|
|
Line 1,643: |
Line 1,643: |
| ==Strategy== | | ==Strategy== |
| {{strategy}} | | {{strategy}} |
| For lunatic it's best to bring every strong unit you have that can either reclass into a flying class or a magic based one as every part of the map is considered to be a desert tile. The map features many dangerous [[Wyvern]]s, who have 12 Mov, hit extremely hard, and are also fast. As in on Lunatic, they have 20 SPD, enough to double most if not all of your units. They are, however, weak to Bows, Excalibur and Shaver, as well as other anti-dragon weapons. On Lunatic, they will also have 1-2 range, instead of 1-range on Maniac and below, though this can be a blessing in disguise, as it enables you to bait them with bow users at the edge of their ranges and kill them on retaliation. Wyverns require 52 Physical damage to OHKO, or 47 Magical damage. [[Parthia]] is an instakill on hit, though only [[Jeorge]] has the bow rank to use it. [[Merric]] can also instakill Wyverns with Excalibur at base, though unlike Jeorge he gets OHKO'd and therefore cannot bait them out without some bulk improvement (He is 2 points of HP/DEF off from withstanding a Wyvern who rounds down on STR, or 3 points away from one that rounds up), which can be achieved through Starshards. Alternatively, forge extra MT onto [[Silver Bow|Silver]]/[[Glass Bow|Glass]] bows or [[Shaver]] to allow other units to reach OHKO thresholds, as each extra MT forged onto an effective weapon is equivalent to 3 extra damage.
| | ===''New Mystery of the Emblem''=== |
| | As almost every tile on the map is either desert or impassable, units in flying or magic classes have an advantage in not being slowed by the terrain; reclassing strong units into flying or magic classes will grant them this benefit. The map features many dangerous [[Wyvern]]s who have 12 [[movement]], hit extremely hard, and are fast; on Lunatic, they have 20 [[speed]], enough to double most if not all units. However, as flying units, they are weak to [[bow]]s, [[Excalibur]], and [[Shaver]], and to anti-dragon weapons. On Lunatic, they will also have 1–2 range, instead of 1-range; however, this enables bow-users to wait at the edge of their ranges and kill them on retaliation—the wyverns with higher [[strength]] have 32 [[attack (stat)|attack]], so a unit needs a combined [[HP]] and [[defense]] of 33 to survive one hit. Wyverns require 52 physical damage or 47 magical damage to on-shot. [[Parthia]] reaches that benchmark on its might alone, though only [[Jeorge]] has the bow level to use it at base. [[Merric]] can also one-shot Wyverns with Excalibur at base, though he gets one-shot and cannot lure the Wyverns without bulk improvement—he is 2 points of HP or defense from withstanding a Wyvern with 17 strength, or 3 points from one with 18, which can be achieved with [[Astral Shards]]: Cancer provides +2 defense and Taurus provides +1. Alternately, forging extra [[might]] onto [[Silver Bow|Silver]] or [[Glass Bow]]s or to [[Shaver]] allows other units to reach one-shot thresholds, as each point of might forged onto an effective weapon is equivalent to 3 extra damage. |
|
| |
|
| Bring Caeda to recruit Jake for his equipment, and make sure to get all the treasure. Bring a [[General]] with high DEF to bait out the [[Master Sword]] [[Swordmaster]]s due to their high crit chances making it too unsafe to do it with anyone else. If you have the [[VIP Card]], stop by the [[Secret Shop]] and stock up on [[Wyrmslayer]]s and [[Dragonpike]]s, as you will be fighting more dragons for another 3 chapters (Secret shop is located on the skull 2 tiles right of Jake's starting position).
| | There are multiple [[Swordmaster]]s with [[Meisterschwert]]s, whose high [[critical hit]] rates make them exceptionally dangerous. A strong flying unit could move from outside their range to attack them, but they require 59–61 attack to one-shot, making it unlikely without relying on a critical hit. Baiting them from the edge of their range is dangerous, as it requires surviving two strong attacks with high crit rates, but a high-defense unit—particularly one with a [[lance]] to negate their [[weapon level]] bonuses—may survive two attacks. When [[reclass]]ed to [[General]], [[Minerva]] has 40 HP and 21 defense, enough to survive two critical hits; and [[Etzel]] and [[Jeorge]] have 36 HP and 21 defense, requiring only one more point of either to survive two crits, though Jeorge can only reclass to General if the male class sets have been merged. |
| | |
| | The [[secret shop]] sells [[Wyrmslayer]]s and [[Dragonpike]]s, which are strong against the many dragons present in the next three chapters. The secret shop is located on tile (21, 1), the skull 2 tiles right of Jake's starting position. |
| <!-- | | <!-- |
| ==Trivia== | | ==Trivia== |
Anri's Way
|
|
|
|
Anri's Way (Japanese: アンリの道 Anri's Way) is the eleventh chapter of Fire Emblem: Mystery of the Emblem Book II and Fire Emblem: New Mystery of the Emblem.
Plot
- Main articles: Anri's Way (chapter)/Script and Anri's Way (chapter)/Conversations
Marth's army begins to follow Anri's path through across the Mamorthod Desert towards the Tower of Thabes, in order to retrieve the Lightsphere with which to defeat Hardin. Jagen recounts the first part of the story of Anri: when the Holy Kingdom of Archanea was defeated by the dragon tribe, Princess Artemis took refuge in the small city of Altea. Hearing this, Duke Caldas of Altea raised a liberation army, meeting with success thanks to the Binding Shield. However, Medeus moved out and the tides turned against them. Gotoh told the army of the Falchion in the Ice Dragons' Temple to the north that could defeat Medeus, and Anri departed on the journey to retrieve it.
Marth and his army make their way to the Tower of Thabes, where they meet Xane, who briefly fools Marth with the guise of Tiki before revealing himself and promising to lead Marth to Gotoh.
Chapter data
Chapter data
Mystery of the Emblem New Mystery of the Emblem
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth dies
|
1–12
|
{{{partner}}}
|
{{{other}}}
|
21
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
Normal Hard Maniac Lunatic
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
|
{{{partner}}}
|
{{{other}}}
|
29-1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
|
{{{partner}}}
|
{{{other}}}
|
31-1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
|
{{{partner}}}
|
{{{other}}}
|
32-1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
|
|
|
Victory: Seize
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Marth or Kris dies
|
1–11+1
|
{{{partner}}}
|
{{{other}}}
|
34-1
|
{{{third}}}
|
|
Map dimensions: 30 columns by 30 rows
|
|
Character data
Mystery of the Emblem New Mystery of the Emblem
Item data
Mystery of the Emblem New Mystery of the Emblem
Shop data
Mystery of the Emblem New Mystery of the Emblem
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
Armories and vendors
Swords Lances Axes Bows Tomes Staves Items Secret
- Only one Rapier and Wing Spear and three of each other item may be purchased.
- The secret shop is located on the lone northernmost bone
Enemy data
Enemy data
Mystery of the Emblem New Mystery of the Emblem
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Wyvern
|
Wyvern
|
12
|
1
|
32
|
15
|
0
|
12
|
16
|
0
|
10
|
5
|
--
|
Fire Breath • Wyrmslayer
|
Stands on a gate, the chapter's seize point.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
24.1
|
10.5
|
0
|
7.25
|
11.35
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Will not move until a player unit is in range of both him and the Hunter with a Killer Bow, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
24.2
|
7.7
|
0
|
9.1
|
9.1
|
0
|
3.7
|
0.35
|
6
|
Killer Bow
|
Will not move until a player unit is in range of both him and the Barbarian with a Killer Axe, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
24.1
|
10.5
|
0
|
7.25
|
11.35
|
0
|
5.5
|
1.45
|
6
|
Silver Axe
|
--
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
24.2
|
7.7
|
0
|
9.1
|
9.1
|
0
|
3.7
|
0.35
|
6
|
Silver Bow
|
--
|
|
Desert Tribe
|
Swordmaster
|
5
|
1
|
28.2
|
10.8
|
1
|
16.2
|
16.2
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert
|
--
|
|
Desert Tribe
|
Barbarian
|
10
|
7
|
24.1
|
10.5
|
0
|
7.25
|
11.35
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
• The southern two begin moving unprovoked on turn 2. • The eastern two begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
24.2
|
7.7
|
0
|
9.1
|
9.1
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
Begins moving unprovoked on turn 2.
|
|
Wyvern
|
Wyvern
|
8
|
2
|
28.2
|
11.5
|
0
|
10.2
|
12.6
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Vulnerary
|
• The southwest one begins moving unprovoked on turn 2. • The northeast one begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Hunter
|
8
|
3
|
24.2
|
7.7
|
0
|
9.1
|
9.1
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
|
|
Wyvern
|
Wyvern
|
8
|
7
|
28.2
|
11.5
|
0
|
10.2
|
12.6
|
0
|
8.5
|
2.4
|
12
|
Fire Breath
|
• The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 6.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
24.1
|
10.5
|
0
|
7.25
|
11.35
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
Begins moving unprovoked on turn 5.
|
|
Wyvern
|
Wyvern
|
8
|
1
|
28.2
|
11.5
|
0
|
10.2
|
12.6
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Energy Drop
|
Begins moving unprovoked on turn 5.
|
|
Jake
|
Warrior
|
1
|
1
|
35
|
12
|
0
|
8
|
11
|
12
|
8
|
3
|
7
|
Killer Bow • Steel Axe
|
Does not move or initiate combat until he is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Wyvern
|
Wyvern
|
12
|
1
|
38.4
|
17.4
|
0
|
14
|
19.2
|
0
|
10
|
5
|
--
|
Fire Breath • Wyrmslayer
|
Stands on a gate, the chapter's seize point.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Will not move until a player unit is in range of both him and the Hunter with a Killer Bow, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
29
|
9.3
|
0
|
11.5
|
11.5
|
0
|
3.7
|
0.35
|
6
|
Killer Bow
|
Will not move until a player unit is in range of both him and the Barbarian with a Killer Axe, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Silver Axe
|
Will not move until a player unit is in range of both him and the Hunter with a Silver Bow or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
29
|
9.3
|
0
|
11.5
|
11.5
|
0
|
3.7
|
0.35
|
6
|
Silver Bow
|
Will not move until a player unit is in range of both him and the Barbarian with a Silver Axe or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
|
|
Wyvern
|
Wyvern
|
8
|
9
|
34.6
|
13.9
|
0
|
12.2
|
15.56
|
0
|
8.5
|
2.4
|
12
|
Fire Breath
|
• The northwest one does not move or initiate combat until it or the Barbarian or Hunter nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or the nearby Swordmaster is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
|
|
Desert Tribe
|
Swordmaster
|
5
|
1
|
37
|
12.4
|
1
|
18.6
|
18.6
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert
|
Begins moving unprovoked if the nearby Wyvern is provoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Begins moving unprovoked on turn 2.
|
|
Desert Tribe
|
Barbarian
|
10
|
3
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
• The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
29
|
9.3
|
0
|
11.5
|
11.5
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
Begins moving unprovoked on turn 2.
|
|
Wyvern
|
Wyvern
|
8
|
2
|
34.6
|
13.9
|
0
|
12.2
|
15.56
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Vulnerary
|
• The southwest one begins moving unprovoked on turn 2. • The northeast one begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Hammer
|
Begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Hunter
|
8
|
3
|
29
|
9.3
|
0
|
11.5
|
11.5
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Poleax
|
Begins moving unprovoked on turn 4.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
Begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
31.3
|
13.7
|
0
|
9.65
|
12.95
|
0
|
5.5
|
1.45
|
6
|
Hand Axe
|
Begins moving unprovoked on turn 5.
|
|
Wyvern
|
Wyvern
|
8
|
1
|
34.6
|
13.9
|
0
|
12.2
|
15.56
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Energy Drop
|
Begins moving unprovoked on turn 5.
|
|
Jake
|
Warrior
|
1
|
1
|
35
|
12
|
0
|
8
|
11
|
12
|
8
|
3
|
7
|
Killer Bow • Steel Axe
|
Does not move or initiate combat until he is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Wyvern
|
Wyvern
|
12
|
1
|
44.8
|
19.8
|
0
|
16
|
22.4
|
0
|
10
|
5
|
--
|
Fire Breath • Wyrmslayer
|
Stands on a gate, the chapter's seize point.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Will not move until a player unit is in range of both him and the Hunter with a Killer Bow, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
33.8
|
10.9
|
0
|
13.9
|
13.9
|
0
|
3.7
|
0.35
|
6
|
Killer Bow
|
Will not move until a player unit is in range of both him and the Barbarian with a Killer Axe, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Silver Axe
|
Will not move until a player unit is in range of at least two of him, the Hunter with a Silver Bow, or the nearby Swordmaster or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
33.8
|
10.9
|
0
|
13.9
|
13.9
|
0
|
3.7
|
0.35
|
6
|
Silver Bow
|
Will not move until a player unit is in range of at least two of him, the Barbarian with a Silver Axe, or the nearby Swordmaster or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Swordmaster
|
5
|
1
|
45.8
|
14
|
1
|
21
|
21
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert
|
Will not move until a player unit is in range of at least two of him, the Barbarian with a Silver Axe, or the Hunter with a Silver Bow or until the northwest Wyvern is attacked, at which point he begins moving unprovoked.
|
|
Wyvern
|
Wyvern
|
8
|
9
|
41
|
16.3
|
0
|
14.2
|
18.52
|
0
|
8.5
|
2.4
|
12
|
Fire Breath
|
• The northwest one does not move or initiate combat until it or the Barbarian, Hunter, or Swordmaster nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or the nearby Swordmaster is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
|
|
Desert Tribe
|
Swordmaster
|
5
|
1
|
45.8
|
14
|
1
|
21
|
21
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert
|
Begins moving unprovoked if the nearby Wyvern is provoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Begins moving unprovoked on turn 2.
|
|
Desert Tribe
|
Barbarian
|
10
|
3
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
• The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
33.8
|
10.9
|
0
|
13.9
|
13.9
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
Begins moving unprovoked on turn 2.
|
|
Wyvern
|
Wyvern
|
8
|
2
|
41
|
16.3
|
0
|
14.2
|
18.52
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Vulnerary
|
• The southwest one begins moving unprovoked on turn 2. • The northeast one begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Hammer
|
Begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Hunter
|
8
|
3
|
33.8
|
10.9
|
0
|
13.9
|
13.9
|
0
|
3.7
|
0.35
|
6
|
Steel Bow
|
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Poleax
|
Begins moving unprovoked on turn 4.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Steel Axe
|
Begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
38.5
|
16.9
|
0
|
12.05
|
14.55
|
0
|
5.5
|
1.45
|
6
|
Hand Axe
|
Begins moving unprovoked on turn 5.
|
|
Wyvern
|
Wyvern
|
8
|
1
|
41
|
16.3
|
0
|
14.2
|
18.52
|
0
|
8.5
|
2.4
|
12
|
Fire Breath • Energy Drop
|
Begins moving unprovoked on turn 5.
|
|
Jake
|
Warrior
|
1
|
1
|
35
|
12
|
0
|
8
|
11
|
12
|
8
|
3
|
7
|
Killer Bow • Steel Axe
|
Does not move or initiate combat until he is provoked.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Wyvern
|
Wyvern
|
12
|
1
|
48
|
21
|
0
|
17
|
24
|
0
|
10
|
5
|
--
|
Fire Breath* • Wyrmslayer
|
Stands on a gate, the chapter's seize point.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Killer Axe • Killer Axe
|
Will not move until a player unit is in range of both him and the Hunter with a Killer Bow, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
36.2
|
11.7
|
0
|
15.1
|
15.1
|
0
|
3.7
|
0.35
|
6
|
Killer Bow
|
Will not move until a player unit is in range of both him and the Barbarian with a Killer Axe, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
4
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Silver Axe
|
• The northeast one will not move until a player unit is in range of at least two of him, the Hunter with a Silver Bow, or the nearby Swordmaster or until one of the northeast two Wyverns is attacked, at which point he begins moving unprovoked. • The southern one begins moving unprovoked on turn 2. • The eastern one begin moving unprovoked on turn 3. • The western two begin moving unprovoked on turn 4.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
36.2
|
11.7
|
0
|
15.1
|
15.1
|
0
|
3.7
|
0.35
|
6
|
Silver Bow
|
Will not move until a player unit is in range of at least two of him, the nearby Barbarian with a Silver Axe, or the nearby Swordmaster or until one of the northeast two Wyverns is attacked, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Swordmaster
|
5
|
2
|
50.2
|
14.8
|
1
|
22.2
|
22.2
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert
|
• The west one will not move until a player unit is in range of at least two of him, the nearby Barbarian with a Silver Axe, or the Hunter with a Silver Bow or until the one of the northwest two Wyverns is attacked, at which point he begins moving unprovoked. • The central one will not move until a player unit is in range of both him and the nearby Swordmaster or the nearby Wyvern is attack, at which point he begins moving unprovoked.
|
|
Wyvern
|
Wyvern
|
8
|
10
|
44.2
|
17.5
|
0
|
15.2
|
20
|
0
|
8.5
|
2.4
|
12
|
Fire Breath*
|
• The northwest two do not move or initiate combat until it or the Barbarian, Hunter, or Swordmaster nearest the boss are provoked. • The northwest one east of the boss does not move or initiate combat until it or one of the the nearby Swordmasters is provoked. • The second-northeast one begins moving unprovoked on turn 2. • The second-southernmost one begins moving unprovoked on turn 3. • The third-southernmost one and the second-center-northern one begin moving unprovoked on turn 4. • The northeastern one and southwestern one begin moving unprovoked on turn 5.
|
|
Desert Tribe
|
Swordmaster
|
5
|
1
|
50.2
|
14.8
|
1
|
22.2
|
22.2
|
0
|
9.8
|
3.8
|
8
|
Meisterschwert • Meisterschwert
|
Will not move until a player unit is in range of both him and the nearby Swordmaster or the nearby Wyvern is attack, at which point he begins moving unprovoked.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Killer Axe
|
Begins moving unprovoked on turn 2.
|
|
Desert Tribe
|
Hunter
|
8
|
1
|
36.2
|
11.7
|
0
|
15.1
|
15.1
|
0
|
3.7
|
0.35
|
6
|
Silver Bow • Steel Bow
|
Begins moving unprovoked on turn 2.
|
|
Wyvern
|
Wyvern
|
8
|
2
|
44.2
|
17.5
|
0
|
15.2
|
20
|
0
|
8.5
|
2.4
|
12
|
Fire Breath* • Vulnerary
|
• The southwest one begins moving unprovoked on turn 2. • The northeast one begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Hammer
|
Begins moving unprovoked on turn 3.
|
|
Desert Tribe
|
Hunter
|
8
|
3
|
36.2
|
11.7
|
0
|
15.1
|
15.1
|
0
|
3.7
|
0.35
|
6
|
Silver Bow
|
• The eastern one begins moving unprovoked on turn 3. • The western one begins moving unprovoked on turn 4. • The center-northern one begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Poleax
|
Begins moving unprovoked on turn 4.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Silver Axe • Steel Axe
|
Begins moving unprovoked on turn 5.
|
|
Desert Tribe
|
Barbarian
|
10
|
1
|
42.1
|
18.5
|
0
|
13.25
|
15.35
|
0
|
5.5
|
1.45
|
6
|
Hand Axe
|
Begins moving unprovoked on turn 5.
|
|
Wyvern
|
Wyvern
|
8
|
1
|
44.2
|
17.5
|
0
|
15.2
|
20
|
0
|
8.5
|
2.4
|
12
|
Fire Breath* • Energy Drop
|
Begins moving unprovoked on turn 5.
|
|
Jake
|
Warrior
|
1
|
1
|
35
|
12
|
0
|
8
|
11
|
12
|
8
|
3
|
7
|
Killer Bow • Steel Axe
|
Does not move or initiate combat until he is provoked.
|
|
Boss data
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
- This enemy is not classified as a boss in Mystery of the Emblem.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
New Mystery of the Emblem
As almost every tile on the map is either desert or impassable, units in flying or magic classes have an advantage in not being slowed by the terrain; reclassing strong units into flying or magic classes will grant them this benefit. The map features many dangerous Wyverns who have 12 movement, hit extremely hard, and are fast; on Lunatic, they have 20 speed, enough to double most if not all units. However, as flying units, they are weak to bows, Excalibur, and Shaver, and to anti-dragon weapons. On Lunatic, they will also have 1–2 range, instead of 1-range; however, this enables bow-users to wait at the edge of their ranges and kill them on retaliation—the wyverns with higher strength have 32 attack, so a unit needs a combined HP and defense of 33 to survive one hit. Wyverns require 52 physical damage or 47 magical damage to on-shot. Parthia reaches that benchmark on its might alone, though only Jeorge has the bow level to use it at base. Merric can also one-shot Wyverns with Excalibur at base, though he gets one-shot and cannot lure the Wyverns without bulk improvement—he is 2 points of HP or defense from withstanding a Wyvern with 17 strength, or 3 points from one with 18, which can be achieved with Astral Shards: Cancer provides +2 defense and Taurus provides +1. Alternately, forging extra might onto Silver or Glass Bows or to Shaver allows other units to reach one-shot thresholds, as each point of might forged onto an effective weapon is equivalent to 3 extra damage.
There are multiple Swordmasters with Meisterschwerts, whose high critical hit rates make them exceptionally dangerous. A strong flying unit could move from outside their range to attack them, but they require 59–61 attack to one-shot, making it unlikely without relying on a critical hit. Baiting them from the edge of their range is dangerous, as it requires surviving two strong attacks with high crit rates, but a high-defense unit—particularly one with a lance to negate their weapon level bonuses—may survive two attacks. When reclassed to General, Minerva has 40 HP and 21 defense, enough to survive two critical hits; and Etzel and Jeorge have 36 HP and 21 defense, requiring only one more point of either to survive two crits, though Jeorge can only reclass to General if the male class sets have been merged.
The secret shop sells Wyrmslayers and Dragonpikes, which are strong against the many dragons present in the next three chapters. The secret shop is located on tile (21, 1), the skull 2 tiles right of Jake's starting position.
Etymology and other languages
Gallery
References