- This page is about the chapter in Fire Emblem Awakening; for the cult that this chapter is named after, see Grimleal.
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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 Gregor and Nowi—a mercenary and a manakete, respectively—who are being pursued by the Grimleal cult.
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, and Chrom prepares everyone to intervene. The Shepherds discover that a group of hostiles are attacking a manakete named Nowi and her self-appointed protector, the mercenary Gregor. The Shepherds step in and eliminate the enemies. After the battle, the Shepherds take Nowi into their care; if Gregor survived the battle, they hire him as well. Frederick explains that the attackers were likely members of the Grimleal, a fanatical cult dedicated to the worship and resurrection of the fell dragon Grima.
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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Map dimensions: 16 columns by 22 rows
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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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Map dimensions: 16 columns by 22 rows
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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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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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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).
This map is a very good map to be a Pegasus Knight. The enemy forces are comprised of Fighters and Cavaliers who are impeded by the desert terrain, and Dark Mages who are poor in combat and countered by Pegasus Knights. Cordelia, who joined in the previous chapter with good bases, should have no trouble acquiring a few levels. If you can get her to level 10 by Chapter 10, you can promote her to Falcon Knight and have the utility of a flying healer.
At the start of the map, send Robin south to clear a path so Nowi and Gregor can escape. Note that Nowi has six movement, so keeping Gregor as her pair-up partner. Once they're safe, give Robin as many kills as she needs to hit level 20 and give the rest to Cordelia. Have Robin unequip her weapons and hit the southwest village to claim the first Master Seal. Promote her immediately to make her borderline unstoppable, claim the other two villages, and obliterate Chalard and his goons.
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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--
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Spanish
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La Orden de Grima
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The Order of Grima
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French
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Disciples des ténèbres
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Disciples of darkness
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German
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Die Grimleal
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The Grimleal
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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.