Smash Brethren 3
Location: Outrealm Gate
Condition: Defeat Enemy
Character Limit: 15 (Including Chrom)
|Lyn||Swordmaster||8||End of mission|
Strategies for all difficulties
The uneven difficulty returns in what is potentially an easier mission than Smash Brethren 2. Like the previous “final” DLC missions, you must fight a massive number of enemies (50 in this case), with no green units to help you.
Whereas Smash Brethren 2 chucked all the enemies at you from the beginning, this mission takes a leaf from Smash Brethren 1 by locking up enemies behind doors and slowly unloading them as the battle progresses. So even though there are tons of enemies, you should have ample time to deal with them.
For those who followed Fire Emblem from the beginning of its (Western) career, you may recognise this map as the final chapter of the first Fire Emblem on the GBA.
This time, the music is even the same, so it’s a real blast from the past. In any case, treat this battle as a final battle; fight aggressively, but carefully, because there’s a long road ahead of you.
Should your army need an extra hand, don’t hesitate to bring out Elincia and/or Eirika if you recruited them from the previous two maps.
On the first turn, run south to meet the south-most enemies head on. If you have highly mobile and sturdy units, place them in range of the enemy, so you can do some damage on the enemy’s turn. Be careful of the heavy hitters like the Black Knight, Micaiah and Sephiran.
When Turn 2 begins, the north-eastern door will open wide, revealing Zephiel and his lackeys. Ignore them and focus on the south-most enemies instead.
From Turn 3, the western door will open. Again, ignore these fresh enemies and focus on mopping up the south-most enemies, as well as bracing for Zephiel’s unit.
Turn 4, clear up the north-eastern enemies and begin baiting/fighting the western group of enemies. Take care when fighting Lyn and Jaffar, what with their super-high Speed.
As soon as Turn 5 arrives, the south-eastern door will open. Finish off the western enemies and begin marching south to meet the new enemy.
When Turn 6 comes, the north-western door will open. At this point, focus on fighting the south-eastern enemies. None of these guys should be a challenge, but keep your guard up regardless. Don’t let the enemy gang up on you or it will hurt.
Turn 7, mop up the south-eastern foes and prepare to meet the north-western group of foes, led by Roy.
Form Turn 8, the eastern and south-western doors will both open together. Mop up the foes you were fighting before and get ready to engage the eastern units, led by Eliwood and Hector.
Finally, when Turn 9 begins, the northern doors will open. Keep calm and finish off the eastern enemies.
Turn 10, greet the enemies from the south; none of these should pose a threat by themselves.
From Turn 11 and onwards, you should be in a position to face the enemies charging from the north. Pull back if needed and whittle down their numbers carefully! There are a lot of strong units here (Ike, Ashnard to name a few) and don’t lose track of Titania who has Counter.
Ike, the Radiant Hero, is the boss of this map. His stats don’t make him terribly dangerous, but he has a ranged sword and if Aether activates, it will hurt if it connects.