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Light and Shadow
- Not to be confused with Light and Dark, the tenth chapter of Genealogy of the Holy War.
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“ | Shadow Dragon Medeus! Now, Nothing stands between this blade and you. Come, let's settle this! | ” | — Marth |
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Light and Shadow (Japanese: 光と影 Light and Shadow) is the endgame of Fire Emblem: New Mystery of the Emblem. In Fire Emblem: Mystery of the Emblem, the same map is the final part of the three-part Endgame 2, The Dragon's Table.
Plot
- Main article:
Light and Shadow/Script
The Altean Army arrives in the chamber where Medeus has been resurrected. Marth and Kris talk with each other, with Marth saying that this will be a fierce battle, and he doesn't know whether everyone will be alive at the end. Kris tells him that he has faith, because a fortune teller told him when he was a child that he would live to an old age.
They discover Medeus, surrounded by the missing clerics. Jagen tells Marth that Medeus must be defeated as soon as possible, and that it may be necessary to sacrifice the clerics, since Medeus cannot be killed with them around him. Marth still believes that there is a chance they might save the princesses. Jagen asks Kris to find a way to save them, and Kris replies that he will strike them down if necessary, but he still has hope.
A fierce battle ensues, and Medeus is eventually defeated. Marth thanks everyone for contributing to the war. Gotoh says that Medeus has been obliterated and the earth dragons have been subdued, and the Binding Shield will make sure it stays that way. Marth asks Caeda for her help in leading the continent, since all seven kingdoms will be united, with Marth as its king. Marth thanks Kris, and remarks that the things Kris has done are being presented as Marth's efforts. Kris is fine with this, since the continent needs a great hero everyone can rally behind, and that hero must be Marth. As long as Marth remembers, Kris has no problems with that. Marth remarks he feels close to Kris, and believes fate united them.
Marth is later crowned as the king of the United Kingdom of Archanea, and an era of peace begins.
Chapter data
Mystery of the Emblem New Mystery of the Emblem
In Mystery of the Emblem, no preparations menu appears before this chapter; the player's character selections and turn count carry over from the first two parts. The game cannot be saved before this chapter.
Character data
Mystery of the Emblem New Mystery of the Emblem
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New units
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Available characters
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Default male player's unit |
Item data
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- Note: There are no items to be found in the original Mystery of the Emblem. The item list above is for New Mystery of the Emblem.
Enemy data
This section is missing stats, calculations, or growth rates which may be currently unknown. If this information is available, please help improve the page by adding it. |
Mystery of the Emblem New Mystery of the Emblem
Normal Hard Maniac Lunatic
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Reinforcements
Mystery of the Emblem
- Starting two turns after the part starts, continuing until 30 of each have appeared; which ones appear each turn is random
- 5 Earth Dragons from the altars; they will be banished by the Binding Shield at the start of the next turn
- Note: All reinforcements are halted when Medeus is defeated
New Mystery of the Emblem
This section has been marked as a stub. Please help improve the page by adding information.
- Any Earth Dragons will be banished by the Binding Shield at the start of the next turn (except on Lunatic).
- Starting turn 2, reinforcements will spawn from the altars.
- North altar:
- Turn 3, Earth Dragon
- Turn 6, Ice Dragon
- Turn 8, Fire Dragon
- Turn 9, Ice Dragon
- Turn 12, Mage Dragon
- Turn 14, Mage Dragon
- Turn 15, Ice Dragon
- Turn 16, Wyvern
- Turn 17, Mage Dragon
- Turn 18, Earth Dragon
- Turn 20, Earth Dragon
- Turn 21, Earth Dragon
- Northeast altar:
- Turn 2, Earth Dragon
- Turn 4, Earth Dragon
- Turn 5, Earth Dragon
- Turn 7, Earth Dragon
- Turn 10, Mage Dragon
- Turn 12, Ice Dragon
- Turn 13, Mage Dragon
- Turn 16, Fire Dragon
- Turn 18, Fire Dragon
- Turn 19, Mage Dragon
- Turn 20, Mage Dragon
- Turn 21, Fire Dragon
- Southeast altar:
- Turn 2, Mage Dragon
- Turn 3, Ice Dragon
- Turn 4, Wyvern
- Turn 5, Mage Dragon
- Turn 6, Earth Dragon
- Turn 8, Earth Dragon
- Turn 9, Earth Dragon
- Turn 11, Earth Dragon
- Turn 14, Fire Dragon
- Turn 16, Mage Dragon
- Turn 17, Fire Dragon
- Turn 20, Wyvern
- Southwest altar:
- Turn 4, Fire Dragon
- Turn 6, Fire Dragon
- Turn 7, Mage Dragon
- Turn 8, Mage Dragon
- Turn 9, Fire Dragon
- Turn 10, Earth Dragon
- Turn 12, Earth Dragon
- Turn 13, Earth Dragon
- Turn 15, Earth Dragon
- Turn 18, Ice Dragon
- Turn 20, Fire Dragon
- Turn 21, Ice Dragon
- Northwest altar:
- Turn 2, Fire Dragon
- Turn 4, Mage Dragon
- Turn 5, Fire Dragon
- Turn 8, Wyvern
- Turn 10, Wyvern
- Turn 11, Fire Dragon
- Turn 12, Fire Dragon
- Turn 13, Wyvern
- Turn 14, Earth Dragon
- Turn 16, Earth Dragon
- Turn 17, Earth Dragon
- Turn 19, Earth Dragon
Boss data
- Main article:
Medeus
Mystery of the Emblem New Mystery of the Emblem
Normal Hard Maniac Lunatic
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Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Mystery of the Emblem
A high priority is recruiting Nyna, Maria, Lena, and Elice, as, if Medeus is killed without recruiting them, Medeus will kill them all and fully restore his HP. If you do not have Sirius, Minerva, Julian, or Merric, then it is advisable to kill the ones you can't recruit as this will prevent Medeus from reviving himself.
Marth should fight Medeus with Falchion. Using anything other than Falchion will do very little damage due to attack stats being halved when fighting against Medeus, and magic is completely useless against him. Other units should also be placed in the range of the earth dragons (but not in Medeus's range) to prevent them from all attacking Marth when they appear.
Two or more staff-using units should stay out of range of Medeus and the earth dragons and use Physic on Marth before he engages Medeus, and Fortify after to heal Marth and the people who are being attacked by earth dragons. Yuliya's Rescue can also be used to prevent Marth from being attacked by Medeus on the enemy phase if he is too low on health. Anew is also very useful, as it will give everyone an extra turn (up to three times, if you haven't used it before).
New Mystery of the Emblem
The best way to beat this map in Lunatic and Lunatic Reverse is to beat it in 1 turn in order to avoid having to deal with the many dangerous dragons. Sirius can reach Nyna and talk to her with a dance from Phina, you should have Sirius hold a rescue staff and pass it around the four princesses in order to recruit all of them and finally warp in Marth. Marth should be equipped with Falchion as it's the only weapon effective against him and as such will be the best way of fighting him. Marth needs to have capped speed in order to avoid getting doubled, if you haven't trained up Marth and don't have any statboosters left over it's best to try and play this map slowly and use your other strongest characters and staffbots.
Tiki and Nagi are recommended, as well as dragonpikes and wyrmslayers to fight the dragons the chapter. Medeus is the biggest problem in the chapter and it's recommended to fight him with powerful weapons like the Hauteclere, since only Falchion is effective against him and other weapons will to pitiful damage in comparison. Forged weapons are also very useful, particularly a +10 forged Thoron tome, an again staff and rainbow tonics are equally useful. In order to defeat him without losing any characters it's a good idea to rig a critical hit, this is luckily very easy as there's a save point near the start of the chapter allowing you to try and try again until you get that one lucky crit (the final hit on Medeus will always be a crit, even if he dies to a normal hit).
Medeus' stats on Lunatic are completely out of this world. He 2HKO's anything in the game, even a HP/DEF capped General. He doubles anything that isn't a Swordmaster, Sniper, Horseman, Berserker, Thief or SPD-capped Marth, thereby ORKO'ing them. He also has 42 DEF and 30 RES, making the units that do survive deal very little damage to him. Marth can deal 24 damage with capped STR, A-Swords and the Falchion and survives a round of combat. However, he would take about 3 turns of being healed and enemy-phasing to actually kill Medeus, which would allow ambush reinforcements to spawn. Other units can still chip Medeus down, however. While Swordmasters, Snipers and Horsemen require forged Silvers beyond +7 to deal more than one damage per hit and Thieves struggle to deal even a single point of damage, Berserkers can deal 12 damage with a +10 Silver, 8 damage with the Hauteclere and 7x2 with a +10 Brave Axe at capped STR. Sages and Sorcerers can also deal up to 25 damage with a +10 Thoron, outstripping even Marth, but die on retaliation. Thoron's high base CRT combined with Medeus' LCK of 0, however, can make Thoron an effective finisher if Medeus is below 75 HP and you rig for a crit. A hit from Marth combined with a Crit from a Sage can kill Medeus in two attacks.
Etymology and other languages
Mystery of the Emblem
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English |
The Dragon's Table |
Implied by the location's name in Fire Emblem Awakening. |
English (unofficial) |
The Dragons' Altar |
Used in the Mystery of the Emblem fan translation. |
New Mystery of the Emblem
Names, etymology, and in other regions | ||
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Language | Name | Definition, etymology, and notes |
English (unofficial) |
Light and Shadow |
Used in the New Mystery of the Emblem fan translation. |
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References
← The Dark Pontifex Lives • | Light and Shadow |
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Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow | ||||||||||||||||||||||||||||||||||
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