Fire Emblem 5, Thracia 776. Chapter 16A: "Nordrhein"

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In this chapter there are a lot of things to keep in mind, even though the map is medium sized it takes a long time to complete.

There are good rewards here, between getting 2 Manuals (Sol and Nihil), Master Seal, and among others.

There are also other interesting items you can get from enemies like Hammer, Javelin, Thunder, Sleep Edge/Sword, which if you think you are short of weapons you can try to capture them and get their weapons.
The houses offer decent rewards, among them: Holy Water, Bridge Key and Master Seal.

If you visit with Leif the 3rd house which is right on the bridge which is kind of broken, you will recruit Sleuf, only if you have visited in chapter 15 the church, otherwise you won't be able to recruit him.

It is possible to recruit Ilios, with Karin. But there is one requirement, and that is that Olwen does not have to be recruited, which means that either you have not recruited him or he is dead.

STRATEGY:

Before we continue, let's talk about the Sol and Nihil Manuals. Remember that units that are mounted cannot be captured and therefore it is not possible to take their items, but you can always steal them with a Thief like Pan, if you have trained and he has more Speed than the enemy and you decide to steal their Manuals, Staff Thief with Tina but in this case the MAG must be higher than the enemy, or in which case sleep. If a unit that is mounted is affected by Sleep, the enemy automatically dismounts and from there it is possible to capture him, what's more, it is not necessary to fight while the enemy is asleep to capture him immediately without effort and remember that here the Status Effect lasts until the end of the chapter or until you use the Recover Staff. (For more information watch the video)
You can use it against Illios and Conomor, not only to get their Manuals but also for their weapons, which will come in handy later on when things get tougher.
You can use Sleep on one of the Knight's that have Sleep Edge/Sword to take it, of course there are PRO and CONS. It wouldn't hurt to at least get 1 Sleep Edge/Sword, to use in certain situations.

You can bring any class for this chapter, the only thing you have to keep in mind is that you will need some tanks and some air units, which will help you a lot in the course of this chapter.

This chapter is not very difficult, but there are some precautions to be taken. Several problems you will encounter are:

1º The squadrons, Ilios, Conomor and Kempf. Ilios is problematic, especially with his Sleep Edge/Sword, Rapier and Horseslayer. So try to place all your units out of range of their attacks, if by chance they don't advance try to attract their attention with a unit, and when they start to move, next turn, try to kill as many knights as possible, and it all depends on what you want to do with Ilios, but be careful with the weapons they have.
Once you get past the first squad, the next one you will face Kempf, but here the situation changes, this squad will not move, which complicates things a lot and the worst thing is that they have 5 ballistas protecting him, and here you have to do as in other chapters, tank the ballistas until the 5 run out of ammunition, and here you need to be patient, once they run out of ammo you can start moving your units, I recommend that in this squadrons you try to capture the units to take their weapons, as they are units that don't move they won't be a problem, but do kill Kempf with a Halberd or other weapon effective against cavalry.
The last Conomor squadron will appear around Turn 20 or so, which will appear on the left side of the map, which you'll be more or less following by tanking the ballistae shots. Here you have to apply the strategy as in the 1st squad, position all your units without getting in range of their attack so that next time you can kill as many as possible, and decide what to do with Conomor.

(NOTE: When I threw Sleep at Conomor, for some strange reason, the units in that squadron started to flee. I don't know if the game considers the boss to be dead and therefore starts the fleeing sequence, or what the hell).

2º The ballistas (And yes I'm sick of the damn ballistas and there are still more to come), the strategy for this is basically to tank until they run out of ammo, and for that bring a unit with enough HP and DEF, make sure that if they don't have enough DODGE that they have some Scroll on them, you can always use Nanna and the Kingmaker to boost the AVOID to that unit.

3º The reinforcements, there is only one reinforcement that can be dangerous that are the Pegasus and those carry the Horseslayer if you place any of your units wrong, you can kill any of your cavalry or by the set of damage of all these units to another unit, which is why bringing air units in this chapter will come in quite handy.







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Thracia 776



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