The Thunder Axe
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“
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I have heard from a scholar in Juteaux that the Divine Weapon hidden here is Armads, the Thunder Axe.
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”
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— Elffin to Roy
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The Thunder Axe (Japanese: 天雷の斧 Thunder Axe) is chapter 12x of Fire Emblem: The Binding Blade. In order to play this chapter, the previous chapter must have been completed before the enemy phase of turn 20, and Elffin must be alive if he was recruited.
Plot
- Main article: The Thunder Axe/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
Following Elffin's lead, Roy headed for the cave near Juteaux to find the Divine Weapon hidden there. Little did they know that they weren't the only ones who knew about the cave...
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: Roy dies
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1–8
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{{{partner}}}
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{{{other}}}
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26
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{{{third}}}
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Character data
Item data
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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Guerrero
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Berserker
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2
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1
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45
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16
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10
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14
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6
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11
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3
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13
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6
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Silver Axe • Hand Axe
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Does not move; stands on the throne, the chapter's seize point.
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Bandit
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Thief
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14
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2
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21~24
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3~4
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6~8
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13~15
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4~6
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2~3
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2~3
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6
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6
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Iron Sword • Lockpick
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Ignores combat; moves to open chests, then moves to escape via the southwestern corner once all chests are open, his inventory is filled, or he lacks a means of opening chests.
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Bandit
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Thief
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15
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1
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22~24
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3~4
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6~9
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13~16
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4~7
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2~3
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2~4
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6
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6
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Iron Sword • Lockpick
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Ignores combat; moves to open chests, then moves to escape via the southwestern corner once all chests are open, his inventory is filled, or he lacks a means of opening chests.
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Bandit
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Druid
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1
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1
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26~29
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15~18
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7~10
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8~10
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3~5
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5~7
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10~12
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6
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6
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Eclipse • Physic • Nosferatu
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Moves to attack units in range.
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Bandit
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Brigand
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13
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1
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28~32
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10~12
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4~6
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7~8
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1~3
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4~5
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1~2
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12
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5
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Steel Axe
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--
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Bandit
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Archer
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13
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1
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25~28
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7~9
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7~9
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6~8
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3~5
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4~6
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1~2
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7
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5
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Steel Bow
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Moves to attack units in range.
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Bandit
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Brigand
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14
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4
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29~32
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10~13
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4~6
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7~8
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1~3
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4~5
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1~2
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12
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5
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Poison Axe • Hand Axe
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The northwest one and southeast one move to attack units in range.
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Bandit
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Myrmidon
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13
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1
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23~26
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7~9
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13~15
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13~15
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3~5
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3~5
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1~3
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8
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5
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Steel Sword
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--
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Bandit
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Brigand
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14
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2
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29~32
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10~13
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4~6
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7~8
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1~3
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4~5
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1~2
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12
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5
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Steel Axe
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The northwest one moves to attack units in range.
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Bandit
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Archer
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14
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2
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25~29
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7~10
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7~9
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6~8
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3~6
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4~6
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1~2
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7
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5
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Steel Bow
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The northeastern one moves to attack units in range.
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Bandit
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Brigand
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14
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2
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29~32
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10~13
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4~6
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7~8
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1~3
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4~5
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1~2
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12
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5
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Poleax
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Moves to attack units in range.
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Bandit
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Brigand
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15
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2
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30~33
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11~13
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4~6
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7~9
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1~3
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4~5
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1~2
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12
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5
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Poison Axe • Hand Axe
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--
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Bandit
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Shaman
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15
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1
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22~24
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8~10
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4~7
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5~7
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2~4
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3~4
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8~10
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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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Bandit
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Brigand
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15
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1
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30~33
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11~13
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4~6
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7~9
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1~3
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4~5
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1~2
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12
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5
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Steel Axe
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Moves to attak units in range.
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Bandit
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Myrmidon
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15
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2
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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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--
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Bandit
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Brigand
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14
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1
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29~32
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10~13
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4~6
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7~8
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1~3
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4~5
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1~2
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12
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5
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Devil Axe
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Does not move, except to heal.
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Bandit
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Myrmidon
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14
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1
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23~27
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7~10
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13~15
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13~15
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3~5
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3~5
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1~3
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8
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5
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Killing Edge
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Does not move, except to heal.
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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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Guerrero
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Berserker
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2
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1
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49~51
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18~20
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11~13
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14~16
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7~8
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11~13
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3~5
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13
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6
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Silver Axe • Hand Axe
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Does not move; stands on the throne, the chapter's seize point.
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Bandit
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Thief
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14
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2
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24~30
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3~5
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9~13
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16~20
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7~11
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2~4
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3~6
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6
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6
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Iron Sword • Lockpick
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Ignores combat; moves to open chests, then moves to escape via the southwestern corner once all chests are open, his inventory is filled, or he lacks a means of opening chests.
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Bandit
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Thief
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15
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1
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25~30
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3~5
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9~14
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16~20
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7~12
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2~4
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3~7
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6
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6
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Iron Sword • Lockpick
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Ignores combat; moves to open chests, then moves to escape via the southwestern corner once all chests are open, his inventory is filled, or he lacks a means of opening chests.
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Bandit
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Druid
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1
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1
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29~34
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19~24
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9~14
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9~13
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4~8
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5~9
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12~15
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6
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6
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Eclipse • Physic • Nosferatu
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Moves to attack units in range.
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Bandit
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Brigand
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13
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1
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34~41
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13~18
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6~10
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8~11
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2~5
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4~7
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1~4
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12
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5
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Steel Axe
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--
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Bandit
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Archer
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13
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1
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30~36
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9~13
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10~14
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8~12
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5~9
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5~8
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1~4
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7
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5
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Steel Bow
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Moves to attack units in range.
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Bandit
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Brigand
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14
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4
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35~41
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13~19
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6~10
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8~11
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2~5
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4~7
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1~4
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12
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5
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Poison Axe • Hand Axe
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The northwest one and southeast one move to attack units in range.
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Bandit
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Myrmidon
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13
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1
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28~34
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9~13
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16~20
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16~20
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5~9
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4~7
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2~5
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8
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5
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Steel Sword
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--
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Bandit
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Brigand
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14
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2
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35~41
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13~19
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6~10
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8~11
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2~5
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4~7
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1~4
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12
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5
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Steel Axe
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The northwest one moves to attack units in range.
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Bandit
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Archer
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14
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2
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30~37
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9~14
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10~14
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8~12
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5~10
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5~8
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1~4
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7
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5
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Steel Bow
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The northeastern one moves to attack units in range.
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Bandit
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Brigand
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14
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2
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35~41
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13~19
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6~10
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8~11
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2~5
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4~7
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1~4
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12
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5
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Poleax
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Moves to attack units in range.
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Bandit
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Brigand
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15
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2
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36~42
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14~19
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6~10
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8~12
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2~5
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4~7
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1~4
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12
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5
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Poison Axe • Hand Axe
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--
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Bandit
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Shaman
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15
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1
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25~30
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11~16
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6~11
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7~11
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3~7
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3~6
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10~14
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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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Bandit
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Brigand
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15
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1
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36~42
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14~19
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6~10
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8~12
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2~5
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4~7
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1~4
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12
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5
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Steel Axe
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Moves to attak units in range.
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Bandit
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Myrmidon
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15
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2
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29~36
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10~14
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16~20
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16~20
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5~9
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4~7
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3~5
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8
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5
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Steel Sword
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--
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Bandit
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Brigand
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14
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1
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35~41
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13~19
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6~10
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8~11
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2~5
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4~7
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1~4
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12
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5
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Devil Axe
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Does not move, except to heal.
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Bandit
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Myrmidon
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14
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1
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28~35
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9~14
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16~20
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16~20
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5~9
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4~7
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2~5
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8
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5
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Killing Edge
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Does not move, except to heal.
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Boss data
- Main article: Guerrero
- 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 chapter is relatively straightforward as long as you have sword-users. If you're looking to level up certain units, make sure to bring them along. You'll also need at least one or two thieves equipped with torches. Although you can't grab all the treasures before the enemies do, you can always steal them from the enemy thieves. Focus on obtaining the gems and Elixirs, as these are the most valuable items.
Divide your team into either one or two groups depending on how much you care about treasure. Each group should have a thief and a healer. Study the map to identify enemy positions. Pay attention to the red-marked holes in the walls; they release poisonous gas. While the poison damage isn't severe (about 10 points), you can use Antitoxin to cure it or a Vulnerary to counteract its effects.
Key Enemies:
- The Druid: One of his tomes, Eclipse, can reduce your HP to one. It's a rare occurrence but dangerous. Use a thief with a torch to reveal his position and then eliminate him using a strong and agile unit like Shanna.
- The Boss and his lackeys: One is a Brigand with a powerful Devil Axe and the other is a Myrmidon with a Killing Edge. They only attack if you're adjacent to them, but their weapons make them dangerous. A Mage can take them down without much trouble.
The Berserker boss has a very high crit rate. Attack him with sword units with high speed stats, although it's very possible he will get a critical hit anyway... If you don't mind taking it slow, you can attack the boss with a mage, then rescue the mage each turn until you kill the boss. Make sure he doesn't attack you with a Hand Axe if you decide to attack him that way.
Etymology and other languages
Gallery
References