____ /\ _`\ __ \ \ \L\_\/\_\ _ __ __ \ \ _\/\/\ \/\`'__\/'__`\ \ \ \/ \ \ \ \ \//\ __/ \ \_\ \ \_\ \_\\ \____\ \/_/ \/_/\/_/ \/____/ ____ __ ___ /\ _`\ /\ \ /\_ \ \ \ \L\_\ ___ ___\ \ \____\//\ \ __ ___ ___ \ \ _\L /' __` __`\ \ '__`\ \ \ \ /'__`\/' __` __`\ \ \ \L\ \/\ \/\ \/\ \ \ \L\ \ \_\ \_/\ __//\ \/\ \/\ \ \ \____/\ \_\ \_\ \_\ \_,__/ /\____\ \____\ \_\ \_\ \_\ \/___/ \/_/\/_/\/_/\/___/ \/____/\/____/\/_/\/_/\/_/ ____ __ __ ___ /\ _`\ /\ \__/\ \ /'___\ \ \ \L\ \ __ \ \ ,_\ \ \___ ___ /\ \__/ \ \ ,__/'__`\ \ \ \/\ \ _ `\ / __`\ \ ,__\ \ \ \/\ \L\.\_\ \ \_\ \ \ \ \ /\ \L\ \ \ \_/ \ \_\ \__/.\_\\ \__\\ \_\ \_\ \ \____/\ \_\ \/_/\/__/\/_/ \/__/ \/_/\/_/ \/___/ \/_/ ____ __ /\ _`\ /\ \ __ \ \ \L\ \ __ \_\ \/\_\ __ ___ ___ __ \ \ , / /'__`\ /'_` \/\ \ /'__`\ /' _ `\ /'___\ /'__`\ \ \ \\ \ /\ \L\.\_/\ \L\ \ \ \/\ \L\.\_/\ \/\ \/\ \__//\ __/ \ \_\ \_\ \__/.\_\ \___,_\ \_\ \__/.\_\ \_\ \_\ \____\ \____\ \/_/\/ /\/__/\/_/\/__,_ /\/_/\/__/\/_/\/_/\/_/\/____/\/____/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ FAQ/Walkthrough By Marth9 Copyright 2006 Marth9 File Size: 101 KB ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Notice: This FAQ cannot be posted on any other site without my permission. Before posting this FAQ on any other site, please contact me via e-mail before use. I will gladly accept in most cases. Also, do not steal this FAQ and claim it as your own work. If you wish this FAQ to be on your site, please e-mail me at [email protected]. Currently the only sites allowed using this FAQ are www.gamefaqs.com, www.gamespot.com, www.gameslander.com www.supercheats.com and www.aol.com. Also, this is my first FAQ that got accepted. So don't expect a super FAQ here. This guide contains barely any spoilers, and if so, they are very little ones. (However there may be huge spoilers, so I will warn you) ~~~~~~~~~~~~~~~ Table Of Contents ~~~~~~~~~~~~~~~ If you don't want to scroll through the guide, press ctrl+f to open up the search option, and then type in the code beside the the section that you want to go to. 1. How to play Fire Emblem: Path of Radiance........[fepor] ........A. Controls........[ctr] ........B. Characters ........[chtrs] ........C. Game Difficulties........[gdiff] ........D. How to play........[htp] ........E. Leveling up........[lvup] ........F. Promoting........ [pmote] 2. The FAQ/Walkthrough........[faqwa] ........A. Prologue: Mercenaries........[pmrcn] ........B. Chapter 1: The Battle Begins........[1tbb] ........C. Chapter 2: Rescue........[2res] ........D. Chapter 3: Pirates Aground........[3pag] ........E. Chapter 4: Roadside Battle [4rba] ........F. Chapter 5: Flight!.........[5flig] ........G. Chapter 6: A Brief Diversion........[6abd] ........H. Chapter 7: Shades Of Evil........[7soe] ........I: Chapter 8: Despair And Hope........[8dah] ........J: Chapter 9: Gallia........[9gall] ........K: Chapter 10: Prisoner Release........[10pr] ........L. Chapter 11: Blood Runs Red........[11brr] ........M. Chapter 12: A Strange Land.........[12sl] ........N. Chapter 13: A Guiding Wind........[13gw] ........O. Chapter 14: Training........[14tra] ........P. Chapter 15: The Ferial Frontier........[15ff] ........Q. Chapter 16: The Atonement........[16tat] ........R. Chapter 17: Day Breaks ........R1. Battle 1........[batl1] ........R2. Battle 2........[batl2] ........R3: Battle 3........[batl3] ........R4: Battle 4........[batl4] ........S. Chapter 18: Crimea Marches.........[18crm] ........T. Chapter 19: Entrusted........[19etrs] ........U. Chapter 20: Defending Talrega.........[20det] ........V. Chapter 21: Without a King........[21wak] ........W. Chapter 22: Solo.........[22solo] ........X. Chapter 23: The Great Bridge........[23gb] ........Y. Chapter 24: Battle Reunion........[24brion] ........Z. Chapter 25: Strange Lands........[25srlnd] ........AA. Chapter 26: Clash!.........[26clsh!] ........BB. Chapter 27: Moment of Fate.........[27mofat] ........BB1. Black Knight Battle........[BKbtl] ........CC. Chapter 28: Twisted Tower........[28twtow] ........DD. Endgame: Repatration........[Endgm: rpt] ........EE. Trial Map 1: Hillside Battle ........FF. Trial Map 2: Lonely Isle ........GG. Trial Map 3: Strange turn ........HH. Trial Map 4: Desperation ........II. Trial Map 5: Escape ........JJ. Trial Map 6: Trapped ***GUIDE INCOMPLETE, THE REST IS COMING SOON!*** 3. FAQ and Other Stuff........[Faqos] ........A. FAQ ........[fraq] ........B. Classes.....[clses] ........C. Skills.........[skils] ........D. Items.........[itms] .........E. Changes from other FE7/FE8.........[CngeFE] .........F. Version Information........[veinfo] .........G.Credits........[credi] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1. How to play Fire Emblem: Path of Radiance [fepor] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Fire Emblem: Path of Radiance, just like all other Fire Emblem games, is a strategy game usually based on fighting. Fire Emblem: Path of Radiance uses a unique battle style. This battle style has been used in all Fire Emblem games ever made. It suggests on moving your character to a certain area, and if a foe is nearby you can attack them. Once their HP is at 0, they die. And if your unit reaches 0HP, that is it for them. They die, and they won't come back for the rest of the game (unless you restart your game). Like the back of the game case says, "Customize your units with combat skills, but guide them carefully -if they fall they're gone forever!" ~~~~~~~~~~~~~~~~~ A. Controls [ctr] ~~~~~~~~~~~~~~~~~ Control stick/Control pad= move cursor/select items/move units/scroll through messages. A button= Start game/confirm menu selections/scroll through messages/select units B button= Cancel selection/return to previous screen X button= Move cursor to units that have not done an action yet. Y button= Display the status screen Z button= Display the map menu/ display previous conversations R button= Remove displays on the map screen L button= Zoom in and out C stick= Change the camera angle. Start button= Start the game/display status screen/skip demo videos Tip: To reset the game (like when one of your units dies) without going to the gamecube and pressing the reset button, just hold down the X button, B button and Start button at the same time for about 3 seconds. The game will reset itself. Very useful in my opinion. ~~~~~~~~~~~~~~~~~ B. Characters [chtrs] ~~~~~~~~~~~~~~~~~ Name: Ike Classes: Ranger/Lord Story: Ike is the son of Greil, and the brother of Mist. He wants to be a mercenary, and one day surpass his father and take over the company. Even though he is very young and inexperienced, he is still willing to fight and help Greil and his troops. Other notes: Even though he might start out a little weak, after you start to get him going he starts to get real powerful. Of course; Ike is the lord in this Fire Emblem game, and in my opinion, the best lord in any Fire Emblem game. After he promotes, give him a good weapon, and he should kill enemies in 1-2 hits. And i'm not kidding. And if Ike dies, its game over for you, so be careful with him. Name: Boyd Classes: Fighter/Warrior Story: Boyd is the second oldest of the 3 brothers. He really does not really Are how the odds are on the battlefield; as long as there is an enemy on the battlefield, he is ready to fight. Other notes: Boyd is the only Fighter/Warrior in the game that you can get, and just like Ike, he is weak at the start, but if you get him to around level 10, he starts to become a powerhouse. And once he promotes, he kills things in one hit most of the time. So make sure he does not die. Name: Oscar Classes: Lance Knight/Paladin Story: Oscar is the oldest of the three brothers, and a fierce warrior. He almost never loses his temper, and he is a very easy-going. Other notes: Once you get Oscar to a high enough level (around level 15) he starts to kill everything in sight. And once he promotes, he is one of the best paladins in the game. Give him bows so he can do the triangle attack with Boyd and Rolf after chapter 19. Name: Titania Classes: Paladin Story: Deputy Commander of the Greil Mercenaries, and a powerful paladin. She has an unknown past, other than her service as a knight for Crimea. Other notes: Sure, Titania is one of the best units through the first half of the game, but remember; Titania is an already promoted unit. So don't be focusing on her too much; she will hog all the experience points from your other units. I only use her for a human shield, because of her high defence and HP. Name: Rhys Classes: Priest/Bishop Other notes: Rhys is your only healer for the first few chapters, and I suggest you use him. Just be careful, he has low defence and HP, and no weapon when he is a priest. But once he promotes to a bishop; he will be able to use light magic, which is sweet. Keep him out of battles, as it only takes a couple hits before Rhys is down. Name: Soren Classes: Mage/Sage Other notes: Just like every other character, Soren starts out as a weak mage, and should be protected just like Rhys. But once he gets past level 10, he starts to kill enemies like a madman. And once he promotes, most enemies don't stand a chance of surviving. But if you want to raise his magic levels, prepare for a nightmare, because the highest I ever got him to is a C in wind and fire. Name: Shinon Classes: Sniper Other notes: Shinon, just like Titania, is an already promoted unit, so don't focus on him too much. He leaves at the end of chapter 7, and he won't come back for a while. Anyway at the beginning of the game, he his a powerful archer. But he is not the One-Hit KO type, so I would only suggest using him to kill weak enemies. He has mosterous growths though, and should end up with great stats, maybe even better than Rolf! He comes back in chapter 18, just have Rolf talk to him and Ike kill him. Name: Gatrie Classes: Knight/General Other notes: Gatrie is another human shield for the first half of the game. Just like Shinion though, he leaves at the end of chapter 7. But I promoted him just before he left. I thought it was a bad idea. But it was not. He actually saved my butt on a few chapters. So unless you have Brom stronger than Gatrie, then I suggest you use Gatrie. Name: Mia Classes: Mymridon/Swordmaster Other notes: After you get her in chapter 7, she may not seem like a powerful unit, but once you get her going, she starts to really rock. Her skill, Vantage, make her always strike first, even if the enemy attacks her. Her skill has saved me alot. So I suggest putting her as one of your best units. Name: Ilyana Classes: Mage/Sage Other notes: You get Ilyana in chapter 8, at level 6. I never used her, never. She is not a very good mage, and Soren is better. Sorry to you Ilyana fans; I just don't find her that useful. Name: Lethe Classes: Cat Tribe Other notes: One of the first laguz units you get in this game, this beorc hater is actually very powerful, even though you get her at level 3. If you keep leveling her up, she becomes very powerful. She transforms right at the beginning of a fight, and she stays like that until around turn 6. Once she turns back into human form, keep her away from that battle. Name: Mordecai Classes: Tiger Tribe Other notes: Mordeicai packs more of a punch than Lethe, even though he starts of at level 2. He is another Laguz unit, and he is real powerful at the beginning that there is almost no need for him to level up. He does not transform until around turn 5, so keep out him out of fights until then. Name: Rolf Classes: Archer/Sniper Other notes: THIS. KID. OWNS. You get him in chapter 9, with Mist. He comes with Rolf's Bow to start. Anyway, once you get him to a decent level, like about level 15 or so, he starts to kick the enemy units ass. But first give him bonus exp. until around level 10. After he promotes, he kills enemys in one or two hits. So I suggest using him after he is trained up. Name: Mist Classes: Cleric/Valkyrie Other notes: Mist joins in chapter 9, and even though she is not a useful as Rolf, she still is good. I don't suggest using her as a cleric, but keep giving her bonus exp until she promotes. As a Valkyrie, she can use a sword, but she is very weak with one. Stick with Rhys as your healer. Make sure she does not die though, because if she does, then you are toast in the BK battle. (Unless you heal Ike with elxiers). Name: Brom Classes: Knight/General Other notes: Brom joins in chapter 10 after you rescue him from prison. He comes at level 8, which is a little behind. He may need some babysitting, but once he promotes, he has the ability to become a great general. I don't use him that often, but the choise is up to you. Name: Kieran Classes: Axe knight/Paladin Other Notes: Oscar's "arch rival" as he calls himself. Since he comes at level 12 after you rescue him from prison, he should be perfect for your party. He comes with gamble, so if you want to activate it, it lowers the chance to hit, but doubles the chance to critical. If has good growths, and he is one of the best paladins in the game. His supports are really funny also. Give him swords when he promotes, bows are okay too if you are not using Astrid, but don't give him lances because you will just have another Titania. Name: Nephenee Classes: Soldier/Halberdier Other notes: Nephenee might need a little training to get started. She comes at level 7 after you rescue her in chapter 10, which is WAY behind. Her weapon level is bad too. So, give her some bonus exp, and an arms scroll, and get her out there. She is the best halberdier in the game, so you cannot miss out on her. Name: Zihark Classes: Myrmidion/Swordmaster Other notes: Zihark comes at level 10 in chapter 11, which is a little behind your party. He comes with a killing edge, which gives him a very good chance to critical. Once you give him some bonus exp, he starts to kill things like mad. When he promotes, he has good growths, and has the potential to become the best swordmaster in the game. Name: Jill Classes: Wyvern Rider/Wyvern Lord Other notes: Jill Fizzart is a Daein wyvern rider, trying to make her father prowd by capturng the Greil Mercenaries. She comes at level 8 wyvern rider in chapter 12, which is behind your party. But her defence makes up for that, and she also comes with a Laguzguard, decreasing attacks from Laguz. Give her a seraph robe, and she will become a great unit if you train her. Just be careful of those bow users and wind magic. Name: Sothe Classes: Thief Other notes: He can't promote. He sucks so don't use him. End of Story. Goodbye. Seroiusly though, his skill blossom, even though it enchances his growths when he levels up, that still does'nt matter much. His skill also lowers the exp he gets, so he gains exp like a Jeigan. Even though he may pick locks for free, he still sucks. Don't ever use him unless you are on the Ike/Sothe Hard Mode solo. Name: Astrid Classes: Bow knight/Paladin Other notes: Astrid comes in chapter 13 as a level 1 bow knight. That's way behind your party, but with her skill paragon, it doubles the exp she gains. Still, it may take a while for her to catch up with the rest of the group. Once she becomes a Paladin, give her axes. Name: Makalov Classes: Sword knight/Paladin Other notes: Yet another cavalier. Despite him being the ugliest unit in the game, he can become a great paladin. People avoid him because him comes at a low level, has crappy stats and a useless skill, and also him being ugly. But he can become a great unit if you take the time to train him. If you do promote him however, give him anything you like. He comes in chapter 14. Name: Stefan Classes: Swordmaster Other notes: Another pre-promote. Still, he is a awsome unit if you are on easy or normal. He comes with a S in swords, the Vague Katti, and at level 8. Not to forget the Astra skill, which allows him to strike five times at half damage but with a chance to critical. You can also get an Occult from him. But he has horrible luck, and that can be a problem, especially in hard mode. He comes in chapter 15. Name: Devdan Classes: Halberdier Other notes: This guy gets mocked on the boards alot and people think he is the greatest thing ever because he is the first black man in any FE game. In other words, this guy starts out as a level 4 halberdier and is not that good. His caps and growths arn't that super either, so I suggest you just ditch this guy. Name: Tanith Classes: FalconKnight Other notes: Meh, in my opinion she is above average. She comes at level 10 with a sonic sword and good enough magic to wield it. If you trained Marcia, then give the sonic sword to mist and ditch Tanith. But she has the reinforce skill, which brings in a couple pegasus knights to the battlefield as your allies. They dodge like crazy! She turns out pretty good too! It's your choice whether or not to use her. Name: Reyson Classes: Heron Other notes: Remember the Bard and Dancer classes from FE7/FE8? Yeah, well this heron class is the same thing. With Reysons chant ability, your units can move again. After a few turns, he transforms into a heron (heh) and he can make not one, not two, not three but 4 ally units move again after their turn was over. He also has the blessing skill, when a unit is standing right beside Reyson, their HP is restored. For more info on the "Chant" ability, check in the "How to Play" section. Name: Janaff Classes: Hawk Other notes: *Yawn* Usually, im not that big of a Laguz fan. His skill gives him 20% more hit though, but I have never used him (Unless you count chapter 19). G ahead and use him if you want. Name: Ulki Classes: Hawk Other notes: Same as Janaff, just his skill gives 20% avoid. Name: Calill Classes: Sage Other notes: You can recruit Calill in chapter 20 in the info section of the base. Just select the 3-star conversation with "woman" and accept her offer. She comes with Meteor and an Elthunder, and the ability to use knives. Her magic levels are pretty high (Her Fire,Wind and Thunder are a level B) so she can use spells like Bolganone and Tornado soon. The only downside to her is that she uses knives -_-. *****MORE CHARACTER INFORMATION COMING SOON!!!***** ~~~~~~~~~~~~~~~~~~~~~~ C. Game Difficulties [gdiff] ~~~~~~~~~~~~~~~~~~~~~~ In Fire Emblem: Path of Radiance, there are 3 difficulties that you can play on. They are Easy, Normal and Hard. Easy is for first time Fire Emblem players, although sometimes professional Fire Emblem players play on this level. The Normal level is for people that have played any other Fire Emblem game or strategy RPG, and that is the mode I am playing on right now. And the hard mode is for Fire Emblem players that really want a challenge. So if you are a first-timer to any Fire Emblem game, I suggest trying easy. If you have played Fire Emblem before but are not very good at it to sort of good at it, then I suggest normal mode. If you want a real challenge and are a very good Fire Emblem player then I suggest hard mode. But don't complain to me if hard mode is... well, too hard for you. Easy gives out more exp and bonus exp, and you can use the tutorials. Normal is the same ~~~~~~~~~~~~~~~~~~ D. How to Play [htp] ~~~~~~~~~~~~~~~~~~ Fire Emblem: Path of Radiance uses a special battle sequence. For example: X O Your unit=O Enemy Unit=X Now, watch when you command your unit to move right in front of the enemy. X O You can now attack him if you have either an axe, lance, sword or spells. Press the attack option on the menu near the right. Then a screen will show showing the both the enemy and the units stats. It also shows the weapons that both your unit and your enemy are using. If there is a arrow that is green and pointing up beside your weapon then that means that your weapon beats the other weapon at the weapon triangle, while if it is red and pointing down then your foe beats your weapon at the weapon triangle. So, what is the weapon triangle? It goes like this: Lances Axes Swords So, lances beat swords, swords beat axes and axes beat lances. It's that simple. Now press the A button to go to the 3D battle screen, and watch what you and your enemy does. Remember though, if your enemy reaches 0HP then he/she dies, but if your unit gets to 0HP then he/she dies and won't come back for the rest of the game. That is why there is resetting. There are all kinds of different weapons. The most common weapon is iron, but as you get farther into the game, you can get steel, and even silver weapons! Now, about magic, magic is ranged, so you can attack from a distance. Only mages, sages and bishops can do magic. There are four kinds of magic, fire, wind, thunder and light. And just like weapons, they have their own triangle. The magic triangle goes like this: Thunder Light Wind Fire Now, thunder beats fire, fire beats wind, and wind beats thunder. Light magic does not affect the triangle, and if you attack with light magic, it does not have a weakness point or a power point. That is all you need to know about magic. Ranging, just like magic, is ranged, so you can also attack from a distance. There is no ranging triangle, but there are all kinds of ranging weapons. One of them is bow and arrows of course, and javelins and hand axes. Javelins and hand axes work like normal axes and lances when in normal range of an enemy foe, while arrows only work when you are at least 1 square away from your enemy. Example: X O Your unit=O Enemy unit=X Now you can pelt your enemy units with arrows and not get hurt (unless the enemy unit has magic, hand axe, javelin or another bow and arrow.) That's not all though, there are also staves to heal your units. Some staffs have more than a 1 square radius. The physhic staff, for example, can heal units from a distance. There are also status staffs too, like the sleep staff, which puts enemies to sleep for a few turns. If you get put to sleep, use a restore staff. Before you can use a certain weapon/tome, you must have the certain level to wield it. An example is if you have a B rank in axes, you cannot use a silver axe because the silver axe is an A rank axe. This can easily be fixed with an arms scroll, or just keep using axes until your axe rank is A. Special options like the "Steal" ability can only be used by certain classes. Only thiefs and assassins can steal items. But they must have a higher speed and have a higher str than the item. You cannot steal equiped items. An example of stealing: O X O=Your thief X=Enemy unit Move your thief towards the enemy and select "Steal" O X ========== |Attack | |Steal | |Items | |Wait | ========== After you select the steal option this window will pop up: =========================== |EnemyPortait Lv.13 | | Bishop | =========================== |[](e) Shine 30/30 | |/ Physic 15/15 | | | | | | | | | | | | | =========================== |() Vulnerary 3/3 | | | | | | | =========================== Lets say you steal the physic. As soon as you done that, you will get a message saying "You stole a physic". Rescue your thief with a mounted unit. Horray! You stole something! Your thief gains 10 exp after that. The status screen shows you info about that unit. There are three pages that tell you about the unit. Lets look at them shall we? Page 1: ======(......IKE......)================================= |.Sp Lord PICTURE Mv 7 Wt 13 | |.ri Lv 20 EXP --- PICTURE Trv | |..t HP 60/60 PICTURE Cd | |..e | ======================================================== |Personal Data Sp 26* |/(E)Ragnell | | Str 26* Luk 21 |/ Runesword 15/15 | | Mag 11 Def 21+5 | | | Skl 27* Res 14 | | |===========================|=========================== |Atk 44 Hit 158 Avo 74 |() Elixir 3/3 | | | | |Crit 18 Ddg 15 Rng 1-2 | | | | | |Effect | | |======================================================= Yeah, the usual stuff. What items a character has, theirs stats blah blah blah. Trv means if a rescued unit is with this unit. It will list the name of the rescued unit here. Cd means if the unit has a status effect. If the unit is asleep, then it will show how many turns are left before this unit wakes up. Page 2: ======(......IKE......)================================= |.Sp Lord PICTURE Mv 7 Wt 13 | |.ri Lv 20 EXP --- PICTURE Trv | |..t HP 60/60 PICTURE Cd | |..e | ======================================================== |Build |Type |Skill | | 12 |/\ Beorc |Soldier | | | | | | | |***************** Citizen | | | |* Capacity */\Aether | ===========================* 20/25 *\/ | |Weapon Level |* ++++++++++ * | | |* + + * | |[/] S* |* + O + * | | |* + + * | | |* ++++++ * | | |* * | |==========================*****************============ Weapon level means what weapons you can use. Since Ike has an S in swords, he can use every sword, but he cannot use lances, bows or axes. He has the skill aether, which is a combiation of sol and luna. That took 20 capacity out of his capacity bar, so he only has room for one more minor skill, like miricle. Now, the last page! Page 3: ======(......IKE......)================================= |.Sp Lord PICTURE Mv 7 Wt 13 | |.ri Lv 20 EXP --- PICTURE Trv | |..t HP 60/60 PICTURE Cd | |..e | ======================================================== |Attribute Earth [\/] |Bonus Atk 0 Def 0 | ================================ | |Biorhythm | Hit 0 Avo 0 | | |======================== | |Dark [,] Soren A*| |------------------------------|Wind [(] Ranulf B | |------------------------------| | |--------------O---------------| | |------------------------------| | |------------------------------| | | | | |=============================== | |Order: -- | | |======================================================= Ike's Biorhythm is at average right now. He does not preform bad or good because he is not under the key line. You don't see any difference, so it is useless. Ike has an A support with Soren and a B support with Ranulf. When he is beside that unit, he gains a bonus boost. So if he was right neside Soren right now, he would get a good bonus boost in attack and avoid because thats what the Dark affinity boosts. Ike's attribute is Earth, so Soren gets a big boost in avoid. There are many skills that can be activated just by choosing them. One of these skills is the chant skill, Canto. This skill can only be used by Reyson. You can restore 4 units that have already done their turn. Here is an example: R O R= Reyson O= Your unit Select chant and they can move again. To make up to four units move again, Reyson must be in heron form. He usually transforms around turn 4-6. The in-game tutorial provides more information such as visiting, skills etc. so I suggest using it. ~~~~~~~~~~~~~~~~~~~ E. Leveling Up [lvup] ~~~~~~~~~~~~~~~~~~~ Leveling your units up is an important part of FE: PoR, so you can have an effective team. Every time a unit kills an enemy unit he/she gains a certain amount of exp. points. Once that unit reaches 100 exp, he/she gains a level. Units then get a little bit of a stat boost. Their strength, defence and such will grow bigger as the units level grows. Your unit will get stronger. I suggest you level up a fair amount of your team, not just one or two units or every single unit. It is random though what stats go up. The game uses a system called the RNG (Random number generator). It decides whether you hit or not, if the enemy criticals, if your skill activates etc. If you gain: 0 stats: Congrats, you just got RNG screwed. 1 stat: Pretty bad 2 stats: Poor 3 stats: Below average 4 stats: Average 5 stats: Above average 6 stats: Great 7 stats: Amazing 8 stats: What everybody wants. This happens very rarely. When one of your unit hits level 21, your character should promote. However, not all characters promote at level 21 or don't promote at all. Read the next section for more information. ~~~~~~~~~~~~~~~~~~ F. Promoting [pmote] ~~~~~~~~~~~~~~~~~~ When your character hits level 21, he/she should promote. Units can only promote once, so don't go and try to promote an already promoted unit. But some units don't promote until a special task is done or maybe the unit cannot promote at all! Here are some examples: Ike will not promote to lord until chapter 17 is completed Volke will not promote to assassin until chapter 19 is completed Sothe will never promote. Already promoted units (Titania, for example) cannot promote anymore due to them already promoting. You get a promotion bonus when you promote. All stats except for luck go up. A (sort of) useful item is the master seal, which allows any unit that has not promoted yet and is over level 10 to promote. This does not work with story promoted characters (like Ike and Volke.) But it is not suggested, as Fire Emblem is a game of stats, not levels, so your character will miss out on alot of stat ups (and thats BAD). ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2. The FAQ/Walkthrough........[faqwa] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Note: This walkthrough is designed for easy and normal mode. But some hard mode help will be given on some chapters too. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ A. Prologue: Mercenaries [pmrcn] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike (1) New units: Ike (Level 1, ranger) Chapter Difficulty: VERY EASY Greil sees that Ike has woken up, so Greil comes and asks him to spar with him again. Then Boyd comes along, and Greil asks him to spare with Ike. Boyd agrees. Now, you finally get to play. Move towards Boyd, and then on the next turn, go right by him a select attack. After you are done attacking him, he won't strike back on his turn, so attack him again, and that should finish him off. Now Greil asks Ike to fight with him. But before you can, Mist gives you a vulnerary. This potion heals 10HP of your units health. Anyway, before Greil attacks you, you should drink it. Now you are fully healed, and Greil will come and attack you. He will attack you, and you will attack back. Keep attacking him until he loses all his HP. If you did not miss any strikes on him, he should have 0HP, while you have around 2HP. Now Greil, Ike, Mist and Boyd start to talk for a while. After they are done, the prologue is over. Now that was really easy! Save your game if you want to. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ B. Chapter 1: The Battle Begins [1tbb] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Titania, Boyd and Oscar New units: Titania (Level 1, Paladin) Boyd (Level 2, Fighter) Oscar (Level 3, Lance Knight.) Mission: Seize Chapter Difficulty: Easy This is really easy. There are only a few bandits on the battlefield, so this map should be cleared in a few turns. When the battle starts, send Ike toward the house north of him and visit it. You will recieve a steel sword. Yay. Anyway, Ike is done, so move Titania towards one of the nearby bandits. She should do some great damage to the bandit. Let Oscar and Boyd take the other bandit and he should die. It's time for the enemy phase. The lead bandit will notice that your units have arrived. He will talk to one of his bandits, and the bandit will burn a nearby house down! Oh well, there is no chance of any of your units getting to that house by then end of turn 1 anyway. Now the bandit you attacked with Titania will attack back. Titania will survive, but when Titania attacks back, the bandit should die. One of the other bandits should now attack Oscar or Boyd. When one of them attacks back though, it should hurt the attacking bandit really bad. Now it's your turn. Move Oscar towards the house with the door open nearby. Visit it, and get a speedwing. Anyway, move Titania up a bit, and the same for Boyd and Ike. Keep repeating and kill all the bandits and move all your units towards the boss. Before attacking the boss though, make sure all the other bandits are dead. At least one or two of your units should have increased a level. Now, on to the boss. The boss is really easy actually. When you get there, make Titania and Oscar weaken him, and then let Ike finish him off. Not too hard. However, if Ike cannot reach the boss in time, then the boss will heal himself. Again, just let Oscar weaken him and let Ike finish him off. Horray, you just beat your first mission! Everyone will talk about how good the mission was and if Ike is okay. That is it. Save your game if you need to. ~~~~~~~~~~~~~~~~~~~~~ C. Chapter 2: Rescue [2res] ~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Oscar, Boyd and Rhys (Titania) New Units: Rhys (Level 4, priest) Mission: Defeat Boss Chapter Difficulty: Easy Rhys does not have a weapon, and has really low defence. So protect him good, since he is your only healer for the first part of the game. Anyway start off by moving Oscar up to the bandit north of of him and start to attack him. He should be weak enough for Ike to finish him off. Move Ike up where Oscar is and kill the bandit. Move Boyd a little bit towards the right, and move Rhys down. End your turn. Now a bandit should attack Boyd. Boyd will attack back, doing good damage. For bandits will move. Your turn. Move Oscar to around where Boyd is and move Ike the same way also. Move Rhys a couple squares, but not much. Let Boyd finish the bandit that attacked you last turn off. Now let Oscar attack another bandit and move Ike closer towards the bandits so he can finish them off. Move Rhys a couple squares again. If your units are hurt, heal them with a vulnerary or use Rhys. Keep reapeating until Titania comes. After that, it should be real simple. Keep killing bandits, use Oscar, Boyd and Titania to weaken the bandits, and let Ike finish them off. When Titania gets near the boss, the boss will attack her. Titania should hurt him good. Make sure Ike is nearby, and let him finish the boss off. You don't need to do anything else; as soon as you defeat the boss the chapter is over. Save if you wish. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ D. Chapter 3: Pirates Aground [3pag] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Titania, Shinon and Gatrie New units: Shinion (Level 1 sniper) Gatrie (Level 9 Knight) Mission: Defeat Boss Chapter Difficulty: Easy Before you start the battle, you will be introduced to the pre-battle option screen. You can fiddle around with it so you can reposition your units, and save your game. Anyway, Start off by moving Titania to the east house, and then visiting it. The man is there will give you a elxir. Move Ike a little bit north, and let Shinon and Gatrie take the west side. If one of your units are close enough to a pirate, then kill the pirate. Keep moving up until you reach the ship. On your way up, a pegasus knight named Marcia will come. She argues with the pirates for a bit, and then takes a spot on the ship. Pirates will start attacking her. You can't do anything about it now; but if you want her on your team later on in the game, then make Ike talk to her before she dies. She will fly away, but don't worry; she will come back in chapter 9. Anyway, by turn 4-7, all your units should be on the pirate ship. When one of your units gets enough to the boss, the boss will attack. He is not that strong, and once he is really weak, let Ike finish him off. Horray! You beat chapter 3. Save if you can. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ E. Chapter 4: Roadside Battle [4rba] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Shinon, Gatrie, Rhys, Titania and Soren New units: Soren (Level 1, mage) Mission: Defeat Boss Chapter Difficulty: Easy This battle is a piece of cake in my opinion. The challange here is keeping Soren and Rhys alive. Since Soren and Rhys have poor defence, they will probably die in three or four hits. When I was playing, I rescued Rhys and Soren. Then I let Soren out once some of the enemys were gone. Try to level up Soren; if you get him to a high level he can be a very powerful mage/sage. Anyway, since Ike still needs some leveling up, I suggest letting Shinon, Gatrie and Titania do the dirty work, the let Ike finish them off. The boss should not be too hard, but note he carries a javelin, so he can attack from a distance. After you beat the boss, the chapter is over, and you get his javelin. I suggest giving it to either Oscar or Gatrie. Save if you want to. ~~~~~~~~~~~~~~~~~~~~ F. Chapter 5: Flight! [5flig] ~~~~~~~~~~~~~~~~~~~~ Units: Ike, Titania, Oscar, Boyd, Soren, Rhys, Gatrie and Shinon New Units: None Mission: 6 turns defence Chapter Difficulty: Easy/Normal This battle can be a little tough if this is your first time playing. This battle is a defending battle; you must defend for 6 turns. That means that make sure that Ike does not die or the enemy unit seizes the location by standing on the green square. Anyway, to win this battle, I suggest leaving Rhys behind so he can heal your units, and let Soren do finishing blows. Send Oscar or Gatrie to the S entrance with Titania, and let Ike, Shinion and Boyd take the W entrance, with Soren behind them. You don't need to worry about the NE entrance, Greil says he is blocking that entrance (Or is he)? Anyway, if one of your units is getting destroyed, get Rhys there ASAP. You don't want to lose any of your units in this chapter (Boyd being the most common one dieing). You can kill the boss if you want. He drops an Ashera Icon, which rasies the users luck slightly. After 6 turns, the enemy flees, and you beat the chapter. Horray! Save if you want to. HARD MODE NOTE: This is a fog of war level. Plan your moves carefully, because one screw up can cost you a unit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ G. Chapter 6: A Brief Diversion [6abd] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Titania, Oscar, Boyd, Soren and Rhys New Units: None Mission: Escape Chapter Difficulty: Very Easy This is very easy. Anyway, I suggest going the east way, as it seems easyier. When the enemy general sees you, he will tell his troops to attack you. The enemy units will move in on you. But not in a whole group, once at a time. Go across the bridge, slowly defeating enemy units in your path. Now once you get near the boss, useTtitania to weaken him, then use Soren or Ike to finish him off. After Ike escapes, the chapter is over. Now that was easy, was'nt it? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ H. Chapter 7: Shades of Evil [7soe] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: Ike, Titania, Oscar, Boyd, Soren and Rhys (Gatrie, Shinion) New units: Mia (Level 6, myrimidon) Mission: Rout Chapter Difficulty: Easy The mission here is to rout the enemy. It means kill every single one of them. As you will notice, there are 3 chests on this map. Some of the enemys carry chest keys, so you will be able to open the chests. Open the chests fast though, because there is a thief on this map, and if cannot get to the chests in time, the thief will take the items. Sure, you got another chance to get them back by killing the thief, but once all the chest are open, he will try and escape. If he escapes, then you cannot get the items back, so be quick. Anyway, after turn 1 is over, a myrmidion named Mia will come in. She will make her way towards Ike, and they will start talking. After that, Mia will join your team. She is a little weak, but still packs a punch. Her skill, vantage, let's her strike first, even when the enemy attacks her. Sweetness. Anyway, keep killing all the enemy, and the thief too. At around turn 5, Petrine will come in, and so will Greil, Shinon and Gatrie. They will chatter a bit, and then Greil and Petrine will go off to fight. So you now have Shinion and Gatrie. Keep killing enemys, as most of them are easy to kill. The boss is a level 1 (or maybe level 2) sage with elfire. Right now Elfire does alot of damage. So let somebody with high res take over and attack, and then let Ike and Soren finish the boss off. If there are any remaining enemies, kill them too. There, you beat the chapter. But before you save, watch the after-battle cutscene. I won't explain it here, as it has major spoilers that effect the rest of the game. After the cutscene is over, you can now save your game. ~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 8: Despair and Hope [8dah] ~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 7 (You can now choose who you want to go into battle) New units: Ilyana (Level 6, mage) Mission: Defend 8 turns Chapter Difficulty: Normal/Hard Before the battle, you will go to the base screen. You can buy weapons, vulneraries and stuff. You can also give out bonus exp, so if you have any units that need a good leveling up, this is the place to do it. Support means that you can talk to some of your units, while info means the same thing. Save if you want to before the battle. This chapter could get very hard for some of you newbies. But if you follow my directions, then this should be a easy chapter to beat. First, position Titania to the south with a poleax (If you have one), and if not, then a steel axe will do fine. Send Oscar towards the east, with Soren helping out behind him. Every one else except for Rhys head towards the west. Rhys can stay back and heal your units. After Titania finishes the mounted units down south off, move her towards Oscar so, next turn, she can take Oscars spot. I am pretty sure that Oscar is weak, so heal him up with Rhys and let Oscar guard around the south area, and send Soren to help out at the west side. Now, about Ilyana, she will not attack, so you don't need to worry. If you want to get her, make Ike talk to her. Huzzah. Now, at around turn 7, enemy units start to take over. What I mean is, they bring in reinforcements. Head back and guard the glowing square that you need to protect. Make sure that weak units get healed by Rhys or a vulnerary, because expect some last minute attacks from the enemy. After the 8 turns are done, pat yourself on the back for completing one of the most hardest chapters in the game. The two laguz named Lethe and Mordecai will save you at the end of turn 8. About the boss, don't worry about killing him. Unless you are on hard mode or your second playthrough, he drops nothing, so he is there for nothing except the 75 exp or whatever he gives out when he dies. Now, save your game if you wish. ~~~~~~~~~~~~~~~~~~~~ Chapter 9: Gallia [9gall] ~~~~~~~~~~~~~~~~~~~~ Units: 10 Partner Units: Lethe (Level 3, cat) Mordecai (level 2, tiger) New units: Mist (Level 1, Cleric) Rolf (Level 1, Archer) Marcia (Level 6, P. Knight) Mission: Seize Chapter Difficulty: Easy Before you start that battle, Mist and Rolf join your group. Sweetness. Anyway, keep them out of battle for this chapter, because one or two hits will take them out. Lethe and Mordecai are partners, so they control themselfs, but Ike can tell them what to do with the Direct command. Anyway, head towards the building that the boss is gurading. When you are around turn 3, start making on of your mounted units (Titania, for example) go to the houses up by the beach. Kill the pirate, because he will destroy the houses. At around turn 5, some pirates come up onto shore. One of them carries a venin axe, so if the axe make a sucessful strike, your unit will be poisoned, losing around 1-4 HP each turn. And there is nothing that can cure it at the moment, so end the battle as quick as possible. Also, if you talked to Marcia in chapter 3, she will come over and talk to Ike, and she will join you party. Anyway, about some of the enemy units on this map, most of them are nearing level 10, so make sure your units are at a decent level. Ike should be around level 10-14. The boss has decent defence, so I suggest Titania. Unless you have her over level 10, she will not kill the boss in one hit. Let Ike or Soren finish him off, or unless the boss is under 5HP and there are no enemys around, move Rolf close up so he can kill him. He needs the exp. Now let Ike stand on the glowing square and use the Seize command to end this chapter. If Lethe and Mordecai survived this chapter, then they will join you party. Save your game if you want to. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 10: Prisoner Release [10pr] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 8 New Units: Brom (Level 8, knight) Kieran (Level 12, Axe Knight) Nephenee (Level 7, soldier) Volke (Level 10, Thief) Mission: Escape Chapter Difficulty: Easy/Normal As soon as you start, you are probably thinking "Wow, 6 enemies? This is going to be easy!" Well think again. If you get caught by one of the watch guards, reinforcements will flood the prison. If that happens, send all of your units to kill the reniforcements just north of where you started. If you got Volke (Which you should have) then open the cell door nearby. Inside is Sephiran, a level 10 bishop. You cannot get him. Anyway, head toward the cell with Brom and Kieran in it. Break it open with Volke, and let Ike talk to Brom. Brom will join after the chapter the chapter, same with Kieran. Don't worry about talking to Kieran with Oscar, as long as the cell door is open, he will join your group after the chapter. Now head north towards Nephenee's cell. Talk to her with Ike and she will join afterwards. The cell in the northeast has nobody in it, but there is a chest with a statue frag in it. There are 4 chests in the northeast as well. The right chest has a steel lance in it, the middle chest has a Short Axe, the left chest has a Javelin, and the chest under the Javelin chest has a counter scroll in it. Use Volke to open them. There you go. The boss is a level 3 general, and he carries the Master Seal. He is fairly easy to beat, just be careful of his steel blade, it can do major damage to one of your units. Send Titania in to weaken the boss and then use one of your weaker units to finish him off. He will drop his master seal. Now, defeat all the enemies you can, and make Ike escape. Oh yes, Ike should be around level 12-15 now. After the post-battle cutscene, you can save your game. Save it if you haven't yet, save now because the next few chapters can get hard. If you have a plan so you can sneak through this chapter undetected, e-mail me at [email protected]. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 11: Blood Runs Red [11brr] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 13 New units: Zihark (Level 10, Myrmidon) Mission: Arrive Chapter Difficulty: Normal This chapter can get hard. First, send one of your laguz north to talk to Zihark. Don't worry about the viligetes, if you spare all three of them, you will earn like 150 bonus exp, so just kill them. Now with Zihark, go to the house just north of him. You will get a killer lance. Another thing, don't go into any of the houses with your laguz. The people inside will scream and throw you out, with no items gotten. There is a thief just west of where you started. Get the items from the houses before he burns the house down (How could he burn a house down only with a knife?) or just kill him. Proceed towards the arrive square. The wyvern riders east of your starting point won't do anything until turn 5, where 3 will come out, one of them being Jill. Don't kill Jill otherwise you will not be able to get her next chapter. As long as you are out of their attack range, they won't attack. The boss is a level 5 paladin, so you need to smack him a few times before he dies. If you attack with magic or bows, he will change his weapon to a steel bow. Make sure the unit you are attacking with has good speed, because the boss has decent speed. Once you kill him, he will drop a master seal, so if you did not get the one last chapter, then get this one, because you won't get another one until chapter 21. As soon as you attack the boss,the Black knight will come out of a house just north of where you started. YOU CANNOT BEAT HIM YET!!! Lots of clumsy people leave their titania right in front of the house thinking that she can take care of him. They find out that was a bad idea. So just leave him alone; you will get you chance in chapter 27. Arrive on the blue space with any one of your units to beat the chapter. Save now, because the next battle can be a doozy. HARD MODE NOTE: Even if your out of the Black Knights range, he will still move around. Same thing with Jill. Be careful. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 12: A Strange Land [12sl] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 10 New Units: Jill (Level 8, wyvern rider), Sothe (Level 1, thief) Mission: Rout Chapter Difficulty: Normal I HATE THIS CHAPTER. Even though there are only 6 when you start off, they have high speed, defence and stregth. But, they take extra damage if you attack them with bows or wind magic. Still, most of the crows drop lots of items, such as secret books, seraph robes, and coins. Anyway, before the battle, you can get Sothe, the "non-promotable" thief. Go to info at your base and select the option to talk with "Boy". He carries the skill blossom, which makes get less exp, but his stats raise better. If you don't like using Volke (What?), then go with Sothe, because he is the last thief you get. Anyway, expect many of your units to get doubled in this chapter. Leave your healer and weak units protected, because if the crows get ahold of them (especially the boss) they will die. Bring Rolf along in this chapter if you plan on using him, because as long as he is protected, he can attack the crows. This is a good battle for him to gain lots of exp in. On turn 3, Jill will come from the bottom of the screen. She will come and talk to Ike, and join. She is equipped with a laguz guard, so attacks from Laguz are decreased. She is still very weak, so heal her if her HP gets low. The boss has a demi band, which allows him to stay in animal form, but his stats decrease. Use this to your advantage. Lure him to the edge of the ship, and attack with Rolf. The ship's edge counts as a extra square, so move him to the edge of the ship, the rescue him with one of your mounted units. Do the same thing with Soren; move to the edge of the ship, attack and rescue. Now, let either Jill or Marcia go off the ship and finish him off. Be careful, if he does survive, he will run away and heal himself with a elxier. If that does happen, drop Rolf and Soren, wait till next turn, and when he comes back for more, repeat. This worked for me. Once the boss is dead, the level should be easy. Kill the rest of the crows (if there is any left) with you stonger units or Rolf. Once that is done, save your game, if you wish. Note: A good idea is to give Ike or you myrmidon the laguzslayer you should of got last chapter. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 13: A guiding wind [13gw] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 12 New units: Astrid (Level 1, Bow knight) Gatrie (Level * knight) Mission: Defend 10 turns Chapter Difficulty: Easy/Normal The battlefield consists of three ships, with conecting planks, so you have you ship, a Begnion ship, and a unknown ship. Bring your thief along for this chapter; there are many chests, and you might want to pick up some of those items (Like the Occult). Anyway, to recruit Astrid, have Ike talk to her. Then have her talk to Gatrie to"re-recruit" him. Astrid comes at level one, but she has the paragon skill, which doubles exp gained. So by chapter 16, she will be on level with your party. Gatrie will be at the level that he was when he left in chapter 7. So, send Titania to guard the green square. Move Ike as far as you can, then, let you units shove him so he can talk to Astrid. Be quick though; Astrid has low defence and HP, so she will die in 2-3 attacks. When you get the chance, let Astrid talk to Gatrie. As soon as you do that, make your way to the enemy ship. Be quick getting the items in the chests. By turn 5, crow thiefs will come. They won't attack you unless you attack them. So get the Occult scroll before a crow takes it, because if he does, kill him before he gets away, otherwise you have just lost one of the four occults to a flying bastard. All the chests contain good items, such as a killer bow and a speed wing. Get all the items on the map. The boss, who is that Daein soldier with the fat lip (Norris I think his name was?) is a level 5 sniper. He is equipped with a longbow, so he can strike two spaces away. Since he is a sniper, send in your close-range attacker in there. After a few hits, he will hit the ground. Unless it is the last turn, kill all the remaining enemys (if you can). Once the boss is dead, the level is a cakewalk. Once the ten turns are up, you beat the level. Save your game. ~~~~~~~~~~~~~~~~~~~~~~ Chapter 14: Training [14tra] ~~~~~~~~~~~~~~~~~~~~~~ Units: 13 New units: Makalov (Level 10, S. knight) Mission: Defeat Boss Chapter Difficulty: Easy This battle should be quick. There are only 19 enemy units, so this should not be that hard. But you still got to be careful, mistakes here could cost you a unit. Don't forget to bring Marcia into this battle. Anyway, send a small force to go up where Makalov is, and the rest of your group go up the bridge in front of them. Send a unit to get rid of the bandit just east of where you started. So, about Makalov, recruit him. He may look ugly and on crack, but he can turn out to be amazing IMO. Talk to him with Marcia, he is a level 10 sword knight. Now, before going assult on the boss, you must rejoin your team before going across the last bridge, once you do that, attack the feral ones and the remaining enemy units. Now, get ready to fight big boss berserker now. The boss carries a killer axe, which has a good chance to critical. Since he is a Berserker he has a critical boost, so be careful. Since he won't move from his space, you can attack him with ranged attacks, because he has nothing to counter with. Magic is useful for killing him, so weaken him with magic, then kill him with Rolf. He will drop his killer axe. Save if you want to. HARD MODE NOTE: This is a fog of war battle. Plan your moves carfully, because this battle is harder than the last FoW battle. ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 15: The Feral Frontier [15ff] ~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 14 New units: Stefan (level 8, swordmaster) Mission: Defeat Boss Chapter Difficulty: Easy So you are in the desert and you are being ambushed by level 1-4 laguz. Easy. Just be careful; even though this is easy, if you leave your healer wide open then you can say goodbye to it. Anyway, there are lots of items to be found that are hidden in the sand. However, try to get these items with a character or two, or just bring Volke or Sother along, because as soon as they step on the space with an item in it, they will get it automatically. Anyway, to recruit Stefan, a very good unit, send a laguz to the northeast corner of the map. Then, move two left and one down, and then Stefan will come. If you used a Laguz, he will join your team with the Vague katti, but if you step on it with a beorc, he will only give you his sword. Anyway, the enemys are low leveled (except the boss), so most of them should be easy to kill. Don't worry about the bonus exp if you are on normal or hard; if you are on easy and you don't kill one single laguz except the boss, you will gain like 1000 bonus exp. If you are on normal or hard you only get like 400 bonus exp so I just suggest killing all the laguz on normal and hard. Anyway, the enemys are mixed up, so you have cats, tigers, hawks and ravens to deal with. The ravens here only have about 10 speed, so don't worry about getting doubled. Instead just attack them with wind magic and bows, same with the hawks. Tiger and cats are effected by fire magic, and all the laguz are effected by anti-laguz weapons. The boss, which is Murarim, has very decent defence and will not be killed easily by steel weapons. He carries a demi band, so he will stay in animal form but his skills will decrease. He still will have good speed though, so don't expect to double him unless you have 18+ speed. Attack him with bows and fire magic, to weaken him, since he has no ranged attack and will not move from his spot. Finish him off with a unit that needs exp. After the battle, Tormod, a level 6 mage and Murarim, a level 9 Tiger will join your party. Murarim also comes with the demi band. Save your game if you want to. NOTE: Ike should be level 20 or nearing level 20 by now. Make sure that he is at least level 17. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 16: The Atonement [16tat] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 11 New Units: Devdan (Level 4, Halberdier) Mission: Seize Chapter difficulty: Normal Bring a Thief along. Also bring Soren Mist, Rolf, Sothe or Tormod along to recruit Devdan. This chapter should not be too hard, just make sure you know what your doing. Kill all the enemy units until you reach the first staircase. Let your thief open the door. There will be 1 myrmidon and a Halberdier with a killer lance. Send in an axe user to take care of him, them send in your other units to kill the 2 myrmidons. Open the chests to get a Silver lance and a Ashera Icon. Before heading to confront the boss, leave and axe user like Boyd or Kieran to get rid of the enemy reinforcements near your starting area. Now, split your group into 2. Send your thief, and strong unit and Soren, Mist, Rolf, Tormod or Sothe down the bottom hall where the chests are, and send the rest of your units on the upper path. Careful for the magic users that wield the Elthunder and Elfire by the boss. On turn 9, a thief will appear from the western entrance. Unless you are really fast, you won't be able to beat him the the chest in the northwest. Let him go on about his buisness, we will take care of him after. Open the door containing the two chests just below you. Let your thief open the chest to get a Dracosheild and a Full guard (Very helpful). Recruit Devdan by talking to him with one of the before mentioned. He will not attack them, but be sure to get rid of all the other units before you do so. He carries a Heavy spear that will be helpful against the boss. Now, about that thief, let me show you a trick. He probably has the Physic and Bolting right now. Corner him, and let your thief steal the Physic staff. Then, kill him to get the Bolting. Pretty cool. Once you have cleared all the surrounding enemies, time to tackle the boss. His spear is the most upgraded version of the javelin you can get, and it HURTS. He has fairly low resistance though, so use magic against him, or give Devdan's Heavy Spear to a lance user and stab him to death. The hammer and Hand axe also works too. Just don't attack him with low str units unless you want the infamous "tink" sound and take heavy damage since he is a General. Once you defeat the boss, let Ike stand on the glowing square and select "Seize" to end the level. Note: The thief comes at turn 6 in hard mode, so get your butt moving so you can claim all the treasure. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 17: Day Breaks ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Damn, this chapter is hard and boring. It consists of 4 consecutive battles that can be a PAIN. The first 2 battles are fairly easy; the last 2 battles can get very hard. But there is a upside to this chapter. Many of your unit should promote this chapter (As long as you have not been overusing Titania). Most of your units should be in the 18-20 level range, and if they are already promoted, then great! Before the battle you should stock up on weapons and vulneraries, and a few pure waters won't hurt either. After each battle you get fully healed, so don't worry about having 2HP going into the next battle. You can also reinforce units before the battle, but they may take a while to come, as they appear at the end of turn 3 always. Also note that you should save always. Since you can't on the preperations screen, as soon as your done that battle, you get to save, but you got to watch the story or scene before that battle again. Just press start to get on with the battle. Oh yes, almost forgot, get some antitoxins. ================================= Battle 1........[batl1] ================================= Units: 10 New Characters: None Mission: Rout Difficulty: Easy Not too hard. Go up and clear the 2 myrmidons that stand in your way. But Make sure your Laguz and Flyers stay away from the archer with the laguz bow nearby. Kill the archer. This battle has a lot of venin weapons, so hopefully you have some antitoxins that I told you to get. However, since the venin weapons have low accuracy, send a fast and strong unit to kill the enemys with them. A few turns later, a couple myrmidons will appear where you started. One of them carries a killing edge, so get rid of them ASAP with a lance user. Keep moving up and killing enemy units until only the halberdier with the killer lance remains. Attack him with magic and bows and let somebody that needs the exp kill him. You will get his killer lance. On to Battle 2! ================================= Battle 2.........[batl2] ================================= Units: 10 (You can call in 2 reinforcements if you want) New Characters: None Mission: Arrive Difficulty: Easy This battle is a tad bit harder then the last battle, but it still is fairly easy. There are tons of mounted units around, including a few paladins and a couple of wyvern riders. Take em down with your strongest units. Once you reach the fallen pillar, your units will get swarmed with enemy cavaliers. Kill them all with your toughest units, especially the ones that are about to promote. At the beginning of turn 3, the reinforcments you called (if you even called any) will come. Make them catch up to your group. Other than that, this chapter is pretty straightforward. Once you killed all the enemy units, lets somebody stand on the blue square to complete the level. On to Battle 3! ================================= Battle 3.........[batl3] ================================= Units: 12 (You can call in 2 more reinforcements if you want) New characters: None Mission: Survive 10 Difficulty: Normal/Hard Now that Ike has found a heron named Leanne and rescued her, his spd and skl has be dropped by half. Too bad, so sad. You can still use him, although he will be hitting less often and he won't be able to double attack anymore. So the mission here is to make sure Ike does not die. Fairly simple, but you might want to keep your units alive. Send all your units to get rid of the enemy up north, and maybe leave a unit or two behind to guard Ike. Careful about the myrmidon just above your starting point, he has a venin edge. If a unit gets hit, give them an antioxin ASAP! At turn 3, reinforcements will come (if you called any) move them towards you group. Now, once your done with the units up there, send down your entire party except for and axe user and a magic user. Prepare to get hit with lots of magic and lances. Once you cleared the area of mages and soldiers, move your way down toward the sage with Elfire. Let anybody kill him, you will get his Elfire once he is dead. Once you have killed the sage, this chapter is easy. If you still have a few turns to go, go ahead and rout the enemy. If not, then just stay where you are. Reinforcements will appear in the northwest at turns 5-9. The two units you left behind should take care of them. After turn 10 is over, Oliver will tell his troops to retreat. Read the last little bit of diologue, and off to the last battle we go! Note: By now, your entire party should be promoted. If not, they MUST promote in the next battle. ================================= Battle 4........[batl4] ================================= Units: 14 (You can call in two more reinforcements if you want) New characters: None Mission: Defeat Boss Difficulty: Normal Ike still has Leanne on his back, so his str and skl are still halfed. Oh well, this battle is easiser than the last one. Anyway, to start off (Puts up a Big Warning sign on the wall) CAREFUL about the mage with the long range fire spell Meteor. You start off in his range, and if you get hit, your low res units will get FRIED. Move out of his range, or quickly kill him with a flyer or if your mage has a C in Thunder magic, kick his butt with the Bolting you should have got last chapter. Go down and kill all the units. Once you are at the bottom of the map, the hawks and Reyson will appear. Don't worry about Reyson or the hawks dieing; they will come next chapter no matter what. Let them kill some of the units nearby. Around turn 6 some cavalier reinforcements will appear from where you started. Take them out with some of your promoted units. Make sure not to let the hawks kill all the enemies, because there is a Halberdier near Oliver that drops a adept scroll, and you will miss out on tons of exp. Now, for Oliver the boss, he is real easy to beat, just choose a unit with good res and spd. If his Nosferatu spell hits, he will do high damage to you and restore his own. Once you beat him, he will drop his Nosferatu, give it to Rhys (if your using him). OR, if your lazy, you can let Tibarn and the hawks kill him. You won't get the nosferatu tome, though. Finally, the fat ass long chapter is done! Watch the anime scene, a bit more dialogue, and finally Ike prmotes into a Lord. Save your game now. Use one of the Occults you got before so you can teach Ike the aether skill. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 18: Crimea Marches.........[18crm] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 13 New characters: (Janaff, Level 8 hawk) (Ulki, Level 7, hawk) (Reyson, Level 3, Heron) (Tanith, Level 10, Falconknight) (Shinon, Level x Sniper) Mission: Rout Difficulty: Normal Bring a thief so you can raid the chests. Before the chapter starts, Reyson and Hawks will come and ask if they can join your group. Say yes, if you say no, then you get the renewal scroll. But it would be better to say yes, because if you don't have the hawks next chapter, them you are in for some BIG trouble. Start off by sending your flyer east to take care of the wyvern riders, they should fall in a couple turns. Move your units up the stairs and kick all those soldiers asses. If you have the animations on, you will notice different battle music. Pretty cool. Anyway, once you have got rid of all the enemy units in that area, let your thief open the chest and get the recover staff. If you brought Tanith along, call in reinforcements and halt them with Ike. The pegasus knights will get rid of the reinforcements easily. This time, you have 2 sages with the long range Blizzard and Bolting spells. Use somebody with high res to suck up the spells 5 uses, then go in for the kill. As soon as you get near Shinon, some crow reinforcements will come from the north. If you brought one of the hawks along, they will say what the hell the Kilvas ravens are here for, and then back to the battle. Once you get down to where Shinon is, move Rolf out to the frontline and make him talk to Shinon. Rescue him with your mounted unit, and get Ike in there to kill him. He will die and you will get his Brave bow, but he will join you after battle. You can attack him with Boyd, Oscar, Titania, Soren, Mist and Gatrie for some extra dialogue, but if you kill him with anyone else, he won't come back. Before tackling the boss, open the chests with your thief to get a Wrath scroll and a Silence staff. The boss wields the fearsome wind spell tornado, but he is easy to beat. Let Ike kill him. If he survives the hit, he will run away and heal with an elixir. Once you kill him, he will drop his tornado spell. Keep going up and kill the Ravens with your wind magic and bows. Once they are all dead the chapter is over. Save your game if you wish. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Chapter 19: Entrusted........[19etrs] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Units: 13 New characters: None Mission: Defeat Boss Difficulty: Hard Prepare for an really hard chapter. Bring one of the hawks and reyson, and a flyer with a Full guard. And Tanith really helps too. Since Naesala is your enemy, he is going to be hard to beat. Actually, I don't suggest fighting him at all. This is where the hawk and Reyson come in, lure Naesala with one of Tanith's pegasus knights, then send the hawk to talk to Naesala. Rescue the hawk, and Naesala will go and talk to Reyson. He won't attack your units, so don't worry. Make sure Resyon is in Naesala's range, then Naesala will talk to Resyon. If you did not kill any of the Ravens, then you will get the knight ring. The hawks will flee. Once that is over, see those ballistae? Yeah... send your flyer to kill the the archers on the ballista. If there is any ammo left and there is an enemy unit in range, take your archer up there and use it. Once Naesala is gone, this chapter is a fluke. Kill all the enemy units and confront the boss. The boss is named Homasa, and he looks sorta like Stefan. Anyway, he wields a Sonic Sword, so he will attack with magic. Send a high res unit to kill him. Don't use a pegasus or falcon knight unless they have a full guard equipped. He won't drop his sonic sword when he dies, though -_-. After this chapter is over, you will get 50,000 gold and Volke will promote into an assassin. Save your game! ***GUIDE INCOMPLETE, THE REST IS COMING SOON!!!*** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 3. FAQ and Other Stuff [Faqos] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~ A. FAQ [fraq] ~~~~~~~~~~~~ Note: There may be spoilers in here, so skip this section if you don't want to find out about the spoilers. Q: What does each mission mean? A. Defeat Boss: Defeat the Boss <.< .....Seize: Seize and clear map .....Rout: Defeat every enemy on the map .....Defend X turns: Defend the number of turns shown .....Escape: Escape the map .....Arrive: Arrive and clear map .....Survive X turns: Make Ike survive the number of turns shown Q: Are Marth and Roy in this game? A. No. Q: What level do most units need to be to promote? A: Level 21 Q: How many units can you get at the end of the game? A. I think it is 46 units, but I might be wrong. Q: Everybody says Titania sucks. But she rocks for me! What are people talking about? A: Many people say Titania is a Jeigan. Jeigan was a character from the first ever FE. He started of as a pre-promoted unit, so he was stronger than everybody. However, he gained exp real slow, and when he eventually grew a level, he gained little to no stats because of his craptastic growths (His str growth was 10%!!!). But some people say that Titania is not like a Jeigan, because she has good growths, its just that you should not overuse her in the beginning. Seth (FE8) is like this too. For a better example of a Jeigan, check out Marcus (FE7 or FE6). Q: What are S-rank weapons? A. S- rank weapons are the strongest type of weapons avalible. There is a S-rank sword and a S-rank stave, and a few more. Q: How do I get the S-rank sword? A: To get the S-rank sword, you must either get Stephan, as he comes with the sword, or just talk to him with any beorc unit and he will give you the sword. It has 25 uses. Oh yes, he comes on chapter 15. Q: How do I get the S-rank stave? A: Do not kill any of the preists or bishops on chapter 22 and after you are done the chapter, you get the S-rank stave. Q: What other S-rank weapons are there? A: There is the S-rank lance, the wishblade, S-rank light magic, rexaura, S-rank lighting spell, rexbolt, and the S-rank bow, the double bow. Q: Rexcalibur? What is this you speak of? A: Rexcalibur is the S-rank wind magic. Unfortunatly, the only way you can get it is with AR. Other S-rank weapons that can be goten from AR are Urvan, the S-rank axe, the one that greil uses. The S-rank fire magic (I forgot what it was called) is also unlockable via AR. Q: AR? What the hell is that? A: Action replay. It's a sort of cheating device that lets you hack into the game. Sorta like a gameshark. Q: What in the world is a healhedge? A: A healhedge is a bush that heals the unit that is on it. You usually find it in the first few chapters. It heals around 2-6HP. Q: Why can't I beat the Black Knight? A: You can only beat him in chapter 27 when you have ragnell. If you are doing it on that chapter, then you can kill him. If try to kill him on chapter 11 or 24... well, you will learn the hard way. Q: How do I get the 4 occult scrolls? A: Chapter 13: In the most northwestern chest. Chapter 16: Talk to Stefan at the base if you recruited him. Chapter 21: Recruit Tauroneo or steal it from him. Chapter 27: Defeat the boss. Q: How do I kill Naesala on chapter 19? A: Naesala is very hard to kill, even with Ike. But, if you talk to him with either Ulki or Janaff, he will go talk to Reyson and flee the battle field. More info on the chapter 19 walkthrough. Q: Who should I use Master Seals on? A: Don't use them on anybody except maybe Rhys and Mist, or sell them. Why? Because you will waste a TON of level ups, and that is a big problem in hard mode. Q: How come my Paladin/Warrior cannot use the double bow? A: The double bow is only avalible to archers and snipers. Yeah, I know, it sucks. Q: What is this "Maniac Mode" I keep hearing about? Is it even real? A: In the NA version, it is not. If you have the Japan version of the game, then Maniac mode will replace easy mode. Q: When do you get the Ragnell? A: Once you beat chapter 27 and you are about to go into the Black Knight battle, Ike will get it automatically. Q: So... are you sure Marth and Roy are'nt in this game? A: 100% positive. Q: The animations look crappy. A: Oh well, too bad, so sad. Don't like them? Then turn of the animations. Q: Is this game like the previous FE's? A: Yes and No. It is sort of similar to FE7, with the single promotions and stuff. But, it's level ups go by FE4 and FE5. You keep gaining levels until you reach level 21, then you promote. In the other FE's, you have to use promotion items to promote your units. Q: Is there a unit that can make ally units move again? A: Yep. A unit you get in chapter 18 that allows your units to move again. But not just that, he has a special skill that allows him to make 4 of your units move again... Q: Is it hard to make a FAQ/Walkthrough like this? A: Not really. But you need to have lots of time, because usually walkthroughs are real long. Q: The Black knight comes out at turn 6, no, turn 11! Actually, he come out at turn 8! A: I HAVE RECIVED ALMOST 20 E-MAILS ABOUT THIS. I fixed it now, he comes out as soon as you attack the boss. Don't ever ask about this again, I am well sick of these e-mails at this point. Q: Their called (weapon) knights, not cavaliers! A: Actually, they were called cavaliers (or social knight) in the GBA series. It's hard and annoying to type out lance knight or whatever. I would rather call them cavaliers, sorry. Any other questons? Contact me at [email protected]. ~~~~~~~~~~~~~~~~~~~~ B. Classes [clses] ~~~~~~~~~~~~~~~~~~~~ ***COMING SOON!!!*** ~~~~~~~~~~~~~~~~~~~~ C. Skills [skils] ~~~~~~~~~~~~~~~~~~~~ Skills are special attack or something similar that a unit can use. Sometimes you may come across a skill scroll. You can give it to a unit that allows the skill to be learned. A Occult Scroll, allows a unit that has already promoted to learn the skill for that class. A example would be giving Gatrie an Occult Scroll after he promotes to general. He will learn the luna skill. Remember if you run out of capacity, you cannot learn anymore skills. *: Means that you must use an occult scroll to learn this skill. (And be promoted, of course) Skill: Adept Capacity: 10 Class: All Condition: Depends on your skill level Effect: This skill allows a unit to attack twice per turn if the unit can counter-attack. Skill: Aether* Capacity: 20 Class: Lord Condition: Depends on your skill level Effect: Attacks with Sol first, then attacks with luna. Skill: Astra* Capacity: 20 Class: Swordmaster Condition: Depends on your skill level Effect: Allows the unit to attack with 5 strikes, at half damage, but each hit has a chace to critical. Skill: Blessing Capacity: 20 Class: Heron Condition: Activates if unit(s) are near the unit with this skill. Effect: Restores HP to all adjacent allies. Skill: Blossom Capacity: 15 Class: Thief (Sothe only) Condition: Activates when this unit gains a level Effect: Halfes the exp gained, but stats increase after gaining a level. Skill: Boon* Capacity: 20 Class: Dragon tribe Condition: Activates if unit(s) are near the unit with this skill. Effect: Cure all status conditions to all adjacent units. Skill: Cancel* Capacity: 20 Class: Bird tribe/Hawk Condition: Depends on skill level Effect: Nullifies and enemy unit's attack. Skill: Canto Capacity: 20 Class: Heron Condition: Activates when you select "chant". Effect: Gives adjacent units a extra turn Skill: Celerity Capacity: 15 Class: Mage/Sage (Tormod only) Condition: Activates automatically Effect: Gives unit an extra 2 spaces to move. Skill: Colossus* Capacity: 20 Class: Warrior/Berserker Conditon: Depends on skill level or if the unit's bulid is higher than the enemy's. Effect: Inflicts extra damage to enemy unit Skill: Corrosion Capacity: 10 Class: All Conditon: Depends on skill level Effect: Decreases the enemy's weapon duribility. Skill: Counter Capacity: 10 Class: All Condition: Depends on skill level Effect: Attacker recives extra-damage when it attacks your unit. Skill: Daunt Capacity: 10 Class: Four Riders + Ashnard Condition: Always active Effect: Once a unit is in range, their hit and critical chance are decreased by 5%. Skill: Deadeye* Capacity: 20 Class: Sniper Condition: Depends on skill level Effect: Increases hit and critical chance by 50%, also has a chance to put enemy to sleep. Skill: Disapline Capacity: 0 Class: All Condtion: Always active Effect: Stops units from killing each other. Only used in prologue by Boyd and Greil. Skill: Flare* Capacity: 20 Class: Sage/Bishop Condition: Depends on skill level Effect: Decreases enemy units resistance by half Skill: Gamble Capacity: 10 Class: All Condition: Activates when you select gamble. Effect: Halfes the chance to hit, but doubles the chance to critcal. Skill: Guard Capacity: 10 Class: All Condition: Depends on skill level Effect: Prevents an enemy from striking twice Skill: Insight Capacity: 0 Class: Janaff Condition: Always active Effect: Increases hit rate by 20% Skill: Lethality* Capacity: 20 Class: Assassin Condition: Depends on skill level Effect: If it hits, causes a 1 hit KO. Does not work on some bosses. Skill: Luna* Capacity: 20 Class: General/Halberdier Condition: Depends on skill level Effect: Halfes enemy defence Skill: Mantle Capacity: --- Class: Sephiran Condition: Always active Effect: Dramically decreases damage take from enemys. Skill: Miricle Capacity: 5 Class: Rhys/Mist Condition: Depends on luck level Effect: Halfs damages take from enemy attacks Skill: Nihil Capacity: 15 Class: All Condition: Always active Effect: Negates all enemy skills Skill: Paragon Capacity: 15 Class: Astrid, Geoffrey Condition: Activates when gaining exp Effect: Double the exp gained Skill: Parity Capacity: 5 Class: All Condition: Always active Effect: Negates enemy supports, terrain and skill bonuses. Skill: Provoke Capacity: 5 Class: All Condition: Always active Effect: Enemys always go after the unit with this skill first. Skill: Reinforce Capacity: 15 Class: Tanith Condition: Activates when you select "reinforce" Effect: Summons 2 level 10 peg. knights and one lv. 1 falcoknight to the battlefield. Skill: Renewal Capacity: 15 Class: All Condition: Activates when you take damage Effect: Heals the unit with this skill by 1/10th of their HP. Skill: Resolve Capacity: 10 Class: All Condition: Activates when HP is lower than half Effect: Increases speed, strength and skill. Skill: Roar* Capacity: 20 Class: Beast tribe/Cat tribe/Lion tribe Condition: Depends on skill Effect: Immobilizes enemy unit for 1 turn. Skill: Savior Capacity: 20 Class: All Condition: Activates when you rescue a unit Effect: Does not give speed and skill penalities when rescuing a unit. Skill: Serenity Capacity: 5 Class: Rhys, Devdan Condition: Always active Effect: Halves the biorhythm effects Skill: Shade Capacity: 5 Class: All Condition: Always active Effect: Makes enemys go after other units is range first. Skill: Smite Capacity: 10 Class: All Condition: Always active Effect: Doubles the effect of shove Skill: Sol* Capacity: 20 Class: Paladin/Valkyrie Condition: Depends on skill level Effect: Restores HP equal to the damgage dealt. Skill: Stun* Capacity: 20 Class: Prinsess Crimea, Wyvern Lord, Falcoknight Condition: Depends on skill level Effect: Immobilzes a enemy unit for one turn. Skill: Tempest Capacity: 5 Class: Boyd, Makalov Condition: Always active Effect: Doubles the biorhythm effects Skill: Vantage Capacity: 10 Class: All Condition: Always active Effect: Lets the unit with this skill attack first in all fights if the unit can counter-attack. Skill: Viglience Capacity: 0 Class: Ulki Conditon: Always active Effect: Increases avoid rate by 20%. Skill: Vortex* Capacity: 20 Class: Raven tribe Condition: Activates when you select vortex Effect: Attacks with a wind like attack with the same power as Elwind. Skill: Wrath Capacity: 10 Class: All Condition: Activates when unit has less than half HP. Effect: Doubles the chance to critical. Skill: Knives (Soldier skill) Capacity: ----- Class: Thief, Assassin, Sage Effect: Allows unit to equip knives Skill: Lumina (Soldier skill) Capacity: ----- Class: Bishop Effect: Allows unit to equip and use light magic Skill: Steal (Soldier skill) Capacity: ----- Class: Thief, Assassin Effect: Can steal items from enemy units. Speed must be higher than the unit you are stealing from and you cannot steal equiped items. ~~~~~~~~~~~~~~~~~~~~ D. Items [itms] ~~~~~~~~~~~~~~~~~~~~ Items, of course, are the only way that "Beorc" units can fight. Without them, the become a meatsheild, or a "weaponless unit". Laguz can fight without items, but they always either have claws (Beast laguz) beak (Bird Laguz) and breath (Dragon Laguz). You cannot de-equip those, so it would not be a good idea to use laguz as bait if you want weaker units to gain exp. Laguz become meatsheilds once they transform back into human form, though. Items like Vulnerarys, Stat up items and bands will also be added. Anyway, enough with the talk. I will start with Axes, every thing if alphbet order. Ready... Set... Go! ========== Axes ========== Bolt Axe uses magic to attack; also effective against dragons Brave axe can attack twice, no matter what your speed is Hammer is effective against knights Killer axe adds 30% to your critical rate Laguz is effective against Laguz Poleax is effective against knights Venin axe poisons the opponent if it hits Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------------------- Bolt Axe 1-2 70% 25 B Brave Axe 1 65% 30 C Hammer 1 55% 20 D Hand Axe 1-2 55% 25 E Iron Axe 1 75% 45 E Killer Axe 1 65% 20 C Laguz Axe 1 65% 15 C Poleax 1 60% 18 D Practice Axe 1 150% --- --- Short Axe 1-2 65% 15 C Silver Axe 1 70% 25 A Steel Axe 1 65% 35 E Tomahawk 1-2 65% 15 B Venin Axe 1 60% 40 D =========== Bows =========== Note: All bows are effective against flying units. Brave bow allows user to strike twice, no matter what your speed is Killer bow adds 30% to your critical rate Rolf's Bow can only be used by Rolf. Venin Bow poisons opponent if it hits Ballistae can only be used by Archers or Snipers Killer Ballista adds 10% to your critical rate Stone Ballista always hits Ajacent units, but does very little damage Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------------------- Brave Bow 2 70% 30 B Double Bow 4 65% 20 S Iron Bow 2 85% 45 E Killer Bow 2 75% 15 C Laguz Bow 2 75% 15 C Longbow 2-3 65% 20 D Rolf's Bow 2 100% 45 --- Silver Bow 2 75% 25 A Steel Bow 2 70% 35 D Venin Bow 2 65% 40 D ~Ballistae~ Ballista 3-10 100% 5 E Iron Ballista 3-10 90% 5 E Killer Ballista 3-10 95% 5 E Stone 3-10 --- 5 E ================= Knives ================= Stilletos are effective against Armoured Units. Weapon Range Hit% Uses Wpn lv. ------------------------------------------------- Dagger 1 90% 30 --- Knive 1 100% 30 --- Stiletto 1 90% 20 --- ================= Lances ================= Brave Lance lets a unit strike twice Fire Lance uses magic to attack; effective on beast laguz Heavy Spear is effective against knights Killer lance adds 30% to your crit rate Knight killer is effective against cavalry Laguz lance is effective against Laguz Venin lance poisons oppontent if it hits Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Brave Lance 1 70% 30 B Flame Lance 1-2 70% 25 B Heavy Spear 1 80% 18 D Iron Lance 1 80% 45 E Javelin 1-2 60% 20 E Killer Lance 1 70% 20 C Knight Killer 1 70% 18 D Laguz Lance 1 75% 15 C Short Spear 1-2 70% 15 C Silver Lance 1 75% 25 A Slim Lance 1 85% 35 E Spear 1-2 70% 15 B Steel Lance 1 70% 35 D Venin Lance 1 65% 40 D Wishblade 1-2 80% 20 S =============== Staffs =============== Ashera Staff retsores all Hp and cures all status effects to all ally units Fortify heals HP to all allys in range Hammerene restores a weapon to full durability Recover restores all HP to selected unit Restore cures status effects Sleep puts enemy units to sleep for several turns Silence makes sure magic units cannot use magic or talk Torch increases visibility in FoW (Hard mode only) Ward increases res by 7 for a few turns Name Range Hit% Uses Wpn lv --------------------------------------------- Ashera Staff Map 100% 3 S Fortify --- 100% 8 A Hammerene 1 100% 3 C Heal 1 100% 30 E Mend 1 100% 20 D Physic --- 100% 15 C Recover 1 100% 10 B Rescue --- 100% 3 B Restore 1 100% 10 C Silence --- 70% 3 B Sleep --- 65% 3 B Torch --- 100% 10 D Ward 1 100% 15 C =================== Swords =================== Alondite can only be used by the Black Kinght. Amiti can only be used by Elincia Armorslayer is effective on Knights and Generals Brave lance allows unit to strike twice Gurgurant can only be used by Ashnard Killing Edge adds 30% to your crit rate Laguzslayer if effective against Laguz Longsword is effective against Cavalry Ragnell can only be used by Ike Regal sword can only be used by Ike; effective against infantry Runesword has a Nosferatu effect; drains HP and gives it to you Sonic sword uses magic to attack; effective against flying units Trainer is only used for training Vague Katti adds 35% to your crit rate Venin Edge poisons opponent if it hits Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Alondite 1-2 80% --- Prf Amiti 1 75% --- Prf Armorslayer 1 80% 18 D Brave Sword 1 75% 30 B Gurgurant 1-2 90% --- Prf Iron Blade 1 70% 35 D Iron Sword 1 90% 46 E Killing Edge 1 75% 20 C Laguzslyaer 1 75% 15 C Longsword 1 85% 18 D Rangnell 1-2 80% --- Prf Regal Sword 1 95% 40 Prf Rune Sword 1-2 65% 15 A Silver Blade 1 60% 15 A Silver Sword 1 80% 25 A Slim Sword 1 100% 35 E Sonic Sword 1-2 70% 25 B Steel Blade 1 70% 35 C Steel Sword 1 70% 35 D Trainer 1 150% --- E Vague Katti 1 80% 25 S Venin Edge 1 70% 40 D ========================= Wind Magic ========================= All wind magic is effective against flying foes. Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Wind 1-2 100% 40 E Elwind 1-2 90% 30 D Blizzard 3-10 75% 5 C Tornado 1-2 90% 20 A ======================== Fire Magic ======================== All fire magic is effective against beast laguz. Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Fire 1-2 95% 40 E Elfire 1-2 85% 30 D Meteor 3-10 70% 5 C Bolganone 1-2 85% 20 A ========================= Thunder Magic ========================= All thunder magic is effective against dragons. Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Thunder 1-2 85% 40 E Elthunder 1-2 75% 30 D Bolting 3-10 60% 5 C Thoron 1-2 85% 20 A Rexbolt 1-2 75% 20 S ========================== Light Magic ========================== Nosferatu sucks enemy HP and gives it to you. Weapon Range Hit% Uses Wpn lv. ---------------------------------------------------- Light 1-2 80% 40 D Shine 1-2 75% 30 C Purge 3-10 70% 5 B Nosferatu 1-2 70% 20 A Rexaura 1-2 85% 20 S =============================== Bands and Equipment =============================== Archer Band: Raises spd and skl growth by 5% Beorcguard: Lessens damage from Beorc; used by Laguz only. Demi Band: Allows laguz to stay in attack form, but decreases their stats. Fighter Band: Raises HP and Str growth by 5% Full Guard: Negates bonus damage (Flyers from arrows, etc.) Knight Band: Raises str and def growth by 5% Knight Ring: Allows user to move again after attacking. Knight Ward: Increases def and res; used only by infantry and soldiers. Laguz Band: Allows laguz to stay in attack form without decreasing their stats Laguzguard: Lessens damage from Laguz; used by Beorc only. Mage Band: Increases mag growth by 5% Paladin band: Increases HP and spd growth by 5% Pegasus band: Increases luk and res growth by 5% Priest band: Increases luk and res growth by 5% Soldier band: Increases HP and def growth by 5% Sword band: Increases skl and luk growth by 5% Thief band: Increases spd and skl growth by 5% Wyvern band: Increases def and str growth by 5%. Note: All the class bands (Paladin band etc) can be used by anyone, but you must beat the game first. ===================== Items ===================== Antitoxin: Cures poison (Uses 3/3) Arms scroll: Increases the equipped weapons level by 1 (Uses 1/1) Ashera Icon: Increases luk by 2 (Uses 1/1) Blue Gem: Worth 5,000 gold, sell it. Boots: Increases movement by 2 (Uses 1/1) Chest key: Opens chests (Uses 2/2) Coin: Worth 1 gold -_- Door key: Opens doors (Uses 2/2) Dracoshield: Increases def by 2 (Uses 1/1) Elixir: Heals all HP (Uses 3/3) Energy drop: Increases str by 2 (Uses 1/1) Laguz stone: Makes Laguz transform (Uses 2/2) Master seal: Allows unit to promote (Must be level 10, Uses 1/1) Pure water: Increases res for a while (Uses 3/3) Red gem: Worth 2,500 gold, sell it Secret Book: Increases skl by 2 (Uses 1/1) Seraph Robe: Increases HP by 7 (Uses 1/1) Speedwing: Increases spd by 2 (Uses 1/1) Spirit dust: Increases mag by 2 (Uses 1/1) Statue frag: Increases bld by 2 (Uses 1/1) Talisman: Increases res by 2 (Uses 1/1) Torch: Lets you see in FoW, hard mode only (Uses 5/5) Vulnerary: Heals 10HP (Uses 3/3) White Gem: Worth 10,000 gold, sell it. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ E. Changes from FE7/FE8 [CngeFE] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The changes from the first 2 US GBA Fire Emblem games are here. If you found a change that I did not notice, E-mail me at Marth09(@hotmail.com. Dark Magic was taken out. (FE7 and FE8) You cannot travel across the world map anymore (FE8) Anima magic is now renamed Wind, Thunder and Fire Magic. Nosferatu is now a light spell, and it is A rank, not C rank. As soon as you reach level 21, you promote. Swords are heavier now (In the GBA FE's, Iron swords wt was 5, now it is 7) Consitution was taken out, now your characters strength level depends wheather or not you can weild a weapon without AS penalty. The characters build depends wheather or not you can rescue a unit. All characters have a str and mag stat now. Some Prf weapons (Rapier) have been taken out. You can now forge weapons. There are not weapon or vendor shops on the map now. You can weapons and stuff at the base. Skills have been added, like from FE4 and FE5. Supports take place at the base, not on the battle field. The support system has also been changed, for your support level to go up, you and the other unit must fight in battles. Once you have done that a few times, you can support. Sound test is unlocked at the end of the game. Weapon levels grow slower in this game -_- Sages have the choice of wielding knives or staves now. Paladins can wield Bows, Axes, Lances or Swords as long as it was not their primary weapon. (Axe Knight can use only axes before promotion, but when they promote, you can choose one of the other 3 weapons only) Valkiries use swords upon promotion, not light or anima magic. The Berserk, Unlock and a couple other staffs were taken out. Thiefs and Assassins don't need Lockpicks to open chests and doors anymore. No side quests this time. No weather changes this time (Rain, Snow etc) Some spells that have been taken out: Lighting Divine Flux Luna Eclipse Fenrir Aura Fimbulvetr Spells that have been added: Wind Elwind Elthunder Blizzard Meteor Bolganone Thoron Tornado Rexbolt All other spells are in this game (That does not include S-ranks spells such as Excalibur, Luce, Gleipnir etc.) like Elfire and Bolting have not been removed and still exist. Classes that have been taken out: Nomad Nmd Trooper Druid Shaman Ranger (FE8) Monk Bard Dancer Rouge Recruit, Journeyman and Pupil classes Mage knight Mercenary Cavalier Summoner (Yay) Wyvern Knight Pirate Great Knight Brigand Dark Druid (Nergal's Class) Necromancer (Lyon's Class) Every damn monster class in FE8 (Horray!) Classes that have been added: Halberdier Soldier (Now as a playable class) Bandit (Even though Brigand is the same thing, oh well) Lance, Axe, Sword and Bow knights (But I rather call them "Cavaliers") Ranger (Ike's class, FE9) Princess Crimea King Daein Dragon Tribe (Red, White) Beast Tribe (Cats, Tigers) Bird Tribe (Hawks, Ravens) Herons Note: The hero class has NOT been taken out, because Greil is one. It's just not a playable class in this game, that's all. Weapons don't make much difference, only a couple were taken out (Short Bow) and only a couple were added. ~~~~~~~~~~~~~~~~~~~~~~~~ F. Version Information [veinfo] ~~~~~~~~~~~~~~~~~~~~~~~~ Ver 0.70 March 14, 2006: Long time since the last update. Added stuff to the changes from FE7/FE8 section, also completed weapons info and walkthrough it done up to chapter 20. Ver. 0.5 January 14, 2006: Added more characters to the character section, finished skill section, a little bit done items section, chapters 13, 14 and 15 also added to walkthrough. Also added new section, changes from FE7/FE8, but still incomplete. Also added ASCII title to FAQ/Walkthrough. Ver. 0.40 December 25, 2005: Added Brom, Nephenee and some other characters to the character section. Skills section halfway done also chapter 11 and 12 added to the walkthrough. Merry Chirstmas! Ver. 0.30: November 28, 2005: Added Mist and Rolf to character section, also added chapter 8, 9 and 10 to walkthrough. Ver. 0.25: November 26, 2005: Added Lethe and Mordcai to character section, added chapter 7 walkthrough also. Ver. 0.1 November 17: The start of the FAQ. ~~~~~~~~~~~~~~~~~~~ G. Credits [credi] ~~~~~~~~~~~~~~~~~~~ I would like to thank... You: For reading this FAQ GameFAQs: For hosting this FAQ Gamespot: For hosting this FAQ GameSlander: For hosting this FAQ Supercheats: For hosting this FAQ AOL: For hosting this FAQ Intelligent System: For making a great game Nintendo: For creating the GCN, otherwise these FAQ's would not be here. The FE9 board: For providing me with some of the information. Justin Mah: For giving me a list of all the S-rank weapons and tomes. If you have any questons, please contact me at [email protected]. If you don't like my opinion on characters, or you think my guide sucks, then keep it to yourself. All rants and spams will be deleted with no response. Once again, thank you for reading this FAQ. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ End of FE: POR FAQ/Walkthrough ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~