Fort Dandrum
|
|
|
Location
|
Fort Dandrum, Thracia
|
Boss(es)
|
Kempf
|
Previous chapter(s)
|
Nowell Valley
|
Next chapter(s)
|
|
Side quest conditions
|
Fred is alive, the courtyard trap was triggered, and the chapter was completed within 30 turns.
|
|
Fort Dandrum (Japanese: ダンドラム要塞 Fort Dandrum) is eleventh chapter of Fire Emblem: Thracia 776. In order to play the side quest after, the player must complete this chapter in fewer than 30 turns, place Leif in the center courtyard, and allow Fred to survive.
Plot
- Main article: Fort Dandrum/Script
Olwen enters Fort Dandrum to inform Kempf about the attack on Fort Nowell. She begs him for reinforcements, but he refuses to send them, claiming that the attack might be a ploy for them to leave Fort Dandrum undefended. Olwen is incredulous about this, but Kempf threatens her with punishment if she does something rebellious. He then proceeds to insult Reinhardt, Olwen's brother, causing Olwen to draw her sword, which in turn prompts Kempf to imprison Olwen in the fortress's dungeon.
Fred enters the chamber and requests an explanation of Olwen's imprisonment. Kempf tells him that Olwen tried to kill him and therefore she was jailed for treason. He then asks Fred to ride out and meet the attackers in Olwen's place, forbidding him from retreating. Fred wants to protest, but ultimately resigns himself to his fate and leaves the room.
The battle begins, and during it, Kempf lures Leif's forces into a trap. When the trap triggers, Leif admonishes House Friege for its underhanded tactics, and Fred concurs. Fred refuses to fight Leif and instead escapes the fortress southward after Leif's army storms the gates. Then, Leif conquers the fortress and Kempf retreats from it.
If the battle did not take a long time, August suggests they should free the children in the fortress's dungeon. If the battle did take a long time, Dryas suggests they make haste for Tarrah and leave the fortress behind.
Chapter data
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Leif dies
|
8–14
|
{{{partner}}}
|
0+1
|
28+2−1
|
{{{third}}}
|
|
|
Units are arranged based on their position in deployment order after Leif.
If Leif or a unit carrying him waits in the northern courtyard (columns 5–11, rows 8–11; will not activate if Leif is transferred to a unit already in that range) before Kempf leaves the map, six doors—three above the yard and three below—and two Ballistae appear, and Fred becomes an NPC. Any units present where a door appears will be moved away; however, this can cause glitched behaviors for units being carried.
Units captured in this chapter will return in Chapter 11x, rather than in 21x. Enemies that have captured units will attempt to escape through the single tile-wide opening on the north edge of the map.
Character data
Item data
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.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Friege
|
Lance Armor
|
10
|
2
|
20~32
|
4~16
|
0~12
|
0~12
|
0~12
|
0~12
|
8~20
|
9~20
|
5~6
|
Javelin • Vulnerary • Door Key
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
15
|
1
|
20~37
|
4~20
|
0~17
|
0~17
|
0~17
|
0~17
|
8~20
|
9~20
|
5~6
|
Poison Lance • Antitoxin • Door Key
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
12
|
1
|
20~34
|
4~18
|
0~14
|
0~14
|
0~14
|
0~14
|
8~20
|
9~20
|
5~6
|
Javelin • Vulnerary
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
14
|
2
|
20~36
|
4~20
|
0~16
|
0~16
|
0~16
|
0~16
|
8~20
|
9~20
|
5~6
|
Long Lance
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
9
|
2
|
20~31
|
4~15
|
0~11
|
0~11
|
0~11
|
0~11
|
8~19
|
9~20
|
5~6
|
Long Lance
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
12
|
1
|
20~34
|
4~18
|
0~14
|
0~14
|
0~14
|
0~14
|
8~20
|
9~20
|
5~6
|
Javelin • Vulnerary • Door Key
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Friege
|
Lance Armor
|
13
|
1
|
20~35
|
4~19
|
0~15
|
0~15
|
0~15
|
0~15
|
8~20
|
9~20
|
5~6
|
Long Lance
|
Authority: Kempf Moves to attack units in range; otherwise moves randomly.
|
|
Kempf
|
Mage Knight
|
10
|
1
|
40
|
12
|
9
|
12
|
12
|
10
|
9
|
14
|
5
|
Meisterschwert • Thoron • Venin Sword • Vulnerary • Vulnerary Immortal*
|
Authority: ★★★ Action: ★ • Does not move; stands on a throne, the chapter's seize point. • Cannot be captured. • Leaves the map the enemy phase after being fought.
|
|
Friege
|
Mage
|
12
|
2
|
18~32
|
0~14
|
2~16
|
2~16
|
3~17
|
0~14
|
0~14
|
4~18
|
6~7
|
Thunder
|
Authority: Kempf Does not move.
|
|
Friege
|
Soldier
|
10
|
1
|
20~32
|
3~15
|
0~12
|
0~12
|
0~12
|
0~12
|
1~13
|
6~18
|
5~6
|
Javelin
|
Authority: Kempf Moves to attack units in range.
|
|
Friege
|
Soldier
|
14
|
1
|
20~36
|
3~19
|
0~16
|
0~16
|
0~16
|
0~16
|
1~17
|
6~20
|
5~6
|
Javelin
|
Authority: Kempf Moves to attack units in range.
|
|
Friege
|
Axe Armor
|
15
|
4
|
20~37
|
4~20
|
0~17
|
0~17
|
0~17
|
0~17
|
8~20
|
9~20
|
5~6
|
Poison Axe
|
Authority: Kempf • Moves to attack units in range. • The bottom right one leaves before the start of turn 1; the bottom left one moves to be 1 tile south of Kempf.
|
|
Friege
|
Soldier
|
12
|
1
|
20~34
|
3~17
|
0~14
|
0~14
|
0~14
|
0~14
|
1~15
|
6~20
|
5~6
|
Javelin
|
Authority: Kempf Moves to attack units in range.
|
|
Friege
|
Bishop
|
10
|
1
|
20~32
|
0~12
|
5~17
|
2~14
|
2~14
|
0~12
|
1~13
|
4~16
|
5~6
|
Thunder • Physic
|
Authority: Kempf Moves in front of Kempf during a scripted event before turn 1.
|
|
Friege
|
Soldier
|
14
|
2
|
20~36
|
3~19
|
0~16
|
0~16
|
0~16
|
0~16
|
1~17
|
6~20
|
5~6
|
Long Lance
|
Authority: Kempf Begins moving if any of the southern Soldiers or Archers are provoked.
|
|
Friege
|
Soldier
|
8
|
3
|
20~30
|
3~13
|
0~10
|
0~10
|
0~10
|
0~10
|
1~11
|
6~16
|
5~6
|
Short Lance
|
Authority: Kempf Begins moving if any of the southern Soldiers or Archers are provoked.
|
|
Friege
|
Archer
|
12
|
2
|
20~34
|
3~17
|
0~14
|
0~14
|
0~14
|
0~14
|
1~15
|
6~20
|
5~6
|
Long Bow • Killer Bow
|
Authority: Kempf Begins moving if they or any of the southern Soldiers are provoked.
|
|
Fred
|
Paladin
|
2
|
1
|
33
|
10
|
4
|
11+5
|
10
|
4
|
9
|
11
|
9
|
Lightning Sword • Vulnerary
|
• Does not move. • Becomes an NPC after Leif enters the northern courtyard and springs a trap (the trap does not activate and Fred does not become an NPC if Kempf has left the map).
|
|
|
|
Reinforcements
- Upon Leif entering the northern courtyard (columns 5–11, rows 8–11); does not appear if Kempf has left the map
- 2 Ballistae; one from just north of the western and eastern stairs each
NPC data
Boss data
- Main article: Kempf
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This chapter starts out with a clump of trees that will significantly reduce every unit's movement except Karin. The two archers that rush at you at the start have Killer Bows, so the player should be mindful of them.
The Lance Armors in the center should be killed before moving Leif into the center to improve Fred's survivability. Once Leif enters the center area, three doors will shut on both sides of the area, so the player should bring several Door Keys and Lifis or Lara (note that several of the Lance Armors have stealable door keys). Additionally, two ballistae will spawn on the stairs, both of which will always have 25 attack, enough to bring Fred to 1 HP if they both hit. Fred cannot be healed by the player's staves, but fortunately, he has a Vulnerary. Even so, the southern doors should be opened as quickly as possible so he can escape alive. The player can also use weak units to bait the ballistae's fire, or Warp a unit in to kill a ballista, to help Fred survive.
Once Fred escapes, the only threats left are Kempf's guards. Kempf himself is very easy, as he warps away the turn after the player attacks him. He should be attacked from range to avoid a counter from his Meisterschwert. The only point of notice is the turn limit of 30 for the side quest chapter, but this can be reliably achieved without much hassle.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English (unofficial)
|
• Dandrum Fortress • Fort Dundrum
|
• Used in FireLizard's translation. • Used in the Lil' Manster fan translation patch; from Dundrum, a suburb in Dublin.
|
Japanese
|
ダンドラム要塞
|
Fort Dandrum
|
|
Gallery