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Saga:The Evil God and the Goddess: Difference between revisions

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==Strategy==
==Strategy==
{{sectstub}}
{{strategy}}
{{strategy}}
Pick 7 units from each army for the final map. Note that mounted units start dismounted, but can mount after getting past the gates. Speaking of which, the gates can only be opened from the interior, trapping the player unless {{Saga|Sierra}} gets them, {{Saga|Renee}} teleports someone in or the player waits for {{Saga|Alfred}} to show up.
{{Saga|Katri}} is killed before the map even starts. Nothing to see here.
Send Sierra to get {{Saga|Sennet}}'s door on turn 1; he starts the furthest away from the altar. With {{Saga|Janura}}, she should be able to tank the enemies there, unless she gets crit by a {{Saga|Death}} {{Saga|Sorcerer}}. An {{Saga|Amulet}} can patch that up though.
{{Saga|Holmes}}' should be next; get it open with Renee's {{Saga|Warp}} staff. {{Saga|Runan}}'s door should be last to open, as he is the closest to the altar.
By now, {{Saga|Carla}} will be teleporting around, dropping meteors on your units. Her lack of a conventional weapon makes her quite easy to deal with despite her bulk, as long as you rush her down with units before she teleports away.
{{Saga|Neyfa}} takes a nap on turn 1. Nothing to be done about it, so just focus on killing Carla and the miscellaneous enemies lying around.
Get Runan's door open on turn 2, and begin marching him, Holmes and Sennet towards the middle of the map. Specifically, area directly north of Runan's starting area (Runan needs to go around a ledge to reach it). Keep clearing out the enemies; if Renee is no longer on Warp duty, have her use {{Saga|Exorcise}} to get rid of the {{Saga|Dragon Zombie}}s. Other units should aggressively move to clear out any remaining enemies, and to spawn-camp the enemy spawn points.
{{Saga|Enteh} is eviscerated on turn 2. Ignore it and keep moving the Holy Sword users towards the middle of the map.
At the end of turn 3, {{Saga|Tia}} wipes the floor with {{Saga|Guenchaos}}, disposing of him and spawning {{Saga|Gerxel}}, the real final boss, onto the map. She and {{Saga|Alfred}} join at the start of turn 4. A path to the altar also emerges from the south side, hence the importance to get the Holy Sword users there as soon as possible.
Gerxel is immune to anything that isn't one of the four Holy Swords. He also deals 30 damage to anything that he hits, ignoring defensive stats, unless they wield one of the four Holy Swords, who take 15 damage instead. He must be surrounded by all four Holy Swords to be defeated.
Move Holmes, Runan and Sennet up into the altar, using {{Saga|Plum}}'s dance if needed. As this is turn 4, area-targeting spells can be used to clear out the many {{Saga|Opus}}es. Alfred starts with one, but Gerxel leaves him low enough for Opuses to kill. However, he can still be teleported into the altar to clear out Opuses if someone can trade an Amulet to him. Tia can then take Alfred's Tornado to clear out even more Opuses. By turn 5, the Opuses should be sufficiently cleared out.
The optimal formation is to have Holmes in the west, Tia in the south, and Runan and Sennet in the North and East (either formation works). The reason for this is that the dead bodies of the Shamans still provide support bonuses, and hence this formation ensures that Katri, Neyfa and Enteh's support bonuses still activate. They provided lots of crit rate, which can help bring Gerxel down sooner. If he is killed without surrounding him first, he will get back up with full HP, so make sure to set up the formation before going in for the kill.


==Etymology and other languages==
==Etymology and other languages==
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