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Cog of Destiny
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“
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Don't cry, Nino. You must live for the future. I am bound to this course. Kill me, and don't look back.
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”
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— Lloyd to Nino
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Cog of Destiny (Japanese: 運命の歯車 Cog of Destiny) is chapter 27 of Eliwood's tale and chapter 29 of Hector's tale in Fire Emblem: The Blazing Blade.
Plot
- Main article: Cog of Destiny/Script
If Chapter 26xE/28xH was not played, a brief scene will play depicting Sonia reporting to Nergal about the collapse of the Black Fang. Nergal is disappointed in Sonia as her failure to kill Zephiel prompted King Desmond to sever all ties with the Black Fang. Additionally, her failure in killing Eliwood, leading to the annihilation of the assassins, only deepens Nergal dissatisfaction. Sonia tries to placate Nergal with the quintessence she retrieved from Brendan Reed when she discovered he was investigating her past. Nergal is initially pleased to have such magnificent quintessence, but his mood sours once he notices Sonia has been injured. Nergal declares he has no need for a defective puppet and kills Sonia before she can insist she is human.
Eliwood, Hector, and Lyn are on the road to the Shrine of Seals. They note how empty the road to the shrine has been, likely due to Queen Hellene ordering her soldiers to leave the group alone; however, just as the Shrine of Seals comes into view, the group is suddenly approached by soldiers of the Black Fang. Depending on who was killed in the aftermath of Chapter 23E/24H, the soldiers will announce they fight under the command of the Mad Dog Linus or the White Wolf Lloyd and tell Eliwood that he will atone for his sins with his blood. If Nino and Jaffar are still alive, Nino will initially be overjoyed that some of the Black Fang members still live but Jaffar holds her back from greeting them. Jaffar notices that the soldiers have an abnormal lust for battle and will likely tear any enemy they encounter to pieces. Moreover, neither of them are Black Fang members any more, increasing the risk of the two being greeted with violence. Nino refuses to give up on a peaceful resolution to the battle and insists that if she can just speak with her brother, they will surely understand and stand down. At this point, battle preparations take place.
As the battle progresses, Vaida arrives on the battlefield, her mind abuzz with doubts over her mission to take out the Lycian lords, especially after they saved Zephiel from his assassination attempt. Vaida eventually catches up with Eliwood/Hector and calls out to them. She first attempts to confirm that the Lycian lords truly did rescue Zephiel. Vaida takes the lord’s bewilderment at her finding out as confirmation that she was indeed correct. Since the lords saved Zephiel, Vaida says she owes them and requests to join their ranks, though, Eliwood and Hector are unsure as to whether or not they can truly trust her. Vaida, acknowledging her word is of little value to the lords, decides to prove her loyalty by helping them rout the last of the Black Fang members, thus, making Vaida a member of Eliwood’s company - temporarily, at least.
Once the group reaches the last of the Four Fangs, Nino calls out to her brother and attempts to persuade them to stand down. Both brothers reject her pleas to end the violence and are deaf to her insistence that Eliwood is neither the evil man Sonia said he was nor the killer of the other Reed brother. Briefly after the conversation, her brother dies at the hands of her companions. Nino is beside herself with grief and finds a place to mourn her brother away from the others, Jaffar at her side to comfort her.
Meanwhile, Athos warps to the Shrine of Seals to greet the lords. After congratulating the group on proving their strength and their worthiness to wield a legendary item, he takes them to see another living legend who resides underneath the shrine, Bramimond. In order to obtain the power needed to defeat Nergal, the group must convince Bramimond to release the seals on the regalia. The lords make their request of Bramimond to release the seals; however, Bramimond quickly rebuffs their plea, believing they will be driven to madness by the power of the legendary weapons. Eliwood nevertheless persists in his request and simply asks that the ancient mage believe in them. Bramimond notes how much Eliwood reminds him of one of the heroes of legend that it once fought alongside.
This connection as well as Eliwood’s apparent ability to resist the allure of power, convinces Bramimond to release the seals on the regalia sealed all across Elibe. Having succeeded in their task, the lords and Athos return to the surface near the Shrine of Seals, only for Nergal to finally restore his power and suddenly warp to the group. Nergal demands that Ninian and Nils accompany him to the Dragon's Gate lest he demonstrate his renewed power on their allies, prompting Ninian to decide to sacrifice herself to provide the others a chance to obtain the means to defeat Nergal. Seemingly unaware of Bramimond’s actions, Nergal says that Ninian alone should be sufficient. Before departing, Ninian entrusts Nils to protect and support Eliwood in her stead by transferring her power to him. As Nergal departs, he betrays his agreement with Ninian to leave the others alive and attempts to kill them with a powerful magic attack. Athos blocks the blast with a barrier and prevents any casualties. Athos then sends the group off to Ostia*, the resting place of the hero Roland and Durandal, or the Western Isles* where Durban and Armads rest. However, before they leave, Athos grants the party one more Heaven Seal to the main lord. To the surprise of the lords, the Heaven seal finally deems Eliwood/Hector worthy of its power and allows them to promote. Having now experienced the power of Nergal firsthand, the lords continue on with a strengthened resolve to retrieve the legendary weapons unsealed by Bramimond.
Beginning log
After receiving aid from Queen Hellene, Eliwood/Hector
rushes to the sealed shrine. The secret road they follow is known only to the royal family... They pass Bern's soldiers unnoticed and unhindered. They approach the castle...
Chapter data
Normal Eliwood Hard Hector Hard
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Victory: Defeat all enemies
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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, Hector, or Lyn dies
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15+1
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{{{partner}}}
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{{{other}}}
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43+48-1
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{{{third}}}
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Victory: Defeat all enemies
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Player
|
Partner
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Other
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Enemy
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Third
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Defeat: Eliwood, Hector, or Lyn dies
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10+1
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{{{partner}}}
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{{{other}}}
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43+78-1
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{{{third}}}
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Victory: Defeat all enemies
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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: Hector, Eliwood, or Lyn dies
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10+1
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{{{partner}}}
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{{{other}}}
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45+74-1
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{{{third}}}
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Character data
- At the end of the chapter, the main lord will promote automatically. In Eliwood's Tale, Eliwood will promote to Knight Lord, while in Hector's Tale, Hector will promote to Great Lord.
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.
Normal Eliwood Hard 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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Black Fang
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Nomadic Trooper
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14
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1
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31~37
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10~14
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11~15
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12~17
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0
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8~11
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5~8
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8
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8
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Short Bow • Steel Sword
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Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Brigand
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14
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2
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29~32
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10~13
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4~6
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7~8
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0
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4~5
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1~2
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12
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5
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Steel Axe
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• The southwestern one moves to attack units in range. • The northeastern one moves to raid the village, then moves to attack units unprovoked.
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Black Fang
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Myrmidon
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14
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7
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23~27
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7~10
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13~15
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13~15
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0
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3~5
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2~3
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8
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5
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Steel Sword
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Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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General
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8
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1
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30~35
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11~15
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6~9
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3~6
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0
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15~18
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5~8
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15
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5
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Swordslayer • Blue Gem
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Moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Myrmidon
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14
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2
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23~27
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7~10
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13~15
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13~15
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0
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3~5
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2~3
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8
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5
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Lancereaver
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Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Knight
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14
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4
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26~29
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9~11
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5~7
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1~3
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0
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12~14
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2~3
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13
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4
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Steel Lance
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Moves to attack units in range; the three near the General begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Knight
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14
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2
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26~29
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9~11
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5~7
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1~3
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0
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12~14
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2~3
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13
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4
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Javelin
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Moves to attack units in range; the one near the General begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Nomadic Trooper
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8
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1
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28~33
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9~12
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9~13
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11~14
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0
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7~10
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4~7
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8
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8
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Longbow • Elixir
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Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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0
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7~9
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1~3
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9
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7
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Javelin
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--
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|
Black Fang
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Paladin
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8
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1
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32~37
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9~12
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7~11
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9~11
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0
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8~11
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5~8
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11
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8
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Silver Lance
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--
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Black Fang
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Mercenary
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14
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2
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27~30
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8~10
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12~14
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11~13
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0
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6~7
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2~3
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9
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5
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Steel Sword
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Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Hero
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8
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1
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31~36
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9~13
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12~16
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12~15
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0
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10~13
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4~7
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10
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6
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Silver Sword • Mine
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Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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0
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7~9
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1~3
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9
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7
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Poison Lance • Antitoxin
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--
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|
Black Fang
|
Cavalier
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14
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1
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28~31
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8~11
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6~8
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8~10
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0
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7~9
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1~3
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9
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7
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Steel Lance
|
--
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|
Black Fang
|
Myrmidon
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14
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1
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23~27
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7~10
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13~15
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13~15
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0
|
3~5
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2~3
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8
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5
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Killing Edge
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Moves to attack units in range.
|
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Black Fang
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Knight
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14
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1
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26~29
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9~11
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5~7
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1~3
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0
|
12~14
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2~3
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13
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4
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Silver Lance
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Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
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Black Fang
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Nomad
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14
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2
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23~26
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8~10
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8~10
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10~12
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0
|
5~6
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1~3
|
7
|
7
|
Short Bow
|
--
|
|
Black Fang
|
Sniper
|
8
|
5
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29~34
|
10~14
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9~13
|
7~10
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0
|
6~9
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4~7
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8
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6
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Steel Bow
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Moves to attack units in range; the northern three begin moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
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Black Fang
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Sniper
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8
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1
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29~34
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10~14
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9~13
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7~10
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0
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6~9
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4~7
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8
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6
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Silver Bow • Guiding Ring
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Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
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Black Fang
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Warrior
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5
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1
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36~41
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12~16
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6~10
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7~10
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0
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6~8
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1~3
|
13
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6
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Steel Bow • Steel Axe • Light Rune
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Moves to attack units in range.
|
|
Black Fang
|
Fighter
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14
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1
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29~33
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11~14
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5~8
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7~9
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0
|
3~5
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1~3
|
11
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5
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Steel Axe
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Moves to attack units in range.
|
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Black Fang
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Berserker
|
6
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1
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32~37
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12~16
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9~12
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9~12
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0
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6~9
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1~3
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13
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6
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Swordslayer
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Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
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Black Fang
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Berserker
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5
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1
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31~36
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11~16
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9~12
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8~12
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0
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6~9
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1~3
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13
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6
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Hand Axe
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Moves to attack units in range.
|
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Black Fang
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Brigand
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14
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1
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29~32
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10~13
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4~6
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7~8
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0
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4~5
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1~2
|
12
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5
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Hand Axe
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Moves to attack units in range.
|
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Lloyd
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Swordmaster
|
18
|
1
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52
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20
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23
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21
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16
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15
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19
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9
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6
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Light Brand • Iron Rune
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• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
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Linus
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Hero
|
18
|
1
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58
|
24
|
20
|
15
|
14
|
19
|
15
|
14
|
6
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Light Brand • Iron Rune
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• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
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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
|
Mag
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Skill
|
Spd
|
Lck
|
Prf
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Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
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Inventory and Skills
|
|
Black Fang
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Nomadic Trooper
|
14
|
1
|
36~43
|
13~17
|
13~18
|
15~21
|
0
|
9~13
|
6~10
|
8
|
8
|
Short Bow • Steel Sword
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Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
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Black Fang
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Brigand
|
14
|
4
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Steel Axe
|
Moves to attack units in range; the northeastern one begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Myrmidon
|
14
|
7
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Steel Sword
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
General
|
8
|
1
|
37~44
|
13~18
|
8~11
|
4~7
|
0
|
17~20
|
8~11
|
15
|
5
|
Swordslayer
|
Moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Myrmidon
|
14
|
2
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Lancereaver
|
Moves to attack units in range; the one near the Hero begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
4
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Steel Lance
|
Moves to attack units in range; the three near the General begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Knight
|
14
|
2
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Javelin
|
Moves to attack units in range; the one near the General begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomadic Trooper
|
8
|
1
|
33~39
|
12~15
|
11~16
|
14~18
|
0
|
8~12
|
5~9
|
8
|
8
|
Longbow
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Javelin
|
--
|
|
Black Fang
|
Paladin
|
8
|
1
|
38~44
|
12~15
|
9~14
|
10~13
|
0
|
9~12
|
7~10
|
11
|
8
|
Silver Lance
|
--
|
|
Black Fang
|
Mercenary
|
14
|
2
|
27~30
|
8~10
|
12~14
|
11~13
|
0
|
6~7
|
2~3
|
9
|
5
|
Steel Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Hero
|
8
|
1
|
38~45
|
11~16
|
14~19
|
14~17
|
0
|
12~15
|
6~9
|
10
|
6
|
Silver Sword
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Poison Lance • Antitoxin
|
--
|
|
Black Fang
|
Cavalier
|
14
|
1
|
28~31
|
8~11
|
6~8
|
8~10
|
0
|
7~9
|
1~3
|
9
|
7
|
Steel Lance
|
--
|
|
Black Fang
|
Myrmidon
|
14
|
1
|
23~27
|
7~10
|
13~15
|
13~15
|
0
|
3~5
|
2~3
|
8
|
5
|
Killing Edge
|
Moves to attack units in range.
|
|
Black Fang
|
Knight
|
14
|
1
|
26~29
|
9~11
|
5~7
|
1~3
|
0
|
12~14
|
2~3
|
13
|
4
|
Silver Lance
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Nomad
|
14
|
2
|
23~26
|
8~10
|
8~10
|
10~12
|
0
|
5~6
|
1~3
|
7
|
7
|
Short Bow
|
--
|
|
Black Fang
|
Sniper
|
8
|
5
|
34~41
|
12~17
|
11~16
|
9~12
|
0
|
7~11
|
6~9
|
8
|
6
|
Steel Bow
|
Moves to attack units in range; the northern three begin moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Sniper
|
8
|
1
|
34~41
|
12~17
|
11~16
|
9~12
|
0
|
7~11
|
6~9
|
8
|
6
|
Silver Bow • Orion's Bolt
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Swordslayer
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Hand Axe
|
Moves to attack units in range.
|
|
Black Fang
|
Brigand
|
14
|
1
|
29~32
|
10~13
|
4~6
|
7~8
|
0
|
4~5
|
1~2
|
12
|
5
|
Iron Axe
|
Moves to raid the village, then moves to attack units unprovoked.
|
|
Lloyd
|
Swordmaster
|
18
|
1
|
52
|
20
|
23
|
21
|
16
|
15
|
19
|
9
|
6
|
Light Brand • Iron Rune
|
• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
|
|
Linus
|
Hero
|
18
|
1
|
58
|
24
|
20
|
15
|
14
|
19
|
15
|
14
|
6
|
Light Brand • Iron Rune
|
• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Black Fang
|
Sage
|
8
|
1
|
30~37
|
15~22
|
10~16
|
10~14
|
0
|
6~10
|
14~21
|
7
|
6
|
Bolting • Elfire • Recover
|
--
|
|
Black Fang
|
Valkyrie
|
14
|
2
|
32~39
|
13~20
|
10~15
|
18~25
|
0
|
6~10
|
19~26
|
6
|
8
|
Thunder • Physic
|
The northeast one moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Recover
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Mage
|
14
|
1
|
24~29
|
9~14
|
7~11
|
7~11
|
0
|
3~5
|
7~10
|
6
|
5
|
Elfire
|
--
|
|
Black Fang
|
Bishop
|
8
|
3
|
31~38
|
12~17
|
10~14
|
8~13
|
0
|
4~7
|
17~24
|
7
|
6
|
Divine • Purge
|
• The central one moves to attack units in range; begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16). • The two near the throne do not move.
|
|
Black Fang
|
Monk
|
14
|
2
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Lightning
|
Moves to attack units in range; the one near the Bishop begins moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Monk
|
14
|
4
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Shine
|
Moves to attack units in range; the three near the Bishop begin moving unprovoked when a unit crosses the river from the starting position (columns 18–24, rows 17–22) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Druid
|
8
|
1
|
29~36
|
20~27
|
9~15
|
10~14
|
0
|
5~9
|
14~19
|
8
|
6
|
Luna • Eclipse
|
Moves to attack units in range; begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
3
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Luna
|
The two east of the Druid move to attack units in range; the one nearest the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
4
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Flux
|
Moves to attack units in range; the one near the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Shaman
|
14
|
3
|
23~27
|
9~13
|
5~8
|
6~9
|
0
|
3~5
|
8~11
|
7
|
5
|
Nosferatu
|
Moves to attack units in range; the one near the Druid begins moving unprovoked when a unit enters the eastern island (columns 25–29, rows 12–18) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Mage
|
14
|
4
|
24~29
|
9~14
|
7~11
|
7~11
|
0
|
3~5
|
7~10
|
6
|
5
|
Thunder
|
--
|
|
Black Fang
|
Monk
|
14
|
1
|
25~29
|
5~8
|
5~9
|
6~9
|
0
|
1~4
|
10~14
|
6
|
5
|
Divine
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Druid
|
14
|
1
|
30~37
|
24~29
|
11~17
|
11~16
|
0
|
5~9
|
16~23
|
4
|
6
|
Luna • Recover • Sleep • Eclipse
|
Moves to attack units in range.
|
|
Black Fang
|
Druid
|
14
|
1
|
30~37
|
24~29
|
11~17
|
11~16
|
0
|
5~9
|
16~23
|
4
|
6
|
Luna • Recover • Silence • Eclipse
|
Moves to attack units in range.
|
|
Black Fang
|
Troubadour
|
14
|
1
|
22~26
|
4~7
|
5~9
|
11~16
|
0
|
3~5
|
10~14
|
5
|
7
|
Fortify • Recover
|
--
|
|
Black Fang
|
Valkyrie
|
14
|
1
|
32~39
|
13~20
|
10~15
|
18~25
|
0
|
6~10
|
19~26
|
6
|
8
|
Physic • Recover • Berserk
|
Moves to attack units in range; begins moving unprovoked when a unit enters the southern island (columns 13–20, rows 24–27) or nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Elfire • Recover
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Elfire • Physic
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Silence
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Valkyrie
|
8
|
2
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Sleep
|
Moves to attack units in range; the northwest one begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Sniper
|
8
|
1
|
36~45
|
13~19
|
12~18
|
9~14
|
0
|
7~12
|
6~11
|
8
|
6
|
Silver Bow • Longbow
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Black Fang
|
Hero
|
8
|
2
|
41~50
|
12~18
|
15~21
|
14~19
|
0
|
12~17
|
6~11
|
10
|
6
|
Silver Sword
|
Moves to attack units in range.
|
|
Black Fang
|
Brigand
|
14
|
1
|
32~37
|
12~16
|
5~8
|
7~10
|
0
|
4~6
|
1~3
|
12
|
5
|
Iron Axe
|
The northeastern one moves to raid the village, then moves to attack units unprovoked.
|
|
Black Fang
|
Valkyrie
|
8
|
1
|
29~36
|
12~17
|
9~13
|
15~22
|
0
|
5~9
|
17~24
|
6
|
8
|
Thunder • Physic • Berserk
|
Moves to attack units in range; begins moving unprovoked when a unit nears the altar (columns 1–16, rows 1–16).
|
|
Lloyd
|
Swordmaster
|
18
|
1
|
54~56
|
21~22
|
24~25
|
22~23
|
16
|
15~16
|
19~21
|
9
|
6
|
Light Brand • Iron Rune
|
• Appears if Linus was fought in Chapter 23E/24H. • Does not move; stands on a throne. If Nino talks to him, moves to attack units in range and does not initiate combat with Nino.
|
|
Linus
|
Hero
|
18
|
1
|
61~63
|
25
|
21~22
|
15~17
|
14
|
19~21
|
15~17
|
14
|
6
|
Light Brand • Iron Rune
|
• Appears if Lloyd was fought in Chapter 23E/24H. • Does not move; stands on a throne.
|
|
|
|
Reinforcements
No reinforcements appear beyond turn 99.
Normal Mode and Eliwood Hard Mode
- The turn after a unit enters the eastern island (columns 25–29, rows 12–18), and again two, four, and six turns thereafter
- The turn after a unit crosses the river from the starting position (columns 18–24, rows 17–22), and again two, four, and six turns thereafter
- The turn after a unit enters the southern island (columns 13–20, rows 24–27), and again two, four, and six turns thereafter
- The turn after a unit nears the altar (columns 1–16, rows 1–16)
- Two turns after a unit nears the altar (columns 1–16, rows 1–16), and again one and three turns thereafter
Hector Hard Mode
- The turn after a unit enters the eastern island (columns 25–29, rows 12–18), and again two, four, and six turns thereafter
- The turn after a unit crosses the river from the starting position (columns 18–24, rows 17–22), and again two, four, and six turns thereafter
- The turn after a unit enters the southern island (columns 13–20, rows 24–27), and again two, four, and six turns thereafter
- The turn after a unit nears the altar (columns 1–16, rows 1–16)
- Two turns after a unit nears the altar (columns 1–16, rows 1–16), and again one and three turns thereafter
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: Lloyd
Normal/Eliwood Hard Hector Hard
- Main article: Linus
Normal/Eliwood Hard Hector Hard
- The boss that appears depends on who was fought in Chapter 23E/24H: if Lloyd was fought previously, then Linus will appear here; if Linus was fought, Lloyd will appear.
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.
Nino can talk to Lloyd or Linus, though this is not a recommended course of action unless the player simply wants to see supplementary dialogue or remove the boss's throne bonuses. After Nino talks to the boss, he will no longer be stationary on the throne and will now move to attack anyone in his movement range; in Lloyd's case, Nino is not included.
Note that this is the last chapter in which Ninian is playable in, therefore the last chapter in which characters can build up support for her. While her brother Nils would later fill in for her gameplay role starting from a later chapter, along with inheriting her stats and inventory, her support levels will not carry over to Nils, meaning any units who were supporting Ninian will no longer have access to any support bonuses from her for the rest of the playthrough.
Trivia
- Lloyd and Linus do not retain their A-Support in this chapter; this is consistent with player units supports, which are also lost upon the death/incapacitation of the given support partner.
- This chapter holds the only obtainable Warp staff in the entire game.
- Lloyd/Linus holds the only obtainable Iron Rune in the entire game.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Cog of Destiny
|
--
|
German
|
Rad des Schicksals
|
Wheel of Destiny. Derived from the german word for "Cog", which is "Zahnrad".
|
|
Gallery
Prototype
Ninian transfers her power to Nils in the prototype.
References