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Retaking the Castle: Difference between revisions

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Line 1,360: Line 1,360:
Before each battle, make sure to return to the Somniel. This time, you will receive your Expansion Pass bonuses (stat boosters for wave 1, Silver Weapons, SP books, bond fragments, and money for wave 2), a free set of Steel weapons and ingots, 3000G, and 20 of each engage weapon upgrade crystal. You may be tempted to donate the money to various nations through the bulletin board. Don't do this - it's a money sink with not nearly enough payoff to justify it. You should have reached bond level 5 between Alear and Marth, unlocking the ability to inherit his skills. You also unlock the ability to visit the Stable, do Strength Training, raise Sommie, do shopping, and visit the Ring Chamber. At the Stable, you can let your adopted animals out to graze, and they will produce items. As mentioned before, dogs are always the best options since they produce metal ingots. For Strength Training, you can play a minigame to give Alear a stat boost that last for one battle. Note that this stat boost does not stack with tonics; whichever effect is stronger will take priority. Sommie produces bond fragments and can help you in minigames. At the item shop, you can stock up on healing staves if you need to. There are also tonics available, but only one of each. At the armory, you definitely want to buy the Javelin for Louis, the Hand Axe for either Vander or Boucheron (whoever doesn't have the one from Chapter 4), and a Mini Bow for Etie. Finally, in the Ring Chamber, you can have a unit polish an Emblem Ring for free bond points, inherit skills, and turn bond fragments into new Bond Rings. Note that the cost of higher-ranked skills (for example, Marth's Avoid +20) is cumulative and covers all of the lower-ranked versions - in other words, there's no reason not to buy lower-ranked skills. Alear may as well pick up Avoid +10. Finally, making more Bond Rings can give you the stat boosts you need to hit stat benchmarks in battle.
Before each battle, make sure to return to the Somniel. This time, you will receive your Expansion Pass bonuses (stat boosters for wave 1, Silver Weapons, SP books, bond fragments, and money for wave 2), a free set of Steel weapons and ingots, 3000G, and 20 of each engage weapon upgrade crystal. You may be tempted to donate the money to various nations through the bulletin board. Don't do this - it's a money sink with not nearly enough payoff to justify it. You should have reached bond level 5 between Alear and Marth, unlocking the ability to inherit his skills. You also unlock the ability to visit the Stable, do Strength Training, raise Sommie, do shopping, and visit the Ring Chamber. At the Stable, you can let your adopted animals out to graze, and they will produce items. As mentioned before, dogs are always the best options since they produce metal ingots. For Strength Training, you can play a minigame to give Alear a stat boost that last for one battle. Note that this stat boost does not stack with tonics; whichever effect is stronger will take priority. Sommie produces bond fragments and can help you in minigames. At the item shop, you can stock up on healing staves if you need to. There are also tonics available, but only one of each. At the armory, you definitely want to buy the Javelin for Louis, the Hand Axe for either Vander or Boucheron (whoever doesn't have the one from Chapter 4), and a Mini Bow for Etie. Finally, in the Ring Chamber, you can have a unit polish an Emblem Ring for free bond points, inherit skills, and turn bond fragments into new Bond Rings. Note that the cost of higher-ranked skills (for example, Marth's Avoid +20) is cumulative and covers all of the lower-ranked versions - in other words, there's no reason not to buy lower-ranked skills. Alear may as well pick up Avoid +10. Finally, making more Bond Rings can give you the stat boosts you need to hit stat benchmarks in battle.


In battle preparations, it is wise to make use of your Emblem and Bond Rings, tonics, and supporting skills to make sure to hit useful benchmarks. 22 physical attack two-shots the enemy Sword Fighters, 19 two-shots the enemy Archers, Thief, and Martial Monk and three-shots the enemy Axe Fighters, and 16 two-shots the Mage. 21 magic attack two-shots the enemy Sword Fighters, 20 two-shots the enemy Lance Armors and Axe Fighters, and 18 two-shots the enemy Archers. 10 Speed doubles enemy Axe Fighters, 12 doubles Nelucce, 13 doubles enemy Archers and the Martial Monk, and 14 doubles the Mage. 13 Defense allows you to attack the Thief without taking damage from the counterattack. Also note that Nelucce is the first enemy with a Revival Stone; this basically acts as an extra life bar. Enemies can't counterattack on attacks that destroy a Revival Stone, so keep that in mind.
In battle preparations, it is wise to make use of your Emblem and Bond Rings, tonics, and supporting skills to make sure to hit useful benchmarks. 22 physical attack two-shots the enemy Sword Fighters, 19 two-shots the enemy Archers, Thief, and Martial Monk and three-shots the enemy Axe Fighters, and 16 two-shots the Mage. 21 magic attack two-shots the enemy Sword Fighters, 20 two-shots the enemy Lance Armors and Axe Fighters, and 18 two-shots the enemy Archers. 10 Speed doubles enemy Axe Fighters, 12 doubles Nelucce, 13 doubles enemy Archers and the Martial Monk, and 14 doubles the Mage. 13 Defense allows you to attack the Thief without taking damage from the counterattack. Also note that Nelucce is the first enemy with a Revival Stone; this basically acts as an extra life bar. Enemies can't counterattack on attacks that destroy a Revival Stone, so keep that in mind. Don't forget to give Emblem Sigurd to Chloé, since she makes good use of the power and mobility as a fast flier. Finally, giving the Defense Tonic to Alfred is wise since he's going to see a lot of combat against Sword Fighters who double him.
 
Your immediate concern is breaking through the nearby Lance Armor and Archer so you can set up shop just south of the door to the throne room. Use Alfred to bait the western Sword Fighters and damage them on enemy phase. Meanwhile, send Louis and an Engaged Chloé barrelling northwest to intercept the Thief. On turn 2, you want to kill the Axe Fighters so you can use the nearby staircase as a chokepoint to keep the Sword Fighters at bay. It shouldn't be too much trouble to get that part of the map in order. Send Alear and a Mage to join Louis and Chloé so they can break through the western Lance Armor and continue the pursuit. The Thief will escape on turn 9 if you don't reach them in time.


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