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Serenity in Ruin

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Serenity in Ruin


Location

Florra Port

Boss(es)

Veyle,Zephia,Corrupted Hyacinth,Griss,Marni,Mauvier

Previous chapter(s)

Seashore Travels

Next chapter(s)

The Cold Voyage

Serenity in Ruin (Japanese:砕かれた平和Shattered Peace) is the seventeenth chapter ofFire Emblem Engage. In this chapter, theElusian army assaults the coast ofFirene with all of theirEmblem Rings, andAlear's army confronts them.

In addition to thenext main chapter, completing this chapter will also unlock theninth andtenth paralogue chapters.

Plot

Main article:Serenity in Ruin/Script

Alear andAlfred make their way to Florra Port, where they see smoke rising. They arrive to findElusian warships docked, and the village burning to the ground. As they are about to go rescue its villagers,Zephia,Griss, andVeyle arrive. Veyle attempts to tell Alear that she simply wants to talk, but Alear is unconvinced, and chastises her for fighting alongsideSombron's army. Veyle demands Griss to tell her whether he ordered the attack, which he responds by saying he only knew of the attack, but did not order it himself. Zephia then tells Veyle that it was her that ordered the attack.Marni andMauvier then arrive, and the former confirms that it was indeed Veyle who ordered the assault, leaving her confused. Zephia explains that, in the past, Veyle had disobeyed Sombron, leading to him considering her a "defect". He then granted Zephia the power to strengthen Veyle's draconic tendencies, causing a second personality to awaken in her that would then commit many acts of aggression, including creatingCorrupted and murderingLumera. Veyle then apologizes profusely to Alear, who is confused, and then she breaks down in despair.

Just as Alear attempts to comfort her, Zephia uses her magic to suppress Veyle's timid personality and reawaken her violent one. Veyle orders Zephia to give her theRing of theHero-King, and for the other Hounds to prepare for battle. She then reveals that she has revived KingHyacinth as a Corrupted, and gives him the Ring of the Sage Lord while taunting Alear andIvy. With both armies having six Emblem Rings to their name, a full-scale battle erupts between them.

Alear's army succeeds in both fending off the Elusians and taking the Ring of the Sage Lord from Hyacinth. Veyle and the Hounds retreat to one of their warships, where they plan their next course of action. Veyle demands Zephia to give her the Emblem Ring she was using, which Zephia obliges. As the ship floats away, Veyle throws it to Alear, who catches it. Though Alear is confused, Veyle exclaims that their friendship meant everything to her. Zephia then slaps Veyle as punishment, and vows to ensure that her benevolent personality never returns. Marni orders Mauvier to guard the remaining rings.

Alear reunites withEmblems Sigurd andLeif, with the former apologizing for his failure to protect them. Leif explains to them that, as Sombron cannot move very far, he exerts his will through Veyle.Diamant suggests that the group try to rescue her, though Alear recommends that they tend to Florra Port first. Alear sendsAlfred to meet withÈve, and then prays for Veyle's safety.

Beginning log

Chasing Elusian warships heading to Firene, the Divine Dragon's army arrives at Florra Port.

Chapter data

NormalHardMaddening

Chapter Data
Conditions
Unit Data
Victory: DefeatVeyle,Zephia,Corrupted Hyacinth,Griss,Marni, andMauvierPlayerPartnerOtherEnemyThird
Defeat:Alear dies1–12{{{partner}}}{{{other}}}35{{{third}}}
Map dimensions:
30 columns by 30 rows
Chapter Data
Conditions
Unit Data
Victory: DefeatVeyle,Zephia,Corrupted Hyacinth,Griss,Marni, andMauvierPlayerPartnerOtherEnemyThird
Defeat:Alear dies1–12{{{partner}}}{{{other}}}41{{{third}}}
Map dimensions:
30 columns by 30 rows
Chapter Data
Conditions
Unit Data
Victory: DefeatVeyle,Zephia,Corrupted Hyacinth,Griss,Marni, andMauvierPlayerPartnerOtherEnemyThird
Defeat:Alear dies1–12{{{partner}}}{{{other}}}45{{{third}}}
Map dimensions:
30 columns by 30 rows

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Character data

Characters
New units

None

Forcibly deployed characters
Alear f ​
Available characters
Vander ​Clanne ​Framme ​Alfred ​Etie ​Boucheron ​Céline ​Louis ​Chloé ​Yunaka ​Alcryst ​Citrinne ​Lapis ​Diamant ​Amber ​Jade ​Ivy ​Zelkov ​Kagetsu ​Fogado ​Pandreo ​Bunet ​Timerra ​Merrin ​Panette ​Hortensia ​Seadall ​Rosado ​Goldmary ​

Emblem Ring data

Characters
New units
Sigurd
Emblem
HP
N/A
Inventory
Ridersbane
Canter
Gallop
Override
Level
N/A
Automatically at the end of the chapter
Leif
Emblem
HP
N/A
Inventory
Killer Axe
Arms Shield
Adaptable
Quadruple Hit
Level
N/A
Automatically at the end of the chapter
Available characters
Lucina ​Lyn ​Ike ​Byleth ​Corrin ​Eirika ​

Additionally,Emblem Energy appears in the following locations:

  • Column 2, row 21: Southwest ofMauvier and his squad
  • Column 4, row 24: Just west of a burning windmill
  • Column 4, row 25: Just west of a burning windmill
  • Column 7, row 30: On the southern border of the map, between two patches of woods
  • Column 8, row 30: On the southern border of the map, between two patches of woods
  • Column 9, row 30: On the southern border of the map, between two patches of woods
  • Column 19, row 14: Northeast of the eastern fort
  • Column 20, row 15: East of the eastern fort

Item data

Items
NameObtainment Method
Master SealDropped byVeyle
Flashing Fist ArtDropped byCorrupted Hyacinth
BolganoneDropped byGriss
FortifyDropped byGriss

Marketplace data

Marketplace

ArmoryItem ShopFlea Market

NameStockPrice
Slim Sword500
Iron Sword1,000
Steel Sword2,000
Silver Sword14,000
Armorslayer32,500
Killing Edge22,500
Levin Sword13,000
Wo Dao12,500
Wyrmslayer12,500
Iron Blade61,500
Slim Lance500
Iron Lance1,000
Steel Lance2,000
Silver Lance14,000
Javelin61,800
Ridersbane32,500
Killer Lance23,000
Spear14,500
Iron Greatlance61,500
Compact Axe500
Iron Axe1,000
Steel Axe2,000
Silver Axe14,000
Hand Axe61,800
Hammer32,500
Poleaxe32,500
Killer Axe23,000
Tomahawk14,500
Iron Greataxe61,500
Mini Bow500
Iron Bow1,000
Steel Bow2,000
Silver Bow14,000
Longbow32,000
Killer Bow23,000
Short Knife500
Iron Dagger1,000
Steel Dagger2,000
Silver Dagger14,000
Kard31,000
Stiletto12,000
Surge1,500
Fire1,000
Thunder1,000
Wind1,000
Elsurge22,500
Elfire22,000
Elthunder12,000
Elwind12,000
Initiate Art500
Iron-Body Art1,000
Steel-Hand Art2,000
Silver-Spirit Art14,000
Shielding Art2,500
NameStockPrice
Heal500
Mend1,000
Physic43,000
Restore500
Warp12,000
Rewarp21,200
Illume500
Freeze21,500
Silence21,500
Obstruct5500
Fracture11,200
Vulnerary300
Antitoxin9400
Elixir2800
Pure Water9600
Torch300
HP Tonic150
Strength Tonic150
Dexterity Tonic150
Speed Tonic150
Luck Tonic150
Defense Tonic150
Magic Tonic150
Resistance Tonic150
Master Seal9(+2)2,500
Second Seal15(+3)2,500
NameStockPrice
Steel Ingot50(+40)500
Sturdy Rod1500

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Enemy data

NormalHardMaddening

Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckBldMovInventory and Skills
Veyle &MarthFell Child30147
Revival Stone
14+21820+316+313221665RapierObscuritéStilettoMaster SealThis item is dropped upon this unit's defeat.
Fell ProtectionPerceptive+Unyielding+Divine SpeedLodestar Rush
• Starts on afort.
• Begins moving if a nearbyHigh Priest,Royal Knight, orPaladin is provoked.
• ObtainsMercurius andBreak Defenses after using one of her Revival Stones.
Zephia &SigurdMelusine29151
Revival Stone
1818192014+321+213+496+6RidersbaneLevin Sword
Canter+Momentum+GallopOverride
• UsesOverride if she can attack a line of at least two adjacent units from 1-range.
• Can use Override multiple times.
• ObtainsTyrfing andHeadlong Rush after using one of her Revival Stones.
Corrupted Hyacinth &LeifMartial Master8149
Revival Stone
12923+32010+3121610+35Killer AxeMaster LanceFlashing Fist ArtThis item is dropped upon this unit's defeat.Physic
Arms Shield+Vantage+AdaptableQuadruple Hit
• Does notChain Guard.
• Begins moving if a nearbyGeneral is provoked.
• Obtains theLight Brand after using one of his Revival Stones.
Elusian SoldierGeneral4439151166−11626144Silver Axe
• The eastern one immediately begins moving unprovoked.
• The northwestern two both begin moving if either of them orCorrupted Hyacinth is provoked.
• The southwestern one begins moving ifMarni,Mauvier, or a nearbyHigh Priest orRoyal Knight is provoked.
Elusian SoldierHigh Priest44305121413−25+5141165Shielding ArtPhysic
• The eastern one begins moving unprovoked on turn 4, or if a nearbySniper orCorrupted Wyrm is provoked.
• The northwestern two both begin moving if either of them,Veyle, or a nearbyRoyal Knight orPaladin is provoked.
• The southwestern one begins moving ifMarni,Mauvier, or a nearbyGeneral or Royal Knight is provoked.
Elusian SoldierRoyal Knight413610101915−78101086SpearMend
Begins moving ifVeyle or a nearbyHigh Priest orPaladin is provoked.
Elusian SoldierPaladin43361222014−2107896Silver Sword
• The northern one begins moving ifVeyle or a nearbyHigh Priest orRoyal Knight is provoked.
• The southern two both begin moving if either is provoked.
Griss &CelicaSage8143
Revival Stone
15+218+320171222+41685SeraphimRecoverBolganoneThis item is dropped upon this unit's defeat.FortifyThis item is dropped upon this unit's defeat.
Resonance+EchoDark Warp
Immediately begins moving unprovoked.
Elusian SoldierSage41263141513513875Elfire
Begins moving unprovoked on turn 2.
Elusian SoldierSage41263141513513875Elwind
Begins moving unprovoked on turn 2.
Elusian SoldierHalberdier46341341613−5115685Silver Lance
• The southeastern two immediately begin moving unprovoked.
• The northeastern two and the southwestern two begin moving unprovoked on turn 2.
Elusian SoldierHalberdier41341341613−7115685Spear
Begins moving unprovoked on turn 2.
Marni &RoyGeneral8+3146+13
Revival Stone
20+88+19+18+118+67+110+1144LancereaverWyrmslayerHurricane Axe
Hold Out+Sink BelowBlazing Lion
Begins moving ifMauvier or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Mauvier &MicaiahRoyal Knight8142
Revival Stone
1613+422201514+511+6116ShineNosferatuFlame LanceRecover
ContemplativeClericDark AugmentGreat Sacrifice
Begins moving ifMarni or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Elusian SoldierRoyal Knight423610101915−58101086Silver LancePhysic
Both begin moving if either of them,Marni,Mauvier, or a nearbyGeneral orHigh Priest is provoked.
Elusian SoldierBerserker43441401112−2524135Silver Axe
Immediately begins moving unprovoked.
Elusian SoldierSniper42351011713−374775Silver Bow
Both begin moving unprovoked on turn 4, or if either of them or the nearbyHigh Priest orCorrupted Wyrm is provoked.
Corrupted WyrmCorrupted Wyrm281490128211133162Fire BreathFireball
• Automatically equipsFire Breath after initiating combat withFireball.
• Begins moving unprovoked on turn 4, or if a nearbySniper orHigh Priest is provoked.
Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckBldMovInventory and Skills
Veyle &MarthFell Child30150
Revival Stone
17+22020+320+322311665RapierObscuritéStilettoMaster SealThis item is dropped upon this unit's defeat.
Fell ProtectionStalwartDark SpiritPerceptive+Unyielding+Divine SpeedLodestar Rush
• Starts on afort.
• Begins moving ifCorrupted Hyacinth or a northwesternGeneral,High Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• ObtainsMercurius andBreak Defenses after using one of her Revival Stones.
Zephia &SigurdMelusine29158
Revival Stone
2021212824+328+213+496+6RidersbaneLevin Sword
StalwartSoulbladeCanter+Momentum+GallopOverride
• UsesOverride if she can attack a line of at least two adjacent units from 1-range.
• Can use Override multiple times.
• ObtainsTyrfing andHeadlong Rush after using one of her Revival Stones.
Corrupted Hyacinth &LeifMartial Master8157
Revival Stone
161425+32122+3231610+35Killer AxeMaster LanceFlashing Fist ArtThis item is dropped upon this unit's defeat.Physic
StalwartDiffuse HealerArms Shield+Vantage+AdaptableQuadruple Hit
• Does notChain Guard.
• Begins moving ifVeyle or a northwesternGeneral,High Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• Obtains theLight Brand after using one of his Revival Stones.
Elusian SoldierGeneral45482321872867154Silver Axe
• The eastern one immediately begins moving unprovoked.
• The northwestern two both begin moving if either of them,Veyle,Corrupted Hyacinth, or a northwesternHigh Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• The southwestern two both begin moving if either of them,Marni,Mauvier, or a nearby High Priest or Royal Knight is provoked.
Elusian SoldierHigh Priest44328201615−19+5231375Shielding ArtPhysic
• The eastern one begins moving unprovoked on turn 4, or if a nearbySniper orCorrupted Wyrm is provoked.
• The northwestern two both begin moving if either of them,Veyle,Corrupted Hyacinth, or a northwesternGeneral,Royal Knight,Paladin, or Corrupted Wyrm is provoked.
• The southwestern one begins moving ifMarni,Mauvier, or a nearby General or Royal Knight is provoked.
Elusian SoldierRoyal Knight423918152219−713151186SpearMend
• The northern one begins moving ifVeyle,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Paladin, orCorrupted Wyrm is provoked.
• The southern one begins moving ifMarni,Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
Elusian SoldierPaladin43432052218−116129106Silver Sword
All three begin moving if any of them,Veyle,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight, Paladin, orCorrupted Wyrm is provoked.
Elusian SoldierPaladin42432052218−516129106Spear
Both begin moving if either of them,Veyle,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight, Paladin, orCorrupted Wyrm is provoked.
Griss &CelicaSage8143
Revival Stone
20+230+320212035+41685SeraphimRecoverBolganoneThis item is dropped upon this unit's defeat.FortifyThis item is dropped upon this unit's defeat.
Spell HarmonyResonance+EchoDark Warp
Immediately begins moving unprovoked.
Elusian SoldierSage41286221715921975Elfire
Begins moving unprovoked on turn 2.
Elusian SoldierSage41286221715921975Elwind
Begins moving unprovoked on turn 2.
Elusian SoldierHalberdier46422182217−41610795Silver Lance
• The southeastern two immediately begin moving unprovoked.
• The northeastern two and the southwestern two begin moving unprovoked on turn 2.
Elusian SoldierHalberdier42422182217−61610795Spear
Begins moving unprovoked on turn 2.
Marni &RoyGeneral8+3151+13
Revival Stone
25+88+110+17+131+610+110+1144LancereaverWyrmslayerHurricane Axe
StalwartSwapHold Out+Sink BelowBlazing Lion
Begins moving ifMauvier or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Mauvier &MicaiahRoyal Knight8155
Revival Stone
2328+422212424+511+6116ShineNosferatuFlame LanceRecover
ContemplativeStalwartReforgeClericDark AugmentGreat Sacrifice
Begins moving ifMarni or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Elusian SoldierRoyal Knight423918152219−513151186Silver LancePhysic
Both begin moving if either of them,Marni,Mauvier, or a nearbyGeneral,High Priest, or Royal Knight is provoked.
Elusian SoldierBerserker43522521214−1954145Silver Axe
Immediately begins moving unprovoked.
Elusian SoldierSniper42382042515−2129885Silver Bow
Both begin moving unprovoked on turn 4, or if either of them or the nearbyHigh Priest orCorrupted Wyrm is provoked.
Corrupted WyrmCorrupted Wyrm2825202110325254182Fire BreathFireball
• Automatically equipsFire Breath after initiating combat withFireball.
• The eastern one begins moving unprovoked on turn 4, or if a nearbySniper orHigh Priest is provoked.
• The western one begins moving ifVeyle,Corrupted Hyacinth, or a northwesternGeneral, High Priest,Royal Knight, orPaladin is provoked.
Enemy Units
NameClassLv#HPStrMagDexSpdLckPrfWlvDefResChaLckBldMovInventory and Skills
Veyle &MarthFell Child30150
Revival Stone
23+22520+325+322311665RapierObscuritéStilettoMaster SealThis item is dropped upon this unit's defeat.
Fell ProtectionVeteran+Dark SpiritPerceptive+Unyielding+Divine SpeedLodestar Rush
• Starts on afort.
• Begins moving ifZephia,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• ObtainsMercurius andBreak Defenses after using one of her Revival Stones.
Zephia &SigurdMelusine29158
Revival Stone
2021212824+328+213+496+6RidersbaneLevin Sword
Veteran+SoulbladeCanter+Momentum+GallopOverride
• Begins moving ifVeyle,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• UsesOverride if she can attack a line of at least two adjacent units from 1-range.
• Can use Override multiple times.
• ObtainsTyrfing andHeadlong Rush after using one of her Revival Stones.
Corrupted Hyacinth &LeifMartial Master8160
Revival Stone
202026+32527+3301610+35Killer AxeMaster LanceFlashing Fist ArtThis item is dropped upon this unit's defeat.Physic
Veteran+Diffuse HealerArms Shield+Vantage+AdaptableQuadruple Hit
• Does notChain Guard.
• Begins moving ifVeyle,Zephia, or a northwesternGeneral,High Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• Obtains theLight Brand after using one of his Revival Stones.
Elusian SoldierGeneral4753295221135117164Silver Axe
• The eastern two immediately begin moving unprovoked.
• The northwestern two both begin moving if either of them,Veyle,Zephia,Corrupted Hyacinth, or a northwesternHigh Priest,Royal Knight,Paladin, orCorrupted Wyrm is provoked.
• The southwestern three all begin moving if any of them,Marni,Mauvier, or a nearby High Priest or Royal Knight is provoked.
Elusian SoldierHigh Priest443712262019−114+5301475Shielding ArtPhysic
• The eastern one begins moving unprovoked on turn 4, or if a nearbySniper orCorrupted Wyrm is provoked.
• The northwestern two both begin moving if either of them,Veyle,Zephia,Corrupted Hyacinth, or a northwesternGeneral,Royal Knight,Paladin, or Corrupted Wyrm is provoked.
• The southwestern one begins moving ifMarni,Mauvier, or a nearby General or Royal Knight is provoked.
Elusian SoldierPaladin44482592722−1231710106Silver Sword
All four begin moving if any of them,Veyle,Zephia,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight, Paladin, orCorrupted Wyrm is provoked.
Elusian SoldierRoyal Knight424422202723−718211286SpearMend
• The northern one begins moving ifVeyle,Zephia,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Paladin, orCorrupted Wyrm is provoked.
• The southern one begins moving ifMarni,Mauvier, or a nearby General, High Priest, or Royal Knight is provoked.
Elusian SoldierPaladin42482592722−5231710106Spear
Both begin moving if either of them,Veyle,Corrupted Hyacinth, or a northwesternGeneral,High Priest,Royal Knight, Paladin, orCorrupted Wyrm is provoked.
Griss &CelicaSage8143
Revival Stone
20+230+320212035+41685SeraphimRecoverBolganoneThis item is dropped upon this unit's defeat.FortifyThis item is dropped upon this unit's defeat.
UnbreakableSpell HarmonyResonance+EchoDark Warp
Immediately begins moving unprovoked.
Elusian SoldierSage41321028211914281075Elfire
Begins moving unprovoked on turn 2.
Elusian SoldierSage41321028211914281075Elwind
Begins moving unprovoked on turn 2.
Elusian SoldierHalberdier474726122721−42115795Silver Lance
• The southeastern two immediately begin moving unprovoked.
• The northeastern three and the southwestern two begin moving unprovoked on turn 2.
Elusian SoldierHalberdier424726122721−62115795Spear
Begins moving unprovoked on turn 2.
Marni &RoyGeneral8+3151+13
Revival Stone
25+88+110+17+131+610+110+1144LancereaverWyrmslayerHurricane Axe
Veteran+SwapHold Out+Sink BelowBlazing Lion
Begins moving ifMauvier or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Mauvier &MicaiahRoyal Knight8155
Revival Stone
2328+422212424+511+6116ShineNosferatuFlame LanceRecover
ContemplativeVeteran+ReforgeClericDark AugmentGreat Sacrifice
Begins moving ifMarni or a nearbyGeneral,High Priest, orRoyal Knight is provoked.
Elusian SoldierRoyal Knight424422202723−518211286Silver LancePhysic
Both begin moving if either of them,Marni,Mauvier, or a nearbyGeneral,High Priest, or Royal Knight is provoked.
Elusian SoldierBerserker4358316161814104155Silver Axe
Immediately begins moving unprovoked.
Elusian SoldierSniper42432583019−21714985Silver Bow
Both begin moving unprovoked on turn 4, or if either of them or the nearbyHigh Priest orCorrupted Wyrm is provoked.
Corrupted WyrmCorrupted Wyrm2825702715633334182Fire BreathFireball
• Automatically equipsFire Breath after initiating combat withFireball.
• The eastern one begins moving unprovoked on turn 4, or if a nearbySniper orHigh Priest is provoked.
• The western one begins moving ifVeyle,Zephia,Corrupted Hyacinth, or a northwesternGeneral, High Priest,Royal Knight, orPaladin is provoked.

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Boss data

Main article:Veyle

NormalHardMaddening

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Note: Veyle getsMercurius andBreak Defenses after using one of her Revival Stones.

Main article:Zephia

NormalHardMaddening

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Note: Zephia getsTyrfing andHeadlong Rush after using one of her Revival Stones.
Main article:Hyacinth

NormalHardMaddening

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Note: Corrupted Hyacinth gets theLight Brand after using one of his Revival Stones.
Main article:Griss

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Main article:Marni

NormalHardMaddening

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Main article:Mauvier

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Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

Chapter 17 is notorious for its massive length, featuring6 bosses with Emblems as well as 39 other enemies. Not only that, every generic enemy is alsopromoted from here on out.

The first priority is dealing with theHalberdiers andGenerals near the starting position; while those attacking the Halberdiers have nothing to fear, those attacking the Generals may be inGriss'Dark Warp range.

Griss has 48 Attack with Dark Warp; it's a lot, but it's plenty survivable, especially if you chug aPure Water beforehand to bring it down to 41 Attack. He will waste no time using it if he has a target, and he will easily overextend himself well past the attack ranges of any other enemy. He only has 39 Attack with his weakSeraphim tome, and 21 AS, so he should go down once ganged up on.

By now, Griss' Halberdier andSage squad will be approaching; if they are getting in the way of the Griss fight, stall them with a Mystical/Dragon unit andCorrin; fire tiles have a high movement cost and will keep them out of the way for a turn. Regardless, as theBerserker squad will be on your tail by now, it's best to push through the Halberdiers and Sages as gaining ground will make the Berserkers take extra turns to reach you.

The map is designed so that the Halberdier squad in the bottom left, theSniper squad near the center right, the Berserker squad on the bottom of the map and Griss' minions all approach the player's starting position in the span of about 2-3 turns, thus likely overwhelming the player units with more threats than they can possibly deal with at once. This is why it is important to push northwards early, as if the player can get into Griss' starting area, they can easily defend a pair of 1-wide chokepoints (which theCorrupted Wyrm can't cross), while also throwing the enemy timing out of whack. Now, only one squad will approach the bridges at a time, which can be easily managed.

Once the aggressive enemies are routed, there are only two enemy groups left to deal with. The first is theMarni-Mauvier squad in the bottom left; provoking any member of those squads will provoke all nine of them. The other is theVeyle-Zephia-Hyacinth group, composed of every remaining enemy not in the Marni-Mauvier squad. If the player tries to fight Marni and Mauvier first, they will basically get forced to attack Marni's group head on, as trying to provoke Mauvier from the side will put them in range of a Corrupted Wyrm that aggro the other three bosses; consequently, both Marni and Mauvier's groups will slam into the army at the same time and overwhelm the player.

It is overall safer to use a flier to lure the infamous12-Mov Zephia across the water. It'll provoke the rest of her army, but they take such a long time to reach Griss' starting area that they won't be a problem for the time being. Zephia herself tends toCanter back over the water, and since her mobility is way too high to run or hide from, this basically necessitatesEntrap to put her into position to be ganged up on.

Once Zephia goes down, the next objective is to deal with the incoming swarm of enemies. It's best to use FlameDragon Veins to slow them down and chip them down wholesale. In fact, once the enemy army reaches the bridge, simply having two bulky units block the bridges can severely restrict the amount of damage the enemy can do, as thePaladins will get to the front with their higher movement and block the rest of the enemies. As long as you don't accidentally kill too many of the Paladins in front too soon, the bosses can't do much at all. Assassinate the High Priest to cut off the enemy source of healing and prepare to deal with the bosses.

Veyle will likely need to be dealt with first, as she is more of a threat with herRapier andObscurité tome. Lure her into using Obscurité by intentionally leaving a 1-range Paladin alive at the front of the line, and repeatedly killing the enemy behind him until Veyle takes that spot. Obscurité weighs Veyle down by quite a bit, making her easy to gang up on; since she will have it equipped, however, it may be prudent to have your units use Pure Water beforehand. Once she exposes herself, kill the Paladin blocking the way and move in for the kill; the cramped nature of the bridges means that its best to attack with units that can one-round her withEngage attacks or can displace themselves out of the way with Canter.Astra Storm can also hit her for some damage without having anyone get in the way. Once she goes down, plug the gap back up by moving a bulky unit forward to keep the rest of the enemies blocked.

Hyacinth is next, and he's mostly a walking wall. While he has 60 HP and 30/30 defenses, he doesn't have a good way to wallbreak a high-DEF unit. As with Veyle casting Obscurité, Hyacinth prefers to chuckMaster Lances at you from behind a Paladin, which isn't much of a threat due to its low Might and awful Hit. It's better to simply withstand his attacks as you clean up the rest of the fodder as long as you don't put any low-DEF units in his range, as prematurely killing his first life bar gives him theLight Brand. Once he's alone, swarm him with your units and he should go down.

With Veyle, Zephia and Hyacinth off the map, Mauvier and Marni become much easier to deal with, as it is now possible to approach Mauvier from the north or east sides. This will cause Mauvier's group to aggro and overextend themselves far away from Marni's group, making it possible to clear them out before Marni can even get close enough to interfere. Mauvier's main threat is his 10 crit fromShine, which is a problem for low-Lck units; if you let him equipNosferatu, he just becomes an absolute pain to kill. His backup is also on the slow side and weak to anti-cavalry weapons, so taking his group out quickly should not be an issue.

Marni for the most part is a physical brick wall, with her 64 HP and 37 Defense. Since she hasHold Out+, she requires 2 rounds to kill no matter what. However, she folds to any sort of magical attack, and even if Hold Out+ stops her from dying, the damage boost fromDivinely Inspiring ignores Marni's defenses, meaning even weak units can deal the last points of damage needed to finish her healthbars off. Just be careful not to let Marni attack Alearor someone next to Alear. She has the RoyWyrmslayer, which as 10 MT instead of the usual 8, and combined with her 33 Strength, Alear will get burnt to a crisp by her63 Attack, and yes, she can andwill useBlazing Lion to hit and kill Alear as a secondary target. Once she goes down, the chapter thankfully ends.

Trivia

Etymology and other languages

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

Serenity in Ruin

--

Japanese

砕かれた平和

Shattered peace

Spanish

Paz quebrada

Broken peace

French

Quiétude ruinée

Shattered tranquility

German

Zerstörte Ruhe

Destroyed Silence

Italian

Serenità in frantumi

Serenity in ruin

Korean

산산조각 난 평화

Shattered peace

Simplified Chinese

粉碎的和平

Shattered peace

Traditional Chinese

粉碎的和平

Shattered peace

References

  1. Chapter 17: Serenity in Ruin Interactive Map, Triangle Attack,Retrieved: March 25, 2023
← Seashore Travels •Serenity in Ruin• The Cold Voyage →
Fire Emblem Engage
Playable charactersAlcrystAlearAlfredAmberAnnaBoucheronBunetCélineChloéCitrinneClanneDiamantEtieFogadoFrammeGoldmaryGregoryHortensiaIvyJadeJeanKagetsuLapisLindonLouisMadelineMauvierMerrinNelNilPandreoPanetteRafalRosadoSaphirSeadallTimerraVanderVeyleYunakaZelestiaZelkov
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