|
|
Line 13: |
Line 13: |
| ==Plot== | | ==Plot== |
| {{main|Naga's Voice/Script}} | | {{main|Naga's Voice/Script}} |
| Having arrived at the Mila Tree, [[Lissa]] says she doesn't think she's ever felt so small, with [[Basilio]] saying he can't even see the top of it; [[Frederick]], also finding the tree impressive, asks if the shrine they're looking for really is hiding all the way up in its branches, to which [[Say'ri]] confirms and reveals a great staircase in its trunk leads to the shrine, but the [[Valm]]ese troops have closed off the only route to the steps--then makes a plant-based pun. [[Chrom]] states that they'll just have to break through the Valmese line of defense and calls the [[Shepherds (group)|Shepherds]] into action. [[Preparations]] take place at this point.
| | As the [[Shepherds (group)|Shepherds]] arrive at the Mila Tree, they remark on its great size and [[Say'ri]] directs them to entrance, which [[Valm]] guards. The Valmese forces, led by [[Cervantes]], notice their approach and prepare for battle. |
|
| |
|
| Once preparations are finished, the leader of this group of the Valmese forces, [[Cervantes]], notices the Shepherds' arrival, asking them to come closer while comparing himself to a spider and the Shepherds to flies. A Valmese soldier arrives and tells Cervantes that [[Excellus]] was right, [[Ylisse]]an forces approach; Cervantes asks the soldier if he's daft, as the soldier repeated what he himself just said, with the soldier apologizing. Cervantes reveals the Shepherds must have some skill to make it to the Mila Tree, but he'll show them the meaning of the word "fear"; the soldier mistakes the word Cervantes wants to show the meaning of as "beard", revealing that the Shepherds would be impressed with Cervantes's beard. Cervantes angrily corrects the soldier, and the soldier apologizes, then Cervantes does reveal that his beard is indeed impressive--he hasn't shaved since his very first battle, and he hasn't ever lost, and as such, his beard makes him invincible, revealing this phenomenon to be science. The battle begins at this point.
| | When the battle ends, Say'ri takes the Shepherds to the shrine at the top of the tree. Once there, they meet [[Tiki]], who confirms that [[Chrom]] and [[Lucina]] are of descendants of the [[first exalt]]. When Tiki asks to see the [[Fire Emblem (Archanean item)|Fire Emblem]], she notices that all but one of the five Gemstones, [[Argent]], have been removed; she states that all the Gemstones must be mounted on the Emblem to preform the [[Awakening (rite)|Awakening]] and protect the world from [[Grima (character)|Grima]]—Tiki senses his life force growing stronger, and his return is a threat that must be prepared for. Tiki kept possession of [[Azure]] and grants it to Chrom to mount on the Fire Emblem; Say'ri states that [[Vert]] was stolen from [[Chon'sin]] by [[Walhart]] and [[Basilio]] notes that [[Gules]] was safeguarded by the West Khan in [[Ferox]], though it was lost some time ago, leaving one Gemstone unaccounted for. Tiki states that she cannot yet engage in battle, but she will serve to unite the Resistance. |
|
| |
|
| Cervantes will call for reinforcements after three full turns of battle; he'll do so by comparing the Valmese forces including himself to spiders; the reinforcements will start to arrive on the fifth turn. Once the battle ends, Say'ri says she almost pities the enemies of Ylisse. Chrom asks Say'ri if she knows the way to the shrine; Say'ri confirms this, and asks everyone to follow her and be quick.
| | The Shepherds return to the base of the Mila Tree and receive reports that Tiki's call is already unifying the Resistance. Say'ri informs the Shepherds that Walhart's forces are split into three divisions: one to the north led by Walhart, one to the south led by [[Yen'fay]], and one between them. [[Robin]] states that, if they take the central division, they could cut off communications between the stronger two and potentially cause chaos. Say'ri confirms that the central division at Fort Steiger is not far from the Mila Tree, and suggests splitting the bulk of the [[Ylisse]]an army to the north and south, sending a small squad to take the fort. The Shepherds agree, and begin to act quickly. |
| | |
| We cut to the heights of the tree, with the camera zeroing in on the shrine, where Lissa complains about the vast quantity of stairs, that she's already sick of this staircase. [[Lucina]] asks if [[Tiki]] really lives this far up. Say'ri calls out to Tiki, asking if she's there and for an answer; Tiki, yawning as if having just woke up, arrives on the scene, with Say'ri relived to see she's all right. Lucina asks if she's really in Tiki's presence and if Tiki really speaks for the divine dragon; Tiki mistakes Lucina for [[Marth]], to which Lucina quickly introduces herself but also reveals that she did once masquerade as Marth, then asks Tiki if they might have already met. Tiki denies it and apologizes, but reveals she did remind her of someone she once knew, someone long gone during her endless sleep; after a reaction from Lucina, Tiki asks her if she and Chrom are indeed of the exalted bloodline, to which Chrom confirms. Tiki then asks Chrom if he possesses the [[Fire Emblem (Archanean item)|Fire Emblem]], a relic that should have been passed down through his family; Chrom reveals he does indeed have the Fire Emblem, with Tiki relieved to know it hasn't been lost. Tiki then asks where the Gemstones are, as she sees only [[Argent]] set into the Fire Emblem.
| |
| | |
| We cut to a shot of the five Gemstones, where Chrom naturally asks what they are. Tiki reveals there are five of them--Argent, [[Sable]], [[Gules]], [[Azure]], and [[Vert]], each holding a portion of [[Naga]]'s power, and when mounted onto the Fire Emblem allow one to peform the [[Awakening (rite)|Awakening]]; Frederick reveals the Awakening as the rite the [[Founder of Ylisse|first exalt]] used to channel Naga's power. Tiki adds that the Fire Emblem's power allowed the first exalt to defeat [[Grima (character)|Grima]], yet its power was too much for men and as such the Gemstones scattered; Tiki then reveals she holds Azure. Say'ri reveals [[Chon'sin|her kingdom]] had safeguarded Vert for generations, but it was recently stolen by [[Walhart]]'s men; Lucina asks Tiki where the two other Gemstones are, but Tiki states Sable and Gules are no longer known to her, that they may have been taken long ago at the time of the Schism. Basilio reveals [[Ferox]] was founded during the Schism as were most all nations in the realm; Lissa asks Basilio if he actually has one of the Gemstones, with [[Flavia]] scoffing and implying nobody would entrust him with such a thing--Basilio reveals that Ferox actually did keep Gules and wonders if he never informed Flavia, which Flavia confirms and Basilio stating it must have slipped his mind. Basilio reveals the West-Khans did once safeguard Gules, but it was lost long before his lifetime. Tiki then gives Chrom Azure, and with it, the Shepherds now possess two of the Gemstones and must now seek out the others and perform the Awakening, that their world must be defended from Grima at all costs. Chrom states he's confused--he thought Grima's power was sealed away; Tiki confirms this point, but reveals that there are [[Grimleal|some who want to change that]], that Grima's life force grows even now and with it the long shadows of despair. After a brief reaction from Lucina, Chrom asks when and where Grima will return, to which Tiki states she cannot know, but reveals she can feel his presence looming closer and closer. The task is a heavy burden, but it must fall to Chrom as he is of exalted blood.
| |
| | |
| We cut to a shot of the Fire Emblem with Argent already set therein, where we see Azure get set into it. Robin reveals that the group owes Tiki a great debt. Tiki then reveals Robin has something; Robin asks what exactly, Tiki then reveals he/she has power like hers, which Robin naturally questions. Tiki reveals she is still groggy from her slumber, with her words outpacing her thoughts; Say'ri asks Tiki if she's all right, with Tiki revealing she's fine albeit very tired, with not enough strength to join the Shepherds in the fray as of yet. Tiki will, however, call the people together in prayer for an end to this conflict. The player may save their game at this point.
| |
| | |
| We cut back to the base of the Mila Tree, where Chrom, Robin, Say'ri, and Flavia have gathered. Say'ri reveals that factions of the Resistance have already united in answer to Tiki's call, and that soon the bards will sing of a day where Walhart gets conquered, Chrom revealing it a tune he's anxious to hear. Robin reveals Walhart won't roll over dead at the first sign of trouble, Say'ri adding that he'll muster his forces to put down the Rebellion, and his gaze will then turn to the Shepherds; against his full might, the Shepherds won't last long. Chrom asks where Walhart's armies are garrisoned; Say'ri reveals the Valmese Imperial Army is comprised of three main divisons, one each in the north, south, and lands between. Walhart himself commands the northern forces, with might easily exceeding that of the Shepherds. [[Yen'fay]] leads the southern forces, his host said to rival Walhart's. Robin is brainstorming about these divisions, and Flavia notices he/she has a plan; Robin notes if they could divide their divisions, such as disrupting supplies and communications, then introduce misinformation to add to the confusion, a whisper here and there, the panic would spread on its own--all the quicker for their great number, such a giant force could then collapse under its own weight. Chrom asks Say'ri about the third division; Say'ri reveals it's at Fort Steiger, halfway along the highroad, not that far from the Mila Tree. The Shepherds might stand a chance against the garrison at Fort Steiger ([[Pheros|their leader]] going unrevealed), but it would take speed and luck. Walhart and Yen'fay should hear of the Shepherds' exploits soon, if they haven't already; Say'ri suggest sending the bulk of the army north and south to mask Robin's plan, with Chrom leading an elite force to quietly slip through to Fort Steiger, to which Chrom and Flavia both accept. Say'ri reveals that they could be dead before nightfall yet nobody hesitates, courage worth inspiration and enough to win the war.
| |
|
| |
|
| ===Summary=== | | ===Summary=== |
|
It has been requested that image(s) be placed in this page or section. Please submit images to help improve this page and talk on this page's talk page about what images are needed. Remove this when this has been fixed.
|
“
|
*Huff huff* Ugh...How many stairs are there in a case of stairs? Because I'm already sick of this stupid staircase!
|
”
|
— Lissa
|
Naga's Voice is the sixteenth chapter in Fire Emblem Awakening. In this chapter, the Shepherds fight their way up the Mila Tree in an effort to reach the shrine at its top; en route, they face off against a commander proud of his beard. Once at the top, Tiki reveals how powerful the Fire Emblem can truly become and tasks the group into finding the remainder of its gemstones.
Plot
- Main article: Naga's Voice/Script
As the Shepherds arrive at the Mila Tree, they remark on its great size and Say'ri directs them to entrance, which Valm guards. The Valmese forces, led by Cervantes, notice their approach and prepare for battle.
When the battle ends, Say'ri takes the Shepherds to the shrine at the top of the tree. Once there, they meet Tiki, who confirms that Chrom and Lucina are of descendants of the first exalt. When Tiki asks to see the Fire Emblem, she notices that all but one of the five Gemstones, Argent, have been removed; she states that all the Gemstones must be mounted on the Emblem to preform the Awakening and protect the world from Grima—Tiki senses his life force growing stronger, and his return is a threat that must be prepared for. Tiki kept possession of Azure and grants it to Chrom to mount on the Fire Emblem; Say'ri states that Vert was stolen from Chon'sin by Walhart and Basilio notes that Gules was safeguarded by the West Khan in Ferox, though it was lost some time ago, leaving one Gemstone unaccounted for. Tiki states that she cannot yet engage in battle, but she will serve to unite the Resistance.
The Shepherds return to the base of the Mila Tree and receive reports that Tiki's call is already unifying the Resistance. Say'ri informs the Shepherds that Walhart's forces are split into three divisions: one to the north led by Walhart, one to the south led by Yen'fay, and one between them. Robin states that, if they take the central division, they could cut off communications between the stronger two and potentially cause chaos. Say'ri confirms that the central division at Fort Steiger is not far from the Mila Tree, and suggests splitting the bulk of the Ylissean army to the north and south, sending a small squad to take the fort. The Shepherds agree, and begin to act quickly.
Summary
The Voice is safe, but Emperor Walhart himself is now hunting Say'ri and company down. They must hurry to Fort Steiger to weaken his army.
Chapter data
|
|
|
Victory: Defeat Cervantes
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
14
|
{{{partner}}}
|
{{{other}}}
|
24+12
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat Cervantes
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
14
|
{{{partner}}}
|
{{{other}}}
|
31+16
|
{{{third}}}
|
|
|
|
|
|
Victory: Defeat Cervantes
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
|
14
|
{{{partner}}}
|
{{{other}}}
|
31+22
|
{{{third}}}
|
|
|
The chapter's map is 20 columns by 28 rows.
Character data
Note: The returning characters list does not include any characters recruitable in paralogues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
|
Price
|
If a merchant is present in The Mila Tree on the world map, a random selection of three of the below items will also be available until the merchant leaves:
|
Killing Edge
|
1,470
|
Killer Lance
|
1,680
|
Killer Axe
|
1,860
|
Killer Bow
|
1,680
|
Arcthunder
|
1,620
|
Levin Sword
|
1,600
|
Beast Killer
|
1,650
|
Short Axe
|
1,750
|
Blessed Bow
|
1,540
|
A rare item
|
Varies
|
The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
|
- Column 10, row 21: One square east, four squares north of Chrom's starting position
- Column 18, row 6: Two squares east, one square north of the initially-present Bow Knight that does not drop his Steel Sword
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Valmese
|
Fighter
|
20
|
7
|
Steel Axe HP +5 • Zeal Can have 0-1 skill(s) at random
|
• The southern three immediately begin moving unprovoked. • The center two begin moving unprovoked on turn 6. • The northern two will not move until a unit is in range of at least two of the following—either of them, the nearby Warrior, or the two nearby Heroes—or until one of them is fought; in either case, both begin moving.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Beast Killer Speed +2 • Relief Can have 0-1 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Warrior
|
3
|
1
|
Silver Axe Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-1 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Hero
|
3
|
1
|
Silver Sword HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Warrior
|
3
|
3
|
Silver Axe • Silver Bow Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-1 skill(s) at random
|
• The southern one immediately begins moving unprovoked. • The northern two begin moving unprovoked on turn 6.
|
|
Valmese
|
Hero
|
3
|
2
|
Tomahawk HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
|
• The southern one begins moving unprovoked on turn 6. • The northern one will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the nearby Warrior or Hero—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Fighter
|
20
|
1
|
Killer Axe HP +5 • Zeal Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Short Spear Speed +2 • Relief Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Falcon Knight
|
3
|
1
|
Silver Lance • Mend Speed +2 • Relief • Rally Speed • Lancefaire Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Hero
|
3
|
3
|
Silver Sword HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
|
• The southern two begin moving unprovoked on turn 6. • The northern one will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the nearby Warrior or Hero—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Sniper
|
3
|
1
|
Silver Bow • Master Seal Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Bow Knight
|
3
|
1
|
Silver Bow • Steel Sword Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Bow Knight
|
3
|
1
|
Silver Bow • Silver Sword Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Steel Lance Speed +2 • Relief Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Falcon Knight
|
3
|
1
|
Silver Lance Speed +2 • Relief • Rally Speed • Lancefaire Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Warrior
|
3
|
1
|
Silver Axe • Steel Bow Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-1 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the two nearby Heroes—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Thief
|
15
|
1
|
Steel Sword • Bullion (M) Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
• Prioritizes escaping via the north. • Moves four spaces per turn.
|
|
Ruffian
|
Thief
|
15
|
1
|
Steel Sword • Speedwing Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
• Prioritizes escaping via the north. • Moves four spaces per turn.
|
|
Ruffian
|
Thief
|
15
|
1
|
Steel Sword • Master Seal Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
• Prioritizes escaping via the north. • Moves four spaces per turn.
|
|
Cervantes
|
General
|
10
|
1
|
Tomahawk • Bullion (M) Defense +2 • Indoor Fighter • Pavise
|
Immobile.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
Inventory and Skills
|
Notes
|
|
Valmese
|
Fighter
|
20
|
7
|
Silver Axe HP +5 • Zeal Can have 0-1 skill(s) at random
|
• The southern three immediately begin moving unprovoked. • The center two begin moving unprovoked on turn 6. • The northern two will not move until a unit is in range of at least two of the following—either of them, the nearby Warrior, or the two nearby Heroes—or until one of them is fought; in either case, both begin moving.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Beast Killer* • Beast Killer Speed +2 • Relief Can have 0-1 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Warrior
|
3
|
1
|
Silver Axe* Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Hero
|
3
|
1
|
Silver Sword* • Silver Sword HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-2 skill(s) at random
|
Immediately begins moving unprovoked.
|
|
Valmese
|
Warrior
|
3
|
3
|
Silver Axe* • Silver Bow* Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-2 skill(s) at random
|
• The southern one immediately begins moving unprovoked. • The northern two begin moving unprovoked on turn 6.
|
|
Valmese
|
Hero
|
3
|
2
|
Tomahawk* HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-1 skill(s) at random
|
• The southern one immediately begins moving unprovoked. • The northern one will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the nearby Warrior or Hero—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Fighter
|
20
|
1
|
Killer Axe* • Killer Axe HP +5 • Zeal Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Spear • Short Spear Speed +2 • Relief Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Falcon Knight
|
3
|
1
|
Silver Lance* • Mend Speed +2 • Relief • Rally Speed • Lancefaire Can have 0-2 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Hero
|
3
|
3
|
Silver Sword* HP +5 • Zeal • Patience • Sol • Axebreaker Can have 0-2 skill(s) at random
|
• The southern two begin moving unprovoked on turn 6. • The northern one will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the nearby Warrior or Hero—or until one of them is fought; in either case, he begins moving.
|
|
Valmese
|
Sniper
|
3
|
1
|
Silver Bow* • Master Seal Skill +2 • Prescience • Hit Rate +20 • Bowfaire Can have 0-2 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Bow Knight
|
3
|
1
|
Silver Bow* • Steel Sword Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0-2 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Bow Knight
|
3
|
1
|
Silver Bow* • Silver Sword* Patience • Skill +2 • Prescience • Rally Skill • Bowbreaker Can have 0-2 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Pegasus Knight
|
20
|
1
|
Silver Lance Speed +2 • Relief Can have 0-1 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Falcon Knight
|
3
|
1
|
Silver Lance* Speed +2 • Relief • Rally Speed • Lancefaire Can have 0-2 skill(s) at random
|
Begins moving unprovoked on turn 6.
|
|
Valmese
|
Warrior
|
3
|
1
|
Silver Axe* • Steel Bow Gamble • HP +5 • Zeal • Rally Strength • Counter Can have 0-2 skill(s) at random
|
Will not move until a unit is in range of at least two of the following—him, the two nearby Fighters, or the two nearby Heroes—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Thief
|
15
|
1
|
Silver Sword • Bullion (M) Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
Prioritizes escaping via the north.
|
|
Ruffian
|
Thief
|
15
|
1
|
Silver Sword • Speedwing Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
Prioritizes escaping via the north.
|
|
Ruffian
|
Thief
|
15
|
1
|
Silver Sword • Master Seal Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
Prioritizes escaping via the north.
|
|
Cervantes
|
General
|
10
|
1
|
Tomahawk* • Bullion (M) Defense +2 • Indoor Fighter • Pavise
|
Immobile.
|
|
|
|
Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
Reinforcements
- Turn 4 (Hard/Lunatic)/5 (Normal)
- Turn 5 (Hard/Lunatic only)
- 2/3 Falcon Knights with Silver Lances; one/two from the branch in the north of the map's western border, one from the water in the north of the map's eastern border
- 2 Falcon Knights with Spears; one from the western border by ally starting positions, one from the eastern border by ally starting positions
- 1 Falcon Knight with a Spear from the water in the north of the map's eastern border (Lunatic only)
- Turn 6 (Normal only)
- 2 Pegasus Knights with Steel Lances; one from the branch in the north of the map's western border, one from the water in the north of the map's eastern border
- 2 Pegasus Knights with Short Spears; one from the western border by ally starting positions, one from the eastern border by ally starting positions
- Turn 6 (Hard/Lunatic)/7 (Normal)
- 2/4/6 Bow Knights; one/two/three from each of the branches by ally starting positions
Boss data
- Main article: Cervantes
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.
Trivia
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Naga's Voice
|
|
French
|
Voix divine
|
Divine Voice
|
Italian
|
La Voce di Naga
|
Naga's Voice
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.