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Chapter 17: Pirate Ship


Walkthrough

Sailing along through the quiet seas, when suddenly Ninian appears in a little sailing boat alongside ours. She's brought safely ashore but has seemingly lost her memory. Just as she is brought aboard, our ship is suddenly surrounded by enemy ships, they've come for Ninian...

The bottom of the ship is leaking, so all the pirates on the ship have to be below deck trying to stop the ship from sinking. This means that it's up to us to defend the top part of the ship. Ergo, this is a Defend chapter, we have to defend the ship for 11 turns, or alternatively you can end the chapter early by defeating the boss.

Initially there are only two ships, one on each side. The eastern ship has sword users and an archer, and the western side has a large amount of Shamans and the boss of this chapter. You will want to split your units into two groups, lance users to the east, and the rest to the west.

I find it much easier to beat the boss and end the chapter early than it is to stick around and wait for the reinforcements to arrive, especially since the boss carries a speedwing which we need to steal.

Start off the chapter, position your units at the end of the pathways across from the western boat. Be wary of using Oswin as a wall here, one of the mercenaries carries an Armorslayer which will eat right through him if you're not careful. The rest of your units should head towards the western side, magic users in the front to deal with the shamans. Have your healers on standby in case the shamans do hit becuase Flux can hit quite hard. You can reach the boss by around turn five. There is a shaman who drops a Guiding Ring so make sure that you kill him

IF you do want to defend the chapter for the entire time, instead of killing the boss, then things are a bit different.

Mercenary reinforcements spawn from the west, and shamans spawn from the stairs on the east. Leave units in their ranges to draw them out, gang up on them on your turn and make sure to keep healing.

On turn seven, a third ship appears from the southern side and lays a pathway to our ship, there are four enemies on this ship and they begin moving immediately, four more appear soon after along with some Pegasus Knights from the two southern corners of the map. Watch out for enemy unit movement, keep checking ranges, especially on the Pegasus Knights who can fly around the units you set up in defensive positions and attack your weaker units directly.

Keep defending your ship, and soon enough the chapter will end.


Boss
Zoldam
Terrain: None
Description One of the Black Fang. Sent to recapture Ninian.
Zoldam
Health
Str
Skl
Spd
Lck
Def
Res
Con
Lv.18
28
12
11
10
8
7
15
7
Weapon Lv Dark B
Items Luna, Speedwing
Quotes Fight: "Don't worry about any ambush. Board their ship. You don't know how to fight? Go now, or die here..." Defeat: "You possess... this much... power...? Must warn... Must--"
Defeat He's actually quite strong, Luna bypasses your units resistance stats so that it basically does True Damage. Fast units are your best bet, leave behind those with a poor luck stat, I've had the boss crit too many times on me to count.

Gang up on him in one turn with your strongest units, just make sure you've stolen that Speedwing first!

Map

Items
Items
Obtain
Speedwing
Steal from Boss
Longsword
Dropped by Mercenary
Pure Water
Dropped by Mercenary
Guiding Ring
Dropped by Shaman
Red Gem
Dropped by Archer

Armory
Items
Price
Iron Sword
460G
Steel Sword
600G
Steel Lance
480G
Javelin
400G
Steel Axe
360G
Hand Axe
300G
Iron Bow
540G
Steel Bow
720G

Shop
Items
Price
Vulnerary
300G
Door Key
50G
Heal
600G
Mend
1000G
Fire
540G
Thunder
700G
Lightning
630G
Flux
900G

Enemies
Enemies
Level
Amount
Items
Archer
4
x 1
Steel Bow
Red Gem
Mercenary
5
x 1
Iron Sword
Pure Water
Mercenary
5
x 1
Longsword
Mercenary
6 / 8
x 6
Steel / Iron Sword
Shaman
4
x 1
Flux
Pure Water
Shaman
6
x 1
Nosferatu, Pure Water
Shaman
6
x 1
Flux
Guiding Ring
Shaman
7
x 5
Flux

Reinforcements
Enemies
Level
Amount
Items
Location
Turn 2
Myrmidon
4
x 1
Armorslayer
North East
Mercenary
4
x 1
Iron Sword
Eastern Stairs
Turn 4
Shaman
5 + 6
x 2
Flux
Western Stairs
Turn 7
Mercenary
5
x 2
Iron Sword
Southern Ship
Myrmidon
5
x 1
Iron Sword
Southern Ship
Shaman
6
x 1
Flux
Southern Ship
Turn 8
Myrmidon
5
x 1
Iron Sword
Southern East
Pegasus Knight
5
x 2
Slim Lance / Steel Lance
South near sea
Mercenary
4 / 5
x 2
Iron Sword / Slim lance
Southern Stairs
Turn 9
Myrmidon
4
x 1
Armorslayer
North East
Mercenary
4
x 1
Iron Sword
Eastern Stairs