Ilia's Salvation
|

|
|
Location
|
Edessa
|
New units
|
Juno
|
Boss(es)
|
Roartz
|
Previous chapter(s)
|
Bitter Cold
|
Next chapter(s)
|
|
Sidequest conditions
|
- Zelot and Juno are recruited and alive
- Chapter is completed within 25 turns
|
|
“
|
When we take this castle, we can use it as a base to launch attacks on Bern.
|
”
|
— Roy to Guinivere
|
Ilia's Salvation (Japanese: イリア解放 Ilia's Liberation) is Chapter 20A of Fire Emblem: The Binding Blade. In order to play the sidequest after, this chapter must be completed within 25 turns and Juno and Zelot must be recruited and alive.
Plot
- Main article: Ilia's Salvation/Script
The Etrurian Army reach Edessa in the northeast of Ilia. Castle Edessa is both Zelot's home and the mercenaries' headquarters, but was taken by Bern during Zelot's absence and used as Bern's stronghold for their invasion of Ilia. With General Murdock back in Bern, the former Etrurian High Chancellor Roartz remains in charge of Bern's last Ilian base.
Roartz requests aid from the mercenary groups Bern hired, yet none respond after Sigune's death. Even Zelot's troop cannot be found, since they've joined the Etrurian Army, even though Roartz is holding Zelot's wife Juno hostage in the castle dungeon.
Outside, Roy asks Guinivere more about her family. She explains that she and Zephiel are half-siblings. Her father and Zephiel's mother had been in a loveless political marriage. He truly wanted to be with his lover, Guinivere's mother, and loathed Zephiel because of this circumstance. Despite this, Zephiel strived to be the perfect son for his father's affection. Before Guinivere can explain more, the battle around Castle Edessa begins.
If Juno reunites with any of her family members, including her sisters Shanna and Thea as well as her husband Zelot, she will join the Etrurian Army in battle. Additionally, if she and Zelot survive after Roartz's defeat, Merlinus will receive a report of that ruins containing a legendary lance used in the Scouring are nearby. Roy then decides to head for the ruins immediately.
If either Juno or Zelot die, or the battle drags on for too long, Roy will instead resume his conversation with Guinivere once Roartz is dead and the castle is secured. She tells him that her father was jealous of Zephiel's talents because he was so ordinary, and wished to prevent Zephiel's ascension, going so far as to promise Bern's throne to Guinivere's future husband. Yet the people of Bern wished for Zephiel to become king, motivating Desmond to attempt to murder his son.
Desmond gave Zephiel a poisoned drink at a banquet. For ten days, Zephiel fell ill and only survived thanks to Murdock's aid. Somehow, Zephiel learned of Desmond's plans to murder anyone Zephiel held dear, including his mother and Murdock, so Zephiel faked his own demise. During the funeral, when Desmond went to view Zephiel's body, Zephiel jumped from the coffin with a sword in hand, killing his father. Since that moment, Zephiel never smiled again. Though Guinivere misses the kind brother she once knew, she asks Roy to put a stop to Zephiel's plans. Roy answers that he may need his sword to do so, which Guinivere accepts.
Chapter data
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Roy dies
|
1–13+2
|
{{{partner}}}
|
6−1
|
32+23−1
|
{{{third}}}
|
|
|
|
|
|
Victory: Seize the throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Roy dies
|
1–13+2
|
{{{partner}}}
|
6−1
|
32+43−1
|
{{{third}}}
|
|
|
Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
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
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Roartz
|
General
|
10
|
1
|
50
|
21
|
13
|
12
|
13
|
20
|
11
|
16
|
5
|
Spear • Red Gem
|
Does not move; stands on the throne, the chapter's seize point.
|
|
Ilia
|
Knight
|
20
|
2
|
30~35
|
11~14
|
7~10
|
2~4
|
4~6
|
13~15
|
0~2
|
13
|
4
|
Horseslayer
|
• The southern one does not move, except to heal. • The northern one moves to attack units in range.
|
|
Ilia
|
Knight
|
19
|
2
|
29~34
|
11~14
|
7~10
|
2~4
|
3~6
|
13~15
|
0~2
|
13
|
4
|
Axereaver
|
Moves to attack units in range; the eastern one begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
2
|
29~34
|
9~12
|
13~16
|
12~15
|
4~6
|
6~8
|
2~3
|
9
|
5
|
Armorslayer
|
--
|
|
Ilia
|
Mercenary
|
19
|
2
|
30~35
|
10~13
|
14~17
|
13~15
|
4~7
|
6~8
|
2~4
|
9
|
5
|
Killing Edge
|
• The western one moves to attack units in range. • The eastern one does not move, except to heal; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
1
|
29~34
|
9~12
|
13~16
|
12~15
|
4~6
|
6~8
|
2~3
|
9
|
5
|
Lancereaver
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
3
|
29~34
|
9~12
|
13~16
|
12~15
|
4~6
|
6~8
|
2~3
|
9
|
5
|
Steel Sword
|
--
|
|
Ilia
|
Hero
|
7
|
1
|
37~45
|
11~16
|
14~19
|
14~17
|
5~8
|
12~15
|
3~6
|
10
|
6
|
Iron Blade
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Hero
|
7
|
1
|
37~45
|
11~16
|
14~19
|
14~17
|
5~8
|
12~15
|
3~6
|
10
|
6
|
Light Brand
|
--
|
|
Ilia
|
Sniper
|
8
|
2
|
34~41
|
12~17
|
11~16
|
9~12
|
5~10
|
7~11
|
4~8
|
8
|
6
|
Longbow
|
• The central one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
|
|
Ilia
|
Sniper
|
8
|
1
|
34~41
|
12~17
|
11~16
|
9~12
|
5~10
|
7~11
|
4~8
|
8
|
6
|
Killer Bow
|
Moves to attack units in range.
|
|
Ilia
|
Druid
|
6
|
1
|
27~32
|
17~22
|
8~12
|
9~12
|
3~7
|
5~8
|
11~14
|
6
|
6
|
Nosferatu
|
--
|
|
Ilia
|
Druid
|
6
|
1
|
27~32
|
17~22
|
8~12
|
9~12
|
3~7
|
5~8
|
11~14
|
6
|
6
|
Flux • Sleep • Red Gem
|
--
|
|
Ilia
|
Druid
|
6
|
1
|
27~32
|
17~22
|
8~12
|
9~12
|
3~7
|
5~8
|
11~14
|
6
|
6
|
Flux • Sleep
|
Moves to attack units in range.
|
|
Ilia
|
Druid
|
6
|
1
|
27~32
|
17~22
|
8~12
|
9~12
|
3~7
|
5~8
|
11~14
|
6
|
6
|
Nosferatu • Berserk
|
Does not move, except to heal.
|
|
Ilia
|
Fighter
|
20
|
1
|
34~39
|
14~17
|
7~10
|
8~11
|
2~4
|
4~6
|
1~3
|
11
|
5
|
Steel Axe • Hand Axe
|
--
|
|
Ilia
|
Fighter
|
20
|
1
|
34~39
|
14~17
|
7~10
|
8~11
|
2~4
|
4~6
|
1~3
|
11
|
5
|
Swordreaver • Vulnerary
|
--
|
|
Ilia
|
Fighter
|
18
|
1
|
32~37
|
13~16
|
7~9
|
8~10
|
2~3
|
4~5
|
1~2
|
11
|
5
|
Steel Axe • Hand Axe
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Fighter
|
19
|
1
|
33~38
|
13~17
|
7~10
|
8~11
|
2~4
|
4~6
|
1~3
|
11
|
5
|
Swordreaver • Vulnerary
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Bishop
|
7
|
1
|
30~35
|
10~15
|
9~12
|
8~11
|
8~12
|
4~6
|
16~20
|
6
|
6
|
Lightning • Purge • Physic
|
Moves to attack units in range.
|
|
Ilia
|
Bishop
|
7
|
2
|
30~35
|
10~15
|
9~12
|
8~11
|
8~12
|
4~6
|
16~20
|
6
|
6
|
Lightning • Mend
|
Moves to attack units in range.
|
|
Etruria
|
Archer
|
18
|
1
|
28~32
|
9~11
|
8~11
|
7~10
|
5~7
|
5~6
|
1~2
|
7
|
5
|
Killer Bow • Elysian Whip
|
Does not move; operates a Killer Ballista
|
|
Etruria
|
Archer
|
18
|
2
|
28~32
|
9~11
|
8~11
|
7~10
|
5~7
|
5~6
|
1~2
|
7
|
5
|
Steel Bow
|
Does not move; operates an Iron Ballista
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Cath
|
Thief
|
5
|
1
|
16
|
3
|
7
|
11
|
8
|
2
|
1
|
5
|
6
|
Iron Sword • Lockpick • Vulnerary
|
• Does not appear if she was recruited or killed in a previous chapter. • Ignores combat; moves to open chests and doors, then moves to escape via the north edge of the map once all chests and doors are open, her inventory is filled, she lacks a means of opening chests or doors, or Roy talks to her.
|
|
Thief
|
Thief
|
20
|
2
|
24~27
|
3~5
|
8~11
|
15~18
|
6~9
|
2~4
|
3~5
|
6
|
6
|
Iron Sword • Lockpick
|
Ignores combat; moves to open chests and doors, then moves to escape via the north edge of the map once all chests and doors are open, his inventory is filled, or he lacks a means of opening chests or doors.
|
|
Ilia
|
Fighter
|
20
|
12
|
34~39
|
14~17
|
7~10
|
8~11
|
2~4
|
4~6
|
1~3
|
11
|
5
|
Steel Axe
|
--
|
|
Ilia
|
Mercenary
|
18
|
8
|
29~34
|
9~12
|
13~16
|
12~15
|
4~6
|
6~8
|
2~3
|
9
|
5
|
Steel Sword
|
--
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Roartz
|
General
|
10
|
1
|
58~61
|
24~26
|
15~17
|
13~14
|
15~16
|
22~24
|
12~14
|
16
|
5
|
Spear • Red Gem
|
Does not move; stands on the throne, the chapter's seize point.
|
|
Ilia
|
Knight
|
20
|
2
|
39~47
|
15~20
|
10~16
|
3~7
|
6~10
|
16~20
|
0~3
|
13
|
4
|
Horseslayer
|
• The southern one does not move, except to heal. • The northern one moves to attack units in range.
|
|
Ilia
|
Knight
|
19
|
2
|
38~46
|
15~20
|
10~16
|
3~7
|
5~10
|
16~20
|
0~3
|
13
|
4
|
Axereaver
|
Moves to attack units in range; the eastern one begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
2
|
38~46
|
13~18
|
17~20
|
15~20
|
7~11
|
8~11
|
3~6
|
9
|
5
|
Armorslayer
|
--
|
|
Ilia
|
Mercenary
|
19
|
2
|
39~47
|
14~19
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Killing Edge
|
• The western one moves to attack units in range. • The eastern one does not move, except to heal; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
1
|
38~46
|
13~18
|
17~20
|
15~20
|
7~11
|
8~11
|
3~6
|
9
|
5
|
Lancereaver
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Mercenary
|
18
|
3
|
38~46
|
13~18
|
17~20
|
15~20
|
7~11
|
8~11
|
3~6
|
9
|
5
|
Steel Sword
|
--
|
|
Ilia
|
Hero
|
7
|
1
|
45~56
|
14~21
|
17~24
|
16~20
|
7~12
|
14~18
|
4~8
|
10
|
6
|
Iron Blade
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Hero
|
7
|
1
|
45~56
|
14~21
|
17~24
|
16~20
|
7~12
|
14~18
|
4~8
|
10
|
6
|
Light Brand
|
--
|
|
Ilia
|
Sniper
|
8
|
2
|
41~51
|
15~22
|
14~21
|
11~15
|
8~15
|
8~14
|
5~11
|
8
|
6
|
Longbow
|
• The central one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
|
|
Ilia
|
Sniper
|
8
|
1
|
41~51
|
15~22
|
14~21
|
11~15
|
8~15
|
8~14
|
5~11
|
8
|
6
|
Killer Bow
|
Moves to attack units in range.
|
|
Ilia
|
Druid
|
6
|
1
|
32~39
|
23~29
|
11~17
|
11~16
|
5~10
|
6~10
|
14~18
|
6
|
6
|
Nosferatu
|
--
|
|
Ilia
|
Druid
|
6
|
1
|
32~39
|
23~29
|
11~17
|
11~16
|
5~10
|
6~10
|
14~18
|
6
|
6
|
Flux • Sleep • Red Gem
|
--
|
|
Ilia
|
Druid
|
6
|
1
|
32~39
|
23~29
|
11~17
|
11~16
|
5~10
|
6~10
|
14~18
|
6
|
6
|
Flux • Sleep
|
Moves to attack units in range.
|
|
Ilia
|
Druid
|
6
|
1
|
32~39
|
23~29
|
11~17
|
11~16
|
5~10
|
6~10
|
14~18
|
6
|
6
|
Nosferatu • Berserk
|
Does not move, except to heal.
|
|
Ilia
|
Fighter
|
20
|
1
|
43~52
|
20
|
10~16
|
11~16
|
3~7
|
5~9
|
2~5
|
11
|
5
|
Steel Axe • Hand Axe
|
--
|
|
Ilia
|
Fighter
|
20
|
1
|
43~52
|
20
|
10~16
|
11~16
|
3~7
|
5~9
|
2~5
|
11
|
5
|
Swordreaver • Vulnerary
|
--
|
|
Ilia
|
Fighter
|
18
|
1
|
41~50
|
19~20
|
10~15
|
11~15
|
3~6
|
5~8
|
2~4
|
11
|
5
|
Steel Axe • Hand Axe
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Fighter
|
19
|
1
|
42~51
|
19~20
|
10~16
|
11~16
|
3~7
|
5~9
|
2~5
|
11
|
5
|
Swordreaver • Vulnerary
|
Moves to attack units in range; begins moving unprovoked when a unit acts in the central room (columns 9–19, rows 11–15).
|
|
Ilia
|
Bishop
|
7
|
1
|
35~42
|
13~21
|
11~16
|
10~15
|
12~18
|
4~8
|
20~26
|
6
|
6
|
Lightning • Purge • Physic
|
Moves to attack units in range.
|
|
Ilia
|
Bishop
|
7
|
2
|
35~42
|
13~21
|
11~16
|
10~15
|
12~18
|
4~8
|
20~26
|
6
|
6
|
Lightning • Mend
|
Moves to attack units in range.
|
|
Etruria
|
Archer
|
18
|
1
|
35~43
|
12~17
|
12~17
|
10~15
|
8~13
|
6~9
|
2~4
|
7
|
5
|
Killer Bow • Elysian Whip
|
Does not move; operates a Killer Ballista
|
|
Etruria
|
Archer
|
18
|
2
|
35~43
|
12~17
|
12~17
|
10~15
|
8~13
|
6~9
|
2~4
|
7
|
5
|
Steel Bow
|
Does not move; operates an Iron Ballista
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Cath
|
Thief
|
5
|
1
|
21~23
|
3~4
|
12~14
|
15~17
|
12~14
|
2~3
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3~4
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5
|
6
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Iron Sword • Lockpick • Vulnerary
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• Does not appear if she was recruited or killed in a previous chapter. • Ignores combat; moves to open chests and doors, then moves to escape via the north edge of the map once all chests and doors are open, her inventory is filled, she lacks a means of opening chests or doors, or Roy talks to her.
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Thief
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Thief
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20
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2
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29~35
|
3~6
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13~18
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19~20
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10~15
|
2~5
|
5~8
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6
|
6
|
Iron Sword • Lockpick
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Ignores combat; moves to open chests and doors, then moves to escape via the north edge of the map once all chests and doors are open, his inventory is filled, or he lacks a means of opening chests or doors.
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Ilia
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Fighter
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20
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24
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43~52
|
20
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10~16
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11~16
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3~7
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5~9
|
2~5
|
11
|
5
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Steel Axe
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--
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Ilia
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Mercenary
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18
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16
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38~46
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13~18
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17~20
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15~20
|
7~11
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8~11
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3~6
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9
|
5
|
Steel Sword
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--
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Reinforcements
- Enemy phase of turn 10
- Cath from the southeast path, if she was not previously recruited or killed
- 2 Thieves from the north edge of the map
- Enemy phase of turns 11 – 14 (Normal Mode)/18 (Hard Mode)
- 3 Fighters from the north edge of the map
- Enemy phase of turns 11 (Hard Mode)/15 (Hard Mode) – 18
NPC data
Boss data
- Main article: Roartz
- 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]
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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1. Enemy Formation and Tactics:
- A diverse group of enemies will aggressively move in to attack.
- Position your strongest units as a barrier a safe distance from the castle's entry points.
- Avoid using Knights or Generals; Druids can eliminate them in a single move. Instead, use units with high evasion, resistance, and HP, especially those wielding lances or swords.
- Equip some of your magical units with Restore Staves to counter the Sleep staves wielded by Druids.
- Take your time to keep from facing too many enemies at the same time.
2. Advancing After Initial Defense:
- Once the initial onslaught is over, look over the enemy's weapons and split your team into two to cover both entrances. Beware of the Bishop with long-range magic located in the map's center. A ranged mounted unit, paired with Elffin/Larum for an extra move, can effectively counter this threat.
- You will now mainly face enemies at the bottom of the map and Archers on Ballistae. Reinforcements will arrive, but they are armed only with steel weapons. Position sword-wielding units against Fighters and lance-users against Mercenaries. Equip these defenders with Vulneraries and capitalize on the XP gains.
3. Key Points to Remember:
- Engage Juno in conversation using Thea, Shanna, or Zelot to make her an ally.
- Use a Thief to pilfer the treasure chests. If you are out of Lockpicks, swipe them from enemy thieves.
- Purchase several silver weapons, about 5 Aircaliburs, and stock up on Pure Waters. While these are not immediate necessities, they will be invaluable soon. The Silver Card can help a lot here.
- The civilians are vulnerable and can be killed easily. Use mounted units to rescue them and transport them to your starting point so they can easily escape. Alternatively, clear the map of distant attackers and let them exit on their own.
- This chapter provides another opportunity for Cath's recruitment. Note that only one more such chance exists. If this is Roy's first interaction with her, recruitment is off the table.
4. Boss Strategy:
- The Druid and Sniper near the boss, Roartz, pose a significant threat. You can either exhaust the Druid's Berserk staff (with its 14-tile range) or confront and neutralize them while keeping a Restore staff handy. Engage Roartz using magic; well-leveled mages can deal considerable damage but may require healing afterward.
Etymology and other languages
Gallery
References