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Night of Farewells

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Night of FarewellsRnK26x
GameFire Emblem: Rekka no Ken
ObjectiveSeize Throne
Units Allowed14
Units GainedJaffar
BossSonia


“Jaffar and Nino, Black Fang assassins. Befriended by Eliwood, they now join his group. That night...”
—Opening Narration

Chapter 26x: Night of Farewells (or Chapter 28x in Hector's Story) is a side chapter which features Nino and Jaffar going to the Black Fang's water temple hideout (assuming that they survived Chapter 26 and Nino was recruited and talked to Jaffar). However, Eliwood and company follow them. They enter the temple, which is flooded with little brick islands containing groups of enemy units. Sonia teleports in, and locks the entrance after telling Nino that she is not really her daughter, but rather the child of a clan of magic users who were murdered by Nergal. Nergal then told Sonia to raise Nino as her own, even though the morph would rather have simply killed her.

  • Note that you cannot bring Merlinus to this chapter.

Contents

Initial EnemiesEdit

ReinforcementsEdit

(Taken from [1])

  • Turn 1: Pegasus Knight, Cavalier, and Pirate from the triple stairs nearby the Paladin
  • Turn 2: Pegasus Knight, Cavalier, and Pirate from the triple stairs nearby the Paladin; Nomad and 2 Cavaliers (one w/Horseslayer) from the NW stairs
  • Turn 7 : Cavalier and Nomad from the SW stairs; Mercenary w/Psn Sword from the single stairs to the right of them
  • Turn 8 : Cavalier and Nomad from the SW stairs
  • Turn 9 : Cavalier and Nomad from the SW stairs; Pegasus Knight, Cavalier, and Pirate from the triple stairs nearby the Paladin; Thief and Wyvern Rider from the stairs where the Pirates were
  • Turn 10: Thief and Wyvern Rider from the stairs where the Pirates were
  • Turn 11: 2 Pirates, one w/Hammer, from the southern double stairs; Shaman and Nomad from the SE stairs
  • Turn 12: 2 Pirates, one w/Hammer, from the southern double stairs; Shaman and Nomad from the SE stairs

StrategyEdit

As the player you must not only make a rapid advance across bridges that rise for only a few turns, but also guard your rear against the pirates and cavalry which appear behind you as you move. However, flying units or Pirates may be able to cross the water without much trouble.

One must also be careful with the Bishop which holds the Berserk Staff and the Druid which holds the Sleep Staff, as well as the Mage with Bolting south of the starting position (dispatch it with a flying unit on turn 1). Also, if you are playing Hector's Story, there will be five ballistae in the chapter, three of which will be used by enemies. Dispatch another flier to take care of the one just east of the starting position on turn 1, and give your strongest Falcoknight the Delphi Shield to take care of the two on the island with the three chests (using Heath for this is not recommended because of his low resistance, as the island is in range of Sonia's Bolting).

When you reach the final island, Sonia is there waiting for you. You must defeat her to clear the chapter. If you fight her with Nino, they talk, but this is not recommended as Nino will die due to her low level. Sonia herself holds a Fimbulvetr tome, a Bolting tome and a Fell Contract, so one is advised to keep vulnerable units out of her range until she has exhausted on a unit who can dodge or take her hits. The contract can be obtained from defeating her or stealing from her.

ItemsEdit

ChestsEdit

  • Fenrir (upper-right island, left chest)
  • Thor's Ire (upper-right island, middle chest)
  • Recover (upper-right island, right chest)
  • Speedwings (island nearest to final island)

Dropped by EnemyEdit

Steal from EnemyEdit


Previous chapter:
Battle Before Dawn
Night of Farewells Next chapter:
Cog of Destiny
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