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Mercenary Squad

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
Mercenary Squad

Cm fe12 6x.png



New units

Caesar, Radd



Previous chapter(s)

The Nest of Evil

Next chapter(s)

The Scarlet Sword

Mercenary Squad (Japanese: 傭兵部隊 Mercenary troops) is the second side quest in Fire Emblem: New Mystery of the Emblem. In order to reach this chapter, the player must either complete the previous chapter in a certain number of turns or have Rickard recruited and alive.


Main articles: Mercenary Squad/Script and Mercenary Squad/Conversations

En route to the Fane of Raman, Marth and his companions are attacked by a mercenary squad led by his old allies Caesar and Radd, as well as the assassin Legion. Marth and co. beat back the mercenaries and capture Caesar and Radd, who accept defeat. Marth, unwilling to kill people he considers precious comrades, hires the two back into his service. Meanwhile, it is revealed that the Legion Marth defeated is nothing but a clone, and the assassins continue to plot against Marth.

Chapter data

Chapter Data
Unit Data
Victory: Seize Player Partner Other Enemy
Defeat: Marth or Kris dies 1–7 {{{partner}}} {{{other}}} 12
Cm fe12 6x.png
Map dimensions:
9 columns by 10 rows

Character data

New units
Portrait caesar fe12.png
Steel Sword
Automatically at the end of the chapter if he survived
Portrait radd fe12.png
Steel Sword
Automatically at the end of the chapter if he survived
Required characters
Marth ​
Available characters
Kris f ​Ryan ​Luke ​Roderick ​Gordin ​Cecil ​Draug ​Arran ​Marisha ​Catria ​Warren ​Cord ​Linde ​Palla ​Bord ​Julian ​Matthis ​Wrys ​Ogma ​Yuliya ​Jubelo ​Sirius ​Castor ​Caeda ​Barst ​Rickard ​Frey ​Norne ​Samuel ​Wendell ​

Item data

Name Obtainment Method
Is ds vulnerary.png Vulnerary Dropped by enemy Fighter
Is ds vulnerary.png Vulnerary Dropped by enemy Fighter
Is ds vulnerary.png Vulnerary Dropped by enemy Knight

Enemy 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

Enemy Units
Name Class Lv # HP Str Mag Skill Spd Lck Prf Def Res Cha Lck Con Mov Inventory and Skills
Ma ds02 berserker enemy.gif Legion Berserker 1 1 32 10 0 7 9 0 6 0 -- Hand Axe
Stands on a gate, the chapter's seize point.
Ma ds02 fighter enemy.gif Assassin Fighter 5 2 23.6 8 0 6.2 7.8 0 5 0.2 6 Steel Axe VulneraryThis item is dropped upon this unit's defeat.
Ma ds02 fighter enemy.gif Assassin Fighter 5 2 23.6 8 0 6.2 7.8 0 5 0.2 6 Steel Axe
Ma ds02 mercenary enemy.gif Caesar Mercenary 7 1 26 8 0 11 11 6 8 0 7 Steel Sword
Ma ds02 myrmidon enemy.gif Radd Myrmidon 5 1 22 5 0 10 13 1 5 0 7 Steel Sword
Ma ds02 knight enemy.gif Assassin Knight 5 1 22.6 8.2 0 6.2 1.8 0 9.8 0.4 5 Steel Lance VulneraryThis item is dropped upon this unit's defeat.
Ma ds02 fighter enemy.gif Assassin Fighter 5 2 23.6 8 0 6.2 7.8 0 5 0.2 6 Hand Axe
Ma ds02 archer enemy.gif Assassin Archer 5 2 19.2 6.8 0 4.2 5.2 0 5.8 0.4 5 Steel Bow

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.
Main article: Legion

Normal Hard Maniac Lunatic

Portrait legion fe12.png
Ma ds02 berserker enemy.gif Berserker
Level 1
Movement --
Max HP 32 Speed 9
Strength 10 Luck 0
Magic 0 Defense 6
Skill 7 Resistance 0
Hand Axe
Weapon Levels
Swords -- Lances -- Axes C
Bows -- Tomes -- Staves --


This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

In order to access this side quest, the player must have recruited Rickard and kept him alive, or cleared Chapter 6 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

You start off in an extremely cramped area with powerful assassins coming down hard on you from all sides. Caesar and Radd are also present, and must survive the chapter in order to join you. Unfortunately, anyone capable of going head to head with the assassins are also going to make the two of them into thin gruel. The most reliable method of clearing this chapter and recruiting Caesar and Radd is to send your most powerful fliers to overwhelm Legion, kill the Knight, use a Rescue charge to move Marth to the north end of the map, and seize on turn 1 before the enemies can get a word in. It may feel rather cheap, but all's fair in love and war (and this isn't love).

Alternatively, if you're not feeling using a Rescue charge, you can take advantage of the map's chokepoints to control the enemy horde. At this point in the game, you can reclass up to 2 units into Knight/General, the latter of which has an extremely high class base DEF and uses bows, preventing them from accidentally killing Caesar or Radd. You will need both Generals, so reclass two of your units into them, and arm then with bows and vulneraries. To choke the middle point, reclass a third unit into Dracoknight, which has the next best DEF, and give them both Taurus and Cancer for +3 DEF, vulneraries and no weapons. You should also bring a healer, and at least one unit competent in 2-range attacks.

To start, have the two Generals move to block the left and right bridges and shoot the fighters with their bows. The Dracoknight should block the center pathway, but one south of the bridge, to minimize enemy exposure. The rest of the party should get into the safe area. Thereafter, simply hold the three chokepoints, healing as necessary, and use your 2-range attacks to slowly clean up the enemies. Caesar and Radd will eventually attack, but they will be unable to kill your bulky units, and won't get countered by bow-using Generals or the weaponless Dracoknight. Once the Fighters and Knight are dead, use your three tanks to block chokepoints to isolate Caesar and Radd to keep them away from the rest of the party as they move north to fight and kill Legion and the archers.


  • If both Caesar and Radd are killed in this chapter, there is a line of dialogue where Marth says "Lord Marth, the battle is over" to Kris. The intended behavior is likely for Kris to speak to Marth; however, the dialogue scripting lacks a control character selecting Kris to speak, so Marth—being loaded after Kris—instead says that line.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes

Mercenary Squad



Mercenary troops



← The Nest of Evil • Mercenary Squad • The Scarlet Sword →
Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow
Playable characters AbelArlenArranAstramAthenaBantuBarstBeckBelfBordCaedaCaesarCainCastorCatriaCecilCordDarrosDiceDolphDraugEliceEstEtzelFreyFrostGordinHoraceJakeJeorgeJubeloJulianKatarinaKrisLenaLindeLukeMacellanMaliceMariaMarishaMarthMatthisMerricMichalisMidiaMinervaNagiNavarreNorneNynaOgmaPallaPhinaRaddReidenRickardRobertoRoderickRogerRosheaRyanSamsonSamuelSedgarSheenaSiriusTikiTomasVylandWarrenWendellWolfWrysXaneYmirYuliya
Non-playable characters Aurelis KingBoahCamusGotohJagenLangLorenz
Bosses ArlenAthenaCaedaCainClarisseDallDraugEibelEremiyaEstGailGharnefHardinIce DragonJagenJeorgeKatarinaLangLegionLorenzLumelLukeLykkeMedeusNehringOgmaRoderickSheenaTorusWillowWyvernYodel
Background characters AdrahAnriArtemisCaldasIoteLudwikMarlonMarcelusNagaOrdwin
Regalia and personal weapons AumFalchionGradivusHauteclereImhulluMercuriusParthiaRapierStarlightWing Spear
Chapters Main story P1: MeetingP2: Young SquiresP3: Training BeginsP4: New Companions (Jeorge, Athena) • P5: March DutyP6: Bonds (Ogma, Draug) • P7: The Final Test (Est, Cain) • P8: Assassination of the Hero-King • 1: The Grustian Expedition • 2: Rebellion at Macedon • 3: Abducted Princess • 3x: Shadows Behind the Scenes • 4: Joy and Sorrow • 5: Liberation of Grust • 6: The Nest of Evil • 6x: Mercenary Squad • 7: The Scarlet Sword • 8: Soulful Bridge • 9: Sanctuary of Sorcery • 10: Two Sorcerers • 10x: The Mask Laughs • 11: Anri's Way • 12: Graveyard of Fire Dragons • 13: Frozen Land • 13x: Within the White Darkness • 14: A Mystery Revealed • 15: Return of the Prince • 16: Regaining the Capital • 16x: Reunion • 17: Gra's Sun Sets • 18: Battle of the Pass • 19: The Last Decisive Battle • 20: Dark Emperor • 20x: Bottom of the Deep Abyss • 21: The Wyvern's Dale • 22: The Dragon Altar • 23: The Dark Pontifex LivesE: Light and Shadow
New Archanea Saga 1: The Capital Falls • 2: Red Dragoon • 3: Righteous Thieves • 4: The Beginning
DLC bonus chapters 1: Wind and Thunder • 2: Three Assassins • 3: That Which Was Done by the Sword Shall Be Undone by the Sword
Locations ArchaneaAlteaAnri's WayAurelisDolhr (Dragon Altar) • Empire of ArchaneaGraGrustKhadeinMacedonTalys
Groups, objects and concepts Coyote's MenDragon (Divine DragonEarth DragonManakete) • HereticsSable OrderFire Emblem/Binding ShieldWar of HeroesWar of LiberationWar of ShadowsWhitewinged Order
Lists Base conversationsChaptersCharactersClasses (Class change) • Hidden treasureItemsScriptsSupportsWeapons
Related topics Name chart • Other games (Shadow Dragon & the Blade of LightGaidenMystery of the EmblemArchanea SagaShadow DragonAwakening) • Pre-release information (Unused content) • Sound RoomTimeline