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“
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There's no standing against the emperor! All who question him are slain on the spot. I am a refugee here...The dastard razed my entire village just for sport!
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”
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— A maiden in the village second-closest to Say'ri's starting position
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Smoldering Resistance is the fifteenth chapter in Fire Emblem Awakening. In this chapter, the Shepherds finally reach Valm, only to run into a skirmish in the harbor and their target being the princess of a fallen kingdom--who also happens to be attempting to gather resistance against Walhart.
Plot
- Main article: Smoldering Resistance/Script
As the Shepherds arrive at the well-fortified Valm Harbor, they prepare for battle. Chrom notices a woman fleeing from the Valmese troops and decides to help her. The woman, Say'ri, notices the Ylisseans arrive, but is cornered by the Valmese troops. Chrom prioritizes saving Say'ri, but also takes note of the local houses.
Once the battle ends, Say'ri introduces herself to the Shepherds and informs them of the divided nature of the resistance against Walhart, as well as reporting the size of his army as at least one million men, including her brother, Yen'fay. She states that tales of the Shepherds have spread throughout Valm, and Chrom agrees to help her liberate the continent from Walhart. Say'ri explains that many people worship Naga and her oracle Tiki, and that Tiki is held prisoner in her temple at the Mila tree—if she is rescued, the resistance could rally around her; the Shepherds decide to march for the Mila tree.
Summary
In Valm Harbor, the Ylisseans rescue Say'ri, a resistance leader. They set out to free Naga's "Voice," hoping to inspire others to their cause.
Chapter data
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|
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Victory: Rout the enemy
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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: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1-1
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31
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{{{third}}}
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Map dimensions: 20 columns by 16 rows
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|
|
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Victory: Rout the enemy
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Player
|
Partner
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Other
|
Enemy
|
Third
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Defeat: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1-1
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33
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{{{third}}}
|
|
Map dimensions: 20 columns by 16 rows
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|
|
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Victory: Rout the enemy
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Player
|
Partner
|
Other
|
Enemy
|
Third
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Defeat: Chrom or Robin dies
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1–13+1
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{{{partner}}}
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1-1
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37
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{{{third}}}
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Map dimensions: 20 columns by 16 rows
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Character data
Note: The returning characters list does not include any characters recruitable in paralogues, as the player may not have taken on any available paralogue chapters yet. The list also does not include any bonus units, as they are recruitable at the player's discretion.
Item data
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in Valm Harbor on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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Killing Edge
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1,470
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Killer Lance
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1,680
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Killer Axe
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1,860
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Killer Bow
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1,680
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Arcwind
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1,320
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Wyrmslayer
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1,500
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Short Spear
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1,600
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Hammer
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1,850
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Elixir
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900
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 16, row 14: One square east, three squares south of Chrom's starting position
- Column 7, row 6: Two squares east of a Short Spear Cavalier
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.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Con
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Mov
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Inventory and Skills
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Valmese
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Cavalier
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19
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6
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38
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15~16
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0
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13~14
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13~14
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11~12
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11~12
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4~5
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7
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Steel Sword
Outdoor Fighter Can have 0–1 skill(s) at random
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• The southwestern one and the center one immediately begin moving unprovoked. • The northeastern two begin moving if Say'ri is rescued. • The northwestern two both begin moving if either of them or any of the northwestern enemies—the two Knights, the two Mages, the three Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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Cavalier
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19
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3
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38
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15~16
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0
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13~14
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13~14
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11~12
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11~12
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4~5
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7
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Short Spear
Outdoor Fighter Can have 0–1 skill(s) at random
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• The southwestern one and the northeastern one immediately begin moving unprovoked. • The northwestern one begins moving if any of the northwestern enemies—the two Knights, the two Mages, the four Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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Knight
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19
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1
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41~42
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19
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0
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11~12
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6~7
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10~11
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16~17
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2~3
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4
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Steel Lance
Defense +2 • Indoor Fighter Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Knight
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19
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2
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41~42
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19
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0
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11~12
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6~7
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10~11
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16~17
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2~3
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4
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Short Spear
Defense +2 • Indoor Fighter Can have 0–1 skill(s) at random
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• The southwestern one immediately begins moving unprovoked. • The northeastern one begins moving if any of the northwestern enemies—the Knight, the two Mages, the five Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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General
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3
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1
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53
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24~25
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0
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18~19
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11~12
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15~16
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24~25
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9~10
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5
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Silver Axe
Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Dark Knight
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3
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1
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49~50
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15~16
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17~18
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16~17
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14~15
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11~12
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17~18
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13~14
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8
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Arcthunder
Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Mage
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19
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1
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32
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0
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14~15
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12~13
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12~13
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10~11
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4~5
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9~10
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5
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Arcwind
Magic +2 • Focus Can have 0–1 skill(s) at random
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Begins moving unprovoked on turn 2.
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Valmese
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Mage
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19
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4
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32
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0
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14~15
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12~13
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12~13
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10~11
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4~5
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9~10
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5
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Arcfire
Magic +2 • Focus Can have 0–1 skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The southwestern one begins moving unprovoked on turn 2. • The northwestern two both begin moving if either of them or any of the northwestern enemies—the two Knights, the five Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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General
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3
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1
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53
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24~25
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0
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18~19
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11~12
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15~16
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24~25
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9~10
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5
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Hammer
Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Cavalier
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19
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2
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38
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15~16
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0
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13~14
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13~14
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11~12
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11~12
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4~5
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7
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Steel Lance
Outdoor Fighter Can have 0–1 skill(s) at random
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• The eastern one immediately begins moving unprovoked. • The western one begins moving if any of the northwestern enemies—the two Knights, the two Mages, the four Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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Knight
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19
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2
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41~42
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19
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0
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11~12
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6~7
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10~11
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16~17
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2~3
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4
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Iron Lance
Defense +2 • Indoor Fighter Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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Knight
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19
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3
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41~42
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19
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0
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11~12
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6~7
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10~11
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16~17
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2~3
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4
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Steel Lance
Defense +2 • Indoor Fighter Can have 0–1 skill(s) at random
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• The eastern two immediately begin moving unprovoked. • The western one begins moving if any of the northwestern enemies—the Knight, the two Mages, the five Cavaliers, or the Dark Knight or General—is provoked.
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Valmese
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Mage
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19
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1
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32
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0
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14~15
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12~13
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12~13
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10~11
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4~5
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9~10
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5
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Arcthunder
Magic +2 • Focus Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
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Valmese
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General
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3
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1
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53
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24~25
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0
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18~19
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11~12
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15~16
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24~25
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9~10
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5
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Silver Lance
Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
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Begins moving if Say'ri is rescued.
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Valmese
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Dark Knight
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3
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1
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49~50
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15~16
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17~18
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16~17
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14~15
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11~12
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17~18
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13~14
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8
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Thoron
Focus • Hex • Anathema • Slow Burn Can have 0–1 skill(s) at random
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Begins moving if any of the northwestern enemies—the two Knights, the two Mages, the five Cavaliers, or the General—is provoked.
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Valmese
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General
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3
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1
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53
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24~25
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0
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18~19
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11~12
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15~16
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24~25
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9~10
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5
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Short Axe
Defense +2 • Indoor Fighter • Rally Defense Can have 0–1 skill(s) at random
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Begins moving if any of the northwestern enemies—the two Knights, the two Mages, the five Cavaliers, or the Dark Knight—is provoked.
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Valmese
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Cavalier
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19
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1
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38
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15~16
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0
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13~14
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13~14
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11~12
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11~12
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4~5
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7
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Steel Sword
Outdoor Fighter Can have 0–1 skill(s) at random
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Begins moving if any of the northwestern enemies—the two Knights, the two Mages, the four Cavaliers, or the Dark Knight or General—is provoked.
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Farber
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Dark Knight
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8
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1
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55
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20
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21
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23
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17
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14
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21
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17
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-
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Bolganone • Master Seal
Slow Burn
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--
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Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
NPC data
Boss data
- Main article: Farber
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This section has been marked as a stub. Please help improve the page by adding information.
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
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Smoldering Resistance
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--
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English (PAL)
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Smouldering Resistance
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Same as the USA name, adjusted for Commonwealth spelling norms.
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Japanese
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解放の狼煙
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Beacons of Liberation
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Spanish
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Resistencia indómita
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Indomitable resistance
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French
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Résistance
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Resistance
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German
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Schwelender Widerstand
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Smoldering Resistance
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Italian
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Una strenua resistenza
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A strenuous resistance
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.