The Sacred StonesThe Sacred Stones

Overall

ConditionsNew Units
VictoryDefeat
Protect Mansel for 13 turns or defeat RievEirika, Ephraim, or Mansel dies

Map Data

PlayerEnemyNPC
1725+7210

Boss Data

Riev
Riev
Level 16
ClassInventory
HPStrSklSpdLckDefResCon
511522201116207
Last Hope
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Obtainable Items

ItemSource
Dropped by enemy General
Dropped by enemy Hero
Dropped by enemy Sniper
Dropped by Riev
Open left chest in western room
Open middle chest in western room
Open right chest in western room
Open bottom chest in eastern room
5,000GOpen middle chest in eastern room
Open upper chest in eastern room
Steal from enemy Archer
Steal from enemy Thief (reinforcement)
Steal from enemy Thief (reinforcement)
Steal from enemy Thief (reinforcement)
Automatically at end of chapter if four NPC Knights survive
10,000GAutomatically at end of chapter
Automatically at end of chapter
Automatically at end of chapter

Reinforcements

  • Before the player phase of turns 2 to 8: 2 Swordmasters, 1 Great Knight spawn from the south (Appendix 1).
  • Before the player phase of turns 3 to 9: 1 Mage Knight, 1 Warrior, 1 Ranger, 1 Paladin spawn near Riev (Appendix 2).
  • Before the player phase of turns 3, 5, 7: 1 Warrior, 1 Sniper spawn from the northeast (Appendix 3).
  • Before the player phase of turns 4, 6, 8: 2 Heroes spawn from the northeast (Appendix 4).
  • Before the player phase of turns 6 and 7: 1 Thief spawns from the west (turn 6 only), 1 Thief spawns from the east (Appendix 5).
  • Before the player phase of turns 9 and 11: 2 Generals spawn from the east (Appendix 6).
  • Before the player phase of turns 10 and 12: 2 Warriors spawn from the east (Appendix 7).

Appendix

Swordmaster and Great Knight reinforcements (turns 2 to 8)
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Appendix 1: Swordmaster and Great Knight reinforcements (turns 2 to 8)

Mage Knight, Warrior, Ranger, and Paladin reinforcements (turns 3 to 9)
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Appendix 2: Mage Knight, Warrior, Ranger, and Paladin reinforcements (turns 3 to 9)

Warrior and Sniper reinforcements (turns 3, 5, 7)
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Appendix 3: Warrior and Sniper reinforcements (turns 3, 5, 7)

Hero reinforcements (turns 4, 6, 8)
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Appendix 4: Hero reinforcements (turns 4, 6, 8)

Thief reinforcements (turns 6 and 7)
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Appendix 5: Thief reinforcements (turns 6 and 7)

General reinforcements (turns 9 and 11)
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Appendix 6: General reinforcements (turns 9 and 11)

Warrior reinforcements (turns 10 and 12)
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Appendix 7: Warrior reinforcements (turns 10 and 12)