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The Last Decisive Battle
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The Last Decisive Battle (Japanese: 最後の決戦 The last decisive battle) is the nineteenth chapter of Fire Emblem: Mystery of the Emblem Book II and Fire Emblem: New Mystery of the Emblem.
Plot
- Main articles:
The Last Decisive Battle/Script and The Last Decisive Battle/Conversations
Marth and his army arrive near the Archanean palace. Kris remarks that the entire Archanean army has assembled for this battle, but Jagen says that the people see the Altean Army as liberators.
During the fight, Marth encounters Roshea in a village, who says he wishes to join the Altean Army, because he does not want to fight anymore. He manages to convince Vyland to join as well, and Vyland talks to Sedgar, who convinces Wolf to stop fighting Altea, because they finally realize that Hardin is not the man who he once was.
Once the castle has been seized, Marth encounters a wounded Boah. Boah explains that when Archanea needed a king, it was decided that Hardin was to marry Nyna, since Marth was already engaged to Caeda. However, Nyna was still in love with Camus, who was believed to be dead; learning this brought Hardin great sorrow, and he locked himself away. One day, Gharnef appeared, and since Hardin was already despairing, the Darksphere immediately got control of him, and he started to become the villain he now is. Boah regrets all of this, and says that Nyna has been kidnapped by Gharnef, as he needs clerics of royal blood to resurrect Medeus. In his last moments, Boah asks Marth to save Nyna, and gives him his tome and staff.
Chapter data
Mystery of the Emblem New Mystery of the Emblem
Character data
Mystery of the Emblem New Mystery of the Emblem
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New Units
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Required Characters
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Available Characters
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Item data
Mystery of the Emblem New Mystery of the Emblem
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Shop data
Mystery of the Emblem New Mystery of the Emblem
Swords Lances Axes Bows Tomes Staves Items Secret
Name | Cost | |
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Iron Sword | 400 |
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Steel Sword | 875 |
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Silver Sword | 2000 |
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Rapier | 1120 |
Enemy data
Mystery of the Emblem New Mystery of the Emblem
- 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
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Reinforcements
Mystery of the Emblem
- Starting upon nearing the castle, continuing until 3 of each have appeared.
- Six Paladins (two with Silver Lances, two with Javelins, two with Ridersbanes), and two Mages from the forts surrounding the castle.
New Mystery of the Emblem
- After the village is visited or destroyed, a Thief is defeated, or a player unit acts in the northeast area (columns 13–23, rows 2–8)
- Three (Maniac)/Five (Lunatic) Paladins (two with Silver Lances, one with a Killer Lance, and two with Spears on Lunatic), and Vyland (or a replacement Paladin if Vyland was defeated prior) from the southwest
- After nearing the castle (columns 1–8, rows 4–14; column 9, rows 4–13; column 10, rows 5–13; and column 11, rows 6–11); on Hard mode and higher, appears again two turns later and two turns after the above reinforcements
- Four Paladins (two with Silver Lances, two Silver Swords), one (Normal)/two (Hard) Horsemen, and one (Normal)/two (Hard) Sages from the forts around the castle
- Two turns after the first set of reinforcements appears (Maniac and Lunatic)
- Two Dracoknights (one with a Silver Lance, one a Silver Axe) and two more on Lunatic (one with a Silver Axe, one a Hammer) from the northeast corner of the map
- Two Dracoknights (one with a Silver Axe, one a Silver Lance) and two more on Lunatic (one with a Poleax, one a Silver Axe) from the southeast corner of the map
- Two Dracoknights (one with a Silver Axe, one a Silver Lance) and two more on Lunatic (one with a Poleax, one a Hammer) from the southwest corner of the map
All reinforcements are halted upon Nehring's defeat.
Boss data
- Main article:
Nehring
Mystery of the Emblem New Mystery of the Emblem
- 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.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
The Wolfguard appear again, and can be recruited with a talk chain. However, their usefulness has been decreased significantly from Shadow Dragon, so you can skip or kill them if you don't want them. Roshea will be recruited when Marth visits the village in the south. If he was killed in the previous chapter, the village is instead closed. If you want him, you will have to hurry towards the village, or use fliers or the Warp staff to eliminate the thieves who run towards it and destroy it on turn 4 if not stopped. Remember that Vyland appears as soon as you attack a thief, you recruit Roshea, or you wait until turn 6, who will then start moving towards you with a squad of 3(Maniac and lower)/5(Lunatic) Paladins. If you don't warp Marth to the village, it is incredibly difficult to recruit Roshea then get him back to where Vyland is to recruit him, but you can still prevent Vyland from getting himself killed by having a unit with low DEF (that still survives an attack from Vyland) unequip their weapons to provide Vyland a distraction. If Sedgar becomes a problem, you can use someone without ranged weapons to bait him, or box him in so he can't attack with his bow, until Vyland talks to him. Lastly, you can bait Wolf from one of the forts, then have Sedgar move in to recruit him.
This chapter has a lot of reinforcements, with three triggers. Two turns after Vyland appears, a few forces appear from the castle and start moving towards you, though the terrain and movement differences usually causes them to trickle past Sedgar's squad in small groups. On Maniac (2) and Lunatic (4), Dracoknights will spawn from three corners as well. Lastly, when you move close to the castle (one tile to the west of the eastern two forts is a way to trigger them), a load of cavalry and Sages pop up from most forts, for two turns, with one empty turn in between. To avoid your units near the castle getting overwhelmed, you can have a unit move inside the trigger range, and then Rescue them out again, which will still spawn the reinforcement waves. You can then place unequipped Swordmaster on the fort chokepoint with as much stacked supports as possible to dodgetank the enemies, allowing your 2-range units to clean them up by using Phina's dance to stay out of range.
Of course, if you don't want to deal with the overwhelming number of enemies, you can also Warp skip this chapter. You can use a strong flier with armor effective weaponry to kill Nehring in one turn, then Warp Marth to the seize point to end the chapter. Do note that killing Nehring prevents Vyland from spawning, so if you want to stop most of the reinforcements, wait until he spawns, then warp in the bosskiller and Rescue them to safety after they kill Nerhing.
Trivia
- This chapter uses a modified version of the map from Knorda Market.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English (unofficial) |
• Decisive Battle |
• Used in the Mystery of the Emblem fan translation.[which?] |
Japanese |
最後の決戦 |
The Last Decisive Battle |
Gallery
CG image displayed during the intro in Mystery of the Emblem
CG image displayed during the intro in New Mystery of the Emblem
Notes
- ↑ 1.0 1.1 1.2 Only in New Mystery of the Emblem.
References
← Battle of the Pass • | The Last Decisive Battle | • Dark Emperor → |
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Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow | ||||||||||||||||||||||||||||
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