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Battle of the Pass
From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Once the Altean Army arrives at Adria Pass, besides Archanean troops, the Coyote's Men of Aurelis is waiting for them too. Roshea expresses his doubts about the whole campaign, and has a hard time believing Marth harbors evil ambitions. Vyland and Sedgar rebuff him, and Wolf says he will go on without him if necessary. Roshea decides to reluctantly go along after all. Jagen informs Marth that the King of Aurelis wants to talk, and is in the village to the west.
The army fights the Archanean forces, and Marth visits the village. He asks the King of Aurelis why Aurelian forces are fighting him. King Aurelis responds that he will order the Aurelian forces to retreat, and indicates he accepts his younger brother Hardin's fate. After the castle is seized, the army goes onward to the Archanean palace to end the war. Jagen informs them that an uprising has broken out in the capital. However, the rebels were defeated, and are being executed by the day. Marth orders his army to make haste to Archanea.
Begins moving if any of the other three western Generals (the one with a Killer Lance, the other one with only a Silver Lance, and the west one with a Silver Bow) are provoked.
Begins moving if any of the other three western Generals (the one with a Killer Lance, the other one with only a Silver Lance, and the west one with a Silver Bow) are provoked.
• The western one begins moving if any of the other three western Generals (the one with a Killer Lance and the two with only Silver Lances) are provoked. • The eastern one begins moving if any of the other two eastern Generals (the one with a Ridersbane and the one with a Vulnerary) are provoked.
Moves to raid the village, and ignores combat except to attack player units blocking the village; moves to attack units unprovoked once the village has been raided or visited.
Moves to raid the village, and ignores combat except to attack player units blocking the village; moves to attack units unprovoked once the village has been raided or visited.
Moves to raid the village, and ignores combat except to attack player units blocking the village; moves to attack units unprovoked once the village has been raided or visited.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Will not move until a player unit is in range of at least one other mobile General or one of the Dracoknights is attacked, at which point they begin moving unprovoked.
Moves to raid the village, and ignores combat except to attack player units blocking the village; moves to attack units unprovoked once the village has been raided or visited.
All forged weapons have +20 hit; silver weapons and Spears have +4 might, while all other forged weapons have +8 might.
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Reinforcements
Mystery of the Emblem
Starting turn 1, continuing until 10 have appeared
One Paladin (with a Silver Lance) and two Horsemen from the north on odd turns
All reinforcements are halted upon the village being visited.
Strategy
This section has been marked as a stub. Please help improve the page by adding information.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
In New Mystery of the Emblem, this chapter can be rather easily cleared in 1 turn if you've trained a few certain units:
If you want the Lifesphere from the village, you will require 4 Staff Users (3 whose Staff Rank is C or higher), a flying Unit that can easily defeat the boss (i.e. a trained Dracoknight Caeda with a forged Wing Spear and the Lightsphere) and Phina; Without the Lifesphere you will only need 1 Staff User whose Rank is C or higher.
Frost and Wendell (after the latter has reclassed into a Bishop) instantly have the ability to use Warp. For a third Warp User either a trained Marisha or Wrys are the prime candidates if you haven't beaten Hard Mode yet; if you did, you can reclass Etzel into a Bishop for a third Warp User.The Rescue User can be any Unit that can use staves.
[Lifesphere Only] Warp Marth to the village and visit it, then Rescue him and Dance for him with Phina (without the Dance he can't seize this turn).
Warp the trained Caeda next to the Boss (it needs to be a flying Unit because the only space that isn't occupied by an enemy can only be occupied by flying units) and attack with the Wing Spear; The amount of training she needs (obviously) varies depending on the difficulty. (Caeda will survive the battle with the boss without any HP or Defense increases except in Lunatic Mode)
Normal Mode: Dracoknight Caeda (with the Lightsphere) can kill the boss without any Strength increases or Wing Spear Forges. (She will deal a total of 36 damage in 2 hits).
Hard Mode: Caeda needs to have +3 Speed to double attack the boss [which she will most likely have thanks to her ludicrously high 95% Speed Growth] & will either require a +1 Might Wing Spear forge or +3 Strength to kill the boss (She will deal a total of 42 damage in 2 hits).
Maniac Mode: Caeda needs to have +7 Speed [2 of which gained from levels as a Dracoknight due to the speed cap of Pegasus Knights] to double attack the boss & a +2 Wing Spear Forge and +1 Strength to kill the boss (She will deal a total of 50 damage in 2 hits)
After killing the Boss, Warp Marth to the seize point and end the Chapter.
[Non-Lifesphere] Warp Caeda to the boss, kill him, dance for the Warp User with Phina, and then Warp Marth to seize.