Fire Emblem 5, Thracia 776. Chapter 14x: "Yearning to Breathe Free"

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The mission of this chapter is to escape, but optionally to help citizens escape. For each house you have visited, 1 citizen will appear every "x" turns. Each citizen that manages to escape will give you a Stamina Drink very useful in chapters where you really need certain characters and they are already fatigued, and you need to remove their fatigue to keep playing with them.

This chapter can be easy, but if you are inexperienced it can be a nightmare and you can lose several units. Be aware that enemies both pegasus and Sorcerer will appear randomly, and can be quite overwhelming and annoying, not only because they take priority in capturing citizens. But also if you don't place your units well, you can have a terrible time.

The pegasus is not a big problem, they don't inflict as much damage, but the Sorcerer is a danger and you have to be very careful, if they are not in range to attack a unit, he will use his Rewarp and randomly teleport and can put you close to your units or basically go to the other side of the map, it can be quite annoying. Therefore, the sooner you get the Sorecerers encased the better.

STRATEGY:

Character selection is important here, you need to bring certain characters to make the chapter easier. To do this, bring in 2-3 flying units, Karin, Eda or Deen. The idea of these flying units is to kill the pegasus or in which case help the citizens, and if possible kill off the Sorcerer as long as they can kill him, otherwise don't risk it. After that you have to bring an archer basically to kill the pegasus, the pegasus don't have that much HP and DEF, since a shot from an archer kills it instantly, so put it in the respawn area of your units, it's a good area and you can access it either south or north depending on what you need. Then bring Asbel and Nanna if possible, as you will need them not only to deal with the Sorcerer but also to tank the boss's Fenrir, the boss's Fenrir is a Darkness type tome of rank 3-10, similar to Meteor or Bolting.
The Sorcerer's damage is quite high and if you don't bring units with some magic resistance you can have a hard time and it has a chance to inflict critical hits. So bring the rest of the Healers units with some Physic and some powerful physical damage units.

Being another FoW map, bring Torchs and Torch Staff. For the Sorcerers who are the most dangerous, try to bring items that help you tank, nullify or kill units before they launch a counterattack. So bring Holy Water, Ensorcer to increase your MAG and make it easier to tanky the Sorcerer, bring Silence if you see that you are in a critical position and need to silence it, it can be very effective against the boss, not being in Gate or Throne ground effect, you can silence it, which can take a big weight off your shoulders.
Try to bring Brave type weapons, like Brave Axe, Kingmaker, Brave Bow, etc and also high damage weapons. The idea is to kill the Sorcerers before they counterattack you.

Vulneraries can be useful here, if the healers are far away and don't have Physic, and need urgent healing they can help you a lot.

There are 2 ways to do this, but it depends on how many houses you have visited before, but it is up to you.

1st Wait for all the enemy reinforcements to come, which only takes 20 turns in total. While you rescue the citizens to hold them temporarily, until the danger ceases.
2nd Try to advance little by little, making sure that the air units cover the terrain, providing what is needed to guarantee the survival of the citizens. And make sure that the rest of the units, except those that are concentrating on the offensive, stay in the central part. This way you will be able to anticipate the Sorcerer's movements and be able to plan better when facing them.







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Fire Emblem
Thracia 776



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