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The Pirates of Galder
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The Pirates of Galder (Japanese: ガルダの海賊 Pirates of Garda) is the second chapter in Fire Emblem: Shadow Dragon & the Blade of Light, Book I of Mystery of the Emblem, and Shadow Dragon.
Plot
- Main article:
The Pirates of Galder/Script
Marth sets out for Galder Harbor, a sleepy port town that has been taken over by a pirate crew led by Gomer. As he reaches the port, he is joined by the mercenaries King Mostyn promised him: Ogma, Barst, Bord, and Cord. Ogma warns Marth that Grustian cavalry is heading this way to claim his head. Marth defeats Gomer and his pirate crew, much to the relief of the villagers. Upon learning that he intends to reach Aurelis, one of the villagers warns Marth that his route will take him into the Ghoul's Teeth, where the fearsome Soothsires make their hideout. The villager also warns him to beware Navarre, a skilled swordsman employed by the Soothsires.
Chapter data
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
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Victory: Seize | Player | Enemy | ||||
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Defeat: Marth dies | 12+2 | 17-2 | ||||
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Map dimensions: 30 columns by 13 rows |
Units are arranged based on their position in deployment order. If every unit is alive and recruited, the deployment order is:
Character data
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
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New Units
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Required Characters
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Available Characters
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Item data
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
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Shop data
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
Enemy data
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
- 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-1 Hard-2 Hard-3 Hard-4 Hard-5
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Boss data
- Main article:
Gomer
Shadow Dragon & the Blade of Light Mystery of the Emblem Shadow Dragon
- 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. |
If you reset until Gomer has 7 Skill and 11 Speed, you can make the fight a little safer for your units. Your new units are Ogma, a well-rounded Mercenary; Barst, the best axe wielder in the game; Bord, a slow Fighter with a high weapon level; Cord, a Fighter who is good for reclassing; Darros, a recruitable Pirate who has good Strength but poor Skill; and Castor, a harder-hitting, more mobile, and frailer alternative to Gordin. Ogma starts a trend of swordsmen being much better on the NES than the DS; his Speed base is much more valuable on the NES, while on the DS being a sword specialist in a lance-dominated game and having a poor personal Speed growth severely hampers him.
At the beginning of the chapter, the 5 enemies on the north island and the 2 Grustian cavalry will attack your position. Plop Ogma on the north bridge; if the enemy pirate has 8 Speed, equip the Iron Sword, while if he has 9 Speed, equip the Steel Sword. Place Barst on the northwest bridge with his Steel Axe out. Make sure that Marth is outside of Darros' "attack" range, or else Darros can get himself killed before you even get to control him. On the second turn, use ranged attacks to kill both of the enemy pirates and place Draug on the north bridge so that he boxes the thieves in. Then you can kill them at your leisure and recruit Darros. When the Cavaliers reach you, use Marth to block the northwest bridge with his Rapier. Caeda can obliterate them with her Wing Spear on the Player Phase. Do not be afraid to heal with Wrys if you absolutely need to. Once everyone is dead, you can take the rest of the map on at your own pace. Moving a unit two spaces below the northern house will allow you to provoke the first enemy pirate to the west without endangering your own units. Moving one space to the left from there will provoke Castor, and one more space to the left will provoke the other Hunter.
Marth, Abel, and Cain need 8 Speed to avoid being doubled by 11 Speed Gomer, and Abel, Cain, and Ogma need 4 Luck to guarantee that 8 Skill Gomer cannot critical them. Barst and Cord fulfill both these marks with their base stats, and Ogma has 12 Speed and a weapon triangle advantage, making them safe choices for fighting Gomer. The safest strategy is to use the save point in the middle of the map when all of the enemies save Gomer have been dealt with, and have Ogma fight Gomer until you get a lucky break; either a critical hit or a couple of dodges for Ogma will do. Then have your fast sword users bum rush him and clobber him before he can recover. Give the Steel Sword he drops to Marth. On a minor note, your units need 3 Luck in order to guarantee that the Fighters in the next chapter cannot get critical hits.
Etymology and other languages
Names, etymology and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Pirates of Galder |
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Japanese |
• ガルダのかいぞく |
• Pirates of Garda, used in Shadow Dragon & the Blade of Light; excludes kanji due to Famicom limitations. |
Spanish |
Piratas de Galder |
Pirates of Galder |
French |
Les pirates de Galder |
The pirates of Galder |
German |
Piraten von Galder |
Pirates of Galder |
Italian |
I pirati di Galder |
The pirates of Galder |
Gallery
Screenshot from Shadow Dragon & the Blade of Light.
CG image displayed during the introduction text in Shadow Dragon.
Notes
- ↑ Not in Mystery of the Emblem.
References
← Marth Embarks • | The Pirates of Galder | • A Brush in the Teeth → |
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Fire Emblem: Mystery of the Emblem | ||||||||||||||||||||||||||||||||
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Fire Emblem: Shadow Dragon | ||||||||||||||||
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