“After defeating the ninja of Mokushu and reviving Takumi. Avatar and company take a different tack in there search for Ryoma.”
To The Sea (海へ Umi e Toward the Sea in the Japanese version) is Chapter 11 of Fire Emblem Fates in the Birthright Version.
The script for this chapter can be found here.
- Arms Scroll - Wyvern Lord
- Master Seal
- Illusory Yumi - Kinshi Knight reinforcement
- Sun Festal
- Throwing Club
- Snake Spirit - Malig Knight reinforcement
|The following part of this article contains strategy; therefore, it is subjective, and may not work for everyone.|
The main strategy on this map isn't to stay in the right but go to the left. After several turns have passed, all remaining units will swarm the player, including the boss. Therefore, you should move to the boss and activate the Dragon Veins along the way, as simply staying put may result in you being overwhelmed, especially on harder difficulties. Reina will arrive on turn 2 and immediately head for the Avatar (she will also initiate conversation if possible).
If the player is wants to train Takumi and/or Setsuna, this chapter is easily the best to do so due to the exclusively flying army. Takumi and Setsuna serve as perfect unit killers for their own training or can help other units level up as long as they are an Attack Stance partner for them. Additionally, Reina is recruited in this chapter so a potential 3 bow users are at your disposal to clear this map.
This chapter also marks the first appearance of generic enemy promoted units. Although they are not that drastically strong, you should still be careful because of the increased stats they have over their non-promoted brethren. The Dragon Vein makes an appearance in this chapter, and upon activation, will set off a powerful tornado. Any flying units caught in the tornado will have their movement greatly reduced, so use this to prevent the enemy from swarming you on all sides.
Once you reach the midwest and western end of the ship respectively, a Kinshi Knight and Malig Knight will appear on the map. Let them come to you, while ensuring that your units are outside of their attack range. Defeating them will yield an Illusory Yumi and Snake Spirit, although at this point, none of your units will be capable of using the Snake Spirit. The Malig Knight starts off with a Mjölnir, so don't put units in its attack range or they may get killed from it.
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