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FAQ/Walkthrough

by gsninja

        Fire Emblem: Path of Radiance FAQ/Walkthrough

Walkthrough Version: 1.65
Created by: Andrea Petriella (gsninja)(e-mail: [email protected])
Version Date: 8/5/2007

Contents
   A. Introduction
   B. Version History
   C. Basic Controls and Commands
   D. RNG Guide
   E. Stat Descriptions
   F. Strategy Basics
   G. Walkthrough
0. Prologue: Mercenaries 
1. Chapter One: The Battle Begins 
2. Chapter Two: Rescue 
3. Chapter Three: Pirates Aground 
4. Chapter Four: Roadside Battle 
5. Chapter Five: Flight! 
6. Chapter Six: A Brief Diversion 
7. Chapter Seven: Shades of Evil
*. Base Description 
8. Chapter Eight: Despair and Hope 
9. Chapter Nine: Gallia 
10. Chapter Ten: Prisoner Release 
11. Chapter Eleven: Blood Runs Red 
12. Chapter Twelve: A Strange Land 
13. Chapter Thirteen: A Guiding Wind 
14. Chapter Fourteen: Training 
15. Chapter Fifteen: The Feral Frontier 
16. Chapter Sixteen: The Atonement 
17. Chapter Seventeen: Day Breaks 
18. Chapter Eighteen: Crimea Marches 
19. Chapter Nineteen: Entrusted 
20. Chapter Twenty: Defending Talrega 
21. Chapter Twenty-One: Without a King 
22. Chapter Twenty-Two: Solo 
23. Chapter Twenty-Three: The Great Bridge 
24. Chapter Twenty-Four: Battle Reunion 
25. Chapter Twenty-Five: Strange Lands 
26. Chapter Twenty-Six: Clash! 
27. Chapter Twenty-Seven: Moment of Fate 
28. Chapter Twenty-Eight: Twisted Tower 
29. Endgame: Repatriation 
   H. Extras
   I. Trial Maps
   J. Weapons/Items List
   K. Skills List
   L. FAQ
   M. Legal Notes
   N. Thanks

-------------
Introduction
-------------

This is the ninth installment of the popular Fire Emblem series, Path 
of Radiance. A Strategy/RPG game, it's guaranteed to please you. This 
guide is for the Normal Mode, but the strategies I'll give you here 
should work for the Hard Mode as well (except for the final chapter), 
since they worked for me for both modes. Still, since this guide is 
mainly for the Normal Mode, the items, etc. that only appear on Hard 
Mode will not be listed. Anywho, I like the Fire Emblem series, since 
it's a lot of strategizing and planning. :) 

----------------
Version History
----------------

-January 1, 2007
Happy New Year! :) I finished up the introduction and all the starting 
categories. I completed the walkthrough up until Chapter Eight.

-January 2, 2007
Completed FAQ until Chapter Thirteen. I'm almost halfway through this 
walkthrough. :) 

-February 1, 2007: Version 1.0
Whew, a month break! I finished the rest of the FAQ and released 
Version 1.0. 

-February 2, 2007: Version 1.45
I added the Basic Controls and Commands section. I also added the 
Triangle Attack and Weapon Triangle in the Extras section.

-July 1, 2007: Version 1.5
Wow, talk about not updating for a while. :P I fixed some errors and 
added a little bit of information in parts that it was missing.

-August 5, 2007: Version 1.65
I added a separate strategy to Chapter 13 and fixed a cluple other 
errors.
----------------------------
Basic Controls and Commands
----------------------------

Joystick/Control Pad:           Move between menu options, move map 
                                cursor, move units across map.

Start Button:                   Initiates game, skips conversations, 
                                shows objective screen, begin battle,
                                leave the base.

A Button:                       Confirm option, select units, press
                                during conversations to scroll back
                                to words previously said.

B Button:                       Go back to previous option/screen.

C Joystick:                     Toggle camera angle.

X Button:                       Aims the cursor to the inactive units
                                Of the current turn.

Y Button:                       Reveals status screen for all units,
                                Also shows help notes on menu options.

R Button:                       Controls the transparency of the unit
                                displays. The more you hold down the
                                button, the more transparent the dis-
                                plays get.

Y Button:                       Toggles camera view. Press once to go
                                Back, press again to go back further.


The basic commands on the battlefield are as thus:

Attack:                         Attack a unit with the desired weapon.
                                Weapon ranges range from 1 to 10 panels

Shove:                          Push other units one space in a desired
                                direction. A unit can only push another
                                whose Weight is lower than that of the
                                pusher.

Staff:                          Heals a unit with an equipped staff.

Chant:                          Reyson only. Allows a unit in an
                                adjacent space move again.

Reinforce:                      Tanith only. Call for two Pegasus
                                Knights and a Falcoknight. Can only
                                use twice per battle.

Rescue:                         Pick up all allied units. You can only
                                pick up units with a lower Weight than
                                the rescuer's.

Take:                           Transfer a carried units from one unit
                                to another.

Drop:                           Put a rescued unit down in an adjacent
                                space.

Item:                           Control items in the unit's inventory.
                                Use items or drop items.

Trade:                          Trade items between two units.

Wait:                           A unit stops all actions and must wait
                                until the next Turn to act.

Talk:                           Speak to another unit. This is the main
                                method of recruiting more characters.

Door:                           Unlock a door with a Door Key or a 
                                Thief.

Chest:                          Unlock a chest with a Chest Key or a
                                Thief.

Break:                          Deplete a door's HP to open if you do
                                not have a Door Key or a Thief. :P

Visit:                          Visit a house to gain items.

Steal:                          Use a Thief to get an unequipped weapon
                                or an item. Thief's Speed must be 
                                higher than target's.

Arrive:                         A chapter goal. Guide a unit to a blue
                                square to complete the battle.

Seize:                          A chapter goal. Move Ike to a red 
                                square to complete the battle.

Escape:                         A chapter goal. Guide a unit to a
                               yellow rectangle to escape. Once Ike
                               escapes, the chapter is complete.

Order:                         Give the Rally, Halt, Target, and
                               Avoid commands to blue colored
                               units.

Direct:                        Give the Roam, Halt, Target, and
                               Avoid commands to the yellow units.

----------
RNG Guide
----------

The Random Number Generator (RNG) is the system Fire Emblem uses to 
determine how often a character's stats will go up. When you play 
through this game the first time, you automatically use the Random 
growths. The Random growth option utilizes the RNG factor and can 
either make you character spectacular or absolutely horrible. Once you 
beat the game at least once, you also have the option to begin a new 
game with Fixed growth rates. This option doesn't use the RNG factor to 
its full extent like Random growths do. If you use Fixed growth rates, 
your units will be guaranteed to not be horrible, but they will never 
reach their full potentials either.

------------------
Stat Descriptions 
------------------

Since this game is part RPG, there are, of course, stats to determine, 
for example, what power an attack has. I'll explain them here.

Health/Hit Points (HP) - An incredibly important stat in this game. If 
a unit's HP runs out, he/she will die and never come back. Therefore, 
don't let your units die, since it'll put less strain on you and your 
army; in other words, just don't let it happen. It's in everyone's best 
interest. Still, high HP doesn't mean much if a unit has a low Defense, 
which is explained later.

Strength (STR) - This determines the physical attack power of a unit 
and how much damage he/she can do while equipped with a physical weapon 
(swords, axes, lances, and bows). This stat is required for most of the 
units in the game, since they use physical weapons. However, there are 
certain magical weapons, like the Flame Lance, that don't run on 
strength, but instead on magic. Strength also pertains to how well a 
unit can deal with a weapon's Weight (WT). If the WT is higher than the 
STR, then the amount of points the WT has over the STR is subtracted 
from the unit's Speed.

Magic (MAG) - This determines the magical attack power of a unit and 
how much damage he/she can do while equipped with a magical tome (Wind, 
Fire, Thunder, etc.) or a magical weapon (Flame Lance, etc.). This stat 
is very important to Mages or Bishops dealing damage and how well a 
healer can...heal. Magic works exactly how Strength works, except it's 
more important for magic users.

Skill (SKL) - Skill determines the accuracy of a weapon and it also 
determines the critical hit rate of a unit. The higher the Skill, the 
better the chance a unit will hit the enemy. The other factor Skill 
determines is the chance a unit will perform his/her special skill. The 
amount of Skill is the percentage of success that the skill will 
activate.

Speed (SPD) - Speed is incredibly important. First, it determines the 
avoidability of a unit, meaning how well he/she will be able to dodge 
attacks. Second, it determines if a unit will be able to perform what 
is known as a "double-attack" in one round. If a unit's Speed is 4+ 
points higher than the enemy's, he/she will strike twice in one round. 
Third, and last, Speed pertains to the success of a Thief being able to 
steal. A Thief's Speed must be higher than his target's in order to 
steal.

Luck (LCK) - This stat determines the hit rate, the dodge rate, the 
rate a unit can critical, and how much an enemy's critical rate will be 
lowered by. Luck seems to affect dodging more than anything, but it 
could be just me. :P

Defense (DEF) - Defense determines how well a unit can protect 
him/herself from a unit's Strength. The higher the Defense the less 
damage a unit using a physical weapon will do. If a unit's Defense is 
higher than his/her enemy's Strength and weapon MT, then he/she will 
take no damage. However, Defense in no way is able to protect one from 
Magic attacks.

Resistance (RES) - Resistance pretty much works like Defense. However, 
it protects from magic attacks and not physical weapon attacks. If 
Resistance is higher enough than an enemy's magic power and weapon MT, 
no damage dealt to the character. :)

Movement (MV) - Determines how many spaces a character can move in a 
turn. If a mounted unit performs an action and he/she hadn't used all 
his/her movement range, he/she will be able to move again in the amount 
of spaces remaining.

Constitution (CON) - This is the unit's Build. If a unit's Build is 
higher than another unit's Build, he/she will not be able to be shoved 
unless someone with a higher Build than him/her comes along.
Also, if a unit's Build is lower than another unit's Aid, he/she can be 
rescued. If it's higher, then the reverse holds true.

Aid - Aid determines whether a unit can rescue another unit or not. A 
unit's Aid must be higher than another's Build to rescue him/her. It's 
very handy if you want to pull someone out of a particularly risky 
situation. There's a big downside, though. If a unit is carrying 
another, the unit that is carrying will suffer a point deduction from 
Skill and Speed. However, if a unit has the Savior skill equipped, 
he/she won't suffer the penalty.

Weapon Level - Each unit has a certain Weapon Level, which in order 
from lowest to highest, goes like this: E->D->C->B->A->S. The more a 
character uses a weapon, the higher his/her Weapon Level for that 
particular weapon grows. 
Each weapon has its own Weapon Level as well. For example, if a unit 
has a "C" in Weapon Level for swords, he/she will be able to use all 
class E, D, and C swords, but not class B, A, or S swords. 

Might (MT) - This is the power of a weapon. This in conjunction with 
Strength and Magic determines how much damage a character will do. The 
combined numbers must be higher than the enemy's Defense or Resistance 
to do any damage.

Weight (WT) - The weapons Weight. If the Weight of a weapon exceeds the 
Strength of the wielder, then the amount of points the Weight exceeds 
the Strength will be deducted from the Speed stat.

----------------
Strategy Basics
----------------

This section is dedicated to some strategizing advice. The beauty about 
Strategy and RPG games is that there is never only one way to go around 
doing things. If you discover another strategy that works, then use it 
if you'd like. If you think it's good, e-mail it to me and I'll see if 
I can add it to my walkthrough.
On another note, strategizing can be easy or hard, depending on how 
well you can solve situations. If you're great at figuring things out 
quickly and/or finding more than one way to do things, then 
strategizing should be easy. If you aren't too great at that, then you 
might find trouble. My advice is to go carefully inspect and scrutinize 
as many details about the chapter as possible. In that case, you'll 
have an easier time assembling your team and getting through the 
chapter.

------------
Walkthrough
------------

Yay, here's the cream of the crop of my FAQ: the actual walkthrough. :) 
In this walkthrough, there may be some story references, but they're 
not too big. If you don't want to know anything about the story at all, 
then you might not want to read further. The layout of each chapter 
goes like this:

Chapter Name
Victory: What you have to do to gain a victory (Defeat Boss, Rout, 
Survive, Defend, Arrive, Escape, Seize).
Units Available: This is how many units you can use for the chapter.
Allies: Any units you can't control directly, but will help you. 
They're labeled as either yellow or green. You can control Yellow units 
to an extent, but you can't control Green units at all.
Items: Items found in the chapter will go here.


Strategy goes here.

NEW UNIT ALERT!
The New Unit Alert will alert you to which units are joining in for the 
first time in the chapter. I will give the name, my description, the 
stat growths, the unit's master skill, and then a rating based on my 
opinion. Because it's an opinion, don't go flaming me if you think it's 
wrong. ):

***********************************************************************

Prologue: Mercenaries
Victory: Defeat Boss
Units Available: 1 (Ike)
Items: Vulnerary x3 (Mist) 

You can't lose in this chapter. If you somehow do, then you honestly 
suck. :P Anywho, after Mist arrives, seeing that Ike got his ass beaten 
by their father, Greil, Boyd will come along. Greil will ask Boyd to 
spar with Ike, and Boyd will happily agree.
Before you get to move Ike, the game will ask you if you want a 
tutorial. If you choose to follow it, you start the next chapter with 
one Iron Sword. If you choose not to, you start with four Iron Swords. 
I suggest not following it, but it's your choice. Make your decision, 
then move towards Boyd. Boyd won't move, instead choosing to taunt you. 
On the next turn, go up to him and fight! Ike and Boyd will exchange 
blows, then the scene ends. Boyd won't attack you again, and on the 
next turn, you'll attack him and defeat him, earning you some nice 
experience. :)
After that, Greil will ask Mist to give Ike a set of 3 Vulneraries, the 
basic healing item of the game, which heals 10 HP. Once you pop one in 
to heal yourself, Greil will start coming after you. After he's moved, 
go up to him and attack. All you need to do is keep attacking him and 
you'll win without having to heal yourself. 
Congrats! You've leveled up and completed the Prologue!

NEW UNIT ALERT!

Name - Ike
Description - Since Ike is the main character, you're forced to use 
him, and you better make darn sure you do! Ike is the best Lord since 
Hector. He easily maxes Strength, Skill, Speed, and Defense. His HP is 
very good, and it will most likely max out, too. His Luck and 
Resistance are both good, too, and his Magic is the only mediocre stat, 
but he doesn't need it. Even at the beginning, Ike's stats all start 
off well, and his avoidability is pretty good as well. As a Ranger, 
he's great; as a Lord, he's an uber killing machine. Ike is so awesome, 
and I haven't even mentioned his master skill: Aether. This skill alone 
makes Ike the best Lord, and you have no excuse not to give him an 
Occult scroll for it. Aether, coupled with his incredible Strength and 
Skill, will make mince meat of even the final boss. Aether will also 
keep Ike alive forever. Small story short: Use Ike. I think he's even 
better than Hector. And that's saying something.
Stat Growths - HP: 75%, STR: 50%, MAG: 20%, SKL: 50%, SPD: 55%, LCK: 
35%, DEF: 40%, RES: 40%
Master Skill - Aether
Rating - 10/10
 
***********************************************************************

Chapter One: The Battle Begins
Victory: Seize
Units Available: 4 (Ike, Titania, Oscar, Boyd)
Items: Seraph Robe (NW House), Steel Sword (SE House)

Yay, you have three more party members! Here's a note about Titania: 
She's a Jeigan. For those of you who don't know what a Jeigan is, it's 
the character that joins normally at the beginning of a Fire Emblem 
game (Normally a Paladin). A Jeigan is a pre-promoted class that's 
overpowered at the beginning, but shouldn't be trained until the middle 
of the game. Titania is one of those. Therefore, being an equivalent to 
a level 21 unpromoted unit, she'll be an experience hog, and will steal 
experience from the characters that need it way more. In other words, 
don't use Titania, except if you really need her. In this chapter, you 
want her to kill the Bandit going after the NW House that houses the 
Seraphic Garb.
Anywho, start off the chapter by sending Titania to visit the SE house 
for the Steel Sword. Send Boyd to kill the nearby Fighter, Ike to kill 
the other Fighter, and send Oscar a bit north to try to get in the 
enemy Myrmidon's range. For the next turn, have Boyd finish the Fighter 
if he hasn't, have Ike back Oscar up, and Titania move towards the 
Bandit trying to destroy the NW house. During the next turn, clean up 
the rest of the enemies and then confront the boss. Weaken him with 
Oscar and/or Boyd, then finish him with Ike. On the next turn, have Ike 
go into the square the boss was guarding and Seize the building.

NEW UNIT ALERT!

Name - Titania
Description - Titania is this FE's Jeigan. She's definitely much better 
than Marcus, but she's not quite as good as Seth. Nonetheless, some 
people really hate Titania because her base stats are really low and 
just don't use her enough to realize her stat growths are among the 
best of any FE character. Although she has bad base stats, she can 
easily reach her full potential and still become powerful like the rest 
of your team. She starts with Counter, which is a useless skill you 
should probably remove right away. Teaching her Sol might not be such a 
bad idea, since, for some reason, she can get a bit Defense-screwed at 
times. Still, Titania's dodging ability is really good and her 
Resistance is definitely better than most of the physical attackers in 
the game. All in all, Titania's only real fault is her rather mediocre 
Strength and her tendency to get Defense-screwed. Other than that, 
she's excellent.
Stat Growths - HP: 80%, STR: 45%, MAG: 25%, SKL: 60%, SPD: 50%, LCK: 
45%, DEF: 40%, RES: 45%
Master Skill - Sol
Rating - 8.5/10

Name - Oscar
Description - The best potential Paladin in the game. At the beginning, 
he starts off as a level 3 Lance Knight with some pretty good stats. 
All of his growths are solid, but none of them are exceptional either. 
Still, Oscar is one of the least likely characters to be RNG screwed, 
which makes him at least pretty good in all of your playthroughs. His 
growths are actually good enough to make him an incredibly useful, 
well-rounded unit. Once he's a Paladin, he starts becoming a powerful 
colossus that'll mow down virtually everything. If you opt to give 
Oscar Sol, he'll be kept alive very easily. Oscar's a character that's 
very worth using, and will most likely surpass Titania in almost 
everything, sans Resistance. Oscar also has the ability to unleash the 
Triangle Attack with his brothers Rolf and Boyd, but to perform this, 
you must choose the Bow as his second weapon.
Stat Growths - HP: 55%, STR: 45%, MAG: 20%, SKL: 50%, SPD: 45%, LCK: 
30%, DEF: 35%, RES: 30%
Master Skill - Sol
Rating: 10/10

Name - Boyd
Description - Poor Boyd is the only Warrior in the game. His Strength 
growth is awesome, and he'll be able to max STR with little to no 
trouble. His Skill growth is pretty good, and his Speed growth is good 
too, meaning that Boyd can double-attack and dish out high damage each 
round. However, Boyd has a big problem: his Defense growth. It's pretty 
bad, and even though he's a frontline unit, it'll still be hard keeping 
him alive there, due to bad Defense. He can avoid rather well, but not 
enough to survive long enough. His Resistance is bad too, so keep him 
away from magic users. All in all, Boyd will deal lots of damage, but 
will take a lot as well, due to low Defense and Resistance.
Stat Growths - HP: 75%, STR: 60%, MAG: 5%, SKL: 50%, SPD: 45%, LCK: 
35%, DEF: 25%, RES: 25%
Master Skill - Colossus
Rating: 7/10

***********************************************************************

Chapter Two: Rescue
Victory: Rout
Units Available: 4 (Ike, Oscar, Boyd, Rhys) (Titania joins later)
Items: Vulnerary (Enemy drop), Steel Axe (Enemy drop), Speedwing (Boss 
drop)

This is the first battle that introduces you to the using and act of 
protecting your healer. Rhys is your first and only Priest/Bishop, your 
only Light magic user, and your only healer until Chapter 9. In this 
chapter, Rhys is easy to protect, just keep him away. Begin by having 
Oscar ride to the northern Myrmidon and kill him. Then have Ike and 
Boyd move to the east and attract the enemies. If one of them gets hurt 
too much, have them move towards Rhys and he'll heal (Haha, rhyme. :)) 
him. After Oscar's killed the Myrmidon, have him join Ike and Boyd and 
push forwards, just as Titania arrives on turn 3. Attract the several 
enemies surrounding the bos with Ike, Boyd, and Oscar, then confront 
the boss. Weaken him with Oscar and Boyd, then kill him with Ike. After 
that, when the battle ends, Shinon and Gatrie come and Shinon kills the 
Fighter that was about to kill Rolf and Mist. Go Shinon! :P

NEW UNIT ALERT!

Name - Rhys
Description - Rhys is the first healer you get in the game and the only 
Light magic user you can get. Rhys is very useful as a healer, 
invaluable in the beginning chapters and still very good later in the 
game. One he promotes to a Bishop, he'll start to be able to use Light 
magic tomes and be able to cause damage. His awesome magic growths will 
enable him to cause lots of damage with each hit, and his good Skill 
growth will let him hit pretty well. It's too bad Rhys' Skill only 
maxes out at 22. Since his Defense is basically pretty bad, you don't 
want him near physical attackers. Rhys' only weakness is his Strength, 
which weighs upon him when he's using heavier tomes. Overall, Rhys is a 
very reliable healer and a good attacker with lighter tomes.
Stat Growths - HP: 40%, STR: 5%, MAG: 60%, SKL: 50%, SPD: 40%, LCK: 
50%, DEF: 25%, RES: 55%
Master Skill - Flare
Rating - 9/10

***********************************************************************

Chapter Three: Pirates Aground
Victory: Rout
Units Available: 4 (Ike, Titania, Shinon, Gatrie)
Allies: Marcia
Items: Elixer (SE House), Hand Axe (Enemy drop), Vulnerary x 2 (Enemy 
drop), Thief Band (Boss drop...only if it's the second playthrough or 
above)

You don't get Oscar, Boyd, or Rhys in this level, and you instead get 
Shinon and Gatrie, who are, at this point of the game, definitely 
better. Shinon is a Sniper, the promoted Archer, and Gatrie's the first 
Knight you'll see in the game, and he's a total tank. First off, begin 
the battle by having Titania ride to the house right nearby to claim 
your set of 3 Elixers, which heal your HP completely. Also, take note 
of the person who gives you the Elixers; you'll see him later. Have Ike 
lock into combat with the Fighter near the house, and have Shinon and 
Gatrie do their "Thunder and Lightning" tactic they were talking about 
before; have Gatrie smash through, since he won't be taking damage, and 
have Shinon back him up from behind with arrows. Have Ike also join 
Shinon and Gatrie and help them. Try to let Ike get in the most kills, 
since he needs the experience the most and he'll develop even more. Try 
not to let Shinon get too many kills, since he's already promoted, 
therefore being an experience hog like Titania. After turn 2, a Pegasus 
Knight called Marcia rides in and speaks with the pirates about her 
brother. After that, it's your turn again. Marcia will obviously be 
attacked, but she should survive long enough for Ike to board the ship 
and speak to her. After that, she'll leave the field of battle. Don't 
worry--she'll come back in a later chapter. After everyone's on the 
ship, have Ike provoke the pirate captain from the northern staircase, 
and Gatrie lure the others in so that he and Shinon can kill them. Once 
Ike kills the boss and everyone else is dead, the battle is done.

NEW UNIT ALERT!

Name - Shinon
Description - Being a pre-promoted unit, you might think right away 
that you might not want to use him. That's a bad idea; of the three 
bowmen in this game, Shinon's actually the best. Although Shinon's base 
stats rather suck for a level 1 Sniper, his growths are incredibly 
awesome, and it won't take much time before he start to become better 
than most units in terms of power, speed, and accuracy. Ironically, his 
Defense growth is really good, considering he's an Archer. Once Shinon 
starts to pick up, he'll basically destroy almost anything in his path. 
He'll do a lot of damage, take little, critical a lot, and dodge lots 
of attacks. Even his Resistance is good. Using an Occult scroll to give 
Shinon Deadeye isn't a bad idea, since it increases accuracy and has a 
chance of putting an enemy to sleep. Since Shinon's accuracy is already 
awesome, the best thing about Deadeye for him is the sleeping part. 
Using Shinon is a great idea, especially if you want a reliable ranged 
attacker. If it weren't for the fact that Shinon disappears before 
Chapter 8 and returns on Chapter 18 being under-leveled, he'd get a 10.
Stat Growths - HP: 75%, STR: 65%, MAG: 20%, SKL: 70%, SPD: 65%, LCK: 
35%, Defense: 50%, RES: 40%
Master Skill - Deadeye
Rating - 9.8/10

Name - Gatrie
Description - Gatrie is one of the three available Generals in the 
game, and he's the best of them. He's an absolute tank, due to his high 
Strength and Defense growths. Physical attackers will stand no chance 
of causing much damage, let alone none, and Gatrie's high Strength can 
cause him to severely injure his attackers. Gatrie has two weaknesses: 
his Speed and his Resistance. Very low scores in those categories makes 
magic users his hell. If you want Gatrie to protect against magic too, 
pray that his Resistance gets RNG-blessed, which just might happen. 
Most people make Gatrie's low Speed look like a way bigger problem than 
it normally is, since they're worried about his double-attacking. Thing 
is, Gatrie's not really an attacker; his job is to take damage, not 
necessarily deal it. Still, if it wasn't as low as it is, then he 
wouldn't be as tormented by magic users. When he leaves after Chapter 7 
and returns on Chapter 13, you'll need to baby him a bit with bonus 
experience, or he'll have trouble growing. Giving Resolve and Wrath to 
Gatrie will make him a killing machine at half HP. Anywho, Gatrie is, 
in my opinion, the best General in the game. I recommend him.
Stat Growths - HP: 80%, STR: 55%, MAG: 5%, SKL: 55%, SPD: 25%, LCK: 
25%, DEF: 60%, RES: 30%
Master Skill - Luna
Rating - 9/10  

***********************************************************************

Chapter Four: Roadside Battle
Victory: Defeat Boss
Units Available: 6 (Ike, Titania, Soren, Rhys, Shinon, Gatrie)
Items: Iron Lance (Enemy drop), Steel Lance (Enemy drop), Javelin (Boss 
drop)

Yay, your first battle with a Mage. You don't want to attack head-on 
with Soren, since he'll obviously be slaughtered. Therefore, you want 
to put him behind your main attacking units. 
It's too bad Oscar and Boyd aren't with you in this battle, since they 
would have really helped. This battle pits your six units against 
Daein's 16 units, effectively outnumbering you nearly 3 to 1. Due to 
the fact that this is an open battle ground, it might be a bit 
difficult to protect Soren and Rhys, but other than that, it's easy. I 
suggest that you advance slowly with Ike, Titania, Shinon, and Gatrie 
and leave Soren and Rhys far behind enough so that they don't get 
attacked.  
Therefore, send Ike, Titania, Shinon, and Gatrie slowly forwards while 
Rhys and Soren stay behind, maybe letting Soren get a couple of hits in 
if you want. Advance slowly, while letting the enemies come to you as 
well. Use the thunder & lightning tactic with Shinon and Gatrie and let 
Ike and even Titania help. After you kill off the first wave of 
enemies, it's only a couple enemies along with the boss, who is a 
Knight, left. At this point, let Rhys and Soren catch up to the other 
four. Have Ike, Shinon, and Gatrie lure the enemies in by stepping into 
their ranges, then have someone like Gatrie or Titania attract the 
boss, who attacks with a Javelin. Ike can give his Regal Sword a real 
workout on this enemy Knight. If you want, weaken the boss to just a 
little bit of HP left, then have Soren attack with his Wind tome to 
kill him, netting him lots of experience.

NEW UNIT ALERT!

Name - Soren
Description - Soren is the first Mage you get in this game, and he's 
the best. I actually think Soren is the best Mage in all the Fire 
Emblems I've played. He starts off with good enough base stats, but 
because he starts off at level 1, he needs quite a bit of work. Still, 
once he starts to gain levels, his true power will start to show. His 
Magic growth is superb, and his Skill and Speed are good enough to make 
Soren a total powerhouse. He starts off with Adept, a particularly 
useful skill, and with his Skill growth, he'll be able to activate it a 
lot. Now, like Rhys, Soren's weakness is his Strength. With a horrible 
Strength growth, he won't be able to wield heavier tomes with 
simplicity. Thing is, he doesn't need heavy, powerful tomes. All Soren 
needs is "El" tomes and he'll rip enemies asunder with them, especially 
ElThunder. Soren also has a pretty bad Defense growth, but we know 
better than put him in the open against physical attackers, right? 
Soren's Resistance is great, so he won't take damage from magic.
Stat Growths - HP: 45%, STR: 5%, MAG: 60%, SKL: 55%, SPD: 40%, LCK: 
30%, DEF: 15%, RES: 55%
Master Skill - Flare
Rating - 10/10

***********************************************************************

Chapter Five: Flight!
Victory: Defend for 6 Turns
Units Available: 8 (Ike, Titania, Oscar, Boyd, Shinon, Gatrie, Soren, 
Rhys)
Items: Hammer (Enemy drop), Iron Blade (Enemy Drop), Ashera Icon (Boss 
drop)

Oscar and Boyd have rejoined you, now that the Daein army found out 
about Elincia and want to take her. There are three entrances, but 
Greil takes the eastern one, so you're ok there. ;) The western 
entrance has easy enemies that your weaker units can take out. The 
southern entrance is what you have to worry about, as that's where the 
massive-ass brunt of the force attacks from, and it's the path you must 
take to reach the boss.
Gatrie HAS to go down to the southern exit, his Defense is really 
needed. Oscar, Boyd, and Shinon should go to the west to confront the 
easy enemies. Now, you have two choices: One is to send Ike with Gatrie 
and have Titania wait near the square, or have Titania go with Gatrie 
and have Ike aid the units going west. Since the majority of the 
southern attackers consists of lance users, Ike may have a tough time, 
so that's why he'll need Vulneraries. If you want to get to the boss 
quickly, you can use Titania if you want. :P I suggest using her to 
kill the boss, since he's somewhat far away. Anywho, all you need to do 
is keep fighting the enemies back for 6 turns without having any of 
them reach the blue square. If you have enough time, have Titania meet 
the boss and put him to sleep...forever. >:O

***********************************************************************

Chapter Six: A Brief Diversion
Victory: Escape
Units Available: 6 (Ike, Titania, Oscar, Boyd, Soren, Rhys)
Difficulty: Easy
Items: Vulnerary (Enemy drop), Poleax (Enemy drop), Short Spear (Boss 
drop)

The goal in this chapter is to escape through the yellow square that 
the Halberdier is guarding. Shinon and Gatrie aren't in this battle, 
since they're helping Greil. Since the enemies won't attack you as long 
as you're within the trees, make your way, slowly I might add, towards 
the western bridge. After that, charge through the trees. Allow Ike and 
Titania to clean up the enemies on the bridge, and let Boyd, Oscar, and 
Soren stay a bit east of the bridge to lure the Soldiers in and kill 
them. Let Rhys cure whoever needs healing. After a couple turns, the 
boss gets impressed at your feat and starts sending everyone after you. 
In this case, have Ike, Rhys, and Titania advance down the bridge and 
slowly east towards the boss, clearing out the enemies along the way. 
Have Boyd, Oscar, and Soren catch up to the others once they're done 
with their part. Once you've killed the boss, you can escape! 
However...!
Let everyone BUT Ike escape first, then let Ike escape last. I'll tell 
you why you should do this later on.

***********************************************************************

Chapter Seven: Shades of Evil
Victory: Rout
Units Available: 6 (Ike, Titania, Oscar, Boyd, Soren, Rhys) +2 (Shinon 
and Gatrie appear on Turn 3)
Allies: Mia
Items: Chest Key x2 (Enemy drops), Steel Lance (Enemy drop), Fire 
(Enemy drop), Mage Band (Boss drop...only if it's the second 
playthrough or above), Armorslayer (NE Chest), Miracle (NW Chest, 
left), Ward (NW Chest, right)

Simply put, beat the crap out of everyone in the room. Titania is very 
important in this chapter, as enemies attack en masse a lot in this 
chapter. Since you start at the bottom-right hand corner, have Titania 
gallop left to the middle corridor, then have her swing up and start 
hacking through the enemies there. Meanwhile, send the rest of the 
party north and take care of the couple enemies there. 
At the end of the first turn, a myrmidon named Mia will come along. If 
Ike doesn't go to her, she'll approach him and bring up a conversation. 
After that, Mia will become your new party member! Once you've done 
that, have whoever has the Chest Key from the Soldier open the treasure 
chest. After that, have everyone advance carefully into the middle 
corridor while defeating the enemies in the process.
At the end of Turn 3, Greil, Shinon, and Gatrie will appear, along with 
Petrine. Greil will lure Petrine away, so Petrine leaves several units 
along with the boss to tend with your party. This leaves Shinon and 
Gatrie near an orgy of enemies, but they won't have trouble. Have 
Gatrie block the entrance to the treasure chests nearest him and Shinon 
while Shinon pelts the enemies with arrows. Once all the enemies are 
cleared up, advance towards the boss and beat him up until he's dead.

NEW UNIT ALERT!

Name - Mia
Description - Mia is the first Myrmidon you get in the game. She starts 
off with base stats typical of a Myrmidon. When she joins, she'll seem 
a bit lacking Defense wise, and she won't be dealing much damage 
compared to the rest of the party when she first joins. Mia also joins 
at a bad time in the game, within which the next 2-3 chapters contain 
mainly lance enemies, making Mia seem even worse to start off with.
She starts to prove herself once she's bumped up a few levels. Mia 
should end up with great Skill and Speed, which means her innate 
ability to dodge well coupled with a great critical hit rate with make 
her quite useful for some part. Mia's problem lies with her Strength 
and Defense. Being the Myrmidon she is, she won't really be doing much 
damage, and Mia will almost always have to depend on her Speed to 
survive the front lines. You basically can't cause enough damage with 
her unless she manages to critical enough. Overall, you may want to 
consider the other two Swordmasters in the game.
Stat Growths - HP: 50%, STR: 40%, MAG: 30%, SKL: 45%, SPD: 60%, LUK: 
45%, DEF: 20%, RES: 25%
Master Skill - Astra
Rating - 7/10

***********************************************************************

Base Description

The mercenaries have found merchants with a caravan. Thank God. This 
nifty caravan will be the Base for the whole game, and it's accessible 
in between chapters and right before battles. You can buy/sell weapons 
and items or forge a weapon with stats you can chose for the weapon, as 
well as a color! :) The Base is incredibly handy, and it will carry all 
your items. Therefore, if during battle you can't carry enough items, 
the item you choose to not have in your inventory automatically gets 
sent to the caravan.
Another thing about the base is the Support conversations. These are 
personal chats between two characters, and a character can increase 
his/her "Support Level" by attending these convos. When one character 
is near a character on the battlefield he/she has support with, both 
units will receive a little stat boost, the amount depending on the 
support level.
And then, there's the option that you MUST use to get through the game: 
Bonus Experience. Bonus Experience is accumulated throughout the 
chapters, and you can use the experience to boost characters' levels 
while in the Base. At this point, you should have around 1200-1300 
Bonus Experience if you had everyone but Ike escape first in chapter 6. 
If you let Ike escape first, you'll have less. Use it now, as an 
annoying chapter is coming up...

***********************************************************************

Chapter Eight: Despair and Hope
Victory: Defend for 8 Turns
Units Available: 7 (Ike, Titania, Oscar, Boyd, Soren, Rhys, Mia)
Items: Red Gem (Enemy drop), Soldier Band (Boss drop...only if it's the 
second playthrough or above)

Great. Shinon and Gatrie have left, Ike wants to kill, and it's 
raining. ): 
Now, this chapter must be planned out carefully, as there are a 
crapload of enemies coming from all three entrances to the fortress. 
Boyd and Oscar MUST be AT LEAST level 10 in order for this to work. Not 
only that, but Boyd should also have a Poleax, as he'll be a main 
working force.
Now, there are different groups of enemies coming from the entrances: 
On the western side, there's the assorted group, with simple enemies 
like Fighters, Soldiers, and Archers. Easy enough. The southern 
entrance is populated by a trickier crowd, which are the mounted units. 
The eastern side contains the Knights, who are the very protected 
units.
Now, this is how it'll work. Ike should be at the western entrance, and 
he should be fine alone, as his level should be high enough. If you 
want, have Mia and Soren help Ike out. I know you want to give Ike's 
Regal Sword a workout on the Knights, but he needs to be at the west to 
recruit a new unit named Ilyana. 
For the southern area, send out Oscar and Boyd. Now, here's where it 
gets good: Boyd's STR + Poleax + Mounted units = Slaughterhouse. That's 
right, Boyd will hack those horsie-riding enemies apart. Due to Oscar's 
well-balanced nature, he can help Boyd, dealing decent damage and 
definitely taking more hits. Still, due to the fact that Boyd WILL take 
a ton of damage because of his bad Defense, have his go to Rhys for 
healing when he gets too wounded. Boyd and Oscar should mop the ground 
with these guys.
As for the eastern entrance, there's one unit left for that, and that's 
Titania! Give her a Steel Axe and/or a Hammer, and she'll kill those 
Knights easily.
For Ike, once he's killed off most of the enemies in his way, have him 
walk to Ilyana and talk to her to get her to join the group! Now you 
can use her to help out for the rest of the battle. If the battle 
starts drawing to a close, have Titania and/or Boyd approach the boss 
in the southeast part of the map and take him down. After the battle 
ends, Lethe and Mordecai will save you from dying. ;)

NEW UNIT ALERT!

Name - Ilyana
Description - Ilyana is one of the underappreciated units in Path of 
Radiance. Most people don't like her because her below average Speed 
growth makes her a bit too slow. Well, it's true her Speed growth isn't 
that pleasant, but it doesn't make Ilyana unusable. Ilyana, unlike 
Soren, actually has a good Strength growth for a Mage, so she'll wield 
the heavier tomes better than Soren can. Not only that, but because of 
her biggest strength towards Thunder magic, Ilyana will be a powerhouse 
in not too long; still, her Speed will eventually weigh her down and 
she won't be double-attacking as much. Typical of a Mage, she has low 
Defense too, but Shade helps a bit. Still, Ilyana makes up for most of 
her mediocre Speed with nice Magic growths and Thunder magic.
Stat Growths - HP: 45%, STR: 25%, MAG: 50%, SKL: 45%, SPD: 30%, LUK: 
45%, DEF: 15%, RES: 50%
Master Skill - Flare
Rating - 8/10



***********************************************************************

Chapter Nine: Gallia
Victory: Seize
Units Available: 10 (Ike, Titania, Oscar, Boyd, Soren, Rhys, Mia, 
Ilyana, Mist, Rolf)
Allies: Lethe, Mordecai, Marcia 

First off, once you have the battle start up, Mist and Rolf will run in 
and beg to join the fight. Ike will accept, and now you have two 
liabilities for this battle. Since they start at level 1, Rolf and Mist 
will have no use at all in this chapter. Mist may have use being a 
second healer, but Rhys alone is good enough.
The Laguz who saved you last chapter, Lethe and Mordecai, will be your 
allied units, labeled in yellow instead of blue. They can't necessarily 
be controlled directly, but you can give the one of four choices: Roam, 
Target, Flee, or Stand. Roam lets them do what they want, Target lets 
you choose a spot on the map you want the allies to go to, Flee makes 
the allies move away from enemies, and Stand makes them stand still. 
Got it? OK!
Now, you see the two houses way in the far left hand corner? Pirates 
are gonna go after them. If they reach the houses before you do, they 
will burn them down. Because Titania's movement range is a lot bigger 
than the others, put her in the back of the party, then have her make a 
break for the beach, then run towards the houses, killing enemies along 
the way.
As for the rest of the party, have them start south. These are all just 
basic enemies, and they shouldn't be much trouble at all. Once you 
reach the castle walls, the boss will get reinforcements all around 
him. Kill them, then confront the boss. He has Counter, which isn't too 
bad, but it's detrimental if it activates on characters with low HP. 
Marcia should have come from the north after about 3-4 turns. She'll 
automatically start flying towards Ike. To make things easier, have Ike 
run towards her as well. They speak, and you have your first flying 
unit! 
After you kill the boss, have Ike Seize the blue space, and you're 
done.

NEW UNIT ALERT!

Name - Lethe
Description - Lethe is a force on the battle field.  She gets a high 
attack power, she can take damage with her good Defense, and she evades 
attacks incredibly well, too. Lethe's superb Skill and Speed growths 
means she'll constantly double-attack and dodge while giving her a 
better chance of criticaling too. Being a beast Laguz, though, she has 
an elemental weakness, which is Fire. Therefore, that coupled with low 
Resistance means she should stay away from magic, especially fire. 
Another great thing about Lethe is that she can jump into a battle 
right away, since she transforms right away. Although she can't attack 
in human form, she can still dodge a lot. I find Lethe to be the second 
most useful Laguz in the game, and she won't disappoint.
Stat Growths - HP: 130%, STR: 50%, MAG: 5%, SKL: 65%, SPD: 70%, LUK: 
50%, DEF: 40%, RES: 25%
Master Skill - Roar
Rating - 8.5/10 

Name - Mordecai
Description - Personally, I never liked Mordecai too much. When you 
first get him, he has great HP, STR, and DEF, making him totally 
powerful. He will double-attack sometimes, and he will hardly ever be n 
the state in which he needs dire attention. As the game progresses, 
however, Mordecai begins to weaken to the point that he'll fall behind. 
His Speed will fall short of what it should be, making Mordecai less 
able to double-attack and dodge. His Defense will fall a bit too, 
making him more susceptible on the front lines. Overall, Mordecai is a 
total monster offensively, but his defensive stats will cause him to 
falter. Also, like Lethe, he should be kept away from fire magic.
Stat Growths - HP: 150%, STR: 65%, MAG: 0%, SKL: 55%, SPD: 50%, LUK: 
40%, DEF: 40%, RES: 20%
Master Skill - Roar
Rating - 6/10

Name - Mist
Description - Another underrated character, probably because of her 
performance at the beginning. She comes as a healer, like Rhys, and 
that's why she isn't quite so good. You only need one staff healer at 
the beginning, and since Rhys was already there, Mist seems pointless. 
Still, that changes when Mist promotes into a Valkyrie. She gains the 
ability to use swords, and she rides a horse. :) Even though she can use 
swords, Mist's STR stat isn't too good, so Mist may be lacking in 
attack power. In terms of a magic weapon, like the Sonic Sword, that's 
a different story. Mist's magic is high, so a Sonic Sword falls right 
into the perfect hands when used by Mist. Still, Mist is better for 
killing magic users, not physical attackers.
In chapter 27, when Ike has a battle with the Black Knight, the only 
person helping him is Mist. Another reason you may want to use her.
Stat Growths - HP: 50%, STR: 35%, MAG: 50%, SKL: 25%, SPD: 40%, LUK: 
60%, DEF: 15%, RES: 40%
Master Skill - Sol
Rating - 7/10

Name - Rolf
Description - Rolf is the second of the three bowmen you can get in the 
game. It's not really a good idea to use both Shinon and Rolf, so it's 
only one or the other. Shinon outstrips Rolf in every category except 
evade, which Rolf is a little better at. Even though that's the case, 
Rolf isn't a bad unit. Even though he comes at level 1, he still has 
potential, and unlike Shinon, Rolf has twice as much room to grow. 
Choose Rolf if you think Shinon is too troublesome when he rejoins the 
party later.
Stat Growths - HP: 60%, STR: 40%, MAG: 20%, SKL: 45%, SPD: 50%, LUK: 
40%, DEF: 30%, RES: 25%
Master Skill - Deadeye
Rating - 7/10

Name - Marcia
Description - Marcia is the first flying unit you get. She's one of the 
more fragile units in the game, and she's usually at risk from the 
beginning to the end. Her Strength and Defense are about average, but 
do have potential to be better. Her Skill, Seed, and Luck will help 
Marcia survive the front lines and avoid lots of attacks. It's not 
enough to depend on for what she lacks in Defense, though. Marcia isn't 
necessarily as good as pegasus knights like Fiora, but she's passable. 
All in all, though, Marcia should be used as a mage killer, like Mist.
Stat Growths - HP: 55%, STR: 40%, MAG: 20%, SKL: 50%, SPD: 55%, LUK: 
40%, DEF: 25%, RES: 30%
Master Skill - Stun
Rating - 7.5/10

***********************************************************************

Chapter Ten: Prison Break
Victory: Escape
Units Available: 9
Allies: Sephiran, Brom, Kieran, Nephenee
Items: Master Seal (Boss drop), Statue Frag (NE Chest), Counter (NW 
Chest, bottom left), Javelin (NW Chest, top left), Short Axe (NW Chest, 
top middle), Steel Lance (NW Chest, top right)

Since you can choose the units you want from now on, I'm not going to 
list anyone on "Units Available".  
Before the fight begins, you get the choice of hiring Volke or not. Do 
the right thing and choose him. He's one of only two Thieves, and he's 
the only one that promotes. Volke kicks major ass, and I strongly 
recommend him.
Now, the main objective of this chapter is to sneak past the guards and 
escape through the two panel horizontal yellow space at the top of the 
map. I don't know if that nets you any extra bonus experience or 
something, because the only thing I did was charge in and slaughter 
everyone. Once one guard dies, reinforcements will come from the three 
entrances. Since one of them is north of your deployment zone, leave a 
couple units to tend to those guys, then send everyone else towards the 
jail cells. The nearest guard drops Door Keys, so send someone like 
Oscar or Titania forward to kill him, then use them to unlock the 
cells. If you have Volke, and you hopefully do, he can unlock the jail 
cells without keys. Also, unlike the other American-released Fire 
Emblems, he doesn't need a Lockpick. He doesn't need a Lockpick for 
chests, either. 
OK, back to the point. There are four allied units, three of them that 
can fight. Although they don't join the party during the fight, they 
join soon after. Talk to Sephiran, Brom, and Nephenee with Ike, and 
talk to Kieran with Oscar. Make sure you open all the chests, kill 
everyone, and escape. Remember, let everyone but Ike escape first, then 
let Ike escape, so you can get more bonus experience.

NEW UNIT ALERT!

Name - Volke
Description - Volke is one of two Thieves in this game. He's the only 
good one, and he's absolutely exceptional. Although his base stats 
aren't anything incredible, it won't be long before Volke starts to 
gain enough power and speed to go uber ballistic on enemies. :P 
Once Volke promotes into an Assassin, he becomes obscenely Herculean. 
He will kill, kill, and kill everything in his path. And it just gets 
better if you choose to give Volke his Master Skill, Lethality, which 
kills enemies in one hit. Volke's only major weak point is his 
Resistance, which is terrible. His Defense isn't too good either, but 
Volke's agility makes up for it.
Stat Growths - HP: 65%, STR: 50%, MAG: 5%, SKL: 50%, SPD: 65%, LUK: 
35%, DEF: 20%, RES: 10%
Master Skill - Lethality
Rating - 9.5/10

***********************************************************************

Chapter Eleven: Blood Runs Red
Victory: Arrive
Units Available: 13
Items: Master Seal (Boss drop), Killer Lance (NE House), Dracoshield 
(SW House), ElWind (Center house)

Poor Ranulf, getting all beaten up like that. ): Anywho, Ike's outburst 
now put you in a sticky situation. Luckily, this battle isn't hard. 
This battle is the first with the Arrive objective. All you need to do 
is have any unit go on the blue square and choose Arrive to complete 
the mission.
Note the group of Vigilantes northeast of where you start from. If you 
don't kill them, you can get a little more bonus experience, but that 
means avoiding recruiting Zihark, the game's best Myrmidon/Swordmaster. 
In order to recruit him, send Lethe or Mordecai to talk to him. Send 
another unit or two with him/her, because you'll use them to get the 
Killer Lance in the NE House, then swing around to meet up with the 
main group.
The main group will go through the two left paths, then swing upwards 
to the boat. The enemy Thief is most likely going to go after the house 
with the ElWind tome, so make sure you get there before he does. 
At the end of Turn 5, a wyvern rider named Jill and two others will 
appear in the southwest corner of the map. They'll only go after you if 
you go into their attack range, but you should be well beyond it by 
then. You don't want Jill dead anyways, since she will join your party 
in the next chapter if you leave her alive.
As you start to get nearer to the boss, the Black Knight will appear 
out of that lone house in the middle of the body of water. Like Jill, 
he'll only go after you if you're in his attack range, which you 
shouldn't be in. If, for some reason, you are, then it's instant death 
for you.
Anywho, once you've cleared most of the enemies, take Mackoya down, 
knock that Knight away from the arrival space, and...Arrive!

NEW UNIT ALERT!

Name - Brom
Description - Haha, what a total wuss this guy is. :P Brom is the 
second of the three Generals in the game. While Gatrie specializes 
totally in Attack and Defense, Brom focuses a bit more on Skill and 
Speed than Gatrie. With the higher Skill and Speed, Brom is the most 
nimble of the three Generals, but not by much. He'll definitely double-
attack more often than Gatrie, but not enough. Brom's better Skill and 
Speed simply aren't enough for him to be better than Gatrie. Not only 
that, Brom's Attack and Defense are a bit worse than Gatrie's too. 
Nonetheless, Brom's still reliable, with decent Speed for a Knight, and 
good Strength, Skill, and Defense. I would recommend using Gatrie 
instead, though.
Stat Growths - HP: 75%, STR: 45%, MAG: 10%, SKL: 50%, SPD: 25%, LUK: 
20%, DEF: 55%, RES: 25%
Master Skill - Luna
Rating - 7/10

Name - Kieran
Description - Kieran is the second mounted knight you get. Titania and 
Boyd were the only axe users in the game for a while now, so it's 
welcome to see another one, especially one that's mounted. :) Kieran's 
pretty useful when he first joins, but after a while, his Speed starts 
to fall behind a bit. Kieran's a good potential Paladin, though, but 
the fact remains that his Speed and his Resistance are what ultimately 
screw him over a bit.
Stat Growths - HP: 60%, STR: 50%, MAG: 15%, SKL: 50%, SPD: 40%, LUK: 
25%, DEF: 40%, RES: 30%
Master Skill - Sol
Rating - 8/10

Name - Nephenee
Description - Nephenee is one of the biggest favorites in this game. 
She also happens to be the most overrated character, too. Although 
Nephenee's well-rounded, she isn't really perfect. She's useful in many 
situations, but she can't solve them with as much efficiency as several 
others. In Nephenee, you have the above-average porridge: Not too hot, 
not too cold, but still a bit warm. She doesn't have any notable 
weaknesses, though, so that's a plus.
Stat Growths - HP: 55%, STR: 40%, MAG: 20%, SKL: 55%, SPD: 55%, LUK: 
25%, DEF: 35%, RES: 25%
Master Skill - Luna
Rating - 7/10

Name - Zihark
Description - Zihark is a great Swordmaster. His HP, Strength, and 
Defense growths are pretty good, considering he's a Myrmidon. His Skill 
and Speed, of course, are amazing. Zihark can really take the fight to 
his enemies and beat the living hell outta each one of them. If you 
have played FE8, then Zihark should remind you of Joshua, as they're 
pretty similar. Zihark is very useful, and his innately high Speed will 
actually be pretty reliable, although not completely. Zihark doesn't 
necessarily play the evasion game as well as Mia, but he's definitely 
more powerful and sturdier. 
Stat Growths - HP: 55%, STR: 45%, MAG: 15%, SKL: 50%, SPD: 60%, LUK: 
40%, DEF: 30%, RES: 20%
Rating - 9/10

***********************************************************************

Chapter Twelve: A Strange Land
Victory: Rout
Units Available: 10
Allies: Jill
Items: Seraph Robe (Enemy drop), Blue Gem (Enemy drop), Arms Scroll 
(Enemy drop), Coin (Enemy drop), Secret Book (Enemy drop), Laguz Stone 
(Enemy drop)

Ugh, the stupid crows wanna fight you by surrounding your ship and 
attacking from several directions. It may be a little difficult 
protecting your weaker units, so make sure you know where to put them 
to stay out of harm's way. The Ravens drop a lot of stuff too, so 
that's all good.
At this point in the game, Ike should probably be level 20. If not, 
this is the perfect opportunity to bump him up some levels, since the 
crows give a lot of experience. Of course, train others, too. :) You 
should also have at least one or two units promoted at this point too. 
Ad if not...well, get someone promoted! 
Anywho, since these crows fly, you can't hit them until they come 
overboard. If you read the Info before the battle in chapter 11, a 
Vigilante should have given you a Laguzslayer, a sword specifically 
made to combat Laguz. Give it to someone like Ike or Zihark and let 
loose. It would be a great idea if you have Oscar promoted at this 
point, because he's incredibly useful. If not, use Rolf and/or soren, 
as they have the Wind magic and the bows to hunt them crows down. 
At the end of turn 2 or 3, Jill will appear from the southwest corner 
of the map. She'll automatically fly over to Ike and talk to him. After 
that, you have a flyer to help with the pesky Ravens.
The boss, Seeker, will eventually come over to you. He's equipped with 
the skill Miracle, so make sure you take him down quickly. Once all the 
crows are dead, you're done.

NEW UNIT ALERT!

Name - Sothe
Description - Sothe joins the party before the battle, and he is the 
absolute worst character in this game. If you want to use him, fine, 
but Sothe really sucks because he can't promote. This is a real shame, 
because his growths are really good and he could have been able to 
reach a good potential. But no, his sats, besides HP and Luck, will 
only max out at 20, and you'll see Sothe ultimately suffer before long. 
Volke is made of much higher quality than Sothe, and that's why you 
should not use Sothe. He's only useful for...2-3 chapters, I guess.
Stat Growths - HP: 60%, STR: 55%, MAG: 10%, SKL: 70%, SPD: 65%, LUK: 
55%, DEF: 35%, RES: 30%
Master Skill - N/A
Rating - 2/10

Name - Jill
Description - Jill is the second flier, and a Wyvern Rider at that. 
Wyvern riders have better attack and defense, while pegasus knights 
have better Skill and Speed. In general, wyvern riders are the power 
while Pegasus knights are the speed. Jill is a prime example of a 
wyvern rider; pretty good attack and defense, good enough Skill and 
Speed, but bad Resistance. Her base Speed really sucks at this point in 
the game, so Jill won't really double-attack and she'll get double-
attacked sometimes as well. Later on, though, Jill will catch up in her 
Speed and end up a decent all-around unit. Her Resistance isn't so 
great either, so keep her away from magic casters. If only her base 
Speed didn't suck so bad, I would have given Jill a higher rating.
Stat Growths - HP: 60%, STR: 40%, MAG: 30%, SKL: 45%, SPD: 45%, LUK: 
25%, DEF: 35%, RES: 30%
Master Skill - Stun
Rating - 7/10

***********************************************************************

Chapter Thirteen: A Guiding Wind
Victory: Defend for 10 Turns
Units Available: 12
Allies: 8 (Gatrie, Astrid, 6 other units)
Items: Killer Bow (SW Chest), ElFire (SE Chest), Laguz Axe (MW Chest), 
Longsword (ME Chest), Occult Scroll (NW Chest), Energy Drop (MN Chest), 
Speedwing (NE Chest)

Yay, Gatrie! He's back! To recruit him, you must first talk to Astrid 
with Ike, then talk to Gatrie with Astrid. It may be a little difficult 
to get Astrid, since she loves to put herself in the middle of lots of 
enemies and kill herself. So, make sure Astrid is recruited no later 
than Turn 2, or she'll most likely die before you get to her.
Volke is extremely useful in this chapter, as there are seven treasure 
chests and he can open them no problem. If you have any spare Chest 
Keys, give them to another character you won't use for fighting much 
and help Volke with the chests as well.
First things first, have a unit stand in the space you must protect. 
Someone with a higher Defense should do just fine. Now, one of the 
problems in this chapter is the crows. Since they can fly between ships 
and have rather long movement ranges, they can have no problem taking 
over the square if it's not protected. Make sure you also have two or 
three other units around the square to fight off the crows.
There is one plank connecting your ship and Begnion's, and three 
connecting Begnion's and Daein's. Send three good melee attackers, one 
on each plank, to push back the enemies and advance to the boss.
At around turn 7 or 8, Naesala will send his crows to start stealing 
the treasure from the chests. Make sure the crows don't get away with 
the northwest chest, as that contains an Occult Scroll. If you've 
already taken it, then there's nothing to worry about. Once all the 
treasure is taken, the crows will not attack you at all and only fly 
away.

From Clay ([email protected])

On chapter 13, A Guiding Wind, it is possible to clear the map on Turn 
6 (maybe 7).  When I played the map, I used Titania, Mordecai and 
Keiran to take the three planks, and overtake the enemy ship and I had 
Astrid and Gatrie both recruited by turn 2.  I used both of my theives 
(Sothe & Volke) to get all the chests in the quickest possible time.  
The boss was dead by turn 3 or 4.  Which means, the conversation that 
is supposed to take place between the boss and the Crow leader didn't 
happen.  All I know is, after that - each time some crows showed up 
(including the ones that attack the treasure and go for the ship 
cabin), they turned around and fled! The only crows I had to deal with 
were the initial two that start on the map that attack on turn 2.  All 
the others just popped up, and turned around and left.  By turn 7, the 
pegasus legion showed up and the map ended.  I didn't have to wait 10 
turns.

NEW UNIT ALERT!

Name - Astrid
Description - Astrid is an OK character, not necessarily great. She's 
like the Nomads from FE7, but I think Rath was better than she is. 
Astrid's Strength is alright, but her Defense needs work. Astrid's one 
advantage is her evade. Her Speed and Luck will help her avoid most 
attacks, but not all. Her Resistance isn't really all that great, 
either. Astrid doesn't really excel in anything, she's pretty much an 
average character. Astrid is all-around except for high evasion and 
below average Defense. Shinon and Rolf make for better bow users than 
Astrid.
Stat Growths - HP: 45%, STR: 40%, MAG: 20%, SKL: 55%, SPD: 50%, LUK: 
40%, DEF: 30%, RES: 25%
Rating - 6/10

***********************************************************************

Chapter Fourteen: Training
Victory: Defeat Boss
Units Available: 13
Items: Spirit Dust (SW House), Secret Book (NW House, left), Vantage 
(NW House, right)

This is one of the easiest chapters in the game, and you should have no 
problem with it. It's pretty basic and straightforward. You want to 
split your party up, one part going north, and one going west. Make 
sure you bring along Marcia to recruit Makalov, the sword knight in the 
top left hand part of the map.
Recruiting Makalov could porve a little tricky, since he tries to 
attack you, and if he attacks one of your stronger characters, he may 
die. Make sure no one is in his range when he moves, and when he does, 
send Marcia up to him and recruit him. 
Make sure you get to the northwestern houses on time, because pirtes 
are already going for them, and you really want that Vantage scroll. 
Very useful skill. Someone like Oscar, Kieran, or Titania is good 
enough to charge up there to get to the houses on time and kill other 
enemies along the way. Soon enough, your party should have caught up 
with each other. 
As you approach the boss, two laguz tigers will appear behind him. 
Neither he nor the laguz will move, so ranged attackers can sweep the 
floor with them. If you attack the boss at close range, be careful, as 
he's a Berserker and has a Killer Axe, which makes his critical rate 
around 35%. Still, if you have a reliable ranged attacker, he/she won't 
get hurt attacking the boss or the laguz.

NEW UNIT ALERT!

Name - Makalov
Description - Despite his appearance, Makalov is actually pretty good. 
I'm one of those people who didn't use Makalov on my first playthrough 
because he looked freaky. Till, once I started using him in my second 
playthrough, he turned out pretty well. The tough part is training him 
in the beginning with his crap bases. He'll almost certainly die if you 
leave him to contend with enemies on his own. However, once Makalov 
gets going, and especially once he promotes into a Paladin, he becomes 
a competent killing machine. Although his Defense is good, it doesn't 
really make up for what he lacks in evasion. Therefore, Makalov will be 
hit a lot, but still be able to take it. His growths are good, and they 
definitely make up for his bad base stats.
Stat Growths - HP: 60%, STR: 55%, MAG: 5%, SKL: 45%, SPD: 50%, LUK: 
25%, DEF: 45%, RES: 20%
Master Skill - Sol
Rating - 9/10

***********************************************************************
Chapter Fifteen: The Feral Frontier
Victory: Defeat Boss
Units Available: 14
Items: Random items strewn across the desert.

First off, there are certain items you can find in certain parts of the 
desert. There's a map you can look at that shows you where all the 
treasures, and where Stefan, are. To recruit Stefan, you need either 
Lethe or Mordecai. Go to a square somewhere in the top right corner of 
the map. From the corner there, go two spaces left, then once space 
down, and that's where you put Lethe or Mordecai. If you put anyone 
else on the spot, Stefan will give you his S-rank sword, the Vague 
Katti, but won't join up with you. Just put Lethe or Mordecai there, so 
you can get a person and a sword instead of just a sword. ;)
This map is somewhat medium because the movement rate of the characters 
is decreased by .33 or less. Do not bring Gatrie or Brom, because they 
can only move once space at a time. Mounted units won't do so well here 
either, as that can only move 2 spaces at a time. The only mounted 
units you should use are Titania and another Paladin if you have one. 
Oscar's an excellent choice. This is also an excellent map to exercise 
your Laguz weapons, as laguz are your only enemies here.
Oscar can totally massacre the laguz in one hit, occasionally two, if 
he's a Paladin with a Laguz Lance. Bring someone with high Luck along, 
like Volke, to maybe get the hidden treasures. Just advance forward, 
clearing the laguz along the way. Send Lethe and/or Mordecai and 
another unit to the northeast to kill those laguz and recruit Stefan. 
Once you defeat Muarim, the battle ends.
Something to note is that the only units who won't be slowed down by 
the sand are the magic/staff users, thieves, and flying units. Soren 
can be really devastating here if you've trained him. 

NEW UNIT ALERT!

Name - Stefan
Description - Stefan joins the party as a level 8 Swordsman, and unlike 
most pre-promoted units, his base stats are amazing, save Defense and 
Luck. Stefan is probably the most susceptible unit to being screwed 
over in Defense, so he'll probably go down in several well-placed hits. 
His Luck doesn't serve him well either, so his evade loses points from 
that. However, Stefan is still very powerful and very fast, able to 
always strike twice and deal great damage. His 27 Skill base already 
gives him a great chance to activate his Astra skill. As great as he is 
when you first get him, though, Stefan becomes increasingly more 
fragile until the only characters more fragile than him are Largo and 
Reyson. Stefan is overall very fast and pretty powerful, but he gets 
bumped down several points because he becomes so easy to bring down.
Stat Growths - HP: 70%, STR: 50%, MAG: 20%, SKL: 40%, SPD: 55%, LUK: 
25%, DEF: 35%, RES: 30%
Master Skill - Astra
Rating - 6.5/10

Name - Muarim
Description - Muarim is the next and last Tiger you get in the game. 
He's definitely better than Mordecai. Muarim actually trumps Mordecai 
in basically everything, including Strength. He's a lot better in terms 
of Skill and Speed than Mordecai, so Muarim will dodge and double-
attack a lot more. Muarim also retains a constant good Defense rating, 
unlike Mordecai. Muarim comes with the Demi Band, an item that keeps a 
laguz in...laguz form, but decreases some stats a little, but not too 
much. Muarim should keep it on, as he'll do very well with it on 
anyways. Muarim also get a good Resistance growth, making him more 
bearable against magic users, but still a bit susceptible to fire 
magic. Muarim doesn't really have any weaknesses, which is great.
Stat Growths - HP: 145%, STR: 70%, MAG: 5%, SKL: 75%, SPD: 55%, LUK: 
35%, DEF: 60%, RES: 45%
Master Skill - Roar
Rating - 9/10

Name - Tormod
Description - Tormod joins quite under-leveled, so it's difficult to 
train him when you first get him, like Makalov. Although Tormod turns 
out to be a pretty good Sage, he definitely doesn't come up to par with 
Soren, and Ilyana is a bit better than he is, mostly due to her 
starting strength in Thunder magic. And because Soren's starting 
strength was Wind magic, Tormod's starting strength is Fire magic. 
Tormod's stats will become pretty good, but his stat growths aren't 
really that amazing, just above-average, really. His Defense growth is 
better than Soren's or Ilyana's, so he can probably take more physical 
attacks than they can. If you have the choice of Sages, Soren and/or 
Ilyana would probably be better choices. Tormod still suffices, though.
Stat Growths - HP: 50%, STR: 20%, MAG: 45%, SKL: 40%, SPD: 45%, LUK: 
35%, DEF: 25%, RES: 45%
Master Skill - Flare
Rating - 7/10

***********************************************************************

Chapter Sixteen: The Atonement
Victory: Seize
Units Available: 11
Items: Gamble (Enemy drop), Spear (Boss drop), Ashera Icon (NE Chest, 
left), Silver Lance (NE Chest, right), Dracoshield (Center Chest, 
left), Full Guard (Center Chest, right), Bolting (NW Chest, left), 
Psychic (NW Chest, right)

Pretty simple and straightforward like chapter 14. There are six chests 
to open in this map. Nice. You want to bring a Thief along to unlock 
the doors and chests, so bring Volke or Sothe along.
There's a Halberdier named Devdan in front of the NW trasure room. To 
recruit him, you need to talk to him with one of the children in your 
party (Soren, Mist, Rolf, Sothe, Tormod). He hates fighting children. 
How nice. :P
Getting to the NE and Central treasure rooms is simple enough, but at 
the end of turn 9, a hief will appear next to the NW room. Make sure 
someone can get to him on time to kill him and secure your dibs on the 
Bolting and Psychic.
The boss is a General, like in chapter 10. this time around, though, he 
doesn't move. He still has a Spear though, so he can attack units one 
or two spaces away. Finsh him off, claim his Spear, and Seize the 
place.

NEW UNIT ALERT!

Name - Devdan
Description - Devdan is one of those characters that isn't exceptional 
at anything, just well-rounded overall. Devdan's most redeeming 
features are his good Strength and Skill. Heck, his Strength growth is 
actually good enough to max out easily. His Defense isn't so bad, but 
later on, it may lag behind, and Devdan doesn't have the necessary 
avoidability to make up for it. If all works out, though, Devdan's 
Defense will be fine. Since Devdan's a Halberdier, he can do well in 
many situations, as the Halberdier class is pretty versatile.  All in 
all, though, Devdan's decent. He and Nephenee both have about the same 
amount of usefulness.
Stat Growths - HP: 75%, STR: 60%, MAG: 30%, SKL: 40%, SPD: 35%, LUK: 
40%, DEF: 45%, RES: 45%
Master Skill - Luna
Rating - 7/10

***********************************************************************

Chapter Seventeen: Day Breaks

The first thing you want to know is that chapter 17 consists of four 
battles in a row. In between the battles, you won't be able to visit 
your base nor trade among your units before battles. Therefore, make 
sure your units are properly outfitted with weapons that'll last 
throughout the four battles, especially the main attackers. Between the 
fights, though, you can choose if you want any reinforcements. You're 
allowed to choose two reinforcements at a time, one, or none at all, 
it's your choice. If you can't carry enough weapons for your attackers, 
have your reinforcements act as mules to deliver them weapons if they 
run out.
At this point in time, you should have at least 3-4 promoted units. The 
promoted units are what are going to win this four-part chapter, so 
make sure they're properly equipped and ready to go.
As for items to bring along...anything you want, really. Make sure you 
have a couple of Antitoxins with you for the first battle.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Day Breaks, Part One
Victory: Rout
Units Available: 10
Items: Antitoxin (Enemy drop), Killer Lance (Enemy drop), Hand Axe 
(Enemy drop)

Here's the first battle! Fairly simple, all you need to do is kill 
everyone. Several enemies here have Venin weapons, so I hope you 
brought the Antitoxins I told you to bring! None of the enemies are 
really that tough, they're mostly Myrmidons and Fighters. Leave a 
couple units at the deployment zone, because after a couple turns, 2-3 
enemy reinforcements appear.
There isn't really any defensive playing to do here. Just attack fast 
and hard and you'll win in no time.

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Day Breaks, Part Two
Victory: Arrive
Units Available: 10-12
Items: Poleax (Enemy drop)

The start of this chapter can be a bit tricky. To the left side of the 
map is a massive buttload of mounted units ready to charge to your 
location. So, what you want to do is to send your units to the right 
side of the path. Then, line up four or five of your units vertically, 
parallel to the trees. They'll be the wall that blacks the mounted 
units from getting to the others. Gatrie and Oscar are great 
candidates. Meanwhile, send the rest of the party through the rest of 
the path to the Arrive square, while killing those mounted units along 
the way. There's a Wyvern Rider up north, so beware.
At the end of turn 2 or 3, your reinforcement(s), if you got one/any, 
will appear from where you deployed. Make sure they get behind your 
unit wall, out of range of the enemies. They'll be safe that way. ;)

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Day Breaks, Part Three
Victory: Survive for 8 Turns
Units Available: 10-14
Items: Mend (Enemy drop), ElFire (Enemy drop)

This is the annoying part of chapter 17. You start off being surrounded 
by all sides, and the first enemies you wanna take out are the enemies 
to the north and west of you. Then, set two units up to blockade the 
southern entrance to your area. Paladins are the best for this part, 
and Titania must be one. For the other unit, Oscar's a great choice. 
Leave those two units there to contend with the orgy of enemies from 
the south, while sending some other units to the east to contend with 
those couple of enemies.
In this battle, Ike is carrying someone and can't do anything about it; 
therefore, his Skill and Speed are cut, so he won't really do much. He 
is still rather useful if you use him correctly, though.
After a couple turns, your reinforcements come from the west. A turn or 
two after that, mounted enemy reinforcements come. Then after that, a 
couple reinforcements come from the south.
All you need to do is survive, so there is no square to protect or 
anything. Just stay alive and defend yourself well. :)

@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@

Day Breaks, Part Four
Victory: Defeat Boss
Units Available: 10-16
Allies: Tibarn, Reyson, Janaff, Ulki
Items: Adept (Enemy drop), Armorslayer (Enemy drop), Nosferatu (Boss 
drop)

Yay, the last part of chapter 17 is finally here! The thing you want to 
notice is the enemy Mage to the left. He's carrying the Meteor tome, 
and look at that range. :O Meteor has a ten panel range, I believe, and 
it's one of the most powerful tomes, too. However, it only has 5 
durability, so put someone with a high Resistance just outside the 
attack range, and drain the tome until it breaks.
OK, on to the actually strategy. Keep a couple units behind, because 
three Bow Knights and a Paladin will appear there in a couple turns. 
Send the rest of the party down and through the swampy area in the 
southern part of the map. It'll slow you down a lot, but don't fret, 
and keep a couple good frontliners to tend with the many mounted units 
and armored units. After you get past those guys, four flying laguz 
will appear: Tibarn, Janaff, Ulki, and Reyson. Tibarn is the symbol of 
uber destruction. He's so freaking powerful. Janaff and Ulki will 
fight, while Reyson will wander around, trying to get himself killed. 
If you don't want Reyson dead, rescue him with someone to prevent him 
from doing any damage to himself. Tibarn, Janaff, and Ulki will just go 
around killing everyone they see. If you want experience, get to the 
enemies before they do. Kill Duke Oliver before they do, because he 
drops the Nosferatu tome. It's a Light tome now instead of a Dark one. 
:P Oh, and make sure you kill the enemy with the Adept scroll before 
the hawks do. It's deadly useful.

Congrats, you completed the marathon that was chapter 17!

***********************************************************************

Chapter Eighteen: Crimea Marches
Victory: Rout
Units Available: 13
Items: Brave Bow (Shinon drop), Tornado (Boss drop), Recover (NW 
Chest), Silence (East Chest, left), Wrath (East Chest, right)

Congratulations. You have now come even closer to perfecting the 
ultimate killer that is Ike. Yes, he's promoted, and he's ready to kick 
ass and gain experience again! If you have a spare Occult Scroll handy, 
use it now, because Ike can now learn Aether, the skill that makes him 
utterly destructive. 
Before the fight begins, the four flying laguz that helped you before 
will come visit you. Reyson will offer his help to you, and if you turn 
down his offer, may you be smitten where you stand/sit/etc.! :P 
Honestly, take up Reyson's offer. If you do, not only do you get an 
awesome support character, Tibarn gives you Janaff and Ulki, too! Talk 
about kick-ass.
Before the laguz join up, Tanith will have become a unit of yours too. 
She comes as a level 10 Falcoknight, and she's seriously useful. Don't 
worry about what she says about the "...true Wyvern Riders." 
beforehand. They're actually easy enough.
And look who else is here! Shinon! Yay! After 11 chapters, he's finally 
back, but on the enemy's side. Like Gatrie, you can't recruit Shinon by 
talking to him with Ike. What you first need to do is talk to him with 
Rolf, then defeat him with Ike, and he'll join your party after the 
battle. If you kill Shinon with Ike before having Rolf talk to him, 
Shinon will die and never come back. But I know you wanna have him. :P  
Still, getting Rolf to Shinon will be difficult if you haven't used 
Rolf. Ever (which was the case in all my playthroughs but one). There 
are two Sages with the uber long range spells like Meteor, so you want 
to take them out first before letting Rolf advance.
As for the two or three Wyvern Riders to the right of your deployment 
zone, just use your newly obtained fliers to take them out. Tanith 
causes some serious damage with her Sonic Sword to flying enemies. Her 
Reinforcement skill will really come in handy, too.
Anywho, all in all, it's a pretty basic field map. Just go along, 
killing everyone, and you'll pull through just fine.

NEW UNIT ALERT!

Name - Tanith
Description - One of the most useful flying units you get. Since she 
starts as a level 10 pre-promoted unit, don't let her get too many 
kills at first. That way, units who need the experience more can get 
it. Tanith is one of the most useful units in the game. She evades so 
well that it's actually dependable, as her Defense isn't necessarily up 
to scratch. Her Strength is alright, so she'll do decent damage to all 
but the armored units. Tanith has a decent Magic growth, making her a 
suitable candidate for magic weapons. The thing that makes Tanith 
really special, though, is her unique skill, Reinforce. With this 
skill, Tanith can call two Pegasus Knights and a Falcoknight as yellow 
units, and boy, can they be useful. Note that she can only use 
Reinforce twice per battle. Overall, Tanith is an incredibly dependent 
unit, and is definitely more useful than Marcia.
Stat Growths - HP: 60%, STR: 40%, MAG: 35%, SKL: 70%, SPD: 40%, LUK: 
30%, DEF: 25%, RES: 30%
Master Skill - Stun
Rating - 9.5/10

Name - Reyson
Description - Remember characters like Tethys, Nils, and Ninian? Reyson 
is like them, except he's more useful and one of the best supporting 
units on the battlefield. He heals AND he makes other units move again 
by using the "Chant" option, much like the "Dance" and "Play" options 
from the two games before. Reyson is extremely fragile against physical 
attacks, as most of the time, one hit from a physical attacker will 
bring him down. Of course, you have enough sense to keep him out of the 
way of those units, right? :) His Resistance is the best, though, so 
magic is no threat to him. Use Reyson, he won't disappoint.
Stat Growths - HP: 65%, STR: 5%, MAG: 40%, SKL: 50%, SPD: 50%, LUK: 
60%, DEF: 15%, RES: 50%
Master Skill - Blessing
Rating - 9/10

Name - Janaff
Description - Janaff, like Lethe, transforms right at the beginning of 
the battle, which is awesome. At first, Janaff is a great unit with 
awesome Speed and good enough Strength to do enemies a lot of harm. 
Later on, though, Janaff starts to seem a bit more susceptible to 
damage, as his rather shady Defense growth will lower his Defense. He 
dodges well enough, though, and will turn out to be rather dependable.
Stat Growths - HP: 130%, STR: 55%, MAG: 10%, SKL: 70%, SPD: 65%, LUK: 
40%, DEF: 30%, RES: 25%
Master Skill - Cancel
Rating - 7/10

Name - Ulki
Description - Ulki is the second of the two hawks Tibarn allows you to 
use. Ulki is stronger and can take more hits than Janaff can, but he's 
a bit slower than Janaff is. Ulki also transforms later, so he can't 
fight until a couple of turns pass. Nonetheless, Ulki is better than 
Janaff simply because he's tougher to bring down and he can cause more 
damage. Ulki's one major weakness is that his Speed isn't as great as 
Janaff's, so he double-attacks less.
Stat Growths - HP: 130%, STR: 60%, MAG: 10%, SKL: 65%, SPD: 60%, LUK: 
35%, DEF: 35%, RES: 25%
Master Skill - Cancel
Rating - 7.5/10

***********************************************************************

Chapter Nineteen: Entrusted
Victory: Defeat Boss
Units Available: 13
Items: Knight ring (Naesala, if you can make him leave without killing 
any other ravens)
 
There are two units you MUST bring into this battle: Either Janaff or 
Ulki and Reyson. Notice that the boss you're required to kill is 
Naesala. Well, unless you want to fight him and risk having several of 
your units die trying, this is what you must do...
First of all, bait Naesala over with a sturdy character (Oscar, 
Titania, etc.) near the first ballista. Make sure Janaff or Ulki are 
nearby, but not within the ballista's range from the left part of the 
map. Once Naesala's come over, have Janaff or Ulki fly to Naesala and 
talk to him, telling him that Reyson is here and fighting for Crimea. 
Once that's done, Naesala will fly over to Reyson and speak with him. 
Once Naesala's done that, he'll order all his minions to retreat. Note 
that without a hawk and Reyson, you'll have one hell of a battle.
If you followed the steps and got rid of Naesala, the boss you will 
have to kill will shift over to the lame Swordmaster at the north part 
of the map. :P
Anywho...equip the Full Guard to a flier like Tanith. This is so that 
the person can fly to the ballistae on the hills and kill the archers 
there. Tanith is great for this. Have everyone else charge forward 
while keeping the other fliers away from the ballistae's ranges. Treat 
the boss with some super butt-kicking to complete this chapter. :)

***********************************************************************

Chapter Twenty: Defending Talrega
Victory: Arrive in 15 turns
Units Available: 11
Items: Provoke (Enemy drop), Smite (N House), Rescue (S House)

*gasp* You need to Arrive in 15 turns! Well, it's nothing to worry 
about, really. 15 turns is actually more than enough to complete this 
chapter. Oh, and a note: Jill's daddy, Shiharam, is the boss in this 
chapter. If you're using Jill, and you put her too near Shiharam, she 
will go back to Daein's side and become an enemy. Make sure that if 
you're using Jill, she should stay away from her daddy. >:O
Anywho, Tanith and her Reinforcement ability will come in handy once 
again! The north-eastern part of the map consists of Wyvern Riders. 
They will waste no time in swooping down and trying to attack you. 
Therefore, send Tanith and a couple other units up towards the northern 
houses to kill the enemies there and to kill the Wyvern Riders. 
Tanith's reinforcements are a tremendous help here.
As for the other units, make them go down the southern path so that 
they can travel it until they reach Shiharam, defeat him, and Arrive on 
the square. Shiharam uses a Tomahawk, and Ike tears him apart because 
of that.

NEW UNIT ALERT!

Name - Calill
Description - Calill sure is energetic! :P The one thing that sucks 
about her is the fact that she uses Knives, which are so useless for a 
Sage that...they're useless. Something amazing about Calill, though, is 
the fact that she starts with a "B" Weapon Level for all magic, which 
is exceptionally useful. Calill will cause great damage right from the 
start, so you can start using her as a main attacker. Calill is overall 
quite useful, and the B ranking in all three magic types really helps. 
If Calill used Staves instead of Knives, she would be more useful.
Stat Growths - HP: 50%, STR: 25%, MAG: 45%, SKL: 45%, SPD: 45%, LUK: 
30%, DEF: 40%, RES: 35%
Master Skill - Flare
Rating - 8/10

***********************************************************************

Chapter Twenty-One: Without a King
Victory: Seize
Units Available: 13
Items: Occult Scroll (Tauroneo), Energy Drop (NE room), Parity (SE 
room, bottom chest), Stiletto (SE room, top chest), Talisman (N room), 
Thoron (NW room, left chest), Corrosion (NW room, right chest), Brave 
Sword (S room, left chest), Master Seal (S room, right chest)

Wow, lots of treasure here. Make sure you bring along Volke and/or 
Sothe to unlock the doors and take the chests. Using them in 
conjunction with Reyson is very useful, as it will speed up the 
process. Make sure to bring Tanith along as well, as her Reinforcement 
technique will prove very useful.
Nonetheless, your party will be split for the majority of this battle. 
First off, leave a couple units behind once the battle starts, as 
several turns later, enemy reinforcements will come from there. Split 
the advancing units in two to go up the fork in the path. Make sure 
your Thief gets all the chests on the map. Leave a couple units in the 
top-right corner of the map, as enemy reinforcements will come from 
there eventually. At the top, there will be an enemy General with the 
Brave Lance and a Bishop with a Sleep Staff. Make sure you have a 
Paladin to bulrush the Bishop and take him out before he can cause any 
more annoyance with the staff. 
As you near the area where Ena and her guards are, that is where Tanith 
comes in. Use her Reinforcement technique and make sure they are set to 
"Target" by Ike. Have them aim for the point at the NE part of the Ena 
area. The Bishop inside there, who has a Sleep Staff as well, will 
target the flying units. Once Tanith's reinforcements have baited the 
Sleep Staff into destruction, have the whole party come towards the 
entrance to where Ena is. Before rushing in, though, make sure 
Tauroneo, the purple General, is baited into attacking someone, then 
have Ike talk to him to join the party. He comes with an Occult scroll, 
which is awesome.
Anywho, kill Ena's guards, then confront the dragon general herself. 
Dragons are racially tough and powerful, but they have no ranged 
attack, and Ena stay still. Therefore, have Soren or whever keep 
beating Ena down with ElThunder, then take her down with someone like 
Ike. Make sure to take Ena's HP down quickly, because if you leave her 
too far low in HP, she'll heal herself with an Elixer. Seize the square 
to win.

NEW UNIT ALERT!

Name - Tauroneo
Description - The third and last General you get in the game, Tauroneo 
also happens to be the weakest, although he isn't that bad overall. If 
you haven't trained Gatrie or Brom, Tauroneo serves as a suitable 
replacement. Tauroneo lacks in almost all stats for a General, except 
for Resistance, which is pretty high for one. It would be better to 
train Gatrie or Brom to a General and use either one of them instead of 
Tauroneo.
Stat Growths - HP: 60%, STR: 55%, MAG: 5%, SKL: 60%, SPD: 30%, LUK: 
15%, DEF: 60%, RES: 40%
Master Skill - Luna
Rating - 6.5/10

***********************************************************************

Chapter Twenty-Two: Solo
Victory: Defeat Boss
Units Available: 11
Items: Chest Key x2 (Enemy drop), Bolting (Enemy drop), Killer Bow 
(Boss drop)...Left Room - Spirit Dust (Top chest), Nosferatu (Middle 
chest), Sleep Staff (Bottom chest)...Right Room - Bolganone (Top 
chest), Tomahawk (Middle chest), Silver Bow (Bottom chest)

First of all, try not to kill any of the Priests and Bishops in the 
map. If you don't kill any of them, you'll get a little bit more Bonus 
Experience and the Ashera Staff, and awesome "S" rank Staff. 
Make sure you have a Thief here with you as well so you can get the six 
treasures here. The key to not killing any Priests and Bishops is the 
Shove option. Shove them out of the way to get to the treasure rooms 
and to reach the boss. 
And talking about getting to the boss...if you don't want to kill and 
Bishops and Priests, only one person or two people at a time will make 
it through without risking killing the Priests and Bishops. Make sure 
you're very careful in shoving them all outta the way to reach the 
boss. The boss has a Killer Axe and a Killer Bow, so he has a high rate 
of causing a critical hit. Mae sure you get right next to him with a 
sword user and beat him up till he dies. Sword users are best for the 
boss; after all, he carries an axe. Once the boss is dead, you're all 
done with the chapter.

***********************************************************************

Chapter Twenty-Three: The Great Bridge
Victory: Seize
Units Avaliable: 13
Items: Longbow (Enemy drop), Blizzard (Enemy drop), Killer Bow (Enemy 
drop), Heavy Spear (Enemy drop), Flame Lance (Boss drop)

The Daein army has definitely put up quite the defense on the bridge, 
eh? Anywho, you will be splitting your party in two this round. And you 
get Ranulf in your party at last! :D Make sure Jill is in your party in 
this map to recruit a great unit. Leave Jill and a couple other units 
behind, so you can contend with the reinforcements and to recruit Harr 
when he comes at the end of Turn 4. Yes, Haar. He's awesome, and you 
need Jill to talk to him to recruit him. After Haar tunrs up, no more 
reinforcements will appear there, so take those units to follow your 
other team, who should have wiped out the whole bridge by that time.
As for that part of the party, use Operation: Blitzkrieg. :P That's 
right, use a quick, versatile, and powerful team to rush down the 
bridge and eat these guys alive in the process. Be careful of the 
ballistae, though, as they're Killer Ballistae, so criticals on your 
characters will be increased. Just make sure no one like Soren or Rhys 
is attacked by those. At the end of the bridge, there is a ballista and 
a rock catapult. The rock catapult will attack your units for very 
little damage, but it damages units where it lands and all adjacent 
spaces next to it.
The worst part about this map is the pitfalls. There are about 12 of 
them in all hidden across the bridge, and it's a pain when you fall 
into one, disabling the unit who fell in for the phase he/she fell in. 
There is a map in the FAQ section that maps where all the pitfalls are 
located, so take a look at it.
At one point, two people named Lucia and Bastian will arrive with five 
Paladins at the way SW part of the map. The Paladins should be able to 
handle their own against the Wyvern units right there. They won't 
attack Petrine either, so you don't have to worry about them dying.
Once you've made it across the bridge, face Petrine. She carries the 
Flame Lance, a magic weapon. It's a magic weapon and, therefore, will 
be defended against based on Resistance. Ike and Soren fight really 
well against Petrine in that matter. Once she's dead and you obtain the 
Flame Lance, Seize the square to win.

NEW UNIT ALERT!

Name - Ranulf
Description - Ranulf is a great unit. He and Lethe are the only cats in 
the game, and Ranulf is better. Ranulf is basically a Lethe who was 
cleaned around the edges to make the best Beast Laguz in the game. 
Ranulf can do quite a lot of damage, dodge like crazy, and he will have 
no problem surviving on the front lines. Ranulf's only weakness is his 
mediocre Resistance, but he makes up for it with making all his other 
stats awesome. Well, besides Magic, of course. All in all, Ranulf will 
become an increasingly dependable unit on your team and he will help in 
tearing through enemies. 
Stat Growths - HP: 130%, STR: 50%, MAG: 0%, SKL: 55%, SPD: 55%, LUK: 
35%, DEF: 35%, RES: 20%
Master Skill - Roar
Rating - 10/10

Name - Haar
Description - Haar is the second Wyvern unit you get in the game, and 
he tends to be better than Jill is. Haar is a tank, but not a Gatrie-
like tank. He does a lot of damage and takes little in return. Haar 
will become an awesome killing machine the moment he joins your army. 
His only problem is that he gets a bit slower as the game wears on, but 
not by much. I thought Cormag was better, but not by much, only because 
he has better Speed than Haar does.
Stat Growths - HP: 65%, STR: 60%, MG: 5%, SKL: 60%, SPD: 35%, LUK: 15%, 
DEF: 45%, RES: 20%
Master Skill - Stun
Rating - 8.4/10

***********************************************************************

Chapter Twenty-Four: Battle Reunion
Victory: Arrive in 15 Turns
Units Available: 11
Items: Antitoxin (Enemy drop), Savior (N house), Nihil (S house)

Yet another battle in which you need to arrive in 15 turns. It still 
isn't difficult to accomplish that goal, though. Above all else, 
though, make sure Geoffrey doesn't die, although he most likely won't, 
as he's pretty good himself.
Start the battle by sending a bit less than half the party over the 
bridge to the left of your deployment zone. I suggest having at least 
Ike and Titania in this part, as this party will be the one to confront 
the boss. Have the rest of the party rush to the northern bridge, while 
avoiding the range of the ballistae at the same time. They're all 
normal ballistae, so you don't need to worry about them too much. ;)
Something else that's useful is to leave at least two fliers like 
Tanith and Haar at the NE corner of the map, as some reinforcements 
will come from the water, and fliers will be the best to take them out 
quickly and efficiently.
An important thing to notice is that once you enter the boss's range, 
the Black Knight will appear once again from where you deployed. Once 
again, he doesn't move, so ignore him. Also, Lucia and Bastian will 
come at the end of Turn 1, so you will have two additional fighters to 
help. :D
Anywho, bringing Shinon or Rolf in this map is a pretty good idea. You 
can put them in any one of the ballistae and start shooting down enemy 
units. Most of the enemies at the left side of the map will go towards 
Geoffrey and his entourage, but they will be able to do well by 
themselves.

Reach the Arrive square to complete the chapter.

NEW UNIT ALERT!

Name - Lucia
Description - When Lucia joins the party, you might think "Wow, what 
horrible base stats! She sucks!" Well, her bases may not be appealing, 
but her growths are extremely awesome, so a couple of level-ups and she 
becomes a great unit. As a matter of fact, Lucia has the potential to 
become a great Swordmaster in the game, even though she only has eight 
levels to grow. If you're already using Stefan and/or another 
Swordmaster, then you're probably better off using them, as Lucia does 
join late and it's a bit of a hassle to level her up.
Stat Growths - HP: 70%, STR: 50%, MAG: 30%, SKL: 70%, SPD: 65%, LUK: 
50%, DEF: 40%, RES: 40%
Master Skill - Astra
Rating - 8/10

Name - Bastian
Description - Bastian is the final Sage you get in the game. Like 
Calill, he has knives instead of Staves. Bastian joins at the worst 
point in the game because the other Sages at this point are MUCH better 
that Bastian is. Even though Bastian's growths are actually pretty 
good, it doesn't make up for low base stats, including bad Speed. 
Bastian's Strength growth is really good for a Sage, though, so 
wielding heavy tomes shouldn't be a problem for him. Bastian can turn 
out to be rather good overall, but his Speed is mainly what makes him 
worse than the others.
Stat Growths - HP: 55%, STR: 40%, MAG: 65%, SKL: 65%, SPD: 55%, LUK: 
30%, DEF: 35%, RES: 50%
Master Skill - Flare
Rating - 6.7/10

Name - Geoffrey
Description - Geoffrey is the last Paladin to join the party. He's 
pretty good, and even though he joins late like Bastian and Lucia, his 
Paragon skill will enable him to get to level 20 with ease. Geoffrey is 
a good all-around, but he's second only to Oscar. He has great stats, 
and he will be helpful the moment he joins. A plus about Geoffrey is 
that, because he can also use Bows, he can attack from short and long 
range easily. :D
Stat Growths - HP: 65%, STR: 50%, MAG: 25%, SKL: 55%, SPD: 55%, LUK: 
20%, DEF: 45%, RES: 45%
Master Skill - Sol
Rating - 8.3/10

***********************************************************************

Chapter Twenty-Five: Strange Lands
Victory: Rout
Units Available: 12
Items: Laguzslayer (Enemy drop), Purge (Enemy drop), Bolt Axe (Boss 
drop)

This is probably my least favorite level in the whole game. D: Do you 
see those boulders at the top? Just in case you haven't guessed, those 
pesky enemies will roll those down on you. Doesn't that just suck? D: 
Each boulder does 10 damage each, which is decent damage, and the worst 
part is that, even though one character gets hit, the boulders will 
plow right through and hit anyone behind that person, and so on. Some 
boulders don't roll straight ahead, but also curve through, so be 
careful.
Mounted units and armored units will have trouble walking up this 
place. Therefore, make sure most of your party consists of units that 
aren't those types of units. If you want the Purge tome that Bishop at 
the top left uses, then you better rush up the mountain quickly, since 
the Bishop will use it right away and won't stop. Each side of the 
mountain has a rock catapult, and the top of the mountain has ballista, 
henceforth adding to your worries. The ballista has a pretty big range 
too, so watch out. Make sure your units are spread apart in this level 
so they don't get hit consecutively by the boulders.
The boss of this level has a Bolt Axe, another magical weapon. Soren 
can use ElWind to rend him apart effortlessly. Shinon does well against 
him, too. Since the boss is a Wyvern Lord, he can move around the 
mountain very easily, so make sure you can counter him effectively. 
Another thing to note is that the very SW part of the map has a little 
indent in the ground. If a unit stands there, the two-three boulders 
that head in that direction won't reach him/her. Kill all the enemies 
to complete the chapter.

NEW UNIT ALERT!

Name - Largo
Description - Largo joins in an Info conversation before this battle 
begins. Being a Berserker, he's incredibly powerful. Largo only has one 
weakness really, but it's huge: Defense and Resistance. Boyd has better 
Defense and Rsistance, not to mention he can avoid a bit better than 
Largo. Largo is geared towards full-out offense, but putting him on the 
front lines can get him killed ruthlessly. Even Soren has a better 
chance of surviving, since his avoidability outstrips that of Largo's. 
Long story short, Largo is all offense, virtually no Defense.
Stat Growths - HP: 80%, STR: 70%, MAG: 5%, SKL: 45%, SPD: 45%, LUK: 
30%, DEF: 25%, RES: 20%
Master Skill - Colossus
Rating - 5/10

***********************************************************************

Chapter Twenty-Six: Clash!
Victory: Seize
Units Available: 19
Items: Silver Sword (Enemy drop), Laguz Axe (Enemy drop), Laguz Lance 
(Enemy drop), Laguz Bow (Enemy drop), Runesword (Boss drop)

Not only does Ike have to be in the battle, but Princess Elincia must 
be in it, too. Neither must die, or the battle ends, of course. 
Anywho, you can take the more than enough amount of 19 units with you! 
19 units is understandable in this chapter, though, as there are enemis 
almost surrounding you. Not only is that it, but for the most part in 
this map, enemies are bunched together according to class, which is 
handy.
First off, you want to send a couple units north to take out the 
Warriors, Paladins, and the Sage way up there to stop him from 
pestering the party with Meteor. You only need to send three units at 
most up there. Ike and Oscar are awesome candidates. Once those units 
are done, leave one at the NE corner to take care of the coming 
reinforcements of two Wyvern Lords, while letting the others rush left 
towards the boss area.
As for the other part, just head left from the start, then swing 
upwards, while killing all enemies in the process. Keep a General in 
from when first going left so that the Swordmasters and others will all 
fruitlessly try to harm him, then let the others kill them. While 
swinging upwards, though, make sure to send a couple units farther 
ahead to bait and kill the Wyvern Lords so they don't fly around feely.
As for the boss, Bertram...it's either me, or he looks almost exactly 
like Lord Renning. ._. Anywho, since he's another boss who uses a 
magical weapon, and one that can drain HP too, let someone like Ike or 
another magic user kill him. Seize the sqare to win.

NEW UNIT ALERT!

Name - Elincia
Description - Ah, Princess Crimea herself decides to fight. Elincia's 
extremely unique, as she's a healer on a Pegasus. Think of Elincia as a 
Mist on a Pegasus. If you want to use Elincia actively, though, you 
better have a load of Bonus Experience ready, because that's the only 
way she'll grow. Still, the fact that she has an "A" ranking in Staves 
is amazing, so she can use almost every staff. She's awesome for a 
Psychic Staff and a Sleep Staff. Overall, Elinica is a darn good 
healer, but a poor fighter, even with her Amiti.
Stat Growths - HP: 60%, STR: 30%, MAG: 80%, SKL: 45%, SPD: 40%, LUK: 
60%, DEF: 25%, RES: 35%
Master Skill - Stun
Rating - 6.8/10

***********************************************************************
Chapter Twenty-Seven: Moment of Fate
Victory: Seize
Units Available: 11
Items: Door Key x 2 (Enemy drop), Silver Lance (Enemy drop), Chest Key 
x 3 (Enemy drop), Double Bow (Enemy drop), Occult scroll (Boss 
drop)...NE Room - Fortify (Left chest), Spear (Right chest)...NW Room - 
Bolganone (Left chest), Resolve (Middle chest), Laguz Axe (Right 
chest)...Middle Room - Silver Lance (Left chest), Psychic Staff (Right 
chest)

Ike should be level 20 by this point. If he's not, then you better get 
him to level 20 now.
The beginning of the battle is simple enough. Just go through the three 
paths, kill everyone, then unlock the doors. The top three doors unlock 
the way to the second half of the map, though, which contains a big 
load of enemies, including Sages with long-range magic. Unlike the 
enemis in the bottom part of the map, these enemies are stronger and 
there are more of them. Make sure you have several strong and 
dependable units go in there and slaughter everything in there. As a 
matter of fact, Ike himself can solo the whole area because he's so 
damn strong. :D
The boss of this level has a Brave Lance, so you can either do one of 
two things: One is to just beat him to a pulp as quickly as possible. 
That, or you can entice Hafedd to throw his ranged weapon at you, then 
send your Thief to steal the Brave Lance. Either way, once Hafedd's 
gone and the treasure is taken, have Ike Seize the square to win. 

Now, the moment you've been waiting for:

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Chapter Twenty-Seven: The Black Knight
Victory: Kill the Black Knight
Units Available: 2 (Ike and Mist)
Items: None

Whoo, time to kick the Black Knight's ass at last! Now, here are a 
couple pointers:

Make sure Ike is level 20, with at least Skill and Speed are maxed out. 
It's HIGHLY recommended that Strength and Defense are maxed out, too. 
Skill should be maxed to ensure maximum chances of Aether being 
unleashed and better a better hit rate.
If Ike doesn't have Aether, there's absolutely no way you will be able 
to win. Speed is there to increase avoidability. If Strength is maxed, 
that means that Ike will do the maximum of 9 damage with a normal 
attack, and that Aether will do more damage. Maxed Defense means being 
able to take about three normal strikes from the Black Knight and still 
surviving.

Now, the Black Knight is extremely powerful; only Ragnell, the sword 
now in Ike's inventory, can damage the Black Knight. The only way Ike 
can beat the Black Knight is if he activates Aether at least once or 
twice. Mist also comes along, but if you haven't used her at all, have 
her Escape through the bottom of the map. The Black Knight has the Luna 
skill. Because of this, if he activates it, the Black Knight will tear 
off more than half your HP, so just pray that he doesn't activate it 
more than once if not at all.
At the end of Turn 3, a couple enemies, including a Bishop, will come 
to aid the Black Knight. The Bishop will attempt to heal the Black 
Knight, so it would be in your best interest to hope that Ike will kill 
the Black Knight before the reinforcements come. If Ike gets too badly 
damaged, use an Elixer or something.

There's in no skill required whatsoever in this fight, only luck. Pray 
you have good luck in this battle. ;) If you can't win, you can always 
Escape through the bottom.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

***********************************************************************

Chapter Twenty-Eight: Twisted Tower
Victory: Seize
Units Available: 12
Allies: Tibarn
Items: Rexbolt (Boss drop)

Oh ma gawsh, Tibarn!!! Tibarn is basically the sign that you will win 
for sure. He can't die, he's too strong. :P
Anywho, if you still have a Blizzard tome, give it to someone like 
Soren or Calill and use it to pick off the Ravens and Hawks farther to 
the left. This map is heaven for Laguz weapons and magic users, as 3/4 
of the enemies here are Laguz and their weaknesses are easy to exploit.
Ike now has Ragnell permanently. With unlimited durability, being 
extremely powerful, and also with the ability to attack 2 panels away 
as well, Ike now becomes invincible. :D
Try not to let Tibarn get too many kills, as your units need the 
experience. There are three Dragons in this map, and they are all 
powerful and have lots of Defense. Make sure to kill the Dragons 
quickly before they do too much damage.
There are two Bishops to the left of the boss. One has Purge and one 
has a Sleep Staff, so it's very feasible to take those two out as fast 
as possible. The boss has a Bolting, and once you get near enough to 
him, he uses his Rexbolt. At this point in the game, this boss is easy, 
so anyone can take him out without much trouble.

NEW UNIT ALERT!

Name - Nasir
Description - If Ike defeated the Black Knight, Nasir will join the 
party right before the battle in Chapter 28. Nasir is basically 
awesome. His stats are all really good, and the only bad thing about 
him is that he has very short movement, so he doesn't go anywhere fast. 
Nasir has excellent stats all-around, and you really can't go wrong 
with him.
Stat Growths - HP: 150%, STR: 50%, MAG: 10%, SKL: 55%, SPD: 45%, LUK: 
35%, DEF: 60%, RES: 25%
Master Skill - Boon
Rating - 9.7/10

Name - Ena
Description - Ena is the "reward" if Ike doesn't defeat the Black 
Knight or Escapes. Nasir is much, much better than she is. Ena comes at 
level 10, with some low stats, including low Speed. Because Ena comes 
at the second-to-last chapter of the game, she won't really grow at 
all. If Ena had the room to grow, she could have become as good as 
Nasir.
Stat Growths - HP: 145%, STR: 35%, MAG: 5%, SKL: 50%, SPD: 60%, LUK: 
40$, DEF: 40%, RES: 30%
Master Skill - Boon
Rating - 4.5/10

***********************************************************************

Endgame: Repatriation
Victory: Defeat Ashnard
Units Available: 14
Items: Psychic (Enemy drop), Speedwing (Bryce drop)

At last, the final chapter of the game. There are three ways of going 
about this chapter. The first two are the better choices; the third 
choice is definitely slower and riskier, but if gives you a sense of 
accomplishment. :P

The first way is to send everyone into the fountain area, take out the 
enemies there, then barricade the entrances until the enemies stop 
coming after you. Bryce is there in the fountain area as well. He has a 
spear dubbed the Wishblade, and it's a decently powerful weapon. Once 
business is taken care of, rush up en masse. Be careful of the Bishop 
with the Sleep staff, as putting someone asleep on this map is 
dangerous. Once the party reaches the sets of stairs leading to 
Ashnard, take out the Paladins, then battle the King of Daein himself.

The second way of going through this map is to split the party into 
three parts. Send the parts of the party through the west, north, and 
east pathways. This way, you can be sure to take care of all the 
enemies without having to crowd around everywhere in clumps. Just make 
sure to send at least one strong unit in each team so that no one team 
is too weak alone. Take care of Bryce, make sure to kill the Sleep 
staff Bishop, kill the Paladins at the stairs, then fight Ashnard.

The third way is to solo this map with Ike. No, I'm serious, Ike can 
solo this map by himself. That's how I did it in my first playthrough. 
Ike is extremely powerful, and with Ragnell and Aether, he won't die. 
The only real danger he's in when he's alone is the Sleep staff Bishop. 
If Ike falls asleep, he's most likely screwed. Still, just going 
through with Ike feels good. XD

Now, at the end of Turn 1, Ena or Nasir will tell Ike that it would be 
better reinforcements should be called. At this point, you can choose 
to have either Tibarn, Naesala, or Giffca help out. It doesn't matter 
who can be chosen, as all three of them are absolutely, extremely 
amazing and powerful. Once you choose one, the Laguz chosen will arrive 
at the end of Turn 2. Each one of them has a Laguz Band, which allows 
each one of them to stay in Laguz form without stat penalties. These 
three really help in this chapter. Now, on to Ashnard...

Ashnard, like the Black Knight, has armor that can only be affected by 
Ragnell. However, Tibarn, Naesala, Giffca, Nasir, and Ena can also 
damage Ashnard. Therefore, the only six units that can damage Ashnard 
and kill him are Ike, Tibarn, Naesala, Giffca, Nasir, and Ena. Ashnard 
has a sword that, like Ike's Ragnell and the Black Knight's Alondite, 
is really powerful and can also strike 2 panels away. Once Ashnard is 
dead, prepare to read the Epilogue!


NEW UNIT ALERT!

Name - Tibarn
Description - You've seen him twice as an ally. You get the chance to 
finally put him in your party during the beginning of Endgame. Tibarn 
comes at level 18, and he's the second strongest of the three you can 
choose from. Tibarn is awesome. He's fast, he's powerful, he's 
resilient. Not many can hit him, he kills virtually everything in one 
round, and he just looks awesome in hawk form. Tibarn is a great 
choice.
Stat Growths - HP: 145%, HP: 70%, MAG: 5%, SKL: 70%, SPD: 65%, LUK: 
50%, DEF: 60%, RES: 25%
Master Skill - None
Rating - 10/10

Name - Naesala
Description - Naesala is quite unlike the other two. While Tibarn and 
Giffca are both very powerful, Naesala isn't quite as powerful as they 
are. Instead, his biggest strength is packed behind his Speed. Naesala 
is unbelievably fast; Ashnard can barely hit him. Naesala is also the 
only one with a ranged attack, Vortex, and the only one who can double-
attack Ashnard. Naesala has more discrepancy than the other two, and 
that's what makes him so likeable. Since Naesala starts at level 17, he 
has more room to grow than Tibarn.
Stat Growths - HP: 135%, STR: 60%, MAG: 40%, SKL: 70%, SPD: 75%, LUK: 
20%, DEF: 55%, RES: 35%
Rating - 10/10

Name - Giffca
Description - Giffca finally finds his biggest role as a playable 
character in the final chapter. Giffca already starts at level 20, so 
he can't grow anymore. But look at that Strength. Giffca is 
overpowering, able to tear, slash, and rend anything in his way. Giffca 
is the slowest of the three, so he isn't as nimble as the birds are. 
Still, no one is as powerful as Giffca. Plus, he's a Lion. How awesome 
is that?
Stat Growths - HP: 160%, STR: 75%, MAG: 5%, SKL: 70%, SPD: 60%, LUK: 
40%, DEF: 50%, RES: 30%
Master Skill - None
Rating - 10/10

***********************************************************************

-------
Extras
-------

This is the Extras section. Here, I will list random things that would 
be helpful or stuff that would be interesting to know. :D

Weapon Triangle +++++++++++++++++++++++++++++++++++++++++++++++++++++++

                               Swords
                              /      \
                             /        \
                            /          \
                      Lances ---------- Axes

             Swords are most effective against Axes. S>A
             Axes are most effective against Lances. A>L
           Lances are most effective against Swords. L>S


Magic Triangle+++++++++++++++++++++++++++++++++++++++++++++++++++++++++

                                Wind
                               /    \
                              /      \
                             /        \
                      Thunder -------- Fire

             Wind is most effective against Fire. W>F
          Fire is most effective against Thunder. F>T
          Thunder is most effective against Wind. T>W


Bands +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

After the first playthrough, there will be certain items called Bands 
that will appear in possession of different allies and enemies. These 
bands, when equipped, increase the growth rates of certain stats. I 
will list the names of the different bands, who comes equipped with 
each band, and what growths they improve below:

Archer Band           Skill +5%, Speed +5%              Shinon
Fighter Band          HP +5%, Strength +5%              Boyd
Knight Band           Strength +5%, Defense +5%         Gatrie
Mage Band             Magic +10%                        Kamura
Pegasus Band          Luck +5%, Resistance +5%          Marcia
Priest Band           Luck +5%, Resistance +5%          Rhys
Soldier Band          HP +5%, Defense +5%               Kamura
Thief Band            Skill +5%, Speed +5%              Havetti
Wyvern Band           Strength +5%, Defense +5%         Jill

Classes +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

LORD -----> RANGER

Ike

LANCE/AXE/SWORD/BOW KNIGHT -----> PALADIN

Astrid
Geoffrey
Kieran
Makalov
Oscar
Titania

PRIEST -----> BISHOP

Rhys

MAGE -----> SAGE

Bastian
Calill
Ilyana
Soren
Tormod

FIGHTER -----> WARRIOR

Boyd

KNIGHT -----> GENERAL

Brom
Gatrie
Tauroneo

PEGASUS KNIGHT -----> FALCOKNIGHT

Marcia
Tanith

ARCHER -----> SNIPER

Rolf
Shinon

MYRMIDON -----> SWORDMASTER

Lucia
Mia
Stefan
Zihark

THIEF -----> ASSASSIN

Sothe (Doesn't promote)
Volke

WYVERN RIDER -----> WYVERN LORD

Haar
Jill

BERSERKER -----> BERSERKER

Largo

SOLDIER -----> HALBERDIER

Devdan
Nephenee

CLERIC -----> VALKYRIE

Mist

PRINCESS CRIMEA -----> PRINCESS CRIMEA

Elincia

BEAST TRIBE -----> CAT

Lethe
Ranulf

BEAST TRIBE -----> TIGER

Mordecai
Muarim

BEAST TRIBE -----> LION

Giffca

BIRD TRIBE -----> HAWK

Janaff
Ulki

BIRD TRIBE -----> KING PHOENICIS

Tibarn

BIRD TRIBE -----> HERON

Reyson

BIRD TRIBE -----> KING KILVAS

Naesala

DRAGON TRIBE -----> DRAGON

Ena
Nasir

Triangle Attack +++++++++++++++++++++++++++++++++++++++++++++++++++++++

Oscar, Boyd, and Rolf will start discussing this battle plan before the 
battle in Chapter Twelve, then in Chapter Nineteen. If Marcia's a 
Falcoknight, she, Tanith, and Elincia will discuss this as well at a 
very late chapter. The Triangle Attack is a certain attack formation 
that calls for three units to position themselves in a triangular 
formation around the enemy. Oscar, Boyd and Rolf need to perform this 
attack with bows. If you didn't give Oscar the ability to use bows, 
then you can't do the triangle attack.
In the Triangle Attack, the person who activates it will be the last 
person to attack. In this certain move, the first two characters will 
attack, then the third will strike with a 100% chance of criticaling. 
Elincia, Tanith, and Marcia can do this too, except with swords instead 
of bows.

----
FAQ
----

Q: HOW IS BOYD ABLE TO USE A BOW?

A: When he promotes into a Warrior, he automatically earns the ability 
to use Bows.

Q: HOW CAN YOU MAKE SURE SOMEONE CONSTANTLY GROWS IN A CERTAIN STAT?

A: You can't really make sure. You can increase chances by equipping a 
unit with a certain band, but that's about it.

Q: WHICH FIRE EMBLEM SHOULD I GET: FE7, SACRED STONES, OR PATH OF 
RADIANCE?

A: All of them are good. Whichever one you like is you own personal 
preference.

------------
Legal Notes
------------

This FAQ is Copyright(c) February 2007 Andrea Petriella. You can always 
use this FAQ for your own PERSONAL use. If you want to share some of 
the info on this FAQ without actually posting it, at least give some 
credit to me. If you want to post this FAQ on your website or whatever, 
contact me via e-mail: [email protected]

-------
Thanks
-------

1. Me, for writing my first full walkthrough. :D
2. My parents for giving birth to me to write FAQs. :P
3. Intelligent Systems and Nintendo for creating this game.
4. GameFAQs, of course.
5. All the websites that are hosting my FAQ.
6. Everyone that has informed me about missing info and spelling 
errors.

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End FAQ
--------