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Objectives

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(Redirected fromRout)
The status menu inThe Sacred Stones explains a chapter's objective.

In everychapter orskirmish in theFire Emblem series, the player is tasked with achieving a certainobjective (Japanese:目的objective) orvictory condition (Japanese:勝利条件victory condition) in order to clear the map.

Common objectives

Seize

The first objective the series offered, and an extremely common one since, is seizing: the aim being to have the player's main character arrive at a certain point on the map and end the chapter by selecting the Seize command once standing on top of it. In the majority of games, seize points are thrones in the heart of a castle or fort in interior maps, or the gates of a castle or fort in exterior maps, althoughFire Emblem: Path of Radiance,Radiant Dawn, and the prologue maps ofShadow Dragon vary this by having seize points be a space of otherwise innocuous terrain which happens to be marked by a blue glow (Tellius) or yellow glow (Shadow Dragon). Seize points are almost always occupied by the chapter'sboss, requiring that the player's army defeat them before they can seize; this task is made more daunting by how typical seize points give their occupierdefensive,resistance, andavoidance boosts and heal the occupier at the beginning of their turn.

Path of Radiance andRadiant Dawn feature an objective similar to seize called "Arrive"; it differs from seize in that the player army's commander is not necessarily the character who must arrive. InPath of Radiance, any unit may arrive, while inRadiant Dawn, the unit that must arrive differs by chapter—for example, the playable characterLaura must arrive inPart I, Chapter 2, while thePart III, Prologue's goal is to haveSkrimir – an NPC character – arrive. Arrive also appears inEpisode IV of theNew Archanea Saga bonus chapters inFire Emblem: New Mystery of the Emblem, whereNyna must arrive at a particular fort; unlike the Tellius games, the condition is met when Nyna ends her turn on the designated space, rather than performing a dedicated command.

InFire Emblem Fates, similar to the arrive objective inPath of Radiance, any character can seize.

Seize objectives are the only objectives inMystery of the Emblem andGenealogy of the Holy War; the latter uniquely requires that multiplecastles be successively seized in the same chapter, with each castle seized opening the way to the next until the player's army reaches the map's final castle. Also, it is the only objective inThe Binding Blade, with the exception of theEndgame and thetrial maps; and the only one inShadow Dragon & the Blade of Light and its remake,Shadow Dragon, with the exception of theEndgame, as well as the multiplayer maps in the latter.

Rout the enemy

Rout simply requires that every enemy unit currently on the map be defeated in order to clear the chapter. Ifreinforcements appear, they must also be defeated.

Rout first appeared as an objective inFire Emblem Gaiden, and serves as the objective in the majority of the battles in it and its remake,Shadows of Valentia. Additionally, allskirmish situations also have a rout objective.

Chapter 2 ofCindered Shadows features an unusual form of the rout objective in which the objective was to "Rout all the enemies except theDeath Knight". Even though the Death Knight does not need to be defeated in order to clear the map, the player can still fight and defeat him if they so choose.

Defeat the boss

Worded as "defeat the enemy commander" inShadows of Valentia andThree Houses, this objective is effectively a typical seize objective minus one step: the goal is simply to kill the enemyboss, and doing so automatically ends the chapter. This objective does not require that all other enemies be defeated as well. InEngage, it is worded to directly indicate who needs to be defeated, even if there are multiple commanders to be defeated, for instance as "DefeatLumera" inChapter 2, the first instance of such an objective in the game. The sole exception isChapter 17, where due to the large number of enemy commanders, it is simply worded as "Defeat all six enemy commanders."

InFire Emblem: Three Houses,Chapter 16 of non-Crimson Flower routes andChapter 17 of the Azure Moon and Verdant Wind routes have multiple bosses, and the objective is expanded to "defeatall enemy commanders". These otherwise function the same as other "defeat the boss" chapters.

Additionally, inThree Houses, NPC units are incapable of defeating bosses when the map objective is "defeat boss" and there is only one boss to be defeated, likely to prevent them from ending the chapter without giving the player a chance toDivine Pulse. If their attack would otherwise reduce the boss to 0 HP, the boss will survive with 1 HP and combat will immediately end, skipping over all remaining attacks for that round of combat.

Defend or survive

Defensive objectives task the player with enduring an enemy siege for a set number of turns (often between 7 and 15 turns), and the emphasis is on maintaining the defenses of their location to avoid being overwhelmed and defeated, rather than taking an active offensive against the enemy (though in most cases, doing so is certainly possible). Maps termed "defend" typically require the player to prevent enemies from seizing an area or killing NPCs, while "survive" maps generally lack such objectives. Some defense maps can be won prematurely by defeating the chapter boss. In addition, all defense maps inThree Houses andHeroes are automatically won if the player successfully routs the enemy.

The deaths of particular units has been aGame Over condition in every game in the series since the first, and each chapter ofFire Emblem: Genealogy of the Holy War features ahome castle that must be defended from enemies attempting to seize it. Defensive victory conditions were introducedFire Emblem: Archanea Saga, where each episode required the player to survive the broadcast; they were introduced to the main series inFire Emblem: Thracia 776, and were relatively common until games afterRadiant Dawn did not continue to include them.

The following maps are defensive maps. An asterisk (*) indicates that the chapter can also be completed by defeating the boss:

Escape

Escape objectives require the player to reach a point with a number of units; maps with escape objectives typically feature enemy units that are much stronger than the players or that greatly outnumber them. How many units or which units must escape varies by game and by chapter: inThracia 776,Path of Radiance, andRadiant Dawn, the main character is the only unit that must escape; while in later games, depending on the chapter, every unit must escape.

Escape was introduced inThracia 776, and has appeared somewhat infrequently since. InThracia 776, escape has an additional mechanic: any player unit who does not leave from the escape tile beforeLeif will be consideredcaptured and removed from the player's party. As with other captured units, the player has an opportunity to get these units back inChapter 21x. Similarly, inPath of Radiance andRadiant Dawn (except during chapter 1 of the latter game), bonus experience is given out for every additional unit that escapes besides the main character.

Unusual objectives

Occasionally, individual chapters in a game may have an entirely unique objective that does not appear elsewhere in the series.

Multiple objectives

A map may have multiple conditions for victory. Depending on the map, victory may result from meeting any one of the conditions, or only once they have all been met. For instance,Chapter 19 ofThe Sacred Stones is a defend map that player wins once 13 turns have passed, but they player may also win by defeatingRiev; conversely,Chapter 20 ofThracia 776 requires the player to defend for at least 15 turns and to defeat the boss, whileChapter 22 ofEngage requires the player to retrieve twelve Emblem Rings and rout the enemy. The first map with multiple conditions wasthe final chapter ofMystery of the Emblem Book II, which requires the player to defeatMedeus, then seize the throne; unlike most bosses, who must be defeated by virtue of guarding their seize points, Medeus does not defend the throne, rather his defeat unlocks the seize command.

Hidden or changing objectives

Infrequently, one or more objectives may be hidden from the player or may change partway through a map. While hidden objectives usually apply at all times, an objective that changes usually only applies once the change has taken place, meaning it is possible to clear the map based on the initial objective. Rarely, changes in the objectives displayed to the player do not reflect changes in the true conditions to end the map, usually because the new condition was previously hidden.

Examples of hidden or changing objectives include:

  • Genealogy of the Holy War:Chapter 5, where the stated objective is to seize Belhalla, but the true objective is forSigurd to talk toAida. However, due to a developer oversight, the initial true objective is to seize Velthomer, and only changes once Aida arrives; additionally, ifglitches are used to seize the otherwise inaccessible Belhalla, the chapter will still clear.
  • Path of Radiance:Chapter 27 Stage 2, where the objective is displayed as "???"; the true objective is to escape, defeat theBlack Knight, or survive for 5 turns.
  • Radiant Dawn:Part III Endgame, where the stated objective is rout, while the true objective is for 80 units to be defeated.
  • Three Houses:Chapter 14 of routes other than Crimson Flower, where the initial condition is rout, but can change to defeat boss.
  • Three Houses:Foreign Land and Sky, where the initial objective is rout or arrive, but changes to rout later.

Failure conditions

Most chapters feature a failure condition, though several chapters have multiple; when any failure condition is met, the player experiences aGame Over.

The most common failure condition is the defeat of a protagonist; this is sometimes extended to important non-protagonists, such asSothe through Part I ofRadiant Dawn, orMerlinus inChapter 13x ofThe Blazing Blade. Preventing the defeat of important characters is a failure condition in the vast majority of chapters. While some or all protagonists must be deployed in most chapters, not deploying them when possible—such as inskirmishes or in games with multiple protagonists (e.g.Robin may be left out of most battles inAwakening)—is not a failure condition. In cases where no protagonists are deployed, the player's army being routed becomes the new default failure condition. This is also the case forFates onCasual Mode; on that mode,Corrin's defeat does not result in a Game Over.

In addition to defending characters, some chapters—typically those withdefend objectives—task the player with defending an area, and will fail accordingly if an enemy reaches the area to defend. For instance, every chapter inGenealogy of the Holy War requires the player to defend ahome castle, andChapter 10 ofFates: Conquest requires the player to protect the north area near where they deploy.

Some chapters require the player to achieve victory in some number of turns; contrary to defend or survive chapters, where reaching a certain turn results in victory, reaching a certain turn in these such chapters results in defeat. Some chapters with turn limits areChapter 24 ofPath of Radiance,Chapter III-1 ofRadiant Dawn, andChapter 24 ofEngage; additionally, every battle inThree Houses has a 99-turn limit. Rather than achieving total victory within a turn limit, some chapters require one or more sub-objectives to be achieved within a turn limit, but impose no limit on achieving further objectives; for example,Cindered Shadows Chapter 6 fromThree Houses requires the player to dismiss four vortices within 20 turns, but imposes no limit (beyond the universal 99-turn limit) on defeating the boss.

Rarely, a chapter may require that a unit be prevented from leaving the map, typically an important boss that must be defeated—this is contrary to typical requirements, where enemies leaving the map contributes to the rout objective. InFates,Asugi (an NPC) attempts to escape in the paralogueSaizo vs. Saizo; while inThree Houses,Judith (the boss, who must be defeated) attempts to escape inCrimson Flower Chapter 13. Additionally, while not a failure conditionper se, someThieves inMystery of the Emblem andNew Mystery of the Emblem will attempt to escape carrying someAstral Shards or theGeosphere; their escape does not cause a game over, but does prevent the player from obtaining those items, thus locking into thebad ending onChapter 20.

InThree Houses andEngage, if the player has charges left for theirturn rewind mechanics, a rewind will activate when a failure condition is met, allowing the player to attempt to prevent the failure.

Etymology and other languages

Names, etymology, and in other regions
LanguageNameDefinition, etymology, and notes
English

• Objective
• Victory condition

• Used in the GBA titles.
• Used fromPath of Radiance onward.

Japanese

もくひょう
目的
クリア条件
勝利条件

Objective. Used inMystery of the Emblem.
• Objective; used fromGenealogy of the Holy War toThe Sacred Stones. Written asもくてき inGenealogy of the Holy War andThracia 776. InThe Blazing Blade andThe Sacred Stones, it is used in the objective window in the corner, while the below name is used on the battle status menu.
• Clear condition. Used inThe Blazing Blade andThe Sacred Stones on the battle status menu.
• Victory condition. Used fromPath of Radiance onward.

French

Objectif

Objective

References

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