—Opening Narration, New Mystery of the Emblem
—Opening Narration, Mystery of the Emblem
Liberation of Grust is Chapter 5 of Fire Emblem: Mystery of the Emblem and its remake.
Enemy Reinforcements[]
- One thief will appear from the Southwest corner on turn 8 and will make it to and destroy the village in 3 turns if he is unhindered.
Shops[]
Fire Emblem: Mystery of the Emblem[]
Armory[]
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Vendor[]
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Fire Emblem: New Mystery of the Emblem[]
Armory[]
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Vendor[]
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Secret Shop[]
- In the original version of the game, there is a Secret Shop located on the northern edge of the map, 4 spaces east and 1 space north of the north-western house, and it sells all promotional items for 10000G each.
- In the remake, the Secret Shop is located on the tile between the vendor and the armory where an Arena used to be. All it contains is one Master Seal for 2500G. This is the first secret shop in the game, and can be accessed using the VIP Card obtained by recruiting or defeating Rickard.
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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There are Snipers in Jeorge's group. Do not attack them because they will kill you (or worse, you'll kill Jeorge, who is essential). You cannot recruit Jeorge yet, wait until Chapter 8. Also it is essential that you have Julian start in the upperleft most starting space so that Julian can immediately talk to Rickard.
After dealing with enemy Mages, Cavaliers and Thieves to the north, it is time to invade the enemy castle by going through the bridge. Keep fliers away from ballistae range unless they dismount or wield Iote's Shield (both options only possible in the original game). Hold the chokepoint with a high Defense unit like Draug and Arran and slowly whittle the enemy numbers before striking the Ballisticians.
The Village to the Northwest will give Marth a Hammerne staff. Be sure to send a Cavalier or Pegasus Knight after the Thief holding the Master Seal. He flees the stage at around turn 5-6.
In Mystery of the Emblem, there is an Arena located in between an Armory and a Vendor near the castle.
In New Mystery of the Emblem, the mountain pass leading to the Hammerne house is made wider and the terrain is easier for non-fliers like Marth to traverse through. This change is a double-edged sword, as this will also allow enemy Thief reinforcements to reach the house faster.