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Sword of Spirits: Difference between revisions

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Strategy
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==Plot==
==Plot==
{{main|Sword of Spirits/Script}}
{{main|Sword of Spirits/Script}}
Before undertaking her journey to Caelin, Lyn decides to stop by the nearby shrine where [[Mani Katti]] is enshrined to pray for a safe journey. Before Lyn has the chance to enter, a local band of ruffians suddenly seize the shrine. The leader, [[Glass]], takes the Mani Katti from the priest, but is unable to unsheathe the legendary sword. The priest informs him that the spirits looking over the blade have deemed him unworthy, prompting Glass to lock the priest away and announce that he will tear the shrine apart stone by stone; However, a villager informs Lyn of the ruffians’ plans, prompting Lyn to come to the priest’s rescue.
Before undertaking her journey to Caelin, Lyn decides to stop by the nearby shrine where [[Mani Katti]] is enshrined to pray for safe travels. Before Lyn has the chance to enter, a local band of ruffians suddenly seize the shrine. The leader, [[Glass]], takes the Mani Katti from the priest, but is unable to unsheathe the legendary sword. The priest informs him that the spirits looking over the blade have deemed him unworthy, prompting Glass to lock the priest away and announce that he will tear the shrine apart stone by stone; However, a villager informs Lyn of the ruffians’ plans, prompting Lyn to come to the priest’s rescue.


[[File:Cg fe07 03.png|thumb|right|[[Lyn]] obtaining the [[Mani Katti]].]]
[[File:Cg fe07 03.png|thumb|right|[[Lyn]] obtaining the [[Mani Katti]].]]
After Lyn and co. defeat Glass and seize the throne, causing any remaining ruffians to flee, the priest thanks Lyn by allowing her to touch Mani Katti. When Lyn touches the blade, it brightly glows. The priest tells Lyn that she has been deemed as the rightful owner of the Mani Katti by the spirits and tells her to draw the blade from its sheath. Lyn does so effortlessly. The priest sends Lyn off on her journey, allowing her to take the Mani Katti along with her. Lyn admits to [[Kent]] and [[Sain]] that she is a little uncomfortable being named the sole rightful wielder of the Mani Katti but nevertheless accepts her destiny. Having received the blessing of the spirits in the form of the Mani Katti, Lyn and co. depart for Caelin.
After Lyn and co. defeat Glass and seize the throne, causing any remaining ruffians to flee, the priest thanks Lyn by allowing her to touch Mani Katti. When Lyn touches the blade, it brightly glows. The priest tells Lyn that she has been deemed as the rightful owner of the Mani Katti by the spirits and tells her to draw the blade from its sheath. Lyn does so effortlessly. The priest sends Lyn off on her journey, allowing her to take the Mani Katti along with her. Lyn admits to [[Kent]] and [[Sain]] that she is a little uncomfortable being named the sole rightful wielder of the Mani Katti but nevertheless accepts her destiny. Having received the blessing of the spirits in the form of the Mani Katti, Lyn and co. depart for Caelin.


Meanwhile, in Caelin, a soldier of Castle Caelin informs [[Lundgren]] that Lyn is still alive. He declines to send more soldiers after her, believing that the bandits of northern Bern will do the deed for him. Lundgren then orders the soldier who delivered the news to keep feeding the poison to the current marquess, [[Hausen]].
Meanwhile, in Caelin, a soldier of Castle Caelin informs [[Lundgren]] that Lyn is still alive. He declines to send more soldiers after her, believing that the bandits of northern [[Bern]] will do the deed for him. Lundgren then orders the soldier who delivered the news to keep feeding the poison to the current marquess, [[Hausen]].


===Beginning log===
===Beginning log===
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==Strategy==
==Strategy==
{{sectstub}}
In normal mode, the player will be forced to visit the three houses nearby with each of the playable characters. Then after receiving a brief tutorial on the new terrain on the field, Forts and mountain terrain, the player is allowed to complete the chapter as they see fit.
 
One of the houses will direct your attention to the breakable wall on the west side of the shrine which is the only way to get [[Sain]] and [[Kent]] to the boss. Deal with the [[Brigand]] to the north of the breakable wall by [[Rescue (command)|rescuing]] [[Lyn]] and dropping her on forest terrain or a fort within the enemy's range. Lyn should leave the brigand on low enough [[HP]] for Kent to finish him. Break the wall with your units by having Sain weaken the wall then break it on the next turn. The brigands south of the mountainous terrain should be making their way to your units, handle them with Kent and Lyn. Once the wall is broken, you can rescue Sain with Kent and have Kent and Lyn, preferably positioned on the pillar or forest tiles, handle any remaining brigands. Despite this action resulting in Kent's [[speed]] and [[skill]] being halved, he will not get doubled nor will he have accuracy issues against the brigands. Drop Sain equipped with an [[Iron Lance]] in front of the boss. Sain kills Glass in two rounds with his base stats. Meanwhile, if there are any other enemies left, Lyn and Kent can take care of them. Once Glass is gone, seize with Lyn.
 
In hard mode, the player can initiate the above strategy earlier without having to visit the houses.   


==Trivia==
==Trivia==