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Marth Embarks: Difference between revisions

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'''Gameplay Strategies:'''
'''Gameplay Strategies:'''
# Send Marth to the village to collect 10,000 gold immediately. Buy [[Javelin]]s for Draug, Caeda, and Jagen, and [[Iron Lance]]s for Abel and Caeda.
# Send Marth to the village to collect 10,000 gold immediately. Buy [[Javelin]]s for Draug, Caeda, and Jagen, and [[Iron Lance]]s for Abel and Caeda.
# Use Abel's Javelin to weaken the nearby [[Thief]], allowing Marth to finish him by turn 2.
# Use Abel's Javelin to weaken the nearby [[Thief]], allowing Marth to finish him by turn 2.
# Six enemy [[Pirate]]s will quickly approach at the chapter's start. Position Draug on the eastern fortress for defense and counter-attacks.
# Six enemy [[Pirate]]s will quickly approach at the chapter's start. Position Draug on the eastern fortress for defense and counter-attacks.
# If things get dicey, use Jagen's Silver Lance. Never end a turn with Gordin having a [[Steel Bow]] equipped and always make sure he is outside of the enemies' range, as he can be defeated in one round.
# If things get dicey, use Jagen's Silver Lance. Never end a turn with Gordin having a [[Steel Bow]] equipped and always make sure he is outside of the enemies' range, as he can be defeated in one round.
# After eliminating the initial aggressive pirates, you will gain the upper hand. Use forts for healing and use Draug to strategically attract enemies. Try to level up all units, excluding Jagen, to level 2.  
# After eliminating the initial aggressive pirates, you will gain the upper hand. Use forts for healing and use Draug to strategically attract enemies. Try to level up all units, excluding Jagen, to level 2.  
# If Cain gets +1 speed, he can avoid being doubled by 10-speed Gazzak. If Draug gets +1 HP or defense and +1 luck, he cannot be {{abbr|ORKO|One Round Knock Out}}ed by the pirates in the next chapter under any circumstances. If Marth and Abel get +1 speed, they cannot be doubled by 11-speed Gazzak, and if Abel gets +1 luck, he cannot be critically hit by Gazzak.
# If Cain gets +1 speed, he can avoid being doubled by 10-speed Gazzak. If Draug gets +1 HP or defense and +1 luck, he cannot be {{abbr|ORKO|One Round Knock Out}}ed by the pirates in the next chapter under any circumstances. If Marth and Abel get +1 speed, they cannot be doubled by 11-speed Gazzak, and if Abel gets +1 luck, he cannot be critically hit by Gazzak.


Visit the western village to recruit Wrys, a [[Curate]] who is really only helpful in Chapter 2. As for Gazzak, weaken him using Javelins and the [[Iron Bow]]. Do not let Jagen deliver a critical hit as you need the experience Gazzak offers to be spread among your other units.
Visit the western village to recruit Wrys, a [[Curate]] who is really only helpful in Chapter 2. As for Gazzak, weaken him using Javelins and the [[Iron Bow]]. Do not let Jagen kill with a critical hit as you need the experience Gazzak offers to be spread among your other units.


==Trivia==
==Trivia==
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|eng-name=Marth Embarks
|eng-name=Marth Embarks
|jpn-name={{h|マルスの旅立ち|Marusu no tabidachi}}
|jpn-name={{h|マルスの旅立ち|Marusu no tabidachi}}
|jpn-mean=Marth's Departure
|jpn-mean=Marth's Departure. Officially romanized as '''The Start of Marth's Journey''' in the [[Fire Emblem: Mystery of the Emblem (guide)|''Mystery of the Emblem'' guide]].
|fren-name=La quête de Marth
|fren-name=La quête de Marth
|fren-mean=Marth's quest
|fren-mean=Marth's quest
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