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Serenity in Ruin

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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.

Serenity in Ruin

No image available.

Location

Florra Port

Boss(es)

Veyle, Zephia, Corrupted Hyacinth, Griss, Marni, Mauvier

Previous chapter(s)

Seashore Travels

Next chapter(s)

The Cold Voyage

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

Normal Hard Maddening

Chapter Data
Conditions
Unit Data
Victory: Defeat Veyle, Zephia, Corrupted Hyacinth, Griss, Marni, and Mauvier Player Partner Other Enemy
Defeat: Alear dies 1–12 {{{partner}}} {{{other}}} 35
File:Cm fe17 17.png
Map dimensions:
30 columns by 30 rows

Character data

Characters
New units

None

Required characters
 
Available characters
                             

Emblem Ring data

Characters
New units
Sigurd
 
Emblem
HP
N/A
Inventory
  Ridersbane
  Canter
  Gallop
  Override
Level
N/A
Automatically at the end of the chapter
Leif
 
Emblem
HP
N/A
Inventory
  Killer Axe
  Arms Shield
  Adaptable
  Quadruple Hit
Level
N/A
Automatically at the end of the chapter
Available characters
      

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

Items
Name Obtainment Method
  Master Seal Dropped by Veyle
  Flashing Fist Art Dropped by Corrupted Hyacinth
  Bolganone Dropped by Griss
  Fortify Dropped by Griss

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

Normal Hard Maddening

Enemy Units
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.

Boss data

Main article: Veyle

Normal Hard Maddening

Note: Veyle gets   Mercurius and   Break Defenses after using one of her Revival Stones.

Main article: Zephia

Normal Hard Maddening

  Melusine
Level 29
Movement 6+6
Emblem  
Stats
Max HP 51
 
Defense 14+3
Strength 18 Resistance 21+2
Magic 18 Luck 13+4
Dexterity 19 Build 9
Speed 20
Inventory Skills
  Ridersbane
  Levin Sword
  Canter+
  Momentum+
  Gallop
  Override
Weapon Levels
  S   --   --   --
  --   A   --   --   --
Note: Zephia gets   Tyrfing and   Headlong Rush after using one of her Revival Stones.
Main article: Hyacinth

Normal Hard Maddening

Note: Corrupted Hyacinth gets the   Light Brand after using one of his Revival Stones.
Main article: Griss

Normal Hard Maddening

  Sage
Level 8
Movement 5
Emblem  
Stats
Max HP 43
 
Defense 12
Strength 15+2 Resistance 22+4
Magic 18+3 Luck 16
Dexterity 20 Build 8
Speed 17
Inventory Skills
  Seraphim
  Recover
  Bolganone 
  Fortify 
  Resonance+
  Echo
  Dark Warp
Weapon Levels
  --   --   --   --
  --   S   A   --   --
Main article: Marni

Normal Hard Maddening

  General
Level 8+3
Movement 4
Emblem  
Stats
Max HP 46+13
 
Defense 18+6
Strength 20+8 Resistance 7+1
Magic 8+1 Luck 10+1
Dexterity 9+1 Build 14
Speed 8+1
Inventory Skills
  Lancereaver
  Wyrmslayer
  Hurricane Axe
  Hold Out+
  Sink Below
  Blazing Lion
Weapon Levels
  --   --   S   --
  --   --   --   --   --
Main article: Mauvier

Normal Hard Maddening

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

  1. Chapter 17: Serenity in Ruin Interactive Map, Triangle Attack, Retrieved: March 25, 2023
← Seashore Travels • Serenity in Ruin • The Cold Voyage →
Fire Emblem Engage
Playable characters AlcrystAlearAlfredAmberAnnaBoucheronBunetCélineChloéCitrinneClanneDiamantEtieFogadoFrammeGoldmaryGregoryHortensiaIvyJadeJeanKagetsuLapisLindonLouisMadelineMauvierMerrinNelNilPandreoPanetteRafalRosadoSaphirSeadallTimerraVanderVeyleYunakaZelestiaZelkov
Non-playable characters AnisseAnjeCalneyDurthonÈvePinetSeanSeforiaSommie
Bosses AlcrystAlfredAbymeBylethCamillaCelicaCélineChromCorrinDiamantEirikaFogadoGrissHectorHortensiaHyacinthIkeIvyLeifLucinaLumeraLynMarniMarthMauvierMicaiahMitanMorionNelucceNilPast AlearRobinRodineRoySigurdSombronSorenTerondaTetchieTikiTimerraTotchieVeronicaVeyleZephia
Background characters Nil
Emblems AlearBylethCamillaCelicaChromClaudeCorrinDimitriEdelgardEirikaEphraimHectorIkeLeifLucinaLynMarthMicaiahRobinRoySigurdSorenTikiVeronica
Regalia and personal weapons LibérationMisericordeObscuritéWille Glanz
Chapters Main story P: The Emblems • 1: Awake at Last • 2: Queen Lumera • 3: Hostilities • 4: A Land in Bloom • 5: Retaking the Castle • 6: The Stolen Ring • 7: Dark Emblem • 8: The Kingdom of Might • 9: A Clash of Forces • 10: The Fell Dragon Sombron • 11: Retreat • 12: The Sentinels • 13: Heroes of the Oasis • 14: The Battle for Solm • 15: Dancer in the Ruins • 16: Seashore Travels • 17: Serenity in Ruin • 18: The Cold Voyage • 19: The Dead Town • 20: The Kingless Castle • 21: The Return • 22: The Fell & the Divine • 23: The Four Hounds • 24: Recollections • 25: The Final Guardian • 26: The Last Engage
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Divine Paralogues The AncestorThe Brash GeneralThe Lonely HeirThe Radiant StrategistThe Doting SisterThe Shepherd Exalt
Fell Xenologue 1: Dragons from Afar • 2: Seeds of Unrest • 3: Path to War • 4: Clash of Queens • 5: The Fell Heir • 6: Seven Bracelets
Locations ElyosBrodiaElusiaFireneGradlonLythosSolmSomniel
Groups, objects, and concepts CorruptedEmblem RingsFour HoundsFour WindsFirst Fell Dragon War
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