This page has been marked as a stub. Please help improve the page by adding information.
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Birds of a Feather
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“
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I know young Eliwood well. His father, Elbert, and I are old friends. I've no children of my own, and I've always treasured Eliwood... I do not believe I could look him in the eye and... I could not lie to him. I could not.
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”
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— Helman to the hooded figure
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Birds of a Feather (Japanese: 比翼の友 Closely-Winged Companions) is the twelfth chapter in Fire Emblem: The Blazing Blade.
Plot
- Main article: Birds of a Feather/Script
Eliwood has arrived on the border of Santaruz and requests an audience with its marquess, Helman. Inside Castle Santaruz, Helman mulls over his options with a hooded figure. Helman cannot tell Eliwood the truth if he has come to inquire about his father nor can he bear to lie to Eliwood, someone he considers as precious as a son. The hooded figure suggests that Helman simply scare off Eliwood with an attack. Helman reluctantly agrees to the plan. Later, at Eliwood's camp, a bandit by the name of Zagan approaches the group and announces that he has come to kill Eliwood, prompting a battle with Zagan and his fellow bandits.
As Hector makes out for Santaruz with Matthew by his side, Serra suddenly calls out to them. Hector tries to make Serra go home but Oswin catches up and informs him that they have been ordered to accompany him by Uther. Before Hector can protest too much, Matthew (or Serra if Matthew is dead) spots an ongoing battle in the distance. Suspecting Eliwood might be involved, Hector recklessly jumps into battle, a disapproving Oswin in tow.
After the last enemy has been defeated, Eliwood and Hector finally have a chance to properly speak. Hector inquires as to why Eliwood did not call him when he departed to look for his father Elbert. Eliwood admits that he thought Hector would be too busy with Uther having just recently become the Marquess of Ostia. After Hector introduces his companions, Eliwood and Marcus explain that the bandits they just dispatched were hired to kill Eliwood. Hector, in turn, shares that he observed a knight of Santaruz watching the battle as if he was planning on letting Eliwood die.
If the player did not skip Lyn's Tale, the Tactician will be present and will advise Eliwood to check on Lord Helman to ensure that he is alright. The tactician will then be introduced to Hector and be reunited with Matthew, who the tactician now learns is actually an Ostian spy, and Serra. If the player did skip Lyn's tale, Marcus will suggest Eliwood check on Lord Helman.
Beginning log
Eliwood's tale: "After speaking with the village magistrate, Eliwood and company set their sights on Laus. The road from Pherae to Laus passes through Santaruz. Eliwood suspects his missing father must have visited Santaruz en route to Ostia. Eliwood arranges a meeting with the local ruling lord to see what he can learn."
Hector's tale: "Hector leaves Ostia. He moves towards Santaruz to meet up with Eliwood as quickly as possible. He encounters a mysterious group whose dark garb hide an even darker secret. Perhaps these same powers have turned their blades on Eliwood...Hector hurries south, praying for his friend's safety."
Chapter data
Eliwood Normal Eliwood Hard Hector Normal Hector Hard
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Victory: Defeat all enemy units
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Eliwood or Hector dies
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6+2
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{{{partner}}}
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{{{other}}}
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15
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{{{third}}}
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Victory: Defeat all enemy units
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Eliwood or Hector dies
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6+2
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{{{partner}}}
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{{{other}}}
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20
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{{{third}}}
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Victory: Defeat all enemy units
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Eliwood or Hector dies
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10
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{{{partner}}}
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{{{other}}}
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12
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{{{third}}}
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Victory: Defeat all enemy units
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Eliwood or Hector dies
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10
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{{{partner}}}
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{{{other}}}
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16
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{{{third}}}
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In Eliwood's tale, units are arranged based on their position after Eliwood in the deployment order.
- Deployment order is: Eliwood, Marcus, Lowen, Rebecca, Dorcas, Bartre
Character data
Eliwood's tale Hector's tale
Characters
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New units
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Available characters
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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.
Eliwood Normal Eliwood Hard Hector Normal Hector Hard
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Bandit
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Soldier
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2
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2
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20~21
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3~4
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0~1
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1~2
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0
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0~1
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0~1
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6
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5
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Iron Lance
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• The northern one begins moving if he can attack a unit within two turns. • The central one moves to attack units in range.
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Bandit
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Soldier
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1
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2
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20
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3
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0
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1
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0
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0
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0
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6
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5
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Iron Lance
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Moves to attack units in range.
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Bandit
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Brigand
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1
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2
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20
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5
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1
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5
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0
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3
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0
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12
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5
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Iron Axe
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The easternmost one moves to attack units in range, and begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Mercenary
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1
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2
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18
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4
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8
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8
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0
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4
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0
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9
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5
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Iron Sword
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The northernmost one moves to attack units in range, and begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Mercenary
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2
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1
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18~19
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4~5
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8~9
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8~9
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0
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4~5
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0~1
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9
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5
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Iron Sword
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Brigand
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3
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1
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21~22
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5~7
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1~2
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5~6
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0
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3~4
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0~1
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12
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5
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Iron Axe
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--
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Bandit
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Fighter
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1
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1
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20
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5
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2
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4
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0
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2
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0
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11
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Archer
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2
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2
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18~19
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4~5
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3~4
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3~4
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0
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3~4
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0~1
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7
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5
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Iron Bow
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Moves to attack units in range; the eastern one begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Fighter
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2
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1
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20~21
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5~6
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2~3
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4~5
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0
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2~3
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0~1
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11
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Zagan
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Fighter
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7
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1
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32
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11
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4
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6
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2
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6
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5
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14
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5
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Steel Axe
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Does not move until turn 3, at which point he begins moving unprovoked.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Bandit
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Soldier
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2
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2
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20~21
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3~4
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0~1
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1~2
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0
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0~1
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0~1
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6
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5
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Iron Lance
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• The northern one begins moving if he can attack a unit within two turns. • The central one moves to attack units in range.
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Bandit
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Soldier
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1
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2
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20
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3
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0
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1
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0
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0
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0
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6
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5
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Iron Lance
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Moves to attack units in range.
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Bandit
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Brigand
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1
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2
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20
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5
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1
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5
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0
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3
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0
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12
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5
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Iron Axe
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The easternmost one moves to attack units in range, and begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Mercenary
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1
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2
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18
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4
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8
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8
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0
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4
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0
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9
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5
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Iron Sword
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The northernmost one moves to attack units in range, and begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Mercenary
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2
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1
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18~19
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4~5
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8~9
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8~9
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0
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4~5
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0~1
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9
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5
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Iron Sword
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Brigand
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3
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1
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21~22
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5~7
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1~2
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5~6
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0
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3~4
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0~1
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12
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5
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Iron Axe
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--
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Bandit
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Fighter
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1
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1
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20
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5
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2
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4
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0
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2
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0
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11
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Archer
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2
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2
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18~19
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4~5
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3~4
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3~4
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0
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3~4
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0~1
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7
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5
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Iron Bow
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Moves to attack units in range; the eastern one begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Fighter
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2
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1
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20~21
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5~6
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2~3
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4~5
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0
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2~3
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0~1
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11
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Brigand
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2
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5
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20~21
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5~6
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1~2
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5~6
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0
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3~4
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0~1
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12
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5
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Iron Axe
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The northwestern one moves to attack units in range.
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Zagan
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Fighter
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7
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1
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32
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11
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4
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6
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2
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6
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5
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14
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5
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Steel Axe
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Does not move until turn 3, at which point he begins moving unprovoked.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Bandit
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Brigand
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2
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1
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20~21
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5~6
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1~2
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5~6
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0
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3~4
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0~1
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12
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 2 if Zagan is alive.
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Bandit
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Pegasus Knight
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5
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1
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16~17
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5~6
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6~7
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6~7
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0
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3~4
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3~4
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5
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7
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Iron Lance
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Moves to attack units in range; begins moving unprovoked on turn 2 if Zagan is alive.
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Bandit
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Mercenary
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1
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1
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18
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4
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8
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8
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0
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4
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0
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9
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5
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Iron Sword
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--
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Bandit
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Brigand
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3
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1
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21~22
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5~7
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1~2
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5~6
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0
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3~4
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0~1
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12
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5
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Iron Axe
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--
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Bandit
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Brigand
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1
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2
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20
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5
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1
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5
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0
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3
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0
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12
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5
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Iron Axe
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The western one moves to attack units in range.
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Bandit
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Pegasus Knight
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3
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3
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15~16
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4~5
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5~6
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5~6
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0
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3~4
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2~3
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5
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7
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Iron Lance
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The northeast two move to attack units in range, and begin moving unprovoked on turn 2 if Zagan is alive.
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Bandit
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Archer
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2
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2
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18~19
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4~5
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3~4
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3~4
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0
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3~4
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0~1
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7
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5
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Iron Bow
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Moves to attack units in range.
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Zagan
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Fighter
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7
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1
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32
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11
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4
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6
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2
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6
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5
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14
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5
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Steel Axe
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Does not move until turn 2, at which point he begins moving unprovoked.
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Name
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Class
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Lv
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#
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HP
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Str/Mag
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Bandit
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Brigand
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2
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1
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23~26
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7~9
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2~4
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5~8
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0
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3~5
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0~2
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12
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5
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Iron Axe
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Pegasus Knight
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5
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1
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18~21
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6~8
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7~10
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7~10
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0
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3~5
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4~6
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5
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7
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Iron Lance
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Moves to attack units in range; begins moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Mercenary
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1
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1
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21~23
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5~7
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9~11
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9~10
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0
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4~6
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0~2
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9
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5
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Iron Sword
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--
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Bandit
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Brigand
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3
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1
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24~27
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7~10
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2~4
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5~8
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0
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3~5
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0~2
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12
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5
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Iron Axe
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--
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Bandit
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Brigand
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1
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3
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23~25
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7~8
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2~3
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5~7
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0
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3~4
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0~1
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12
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5
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Iron Axe
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The western and second-eastern ones move to attack units in range, and begin moving unprovoked on turn 3 if Zagan is alive.
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Bandit
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Pegasus Knight
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3
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6
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17~20
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5~7
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6~9
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6~9
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0
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3~5
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3~5
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5
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7
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Iron Lance
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• The northeast two, southernmost one, and upper of the central two move to attack units in range, and begin moving unprovoked on turn 3 if Zagan is alive. • The northwestern one moves to attack units in range.
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Bandit
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Archer
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2
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2
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21~23
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5~7
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4~7
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4~6
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0
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3~5
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0~2
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7
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5
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Iron Bow
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Moves to attack units in range.
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Zagan
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Fighter
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7
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1
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35~37
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13~15
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5~6
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7~8
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2
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6~7
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5~6
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14
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5
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Steel Axe
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Does not move until turn 3, at which point he begins moving unprovoked.
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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: Zagan
Strategy
Augury
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This chapter has no augury. Hannah will offer her services beginning in Chapter 14.
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This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Birds of a Feather
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--
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Spanish
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De tal palo, tal astilla
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Chip off the old block; lit. "From such a stick, such a splinter"
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French
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L'ami retrouvé
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The met up friend
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German
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Gleich und Gleich...
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Birds of a Feather
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.