Chapter 19: Remorse and Retalation

Main objective: Escape

You can see each enemy’s inventory by placing the cursor over his image on the map.

• Items/Villages/Treasure:
1. Live staff
2. Wind
3. Holy water
4. Silver sword
5. Killer lance
6. Speed ring
7. Holy water
8. Live staff
9. Magic Up staff
- Knight Proof if the 4 green villagers escape.

• New units:
- Amalda (Paladin). Speak to her with Sleuf.
- Conomore (Paladin). Speak to him with Miranda.
You cannot recruit both of these units because it is not possible to have the two units needed to recruit them. In other words, you will only be able to recruit one of them depending on which unit you have in your group (which in turn depends on the path you selected during Chapter 15). Also, the Paladin that you killed, if you chose to do so, will not appear here.

• Enemy reinforcements:
- Turn 1 to 10: 3 Mountain thieves from the forest (they won't attack – they'll go straight to the houses instead)
- Turn 2 to 25: 1 Great knight and 2 Axe Knights (right side of the boss)
- Turn 5 to 25: 1 Mage knight, 1 Arch knight and 1 Lance knight (left side of the boss).

• General Strategy:
- Minimum number of units you can use: 16
- Maximum number of units: 20 + 1 (recruitable)

The Empire is planning a large-scale attack again, but this time the target is Lenster instead of Tahra. Frankly, this chapter is pretty complicated, and even more so if your units aren't at the level of the enemy units. I'm telling you this because one group will remain in the north of the map, and the other in the south, defending, so you'll need your most powerful units (hopefully promoted) if you want to complete this chapter successfully. You will also need Miranda or Sleuf for Amalda/Conomore.

If for some reason you're worried about this chapter, you can clear it immediately with Leaf… it's a simple matter of entering the castle. But that's not the idea since you'd end up leaving behind the group to the south, plus all the items in the houses, and you won't be able to recruit Amalda or Conomore. Anyway, as I said, this mission can be torture, especially because of the two powerful ballistae near the boss and also because of the two annoying bishops that can put you to sleep, leaving you vulnerable to attacks from the enemy reinforcements, and to repeated attacks by the same boss.

About the houses… there aren't too many items that are worth it; most of them are just weapons and Holy waters, but at any rate it's a good idea that you go to the houses as soon as possible for the items so that the thieves don't destroy them. If you want you can use long-distance spells or staves to transport your units. Also, on the following turns Mountain Thieves will appear in order to destroy the houses; however, they will not attack you, so you can proceed calmly.
The only other thing you need to worry about is the civilians – you should rescue them with mounted units and head toward the top of the map as quickly as possible in order to escape and obtain the Knight Proof. You can use the same strategy if one of your low-movement units ends up in the southern group, so that you can advance more quickly. Strangely enough, by the way, one of the kids has 6 movement and the others 4, so you can drop him off a little ways up in the map and use your mounted units carry the others, much slower units.

About the reinforcements…they're excellent for training your weakest units, but it would probably be best not to worry about that until you have everything under control. Be very careful with them since they have extremely powerful weapons, especially the Great Knights, who can kill any of your mounted units with just one hit.

Another important thing that you have to keep in mind: if, at some point, one of your units was captured, you will get to go to Chapter 21 Gaiden. This is really your last good chance to let a unit get captured, so if none of them have been captured by now, leave one of your units behind and let them get captured so you'll get access to the extra chapter. It's a good option since in that chapter you can strengthen your units even more and can also obtain new items.
And in the event that you have several good units and some Stamina Drinks… you can select all of your "bad" or unused units for the purposes of this chapter – just flee with Leaf and the group that appears with him near the top of the map. All of the units that were left behind can simply be rescued in Chapter 21 Gaiden. Just make sure that none of the abandoned units have important items because you'll lose them.


Amalda
Boss - Data Items
- Class: Paladin (Level 6)
- Weapon Level: A C
- Skills: Continue
- Master Sword
- Live Staff
HP Str Mag Skl Spd Lck Def Bld Mov Movement Stars
Stats 34 8 13 11 15 11 9 8 10 1
Leadership 0 Double atk. Crit. 2  


Conomore
Boss - Data Items
- Class: Paladin (Level 13)
- Weapon Level: A A
- Skills: Duel
- Master Lance
- Killer Sword
HP Str Mag Skl Spd Lck Def Bld Mov Movement Stars
Stats 39 13 3 18 11 4 12 13 10 1
Leadership 4 Double atk. Crit. 2  

Okay, so the first units you'll run into are those in the armies of Amalda and Conomore. If you have even one use left on a Warp staff, transport either Sleuf or Miranda to his/her corresponding commander. When you've talked to Amalda or Conomore, you have to rescue the unit with the recruited and run while you still have the chance. Or if you can, try to arrange your units so that Sleuf or Miranda appears with the lower group, so that they can talk to their respective general on the second turn since there will be open spaces around Amalda and Conomore after they move on their turn.

In other words, the task here is fairly simple. If you have Sleuf in your team, you can recruit Amalda when you speak to her with Sleuf. If, on the other hand, you have Miranda, you can speak to Conomore with her. Personally, I prefer Amalda since she has good magic growth, in addition to the fact that she can gain more levels than Conomore can. But this is your thing and it depends on the route that you took to get to Lenster.
When one of them joins your team, the rest of that commander's army will automatically change to NPC troops, which can help you kill off some of the enemy units and can also serve as excellent decoys for ballistae, reinforcements, etc. However, the problem here is that you have to kill whoever you didn't recruit; that is, if you have Amalda, you have to kill Conomore (along with his whole army) or vice versa.

Other than that, you also have to keep in mind that you will be brutally attacked by the ballistae, and by the two bishops. They have a spell called Blizzard that attacks from long distances and puts any unit to sleep on contact; this spell is pretty rare in the game and only a few enemies have it, so this would be a good opportunity to swipe one. And of course you also have to worry about the boss, who is armed with Meteo and can occasionally deal a good bit of damage.


Wolf
Boss - Data Items
- Class: Baron (Level 15)
- Weapon Level: C (A in others)
- Skills: Big Shield
- Master Sword
- Torron
- Meteor
- Medicine
- Medicine
HP Str Mag Skl Spd Lck Def Bld Mov Movement Stars
Stats 56 20 13 18 8 10 20 20 6 0
Leadership 4 Double atk. Crit. 0  

Here the problem is not so much the boss, but rather the boss's army, which attacks in unison. That is, the moment that you go for the boss (only if you want, isn't necessary), you have to dodge ALL attacks from ALL enemies because if the bishops put you to sleep your stats go down to zero, leaving you defenseless against the boss, his reinforcements, and the ballistae.
It's for that reason that it's really dangerous to go after him. It's a good idea to bring Nanna and someone who has the King Sword (since they have the Charisma skill and can raise avoid) and leave them near the units that will be handling the counterattack. You can also use the Warp and Rescue staves in case any of your units is in trouble, or the Restore staves in case someone falls asleep.
About the boss: he's a little difficult and very similar to the previous boss, but there's something that you can do to free yourself from him and it's linked to what I mentioned earlier about Chapter 21 Gaiden:

If you have an unarmed unit, you can leave him near the boss so that the boss captures him. After that, the boss will escape with your friend, but don't worry about it because that's the idea. Once he escapes you will have one less thing to worry about. And what comes after is an opportunity to use the reinforcements to train your units a little bit (there are plenty of reinforcements to go around), but if you don't want to, you can block the entrances to the map so that they don't appear.



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