**Rogues and Redeemers 2
Location:** Outrealm Gate
Condition: Defeat Enemy
Character Limit: 10 (Including Chrom)
|Celica||Sage||20||End of mission|
Strategies for all difficulties
Did you know : Celica is one of the two main characters of Fire Emblem: Gaiden. Nintendo occasionally has a bad habit of spelling her name "Cecilia", an altogether different character.
The tables have turned and now you're storming the castle ruins with 10 villainous personalities, ready to face 30 heroes or would-be-heroes.
Compared to the previous map, this one should be less stressful, as you'll be the one on the offensive. However, with only 10 units to deploy and your forces spread out into three groups, this leaves you with only 4 units when paired up and 2 loners who shouldn't fight unless necessary.
So like before, take things slowly and let the green units advance ahead of you. At least this time you've got room to pull back should things get heated.
First turn, move your north-eastern group west, making good use of the choke point. Or let Raydrik go ahead of you and hope he hammers down Ephraim. Your western group should move north into the woods for increased evade.
In both groups, keep your unpaired unit out of combat--they won't put up much of a fight against the near-maxed enemies. However, if the coast is clear, feel free to use them to finish off weakened foes.
Finally, your south-eastern group can either move west, towards the southern entrance or split up--one pair going west and the other north, diverting the enemy flow.
Turn 2, continue the advance slowly, carefully baiting enemies towards you. Don't hesitate to pull back if you need more space; it's better than getting ganged up by Fire Emblem heroes.
From Turn 3, finish off the nearby enemies and prepare to surround and bait the centre group of enemies.
Turn 4, either continue to bait the centre enemies or, if your units are strong enough, swoop in and get ready to crush crush them. Watch out, again, for Jaffar as his Lethality skill can K.O. units in one hit; stay outside of his range and let him run to you.
From Turn 5, you should be ready to end the mission--or very soon.