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The Freezing Lance

From Fire Emblem Wiki, your source on Fire Emblem information. By fans, for fans.
The Freezing Lance


Location

Edessa Ruins

Boss(es)

Tick

Previous chapter(s)

Ilia's Salvation

Next chapter(s)

The Binding Blade

These ruins are surrounded by thick walls. They won't be able to come in so easily.
— Tick

The Freezing Lance (Japanese: 氷雪の槍 Spear of ice and snow) is Chapter 20Ax of Fire Emblem: The Binding Blade. In order to play this chapter, the previous chapter must have been completed within 25 turns and Juno and Zelot must have been recruited and be alive.

Plot

Main article: The Freezing Lance/Script

Roy heads inside Edessa's hidden ruins to retrieve a legendary weapon. He learns from Elffin that the ruins house Maltet, the Freezing Lance wielded by Barigan of the Eight Legends. Despite Bern's soldiers under leadership of Tick sealing off the ruin's insides, the Etrurian Army breaks through nonetheless, defeating Tick and retrieving Maltet.

With his task done, Roy resumes his conversation with Guinivere from before the battle for Edessa. She tells him that her father was jealous of Zephiel's talents because he was so ordinary, and wished to prevent Zephiel's ascension, going so far as to promise Bern's throne to Guinivere's future husband. Yet the people of Bern wished for Zephiel to become king, motivating Desmond to attempt to murder his son.

Desmond gave Zephiel a poisoned drink at a banquet. For ten days, Zephiel fell ill and only survived thanks to Murdock's aid. Somehow, Zephiel learned of Desmond's plans to murder anyone Zephiel held dear, including his mother and Murdock, so Zephiel faked his own demise. During the funeral, when Desmond went to view Zephiel's body, Zephiel jumped from the coffin with a sword in hand, killing his father. Since that moment, Zephiel never smiled again. Though Guinivere misses the kind brother she once knew, she asks Roy to put a stop to Zephiel's plans. Roy answers that he may need his sword to do so, which Guinivere accepts.

Chapter data

Chapter Data
Conditions
Unit Data
Victory: Seize the throne Player Partner Other Enemy
Defeat: Roy dies 1–13 {{{partner}}} {{{other}}} 40
Map dimensions:
32 columns by 32 rows

Character data

Characters
New units

None

Forcibly deployed characters
Roy ​
Available characters
Marcus ​Alen ​Bors ​Wolt ​Lance ​Merlinus ​Elen ​Ward ​Lot ​Dieck ​Shanna ​Chad ​Lugh ​Clarine ​Rutger ​Saul ​Dorothy ​Sue ​Zelot ​Trec ​Noah ​Astolfo ​Lilina ​Gwendolyn ​Barthe ​Ogier ​Fir ​Sin ​Gonzalez ​Klein ​Thea ​Larum ​Echidna ​Elffin ​Bartre ​Geese ​Raigh ​Cath ​Melady ​Perceval ​Cecilia ​Sophia ​Igrene ​Garret ​Fae ​Hugh ​Zeiss ​Douglas ​Niime ​Juno ​

Item data

Items
Name Obtainment Method
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Archer
Vulnerary Steal from enemy Archer
Maltet Automatically at end of chapter

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.

Normal Hard

Enemy Units
Name Class Lv # HP S/M Mag Skill Spd Lck Prf Wlv Def Res Cha Lck Con Mov Inventory
Tick General 12 1 47 20 14 12 10 17 15 15 5  Silver Lance Spear
Does not move; stands on the throne, the chapter's seize point.
Bern Druid 5 1 27~32 16~21 8~12 8~12 3~6 5~8 10~14 6 6  Sleep Physic Nosferatu
Begins moving unprovoked when he can attack a unit within two turns.
Bern Druid 5 1 27~32 16~21 8~12 8~12 3~6 5~8 10~14 6 6  Berserk Physic Flux
Begins moving unprovoked when he can attack a unit within two turns.
Bern Sniper 7 5 34~40 12~17 11~16 9~12 5~10 7~11 4~8 8 6  Longbow
• All but the southwest one begin moving unprovoked when they can attack a unit within two turns.
• The southwest one does not move, except to heal.
Bern Myrmidon 18 2 26~30 9~11 14~17 14~17 4~6 4~5 2~4 8 5  Steel Sword
Begins moving unprovoked when he can attack a unit within two turns.
Bern Shaman 18 4 23~26 9~12 5~8 6~8 2~4 3~4 9~12 5 5  Flux
• The two in the central room move to attack units in range.
• The two outside the central room begin moving unprovoked when they can attack a unit within two turns.
Bern Swordmaster 8 1 34~41 11~14 16~21 15~20 5~8 7~11 4~6 9 6  Killing Edge
Begins moving unprovoked when he can attack a unit within two turns.
Bern Archer 20 1 29~33 9~12 9~12 8~10 5~8 5~7 1~3 7 5  Steel Bow Vulnerary
Begins moving unprovoked when he can attack a unit within two turns.
Bern Warrior 18 4 52~62 21~27 12~16 11~15 4~7 9~13 2~4 13 6  Hammer
Begins moving unprovoked when he can attack a unit within two turns.
Bern Archer 19 3 29~33 9~12 9~12 8~10 5~8 5~7 1~3 7 5  Steel Bow Vulnerary
Begins moving unprovoked when he can attack a unit within two turns.
Bern Swordmaster 7 1 34~40 11~14 16~21 15~20 5~8 7~11 4~6 9 6  Brave Sword
Begins moving unprovoked when he can attack a unit within two turns.
Bern Warrior 7 1 45~52 17~22 10~13 10~13 2~6 7~11 1~3 13 6  Brave Axe
Begins moving unprovoked when he can attack a unit within two turns.
Bern Shaman 16 2 22~25 8~11 5~7 5~8 2~4 3~4 8~11 5 5  Flux
Begins moving unprovoked when he can attack a unit within two turns.
Bern Fighter 18 5 32~37 13~16 7~9 8~10 2~3 4~5 1~2 11 5  Steel Axe Hand Axe
Begins moving unprovoked when he can attack a unit within two turns.
Bern Warrior 6 1 44~51 16~21 10~13 9~13 2~5 7~10 1~3 13 6  Silver Axe Hand Axe
Begins moving unprovoked when he can attack a unit within two turns.
Bern Archer 17 2 27~31 8~11 8~11 7~9 4~7 5~6 1~2 7 5  Steel Bow Vulnerary
Begins moving unprovoked when he can attack a unit within two turns.
Bern Fighter 18 1 32~37 13~16 7~9 8~10 2~3 4~5 1~2 11 5  Steel Axe
Begins moving unprovoked when he can attack a unit within two turns.
Bern Druid 7 1 28~33 17~22 8~13 9~12 4~7 5~8 11~14 6 6  Nosferatu Mend
Begins moving unprovoked when he can attack a unit within two turns.
Bern Fighter 19 1 33~38 13~17 7~10 8~11 2~4 4~6 1~3 11 5  Poison Axe Hand Axe
Begins moving unprovoked when he can attack a unit within two turns.
Bern Swordmaster 7 1 34~40 11~14 16~21 15~20 5~8 7~11 4~6 9 6  Light Brand
Begins moving unprovoked when he can attack a unit within two turns.
Bern Archer 17 1 27~31 8~11 8~11 7~9 4~7 5~6 1~2 7 5  Steel Bow
Begins moving unprovoked when he can attack a unit within two turns.

Boss data

Main article: Tick
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.[1]

Normal Hard

Stats
Max HP 47 Luck 10
Strength 20 Defense 17
Skill 14 Resistance 15
Speed 12 Constitution 15
Movement 5 Aid 14
Inventory
 Silver Lance
 Spear
Weapon Levels
Swords Lances Axes Bows
Anima magic Light magic Dark magic Staves

Strategy

This section details unofficial strategies that may help with completion of the chapter. This may not work for everybody.

1. Weaponry and Unit Recommendations:

  • Bring units that use long-range attacks, like Sages or Snipers. These will expedite the process of breaking down cracked walls, which require 40 damage to destroy.
  • Your army is split into three groups. The top two groups should contain your most formidable units, as they are isolated and hard to assist. Ensure each group has a healer or long-range healing capability.

2. Navigating the Battlefield:

  • Consider paths with fewer enemies to minimize potential casualties.
  • Beware of Druids near the boss. One wields a Sleep staff and the other a Berserk staff. Their mobility allows them to target most of the map. Counteract their effects by keeping a Restore staff user in each group and having a stash of Pure Waters.
  • Prioritize weakening walls, but if your current units cannot defeat the enemies behind them, delay your assault until the next turn when you can mobilize more units. Note: enemies wo not breach the walls, giving you time to plan.

3. Key Enemies and Strategies:

  • Swordmasters and Warriors using Brave weapons pose a threat due to their ability to double hit and strike first. To counter them, split your team into two, breaking adjacent right and left walls.
  • After clearing the initial enemies, converge on the Swordmaster and Warrior, using long-range attacks or magic units. Especially against the Swordmaster, prioritize mobilizing units from the left with superior movement.
  • A Swordmaster near the boss holds a Killing Edge with high critical hit potential. Adopt a pincer strategy, attacking from both sides. If you are still facing resistance, employ long-range magic if available.

4. Engaging the Boss:

  • Utilize magic units to attack the boss from a distance and then immediately rescue them post-attack. This prevents the boss from switching to his Spear, rendering him unable to counter-attack from afar.
  • Avoid using axe-wielding characters against the boss to minimize the risk of significant damage.

Etymology and other languages

Names, etymology, and in other regions
Language Name Definition, etymology, and notes
English

Lance of Ice and snow

Used in leftover text from the data transfer menu in the English version of Fire Emblem: The Blazing Blade. Maltet's title was translated as the "freezing lance" in Fire Emblem Heroes.

English
(unofficial)

The Blizzard Spear

--

Japanese

氷雪の槍

Spear of ice and snow

Spanish

La lanza de hielo

The lance of ice; mentioned in Heroes.

French

La lance du blizzard

The lance of the blizzard; mentioned in Heroes.

German

Die Frostlanze

The Frost Lance; mentioned in Heroes.

Italian

La lancia del gelo

The lance of frost; mentioned in Heroes.

Portuguese

A lança do gelo

The lance of ice; mentioned in Heroes.

Traditional Chinese

冰雪之槍

Lance of ice and snow; mentioned in Heroes.

Gallery

References

  1. The Freezing Lance, triangleattack.com, Retrieved: December 24, 2020
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