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Chapter Eighteen Gaiden: Imprisoner of Magic ----------------------------------
Fire Emblem Heroes

Chapter Eighteen Gaiden: Imprisoner of Magic ----------------------------------

Complete the Fire Emblem Heroes Chapter Eighteen Gaiden: Imprisoner of Magic objective to seize the gate within 15 turns.

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Complete the Fire Emblem Heroes Chapter Eighteen Gaiden: Imprisoner of Magic objective to seize the gate within 15 turns.

Walkthrough
  1. 1
    Send your pegasus knight straight to the ruins south of the starting point to grab the Goddess Icon.
  2. 2
    Have Canas and other casters move down west to attract the mages.
  3. 3
    Send the rest of your units down east to avoid many attacks from the mages.
  4. 4
    Demolish the mages with casters and a chosen pegasus knight over the next few turns.
  5. 5
    Have physical units, led by Hector, advance west towards the knights and brigands.
  6. 6
    Casters can help take care of some advancing rogue knights.
  7. 7
    Oswin and an archer should stay behind to deal with approaching pegasus knights.
  8. 8
    As pegasus knights approach Merlinus from the west, deal with them using your archer and Oswin if needed.
  9. 9
    Move towards the west, using units that need experience (EXP) to defeat mages.
  10. 10
    Hector can defeat knights and advance north.
  11. 11
    Lyn with her Mani Katti is your best bet to hit Aion if she is appropriately leveled.
  12. 12
    Kill Kishuna's guards (knights) with your cavalier and Hector to gain EXP.
  13. 13
    Snipers can be slowly killed by any unit in dire need of EXP.
  14. 14
    Aion will take time to kill; do not be surprised.
  15. 15
    Kishuna will disappear the turn after you attempt to attack him.
  16. 16
    You likely won't be able to hit Kishuna, but it doesn't matter in Eliwood Mode.
  17. 17
    Do not try to attack Kishuna before Aion dies.
  18. 18
    Kishuna leaves soon after Aion's death.
  19. 19
    As soon as Aion dies, seize the gate with Eliwood.
Tips
  • Warning: DO NOT SEND MAGES INTO KISHUNA'S BARRIER. Kishuna, as a Magic Seal, generates a barrier that spans a radius of 10 squares that completely nullifies all magic. Sending mages into this barrier will result in their death.
  • Kishuna's guards stand still and give mountains of EXP.
  • Aion is a Sage L4 with Bolting and Thunder, possessing 32 HP, 12 MAG, 9 SKL, 12 SPD, 9 DEF, 16 RES, 9 LUC, and 7 MOV.
  • Kishuna is a Magic Seal L1 with 50 HP, 0 STR, 0 SKL, 24 SPD, 13 DEF, 0 RES, 0 LUC, 6 MOV, and 7 CON.
  • Reinforcements on Turn 1 from the south west corner include a Brigand L6 with an Iron Axe.
  • Reinforcements on Turn 3 from the fortress next to the castle include 2 Knight L15 with Silver Lances and Javelins, and 2 Sniper L15 with Silver Bows and Kishuna.
  • Reinforcements on Turn 8 from the fortresses near the starting point include a Mage L6 with Fire and a Mage L6 with Thunder.
  • Enemies include Knight L6 with Javelin, 5 Knight L6 with Iron Lances, Knight L6 with Steel Lance, Mage L5 with Fire, 4 Mage L6 with Fire, 2 Mage L6 with Thunder, 2 Mage L7 with Thunder, 2 Pegasus Knight L6 with Iron Lance, 3 Pegasus Knight L6 with Slim Lance, and a Shaman L10 with Flux.

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