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Warrior Realm: Difference between revisions
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|next=[[Two Falchions]] | |next=[[Two Falchions]] | ||
}} | }} | ||
{{Quote| | {{Quote|You do realize impersonating royalty is a capital offense, yes? Mmm... Then perhaps we should settle this the Feroxi way. You claim to be the prince of Ylisse? Then prove it on the battlefield!|Raimi}} | ||
'''Warrior Realm''' is the third chapter in {{FE13}}. Having arrived at the border between [[Ylisse]] and [[Ferox]], the [[Shepherds (group)|Shepherds]] are forced to prove themselves to a [[Raimi|Feroxi captain]] before they can gain passage into Ferox. | '''Warrior Realm''' (Japanese: {{hl|戦士の王国|Senshi no ōkoku}} ''Kingdom of Warriors'') is the third chapter in {{FE13}}. Having arrived at the border between [[Ylisse]] and [[Ferox]], the [[Shepherds (group)|Shepherds]] are forced to prove themselves to a [[Raimi|Feroxi captain]] before they can gain passage into Ferox. | ||
In addition to [[Two Falchions|next chapter | In addition to the [[Two Falchions|next main chapter]], completing this chapter will also unlock the [[Sickle to Sword|first paralogue chapter]]. Clearing this chapter will also unlock all of the [[Armory|armories]] available to this point as well as the game's wireless features—namely the ability to set up a [[StreetPass]] team, the [[Double Duel]], the [[SpotPass|Bonus Box]], the Avatar Logbook, and [[Renown]] Awards—and the ability to find [[Risen]] swarms and [[Merchant (shop)|merchant]]s on the world map. | ||
==Plot== | ==Plot== | ||
{{main|Warrior Realm/Script}} | {{main|Warrior Realm/Script}} | ||
As the [[Shepherds (group)|Shepherds]] continue north, the group encounters an injured pegasus, and a junior Shepherd named [[Sumia]] stays behind to tend to her wounds. The group arrives at the [[Ylisse]]-[[Ferox]] border. However, [[Raimi]], the captain of the border guard, mistakes [[Chrom]] and his party for brigand impostors and demands that they prove their identity through battle. The Feroxi nearly kill Chrom with a barrage of javelins, but he is rescued in the nick of time by [[Sumia]] atop her new pegasus. The Shepherds manage to overcome the border guards and subdue Raimi, who apologizes for the misunderstanding and offers to personally escort them to the Feroxi capital. | |||
===Summary=== | ===Summary=== | ||
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|victory=Defeat [[Raimi]] | |victory=Defeat [[Raimi]] | ||
|defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | |defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | ||
|ally= | |ally=1–8{{h|+1|Upon Sumia arriving}}{{h|+1|Upon Kellam being recruited}} | ||
|other=1{{ | |other=1{{h|−1|Upon Kellam being recruited}} | ||
|enemy=13 | |enemy=13 | ||
|map=[[File:Cm fe13 3.png]] | |map=[[File:Cm fe13 3.png]] | ||
|col=21 | |||
|row=15 | |||
}} | }} | ||
|content2={{ChapData | |content2={{ChapData | ||
|victory=Defeat [[Raimi]] | |victory=Defeat [[Raimi]] | ||
|defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | |defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | ||
|ally= | |ally=1–8{{h|+1|Upon Sumia arriving}}{{h|+1|Upon Kellam being recruited}} | ||
|other=1{{ | |other=1{{h|−1|Upon Kellam being recruited}} | ||
|enemy=17 | |enemy=17 | ||
|map=[[File:Cm fe13 3 h.png]] | |map=[[File:Cm fe13 3 h.png]] | ||
|col=21 | |||
|row=15 | |||
}} | }} | ||
|content3={{ChapData | |content3={{ChapData | ||
|victory=Defeat [[Raimi]] | |victory=Defeat [[Raimi]] | ||
|defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | |defeat=[[Chrom]] or [[Robin]] dies, or both door keys are lost before either door can be opened | ||
|ally= | |ally=1–8{{h|+1|Upon Sumia arriving}}{{hover|+1|Upon Kellam being recruited}} | ||
|other=1{{ | |other=1{{h|−1|Upon Kellam being recruited}} | ||
|enemy=18 | |enemy=18 | ||
|map=[[File:Cm fe13 3 l.png]] | |map=[[File:Cm fe13 3 l.png]] | ||
|col=21 | |||
|row=15 | |||
}} | }} | ||
}} | }} | ||
===Character data=== | ===Character data=== | ||
Line 60: | Line 64: | ||
{{ChapChars | {{ChapChars | ||
|game#=13 | |game#=13 | ||
|newunit1={{NewUnit | |newunit1={{NewUnit | ||
|name=Sumia | |name=Sumia | ||
Line 79: | Line 82: | ||
|recruitment method=[[NPC]], talk to with [[Chrom]] | |recruitment method=[[NPC]], talk to with [[Chrom]] | ||
}} | }} | ||
| | |forced1=chrom l | ||
| | |forced1article=Chrom | ||
| | |return1=robin {{#var:A}} | ||
| | |return1article=Robin | ||
| | |return2=lissa | ||
| | |return3=frederick | ||
| | |return4=sully | ||
| | |return5=virion | ||
| | |return6=stahl | ||
| | |return7=vaike | ||
| | |return8=miriel | ||
}} | }} | ||
Line 152: | Line 155: | ||
|tab3=Lunatic(+) | |tab3=Lunatic(+) | ||
|content1={{ChapUnitHdr|type=Enemy|platform=3ds01}} | |content1={{ChapUnitHdr|type=Enemy|platform=3ds01}} | ||
{{ChapUnitCellFE13 | |||
|name=[[Raimi]] | |||
|class=Knight | |||
|lv=5 | |||
|#=1 | |||
|hp=28 | |||
|str=12 | |||
|mag=0 | |||
|skill=8 | |||
|spd=2 | |||
|lck=5 | |||
|def=10 | |||
|res=1 | |||
|inventory={{Item|13|Javelin}} | |||
|notes=Stands on a [[Terrain/Nintendo 3DS games#Fire Emblem Awakening|gate]]. | |||
}} | |||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
|name=[[Ferox]]i | |name=[[Ferox]]i | ||
Line 286: | Line 305: | ||
|inventory={{Item|13|Hammer|type=drop}} | |inventory={{Item|13|Hammer|type=drop}} | ||
|notes=Begins moving if the nearest [[Mercenary]] is provoked. | |notes=Begins moving if the nearest [[Mercenary]] is provoked. | ||
|last=y | |||
}} | }} | ||
{{ChapUnitFtr}} | |||
|content2={{ChapUnitHdr|type=Enemy|platform=3ds01}} | |||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
|name=[[Raimi]] | |name=[[Raimi]] | ||
Line 292: | Line 314: | ||
|lv=5 | |lv=5 | ||
|#=1 | |#=1 | ||
|hp= | |hp=33 | ||
|str= | |str=14 | ||
|mag=0 | |mag=0 | ||
|skill= | |skill=11 | ||
|spd= | |spd=3 | ||
|lck= | |lck=7 | ||
|def= | |def=11 | ||
|res=1 | |res=1 | ||
|inventory={{Item|13|Javelin}} | |inventory={{Item|13|Javelin}}<br>{{Item|13|Indoor Fighter}} | ||
| | |notesb=Stands on a [[Terrain/Nintendo 3DS games#Fire Emblem Awakening|gate]]. | ||
}} | }} | ||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
|name=[[Ferox]]i | |name=[[Ferox]]i | ||
Line 337: | Line 356: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Iron Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have | |inventory={{Item|13|Iron Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=• The southwestern one begins moving if a nearby [[Soldier]] or Archer is provoked.<br>• The southeastern one begins moving if a nearby Soldier or [[Mercenary]] is provoked.<br>• The northern ones begin moving if the nearest Mercenary or [[Fighter]] is provoked. | |notes=• The southwestern one begins moving if a nearby [[Soldier]] or Archer is provoked.<br>• The southeastern one begins moving if a nearby Soldier or [[Mercenary]] is provoked.<br>• The northern ones begin moving if the nearest Mercenary or [[Fighter]] is provoked. | ||
}} | }} | ||
Line 354: | Line 373: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Iron Bow}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have | |inventory={{Item|13|Iron Bow}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a nearby [[Soldier]] or Archer is provoked. | |notes=Begins moving if a nearby [[Soldier]] or Archer is provoked. | ||
}} | }} | ||
Line 371: | Line 390: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Iron Sword}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Patience}}<br><small>Can have | |inventory={{Item|13|Iron Sword}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Patience}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a nearby [[Soldier]] or [[Archer]] is provoked. | |notes=Begins moving if a nearby [[Soldier]] or [[Archer]] is provoked. | ||
}} | }} | ||
Line 388: | Line 407: | ||
|res=0~1 | |res=0~1 | ||
|mov=4 | |mov=4 | ||
|inventory={{Item|13|Iron Lance}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have | |inventory={{Item|13|Iron Lance}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have 0–1 skill(s) at random</small> | ||
}} | }} | ||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
Line 404: | Line 423: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Iron Sword}}<br>{{Item|13|Patience}}<br><small>Can have | |inventory={{Item|13|Iron Sword}}<br>{{Item|13|Patience}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if the nearest [[Fighter]] or [[Archer]] is provoked. | |notes=Begins moving if the nearest [[Fighter]] or [[Archer]] is provoked. | ||
}} | }} | ||
Line 421: | Line 440: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Iron Axe}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have | |inventory={{Item|13|Iron Axe}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if the nearest [[Mercenary]] or [[Archer]] is provoked. | |notes=Begins moving if the nearest [[Mercenary]] or [[Archer]] is provoked. | ||
}} | }} | ||
Line 438: | Line 457: | ||
|res=0~1 | |res=0~1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Hammer|type=drop}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have | |inventory={{Item|13|Hammer|type=drop}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if the nearest [[Mercenary]] or [[Archer]] is provoked. | |notes=Begins moving if the nearest [[Mercenary]] or [[Archer]] is provoked. | ||
|last=y | |||
}} | }} | ||
{{ChapUnitFtr}} | |||
|content3={{ChapUnitHdr|type=Enemy|platform=3ds01}} | |||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
|name=[[Raimi]] | |name=[[Raimi]] | ||
Line 446: | Line 468: | ||
|lv=5 | |lv=5 | ||
|#=1 | |#=1 | ||
|hp= | |hp=42 | ||
|str= | |str=18 | ||
|mag=0 | |mag=0 | ||
|skill= | |skill=13 | ||
|spd= | |spd=5 | ||
|lck= | |lck=10 | ||
|def= | |def=12 | ||
|res=1 | |res=1 | ||
|inventory={{Item|13|Short Spear}}<br>{{Item|13|Indoor Fighter}} | |||
|inventory={{Item|13| | |notes=Stands on a [[Terrain/Nintendo 3DS games#Fire Emblem Awakening|gate]]. | ||
| | |||
}} | }} | ||
{{ChapUnitCellFE13 | {{ChapUnitCellFE13 | ||
|name=[[Ferox]]i | |name=[[Ferox]]i | ||
Line 475: | Line 493: | ||
|res=1 | |res=1 | ||
|mov=4 | |mov=4 | ||
|inventory={{Item|13|Steel Lance}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have | |inventory={{Item|13|Steel Lance}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=• The southern one begins moving if a southern [[Soldier]], [[Archer]], Knight, or [[Mercenary]] is provoked.<br>• The northern two begin moving if a northern Mercenary, [[Fighter]], or Archer is provoked. | |notes=• The southern one begins moving if a southern [[Soldier]], [[Archer]], Knight, or [[Mercenary]] is provoked.<br>• The northern two begin moving if a northern Mercenary, [[Fighter]], or Archer is provoked. | ||
}} | }} | ||
Line 509: | Line 527: | ||
|res=2 | |res=2 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Steel Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have | |inventory={{Item|13|Steel Bow}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=• The southern two both begin moving if either of them or a southern [[Knight]], [[Soldier]], or [[Mercenary]] is provoked.<br>• The northern two both begin moving if either of them or a northern Mercenary or [[Fighter]] is provoked. | |notes=• The southern two both begin moving if either of them or a southern [[Knight]], [[Soldier]], or [[Mercenary]] is provoked.<br>• The northern two both begin moving if either of them or a northern Mercenary or [[Fighter]] is provoked. | ||
}} | }} | ||
Line 526: | Line 544: | ||
|res=2 | |res=2 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Steel Bow}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience}}<br><small>Can have | |inventory={{Item|13|Steel Bow}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Skill +2}} • {{Item|13|Prescience|link=Prescience (Awakening)}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a southern [[Knight]], [[Soldier]], Archer, or [[Mercenary]] is provoked. | |notes=Begins moving if a southern [[Knight]], [[Soldier]], Archer, or [[Mercenary]] is provoked. | ||
}} | }} | ||
Line 543: | Line 561: | ||
|res=1 | |res=1 | ||
|mov=4 | |mov=4 | ||
|inventory={{Item|13|Steel Lance}} • {{Item|13|Heal|type=drop}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have | |inventory={{Item|13|Steel Lance}} • {{Item|13|Heal|type=drop}}<br>{{Item|13|Defense +2}} • {{Item|13|Indoor Fighter}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a southern Knight, [[Soldier]], [[Archer]], or [[Mercenary]] is provoked. | |notes=Begins moving if a southern Knight, [[Soldier]], [[Archer]], or [[Mercenary]] is provoked. | ||
}} | }} | ||
Line 560: | Line 578: | ||
|res=2 | |res=2 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Steel Sword}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Patience}}<br><small>Can have | |inventory={{Item|13|Steel Sword}} • {{Item|13|Door Key|type=drop}}<br>{{Item|13|Patience}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a southern [[Knight]], [[Soldier]], or [[Archer]] is provoked. | |notes=Begins moving if a southern [[Knight]], [[Soldier]], or [[Archer]] is provoked. | ||
}} | }} | ||
Line 577: | Line 595: | ||
|res=2 | |res=2 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Steel Sword}}<br>{{Item|13|Patience}}<br><small>Can have | |inventory={{Item|13|Steel Sword}}<br>{{Item|13|Patience}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Both begin moving if either of them or a northern [[Fighter]] or [[Archer]] is provoked. | |notes=Both begin moving if either of them or a northern [[Fighter]] or [[Archer]] is provoked. | ||
}} | }} | ||
Line 594: | Line 612: | ||
|res=1 | |res=1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Steel Axe}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have | |inventory={{Item|13|Steel Axe}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a northern [[Mercenary]], Fighter, or [[Archer]] is provoked. | |notes=Begins moving if a northern [[Mercenary]], Fighter, or [[Archer]] is provoked. | ||
}} | }} | ||
Line 611: | Line 629: | ||
|res=1 | |res=1 | ||
|mov=5 | |mov=5 | ||
|inventory={{Item|13|Hammer|type=drop}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have | |inventory={{Item|13|Hammer|type=drop}}<br>{{Item|13|HP +5}} • {{Item|13|Zeal}}<br><small>Can have 0–1 skill(s) at random</small> | ||
|notes=Begins moving if a northern [[Mercenary]], Fighter, or [[Archer]] is provoked. | |notes=Begins moving if a northern [[Mercenary]], Fighter, or [[Archer]] is provoked. | ||
|last=y | |last=y | ||
}} | }} | ||
Line 636: | Line 637: | ||
Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool: | Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool: | ||
{{div col|13em}} | |||
*{{Item|13|Pass}} | *{{Item|13|Pass}} | ||
*{{Item|13|Hawkeye|link=Hawkeye (skill)}} | *{{Item|13|Hawkeye|link=Hawkeye (skill)}} | ||
Line 643: | Line 645: | ||
*{{Item|13|Aegis+}} | *{{Item|13|Aegis+}} | ||
*{{Item|13|Pavise+}} | *{{Item|13|Pavise+}} | ||
{{div col end}} | |||
}} | }} | ||
Line 734: | Line 737: | ||
The second half of the map is, thankfully, a lot easier. You can use your new Door Key to open one of the doors and rush down the nearby Knight. Afterwards, the entire north half of the map will charge you. If you don't feel comfortable taking them on all at once, you can always make like the Mongols and retreat, staying just inside their range so you can pick away at their health. Once the north group is wiped out, you can face Raimi. She's the first boss to sit on a gate/throne, so you can't cherry tap her to death, but you shouldn't have too much trouble overwhelming her with Robin, Chrom, and Frederick. | The second half of the map is, thankfully, a lot easier. You can use your new Door Key to open one of the doors and rush down the nearby Knight. Afterwards, the entire north half of the map will charge you. If you don't feel comfortable taking them on all at once, you can always make like the Mongols and retreat, staying just inside their range so you can pick away at their health. Once the north group is wiped out, you can face Raimi. She's the first boss to sit on a gate/throne, so you can't cherry tap her to death, but you shouldn't have too much trouble overwhelming her with Robin, Chrom, and Frederick. | ||
After the battle, you unlock wireless features, including Renown rewards. All Lunatic+ runthroughs will have a minimum of 300 Renown at this point (260 from the Lunatic mode playthrough that unlocked Lunatic+, and 40 from the first four chapters of Lunatic+ itself; the Premonition and the Endgame don't seem to count), so you may immediately claim the Glass Sword, Second Seal, Orsin's Hatchet, Seed of Trust, and Levin Sword. Your long-term goal should be to bring Robin to level 10 as a Tactician so you can reclass her | After the battle, you unlock wireless features, including Renown rewards. All Lunatic+ runthroughs will have a minimum of 300 Renown at this point (260 from the Lunatic mode playthrough that unlocked Lunatic+, and 40 from the first four chapters of Lunatic+ itself; the Premonition and the Endgame don't seem to count), so you may immediately claim the Glass Sword, Second Seal, Orsin's Hatchet, Seed of Trust, and Levin Sword. Your long-term goal should be to bring Robin to level 10 as a Tactician so you can reclass her as soon as possible and then promote her in Chapter 8. | ||
==Trivia== | ==Trivia== | ||
* The animated cutscene that plays in this chapter is the only one whose name is different between the USA release and PAL release of the game | * The animated cutscene that plays in this chapter is the only one whose name is different between the USA release and PAL release of the game. | ||
==Etymology and other languages== | ==Etymology and other languages== | ||
{{Names | {{Names | ||
|eng-name=Warrior Realm | |eng-name=Warrior Realm | ||
| | |jpn-name={{h|戦士の王国|Senshi no ōkoku}} | ||
|jpn-mean=Kingdom of Warriors | |||
| | |||
|fren-name=Royaume guerrier | |fren-name=Royaume guerrier | ||
|fren-mean=Warrior kingdom | |fren-mean=Warrior kingdom |
Latest revision as of 21:25, 28 March 2024
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“ | You do realize impersonating royalty is a capital offense, yes? Mmm... Then perhaps we should settle this the Feroxi way. You claim to be the prince of Ylisse? Then prove it on the battlefield! | ” | — Raimi |
---|
Warrior Realm (Japanese: 戦士の王国 Kingdom of Warriors) is the third chapter in Fire Emblem Awakening. Having arrived at the border between Ylisse and Ferox, the Shepherds are forced to prove themselves to a Feroxi captain before they can gain passage into Ferox.
In addition to the next main chapter, completing this chapter will also unlock the first paralogue chapter. Clearing this chapter will also unlock all of the armories available to this point as well as the game's wireless features—namely the ability to set up a StreetPass team, the Double Duel, the Bonus Box, the Avatar Logbook, and Renown Awards—and the ability to find Risen swarms and merchants on the world map.
Plot
- Main article:
Warrior Realm/Script
As the Shepherds continue north, the group encounters an injured pegasus, and a junior Shepherd named Sumia stays behind to tend to her wounds. The group arrives at the Ylisse-Ferox border. However, Raimi, the captain of the border guard, mistakes Chrom and his party for brigand impostors and demands that they prove their identity through battle. The Feroxi nearly kill Chrom with a barrage of javelins, but he is rescued in the nick of time by Sumia atop her new pegasus. The Shepherds manage to overcome the border guards and subdue Raimi, who apologizes for the misunderstanding and offers to personally escort them to the Feroxi capital.
Summary
At the Longfort dividing Ylisse and Ferox, the Shepherds are taken for brigands and attacked by the Feroxi Guard. A show of force clears the matter up.
Chapter data
Normal Hard Lunatic
Character data
Characters | ||||||||||||||||||||||
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New units
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Required characters
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Available characters
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Item data
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Shop data
After clearing this chapter, the shop at this location will become available.
Normal stock Possible merchant items
Item | Price |
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Heal | 600 |
Vulnerary | 300 |
Strength Tonic | 150 |
Defense Tonic | 150 |
Reeking Box | 500 |
Event tiles
- Column 18, row 11: Two squares west of the Mercenary that drops a Door Key
- Column 4, row 2: One square east, two squares north from a stairs tile
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.
Normal Hard Lunatic(+)
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NPC data
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Boss data
- Main article:
Raimi
Normal Hard Lunatic
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
In this chapter, Sumia is introduced as a new playable unit. As she mentions, Pegasus Knights are vulnerable to bows and thus must be kept safe from archery. This is also the first map to introduce recruitable NPCs, namely Kellam. Lunatic+ introduces Counter, Pavise+, and Aegis+, so watch out. You also unlock battle preparations from this point onward, and are forced to bench one unit. Chrom is forced, Robin will eventually become your best unit, Lissa is your only healer, benching Frederick is tantamount to suicide, and Virion and Miriel can both safely chip from 2 range, which is invaluable given the plentitude of 1-range enemies and Counter. This leaves two slots for Sully, Stahl, and Vaike, and there are arguments for all three of them; Sully is the fastest of the three and is far likelier than Stahl to have reached a D weapon level due to her one chapter head start, Stahl has a support with Kellam that can make them both relatively bulky, and Vaike can offer raw power to Chrom and Lon'qu through his supports with them and can get a Hammer during this chapter. The choice is yours. Whoever you bench, make sure to redistribute their weapons; Frederick and Stahl appreciate Sully's Bronze Lance, Frederick would like Vaike's Iron Axe, and Robin and Sully could use Stahl's Bronze Sword.
At the beginning of the chapter, your first objective is to take out the two groups of enemies on the south side of the map. It's easiest to charge the southwest group first since they're a little smaller. Your biggest problems are Knights with Aegis+ and Archers with Counter. Robin shouldn't have much trouble doubling the Knights, while Miriel can do so with a Speed pair-up. You also have Chrom's Rapier for dealing with them. Once the southwest group is down, regroup and heal quickly, because the southeast group is bearing down on you. If they lack Pass, you might be able to get away with a vertical wall to block them off; otherwise, go in fast and hard with an offensive rush and hope you're still standing when the dust settles. Afterwards, heal and get the event tile.
The second half of the map is, thankfully, a lot easier. You can use your new Door Key to open one of the doors and rush down the nearby Knight. Afterwards, the entire north half of the map will charge you. If you don't feel comfortable taking them on all at once, you can always make like the Mongols and retreat, staying just inside their range so you can pick away at their health. Once the north group is wiped out, you can face Raimi. She's the first boss to sit on a gate/throne, so you can't cherry tap her to death, but you shouldn't have too much trouble overwhelming her with Robin, Chrom, and Frederick.
After the battle, you unlock wireless features, including Renown rewards. All Lunatic+ runthroughs will have a minimum of 300 Renown at this point (260 from the Lunatic mode playthrough that unlocked Lunatic+, and 40 from the first four chapters of Lunatic+ itself; the Premonition and the Endgame don't seem to count), so you may immediately claim the Glass Sword, Second Seal, Orsin's Hatchet, Seed of Trust, and Levin Sword. Your long-term goal should be to bring Robin to level 10 as a Tactician so you can reclass her as soon as possible and then promote her in Chapter 8.
Trivia
- The animated cutscene that plays in this chapter is the only one whose name is different between the USA release and PAL release of the game.
Etymology and other languages
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
Warrior Realm |
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Japanese |
戦士の王国 |
Kingdom of Warriors |
Spanish |
El reino guerrero |
The warrior kingdom |
French |
Royaume guerrier |
Warrior kingdom |
German |
Reich der Krieger |
Realm of Warriors |
Italian |
Il regno guerriero |
The warrior kingdom |
Gallery
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← Shepherds • | Warrior Realm | • Two Falchions → |
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