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Last Hope

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“The Sacred Stone of Renais has been broken. Constant strife with dark creatures has made the group's progress near impossible. Princess L’Arachel of Rausten suggests they pay a visit to Rausten Court. It is here that the final Sacred Stone is sealed away. L’Arachel rides cheerfully toward her homeland with the company in tow.”
—Opening Narration

Last Hope is Chapter 19 of Fire Emblem: The Sacred Stones. You must protect Mansel for 13 turns or defeat Riev, whichever comes first. This is a Fog of War chapter. You will receive 10000 gold at the end of the chapter, along with the Sacred Twins Ivaldi and Latona. This is the last chapter in which you will fight soldiers from Grado.

StrategyEdit

Subjective
Secret Book (Artwork) The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.

As holding off for 13 turns seems too costly as there are a large number of reinforcements that come in every turn, some players may prefer rushing in a unit (usually a Swordmaster or Berserker) to Riev as fast as they can. Send your Thief or Rogue toward one of the two three chest locations to grab some extra loot. After ending your turn, the AI will attack the two Knights closest to Riev's position. This should be easy as the Mercenaries are unable to kill the Knights (unless they hit a Critical), and the Druids will finish them off.

If you are planning to rush Riev, it will take around three to five turns to get to him. Bring one or two powerful units (at least level 17+), with a Killer weapon. Once Riev orders a retreat (in which you lower all his health to 0), you get an Aura, and the mission ends quickly. However, if your unit is unable to kill him, it would be best to restart the level as Aura can deal quite a lot of damage onto your units. Alternately if you still have Tethys (the dancer) you can have her dance for your unit and move him/her out of range of Aura, you could also have her dance for a healer and double heal your unit before you end your turn.

If you cannot rush him, have your core units block the path to Mansel. This should be easy as the enemy is not as strong as your units, though you should always watch for the ranged units. This will be a little bit harder as your blockers will take the brunt of attacks, so always have some healers (a Bishop or Summoner will work well) against them. Hold them off for 13 turns and you will beat the mission.

Another option is to bring an Anima Magic user with a Torch and attack Riev with a Bolting tome, one of which can be found in this chapter. The Purge tome that can be found in Chapter 16 can be used as well. However, as Riev has slightly more Resistance than Defense, and the fact that the tome's weight is heavy, it may require excessive uses of Torch and two casters to kill him this way.

Enemy ReinforcementsEdit

  • Turn 2: 2 Swordmasters and 1 Great Knight from the south west (right stairs)
  • Turn 3: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
  • Turn 4: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
  • Turn 5: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
  • Turn 6: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs), Thief from the west (outside the treasure room), and Thief from the east (south of the treasure room)
  • Turn 7: Warrior and Sniper from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs), and Thief from the east (south of the treasure room)
  • Turn 8: 2 Heroes from the north east, Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs), and 2 Swordmasters and Great Knight from the south west (right stairs)
  • Turn 9: Mage Knight, Warrior, Ranger and Paladin from the south west (left stairs). and 2 Generals from the east (south of the treasure room)
  • Turn 10: 2 Warriors from the east (south of the treasure room)
  • Turn 11: 2 Generals from the east (south of the treasure room)
  • Turn 12: 2 Warriors from the east (south of the treasure room)

Secret ShopEdit

Last Hope edit

Secret Shop Location

The items are as follows:

During Creature Campaign: Shamshir, Spear, Battle Axe, Brave Axe, Brave Bow, Fimbulvetr, Aura, Physic, Angelic Robe, Energy Ring, Secret Book, Speedwing, Goddess Icon, Dragonshield, Hero Crest, Knight Crest, Orion's Bolt, Elysian Whip, Guiding Ring, Ocean Seal

ChestsEdit

Western Chests

Eastern Chests

NewEdit

After completing the mission, you will be given access to:

  • Lagdou Ruins
  • Black Temple
  • Melkaen Coast (three different types of bosses can be fought (shown below), and is the most difficult skirmish of all, and gives you a sea route to the Port nearby)
    • Gorgon
    • Maelduin
    • Cyclops

BonusEdit

  • If 4 of the 8 Rausten Knights and the General (green) survive the chapter, you receive a Light Brand. The General is easy to protect but saving the Knights will be a little bit harder.

StealEdit

At the beginning, the archer to the north will have a Goddess Icon.


Previous chapter:
Two Faces of Evil
Last Hope Next chapter:
Darkling Woods

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