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The Face Beneath: Difference between revisions

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{{quote|How many years has it been since we last spoke? I'm so sorry... I should have come back for you sooner... I'm sure it wasn't pleasant living in House Bartels.|[[Mercedes]]}}
{{quote|How many years has it been since we last spoke? I'm so sorry... I should have come back for you sooner... I'm sure it wasn't pleasant living in House Bartels.|[[Mercedes]]}}


'''The Face Beneath''' (Japanese: {{hl|隠された素顔|Kakusareta sugao}} ''Hidden Face'') is a [[paralogue]] chapter in {{FE16}}. It is available from [[Valley of Torment|Chapter 15]] to [[The Rose-Colored River|Chapter 16]] {{Silver Snow}}/[[The Golden Deer's Plea|Chapter 19]] {{Azure Moon}}/[[Blood of the Eagle and Lion|Chapter 17]] {{Verdant Wind}} and is unavailable on the Crimson Flower route. In order to attempt this paralogue, the player must have recruited [[Mercedes]] and [[Caspar]] and neither must have fallen in battle previously.
'''The Face Beneath''' (Japanese: {{hl|隠された素顔|Kakusareta sugao}} ''Hidden Face'') is a [[paralogue]] chapter in {{FE16}}. It is available from [[Valley of Torment|Chapter 15]] to [[The Rose-Colored River|Chapter 16]] {{Silver Snow}}/[[The Golden Deer's Plea|Chapter 19]] {{Azure Moon}}/[[Blood of the Eagle and Lion|Chapter 17]] {{Verdant Wind}} and is unavailable on the Crimson Flower route. In order to attempt this paralogue, the player must have recruited [[Mercedes]] and [[Caspar]] and neither must have fallen in battle previously.


==Plot==
==Plot==
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===Enemy data===
===Enemy data===
:''On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point the enemies gain three levels.
:''On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point the enemies gain three levels.
:Every non-[[monster]] enemy other than the [[Death Knight]] begins moving after any unit enters the central forested area.''
:Every non-[[monster]] enemy other than the [[Death Knight]] begins moving after any unit enters the central forested area.''
{{Tab
{{Tab
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===Boss data===
===Boss data===
:''On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point this boss gains three levels.''
:''On Maddening, some stats are separated by a '~'. The stats to the left of the ~ are taken during Chapter 15, the earliest possible point where this paralogue may be undertaken; the stats to the right of the ~ are taken from Chapter 16 and later, at which point this boss gains three levels.''
{{main|Death Knight}}
{{main|Death Knight}}
{{Tab
{{Tab
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One of this paralogue's potential rewards is the [[Scythe of Sariel]]; it is the most accurate [[lance]] in the game with 100 [[hit]], and has high [[might]], high crit, and low [[weight (weapon)|weight]], but requires A-level in lances. If the Scythe is obtained, the Death Knight will not have it in his later encounters, instead using a [[Brave Lance]]; if the Death Knight cannot be reliably one-shot, it may be better to not obtain the lance—even with the fairly heavy Brave Lance, the Death Knight is fast enough to attack many units four times, and the Rafail Gem obtained from this paralogue will negate [[critical hit]]s outright. Alternately, the Scythe's high crit, especially in conjunction with [[Wrath]] and [[Vantage]], can be used as a somewhat reliable way to defeat the Death Knight.
One of this paralogue's potential rewards is the [[Scythe of Sariel]]; it is the most accurate [[lance]] in the game with 100 [[hit]], and has high [[might]], high crit, and low [[weight (weapon)|weight]], but requires A-level in lances. If the Scythe is obtained, the Death Knight will not have it in his later encounters, instead using a [[Brave Lance]]; if the Death Knight cannot be reliably one-shot, it may be better to not obtain the lance—even with the fairly heavy Brave Lance, the Death Knight is fast enough to attack many units four times, and the Rafail Gem obtained from this paralogue will negate [[critical hit]]s outright. Alternately, the Scythe's high crit, especially in conjunction with [[Wrath]] and [[Vantage]], can be used as a somewhat reliable way to defeat the Death Knight.


In order to obtain the Scythe of Sariel, Caspar must be the one to defeat the Death Knight. In order to one-shot the Death Knight, a unit would need (on Normal/Hard/Madding after Chapter 15) 73/83/99 physical attack or 68/77/96 magical attack; Caspar has boons and high base skill levels in [[axe]]s and [[gauntlets]], neither of which have weapons or [[combat art]]s effective against cavalry, with one exception. The axe art [[War Master's Strike]], learned by mastering [[War Master]], is effective against all units, including cavalry; however, War Master is a master class and mastering it may take some time, even with each of the saint statues' boosts. To two-shot him, a unit would need 49/56/67 physical attack or 44/50/64 magical attack, and 21/27/37 [[attack speed]]. Caspar can ignore the attack speed requirement with [[gauntlet]]s, a [[brave weapon]], or one of three [[combat art]]s which strike consecutively: [[Bombard]], [[Fierce Iron Fist]], or [[Hunter's Volley]]—each art also increased [[crit]] by 10. Hunter's Volley is the art Caspar is least likely to learn, as it requires mastering [[Sniper]], and Caspar's weakness in bows makes it harder for him to reach the requirements for the class; it is the only art of three to increase hit, though with Caspar's [[Born Fighter]], it is only a net increase of 5 points compared to the other two arts. Bows generally have similar hit to gauntlets, but usually have higher might. Caspar can learn Bombard at C+ brawling, but it only adds 3 might to each strike when gauntlets already strike twice. Fierce Iron Fist also adds little might, but it strikes three times—when striking thrice, Caspar needs 41/47/57 physical attack, or 36/41/54 magical attack with the [[Aura Knuckles]]; additionally, as Fierce Iron Fist strikes thrice, it is the art with which Caspar is the most likely to get at least one crit, potentially allowing him to defeat the Death Knight without meeting the three-shot requirement. If Caspar was not significantly invested into, he is unlikely to be able to defeat the Death Knight alone.
In order to obtain the Scythe of Sariel, Caspar must be the one to defeat the Death Knight. In order to one-shot the Death Knight, a unit would need (on Normal/Hard/Madding after Chapter 15) 73/83/99 physical attack or 68/77/96 magical attack; Caspar has boons and high base skill levels in [[axe]]s and [[gauntlets]], neither of which have weapons or [[combat art]]s effective against cavalry, with one exception. The axe art [[War Master's Strike]], learned by mastering [[War Master]], is effective against all units, including cavalry; however, War Master is a master class and mastering it may take some time, even with each of the saint statues' boosts. To two-shot him, a unit would need 49/56/67 physical attack or 44/50/64 magical attack, and 21/27/37 [[attack speed]]. Caspar can ignore the attack speed requirement with [[gauntlet]]s, a [[brave weapon]], or one of three [[combat art]]s which strike consecutively: [[Bombard]], [[Fierce Iron Fist]], or [[Hunter's Volley]]—each art also increased [[crit]] by 10. Hunter's Volley is the art Caspar is least likely to learn, as it requires mastering [[Sniper]], and Caspar's weakness in bows makes it harder for him to reach the requirements for the class; it is the only art of three to increase hit, though with Caspar's [[Born Fighter]], it is only a net increase of 5 points compared to the other two arts. Bows generally have similar hit to gauntlets, but usually have higher might. Caspar can learn Bombard at C+ brawling, but it only adds 3 might to each strike when gauntlets already strike twice. Fierce Iron Fist also adds little might, but it strikes three times—when striking thrice, Caspar needs 41/47/57 physical attack, or 36/41/54 magical attack with the [[Aura Knuckles]]; additionally, as Fierce Iron Fist strikes thrice, it is the art with which Caspar is the most likely to get at least one crit, potentially allowing him to defeat the Death Knight without meeting the three-shot requirement. If Caspar was not significantly invested into, he is unlikely to be able to defeat the Death Knight alone.


With his goal set to lances, Caspar can reach D lances in only a few weeks—even less time with instruction and seminars—which allows him to use the [[Horseslayer]] and learn [[Tempest Lance]]; at base [[strength]] using Tempest Lance and a Horseslayer, Caspar will deal 6 damage to the Death Knight on Maddening. If Caspar reaches C lances—which requires more investment than D but is still feasible—he will learn the [[Knightkneeler]] combat art; at base strength using the [[Lance of Ruin]] and Knightkneeler, Caspar will deal 23 damage to the Death Knight on Maddening. Caspar will not be able to defeat the Death Knight without help this way, but he can reliably defeat him. If Caspar has not been invested into, the Death Knight can be weakened to 1 HP and Caspar can deal the last point of damage; on Normal and Hard, with his stats and skill levels as they are when he is first recruited in the Black Eagles, Caspar can deal at least 1 damage with [[Freikugel]] or a [[Devil Axe]] and [[Smash (combat art)|Smash]]—on Maddening, he needs one point of strength from base to deal 1 damage with Freikugel and Smash. Weakening the Death Knight may be difficult, as [[Commander]] reduces the damage of [[gambit]]s and [[Counterattack (ability)|Counterattack]] does not allow ranged attackers to avoid damage. The [[Windsweep]] sword combat art, learned by [[Byleth]] and [[Dimitri]] at A and [[Yuri]] at C+, can prevent a counter attack, or the [[Subdue]] sword art, learned by mastering [[Lord]], can leave the Death Knight at 1 HP; both arts can be used with the cavalry-effective [[Rapier]].
With his goal set to lances, Caspar can reach D lances in only a few weeks—even less time with instruction and seminars—which allows him to use the [[Horseslayer]] and learn [[Tempest Lance]]; at base [[strength]] using Tempest Lance and a Horseslayer, Caspar will deal 6 damage to the Death Knight on Maddening. If Caspar reaches C lances—which requires more investment than D but is still feasible—he will learn the [[Knightkneeler]] combat art; at base strength using the [[Lance of Ruin]] and Knightkneeler, Caspar will deal 23 damage to the Death Knight on Maddening. Caspar will not be able to defeat the Death Knight without help this way, but he can reliably defeat him. If Caspar has not been invested into, the Death Knight can be weakened to 1 HP and Caspar can deal the last point of damage; on Normal and Hard, with his stats and skill levels as they are when he is first recruited in the Black Eagles, Caspar can deal at least 1 damage with [[Freikugel]] or a [[Devil Axe]] and [[Smash (combat art)|Smash]]—on Maddening, he needs one point of strength from base to deal 1 damage with Freikugel and Smash. Weakening the Death Knight may be difficult, as [[Commander]] reduces the damage of [[gambit]]s and [[Counterattack (ability)|Counterattack]] does not allow ranged attackers to avoid damage. The [[Windsweep]] sword combat art, learned by [[Byleth]] and [[Dimitri]] at A and [[Yuri]] at C+, can prevent a counter attack, or the [[Subdue]] sword art, learned by mastering [[Lord]], can leave the Death Knight at 1 HP; both arts can be used with the cavalry-effective [[Rapier]].


One final potential strategy to defeat the Death Knight can be used if Caspar's recruitment is delayed until [[To War|Chapter 12]]. If recruited in Chapter 12 and certified as a Warrior, Caspar has 35 attack with the Smash combat art, and needs 41/47/57 attack to kill the Death Knight with a single critical hit. On Normal and Hard, the [[Killer Axe+]] provides enough might to reach the threshold; on Maddening, the Freikugel has enough might to ensure a critical kills, although the [[Axe of Ukonvasara]] provides more crit chance and the 3 points needed to reach the one-shot threshold can be granted by a battalion.
One final potential strategy to defeat the Death Knight can be used if Caspar's recruitment is delayed until [[To War|Chapter 12]]. If recruited in Chapter 12 and certified as a Warrior, Caspar has 35 attack with the Smash combat art, and needs 41/47/57 attack to kill the Death Knight with a single critical hit. On Normal and Hard, the [[Killer Axe+]] provides enough might to reach the threshold; on Maddening, the Freikugel has enough might to ensure a critical kills, although the [[Axe of Ukonvasara]] provides more crit chance and the 3 points needed to reach the one-shot threshold can be granted by a battalion.


Disregarding the Death Knight, the rest of the battle is a fairly straightforward rout map. Most enemies move in relatively small groups, and can be lured and fought with little risk of being overwhelmed. However, the Sniper reinforcements from the north can pose a significant threat to Mercedes and Caspar. The reinforcements will appear on turn 10, or if any other player unit enters within two tiles of Mercedes or Caspar; moving a unit north to aid them could potentially put them in more danger, so it is best to move Mercedes and Caspar south towards other units.
Disregarding the Death Knight, the rest of the battle is a fairly straightforward rout map. Most enemies move in relatively small groups, and can be lured and fought with little risk of being overwhelmed. However, the Sniper reinforcements from the north can pose a significant threat to Mercedes and Caspar. The reinforcements will appear on turn 10, or if any other player unit enters within two tiles of Mercedes or Caspar; moving a unit north to aid them could potentially put them in more danger, so it is best to move Mercedes and Caspar south towards other units.