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Sworn Upon a Sword: Difference between revisions

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==Strategy==
==Strategy==
{{strategy}}
{{strategy}}
This chapter requires 6 living units (including [[Leif]]) to complete. If you suffered enough casualties to reach this chapter with less than 6 units, you are softlocked and the chapter cannot be cleared. Additionally, one method to open doors or obtain the [[Door Key]]s on this map is needed (Door Keys of your own, [[Lockpick]]s and [[Steal]] unit or [[Unlock]] staff and [[Tina]] to open doors manually; [[Warp]], [[Rewarp]] or [[Thief (staff)|Thief Staff]] and Tina to loot a Door Key from an enemy to unlock other rooms for more Door Keys); if you don't have the means, the chapter is ''also'' softlocked.
This chapter requires 6 living units (including [[Leif]]) to complete. If you suffered enough casualties to reach this chapter with less than 6 units, you are '''softlocked''' and the chapter '''cannot be cleared'''. Additionally, at least one method to open doors, obtain the [[Door Key]]s on this map without expending them when leaving the rooms or bypassing the doors entirely are necessary; the possible bare minimums necessary to do so are as follows:


The final map of ''Thracia 776'' requires that the six seals be occupied by a player unit in order to open the final room. Units are initially deployed in groups of three in front of each of the 6 altars containing a seal. Each altar contains 4 enemies – a Deadlord, a powerful [[Dark Mage]] with [[Hel (tome)|Hel]], [[Fenrir]], [[Jormungand]] and a [[Door Key]], and two armored units with particular weapons: the enemies in [[Mus]]'s room have [[Master Axe]]s, those in [[Draco]]'s have [[Poison Lance]]s, [[Porcus]]'s have [[Poison Bow]]s, [[Bovis]]'s have [[Hammer]]s, [[Canis]]'s have [[Master Lance]]s, and [[Tigris]]'s have [[Master Bow]]s.
* One or more Door Keys of your own
* One or more [[Lockpick]]s uses and a [[Steal]] unit to use them
* [[Tina]] and one or more uses of [[Unlock]]
* Tina and one or more uses of [[Thief (staff)|Thief]]
* [[Warp]] + [[Rescue (staff)|Rescue]]; the unit being Warped must leave the room via Rescue to avoid expending the Door Key
* Two or more uses of [[Rewarp]]; the Rewarp caster must enter and leave the room via Rewarp to avoid expending the Door Key
* Three uses of Warp between two or more Warp staves; two units are warped into a room, one of whom must be a Warp caster with one or more Warp uses on themself to warp the other unit, carrying the Door Key, out without expending the Door Key
* Two uses of Warp between two or more Warp staves and a unit able to [[Rescue (command)|rescue]] or be rescued by one of the Warp casters; like the above, but both the second Warp caster and additional unit are warped in with a single Warp use by having one rescue the other
* Warp + Rewarp with two staff users; in the event that only one Rewarp use is left, the Rewarp caster may enter via Warp and leave via Rewarp to avoid expending the Door Key
* Warp + Rewarp with one staff user and a unit able to be rescued by the staff user; in the event that only one staff user is left, that staff user can rescue another unit to bring with them into a room via Rewarp, and then Warp them out with the Door Key afterwards
* Rewarp + Rescue; in the event that only one Rewarp use is left, the Rewarp caster may enter via Rewarp and leave via Rescue to avoid expending the Door Key
* [[Safy]], two or more uses of [[Repair]] and Warp (one or more uses of Repair if the Warp staff has full durability); six total uses of Warp, even if on one Warp staff being repeatedly repaired, may be used to warp units into each of the rooms; if Safy or the Warp user is the sixth unit when only six units are alive, one unit warped into a room may open the door for Safy/Warp caster to enter that room while they are Warped into another room


If [[Veld]]'s room is not opened before turn 5, powerful enemy reinforcements will appear from the corners of the map; these will be halted when Veld's room is opened.
If '''NONE''' of the above combinations are possible (including requisite staff users for staff-based strategies), the player is also '''softlocked'''.


A unit with strong physical 2-range—such as with [[Vouge]] or the [[Brave Bow]]—can defeat the Dark Mages on turn 1; they can be dangerous with Fenrir if allowed to attack with it. Actions afterward depend on which room your units are dealing with:
The final map of ''Thracia 776'' requires that the six seals be occupied by a player unit to open the final room. Units are initially deployed in groups of three in front of each of the 6 altars containing a seal. Each altar contains 4 enemies – a Deadlord, a powerful [[Dark Mage]] with [[Hel (tome)|Hel]], [[Fenrir]], [[Jormungand]], and a [[Door Key]], and two armored units with particular weapons: the enemies in [[Mus]]'s room have [[Master Axe]]s, those in [[Draco]]'s have [[Poison Lance]]s, [[Porcus]]'s have [[Poison Bow]]s, [[Bovis]]'s have [[Hammer]]s, [[Canis]]'s have [[Master Lance]]s, and [[Tigris]]'s have [[Master Bow]]s. The tiles in the altars all give +10 magic to any unit standing on them, and the seals have an additional +20 avoid. The game's fixed deployment can make this chapter very difficult, though [[Warp]] and [[Rescue (staff)|Rescue]] users can move units around after the chapter starts.
*Draco can be put to sleep by a unit with 20 [[magic (stat)|magic]]; alternately, as the armors in her room lack 2-range, the unit who killed Draco's Dark Mage could let Draco initiate on enemy phase and defeat her if they are strong enough to do so.
 
*Porcus lacks 2-range and cannot attack until the door is opened. Porcus's accompanying armors are armed with Poison Bows; Poison Bows do very little damage, and poison damage is unlikely to kill a unit unless they are hit by a mage with Hel. Additionally, Porcus's AI will always prioritize stealing over attacking, so it is easy to distract him by having someone near him hold a lot of items that Porcus can steal.
If [[Veld]]'s room is not opened before turn 5, powerful enemy reinforcements will appear from the corners of the map. These will be halted when Veld's room is opened. Because of this, it is recommended to open Veld's room as quickly as possible.
*Bovis's armored troops lack 2-range. Bovis himself is a huge threat at 2-range; he has 35 physical [[attack (stat)|attack]] with his Master Axe—which is a brave weapon—and 33 magical attack with his [[Flame Sword]]; he also has 20 [[attack speed]], so he cannot be doubled and poses a serious risk of doubling ''you'', and both [[Astra]] and [[Luna]] will kill most units if they activate. For this reason, it is best to put Bovis to sleep on turn 1 with a unit with 20 [[magic (stat)|magic]], or [[rescue (command)|rescue]] the Dark Mage-killer to safety.
 
*Canis is a huge threat. [[Wrath]] and Nosferatu make it dangerous to engage her on player phase, and [[Miracle]] makes it unlikely that she will be killed on enemy phase if she even attacks—she prefers use [[Berserk (staff)|Berserk]] instead. Canis also has high accuracy with Berserk, and can render a strong unit into a threat and their inventory inaccessible. A fairly safe but unreliable strategy to incapacitate Canis on turn 1 is with a [[Blizzard]] tome, which will put her to sleep if she is hit by it—even if she takes 0 damage; only [[Asvel]] or [[Ced]] can reasonably attain the weapon rank to use Blizzard, and Canis has [[weapon triangle]] advantage and a bonus from the seal terrain increasing her avoid. Alternately, a strong unit, particularly one with a brave or high accuracy-weapon or [[Nihil]], could be [[warp (staff)|warp]]ed into Canis's room and defeat her on turn one; this unit—or possibly the unit that defeated the Dark Mage—will be attacked by two units with Master Lances.
The Dark Mages should be killed on turn 1, as they can be dangerous with [[Fenrir]] and [[Hel (tome)|Hel]] if allowed to attack with them. If they are killed either by a 1-range unit if the door is unlocked or by a 2-range unit if the door is meant to be closed. Actions afterward depend on which room your units are dealing with:
*Tigris has a Master Axe and hits hard, while the Armors with him have Master Bows; attempting to defeat each enemy on enemy phase can be dangerous to the player unit, even with Wrath or [[Vantage]]. However, their magic stats are low, even with terrain boosts, meaning it's fairly easy to incapacitate them all with [[sleep (staff)|sleep staves]]. If the player opens the door, make sure that the stairs out of the altar are blocked with a sufficiently strong unit; Tigris has 10 movement and 4 action stars, giving him a very real chance to simply run past strong units to attack weaker units behind them.
* Draco can be put to sleep by a unit with at least 18 [[magic (stat)|magic]]. Alternately, as the armors in her room lack 2-range, the unit who killed Draco's Dark Mage could let Draco initiate on enemy phase and defeat her if they are strong enough to do so. It is not recommended to attack her from 2-range on player phase as she has Wrath.
*The enemies in Mus's room have fairly low accuracy with Master Axes and can fairly safely be defeated on enemy phase. Mus has Wrath, making it dangerous to attack him on player phase; a unit with the [[Bragi Sword]] can deal significant damage to or outright defeat Mus on enemy phase—only certain units can use the Bragi Sword, but Leif, who can use it, will always start in front of Mus.
* Porcus's Berserk Sword makes him dangerous to face head-on, but he lacks 2-range and cannot attack until the door is opened and can be put to sleep by a unit with 20 magic. Porcus's accompanying armors are armed with Poison Bows, which do very little damage, and poison damage is unlikely to kill a unit unless they are hit by a mage with Hel. Additionally, Porcus's AI will always prioritize stealing over attacking, so it is easy to distract him by having someone near him hold a lot of items that Porcus can steal.
* Bovis's armored troops are only equipped with [[Hammer]]s, so they lack 2-range and are only dangerous to armored units. Bovis himself is a huge threat at 1 or 2-range: he has 35 physical [[attack (stat)|attack]] with his Master Axe—which is a brave weapon—and 33 magical attack with his [[Flame Sword]]; 20 [[attack speed]], so he cannot be doubled by anyone (except for [[Ced]] with [[Forseti (tome)|Forseti]]) and poses a serious risk of doubling ''you''; and both [[Astra]] and [[Luna]] which will kill most units if they activate. For this reason, it is best to put Bovis to sleep on turn 1 with a unit with 20 [[magic (stat)|magic]], kill him from range while he is equipped with the [[Meisterschwert]], or [[rescue (command)|rescue]] the Dark Mage-killer to safety.
* Canis is a huge threat and the most dangerous of the Deadlords. [[Wrath]] and Nosferatu make it dangerous to engage her on player phase, and [[Miracle]] makes it unlikely that she will be killed on enemy phase if she even attacks—she prefers use [[Berserk (staff)|Berserk]] instead. Canis also has high accuracy with Berserk, and can render a strong unit into a threat and their inventory inaccessible. Thankfully, Nosferatu weighs her down to 8 attack speed. There are three main strategies:
** A fairly safe but unreliable strategy to incapacitate Canis on turn 1 is with a [[Blizzard]] tome, which will put her to sleep if she is hit by it—even if she takes 0 damage. Only [[Asbel]] or [[Ced]] can reasonably attain the weapon rank to use Blizzard, and Canis has a bonus from the seal terrain increasing her avoid.
** A strong unit, particularly one with a brave or high accuracy-weapon or [[Nihil]], could be [[warp (staff)|warp]]ed into Canis's room or run in after the door is opened and Dark Mage is killed and defeat her on turn one. This unit will then have to survive against the Master Lance armors in Canis's room.
** Yet another option is to use [[Sleep (staff)|Sleep]] or [[Silence (staff)|Silence]] on Canis on turn 1. This is only achievable with [[Magic Up]] or [[Pure Water]] and either a 19+ magic unit equipped with the [[Flame Sword]] or 14+ magic unit standing on a seal, or a 9+ magic unit with the Flame Sword that is standing on a seal. The Flame Sword strategies are only achievable by [[Nanna]] and [[Amalda]], as they are the only staff users to also use swords, however, Nanna will need a lot of staff experience to get to C-rank staves, and both will will need help from the Crusader Scrolls to reach the magic thresholds. The seal strategies require standing in the Deadlord's rooms, which comes with the risk of getting those units killed by the units in the rooms, while the Magic Up staff requires another staff user to be near the primary staffer and Pure Water means the staffer will need to be danced for or wait a turn; if they wait, then the Magic requirement also increases by 1 as the Pure Water effect will have degraded.
* Tigris has a Master Axe and while he lacks skills, he hits hard with his [[Master Axe]] and has 4 action and 4 FCM, while the Armors with him have Master Bows. Attempting to defeat each enemy on enemy phase can be dangerous to the player unit, even with Wrath or [[Vantage]]. However, their magic stats are low, even with terrain boosts, meaning it's fairly easy to incapacitate them all with [[sleep (staff)|Sleep]]. If the player opens the door, make sure that the stairs out of the altar are blocked with a sufficiently strong unit: Tigris has 10 movement and 4 action stars, giving him a very real chance to simply run past strong units to attack weaker units behind them.
* The enemies in Mus's room have fairly low accuracy with Master Axes and can fairly safely be defeated on enemy phase. Mus has Wrath, making it dangerous to attack him on player phase. A unit with the [[Bragi Sword]] can deal significant damage to or outright defeat Mus on enemy phase—only certain units can use the Bragi Sword, but Leif, who can use it, will always start in front of Mus. If the Bragi Sword was never obtained, then defeating Mus may not be viable short of [[Mareeta]] or [[Galzus]] brute-forcing him down with [[Astra]] + [[Luna]]; it may become necessary to bait him off of the seal and distract him by tanking his hits so that a unit can get onto his seal. He can also be put to sleep with the Sleep Sword (preferably on enemy phase due to Wrath) or Blizzard.
 
Veld's room opens at the end of the enemy phase after each seal is stepped on, and he and the other units inside do not act until the following enemy phase. With him are two Silence staff Dark Mages and a Magic Up Dark Mage, all of whom are also equipped with Restore staves and are standing on altar tiles that give +10 magic, and to his left and right are two Dark Mages with Hel and Fenrir who move. Before stepping on every seal, moving units to defeat the Berserkers and putting them next to the door will make dealing with Veld and the enemies near him easier. However, performing this while tackling the deadlords requires careful positioning. If the player waits until Veld's door opens to head over, they must be wary of not only the Silence staves but also the Petrify Tome, which has 165% hit when factoring in Veld's stats and petrifies any unit it hits, and the Fenrir tomes.
 
It is possible to avoid all of the Berserkers and Dark Mages by Warping in a unit to kill Veld and Warping in Leif to seize. Doing so is not easy however, as Veld has 80 HP, 20 magic, and 25 effective defense. Even Ced is not guaranteed to kill him in one round without a Magic Up boost or the +10 magic from one of the altars that are initially occupied.


The line of [[Berserker]]s in front of Veld's room can easily be dealt with by a Berserk staff. The Berserkers have Wrath, and many will be significantly damaged or defeated by a critical hit when attacking the afflicted Berserker. Even if all the Berserkers are not defeated, most will be easily dealt with.
The line of [[Berserker]]s in front of Veld's room can easily be dealt with by a Berserk staff. The Berserkers have Wrath, and many will be significantly damaged or defeated by a critical hit when attacking the afflicted Berserker. Even if all the Berserkers are not defeated, most will be easily dealt with.


Veld's room opens at the end of the enemy phase after each seal is stepped on, and he and the other units inside do not act until the following enemy phase. Before stepping on every seal, moving units to defeat the Berserkers can make dealing with Veld and the enemies near him easier.
Veld is much less threatening when he isn't besieging with Petrify, though he does still hit hard, has high defenses, and has Adept and 2 action. If [[Tina]] removes Veld's Jormungand with [[Thief (staff)|Thief]], Veld can be captured any unit with at least 12 [[constitution]], since Petrify does not count towards whether or not a unit can be captured without a fight; Leif can then move or be warped onto the throne to end the chapter. It is advised to take advantage of the altar tiles for their +10 magic to reduce the damage taken by Veld and increase the damage dealt by magic users against him (as due to the throne he takes more damage from magical attacks than physical attacks).
 
Once the room opens, the Hel mage immediately in front of the stairs should be defeated. Veld starts with [[Petrify (tome)|Petrify]] equipped, which reduces his AS to 0 and makes him easy to defeat. If [[Tina]] removes Veld's Jormungand with [[Thief (staff)|Thief]], Veld can be captured any unit with at least 12 [[constitution]], since Petrify does not count towards whether or not a unit can be captured without a fight; Leif can then move or be warped onto the throne to end the chapter.


==Trivia==
==Trivia==
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{{ChapterNav
{{ChapterNav
|prechapter=The Baron in Black
|prechapter=The Baron in Black
|prealternate=The Loptrian Altar{{!}}The Loptrian Altar <small>(sidequest)</small>
|prealternate=The Loptrian Altar{{!}}The Loptrian Altar <small>(side quest)</small>
}}
}}


{{Nav5}}
{{Nav5}}
[[Category:Chapters of Fire Emblem: Thracia 776]]
[[Category:Chapters of Fire Emblem: Thracia 776]]