Fire emblem fuuin no tsurugi patch fr




















Finally, Roy entered Idunn's chamber. He attempted to persuade her to stop following Zephiel's orders, but in her soulless state, that was not possible. There was no choice left but to fight her. Striking the final blow with the Binding Blade , which had sealed her years ago, there was a flash and her draconic form disintegrated, leaving her in her human form, unconscious. Without the power of the Dark Dragon to keep it stable, the weight of years came down on the Dragon Temple , causing it to fall to pieces.

Guinivere became the new ruler of Bern, despite her fears that she would be despised by the populace for her 'treachery'. Lilina took up her role as leader of the Lycian League and Elffin returned to Etruria. The world was at peace once more, but the work had just begun. There was much repair work needed for areas which had been struck by the war, and many positions previously filled by traitors such as Roartz needed to be refilled.

Idunn was taken to Arcadia, where the elders restored her soul to her body. Despite this, it was expected that she would never recover from over a millennium as a Demon Dragon. However, that was not true as Idunn smiled and laughed after a fruit fell on Fae's head. After experiencing that, Fae went on to tell Roy that she laughed. As Idunn is following her, she feels a warm breeze. Counting both characters available in the game's main story and through the Trial Maps, Fire Emblem: The Binding Blade has a roster of sixty-two playable characters.

This statistically gave the game the largest roster among handheld entries in the series until the release of Fire Emblem: New Mystery of the Emblem. The soundtrack was composed by series mainstay Yuka Tsujiyoko. In addition to its original music, Fire Emblem: The Binding Blade also features versions of songs from Fire Emblem: Genealogy of the Holy War ; the character recruitment theme of Genealogy of the Holy War is reused as is the general battle theme, which is used as the game's arena and multiplayer battle themes.

The player turn's music for the Trial Maps was also taken from the player turn's music from Fire Emblem Gaiden. He was originally intended to only be included in the Japanese version of the game in order to promote the then upcoming release of Fire Emblem: The Binding Blade alongside Marth , the classic protagonist of the first and third Fire Emblem titles.

Roy and Marth both speak Japanese in Melee, as neither character had English actors at the time and all voices were shared between regions. Super Smash Bros.

Brawl includes a gameplay feature involving collectible in-game stickers that can be used to customize the stats of characters by applying them to the given character's trophy base. Roy did not return in Super Smash Bros. Roy once again became a playable character in Super Smash Bros.

Roy received new costumes based on Marcus , Zephiel , and Cecilia. Roy is once again an unlockable character in Super Smash Bros. Ultimate as a member of the default release roster. Lilina appears as a Spirit. Fire Emblem Wiki Explore. Melee Super Smash Bros. Project X Zone 2. Explore Wikis Community Central. Register Don't have an account? Loot all my treasure, will you Get benched! Seriously, Chad and Astore should be enough for your thieving needs. They should be at a higher level by now and you don't want to give her precious experience even if Thieves are easy to train.

If you haven't trained Chad at all, then replace him with her. Other than that, don't bother. Princess Guinevere's escort. Just what the doctor ordered, a kickass Dragon Knight. She's a bit slow at first and requires some time to train, but she'll whoop ass in no time. Her high starting Defense negates the low Defense growth. Her defense will reach above 20 easily, which renders her tough as rock. Not even arrows can flinch her okay, Silver arrows can be pretty painful.

Her only weakness is her low Resistance. Don't let her get caught in Magic or she'll suffer. Other than that, one of the most useful characters in the game. She munches on Pegasus Knights for lunch. Loyal to Elphin. His Resistance outshines your other physical units easily. His Speed isn't shabby either, he can double attack most units quite easily.

The only problem is if you already have two excellent Paladins. Another one might be overload. Although he's quite useful to have in bigger chapters as a third Paladin.

Chances are that you had bad luck with either Allen or Lance. If so, Percival is your replacement. His Hard Mode bonuses make him one of the most solid units as well. His gains are just a bit below average. Roy's teacher. Even Roy should have passed her by now in stats.

The chapter she joins renders her useless too. Clarine is so much better. Use her to heal only. She's part Dragon. Don't be fooled though, she's one deadly demon once she's trained. Problem is she's at lvl. She has one of the highest Resistance in the game, that's a plus. She still needs protection, but she can destroy anything rather easily.

Her low Speed can get you mad sometimes though. If you already trained Lilina, then don't bother with her since they're both more of the same unit. Daughter of Hawkeye. Actually her starting stats aren't bad, much better than Klein, but her growths aren't as good. She isn't bad for what she does though. Her appearance shrouds her true age. Uhm, not really But as you can see, her growths are extraordinary. She'll get five stats in each level-up easily, even two in HP and Luck occasionally.

Her stone gives her very neat bonuses and it's highly effective against Mamkutes. But it's her only form of attack and it's limited, so use it sparingly.

Only attack when you kill a unit. What I do is I only kill promoted enemies, guaranteed a level-up. That way you'll still have about ten uses over after 19 level-ups. There's a glitch though that let's you steal a Dragon Stone from a Mamkute, but her battle animation will be all messed up.

So I strongly advise you not to try that if you have the cartridge. Is it just me or did she look like a giant goose the first time I saw her transform?

Son of Canas. You'll have to pay him the full amount, 10,, if you want his potential to not suck. If you don't want to pay, choose the other option until you're satisfied with the amount. You can only do this three times, he'll decline the offer to join you after that. Now on to his stats, meh, it's not something to drool over.

His starting HP and Defense are above average for a Mage, the rest is decent. If you want a Mage that isn't vulnerable at all times, then he's your choice. I prefer evade over Defense for magic users.

That doesn't mean he's bad though. Miredy's younger brother. So dreamy Err, forget what I said. That's all you need to know. He's a bit tough to train at that stage and you'll need to give him all the experience when you have the chance, but he's oh so worth it. You have, like, a handful of chapters to get him up to shape so, chip chop, get right on it.

If you already have a bunch of fliers though, then it's kind of unnecessary to train him. In Hard Mode though, you simply must use him, since he's even more badass there. Dragon Knights rule all! Too bad the punk ass Heath sucks. Lalum's father-in-law. Well, okay, Marcus and other losers would probably have a higher chance, but Douglas would be close behind. His only redeeming quality is his high Defense.

Great to protect, but bad at everything else. Your other Generals will have surpassed him easily by now, assuming you have one. Use him only if you haven't trained one, in chapters that need a bodyguard. Canas' mother. Hugh's grandmother. Just don't look at her growths and look at her starting stats. Not bad at all I'd say. Very low HP though. Basically only use her to heal, attacking would be a waste of experience. Rath's father. Doesn't he look a bit young for that after twenty years?

His growths are craptacular, but at least he's got a horse with stamina. Use him to travel great distances while carrying others. Other than that, bench. The oldest of the sisters. Too bad, she's kind of hot. You will have to reach his weapon level to S quite fast to wield Aureola. But usually, he's worthless. Fir's uncle. You'll only benefit from it once though. Too bad you'll only get to use him for two chapters. Once you know how the game works, then read on.

First, it is very difficult to write a walkthrough for a game such as Fire Emblem, even moreso than Advance Wars. I would say it is impossible to write an in-depth walkthrough and expect the outcome to be precisely the same as yours.

So I expect the readers to show some improvisations themselves. I am merely guiding you to the right path. Situations will differ from what I've described, and you will have to use your brain to solve the problem, unless I advise you to restart.

This will happen if the problem jeopardizes the mission. I have done my best to write as detailed as possible. For a quick explanation of how I've done things: 1. The difficulty of said chapter. I use stars as a measure to describe it, with one star being the lowest and five stars being the highest. Of course, the difficulty depends on how your characters have developed, so it's just a general mark and nothing more. The number of participants.

How many characters you can select for battle. The minimum amount of turns needed to finish the chapter. This is just a rough estimate, since it can vary depending on your units and the difficulty of the boss.

Don't worry much about it, just play at your own pace. Objectives and Events. Things that happen in the chapter and the objectives that can be done.

Consider it a things-to-do-list. You don't have to do everything of course, it's completely your decision.

Enemy reinforcements. When they pop up, in which part of the map they pop up and what classes they bring. General strategy. This is a basic description of what you have to do with as little guidance as possible. I'll try to write it in general, since your playing style is likely different than mine. I will however advise you to do a certain action if it's the best solution. The boss strategy. At the start, hitting a boss requires some luck. The throne they occupy add a whopping 3 Defense, 20 Evade and healing properties.

And I'm here to help you to kill it as efficiently as possible. Onward to the walkthrough! Use Allen and Lance, the two Cavaliers to the fullest, as they're a valuable asset to your team later on. Don't be afraid to use Vulneraries, but it will slow you down. I prefer to not use Vulneraries, since it only heals a meager 10 HP. It is entirely possible to finish this chapter without using one, you just need some luck.

You can use Roy as much as you like. Some prefer to level him up early while it's still easy. Others prefer to give the experience to the other units, since you'll have plenty of opportunities to train Roy later. Bors and Wolt are pretty difficult to use here.

Bors has to deal with Axe-users which aren't his specialty and Wolt can't deal any significant damage. Use Bors to fetch the Gold, since he's pretty much useless here. As for Marcus, don't attack with him, seriously.

Give his Iron Sword to Roy and carry Roy to the throne as fast as possible. You don't need him to kill enemies. The only thing why this chapter is annoying is because those Fighters seem to hit your Cavaliers, especially Lance, pretty consistently sometimes. You should be able to finish this chapter without much trouble in 7 turns, with 2 turns finishing the boss. Weaken him with Allen and within a day he'll be almost dead. If you want, have another character you want to train deal the final blow.

If you use Roy though, you'll waste a turn. You just have to beat up some Fighters and Soldiers with Allen and Lance and let every other enemy in the mercy of Dieck. Place him in one of the Fort squares and watch him kick ass. The only thing you need to do is to transport Roy to the throne, since he's pretty slow. Use either Allen, Lance or Thany. And the boss?

That's where ol' Marcus comes in. He can get the Armorslayer and bring it over pretty quickly. The boss will have no chance against that.

And buy some equipment as well, especially Iron Swords and Iron Lances. Even better if Dieck wields it. If you can't bring it all the way over there, use Roy's Rapier.

Takes a bit longer, but still easy. The enemies have gotten a bit stronger now, the Cavaliers and Armor Knights will give you a hard time mostly. What I do is I split the group into three. First group goes left, defeat the enemies and get Lugh. This is done with characters who are mostly useless and at the same time at the left side of the screen, like Bors, Wade and Lott in my situation.

You could also bring along Thany to get Lugh much faster and maybe try to challenge the boss. What about Marcus? I use him to transport Dieck to the frontlines.

The second group is the main group and will try to advance to the throne. From there on, when you've dealt with the Cavalier reinforcements, use Allen to deal with the Armor Knights and snag the chests with Chad. Third group entirely consists of Merlinus and his job is to retrieve the Mend Staff. Use either Allen or Lance to clear the Soldiers near that side. The only danger you could get is at the start when they're targeting Chad and when the reinforcements arrive.

Be sure to heal lots with Ellen. She will get easily behind though, so use Marcus to get her at the front. Same as the previous one, use the Armorslayer or Rapier.

It'll die soon enough. If you want though, have Lugh get all the way to the throne along the north path. If the boss has 7 or less HP, Lugh can get an immediate level-up if he kills the boss. Why not? Makes it easier to train him afterwards. It must be those tough-to- kill Cavaliers and Rutger and co.

It's certainly tougher than in FE7. Get Allen and Lance past the north bridge and have them deal with the Cavaliers there. Move Dieck close to the southwest bridge to lure a Cavalier and Nomad.

Don't let the Nomad near Thany. Have somewhere Lugh, Wade, Lott to support him. Move Merlinus past the southeast bridge and into the south most square.

I have him visit the south village and buy some equipment as well. The enemy Cavaliers are a tough bunch at the center of the map, but work together to kill a few in one turn. Roy's Rapier is critical against Cavaliers as well, so use it to finish them. Then come the Pirates from the islands. You don't have to worry about them yet, it'll take a while before they arrive to shore. To accomplish that move all your units to the same line as the Forest square right below the village.

Rutger can't get past that line. Have Clarine ready too. Do this in turn 7 or there's a possibility you'll get screwed. After you succeed in recruiting Rutger the rest is a cake. Have your group split up in two, one goes after the boss, the other deals with the Pirates. The smart thing would be to have Allen, Lance and Roy deal with the boss with Clarine as a back-up healer and Dieck, Rutger, Chad and Lugh the other side. Use the forests to your advantage. Also, don't try to use Dieck too much, he doesn't get much experience from this.

Instead, use Rutger, Chad and Lugh, especially Lugh. Have Marcus or someone give Rutger an Iron Sword so that he'll deal non-lethal damage and let Lugh finish the rest. Oldest trick in the book. Use Allen to weaken him and finish him if you like. Lance, Roy, Thany, Dieck, Lugh are the other candidates. It depends on who you want to get levelled up fast. But I'll cover that later.

Lots of Fighters here, so get those Sword users to the front line. Some of the characters are placed kind of behind the rest, like Dieck. Use Marcus to carry him the first turn and drop him somewhere the next turn. Make sure all your characters move to the north east side or some Bandits from the west will follow you through the mountains. The rest is just advancing to the throne. Shouldn't be too hard.

Train the characters you'd like to use in the future and don't attack with the ones you don't want to use. Kill everyone you see, then confront the boss. Watch out, because here comes Swinging to your precious face. It is highly advised to avoid the Killer Axe and force him to use his Hand Axe instead. Shouldn't be too difficult if you do that. Here's what I do. Position Marcus and either Allen or Lance at the most northeast side. Turn 1, move Roy next to the Cavalier, transport Roy as far northeast as you can.

Move Marcus next to the Cavalier and pick and drop Roy somewhere north. The Armor Knight and Mercenary will attack Roy in their turn, so make sure that he has enough HP to survive those attacks. If not, use an Angelic Robe in turn one and heal immediately before rescuing him. Turn 2, move Roy south of the northern villages and block the path with Marcus so that he doesn't get attacked.

In this chapter, you're introduced to a dangerous adversary: Dragon Knights or Wyvern Riders, but whatever, they're called Dragon Knights here. These will raise hell for you in the many chapters that lies ahead. The best thing to do is to lure them with an axe user use forests if nearby and destroy them with arrows or magic. Wolt, Dorothy, Sue or Lugh can do the job well. One of the Dragon Knights has a Red Gem, so steal it with a Thief first if you're feeling brave enough. You're also introduced to the arena, a colliseum-like building at the center of the map.

You can send a character there to fight random enemies of your own level, getting experience, weapon experience and gold in the process. Supports work, so use it to maximize your chances. The announcer will say who you'll be up against and charge you money for the bet.

The general rule is that the more money they charge, the tougher the enemies get. Dragon Knights are particularly nasty. Win and your placed bet gets doubled, lose and your gold is lost in addition to your character.

If you're seeing yourself in a losing situation, press B to exit the arena. You'll only lose your placed gold this way. Be careful, arenas have made me restart plentiful times because of carelessness.

That's why I do not recommend arena abusing. The difficult part of this chapter is the area east of the arena, this is where you'll fight to hold your ground.

Get Allen and Lance there quickly to support Zealot and Treck. If possible, use terrain as your advantage. If you've recruited Zealot and Treck, send either one of them to the arena to recruit Noah the next turn. The area west of the arena can be dealt easily enough. When you've overcome that, it's time to head to the castle. Don't go through the left gate. It won't open and will only trigger reinforcements consisting of four Cavaliers, one which has a Silver Lance.

Instead go through the opening to the right, this will trigger reinforcements near the throne. You should see a heart with the name Fire Emblem - Sealed Sword after it. Press Open 6. Find your Rom, select it 7. You're done! You now have applied the translation patch onto the rom! You can play the game in English. The only thing that isn't translated is the opening movie with the scrolling text, and some other scrolling text but everything else is in full translated glory!

For those who don't know how to work out Visual Boy Advance Open up Visual Boy 2. Go under the "File" tab, select "Open" 3. Find your rom folder, select the rom you want to play. To change your button configures just go under the "Options" tab, scroll to joypad, configure, then 1. Input your keys and enjoy the game! Sometimes remembering why you lost is more important than winning.

Thank you for your help so far. I found one but when i try to use it after i download it, it comes up that windows cant open this file it needs to know what program created it.

Do you know how to fix that? Roy heads to their rescue. A blinding sandstorm reduces visibility and makes it hard to move, but the Lycian Army manages to make it to Arcadia and defeat the occupying force before Bern's reinforcements arrive. While there, they retrieve the Divine Anima magic, Forblaze, from the temple, and learn more about Dragons and The Scouring from the elders.

Roy sets off to return to Etruria to put an end to Roartz' rebellion. However, Fa, a young Manakete from Arcadia, tries to follow him and ends up being captured by Bern forces, resulting in Roy having to go to her rescue. Elphin also manages to convince Percival, who had come to attack the Lycian Army under orders from Roartz, to join Roy's side, by revealing his secret identity. Dragon General Murdock informs Narshen that King Zephiel is furious with Narshen for failing to take the Western Isles, Arcadia, and failing to detain Guinivere, and is orded to take charge the defence of the capitol of Etruria, Aqueleia, as well as demoting him from Dragon General and promoting Gale in his stead.

As Roy's army storms the castle, Roartz and Arcard escape out a secret entrance. Narshen falls, and Roy and Douglas reinstate the King. Having returned Etruria to its own control, stifled the corruption on the Western Isles, and with Lycia still under Etrurian protection, there remained the occupied countries of Ilia and Sacae, along with Bern itself, still hostile.

Roy led the combined might of the Lycian and Etrurian armies through Sacae and Ilia, to hit Bern from the north. Along they way they fought Roartz and Arcard, left by the Dragon General Brenya to guard locations in those countries in return for running away from Etruria. During the trip they acquired one more Divine weapon, and at the border of Bern, Yodel came to join the party with another; the bow, Mulgre, and the lance, Malte. It is a difficult fight, with masses of Wyvern reinforcements, but Roy prevails.

And upon reaching the shrine, they find an entrance into its eerie depths Upon returning to the surface, Roy proceeds to the plinth containing the Sword of Seals and places the Fire Emblem into the handle, unsealing the sword.

Through its power, he is spontaneously promoted to Master Lord. The army then assualts the capital of Bern. Roy and company invade the castle, and find that Zephiel has locked himself in the center of the castle, in an area which can only be opened from the outside by the Fire Emblem. Unfortunately for him, Roy has the jewel, and Zephiel falls. Taking possession of Zephiel's Exaccus, the eighth and final Divine weapon, causes the set to resonate and show Roy the location of the Dragon Temple, where Idenn, the Dark Dragon responsible for creating Bern's War Dragon army, resides.

They immediately set off for this location, to try to stop Idenn from carrying out Zephiel's orders even after his death. Along the way, they run into Brenya, the last Wyvern General standing. She attempts to stop Roy from enterring the temple, but ultimately fails, and the last of Bern's resistance dies with her. However, a more fierce opponent awaited them inside the temple: Yahn, a real Manakete, not one of Idenn's War Dragons.

He had remained hidden here for a thousand years regaining his strength after taking a greivous wound in the Scouring, and was the one who informed Zephiel about Idenn's existence.

However, even he was as nothing compared to the power of the 7 Divine weapons. Finally Roy entered Idenn's chamber. He attempted to persuade her to stop following Zephiel's orders, but in her soulless state that was not possible. There was no choice left but to fight her. Striking the final blow with the Sword of Seals, which had sealed her years ago, there was a flash and her draconic form disintegrated leaving her in her human form, unconscious.

Without the power of the Dark Dragon to keep it stable, the weight of years came down on the Dragon Temple, causing it to fall to pieces. Guinivere became the new ruler of Bern, despite her fears that she would be despised by the populace for her 'treachery'.



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