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Phantom Ship

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“General Duessel tells them of the enigmatic Dark Stone. The product of Grado's research into the dark arts, the Dark Stone possesses power far beyond that of the Sacred Stones. According to the rumors swirling about, Vigarde's descent into madness coincides with the creation of the Dark Stone. Ephraim must confirm the existence of the Dark Stone. He decides to travel to Grado by sea. Midway through their passage, however, an eerie fog begins to form...”
—Opening Narration

Phantom Ship is Chapter 11 of Fire Emblem: The Sacred Stones during Ephraim's route. In this chapter Ephraim and his group fight the monster crew of the mysterious Phantom Ship. It also revealed in this chapter that the leader of the Phantom Ship, who presumably has some ties to the monsters awash over Magvel, is Grado's general Riev.

Like Creeping Darkness, this chapter does not have a corresponding map location. It takes place in the sea between Bethroen and Taizel.

EventsEdit

  • Turn 2: Enemies appear from the phantom ship; the ship will also near Ephraim's ship.
    • On the next turn, the ship will plant planks and the phantom ship's crew will board Ephraim's ship.
  • Turn 5: A second ship will appear and plant planks on the phantom ship. This is when L'Arachel and Dozla appear.

Enemy ReinforcementsEdit

  • Turn 3: 2 Mogalls from the north west and 2 Mogalls from the south west
  • Turn 4: 2 Bonewalkers from the stairs of the central ship, 2 Gargoyles from the north east and 2 Mogalls from the south east
  • Turn 5: 2 Bonewalkers from the stairs of the central ship, 2 Gargoyles and 1 Deathgoyle (boss) from the west
  • Turn 6: 2 Bonewalkers from the stairs of the central ship

StrategyEdit

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

For this chapter, it would be best to play it like most ship chapters that appear at least once in most Fire Emblem games; place units with high defense on the planks, such as generals or cavalry, then place a magic user or staff user behind to strike and heal, alternatively. Flying units would be most helpful, especially pegasus knights for reinforcing Mogalls. The reinforcing Deathgoyle would be the most tricky as it holds a Short Spear to counter magic and bows, but bow users are still useful since they still suffer from the bonus damage of bows.

Depending on your units and how strong they are, the other strategy is faster, but much more dangerous. Use the Torch stave from the previous level, and light up the center of the ship. The enter enemy force should be revealed, and there are dozens of enemies. Charge over the planks with cavaliers and their promotions in front to absorb the first few hits. Duessel is one hell of a tank here. After the initial surge, proceed to destroy every enemy in your way. Flying units are a horrible idea to send into the fray, as the enemy has an unhealthy amount of archers. Use them to destroy all the Mogalls and Gargoyles around the ships before they can cause hell. Don't worry about L'Arachel when she arrives, as with this strategy most, if not all, enemies will be dead. If there are still a lot of enemies, Dozla will be able to kill them all with little effort.


Previous chapter:
Turning Traitor
Phantom Ship Next chapter:
Landing at Taizel

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