Marth's army begins to follow Anri's path through across the Mamorthod Desert towards the Tower of Thabes, in order to retrieve the Lightsphere with which to defeat Hardin. Jagen recounts the first part of the story of Anri: when the Holy Kingdom of Archanea was defeated by the dragon tribe, Princess Artemis took refuge in the small city of Altea. Hearing this, Duke Caldas of Altea raised a liberation army, meeting with success thanks to the Binding Shield. However, Medeus moved out and the tides turned against them. Gotoh told the army of the Falchion in the Ice Dragons' Temple to the north that could defeat Medeus, and Anri departed on the journey to retrieve it.
Marth and his army make their way to the Tower of Thabes, where they meet Xane, who briefly fools Marth with the guise of Tiki before revealing himself and promising to lead Marth to Gotoh.
• The southern two begin moving unprovoked on turn 2. • The eastern two begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
• The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 6.
Will not move until a player unit is in range of both him and the Hunter with a Silver Bow or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
Will not move until a player unit is in range of both him and the Barbarian with a Silver Axe or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
• The northwest one does not move or initiate combat until it or the Barbarian or Hunter nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or the nearby Swordmaster is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
• The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
Will not move until a player unit is in range of at least two of him, the Hunter with a Silver Bow, or the nearby Swordmaster or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
Will not move until a player unit is in range of at least two of him, the Barbarian with a Silver Axe, or the nearby Swordmaster or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
Will not move until a player unit is in range of at least two of him, the Barbarian with a Silver Axe, or the Hunter with a Silver Bow or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
• The northwest one does not move or initiate combat until it or the Barbarian, Hunter, or Swordmaster nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or the nearby Swordmaster is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
• The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
• The northeast one will not move until a player unit is in range of at least two of him, the Hunter with a Silver Bow, or the nearby Swordmaster or until one of the northeast two Wyverns is attacked, at which point he begins moving unprovoked. • The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
Will not move until a player unit is in range of at least two of him, the nearby Barbarian with a Silver Axe, or the nearby Swordmaster or until one of the northeast two Wyverns is attacked, at which point he begins moving unprovoked.
• The west one will not move until a player unit is in range of at least two of him, the nearby Barbarian with a Silver Axe, or the Hunter with a Silver Bow or until the one of the northwest two Wyverns is attacked, at which point he begins moving unprovoked. • The central one will not move until a player unit is in range of both him and the nearby Swordmaster or the nearby Wyvern is attack, at which point he begins moving unprovoked.
• The northwest two do not move or initiate combat until it or the Barbarian, Hunter, or Swordmaster nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or one of the the nearby Swordmasters is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
Will not move until a player unit is in range of both him and the nearby Swordmaster or the nearby Wyvern is attack, at which point he begins moving unprovoked.
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
This enemy is not classified as a boss in Mystery of the Emblem.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
For lunatic it's best to bring every strong unit you have that can either reclass into a flying class or a magic based one as every part of the map is considered to be a desert tile. The most dangerous par of this map are the Wyverns which have 1–2 range dragon breath (only on lunatic) and 12 movement. They don't move until you've gotten in their range, so it's usually best to bait them with a unit like Jeorge with the Parthia or Wendell with Excalibur that can OHKO them on enemy phase. If you have leftover uses on the dragonpike it's recommended that you bring it too. There's a recruitable enemy, Jake, who is fairly useless, but 2 tiles next to him there's a secret shop that sells very useful wyrmslayers. The swormasters are the second scariest enemy on the map so it's recommended to attack them at 2 range at first and finish them off with a strong lance user like Palla. As long as you take your time this map shouldn't be too hard.