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Veiled Kingdom: Difference between revisions

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Because of the plot, Scarlet will permanently leave the party at the end of this chapter. If you wish for Corrin to build a [[support]] with her or to obtain her [[My Castle/Objects#Character Statues|gold statue]] for [[My Castle]], you should do so before attempting this chapter.
Because of the plot, Scarlet will permanently leave the party at the end of this chapter. If you wish for Corrin to build a [[support]] with her or to obtain her [[My Castle/Objects#Character Statues|gold statue]] for [[My Castle]], you should do so before attempting this chapter.
Also note, that from here on out, barring one exception, everything is promoted. If any of your units you plan are using aren't promoted yet, this map is where you want them to be reach promotion level - any later and they may be too weak to safely gain EXP.
As tempting as it may be to split the party up and activate each DV as soon as possible, doing so can easily invite a massacre. A combination of terrain and chokepoints can easily delay such an operation to the point where reinforcements can overwhelm your split forces. Instead, move as one large body and take advantage of the chokepoints to limit unit exposure.
Top-Left and Top-Right are generally the two safest sigils. Pick one or the other, and, utilizing Pair-up to warp two units at once, send the entire army to one of the two. From there, overwhelm the one enemy on the fort and set up a defensive formation. The plan is to take advantage of the easily-defended islands in order to safely control the flow of reinforcements in order to feed the reinforcements to units that want the EXP.
In order to control the flow of reinforcements, a tanky unit will have to hold the 1-wide pass. This unit needs to '''unequip their weapon''', as they otherwise may "suffer from success" as a result of killing too many enemies and overexposing themselves as a result. They should also be in Guard Stance, and ideally their Guard Stance partner should be carrying their weapon, for ease of access when it is needed. For the Top-Left Island, the tank is positioned 1 East, 2 South of the Fort. For the Top-Right Island, position the tank 2 West, 1 North of the Fort. The tank should also be under the influence of any damage-reducing auras, such as Sakura's personal or [[Demoiselle]]/[[Gentilhomme]]. Bring plenty of Sun Festals for healing from a safe distance.
No unit should be on the fort, but units that intend to farm EXP should have ranged weapons, as they will be attacking from a distance. Once the reinforcements start coming, the tank should be able to block them, resulting in a long line forming. Then, from each turn on, a unit should move onto the fort, shoot at one of the enemies in range, then be danced by Azura to get off the fort and back to safety. Excess units may have to remain in Pair-up to save space. Eventually, the 1-tile pass will get clogged by Snipers, and no more 1-range units will be able to reach the tank, resulting in a Sniper moving adjacent to the tank. In this case, simply have the tank equip their weapon and kill a Sniper, then have another unit trade it away, and move that unit to safety with sing. This will enable the Snipers to be removed safely one at a time, as to unclog the passageway for more EXP farming.
Eventually, the reinforcements will stop, at which point it becomes safe to move out of your positions and accomplish the rest of the mission.
As for storming the boss chamber, the strategy differs based on difficulty. On normal, there is nothing stopping a bosskiller from warping in and killing the boss. On Hard, the bosskiller now needs 7 mov to reach the boss with a 1-range weapon, or 6 mov with a 2-range weapon, to go around the boss' bodyguards. Alternatively, another unit can warp in and kill one of the blocking units. On Lunatic, it is now impossible to fight the boss without killing one of the bodyguards first. Either kill a blocking unit and rush in and immediately kill the boss to end the chapter, or warp in 7 different units to kill everyone but the boss, as the boss doesn't move.
Regardless, the boss is quite weak. Fast units will double through her 17 SPD, and her low DEF and HP make killing her with physical units fairly easy. [[Ryoma]] ORKO's her at base, even on Lunatic.


==Trivia==
==Trivia==
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