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| ==Strategy== | | ==Strategy== |
| {{strategy}} | | {{strategy}} |
| {{sectstub}}
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| | The chapter begins with [[Hilda (Jugdral)|Hilda]] ordering [[Riddell]] to ride out and deprive you of 6 level-ups to distribute at your leisure. Riddell and his squad, however, do not move at full speed and give you some time to race them there. After the customary trip to the Arena and Blacksmith, the first objective is to break through the Chronos vanguard, comprised of 4 [[Jormungand]]s, 2 [[Hel (tome)|Hel]]s, 2 [[Silver Sword]] [[Hero]]es, 2 [[Silver Bow]] [[Sniper]]s, 2 [[Fenrir]]s, 2 [[Sleep (staff)|Sleep staves]] and a commander who can't do anything except spam [[Fortify]]. While most of the stuff should be fairly familiar, the Hel mages are new. Hel is a very inaccurate tome that cripples the user's AS only marginally less than a broken weapon does, but drops the target's HP down to 1 on a successful hit (and does absolutely nothing except waste the caster's time if the target is already at 1 HP). This means that on the off chance your units ''do'' get hit and don't have [[Miracle]], the remaining enemies will gang up on and kill said unit. That being said, any half-decently dodgy unit on a forest that isn't being hit by WT disadvantage should have no issue dodging Hel. The Chronos army is close enough that some of your cavalry can engage immediately on turn 1, but if you try to do this, you will find that you are unable to kill the rest of the army in the forest, and will get slaughtered by the remnants. Instead, only attack the nearest enemies and canto back to safety while your infantry takes up positions in the nearby forest with the intention to push forward next turn and wipe the remainder out all in one sweep. Also, don't leave your [[Restore]] user in range of the Sleep staves - you will waste valuable time waiting around for them to wake up. |
| | |
| | You can actually ignore Hilda for now - she poses no immediate threat, unlike Riddell who does. Riddell's squad will not begin moving at full speed until one or more of them have something to attack. This means one of two things. You can either put a strong unit in their collective attack ranges and try to wipe out most of them before the rest of your units move in to clean up, or you put a unit in the range of only the most forward enemy and try to clear them all out on player phase. Either way, don't let Riddell get the first hit. Riddell is incredibly strong for a boss without a Holy Weapon, being incredibly accurate due to high Authority and using a [[Brave Sword]], hard hitting due to his [[Power Ring]] and Brave Sword, and is capable of both critting and quadding your units. [[Forseti (tome)|Forseti]] still melts him, assuming it wasn't given to unpromoted [[Corpul]]. Otherwise, Larcei can fight him safely due to having more speed and [[Nihil]] for crit-proofing. |
| | |
| | Hilda isn't all that impressive. 17 AS for a Fire magic user is surprisingly high, but her 50 ATK just doesn't pose any OHKO threat to basically every unit faster than her, meaning most of your sword users will tear her to shreds. If Seliph has already moved a turn's worth of riding or further past Chronos by the time Hilda is dead, he should continue advancing to Rados and seize Chronos on the way back, but otherwise its fine to seize it now to give your units somewhere to fix up their gear, especially that Restore staff. Anyone not involved in capturing Rados can hang around the rampart, or grab the green units for some well-deserved levels. Rados is guarded by your standard-issue Dark Bishop boss, something you've already dealt with [[Ctuzof|earlier]] [[Judah|twice]], and will deal with in the future. His Dark Mage guards aren't noteworthy either, other than the fact that like other 3-unit castle guards, they move if the castle boss is dead. |
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| <!-- | | <!-- |
| ==Trivia== | | ==Trivia== |
| --> | | --> |
| | |
| ==Etymology and other languages== | | ==Etymology and other languages== |
| {{Names | | {{Names |
Revision as of 01:55, 29 May 2022
- Not to be confused with Light and Shadow, the endgame of Mystery of the Emblem and New Mystery of the Emblem.
- For the skill in Fire Emblem Heroes, see Light and Dark (skill).
Light and Dark
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Light and Dark (Japanese: 光と闇と Light and Darkness) is the tenth chapter of Fire Emblem: Genealogy of the Holy War and the fifth chapter of the second generation.
Plot
- Main article: Light and Dark/Script
This section has been marked as a stub. Please help improve the page by adding information.
Chapter data
Chapter Data
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Conditions
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Unit Data
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Victory: Seize Chalphy Defeat: Seliph dies or Peruluke Castle is seized
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Player: 23
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Partner: 6+6
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Other: 0
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Enemy: 40+65
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Chapter Map
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Map dimensions: 62 columns by 62 rows
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Combatants and castles
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Army
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Commander
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Affiliation
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Units
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Castles
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Guardian
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Notes
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Seliph's
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Seliph
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Player
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23
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Peruluke
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--
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Home castle
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--
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--
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Partner
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6+6
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--
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--
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• Does not have a faction, castle, or phase, and moves at the end of Seliph's phase. • Additional units appear once Miletos Castle has been seized.
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Chronos
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Hilda
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Enemy
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16
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Chronos
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Hilda
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The rampart leading to Miletos is lowered when Chronos and Rados are seized.
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Rados
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Riddell
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Enemy
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19
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Rados
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Morrigan
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Miletos
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--
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Enemy
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5+25
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Miletos
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Zagam
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• The Miletos army emerges once Chronos and Rados are seized. • The bridge connecting Miletos to Chalphy is raised once Miletos is seized.
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Chalphy
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Julius
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Enemy
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2+36
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Chalphy
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--
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Julius and Ishtar emerge once Chronos and Rados have been seized; the army appears once Miletos has been seized.
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Arvis
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Arvis
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Character data
Note: Julia leaves the party automatically at the start of the chapter.
Item data
In addition, six villages are present on the map, which can be visited to obtain up to 5,000 gold each.
Castle data
- Additionally, the armory will sell anything not bought in the previous chapter.
Event data
Unit data
Citizens
Six civilians are present from the start of the chapter. Additional civilians alongside Palmarch emerge once Miletos Castle is seized.
Chronos
The Chronos army is present from the start of the chapter.
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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
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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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Loptrian
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Dark Mage
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19
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4
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59
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1
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15
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13
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13
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0
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8
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15
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5
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Jormungand
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Loptrian
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Dark Mage
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19
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2
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59
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1
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15
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13
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13
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0
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8
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15
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5
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Hel
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Mercenary
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Forrest
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21
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2
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61
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18
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5
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18
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18
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0
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13
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5
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6
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Silver Sword Follow-Up
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Mercenary
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Sniper
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21
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2
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61
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18
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2
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18
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18
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0
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13
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5
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6
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Silver Bow Follow-Up
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Authority: Loptous Bishop Moves to attack anyone in range of any unit under the Loptous Bishop's authority.
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Loptous Bishop
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Dark Bishop
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24
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1
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64
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2
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22
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17
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17
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0
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12
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19+5
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5
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Fortify • Barrier Ring* Follow-Up
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Authority: ★★ Moves to attack anyone in range of any unit under the his authority.
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Loptrian
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Dark Mage
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22
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2
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62
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2
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16
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14
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14
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0
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9
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16
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5
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Fenrir
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Authority: ★ Immobile.
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Loptrian
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Dark Mage
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22
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2
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62
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2
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16
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14
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14
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0
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9
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16
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5
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Sleep
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Authority: ★ Does not move.
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Hilda
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Queen
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27
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1
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70
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12
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30
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21
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24+5
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5
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19
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30
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6
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Bolganone • Speed Ring Follow-Up • Charm
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Authority: ★★★ Does not move, guards Chronos Castle.
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Rados
The Rados army is present from the start of the chapter.
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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
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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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Loptrian
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Dark Mage
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17
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3
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57
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1
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15
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13
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13
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0
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8
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15
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5
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Hel
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Authority: Morrigan Will not move while Morrigan is alive.
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Morrigan
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Dark Bishop
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25
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1
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65
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2
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22
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17
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17
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0
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12
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19
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5
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Fenrir • Jormungand Follow-Up
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Authority: ★★ Does not move; guards Rados Caslte.
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Riddell's Squad
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Great Knight
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22
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3
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62
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18
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2
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13
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13+5
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0
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16
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5
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9
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Silver Axe • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Duke Knight
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22
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3
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62
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18
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2
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13
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13+5
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0
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14
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5
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9
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Silver Lance • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Mage Knight
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22
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3
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62
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11
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14
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13
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13+5
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0
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9
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11
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9
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Elthunder • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Bow Knight
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22
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3
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62
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16
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2
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14
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14+5
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0
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14
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5
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9
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Silver Bow • Speed Ring
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Authority: Riddell Does not use his full movement range unless he or any units under Riddell's authority have something to attack.
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Riddell's Squad
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Troubadour
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16
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2
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42
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7
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4
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10
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10+5
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0
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6
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4
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8
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Mend • Speed Ring
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Authority: Riddell Does not use her full movement range unless she or any units under Riddell's authority have something to attack.
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Riddell
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Paladin
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28
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1
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65
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21+5
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9
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21
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22
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15
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21
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11
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9
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Brave Sword • Power Ring Follow-Up • Critical
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Authority: ★★★★ Does not use his full movement range unless he or any units under his authority have something to attack.
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Miletos
The Miletos-affiliated pirates are present from the start of the chapter. The Miletos army emerges once Chronos and Rados have been seized.
Chalphy
Ishtar and Julius emerge once Chronos and Rados have been seized. The Chalphy army emerges once Miletos Castle is seized.
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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
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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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Rot Ritter
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Knight
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25
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3
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65
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16
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2
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12
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10
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0
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17
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2
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5
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Brave Lance
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Authority: Commander (Baron) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Bow Armor
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30
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4
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70
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18
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3
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14
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12
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0
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19
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3
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5
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Brave Bow
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Authority: Commander (Baron) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Baron
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30
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1
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75
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21
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10
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16
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16
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0
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21
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10
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5
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Silver Lance • Fortify Pavise
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Priest
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25
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3
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51
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2
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14
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13
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13
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0
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3
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14
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5
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Physic
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Authority: Commander (Bishop) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Fire Mage
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30
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4
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56
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3
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19
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15
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15
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0
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4
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14
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5
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Elfire
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Authority: Commander (Bishop) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Bishop
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30
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1
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65
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3
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19
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17
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14
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0
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6
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17
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5
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Sleep • Fortify
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Duke Knight
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25
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3
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65
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19
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2
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14
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14
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0
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15
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5
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9
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Silver Lance
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Great Knight
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25
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2
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65
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19
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2
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14
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14
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0
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17
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5
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9
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Silver Axe
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Rot Ritter
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Bow Knight
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25
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2
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65
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17
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2
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15
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15
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0
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15
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5
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9
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Silver Bow
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Authority: Commander (Mage Knight) Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Commander
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Mage Knight
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30
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1
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70
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14
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16
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16
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16
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0
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11
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13
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9
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Elfire • Slim Sword
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Authority: ★★ Moves to attack any player unit in range of any unit under the authority of any of the Commanders.
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Loptrian
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Dark Mage
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15
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4
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55
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1
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14
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12
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12
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0
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8
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14
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5
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Jormungand
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Authority: Loptrian Moves to attack Palmarch's group, attacking any units along the way.
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Loptrian
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Dark Mage
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15
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1
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55
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1
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14
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12
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12
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0
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8
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14
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5
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Jormungand
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Authority: ★ Moves to attack Palmarch's group, attacking any units along the way.
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Rot Ritter
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Fire Mage
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25
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5
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51
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2
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17
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13
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13
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0
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3
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12
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5
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Meteor • Elfire
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Authority: Arvis Immobile.
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Rot Ritter
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High Priest
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25
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1
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60
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2
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19
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16
|
15
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0
|
5
|
15
|
5
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Fortify
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Authority: Arvis
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Arvis
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Emperor
|
30
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1
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80
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27
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30+10
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30
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30
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4
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30+10
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30+10
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5
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Valflame • Silver Blade Pavise • Charm • Nihil
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Authority: ★★★★★ Does not move; guards Chalphy Castle.
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Major units
Citizens
- Main article: Palmarch
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Inventory
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Skills
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Mend 3,000 Gold
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--
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Weapon Levels
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--
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--
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--
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--
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A
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B
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B
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B
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--
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--
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- Palmarch is the boss of the unnamed Civilian faction. He and the additional children appear once Miletos has been seized.
Chronos
- Main article: Hilda
- Hilda is the guardian of Chronos Castle and the boss of Chronos.
Rados
- Main article: Morrigan
- Morrigan is the guardian of Rados Castle and is a sub-boss affiliated with Rados.
- Main article: Riddell
- Riddell is the boss of Chronos.
Miletos
- Main article: Zagam
- Zagam is the guardian of Miletos Castle. He and the Miletos army appear once Chronos and Rados have been seized.
Chalphy
- Main article: Ishtar
- Ishtar is a sub-boss affiliated with Chalphy. She and Julius appear once Chronos and Rados have been seized.
- Main article: Julius
- Julius is the boss of Chalphy. He and Ishtar appear once Chronos and Rados have been seized.
- Main article: Arvis
- Arvis is the guardian of Chalphy Castle and the boss of Chalphy. He and the Chalphy army appear once Miletos has been seized.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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The chapter begins with Hilda ordering Riddell to ride out and deprive you of 6 level-ups to distribute at your leisure. Riddell and his squad, however, do not move at full speed and give you some time to race them there. After the customary trip to the Arena and Blacksmith, the first objective is to break through the Chronos vanguard, comprised of 4 Jormungands, 2 Hels, 2 Silver Sword Heroes, 2 Silver Bow Snipers, 2 Fenrirs, 2 Sleep staves and a commander who can't do anything except spam Fortify. While most of the stuff should be fairly familiar, the Hel mages are new. Hel is a very inaccurate tome that cripples the user's AS only marginally less than a broken weapon does, but drops the target's HP down to 1 on a successful hit (and does absolutely nothing except waste the caster's time if the target is already at 1 HP). This means that on the off chance your units do get hit and don't have Miracle, the remaining enemies will gang up on and kill said unit. That being said, any half-decently dodgy unit on a forest that isn't being hit by WT disadvantage should have no issue dodging Hel. The Chronos army is close enough that some of your cavalry can engage immediately on turn 1, but if you try to do this, you will find that you are unable to kill the rest of the army in the forest, and will get slaughtered by the remnants. Instead, only attack the nearest enemies and canto back to safety while your infantry takes up positions in the nearby forest with the intention to push forward next turn and wipe the remainder out all in one sweep. Also, don't leave your Restore user in range of the Sleep staves - you will waste valuable time waiting around for them to wake up.
You can actually ignore Hilda for now - she poses no immediate threat, unlike Riddell who does. Riddell's squad will not begin moving at full speed until one or more of them have something to attack. This means one of two things. You can either put a strong unit in their collective attack ranges and try to wipe out most of them before the rest of your units move in to clean up, or you put a unit in the range of only the most forward enemy and try to clear them all out on player phase. Either way, don't let Riddell get the first hit. Riddell is incredibly strong for a boss without a Holy Weapon, being incredibly accurate due to high Authority and using a Brave Sword, hard hitting due to his Power Ring and Brave Sword, and is capable of both critting and quadding your units. Forseti still melts him, assuming it wasn't given to unpromoted Corpul. Otherwise, Larcei can fight him safely due to having more speed and Nihil for crit-proofing.
Hilda isn't all that impressive. 17 AS for a Fire magic user is surprisingly high, but her 50 ATK just doesn't pose any OHKO threat to basically every unit faster than her, meaning most of your sword users will tear her to shreds. If Seliph has already moved a turn's worth of riding or further past Chronos by the time Hilda is dead, he should continue advancing to Rados and seize Chronos on the way back, but otherwise its fine to seize it now to give your units somewhere to fix up their gear, especially that Restore staff. Anyone not involved in capturing Rados can hang around the rampart, or grab the green units for some well-deserved levels. Rados is guarded by your standard-issue Dark Bishop boss, something you've already dealt with earlier twice, and will deal with in the future. His Dark Mage guards aren't noteworthy either, other than the fact that like other 3-unit castle guards, they move if the castle boss is dead.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
|
English
|
Light and Dark
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From the Light and Dark skill in Fire Emblem Heroes.
|
English (unofficial)
|
• Light and Darkness • Light and Dark
|
• Used in the Project Naga fan translation. • Used in online fan resources.
|
Spanish
|
Luz tenebrosa
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Shadowy Light; from Heroes.
|
French
|
Ombre et lumière
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Darkness and Light; from Heroes.
|
German
|
Licht und Dunkel
|
Light and Dark; from Heroes.
|
Italian
|
Luce e oscurità
|
Light and Darkness; from Heroes.
|
Portuguese (Brazil)
|
Luz e escuridão
|
Light and Darkness; from Heroes.
|
Traditional Chinese
|
光與闇
|
Light and Dark; from Heroes.
|
|
Gallery
If Seliph ends his turn in the red area after he kills Arvis, an event will begin.
References