Chapter 14: Open Fire Main objective: Defend the city for 10 turns
You can see each enemy’s inventory by placing the cursor over his image on the map. Note: 7 green Dragon Knights will appear at the end of Turn 8, and they will attack you. They move sometimes. In order to go to the following optional chapter: Visit at least three red houses (Houses 1, 2, and 3 don't count).
• New units: • Enemy reinforcements: • General Strategy: Apparently, you're in a closed city, but the enemies break down the city walls, leaving 4 points of entry into the city. Those are the points that you have to defend in order to complete the mission successfully since, as you already know, if the enemies take the castle, you lose. Like I said, there are 4 points to defend, so select your best units (with a lot of vulneraries); the rest is just defense and avoid. The first army you'll have to face is Baldac's; his army is pretty easy, unlike the reinforcements. The Baron in charge of the attack is difficult, but he won't move unless you attack him. If you do decide to approach him, be careful of the "Iron arch"; it has great defense and can do up to 71 damage to a flying unit, in addition to having a large attack range (3~15). - If you'd rather kill everything instead of defend, there are a few things you need… In some of the houses, you'll find useful items, and you can also recruit Homero, who is yet another mage… Send Nanna to house 1 to recruit Homero; if you use any other unit nothing will happen. The same goes for house 3, where you can only get the Dragon Lance, an excellent weapon that only Dean (the dragon knight) can use, if you enter with him. In Dean's case, if you'd like to avoid running into any problems with the ballista, use a warp staff to send him over to the house and a rescue staff to bring him back. In the most remote house, you'll find a spell called "Resire" that can drain energy, like Nanna's Earth Sword, but it's a spell that no one on your team can use (yet) – only a few units can equip that type of magic. At the end of Turn 8, a squadron of Thracian flyers will arrive in order to keep an eye on the situation; they are neutral units (NPCs), and sometimes will remain stationary as long as you don't attack them, even though I recommend killing them (except the boss) because you can obtain a good amount of experience. The same goes for the dark mages that appear afterward; of course, the downside is that their spells can poison you, but you still get a ton of experience for killing each one of them. Anyway, on Turn 10 the mission ends.
He's pretty easy, but be careful of his weapon, which can attack two consecutive times. Also, When facing any of these bosses, it's a good idea to use supports, the King Sword, and the Charisma skill if you can, and especially if you want to defeat them all.
Like I said before, he appears as an NPC and will attack you only if you attack him. Other than that, he's very easy.
He's the true boss of this chapter, but unlike the other bosses in this chapter he's much harder, mostly because of his Master axe which, like Baldac's Master lance, can attack twice in a row. Defeat him with a good mage like Asvel and his Grafcalibur so you don't run into any problems. And capture him if you can, so you can get his weapons. Go to Fire Emblem Thracia 776 section |
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