Chapter 6: Foreseer

= Event Titles | = Door (two spaces).
Data according Lunatic in Classic mode only. (Only Lunatic for now)
On lower difficulties there are less enemies and reinforcements appears later.

Villages/Items/Treasures:
1. Secret Book.
A. Wind.
B. Iron Lance.
- Heal (Validar).
- Iron Sword (Gaius).

New Characters:
- Gaius: Enemy, talk with Chrom.
- Panne: On turn 2.
Enemy reinforcements:
- None

Armory and shops:
See here, they are outside battle.

Special Events:
- Avatar → Validar: Both must fight.

General strategy:
- Objective: Defeat every enemy.
- Available Units: Chrom + 9 + Gaius (recruitable enemy) + Panne / Palne (turn 2) + 2 allies (Marth, Emmeryn).

Paralogue 2 is unlocked together with this map, but it is better to do it later if you already have strong characters, as there can be characters that appear later and you might want to make them gain experience, as in that chapter you can do with ease.

This chapter is moderately complicated on hard difficulty. Leave a separate unit grouped with another to the right of the castle: they can survive on their own and with some healing items, and more if you manage to take the pillars to earn bonuses. Another pair of units on the right should also help Marth in the center, as she may die, and Emmeryn could be attacked (there is a door behind Marth that thieves can open!). And it doesn't matter if Marth dies or not, but if dies you will have one less help to protect Emmeryn.

Begins by moving Chrom just behind the limit of the attack range of Gaius, the enemy thief, without being able to be attacked by him. You can finish off the ranged fighter using ranged attacks. Next turn, talk to Gaius and he will join you. So it is best to protect him by moving it back so that it is not damaged.
In a few turns, Panne / Palne, a Taguel, will appear. She can perfectly help you on the one hand if she groups her with someone who gives her defenses, or if you pair up to her someone who has high defenses but low speed. In the same way you can use Gaius as someone who gives speed.

When there are few enemies left, the boss will start moving. There are no reinforcements in this chapter so keeping a defensive position will suffice.

Validar Boss - Data
Weapons and items:
Elfire (Hard).
Arcfire (Lunatic).
Heal.
Sorcerer
Level 1, Mov. 6 HP Str Mag Skl Spd Lck Def Res
Hard 36 3 14 11 10 6 9 12
Lunatic 43 3 17 13 12 8 10 14
Weapon level
C (Hard), A (Lunatic)
Skills
Anathema, Vengeance* * = Only in Lunatic.

If you attack it with more than one unit you should have no problem. Even Lissa and Maribelle can withstand an attack from him, so you can easily allocate his experience to whoever you want.


Strategy for Lunatic (see also Lunatic and General tips if you haven't):

As in the general tips, it is best to use the Paralogue for other characters who join later if you have been using the tips on the site.
Is possible that by now you have almost a level 20 Chrom or Avatar, and if you have not got a Second Seals from Anna you need to give experience to another character, or if you have it, use the Seal (or the one for Renow bonuses), switching Chrom or Avatar to a base class to gain more stats if they already have level 20.

- Marth's sword can recover 20 HP, so you can resist with him there.
- Marth has 16 speed, enough so that she does not receive double attacks from thieves and can do them to everyone else. He will not move.
- On the left have Chrom and Avatar. Your riders can give them decent bonuses to help them resist, which can be replaced by Gaius and Panne that give much more speed or defense in Panne's case as well.
- If Avatar has good magic and speed and resistance, pair up to him Lissa or Miriel and give him Ricken's Elwind (or forged if lacks power), and try to defeat the Dark mages in one round.
- To the right of the map have Sumia with Frederick, or basically the rest of your other units that can resist if you have used them. Kellam can also serve by giving defenses if you need them
- It is possible to put Avatar next to the right wall, and the Dark Mages will attack him on the enemy turn through the wall. You can damage them a bit like this.
- Do not be afraid to give a Strength tonic to those who lack points to defeat one of the enemies in two hits, they have low speed and can receive double attacks with ease.

Here things depend on how you have been using your characters. But using Frederick is a good idea if you want to avoid restarting. And Avatar and Chrom should have at least 10+ defense by this point if you've only used them, making it possible to get victorious. If not, you will have to stay in the area where Marth is and try to resist there.

If they are strong ...
- Send Avatar left only. Like I said at the beginning, if he has good resistance he should be able to defeat the Dark Mage in one round. If not, Chrom must accompany him and both of them grouped with riders.
- Even though they attack Gaius, he can survive because of his speed.
- To recruit Gaius simply speak to him after he attacks you (or stay out of his attack range if you plan on holding out in the starting position). Remember that after speaking you can perform an action such as attacking so it is a moment to defeat enemies close to Gaius. Then defend the entrance with Avatar. Although depending on how your statistics are, you must go back to damage in the enemy turn only.
- Remember to have Lissa nearby on the left of the map, to recover any damage and if you attack and get damaged.

- On the right side of the map put Sumia as low as possible before starting the map. Group Frederick with her (she will get +1 move), and send her down to the pillars and make Frederick lead. With this, Frederick will attract various enemies (including a thief in the center of the map) and prevent them from piling up on top. He can resist them, especially if you give him defense potions and equip him with a sword. If not, try to attract as many as you can by standing in these upstairs nearby.
- If you put them on the pillar, leave them there in the next turn too, you will lure in the cavaliers.
- With the others who are on the right (Lon'qu and Vaike), if you have given them some levels, try to lure in as many as you can. That may be Marth's closest fighters, and they can defeat him in one round and evade him, although he will only attack you if you have less defense than Marth.

 

If you don't have a lot of strong units or Frederick wouldn't hold up on the pillar below, you'll need to stay on the stairs near the starting position. Keeping Kellam with Lon'qu to defend with bonuses, and trying to get Frederick to defeat most of that right side. Here it is possible to delay the recruitment of Gaius for later, if you make sure that the majority of enemies try to pass through the center, simply by putting someone who can defend in front of the corridor (although for this you must defeat an enemy first, such as the thief in the image, and unequip the weapon of the one that is secondary so that it does not defeat more than you can resist, and if you only want to resist you can unequip both; the enemies will stay there and will not surround the place).

If in this case you also follow something like in the example in the image, it is possible to push Frederick back to the next turn, so that he takes the position in the center and Marth will protect the right side as well, while now you do try to recruit Gaius. To the right there should only be a cavaliers and two enemies that will take a long time to arrive, if you have bothered to verify that you can defeat as much as you can in two hits. Or if you are even strong enough, it is possible to continue defending in the center.

- In the following turns it is recommended that you attack the mages with the javelin, if you have one, or at least that they be weakened with ranged attacks on the enemy's turn, and then defeat them on yours. The same against other enemies, even Kellam or Virion can help if they attack from a distance to finish as well.
- If Frederick ends up too far to the right and you need help from the left, it is possible to go back and use another unit that is close to Marth to pass Frederick and make this one go further to the left with Frederick.
- As a last option you can use the Rescue staff to move any of the units on the right of the map to the left, to help you defeat or defend.
- It must also be said that Lissa can perfectly resist a hit from the Dark Mages if you have been using her and leveling up.
- Gaius can also be used as a temporary wall to resist at least one enemy if you group Kellam. Or even, if you speak to him while Chrom is grouped with someone, you can have Chrom change position to secondary and be passed to Gaius, to possibly defeat an enemy adjacent to him.

  

In this map it will depend on how you have your units, but it is still advisable to only use Chrom, Avatar, Frederick and Sumia, with Lon'qu and Kellam and as bonuses. Another thing that can help you is hopefully having Panne grouped with Gaius. Put her in the open path to Emmeryn's room and try to attract a few enemies, they can even reach her and she can resist recovering damage with items. If you can't defeat the enemies on the left, you'll have to rely on her to hold there (don't make her attack on your turn) while you put Lissa in a corner of the area where Chrom starts, and him and the Avatar on either side. her. This way you will resist and be able to recover or attack.

Against Validar, let Frederick on the enemy turn paired with someone who gives him speed, then counterattack him with a javelin (on the enemy turn, so he will not have initial damage to add). You must be very careful with his ability that adds half the damage he already has (hardly anyone can take it now), and have someone else deliver the final blow to gain experience. As a last option you can use a Killer sword or Killer spear, which with the Avatar's ability you will have more critical rate.

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