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The first objective the series offered, and an extremely common one since, is seizing: the aim being to have the player's lord character arrive at a certain point on the map and end the chapter by selecting the Seize command once standing on top of it. In the majority of games, seize points are thrones in the heart of a castle/fort in interior maps, or the gates of a castle/fort in exterior maps, although Fire Emblem: Path of Radiance, Radiant Dawn, and the prologue maps of Shadow Dragon vary this by having seize points be a space of otherwise innocuous terrain which happens to be marked by a blue glow (Tellius) or yellow glow (Shadow Dragon). Seize points are almost always occupied by the chapter's boss, requiring that the player's army defeat them before the lord can move in to seize; this task is made more daunting by how seize points give their occupier defensive, resistance, and avoidance boosts and heal the occupier at the beginning of their turn.
In Fire Emblem: Radiant Dawn, there are a number of minor variations on the seize concept, where a character other than the primary lord is expected to do the seizing; for example, Part 1 Chapter 2's seize point must be seized by the playable character Laura instead of Micaiah, the lord character at the time of that chapter, and the Part 3 Prologue's goal is to have Skrimir, a NPC character who the player does not control at all, to arrive at the seize point. In Fire Emblem Fates, any character can seize.
Seize objectives are the only objectives in Mystery of the Emblem and Genealogy of the Holy War; the latter uniquely requires that multiple castles be successively seized in the same chapter, with each castle seized opening the way to seize the next until the player's army reaches the map's final castle. Also, it is the only objective in The Binding Blade, with the exception of the Endgame and the trial maps, and the only one in Shadow Dragon and the Blade of Light and its remake, Shadow Dragon, with the exception of the Endgame, as well as the multiplayer maps in the latter.
Rout the enemy
This objective simply requires that every enemy unit currently on the map be defeated in order to clear the chapter. If reinforcements appear, they must also be defeated.
With the exceptions of the battles against the Brigand Boss, Barth*, Rudolf, Duma, and the Creation, rout objectives are the only objectives in Fire Emblem Gaiden and its remake, Shadows of Valentia. Additionally, all skirmish situations also have a rout objective.
Defeat the boss
This objective is effectively a typical seize objective minus one step: the goal is simply to kill the enemy boss, and doing so automatically ends the chapter. This objective does not require that all other enemies be defeated as well.
Defensive objectives were introduced to the main series in Fire Emblem: Thracia 776, and were relatively common until games after Radiant Dawn did not continue to include them. The player is tasked with enduring an enemy siege for a set number of turns (often between 7 and 15 turns), and the emphasis is on maintaining the defenses of their location to avoid being overwhelmed and defeated, rather than taking an active offensive against the enemy (though in most cases, doing so is certainly possible). The goal is focused around defending either a throne or gate which the enemy is attempting to claim, or defending weak NPC units who cannot fight back; should the enemy claim the seize point or kill the NPC in question, the map is failed and the player gets a Game Over. Some defense maps can also be won prematurely by defeating the chapter boss; these maps are marked with an asterisk (*) in the list below.
The following maps are defensive maps:
- Fire Emblem: Thracia 776: Chapters 14, 20
- Fire Emblem: The Blazing Blade: Chapters 4, 13x, 15H, 17E/18H*, 21E/22H*, 24E/26H, 26E/28H, 29E/31H
- Fire Emblem: The Sacred Stones: Chapters 13A*, 10B*, 19*
- Fire Emblem: Path of Radiance: Chapters 5, 8, 13, 17 (Area 3), Trial Maps 3 and 6
- Fire Emblem: Radiant Dawn: Part 1 Chapter 5 (Normal and Hard), Part 2 Prologue, Part 2 Endgame*, Part 3 Chapter 5*, Part 3 Chapter 7, Part 3 Chapter 13*
- Fire Emblem Fates: Conquest Chapter 10, Ghostly Gold DLC, Vanguard Dawn DLC
- Fire Emblem Echoes: Shadows of Valentia: Siege of Zofia Castle DLC
- Fire Emblem Heroes: Book I Chapter 10 Parts 1, 3, and 4, Book I Chapter 11 Part 3, Book I Chapter 13 Part 3, Book II Chapter 2 Part 5, Book II Chapter 4 Part 5, Book II Chapter 5 Part 2 (Lunatic only), Book II Chapter 7 Part 5, Paralogue 10 Part 1
Defending as a requirement was first introduced in Fire Emblem: Genealogy of the Holy War, where in every chapter, the enemy could seize the player's home castle, causing a Game Over. Survival as the main objective appeared in BS Fire Emblem: Archanea War Chronicles, where every episode required the player to keep one or two designated units alive for the full broadcast; in the bonus chapters remade for New Mystery of the Emblem, however, the objectives were changed and none remained as defense.
- Escape redirects here. For the The Sacred Stones chapter, see Escape!. For the Thracia 776 chapter, see The Escape.
In Thracia 776 only, escape maps have an additional gimmick: Leif should be the last of the player's units to escape, as if there is anybody else who hasn't when he does so, they are left behind and will be considered captured. As with all captured units, the player has an opportunity to get these units back in Chapter 21x, but it is better to avoid needing to do so in the first place.
- Fire Emblem: Thracia 776: Chapters 4, 4x, 5, 6, 7, 9, 13, 14x, 19, 21x, 24x
- Fire Emblem: Path of Radiance: Chapters 6, 10
- Fire Emblem: Radiant Dawn: Part 1 Chapters 1 (Normal and Hard), 3 (Normal and Hard)
- Fire Emblem Fates:
- Birthright Chapter 12; Corrin must be brought to the escape point.
- Conquest Chapter 12; Corrin must be brought to the escape point within 16 turns or the boss must be defeated.
- Conquest Chapter 15; all deployed units must escape within 20 turns or the boss must be defeated.
- Conquest Chapter 21; all deployed units must escape.
- Revelation Chapter 20; all deployed units must escape within 20 turns or the boss must be defeated.
- Hidden Truths 2 DLC
- Fire Emblem Echoes: Shadows of Valentia:
Occasionally, individual chapters in a game may have an entirely unique objective that does not appear elsewhere in the series.
- In Chapter 15 of Fire Emblem: Thracia 776, the goal is simply to have Leif choose one of two alternate routes by arriving at one of two seize points or by visiting a house in the center of the map.
- Fire Emblem: The Blazing Blade has numerous unique objectives:
- The objective of Chapter 6 is to find a set of switches to open up a passageway into Castle Araphen; this objective type resurfaces in chapter 25 of Hector's tale under the name "score 3 points" involving seizing three fortresses with any character of the player's choice. (This type of objective may have served as a precursor to how the standard seize objective works in Fates.)
- In 16xE/17xH, the goal is to fight through a pirate horde and reach their boss, Fargus, but the player is supposed to talk to him to clear the chapter. Fighting or killing him instead results in a Game Over.
- 29xE/31xH involves no conflict at all, and instead gives the player several turns to stock up on weapons and items at Ostia's armories and vendors.
- In Part 3 Chapter 3 of Radiant Dawn, the goal is to navigate the map and set fire to bundles of supplies on the map within a time limit.
- In Part 3 Chapter 6 and Part 3 Chapter 12 of Radiant Dawn, the objective is to defeat a set amount of enemies. This type of objective returns in the Part 3 Endgame, where the chapter ends after 80 units of any affiliation are defeated (despite the game claiming the objective to be a standard rout). This objective resurfaces again in Chapter 6 of Fates: Conquest, where the player must defeat 4 enemies.
Etymology and other languages
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