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“"Marth" admits she is Chrom's daughter, Lucina, who has come back in time to divert the world from a grim future. They cross the sea to the Valmese continent.”
—Opening Narration

Flames on the Blue is Chapter 14 of Fire Emblem Awakening. This chapter takes place on The Searoad.

Story[]

The Shepherds launch out to sea to counterattack the impending Valmese invasion. The Pegasus Squad reports that the size of the Valmese Fleet greatly outnumbers their own. Despite leaving them none of their forces, Plegia offered vast supplies, including oil. Robin concocts a plan to burn the entire enemy fleet by sacrificing a few ships loaded with oil. To ensure success, Chrom leads the Shepherds into an attack on the lead ship of the fleet. The Shepherds kill the commander, disrupting their command chain.

Sacrificing half of their fleet, the Shepherds ignite their boats and careen them into the Valmese fleet, sinking their entire force. With the invading force gone, the Shepherds on the remaining boats continue their voyage to Valm.

Script[]

The script for this chapter can be found here.

Items[]

Drops[]

Chests[]

Strategy[]

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.

This chapter pits you against three ships loaded with enemies including a few promoted units, while you have only thirteen units with which to repel them. In addition to this, you may need to bring a unit equipped with the Locktouch skill; there are three chests on this map, but only one unit is carrying a key. Ignatius will not move until you come within his attacking range, and therefore there is no real turn limit to this map.

There are three checkpoints (the bridges) to be secured should you wish to do so, ensuring that your units will not be overrun by the enemy. Beware of the enemy fliers if this tactic is chosen and prepare accordingly. Also, as there is an odd number of units allowed on this map, it may be a good idea to pick units based on who can survive without a supporting unit, or choose to work with one less unit so as not to risk losing a unit if playing in Classic mode—if not trained enough, the damage cause by a single unit may be negligible anyway and therefore not worth bringing along.

Reinforcements[]

Hard Mode[]

All enemies spawn at the beginning of the enemy turn.

Lunatic Mode[]

All enemies spawn at the beginning of the enemy turn.