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Light (part 1)
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“ | That's... Marquess Laus! And... Those are Black Fang members. What have you done, Nergal?! | ” | — Eliwood |
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Light (Japanese: 光 Light) is the final chapter of Fire Emblem: The Blazing Blade. It is split into two parts; this page covers the first part of the chapter.
Plot
- Main articles:
Light (part 1)/Script (Eliwood) and Light (part 1)/Script (Hector)
At the Dragon's Gate, the group is standing outside of Nergal's room. Athos appears with legendary weapons: Aureola, Durandal, Armads, and the Sol Katti. Despite defeating most of Nergal's morphs, Athos and Nils sense a great amount of energy.
Once the group has finished their preparations, Eliwood and Hector thank Merlinus for accompanying them on their journey; Eliwood gives Merlinus a letter of introduction that will allow him to do business in Ostia. Merlinus states that he means to serve them both for the rest of his life, Eliwood and Hector persuade him to return to Fargus's ship.
Once they enter the hall of the Dragon's Gate, Nergal taunts the group, stating that the gate has already been opened. Eliwood and Hector criticize Nergal's sacrifice of people, but Nergal is unfazed. Nergal summons his remaining morphs, which bear the faces of the Black Fang's deceased commanders and Darin. Nergal then mocks the group, but the lords reject Nergal's insults. Athos states that Nergal's actions are depraved, prompting Nergal to reveal the wound he received from Athos when he was exiled from Arcadia. Nergal blames Athos for making him into the monster he has become. Feeling there is nothing left to say, the group begins their battle.
In Hector's tale, Nergal offers to make a morph of the recently deceased Uther for Hector. Lyn can talk to Eliwood, and asks if Uther is truly dead; Eliwood states that he pressured Oswin into revealing the truth to him. If Lyn and Hector have unlocked their A support, Lyn can then talk to Hector; she stands behind him, crying his "share of tears" for him. Eliwood can talk to Hector; he encourages Hector to make up with Oswin, as he is not angry with Oswin but with himself for failing to save his brother from illness. Hector can then talk to Oswin; Hector declares he has no doubts going forward, and Oswin declares that he will accompany Hector no matter what.
Eventually, the group defeat Nergal. After Nergal is dead, the building begins to rumble; the group approaches the Dragon's Gate to find that, as he died, Nergal called dragons through it.
Chapter data
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Victory: Defeat Nergal | Player | Enemy | ||||
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Defeat: Eliwood, Hector, or Lyn dies | 5–12 | 17+5 | ||||
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- The player cannot view the map or rearrange their deployed units during preparations. Units are arranged based on their position in deployment order; the first four or five positions are used by units that are forcibly deployed—the first one is the main lord, the last one is Athos, and the order of the other two or three can vary from earlier chapters.
Each turn, a door to one of the rooms will open automatically. When all enemies within the first six rooms are defeated, the door to Nergal will open.
Character data
Eliwood's tale Hector's tale
Item data
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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 Eliwood Hard Hector Hard
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Reinforcements
- One turn after Nergal's door opens, at the first opportunity between turns 7 and 99
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.
Main boss
- Main article:
Nergal
Normal/Eliwood Hard Hector Hard
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Sub-bosses
Uhai Kenneth Brendan Darin Ursula Jerme Lloyd Linus
Normal/Eliwood Hard Hector Hard
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Strategy
Nils's Augury | |
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![]() Price: ![]() |
Intro: This... This must surely be your final battle. As Lord Athos said, our destiny hangs in the balance of this final confrontation. You don't need an augury, Nergal is...strong. You and your companions must match him, strength for strength. There are... others. You must defeat them all before you can confront Nergal. ...<Player>, everything now comes down to your strategy. Please...lead us... ... to victory! Augury: This chapter does not have an augury.
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There are five characters that are force deployed (Lyn, Eliwood, Hector, Nils, and Athos) leaving you with only seven options for other units. If you did not train the Lords you will have to protect them from the enemy for the entire chapter from the many powerful enemies and the Sage with a Bolting tome in the upper left corner. Aside from those five units, make sure to bring at least one staff user with a high staff rank, preferably with staves like Fortify, Warp, and Physic. Athos is also a fantastic user of these staves but you will likely use him offensively for the majority of the chapter. Bear in mind that Merlinus will not accompany you for this chapter, meaning that you must bring the weapons you will need on your units from the beginning. This also means that if you have a full inventory when picking something up, you cannot send it to the convoy so you will have to drop something.
If you are playing a ranked run, there are two things you should keep in mind. First, try to avoid using Athos too much. Since Athos has reached the level cap, he cannot gain any more experience so try to use staves with other units unless you need Athos' staff range or need him to warp a unit or put an enemy to sleep. The same principle goes for kills, make sure units that have not reached the level cap land the final blow to the enemy. Second, do not use the S-rank weapons you obtain in this chapter. These weapons are incredibly valuable and quickly depreciate in value with each use. Keeping these weapons at max uses is essential for the funds ranking, so if you do use them, make sure to restore their uses with the Hammerne staff. In addition to this point, make sure your units have the inventory space to pick up these items before they kill a unit with one. Keep in mind that the dragon-slaying weapons Athos brought - Sol Katti, Armads, Forblaze, Aureola, and Durandal - cannot be sold and, thus, do not contribute to your funds rank, allowing you to use them as much as you need.
If your tactics rank is suffering, you can open the doors with door keys, an Unlock staff, or an Assassin with a Lockpick to fight the morphs inside much earlier, thereby providing you the opportunity to open Nergal's room before turn six. If you are going for true efficiency, try to open doors that would not otherwise open on the next turn. For instance, if you are on turn 1, open one of the doors on the right as those open on turns 4 and 6.
Here is a brief breakdown of how to kill the boss inside each room in order of when they open:
Uhai is very fast and has 42 attack with Rienfleche, luckily it is not a Brave Weapon as the description claims it to be. There are few units that can comfortably survive a round of combat with him so either wait for him to come within your attack range or bait him with a unit that has been blessed by Ninis' Grace.
Kenneth and his allies in room 2 all have very bad AS due to their respective weapons. Use Barrier or a Pure Water on a unit that has high resistance (i.e. a Falcon Knight) and they should be able to deal with the entirety of the room pretty quickly. Canas with Luna can also perform well.
Brendan is incredibly strong. With Basilikos he has 52 attack. If that hit does not kill a unit, the Warrior behind him most likely will with his Silver Bow. This is another unit you may want to allow to leave his room as he will be much easier to kill if you can whittle down his HP with a magic-user then land the killing blow with a powerful sword. You could also bait the other Warrior with a mage blessed by Ninis' Grace to make killing Brendan a little safer.
Darin is probably the easiest of the enemies to kill. Despite his high defense, Hector can still do quite a lot of damage to him with Wolf Beil and Armads so place Hector in his range, then pick up the kill with a unit that can attack at range, preferably with magic.
Both Ursula and Jerme are significantly weighed down by their weapons. Tank their initial attacks with Canas or Athos equipped with Luna, and if they survive, take them out with a Brave Weapon.
Lloyd and Linus are probably the most difficult to take out. Neither of them are burdened by their weapons, meaning they are both quite fast. They also give each other support bonuses, granting them high avoid and offense. The best option you have is to equip a defensive axe-wielder with a Swordreaver or Swordslayer to tank Lloyd and tank the damage from Linus's Tomahawk then take them out with brave weapons or powerful tomes. Alternatively, you could separate the two by using a Sleep staff with Athos to put Lloyd to sleep and bait Linus out of his support range, then kill them separately.
Make sure that you kill the last enemy from the six rooms while you still have units to move for that turn as Nergal's room opens the exact moment after the last morph dies. When the room opens, Use the warp staff to get a unit to kill the Druid with a Berserk staff before he has the chance to use it. After this warp Athos to weaken Nergal with Aureola and deal with the two Druids that appear the turn after Nergal's room is opened. Athos can kill Nergal with Aureola in three rounds and will take very little damage from the other magic-users so he is the best candidate for this task, but you can kill Nergal with anyone who can overcome his rather large defenses.
Trivia
- This chapter is conceptually very similar to the final chapter of Fire Emblem: Thracia 776. Both chapters involve bosses made in the image of previous characters from early in the game locked in individual rooms; additionally, all the rooms must be cleared in both chapters before the final room to the penultimate boss opens.
- The door opening order is different in the Japanese version. Using the map as reference, doors 1 and 2 open on the first turn, then 3 and 4 on the third turn, then 5 and 6 on the fifth turn, meaning the player has to encounter more bosses at once.
- In the 0206 prototype the map palette is different, featuring white stone instead of green.
- Additionally, in the 0206 prototype, this chapter featured fog of war. This may mean the line indicating restricted augury access for the chapter, "A great darkness shrouds the land. The future cannot be foreseen.", may have been meant a bit more literally originally.
- This chapter was featured in To Die on the Battlefield, a Tempest Trials mini in Fire Emblem Heroes.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Light |
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Japanese |
光 |
Light |
German |
Licht |
Light |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
Prototype
← Victory or Death • ← The Value of Life • |
Light | • Light (part 2) → |
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