In this chapter of Fire Emblem: Awakening, Chrom has to go check the shore line for invading enemies. This Fire Emblem: Awakening Chapter 12: The Seacomers Guide will go over a perfect strategy for taking out all of the enemies in this map. The main strategy in a sentence is defense, defense and more defense. Before we get to that, if you need any other help with Fire Emblem: Awakening you can pop over to our Guide Collection Page. It is full of links with helpful information and is getting filled in more and more every day. Now that we got that out of the way, let’s get started.
|Chapter 11: Mad King Gangrel Guide|
- Character Unlock: Cherche, a Wyvern Rider, joins at the start of the chapter.
- Boss Items: The Boss, Gangrel will drop a Dragonstone and a really nice sword.
- XP/Weapon XP Unlocks: There will be some shinning spots on the ground like in every level. Nothing of real value on these spots. Don’t go out of your way.
Your forces will start in a concentrated ball on the bottom of the map. The first thing you will probably notice is that there are a lot of enemies that you will have to get through. The most important thing is to stick together and to keep your healers well. Most of the strategy is going to be to bring the enemy to you.
At the start you’re going to have to split up your team into 3. Your biggest and strongest and sturdiest characters are going to want to be block the small path that is just north of where you spawn. Blocking off this path will force a good majority of the troops to go through this point. Just keep Fredrick and Kellam (if you still have them) in the way.
Another set of your team is going to have to go to the left. There is a good 4 or 5 enemies that are lurking within striking distance. Don’t get to far away from the group, but make sure that your left side is covered. Lastly there is a group of two knights that are to the right. Take a couple of units over here to dispose of them. After taking care of both of the knights and the characters to the left of your spawn with your other crew, head back to help defend you blocked path.
After killing a decent amount of enemies some more will start to come down from the top of the map. A few of the Knights as well as some Bow Knights will start to come your way. Hold your line exactly like you did for the first wave of enemies with two strong characters blocking the path. Let the enemy come to you and then unload the full force of your relationships and forces onto them.
After a couple more turns, the rest of the Knights will make their decent south. They will generally take the path on the west side, or to the left of your spawn. Make a second line of defenses to the left of your group and get ready for a good three or four Knights to make their move into this area.
After the enemies that are just to the south of the boat gets finished off (should be about 5 or 6 turns into the match) the enemies on the boat will start to make their way onto land. You can start to move forward after this point, but I liked to keep my group in that same spot. The only character you have to worry about is the Valmese Paladin’s. These paladin’s can do a lot of damage with their silver lances. Keep your front guys healed up well before these characters charge in.
Finally after a turn of the horsed knights making their way off the boat the boss of the level will leave the boat. Honestly, if you just focus on holding your ground at the same two block opening, you will probably be just fine in this chapter. Just make sure to keep switching out your support characters and heal up your front line melee characters and you should be fine.
After the chapter is done you can buy a Master Seal from this location. These Master Seals allow you to adapt your characters into stronger versions of themselves and usually allows them to wield another weapon. Before this point in the story you could only really buy Master Seals off of special merchants. I was so happy when I found a place to buy Master Seals in Fire Emblem: Awakening regularly.