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“
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Fight and get stronger, he says... Guess it can't hurt to try. I sure hope I don't get in the way! Gosh, that would be just awful...
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”
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— Donnel
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Sickle to Sword (Japanese: 弱き者、それは The very weak) is the first paralogue chapter in Fire Emblem Awakening, unlocked upon the completion of Chapter 3. As a paralogue chapter, its events are not integral to the game's main storyline and can be done at the player's leisure. In this chapter, the Shepherds assist a young boy in rescuing his fellow villagers from a swarm of bandits.
Plot
- Main article: Sickle to Sword/Script
The Shepherds arrive on an island off the southeast coast of Ylisse. They are immediately approached by a village boy named Donnel, who informs them that bandits have raided his village and are abducting the citizens to take to their camp. Chrom immediately agrees to help him, and encourages Donnel to fight alongside them to protect his loved ones.
The Shepherds storm the bandit camp, defeat their leader, rescue the villagers, and reunite Donnel with his mother. If Donnel gained a level and was not incapacitated during the fight, Chrom praises his valor. With Chrom's blessing, Donnel joins the Shepherds. If Donnel did not gain a level or was incapacitated, Chrom encourages him to continue honing his strength, although Donnel is regretful that he couldn't contribute more.
Chapter data
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|
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Victory: Defeat Roddick
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Player
|
Partner
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Other
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Enemy
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Third
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Defeat: Chrom or Robin dies
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1–8+1
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{{{partner}}}
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{{{other}}}
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16
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{{{third}}}
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Map dimensions: 18 columns by 16 rows
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|
|
|
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Victory: Defeat Roddick
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Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
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1–8+1
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{{{partner}}}
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{{{other}}}
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20
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{{{third}}}
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Map dimensions: 18 columns by 16 rows
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|
|
|
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Victory: Defeat Roddick
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Player
|
Partner
|
Other
|
Enemy
|
Third
|
Defeat: Chrom or Robin dies
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1–8+1
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{{{partner}}}
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{{{other}}}
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22
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{{{third}}}
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Map dimensions: 18 columns by 16 rows
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Character data
Note: The returning characters list only those recruited by the time this chapter is unlocked. 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
Shop data
After clearing this chapter, the shop at this location will become available.
Armory contents
Normal stock Possible merchant items
Item
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Price
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If a merchant is present in The Farfort on the world map, a random selection of three of the below items will also be available until the merchant leaves:
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Steel Sword
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840
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Steel Lance
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910
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Steel Axe
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980
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Steel Bow
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910
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Elthunder
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1,050
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Wyrmslayer
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1,500
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Rescue
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1,280
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Master Seal
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2,500
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Second Seal
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2,500
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A rare item
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Varies
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The following items may randomly appear in any slot designated "Rare item": Hammerne, Seraph Robe, Energy Drop, Spirit Dust, Secret Book, Speedwing, Goddess Icon, Dracoshield, Talisman, Arms Scroll.
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- Column 12, row 9: In a dead-end nook two squares east of a floor tile that is itself adjacent to a plain tile.
- Column 3, row 10: Two squares east of a one-tile wall.
Enemy data
- Stats with two figures separated by a ~ are presented as a range, representing stats that vary due to random growths. The figures to the left and right of the ~ are the stat's minimum and maximum possible values respectively.
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Name
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Class
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Lv
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#
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HP
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Str
|
Mag
|
Skill
|
Spd
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Lck
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Prf
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Wlv
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Roddick
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Barbarian
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7
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1
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29
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13
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0
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8
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10
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4
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5
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1
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-
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Steel Axe • Hand Axe
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--
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Ruffian
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Thief
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4
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1
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18~19
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5~6
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0
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8~9
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12~13
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3~4
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1~2
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0~1
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5
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Iron Sword Locktouch
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Prioritizes opening the upper chest, then escaping via the south.
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Ruffian
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Barbarian
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4
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6
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22~23
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9~10
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0
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4~5
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5~6
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2~3
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3~4
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0~1
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5
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Iron Axe
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• The eastern one immediately begins moving unprovoked. • The center-southern two both begin moving if either of them or the nearby Archer is provoked. • The western one begins moving if the nearby Archer is provoked. • The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
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Ruffian
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Archer
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4
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5
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19~20
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6~7
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0
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9~10
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6~7
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2~3
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2~3
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0~1
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5
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Iron Bow
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• The eastern one immediately begins moving unprovoked. • The center-southern one begins moving if a nearby Barbarian is provoked. • The southwestern one begins moving if the nearby Barbarian is provoked.
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Ruffian
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Thief
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4
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1
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18~19
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5~6
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0
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8~9
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12~13
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3~4
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1~2
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0~1
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5
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Iron Sword • Chest Key Locktouch
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--
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Ruffian
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Barbarian
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4
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1
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22~23
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9~10
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0
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4~5
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5~6
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2~3
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3~4
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0~1
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5
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Iron Axe • Door Key
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Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
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Ruffian
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Archer
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4
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1
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19~20
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6~7
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0
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9~10
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6~7
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2~3
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2~3
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0~1
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5
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Iron Bow • Chest Key
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--
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Name
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Class
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Lv
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#
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HP
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Str
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Mag
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Skill
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Spd
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Lck
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Prf
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Wlv
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Def
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Res
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Cha
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Lck
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Con
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Mov
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Inventory and Skills
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Roddick
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Barbarian
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7
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1
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34
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15
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0
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9
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12
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5
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5
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1
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-
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Steel Axe • Hand Axe Gamble
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--
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Ruffian
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Thief
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4
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2
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22~23
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6~7
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0
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10~11
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14~15
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4~5
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1~2
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0~1
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5
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Iron Sword Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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• The southeastern one immediately begins moving unprovoked. • The northern one prioritizes opening the upper chest, then escaping via the south.
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Ruffian
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Barbarian
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4
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7
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28~29
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11~12
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0
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5~6
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7~8
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3~4
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3~4
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0~1
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5
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Iron Axe Gamble Can have 0–1 skill(s) at random
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• The southeastern three immediately begin moving unprovoked. • The western two both begin moving if either of them or the nearby Archer is provoked. • The center one will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
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Ruffian
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Archer
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4
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6
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24~25
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8~9
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0
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11~12
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8~9
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4~5
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3~4
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0~1
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5
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Iron Bow Skill +2 • Prescience Can have 0–1 skill(s) at random
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• The southeastern two immediately begin moving unprovoked. • The southwestern one begins moving if a nearby Barbarian is provoked.
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Ruffian
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Thief
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4
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1
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22~23
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6~7
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0
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10~11
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14~15
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4~5
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1~2
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0~1
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5
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Iron Sword • Chest Key Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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--
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Ruffian
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Barbarian
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4
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1
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28~29
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11~12
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0
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5~6
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7~8
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3~4
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3~4
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0~1
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5
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Iron Axe • Door Key Gamble Can have 0–1 skill(s) at random
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Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
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Ruffian
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Barbarian
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4
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1
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28~29
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11~12
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0
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5~6
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7~8
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3~4
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3~4
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0~1
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5
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Hand Axe Gamble Can have 0–1 skill(s) at random
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--
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|
Ruffian
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Archer
|
4
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1
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24~25
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8~9
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0
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11~12
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8~9
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4~5
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3~4
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0~1
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5
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Iron Bow • Chest Key Skill +2 • Prescience Can have 0–1 skill(s) at random
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--
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|
|
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Name
|
Class
|
Lv
|
#
|
HP
|
Str
|
Mag
|
Skill
|
Spd
|
Lck
|
Prf
|
Wlv
|
Def
|
Res
|
Cha
|
Lck
|
Con
|
Mov
|
Inventory and Skills
|
|
Roddick
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Barbarian
|
7
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1
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43
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19
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0
|
11
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15
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7
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5
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1
|
-
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Silver Axe • Short Axe Gamble
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--
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Ruffian
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Thief
|
4
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2
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28
|
9
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0
|
15
|
19
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7
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2
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1
|
5
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Steel Sword Locktouch • Underdog Will always have Locktouch, but may not have Underdog
|
• The southeastern one immediately begins moving unprovoked. • The northern one prioritizes opening the upper chest, then escaping via the south.
|
|
Ruffian
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Barbarian
|
4
|
6
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37
|
16
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0
|
8
|
11
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6
|
4
|
1
|
5
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Steel Axe Gamble Can have 0–1 skill(s) at random
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• The southeastern three immediately begin moving unprovoked. • The western two will not move until a unit is in range of at least two of the following—either of them or the nearby Thief or Archer—or until one of them is fought; in either case, both begin moving.
|
|
Ruffian
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Archer
|
4
|
6
|
32
|
11
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0
|
16
|
11
|
7
|
4
|
2
|
5
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Steel Bow Skill +2 • Prescience Can have 0–1 skill(s) at random
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• The southeastern two immediately begin moving unprovoked. • The southwestern one will not move until a unit is in range of at least two of the following—him, the nearby Thief, or the two nearby Barbarians—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
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Barbarian
|
4
|
2
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37
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16
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0
|
8
|
11
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6
|
4
|
1
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5
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Steel Axe • Short Axe Gamble Can have 0–1 skill(s) at random
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Immediately begins moving unprovoked.
|
|
Ruffian
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Thief
|
4
|
1
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28
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9
|
0
|
15
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19
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7
|
2
|
1
|
5
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Steel Sword • Chest Key Locktouch • Underdog Will always have Locktouch, but may not have Underdog
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Will not move until a unit is in range of at least two of the following—him, the two nearby Barbarians, or the nearby Archer—or until one of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Barbarian
|
4
|
1
|
37
|
16
|
0
|
8
|
11
|
6
|
4
|
1
|
5
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Steel Axe • Short Axe • Door Key Gamble Can have 0–1 skill(s) at random
|
Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Barbarian
|
4
|
1
|
37
|
16
|
0
|
8
|
11
|
6
|
4
|
1
|
5
|
Steel Axe • Hammer Gamble Can have 0–1 skill(s) at random
|
Will not move until a unit is in range of both him and the nearest Barbarian, or until either of them is fought; in either case, he begins moving.
|
|
Ruffian
|
Barbarian
|
4
|
1
|
37
|
16
|
0
|
8
|
11
|
6
|
4
|
1
|
5
|
Short Axe Gamble Can have 0–1 skill(s) at random
|
--
|
|
Ruffian
|
Archer
|
4
|
1
|
32
|
11
|
0
|
16
|
11
|
7
|
4
|
2
|
5
|
Steel Bow • Chest Key Skill +2 • Prescience Can have 0–1 skill(s) at random
|
--
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Lunatic+ mode is set up exactly the same as Lunatic mode, only varying by enemies having two additional skills at random from the following pool:
Boss data
- Main article: Roddick
Strategy
This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.
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As Donnel is a rather weak unit, it may be wise to give him a forged E-rank lance to grant him a slight advantage in this paralogue. Make sure to deploy one of your two Cavaliers so they can ferry Donnel around for a free kill.
On Lunatic+, it is wise to play this paralogue after completing Chapter 4 in order to maximize your experience while still earning the Rescue staff in time for Chapter 5. Send Frederick to immediately kill the northeastern Thief and have Chrom/Robin take out the southeastern Barbarian. Chrom/Robin needs to hold the southwest chokepoint to keep your squishier units safe; Lon'qu/Vaike can help against enemy Barbarians. Donnel can attack targets of opportunity if he sees them, but there's plenty of time for him to get his level up. Once the first wave is dead, your next objective is to kill the Thief who is trying to make off with your Killer Lance. Have Frederick take out the southwest and Killer Lance Thieves and have Chrom/Robin or Lon'qu/Vaike take out the southwest Brigand.
Once all of the immediately mobile enemies are dead, you're pretty much in the clear. Lure in enemies one at a time as you make your way towards Roddick. The safest enemies to feed to Donnel are Archers, who cannot counterattack him if he whiffs an attack; just make sure to keep an eye out for Counter and Pavise+. Counter will not trigger on a killing strike. The northwest Archer is very badly positioned and vulnerable to be boxed in as long as he doesn't have Counter or Pass; pair up Donnel with Sully or Stahl for some free support points, use the Cavalier's mobility to corner him, and poke him to death. If he does have Pass, you can use sheer numbers to plug up any spaces he can reach and use Frederick with a Defense pairing to tank his attacks. The only really troublesome enemies left are the pair of Barbarians who are in a room, aggro together, and have a Hammer to give Frederick a nasty surprise; your Levin Sword is probably your safest bet for killing them, especially if you can get a Dual Strike in.
Completing this chapter allows you to buy all four Iron weapons, so make them standard issue among your units.
Trivia
- This chapter is one of only two non-SpotPass paralogues to not include a green NPC faction at any point in the chapter including the preparations phase; the other such non-SpotPass paralogue is paralogue 14. These two paralogues also happen to be the only paralogues that take place in Ylisse.
Etymology and other languages
Names, etymology, and in other regions
|
Language
|
Name
|
Definition, etymology, and notes
|
English
|
Sickle to Sword
|
--
|
Japanese
|
弱き者、それは
|
The very weak
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Spanish
|
Indefensos
|
Defenseless
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French
|
Guerrier malgré lui
|
Contrary warrior
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German
|
Die Schutzlosen
|
The defenseless Ones
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Italian
|
Zappa e spada
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Sickle and sword
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Gallery
This section has been marked as a stub. Please help improve the page by adding information.