Whereabouts Unknown
|

|
|
|
“
|
It's settled! Let's find the guards and retake the castle!
|
”
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— Hector
|
Whereabouts Unknown (Japanese: 謎の行方 Mysterious Whereabouts) is the sixteenth chapter of Eliwood's Tale and the seventeenth chapter of Hector's Tale in Fire Emblem: The Blazing Blade. To play the following sidequest, at least one NPC Soldier must survive this chapter.
Plot
- Main articles: Whereabouts Unknown/Script (Eliwood) and Whereabouts Unknown/Script (Hector)
Hector, Eliwood, and Lyn have fought their way through Bauker's forces and are able to enter Castle Caelin. Eliwood notes that the castle's guard is strangely absent; Lyn states that those still alive are likely being kept as prisoners. The trio then commences the battle with the hope of saving Lord Hausen and the imprisoned soldiers. If Chapter 13x was not played, Merlinus introduces himself to the group; after hearing Merlinus's heartfelt desire to work for a noble house, Hector hires him. Once the battle starts, Raven, imprisoned along with Lucius and Caelin's castle guard, demands that the guard allow him to fight on Laus's side, which the guard eventually allows.
As the battle continues, the imprisoned soldiers reveal they hid keys and weapons in the cell before they were thrown in. Lucius declines the chance to fight alongside the soldiers, as he wants to wait for Raven to retrieve him. Priscilla may recognize Raven as her long-lost brother, Raymond, and convince him to fight for Caelin; Raven may then return to Lucius and inform him that he is now fighting against Laus—for the long-term benefit of getting closer to Hector for his revenge—and Lucius joins him.
After seizing the castle back from Laus, the three lords begin to search for Marquess Caelin. Leila approaches the group and reveals that she has been treating the marquess's wounds in a secluded room. Leila is an Ostian spy who has been investigating Elbert's disappearance by working undercover in the Black Fang; she explains that the Black Fang originally targeted nobles of Bern who abused their power, but in the past year, their leader—Brendan Reed—remarried and they have started to target anyone they are paid to kill. Leila also informs the group that Elbert is alive and is currently at the Dragon's Gate on Valor, commonly known as "the Dread Isle",. After Leila finishes her report, she sets off to regroup with the Black Fang and complete her mission. Eliwood, now with the knowledge of his father's whereabouts, sets out for Valor accompanied by Lyn and Hector.
If Matthew is alive, he and Leila briefly meet; he invites her to visit his hometown and meet his parents once they've finally freed Lord Elbert, but leaves before she can respond. If at least one of the Caelin soldiers survived, they stop Lyn before she can leave; she asks that they protect her grandfather, and they give her an item they retrieved from the vault before it was ransacked.
Chapter data
Eliwood Normal Eliwood Hard Hector Normal Hector Hard
|
|
|
Victory: Seize throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Eliwood, Hector, or Lyn dies
|
1–11+2
|
{{{partner}}}
|
4-1
|
25+10-1
|
{{{third}}}
|
|
|
|
|
Victory: Seize throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Eliwood, Hector, or Lyn dies
|
1–10+2
|
{{{partner}}}
|
4-1
|
28+15-1
|
{{{third}}}
|
|
|
|
|
Victory: Seize throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Hector, Eliwood, or Lyn dies
|
1–11+2
|
{{{partner}}}
|
4-1
|
25+11-1
|
{{{third}}}
|
|
|
|
|
Victory: Seize throne
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Hector, Eliwood, or Lyn dies
|
1–10+2
|
{{{partner}}}
|
4-1
|
29+17-1
|
{{{third}}}
|
|
The door to the room with Lucius and the Caelin Soldiers automatically opens on at the start of turn 7.
Character data
- Note: Only one of Eliwood or Hector is required to be deployed, with the other being optional. The required unit will be whichever one's tale the player chose.
- If Lyn's tale was played and Lucius was not defeated in it, he will retain the stats he had at the end of Chapter 10.
Item data
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.
Eliwood Normal Eliwood Hard Hector Normal Hector Hard
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Archer
|
8
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
8
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Chest Key
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Iron Lance • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Fighter
|
4
|
1
|
22~23
|
6~7
|
2~4
|
4~6
|
0
|
2~3
|
0~1
|
11
|
5
|
Hammer
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
1
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Iron Lance • Door Key
|
--
|
|
Laus
|
Archer
|
6
|
1
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Door Key
|
--
|
|
Laus
|
Archer
|
6
|
1
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Vulnerary
|
--
|
|
Laus
|
Knight
|
3
|
1
|
18~19
|
5~6
|
2~3
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Javelin • Vulnerary
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
5
|
1
|
20~22
|
5~6
|
4~5
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
Moves to attack units in range.
|
|
Laus
|
Shaman
|
2
|
1
|
16~17
|
2~3
|
1~2
|
2~3
|
0
|
2~3
|
4~5
|
7
|
5
|
Flux
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
4
|
1
|
19~21
|
4~6
|
4~5
|
3~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Short Bow
|
--
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Steel Lance
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
3
|
1
|
19~20
|
4~5
|
3~4
|
3~4
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
1
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
2
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Iron Lance
|
The eastern one moves to attack units in range.
|
|
Laus
|
Archer
|
6
|
2
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
8
|
2
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
7
|
2
|
21~23
|
5~7
|
5~6
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
The western one moves to attack units in range.
|
|
Raven
|
Mercenary
|
5
|
1
|
25
|
8
|
11
|
13
|
2
|
5
|
1
|
8
|
5
|
Steel Sword
|
• Starts in the room with the NPCs, but at the start of turn 1 enemy phase, moves from there to the adjoining corridor. • Moves to attack units in range; does not attack Priscilla or Lucius.
|
|
Bernard
|
General
|
1
|
1
|
29
|
14
|
9
|
3
|
2
|
13
|
10
|
15
|
5
|
Steel Lance
|
Does not move; stands on a throne, the chapter's seize point.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Cavalier
|
5
|
3
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Iron Sword
|
--
|
|
Laus
|
Cavalier
|
5
|
3
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Iron Lance
|
--
|
|
Laus
|
Shaman
|
5
|
4
|
17~19
|
3~5
|
2~3
|
3~4
|
0
|
2~3
|
5~6
|
7
|
5
|
Flux
|
Immediately begins moving unprovoked, even when blocked by terrain.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Archer
|
8
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
3
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Iron Lance
|
The eastern one moves to attack units in range.
|
|
Laus
|
Archer
|
5
|
1
|
20~22
|
5~6
|
4~5
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
Moves to attack units in range.
|
|
Laus
|
Shaman
|
2
|
1
|
16~17
|
2~3
|
1~2
|
2~3
|
0
|
2~3
|
4~5
|
7
|
5
|
Flux
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
6
|
3
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
4
|
1
|
19~21
|
4~6
|
4~5
|
3~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Short Bow
|
--
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Steel Lance
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
3
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Chest Key
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
3
|
1
|
19~20
|
4~5
|
3~4
|
3~4
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Vulnerary
|
--
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
1
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
8
|
2
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
6
|
1
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Door Key
|
--
|
|
Laus
|
Fighter
|
4
|
1
|
22~23
|
6~7
|
2~4
|
4~6
|
0
|
2~3
|
0~1
|
11
|
5
|
Hammer
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
7
|
2
|
21~23
|
5~7
|
5~6
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
The western one moves to attack units in range.
|
|
Laus
|
Archer
|
4
|
5
|
19~21
|
4~6
|
4~5
|
3~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow
|
--
|
|
Raven
|
Mercenary
|
5
|
1
|
25
|
8
|
11
|
13
|
2
|
5
|
1
|
8
|
5
|
Steel Sword
|
• Starts in the room with the NPCs, but at the start of turn 1 enemy phase, moves from there to the adjoining corridor. • Moves to attack units in range; does not attack Priscilla or Lucius.
|
|
Bernard
|
General
|
1
|
1
|
29
|
14
|
9
|
3
|
2
|
13
|
10
|
15
|
5
|
Steel Lance
|
Does not move; stands on a throne, the chapter's seize point.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Cavalier
|
5
|
5
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Iron Sword • Vulnerary
|
--
|
|
Laus
|
Cavalier
|
5
|
5
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Iron Lance
|
--
|
|
Laus
|
Archer
|
8
|
5
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
Immediately begins moving unprovoked, even when blocked by terrain.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Archer
|
8
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
8
|
1
|
22~24
|
6~7
|
5~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Chest Key
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Iron Lance • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Fighter
|
4
|
1
|
22~23
|
6~7
|
2~4
|
4~6
|
0
|
2~3
|
0~1
|
11
|
5
|
Hammer
|
Moves to attack units in range.
|
|
Laus
|
Nomad
|
6
|
1
|
18~20
|
6~7
|
5~7
|
6~8
|
0
|
4~5
|
0~1
|
7
|
7
|
Iron Bow • Vulnerary
|
--
|
|
Laus
|
Archer
|
3
|
1
|
19~20
|
4~5
|
3~4
|
3~4
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
6
|
1
|
21~22
|
5~6
|
4~6
|
4~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Iron Bow • Door Key
|
--
|
|
Laus
|
Knight
|
3
|
1
|
18~19
|
5~6
|
2~3
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Javelin • Vulnerary
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
2
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Iron Lance
|
--
|
|
Laus
|
Cavalier
|
5
|
1
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Steel Sword
|
Moves to attack units in range.
|
|
Laus
|
Shaman
|
2
|
1
|
16~17
|
2~3
|
1~2
|
2~3
|
0
|
2~3
|
4~5
|
7
|
5
|
Flux
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
4
|
1
|
19~21
|
4~6
|
4~5
|
3~5
|
0
|
3~4
|
0~1
|
7
|
5
|
Short Bow
|
--
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Steel Lance
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
5
|
1
|
19~21
|
6~7
|
3~4
|
0~1
|
0
|
9~11
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
1
|
19~20
|
6~7
|
2~4
|
0~1
|
0
|
9~10
|
0~1
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Mage
|
4
|
1
|
17~18
|
2~3
|
3~4
|
3~5
|
0
|
3~4
|
3~5
|
6
|
5
|
Thunder
|
Moves to attack units in range.
|
|
Laus
|
Myrmidon
|
6
|
1
|
19~20
|
5~6
|
10~12
|
10~12
|
0
|
2~3
|
0~2
|
8
|
5
|
Iron Sword
|
--
|
|
Laus
|
Mercenary
|
6
|
1
|
21~23
|
5~7
|
9~11
|
9~10
|
0
|
4~6
|
0~2
|
9
|
5
|
Iron Sword
|
--
|
|
Laus
|
Nomad
|
8
|
2
|
19~22
|
6~8
|
6~8
|
7~9
|
0
|
4~5
|
0~2
|
7
|
7
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
7
|
1
|
21~23
|
5~7
|
5~6
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow
|
Moves to attack units in range.
|
|
Laus
|
Cavalier
|
7
|
1
|
23~26
|
6~8
|
4~5
|
6~7
|
0
|
6~8
|
0~2
|
9
|
7
|
Steel Lance
|
--
|
|
Raven
|
Mercenary
|
5
|
1
|
25
|
8
|
11
|
13
|
2
|
5
|
1
|
8
|
5
|
Steel Sword
|
• Starts in the room with the NPCs, but at the start of turn 1 enemy phase, moves from there to the adjoining corridor. • Moves to attack units in range; begins moving unprovoked on turn 3.
|
|
Bernard
|
General
|
1
|
1
|
29
|
14
|
9
|
3
|
2
|
13
|
10
|
15
|
5
|
Steel Lance
|
Does not move; stands on a throne, the chapter's seize point.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Thief
|
8
|
1
|
19~20
|
3~4
|
3~5
|
11~13
|
0
|
2~3
|
1~2
|
6
|
6
|
Iron Lance • Lockpick
|
Ignores combat; moves to open chests and doors, then escape to the north.
|
|
Laus
|
Cavalier
|
5
|
3
|
22~24
|
6~7
|
3~4
|
5~7
|
0
|
6~7
|
0~1
|
9
|
7
|
Iron Lance
|
--
|
|
Laus
|
Nomad
|
5
|
3
|
18~19
|
6~7
|
5~6
|
6~8
|
0
|
4~5
|
0~1
|
7
|
7
|
Iron Bow
|
--
|
|
Laus
|
Shaman
|
5
|
4
|
17~19
|
3~5
|
2~3
|
3~4
|
0
|
2~3
|
5~6
|
7
|
5
|
Flux
|
Immediately begins moving unprovoked, even when blocked by terrain.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Archer
|
8
|
1
|
25~28
|
7~9
|
6~10
|
5~8
|
0
|
3~6
|
0~3
|
7
|
5
|
Steel Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
7
|
1
|
24~28
|
8~11
|
4~7
|
0~3
|
0
|
11~13
|
1~4
|
13
|
4
|
Iron Lance
|
--
|
|
Laus
|
Cavalier
|
5
|
1
|
25~29
|
7~9
|
4~7
|
6~9
|
0
|
6~8
|
0~2
|
9
|
7
|
Steel Sword
|
Moves to attack units in range.
|
|
Laus
|
Shaman
|
10
|
1
|
21~25
|
7~11
|
4~7
|
5~8
|
0
|
2~5
|
7~10
|
7
|
5
|
Flux
|
Moves to attack units in range.
|
|
Laus
|
Nomad
|
6
|
1
|
20~24
|
7~9
|
6~10
|
7~11
|
0
|
4~6
|
0~2
|
7
|
7
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
4
|
1
|
22~25
|
5~8
|
5~8
|
4~7
|
0
|
3~5
|
0~2
|
7
|
5
|
Short Bow
|
--
|
|
Laus
|
Knight
|
5
|
1
|
22~26
|
7~10
|
4~6
|
0~2
|
0
|
10~13
|
0~3
|
13
|
4
|
Steel Lance
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
3
|
2
|
22~24
|
5~7
|
4~7
|
4~6
|
0
|
3~5
|
0~2
|
7
|
5
|
Steel Bow • Door Key
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
5
|
1
|
22~26
|
7~10
|
4~6
|
0~2
|
0
|
10~13
|
0~3
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Knight
|
4
|
1
|
22~25
|
7~10
|
3~6
|
0~2
|
0
|
10~12
|
0~3
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Mage
|
10
|
1
|
22~26
|
7~11
|
6~10
|
6~9
|
0
|
3~5
|
6~9
|
6
|
5
|
Thunder
|
Moves to attack units in range.
|
|
Laus
|
Myrmidon
|
6
|
1
|
22~24
|
6~8
|
11~15
|
11~15
|
0
|
2~4
|
0~4
|
8
|
5
|
Iron Sword
|
--
|
|
Laus
|
Mercenary
|
6
|
1
|
24~28
|
6~10
|
10~14
|
10~12
|
0
|
4~8
|
0~4
|
9
|
5
|
Iron Sword
|
--
|
|
Laus
|
Nomad
|
8
|
2
|
21~26
|
7~10
|
7~11
|
8~12
|
0
|
4~6
|
0~3
|
7
|
7
|
Iron Bow
|
--
|
|
Laus
|
Knight
|
4
|
1
|
22~25
|
7~10
|
3~6
|
0~2
|
0
|
10~12
|
0~3
|
13
|
4
|
Iron Lance
|
--
|
|
Laus
|
Archer
|
6
|
1
|
24~26
|
6~8
|
5~9
|
5~7
|
0
|
3~5
|
0~2
|
7
|
5
|
Iron Bow • Door Key
|
--
|
|
Laus
|
Fighter
|
4
|
1
|
25~28
|
8~11
|
3~6
|
5~8
|
0
|
2~4
|
0~2
|
11
|
5
|
Hammer
|
Moves to attack units in range.
|
|
Laus
|
Archer
|
7
|
6
|
24~27
|
6~9
|
6~9
|
5~8
|
0
|
3~6
|
0~3
|
7
|
5
|
Iron Bow
|
The northern four move to attack units in range.
|
|
Laus
|
Knight
|
10
|
1
|
26~31
|
9~13
|
5~8
|
1~3
|
0
|
12~14
|
1~5
|
13
|
4
|
Javelin
|
Moves to attack units in range.
|
|
Laus
|
Cavalier
|
7
|
1
|
26~31
|
7~10
|
5~8
|
7~9
|
0
|
6~9
|
0~3
|
9
|
7
|
Steel Lance
|
--
|
|
Raven
|
Mercenary
|
5
|
1
|
28~30
|
9~11
|
12~14
|
14~15
|
2
|
5~7
|
1~3
|
8
|
5
|
Steel Sword
|
• Starts in the room with the NPCs, but at the start of turn 1 enemy phase, moves from there to the adjoining corridor. • Moves to attack units in range; begins moving unprovoked on turn 3.
|
|
Bernard
|
General
|
1
|
1
|
32~34
|
15~16
|
9~11
|
3~4
|
2
|
14~15
|
11~12
|
15
|
5
|
Steel Lance
|
Does not move; stands on a throne, the chapter's seize point.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Laus
|
Thief
|
8
|
1
|
21~23
|
3~5
|
4~8
|
12~16
|
0
|
2~4
|
1~4
|
6
|
6
|
Iron Lance • Lockpick • Killing Edge
|
Ignores combat; moves to open the northern two chests, then escape to the north.
|
|
Laus
|
Thief
|
10
|
1
|
21~25
|
3~5
|
5~9
|
13~17
|
0
|
2~4
|
1~5
|
6
|
6
|
Iron Lance
|
Moves escape to the north.
|
|
Laus
|
Cavalier
|
5
|
5
|
25~29
|
7~9
|
4~7
|
6~9
|
0
|
6~8
|
0~2
|
9
|
7
|
Iron Lance
|
--
|
|
Laus
|
Nomad
|
5
|
5
|
20~23
|
7~9
|
6~9
|
7~11
|
0
|
4~6
|
0~2
|
7
|
7
|
Iron Bow
|
--
|
|
Laus
|
Archer
|
8
|
5
|
25~28
|
7~9
|
6~10
|
5~8
|
0
|
3~6
|
0~3
|
7
|
5
|
Iron Bow
|
Immediately begins moving unprovoked, even when blocked by terrain.
|
|
Reinforcements
- Turn 4 (Hector Hard Mode only)
- Turn 5 (Hector Hard Mode only)
- 1 Thief at level 10 from the stairs
- Turn 6 (Hector Normal Mode only)
- Turns 8–10 (Normal Mode)/7–11 (Hard Mode)
- 1 Cavalier with an Iron Sword from the southwest corner of the map (Eliwood's tale only)
- 1 Cavalier with an Iron Lance from the southwest corner of the map
- 1 Nomad from the southwest corner of the map (Cannot be blocked; Hector's tale only)
- Turns 9–12 (Normal Mode only)
- Turns 8–12 (Hard Mode only)
NPC 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.
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Con
|
Mov
|
Inventory and Skills
|
|
Caelin
|
Soldier
|
6
|
2
|
23~25
|
5~6
|
1~2
|
1~3
|
0
|
0~1
|
0~1
|
6
|
5
|
Steel Lance • Vulnerary
|
• Starts with no items in inventory; gains them when the door opens. • Does not act, except to heal, until one turn after the door to their room opens; one turn after the door opens, begins moving to attack units unprovoked.
|
|
Caelin
|
Soldier
|
7
|
1
|
24~26
|
5~7
|
1~3
|
2~3
|
0
|
0~1
|
0~2
|
6
|
5
|
Javelin • Vulnerary
|
• Starts with no items in inventory; gains them when the door opens. • Does not act, except to heal, until one turn after the door to their room opens; one turn after the door opens, begins moving to attack units unprovoked.
|
|
Lucius
|
Monk
|
3
|
1
|
18
|
7
|
6
|
10
|
2
|
1
|
6
|
6
|
5
|
Lightning • Vulnerary
|
• Starts with no items in inventory; gains them when the door opens. • Does not act, except to heal. • Maintains his level and stats from the end of Lyn's tale if it was played and he was not defeated in it.
|
|
Boss 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.
- Main article: Bernard
Normal/Eliwood Hard Hector Hard
Strategy
Hannah's Augury
|
 Price: 50
|
Intro: Heh heh heh... So, you seek insight into your next battle? Augury: The skills of a thief will serve you well. Oh, and there will be a meeting... Take the polite girl, the flame-haired beauty. And again, take your rapier and hammer. That...is all I see.
|
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This section has been marked as a stub. Please help improve the page by adding information.
Right from the get-go, you'll need to move your units up with a sense of urgency. On turn 9, the soldiers of Caelin will begin moving out and risk getting killed by Raven (or possibly killing him on lower difficulties). If all of them get killed, you cannot access the sidequest chapter, and thus cannot recruit Canas. If you wish to recruit Raven with Priscilla, be sure you have units that can both move far and keep her safe, as well as some healing in case she takes a ranged attack. Raven will attack and kill Priscilla if she is within range.
One may consider allowing only one green unit to survive to get a free mine and perform the special enemy control glitch later.
Trivia
- Lyn, Sain, Wil, Florina, and Kent can have conversations with the soldiers once they are rescued.
Etymology and other languages
Names, etymology and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Whereabouts Unknown
|
|
Japanese
|
謎の行方
|
Mysterious Whereabouts
|
French
|
Terrain inconnu
|
Uncharted Territory
|
German
|
Verbleib unbekannt
|
Whereabouts Unknown
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.