||...Something strange is here. I can feel it in the air.
Genesis (Japanese: 創られし命 Crafted Life) is chapter 22x of Eliwood's tale and chapter 23x of Hector's tale in Fire Emblem: The Blazing Blade. To play this chapter, the player must have recruited Hawkeye and gained at least 700 exp in the previous chapter.
- Main article: Genesis/Script
If Hector's tale is being played, the chapter opens with Kishuna reminiscing on his creation by Nergal. Nergal muses to himself. Nergal then decides on the name "Kishuna", thinking it would be unfitting of one with emotions to be called naught but a number. Nergal's musings become philosophical, wondering what he has become, now that he has crafted artificial life. The scene then cuts to Eliwood and the others.
After finding Pent and having fell into quicksand, Eliwood's group find themselves in mysterious ruins. The group soon comes to notice an odd feeling in the air. Depending on the tale, either Hector or Eliwood does most of the talking. Eliwood mentions that this feeling occurred on the Dread Isle shortly before magic ceased functioning. Hector describes it as a prickly feeling that set everyone on edge. Hawkeye and Pent both recognize that description as matching that of a Magic Seal.
Shortly, the ruins shift, and enemy morphs appear. Pent speculates that the magic seal created the strange ruins, and defeating them would free them from the maze. Hector is quite happy with this arrangement, being comfortable as long as there is someone there for him to hit. Hawkeye says he will fight and Pent decides to stay behind to defend the others in the group. A small force is chosen to go out and fight the magic seal. Preparations occurs at this point.
After organizing themselves, Eliwood and Hector move further into the ruins. Hawkeye notices something and tells everyone to stop. It is at this moment a wall materializes, cutting the group in half and separating them into different parts of the maze. Eliwood is silent in response to this, though Hector yells out threats.
After Kishuna is defeated Eliwood wonders what kind of creature Kishuna is, mentioning that he is humanoid in shape, but seemingly nothing else. Ninian makes a sudden comment that a magic seal's existence is heresy. Pent offers little explanation, simply saying there are many mysterys in the world.
With Kishuna gone, the group is free to leave. Before leaving, Hawkeye makes an odd comment to Ninian, "...Daughter of...", though he cuts himself off and simply tells Ninian to stay strong. It seems Hawkeye has realized something important about Ninian.
Regardless, everyone leaves the ruins and continue on their journey to meet with a living legend.
- This chapter has no beginning log.
|Victory: Defeat all enemies
|Defeat: Eliwood, Hector, or Lyn dies
- Note: The archer, fighter, knight, and mercenary only appear if you open the door to Kishuna's room before attacking him. If you attack Kishuna before the door to his room is opened, the mage, monk, shaman, and troubadour appear instead.
- Main article: Kishuna
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
While the enemy units have a decent number of door keys, it is recommended that you bring a staff unit with the Unlock staff, a thief, or any door keys and chest keys you may have in order to clear this chapter as quickly as possible. You should also bring units that can knock down walls quickly like Hector with a Silver Axe, Hawkeye with a Brave Axe, or an archer/nomad with the Brave Bow. This chapter is a great opportunity to train slightly under leveled units or a recent recruit like Heath since most of the mages will not be able to fight back.
Merlinus is in no danger if you deploy him, so feel free to do so. If you have been training a bow-wielding unit, this will most likely be one of their best maps. Most enemies have ranged weapons and will be forced to fight at two range if they are attacked through a wall, meaning that archers no longer suffer from a bad enemy phase. Additionally, if you do not bring a thief, you will usually have to fight units through a wall to get their door key. Having access to reliable damage with the Longbow will be useful for these moments by either killing the unit themselves and taking the key or reducing them to one-shot range for another unit.
Please note that in Hector's Tale, Kishuna will move in his confined space. Generally, he will follow the closest magic user if you brought any. This can be circumvented by rescuing said magic user and bringing them to the other side of the map which will give them a few turns to attack or use staves before Kishuna reaches them again. Kishuna's movements might allow the Sage with the Bolting tome to attack your units without leaving his room. That sage will be a constant nuisance for 5 turns so make sure to take him out early. Alternatively, you could bring a mage and move them close to that sage. Kishuna, will follow your unit and leave that sage unable to use Bolting.
The magic enemy units can be deceptively difficult to kill as when they are within Kishuna's magic seal range, they suffer no penalties to their AS from the weight of their tomes since they are technically not equipped.
As for killing Kishuna, do not even bother. It is nearly impossible to kill Kishuna on this map and, fortunately, you do not need to do so for any secret ending. Kishuna will disappear if he is attacked once and after he disappears all doors will open, all breakable walls will break, and magical reinforcements will spawn inside the room. Kishuna will also disappear and call a different set of reinforcements if you open the door to his room. Please take note that opening the door to Kishuna's room will not cause all other doors to open or all walls to break. Nevertheless, if you still want to kill Kishuna, you will need to hit him with an attack of 32 damage (Kishuna's defense not counted) and it must be a crit and Kishuna must be against the positioned against a wall, unless you want to try to kill him with a Longbow. The only kind of unit capable of pulling this off is an over-leveled Sniper or Nomadic Trooper with 23 strength and a Killer Bow or with 22 strength and a Brave Bow. You can also use Filla's Might to get a unit that much strength but you will still need a crit. The other option is to get a double crit with a Brave Bow which is very improbable and will likely require RNG manipulation. On Hector hard mode, you will need four more strength than the calculations listed above, which requires use of Filla's Might. In short, Kishuna is practically impossible to kill except with a unit that's nearly been maxed out with the arena, and at that point they do not need the experience. The only reason to fight Kishuna is to open all the doors and breakable walls.
This map is also your last chance to train your lords to influence which version of the next chapter you will play. To play Linus's version of the chapter the combined levels of the lords must be at or above 50. If the lords do not meet this requirement, you will play Lloyd's version instead.
Etymology and other languages
|Names, etymology and in other regions
||Definition, etymology and notes
Kishuna recalling his creation at the hands of Nergal.
- Images from the Fire Emblem 0205 and 0219 prototypes.
Kishuna recalling his creation at the hands of Nergal in the prototype.