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|
|
| Location
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Fancy Estate
|
| New units
|
Nina
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| Boss(es)
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Nina
|
|
| “
|
That's right. Must I explain it to you? I steal from the rich. I give to the poor. The creep who owns this manor is one of the richest. So here I am. You wouldn't believe how he's gotten his hoard of treasures. Not that you'd care.
|
”
|
— Nina, explaining the backstory of the manor's owner
|
Abrupt Clash (Japanese: 予期せぬ遭遇 An Unexpected Encounter) is the twenty-second paralogue chapter in Fire Emblem Fates, and also the paralogue chapter with the highest number. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. The chapter is unlocked after both clearing Chapter 8 in Conquest or clearing Chapter 17 in Revelation, and having Niles be married. This chapter can only be unlocked if Niles marries a woman, and thus is unavailable if Niles marries a male Corrin.
In this chapter, Corrin and their army protect a rich man's house and the treasures within from a band of outlaws, led by Niles's daughter Nina who has fled her Deeprealm to pursue a calling of chivalrous thievery.
Plot
- Main article: Abrupt Clash/Script
A rich man requests Silas and Corrin's army guard his treasures from a group of thieves who have been sighted nearby; Silas accepts, and looks to Niles's advice as an expert thief. Later, after making preparations, Niles addresses the thieves as Corrin's army hides and the thieves enter the mansion. Niles addresses the leader of the thieves and discovers that it is his daughter Nina, who has left her Deeprealm to be a chivalrous thief, and claims the owner of the mansion has attained his wealth immorally. Niles rebukes her for stealing at all, and the two begin to fight. Nina then calls in her band to begin stealing from the mansion and begins to flee; Corrin's army appears to stop Nina and the thieves.
Once the battle is finished, Nina is apprehended, and she and Niles begin to argue. Nina rebukes Niles for abandoning her in her Deeprealm, but Niles states that she was placed there to protect her from the war he is fighting, as he could not live with himself if she were hurt. He offers her to utilize her talents as a thief in Corrin's army; Nina scoffs at the idea, and insists again that the owner of the mansion is immoral, and has ruined the lives of many of the members of her troop. When Niles agrees to investigate the man's history, Nina agrees to join his army. Later, Niles and Silas talk, revealing that Nina was correct about the mansion owner; Nina witnesses them and begins to daydream about the men in Corrin's army, but is interrupted by Niles, who has seen her staring.
Summary
The group defends an important treasure from a group of bandits. Niles takes charge of the defense plan but is shocked to learn that his daughter, Nina, is in the group.
Chapter data
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|
|
|
|
| Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
| Defeat: Corrin dies*, the player's army is routed*, or Nina escapes
|
2–12
|
{{{partner}}}
|
{{{other}}}
|
26+3
|
{{{third}}}
|
|
|
Map dimensions: 27 columns by 29 rows
|
|
|
|
|
|
|
|
| Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
| Defeat: Corrin dies*, the player's army is routed*, or Nina escapes
|
2–12
|
{{{partner}}}
|
{{{other}}}
|
33+6
|
{{{third}}}
|
|
|
Map dimensions: 27 columns by 29 rows
|
|
|
|
|
|
|
|
| Victory: Rout the enemy
|
Player
|
Partner
|
Other
|
Enemy
|
Third
|
| Defeat: Corrin dies*, the player's army is routed*, or Nina escapes
|
2–12
|
{{{partner}}}
|
{{{other}}}
|
41+10
|
{{{third}}}
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|
|
Map dimensions: 27 columns by 29 rows
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|
|
Character data
Note: The returning characters list only those recruited by the time this chapter can first be unlocked (after completing Chapter 8 in Conquest or after completing Chapter 17 in Revelation). In Conquest, Felicia is only a returning character if Corrin is male, while Jakob is only a returning character if Corrin is female; in Revelation, both Felicia and Jakob are available regardless of Corrin's gender. As a paralogue chapter, there is no set timeframe in which the chapter must be taken on; thus, it is possible to have recruited more characters than the above by the point the chapter is started.
Item data
There are no event tiles during the events of the chapter. When returning to the area for skirmishes in Revelation, the following event tiles appear:
- Column 8, row 11: Four squares west, one square south of the westernmost player deployment position
- Column 20, row 11: Four squares east, one square south of the easternmost player deployment position
There are no Dragon Veins in this chapter.
Level scaling data
This chapter's enemy units are subject to level scaling mechanisms that increase their levels as the player makes progress along the main story path. The tables below show the differences between the initial levels of the units and the levels of the units at each particular main story path chapter position. Initial unpromoted units who reach an effective level of 21 will become promoted units of level (effective level −20) unless otherwise stated.
| Chapter
|
9
|
10
|
11
|
12
|
13
|
14
|
15
|
16
|
17
|
18
|
19
|
20
|
21
|
22
|
23
|
24
|
25
|
26
|
27
|
| Levels from previous chapter
|
0
|
0
|
0
|
+1
|
+1
|
+2
|
+1
|
+2
|
+1
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
+2
|
| Total levels gained
|
0
|
0
|
0
|
+1
|
+2
|
+4
|
+5
|
+7
|
+8
|
+10
|
+12
|
+14
|
+16
|
+18
|
+20
|
+22
|
+24
|
+26
|
+28
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- Additional notes: Nina stops visibly scaling upon hitting level 20 unpromoted at the Chapter 18 position; from the Chapter 19 position onward, Nina will have an Offspring Seal in her inventory. The initial level 12 Knight becomes promoted at the Chapter 18 position; all other enemy units become promoted at the Chapter 19 position.
When enemies become promoted, they become the following classes:
Enemy data
- Stats with two figures separated by a ~ are presented as a range. The figures to the left of the ~ are taken from a Chapter 9 playthrough, the earliest possible point where this chapter may be undertaken in the Conquest campaign; the figures to the right of the ~ are taken from a Chapter 27 playthrough, the latest possible point a save file may be positioned at.
- After all enemies with Locktouch have either escaped or been defeated, every enemy will ignore their existing behavior in favor of attempting to escape.
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Wlv
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Nina
|
Outlaw
|
10~20
|
1
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
5+1
|
Iron Bow
Daydream • Movement +1 • Varies • Varies • Locktouch
|
• See Nina/Stats for more information on Nina's stats. • Prioritizes opening the northern chest, then escaping via the western hallway; her escape results in a Game Over.
|
|
Ruffian
|
Outlaw
|
10~18
|
3
|
24~44
|
8~21
|
1~15
|
9~21
|
12~30
|
7~13
|
7~16
|
11~31
|
5~6
|
Iron Bow*/ Steel Bow*
Pass • Locktouch
|
| Prioritizes opening a chest, then escaping.
|
|
Ruffian
|
Knight
|
12~20
|
1
|
27~54
|
13~33
|
0
|
10~26
|
6~13
|
6~15
|
14~35
|
4~17
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin*/ Spear*
Armored Blow • Wary Fighter
|
| Immediately begins moving unprovoked.
|
|
Ruffian
|
Mercenary
|
9~17
|
2
|
24~49
|
10~27
|
0
|
11~30
|
9~25
|
4~13
|
8~22
|
4~15
|
5~6
|
Iron Sword*/ Silver Sword*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Mercenary
|
9~17
|
2
|
24~49
|
10~27
|
0
|
11~30
|
9~25
|
4~13
|
8~22
|
4~15
|
5~6
|
Iron Sword*/ Steel Sword*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
22~42
|
8~21
|
6~28
|
9~21
|
12~30
|
3~9
|
5~14
|
9~29
|
5~6
|
Shining Bow
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
25~52
|
12~32
|
0
|
9~25
|
5~12
|
6~15
|
13~34
|
4~17
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin • Door Key
|
| Begins moving if the nearby Fighter is provoked.
|
|
Ruffian
|
Fighter
|
9~17
|
3
|
24~54
|
11~35
|
0
|
10~27
|
8~25
|
3~5
|
6~17
|
2~8
|
5~6
|
Iron Axe*/ Steel Axe*
|
• The northern one begins moving if the nearby Knight is provoked. • The southern two move to attack if a unit is in range, and return to their starting positions otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
2
|
25~52
|
12~32
|
0
|
9~25
|
5~12
|
6~15
|
13~34
|
4~17
|
4~5
|
Iron Lance*/ Steel Lance*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
25~52
|
12~32
|
0
|
9~25
|
5~12
|
6~15
|
13~34
|
4~17
|
4~5
|
Iron Lance*/ Silver Lance*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Outlaw
|
10~18
|
1
|
22~42
|
8~21
|
1~15
|
9~21
|
12~30
|
3~9
|
5~14
|
9~29
|
5~6
|
Steel Bow*/ Silver Bow*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
2
|
22~42
|
0
|
10~31
|
8~19
|
5~19
|
2~6
|
7~21
|
10~27
|
5~6
|
Thunder*/ Ragnarok*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
2
|
25~52
|
12~32
|
0
|
9~25
|
5~12
|
6~15
|
13~34
|
4~17
|
4~5
|
Iron Lance*/ Steel Lance*
Wary Fighter
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
22~42
|
0
|
10~31
|
8~19
|
5~19
|
2~6
|
7~21
|
10~27
|
5~6
|
Fimbulvetr*/ Ragnarok*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
22~42
|
8~21
|
1~15
|
9~21
|
12~30
|
3~9
|
5~14
|
9~29
|
5~6
|
Iron Bow*/ Steel Bow*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
|
|
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Wlv
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Nina
|
Outlaw
|
10~20
|
1
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
5+1
|
Iron Bow
Daydream • Movement +1 • Varies • Varies • Locktouch
|
• See Nina/Stats for more information on Nina's stats. • Prioritizes opening the northern chest, then escaping via the western hallway; her escape results in a Game Over.
|
|
Ruffian
|
Outlaw
|
10~18
|
3
|
25~45
|
10~23
|
1~15
|
10~22
|
15~33
|
7~13
|
8~17
|
13~33
|
5~6
|
Iron Bow*/ Steel Bow*
Pass • Locktouch
|
| Prioritizes opening a chest, then escaping.
|
|
Ruffian
|
Knight
|
12~20
|
1
|
30~57
|
15~35
|
0
|
11~27
|
7~14
|
6~15
|
16~37
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin*/ Spear*
Armored Blow • Wary Fighter • Inspiration
|
| Immediately begins moving unprovoked.
|
|
Ruffian
|
Mercenary
|
9~17
|
2
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Silver Sword*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Mercenary
|
9~17
|
1
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Steel Sword* • Wyrmslayer
Quick Draw
|
| Only moves to attack units in range.
|
|
Ruffian
|
Mercenary
|
9~17
|
1
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Silver Sword*
Quick Draw
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
1
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Steel Bow*/ Silver Bow*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
1
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Iron Bow*/ Silver Bow*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
23~43
|
10~23
|
8~30
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Shining Bow
Lucky Seven
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin • Door Key
Wary Fighter
|
| Begins moving if the nearby Knight or Fighter is provoked.
|
|
Ruffian
|
Knight
|
10~18
|
4
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Steel Lance*
Wary Fighter
|
• The northwestern one begins moving if the nearby Knight or Fighter is provoked. • The southwestern one moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked. • The other two move to attack if a unit is in range; they return to their starting positions otherwise.
|
|
Ruffian
|
Fighter
|
9~17
|
1
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe*
Counter
|
| Begins moving if a nearby Knight is provoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin*/ Spear*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Silver Lance*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Fighter
|
9~17
|
2
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Fighter
|
9~17
|
1
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe*/ Tomahawk*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Steel Bow*/ Silver Bow*
Lucky Seven
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
2
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Thunder*/ Ragnarok*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Silver Lance*
Wary Fighter
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Fimbulvetr*/ Ragnarok*
Malefic Aura
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Thunder*/ Fimbulvetr*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
23~43
|
10~23
|
8~30
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Shining Bow • Iron Bow*/ Steel Bow*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
|
|
|
|
|
|
|
|
Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Wlv
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Nina
|
Outlaw
|
10~20
|
1
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
Varies
|
5+1
|
Iron Bow
Daydream • Movement +1 • Varies • Varies • Locktouch
|
• See Nina/Stats for more information on Nina's stats. • Prioritizes opening the northern chest, then escaping via the western hallway; her escape results in a Game Over.
|
|
Ruffian
|
Outlaw
|
10~18
|
3
|
25~45
|
10~23
|
1~15
|
10~22
|
15~33
|
7~13
|
8~17
|
13~33
|
5~6
|
Iron Bow*/ Steel Bow*
Pass • Locktouch
|
| Prioritizes opening a chest, then escaping.
|
|
Ruffian
|
Knight
|
12~20
|
1
|
30~57
|
15~35
|
0
|
11~27
|
7~14
|
6~15
|
16~37
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin*/ Spear*
Armored Blow • Wary Fighter • Inspiration
|
| Immediately begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
2
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin*/ Spear*
Armored Blow • Wary Fighter
|
| Immediately begins moving unprovoked.
|
|
Ruffian
|
Mercenary
|
9~17
|
2
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Silver Sword*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Mercenary
|
9~17
|
1
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Steel Sword* • Wyrmslayer
Quick Draw
|
| Only moves to attack units in range.
|
|
Ruffian
|
Mercenary
|
9~17
|
1
|
26~51
|
11~28
|
0
|
12~31
|
11~27
|
4~13
|
9~23
|
5~16
|
5~6
|
Iron Sword*/ Silver Sword*
Quick Draw
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
1
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Steel Bow*/ Silver Bow*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
1
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Iron Bow*/ Silver Bow*
|
| Only moves to attack units in range.
|
|
Ruffian
|
Outlaw
|
10~18
|
3
|
23~43
|
10~23
|
8~30
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Shining Bow
Lucky Seven
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin • Door Key
Wary Fighter
|
| Begins moving if the nearby Knight or Fighter is provoked.
|
|
Ruffian
|
Knight
|
10~18
|
4
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Steel Lance*
Wary Fighter
|
• The northwestern one begins moving if the nearby Knight or Fighter is provoked. • The southwestern one moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked. • The other two move to attack if a unit is in range; they return to their starting positions otherwise.
|
|
Ruffian
|
Fighter
|
9~17
|
2
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe*
Counter
|
| Begins moving if a nearby Knight is provoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance* • Javelin
Wary Fighter
|
| Begins moving if the nearby Fighter is provoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Steel Lance* • Javelin*/ Spear*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Silver Lance*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Fighter
|
9~17
|
2
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Fighter
|
9~17
|
1
|
27~57
|
14~38
|
0
|
11~28
|
10~27
|
3~5
|
7~18
|
3~9
|
5~6
|
Iron Axe*/ Steel Axe* • Hand Axe*/ Tomahawk*
|
| Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Axe*/ Steel Axe*
Wary Fighter
|
• Incapable of attacking until promotion after Chapter 18. • Moves to attack if a unit is in range, and returns to his starting position otherwise until turn 6, at which point he begins moving unprovoked.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
23~43
|
10~23
|
1~15
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Steel Bow*/ Silver Bow*
Lucky Seven
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
2
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Thunder*/ Ragnarok*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Fimbulvetr*/ Ragnarok*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Iron Lance*/ Silver Lance*
Wary Fighter
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Fimbulvetr*/ Ragnarok*
Malefic Aura
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Dark Mage
|
9~17
|
1
|
23~43
|
0
|
12~33
|
8~19
|
6~20
|
2~6
|
8~22
|
11~28
|
5~6
|
Thunder*/ Fimbulvetr*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Knight
|
10~18
|
1
|
28~55
|
14~34
|
0
|
10~26
|
6~13
|
6~15
|
15~36
|
5~18
|
4~5
|
Steel Lance*/ Silver Lance*
Wary Fighter
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
Ruffian
|
Outlaw
|
10~18
|
2
|
23~43
|
10~23
|
8~30
|
10~22
|
15~33
|
3~9
|
6~15
|
11~31
|
5~6
|
Shining Bow • Iron Bow*/ Steel Bow*
|
| Moves to attack if a unit is in range; returns to his starting position otherwise.
|
|
|
|
|
|
Reinforcements
- Turn 5
- 1 Knight from the western stairs
- 1 Knight paired up with a Fighter from the western stairs (Lunatic only)
- 1 Dark Mage from the eastern stairs
- Paired up with an Outlaw on Hard and above
- 1 Dark Mage paired up with an Outlaw from the eastern stairs (Lunatic only)
- Turn 7
- 1 (Normal)/2 (Hard/Lunatic) Fighter(s) from the far northwestern stairs
Boss data
- Main article: Nina
Strategy
| This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
|
This section has been marked as a stub. Please help improve the page by adding information.
This paralogue is practically a time-limited mission, allowing Nina to escape results in failure unlike in many other paralogues in the Fire Emblem series. Once she is defeated, the danger is nearly averted. Similarily to Midori's recruitment chapter, the boss will make little to no attempt to manually fight and head for the escape, only participating in Dual Strikes.
Various Outlaws/Adventurers in this paralogue will make their way to the treasure chests to escape with them, they can be difficult to catch up with since they are behind breakable walls and locked doors.
Trivia
- This paralogue is one of the few moments where the ally death tune plays on defeating the boss, normally used for recruitable NPCs and enemies in the series.
- On Lunatic difficulty, one of the Knights is exclusively armed with axes, rendering him unable to attack until he gets promoted into a General due to paralogue level scaling.
Etymology and other languages
| Names, etymology, and in other regions
|
| Language
|
Name
|
Definition, etymology, and notes
|
| English
|
Abrupt Clash
|
--
|
| Japanese
|
予期せぬ遭遇
|
An Unexpected Encounter
|
| Spanish
|
Choque brutal
|
Brutal collision
|
| French
|
Confrontation violente
|
Violent confrontation
|
| German
|
Aus dem Nichts
|
Out of Nowhere
|
| Italian
|
Scontro
|
Clash
|
| Korean
|
뜻밖의 조우
|
Unexpected encounter
|
|
|
Gallery
This section has been marked as a stub. Please help improve the page by adding information.
References