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“
|
Father? What does she mean? Has the cat got your tongue? Hmm. I'll introduce myself then. Delighted to make your acquaintance, Aunt Elise. I'm Forrest.
|
”
|
— Forrest
|
Abducted (Japanese: 囚われの王子 Imprisoned Prince) is the sixteenth paralogue chapter in Fire Emblem Fates. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing chapter 14 in Conquest or clearing chapter 17 in Revelation, and have Leo married.
In this chapter, Leo and Elise travel toward the Deeprealm where Leo's son, Forrest, lives, only for Leo to have second thoughts about the visit. Before Leo can talk Elise, who is eager to meet Forrest, to also head back, word reaches them via Niles that Forrest is in trouble, with the messengers mistaking Forrest for a woman, prompting the group to meet up with Forrest; as Forrest heads back toward his Deeprealm, he gets captured by ruffians and held hostage. It is up to Corrin's army to attempt to rescue Forrest while staying out of battle for as long as possible.
Plot
- Main article: Abducted/Script
In a Nohrian trading town east of Castle Krakenberg, Elise tells Leo that she is excited to meet Leo's son, Forrest, only for Leo to suggest cancelling the trip and that they can visit Forrest's Deeprealm some other time; as Elise attempts to get Leo to reconsider turning back, Niles arrives and tells Leo and Elise that the trading town is being swarmed by brigands and that a beautiful woman has been caught in the fracas. Niles states that the beautiful woman happens to be a troubadour and is doing her best to heal the wounded; this prompts Leo to call the group to head for the trading town as fast as possible.
In the trading town, the troubadour states that at least a dozen villagers have been healed and that more wounded must be sought out; Elise notices the troubadour and thinks "she" is as beautiful as the reports stated and asks Leo if he agrees, only to get no response. As Elise asks Leo what is wrong, the troubadour, who is revealed to be Forrest, notices Leo; Elise tells Forrest that he is mistaking her and Leo for other people unless Leo has been hiding a daughter as well as a son, prompting a scolding from Leo. Forrest proceeds to introduce himself to Elise, after which Elise states that Forrest is better than she imagined he would be and that his sense of style is exquisite; Leo then asks Forrest why he is out of his Deeprealm, to which Forrest states that he came to look for sewing supplies, which are in short supply in his Deeprealm--stating that he cannot make fashion from burlap--but that brigands arrived when he did and that he was in time to heal their wounded. Leo tells Forrest that he is a disgrace, to which Forrest states that saving lives is not considered a disgrace; Leo then starts to scold Forrest over his manner of dress, to which Forrest asks Leo why he's being hateful in front of Elise. Elise attempts to get Leo to accept Forrest for who he is, to which Leo asks Elise to get out of his and Forrest's business; Forrest states that he should have never left his Deeprealm and starts to head back, to which Leo asks Forrest to watch where he's going en route back.
We witness Forrest run toward a group of ruffians, who capture him; Forrest asks the ruffians to let him go, after which the lead ruffian, mistaking Forrest for a woman, asks Forrest what he's doing in the area and that he should be put somewhere nice and safe so that he can fetch a king's ransom in gold. As Forrest gets taken away from the scene, Elise and Leo arrive, with Elise suggesting that the group rescue Forrest but Leo remains silent; Elise takes the initiative and calls Corrin's army into action. Preparations take place at this point.
Once preparations are complete, Leo states that the ruffians may intended to keep Forrest safe for ransom, but may not think twice about killing him if hard pressed; Leo then suggests that the army should try to keep the peace until they get near Forrest. The game explains that a reinforcement will appear from a specific set of stairs once the player engages in battle, and that reinforcement will make a beeline straight for Forrest and be able to kill him, with the battle beginning afterward. Once the player engages in battle against any enemy unit, the lead ruffian will notice that Corrin's army is willing to fight, and that he's now going to send an axeman straight toward Forrest, even suggesting that some of Corrin's army may look classy enough to make even better hostages.
Once the battle ends, Forrest prepares to head back to his Deeprealm unworthy of Leo's feelings, and suggests that Elise at least will visit his Deeprealm; before Forrest can leave, one of the boys Forrest helped thanks him and gives him a broach, to which Forrest states that he can't accept the broach as he was only doing his duty, prompting the boy to state that he'll fetch the other people Forrest helped so they can thank him. After this exchange, Leo and Forrest begin to patch things up, with Leo suggesting Forrest join up with Corrin's army to make up for lost time, to which Forrest accepts--also stating that he can get to know Elise as well, with Forrest's wording prompting Elise to suggest she won't go anywhere with him if he keeps referring to her as his aunt; Leo states that he'll learn to be a father worthy of Forrest.
Summary
The group heads out to visit Leo's son, Forrest. However, Leo seems to be dragging his feet. When the group is attacked by bandits, they learn why Leo was acting that way.
Chapter data
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
12
|
{{{partner}}}
|
1
|
22+4
|
{{{third}}}
|
|
Map dimensions: 27 columns by 25 rows
|
|
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
12
|
{{{partner}}}
|
1
|
31+6
|
{{{third}}}
|
|
Map dimensions: 27 columns by 25 rows
|
|
|
|
|
Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Corrin dies* or the player's army is routed*
|
12
|
{{{partner}}}
|
1
|
37+9
|
{{{third}}}
|
|
Map dimensions: 27 columns by 25 rows
|
|
Character data
Note: The returning characters list only those recruited by the time this chapter can first be unlocked (after completing chapter 14 in Conquest or after completing chapter 17 in Revelation). In Conquest, Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female; in Revelation, both Felicia and Jakob are available regardless of Corrin's gender. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started.
Item data
There are no event tiles during the events of the chapter. When returning to the area for skirmishes in Revelation, the following event tiles appear:
- Column 8, row 10: Visually within a pair of pillars, but classed as a floor tile
- Column 14, row 13: Adjacent to the northwesternmost tile of the eastern wall of the central aisle
There are no Dragon Veins in this chapter.
Level scaling data
This chapter's enemy and NPC units are subject to level scaling mechanisms that increase their levels as the player makes progress along the main story path. The tables below show the differences between the initial levels of the units and the levels of the units at each particular main story path chapter position. Initial unpromoted units who reach an effective level of 21 will become promoted units of level (effective level -20) unless otherwise stated.
Chapter
|
15
|
16
|
17
|
18
|
19
|
20
|
21
|
22
|
23
|
24
|
25
|
26
|
27
|
Levels from previous chapter
|
0
|
+2
|
+1
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
Total levels gained
|
0
|
+2
|
+3
|
+5
|
+7
|
+9
|
+11
|
+13
|
+15
|
+17
|
+19
|
+21
|
+23
|
- Additional notes: Forrest stops visibly scaling upon hitting level 20 unpromoted at the chapter 18 position; from the chapter 19 position onward, Forrest will have an Offspring Seal in his inventory. Gazak becomes promoted at the chapter 18 position; all other enemy units become promoted at the chapter 19 position.
When enemies become promoted, they become the following classes:
Enemy data
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 15 playthrough, the earliest possible point where this chapter may be undertaken in the Conquest campaign; the figures to the right of the ~ are taken from a chapter 27 playthrough, the latest possible point a save file may be positioned at.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
28~47
|
14~27
|
0~1
|
11~23
|
10~22
|
8~15
|
13~26
|
8~22
|
7~8
|
Iron Lance*/ Steel Lance*
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
28~47
|
14~27
|
0~1
|
11~23
|
10~22
|
8~15
|
13~26
|
8~22
|
7~8
|
Steel Lance*/ Silver Lance*
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
28~49
|
12~26
|
0
|
14~30
|
12~25
|
6~13
|
10~22
|
6~15
|
5~6
|
Iron Sword*/ Steel Sword*
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
28~49
|
12~26
|
0
|
14~30
|
12~25
|
6~13
|
10~22
|
6~15
|
5~6
|
Steel Sword*/ Silver Sword*
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
29~55
|
15~35
|
0
|
14~28
|
10~25
|
4~5
|
9~18
|
5~9
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe
|
Begins moving if any enemy is provoked.
|
|
Ruffian
|
Knight
|
14~17
|
2
|
28~51
|
14~30
|
0
|
11~25
|
6~12
|
7~14
|
15~33
|
5~16
|
4~5
|
Steel Lance*/ Silver Lance* Wary Fighter
|
• The western one begins moving after the second set of reinforcements appears. • The eastern one begins moving if a nearby Dark Mage is provoked.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
28~51
|
14~30
|
0
|
11~25
|
6~12
|
7~14
|
15~33
|
5~16
|
4~5
|
Iron Lance*/ Steel Lance* Wary Fighter
|
Begins moving after the second set of reinforcements appears.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
25~42
|
0
|
13~31
|
10~19
|
7~19
|
3~6
|
9~21
|
12~27
|
5~6
|
Thunder*/ Fimbulvetr*
|
• The western one begins moving after the second set of reinforcements appears. • The eastern one begins moving if the nearby Knight or Dark Mage is provoked.
|
|
Ruffian
|
Dark Mage
|
14~17
|
1
|
25~42
|
0
|
13~31
|
10~19
|
7~19
|
3~6
|
9~21
|
12~27
|
5~6
|
Nosferatu
|
Begins moving if a unit reaches the entrance to the northeast room.
|
|
Ruffian
|
Fighter
|
15~18
|
2
|
29~55
|
15~35
|
0
|
14~28
|
10~25
|
4~5
|
9~18
|
5~9
|
5~6
|
Iron Axe*/ Steel Axe*
|
• The northwestern one begins moving if the southern breakable wall is destroyed, or if a unit reaches the entrance to the northeast room. • The southeastern one begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
29~55
|
15~35
|
0
|
14~28
|
10~25
|
4~5
|
9~18
|
5~9
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe*/ Tomahawk*
|
Begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
28~51
|
14~30
|
0
|
11~25
|
6~12
|
7~14
|
15~33
|
5~16
|
4~5
|
Steel Lance*/ Silver Lance*
|
Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
28~51
|
14~30
|
0
|
11~25
|
6~12
|
7~14
|
15~33
|
5~16
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin • Door Key
|
Will not move unless a unit is in range of both him and the adjacent Knight, or unless a unit can be fought at 1 range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
14~17
|
1
|
25~42
|
0
|
13~31
|
10~19
|
7~19
|
3~6
|
9~21
|
12~27
|
5~6
|
Fimbulvetr*/ Ragnarok*
|
Begins moving if the nearby Knight or Dark Mage is provoked.
|
|
Ruffian
|
Dark Mage
|
14~17
|
1
|
25~42
|
0
|
13~31
|
10~19
|
7~19
|
3~6
|
9~21
|
12~27
|
5~6
|
Nosferatu • Ragnarok*
|
Begins moving if a unit reaches the entrance to the northeast room.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
29~55
|
15~35
|
0
|
14~28
|
10~25
|
4~5
|
9~18
|
5~9
|
5~6
|
Iron Axe*/ Steel Axe* • Door Key
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Gazak
|
Fighter
|
17~20
|
1
|
35~61
|
19~39
|
0
|
18~32
|
14~29
|
10~11
|
12~21
|
8~12
|
-
|
Steel Star Axe*/ Silver Star Axe* Good Fortune
|
Stands on a throne.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ruffian
|
Cavalier
|
15~18
|
2
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Iron Lance*/ Steel Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Iron Lance*/ Silver Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Steel Lance*/ Silver Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
30~51
|
14~28
|
0
|
15~31
|
14~27
|
6~13
|
11~23
|
7~16
|
5~6
|
Iron Sword*/ Steel Sword* Darting Blow
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Dark Mage
|
14~17
|
3
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Thunder*/ Fimbulvetr*
|
• The southwestern one begins moving if any enemy is provoked. • The northwestern one begins moving after the second set of reinforcements appears. • The northeastern one begins moving if the nearest Knight or Dark Mage is provoked.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
30~51
|
14~28
|
0
|
15~31
|
14~27
|
6~13
|
11~23
|
7~16
|
5~6
|
Steel Sword*/ Silver Sword*
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Fighter
|
15~18
|
4
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* Certain Blow
|
• The southwestern one begins moving if any enemy is provoked. • The northwestern two begin moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress. • The southeastern one begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe
|
Begins moving if any enemy is provoked.
|
|
Ruffian
|
Knight
|
14~17
|
2
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Steel Lance*/ Silver Lance* Wary Fighter
|
• The western one begins moving after the second set of reinforcements appears. • The eastern one moves to attack if a unit is in range; he returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin*/ Spear* Wary Fighter
|
Begins moving after the second set of reinforcements appears.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Nosferatu
|
• The northern one begins moving after the second set of reinforcements appears. • The southern one begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Fimbulvetr*/ Ragnarok*
|
• The western one begins moving if a unit reaches the northeastern section of the fortress. • The eastern one begins moving if the nearest Knight or Dark Mage is provoked.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe*/ Tomahawk*
|
Begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin • Door Key Wary Fighter
|
Will not move unless a unit is in range of both him and the adjacent Knight, or unless a unit can be fought at 1 range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Nosferatu • Ragnarok*
|
The southern one begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Javelin*/ Spear* • Steel Lance*/ Silver Lance* Wary Fighter
|
Begins moving if a nearby Dark Mage is provoked.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* • Door Key Certain Blow
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe*
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Gazak
|
Fighter
|
17~20
|
1
|
38~64
|
22~40
|
0
|
19~32
|
16~31
|
10~11
|
14~23
|
9~13
|
-
|
Steel Star Axe*/ Silver Star Axe* Pavise • Certain Blow • Good Fortune
|
Stands on a throne.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ruffian
|
Cavalier
|
15~18
|
2
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Iron Lance*/ Steel Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Iron Lance*/ Silver Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Cavalier
|
15~18
|
1
|
30~49
|
16~29
|
0~1
|
12~24
|
12~24
|
8~15
|
14~27
|
9~23
|
7~8
|
Steel Lance*/ Silver Lance* Trample
|
Begins moving if the nearby Cavalier is provoked.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
30~51
|
14~28
|
0
|
15~31
|
14~27
|
6~13
|
11~23
|
7~16
|
5~6
|
Iron Sword*/ Steel Sword* Darting Blow
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Dark Mage
|
14~17
|
3
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Thunder*/ Fimbulvetr*
|
• The southwestern one begins moving if any enemy is provoked. • The northwestern one begins moving after the second set of reinforcements appears. • The northeastern one begins moving if a nearby Dark Mage, Knight, or Fighter is provoked.
|
|
Ruffian
|
Dark Mage
|
14~17
|
4
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Fimbulvetr*/ Ragnarok*
|
• The southwestern one begins moving if any enemy is provoked. • The center-western one begins moving if a unit reaches the northeastern section of the fortress. • The northwestern one begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress. • The eastern one begins moving if a nearby Dark Mage, Knight, or Fighter is provoked.
|
|
Ruffian
|
Mercenary
|
14~17
|
2
|
30~51
|
14~28
|
0
|
15~31
|
14~27
|
6~13
|
11~23
|
7~16
|
5~6
|
Steel Sword*/ Silver Sword*
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving after the second set of reinforcement appears.
|
|
Ruffian
|
Fighter
|
15~18
|
4
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Steel Axe*/ Silver Axe* Certain Blow
|
• The southwestern one begins moving if any enemy is provoked. • The center-western one begins moving if a unit reaches the northeastern section of the fortress. • The northwestern one begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress. • The eastern one begins moving if a nearby Dark Mage or Knight is provoked.
|
|
Ruffian
|
Fighter
|
15~18
|
2
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe*/ Tomahawk*
|
• The southern one begins moving if any enemy is provoked. • The northern one begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Knight
|
14~17
|
3
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Steel Lance*/ Silver Lance* Wary Fighter
|
• The western two begin moving after the second set of reinforcements appears. • The eastern one moves to attack if a unit is in range; he returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin*/ Spear* Wary Fighter
|
Begins moving after the second set of reinforcements appears.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Nosferatu
|
• The northern one begins moving after the second set of reinforcements appears. • The southern one begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Iron Axe*/ Steel Axe* Certain Blow
|
Begins moving if the southern breakable wall is destroyed, or if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Steel Lance*/ Silver Lance* • Spear • Door Key Wary Fighter
|
Will not move unless a unit is in range of both him and the adjacent Knight, or unless a unit can be fought at 1 range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
14~17
|
2
|
26~43
|
0
|
15~33
|
10~19
|
8~20
|
3~6
|
10~22
|
13~28
|
5~6
|
Nosferatu • Ragnarok*
|
Both begin moving if either of them or a nearby Knight, Fighter, or Dark Mage is provoked.
|
|
Ruffian
|
Knight
|
14~17
|
1
|
31~54
|
16~32
|
0
|
12~26
|
7~13
|
7~14
|
17~35
|
6~17
|
4~5
|
Javelin*/ Spear* • Steel Lance*/ Silver Lance* Wary Fighter
|
Begins moving if a nearby Dark Mage or Fighter is provoked.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Steel Axe*/ Silver Axe* • Killer Axe Certain Blow
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
1
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Steel Axe*/ Silver Axe* • Killer Axe • Door Key Certain Blow
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Ruffian
|
Fighter
|
15~18
|
2
|
32~58
|
18~38
|
0
|
15~29
|
12~27
|
4~5
|
10~19
|
6~10
|
5~6
|
Steel Axe*/ Silver Axe* • Hand Axe*/ Tomahawk*
|
Begins moving if a unit reaches the northeastern section of the fortress.
|
|
Gazak
|
Fighter
|
17~20
|
1
|
38~64
|
22~40
|
0
|
19~32
|
16~31
|
10~11
|
14~23
|
9~13
|
-
|
Steel Star Axe*/ Silver Star Axe* Pavise • Certain Blow • Good Fortune
|
Stands on a throne.
|
|
|
|
Reinforcements
- After fighting any enemy
- One turn after reaching the northeastern section of the fortress (columns 13–25, rows 1–12; and columns 16–27, rows 1–20)
- 2 Mercenaries from the two northern stairs
- 2 Knights from the two northern stairs (Lunatic only)
- 1/3/4 Dark Mage(s) from the stairs within the boss's room
NPC data
Boss data
- Main article: Gazak
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a chapter 15 playthrough, the earliest possible point where this chapter may be undertaken in the Conquest campaign; the figures to the right of the ~ are taken from a chapter 27 playthrough, the latest possible point a save file may be positioned at.
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.
This map allows for a variety of strategies even on higher difficulties. Dealing with a high number of enemies in small corridors isn't normally a problem, but the assassin sent out after engaging with the enemy can make this map, since he only needs about 10 turns to reach and eliminate Forrest, demanding either 1 of 2 strategies:
- Strategy 1: Grab an Entrap from your Dusk Staff Store available on both Level 2 and Level 3 and trap the assassin as soon as he spawns to kill him (alternatively wait 1 turn as he moves away from the Avo-granting stairs). This eradicates the problem of having to play against the turn-counter right from the start and allows for quick reset should the Entrap-cast fail. Since there is only this 1 NPC out to target Forrest, you can take all the time you need to work through the map afterwards.
- Strategy 2: Split your party in 2 groups as suggested by the starting positions of this map. The group on the left moves up to the breakable wall around the center while the group on the right moves into the corridor between the range of the closest enemies. In the same turn, break the wall and trigger the group west of the corridor, saving a turn in which you can already defeat some enemies. Dispose of the enemies inside the small room of the corridor as well as those coming out of wall + the 2 cavaliers north of the map. Usually a beefy general like Effie or Benny can withstand the enemies on the left side due to their Wary Fighter ability
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Abducted
|
--
|
German
|
Entführt
|
Abducted
|
Korean
|
사로잡힌 왕자
|
Captive prince
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References