- This article is about the chapter from The Binding Blade. For the skill appearing in Heroes, see Laws of Sacae.
The Laws of Sacae
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“
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Lure them into our territory as planned. We shall show them our strength.
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”
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— Monke
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The Laws of Sacae (Japanese: サカの掟 Law of Sacae) is Chapter 18B of Fire Emblem: The Binding Blade.
Plot
- Main article: The Laws of Sacae/Script
After Arcardo's defeat, the Etrurian Army continues its march deeper into Sacae. They come upon planes under control of the Djute clan, led by Monke. Before the battle, Roy confronts Guinivere about rumors saying Zephiel murdered his own father. Guinivere cannot answer, and asks for more time.
According to the laws of Sacae, the different clans gather with the Djute to fend off the Etrurian outsiders, yet some clans are dissatisfied that they've allied with Bern, and joined the leader of the Kutolah, the Silver Wolf Dayan, in resisting Bern's occupation in the city of Bulgar.
Despite Monke's ambush attacks, he and the Djute are defeated by the Etrurian Army. Roy and Merlinus suspect that the Djute have another attack lying in wait, and Merlinus leaves to talk to his spy to find out where. Then, Guinivere returns to continue her previous conversation with Roy.
She admits that Zephiel did kill their father, but rejects Roy's notion that he did so to seize the throne. Instead, she brings up the abuse Zephiel suffered from Desmond, but is interrupted by Merlinus' return before elaborating and leaves. Roy is left to wonder at the truth behind Zephiel's actions, and the Etrurian Army prepares to strike Bern's forces in Bulgar.
Chapter data
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Victory: Seize the castle gate
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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: Roy dies
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1–15
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{{{partner}}}
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{{{other}}}
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31+18+∞
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{{{third}}}
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Character data
Item data
Shop data
Armories and vendors
Swords Lances Axes Bows Anima Light Dark Staves Items Secret
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/Mag
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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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Monke
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Nomadic Trooper
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9
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1
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42
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15
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16
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20
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12
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13
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13
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8
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8
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Brave Bow • Brave Sword • Elixir
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Does not move; stands on the gate, the chapter's seize point.
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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Steel Sword
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Moves to attack units in range.
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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Steel Sword • Elixir
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Moves to attack units in range.
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Djute
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Shaman
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18
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2
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23~26
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9~12
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5~8
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6~8
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2~4
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3~4
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9~12
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5
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5
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Flux
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Moves to attack units in range.
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Djute
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Myrmidon
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17
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1
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25~29
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8~11
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14~17
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14~17
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4~6
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4~5
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2~4
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8
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5
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Armorslayer • Vulnerary
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--
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Djute
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Myrmidon
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17
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1
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25~29
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8~11
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14~17
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14~17
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4~6
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4~5
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2~4
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8
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5
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Lancereaver
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--
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Djute
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Nomad
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18
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5
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow
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The southernmost one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow • Vulnerary
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The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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25~29
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow • Elixir
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• The northern one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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17
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2
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25~28
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9~11
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9~12
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11~14
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4~6
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5~7
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2~3
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7
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7
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Short Bow
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The western one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomadic Trooper
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6
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6
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32~38
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12~15
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11~15
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13~17
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5~8
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8~11
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4~7
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8
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8
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Short Bow • Steel Sword
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• The one near the gate moves to attack units in range. • The one southwest of the gate begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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19
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1
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26~30
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9~12
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10~13
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12~15
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4~7
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5~7
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2~4
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7
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7
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Short Bow
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--
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Djute
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Myrmidon
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15
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1
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24~28
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8~10
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13~16
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13~16
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3~5
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3~5
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2~3
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8
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5
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Killing Edge
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--
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Djute
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Myrmidon
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16
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1
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25~28
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8~10
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14~16
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14~16
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3~6
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3~5
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2~3
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8
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5
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Lancereaver
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Moves to attack units in range.
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Djute
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Druid
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6
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1
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27~32
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17~22
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8~12
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9~12
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3~7
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5~8
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11~14
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6
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6
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Eclipse • Physic
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Moves to attack units in range.
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Bern
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Wyvern Rider
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16
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1
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30~34
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12~15
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7~9
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8~11
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3~5
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11~13
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1~2
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10
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Rider
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16
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1
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30~34
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12~15
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7~9
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8~11
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3~5
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11~13
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1~2
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10
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Lord
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5
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1
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39~46
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16~20
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10~14
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10~13
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3~6
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13~16
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2~4
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11
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8
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Axereaver • Elixir
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Begins moving unprovoked when he can attack a unit within two turns.
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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/Mag
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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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Monke
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Nomadic Trooper
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9
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1
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48~51
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17~19
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19~21
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23~25
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14~16
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14~16
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14~15
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8
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8
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Brave Bow • Brave Sword • Elixir
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Does not move; stands on the gate, the chapter's seize point.
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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Steel Sword
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Moves to attack units in range.
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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Steel Sword • Elixir
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Moves to attack units in range.
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Djute
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Shaman
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18
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2
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28~33
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14~19
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8~13
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9~13
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4~7
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4~6
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12~17
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5
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5
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Flux
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Moves to attack units in range.
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Djute
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Myrmidon
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17
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1
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32~39
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11~16
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18~20
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18~20
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7~11
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5~8
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3~7
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8
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5
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Armorslayer • Vulnerary
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--
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Djute
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Myrmidon
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17
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1
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32~39
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11~16
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18~20
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18~20
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7~11
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5~8
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3~7
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8
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5
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Lancereaver
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--
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Djute
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Nomad
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18
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5
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow
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The southernmost one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow • Vulnerary
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The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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18
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2
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31~38
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow • Elixir
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• The northern one moves to attack units in range. • The southern one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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17
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2
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31~37
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12~16
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13~18
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15~20
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7~11
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6~9
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3~6
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7
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7
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Short Bow
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The western one begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomadic Trooper
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6
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6
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38~47
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14~19
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14~20
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16~22
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7~12
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9~14
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5~9
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8
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8
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Short Bow • Steel Sword
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• The one near the gate moves to attack units in range. • The one southwest of the gate begins moving unprovoked when he can attack a unit within two turns.
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Djute
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Nomad
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19
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1
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32~39
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12~17
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14~19
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16~20
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7~12
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6~9
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3~7
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7
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7
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Short Bow
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--
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Djute
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Myrmidon
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15
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1
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31~38
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11~15
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17~20
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17~20
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6~10
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4~8
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3~6
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8
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5
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Killing Edge
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--
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Djute
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Myrmidon
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16
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1
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32~38
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11~15
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18~20
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18~20
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6~11
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4~8
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3~6
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8
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5
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Lancereaver
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Moves to attack units in range.
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Djute
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Druid
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6
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1
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31~39
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22~29
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11~17
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11~16
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5~10
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6~10
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13~18
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6
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6
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Eclipse • Physic
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Moves to attack units in range.
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Bern
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Wyvern Rider
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16
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1
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38~45
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16~20
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10~14
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11~16
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5~9
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13~17
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2~4
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10
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7
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Steel Lance
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Rider
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16
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1
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38~45
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16~20
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10~14
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11~16
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5~9
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13~17
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2~4
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10
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7
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Steel Lance • Javelin
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Wyvern Lord
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5
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1
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46~57
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20~26
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13~19
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12~16
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5~9
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15~19
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2~5
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11
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8
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Axereaver • Elixir
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Begins moving unprovoked when he can attack a unit within two turns.
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Reinforcements
- Each enemy phase after entering the circle of huts surrounding the castle gate (columns 14–22, rows 17–23; and columns 15–21, rows 16 and 24)
- Nomads and Nomadic Troopers randomly appear from the huts—Nomads appear from the east seven huts and the left of the top one; level 6 Nomadic Troopers appear from the west five huts, the middle of the top three, and the left of the bottom two
- Enemy phase of turns 10, 15, and 20
- Enemy phase of turns 12, 17, 22
- Enemy phase of turns 13 and 23
Boss data
- Main article: Monke
- 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.[1]
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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Chapter 18B is the second Sacae chapter, characterized by its many Nomad enemies.
Nomads and their advanced form, Nomad Troopers, are fast, making them hard to hit, but they are not very powerful, especially as they often use the weak Short Bow. Units like Douglas or Melady equipped with a Delphi Shield can effectively block them. However, fighting back against their bow attacks can be tricky due to their speed. Snipers or Anima users deal the most damage to them but are susceptible to their attacks. The challenge on this map is to prevent your weaker units from being overwhelmed.
Your team starts isolated by a river with two bridges. Using strong defense units to block these bridges can keep the Nomad swarm at bay. Be wary of certain enemies like the Myrmidon with an Armorslayer and the river-crossing Nomad Troopers. A good strategy against the Troopers is to hit them with Anima magic and then move the unit to safety.
There is a group of Wyvern Riders to the east that will become aggressive by the second turn. You can avoid them by moving south, but reinforcements will keep coming. So, plan for anti-Wyvern measures when you approach the map's center, where more Nomad reinforcements will also appear.
The main goal is to get Roy, a vulnerable character, to the gate. He is in danger if too many Nomads attack him. Moreover, getting near the huts triggers more enemy spawns. The continuous wave of enemies means you should defeat the boss quickly to prevent being overrun.
Two strategies include:
- Rush a strong unit to take out the boss in one turn, using Larum or Elffin for support. This is risky as the boss, Monke, is elusive and failing leaves your unit vulnerable.
- Keep your team at the starting point and send a single strong unit to carry Roy to the gate. This is safer but slow, as that unit has to push through many Nomads and might even risk running out of weapons.
Etymology and other languages
Gallery
References