- This page is about the role of castles as a gameplay mechanic in Genealogy of the Holy War. For their role in every other Fire Emblem series game, see Terrain. For the feature in Fates see My Castle.
In Fire Emblem: Genealogy of the Holy War, the central objective around which gameplay revolves is its castles. Each map has multiple castles, with the goal of the player being to seize all enemy-controlled castles. In addition to castles providing their usual terrain bonuses to units who guard them, they also provide numerous facilities for unit maintenace which in other games are typically found in battle preparations or bases.
- 1 Facilities
- 2 List of castles by chapter
- 3 See also
In every chapter, the player starts at the chapter's home castle with some or all of their units waiting within it. Units which the player chooses not to use can be left waiting in the home castle, and the player can individually sortie each unit out onto the battlefield with no limitations on how many can be out in the field at a time. Defending the castle is also necessary, if rarely an issue: if an enemy seizes the home castle, it is an automatic Game Over. To this end, the player can station a unit to guard the castle, and the castle is safe until this unit is killed.
Inside the home castle, the player can use numerous administrative facilities to manage their units. In addition to access to the castle town (see below), the player can set a unit to guard the castle and sortie out onto the battlefied. Inside the castle, staves can be used, gold can be exchanged by compatible units, and dances can be performed to serve their usual functions, all of which take up the unit's turn of movement and none of which are limited by range and can reach every unit in the castle. The home castle is the only place in which class change can happen, and the only place in which the Valkyrie Staff can be used to revive a dead unit.
In all castles other than the home castle, the town is all that is accessible. In the home castle, visiting the town for any length of time won't consume a unit's turn, and can be visited multiple times by the same unit in a single movement turn.
The contents and facilities of all castle towns in a chapter are identical and carried between each other; for example, all castles share the exact same item shop with the exact same finite list of available items, and buying a weapon from one castle in a chapter also causes it to be unavailable in all other castles.
The weapon repair shop provides a functionality unique to the series: free and near-limitless access to repairing one's weapons when their durability is running out. The fee for repairing a weapon is calculated based on its current remaining uses:
- (Worth / total uses) x (total uses - current remaining uses) = Repair cost
The pawn shop is the only means for units to do anything resembling swapping their items between each other. Units can sell any of their items to the pawn shop for half the weapon's worth, placing them in a communal storage box; from there, any unit can buy the item back for its full worth (or equivalent; the price decreases as the weapon's durability lowers) to obtain it for themselves.
The item storage system provides a personal storage box for a unit's items. Unlike the supply convoy of other games, the storage system is not communal and items cannot be exchanged between units in it. The storage system is administered by Anna, marking her primary appearance in Genealogy of the Holy War.
In a variation on the usual arena, each chapter of Genealogy of the Holy War provides a set of seven arena opponents of increasing difficulty. At any castle town, a unit can challenge this arena for gold rewards and comparatively easy experience gain.
The augury's services are concerned with providing information about individual units. He can provide information on the visiting unit's love status, their win/loss record (excluding arena matches) and, in the second generation, the identities of the unit's parents.
|Love points||Augury's comment|
|0 - 199||"You've yet to find one to capture your heart."|
|200 - 299||"You've had (unit for whom they have the most love points) dwelling on your mind as of late."|
|300 - 399||"(unit for whom they have the most love points) has taken your fancy as of late."|
|400 - 499||"You're well and truly in love with (unit for whom they have the most love points)."|
|500||"You and (lover) are bound in holy matrimony!"|
The vendor allows purchase of weapons, staves and occasionally ring items. Unlike most other item shops in the rest of the series, these item shops have only one of each item in stock and further instances cannot be bought from that shop, unless they explicitly list a multiple instance of a given item as available.
List of castles by chapter
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Prologue: Birth of the Holy Knight
|Jungby||Partner||1||Midayle||Seized by the enemy at the start of the turn 1 Enemy Phase.|
|Evans||Enemy||32||Gerrard||Army originally led by Gandolf, who leaves at the beginning of the turn 1 Enemy Phase after seizing Jungby.|
Chapter 1: Lady of the Forest
|Nordion||Neutral||1||--||The Nordion army does not emerge until Genoa has been seized.|
|Marpha||Enemy||21||Gandolf||The Marpha army emerges at the beginning of Turn 2.|
|Verdane||Enemy||2||--||The Verdane army initially consists only of two Brigands roaming the map. The rest of the army, as well as Sandima, emerges after Marpha has been seized.|
Chapter 2: Crisis in Agustria
|Anphony||Neutral||7||--||Seven neutral units (four Brigands, two Lance Knights and a Duke Knight) are deployed at the beginning of turn 2. Anphony becomes an enemy castle and the rest of its army is deployed the turn after Heirhein has been seized.|
|Mackily||Neutral||2||--||Two neutral Knights are deployed at the beginning of Turn 2. Mackily becomes an enemy castle and the rest of its army is deployed the turn after Anphony has been seized.|
|Agusty||Enemy||0||--||The Agusty army is deployed the turn after Mackily has been seized.|
Chapter 3: Eldigan the Lionheart
|Silvail||Neutral||3||--||Initially, three neutral Armored Lance units are gurading Silvail. Silvail becomes an enemy castle and the rest of its army is deployed the turn after Madino has been seized.|
|Orgahil||Enemy||6||--||The Orgahil army initially consists only of six Pirates roaming the map. The rest of the army emerges after Silvail has been seized.|
Chapter 4: Dance in the Skies
|Silesse||Neutral||1||--||Initially, a lone Wind Mage guards the bridgle to Silesse Castle. When Thove is seized, the still neutral Silesse deploys Mahnya's Pegasus Knight squad, but they are killed by Zaxon's forces. Silesse is then seized by the enemy. When Sigurd's army draws near the castle, enemy soldiers are deployed to protect it, but they are associated with Zaxon, not Silesse.|
|Zaxon||Enemy||41+9||Daccar||After Thove has been seized, Zaxon will deploy Daccar, three Generals, and Pamela and her squad (16 overall). The next turn Andorey and his Beige Ritter will join in, but leave as soon as they seize Silesse. Six Fighters and two Wind Mages will then appear, along with Lamia and her squad. When Sigurd's army draws near Silesse, Donovan will appear along with six more enemy units.|
|Fire Emblem: Genealogy of the Holy War|