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| ==Plot== | | ==Plot== |
| {{main|Shepherds (chapter)/Script}} | | {{main|Shepherds (chapter)/Script}} |
| [[Lissa]] escorts [[Robin]] into the [[Shepherds (group)|Shepherds']] garrison, where a [[Maribelle|troubadour]], a [[Sumia|pegasus knight]], and a [[Vaike|fighter]] are already gathered, then asks Robin to make himself/herself at home. As Robin takes a look around, the troubadour (whose name is revealed to be Maribelle) asks Lissa if she is all right, that she was on pins and needles concerned for Lissa's safety. Lissa tries to reassure Maribelle that she is OK, but Maribelle reveals that she sprouted 14 gray hairs fretting over Lissa. Lissa tells Maribelle that she can handle a battle or two, and that Maribelle worries too much, but Lissa could do without the bugs and bear meat barbecues. The fighter (whose name is revealed to be Vaike) asks where [[Chrom]] is, believing Chrom to have had a rough time without the aid of Vaike and his axe. Lissa, surprised at the nickname Vaike gave himself ("Teach") and having thought people were simply born lacking wits, now thinks lacking wits can be taught. Vaike, after first gloating, doesn't take kindly to Lissa's insult. The pegasus knight (whose name is revealed to be Sumia) asks when they can see the captain; Maribelle reveals that Sumia's been beside herself with concern, what with Sumia's eyes scanning the horizon all day during training, and that Sumia could have earned fewer bruises battling blindfolded. Lissa tells Sumia that it was sweet of her to worry about Chrom; Sumia says that she'd naturally worry about their captain and prince. Vaike is the first to notice Robin's presence, and inquires about the "stranger"; Lissa states that nobody is stranger than Vaike, but introduces Robin anyway, revealing Chrom allowing him/her to join the Shepherds as their new tactician, and Lissa stating that the others should see the tricks up Robin's sleeve. Vaike demonstrates his own "trick", and belches; Robin states that he/she has much to learn in such arts, then reveals it's a pleasure to make the acquaintances of the other Shepherds. Maribelle chews out Vaike for his disgusting behavior, wondering if baseborn oafs must pollute the air with buffoonery, and asks Robin not to encourage Vaike, having hoped Robin was cut from finer cloth. Maribelle leaves the area. Sumia asks Robin not to take Maribelle too seriously, as it takes time for Maribelle to warm up to people; Lissa believes Maribelle to burn too quickly, but does ask that Robin give her more time. Chrom arrives, and Sumia greets him, tripping over her words--before physically tripping herself. Chrom asks Sumia if she's all right, wondering if Sumia tripped due to her boots. Sumia appears to be at a loss for an answer. Chrom reveals that, come morning, that the group will be marching to [[Regna Ferox]]. Robin naturally inquires about Regna Ferox; Sumia reveals that Regna Ferox is a unified kingdom to Ylisse's north, allegedly inhabited by [[barbarian]]s. Chrom corrects Sumia and calls the Feroxi [[warrior]]s, and Ylisse needs their help to quell the [[Risen]] menace. In a typical situation, [[Emmeryn]] would request such aid in person, but recent events would cause the people to worry should she suddenly leave the capital; as a result, the task has been passed to the Shepherds. Chrom states that the mission is voluntary; before Chrom can say much more, Lissa volunteers, followed by Vaike and a knight nobody knew was around (whose name is revealed to be [[Kellam]]). Kellam reveals he's been present the whole time, but he goes ignored. Sumia, again at a loss for words, reveals that she's not sure she's ready for a proper mission at this time, that she'd just get in the way; Chrom asks Sumia to stay behind the main group and, if a battle starts, to watch and learn. Chrom states that Sumia's choice is hers, but some lessons can only be learned on the battlefield, to which Sumia accepts, Chrom asking she stay by him and she'll be fine. | | [[Lissa]] escorts [[Robin]] into the [[Shepherds (group)|Shepherds']] garrison and introduces them to most of the rest of the Shepherds. [[Chrom]] arrives shortly afterwards and explains that they have been ordered to march to the neighboring kingdom of [[Regna Ferox]] to seek a military alliance against the new threat. The group begins to head north, but along the road is ambushed by a group of the humanoid monsters, who have been named [[Risen]] by the [[Ylisse]]an war council. The Shepherds destroy the Risen. As they continue north, the group encounters an injured pegasus, and a junior member of the Shepherds named [[Sumia]] stays behind to tend to her wounds. |
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| A short time later, we see Chrom, Lissa, Robin, and Vaike in a grassy area to the north. Chrom asks if everybody is ready is ready, that they have a long march ahead. Another knight (whose name is revealed to be [[Stahl]]) asks that they wait for him; Stahl then runs onto the scene. Chrom is surprised by Stahl's arrival; Stahl asks why he was the last to hear about the expedition to Ferox. Lissa reveals that Vaike was supposed to tell Stahl about the mission, then chews out Vaike for forgetting to do so. The Vaike states he never forgets--he just doesn't always remember, to Lissa's annoyance; Lissa claims Vaike would forget his own name if he weren't constantly saying it, then asks Vaike if he remembered to bring his axe. Vaike brings up that it only happened one time--twice, actually, but he doesn't count practice sessions, then reveals that he did remember his axe; he then says it's good to have Stahl along. Stahl reveals that he was in such a hurry that he missed breakfast, which he briefly describes. Robin then introduces himself/herself to Stahl, Chrom revealing him to be one of Ylisse's finest. Stahl greets himself, revealing that [[Miriel]] had told him there was a new Shepherd; Stahl reveals that Miriel is one of their mages, and that she should be catching up soon.
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| The march gets interrupted by an encounter with Risen; Chrom asks if they really have spread this far. Robin asks about the term "Risen"; [[Frederick]] revealed that a name was needed to refer to the new threat, so the council came up with the name. Chrom asks that the group remember what they're up against; Vaike claims that the Risen will remember him when he drives his axe into an area of their body, but doesn't reveal where as he notices his axe, which he claims to have had a second ago, is missing. Chrom tells Vaike that this is no time for jokes; Vaike reveals that it's no joke, his axe is gone, he had just had it, and it has to be around the area somewhere. Chrom asks that Vaike keep to the rear, as a battle is about to start. As the battle starts, Frederick asks the group to listen up, especially those who actually brought weapons; he explains the [[weapon triangle]], and it should be worked into their strategy whenever possible.
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| After one full turn of combat, Miriel arrives on the scene and joins the fray. She notices an axe lying about, wondering if someone mislaid it, a behavior she thought not possible among the Shepherds but willing to return the axe to its owner--along with a stern word or two. If Miriel returns Vaike's axe to him, she insults Vaike's intelligence before being thanked for the favor. Miriel then threatens to have Vaike's axe permanently fasten in his hands with a spell.
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| Once the battle ends, Chrom deems good riddance to the Risen. However, as Risen have appeared that far up the Northroad, Chrom and Frederick deduce no path is safe, and the group needs to stay wary. The player may save their game at this point.
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| A short time later, Chrom, Lissa, and Robin are continuing their journey when Robin spots something. Lissa is wondering if it really is a pegasus she sees; the group walks up to it and we see that it is indeed a pegasus. Chrom sees that the pegasus is hurt, and goes for a look; when Chrom gets close, the pegasus reacts violently, startling Chrom. Sumia comes onto the scene and asks for Chrom to wait a moment; as Sumia approaches her pegasus, she trips, prompting Chrom to ask Sumia if she's all right and if her boots are causing the problem. Again, Sumia is at a loss as how to word her response. Chrom asks Sumia to come no closer, as the pegasus is a crazed beast; Sumia states that she can handle the situation. Sumia asks the pegasus to be easy, that she won't hurt it.
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| Sumia gets close to the pegasus and manages to calm her. Robin asks how Sumia managed to calm the pegasus so quickly, with Lissa deeming the feat incredible and Chrom saying he's never seen anything like it. Sumia states it's nothing, that she just has a way with animals. Sumia asks that the group go on ahead, she'll dress the pegasus's wounds and catch up as soon as they're able (at this point revealing that the pegasus in question is indeed Sumia's pegasus). Chrom states he can make time to wait for Sumia, but Sumia states that she can manage, what with every moment being precious when Ylisse is in danger. Chrom asks Sumia to be safe, to which Sumia confirms.
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| ===Summary=== | | ===Summary=== |
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| ==Strategy== | | ==Strategy== |
| {{Strategy}} | | {{Strategy}} |
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| | On Normal and Hard difficulties, the enemies will start packing Iron weapons as standard issue, while on Lunatic and Lunatic+ they start packing Steel. Watch your back. There are a ton of enemies lurking about, so your first order of business is to pair up Frederick and Chrom and send Frederick to face them down. Have Frederick use his Bronze Sword on turn one to evade the Barbarians (incidentally, Hawkeye Barbarians make your life miserable on Lunatic+), pull out the Silver Lance to deal with the Soldiers and Mercenaries, and don't be afraid to chug Virion's Elixir if you need to. Between his base Speed and Chrom's class pair-up bonuses, Frederick can double the enemy Barbarians if two of the following things have happened: Chrom reached 10 Speed, Frederick and Chrom got a C-rank support, and Frederick grew a point of Speed. He can double the Soldiers too if all three have happened. Meanwhile, the other Shepherds should try to pull in the western Mercenary and dogpile him for some quick experience. Virion and the incoming Miriel's 2-range chip damage will be invaluable here. You also want Stahl and Sully to be on the left side of the small four-space safe zone you start in so you can beat a hasty retreat to the southwest corner of the map once he's dead. Once the initial wave is dealt with, heal up and grab the nearby event tile. |
| On Normal and Hard difficulties, the enemies will start packing Iron weapons as standard issue, while on Lunatic and Lunatic+ they start packing Steel. Watch your back. | | |
| | Once everyone's patched up, pair Frederick and Chrom again and send them to the northwest fort. There, Frederick can pull in the second wave of enemies and kill them. The boss of this map isn't much different from the last one, and can be dealt with using the same tactics as last time. It definitely helps if you can give this kill to Chrom or Robin. |
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| ==Trivia== | | ==Trivia== |
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Shepherds
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“
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I wondered what manner of ignoramus would mislay their weapon. Now I know.
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”
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— Miriel
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Shepherds is the second chapter in Fire Emblem Awakening. It is another chapter against Risen as the Shepherds begin their trek toward Ferox.
Plot
- Main article: Shepherds (chapter)/Script
Lissa escorts Robin into the Shepherds' garrison and introduces them to most of the rest of the Shepherds. Chrom arrives shortly afterwards and explains that they have been ordered to march to the neighboring kingdom of Regna Ferox to seek a military alliance against the new threat. The group begins to head north, but along the road is ambushed by a group of the humanoid monsters, who have been named Risen by the Ylissean war council. The Shepherds destroy the Risen. As they continue north, the group encounters an injured pegasus, and a junior member of the Shepherds named Sumia stays behind to tend to her wounds.
Summary
Lissa introduces the other Shepherds. They head north to Regna Ferox to seek military aid against the creatures from the woods, now named "Risen."
Chapter data
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin die.
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8+1
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{{{partner}}}
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{{{other}}}
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12
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{{{third}}}
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin die.
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8+1
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{{{partner}}}
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{{{other}}}
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14
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{{{third}}}
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Victory: Rout the enemy
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin die.
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8+1
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{{{partner}}}
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{{{other}}}
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16
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{{{third}}}
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The chapter's map is 15 columns by 20 rows.
Character data
Item data
Shop data
After clearing chapter 3, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in The Northroad on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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Iron Sword
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520
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Iron Lance
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560
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Iron Axe
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600
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Iron Bow
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560
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Beast Killer
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1,650
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Blessed Bow
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1,540
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Concoction
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600
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Master Seal
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2,500
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Second Seal
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2,500
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A rare item
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Varies
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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.
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- Column 4, row 14: On the northeast side of a mountain formation
- Column 10, row 7: Southwest of the northeast fort
Enemy data
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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Name
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Class
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Lv
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#
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Inventory and Skills
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Notes
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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:
Boss data
- Main article: Risen Chief
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Inventory
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Skills
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Hand Axe
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--
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Weapon Levels
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--
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--
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D
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--
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--
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--
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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On Normal and Hard difficulties, the enemies will start packing Iron weapons as standard issue, while on Lunatic and Lunatic+ they start packing Steel. Watch your back. There are a ton of enemies lurking about, so your first order of business is to pair up Frederick and Chrom and send Frederick to face them down. Have Frederick use his Bronze Sword on turn one to evade the Barbarians (incidentally, Hawkeye Barbarians make your life miserable on Lunatic+), pull out the Silver Lance to deal with the Soldiers and Mercenaries, and don't be afraid to chug Virion's Elixir if you need to. Between his base Speed and Chrom's class pair-up bonuses, Frederick can double the enemy Barbarians if two of the following things have happened: Chrom reached 10 Speed, Frederick and Chrom got a C-rank support, and Frederick grew a point of Speed. He can double the Soldiers too if all three have happened. Meanwhile, the other Shepherds should try to pull in the western Mercenary and dogpile him for some quick experience. Virion and the incoming Miriel's 2-range chip damage will be invaluable here. You also want Stahl and Sully to be on the left side of the small four-space safe zone you start in so you can beat a hasty retreat to the southwest corner of the map once he's dead. Once the initial wave is dealt with, heal up and grab the nearby event tile.
Once everyone's patched up, pair Frederick and Chrom again and send them to the northwest fort. There, Frederick can pull in the second wave of enemies and kill them. The boss of this map isn't much different from the last one, and can be dealt with using the same tactics as last time. It definitely helps if you can give this kill to Chrom or Robin.
Trivia
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English
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Shepherds
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French
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Veilleurs
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Watchmen
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Italian
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I Pastori
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The Shepherds
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Gallery
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