The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Cog of Destiny
|
|
|
|
“
|
Don't cry, Nino. You must live for the future. I am bound to this course. Kill me, and don't look back.
|
”
|
— Lloyd to Nino
|
Cog of Destiny (Japanese: 運命の歯車 Cog of Destiny) is the twenty-seventh chapter of Eliwood's tale and twenty-ninth of Hector's tale in Fire Emblem: The Blazing Blade.
Plot
- Main articles: Cog of Destiny/Script (Eliwood) and Cog of Destiny/Script (Hector)
If Chapter 26xE/28xH was not played, Nergal confronts Sonia about the collapse of the Black Fang and their failure to kill Eliwood or Zephiel; he informs her that King Desmond has severed all ties with the Black Fang. Sonia tries to placate Nergal with the quintessence she retrieved from Brendan Reed when she discovered he was investigating her past. Nergal is initially pleased, but notices Sonia has been injured; he decides he has no more use for Sonia and kills her.
As Eliwood, Hector, and Lyn approach the Shrine of Seals, they are beset by soldiers of the Black Fang, lead by one of the Reed brothers—Linus if Lloyd's version of Chapter 23E/24H was played, or Lloyd if Linus's version was instead. If Nino and Jaffar were recruited and have not bee defeated, Nino is overjoyed that some of the Black Fang members are still alive, but Jaffar notices that they have an abnormal lust for battle; moreover, neither of them are Black Fang members any more, increasing the risk of the two being greeted with violence, but Nino refuses to give up on a peaceful resolution.
When the group gets close to the Shrine of Seals, if she was not defeated in Chapter 24E/26H, Vaida arrives on the battlefield. Eliwood or Hector—in their respective tales—can talk to Vaida; she confirms that the lords rescued Zephiel, and requests to join their ranks to repay them.
Nino can talk to Lloyd; she cannot talk to Linus, but can speak to him in battle. Nino attempts to dissuade the surviving Reed brother from fighting, but he doesn't listen, determined to fight Eliwood. After the Black Fang are routed, if she was not defeated, Nino mourns for her brother.
Athos warps to the Shrine of Seals and congratulates the group on proving their strength. Athos takes them to see Bramimond, another of the Eight Legends. In order to obtain the legendary weapons to defeat Nergal, the group must convince Bramimond to release the seals on the them; Bramimond initially rejects this request, believing they will be driven mad by the power of the legendary weapons, but is convinced to do so when Eliwood reminds him of Roland.
The lords and Athos return to the Shrine of Seals, where Nergal appears before the group. Nergal demands that Ninian and Nils accompany him to the Dragon's Gate; Ninian decides to submit to Nergal if he spares the rest of the group. Before departing, Ninian transfers her power to Nils. As Nergal departs, he attacks the group with powerful magic; Athos blocks it with a barrier and prevents any deaths, though Eliwood is knocked unconscious. Once Eliwood wakes up, Athos sends the group to the Western Isles to collect Armads and then to Ostia to collect Durandal. Before they leave, Athos grants the party one more Heaven Seal; the Heaven seal finally deems Eliwood or Hector worthy of its power, and allows him to promote.
In Hector's tale, Hector encounters Oswin sending a message to Lord Uther; Oswin states that the message is simply a "relaying of recent events". Hector informs Oswin that he will be leaving to collect Armads soon; he asks once more if there is any news on Uther's health, which Oswin states there is not. Hector confides in Oswin that he would return to Ostia if there were anything wrong with his brother, and then he leaves for the Western Isles.
Chapter data
Eliwood Normal Eliwood Hard Hector Normal Hector Hard
|
|
|
Victory: Defeat all enemies
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Eliwood, Hector, or Lyn dies
|
1–15+1
|
{{{partner}}}
|
{{{other}}}
|
43+48−1
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat all enemies
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Eliwood, Hector, or Lyn dies
|
1–10+1
|
{{{partner}}}
|
{{{other}}}
|
43+78−1
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat all enemies
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Hector, Eliwood, or Lyn dies
|
1–15+1
|
{{{partner}}}
|
{{{other}}}
|
43+48−1
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat all enemies
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Hector, Eliwood, or Lyn dies
|
1–10+1
|
{{{partner}}}
|
{{{other}}}
|
45+74−1
|
{{{third}}}
|
|
|
Character data
Eliwood's tale Hector's tale
- At the end of the chapter, the main lord will promote automatically. In Eliwood's Tale, Eliwood will promote to Knight Lord, while in Hector's Tale, Hector will promote to Great Lord.
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
Normal Eliwood Hard Hector Hard
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Lloyd
|
Swordmaster
|
18
|
1
|
52
|
20
|
23
|
21
|
16
|
15
|
19
|
9
|
6
|
Light Brand • Iron Rune
|
• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
|
|
Linus
|
Hero
|
18
|
1
|
58
|
24
|
20
|
15
|
14
|
19
|
15
|
14
|
6
|
Light Brand • Iron Rune
|
• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
|
|
Black Fang
|
Nomadic Trooper
|
14
|
1
|
31~37
|
10~14
|
11~15
|
12~17
|
0
|
8~11
|
5~8
|
8
|
8
|
Short Bow • Steel Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
2
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Steel Axe
|
• The southwestern one moves to attack units in range. • The northeastern one moves to raid the village, then moves to attack units unprovoked.
|
|
Black Fang
|
Myrmidon
|
14
|
7
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Steel Sword
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
General
|
8
|
1
|
30~35
|
11~15
|
6~9
|
3~6
|
0
|
15~18
|
5~8
|
15
|
5
|
Swordslayer • Blue Gem
|
Moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Myrmidon
|
14
|
2
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Lancereaver
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
4
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Steel Lance
|
Moves to attack units in range; the three near the General begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
2
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Javelin
|
Moves to attack units in range; the one near the General begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomadic Trooper
|
8
|
1
|
28~33
|
9~12
|
9~13
|
11~14
|
0
|
7~10
|
4~7
|
8
|
8
|
Longbow • Elixir
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Javelin
|
--
|
|
Black Fang
|
Paladin
|
8
|
1
|
32~37
|
9~12
|
7~11
|
9~11
|
0
|
8~11
|
5~8
|
11
|
8
|
Silver Lance
|
--
|
|
Black Fang
|
Mercenary
|
14
|
2
|
27~30
|
8~10
|
12~14
|
11~13
|
0
|
6~7
|
2~3
|
9
|
5
|
Steel Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Hero
|
8
|
1
|
31~36
|
9~13
|
12~16
|
12~15
|
0
|
10~13
|
4~7
|
10
|
6
|
Silver Sword • Mine
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Poison Lance • Antitoxin
|
--
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Steel Lance
|
--
|
|
Black Fang
|
Myrmidon
|
14
|
1
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Killing Edge
|
Moves to attack units in range.
|
|
Black Fang
|
Knight
|
14
|
1
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Silver Lance
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomad
|
14
|
2
|
23~26
|
8~10
|
8~10
|
10~12
|
0
|
5~6
|
1~3
|
7
|
7
|
Short Bow
|
--
|
|
Black Fang
|
Sniper
|
8
|
5
|
29~34
|
10~14
|
9~13
|
7~10
|
0
|
6~9
|
4~7
|
8
|
6
|
Steel Bow
|
Moves to attack units in range; the northern three begin moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Sniper
|
8
|
1
|
29~34
|
10~14
|
9~13
|
7~10
|
0
|
6~9
|
4~7
|
8
|
6
|
Silver Bow • Guiding Ring
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Warrior
|
5
|
1
|
36~41
|
12~16
|
6~10
|
7~10
|
0
|
6~8
|
1~3
|
13
|
6
|
Steel Bow • Steel Axe • Light Rune
|
Moves to attack units in range.
|
|
Black Fang
|
Fighter
|
14
|
1
|
29~33
|
11~14
|
5~8
|
7~9
|
0
|
3~5
|
1~3
|
11
|
5
|
Steel Axe
|
Moves to attack units in range.
|
|
Black Fang
|
Berserker
|
6
|
1
|
32~37
|
12~16
|
9~12
|
9~12
|
0
|
6~9
|
1~3
|
13
|
6
|
Swordslayer
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Berserker
|
5
|
1
|
31~36
|
11~16
|
9~12
|
8~12
|
0
|
6~9
|
1~3
|
13
|
6
|
Hand Axe
|
Moves to attack units in range.
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Hand Axe
|
Moves to attack units in range.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Lloyd
|
Swordmaster
|
18
|
1
|
52
|
20
|
23
|
21
|
16
|
15
|
19
|
9
|
6
|
Light Brand • Iron Rune
|
• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
|
|
Linus
|
Hero
|
18
|
1
|
58
|
24
|
20
|
15
|
14
|
19
|
15
|
14
|
6
|
Light Brand • Iron Rune
|
• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
|
|
Black Fang
|
Nomadic Trooper
|
14
|
1
|
36~43
|
13~17
|
13~18
|
15~21
|
0
|
9~13
|
6~10
|
8
|
8
|
Short Bow • Steel Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
4
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Steel Axe
|
Moves to attack units in range; the northeastern one begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Myrmidon
|
14
|
7
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Steel Sword
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
General
|
8
|
1
|
37~44
|
13~18
|
8~11
|
4~7
|
0
|
17~20
|
8~11
|
15
|
5
|
Swordslayer
|
Moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Myrmidon
|
14
|
2
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Lancereaver
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
4
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Steel Lance
|
Moves to attack units in range; the three near the General begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
2
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Javelin
|
Moves to attack units in range; the one near the General begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomadic Trooper
|
8
|
1
|
33~39
|
12~15
|
11~16
|
14~18
|
0
|
8~12
|
5~9
|
8
|
8
|
Longbow
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Javelin
|
--
|
|
Black Fang
|
Paladin
|
8
|
1
|
38~44
|
12~15
|
9~14
|
10~13
|
0
|
9~12
|
7~10
|
11
|
8
|
Silver Lance
|
--
|
|
Black Fang
|
Mercenary
|
14
|
2
|
27~30
|
8~10
|
12~14
|
11~13
|
0
|
6~7
|
2~3
|
9
|
5
|
Steel Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Hero
|
8
|
1
|
38~45
|
11~16
|
14~19
|
14~17
|
0
|
12~15
|
6~9
|
10
|
6
|
Silver Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Poison Lance • Antitoxin
|
--
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Steel Lance
|
--
|
|
Black Fang
|
Myrmidon
|
14
|
1
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Killing Edge
|
Moves to attack units in range.
|
|
Black Fang
|
Knight
|
14
|
1
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Silver Lance
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomad
|
14
|
2
|
23~26
|
8~10
|
8~10
|
10~12
|
0
|
5~6
|
1~3
|
7
|
7
|
Short Bow
|
--
|
|
Black Fang
|
Sniper
|
8
|
5
|
34~41
|
12~17
|
11~16
|
9~12
|
0
|
7~11
|
6~9
|
8
|
6
|
Steel Bow
|
Moves to attack units in range; the northern three begin moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Sniper
|
8
|
1
|
34~41
|
12~17
|
11~16
|
9~12
|
0
|
7~11
|
6~9
|
8
|
6
|
Silver Bow • Orion's Bolt
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Swordslayer
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Hand Axe
|
Moves to attack units in range.
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Iron Axe
|
Moves to raid the village, then moves to attack units unprovoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Lloyd
|
Swordmaster
|
18
|
1
|
54~56
|
21~22
|
24~25
|
22~23
|
16
|
15~16
|
19~21
|
9
|
6
|
Light Brand • Iron Rune
|
• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
|
|
Linus
|
Hero
|
18
|
1
|
61~63
|
25
|
21~22
|
15~17
|
14
|
19~21
|
15~17
|
14
|
6
|
Light Brand • Iron Rune
|
• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
|
|
Black Fang
|
Sage
|
8
|
1
|
30~37
|
15~22
|
10~16
|
10~14
|
0
|
6~10
|
14~21
|
7
|
6
|
Bolting • Elfire • Recover
|
--
|
|
Black Fang
|
Valkyrie
|
14
|
2
|
32~39
|
13~20
|
10~15
|
18~25
|
0
|
6~10
|
19~26
|
6
|
8
|
Thunder • Physic
|
The northeast one moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Recover
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Mage
|
14
|
1
|
24~29
|
9~14
|
7~11
|
7~11
|
0
|
3~5
|
7~10
|
6
|
5
|
Elfire
|
--
|
|
Black Fang
|
Bishop
|
8
|
3
|
31~38
|
12~17
|
10~14
|
8~13
|
0
|
4~7
|
17~24
|
7
|
6
|
Divine • Purge
|
• The central one moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16). • The two near the throne do not move.
|
|
Black Fang
|
Monk
|
14
|
2
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Lightning
|
Moves to attack units in range; the one near the Bishop begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Monk
|
14
|
4
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Shine
|
Moves to attack units in range; the three near the Bishop begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Druid
|
8
|
1
|
29~36
|
20~27
|
9~15
|
10~14
|
0
|
5~9
|
14~19
|
8
|
6
|
Luna • Eclipse
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
3
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Luna
|
The two east of the Druid move to attack units in range; the one nearest the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
4
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Flux
|
Moves to attack units in range; the one near the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
3
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Nosferatu
|
Moves to attack units in range; the one near the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Mage
|
14
|
4
|
24~29
|
9~14
|
7~11
|
7~11
|
0
|
3~5
|
7~10
|
6
|
5
|
Thunder
|
--
|
|
Black Fang
|
Monk
|
14
|
1
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Divine
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Druid
|
14
|
1
|
30~37
|
24~29
|
11~17
|
11~16
|
0
|
5~9
|
16~23
|
4
|
6
|
Luna • Recover • Sleep • Eclipse
|
Moves to attack units in range.
|
|
Black Fang
|
Druid
|
14
|
1
|
30~37
|
24~29
|
11~17
|
11~16
|
0
|
5~9
|
16~23
|
4
|
6
|
Luna • Recover • Silence • Eclipse
|
Moves to attack units in range.
|
|
Black Fang
|
Troubadour
|
14
|
1
|
22~26
|
4~7
|
5~9
|
11~16
|
0
|
3~5
|
10~14
|
5
|
7
|
Fortify • Recover
|
--
|
|
Black Fang
|
Valkyrie
|
14
|
1
|
32~39
|
13~20
|
10~15
|
18~25
|
0
|
6~10
|
19~26
|
6
|
8
|
Physic • Recover • Berserk
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Elfire • Recover
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Elfire • Physic
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Silence
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
2
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Sleep
|
Moves to attack units in range; the northwest one begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Sniper
|
8
|
1
|
36~45
|
13~19
|
12~18
|
9~14
|
0
|
7~12
|
6~11
|
8
|
6
|
Silver Bow • Longbow
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Hero
|
8
|
2
|
41~50
|
12~18
|
15~21
|
14~19
|
0
|
12~17
|
6~11
|
10
|
6
|
Silver Sword
|
Moves to attack units in range.
|
|
Black Fang
|
Brigand
|
14
|
1
|
32~37
|
12~16
|
5~8
|
7~10
|
0
|
4~6
|
1~3
|
12
|
5
|
Iron Axe
|
The northeastern one moves to raid the village, then moves to attack units unprovoked.
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Berserk
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
|
|
Reinforcements
No reinforcements appear beyond turn 99.
Normal Mode and Eliwood Hard Mode
- The turn after a unit enters the eastern island (columns 25–29, rows 12–18), and again two, four, and six turns thereafter
- The turn after a unit crosses the river from the starting position (columns 18–24, rows 17–22), and again two, four, and six turns thereafter
- The turn after a unit enters the southern island (columns 13–20, rows 24–27), and again two, four, and six turns thereafter
- The turn after a unit nears the altar (columns 1–16, rows 1–16)
- Two turns after a unit nears the altar (columns 1–16, rows 1–16), and again one and three turns thereafter
Hector Hard Mode
- The turn after a unit enters the eastern island (columns 25–29, rows 12–18), and again two, four, and six turns thereafter
- The turn after a unit crosses the river from the starting position (columns 18–24, rows 17–22), and again two, four, and six turns thereafter
- The turn after a unit enters the southern island (columns 13–20, rows 24–27), and again two, four, and six turns thereafter
- The turn after a unit nears the altar (columns 1–16, rows 1–16)
- Two turns after a unit nears the altar (columns 1–16, rows 1–16), and again one and three turns thereafter
Boss data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
- Main article: Lloyd
Normal/Eliwood Hard Hector Hard
- Main article: Linus
Normal/Eliwood Hard Hector Hard
- The boss that appears depends on who was fought in Chapter 23E/24H: if Lloyd was fought previously, then Linus will appear here; if Linus was fought, Lloyd will appear.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This section has been marked as a stub. Please help improve the page by adding information.
Hector Hard Mode
This is a complicated chapter with many dangerous magic-using enemies, such as fast Valkyries and Druids with Luna, as well as a variety of status staves such as Berserk and Sleep. If the player does not have units that can use the Restore staff or did not purchase it in Four-Fanged Offense, then this chapter becomes much more difficult. Units with high resistance and good combat, such as Marcus, Louise, Harken and trained magic users are recommended. In particular, trained Canas stands out, as with a boost from Pure Water or Barrier, he can dodge status staves until they break, tank magical attacks, and counter with Luna for high damage that bypasses the high resistance many enemies have.
One of the most important aspects of this chapter is the reinforcements. Crossing each of the bridges near the starting area will spawn a different set of reinforcements, so it is recommended to only cross the northwestern bridge leading to the largest landmass so as to avoid getting swarmed by many reinforcements at once. The Sage and Bishop to the north of the starting area are some of the most immediate threats, as they have Bolting and Purge, respectively and can damage or potentially kill Hector, who is still unpromoted and automatically deployed. Generally, the unpromoted magic users (Mages, Monks, and Shamans) are not too threatening toward any unit that has boosted resistance from a Pure Water or Barrier, so prioritize taking out the promoted enemies on player phase and defeat the unpromoted enemies on enemy phase when they attack your units. Be very wary of enemies with status staves, making sure to have a Restore user (preferably two) near the front lines to restore any units that get afflicted with Berserk or Sleep. In particular, the Druids that start near the boss have huge ranges with their status staves, and it can be good to stay out of their range until the other enemies in the central area are under control.
Getting the village in the west can be difficult. If you have a Purge user, then you can take out the lone Brigand on the map and take your time getting the village, as no other enemy unit will attempt to destroy it. You can also try and use Berserk on a promoted enemy near the Brigand to defeat it from afar, or use Sleep on the Brigand to buy more time. Alternatively, a trained Falcoknight such as Florina can try and rush west immediately for the village, preferably with boosted resistance from Barrier or a Pure Water. This is somewhat risky, however, as they can still get hit by Sleep and there are a number of enemies with Luna in the western part of the map. You will also need to make sure they stay at least five spaces away from the bottom of the map when passing the southern island, or else they will trigger a number of reinforcements.
Once things are under control in the central area and no more reinforcements are spawning, you can send units into the northwest area to take out the last group of Valkyries and fight the boss. This will cause Vaida and other Wyvern Riders to spawn, so it is recommended to leave Hector in the starting area so that he can recruit her immediately, and he likely does not take much damage from the other enemies there due to his high defense. As far as defeating the boss, they are generally very safe to fight from two spaces away, as the Light Brand cannot get a critical hit at that range. Lloyd has very high resistance, so the only magic user that is likely to do substantial damage to him is trained Canas with Luna, though he can also be attacked by physical units with decent resistance using Bows, Hand Axes or Javelins. Linus is somewhat more vulnerable to magical attacks but is also much easier to double due to his lower speed.
Nino can talk to Lloyd, though this is not a recommended course of action unless the player simply wants to see supplementary dialogue or remove the boss's throne bonuses. After Nino talks to Lloyd, he will no longer be stationary on the throne and will now move to attack anyone in his movement range, except Nino.
Note that this is the last chapter in which Ninian is playable in, therefore the last chapter in which characters can build up support for her. While her brother Nils would later fill in for her gameplay role starting from a later chapter, along with inheriting her stats and inventory, her support levels will not carry over to Nils, meaning any units who were supporting Ninian will no longer have access to any support bonuses from her for the rest of the playthrough. Conversely, it is not a big deal if Ninian dies in combat in this chapter, as she is unavailable in subsequent chapters anyway.
Trivia
- Both this chapter and Chapter 21 of Fire Emblem: The Binding Blade feature the Shrine of Seals, and can be combined near-seamlessly.
- Lloyd and Linus do not retain their A-Support in this chapter; this is consistent with player units supports, which are also lost upon the defeat of the given support partner.
- This chapter holds the only obtainable Warp staff in the entire game.
- Lloyd or Linus holds the only obtainable Iron Rune in the entire game.
- The Japanese name of this chapter is identical to the Japanese title of Track 53 in the Sound Room of Fire Emblem: The Blazing Blade, although that track does not play in this chapter.
- Lloyd and Linus's weapon was changed from a Runesword in the Japanese version to a Light Brand in the Western version. However, Nils's augury for the chapter ("I sense a dire foe in the battle ahead. The weapon he wields is cursed. A sword that steals life energies and feeds them to its wielder.") was not changed to reflect this.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Cog of Destiny
|
--
|
Japanese
|
運命の歯車
|
Cog of Destiny
|
German
|
Rad des Schicksals
|
Wheel of Destiny. Derived from the german word for "Cog", which is "Zahnrad".
|
|
Gallery
Prototype
Ninian transfers her power to Nils in the prototype.
References