Complete the Fire Emblem Heroes Chapter Eighteen Gaiden: Imprisoner of Magic objective to seize the gate within 15 turns.
Walkthrough
- 1Send your pegasus knight straight to the ruins south of the starting point to grab the Goddess Icon.
- 2Have Canas and other casters move down west to attract the mages.
- 3Send the rest of your units down east to avoid many attacks from the mages.
- 4Demolish the mages with casters and a chosen pegasus knight over the next few turns.
- 5Have physical units, led by Hector, advance west towards the knights and brigands.
- 6Casters can help take care of some advancing rogue knights.
- 7Oswin and an archer should stay behind to deal with approaching pegasus knights.
- 8As pegasus knights approach Merlinus from the west, deal with them using your archer and Oswin if needed.
- 9Move towards the west, using units that need experience (EXP) to defeat mages.
- 10Hector can defeat knights and advance north.
- 11Lyn with her Mani Katti is your best bet to hit Aion if she is appropriately leveled.
- 12Kill Kishuna's guards (knights) with your cavalier and Hector to gain EXP.
- 13Snipers can be slowly killed by any unit in dire need of EXP.
- 14Aion will take time to kill; do not be surprised.
- 15Kishuna will disappear the turn after you attempt to attack him.
- 16You likely won't be able to hit Kishuna, but it doesn't matter in Eliwood Mode.
- 17Do not try to attack Kishuna before Aion dies.
- 18Kishuna leaves soon after Aion's death.
- 19As soon as Aion dies, seize the gate with Eliwood.
Tips
- Warning: DO NOT SEND MAGES INTO KISHUNA'S BARRIER. Kishuna, as a Magic Seal, generates a barrier that spans a radius of 10 squares that completely nullifies all magic. Sending mages into this barrier will result in their death.
- Kishuna's guards stand still and give mountains of EXP.
- Aion is a Sage L4 with Bolting and Thunder, possessing 32 HP, 12 MAG, 9 SKL, 12 SPD, 9 DEF, 16 RES, 9 LUC, and 7 MOV.
- Kishuna is a Magic Seal L1 with 50 HP, 0 STR, 0 SKL, 24 SPD, 13 DEF, 0 RES, 0 LUC, 6 MOV, and 7 CON.
- Reinforcements on Turn 1 from the south west corner include a Brigand L6 with an Iron Axe.
- Reinforcements on Turn 3 from the fortress next to the castle include 2 Knight L15 with Silver Lances and Javelins, and 2 Sniper L15 with Silver Bows and Kishuna.
- Reinforcements on Turn 8 from the fortresses near the starting point include a Mage L6 with Fire and a Mage L6 with Thunder.
- Enemies include Knight L6 with Javelin, 5 Knight L6 with Iron Lances, Knight L6 with Steel Lance, Mage L5 with Fire, 4 Mage L6 with Fire, 2 Mage L6 with Thunder, 2 Mage L7 with Thunder, 2 Pegasus Knight L6 with Iron Lance, 3 Pegasus Knight L6 with Slim Lance, and a Shaman L10 with Flux.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content