Chapter 9: Another Trial
Chapter 9 of Fire Emblem Fates: Birthright, "Another Trial," presents a significant challenge that tests the player's strategic depth and adaptability. This chapter is characterized by a unique map layout and a specific tactical scenario that deviates from standard combat encounters. Players will face a formidable array of Nohrian forces, often augmented by specialized units and potentially new enemy types that demand careful consideration and tailored strategies. The core of this chapter's trial lies in its objective and the environmental factors that complicate its execution. Success hinges on meticulous planning, effective unit deployment, and a thorough understanding of the map's mechanics.
The Trial: Navigating the Lava Caves
The "trial" in Chapter 9 refers to the arduous journey through a volcanic cave system. The map is a sprawling network of narrow passages and open chambers, dominated by hazardous terrain. The primary objective is to reach and defeat the enemy commander, a powerful Nohrian general, while preventing any of your units from falling. This chapter emphasizes careful positioning and resource management due to the constant threat of environmental damage and the presence of strong enemy formations.
Map Mechanics and Hazards
The map for "Another Trial" is known as the Lava Caves. Its defining features are:
- Lava Pools: Large sections of the map are covered in lava. Units ending their turn on a lava tile take 10 damage. This significantly restricts movement and forces players to plan routes carefully.
- Narrow Passages: Many areas are confined, creating choke points where enemy forces can concentrate their attacks. This makes units with high defense and resistance crucial for holding these positions.
- Elevated Platforms: Some areas are on higher ground, offering defensive bonuses to units positioned there. However, reaching these platforms can be challenging due to the lava.
- Reinforcements: Enemies will periodically spawn from specific points on the map, adding pressure and requiring players to maintain defensive integrity.
New Enemy Types and Compositions
Chapter 9 introduces or heavily utilizes enemy types that can pose a significant threat if underestimated:
- Wyvern Riders: These flying units are particularly dangerous in this chapter as they can bypass lava pools and attack vulnerable units. They are often paired with strong melee attackers.
- Knights: Heavily armored units that can block narrow passages and absorb significant damage. They are slow but powerful.
- Mages and Archers: These ranged units are often positioned behind front-line troops, making them difficult to engage directly without risking counter-attacks.
- Boss: General Xander (in some versions/difficulties) or a strong Nohrian General: The primary antagonist is a formidable foe with high stats and powerful skills. He is often supported by elite guards.
Walkthrough: Step-by-Step Guide
This walkthrough assumes a standard difficulty setting. Adjustments may be needed for higher difficulties.
Phase 1: Initial Advance and Securing the Entrance
- Deployment: Deploy your strongest defensive units (e.g., Silas, Azura for her Song ability) near the entrance. Include your primary offensive units (e.g., Ryoma, Xander if he's on your side, Hinoka) and healers.
- Turn 1:
- Move Silas and another strong unit to block the narrow passage directly ahead.
- Have Ryoma and other offensive units move forward cautiously, staying out of enemy range.
- Use Azura to refresh key units for repositioning or additional attacks.
- Turn 2-4:
- Engage the initial wave of enemies at the choke point. Focus on eliminating threats one by one.
- Use healers to keep your front-line units healthy.
- Begin moving flying units (Hinoka) to scout ahead and identify enemy positions on the elevated platforms.
Phase 2: Navigating the Lava Fields
- Turn 5-8:
- Carefully advance your army, prioritizing units that can traverse the lava safely or have high enough HP to withstand the damage. Flying units are invaluable here.
- Target enemy archers and mages positioned on ledges to prevent them from sniping your units.
- If a unit must cross lava, ensure they can defeat their target or reach a safe space immediately after. Consider using a "Warp" staff if available.
- Be mindful of enemy reinforcements appearing from the sides.
- Turn 9-12:
- Push towards the central chamber where the boss is located.
- Use your strongest units to engage the elite guards protecting the boss.
- Keep your healers and support units in safe positions, away from direct enemy assault.
- If possible, use units with high movement to flank enemies and prevent them from surrounding your army.
Phase 3: Boss Engagement and Victory
- Turn 13 onwards:
- Position your strongest offensive units to attack the boss. Ryoma with the Raijinto is excellent for this.
- Ensure your defensive units are ready to intercept any enemies attempting to reach your vulnerable units.
- Use any remaining powerful skills or items to maximize damage against the boss.
- If Xander is the boss, remember his strengths and weaknesses. He is powerful but can be outmaneuvered by skilled fighters.
- Defeat the boss to complete the chapter.
Recommended Loadouts and Strategies
- Flying Units: Hinoka and any other fliers are essential for scouting, bypassing lava, and engaging ranged threats.
- High Defense/Resistance Units: Silas, Xander (if allied), or Knights are crucial for holding choke points and absorbing damage.
- Strong Offensive Units: Ryoma, Sakura (as a healer/archer), and other high-damage dealers are needed to take down tough enemies and the boss.
- Healers: Sakura and Elise are vital for keeping your units alive, especially when navigating lava.
- Skills: Skills that boost movement, provide defensive buffs, or increase damage are highly beneficial. Consider skills that allow units to ignore terrain effects if available.
- Weapon Triangle: Always be mindful of the weapon triangle, especially when engaging groups of enemies.
- Support Ranks: Units with high support ranks will receive stat bonuses, making them more effective in combat and survivability.
Items and Rewards
Upon completion of Chapter 9, players will typically receive:
- Experience Points: Awarded for defeating enemies and completing objectives.
- Gold: A standard reward for completing battles.
- Special Item: Often a powerful weapon or a useful accessory. For example, a "Brave Lance" or a stat-boosting accessory might be awarded, depending on specific conditions or difficulty.
- New Allies: Depending on story progression, new characters may join your cause.
Common Pitfalls and Missables
- Lava Damage: Underestimating the damage from lava pools can lead to units being defeated before reaching their objective. Always check unit HP after a turn ends on lava.
- Enemy Reinforcements: Failing to account for enemy reinforcements can lead to your army being surrounded or key units being overwhelmed.
- Ranged Threats: Ignoring enemy archers and mages positioned on elevated platforms can result in significant chip damage to your army.
- Boss Strategy: Rushing the boss without clearing out his guards can be a fatal mistake. Ensure the path to the boss is relatively safe.
- Unit Seclusion: Do not send individual units too far ahead without support, as they can be easily ambushed.