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Chosen by Fate: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
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* The center-east door closes on turn 6
* The center-east door closes on turn 6
* The northernmost door, near the convoy, closes on turn 9
* The northernmost door, near the convoy, closes on turn 9
* The center-most door, at the top of the stairs into Medeus' chamber, closes on turn 11
* The center-most door, at the top of the stairs into Medeus's chamber, closes on turn 11
Note that, so long as you move your units into the center in a timely manner, these doors will prevent most of the enemy reinforcements from being able to reach you.
Note that, so long as you move your units into the center in a timely manner, these doors will prevent most of the enemy reinforcements from being able to reach you.


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===''Shadow Dragon'' Hard-5===
===''Shadow Dragon'' Hard-5===
The fastest way of dealing with this chapter is to use Warp staves to send your best units to assassinate Medeus on turn 1. A Speed-capped Swordmaster, Horseman, or possibly Thief with 50 attack obtained from a forged Wyrmslayer can one-round the Manakete standing in front of Medeus. If you're using a Manakete incapable of surviving combat with Medeus, warp her to Medeus, attack and let her get killed, revive her with the Aum staff, and warp her back to Medeus to finish him off. If your Manakete does survive Medeus' retaliation, kill her with the [[Geosphere]]. Alternatively, warp in another powerful unit or two to soften him up with the Gradivus and Parthia before sending in your Manakete to finish him off.
The fastest way of dealing with this chapter is to use Warp staves to send your best units to assassinate Medeus on turn 1. A Speed-capped Swordmaster, Horseman, or possibly Thief with 50 attack obtained from a forged Wyrmslayer can one-round the Manakete standing in front of Medeus. If you're using a Manakete incapable of surviving combat with Medeus, warp her to Medeus, attack and let her get killed, revive her with the Aum staff, and warp her back to Medeus to finish him off. If your Manakete does survive Medeus's retaliation, kill her with the [[Geosphere]]. Alternatively, warp in another powerful unit or two to soften him up with the Gradivus and Parthia before sending in your Manakete to finish him off.


If you plan to tackle this chapter with conventional strategy, there are several notable stat benchmarks you should consider. 57 Might allows you to two-shot Medeus; Tiki and Nagi reach this benchmark with a Divinestone under all circumstances, while Marth can do so with the true Falchion and 18-21 Strength depending on his sword rank. Since Marth and Tiki cannot accumulate enough Speed to avoid being doubled by Medeus on H5 mode, they need HP and Defense such that (50 − Def) × 2 < HP in order to survive combat with him; a level 30 Tiki can comfortably reach this mark with a couple of Seraph Robes, while Marth's Defense is poor enough that he will typically need several Dracoshields and a few Seraph Robes to make it. Nagi's join time and base stats make surviving Medeus a pipe dream for her. If neither Marth nor Tiki is capable of going toe-to-toe with Medeus, you need to be a Swordmaster, Sniper, Horseman, or Berserker to have the 27 Speed needed to survive two rounds with Medeus and still have enough power to one-shot him with a critical hit. A Swordmaster, Sniper, or Horseman with 24 Strength and A weapon rank can reach the 47 Might needed to one-shot him with a critical hit by the skin of their teeth with a +10 Might Silver weapon (and have a point or two to spare), while the Berserker's 30 Strength cap gives them plenty of breathing room to forge a powerful axe or, with 29 Strength, just grab Hauteclere. Regarding the generic goons, 23 Speed allows you to double enemy Bishops, Generals, and Paladins while protecting you from being doubled by everything other than Medeus himself, and is a good general benchmark to aim for. As far as bulk is concerned, most enemies have 34 attack and Brave weapons, so aim to have (34 − Def) x 2 < HP. Sell off all of your surplus weapons and items and use the money to forge one last ultimate uber-weapon for use in this chapter.
If you plan to tackle this chapter with conventional strategy, there are several notable stat benchmarks you should consider. 57 Might allows you to two-shot Medeus; Tiki and Nagi reach this benchmark with a Divinestone under all circumstances, while Marth can do so with the true Falchion and 18-21 Strength depending on his sword rank. Since Marth and Tiki cannot accumulate enough Speed to avoid being doubled by Medeus on H5 mode, they need HP and Defense such that (50 − Def) × 2 < HP in order to survive combat with him; a level 30 Tiki can comfortably reach this mark with a couple of Seraph Robes, while Marth's Defense is poor enough that he will typically need several Dracoshields and a few Seraph Robes to make it. Nagi's join time and base stats make surviving Medeus a pipe dream for her. If neither Marth nor Tiki is capable of going toe-to-toe with Medeus, you need to be a Swordmaster, Sniper, Horseman, or Berserker to have the 27 Speed needed to survive two rounds with Medeus and still have enough power to one-shot him with a critical hit. A Swordmaster, Sniper, or Horseman with 24 Strength and A weapon rank can reach the 47 Might needed to one-shot him with a critical hit by the skin of their teeth with a +10 Might Silver weapon (and have a point or two to spare), while the Berserker's 30 Strength cap gives them plenty of breathing room to forge a powerful axe or, with 29 Strength, just grab Hauteclere. Regarding the generic goons, 23 Speed allows you to double enemy Bishops, Generals, and Paladins while protecting you from being doubled by everything other than Medeus himself, and is a good general benchmark to aim for. As far as bulk is concerned, most enemies have 34 attack and Brave weapons, so aim to have (34 − Def) x 2 < HP. Sell off all of your surplus weapons and items and use the money to forge one last ultimate uber-weapon for use in this chapter.
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The enemy wields forged brave weapons and Thoron tomes, and all specialist weapons are now forged to have +8 Might, so watch out. If you have a Speed-capped Paladin, you might want to reset until the Levin Sword Hero in the northwest room has 21 Speed so you can double him. You start off split into four groups&nbsp;– Marth is in the southeast, and you have groups in the northeast, northwest, and southwest. Your immediate objective is to kill everyone in the west and east rooms, plug up the staircases in said rooms to stop the reinforcements, and have everyone regroup in the south hallway near the first save point. The northeast group has it relatively easy&nbsp;– if you have a Horseman who has either 19 Strength and the Parthia or 27 Speed to one-round the Dracoknight and can survive combat with the General, you should be fine. The Swarm Bishop is easy. Marth's group needs a door key, but only has to fight one measly Paladin. The southwest group is well-positioned to immediately neutralize both enemy Ballisticians with an 18-Might Thunderbolt, but is under extreme pressure from several enemies who can corner them in a chokepoint. If Marth's group can spare some cavalry to reinforce them, so much the better. The northwest group wants to quickly take out the Hero and Manakete and fight their way out of their room. They might be able to draw some fire away from the southwest if they're fast enough. Leave three men to stop the enemy reinforcements and regroup.
The enemy wields forged brave weapons and Thoron tomes, and all specialist weapons are now forged to have +8 Might, so watch out. If you have a Speed-capped Paladin, you might want to reset until the Levin Sword Hero in the northwest room has 21 Speed so you can double him. You start off split into four groups&nbsp;– Marth is in the southeast, and you have groups in the northeast, northwest, and southwest. Your immediate objective is to kill everyone in the west and east rooms, plug up the staircases in said rooms to stop the reinforcements, and have everyone regroup in the south hallway near the first save point. The northeast group has it relatively easy&nbsp;– if you have a Horseman who has either 19 Strength and the Parthia or 27 Speed to one-round the Dracoknight and can survive combat with the General, you should be fine. The Swarm Bishop is easy. Marth's group needs a door key, but only has to fight one measly Paladin. The southwest group is well-positioned to immediately neutralize both enemy Ballisticians with an 18-Might Thunderbolt, but is under extreme pressure from several enemies who can corner them in a chokepoint. If Marth's group can spare some cavalry to reinforce them, so much the better. The northwest group wants to quickly take out the Hero and Manakete and fight their way out of their room. They might be able to draw some fire away from the southwest if they're fast enough. Leave three men to stop the enemy reinforcements and regroup.


The hard part is behind you&nbsp;– it's time to end this. Push north towards the entrance to Medeus' chambers. Reinforcements will come from the far southeast and inside Medeus' room, but are removed enough from the front lines that they can be handled safely. Hammer your way to the throne and send your strongest units to slay the Shadow Dragon and bring peace back to Archanea.
The hard part is behind you&nbsp;– it's time to end this. Push north towards the entrance to Medeus's chambers. Reinforcements will come from the far southeast and inside Medeus's room, but are removed enough from the front lines that they can be handled safely. Hammer your way to the throne and send your strongest units to slay the Shadow Dragon and bring peace back to Archanea.


==Trivia==
==Trivia==