Fire Emblem Gaiden (FC)
Fire Emblem Gaiden Chapter 2: Celica's army (Famicom version)
Prepare your army at the priory, cross the sea, and head for Zofia Castle. Check post-battle recruits and items, and changing the front line to match enemy attacks, from your current location.
Scope: Original Japanese Famicom release (1992). Excludes 3DS Echoes / Content checked: 2026-10-14
Original Japanese Famicom release. Sources checked October 14, 2026; no original-hardware verification. Open only the folded sections you need.
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Chapter 2 coverage and order of checks
Covers Celica's army in the original Japanese Famicom release. This chapter leaves the priory, crosses sea routes with detours, and reaches Zofia Castle. You do not keep using the Chapter 1 force.
- At new locations, check post-battle indoor conversations and chests as well as victory.
- First check magic users' HP and whether enemies attack physically, with bows, or with magic.
- Finish the Seabound Shrine collection and recruitment checks before the conversation that ends the chapter.
- A cross-referenced procedure. No original-hardware retest, independently drawn tile-by-tile maps, or reproduction of growth randomness and guaranteed turns.
- Go to the individual pages for Chapters 3–5. Equipment, magic, and epilogues are not exhaustively covered. Special 3DS Echoes rules are excluded.
View preparations before departure
View preparations before departure — open
Priory: check companions and springs before leaving
- Speak in turn to Mae, Boey, and Genny in the rooms. Check a roster of four including Celica before heading outside.
- You can speak to Nomah, but distinguish that conversation from recruiting a Chapter 2 companion. Proceed to the cemetery rather than waiting for him to join here.
- If using the springs, decide first how to divide uses between Strength and Speed. There are three uses combined, not three on each side.
- You can leave without using the springs. If you have not decided whom to train, record the remaining uses so you can return later.
| When to check | Next action | Completion marker or caution |
|---|---|---|
| Mae, Boey, and Genny | Talk inside the location | Initial roster of four including Celica |
| Priory springs | Choose Strength or Speed | Three uses combined; record recipients and remaining uses |
View the first battle's steps
View the first battle's steps — open
Novis Cemetery: fight using grave terrain
- First inspect the graves and zombies' possible destinations. Place a suitable advancing unit on grave terrain, avoiding moving low-HP allies near enemies together.
- Celica can also fight with a sword. Each spell costs HP, so check HP remaining after a counterattack as well as whether you can attack.
- Genny heals from away from the front line. Once you have reduced and routed the enemy, head to Novis Greatport.
View steps if departure will not progress
View steps if departure will not progress — open
Novis Greatport: recruit Saber and return to the ship
- Enter the port tavern and speak to Saber. Check that he has joined the roster before sailing.
- After talking, return to the ship's side of the port and advance the departure conversation. If you are only repeating conversations in town, visit the tavern and ship separately.
- Arrange the next sea battle so Saber can lead. You do not need to send all four initial magic-focused units against enemies side by side.
- Do not search for Echoes ingredients or quest items as requirements to sail in the Famicom version.
View the early sea battles
View the early sea battles — open
Sea 1 and Sea 2: handle narrow passages and shield bearers separately
- In Sea 1, inspect the passage connecting the ships first. Put Saber at its front and keep Genny behind, avoiding fighting all enemies at once.
- Heal when front-line HP drops. When magic users attack, check that advancing them will not let enemies slip through the passage.
- In Sea 2, first distinguish the enemy mercenary from the archer. Against the mercenary carrying a Leather Shield, look for places magic can reach instead of only repeating physical attacks.
- Do not leave Mae or Genny waiting in the archer's line of fire. Reduce enemies first and leave room to switch front and rear units.
- After defeating the mercenary, check that you obtained the Leather Shield. It helps in later physical battles, but do not treat it as protection from magic too.
| When to check | Next action | Completion marker or caution |
|---|---|---|
| Sea 1 | Saber in the passage, healer behind | Meet enemies in a narrow space |
| Sea 2 mercenary | Identify the Leather Shield and choose attacks accordingly | Check possession of the shield after the defeat |
| Sea 2 archer | Do not leave magic users in the line of fire | Consider positions on the next enemy turn |
View the fort rescue battle
View the fort rescue battle — open
Pirate Fort: check rescue and post-battle recruitment separately
- At the start, check Valbar's, Kamui's, and Leon's positions. In particular, look for enemies gathering around Leon to decide the direction of your rescue.
- While advancing Saber or Celica, avoid sending low-Defense allies such as Genny ahead alone. Prioritize healing when allied HP falls.
- Reduce enemies likely to reach Leon and aim to win with all three alive. Do not assume victory recruits them regardless of who fell.
- Sources also describe using Retreat to recover if it is displayed, but its fixed appearance turn is unconfirmed. This guide does not have you wait indefinitely assuming retreat will become available.
- After winning, enter the fort. Speak to Valbar, Kamui, and Leon, open the Steel Sword chest, then return to the sea route.
| When to check | Next action | Completion marker or caution |
|---|---|---|
| Valbar, Kamui, and Leon | Check their survival during battle | Confirm recruitment through post-battle indoor conversations |
| Outpost chest | Collect the Steel Sword | Do not turn back after only the recruitment conversations |
- Retreat display timing, conditions for restoring lost allies, and loss-free victories with fixed formations have not been verified on original hardware. Keep saves from before dangerous battles.
View the sea battle with repeated summons
View the sea battle with repeated summons — open
Sea 3: do not keep defeating only summoned enemies
- First locate the cantor present at the start and the path to him. Even if few enemies are visible, he can summon more zombies with Messiah.
- Deal with summoned zombies while approaching within attack range of the cantor. Defeating only zombies leaves the source of the summons alive.
- The cantor stands on healing terrain, making him harder to defeat if you only chip away and wait. Create opportunities to combine several attacks, and check your allies' HP after counterattacks too.
- If your front line cannot hold, recover from your progress save and train somewhere you can revisit. You do not have to force consecutive battles while depleted.
View decisions before entering the shrine
View decisions before entering the shrine — open
Seabound Shrine entrance: prepare Angel
- The entrance's necrodragon is different from a pirate. Open Celica's spell list and check that she can use Angel before attempting the battle.
- If she has not learned it, train first on sea routes or in the cemetery you can revisit. Do not try to solve a missing spell solely by rearranging attacks.
- In battle, draw the enemy closer using an ally who can survive its next attack, then create a position for Celica to strike. Magic can miss, so check HP and retreat positions afterward too.
- After defeating it, check possession of the Holy Ring. Record this as an item to collect before the chapter-ending conversation.
- Prioritize collecting the Holy Ring during Chapter 2. This guide does not assume the same enemy remains after the chapter ends.
View shrine exploration and collection
View shrine exploration and collection — open
Inside the Seabound Shrine: check deeper battles, springs, and sword
- After the entrance battle, go inside and continue toward the back. Two more battle segments stand between you and the Holy Sword chest.
- Do not stop exploring after the initial zombie-and-skeleton section. Restore HP and continue farther inside.
- Gargoyles join the next section. Keep low-HP allies away from advancing enemies, assigning front-line and healing roles separately.
- Collect the Holy Sword from the chest at the back. Check Mila's servant and the springs too, deciding between Skill and HP. The springs have three combined uses.
| When to check | Next action | Completion marker or caution |
|---|---|---|
| Two internal battles | Continue farther after the first section | Prepare for the section with gargoyles |
| Holy Sword | Open the chest at the back | Check possession before leaving |
| Seabound Shrine springs | Choose Skill or HP | This is the Famicom pairing; three combined uses |
View the later physical battle
View the later physical battle — open
Sea 4: narrow the passage for physical attacks
- Look for narrow bridge and passage positions and put Valbar or Saber in front. There are mercenaries and archers, so avoid rushing everyone onto the enemy ship.
- While the front line takes attacks, reduce enemies with bows and magic from behind. Heal or switch out depleted front-line units without opening a gap to the rear.
- Once enemies thin out, move deeper into the ship. Sea 5 focuses on magic, so do not finish preparations by simply placing your physical wall in front again.
View the later magic battle
View the later magic battle — open
Sea 5: do not choose the front line by Defense alone
- The enemy force consists of arcanists. Do not automatically assign Valbar, with his high physical Defense, to take magic attacks too.
- Check magical defense and consider holding the passage with allies such as Genny or Mae who handle it better. Keep Valbar behind instead of exposing him to overlapping attacks.
- Leave options to maintain allied HP instead of spending even your healer's action on attacking. Use Leon's bow and other allies' attacks too; no one unit has to do everything.
- After defeating the last enemy, head for Zofia Harbor. Check the roster to distinguish a conversation from actual recruitment rather than assuming the next person you meet joins immediately.
View checks before ending the chapter
View checks before ending the chapter — open
Zofia Harbor to the castle: check collection before talking
- You can meet Palla and Catria in Zofia Harbor, but they do not join in this chapter. Do not keep traveling back and forth looking for a recruitment action.
- Before the castle, record the recruitment of Saber, Valbar, Kamui, and Leon, and collection of the Steel Sword, Holy Ring, and Holy Sword. Return to the shrine first if you left that detour unfinished.
- Entering Zofia Castle and speaking to Alm on the second floor ends Chapter 2. Finish any further training before this conversation too.
- After talking, proceed to the Chapter 3 page and check your controlled army and next destination.
| When to check | Next action | Completion marker or caution |
|---|---|---|
| Allies to add in this chapter | Three at the priory, Saber at the port, and three at the fort | Check a roster of eight including protagonist Celica |
| Chapter-ending conversation | Alm on Zofia Castle's second floor | Finish collection and training first |
Find the problem by its symptom
Find the problem by its symptom — open
When stuck: decide where to return next
| When to check | Next action | Completion marker or caution |
|---|---|---|
| The ship will not depart | Talk to Saber in Novis Greatport's tavern, then at the ship | Check the location and ship separately |
| I won at the fort but gained no allies | Enter the fort and speak to all three | They must also have survived the battle |
| Zombies keep appearing despite defeating them | Clear a path to Sea 3's cantor | Do not chase only summoned enemies |
| Attacks barely damage the shrine enemy | Check Celica's Angel and the army's HP | If unlearned, train and return before the chapter ends |
| Valbar falls in the later sea battle | In Sea 5, check magical defense and change who takes attacks | Do not judge by physical Defense alone |
- This guide does not guarantee recovery after failure, fixed-turn kills, or RNG manipulation. Keep the option to retry from a save before losses become severe.
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