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Arcadia (chapter)
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“ | This sandstorm...has always protected our village from intruders... | ” | — Sophia to Roy |
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Arcadia (Japanese: 理想郷 Arcadia) is the fourteenth chapter of Fire Emblem: The Binding Blade. In order to play the side quest after, this chapter must be completed before the enemy phase of turn 25 and Sophia must be alive.
Plot
- Main article:
Arcadia (chapter)/Script
Igrene, the Guardian of Nabata, hides the Divine Dragon Fae from Bern's soldiers searching for her. Meanwhile, Randy, a Bernese soldier, wonders why General Narcian has not arrived. The wyvern rider Zeiss tells him Narcian is not coming, and that the reinforcements they received are all they will get. Randy sends Zeiss off to report the Lycian Army's advances to King Zephiel.
To reach Arcadia, the Lycian Army must cross a great desert amidst a sandstorm. Sophia explains that the sandstorm exists to protect Arcadia. Unbeknownst to Roy, the bandits Rose and Maggie have followed the army into the desert and aim to rob Arcadia.
The Lycian Army crosses the desert despite the bandits on their trail, and defeat Randy. If Roy makes it to Arcadia in time, Sophia will tell him that the legendary tome Forblaze is hidden within. Roy realizes that the legenday weapon must be the reason for the Bernese army's arrival in Arcadia, and hurries inside to retrieve the weapon before Bern's forces do.
If Roy tarries too much, Randy will seal off all pathways into the temple before his defeat. Roy then encounters the elder of Arcadia, as well as Igrene and Fae. The elder is shocked that Bern is working together with dragons, but can sadly offer no further information. Igrene mentions an evil force Sophia sensed from Bern's army before her capture, and that it may relate to the dragons with Bern. At Roy's question of how Sophia sensed such a thing, the elder reveals that Sophia is half-dragon.
Igrene joins the Lycian Army. Though Fae wishes to join as well to see the outside world, the elder does not let her. However, once Roy and Igrene leave, Fae sneaks outside to follow them.
Chapter data
Normal Hard
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Victory: Seize the castle gate | Player | Enemy | ||||
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Defeat: Roy dies | 1–11+2 | 31+22 | ||||
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Character data
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New units
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Required characters
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Available characters
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Item data
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Shop data
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
Name | Cost | |
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Steel Sword | 600 | |
Steel Blade | 1,250 |
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.
Normal Hard
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Reinforcements
- Enemy phase of turn 7
- Rose, 1 Brigand with a Killer Axe, 1 level 17 Brigand with a Steel Axe and a Hand Axe, 1 level 16 Brigand with a Steel Axe, and 1 level 15 Brigand from west of the player's starting location
- Maggie, 1 Brigand with a Killer Axe, 1 level 16 Brigand with a Steel Axe and a Hand Axe, 1 level 17 Brigand with a Steel Axe, and 1 level 14 Brigand from south of the player's starting location
- Enemy phase of turns 8–10
- (Hard Mode only) Enemy phase of turns 13, 15, and 17
- 1 level 16 Brigand with a Steel Axe and a Hand Axe, 1 level 17 Brigand with a Poison Axe, 1 level 17 Brigand with a Poison Axe and a Hand Axe, and 1 level 18 Brigand with a Poison Axe from the southeast corner of the map
- (Hard Mode only) Enemy phase of turns 14, 16, and 18
- 1 level 16 Brigand with a Steel Axe and a Hand Axe, 1 level 17 Brigand with a Poison Axe, 1 level 17 Brigand with a Poison Axe and a Hand Axe, and 1 level 18 Brigand with a Poison Axe from the north edge of the map
Boss 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.[1]
- Main article:
Randy
Normal Hard
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- Main article:
Rose
Normal Hard
- Main article:
Maggie
Normal Hard
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
The map is predominantly covered in sand, which will significantly slow down most of your units, just like in Chapter 9. Movement for mounted units, Knights, and Fighters will be heavily restricted. Flying units like Wyvern Riders and Pegasus Knights, as well as non-mounted magic classes like Mages and Shamans, are unaffected by the sand. Consider using these units, along with archers and other units that are around level 10-15, especially since you will face Wyvern Riders and Wyvern Lords among the enemy ranks.
Make sure to bring along two Thieves equipped with Torches; their movement will not be as hindered on the sand, and they are effective for finding buried items. Also, bring a Priest because Clarine and Cecilia are less useful in this scenario. They can, however, serve as distractions if positioned away from enemies.
Most enemies won't move unless you enter their attack range. Use this to your advantage by positioning your units just outside of their reach, then attacking on the next turn. This strategy works well against the three Manaketes: place your magic units three squares away from them and then go all out on the following turn. You can also use bait tactics: position a unit that can dodge well or withstand multiple hits to lure enemies toward you.
Your thieves should focus on retrieving treasures but stay out of enemy attack ranges. With the main group, head to the top-right corner of the map to deal with a cluster of dragons. Try to acquire the Silver Card, which offers a 50% discount in shops. Pegasus units, if trained or promoted, will make quick work of the sword-wielding Mercenaries and Heroes. You can also use ranged attacks from the other side of the cliff for this purpose.
Place two sword units at the bottom of the map with Vulneraries to handle the incoming Brigand reinforcements. They aren't particularly strong, but some carry Killer Axes and are followed by Berserkers, who have high critical bonuses.
The sandstorm will clear after turn 25 but, if you wait until then, you will lose the opportunity to unlock the optional Chapter 14x. Don't forget to buy some Pure Water; it's very useful in this stage.
As for the Berserker bosses, Rose appears with the left reinforcement group, and Maggie with the right. They have a critical hit rate of nearly 40%, so it's best to face them with sword units—preferably Myrmidons or Mercenaries at level 15 or above—that have at least 70-80 evasion, considering the weapon triangle bonus. While these bosses have a 90% hit rate, a 40% evasion rate should suffice for the rest of the enemies. Stick with these units until all enemies are defeated to gain a substantial amount of EXP.
Finally, the guardian at Arcadia's entrance always deals 10 points of damage. Attack him from a distance first and then move in for close-range attacks to finish him off.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Arcadia |
Used in leftover text from the data transfer menu in the English version of Fire Emblem: The Blazing Blade. |
English (unofficial) |
Arcadia |
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Japanese |
理想郷 |
Arcadia |
Gallery
References
← Rescue Mission • | Arcadia | • The Dragon Child → • The Infernal Truth (side quest) → |
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