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Chrom: Did anyone else hear a girl scream? Come on, Shepherds! Hurry!”
—Nah gathers her courage as Chrom and the Shepherds come to her rescue
Paralogue Information[edit | edit source]
Items[edit | edit source]
Drops[edit | edit source]
- Spirit Dust (from Risen Chief)
- Chest Key (from central Sorcerer)
- Door Key (from central General)
- Door Key (from central Sorcerer)
- Door Key (from central Dark Knight)
Chests[edit | edit source]
Strategy[edit | edit source]
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.
The player starts off in the north-eastern room, with the boss next to them. Unfortunately, a wall and a large number of Risen are blocking the path. Nah is in the south-eastern room. After the second turn, the wall will collapse. Instead of waiting, you can also use rescue.
Due to the nature of the manor, walls will continuously repair and collapse themselves at the beginning of both the player's and the enemy's turns. The majority of the enemies are locked off, but once the walls collapse, they can move freely if one of your units are within range. Once you use a Door Key to unlock a Door, all of the collapsable walls, adjacent to it will collapse. The first two lines of walls follow a pattern of alternately collapsable and non-collapsable walls, with the leftmost wall being collapsable. The third and last line of walls, only has two possible walls capable of collapsing and both of them are. As soon as you go beyond the first of the three set of shifting walls, the right and left northern walls of the small pocket of units to the south, west of Nah, will collapse at the start of the next enemy turn.
There are some chests, so a unit with Locktouch will be helpful here. The top chest on the bottom left contains a Recover Staff. The boss is equipped with a Waste tome, and on higher difficulties has skills like Vengeance.