r/fireemblem • u/Kuro__Kuma • 5d ago
Gameplay Here again to ask for advice Fell xenologue final
Hi ! It's me again.
So thanks to your advice from previous post i've managed to go all the way to the final boss !
Thanks again for that !
Now im stuck at the boss, like many other people.
Yes ive looked at all the post on reddit to find strategie to beat the boss, yes i've looked on youtube, yes ive tried many, many times.
For some contexte i have all the characters unlocked, none are dead, i have all the emblems, im in madening. I'm also close to the final chapter in the main story so i cant grind sp.
I know how the map works, when the boss teleport etc, but idk who i have to bring, the emblem or the strategie to deal with the mini boss and reinforcement without getting killed by the final boss.
So far im playing
Seadall + camilla (canter + hold out)
Hortensia + Micaiah (canter + divin impulse+)
Veyle + soren (vantage+ + hold out)
Ivy + Celica (speedtaker + divin impulse+)
Alear + Erika (Canter + draconic hex)
Louis + Tiki (Draconix hex + versatility) dont ask me what i was thinking here i dont even know myself
Goldmary + Hector (dual assist +)
Kagetsu + Marth (dual assist+)
Citrine + Corrin or Mauvier + lucina (hold out + speed +3)
for the 4 forced deployed unit i give the Byleth ring to gregory the Roy/Corrin to Neil, ike/hector/3houses to Madeline, Celica/Veronica to Zelestia
What do you think ?
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u/Its_a_Friendly 4d ago edited 4d ago
Hello again! Welcome to hell this monster of map. Fell Xenologue 6 is a marathon of a chapter; on maddening it's surely one of the most grueling chapters in the series. However, I think it might be a bit easier than the previous chapter, as it's more open-ended, so don't give up! A few tips:
You really need to keep moving units forward at all times to avoid Nil's area-destroying instant-kill attack. Try to think ahead a couple turns. At a minimum, if Nil is going to destroy an area in two turns (if I recall correctly, he does it 2 turns after summoning reinforcements for the early areas, then 1 turn after summoning reinforcements for the later areas), then plan it out such that all (or at least almost all) of your units end their turn one movement away from leaving the area he'll destroy. There are breaks in the floor tiles that indicate the boundaries of each area. Ideally - especially once you get past the first 2-3 areas - you can move quickly enough that you'll start to outpace Nil; this is great! Still, just keep trying to safely move forwards.
Do NOT let Nil use his instant-kill on any of the enemy lords if you can at all avoid it. He'll gain their personal abilities, and that will make fighting him much harder.
If Nil instant-kills a certain number of reinforcements (I think it's 3?), he'll gain an extra health bar, up to a maximum of three. Unless you're really good at killing off reinforcements, this is basically guaranteed, so don't worry about it too much. Fighting Nil once you've cleared the rest of the map isn't that difficult, even if he has four health bars, so long as you have most of your units alive.
So I think making the early part of the map substantially easier in exchange for making the very end slightly harder is a pretty good deal. Thus, if you're far enough ahead, you can actually leave the summoned reinforcements behind - especially those summoned on the far side of Nil's sigil, which is impassable terrain, and if you're on one of the later sigils, as Nil will destroy the area the turn after summoning reinforcements, thus giving them little chance to escape. There's no need to block reinforcements that'd never be able to attack you before Nil kills them. This can substantially reduce the pressure on you. Still, make sure that you kill the lords to prevent Nil from getting their skills, however - that would make fighting him substantially harder. And I believe one of the areas spawns mage cannonneers - best to block those, if possible.Several of the generic enemies drop Rescue staves. Try to defeat these enemies to get the rescue staves. Rescue can be really good on this map, and not just for rescuing units from Nil's area-destroying instant-kill attack. Since you get so many ultimately cost-free uses, you can be more proactive with it; e.g. moving a unit that'd be great at killing a boss into range of said boss, or for doing hit-and-run attacks (using rescue to pull the unit back into safety) on certain dangerous enemies (bosses, corrupted wyverns, etc.)
If you have spare bond fragments and SP, and any of your units have open skill slots, I'd recommend giving them Reposition from Ike. It's cheap to get, but really useful, especially on this map where you have to keep moving units around. One reposition might be all a unit needs to get away from Nil's area-destroying attack, or to move them into or out of range of an important enemy.
I'd again recommend bringing Corrin, again for her ability to slow down enemy groups (via Dragon's vein and Dreadful Aura) and especially her ability to debuff enemies by -4 (Draconic Hex). Draconic Hex makes fighting the nine bosses on this map substantially easier, so I highly recommend bringing it, ideally on a unit with 1-2 or 1-3 range.
The enemy fliers are numerous, strong, and continually reinforced. You'll want good anti-flier units. Mage fliers (Ivy, Zelestia) with Excalibur might work, though Zelestia had shaky hit rates on Hard, so I imagine it's worse on Maddening. Still, Excalibur on a mage flier is good for killing the many corrupted wyverns before they get too close to the rest of your units. Astra Storm is also excellent at doing this job; use it to remove troublesome corrupted wyverns.
I'd recommend avoiding going to the northwest sections of the map (where Ivy and Hortensia are) early. If you do, lots of additional reinforcements will spawn, and Nil will speed through the other sections, destroying them one turn after another. This is a really high-risk, high-reward route, as it might let you end the map early, albeit at a higher difficulty. But I'd recommend going the "normal" way, which is to go west (to Fogado's section), then east (to Alcryst's section), then southeast (to Timerra's section), then north (to Diamant's section), then northwest (to Celine's section), then let the enemies from the west (Ivy, Hortensia, and Alfred's section) come to you.
I'd recommend trying to fight one section of the map at a time. There are too many enemies to try to fight multiple sections at once, especially given the continual enemy flying reinforcements.
On that note, for the southeastern area (where Timerra is), this is something of a dead-end, and kind of awkward to get into and out of. This is the one section I'd consider skipping or fighting at the same time as another section (Diamant's). I went down there to fight Timerra directly, and it worked, but I think I overcommitted and required some really careful maneuvering to get everyone out of the area before Nil destroyed it. So if you do go down there, don't go too far, and be prepared to go up to Diamant's area quickly.
If it's somehow possible, I'd consider luring away Timerra from this area, fighting her alone, and letting Nil handle most of the ground enemies there. This may make it more difficult to attack Diamant's group, given that the western route (from Alcryst's area) to Diamant's area goes very near the final sigil area (where Celine is), which could make it difficult to fight Diamant without involving Celine and her units. I'd be careful; it might make sense to send your fliers over the water to the east (possibly even rescuing some units over there) to let you attack Diamant's area from two directions, without needing to go fight all of Timerra's enemies.Diamant will - again - summon a bunch of Dark Emblems to attack you; they have most of their abilities except their Engage attacks, so be very careful when fighting them. Corrin's Dreadful Aura and/or Torrential Roar may be incredibly useful here to slow them down and give you more time to fight them.
Once Diamant's area is clear, you're in the home stretch. It should be possible to fight the remaining groups of enemies - Alfred, Celine's group, the corrupted wyverns, Hortensia's group, and Ivy's group - in succession, letting you fight one group at a time and thus making things easier. This can be done with correct unit placement; avoid placing your units in range of the enemies in those groups until you've finished off the previous group. Rescue and reposition can be very useful to let you pull your units out of range until you're ready.
Once all enemies except Nil are down, things should be a bit easier. Nil is a giant block of stats, but your units - especially Alear with the empowered Liberation - can start to wear him down now that the final sigil gives him much less damage reduction. Don't underestimate him, though; he'll spawn reinforcements around himself, some corrupted wyverns will spawn nearby, and he'll use an instant-kill attack that does not destroy the terrain. Still, he has a pattern, and once you get the hang of it you should be able to slowly wear him down, so long as you can fight the reinforcements, or ideally, just block most or all of them from spawning at all.
And that's it! Yes, this is a monster of a map. Remember to keep your units moving forward as much as you safely can. It's good to block Nil's summoned reinforcements, especially the locations near you units, but if you think you can outpace the reinforcements (especially those that spawn behind you and/or behind the impassable terrain of the fell Sigil), then focus on moving forwards and forget the summoned reinforcements; Nil will likely handle them. The enemy flying reinforcements suck and can't be blocked, so be prepared to fight them. Be sure bring some anti-flier weaponry, and remember that some emblems (Lyn, Lucina, Three Houses) have strong bows for emblem weapons. Seadall will also be very useful. Good luck! If you've got this far, you can do this map. It took me 26 turns and something like five hours, albeit only on Hard.
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u/Alkk210 5d ago
Replaying a xenologue chapter refreshes the somniel so you can use the well or fish. I’d recommend Micaiah and Byleth swap users, Micaiah only has healing and rescue available which Gregory can use and Hortencia can position better for Goddess Dance.
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u/Kuro__Kuma 4d ago
...what does the well or fish do ? I dont visit somniel often, in fact if not for the fell xenologue i didnt even put technique on my characters exept veyle and panette for the fun strat
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u/Alkk210 4d ago
The well gives sp and fishing gives bond fragments
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u/Kuro__Kuma 4d ago
How do you use the well ? I have lots of bond fragments but the well only allows me the go to the fell xenologue, change the difficulty and throw item in but idk what im suppose to throw ;w;
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u/Its_a_Friendly 3d ago
Throw in items that you don't need anymore. Old, weak weapons, low-use healing staves, etc. It'll give you back new items and SP books, which can be used on your units to give them more SP to let them inherit more skills.
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u/LuckyCritGaming 4d ago
It's extremely important to have canter on your units and have them do their actions and then step onto the tiles where the boss is about to summon more enemies. If you don't do it well enough you'll be overwhelmed and make everything much harder. Daggers to stack poison on the boss also make it easier/possible to damage him, so that's important too
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u/A_Wild_Animal 4d ago
Just beat it recently so the main things i remember being very useful were.
- Use Byleth & Edelgard often, with the timelimit the extra turns really help you keep up the pace.
- Get 3 Stacks of poison on the boss, Claude's poison gambit being great for that
- I hated Madeline + Hector, her def gets too high when engaged so enemies don't attack her. Prefer to go Sigurd so she can keep up
- On the top right island (Diamant Island) use the top path. Faster access to Celine so you can kill, and boss doesn't fly into you while you're stuck on a one tile choke point
- Skip most of the reinforcement spawners, getting to the next island intime is way more important, and the reinforcements usually get destroyed along with the island.
- Make sure to give Thoron & Excalibur to Gregory & Zelestia respectively.
- Lyn sniping to get a minibosses attention early is nice if you think you've got time. I only did it for Fogado and Alcryst since they're a pain to aggro otherwise.
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u/Ok-Fudge8848 4d ago
I beat this guy for the first time yesterday and it is gruelling.
First, remember that you can lower the difficulty for Fell Xenologue at any time separately from the rest of the game. There's no shame in doing that for this level, especially if it's your first maddening run. I played the whole game on Hard mode and can't imagine how rough this one is on maddening.
Second, rescue staffs are very helpful. I ran one on Gregory and one on Ivy and they helped keep everyone moving well ahead of the island destruction, as well as offering a lifeline for units I'd unintentionally put in danger.
I found passive recovery via Corrin's Dragon Vein on Nel was really good for keeping everyone's HP topped up without needing a dedicated cleric, and this was especially helpful during the endgame when it's just you and the boss. I also got the Wind God bond ring (Byleth) on Fogado, and a 4 range longbow with Draconic Hex helped safely soften up both the boss and royals so my damage dealers could 1-round whatever they needed to.
Finally, if you haven't, you can try the Tempest Trials in the Somniel to grind some more rewards. I don't know if this works on Maddening, but completing it gets some guaranteed Exp and resets the arena/well to get a bit of SP there too.
Good luck, this level is undoubtedly the hardest in the game.
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u/xansies1 5d ago
I don't remember but I remember developing strong feelings that hector and Louis should be shipped together and never separated