)
Turn 12: 2 Warriors from the east (south of the treasure room)

Chapter 20: Darkling Woods

Location: Black Temple
Objective: Seize the lair gate
Units out: 18
New characters: N/A
Boss: Riev (Aura) and Morva (Wretched Air)

Items

Vulnerary (Maelduin to the north west)
Antitoxin (Cyclops to the north)
Antitoxin (Deathgoyle to the south west)
Steel Sword (Wight to the north east)
Lancereaver (Wight to the south)
Axereaver (Wight to the south west)
Killing Edge (Wight to the west)
Swordslayer (Maelduin to the north west)
Elixir (Maelduin to the north west)
Elixir (Cyclops to the west)
Steel Blade (Wight to the west)
Spear (Wight to the west)
Longbow (Wight to the north west)

Reinforcements

Sequence 1: Activates once you pass the 2 space opening just north west from the start. A variety of reinforcements begin appearing one turn later.

For the first turn, 2 Cyclops from the north appear a turn later.

The next turn 2 Cyclops from the north and 2 Maelduins from the south west appear.

The third turn 2 Cyclops from the north and 2 Deathgoyles from the centre appear.

The fourth turn 2 Maelduins from the south west appear

The fifth turn 2 Deathgoyles from the centre appear

The sixth turn 2 Maelduins from the south west and 3 Elder Baels from the west appear

The seventh turn 2 Deathgoyles from the centre appear

The eighth turn 3 Elder Baels from the west appear

The tenth turn 3 Elder Baels from the west appear

The twelfth turn 3 Elder Baels from the west appear

The fourteenth turn 3 Elder Baels from the west appear

The sixteenth turn 3 Elder Baels from the west appear

Sequence 2: Activates once you get close to the Cyclops pair to the north.

Reinforcements

begin appearing a turn later

For the first turn 3 Deathgoyles from the north west appear

For the third turn 3 Deathgoyles from the north west appear

For the fifth turn 3 Deathgoyles from the north west appear

For the seventh turn 3 Deathgoyles from the north west appear

Sequence 3: Activates once you get close to the southern passage.

Reinforcements

begin appearing a turn later

For the first turn 3 Deathgoyles from the south west appear

For the third turn 3 Deathgoyles from the south west appear

For the fifth turn 3 Deathgoyles from the south west appear

For the seventh turn 3 Deathgoyles from the south west appear

Sequence 4: Activates once you get close to the Black Temple

Reinforcements

begin appearing a turn later

For the first turn 3 Mogalls appear from the centre

For the second turn 3 Mogalls appear from the centre

For the fifth turn 3 Mogalls appear from the centre

For the seventh turn 3 Mogalls appear from the centre

For the tenth turn 3 Mogalls appear from the centre

For the thirteenth turn 3 Mogalls appear from the centre

Final Chapter: Sacred Stone (Part 1)

Location: Black Temple
Objective: Defeat Lyon
Units out: 12
New characters: N/A
Boss: Lyon (Naglfar)

Items

Door Key (Wight to the east)
Chest Key (Wight to the east)
Door Key (Wight to the west)
Angelic Robe (chest to the south east)
Master Seal (chest to the south west)
Runesword (from Wight reinforcement)
50G (from Wight reinforcement)
100G (from Wight reinforcement)
150G (from Wight reinforcement)

Reinforcements

When you reach the middle chamber from the left, 5 Arch Mogalls appear from the east, one turn later. When you reach the same area from the right, 4 Deathgoyles appear from the west, one turn later.

When you get close to Lyon, 3 Wights appear from the north, one turn later (for 10 turns).

Notes:

This would be a good time to bring out as many Sacred Twins as possible!

The two Draco Zombies in this chapter are quite potent foes. They have strong stats, thanks to their weapon, and their attack negates defence. Monster effective weapons (such as the Sacred Twins), dragon killing weapons (such as the Wyrmslayer) and bows are the best way to deal with them. Also, despite their resistance a long-ranged shooter spell, such as Bolting, works wonders too (if your character’s magic is strong enough). Instead of marching ahead to attack them, it would be wise to bait them out with a sturdy unit.

Final Chapter: Sacred Stone (Part 2)

Location: Black Temple
Objective: Defeat Fomortiis, the Demon King
Units out: (Brought forward from previous chapter)
New characters: N/A
Boss: Fomortiis (Demon Light, Ravager, Nightmare)

Notes:

The Demon King is a powerful foe to face just with standard weapons. Hopefully you should have some Sacred Twins with you by now. Attacking the Demon King with the Sacred Twins or Myrrh’s Dragonstone should ensure an easy victory. The Demon King’s most potent attack is Nightmare, which can send all units within its range to sleep, when it’s surrounded. However if your units are decently strong you should be able to defeat the Demon King within 1 or 2 rounds, leaving it with no chance to use it.

The Demon King often summons monsters to attack. If you’re low on EXP you might want to consider fighting them, but I recommend you ignore them and just attack the Demon King. The chapter ends once it has been defeated.