Nowell Valley
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Nowell Valley (Japanese: ノエル渓谷 Noel Valley) is the tenth chapter of Fire Emblem: Thracia 776.
Plot
- Main article: Nowell Valley/Script
Leif's forces reach Nowell Valley, and Leif discusses their strategy with Dryas, who takes note of the enemy ballistae and proposes three strategies to deal with them. After conferring with Dryas, Leif and his forces assault the valley and move toward its defending fort, Fort Nowell. Once the defending general, Largo, notices the attack, he sends Fred and Olwen to Fort Dandrum in order to warn it about the attackers. However, they stay behind for a moment to delay Leif's forces before leaving.
After Fred and Olwen leave the battlefield, Leif defeats Largo and conquers the fort. He then discusses the upcoming battle at Fort Dandrum with his advisors, recognizing that it will be a difficult one, because Dandrum is a well-fortified zone and its commander will know about the attack ahead of time.
Chapter data
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Victory: Seize the throne
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Player
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Partner
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Other
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Enemy
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Third
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Defeat: Leif dies
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8–14
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{{{partner}}}
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{{{other}}}
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30+2
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{{{third}}}
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Units are arranged based on their position in deployment order after Leif.
Character data
Item data
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Name
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Obtainment Method
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Rescue
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Visit northern house
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Magic Up
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Visit southern house
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Shop data
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
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Name
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Cost
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Heal
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2,200
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Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Friege
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Ballista
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3
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6
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20~25
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4~9
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0~5
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3~8
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0~5
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0~3
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5~10
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6~11
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0
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Ballista
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Authority: Largo
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Dvorak
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Wyvern Knight
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8
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1
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24~34
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7~17
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1~11
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6~16
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6~16
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0~10
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9~19
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8~18
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9~10
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Silver Lance
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Action: ★ Moves to attack units in range; otherwise moves toward units with fewer than three allied units within eight tiles of them.
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Friege
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Cavalier
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12
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1
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20~34
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3~17
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0~14
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3~17
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4~18
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0~14
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3~17
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6~20
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8~9
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Long Lance
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Authority: Largo Begins moving if any of the Cavaliers, southwest three Soldiers, or Mage are provoked.
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Friege
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Cavalier
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15
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1
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20~37
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3~20
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0~17
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3~20
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4~20
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0~17
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3~20
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6~20
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8~9
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Ridersbane
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Authority: Largo Begins moving if any of the Cavaliers, southwest three Soldiers, or Mage are provoked.
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Friege
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Cavalier
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14
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1
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20~36
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3~19
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0~16
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3~19
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4~20
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0~16
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3~19
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6~20
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8~9
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Armorslayer
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Authority: Largo Begins moving if any of the Cavaliers, southwest three Soldiers, or Mage are provoked.
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Friege
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Soldier
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12
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3
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20~34
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3~17
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0~14
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0~14
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0~14
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0~14
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1~15
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6~20
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5~6
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Javelin
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Authority: Largo Begins moving if any of them, the Cavaliers, or Mage are provoked.
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Friege
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Mage
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10
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1
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18~30
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0~12
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2~14
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2~14
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3~15
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0~12
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0~12
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4~16
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6~7
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Thunder
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Authority: Largo Begins moving if any of the Cavaliers or southwest three Soldiers are provoked.
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Friege
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Cavalier
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10
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1
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20~32
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3~15
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0~12
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3~15
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4~16
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0~12
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3~15
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6~18
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8~9
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Long Lance
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Authority: Largo Begins moving if any of the Cavaliers, southwest three Soldiers, or Mage are provoked.
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Friege
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Sword Armor
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8
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5
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20~30
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4~14
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0~10
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0~10
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0~10
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0~10
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8~18
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9~19
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5~6
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Long Sword
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Authority: Largo Does not move.
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Friege
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Bow Armor
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6
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1
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20~28
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4~12
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0~8
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0~8
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0~8
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0~8
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8~16
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9~17
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5~6
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Long Bow
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Authority: Largo Does not move.
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Friege
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Bow Armor
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8
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1
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20~30
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4~14
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0~10
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0~10
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0~10
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0~10
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8~18
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9~19
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5~6
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Long Bow
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Authority: Largo Does not move.
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Friege
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Soldier
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10
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2
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20~32
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3~15
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0~12
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0~12
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0~12
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0~12
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1~13
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6~18
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5~6
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Javelin
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Authority: Largo Does not move.
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Thief
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Thief
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10
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1
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16~28
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1~13
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0~3
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1~13
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6~18
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0~12
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0~12
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5~17
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7~8
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Lockpick • Iron Sword • S Drink Steal
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Ignores combat; each turn, randomly either does not move or moves to raid houses then to escape to the west.
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Friege
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Sword Armor
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14
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1
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20~36
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4~20
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0~16+5
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0~16
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0~16
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0~16
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8~20
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9~20
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5~6
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Flame Sword • Bridge Key • Vulnerary
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Authority: Largo Does not move.
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Friege
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Soldier
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6
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1
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20~28
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3~11
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0~8
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0~8
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0~8
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0~8
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1~9
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6~14
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5~6
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Short Lance
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Authority: Largo Moves to attack units in range.
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Thief
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Thief
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9
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1
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16~27
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1~12
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0~3
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1~12
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6~17
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0~11
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0~11
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5~16
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7~8
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Rapier • S Drink Steal
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Ignores combat; each turn, randomly either does not move or moves to raid houses then to escape to the west.
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Friege
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Bishop
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5
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1
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20~27
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0~7
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5~12
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2~9
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2~9
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0~7
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1~8
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4~11
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5~6
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Bolting • Physic • Heal
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Authority: Largo Does not move.
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Largo
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General
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8
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1
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42
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15
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3
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12
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9
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18
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17
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17
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6
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Great Lance • Great Bow • Ridersbane • Knight Proof
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Authority: ★★★ Action: ★★ Does not move; stands on a gate, the chapter's seize point.
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Reinforcements
- Turn 4, or after reaching the column with the first broken bridge (reaching column 19); does not appear if Largo has been defeated
Boss data
- Main article: Largo
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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This is the first map in the game that features ballistae. They have enormous range, deal a lot of damage, and have decent defense. Frail units must remain cautious when going into their range, especially when their ranges overlap.
The first bridge is guarded by a Sword Armor wielding a Flame Sword. Capturing this enemy grants the player a second copy of this great weapon. However, this must be done quickly if the player also wishes to visit the villages.
There are two thieves that will run to villages under ballista fire and they will try to destroy them. These villages contain two very good staves, and the thieves themselves possess two S Drinks. The northern village can be easily visited by a durable mounted unit, though the southern one has a lot of terrain in the way and requires unlocking a bridge. Karin with a Leg Ring will make visiting these villages much easier, though she must dismount if she has to stay within ballista range during enemy phase. A thief can also make this process easier by stealing the S drinks, and the player will likely want to deploy one to steal the boss's Knight Proof.
Upon crossing column 19 (the column containing the unlocked bridge) or on turn 4 enemy phase, Olwen and Fred will appear and attack any unit within their range. They will ignore combat starting on turn 6, so the player can ignore them after turn 5. Dvorak on the other hand will always pursue the player, and the player should remain watchful for his movements.
After taking care of all of the villages and mini-bosses, the map becomes much less difficult. The ballistae can be drained of their ammunition freely, though this will also create fatigue for the attacked units. Additionally, the Bolting bishop has a chance to critical Alternatively, the player can use Warp to bypass all the ballistae, though this will likely force the player to use Repair on it for later chapters.
Etymology and other languages
Names, etymology, and in other regions
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Language
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Name
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Definition, etymology, and notes
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English (unofficial)
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• Noel Canyon • Nowell Valley
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• Used in FireLizard's translation. • Used in the Lil' Manster fan translation patch.
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Japanese
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ノエル渓谷
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Noel Valley
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Gallery