Chapter 25B E: Pale Flower of Darkness

  = In Hard Mode only.
In hard, your initial position varies:

Chapter's objective: Kill all enemies

Requirements to play the Ch.: If the exp. of Serra, Erk, Lucius and Priscilla is higher than the exp. of Dorcas, Bartre, Guy and Raven you'll get the chapter with Kenneth (25A), otherwise you'll get chapter 25B and the boss will be Jerme. The exp. from Lyn's story doesn't count, and if a character dies his/her exp. is still taken in consideration.

- Note: The rooms are closed in-game. The enemies inside won't move until you open them.

• Village/Items:
1. Talisman
2. White Gem
3. Bolting
4. Hero Crest
- Drops when killed:
  A. Door Key x5
   (in hard you have to steal it from the wyvern and here the Hero, Warrior and General don't have it)

  B. Short Spear (Door Key in hard)
  C. Chest Key (not in Hard)
  a. Door Key (only in Hard)
  b.
Short Spear (only in Hard)
  - Light Brand (Jerme)
- Steal:
  D. Door Key (drops in Hard)
  E. Antitoxin x2
(Note: 5 keys in Hard, 6 in Normal).

• Reinforcements:
- Turn 4 (also turns 3 and 9 in Hard):
   2 Nomad and a Nomadic Trooper in the middle (squares under Jerme's room).
- Turn 7 (also turns 6 and 8 in Hard) at the side of the ones with the same class:
   2 Falcon Knight.
- Turn 8 (also turn 7 in Hard), from the upper left corner:
   2 Wyvern Rider.
   1 Wyvern Lord in the middle.
- Turn 10:
   Harken or Karel.
   2 Nomad and one Nomadic Trooper to the right of the middle room.
- Turn 14 and 19 (also turn 13 and 18 in Hard): 2 Cavalier and a Paladin in the middle, where the Nomads appeared.
- Turn 15 (also turn 14 in Hard): 2 Wyvern Rider and 1 Wyvern Lord in the middle, where the previous appeared.

• New Characters:
- Harken, Karel

• Augury:
"To be added..."

• Strategy:
- Turns when snows:
   1, 2.
   7, 8, 9.
   14, 15, 16.
   21, 22, 23.
   28, 29, 30.

Another map with lots of Wyverns, once again bring the Wyrmslayer and some Archers. Thieves will be an important part of the map, bring some keys to make things faster. Also bring some non-mounted units with high defense and some flying units (careful with the arrows).
The main problem is the snow, that will reduce the movement of all your units (like the sand but with penalty for all units, similar to the rain on the first chapters), don't waste your time when it doesn't snow. Heal any damage, a wounded unit in the wrong place will die, because of the movement penalty will be hard reach them in time. Use the forests and watch out for the weapons that break the weapon triangle. You can use units with good defense or strength to stop the enemies, putting them in the walls between closed rooms.

The reinforcements in turns 8 and 15 may be a problem, but Hector and Dart can take care of them without too much problems. Reinforcements on turns 8 and 14 will fall to Halberds, the Wolf Beil and the Rapier (if you have them) or magic (be careful as they have Axereavers and Lancereavers). When you open the doors have some units ready as there are enemies inside. Kill the enemies outside if you don't think you'll be able to kill the ones inside.

Boss Data Items

Jerme
Assassin of Level 13
"The Black Fang's Death
Kite. Nergal empowers him."
- Light Brand
HP Str Skl Spd Lck Def Res Con
Stats 46 18 18 17 10 10 14 6

Jerme is a tough rival, it's better to eliminate him quick and preferably on your turn. You can attack him from a distance with magic users or characters with good resistance, as he uses half his strength if he uses the magic from the sword. Other option is to weaken him with Harken/Karel and finishing him with other units. Be ready when you open the door, he will approach you on his turn.

• Strategy for Eliwood Hard Mode:
Soon...

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