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Fire Emblem: Awakening
Strategy Guide

Author(s): Vincent Lau
First Published: 06-06-2013 / 00:00 GMT
Last Updated: 21-03-2018 / 15:55 GMT
Version: 1.0 (????) 19-10-2018 / 18:43 GMT

Fire Emblem: Awakening Strategy Guide Download PDF

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Beginning to Chapter 13

Beginning to Chapter 13

Chapter 11 Mad King Gangrel

Note: You have to make Chrom marry a compatible female before beginning this chapter or you may risk giving him an unwanted wife. Chrom will automatically marry whichever non married female he has the highest support rank with.

To marry him with Olivia, for instance, it is recommended that all of Chrom’s other marriage candidates are married off because Chrom and Olivia can’t build a support relationship until this chapter is over.

Chapter 11: Mad King Gangrel

Location: Border Wastes

Condition: Defeat Enemy

Character Limit: 13 (Including Chrom)

Boss

**Name** **Class** **Level** **Items**
Gangrel Trickster 5 Levin Sword, Dragonstone

New Units

**Name** **Class** **Level** **Recruit**
Olivia Dancer 1 Automatically

Strategies for all Difficulties

Did you know : Gangrel shares a title (Mad King) with another major villain in the Fire Emblem franchise: Ashnard of Daein. With a title like this, it’s hard not to think badly of them…

This is a rather large map, so you’ll have to keep long distance enemy ranges in mind as you proceed forward. Moving as a large group may be best; be wary of the enemy reinforcements that will arrive at the various forts all over the map.

Olivia will join at the start of the level; I advise pairing her up rather than using her dancing skill for this level due to the way the reinforcements work.

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There are chests on the map; use either Anna or any other thief you may have in order to get the Bullion and Goddess Icon – two very useful items.

Thieves will run for the chests, as usual. You’ll have a chance to intercept them more easily than in the last chapter.

This may also be the first time you’re fighting advanced class enemies (Heroes, for instance), depending how often you did non story chapters before this. Keep the advanced enemy units in mind, as they are harder hitters overall as one may expect.

Note that Gangrel will move if you’re inside his range. It is a good idea to lure him off of the fort you stand on, but at the same time it may cause trouble if one of your weaker units happens to wander into his range. Note that at the edge of his range is another fort, so it may be best to place someone there…

Enemy reinforcements arrive at the start of the enemy’s turn, which may be a surprise for any weak units that may be nearby. Be wary of your unit positioning on Turn 3. If you have units standing on the forts, they will not appear; this is very useful as you can occupy the southern forts easily by Turn 3.

Gangrel starts moving on his own from Turn 4, or if you get close enough. Two of the three reinforcements from the top left on Turn 4 (Hard Mode) drop useful items that may be worth looking into.