- This article is about the chapter from The Binding Blade. For the skill appearing in 'Heroes, see Laws of Sacae.
The Laws of Sacae
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“
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Lure them into our territory as planned. We shall show them our strength.
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”
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— Monke
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The Laws of Sacae (Japanese: サカの掟 Law of Sacae) is chapter 18B of Fire Emblem: The Binding Blade.
Plot
- Main article: The Laws of Sacae/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
After defeating Arcardo, Roy crossed the border and entered the land of Sacae.
The Djute clan, the most powerful clan in Sacae, had joined Bern after suffering defeat. Not standing a chance against the joint force, the other clans were quickly decimated. Although Dayan, the chief of the Kutolah clan known as the "Silver Wolf," was fighting back with guerilla tactics, the situation looked grim. Sacae had become a territory of Bern.
As Roy entered the plains of Sacae, the warriors of the Djute clan stood in his path.
Chapter data
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Victory: Seize the castle gate
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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: Roy dies
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1–15
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{{{partner}}}
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{{{other}}}
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31+18+∞
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{{{third}}}
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Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
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/Mag
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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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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Steel Sword
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Moves to attack units in range.
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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Steel Sword • Elixir
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Moves to attack units in range.
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Djute
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Shaman
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18
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2
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23~26
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9~12
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5~8
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6~8
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2~4
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3~4
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9~12
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5
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5
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Flux
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Moves to attack units in range.
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Djute
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Myrmidon
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17
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1
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25~29
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8~11
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14~17
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14~17
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4~6
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4~5
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2~4
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8
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5
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Armorslayer • Vulnerary
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--
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Djute
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Myrmidon
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17
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1
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25~29
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8~11
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14~17
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14~17
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4~6
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4~5
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2~4
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8
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5
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Lancereaver
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--
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Djute
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Nomad
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18
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5
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow
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The southernmost one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow • Vulnerary
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The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow • Elixir
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• The northern one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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17
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2
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25~28
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow
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The western one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomadic Trooper
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6
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6
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32~38
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12~15
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11~15
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13~17
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5~8
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8~11
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4~7
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8
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8
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Short Bow • Steel Sword
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• The one near the gate moves to attack units in range. • The one southwest of the gate begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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19
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1
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26~30
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9~12
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10~13
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12~15
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4~7
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5~7
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2~4
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7
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7
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Short Bow
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--
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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Killing Edge
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--
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Djute
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Myrmidon
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16
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1
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25~28
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8~10
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14~16
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14~16
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3~6
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3~5
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2~3
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8
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5
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Lancereaver
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Moves to attack units in range.
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Djute
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Druid
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6
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1
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27~32
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17~22
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8~12
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9~12
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3~7
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5~8
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11~14
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6
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6
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Eclipse • Physic
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Moves to attack units in range.
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Bern
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Wyvern Rider
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16
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1
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30~34
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12~15
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7~9
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8~11
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3~5
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11~13
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1~2
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10
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Rider
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16
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1
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30~34
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12~15
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7~9
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8~11
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3~5
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11~13
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1~2
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10
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Lord
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5
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1
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39~46
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16~20
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10~14
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10~13
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3~6
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13~16
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2~4
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11
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8
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Axereaver • Elixir
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Begins moving unprovoked when he can attack a unit within two turns.
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Monke
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Nomadic Trooper
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9
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1
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42
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15
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16
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20
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12
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13
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13
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8
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8
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Brave Bow • Brave Sword • Elixir
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Does not move; stands on the gate, the chapter's seize point.
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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/Mag
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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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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Steel Sword
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Moves to attack units in range.
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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Steel Sword • Elixir
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Moves to attack units in range.
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Djute
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Shaman
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18
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2
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28~33
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14~19
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8~13
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9~13
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4~7
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4~6
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12~17
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5
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5
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Flux
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Moves to attack units in range.
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Djute
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Myrmidon
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17
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1
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32~39
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11~16
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18~20
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18~20
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7~11
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5~8
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3~7
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8
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5
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Armorslayer • Vulnerary
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--
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Djute
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Myrmidon
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17
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1
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32~39
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11~16
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18~20
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18~20
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7~11
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5~8
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3~7
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8
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5
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Lancereaver
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--
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Djute
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Nomad
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18
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5
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow
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The southernmost one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow • Vulnerary
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The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow • Elixir
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• The northern one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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17
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2
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31~37
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow
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The western one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomadic Trooper
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6
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6
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38~47
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14~19
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14~20
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16~22
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7~12
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9~14
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5~9
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8
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8
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Short Bow • Steel Sword
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• The one near the gate moves to attack units in range. • The one southwest of the gate begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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19
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1
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32~39
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12~17
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14~19
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16~20
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7~12
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6~9
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3~7
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7
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7
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Short Bow
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--
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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Killing Edge
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--
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Djute
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Myrmidon
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16
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1
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32~38
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11~15
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18~20
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18~20
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6~11
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4~8
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3~6
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8
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5
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Lancereaver
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Moves to attack units in range.
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Djute
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Druid
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6
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1
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31~39
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22~29
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11~17
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11~16
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5~10
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6~10
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13~18
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6
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6
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Eclipse • Physic
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Moves to attack units in range.
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Bern
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Wyvern Rider
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16
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1
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38~45
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16~20
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10~14
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11~16
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5~9
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13~17
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2~4
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10
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Rider
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16
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1
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38~45
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16~20
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10~14
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11~16
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5~9
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13~17
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2~4
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10
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Lord
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5
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1
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46~57
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20~26
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13~19
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12~16
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5~9
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15~19
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2~5
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11
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8
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Axereaver • Elixir
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Begins moving unprovoked when he can attack a unit within two turns.
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Monke
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Nomadic Trooper
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9
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1
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48~51
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17~19
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19~21
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23~25
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14~16
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14~16
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14~15
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8
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8
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Brave Bow • Brave Sword • Elixir
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Does not move; stands on the gate, the chapter's seize point.
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Reinforcements
- Each enemy phase after entering the circle of huts surrounding the castle gate (columns 14–22, rows 17–23; and columns 15–21, rows 16 and 24)
- Nomads and Nomadic Troopers randomly appear from the huts—Nomads appear from the east seven huts and the left of the top one; level 6 Nomadic Troopers appear from the west five huts, the middle of the top three, and the left of the bottom two
- Enemy phase of turns 10, 15, and 20
- Enemy phase of turns 12, 17, 22
- Enemy phase of turns 13 and 23
Boss data
- Main article: Monke
- 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.[1]
Strategy
This section has been marked as a stub. Please help improve the page by adding information.
Etymology and other languages
Gallery
References