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Birth of a Holy Knight: Difference between revisions

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==Strategy==
==Strategy==
{{sectstub}}
===Castle Yngvi===
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[[Sigurd]]'s party sets out to save Castle Yngvi from a Verdanite invasion, but there's nothing they can do as [[Munnir]] will crit [[Midir]] out of the way and seize the castle at the start of the first Evans phase. For the time being, they need to fight their way over through the many [[Barbarian]]s and [[Hunter]]s. Sigurd is the best unit for the job as he can consistently one-round enemies and has a lot of avoid.
==Trivia==
 
The [[village]]s will begin burning, thanks to the enemy Brigands. They take their time wrecking the place, however, and only after ten turns of inaction on your part will the villages be completely destroyed. However, the sooner it is saved, the greater the payout; 5000G for an undamaged village, minus 500G for each turn it was being attacked. Some villages, such as the southernmost one on this map, give out items or have special events associated with them when visited; these items and events are unaffected by the amount of damage the village has received, except if the village is completely destroyed, at which point that item/event is lost forever. Because gold is stored on an individual unit basis, the player should distribute the gold to whatever units need the gold the most.
 
On turn 2, [[Lex]] and [[Azelle]] join, this time at the top of the map, quite convenient for killing the nearby Brigand on the village.
 
While Sigurd's party continues pushing toward Yngvi, Azelle and Lex should focus on clearing out the nearby enemies; Lex baiting out enemies and softening them up while Azelle roasts them with his magic damage. If either of them take damage, they can wait on the nearby Church tile. Churches fully heal the unit on top of them at the start of their turn, at the cost of 5G per point of HP recovered; if you can't afford a full heal, you will be healed for as much as your funds permit; broke units get no healing whatsoever. The same applies to Castle healing, be it guarding a Castle or being inside the Home Castle; Castle healing is capped at (20% of Max HP)-1 per turn however, but the same interaction occurs with units too poor to afford part or all of the healing.
 
On turn 3, even more player units join, [[Quan]], [[Ethlyn]], and [[Finn]], this time just south of Chalphy. These units are the reason Arden was safe to walk off of Chalphy earlier if the nearby Barbarian was killed; any other enemy unit that could threaten Chalphy would simply not arrive in time before these units showed up to defend Chalphy if necessary.
 
Sigurd's party should continue their attack on Yngvi; if any of them are too damaged to fight, they should retreat to get healed by Ethlyn. Quan's party should move south to back Sigurd up, while Azelle and Lex continue clearing out the enemies in the north.
 
Once the initial situation has stabilized, it is time to move on to other objectives. Take out the Brigand on the southernmost village; that village contains the valuable [[Speed Ring]], that grants +5 Spd to whoever holds it. The [[trade]] command does not exist; to transfer items between two units, one unit must sell it to the pawnbroker, and the other unit needs to buy it from the pawnbroker. As the Speed Ring takes 20k to buy out of the pawnbroker, whoever plans to hold onto it for the next few maps should be the one to visit the village, unless that unit joins later (in which case the person visiting should be someone who will need the gold). Finn usually wants this item, as he needs it to reliably double in the next map, while Sigurd can use it to increase his Avo and solo enemy armies more reliably. Meanwhile, Lex and Azelle should NOT move towards Yngvi; they should instead focus on securing the remaining villages, as they are unlikely to arrive in time to be useful in Yngvi's conquest, but are in position to go after these villages that are out of the way.
 
Afterwards, it is time to recapture Yngvi. Defending Yngvi is the first instance of a recurring enemy formation best described as a "three-man guard". These formations are all over the game, and they behave very similarly; they do not move at all while the boss, on top of the castle, is alive, but will begin aggressively moving to attack whatever is near once the boss is dead. Their lack of mobility, initially, makes them fairly easy to pick off, however, and their behavior also means their movement ranges can be mostly ignored if one does not intend to fight them yet. [[DiMaggio]] is on top of the castle, and as such, he gets +30 Avo and castle healing. However, he's not much of a threat; all he does is be bulky and hit you fairly hard, but not hard enough to one-shot your units if they are fully healed. He also lacks 2-range, but Azelle takes way too long to reach him and Quan's [[Javelin]] has horrendous accuracy anyway. Just have Sigurd besiege the castle until he goes down.
 
===Castle Evans===
Once Sigurd seizes Yngvi, the remainder of the Evans army will emerge on their next turn. Instead of wastefully waiting for that to happen, have all non-Sigurd units continue to move towards the left side of the map. Additionally, Midir joins the party, having recovered to full HP after being crit earlier in the map. He is an [[Arch Knight]], who is unable to fight back at close quarters. He is exactly fast enough to double the remaining enemies on the map, and has Follow-Up to do so. He also comes with Accost to allow him to continue firing upon his enemies, very appreciable against 1-range enemies as the extra attacks are effectively free damage. Midir has no doubling issues in the short term, but he does have trouble doubling fast enemies later on; the Speed Ring can help with that, but overall other units benefit from it more in the short term, in regards to consideration for Midir to visit the village and grab the Speed Ring immediately.
 
[[Arvis]] spawns at the top of the map at this time, and moves to hand a [[Silver Sword]] to Sigurd, and leaves once he does. He is comically invincible; not only are his stats absurdly high, his [[Recover Ring]] fully heals him each turn; nothing on the map can kill him, and anything that tries gets cooked by his 70 Atk. As he can speak to Sigurd on his own turn, there is little reason to have Sigurd go out of his way to do so; it is sufficient to simply leave Sigurd in Arvis' melee range, and this can easily be achieved by having Sigurd fight on the front line, and [[Canto]] towards Arvis after attacking once Arvis is sufficiently near. Once Sigurd has the Silver Sword, he has no need for his [[Steel Sword]] (as the Silver Sword has objectively better stats than the Steel Sword besides the higher rank), and it should be sold to a unit that would appreciate it like Alec or Arden.
 
The bulk of the enemy Barbarians and Hunters have been beefed up to Lv5; this gives them +1 Def and +4 HP, requiring units like Alec and Naoise to get a few levels in Str to continue killing them in a timely manner. Additionally, Sigurd now requires 2 Str level ups to continue one-rounding with his [[Steel Sword]], but speed-ties the Hunters with his [[Iron Lance]]; a single Spd level up or the Speed Ring enables him to continue one-rounding without picking up his Silver Sword just yet; remember he can swap back to his Steel Sword during Canto to keep his evasion up. Otherwise, as long as the entire army retains cohesion and either performs hit-and-run attacks to stay out of enemy range, or rushes in to kill as many enemies as possible, the player's units should survive without too much issue.
 
[[Gerrard]] sits alone atop Castle Evans. He is mostly just DiMaggio, but with higher stats and a [[Hand Axe]] to do damage at range. Sigurd can still handle him easily with Ethlyn's healing, but it's recommended not to kill him too quickly, particularly if other units have the HP to deal some chip damage to him. In FE4, EXP gain is determined solely by the level of the units in combat; while most of the enemies were Lv1 or Lv5, with DiMaggio and a few Barbarians being Lv10, Gerrard is massively overleveled at Lv20. While this means he gives out a truckload of EXP to whoever kills him, it also means that anyone who damages him and lives gets a ton of EXP too. This EXP, typically about 25 EXP per combat, is almost as much, ''if not more'' than actually killing some of the enemies on the map, so it may be a good idea to let as many units as possible get some licks in on Gerrard for the EXP before moving in for the kill. Once he dies, seize with Sigurd to clear the map.


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==Etymology and other languages==
==Etymology and other languages==
{{Names
{{Names
|eng-name=Birth of a Holy Knight
|eng-name=Birth of a Holy Knight
|eng-mean=From the title of the song "Prologue: Birth of a Holy Knight"<!--In-game, it's a line break, not a colon--> in {{FEH}}. "Holy Knight" is the byname of [[Sigurd]], and also that of his Crusader ancestor [[Baldr]]. It is additionally the term for the [[Paladin]] class used in dialogue.
|eng-mean=From the title of the song "Prologue: Birth of a Holy Knight"<!--In-game, it's a line break, not a colon--> in {{FEH}}. "Holy Knight" is the byname of [[Sigurd]], and also that of his Crusader ancestor [[Baldr]].
|eng-fan-name=• Birth of the Holy Knight<br>• Birth of a Crusader
|eng-fan-name=• Birth of the Holy Knight<br>• Birth of a Crusader
|eng-fan-mean=• Used in earlier fan translations.<br>• Used in the ''Project Naga'' [[fan translation]].
|eng-fan-mean=• Used in earlier fan translations.<br>• Used in the ''Project Naga'' [[fan translation]].
|jpn-name={{hover|聖騎士誕生|Sei kishi tanjō}}
|jpn-name={{hover|聖騎士誕生|Sei kishi tanjō}}
|jpn-mean=Birth of a Holy Knight
|jpn-mean=Birth of a Holy Knight. Along with the above, "Holy Knight" is additionally the term for the [[Paladin]] class used in dialogue in Japanese.
|span-sp-name=Nace el caballero sacro
|span-sp-name=Nace el caballero sacro
|span-sp-mean=Birth of the Holy Knight; from ''Heroes''.
|span-sp-mean=Birth of the Holy Knight; from ''Heroes''.