Unattained Dream
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“
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Lord Roy, Zephiel is residing in the throne room at the center of the castle. However, there seem to be some special devices that protect the throne room when invaders appear.
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”
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— Merlinus to Roy
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Unattained Dream (Japanese: 見果てぬ夢 Unfulfilled dream) is the twenty-second chapter of Fire Emblem: The Binding Blade. If every sidequest was played and every divine weapon was collected and kept intact, the player will continue to chapter 23; otherwise, this will be the final chapter of the game.
Plot
- Main article: Unattained Dream/Script
This section has been marked as a stub. Please help improve the page by adding information.
Beginning log
After obtaining the Binding Blade, Roy led the Etrurian Army to Castle Bern, where King Zephiel was waiting. Zephiel, the man responsible for starting this war... Inside the castle, Zephiel awaited with his personal guards by his side. Roy prepared to charge the castle. To end this war, and to bring peace to Elibe again...
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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1–16+1
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{{{partner}}}
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{{{other}}}
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39+76
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{{{third}}}
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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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1–16+1
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{{{partner}}}
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{{{other}}}
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49+76
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{{{third}}}
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The door to the throne room opens once a unit waits on the switches to the northeast and northwest, and Roy waits in front of the door (columns 15–17, row 20); doing so causes reinforcements to appear from the player's starting areas.
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
|
Lv
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#
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HP
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Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
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Inventory and Skills
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Bern
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Knight
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20
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1
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30~35
|
11~14
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7~10
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2~4
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4~6
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13~15
|
0~2
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13
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4
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Steel Lance • Javelin
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Moves to attack units in range.
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Bern
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Hero
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12
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1
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41~49
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12~17
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15~20
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14~18
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6~10
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12~16
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3~7
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10
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6
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Steel Sword
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Moves to attack units in range.
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Bern
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Berserker
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12
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1
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38~45
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15~20
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12~16
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9~12
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3~6
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7~11
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1~5
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13
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6
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Silver Axe
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Moves to attack units in range.
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Bern
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Druid
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13
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1
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30~36
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20~26
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10~15
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10~14
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5~8
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6~9
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12~16
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6
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6
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Fenrir
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Moves to attack units in range.
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Bern
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Knight
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20
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2
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30~35
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11~14
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7~10
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2~4
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4~6
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13~15
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0~2
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13
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4
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Steel Lance
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Moves to attack units in range.
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Bern
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Hero
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15
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1
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43~51
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13~18
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16~21
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15~19
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7~10
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13~17
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4~7
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10
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6
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Brave Sword
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Does not move; stands on a switch required to open the throne room door.
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Bern
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Hero
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15
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1
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43~51
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13~18
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16~21
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15~19
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7~10
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13~17
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4~7
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10
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6
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Brave Axe
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Does not move; stands on a switch required to open the throne room door.
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Bern
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General
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14
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2
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41~49
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15~20
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10~14
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5~8
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5~8
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18~22
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6~10
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15
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5
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Silver Lance • Javelin
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Moves to attack units in range.
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Bern
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Berserker
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10
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2
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37~43
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14~19
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11~15
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8~12
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3~6
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7~11
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1~5
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13
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6
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Steel Axe • Hand Axe
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Moves to attack units in range.
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Bern
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Berserker
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10
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2
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37~43
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14~19
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11~15
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8~12
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3~6
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7~11
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1~5
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13
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6
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Steel Axe
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Moves to attack units in range.
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Bern
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Druid
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12
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2
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30~35
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20~25
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9~14
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10~14
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4~8
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5~9
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12~16
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6
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6
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Fenrir • Mend • Vulnerary
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Moves to attack units in range.
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Bern
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Mercenary
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20
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2
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31~36
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10~13
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14~17
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13~15
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4~7
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6~8
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2~4
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9
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5
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Lancereaver
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Sniper
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9
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2
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35~41
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13~17
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12~16
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9~12
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6~10
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8~11
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5~8
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8
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6
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Steel Bow
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Mercenary
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20
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2
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31~36
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10~13
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14~17
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13~15
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4~7
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6~8
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2~4
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9
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5
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Steel Sword
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Hero
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11
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1
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40~48
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12~17
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15~20
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14~18
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6~9
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12~16
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3~7
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10
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6
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Silver Sword
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Moves to attack units in range.
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Bern
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Hero
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10
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1
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39~47
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12~17
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15~20
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14~18
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5~9
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12~16
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3~7
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10
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6
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Silver Axe
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Moves to attack units in range.
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Bern
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Bishop
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16
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1
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33~39
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13~18
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11~15
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9~13
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11~16
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5~7
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19~24
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6
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6
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Silence • Physic • Mend • Vulnerary
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Does not move, except to heal.
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Bern
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Berserker
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10
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2
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37~43
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14~19
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11~15
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8~12
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3~6
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7~11
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1~5
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13
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6
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Devil Axe • Hand Axe
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Begins moving unprovoked when he can attack a unit within two turns.
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Bern
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Druid
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15
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1
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31~37
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21~27
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10~15
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11~14
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5~9
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6~9
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13~17
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6
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6
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Berserk • Physic • Vulnerary
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Does not move, except to heal.
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Bern
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Sniper
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13
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2
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37~44
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14~19
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13~18
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10~13
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7~12
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8~12
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5~9
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8
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6
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Longbow • Silver Bow
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Begins moving unprovoked when he can attack a unit within two turns.
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Zephiel
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King
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20
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1
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70
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24
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20
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14
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15
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22
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24
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17
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5
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Eckesachs • Hero Crest
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• Will not act until revealed. • Does not move; stands on the throne, the chapter's seize point.
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Manakete
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Manakete
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10
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2
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47~56
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9~14+10
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6~11+10
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6~10
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5~9
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3+20
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4~8+5
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5
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5
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Firestone
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Will not act until revealed.
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Bern
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Druid
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12
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2
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30~35
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20~25
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9~14
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10~14
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4~8
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5~9
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12~16
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6
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6
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Fenrir
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Will not act until revealed.
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Bern
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Hero
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9
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1
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39~46
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12~16
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15~19
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14~17
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5~9
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12~15
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3~6
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10
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6
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Silver Sword
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Will not act until revealed.
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Bern
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Hero
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9
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1
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39~46
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12~16
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15~19
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14~17
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5~9
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12~15
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3~6
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10
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6
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Lancereaver
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Will not act until revealed.
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Bern
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Bishop
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12
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1
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32~37
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12~17
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10~14
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9~12
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9~14
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4~6
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17~22
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6
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6
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Divine • Recover
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Will not act until revealed.
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Bern
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Sniper
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11
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1
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36~43
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13~18
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12~17
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9~13
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6~11
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8~11
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5~8
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8
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6
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Silver Bow
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Will not act until revealed.
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Name
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Class
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Lv
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#
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HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
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Mov
|
Inventory and Skills
|
|
Bern
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Bishop
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9
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7
|
31~36
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11~16
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9~13
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8~11
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8~13
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4~6
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16~21
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6
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6
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Silence • Divine • Physic
|
--
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Bern
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Bishop
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10
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7
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31~36
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11~16
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9~13
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8~12
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9~14
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4~6
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17~22
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6
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6
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Sleep • Divine • Physic
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--
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|
Bern
|
Hero
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12
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15
|
41~49
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12~17
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15~20
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14~18
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6~10
|
12~16
|
3~7
|
10
|
6
|
Silver Sword
|
--
|
|
Bern
|
Sniper
|
14
|
2
|
38~45
|
14~19
|
13~18
|
10~13
|
7~12
|
8~12
|
5~9
|
8
|
6
|
Silver Bow
|
--
|
|
Bern
|
Hero
|
12
|
2
|
41~49
|
12~17
|
15~20
|
14~18
|
6~10
|
12~16
|
3~7
|
10
|
6
|
Lancereaver
|
--
|
|
Bern
|
Druid
|
13
|
2
|
30~36
|
20~26
|
10~15
|
10~14
|
5~8
|
6~9
|
12~16
|
6
|
6
|
Fenrir • Mend
|
--
|
|
Bern
|
Berserker
|
11
|
13
|
38~44
|
15~19
|
12~15
|
9~12
|
3~6
|
7~11
|
1~5
|
13
|
6
|
Hammer
|
--
|
|
Bern
|
Druid
|
15
|
13
|
31~37
|
21~27
|
10~15
|
11~14
|
5~9
|
6~9
|
13~17
|
6
|
6
|
Fenrir
|
--
|
|
Bern
|
Sniper
|
12
|
13
|
37~44
|
13~18
|
12~17
|
9~13
|
6~11
|
8~11
|
5~8
|
8
|
6
|
Silver Bow
|
--
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|
Cath
|
Thief
|
5
|
1
|
16
|
3
|
7
|
11
|
8
|
2
|
1
|
5
|
6
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Iron Sword • Lockpick • Vulnerary
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• Does not appear if she was killed or recruited in a previous chapter. • Ignores combat; moves to open chests and doors, then moves to escape via the southwest corner once all chests and doors are open, her inventory is filled, she lacks a means of opening chests or doors, or Roy talks to her.
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Thief
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Thief
|
20
|
1
|
24~27
|
3~5
|
8~11
|
15~18
|
6~9
|
2~4
|
3~5
|
6
|
6
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Iron Sword • Lockpick
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Ignores combat; moves to open chests and doors, then moves to escape via the southwest corner once all chests and doors are open, his inventory is filled, or he lacks a means of opening chests or doors.
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Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Bern
|
Knight
|
20
|
1
|
39~48
|
15~20
|
11~16
|
3~7
|
7~10
|
16~20
|
0~3
|
13
|
4
|
Steel Lance • Javelin
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
12
|
1
|
50~61
|
15~22
|
18~25
|
16~22
|
9~14
|
14~20
|
4~9
|
10
|
6
|
Steel Sword
|
Moves to attack units in range.
|
|
Bern
|
Berserker
|
12
|
1
|
45~55
|
19~26
|
15~20
|
10~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Silver Axe
|
Moves to attack units in range.
|
|
Bern
|
Druid
|
13
|
1
|
35~44
|
26~29
|
13~20
|
13~18
|
7~12
|
7~11
|
15~21
|
6
|
6
|
Fenrir
|
Moves to attack units in range.
|
|
Bern
|
Knight
|
20
|
2
|
39~48
|
15~20
|
11~16
|
3~7
|
7~10
|
16~20
|
0~3
|
13
|
4
|
Steel Lance
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
15
|
1
|
52~63
|
16~23
|
19~26
|
17~23
|
10~14
|
15~21
|
5~9
|
10
|
6
|
Brave Sword
|
Does not move; stands on a switch required to open the throne room door.
|
|
Bern
|
Hero
|
15
|
1
|
52~63
|
16~23
|
19~26
|
17~23
|
10~14
|
15~21
|
5~9
|
10
|
6
|
Brave Axe
|
Does not move; stands on a switch required to open the throne room door.
|
|
Bern
|
General
|
14
|
2
|
50~61
|
18~25
|
13~18
|
6~10
|
7~12
|
20~26
|
7~13
|
15
|
5
|
Silver Lance • Javelin
|
Moves to attack units in range.
|
|
Bern
|
Berserker
|
10
|
2
|
44~53
|
18~25
|
14~19
|
9~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Steel Axe • Hand Axe
|
Moves to attack units in range.
|
|
Bern
|
Berserker
|
10
|
2
|
44~53
|
18~25
|
14~19
|
9~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Steel Axe
|
Moves to attack units in range.
|
|
Bern
|
Druid
|
12
|
2
|
35~43
|
26~29
|
12~19
|
13~18
|
6~12
|
6~11
|
15~21
|
6
|
6
|
Fenrir • Mend • Vulnerary
|
Moves to attack units in range.
|
|
Bern
|
Mercenary
|
20
|
2
|
40~49
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Lancereaver
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Sniper
|
9
|
2
|
42~52
|
16~22
|
15~21
|
11~16
|
9~15
|
9~14
|
6~11
|
8
|
6
|
Steel Bow
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Mercenary
|
20
|
2
|
40~49
|
14~20
|
18~20
|
16~20
|
7~12
|
8~11
|
3~7
|
9
|
5
|
Steel Sword
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Hero
|
11
|
1
|
49~60
|
15~22
|
18~25
|
16~22
|
9~13
|
14~20
|
4~9
|
10
|
6
|
Silver Sword
|
Moves to attack units in range.
|
|
Bern
|
Hero
|
10
|
1
|
48~59
|
15~22
|
18~25
|
16~22
|
8~13
|
14~20
|
4~9
|
10
|
6
|
Silver Axe
|
Moves to attack units in range.
|
|
Bern
|
Bishop
|
16
|
1
|
38~47
|
17~24
|
14~19
|
11~17
|
15~23
|
5~9
|
23~30
|
6
|
6
|
Silence • Physic • Mend • Vulnerary
|
Does not move, except to heal.
|
|
Bern
|
Berserker
|
10
|
2
|
44~53
|
18~25
|
14~19
|
9~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Devil Axe • Hand Axe
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Druid
|
15
|
1
|
36~45
|
27~29
|
13~20
|
14~18
|
7~13
|
7~11
|
16~22
|
6
|
6
|
Berserk • Physic • Vulnerary
|
Does not move, except to heal.
|
|
Bern
|
Sniper
|
13
|
2
|
44~55
|
17~24
|
16~23
|
12~17
|
10~17
|
9~15
|
6~12
|
8
|
6
|
Longbow • Silver Bow
|
Begins moving unprovoked when he can attack a unit within two turns.
|
|
Zephiel
|
King
|
20
|
1
|
71~72
|
24
|
20
|
14
|
15
|
22
|
24
|
17
|
5
|
Eckesachs • Hero Crest
|
• Will not act until revealed. • Does not move; stands on the throne, the chapter's seize point.
|
|
Manakete
|
Manakete
|
10
|
2
|
58~71
|
13~20+10
|
9~16+10
|
8~14
|
8~13
|
3+20
|
5~10+5
|
5
|
5
|
Firestone
|
Will not act until revealed.
|
|
Bern
|
Druid
|
12
|
2
|
35~43
|
26~29
|
12~19
|
13~18
|
6~12
|
6~11
|
15~21
|
6
|
6
|
Fenrir
|
Will not act until revealed.
|
|
Bern
|
Hero
|
9
|
1
|
48~58
|
15~21
|
18~24
|
16~21
|
8~13
|
14~19
|
4~8
|
10
|
6
|
Silver Sword
|
Will not act until revealed.
|
|
Bern
|
Hero
|
9
|
1
|
48~58
|
15~21
|
18~24
|
16~21
|
8~13
|
14~19
|
4~8
|
10
|
6
|
Lancereaver
|
Will not act until revealed.
|
|
Bern
|
Bishop
|
12
|
1
|
37~45
|
16~23
|
13~18
|
11~16
|
13~21
|
4~8
|
21~29
|
6
|
6
|
Divine • Recover
|
Will not act until revealed.
|
|
Bern
|
Sniper
|
11
|
1
|
43~54
|
16~23
|
15~22
|
11~17
|
9~16
|
9~14
|
6~11
|
8
|
6
|
Silver Bow
|
Will not act until revealed.
|
|
Bern
|
Hero
|
15
|
2
|
52~63
|
16~23
|
19~26
|
17~23
|
10~14
|
15~21
|
5~9
|
10
|
6
|
Light Brand
|
• Not present during preparations. • Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Hero
|
15
|
2
|
52~63
|
16~23
|
19~26
|
17~23
|
10~14
|
15~21
|
5~9
|
10
|
6
|
Killing Edge
|
• Not present during preparations. • Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Sniper
|
16
|
2
|
46~57
|
17~24
|
16~24
|
12~18
|
10~18
|
9~15
|
6~12
|
8
|
6
|
Brave Bow
|
• Not present during preparations. • Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Druid
|
15
|
2
|
36~45
|
27~29
|
13~20
|
14~18
|
7~13
|
7~11
|
16~22
|
6
|
6
|
Nosferatu • Recover
|
• Not present during preparations. • Begins moving unprovoked when he can attack a unit within two turns.
|
|
Bern
|
Druid
|
15
|
2
|
36~45
|
27~29
|
13~20
|
14~18
|
7~13
|
7~11
|
16~22
|
6
|
6
|
Nosferatu • Physic
|
• Not present during preparations. • Begins moving unprovoked when he can attack a unit within two turns.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str/Mag
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Bern
|
Bishop
|
9
|
7
|
36~44
|
15~22
|
12~17
|
10~15
|
12~20
|
4~8
|
20~28
|
6
|
6
|
Silence • Divine • Physic
|
--
|
|
Bern
|
Bishop
|
10
|
7
|
36~44
|
15~22
|
12~17
|
10~16
|
13~21
|
4~8
|
21~29
|
6
|
6
|
Sleep • Divine • Physic
|
--
|
|
Bern
|
Hero
|
12
|
15
|
50~61
|
15~22
|
18~25
|
16~22
|
9~14
|
14~20
|
4~9
|
10
|
6
|
Silver Sword
|
--
|
|
Bern
|
Sniper
|
14
|
2
|
45~56
|
17~24
|
16~23
|
12~17
|
10~17
|
9~15
|
6~12
|
8
|
6
|
Silver Bow
|
--
|
|
Bern
|
Hero
|
12
|
2
|
50~61
|
15~22
|
18~25
|
16~22
|
9~14
|
14~20
|
4~9
|
10
|
6
|
Lancereaver
|
--
|
|
Bern
|
Druid
|
13
|
2
|
35~44
|
26~29
|
13~20
|
13~18
|
7~12
|
7~11
|
15~21
|
6
|
6
|
Fenrir • Mend
|
--
|
|
Bern
|
Berserker
|
11
|
13
|
45~54
|
19~25
|
15~19
|
10~14
|
4~9
|
8~13
|
2~7
|
13
|
6
|
Hammer
|
--
|
|
Bern
|
Druid
|
15
|
13
|
36~45
|
27~29
|
13~20
|
14~18
|
7~13
|
7~11
|
16~22
|
6
|
6
|
Fenrir
|
--
|
|
Bern
|
Sniper
|
12
|
13
|
44~55
|
16~23
|
15~22
|
11~17
|
9~16
|
9~14
|
6~11
|
8
|
6
|
Silver Bow
|
--
|
|
Cath
|
Thief
|
5
|
1
|
21~24
|
3~4
|
12~15
|
15~18
|
12~15
|
2~3
|
3~5
|
5
|
6
|
Iron Sword • Lockpick • Vulnerary
|
• Does not appear if she was killed in a previous chapter. • Ignores combat; moves to open chests and doors, then moves to escape via the southwest corner once all chests and doors are open, her inventory is filled, she lacks a means of opening chests or doors, or Roy talks to her.
|
|
Thief
|
Thief
|
20
|
1
|
30~35
|
3~6
|
13~19
|
19~20
|
10~16
|
2~5
|
5~9
|
6
|
6
|
Iron Sword • Lockpick
|
Ignores combat; moves to open chests and doors, then moves to escape via the southwest corner once all chests and doors are open, his inventory is filled, or he lacks a means of opening chests or doors.
|
|
Reinforcements
- Enemy phase of every fifth turn from turns 10–40
- Upon the door to Zephiel's room opening
- Enemy phase of every third turn from turns 9–45 after the door to Zephiel's room is opened
- 1 Hero with a Silver Sword from the lower-left stairs in Zephiel's room
- 1 Berserker from the lower-right stairs in Zephiel's room
- 1 level 15 Druid from the upper-left stairs in Zephiel's room
- 1 level 12 Sniper from the upper-right stairs in Zephiel's room
- NPC phase of turn 15
- Cath from the eastern stairs, if she was not previously recruited or killed
- 1 Thief from the western stairs
Boss data
- Main article: Zephiel
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.[1]
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
As tempting as it is to have Roy steamroll through this chapter with his newly acquired power and signature weapon, bear in mind that the Binding Blade, much like the other Legendary Weapons, can only be used up to 20 times before breaking, including if it is used as an item to heal Roy's injuries. The Blade and the Legendary Weapons must remain intact in order to progress to the next chapter. Additionally, Roy must use the Binding Blade to deal the final blow to the boss in the Final Chapter in order to view the good ending. As such, it is important to use the Binding Blade sparingly to make it last as long as possible. As Roy is now a promoted unit, he is able to have an S rank in swords, meaning he can now use Durandal (provided its durability is in mint condition) to conserve the durability of the Binding Blade.
Again, all Divine Weapons including the Binding Blade must remain intact in order to fulfill the prerequisites to progress to Chapter 23. Save them for as long as you can.
The chapter sees the player's army face off against Zephiel's royal guard, which is mainly comprised of 4 main classes of threats; Heroes, Snipers, Berserkers, and Druids. All four are amongst the most threatening classes in the game, and as such deploying the strongest available units is crucial.
Heroes have high stats, and are also now armed with high-level equipment. They can often break 60 HP and 20 in STR/SKL/SPD/DEF. Only strong units can bait them out without being doubled or taking massive damage, so it's best to use ranged attacks on then once baited in.
Snipers have high 2-ranged damage, which can be difficult to answer due to the general weakness of 1-2 range physical weapons and the frailty of bow/magic users that leaves them in 2HKO range of Silver Bow Snipers. Furthermore, Hard mode adds some Lv16 Brave Bow snipers, and these will easily kill off squishier units that try to bait them, so you will likely be forced to bait them in with a stronger unit that can't counter for as much damage.
Berserkers have high STR and also high Crit. Even though axes are inaccurate and dropping them to 0% hit is possible with fast sword users, the majority of the cast can't quite get there, with units like Perceval with an Axereaver only getting them down to 10-20 hit. This is dangerous, as a crit will be lethal more often than not. It's best to avoid taking this risk if at all possible by using ranged units to rush down Berserkers at 2-range before they get to attack.
Druids have capped or near-capped MAG, the former being more prevalent than than the latter. They also, for the most part, use Fenrir, and as such can easily have 42+ attack, enough to 2HKO almost all units and 1HKO frailer ones. While Yoder can shut them down with ease and survives 2 Fenrir hits, or 6+ if fed Pure Water, he can only manage the problem on one of the two sides, so another magically bulky unit will need to manage the other. Units like Niime, the Aureola caster or even Lilina can do the trick if they use a Pure Water to stay out of OHKO range if needed.
The chest loot is fairly mediocre, especially as it is possible for this map to be your last map if you don't get the true ending. The Sleep Staff can be useful for this map though, so it may be wise to get it and pass it on to a staff user. The Dracoshield can also be useful, but at this stage of the game, and especially after Ch21's secret shop that sold them in bulk, it is unlikely to make a major difference.
Zephiel himself is not that difficult. While he has 25 DEF and 29 RES, he also only has 39 ATK (less than Murdock) and 14 AS, so most units can comfortably get out of OHKO and doubling range. However, once the throne room door opens, the stairs will start spawning reinforcements, and as they are ambush spawns, they can easily catch people off guard and kill someone. It's best to move in and occupy the stairs as soon as possible. Alternatively, after clearing the rest of the map, simply mash end turn until turn 45, when the throne room reinforcements halt. By this point, the Bishop reinforcements with Physic (which they will use on Zephiel) will also have halted, with the first wave of Bishops having spawnblocked the rest. Send someone to kill the Bishops and then open the throne room to fight Zephiel without a swarm of reinforcements getting in the way.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
• Unattained Dream • Unfulfilled Dream
|
• Used in Fire Emblem Heroes. • Used in leftover text from the data transfer menu in the English version of Fire Emblem: The Blazing Blade.
|
English (unofficial)
|
An Undying Dream
|
--
|
Japanese
|
見果てぬ夢
|
Unfulfilled dream
|
Spanish (Spain)
|
Sueño frustrado
|
Frustrated dream; used in Heroes.
|
Spanish (Latin America)
|
Sueño incumplido
|
Unfulfilled dream; used in Heroes.
|
French
|
Rêve inaccompli
|
Unaccomplished dream; used in Heroes.
|
German
|
Unerreichter Traum
|
Unmatched Dream; used in Heroes.
|
Italian
|
Sogno infranto
|
Broken dream; used in Heroes.
|
Portuguese
|
Sonho frustrado
|
Frustrated dream; used in Heroes.
|
Traditional Chinese
|
未竟之夢
|
Unfulfilled dream; used in Heroes.
|
|
Gallery
References