Chapter 2 sees the introduction of enemy units armed with Steel weapons. Lunatic mode makes this chapter hell for most players,and the Lunatic+ variant is even more brutal. As long as you keep those three safe from attackers, then you should be perfectly fine. No enemy on this map, even the Risen Chief, poses even a slight challenge for any of your units besides the three listed above. This is likely intended to make it more difficult to take on the enemy units one at a time. However, the AI will begin its assault immediately should the player send a unit anywhere deeper into the enemy's range. Oddly, the enemy AI will not turn aggressive if the player has a unit stand on the edge of the enemy range. Once you've defeated the initial wave of enemies, you can begin charging the next set. These units either can't attack at all (in Lissa's case) or their defense stats compromise them to literally anything on the map. The only units that will have trouble on this map are Lissa, Miriel, and Virion. Vaike doesn't have his weapon on the first turn, so he'll have to sit out of the slaughter until Miriel shows up on the second turn to give him his axe. This chapter eventually just becomes an all-out charge, destroying everything in your path with your main units. On these modes, the enemies aren't tough enough to do anything significant to your characters. Once the Fighters are disposed of, put Kellam at full health into Marth's attack range (it may help to get Kellam the Elixir) and slowly wear Marth down.Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers. Remember that Marth will chase after the closest unit to him, otherwise he will target Chrom. Separate the two remaining fighters, taking out the one on the left with Vaike/Robin and the one on the right with javelin Kellam. Next turn the mages will attack, Sumia should have no problem dealing with her mage, Vaike will take damage, use the Elixir to heal him.įinally use Vaike to take out the Knights, and trade the javelin to Kellam since Sumia will no longer need it. Use Orsin's hatchet to take out the fighter on the right, and Sumia's Javelin to take out the fighter on the left. After the first turn the two two fighters should be sufficiently weakened to take out. Move the Cavalier/Kellam pair beside Robin/Vaike to provide extra support. On the first turn put Chrom/Sumia and Robin/Vaike in the center so that each one can engage one of the fighters. Robin should be sufficiently leveled at this point to pair with Vaike. Also bring Sully or Stahl to pair with Kellam. Pair Chrom with Sumia (give her Kellam's javelin), also bring Vaike with a hammer to deal with the Knights (as well as Orsin's hatchet from renown awards, and Virion's Elixir), and Kellam to absorb the massive damage dealt by Marth. Use these to compensate for your units' weaknesses. By this point you have access to strength and defense tonic. This is the first chapter where you don't need to use Frederick, who only eats experience. If you haven't trained Frederick much, then you might want to pair him up with Sumia for a speed boost. The easiest way to beat Marth is to simply send Frederick after him with either his silver lance or a javelin. Marth is decently strong, and wields a Parallel Falchion. It doesn't really matter what you send after them, as long as you don't send in Lissa or an undertrained Donnel. The other enemies can be killed however you like. If you follow the strategy listed above, then the mages shouldn't be able to reach your characters on the first enemy phase. The two mages of the level aren't very dangerous, but can be troublesome if they are able to attack more than once on any given character. If you use Chrom for this, make sure to equip him with his rapier for this part of the chapter. Let the knights kill themselves trying to beat on these characters. Instead, go ahead and put two strong units (probably Frederick and Chrom paired up with someone with a higher movement like Sully) on each of the bottom two staircases. However, this can cause your units to become surrounded from the enemies on the left and right edges of the arena. You may be tempted to simply move to the center of the arena, as there is a spot directly in the center where no enemy ranges cross. You start out in the bottom corner of the arena, with Marth on the other side. The chapter is straightforward, and routing the enemy is a matter of moving all enemies into range of your units. This battle consists of a fairly open arena with four staircases. Subjective: The following part of this article is based upon the editor's personal experiences and opinions, and therefore may not be applicable for all readers.
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