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Seven Bracelets
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Seven Bracelets is the sixth and final chapter of theFire Emblem Engage expansionFell Xenologue. In this chapter,Alear andNel fight againstNil for the future of the parallel world.
Completing this chapter will unlockZelestia,Gregory,Madeline, Nel, andRafal for use in the main story for that save file.
Plot
- Main article:
Seven Bracelets/Script
At the fallen remains of theSomniel,Nil recounts on his past powerlessness as a child.Nel begs him to stop trying to rule over a dead world, urging him to remember the time he shared with her as family, but he reveals that he is merely pretending to be her twin, who had died long ago. He then declares his desire to fight against her, and for her to end his life. Though he briefly considers their time as "family", he grows restless and announces that he will carry out his fatherSombron's legacy. Soon after,Alear arrives, and Nil demands that he dispel a magical ward that was placed on the finalEmblem Bracelet—the Bracelet of the Three Houses—by their world's Alear; otherwise, he would kill Nel. Alear obliges, however Nil uses the seven bracelets' power to transform himself into a dragon, and reneges on his promise to keep Nel alive.
Zelestia,Gregory, andMadeline soon reunite with the group, explaining thatMauvier had used aWarp staff to teleport them to safety while he alone remained underneath the crumbling temple. Disgusted by the survival of three of theFour Winds, Nil threatens to kill all of them. Alear, Nel, and the others refuse to back down, and engage against Nil in one final battle, albeit not before the Alear of this world grants them their power.
Despite his newfound power, Nil is defeated and reverts to his human form, with the Emblem Bracelets disappearing as well. Unable to fulfill Sombron's will, Nil deems himself worthless, though Nel refutes this feeling. Nil then reveals that he is not Nel's twin, but another Fell Dragon whose twin died when he was very young. In the past, he met the realNil, who was nearly identical to him. When the real Nil died, he gave the false one Nel's dragonstone, and asked him to take his place to keep Nel from grieving. Nel then tells him that she had always known about his ruse, and chose to accept him as her brother regardless. She also reveals that she had left flowers for the real Nil back when they were mourning their world's Alear atLythos Castle.
With these words on his mind, Nil requests Nel to kill him. She refuses, stabbing herself instead, stating that she would rather die than lose another brother. Her last words are to ask Nil what his true name is; she then dies, causing her dragonstone to shatter in front of Nil. Grieving, he reveals his name to beRafal, and laments his failure to be her other half. Alear and Zelestia then sense Sombron's magic within the shards of the dragonstone, and reason that it must have sown hatred in Rafal's heart to keep him and Nel from conspiring against Sombron; with its destruction, the spell is released. Despite learning of this, Rafal refuses to allow anyone else to take responsibility for his misdeeds. UsingLumera's revival of Alear as inspiration, Rafal then pledges to pour his life force into Nel to revive her, even if it takes a thousand years. Impressed by his resolve, Alear then invites Rafal and Nel to join them in their world's Somniel when he completes his goal. Rafal agrees to his invitation, though only when Nel is revived and if she has forgiven him. Zelestia then thanks Rafal, and expresses her desire to meet him again.
Alear, the remaining Winds, and the others return to Lythos Castle. After reflecting on the events that have passed, the Winds discuss their next plans. Gregory suggests they try to rebuild the world, but Madeline protests that, without any other living people in it, it would be a fruitless endeavor. Alear then invites the Winds to join them in their world. Though Madeline is reluctant to leave Mauvier behind in the world, Gregory reminds her that Mauvier's last wishes were that they all be happy. The two argue briefly, and Madeline weeps over Mauvier's death again, but the three Winds ultimately accept Alear's invitation. As the group departs, the Alear of the dead world thanks them and asks them to take care of their people.
Back in their Somniel, Alear basks in the good weather. Suddenly, Rafal and Nel approach them.
Beginning log
Having lost Nel and the bracelets, the Divine Dragon journeys to a once-floating island to find Nil.
Chapter data
NormalHardMaddening
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| Victory: DefeatFell Nil | Player | Partner | Other | Enemy | Third | |
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| Defeat:Nel orAlear dies | 5–14 | {{{partner}}} | {{{other}}} | 44+13+∞ | {{{third}}} | |
| Map dimensions: 30 columns by 30 rows | ||||||
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| Victory: DefeatFell Nil | Player | Partner | Other | Enemy | Third | |
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| Defeat:Nel orAlear dies | 5–14 | {{{partner}}} | {{{other}}} | 55+36+36+∞ | {{{third}}} | |
| Map dimensions: 30 columns by 30 rows | ||||||
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| Victory: DefeatFell Nil | Player | Partner | Other | Enemy | Third | |
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| Defeat:Nel orAlear dies | 5–14 | {{{partner}}} | {{{other}}} | 62+57+25+∞ | {{{third}}} | |
| Map dimensions: 30 columns by 30 rows | ||||||
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Character data
| Characters | |
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New units | |
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Forcibly deployed characters | |
Available characters | |
Undeployable characters | |
When replaying the chapter, Nel, Zelestia, Gregory, and Madeline will use their default stats and thus cannot use their inheritable skills or emblem bond levels.
Emblem Ring data
| Characters | |
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New units | |
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Available characters | |
Additionally,Emblem Energy appears in the following locations:
- Column 1, row 12: Southwest of the northwesternFell Sigil
- Column 2, row 20: Just southeast ofFogado's starting position
- Column 4, row 26: South of the southwestern Fell Sigil
- Column 7, row 13: Southeast of the northwestern Fell Sigil
- Column 17, row 21: Just southeast of aSniper in woods
- Column 20, row 17: East of the center Fell Sigil
- Column 24, row 7: West of the northeastern Fell Sigil
- Column 30, row 15: On the eastern border of the map, between two small patches of open water
Item data
The following items are obtained as a reward to be used in the main story:
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Additionally, numerous enemy units drop items for use specifically in this chapter:
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Enemy data
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NormalHardMaddening
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Reinforcements
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- AfterFell Nil usesSummon Vortex from the southern Fell Sigil
- 2Generals withSilver Lances from west of Fell Nil's starting position
- 2Generals withSilver Axes from west of Fell Nil's starting position(Hard/Maddening only)
- 1General with aSilver Sword from just southeast of Fell Nil's starting position
- 1(Normal)/2(Hard/Maddening)General(s) withSilver Axe(s) from east of Fell Nil's starting position
- 1General with aSilver Lance from southeast of Fell Nil's starting position(Hard/Maddening only)
- After Fell Nil uses Summon Vortex from the southwestern Fell Sigil
- 3 level 28Corrupted Wolves; one from southwest, east, and north of the southwestern Fell Sigil each(Hard/Maddening only)
- 3 level 28Corrupted Wolves; two from southeast of the southwestern Fell Sigil, one from north of the southwestern Fell Sigil
- 1 level 32Corrupted Wolf from west of the southwestern Fell Sigil(Hard/Maddening only)
- After Fell Nil uses Summon Vortex from the center Fell Sigil
- 1Mage Cannoneer withFreeze Blast from southwest of the center Fell Sigil
- 1Mage Cannoneer withSilence Blast from southeast of the center Fell Sigil(Hard/Maddening only)
- 1Mage Cannoneer withBreak Blast from south of the center Fell Sigil
- 1Mage Cannoneer withVenom Blast from southeast of the center Fell Sigil
- 1Mage Cannoneer withTornado Blast from west of the center Fell Sigil(Hard/Maddening only)
- 1Mage Cannoneer withMighty Blast from east of the center Fell Sigil(Hard/Maddening only)
- 3Snipers; two from west of the center Fell Sigil, one from southeast of the center Fell Sigil(Maddening only)
- After Fell Nil uses Summon Vortex from the southeastern Fell Sigil
- 1Great Knight with aSilver Lance from north of the southeastern Fell Sigil
- 1Great Knight with aSilver Sword from south of the southeastern Fell Sigil(Hard/Maddening only)
- 1(Normal/Hard)/2(Maddening)Wolf Knight(s) from just northeast of the southeastern Fell Sigil
- 1Wolf Knight from south of the southeastern Fell Sigil(Hard/Maddening only)
- 1Great Knight with aSilver Axe from southeast of the southeastern Fell Sigil(Hard/Maddening only)
- 1Great Knight with aSilver Sword from just west of the southeastern Fell Sigil
- 2Great Knights withSpears from northwest of the southeastern Fell Sigil(Maddening only)
- After Fell Nil uses Summon Vortex from the northwestern Fell Sigil
- 2Griffin Knights; one from north and west of the northwestern Fell Sigil each
- 2Griffin Knights; one from northeast and southeast of the northwestern Fell Sigil each(Hard/Maddening only)
- 1Wyvern Knight with aSilver Axe from southwest of the northwestern Fell Sigil
- 2Wyvern Knights withSilver Axes; one from just southeast and north of the northwestern Fell Sigil each(Hard/Maddening only)
- After Fell Nil uses Summon Vortex from the northeastern Fell Sigil
- 1Sage withElthunder from south of the northeastern Fell Sigil
- 1Sage withElfire from southwest of the northeastern Fell Sigil(Hard/Maddening only)
- 1Sage withElwind from south of the northeastern Fell Sigil
- 1Sage withElthunder from north of the northeastern Fell Sigil(Hard/Maddening only)
- 1Sage withElfire from northwest of the northeastern Fell Sigil
- 1Sage withElwind from just northeast of the northeastern Fell Sigil(Hard/Maddening only)
- After Fell Nil uses Summon Vortex from the northern Fell Sigil
- 2Great Knights withSilver Lances from south of the northern Fell Sigil
- 2Great Knights withSpears from south of the northern Fell Sigil(Hard/Maddening only)
- 1Sniper from south of the northern Fell Sigil(Maddening only)
- 1Sage withElthunder from east of the northern Fell Sigil(Maddening only)
- 1Sage withElfire from southeast of the northern Fell Sigil
- 1Martial Master withFortify andRecover from southwest of the northern Fell Sigil(Hard/Maddening only)
- After Fell Nil uses Summon Vortex from the northern Fell Sigil a second time
- 1Halberdier with aSilver Lance from west of the northern Fell Sigil
- 2Halberdiers withSpears from west of the northern Fell Sigil(Hard/Maddening only)
- 2(Normal)/3(Hard)Snipers; one(Normal)/two(Hard) from north of the northern Fell Sigil, one from southwest of the northern Fell Sigil
- 1Martial Master withFreeze from west of the northern Fell Sigil(Maddening only)
- 1 level 32Corrupted Wolf from just west of the northern Fell Sigil(Maddening only)
- 1Mage Cannoneer withEldritch Blast from northwest of the northern Fell Sigil(Maddening only)
- After Fell Nil uses Summon Vortex from the northern Fell Sigil a third time
- 1(Normal)/2(Hard/Maddening)Berserker(s) withSilver Axe(s) from northeast of the northern Fell Sigil
- 1Berserker with aTomahawk from east of the northern Fell Sigil
- 1Hero from northeast of the northern Fell Sigil
- 2Heroes; one from northeast and southeast of the northern Fell Sigil each(Hard/Maddening only)
- 1Sage withElthunder from northeast of the northern Fell Sigil(Maddening only)
- 1Martial Master withFreeze from east of the northern Fell Sigil(Maddening only)
- 1Sage withElwind from southeast of the northern Fell Sigil(Maddening only)
- The pattern in the last three Summon Vortexes repeats infinitely.
- Turn(s) 8(Normal)/6 and 7(Hard)/3 and 5(Maddening)
- 1Wyvern Knight with aSilver Sword from just east of the southwest corner of the map
- 1Wyvern Knight with aSilver Axe from west of ally starting positions(Hard/Maddening only)
- 1Wyvern Knight with aSilver Lance from west of ally starting positions
- On Maddening, these reinforcements repeat on turn 14 if a player unit has reached the northwestern section of the map (columns 1–7, rows 5–23) before turn 9.
- Turn(s) 9(Normal)/9 and 10(Hard)/8, 13, 17, 23, and 29(Maddening)
- 1(Normal/Hard)/2(Maddening)Wyvern Knight(s) withSilver Axe(s) from the southern border of the map, near ally starting positions
- 1(Normal/Maddening)/2(Hard)Wyvern Knight(s) withSilver Lance(s) from the southern border of the map, east of ally starting positions
- 1Corrupted Wyvern from the southern border of the map, east of ally starting positions(Maddening only)
- Turn(s) 9(Normal)/14 and 15(Hard)/13(Maddening)
- 1Wyvern Knight with aSilver Sword from west of the northwestern Fell Sigil
- 1Wyvern Knight with aSilver Axe from south of the northwest corner of the map(Hard/Maddening only)
- 1Corrupted Wyvern from northwest of the northwestern Fell Sigil(Maddening only)
- Turn(s) 11(Normal only)/4 and 6(Maddening only)
- 2(Normal)/3(Maddening)Wyvern Knights withSilver Swords from the western border of the map
- Turns 12 and 13(Hard only)/9 and 11(Maddening only)
- 1Wyvern Knight with aSilver Axe from south of the northeast corner of the map
- 1Wyvern Knight with aSilver Lance from just northeast of the northeastern Fell Sigil
- 1Wyvern Knight with aSilver Lance from just east of the northeastern Fell Sigil(Maddening only)
- On Hard, these reinforcements repeat on turn 14 if a player unit has reached the northwestern section of the map (columns 1–7, rows 5–23) before turn 9.
- On Hard and Maddening, these reinforcements repeat on turns 9–14(Hard)/9, 10, 12, and 14(Maddening) if a player unit has reached the northwestern section of the map (columns 1–7, rows 5–23) before turn 9.
- Turns 22 and 28(Hard only)/19, 25, and 31(Maddening only)
- 2Corrupted Wyverns from northwest of the northern Fell Sigil
- These reinforcements repeat on turns 9, 12, 16, 20, and also turns 10 and 18 on Hard if a player unit has reached the northwestern section of the map (columns 1–7, rows 5–23) before turn 9.
- 2Corrupted Wyverns from northwest of the northern Fell Sigil
- Turn(s) 25(Hard only)/16, 22, and 28(Maddening only)
- 2Corrupted Wyverns from northeast of the northern Fell Sigil
- These reinforcements repeat on turns 13, 14, 16, 18, and 20(Hard)/10, 14, and 18(Maddening) if a player unit has reached the northwestern section of the map (columns 1–7, rows 5–23) before turn 9.
- 2Corrupted Wyverns from northeast of the northern Fell Sigil
- AfterDiamant is provoked
- Emblem Marth from just northwest of Diamant's starting position
- Emblem Celica from just southwest of Diamant's starting position
- Emblem Roy from just southeast of Diamant's starting position(Hard/Maddening only)
- Emblem Leif from just northeast of Diamant's starting position(Hard/Maddening only)
Boss data
Main boss
- Main article:
Nil
NormalHardMaddening
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Sub-bosses
- Main article:
Alfred
NormalHardMaddening
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- Main article:
Céline
NormalHardMaddening
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- Main article:
Diamant
NormalHardMaddening
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- Main article:
Alcryst
NormalHardMaddening
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- Main article:
Ivy
NormalHardMaddening
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- Main article:
Hortensia
NormalHardMaddening
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- Main article:
Timerra
NormalHardMaddening
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- Main article:
Fogado
NormalHardMaddening
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Strategy
| This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
The following strategy and enemy behaviors described apply to maddening mode and may deviate from normal and hard mode.
Nil
Nil's move set is the following:
- Fell Assault: Nil's basic attack which is only used if a player initiates combat with him.
- Devastation: An instant kill area-of-effect attack that is telegraphed to the player before it is used. Harms both player and enemy units. If one or two units are killed, then Nil heals 5 HP and 10 HP respectively. If any more are killed, then he gains a revival stone instead (max of three). If royals on his team are killed, he will acquire their class skill (excluding Fogado who grants his personal skill instead). Also destroys the island which he is on.
- Once Nil destroys the island he is on, he will fly to a predeterminedFell Sigil and any unit caught underneath his flight path will receive 30 damage (units will endure with 1 HP if they otherwise would have been killed)
- Drain Essence: Similar to Devastation, except the area-of-effect is much smaller and no part of the land is destroyed. In addition to Nil healing, any unit killed will leave an emblem recharge spot behind for the player's use.
- Summon Vortex: Summons reinforcements the turn after preparing the move. Occupying a player unit on a vortex when the move is used will prevent the reinforcement from spawning.
- Fell Beam: A powerful area-of-effect attack that is telegraphed to the player before it is used. Only harms player units.
Nil has two main attack patterns. If no unit ends their turn in area (1, 18) to (7, 26) turn 8 or before (the area where enemy Hortensia and Ivy start off), Nil will follow pattern A below:
- (Turn 1) Fell Beam
- (Turn 2) Summon Vortex (preparation)
- (Turn 3) Summon Vortex 1
- (Turn 4) Devastation
- (Turn 5) Summon Vortex (preparation)
- (Turn 6) Summon Vortex 2
- (Turn 7) Fell Beam
- (Turn 8) Devastation
- (Turn 9) Summon Vortex (preparation)
- (Turn 10) Summon Vortex 3
- (Turn 11) Fell Beam
- (Turn 12) Devastation
- (Turn 13) Summon Vortex (preparation)
- (Turn 14) Summon Vortex 4
- (Turn 15) Devastation
- (Turn 16) Summon Vortex (preparation)
- (Turn 17) Summon Vortex 5
- (Turn 18) Devastation
- (Turn 19) Summon Vortex (preparation)
- (Turn 20) Summon Vortex 6
- (Turn 21) Devastation (moves to the final island)
If any unit ends their turn in the area of (1, 18) to (7, 26) turn 8 or before, Nil's move set will be replaced by pattern B starting on turn 9. If Nil triggers pattern B, abnormally many reinforcements will be added to the normally occurring ones, even after he has reached the final island. In addition, all fallen royals will become provoked and begin to approach the player units, disregarding any priorities they may have (except Diamant who will still useSummon Hero). Pattern B is as follows:
- (Turn 9) Devastation
- (Turn 10) Devastation
- (Turn 11) Devastation (moves to the final island, ignoring the northwest one)
Once Nil uses his last instance of Devastation on turn 21 on pattern A or on turn 11 on pattern B, he will move to the final island and use the following moves on loop:
- Summon Vortex (preparation)
- Summon Vortex A (B on next loop, C on following loop, then repeat)
- Fell Beam
- Drain Essence
Fallen Royals
Fogado
Fogado is likely to be the less threatening of the sub-bosses, combat wise, since he is very unlikely to initiate combat on his own unless he can deal a significant amount of damage to a player unit. This also makes luring him towards the player somewhat difficult without risk, with even some ranged attacks aimed towards him not causing him to move. When fighting him, Veronica'sÉlivágar engage weapon is very helpful in neutralizing his stat bonuses, primarily his +10 HP, and since his default weapon is a bow, the player should have an easy time with close range combat. On turn 4, however, Fogado will prioritize on usingDivine Blessing on Nil above all else, then proceed to battle the player normally. Though Nil is likely to gain arevival stone from every island he destroys anyways and is likely to have three by the final fight, Fogado's revival stone actually stacks with these ones, giving Nil an effective fourth one that the player can't see. Because of Fogado's likeliness to not engage the player immediately, the player can ignore him at first and get ahead on the third island, if they're okay with Nil having an additional health bar during the final fight.
Alfred
Alfred is a very unique foe on maddening mode compared to the other royals on this difficulty. From turns 4 to 8, Alfred will prioritize usingPiercing Glare above all else. He will continue to prioritize this skill and be healed by a nearbyMartial Master until turn 8 where, from where he will then move to tile (18, 20) and continue using Piercing Glare from turns 11 to 19. If the player so wishes to defeat him as early as possible, they should do so before his 4th turn as he will then try to return to his starting point and act as a wall. This may be somewhat difficult, however, because, like Fogado, Alfred is very unlikely to initiate combat unless he can deal a significant amount of damage to a player unit. Note that he has theImpenetrable skill which grants him immunity to the freeze status effect so Corrin'sTorrential Roar is not recommended against him. Otherwise, his low resistance makes him weak to magic attacks so use as many of them as you can against him.
It may also be important to note that while defeating Alfred early may make the passageway north appealing to take, entering the northwest area before the second island is destroyed will cause Nil's attack pattern B to commence, causing numerous more reinforcements to join the battle overtime in addition to the ones already designated to come. If Alfred is somehow still alive when Nil activates pattern B, he will not move towards tile (18, 20) but rather battle normally.
Alcryst
Alcryst is very easy to lure to the player units because if he can deal at least one damage withGiga Levin Sword (which is telegraphed to the player if they enter his engage attack range), he will take the opportunity to use it. Once he is within a close range, a group of four or five player units can deal with him easily, seeing as he only has one revival stone to use unlike most other fallen royals on this difficulty. Regardless, remain careful of hisLuna skill which may cause his attacks to deal a sudden increase in damage.
Timerra and Diamant
If no player unit has entered Timerra's attack range by turn 11, she will become provoked and begin to approach player units at a fast rate over the water with herSoar skill. If the player is at a steady pace ahead of Nil in the battle, they may also be simultaneously be dealing with Diamant and his four dark emblems conjured by Dark Veronica. These emblems will be summoned if a player unit enters the northeast island or on enemy phase 10, the sooner of the two. Using area-of-effect attacks on Diamant and the dark emblems such asTorrential Roar,Override, andBlazing Lion can help minimize their threat before Timerra reaches the player units and unleashesDark Inferno on them. When Timerra does arrive, use ranged magic attacks and stay away from close combat because if herSandstorm skill activates while she has a melee weapon equipped, the player unit fighting her is unlikely to survive. Dark Inferno plus Sandstorm may also result in severe damage towards multiple player units so try to get her as close to your units as you can without getting in range of her Dark Inferno, then try to defeat her in one turn.
Take note that unlike the player's version of Veronica, the dark emblems summoned by Dark Veronica will not dissipate if their caster, Diamant, is killed. Also, once Timerra has used Dark Inferno, she will be able to use it again two turns later.
Ivy and Hortensia
There are two ways in which fighting Ivy and Hortensia can be done for the most part. Because Ivy and Hortensia will both move if either one is provoked, entering Hortensia's Elthunder range with a flying unit as soon as possible will lure the two of them down along with someMage Knights. If the player wishes to defeat the two of them as soon as possible, then be careful of theWyvern Knight reinforcements that enter the battle from the west and south west along the way. This method is also risky since Ivy can use powerful attacks while above the water, preventing landbound player units from getting close. The benefit to defeating the two of them now is that players will gain theNodus staff earlier and they won't have to deal fight them later alongside Céline at the same time.
The other, safer method is to not provoke them early and naturally wait for them to begin moving on their 19th turn, preferably after Timerra and Diamant have been defeated. This way, there is more land to fight Ivy and Hortensia on in the north island and landbound units can deal damage to Ivy without her being able to counterattack, should she haveBolting still equipped.
Although Ivy's Bolting is a minimal threat, herCataclysm skill may prove to be a much greater problem. Like Timerra, once Ivy's engage attack is used, she will be able to use it again after two turns. Hortensia is rather frail with low defense nor does she have any emblem skills so defeating her with physical attacks shouldn't be too difficult, but take caution that if the nearby Marial Monk is unable to heal Alfred to full HP, then Hortensia will use herFortify, resulting in her and Ivy's provocation.
Céline
Céline is an offensively powerful foe, with herFailnaught being able to reach a distance of three spaces but if she does use it, then she will be stuck with it on the player phase, thus allowing close ranged units to attack her without harm. Furthermore, since she hasAymr equipped by default which is a smash weapon, player units will be able to make follow up attacks against her before she can make a single attack, thus allowing them to make finishing blows more safety. Céline will begin moving on her own if the nearbySwordmasters orSniper on the northern island are provoked.
Tips
When fighting the fallen royals:
- Corrin'sDraconic Hex can debuff enemies which can help player units deal more damage to them and take less in return.
- Using Hortensia engaged with Micaiah and using a groupRescue on turn 9 can allow a player to send all of their units to the final northernmost area to battle Céline while not having to worry about Nil deviating from pattern A. Veronica'sContract or Seadall'sDance can help speed up the transportation process.
- Edelgard'sFlame Gambit and Corrin and Camilla'sVein of Flame/Smoke can hinder the movement of landbound foes such as Fogado, Alfred, Alcryst, Diamant, and the dark emblems.
- Soren'sDecoy can help control who Timerra and Ivy target withDark Inferno andCataclysm respectively (take caution of anyMage Cannoneers orCorrupted Wyverns who may prematurely wear off the Decoy status effect on a unit).
- Fallen Royals will not use any droppable S rank weapons or staves they may have (Hortensia may use her droppable Fortify but is very unlikely to).
When fighting against the generic corrupted enemies:
- Mage Cannoneers and Corrupted Wyverns have a tendency to act before other enemy units, if given an opportunity to deal damage
- The Mage Cannoneer at tile (4, 6) will always useLet Fly withSilence Blast on tile (10, 7) on turn 2
- Keep non-flier player units away from the water: Wyvern Knights gain +5 speed from theirAir Raid skill when initiating combat from terrain which their opponent cannot enter.
Ways to deal more damage to foes and help player units survive:
- Blue Skies+ grants a flat +5 damage dealt and −5 damage taken to a unit engaged with Eirika, and to any ally who hasGentility+ equipped through inheritance.
- Reprisal+,Weapon Sync+, andSword,Lance, andAxe Power skills can grant additional attack power to player units.
- Bond Forger+ can help nearby units with low accuracy, such as Zelestia and Madeline, have an easier time landing hits on foes. In turn, Zelestia's personal skillFriendly Boost can improve ally accuracy further when she defeats a foe.Divine Pulse+ andHit +30 also provide a consistent and reliable accuracy bonus.
- Marth'sAvoid +30 can help units have a slightly higher chance of avoiding foes.
- Veyle engaged withSoren and having the inheritable skillsHold Out+++ andQuick Riposte+ is very helpful since she will constantly heal and endure during every combat for four turns, due to the engage skillFlare and her dragon unit type bonus granting her doublecritical rate, making her near invincible against all non-Nil enemies (so long as she doesn't miss a hit and not heal as a result). At max bond rank with Soren, Veyle'sRexcalibur can instantly defeat Wyvern Knights and thus can be utilized well on the enemy phase.
Trivia
- The enemy Hortensia is the only royal in the stage to not use anEmblem Bracelet.
- Incidentally, she is also the only royal to drop an item and not have aRevival Stone on Hard mode.
- Enemy reinforcements that appear as a result of Nil following his pattern B move set will appear at the beginning of the player phase as opposed to the end of the enemy phase with those that normally appear.
Etymology and other languages
This section has been marked as astub. Please help improve the page by adding information.
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English | Seven Bracelets | -- |
Gallery
- Alear releases the seal from the Bracelet of the Three Houses
- Rafal uses the power of the seven bracelets to transform himself
- A flashback of Mauvier warping his fellow Winds to safety
- Female Alear battling against Rafal
- Male Alear battling against Rafal
- Nel stabs herself in remorse
- Nel's dragonstone breaks before Rafal as a result of her death
- Rafal mourns the death of Nel
- The remaining three Winds meet the Mauvier of Alear's world
- Rafal reviving Nel
- The seven Emblems freed from Fell Dragon magic
References
| ← The Fell Heir • | Seven Bracelets |
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