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The Ghosts of Bern
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| “ | ...Bern recognizes itself as the strongest force in Elibe. Their pride does not allow them to accept defeat without a fight. | ” | — Guinivere toRoy |
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The Ghosts of Bern (Japanese:ベルンの亡霊Ghosts of Bern) is Chapter 23 ofFire Emblem: The Binding Blade. In order to play this chapter, the player must have completed every side quest, collected every divine weapon, and kept every divine weapon intact.
Plot
- Main article:
The Ghosts of Bern/Script
With Zephiel's death, most of Bern's forces have scattered. However, the remaining Bernese forces, under command of the last Wyvern GeneralBrunnya, have gathered outside theDragon Temple in one last stand against the Etrurian Army. ThoughRoy offers them a peaceful surrender,Guinivere explains that their pride as Bern's knight will not allow them to, and the stays by the frontlines to hear their final struggle.
As the fight continues,Karel the Sword Saint notices the battle approaching the isolated village he resides in, but he has no interest in joining, unless his nieceFir or her fatherBartre enter. Either of them will tell Karel that his sisterKarla has succumbed to her illness, and Karel then joins the battle to support his remaining family.
Roy pushes through Brunnya's army and reaches the temple. Elffin warns him that the temple supposedly holds the power of dragons, which will empower the dragons inside. As a precaution, Roy chooses to only enter with those capable of wielding thelegendary weapons.
Chapter data
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| Victory: Seize the castle gate | Player | Partner | Other | Enemy | Third | |
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| Defeat:Roy dies | 1–16+1 | {{{partner}}} | {{{other}}} | 41 | {{{third}}} | |
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| Map dimensions: 24 columns by 32 rows | ||||||
Character data
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Item data
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Shop data
SwordsLancesAxesBowsAnimaLightDarkStavesItemsSecret
| Name | Cost | |
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![]() | Slim Sword | 480 |
![]() | Iron Sword | 460 |
![]() | Steel Sword | 600 |
![]() | Silver Sword | 1,500 |
![]() | Iron Blade | 980 |
![]() | Steel Blade | 1,250 |
![]() | Silver Blade | 1,800 |
![]() | Killing Edge | 1,300 |
![]() | Light Brand | 1,250 |
![]() | Armorslayer | 1,260 |
| Name | Cost | |
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![]() | Iron Lance | 360 |
![]() | Steel Lance | 480 |
![]() | Silver Lance | 1,200 |
![]() | Killer Lance | 1,200 |
![]() | Ridersbane | 1,040 |
| Name | Cost | |
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![]() | Hand Axe | 300 |
![]() | Killer Axe | 1,000 |
![]() | Hammer | 800 |
![]() | Poleax | 810 |
| Name | Cost | |
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![]() | Iron Bow | 540 |
![]() | Steel Bow | 720 |
![]() | Silver Bow | 1,600 |
![]() | Killer Bow | 1,400 |
![]() | Short Bow | 1,760 |
![]() | Longbow | 2,000 |
| Name | Cost | |
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![]() | Fire | 420 |
![]() | Thunder | 500 |
![]() | Elfire | 800 |
![]() | Aircalibur | 1,100 |
| Name | Cost | |
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![]() | Vulnerary | 300 |
![]() | Pure Water | 900 |
![]() | Elixir | 3,000 |
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Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Boss data
- Main article:
Brunnya - Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.[1]
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Strategy
| This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody. |
Preparing for Battle:
- Assemble a diverse team including bow-wielders,Mages, and agile yet powerful units likeHeroes orSwordmasters.
- Purchase equipment that will be useful, and sell off everything else. Startingnext chapter, you fight exactly 2 classes of enemies;Manaketes andDemon Dragons. Since legendary weapons would need to have be conserved to even get to this point and are the best way to fight dragons, only buy equipment useful against them unless you desperately need something to clear this chapter. Likewise,anti-armor andanti-horse weapons are all but useless, since there's none left for you to fight; sell all of them.
- Recommended equipment for physical units should be either Silver or Killer equipment if they can't use a Legendary Weapon, or if said weapon is low on durability; ~19-20 STR is the benchmark where hit+crit from Killer equals 2 hits of Silver in damage; units above the mark favor Killer weapons for crit rate while units below the mark need the extra punching power on Silver weapons to get better damage averages against Manaketes.
- For magic users, just buy the strongest tome you can get; Manaketes only have 15 RES on Hard, so magic users can deal consistent damage to them, even if they take a lot of damage from them in the process.
- For staff users,Physic is purchasable and recommended; Chapter 24 has narrow pathways that can have other units block the staff user from reaching the injured unit. Failing that,Mend orRecover is recommended as Manaketes do a lot of damage and therefore frontline units require a lot of healing to keep taking hits.
Initial Battle Strategy:
- At the start, only the nearestWyvern Riders and the two closestDruids will approach you. Position your units and be prepared.
- Split your team into two: Have the top group stay outside theManakete's attack range. Position the bottom group to engage the Wyvern Riders on the subsequent turn.
- Always use terrain to your advantage. When forests are present, station your units within them to benefit from defensive boosts.
Advanced Tactics:
- Once the initial wave of enemies is dealt with, deploy your top flying unit equipped with aDelphi Shield to neutralize theArchers manning theballistae. If you do not have this shield, use a well-defended or evasive character to exhaust the ballista or simply keep out of its range.
- For dealing with Manaketes: Place Mages just outside a Manakete's attack zone. On the next turn, focus all attacks on them.
- The toughest opponents are nearBrunnya. Particularly, Druids equipped with disruptive staves have a range of roughly 16 tiles. If you've split your forces, ensure both groups have at least one of the following:Barrier staff,Restore staff, orPure Water.
- First, draw out and defeat the remaining Wyvern Riders, maintaining distance from other foes. Next, engage the Manaketes using units equipped with legendary weapons orWyrmslayers. Finally, confront the remaining adversaries. Given the likelihood of incurring damage, position healers equipped withPhysic staves and haveElffin/Larum on standby to provide additional turns.
FirestoneGlitch:
This chapter allows you to steal an enemy manakete'sFirestone. You'll need an enemy with aBerserk Staff and another enemy holding a Firestone. To trigger the glitch:
- Let one of yourthieves get hit by the Berserkstatus effect near a manakete.
- When it's the berserked Thief's turn, they'll likely steal the nearest manakete's Firestone because of the high steal priority in the Thief AI.
- To increase the odds, ensure the manakete is the only unit within the thief's reach.
- This glitch providesFae an unlimited-use Firestone, which can help save her strongerDivinestone'sdurability.
Engaging the Boss, Brunnya:
If you've followed the strategy above, you'll face Brunnya when she's wielding herBolting magic. This will significantly reduce her speed, allowing your units to possibly land double or even quadruple attacks, especially if equipped with Brave weapons. If not, deploy your strongest unit with a killer or silver weapon to challenge her.
Trivia
- This chapter holds the onlyarmory in the entire game which sellsLight Brands andLongbows.
Etymology and other languages
| Names, etymology, and in other regions | ||
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| Language | Name | Definition, etymology, and notes |
| English | Apparitions of Bern | Used inleftover text from the data transfer menu in the English version ofFire Emblem: The Blazing Blade. |
| English (unofficial) | The Ghosts of Bern | -- |
| Japanese | ベルンの亡霊 | Ghosts of Bern |
Gallery
- Map of the chapter
References
- ↑The Ghosts of Bern, triangleattack.com,Retrieved: December 24, 2020
| ← Unattained Dream • | The Ghosts of Bern | • Legends and Lies → |
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