Chapter 21x: Detention Center

Main objective: Escape

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

This is an optional chapter: You will gain access to this chapter if at least one of your units was captured at some point during the game.
(If is captured by the "Capture" command, the enemy must escape from the map if isn't a escape map, and if it is just left the unit behind).

Your captured units (or the units you left behind in the escape maps) will appear in the cells from above.
I'm not sure about this, but it seems that the placement of the captured units depends upon the order in which they were captured, following the enumeration indicated in one of the above cells. For example, the first unit appears in Cell 1, Square 1… but if there's another unit that's captured, the first unit appears in the corresponding Square 1 of Cell 2, and the second unit appears in Square 1 of Cell 1, and so on if there were other units that were captured after the first two (If other units were captured by means of being left behind in one of the escape maps, will their locations in the prison cells follow the unit position in the units list?) But basically, it's not possible to make captured units appear in nearby cells.

• Items/Villages/Treasure:
1. Knight proof
2. Thunderstorm
3. Unlock staff
4. Medicine
- This map has plenty of Warp Staves for steal (6 in all, including the boss's own). It's a good idea to take at least a few of them.

• Enemy reinforcements:
- Turn 1 to 20: 2 Soldiers from the stairs on the sides of the map.
- Turn 3 to 10: 2 Mages from the two center stairs below.
- Turn 5 to 15: 1 Mercenary from the staircase in the center of the map.
- 10 Dark mages from the castle outskirts at the end of Turn 30.

• General Strategy:
- Minimum number of units you can use: 8 + 1 (the captured unit)
- Maximum number of units: 8 + All the units that were captured by the enemy in previous chapters, so the maximum is 43 total.

Okay, this is Danzich Fortress, a famous Imperial prison that holds many of the Empire's enemies captive. In other words, after your units were captured, they were sent here. This chapter is pretty similar to the previous one; you have to move quickly so that you don't have problems with the reinforcements that will eventually fill up the map. Choose all your good thieves because you'll have to open doors and chests, and make sure your other units have a good supply of keys with them as well.
Also bring along any and all units with high magic since there are some reinforcements equipped with the spell Thoron, which is a little dangerous because it has a pretty good chance to land a critical hit. Equip your mages with long-distance spells and also some Sleep staves for the boss and Silence staves for the others, since the boss can attack with his physical weapons, and also to prevent the Priests from warping the enemies all over the map, which will just give you more problems. And about your lost/captured units: when you recover them, make sure you give them a weapon so that they don't get captured again, and before move them out of the bishops' (and the boss's) range (or the unit can die in the first enemy turn).

As I explained before, the biggest problem comes from the enemies who have the Warp Staff. Apparently they begin using them as soon as you open one of the doors that are located near your starting position… before that they only use their magic tomes, so try to silence them or send them to sleep so that you can steal their stuff later on, which will be a huge help in later chapters.
And I recommend taking some items that can attack from a distance (1-2 squares) if you want to finish this chapter quickly. Also, if you make a mistake or didn't distribute items well during your preparations, use the Rewarp Staff (if you have it) in order to move items among the two groups (or Warp Staff for units).
By the way, none of the enemies will move from their starting positions until you open the door to their room or enter into their attack range.

The reinforcements will appear from all stairs constantly. There are also some Dark Mages with long-distance spells that will appear after Turn 30; you don't want to be here when they show up so finish it before. Additionally, in this chapter are some mercenaries from whom you can steal a large amount of Silver Swords and who also give great EXP when you kill them (don't pass this opportunity up; the chapters that follow are very tough). The chests have great stuff, from a Knight Proof to an Unlock Staff for Tina. There aren't any thieves in this mission so you can take your time in getting to the treasure.


Zaom
Boss - Data Items
- Class: Baron (Level 13)
- Weapon Level:
  A B C D
- Skills: Big Shield
- Master Sword
- Blizzard
- Tornado
- Warp Staff
HP Str Mag Skl Spd Lck Def Bld Mov Movement Stars
Stats 52 20 9 16 11 12 20 20 6 0
Leadership 2 Double atk. Crit. 0  

It would be good to use a Silence or Sleep staff on him since he A) has low magic and B) can become a real pain if you let him hang around (not least because he can send you to sleep with his spell, and starts to move if he can't reach you). Once you've gotten to him, you can steal almost all of his weapons with a good thief. Practically speaking, he's not really difficult because he isn't in a terrain that helps with bonus points, so after killing him, open the chests, your buddy's jail cell, and escape before the Dark Mages come to get you.



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