Mercenary Squad
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Mercenary Squad is the second sidequest 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.
Plot
- 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
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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 or Kris dies
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1–7
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{{{partner}}}
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{{{other}}}
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12
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{{{third}}}
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Map dimensions: 9 columns by 10 rows
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Character data
Item data
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
All forged
weapons have +4 might and +20 hit.
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
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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In order to access this sidequest, 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
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Turn count
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Normal |
20
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Hard |
24
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Maniac |
28
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Lunatic |
32
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Lunatic′ |
36
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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.
Trivia
- 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
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Language
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Name
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Definition, etymology, and notes
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English (unofficial)
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Mercenary Squad
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Gallery
References