—Opening Narration
Light and Dark is Chapter 10 of Fire Emblem: Genealogy of the Holy War. Seliph must fight his way through Miletos with a weak sword, then claim the stronger Tyrfing sword, and defeat Arvis, thus avenging the death of his father Sigurd from seventeen years ago and clear his name.
Events
Initiator | Receiver | Receive | Criteria |
Lester/Deimne | Patty/Daisy | Max HP+3, 100 love points | |
Nanna/Jeanne | Leif | Max HP+3 for Nanna/Jeanne, 100 love points | |
Shannan | Seliph | Max HP+3 for Shannan | - |
Febail/Asaello | Lana/Muirne | Max HP+3, 100 love points | - |
Leif | Altena | Luck+1 | |
Oifey | Seliph | Max HP+3 for Oifey | Chronos seized |
Seliph | Fee | Str+5 | Rados seized, Lewyn is Fee's father |
Seliph | Lene | Def+5 | Rados seized, Lewyn is Lene's father |
Seliph | Tine | Mag+5 | Rados seized, Lewyn is Tine's father |
Coirpre/Charlot | Altena | Res+5 | Miletos seized |
Seliph | Palmark | Tyrfing for Seliph | Palmark appears |
Seliph | - | Life Ring | Have Seliph land the finishing blow on Arvis and then Wait next to a water tile. |
Script
Villages
- Magic ring (Village directly above Rados Castle)
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.
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From the start this level can be difficult without adequate preparation: Tyrfing cannot be obtained until late and Seliph will be at a disadvantage against magic users until then. Make sure to bring at least one person with the restore staff as the map is full of enemies wielding Sleep staves.
There are numerous dark mages with Hel, which automatically lowers the hit points of a unit to one. Make sure to bring a flying unit to help deal with enemies using sleep staves or Fenrir, as well as to intercept the thief moving to destroy the far western town that holds the valuable Magic Ring.
The gate leading to Miletos opens as soon as Rados castle is captured, so the player should act according to his/her strategy. If the player decides to position units near the gate in order to create a choke point or to deal with the thieves who destroy the two northern towns, he/she should be careful not to be in range of the enemy mages and bishops who wield sleep staves.
Another major barrier to capturing Miletos is the presence of Julius and Ishtar. Both will leave if one either dies or kills one of the player's units. The player will have to be mindful of Julius's range (since he possesses the Leg Ring) should the sacrifice of a unit be unwanted. Though Julius possesses greater range, he is harder to defeat, though by no means is the feat impossible. Fortunately, Ishtar will follow him if he moves. One way to defeat the two is to position a unit possessing high speed and resistance within Julius's range but out of Ishtar's. Ishtar will follow Julius, where she may be finished off by the player's units who are close enough to engage her but still outside Julius's range.
The bridge crossing into Chalphy will open as soon as Miletos is captured, so the player should act accordingly, though it is suggested to quickly deal with the enemies in Chalphy in order to rescue Palmark, who will give Seliph Tyrfing. One way to intercept the dark mages advancing on Palmark is to position flying units near the border between Chalphy and Miletos prior to seizing Miletos. By the time the player gets Tyrfing in Seliph's possession, Arvis will be the only enemy magic user remaining.
If the player wishes to witness an emotional scene (and give Seliph the Life Ring), then Seliph must land the finishing blow on Arvis, then position Seliph next to any body of water.