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Girl of the Spirit Forest is Chapter 1 of Fire Emblem: Genealogy of the Holy War.

  • If Cimbaeth takes heavy damage, he will return to Genoa and emerge with reinforcements.
  • There are 3 Villages in this chapter, but none give out items.
  • There are 3 Churches in this chapter.
  • Quan can talk to Finn to give him a stat boost.

Objectives[]

  • Capture Genoa
  • Conquer Marpha
  • Conquer Verdane

New Units[]

Name Class Requirement
Dew Thief Automatically on the first enemy turn
Edain Priest Automatically on the first enemy turn
Ayra Swordfighter Talk with Sigurd, after taking Genoa
Deirdre Shaman Make Sigurd enter the forest between Marpha and Verdane
Jamke Bow Fighter Talk with Edain

Events[]

Initiator Receiver Receive Criteria
Quan Finn Str+1, Skl+1, Def+1 -
Sigurd Edain - Edain recruited
Midir/Azelle Edain 100 love points Edain recruited
Edain Ethlyn Return staff Edain recruited
Ayra Quan - Ayra recruited
Dew Edain Warp, 50 love points Genoa conquered

Secret Event[]

If Lex moves to the tip of a peninsula just past the Spirit Forest and he still has an Iron Axe in his inventory, a cutscene involving the Maiden of the Lake occurs, culminating in Lex receiving the Brave Axe.

Strategy[]

Like the Prologue, this chapter has axe users and a few bow enemies here and there. Finn will be in severe disadvantage, but the Speed Ring will help him in doubling the enemies with the bow. Be sure to talk to him with Quan to give him a stat bonus. Azelle can one-round most enemies, but he and Ethlyn should be protected by ranged attacks. The arena is available now, so be sure to send everyone here to get some valuable experience and gold. Units can fight up until 7 opponents each, gaining EXP and gold if they win. If someone loses, they won't die, but they will be reduced to 1 HP, so watch out for the opponent and equip your units well for each match-up if possible. Some opponents will be too strong for some of your units, but some of them can achieve better results later.

After the first turn, Edain and Dew will appear, escaping from Marpha Castle. Both of them have high avoid, the former because she can't fight and has high luck, while the latter has the weapon triangle advantage over the enemies and very high speed and luck, but they can't take more than one hit and they can get hit at times. The forests will help them dodge better, but also slow everyone down. Since they will appear near a village, Dew can also escape here, even after giving some gold to Edain, and distract at least a part of them, as villages also give terrain bonuses, making sure that he will not get hit. Be sure to take them out and protect Edain later though. Talking to Ethlyn will allow her to get the Return staff, and Midir or Azelle can also talk to her. After Genoa castle is seiged, Dew can also talk to her, giving her the Warp staff.


Halfway to Genoa Castle there is a boss battle against Cimbaeth, who is surprisingly fast and has the Silver Axe-Hand Axe combo, which can deal significant damage to even Sigurd, so be sure to take him out quickly, and with Lex possibily, since he can get and use his Hand Axe. If his HP is low, he will try to retreat to the castle and call more reinforcements. Be especially careful for Ayra though: she's forced to fight because her nephew Shannan is held hostage in Genoa Castle, and she will attack your units whenever she can. With her decent strength, starting Iron Blade, very high skill and speed to offset the weapon's penalties, Pursuit to double almost everyone in the army and her skill Astra, she's very dangerous if she fights against you. With 16 skill, she has 16% chance on hit to active Astra, which will be overwhelming for almost everyone. She can be recruited by talking to her with Sigurd, but it's risky to do so without losing a unit, as Sigurd cannot recruit her until the turn after he seizes the castle and saves Shannan, which he can only do after the defeating the Warrior at the castle. Using Javelins with Quan and Finn can damage him, but the hit rate is shaky and he has an Hand Axe, which makes it risky, while Midir can contribute more but he will risk getting attacked at close range without the ability to fight back, so be sure to keep them away from Ayra's and the Fighters' range while using Sigurd and Midir against the enemy at the castle.

Some units are better than others to distract Ayra, but even then, some like Sigurd or Quan could kill her. She starts with 32 HP, 7 defense and has 23 attack and 11 attack speed with her starting weapon.

- Arden has high defense and HP, with 36 base HP and 13 base defense allowing him to take more than two hits from her, but with his lack of avoid, he's vulnerable against her, and not even he can survive a full Astra. Forests can help, but there's only so much that terrain bonuses can do, and he can't take more than three or four hits.

- Thanks to her starting Slim Sword, Ethlyn has the same attack speed as Ayra at base, so she won't be doubled when she's attacked, but she can't take more than one hit.

- Alec's 32 HP and 7 defense at base mean that once those stat improve, he can take two hits from Ayra. Thanks to Nihil, he can also prevent Astra from activating, but without the Speed Ring, he's too slow to avoid getting doubled. He should be healed immediately when he gets hit, though this can potentially endanger Ethlyn despite Canto.

- Finn has similiar stats to Alec and also has Miracle, but lacks Nihil. Miracle's avoid bonus also won't activate until a round of combat starts and he has 10 or less HP, so he could be in danger from Astra if Ayra gets too close to him and attacks him. The weapon triangle advantage will help him in dodging, but also causes his attacks to land with more accuracy.

- Quan has good bulk, but he will be doubled due to the weight of lances and Astra will take him out. If he hits Ayra twice due to activating the effects of Adept, it will kill her, with the skill having around 20% chance of activating. It's best to make him advance without putting him in her range.

- Sigurd is fast enough to avoid getting doubled by Ayra when using a sword. However, if he's not using a lance, he will likely kill her because he doubles her, as two hits will be too much for her.

If you managed to avoid casualties when Ayra is involved until you seize Genoa castle, talk to her with Sigurd and she will join him. Elliot and his knights will show up, but don't worry, as Eldigan and his army will protect Evans Castle for you. Head west to reach Marpha Castle and take out Munnir to seize the castle. He's strong, but he only has a Hand Axe, and he will drop the Skill Ring when defeated, so someone could make use of it for more accuracy, especially in the arena, or Dew can use its effects to activate Sol a bit more often, but since he doesn't get Pursuit until promotion, he doesn't double and can't use its effects very well due to his low strength and C rank in swords. Attack in group and defeat Munnir to seize the castle and start and event where Sigurd saves and meets Deirdre.

Head north to the Spirit Forest and defeats the enemies coming from the north. Jamke is also among them, and he's strong and armed with a Killer Bow that can results in crits, but he won't attack Edain and she can recruit him if she manages to get close to him enough. The forests heavily slow down the army, so be sure to be well positioned or someone might be in danger, but with two healers you should be fine. Once you reach the other side, Deirdre will join you. Defeat the last enemies from the north, but be sure to not leave Azelle and Deirdre too exposed to danger. Deirdre has a powerful tome that only she can use at this point of the game, the light tome Aura, but it's extremely heavy and hampers her avoid, but she has a lover bonus with Sigurd that can allow her to one-shot enemies with critical hits if she's adjacent to him. Thanks to her Circlet, she has Miracle and Renewal, which can help her survive if she gets hit, but be sure that she doesn't take too much damage, especially from enemy archers. The final boss of the chapter is Sandima, and his dark magic is very powerful and problematic. He has Fenrir, which severely damage someone from afar, but Deirdre has the Silence (staff)(Silence staff so that his threat can be neutralized for a few turns. Before you head to face Sandima, send Lex east towards the lake and he'll obtain the Brave Axe, which is lighter than the other axes and will allow him to attack twice without Pursuit. You can later bring him to the starting castle with Ethlyn so that he can go forward more in the arena, though his opponents with swords will still remain an issue for him. Once you're close enough to Sandima, defeat him. His defense is low for a boss, and he can be doubled easily, but since he has a Magic Ring, it's a good idea to defeat him with Azelle so that he can benefit from it in the arena, though dark magic has the advantage on every other magic except for light magic, Keeping Sigurd next to him can help him, but Deirdre can also defeat him and benefit from the Magic Ring's bonus in battle or in the arena once she gets it.

Opening Narration[]

Edain was nowhere to be found in Evans Castle. She had already been taken deep into Verdane territory. Verdane existed under the cover of a thick forest. In the past, Verdane's frequent encroachment of the border earned them the label of barbarians by the people of Grannvale. Under the reign of King Batu, Verdane witnessed a cessation of all fighting along the border. The amiable monarch succeeded in maintaining the peace with Grannvale, while pacifying his zealous sons.

However, that very peace was ultimately violated by none other than King Batu. The king ordered his three sons to invade Grannvale. There was Cimbaeth of Genoa, the eldest son, Munnir of Marpha, and Jamke, the youngest of the three. Using the forest as cover, the savages awaited Sigurd's arrival. Where had Edain been swept off to? And what incited King Batu to invade Grannvale without warning? Sprawling before Sigurd lay the daunting Great Verdane Forest. He was about to set foot into the forest of spirits...

Plot Summary[]

Having repelled the invading Verdanian forces and captured Evans Castle, Sigurd and his forces prepare for an invasion of Verdane in search of Edain when Lord Eldigan of Nordion visits him and asks Sigurd of his reasons for the invasion. Satisfied with Sigurd's answer, Eldigan warns Sigurd of the plans of the other Agustrian Lords and assures Sigurd that he will be protecting him.

Meanwhile at Genoa Castle, Prince Cimbaeth leads an army to retake Evans Castle and has forced Princess Ayra of Issach to protect his Castle by holding Crown Prince Shannan as a hostage. Elsewhere in Marpha Castle, Prince Jamke releases both the captured Edain and the thief Dew due to disagreeing with his kingdom's invasion of Grannvale and returns back to Verdane Castle in an attempt to convince his father of the folly of his actions.

After defeating the forces of Genoa Castle and killing Cimbaeth, Sigurd learns of Ayra's plight from Shannan and convinces Ayra to stand down and join him as an ally despite the war between Grannvale and Issach.

While Sigurd and his forces are deep in Verdanian territory, Elliot of Heirhein leads his forces to assault Evans Castle but is effortlessly repelled by Eldigan and his Cross Knights. Sigurd's forces then rescue both Edain and Dew from pursuing Marpha forces and assaults Marpha Castle. Prince Munnir sends his reserve army to against the besieging enemy but he and his forces could not resist Sigurd and his forces and Marpha Castle falls. Inside Marpha, Sigurd rescues Deirdre from a ruffian but she flees to the Spirit Forest.

At the capital of Verdane, Prince Jamke fails to convince his father King Batu due to the influence of his advisor Sandima and is forced to lead an army against Sigurd's forces. King Batu begins to question Sandima's actions but he is mortally wounded by him and Sandima takes over the castle.

As Sigurd's forces pass through the Spirit Forest, Deirdre approaches them again, telling them of Sandima's power and her ability to stop it with a Silence staff, and she and Sigurd confess their mutual attraction. Edain convinces Jamke to ally with Sigurd to put a stop to Sandima. Using Deirdre and her Silence Staff, Sigurd's forces assaults the capital and kills Sandima. Inside, Sigurd finds a dying Batu, who with his last words warns Sigurd of the rise of the Loptr Church and its hold on his and the other nations.

Arena Data[]

Girl of the Spirit Forest/Arena

Script[]

Girl of the Spirit Forest/Script

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