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The Dragon Altar
- In Mystery of the Emblem, The Dragon Altar is a three-part chapter; this article is about the first part. For the second part, see The Dark Pontifex Lives; for the third, see Light and Shadow.
- For the location this chapter takes place at, see Dragon Altar. For the Warriors chapter, see The Dragon's Table (Warriors).
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The Dragon Altar (Japanese: 竜の祭壇 The Dragon's Altar) is the twenty-second chapter of Fire Emblem: New Mystery of the Emblem. In Fire Emblem: Mystery of the Emblem Book II, the same map is the first of three maps comprising the second "endgame" chapter.
Plot
- Main articles:
The Dragon Altar/Script andThe Dragon Altar/Conversations
The Altean Army has just entered the Dragon Altar. Gotoh warns Marth that Gharnef's troops are very powerful and that the longer the battle goes on, the army might become overwhelmed by the sheer number of troops. He introduces Marth to Nagi, who seems oddly familiar to Marth. Nagi lends the army her strength, and they battle their way through the Dragon Altar.
At the end of the battle, they encounter stairs, which lead further in. They move on to get closer to Gharnef and retrieve the divine blade Falchion, which is essential in the battle against Medeus.
Chapter data
Mystery of the Emblem New Mystery of the Emblem
In Mystery of the Emblem, the player will not have access to preparations at the start of parts 2 or 3; their character selections will carry over from this part to the next two, and they will not be able to save the game between parts. The turn count is shared between each part.
Character data
Mystery of the Emblem New Mystery of the Emblem
Characters | |||||||||||
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New units
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Required characters
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Available characters
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Item data
Mystery of the Emblem New Mystery of the Emblem
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Enemy data
Mystery of the Emblem New Mystery of the Emblem
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
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Reinforcements
Mystery of the Emblem
- Starting turn 12, continuing until ten of each have appeared; which ones appear per turn is random
- Four Mage Dragons; two from the chests, and two from the corridors on either side of the throne room
New Mystery of the Emblem
- After opening a chest or on turn 6 (Normal and Hard), 5 (Maniac), or 4 (Lunatic); and again two and four turns (Normal) or each turn for four turns (Hard and higher) afterward
- One Fire Dragon on each chest and one Mage Dragon above each chest
- Turns 8, 10, and 12 (Normal); turns 6, 8, and 10 (Hard); turns 4–8 (Maniac and Lunatic)
- One Sorcerer and one Fire Dragon from each corridor just above the chest rooms
- Turns 10, 12, and 14 (Normal); turns 8, 10, and 12 (Hard); turns 6, 8, and 10 (Maniac); or turns 4, 6, and 8 (Lunatic)
- One Fire Dragon from the corridor to the left of the north room and one Mage Dragon from the corridor to the right (Normal)
- One Fire Dragon and one Mage Dragon from each corridor to the left and right of the north room (Hard and higher)
Boss data
- Stats with a decimal can vary randomly; the decimal represents the chance for the stat to increase to the nearest integer, or otherwise be truncated.
Normal Hard Maniac Lunatic
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- This enemy is not classified as a boss in Mystery of the Emblem.
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Mystery of the Emblem
This is the start of the true endgame. The units you bring will be the units you will be using all the way until the very end of the game, so choose wisely. You get Marth + 14 other slots, so make sure to bring your best.
Julian, Sirius, Minerva and Merric are necessary to recruit characters later on, but this is mostly for story purposes, as they are almost worthless in gameplay. Still, if you want full recruitment, you'll need to bring all four of them in; Merric, Sirius and Minerva can usually pull their weight inside with fairly little training, but Julian can turn out to be a liability if not given extensive training.
Your remaining ten slots go to your best units. If you want the Falchion, you will need a Starlight user to slay Gharnef. If you are not getting the Falchion, bring Mercurius and Parthia and 20-STR units to wield each of them. Tiki is also a solid pick as she can tank the enemy dragons, and as a good damage dealer against Medeus; however, she can't ORKO Barbarians or Mage Dragons at all without a crit. Otherwise, bring staff users for Physic, and if you have one with 20 Wlv, Anew usage. Likewise, Phina is wanted to give your best units extra turns. As for the rest of the deployment slots, they mostly become filler, as the bar necessary to slay generic enemies is notoriously low.
A mere 5 STR and 5 SPD will ORKO Mage Dragons with a Wyrmslayer, while only 19 HP is needed to not get OHKO'd. 8 STR and 5 SPD will kill even the beefiest Dark Mage in one round with a Silver Sword, and just 24 magical bulk is necessary to survive a Bolganone to the face. The Lv20 Barbarians are tougher, requiring 39 physical bulk to withstand a hit from, but they are still very easy to defeat, only requiring 6 STR and 6 SPD to ORKO with a Lady Sword, or 24 ATK and 1 AS to ORKO with any tome. Additionally, the lack of enemy Luck makes them susceptible to being crit, and as such, many combats will be ended before even requiring an ORKO through standard means.
As almost any chump can become a usable filler unit, the best filler units will boil down to those who can do so for the least investment; if you've got trained units who can do their job well in here, bring them. Otherwise, the priority list for noninvested filler units is as follows: Midia = Xane > Samson = Astram > Roshea = Abel > any other untrained unit.
New Mystery of the Emblem
This map is notorious for its many reinforcements. Many Fire Dragons and Mage Dragons await, who can be hard to deal with. Bring lots of Wyrmslayers and Dragonpikes, and legendary weapons will help as well. Tiki and Nagi are very helpful, as they do effective damage against dragons with their Divinestones. The Fire Dragons do physical damage, while the Mage Dragons do magical damage and are immune to any magical attacks. Their weapons are 1–2 range in Lunatic.
Etymology and other languages
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.[which?] |
Japanese |
竜の祭壇 |
The Dragon's/Dragons' Altar. Officially romanized as The Altar of the Dragon in the Mystery of the Emblem guide. |
Gallery
CG image displayed during the intro in Mystery of the Emblem
CG image displayed during the intro in New Mystery of the Emblem
References
← The Wyvern's Dale • | The Dragon Altar | • The Dark Pontifex Lives → |
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Fire Emblem: New Mystery of the Emblem: Heroes of Light and Shadow | ||||||||||||||||||||||||||||||||||
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