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- This page is about the chapter in Fire Emblem Awakening, for the cult that this chapter is named after, see Grimleal.
The Grimleal
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“
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What in blazes?! The girl is a dragon!
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”
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— Robin, after witnessing Nowi's transformation
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The Grimleal is the eighth chapter in Fire Emblem Awakening. In this chapter, the Shepherds run into a sellsword and a dragon being pursued by a group of assailants hired by a religious cult. The Shepherds set out to protect the dragon, but things don't get to an easy start with the sellsword.
Plot
- Main article: The Grimleal/Script
Having arrived in Plegia, Chrom remarks on how little they've seen of the Plegian Guard. Frederick reports that some of their scouts spotted an engagement downfield. Chrom prepares everyone to intervene, and Frederick advises him to be mindful of the desert sands slowing their movement.
A young manakete named Nowi runs from a mercenary named Gregor who attempts to clarify that he means to prfotect her. The Shepherds arrive and assume Gregor to be hostile, demanding he keep his hands off Nowi. Chalard arrives and threatens Grima's wrath upon Nowi, causing the Shepherds to prioritize protecting Nowi and sort Gregor out later. As the battle begins, Chrom notices the three villages and states that they must be warned, preferably by someone unburdened by the sand.
After Nowi engages in battle, Robin is surprised that she turned into a dragon, and Chrom wonders if she is a manakete.
Once the battle ends, Nowi begins to cry; Gregor attempts to comfort her before offering his services as a mercenary to the Shepherds. Frederick suggests that they take Nowi along as well, both to protect her from being sold on the slave market or falling into the Grimleal's hands and to bolster their strength with a creature as strong as a manakete. When Robin asks who the Grimleal are, Frederick states that the Grimleal are followers of Grima, the dragon the first exalt of Ylisse defeated a thousand years ago, and that some yearn for Grima's return. Flavia suggests the Shepherds rest, as they're near the Plegian capital and they'll need all their strength once they get there.
Summary
Chrom and Lissa learn their sister is to be put to death, and launch a rescue mission. On the way, they battle the Grimleal: the fell dragon's loyal followers.
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 dies
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10+2
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{{{partner}}}
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{{{other}}}
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20
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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 dies
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10+2
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{{{partner}}}
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{{{other}}}
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23
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{{{third}}}
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The chapter's map is 16 columns by 22 rows.
Character data
Note: The returning characters list does not include any characters recruitable in paralogues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, 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 Border Sands 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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Steel Sword
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840
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Steel Lance
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910
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Steel Axe
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980
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Steel Bow
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910
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Elwind
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910
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Hammer
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1,850
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Ward
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2,150
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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 16, row 11: On a plain tile six squares east of an Iron Lance Cavalier
- Column 6, row 19: Near the oasis, north of another Iron Lance Cavalier
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Unknown
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Fighter
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8
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4
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31~32
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13~14
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0
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10~11
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8~9
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8~9
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5~6
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0~1
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5
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Steel Axe HP +5 • Zeal Can have 0-1 skill(s) at random
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• The eastern two immediately begin moving unprovoked. • The furthest southern one will not move until a unit is in range of at least two of the following—him, the two nearby Myrmidons, or the two nearby Dark Mages—or until one of them is fought; in either case, he begins moving. • The furthest western one will not move until a unit is in range of both him and the nearby Dark Mage, or until either of them is fought.
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Unknown
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Myrmidon
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8
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1
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26~27
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9~10
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1
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14~15
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15~16
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9~10
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4~5
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3
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5
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Killing Edge Avoid +10 Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Dark Mages, or the nearby Myrmidon—or until one of them is fought; in either case, he begins moving.
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Unknown
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Dark Mage
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8
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4
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28~29
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1
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8~9
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6~7
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6~7
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4~5
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5~6
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4~5
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5
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Flux Hex • Anathema Can have 0-1 skill(s) at random
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• The northern three immediately begin moving unprovoked. • The southern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Myrmidons, or the nearby Dark Mage—or until one of them is fought; in either case, he begins moving.
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Unknown
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Myrmidon
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8
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2
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26~27
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9~10
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1
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14~15
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15~16
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9~10
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4~5
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3
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5
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Steel Sword Avoid +10 Can have 0-1 skill(s) at random
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• The northern one immediately begins moving unprovoked. • The southern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the nearby Myrmidon, or the two nearby Dark Mages—or until one of them is fought; in either case, he begins moving.
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Unknown
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Dark Mage
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8
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2
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28~29
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1
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8~9
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6~7
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6~7
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4~5
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5~6
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4~5
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5
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Elwind Hex • Anathema Can have 0-1 skill(s) at random
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• The southeastern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Myrmidons, or the nearby Dark Mage—or until one of them is fought; in either case, he begins moving. • The northwestern one will not move until a unit is in range of both him and the nearby Fighter, or until either of them is fought.
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Unknown
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Dark Mage
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8
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1
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28~29
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1
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8~9
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6~7
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6~7
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4~5
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5~6
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4~5
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5
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Elfire Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Fighter
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8
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1
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31~32
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13~14
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0
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10~11
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8~9
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8~9
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5~6
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0~1
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5
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Iron Axe HP +5 • Zeal Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Myrmidon
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8
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2
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26~27
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9~10
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1
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14~15
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15~16
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9~10
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4~5
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3
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5
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Iron Sword Avoid +10 Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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1
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28~29
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11~12
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0
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10
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9~10
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7~8
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6~7
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1~2
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7
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Steel Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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2
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28~29
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11~12
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0
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10
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9~10
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7~8
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6~7
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1~2
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7
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Iron Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Dark Mage
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8
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1
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28~29
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1
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8~9
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6~7
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6~7
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4~5
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5~6
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4~5
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5
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Elthunder Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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1
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28~29
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11~12
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0
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10
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9~10
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7~8
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6~7
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1~2
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7
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Steel Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Chalard
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Dark Mage
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12
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1
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36
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2
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12
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9
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10
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6
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7
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11
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-
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Nosferatu • Energy Drop Hex
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--
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Unknown
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Fighter
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8
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4
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39
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17
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0
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14
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11
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12
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6
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1
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5
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Silver Axe HP +5 • Zeal Can have 0-1 skill(s) at random
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• The eastern two immediately begin moving unprovoked. • The furthest southern one will not move until a unit is in range of at least two of the following—him, the two nearby Myrmidons, or the two nearby Dark Mages—or until one of them is fought; in either case, he begins moving. • The furthest western one will not move until a unit is in range of both him and the nearby Dark Mage, or until either of them is fought.
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Unknown
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Myrmidon
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8
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1
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33
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13
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1
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18
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19
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13
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5
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4
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5
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Killing Edge Avoid +10 Can have 0-1 skill(s) at random
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Will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Dark Mages, or the nearby Myrmidon—or until one of them is fought; in either case, he begins moving.
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Unknown
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Dark Mage
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8
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4
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36
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1
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11
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9
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9
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7
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6
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6
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5
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Nosferatu Hex • Anathema Can have 0-1 skill(s) at random
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• The northern three immediately begin moving unprovoked. • The southern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Myrmidons, or the nearby Dark Mage—or until one of them is fought; in either case, he begins moving.
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Unknown
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Myrmidon
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8
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2
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33
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13
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1
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18
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19
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13
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5
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4
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5
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Silver Sword Avoid +10 Can have 0-1 skill(s) at random
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• The northern one immediately begins moving unprovoked. • The southern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the nearby Myrmidon, or the two nearby Dark Mages—or until one of them is fought; in either case, he begins moving.
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Unknown
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Dark Mage
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8
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2
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36
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1
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11
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9
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9
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7
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6
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6
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5
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Arcwind Hex • Anathema Can have 0-1 skill(s) at random
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• The southeastern one will not move until a unit is in range of at least two of the following—him, the nearby Fighter, the two nearby Myrmidons, or the nearby Dark Mage—or until one of them is fought; in either case, he begins moving. • The northwestern one will not move until a unit is in range of both him and the nearby Fighter, or until either of them is fought.
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Unknown
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Dark Mage
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8
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1
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36
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1
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11
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9
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9
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7
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6
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6
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5
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Arcfire Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Fighter
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8
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1
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39
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17
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0
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14
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11
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12
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6
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1
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5
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Steel Axe HP +5 • Zeal Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Myrmidon
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8
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2
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33
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13
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1
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18
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19
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13
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5
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4
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5
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Steel Sword Avoid +10 Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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1
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36
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15
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0
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13
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13
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11
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8
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2
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7
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Silver Lance • Steel Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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2
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36
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15
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0
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13
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13
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11
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8
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2
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7
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Steel Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Dark Mage
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8
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1
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36
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1
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11
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9
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9
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7
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6
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6
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5
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Arcthunder Hex • Anathema Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Unknown
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Cavalier
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8
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1
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36
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15
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0
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13
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13
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11
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8
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2
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7
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Silver Lance Outdoor Fighter Can have 0-1 skill(s) at random
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Immediately begins moving unprovoked.
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Chalard
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Dark Mage
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12
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1
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43
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2
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14
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11
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12
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8
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8
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13
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-
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Nosferatu* • Energy Drop Hex
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--
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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: Chalard
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
On Lunatic difficulty, this is the first chapter in the game to give enemies forged weaponry (tied with A Strangled Peace, unlocked at the same time).
Trivia
- As Awakening includes classes that can utilize both physical and magical implements, it is not immediately apparent as to which classes qualify as mage classes for purposes of desert movement. The Tactician tree, despite having access to tomes, is not considered a mage class for this purpose; on the other end of the spectrum, the War Monk and War Cleric classes, by virtue of being the advanced forms of the clearly-magical Priest and Cleric classes, are considered mage classes even though their means of offense is the axe.
- Despite taking place entirely in a desert, this chapter does not offer any hidden treasure, a departure of typical desert chapter practice. The same is also true of the following chapter.
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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The Grimleal
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French
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Disciples des ténèbres
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Disciples of darkness
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Italian
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I Seguaci di Grima
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Grima's Followers
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.