Marth's army enters Altea Castle's interior to find a group of thieves looting it, with one thief in particular carrying the Geosphere. Marth plans to intercept the thief, and the battle begins. Among the enemy forces is Astram, but Jeorge can convince him to switch sides by arguing that Nyna gave Marth the Fire Emblem and therefore denoted him as being in the right.
Once the battle ends and the enemy commander, Willow, is defeated, Marth's troops realize that Elice has been taken away by Gharnef. Gharnef has ordered a search for clerics of noble birth, and so far he has taken Lena, Elice, and Maria. His next target is assumed to be Nyna, who is at the Millennium Court in Archanea. Marth vows to defeat Hardin, free him from the Darksphere's influence, and rescue the captured clerics.
Opening any chest (with the exception of the lower-left one containing Cutting Gale in Mystery of the Emblem) will open the east door, revealing the covered area and—in New Mystery of the Emblem—triggering reinforcements; it does not matter if the chest is opened by a player or enemy unit.
Moves to open a specific chest, then moves to escape via the northwest stairs; ignores combat, except to attack player units blocking the escape point. • The southern one moves to open the upper-left chest (containing a Master Seal). • The left-north one moves to open the central chest (containing a Bullion (L)). • The right-north one moves to open the uppermost chest (containing a Speedwing). • The middle one moves to open the right-most chest (containing an Elysian Whip).
Moves to open a specific chest, then moves to escape via the northwest stairs; ignores combat, except to attack player units blocking the escape point. • The southern one moves to open the upper-left chest (containing a Master Seal). • The left-north one moves to open the central chest (containing a Bullion (L)). • The right-north one moves to open the uppermost chest (containing a Speedwing). • The middle one moves to open the right-most chest (containing an Elysian Whip).
• Replaced by a generic Hero if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
• Replaces Astram if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
Moves to open a specific chest, then moves to escape via the northwest stairs; ignores combat, except to attack player units blocking the escape point. • The southern one moves to open the upper-left chest (containing a Master Seal). • The left-north one moves to open the central chest (containing a Bullion (L)). • The right-north one moves to open the uppermost chest (containing a Speedwing). • The middle one moves to open the right-most chest (containing an Elysian Whip).
• Replaced by a generic Hero if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
• Replaces Astram if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
Moves to open a specific chest, then moves to escape via the northwest stairs; ignores combat, except to attack player units blocking the escape point. • The southern one moves to open the upper-left chest (containing a Master Seal). • The left-north one moves to open the central chest (containing a Bullion (L)). • The right-north one moves to open the uppermost chest (containing a Speedwing). • The middle one moves to open the right-most chest (containing an Elysian Whip).
• Replaced by a generic Hero if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
• Replaces Astram if he was defeated in a prior chapter. • Will not move until a player unit is in range of at least two of him and the nearby Heroes, at which point they begin moving unprovoked.
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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In order to access the following side quest, Kris must be promoted and at least level 5. Given their extreme combat prowess throughout the game, this is a trivial benchmark to clear unless the player is doing a challenge run of some sort. The alternate method of completing this chapter within a set amount of turns is transcribed here as a formality:
Difficulty
Turn count
Normal
18
Hard
21
Maniac
25
Lunatic
28
Lunatic′
32
Trivia
This chapter uses a modified version of the map from Star and Savior.