Marth finally reaches the interior of the Ice Dragon Temple. Xane recalls to him the story of Anri, who obtained the Falchion here, and the story of the curse of the Fire Emblem. Marth's army then starts fighting the dragons in the temple, and Marth meets with Gotoh. Gotoh gives Marth the Lightsphere; if Marth brings all the Astral Shards, Gotoh gives him the Starsphere as well, and says that Tiki – who is sleeping in the temple – can safely awaken. With both the Starsphere and Lightsphere, Marth can talk to Tiki, and she begs him not to let her sleep again, as she wants to live with others; she then joins Marth's army.
Once the battle is over, Gotoh tells him that Gharnef's spirit is within the Darksphere and is helping to corrupt Hardin while carrying out some evil plans. Gotoh then teleports Marth's army to Altea.
Only one of each item may be purchased from the secret shop.
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The secret shop is located on the cracked river tile to the northwest; it requires Warp, and is therefore inaccessible on Lunatic mode in New Mystery of the Emblem.
• The lower-left eastern one drops 1,000 G upon defeat. • Prior to any Thief being defeated or escaping, ignores combat and moves to escape to the south. If any Thief is defeated or escapes, begins moving to attack unprovoked.
Prior to any Thief being defeated or escaping, ignores combat and moves to escape to the south. If any Thief is defeated or escapes, begins moving to attack unprovoked
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
The center-south three begin moving if a player unit enters the range where they can attack without moving; all of the center-south five begin moving if any of them, the Thieves in the corridor, or the central Dark Mages is provoked.
All begin moving if any of them, the Thieves in the corridor, or the central Ice Dragons is provoked; the northern two do not move or initiate combat until then.
• The center-south three begin moving if a player unit enters the range where they can attack without moving; all of the center-south five begin moving if any of them, the Thieves in the corridor, or the central Dark Mages is provoked. • The northwest two will not move until a player unit is in range of at least two of them and the northwest Dark Mage, at which point they begin moving unprovoked. • The northeast two will not move until a player unit is in range of at least two of them and the northeast Dark Mage, at which point they begin moving unprovoked.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
All begin moving if any of them, the Thieves in the corridor or if any of the central Ice Dragons or Dark Mages is provoked; the northern two do not move or initiate combat until then.
• The southern two begin moving if either of them or any of the Thieves in the corridor or central Ice Dragons or Dark Mages is provoked. • The northwest one will not move until a player unit is in range of at least two of him and the northwest two Ice Dragons, at which point he begins moving unprovoked. • The northeast one will not move until a player unit is in range of at least two of him and the northeast two Ice Dragons, at which point he begins moving unprovoked.
• The southwest two will not move until a player unit is in range of both, at which point they begin moving unprovoked. • The center-south three begin moving if a player unit enters the range where they can attack without moving; all of the center-south five begin moving if any of them, the Thieves in the corridor, or the central Dark Mages is provoked. • The northwest two will not move until a player unit is in range of at least two of them and the northwest Dark Mage, at which point they begin moving unprovoked. • The northeast two will not move until a player unit is in range of at least two of them and the northeast Dark Mage, at which point they begin moving unprovoked.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
The center-south six begin moving if any of them, the Thieves in the corridor, or the central Ice Dragons is provoked; the northern two of those six do not move or initiate combat until then. • The northwest one will not move until a player unit is in range of at least two of him and the northwest two Ice Dragons, at which point he begins moving unprovoked. • The northeast one will not move until a player unit is in range of at least two of him and the northeast two Ice Dragons, at which point he begins moving unprovoked.
• The southwest two will not move until a player unit is in range of both, at which point they begin moving unprovoked. • The center-south three begin moving if a player unit enters the range where they can attack without moving; all of the center-south five begin moving if any of them, the Thieves in the corridor, or the central Dark Mages is provoked. • The northwest two will not move until a player unit is in range of at least two of them and the northwest Dark Mage, at which point they begin moving unprovoked. • The northeast two will not move until a player unit is in range of at least two of them and the northeast Dark Mage, at which point they begin moving unprovoked.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
Does not move until he, another Thief in the corridor, or if any of the central Ice Dragons or Dark Mages is provoked; moves to escape via the northwest.
The center-south six begin moving if any of them, the Thieves in the corridor, or the central Ice Dragons is provoked; the northern two of those six do not move or initiate combat until then. • The northwest one will not move until a player unit is in range of at least two of him and the northwest two Ice Dragons, at which point he begins moving unprovoked. • The northeast one will not move until a player unit is in range of at least two of him and the northeast two Ice Dragons, at which point he begins moving unprovoked.
All enemies (except Tiki) begin moving after Marth approaches the central tower.
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Reinforcements
New Mystery of the Emblem
After Marth approaches the center tower and talks to Gotoh
Three Ice Dragons and two Dark Mages (Hard and higher) just below the southern stairs
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
This section has been marked as a stub. Please help improve the page by adding information.
The center tower will open when Marth approaches it, the west tower will open when Marth approaches it with the Lightsphere, and the right tower will open when he approaches it with both the Lightsphere and Starsphere.
Warp is required in order to access the secret shop.
Make sure to get the Anew staff, as it can make the final fight drastically easier.