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Five-Anna Firefight

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The Five Annas
GameFire Emblem: Awakening
ObjectiveRoute the Enemy
Protect All 5 Annas (To recruit Catria)
Units AllowedChrom+11
Units GainedMiddle Sister Catria (all 5 Annas must survive the chapter)

“Five Anna sisters are mining ore in a lava cave when they are surrounded by enemies and end up falling into a life-threatening predicament.”
—Opening Narration

Five-Anna Firefight (The Five Annas in the Japanese version) is Xenologue 20 of Fire Emblem: Awakening.

Important Note: The Rescue Staff cannot be used in this Xenologue.

This map tasks you will dealing with a several waves of enemy units that will swarm the map in large waves each turn. The walkable terrain is limited and a vast majority of the map is nothing but flowing lava and a few walkable cool lava. Much of the walkable terrain is hazardous and stopping on one will result in 10 HP of damage.

You are also tasked to protect five Annas separated from you by a distance. The Annas are weak and cannot withstand many enemy attacks, so you will need to plan well to prevent the Annas from being attacked by the enemy. Because they do not move and for the fact that all 5 stand on hazard tiles, each Anna will take 10 HP each turn.

If all 5 Annas survive the map, you will receive a Catria Einherjar card.


General StrategyEdit

First and foremost, bring your most potent healer who can use Fortify. All 5 Annas will need to be healed every now and then due to the Lava damage they suffer from each turn. This way, all 5 can be healed by 1 unit while the others brought onto the map can focus on routing the enemy. Flying units will be lifesavers on this map since they can stop all the enemy reinforcements before they can get to the Annas. Pair Ups are not recommended unless both units in the Pair Up have Galeforce. You'll need as much units to help stamp out the enemy so Pair Ups with Galeforce will decrease your enemy kill amount. If you play on lower difficulties, you can clear the map in 3 turns as long as you quickly deal with the enemy units before the reinforcements can arrive. Once Turn 3 expires, you'll need to quickly quell as many of the reinforcement units before they can approach the Annas. If possible, use the Flying units to help transport at least one other unit with them to one of the three reinforcement side islands.  Ideally, the unit transported to the islands should be someone equipped with Galeforce who is proficient at using bows or tomes as they will be facing several flying units, which are weak against bows and wind tomes.  Another group should be stationed near the bottom-near of the map reinforcements will be coming from that area and they include sorcerers equipped with Mire.  The sorcerers can kill an Anna if they are not killed on the turn they appear using Mire.  The reinforcements at the bottom also includes Tricksters with Pass, so it would be a good idea to have a unit station in the center of the map to take care of flying units and tricksters that these groups fail to kill.

Skill AdviceEdit

Galeforce highly recommended to anyone you can bring onto the map to help clear multiple members of an enemy wave by a singular character. Renewal and Lifetaker are also viable skills to keep your units well healed since the Hazard tiles can affect both ground and flying units.


  • When selected in the purchase maps menu the word difficulty is misspelled, instead saying "diffculty".

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