|Need an Image!|
|This article is in need of an image. Remove this template when an image has been added. If you are unsure whether or not an image is appropriate, please discuss it on the Talk Page.|
“The group makes it through the labyrinth and enters the castle, but they are surprised by where they emerge and by the enemy that is waiting for them there.”
Tears of a Dragon (星竜の涙 Seiryū no Namida, lit. The Star Dragon's Tears in the Japanese Version) is Chapter 24 of Fire Emblem Fates in the Birthright Version. This chapter takes place in Castle: Training Grounds.
The script for this chapter can be found here.
|The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.|
The player starts off in the middle of the training grounds, surrounded by hostile enemies. This can be problematic, especially on harder difficulties where the enemy comes with more skills and strength. One thing to note about the training grounds is that there are three fire orbs scattered on the map; two at the top and one all the way at the bottom. Enemy Sorcerers will most likely use these orbs to deal AoE damage on your units, especially if they are clumped together. If your units are strong enough, they should be able to handle the enemy without much difficulty; otherwise, try to stall the enemy units while your strongest units heads for Hans. Note that Hans is a Berserker, with a great deal of HP and comparatively low Resistance: hence, debuff rods, and the Hexing Rod in particular, will be effective.
The Dragon Vein makes an appearance in the four corners of the circular ground. When used it will turn the respective corner of the map into tornado tiles, reducing the movement of flying units caught in them by half. It is highly recommended to use them to delay the incoming wyvern reinforcements that come onto the map.
For those looking toward a strategy of defeating all enemy units prior to tackling the boss, taking over the south-most fire orb position is a good tactic. This section of the map can be used to set up a fortified position to wait out all enemy reinforcements before proceeding toward the boss at the top of the map.
- Chakram - Hans
- Venge Naginata - General
- 10,000 G - Sorcerer
- Wyrmslayer - Hero
- Arms Scroll - Great Knight
Enemy reinforcements continue to occur through Turn 21.
On Lunatic, there will be 3 Hero units on the west side of the map and 3 Sorcerer units on the east side of the map spawning for about 10-11 turns. Later 4 Wyvern Lords or 4 Malig Knights will spawn in one of the four corners of the map, in an alternating fashion.