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Serenity in Ruin: Difference between revisions
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===[[Emblem]] data=== | ===[[Emblem Ring]] data=== | ||
{{ChapChars | {{ChapChars | ||
|game#=17 | |game#=17 | ||
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{{!-}} | {{!-}} | ||
{{!}} [[File:Is ns02 fire.png|24px]] | {{!}} [[File:Is ns02 fire.png|24px]] | ||
{{!}} [[ | {{!}} [[Fire]] | ||
{{!}} style="text-align: center" {{!}} ∞ | {{!}} style="text-align: center" {{!}} ∞ | ||
{{!}} style="text-align: right" {{!}} 1,000 | {{!}} style="text-align: right" {{!}} 1,000 | ||
{{!-}} | {{!-}} | ||
{{!}} [[File:Is ns02 thunder.png|24px]] | {{!}} [[File:Is ns02 thunder.png|24px]] | ||
{{!}} [[ | {{!}} [[Thunder]] | ||
{{!}} style="text-align: center" {{!}} ∞ | {{!}} style="text-align: center" {{!}} ∞ | ||
{{!}} style="text-align: right" {{!}} 1,000 | {{!}} style="text-align: right" {{!}} 1,000 | ||
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{{!-}} | {{!-}} | ||
{{!}} [[File:Is ns02 warp.png|24px]] | {{!}} [[File:Is ns02 warp.png|24px]] | ||
{{!}} [[ | {{!}} [[Warp]] | ||
{{!}} style="text-align: center" {{!}} 1 | {{!}} style="text-align: center" {{!}} 1 | ||
{{!}} style="text-align: right" {{!}} 2,000 | {{!}} style="text-align: right" {{!}} 2,000 | ||
Line 559: | Line 559: | ||
{{!}} [[File:Is ns02 master seal.png|24px]] | {{!}} [[File:Is ns02 master seal.png|24px]] | ||
{{!}} [[Master Seal]] | {{!}} [[Master Seal]] | ||
{{!}} style="text-align: center" {{!}} 9 | {{!}} style="text-align: center" {{!}} 9 <small>(+2)</small> | ||
{{!}} style="text-align: right" {{!}} 2,500 | {{!}} style="text-align: right" {{!}} 2,500 | ||
{{!-}} | {{!-}} | ||
{{!}} style="border-bottom-left-radius: 15px" {{!}} [[File:Is ns02 second seal.png|24px]] | {{!}} style="border-bottom-left-radius: 15px" {{!}} [[File:Is ns02 second seal.png|24px]] | ||
{{!}} [[Second Seal]] | {{!}} [[Second Seal]] | ||
{{!}} style="text-align: center" {{!}} 15 | {{!}} style="text-align: center" {{!}} 15 <small>(+3)</small> | ||
{{!}} style="border-bottom-right-radius: 15px; text-align: right" {{!}} 2,500 | {{!}} style="border-bottom-right-radius: 15px; text-align: right" {{!}} 2,500 | ||
{{tableend}} | {{tableend}} | ||
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{{!}} [[File:Is ns02 steel ingot.png|24px]] | {{!}} [[File:Is ns02 steel ingot.png|24px]] | ||
{{!}} [[Steel Ingot]] | {{!}} [[Steel Ingot]] | ||
{{!}} style="text-align: center" {{!}} 50 | {{!}} style="text-align: center" {{!}} 50 <small>(+40)</small> | ||
{{!}} style="text-align: right" {{!}} 500 | {{!}} style="text-align: right" {{!}} 500 | ||
{{!-}} | {{!-}} | ||
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|mag=1 | |mag=1 | ||
|dex=16 | |dex=16 | ||
|spd=6 | |spd=6{{h|−1|Penalized by weapon weight}} | ||
|def=16 | |def=16 | ||
|res=2 | |res=2 | ||
Line 678: | Line 678: | ||
|mag=12 | |mag=12 | ||
|dex=14 | |dex=14 | ||
|spd=13 | |spd=13{{h|−2|Penalized by weapon weight}} | ||
|def=5{{h|+5|Granted by Shielding Art}} | |def=5{{h|+5|Granted by Shielding Art}} | ||
|res=14 | |res=14 | ||
Line 697: | Line 697: | ||
|mag=10 | |mag=10 | ||
|dex=19 | |dex=19 | ||
|spd=15 | |spd=15{{h|−7|Penalized by weapon weight}} | ||
|def=8 | |def=8 | ||
|res=10 | |res=10 | ||
Line 716: | Line 716: | ||
|mag=2 | |mag=2 | ||
|dex=20 | |dex=20 | ||
|spd=14 | |spd=14{{h|−2|Penalized by weapon weight}} | ||
|def=10 | |def=10 | ||
|res=7 | |res=7 | ||
Line 792: | Line 792: | ||
|mag=4 | |mag=4 | ||
|dex=16 | |dex=16 | ||
|spd=13 | |spd=13{{h|−5|Penalized by weapon weight}} | ||
|def=11 | |def=11 | ||
|res=5 | |res=5 | ||
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|mag=4 | |mag=4 | ||
|dex=16 | |dex=16 | ||
|spd=13 | |spd=13{{h|−7|Penalized by weapon weight}} | ||
|def=11 | |def=11 | ||
|res=5 | |res=5 | ||
Line 868: | Line 868: | ||
|mag=10 | |mag=10 | ||
|dex=19 | |dex=19 | ||
|spd=15 | |spd=15{{h|−5|Penalized by weapon weight}} | ||
|def=8 | |def=8 | ||
|res=10 | |res=10 | ||
Line 887: | Line 887: | ||
|mag=0 | |mag=0 | ||
|dex=11 | |dex=11 | ||
|spd=12 | |spd=12{{h|−2|Penalized by weapon weight}} | ||
|def=5 | |def=5 | ||
|res=2 | |res=2 | ||
Line 906: | Line 906: | ||
|mag=1 | |mag=1 | ||
|dex=17 | |dex=17 | ||
|spd=13 | |spd=13{{h|−3|Penalized by weapon weight}} | ||
|def=7 | |def=7 | ||
|res=4 | |res=4 | ||
Line 932: | Line 932: | ||
|mov=2 | |mov=2 | ||
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | |inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | ||
|notes=Begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked. | |notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• Begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked. | ||
|last=y | |last=y | ||
}} | }} | ||
Line 1,023: | Line 1,023: | ||
|mag=20 | |mag=20 | ||
|dex=16 | |dex=16 | ||
|spd=15 | |spd=15{{h|−1|Penalized by weapon weight}} | ||
|def=9{{h|+5|Granted by Shielding Art}} | |def=9{{h|+5|Granted by Shielding Art}} | ||
|res=23 | |res=23 | ||
Line 1,042: | Line 1,042: | ||
|mag=15 | |mag=15 | ||
|dex=22 | |dex=22 | ||
|spd=19 | |spd=19{{h|−7|Penalized by weapon weight}} | ||
|def=13 | |def=13 | ||
|res=15 | |res=15 | ||
Line 1,061: | Line 1,061: | ||
|mag=5 | |mag=5 | ||
|dex=22 | |dex=22 | ||
|spd=18 | |spd=18{{h|−1|Penalized by weapon weight}} | ||
|def=16 | |def=16 | ||
|res=12 | |res=12 | ||
Line 1,080: | Line 1,080: | ||
|mag=5 | |mag=5 | ||
|dex=22 | |dex=22 | ||
|spd=18 | |spd=18{{h|−5|Penalized by weapon weight}} | ||
|def=16 | |def=16 | ||
|res=12 | |res=12 | ||
Line 1,156: | Line 1,156: | ||
|mag=8 | |mag=8 | ||
|dex=22 | |dex=22 | ||
|spd=17 | |spd=17{{h|−4|Penalized by weapon weight}} | ||
|def=16 | |def=16 | ||
|res=10 | |res=10 | ||
Line 1,175: | Line 1,175: | ||
|mag=8 | |mag=8 | ||
|dex=22 | |dex=22 | ||
|spd=17 | |spd=17{{h|−6|Penalized by weapon weight}} | ||
|def=16 | |def=16 | ||
|res=10 | |res=10 | ||
Line 1,232: | Line 1,232: | ||
|mag=15 | |mag=15 | ||
|dex=22 | |dex=22 | ||
|spd=19 | |spd=19{{h|−5|Penalized by weapon weight}} | ||
|def=13 | |def=13 | ||
|res=15 | |res=15 | ||
Line 1,251: | Line 1,251: | ||
|mag=2 | |mag=2 | ||
|dex=12 | |dex=12 | ||
|spd=14 | |spd=14{{h|−1|Penalized by weapon weight}} | ||
|def=9 | |def=9 | ||
|res=5 | |res=5 | ||
Line 1,270: | Line 1,270: | ||
|mag=4 | |mag=4 | ||
|dex=25 | |dex=25 | ||
|spd=15 | |spd=15{{h|−2|Penalized by weapon weight}} | ||
|def=12 | |def=12 | ||
|res=9 | |res=9 | ||
Line 1,296: | Line 1,296: | ||
|mov=2 | |mov=2 | ||
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | |inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | ||
|notes=• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked. | |notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked. | ||
|last=y | |last=y | ||
}} | }} | ||
Line 1,387: | Line 1,387: | ||
|mag=26 | |mag=26 | ||
|dex=20 | |dex=20 | ||
|spd=19 | |spd=19{{h|−1|Penalized by weapon weight}} | ||
|def=14{{h|+5|Granted by Shielding Art}} | |def=14{{h|+5|Granted by Shielding Art}} | ||
|res=30 | |res=30 | ||
Line 1,406: | Line 1,406: | ||
|mag=9 | |mag=9 | ||
|dex=27 | |dex=27 | ||
|spd=22 | |spd=22{{h|−1|Penalized by weapon weight}} | ||
|def=23 | |def=23 | ||
|res=17 | |res=17 | ||
Line 1,425: | Line 1,425: | ||
|mag=20 | |mag=20 | ||
|dex=27 | |dex=27 | ||
|spd=23 | |spd=23{{h|−7|Penalized by weapon weight}} | ||
|def=18 | |def=18 | ||
|res=21 | |res=21 | ||
Line 1,444: | Line 1,444: | ||
|mag=9 | |mag=9 | ||
|dex=27 | |dex=27 | ||
|spd=22 | |spd=22{{h|−5|Penalized by weapon weight}} | ||
|def=23 | |def=23 | ||
|res=17 | |res=17 | ||
Line 1,520: | Line 1,520: | ||
|mag=12 | |mag=12 | ||
|dex=27 | |dex=27 | ||
|spd=21 | |spd=21{{h|−4|Penalized by weapon weight}} | ||
|def=21 | |def=21 | ||
|res=15 | |res=15 | ||
Line 1,539: | Line 1,539: | ||
|mag=12 | |mag=12 | ||
|dex=27 | |dex=27 | ||
|spd=21 | |spd=21{{h|−6|Penalized by weapon weight}} | ||
|def=21 | |def=21 | ||
|res=15 | |res=15 | ||
Line 1,596: | Line 1,596: | ||
|mag=20 | |mag=20 | ||
|dex=27 | |dex=27 | ||
|spd=23 | |spd=23{{h|−5|Penalized by weapon weight}} | ||
|def=18 | |def=18 | ||
|res=21 | |res=21 | ||
Line 1,634: | Line 1,634: | ||
|mag=8 | |mag=8 | ||
|dex=30 | |dex=30 | ||
|spd=19 | |spd=19{{h|−2|Penalized by weapon weight}} | ||
|def=17 | |def=17 | ||
|res=14 | |res=14 | ||
Line 1,660: | Line 1,660: | ||
|mov=2 | |mov=2 | ||
|inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | |inventory={{Item|17|Fire Breath}} • {{Item|17|Fireball}} | ||
|notes=• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Zephia]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked. | |notes=• Automatically equips [[Fire Breath]] after initiating combat with [[Fireball]].<br>• The eastern one begins moving unprovoked on turn 4, or if a nearby [[Sniper]] or [[High Priest]] is provoked.<br>• The western one begins moving if [[Veyle]], [[Zephia]], [[Corrupted Hyacinth]], or a northwestern [[General]], High Priest, [[Royal Knight]], or [[Paladin]] is provoked. | ||
|last=y | |last=y | ||
}} | }} | ||
Line 2,092: | Line 2,092: | ||
==Strategy== | ==Strategy== | ||
{{strategy}} | {{strategy}} | ||
Chapter 17 is notorious for its massive length, featuring '''6 bosses with Emblems''' as well as 39 other enemies. Not only that, every generic enemy is also ''promoted'' from here on out. | |||
The first priority is dealing with the [[Halberdier]]s and [[General]]s near the starting position; while those attacking the Halberdiers have nothing to fear, those attacking the Generals may be in [[Griss]]' [[Dark Warp]] range. | |||
Griss has 48 Attack with Dark Warp; it's a lot, but it's plenty survivable, especially if you chug a [[Pure Water]] beforehand to bring it down to 41 Attack. He will waste no time using it if he has a target, and he will easily overextend himself well past the attack ranges of any other enemy. He only has 39 Attack with his weak [[Seraphim]] tome, and 21 AS, so he should go down once ganged up on. | |||
By now, Griss' Halberdier and [[Sage]] squad will be approaching; if they are getting in the way of the Griss fight, stall them with a Mystical/Dragon unit and [[Corrin]]; fire tiles have a high movement cost and will keep them out of the way for a turn. Regardless, as the [[Berserker]] squad will be on your tail by now, it's best to push through the Halberdiers and Sages as gaining ground will make the Berserkers take extra turns to reach you. | |||
The map is designed so that the Halberdier squad in the bottom left, the [[Sniper]] squad near the center right, the Berserker squad on the bottom of the map and Griss' minions all approach the player's starting position in the span of about 2-3 turns, thus likely overwhelming the player units with more threats than they can possibly deal with at once. This is why it is important to push northwards early, as if the player can get into Griss' starting area, they can easily defend a pair of 1-wide chokepoints (which the [[Corrupted Wyrm]] can't cross), while also throwing the enemy timing out of whack. Now, only one squad will approach the bridges at a time, which can be easily managed. | |||
Once the aggressive enemies are routed, there are only two enemy groups left to deal with. The first is the [[Marni]]-[[Mauvier]] squad in the bottom left; provoking any member of those squads will provoke all nine of them. The other is the [[Veyle]]-[[Zephia]]-[[Hyacinth]] group, composed of every remaining enemy not in the Marni-Mauvier squad. If the player tries to fight Marni and Mauvier first, they will basically get forced to attack Marni's group head on, as trying to provoke Mauvier from the side will put them in range of a Corrupted Wyrm that aggro the other three bosses; consequently, both Marni and Mauvier's groups will slam into the army at the same time and overwhelm the player. | |||
It is overall safer to use a flier to lure the infamous '''12-Mov''' Zephia across the water. It'll provoke the rest of her army, but they take such a long time to reach Griss' starting area that they won't be a problem for the time being. Zephia herself tends to [[Canter]] back over the water, and since her mobility is way too high to run or hide from, this basically necessitates [[Entrap]] to put her into position to be ganged up on. | |||
Once Zephia goes down, the next objective is to deal with the incoming swarm of enemies. It's best to use Flame [[Dragon Vein]]s to slow them down and chip them down wholesale. In fact, once the enemy army reaches the bridge, simply having two bulky units block the bridges can severely restrict the amount of damage the enemy can do, as the [[Paladin]]s will get to the front with their higher movement and block the rest of the enemies. As long as you don't accidentally kill too many of the Paladins in front too soon, the bosses can't do much at all. Assassinate the High Priest to cut off the enemy source of healing and prepare to deal with the bosses. | |||
Veyle will likely need to be dealt with first, as she is more of a threat with her [[Rapier]] and [[Obscurité]] tome. Lure her into using Obscurité by intentionally leaving a 1-range Paladin alive at the front of the line, and repeatedly killing the enemy behind him until Veyle takes that spot. Obscurité weighs Veyle down by quite a bit, making her easy to gang up on; since she will have it equipped, however, it may be prudent to have your units use Pure Water beforehand. Once she exposes herself, kill the Paladin blocking the way and move in for the kill; the cramped nature of the bridges means that its best to attack with units that can one-round her with [[Engage attack]]s or can displace themselves out of the way with Canter. [[Astra Storm]] can also hit her for some damage without having anyone get in the way. Once she goes down, plug the gap back up by moving a bulky unit forward to keep the rest of the enemies blocked. | |||
Hyacinth is next, and he's mostly a walking wall. While he has 60 HP and 30/30 defenses, he doesn't have a good way to wallbreak a high-DEF unit. As with Veyle casting Obscurité, Hyacinth prefers to chuck [[Master Lance]]s at you from behind a Paladin, which isn't much of a threat due to its low Might and awful Hit. It's better to simply withstand his attacks as you clean up the rest of the fodder as long as you don't put any low-DEF units in his range, as prematurely killing his first life bar gives him the [[Light Brand]]. Once he's alone, swarm him with your units and he should go down. | |||
With Veyle, Zephia and Hyacinth off the map, Mauvier and Marni become much easier to deal with, as it is now possible to approach Mauvier from the north or east sides. This will cause Mauvier's group to aggro and overextend themselves far away from Marni's group, making it possible to clear them out before Marni can even get close enough to interfere. Mauvier's main threat is his 10 crit from [[Shine]], which is a problem for low-Lck units; if you let him equip [[Nosferatu]], he just becomes an absolute pain to kill. His backup is also on the slow side and weak to anti-cavalry weapons, so taking his group out quickly should not be an issue. | |||
Marni for the most part is a physical brick wall, with her 64 HP and 37 Defense. Since she has [[Hold Out+]], she requires 2 rounds to kill no matter what. However, she folds to any sort of magical attack, and even if Hold Out+ stops her from dying, the damage boost from [[Divinely Inspiring]] ignores Marni's defenses, meaning even weak units can deal the last points of damage needed to finish her healthbars off. Just be careful not to let Marni attack Alear ''or someone next to Alear''. She has the Roy [[Wyrmslayer]], which as 10 MT instead of the usual 8, and combined with her 33 Strength, Alear will get burnt to a crisp by her '''63 Attack''', and yes, she can and ''will'' use [[Blazing Lion]] to hit and kill Alear as a secondary target. Once she goes down, the chapter thankfully ends. | |||
==Trivia== | ==Trivia== | ||
*This chapter has a set of [[Unused content in Fire Emblem Engage|unused reinforcements]] consisting of four [[Paladin]]s that wield [[Silver Lance]]s.<ref>{{Cite web|url=https://fe17.triangleattack.com/maps/serenity_in_ruin|title=Chapter 17: Serenity in Ruin Interactive Map|site=Triangle Attack|retrieved=March 25, 2023}}</ref> | *This chapter has a set of [[Unused content in Fire Emblem Engage|unused reinforcements]] consisting of four [[Paladin]]s that wield [[Silver Lance]]s.<ref>{{Cite web|url=https://fe17.triangleattack.com/maps/serenity_in_ruin|title=Chapter 17: Serenity in Ruin Interactive Map|site=Triangle Attack|retrieved=March 25, 2023}}</ref> | ||
==Etymology and other languages== | ==Etymology and other languages== |
Latest revision as of 16:51, 28 March 2024
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Serenity in Ruin (Japanese: 砕かれた平和 Shattered Peace) is the seventeenth chapter of Fire Emblem Engage. In this chapter, the Elusian army assaults the coast of Firene with all of their Emblem Rings, and Alear's army confronts them.
In addition to the next main chapter, completing this chapter will also unlock the ninth and tenth paralogue chapters.
Plot
- Main article:
Serenity in Ruin/Script
Alear and Alfred make their way to Florra Port, where they see smoke rising. They arrive to find Elusian warships docked, and the village burning to the ground. As they are about to go rescue its villagers, Zephia, Griss, and Veyle arrive. Veyle attempts to tell Alear that she simply wants to talk, but Alear is unconvinced, and chastises her for fighting alongside Sombron's army. Veyle demands Griss to tell her whether he ordered the attack, which he responds by saying he only knew of the attack, but did not order it himself. Zephia then tells Veyle that it was her that ordered the attack. Marni and Mauvier then arrive, and the former confirms that it was indeed Veyle who ordered the assault, leaving her confused. Zephia explains that, in the past, Veyle had disobeyed Sombron, leading to him considering her a "defect". He then granted Zephia the power to strengthen Veyle's draconic tendencies, causing a second personality to awaken in her that would then commit many acts of aggression, including creating Corrupted and murdering Lumera. Veyle then apologizes profusely to Alear, who is confused, and then she breaks down in despair.
Just as Alear attempts to comfort her, Zephia uses her magic to suppress Veyle's timid personality and reawaken her violent one. Veyle orders Zephia to give her the Ring of the Hero-King, and for the other Hounds to prepare for battle. She then reveals that she has revived King Hyacinth as a Corrupted, and gives him the Ring of the Sage Lord while taunting Alear and Ivy. With both armies having six Emblem Rings to their name, a full-scale battle erupts between them.
Alear's army succeeds in both fending off the Elusians and taking the Ring of the Sage Lord from Hyacinth. Veyle and the Hounds retreat to one of their warships, where they plan their next course of action. Veyle demands Zephia to give her the Emblem Ring she was using, which Zephia obliges. As the ship floats away, Veyle throws it to Alear, who catches it. Though Alear is confused, Veyle exclaims that their friendship meant everything to her. Zephia then slaps Veyle as punishment, and vows to ensure that her benevolent personality never returns. Marni orders Mauvier to guard the remaining rings.
Alear reunites with Emblems Sigurd and Leif, with the former apologizing for his failure to protect them. Leif explains to them that, as Sombron cannot move very far, he exerts his will through Veyle. Diamant suggests that the group try to rescue her, though Alear recommends that they tend to Florra Port first. Alear sends Alfred to meet with Ève, and then prays for Veyle's safety.
Beginning log
Chasing Elusian warships heading to Firene, the Divine Dragon's army arrives at Florra Port.
Chapter data
Normal Hard Maddening
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Victory: Defeat Veyle, Zephia, Corrupted Hyacinth, Griss, Marni, and Mauvier | Player | Enemy | ||||
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Defeat: Alear dies | 1–12 | 35 | ||||
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Map dimensions: 30 columns by 30 rows | ||||||
Character data
Characters | |
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New units
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Required characters
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Available characters
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Emblem Ring data
Characters | ||||||||||||||||||||||
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New units
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Available characters
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Additionally, Emblem Energy appears in the following locations:
- Column 2, row 21: Southwest of Mauvier and his squad
- Column 4, row 24: Just west of a burning windmill
- Column 4, row 25: Just west of a burning windmill
- Column 7, row 30: On the southern border of the map, between two patches of woods
- Column 8, row 30: On the southern border of the map, between two patches of woods
- Column 9, row 30: On the southern border of the map, between two patches of woods
- Column 19, row 14: Northeast of the eastern fort
- Column 20, row 15: East of the eastern fort
Item data
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Marketplace data
Armory Item Shop Flea Market
Enemy data
Normal Hard Maddening
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Boss data
- Main article:
Veyle
Normal Hard Maddening
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Note: Veyle gets Mercurius and Break Defenses after using one of her Revival Stones.
- Main article:
Zephia
Normal Hard Maddening
- Note: Zephia gets Tyrfing and Headlong Rush after using one of her Revival Stones.
- Main article:
Hyacinth
Normal Hard Maddening
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- Note: Corrupted Hyacinth gets the Light Brand after using one of his Revival Stones.
- Main article:
Griss
Normal Hard Maddening
- Main article:
Marni
Normal Hard Maddening
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- Main article:
Mauvier
Normal Hard Maddening
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Chapter 17 is notorious for its massive length, featuring 6 bosses with Emblems as well as 39 other enemies. Not only that, every generic enemy is also promoted from here on out.
The first priority is dealing with the Halberdiers and Generals near the starting position; while those attacking the Halberdiers have nothing to fear, those attacking the Generals may be in Griss' Dark Warp range.
Griss has 48 Attack with Dark Warp; it's a lot, but it's plenty survivable, especially if you chug a Pure Water beforehand to bring it down to 41 Attack. He will waste no time using it if he has a target, and he will easily overextend himself well past the attack ranges of any other enemy. He only has 39 Attack with his weak Seraphim tome, and 21 AS, so he should go down once ganged up on.
By now, Griss' Halberdier and Sage squad will be approaching; if they are getting in the way of the Griss fight, stall them with a Mystical/Dragon unit and Corrin; fire tiles have a high movement cost and will keep them out of the way for a turn. Regardless, as the Berserker squad will be on your tail by now, it's best to push through the Halberdiers and Sages as gaining ground will make the Berserkers take extra turns to reach you.
The map is designed so that the Halberdier squad in the bottom left, the Sniper squad near the center right, the Berserker squad on the bottom of the map and Griss' minions all approach the player's starting position in the span of about 2-3 turns, thus likely overwhelming the player units with more threats than they can possibly deal with at once. This is why it is important to push northwards early, as if the player can get into Griss' starting area, they can easily defend a pair of 1-wide chokepoints (which the Corrupted Wyrm can't cross), while also throwing the enemy timing out of whack. Now, only one squad will approach the bridges at a time, which can be easily managed.
Once the aggressive enemies are routed, there are only two enemy groups left to deal with. The first is the Marni-Mauvier squad in the bottom left; provoking any member of those squads will provoke all nine of them. The other is the Veyle-Zephia-Hyacinth group, composed of every remaining enemy not in the Marni-Mauvier squad. If the player tries to fight Marni and Mauvier first, they will basically get forced to attack Marni's group head on, as trying to provoke Mauvier from the side will put them in range of a Corrupted Wyrm that aggro the other three bosses; consequently, both Marni and Mauvier's groups will slam into the army at the same time and overwhelm the player.
It is overall safer to use a flier to lure the infamous 12-Mov Zephia across the water. It'll provoke the rest of her army, but they take such a long time to reach Griss' starting area that they won't be a problem for the time being. Zephia herself tends to Canter back over the water, and since her mobility is way too high to run or hide from, this basically necessitates Entrap to put her into position to be ganged up on.
Once Zephia goes down, the next objective is to deal with the incoming swarm of enemies. It's best to use Flame Dragon Veins to slow them down and chip them down wholesale. In fact, once the enemy army reaches the bridge, simply having two bulky units block the bridges can severely restrict the amount of damage the enemy can do, as the Paladins will get to the front with their higher movement and block the rest of the enemies. As long as you don't accidentally kill too many of the Paladins in front too soon, the bosses can't do much at all. Assassinate the High Priest to cut off the enemy source of healing and prepare to deal with the bosses.
Veyle will likely need to be dealt with first, as she is more of a threat with her Rapier and Obscurité tome. Lure her into using Obscurité by intentionally leaving a 1-range Paladin alive at the front of the line, and repeatedly killing the enemy behind him until Veyle takes that spot. Obscurité weighs Veyle down by quite a bit, making her easy to gang up on; since she will have it equipped, however, it may be prudent to have your units use Pure Water beforehand. Once she exposes herself, kill the Paladin blocking the way and move in for the kill; the cramped nature of the bridges means that its best to attack with units that can one-round her with Engage attacks or can displace themselves out of the way with Canter. Astra Storm can also hit her for some damage without having anyone get in the way. Once she goes down, plug the gap back up by moving a bulky unit forward to keep the rest of the enemies blocked.
Hyacinth is next, and he's mostly a walking wall. While he has 60 HP and 30/30 defenses, he doesn't have a good way to wallbreak a high-DEF unit. As with Veyle casting Obscurité, Hyacinth prefers to chuck Master Lances at you from behind a Paladin, which isn't much of a threat due to its low Might and awful Hit. It's better to simply withstand his attacks as you clean up the rest of the fodder as long as you don't put any low-DEF units in his range, as prematurely killing his first life bar gives him the Light Brand. Once he's alone, swarm him with your units and he should go down.
With Veyle, Zephia and Hyacinth off the map, Mauvier and Marni become much easier to deal with, as it is now possible to approach Mauvier from the north or east sides. This will cause Mauvier's group to aggro and overextend themselves far away from Marni's group, making it possible to clear them out before Marni can even get close enough to interfere. Mauvier's main threat is his 10 crit from Shine, which is a problem for low-Lck units; if you let him equip Nosferatu, he just becomes an absolute pain to kill. His backup is also on the slow side and weak to anti-cavalry weapons, so taking his group out quickly should not be an issue.
Marni for the most part is a physical brick wall, with her 64 HP and 37 Defense. Since she has Hold Out+, she requires 2 rounds to kill no matter what. However, she folds to any sort of magical attack, and even if Hold Out+ stops her from dying, the damage boost from Divinely Inspiring ignores Marni's defenses, meaning even weak units can deal the last points of damage needed to finish her healthbars off. Just be careful not to let Marni attack Alear or someone next to Alear. She has the Roy Wyrmslayer, which as 10 MT instead of the usual 8, and combined with her 33 Strength, Alear will get burnt to a crisp by her 63 Attack, and yes, she can and will use Blazing Lion to hit and kill Alear as a secondary target. Once she goes down, the chapter thankfully ends.
Trivia
- This chapter has a set of unused reinforcements consisting of four Paladins that wield Silver Lances.[1]
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Serenity in Ruin |
-- |
Japanese |
砕かれた平和 |
Shattered peace |
Spanish |
Paz quebrada |
Broken peace |
French |
Quiétude ruinée |
Shattered tranquility |
German |
Zerstörte Ruhe |
Destroyed Silence |
Italian |
Serenità in frantumi |
Serenity in ruin |
Korean |
산산조각 난 평화 |
Shattered peace |
Simplified Chinese |
粉碎的和平 |
Shattered peace |
Traditional Chinese |
粉碎的和平 |
Shattered peace |
References
- ↑ Chapter 17: Serenity in Ruin Interactive Map, Triangle Attack, Retrieved: March 25, 2023
← Seashore Travels • | Serenity in Ruin | • The Cold Voyage → |
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