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Light and Dark

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
(Redirected from Light and Darkness)
Not to be confused with Light and Shadow, the endgame of Mystery of the Emblem and New Mystery of the Emblem.
For the skill in Fire Emblem Heroes, see Light and Dark (skill).
Light and Dark

Cm fe04 10.png

Location

Miletos District and Chalphy

Boss(es)

Hilda, Morrigan, Riddell, Zagam, Ishtar, Julius, Arvis

Previous chapter(s)

For Whose Sake

Next chapter(s)

End of the Holy War

Light and Dark (Japanese: 光と闇と Light and Darkness) is the tenth chapter of Fire Emblem: Genealogy of the Holy War and the fifth chapter of the second generation.

Plot

Main article: Light and Dark/Script

Seliph's army enters Miletos, seeking to liberate it from the Friegian Queen Hilda and save the children that are facing child hunts. Before they can even start the battle, Manfroy kidnaps Julia, but even with that loss, they are able to take control of Miletos and defeat the queen. They proceed toward Chalphy, where Arvis is able to save a group of children and Palmarch, as well as secure the Tyrfing for Seliph to wield. Arvis then faces off against Seliph and dies in combat, allowing Seliph to secure the land that was his by right.

Chapter data

Chapter Data
Conditions Unit Data
Victory: Seize Chalphy
Defeat: Seliph dies or Peruluke Castle is seized
Player:
23
Partner:
6+6
Other:
0
Enemy:
40+65
Chapter Map
Cm fe04 10.png
Map dimensions:
62 columns by 62 rows
Combatants and castles
Army Commander Affiliation Units Castles Guardian Notes
Seliph's Seliph Player 23 Peruluke -- Home castle
-- -- Partner 6+6 -- -- • Does not have a faction, castle, or phase, and moves at the end of Seliph's phase.
• Additional units appear once Miletos Castle has been seized.
Chronos Hilda Enemy 16 Chronos Hilda The rampart leading to Miletos is lowered when Chronos and Rados are seized.
Rados Riddell Enemy 19 Rados Morrigan
Miletos -- Enemy 5+25 Miletos Zagam • The Miletos army emerges once Chronos and Rados are seized.
• The bridge connecting Miletos to Chalphy is raised once Miletos is seized.
Chalphy Julius Enemy 2+36 Chalphy -- Julius and Ishtar emerge once Chronos and Rados have been seized; the army appears once Miletos has been seized.
Arvis Arvis

Character data

Characters
New units

None

Available characters
Seliph ​Scáthach ​Dalvin ​Larcei ​Creidne ​Lana ​Muirne ​Diarmuid ​Tristan ​Lester ​Deimne ​Oifey 02 ​Fee ​Hermina ​Arthur ​Amid ​Iucharba ​Iuchar ​Leif ​Finn 02 ​Nanna ​Jeanne ​Shannan 02 ​Patty ​Daisy ​Ares ​Lene ​Laylea ​Tine ​Linda ​Febail ​Asaello ​Ced ​Hawk ​Coirpre ​Charlot ​Hannibal ​Altena ​

Note: Julia leaves the party automatically at the start of the chapter.

Item data

Items
Name Obtainment Method
Is snes02 barrier ring.png Barrier Ring Dropped by a Dark Bishop*
Is snes02 bolganone.png Bolganone Dropped by Hilda
Is snes02 magic ring.png Magic Ring Visit the village north of Rados Castle
Is snes02 renewal band.png Renewal Band Dropped by Ishtar*
Is snes02 leg ring.png Leg Ring Dropped by Julius*
Is snes02 tyrfing.png Tyrfing Event: Seliph talks to Palmarch*
Is snes02 renewal band.png Renewal Band Event: Seliph waits on the beach south of Chalphy after he defeats Arvis

In addition, six villages are present on the map, which can be visited to obtain up to 5,000 gold each.

Castle data

Castle facilities

Vendor Arena enemies

Name Cost
Is snes02 iron blade.png Iron Blade* 2,000
Is snes02 wind sword.png Wind Sword* 10,000
Is snes02 recover.png Recover* 15,000
Is snes02 physic.png Physic* 5,000
Is snes02 rescue.png Rescue* 15,000
Is snes02 sleep.png Sleep* 30,000
  • Additionally, the armory will sell anything not bought in the previous chapter.

Event data

Events
Initiator Recipient Criteria Reward
Lester/Deimne Patty/Daisy Neither of the pair has a lover +3 HP for Patty/Daisy and 100 love points between the pair
Leif Altena -- +1 Lck for Altena
Nanna/Jeanne Leif Neither of the pair has a lover +3 HP for Nanna/Jeanne and 100 love points between the pair
Shannan Seliph -- +3 HP for Shannan
Febail/Asaello Lana/Muirne Neither of the pair has a lover +3 HP for Lana/Muirne and 100 love points between the pair
Oifey Seliph Chronos seized +3 HP for Oifey
Seliph Fee, Lene, or Tine Rados seized and Lewyn is the girl's father +5 Str for Fee, +5 Def for Lene, or +5 Mag for Tine
Coirpre/Charlot Altena Miletos seized +5 Res for Altena
Seliph Palmarch Palmarch appeared Tyrfing* for Seliph
Seliph -- Seliph waits on the beach south of Chalphy after he defeats Arvis. Renewal Band

Unit data

Citizens

Six civilians are present from the start of the chapter. Additional civilians alongside Palmarch emerge once Miletos Castle is seized.

Partner Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 civilian female02 partner.gif Child Civilian 1 3 21 0 0 0 0 0 0 0 5 --
• Does not move.
• Can be rescued, granting 100 experience to whomever rescues them.
Ma snes02 civilian male02 partner.gif Child Civilian 1 3 21 0 0 0 0 0 0 0 5 --
• Does not move.
• Can be rescued, granting 100 experience to whomever rescues them.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 civilian female02 partner.gif Child Civilian 1 2 21 0 0 0 0 0 0 0 5 --
• Does not move.
• Can be rescued, granting 100 experience to whomever rescues them.
Ma snes02 civilian male02 partner.gif Child Civilian 1 3 21 0 0 0 0 0 0 0 5 --
• Does not move.
• Can be rescued, granting 100 experience to whomever rescues them.
Ma snes02 bishop partner.gif Palmarch Bishop 20 1 55 2 16 14 11 0 5 14 5 Mend
Authority:
Moves to heal player units in range.

Chronos

The Chronos army is present from the start of the chapter.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 19 4 59 1 15 13 13 0 8 15 5 Jormungand
Authority: Loptous Bishop
Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 19 2 59 1 15 13 13 0 8 15 5 Hel
Authority: Loptous Bishop
Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
Ma snes02 forrest enemy.gif Mercenary Forrest 21 2 61 18 5 18 18 0 13 5 6 Silver Sword
Follow-Up
Authority: Loptous Bishop
Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
Ma snes02 sniper enemy.gif Mercenary Sniper 21 2 61 18 2 18 18 0 13 5 6 Silver Bow
Follow-Up
Authority: Loptous Bishop
Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
Ma snes02 dark bishop enemy.gif Loptous Bishop Dark Bishop 24 1 64 2 22 17 17 0 12 19+5 5 Fortify Barrier RingThis item is dropped upon this unit's defeat.*
Follow-Up
Authority: ★★
Moves to attack anyone in range of any unit under the his authority.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 2 62 2 16 14 14 0 9 16 5 Fenrir
Authority:
Immobile.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 2 62 2 16 14 14 0 9 16 5 Sleep
Authority:
Does not move.
Ma snes02 queen enemy.gif Hilda Queen 27 1 70 12 30 21 24+5 5 19 30 6 BolganoneThis item is dropped upon this unit's defeat. Speed Ring
Follow-Up Charm
Authority: ★★★
Does not move, guards Chronos Castle.

Rados

The Rados army is present from the start of the chapter.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 17 3 57 1 15 13 13 0 8 15 5 Hel
Authority: Morrigan
Will not move while Morrigan is alive.
Ma snes02 dark bishop enemy.gif Morrigan Dark Bishop 25 1 65 2 22 17 17 0 12 19 5 Fenrir Jormungand
Follow-Up
Authority: ★★
Does not move; guards Rados Caslte.
Ma snes02 great knight enemy.gif Riddell's Squad Great Knight 22 3 62 18 2 13 13+5 0 16 5 9 Silver Axe Speed Ring
Authority: Riddell
Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
Ma snes02 duke knight enemy.gif Riddell's Squad Duke Knight 22 3 62 18 2 13 13+5 0 14 5 9 Silver Lance Speed Ring
Authority: Riddell
Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
Ma snes02 mage knight enemy.gif Riddell's Squad Mage Knight 22 3 62 11 14 13 13+5 0 9 11 9 Elthunder Speed Ring
Authority: Riddell
Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
Ma snes02 bow knight enemy.gif Riddell's Squad Bow Knight 22 3 62 16 2 14 14+5 0 14 5 9 Silver Bow Speed Ring
Authority: Riddell
Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
Ma snes02 troubadour enemy.gif Riddell's Squad Troubadour 16 2 42 7 4 10 10+5 0 6 4 8 Mend Speed Ring
Authority: Riddell
Does not use her full movement range unless she or any units under Riddell's authority have something to attack.
Ma snes02 paladin enemy.gif Riddell Paladin 28 1 65 21+5 9 21 22 15 21 11 9 Brave Sword Power Ring
Follow-Up Critical
Authority: ★★★★
Does not use his full movement range unless he or any units under his authority have something to attack.

Miletos

The Miletos-affiliated pirates are present from the start of the chapter. The Miletos army emerges once Chronos and Rados have been seized.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 pirate enemy.gif Pirate Pirate 25 5 60 12 0 7 14 0 12 2 6 Steel Axe
Authority:
Prioritizes raiding villages.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 forrest enemy.gif Mercenary Forrest 22 2 62 18 5 18 18 0 13 5 6 Silver Sword
Follow-Up
--
Ma snes02 warrior enemy.gif Mercenary Warrior 22 2 62 17 0 11 18 0 16 5 6 Silver Axe
Authority:
Ma snes02 sniper enemy.gif Mercenary Sniper 22 2 62 18 2 18 18 0 13 5 6 Silver Bow
Follow-Up
Authority:
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 4 62 2 16 14 14 0 9 16 5 Jormungand
Authority:
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 4 62 2 16 14 14 0 9 16 5 Hel
Authority:
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 4 62 2 16 14 14 0 9 16 5 Fenrir
Authority:
Immobile.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 4 62 2 16 14 14 0 9 16 5 Sleep
Authority:
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 22 2 62 2 16 14 14 0 9 16 5 Physic
Authority:
Ma snes02 dark bishop enemy.gif Zagam Dark Bishop 27 1 67 2 23 18 18 0 12 20 5 Fortify Jormungand
Follow-Up
Authority: ★★
Does not move; guards Miletos Castle.

Chalphy

Ishtar and Julius emerge once Chronos and Rados have been seized. The Chalphy army emerges once Miletos Castle is seized.

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 sage female enemy.gif Ishtar Sage 27 1 50 5 28 24+20 30+10 13 10 26+5 6 Mjölnir Barrier Ring Renewal BandThis item is dropped upon this unit's defeat.*
Adept Vantage
Authority: Julius
• Moves to attack any player unit in range of any unit under Julius's authority.
• Leaves the map upon her or Julius killing a unit, upon Julius being defeated, or upon the seizure of Miletos Castle.
Ma snes02 dark prince enemy.gif Julius Dark Prince 30 1 80 15 30 27 27 13 25 30+5 5+3 Loptous Leg RingThis item is dropped upon this unit's defeat.*
Wrath Follow-Up Accost
Authority: ★★★★★
• Moves to attack any player unit in range of any unit under his authority.
• Leaves the map upon him or Ishtar killing a unit, upon Ishtar being defeated, or upon the seizure of Miletos Castle.
Reinforcements
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma snes02 knight enemy.gif Rot Ritter Knight 25 3 65 16 2 12 10 0 17 2 5 Brave Lance
Authority: Commander (Baron)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 bow armor enemy.gif Rot Ritter Bow Armor 30 4 70 18 3 14 12 0 19 3 5 Brave Bow
Authority: Commander (Baron)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 baron enemy.gif Commander Baron 30 1 75 21 10 16 16 0 21 10 5 Silver Lance Fortify
Pavise
Authority: ★★
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 priest enemy.gif Rot Ritter Priest 25 3 51 2 14 13 13 0 3 14 5 Physic
Authority: Commander (Bishop)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 fire mage enemy.gif Rot Ritter Fire Mage 30 4 56 3 19 15 15 0 4 14 5 Elfire
Authority: Commander (Bishop)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 bishop enemy.gif Commander Bishop 30 1 65 3 19 17 14 0 6 17 5 Sleep Fortify
Authority: ★★
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 duke knight enemy.gif Rot Ritter Duke Knight 25 3 65 19 2 14 14 0 15 5 9 Silver Lance
Authority: Commander (Mage Knight)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 great knight enemy.gif Rot Ritter Great Knight 25 2 65 19 2 14 14 0 17 5 9 Silver Axe
Authority: Commander (Mage Knight)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 bow knight enemy.gif Rot Ritter Bow Knight 25 2 65 17 2 15 15 0 15 5 9 Silver Bow
Authority: Commander (Mage Knight)
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 mage knight enemy.gif Commander Mage Knight 30 1 70 14 16 16 16 0 11 13 9 Elfire Slim Sword
Authority: ★★
Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 15 4 55 1 14 12 12 0 8 14 5 Jormungand
Authority: Loptrian
Moves to attack Palmarch's group, attacking any units along the way.
Ma snes02 dark mage enemy.gif Loptrian Dark Mage 15 1 55 1 14 12 12 0 8 14 5 Jormungand
Authority:
Moves to attack Palmarch's group, attacking any units along the way.
Ma snes02 fire mage enemy.gif Rot Ritter Fire Mage 25 5 51 2 17 13 13 0 3 12 5 Meteor Elfire
Authority: Arvis
Immobile.
Ma snes02 high priest enemy.gif Rot Ritter High Priest 25 1 60 2 19 16 15 0 5 15 5 Fortify
Authority: Arvis
Ma snes02 emperor enemy.gif Arvis Emperor 30 1 80 27 30+10 30 30 4 30+10 30+10 5 Valflame Silver Blade
Pavise Charm Nihil
Authority: ★★★★★
Does not move; guards Chalphy Castle.

Major units

Citizens

Main article: Palmarch
Portrait palmarch fe04.png
Ma snes02 bishop partner.gif Bishop
Level 20
Holy Blood --
Movement 5
Authority
Stats
Max HP 55 Speed 11
Strength 2 Luck 0
Magic 16 Defense 5
Skill 14 Resistance 14
Inventory Skills
Mend
3,000 Gold
--
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic B Thunder magic B FE4RankWind.png B Light magic -- Dark magic --
  • Palmarch is the boss of the unnamed Civilian faction. He and the additional children appear once Miletos has been seized.

Chronos

Main article: Hilda
Portrait hilda fe04.png
Ma snes02 queen enemy.gif Queen
Level 27
Holy Blood SNESHolyBloodFjalar.png
Movement 6
Authority ★★★
Stats
Max HP 70 Speed 24+5
Strength 12 Luck 5
Magic 30 Defense 19
Skill 21 Resistance 30
Inventory Skills
BolganoneThis item is dropped upon this unit's defeat.
Speed Ring
6,000 Gold
Follow-Up
Charm
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic --
  • Hilda is the guardian of Chronos Castle and the boss of Chronos.

Rados

Main article: Morrigan
Portrait morrigan fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 25
Holy Blood --
Movement 5
Authority ★★
Stats
Max HP 65 Speed 17
Strength 2 Luck 0
Magic 22 Defense 12
Skill 17 Resistance 19
Inventory Skills
Fenrir
Jormungand
5,000 Gold
Follow-Up
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Morrigan is the guardian of Rados Castle and is a sub-boss affiliated with Rados.
Main article: Riddell
Portrait riddell fe04.png
Ma snes02 paladin enemy.gif Paladin
Level 28
Holy Blood --
Movement 9
Authority ★★★★
Stats
Max HP 65 Speed 22
Strength 21+5 Luck 15
Magic 9 Defense 21
Skill 21 Resistance 11
Inventory Skills
Brave Sword
Power Ring
3,000 Gold
Follow-Up
Critical
Weapon Levels
Swords B Lances B Axes -- Bows -- Staves --
Fire magic -- Thunder magic -- FE4RankWind.png -- Light magic -- Dark magic --
  • Riddell is the boss of Chronos.

Miletos

Main article: Zagam
Portrait zagam fe04.png
Ma snes02 dark bishop enemy.gif Dark Bishop
Level 27
Holy Blood --
Movement 5
Authority ★★
Stats
Max HP 67 Speed 18
Strength 2 Luck 0
Magic 23 Defense 12
Skill 18 Resistance 20
Inventory Skills
Fortify
Jormungand
5,000 Gold
Follow-Up
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves A
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic A
  • Zagam is the guardian of Miletos Castle. He and the Miletos army appear once Chronos and Rados have been seized.

Chalphy

Main article: Ishtar
Portrait ishtar fe04.png
Ma snes02 sage female enemy.gif Sage
Level 27
Holy Blood SNESHolyBloodThrud.gif
Movement 6
Authority Julius
Stats
Max HP 50 Speed 30+10
Strength 5 Luck 13
Magic 28 Defense 10
Skill 24+20 Resistance 26+5
Inventory Skills
Mjölnir
Barrier Ring
Renewal BandThis item is dropped upon this unit's defeat.*
5,000 Gold
Adept
Vantage
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves B
Fire magic B Thunder magic FE4RankWind.png B Light magic B Dark magic --
  • Ishtar is a sub-boss affiliated with Chalphy. She and Julius appear once Chronos and Rados have been seized.
Main article: Julius
Portrait julius fe04.png
Ma snes02 dark prince enemy.gif Dark Prince
Level 30
Holy Blood SNESHolyBloodLoptous.gifSNESHolyBloodFjalar.png
Movement 5+3
Authority ★★★★★
Stats
Max HP 80 Speed 27
Strength 15 Luck 13
Magic 30 Defense 25
Skill 27 Resistance 30+5
Inventory Skills
Loptous
Leg RingThis item is dropped upon this unit's defeat.*
0 Gold
Wrath
Follow-Up
Accost
Weapon Levels
Swords -- Lances -- Axes -- Bows -- Staves --
Fire magic A Thunder magic A FE4RankWind.png A Light magic -- Dark magic
  • Julius is the boss of Chalphy. He and Ishtar appear once Chronos and Rados have been seized.
Main article: Arvis
Portrait arvis 02 fe04.png
Ma snes02 emperor enemy.gif Emperor
Level 30
Holy Blood SNESHolyBloodFjalar.gifSNESHolyBloodLoptous.png
Movement 5
Authority ★★★★★
Stats
Max HP 80 Speed 30
Strength 27 Luck 4
Magic 30+10 Defense 30+10
Skill 30 Resistance 30+10
Inventory Skills
Valflame
Silver Blade
6,000 Gold
Pavise
Charm
Nihil
Weapon Levels
Swords A Lances A Axes A Bows A Staves A
Fire magic Thunder magic A FE4RankWind.png A Light magic -- Dark magic --
  • Arvis is the guardian of Chalphy Castle and the boss of Chalphy. He and the Chalphy army appear once Miletos has been seized.

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Castle Chronos

The chapter begins with Hilda ordering Riddell to ride out and deprive you of 6 level-ups via civilians to distribute at your leisure. Riddell and his squad, however, do not move at full speed and give you some time to race them there. After the customary trip to the Arena and Blacksmith, the first objective is to break through the Chronos vanguard, comprised of 4 Jormungands, 2 Hels, 2 Silver Sword Heroes, 2 Silver Bow Snipers, 2 Fenrirs, 2 Sleep staves and a commander who can't do anything except spam Fortify. While most of the stuff should be fairly familiar, the Hel mages are new. Hel is a very inaccurate tome that cripples the user's AS only marginally less than a broken weapon does, but drops the target's HP down to 1 on a successful hit (and does absolutely nothing except waste the caster's time if the target is already at 1 HP). This means that on the off chance your units do get hit and don't have Miracle, the remaining enemies will gang up on and kill said unit. That being said, any half-decently dodgy unit on a forest that isn't being hit by WT disadvantage should have no issue dodging Hel. The Chronos army is close enough that some of your cavalry can engage immediately on turn 1, but if you try to do this, you will find that you are unable to kill the rest of the army in the forest, and will get slaughtered by the remnants. Instead, only attack the nearest enemies and canto back to safety while your infantry takes up positions in the nearby forest with the intention to push forward next turn and wipe the remainder out all in one sweep. Also, don't leave your Restore user in range of the Sleep staves - you will waste valuable time waiting around for them to wake up.

You can actually ignore Hilda for now - she poses no immediate threat, unlike Riddell who does. Riddell's squad will not begin moving at full speed until one or more of them have something to attack. This means one of two things. You can either put a strong unit in their collective attack ranges and try to wipe out most of them before the rest of your units move in to clean up, or you put a unit in the range of only the most forward enemy and try to clear them all out on player phase. Either way, don't let Riddell get the first hit. Riddell is incredibly strong for a boss without a Holy Weapon, being incredibly accurate due to high Authority and using a Brave Sword, hard hitting due to his Power Ring and Brave Sword, and is capable of both critting and quadding your units. Forseti still melts him, assuming it wasn't given to unpromoted Coirpre. Otherwise, Larcei can fight him safely due to having more speed and Nihil for negating enemy crits.

Hilda is a souped up version of Indra, the local arena champion; her high stats may cause some trouble. Her 17 AS is actually quite fast, faster than everyone so far except Riddell, Musar and Ishtar, and is more than capable of doubling slow units, notably including Altena, who may otherwise seem like a decent unit to face her with. She also has 50 ATK, targeting RES; enough to kill anything that gets doubled. Fortunately, she is on her own, and 50 ATK won't OHKO most units that are faster than her, allowing them to take her on over the course of several turns.

Castle Rados

If Seliph has already moved a turn's worth of riding or further past Chronos by the time Hilda is dead, he should continue advancing to Rados and seize Chronos on the way back, but otherwise its fine to seize it now to give your units somewhere to fix up their gear, especially that Restore staff. Anyone not involved in capturing Rados can hang around the rampart, or save the civilians for some well-deserved levels. Rados is guarded by your standard-issue Dark Bishop boss, something you've already dealt with earlier twice, and will deal with in the future. His Dark Mage guards may be a bit of an issue as they have Hel; units they hit are liable to die to Morrigan's Fenrir. Make sure to move in as a group with a healer in case someone gets hit by Hel.

Once both Chronos and Rados are captured, the rampart will lower and the Miletos army will sortie.

Castle Miletos, Julius, and Ishtar

The Miletos army consists of more unimpressive Heroes, Snipers and Dark Mages, with a few surprisingly non-threatening Warriors thrown into the mix. Routing these is fairly simple, especially as the mountain passage can be used as a chokepoint to deal with the aggressive enemies to separate them from their immobile Physic/Sleep/Fenrir support. Likewise, fliers can easily reach and kill the pirates trying to go after the villages.

After this is done, you are safe for the time being - there are no time sensitive objectives until after you seize Miletos. Pick off enemies at your lesiure, but don't approach the castle just yet.

Ishtar and Julius have decided that the best way to spend their time is to see which of them can kill one of your units first. What they don't say is they will also leave if you defeat one of them, or if you manage to run past them and seize Miletos Castle. Both are very dangerous, but Ishtar is significantly squishier than Julius. They will also leave if they manage to get a kill. Pick your solution from one of the following: Defeat Ishtar, Defeat Julius, Run past and seize the castle or let them get a kill (and revive the sacrificial decoy later if the Valkyrie staff can be used).

Trying to bring Ishtar down is reliant on having someone that can defeat her before she gets a counterattack. With 58 Magical Attack and ludicrously overkill accuracy, she will kill just about any unit. Don't celebrate too early if you have someone that can survive a Mjolnir either - if Ishtar is lucky, they die from Adept anyways. However, her durability is poor, with only 50 HP and 10 DEF, which is low enough that Shannan, Ares and Altena can defeat her by themselves if they're lucky (Astra, Critical, Critical respectively). So can a unit with 21 STR and a Killer Bow crit. Furthermore, if Febail/Altena has 20 or more strength, Yewfelle/Gae Bolg OHKO's by raw power. If none of these are options, your next best bets are Larcei with Astra and the Forseti user with a crit. Regardless, whoever you send to fight Ishtar probably won't survive retaliation, so they'd better do it in one go, and have as much accuracy-boosting support as possible (Charm, Leadership, Sibling/Lover bonuses) to make that happen.

Trying to bring Julius down is unarguably the hardest of the four options, and has you fight the final boss early for questionable gain (unless you didn't pass down the Leg Ring, in which case, defeating him is the only way to get the Leg Ring in the second generation). The Loptous tome's innate effect halves the target's attack power, meaning that critical hits do as much damage as a normal attack towards everyone else, and normal attacks will only scratch Julius for mostly single digit damages, and your own powerful Holy Weapons are subject to this. While this makes Julius insanely tanky, breaking through isn't impossible, albeit incredibly difficult: to break through his insane defenses, short of extensive use of Luna, crits are mandatory, the best units to use will need weapons with Kill bonuses or have the Critical skill themselves. Usually, such a unit would need to have been undergoing training and acquiring funds to properly gear themselves several chapters in advance, and in the case of child units, inheritance prep on part of their parents. You will need to bait him out first, and due to his leg ring, you also need to bait him out to bait out Ishtar; even if you intend to defeat Ishtar, you still need to bait Julius. Baiting Julius is risky business - He hits marginally harder than Ishtar, and also has Accost, which can give him an extra attack to kill you if you're unlucky, though since your bait unit needs to be faster than him (or else Julius doubles), the chances are better than Ishtar's.

Trying to run past and seize the castle is arguably easier, but only if you have the necessary resources to do so. The idea is to have Seliph go from outside of Julius' range to Miletos Castle in a single turn, where he, or other units ahead of him, kill Zagam on the same turn. The Zagam-killer should be either mounted, or have the Leg & Knight Rings if they are infantry. Seliph, the Zagam-killer and up to 2 more backup Zagam-killers should then move forwards and wait in a + formation to be danced in range of the dancer's movement. Then, Lene/Laylea dances them up. The Zagam-killers should then attempt to kill him, and in the event that they fail to kill, canto out of the way of the gate to ensure Seliph can seize. If the Zagam-killer can't be moved out of the way from the gate, Warp/Return/Rescue becomes necessary to dislodge them. Seliph seizes and Julius and Ishtar decide that playtime is over and go home.

Sacrificing a unit is the solution most players will have access to, seeing as it's an option as long as Seliph isn't the last unit standing. If the player has the Valkyrie and someone to use it, this merely has the sacrifice sit out for the remainder of the chapter and a potential cost of 30k gold to repair the staff. If the player doesn't have Valkyire, choosing a good sacrifice becomes a bigger issue. For one, it's better to sacrifice a less valuable unit than a more valuable one, and hence units like Johan/Johalvier, Tinny, Cairpre (if he didn't inherit anything valuable) etc. are all prime targets in terms of their expendability. Make sure to have them dump all their gold to a lover if one exists, and also sell off any equipment that may be useful to the pawnbroker. However, it's possible to make Julius and Ishtar leave by feeding them a kill, without getting any player units killed. Julius and Ishtar, for some reason, will still leave if you get them to kill an enemy unit by berserking one of them into attacking an enemy, or berserking an enemy into them. While berserking Julius is impossible and berserking Ishtar is tremendously difficult, requiring the Berserk Staff (which in turn requires Silvia be dead/unmarried in the first generation) and a caster with 26+ MAG and the Magic Ring, one can use the Berserk Sword and fish for berserk activations on the nearby enemies, using enemy Physic casters and Zagam's Fortify to heal them up to allow additional attempts. While it will likely require surgically killing enemies between the berserked enemy and Ishtar/Julius, if done well it can remove them without any actual sacrifice being made.

Tyrfing

After Castle Miletos is seized, a cutscene will play where the Grannvale Emperor Arvis orders Bishop Palmarch to escort five children to safety, additionally entrusting him with Sigurd's sword, the Tyrfing, to implicitly have him deliver it to Seliph. Manfroy, however, will send Dark Mages to kill them and keep the sword and level-ups out of your hands. As is it takes far too long for ground units to break through the Rotenritter then catch up to the Dark Mages, it is completely up to Altena and Fee/Femina to protect them for the time being - as such, even before Miletos was seized, they should have already starting flying northwards up to the border. If Altena has 23 or more Strength (incl. Ring), Gae Bolg OKHO's the Dark Mages. If not, she should still use it over all other weapons not Brave Lance or Brave Sword, as it has the highest chances to either get a crit or proc Adept, both of which kill on activation. Fee, on the other hand, is more dependent on being able to crit the Dark Mages, or short of that, quadding them with Brave Weapons to ORKO them. Femina has significant problems with ORKO-ing. Fee/Femina can also heal Altena, but if they themselves are injured, they can fly to Palmarch, who will move to heal them if in range. Once the 5 Dark Mages are dead, the green units are completely safe as no more enemies will actively seek to kill them.

The Rotenritter

While your fliers depart on their rescue mission, the rest of the army must confront the Rotenritter head-on over the recently-repaired bridge. The Rotenritter consists of a wave of Armor, a wave of Mages and a wave of Cavalry in that order, all of which are carrying powerful weapons that can deal large amounts of damage. Do not try to fight past the bridge and try to establish a bridgehead - the many enemies with high damage output will quickly kill any single unit exposed to their combined firepower. Instead, use the bridge as a chokepoint to vastly limit enemy damage output. Set a durable and evasive unit on the bottom side of the bridge, and have mounted units kill-and-run until a Bow Armor is the frontmost enemy. Then, place a bulky unit next to the Bow Armor, and another unit with less defense and no 2-range behind that first unit, such that the Bow Armor sees that they can shoot the second unit for more damage and as a result blocking up all other melee enemies. This can effectively regulate the enemy flow, and the unit in the first slot can have strong 2-range to kill the remaining ranged units, after which the melee units will file up behind the Bow Armor where they can easily be 2-ranged to death.

Aside from the Sleep Bishop, only a squad of Meteor mages guard Arvis. Do note that a few of the Meteor mages are inside of Arvis' Leadership and Charm ranges, and as such, their Meteors are extremely accurate. They can easily be overwhelmed with a rush of Cavalry units, however. Once they are dead, you're free to send people over to grab the kids for levels, send Seliph over for the Tyrfing and move everyone else up to the castle in preparation for the Arvis fight.

Arvis

Arvis proves to be a very statistically imposing boss. He's a level 30 unit in a Pavise-class, so that's already a 30% chance to not take damage on any given hit. Coupled with 80 HP, 40 in both defenses and 15 HP recovery per turn, and he will take a while to go down even if you wail on him with Holy Weapons. He also hits back with 70 Magical ATK, enough to OHKO all but the heartiest unit who has stacked up on HP and RES. Despite this, he still has 15 AS to hinder slow classes from doubling, and failing that, a surprising 104 Avo to lower your effective hit chance even more. He also has Nihil to stop crits, sword skills and effective damage from getting through. You can ignore the Silver Blade - he will never, under any condition, use it.

With the Tyrfing, Seliph still has trouble fighting Arvis by himself; he will still have a ~25-30% chance to miss his attacks, and even if he caps STR and picks up the Power Ring, he only does 20 damage per hit. Ares is also a solid option as Mystletainn is quite accurate; he can consistently reach 100% hit with leadership and Charm stacking and can get extra hits off of Adept. Faval can somewhat reliably survive due to his high HP growth, but Yewfelle is on the inaccurate side despite its firepower, so he requires substantial buffstacking to perform well. Altena can also reliably survive due to her high HP and access to a +5 RES event this chapter; Gáe Bolg is accurate and she can deal out a 3HKO with Power Ring, but she is too slow to double, though Adept may activate.

Try to ensure Seliph gets the last hit. If he does, instead of seizing immediately, he can ride down to the beach and wait there for a free Renewal Band.

No Holy Weapons

Arvis becomes a significantly larger issue if the player has suffered heavy casualties, particularly among Holy Weapon users. Arvis' high defenses are extremely hard to crack with conventional weaponry, but as only Ares and his Mystletainn are guaranteed to be acquired (Tyrfing is lost without fliers to save Palmark, Gáe Bolg is lost if either Leif or Finn is dead at the start of Chapter 9, Shannan can die with Balmung in the early parts of Chapter 7 from low% hits before the player can even reach him while Forseti and Yewfelle must be passed down), the possibility is quite realistic, especially as Ares can face chance of death against deadlier bosses such as Ridale or Ishtar. Without strong units to deal with Arvis, the player can be outright softlocked.

To get through Arvis' 40/40 defenses without a 30 might weapon, Power Ring/Magic Ring is all but required to get workable damage output. Even then, powerful A-rank weapons are required. For additional hit rate, Skill Ring is used, and on units with Adept, Speed Ring is used to improve its activation rate. These are assumed for all below builds.

Leif is the strongest option, as he can be expected to cap STR/SKL/SPD at 27 each at Lv30. With those stats, Power Ring, Skill Ring for accuracy and Speed Ring to break the speed tie, he can deal 12 damage with a Silver Lance while also having a 40% Adept chance. This is his best possible loadout out of all the strong weapons he can use, reaching 60 hit with only Seliph leadership; 70 with lover and +10 more for each Charm stack.

Hawk is the next best option due to his high statline. While he is restricted to 14 MT tomes, he can use Lightning, which has 90 Hit and WTA, as well as Pursuit and Adept to patch up his low damage per hit. With events, he averages 7 damage with Lightning, while also doubling and having 50% Adept. While his offenses are good, he does have trouble surviving Arvis' counterattack. He averages 47.6 HP and 21.6 RES, not enough to survive one hit, making him dependent on the Barrier Ring. This gives him very little leeway in regards to being stat-screwed; if he is too badly HP/RES screwed, he simply cannot survive a single hit. With Seliph leadership, Hawk averages 7 damage, 78 hit, 50% Adept.

Amid/Linda are also solid options due to their high offensive growths and access to Thoron, a 20 MT weapon. Both do quite well due to WTA and having Adept, but neither has Pursuit so the fight will be slower unless the Pursuit Ring was passed down and handed to them. Amid's performance is slightly better, with a difference of +1 SKL from class gender differences, and +2 SPD due to Linda's lower SPD growth; however, Linda is significantly easier to train up to Lv30 as Amid is stuck with a significantly worse selection of weaponry before promotion while Linda has Paragon, Wrath and Thoron access before promotion. Both also survive Valflame quite comfortably without a Barrier Ring; as long as they get all of their HP/RES boosting events, they can survive being statscrewed by grabbing the Barrier Ring to patch their bulk up, and even then, both Amid and Linda are servicable, so only one of the two needs to become good enough to do the job. With only Seliph's leadership, Linda averages 12 damage, 64 hit, 41% Adept; Amid fares better at 12 damage, 66 hit, 43% Adept.

Seliph himself more or less becomes a last resort option without the Tyrfing, as his bad class caps rear their ugly heads and he lacks Adept to get extra damage in. He speed ties Arvis with 12-WT lances, eliminating the powerful Steel Lance. Silver Blade can deal 10 damage per hit, but with a pitiful 30 hit before external support. Brave Sword has excellent accuracy, but deals a pathetic 2 damage per hit; too little to kill Arvis before Seliph runs out of equipment, even with both Brave Swords. Silver Sword deals 4 damage with 50 hit, not much of an improvement. Brave Lance is also another option; unable to double due to the speed tie, it trades an active Pursuit for guaranteed Adept; even then, it only deals 5 damage with 50 hit as Seliph's best option. Regardless, Seliph's bad SKL cap will lower his damage output to the point where he is simply incapable of defeating Arvis as the sole bosskiller without substantial accuracy support and some good luck.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Light and Dark

From the Light and Dark skill in Fire Emblem Heroes.

English
(unofficial)

• Light and Darkness
• Light and Dark

• Used in the Project Naga fan translation.
• Used in online fan resources.

Japanese

光と闇と

Light and Darkness

Spanish

Luz tenebrosa

Shadowy Light; from Heroes.

French

Ombre et lumière

Darkness and Light; from Heroes.

German

Licht und Dunkel

Light and Dark; from Heroes.

Italian

Luce e oscurità

Light and Darkness; from Heroes.

Portuguese

Luz e escuridão

Light and Darkness; from Heroes.

Traditional Chinese

光與闇

Light and Dark; from Heroes.

Gallery

References

← For Whose Sake • Light and Dark • End of the Holy War →
Fire Emblem: Genealogy of the Holy War
Playable characters First gen. AlecArdenAyraAzelleBeowolfBrigidChulainnClaudDeirdreDewEdainErinysEthlynFinnJamkeLachesisLewynLexMidirNaoiseQuanSigurdSilviaTailtiu
Second gen. AltenaAresArthur/AmidCed/HawkCoirpre/CharlotDiarmuid/TristanFebail/AsaelloFee/HerminaFinnHannibalIucharIucharbaJuliaLana/MuirneLarcei/CreidneLeifLene/LayleaLester/DeimneNanna/JeanneOifeyPatty/DaisyScáthach/DalvinSeliphShannanTine/Linda
Non-playable characters First gen. AidaAlvaAnnandArvisAzmurBatuByronCalfCigyunEldiganEthniaEvaEveGrahnyeImcaKurthManananMariccleOifeyLahnaRingShannanTravantVictor
Second gen. AnnaFelipeJakeLewynPalmarch
Bosses First gen. AndreyBeowolfBordeauxChagallCimbaethClementCuvuliDaccarDiMaggioDíthorbaDonovanDuvallElliotEldiganErinysGerrardJacobiJamkeLamiaLombardMacbethMagornMyosMunnirPamelaPapilioPhilipPizareReptorSandimaSlayderVajaWaltzZane
Second gen. AltenaAnguillaArionArvisBanbaBaranBlegBloomBovisBoyceBramselBrianCanisCoulterDagonDanannDistlerDracoEquusEriuFisherFotlaGallusHannibalHaroldHildaIshtarIshtoreIucharIucharbaJavarroJudahJuliaJuliusJuphielKanatzKutuzovLizaMabelManfroyMaykovMengMorriganMuhammadMusMusarOvisOvoPorcusRiddellRobertoRodanSchmidtScipioSimiaTine/LindaTigrisTravantZagam
Background characters BaldrBragiCedDáinnFjalarGairHeimHoðrForsetiLoptousMaeraNagaNálNjörunOdSalamanderThrudUllr
Holy Weapons BalmungForsetiGáe BolgGungnirHelswathLoptousMjölnirMystletainnNagaTyrfingValflameValkyrieYewfelle
Chapters First gen. P: Birth of a Holy Knight • 1: Lady of the Forest • 2: Crisis in Agustria • 3: Eldigan, the Lionheart • 4: Dance in the Skies • 5: Doorway to Destiny
Second gen. 6: Heir of Light • 7: Beyond the Desert • 8: The Wyvern Knights of Thracia • 9: For Whose Sake • 10: Light and DarkE: End of the Holy War
Locations JugdralAed Desert (Dahna) • Agustria (Bragi TowerNordionOrgahil) • Grannvale (BelhallaChalphyDozelEddaFriegeVelthomerYngvi) • Isaach (Tirnanog) • Munster District (ConnachtLeonsterMunsterUlster) • MiletosSilesseThraciaVerdane
Groups, objects and events 12 crusadersAed MassacreBattle of BelhallaChild huntsCross KnightsFall of LeonsterFinal Holy WarHoly BloodHoly WarKnight brigades of GrannvaleLanceritterLoptr Church (DeadlordsLoptrian Empire) • Miracle of DahnaQuintessence
Lists ChaptersCharactersClasses (Class change) • Hidden map eventsItemsScriptsSkillsWeapons
Related topics TreasureGenealogy of the Holy War ExceedŌsawa manga adaptationFujimori manga adaptationSuzuki novelizationHeir of LightName chart • Other games (Mystery of the EmblemThracia 776Awakening) • Timeline