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{{Chapterinfobox
 
{{Chapterinfobox
|title = Father and Son[[File:TSS14B.png]]
+
|title = Father and Son[[File:TSS14B.png|280px]]
 
|game = [[Fire Emblem: The Sacred Stones]]
 
|game = [[Fire Emblem: The Sacred Stones]]
 
|objective = Seize Throne
 
|objective = Seize Throne
 
|number of allowed units = 12
 
|number of allowed units = 12
|units gained = [[Rennac]] (Enemy thief, talk with [[L'Arachel]] or [[Ephraim]] to recruit, recruiting him with Ephraim will cost 10,000 gold, but with L'Arachel it is free)
+
|units gained = [[Rennac]] (Enemy Rogue, talk with [[L'Arachel]] or [[Ephraim]]) <br/> [[Knoll]] (after completion)
|boss name = [[Vigarde]]}}
+
|boss name = [[Vigarde]]
  +
|pre = [[Fluorspar's Oath]]
 
|next = [[Scorched Sand]]}}
   
{{Quote|Myrrh returns safely to Ephraim's side. A noble warrior to the end, Selena fought with great honor, never once using Myrrh as a hostage. Ephraim renews his vow to pierce the veil of mystery surrounding the Grado Empire. Selena is added to the list of innocents who Grado must account for. The center of the Grado Empire. Emperor Vigarde should have been here, but...|Opening Narration}}
+
{{Quote|[[Myrrh]] returns safely to [[Ephraim]]'s side. A noble warrior to the end, [[Selena]] fought with great honor, never once using Myrrh as a hostage. Ephraim renews his vow to pierce the veil of mystery surrounding the [[Grado]] Empire. Selena is added to the list of innocents who Grado must account for. The center of the Grado Empire. Emperor [[Vigarde]] should have been here, but...|Opening Narration}}
   
 
'''Father and Son''' is Chapter 14 of ''[[Fire Emblem: The Sacred Stones]]'' when playing [[Ephraim]]'s route. This chapter has a [[Secret Shop]].
 
'''Father and Son''' is Chapter 14 of ''[[Fire Emblem: The Sacred Stones]]'' when playing [[Ephraim]]'s route. This chapter has a [[Secret Shop]].
 
==Secret Shop==
 
*Steel Blade
 
*Silver Blade
 
*Killing Edge
 
*Killer Lance
 
*Battle Axe
 
*Killer Axe
 
*Killer Bow
 
*Barrier
 
*Physic
 
*Lockpick
 
*Hero Crest
 
*Knight Crest
 
*Orion's Bolt
 
*Elysian Whip
 
*Guiding Ring
 
*Ocean Seal
 
 
In [[Creature Campaign]]: Lancereaver, Swordreaver, Axereaver, Killer Bow, Brave Sword, Purge, Bolting, Eclipse, Silence, Recover, Angelic Robe, Energy Ring, Talisman, Lockpick, Hero Crest, Knight Crest, Orion's Bolt, Elysian Whip, Guiding Ring, Ocean Seal
 
   
 
==Enemy Reinforcements==
 
==Enemy Reinforcements==
Line 41: Line 23:
 
==Items==
 
==Items==
 
===Enemy Drops===
 
===Enemy Drops===
*Knight Crest (from Vigarde)
+
*Knight Crest ([[Vigarde]])
*Shine (or Sleep from Bishop to the north west)
+
*[[Shine]] or [[Sleep staff|Sleep]] ([[Bishop]] to the west)
*Red Gem (Druid in the throne room)
+
*[[Red Gem]] ([[Druid]] in the throne room)
*Door Key (Shaman outside throne room)
+
*[[Door Key]] (Shaman outside throne room)
*Chest Key (Shaman inside southern treasure room)
+
*[[Chest Key]] (Shaman inside southern treasure room)
*Armorslayer (Mercenary to the west)
+
*[[Armorslayer]] ([[Mercenary]] to the west)
 
*Door Key (Knight outside southern treasure room)
 
*Door Key (Knight outside southern treasure room)
 
*Swordreaver (Fighter to the east)
 
*Swordreaver (Fighter to the east)
 
*Door Key (Knight to the west)
 
*Door Key (Knight to the west)
 
*Door Key (Knight to the east)
 
*Door Key (Knight to the east)
*Body Ring (steal from Archer to the north west)
+
*[[Longbow]] (Sniper to the centre)
 
*[[Hammer]] (Fighter reinforcement)
*Longbow (Sniper to the centre)
 
  +
*Hammer (from Fighter reinforcement)
 
  +
=== Steals ===
  +
* [[Body Ring]] (Archer to the north west)
   
 
===[[Chest]]s===
 
===[[Chest]]s===
*Spear (chest to the north east)
+
*[[Spear]] (chest to the north east)
 
*Angelic Robe (chest to the north west)
 
*Angelic Robe (chest to the north west)
 
*Guiding Ring (left chest in the southern treasure room)
 
*Guiding Ring (left chest in the southern treasure room)
*10000G (middle chest in the southern treasure room)
+
*10,000G (middle chest in the southern treasure room)
*Hammerne (right chest in the southern treasure room)
+
*[[Hammerne]] (right chest in the southern treasure room)
   
 
===Other===
 
===Other===
 
*[[Gleipnir]] and [[Garm]] (from end of chapter event)
 
*[[Gleipnir]] and [[Garm]] (from end of chapter event)
   
==Strategy==
+
==Secret Shop==
  +
{| border="1"
{{Subjective}}
 
  +
|'''Name'''
While strategies vary in this chapter, the seemingly best strategy for unit preservation is to start out with all of the slower units in the group on the left and slow on the right. If you have a [[Restore Staff]], it is highly recommended because of the [[Berserk Staff]] the Druids wield in Vigarde's room and the [[Bishop]] with the [[Sleep Staff]] on the left. As there are Archers and a Sniper with Longbows, it is your pick if you want to let your flying units, as the Archers on the two sides won't move unless they can attack a unit, and the two Archers and Sniper in the middle will be unable to move around. [[Artur]] and [[Lute]] will come in handy because of the Knights, although it should be noted that most if not all of the Knights are armed with Javelins. [[Colm]] is not exactly needed with his lockpick because you can gain Rennac, who can automatically open all chests and doors, but nevertheless is still nice to have. [[Neimi]], if she is alive and has a [[Longbow]], would also find herself quite useful here.
 
  +
|'''Uses'''
  +
|'''Cost'''
  +
|-
 
|[[Steel Blade]]
  +
|25
  +
|1,250
  +
|-
 
|[[Silver Blade]]
  +
|15
  +
|1,800
  +
|-
 
|[[Killing Edge]]
  +
|20
  +
|1,350
  +
|-
 
|[[Killer Lance]]
  +
|20
  +
|1,200
  +
|-
 
|[[Battle Axe]]
  +
|20
  +
|1,000
  +
|-
  +
|[[Killer Axe]]
  +
|20
  +
|1,200
  +
|-
 
|[[Killer Bow]]
  +
|20
  +
|1,400
  +
|-
 
|[[Barrier]]
  +
|15
  +
|2,250
  +
|-
  +
|[[Physic]]*
  +
|15
  +
|3,750
  +
|-
  +
|[[Lockpick]]
  +
|15
  +
|1,200
  +
|-
  +
|[[Hero Crest]]
  +
|1
  +
|10,000
  +
|-
  +
|[[Knight Crest]]
  +
|1
  +
|10,000
  +
|-
  +
|[[Orion's Bolt]]
  +
|1
  +
|10,000
  +
|-
  +
|[[Elysian Whip]]
  +
|1
  +
|10,000
  +
|-
  +
|[[Guiding Ring]]
  +
|1
  +
|10,000
  +
|-
  +
|[[Ocean Seal]]
  +
|1
  +
|10,000
  +
|}
   
  +
''*'' English version only
Start by pouring everyone onto the left side of the map, using your lance-users (preferably Cavaliers) to guard against the reinforcements that will chase the group down on the right side. Ignore the central treasure room, as you can always go back later. However, if you have any low movement units, it would be best to have another unit ferry them or kill them as they always have [[Javelin]]s.
 
   
  +
===In [[Creature Campaign]]===
As you move the units upwards on the left side, the Bishop behind the large door on the left begins to use Sleep on your units. Reinforcements also arrive on the left, but they are very easy to defeat if you have decent units and have been training on the [[Tower of Valni]] and Monster skirmishes. Kill the Knight in the middle of the large door to obtain a door key. Then quickly kill the Bishop. The units on the right side will not pay any attention at all, apart the reinforcements, so you can deal with them later when you want to for items and XP. Make sure you have a decent unit that has a C Rank in Staffs so they can use the Restore staff to remove the Sleep/Berserk effects.
 
  +
*[[Lancereaver]]
  +
*[[Swordreaver]]
  +
*[[Axereaver]]
 
*Killer Bow
  +
*[[Brave Sword]]
  +
*[[Purge]]
  +
*[[Bolting]]
  +
*[[Eclipse (tome)|Eclipse]]
  +
*[[Silence (staff)|Silence]]
  +
*[[Recover (Staff)|Recover]]
  +
*[[Seraph Robe|Angelic Robe]]
  +
*[[Energy Ring]]
  +
*[[Talisman]]
 
*Lockpick
 
*Hero Crest
 
*Knight Crest
 
*Orion's Bolt
 
*Elysian Whip
 
*Guiding Ring
 
*Ocean Seal
   
  +
==Strategy==
Once you open the door(s), enemies will begin to move in, including the Knights and [[Myrmidon]]. If you have any units near the doors, attack the Bishop behind the door as it is likely their Sleep/Silence will still have some charges and each one has Shine, which can deal a considerable amount of damage to your troops.
 
 
{{Subjective}}
 
While strategies vary in this chapter, the seemingly best strategy for unit preservation is to start out with all of the slower units in the group on the left and the fastest on the right. If you have a [[Restore]] staff, it is highly recommended because of the [[Berserk (staff)|Berserk]] staff the two Druids wield in Vigarde's room, the [[Bishop]] wielding the [[Sleep (staff)|Sleep]] staff to the west, and the Bishop wielding the [[Silence Staff|Silence]] staff to the east. As there are Archers and a Sniper with Longbows, it is your pick if you want to move your flying units to that vicinity, as the Archers on the two sides won't move unless they can attack a unit, and the two Archers and Sniper in the middle will be unable to move around with a friendly flying unit there.
   
  +
Rennac spawns in the north-eastern ring. He will immediately loot the chest next to him, before proceeding to the north-western chest. He will not bother with the cluster of chests in the middle. As he will save a lot of time in opening chests and doors and has the only [[Member Card]] (the one he has makes it easy to get, as the other method is extremely time consuming), it is highly recommended to recruit him. '''DO NOT''' use Ephraim to start a conversation, as Rennac will demand 10,000 gold to join. Have [[L'Arachel]] talk to him instead, as Rennac will reluctantly join your army at no cost.
If you plan to attack both ways, make sure your units do not have any Killer or any other weapon (Lancereavers, Anti-dragon weaponry) because the Druids in the throne room may get lucky and make your unit go Berserk, and the affected unit may attack your weak units or specific unit and kill them. Make sure if they are low on health to heal them as they may also attack enemy units that they should not attack. An example would be the two Druids in the throne room, as one has Luna and another has Nosferatu which can deal decent damage against any of your units.
 
   
  +
Push through the enemies as quickly as possible. Note that all of the knights are equipped with [[Javelin]]s, so use high strength and speed units to get rid of the two groups at the gates to the sides. Watch the range of the Archers and Sniper, as they're all equipped with [[Longbow]]s. Upon rushing the gates and killing all enemies within range, players should be incredibly careful at this point.
When waiting out for the Druid's Berserk staffs, block the square where only one unit can get through. That way, Rennac will go around the whole map to go onto the other side. Rennac will not attack your units.
 
   
  +
This is due to two [[Druid]]s in the throne room carrying [[Berserk (staff)|Berserk]] staves. If their staff hits, the affected unit goes in a rage, searching and attacking any unit. This can cause the death of a weaker unit brought along when the berserk unit attacks them. To counter this, either send in a unit with very high Resistance, or simply bait them with Phantoms. [[Ewan]] is a good choice if invested into, as the Druids will not attempt to use Berserk on him, or as a Summoner, the phantoms will barely deal any damage if they spawn with an iron axe.
==Trivia==
 
  +
*Once the Druids in the throne room have run out of Berserk charges, one of them will then have a Red Gem in their inventory. Checking it while they still have their Berserk charges will not show the Red Gem.
 
  +
Vigarde is the only threat in this level, possessing high stats. However, he's only equipped with a [[Spear]], which has 15 uses. If Ewan is a Summoner, you could simply summon phantoms to until Vigarde's spear breaks, after which he has no means to defend himself (this can also be used for experience abusing). If he is not a Summoner, your best best is to use anti-armor weapons alongside high accuracy due to Vigarde's moderate speed and throne bonuses.
   
 
==Gallery==
 
==Gallery==
Line 87: Line 161:
 
</gallery>
 
</gallery>
   
 
==Trivia==
{{Stub}}<!--Need Secret Shop Prices-->
 
  +
*In the Japanese version, the Secret Shop has [[Bolting]] and [[Purge]] tomes that are not included in the English version. In exchange, the English version's Secret Shop carries Physic staves that the Japanese version does not have.
{{Chap|[[Fluorspar's Oath]]|[[Scorched Sand]]}}
 
  +
 
<!--Need all Secret Shop Prices-->
 
{{FE8}}
 
{{FE8}}
 
[[Category:The Sacred Stones chapters]]
 
[[Category:The Sacred Stones chapters]]

Revision as of 20:39, 14 July 2019

Myrrh returns safely to Ephraim's side. A noble warrior to the end, Selena fought with great honor, never once using Myrrh as a hostage. Ephraim renews his vow to pierce the veil of mystery surrounding the Grado Empire. Selena is added to the list of innocents who Grado must account for. The center of the Grado Empire. Emperor Vigarde should have been here, but...”
—Opening Narration

Father and Son is Chapter 14 of Fire Emblem: The Sacred Stones when playing Ephraim's route. This chapter has a Secret Shop.

Enemy Reinforcements

  • Turn 2: 2 Fighters from the west and 2 Soldiers from the east
  • Turn 3: 2 Soldiers from the west and 2 Mercenaries from the east
  • Turn 4: 2 Knights from the west and 2 Myrmidons from the east
  • Turn 7: 2 Mages from the north west and 2 Shamans from the north east
  • Turn 8: 2 Mages from the north west and 2 Shamans from the north east
  • Turn 9: 2 Mages from the north west and 2 Shamans from the north east

Items

Enemy Drops

Steals

Chests

  • Spear (chest to the north east)
  • Angelic Robe (chest to the north west)
  • Guiding Ring (left chest in the southern treasure room)
  • 10,000G (middle chest in the southern treasure room)
  • Hammerne (right chest in the southern treasure room)

Other

Secret Shop

Name Uses Cost
Steel Blade 25 1,250
Silver Blade 15 1,800
Killing Edge 20 1,350
Killer Lance 20 1,200
Battle Axe 20 1,000
Killer Axe 20 1,200
Killer Bow 20 1,400
Barrier 15 2,250
Physic* 15 3,750
Lockpick 15 1,200
Hero Crest 1 10,000
Knight Crest 1 10,000
Orion's Bolt 1 10,000
Elysian Whip 1 10,000
Guiding Ring 1 10,000
Ocean Seal 1 10,000

* English version only

In Creature Campaign

Strategy

Secret Book (Artwork)
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.

While strategies vary in this chapter, the seemingly best strategy for unit preservation is to start out with all of the slower units in the group on the left and the fastest on the right. If you have a Restore staff, it is highly recommended because of the Berserk staff the two Druids wield in Vigarde's room, the Bishop wielding the Sleep staff to the west, and the Bishop wielding the Silence staff to the east. As there are Archers and a Sniper with Longbows, it is your pick if you want to move your flying units to that vicinity, as the Archers on the two sides won't move unless they can attack a unit, and the two Archers and Sniper in the middle will be unable to move around with a friendly flying unit there.

Rennac spawns in the north-eastern ring. He will immediately loot the chest next to him, before proceeding to the north-western chest. He will not bother with the cluster of chests in the middle. As he will save a lot of time in opening chests and doors and has the only Member Card (the one he has makes it easy to get, as the other method is extremely time consuming), it is highly recommended to recruit him. DO NOT use Ephraim to start a conversation, as Rennac will demand 10,000 gold to join. Have L'Arachel talk to him instead, as Rennac will reluctantly join your army at no cost.

Push through the enemies as quickly as possible. Note that all of the knights are equipped with Javelins, so use high strength and speed units to get rid of the two groups at the gates to the sides. Watch the range of the Archers and Sniper, as they're all equipped with Longbows. Upon rushing the gates and killing all enemies within range, players should be incredibly careful at this point.

This is due to two Druids in the throne room carrying Berserk staves. If their staff hits, the affected unit goes in a rage, searching and attacking any unit. This can cause the death of a weaker unit brought along when the berserk unit attacks them. To counter this, either send in a unit with very high Resistance, or simply bait them with Phantoms. Ewan is a good choice if invested into, as the Druids will not attempt to use Berserk on him, or as a Summoner, the phantoms will barely deal any damage if they spawn with an iron axe.

Vigarde is the only threat in this level, possessing high stats. However, he's only equipped with a Spear, which has 15 uses. If Ewan is a Summoner, you could simply summon phantoms to until Vigarde's spear breaks, after which he has no means to defend himself (this can also be used for experience abusing). If he is not a Summoner, your best best is to use anti-armor weapons alongside high accuracy due to Vigarde's moderate speed and throne bonuses.

Gallery

Trivia

  • In the Japanese version, the Secret Shop has Bolting and Purge tomes that are not included in the English version. In exchange, the English version's Secret Shop carries Physic staves that the Japanese version does not have.