Chapter 8: The violet Dragon Mountain

Main objective: Take the mansion
You can see each enemy’s inventory by placing the cursor over his image on the map.
In order to go to the following optional chapter:
You must capture the boss before Turn 15, and Dagdar and Tanya are alive or captured at the end of Chapter 3.
• Items/Villages/Treasure:
1. Knight proof
2. Luck ring | • Shop:
- Medicine 600
- Antidote 1500
- Torch 500
- Door key 500 | • Armory:
- Iron axe 1100
- Steel axe 1700
- Hand axe 1000
- Hammer axe 1200 |
• New units:
- Halvan, Othin and Ronan come back if they are alive and not captured.
- Carrion (Social Knight) joins at the start of the chapter.
- Marty (Mountain Thief) joins if you talk to him with Othin or Halvan.
• Enemy reinforcements:
- Turns 5 to 30, approximately: 1 Mountain thief (left).
- Turns 7 to 24, approximately: 1 Mountain thief and one hunter (right).
• General Strategy:
- Minimum number of units you can use: 6 + 1 (at the beginning)
- Maximum number of units: 8 + 1 (at the beginning) + 1 (recruitable)
Not much to say here, this chapter is really easy and short, ideal for training Carrion, another one of your new units. Also, this is the first chapter where you can prepare before leaving for battle, so select your units well.
Apparently this mission takes place at the foot of the Purple Dragon Mountains, where Dagdar – you already know him, he's one of your old friends – and his mansion are located. Like I said, this chapter isn't that hard, except for a few enemies with poison weapons, but other than that it's a piece of cake. Among the enemies is Marty, another one of your old units, and in order to recruit him you need to talk to him with either Othin or Halvan (the axefighters).
Save the houses quickly so that you don't have problems with the reinforcements, who are pretty annoying. Also, take this opportunity to buy a some torches for the next few chapters.
Another important point: this is the first chapter in the game where the Fatigue stat is enforced. Fatigue activates each time you make or receive an attack; if a unit's fatigue level is higher than his HP, you will be unable to use that unit in the next chapter. There are two ways to cure fatigue: with a Stamina Drink (which you don't have yet), or by leaving the fatigued unit inactive for a chapter. By now, the majority of your units should be fatigued, so they won't be available. Try to vary your unit selections so you'll avoid fatigue.
After you complete this chapter, you can go to Chapter 8x; however, you first have to do something that's a little tricky. See the Dragon Knight? You have to capture him WITHOUT RELEASING HIM before Turn 16. I say Turn 16 because after that, he mounts on his dragon and it'll be impossible to capture him. And oh yeah, don't forget to take his stuff. After you've done all that, just take the mansion with Leaf.

Ruemay |
Boss - Data |
Items |
- Class:
Dismounted Dragon Knight
(Level 5)
- Weapon Level: C A
- Skills: None. |
- Horseslayer
- Steel Lance
- Iron
Sword
- Medicine
- Knight proof |
| HP |
Str |
Mag |
Skl |
Spd |
Lck |
Def |
Bld |
Mov |
Movement Stars |
| Stats |
36 |
10 |
2 |
6 |
5 |
6 |
4 |
9 |
-- |
1 |
| ...mounted |
36 |
13 |
2 |
8 |
7 |
6 |
9 |
9 |
10 |
1 |
| Leadership |
0 |
Double atk. Crit. | 0 |
|
Even though ideally you won't have to worry about this, if he mounts he will move if your units are in his attack range.

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