|
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.
|
Serenity in Ruin
|
No image available.
|
|
|
Serenity in Ruin (Japanese: 砕かれた平和 Shattered Peace) is the seventeenth chapter of Fire Emblem Engage. In this chapter, the Elusian army assaults the coast of Firene with all of their Emblem Rings, and Alear's army confronts them.
In addition to the next main chapter, completing this chapter will also unlock the ninth and tenth paralogue chapters.
Plot
- Main article: Serenity in Ruin/Script
Alear and Alfred make their way to Florra Port, where they see smoke rising. They arrive to find Elusian warships docked, and the village burning to the ground. As they are about to go rescue its villagers, Zephia, Griss, and Veyle arrive. Veyle attempts to tell Alear that she simply wants to talk, but Alear is unconvinced, and chastises her for fighting alongside Sombron's army. Veyle demands Griss to tell her whether he ordered the attack, which he responds by saying he only knew of the attack, but did not order it himself. Zephia then tells Veyle that it was her that ordered the attack. Marni and Mauvier then arrive, and the former confirms that it was indeed Veyle who ordered the assault, leaving her confused. Zephia explains that, in the past, Veyle had disobeyed Sombron, leading to him considering her a "defect". He then granted Zephia the power to strengthen Veyle's draconic tendencies, causing a second personality to awaken in her that would then commit many acts of aggression, including creating Corrupted and murdering Lumera. Veyle then apologizes profusely to Alear, who is confused, and then she breaks down in despair.
Just as Alear attempts to comfort her, Zephia uses her magic to suppress Veyle's timid personality and reawaken her violent one. Veyle orders Zephia to give her the Ring of the Hero-King, and for the other Hounds to prepare for battle. She then reveals that she has revived King Hyacinth as a Corrupted, and gives him the Ring of the Sage Lord while taunting Alear and Ivy. With both armies having six Emblem Rings to their name, a full-scale battle erupts between them.
Alear's army succeeds in both fending off the Elusians and taking the Ring of the Sage Lord from Hyacinth. Veyle and the Hounds retreat to one of their warships, where they plan their next course of action. Veyle demands Zephia to give her the Emblem Ring she was using, which Zephia obliges. As the ship floats away, Veyle throws it to Alear, who catches it. Though Alear is confused, Veyle exclaims that their friendship meant everything to her. Zephia then slaps Veyle as punishment, and vows to ensure that her benevolent personality never returns. Marni orders Mauvier to guard the remaining rings.
Alear reunites with Emblems Sigurd and Leif, with the former apologizing for his failure to protect them. Leif explains to them that, as Sombron cannot move very far, he exerts his will through Veyle. Diamant suggests that the group try to rescue her, though Alear recommends that they tend to Florra Port first. Alear sends Alfred to meet with Ève, and then prays for Veyle's safety.
Beginning log
Chasing Elusian warships heading to Firene, the Divine Dragon's army arrives at Florra Port.
Chapter data
Character data
Additionally, Emblem Energy appears in the following locations:
- Column 2, row 21: Southwest of Mauvier and his squad
- Column 4, row 24: Just west of a burning windmill
- Column 4, row 25: Just west of a burning windmill
- Column 7, row 30: On the southern border of the map, between two patches of woods
- Column 8, row 30: On the southern border of the map, between two patches of woods
- Column 9, row 30: On the southern border of the map, between two patches of woods
- Column 19, row 14: Northeast of the eastern fort
- Column 20, row 15: East of the eastern fort
Item data
Marketplace data
Marketplace
Armory Item Shop Flea Market
|
Name
|
Stock
|
Price
|
|
Slim Sword
|
∞
|
500
|
|
Iron Sword
|
∞
|
1,000
|
|
Steel Sword
|
∞
|
2,000
|
|
Silver Sword
|
1
|
4,000
|
|
Armorslayer
|
3
|
2,500
|
|
Killing Edge
|
2
|
2,500
|
|
Levin Sword
|
1
|
3,000
|
|
Wo Dao
|
1
|
2,500
|
|
Wyrmslayer
|
1
|
2,500
|
|
Iron Blade
|
6
|
1,500
|
|
Slim Lance
|
∞
|
500
|
|
Iron Lance
|
∞
|
1,000
|
|
Steel Lance
|
∞
|
2,000
|
|
Silver Lance
|
1
|
4,000
|
|
Javelin
|
6
|
1,800
|
|
Ridersbane
|
3
|
2,500
|
|
Killer Lance
|
2
|
3,000
|
|
Spear
|
1
|
4,500
|
|
Iron Greatlance
|
6
|
1,500
|
|
Compact Axe
|
∞
|
500
|
|
Iron Axe
|
∞
|
1,000
|
|
Steel Axe
|
∞
|
2,000
|
|
Silver Axe
|
1
|
4,000
|
|
Hand Axe
|
6
|
1,800
|
|
Hammer
|
3
|
2,500
|
|
Poleaxe
|
3
|
2,500
|
|
Killer Axe
|
2
|
3,000
|
|
Tomahawk
|
1
|
4,500
|
|
Iron Greataxe
|
6
|
1,500
|
|
Mini Bow
|
∞
|
500
|
|
Iron Bow
|
∞
|
1,000
|
|
Steel Bow
|
∞
|
2,000
|
|
Silver Bow
|
1
|
4,000
|
|
Longbow
|
3
|
2,000
|
|
Killer Bow
|
2
|
3,000
|
|
Short Knife
|
∞
|
500
|
|
Iron Dagger
|
∞
|
1,000
|
|
Steel Dagger
|
∞
|
2,000
|
|
Silver Dagger
|
1
|
4,000
|
|
Kard
|
3
|
1,000
|
|
Stiletto
|
1
|
2,000
|
|
Surge
|
∞
|
1,500
|
|
Fire
|
∞
|
1,000
|
|
Thunder
|
∞
|
1,000
|
|
Wind
|
∞
|
1,000
|
|
Elsurge
|
2
|
2,500
|
|
Elfire
|
2
|
2,000
|
|
Elthunder
|
1
|
2,000
|
|
Elwind
|
1
|
2,000
|
|
Initiate Art
|
∞
|
500
|
|
Iron-Body Art
|
∞
|
1,000
|
|
Steel-Hand Art
|
∞
|
2,000
|
|
Silver-Spirit Art
|
1
|
4,000
|
|
Shielding Art
|
∞
|
2,500
|
Enemy data
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Veyle & Marth
|
Fell Child
|
30
|
1
|
47
|
14+2
|
18
|
20+3
|
16+3
|
13
|
22
|
16
|
6
|
5
|
Rapier • Obscurité • Stiletto • Master Seal Fell Protection • Perceptive+ • Unyielding+ • Divine Speed • Lodestar Rush
|
• Starts on a fort. • Begins moving if a nearby High Priest, Royal Knight, or Paladin is provoked. • Obtains Mercurius and Break Defenses after using one of her Revival Stones.
|
|
Zephia & Sigurd
|
Melusine
|
29
|
1
|
51
|
18
|
18
|
19
|
20
|
14+3
|
21+2
|
13+4
|
9
|
6+6
|
Ridersbane • Levin Sword Canter+ • Momentum+ • Gallop • Override
|
• Uses Override if she can attack a line of at least two adjacent units from 1-range. • Can use Override multiple times. • Obtains Tyrfing and Headlong Rush after using one of her Revival Stones.
|
|
Corrupted Hyacinth & Leif
|
Martial Master
|
8
|
1
|
49
|
12
|
9
|
23+3
|
20
|
10+3
|
12
|
16
|
10+3
|
5
|
Killer Axe • Master Lance • Flashing Fist Art • Physic Arms Shield+ • Vantage+ • Adaptable • Quadruple Hit
|
• Does not Chain Guard. • Begins moving if a nearby General is provoked. • Obtains the Light Brand after using one of his Revival Stones.
|
|
Elusian Soldier
|
General
|
4
|
4
|
39
|
15
|
1
|
16
|
6−1
|
16
|
2
|
6
|
14
|
4
|
Silver Axe
|
• The eastern one immediately begins moving unprovoked. • The northwestern two both begin moving if either of them or Corrupted Hyacinth is provoked. • The southwestern one begins moving if Marni, Mauvier, or a nearby High Priest or Royal Knight is provoked.
|
|
Elusian Soldier
|
High Priest
|
4
|
4
|
30
|
5
|
12
|
14
|
13−2
|
5+5
|
14
|
11
|
6
|
5
|
Shielding Art • Physic
|
• The eastern one begins moving unprovoked on turn 4, or if a nearby Sniper or Corrupted Wyrm is provoked. • The northwestern two both begin moving if either of them, Veyle, or a nearby Royal Knight or Paladin is provoked. • The southwestern one begins moving if Marni, Mauvier, or a nearby General or Royal Knight is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
1
|
36
|
10
|
10
|
19
|
15−7
|
8
|
10
|
10
|
8
|
6
|
Spear • Mend
|
Begins moving if Veyle or a nearby High Priest or Paladin is provoked.
|
|
Elusian Soldier
|
Paladin
|
4
|
3
|
36
|
12
|
2
|
20
|
14−2
|
10
|
7
|
8
|
9
|
6
|
Silver Sword
|
• The northern one begins moving if Veyle or a nearby High Priest or Royal Knight is provoked. • The southern two both begin moving if either is provoked.
|
|
Griss & Celica
|
Sage
|
8
|
1
|
43
|
15+2
|
18+3
|
20
|
17
|
12
|
22+4
|
16
|
8
|
5
|
Seraphim • Recover • Bolganone • Fortify Resonance+ • Echo • Dark Warp
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
26
|
3
|
14
|
15
|
13
|
5
|
13
|
8
|
7
|
5
|
Elfire
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
26
|
3
|
14
|
15
|
13
|
5
|
13
|
8
|
7
|
5
|
Elwind
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
6
|
34
|
13
|
4
|
16
|
13−5
|
11
|
5
|
6
|
8
|
5
|
Silver Lance
|
• The southeastern two immediately begin moving unprovoked. • The northeastern two and the southwestern two begin moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
1
|
34
|
13
|
4
|
16
|
13−7
|
11
|
5
|
6
|
8
|
5
|
Spear
|
Begins moving unprovoked on turn 2.
|
|
Marni & Roy
|
General
|
8+3
|
1
|
46+13
|
20+8
|
8+1
|
9+1
|
8+1
|
18+6
|
7+1
|
10+1
|
14
|
4
|
Lancereaver • Wyrmslayer • Hurricane Axe Hold Out+ • Sink Below • Blazing Lion
|
Begins moving if Mauvier or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Mauvier & Micaiah
|
Royal Knight
|
8
|
1
|
42
|
16
|
13+4
|
22
|
20
|
15
|
14+5
|
11+6
|
11
|
6
|
Shine • Nosferatu • Flame Lance • Recover Contemplative • Cleric • Dark Augment • Great Sacrifice
|
Begins moving if Marni or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
2
|
36
|
10
|
10
|
19
|
15−5
|
8
|
10
|
10
|
8
|
6
|
Silver Lance • Physic
|
Both begin moving if either of them, Marni, Mauvier, or a nearby General or High Priest is provoked.
|
|
Elusian Soldier
|
Berserker
|
4
|
3
|
44
|
14
|
0
|
11
|
12−2
|
5
|
2
|
4
|
13
|
5
|
Silver Axe
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sniper
|
4
|
2
|
35
|
10
|
1
|
17
|
13−3
|
7
|
4
|
7
|
7
|
5
|
Silver Bow
|
Both begin moving unprovoked on turn 4, or if either of them or the nearby High Priest or Corrupted Wyrm is provoked.
|
|
Corrupted Wyrm
|
Corrupted Wyrm
|
28
|
1
|
49
|
0
|
12
|
8
|
2
|
11
|
13
|
3
|
16
|
2
|
Fire Breath • Fireball
|
• Automatically equips Fire Breath after initiating combat with Fireball. • Begins moving unprovoked on turn 4, or if a nearby Sniper or High Priest is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Veyle & Marth
|
Fell Child
|
30
|
1
|
50
|
17+2
|
20
|
20+3
|
20+3
|
22
|
31
|
16
|
6
|
5
|
Rapier • Obscurité • Stiletto • Master Seal Fell Protection • Stalwart • Dark Spirit • Perceptive+ • Unyielding+ • Divine Speed • Lodestar Rush
|
• Starts on a fort. • Begins moving if Corrupted Hyacinth or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • Obtains Mercurius and Break Defenses after using one of her Revival Stones.
|
|
Zephia & Sigurd
|
Melusine
|
29
|
1
|
58
|
20
|
21
|
21
|
28
|
24+3
|
28+2
|
13+4
|
9
|
6+6
|
Ridersbane • Levin Sword Stalwart • Soulblade • Canter+ • Momentum+ • Gallop • Override
|
• Uses Override if she can attack a line of at least two adjacent units from 1-range. • Can use Override multiple times. • Obtains Tyrfing and Headlong Rush after using one of her Revival Stones.
|
|
Corrupted Hyacinth & Leif
|
Martial Master
|
8
|
1
|
57
|
16
|
14
|
25+3
|
21
|
22+3
|
23
|
16
|
10+3
|
5
|
Killer Axe • Master Lance • Flashing Fist Art • Physic Stalwart • Diffuse Healer • Arms Shield+ • Vantage+ • Adaptable • Quadruple Hit
|
• Does not Chain Guard. • Begins moving if Veyle or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • Obtains the Light Brand after using one of his Revival Stones.
|
|
Elusian Soldier
|
General
|
4
|
5
|
48
|
23
|
2
|
18
|
7
|
28
|
6
|
7
|
15
|
4
|
Silver Axe
|
• The eastern one immediately begins moving unprovoked. • The northwestern two both begin moving if either of them, Veyle, Corrupted Hyacinth, or a northwestern High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • The southwestern two both begin moving if either of them, Marni, Mauvier, or a nearby High Priest or Royal Knight is provoked.
|
|
Elusian Soldier
|
High Priest
|
4
|
4
|
32
|
8
|
20
|
16
|
15−1
|
9+5
|
23
|
13
|
7
|
5
|
Shielding Art • Physic
|
• The eastern one begins moving unprovoked on turn 4, or if a nearby Sniper or Corrupted Wyrm is provoked. • The northwestern two both begin moving if either of them, Veyle, Corrupted Hyacinth, or a northwestern General, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • The southwestern one begins moving if Marni, Mauvier, or a nearby General or Royal Knight is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
2
|
39
|
18
|
15
|
22
|
19−7
|
13
|
15
|
11
|
8
|
6
|
Spear • Mend
|
• The northern one begins moving if Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Paladin, or Corrupted Wyrm is provoked. • The southern one begins moving if Marni, Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Paladin
|
4
|
3
|
43
|
20
|
5
|
22
|
18−1
|
16
|
12
|
9
|
10
|
6
|
Silver Sword
|
All three begin moving if any of them, Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked.
|
|
Elusian Soldier
|
Paladin
|
4
|
2
|
43
|
20
|
5
|
22
|
18−5
|
16
|
12
|
9
|
10
|
6
|
Spear
|
Both begin moving if either of them, Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked.
|
|
Griss & Celica
|
Sage
|
8
|
1
|
43
|
20+2
|
30+3
|
20
|
21
|
20
|
35+4
|
16
|
8
|
5
|
Seraphim • Recover • Bolganone • Fortify Spell Harmony • Resonance+ • Echo • Dark Warp
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
28
|
6
|
22
|
17
|
15
|
9
|
21
|
9
|
7
|
5
|
Elfire
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
28
|
6
|
22
|
17
|
15
|
9
|
21
|
9
|
7
|
5
|
Elwind
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
6
|
42
|
21
|
8
|
22
|
17−4
|
16
|
10
|
7
|
9
|
5
|
Silver Lance
|
• The southeastern two immediately begin moving unprovoked. • The northeastern two and the southwestern two begin moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
2
|
42
|
21
|
8
|
22
|
17−6
|
16
|
10
|
7
|
9
|
5
|
Spear
|
Begins moving unprovoked on turn 2.
|
|
Marni & Roy
|
General
|
8+3
|
1
|
51+13
|
25+8
|
8+1
|
10+1
|
7+1
|
31+6
|
10+1
|
10+1
|
14
|
4
|
Lancereaver • Wyrmslayer • Hurricane Axe Stalwart • Swap • Hold Out+ • Sink Below • Blazing Lion
|
Begins moving if Mauvier or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Mauvier & Micaiah
|
Royal Knight
|
8
|
1
|
55
|
23
|
28+4
|
22
|
21
|
24
|
24+5
|
11+6
|
11
|
6
|
Shine • Nosferatu • Flame Lance • Recover Contemplative • Stalwart • Reforge • Cleric • Dark Augment • Great Sacrifice
|
Begins moving if Marni or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
2
|
39
|
18
|
15
|
22
|
19−5
|
13
|
15
|
11
|
8
|
6
|
Silver Lance • Physic
|
Both begin moving if either of them, Marni, Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Berserker
|
4
|
3
|
52
|
25
|
2
|
12
|
14−1
|
9
|
5
|
4
|
14
|
5
|
Silver Axe
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sniper
|
4
|
2
|
38
|
20
|
4
|
25
|
15−2
|
12
|
9
|
8
|
8
|
5
|
Silver Bow
|
Both begin moving unprovoked on turn 4, or if either of them or the nearby High Priest or Corrupted Wyrm is provoked.
|
|
Corrupted Wyrm
|
Corrupted Wyrm
|
28
|
2
|
52
|
0
|
21
|
10
|
3
|
25
|
25
|
4
|
18
|
2
|
Fire Breath • Fireball
|
• Automatically equips Fire Breath after initiating combat with Fireball. • The eastern one begins moving unprovoked on turn 4, or if a nearby Sniper or High Priest is provoked. • The western one begins moving if Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, or Paladin is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Dex
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Bld
|
Mov
|
Inventory and Skills
|
|
Veyle & Marth
|
Fell Child
|
30
|
1
|
50
|
23+2
|
25
|
20+3
|
25+3
|
22
|
31
|
16
|
6
|
5
|
Rapier • Obscurité • Stiletto • Master Seal Fell Protection • Veteran+ • Dark Spirit • Perceptive+ • Unyielding+ • Divine Speed • Lodestar Rush
|
• Starts on a fort. • Begins moving if Zephia, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • Obtains Mercurius and Break Defenses after using one of her Revival Stones.
|
|
Zephia & Sigurd
|
Melusine
|
29
|
1
|
58
|
20
|
21
|
21
|
28
|
24+3
|
28+2
|
13+4
|
9
|
6+6
|
Ridersbane • Levin Sword Veteran+ • Soulblade • Canter+ • Momentum+ • Gallop • Override
|
• Begins moving if Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • Uses Override if she can attack a line of at least two adjacent units from 1-range. • Can use Override multiple times. • Obtains Tyrfing and Headlong Rush after using one of her Revival Stones.
|
|
Corrupted Hyacinth & Leif
|
Martial Master
|
8
|
1
|
60
|
20
|
20
|
26+3
|
25
|
27+3
|
30
|
16
|
10+3
|
5
|
Killer Axe • Master Lance • Flashing Fist Art • Physic Veteran+ • Diffuse Healer • Arms Shield+ • Vantage+ • Adaptable • Quadruple Hit
|
• Does not Chain Guard. • Begins moving if Veyle, Zephia, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • Obtains the Light Brand after using one of his Revival Stones.
|
|
Elusian Soldier
|
General
|
4
|
7
|
53
|
29
|
5
|
22
|
11
|
35
|
11
|
7
|
16
|
4
|
Silver Axe
|
• The eastern two immediately begin moving unprovoked. • The northwestern two both begin moving if either of them, Veyle, Zephia, Corrupted Hyacinth, or a northwestern High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • The southwestern three all begin moving if any of them, Marni, Mauvier, or a nearby High Priest or Royal Knight is provoked.
|
|
Elusian Soldier
|
High Priest
|
4
|
4
|
37
|
12
|
26
|
20
|
19−1
|
14+5
|
30
|
14
|
7
|
5
|
Shielding Art • Physic
|
• The eastern one begins moving unprovoked on turn 4, or if a nearby Sniper or Corrupted Wyrm is provoked. • The northwestern two both begin moving if either of them, Veyle, Zephia, Corrupted Hyacinth, or a northwestern General, Royal Knight, Paladin, or Corrupted Wyrm is provoked. • The southwestern one begins moving if Marni, Mauvier, or a nearby General or Royal Knight is provoked.
|
|
Elusian Soldier
|
Paladin
|
4
|
4
|
48
|
25
|
9
|
27
|
22−1
|
23
|
17
|
10
|
10
|
6
|
Silver Sword
|
All four begin moving if any of them, Veyle, Zephia, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
2
|
44
|
22
|
20
|
27
|
23−7
|
18
|
21
|
12
|
8
|
6
|
Spear • Mend
|
• The northern one begins moving if Veyle, Zephia Corrupted Hyacinth, or a northwestern General, High Priest, Paladin, or Corrupted Wyrm is provoked. • The southern one begins moving if Marni, Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Paladin
|
4
|
2
|
48
|
25
|
9
|
27
|
22−5
|
23
|
17
|
10
|
10
|
6
|
Spear
|
Both begin moving if either of them, Veyle, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, Paladin, or Corrupted Wyrm is provoked.
|
|
Griss & Celica
|
Sage
|
8
|
1
|
43
|
20+2
|
30+3
|
20
|
21
|
20
|
35+4
|
16
|
8
|
5
|
Seraphim • Recover • Bolganone • Fortify Unbreakable • Spell Harmony • Resonance+ • Echo • Dark Warp
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
32
|
10
|
28
|
21
|
19
|
14
|
28
|
10
|
7
|
5
|
Elfire
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Sage
|
4
|
1
|
32
|
10
|
28
|
21
|
19
|
14
|
28
|
10
|
7
|
5
|
Elwind
|
Begins moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
7
|
47
|
26
|
12
|
27
|
21−4
|
21
|
15
|
7
|
9
|
5
|
Silver Lance
|
• The southeastern two immediately begin moving unprovoked. • The northeastern three and the southwestern two begin moving unprovoked on turn 2.
|
|
Elusian Soldier
|
Halberdier
|
4
|
2
|
47
|
26
|
12
|
27
|
21−6
|
21
|
15
|
7
|
9
|
5
|
Spear
|
Begins moving unprovoked on turn 2.
|
|
Marni & Roy
|
General
|
8+3
|
1
|
51+13
|
25+8
|
8+1
|
10+1
|
7+1
|
31+6
|
10+1
|
10+1
|
14
|
4
|
Lancereaver • Wyrmslayer • Hurricane Axe Veteran+ • Swap • Hold Out+ • Sink Below • Blazing Lion
|
Begins moving if Mauvier or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Mauvier & Micaiah
|
Royal Knight
|
8
|
1
|
55
|
23
|
28+4
|
22
|
21
|
24
|
24+5
|
11+6
|
11
|
6
|
Shine • Nosferatu • Flame Lance • Recover Contemplative • Veteran+ • Reforge • Cleric • Dark Augment • Great Sacrifice
|
Begins moving if Marni or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Royal Knight
|
4
|
2
|
44
|
22
|
20
|
27
|
23−5
|
18
|
21
|
12
|
8
|
6
|
Silver Lance • Physic
|
Both begin moving if either of them, Marni, Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
|
|
Elusian Soldier
|
Berserker
|
4
|
3
|
58
|
31
|
6
|
16
|
18
|
14
|
10
|
4
|
15
|
5
|
Silver Axe
|
Immediately begins moving unprovoked.
|
|
Elusian Soldier
|
Sniper
|
4
|
2
|
43
|
25
|
8
|
30
|
19−2
|
17
|
14
|
9
|
8
|
5
|
Silver Bow
|
Both begin moving unprovoked on turn 4, or if either of them or the nearby High Priest or Corrupted Wyrm is provoked.
|
|
Corrupted Wyrm
|
Corrupted Wyrm
|
28
|
2
|
57
|
0
|
27
|
15
|
6
|
33
|
33
|
4
|
18
|
2
|
Fire Breath • Fireball
|
• Automatically equips Fire Breath after initiating combat with Fireball. • The eastern one begins moving unprovoked on turn 4, or if a nearby Sniper or High Priest is provoked. • The western one begins moving if Veyle, Zephia, Corrupted Hyacinth, or a northwestern General, High Priest, Royal Knight, or Paladin is provoked.
|
|
Boss data
- Main article: Veyle
Note: Veyle gets Mercurius and Break Defenses after using one of her Revival Stones.
- Main article: Zephia
- Note: Zephia gets Tyrfing and Headlong Rush after using one of her Revival Stones.
- Main article: Hyacinth
- Note: Corrupted Hyacinth gets the Light Brand after using one of his Revival Stones.
- Main article: Griss
- Main article: Marni
- Main article: Mauvier
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
Chapter 17 is notorious for its massive length, featuring 6 bosses with Emblems as well as 39 other enemies. Not only that, every generic enemy is also promoted from here on out.
The first priority is dealing with the Halberdiers and Generals near the starting position; while those attacking the Halberdiers have nothing to fear, those attacking the Generals may be in Griss' Dark Warp range.
Griss has 48 Attack with Dark Warp; it's a lot, but it's plenty survivable, especially if you chug a Pure Water beforehand to bring it down to 41 Attack. He will waste no time using it if he has a target, and he will easily overextend himself well past the attack ranges of any other enemy. He only has 39 Attack with his weak Seraphim tome, and 21 AS, so he should go down once ganged up on.
By now, Griss' Halberdier and Sage squad will be approaching; if they are getting in the way of the Griss fight, stall them with a Mystical/Dragon unit and Corrin; fire tiles have a high movement cost and will keep them out of the way for a turn. Regardless, as the Berserker squad will be on your tail by now, it's best to push through the Halberdiers and Sages as gaining ground will make the Berserkers take extra turns to reach you.
The map is designed so that the Halberdier squad in the bottom left, the Sniper squad near the center right, the Berserker squad on the bottom of the map and Griss' minions all approach the player's starting position in the span of about 2-3 turns, thus likely overwhelming the player units with more threats than they can possibly deal with at once. This is why it is important to push northwards early, as if the player can get into Griss' starting area, they can easily defend a pair of 1-wide chokepoints (which the Corrupted Wyrm can't cross), while also throwing the enemy timing out of whack. Now, only one squad will approach the bridges at a time, which can be easily managed.
Once the aggressive enemies are routed, there are only two enemy groups left to deal with. The first is the Marni-Mauvier squad in the bottom left; provoking any member of those squads will provoke all nine of them. The other is the Veyle-Zephia-Hyacinth group, composed of every remaining enemy not in the Marni-Mauvier squad. If the player tries to fight Marni and Mauvier first, they will basically get forced to attack Marni's group head on, as trying to provoke Mauvier from the side will put them in range of a Corrupted Wyrm that aggro the other three bosses; consequently, both Marni and Mauvier's groups will slam into the army at the same time and overwhelm the player.
It is overall safer to use a flier to lure the infamous 12-Mov Zephia across the water. It'll provoke the rest of her army, but they take such a long time to reach Griss' starting area that they won't be a problem for the time being. Zephia herself tends to Canter back over the water, and since her mobility is way too high to run or hide from, this basically necessitates Entrap to put her into position to be ganged up on.
Once Zephia goes down, the next objective is to deal with the incoming swarm of enemies. It's best to use Flame Dragon Veins to slow them down and chip them down wholesale. In fact, once the enemy army reaches the bridge, simply having two bulky units block the bridges can severely restrict the amount of damage the enemy can do, as the Paladins will get to the front with their higher movement and block the rest of the enemies. As long as you don't accidentally kill too many of the Paladins in front too soon, the bosses can't do much at all. Assassinate the High Priest to cut off the enemy source of healing and prepare to deal with the bosses.
Veyle will likely need to be dealt with first, as she is more of a threat with her Rapier and Obscurité tome. Lure her into using Obscurité by intentionally leaving a 1-range Paladin alive at the front of the line, and repeatedly killing the enemy behind him until Veyle takes that spot. Obscurité weighs Veyle down by quite a bit, making her easy to gang up on; since she will have it equipped, however, it may be prudent to have your units use Pure Water beforehand. Once she exposes herself, kill the Paladin blocking the way and move in for the kill; the cramped nature of the bridges means that its best to attack with units that can one-round her with Engage attacks or can displace themselves out of the way with Canter. Astra Storm can also hit her for some damage without having anyone get in the way. Once she goes down, plug the gap back up by moving a bulky unit forward to keep the rest of the enemies blocked.
Hyacinth is next, and he's mostly a walking wall. While he has 60 HP and 30/30 defenses, he doesn't have a good way to wallbreak a high-DEF unit. As with Veyle casting Obscurité, Hyacinth prefers to chuck Master Lances at you from behind a Paladin, which isn't much of a threat due to its low Might and awful Hit. It's better to simply withstand his attacks as you clean up the rest of the fodder as long as you don't put any low-DEF units in his range, as prematurely killing his first life bar gives him the Light Brand. Once he's alone, swarm him with your units and he should go down.
With Veyle, Zephia and Hyacinth off the map, Mauvier and Marni become much easier to deal with, as it is now possible to approach Mauvier from the north or east sides. This will cause Mauvier's group to aggro and overextend themselves far away from Marni's group, making it possible to clear them out before Marni can even get close enough to interfere. Mauvier's main threat is his 10 crit from Shine, which is a problem for low-Lck units; if you let him equip Nosferatu, he just becomes an absolute pain to kill. His backup is also on the slow side and weak to anti-cavalry weapons, so taking his group out quickly should not be an issue.
Marni for the most part is a physical brick wall, with her 64 HP and 37 Defense. Since she has Hold Out+, she requires 2 rounds to kill no matter what. However, she folds to any sort of magical attack, and even if Hold Out+ stops her from dying, the damage boost from Divinely Inspiring ignores Marni's defenses, meaning even weak units can deal the last points of damage needed to finish her healthbars off. Just be careful not to let Marni attack Alear or someone next to Alear. She has the Roy Wyrmslayer, which as 10 MT instead of the usual 8, and combined with her 33 Strength, Alear will get burnt to a crisp by her 63 Attack, and yes, she can and will use Blazing Lion to hit and kill Alear as a secondary target. Once she goes down, the chapter thankfully ends.
Trivia
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Serenity in Ruin
|
--
|
Japanese
|
砕かれた平和
|
Shattered peace
|
Spanish
|
Paz quebrada
|
Broken peace
|
French
|
Quiétude ruinée
|
Shattered tranquility
|
German
|
Zerstörte Ruhe
|
Destroyed Silence
|
Italian
|
Serenità in frantumi
|
Serenity in ruin
|
Korean
|
산산조각 난 평화
|
Shattered peace
|
Simplified Chinese
|
粉碎的和平
|
Shattered peace
|
Traditional Chinese
|
粉碎的和平
|
Shattered peace
|
|
References