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Frozen Land
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Frozen Land (Japanese: 氷の大地 Icy Land) is the thirteenth chapter of Fire Emblem: Mystery of the Emblem Book II and Fire Emblem: New Mystery of the Emblem.
Plot
- Main articles: Frozen Land/Script and Frozen Land/Conversations
Marth's army nears the Ice Dragon Temple, and Xane informs Marth about Medeus's story, including why Medeus hates humanity. They fight through some Ice Dragons and make it to the temple's entrance, where Xane declares he will join Marth's army from now on. Xane also tells Marth that Gotoh intends to collect all five Spheres and restore the Binding Shield by combining them.
Chapter data
Chapter data
Mystery of the Emblem New Mystery of the Emblem
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Victory: Seize
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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: Marth dies
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1–12
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{{{partner}}}
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{{{other}}}
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21+4
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{{{third}}}
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Map dimensions: 30 columns by 30 rows
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Normal Hard/Maniac/Lunatic
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|
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Victory: Seize
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Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
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{{{partner}}}
|
{{{other}}}
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28+6−1
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{{{third}}}
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|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
|
{{{partner}}}
|
{{{other}}}
|
28+10−1
|
{{{third}}}
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|
Map dimensions: 30 columns by 30 rows
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Character data
Mystery of the Emblem New Mystery of the Emblem
Item data
Mystery of the Emblem New Mystery of the Emblem
Shop data
Mystery of the Emblem New Mystery of the Emblem
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
- The secret shop is located in the center of the non-snowy patch in the west.
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
- Only three of each item may be purchased from the secret shop.
- The secret shop is located between two trees near Beck.
Enemy data
Enemy data
Mystery of the Emblem New Mystery of the Emblem
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
|
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Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ice Dragon
|
Ice Dragon
|
16
|
1
|
37
|
14
|
0
|
19
|
15
|
0
|
18
|
12
|
--
|
Ice Breath • Master Seal
|
Stands on a gate, the chapter's seize point.
|
|
Ice Dragon
|
Ice Dragon
|
13
|
9
|
31.2
|
11
|
0
|
16.6
|
12.2
|
0
|
16
|
10.4
|
6
|
Ice Breath
|
• The two adjacent to the boss do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked. • The two due south of the boss begin moving if either of them or one of the Dark Mages or Barbarian south of them is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southern two immediately begin moving unprovoked. • The other three begin moving when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13)
|
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Ice Tribe
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Dark Mage
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12
|
2
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22.4
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0
|
5.3
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8.3
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9.3
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0
|
7.2
|
5.2
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6
|
Elfire
|
Do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked.
|
|
Ice Tribe
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Barbarian
|
14
|
2
|
27.7
|
12.5
|
0
|
11.25
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12.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk
|
• The central one begins moving if one of the nearby Ice Dragons or Dark Mages is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southeast one immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
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12
|
1
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22.4
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0
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5.3
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8.3
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9.3
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0
|
7.2
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5.2
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6
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Elfire
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Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Dark Mage
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12
|
1
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22.4
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0
|
5.3
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8.3
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9.3
|
0
|
7.2
|
5.2
|
6
|
Bolganone
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Barbarian
|
14
|
2
|
27.7
|
12.5
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0
|
11.25
|
12.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe
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Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
27.7
|
12.5
|
0
|
11.25
|
12.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
22.4
|
0
|
5.3
|
8.3
|
9.3
|
0
|
7.2
|
5.2
|
6
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Blizzard
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Immediately begins moving unprovoked.
|
|
Ice Tribe
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Thief
|
12
|
1
|
21.6
|
8.2
|
0
|
9.4
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13.5
|
0
|
5.3
|
0
|
7
|
Killing Edge
|
Moves to open the east chest, then moves to escape northeast; ignores combat, except to attack player units blocking the escape point.
|
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Ice Tribe
|
Dark Mage
|
12
|
1
|
22.4
|
0
|
5.3
|
8.3
|
9.3
|
0
|
7.2
|
5.2
|
6
|
Blizzard • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
21.6
|
8.2
|
0
|
9.4
|
13.5
|
0
|
5.3
|
0
|
7
|
Levin Sword
|
Moves to open the central chest, then moves to escape northwest; ignores combat, except to attack player units blocking the escape point.
|
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Wyvern
|
Wyvern
|
11
|
4
|
30
|
13
|
0
|
12
|
15
|
0
|
10
|
3
|
12
|
Fire Breath
|
Immediately begins moving unprovoked.
|
|
Beck
|
Horseman
|
5
|
1
|
32
|
12
|
3
|
11
|
14
|
8
|
10
|
3
|
9
|
Silver Bow • Levin Sword
|
Does not move or initiate combat until he is attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when he begins moving unprovoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ice Dragon
|
Ice Dragon
|
16
|
1
|
43.4
|
18
|
0
|
22.2
|
17
|
0
|
18
|
12
|
--
|
Ice Breath • Master Seal
|
Stands on a gate, the chapter's seize point.
|
|
Ice Dragon
|
Ice Dragon
|
13
|
9
|
37.6
|
15
|
0
|
19.8
|
14.12
|
0
|
16
|
10.4
|
6
|
Ice Breath
|
• The two adjacent to the boss do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked. • The two due south of the boss begin moving if either of them or one of the Dark Mages or Barbarian south of them is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southern two immediately begin moving unprovoked. • The other three begin moving when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13)
|
|
Ice Tribe
|
Dark Mage
|
12
|
2
|
26.4
|
0
|
8.1
|
11.1
|
12.1
|
0
|
7.2
|
5.2
|
6
|
Elfire
|
Do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
2
|
34.9
|
16.1
|
0
|
13.65
|
14.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk
|
• The central one begins moving if one of the nearby Ice Dragons or Dark Mages is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southeast one immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
26.4
|
0
|
8.1
|
11.1
|
12.1
|
0
|
7.2
|
5.2
|
6
|
Elfire
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
26.4
|
0
|
8.1
|
11.1
|
12.1
|
0
|
7.2
|
5.2
|
6
|
Bolganone
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
34.9
|
16.1
|
0
|
13.65
|
14.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Hammer
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
34.9
|
16.1
|
0
|
13.65
|
14.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
26.4
|
0
|
8.1
|
11.1
|
12.1
|
0
|
7.2
|
5.2
|
6
|
Blizzard
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
26.4
|
9.8
|
0
|
12.6
|
16.94
|
0
|
5.3
|
0
|
7
|
Killing Edge
|
Moves to open the east chest, then moves to escape northeast; ignores combat, except to attack player units blocking the escape point.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
34.9
|
16.1
|
0
|
13.65
|
14.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Poleax
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
26.4
|
0
|
8.1
|
11.1
|
12.1
|
0
|
7.2
|
5.2
|
6
|
Blizzard • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
26.4
|
9.8
|
0
|
12.6
|
16.94
|
0
|
5.3
|
0
|
7
|
Levin Sword
|
Moves to open the central chest, then moves to escape northwest; ignores combat, except to attack player units blocking the escape point.
|
|
Wyvern
|
Wyvern
|
11
|
4
|
36.4
|
15.8
|
0
|
14
|
17.8
|
0
|
10
|
3
|
12
|
Fire Breath
|
Immediately begins moving unprovoked.
|
|
Beck
|
Horseman
|
5
|
1
|
32
|
12
|
3
|
11
|
14
|
8
|
10
|
3
|
9
|
Silver Bow • Levin Sword
|
Does not move or initiate combat until he is attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when he begins moving unprovoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ice Dragon
|
Ice Dragon
|
16
|
1
|
49.8
|
22
|
0
|
25.4
|
19
|
0
|
18
|
12
|
--
|
Ice Breath • Master Seal
|
Stands on a gate, the chapter's seize point.
|
|
Ice Dragon
|
Ice Dragon
|
13
|
9
|
44
|
19
|
0
|
23
|
16.04
|
0
|
16
|
10.4
|
6
|
Ice Breath
|
• The two adjacent to the boss do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked. • The two due south of the boss begin moving if either of them or one of the Dark Mages or Barbarian south of them is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southern two immediately begin moving unprovoked. • The other three begin moving when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13)
|
|
Ice Tribe
|
Dark Mage
|
12
|
2
|
30.4
|
0
|
10.9
|
13.9
|
14.9
|
0
|
7.2
|
5.2
|
6
|
Elfire
|
Do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
2
|
42.1
|
19.7
|
0
|
16.05
|
16.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk
|
• The central one begins moving if one of the nearby Ice Dragons or Dark Mages is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southeast one immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
30.4
|
0
|
10.9
|
13.9
|
14.9
|
0
|
7.2
|
5.2
|
6
|
Elfire
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
30.4
|
0
|
10.9
|
13.9
|
14.9
|
0
|
7.2
|
5.2
|
6
|
Bolganone
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
42.1
|
19.7
|
0
|
16.05
|
16.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Hammer
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
42.1
|
19.7
|
0
|
16.05
|
16.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
30.4
|
0
|
10.9
|
13.9
|
14.9
|
0
|
7.2
|
5.2
|
6
|
Blizzard
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
31.2
|
11.4
|
0
|
15.8
|
20.38
|
0
|
5.3
|
0
|
7
|
Killing Edge
|
Moves to open the east chest, then moves to escape northeast; ignores combat, except to attack player units blocking the escape point.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
42.1
|
19.7
|
0
|
16.05
|
16.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Poleax
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
30.4
|
0
|
10.9
|
13.9
|
14.9
|
0
|
7.2
|
5.2
|
6
|
Blizzard • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
31.2
|
11.4
|
0
|
15.8
|
20.38
|
0
|
5.3
|
0
|
7
|
Levin Sword
|
Moves to open the central chest, then moves to escape northwest; ignores combat, except to attack player units blocking the escape point.
|
|
Wyvern
|
Wyvern
|
11
|
4
|
42.8
|
18.6
|
0
|
16
|
20.6
|
0
|
10
|
3
|
12
|
Fire Breath
|
Immediately begins moving unprovoked.
|
|
Beck
|
Horseman
|
5
|
1
|
32
|
12
|
3
|
11
|
14
|
8
|
10
|
3
|
9
|
Silver Bow • Levin Sword
|
Does not move or initiate combat until he is attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when he begins moving unprovoked.
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Ice Dragon
|
Ice Dragon
|
16
|
1
|
53
|
24
|
0
|
27
|
20
|
0
|
18
|
12
|
--
|
Ice Breath* • Master Seal
|
Stands on a gate, the chapter's seize point.
|
|
Ice Dragon
|
Ice Dragon
|
13
|
9
|
47.2
|
21
|
0
|
24.6
|
17
|
0
|
16
|
10.4
|
6
|
Ice Breath*
|
• The two adjacent to the boss do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked. • The two due south of the boss begin moving if either of them or one of the Dark Mages or Barbarian south of them is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southern two immediately begin moving unprovoked. • The other three begin moving when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13)
|
|
Ice Tribe
|
Dark Mage
|
12
|
4
|
32.4
|
0
|
12.3
|
15.3
|
16.3
|
0
|
7.2
|
5.2
|
6
|
Bolganone
|
• The two near the boss do not move or initiate combat until they are attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when they begin moving unprovoked. • The one near the central chest begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southeast one immediately begins moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
2
|
45.7
|
21.5
|
0
|
17.25
|
17.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk
|
• The central one begins moving if one of the nearby Ice Dragons or Dark Mages is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13). • The southeast one immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
32.4
|
0
|
12.3
|
15.3
|
16.3
|
0
|
7.2
|
5.2
|
6
|
Bolganone • Elfire
|
Begins moving if the nearby Ice Dragons, Dark Mage, or Barbarian is provoked, or when a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13).
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
45.7
|
21.5
|
0
|
17.25
|
17.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Hammer
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
45.7
|
21.5
|
0
|
17.25
|
17.95
|
0
|
8.5
|
1.65
|
6
|
Tomahawk • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
33.6
|
12.2
|
0
|
17.4
|
22.1
|
0
|
5.3
|
0
|
7
|
Killing Edge
|
Moves to open the east chest, then moves to escape northeast; ignores combat, except to attack player units blocking the escape point.
|
|
Ice Tribe
|
Barbarian
|
14
|
1
|
45.7
|
21.5
|
0
|
17.25
|
17.95
|
0
|
8.5
|
1.65
|
6
|
Silver Axe • Poleax
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Dark Mage
|
12
|
1
|
32.4
|
0
|
12.3
|
15.3
|
16.3
|
0
|
7.2
|
5.2
|
6
|
Bolganone • Vulnerary
|
Immediately begins moving unprovoked.
|
|
Ice Tribe
|
Thief
|
12
|
1
|
33.6
|
12.2
|
0
|
17.4
|
22.1
|
0
|
5.3
|
0
|
7
|
Levin Sword
|
Moves to open the central chest, then moves to escape northwest; ignores combat, except to attack player units blocking the escape point.
|
|
Wyvern
|
Wyvern
|
11
|
4
|
46
|
20
|
0
|
17
|
22
|
0
|
10
|
3
|
12
|
Fire Breath*
|
Immediately begins moving unprovoked.
|
|
Beck
|
Horseman
|
5
|
1
|
32
|
12
|
3
|
11
|
14
|
8
|
10
|
3
|
9
|
Silver Bow • Levin Sword
|
Does not move or initiate combat until he is attacked, or until a player unit ends their turn on the central island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13) when he begins moving unprovoked.
|
|
|
|
All forged
weapons have +4 might and +20 hit.
Reinforcements
Mystery of the Emblem
- Starting turn 3, continuing until 4 have appeared; whether one appear per turn is random
New Mystery of the Emblem
- For two turns after reaching the main island (columns 13–17, rows 7–12; column 12, rows 8–11; column 18, rows 8–12; and columns 14–17, row 13)
- Three Ice Dragons from each fort
- One Wyvern each from the northeast and northwest corners of the map (not on Normal)
All reinforcements are halted upon the boss Ice Dragon being defeated.
Boss data
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
- This enemy is not classified as a boss in Mystery of the Emblem.
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.
Mystery of the Emblem
The secret shop to the left contains many useful items, and is worth a visit. It has Killer weapons, Shaver tomes, Physic staves, Barrier staves and Bolganone. Aside from providing a place for you to sell unwanted items and convert them into Gold, this is the only place in the game where Physic staves can be bought without limit, so make sure to grab a few. Bolganone, on the other hand, gets its 16 might tripled to 48 when used on Ice Dragons, which is so powerful that it will always kill them one hit so long as it hits (all enemy Ice Dragons have 30 HP and 10 resistance). It has 13 uses, just enough for the 12 total Ice Dragons in the game, so buy one and only one. It can actually be a good idea to immediately rush the Secret Shop in order to get a Bolganone tome on the field as soon as possible to kill Ice Dragons efficiently.
Note that the Ice Dragons can and will move over the water to attack your units. They only deal 20 damage, and can't double, so most units will be able to safely fight one, but not two.
New Mystery of the Emblem
In order to access Chapter 13x, the player must not let any Thief escape, or must clear this chapter in a certain number of turns. The turn count of the latter requirement varies by difficulty, as follows:
Difficulty
|
Turn count
|
Normal |
20
|
Hard |
24
|
Maniac |
28
|
Lunatic |
32
|
Lunatic′ |
36
|
Etymology and other languages
Gallery
References