______ _ _____ _ _ | ___(_) | ___| | | | | | |_ _ _ __ ___ | |__ _ __ ___ | |__ | | ___ _ __ ___ | _| | | '__/ _ \ | __| '_ ` _ \| '_ \| |/ _ \ '_ ` _ \ | | | | | | __/ | |__| | | | | | |_) | | __/ | | | | | \_| |_|_| \___| \____/_| |_| |_|_.__/|_|\___|_| |_| |_| Fire Emblem FAQ/Walkthrough by TripleJump and Sean (Kirbix) D'Hoostelaere Created: January 1st, 2006 Last Updated: April 15th, 2008 Copyright � TripleJump and Sean D'Hoostelaere 2006-2007 Contact: triplejumpfaqs[at]gmail[dot]com kirbix[at]gmail[dot]com =-----------------------------------------------------------------------------= =-----------------------------Table of Contents-------------------------------= =-----------------------------------------------------------------------------= To navigate the ToC and use the search function to best success, just cross reference the table. For the missions, the mission number corresponds with the search #. For chapter 1, for example, Simply type in "IV1." and you'll be good to go! Lyn's story corresponds with chapters 1-10, and then Eliwood and Hector each correspond with chapters 11 and onward- you should know which one you're looking for. Remember- for secret chapters, type in the chapter's name with an X after it. Also: ignore the brackets and put whats inside of it only. If what you're looking for isn't in the ToC, type it into the search bar anyway. We're not missing much, and it may just not be specifically labeled here at the top. I. Writer's Introduction . . . . . . . . . . . . . . . . . . . . . . .(I.) II. The Characters . . . . . . . . . . . . . . . . . . . . . . . . . .(II.) a. The Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIa.) b. The Villains . . . . . . . . . . . . . . . . . . . . . . . . . . (IIb.) III. Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .(III.) a. The Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIa.) b. Moving around the map . . . . . . . . . . . . . . . . . . . . . (IIIb.) c. Battling. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIc.) d. The Weapon Triangle . . . . . . . . . . . . . . . . . . . . . . (IIId.) e. Character stats and the Character Screen. . . . . . . . . . . . (IIIe.) f. Battle Stats. . . . . . . . . . . . . . . . . . . . . . . . . . (IIIf.) g. Battlefield Terrains, Buildings, and Special Units. . . . . . . (IIIg.) h. Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIh.) IV. Walkthrough- Lyn's story . . . . . . . . . . . . . . . . . (IV1.-IV10.) (Secret level after 7) V. Walkthrough- Eliwood's story . . . . . . . . . . . . . . . .(V11.-V31.) (Secret levels after 13, 16, 18, 22, 26, 29) VI. Walkthrough- Hector's Story. . . . . . . . . . . . . . . .(VI11.-VI33.) (Secret levels after 13, 17, 19, 19x, 23, 28, 31, 32) VII. Character Run-Down . . . . . . . . . . . . . . . . . . . . . . . (VII.) a. Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIa.) b. Cavaliers/Paladins . . . . . . . . . . . . . . . . . . . . . . .(VIIb.) c. Knights/Generals . . . . . . . . . . . . . . . . . . . . . . . .(VIIc.) d. Fighters/Warriors. . . . . . . . . . . . . . . . . . . . . . . .(VIId.) e. Mercenaries/Heroes . . . . . . . . . . . . . . . . . . . . . . .(VIIe.) f. Myrmidons/Swordmasters . . . . . . . . . . . . . . . . . . . . .(VIIf.) g. Pirates/Berserkers . . . . . . . . . . . . . . . . . . . . . . .(VIIg.) h. Nomad/Nomadic Trooper. . . . . . . . . . . . . . . . . . . . . .(VIIh.) j. Archers/Snipers. . . . . . . . . . . . . . . . . . . . . . . . .(VIIj.) k. Peg Knights/Falcoknights . . . . . . . . . . . . . . . . . . . .(VIIk.) l. Wyvern Knight/Lord . . . . . . . . . . . . . . . . . . . . . . .(VIIl.) m. Mages/Sages. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIm.) n. Monk/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIn.) o. Shaman/Druid . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIo.) p. Troubadour/Valkyrie. . . . . . . . . . . . . . . . . . . . . . .(VIIp.) q. Cleric/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIq.) r. Thieves/Assassins. . . . . . . . . . . . . . . . . . . . . . . .(VIIr.) s. Bard/Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIs.) t. Transporter. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIt.) VIII. Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIII.) a. Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIa.) 1.Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa1.) 2.Lances . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa2.) 3.Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa3.) 4.Bows . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa4.) 5.Anima Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa5.) 6.Dark Magic . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa6.) 7.Light Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa7.) b. Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIb.) 1.Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb1.) 2.Items/Rings. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb2.) c. Promotion Bonuses. . . . . . . . . . . . . . . . . . . . . . . (VIIIc.) d. Store locations and inventories. . . . . . . . . . . . . . . . (VIIId.) e. Support list . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIe.) f. Stat growths . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIf.) IX. Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IX.) a. Unlockables . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXa.) b. Glitches. . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXb.) c. RNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXc.) X. FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(X.) XI. Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(XI.) XII. Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (XII.) XIII. Version History . . . . . . . . . . . . . . . . . . . . . . . . .(XIII.) +-----------------------------------------------------------------------------+ |------------------------I. Writer's Introductions----------------------------+ +-----------------------------------------------------------------------------+ "Triplejump's introduction" Welcome to the next one of my FAQs. I'm TripleJump. Mainly because I'm too dumb to be able to make a decent name. Fire Emblem 7 is the first Fire Emblem game I have ever played. It was a masterpiece if I ever saw one. Amazing. I have been working on this project for months, keeping it a secret for no apparant reason. I just like to be stealthy! Anyway, this FAQ is going to be fit for a king! I hope. Fire Emblem is about a girl. She is living on plains and goes on a quest to rescue her Grandfather, the Marquess of Caelin. She picks up a small army along the way and liberates the place. Years later, a man named Eliwood searches for his father. Gathering a larger army and collects the girl Lyndis to go and defeat the power that is dampering the continents. Will they survive? YOU make the calls. YOU are the tactitian that calls the shots. The armies of old are in your hands. (Wow, that was corny). This is one of my several FAQs I have written. For full works, see my contributor profile. Enjoy! "Kirbix's introduction" Hi, there! Welcome to the next of MY FAQs, as well- unless you've never read one before, in which case it's good to know I've got another reader. I'm definitely the more "colorful" between the two of us, so you will probably always know when I'm writing since it will inevitably have more of a "story" feel to it. For better or worse, I suppose. This is my first real co-authored work, so I'll work on keeping the writer's dichotomy to a minimum. As for the game itself, he's kind of said anything I might say. This is a very fun strategy RPG and it's also quite a difficult one. Hopefully we can ease those difficulties here, though. +-----------------------------------------------------------------------------+ |------------------------II. The Characters-----------------------------------+ +-----------------------------------------------------------------------------+ The below is just a section that gives a small bio on the main three heroes (Lyn, Eliwood and Hector) and the two main villans (Lundgren and Nergal). ----------------------------------- IIa. THE HEROES ----------------------------------- LYN: A girl who lives on the plains, alone because her parents were slaughtered by bandits. She finds you (the tactician) unconcious on the plains one day and decides to help you out, you then learn that she is the heir to the Caein throne, and that there is a plot to unhinge her for good. ELIWOOD: The son of Marquess Pherae, he leaves home on a quest to find his father, who has gone missing, and finds himself on an even bigger quest to save the world! HECTOR: A headstrong brother of Marquess Ostia, he is close friends with Eliwood and runs away to help him save his father, and finds out more about himself in the epic mission to save the world. ----------------------------------- IIb. THE VILLANS ----------------------------------- LUNDGREN: A relative of Marquess Caein who is poisoning him to try and kill him. He wants Lyn dead so he can control the country, and Lyn must try to stop him by reaching the castle and saving her grandfather from death. NERGAL: A dark druid who wants to release dragons back into the world, he is one of the heroes of old and went bad as he let evil souls inhabit his body, making him stronger but not himself. +-----------------------------------------------------------------------------+ |-----------------------------III. Game Basics--------------------------------+ +-----------------------------------------------------------------------------+ Anything that you might need to know about how to play this game falls under this section. If you've never played this game before, reading this is not necessarily a bad idea. Then again, the tutorial also does a pretty good job of explaining things, too. ======================================== =IIIb. Moving Characters Around the Map= ======================================== To move a character around the map, put the cursor over the character. Press "A" and their movement radius will appear. The Blue shows where the character can move. Movement range is determined by the "Move" stat. However, it is then hindered by some forms of terrain (such as sand), and can be obstructed by natural obstacles. Your character cannot simply walk over a wall or over an enemy- they must walk around them. The Orange/Red shows where they can attack. If you move the control pad, an arrow appears out of the character. Move the arrow to the desired spot and press "A" to move the character. Once moved, you can choose from a number of actions: Attack: Appears when adjacent with an enemy unit. You must have a weapon Staff: Appears when an allied unit is damaged and is within staff range. Trade: Trade items with an adjacent unit. Rescue: Pick up an adjacent unit. Rescuing unit's "Aid" stat must be higher than the rescued unit's "Con" Take/Give: Send a rescued unit from one to another. Drop: Places a rescued unit on an adjacent location. Item: Use an Item/Equip another weapon Steal: Steal item from enemy-thieves cannot steal an enemies equipped weapon. Dance/Play: Nils/Ninian only. Gives the adjacent allied unit another movement. Also allows Nils/Ninian to activate one of their many spells. Talk: Talk to a unit. Talk is often used to bring enemy NPCs to your side. Support: Initiate a support conversation. Merch: Trade with Merlinus when you get him. Visit: Visit a home or village. Armory: Enter the armory and shop for equipment. Vendor: Enter shop to buy items and magics. Arena: Enter the arena to do battle with enemies for experience. Secret: Enter a secret shop, only accessible with a member's card. Break: Break open a damaged wall. Door: Open a Door. Chest: Open a chest. Wait: End this units turn. Seize: Seize the throne or gate to a castle, thereby ending the mission. Once the action has been performed, the chosen unit's turn is over. Mounted units (Cavaliers, Troubadours, nomads, pegasus knights and wyvern knights) can move both before and after completing an action. For example, Kent moves 3 spaces to attack a brigand. He will be able to move an additional 5 spaces after he has attacked, if he so chooses. This allows mounted units to move in, rescue units and then get out of danger again. It's a valuable technique to help stay alive. ================ =IIIc. Battling= ================ To attack an enemy unit, move your character next to the enemy unit. Press "Attack", now select your weapon. Examine the "Pre-Battle Screen". It looks something like this: HP HP Enemies/Your Hit Points MT MT Enemies/Your damage about to be dealt. Sometimes a 2x symbol appears, symbolizing a double attack HIT HIT Enemies/Your Hit percentage CRT CRT Enemies/Your % chance of landing a critical hit Press "A" to continue, or "B" to cancel. If you continue, your character will strike an opponent first and then the opponent can strike back. Sometimes you may have "x2". Then you will attack again. For those situations where you have a x2 hit and your opponent attacked first, they will strike and then you will counterattack with two strikes. ATTACK RANGES ************** Standard attack range is 1 in each direction. This applies to swords, axes and lances. A diagram, if you must: x x O x x If you are using magic, throwing axes or spears, the range increases to 2. This means 2 in each direction and 1 in each diagonal, like so. x x x x x x O x x x x x x Bows are somewhat more limited: they can ONLY hit in the "2" range. In other words, no adjacent attacks: x x . x x . O . x x . x x Now, there are some weapons (mentioned later) that have anywhere from 3 to 10 range. They follow the same basic formula as you've seen above, just increasing in each direction by however many points until you've got the desired range. Staffs are a special case. The basic healing staff has 1 range, but all others have a range of Magic/2. It's rounded down, so if you've got 7 magic, the staff spell has 3 range. At first, it's not THAT great, but when you're using characters with 20, 25 magic... that's a RIDICULOUS range of effect. Make use of these staves. Note that unlike movement range, the attack range of a weapon is not hindered by obstacles or enemies- you can throw an axe right over an opponent's head, and long-range spells can be cast through all kinds of barriers. RESCUE ******** You know the saying: those who fight and run away shall live to fight another day. Rescue is an invaluable tool to your battling. A unit can walk up to another unit and rescue them, thereby getting them out of harm's way. A rescued unit cannot be damaged until let go again, and so a tough unit can absorb some damage that the weaker unit might not have been able to handle. The best use of rescue is via your cavaliers. Owing to their ability to move again after action and to their high movement, they can swoop in, rescue the damaged unit, and then get them out of trouble. Rescue is also useful with cavaliers by allowing them to pick up slower units to bring them to the front line of battle. There will be some instances where this is suggested. =========================== =IIId. The Weapon Triangle= =========================== This is a concept that the game will QUICKLY introduce you to, and it's a concept that you need to quickly become familiar with. Fire Emblem has a nasty habit of being unforgiving for the foolish, and it's foolish not to heed the weapon triangle. So what is the weapon triangle, you ask? Well, if you look at the number of different melee weapons and the number of different attack spells, you discover that there are three of each. Hey, three types, triangle... I think we're on to something! At any rate, the weapon triangle dictates that in the style of Rock-Paper-Scissors, each melee weapon (and each magic type) is strong against one type of weapon while being weak against the other one. The breakdown is simple: Swords beat Axes Axes beat Lances Lances beat Swords Anima Magic beats Light Magic Light Magic beats Dark Magic Dark Magic beats Anima Magic Bows get left out of both triangles entirely; normal damage no matter who they fight. By having the "triangular advantage" over your opponent, your attacks get an increase in damage and an increase in hit %. Conversely, the opponent gets a decrease in both of those areas. For this reason, it's important to be aware of both the weapon you use and the weapon your opponent uses. Now, there are three weapons that are special- they reverse the triangle. These weapons are known as the Lancereaver, the Swordreaver and the Axereaver. Now, the lancereaver is not a lance, but a sword that can defeat lances. In order to deal with enemies crafty enough to wield a reaver in your face, you simply have to think backwards. The lancereaver is a sword strong against lances, so now it is weak against axes; an axe user can take him out! By using reavers or outsmarting it, your advantage doubles. ================================================= =IIIe. Character stats and the Character Screen= ================================================= Once you have defeated the enemy, you will gain experience points. Some enemies won't give you a bunch of XP- maybe 10 or 15. Others will give a huge return, up to 100 XP! Now, once you've gotten that 100, you will level up. Fundamental RPG theory, really. Then your XP counter goes back to zero and you start over. As you level up, it's harder and harder to get to that 100 XP total. So, what's the use of leveling up? Quite simply, to increase your character's stats. However, knowledge that stats will help you is USELESS if you don't know what each stat actually does. Here we will explain each one to you in detail so that you're not at all confused. The easiest way to bring up a characters stats is to view their profile. To do that, press the R button during a mission while highlighting the character you want to read about with your cursor. You'll get a whole list of stats, like so: Str Move Skill Con Spd Aid Luck Trv Def Affin Res Cond Oh, and HP is listed at the bottom on the left. HP's simple- you run out of HP and you die. First, let's go through the first column; these are the characters battling statistics; they're the ones that change as you level up. All explanations of the stats relationships within the battle screen are explained in the next section. Str -Short for strength, and this is the stat that determines how much damage your character does. If it's a magic user, Str will be replaced by Mag, for magic power. Higher strength means higher damage, need I say more. Skill-Skill is the stat that determines your accuracy and your chance to get a critical hit on the enemy. Spd -Short for speed, this skill affects your players evasion rate, as well as helping to determine whether or not you will get a doublestrike on your opponent. Luck -Luck does many things. First of all it increases your accuracy and evasion, and it also increases your critical evade %. Despite the rumors, it doesn't help them find items in the desert (kind of luck how luck doesn't help you get rare steals in Final Fantasy- urban legend.) Def -Short for defense, the higher it is the less damage you take from a physical attack. Res -Short for resistance, this is your magic defense. You need high res to withstand the tough magic users. The next column gets a bit more "exciting"- there's more to it, now. Move -OK, so SOME of them are more complex. Movement's pretty simple. It's the stat used to calculate how far a unit can move, which we discussed up in an earlier section. Con -This stat serves two purposes, one good and one bad. The good thing about high constitution is that it allows you to wield heavy weapons with greater ease (Best explained in battle stats), but the bad news is that higher constitution means that allies need a higher aid to rescue you. Constitution does not grow per level, only upon promotion or with a body ring. Aid -Higher aid means you can rescue units with higher constitution. Aid is (as you might guess), related directly to your constitution. However, mounted units get a bonus to their aid stat so that, in general terms, a mounted unit can rescue anyone they want to without worry. Because it's linked to constitution, it cannot be raised, either. Trv -A status that doesn't even really matter to you. It'll show up blank unless you've rescued someone. If you have, the name of the person you rescued shows up. Cond -Later in the game, you'll run into negative status effects. Poison, and then sleep and berserk. When you've become "afflicted" by these, this is where the game will register it. AFFINITIES *********** Each character has an affinity, but this is somewhat more complicated than the others so far. There are several different affinities, one for each element of magic. Fire, Wind, Thunder, Ice, Anima, Light and Dark. Affinities are, at their base, rather meaningless. An average player really doesn't care what the affinity of each character is, because it doesn't matter much until you're much farther in. Here's how it works: when you started the game, you chose a month of birth. This gave you an affinity of some sort, right? Depending on what your affinity is, all units who share your affinity receive a bonus to their combat stats. That is, all units who share the affinity gain a bonus to their hit % and avoid %. Much more important than that measly bonus is that affinities play a fundamental role in supports. Different affinities receive different bonuses, which means some characters will want certain affinities. Read the support section for a better explanation. A character's affinity NEVER changes, even from game to game. This means that you can rely on them to have the same bonuses relative to your affinity bonus and to your support bonuses. ==================== =IIIf. Battle Stats= ==================== OK, now that we've got the basics of that down, we've got a more in-depth look into what stats affect how a battle plays out, specifically MT, HIT, CRT, and whether or not you get that coveted 2x strike. This gets somewhat technical, so proceed at your own risk (of boredom). Supports affect all of these, but once again that will be explained in the supports section. For now, just assume that you'll have to factor those in later. I'm also ignoring the spells of Nils and Ninian. I assume if you're using those that I don't need to tell you that they're working, and their actual effects are explained later. MT- This is the easiest of the stats to calculate. First, add the attack of your weapon to your strength/magic. Then subtract their defense/ resistance. If they're standing on a forest, a pillar or a mountain, subtract an additional point. 2 points for a fort, gate and mountain peak, and then 3 points for a throne. If you're using the weapon triangle correctly, you get a 1 pt bonus to MT, while they suffer a 1 pt penalty. If you use a reaver weapon effectively, you get a 2 pt bonus and they suffer accordingly. If you're using a weapon that is "effective", double your total attack before subtracting defense. HIT- Hit is calculated by a simple combination of your accuracy - their evasion. The trick of course is to figure out how to know what THOSE are. Your accuracy is found with the following equation: The weapon's inherent accuracy + (Your skill stat X 2) + (Your luck X .5) Having an S-rank in a weapon also gives a 5% bonus to your hit rate. Meanwhile, evasion is found like so: (Character speed x 2) + Luck + Terrain Bonuses 10% bonus to evasion is given for standing on any building's doorway, and Pirates get a bonus walking on water. 5% bonus is given for standing on sand, 20% for standing in a forest, on a fort, a gate or a pillar. 30% on the throne, and a full 40% on a mountain peak. CRT- If you land a critical hit, you do triple damage. As such, critical hits are always nice. Now, the best way to get a critical hit is to use a killer weapon, which has an inherent 30% crit rate. However, so you know how it all works: Crit = Weapon critical hit rate + (Skill X 1/2) - Opponent's luck. Again, the best way to get a high critical hit rate is to use a killer weapon. However, supports can increase this number, and berserkers and swordmasters get an automatic 15% on top of whatever their critical rate already is. With the right supports, Guy can have 100% crit, and with Dart's insane attack, a 65 or 70% critical hit rate is MONSTROUS. 2x hit- Here it is, the part I ignored before. This isn't really a breakdown of the 2x hit as much as it is an explanation of attack speed. Attack speed is probably the simplest of them all, though probably the most overlooked by the amateur player. Your attack speed is your speed, pure and simple. What complicates attack speed is that if you are holding a weapon that is heavier than your constitution, you will suffer one point in penalty for each point of weight the weapon has over your CON stat. If your constitution is greater than or equal to the weapon's weight, you suffer no penalty. However, lightweight weapons cannot give you a bonus to your speed, either. So, calculate your attack speed and your opponent's attack speed. If you have 4 more attack speed than he does, you attack twice. Simple, huh. =========================================================== =IIIg. Battlefield Terrains, Buildings, and Special Units= =========================================================== You can get defensive bonuses depending on where your character stands. Forts, for instance, will give you a defensive bonus. You gain health for standing on one as well. Use the terrain around you to your advantage. Flying units receive no bonuses or penalties from any terrain type. The following terrain types offer no bonuses to defense or avoid: Plains Boat Bridge Floor Shores The following terrain types are classified as "buildings" and all give 10% to avoid and no defense: Arena Armory House Inn Ruins Vendor Village As for the rest: Forest -As you might expect, it's a good idea to hide in the forest. You'll get 1 defense and 20 avoid added to your total. Mountain -Naturally mountains take it a step further; 1 defense and 30 avoid. However, mounted units cannot cross mountains, and there's a penalty to movement when crossing them. Peak -The mountain peak is, as you would expect, the pinnacle of avoiding enemies. Now, most units can't even walk on mountain peaks, so this usually is a bad thing rather than good, but it grants a 2 defense and 40 avoid bonus. For Brigands, this is a godsend. Sand -Sand gives a 5% avoid bonus, but much more importantly, most units incur a 50% movement penalty over the sand. The only units who do not are Pegasus/wyvern knights, magi, monks, clerics, and shaman, as well as the respective promoted classes. Lake/Sea -Water provides a 10% avoid bonuses for all pirates who step out on it- only pirates and berserkers can walk across. Pillar -The indoor equivalent to a forest; 20 avoid and 1 defense. Fort -Forts are invaluable in so many ways. First of all, they provide a 2 defense bonus and 20% avoid. However, better yet, they also heal your units. At the beginning of your turn, if you were stationed on the fort at the end of your last turn, you get said healing bonus. Gate -Similar to the forts, though a gate will be guarded by a boss so as to give them healing properties (Damn it...) Same stats all around. Throne -The throne is even better! An enhanced gate! YIPPEE! 3 defense, 30 avoid, and healing. The ultimate boss seat. Thankfully not common. ***** ***** *----THE ARENA----* ***** ***** On certain maps in the game (there are two in particular that are of some significance to you), you will find that you have access to the arena, a building shaped like the Roman Colosseum. In this building you will do battle with enemies provided endlessly for you. You must wager a sum of money, in the mid hundreds, usually. Winning will bring double that back to you. The good part about the arena is that it provides an endless supply of XP. The bad news is that the enemies are TOUGH, and if you lose, your character DOES die, just like in regular game. This means that arena is not something to play around with. You have to know what you're doing. You do not get to choose what your weapon is- you get stuck with the base of whatever weapon you use. If you can use two weapons, swords get priority, followed by lance, then axe and finally (i.e. never used on 2-weapon types), bows. I notice my "Official Nintendo Player's Guide" says that you'll use the strongest weapon in your inventory. That's total bull- you will use iron, every time. The enemies WILL use steel and silver, though. Through no particular equation that I've deduced, higher defense characters will draw out opponents with stronger weapons. A knight will get opponents with steel weaponry, while Florina will probably never get anything but iron weapons. As a consequence, Hector is no safer in the arena than anyone else, and oftentimes it's even MORE dangerous to put a high-defense unit into the arena because of how high the enemy's damage gets. I'm partial to arena abuse, especially on a player's first run through. While kind of "cheap," it's a great bonus that while making things easier, doesn't make the game TOO easy if you use it in somewhat moderation. To learn about arena abuse, check our Secrets section of the FAQ (Section IX.) However, if that's not your cup of tea, here's some advice to follow in order to survive the arena: -#1 tip- "Know when to fold 'em." You can quit at ANY time by just pressing the B button. The problem is that you must press it before a turn has begun, so once the attack animations begin, even if they're yours, you can't quit then. That means that you have to be on your guard- if you see an enemy kill coming, DO NOT WAIT! Get out immediately; you do not want your unit to die. -Higher bets mean tougher opponents. While it'd be nice to get an extra 200 gold off the fight, you're likely to regret it when you get in there. Avoid bets higher than 600 is the general rule of thumb, I believe. -As I said, high defense units take a VERY high risk going into the arena. A silver weapon in the hands of most units is just BRUTAL and should be avoided. -Don't fight myrmidons. I cannot stress this enough- unless you're a knight or a pegasus knight who's feeling lucky, you will almost always lose. This is especially a problem for axe users. You can take him out in two hits, and he only does 4 damage! Problem is, your hits never connect, and he hits twice, over and over... guaranteed, you'll die first. Save yourself the trouble- if you see a myrmidon, just forfeit. Arena use is difficult without abuse, but it can be useful if you know what you're doing. For practical purposes, I really don't recommend it on your first playthrough, though- too much risk involved. ***** ***** *----SPECIAL UNITS----* ***** ***** This covers both the destructible obstacles, the cracks and snags, and the two special units, ballista and Merlinus. This is mostly for Merlinus, but let's talk the other stuff, too. Snags and Cracks --- These are obstacles that you find the map that have HP of their own. To get them out of your way, you must destroy them! Their HP varies, especially cracks, which can have up to 50 HP. Destroy them when necessary, though it may sometimes be more beneficial not to waste the energy doing so. Ballista --- It's a gigantic bow on wheels. Simple enough, really. Problem is that they're often manned by the enemy. They've got a HUGE range, and their damage is quite good. There's three levels to the ballista: there's the regular kind, the killer kind, which has a high critical hit rate, and the iron ballista, which has improved range and damage. Regular is what you'll see the most- this machine's dangerous enough as it is. Use extreme caution around these things- a pegasus knight can get caught off guard and get completely ANNIHILATED. Send high defense units in to distract the shooter and get him to waste his shots, or quickly send a unit it past their attack range and kill them. Your archers CAN use a ballista if it has ammo, so turn the enemy's weapon against them! It's quite satisfying. Merlinus --- Starting in the early chapters of Eliwood's story, you will meet a unique character, one unlike any other character you will ever see. He's an older gentleman named Merlinus, and he's a merchant. Merlinus has several unique characteristics. He's automatically deployed in each battle and doesn't add to your unit count, but he cannot attack. As a matter of fact, he just sits there in his tent for the entire mission, doing nothing. His job? To handle your items. With Merlinus on the field, you can send items that you have to him for stockpiling. A character normally can only hold 5 items at a time, and grabbing a 6th item means you have to throw one away. With Merlinus, it's no longer thrown away, just sent to his tent. Merlinus can hold up to 100 items. As for his role on the battlefield, as I said he just sits there in his tent. However, he's got stats- HP, defense, speed, skill, all that stuff. Again, he cannot attack, but he can be attacked by enemies... and he usually is. In most missions, especially the early ones, enemies will appear after a few missions with the specific goal of destroying Merlinus. If he is killed, he will flee the mission and you will not have his help for the remainder of the mission. However, he CANNOT die. He will come back in the next mission, albeit a bit ruffled about you letting him get attacked like that. The primary advantage to NOT killing off Merlinus is that he levels up. At the end of every mission where he's not had to run away, he will gain a level. Upon reaching level 20, he receives a promotion to Transporter, which besides the high stats, will also give him a donkey to pull his cart along. That means that Merlinus can now move with your group, making him all the easier to protect. All in all, Merlinus is important, but don't stress about it when he dies- it's not that big of a deal. ***** ***** *----FOG OF WAR----* ***** ***** One of the most trying things about any good strategy RPG is the fog of war- where your units are not standing, they cannot see. This means that your enemy can move without your knowledge and (conceivably) surprise attack. In reality, that doesn't happen. However, fog of war is a nuisance nonetheless. Your enemies do not suffer from it, so even if they can't see you, they can move up to you and attack. Obviously there are ways to work around it. Each unit on your team has a vision of 3 squares. Thieves excluded; their vision range is eight. As such, having a thief on the field is a great idea. You also can use torches and torch staves. A torch will increase the unit's range of vision by 5, decreasing by 1 each turn until it disappears after the 5th turn. A thief with a torch lights up a hell of a lot of the battlefield, So once again make good use of him. Torch staves work the same way, except their vision bonus is the caster's magic power divided by 2. Never quite as good as a thief with a torch, but definitely a good thing to use from time to time. Most missions don't have fog, but the ones that do are guaranteed to be just a little bit tougher because of it. Be aware, fight smart, and you'll be fine. ================ =IIIh. Supports= ================ One final note before we dive into this walkthrough is a discussion about the support system that the characters have in this game. No, we're not talking about Alcoholics Anonymous, here. Support is a function that appears starting in Eliwood's story... if you're paying attention. If two units stand beside one another and end their turn, the game keeps a tally. "OK, these two units stood next to each other for one turn." From mission to mission, as two units stand next to one another for several turns, eventually a "Support" option pops up. Choosing this option will spark a conversation between the two characters, offering insight into who they are and what their relationship is. Some support conversations are kind of stupid, and others can lead to the characters developing a relationship of love. Two characters can have up to three support conversations, to go from a C to an A ranking in their support levels. Through the course of the game, a character can only have a total of five support conversations with anyone. On a more practical level, supports grant bonuses to stats. Attack, defense, hit, evade, critical hit and critical evade can ALL be boosted by supports. To calculate exactly what the bonus is, you look at the affinity of both characters and then add up the bonuses bestowed. Those bonuses are as follows: Atk Def Hit Evd Crt CtEv Anima 0.5 0.5 0 2.5 0 2.5 Dark 0 0 2.5 2.5 2.5 2.5 Fire 0.5 0 2.5 2.5 2.5 0 Ice 0 0.5 2.5 2.5 0 2.5 Light 0.5 0.5 2.5 0 2.5 0 Thunder 0 0.5 0 2.5 2.5 2.5 Wind 0.5 0 2.5 0 2.5 2.5 So how this would work is if you have two characters (Let's say Eliwood and Hector) support each other, they would both gain the bonuses from the anima affinity AND from the thunder affinity. If we check the table, that means you get .5 attack, 1 defense, 0 hit, 5 evade, 2.5 critical hit and 5 critical evade. Now, the .5 attack and 2.5 critical hit round down to 0 and 2 (the game always rounds down.) When you get Hector and Eliwood to a level B support, the bonuses become 1 attack, 2 defense, 0 hit, 10 evade, 5 critical hit and 10 critical evade. And of course with an A support they go up even more. That means you can get up to 5 attack or 25 evade from your supports if you play it right (you get 5 supports, remember). This lends itself to certain characters seeking certain supports. A classic example is Guy. With his innate fire affinity, he'll get at least an extra 12% crt and 2 attack. However, he wants that extra 13% and 3 attack because he lacks strength and will kick major ass with a huge critical hit rate. As such, you're looking for wind and fire affinities. Thankfully, he's got a few fire and wind supports (Matthew is the most common one). Your support conversations, from a strategic point of view, should reflect that- if the character has a glaring weakness in one of these areas, try and find supports to compensate for it. Oh, and one VERY IMPORTANT detail- support bonuses only work if the characters are within three squares of each other. That means that you can't get an A support with a character who isn't in the battle and expect bonuses, and it also means that if you send a character out on his own he can't expect to keep those bonuses. This of course just means that strategy becomes even more complex (that's what makes Fire Emblem great!) For a complete list of who supports whom and what their affinities are, check the appendix at the end of the guide. +-----------------------------------------------------------------------------+ |--------------------------IV.Walkthrough- Lyn's Story------------------------+ +-----------------------------------------------------------------------------+ And so it begins! The actual walkthrough for the game. Each walkthrough section contains two guides, one by each author. This is to ensure you have more than one strategy to complete the game. So if one doesn't work for you, use the other. TripleJump has strategy 1; Kirbix has the second one. *Note from Kirbix* I'm not writing a walkthrough on how to beat this game with the best score, and I am also writing this walkthrough while keeping in mind that Eliwood's story follows immediately afterwards. As such, I will be making recommendations that may seem out of place, heavily favoring certain characters that you may or may not see reason to favor. I have my reasons, I promise. Since you're reading a walkthrough, I also assume you're not playing hard mode, so I will assume the game will force you to make certain moves. I won't delve into much detail- the game explains itself well enough. I'm just here to fill in the blanks after their tutorial stuff is finished. Something to note: you cannot start support conversations in Lyn's story, so don't try. All set? Fantastic- let's begin. =============================================================================== ==========================Prologue: A Girl From the Plains===================== =============================================================================== Victory Condition: Seize Gate Items to obtain: none Secrets: none New Units: ------ Lyndis ------ Lord LEVEL: 1 HIT POINTS: 16 STRENGTH: 4 SKILL: 7 SPEED: 9 LUCK: 5 DEFENCE: 2 RESISTANCE: 0 ----------- Boss: Batta ----------- Brigand LEVEL: 2 HIT POINTS: 21 STRENGTH: 5 SKILL: 1 SPEED: 3 LUCK: 2 DEFENCE: 3 RESISTANCE: 0 This is the epitome of tutorial missions- you get no real control and have to do exactly what they tell you to do. Just follow the instructions provided and you'll do exactly as you were expected to. However, just in case: From the Start, move Lyn left and into the flashing target spot. The enemy will move closer to you. Now you can move in and attack. You will hit the enemy, and then dodge the attack. The enemy will attack you on his turn and land a hit, then you finish them off. Unfortunately, you also take damage. So heal with the vulernary. Next turn, move in on the boss to the target area. First you strike, then you get hit. Now the boss's phase. He misses, and you land a critical hit. Now move in and seize the throne. =============================================================================== ======================IV1.Chapter 1: Footsteps of Fate========================= =============================================================================== Items: NONE Secrets: None New Characters: ---- Sain ---- Cavalier LEVEL: 1 HIT POINTS: 19 STRENGTH: 8 SKILL: 4 SPEED: 6 LUCK: 4 DEFENCE: 6 RESISTANCE: 0 ---- Kent ---- Cavalier LEVEL: 1 HIT POINTS: 20 STRENGTH: 6 SKILL: 6 SPEED: 7 LUCK: 2 DEFENCE: 5 RESISTANCE: 1 Victory Condition: Defeat all enemies. ---------- Boss: Zugu ---------- Brigand LEVEL: 4 HIT POINTS: 23 STRENGTH: 6 SKILL: 2 SPEED: 4 LUCK: 1 DEFENCE: 4 RESISTANCE: 0 You now have two new units, Kent and Sain. They are both Cavaliers, they have a large movement area. Sain speaks to you and asks you to help him impress Lyn by having him attack the Bandit. Select him and move him next to the enemy. Sain misses, and to make matters worse, the Bandit hits him! Kent then speaks, and asks Sain why he doesn't have his sword. Sain was too busy talking to a girl to get one. Kent will give his spare sword to Sain. Move Kent into the right spot and have him attack the Bandit with the sword, he makes contact! Have Lyn move in and make the killing blow. The enemy turn should be basically the enemies trying to get a jump on you. It's not a good strategy for them. Sain now wants to make up for his grave mistake, and redeem himself in Lyn's eyes. So attack the enemy, only to miss. It's the forest! Oh no. Have Kent move downwards to the enemy and attack. Move Lyn northeast. Next turn, Lyn questions Sain. Why didn't he heal? Move Sain up to Lyn and have Lyn give him the used Vulernary. He then can heal with it. Have Kent finish up the other Bandit below, then move Lyn and Sain Northeast. Kent can just move east to the other bridge. Have Lyn and Sain strike the boss once the other enemy is downed. Try to let Lyn make the kill, she needs the EXP the most. =============================================================================== ==========================IV2. Chapter 2: Sword of Spirits===================== =============================================================================== Items: Vulernary from Glass Secrets: None New Characters: None Victory Condition: Seize Throne ----------- Boss: Glass ----------- Mercenary LEVEL: 3 HIT POINTS: 20 STRENGTH: 5 SKILL: 4 SPEED: 5 LUCK: 0 DEFENCE: 3 RESISTANCE: 0 STRATEGY #1: To begin, the game makes you visit the houses to gather information. One tells you how to enter the temple, another tells you about the mountains and the last one is about the Mani Katti. The next turn you can move to the north to combat the enemy Brigand. Wait with someone on the Fortress to reduce damage. Then move to the east. See the crack in the wall? Move one of the Cavalry up to it and have them strike it with the lance twice (I used Sain, as he is strongest). As he is doing this, send Lyn south to dispatch the Bandits here. Try and keep Kent ready to go after Sain breaks the wall so he can run in. He won't 1 hit kill the Bandit, so be sure to just sit in front of Sain to protect him as he has his Lance out. The move Lyn to the bottom right enemy, and the Knights up to the top. It's your choice who gets the experience, but I'd give one of these to the knights because they will need it in a couple chapters. After the battle Lyn will receive the Mani Katti from the priest. It's much better, with more damage and Critical hit rate. -+-+-+-+-+-+-+ STRATEGY #2: You have to visit the homes, despite it being a total waste of time. In the next turn, send Kent and Lyn as far north as you can, and allow Sain to attack the brigand. The brigand ought to kill himself on you in the next turn. If not, dispose of him. Next, send all three down to the mountains. Lure those two brigands out and kill them. If you're feeling a bit hurt, use a vulenary. By this point my Kent and Sain were both finally level 2 (if you're like me, you noticed their horrendous level up bonuses and realized why you're not going to use them a whole lot.) Send Kent and Sain to attack the wall, which will draw out that brigand inside. Meanwhile, Lyn can go south and dispose of the last one. Use lances on the wall- they do more damage. With the brigands all dead, focus on glass. He's a sword user, so send in the cavalry with their lances. Kent and Sain ought to be able to kill him in that first turn. He's not particularly dangerous to either of them as long as they've got a decent amount of health. Once he's dead, seize the throne. Victory! Grab the vulenary and the Mani Katti. Fwa, now Lyn is a death machine. =============================================================================== ==========================IV3. Chapter 3: Band of Mercenaries ================= =============================================================================== Items to obtain: 2000 gold from top home Secrets: None New Characters: ------- Florina ------- Pegasus Knight LEVEL: 1 HIT POINTS: 17 STENGTH: 5 SKILL: 7 SPEED: 9 LUCK: 7 DEFENCE: 4 RESISTANCE: 4 --- Wil --- Archer LEVEL: 2 HIT POINTS: 20 STRENGTH: 6 SKILL: 5 SPEED: 5 LUCK: 6 DEFENCE: 5 RESISTANCE: 0 Victory Condition: Defeat all Enemies ----------- Boss: Migal ----------- Brigand LEVEL: 6 HIT POINTS: 25 STRENGTH: 7 SKILL: 3 SPEED: 5 LUCK: 2 DEFENCE: 5 RESISTANCE: 0 STRATEGY #1: You start with Florina in this one, but you still need to get Wil. Your first move is moving Lyn to the nearest "Village" with the red roof. Villages are like houses, but bandits will destroy them if they reach them first. They survive if you visit them. The only ones worth seeing are ones with Red roofs, because these have items or characters. Anyway, Wil will join the group. Move him to the right to have him shoot at the Swordsman over the wall. Then you get to use Florina, move her next to the enemy and have her strike him with the finishing blow. Move the Cavalry to the east and towards the gap in the wall. Have one of them block the one entrance by standing on the forest. Florina will now go to the other village with the red roof to get the 2000G from the village before regrouping with you. Try to use her in reserve, and only when the axes and archers (which she will easily fall to) are gone she can move in. Have her get all the EXP she can by hitting the soldiers, and if she can kill the archer right away, then do so. You can use a cheap technique to get a bit of EXP in on Wil, have him fire at the boss until he dies. ONLY Wil, so he gets as much experience as possible. This strategy works best later on in a different level, but you will take what you can get. I also reccomend Wil killing him, because he needs the Experience for the next level. Don't neglect Lyn, however. -+-+-+-+-+-+-+ STRATEGY #2: Once the tutorial stuff is over, we're left with control of Kent and Sain. Use them to kill the nearby archer. Send Florina to the house to grab the gold next turn and then fly back south. Send all your men up through that gap. Keep Kent or Sain at the gap to take the brunt of the damage, and then let Wil get some XP picking them all off over the wall. If you can manage it, let Florina kill the mercenary. Brigands will be easy- pick 'em off with your sword users. Once it's just Migal left, you can take him down however you want. Use Wil to get him weakened, and then finish him off with kent, sain or Lyn. If Florina's got full HP, she could even take him on after Wil's taken a couple of shots. =============================================================================== ==========================IV4. Chapter 4: In Occupation's Shadow=============== =============================================================================== Items: Iron Axe from the Brigand Dorcas kills first Secrets: None New Characters: ------ Dorcas ------ Fighter LEVEL: 3 HIT POINTS: 30 STRENGTH: 7 SKILL: 7 SPEED: 9 LUCK: 3 DEFENCE: 3 RESISTANCE: 0 Victory Condition: Protect Natalie for 7 Turns or Defeat the Boss. ------------- Boss: Carjiga ------------- Brigand LEVEL: 8 HIT POINTS: 27 STRENGTH: 6 SKILL: 5 SPEED: 4 LUCK: 2 DEFENCE: 7 RESISTANCE: 0 STRATEGY #1: This is your first defend level. The goal is to not have Natalie die. You can't control her, but she won't move anyway. There are three external entrances that need to be protected. The biggest one is the southern entrance. This one is where the bulk of the enemy forces will attempt to fight their way in. To defend it, equip both Cavaliers with their Swords and position them side by side at the bottom of the entrance. The first one you have to defend however is the east one. Lyn will automatically want to be put there. So do that, the last one is the west entrance. Move Wil to it. Have him fire on whoever tries to break open the wall and start the entrance. DO NOT HIT THE WALL. As for Florina, she can't do anything right now. So have her block the way that goes directly to Natalie so she can move in any direction. There are archers on the bottom and the left, and axes to the right at the moment. This will soon change, but we don't want any deaths. On the enemy turn, Dorcas will attack Lyn. He misses, and Lyn recognizes him from the picture Natalie had. Move Lyn next to him and select "Talk" to have a chat. Dorcas will now join you. Select him and move him towards the Brigand nearby. Attack with the Hand Axe (which you can attack at a range with) and he will critical hit the enemy. Alright! Now have the Cavalry stay on the spot and hit the enemies that are in front of them, the only time they should move is when there is nothing in the way in front and an archer shooting. They should capitalize on this chance to take it down. Wil should be hitting whoever tries to break the wall on his side. Move Dorcas over to assist him if they break through. Back on Lyn's side, some Mercenaries will start coming. They have swords, and every turn after turn 3 another will come, so move Florina over, because Lyn won't hold out for long. Florina can easily dispatch these guys in two turns each. If you want experience for her, let them come. If you dont, have one unit stand on the square they come from. After the enemies are thin to the south, move Kent and Sain out to the boss. They won't be very effective, as this guy is fairly strong, and you will have to split up a bit to take care of the enemies before the turn ends. To cover them, move Dorcas to the entrance to the top and have Wil come out and assist them. The level ends if you end the 7 turns or if you kill the boss. Note that 7 turns DOES include the enemy phase. So don't act like the battle is over until it truly is. -+-+-+-+-+-+-+ STRATEGY #2: Lyn makes a move towards Dorcas automatically, but in the mean time, move Kent and Sain to block the bottom doorway. Keep them in the back of the gate rather than all the way at the front. Be sure that you have swords equipped on both of them, not lances. Send Florina and Wil up towards the crack in the wall at the top-left. DON'T attack it, though. Come enemy turn, brigands are gonna swarm Kent and Sain, but as long as they're using swords, they'll slaughter all of them. Next, do what tutorial says and get Dorcas. Send him wherever you want and finish off the brigand. On the other side, send Wil to the top to shoot the brigrand (not the mercenary). Place Florina in front of the crack. Finish off any brigands in front of them, but do not move forward- reinforcements keep on coming, and they keep you busy. For the remainder of the fight, just stay defensive. Leave Kent and Sain where they are and use their vulenaries when they need them. Let Wil pick off that brigand and leave the mercenary to Florina. Mercenaries will continue to spawn on the top-right. Stick Dorcas in the south woods to try to pick off any mercenaries that Lyn doesn't kill first. The mission's over before you know it, and you're no worse for the wear. =============================================================================== ==========================IV5. Chapter 5: Beyond the Borders=================== =============================================================================== Items to obtain: Iron Sword off the top brigand Secrets: None New Characters: ----- SERRA ----- Cleric LEVEL: 1 HIT POINTS: 17 STRENGTH: 2 SKILL: 5 SPEED: 8 LUCK: 6 DEFENCE: 2 RESISTANCE: 5 --- ERK --- Mage LEVEL: 1 HIT POINTS: 17 STRENGTH: 5 SKILL: 6 SPEED: 7 LUCK: 3 DEFENCE: 2 RESISTANCE: 4 Victory Condition: Defeat all Enemies --------- Boss: Bug --------- Brigand LEVEL: 9 HIT POINTS: 29 STRENGTH: 6 SKILL: 4 SPEED: 6 LUCK: 1 DEFENCE: 8 RESISTANCE: 0 STRATEGY #1: This level is really just a standard, quick skirmish. Start with Lyn talking to Serra. This makes Erk and Serra join. To begin, have Serra heal Erk. Serra is a Cleric, she can't fight, but she can support your units with staves. Therefore she should be kept in the back away from units and Archers. If a unit has a very small wound (even 1 HP gone) I'd reccomend having her heal them. The staves are cheap, but the Experience is priceless. Erk on the other hand, is a Mage. It's sort of like an archer that can defend itself, but has low defense. So this is your finisher for most enemies. He uses anima magic, which is strong against light but weak against Dark. Most enemies you see have a low resistance, making him a good one for fighting close range cavalry, Knights and Generals from a distance. Have him hit the Archer from close range to continue the level. Move the Cavaliers north and everyone else northeast. Florina can take care of the two swordsman with some assistance by characters like Wil and Lyn. Be sure to take down the second archer before moving her to the east. You can also go buy her a Javelin from the armory if you want. After the enemies are all dead but the boss, you can have her fire the Javelin from a safe distance at him as many times as you want for experience. I'd reccomend using a range attack on him to kill. Someone like Erk who desperately needs experience should finish the kill. -+-+-+-+-+-+-+ STRATEGY #2: Once again, deal with all the tutorial stuff so you get started on the actual battle. Send Erk up onto the mountain to attack the archer, though. Shift all your units northeast, and you can send Sain up to kill the brigand. Take out that mercenary next- he'll head for Erk. Kill him off using Florina and Erk. As you move your units farther east the brigand, archer and other mercenary will start to move towards you. Put your focus into attacking with Wil, Florina and Lyn. Ignore the houses- totally useless for you, as a FAQ reader. At some point, feel free to pick up a javelin from the armory for Florina. When you're ready, go for Bug. Whittle him down with Wil and kill him with Lyn. He won't move, so Wil can just fire away, and the Mani Katti makes Bug a piece of cake. I don't particularly like Erk or Serra- neither one is, in my opinion, worth using. However, you NEED to use Serra, short-term. She is your only healer so far, and you can't not use her, really. As for Erk... I get along just fine without him. However, he's the only mage you get for quite some time, and he's not that bad. He just has... stability issues; read the RNG section to get a better understanding, but Erk has a tendency to get messed up by lousy RNG. =============================================================================== ==========================IV6. Chapter 6: Blood of Pride======================= =============================================================================== Items to obtain: Door Key- Southern house w/ red roof Door Key- Soldier guarding the door in the fort Angelic Robe- Chest just inside the door Armorslayer- Chest in the top right Secrets: None New Characters: ---- Rath ---- Nomad LEVEL: 7 HIT POINTS: 25 STRENGTH: 8 SKILL: 9 SPEED: 10 LUCK: 5 DEFENCE: 7 RESISTANCE: 2 ------- Matthew ------- Thief LEVEL: 2 HIT POINTS: 18 STRENGTH: 4 SKILL: 4 SPEED: 11 LUCK: 2 DEFENCE: 3 RESISTANCE: 0 Victory Condition: Activate 3 Switches ---------- Boss: Bool ---------- Knight LEVEL: 5 HIT POINTS: 26 STRENGTH: 8 SKILL: 4 SPEED: 2 LUCK: 1 DEFENCE: 10 RESISTANCE: 0 STRATEGY #1: This level is unique to the last levels you played. You have doors that can be opened, chests that can be unlocked, a different objective, and two new classes to play with. You start out with Rath, a bow wielding horseback rider (also known as a Nomad). Move Lyn up to the village above you to meet Matthew. He is a thief. A thief doesn't have combat skills whatsoever. His only purpose is opening doors and chests, he can also steal items from enemies. Move him over to the door to the right and have him open it. This shows a switch. Have Rath move up and stand on it to open the door to the big area. Send Serra to the village and have Florina, Will, Erk and Kent to attack the nearby foes together. Have Sain get the key from Serra and he runs to the east towards the door. Florina can join up with him next turn and help him beat the foes. The second turn has Matthew asking if you want to steal the treasure. Move him on the chest and have him open it. Move Rath into the area where he is and have him kill the Spearman to get the Door Key he drops. Meanwhile, Florina and Sain have opened the door with the key, killed the two enemies and stepped on the switch, this opens the part to the boss. Kill the archer in front of him, but don't kill the boss yet. Have Rath open the other door and Matthew get the Armorslayer from the chest. This can be used on the boss. But the wise thing to do is have Florina and Wil fire on the boss until he is very low, then have someone weak go right up to him and finish him off. Then step on the last switch to end the level. After the battle, you receive 5000G! As for the Angelic Robe, I'd reccomend giving this to Lyn because of her low defense. Don't waste it on Matthew because he won't do any fighting anyway, so stick it to her. -+-+-+-+-+-+-+ STRATEGY #2: Start by following the tutorial, and then move all of the units towards the walls. Have someone visit the other red-roofed house to pick up the door key (for future reference, if the house has a red roof, it's important- ignore the rest of them.) Deal with the enemies that you didn't kill already. Next, send Matthew and Rath to kill the soldier up top and Wil to kill the lower soldier. Whomever took the door key should open up the bottom door, and whomever killed that other soldier use the key on the upper door. Step on the second switch to reveal Bool and an archer. Quickly kill the archer and go grab the armorslayer out of the chest. Now, to maximize XP, Rath, Wil and Florina w/ a Javelin can weaken Bool a bit. Let Matthew keep the armorslayer, and let him deliver the killing blow. You'll use Matthew later- level him up as much as you can during Lyn's story. That Angel Robe increases max HP by 7. Permanently. It's a GREAT item. Of the units you'll use, two need it- Matthew and Lyn. Seeing as Lyn is a fighter and Matthew is more inclined to... y'know, not fight, give it to her. =============================================================================== ==========================IV7. Chapter 7: Siblings Abroad====================== =============================================================================== Items to obtain: Pure Water- upper-right village Iron Lance- Off the brigand in the hills Secrets: Finish the mission in 15 turns to unlock 7x New Characters: ------ Lucius ------ Monk LEVEL: 3 HIT POINTS: 18 STRENGTH: 7 SKILL: 6 SPEED: 10 LUCK: 2 DEFENCE: 1 RESISTANCE: 6 ---- Nils ---- Bard LEVEL: 1 HIT POINTS: 14 STRENGTH: 0 SKILL: 0 SPEED: 12 LUCK: 10 DEFENCE: 5 RESISTANCE: 4 Victory Condition: Defeat the Boss ------------ Boss: Heinzt ------------ Shaman LEVEL: 5 HIT POINTS: 22 STRENGTH: 3 SKILL: 5 SPEED: 7 LUCK: 3 DEFENCE: 3 RESISTANCE: 5 STRATEGY #1: This level is going to be something like the average chapter for the rest of Lyn's Story. We get to chose who we want to bring (leaving out two of our men). I chose to leave out Dorcas and Matthew. Neither are very good fighters and there aren't any chests. If you prefer Dorcas, drop Erk. As he won't be strong against the boss and a couple other enemies. However, then you lose one of your infantry slayers for a guy that MIGHT hit the enemy. You start with Lucius attacking the enemy Shaman. Have Nils play his music on Lucius to keep him going. If you want, you can have him finish him off. But you can use any unit for this. Now advance your party to the east, there is a village holding Pure Water. We can use this if you want on the boss, but it doesn't make a difference. A troop also holds an Iron Lance. I'd give this to Florina, because she only has the Slim Lance and Javelin unless you bought one for her. Starting now: Make a resolution to use Nils once per turn. He will level up, and a side quest in the future depends on his level at the end. So this means that you can spend extra turns (NOT IN THIS LEVEL) just making him refresh a unit again and again. Continue south, the enemies will start coming over the mountains. If you can get onto the mountain first, you hold the advantage. Have Cavalry go down the far east path because that's all they can cross. Now, in fighting the boss you want your damage depleter to attack at a distance so you can heal after. If you have more than one, have both attack, then Serra heal one, then Nils play for Serra so she can heal the other. Have a character run in and defeat him. DON'T keep it going for longer than 15 turns. -+-+-+-+-+-+-+ STRATEGY #2: This is the first real mission you've had. Nils is running from Nergal, and while he's not your immediate concern, he will return in Eliwood's story. For now, defeat his henchman, Heintz. This will be the first mission with magic wielding enemies, too. These guys hit your resistance stat. If you notice, LOTS of your units have none. As such, keep them way the hell away from the shaman. All of them have 9 attack, which means they'll do a full 9 damage to your units. OUCH. Florina is the one you'll want to use this mission. With good physical damage and high resistance, she's ideal for killing mages. This is also your first mission with a battle preparation screen. Pick two units to sit out- I chose Sain and Dorcas. Set up your units, if you want, make any trades you need, and let's get started. After the brief tutorial, you're moving East against a few enemies. Focus your kills with Wil, Lucius and Matthew. Use Nils every turn to take advantage of what he's got, of course. Send Florina south to take out the shamans around Heintz. Don't actually kill Heintz, though- that'd end the mission early. There are mountains on the left bridge, so send your regular units over that set and fight off the enemies, while Kent and Rath go to the right. Have Florina meet them all at the two bridges outside of Heintz's castle. Once it's just you and Heintz, take him down. Use whomever you want, although Lucius and Florina are certainly the ones most effective at doing so. Once it's over, you'll get to meet Eliwood, the star of your next quest. This whole mission is a hint at what's to come in the story to come, so it's not a bad idea to pay attention. I certainly hope you got the side quest- it's very hard not to. =============================================================================== ==========================IV7x. Chapter 7x: The Black Shadow=================== =============================================================================== This sidequest is only available if you beat Chapter 7 in 15 turns or less. Items to obtain: Hammer- from the chest Vulenary- From the bottom soldier Lockpick (if you can)- steal from thief Secrets: None New Characters: None Victory Condition: Defeat all Enemies ------------ Boss: Beyard ------------ Mercenary LEVEL: 7 HIT POINTS: 24 STRENGTH: 6 SKILL: 8 SPEED: 7 LUCK: 4 DEFENCE: 5 RESISTANCE: 1 STRATEGY #1: The first plan is to go into the options and change Matthew to the bottom left along with Rath and Nils. Have Rath go up and take out the enemy with the lance to the left. Then move Matthew and the Cavalry move there. Have Nils recharge the cavalry, so he can attack the wall. Have your ranged men from the right go left up the middle and those without it take the far right. Have Kent or Sain engage the Cavalier and defeat him. Or you can draw him over and have Lyn finish them off. The middle should have a magic user and Wil at LEAST. So have them take out the Magician and the Soldier in the square. The soldier does not have a ranged weapon so he is easy EXP. Get the Brigand down, and then quickly break the wall and enter the chest room. Have Matthew steal the Hammer (the vulernary was from the first lance I talked about earlier) and get out of there so you can send your men up to kill the thief on the enemy and the archer. Meanwhile the rest of the group should be heading up towards the back taking out the enemies. Everyone can come in the middle. Then as usual, you whittle down the health with ranged attackers, then have the experience receiver come in and finish them for the big experience. -+-+-+-+-+-+-+ STRATEGY #2: Since it's a side quest, it IS a bit tough. Nothing you can't handle, though Once again, preparations time. I kept Sain and Dorcas out, again. Next, rearrange your units before you begin. Move Rath and Kent to the left side, and then place Nils right next to them. Move the mages away from the very front line. Other than that, there's not much that matters at this point. (If you're unsure of how to move the units around, you use "Check Map" option.) When you begin, send Rath and Kent to kill the soldier and start attacking the wall. Use Nils to have them finish off the wall. Send Matthew that way as well- he needs to rob the chest before the other thief does. Lucius and Wil should go up to the wall on the right and kill the enemies through the walls. For the rest, just put them wherever, somewhere moving towards the top, of course. The enemies behind said wall should attack, and most likely die in the counterattack. Your turn! Finish off the brigand who's moved south and the archer in the treasure room. Send Matthew in to steal that hammer. Meanwhile, kill that cavalier. The thief should open the door on his next turn. Now you get to deal with your first reinforcements. A soldier appears on the stairs. Kill him with one of your ranged attackers before he even gets a move out. Lyn, Lucius and Wil should move on the mercenaries next. In the mean time, send the rest of your units up. First, let Matthew steal from the thief. Next, Florina w/ Javelin and Rath can attack the soldier, thief, or brigand (if he didn't already move in for the kill and get killed). Once damaged, the thief will promptly run away down the stairs, anyway. This next turn you get reinforcements in the form of a shaman and a mage. Since you probably don't want your units to get mauled, just let Florina block the doorway and move all the others back. I shouldn't have to say this, but make sure that Florina's healed. In the mean time, at least two of your three units on the right side should be up to the mercenaries. If you can't attack them, then simply make sure you're properly equipped to kill them when they attack you. The shaman and mage will hurt Florina, although not enough to kill her. Your turn again, kill them both and finish off the mercenaries if they survived somehow. Now it's just you and Beyard, who refuses to move. You know what to do- get some XP off of him with your ranged attackers and then move in for the kill. Use whomever you want, really- you know what to do now. Sidequest over, let's move on. =============================================================================== ==========================IV8. Chapter 8: Vortex of Strategy=================== =============================================================================== Items to obtain: Lancereaver- from the top-right village Secrets: None New Characters: None Victory Condition: Defeat All Enemies ---------- Boss: Yogi ---------- Knight LEVEL: 6 HIT POINTS: 25 STRENGTH: 9 SKILL: 7 SPEED: 3 LUCK: 2 DEFENCE: 11 RESISTANCE: 1 STRATEGY #1: This is a different chapter because most enemies are using the reaver weapons, which reverses the weapon triangle. The other reason is that there is a ballista manned by an archer. It fires a heavy missle. It's not very effective but it can be lethal to Pegasus Knights. So you have to determine something. If you have a high level Florina (5-6) and a high level Nils (4-5) then you can send Florina east to the village to get the Lancereaver. If not, then you have to send two or three to collect it from the enemies. To stop Florina from being pasted, put Nil's in danger. The enemy will fire at him, and his dodge is much better. Of course you should heal or get him out if he is hit. Meanwhile, the rest of your men are going south. If you had a low level Florina then she is hiding in safety at the top with Nils and Serra. The rest have to go south and take out the ballista and the enemies nearby. The enemies will attack, so be careful and don't expect to approach, you will be approached. Healers and Nils can approach as well as Florina as soon as the Ballista is down. A few (4) soldier reinforcements with lances come in twos on the left. They should just come out after you clean up the cavalry and other foes. The boss doesn't have a ranged weapon, just an Axereaver. So the Lancereaver is efficient on him twice as much. As is the Mani Katti. I reccomend the Mani Katti because it has a high critical hit chance. Either way, whittling his health will take much longer because of his armor. So you might want to just let Lyn wreak havoc on him and heal her if she doesn't prevail. -+-+-+-+-+-+-+ STRATEGY #2: You don't get Matthew this time; you'll have to carry on without him. After you strip him of his stuff, of course. He'll come back, but if you need what he's holding, grab it now. Once again, pick your units, and I left the same two out to dry. As for the battle preparations, I had Rath and Florina at the far right, with Lucius and Kent up front to get ready to fight. What matters most is that you send whomever has the most defense to go to the village. Rath's that guy for me. He's going to take some hits of the ballista, and so the higher his defense, the less it stings. Until the Ballista is taken care of, the rest of your team isn't moving much. Now, ordinarily I'd suggest moving in to kill the archer, but unfortunately there's a mountain range in your way, and either you attempt to send Florina in and risk her utter destruction at the hands of the ballista, or you send Kent in and he gets swamped by the units who are flooding up north to meet you. Given the options, I much prefer to just tough the ballista out. With only five shots, a vulenary is all you need. To begin, send Rath east to that forest. The mages will attack you there and the woods will provide you some cover. For the rest of you, arrange them like this: W L Y / K Where the / is the crevice, which means there's one free space between the crack and Kent. Lyn at the top, there with Lucius and Wil around her. Florina can fly in later on when the enemies actually arrive- you don't need them attacking her just yet. Enemies will start closing in, and the mages will attack Rath (as should the ballista, although it could fire on Kent. Either way it will most likely miss, and at worst do a minimal amount of real damage.) Rath kills the mages and moves on. Grab the lancereaver from the village and head back to help your team, who by now is under enemy fire. Take care of the cavaliers and mercenaries- no problem for you, I hope. The brigand is apparently trying to pull a sneak attack, or something; on second thought, let Rath dispose of him and then go help your team, if they're not done already. Meanwhile, down south, a horde of soldiers heads your way. If you haven't figured it out by now, soldiers are kind of a joke. High HP, good attack, but slow as hell with no defense. Long as you have some good evade, they stand no chance whatsoever. A grand total of four of them will head your way. Yahoo. Dispose of them. By this time the ballista should be out of ammo, so go ahead and send someone in to kill that archer. Florina's not a bad choice- by now I certainly hope she's becoming a good killing machine. If you use her as often as I've been recommending, she should be. If not... the level-up gods must just hate you, I suppose. Now it's just the reavers at the bottom. You remember all that stuff I tried to teach you about reaver weapons? You do? Great! If not, basically all these guys have weapons to reverse the triangle. The Soldier and Mercenary are closest, and their weapons are designed to kill axes and lances. So... send a sword user! Send Lyn in to stare 'em down and they will engage her. Mani Katti should rip them to pieces. Florina can then utilize the reverse weapon triangle to slaughter the brigand. Lastly, we have Yogi. He's a knight with high defense and low res. Lucius will easily kill him. If not him, Lyn with an armorslayer. I don't particularly care. For added fun, you can use the lancereaver to really piss him off. Easy boss, like all the others. Oh, one thing before you finish the mission- the armory has equipment you might need. I know I bought a couple iron bows because both Wil and Rath were feeling a bit light in the quiver. =============================================================================== ==========================IV9. Chapter 9: A Grim Reunion======================= =============================================================================== Items to obtain: Torch- out of the village New Characters: Secrets: None Brackets are stats after promotion. ------- Wallace ------- Knight [General] LEVEL: 12 [1] HIT POINTS: 30 [34] STRENGTH: 13 [15] SKILL: 7 [9] SPEED: 5 [8] LUCK: 10 [10] DEFENCE: 15 [17] RESISTANCE: 2 [5] Victory Condition: Seize Gate ------------ Boss: Eagler ------------ Paladin LEVEL: 1 HIT POINTS: 30 STRENGTH: 10 SKILL: 6 SPEED: 7 LUCK: 2 DEFENCE: 10 RESISTANCE: 5 STRATEGY #1: Be sure to bring Matthew because the Fog will soon roll in. Fog limits your view of the battlefield, this allows enemies to sneak up on you unawares. So be sure to keep him nearby your men. They can see only as far as they can move, but thieves are exempt from this rule. There is also a fog removing item which we will get. But first, to start Wallace will join the group. He's a Knight, but not for long. Have him use his Knight's Crest to promote him to a General (though you have to do this). His stats are boosted. Now start by moving all troops except for Erk and Wil south to the bridge. If you want to reduce enemy encounters, put Florina on the for to the south. If you want the experience, have Lyn get as close as possible to it. Move one cavalier to the village to get the Torch which can cut through a huge portion of the fog that is about to come. For this fight try to use Wallace as little as possible, mainly in an emergency or if you need him for a strategic move. Now the fog comes on the third turn. Now the movements of the enemies are masked but you got a view of where reinforcements will come from. Just be sure to keep the weak characters away from harm. The second moutain will start Spawning the Bandits too. Lyn or Florina is blocking or attacking one, so deploy a Cavalier or someone to stop them. Erk and Wil are the ones up to the north killing the soldiers that come from a distance. As you move along, you will find cavalry coming be sure to get these down quickly as they can do some damage to your smaller footsoldiers. Anyway, to fight Eagler is tricker, he has an Axe and a Lance. So the only thing you can use to assure you aren't at a disadvantage is to use an Axe. However, Wallace is an experience hog, and Dorcas can be killed because of his bad defense. So, I had Sain draw off a ranged attack with his lance out so Eagler switched to axes. I then had Lyn come in and pound him with a critical hit. Remember, if you attack directly you can't heal. The other plan is to have Wallace damage him low, and then someone to sweep in with a killing blow. Wallace shouldn't get the kill no matter what. After Eagler is dead, Lyn can then seize the gate. -+-+-+-+-+-+-+ STRATEGY #2: This is a fog of war map, which means good tactics are essential. For your lineup, move Kent south, along with Lucius and Nils. Stick Matthew in the northern area towards the right- he's going to be your eagle-eye now, so you want to maximize his vision abilities. You're going to be fighting tons of reinforcements, so don't be fooled by the lack of enemies as of yet. It's also not advisable to move much before I say so, because enemies spawn right next to where you start, and they're liable to sneak up behind you and surprise you by killing one of your weaker units. You get Wallace, and then you promote him. Holy crap, he's now a total beast. Welcome to the world of Pre-promos, units who join your team already promoted. At the time, they seem magnificent. Problem is that their stat growth is awful, so they never really get any stronger. For now and until Lyn's missions are over, this guy is your last resort character- if things go to the dogs, call in Wallace- he can take on anything. Don't rely on him, though- your other characters are quite strong now and are capable without him. After grabbing the torch, move yourself around to what you feel to be a "ready" position. The end of the enemies first turn shows you what I meant by tons of reinforcements. Your primary concern is brigands, so get your sword users ready. The problem is that they're on the mountains, which makes them damned hard to hit. Lucius, with his high accuracy, is ideal for taking them out, and then Lyn can handle the other one. Hold the bridge with Kent- his sword ready for those brigands. Soldiers pour out of the north fort, too. Figure out who you think can take 'em, and send them. I used Wil- that man killed the soldiers easy. Fog rolls in- Matthew uses the torch, and you should be able to keep tabs on what's going on. There's no specific strategy for handling all these reinforcements. I had Florina and Kent deal with the people down south, while Matthew, Lyn and Wil took care of problems up north. Vulenaries and Serra kept everyone fit enough to live to see another day, and I didn't even have to get Wallace involved. By the end of turn 5 or 6, the reinforcements should all be dead and things ought to be quiet. That's it, really- now it's time to take down Eagler (no small feat, I must say). Send Florina up to quickly kill the myrmidon. Everyone else: start plodding east. Wallace, too- you WILL use Wallace to kill this guy. Lure the soldiers out and dispatch them, so now it's just you and the boss. Congratulations, this is your first REAL boss. This is one tough mother, and honestly, I doubt you could really do it without Wallace. Fortunately, you DO have Wallace. Send him down toting the iron axe, and duke it out. The bastard has evasion and will take some time to kill, but you have superior stats. Actually, he shouldn't even be able to hurt Wallace with his 17 defence. Long? Sure, but at least it's easy. Don't bother sending someone else in- if they don't die, they'll certainly not be able to do much to Eagler. The game wants you to use Wallace- indulge it, so to speak. =============================================================================== ==========================IV10. Chapter 10: The Distant Plains================= =============================================================================== Items to obtain: Energy Ring- From the village New Characters: None Secrets: None Victory Condition: Seize Gate -------------- BOSS: Lundgren -------------- General LEVEL: 5 HIT POINTS: 35 STRENGTH: 12 SKILL: 8 SPEED: 5 LUCK: 6 DEFENCE: 14 RESISTANCE: 7 STRATEGY #1: So, we begin by moving east and then south, destroying the couple enemies that are in the way. Be sure to keep Florina away from the first Archer. After these enemies are down, clear the forests and move your units to the south, there you can fight to establish a stronghold on the area with the village. Send someone there to pick up the power ring. It increases your Strength by 2. Give it to someone who needs it that IS a unit that will fight. Cavalry reinforcements are starting to come from the forts at this point. I had Lyn and Lucius wait for them to come, then had them clean them up. My Lyn was about level 10, so that explains it if you keep getting blown out of the water by them. The rest of your team goes south to the Snags, have some people break it down and use this as a bridge to reach the shops. Buy weapons if some of your people are out of weapons. Especially if your magic users are dry. Now you have to beat Lundgren. Well, the best strategy I found is this: Let Erk attack from a distance. Then rescue him and move. Have another person take him and drop him. Now have Lucius attack, rescue him and move him and drop him. Make sure nobody is within range of him, as he has a Javelin on him. This means he keeps his Silver Lance out, and you can repeat this movement over and over again with him powerless to respond. When he is low, have someone like Lyn come in and deliver the smashing blow to him and seize the throne! The castle is yours! Lyn's story is also over. Following the Lyn Strategy #1's, you should have something like this: Lyn: Level 11 Rath: Level 7 Kent: Level 7 Sain: Level 7 Nils: Level 7 Florina: Level 7 Serra: Level 5 Wil: Level 5 Erk: Level 5 Lucius: Level 4 Dorcas: Level 4 Matthew: Level 3 Wallace: Level 1 -+-+-+-+-+-+-+ STRATEGY #2: This is it- the final mission. Lundgren is your final obstacle. With his fall, this story comes to a close. Oddly enough, this is a really easy mission. You outnumber the enemy (13 to 11), and they've only got four reinforcements to deal with later on. With your full forces out, you'll sweep it. Set up your units in the usual way- melee units up front, ranged in the back, with Florina ready to cross those mountains. Send them east and start killing. Midway through, it'll start to rain. Fortunately this is a feature that you don't deal with very often- it's an obnoxious weather condition. Slows you down. Keep trudging along; what else can you do, really. Grab the energy ring from the village- it increases the attack/magic of one unit by two. Once again, either Matthew or Lyn. On the one hand, Matthew will most likely always have less attack than Lyn, so he'll benefit more. On the other hand, Lyn's attack rarely maxes out, and she still is the fighter. If you're going on to Hector's story, give it to Matthew. If you're going on to Eliwood (which I would expect), give it to Lyn. Move on towards his castle, picking off cavaliers and dealing with the rain. Send someone to the armory and vendor- pick up any magic you might need (I needed lightning, for example) and pick up a heavy spear. If by some mistake you used Wallace enough to get to the "D" level for your Axe, just use the hammer. More likely, though, just equip the heavy spear. Lundgren's the only real obstacle here, and like Eagler, just take him out the classic way. He's got a silver spear and a javelin, so you know what to do- abuse the system. While he's got the silver lance equipped, go ahead and let Lucius attack him uninterrupted. Immediately rescue him so that Lundgren cannot attack him on his turn with a Javelin- it would end poorly. After he's taken a bit of a beating, send in Wallace with the heavy lance. Kill him; should be quite easy. NOW, here is your opportunity for great XP. It's going to take far more time than it's really worth and it ruins your score (you won't see this until after you finish the game, but nonetheless...) To do this, Wallace stands at Javelin range from Lundgren and sits there. Lundgren will strike and do minimal damage. Let him keep attacking Wallace while Serra stands by to heal when he needs it. Once the javelin breaks, move in front of him and do the same thing until the silver lance is broken, too. With no weapon, Lundgren is easy pickings. You now have an enemy with so much HP and defense that most of your units can barely damage him- 1, 2 damage. This is a limitless XP pool, because Lundgren's on a gate, which means he gets to heal. Send in any of your units with weapons to hurt him, if they can. If you let him heal all the damage you do, you could potentially get everyone to whatever level you want. In one game I actually got Kent to level 20 so I could promote him (this was in Lyn hard mode, where the knight crest was not mandatory on Wallace- that'll come later.) Whatever you choose, make sure you've done anything you needed to do before you continue. Use the angelic robe and energy ring, and if you're planning to go through Hector's story, get Nils to level 7 (a trying task, to be sure). Doing so unlocks a special side quest. The story ends happily, and you get a story of how you've done. The story's done and it's time to move on to the next one. As you know, I'm partial to certain characters and so I focused on their levels more than others during this story. By the end, the characters had the following levels: Lyn- level 8 Florina- level 8 Wil- level 7 Rath- level 9 Lucius- level 7 Matthew- level 7 The rest of the units are (in my opinion) rather inconsequential, as those were the only ones I really used. You could abuse Lundgren to get them higher, but you really don't need to and it feels kind of cheap. +-----------------------------------------------------------------------------+ |------------------------V. Walkthrough- Eliwood's Story----------------------+ +-----------------------------------------------------------------------------+ This is what we would call the "main" part of the story. I don't need to give much explanation- the one given by the game does it really good justice, to be honest. Just to reiterate, though- be careful; dead guys don't come back, and this time around, there's no learning curve- from the first mission, things are tough. Always stay on guard. =============================================================================== ========================V11. Chapter 11: Taking Leave========================== =============================================================================== Victory Condition: Seize the Gate Items to obtain: Dragon Shield- out of the village Secrets: None New Units: Eliwood, Marcus, Rebecca, Lowen, Dorcas, Bartre ------- Eliwood ------- Lord LEVEL: 1 HIT POINTS: 18 STRENGTH: 5 SKILL: 5 SPEED: 7 LUCK: 7 DEFENCE: 5 RESISTANCE: 0 ------ Marcus ------ Paladin LEVEL: 1 HIT POINTS: 31 STRENGTH: 15 SKILL: 15 SPEED: 11 LUCK: 8 DEFENCE: 10 RESISTANCE: 8 ------- Rebecca ------- Archer LEVEL: 1 HIT POINTS: 17 STRENGTH: 4 SKILL: 5 SPEED: 6 LUCK: 4 DEFENCE: 3 RESISTANCE: 1 ----- Lowen ----- Cavalier LEVEL: 2 HIT POINTS: 23 STRENGTH: 7 SKILL: 5 SPEED: 7 LUCK: 3 DEFENCE: 7 RESISTANCE: 0 ------ Dorcas ------ Fighter Stats the same as you left them in Lyn's story ------ Bartre ------ Fighter LEVEL: 2 HIT POINTS: 29 STRENGTH: 9 SKILL: 5 SPEED: 3 LUCK: 4 DEFENCE: 4 RESISTANCE: 0 ------------- Boss: Groznyi ------------- Brigand LEVEL: 5 HP: 25 STRENGTH: 7 SKILL: 4 SPEED: 4 LUCK: 1 DEFENCE: 4 RESISTANCE: 2 STRATEGY #1: Okay, so we are in a whole new chapter with new characters and enemies. Well, this chapter isn't going to be much of a challenge. There may seem too be a lot of enemies, but that's good, the more enemies the more experience you can get. Start by having Marcus trade Eliwood the Silver Sword then moving up. Lowen can trade with Marcus for his Silver Lance. Marcus is an Experience thief. He takes at least 5 times less experience than everyone else and is very powerful now, but in the end he will be destroyed easily. Rebecca can move up and attack the brigand, then Eliwood can come in and fire the finishing blow. Eliwood will be wanting most killing blows. If he and Rebecca don't succeed in battle, the have Lowen finish the enemy off. On the second turn Dorcas and Bartre show up. They can help destroy the weak foes. Bartre will need to get an Iron Axe soon. Anyway, as you fight to the boss, send Marcus up to the village Dorcas and Bartre came from to get a Dragonshield (an item that increases defense). Don't give it to anyone yet. Have Marcus carry it around for a long while now, so we can give it to someone who needs it most later on. At the boss, we will use the strategy I gave for Wil in Lyn's thing, we have Rebecca sit there and fire Arrows at the boss until he has extremely low HP, in which case Eliwood can finish him. Because he sits on the gate, he gets health back each turn, which can make Rebecca shoot forever. My Rebecca was level 4 at the end because I let Groznyi recover health and then kept firing. This will run her bow down, so be sure to replace it next chapter. Then of course, Eliwood defeats him and seizes the gate. -+-+-+-+-+-+-+ STRATEGY #2: So, before we begin: as I have said in the past, I favor certain characters and ignore others. This has its ups and downs. The good news is that all of the characters I use are powerful. The bad news is that the starting point is kind of rough. This mission is one of those classic examples. I will recommend the use of Bartre and Eliwood; that's it- the remaining four characters will wither away into oblivion quite quickly and will be ignored. Marcus is your typical prepromote character, which we discussed earlier while talking about Wallace. Strong now, but never gets stronger. Lowen's OK, I guess, but the fact is that he's a cavalier, and I hate those guys; if anyone, I'll use Kent. Finally we've got Dorcas. You can use him instead of Bartre if you like- I'm fond of Bartre, personally- however, they're both good fighters in their own right, so go ahead and pick whichever one you want to see used in the future. Now, this poses a problem, because skilled though I may be and guided though YOU may be, there's an awful lot of brigands and archers, more than these two can really expect to take on. So, I'll make an allowance- bring Rebecca along, as well. Still, this mission's gonna be a test of how much you learned, because three people versus a small army is not the easiest thing to accomplish. One thing I will say- don't bother trying to just use Bartre and Eliwood. The fact is that Rebecca is a great character to use later on. Only thing is that I'm not fond of her- Wil comes back in a few chapters, and he's a better archer. More attack, more defense, some more skill.. Rebecca just gets a mean speed advantage on him, which while certainly having its appeal (she never doesn't 2x hit by level 10, or so), just doesn't put her over Wil. However, some people do swear by her, and I've used her before with no regrets. There's more than enough XP to go around for three characters, and so here's the final verdict: Use her as if she were a character you'd keep long-term, and when Wil comes back, compare them. You know what, you may decide you like Rebecca better, and if that's the case, you should use her. Just know that I won't. ANYWAY, all that aside, this mission looks incredibly daunting. First thing's first, give Eliwood the steel sword. It does more damage than his rapier, and since the rapier isn't super effective on brigands, there's no sense in wasting its durability. Marcus doesn't need more than his steel lance, I guarantee. Move all the units up north and have Rebecca and Eliwood both thwack that brigand. He'll run away immediately thereafter. Enemies will shift around and meander towards you. Bartre and Dorcas now show up. Dorcas is just as you left him, stat-wise. Barte, on the other hand, is a tough fighter who hits hard... when he hits. Send Dorcas into the village to grab the dragon shield and Bartre down into the fray. Eliwood and Rebecca, too. Your primary goal is to always keep Rebecca covered from enemy attack- she's frail and WILL die if you're not careful. Problem is that Eliwood and Bartre are hardly tanks, either. It's a balancing act, really- they have to fight, but they also have to be kept safe. Use forts, use woods- evasion is what will make all the difference, here. Slow and easy does it- do not send any units out to the front to try and get some early kills, because the brigands will swamp said character and he'll die. Use Bartre to pick off the archers, while Rebecca and Eliwood work in combination to kill the brigands. Now, you've got an energy ring and dragonshield in your possession, two really good items that will help a character tremendously. Who you use them on is up to you; Personally, I love seeing Eliwood become an early powerhouse, so I give them both to him. However, you could save them for later if you wanted. Your call. For Groznyi, Rebecca and Bartre can use their ranged weapons to take him down a notch, and then Eliwood's Rapier will quickly finish the job. If you find you're having difficulty doing this mission with just the three in any real use, send Lowen in. I'd try not to if I were you, though- it's good practice to just use those three. If you can do it without any real difficulty, you're more than ready for this storyline. Laus is revealed as your next primary antagonist (if you couldn't guess) and so naturally your team runs headlong to the danger instead of from it. =============================================================================== =====================V12. Chapter 12: Birds of a Feather======================= =============================================================================== Victory Condition: Defeat all enemies Items to obtain: Secret Book- out of the village Secrets: None New Units: ------ Hector ------ Lord LEVEL: 1 HIT POINTS: 19 STRENGTH: 7 SKILL: 4 SPEED: 5 LUCK: 3 DEFENCE: 8 RESISTANCE: 0 ----- Oswin ----- Knight LEVEL: 9 HIT POINTS: 28 STRENGTH: 13 SKILL: 9 SPEED: 5 LUCK: 3 DEFENCE: 13 RESISTANCE: 3 ----------- Boss: Zagan ----------- Fighter LEVEL: 9 HP: 32 STRENGTH: 11 SKILL: 4 SPEED: 6 LUCK: 2 DEFENCE: 6 RESISTANCE: 5 STRATEGY #1: The enemies here appear to be clumped to the Northern area, which they are. But this is good, that means we stay south and they have to come to us. Begin with Marcus going to the Village to get the Secret Book, which he will hold onto for the future. Everyone else moves forwards, Rebecca is hiding behind Eliwood and Lowen for protection. Our goal is to go to the nearest fort. Have Eliwood stand on it as soon as possible so the enemy can't have it. After this enemy is dead, move Eliwood to the other Fort. Have your troops move around him accordingly so that you can defend this end, because Zagan will move his troops south down the mountain. The Mountains are slow for movement, so they come out in ones or twos which makes it easier to Defend. Hector and Oswin show up at the top on the end of the third turn. You can now control them, send Hector south to deal with the Troops and move Oswin out of the way because Hector is more than a match for the enemies and he needs more Experience. After he has cleared them out, move both members south, to the* Armory so he can purchase the Iron Axe to use on common foes instead of the Wolf Beil. Anyway, back in Eliwood's situation, gang up on a foe as he approaches. When Zagan comes out, move all characters but Eliwood back out of his range (Eliwood is still on the fort) and he will attack him. After he engages, you can come in and surround him with all the other men and Women. He won't be able to stand against everyone and Eliwood will have taken minimum damage or dodge him because of the Fort. Just be sure he is healed before trying this manuver. After this, it's a simple manner of routing the remaining idiots... I mean enemies. *Forgot to mention, buy one for Bartre too if he doesn't hold one already. -+-+-+-+-+-+-+ STRATEGY #2: This mission is easily as difficult as the last one, because while both of your new units are incredibly good and worth using, the enemy is also becoming much harder at a rapid rate. The boss in particular packs a nasty punch, and he moves in on you, adding to the merriment. To begin, send Marcus to grab the book from the village. Make ready to take a stand at the fort with all of your forces. The brigands and archers shouldn't pose too much of a problem, but that mercenary can wipe Bartre out without any real effort- watch him. Don't use the book, yet- wait until your party gets a little bigger before making a choice as to who uses it. Once they're gone, start moving north- specifically towards that armory. In the mean time, reinforcements will show up in the form of Hector and Oswin. These two are monsters. Arguably two of the best characters in the entire game, you WILL use these guys. They'll take out the soldiers and the archer as they head south. Your immediate goal is to get another axe to Hector. Buy him an axe from the armory. Buy an iron sword, too. The idea is to never use the Wolf Beil. It's a GREAT weapon that you can't replace, so you do NOT want to use it up. The boss is coming for you by this point, as are his minions. Take them out, one by one. Remember the weapon triangle, and if Oswin can't deal with the mercenaries because he's still on his way (that's not unusual), then let Eliwood take them out. Zagan's a monster- incredibly high HP and attack; there's no easy way to kill this guy. You can use marcus if you have to, but a combination of Eliwood and Hector can make fairly quick work of this guy, too. Use ranged attacks to take him down a bit before they move in. With the mission over, Matthew and Serra rejoin the party. Finally, we get to have a healer on our side again! =============================================================================== =====================V13. Chapter 13: In Search of Truth======================= =============================================================================== Victory Condition: Seize the gate Items to obtain: Torch- out of the northwest village Mine- out of the middle village Secrets: Visit the village in the northwest to unlock a sidequest New Units: --- Guy --- Myrmidon LEVEL: 3 HIT POINTS: 21 STRENGTH: 6 SKILL: 11 SPEED: 11 LUCK: 5 DEFENCE: 5 RESISTANCE: 0 ----- Serra ----- Cleric Stats the same as you left them in Lyn's story ------- Matthew ------- Thief Stats the same as you left them in Lyn's story ----------- Boss: Boies ----------- Knight LEVEL: 13 HP: 27 STRENGTH: 12 SKILL: 8 SPEED: 4 LUCK: 1 DEFENCE: 13 RESISTANCE: 7 STRATEGY #1: Begin by moving Oswin and Bartre to the snag. They can take it down and head to the village to get a Torch. Then have them break the other snag down. Oswin is here to clog the path and get the Mercenary down, then send Bartre in. Bartre is here for the Soldiers, and Oswin for the Archer. If need be, have Bartre kill the archer after an attempt by Oswin, because he can really take damage from it. Anyway, the footsoldiers won't be a match for his Iron Axe. Visiting the village also unlocks a sidequest after, so that's cool! Also, have them purchase an Iron Sword because your new recruit needs one. Now move the rest of the troops south. Remember not to expose Rebecca or Serra because you will soon find yourself overwhelmed. Anyway, see Guy? That guy Guy (heehee, even though they are pronounced differently) can join your party. But we don't want ANY character in his range. So move south but stay out of his range. Have a hero (Eliwood or Hector) stand on the Fort and then maybe even someone (like Marcus) on the bottom right fort. But Dorcas might be better for this because soon two enemies spawn down there, an Archer on the right and a Soldier on the left. Guy can reach the left one with his sword but not the right one. Visit the Village for a mine. Now, this is tricky, move Matthew into position (meaning move him so he can reach the battle, but not be hit) and have Marcus (with no weapons) step into Guy range, but make him come to you. Guy will run over and you will see why we did this. He has a 35% chance of a critical hit which can devastate most of your units. Fortunately, even IF he hits Marcus with a critical hit he won't kill him. If Marcus has weapons, he will probably kill him though. Anyway, on your next turn, have Matthew talk to Guy to recruit him. With no range worry, the enemies here are now a piece of cake to destroy. Bartre should have cleared the enemy area out, so move your men there. Hector is the perfect person to kill the boss. He isn't likely to be hit, and can deal a ton of damage with the Wolf Beil, which gives him the weapon and special weapon bonus advantage. Have him attack and Serra heal him if he is hit. He can take him down in two turns (on my game, it depends what level he is) and then Eliwood can move in and Seize the gate to end this bout. -+-+-+-+-+-+-+ STRATEGY #2: Bah, these missions just don't seem to get any easier. This time you once again deal with an overabundance of enemies, only now you have an enemy to recruit. Notice that in Guy's introduction he mentions Matthew's name. That's right, you have to send Matthew in to talk to him. Problem is that he's got 11 skill, 11 speed, and a 35% critical hit rate. He's a killing machine, pure and simple. You do NOT want to mess with this guy; you just want to recruit him as quickly as possible. First thing's first, Marcus should attack the snag- he has to go and talk to the village to unlock the sidequest; what else is he going to do with his time, really. Let Hector bottleneck the path and stick Rebecca behind him; they can take out the enemy units. Once that little wave of archers is killed off, send Lowen to grab the mine and get your forces ready- this is the tricky part. Reinforcements come in- soldiers, archers and brigands. Now, this is not especially dangerous, but then throw into the mix that there's a Myrmidon waiting to kill you, and he WILL do so if you're not careful. Somehow you have to lure him out without dying. To this end, send in Oswin; not powerful enough to kill him in a single blow, too slow to double hit him, and enough defense to withstand the damage. Put him one unit south of the fort. Now, don't jeopardize your party in the process; keep them tight-knit, with Serra and Rebecca in the middle. Matthew is a high level from Lyn's campaign- he's tough enough to do some fighting of his own, too. Stick them in those woods to the east of the fort- more evade, more defense. Plus, the enemy has to face you from open plain, which means that they can't take advantage of the same defenses you're making use of. Once Guy has attacked Oswin for his STUNNING 8 damage, or so, send Matthew in to turn him to your side. Guy is a myrmidon. Like Lyn, he relies on speed to hit fast, not hard. He'll almost never get less than a double hit and his hits will almost always connect. As for his critical hit rating... it can get as high as 100%. Problem is that his attack isn't stellar. Guy is a useful unit from beginning to end, but I... I dunno, I just never liked using him. I've always been more partial to heroes as my sword users. That said, I wholly endorse using him now. Give him that iron sword that you bought last mission and let him go to town. With Guy on your side, wipe the floor with these guys. Move along towards the castle. On your way, stop by the armory and pick up another hand axe for Hector- he'll want it soon. It's time to face Boies, and to learn the awesome power of the Wolf Beil. This thing is super effective on knights. Hector can quite easily take this guy down in a single turn. Go ahead and do so. Wolf Beil is the ultimate boss killer for a while, so as I've said before, save it for when you really need its help. Accept the side quest- it's time to do some rescue work! =============================================================================== =======================V13x. Chapter 13x: The Peddler Merlinus================= =============================================================================== Items to obtain: 5000G from the northeast village Secrets: None New Characters: NONE Victory Condition: Defend Merlinus for 7 Turns ----------- Boss: Puzon ----------- Mercenary LEVEL: 10 HP: 26 STRENGTH: 10 SKILL: 8 SPEED: 9 LUCK: 5 DEFENCE: 6 RESISTANCE: 6 STRATEGY #1: The first thing you should do is rescue Merlinus with Marcus. He needs all the protection he can get, and this also allows you to move out of the center area without worry. So have all the top Characters attack the top section. Be warned that the boss on the upper left hand side is in the fog and he WILL move out at you if you approach. Anyway, most enemies are stranded at the moment and can't move without destroying snags. Send the two axemen (Dorcas and Bartre) north with the group and Bartre should have the torch. Have him light up the area so you can see. Send Guy to the left side along, onto one of the forests. He should be able to hold his own against the two enemies. Meanwhile, Oswin and Matthew can go to the other side. Let Oswin block the snag bridge that the enemies knock down. He can take care of them, and the ones that do escape, Matthew can finish off because Oswin should take them down to about 3 health. Know that if you leave these alone they will try to attack the village. Marcus should be breaking off from the group to get the 5000G in the village as soon as he can. Let this play through, then go attack the boss. Try standing on the forest with someone so he comes, then you are safer. Then surround and cut him to shreds. It continues after he dies. Meanwhile, Nomads spawn at the forts down where Oswin and Matthew are. Oswin will be fine but Matthew can only take 2 or 3 hits from them before he dies. But he can attack without danger from them so he and Oswin will be fine. Spend the last bit earning experience for all your characters, that's all this really is, a powerup level. -+-+-+-+-+-+-+ STRATEGY #2 All things considered, this one's kind of easy. First thing you do is give Merlinus to Lowen- basically mission accomplished, because no one's gonna take Lowen down in this mission if you keep yourself protected properly. However, you're unfortunately not in a position where you're going to want to kill everyone. Sit on the island and wait it out, but don't seek out the enemy. The boss is not a fun one to fight, so it's best to just leave him alone. He won't bother you. Move Matthew to the top of the island and light a torch- you'll see almost the entire map for a few turns, so make use of it. Because this mission is one of "stay put, don't move much", I can't give you a whole lot of advice. Just remember that sword users will most likely destroy Bartre, and Rebecca and Serra will quickly die to anyone that they run into. Consequently, just avoid those situations. Guy, Eliwood, Oswin and Hector are all capable of taking care of a bridge by themselves. When you get a chance, send Marcus up to the village. You'll get 5000 gold for your troubles. Of course, if you're not quick you'll get swamped by Brigands, so just in case, bring an iron sword along. Again, easy mission. Just wait it out and Merlinus will join you. Congrats, you have your merchant. =============================================================================== =====================V14. Chapter 14: False Friends============================ =============================================================================== Items to obtain: Iron Blade - Village at North End Silver Lance - Boss Secrets: None New Characters: -------- Merlinus -------- Transporter LEVEL: 5 HP: 18 STRENGTH: 0 SKILL: 4 SPEED: 5 LUCK: 12 DEFENCE: 5 RESISTANCE: 2 Merlinus CAN die, he just won't get a level up, like he does each turn. --- Erk --- Mage Erk has the same stats as he had at the end of Lyn's story. --------- Priscilla --------- Troubadour LEVEL: 3 HP: 16 STRENGTH: 6 SKILL: 6 SPEED: 8 LUCK: 7 DEFENCE: 3 RESISTANCE: 6 Victory Condition: Defeat all enemies ---------- Boss: Erik ---------- Cavalier LEVEL: 14 HP: 28 STRENGTH: 8 SKILL: 9 SPEED: 8 LUCK: 6 DEFENCE: 8 RESISTANCE: 9 STRATEGY #1: We are going to split up into two groups: Eliwood and company (include Serra) at the top and Hector and company on the bottom. Note that Bartre and Dorcas can go where they please. Group 1: First, if you can take out the Spearman with Rebecca or someone else, then Marcus can immediately rescue Erk on the first turn, stopping him from stealing experience or getting killed. Move everyone else north. Now drop Erk and have Serra talk to him to recruit him. Sometime around now the rain will come. Have someone get the Iron Blade from the village. The new plan is to (while it's raining) move Marcus to the corner house, and make a defense here so Serra is safe from harm. This means the enemies come to you, and slowly too, because of the rain. Now wait for the hammer to fall. Marcus should be unarmed, so he will take most of the blunt. He can survive for a while like this. When Erik comes, you have to improvise and use Erk, Rebecca, maybe Bartre when you brought him and Eliwood to slay him. This will eventually seem to get a little dangerous towards the end but Hector is soon coming to help. Group 2: Hector's group can first kill the two Cavaliers. Now, you want to send Hector and Guy South, Oswin a little more towards the center and Matthew can stay where he is. When the Pirates come to attack, Guy can get them as they come to shore and Hector can keep it moving to the village to reach it. Visit it to get Priscilla. Anyway, after Guy kills a couple, they will catch on and head towards Merlinus. Matthew is there to delay them so Guy can recover and reach the area. Hector and Oswin can then go up to the fray that will have stirred up. I'd also reccomend buying new weapons for those running low on them. -+-+-+-+-+-+-+ STRATEGY #2: This is probably my absolute least favorite mission in the game; it's the last of the "hard" missions that plague the early game. Naturally, being the last one, it's the worst of them. TONS of cavaliers with lots of lances. As the augery says, use axes. Dorcas, even with his low levels, will help you a little bit. For your pre-battle setup, stick Dorcas and Bartre next to those two cavaliers, while Oswin and Hector are ready on the bridges. Also, Serra is responsible for recruiting Erk- start her up near the village. Immediately begin by sending your axe users after those cavaliers. Don't move Guy- he's playing defense in this mission. The rest of your units should head out towards the enemy- Keep Serra and Rebecca protected; do I have to tell you this still? Take care not to let Guy and Eliwood get killed, though- as the sword users, they're susceptible to getting killed off, and since they are both rather strong, you're probably used to them not having to worry too much. Just keep a wary eye. It's Marcus's job to head to the southern village, where a new character awaits you. If you followed my advice, Erk totally sucks and will be useless in trying to help you. However, if you're not against using Erk like I was, or if you just like Erk, you need to send Serra in to recruit him. I do so anyway, just for good measure. That said... it's kind of dangerous when Erk's as weak as he is- if he doesn't get killed, she certainly will. So you have to use alternative means. As you know from last mission, you can rescue neutral units. Send Lowen in ASAP to rescue Erk and set him down in the middle of your squad again- he's doing no good to anyone getting killed by cavaliers. Worse comes to worst, let him die. You won't actually miss him. As usual, Marcus gets his own mission. After the enemies have been killed (mostly) off, slip unnoticed to the south to meet Priscilla. She cannot very well protect herself, so make sure to protect her as you head back to the main party. Grab her a heal staff, too. Erik calls for reinforcements... but he doesn't get them. However, brigands and pirates show up. The brigands will head towards your party, and the pirates will move in on Merlinus. Leave Guy on the beach to protect Merlinus from those pirates, and let everyone else take out those brigands. The time will come to kill Erik, and this is a dangerous feat, indeed. Tons of cavaliers around him, and he using a silver lance. Draw them out; get into the cavaliers attack ranges without drawing out Erik. They're easy, and once it's only Erik left, lure him out as well. You can either use Hector, who has the triangle advantage, or you can use Oswin, who's got more defense; as always, up to you. Hector's Wolf Beil is super effective on Erik, as is Eliwood's Rapier. =============================================================================== =====================V15. Chapter 15: The Noble Lady of Caelin================= =============================================================================== Items to obtain: Red Gem - The left village Heavy Spear - The Bottom Village in the center Horseslayer - The Mercenary to the left of bottom village Thunder - The Mage by the Boss Secrets: None New Characters: NOTE: If any of the below characters died in Lyn's story, they won't be here: --- Lyn --- Lord Lyn has the same stats as she did in Lyn's Story. ---- Sain ---- Cavalier Sain has the same stats as he did in Lyn's Story. ---- Kent ---- Cavalier Kent has the same stats as he did in Lyn's Story. --- Wil --- Archer Wil has the same stats as he did in Lyn's Story. ------- Florina ------- Pegasus Knight Florina has the same stats as she did in Lyn's Story. Victory Condition: Seize the Gate ------------ Boss: Bauker ------------ Knight LEVEL: 18 HP: 31 STRENGTH: 13 SKILL: 10 SPEED: 4 LUCK: 4 DEFENCE: 11 RESISTANCE: 11 STRATEGY #1: You also start with two groups in this level. Group #1 is Eliwood's men and group #2 is, of course, Lyn's group. Group #1: Have Eliwood deploy guards at Merlinus's tent. I had Guy go up to the mountains by his tent, and wait for them to spawn (go physically ON the mountains). Wait on the left mountain at first because an enemy has a Javelin, though it's not likely it will hit. Dorcas and Bartre make perfect Guards at the north. Now move everyone else to the south. Florina can get the Red Gem from the Village. Now move to the right in a defensive formation. Stop up before the house on the map and defend the forest area here. Group #2: Have most of your people just buy weapons. Iron Swords for Lyn and I think it was Sain that had the Steel Lance but not a good sword. Buy the Iron Lance for Kent and another for Florina. Wil is okay. Now move to the left below the village and visit it for a Heavy Spear. Kill the Horseslayer mercenary too. Now your goal is to kill all enemies that approach, don't go to them. If no more will come, head up the safe end towards Group #1. Group #1: Should wait for the reinforcements to come in the form of Group #2 before moving up. After they are here, move Rebecca back to the Merlinus tent and guy away from the mountains because the Brigands should have stopped. Now you have 2 new groups: #1 is Eliwood and Lyn's company and #2 are the Merlinus defenders. Move group 1 north now, defeating the enemies and moving to the forts where you can defend against the enemies that come. Now dispatch Lyn to the south Corner to take care of the Bandit that comes. Group #2: The Merlinus defenders will receive 2 cavalry per enemy turn. We can have Dorcas and Bartre get the Opening hits in, then have Guy and Rebecca finish them off to minimize damage. 3 turns will they come. You don't have to defend against them all, because group #1 can stop that. Group #1: Is now facing the Boss. The Lords are the keys here because Magic won't work, he has a heavy resistance and a Javelin. So you have to use Hector, Lyn or Eliwood to defeat him. These are the important units at the moment anyway. So after it is dead, you can have Group #2 continue to defend or just Seize the gate and finish it. -+-+-+-+-+-+-+ STRATEGY #2: One of my favorite missions; it's a great relief to get all your familiar faces back and fighting on your side. They're exactly as you left them, stat-wise. That means that Kent and Sain won't be of much help to you. However, Lyn, Florina and Wil should be able to wreak utter havoc on your opponent, not very much unlike the band of men you've established among Eliwood's troops. You have to leave two men out- I chose Dorcas and Erk. If you use Erk, I suggest dropping Lowen; if by some bizarre set of circumstances Lowen is actually useful to you... Sain and Kent oughtta be better anyway. Position your troops in the normal way- melee in the front, ranged in the back. Position in maps like this one is kind of not important- enemies just aren't close enough to matter. Despite the nonsense about 50 troops, you're barely outnumbered- you have so many troops, it's rather unbelievable. Send Florina south to the village to grab the gem, and then send your main force to meet a few units. Lyn's party should split up. First, grab an iron sword for Lyn, and then send a couple units south to kill the mercenaries, and then grab the heavy spear from the village. Send the other group north through the woods to kill the enemies along the way. Your goal is to bring the two groups together. Marcus is to stay behind; his job is to protect the tent (He'll do this a lot). Equip him to do battle with cavaliers. During all of this, reinforcements start to pour in. First it's brigands, and then it's cavaliers and mercenaries... Then some more brigands, and then some more cavaliers. Most of them have one goal in mind- kill Merlinus. Don't let it happen- kill them with Marcus. Stick Marcus directly next to Merlinus- they'll even strike up a support conversation. The units should, overall, be quite easy to take care of. You've got several strong units already, and you're adding at least three more. Wipe the floor with everyone. This leaves Bouker; he's a total pushover. Use that heavy lance you just got, or just take him down with the Wolf Beil. Either way, make quick work of him; again, not a problem for a team as strong as yours. NOW, with the mission over, it's decision time. You've got two archers on your team, and they should both be *roughly* the same level. Rebecca is usually better with speed, while Wil is usually higher defense. Both are *about* the same attack and skill. What really matters is how your characters turned out. If you want, you can keep using both to help decide. See how they do compared with one another and pick whichever one you think will work best for you. I stick with Wil- as I write and play through this again with you, Wil is unarguably a stronger choice than Rebecca. That may not be the case for you; You're the player, you make that call. =============================================================================== ======================V16. Chapter 16: Whereabouts Unknown===================== =============================================================================== Items to obtain: Chest Key - from the archer by the chests Door Key - from the archer near the stairs that walled in Door Key - from the Knight by the north chests Unlock - from the left chest at the bottom Hero Crest - from the right chest at the bottom Hammer - from the lone brigand in the level Knight Crest - from the left chest at the top Silver Sword - from the right chest at the top Mine/Elixir/Red Gem - after the level, it changes depending on how many soldiers you save the lives of, 1 for a mine, 2 for elixir and three for the red gem. Secrets: Save 1 soldier to unlock a side quest. New Characters: ----- Raven ----- Mercenary LEVEL: 5 HP: 25 STRENGTH: 8 SKILL: 11 SPEED: 13 LUCK: 2 DEFENCE: 5 RESISTANCE: 1 ------ Lucius ------ Monk Lucius will have the same stats as he did in Lyn's Story Victory Condition: Seize the Gate ------------- Boss: Bernard ------------- General LEVEL: 1 HP: 29 STRENGTH: 14 SKILL: 9 SPEED: 3 LUCK: 2 DEFENCE: 13 RESISTANCE: 10 STRATEGY #1: This level is nothing but a Powerup level for your Lords. The enemies are mainly Archers, so they can be taken down as easy and flicking your weapon twice. To begin, send Florina, Guy and Matthew to the left. Florina to kill the Shaman, Matthew to open the door and Guy to kill the enemy Archer. He can use the Chest Keys then to open them, and Florina can rescue Matthew and bring him back to the group. Meanwhile, Kent and Sain (With the Horseslayer) can remain by the tent, while all the other units, which would be the three Lords, Priscilla and whoever else you brought can go north and through the enemies. When you approach the hall which leads to Raven, the soldiers come out. Quickly have Priscilla talk to Raven to recruit him, and then rescue two soldiers with them. Raven can go into the cell and talk to Lucius to recruit him to the cause. The rest of the troops go north and get the bounty from the chests with Matthew. Lucius can rescue the last guard and sit against the wall of the enclosed stair area to kill the enemy Shamans that will come out. The lords go to the throne to battle there. Unfortunately, 2 Cavalry PER TURN will come out at the south. You can have Kent and Sain stand on the far left bottom squares to stop them from coming out. Or you can let them come to get some Experience, but it won't be too well. If you are overwhelmed and can't hold out, have the lords seize the throne as soon as possible. Hector can ravage him with the Wolf Beil or the hammer, and the Mani Katti and Rapier work just as well. -+-+-+-+-+-+-+ STRATEGY #2: Another easy mission, really. Formation the same as always. Start by taking out the knight and archers; move your troops into that stairwell with Matthew and Florina ready to head west while the others go north. Just don't put Florina in bow range lest she get killed quickly. Florina is going to help Matthew take care of those enemies at the chest. Everyone else? Head north. Priscilla is the flame-haired beauty that you want to bring along. See Raven up there? She has to talk to him to recruit him to your team, and you absolutely want him on your team. The archers will give you more than a headache as they pile in. If you leave ANY unit unprotected, they will wipe him out in a single turn. In the mean time, you have to be quick about it. If you're not, Priscilla will never make it to Raven before either A) he kills all the Caelin soldiers, or B) They kill him. Neither is a good thing, as Raven is one of the best characters in the game, while one soldier has to survive in order to get to the sidequest. Florina and Matthew should head to the treasure room- she'll make all the kills. Marcus will protect the tent, as always. To do that, move him all the way to the west side of the map. Doing so will stop one of the cavalier reinforcements from coming. You could stand one off the end and let them both arrive; you simply run a risk of one of them running to kill Merlinus, instead. Shamans come out of the middle stairwell, so decide the best way to deal with them. The easy way (albeit long-ish) is to avoid their attack range until you get Lucius, who can knock them all out. Alternately, open the door and go in after them. Just do not put yourself in a position where they kill you by mistake. Not worth it to die that far into the level. Those Caelin soldiers are most likely getting involved in all a manner of scuffles by now. Rescue at least one of them, preferably all three. You can get a good prize for keeping all three of them alive, and they're rather suicidal. The final obstacle is quite simple, yet sometimes a problem- a bunch of knights. Lucius, Oswin, Hector and Bartre ought to be your primary attackers at this point in the level. Take the knights one at a time and don't get overwhelmed by them. Of course, Bernard is essentially just an extension of this fighting. Hammer, Heavy Lance, Wolf Biel. Destroy him, easy. One thing you most likely won't be able to do is use Lucius to great effect. Not unless you got really lucky, anyway. You'll now get a prize depending on how many soldiers survived. A mine for one survivor, a light rune for two, and a red gem for three. Needless to say, I hope you kept three alive- that's a way better gift than the others. =============================================================================== =====================V16x. Chapter 16x: The Port of Badon====================== =============================================================================== Items to obtain: (from the villages, going left to right) Lancereaver Sleep Short Bow Devil Axe Secrets: None New Characters: ----- Canas ----- Shaman LEVEL: 8 HP: 21 STRENGTH: 10 SKILL: 4 SPEED: 8 LUCK: 7 DEFENCE: 5 RESISTANCE: 8 Victory Condition: Talk to Fargus ------------ Boss: Fargus ------------ Berserker LEVEL: 18 HP: 58 STRENGTH: 24 SKILL: 15 SPEED: 14 LUCK: 15 DEFENCE: 18 RESISTANCE: 17 ------------ Boss: Damian ------------ Paladin LEVEL: 5 HP: 34 STRENGTH: 12 SKILL: 7 SPEED: 5 LUCK: 2 DEFENCE: 14 RESISTANCE: 13 STRATEGY #1: (EASY WAY) The simple way is to send a Cavalry unit to the top and along the left. He can then dash down and talk to Fargus, simply and effectively avoiding combat. The drawback is that you avoid extra experience. The bonus is that you don't really need the experience for the next level. (HARD WAY) This is the hard way and you should be strong to do this. No one below level 7 besides healers or you will be slaughtered. The good thing that comes from this is that you will be stronger than the enemies in the normal levels by a lot because these are some tough foes and you get a ton of experience for doing this way. First of all, there are two units you can NOT attack: Dart (because he can be recruited) and Fargus (because it will be a game over). Neither will attack you and if you do attack Fargus, you can't win anyway because of his power. To begin: Send Guy north to kill the pirates up here. He is too quick for them and will double hit them with his Iron sword enough to kill them. Meanwhile, someone can visit the closest village to recruit Canas. The bottom village can also be visited for an item. The next thing to do is to have Hector or another tank with lots of health stand JUST in the range of the enemies. Some enemies have Killer and Silver weapons, these are the real Deadly ones. Anyway, Fargus orders them to attack. So have someone rescue Hector and put him out of range for now. The enemies advance, so turn back and retreat further in. This is the key point, because the enemies now lose they strength in numbers and allow you to defeat them faster. The Mage has Elfire, and Canas can take him down. Damian WILL attack just so you know, so drop a mine in his path, as the enemies will all move, but he goes first and when someone steps on one, the turn ends. So this lets us fight him without being at his mercy first, and he takes damage. As usual, the strongest lord should do this. Someone with a lot of health preferably because his Killing Edge can 1 hit KO most of your troops. After he is dead, then the only problem are the few other strong enemies. Once they are dead, you are free to visit the rest of the villages and use the Arena to level up as you want to. Then just send someone to speak to Fargus. -+-+-+-+-+-+-+ STRATEGY #2: This mission is rather unique; First of all, to win you merely must speak to Fargus; no fighting necessary. Second, half of the map is "off limits." Why? Simple- you cross the imaginary line, and all of Fargus's troops will kill you. Guaranteed; you are NOT going to survive those encounters. Don't try, just avoid them. To do that, you need that imaginary line to not cross. It spans vertically down the front of the quadrant of houses. Simply put, don't walk past the doorways of the front two houses (one of which houses the Devil Axe, for reference), and it spans horizontally from that line back to the wall along the space below the doorway of the vendor, which means you will have difficulty getting the sleep staff and short bow. We'll work around it for at least the short bow, though. To start the mission, someone needs to go to the house in the top-right of the quadrant. You'll get Canas, your one and only dark-magic user. He's a good character. Granted, not GREAT, but as the only dark-magic user (IE the only one to use Luna), you definitely want him on your side. From there, send one tank and one magic user down each pathway of houses, being sure to stop early enough as to not cross the line. Don't even cross it if you're going to be coming back; that pisses them off just as much. As for that path up north: Raven should head north to kill the pirates. He's low leveled and can use the experience. Florina is responsible for the brunt of this mission: it's her job to get to Fargus. To do so, first fly up to the house with the shortbow, and while bypassing the line, grab it. Then fly as far west as you can (after Raven's taken the pirates) and prepare to move to Fargus. It'll only take a single turn, no worries. Now, as for Damian, he'll appear on turn two. He's not a pushover, by any means. However... he won't actually do anything. In Hector mode, he'll come forth and attack. Here, he just kind of... sits there. You'd need a tough party in any other campaign, but in this one, just get ready with Florina. Once she's up to Fargus, choose TALK, NOT ATTACK. I cannot stress this enough, because the default option is to just attack, and I don't need to tell you that would be a disgusting mess. =============================================================================== ======================V17. Chapter 17: Pirate Ship============================= =============================================================================== Items: Guiding Ring from Shaman to the right of boss Long Sword From mercenary above stairs on right ship Pure Water from bottom Mercenary on right ship Red Gem from archer on right ship Speedwings stolen from the Boss Secrets: None New Characters: None Victory Condition: Survive 11 Turns or Defeat Boss ------------ Boss: Zoldam ------------ Shaman LEVEL: 18 HIT POINTS: 28 STRENGTH: 12 SKILL: 11 SPEED: 10 LUCK: 8 DEFENCE: 7 RESISTANCE: 15 This level can be a bit of a difficult one if your men are on the weak side. There isn't any room for bringing human shields such as Marcus because you are only allowed 11 characters, and the enemies easily outnumber you by 2 and a half. This makes this level a powerup level, however, no weak units will live. So be sure to have heavy resistance on your characters, but also defense and attack. Healers depend on your characters, if they are tough, bring one, if they are weak, bring two. More healers mean better health, but also less men to watch the ship. STRATEGY #1: Basically, you have two courses of action. The first one is to hop down out of the area you start in (by Merlinus) and pursue a perimeter defense of the ship. If you are doing this one, be sure to send Lucius to the left side, because the enemies on that side are all Shamans, and Lucius's Light Magic will ravage them all. Even if he is low level, they still deal only about 3 damage. You should give him some backup troops that have heavy resistance to Magic. So send Lucius right out of the frying pan and into the fire of the enemies, then have him deal heavy damage to all units, then the backup troops come on the ship and finish them all off. This leaves the Lance and Sword Wielders (preferably) to go to the right side, where all the enemies with swords and bows are. I'd put Canas with you too, as most of the enemies will not have magic resistance. Erk works as well, but there is a Shaman (one) on that side and he will start to pound the stuffing out of your units if you don't take him down. Have Oswin stand at the top plank that leads from the ship with a well stocked lance and he will take care of any enemy that comes after you from that side. Then the rest of the characters must take the bottom right enemies and plank. You don't really have a tough guy to block it there, so I'd use a hit and run strategy, but also be sure to block off access to the main body of the ship because if they get there you can be surrounded and end up losing a person you didn't want to die. STRATEGY #2: The other strategy is the same principle, just much more defensive. Instead of sending units into the deck below, have them hold up where you start. Bring as many units that have ranged attacks (and oswin too) as you can. Have Oswin block the steps leading up to the start on the right, and Lucius on the left. Then wait for the enemies to come and defend like this. The pro's of this is that you have a small area to defend, with units supporting others away from the harm. The cons are that you WILL be in it tight, and it's easy to leave someone open if you don't realize you can be attacked there. For instance, the enemy shamans can hit you up on the deck if they are standing on the shops. So be sure to keep track and heal. If you received mines from the past, you can lay them down here if you so desire to stop advances and make "roadblocks". Continue this for some odd turns until they are run down and you can advance on the ships. PART II OF STRATEGY 1+2+3: After the enemy has been reduced significantly, start on the boss. If you send Lucius and the experience receiver after him, have Lucius hit him, then the experience receiver finish him off. Before killing him, if you brought a thief you can have him steal the Speedwings. This is optional. After beating the boss, the level ends early! =============================================================================== =====================V18. Chapter 18: The Dread Isle=========================== =============================================================================== Items to obtain: Torch Staff - The Thief to the east Torch - Myrmidon to the south Longbow - Nomad on Center Island Nosferatu - The Lone Shaman Orion's Bolt - Boss Drop Secrets: Complete chapter in 15 turns or less for a sidequest New Characters: ---- Dart ---- Pirate LEVEL: 8 HIT POINTS: 34 STRENGTH: 12 SKILL: 8 SPEED: 8 LUCK: 3 DEFENCE: 6 RESISTANCE: 11 ----- Fiora ----- Pegasus Knight LEVEL: 7 HIT POINTS: 21 STRENGTH: 8 SKILL: 11 SPEED: 13 LUCK: 6 DEFENCE: 6 RESISTANCE: 7 Victory Condition: Defeat Uhai ---- Uhai ---- Nomadic Trooper LEVEL: 7 HIT POINTS: 33 STRENGTH: 15 SKILL: 16 SPEED: 12 LUCK: 4 DEFENCE: 12 RESISTANCE: 13 STRATEGY #1: You start out with Dart, who is rather weak now but once he is trained up he becomes quite powerful. First thing to do is put a cavalier, dart, thief and one lord to the right. This is where they go to attack. Leave Florina by the tent and move the rest of the troop south. There are plenty of Nomads on the bottom so watch out for that because they can shoot you. Because of this, you may want to move Priscilla or Serra to the bottom. Also, leave Guy or Raven nearby the tent (they can move down, but be sure to be ready) because some Pirates will come. Also know that several turns in Fiora will appear. Florina can talk to her to recruit her to the cause and along with Guy and Florina you can repel the weak attack from the enemy. As you advance on Uhai (bottom right corner) you may want to reveal him with a torch because he has a sword, bow and a Longbow. You may want to get close while his Bow is out and just take the crud out of him with your weapons. Beating this in under 15 turns unlocks the next sidequest. -+-+-+-+-+-+-+ STRATEGY #2: I hate this mission, pure and simple. Fog of war, tons of enemies and a bunch of chokepoints to force them to gang up on one unit. Tons of ranged attacks, too. All in all, I will say this now- be ready. Tons of enemies to deal with and thanks to the fog, not as much warning as I'd like. To begin, make sure you have Matthew with a torch and Florina in your party. From there, you make the call. Tons of horses in some form, so that into account. Axes are advised, but most important is that since this is a ton of archers, just bring units who can take a hit- they'll take quite a few. To begin, Matthew should move as close as he can to the center of the map and use his torch. Send whatever two units you have in the top-right (Lyn and Kent for me) to kill the pirate and thief. That thief has a torch staff- get it! In the mean time, the torch shows you most of your immediate threats. Stick a couple melee units on the bridge, and let all your other units move around that general area. Florina is to stay up north until the end of turn two. At that point, Fiora will show up and you can recruit her. As with most second units of a particular class, you don't really want both, so choose one. Florina and Fiora are both, without doubt, some of the best units in the game. You can't go wrong with either one. If your Florina is kicking ass, keep her. If she has yet to shape up, use Fiora, who starts out somewhat more stable than Florina did. Once the thief is dead, send those two units back to the main group, who should be warding off the horses one by one. Starting with turn three, pirates show up in the waters up north, heading to Merlinus. Leave someone behind to dispatch them all. Everyone else should head towards the bottom-right, where Uhai lives. The pirate in the center isle will break the snag and the units will pour across- deal with them how you like. Beware of the shaman with Nosferatu, though- it packs a punch, and since it heals, the bastard can be tough to kill. The good news is you get to keep it when he dies. Keep moving down, and soon you'll see Uhai. He's not going to move, so no worries there. However, he is, in my opinion, the hardest boss in the game. Lloyd is more difficult later on, but you're more well-prepared to fight him. This guy is sitting on a forest and has an innate 48% avoid. It's unbelievable. Better still, though, is that he has ridiculously high attack, too. That means that anyone who attacks him stands to die on the counter attack. Be at Uhai by turn 10, or you're not going to get that side quest. Oswin with a horseslayer, Hector with a Wolf Beil, even simple Eliwood with the rapier can all take this guy down. Be careful not to get killed, as I said. If you want, you can lure him out to longbow range, and then when he attacks for a pitiful damage, send EVERYONE in to slaughter him up close. Just make sure it works, lest he kill someone the next turn. So, we've now got Dart on our side. This guy is a mixed bag. He is, without a doubt, the strongest physical attacker in the game, and is likely to have his 30 attack and 28 speed maxed. He's also got a 15% innate critical bonus, and with a good support (Rebecca, for example), he has a 70% critical hit rate using a killer axe. That's 41 mt, which means that even a maxed defense Oswin could conceivably take 66 damage from Dart by two critical hits. That's a one hit KO. Need I say more? His attack is unbelievable. These facts come with massive drawbacks, though. His skill is never especially high, so the high damage comes at the cost of missing far more often than you'd like it to. He's also got NO defense. Paired up with Rebecca for supports, they are both oddly alike- high attack, critical hit and speed, but no defense. Both of them will crash and burn if they're hit by a tough enemy. Myrmidons, for example, would butcher Dart as they dodged his attacks and critical hit him. Should you use Dart? Up to you. I loved him my first time through paired up with Rebecca. However, ultimately he's not a good character to learn to rely on, because come Hard Mode, you will have to ditch him. If Hard Mode's not your kind of thing (understandable), ignore my whole speech up there and kick ass! =============================================================================== ====================V18x. Chapter 18x: Imprisoner of Magic===================== =============================================================================== Items to obtain: Goddess Icon Secrets: None New Characters: None Victory Condition: Seize Gate ---------- Boss: Aion ---------- Sage LEVEL: 4 HIT POINTS: 32 STRENGTH: 12 SKILL: 9 SPEED: 12 LUCK: 9 DEFENCE: 6 RESISTANCE: 16 STRATEGY #1: This is a simple level to complete. Don't bring many magic users, maybe one or two (combat that is, not healers, you can bring as many as you want) and start moving down south around the mountains. Leave an Axewielder or two to defend against those Pegasus Knights who try to fly over. Rebecca can stay as well, and maybe a magic wielder because they can't attack everywhere because of turn 3. Remember also that some magic users will appear as reinforcements by Merlinus so don't withdraw all defenders. On turn 3, a Morph comes and blocks magic in the red area. You can't attack from the red, but you can attack INTO the red. So be careful. Most enemies are magic users, so this can be a powerup chapter. Be sure to hang in tight with the mountains to avoid magic attacks. When you are at the Boss, he is simple on account of the magic shield. So you can use anyone you want. Now, don't seize right away. We still can attack the Morph. Take out the enemies around him one by one and out of range of the others. Then when the last is the Morph you can attack him hard from all sides. If you don't kill him, he leaves. If you do, then he leaves anyway and you get some experience. He can't fight back. -+-+-+-+-+-+-+ STRATEGY #2: This mission is quite easy by comparison to the last one. The boss has bolting- it's a VICIOUS spell you do not want to cross. However, you don't have to! Kishuna, the imprisoner, appears and blots out all magic within his range. As a consequence, be careful how many magic units you bring along. You're welcome to take them along, just know that the field of non-magic can be a bit of a pain. The only challenge to watch out for is the pegasus knights, who beeline for Merlinus. Leave Hector, Bartre or Dart to handle them- not a problem for characters as tough as them, especially with the weapon triangle on their side. The rest of your characters can just move on down south and then west. I dunno- just kill them; I doubt they'll pose any problems. Aion is useless while within Kishuna's circle, so don't kill Kishuna until Aion is dead. Once Aion IS dead, go ahead and try to take out Kishuna. Not gonna lie- it's all but impossible, as you must kill him in a single turn and his evade is obscene. If you DO kill him, you can get a sidequest in Hector's mode. No good for you here, though. Mages show up to attack Merlinus after a few turns- your Peg knight can take care of them easily. Make sure to pick up the Goddess Icon in the temple, too. =============================================================================== =====================V19. Chapter 19: Dragon's Gate============================ =============================================================================== Victory Condition: Seize the Throne Items to obtain: Armorslayer- from the cavalier in the courtyard upper right Silver Bow- from the archer guarding the bottom left door Halberd- Dropped by Cameron Short Spear- from the knight in the top left of the map Door Key- from the cavalier in the courtyard bottom right Member Card- stolen from the nameless thief Blue Gem- chest on the left Luna- chest on the left Barrier- Chest on the right Guiding Ring- chest on the right Secrets: Two secret shops New Units: ------- Legault ------- Thief LEVEL: 12 HIT POINTS: 26 STRENGTH: 8 SKILL: 11 SPEED: 15 LUCK: 10 DEFENCE: 8 RESISTANCE: 3 ----------- Boss: Darin ----------- General LEVEL: 5 HP: 34 STRENGTH: 14 SKILL: 9 SPEED: 8 LUCK: 2 DEFENCE: 15 RESISTANCE: 13 ------------- Boss: Cameron ------------- Paladin LEVEL: 4 STRENGTH: 9 SKILL: 10 SPEED: 12 LUCK: 5 DEFENCE: 10 RESISTANCE: 11 STRATEGY #1: We have to move the Party North. Beware of Cameron because he WILL move and he has a whole wack of backup to help him out. So try to stay JUST in his range with someone powerful to avoid certain death. Move quickly, because there are some important things we need to gather in this level. Make sure you have Matthew. A couple turns in Legault will appear and start taking items. It's fine if he does because it'll be yours anyway. Talk to him with your main character (Eliwood/Hector or Lyn). Now you have two thieves. There is a thief that comes from the stairs on the right on the seventh turn. Surround both wall and normal path with your two thieves and have them steal the Member Card he has on him. Remember that you can only steal if you have room for it. The Member Card will let you visit Secret Shops with better items. The bottom right square (the forest) is a spot. Have someone with the card stand on it and you can buy things like Killer weapons and more! There is another shop to the left of Darin that is a few squares from the mage (in the nook as far as you can go). About Darin: Well, the best thing you can do is use Hector or another Lord because they have the good armor killing special weapons. It's your call, but you won't do much without them because of how strong he is. -+-+-+-+-+-+-+ STRATEGY #2: An interesting mission- you're finally going to face off against Darin and finish this foolish rebellion talk. However, to do that you have to get to him first. You're grossly outnumbered, and there's a bunch of reinforcements that make it even more fun. However, as you can read up top, there's a ton of goodies to get from this mission, so don't miss out on the opportunity to reap the rewards. This is a multi-faceted mission with two primary forces. You're going to send Three units to the right, through that doorway immediately to Lyn's right. Two of those units will be fighters, preferably one of them with either a handaxe or a javelin, while the third will be Matthew. One of the attackers must be either Eliwood or Lyn, too. If you want a fourth unit, you're more than welcome to use it- However, two strong attackers can generally handle it. Of course, if your Lyn and Eliwood are not particularly strong, then naturally there's a bit of a need for that fourth unit. Everyone else? Up the opening towards Cameron and his goons. Leave one unit behind to kill the archer, who will open the door to attack you. Despite what the old crone said about armorslayers and rapiers, Raven and a longsword is disastrous for the swarm of cavaliers. Horseslayer, too. Cameron drops a halberd, which gives you the three cavalry-killing weapons at your disposal. Use them to their best advantage. As for the party of three, they have to break down that wall and take on the second horde of cavalry. It's not particularly hard, especially if you've got a couple units with hand axes and javelins- the nomads will kill themselves on you. They have two goals in mind: 1) Find Legault. Legault is going to pop up in the upper left corner and will traipse down to the gate before going to the stairwell at the other end of that same building. Talk to him with Lyn right in front of the stairwell. Go ahead and let him steal the stuff from the chests- less work for you. 2) Steal the member card from the thief who climbs out of said stairwell. NOW, you're welcome to just let Legault steal the member card, but to not take Matthew with you means that you risk not getting to Legault in time. You will want that member card, for sure. A character who holds the member card can enter the secret shops. There are two secret shops in this level, and from this point on we'll point out all secret shops in the secret section. These shops offer all kinds of items you can't get elsewhere. For example, the first secret shop in this level carry the killer weapons. The second shop has a variety of things, namely a physic staff. Physic staff is a ranged healing spell. Not only is it dead useful, but it also gives 22 XP per use, which helps your Priscilla/ Serra level up. To find said shops: Shop #1 is in the bottom-right corner of the map, in the forest. The second shop is up in the gap at the top-left, all the way at the far right in the garden. Buy whatever you deem appropriate (one of each killer weapon that you don't have and a physic staff is my typical purchase selection.) Now, in the mean time your main force is wiping out all of the enemies that are around. Send someone with high movement back to the tents when the pegasus knights appear- any cavalier and even Florina can easily wipe them out. Legault should open the door to Darin for you, so that's one less thing to worry about. Once you've killed those Shamans, send a few units left and right to kill the knights. If you want to wait around until turns 20-23, you can fight some reinforcement knights and mages. If not, then go ahead and kill Darin. Wolf Beil, Rapier and Heavy Lance. Nothing new, of course. Legault is a fantastic thief to recruit- I hope you don't miss out on getting him. To be honest, it's likely that he's better than your Matthew. Less speed, but overall better stats. You can keep Matthew, but most people replace him with this superior thief. Unfortunately, with Darin dead, we now have to learn all about what this story is really about. Nergal is your new target enemy and will be for the remainder of the game- just look at what you've got to look forward to! Unfortunately, you'll never get to fight Ephidel, either. After all that, he's gone. =============================================================================== =====================V20. Chapter 20: New Resolve============================== =============================================================================== Victory Condition: Defeat Oleg Items to obtain: Elysian Whip- from the house at top right. Shine- from the monk above the center house Restore Staff- from the top right house in the quadrant to your left Light Rune- from the bottom left house in the quadrant to your left Wyrmslayer- from the house just south of the arena Torch- from the cavalier at the entrance of the village Antitoxin- from the archer next to Oleg Hero Crest- stolen from Oleg Secrets: None New Units: ------- Ninian ------- Dancer Stats the same as Nil's stats in Lyn's Story. ------------- Boss: Oleg ------------- Warrior LEVEL: 5 HP: 42 STRENGTH: 16 SKILL: 9 SPEED: 7 LUCK: 3 DEFENCE: 12 RESISTANCE: 7 STRATEGY #1: This chapter is easier than you'd think. It's got darkness, so the Torch staff from Chapter 18 can come in handy. There are plenty of villages with items though most aren't very helpful. The most important is the top right village because of the Elysian Whip that you can use on one of your Pegasus Knights. Start by sending weaker characters to the villages. There is an enemy monk to the north you should know about as well as one to the bottom left. The Vendors and Armories are full of stuff to buy that you can replenish your stock with easily right here. As you advance, you can see a Ballista. I'd reccomend ignoring it and just use your normal Bow. The Boss is on the bottom right, and he WILL move, so you should reveal him before going near him. The restore staff at the start will come in handy as you get closer because some enemies have poison weapons. Oleg also carries the Hero Crest which can be stolen from him before he is disposed of. To kill Oleg, you should get him to use his bow, then rush in with everyone and just destroy him. He uses his Silver Axe otherwise so it's not wise to hit him with most people. -+-+-+-+-+-+-+ STRATEGY #2: I couldn't disagree more with the statement that this mission is fairly easy- you get your first encounter with poison weapons, as well as with wyverns. Neither of these things are at all pleasant. To begin, make sure to have a thief, as well as Priscilla with the torch staff. Bring your pegasus knight (whichever one you chose) along as well. Beyond that, characters with high HP are strongly advised. From the get-go, fix your range of vision. Legault with a torch will do quite nicely, while a decently-leveled Priscilla can also make a large dent in the darkness. Move a unit to kill the monk to your left while picking up the staff and light rune. Send the rest up the middle. You have to be extremely careful in this mission, because three things make it very easy for your weaker characters to get wiped out. One, it's dark. Two, the enemies fly, and then there's the poison on the weapons. Archers, healers... all are easy prey for the enemy. Keep them surrounded. The good news is that there are only 4 of the flying enemies, so once they die, don't worry about it anymore. One thing that is of particularly high priority for you is to get to the red house at the top right- it holds an Elysian Whip, and if you are not quick enough, it will be ransacked and you'll lose it. Oleg stands in one place and will not move... until you cross his line. That line is walking in front of the outer wall. A rough sketch (best as I can muster): ___| OXO OXO __ | Don't step across the line and Oleg will leave you alone. This allows you to take on all the reinforcements at your leisure. However, with access to Ninian and the Arena, it's time to talk about arena use, and arena abuse. Ninian joins your party, and she's got Nini's Grace, which raises your defenses by 10. That means that whomever you fight will most likely be completely unable to kill you. Unfortunately, it only lasts for one turn, so with 15 uses, you have to use it sparingly. Now, using Nini's Grace before entering the arena means that you will have the effects of the ring for the entire length of the arena fight. The arena, as you should know by now, is full of tough enemies. With Nini's grace, they're no longer that tough. That means that you can make the arena a pretty safe and lucrative level up technique. Problem is (again) that you've only got 15 uses. So, gamers developed a way to abuse her ring. To do this, fight in the arena after having the spell cast on you, and then let another unit rescue them in the same turn. Next turn, drop the unit back down. Because they were rescued, Nini's Grace didn't wear off; a game mechanics flaw. Now use Ninian's dance to give the unit action again- send him back to the arena to fight. Let a second unit rescue him again. Create a cycle using two rescue units, Ninian and Priscilla. Using this technique, you can level up as many as 16 units (If you're especially cheap, Eliwood starts with it in effect, so just immediately rescue him.) This is ridiculously frowned upon, but it's really effective. If you want any challenge whatsoever, ignore this strategy. It is definitely not needed. Whether you abuse Nini's Grace or not, you should use the arena to: 1) Level up any units that are lagging behind- Fiora and Dart come to mind. 2) Get your lords to level 17 That second one will allow you to get the second form of Chapter 23, which is (in my opinion) a far superior option. Now, once your arena work is over, call over Oleg. Now, he's carrying a Hero Crest, which you probably don't want to miss out on. Steal it and then kill him. =============================================================================== =====================V21. Chapter 21: Kinship's Bond=========================== =============================================================================== Items to obtain: Knight Crest - Steal from Boss Spear - Boss Drop Brave Axe - Chest 10,000G - Chest Secrets: Secret Shop New Characters: ------- Isadora ------- Paladin LEVEL: 1 HIT POINTS: 28 STRENGTH: 13 SKILL: 13 SPEED: 16 LUCK: 10 DEFENCE: 8 RESISTANCE: 6 ---- Rath ---- Nomad Rath will have the same stats as he did in Lyn's Story. ----- Heath ----- Wyvern Rider LEVEL: 7 HIT POINTS: 28 STRENGTH: 11 SKILL: 8 SPEED: 7 LUCK: 7 DEFENCE: 10 RESISTANCE: 1 Victory Condition: Defend Nils for 11 turns/ Defeat all enemies. ------------ Boss: Eubans ------------ Paladin LEVEL: 6 HIT POINTS: 38 STRENGTH: 14 SKILL: 10 SPEED: 9 LUCK: 5 DEFENCE: 12 RESISTANCE: 14 STRATEGY #1: Bring a thief, Legault is your top choice. There is also a secret shop in this level although it's not very good and only has mainly Staves. Start by heading south except for Lyn, who goes to the Ostian Knights to the east. Eliwood or Hector or Ninian can recruit Heath, who is to the left. Don't open the door because he will come out and he WILL attack you. So try to let him come to you. After he is talked to, open the door and rush the enemy thief who is taking the Brave Axe and 10,000G. Lyn can talk to Rath when he shows up. This is a very easy level and as long as you defend the main area you won't die. The secret shop is on the pillar to the northwest of the map. The boss is like Darin was, he is stong and has a long range weapon. If you kill Eubans, the level ends and you win. It's your choice to do it, but I'd wait until I have a large portion (90%) of enemies dead before doing that. -+-+-+-+-+-+-+ STRATEGY #2: Strategy #1 pretty much sums it up- this mission is not complicated. Your units are tough, and they're starting to get to the point where the game just isn't all that hard anymore (This isn't hard mode, after all). The only thing I would say is that you don't leave an option for whether or not you kill Eubans. The Spear is a great weapon for any of your lance users (especially Oswin.) Getting Rath back is pretty cool- unfortunately he's only going to be level 9 or 10. It will take some serious work (or some serious misuse of the arena) to get him up to speed. He's very similar to Lyn, and while he's very good in the end, you may or may not find any real use in spending the energy. Heath's the same way- while he's a great flying unit, he's so desperately behind everyone else in levels that it isn't a great way to spend your time =============================================================================== =====================V22. Chapter 22: Living Legend============================ =============================================================================== Items to obtain: Luna - Drop from bottom left Shaman Ocean Seal - buried in the sand Body Ring - Buried in the sand Filla's Might - Buried in the sand Eclipse - Buried in the sand Light Rune - Buried in the sand Hero Crest - Buried in the sand Secrets: Several items are buried in the sand. To dig up: Put a thief on the square they are buried in. New Characters: ------- Hawkeye ------- Berserker LEVEL: 4 HIT POINTS: 50 STRENGTH: 18 SKILL: 14 SPEED: 11 LUCK: 13 DEFENCE: 14 RESISTANCE: 10 Victory Condition: Defeat all Enemies ------------- Boss: Jasmine ------------- Warrior LEVEL: 9 HIT POINTS: 46 STRENGTH: 17 SKILL: 14 SPEED: 14 LUCK: 6 DEFENCE: 8 RESISTANCE: 11 ---------- Boss: Paul ---------- Warrior LEVEL: 8 HIT POINTS: 47 STRENGTH: 19 SKILL: 12 SPEED: 12 LUCK: 2 DEFENCE: 11 RESISTANCE: 9 STRATEGY #1: This is a sand map, this means that the characters will have a reduced movement range (especially cavalry). The only characters that WON'T be reduced are fliers. I had my flier positioned near the bottom. Have someone kill the first Archer and then move the flier to the south (out of Jasmine's reach). The rest of your men can go left or somewhat south. Eliwood should definately be at the bottom because a Character can be recuited there. Also send Matthew south. On the next turn have your flier rescue Pent and get out of there. Pent doesn't need any help, but he is stealing experience. And the experience is needed to do a sidequest. Hawkeye will show up and have Eliwood speak with him on the next turn. Now is the issue of defeating the bosses. One has a Killer Axe, while the other holds a Hand Axe and a Steel Axe. Take the latter out first by surrounding his range, and then dipping Hawkeye just inside so he runs up and uses his hand axe. Now you can have everyone rush in and kill him as fast as you can. Try not to let him live. The next boss is a bit more tricky because he has a KILLER axe. So he will have a heavy Critical hit rate. Try to surround his range, then on the next turn, run in with your Magic and ranged users and attack. He probably won't die, but will be weakened, which will let you kill him off much more quickly. Note that this level also holds several squares of the map you can stand on for items. The only one that is really worth mentioning is the Ocean Seal. It's near the bottom right corner. Take a thief down there. Go on square below the house, then four to the left from the right side of the map to get it. There is also some long range magic, a dance, and a Hero Crest, along with several other trivial items. You can find locations in another guide because I don't have them off the top of my head. -+-+-+-+-+-+-+ STRATEGY #2: Bring Legault and all of your usable magic users and flying units. Yeah, this is a sand map. Magic users and flying units are the only ones with no movement penalties. Flying units are doubly important here, though. You see, Pent is a beast of a sage and will kill every single unit that attacks him. Naturally, if he kills all the units, it's tougher to get 700 XP. How are you ever going to get that sidequest? Anyway, send Florina down to rescue him quickly. Meanwhile, the rest of your units should make their way south. The knight and cavaliers will attack your units as you meander down, so kill them off. However, make your way towards Hawkeye, who will appear out of the sand after a couple turns. Eliwood can recruit him, and he too is a beast of a unit. If you don't have Dart, you will want to use Hawkeye as your berserker, even if it's only for one mission (Which I will point out later) Canas, Lucius and (maybe) Erk and Priscilla will have free reign to go and fight for some XP. Give Pent over to another unit and Florina can go and have some fun of her own, too. Now, take care- do not go into Jasmine or Paul's attack ranges- we don't want to kill them just yet. Legault has a special job- he has to grab the treasures. What treasures, you will ask. This is the sand treasure map of the game- each one has one. Any unit can find them, but they might not- Legault will ALWAYS find them. So the big question is- where are they? Fortunately, all but one of the items are easy enough to explain on paper. As it is, I'm planning to make a map for this, so that'll help too. Despite my co-writers words, none of these things are trivial, by any means. Each one is quite useful. The Light Brand gives your stronger swordfighters (such as Raven) a ranged magic attack, while the bonus to constitution from the Body Ring is one of the most useful items in the game if you use it on the right unit. But enough of that- for locations: Ocean Seal- Send Legault two spaces left and one space up from the bottom right corner of the screen. This is where your whole party should be, so that ought to be straightforward. Body Ring- Drag his body all the way across the bottom half of the map. See that ridge of sand about 5 squares to the right of the wall on the bottom half? Stand underneath it. Filla's Might- Walk around the ridge and up to the skeleton. Stand underneath it. Eclipse Magic- Walk around the skeleton and stand on top of it. Light Brand- Stand to the right of the skeleton further north. Hero Crest- Stand to the left of that same skeleton. You should be sure to clear a path for him- don't let him get killed off! He's got one last job, though- he has to steal the guiding ring from Jasmine. Now, if he does this you have to be sure to kill Jasmine in that same turn. Position your mages around Jasmine so that once Legault has stolen the ring, they can move in for a quick kill. This leaves Paul. As long as you attack from a distance (He uses a killer axe), you'll be fine. Hopefully you got that 700 XP so that you can start the side quest. If you didn't get the 700 XP, I have but one thing to say to you- don't abuse the arena so damned much. If your characters are level 17 (which is what mine were, and which is also quite high for this point), you'll still easily hit the 700 XP mark. If you just can't make it, then dance with Ninian over and over again. =============================================================================== =====================V22x. Chapter 22x: Genesis================================ =============================================================================== Items to obtain: Door Key - From Top General Door Key - From Druid Door Key - From Bottom General Door Key - From Bishop Berserk - Bottom Right Chest Secret Book - Bottom left chest Silver Blade - Chest below Kishuna *Silver Lance - Drop from Knight that appears *Silver Sword - Drop from Fighter that appears *Silver Axe - Drop from Brigand that appears *Silver Bow - Drop from archer that appears **Elfire Magic - Drop from mage that appears **Nosferatu Magic- Drop from shaman that appears **Shine Magic- Drop from monk that appears **Recover Staff- Drop from troubadour that appears Secrets: None New Characters: None Victory Condition: Defeat all enemies. ------------- Boss: Kishuna ------------- Magic Seal LEVEL: 10 HIT POINTS: 54 STRENGTH: 4 SKILL: 3 SPEED: 25 LUCK: 0 DEFENCE: 14 RESISTANCE: 3 STRATEGY #1: You begin split up. When choosing your party locations, move a thief to the right side and two door keys and a chest key to the left side. The gap between Eliwood and the unit to the left show the line where they will be divided from. So, start by moving to the left. DO NOT lean up against a wall because Archers and magic users can sometimes get you. The party going left is going to reach the chest with a Silver Blade, while the right side gets a Berserk Staff. Have a couple in each group break through the second row of walls to join the two parties up, they shouldn't really attack the boss without being altogether. So, have other units go ahead and then move the units from the left side to the right side, and then when all are there, open the door. The Boss disappears along with the four promoted units that guard him, which is good because they are a bit too strong for you. Instead, four unpromoted units appear that have silver weapons. They are to the right and you can defeat them for the silver weapons they hold. -+-+-+-+-+-+-+ STRATEGY #2: Only a couple things to point out beyond that general strategy: As soon as you start, a wall separates your party- take this into consideration ahead of time. Bring a thief if you want, or just bring a couple chest keys. A couple door keys, too- you'll come up a bit short if you rely on enemy drops. There's not just silver weapons- actually, you can get a bunch of high leveled magic if you prefer; to do that, attack Kishuna with a longbow before you open that door. That said, just get the silver weapons- they're better, anyway. =============================================================================== ====================V23A. Chapter 23a: Four Fanged Offence===================== =============================================================================== Items to obtain: Earth's Seal - Center village Silence - Top Village Orion's Bolt - Sniper drop Secrets: Secret Shop near cliff by boss New Characters: ------- Wallace ------- Wallace has the same stats as he did at the end of Lyn's Story. Victory Condition: Defeat Lloyd ----------- Boss: Lloyd ----------- Swordmaster LEVEL: 12 HIT POINTS: 41 STRENGTH: 18 SKILL: 19 SPEED: 19 LUCK: 16 DEFENCE: 8 RESISTANCE: 15 STRATEGY #1: This is the chapter for those with weak Lords. You can get Wallace again which isn't that great. The big picture in this chapter is to clear the way with a torch, then move together as a team so if an enemy will appear suddenly and start to hit you, you can take him down together. The point is to battle as a team until the bridges, then you can split up. Send the units from chapter 15 (Lyn, Kent, Sain, Wil and Florina) towards Wallace, whoever you want to go to the village for a Silence Staff and the rest of your men to the boss fort. To kill Lloyd, use Magic, Spears and Bows to deplete his health and then come in and take him out with your weakest Lord. He doesn't have a ranged weapon. By the way, you can talk to Walalce with that group to recruit him. This chapter is fairly simple and not a big one on strategy. -+-+-+-+-+-+-+ STRATEGY #2: It's true- the mission is simple as long as you keep your units huddled together. There's an arena in this level; if you want to use it like you may have in chapter 20 (for Rath and Heath, off the top of my head), feel free. Also, it's interesting to note that if you chose to not promote Wallace in Lyn's story (because you were playing hard mode), he's promoted now anyway... but he didn't get promotion bonuses! You lose out on NINETEEN stat bonuses owing to your lack of promotion. =============================================================================== =====================V23B. Chapter 23b: Four Fanged Offence==================== =============================================================================== Items to obtain: Earth Seal - Village on right Orion's Bolt - Village in center Silence - Top village Secrets: Secret Shop (Forest on Island) New Characters: ----- GEITZ ----- Warrior LEVEL: 3 HIT POINTS: 40 STRENGTH: 17 SKILL: 12 SPEED: 13 LUCK: 10 DEFENCE: 11 RESISTANCE: 3 Victory Condition: Defeat Linus ----------- Boss: Linus ----------- Hero LEVEL: 12 HIT POINTS: 45 STRENGTH: 21 SKILL: 18 SPEED: 12 LUCK: 14 DEFENCE: 14 RESISTANCE: 12 STRATEGY #1: So, this being the powerful lord chapter, you probably won't need to bring any lords (because I'm guessing they are maxed at the moment) besides your main who MUST come. Bring Dart and a Flier as well. Begin by having someone kill the Mercenary who is to the right, then by having your flier go to the right towards the village. They can attack the Magic user with a Short Spear from close range. This means when the other attacks it they can fight back. Be sure to stay OUT of ballista range. Meanwhile, the rest move north. Stick Hawkeye JUST in Geitz's range, and then move Dart nearby. Everyone else should just move up. Now Geitz will attack Hawkeye with the bow. Move Dart to talk with Geitz and you recruit him. Have him and Hawkeye attack the enemies to the left and up. Then move everyone else out of the range of the stupid Wyvern. The flier has to get the Earth Seal BEFORE killing the sage, but equip the spear weapon so they can fight back. There is a Ballista to the north that can hit it. So move fast to survive. You have to hang back and heal if you have some damage. Anyway, move a strong unit to the top (along the shoreline) to kill the enemies that come. Hawkeye is perfect for this, because he will also start to draw off fire from the Ballista. Wait until it is down before moving a ton of your men up their. Also beware of the constant reinforcing of the top and the right side. Some of the Wyverns hold Javelins and this can make you misjudge where to place units. When you have to attack Linus, draw off Ballista fire until it is out and then move everyone. He has a silver sword, so you may want someone to use a ranged attack on him (a spear is best) so he uses the handaxe on you, which allows you to rush in with swords and begin to kill him quickly. Critical hits are best to bring him down, so a Swordmaster is a good choice to bring for him. -+-+-+-+-+-+-+ STRATEGY #2: Bring Dart- otherwise, anyone who needs some XP. To begin, pick a unit to go down to that house at the bottom right- it carries an earth seal, so it's valuable. A pegasus knight (or hopefully Falcoknight) is the preferred choice owing to the high evade and high resistance to take on the sage's bolting spells. However, I work differently. Bartre, with his ridiculously high attack and HP, as well as having decent defense, is much better for withstanding the onslaught that comes AFTER the sage. See, once you get that earth seal, I guarantee you will have to fight off some pirates as well as some wyverns. Unfortunately, Florina has an alarmingly high risk of death from that wave of enemies. If you need to heal after fighting those first two mages, wave a Physic staff at him; let vulenaries do the rest (you DO still use those, right?) High defense character should move into the range of Geitz's bow (Oswin should be your golden standard by now). Dart should then swing in to talk with Getiz. Geitz is a badass warrior; well worth using, especially with his high proficiency in bows. Once all of this is done, it's time to ride the storm of wyvern riders. Tired of these bastards yet? You ought to be by the time this chapter's over. Make your stand on the beach in front of the vendor and arena. Axe users in front, mages in back. They keep coming and coming until turn 18... If you want to try and take out Linus before that, have at it, but you might as well just wait them out. Good XP for everyone. As was true with 23a, you've got an arena sitting there to use. Heath and Rath probably both need it if you want them to be of use. Once your affairs are in order and you've raided all the homes while buying all necessary supplies, kill Linus. As you can guess, the silver blade will destroy most anyone who dares to face it. Draw out the handaxe by standing one space away. From there, utilize Raven and any other swords you've got handy to finish him off. =============================================================================== =====================V24. Chapter 24: Unfufilled Heart========================= =============================================================================== Items to obtain: Luna - From Top left Shaman Knight Crest - From the Bottom and only Cavalier Hammerne - From the Only Village Secrets: None New Characters: ---- Pent ---- Sage LEVEL: 6 HIT POINTS: 33 STRENGTH: 18 SKILL: 21 SPEED: 17 LUCK: 14 DEFENCE: 11 RESISTANCE: 16 ------ Louise ------ Sniper LEVEL: 4 HIT POINTS: 28 STRENGTH: 12 SKILL: 14 SPEED: 17 LUCK: 16 DEFENCE: 9 RESISTANCE: 12 Victory Condition: Survive 11 Turns. ----------- Boss: Vaida ----------- Wyvern Lord LEVEL: 10 HIT POINTS: 60 STRENGTH: 20+5 SKILL: 19+4 SPEED: 13+9 LUCK: 0 DEFENCE: 21+5 RESISTANCE: 6+14 STRATEGY #1: You are split up for the start of this level. The top has Lyn, Eliwood, Hector, Pent and Louise. Move them to the right corner where the magic enemies are. You get a Heaven Seal at the start, it doesn't work on your main character but it will promote the other two. I reccomend doing this for Lyn (if she is maxed) because Hector doesn't need it right now to defeat the other enemies as he is already powerful. Lyn will also gain the use of a bow, and there will be plenty of Wyverns you need to fight. The south group should dispatch a couple Paladins to the south village because it has a rare and valuable item known as the Hammerne, which is a staff that will repair a weapon. This can be used on the Wolf Beil, Mani Katti and another weapon of choice because they are powerful and rare. The rest should just stay in their spot and defend Merlinus. Pent can kill the sage to the right and then you wait there for a while. Soon, four Wyvern reinforcements will show up for you to fight. Pent and Louise can both do some damage, as well as Hector (axe) and Lyn (Iron Bow). Leave Eliwood out. Whatever you do, do NOT let Pent or Louise die because the other will leave. This wouldn't matter if it was just Louise, but Pent is good. Don't even attempt to fight Vaida because Nergal is boosting her stats with magic so she will be even stronger. Eventually the enemy will run out of reinforcements and you just sit there ending turns until you win. -+-+-+-+-+-+-+ STRATEGY #2: This mission can be really easy or really tough- that's up to you. Play smart and you'll have no trouble at all. Get careless and you're gonna get killed. I'll say this right now- Vaida will kill you if you move into her attack range. Her spear grants her ridiculous stat bonuses that you stand no chance against. Of course, if you want to cheat, you can take that spear as your own. To do that, check section IX. Now, you've got three groups, which means you have to pay some attention to where your units wind up. Put all of your mounted and flying units in the group to the far right, while your units on foot should be in the center group. Your northern one is picked for you, so you don't have to worry about who's put there. The mission is quite simple- stay out of Vaida's attack range and bring your party together as one group. Send Pent and Louise together to get supplies from the vendor and armory. Pent is more than capable of doing it alone, and since Louise doesn't really have anything else to do, he will benefit from her support and be all the more deadly. With all of your units together, you've got two goals before time runs out. First, send Florina to grab the Hammerne staff from the village. As was said, it'll repair any weapon, which is especially useful for something like the Wolf Beil, which cannot be replaced any other way. Second, get out Legault to steal a knight crest; it's on the knight at the very far south. Don't kill him first! Now, there's a Luna magic to be grabbed from the Shaman; problem is that he's in Vaida's attack range. So... lure him out! Get RIGHT to the edge of his attack range on the left side. You'll avoid Vaida flying down and slaughtering you. ...Now, if you don't feel like getting the Uber Spear, but you do feel like killing Vaida, it can be done. Killing Vaida is stupid; I'm not gonna lie- I felt stupid for attempting it when I did. Like I said, though- it can be done. To do so, you'll need Canas with a high magic stat, at least 15 skill and a truckload of luck. Let Vaida attack someone who will survive while doing a bit of damage to her. Now, Canas is going to have to go in and kill her with a critical hit from Luna. Like I said, that requires pure luck. However, worse yet, unless your Canas is either very high leveled or really lucky with RNG, he won't have 20 magic, which means that even WITH a critical rate, he won't do the 60 damage you need. So, make some calculations. If he has 19 magic, the person who Vaida attacked will only have to do 3 damage. 18 magic, and 6 damage. So if your Canas isn't at least... let's say 17 magic, or you don't have a unit who can do that 9 damage that you'll need while still surviving her attack, you can't kill her. Of course, if you kill her, how do you plan to recruit her later? (Yeah, she joins your party.) Now you get Pent and Louise, permanently. Louise is OK, but not particularly good. Pent, on the other hand... Pent kicks ass. Due to the fact that his stats start fantastic, there's no hoping for RNG to be good to you. He's often considered the best magic user in the game. Of course use him. That heaven seal can be used on either Hector or Lyn; I've found that Hector can get to level 20 far quicker than Lyn can since he's such a friggen BEAST. As such, give it to Lyn so she has a better chance of getting to level 20. =============================================================================== =====================V25a. Chapter 25a: Pale Flower of Darkness================ =============================================================================== Items to obtain: Bolting - Mage Drop by entrance to big area Chest Key - Sage Drop Talisman - Bottom Chest Blue Gem - Center Chest Guiding Ring - Top Chest Aura - Boss Drop Secrets: None New Characters: ------ Harken ------ Hero LEVEL: 8 HIT POINTS: 38 STRENGTH: 21 SKILL: 20 SPEED: 17 LUCK: 12 DEFENCE: 15 RESISTANCE: 12 OR ----- Karel ----- Swordmaster LEVEL: 8 HIT POINTS: 31 STRENGTH: 16 SKILL: 23 SPEED: 20 LUCK: 15 DEFENCE: 13 RESISTANCE: 12 Victory Condition: Seize Throne ------------- Boss: Kenneth ------------- Bishop LEVEL: 13 HIT POINTS: 41 STRENGTH: 16 SKILL: 16 SPEED: 13 LUCK: 6 DEFENCE: 9 RESISTANCE: 21 STRATEGY #1: You should make a decision here: If you trained Raven, then you will want Karel and if you trained Guy, you will want Harken. I preferred Karel, but Harken is actually stronger and better. If you trained both, then take your pick. Karel comes with the S level Sword the Wo Dao, and Harken has the rare Brave Sword. This is your only chance for both. In this version of the map, you have to kill the three promoted classes of magic users to get Karel, or don't kill them to get Harken. Turn 9 is where one will show up. Harken can be recruited by talking to him with Eliwood, Marcus, Isadora, Lowen or even Hector/Oswin. Karel can be recruited by your main lord and Lyn. There are some Wyverns outside and Magic users hidden in the houses. Here is what to do: Send your Anima users to the right, Dark Magic user to the closest one and your Light Magic user to the top. Split up your weapon users to provide cover from the tougher enemies like the Wyverns. There are several enemies (three) with some long range magic which can be damaging to some of your characters. Be careful. Kenneth can be killed by using a Silence Staff from a couple chapters ago if you have it. You may want to Hammerne it later because you might need it in a few chapters. -+-+-+-+-+-+-+ STRATEGY #2: Now, unfortunately I'm at a point where I just don't quite know how to get here. There are two schools of thought: the first is that if your magic users have more total levels than your physical users, you'll get here. However, to do that is all but impossible- your magic users are ridiculously outnumbered. The other belief is that their levels have to outdo your mercenaries, warriors and myrmidons... but that's not right, since I love magic users and yet never get this level. Best I can figure is that it's referring to all physical units EXCEPT your lords. I suppose you could realistically do that if you were obsessed with magic users. Anyway, since I've never played this mission, I'm not of much help. I will tell you that Harken is my choice no matter who I level up; Harken's more powerful, and that brave sword is way too valuable to pass up. You know the drill, though. There's no surprises in this mission, so just fight it out! =============================================================================== =====================V25b. Chapter 25b: Pale Flower of Darkness================ =============================================================================== Items to obtain: Door Key - Wyvern Drop Door Key - General Drop Door Key - Paladin Drop Door Key - Hero Drop Door Key - Warrior Drop Chest Key - Sniper Drop by Talisman White Gem - Middle Chest on left Bolting - Middle Chest on right Talisman - Top Chest Short Spear - Pegasus Knight Drop Hero Crest - Bottom Chest Light Brand - Boss Drop Secrets: None New Characters: ------ Harken ------ Hero LEVEL: 8 HIT POINTS: 38 STRENGTH: 21 SKILL: 20 SPEED: 17 LUCK: 12 DEFENCE: 15 RESISTANCE: 12 OR ----- Karel ----- Swordmaster LEVEL: 8 HIT POINTS: 31 STRENGTH: 16 SKILL: 23 SPEED: 20 LUCK: 15 DEFENCE: 13 RESISTANCE: 12 Victory Condition: Defeat All Enemies ----------- Boss: Jerme ----------- Assassin LEVEL: 13 HIT POINTS: 46 STRENGTH: 18 SKILL: 18 SPEED: 17 LUCK: 10 DEFENCE: 10 RESISTANCE: 14 STRATEGY #1: You should make a decision here: If you trained Raven, then you will want Karel and if you trained Guy, you will want Harken. I preferred Karel, but Harken is actually stronger and better. If you trained both, then take your pick. Karel comes with the S level Sword the Wo Dao, and Harken has the rare Brave Sword. This is your only chance for both. If you want Karel, immediately kill anything and everything that moves and go into the doors as fast as possible. You need to open four before turn 9. If you want Harken, take your time and open them slowly, be sure that less than three are opened come turn 9. Beware of the Wyverns to the north as well that will reinforce there. I used Geitz and his bow to defend it simply. Anyway, Harken comes as a foe, and Eliwood or any of the Pherae crowd can do it (Marcus, Isadora, Lowen and even Hector or Oswin). Karel comes as Neutral and the two lords who aren't your main character can do it. The boss is an Assassin named Jerme and he WILL move. He also has the Light Brand. If you have Karel, Wo Daoing him will be simple. If you have have Harken then you should give the Brave Sword to Guy or another good sword user because 4x hits from a swordmaster is lethal as several will be critical. -+-+-+-+-+-+-+ STRATEGY #2: You need a thief. Avoid using more than one mounted, non-flying unit- they will drive you crazy. I'll say this again, as I did in the other chapter- I see no point in going for Karel when Harken is a better character with a better weapon (other than the fact that Karel has an enormous cult following.) Now, this mission is incredibly easy; I expect you to have little trouble at all. However, if you are... As long as you don't open any doors, two things will happen: one, you'll get access to Harken, which is a good thing, and two, enemy numbers will stay smaller. There are significantly more men in this level than the magic counterpart, but they're all quite easy to dispose of. First, send all of your troops up to the wyverns to dispose of them. The nomads and archers will come to challenge you, so kill them too. From there, split your troops up into two groups, one large and one small. The large group will stand in the top right clearing, where all of the reinforcements are pouring in (as well as where Harken appears.) This is the brunt of the enemy forces; the small group will head south to fight the few mounted units you run into. Now, I said don't open the doors, but this really only applies to you if you're having a hard time. If you're not, then of course open the doors. Wait until Harken arrives before opening your fourth door, though- opening four doors is what brings Karel. You'll have to do it eventually anyway, but don't hesitate if you're not weak. Kill the enemies, grab the treasures. It doesn't matter in what order you open the doors. Just keep these two buildings in mind: top-right is Jerme- he wields a light brand and can whoop your ass if you aren't careful. Top left is a bunch of snipers who can also whoop your ass if you aren't careful. Don't go into either building until you've got yourself positioned to take them on. If you have an empty spot in the party, use Harken and Karel. Otherwise, just grab their weapon and let them sit in the bowels of your roster. =============================================================================== =====================V26. Chapter 26: Battle Before Dawn======================= =============================================================================== Items to obtain: Door Key - Knight Drop Lockpick - Hero Drop Elysian Whip - Bishop Drop Boots - Leftmost Chest Brave Lance - One square right of Boots chest Rescue - Closest to Brave Lance Chest on the right side Delphi Shield - Rightmost Chest Secrets: None New Characters: ---- Nino ---- Mage LEVEL: 5 HIT POINTS: 19 STRENGTH: 7 SKILL: 8 SPEED: 21 LUCK: 10 DEFENCE: 4 RESISTANCE: 7 Victory Condition: Defend Zephiel for 15 Turns ------------ Boss: Ursula ------------ Valkyrie LEVEL: 15 HIT POINTS: 36 STRENGTH: 18 SKILL: 19 SPEED: 22 LUCK: 12 DEFENCE: 12 RESISTANCE: 28 STRATEGY #1: Know that if you used Merlinus on all the levels than he will be promoted to the new and improved moving class, so now he can follow you and give you door and chest Keys as you go. That being said, I still reccomend putting TWO thieves in this level. Not normally recommended but it will help you get the treasure and beat the fog faster than normal. So, send your stronger troops to the left and the weaker but still a couple strong unit characters to the right side. We want to split up so we can do this faster. Be sure to have at least 1 Cavalier or Flier on each side. The left side has some Heroes and other with Silver Swords. So be careful around here because you never know where an enemy will come out and make a killing blow on you. Jaffar is usually fine because he can dodge and deal a lot of damage, making your way easier. However, rescue him as soon as you can because you need to rush this part. Get the chests too (reccomended with a Door and Chest Key because of the dangers of Ursula's long range magic are all too real. I don't know what prompts her to do it though, so you are on your own. Anyway, immediately move Jaffar from there to the top part where you started. On the right side is fewer foes. Reach Nino and talk to her with a lord. She will join. Now rescue her with the Cavalier or Flier and go to the top area where Jaffar is being moved from the other side. Drop them both and have Nino speak with Jaffar. He will join you in the sidequest now! Anyway, to finish the chapter, just basically stay away from Ursula. Normally I reccomend getting the Experience from the boss but she is a little strong to do this to. So stay out of range. Zephiel will be fine on his own as he is a strong unit. So as long as you have the treasures just wait it out. Thieves may steal it first, so if he takes one, kill him but if he takes two, steal the first item he stole and then kill him for the other one. -+-+-+-+-+-+-+ STRATEGY #2: You need a thief and a staff user with torch staff. You also need a bow user with a longbow. High movement units are incredibly helpful, but not absolutely essential. After a string of easy missions, this one is guaranteed to give you some trouble. You've got only 15 turns, and there's a lot to do within that time. Throw in the sheer volume of enemies and one wickedly tough Valkyrie, and this one might have you stumped for some time. It's a two-pronged attack, but just like Pale Flower of Darkness, one party will be just a few members while the rest will take on the other route. You're sending two or three units to the right, one of which needs that longbow and another of which needs a door key. Everyone else (including your thief) should go left. Light a torch and/or use a torch staff to get the view of the upcoming areas more clear- there's a LOT of baddies in here. Your right party group has two tasks. The first task is to open the door and get the longbow user up against the wall above the chests. There's a thief who will come and steal those treasures, and it's up to the longbow user to kill the thief after he's stolen the first treasure but before he's stolen the second one. Doing so allows Legault to come by and steal it himself later. The second task is to recruit Nino. Talk to her to get her to join you; the lords are your best bet. Once you have Nino on your team, rescue her with a mounted unit who can then ship her over to Jaffar. Meanwhile, your left party must save Jaffar. Jaffar's good- I'll give him that. He can kill most anyone who attacks him in a single turn. However, Maximilian is a pain in the ass. If RNG is unkind to you, Jaffar will take quite a beating from this guy before killing him. If this happens, he may die before you get to him- he can only take so much damage. To avoid this, get down AS QUICK AS YOU CAN, and have a Physic staff ready. There's really not much else to say beyond use good tactics and keep your fog of war at a minimum. However, there's one last obstacle, and that's Ursula. With her bolting spell, she can (and does) destroy unsuspecting units without any warning. Now, you just have to survive to win this mission, so you don't have to attack her. Unfortunately, to get Nino to Jaffar you have to walk right through her attack range. So, you have two options. One, you can get a high resistance unit to pick her up and carry her, or two, you can kill Ursula. The best way to kill Ursula is to use a pegasus knight. Alternately, Canas with Luna can make quick work of her. If you have another unit with fairly good RES (Hector's often quite impressive), then use them. The goal is to avoid getting slaughtered. If you're quick enough you can attack her while she's got bolting equipped, which means no counterattack. Don't worry about Zephiel- he's safe; you won't have to deal with his protection until you get to other modes. Make sure to grab all four treasures, and make sure Nino talks to Jaffar. It's time for another show-down. Although before we do that, it's time for that obligatory analysis of your new character. Nino is... fantastic, to put it simply. She is an amazing spellcaster. Problem is, she's level 5. If you are feeling crazy, you can level her up. Keep in mind there's no arena to abuse between now and the end, so you have to do it the old-fashioned way. A method will appear in a couple chapters, but to be perfectly honest, I wouldn't bother. It's just not worth it, not this late in the game. =============================================================================== ====================V26x. Chapter 26x: Night of Farewells====================== =============================================================================== Items to obtain: Speedwings - Nomadic Trooper Drop Recover - Shaman Drop Fenrir - Top Chest Thor's Ire - Right chest Fell Contract - Boss Drop Secrets: None New Characters: ------ Jaffar ------ Assassin LEVEL: 13 HIT POINTS: 34 STRENGTH: 19 SKILL: 25 SPEED: 24 LUCK: 10 DEFENCE: 15 RESISTANCE: 11 Victory Condition: Seize Throne ----------- Boss: Sonia ----------- Sage LEVEL: 17 HIT POINTS: 44 STRENGTH: 20 SKILL: 20 SPEED: 21 LUCK: 0 DEFENCE: 20 RESISTANCE: 24 Augury:...I see water. Ruins. A Cave? Or... someplace underground. And there are devices... Traps, maybe? If you are slow to advance, your paths may vanish, as well as the path at your back. Winged allies, and those on horseback who carry others. They will be needed. Pirates and Berserkers are comfortable in water. Take them. Light Runes... Mines... These might make your task easier. Block your enemies' way with them. STRATEGY #1: Two items are needed: Silence and Restore staves. Also, the Gems aren't covered in terms of who has them in the guide, so see the top to learn who has what. This is a rather strange level because there are several platforms and pathways among them that will change. Reinforcements are sent often through the stairs and this is our priority number one, send our troops to the stairs. But first, if you have a long range magic user, use it on the south mage because he has a Bolting spell. Anyway, don't bother covering up the south stairs, just have the Delphi Shield on a strong flier and send them south. They can take care of all enemies that come out. Meanwhile, everyone else is north (have a thief with you). When a path opens to the left stairs, send three unimportant characters that don't really need to power up to the left. Don't send Eliwood because he has to Seize the Throne. Get the three middle ones too covered up and leave them there. Don't leave the Restore staff unit. Head to the Hero island, but ONLY stay on the far left side of it because the Bishop has a Berserk staff which will be bad. Once you have cleared it and are ready to move, send someone out to get berserked (NOT your Restore Staff unit) and immediately heal them with the Restore Staff. Do this until the Berserk staff breaks (three turns) and then cross. Steal the Angelic Robe from the Bishop (this is the reason we didn't just kill him). Then move along. Try to keep weak units out of Sonia's range, and if she attacks, all the better because then she will run out and you can safely move. Around this time is where there are no or few to none paths. Don't worry, just have your flier ferry who needs to go where for a couple turns because they will all come back in a while. Anyway, get the chests and then start on the boss. To beat her, move close (not attacking range) and then next turn, use the Silence Staff on her, quickly attack. It only lasts a turn because she is on the throne. But if you go quick it's not a problem. Try not to let Jaffar hit if you can avoid it because if he lands a critical it's a one hit death for the boss and you might not have wanted to give him the experience. Matthew and Legault can do this too if you give one the Fell Contract that is held by Sonia at the end. Though then the chests aren't openable. -+-+-+-+-+-+-+ STRATEGY #2: Not much to say... strategy #1 covers it nicely. This mission is annoying, but as long as you know how to deal with the berserk, which is your biggest threat, you'll be fine. There's only one change- you can waste your time with bolting if you want on that first mage, or you can use Dart/Hawkeye (who you should have along with you to talk on water) to quickly dispatch him, instead. One other thing- since there's no Merlinus in this chapter, be wary of who opens the chests. Make sure they have room so you don't have to chuck things out. Oh, and about Jaffar- he's good, so use him if you have space in your party. As it is, your party shouldn't have much room for him, so he'll probably go ignored. =============================================================================== ====================V27. Chapter 27: Cog of Destiny============================ =============================================================================== Items to obtain: Warp - Village Iron Rune - Boss Drop Secrets: None New Characters: ----- Vaida ----- Wyvern Lord LEVEL: 9 HIT POINTS: 43 STRENGTH: 20 SKILL: 19 SPEED: 13 LUCK: 11 DEFENCE: 21 RESISTANCE: 6 Victory Condition: Defeat all Enemies ----------- Boss: Linus ----------- Hero LEVEL: 18 HIT POINTS: 52 STRENGTH: 20 SKILL: 23 SPEED: 21 LUCK: 16 DEFENCE: 15 RESISTANCE: 19 OR ----------- Boss: Lloyd ----------- Swordmaster LEVEL: 18 HIT POINTS: 52 STRENGTH: 20 SKILL: 23 SPEED: 21 LUCK: 16 DEFENCE: 15 RESISTANCE: 19 STRATEGY #1: This is the hardest level in the game, but if you trained your units properly it shouldn't be much of an issue. First, decide where to deploy your units. Move Lance users to the left, axes up the double bridge and the leftovers (mainly Lyn and the Swordmaster/Heroes) up the top. Leave Eliwood and two crap units at the bottom right corner. Have two fill the bottom two squares going up and Eliwood one above and one left. Like this: E: Eliwood X: Empty Space U: Unit EX U U Several turns in (a long time) she will show up and Eliwood can recruit her. Move the rest of the people after. Anyway, you got a Heaven Seal at the start, right? Give Hector it (or Lyn if Hector is already promoted). Now, if Hector has a Wolf Beil (preferred) then be sure to repair it to it's fullest. If not, then a Steel or Silver Axe will do. I sent him to the North of the Map, and he killed all the enemies in the area by the entrance to the shrine in a matter of Minutes. He went up around 12-16 levels in this one for me and allowed my weak units to press on without taking too much damage. The village to the far left has a Warp Staff if you really want it. When you finally battle through everyone and are ready to rally on the boss, move your Lance users, healers and heavy damagers up. The Boss has a light Brand, so your range users aren't really safe so be ready to rescue, drop and heal often. If you did 23a you are fighting Linus, and if you did 23b you are fighting Lloyd. The enemy also has the Iron Rune which will unfortunately make it so you can't use a critical hit on him so watch out. Seize the throne after he is dead. -+-+-+-+-+-+-+ STRATEGY #2: Correction: this is reportedly (as by Nintendo, I suppose) the hardest level in the game. For a well trained team, it's nothing on normal mode. You should have a well trained team; you'll be fine. I have no specific strategy for this level, only general advice: This is a level of bottlenecks. All three bridges surrounding your starting island allow you to take on the incoming units however you like. If you want to train Nino, place Hector and Oswin unarmed on the northern double bridge with Nino behind them, pelting the knights and generals that just POUR in to fight. Hector, Oswin, Raven, Dart, Bartre... any unit with high attack and decent defense can and will tackle this level with incredible ease while gaining an enormous amount of XP. Use these characters to force the bottlenecks while your weaker characters use ranged weapons to fight from the back. Here's a list of the bottlenecks to use: -The four bridges by where you start -The mountain range directly north of the bridges (this is the best of them) -The second set of bridges to your left -Just south of the northernmost forts, down and to the left Paladins, generals and nomads pour out of the forts by these bottlenecks, so planting Oswin and Hector in each of the mountain passes will mean countless units will kill themselves on their impregnable armor. Tons of XP for your two god-like soldiers. Wyverns arrive in the bottom right, with Vaida at the lead. If you killed her in Chapter 24, she's not there. This is the first mission in a long time that's really bothered with attacking Merlinus, so if he's not mobile yet, he's likely to die again. Eliwood can talk to her and recruit her. Otherwise, prepare for more enemies to kill. Mages and archers are the order of the day for these guys; they'll go down like nothing. Don't worry about Vaida too much- I can't imagine you've got much use for her. For Lloyd (or Linus, as the case may be), magic users have enough resistance to absorb his light brand attacks, and they ought to be able to do some decent damage. As always, Canas with Luna will serve nicely. Eliwood finally promotes and can use lances. Took them long enough... =============================================================================== =====================V28. Chapter 28: Valorous Roland========================== =============================================================================== Items to obtain: Elixir - Knight Drop Elixir - Druid Drop Elixir - Warrior Drop Rapier - Myrmidon Drop Elixir - Top Warrior Drop Tomahawk - Boss Drop Secrets: None New Characters: None Victory Condition: Move to Georg's spot ----------- Boss: Georg ------------ Warrior LEVEL: 15 HIT POINTS: 60 STRENGTH: 27 SKILL: 17 SPEED: 13 LUCK: 0 DEFENCE: 18 RESISTANCE: 21 STRATEGY #1: First of all, you should know that there are squares on the floors that are brighter than the rest, and they will damage you if you wait on one. The idiot enemies will still step on them and will be weakened as you advance. Keep this in mind while planning your strategy and moving your characters. If you did the chapter with Jerme then give the Light Brand to Eliwood or Lyn. You only get five characters and they should be the three Lords, a healer and another powerful unit (with range would be better). Eliwood is on his own for the middle path, while the probably stronger characters have fewer enemies. This is better. Move everyone north in their path and start to take down the foes. Most will take heavy damage due to the spots and this will allow you to pound them down without much resistance. Most of Eliwood's Foes have Swords or Axes, the strongest ones being axes which is good for him because he will want to level up. There is also another Rapier in this level which can give Eliwood a good sword to use up until the last chapter of the game. When you reach Georg, you probably want to kill him to get a good sword and some experience. So use a Sword user to approach him with the Light Brand and you will battle, then move in close and hit him with several units to kill him. Be warned he can attack over walls too. Hector can make good use of the Tomahawk from here on. After Georg is dead, stand on the spot where he was with Eliwood. -+-+-+-+-+-+-+ STRATEGY #2: To put it another way, there are brown and red squares. Red squares burn, brown ones don't. Follow Nils' advice and bring strong allies, one of which who has physic. Priscilla, Pent, and possibly Lucius all fit that requirement. Eliwood needs a steel lance and a javelin, pronto. Use them for this entire level- he could use the weapon XP. Hand him that iron rune from the last chapter, too. Hector's a good choice, as is Raven. Make your way up to Georg, picking up elixirs and that spare rapier. If you've got a tough Eliwood, he can take Georg with the rapier or a killing edge. If he's not tough, magic users or Oswin/Hector can take him down. If you're looking to avoid fighting him altogether (bad idea- you want the Tomahawk), you can cheat your way through. To do this, have someone lure Georg out, and then use the warp staff to move Eliwood from wherever he is and onto the square. Mission accomplished! ...But as you see in the storyline, at a terrible price. You don't get to keep Durandel, though you get it back later. =============================================================================== =====================V29. Chapter 29: Sands of Time============================ =============================================================================== Items to obtain: Dragonshield - Left Chest White Gem - Right Chest Swordslayer - Sniper Drop Body Ring - Bottom Chest Secrets: Secret Shop in bottom courtyard. Use warp staff. New Characters: None Victory Condition: Defend Throne for 11 turns ------------- Boss: Denning ------------- Sniper LEVEL: 19 HIT POINTS: 51 STRENGTH: 18 SKILL: 18 SPEED: 18 LUCK: 0 DEFENCE: 14 RESISTANCE: 22 STRATEGY #1: Notice that most of the enemies are Archers, meaning that close range can clear out enemies in no time at all. Almost everyone uses Poison weapons, so get some Antitoxins or have your healer use the Restore Staff. Unfortunately, there is a Druid to the right with a Silence and a Sleep staff, which means that your healer can be stopped and you won't be able to heal all the time. So try to stay away until you are ready. Also, only one Flier should come and they should have the Delphi Shield unless you want to be shot down. Move your characters into two groups, on the left and right side of the throne area. DO NOT move out past the knights. Keep a 1 square distance inbetween you and the Knights so the Archers can't reach you. I'd also have the units in the other area wait a bit before moving out because that will separate the enemies and make some room for you to fight. The enemies should spend their turn hitting the Ostian Knights with Arrows, don't waste restores on them. Just wait for your turn, then charge out and hit the enemies as fast as possible, this will clear roughly 9-13 enemies at the top and 2-4 at the middle area. That's just below or just above half the enemies on the map! Reinforcements will come of course, but still that is a good start. Eventually the other team will run low on reinforcements. Now you want to move your units to clear the last few out, get the chests and defeat Denning the boss. There is a secret shop in the square of grass near the bottom but you'd have to use the Warp Staff to get there. This place has items that you can use to promote your basic units. I'd reccomend not spending more than 20000 because you need more for the side quest, though it's your game and you can play how you want. -+-+-+-+-+-+-+ STRATEGY #2: Bring a thief and a bunch of tough attackers. You have TONS of units in this mission, quite possibly more spaces than you've got decent units to use. I actually used one less unit than the max simply because it wasn't worth the time to bring a useless unit along, too. You've also got two parties, one of which is smaller and quite a ways up into enemy territory. To counter the fact that this group is likely to get wiped out, make sure that all of them have a 1-2 range weapon, and if you can bring only mounted units, so much the better. Priscilla, Kent, Florina and Rath, for example. Now, if you don't have that many mounted units, no worries! It just speeds up the process of rejoining your units. You get pummeled by arrows for the first three turns, or so. Now, here's the deal: I expect that your units are all pretty tough by now. Level 7 or 8 promoted, at least. If you've been following the strategies provided, not sharing XP with EVERY unit you've got and fighting all the enemies, this will not be a difficult task. That said, your units will have enough defense and avoid that the archers are most likely not even going to be able to hit you, much less do serious damage. They've got poison weapons, so you'll need a recover staff and an antitoxin or two. However, as long as you have at least two units who can wield staves (and Pent counts as one already), you can stay on top of the damage. There are two druids who cast nasty spells; one's casting Silence, the other Sleep. Now, you can try to avoid them... or just kill them. The silence druid isn't going to even bother you, frankly. His range never overlaps where you fight unless you decide to climb up the stairs to meet the reinforcements at their starting point. Send Legault to grab the first two chests, and then send someone on a horse down to get the other treasure. The thief will steal it, and then you kill the thief before he runs off the screen. Reinforcements are thin, and they all come from the south- once the archers up north are dead, go ahead and move straight down towards Denning to meet the onslaught. Denning is quite easy- because he only has a bow, you can attack him with almost any character without fear of retaliation. Try not to get attacked by his bow unawares, though- send Oswin or Hector to absorb the blow. Take him out the following turn. If you need promotion items (you really should be OK if you've gotten all the ones we've pointed out to you), there's a secret shop in that patch of grass at the far south. Of course, how to get there? Use that new-fangled warp staff that you got in Cog of Destiny. =============================================================================== ====================V29x. Chapter 29x: Battle Preparations===================== =============================================================================== Items to obtain: None Secrets: None New Characters: None Victory Condition: Buy supplies in 5 turns. STRATEGY #1: This is the easiest sidequest I've ever seen! Bring your units that have the most movement range to this chapter. You receive 30,000G and have 5 turns to buy weapons, magic and healing items for you. So, head to the various shops around you and stock up on a lot of Killer and Silver weapons. Also replace the magic with the most powerful you can find and get more healing staves and Elixirs. You won't need your money anymore, but be sure to balance out. I'm going to go indepth on my shopping like my partner. Okay, first of all: LORDS: - The Hammerne should be used to repair your Lords 3 main weapons. This should be one slot of the lords. - The Lords should carry a Silver and Killer Weapon of their main type. - The Lords should carry a ranged weapon. For Eliwood it's a Javelin, Lyn a Bow and Hector a Hand Axe. - The Lords should also carry a Killer Weapon (if possible) in the secondary weapon type OTHER UNITS: - The cavalry should be carrying the best weapons they can. To do this, find the highest weapon level (lances for me) and buy a Silver and Killer Lance. Then buy a Killing Edge (or the next best thing) and lastly you will buy a Hand Axe to balance your unit. If it's swords, buy a Javelin. - My Hero had a Brave Sword or Wo Dao, to support him I also bought a Killer Axe, Killing Edge, Hand Axe and Silver Sword - Healers get a Physic staff and a Mend, then whatever else you want on them - Magic users get their weapons bought however you want - Snipers have Brave, Silver, Killer and Longbow. Outfit the other units to follow suit. Anyway, there is an Arena you can level up at too if you want. After the five turns are up, it's on to the next level. -+-+-+-+-+-+-+ STRATEGY #2: There's no strategy for how to fight this mission, but there is some consideration to take about what to buy. Now I'm meticulous and I tend to have way too much stuff in Merlinus's cart. Here's what I tend to do before the mission starts: 1) Look at the level of weapon proficiency of the 16 units you plan to use 2) Unequip everyone 3) Sell all weapons of iron, steel, killer and silver level that are less than half full in durability. Now, before I continue: Each character should have one of the following on their person in the final battle: -A silver weapon in their primary weapon proficiency -A killer weapon in their primary proficiency -The strongest weapon (up to killer) that they can have in their secondary proficiency -Either a hand axe or a javelin- bow users can skip this, but bring a longbow -Lords should carry their professional weapon So Eliwood, for example, carried this: Rapier Silver Sword Killing Edge Killer Lance Javelin With this in mind, 4) Equip as many units as you can with those weapons 5) For every weapon you're short, write it down That list is your shopping list! With that in mind, go shopping. If you need to, sell some extra promotion stuff (fell contract sells for a truckload, for example.) If you want to use the arena... all right, go ahead. You don't have any reason to do so, though. =============================================================================== =====================V30. Chapter 30: Victory of Death========================= =============================================================================== Items to obtain: Talisman - Far Right Building Set's Litany - Center Building Nosferatu - Druid Drop Fimbulvetr - Boss Drop Secrets: None New Characters: ------- Renault ------- LEVEL: 16 HIT POINTS: 43 STRENGTH: 12 SKILL: 22 SPEED: 20 LUCK: 10 DEFENCE: 15 RESISTANCE: 18 Victory Condition: Seize Gate --------------- Boss: Limstella --------------- Sage LEVEL: 20 HIT POINTS: 68 STRENGTH: 25 SKILL: 22 SPEED: 20 LUCK: 0 DEFENCE: 25 RESISTANCE: 28 STRATEGY #1: This map at first seems like a simple advance and conquer map, but you fail to grasp that reinforcements will soon come in at a large pace after you cross certain points. To begin we will split our party up. If you have a powerful flier, send them alone to the east to get the Talisman, they will need the Delphi Shield though. Send Footsoldiers to the center and Cavalry to the north end. Leave weak characters near the start because of the Ballistae that can hit them. The middle with your footsoldiers has the most resistance. So I'd say you should send the healer(s) with them and a physic staff to stay out of range of the ballista. There is a Swordmaster with the Wo Dao so be sure to have the Iron rune on whoever is fighting this character. You should be checking the items of enemies before moving around too much because some have some items that are potentially problematic. One druid has an Eclipse tone, while another Bishop has a Berserk staff and so on. So be sure to have restore and healing staffs on hand. Remember that the Eclipse tone will also only kill if you have 1 health remaining. The top left temple thing has Renault in it. He has the Fortify staff which will be great in the Final Level. As you reach Limstella, you will have the biggest problem. Don't attack unless you can heal (with Physic or a normal stave from long range. You should use Killer, Brave and other powerful weapons to do this job swiftly and effectively. There is also a secret shop above the temple to the right slightly. Seize the throne once you are finished. -+-+-+-+-+-+-+ STRATEGY #2: Now, your augury suggests that you stick together as one group. On the other hand, a general strategy is to split up into three groups, to go to those three passages directly around your starting point. What to do? ...To be blunt, the augury's been wrong before, and it's wrong now. Don't stay together as one group, and certainly don't ignore the buildings. Since this isn't Hector's mode, there's no hurry, either. Split the parties up pretty evenly; Group #1 is going to go straight north, to the temple at the top, and around to back to Limstella. Group #2 goes up the middle while group #3 goes along the bottom. They will maneuver around the mountains as best as they can and visit the respective temples before finally meeting again in those forests south of Limstella. This is the final battle; by now you ought to be more than capable of taking care of yourself. Be aware that there are a couple of really long-range ballistae which pack quite a punch. It's hard to avoid them, so get to them and kill them as quick as you can. Reinforcements begin as you cross certain lines; a bunch of units instantly appear when you cross the line, so you'll know when you hit it. No need to avoid them, just be aware of them. As for the reinforcements, they primarily come from the bottom right and top left. A few in the center, but by and large from the corners. You need to get up to the top temple in 14 turns so as to get Renault. Renault is not a particularly good character (badass, but not good in battle), but he carries a fortify staff. You want this staff- it heals everyone in its range, which means that in the hands of Pent and Priscilla, it's insane. The other two temples are less important, but you should get the talisman and Set's Litany anyway- they're good to have. Next, pick up the member's card, go up to the top right corner and enter the secret shop (the plains between the forests) and buy a couple physic staves. You need them for the final chapter. Before you kill Limstella, you have a chance to gain a RIDICULOUS amount of experience. Nomad troopers appear in the bottom right, falconights in the top left, wyverns just to the left of the troopers, and cavaliers from the forts in the middle. This all starts on turn 25. Hold out just south of Limstella to take them from both directions. You can ignore them if you want: reinforcements stop at turn 16 and so you've got a 9 turn gap in which to be free of enemies. Limstella is a joke; Canas with Luna will wipe her out. Use staves if you need, but he should be just fine. =============================================================================== ============================v31. Final: Light================================== =============================================================================== Items to obtain: Rienfleche - Uhai Drop Luce - Kenneth Drop Gespenst - Druid Drop Basilikos - Brendan Drop Rex Hasta - Darin Drop Excalibur - Ursula Drop Regal Blade - Lloyd Drop Secrets: None New Characters: ----- Athos ----- Archsage LEVEL: 20 HIT POINTS: 40 STRENGTH: 30 SKILL: 24 SPEED: 20 LUCK: 25+5 DEFENCE: 20 RESISTANCE: 28 Victory Condition: Defeat Nergal, then Defeat the Dragon ------------ Boss: Nergal ------------ Dark Druid LEVEL: 20 HIT POINTS: 75 STRENGTH: 30 SKILL: 18 SPEED: 15 LUCK: 20 DEFENCE: 28 RESISTANCE: 30 ------------ Boss: Dragon ------------ Dragon LEVEL: 20 HIT POINTS: 120 STRENGTH: 17+10 SKILL: 25+10 SPEED: 15 LUCK: 24 DEFENCE: 20+20 RESISTANCE: 30+10 STRATEGY #1: The enemies in the level are mainly deceased bosses we have battled in the past with the exception of one (who was in a different map, Chapter 25 dependent). Anyway, you need to know the order the rooms will open to be able to counter effectively: CLEAR 2 6 3 4 5 1 The top part will open once all rooms are cleared. To start: Move Athos to where the second door will open because he can take out all the enemies inside of it quickly with light magic. Move the rest of the party AWAY from Uhai and his Snipers. Get them out of the range because we will be killing them next turn the safe way. On turn #2, Athos's room opens and he can start to kill all the enemies with his Aureola book. The rest of your team will now go in at close range to kill all of Uhai's men. They will be powerless. If you can't manage to finish all enemies off, close in around them so he can't move or attack you for eats next turn. Anyway, the third door with Brendan will now open up for you to attack. Snipers and Magic users will have him, while you then move your Axemen to the #4 location and some tough guys to the bottom left location. The bottom left has Jerme and Ursula, both with some powerful weapons, the Runesword heals the user so be careful, and long range magic won't really work on him too well. Trying to land a critical with Jaffar is a wise move. The last room is the one with Linus and Lloyd. Linus has the Brave Sword, which can ravage almost all of your people, so take him out with some long range, and Linus can be killed with long range or a person holding the Iron Rune. These two characters are extremely tough and defeating them along with everyone else will open the last door. There is a strong Safe and Druid. The Druid has some bad long range magic and a Berserk staff, so whatever you do, get the Restore Staff holder OUT of range of the druid so they can heal the user like normal without them losing it. Once you reach Nergal, you discover he isn't that powerful. Have Athos use Aureola for a turn or two to weaken him, then Hector and Eliwood can finish him with a huge blow from their Dragon Killer weapon. After Nergal dies, the final battle truly begins. A Dragon appears and you are in a new map against it. The Big thing is to have Elixirs, someone with the Fortify staff and Eliwood, Hector, Athos and none other than Canas ready for him. Canas can use Eclipse on the Dragon, which will bring his health down by half (if it hits). He also has Luna which can deal 60 damage! Hector does about 30 with Armads, Eliwood 18-20 depending on his level. Lyn won't harm him because of her low strength, even though the Sol Katti is effective. Athos's Aureola does some 15-16. The point is to attack with everyone, heal them all with Fortify, then use Nils on the healer and have him finish Fortifying again. Move your weak characters out of the long range magic users at the bottom because they can still pick them off. If you didn't train Canas, no problem. The other three will just take a few more turns to finish off the Dragon. Once all 120HP is downed, you win! -+-+-+-+-+-+-+ STRATEGY #2: Light isn't really done a whole lot of different ways. As such, this isn't a separate strategy. Read the above, and then I have an addendum: Before you start, Give Athos a Luna and use a Body Ring on him. He'll now hit for 60 damage a turn with a high critical hit rate. AKA he'll counter-kill everyone. Door #1: Other method is to storm him. Kill the archers and then pin Uhai in one place before killing him the following turn. Door #2: Same strategy, except you may choose Luna instead. Door #3: A sword user with a killing edge would be ideal. Back 'em up with magic and archers, but make sure and send in at least someone who can counter the axes- magic and archers will die from a hit if you don't have it. Door #4: Same strategy as given above. Hector and Raven are interchangeably useful in both door 3 and 4. Door #5: High resistance will win this one out. Priscilla (or Athos, if you can get him there fast enough), should take almost no damage from these guys, and then send a high attacker as backup. Keep a physic ready for him, though- he could get hit pretty bad by Ursula. Door #6: Lure them out into the open. Hopefully the others are all dead. Bows, Magic, and then a lot of luck with pretty much any non-axe user. Oswin is the best option, because the other lance users probably are no match for either brother. One thing that he missed is that when Nergal appears, Generals pop up at the bottom of the map to add to the merriment. Any high resistance, fast-moving unit (Florina and Priscilla come to mind) can take care of Nergal's minions. For Nergal, give Athos Luna and he'll doublehit Nergal for 60 damage. If you're lucky he'll even get a critical hit and kill him. Send Hector along with him to kill him off if Luna didn't do the job. To kill the dragon, use the same strategy. If you get a critical hit, you will deal the full 120 damage in just one turn! (Thanks to the body ring, you'll doublehit the dragon). If not, just make sure and use a healing spell on Athos and he'll kill the Dragon on its turn. +-----------------------------------------------------------------------------+ |------------------------VI. Walkthrough- Hector's Story----------------------+ +-----------------------------------------------------------------------------+ THESE STRATEGIES MAINLY COVER THE DIFFERENCES AND HOW TO COPE. FOR MORE INDEPTH STRATEGIES, SEE ELIWOOD'S WALKTHROUGH. There's also only one strategy now: you don't need two anymore. =============================================================================== ========================VI11. Chapter 11: Another Journey====================== =============================================================================== Items to obtain: Red Gem - Chest Vulernary - Knight Drop Vulernary - Archer Drop Secrets: None New Characters: ------ Hector ------ Lord LEVEL: 1 HIT POINTS: 19 STRENGTH: 7 SKILL: 4 SPEED: 5 LUCK: 3 DEFENCE: 8 RESISTANCE: 0 ------- Matthew ------- Thief Stats the same as you left them in Lyn's story Victory Condition: Defeat Boss ---------- Boss: Wire ---------- Knight LEVEL: 7 HIT POINTS: 25 STRENGTH: 9 SKILL: 6 SPEED: 3 LUCK: 3 DEFENSE: 13 RESISTANCE: 3 This is a VERY simple mission, especially since in addition to his Wolf Beil, Hector receives a Hand Axe. What can be better than the god of Fire Emblem with a ranged attack? Use this to your advantage to avoid taking damage because you don't have a healer. Luckily there are several Vulernaries. When fighting the door guarding knight, use the Wolf Beil because of its critical hit. A tip for this level is to kill EVERY last enemy. Hector needs all the experience you can give him and Matthew can gain a couple levels by cleaning up what Hector doesn't kill. When you reach Wire, if you have a bit of damage on Hector you may want to heal him. Then use the Wolf Beil to kill the boss to finish the mission. Don't be foolhardy in this mission, though- yes, you should be able to wipe them out without trouble, but Hector is not your Godlike character yet, and so you can't just send him into the fray and expect him to come out on top. He can and will get killed. Play smart and you'll be fine. Make sure to GET THE RED GEM! You need those funds. =============================================================================== ========================VI12. Chapter 12: Birds of a Feather=================== =============================================================================== Items to obtain: Secret Book - Village Secrets: None New Characters: Eliwood, Marcus, Rebecca, Lowen, Dorcas, Bartre, Oswin, Serra ------- Eliwood ------- Lord LEVEL: 1 HIT POINTS: 18 STRENGTH: 5 SKILL: 5 SPEED: 7 LUCK: 7 DEFENCE: 5 RESISTANCE: 0 ------ Marcus ------ Paladin LEVEL: 1 HIT POINTS: 31 STRENGTH: 15 SKILL: 15 SPEED: 11 LUCK: 8 DEFENCE: 10 RESISTANCE: 8 ------- Rebecca ------- Archer LEVEL: 1 HIT POINTS: 17 STRENGTH: 4 SKILL: 5 SPEED: 6 LUCK: 4 DEFENCE: 3 RESISTANCE: 1 ----- Lowen ----- Cavalier LEVEL: 2 HIT POINTS: 23 STRENGTH: 7 SKILL: 5 SPEED: 7 LUCK: 3 DEFENCE: 7 RESISTANCE: 0 ------ Dorcas ------ Fighter Stats the same as you left them in Lyn's story ------ Bartre ------ Fighter LEVEL: 2 HIT POINTS: 29 STRENGTH: 9 SKILL: 5 SPEED: 3 LUCK: 4 DEFENCE: 4 RESISTANCE: 0 ----- Oswin ----- Knight LEVEL: 9 HIT POINTS: 28 STRENGTH: 13 SKILL: 9 SPEED: 5 LUCK: 3 DEFENCE: 13 RESISTANCE: 3 ----- Serra ----- Cleric Stats the same as you left them in Lyn's story Victory Condition: Defeat all enemies. ----------- Boss: Zagan ----------- Fighter LEVEL: 9 HP: 32 STRENGTH: 11 SKILL: 4 SPEED: 6 LUCK: 2 DEFENCE: 6 RESISTANCE: 5 Since this is Hector's story, you will find the bulk of the fighting on Hector's end. This is good and bad, because in Hector's (unlike Eliwood's) you also bring along Matthew and Serra in this level. You may be thinking "that's great! We have a healer!" but there are also some enemy PEGASUS KNIGHTS flying around, so be sure to keep them away. They pose no threat to Hector or Oswin but watch out for the weak two. You'll learn to hate pegasus knights, because they run rampant in Hector Mode. To the south is obviously the other people. They are all underleveled (base stats) and of course we have to deal with Marcus. Have Lowen take his Silver Lance (though he can't use it) and Eliwood his Iron Sword. Then send him up to the village to get the Secret Book. The point is to try and reunite the two groups, while each kills the enemies in their part of the map. Hector and Oswin will be doing better than you think that two guys can do, while the bottom was much more of a problem because of the lower leveled characters. Stick together and try to take down the few foes as a group. You have no money, so how can you buy things? Simple- you have that red gem, so sell it. That will make your bankroll to buy the iron axes and swords that you need. =============================================================================== ========================VI13. Chapter 13: In Search of Truth=================== =============================================================================== Items to obtain: Torch - Top Village Mine - Bottom Village Secrets: Visit Top village for Chapter 13x New Characters: --- Guy --- Myrmidon LEVEL: 3 HIT POINTS: 21 STRENGTH: 6 SKILL: 11 SPEED: 11 LUCK: 5 DEFENCE: 5 RESISTANCE: 0 Victory Condition: Seize Gate ----------- Boss: Boies ----------- Knight LEVEL: 13 HP: 27 STRENGTH: 12 SKILL: 8 SPEED: 4 LUCK: 1 DEFENCE: 13 RESISTANCE: 7 This Chapter has Pegasus Knights as well, be careful about that. In Hector's mode I found myself actually taking a defensive stand. This is largely due to the fact that GUY MOVES in this one, so I hadn't positioned myself properly and he advanced. My advice is to cautiously move forwards and then dip back quickly because there will be a lot of reinforcements. Try to cut them off at the pass by the mountain so they have to go through one by one. Also: Be sure to get the mine quickly so a Brigand doesn't destroy it. Now, you should have sent a dispatch of Oswin, Bartre and Dorcas to the Snags and the Merlinus village. The group of Soldiers around Boies has been reduced to two Cavaliers. Have Oswin take a hit from each, (and deal one back) then Dorcas and Bartre can each finish one off themselves. When Guy comes, talk to him with Matthew. Then you can take the offensive and drive the enemies back (watch the archers). You still don't have cash for the Vendor, so just keep going to the boss. To defeat him I'd reccomend you use Eliwood and heal him repeatedly (Rapier). He won't do that much damage alone, so use Rebecca (if she damages) and whoever has the two Hand Axes to assist him, but let Eliwood do the finishing blow. He needs to catch up in level. =============================================================================== ========================VI13x. Chapter 13x: The Peddler Merlinus================ =============================================================================== Items to obtain: 5000G from the northeast village Secrets: None New Characters: NONE Victory Condition: Defend Merlinus for 7 Turns ----------- Boss: Puzon ----------- Mercenary LEVEL: 10 HP: 26 STRENGTH: 10 SKILL: 8 SPEED: 9 LUCK: 5 DEFENCE: 6 RESISTANCE: 6 There's really no change in strategy here- do it the same way you would have last time. =============================================================================== =====================VI14. Chapter 14: False Friends=========================== =============================================================================== Items to obtain: Iron Blade - Village at North End Silver Lance - Boss Secrets: None New Characters: -------- Merlinus -------- Transporter LEVEL: 5 HP: 18 STRENGTH: 0 SKILL: 4 SPEED: 5 LUCK: 12 DEFENCE: 5 RESISTANCE: 2 Merlinus CAN die, he just won't get a level up, like he does each chapter. --- Erk --- Mage Erk has the same stats as he had at the end of Lyn's story. --------- Priscilla --------- Troubadour LEVEL: 3 HP: 16 STRENGTH: 6 SKILL: 6 SPEED: 8 LUCK: 7 DEFENCE: 3 RESISTANCE: 6 Victory Condition: Defeat all enemies ---------- Boss: Erik ---------- Cavalier LEVEL: 14 HP: 28 STRENGTH: 8 SKILL: 9 SPEED: 8 LUCK: 6 DEFENCE: 8 RESISTANCE: 9 Fortunately in Hector's story there are fewer Cavalry. There are instead more Pirates that raid. Two Pirate Class units and Two Pegasus Knights. Leave Dorcas and Bartre at the start to deal with them, then Send Matthew, Oswin and Guy to the bottom Village. Matthew and Guy can kill the Pirates while Oswin gets the Cavalier by the Village. The rest of the group moves towards Erk. Rescue him as soon as possible and recruit him with Serra. Get the Iron Blade then retreat. Hector and Eliwood can deal with the Cavalry while the rest of the group can fire with ranged weapons (excluding the friendly Cavalry). Serra will heal when necessary. This level also has rain, which makes movement bad, which will be a hazard. The Pegasus Knights move towards Merlinus. The two fighters are more than a match for them, but they may retreat if left alive. Then you have to wait until they heal themselves on a fort and come back. Be sure to recruit Priscilla before the last unit is dead. =============================================================================== =====================VI15. Chapter 15: Talons Alight=========================== =============================================================================== Items to obtain: Steel Bow OR Longbow - Boss Drop Silver Axe - Left Chest Mend - Right Chest Secrets: None New Characters: None Victory Condition: Defend Throne for 7 Turns. ------------ Boss: Sealen ------------ Nomad LEVEL: 15 HP: 26 STRENGTH: 10 SKILL: 9 SPEED: 7 LUCK: 10 DEFENSE: 7 RESISTANCE: 6 STRATEGY #1: The only problem with this level is Sealen and the rest of the enemies on the top right hand corner. The bottom enemies are easy, I reccomend keeping a couple men near the bottom and the rest on the top right, because the men will break through and quickly. Sealen has a longbow so he can attack two spaces through the wall instead of one. If he dies when using the Steel Bow, you will get the Longbow and vice versa. Send the thief to the chest soon because the enemy has one thief. If you want decent advice: Move OUT the top, and hold the bottom. Remember, they want the throne, not your blood. Best boss strategy is to lure him close and then attack him directly where he can't return fire. -+-+-+-+-+-+-+ STRATEGY #2: This mission is one where you have to defend the throne. Easy task, right? Well, it's not terribly hard. Your main problem is that there's a lot of openings that you have to plug. Send Guy to the crack on the left, Oswin to the opening at the top, and everyone else down the bottom. Make a path for Matthew to get the chests and stay out of Sealen's attack range. Whatever you do, do NOT leave an opening unguarded. The enemies will run past you and step on the throne, which results in an instant loss. I don't recommend going for Sealen, but if you must, send Oswin to do it and block the doorway with someone else. =============================================================================== =====================VI16. Chapter 16: Noble Lady of Caelin==================== =============================================================================== Items to obtain: Red Gem - The left village Heavy Spear - The Bottom Village in the center Horseslayer - The Mercenary to the left of bottom village Thunder - The Mage by the Boss Secrets: None New Characters: NOTE: If any of the below characters died in Lyn's story, they won't be here: --- Lyn --- Lord Lyn has the same stats as she did in Lyn's Story. ---- Sain ---- Cavalier Sain has the same stats as he did in Lyn's Story. ---- Kent ---- Cavalier Kent has the same stats as he did in Lyn's Story. --- Wil --- Archer Wil has the same stats as he did in Lyn's Story. ------- Florina ------- Pegasus Knight Florina has the same stats as she did in Lyn's Story. Victory Condition: Seize the Gate ------------ Boss: Bauker ------------ Knight LEVEL: 18 HP: 31 STRENGTH: 13 SKILL: 10 SPEED: 4 LUCK: 4 DEFENCE: 11 RESISTANCE: 11 There are more enemies in Hector's version than Eliwood's. Fortunately, they are weaker on the whole. This time there will be enemies by the bottom village. Fight your way south to it, and Lyn's team can move towards your group. Deploy two guards (Axeusers) by Merlinus and move out. Battling your way north towards the boss. Fortunately Merlinus's tent is by the village and much safer location than in Eliwood's story. About the boss: The Lords are the keys here because Magic won't work, he has a heavy resistance and a Javelin. So you have to use Hector, Lyn or Eliwood to defeat him. These are the important units at the moment anyway. Try to use all three of them together. I found Lyn had a harder time hitting him than she did last time. =============================================================================== =====================VI17. Chapter 17: Whereabouts Unknown===================== =============================================================================== Items to obtain: Chest Key - from the archer by the chests Door Key - from the archer near the stairs that walled in Door Key - from the Knight by the north chests Unlock - from the left chest at the bottom Hero Crest - from the right chest at the bottom Hammer - from the lone brigand in the level Knight Crest - from the left chest at the top Silver Sword - from the right chest at the top Mine/Elixir/Red Gem - after the level, it changes depending on how many soldiers you save the lives of, 1 for a mine, 2 for elixir and three for the red gem. Secrets: Save 1 soldier to unlock a side quest. New Characters: ----- Raven ----- Mercenary LEVEL: 5 HP: 25 STRENGTH: 8 SKILL: 11 SPEED: 13 LUCK: 2 DEFENCE: 5 RESISTANCE: 1 ------ Lucius ------ Monk Lucius will have the same stats as he did in Lyn's Story Victory Condition: Seize the Gate ------------- Boss: Bernard ------------- General LEVEL: 1 HP: 29 STRENGTH: 14 SKILL: 9 SPEED: 3 LUCK: 2 DEFENCE: 13 RESISTANCE: 10 Important thing to note: Raven moves now, so pay attention to were he is. Don't kill him by accident. Leave Oswin at the start with a Horseslayer. Send him to the far left, one bottom space, one from the left. When the enemies come to attack Merlinus, kill the Nomad first, the Cavalier will attack you, but the Nomad won't take a hit from you otherwise. Move the rest of your men north, and don't stop for anyone. Your first goal is to get Raven. He will come to you in Hector's so you fortunately can just march Priscilla right up. A thief will appear around that time, so move a Cavalier up as soon as possible and you will be able to kill him before he gets the north treasure. I had a ranged user kill the archer by the left chests (FROM THE TOP) so they could use those on the north ones. The thief can take care of the bottom ones. I wouldn't reccomend Florina for this because of all the Archers (and the number of Nomads) that can kill her easily. Luckily the door is open to where the Shamans come. I killed them one by one using Guy. Meanwhile Raven got Lucius and the boss confrontation began. Hector used a Hand Axe, Bartre an Iron Axe and Eliwood finished him with Rapier, this can be altered though, I only used Eliwood because he was a bit behind. =============================================================================== =====================VI17x. Chapter 17x: The Port of Badon===================== =============================================================================== Items to obtain: (from the villages, going left to right) Lancereaver Sleep Short Bow Devil Axe Secrets: None New Characters: ----- Canas ----- Shaman LEVEL: 8 HP: 21 STRENGTH: 10 SKILL: 4 SPEED: 8 LUCK: 7 DEFENCE: 5 RESISTANCE: 8 Victory Condition: Talk to Fargus ------------ Boss: Fargus ------------ Berserker LEVEL: 18 HP: 58 STRENGTH: 24 SKILL: 15 SPEED: 14 LUCK: 15 DEFENCE: 18 RESISTANCE: 17 ------------ Boss: Damian ------------ Paladin LEVEL: 5 HP: 34 STRENGTH: 12 SKILL: 7 SPEED: 5 LUCK: 2 DEFENCE: 14 RESISTANCE: 13 OK, this mission is going to take strategy this time. Why, you ask? Damian. Last time you were here he didn't move, and this time he will advance on you the moment he appears. Raven and Florina are still useful for the same reasons as in Eliwood's mode, and now you need a party with which to do battle. Oswin and Hector are going to tank it: they are to stand in the bottlenecks naturally created by the houses (don't pass the line that will make Fargus call the attack!) and then you need a magic user behind each of them. Lucius or Erk will be your first magic user (hopefully you're using one!) and Canas will be the other one. Bring your healer and then whomever you want. Damian and his men will hit Hector and Oswin for some damage, and you'll kill them on the counter, hopefully. Have your healer ready if she's needed. Be CAREFUL- Damian has a habit of running around the base of the houses and hitting a unit from behind, so make sure and keep everyone except Oswin and Hector out of his attack range and you'll be fine. From there, assume things are the same as before. =============================================================================== =====================VI18. Chapter 18: Pirate Ship============================= =============================================================================== Items: Guiding Ring from Shaman to the right of boss Long Sword From mercenary above stairs on right ship Pure Water from bottom Mercenary on right ship Red Gem from archer on right ship Speedwings stolen from the Boss Secrets: None New Characters: None Victory Condition: Survive 11 Turns or Defeat Boss ------------ Boss: Zoldam ------------ Shaman LEVEL: 18 HIT POINTS: 28 STRENGTH: 12 SKILL: 11 SPEED: 10 LUCK: 8 DEFENCE: 7 RESISTANCE: 15 Hector's version of this map seems to be VERY easy. There are only a few people on either side of the ship and they are easy to defeat. Send men to both sides; The group (with a thief) going to the boss will encounter less resistance, but they will use magic. The group on the right side will have more problems, so keep the bulk of the forces there. After they are dead and you are about to start on the boss, he will usually call on ANOTHER ship to appear to the south which has the two sides of the ships blended together. This wasn't a problem for me because I defeated the boss after it appeared, though you can keep him alive for some more EXP. Steal the Speedwings from Zoldam and kill him to finish the mission early. =============================================================================== =====================VI19. Chapter 19: The Dread Isle========================== =============================================================================== Items to obtain: Torch Staff - The Thief to the east Torch - Myrmidon to the south Longbow - Nomad on Center Island Nosferatu - The Lone Shaman Orion's Bolt - Boss Drop Secrets: Complete chapter in 15 turns or less for a sidequest New Characters: ---- Dart ---- Pirate LEVEL: 8 HIT POINTS: 34 STRENGTH: 12 SKILL: 8 SPEED: 8 LUCK: 3 DEFENCE: 6 RESISTANCE: 11 ----- Fiora ----- Pegasus Knight LEVEL: 7 HIT POINTS: 21 STRENGTH: 8 SKILL: 11 SPEED: 13 LUCK: 6 DEFENCE: 6 RESISTANCE: 7 Victory Condition: Defeat Uhai ---- Uhai ---- Nomadic Trooper LEVEL: 7 HIT POINTS: 33 STRENGTH: 15 SKILL: 16 SPEED: 12 LUCK: 4 DEFENCE: 12 RESISTANCE: 13 The Hector version of this map isn't very different, though there are some new enemies like Pegasus Knights. This is easy to cope with, and an archer with a longbow can clear the area out by going to the top place where they appear and fire over the water. The rest of the enemies might have some different weapons and such, but it's no big deal except for the Shaman with Nosferatu. The boss is the problem because you can't reach him very well (except with the fliers) and you don't want to move fliers there because he has a bow and a Killing edge. There are forests and you can't put your men nearby for fear of death by a bow. The solution is to use someone in a longbow distance so he pulls it out, then rush in close and quickly try to kill him without retaliation. =============================================================================== =====================VI19x. Chapter 19x: Imprisoner of Magic=================== =============================================================================== Items to obtain: Goddess Icon Secrets: If Nils was Level 7 in Lyn's Story then there is another mission if you defeat Kishuna. New Characters: None Victory Condition: Seize Gate ---------- Boss: Aion ---------- Sage LEVEL: 4 HIT POINTS: 32 STRENGTH: 12 SKILL: 9 SPEED: 12 LUCK: 9 DEFENCE: 6 RESISTANCE: 16 If Nils was level 7 in Lyn's Story and you plan on killing Kishuna, then you get Chapter 19xx! To make things easier, you may want to bring Oswin and Marcus to finish Kishuna (little experience is gained from him anyway). Also, your best bet is to land a critical hit. Which makes Lyn with the Mani Katti prime for the job. Start by letting Lyn go north to the mountains, where she can then take the three pegasus knights. Use the Mani Katti, because they use the Axereaver it will be powerful and effective. Move Florina or Farina to the south area with the temple so you can get the Goddess Icon. The rest of the team will move towards the boss. The enemies come in relatively small waves (1-2 at a time) and are pretty weak. When Kishuna arrives, the map goes silences as usual. So take this chance to kill the pesky mages. Once you reach the boss, I'd reccomend Lyn catch up and kill because you are relying on her mainly to do a lot of damage to Kishuna and the extra level could boost her Skill and Speed, making her more accurate and a better critical hit chance. If she is level 20, then someone else can attack. For the four men surrounding Kishuna, have the Flier attack the archers directly and then the Armored men can be attacked with special weapons: Armorslayers, Lancereavers, Heavy Spears, etc. Make sure EVERYONE has movement as you close in on Kishuna. Test EVERYONE (see the attack stats) and decide who will do some pathetic damage. These will be the rescuers. Priscilla can help with this too. First, set Lyn on Kishuna and pray for a critical hit. If you get one, this is practically in the bag. If you don't, then there is still some hope. Basically, you attack with all your powerful people and rescue those in the way so another wave can attack him. If ONE person lands a critical hit of 7+ damage, then you will hopefully be fine if your other people land some hits. If your lords have special weapons, use them. This tied me up with several chapters trying to kill him. After he is dead, seize the throne. =============================================================================== =====================VI19xx. Chapter 19xx: A Glimpse in Time=================== =============================================================================== Victory Condition: Seize the Throne Items to obtain: Eclipse - Chest in the south area Dragonshield - Chest in the south area Talisman - Northern Chest Secrets: None New Units: None ------------ BOSS: TEODOR ------------ Druid LEVEL: 17 HIT POINTS: 30 STRENGTH: 16 SKILL: 15 SPEED: 12 LUCK: 3 DEFENCE: 9 RESISTANCE: 18 The enemies here are high in stats, but if you play correctly then you will also have a powerful party that won't take much damage. Send someone like Oswin with a Javelin and more (thief) to the east because he can park his fat butt there and defeat the archers, while the other group can move along and defeat the enemies. The thieves go for these chests so be sure to go fast. The only major difficulty is the number of Sleep staves and ballista's. To defeat the boss, you will need to have him use Eclipse on you from afar (it CANNOT kill you unless you have 1 HP left). Try to time it so he's the only person left. Then this is you cue to attack him up close, when he can't defend himself. =============================================================================== =====================VI20. Chapter 20: Dragon's Gate=========================== =============================================================================== Victory Condition: Seize the Throne Items to obtain: Armorslayer- from the cavalier in the courtyard upper right Silver Bow- from the archer guarding the bottom left door Halberd- Dropped by Cameron Short Spear- from the knight in the top left of the map Door Key- from the cavalier in the courtyard bottom right Member Card- stolen from the nameless thief Blue Gem- chest on the left Luna- chest on the left Barrier- Chest on the right Guiding Ring- chest on the right Secrets: Two secret shops New Units: ------- Legault ------- Thief LEVEL: 12 HIT POINTS: 26 STRENGTH: 8 SKILL: 11 SPEED: 15 LUCK: 10 DEFENCE: 8 RESISTANCE: 3 ----------- Boss: Darin ----------- General LEVEL: 5 HP: 34 STRENGTH: 14 SKILL: 9 SPEED: 8 LUCK: 2 DEFENCE: 15 RESISTANCE: 13 ------------- Boss: Cameron ------------- Paladin LEVEL: 4 STRENGTH: 9 SKILL: 10 SPEED: 12 LUCK: 5 DEFENCE: 10 RESISTANCE: 11 All in all, this chapter is no different really than the normal one. The only difference is that you must move much more quickly to get the thief and Legault. Legault will show up on turn one instead of later and the thief will be there on the second turn. So move quickly. I intercepted both of them in the upper left corner with the chests (because the thief won't leave unless threatened. I stole the Member Card with Legault and then finished up. If you want a more indepth strategy, see Eliwood's section. Also, Pegasus Knights will reinforce themselves from the start. So I left Canas and Wil to deal with them. =============================================================================== =====================VI21. Chapter 21: New Resolve============================= =============================================================================== Victory Condition: Defeat Oleg Items to obtain: Elysian Whip- from the house at top right. Shine- from the monk above the center house Restore Staff- from the top right house in the quadrant to your left Light Rune- from the bottom left house in the quadrant to your left Wyrmslayer- from the house just south of the arena Torch- from the cavalier at the entrance of the village Antitoxin- from the archer next to Oleg Hero Crest- stolen from Oleg Secrets: None New Units: ------- Ninian ------- Dancer Stats the same as Nil's stats in Lyn's Story. ------------- Boss: Oleg ------------- Warrior LEVEL: 5 HP: 42 STRENGTH: 16 SKILL: 9 SPEED: 7 LUCK: 3 DEFENCE: 12 RESISTANCE: 7 Again, nothing has really changed in this game Just keep your troops together until you rout most of the lugs and then visit the villages for the items. As long as you stick together you won't be overpowered. Just be careful of the Wyverns. Eliwood's walkthrough will suffice. =============================================================================== =====================VI22. Chapter 22: Kinship's Bond========================== =============================================================================== Items to obtain: Knight Crest - Steal from Boss Spear - Boss Drop Brave Axe - Chest 10,000G - Chest Secrets: Secret Shop New Characters: ------- Isadora ------- Paladin LEVEL: 1 HIT POINTS: 28 STRENGTH: 13 SKILL: 13 SPEED: 16 LUCK: 10 DEFENCE: 8 RESISTANCE: 6 ---- Rath ---- Nomad Rath will have the same stats as he did in Lyn's Story. ----- Heath ----- Wyvern Rider LEVEL: 7 HIT POINTS: 28 STRENGTH: 11 SKILL: 8 SPEED: 7 LUCK: 7 DEFENCE: 10 RESISTANCE: 1 Victory Condition: Defend Nils for 11 turns/ Defeat all enemies. ------------ Boss: Eubans ------------ Paladin LEVEL: 6 HIT POINTS: 38 STRENGTH: 14 SKILL: 10 SPEED: 9 LUCK: 5 DEFENCE: 12 RESISTANCE: 14 The main problem is getting Heath in time for you to get the 10,000G at the same time because if you take one turn too slow then you lose a lot of money. If you go too fast, you may end up killing Heath or your thief (rhymes sort of). In Hector's, there is also a much bigger garrison of reinforcements. This new slew of men includes Magic Users and armored knights! Be wary of the Ballista's and stay safe! Eliwood has the best strategy in his section. =============================================================================== =====================VI23. Chapter 23: Living Legend=========================== =============================================================================== Items to obtain: Luna - Drop from bottom left Shaman Ocean Seal - buried in the sand Body Ring - Buried in the sand Filla's Might - Buried in the sand Eclipse - Buried in the sand Light Rune - Buried in the sand Hero Crest - Buried in the sand Secrets: Several items are buried in the sand. To dig up: Put a thief on the square they are buried in. New Characters: ------- Hawkeye ------- Berserker LEVEL: 4 HIT POINTS: 50 STRENGTH: 18 SKILL: 14 SPEED: 11 LUCK: 13 DEFENCE: 14 RESISTANCE: 10 Victory Condition: Defeat all Enemies ------------- Boss: Jasmine ------------- Warrior LEVEL: 9 HIT POINTS: 46 STRENGTH: 17 SKILL: 14 SPEED: 14 LUCK: 6 DEFENCE: 8 RESISTANCE: 11 ---------- Boss: Paul ---------- Warrior LEVEL: 8 HIT POINTS: 47 STRENGTH: 19 SKILL: 12 SPEED: 12 LUCK: 2 DEFENCE: 11 RESISTANCE: 9 Ocean Seal- Send Legault two spaces left and one space up from the bottom right corner of the screen. This is where your whole party should be, so that ought to be straightforward. Body Ring- Drag his body all the way across the bottom half of the map. See that ridge of sand about 5 squares to the right of the wall on the bottom half? Stand underneath it. Filla's Might- Walk around the ridge and up to the skeleton. Stand underneath it. Eclipse Magic- Walk around the skeleton and stand on top of it. Light Brand- Stand to the right of the skeleton further north. Hero Crest- Stand to the left of that same skeleton. Anyway, bring all of your magic users and a flier. The flier has to make a beeline for Pent, and hope they aren't killed. Giving them Euban's spear is a good plan. For the bosses, you may want to wait until the end. I had Florina hit Paul with her spear, and then Canas, Lucius and Erk finish him off together. For Jasmine, I got Lucky and Pent destroyed him. But you'd want a similar strategy, and BEFORE he can pull out his Hand Axe. Another Lucky point is that Hawkeye appears right next to Hector when you move him forwards, so you don't need to move. Your only weakness is the reduced movement range and the number of spawning enemies. So try not to get killed. =============================================================================== =====================VI23x. Chapter 23x: Genesis=============================== =============================================================================== Items to obtain: Door Key - From Top General Door Key - From Druid Door Key - From Bottom General Door Key - From Bishop Berserk - Bottom Right Chest Secret Book - Bottom left chest Silver Blade - Chest below Kishuna *Silver Lance - Drop from Knight that appears *Silver Sword - Drop from Fighter that appears *Silver Axe - Drop from Brigand that appears *Silver Bow - Drop from archer that appears **Elfire Magic - Drop from mage that appears **Nosferatu Magic- Drop from shaman that appears **Shine Magic- Drop from monk that appears **Recover Staff- Drop from troubadour that appears Secrets: None New Characters: None Victory Condition: Defeat all enemies. ------------- Boss: Kishuna ------------- Magic Seal LEVEL: 10 HIT POINTS: 54 STRENGTH: 4 SKILL: 3 SPEED: 25 LUCK: 0 DEFENCE: 14 RESISTANCE: 3 The strategy is the EXACT same as Eliwoods section. The only small difference is that Kishuna WILL move. This means that the magic seal can shift slightly and maybe (if you aer a poor tactician) throw one of your plans off. He generally moves to the left side but can sometimes go right. He'll follow your characters if you want a better understanding. =============================================================================== =====================VI24a. Chapter 24a: Four Fanged Offence=================== =============================================================================== Items to obtain: Earth's Seal - Center village Silence - Top Village Orion's Bolt - Sniper drop Secrets: Secret Shop near cliff by boss New Characters: ------- Wallace ------- Wallace has the same stats as he did at the end of Lyn's Story. Victory Condition: Defeat Lloyd ----------- Boss: Lloyd ----------- Swordmaster LEVEL: 12 HIT POINTS: 41 STRENGTH: 18 SKILL: 19 SPEED: 19 LUCK: 16 DEFENCE: 8 RESISTANCE: 15 Like before, this is still an easy map just with a bit harder enemies that may cause some more trouble than it's worth. Wallace is still here and stealing more and more EXP, so rush to him to end it. =============================================================================== =====================VI24b. Chapter 24b: Four Fanged Offence=================== =============================================================================== Items to obtain: Earth Seal - Village on right Orion's Bolt - Village in center Silence - Top village Secrets: Secret Shop (Forest on Island) New Characters: ----- GEITZ ----- Warrior LEVEL: 3 HIT POINTS: 40 STRENGTH: 17 SKILL: 12 SPEED: 13 LUCK: 10 DEFENCE: 11 RESISTANCE: 3 Victory Condition: Defeat Linus ----------- Boss: Linus ----------- Hero LEVEL: 12 HIT POINTS: 45 STRENGTH: 21 SKILL: 18 SPEED: 12 LUCK: 14 DEFENCE: 14 RESISTANCE: 12 Bring your strongest Axe and Sword users. Be sure if you have some powerful archers too. The enemy is mainly Pirates and Wyverns. This means that Ballista attacks aren't a problem. However, there IS a magic user who is quite powerful (sage with Bolting) and combining this with the long range of the Wyverns will be potentially problematic. Also: Geitz is in a new location, which will be a bit bad because you have to send TWO of your best Axe users to get him (Hawkeye to take a blow, Dart to talk to him) so I advise you to set up a defensive perimeter by Merlinus (have Wil get in a ballista) and simply hold it out until they are back. Then you can advance and conquer. =============================================================================== =====================VI25. Chapter 25: Crazed Beast============================ =============================================================================== Items to obtain: Divine - Monk Drop Elysian Whip - Village Secrets: None New Characters: ------ FARINA ------ Pegasus Knight LEVEL: 12 HIT POINTS: 24 STRENGTH: 10 SKILL: 6 SPEED: 7 LUCK: 10 DEFENCE: 10 RESISTANCE: 12 Victory Condition: Take the three castles. ------------ Boss: Pascal ------------ Paladin LEVEL: 14 HIT POINTS: 48 STRENGTH: 17 SKILL: 13 SPEED: 10 LUCK: 11 DEFENCE: 13 RESISTANCE: 8 For pre-battle, this should be around the time when all your non lords are obtaining a level 20 unpromoted level. So beforehand, distribute promotion items to those units who will soon be promoting. To do the fight, you want a small dispatch sent to the Western Castle Gate. Be careful of the top pirate because he holds in his hand a Swordslayer, and he did 29 damage our of 30 to my level 20 Guy. The rest of the group will hold up where you start, not in ballista range. Florina can also fly to the village quickly to get the Elysian Whip, and then run for it or do some considerable damage to the Monks that are migrating north. The flow of units will be strong, giving you PLENTY of experience! It's easy to power up in this. To deal with the cavalry, you will be wanting to stay either at the bottom in a defensive formation, or send a could of STRONG dispatches into ballista range to deal with them as they come. The ballistas can be worn down by dodging and taking hits from them. Eventually they will die. Also, send your Archer or sniper onto the Ballista because he will be able to kill the Pegasus Knights as they come from astride that. Just be sure to give him plenty of protection so as he doesn't die. The Pegasus Knights are quite pesky because they always come in and can throw off your attacks. Five turns in, Farina will fly in. Give her some cover as she flies to you, no need to rescue her, just be sure that Hector is away from the fight so she can talk to you. For 20,000G you can hire her. It's sort of a bad deal, because if you HAVEN'T trained a flier then she's weak (though dedication can fix that) and if you HAVE, then you won't need her. Luckily she has a Killer Lance and a Javelin that can be distributed. I also just gave her the extra Elysian Whip from this map so she could gain some stats and help with the fight on hand. To defeat the Bishop, send Florina or Farina to the bishop after the Ballista's are dead. He will try to use long range magic, but you can dodge or take it and then totally demolish him while it's his equipped weapon. Now you want to know that the boss, Pascal, WILL MOVE! I REPEAT, HE WILL COME TO MEET YOU! Send a group of men to deal with the boss threat. Also kill the enemy Archers and the Cavalry, then get the last two castles. =============================================================================== =====================VI26. Chapter 26: Unfufilled Heart======================== =============================================================================== Items to obtain: Luna - From Top left Shaman Knight Crest - From the Bottom and only Cavalier (steal) Hammerne - From the Only Village Secrets: None New Characters: ---- Pent ---- Sage LEVEL: 6 HIT POINTS: 33 STRENGTH: 18 SKILL: 21 SPEED: 17 LUCK: 14 DEFENCE: 11 RESISTANCE: 16 ------ Louise ------ Sniper LEVEL: 4 HIT POINTS: 28 STRENGTH: 12 SKILL: 14 SPEED: 17 LUCK: 16 DEFENCE: 9 RESISTANCE: 12 Victory Condition: Survive 11 Turns. ----------- Boss: Vaida ----------- Wyvern Lord LEVEL: 10 HIT POINTS: 60 STRENGTH: 20+5 SKILL: 19+4 SPEED: 13+9 LUCK: 0 DEFENCE: 21+5 RESISTANCE: 6+14 The only real change made is that there are far more Wyvern Reinforcements, they come earlier and that Vaida is on the top right instead of left. So you want to move near the opening to the mountain on the left so you can defeat the Sages and such. Lyn should use the heaven seal, and give her a Bow to help defend. I also sent Hawkeye and Wil up to my main party to help them, because there are quite a lot. Louise, Lyn and Wil will demolish most enemies (they gather by the castle, wait for them to come to you) and Hawkeye and Pent can do some cleanup after. The bottom is same as last time, though many more Wyverns will come down the mountains from Vaida to you, and the bottom right mountain range has a bunch of Wyvern Reinforcements coming. =============================================================================== =====================VI27a. Chapter 27a: Pale Flower of Darkness=============== =============================================================================== Items to obtain: Bolting - Mage Drop by entrance to big area Chest Key - Sage Drop Talisman - Bottom Chest Blue Gem - Center Chest Guiding Ring - Top Chest Aura - Boss Drop Secrets: None New Characters: ------ Harken ------ Hero LEVEL: 8 HIT POINTS: 38 STRENGTH: 21 SKILL: 20 SPEED: 17 LUCK: 12 DEFENCE: 15 RESISTANCE: 12 OR ----- Karel ----- Swordmaster LEVEL: 8 HIT POINTS: 31 STRENGTH: 16 SKILL: 23 SPEED: 20 LUCK: 15 DEFENCE: 13 RESISTANCE: 12 Victory Condition: Seize Throne ------------- Boss: Kenneth ------------- Bishop LEVEL: 13 HIT POINTS: 41 STRENGTH: 16 SKILL: 16 SPEED: 13 LUCK: 6 DEFENCE: 9 RESISTANCE: 21 Like the other map, the layout is a bit different with enemies, but the level is still essentially the same. Harken and Karel are recruited the same way and the Boss is still fat. =============================================================================== =====================VI27b. Chapter 27b: Pale Flower of Darkness=============== =============================================================================== Items to obtain: Door Key - Wyvern Drop Door Key - General Drop Door Key - Paladin Drop Door Key - Hero Drop Door Key - Warrior Drop Chest Key - Sniper Drop by Talisman White Gem - Middle Chest on left Bolting - Middle Chest on right Talisman - Top Chest Short Spear - Pegasus Knight Drop Hero Crest - Bottom Chest Light Brand - Boss Drop Secrets: None New Characters: ------ Harken ------ Hero LEVEL: 8 HIT POINTS: 38 STRENGTH: 21 SKILL: 20 SPEED: 17 LUCK: 12 DEFENCE: 15 RESISTANCE: 12 OR ----- Karel ----- Swordmaster LEVEL: 8 HIT POINTS: 31 STRENGTH: 16 SKILL: 23 SPEED: 20 LUCK: 15 DEFENCE: 13 RESISTANCE: 12 Victory Condition: Defeat All Enemies ----------- Boss: Jerme ----------- Assassin LEVEL: 13 HIT POINTS: 46 STRENGTH: 18 SKILL: 18 SPEED: 17 LUCK: 10 DEFENCE: 10 RESISTANCE: 14 The level layout is different, but the level is essentially the same as the Eliwood Version. Remember that Harken or Karel will appear on the top right area depending on the amount of doors opened. Move the recruiters there as soon as possible and get them. Know that if you have a high level Bartre, then you will be able to get another Wo Dao and you should just go for Harken for his Brave Sword. Since your thieves are without lockpicks, as it is in Hector's, you will be relying mainly on the drops to open doors. =============================================================================== =====================VI28. Chapter 28: Battle Before Dawn====================== =============================================================================== Items to obtain: Door Key - Knight Drop Lockpick - Hero Drop Elysian Whip - Bishop Drop Boots - Leftmost Chest Brave Lance - One square right of Boots chest Rescue - Closest to Brave Lance Chest on the right side Delphi Shield - Rightmost Chest Secrets: None New Characters: ---- Nino ---- Mage LEVEL: 5 HIT POINTS: 19 STRENGTH: 7 SKILL: 8 SPEED: 21 LUCK: 10 DEFENCE: 4 RESISTANCE: 7 Victory Condition: Defend Zephiel for 15 Turns ------------ Boss: Ursula ------------ Valkyrie LEVEL: 15 HIT POINTS: 36 STRENGTH: 18 SKILL: 19 SPEED: 22 LUCK: 12 DEFENCE: 12 RESISTANCE: 28 Jaffar is in more danger than before this time around, send one group right and the other left. The enemies are also packed on the other side of the map, so instead of sending most of your units to the right, send them to the left. Note that Ursula is about one space up from the bottom RIGHT corner this time, not the bottom left as it was in Eliwood's. I used Florina to kill her, Hector will also be in the right group so he can recruit Nino and then you want to establish a perimeter around the Prince's room so you can safely move Jaffar and Nino together. Also, Pent on the left with bolting is a good idea because he can attack the thieves that spawn at long range and protect the treasures from being stolen from the likes of them. Be sure to bring an Unlock staff and distribute Door and Chest Keys fairly. There is also a lockpick on the right you may want. =============================================================================== =====================VI28x. Chapter 28x: Night of Farewells==================== =============================================================================== Items to obtain: Speedwings - Nomadic Trooper Drop Recover - Shaman Drop Fenrir - Top Chest Thor's Ire - Right chest Fell Contract - Boss Drop Secrets: None New Characters: ------ Jaffar ------ Assassin LEVEL: 13 HIT POINTS: 34 STRENGTH: 19 SKILL: 25 SPEED: 24 LUCK: 10 DEFENCE: 15 RESISTANCE: 11 Victory Condition: Seize Throne ----------- Boss: Sonia ----------- Sage LEVEL: 17 HIT POINTS: 44 STRENGTH: 20 SKILL: 20 SPEED: 21 LUCK: 0 DEFENCE: 20 RESISTANCE: 24 This is the same as the last one though will more flier reinforcements than ground forces. The Ballista and the Bolting Mage (to the right now) both have to go and you can kill them quickly with a flier in two turns. Do the same strategy as before to get the Angelic Robe off the Berserker staff Bishop and proceed with caution, the Pegasus Knights to the north that will spawn are pretty strong indeed. Canas and someone else powerful are great for killing Sonia. =============================================================================== =====================VI29. Chapter 29: Cog of Destiny========================== =============================================================================== Items to obtain: Warp - Village Iron Rune - Boss Drop Secrets: None New Characters: ----- Vaida ----- Wyvern Lord LEVEL: 9 HIT POINTS: 43 STRENGTH: 20 SKILL: 19 SPEED: 13 LUCK: 11 DEFENCE: 21 RESISTANCE: 6 Victory Condition: Defeat all Enemies ----------- Boss: Linus ----------- Hero LEVEL: 18 HIT POINTS: 52 STRENGTH: 20 SKILL: 23 SPEED: 21 LUCK: 16 DEFENCE: 15 RESISTANCE: 19 OR ----------- Boss: Lloyd ----------- Swordmaster LEVEL: 18 HIT POINTS: 52 STRENGTH: 20 SKILL: 23 SPEED: 21 LUCK: 16 DEFENCE: 15 RESISTANCE: 19 It's the same thing essentially as before, though all real enemies are in the middle. The Ballista's are gone, but there are massive amounts in the middle that you will need a large host of Magic, Axes and Lances to dispose of. As before, leave Hector and Merlinus to block reinforced Wyverns and recruit Vaida by talking to her with Hector. Spread your troops to the appropriate area and be Merciless! =============================================================================== =====================VI30. Chapter 30: The Berserker=========================== =============================================================================== Items to Obtain: Chest Key - Thief Drop Chest Key - Thief Drop Chest Key - Thief Drop Elixir - Bottom Left Chest Pure Water - Center Chest Wolf Beil - Top Right Chest Wolf Beil - Fighter Drop Secrets: None New Characters: None Victory Condition: Claim Space ---------- Boss: Kaim ---------- Hero LEVEL: 18 HIT POINTS: 60 STRENGTH: 20 SKILL: 18 SPEED: 15 LUCK: 0 DEFENSE: 15 RESISTANCE: 22 Know now that you can only bring two characters besides Hector. Your two Lords are good choices, but I brought Nino (who I was training) and elixirs on all units. There are three thieves and three chests you want to open, the top right one is the big priority here. Also, there are two items you can steal from some units that will boost stats. There are also holes in the walls that shoot some streams of poison out (Hector's Version of Hotspots) and you want to avoid being poisoned. They go out at the end of your and enemy turns at random. The Boss, unlike Georg in Eliwood's map, doesn't move meaning you can be the one who will attack him. All three lords are strong against him because Lyn and Eliwood have Swords and Hector is neutral with his axe. Kill him at will. =============================================================================== =====================VI31. Chapter 31: Sands of Time=========================== =============================================================================== Items to obtain: Dragonshield - Left Chest White Gem - Right Chest Swordslayer - Sniper Drop Body Ring - Bottom Chest Secrets: Secret Shop in bottom courtyard. Use warp staff. New Characters: None Victory Condition: Defend Throne for 11 turns ------------- Boss: Denning ------------- Sniper LEVEL: 19 HIT POINTS: 51 STRENGTH: 18 SKILL: 18 SPEED: 18 LUCK: 0 DEFENCE: 14 RESISTANCE: 22 Do as you must, but be careful that you don't get surrounded. Reinforcements in the form of an Archer and a Shaman will appear every turn for the last 5 or so, and you may not be expecting it and could potentially lose the throne. I sent my flier to protect the bottom chest from enemy Thieves and then attacked outwards. Beware the Killing Edge Swordmaster and you will be fine. =============================================================================== =====================VI31x. Chapter 31x: Battle Preparations=================== =============================================================================== Items to obtain: None Secrets: None New Characters: None Victory Condition: Buy supplies in 5 turns. Only one change from Eliwood's mode: Karla If Bartre is level 5 Warrior or higher Karla shows up. Make sure that Bartre holds the Iron Rune and a slow weapon like a Hammer. Talk to her with Bartre and they will fight. They will now both survive and you recruit her. She isn't very good, it's her Wo Dao that you want. It has a good critical hit rating. =============================================================================== =====================VI32. Chapter 32: Victory or Death======================== =============================================================================== Items to obtain: Talisman - Far Right Building Set's Litany - Center Building Nosferatu - Druid Drop Fimbulvetr - Boss Drop Secrets: None New Characters: ------- Renault ------- LEVEL: 16 HIT POINTS: 43 STRENGTH: 12 SKILL: 22 SPEED: 20 LUCK: 10 DEFENCE: 15 RESISTANCE: 18 Victory Condition: Seize Gate --------------- Boss: Limstella --------------- Sage LEVEL: 20 HIT POINTS: 68 STRENGTH: 25 SKILL: 22 SPEED: 20 LUCK: 0 DEFENCE: 25 RESISTANCE: 28 This is the same as before, except the units are stronger and more diverse. I advise you abuse your Lords so they get as much experience as possible, and split your troops into three groups. The main one going north, the second one going northeast and the last one going east. Kill whoever is in your path. Also know that the Boss holds a Bolting Spell, which can kill you healer quite easily because of her power. And when you reach her, there will be a MASSIVE amount of enemies spawning everywhere, so either prepare for it or get ready to seize the gate before they can kill you. =============================================================================== =====================VI32x. Chapter 32x: The Value of Life===================== =============================================================================== Items to obtain: Door Key - General Guarding Door drop Runesword - Swordmaster Drop Runesword - Top left chest Fortify - Top Right Chest Secrets: None New Characters: None ------------- Boss: Kishuna ------------- Magic Seal LEVEL: 18 HIT POINTS: 57 STRENGTH: 8 SKILL: 5 SPEED: 25 LUCK: 0 DEFENSE: 15 RESISTANCE: 6 Victory Condition: Defeat Kishuna It's not that the enemies here are particularily powerful, it's mainly their weapons. The best choice here would be the three lords (to level themselves up for the last Chapter), a strong person (I chose Raven because he was about 5 levels from maxing) and I also brought Jaffar with a Lockpick to get the treasures. Start where you are by moving straight up, you will want to defeat all enemies that come in your path. Since you did Chapter 30, Hector will most likely have 3 Wolf Beils, meaning you can let fly on the Generals in this level. As you gather treasure and make your way to the bottom, eventually a host of the stinking Valkyries will spawn one after the other. They all have Bolting (which isn't much of a problem because around here all your lords and strong person will most likely be maxed or very close to being so) and an Elfire. Send one or two people who isn't maxed out (for me it was Raven and Hector, both at level 18) back to deal with them. After they are dead, have Eliwood use a Javelin on the Swordmaster on the other side of the wall to bring him down, then Jaffar or your thief can open the door. As soon as you do, a group of Snipers will spawn. If you kill them, then Generals will spawn on the stairs next turn. If you still aren't maxed with most characters then sit there and kill them to gain some levels. After all units (besides thief) are maxed, kill Kishuna. =============================================================================== =============================VI33. Final: Light================================ =============================================================================== Items to obtain: Rienfleche - Uhai Drop Luce - Kenneth Drop Gespenst - Druid Drop Basilikos - Brendan Drop Rex Hasta - Darin Drop Excalibur - Ursula Drop Regal Blade - Lloyd Drop Secrets: None New Characters: ----- Athos ----- Archsage LEVEL: 20 HIT POINTS: 40 STRENGTH: 30 SKILL: 24 SPEED: 20 LUCK: 25+5 DEFENCE: 20 RESISTANCE: 28 Victory Condition: Defeat Nergal, then Defeat the Dragon ------------ Boss: Nergal ------------ Dark Druid LEVEL: 20 HIT POINTS: 75 STRENGTH: 30 SKILL: 18 SPEED: 15 LUCK: 20 DEFENCE: 28 RESISTANCE: 30 ------------ Boss: Dragon ------------ Dragon LEVEL: 20 HIT POINTS: 120 STRENGTH: 17+10 SKILL: 25+10 SPEED: 15 LUCK: 24 DEFENCE: 20+20 RESISTANCE: 30+10 This strategy doesn't differ from Eliwood's Version whatsoever. Do exactly what you did for both stages, in fact, this one should be easier because I suspect your units will be much tougher! +-----------------------------------------------------------------------------+ |------------------------VII. Character Rundown-------------------------------+ +-----------------------------------------------------------------------------+ IF YOU ARE LOOKING FOR BASE STATS, CHECK THE FAQ IN THE CHAPTER WHEN THEY JOIN. IF YOU ARE LOOKING FOR STAT GROWTHS, CHECK THE "Stat Growths" APPENDIX IF YOU ARE LOOKING FOR AFFINITIES, CHECK THE "Support list" APPENDIX IF YOU ARE LOOKING FOR PROMOTION STATS, CHECK THE "Promotion bonuses" APPENDIX These are the ratings of characters and how good they are. They are given sort of a "report card", using the ratings shown below. Stats ratings: A+, A, A-, B+, B, B-, C+, C, C-, F Potential will tell you if they will become Amazing, Terrible, or a normal character in the end. Party Chance tells you if they will become a regular member of the party, a "sometimes" character or if you will dump them after the first chapter. *Note from Kirbix* Not gonna lie- I'll leave that to him. My ratings come out of 10, based on the following general scale: 8-10/10 are characters you should use, 7-5/10 are characters that are defintely worth considering, while 1-4/10 are not worth your time. I'll also give an explanation for why I chose the score as well as what I'd recommend. Those who read my Shining Force FAQ will recognize the style- it's identical. --------------------------------------------------------------------------- a. Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIa.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Lyndis LORD -------------------------------------------------------------------------------- Lyn is the main character of her story (again, obviously) and she wields the might sword "Mani Katti" for most of the game. This increases her critical hit rate a lot and makes her much better to use. Lyn is sort of a cross between a Myrmidon and an Archer. She is hard to hit, but has no real safety net when it comes to defense. Her skill and speed will all but the most armored enemies die from critical hits. If you promote her, she gets a Bow too, which can be good for Wyverns and Pegasus Knights because they take extra damage from it. Though she will be too weak with it for any other enemies. An Angelic Robe is a good reccomendation early because she will need a better chance of survival early on. Offensive Rating: A- Defensive Rating: C+/C Overall Rating: B Potential: She will be a great unit for most of the game until near the end, where most enemies will begin doing a LOT of damage and her Defense will start to show how poor it can be at times. Party Chance: She has a definate chance of being in your party, but less so than Eliwood has. You need her to be a High Level to get one of the maps, and she won't be able to Damage the dragon (or she might, but not much) so she's really just along for the ride. You will want to train her average just so she can defend herself in the levels where she is obliged to come along for the fight. -+-+-+-+-+-+-+ LYN Class: Lord (Promotes to Blade Lord) Joining location:Prologue, Leaves Ch 10, rejoins 15E/ 16H Rating: 8/10 Lyn is not a powerful character; I'll say this right now. She's never going to kill those knights in a single hit like the axe users tend to do. However, what she lacks in strength, she makes up for in skill and speed. Yep, that's right- she's essentially a myrmidon. However, she's stronger than Guy, so while she may not always kill the units, it happens rather often. She'll (almost) always strike twice and will (almost) always hit. I say almost- sure, there's three or four units in the game who she won't double hit. By and large? Yeah, that's two slices from the sword. She gets better still, though. First of all, there's the Mani Katti. 45 uses, lightweight, good damage, and a high critical hit rate, PLUS the extra damage against infantry. It may not be the best weapon in the game, but it's one of them. This alone makes Lyn fantastic. Add on the fact that the Mani Katti has its uses restored between the two times that you use her, and you've got a character who can kick ass the entire beginning of the game while still having a great fallback weapon later on after having not wasted it early on (Hector's Wolf Beil suffers from a bit of overuse early on, for example.) However, it's her promotion that I like the best.Upon promotion, she gets the ability to use bows. Lyn has enough speed and skill to make her even better than Rebecca, and while her attack isn't fantastic, it's usually decent. Get her to a C ranking in bows ASAP and give her a killer bow... you may never bother to use a sword again after that point. The only drawback to her is that she's fragile. Low defense, resistance and HP mean that if she's hit, she's gone. The swordmasters generally have more defense, but her higher luck will work in her favor at being even more evasive than they are. From start to finish, a character that you should make full use of. -------------------------------------------------------------------------------- Eliwood LORD -------------------------------------------------------------------------------- Eliwood is the main character of his story (obviously) and he wields a sword. His strengths in the game are .. well, he doesn't really have any strength. He begins rather weak and then becomes sort of your rounded character at the end. No real place he will be the best in, but no real weakness to him. He sort of fills a void. After he is promoted, he gains the use of a Horse which will make his movement radius much larger. He will also be able to wield a Lance, which is not that great but better than nothing. The problem with gaining a level and a new weapon is that they don't have a high level with it and instead of using a decent one, you get stuck with an Iron Lance doing 10 damage while you could have a Silver Sword doing 26. Offensive Rating: A- Defensive Rating: B (It doesn't get very high, nor does it in resistance) Overall Rating: A-/B+ Potential: He will definately become above average in the end. If you are playing Hector's, you will still want to train him for the last level. Party Chance: If this is Eliwood's Story, he will have an automatic place in your party. If this is Hector's Story, he will still most likely come along for the ride so you can use him to recruit characters and defeat the Dragon. There are a bunch of levels that your Lords have to come anyway. -+-+-+-+-+-+-+ ELIWOOD Class: Lord (Promotes to Knight Lord) Joining location: Ch 11 E/ Ch 12 H Rating: 7/10 Eliwood can be one of your best characters and he can also be one your worst. His stat growth is grotesquely average. However, in Fire Emblem, average stat growth doesn't mean all his stats will wind up OK; it means that they sometimes are fantastic, and other times they are horrible. Many people hate their Eliwood because his stats are awful. Conversely, I've got an Eliwood who has maxed out several of his stats. His weapons choices and professional weapons are average, too- the rapier is NOTHING compared with the Mani Katti and Wolf Beil. Because he's a lord, you have to have him in a lot of the missions, which means that even if you don't fight with him, you need him leveled up so he doesn't get killed. He'll never be quite as good as Lyn or Hector, but I'm rather fond of him. Best I can say is give him a try- since you sort of have to, just be open to the fact that he might in fact surprise you and prove useful. -------------------------------------------------------------------------------- Hector LORD -------------------------------------------------------------------------------- Hector is the main character of his story and he wields an Axe. He is also the best character in the game to train and play as. He will begin a bit weak, and will take some hits that will make you heal him. As he improves, he will start to dodge more and more attacks and take less and less damage. If you spring him an Angelic Robe he will have a MASSIVE amount of HP and is unlikely to ever die unless you are against an extremely powerful magic user. Hector will max out on Strenght, Skill and Defense nearly every time and sometimes other stats. I gave him the majority of stat boosters that I couldn't decide on who to give it to. When he is promoted he can use Swords, which again, is kind of useless because he can do something like 40 damage with a Silver Axe instead of 20 with an Iron Sword. Offensive Rating: A+ Defensive Rating: A+ Overall Rating: A+ Potential: He will grow into the best character you have and be able to demolish anything that is thrown at him. I put him in the fray of enemies (alone) in chapter 27 and about three turns later the only enemies left were the boss and his guards. Party Chance: He has the best chance of making the party as in his you have to use him and in Eliwood's you will want to use him for the last chapter because he does quite a bit of damage to Nergal and the Dragon. In fact, the only time you aren't using him is when he maxes out about 10 chapters early, which gives you time to use another character and train them up until he can promote. -+-+-+-+-+-+-+ HECTOR Class: Lord (Promotes to Great Lord) Joining location: Ch 12 E/ Ch 11 H Rating: 10/10 Hector's a monster- undeniably one of the best (if not the best) physical attackers in the game. Incredibly high attack and defense, great HP, and enough skill and speed to properly use the axe he's holding. The only stats that aren't fantastic are resistance and luck, and those are both quite good, too. Hector's got enough resistance to take a couple of hits from the mages that he runs into. Simply put, he's the most well-designed physical fighter in the game from a stats point of view. It gets better with the Wolf Beil, though. Take his fantastic attack and add on an axe that's super effective on knights, soldiers and cavaliers. What you get is a unit who can effectively take down almost every enemy in one blow for the first 5 or 6 chapters you have him. The weapon remains useful up through about chapter 22 or 23, by which point the rest of your characters are also getting much stronger. Hector remains the best attacker through the end, and while magic users tend to be in many ways more useful, you will always want Hector on your side. --------------------------------------------------------------------------- b. Cavaliers/Paladins . . . . . . . . . . . . . . . . . . . . . . .(VIIb.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Kent CAVALIER -------------------------------------------------------------------------------- Kent is a Knight in service of Caelin. He and Sain will be your lifesavers in the beginning of the game because of their dominance over most of the enemies you fight against, and fight with too. Kent and Sain are both your two best bets for a Cavalier/Paladin. The difference is that Kent starts out stronger, doing more damage, while Sain begins faster and will be doing double hits of weaker blows. This makes Sain a bit better in the start, but eventually Kent can do this too. In the end, we see that Sain will turn out better offensively, but not defensively. Promoting him gives him an axe but he will be fairly strong with Lances and Swords already and you should keep him like that. If he is stronger in Lances than Swords, make him a sort of Lance Knight and make Sain a Sword Knight or vice versa. But give them both just for a backup plan. Offensive Rating: B+ Defensive Rating: A- Overall Rating: B+ Potential: He will seem a bit set back after you regain him in Chapter 15(16H) but will eventually catch up. In the end there are a few units that are still much better, but only one of them is a Paladin. Party Chance: Depending on your other party choices, this will decide if he is in the team or not. However, if you want two Cavaliers, pick him for one. If one is enough, you will probably leave him out (unless you chose someone else). -+-+-+-+-+-+-+ KENT Class: Cavalier (Promotes to Paladin) Joining location: Ch 1, Leaves Ch 10, rejoins Ch 15 E/ Ch 16 H Rating: 7/10 Much in the same way as Eliwood has potential to be really good, Kent has the stat growths that lend him to being either really good or really bad. However, here's the fact: there are three cavaliers, and you should pick one of them to use. Whether it's Lowen, Kent or Sain, having a paladin on your team is always a good idea. Of the three, Kent is the most well-rounded. No stat is particularly impressive, but no stat should be terrible. This makes Kent a somewhat dangerous cavalier to choose, because if he turns out bad, you really don't have a character to work with. At least with Sain and Lowen it's a sure thing that some stats will be good and others bad; Kent could go either way, and if he goes south, he's useless. I do like Kent, though- the odds of things turning out so badly are not high, and most of the time he's quite good. You have to choose if you want to take that risk. -------------------------------------------------------------------------------- Sain CAVALIER -------------------------------------------------------------------------------- Sain is the opposite of Kent really, though in the end he will become sort of the same, though much more of an offensive weapon than Kent. Like said in Kent's ratings, he will begin as a lifesaver, as he is dealing 8 damage times two while kent is doing 11, which is killing most foes or weakening them for another unit to take out. In the end his strength will start to grow through and usually end up better in most areas than Kent except for defense, though he has enough HP and speed to make this not that big of deal. Promoting him gives him an axe but he will be fairly strong with Lances and Swords already and you should keep him like that. If he is stronger in Lances than Swords, make him a sort of Lance Knight and make Kent a Sword Knight or vice versa. But give them both just for a backup plan. Offensive Rating: A Defensive Rating: B/B+ Overall Rating: A- Potential: He grows into an above average character, not really a "WOW" character, but a dependable one, as most other characters are these days. You also have plenty of time to train him up. Party Chance: He has a good chance of being your main Cavalier in the game, but this is no guarantee. If you prefer Kent then you can use him instead. Whatever floats your boat. -+-+-+-+-+-+-+ SAIN Class: Cavalier (Promotes to Paladin) Joining location: Ch 1, Leaves Ch 10, rejoins Ch 15 E/ Ch 16 H Rating: 7/10 They always say "Oh, Kent's the speedy one, while Sain's the strong one!" I'm not sure where that nonsense comes from, because while it's certainly true that Sain will have maxed strength, he should be almost as fast as Kent, too. Where he really suffers is in skill. Where Kent has the ability to make great use of lances, Sain should often stick with swords. He's got enough strength that a weaker weapon won't hurt his killing power, and he needs the extra accuracy the sword provides. You're guaranteed to have a character who hits hard and will most likely doublehit. However, that's all you're going to get; his defensive stats are all inferior to Kent, including HP. Interestingly, he has a good luck growth, which almost makes Sain into a dodging paladin, if there is such a thing. Sain is commonly the top pick for paladins over Kent, although Lowen has a pretty good following as well for his own purposes. People like that Sain is generally going to hit hard and not be able to defend himself- they just expect it; Kent doesn't really promise anything. -------------------------------------------------------------------------------- Marcus PALADIN -------------------------------------------------------------------------------- Marcus is one of the worst knights in the game. At the start, the only good part is that he comes with two good weapons for your other weaker characters. He will dominate all enemies until you reach Chapter 24, when it all goes downhill for him as his HP is low, he doesn't really have a decent overall strength to keep him going. Don't get me wrong, he has just below average stats and is an okay unit to use, but at the start you won't want to use him, and if you start using him when appropriate he will be too weak. The best thing to do is to use him as a human shield. Offensive Rating: B- Defensive Rating: B- Overall Rating: C Potential: He has below average (not much to build on) stats that are weaker than even Karla the swordmaster. This can't be good considering he has a horse and is supposed to be the best knight in Pherae.. Party Chance: He has almost no chance of being in your final party. The only time he was used in mine was when I HAD to bring him. As soon as I could switch him out I did, because he is practically useless. -+-+-+-+-+-+-+ MARCUS Class: Paladin Joining location: Ch 11 E/ Ch 12 H Rating: 5/10 Marcus is the quintessential early powerhouse. Use of him early on will make everything really easy- Marcus can kill them all without breaking a sweat. Problem is that he doesn't gain many stats at each level up. He also absorbs XP in ridiculous amounts, gaining only 4 or 5 XP from each kill. Overuse of Marcus is a common problem for new players. Marcus takes all the XP, barely levels up and gains no stats. Meanwhile, everyone else is uselessly underleveled and cannot fight. Rule of thumb- don't use Marcus. However, he gets bonus points into his rating because he serves an extremely useful purpose in the early stages: protecting Merlinus. Because he's so strong, he can handle any of the enemies sent his way, and if he chooses to guard Merlinus, plenty of those enemies will appear. The game has a support between Merlinus and Marcus, so it's clear that the game developers intended for you to put Marcus to work this way. He's very useful in Hard mode owing to his high defensive stats very early on, and even in the regular game there are many times early on where Marcus does the job that no one else can do. For this I give him the respect he deserves... Just don't actually use him to fight- that's a grave mistake. -------------------------------------------------------------------------------- Lowen CAVALIER -------------------------------------------------------------------------------- Lowen is a rather basic unit that doesn't excel in ANY aspect except for EXP and sometimes defense and Luck. He isn't BAD, but he isn't really Good. Kent and Sain are both better than he will be, which kind of makes him useless. His stats remind you of a Berserker who meets Guy. The only time you want to use him is if Kent and Sain bite the dust, because he may be weak, but is still better than Marcus and Isadora. Offensive Rating: B Defensive Rating: B Overall Rating: B Potential: Not much potential, he's just average. Don't expect him to carry out all of your orders with success, because he isn't very strong. Party Chance: He doesn't have a very good chance of being in your party with Kent and Sain around. He will definately last longer than Marcus, but not very long. Once you have your replacement, he is out. -+-+-+-+-+-+-+ LOWEN Class: Cavalier (Promotes to Paladin) Joining location: Ch 11 E/ Ch 12 H Rating: 7/10 Lowen is the defensive cavalier; indeed, as units go, he's the third most defensive unit in the game, behind only Hector and Oswin. He's also got a better resistance stat than either one of them, so he's very comparable to them, defensively. Thing is, where they also kick ass in the attack department, Lowen's offensive stats are atrocious. Attempting to use him to fight is all but pointless. However, it really depends on what he's there for. He absorbs damage really REALLY well, so for something like the Battle Before Dawn, where you need someone to carry Nino to Jaffar or vice versa, Lowen's the perfect candidate. I hate Lowen, honestly- I have no use for a character who can't fight or heal. But as with all characters, I understand the argument, and if that's the kind of character you're looking for, pick him up. It's worth noting that with supports his attack becomes really good owing to his fire affinity. As such, a fully supported Lowen is worth having. Keep that in mind. -------------------------------------------------------------------------------- Isadora PALADIN -------------------------------------------------------------------------------- Isadora is the only female Paladin in the game, and she also happens to be quite terrible. She has less defense than some of the Swordmasters when maxed, and that's quite pathetic to say the least. While her HP is higher than some, it's still very low. In fact, usually the only stat above 20 is her speed (though strength, skill and luck come fairly close). This shows that she basically has what Marcus doesn't, and vice versa. So the only way to balance out would be to use both of them, and that's just stupid when you could be using Kent and Sain to do the same thing but twice as good. Offensive Rating: B- Defensive Rating: C+ Overall Rating: C+ Potential: Not much time to grow out for her. She will be extremely below average and not worth the time and experience. Party Chance: She has little to no chance, unless Marcus, Kent, Sain AND Lowen all died. But then I'd still recommend someone better... -+-+-+-+-+-+-+ ISADORA Class: Paladin Joining location: Ch 21 E/ Ch 22 H Rating: 2/10 Isadora is essentially just like Marcus, except that when you get her, she's weaker than all of your other units and therefore isn't even all that special. What's to say, really. The cavaliers are way better, and Isadora serves ABSOLUTELY no purpose. Don't ever put her on the field. --------------------------------------------------------------------------- c. Knights/Generals . . . . . . . . . . . . . . . . . . . . . . . .(VIIc.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Wallace KNIGHT -------------------------------------------------------------------------------- Wallace used to be some macho general for Caelin before he retired. He comes back and helps you out. He's sort of the "Normal" General, Oswin is too powerful and has too much speed, but Wallace has low speed and more strength, as a General should be. I think his main problem is that you have to promote him in Lyn's quest BEFORE you really want to, so he comes out somewhat weak. His other problem is that he steals experience from Lyn's Story and then you get him (or not) rather late in the game. While Wallace may be an okay character, Geitz is probably better for you. The only thing about these classes I hate is that they have almost no movement range, which makes them fall behind as you advance. Offensive Rating: B+ Defensive Rating: A+ Overall Rating: A- Potential: This is the worst part of him, he will turn out average, which isn't what you'd want for an A- character. Party Chance: Well, if you played properly and well you should have gotten Geitz instead of him, but if you do get him, then you might want to use him if you didn't train Oswin. -+-+-+-+-+-+-+ WALLACE Class: Knight (Promotes to General) Joining location: Ch 9, leaves Ch 10, returns Ch 23 E/ Ch 24 H Rating: 4/10 While he's technically not promoted when you get him, the tutorial will automatically promote him, anyway. He's actually a good deal stronger than Marcus, and for the two last chapters of Lyn's story, he's quite good and you can make very good use of him. However, he becomes like Isadora in the main story- you get him back so late that he's already useless. His growths are weak, too, so he can't really catch up. Oswin is so much better than using Wallace is pointless. Avoid him altogether and just don't go to that version of Four-Fanged offense. -------------------------------------------------------------------------------- Oswin KNIGHT -------------------------------------------------------------------------------- Oswin is one of the best units in the game if you train him properly. He has a crapload of HP, Strength and Defense, which he will probably Max. His resistance is nearly 20 at the best of times as well, which is amazing because that means there are very few enemies that can touch him. Unlike what the Knight class is usually like, he gets a lot more speed than he should, allowing him to eventually attack twice near the end. The only issue is like with Wallace, he will come when you will be wanting to train other characters to fight. Another issue, which his class is doomed to, is the fact that he can't move very far. There is no point having some big tanker if he shows up to an enemy populated area 3 turns late, in which time Hector and your characters have routed the slimeballs. Offensive Rating: A+ Defensive Rating: A+ Overall Rating: A+ Potential: He has the potential to be one of your best characters in the game. Party Chance: The only problem is that he's a bit useless with his movement, so usually you will think to drop him off in place of someone that can move and attack more, instead of wasting a spot. He's best for stand still missions in which you defend. -+-+-+-+-+-+-+ OSWIN Class: Knight (Promotes to General) Joining location: Ch 12 E/H Rating: 9/10 Ah, this guy's much better. Attack and defense ratings are through the roof; he and Hector can one-hit kill the enemies for quite some time. He falls behind Hector, though; he lacks speed. While his speed is good enough for him to doublehit enemies in the end, it's a long time in coming. His low movement doesn't help him get a chance to fight, either. There are many games where I find it difficult to get Oswin any real battle experience. That doesn't make him any less beastly. You do NOT want to skip out on this guy, no matter what. The fact that he supports with Hector is reason enough- send these two off to fight together somewhere and they will decimate it. --------------------------------------------------------------------------- d. Fighters/Warriors. . . . . . . . . . . . . . . . . . . . . . . .(VIId.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Dorcas FIGHTER -------------------------------------------------------------------------------- Dorcas is a basic Warrior, and if you looked it up in the dictionary, you'd find his name there. His biggest folly is his speed, you won't be attacking twice very often. Your best chance is to give him a Killer Axe and hope he wings it around and around into a critical hit, because he has a lot more skill. His strength is great, and his defense is acceptable, but his resistance is just terrible.* Keep him away from magic users because they will tear him apart in a few turns, even if he does have his 60 health. I'd still reccomend Bartre or Geitz, but he's good if you want him. *Based on my playthrough of level 20 with 7 RES.. Offensive Rating: B+ Defensive Rating: B Overall Rating: B Potential: He has the potential to be average. Party Chance: His best chance of making it is if you are short on Axe wielders and you don't like Bartre. -+-+-+-+-+-+-+ DORCAS Class: Fighter (Promotes to Warrior) Joining location: Ch 4, leaves Ch 10, returns Ch 11 E/ Ch 12 H Rating: 4/10 Dorcas is what you come to expect from an axe user after watching the brigands. He can pull his weight and does a great job taking a blow and delivering one. He's got a RIDICULOUS deficiency in speed, though- enemies can make mincemeat of him with rather consistent doublehitting. Low defense and resistance doesn't help matters, either. The argument of Dorcas vs. Bartre is a difficult one, because while no one denies Dorcas's speed problem, it can be solved with good planning. He's also got one hell of a set of supports, which is also a good thing. First time through and you want a fighter? Pick Bartre- he's more userfriendly. -------------------------------------------------------------------------------- Bartre FIGHTER -------------------------------------------------------------------------------- Bartre kind of has a different approach to it than Dorcas, he has less skill for more speed. So this means that instead of MAYBE doing a critical hit, he'll be guaranteed about a 40+, so this is enough for most characters (if he hits). Early on his defense is rather low and he feels like a chore to level up, but once he gets a high enough level he starts to get better and won't be as hard to play with. If you have a Secret Book, he's a good candidate for it because of his poor skill. It will increase the accuracy of his blows and make him more powerful! Offensive Rating: B+ Defensive Rating: B+ Overall Rating: B+ Potential: He will be slightly above average when maxed, don't expect him to do ALL the work though. Party Chance: Well, the first time I used him was so I could get Karla, which is probably what most of the people first did, and they found that he wasn't half bad and decided to use him. It all depends on the number of axe users and who's dead. -+-+-+-+-+-+-+ BARTRE Class: Fighter (Promotes to Warrior) Joining location: Ch 11 E/ Ch 12 H Rating: 6/10 Bartre is, simply put, a better warrior. Not quite as much strength as Dorcas, but enough that he's always in the top 3 or 4 units for damage. Tons of HP, and unlike Dorcas, his defensive stats and his speed can actually expect to grow. In a normal game, if you want to use a warrior, you'll want Bartre. Upon promotion when he gets access to bows, he becomes even more useful because he has such a high constitution and strength- he's an excellent bow user. The thing is, there's a good reason to assume that you DON'T want a warrior. As a class, they're just not very good. In the hard modes Bartre serves little purpose- his speed starts out so low that you never get the opportunity to use him- he'll get doublehit by every enemy and they will wipe him out. I enjoy using Bartre, mostly because I like having a good bow user. Plus the warrior battle animations are tons of fun to watch. -------------------------------------------------------------------------------- Geitz WARRIOR -------------------------------------------------------------------------------- Wow, for a Prepromote, Geitz is actually not a half bad unit. His only flaw is really his defense. He has very poor DEF and RES. On the plus side, he has great STR, and he can usually take the enemies down quickly before you are totally dead. His stats don't really compare to Dorcas and Bartre but he can still be a welcome addition because he doesn't take as long to train and is only a few points behind here and there. If you can, have him be an Archer or use a Killer Axe instead of a normal axe because he has an okay amount of skill and can do some damage. Offensive Rating: B+ Defensive Rating: C Overall Rating: B- Potential: He will be slightly below average if you train him, but not by much. Party Chance: Your best chance of using him is if you Neglected Dorcas or Bartre because they WILL be better than him. -+-+-+-+-+-+-+ GEITZ Class: Warrior Joining location: Ch 23 E/ Ch 24 H Rating: 7/10 Geitz is one of the better prepromo characters that you get. However, that's not saying a whole lot. He's got pretty balanced stats, but they're also below average. What you will find if you chose to use Bartre is that Geitz lacks a lot of strength and HP. If you're not using Bartre, Geitz makes a good replacement for a warrior. His high proficiency in bows and axes means that he has access to the killer bow right from the start. As such, he's an even better bow user than Bartre, which does make him useful to someone who lacks bow users. Geitz truly shines in Hector Hard mode, though. In HHM, enemy units get bonuses to all of their stats, and that includes all enemy units that you recruit. As such, Geitz with bonuses becomes even better. HHM Geitz is the only warrior to consider in that case because the stat bonuses help him overcome some of those disadvantages that he had. --------------------------------------------------------------------------- e. Mercenaries/Heroes . . . . . . . . . . . . . . . . . . . . . . .(VIIe.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Raven MERCENARY -------------------------------------------------------------------------------- Raven is one of the big tough guys in the game. Unlike Guy, you get him a bit late for his level (he has a rather low defense when recruited) and may have some trouble leveling up at the start. However, give him a Defensive item and he will have less trouble. He usually will max out his speed and Strength, and has a high amount of skill too, which means you can expect some major death for all the enemies in the way. In the end, like the start, the defense will be a touch lower than you want but one Dragonshield can fix this. Resistance is his major problem, you can overcome this by teaming him with a magic user while they fight enemies. Try to get him to attack first to avoid his damage. Offensive Rating: A Defensive Rating: B Overall Rating: A- Potential: He has potential to be above average and best of his class. Party Chance: If you have Guy trained, you probably won't have him trained. But if you have used him in the past to good results you will probably want to train him all the time. This is another one of your choices. -+-+-+-+-+-+-+ RAVEN Class: Mercenary (Promotes to Hero) Joining location: Ch 16 E/ Ch 17H Rating: 9/10 Where Hector is the pinnacle of axe users, no one wields a sword better than Raven. He's got incredible offensive stats, and due to his high HP and good avoid, he's not a character that's likely to be in any danger most of the time. He does come at a lower level, which can be a bit of a hassle, but when you put him in comparison to someone like Heath, he's got plenty of time to catch up to your party. His only downside is that his defenses ARE low; he's got compensations that make him anything but frail, but he could always use more defense. -------------------------------------------------------------------------------- Harken HERO -------------------------------------------------------------------------------- Harken is the other Hero, and he is a good substitute. Guy is to Karel as Raven is to Harken. The two characters to compare with him are Karel (because you could recruit him instead) or Raven. Compared to Raven he isn't better in any aspect. Compared to Karel, he will turn out better and already starts better. He also comes with the Brave Sword, which is your only chance to get it. His best aspect is his speed, and strength and skill are slightly less but not bad. He, like Raven, lacks in the defensive department. He sacrifices a couple DEF for a couple RES (at least he did in mine) which makes him slightly more balanced. Offensive Rating: A- Defensive Rating: B Overall Rating: B Potential: He will become average in the end, nothing too special here. Party Chance: The first thing you need to choose is to recruit him or not. So if you have your Guy trained you will probably want him. If you have your Raven trained, Karel might seem more preferable. He's an okay addition if you want to use him. -+-+-+-+-+-+-+ HARKEN Class: Hero Joining location: Ch 25 E/ Ch 27 H Rating: 7/10 As with Geitz, Harken is more "balanced" than Raven. Because he has solid starting stats and because he's able to get the HHM bonuses, his defense and resistance will almost always be equal to, if not better than Raven's. However, his offense generally has nothing on Raven's, and Raven's supports are awesome. Using Harken and Raven jointly is not a bad thing- the Hero is a good class, and with HHM bonuses, Harken's a great character. He's just not as good as Raven. --------------------------------------------------------------------------- f. Myrmidons/Swordmasters . . . . . . . . . . . . . . . . . . . . .(VIIf.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Guy MYRMIDON -------------------------------------------------------------------------------- Guy is a great unit to choose to level up in terms of the Swordmasters. His HP is one good part, because the other ones will have a low HP and his poor defense will need something to keep him going. His speed is his best defense as it is very high, and his skill is VERY high. Critical hit rates are amazing for him, so give him the Killing Edge (or if you have it, the Wo Dao). Obviously you will want to train him (against axe users because most other enemies will wipe him out with a couple hits at the start). After he gets going, there is no stopping him. His biggest flaw on the offensive side is his low strength. Thi means that you need to pretty much rely on your two hits and criticals to get down the enemies. Offensive Rating: A Defensive Rating: C Overall Rating: B Potential: He will grow best of the class for Swordmasters and excels in three areas, while the rest he is okay or mediocre in. He is a good character. Above 3/5 of the characters in the game for sure. Party Chance: If you don't want to train him because you think it is too hard, then you will basically be stuck with a prepromote or no decent sword users for your game. He has the best chance of making it into your party in this category. -+-+-+-+-+-+-+ GUY Class: Myrmidon (Promotes to Swordmaster) Joining location: Ch 13 E/H Rating: 7/10 There's only one myrmidon in the game, and that's Guy. Where a warrior excels in attack and HP, the myrmidon has tons of speed and dodge. That makes both classes useful in their own right- Guy will doublehit almost every enemy, while many enemies will doublehit your warrior. The only problem with Guy is his damage. His strength growth is pretty bad- he averages 11 strength before promotion. Moreover, a growth of 30% makes him REALLY prone to gaining no strength at all, which can be damn frustrating. Early on, Guy with an iron sword is pretty disappointing, and he's not a great candidate for steel weapons, either. To make Guy useful, you have to play his strengths. High skill raises his critical hit, while high speed means he hits twice. He's also got a set of supports that lends itself to boosting his critical hit rate. On that alone he can get up to 30% critical with even an iron weapon. Throw in a killing edge and he can cause some serious pain. The additional 15% critical hit rate upon promotion will make his chance of a critical almost as likely as his chance of hitting. Sure, he's only doing 10 damage, but when you can guarantee he'll hit twice (20 damage) and can safely assume that at least one will be a critical hit (40 damage total), he's really not as bad as he once seemed. In HHM, the bonus to attack helps a great deal, and since your units will not be as quick on the enemies as they are in the normal mode, his strengths shine out a bit more. As it stands, he's one of the most useful characters in HHM. -------------------------------------------------------------------------------- Karel SWORDMASTER -------------------------------------------------------------------------------- Karel is the second best swordmaster in the game. He, unlike Guy, has a lower HP rating and instead gets a bit better defense. His main power lies in his skill and critical hit rate. You get him at level 8 and he has a 50% critical hit rate then (with the Wo Dao), so you can imagine what he will be like when he is level 20. His speed is also lower than Guy's (though only a few points) and he makes up for it in several more points of strength. If you didn't train Guy, then you will probably choose him instead of Harken in his chapter just to have a swordmaster. Offensive Rating: A Defensive Rating: C+ Overall Rating: B Potential: He is second best for swordmasters, but his stats are a little more like an Archer than a Swordmaster. Which is to say, more balanced but less HP. Above Par, but not by much. Party Chance: He is the replacement you have for Guy if you didn't train him. If you DID train Guy, then you will either choose Harken, or you will get him for the Wo Dao and never train him again. If this is Hector's Campaign, you will most definately choose Harken because you can get the Wo Dao from Karla. -+-+-+-+-+-+-+ KAREL Class: Swordmaster Joining location: Ch 25 E/ Ch 27 H Rating: 6/10 There's nothing particularly special about Karel- his stats are nothing to love, and when put up against Harken, he's kind of useless. However, for those of you who desperately want to use a swordmaster and had some bad luck with Guy, Karel is the one to use. His strength is about the same as Guy's, and while he suffers a bit in speed initially, he should do fine in the end. This guy is definitely NOT worth using if you didn't intend to have a swordmaster in the first place. However, with Guy's strength growth as lousy as it is, you could have a Guy with only 10 or 11 strength. Karel's decent starting stats mean you're not placing as much of a bet- he's a sure thing. -------------------------------------------------------------------------------- Karla SWORDMASTER -------------------------------------------------------------------------------- Karla is the worst Swordmaster in the game. All she has that is good is Skill and Speed (which both Guy and Karel have). The only difference is that she has a lot more RES and DEF, though she may have a good 10-20 less HP than them and needs a better defense. You get her a couple chapters to the end so there is no real point to her but to get the Wo Dao for another character. She is only used in Hector's tale. On the plus side, you will get to train Bartre with a reason if you try to get her, which will influence you to use him more and he is an okay unit to use. Offensive Rating: B Defensive Rating: B/B- Overall Rating: B- Potential: She is below par, though still an okay unit. There are plenty of characters (3.5/5's) that are better than her in this game and she isn't really reccomended. Party Chance: She has almost NO chance to be in your party. If Guy and Karel both died, I still wouldn't reccomend wasting a slot on her unless you don't even have enough characters to fill the spot. In which case, you should just restart the game because you suck at Fire Emblem. -+-+-+-+-+-+-+ KARLA Class: Swordmaster Joining location: Ch 25 E/ Ch 27 H Rating: 2/10 Karla appears with only two chapters to go and she is worthless compared to Guy and Karel. There's only one reason to use her, and that's for completion points. --------------------------------------------------------------------------- g. Pirates/Berserkers . . . . . . . . . . . . . . . . . . . . . . .(VIIg.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Dart PIRATE -------------------------------------------------------------------------------- Dart is a pirate of Fargus's ship. He begins at a normal level compared to the enemies when you get him but will fall behind in a couple chapters if you don't train him from the start. As he gets promoted, he will start to have a very big Critical hit chance, but for me he never seemed to land critical hits as much as Hawkeye did even though he was a higher level. He still does a lot of damage though, just watch out for units like Swordmasters or Magic users because of his poor resistance and defense. Offensive Rating: A Defensive Rating: B- Overall Rating: B+ Potential: His offensive power can be staggering, usually he maxes out his 30 strength and his 28 speed. His Skill can go either way though, which can cause him a slight disadvantage. His Defense and Resistance will barely move however, so that is his downfall. Luckily he will have a good 56+ HP to give him a safety net. My suggestion is just to kill before they get a chance to retaliate. He is an above average character. Party Chance: This really depends if you train him or not, I mean, Hawkeye is a good substitute if you don't want to, but if you feel devoted to raising a sort of weaker character when you get him, then you will get good results in the end. -+-+-+-+-+-+-+ DART Class: Pirate (promotes to Berserker) Joining location: Ch 18 E/ Ch 19 H Rating: 7/10 I gave a pretty good synopsis of Dart earlier on; indeed, let's look at it again! So, we've now got Dart on our side. This guy is a mixed bag. He is, without a doubt, the strongest physical attacker in the game, and is likely to have his 30 attack and 28 speed maxed. He's also got a 15% innate critical bonus, and with a good support (Rebecca, for example), he has a 70% critical hit rate using a killer axe. That's 41 mt, which means that even a maxed defense Oswin could conceivably take 66 damage from Dart by two critical hits. That's a one hit KO. Need I say more? His attack is unbelievable. These facts come with massive drawbacks, though. His skill is never especially high, so the high damage comes at the cost of missing far more often than you'd like it to. He's also got NO defense. Paired up with Rebecca for supports, they are both oddly alike- high attack, critical hit and speed, but no defense. Both of them will crash and burn if they're hit by a tough enemy. Myrmidons, for example, would butcher Dart as they dodged his attacks and critical hit him. Should you use Dart? Up to you. I loved him my first time through paired up with Rebecca. However, ultimately he's not a good character to learn to rely on, because come Hard Mode, you will have to ditch him. If Hard Mode's not your kind of thing (understandable), ignore my whole speech up there and kick ass! Indeed, I needn't say more. Dart is a ton of fun, and he's really powerful. However, he's very unbalanced, and so while in normal mode you should be able to have lots of fun with him, don't expect the same in hard mode. -------------------------------------------------------------------------------- Hawkeye BERSERKER -------------------------------------------------------------------------------- Hawkeye, the guardian of the desert and one of the most awesome characters in the game. He wields a mighty axe and is strong from when you first get him. He has a LOT of HP, balanced stats (from right when you get him) and will usually do 2x hits. Which is very powerful, considering he does around 19 per hit and has a 50+ % chance of a critical hit with a Killer Axe from right off the bat! So if you don't train Dart, use him. He's a rather tough warrior that will serve you well. Dart WILL eventually be better than him, but not for a while. He has no decent supports and his stats are sometimes low, but he will be right on par. Offensive Rating: A Defensive Rating: A Overall Rating: A Potential: Like I said above, he will be right on par. Not amazing but not a piece of junk, only really excelling in HP. He is averagely..... average. Party Chance: The only chance he really has is if you didn't train Dart. He is a fine replacement to fill voids and he can dodge attacks and draw off fire from a Ballista really well for another character. -+-+-+-+-+-+-+ HAWKEYE Class: Berserker Joining location: Ch 22 E/ Ch 23 H Rating: 6/10 Kind of like Karel, Hawkeye is the alternative Berserker. However, the reasons for not using Dart are a bit different. You're going to choose to ignore Dart either because you're playing a harder difficulty or because you don't want to lose 50,000 gold on an ocean seal; Hawkeye is generally an inferior Berserker than Dart, because while he's better defensively, his offense is pretty horrid. This defeats the entire purpose of a berserker, as well as the purpose of axe users in general. He's kind of an embarassment to the weapon class. However, if you need a berserker and don't use Dart, he is there for your use. He's useful in Ch. 26x for the waterwalking ability. ----------------------------------------------------------------------------- h. Nomad/Nomadic Trooper. . . . . . . . . . . . . . . . . . . . . . .(VIIh.) ----------------------------------------------------------------------------- -------------------------------------------------------------------------------- Rath NOMAD -------------------------------------------------------------------------------- Rath is the only Nomad in the game, meaning if you want to use one, you don't have much of a choice to do so. He has the stats of more of a Cavalier than an Archer, but he still gets the Skill of an Archer. His only real flaw in the end will be Defense, and he gains the use of a Sword after he gets promoted, though you will have to quickly use it to gain enough levels to actually threaten an enemy with one. Fortunately his Bow will be powerful. At the start he will sort of steal EXP from your more needy characters, so leveling up won't really begin until he is back in Hector or Eliwood's story. Offensive Rating: A Defensive Rating: B Overall Rating: A-/B+ Potential: He doesn't really max out in anything but strength and he is on par with most of his other stats, they really aren't very amazing, though while you use him you may think him incredible. Party Chance: If you want to use the Nomad, then go ahead. I still prefer foot Archers and Cavaliers to this blending of it. Make your choice earlier on, he takes a bit of time and devotion to level up. -+-+-+-+-+-+-+ RATH Class: Nomad (promotes to Nomad Trooper) Joining location: Ch 6, leaves Ch 10, rejoins Ch 21 E/ 22H Rating: 6/10 Rath is the only nomad in the game, which gives him a certain usefulness simply for being unique. He's actually quite comparable to Raven- his attack, skill and speed will be roughly the same as Raven's, and while Raven has more defense, Rath will have more resistance. He's also a really good bow user, which is another plus. There's a lot to be said about the fact that he's one of the strongest physical units. Problem is that he shows up in chapter 21, and his level is going to be ~level 10. He's drastically behind the rest of your units, and as a bow user, it's rather hard to bring him up to speed compared with Heath, who arrives in the same chapter. He's worth leveling up, but that added hassle makes it questionable as to whether you want to bother. He's not good enough that you absolutely MUST take the time, but it is definitely time well invested. --------------------------------------------------------------------------- j. Archers/Snipers. . . . . . . . . . . . . . . . . . . . . . . . .(VIIj.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Wil ARCHER -------------------------------------------------------------------------------- Wil is the second best sniper, though I have had him once where he was the BEST offensive weapon in terms of range. He will usually turn out good, and rarely amazing, but if someone else dies (Rebecca) then you can have him fill her spot in. Defense is rather low (as an archer should be) but his speed can be enough at times as the enemy gets 10-30% hit chances on him. A plus is that he has more strength than the others. He also seemed to be able to land criticals more than my Rebecca. Offensive Rating: B+ Defensive Rating: B- Overall Rating: B Potential: He will sometimes turn out extremely powerful, or sometimes average. This is good both ways because we know he at least won't be terrible if we train him. Party Chance: I personally preferred Rebecca but if you want Wil or have lost Rebecca, then go ahead. They will do the same job. -+-+-+-+-+-+-+ WIL Class: Archer (Promotes to Sniper) Joining location: Ch 3, leaves at Ch 10, rejoins at Ch 15 E/ Ch 16 H Rating: 7/10 Archers are generally unpopular characters. Small surprise- they are completely unable to hit anything close range, and unless they use a longbow they have a rather poor range of attack. It's compounded by the fact that Lyn, Rath and the Warriors all do a great job using bows while having a close range weapon to protect that deficiency. Still, Snipers are a fun class to have. Wil is an excellent sniper, too. He's got a good HP growth, decent defense (as much as Raven), and great attack & skill growths. His speed isn't what Rebecca's is, but it's enough to get the job done. The fact that he's nowhere near as frail is also a good plus. I know that people tend to give a LOT of favor to Rebecca, but I find that Wil's stability makes him a great character in his own right, on par with Rebecca. If you want an archer, pick either one. I will tell you this- Wil is far easier to train than Rebecca. -------------------------------------------------------------------------------- Rebecca ARCHER -------------------------------------------------------------------------------- Rebecca is the best sniper in the game, when you get shined on by the RNG gods, that is. She can dodge like there's no tommorow (which she has to, because her DEF is generally low). So, we know she has a lot of luck and speed. The one problem I had with her in my game was criticals. Her Skill was almost maxed but I was getting them only about 10% of the time with a KILLER bow. Her HP is fine for an Archer luckily. Sometimes she can be really messed up though, so training her can be a bit of a risk because there isn't a guarantee that she will be okay Against Magic users she can dominate because her resistance is enough so she will only take a few points of damage. Offensive Rating: B+ Defensive Rating: B Overall Rating: B+ Potential: She has the potential to be a great unit that you will not hesitate to employ. Party Chance: Unless you prefer Wil, you will definately want to use her over the others. Though she requires training. -+-+-+-+-+-+-+ REBECCA Class: Archer (Promotes to Sniper) Joining location: Ch 11 E/ Ch 12 H Rating: 7/10 As I said, Rebecca tends to get the spot of "best archer", but I'm not a big supporter of that school of thought. She doesn't have quite as much strength as Wil, and she has a much lower HP and defense. However, she's got a FANTASTIC speed growth as well as a great luck growth, and so she becomes a great dodger. If you look at her stat growths, she is almost IDENTICAL to Florina: HP ST SK SP DF RS LK Florina 60 40 50 55 15 35 50 Rebecca 60 45 50 60 15 30 50 Bearing that in mind, you can basically treat her the same way you would Florina- she's got great potential in the end, but she's a pain in the ass to train because she's so fragile. If you're careful with her, you'll be fine. I will say this for her- Rebecca, an A support with Dart and a killer bow is INCREDIBLE. Goes both ways, too; Dart's critical hit rate will rocket up to 70%. -------------------------------------------------------------------------------- Louise SNIPER -------------------------------------------------------------------------------- Louise, the prepromote Sniper is probably the worst in the game (stats wise). In fact, her only plus compared to the others is that she has a much better DEF. When you get her, she will be pretty hard to hit by the reinforcements and an angel on your shoulders for killing the pesky Wyvern Reinforcements that will come. Expect her stats to be pretty pathetic in the end, she won't come close to maxing anything out. The only thing she can kill effectively is a Magic User, which isn't really what we want her for. The best way to describe Louise is a bimbo. She married Pent, who is kickass, but she herself is bad. Offensive Rating: B- Defensive Rating: B Overall Rating: C+ Potential: She will turn out far below average. Party Chance: Her only chance is if you have killed or neglected Wil and Rebecca because she is awful otherwise. -+-+-+-+-+-+-+ LOUISE Class: Sniper Joining location: Ch 24 E/ Ch 26 H Rating: 5/10 Louise comes with Pent, and while Pent is a god among magic users, Louise does leave a bit to be desired. It's the typical prepromo character- really balanced stats that are generally much less than others of the same class. She'll never be as good as Rebecca or Wil; not even close. However, she's a decent unit, especially in Unfulfilled Heart; her silver bow makes her quite deadly as well. Make use of her when you need another bow user; otherwise, just enjoy the use of Pent. --------------------------------------------------------------------------- k. Peg Knights/Falcoknights . . . . . . . . . . . . . . . . . . . .(VIIk.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Florina PEGASUS KNIGHT -------------------------------------------------------------------------------- Florina is the best pegasus knight in the game. She comes early on and you have the most time to train her. She usually maxes out speed and skill, and sometimes strength. I reccomend giving her an Angelic Robe because then she will have a massive amount of HP and won't go down easily. Along with a Delphi Shield, she can be nearly invincible as she dodges all physical attacks, takes all Magic attacks with little harm and double hits all her foes back. She also has a crap load of Luck. Cool! Offensive Rating: A Defensive Rating: B Overall Rating: A- Potential: Consider her above average. Party Chance: Out of all the Pegasus Knights, she is the best. This means you will likely pick her. -+-+-+-+-+-+-+ FLORINA Class: Pegasus Knight (promotes to Falcoknight) Joining location: Ch 3, leaves at Ch 10, rejoins at Ch 15 E/ Ch 16 H Rating: 8/10 There are three pegasus knights in this game, and they are all quite good. They're very similar to the myrmidons in that they rely on speed and avoid to attack and defend. Of the three, Florina's got the highest speed and luck, making her the best dodging machine of them. She's also got a good enough strength growth that she'll max it out. Because she comes ~10 chapters before Fiora, she gets a HUGE level advantage on her, too. Simply put, Florina is the best of the peg knights for a bunch of reasons. There's really only one reason not to use Florina, and that's her frailty. If you are impatient and don't want to spend the time leveling her up carefully (and you do have to be careful- brigands in Lyn's story will make mincemeat of her), you can use Fiora. For anyone with a bit of experience, though, Florina is more than worth the patience. -------------------------------------------------------------------------------- Fiora PEGASUS KNIGHT -------------------------------------------------------------------------------- Fiora is the worst Pegasus knight in the game. That being said, she is still a very good one! Her stats will probably mirror that of Florina, but come slightly lower in most but resistance. She comes slightly later than Florina, so you will use her most likely if you neglected Florina or if you want the Pegasus Triangle to pay off. Unfortunately you usually don't want several, as you only get one Delphi Shield and an unprotected flier is usually danger for most of your characters. Offensive Rating: A Defensive Rating: B Overall Rating: A- Potential: Consider her above average. Party Chance: You have to consider her if you didn't use Florina. Farina is only in Hector's, so she may be your last chance. -+-+-+-+-+-+-+ FIORA Class: Pegasus Knight (promotes to Falcoknight) Joining location: Ch 18 E/ Ch 19 H Rating: 8/10 Where Florina can dodge better, Fiora has better defenses. More HP, defense AND resistance. Her speed is also high enough that she's still a decent attacker. She's noticeably sturdier when you recruit her and much easier to train. The downside is that Florina gets a huge level advantage on her that makes her less than worth using. However, if you choose not to use Florina, Fiora is an excellent replacement. If you're feeling especially loving, you can use them both. They are both well worth using, although having two on the field is a bit of an overkill. -------------------------------------------------------------------------------- Farina PEGASUS KNIGHT -------------------------------------------------------------------------------- Farina is a controversial subject. Most say she is the best Pegasus Knight, while myself, I think she isn't. She doesn't max out as many stats (though she CAN). She has the most HP and DEF/RES of the above units. The other thing I'll give her is that she is certainly the most balanced, she doesn't have any real flaws to her. She will cost you 20,000G and only come in Hector's story. You can then complete the Pegasus Triangle, but it's kind of useless because the three of them can be strong enough to kill most enemies anyway. Offensive Rating: A- Defensive Rating: B+ Overall Rating: A- Potential: Consider her above average. Party Chance: After spending all that money to get her, you probably HAVE to use her otherwise it's a waste of funds. -+-+-+-+-+-+-+ FARINA Class: Pegasus Knight (promotes to Falcoknight) Joining location: Ch 25 H Rating: 5/10 The last of the Pegasus knights, Farina falls kind of short of the other two. I used to hear all the time "Oh, she has the best stats of the three," but you don't really see it much. With the lowest speed growth of the three, she just doesn't take advantage of the high speed of the pegasus knights quite like the others do, and while she's got the highest strength growth, the low cap (23) on the pegasus knights makes it kind of useless. Throw in that she's attained incredibly late in the game AND the fact that it costs 20,000 to use her... There's never a good reason to use her over the other two. The only time you should even hire her is if your other two are dead, for some reason. --------------------------------------------------------------------------- l. Wyvern Knight/Lord . . . . . . . . . . . . . . . . . . . . . . .(VIIl.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Heath WYVERN RIDER -------------------------------------------------------------------------------- Heath is the best Wyvern Rider, but that's compared with Vaida, (a prepromote) so it's quite obvious that that will happen. Wyvern Riders are sort of the opposite of Pegasus Knights, instead of high RES, SPD and Luck, they have high STR, SKL and DEF. This means that they are vulernable to magic, which is not good because Fliers and other long range movers are going to be doing most of the fighting and it isn't advisable for them to have any big weakness. Heath is just like this. His strengths are his... strength.., skill and defense, all of which are quite high. In fact, he's sort of like a toned down Hector. I prefer Florina and her sisters, but if you want to use him, go ahead. Offensive Rating: A Defensive Rating: B Overall Rating: B+ Potential: His stats will come out above average compared to the other units. Party Chance: His best chance is if you actually WANT to use him. He comes a bit late and is harder to train because of this. You'd have had a much easier time just playing with a Pegasus Knight. -+-+-+-+-+-+-+ HEATH Class: Wyvern Knight (promotes to Wyvern Lord) Joining location: Ch 21 E/ Ch 22 H Rating: 6/10 Fire Emblem is all about the balance: attack and defense versus speed and avoid. Heath provides that balance against the falcoknights, with great HP, strength and skill. His defense growth doesn't outdo the falcoknights by much, but he's got a good enough base defense that he'll be far better at absorbing damage than they are. He's also got a pretty good speed growth, although his starting speed is pretty horrid. The problem with Heath is the same problem with Rath- he comes way too late in the game. However, it's far easier to train him than it is Rath, and he can get HHM bonuses, which always helps. As with Rath, you won't regret training him up; it just takes the patience. -------------------------------------------------------------------------------- Vaida WYVERN LORD -------------------------------------------------------------------------------- Compared to Heath, the only thing she has that's better than him is her Luck. She's got less stats everywhere else. Yet she is still preferable to Heath because Heath comes too late and weak. It's a shame you don't get her with her Nergal Boosted Stats, because that would be just plain awesome! She's got no real great areas but her Strength. Everything else is acceptable except for her abysmal Resistance. Offensive Rating: B+ Defensive Rating: B Overall Rating: B Potential: Below Average. Not really worth training. Party Chance: Unless she is your only flier, don't use her. As the Delphi shield is best suited elsewhere. -+-+-+-+-+-+-+ VAIDA Class: Wyvern Lord Joining location: Ch 27 E/ Ch 29 H Rating: 3/10 Vaida, on the other hand, is not worth using in any case. One of the worst prepromos, none of her stats are impressive, especially considering that you find her at the very end of the game. Even the HHM bonuses don't justify her use, because she's such a high level with such bad growths that you probably won't ever see her make much improvement on her mediocre stats. Wyvern Lords are not units that you're going to miss; as long as you've got one of the three falcoknights or Heath, Vaida's totally needless. Hell, it's almost a better use of your time to just kill her in Unfulfilled Heart. --------------------------------------------------------------------------- m. Mages/Sages. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIm.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Erk MAGE -------------------------------------------------------------------------------- If I have to describe Erk, I'd say he's one of the "left behinds". You start training him up until about chapter 17-19, then you get some pretty good characters that start to grow into their potential, but Erk is still a level 10 Mage, and most characters you have are around Level 15-16 now. Then one day, you just decide to take him out of the party because he's a bit of a hassle. If you can actually train him, he's an okay Mage. His defensive stats won't compare with any other of the mages, but his offensive ones are on par, and he will surpass both of the others in HP. He's slightly more powerful than Pent, but that's a problem, because Pent is a good unit and nearly the same and he doesn't even need levelling up to get like this. He even starts with an A Level Staff which means you don't need to waste time getting Erk to heal people. Offensive Rating: B+ Defensive Rating: C+/C Overall Rating: B Potential: Average to Slightly Below Average stats await you. Party Chance: Like I said above, it's likely he will be left behind, unless you are devoted to training him. -+-+-+-+-+-+-+ ERK Class: Mage (Promotes to Sage) Joining location: Ch 5, leaves at Ch 10, rejoins at Ch 14 E/ H Rating: 7/10 There are three anima units: Erk, Priscilla and Pent. You don't get Pent until Unfulfilled Heart, and Priscilla can't attack until promotion, which will probably come at roughly the same time. Until then, you have no anima user. Enter Erk; he's your only mage until those two come into the spotlight, and he does the job quite well. He tends to get a bad rap because his stat growths (particularly magic) leave a bit to be desired, but the real question is accessibility- is the fact that you have Erk longer than any other magic user in the game something worth taking into consideration? The simple answer is yes- because he's got so much time in use, he will almost always wind up at the higher levels compared with Lucius and Canas. As such, his lower stat growths may not appear to be as much of an issue. I know, I don't recommend his use within my walkthrough. What can I say, I'm not a big fan of Erk. I don't deny his uses, though- you are more than welcome to ignore my walkthrough advice; he's definitely a solid spellcaster. -------------------------------------------------------------------------------- Pent SAGE -------------------------------------------------------------------------------- Pent is the second Mage/Sage we get, and he's a prepromote. This doesn't mean he is bad! Imagine a slightly weaker Erk, with all the training already done! Think of it this way: Nino comes under levelled, and Erk gets left behind, so you are now left with a decent choice of Sage to use, Pent! He's got enough defense so that he won't be in much danger. His stats are enough to get the job done, though nothing amazing. He relies on his Defense really because his HP is low. Offensive Rating: B Defensive Rating: B+ Overall Rating: B Potential: He won't really grow much, his stats are more or less a few points the same when you get him until you lose him. This means his stats are somewhat sub par. Party Chance: If you didn't use Erk and you don't want to train Nino, then you will use him. -+-+-+-+-+-+-+ PENT Class: Sage Joining location: Ch 24 E/ 26 H Rating: 9/10 Pent is, without question, the best magic user in the game. True, his stats are not always quite as good as either Priscilla's or Erk's, but it's not about where he ends up as much as it is about where he starts. If you never got a single extra stat point with Pent, he'd still be a strong enough unit to take on almost any unit you could pit against him. As it is, he does get stat growth, which makes him all the better. He also starts with an A rank in Staves, which makes him incredibly useful; the physic staff he carries only helps to emphasize this point. No matter what magic users you have, you can always add Pent to your party. He's got solid stats all around, which means there's absolutely no risk of him disappointing you. It's a safe bet; one you want to take. -------------------------------------------------------------------------------- Nino MAGE -------------------------------------------------------------------------------- Nino is by far the best Mage in the game. Her stats are just plain AMAZING! With a boost or two, she will Max out MAG, SKL, SPD, LUC and RES, everything a Mage needs, if you give her an Afa's Drops then she will be even more powerful. The one flaw with her though is the reason most people never use her. Chapter 26 E, you recruit a young mage named Nino. What's her level you ask? She's level FIVE for god's sake. Who wants to train a mage in the next 5-6 chapters just so she can play in her godliness for a chapter or two? She will be a liability as you train her and mainly hinder your progress. For this reason, I don't reccomend using her unless you are a master. Offensive Rating: A Defensive Rating: A- Overall Rating: A Potential: Her stats will be some of the best out of every character in the game. Party Chance: If you are a master and know how to train her properly, use her. -+-+-+-+-+-+-+ NINO Class: Mage (Promotes to Sage) Joining location: Ch 26 E/ 28 H Rating: 4/10 Nino is probably the best magic user in the game; high magic and speed stats coupled with the high caps that a sage gets (female sages have a cap of 30 in magic!) means that a high leveled Nino is almost unparalleled. ...But she starts at level 5, only five chapters away from the end of the game. There's no normal way to level her up- you have to deliberately choose to level her up by lining up the enemies for her to kill, or she'll never catch up with the rest of your party. As a consequence of this nuisance, she's not worth using. Train her if you want to see what a really powerful sage looks like, but don't do it because it seems practical- there's no way in hell to justify doing it for any rational reason. ESPECIALLY since Pent is such a great sage. --------------------------------------------------------------------------- n. Monk/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIn.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Lucius MONK -------------------------------------------------------------------------------- Lucius is a man (Surprisingly), he looks kind of like a girl Lucius Malfoy from Harry Potter. He isn't quite all that, like Canas, his power comes from the spells he uses and not his stats. He maxes out magic and sometimes resistance, skill or speed. Lightning is his best spell to use and it's also cheap. Lucius comes early so you have plenty of time to level him up. As a healer, I wouldn't reccomend using him because of his poor move range. As a fighter, his DEF is poor so stick to killing magic users. Offensive Rating: B Defensive Rating: B Overall Rating: B Potential: He is average. Party Chance: He is like Erk, a leftbehind. Only if you want him will you use him near the end. -+-+-+-+-+-+-+ LUCIUS Class: Monk (Promotes to Bishop) Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 16 E/ 17 H Rating: 8/10 As the primary light magic user of the game, he gets bonus points in the same way that Erk does; he's around for almost the entire game, so he's very functional. However, he's got a one-up on Erk because he's also the best of the light users. High magic and skill make him great offensively, while his really high resistance stat makes him all but impregnable to magic attacks. The problem with Lucius is that his defense and HP growth are absolutely atrocious, and while his speed growth is pretty good, it's nothing to write home about. Add on the fact that he has almost no luck, and you wind up with a dangerously weak character. His dodging skills are not impressive, and if he gets hit, he'll get wiped. Still, he can dodge, so he's not totally useless, and as the only light magic user of his type, along with his fantastic strengths, you'll want to use him. Hell, upon promotion he gets an automatic C level in staves, which helps his usability by quite a bit. -------------------------------------------------------------------------------- Renault BISHOP -------------------------------------------------------------------------------- Renault comes near the end, the only good point of him is that he comes with the Fortify staff which you can give to someone good. He doesn't max out anything but at least he has an okay DEF. Still, don't bother. He has three stats that will come close to going above 20 and the only attack related ones are Skill and Speed, which he doesn't need, he needs MAGIC. My advice: Take his magic and do not use him. Offensive Rating: C Defensive Rating: B+/B Overall Rating: C+ Potential: Almost NO potential. His stats are just plain AWFUL. Party Chance: Almost none, unless all your magic and staff users died, which is unlikely.. -+-+-+-+-+-+-+ RENAULT Class: Bishop Joining Ch 30 E/ Ch 32 H Rating: 2/10 Most people who have played through this game a few times will agree that Renault is a total BAMF- one of the coolest characters in the game. He punches Bartre and knocks him out! Need I say more? However, cool though he may be, he's just not worth using. Terrible stats, and seeing as he shows up one mission before the end, he's just useless. Recruit him- his fortify staff is worth something to you. However, beyond that... you don't need him or want him on your team. --------------------------------------------------------------------------- o. Shaman/Druid . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIo.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Canas SHAMAN -------------------------------------------------------------------------------- Canas is one of two units that can use Dark Magic (and the other comes in the very last chapter). This makes him invaluable because he can use things such as Eclipse (which will drain HP of an enemy by HALF) and Luna (which disregards enemy resistance). This makes him one of the BEST Dragon Killers. Statwise, he is rather bad. He has low Stats everywhere but RES and HP. His MAG is low and he really could use a bit more Skill for good measure. This guy is one big dork! It's really his spells that makes him powerful. Offensive Rating: B+ Defensive Rating: B Overall Rating: B+ Potential: His stats will be below average compared to most of the magic users. Party Chance: Since he is one of the only that uses Dark Magic, he has a great chance of being there so you can level him up for the Dragon! -+-+-+-+-+-+-+ CANAS Class: Shaman (Promotes to Druid) Joining location: Ch 16x E/ 17x H Rating: 7/10 Canas is the sole dark magic user in the game, and for that he gets automatic points into his usefulness. Flux, Nosferatu, Luna and Eclipse are all good spells and those also add to his appeal. His stats are also generally good, too- compared with Erk, he's got superior HP, magic, defense and resistance. By all accounts, he's a solid unit, and he's one of the most durable magic users you get. There's just one problem- his speed is lousy, and it doesn't have good growth. Now, there are some units where this really isn't a problem. Unfortunately, Canas is not one of them. Dark tomes weigh a TON; any tome other than flux will give him enormous AS penalties. It's difficult enough for him to get a doublehit with just the flux; using another tome leads to him being doublehit by quite a few enemies early on. Now, because he's so durable, he's able to get away with this to a certain extent- the dark tomes are really powerful, and so his decent magic stat means that even a single hit is OK. Still, it's a glaring weakness. Once he's promoted, that weakness dissolves- his speed becomes good enough that he can usually doublehit with flux and he'll rarely get doublehit. That simply requires you to be careful with him until promotion. The reason he doesn't rank as high as the Pegasus Knights (who have a similar babying issue) is that come HHM, Canas is almost impossible to use- the enemies are just too strong and too fast; Pegasus Knights, on the other hand, are anything but useless in hard mode. I say use him- first time through it's ton of fun to have him, and Luna kicks ass. For the pros... yeah, he's got some issues that are difficult to fix. --------------------------------------------------------------------------- p. Troubadour/Valkyrie. . . . . . . . . . . . . . . . . . . . . . .(VIIp.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Priscilla TROUBADOUR -------------------------------------------------------------------------------- Priscilla is the main healer for you, because she comes with the horse and can keep up and use the cheaper staves to heal your members up close instead of using up things like the Physic staff which can be costly. When promoted, she gains the use of Anima magic, which isn't very powerful (especially the basic junk she will be using). Her HP is surprisingly low, but has good resistance and LUC, MAG and SKL are good. I still reccomend healing in place of fighting. Offensive Rating: B Defensive Rating: B Overall Rating: B Potential: Her stats are right on average, if not slightly below. Party Chance: She has the best chance as a healer does because she can move far enough to heal well. -+-+-+-+-+-+-+ PRISCILLA Class: Troubadour (Promotes to Valkyrie) Joining location: Ch 14 E/H Rating: 8/10 As with most healer characters, it's kind of a hassle to level this girl up to promotion. However, it's well worth the effort. Once promoted, Priscilla is a much better anima user than Erk. She's got low defense and HP, but her speed is high and her luck is ridiculous; she is a dodging machine. As a healer, she's far superior to Serra- being a mounted unit means more movement; more movement means that she can get to someone in need of healing with much greater ease. This makes her a bit easier to train than Serra. As a spellcaster, she's a fantastic anima user, while Serra just pales compared with Lucius. Use her from beginning to end- in the early stages of the game, she's your healing unit, and upon promotion, it's hard to keep her out of the action. Highly recommended. I know, you've got Pent and Priscilla, possibly even Erk- you may ask, is that too many anima users? Not really- they're all good, so use them! Unlike with the weapon triangle, there's no need for balance with magic users- whoever fights best gets to fight. --------------------------------------------------------------------------- q. Cleric/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIq.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Serra CLERIC -------------------------------------------------------------------------------- Serra is one of your earlier healers, she will be the only one you get for a while. After you get Priscilla however, you will probably drop her just because Priscilla has a horse and more range. She's got rather low HP, good MAG and LUC. Often she Maxes out speed and RES too. If you plan on fighting, give her a DEF boosting item to keep her alive. Fortunately, even though Serra would start out with a low level light magic when promoted, Lightning is still the best normal Light Magic so she will have that to defend herself. Offensive Rating: B Defensive Rating: B Overall Rating: B Potential: Her stats are right on average, if not slightly above. Party Chance: She will probably stay with you in the start, then leave simply because she isn't mobile enough to provide support to your members who need it. -+-+-+-+-+-+-+ SERRA Class: Cleric (Promotes to Bishop) Joining location: Ch 5, leaves at Ch 10, rejoins at Ch 13 E/ 12 H Rating: 6/10 Compared with Priscilla, Serra's just... not as good. As I've said, she's got light magic, but she's not as good with it as Lucius. She's also got healing, but Priscilla's a better healer. People who use Serra use her because she's Serra (they like her character, and such.) If that's what you want to do, that's OK. From a practical point of view, though... leave her be. Utilize her when you don't have Priscilla, but be ready to replace her. --------------------------------------------------------------------------- r. Thieves/Assassins. . . . . . . . . . . . . . . . . . . . . . . .(VIIr.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Matthew THIEF -------------------------------------------------------------------------------- Matthew is weak, very weak. Even more so than Legault, I reccomend just dropping him after Legault comes. If you are a Matthew fan, then train him. Don't expect good results. He has little strength, so expect zeroes. His defense is low, his only high point is Speed and HP, with a BIT more luck than normal. I'd still say you should use Legault to thieve and Jaffar to fight, because it's better off that way. Offensive Rating: C Defensive Rating: C- Overall Rating: C- Potential: A ton of growth room but he won't go that far. Party Chance: You will steal things with him until you get Legault, then dump him. NOW! Wooooo! I have hypnotic powers! -+-+-+-+-+-+-+ MATTHEW Class: Thief (Promotes to Assassin) Joining location: Ch 6, leaves at Ch 10, rejoins at Ch 13 E/ 11 H Rating: 6/10 Thieves are hard to rate. Their use does not come from their power, but rather from their abilities. They can unlock doors, and more importantly they can steal from the enemy. To this job, Matthew is invaluable. His incredibly high speed makes him the perfect candidate for the job. From a combat point of view... Matthew's weak. No attack growth to speak of, and because thieves can't steal upon promotion, by the end of the game... he'll still be weak. Not unless you promote him, of course, which defeats the purpose of having him, really. He's considered useful in HHM owing to his stealing abilities, but in the normal game... eh, you can do without him. Once Legault comes along, you might as well replace him; it is hard as hell to level him up. Bring him along on the early missions where a chest needs opening. -------------------------------------------------------------------------------- Legault THIEF -------------------------------------------------------------------------------- Legault is your best bet to keep as a thief. I wouldn't bother promoting him, as you probably won't have the room for two Assassins, and you still need a thief to rob things. Thieves are a chore to train because of how weak they are, which is another reason you don't want to bother with him. On the plus side, his HP is better than Jaffar's and he usually maxes out speed. His strength is still, low. Like I said, keep him as a thief. Offensive Rating: C+ Defensive Rating: C- Overall Rating: C Potential: A lot of room for growth, but he will still be below average. Party Chance: He should be a conditional member, and only come on chest or Door missions. He will certainly be a nicer choice than Matthew because he comes levelled up, unless you have trained Matthew of course. -+-+-+-+-+-+-+ LEGAULT Class: Thief (Promotes to Assassin) Joining location: Ch 19 E/ Ch 20 H Rating: 6/10 He's the more balanced of the two thieves and comes at a great level. For this reason, he's a good replacement for Matthew once you get him- Matthew may or may not be particularly high leveled, and if he's not, Legault is there to replace him. What else can I say? Their usefulness is identical. Use them when you need a thief. -------------------------------------------------------------------------------- Jaffar ASSASSIN -------------------------------------------------------------------------------- Jaffar is a GREAT prepromote, Assassin's are just plain awesome! He may have a low HP, but his Speed and Skill are crazy! Defense is a bit low and Resistance isn't quite desirable, but if he lands a critical hit it's a ONE HIT kill. This means you just need to give him a high critical hit weapon (Killing Edge, or if you have it, the Wo Dao) and he can ravage enemies. I had him against Limstella and he was doing only about 6 damage, and she had almost full health and I did a critical and her health was drained into nothing! Heck, if he was tough enough to critical the Dragon it'd be killed in one hit! Offensive Rating: A Defensive Rating: B Overall Rating: B+ Potential: His stats (except for HP and a few others) will be better than the other thieves. He's still rather weak compared to most other characters. Party Chance: It all depends if you have room for him. He's certainly a better choice than Legault and Matthew for a couple reasons. One, he doesn't require any training to get to the level he is, and Matthew and Legault would have to do combat which they aren't reccomended for. Two, his stats are very good already, and three you will still want one thief to open doors, steal things and getting treasure. Assassin's lose this ability. -+-+-+-+-+-+-+ JAFFAR Class: Assassin Joining location: Ch 26x E/ 28x H Rating: 6/10 No, it's not a typo- all three of these guys wind up a 6/10. Jaffar is different in that he's rated on his combat skills rather than on anything else. His combat skills are good; there's no denying it. He can do the OHKO, which means even at zero damage he can kill some units. However... why bother? If you have a solid team, he doesn't do much that your team doesn't already do much better. If you need a sword user, take him- he'll serve you well. Otherwise... eh. --------------------------------------------------------------------------- s. Bard/Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIs.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Nils BARD -------------------------------------------------------------------------------- Nils is a bard, and he can play his instrument to make a unit move again if they are blanked out. This is a great support tool because it allows to defend an area better, finish an enemy, move quicker and get more experience for several people. He also uses rings for other things such as raising defense, attack, accuracy and more! He can't attack unfortunately, and he has a low amount of health and his only real defense is his ability to dodge. Offensive Rating: N/A Defensive Rating: N/A Overall Rating: N/A Potential: You can't really compare him to others but he will usually get a very high speed and luck because he won't be able to defend with his bad defense. His resistance is quite high though. Party Chance: Him and his sister Ninian do the same thing and share the same stats, so you only want to bring one. If you are confident you have enough fighters for a level, then bring him instead of one slot. Try to leave him out of the levels with mountains and other obstacles because he has a low enough move range without that impeding him. -+-+-+-+-+-+-+ NILS Class: Bard Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 20 E/ 21 H Rating: 9/10 I'm not gonna rate these two. Their skills are quite good, especially Nini's Grace and Filla's might. If you don't want to use them, then don't- you won't miss them. Still, it's nice having a unit who beefs up your team and provides them with extra attacks. -------------------------------------------------------------------------------- Ninian DANCER -------------------------------------------------------------------------------- Ninian is a dancer, and she can dance to make a unit move again if they are blanked out. This is a great support tool because it allows to defend an area better, finish an enemy, move quicker and get more experience for several people. She also uses rings for other things such as raising defense, attack, accuracy and more! She can't attack unfortunately, and she has a low amount of health and her only real defense is her ability to dodge. Offensive Rating: N/A Defensive Rating: N/A Overall Rating: N/A Potential: You can't really compare her to others but she will usually get a very high speed and luck because she won't be able to defend with her bad defense. Her resistance is quite high though. Party Chance: She and her brother Nils do the same thing and share the same stats, so you only want to bring one. If you are confident you have enough fighters for a level, then bring her instead of one slot. Try to leave her out of the levels with mountains and other obstacles because she has a low enough move range without that impeding her. -+-+-+-+-+-+-+ NINIAN Class: Dancer Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 20 E/ 21 H Rating: 9/10 Same as above. --------------------------------------------------------------------------- t. Transporter. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIt.) --------------------------------------------------------------------------- -------------------------------------------------------------------------------- Merlinus MERCHANT -------------------------------------------------------------------------------- Merlinus's only purpose in the game is to hold items in the game. He begins as a stationary tent, and levels up if he survives a level. While sitting there, he can take items from a long distance if you run out of room on a character. When he promotes he will be able to move and be a portable War Chest. His stats excell in dodging (speed, luck and skill) and he has a fair amount of HP, this is because he can't defend himself. His Defense is either high, low or even and his Resistance will do the opposite (low if DEF is high, high if DEF is low, etc). Offensive Rating: N/A Defensive Rating: N/A Overall Rating: N/A Potential: You can't really compare him to others but he will usually max out in Speed, Luck and Skill. Party Chance: He has a great chance of being in your party because it doesn't take a character slot to bring him. The only problem is that sometimes he is in danger of being killed and it's better not to bring him. However, if he dies, he can still be used in other chapters. Which is fortunate for you because defending can be a chore. -+-+-+-+-+-+-+ MERLINUS Class: Transporter Joining location: Ch 13x E/H, or Chapter 16 E/ Ch 17 H Rating: -/10 He takes up no space, he lets you give him items. Take him on every mission, simple as that. +-----------------------------------------------------------------------------+ |----------------------------VIII. Appendices---------------------------------+ +-----------------------------------------------------------------------------+ Each appendice except for Items and staves has a field form instead of just a table. The fields look like this: Name: Durability: Level: Might: Hit: Critical: Weight: Range: Cost: Special: Table Notes: SPC: Special. Only certain units can use this. None: You can't purchase this in a shop :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: a. Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIa.) :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: SWORDS (VIIIa1.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Armorslayer 16 D 8 80 0 11 1 1260G Brave Sword 20 B 9 75 0 12 1 NONE Durandal 20 SPC 17 90 0 16 1 NONE Iron Blade 35 D 9 70 0 12 1 980G Iron Sword 46 E 5 90 0 5 1 460G Killing Edge 20 C 9 75 30 7 1 1300G Lancereaver 15 C 9 75 5 9 1 1800G Light Brand 25 C 9 70 0 9 1-2 NONE Longsword 18 D 6 85 0 11 1 1260G Mani Katti 45 SPC 8 80 20 3 1 NONE Rapier 40 SPC 7 95 10 9 1 NONE Regal Blade 25 S 20 85 0 5 1 NONE Runesword 15 A 12 65 0 11 1-2 NONE Silver Blade 15 A 14 60 0 13 1 1800G Silver Sword 20 A 13 80 0 8 1 1500G Slim Sword 30 E 3 100 5 2 1 480G Sol Katti 30 SPC 12 95 25 14 1 NONE Steel Blade 25 C 11 65 0 14 1 1250G Steel Sword 30 D 8 75 0 10 1 600G Wo Dao 20 D 8 75 35 5 1 NONE Wyrmslayer 16 C 7 75 0 5 1 NONE ============================================================================== Name: Armorslayer Durability: 16 Level: D Might: 8 Hit: 80 Critical: 0 Weight: 11 Range: 1 Cost: 1260G Special: Effective against Armor. Name: Brave Sword Durability: 20 Level: B Might: 9 Hit: 75 Critical: 0 Weight: 12 Range: 1 Cost: NONE Special: Attacks twice for sure, sometimes four times. Attacks in a row. Name: Durandal Durability: 20 Level: SPC Might: 17 Hit: 90 Critical: 0 Weight: 16 Range: 1 Cost: NONE Special: Effective against dragons. +5 STR bonus. Name: Iron Blade Durability: 35 Level: D Might: 9 Hit: 70 Critical: 0 Weight: 12 Range: 1 Cost: 980G Special: NONE Name: Iron Sword Durability: 46 Level: E Might: 5 Hit: 90 Critical: 0 Weight: 5 Range: 1 Cost: 460G Special: NONE Name: Killing Edge Durability: 20 Level: C Might: 9 Hit: 75 Critical: 30 Weight: 7 Range: 1 Cost: 1300G Special: NONE Name: Lancereaver Durability: 15 Level: C Might: 9 Hit: 75 Critical: 5 Weight: 9 Range: 1 Cost: 1800G Special: Strong against Lances but weak against axes. Name: Light Brand Durability: 25 Level: C Might: 9 Hit: 70 Critical: 0 Weight: 9 Range: 1-2 Cost: NONE Special: Attacks long range with Light Magic. Name: Longsword Durability: 18 Level: D Might: 6 Hit: 85 Critical: 0 Weight: 11 Range: 1 Cost: 1260G Special: Effective Against Cavalry. Name: Mani Katti Durability: 45 Level: SPC Might: 8 Hit: 80 Critical: 20 Weight: 3 Range: 1 Cost: NONE Special: Effective against armor and cavalry. Name: Rapier Durability: 40 Level: SPC Might: 7 Hit: 95 Critical: 10 Weight: 9 Range: 1 Cost: NONE Special: Effective against Armor and Cavalry. Name: Regal Blade Durability: 25 Level: S Might: 20 Hit: 85 Critical: 0 Weight: 5 Range: 1 Cost: NONE Special: NONE Name: Runesword Durability: 15 Level: A Might: 12 Hit: 65 Critical: 0 Weight: 11 Range: 1-2 Cost: NONE Special: Attacks long range and steals health from enemy for user. Name: Silver Blade Durability: 15 Level: A Might: 14 Hit: 60 Critical: 0 Weight: 13 Range: 1 Cost: 1800G Special: NONE Name: Silver Sword Durability: 20 Level: A Might: 13 Hit: 80 Critical: 0 Weight: 8 Range: 1 Cost: 1500G Special: NONE Name: Slim Sword Durability: 30 Level: E Might: 3 Hit: 100 Critical: 5 Weight: 2 Range: 1 Cost: 480G Special: NONE Name: Sol Katti Durability: 30 Level: SPC Might: 12 Hit: 95 Critical: 25 Weight: 14 Range: 1 Cost: NONE Special: Effective against dragons. Gives +5 RES bonus. Name: Steel Blade Durability: 25 Level: C Might: 11 Hit: 65 Critical: 0 Weight: 14 Range: 1 Cost: 1250G Special: NONE Name: Steel Sword Durability: 30 Level: D Might: 8 Hit: 75 Critical: 0 Weight: 10 Range: 1 Cost: 600G Special: NONE Name: Wo Dao Durability: 20 Level: D Might: 8 Hit: 75 Critical: 35 Weight: 5 Range: 1 Cost: NONE Special: NONE Name: Wyrmslayer Durability: 16 Level: C Might: 7 Hit: 75 Critical: 0 Weight: 5 Range: 1 Cost: NONE Special: Effective against Wyverns. LANCES (VIIIa2.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Axereaver 15 C 10 70 5 11 1 1950G Brave Lance 30 B 10 70 0 14 1 NONE Heavy Spear 16 D 7 70 0 14 1 1200G Horseslayer 16 D 7 70 0 13 1 1040G Iron Lance 45 E 7 80 0 8 1 360G Javelin 20 E 6 65 5 11 1-2 400G Killer Lance 20 C 10 70 30 9 1 1200G Rex Hasta 25 S 21 80 0 11 1 NONE Short Spear 18 C 9 60 0 12 1-2 NONE Silver Lance 20 A 14 75 0 10 1 1200G Slim Lance 30 E 4 85 5 4 1 450G Spear 15 B 12 75 0 10 1-2 NONE ============================================================================= Name: Axereaver Durability: 15 Level: C Might: 10 Hit: 70 Critical: 5 Weight: 11 Range: 1 Cost: 1950G Special: Strong against Axes, Weak against Swords. Name: Brave Lance Durability: 30 Level: B Might: 10 Hit: 70 Critical: 0 Weight: 14 Range: 1 Cost: NONE Special: Attacks twice no matter what, sometimes four times. Attacks in a row. Name: Heavy Spear Durability: 16 Level: D Might: 7 Hit: 70 Critical: 0 Weight: 14 Range: 1 Cost: 1200G Special: Strong against Armor. Name: Horseslayer Durability: 16 Level: D Might: 7 Hit: 70 Critical: 0 Weight: 13 Range: 1 Cost: 1040G Special: Strong against horses. Name: Iron Lance Durability: 45 Level: E Might: 7 Hit: 80 Critical: 0 Weight: 8 Range: 1 Cost: 360G Special: NONE Name: Javelin Durability: 20 Level: E Might: 6 Hit: 65 Critical: 5 Weight: 11 Range: 1-2 Cost: 400G Special: NONE Name: Killer Lance Durability: 20 Level: C Might: 10 Hit: 70 Critical: 30 Weight: 9 Range: 1 Cost: 1200G Special: NONE Name: Rex Hasta Durability: 25 Level: S Might: 21 Hit: 80 Critical: 0 Weight: 11 Range: 1 Cost: NONE Special: NONE Name: Short Spear Durability: 18 Level: C Might: 9 Hit: 60 Critical: 0 Weight: 12 Range: 1-2 Cost: NONE Special: NONE Name: Silver Lance Durability: 20 Level: A Might: 14 Hit: 75 Critical: 0 Weight: 10 Range: 1 Cost: 1200G Special: NONE Name: Slim Lance Durability: 30 Level: E Might: 4 Hit: 85 Critical: 5 Weight: 4 Range: 1 Cost: 450G Special: NONE Name: Spear Durability: 15 Level: B Might: 12 Hit: 75 Critical: 0 Weight: 10 Range: 1-2 Cost: NONE Special: NONE AXES (VIIIa3.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Armads 25 SPC 18 85 0 18 1 NONE Basilikos 25 S 22 65 75 13 1 NONE Brave Axe 30 B 16 65 5 16 1 NONE Devil Axe 20 E 18 55 0 18 1 NONE Halberd 18 D 10 60 0 15 1 NONE Hammer 20 D 10 55 5 15 1 800G Hand Axe 20 E 7 60 0 7 1-2 300G Iron Axe 45 E 8 75 0 10 1 270G Killer Axe 20 C 11 65 30 11 1 1000G Silver Axe 20 A 15 70 0 12 1 1000G Steel Axe 30 D 11 65 0 15 1 360G Swordreaver 15 C 11 65 5 13 1 2100G Swordslayer 20 C 11 80 5 13 1 2000G Tomahawk 15 A 13 65 0 14 1-2 NONE Wolf Beil 30 SPC 10 75 5 10 1 NONE ============================================================================= Name: Armads Durability: 25 Level: SPC Might: 18 Hit: 85 Critical: 0 Weight: 18 Range: 1 Cost: NONE Special: Strong Against Dragons. Increases Defence by 5. Name: Basilikos Durability: 25 Level: S Might: 22 Hit: 65 Critical: 75 Weight: 13 Range: 1 Cost: NONE Special: NONE Name: Brave Axe Durability: 30 Level: B Might: 16 Hit: 65 Critical: 5 Weight: 16 Range: 1 Cost: NONE Special: Always attacks twice, sometimes four times. Attacks in a row. Name: Devil Axe Durability: 20 Level: E Might: 18 Hit: 55 Critical: 0 Weight: 18 Range: 1 Cost: NONE Special: Sometimes damages user instead of enemy. Name: Halberd Durability: 18 Level: D Might: 10 Hit: 60 Critical: 0 Weight: 15 Range: 1 Cost: NONE Special: Strong against Cavalry. Name: Hammer Durability: 20 Level: D Might: 10 Hit: 55 Critical: 5 Weight: 15 Range: 1 Cost: 800G Special: Strong against Armor. Name: Hand Axe Durability: 20 Level: E Might: 7 Hit: 60 Critical: 0 Weight: 7 1-2 Cost: 300G Special: NONE Name: Iron Axe Durability: 45 Level: E Might: 8 Hit: 75 Critical: 0 Weight: 10 Range: 1 Cost: 270G Special: NONE Name: Killer Axe Durability: 20 Level: C Might: 11 Hit: 65 Critical: 30 Weight: 11 Range: 1 Cost: 1000G Special: NONE Name: Silver Axe Durability: 20 Level: A Might: 15 Hit: 70 Critical: 0 Weight: 12 Range: 1 Cost: 1000G Special: NONE Name: Steel Axe Durability: 30 Level: D Might: 11 Hit: 65 Critical: 0 Weight: 15 Range: 1 Cost: 360G Special: NONE Name: Swordreaver Durability: 15 Level: C Might: 11 Hit: 65 Critical: 5 Weight: 13 Range: 1 Cost: 2100G Special: Strong against Swords, weak against Lances. Name: Swordslayer Durability: 20 Level: C Might: 11 Hit: 80 Critical: 5 Weight: 13 Range: 1 Cost: 2000G Special: Strong against Lances AND any unit that uses a sword. Name: Tomahawk Durability: 15 Level: A Might: 13 Hit: 65 Critical: 0 Weight: 14 Range: 1-2 Cost: NONE Special: NONE Name: Wolf Beil Durability: 30 Level: SPC Might: 10 Hit: 75 Critical: 5 Weight: 10 Range: 1 Cost: NONE Special: Strong against Cavalry and Armor. BOWS (VIIIa4.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Brave Bow 30 B 10 70 0 12 2 NONE Iron Bow 45 E 6 85 0 10 2 360 Killer Bow 20 C 9 75 30 7 2 1400G Longbow 20 D 5 65 0 10 2-3 2000G Rienfleche 25 S 20 80 0 7 2 NONE Silver Bow 20 A 13 75 0 6 2 1600G Short Bow 22 D 5 85 10 5 2 1760G Steel Bow 30 D 9 70 0 9 2 720G ============================================================================= Name: Brave Bow Durability: 30 Level: B Might: 10 Hit: 70 Critical: 0 Weight: 12 Range: 2 Cost: NONE Special: Attacks twice always and sometimes four times. Attacks in a row. Name: Iron Bow Durability: 45 Level: E Might: 6 Hit: 85 Critical: 0 Weight: 10 Range: 2 Cost: 360 Special: NONE Name: Killer Bow Durability: 20 Level: C Might: 9 Hit: 75 Critical: 30 Weight: 7 Range: 2 Cost: 1400G Special: NONE Name: Longbow Durability: 20 Level: D Might: 5 Hit: 65 Critical: 0 Weight: 10 Range: 2-3 Cost: 2000G Special: Attacks long range. Name: Rienfleche Durability: 25 Level: S Might: 20 Hit: 80 Critical: 0 Weight: 7 Range: 2 Cost: NONE Special: NONE Name: Silver Bow Durability: 20 Level: A Might: 13 Hit: 75 Critical: 0 Weight: 6 Range: 2 Cost: 1600G Special: NONE Name: Short Bow Durability: 22 Level: D Might: 5 Hit: 85 Critical: 10 Weight: 5 Range: 2 Cost: 1760G Special: NONE Name: Steel Bow Durability: 30 Level: D Might: 9 Hit: 70 Critical: 0 Weight: 9 Range: 2 Cost: 720G Special: NONE ANIMA MAGIC (VIIIa5.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Bolting 5 B 12 60 0 20 3-10 NONE Elfire 30 C 10 85 0 10 1-2 1200G Excalibur 25 S 18 90 10 13 1-2 NONE Flametongue INF --- -- --- --- -- --- NONE Fimbulvetr 20 A 13 80 0 12 1-2 NONE Fire 40 E 5 90 0 4 1-2 560G Foreblaze 20 SPC 14 85 5 11 1-2 NONE Thunder 30 D 8 90 5 6 1-2 700G ============================================================================= Name: Bolting Durability: 5 Level: B Might: 12 Hit: 60 Critical: 0 Weight: 20 Range: 3-10 Cost: NONE Special: Long Range Magic. Name: Elfire Durability: 30 Level: C Might: 10 Hit: 85 Critical: 0 Weight: 10 Range: 1-2 Cost: 1200G Special: NONE Name: Excalibur Durability: 25 Level: S Might: 18 Hit: 90 Critical: 10 Weight: 13 Range: 1-2 Cost: NONE Special: NONE Name: Flametongue Durability: INF Level: SPC Might: 0 Hit: Always Critical: --- Weight: -- Range: 1-3 Cost: NONE Special: Extended Range. Name: Fimbulvetr Durability: 20 Level: A Might: 13 Hit: 80 Critical: 0 Weight: 12 Range: 1-2 Cost: NONE Special: NONE Name: Fire Durability: 40 Level: E Might: 5 Hit: 90 Critical: 0 Weight: 4 Range: 1-2 Cost: 560G Special: NONE Name: Foreblaze Durability: 20 Level: SPC Might: 14 Hit: 85 Critical: 5 Weight: 11 Range: 1-2 Cost: NONE Special: Effective against Magic. Increases Luck by 5. Name: Thunder Durability: 30 Level: D Might: 8 Hit: 90 Critical: 5 Weight: 6 Range: 1-2 Cost: 700G Special: NONE DARK MAGIC (VIIIa6.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Eclipse 5 B 0 30 0 12 3-10 NONE Ereshkigal --- --- 20 96 0 12 1-2 NONE Fenrir 20 A 15 70 0 18 1-2 NONE Flux 45 D 7 80 0 8 1-2 900G Gespenst 25 S 23 80 0 20 1-2 NONE Luna 35 C 0 95 20 12 1-2 NONE Nosferatu 20 C 10 70 0 14 1-2 NONE ============================================================================= Name: Eclipse Durability: 5 Level: B Might: 0 Hit: 30 Critical: 0 Weight: 12 Range: 3-10 Cost: NONE Special: Decreases health of enemy by half if it hits. Long Range Magic. Name: Ereshkigal Durability: INF Level: SPC Might: 20 Hit: 96 Critical: 0 Weight: 12 Range: 1-2 Cost: NONE Special: NONE Name: Fenrir Durability: 20 Level: A Might: 15 Hit: 70 Critical: 0 Weight: 18 Range: 1-2 Cost: NONE Special: NONE Name: Flux Durability: 45 Level: D Might: 7 Hit: 80 Critical: 0 Weight: 8 Range: 1-2 Cost: 900G Special: NONE Name: Gespenst Durability: 25 Level: S Might: 23 Hit: 80 Critical: 0 Weight: 20 Range: 1-2 Cost: NONE Special: NONE Name: Luna Durability: 35 Level: C Might: 0 Hit: 95 Critical: 20 Weight: 12 Range: 1-2 Cost: NONE Special: Ignore's enemy's Resistance when attacking. Name: Nosferatu Durability: 20 Level: C Might: 10 Hit: 70 Critical: 0 Weight: 14 Range: 1-2 Cost: NONE Special: Steals HP from enemy and heals the user. LIGHT MAGIC (VIIIa7.) ------------------------------------------------------- -Name DUR LVL MT HIT CRT WT RNG COST- ------------------------------------------------------- Aura 20 A 12 85 15 15 1-2 NONE Aureola 20 S 15 90 5 14 1-2 NONE Divine 25 C 8 85 10 12 1-2 2500G Lightning 35 E 4 95 5 6 1-2 630G Luce 25 S 16 95 25 16 1-2 NONE Purge 5 B 10 85 5 20 3-10 NONE Shine 30 D 6 90 8 8 1-2 900G ============================================================================= Name: Aura Durability: 20 Level: A Might: 12 Hit: 85 Critical: 15 Weight: 15 Range: 1-2 Cost: NONE Special: NONE Name: Aureola Durability: 20 Level: S Might: 15 Hit: 90 Critical: 5 Weight: 14 Range: 1-2 Cost: NONE Special: Effective against dragons. Increases RES by 5. Name: Divine Durability: 25 Level: C Might: 8 Hit: 85 Critical: 10 Weight: 12 Range: 1-2 Cost: 2500G Special: NONE Name: Lightning Durability: 35 Level: E Might: 4 Hit: 95 Critical: 5 Weight: 6 Range: 1-2 Cost: 630G Special: NONE Name: Luce Durability: 25 Level: S Might: 16 Hit: 95 Critical: 25 Weight: 16 Range: 1-2 Cost: NONE Special: NONE Name: Purge Durability: 5 Level: B Might: 10 Hit: 85 Critical: 5 Weight: 20 Range: 3-10 Cost: NONE Special: Long Range Magic. Name: Shine Durability: 30 Level: D Might: 6 Hit: 90 Critical: 8 Weight: 8 Range: 1-2 Cost: 900G Special: NONE ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: b. Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIb.) ::::::::::::::::::::::::::::::::::::::::::::::::::::::;:::::::::::::::::::: STAVES (VIIIb1.) M/2 is Magic divided by 2. ##+M is Number plus magic equals HP healed. ------------------------------------------------------------------------------- -Name DUR LVL HEAL RNG EFFECT COST- ------------------------------------------------------------------------------- Barrier 15 C NONE 1 Increase Resistance for time. 1500G Berserk 3 B NONE M/2 Makes an enemy attack enemies NONE Fortify 8 A 10+M M/2 Heals all allies in the range NONE Hammerne 3 C NONE 1 Repairs a weapon's DUR. NONE Heal 30 E 10+M 1 Heals an ally. 600G Mend 20 D 20+M 1 Heals an ally. 1000G Physic 15 B 10+M M/2 Heals an ally from a distance 3750G Recover 15 C ALL 1 Completely heals an ally. 2250G Rescue 3 B NONE M/2 Takes ally and moves nearby. NONE Restore 10 C COND 1 Sets ally condition to normal 2000G Silence 3 B NONE M/2 Stops an enemy from using MAG NONE Sleep 3 B NONE M/2 Enemy can't move or attack NONE Torch 10 D NONE M/2 Lights up an area for time. 1000G Unlock 10 D NONE M/2 Unlocks doors from distance. 1000G Warp 5 A NONE 1 Moves adjacent allies away. NONE ITEMS/RINGS (VIIIb2.) ------------------------------------------------------------------------------- -Name COST DUR EFFECT - ------------------------------------------------------------------------------- Afa's Drops NONE 1 Boosts Stat Growths of unit who uses. Angelic Robe NONE 1 Increases HP by 7 Antitoxin 450G 3 Cures unit from poison. Blue Gem NONE 1 Sell for 5000G. Body Ring NONE 1 Increases CON by 2. Boots NONE 1 Increases MOVE by 2. Chest Key 50G 5 Opens chests. Delphi Shield NONE -- Protects fliers from arrows. Door Key 50G 5 Opens doors. Dragonshield NONE 1 Increases DEF by 2. Earth Seal* 20000G 1 Promotes some units above level 10. Elixir 3000G 3 Restores all HP. Elysian Whip 10000G 1 Promotes fliers above level 10. Energy Ring NONE 1 Increases STR by 2. Fell Contract 50000G 1 Promotes thieves above level 10. Filla's Might NONE 15 Increases ally attack for 1 turn. Goddess Icon NONE 1 Increases Luck by 2. Guiding Ring 10000G 1 Promotes magic users above level 10. Heaven Seal NONE 1 Promotes non-main Lords above level 10. Hero Crest** 10000G 1 Promotes some units above level 10. Iron Rune NONE -- Negates Critical Hits against. Knight Crest 10000G 1 Promotes Cavalry and Knights level 10+ Light Rune NONE 1 Stops an enemy from standing on square. Lockpick 1200G 15 Opens doors and chests. Thieves only. Member Card NONE -- Lets you visit secret shops. Mine NONE 1 Enemies are damaged if they step on it. Nini's Grace NONE 15 Increases ally DEF for 1 turn. Ocean Seal 50000G 1 Promotes Pirates above level 10. Orion's Bolt 10000G 1 Promotes Archers + Nomads above lvl 10. Power Ring NONE 1 Increases STR by 2. Pure Water 900G 3 Increases RES temporarily. Red Gem NONE 1 Sells for 2500G Secret Book NONE 1 Increases SKL by 2. Set's Litany NONE 15 Increases ally AVOID for 1 turn. Speedwings NONE 1 Increases SPD by 2. Talisman NONE 1 Increases RES by 2. Thor's Ire NONE 1 Increases ally CRT for 1 turn. Torch 500G 5 Lights up an area temporarily. Vulernary 300G 3 Heals 10 HP. White Gem NONE 1 Sells for 10000G. *Promotes: Pegasus Knights, Wyvern Riders, Cavaliers, Knights, Mages, Monks, Troubadours, Clerics, Shamans, Myrmidon, Mercenary, Fighters, Archers, Nomads. **Promotes: Myrmidon, Mercenary, Fighter ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: c. Promotion Bonuses. . . . . . . . . . . . . . . . . . . . . . . (VIIIc.) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Thise appendice has a list of all stat boosts and weapon gains that the units will receive when they are promoted from one class to another. These are only GAINS, so weapons that are listed are added to the current ones. It also only lists the stats that are added, there are more (like LUCK) that aren't shown because they don't increase with promotion. --------------------------------------------------------------------------- BLADE LORD --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 STR +2 SKL +2 DEF +3 RES +5 CON +1 AID +1 MOV +1 \Weapon Gains: --------------- Bow \Promotion Item: --------------- Heaven Seal --------------------------------------------------------------------------- KNIGHT LORD --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 STR +2 SPD +1 DEF +1 RES +3 CON +2 AID +2 MOV +4 \Weapon Gains: --------------- Lance \Promotion Item: --------------- Heaven Seal --------------------------------------------------------------------------- GREAT LORD --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 SKL +2 SPD +3 DEF +1 RES +5 CON +2 AID +2 \Weapon Gains: --------------- Sword \Promotion Item: --------------- Heaven Seal --------------------------------------------------------------------------- PALADIN --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +2 STR +1 SKL +1 SPD +1 DEF +2 RES +1 CON +2 AID -2 MOV +1 \Weapon Gains: --------------- Axe \Promotion Item: --------------- Knight Crest --------------------------------------------------------------------------- FALCOKNIGHT --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +5 STR +2 DEF +2 RES +2 CON +1 AID -1 MOV +1 \Weapon Gains: --------------- Sword \Promotion Item: --------------- Elysian Whip --------------------------------------------------------------------------- SNIPER --------------------------------------------------------------------------- \Stat Boosts: --------------- MALE FEMALE HP +3 HP +4 STR +1 STR +3 SKL +2 SKL +1 SPD +2 sPD +1 DEF +2 DEF +2 RES +3 RES +2 CON +1 CON +1 MOV +1 MOV +1 AID +1 AID +1 \Weapon Gains: --------------- NONE \Promotion Item: --------------- Orion's Bolt --------------------------------------------------------------------------- WARRIOR --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 STR +1 SKL +2 DEF +3 RES +3 CON +2 AID +2 MOV +1 \Weapon Gains: --------------- Bow \Promotion Item: --------------- Hero Crest --------------------------------------------------------------------------- SAGE --------------------------------------------------------------------------- \Stat Boosts: --------------- MALE FEMALE HP +4 HP +3 MAG +1 MAG +1 DEF +3 SKL +1 RES +3 DEF +3 CON +1 RES +3 AID +1 CON +1 MOV +1 AID +1 MOV +1 \Weapon Gains: --------------- Staff \Promotion Item: --------------- Guiding Ring --------------------------------------------------------------------------- BISHOP --------------------------------------------------------------------------- \Stat Boosts: --------------- MALE FEMALE HP +3 HP +3 MAG +2 MAG +1 SKL +1 SKL +2 DEF +3 SPD +1 RES +2 DEF +2 CON +1 RES +2 AID +1 CON +1 MOV +1 AID +1 MOV +1 \Weapon Gains: --------------- Staff OR Light Magic depending on who promotes \Promotion Item: --------------- Guiding Ring --------------------------------------------------------------------------- NOMADIC TROOPER --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 STR +2 SKL +1 SPD +1 DEF +3 RES +3 CON +1 AID -1 MOV +1 \Weapon Gains: --------------- Sword \Promotion Item: --------------- Orion's Bolt --------------------------------------------------------------------------- ASSASSIN --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 STR +1 DEF +2 RES +2 \Weapon Gains: --------------- None \Promotion Item: --------------- Fell Contract --------------------------------------------------------------------------- GENERAL --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 STR +2 SKL +2 SPD +3 DEF +2 RES +3 CON +2 AID +2 MOV +1 \Weapon Gains: --------------- Axe \Promotion Item: --------------- Knight Crest --------------------------------------------------------------------------- SWORDMASTER --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +5 STR +2 DEF +2 RES +1 CON +1 AID +1 MOV +1 \Weapon Gains: --------------- None \Promotion Item: --------------- Hero Crest --------------------------------------------------------------------------- VALKYRIE --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +3 MAG +2 SKL +1 DEF +2 RES +3 CON +1 AID +1 MOV +1 \Weapon Gains: --------------- Anima Magic \Promotion Item: --------------- Guiding Ring --------------------------------------------------------------------------- HERO --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID +1 MOV +1 \Weapon Gains: --------------- Axe \Promotion Item: --------------- Hero Crest --------------------------------------------------------------------------- DRUID --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 SPD +3 DEF +2 RES +2 CON +1 AID +1 MOV +1 \Weapon Gains: --------------- Staff \Promotion Item: --------------- Guiding Ring --------------------------------------------------------------------------- BERSERKER --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 STR +1 SKL +1 SPD +1 DEF +2 RES +2 CON +3 AID +3 MOV +1 \Weapon Gains: --------------- NONE \Promotion Item: --------------- Ocean Seal --------------------------------------------------------------------------- WYVERN LORD --------------------------------------------------------------------------- \Stat Boosts: --------------- HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID -1 MOV +1 \Weapon Gains: --------------- Sword \Promotion Item: --------------- Elysian Whip --------------------------------------------------------------------------- TRANSPORTER --------------------------------------------------------------------------- \Stat Boosts: --------------- MOV +5 AID -24 \Weapon Gains: --------------- NONE \Promotion Item: --------------- Promotes at level 20 ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: d. Store locations and inventories. . . . . . . . . . . . . . . . (VIIId.) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This appendice has a list of all stores, what chapter they are in and what they will sell for what price to you. Use it well. =========================================================================== CHAPTER 3 =========================================================================== ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G =========================================================================== CHAPTER 5 =========================================================================== ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- JAVELIN 400G HAND AXE 300G IRON BOW 540G =========================================================================== CHAPTER 7 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G HEAL (STAFF) 600G FIRE (MAGIC) 560G =========================================================================== CHAPTER 8 =========================================================================== ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G IRON AXE 270G IRON BOW 540G =========================================================================== CHAPTER 10 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G HEAL (STAFF) 600G FIRE (MAGIC) 560G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- STEEL BOW 720G ARMORSLAYER 1260G HEAVY SPEAR 1200G HAMMER 800G =========================================================================== CHAPTER 11 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G =========================================================================== CHAPTER 12 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G IRON AXE 270G IRON BOW 540G =========================================================================== CHAPTER 13 =========================================================================== ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G JAVELIN 400G HAND AXE 300G IRON BOW 540G ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G HEAL (STAFF) 600G =========================================================================== CHAPTER 14 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G HEAL (STAFF) 600G FIRE (MAGIC) 560G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G IRON AXE 270G IRON BOW 540G =========================================================================== CHAPTER 15 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G DOOR KEY 50G HEAL (STAFF) 600G FIRE (MAGIC) 560G -------- /ARMORY 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- SLIM SWORD 480G IRON SWORD 460G STEEL SWORD 600G IRON AXE 270G STEEL AXE 360G HAND AXE 300G -------- /ARMORY 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- SLIM LANCE 450G IRON LANCE 360G STEEL LANCE 480G JAVELIN 400G IRON BOW 540G STEEL BOW 720G =========================================================================== CHAPTER 16x =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- HEAL (STAFF) 600G MEND (STAFF) 1000G FIRE (MAGIC) 560G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G =========================================================================== CHAPTER 17 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G DOOR KEY 50G HEAL (STAFF) 600G MEND (STAFF) 1000G FIRE (MAGIC) 560G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G FLUX (MAGIC) 900G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G STEEL SWORD 600G STEEL LANCE 480G JAVELIN 400G STEEL AXE 360G HAND AXE 300G IRON BOW 540G STEEL BOW 720G =========================================================================== CHAPTER 19 =========================================================================== ------------- /SECRET SHOP 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON BLADE 980G STEEL BLADE 1250G SILVER BLADE 1800G PHYSIC (STAFF) 3750G UNLOCK (STAFF) 1500G ------------- /SECRET SHOP 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- KILLING EDGE 1300G KILLER LANCE 1200G KILLER AXE 1000G KILLER BOW 1400G ELIXIR 3000G =========================================================================== CHAPTER 20 =========================================================================== -------- /VENDOR 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- HEAL (STAFF) 600G MEND (STAFF) 1000G FIRE (MAGIC) 560G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G FLUX (MAGIC) 900G -------- /VENDOR 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G DOOR KEY 50G PURE WATER 900G ANTITOXIN 450G -------- /ARMORY 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G JAVELIN 400G IRON AXE 270G HAND AXE 300G IRON BOW 540G -------- /ARMORY 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- STEEL SWORD 600G STEEL LANCE 480G STEEL AXE 360G STEEL BOW 720G =========================================================================== CHAPTER 21 =========================================================================== ----------- /SECRET SHOP\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- ELIXIR 3000G CHEST KEY 1500G LOCKPICK 1200G PHYSIC (STAFF) 3750G TORCH (STAFF) 1000G UNLOCK (STAFF) 1500G BARRIER (STAFF) 2250G =========================================================================== CHAPTER 23 =========================================================================== -------- /VENDOR 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- FIRE (MAGIC) 560G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G FLUX (MAGIC) 900G -------- /VENDOR 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G ANTITOXIN 450G HEAL (STAFF) 600G MEND (STAFF) 1000G RESTORE (STAFF) 2000G -------- /ARMORY 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- STEEL SWORD 600G LANCEREAVER 1800G STEEL LANCE 480G AXEREAVER 1950G STEEL AXE 360 SWORDREAVER 2100G STEEL BOW 720G -------- /ARMORY 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G IRON LANCE 360G JAVELIN 400G IRON AXE 270G HAND AXE 300G IRON BOW 540G ----------- /SECRET SHOP\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- ARMORSLAYER 1260G LONGSWORD 1260G HEAVY SPEAR 1200G HORSESLAYER 1040G HAMMER 800G HALBERD 810G =========================================================================== CHAPTER 25 (HECTOR) =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- MEND (STAFF) 1000G THUNDER (MAGIC) 700G LIGHTNING (MAGIC) 630G FLUX (MAGIC) 900G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- STEEL SWORD 600G STEEL LANCE 480G STEEL AXE 360G STEEL BOW 720G =========================================================================== CHAPTER 24 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- HEAL (STAFF) 600G MEND (STAFF) 1000G ELFIRE (MAGIC) 1200G SHINE (MAGIC) 900G FLUX (MAGIC) 900G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- KILLING EDGE 1300G KILLER LANCE 1200G JAVELIN 400G KILLER AXE 1000G HAND AXE 300G KILLER BOW 1400G =========================================================================== CHAPTER 27 =========================================================================== ------ /VENDOR\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- DOOR KEY 50G HEAL (STAFF) 600G FIRE (MAGIC) 560G THUNDER (MAGIC) 700G ELFIRE (MAGIC) 1200G LIGHTNING (MAGIC) 630G SHINE (MAGIC) 900G FLUX (MAGIC) 900G ------ /ARMORY\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON SWORD 460G SILVER SWORD 1500G IRON LANCE 360G SILVER LANCE 1200G IRON AXE 270G SILVER AXE 1000G IRON BOW 540G SILVER BOW 1600G =========================================================================== CHAPTER 29 =========================================================================== ----------- /SECRET SHOP\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- HERO CREST 10000G KNIGHT CREST 10000G ELYSIAN WHIP 10000G ORION'S BOLT 10000G GUIDING RING 10000G =========================================================================== CHAPTER 29x =========================================================================== -------- /VENDOR 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- VULERNARY 300G ELIXIR 3000G PURE WATER 900G DOOR KEY 50G HEAL (STAFF) 600G MEND (STAFF) 1000G RECOVER (STAFF) 2250G RESTORE (STAFF) 2000G -------- /VENDOR 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- FIRE (MAGIC) 560G THUNDER (MAGIC) 700G ELFIRE (MAGIC) 1200G LIGHTNING (MAGIC) 630G SHINE (MAGIC) 900G DIVINE (MAGIC) 2500G FLUX (MAGIC) 900G -------- /ARMORY 1\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- SLIM SWORD 480G IRON SWORD 460G STEEL SWORD 600G SILVER SWORD 1500G KILLING EDGE 1300G LANCEREAVER 1800G -------- /ARMORY 2\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- SLIM LANCE 450G IRON LANCE 360G STEEL LANCE 480G SILVER LANCE 1200G KILLER LANCE 1200G AXEREAVER 1950G JAVELIN 400G -------- /ARMORY 3\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON BOW 540G STEEL BOW 720G SILVER BOW 1600G KILLER BOW 1400G SHORT BOW 1400G LONGBOW 2000G -------- /ARMORY 4\ --------------------------------------------------------------------------- ITEM PRICE --------------------------------------------------------------------------- IRON AXE 270G STEEL AXE 360G SILVER AXE 1000G KILLER AXE 1000G SWORDREAVER 2100G HAND AXE 300G ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: e. Support list . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIe.) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The below is a list of units in the order you obtain the units in the game. Below it are the names of their supports in ALPHABETICAL ORDER! This list does NOT show which is "easiest" or "best" for them. It lists three numbers; the first is the number of turns for an "C" support, the second a number for the "B" support and third the number for a "A" support. Affinities for the characters are also listed. Check back in the earlier supports section for a list of the bonuses bestowed for each affinity. ================================================================================ 1. Lyn Wind ================================================================================ ELIWOOD 36 76 116 Anima FLORINA 2 22 42 Light HECTOR 27 54 81 Thunder KENT 21 48 75 Anima RATH 17 37 57 Dark WALLACE 33 73 113 Thunder WIL 22 49 76 Wind ================================================================================ 2. Sain Wind ================================================================================ FIORA 41 81 121 Wind ISADORA 81 161 241 Dark KENT 17 44 71 Anima LOUISE 81 161 Light PRISCILLA 41 81 121 Wind REBECCA 41 81 121 Fire SERRA 41 81 121 Thunder ================================================================================ 3. Kent Anima ================================================================================ FARINA 81 161 241 Anima FIORA 27 54 81 Wind HEATH 41 81 121 Thunder LYN 21 48 75 Wind SAIN 17 44 71 Wind WALLACE 33 73 113 Thunder ================================================================================ 4. Florina Light ================================================================================ FARINA 16 43 70 Anima FIORA 12 32 52 Wind HECTOR 38 78 118 Thunder LYN 2 22 52 Wind NINIAN 21 41 61 Ice NINO 41 81 121 Fire SERRA 81 161 241 Thunder ================================================================================ 5. Wil Wind ================================================================================ DART 21 48 75 Fire LYN 22 49 76 Wind RATH 41 81 121 Dark RAVEN 81 161 241 Ice REBECCA 17 44 71 Fire WALLACE 41 81 121 Thunder ================================================================================ 6. Dorcas Fire ================================================================================ BARTRE 22 49 76 Thunder FARINA 81 161 241 Anima GEITZ 27 54 81 Thunder OSWIN 41 81 121 Anima VAIDA 41 81 121 Fire ================================================================================ 7. Serra Thunder ================================================================================ ERK 79 159 239 Thunder FLORINA 81 161 241 Light HECTOR 66 146 226 Thunder LUCIUS 41 81 121 Light MATTHEW 76 156 236 Wind OSWIN 71 151 231 Anima SAIN 41 81 121 Wind ================================================================================ 8. Erk Thunder ================================================================================ LOUISE 31 71 -- Light NINO 27 54 81 Fire PENT 19 46 -- Ice PRISCILLA 22 49 76 Wind SERRA 79 159 239 Thunder ================================================================================ 9. Rath Darkness ================================================================================ GUY 21 41 61 Fire LYN 17 37 57 Wind WIL 41 81 121 Wind ================================================================================ 10. Matthew Wind ================================================================================ GUY 24 51 78 Fire HECTOR 21 48 75 Thunder JAFFAR 81 161 241 Ice LEGAULT 41 81 121 Ice OSWIN 38 78 118 Anima SERRA 75 156 236 Thunder ================================================================================ 11. Lucius Light ================================================================================ KAREL 81 161 241 Light PRISCILLA 38 78 118 Wind RAVEN 17 44 71 Ice RENAULT 41 81 121 Anima SERRA 41 81 121 Thunder ================================================================================ 12. Nils Ice ================================================================================ NONE ================================================================================ 13. Wallace Thunder ================================================================================ KENT 33 73 113 Anima LYN 33 73 113 Wind RENAULT 41 81 121 Anima VAIDA 41 81 121 Fire WIL 41 81 121 Wind ================================================================================ 14. Eliwood Anima ================================================================================ FIORA 41 81 121 Wind HARKEN 19 46 73 Fire HECTOR 3 30 57 Thunder LOWEN 31 71 111 Fire LYN 36 76 116 Wind MARCUS 28 68 108 Ice NINIAN 17 33 49 Ice ================================================================================ 15. Marcus Ice ================================================================================ ELIWOOD 28 68 108 Anima HARKEN 31 71 111 Fire ISADORA 22 49 76 Dark LOWEN 21 48 75 Fire MERLINUS 41 81 121 Dark ================================================================================ 16. Lowen Fire ================================================================================ ELIWOOD 31 71 111 Anima HARKEN 22 49 76 Fire ISADORA 24 51 78 Dark MARCUS 21 48 75 Ice REBECCA 38 78 118 Fire ================================================================================ 17. Rebecca Fire ================================================================================ DART 16 43 70 Fire LOUISE 27 54 -- Light LOWEN 38 78 118 Fire NINO 27 54 81 Fire RAVEN 41 81 121 Ice SAIN 41 81 121 Wind WIL 17 44 71 Wind ================================================================================ 18. Bartre Thunder ================================================================================ CANAS 41 81 121 Anima DORCAS 22 49 76 Fire KARLA 19 39 59 Dark RAVEN 81 161 241 Ice RENAULT 81 161 241 Anima ================================================================================ 19. Hector Thunder ================================================================================ ELIWOOD 3 30 57 Anima FARINA 81 161 241 Anima FLORINA 38 78 118 Light LYN 27 54 81 Wind MATTHEW 21 48 75 Wind OSWIN 31 71 111 Anima SERRA 66 146 226 Thunder ================================================================================ 20. Oswin Anima ================================================================================ DORCAS 41 81 121 Fire HECTOR 31 71 111 Thunder MATTHEW 38 78 118 Wind PRISCILLA 41 81 121 Wind SERRA 71 151 231 Thunder ================================================================================ 21. Guy Fire ================================================================================ KAREL 26 53 80 Light LOUISE 81 161 -- Light MATTHEW 24 51 78 Wind PRISCILLA 41 81 121 Wind RATH 21 41 61 Dark ================================================================================ 22. Priscilla Wind ================================================================================ ERK 22 49 75 Thunder GUY 41 81 121 Fire HEATH 41 81 121 Thunder LUCIUS 38 78 118 Light OSWIN 41 81 121 Anima RAVEN 21 48 75 Ice SAIN 41 81 121 Wind ================================================================================ 23. Raven Ice ================================================================================ BARTRE 81 161 241 Thunder LUCIUS 17 44 71 Light PRISCILLA 21 48 75 Wind REBECCA 41 81 121 Fire WIL 81 161 241 Wind ================================================================================ 24. Canas Anima ================================================================================ BARTRE 41 81 121 Thunder NINO 27 54 81 Fire PENT 27 54 -- Ice RENAULT 41 81 121 Anima VAIDA 41 81 121 Fire ================================================================================ 25. Dart Fire ================================================================================ FARINA 41 81 121 Anima GEITZ 41 81 121 Thunder KAREL 41 81 121 Light REBECCA 16 43 70 Fire WIL 21 48 75 Wind ================================================================================ 26. Fiora Wind ================================================================================ ELIWOOD 41 81 121 Anima FARINA 17 44 71 Anima FLORINA 12 32 52 Light GEITZ 81 161 241 Thunder KENT 27 54 81 Anima PENT 36 76 -- Ice SAIN 41 81 121 Wind ================================================================================ 27. Legault Ice ================================================================================ HEATH 41 81 121 Thunder ISADORA 81 161 241 Dark JAFFAR 76 156 236 Ice MATTHEW 41 81 121 Wind NINO 41 81 121 Fire ================================================================================ 28. Ninian Ice ================================================================================ ELIWOOD 17 33 49 Anima FLORINA 21 41 61 Light HAWKEYE 27 54 81 Wind ================================================================================ 29. Isadora Darkness ================================================================================ GEITZ 41 81 121 Thunder HARKEN 11 31 51 Fire LEGAULT 81 161 241 Ice LOWEN 24 51 78 Fire MARCUS 22 49 76 Ice RENAULT 81 161 241 Anima SAIN 81 161 241 Wind ================================================================================ 30. Heath Thunder ================================================================================ KENT 41 81 121 Anima LEGAULT 41 81 121 Ice LOUISE 81 161 -- Light PRISCILLA 41 81 121 Wind VAIDA 41 81 121 Fire ================================================================================ 31. Hawkeye Wind ================================================================================ LOUISE 21 48 -- Light NINIAN 27 54 81 Ice PENT 21 48 -- Ice ================================================================================ 32. Geitz Thunder ================================================================================ DART 41 81 121 Fire DORCAS 27 54 81 Fire FIORA 81 161 241 Wind ISADORA 41 81 121 Dark KAREL 41 81 121 Light ================================================================================ 33. Pent Ice ================================================================================ CANAS 27 54 -- Anima ERK 19 46 -- Thunder FIORA 36 76 -- Wind HAWKEYE 21 48 -- Wind LOUISE 0 0 0 Light ================================================================================ 34. Louise Light ================================================================================ ERK 31 71 -- Thunder GUY 81 161 -- Fire HAWKEYE 21 48 -- Wind HEATH 81 161 -- Thunder PENT 0 0 0 Anima REBECCA 27 54 -- Fire SAIN 81 161 -- Wind ================================================================================ 35. Karel Light ================================================================================ DART 41 81 121 Fire GEITZ 41 81 121 Thunder GUY 26 53 80 Fire KARLA 28 68 108 Dark LUCIUS 81 161 241 Light ================================================================================ 36. Harken Fire ================================================================================ ELIWOOD 19 46 73 Anima ISADORA 11 31 51 Dark LOWEN 22 49 76 Fire MARCUS 31 71 111 Ice VAIDA 81 161 241 Fire ================================================================================ 37. Nino Fire ================================================================================ CANAS 27 54 81 Anima ERK 27 54 81 Thunder FLORINA 41 81 121 Light JAFFAR 19 46 73 Ice LEGAULT 41 81 121 Ice MERLINUS 41 81 121 Dark REBECCA 27 54 81 Fire ================================================================================ 38. Jaffar Ice ================================================================================ LEGAULT 76 156 236 Ice MATTHEW 81 161 241 Wind NINO 19 46 73 Fire ================================================================================ 39. Vaida Fire ================================================================================ CANAS 41 81 121 Anima DORCAS 41 81 121 Fire HARKEN 81 161 241 Fire HEATH 41 81 161 Thunder KARLA 41 81 121 Dark MERLINUS 81 161 241 Dark WALLACE 41 81 121 Thunder ================================================================================ 40. Renault Anima ================================================================================ BARTRE 81 161 241 Thunder CANAS 41 81 121 Anima ISADORA 81 161 241 Dark LUCIUS 41 81 121 Light WALLACE 41 81 121 Thunder ================================================================================ 41. Farina Anima ================================================================================ DART 41 81 121 Fire DORCAS 81 161 241 Fire FIORA 17 44 71 Wind FLORINA 16 43 70 Light HECTOR 81 161 241 Thunder KARLA 41 81 121 Dark KENT 81 161 241 Anima ================================================================================ 42. Karla Darkness ================================================================================ BARTRE 19 39 59 Thunder FARINA 41 81 121 Anima KAREL 28 68 108 Light VAIDA 41 81 121 Fire ================================================================================ 43. Athos Anima ================================================================================ NONE ================================================================================ 44. Merlinus Darkness ================================================================================ MARCUS 41 81 121 Ice NINO 41 81 121 Fire VAIDA 81 161 241 Fire ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: f. Stat growths . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIf.) ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The numbers represent the percentage chance that the characters have for a level up. For their actual stats, check the chapter in which you recruit them. For magic users, assume strength is their magic stat. Name HP Str Skl Spd Def Res Lck Wil 75 50 50 40 20 25 40 Wallace 70 45 40 20 35 35 30 Vaida 60 45 25 40 25 15 30 Serra 50 50 30 40 15 55 60 Sain 80 60 35 40 20 20 35 Renault 60 40 30 35 20 40 15 Rebecca 60 40 50 60 15 30 50 Raven 85 55 40 45 25 15 35 Rath 80 50 40 50 10 25 30 Priscilla 45 40 50 40 15 50 65 Pent 50 30 20 40 30 35 40 Oswin 90 40 30 30 55 30 35 Nino 55 50 55 60 15 50 45 Ninian/Nils 85 5 5 70 30 70 80 Merlinus 120 0 90 90 30 15 100 Matthew 75 30 40 70 25 20 50 Marcus 65 30 50 25 15 35 30 Lyn 70 40 60 60 20 30 55 Lucius 55 60 50 40 10 60 20 Lowen 90 30 30 30 40 30 50 Louise 60 40 40 40 20 30 30 Legault 60 25 45 60 25 25 60 Kent 85 40 50 45 25 25 20 Karla 60 25 45 55 10 20 40 Karel 70 30 50 50 10 15 30 Jaffar 65 15 40 35 30 30 20 Isadora 75 30 35 50 20 25 45 Hector 90 60 45 35 50 25 30 Heath 80 50 50 45 30 20 20 Hawkeye 50 40 30 25 20 35 40 Harken 80 35 30 40 30 25 20 Guy 75 30 50 70 15 25 45 Geitz 85 50 30 40 20 20 40 Florina 60 40 50 55 15 35 50 Fiora 70 35 60 50 20 50 30 Farina 75 50 40 45 25 30 45 Erk 65 40 40 50 20 40 30 Eliwood 80 45 50 40 30 35 45 Dorcas 80 60 40 20 25 15 45 Dart 70 65 20 60 20 15 35 Canas 70 45 40 35 25 45 25 Bartre 85 50 35 40 30 25 30 Athos 0 0 0 0 0 0 0 +-----------------------------------------------------------------------------+ |--------------------------------IX. Secrets----------------------------------+ +-----------------------------------------------------------------------------+ --------------------------------------------------------------------------- a. Unlockables. . . . . . . . . . . . . . . . . . . . . . . . . . . (IXa.) --------------------------------------------------------------------------- Upon finishing the game, the following things will be unlocked: ================ =BATTLE HISTORY= ================ The ranks you obtain throughout the game are recorded and at the end you can view them in this area. Rankings are stored for all three modes, both normal and hard. ======================= =SUPPORT CONVERSATIONS= ======================= The support conversations you unlock are recorded and you can watch them again at any time you want. Once you get a support conversation for a character, you can also view the list of who their other supports are. ============ =SOUND ROOM= ============ Beat Lyn's Story to get the Sound Room, you can listen to all the music from each level you have played, to get them all you must play every story and get all endings. ============= =HECTOR MODE= ============= Beating the game with Eliwood will unlock Hector Mode. This mode focuses on the same story from Hector's perspective and comes with new levels, new music and an increased difficulty. ============ =HARD MODES= ============ If you finish the game with a character, then you get their hard mode. There are Lyn, Eliwood and Hector Hard modes. - Lyn Hard Mode is simply playing Lyn's mode without the tutorial. Noticeable changes include Sain losing his iron sword, Dorcas losing his iron axe, and Wallace doesn't have to use the knight crest. No increase in difficulty. - Eliwood Hard Mode has an increase in enemy AI and a decrease in the amount of experience that the characters get from attacks/kills. Maps have different enemies. - Hector Hard Mode is the hardest of all of the modes in this game. On top of the increased AI and decrease in EXP, all enemies get a stat boost of 1-3 points in every stat along with 3-4 points in HP. Maps have different enemies. Keep in mind that these bonuses also apply to enemies that you can recruit (Guy, Raven, Geitz, etc), which makes them especially useful for you in HHM. --------------------------------------------------------------------------- B. Glitches. . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXb.) --------------------------------------------------------------------------- There are a few glitches in this game that you can take advantage of to some pretty cool results. ============================== =Arena abuse via Nini's Grace= ============================== As you (hopefully) know from reading the earlier parts of the FAQ, the arena is a great way to get some XP, at the risk of losing your characters. The enemies are tough and can make quick work of an unprepared character. However, there's a glitch in the programming that allows you to easily get a bunch of characters to level 20 without almost no effort. How, you ask? Simple- Nini's Grace. As you may know, Nini's Grace will boost your character's def and res by a large amount for a single turn. This carries into the arena as well- with Nini's Grace it's pretty easy to win every fight in the arena. Unfortunately, with only 15 uses, that's not enough to level up your characters as much as you want. HERE'S THE GLITCH: A character who has a Nils/Ninian spell cast upon them will retain that spell if they are rescued. HERE'S HOW YOU USE IT: Cast Nini's Grace on a character who hasn't moved yet. Have them go up to the arena and fight. Once they finish the fight, have a unit rescue them. End your turn. On the next turn, drop the character, who will still have Nini's Grace activated. Let Nils/Ninian dance and the character will get to fight in the arena again. Let another character rescue him again (since the one who rescued him last time will have already used their turn) and end your turn again. So here's a setup for you: 1 X 3 2 4 Assume "X" is your character, standing in the arena entrance. Character "1" would be a flying unit like Florina, floating over the arena. Character "2" is another unit who can rescue (mounted units work best, of course). Character "3" was Ninian, and character "4" is a healer. Pick up the character with 1 or 2, drop him off in the middle, get him healed and danced for, fight, and then have the other person rescue him. If you don't have a flying unit, just make sure to move out of the way after rescuing the character so as to not block the way for the next unit to perform the rescue. Takes a bit more time, but still quite doable. Using this glitch you can get any character to level 20/20 in a single mission, if you have the patience. The missions to do this in are Four Fanged Offense (either one) and New Resolve. Battle Preparations doesn't grant enough time. ============= =Mine Glitch= ============= HERE'S THE GLITCH: If you quit the game (either by soft reset or by turning off the power) as an enemy unit steps on a mine, you will gain control of the enemy units. HERE'S HOW YOU USE IT: This glitch is used to make any map that you're playing a piece of cake. To perform this glitch, place a mine in a place that you know an enemy will walk across. During the enemy turn, when the enemy steps on the mine, turn off your game. Turn it back on and resume the chapter. You'll know you did it right if it shows the mine explosion animation again. Once the mine has gone off, all enemies who haven't moved yet will be under your control. The most common reason for using this glitch is to make all of the enemies drop their weapons. No weapons means that they're just fodder for your units. It's an easy way to level up a character who hasn't caught up with the rest of your party yet. Another reason is that you can trade the items between enemies, which means that you can trade items to a character who drops items. I should explain a bit further- when an enemy drops a weapon, it shows up in his inventory, glowing. What the programming says is NOT "this weapon will be dropped." Rather, it says "when this enemy dies, he will drop his weapon." That means that if you trade his weapon for the weapon of another character, he will drop that weapon, instead. This leads us into the ultimate glitch of this game, the Uber Spear. Remember that enemies who are not on the map are not prone to this glitch. That includes reinforcements and enemies covered by fog of war. Keep this in mind before using this- you may be better served to use it later. It also only applies to enemies who HAVEN'T MOVED. If the enemy who stepped on your mine is the last one to move on the enemy's turn, you don't accomplish anything because you won't get to use any of them. ============ =Uber Spear= ============ HERE'S THE GLITCH: You can steal Vaida's spear and benefit from her stats. HERE'S HOW YOU USE IT: As you know, Vaida is gifted with incredible power by Nergal. However, once again the game programming doesn't work that way. Her bonuses are not innate; they are a bonus due to the spear she's holding, much like the bonuses you receive from Armads, Durandel and Forblaze. That means that if another character uses her spear, they'll receive the bonuses, too! Now you just have to figure out how you're going to get it from her... Simple- the Mine Glitch! Using the mine glitch, you will transfer Vaida's spear to the Druid who has a tome that he drops. You'll make him throw his tome away so that he drops her spear instead. Then, it's just a matter of killing him. Simple! Well, sort of. Here's what you need to do: 1) Play through the map. Figure out where the units are going to move. The AI follows set patterns based on where you place your units and based on how strong they are. Pay specific attention to who the first units are to move on each turn (you'll want to use the mine on them), and figure out when the wyverns and Vaida are closest to the Druid. Your goal is to map out exactly on what turn you want to place the mine, and where you need to place it. 2) Start the map and place the mine in a place where that early-acting unit will move onto it (bottlenecks, or something similar). 3) Fly Vaida down to the druid and trade with him. Drop his luna, and for added fun drop the lance of every wyvern too. 4) If you're in Hector's mode, Vaida is WAY too far away to get to the luna druid in a single turn. So instead, fly as far to the left as you can and trade with a wyvern. That wyvern should move and then trade with another wyvern. Plan it out so that a wyvern will be able to at least get into the druid's range of movement, and then let the druid come up and take the spear from the wyvern and then drop the luna. The bonuses mean that you can go beyond your stat caps, which means that a pegasus knight is GUARANTEED a doublehit on anyone with that ridiculous speed boost. --------------------------------------------------------------------------- C. RNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXc.) --------------------------------------------------------------------------- This is a bit of a complex manipulation of the game's coding, and using it you can greatly increase your chance of connecting a hit, landing a critical hit and getting your stat bonuses upon leveling up. To begin, let's answer what IS RNG? RNG stands for "Random Number Generator." Basically, the game uses a series of random numbers to calculate every attack you make and every level up you get. The game selects a number from 0-99, and the number it selects determines how everything plays out. Ever notice how if you restart a level and make the same moves, you always do the same damage? That's because the RNG in this game creates a list of thousands of random numbers that it uses. If you reset the chapter, those same random numbers are reused, which means that (logically) if you were to manipulate these random numbers, you could insure that every attack you made hit, and more importantly you could make every level up a great one. So, how does this work? The simple answer is that it's not easy. Part of the problem is that the game saves after every move you make. I'm sure you've lost a character, reset the game and resumed the chapter in the hopes of undoing the move, but no... you're stuck watching them die again (so depressing!) So that means that you have try and figure out the random numbers without being able to watch them in action... unless of course you want to replay each mission a thousand times. How are you going to do this? Well, you're going to have to check the random numbers before an action is performed. Thankfully there an easy way to do this. This is kind of hard to do without pictures, so bear with me. When you move a unit in a weird pattern, usually the character's path becomes simplified, right? The game drops your path back down to the quickest path. So what happens if you move your cursor around in a weird pattern, and when the computer resets it, there IS no quickest path? What if there are 2, maybe 3 different paths that are equally quick? For example, if you're using Lyn with her 5 movement: ^X| This diagram is attempting to represent moving the cursor one to the right --- and then down and around the bottom and back up to the left for a total of 5 movement spaces. Moving the cursor up one further will be longer than she is allowed to move, so the game will reset her movement. However, which way will it reset it? Will the cursor go up and to the left, or to the left and then up? To make this happen, the game uses random numbers. If the number is 0-49, the cursor will be up and to the left. If the number is 50-99, the cursor will be left and then up. To attempt to illustrate this point: 0-49 50-99 <- ^ X |X I know, it's hard to picture. The best idea is to have a game in front of you while I'm explaining this. Now, when you do this, the game uses up one of the random numbers in its thousands of numbers that it has sequenced thus far. -------------------- SO HOW DO WE USE IT? -------------------- What you need to do is have a unit whose movement to either the left or right, the top or bottom, and then whatever corner is in between those two completely free (For example, top, left and top-left corner free) of any movement-reduction squares or other units. Another option is to use a flying unit, although keep in mind that you will need to use up 7 movement instead of 5, so you'll simply be taking the complex pattern around your character in a full circle instead of 3/4 of a circle. Grab a pencil and paper (or more easy is to open up Microsoft word if you can manage to play in front of a computer). You're going to spend the next 5 or 6 minutes writing down whether the character goes up and to the left (known as "low" to most) or left and then up (known as "high to most). Get a couple hundred of these written down so that you have a list that looks something like this: H H L L L L H H H H L L L L H H H L H L H L H L L H H H H L L H H L L L L L H for high and L for low, of course. Reset your game without actually moving your character (this is EXTREMELY important- moving your character nulls all your work). You see, you just went through all of those random numbers, but because you didn't move anywhere, the game didn't save anything. By resetting the game, those random numbers will now be reused; if you were to do this again, you would find yourself getting those same numbers again. That means that you know what the random numbers look like for quite some time, now. ----------------------------- HOW DOES THIS HELP IN BATTLE? ----------------------------- Here's how it works: When you enter a battle, the game uses RNs to determine whether or not your attack hits. It uses 2 RNs and then takes the average of the two. If the average is BELOW your hit rate, you'll hit the enemy. IF YOUR ATTACK HITS, the game will use a third RN to determine if the hit was a critical hit. Again, if it's below your critical hit rate, you'll get the critical. So if you get into a battle with an enemy and both of you hit, you'll use 6 RNs- 2 for your attack and 1 for your crit, and then 2 for his attack and 1 for his crit. If he missed, you'd only use 5 because the game wouldn't calculate his crit. So my first 6 letters are "H H L L L L," right? All I've done is narrow down whether or not the RN is above or below 50. I CAN NOT figure out the exact number- this is as accurate as you're gonna get. I go in for an attack, but then I look at the RNs. I don't want two high RNs to calculate my hit rate, do I? I'm using Dart and he's only got a 70% hit rate; I'd probably miss. So I go back to my character who I used to calculate my random numbers, and I do the RN calculation move (if you want to call it that) twice. As a result, I have just used up those first two RNs, which means my hit will now be calculated on two low RNs. If your hit rate is above 50% and you have two low RNs, you will hit every time. Guaranteed. In the same way, if you manipulate the RNs so that you have "L L L" for your attack and you've got 50% crit, you will get a critical hit, guaranteed. If your rate is below 50%, having a low RN will double your chances of that hit or critical hit. After all, a 30% chance is out of 100. If you know it's only 50 numbers, then it's 30/50, or a 60% chance. Basically, you can knock out RNs until you've got the 6-9 RNs you want for the battle, effectively guaranteeing that you will always hit and oftentimes making the chance of a critical hit extremely high. You can use that against a boss, too- make sure his counterattack will miss. ------------------------- WHAT ABOUT LEVELING UP??? ------------------------- The concept of leveling up is simple- executing it is not so simple. Characters have growth rates in each stat similar to the way that they have a hit rate- 40% growth, 60% growth, etc. The game uses one RN for each stat in this order: HP, strength, skill, speed, defense, resistance, and luck. Simple enough- just get 7 low RNs in a row to help boost your chance of leveling up a stat. But it gets tricky; not only do you need several "L" RNs in a row, but you need a set of at least 3 (and probably more) RNs in front of it. Why, you ask? Simple- you have to do battle before you can get EXP to level up! (Healers can ignore this- just find your 7 RNs and be done). So now you need your 7 good RNs plus you need a set of RNs that will allow you to get the hit on the enemy, possibly twice, and maybe even needing you to make sure and dodge the attack. There's really nothing more frustrating than missing an attack you thought you weren't going to and having all of the RNs thrown off right before you level up. OR, worse still, you don't get as much EXP as you thought you would and so you DON'T level up. Those RNs that you just lined up for a level up will be wasted in the next attack. So you have to be precise. Going for 7 low RNs is tough and not recommended. Here's the thing: if the character's growth in a stat is above 50% (Most people's HP is, for example), even a high RN could give you a level up. On the other hand, if it's under 50, a high RN will NEVER yield a point up in that stat. Pick which stats matter most and look for low RNs for those stats. I usually shoot for 5 low RNs, and usually 3-4 of them actually work to level up a stat (this isn't an exact science, unfortunately). If you really want to try and use this on the enemy's turn (not recommended for ANYTHING except bosses), know that at the beginning of the enemy phase, 1 RN is used. Don't ask about how to do this in the arena- we don't know how. +-----------------------------------------------------------------------------+ |--------------------------------X. FAQ---------------------------------------+ +-----------------------------------------------------------------------------+ Q. Are Roy and Marth in this game? A. Roy makes a brief cameo in the end. Q. Why do you not reccomend prepromotes? A. Prepromotes don't have as much room to grow, they have preset stats (which are usually lower than ones if you trained a unit to that level) and many consider them a soft option. Some of them are good however, and can make good replacements if you stop training or kill a unit off. Q. How do I revive a unit? A. You can't! If one dies, you have to restart if you want them back. The only exception is Merlinus, he will survive but he won't gain a level. Q. I used up the Mani Katti or another special weapon, can I get it back? A. You can get another Wolf Beil (in Hector's quest) or Rapier (in Eliwood's). The only way to get another Mani Katti is to use it all up in Lyn's story and then play Eliwood or Hector's story. When she rejoins you will get another one. Q. Is there any way to repair weapons? A. Yes, the Hammerne staff can repair weapons to their full durability but this is not wise to use it on just any old weapon because you have THREE uses. I recommend using it on the Lord's special weapons. Q. What the hay are Afa's Drops? A. They boost your growth rates by %5 each, that means that they will have a 5% greater change of increasing that stat when they level up. Q. Why would I want to promote my thief into an assassin? A. There are two positives, one neutral and one negative to doing this. The first positive is that they will gain the ability to one hit kill enemies that you land a critical hit on. The second positive is the stat boosts. The neutral is that they can still use lockpicks, and the negative is that they can't steal from enemies anymore. Q. What are the weapon triangles? A. Weapon triangles show what type of weapons are better against other types of weapons. For instance, Swords beat Axes but are weak against lances, Axes beat lances but are weak against swords and Lances beat swords but are weak against Axes. Q. But what does that do? A. It increases the chance of a hit, increases damage and increases the chance you avoid the attack. It works the same way as magic. Got another question? Email Kirbix or TripleJump at the emails above. +-----------------------------------------------------------------------------+ |--------------------------------XI. Credits----------------------------------+ +-----------------------------------------------------------------------------+ Okay, well we'd like to thank a few sources for information, inspiration and helping us through our games the first time around. - Prima Games Fire Emblem guide - Nintendo Power Fire Emblem Player's Guide - Dark Koji's Character guide, for providing me with visuals of stats to use in my ratings - Various guides, for minor confirmations and corrections I found wrong in my work. - http://www.rpgdl.com/FE.php for their comprehensive list of stat growths and supports. - http://uk.faqs.ign.com/articles/520/520430p1.html is the #1 source given for explanation of RNG TripleJump would also like to thank: - A special thanks to all my FAQing models, who have inspired me over the years. This includes Lethallink99, A L E X, Super_Slash, PeTeRL90, Crazyreyn and Devin Morgan. The biggest model being Kirby021591, thank you guys! - Especially Kirbix, for helping me to finish and gather motivation to do my first co-authored file of all time! Kirbix would like to thank: - TripleJump (of course) for working on such a monumental coauthored work with me. - The Fire Emblem message board on GameFAQs, where I learned more than I ever could from any guide about this game. - CjayC for his website. I know he's gone, but I still thank him for what he did in creating this website. - The readers. The fact that we're starred now means we must have done something right, but we'd never know that if you didn't give your feedback. +-----------------------------------------------------------------------------+ |---------------------------------XII. Closing--------------------------------+ +-----------------------------------------------------------------------------+ TripleJump Closing: Thank you all very much for reading our awesome guide for Fire Emblem, I hope it helped you in your ultimate quest of slaying Nergal and the Dragon. If you have a question, contact me at triplejumpfaqs[at]gmail[dot]com. PLEASE read ALL of the guide before contacting me with a question. This document is Copyright (c) 2007 TripleJump. It cannot be reproduced, sold or otherwise distributed without advance written permission. Sites that have my permission to use the FAQ is GameFAQs, maybe more (I need my co-author's permission before placing it anywhere else.) Any other sites must ask me to use it. If you see it on another site, please contact me. To see all of my written works, please visit my contributor profile. You can see it at http://www.gamefaqs.com/features/recognition/38449.html. Don't complain about it. I know some of my files lack completetion, but that's my problem. Not yours. Okay? Good. Closing from Kirbix: So it only took me a year after this FAQ was posted to come back and write this. What can I say, I wrote this over the summer, went back to college, and now that I'm at summer again I'm finding the time. Thanks for reading; I hope you got the answers to the questions you had by reading this. If you didn't, let me know. Email me- [email protected]. If it's really not in here, I'll answer your question and then make sure to try and add it to the FAQ some time in the future. I remain active in the Fire Emblem community online, so I'm pretty sure that if I don't know the answer, I'll be able to find out. And of course, my copyright disclaimer: This is property of KIRBIX (Sean D'Hoostelaere). This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. In plain English, this means that it is against the law for you to copy this guide. If you want to print it out, that's fine, but I do not permit its use anywhere on the web or for it to be used for anything profitable. +-----------------------------------------------------------------------------+ |--------------------------------XIII. Version History------------------------+ +-----------------------------------------------------------------------------+ April 23rd, 2008 Updater: Kirbix Version: 1.0 Size: 492K My first update. The FAQ is finally finished! We'll flesh it out if we have to. Otherwise, this thing is DONE. April 15th, 2008 Updater: TripleJump Version: 0.9 Size: 466K Well, it appears he isn't going to finish it. Anyway, I've changed my email, so remember that as you contact me there. September 5th, 2007 Updater: TripleJump Version: 0.9 Size: 466K Notes: I'm not sure if Kirbix is going to finish the last bit, but that's not what this update is about. I'd like to thank our readers, for reccomending this guide to other users, thereby giving it a "star" status. Thank you so much! September 4th, 2007 Updater: TripleJump Version: 0.9 Size: 466K Notes: Well, I'm back to school now. I noticed a big error I made where the Hector search codes were wrong. It's all fixed now! September 3rd, 2007 Updater: TripleJump Version: 0.9 Size: 466K Notes: Well, I'm lucky I got my part done before school started up. I finished all the items that were my part, and I'm waiting for Kirbix to get some time off of work to come and finish his bits (just the secrets section and strategy #2. After a few months hard work we finished this masterpiece and I submitted it on this day. The important thing is that we have a complete walkthrough which is all you really need. Probably about 480K+ when Kirbix completes his part. Copyright � 2008