______ _____ _____ ______ ______ __ __ ____ _ ______ __ __ | ____|_ _| __ \| ____| | ____| \/ | _ \| | | ____| \/ | | |__ | | | |__) | |__ | |__ | \ / | |_) | | | |__ | \ / | | __| | | | _ /| __| | __| | |\/| | _ <| | | __| | |\/| | | | _| |_| | \ \| |____ | |____| | | | |_) | |____| |____| | | | |_| |_____|_| \_\______| |______|_| |_|____/|______|______|_| |_| ___ _ __ ||_ _ |_)| _._ o._ _ (_ _ .__| || |(/_ |_)|(_|/_|| |(_| __)\/\/(_)|(_| _| +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + FAQ/WALKTHROUGH + + Version: 1.00 + + By: Ashwin Suresh (Sealed Lance) + + Location: Australia + + Day started: 27/11/05 + + Day completed: 16/12/05 + + E-mail: mindreader(dot)ivan(at)gmail(dot)com + + THE LATEST VERSION AVAILABLE AT GAMEFAQS + +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ This guide was written with a lot of care in order to avoid mistakes or misleading the public with false information. As a guide for Fire Emblem, it can be used to accomodate any purpose from finishing chapters, reference for stats or information or even developing strategies to S rank. I hope I have made this guide as comprehensive as possible. This guide happens to be spoiler free BUT there is a section accomodating for those who wish to know the juicy secrets of the game. Lucklily, I have placed it conveniently so that both parties are satisfied. It also happens to be flexible enough to be picked up when the player is at any stage of the game and reasonably flexibly complete chapters with any level of preferred proficiency. Last but not least of all, I extend my appreciation to those who have ever guided me when I have been misguided and dedicate this guide to all those who I have known. You may have well just as saved me from insanity. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + Table of Contents + +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ 1. Frequently Asked Questions.........................................[0001] 1.1. General..........................................................[0002] 1.2. The Downright Obvious............................................[0003] 1.3. Advanced.........................................................[0004] 2. The History of Fire Emblem.........................................[0005] 3. The Story So Far...................................................[0006] 4. The Basics.........................................................[0007] 4.1. Hints............................................................[0008] 4.2. Operations.......................................................[0009] 5. The Walkthrough....................................................[0010] A. Lyn Normal Mode....................................................[LNM*] B. Lyn Hard Mode......................................................[LHM*] C. Eliwood Normal Mode................................................[ENM*] D. Hector Normal Mode.................................................[HNM*] E. Hard Mode Advice...................................................[HMAV] 6. Battle Mechanics...................................................[0011] 6.1. Formulae.........................................................[0012] 6.2. Analysis of Stats................................................[0013] 6.3. The RNG..........................................................[0014] 6.4. Weapon Level.....................................................[0015] 6.5. Weapon & Magic Triangle..........................................[0016] 6.6. Status Conditions................................................[0017] 6.7. Terrain & Movement...............................................[0018] 6.8. Effective Weapons & Classes......................................[0019] 6.9. Assassin's OHKO..................................................[0020] 6.10. Afa's Drops.....................................................[0021] 6.11. Triangle Attack.................................................[0022] 6.12. Supports........................................................[0023] 7. Classes............................................................[0024] 7.1. Unpromoted classes...............................................[0025] 7.2. Promoted classes.................................................[0026] 8. Weapons............................................................[0027] 8.1. Swords...........................................................[0028] 8.2. Lances...........................................................[0029] 8.3. Axes.............................................................[0030] 8.4. Bows.............................................................[0031] 8.5. Anima............................................................[0032] 8.6. Light............................................................[0033] 8.7. Dark.............................................................[0034] 8.8. Staff............................................................[0035] 8.9. Other............................................................[0036] 9. Items..............................................................[0037] 10. Bonus Disk Items..................................................[0038] 11. Characters........................................................[0039] 12. Special Conversations.............................................[0040] 12.1. Endings.........................................................[0041] 12.2. Battle History Quotes...........................................[0042] 12.3. Random..........................................................[0043] 13. The Entire Story..................................................[0044] 14. Extras............................................................[0045] 14.1. Link Arena......................................................[0046] 14.2. Sound Room......................................................[0047] 14.3. CGs.............................................................[0048] 14.4. Battle History..................................................[0049] 15. Secrets...........................................................[0050] 16. Version History...................................................[0051] 17. Contact Details...................................................[0052] 18. Legal Disclaimers.................................................[0053] 19. Acknowledgements..................................................[0054] INFORMATION NEEDED: On talks in chapters, talks before chapters by certain characters, augury readings Stars for B, C and D ranks Hector Mode Boss Details etc. ANY INFORMATION WELCOME! Help me out! If you have information, e-mail me. Full credits given! +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 1. Frequently Asked Questions..........................................[0001]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ This section deals with common questions to deal with assumed knowledge. Read here if you are lost in the guide or just don't understand some section of information. +------------------------------------------------------------------------------+ 1.1. General..............................................................[0002] +------------------------------------------------------------------------------+ [Q] Why did you make a guide for a game that was released in late 2003? [A] This guide is the accumulation of acquired knowledge of two years. My knowledge has advanced and been refined since then, and this guide aims to address all the problems previous earlier made guides possessed. [Q] Who are you to tell me to use this strategy...? [A] The answer is I am no one. I happen to merely pass on the knowledge of others and my own experiences so that people have a basic idea of how to conquer chapters. If it doesn't suit you, fine. [Q] Why do your strategies become much less specific later on? [A] The chapters and choices for the player become much broader. The player must decide for themselves what they wish to achieve in a playthrough. [Q] Sealed Lance sounds familiar... Have you done something Fire Emblem related before? [A] Maybe... I'm around here and there. +------------------------------------------------------------------------------+ 1.2. The Downright Obvious................................................[0003] +------------------------------------------------------------------------------+ [Q] Is Fire Emblem in a series? [A] Yes indeed. Fire Emblem, or Rekka no Ken as it is known in Japan is the SEVENTH game in the series. It is the first to be released to America and the rest of the non-Japanese world. [Q] Are Marth and Roy in this game? [A] Marth is not. Roy is. Marth happens to be in the first of the Fire Emblem series, as well as the third game. The History of Fire Emblem section [0005] shall help people to understand the series in greater detail. Roy makes a VERY BRIEF cameo in this game and his main role is in the sixth Fire Emblem, the sequel to this one. Yes - think Star Wars, they made the games in reverse chronological order (this only applies for Fire Emblem 6 and 7). [Q] What kind of game is Fire Emblem? [A] Heard of Advance Wars or Shining Force? It has a recognisable similarity ESPECIALLY to Advance Wars, in the same way the controls operate and how the units battle and move. Fire Emblem is a SRPG that is turn-based. You control characters to achieve objectives. [Q] What kind of difficulty is Fire Emblem? [A] Fire Emblem is very unique as a game because unlike many games, it happens to be REALISTIC. When a unit's HP reaches 0, they actually die. Don't complain, it's just logical. This makes the game challenging, because to keep that unit you will have to restart the chapter and retrace your strategy or develop a new and probably better strategy. Fire Emblem is also generally much more difficult than other games in the similar genre, such as Advance Wars. It is important to note that the game was dumbed down for use stupid people :/ [Q] Why have you subtitled the game "The Blazing Sword" when no such title is present on the game? [A] It happens to differentiate the seventh game from the others. In Japan, this game is known as "Rekka no Ken" that translates as... you guessed it. It saves a lot of confusion. [Q] Fire Emblem vs. Advance Wars? [A] Fire Emblem has superior difficulty, variety of objectives and story. Advance Wars has superior multiplayer and customisation of units and maps. They are quite different but quite similar at the same time. I frankly find Fire Emblem more interesting. But then again, I haven't found many other people in my area who have Advance Wars. +------------------------------------------------------------------------------+ 1.3. Advanced.............................................................[0004] +------------------------------------------------------------------------------+ [Q] My character died, so I reset. The character kept dying again and again. Is it possible for them to NOT die? [A] NO. Sad truth of life. You see, Fire Emblem keeps the same string of RNG unless you reset the chapter and skip/not skip cutscenes. In other words, you can reset for the rest of eternity and nothing will change. Accept the loss and restart the chapter, or press on without that character (if you can afford it). [Q] This term isn't explained properly... [A] Check Battle Mechanics [0011]. If it isn't there, then check an appropriate portion of the guide, or e-mail me. [Q] What is my affinity? What does it do? [A] All characters in the game have an affinity denoted by a funny-looking symbol. If you have the same affinity as that character (you can tell what affinity you are on the Main Menu: Press R and then it says tactician information and next to Div. it says your affinity), then that character gets a slight boost to hit rate and evasion rate. [Q] After Chapter 10 I lost all my characters like Sain and Lyn! What now? [A] They'll be back. This transition is normal and the player is just starting the REAL adventure. [Q] I got this really good unit called Marcus in Chapter 11. He kicks ass! [A] Be careful. Don't overuse Marcus. He is what we call a prepromote, which means he is already promoted (an equivalent of level 21+). He will gain much less EXP than other units and will be sapping up much needed EXP. Use Marcus only when needed to rescue other units and weaken bosses. He is also useful for rushing through chapters (Chapter 14 comes to mind). [Q] Athos gave me some item called the Afa's Drops. What does maturity mean? [A] Some lame crap invented by the creators to intrigue the player. The Afa's Drops is an item that actually increases the growth rate of all stats of a character by a handy 5%. That character also makes a comment in your Battle History, depending on your tactician rank. [Q] Do prepromotes like Marcus suck? [A] No... At least not by my accounts. There are plenty of excellent prepromote units, such as Pent and Harken. Prepromotes have the advantage of having more stable stats, better constitution (most of the time) and better weapon levels. On the flip side, standard units have better potential (ie. better stats at the same level equivalent) but require more time to become useful. [Q] Something strange happened. Hector was using the Devil Axe but he killed himself! [A] The Devil Axe is cursed. It backfires on the user; normally when the unit is about to critical which almost means certain death. It is a very useful weapon because it raises a unit's weapon levels much faster than a standard weapon (instead of giving 1 weapon EXP it gives a massive 8). [Q] Which character is better? Am I doing OK? [A] Relax. Use whoever you want. Fire Emblem is reasonably flexible in that even if the player has screwed up somewhere along the track it can all be ironed out in the end. The exception is maybe the Hard Modes, where players need a little more experience. [Q] Why can't thieves or pirates promote from the Earth Seal? [A] They both can only promote from their individual promotion items. Thieves must promote with a Fell Contract and pirates with an Ocean Seal. [Q] How can I get Karla's/Renault's support conversations? [A] In Hector mode, you can always get a support from Chapter 32, 32x and the Final Chapter. But the main thing to note is that the Final chapter consists of 2 parts, each part is considered a chapter for support purposes. So in Eliwood mode, for example, you can get a support from Victory or Death, Light and Light Part 2. [Q] How do I get Louise and Pent's support conversations? [A] They automatically have an A support, but you must have them in certain chapters and the talk option will appear. These chapters are: - Cog of Destiny - Victory or Death - Final Chapter: Light Prt. 2 [Q] What are the flashy green writings supposed to mean? [A] For stats, it means that that unit has hit their maximum. For items, it means that item is dropped by that enemy. For weapon level, it means the maximum (S). Similarly, for tactician rank it means the best rank (S). [Q] No! My Nino didn't max out one stat! [A] It doesn't matter. Nino isn't too useful. You probably wasted a lot of time just for slightly better stats than say - Pent. [Q] I've done the game once. What now? [A] Fire Emblem luckily has some of the best replay value in any game ever. You can still complete all modes, S rank all modes, complete the sound room, unlock all CGs AND unlock all support conversations. If you somehow manage to do that, set some individual challenges for you to do (only one class, single character runs etc.). There are bound to be 1000s of more questions. I suggest taking a look at the GameFAQs Fire Emblem Definitive Newbie FAQ by Aganar. It's on GameFAQs. Go to Fire Emblem (7), General and click on the topic with the pin next to it. That topic should have almost any question that could possibly be asked. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 2. The History of Fire Emblem..........................................[0005]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ The History of Fire Emblem enlightens those who have no clue about where this game fits in the series and gives a little background on previous games for the player's benefit. Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi Fire Emblem: The Dark Dragon & Sword of Light (NES 1990) The very first Fire Emblem game and it starred Marth, the prince of Altea. The game itself takes place on the continent of Akaneia. An important note is that the mentor of Marth is Jeigan, an old but powerful knight sworn to protect him. The Devil King Garnef resurrects the Dark Dragon Medeus, allowing the evil Dolua empire to be brought to its former glory. Cornelius, the King of Altea is killed and the Falchion, used to defeat Medeus a century ago by the hero of Altea of the age; Anri. Marth flees to the island kingdom of Talis until the Garuda pirates ambush them and Marth is forced to fight back. Under the army of Talis as well as Jeigan's squad he leads a campaign to destroy Medeus. Fire Emblem: Gaiden (NES 1991) In the same world as the original Fire Emblem, but a different setting. The game stars Alm and Celica, who are childhood friends. Throughout the game they build separate armies. Many changes were made from the original, such as as many will know now the branched promotions of The Sacred Stones. Fire Emblem: Monsho no Nazo Fire Emblem: Mystery of the Emblem (SNES 1993) The continued story of Marth, back on the continent of Akaneia. Hardin, the new king and ally of Marth betrays him and soon Marth learns of the existence of Medeus. Marth once again must defeat both his former ally and his past foes, Garnef and Medeus. Fire Emblem: Seisen no Keifu Fire Emblem: Genealogy of the Holy War (SNES 1996) The most popular of all the Fire Emblem games and takes place in the continent of Jugdral. The first half of the game stars Sigurd, the prince of Chalphy. At the end of Chapter Five, he and his squad meet their end because of Alvis and the Thracian army. The second half of the game features Selis, son of Sigurd, leading the second generation (ie. the children of the first generation) or substitutes. Only a single character features in both portions of the game. Similar to Medeus, Manfroy seeks to revive the Dark Lord Loputousu. Fire Emblem: Thracia 776 (SNES 1999-2000) The midquel of Genealogy of the Holy War, starring Leaf, son of Cuan; a close friend of Sigurd's. It also features Fin, the survivor of both parts of Genealogy of the Holy War. Leaf's quest is for revenge against the Thracian army for what they did to his parents. Some of the new features in this game included fog-of-war maps and the rescue command. Widely considered the most difficult Fire Emblem game in the series. Fire Emblem: Fuuin no Tsurugi Fire Emblem: Sword of Seals (GBA 2002) Taking place on the continent of Elibe and the sequel to the very game I am writing this guide on. It stars Roy, son of Eliwood; Marquess of Pherae. Roy must lead the League of Lycia when his father becomes ill. King Zephiel, ruler of Bern has completed his conquest of Ilia and Sacae and is getting ready to complete his world domination by conquering Lycia. During his travels, he encounters many twists and turns that change his perceptions of the enemy and Roy eventually discovers many truths about the land and its people. Fire Emblem: Rekka no Ken Fire Emblem: The Blazing Sword (GBA 2003) THIS GUIDE IS BASED ON THIS GAME Fire Emblem: Seima no Kouseki Fire Emblem: The Sacred Stones (GBA 2004-2005) The final GBA Fire Emblem game takes place on the continent of Magvel. Men sealed the evil in the land (monsters) using the Sacred Stones which became heirlooms to different royal families. Grado, the biggest country has recently began invading the other nations. The story begins with the fall of Renais. Prince Ephraim is out of reach after going to the front lines so King Fado orders Seth to take Princess Eirika (twin sister of Ephraim) to Frelia, the neighbour of Renais and seek assistance. This game is considered the easiest in the series. Fire Emblem: Souen no Kiseki Fire Emblem: Path of Radiance (GAMECUBE 2005) Path of Radiance takes place in another completely new continent, Tellius. It stars Ike, a mercenary training under his father Greil who lives in Crimea. Out of the blue, the nearby kingdom Daein attacks Crimea's capital, resulting in Ike and his friends being thrown into a complicated plot involving the Black Knight, a race known as the Laguz and a sealed god of chaos. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 3. The Story So Far....................................................[0006]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ Once, dragons and men coexisted. They shared a peace forged in wisdom, a peace that lasted many generations. All that was lost when mankind disrupted this balance in a sudden onslaught. Man fought dragon in a savage war that shook the foundations of their world. This war was called The Scouring. Defeated and humbled, dragons vanished from the realm. In time, man rebuilt and spread his dominion across the land and on to the islands beyond. A millenium has passed since those dark days ended. That's what it says on the Main Screen. Your typical RPG to the casual observer. But Fire Emblem is also so much more... One thing the player must understand is that the game is divided into two main sections: Lyn Mode and Eliwood Mode. Lyn Mode acts as a tutorial, with the main character as Lyn, a girl. Eliwood Mode shifts the focus to a much bigger scale of events with a more important figure, Eliwood. The story kicks off when the player wakes up to greet the site of a beautiful girl... I'll leave it there. Find out more (spoilers included) in The Entire Story [0044]. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 4. The Basics..........................................................[0007]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ A newbie guide to the basics of the game, from simple operations to slightly more difficult operations. +------------------------------------------------------------------------------+ 4.1. Hints...............................................................[0008]+ +------------------------------------------------------------------------------+ Here are a few general tips. - Check the units that you are going to attack or get in range of. These include looking at their weapons and stats to see how they will fare against you. This will make all the difference between death and survival. - Use terrain advantages. If you see a forest, use it! Make the most of different terrains to gain evasion and sometimes defence or HP. - Conserve your money and spend it wisely. Don't blow your money or you'll be regretting it later on. - Don't dawdle. If you aren't doing something purposeful it is probably going to be useless. Have fun, but make sure you know what you are doing. - Have a clear idea of the objective. Nothing else matters. Everything else comes in priority after the objective. - Use the weapon and magic triangles. It will make combat much easier. - Keep melee units in the frontline, ranged units towards the rear. A basic principle. - In fog-of-war, advance surely but carefully. Make sure that your strongest units are in the frontline. - Steal anything you can. Thieves rarely gain EXP. Pilfering goods can only do the player good. - Don't underestimate bosses. Especially the final boss. - Promote units at level 20 to realise their full potential, instead of fulfilling the minimum requirement of level 10. - Don't be too concerned about the stats and level ups of some of your units. They can always be replaced. +------------------------------------------------------------------------------+ 4.2. Operations..........................................................[0009]+ +------------------------------------------------------------------------------+ A few basic operations about the game. I won't explain the basic controls, but here are a few useful buttons to remember. START - View overall map mini version SELECT - Turn on/off the yellow text tutorial (Very useful for skipping text) R - View more details. "Soft reset" A + B + L + R alternatively, A + B + SELECT + START The game resets. "Hard reset" Switch the game off and back on manually using the hardware. The basic battle operations are as follows: ATTACK - When you are in range of a foe, this option becomes available. Hit A to attack, select the target, hit A and hit A to confirm the battle statistics. PLAY/DANCE - An option available to a unique class (bard/dancer). Allows a greyed out (ie. used) unit to be able to move and attack again etc. STAFF - Allows healers etc. to heal, or cast a spell with an effect on units. STEAL - Available to thieves when they are right next to an opponent who has an item that is NOT a weapon. They can steal that weapon provided they have at least 2 more speed than the enemy. ITEM - Allows the player to re-equip weapons, use items and view items. WAIT - When a unit has done their actions for that turn, this icon indicates that the player acknowledges their location and ends turn for that unit. RIDE/EXIT - Archers and snipers have this option when they are in a ballista. They can ride or exit the ballista. The ballista has more power and range than a standard bow, in exchange for much less ammunition. There are quite a few interactions with units as in the following: RESCUE Is available when a unit is adjacent to another unit (up,down,left,right) but the unit who can rescue must have higher aid than the other unit's constitution GIVE When a unit with a rescued comrade is near another unit who still has enough aid to carry the rescued unit, the carrier can pass the rescued unit to the other unit. TAKE The reverse operation of give, where instead of being available to the rescuer, it is available to the vacant unit. DROP The rescuer can drop the unit in any square directly adjacent to them. TRADE When a unit is directly adjacent to another unit, this option appears. This can be used to trade items. MERCH When a unit is directly adjacent to Merlinus, this option appears. Allows units to exchange items with Merlinus's stock. SUPPORT When a unit is next to a support compatible unit, this option appears after a certain number of turns (ranges from 1 to 341). This command appears 3 times at most between two units. Gives special battle bonuses to both units. TALK Available between two units for insight into them at certain parts of the game. There are also some landform interactions with your army: ARMORY A place to purchase weapons (primarily) VENDOR A place to purchase magic items (primarily) INN Only in Chapter 16xE, a place where you talk to Anna. Nothing important. ARENA A place where units can train and bet for money at the risk of their survival. VISIT Visit villages and houses for information and sometimes to recruit units. SEIZE Use on thrones to complete the chapter. CHEST If a unit has a key or thief has a lockpick and stands on a chest, this command can be used to open it. DOOR Similar deal as with the chest command, but this is used on doors. Press A in the chapter on a random square that is not taken up by a unit. A set of options appear: Hit A on a blank space and a Menu pops up with the following; UNITS Scroll through different menus to learn everything about that character. Very important in Fire Emblem. Includes, character, fighting skill, equipment, personal data, weapon level and supports. STATUS Tells the player what the objective is, turn count, funds, player and enemys' leaders, number of units in the armies. OPTIONS Adjust animation, game speed, text speed, viewing terrain in battle, display of unit information (burst or standard), detail of initial combat stats, displaying objectives, controller, subtitle help, autocursor, turning music and sound on/off and window colour. Most options are self-explanatory, others are easy to figure out through experimentation. Highly recommended settings: Animation 2, Text speed Max, Combat Detail, Unit Burst, Game Speed Fast SUSPEND Save your data in the current state of the chapter which is NOT permanent in the sense you can revert back to the beginning of the chapter. This is used for when you need to save your game in a hurry - just save in the right position, not a screwed up one! END End your army's turn so that the enemy can have their turn. * Quicker than hitting wait for every individual unit The main menu is rather easy to navigate, with some standard features such as erasing and copying data as well as starting a new game. The few options you may not be familiar with are: - RESUME CHAPTER: When you have saved in the middle of a chapter you can continue from that exact state. - RESTART CHAPTER: Restart the entire chapter from where you last saved the game. * Learn to manipulate your files so that you can always reset in the right places and do not regret saving/not going back when needed. Before you start a chapter, the following options are available after Chapter 14 Eliwood: False Friends. This is the Preparation Menu. The menu you get from Chapter 14E... Allows you to plan ahead for chapters. PICK UNITS Select who you want in the chapter. Green flashing names means that those units are compulsory (normally the main lord and sometimes a main character related to the plot). TRADE Trade items from one person to another. FORTUNE Pay money to get hints about the chapter. After Nils takes over, it is free and you can view support compatibility information. CHECK MAP View the map as it is when you begin the chapter. You can change the formation of your units, change options (available in battle as well) and save changes. That sums up the gist of the game. For more advanced details go to Battle Mechanics [0011]. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 5. Walkthrough.........................................................[0010]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ Finally, the actual walkthrough of the game. The game is divided into six main modes; Lyn Normal, Lyn Hard, Eliwood Normal, Eliwood Hard, Hector Normal, Hector Hard. These are denoted in the shortened form LNM, LHM, ENM, EHM, HNM, HHM. The walkthrough is set in a standard format that is as spoiler-free as humanly possible. The strategies are very specific for Lyn Mode, but become much more flexible in Eliwood and Hector Mode. This allows general players or proficient players to read the guide and absorb information easily. I only offer a single strategy to S rank; this does not mean my strategy is the best. It is merely a solution to a problem with many solutions, so feel free to use your own strategies if they work better. Every paragraph indicates a turn. One last thing: I didn't place a shortcut to every single chapter because they are all reasonably short and the contents would become MASSIVE if I did so (6 modes, Lyn Mode has 11*2 chapters, Eliwood has 30*2 chapters, Hector has 33*2 chapters = 148 chapters - a LOT to write). +------------------------------------------------------------------------------+ A. Lyn Normal Mode........................................................[LNM*] +------------------------------------------------------------------------------+ The first stage of the game accommodates as the tutorial. It teaches pretty much everything a player needs to become accustomed to before the trails of the main game (Eliwood Mode and Hector Mode). As such, it proves as a very easy mode. Start a new file. You'll be prompted to edit details of the tactician (ie. the player; you) Select "Yes" to do so. Don't be an idiot and select "No" like I did <____< The default details are Name: Mark, Birth Month: January, Gender: Male. The weird symbol next to your name shows what affinity you are, which is a minor detail because it grants a very small bonus to hit and avoid to all characters sharing that same affinity. Frankly, the best affinities happen to be wind, thunder and fire, so take your pick. Or, be like me and choose your own birth month (Go Ice!). To help you out a bit, the affinities correspond with the months like so: January (default) LIGHT February ICE March WIND April THUNDER May WIND June ANIMA July FIRE August DARKNESS September FIRE October ANIMA November ICE December THUNDER The Japanese version was different because affinity was determined by a combination of birth month and blood type (apparently it is as common to know your birthday as it is your blood type in Japan - you know, superstition etc.). But anyway, after all that hit START and confirm your details. The story begins. +------------------------------------------------------------------------------+ Prologue: A Girl from the Plains +------------------------------------------------------------------------------+ NOTE: Don't skip the text, because it proves useful for something later on. In Lyn Normal Mode, the whole purpose of the entire freaking mode is to teach the player the huge amount of details of the game in preparation for the main game (Eliwood Mode) later on. Objective: Seize gate New characters: Lyn Enemies: Brigand L1 w/Iron Axe Reinforcements: -- Boss Data: Batta "The Beast" ("Who do you think you are? You think you can stand up to Batta the Beast?") Brigand L2 w/ Iron Axe HP 21 STR 5 SKL 1 SPD 3 DEF 3 RES 0 LUC 2 MOV 5 CON 10 Items: -- Strategy: (Turn Count: 5) A couple of hints: change the options the following way, which I have found VERY useful. Animation 2, Text speed Max, Combat Detail, Unit Burst, Game Speed Fast. The game literally guides every single motion in this chapter and teaches the player about attacking, healing, moving and seizing the gate. Nothing very complicated here. EVERYTHING is rigged, so don't worry at all about death. The tutorial directs exact movement. +------------------------------------------------------------------------------+ Chapter One: Footsteps of Fate +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Kent, Sain Enemies: 2 Brigand L1 w/Iron Axe 2 Brigand L2 w/Iron Axe Reinforcements: -- Boss Data: Zugu ("Accursed knights. Always tampering in others' affairs.") Brigand L4 w/Iron Axe HP 23 STR 6 SKL 2 SPD 4 DEF 4 RES 0 LUC 1 MOV 5 CON 11 Items: -- Strategy: (Turn Count: 6) Sain idiotically attacks the closest brigand with an Iron Lance and gets hit. Kent teaches you about the weapon triangle. He attacks the brigand with an Iron Sword (newly acquired) and Lyn finishes the brigand. Sain asks for another chance. He misses the next brigand even with a sword. Kent explains that certain terrain give bonuses, as with the woods that the brigand is in. Kent attacks the brigand. Lyn recommends moving into the north woods. Lyn offers Sain a vulnerary. Then the tutorial continues teaching about trading items. Grab the vulnerary that Lyn already used and consume one. Make Sain move east. Kent should finish off the brigand he was dealing with. Lyn can move to attack the brigand just north of her. It's up to you now! Lyn should finish off the brigand. Don't worry about getting hit, Lyn will survive. Make Sain and Kent congregate near the southern bridge if possible. Make Sent stay in front. Next turn, finish off the brigand there with Sain. Kent can move up to near the boss. Lyn should trade with Sain for that final vulnerary if needed. Move Sain and Kent to attack the boss. Lyn can't gain access to him, but he will die when he attacks back. +------------------------------------------------------------------------------+ Chapter Two: Sword of Spirits +------------------------------------------------------------------------------+ Objective: Seize throne New characters: -- Enemies: 3 Brigand L1 w/Iron Axe 2 Brigand L2 w/Iron Axe Reinforcements: -- Boss Data: Glass (Quote: "I am Glass! The gods fear my name!" Mercenary L3 w/Iron Sword, Vulnerary DROPPED (indicated by green flashy font) HP 20 STR 5 SKL 4 SPD 5 DEF 3 RES 0 LUC 0 MOV 5 CON 9 Items: Vulnerary (kill Glass), Mani Katti (after seizing) Strategy: (Turn Count: 6) The tutorial makes the gang visit the houses (waste of time). Move the cavaliers north as far as possible (Sain should move diagonally from the house). The enemy moves closer. Move the cavaliers up towards the brigand. Sain can attack him. Lyn should stay clear, sit her in the fortress. Send Sain to hit the wall with his Iron Lance. If the brigand is not dead, finish him with Lyn. Kent should advance towards the incoming bandits from the south, hitting one. The bandits will attack Sain. Sain should break the wall. Send Lyn to finish the closest brigand. Kent should ward off the brigand in front of Sain. Sain will be hurt badly now, but not dead. The brigand will suicide on Sain. Sain should move to attack Glass. Glass will deal minimal damage. Lyn should finish the brigand where Kent is if he is not dead. Send Kent south to confront the last enemy. Glass will die. Sain nabs the vulnerary (and doesn't he need it!). Kent can quickly attack the brigand for a little EXP (it doesn't matter). Lyn should seize. +------------------------------------------------------------------------------+ Chapter Three: Band of Mercenaries +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Florina (automatically at the beginning), Wil (visit the south western village) Enemies: 2 Archer L1 w/Iron Bow 1 Brigand L1 w/Iron Axe 2 Brigand L2 w/Iron Axe 3 Mercenary L1 w/Iron Sword Reinforcements: -- Boss Data: Migal ("Begging for your life so soon, wench?") Brigand L6 w/Steel Axe HP 25 STR 7 SKL 3 SPD 5 DEF 5 RES 0 LUC 2 MOV 5 CON 12 Items: -- Strategy: (Turn Count: 6) Lyn via the tutorial goes to the village and you get Wil, your first bowman. Wil attacks the mercenary across the wall, Florina finishes him. The tutorial stops after that point. Send Kent to double the archer nearby with an Iron Lance and send Sain as far east as possible with his Iron Sword. As the enemies approach, send Florina to visit the village in the north west. Fly her back as far south as possible. Send Lyn equipped with her Mani Katti east a fair way. Send Wil as far east as he can go. Once again, Kent can double the lured archer (to Sain) with his Iron Lance. Sain should attack the brigand with his sword. Send Florina east and south out of harm's way. Wil can start to pick off the brigand across the wall. Sain can finish the mercenary right next to him and Kent can attack the brigand nearby. Lyn should move near the cavalier duo. Continue to attack the other brigands with the cavalier duo. See if Wil can kill the brigand who is weakened. If not, back him up with Lyn. Florina can standby, flying closer to the boss but still safe. Finish the remaining enemy with preferably Kent. Send Sain to attack the boss. Bring in Florina. Lyn and Wil can trail behind. Finish Migal with whoever you please. As long as he has ~5HP, even Florina can kill him. Try to utilise Wil and Florina to kill him. +------------------------------------------------------------------------------+ Chaper Four: In Occupation's Shadow +------------------------------------------------------------------------------+ Objective: Protect Natalie for 7 turns New characters: Dorcas (approaching enemy - recruit with Lyn) Enemies: 2 Archer L1 w/Iron Bow 3 Brigand L1 w/Iron Axe (One with DROPPED Iron Axe) 4 Brigand L2 w/Iron Axe 2 Brigand L3 w/Iron Axe 2 Mercenary L1 w/Iron Sword Reinforcements: Turn 3 to Turn 7 (every turn) + 1 Brigand L2 w/Iron Axe (south western woods) + 1 Mercenary L1 w/Iron Sword (far north eastern woods) Boss Data: Carjiga ("Urgh! How? Why are they so tough? You! Bring more men here right away!") Brigand L8 w/Steel Axe HP 27 STR 6 SKL 5 SPD 4 DEF 7 RES 0 LUC 2 MOV 5 CON 15 Items: Iron Axe (Dorcas kills the brigand because of fixed RNG) Strategy: (Turn Count: 7 MANDATORY) The tutorial kicks in again. Lyn moves to the eastern side of the building and you have control over the others. I recommend sending Sain and Kent south to blockade the front entrance and send Wil as far west as possible. Send Florina diagonally adjacent to Lyn. Dorcas attacks Lyn but misses. Talk to Dorcas. Dorcas will kill the closest brigand and receive a handy Iron Axe. Proceed with Kent and Sain to butcher the oncoming enemies. Kent will be able to double most of the enemies. Wil should have baited the archer from the south, so start picking him off. Send Florina in the north east where the brigand was. Continue demolishing enemies with Kent and Sain. Try not to heal unless you are really dying. Send Wil who should have killed the archer to snipe the mercenary breaking the western wall. Send Florina to the far north east to the forest. Send Lyn south but clear of as many enemies as possible. Send Dorcas towards Natalie. Clear a path with preferably Sain and send Kent out slowly so he is still handling enemies and blockading the entrance. Wil should continue sniping the mercenary. The archer will have attacked Lyn. If she is hit, no matter. Kill the archer with a double Mani Katti slash. Keep Florina occupied in the forest by stabbing the mercenaries. Continue sending Dorcas near Natalie. Send Sain and Kent out to clean up the remaining enemies. Send Kent north to handle the brigand there. Sain should be dealing with any nearby brigands. Wil will have finished the mercenary, so just make him wait around. Dorcas can talk to Natalie. Florina can still handle the oncoming mercenaries, just watch her HP. The oncoming brigand would have been killed by Lyn, so send her to the forest to handle the boss. Dorcas can talk to Natalie. Send Kent and Sain to handle the reinforcements of brigands. Dorcas can advance to assist them. Keep Wil in check but close behind. Florina should use a vulnerary at this stage. Make Lyn finish the boss. Again, the western group can handle the reinforcements. Send Florina to meet Lyn so she can use a vulnerary. The mercenaries will advance to attack, hopefully some of them will die. At the end of your turn, the enemies retreat. +------------------------------------------------------------------------------+ Chapter Five: Beyond the Borders +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Serra (ally - talk with Lyn), Erk (ally - joins with Serra) Enemies: 2 Archer L1 w/Iron Bow 1 Brigand L1 w/Iron Axe, Iron Sword DROPPED 1 Brigand L2 w/Iron Axe 2 Mercenary L2 w/Iron Sword Reinforcements: -- Boss Data: Bug ("Blaaaah... Scum... You're all scum...") Brigand L9 w/Steel Axe HP 29 STR 8 SKL 4 SPD 6 DEF 8 RES 0 LUC 1 MOV 5 CON 15 Items: Iron Sword - kill the brigand to the north east Strategy: (Turn Count: 4-5) Lyn will talk to Serra and Serra and Erk decide to join. Serra heals Erk. The rest is up to you. From a diagonal, kill the archer that is weakened with Erk, preferably covered by mountains. Send Wil and Dorcas near Lyn (they are hampered by terrain). Kent should attack the brigand up north. Send Sain to the north east with a Sword. Florina won't be doing much, just fly near Lyn. The mercenary attacks Erk. Heal Erk with Serra. Send Erk to attack the other mercenary to the east. Lyn can finish the first mercenary. Send Wil and Dorcas nearby. Kent can demolish the brigand to the east for a well-deserved Iron Sword and Sain can help by either killing the mercenary that Lyn may not have killed or attacking the archer nearby, killing him. Both the mercenary and another archer attack Erk. Send Sain to help by getting him to attack the mercenary. Finish the mercenary with Florina, preferably. Heal Erk with Serra and finish the archer at close-range. Send all the others nearby to swoop the boss. Send Kent to follow Sain. Get Sain to attack Bug. If he is not weakened enough for Erk to one hit kill him (needs ~8HP) then rescue with Kent. Erk can attack the boss. All the others can follow. Erk MAY/MAY NOT kill the boss. Florina is a viable gamble to further weaken the boss. IF NOT: Finish the boss with Erk next turn. +------------------------------------------------------------------------------+ Chapter Six: Blood of Pride +------------------------------------------------------------------------------+ Objective: Trigger 3 switches. New characters: Rath (automatic), Matthew (Lyn visit the northern village) Enemies: 1 Archer L1 w/Iron Bow 2 Mercenary L1 w/Iron Sword 3 Soldier L1 w/Iron Lance (One with Door Key DROPPED) Reinforcements: -- Boss Data: Bool ("Bah. Lyndis and her cadre. When did you arrive? No matter. I shall deal with you.") Knight L5 w/Steel Lance HP 26 STR 8 SKL 4 SPD 2 DEF 10 RES 0 LUC 1 MOV 4 CON 13 Items: Angelic Robe (open chest with Matthew), Armorslayer (open the north west chest with Matthew), Door Key (visit the village to the south and just south west of the building), Door Key (kill the soldier guarding the door in the building's far north east) Strategy: (Turn Count: 4) Lyn automatically visits the village north. Matthew opens the building door to the east. Rath hits the first switch. Wil should snipe at the archer south from the western diagonal. Erk can snipe from the forest at the opposing diagonal, killing the mercenary. Send Dorcas and Serra near where Matthew and Rath are. Florina should visit the south eastern village for a Door Key and fly down one square. Send Sain up and into the building as far as possible. Send Kent to attack the mercenary near Florina. Matthew will open the chest to reveal an Angelic Robe. Send Lyn near the building. Send Rath near the chest. Send Sain to attack the soldier to the eastern end of the building, dropping a door key. Send Serra to talk to Matthew. Kill the mercenary that Florina baited with either Erk or Wil. The other unused unit should go to meet with the others. Send Florina west. Kent should kill the soldier to the east guarding another entrance. Sain should open the door nearby and head back to the congregation around the chest. Lyn should move closer. Move Matthew to near the chest as far as possible and the others (including Erk, Wil and Dorcas) should move towards the central congregation. Florina can open the door the soldier Kent killed was guarding and move away. Kent can finish the soldier there. Matthew can open the final chest and get the Armorslayer. Kent should hit the second switch, revealing the boss and one archer as well as the last switch right above where the main army is gathered. Send Lyn to kill the archer. Use Dorcas to weaken the boss and finish him with Erk (who will double him). Hit the last switch with Rath. The passage is revealed and the chapter ends. +------------------------------------------------------------------------------+ Chapter Seven: Siblings Abroad +------------------------------------------------------------------------------+ *** Finish the chapter in under 15 turns to access a sidequest*** Objective: Defeat Heintz New characters: Lucius (automatic), Nils (automatic) Enemies: 2 Archer L1 w/Iron Bow 1 Brigand L2 w/Iron Axe Iron Lance DROPPED 1 Mage L1 w/Fire 1 Mercenary L1 w/Iron Sword 2 Shaman L1 w/Flux Reinforcements: -- Boss Data: Heintz ("Who are you supposed to be? Playing the heroes in some foolish knightly romance? You may think you're helping the children, but you're only rushing to your doom!") Shaman L5 w/Flux HP 22 MAG 3 SKL 5 SPD 7 DEF 3 RES 5 LUC 3 MOV 5 CON 9 Items: Iron Lance - kill the brigand closest to the Legion, Pure Water - visit the village to the north east Strategy: (Turn Count: 5) You need to select units. I choose to bench Rath and Kent, both are far too overlevelled. The tutorial makes Lucius attack the shaman nearby. Nils plays to him (NOT her). Finish the shaman with Dorcas. Erk should attack the brigand and Sain can finish him. With Florina, pick up Lucius and move south through the mountains and stay at the edge of the mountains in range of the shaman. Send everyone else east, keep Matthew and Lyn near the front. The shaman attacks Florina. Some enemies are becoming attracted to her, but not for long. Dump Lucius near the shaman but out of Heintz's range. Move Florina away. Send Sain to take care of the mercenary. Send everyone else up, with Lyn in front yet again. Matthew can be either in front or behind Lyn. The enemies have gone to take care of the main group. The shaman will target Lucius. Finish him with Florina and Lucius if necessary. Send Sain to the village to get Pure Water, rather useless but good for funds. Matthew can hit the brigand. Snipe him if needed with Erk and/or Wil. The others can come behind. Take advantage of Nils to move Lyn or some of the others up to help. The choice is yours now whether to end the chapter sooner or later. I recommmend waiting as you will still be able to S rank the chapter. To end the chapter quickly, sit Florina next to the boss and make Lucius hit Heintz with Lightning. To the north east, send Sain south to fend off the enemies from behind. With the combination of Wil, Erk, Matthew and Lyn in front start moving south across the mountains. Heal with the Serra and Nils combination as needed. The chapter will end after Lucius kills Heintz, but before that; Sain can attack the mage nearby. Snipe the mercenary that attacked Lyn with Erk or Wil. Send Matthew quickly south. If you want a special conversation, wait around until Matthew reaches the house for a conversation with Hector and send Sain to kill the remaining shaman. Other than that, end the chapter. +------------------------------------------------------------------------------+ Chapter Seven Gaiden: The Black Shadow +------------------------------------------------------------------------------+ *** Finish Chapter Seven in less than 15 turns *** Objective: Defeat all enemies New characters: -- Enemies: Archer L1 w/Iron Bow, Vulnerary 2 Brigand L2 w/Iron Axe 1 Cavalier L1 w/Iron Sword, Iron Lance, Vulnerary 1 Mage L1 w/Thunder, Door Key 2 Mercenary L2 w/Iron Sword, one with vulnerary 2 Soldier L1 w/Iron Lance, vulnerary DROPPED 1 Soldier L2 w/Iron Lance 1 Thief L1 w/Iron Sword, Lockpick Reinforcements: Turn 3 - Middle room Soldier L1 w/Iron Lance Turn 4 - Next to Beyard, Mage L1 w/Fire Turn 4 - Next to Beyard, Shaman L1 w/Flux Boss Data: Beyard ("I musn't fail... I cannot fail. The consequences are too--") Mercenary L7 w/Steel Sword HP 24 STR 6 SKL 8 SPD 7 DEF 5 RES 1 LUC 4 MOV 5 CON 10 Items: Steal - vulnerary (archer), vulnerary (cavalier), door key (mage), vulnerary (mercenary), lockpick (thief) Kill - soldier guarding the door to the western chest room (vulnerary) Loot - the western chest for a hammer Strategy: (Turn Count: 6) It is highly recommended to complete this chapter, it is easy and helps in a lot of ranking aspects. Keep Lucius and Nils, continue to bench Rath and Kent. For ease of use, change formation so that: - Sain, Matthew, Serra and Nils are in the west. - The others are spread out. Make Florina east. Make sure Sain's items are reasonably free to not get overclogged. Rather simple strategy. Send Sain to kill the soldier. Get Nils to play to Sain. Move Matthew to start breaking the wall. Serra should standby to heal Nils if he gets hit by the brigand nearby. Move Florina to the eastern hall. Move Wil to snipe the mage. Don't worry about him taking a beating. Move Dorcas and Lyn in the middle hall towards the brigand. Nils might get hit. Heal as needed. Make Matthew finish breaking the wall. Sain can double the archer to death. Play with Nils to Matthew and let him loot the chest for a Hammer. Kill the brigand with a combination of Dorcas and Lyn if needed. Make Florina wait for the cavalier rushing towards her. Wil will be done with the mage. Move Erk and Lucius nearby. The idea is to get all those guys to level 5, because you are guaranteed 5 stars in EXP then (to boost your rank). The thief opens up the door north. Steal the lockpick from him with Matthew. Sain can stick around behind. Start picking off the new soldier with Lucius. Wil, Lucius and Erk should be around level 5 by now. Florina will start getting assaulted by the cavalier. Use a burst of her last vulnerary and hit the cavalier with Erk. Lyn should head the middle path, Dorcas just behind. Send Serra a little way then play with Nils. Finally, move Serra east near the injured Wil. The thief escapes and two magic users appear near Beyard. The soldier will be killed by Matthew. If not, finish him off now. Send Sain to take out the shaman with a double lance stab. Back to the middle path, send Dorcas to Hand Axe the advancing brigand. Finish off with Lyn. Florina can stay put while Erk moves up. Send Lucius up near Dorcas. Serra can heal Wil and Wil can stay near Lucius. The mage aims for Sain from where he is. Double attack the mage with Sain, who is now wounded but not in danger of dying. Send Matthew near Sain. Send Lyn to confront the two mercenaries left behind. Approach behind her with the others (ie. Lucius, Erk, Wil and Dorcas). Time to get much needed EXP soon. Make Florina trail as well. Nils and Serra can come up to the main group to heal if needed. Ouch! Sain takes a major hit from Beyard. Beyard will die when Sain attacks, but don't kill him yet... The mercenaries have badly damaged Lyn, but Lyn has in turn nearly killed both of them. Hit one of them with the mages if they are not level 5 yet (probably Erk). Try to kill the other one with Dorcas. If not, kill him with Wil and then Florina. Finish the boss with Sain. Matthew is a risky gambit to attack Beyard. Don't worry, there's time to level him up later. +------------------------------------------------------------------------------+ Chapter Eight: Vortex of Strategy +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: -- Enemies: 1 Archer L1 w/Iron Bow 1 Archer L2 w/Iron Bow 1 Brigand L1 w/Swordreaver 1 Brigand L2 w/Iron Axe 2 Cavalier L1 w/Iron Sword, Iron Lance 1 Mage L1 w/Fire 1 Mercenary L1 w/Iron Sword 1 Mercenary L1 w/Lancereaver 1 Shaman L1 w/Flux 1 Soldier L1 w/Axereaver 2 Soldier L2 w/Iron Lance Reinforcements: Turns 3-5 +2 Soldier L2 w/Iron Lance Boss Data: Yogi ("What are you curs waiting for? They're nothing but fleas!") Knight L6 w/Axereaver HP 25 STR 9 SKL 7 SPD 3 DEF 11 RES 1 LUC 2 MOV 4 CON 12 Items: Lancereaver from village in north east Strategy: (Turn Count: 8) Matthew cannot be used. Once again, bench Rath. Kent can be taken again. In formation, Florina should be at the front. I realise the ballista is a danger, but you'll thank me later. Send Lucius to the east, but in Nils' playing range. Play with Nils and move Lucius towards the two magic units near the village. Move Florina in the direction of the ballista. Everyone else should move up, Sain and Kent spearheading the attack past the cliff towards the main path where most of the enemies are. The ballista will target Nils. The mage might aim for Florina. Take out the mage with Lucius. Play with Nils and take out the shaman. Send Florina to attack the ballista with an Iron Lance. She will be able to take it out in 2 turns. If Nils is hit, make Serra heal him or just keep Serra behind. Make Sain attack the mercenary and Kent to stay nearby to blockade the enemies attacking Wil or Lyn. The others can stay behind the group. The ballista aims again at Nils. Heal with Serra as necessary. Move Nils towards the village. Lucius can get the Lancereaver from the village. The archer down that looked like retaking the ballista is going for Lucius around the mountains. Enemies are attacking Sain and Kent. Sain will have taken out the mercenary. With a group effort, especially with the likes of Sain, Kent and Dorcas as well as Erk take out the two cavaliers. The soldier is easy picking for Lyn or Wil. Move the main group towards the other side of the ballista as possible. Florina will have been attacked by a soldier but she will kill him. Move her towards Serra to get healed next turn. The archer is advancing towards Lucius as is another brigand. Send Lucius south and play with Nils. Lucius should attack the archer at close range to take him out. The brigand remains out of range. Make Dorcas spearhead the party. Sain and Kent can advance, but keep them away because they are both highly levelled. Send Lyn and the others who are NOT already level 5 forwards. By this stage, Erk should be level 5 and possibly Wil. Heal Florina with Serra and Florina can just move to meet the main party. The brigand nears Lucius. Send Lucius to attack the brigand. If Lucius misses once, play with Nils and take him out. Soldiers from the south are coming up; Dorcas needs some EXP so feed him the soldiers. He'll reach level 5 very quickly. Keep the others behind Dorcas out of the soldier's range except for Wil and Lyn. Florina and Serra can move nearby and Sain and Kent should be moving past Dorcas but out of the range of the soldiers. Finish the remaining soldiers with a combination of Dorcas and the others. Keep them all out of the range of the three units with reaver weapons except Sain, who should equip a sword but stay out of the brigand's range. Dorcas should have hit level 5 now, so he is not going to be used much. Keep Lyn near Sain but out of the three reaver units' range. Lucius, Nils, Florina and Serra should be nearing the main party. Send Wil near the ballista. Sain will kill or weaken the first two units that have attacked him. Kill them both with the other units who need EXP. Send Wil to the ballista. Start sniping the brigand, Wil should be just about level 5 now. Sain should move to kill the brigand with a LANCE. Move Lyn near the boss. Everyone else's actions are useless, just make them wait around or something. If Erk is not level 5, send him near Lyn. Take out the boss with Lyn or anyone else that isn't level 5. Snipe with Wil for EXP. +------------------------------------------------------------------------------+ Chapter Nine: A Grim Reunion FOG OF WAR +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Wallace (automatic) Enemies: Mercenary L3 w/Iron Sword Myrmidon L2 w/Iron Sword 2 Soldier L3 w/Iron Lance Reinforcements: Turn 1 to 2 Archer L1 w/Iron Bow in the north eastern fortress Turn 1 to 3 Brigand L2 w/Iron Axe in the fortress to the central south (mountains) Brigand L1 w/Iron Axe in the fortress to the direct east (mountains) Turn 1 to 4 Soldier L2 w/Iron Lance in the fortress to the direct north (mountains) Turn 1 to 5 Brigand L1 w/Iron Axe in the fortress to the direct south (mountains) Boss Data: Eagler ("You speak with conviction. It is time to test the bounds of your loyalty!") Paladin L1 w/Javelin, Hand Axe HP 30 STR 10 SKL 6 SPD 7 DEF 10 RES 5 LUC 2 MOV 8 CON 12 Items: Torch from the eastern village Strategy: (Turn Count: 12) First of all, ditch everyone who is level 5 and above. That means for most cases, Lucius, Erk, Wil and Dorcas. You're left with a handful of characters. Keep one cavalier, I recommend Sain. The party should consist of Serra, Nils, Matthew, Lyn, Wallace, Florina and Sain/Kent. Rath will stay benched. Give Rath the Angelic Robe (read: give NOT use) and the Hammer from Matthew so he has his hands free. Sain should be relatively free, keep only an Iron Sword and Lance that are not running out and a vulnerary. The others can stay the same, pass the Lancereaver from Lucius to Lyn for later purposes. The formation should be as follows; Sain north, the others in the middle with Wallace and Matthew near the front. Wallace will promote into a General; a very strong unit - but don't overuse him. The others still need EXP. Sain should visit the village, get the Torch and head north with a Sword equipped. Florina should sit on the fortress south (the reason is that no enemies can come when a unit is on the place where they spawn). Move Matthew onto the bridge to view the mercenary nearby. Play to Wallace with Nils. Heal Wallace with Serra. Send Wallace as far forward as he can following Matthew with an Axe equipped. Lyn should be behind Matthew. Fog of war begins... Florina stays put. Send Sain further north. He'll be heading east next. Move Matthew away from the mercenary who was slightly injured. Take him out with Wallace (lance). Heal Matthew with Serra. Play to Wallace with Nils and make Wallace move forward again. Lyn should go in the forest nearby the fortress. Brigands are attacking Sain. Finish the first one off. Cavaliers are rushing Wallace and Wallace will have severely weakened them. Take them out with any unit that needs EXP, preferably Matthew. Wallace should be advancing east still and Lyn should be ready for the brigand that is advancing from the south. Florina stays put. A soldier attacked Sain, but died. Send Sain further east and heal him with the vulnerary. He'll be ready for the next assault. Kill the brigand who tried to kill Lyn with Lyn as payback. Move Matthew cautiously east to fend with the next weakened cavalier Wallace has taken care of. Serra and Nils should be healing Lyn and Matthew as needed. Wallace should be attacking another cavalier or moving north towards where Sain is. Move Sain behind the brigand that attacked him and kill that guy. Wallace should have baited some other units. Move Matthew with the combination of Nils/Serra to take out weakened units while moving east. Lyn should also be moving to the far east. Wallace should take out any other unit left. Sain is getting assaulted. Take out the nearby archer with a sword. Wallace can fend with the rest. Nils, Serra, Lyn and Matthew should be moving towards the gate. Using Nils, Matthew should be pretty close now. The enemies north are decimated. Let Wallace clean them up while Sain moves towards the main group. Remember not to move Florina. Matthew should be next to the gate, but on the left side, not too close yet. Lyn and Nils and Serra should be just behind. Move Sain ever closer. Florina stays. Wallace should move closer to the gate as well. Matthew is attacked by a soldier. Finish him with an armorslayer, heal with Serra and play with Nils to make him move down but not even one square away from the gate, maybe two south. Lyn should be behind a little. Sain should be reaching the main group. Wallace can keep plodding and Florina stays put. Matthew is attacked by the other soldier. Take him out. The boss is visible, that unit is a paladin; another promoted and strong unit like Wallace. Move Lyn and play with Lyn. Move Lyn diagonally adjacent to Eagler. Heal Matthew with Serra. Eagler attacks Lyn with his javelin, if she is hit heal with Serra. Move Matthew north away where Sain is. Wallace should be close now. Florina stays put still. Move Lyn right beside Eagler and attack with the Lancereaver, dealing some damage. Lyn will be hit badly by Eagler and his Hand Axe. Serra should stand next to Lyn and heal. Nils can play to Serra so she moves away. Lyn should attack Eagler with her Mani Katti, doing MAJOR damage. The process repeats as Eagler wields his javelin one last time. It hits Lyn. Stand on the other side of Lyn with Serra and heal (so that there is still space for Nils next to Lyn). Take out Eagler with Lyn and her Lancereaver. Play with Nils. Seize gate. +------------------------------------------------------------------------------+ Chapter Ten: The Distant Plains +------------------------------------------------------------------------------+ Objective: Seize gate New characters: -- Enemies: 3 Archer L3 w/Iron Bow 1 Brigand L2 w/Iron Axe 1 Knight L3 w/Iron Lance 1 Mage L1 w/Fire 2 Mercenary L2 w/Iron Sword 1 Shaman L3 w/Flux 1 Soldier L3 w/Iron Sword Reinforcements: Turn 6 to 10 +1 Cavalier L1 w/Iron Lance Boss Data: Lundgren ("That annoying little girl... Nothing but a savage from Sacae... The Caelin throne... should be... mine...") General L5 w/Silver Lance, Javelin HP 35 STR 12 SKL 8 SPD 5 DEF 14 RES 7 LUC 6 MOV 5 CON 15 Items: Energy Ring from the village south Strategy: (Turn Count: 13) Bring the following units; Matthew, Dorcas, Sain, Wallace, Florina, Lyn, Serra and Nils. The others are pretty much unnecessary. Keep Matthew in the front with Lyn. Anyway, start by rescuing Wallace with Florina and moving south as much as possible. The idea is to get Wallace to assault the base full frontal. Move all others forward. Assuming you have Sain and Matthew out in the front you can pick off the first unit you see. The mage attacks probably Matthew while the other enemies are starting to approach. Send Florina to drop Wallace across the mountains near the fortress, so that she is still in the mountains; or she will die. Pick off the mage with preferably Sain. Keep Matthew heading forward. The soldier and archer don't pose too much of the threat. The others can keep moving, make sure to take full advantage of Nils. A mercenary will attack Florina, but she will survive. The rain starts. Start killing units with Wallace. Move Florina far away, towards Serra. Matthew is severely injured by the double assault. Use Nils to heal Matthew with Serra and kill off the soldier. Everyone else should push up including Lyn and Sain up the front. Wallace will be demolishing anything that comes his way. Conserve his axe for later. Keep picking off the cavaliers and reinforcements. Florina should continue towards Serra. The archer near Matthew is approaching. Pick him off using Matthew and Nils if necessary. Sain, Lyn and company should continue down towards the bridge. The rain finally stops. Wallace can now move around; move him down at the same time killing units. The aim is to get Wallace to Lundgren. Florina will have reached Serra. Heal her and let her take Lyn and start moving back towards the mountains for cover, so Lyn can approach Lundgren's castle safely. Sain can start taking care of the two units near the bridge. Dorcas can help; use Nils as needed. Wallace should continue his assault, but make the priority getting to Lundgren. Florina should be in the mountains with Lyn. Sain should be moving to protect the bridge from the oncoming assault, badly hampered by Wallace. Dorcas and Matthew should got down the other side of the village, where a shaman is waiting. Nils and Serra should be following Sain. Wallace should be getting close to the knight near Lundgren. Florina should move out of the enemies' range, but closer to the castle. Sain should equip a sword and take out the incoming bandit. More reinforcements are flooding in towards him and Wallace. Serra and Nils should be prepared to heal him. The shaman will target Matthew and probably hit. Take him out with Dorcas and Matthew double-teaming him. Wallace can take out the knight and any incoming units with his Axe. Florina should be coming closer to the castle, make sure she is not in range of the cavaliers. Sain will have taken care of the next cavalier on his path, play with Nils so he can attack the next unit. Move Matthew towards the village. Dorcas can stay put; his uses are done for the duration of this chapter. The rain starts up. Move Wallace towards Lundgren. Florina should be moving further towards the castle. Sain in combination with Nils can kill the next unit. There shouldn't be more than one or two units left now. Serra can go behind Nils. Send Matthew to the village for an Energy Ring. Matthew's uses are over for this chapter. Lundgren attacks Wallace for SOME damage, but not much. Send Wallace right up to Lundgren and attack. Lundgren will be getting hurt more than Wallace. Florina should be nearby by now, drop Lyn. Move Sain to kill the last units. Nils and Serra should be close at hand. The Lundgren-Wallace battle continues. Wallace might be hurt reasonably, use a vulnerary. Lyn should move within two spaces of Wallace, but not in Lundgren's range. Sain can finish off the last enemies. Nils and Serra should be moving towards the castle. Lundgren should be starting to die now. Wallace is dealing around 7 damage a turn, in exchange for 5 damage and sometimes missing. But, Lundgren has the throne. Lundgren's almost gone, so attack him again. The others can stay put except for Nils and Serra, who should be still coming towards the castle. Lundgren will die when Wallace has attacked. Move Lyn to the castle and seize. NOTE: There is a gaiden chapter in Hector Mode that requires Nils to be level 7. This will take a while and will rob the player of an S rank. The choice is yours whether you want that chapter or not. If this is your first time, ignore this because you will progress to Eliwood Mode. Assuming you followed the guide, you just received your first S rank! Congratulations, though if this is your first playthrough you won't be able to see your rank yet (view your tactician rank in Battle History in Extras). The option opens for the player to continue playing. On to Eliwood Mode... Skip the next section if this is your first time. +------------------------------------------------------------------------------+ B. Lyn Hard Mode..........................................................[LHM*] +------------------------------------------------------------------------------+ This is just Lyn Normal Mode without the damn tutorial, which makes this mode only marginally harder. Since the differences are so minimal, I'll just provide the difference strategies instead of going over each chapter again. Refer to Lyn Normal Mode if you are looking for strategies to S rank. * The same does NOT apply for Eliwood and Hector Hard Mode. There are HUGE differences between the Normal Modes and their Hard Mode counterparts (eg. different strategies and more thinking). +------------------------------------------------------------------------------+ Prologue: A Girl from the Plains +------------------------------------------------------------------------------+ Turn Count: 5 Surprisingly, this chapter takes more turns now that you have no tutorial. Move towards the brigand. * You'll need to change your options all over again. The brigand attacks you, Lyn might get hit. Move towards the boss and use a vulnerary. Move right next to Batta, but don't attack. You might get killed. Batta attacks. If you are hit, that's OK because you don't risk dying now. Kill him. Seize throne. +------------------------------------------------------------------------------+ Chapter One: Footsteps of Fate +------------------------------------------------------------------------------+ Sain doesn't get a sword. Choose a cavalier and along with Lyn finish the chapter. It'll be slightly slower, but one cavalier will gain a lot more EXP. What I normally do is when Lyn gets her Mani Katti, give the cavalier with no sword Lyn's Iron Sword so he can attack as well. +------------------------------------------------------------------------------+ Chapter Two: Sword of Spirits +------------------------------------------------------------------------------+ You don't need to visit the houses, so this chapter will be faster. +------------------------------------------------------------------------------+ Chapter Three: Band of Mercenaries +------------------------------------------------------------------------------+ Do the exact same thing you did in Lyn Normal. You won't be forced to recruit Wil, but he comes out after some turns at any rate. Remember to give Lyn's Iron Sword to the cavalier with no sword. +------------------------------------------------------------------------------+ Chapter Four: In Occupation's Shadow +------------------------------------------------------------------------------+ Dorcas is slightly harder to recruit because he might hit Lyn. Talk with Lyn and make sure Dorcas gets that Iron Axe sooner or later (because he is not guaranteed that critical). +------------------------------------------------------------------------------+ Chapter Five: Beyond the Borders +------------------------------------------------------------------------------+ Do the same thing as in Lyn Normal. The difference is that the first unit Erk attacks won't necessarily die as easily because Erk may not have double attacked him as he did in Lyn Normal, so adjust a little and give a little more attention to that first archer. +------------------------------------------------------------------------------+ Chapter Six: Blood of Pride +------------------------------------------------------------------------------+ Do the same thing as in Lyn Normal, because it is sensible. You're wasting your time otherwise. +------------------------------------------------------------------------------+ Chapter Seven: Siblings Abroad +------------------------------------------------------------------------------+ The same thing as in Lyn Normal. Pretty much nothing has changed. +------------------------------------------------------------------------------+ Chapter Seven Gaiden: The Black Shadow +------------------------------------------------------------------------------+ Again, repeat the process of Lyn Normal. +------------------------------------------------------------------------------+ Chapter Eight: Vortex of Strategy +------------------------------------------------------------------------------+ Repetition again... +------------------------------------------------------------------------------+ Chapter Nine: A Grim Reunion FOG OF WAR +------------------------------------------------------------------------------+ You won't be forced to promote Wallace. Some people choose to train Wallace to level 20 and promote him properly, but for general S ranking purposes, just promote him as per usual. It saves the effort of beating Lundgren. +------------------------------------------------------------------------------+ Chapter Ten: The Distant Plains +------------------------------------------------------------------------------+ Nothing has changed. Generally, everything becomes a lot easier for the player. Familiarise yourself with Lyn Mode, you'll be coming back to it sometimes. After one complete playthrough (through Lyn and Eliwood Mode) you can choose which mode to start off with and Lyn Mode is completely optional. If you want, you can skip it because it has little effect on the story. The only time you might want to come back is in Hector Hard Mode, a long way away. After the first complete playthrough, a player can also see their tactician rankings in Extras > Battle History. +------------------------------------------------------------------------------+ C. Eliwood Normal Mode....................................................[ENM*] +------------------------------------------------------------------------------+ The story continues, if the player wanted to continue playing. After the story a lot of things change. Anyway, the player should know that the true story and game start here and Lyn Mode is a cakewalk compared to the horrors in Eliwood and Hector Mode ;p (well, not really - not just yet). Eliwood Mode marks the beginning of a lot of things and if you think this mode is hard you are in strife! Having said that, S ranking this mode isn't all that easy. AT THIS STAGE of the walkthrough, strategies start becoming a little more general. It will be more difficult for me to state a turn by turn guide, but I'll help by giving a general strategy that works. The key to success is to understand both the fundamentals of the game and the advanced mechanics, as well as a thorough knowledge of each chapter. These strategies are designed to S rank, remember that much. +------------------------------------------------------------------------------+ Chapter Eleven: Taking Leave +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Eliwood, Marcus, Lowen, Rebecca (automatic), Dorcas, Bartre (automatic Turn 2 from north east village) Enemies: 1 Archer L1 w/Iron Bow 1 Archer L2 w/Iron Bow 4 Brigand L1 w/Iron Axe 2 Brigand L2 w/Iron Axe 1 Brigand L3 w/Iron Axe Reinforcements: -- Boss Data: Groznyi ("What is this, a pack of children coming to play?") Brigand L 5 w/Iron Axe HP 25 STR 7 SKL 4 SPD 4 DEF 4 RES 2 LUC 1 MOV 5 CON 12 Items: Visit the north east village for a Dragonshield. Strategy: Move up, across and down. The chapter is very linear, the village is easy pickings. Use Marcus and Lowen to take out the main forces quickly. Feed Eliwood and Rebecca EXP when the opportunity arises (Lowen will weaken most enemies but not completely kill them). Use Bartre's Hand Axe and just let Dorcas sit it out. Lowen should be making use of his Iron Lance, Eliwood should be using Marcus's Steel Sword and Marcus can smash the enemies with his Steel Lance. Weaken the boss with Bartre and Rebecca and finish him off with Lowen or Marcus if needbe. Eliwood should seize ASAP. +------------------------------------------------------------------------------+ Chapter Twelve: Birds of A Feather +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Hector, Oswin (automatic Turn 3 from north east) Enemies: 2 Archer L2 w/Iron Bow 2 Brigand L1 w/Iron Axe 1 Brigand L3 w/Iron Axe 1 Fighter L1 w/Iron Axe 1 Fighter L2 w/Iron Axe 2 Mercenary L1 w/Iron Sword 1 Mercenary L2 w/Iron Sword 2 Soldier L1 w/Iron Lance 2 Soldier L2 w/Iron Lance Reinforcements: -- Boss Data: Zagan ("Bah! He puts up a good fight for a pampered noble pup.") Fighter L 9 w/Steel Axe HP 32 STR 11 SKL 4 SPD 6 DEF 6 RES 5 LUC 2 MOV 5 CON 14 Items: Secret Book (visit the village) Strategy: Marcus should head to the village and for the rest of the battle, just wait around, rescuing as necessary. Eliwood should sit on the fortress, fending off incoming thugs. Rebecca can back him up. Lowen should lead the charge north with Bartre and Dorcas as they carve a way for Hector and Oswin. Hector should stay out of battle until he gets the Iron Axe from Dorcas. Dorcas can trade his Steel Axe to Bartre and sit out the rest of the battle. Move the two parties together as Zagan is approaching Eliwood. Eliwood and Rebecca will not have much trouble, but keep Marcus nearby to whisk Rebecca if she gets hit. When Zagan is closeby, let everyone except Eliwood on the fort stay back. Zagan will start getting hit. Lowen can help attack him too. If Lowen gets hit, rescue with either Marcus or Oswin, because Zagan can't do jack to him. In the end, team on Zagan and he'll go down in 2 turns, hopefully granting Hector some EXP, but don't use Hector for anything other than to kill Zagan when he is weak. +------------------------------------------------------------------------------+ Chapter Thirteen: In Search of Truth +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Guy appears as an enemy, recruit with Matthew; Matthew and Serra join automatically at the start of chapter Enemies: 2 Archer L2 w/Iron Bow 1 Archer L3 w/Iron Bow, Vulnerary 1 Archer L4 w/Steel Bow 1 Brigand L1 w/Iron Axe 1 Mercenary L2 w/Iron Sword 4 Soldier L2 w/Iron Lance, one with Vulnerary DROPPED Reinforcements: Turn 2 & 3 fortress near the bridge: + Brigand L2 w/Hand Axe Turn 4 & 5 fortresses south: + Archer L2 w/Iron Bow + Soldier L2 w/Iron Lance Turn 8 fortresses near the castle: + Soldier L6 w/Iron Lance Boss Data: Boies ("You'll find that I'm a bit tougher than those fools you faced before!") Knight L13 w/Steel Lance HP 27 STR 12 SKL 8 SPD 4 DEF 13 RES 7 LUC 1 MOV 4 CON 13 Items: Torch (upper village), Mine (lower village), Vulnerary (steal), Vulnerary (drop) Strategy: Start by moving Lowen down to attack the brigand and Hector, Oswin and Matthew nearby. Send Bartre left to hit the snag. Marcus can wait around. Watch out for the strong archer with a Steel Bow. Make your way south and west. Send Lowen in the lead with Hector and Matthew nearby. Stay out of Guy's range but try to dispatch of enemies. The aim is to get Matthew in the fortress south that is to the right, so that he is just out of Guy's range but he can recruit Guy. Matthew must also be relatively safe, so it may take a few turns. Meanwhile, Bartre should visit the north village for a Torch. After Guy has been recruited, Move your party in on the boss. Hector with a Wolf Beil will take him out in 2 turns. Serra should be at hand to heal. Make sure you purchase an Iron Sword so Guy does not need to waste his Killing Edge. +------------------------------------------------------------------------------+ Chapter Thirteen Gaiden: The Peddler Merlinus FOG OF WAR +------------------------------------------------------------------------------+ ***You must have visited the north village in order to get this side quest*** Objective: Protect Merlinus for 7 turns New characters: -- Enemies: Archer L2 w/Iron Bow 3 Brigand L3 w/Steel Axe Brigand L3 w/Steel Axe, Vulnerary 5 Brigand L3 w/Iron Axe Mercenary L3 w/Iron Sword Myrmidon L1 w/Iron Sword, Vulnerary Nomad L2 w/Iron Bow Reinforcements: Turn 3: + Brigand L3 w/Iron Axe + Nomad L2 w/Iron Bow Turn 5: + Myrmidon L3 w/Iron Sword + Nomad L2 w/Iron Bow Boss Data: Puzon ("Unbelievable... I was helpless to stop them...") Mercenary L10 w/Steel Sword, Vulnerary HP 26 STR 10 SKL 8 SPD 9 DEF 6 RES 6 LUC 5 MOV 5 CON 11 Items: 5000G (visit the village), Vulnerary (steal), Vulnerary (steal), Vulnerary (steal) Strategy: Matthew and Guy can handle the brigands to the far south east. Send Oswin west, he will eventually face the boss. Lowen should go the right path up north backed up by Rebecca and Eliwood can handle the enemy on the left path backed up by Bartre. Hector should block the central west path when the snag breaks and Serra can just hang around. Marcus should rescue Merlinus and head south and Dorcas should do the same. Over the next few turns, clear out the enemies in those three main areas. Lowen should reach the village in the 6th or last turn. Hector, Eliwood and the others can handle the units that come in. Oswin will easily take out Puzon and the brigands. +------------------------------------------------------------------------------+ Chapter Fourteen: False Friends +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Erk (ally - recruit with Serra or Priscilla), Priscilla (visit the southern village) Enemies: 2 Archer L3 w/Iron Bow, one has a vulnerary Cavalier L1 w/Javelin, Vulnerary 2 Cavalier L1 w/Iron Lance 4 Cavalier L2 w/Iron Lance 2 Cavalier L3 w/Iron Sword 4 Cavalier L3 w/Iron Lance Cavalier L3 w/Iron Lance Knight L2 w/Iron Lance Myrmidon L3 w/Steel Sword 3 Soldier L3 w/Iron Lance Reinforcements: Turn 2 & 3 southern fortress across the river: + Pirate L3 w/Iron Axe Turn 3 & 4 north western mountains: + Brigand L3 w/Iron Axe Turn 6 southern fortresses near the village: +2 Pirate L3 w/Iron Axe Boss Data: Erik ("Unhand me! I am no one's prisoner! Gwaaa!") Cavalier L14 w/Silver Lance DROPPED HP 28 STR 8 SKL 9 SPD 8 DEF 8 RES 9 LUC 6 MOV 7 CON 10 Items: Iron Blade (visit the northern village), Vulnerary (steal), Vulnerary (steal), Silver Lance (kill Erik) Strategy: Take out the units nearby with the axemen. Oswin should move along slowly. Marcus must be in the frontline with an axe preferably, charging to the village south. Lowen can pick off the unit north near the northern village. Serra should be nearby. The others can stay put, except Matthew and Guy who should start moving south towards the axemen that will be reinforcements in the next few turns. Next turn, recruit Erk and Lowen should visit the village. Hector should start backing up Oswin as he makes his way west. After that, over the next few turns Marcus shall reach Priscilla. Erk should move to help out the main group, Lowen should give his Iron Sword to Matthew and Matthew should give his less-used Iron Sword to Eliwood. Guy should be starting to take care of the axemen that come around. The rain starts on Turn 5, Marcus should have just reached the village by then. Priscilla should move back to help the main forces. As the rain stops on Turn 7, Oswin and Hector are ready to confront Erik. Send Oswin forward just in Erik's range. The others should be closeby. Next turn, Finish Erik with Hector and Oswin and as the assault of units comes in, take care of them. Guy and Matthew are more than capable of handling the axemen streaming from the south. NOTE: You first get the Battle Preparations Screen where you can see your rankings in this chapter. You should have (if you are aiming for an S rank) 5 stars in everything except tactics which should have 4 stars assuming you are following the guide roughly. +------------------------------------------------------------------------------+ Chapter Fifteen: Noble Lady of Caelin +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Lyn, Florina, Sain, Kent, Wil (join automatically at the start) Enemies: Archer L5 w/Iron Bow Archer L6 w/Iron Bow Cavalier L3 w/Iron Lance 2 Cavalier L3 w/Iron Sword Cavalier L4 w/Javelin Cavalier L5 w/Iron Lance, Vulnerary Mage L8 w/Fire Mage L9 w/Thunder DROPPED Mercenary L2 w/Iron Sword Mercenary L3 w/Iron Sword Mercenary L4 w/Iron Sword Mercenary L5 w/Iron Sword, Horseslayer DROPPED 2 Mercenary L5 w/Steel Sword, one with Vulnerary Myrmidon L2 w/Iron Sword Myrmidon L5 w/Iron Sword Thief L3 w/Iron Sword, Lockpick Reinforcements: Turn 3 & 4 from north mountains near Merlinus: + Brigand L3 w/Iron Axe Turn 5 from fortresses near castle: + Mercenary L4 w/Iron Sword, + Cavalier L4 w/Iron Lance Turn 6 from fortresses near castle: + Mercenary L4 w/Iron Sword Turn 6 from south east corner: + Brigand L4 w/Iron Axe Turn 10-12 from north west corner: + Cavalier L4 w/Iron Lance, + Cavalier L3 w/Iron Lance Boss Data: Bauker ("Prepare to fall before your master!") Knight L18 w/Javelin HP 31 STR 13 SKL 10 SPD 4 DEF 11 RES 11 LUC 4 MOV 4 CON 14 Items: Vulnerary (steal), Thunder (kill mage), Horseslayer (kill mercenary), Vulnerary (steal), Lockpick (steal), Red Gem (south west village), Heavy Spear (southern village) Strategy: Ditch Dorcas, Bartre and Marcus. Don't worry about raising your ratings yet, just work out a way to maintain your rank. Move Florina towards the village in the south west. With Lowen and Hector in the lead backed up by the others start moving east and kill anyone in your way. Down in Lyn's party, Sain and Kent can handle the majority of the units. Lyn and Wil should proceed with caution. The two parties should meet near the centre. Hopefully, lure the thief with Wil and keep him hitting Wil (for minimal damage) until Matthew can snatch that Lockpick and then you can kill the pesky guy. Take care in handling the mage and archer who are both quite strong. OHKO them with Lowen, Sain or Hector. Florina should have moved Eliwood around the action towards Bauker. Once the path is cleared, Hector should be taking care of Bauker. Bauker will go down fast, and all this should happen before the cavalier reinforcements have arrived. If they arrive, you know that you are being too slow. Seize the gate with Eliwood. +------------------------------------------------------------------------------+ Chapter Sixteen: Whereabouts Unknown +------------------------------------------------------------------------------+ Objective: Seize throne New characters: Raven (appears as an enemy - talk with Priscilla quickly before the ally soldiers attack him), Lucius (ally - will wait and do nothing until Raven talks to him as a blue unit) Enemies: Archer L3 w/Iron Bow Archer L4 w/Short Bow Archer L5 w/Iron Bow 4 Archer L6 w/Iron Bow, one with Door Key, one with Vulnerary 2 Archer L7 w/Iron Bow 2 Archer L8 w/Steel Bow, one with Chest Key DROPPED, one with Door Key DROPPED 2 Archer L8 w/Iron Bow Fighter L4 w/Hammer DROPPED Knight L3 w/Iron Lance, Vulnerary 3 Knight L4 w/Iron Lance, one with Door Key Knight L4 w/Javelin Knight L5 w/Javelin Knight L5 w/Iron Lance, Door Key DROPPED Knight L5 w/Steel Lance Shaman L2 w/Flux Reinforcements: Turns 7 to 9 from far south western corner: + Cavalier L5 all with Iron Lance except for one who has an Iron Sword Turns 8 to 11 from central room staircase: + Shaman L5 w/Flux Boss Data: Bernard ("This is a just reward... for Laus's brutality...") Items: Unlock Staff (southern chests, left), Hero Crest (southern chest, right), Knight Crest (northern chests, left), Silver Sword (northern chests, right), 2 Door Key (steal), 2 Vulnerary (steal), 2 Door Key (kill units), Chest Key (kill archer), Hammer (kill fighter) Strategy: Ditch the standard set of people, except this time replace Serra with Priscilla. If you're having problems fitting in Lyn's party, ditch an archer and take either of the cavalier duo as well as Lyn herself. Send Oswin down to the south west in preparation for the reinforcements. He will be Merlinus's guard. Everyone else should head up, take care of the knight with Hector and the archers will fall with teamwork. Florina should be kept away from the archers, Priscilla should be near the front but also away from the archer's range. Matthew should be going as fast as possible to the left room with a chest in it. The shaman will pose little threat. Make sure he has a vulnerary in case he gets hit for taking on the archer. The others should move up and across, take out the knights with axemen or a cavalier with a Steel Lance. The archers prove pesky, but work through them slowly but steadily. At this stage, Matthew should have taken the chests and should be moving towards the main group. Using Florina for quicker transport isn't a bad idea. Moving up through the passage, send Priscilla to Raven. Raven will not attack her. The green guards soon get released. You need to rescue at least one to access the next Gaiden chapter and there are different rewards depending on how many you save. I recommend saving just the one soldier, because you get the best reward; a Mine. 2 soldiers results in a Light Rune and 3 results in a Red Gem. At this stage, funds isn't a major issue, but rescuing all 3 soldiers isn't such a bad idea. Hector, Erk and the cavalier should be tearing up the remaining knights up north. Matthew and Florina should be just about back from down south. Oswin will start taking on cavaliers from down south, but they will not be dealing much if any damage at all. Raven should have talked to Lucius, just wait around there. Shaman start flooding in the middle area; take care of them with Florina for some EXP. Lucius is a good choice as well. Take the northern two chests with either a Chest Key or Matthew and quickly handle Bernard with Hector, who should have little problems with him. Back him up with Priscilla as needed. NOTE: Merlinus joins here if you did not go to Chapter Thirteen Gaiden +------------------------------------------------------------------------------+ Chapter Sixteen Gaiden: The Port of Badon +------------------------------------------------------------------------------+ ***Finish Chapter Sixteen and save at least one of the green Caelin soldiers*** Objective: Reach Fargus New characters: Canas (visit the village next to the Inn) Enemies: Archer L8 w/Killer Bow Mage L15 w/Elfire, Vulnerary Pirate L4 w/Killer Axe Pirate L4 w/Iron Axe Pirate L4 w/Hand Axe Pirate L5 w/Iron Axe Pirate L10 w/Silver Axe, Vulnerary 2 Pirate L12 w/Silver Axe Pirate L12 w/Killer Axe, Vulnerary Pirate L13 w/Hammer Shaman L14 w/Nosferatu Dart L8 (DO NOT KILL) Reinforcements: Turn 2: + Cavalier L10 w/Steel Lance + Cavalier L10 w/Steel Sword + Troubadour L5 w/Heal + Damian Boss Data: Fargus Berserker L18 w/Killer Axe HP 58 STR 24 SKL 15 SPD 14 DEF 18 RES 17 LUC 15 MOV 6 CON 15 Damian ("You're about to die. Scream if you must.") Paladin L5 w/Killing Edge HP 34 STR 12 SKL 7 SPD 5 DEF 14 RES 13 LUC 2 MOV 8 CON 11 Items: Short Bow (north village), Lancereaver (north west village), Devil Axe (south east village), Sleep (west village), 3 Vulnerary (steal) Strategy: Your rank should still be 5 stars in everything except 4 in tactics. There are two ways of completing this chapter; the fast way and the much slower but possibly more productive way. In both ways, make sure to visit the village nearby to get Canas and the Inn for a tip. For the fast way, send an able swordsmen (Raven, Lyn, Eliwood or even a cavalier) to carve a way for Florina. Just fly around the enemies without Fargus being alerted to your presence. Get Florina to perch on the north west village and you still won't be found. If you are found, all enemies start to move around. Anyway, Florina can talk to Fargus. DO NOT TRY AND ATTACK HIM! He will OHKO pretty much any unit you have. This fast method will conserve your rank. The riskier method is to send Oswin backed up by Priscilla forward creating a blockade. Fargus will order everyone to attack. Damian and a whole hoarde of enemies will be ripped apart by Oswin, but beware of the shaman. After the main enemies are gone, the others may want to go to the arena for some time, but your rank will suffer. The faster method ignores many of the treasures and EXP that can be found on the map, but it is the best way to aim for the S rank. Whatever you do, do not kill Dart! He will join you later. +------------------------------------------------------------------------------+ Chapter Seventeen: Pirate Ship +------------------------------------------------------------------------------+ Objective: Survive for 11 turns or defeat Zoldam New characters: -- Enemies: Archer L4 w/Steel Bow, Red Gem DROPPED Mercenary L5 w/Iron Sword, Pure Water DROPPED Mercenary L5 w/Longsword DROPPED Mercenary L6 w/Iron Sword, Vulnerary Mercenary L6 w/Steel Sword 2 Mercenary L6 w/Iron Sword 2 Mercenary L8 w/Iron Sword Shaman L4 w/Flux, Pure Water Shaman L6 w/Nosferatu, Pure Water Shaman L6 w/Flux, Guiding Ring DROPPED 5 Shaman L7 w/Flux, two have Vulneraries Reinforcements: Turn 2 north east: + Myrmidon L4 w/Armorslayer Turn 2 eastern stairs: + Mercenary L4 w/Iron Sword Turn 4 western stairs: + Shaman L5 w/Flux + Shaman L6 w/Flux Turn 7 other ship: +2 Mercenary L5 w/Iron Sword + Myrmidon L5 w/Iron Sword + Shaman L6 w/Flux Turn 8 south east: + Myrmidon L5 w/Iron Sword Turn 8 south near sea: + Pegasus Knight L5 w/Slim Lance + Pegasus Knight L5 w/Steel Lance Turn 8 southern stairs: + Mercenary L4 w/Iron Sword + Mercenary L5 w/Slim Sword Turn 9 north east: + Myrmidon L4 w/Armorslayer Turn 9 eastern stairs: + Mercenary L4 w/Iron Sword Boss Data: Zoldam ("You possess... this much... power...?") Shaman L18 w/Luna, Speedwings HP 28 MAG 12 SKL 11 SPD 10 DEF 7 RES 15 LUC 8 MOV 5 CON 7 Items: Red Gem (kill archer), Pure Water (kill mercenary), Longsword (kill mercenary), Guiding Ring (kill shaman), 3 Vulnerary (steal), Pure Water (steal), Speedwings (steal off Zoldam) Strategy: Again, there are two main strategies that can be employed. One preserves your rank, the other grants more EXP and items and is safer. The slower method is to merely wait around, tanking with units. Oswin, Lowen and Hector are great choices for tanking on the right side. On the left, pick off the mages with Lucius, Canas and Florina even. Eventually, make your way down to Zoldam with Matthew and steal off him. Rescue with Florina and run away, if Zoldam criticals you are dead. As reinforcements from the other ship come in, you can level up some of your weaker units. Make sure your buy a Heal for your healer, who will be running low and an Iron Axe or two for Hector and Oswin. Oswin should be ready for promotion by now. Even on an S rank mission, Oswin should be promoted so promote him if he is level 20. The S rank route is much more difficult. Once again, tank with Oswin and Lowen. With Canas, Hector and others take out the shamen, taking care to heal when needed. Florina should rescue Matthew and move around over the sea and be ready to drop when needed. Over the next few turns, make your way with Hector, Lucius, Canas, Florina and Matthew down to Zoldam. Steal with Matthew and rescue with Florina. This is where luck comes in; if Zoldam manages a critical on one of your units, you are dead. Next turn, gang up on Zoldam. Wolf Beil will severely weaken him, hit him with Lucius, Canas and even Matthew if he is low enough on HP. Just remember, you're taking a risk by attacking him. Once Zoldam is dead, the chapter ends. +------------------------------------------------------------------------------+ Chapter Eighteen: The Dread Isle FOG OF WAR +------------------------------------------------------------------------------+ Objective: Defeat Uhai New characters: Dart (joins at the start of chapter), Fiora (appears as an ally on Turn 2 - recruit with Florina before she kills herself!) Enemies: Archer L6 w/Iron Bow 2 Cavalier L5 w/Iron Sword 2 Cavalier L5 w/Iron Lance, one with Mine Cavalier L6 w/Iron Sword Cavalier L6 w/Steel Sword, Light Rune 2 Cavalier L6 w/Iron Lance, Iron Sword (equipped different weapons) Monk L5 w/Lightning Myrmidon L12 w/Slim Sword Nomad L6 w/Iron Bow Nomad L6 w/Short Bow Nomad L6 w/Steel Bow Nomad L7 w/Iron Bow, Torch DROPPED Nomad L8 w/Longbow DROPPED Pirate L6 w/Iron Axe Pirate L7 w/Steel Axe, Torch Shaman L6 w/Nosferatu Thief L5 w/Iron Sword, Torch Staff DROPPED Reinforcements: Turn 2 to 4 from north east corner and north west corner: +2 Pirate L6 w/Iron Axe (one from each corner) Boss Data: Uhai ("But be of good cheer! In dying, you shall all be spared the calamity that is to come!") Nomad Trooper L7 w/Short Bow, Longbow, Steel Sword HP 33 STR 15 SKL 13 SPD 12 DEF 12 RES 13 LUC 4 MOV 8 CON 10 Items: Mine (steal), Light Rune (steal), Torch (steal), Longbow (kill nomad), Torch Staff (kill thief) Strategy: This chapter needs to be done within 15 turns to access the Gaiden Chapter, but that isn't difficult to do. Keep a sword-user (preferably Lyn) and a ranged attacker (Canas maybe?) to the right guarding the bridge. If you feel bold, you can advance across the bridge and take out the enemies there. Keep Eliwood and another sword-user to guard the western side. Florina should be standing in the centre, ready if Fiora goes in any direction. The healer should be doing the same, near Florina on guard to heal. Guard the middle section where there is a path for two snags to enter with a formidable fighter, such as Raven, Guy or maybe even Dart. Send Hector, Oswin and your cavalier down guarding the fortresses but attacking and killing enemies. Over the next several turns, this party will move south and east towards where Uhai is. The others should stay put. Once the snag is broken in the centre and enemies there are cleared out the fighters there can go and aid Lyn and the ranged attacker go west and south to take care of enemies there. Eliwood should stay put. Matthew can either stay with Eliwood, or go south and hopefully steal something (like a Mine). Uhai isn't hard to find, he's in the woods down in the far south east. Enemies will provide no challenge at all. Uhai will pick on Hector, so use him as bait. The cavalier (especially Sain) will be able to deal plenty of damage to Uhai. Oswin can hit Uhai very hard as well. Uhai will die in 2 turns maximum. +------------------------------------------------------------------------------+ Chapter Eighteen Gaiden: Imprisoner of Magic +------------------------------------------------------------------------------+ ***Finish Chapter Eighteen in 15 turns or less*** Objective: Seize gate New characters: -- Enemies: Knight L6 w/Javelin 5 Knight L6 w/Iron Lance Knight L6 w/Steel Lance Mage L5 w/Fire 4 Mage L6 w/Fire 2 Mage L6 w/Thunder 2 Mage L7 w/Thunder 2 Pegasus Knight L6 w/Iron Lance 3 Pegasus Knight L6 w/Slim Lance Shaman L10 w/Flux Reinforcements: Turn 1 south west corner: + Brigand L6 w/Iron Axe Turn 3 fortress next to the castle: +2 Knight L15 w/Silver Lance, Javelin +2 Sniper L15 w/Silver Bow, Kishuna Turn 8 fortresses near starting point: + Mage L6 w/Fire + Mage L6 w/Thunder Boss Data: Aion ("That good-for-nothing has shown his face?! Curse... I'd not foreseen this!!") Sage L4 w/Bolting, Thunder HP 32 MAG 12 SKL 9 SPD 12 DEF 9 RES 16 LUC 9 MOV 6 AID 7 Kishuna Magic Seal L1 HP 50 STR 0 SKL 0 SPD 24 DEF 13 RES 0 LUC 0 MOV 6 CON 7 Items: Goddess Icon (visit the ruins south of starting point) Strategy: Oswin and the archer should stay behind to take care of the pegasus knights that will approach. Send the pegasus knight straight to the ruins and grab the Goddess Icon. Canas and other casters should move down west attracting the mages. The others should move down east, so they won't be subject to many attacks from the mages. Over the next few turns, demolish the mages with the casters and the pegasus knight of your choice. The physical units lead by Hector should advance west towards the knights and brigands. The casters can even take care of some of the rogue knights who are advancing. Kishuna will make sure Aion is useless for the rest of the battle. As the pegasus knights approaching from the west attack Merlinus, take care of them with your archer and Oswin if necessary. Move towards the west, taking care of mages with units who need EXP. Hector can take out the knights and make his way north. Not many of your units can even hit Aion; your best bet is Lyn with her Mani Katti if she is appropriately levelled. Kishuna's guards stand still and give mountains of EXP, kill the knights with your cavalier and Hector. The snipers can slowly be killed by any unit in dire need of some EXP. Aion will take some time to kill, so don't be surprised. Kishuna will disappear the turn after you try to attack him. You probably won't be able to hit him, it doesn't matter in Eliwood Mode anyway. Don't try to attack Kishuna before Aion dies! Kishuna leaves soon after Aion's death, but as soon as Aion dies, seize the gate with Eliwood. +------------------------------------------------------------------------------+ Chapter Nineteen: Dragon's Gate +------------------------------------------------------------------------------+ Objective: Seize throne New characters: Legault (appears as an enemy - loots the chests and tries to leave, quickly talk to him with the main lord or Lyn) Enemies: Archer L9 w/Longbow, Door Key DROPPED Cavalier L7 w/Iron Sword Cavalier L7 w/Steel Lance, Door Key DROPPED Cavalier L7 w/Iron Lance 2 Cavalier L7 w/Iron Sword Cavalier L7 w/Armorslayer DROPPED Knight L7 w/Poison Lance, Antitoxin Knight L7 w/Short Spear DROPPED Knight L7 w/Iron Lance, Chest Key DROPPED Knight L7 w/Axereaver Knight L8 w/Steel Lance, Door Key Knight L8 w/Iron Lance Mage L7 w/Thunder Myrmidon L9 w/Armorslayer Nomad L7 w/Steel Bow 3 Nomad L7 w/Iron Bow Shaman L7 w/Flux Shaman L8 w/Luna Sniper L2 w/Silver Bow, Door Key DROPPED Troubadour L8 w/Mend Reinforcements: Turn 1 north west corner: Legault Turn 4 south western room: Archer L7 w/Steel Bow Turn 4 south west room north of starting point: Mage L7 w/Thunder Turn 4 central room: Mercenary L6 w/Iron Sword Turn 4 & 5 south eastern room: + Archer L7 w/Iron Bow + Fighter L7 w/Iron Axe, Steel Axe (equipped different weapons) Turn 6 far eastern corridor: + Thief L6 w/Iron Sword, Member Card, Chest Key Turn 8 & 9 south west corner: +2 Pegasus Knight L7 w/Javelin, Steel Lance Turn 19,21,23 north western corner: +2 Mage L7 w/Thunder Turn 20,22,24 north western corner: + Knight L7 w/Iron Lance + Knight L7 w/ Poison Lance Boss Data: Cameron Paladin L4 w/Halberd HP 31 STR 9 SKL 10 SPD 12 DEF 10 RES 11 LUC 5 MOV 8 CON 11 Darin ("Hah...hah ha ha! You dare challenge me? I, who will rule the world!?") General L5 w/Silver Lance, Hand Axe HP 34 STR 14 SKL 9 SPD 8 DEF 15 RES 13 LUC 2 MOV 5 CON 15 Items: 3 Door Key (kill), Chest Key (kill knight), Short Spear (kill knight), Antitoxin (steal), Armorslayer (kill cavalier), Halberd (kill Cameron), Brave Bow (chest in room just west of starting point), Blue Gem (western room chest on the left), Luna (right chest in western room), Guiding Ring (eastern room bottom chest), Barrier (eastern room upper chest) Strategy: Your rank should still be stable (A). Picking units will not be a problem. If your cavalier is nearing promotion, bench him for one of the others. Start moving north with Hector in the frontline. Oswin isn't a bad choice either. Do not send a cavalier in the frontline, or he will be massacred by Cameron and his Halberd. Your mages, pegasus knight and archer should stay back. Others should follow the leaders, especially the lords and Matthew. You'll need to hurry to recruit Legault. The archer can attack the sniper. Heal the archer if he/she gets hit. Over the next few turns, move up north. The ranged attackers can handle the pesky mages and archers that pop up. Use a Door Key to unlock the door to the Brave Bow chest. The healer should move near the main action. By the time Legault unlocks the door to Darin, your guys should be closeby. At the fork, split your party up to corner Legault and when the thief with the Member Card is around, to corner him as well. Hector and Matthew should be heading up and around past Darin (stay out of his range!) and the others including a strong sword-user and a cavalier should move down south the other way. The chest to the west can be taken care of by Oswin, who can safely deal with the knight, get the Chest Key and take care of that. The guys who are south can start moving up, the flier can quickly trade the Chest Key with Oswin after he has used it and start heading back to the Brave Bow chest. After Legault is recruited with Eliwood or Lyn, use him to steal off the thief for the Member Card and if Matthew is at hand, he should steal it off. Kill the thief so he cannot steal anything. Legault will have opened the chests to the east for you already. As pegasus knights come from the south, use your ranged attackers (Canas, other mages, archer, your flier) to kill them. The Brave Bow should be taken. At the same time, move Oswin and Hector as well as Eliwood towards Darin. Kill Darin with a team attack using axes (Oswin and Hector will have little trouble) and seize with Eliwood. NOTE: The Secret Shops are not worth it. Too expensive... +------------------------------------------------------------------------------+ Chapter Twenty: New Resolve FOG OF WAR +------------------------------------------------------------------------------+ Objective: Defeat Oleg New characters: Ninian (automatically joins at the start) Enemies: Archer L7 w/Poison Bow, Antitoxin DROPPED Archer L7 w/Steel Bow Brigand L7 w/Poison Axe, Antitoxin Brigand L7 w/Hand Axe Brigand L7 w/Hammer Cavalier L7 w/Steel Lance Cavalier L7 w/Steel Lance Cavalier L7 w/Steel Sword, Torch DROPPED 4 Monk L7 w/Lightning 3 Monk L7 w/Shine, one DROPPED Monk L7 w/Lightning Wyvern Rider L6 w/Poison Lance Wyvern Rider L6 w/Steel Lance Reinforcements: Turn 3 north east: + Brigand L9 w/Poison Axe Turn 4 east: + Monk L4 w/Lightning + Monk L4 w/Shine Turn 5 north & south east: +2 Wyvern Rider L5 w/Poison Lance Turn 6 north east: + Nomad L6 w/Steel Bow Turn 6 south east: + Cavalier L6 w/Steel Sword Turn 6 south east: + Wyvern Rider L5 w/Poison Lance Turn 9 east: + Knight L7 w/Poison Lance + Knight L7 w/Steel Lance Turn 11 north east: + Cavalier L6 w/Steel Sword Turn 11 south east: + Nomad L6 w/Steel Bow Boss Data: Oleg ("It ends here. Your journey is over, and only oblivion awaits you.") Warrior L5 w/Silver Axe, Steel Bow, Hero Crest HP 42 STR 16 SKL 9 SPD 7 DEF 12 RES 7 LUC 3 MOV 6 CON 13 Items: Restore (visit village closest to starting point), Light Rune (visit the south west village), Elysian Whip (visit the north east village), Wyrmslayer (visit the south east village), Antitoxin (kill archer), Torch (kill cavalier), Shine (kill monk), Antitoxin (steal from brigand), Hero Crest (steal from Oleg) Strategy: Use the same old guys as usual. Your rank should be fine, still a 4/5/5/5/5 (A) rank. This chapter is perfect for arena abuse if that is your wish, but this strategy caters for S ranking. Arena abuse is easy to do, just clear out the enemies and wait around. Oleg is down in the far south east, across the wall. The enemies there will not attack unless you are just on the other side of the wall, or approach past the wall. The infinite ring effect is useful, as well. Go to Secrets [0050] for more details. The only person you may want to exchange is Legault, who has much more solid stats in exchange for being a little slower. Keep his hands reasonably free, give Matthew the spare lockpicks and Member Card, you won't need them, at least not yet. Move the main forces east, once again Oswin, Hector and your favourite cavalier leading the way. If Hector is fully levelled, try to lead with Eliwood and Lyn instead. Canas should be running low on Flux, go down to the Vendor to buy another Flux. Visit the villages with stragglers and quickly move to visit the villages far away. The north one is populated with brigands, send a swift cavalier there. The monks can be taken out with anyone really, give the EXP to weaker units. The southern village is guarded by wyverns, take them out with your mages or bowman (or woman?). Move quickly, but carefully. Once you are ready, send Hector and Oswin past the eastern wall. Legault can move just behind, making your vision much wider. Keep healers, mages, fliers and any other frail unit well out of the way. Oleg and his cronies will approach. Steal his Hero Crest and rescue Legault with Oswin who will not be taking much damage. Hector can attack him, if not DO NOT USE THE OTHER LORDS! They cannot deal enough damage and risk death. Keep everyone else out of Oleg's range, your cavalier can have a shot at Oleg as well if he is strong (almost level 20). If you are not careful, Oleg will snipe and OHKO weaker units so keep them all out of the way! Oleg will probably aim for Hector/cavalier. Finish Oleg off with any combination of those three units. NOTE: Use the arena while Hector and company handle Oleg. This is a useful opportunity for Eliwood and other weaker characters to gain EXP. +------------------------------------------------------------------------------+ Chapter Twenty One: Kinship's Bond +------------------------------------------------------------------------------+ Objective: Defend Nils for 11 turns or defeat Eubans New characters: Isadora (joins automatically at the start of turn), Rath (appears as an ally as a part of Hector's reinforcements from the north east corner after Turn 1), Heath (appears as an enemy, recruit with a lord) Enemies: Archer L9 w/Steel Bow Cavalier L7 w/Steel Sword, Knight Crest DROPPED Fighter L8 w/Poison Axe, Door Key Fighter L8 w/Hammer Fighter L8 w/Steel Axe, Door Key Fighter L8 w/Hand Axe, Door Key 2 Mage L8 w/Thunder Nomad L7 w/Steel Bow Shaman L8 w/Nosferatu Thief L8 w/Iron Sword, Lockpick Wyvern Rider L7 w/Steel Lance Reinforcements: Turn 1: Heath Turn 2 south & south west: + Fighter L8 w/Steel Axe + Fighter L8 w/Iron Axe Turn 3 west: + Archer L7 w/Steel Bow Turn 3 south: +2 Knight L7 w/Steel Lance +2 Monk L8 w/Shine Turn 3 south east: + Nomad L7 w/Iron Bow Turn 4 east: + Archer L8 w/Steel Bow Turn 4 south west: + Pegasus Knight L7 w/Slim Lance Turn 4 south east: + Wyvern Rider L6 w/Steel Lance Turn 7 west: + Mage L8 w/Thunder + Pegasus Knight L7 w/Slim Lance + Archer L7 w/Steel Bow Turn 7 south east: + Mage L8 w/Thunder + Wyvern Rider L6 w/Steel Lance + Nomad L7 w/Iron Bow Turn 8 west: + Mage L8 w/Thunder Turn 8 south west: + Pegasus Knight L7 w/Steel Lance Turn 8 south east: + Wyvern Rider L6 w/Steel Lance + Mage L8 w/Thunder Boss Data: Eubans ("No regrets... My life... and death... are my own!") Paladin L6 w/Spear HP 38 STR 14 SKL 10 SPD 9 DEF 12 RES 14 LUC 5 MOV 8 CON 11 Items: 3 Door Key (steal), Knight Crest (kill cavalier), 10000G (left chest in the south west), Brave Axe (right chest in the south west) Strategy: Your rating will still be the same as usual. Your flier should be nearing promotion, which is a good thing because soon you'll be able to rush some chapters. This chapter, bring Marcus because this chapter is not very difficult to charge. Keep Isadora back, as well as Ninian. Eliwood too, if you want to support with Ninian. Move Legault left towards the door there but not in range of the mage. Hector should be moving in that direction, too. Lyn should move as far as possible down, because she will need to recruit Rath. Move Oswin and your trusty cavalier forwards as well as Marcus, hopefully with an axe, or a lance as second choice. The healer should be out of the ballista's range and you can move the others forward a little, just make sure your fliers are not in range of the ballistas. Legault can move to the door, Hector following. Heath will be lured towards Legault, making his recruitment easy. The others can continue charging and killing foes, make sure to disarm the ballista nearby. Lyn should recruit Rath quickly, and hopefully the allied forces don't sap too much EXP. After the ballista is disarmed, next turn recruit Heath and make him chase after the thief who is going for the chests. Hector can move to the main forces and Legault should follow Heath. The others can go down towards Eubans, killing reinforcements in the way. The path should be relatively clear now, Rath should be recruited and the others should be relatively safe. Next turn, the thief will take the 10000G chest. Kill him with Heath and Legault can follow towards the other chest. Keep killing enemies and getting ready to attack Eubans next turn. Finally, after Legault has taken the chest and Eubans is unguarded hit him with Marcus first and then Oswin, your cavalier can finish him if he is on low HP. If not, kill Eubans next turn. The chapter will end. +------------------------------------------------------------------------------+ Chapter Twenty Two: Living Legend +------------------------------------------------------------------------------+ Objective: Defeat all enemies & protect Pent New characters: Hawkeye (appears as an ally on Turn 2 - recruit with main lord) Enemies: 4 Archer L9 w/Steel Bow Brigand L9 w/Hammer Cavalier L9 w/Steel Sword 2 Knight L9 w/Steel Lance 7 Mage L9 w/Thunder Monk L9 w/Shine Nomad L9 w/Steel Bow Shaman L9 w/Luna DROPPED Reinforcements: Turn 2 north and south west corners: +2 Wyvern Rider L9 w/Iron Lance Turn 4 north and south west corners: +2 Wyvern Rider L9 w/Steel Lance Turn 4 north western fortress: + Mage L9 w/Thunder Turn 5 north western fortress: + Mage L9 w/Thunder Turn 6 north and south west corners: +2 Shaman L9 w/Flux Boss Data: Jasmine ("I got hit, but it feels gooood...") Warrior L9 w/Steel Axe, Hand Axe, Guiding Ring HP 46 STR 17 SKL 14 SPD 14 DEF 8 RES 11 LUC 6 MOV 6 CON 13 Paul ("We're fragile creatures! You can't trifle with our emotions so!") Warrior L8 w/Killer Axe HP 47 STR 19 SKL 12 SPD 12 DEF 11 RES 9 LUC 2 MOV 6 CON 13 Items: Hero Crest, Light Brand, Filla's Might, Eclipse, Ocean Seal, Body Ring (search the desert), Guiding Ring (steal off Jasmine), Luna (kill shaman) Strategy: I'm sure I don't need to tell you that the desert changes the move of characters. Mounted units are pathetic here and mages and fliers do best, so I recommend not bringing any cavaliers, train up your fliers and mages to promote. Even after rushing Eubans, your tactics is still 4/5/5/5/5 (A). Your pegasus knight will be almost at promotion which is going to be very useful. If you are not aiming for an S rank, the next Gaiden chapter is a little easier to get (700 EXP). You need to rescue Pent with your flier before he steals all the EXP, but the chapter will finish much slower. There are many items located in the desert, for a visual location guide go here: http://s7.invisionfree.com/FESS/index.php?showtopic=2802 Thieves are guaranteed to get the items, people with higher luck are more likely to get the items. If you are doing a ranked playthrough, you won't have time to get all the items, or even Luna. In fact, I don't recommend trying to get the Gaiden, because it has no adverse effects on the story in Eliwood Mode. But, if you do get it by getting 700EXP or more in this chapter, I have a strategy for the Gaiden. Anyway, on to the S rank strategy: This chapter isn't easy to charge, so I wouldn't recommend it without a promoted flier. If you do, that's great; just crush both bosses with a sword. If you don't like me, move Eliwood and Ninian down towards where Hawkeye will appear. Any decent unit like Raven can help your cavalier take out the units in the north, just nearby. Move your thief down where Eliwood and Ninian are heading, play with Ninian if you can to move. The aim is to go to the square 3 from the right of the map and 2 from the bottom for an Ocean Seal, worth a massive 50000G. Your mages can charge the archers and mages there for easy EXP. Your flier can help as well (as long as it isn't Heath). Over the next few turns, Pent will be destroying everyone in sight (forget about the Luna - unless you can rescue Pent in record time). After the thief nabs that Ocean Seal, play with Ninian and use the flier to move nearby to Jasmine. The other guys up north and down south should be finished killing enemies, move towards the boss. Eliwood should have recruited Hawkeye. Utilise Ninian by playing every turn for some EXP just in case you can get the Gaiden chapter. By the time Pent is done with most of the cronies and attacking Paul, your units should be ready. Lure the boss by standing just in his range with your thief. Next turn, Pent will finish off the boss and be dealing with other enemies. Steal the Hero Crest off Jasmine and kill him by team attacking with strong sword users such as Raven or other reasonable axemen such as Oswin or Hector. After Jasmine's death, Pent will very quickly take care of the others. You may even want to rescue Pent and provide some easy EXP for your fliers, so they are ready to promote. +------------------------------------------------------------------------------+ Chapter Twenty Two Gaiden: Genesis +------------------------------------------------------------------------------+ ***Recruit Hawkeye and gain 700EXP or more in Chapter 22*** Objective: Defeat all enemies New characters: -- Enemies: 2 Bishop L5 w/Shine, one with Door Key DROPPED Druid L5 w/Luna Druid L5 w/Nosferatu, Door Key DROPPED General L5 w/Spear 3 General L5 w/Silver Lance, 2 with Door Key DROPPED Hero L5 w/Silver Axe, Hand Axe Sage L5 w/Elfire, Bolting Sage L5 w/Elfire 2 Sniper L5 w/Silver Bow Swordmaster L9 w/Light Brand Reinforcements: If the Magic Seal was attacked before the door was opened - + Archer L12 w/Silver Bow DROPPED + Fighter L12 w/Silver Axe DROPPED + Knight L12 w/Silver Lance DROPPED + Mercenary L12 w/Silver Sword DROPPED If the door to the Magic Seal was opened - + Mage L12 w/Elfire DROPPED + Monk L12 w/Shine DROPPED + Shaman L12 w/Nosferatu DROPPED + Troubadour L12 w/Recover DROPPED Boss Data: Kishuna Magic Seal L10 HP 54 STR 4 SKL 3 SPD 25 DEF 14 RES 2 LUC 0 MOV 6 CON 7 Items: 3 Door Key (kill), either Silver Bow, Sword, Lance and Axe (kill) or Shine, Nosferatu, Shine and Recover (kill), Silver Blade (southwestern lone chest), Secret Book (chest below Kishuna's room), Berserk (south eastern lone chest) Strategy: Yeesh. A hard chapter if there ever was one, this chapter will slow you down, so I would highly recommend skipping the chapter. On the flipside, you will get major boosts to funds, so your call. The key with S ranking is to balance and judge what is more important when so you don't get screwed over at the end. Make sure your two parties are evenly divided in terms of power, don't bring a single mage and bring both thieves, one on each path. Make your way around, break the walls down with the weapons you don't need, plan out which doors are best to open. The western chest can be taken by your thief, make sure you have a reasonable unit (Hawkeye is a good choice) to kill that druid there, who is actually able to still use magic. Unite both parties on the eastern path by breaking the wall and opening the doors in between. The eastern party should move down, kill all the promoted units carefully with those who need EXP and seize the chest. It is best not to go in the range of the four promoted units with Kishuna in their room. Work your way around, as time consuming as it is. The general might take some work to kill, use your stronger guys effectively. Move around and unlock the chest as well as the door to Kishuna's room. The four units in there disappear and instead four physical units wielding valuable Silver weapons appear! Take them out with whoever you choose (if a flier, watch for that archer). You'll get the Silver Weapons and complete the chapter. In order to get the alternate reinforcements (which you probably wouldn't - the prizes are worse and it is more difficult to do) you need to hit Kishuna with a strong bowman and a longbow. I wouldn't recommend it, Kishuna disappears and all those promoted magic units around can snipe you with their spells. ***There are two versions of the following chapter. It is determined by the level of your three lords (Eliwood, Lyn and Hector). If their combined level total is 50 or higher, you go to Linus's map, which means you are doing very well in terms of levelling your lords (which you need to do). If their combined level total is less than 50, you go to Lloyd's map, which some people prefer, because the character you get is different for each map. However, this is a wake-up call to those who get Lloyd's map that they need to put more effort into levelling their lords!(Level 50 is not difficult to obtain - Hector can be fully levelled and the others need to be level 10 or higher.)*** +------------------------------------------------------------------------------+ Chapter Twenty Three: Four-Fanged Offense - Lloyd Version FOG OF WAR +------------------------------------------------------------------------------+ Objective: Defeat Lloyd New characters: Wallace (appears as an ally to the east - talk with one of the old members of Lyndis's Legion) Enemies: Sniper L7 w/Silver Bow, Orion's Bolt DROPPED Knight L?? w/Iron Lance (Wallace kills him before you can find out more) Archer L9 w/Iron Bow 3 Wyvern Rider L9 w/Steel Lance 2 Monk L10 w/Lightning Monk L15 w/Shine 2 Mercenary L10 w/Steel Sword Mercenary L15 w/Steel Sword Myrmidon L9 w/Iron Sword Myrmidon L10 w/Iron Sword Myrmidon L10 w/Armorslayer, Red Gem 2 Myrmidon L10 w/Lancereaver Reinforcements: Turn 3 from the castle: + Myrmidon L10 w/Iron Sword + Myrmidon L15 w/Steel Sword Turn 4 from the fortresses near the starting point: +2 Monk L10 w/Lightning Turn 5 from just beside the north west mountains: + Brigand L10 w/Steel Axe Turn 6 from fortresses near the castle: + Monk L10 w/Lightning + Myrmidon L10 w/Iron Sword Turn 7 near the arena: + Monk L10 w/Lightning + Myrmidon L10 w/Iron Sword Turn 7 from the castle: +2 Myrmidon L10 w/Iron Sword Turn 8 from fortresses near the castle: + Monk L10 w/Lightning + Myrmidon L10 w/Iron Sword Boss Data: Lloyd ("In the name of the Fang, I sentence you to death!") Swordmaster L12 w/Silver Sword HP 41 STR 19 SKL 21 SPD 22 DEF 9 RES 16 LUC 16 MOV 6 CON 9 Items: Earth Seal (visit the eastern village), Silence (visit the northern village), Orion's Bolt (kill the sniper), Red Gem (steal from the myrmidon) Strategy: This actually isn't a very difficult chapter, you just need to know what you are doing. Split your party up - the majority of people should be going up, kill off the mages and prepare from an assault of mercenaries. The people who go east should be; the lords, Ninian and a strong high movement unit (cavalier, or Marcus is best). With Ninian, you can break the snag in that same turn and move across. Your flier should help take on the enemies north, if it is Florina soon you'll be ready to recruit Wallace. The mercenaries attack and Wallace must deal with a monk and the sniper. He'll be damaged, but not to worry, he has elixirs. Move the main forces up slowly, Oswin in the lead (promoted, of course). Keep two units on the fortresses at all times to prevent reinforcements. Your healer should be back, as should your thief and other secondary units. To the east, your cavalier should help Wallace out. If it is Sain/Kent, that's great! Soon, Wallace will be yours. Hector should purchase some supplies and move Lyn up if there is no one else familiar to talk to Wallace, use Ninian as required. Next turn, if your flier is Florina move her to talk to Wallace, or Lyn can do the same, or your cavalier. The point is, Wallace needs to be recruited at this stage. The eastern forces can continue moving up, make sure to visit the village for that Earth Seal with Lyn. With everyone else still back, move Oswin to kill more units. The major enemies to be concerned about for your secondary units are; the wyverns from the mountains and the ballista, which can OHKO your healer and fliers. With Wallace, move to converge with Oswin. Next turn, start moving Hector up north (with Ninian's assistance) towards the northern village. Wallace and Oswin should be nearing each other, disarm the ballista with Oswin but be careful of bumping into Lloyd (he won't move). Slowly, as enemies clear away, move the promoted units in place to get ready to take on Lloyd. Hector should be reaching the north village by this stage. Move your ranged attackers in to help Oswin and Wallace, Lloyd cannot attack back. When Hector has visited the village and you are ready, attack Lloyd with your ranged attackers, then finish Lloyd with Wallace and his Silver Lance and Oswin with any lance he has when necessary. Don't fret if you miss, Lloyd is a very strong boss. Heal as necessary. After Lloyd's defeat, the chapter ends. NOTE: If you feel up to it, send some random unit to the arena who you can rely on. +------------------------------------------------------------------------------+ Chapter Twenty Three: Four-Fanged Offense - Linus Version +------------------------------------------------------------------------------+ Objective: Defeat Linus New characters: Geitz (appears as an enemy - talk with Dart) Enemies: Archer L10 w/Steel Bow Archer L12 w/Iron Bow Cavalier L10 w/Steel Lance Cavalier L10 w/Steel Sword 2 Corsair L10 w/Hand Axe Corsair L10 w/Halberd Corsair L10 w/Hammer Corsair L10 w/Steel Axe 2 Mage L10 w/Thunder Mercenary L10 w/Slim Sword Mercenary L10 w/Armorslayer Mercenary L10 w/Lancereaver 4 Mercenary L10 w/Steel Sword Mercenary L10 w/Iron Sword Mercenary L10 w/Silver Sword Nomad L10 w/Short Bow Nomad L10 w/Steel Bow Sage L1 w/Elfire Wyvern Rider L10 w/Iron Lance Wyvern Rider L10 w/Steel Lance, Red Gem Reinforcements: Turn 1 among the sprawl of villages: Geitz Turn 4 eastern corner: +2 Corsair L10 w/Hand Axe + Corsair L10 w/Iron Axe Turn 5 north: +2 Mercenary L10 w/Iron Sword +2 Mercenary L10 w/Steel Sword Turn 5 north east: + Wyvern Rider L10 w/Steel Lance + Wyvern Rider L10 w/Javelin Turns 10,12,14,16 and 18 from north east and south east: +2 Wyvern Rider L10 w/Javelin, +3 Wyvern Rider L10 w/Iron Lance +5 Wyvern Rider L10 w/Steel Lance Boss Data: Linus ("My brother tried to warn me... You're strong... Too strong.") Hero L12 w/Silver Blade, Hand Axe HP 45 STR 21 SKL 18 SPD 12 DEF 14 RES 12 LUC 14 MOV 6 CON 14 Items: Orion's Bolt (far north west village), Silence (north west village on the right), Earth Seal (south east village), Red Gem (steal from wyvern rider) Strategy: Nothing much to say, just move reasonably quickly. Either use Ninian to reach Geitz quickly or lure him with a high DEF unit (Oswin is the best choice). Use your units to stock up on items and visit the villages, don't leave units vulnerable and take out any incoming foes. Send a caster such as Canas west to retrieve the Earth Seal from the village (he can easily survive the Bolting). Move up and across quickly to avoid delaying. Try to train some of your units at least to promotion. The arena is another bonus, any unit who needs the EXP badly can go there. Linus is not difficult, he does not move BUT he has a ranged weapon. Take him out with some of your promoted units, if you are completing an S rank quest, your flier and caster (Canas presumably) will be promoted by now and Oswin has more than enough EXP as it stands. Nab any goodies you can and complete the chapter. The Secret Shop isn't worth the trouble. This chapter is much, much easier than Lloyd's map. Linus is a little too balanced to be of much threat, just don't underestimate him. +------------------------------------------------------------------------------+ Chapter Twenty Four: Unfulfilled Heart +------------------------------------------------------------------------------+ Objective: Survive for 11 turns New characters: Pent (joins automatically at the beginning of the chapter), Louise (joins at the beginning of the chapter with Pent) Enemies: Archer L11 w/Steel Bow 2 Brigand L11 w/Steel Axe 2 Brigand L11 w/Iron Axe Cavalier L11 w/Armorslayer, Knight Crest Knight L11 w/Steel Lance Mage L11 w/Elfire Monk L11 w/Shine Myrmidon L11 w/Steel Blade 2 Nomad L11 w/Short Bow Nomad L11 w/Steel Bow Sage L5 w/Elfire Shaman L11 w/Flux Shaman L11 w/Luna DROPPED 3 Wyvern Rider L11 w/Iron Lance 2 Wyvern Rider L11 w/Steel Lance Reinforcements: Turns 7 & 8: +4 Wyvern Rider L11 w/Iron Lance Boss Data: Vaida ("Listen up, everyone! It's playtime!") Wyvern Lord L10 w/Uber Spear HP 60 STR 20 SKL 19 SPD 13 DEF 21 RES 6 MOV 8 CON 12 (+5 STR +4 SKL +9 SPD +4 DEF +14 RES) Items: Uber Spear (mine glitch), Knight Crest (steal), Luna (kill the shaman near Vaida if you dare), Hammerne (visit the south west village) Strategy: A fun and easy chapter. This is your chance if you have a mine to use the mine glitch to get the Uber Spear. The best opportunity to do this is when the wyvern reinforcements arrive on Turn 7 onwards. After that, you can trade across the Uber Spear and those crazy boosts to Merlinus. Once that is done, make sure every enemy has no weapons and go crazy killing anyone remaining, including the Luna shaman. If you do not wish to use the Mine Glitch, do not attack or kill Vaida, because she will join you later on. Use the Heaven Seal on Hector, but if Lyn is level 20 promote her first because she has less durability. Make sure she has a bow. Now, move her right to take on the enemy mages there. As for the enemies to the left, while staying well away from Vaida's range move with Eliwood. The others, who are far ahead in terms of level should stay put. Down south where the main forces are, keep them there. Your mages and archers can pick off the brigands nearby. If you feel up to it, send a strong axeman west to face the wyverns. For the eastern group, their job is to deal with reinforcements from the south and make their way west towards the village. They should have high movement, so fliers and paladins do the job best. Over the next few turns, move Eliwood's group down south towards the main forces, the main forces can handle the enemies that appear. Stay out of Vaida's range. That Luna will have to be ignored unless you want to deal with Vaida. Lyn/Hector should make their way to the north east in preparation for reinforcements later on. The eastern forces should be converging with the main forces down south, killing enemies, gaining EXP and visiting the village for that handy Hammerne. There's nothing left to do but to sit the 11 turns out. Many of your units shall be promoted, try introducing some reasonably strong unpromoted units such as Rath and Dart if your EXP rank is suffering. By the end of this chapter, your rank even now will still be just on the verge of an S rank, but not quite there for tactics. Now that your flier is promoted, things become easier. Heath does well as a secondary flier for some EXP and some speed later on. If you want a second flier, train up now. After 11 turns of combat, Vaida retreats. ***Once again, the chapter you go to next depends on something. If the combined total levels of your mages is higher than that of your physical units, you will go to Kenneth's map. If your physical units are more levelled up than your mages, you will go to Jerme's map. Both maps are long and no doubt, will begin to hurt your rank. Most people will get Jerme's map.*** +------------------------------------------------------------------------------+ Chapter Twenty Five: Pale Flower of Darkness - Jerme Version +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Karel (appears as an ally after Turn 9 if 4 doors or more have been opened - recruit with Lyn), Harken (appears as an enemy after Turn 9 if less than 4 doors have been opened - talk with a Pherae or Ostia unit) Enemies: 2 Archer L12 w/Steel Bow Brigand L12 w/Hand Axe Brigand L12 w/Poison Axe, Antitoxin Brigand L12 w/Hammer Brigand L12 w/Swordreaver 2 Cavalier L12 w/Steel Sword, one with Door Key Cavalier L12 w/Steel Lance Falcon Knight L5 w/Short Spear DROPPED General L5 w/Hand Axe, Axereaver, Door Key DROPPED Hero L5 w/Steel Sword, Door Key DROPPED Knight L12 w/Javelin 2 Knight L12 w/Axereaver Knight L12 w/Killer Lance 2 Mercenary L12 w/Armorslayer 2 Mercenary L12 w/Steel Sword Mercenary L12 w/Lancereaver Myrmidon L12 w/Longsword 2 Myrmidon L12 w/Lancereaver Nomad Trooper L5 w/Steel Bow, Steel Sword Paladin L5 w/Steel Lance, Door Key DROPPED 2 Pegasus Knight L12 w/Steel Lance Warrior L5 w/Steel Axe, Steel Bow Wyvern Lord L5 w/Steel Lance, Door Key DROPPED Wyvern Rider L12 w/Iron Lance Wyvern Rider L12 w/Steel Lance Reinforcements: Turn 3 north east: +2 Nomad L12 w/Steel Bow + Nomad Trooper L5 w/Steel Sword, Steel Bow Turn 6 south east: + Falcon Knight L5 w/Javelin + Falcon Knight L5 w/Steel Lance Turn 7 north west: + Wyvern Lord L8 w/Steel Lance +2 Wyvern Rider L12 w/Steel Lance Turn 9 north east: + Karel/Harken +2 Nomad L12 w/Steel Bow + Nomad Trooper L5 w/Steel Sword, Steel Bow Turn 13 north east: + Cavalier L12 w/Lancereaver + Cavalier L12 w/Steel Sword + Paladin L5 w/Lancereaver, Axereaver Turn 15 north west: + Wyvern Lord L8 w/Steel Lance +2 Wyvern Rider L12 w/Steel Lance Turn 18 north east: + Cavalier L12 w/Lancereaver + Cavalier L12 w/Steel Sword + Paladib L5 w/Lancereaver, Axereaver Boss Data: Jerme ("I'll slice you up into red ribbons!") Assassin L13 w/Light Brand HP 46 STR 18 SKL 18 SPD 17 DEF 10 RES 14 LUC 10 MOV 6 CON 6 Items: Antitoxin (steal), Door Key (steal from cavalier), 4 Door Key (kill), Short Spear (kill Falcon Knight), White Gem (left chest, centre room), Bolting (right chest, centre room), Talisman (north chest), Hero Crest (south chest) Strategy: NOTE: Harken is much easier to get on this map, but he is considered by most people as the better character. Your rank might be starting to dwindle a bit, I know mine had 4 funds and tactics now. Don't expect to finish this chapter in a hurry, it took me 25 turns when I was going quickly. To add to your woes, it snows on several of the turns. This is what I did to finish the chapter quickly: start using Pent. Your unpromoted units should steal be helping to keep your EXP rank up. Move your main forces to blockade the enemies approaching from the east. This should include Lyn, a cavalier (Marcus and Lowen are good) and maybe your flier. Move your thief up north to unlock the door next turn. Have a sturdy sword user like Raven ready to go in. Give him some backup from your bowman and mages. Pent, on the other hand should head west and around the building through the mountains. He will have little trouble dealing with the foes there, just make sure he is using Thunder and not the valuable Elfire. Also, a Vulnerary is not a bad idea. The main forces should take advantage of Ninian as well. Next turn, the door nearby should be unlocked by the thief. Ruthlessly attack the warrior, hopefully killing him. Even if you don't it doesn't matter much. The main forces should advance slowly through the snow, killing enemies in the way. I recommend leaving a reasonably strong axeman (Hector is a good choice) behind. If not Hector, Marcus or Dart will do. Pent should make his way up to the archers there and the thief should follow later on. Over the next few turns, the room in the middle shall be cleared of enemies and the main forces will continue to advance. When the snow stops, charge forward but not recklessly. Pent will clear out the top and the thief should open the door nearby, unleashing many foes. Pent should target the snipers first, as they threaten your thief. The party down south should unite with the main forces except for that one axeman. The main forces should continue to charge as snow starts up again. It's a waiting game still, but Pent should be done up north before then and the thief should have made his way east to the chest up north. Pent should heal if needbe. Some wyverns would have come by now, just sit Pent in a forest. The thief must make his way down towards the central room for the chests there. When Harken or Karel appears, make sure the appropriate unit is ready to recruit them because they are strong units who can kill on occasion. Anyway, the thief should be taking the chests in the middle. The main forces should be split up again after Harken/Karel is recruited; A few strong guys go up with a Door Key and some others go down with a Door Key. Use your fliers and Ninian to enable the movement required to get your thief if needed. Over the final few turns, the northern party should open the door and clear out all enemies, including Jerme who is pathetically weak to any magician as well as most physical units. The southern party should open both doors, the left one first preferably to kill the general and his thugs and grab that chest there with your thief. The final room to the east contains a few mercenaries and a hero; very easy for a strong lanceman. Pent can handle the wyvern reinforcements, remember to heal if he looks in trouble. After the last enemy is put to rest, the chapter ends. The strong axeman was down south in case the wyverns headed for Merlinus instead of Pent. NOTE: Snow starts at the beginning, stops in Turn 3 and resumes for the following durations: 7-9, 14-16, 21-23, 28-30 +------------------------------------------------------------------------------+ Chapter Twenty Five: Pale Flower of Darkness - Kenneth Version +------------------------------------------------------------------------------+ Objective: Seize throne New characters: Harken (if less than 3 promoted enemies are killed - Harken appears as an enemy, recruit with a unit from Pherae or Ostia), Karel (if 3 or more promoted enemies are killed - Karel appears as an ally, talk with Lyn) TURN 9 CHARACTER APPEARS Enemies: General L3 w/Steel Lance, Steel Axe Sage L8 w/Elfire, Chest Key DROPPED Druid L5 w/Eclipse, Nosferatu Bishop L5 w/Purge, Lightning 2 Monk L12 w/Shine 3 Shaman L12 w/Flux 5 Wyvern Rider L12 w/Steel Lance Mage L12 w/Bolting DROPPED 9 Mage L12 w/Thunder Reinforcements: Turn 2 central west corner: +2 Wyvern Rider L12 w/Steel Lance Turn 3 central west corner: +2 Wyvern Rider L12 w/Steel Lance Turn 4 eastern stairs: + Mage L12 w/Thunder + Monk L12 w/Lightning Turn 6 north stairs: + Shaman L12 w/Flux Turn 6 eastern stairs: + Shaman L12 w/Flux + Mage L12 w/Thunder Turn 6 south western corner: +2 Wyvern Rider L12 w/Steel Lance Turn 8 central west corner: + Thief L12 w/Iron Sword, Lockpick Turn 8 north stairs: + Mage L12 w/Thunder Boss Data: Kenneth ("Nergal is my god.") Bishop L13 w/Aura DROPPED HP 41 MAG 19 SKL 16 SPD 13 DEF 9 RES 21 LUC 6 MOV 6 CON 10 Items: Bolting (kill mage), Chest Key (Kill Sage), Lockpick (steal from thief), Guiding Ring (left chest in the north), Blue Gem (centre chest in the north), Talisman (right chest in the north), Aura (kill Kenneth) Strategy: This chapter is significantly faster than Jerme's, due to the fact you can actually seize throne. Many magicians are going to snipe you, so I suggest not bringing any unnecessary units with low RES (that includes those unpromoted units for EXP). Leave Oswin and some other low RES units to fend with the units above. This chapter is also much easier to get Karel in, but either way kill the promoted units up above the starting point. Move everyone else across, but make sure your healer (Pent happens to be a good choice at this stage) can access everyone. Ninian is not recommended for this chapter, just move everyone up through the narrow passage with stronger units in the lead. Keep everyone away from the range of the magicians, so hug the left side of the passage. Over the next few turns, while Oswin and co. wait around doing nothing, everyone should move up, taking care not to get in the magicians' range. By the time everyone is up there, the snow will have stopped. Move everyone across with stronger units who need EXP in the lead towards the throne. Keep someone behind for Harken or Karel. *If Karel, you can kill the magicians' across the wall.* The thief should snatch the chests north. I recommend leaving a caster who needs training (Lucius, or maybe Erk?) to snipe off the magicians' across the wall after you get Harken or before you get Karel. Quickly dispose of the thief that appears on turn 8 and wait around for the unit of your choice. Your thief should be snatching the chests. Every other unit should be taking care of the mages before the boss. After Harken/ Karel is recruited and the chests are seized, move whoever needs EXP up to take care of the druid and his cronies, with Harken/Karel to back them up. Eliwood should be with the main forces to end the chapter quickly. Some reinforcements appear where Oswin and co. is, kill them quickly. Finish off Kenneth with either a promoted magician (like Canas or Pent) or a strong and reasonably durable physical fighter (Raven, the cavaliers, Guy, your flier). Seize throne with Eliwood to end chapter. +------------------------------------------------------------------------------+ Chapter Twenty Six: Battle Before Dawn FOG OF WAR +------------------------------------------------------------------------------+ Objective: Guard Zephiel for 15 turns New characters: Nino (appears as an ally - recruit quickly with any lord before she kills herself) Enemies: 2 Archer L13 w/Steel Bow 2 Fighter L13 w/Steel Axe Fighter L13 w/Swordslayer, Door Key Hero L6 w/Steel Sword 2 Hero L6 w/Silver Sword, one with Lockpick DROPPED 5 Knight L13 w/Steel Lance, two with Door Keys DROPPED 7 Mage L13 w/Thunder 7 Mercenary L13 w/Steel Sword Monk L13 w/Shine 2 Thief L13 w/Iron Sword, Lockpick Bishop L6 w/Shine, Elysian Whip DROPPED Reinforcements: Turn 2 south west: + Mage L13 w/Thunder + Fighter L13 w/Steel Axe Turn 4 stairs: + Shaman L13 w/Flux Turn 4 south west: + Mage L13 w/Thunder + Monk L13 w/Shine + Shaman L13 w/Flux Turn 5 south west: + Mercenary L13 w/Steel Sword + Hero L5 w/Steel Sword Turn 7 south west: + Knight L13 w/Steel Lance + General L5 w/Steel Lance Turn 8-13 stairs: + Shaman L13 w/Flux Turn 8-13 south west: + Mage L13 w/Thunder Boss Data: Maxime Paladin L6 w/Silver Lance HP 40 STR 14 SKL 12 SPD 13 DEF 9 RES 15 LUC 5 MOV 8 CON 11 Ursula Valkyrie L15 w/Bolting, Elfire HP 36 MAG 18 SKL 19 SPD 22 DEF 12 RES 28 LUC 12 MOV 8 CON 7 Items: 2 Door Key (kill knights), Lockpick (kill hero), 2 Lockpick (steal from thieves), Door Key (steal from fighter), Elysian Whip (kill bishop), Boots (western room, left chest), Brave Lane (western room, right chest), Rescue (eastern room, left chest), Delphi Shield (eastern room, right chest) Strategy: A big map and a fog-of-war! Don't worry, it isn't so bad. Your rank should still be 5 except 4 in funds and tactics still. Very soon, your rank will be going up. You get many spoils in this place and your flier will come in handy. Split your party up, high RES characters going left led by your thief and Falcon Knight. To the right, send your unpromoted lords, Oswin and another thief if possible. A healer should be in each party; Pent on the left and the other on the right. Your promoted lord should head left. Down south, Jaffar will be more than capable of handling himself. Nino will be fighting with a monk. Anyway, use the thieves to open the doors left and right. Leading with your Falcon Knight on the left and Oswin on the right proceed south. The Falcon Knight needs to go quickly so the thief doesn't pilfer items. There are many high damaging heroes around, so heal as necessary. Slowly, work your way south on each end. Talk to Nino with Eliwood, Oswin should be moving west and blocking the thief from exiting after he pilfered items. To the west, your Falcon Knight should make sure the thief does not enter the room and then rescue Jaffar. Everyone should follow, but take care, keep strong units in the front. Use your thieves to snatch all the chests. Your Falcon Knight should proceed west, aided by strong magicians and other sturdy units. Ursula is down south on the west side, she will target your weakest units, Your Falcon Knight is strong to magic so she will be fine. Move your promoted lord down south, he/she will be the one to kill Ursula. Basically, move both parties together. Heal as needed, have Nino talk to Jaffar and then rescue Jaffar again. Move your Falcon Knight and Oswin to help out Zephiel. On the west, clear out the enemies there with strong units and quickly dispose of Ursula with your promoted lord, Canas and Pent. This will free up the spaces around for other units with weak RES to attack and gain EXP. To the east, move a reasonably strong unit (maybe your lords?) down south and kill the monk as well as the bishop for the Elysian Whip. By the time this is all done, the chapter ends. +------------------------------------------------------------------------------+ Chapter Twenty Six Gaiden: Night of Farewells +------------------------------------------------------------------------------+ ***Have Nino talk to Jaffar in Chapter 26*** Objective: Seize throne New characters: Jaffar (automatically joins at the start) Enemies: Bishop L8 w/Divine, Berserk, Angelic Robe Cavalier L14 w/Poison Lance, Antitoxin Druid L8 w/Luna, Physic General L14 w/Silver Lance Hero L14 w/Light Brand, Red Gem Mage L14 w/Bolting, Elfire Mercenary L14 w/Poison Sword Monk L14 w/Divine Myrmidon L14 w/Lancereaver Nomad Trooper L14 w/Silver Bow, Steel Sword Paladin L8 w/Silver Lance Pirate L14 w/Poison Axe Pirate L14 w/Swordreaveaver Pirate L14 w/Swordslayer Pirate L14 w/Devil Axe Pirate L14 w/Hand Axe Sage L8 w/Elfire, Physic Shaman L14 w/Nosferatu Sniper L8 w/Silver Bow Wyvern Lord L8 w/Steel Lance, Blue Gem Wyvern Lord L8 w/Silver Lance 6 Wyvern Rider L14 w/Steel Lance Reinforcements: Turn 1 stairs near paladin: + Pegasus Knight L13 w/Steel Lance + Cavalier L13 w/Steel Lance + Pirate L13 w/Iron Axe Turn 2 stairs near paladin: + Cavalier L13 w/Slim Sword + Pegasus Knight L13 w/Steel Lance + Pirate L13 w/Iron Axe Turn 2 north western stairs: + Nomad L13 w/Steel Bow + Cavalier L13 w/Steel Lance + Cavalier L13 w/Horseslayer Turn 7 stairs near sage: + Cavalier L13 w/Steel Lance + Nomad L13 w/Steel Bow Turn 7 south west, lone stairs: + Mercenary L13 w/Poison Sword Turn 8 & 9 stairs near sage: + Cavalier L13 w/Steel Lance + Nomad L13 w/Steel Bow Turn 9 stairs near paladin: + Pegasus Knight L13 w/Steel Lance + Pirate L13 w/Iron Axe + Cavalier L13 w/Steel Lance Turn 9 & 10 north eastern stairs: + Thief L13 w/Iron Sword, Lockpick + Wyvern Rider L13 w/Steel Lance Turn 11 & 12 south two sets stairs: + Pirate L13 w/Steel Axe + Pirate w/Hammer Turn 11 & 12 south eastern stairs: + Shaman L13 w/Flux + Nomad L13 w/Steel Bow Boss Data: Sonia ("But I'm perfect... Nergal said so...") Sage L17 w/Bolting, Fimbulvetr, Fell Contract DROPPED HP 44 MAG 19 SKL 18 SPD 18 DEF 19 RES 23 LUC 0 MOV 6 CON 7 Items: Angelic Robe (steal from bishop), Antitoxin (steal from cavalier), Red Gem (steal from hero), Blue Gem (steal from wyvern lord), Fenrir (left chest in the north east), Thor's Ire (centre chest in the north east), Recover (right chest in the north east), Speedwings (chest under the nomad trooper that is hard to get) Strategy: Everything is up to 5 except tactics... It's a big chapter, again this may hurt your rank a little but don't be too concerned. Some people train Nino here, which isn't such a bad idea although it will slow you down too much. Promote your second lord here. I recommend you move quickly across the paths and kill enemies. Send your flier (or fliers) to get rid of some of the more pesky enemies. These include the Bolting mage down south and the Berserk Bishop west. Yes, I know the Bishop has the rare Angelic Robe to pilfer, but funds isn't an issue at the moment. After a few turns of freeing up some space, rescue some stronger units to free up more space. Transport them as paths disappear. This will take some time, with all the reinforcements but it will be worthwhile. When you are entering Sonia's bolting range, send a strong magician to take the blows. After that, split your party up so the guys who need some EXP can go up and help the thief grab the chests. Use your fliers to make sure no one pilfers the bottom chest (man, I love fliers). Your stronger units, such as Lyn, Hector and Oswin can head down south to face up to the boss. Don't leave Eliwood behind, either! By the time they are ready to take on Sonia, the chests should have all been taken. A flier can get rid of the lone sage to the west. Sonia will go down quickly even though she is strong in all defences. Use Oswin and Hector to carve her up, hopefully Lyn will gain some EXP. If you are having a lot of trouble, use Canas and Luna to finish her quickly. Seize with Eliwood after the chests are taken to end the chapter. +------------------------------------------------------------------------------+ Chapter Twenty Seven: Cog of Destiny +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Vaida (appears after characters have cross the mountain range as an enemy - recruit with Eliwood) Enemies: Berserker L6 w/Hand Axe Berserker L6 w/Swordslayer Brigand L14 w/Hand Axe 2 Brigand L14 w/Steel Axe Cavalier L14 w/Javelin Cavalier L14 w/Steel Lance Cavalier L14 w/Poison Lance, Antitoxin Fighter L14 w/Steel Axe General L8 w/Swordslayer, Antitoxin Hero L8 w/Silver Sword, Mine 3 Knight L14 w/Steel Lance 2 Knight L14 w/Javelin Knight L14 w/Silver Lance Knight L14 w/Steel Lance 2 Mercenary L14 w/Steel Sword Myrmidon L14 w/Steel Sword 2 Myrmidon L14 w/Lancereaver Myrmidon L14 w/Killing Edge 6 Myrmidon L14 w/Steel Sword 2 Nomad L14 w/Short Bow Nomad Trooper L8 w/Longbow, Elixir Nomad Trooper L14 w/Short Bow, Steel Sword Paladin L8 w/Silver Lance 5 Sniper L6 w/Steel Bow Sniper L8 w/Silver Bow, Guiding Ring Warrior L5 w/Steel Bow, Steel Axe, Light Rune Reinforcements: When portions of the map are walked on, reinforcements appear for the turns 1,3,5 and 7 after that. Cross the bridge north, fortresses near paladin: + Nomad L14 w/Steel Bow + Paladin L8 w/Silver Lance + Cavalier L14 w/Steel Lance Cross the bridge north west, fortresses near general: + Knight L14 w/ Silver Lance + General L8 w/Steel Lance + Knight L14 w/Javelin Cross the bridge west, fortresses near hero: + Mercenary L14 w/Steel Sword + Myrmidon L14 w/Steel Sword + Hero L8 w/Steel Sword When units move past the mountain range, south east area: + Vaida +2 Wyvern Rider w/Javelin Turns 1,2 and 4 thereafter: +3 Wyvern Rider w/Javelin, Steel Lance and a few Poison Lances Boss Data: The boss depends on who you fought in Chapter 23. If you have already fought Lloyd, you will face Linus and vice versa. Linus Hero L18 w/Light Brand, Iron Rune DROPPED HP 58 STR 24 SKL 20 SPD 15 DEF 19 RES 15 LUC 14 MOV 6 CON 14 Lloyd Swordmaster L18 w/Light Brand, Iron Rune DROPPED HP 52 STR 20 SKL 23 SPD 21 DEF 15 RES 19 LUC 16 MOV 6 CON 9 Items: 2 Antitoxin (steal), Mine (steal from hero), Elixir (steal from nomad trooper), Guiding Ring (steal from sniper), Light Rune (steal from warrior), Iron Rune (kill the boss) Strategy: A big chapter, but really easy. Keep your lord put. Move your casters to defend the north bridge from the oncoming units. Move Oswin west to kill those enemies there. Move your fliers west as well to disarm the ballista and visit the village (Use Delphi Shield if you like). Move Hector, Lyn and some other strong units (preferably people who can use axes, such as Harken, Raven, Bartre etc.) to meet the main assault of armoured foes. Over the next several turns, continuously kill units, heal as necessary with the healers, visit the villagers with the fliers, disarm the ballistas, wreak havoc with Oswin in the west and Hector and Lyn in the east and you may also want to stock up on a few weapons (you'll be running low by now). When Vaida makes an appearance, recruit with Eliwood and kill the wyverns that appear there with anyone (especially Eliwood if he is not fully levelled). Anyway, Hector, Lyn and co. can make their way to the fortresses north and Oswin and the fliers can demolish foes in the east. When you get up to the boss, it is better to attack him from afar if you can, otherwise take him out with strong lancemen, such as Oswin. Use the lords if necessary. After all the reinforcements are gone, this exhaustive but fun chapter is over. NOTE: Lloyd has a special conversation with Nino. He will not attack Nino, but will start moving! I don't recommend talking to him. Linus does not react to Nino, his own adopted sister! +------------------------------------------------------------------------------+ Chapter Twenty Eight: Valorous Roland +------------------------------------------------------------------------------+ Objective: Claim a space New characters: -- Enemies: Archer L10 w/Longbow 4 Archer L10 w/Steel Bow Druid L2 w/Flux, Elixir DROPPED 3 Fighter L10 w/Steel Axe, one with Vulnerary Fighter L10 w/Hand Axe Knight L10 w/Javelin, Elixir DROPPED Knight L10 w/Steel Lance 2 Mage L10 w/Elfire 3 Mage L10 w/Thunder, one with Pure Water Mercenary L10 w/Steel Sword Mercenary L10 w/Steel Blade Monk L10 w/Lightning Myrmidon L10 w/Steel Sword, Rapier DROPPED Sage L3 w/Elfire, Bolting Sniper L3 w/Longbow, Silver Bow 2 Warrior L1 w/Hand Axe, Elixir DROPPED Reinforcements: -- Boss Data: Georg Berserker L15 w/Tomahawk DROPPED HP 60 STR 27 SKL 17 SPD 13 DEF 18 RES 21 LUC 0 MOV 6 CON 15 Items: 3 Elixir (kill), Rapier (kill myrmidon), Tomahawk (kill Georg), Vulnerary (steal), Pure Water (steal) Strategy: A nice, short, easy chapter for Eliwood to get some training now that he is promoted. With five units, I suggest taking very strong units on each side (one side, Hector and Lyn, the other, Oswin and your flier?). They should not be bogged down by many items, because all the goodies you get are very nice for funds. Move everyone up. Eliwood should wait for the others for support when he is near Georg. Use your tanks to absorb Georg's first blow and start picking him off with Eliwood and the others. If you can trick Georg into heading to one side and waiting on the tile he is guarding, the chapter ends, but I recommend killing Georg with teamwork for that Tomahawk and massive EXP. +------------------------------------------------------------------------------+ Chapter Twenty Nine: Sands of Time +------------------------------------------------------------------------------+ Objective: Protect the throne for 15 turns New characters: -- Enemies: 12 Archer L15 w/Poison Bow Druid L5 w/Nosferatu, Sleep Druid L15 w/Nosferatu, Silence 3 Shaman L15 w/Flux Shaman L15 w/Luna 2 Shaman L15 w/Nosferatu 2 Sniper L3 w/Steel Bow 2 Sniper L3 w/Poison Bow 2 Sniper L3 w/Longbow, one with Swordslayer DROPPED Sniper L3 w/Silver Bow Swordmaster L8 w/Killing Edge Reinforcements: Turn 2-4 entrance: + Thief L15 w/Poison Sword, Lockpick Turn 2 entrance: +2 Cavalier L15 w/Poison Lance Turn 4 entrance: +2 Cavalier L15 w/Poison Lance +2 Sniper L3 w/Poison Bow Turn 5 entrance: +2 Myrmidon L15 w/Poison Sword Turn 5 eastern room: +2 Knight L15 w/Poison Lance Turn 6 stairs east: + Druid L15 w/Eclipse, Luna Turn 6-8 entrance: +2 Myrmidon L15 w/Poison Sword Turn 9-10 entrance: +2 Cavalier L15 w/Poison Lance Boss Data: Denning ("Lord Nergal await you on Dread Isle...") Sniper L19 w/Silver Bow, Longbow HP 51 STR 19 SKL 20 SPD 21 DEF 15 RES 23 LUC 0 MOV 6 CON 8 Items: Swordslayer (kill sniper), 3 Lockpick (steal from thieves), Dragonshield (centre room, left chest), White Gem (centre room, right chest), Body Ring (southern lone chest) Strategy: Another easy but tedious chapter. Post some strong units who could do with some EXP down south. I recommend Oswin at least. Up north, there are plenty of pesky archers, everyone else should be there. Your casters can handle themselves as can most of your physical units. Heal as necessary. Your lords should be in the thick of the action especially newly promoted Eliwood. Send a strong magician such as Canas down south to fend with the swordmaster. Your southern party will be the ones in danger, but Denning is weak and easy to beat. Just team him with Oswin and other strong physical units. Over the turns after Denning's demise, clean up the enemies especially with the lords, use your thief to steal whenever possible (make sure you take the chests) and that's all there is to the chapter. +------------------------------------------------------------------------------+ Chapter Twenty Nine Gaiden: Battle Preparations +------------------------------------------------------------------------------+ ***Automatic Gaiden chapter*** Objective: Get supplies in 5 turns New characters: -- Enemies: -- Reinforcements: -- Boss Data: -- Items: -- Strategy: You receive a massive 30000G, buy what is a necessity. The next chapter is the second last and it isn't difficult to charge. Arena abuse if you desire to do so, though 5 turns isn't much at all. +------------------------------------------------------------------------------+ Chapter Thirty: Victory or Death +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Renault (north west village - talk with anyone) Enemies: Bishop L8 w/Aura, Purge Bishop L8 w/Aura, Fortify Brigand L16 w/Steel Axe 2 Cavalier L16 w/Steel Lance Druid L8 w/Eclipse, Nosferatu DROPPED General L8 w/Silver Lance Hero L16 w/Silver Sword Hero L16 w/Light Brand 2 Knight L16 w/Steel Lance Sage L10 w/Bolting, Fimbulvetr 2 Sniper L8 w/Steel Bow 2 Sniper L8 w/Silver Bow Swordmaster L8 w/Wo Dao Warrior L8 w/Silver Axe Warrior L8 w/Devil Axe, Killer Bow Wyvern Rider L16 w/Slim Lance Wyvern Rider L16 w/Javelin Wyvern Rider L16 w/Steel Lance Wyvern Rider L16 w/Killer Lance Reinforcements: If a unit passes the two fortresses in the divide: +2 Cavalier L16 w/ Steel Lance + Paladin L8 w/Steel Lance If a unit moves past the first peak in the western path: +2 Brigand L16 w/Steel Axe + Warrior L8 w/Devil Axe If a unit moves past the ballista near the starting point: +2 Nomad Trooper L8 w/Steel Bow, Steel Sword If a unit moves past the fortresses near the seizing point: + General L8 w/Steel Lance +4 Knight L16 w/Steel Lance Turn 6 & 7 from the eastern mountains: + Brigand L16 w/Steel Axe Turn 8 & 9 from the north west fortresses: +2 Falcon Knight L10 w/Steel Lance Turn 9 & 10 near the central ballista: + Brigand L16 w/Steel Axe Turn 9 & 10 south eastern fortresses: +2 Nomad Trooper L8 w/Steel Bow, Steel Sword Turn 11 & 12 eastern mountains: +2 Wyvern Rider L16 w/Steel Lance + Wyvern Lord L8 w/Steel Lance Turn 11 & 12 north west fortresses: + Paladin L8 w/Steel Lance + 2 Cavalier L16 w/Steel Lance Turn 15 & 16 fortresses near castle: + General L8 w/Steel Lance +4 Knight L16 w/Steel Lance Turn 15 & 16 twin fortresses in divide: +2 Cavalier L16 w/Steel Lance Turn 25-27 south: +2 Wyvern Rider L16 w/Steel Lance Turn 25-35 north west: +2 Falcon Knight L10 w/Steel Lance Turn 25-35 south east fortresses: +2 Nomad Trooper L10 w/Steel Bow, Steel Sword Turn 28 south: +2 Wyvern Rider L16 w/Steel Lance Turn 28-35 twin fortresses in divide: +2 Cavalier L16 w/Steel Lance Turn 30-35: +2 Wyvern Rider L16 w/Steel Lance Boss Data: Limstella Sage L20 w/Fimbulvetr DROPPED HP 68 MAG 25 SKL 22 SPD 20 DEF 25 RES 28 LUC 0 MOV 6 CON 7 Items: Nosferatu (kill druid), Talisman (southern ruins), Set's Litany (central ruins) Strategy: Looks hairy, doesn't it? Massive chapter, massive reinforcements. There are two ways of completing this chapter. The first way is to divide the party into three groups, one crosses the divide, one goes up the long way and one goes across and up. This method gives massive EXP, but for ranking purposes isn't good. A) EXP will stifle ratings for next chapter B) The method is a little slow. To S rank, you need to hurry. That 4 in tactics, must hit 5! Here's how: Split the party, take many unpromoted units but a few of your staple hit men (Lords, Oswin etc.). You split the group up, high movement characters move up the western path, killing anyone in their way. To the east, send your tanks, like Hector and Oswin who should near level 20. Also, give EXP to your other prepromotes so that Hector and Oswin are not at level 20 yet. If you have two fliers, make one rescue Canas and the other rescue Eliwood and fly in the direction of the boss. Otherwise, rescue Canas and Eliwood can travel quickly through the divide. Your casters should be in the divide and your healer should follow whichever group you think needs the most help. It's a time consuming chapter, but kill as many units with unpromoted units as you can. Your fliers should drop Canas and Eliwood right in the fortresses near Limstella. They should be aptly equipped and strong (level 10 promoted +). If Eliwood is trailing, let him do so. Basically, as your units go around recruiting, visiting villages and killing like mad, Canas should handle the boss with Luna. After she goes down in maybe 2 turns, seize quickly with Eliwood. +------------------------------------------------------------------------------+ Final Chapter: Light Prt 1 +------------------------------------------------------------------------------+ Objective: Defeat Nergal New characters: Athos (automatically joins) Enemies: TURN 1 room to the south east opens: Uhai Nomad Trooper L20 w/Riefleche DROPPED HP 55 STR 22 SKL 26 SPD 25 DEF 18 RES 18 LUC 0 MOV 8 CON 11 Sniper L17 w/Silver Bow, Longbow Sniper L18 w/Silver Bow, Longbow TURN 2 room to the north west opens: Kenneth Bishop L20 w/Luce DROPPED HP 56 MAG 23 SKL 19 SPD 18 DEF 14 RES 29 LUC 0 MOV 6 CON 10 Druid L17 w/Gespenst DROPPED Sage L18 w/Fimbulvetr, Bolting, Physic TURN 3 when central eastern room opens: Brendan Warrior L20 w/Basilikos DROPPED HP 65 STR 29 SKL 20 SPD 17 DEF 19 RES 17 LUC 0 MOV 6 CON 16 Warrior L19 w/Silver Axe, Silver Bow TURN 4 when central western room opens: Darin General L20 w/Rex Hasta DROPPED HP 62 STR 23 SKL 18 SPD 15 DEF 29 RES 15 LUC 0 MOV 5 CON 15 General L18 w/Silver Lance, Silver Axe TURN 5 when south western room opens: Ursula Valkyrie L20 w/Excalibur DROPPED HP 48 MAG 24 SKL 22 SPD 22 DEF 16 RES 25 LUC 0 MOV 8 CON 7 Jerme Assassin L20 w/Runesword HP 53 STR 19 SKL 28 SPD 23 DEF 19 RES 16 LUC 0 MOV 6 CON 6 TURN 6 when north eastern room opens: Lloyd Swordmaster L20 w/Regal Blade DROPPED HP 52 STR 21 SKL 26 SPD 27 DEF 18 RES 22 LUC 0 MOV 6 CON 9 Linus Hero L20 w/Brave Sword, Tomahawk HP 60 STR 24 SKL 23 SPD 19 DEF 21 RES 19 LUC 0 MOV 6 CON 14 When Nergal is revealed: Druid L10 w/Fenrir, Sleep Druid L19 w/Nosferatu, Berserk, Eclipse Sage L10 w/Bolting Sage L18 w/Fimbulvetr, Fortify Reinforcements: 2 turns after Nergal is revealed - + Druid L17 w/Nosferatu + Druid L19 w/Nosferatu +3 General L10 w/Silver Lance Boss Data: Nergal Items: Riefleche, Basilikos, Luce, Gespenst, Excalibur, Rex Hasta, Regal Blade Strategy: All the morphs of past foes come to life! The key to this chapter is to kill each turn without letting the bosses overwhelm you. Your rank should be S by now. To maintain it, use only the legendary weapons (equip each one BEFORE the battle to the right owner) and Silver Weapons if necessary. And also, Luna is a good choice. Don't use the treasures the bosses drop you, they are worth a LOT. Take out each one in turn, Uhai can be dealt with with many people; Lyn and Canas are good choices. Uhai is fast and deadly, he is one of the more difficult bosses. Send Athos north and when Kenneth appears equip Aureola. Athos will kill all of those enemies there. When Brendan's door opens, send a strong swordsman like Eliwood to take him out. Darin will get smashed by Hector and Armads, so move him there. Don't forget to utilise Nils to get ready for the next room opening. When Ursula's door opens, kill Ursula with Canas and Athos; Jerme can be ignored he is so laughable. Move everyone to the centre as Lloyd and Linus approach. Take out Linus with Luna and other strong projectile attacks. Linus is the weaker of the brothers and Lloyd will be weakened without his A support with Linus. Finish Linus with Hector and his Swordslayer or any combination of projectiles. The door to Nergal will open; one of the Druids has a Berserk so I hope you brought that Restore! Send Athos to take down the lackies there and kill Nergal with the lords and their legendary weapons, with Athos to back up if necessary. The lackies down south can be taken out with Oswin or the fliers. Remember to try to give EXP to those who are not level 20. My party for curiosity's sake: Eliwood REQUIRED Hector REQUIRED Lyn REQUIRED Athos REQUIRED Nils REQUIRED Oswin Canas Florina Harken Jaffar Fiora Pent +------------------------------------------------------------------------------+ Final Chapter: Light Prt 2 +------------------------------------------------------------------------------+ Objective: Defeat the fire dragon New characters: -- Enemies: Druid L19 w/Berserk, Eclipse Druid L18 w/Eclipse Sage L19 w/Bolting, Sleep Sage L18 w/Bolting, Silence Bishop L18 w/Purge Bishop L18 w/Purge Reinforcements: -- Boss Data: Fire Dragon L20 w/Flametongue HP 120 MAG 17 + 10 SKL 25 + 10 SPD 15 DEF 20 + 20 RES 30 + 10 LUC 24 MOV 8 CON 25 Items: -- Strategy: Use Nils to get Canas up there and attack with Luna. Canas alone will reduce the dragon to 70 odd HP. Athos should also attack with Aureola and he will deal 20 damage or so. Hector can deal a lot of damage, as can Eliwood. Finish the dragon with one of those guys. If you want to be cautious, send Athos there first, heal and next turn gang up on the dragon. It gives no EXP, so it doesn't make a difference who kills him. Watch out for the enemies who are sniping at your weak units. NOTE: Eclipse has a small chance of halving the dragon's HP, making him easy to kill. Congratulations! You just completed and if you followed this guide, S ranked Eliwood Normal Mode! Enjoy the Epilogue and ending. +------------------------------------------------------------------------------+ D. Hector Normal Mode.....................................................[HNM*] +------------------------------------------------------------------------------+ After you have completed the game once, this mode is available. If you complete Lyn Mode again, this mode is available to continue. Basically, it features all the chapters of Eliwood Mode and some more, some of them revamped a little. The story shifts the focus to Hector and gives more insight into his thoughts and feelings. It also explains more about the story in general and provides two additional Hector exclusive characters. Hector Normal Mode is slightly more difficult but also more fun than Eliwood Normal Mode. Oh, did I mention that there are also more enemies? ;P NOTE: From now on, it is much more difficult to give enemy numbers and reinforcement numbers, so bear with me... All the boss stats remain the same from Eliwood Normal Mode. +------------------------------------------------------------------------------+ Chapter Eleven: Another Journey +------------------------------------------------------------------------------+ Objective: Defeat Wire New characters: Hector (automatic), Matthew (automatic) Boss Data: Wire Knight L7 w/Iron Lance, Vulnerary HP 25 STR 9 SKL 6 SPD 3 DEF 13 RES 3 LUC 3 MOV 4 CON 13 Items: 2 Vulnerary (kill enemies), Red Gem (take chest) Strategy: Unlock the door south and use Hector and his Hand Axe to clear the way. Matthew can help weaken enemies if necessary, but his main job is to stay clear. Steal what you can and make your way at a reasonable pace west. Take the chest for a handy Red Gem and continue along. If you want, unlock one of the doors leading north so Hector can gain some more EXP. Wire will not be able to be beaten successfully with Hand Axes; steal his vulnerary and whack him a few times with good old Wolf Beil. +------------------------------------------------------------------------------+ Chapter Twelve: Birds of a Feather +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Serra (automatic), Bartre (automatic), Dorcas (automatic), Eliwood (automatic), Lowen (automatic), Rebecca (automatic), Oswin (automatic), Marcus (automatic) Items: Secret Book (village) Strategy: Keep Oswin in the frontline in Hector's party. Hector should not be wasting his Wolf Beil, keep him away from the action. Matthew should be killing the brigands and Serra can heal them as necessary. In Eliwood's party, Marcus should visit the village. Eliwood can charge forward, as can Bartre and Dorcas. Lowen should be charging north. Zagan now aims for Hector, so try to get Eliwood's party up north, or move Hector and company south. Give Bartre's Iron Axe to Hector and Dorcas's Steel Axe to Bartre. Eliwood and Rebecca can handle stragglers to the south. Defeat Zagan with a combination of Lowen, Oswin, Matthew (who should be decently levelled) and Hector to finish him off. +------------------------------------------------------------------------------+ Chapter Thirteen: In Search of the Truth +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Guy (enemy - recruit with Matthew) Items: Torch (northern village), Mine (southern village) Strategy: The chapter has hardly changed since Eliwood, with the exception of some pegasus knights floating around, just like in the previous chapter. Move Bartre west, keep Dorcas and Marcus put. The rest of the guys can go down south, keep Lowen and Hector in the lead. Work your way down to the point just outside of Guy's range of attack. Oswin, Hector and Lowen should be hammering enemies and Rebecca should stay behind, picking off enemies if convenient. Serra should also be well and truly back. Bartre can visit the north village and Hector can visit the south village. Manoeuver Matthew down to the right fortress down south and next turn he can talk to Guy without Guy attacking him. Clean the other enemies up with any of your main forces. Try to train Eliwood a little. Purchase an Iron Sword for Guy. With Serra's support, Hector can take out Boies with his Wolf Beil and seize. +------------------------------------------------------------------------------+ Chapter Thirteen Gaiden: The Peddler Merlinus FOG OF WAR +------------------------------------------------------------------------------+ ***Visit the north village in Chapter Thirteen to access this Gaiden chapter*** Objective: Protect Merlinus for 7 turns New characters: -- Items: 5000G (visit village) Strategy: Almost a replica of Eliwood Mode. Oswin takes the west side, Matthew and Guy take the east side. Dorcas stays put, Marcus rescues Merlinus and heads south. Lowen takes the right path north backed up by Rebecca. Eliwood takes the left path north backed up by Bartre. Hector guards the path west in the central area. Serra can stay in the middle. Over the next few turns, Oswin must head north, confronting reinforcements in the way and defeat the boss who is in the north west. Guy and Matthew can handle the reinforcements in the east, stand on fortresses if possible. After the enemies are cleared out to the north, move the main force up. Lowen should break the snag east and visit the village. Hector, Eliwood, Rebecca and Bartre backed up by Serra can handle incoming enemies. +------------------------------------------------------------------------------+ Chapter Fourteen: False Friends +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Erk (ally - talk with Serra/Priscilla), Priscilla (visit the southern village) Items: 3 Vulnerary (steal), Iron Blade (northern village), Silver Lance (kill Erik) Strategy: Make sure Marcus is using a weapon that is NOT his Silver Lance. I recommend Bartre's Steel Axe or Hand Axe. Marcus should charge down in the south west to the village to recruit Priscilla. Lowen and Serra should head in the north west to help out and recruit Erk. Oswin, Hector and Bartre should be able to handle the enemies near the main forces with their lances/axes. Guy and Matthew should head south, one on each side of the bridge to wait for oncoming brigands. Over the next few turns, Erk should be recruited and heading towards the main force. Marcus should rush through the enemies and reach Priscilla's village. Hector and Oswin can move to the east. Bartre and Rebecca can standby because later on there are pegasus knights to be taken care of. Eliwood should move closer to Guy and Matthew to help them when pirates come around. By the time the rain begins on turn 5, Priscilla will be recruited and Hector and Oswin will be well on their way to meet Erik's forces. As soon as the rain stops on Turn 7, Hector and Oswin can charge to meet Erik, keep Oswin in the front. Meet the reinforcements with appropriate units that have been kept to the east and south. Marcus can help Hector and Oswin if they are in danger. This chapter is easy and should end soon, just watch for Erik and his strong Silver Lance. +------------------------------------------------------------------------------+ Chapter Fifteen: Talons Alight +------------------------------------------------------------------------------+ Objective: Defend throne for 7 turns New characters: -- Boss Data: Sealen Nomad L 15 w/Longbow, Steel Bow DROPPED HP 26 STR 10 SKL 9 SPD 7 DEF 7 RES 6 LUC 10 MOV 7 CON 7 Items: Door Key (steal from mercenary), 2 Vulnerary (steal from mages), Steel Bow/Longbow (kill Sealen), Silver Axe (left chest in southern room), Mend (right chest in southern room) Strategy: Our first Hector only chapter. It's not bad, I guess. The spoils are interesting. I recommend you bring Priscilla and not Serra, and that you ditch Marcus as well as Bartre and Dorcas. They can be your item carriers. To the east, place Oswin there as a tank. Sealen will aim for that side, so Oswin is the best choice. Sit Eliwood on the throne, he's kind of useless for this chapter. Just below the throne I recommend placing Priscilla, Rebecca and Guy. To face the oncoming enemies, have Lowen and Hector in the frontline below. Erk and Matthew should be just behind. For the duration of the chapter, Oswin can stand there and chase Sealen without exposing the entrance on that side. Priscilla should act as the healer, presumably she got Serra's Heal staff. Lowen and Hector can rip through the main forces, Guy and Rebecca providing a little assistance. Erk should blast the knights away, because only Hector can do similar amounts of damage. Matthew should pursue after the chests when the coast is clear. Overall, this chapter is not very difficult, just watch out for Sealen sniping your units with his massive range. +------------------------------------------------------------------------------+ Chapter Sixteen: Noble Lady of Caelin +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Florina (automatic), Lyn (automatic), Sain (automatic), Kent (automatic), Wil (automatic) Items: Red Gem (western village), Heavy Spear (eastern village), Horseslayer (kill cavalier), Thunder (kill mage), 3 vulnerary (steal), Lockpick (steal) Strategy: Same as before, barely any changes except for pegasus knights. Rebecca can get a workout from them. Florina should visit the village just south. Move your forces east, Lowen, Hector and Oswin taking most of the blows. Erk, Guy and Matthew as backup with Priscilla healing. Lyn's forces should move up, the cavalier duo attacking the enemies nearby, visiting the village as well. Give Lyn some EXP if you can spare it. Make your way north, be careful of the Mage with Thunder and the archer with the Steel Bow, they are strong. There is now a ballista there, so disarm it quickly before you think of using fliers. Take down the boss with Hector and any old axe (Iron Axe will do). Seize when Bauker is dead. +------------------------------------------------------------------------------+ Chapter Seventeen: Whereabouts Unknown +------------------------------------------------------------------------------+ Objective: Seize throne New characters: Raven (enemy - recruit with Priscilla), Lucius (ally - recruit with Raven) Items: 2 Door Key (kill), Chest Key (kill archer), Hammer (kill fighter), 2 Door Key (steal), Vulnerary (steal off nomad), Lockpick (steal off thief), Unlock (southern room, left chest), Hero Crest (southern room, right chest), Knight Crest (northern room, left chest), Silver Sword (northern room, right chest) Strategy: Remember; those soldiers need to be rescued. Oswin should head west to meet the reinforcements. Send the other units north, Matthew should go west to meet the enemies there and nab the chest. Florina can accompany him so she can quickly transport him north when it is time. Raven will come to you this time, so just proceed forward with caution. This may complicate his recruitment a little because the archers will be in the way when Priscilla walks to him. I recommend at least one cavalier to charge through the ranks because a pesky little thief will try to pilfer the northern room and its chests, especially that Knight Crest. Just keep heading up, when Raven is recruited make him go east to recruit Lucius. Lucius should handle the shamen that appear in the central room. After Matthew takes the two bottom chests, use Florina to transport him quicker up to the northern room. The cavalier should have skewered the thief. Try your best in using the other lords, but what you'll find is that Hector will smash all the knights along the way. Oswin can handle the reinforcements pouring from the south west. Hector can remove Bernard with ease with his Iron Axe. If Bernard is causing trouble, the Wolf Beil will teach him a lesson. Seize after Bernard goes down. +------------------------------------------------------------------------------+ Chapter Seventeen Gaiden: The Port of Badon +------------------------------------------------------------------------------+ Objective: Reach Fargus New characters: Canas (visit the village next to the Inn) Items: 3 Vulnerary (steal), Short Bow (village to the west of starting point), Devil Axe (southern village near starting point), Sleep (village to the north in the centre of battle), Lancereaver (village to the far north) Strategy: Again, little difference from Eliwood Mode. The two main differences are; Damian and the Black Fang charge your army even if Fargus doesn't and Damian is now equipped with a Steel Sword and Steel Lance. I recommend keeping Oswin in the front, recruit Canas with someone and the main forces are well and truly behind Oswin. Priscilla should be right there as well. Send Lyn or Eliwood up and around to handle the pirates in the way. Let Damian attack Oswin and heal as necessary. Make sure no one else is in his range. Eliwood or Lyn should move north and around, clearing the way for Florina to fly undisturbed. When Damian and the other Black Fang go down, Florina should be on the village ready to fly to Fargus. Talk to Fargus, NOT attack him to end the chapter. It is GAME OVER if you attack him. +------------------------------------------------------------------------------+ Chapter Eighteen: Pirate Ship +------------------------------------------------------------------------------+ Objective: Survive for 11 turns or defeat Zoldam New characters: -- Items: Pure Water (steal), Longsword (kill mercenary), Elysian Whip (steal from pegasus knight), Speedwing (steal from Zoldam), Guiding Ring (steal from shaman) Strategy: Not much difference in this chapter, just that pegasus knights are swarming around and items are placed a little differently. Oswin and another meaty unit to the east to block the way there, Canas and Lucius to the west to handle the mages and your lords can help. Priscilla should heal as necessary, make sure you stock up on weapons if you are running low. Oswin will be on the verge of promotion now. Use Florina and your archer to punish the pegasus knights. Hector should make his way with the magicians through the shaman hoardes towards the boss. Matthew should be focussing on stealing whatever comes his way. Watch who you kill carefully. When you reach Zoldam, hit him with units with high LUC and then hammer him with your big attackers like Hector. If he criticals with Luna, your units are certainly dead. +------------------------------------------------------------------------------+ Chapter Nineteen: The Dread Isle FOG OF WAR +------------------------------------------------------------------------------+ Objective: Defeat Uhai New characters: Dart (automatic), Fiora (ally on Turn 2 - recruit with Florina) Items: Torch (kill units, steal from units), Torch Staff (kill thief), Mine (steal from cavalier), Nosferatu (kill shaman), Longbow (kill nomad) Strategy: Move Oswin, your strongest cavalier and Hector down south as one group. Park your lords around the centre as well as Priscilla and Florina. If you are daring, send a party of your archer and a strong unit east across the bridge. Keep at least two reasonable units south blocking the intersection pathway of two snags. To complete the chapter, merely move your souther party to Uhai in the south west. Uhai is stronger now, with Killer weapons and he moves. For the time it takes to reach him, your main forces will fend off pirates that they come across. Make sure you recruit Fiora quickly. If you venture east, you'll encounter some pirates, nomads and a shaman who drops Nosferatu. Soon, the intersection of snags will break and some cavaliers and pirates approach. Dispose of them with whoever is left (lords etc.). Anyway, once you reach Uhai kill him with Oswin and Hector only if Uhai is equipped with his bow. That Killing Edge can hurt. +------------------------------------------------------------------------------+ Chapter Nineteen Gaiden: Prisoner of Magic +------------------------------------------------------------------------------+ ***Defeat Uhai in 15 or less turns in Chapter Nineteen*** Objective: Seize gate New characters: -- Items: Goddess Icon (visit the southern ruins), Silver Card (steal from Aion) Strategy: There is a BIG difference in Hector Mode. If you kill Kishuna in that one turn he stays, you gain access to ANOTHER SIDE QUEST! I recommend Marcus with a Silver Lance for a big help. Anyway, the chapter has barely changed yet again, your pegasus knight (Florina or Fiora, Fiora has better RES) can go to the village, your magicians can go down west to handle the mages and slow knights and your physical units can go down the eastern way. Keep your archer and Oswin behind to take care of Merlinus when the pesky pegasus enemies appear. Make your way across with everyone, give EXP to those who need it. Not only will it help your rank but it is generally easier that way. Once you are up to Aion, first take out the knights with Hector and the snipers with whoever needs the EXP most. Then steal the very valuable Silver Card, that halves the cost of items (amazing boost to funds) and kill Aion with anyone who is accurate and reasonably powerful (weaken with Marcus and finish off with whoever needs EXP). Now, to access the next Gaiden Chapter, kill Kishuna in the one turn you get to kill him. Marcus with his Silver Lance will deal a lot of damage, so will the lords and their Prf. weapons. Once Kishuna dies, seize. +------------------------------------------------------------------------------+ Chapter Nineteen Gaiden Gaiden: A Glimpse in Time FOG OF WAR +------------------------------------------------------------------------------+ ***Kill Kishuna in Chapter Nineteen Gaiden*** Objective: Seize throne New characters: -- Boss Data: Otrick Druid L18 w/Eclipse, Nosferatu Items: Chest Key (steal from thief), Lockpick (steal from thief), Talisman (lone chest in north), Eclipse (south west room, left chest), Dragonshield (south west room, right chest) Strategy: Another fun Hector exclusive chapter! There are plenty of items around. Thieves will loot the bottom chest especially, split your party up. Send Hector, Oswin and your main forces north west through the main forces of the enemy, killing anyone in your way. Watch out for the nearby ballista! Try to take it out with your flier quickly. Proceed east with another party, preferably led by a strong ranged attacker such as Canas. Matthew should be in this party as well. Your healer can go in the main forces. Continue through the chapter, killing enemies in site and disarming the ballista. Hopefully, by the time your eastern force has reached the chests the thief is just there as well. Use Matthew to steal from him/take from the chests as necessary. Canas can kill the thief after his items are stolen. Converge both parties towards the centre afterwards. Matthew should proceed to the northern chest; there is a thief there with nothing but an Iron Sword which is strange. Otrick is located in the north east of the map where the throne is. He is an extremely strong boss for this stage of the game; park Hector in front of him with a Wolf Beil. His Nosferatu will hit, but then Hector will counter attack, weakening him. Heal Hector and whack him again to kill Otrick. Seize after that. +------------------------------------------------------------------------------+ Chapter Twenty: Dragon's Gate +------------------------------------------------------------------------------+ Objective: Seize throne New characters: Legault (appears as an enemy - recruit with Hector/Lyn) Items: Member Card (steal from thief), Brave Bow (lone southern chest), Luna (north west left chest), Blue Gem (north west right chest), Guiding Ring (eastern bottom chest), Barrier (eastern upper chest), Door Key (kill), Chest Key (kill) Strategy: The chapter hasn't changed - everything is there that was there before. Repeat the same strategy as before, keep your ranged attackers and magicians slightly behind to fend with the pesky foes there. Your flier should stay back, it may not be a bad idea to train both pegasus knights. Send your armoured units in the lead, Matthew should be behind the lords, who should all be behind (except Hector if he isn't already fully levelled). Charge quickly past Cameron and company towards Legault. Like in Eliwood Mode, split your party reasonably well; I recommend your high movement characters go through the northern path to corner Legault and the other head through the southern path. Matthew should be snatching the chest south and then via the fliers being transported quickly up. The western chests will be taken care of by any unit, because the knight drops a Chest Key there. Find a way for Hector to talk to Legault and then Legault nab the Member Card off the other thief, as well as other items he may have. Kill the thief after that. Your main forces can gather EXP from reinforcements while you send Oswin and Hector towards the throne. Kill Darin with Oswin and when you're ready, seize with Hector. +------------------------------------------------------------------------------+ Chapter Twenty One: New Resolve FOG OF WAR +------------------------------------------------------------------------------+ Objective: Defeat Oleg New characters: Ninian (automatic) Items: Torch (kill), Antitoxin (steal/kill), Restore (village closest to starting point), Light Rune (south west village), Elysian Whip (north east village), Wyrmslayer (south east village), Hero Crest (steal from Oleg) Strategy: Determine which thief you like more, I prefer Legault. Bring units who need the EXP most, underpromoted units should be strongly considered. Move slowly east, using your thief to light the way. Keep stronger units out the front and others behind. Use your pegasus knights to pick off the scrawny monks and visit the further villages, but beware of brigands with poison weapons. Stock up on supplies if you need to. Lure Oleg with a strong DEF/HP unit and steal the Hero Crest with Legault, when you are ready. Finish Oleg with strong magicians and attackers (the other lords won't deal much damage). +------------------------------------------------------------------------------+ Chapter Twenty Two: Kinship's Bond +------------------------------------------------------------------------------+ Objective: Protect Nils for 11 turns or defeat Eubans New characters: Isadora (automatic), Rath (appears as an ally after Turn 2 - recruit with Lyn), Heath (appears as an enemy - recruit with a lord) Items: 10000G (left chest in south west), Brave Axe (right chest in south west), Knight Crest (steal from Eubans) Strategy: There isn't much change in this map, Eubans is located in a different position and a thief is required to nab that Knight Crest. I suggest deploying both thieves. Move Legault and a lord west, lure Heath and recruit him when the time comes without attacking him. Use Heath to take care of the thief south and then Legault can take the chests there. Your main forces should move swiftly south towards the reinforcements and action, Lyn should move east in preparation for Rath's arrival. Just get as much EXP as possible, reach the boss and dispose of him using strong lancemen such as Oswin and maybe good axemen such as Bartre if you trained him. Your fliers might be a little too frail. Oh, and if you like use your other thief to steal that Knight Crest. Use your flier to whisk him out of the way of harm. +------------------------------------------------------------------------------+ Chapter Twenty Three: Living Legend +------------------------------------------------------------------------------+ Objective: Defeat all enemies and protect Pent New characters: Hawkeye (appears as an ally on Turn 2 - recruit with main lord) Items: Ocean Seal, Eclipse, Filla's Might, Light Brand, Hero Crest, Body Ring (find in desert - look in Eliwood Mode for the visual location link), White Gem (steal off Jasmine), Guiding Ring (steal off mage) Strategy: Keep Hector stable. I recommend both thieves in this chapter; one can go to pick up the rare Ocean Seal 3 from the right and 2 from the bottom of the desert. Your main forces, preferably lead by magicians should make their way north and across. Hector's party is down the bottom now, so it makes things harder to reach Pent. Use your fliers to lure foes towards you. Use Ninian and your healers for EXP. Remember, if you get more than 700 EXP and recruit Hawkeye (he appears right next to Hector) you get the Gaiden chapter. Spend some time with your thieves nabbing some of the treasures around the desert, they are very useful for funds. +------------------------------------------------------------------------------+ Chapter Twenty Three Gaiden: Genesis +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: -- Items: Silver Blade (lone chest to the south west), Berserk (south east chest), Secret Book (centre chest before Kishuna's room) Strategy: The exact same as Eliwood Mode. Split your group up evenly, divide a thief between each party. Unite the parties in the eastern path as the eastern party move south and west. Take the chests as you go. Move towards the boss, kill all promoted enemies with your weaker units for more EXP. Open the door and kill the four guardians and their rare silver weapons. +------------------------------------------------------------------------------+ Chapter Twenty Four: Four-Fanged Offense - Lloyd Version +------------------------------------------------------------------------------+ IF COMBINED LEVEL OF LORDS IS LESS THAN 50 Objective: Defeat Lloyd New characters: Wallace (ally - recruit with any member of Lyndis's Legion) Items: Red Gem (steal), Orion's Bolt (kill sniper), Earth Seal (visit the eastern village), Silence (visit the northern village) Strategy: Split your party up. Move your lords across along with a high movement character. Use Ninian to break the snag right away. If you are using Florina, have her perch between the mountains overlooking the village. The other party should move north, dispatch of the monks and mercenaries. Disarm the ballistas quickly, keep Oswin in the frontline. Florina can talk to Wallace soon. Anyway, your whole party should be moving north, Oswin absorbing any blows from rogue enemies. Use your other guys to pick off the enemies that are weakened; bowmen will benefit especially from all the fliers around. The eastern party should move up and around, visit the village and stock up on supplies. When Wallace is recruited, send him to meet the main forces. Keep killing foes around but don't go too far up yet. The lords should make their way north to get the Silence from the village. Use both Generals to approach Lloyd armed with their most powerful lances. Lloyd actually moves if you enter his attack range, so beware. Use projectiles, especially from magicians to weaken him and take him down with a double General attack. +------------------------------------------------------------------------------+ Chapter Twenty Four: Four-Fanged Offense - Lloyd Version +------------------------------------------------------------------------------+ IF COMBINED LEVEL OF LORDS IS 50+ Objective: Defeat Linus New characters: Geitz (enemy from the village to the east - recruit with Dart) Items: Orion's Bolt (far north west village), Earth Seal (eastern village), Silence (north village next to Bolt village), Red Gem (steal) Strategy: Geitz is far east, instead of the Eliwood version of up near the sprawl of villages. Move Dart, Ninian and a strong bait that won't attack back (Wallace maybe?). Lure Geitz and recruit him, use him to take care of the units that arrive there and visit the village. Your other forces should move up, visiting the villages and gaining EXP. Watch for the wyverns which have massive range. This is your best chance to level up unpromoted units. The arena should be used for those who need it most. Make your way east towards Linus with reasonably competent units (any promoted unit will do). Kill the enemies in the way and take down Linus with units that can take a beating. Magicians' ranged attacks are OK, but not close-up. +------------------------------------------------------------------------------+ Chapter Twenty Five: Crazed Beast +------------------------------------------------------------------------------+ Objective: Earn 3 points (seize 3 fortresses that are guarded) New characters: Farina (ally - will talk to Hector, give 20000G) Boss Data: Pascal Paladin w/Spear Items: Elysian Whip (visit the village to the east) Strategy: Another fun Hector exclusive chapter... Notice the pattern? Have your fliers go and disarm the ballista and let them wreak havoc killing the monks to the east. Send your sturdy axemen up north to face Pascal and to the west send some sword users who you can rely on (Raven etc.) to crush the foes there. Most of your magicians should stay put, including your healer. Have one of your archers go in the ballista and snipe the fliers for a crap load of EXP. When Farina arrives on Turn 5, she talks to Hector. 20000G is a lot of money, on an S rank mission I would not recommend her, but normally she is an excellent unit. Anyway, the fortresses you need to seize are the one guarded by the berserker in the west, the one guarded by the Bishop in the east and the one guarded by Pascal to the north. Take them after getting a lot of EXP, especially for your fliers. This is a very useful and easy chapter. +------------------------------------------------------------------------------+ Chapter Twenty Six: Unfulfilled Heart +------------------------------------------------------------------------------+ Objective: Survive for 11 turns New characters: Pent (automatic), Louise (automatic) Items: Hammerne (south western village), Uber Spear (Mine Trick), Luna (shaman) Strategy: Vaida is now on the north east, guarding the shops. This is better for two things; A) Mine trick for the Uber Spear B) Getting Luna off the shaman in the north west. Promote whoever is level 20, Eliwood might be the better choice to get him a head start because he is difficult to train. Move Eliwood to handle the mages in the west and keep your lords closeby, but not in danger. The central party should snipe at the foes nearby and not move too much. The eastern party should consist of your fliers, just move them around and kill the enemies near the mountains. Gradually unite the party, Eliwood solely dealing with the enemies to the north and the fliers dealing with enemies in the south. Hopefully, quite a few of your units are ready for promotion. Promoting both the fliers isn't a bad idea. +------------------------------------------------------------------------------+ Chapter Twenty Seven: Pale Flower of Darkness - Jerme Version +------------------------------------------------------------------------------+ IF PHYSICAL UNITS' COMBINED LEVEL > MAGICIANS' COMBINED LEVEL Objective: Defeat all enemies New characters: Karel (appears as an ally if 4 or more doors have been opened - talk with Lyn), Harken (appears as an enemy if less than 4 doors have been opened - talk with a unit from Pherae or Ostia) TURN 9 CHARACTER APPEARS Items: Talisman (northern lone chest), White Gem (central room, left chest), Bolting (central room, right chest), Hero Crest (south eastern chest) Strategy: Move Pent up north, the main forces to the east. Unlock the door directly in front with a thief, have another thief follow Pent. Defeat the enemies within with a strong swordsman. Keep going east with the main forces, your tanks in the lead. Pent should dispose of enemies north and the thief should unlock the door. Pent should kill the snipers first and take care of the others while the thief moves east towards the northern chest. Back to the main forces, as the snow stops charge with your fliers and other high movement characters to kill the enemies. Seize the two chests with your thief and start moving south to the bottom two rooms. At the fork, Karel/Harken should appear if you are quick. Recruit them aptly and split your force up; down south send your weaker units and up north send a few stronger ones (promoted lord, other promoted units). The thief that was near Pent should be moving to catch up to the northern party, use a flier if necessary. Pent should be dealing with the reinforcements. The southern party thief should unlock first the eastern door, leaving it open for some units to gain EXP from the hero and mercenaries. The thief should then head to the western door and open it; magicians should kill the general and knights and the thief can seize the chest there. By this stage, the other thief will have reached the final door. Unlock it and send strong units to blockade the entrance. Take down Jerme with your promoted units that are lower levelled. +------------------------------------------------------------------------------+ Chapter Twenty Seven: Pale Flower of Darkness - Kenneth Version +------------------------------------------------------------------------------+ IF MAGICIANS' COMBINED LEVEL > PHYSICAL UNITS' COMBINED LEVEL Objective: Seize throne New characters: Karel (appears as an ally if 3 or more promoted units have been killed - talk with Lyn), Harken (appears as an enemy if less than 3 promoted units have been killed - talk with a unit from Pherae or Ostia) TURN 9 CHARACTER APPEARS Items: Talisman (northern chests, left), Blue Gem (northern chests, centre), Guiding Ring (northern chests, right) Strategy: Keep Oswin and other low RES characters still to take care of the Sage and General just north and other reinforcements later on. Send everyone else led by your promoted lord north hugging the left wall (if you want Harken) so the Bishop cannot attack and get killed. Over the next few turns, move north, heal as necessary. Low RES characters should be rescued. Your fliers will do wonders. After the snow stops, start heading east, make sure Hector is with the main party. Eliwood can stay put below the druids for when Harken arrives (or park Lyn there if Karel arrives). Your thief should start taking the chests. Send some units to kill the enemies near Kenneth. Kill the thief that appears near Eliwood/Lyn and next turn recruit the desired character. Finally, use your promoted lord to take care of the dark users above. Oswin's party should be dealing with reinforcements. After your desired character is recruited, feel free to open the door to the big main section of the building and use your weaker units to gain valuable EXP. Take out Kenneth with some physical units that have decent RES (fliers do the job well). After that, seize with Hector. +------------------------------------------------------------------------------+ Chapter Twenty Eight: Battle Before Dawn +------------------------------------------------------------------------------+ Objective: Protect Zephiel for 15 turns New characters: Nino (ally - recruit with Hector/Lyn) Items: Boots (western room, left chest), Brave Lance (western room, right chest), Rescue (eastern room, left chest), Delphi Shield (eastern room, right chest), Elysian Whip (kill bishop guarding east entrance), Lockpick (kill hero in the west) Strategy: Split your party. Your stronger thief should go left, so split your thieves. Split your fliers, your stronger one (to magic) should go right. Oswin should go left, your main melee units should go right. Your main healer should go left and your main magicians should head right as well. Ursula is now located in the south EAST, so she can kill Nino easily. Jaffar can handle himself. Move swiftly down south on both sides, heal as possible. Your fliers can lead the way, trap and kill the thieves that interfere. Watch out for more reaver weapons that reverse the weapon triangle! Use your western flier to rescue Jaffar and bring him east. Your other units on the west side should deal with the many enemies there, make sure your thief nabs the two chests there. On the east, head down south with Oswin and your other flier. Lyn/Hector can talk to Nino and keep her away, try to send her to the left. Your thief should stay clear of Ursula too, move left as soon as you can to nab the other two chests. Use Oswin and your flier to kill Ursula quickly. The flier from the west can approach with Jaffar so Nino can talk. Make sure to rescue Jaffar so he doesn't commit suicide. Zephiel will deal with some enemies, reinforce him when your fliers aren't busy. Clean up the enemies to east and west and keep Zephiel safe. Make sure the thieves don't get the spoils before you do. As long as Ursula is killed early on, you won't be in any danger. +------------------------------------------------------------------------------+ Chapter Twenty Eight Gaiden: Night of Farewells +------------------------------------------------------------------------------+ ***Have Nino talk to Jaffar in Chapter Twenty Eight*** Objective: Seize throne New characters: Jaffar (automatic) Items: Angelic Robe (steal from bishop), Blue Gem (steal from wyvern lord), Antitoxin (steal from cavalier), Speedwings (chest in the south east), Fenrir (north east, left chest), Thor's Ire (north east, middle chest), Recover (north east, right chest) Strategy: Use your fliers to deal with pesky units as your other main units advance. Promote your other lord. Priority for training goes to that lord. Move forward at a steady pace, killing enemies. It takes a long time, but it is worth the trouble as you advance. Guard Nino and Jaffar as required. Waste Sonia's Bolting with a high RES magician. Continue to advance and make sure no other thieves take the chests with your fliers. Have a small party head with your thief north to grab the three chests there. Merlinus cannot come to this chapter, so watch how many items you have. You'll reach the boss after numerous turns, kill Sonia with your strongest units. These units must also be reasonably accurate, so your promoted lords and Oswin are good choice. Remember to take Hector on your way so he can seize. +------------------------------------------------------------------------------+ Chapter Twenty Nine: Cog of Destiny +------------------------------------------------------------------------------+ Objective: Defeat all enemies New characters: Vaida (enemy - appears after a unit crosses the mountain range, recruit with Hector) Items: Warp (village in the west) Strategy: Oswin should advance west to deal with foes there, your magicians should head north and your promoted lords as well as other sturdy units should head towards the main army of generals etc. Use your fliers to their full potential to disarm the ballistas and reach the village quickly, use that Delphi Shield if required. It'll take a long time, but after many turns of having your units defeat the enemy, Vaida will appear. Recruit with Hector and beat the wyverns that appear there with your magicians. Take the time to use your fliers to stock up on supplies. Use your main lords to slowly advance west, keep some units to stop reinforcements from the north. As Oswin and the lords meet, enemies will slowly stop appearing. Defeat the boss with a team attack, ranged attacks are best. Clear off reinforcements and the chapter ends. +------------------------------------------------------------------------------+ Chapter Thirty: The Berserker +------------------------------------------------------------------------------+ Objective: Seize throne New characters: -- Boss Data: Kaim Hero L18 w/Tomahawk Items: Goddess Icon (steal), Speedwings (steal), Wolf Beil (north east treasure chest), Pure Water (central south chest), Elixir (south west chest), Chest Key (kill) Strategy: A short and easy chapter for Hector to get some EXP now that he is promoted. I recommend bringing the other lords, make sure they have room for items. It is a very linear map, move west; make sure you avoid the poison holes that shoot poison every once in a while. Try to grab the north eastern chest for the Wolf Beil. Give Hector the majority of battle EXP. When you reach the west, take out the mages with Lyn and sit Hector in front of Kaim. Use Elixirs if you are hit and hammer him with your own old Wolf Beil (which is near broken). +------------------------------------------------------------------------------+ Chapter Thirty One: Sands of Time +------------------------------------------------------------------------------+ Objective: Survive for 11 turns New characters: -- Items: Body Ring (southern chest), Dragonshield (western room, left chest), White Gem (western room, right chest), Swordslayer (kill sniper) Strategy: The party to the south should be your strongest units. Start attacking the enemies. To the north, give your lords' the majority of EXP. Your magicians can help as well. Over the next few turns, clear enemies and to the south get rid of Denning by teaming him with your strongest units. Denning is weaker to physical attacks than magic. Use your fliers after the archers have been cleared away to guard the chests as your thief/thieves take the chests. Kill off the annoying druids with your lords quickly. Apart from that, this chapter is rather easy, but the archers are pesky and annoying in huge amounts. +------------------------------------------------------------------------------+ Chapter Thirty One Gaiden: Battle Preparations +------------------------------------------------------------------------------+ Objective: Get supplies in 5 turns New characters: Karla (if Bartre is level 5 promoted or higher, Karla will appear as an ally above the area, talk to her and you will battle. Both must survive and then Karla will join) Items: -- Strategy: Gather supplies if you like, abuse the arena if you like, get Karla if you have used Bartre. This chapter is just a bonus, with the 30000G you get. +------------------------------------------------------------------------------+ Chapter Thirty Two: Victory or Death +------------------------------------------------------------------------------+ Objective: Seize gate New characters: Renault (visit the ruins in the north west) Items: Set's Litany (visit the central ruins), Talisman (visit the south eastern ruins), Nosferatu (kill druid), Fimbulvetr (kill Limstella) Strategy: Your fliers are important to charge through this chapter. In Hector Mode, finish the chapter in 15 turns or less to get a final gaiden chapter. Rescue Canas and Hector and move north, disarming ballistas in the way. Split up your party, to the east Oswin and other strong units, to the north the rest of your units who need more help. Through the divide, send your casters (sages etc.). Over the next several turns, defeat enemies and advance in the respective directions, visiting ruins, disarming ballistas and recruiting Renault. Make sure to take care of the Bishop with a Berserk. Drop Hector and Canas in the fortresses before the boss, the fliers should be ready to fight. Use Canas over the next turn or two with Luna, taking care and seize quickly right after with Hector. +------------------------------------------------------------------------------+ Chapter Thirty Two Gaiden: +------------------------------------------------------------------------------+ Objective: Kill Kishuna New characters: -- Boss Data: Kishuna Magic Seal L20 Items: Runesword (west, left chest), Fortify (west, right chest) Strategy: A thief isn't a bad idea here. No magicians! I recommend using your lords and another reasonably strong unit. Make your way up and around, tank with Hector and snipe with Lyn as necessary. Take the chests with a Chest Key or Lockpick and continue, Hector in the lead. Make your way to the final room, defeat the enemies and unlock the door with the Door Key. Many reinforcements start pouring in, Quickly eliminate Kishuna with a few swift blows from any of the lords and their Prf. weapons. Just remember - only one person can hit Kishuna at a time. This is a good chapter to level up weaker units. +------------------------------------------------------------------------------+ Final Chapter: Light Prt 1 +------------------------------------------------------------------------------+ Objective: Defeat Nergal New characters: -- Items: Riefleche, Basilikos, Luce, Gespenst, Rex Hasta, Excalibur, Regal Blade Strategy: You know the drill, it hasn't changed since Eliwood Mode. Take each enemy as they come with appropriate units. The ones to watch out for are: Uhai, Ursula and the Reed Brothers. Uhai can be taken down with any strong and fast unit. You may want to tank with Oswin and slowly kill him off. Ursula can be taken care of with Athos and/or Canas. The Reed Brothers require teamwork, use Swordslayers and your stronger spells to kill them. Have a Restore ready in case the Berserk from the Druid hits. Don't drop any of the S rank weapons and don't use them; instead use the divine weapons or silver weapons if you have to. Kill Nergal with the lords and Athos if necessary with Aureola. +------------------------------------------------------------------------------+ Final Chapter: Light Prt 2 +------------------------------------------------------------------------------+ Objective: Defeat the Dragon Strategy: There are plenty of people who are effective against the dragon; Canas and Luna Canas and Eclipse Athos and Luna Athos and Aureola Eliwood and Durandal Hector and Armads Most of them can deal 20 damage per turn but everyone takes 37 damage, so heal as necessary. Luna deals ~50-60 damage a turn, and Eclipse halves the dragon's HP if it hits. Do what you like, the dragon doesn't move. Watch for enemies sniping your weaker units with spells. Use Nils to get Canas in range to kill the dragon. Congratulations! You completed Hector Mode! If you accessed all the Gaiden chapters you get the special ending and CG! My strategy helped me S rank Hector Mode, I hope it did the same for you! +------------------------------------------------------------------------------+ E. Hard Mode Advice.......................................................[HMAV] +------------------------------------------------------------------------------+ I myself have not S ranked the Hard Modes yet, but I can give some advice that will prove useful. The distinct changes from Normal Mode in Hard Mode are: - less EXP gained, making it hard to get your rank up - More enemies and reinforcements - More difficult to obtain items - Arena abuse is more difficult due to insane units - Enemies are more aggressive, they charge and rush more That sums up Eliwood Hard Mode, but most people are more interested in Hector Hard Mode. My advice for a first timer doing Hector Hard Mode: - Do Lyn Hard Mode. Train those who are essential to Hard Mode such as Lyn, Matthew etc. - Supports might be a little more important. Consider who will support who. - Play defensively and don't be reckless trying to grab items. I'm afraid to say that you will have to let some items go, because they are HARD to get. - Thieves are very important. Check for items to steal at all times! - Arena abuse is a decent option in moderate amounts. - Check enemy weapons! You never know when they have Luna or something deadly like that. - Survival is more important than anything. - Train many unpromoted units to keep your EXP even at a decent level. - The effective weapons and reaver weapons are much more useful, as is Barrier and Pure Water. There are many more mages around in Hector Hard Mode. - Balance out who you train, there is plenty of EXP to go around. Don't end up relying on a few units. Train a party of around 10 units. - Have fun! If you get frustrated, the game is starting to get to you. Take a break and come back to the game later. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 6. Battle Mechanics....................................................[0011]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ So, the player has now obtained a general grasp of the basics. Here comes the more advanced aspects of the game, everything from formulae and data that the game doesn't explain so that the player has grasped a good knowledge of how the game REALLY works. +------------------------------------------------------------------------------+ 6.1. Formulae.............................................................[0012] +------------------------------------------------------------------------------+ The basic summary is provided as follows. This is merely almost a direct replica of a portion of my FE8 Game Mechanics Guide, so don't be surprised. If the player is confused, I suggest going to the next section first. This section is listed before Analysis of Stats [0013] because most people tend to refer to formulas a lot more frequently. Attack speed: Weapon Wt. > Con = Speed + (Con - Weapon Weight) Weapon Wt. < Con = Speed Weapon Wt. = Con, = Speed Hit rate = 2* Skill + 0.5* Luck - Target avoid + weapon hit rate + Bonuses (+5% from S rank in weapon level and 0-25% depending on supports & 1-9% for tactician's bonus) Avoid = 2* attack speed + luck + bonuses (0-25% from supports, 0-40% from different terrain, 1-9% for tactician's bonus and +10% if Set's Litany is in use) Damage = Power + Effective Weapon Might - Target Effective Defence + Bonuses ( 0-5 Def from supports & +10 if Fillia's Might is in use) Effective weapon might = (Might + Weapon Triangle advantage)*2 if weapon is effective against target Effective defence = Def/Res + Bonuses (0-5 Def supports, 0-2 from terrain & +10 if Nini's Grace is in use) Rune Sword/Light Brand damage range 2 = Power/2 rounded up affecting resistance Rune Sword/Light Brand damage range 1 = Power affecting resistance Critical rate = Weapon critical + 0.5*skill - target critical evade + bonuses (+5% if S in weapon, +15% for swordmasters/berserkers, 0-25% supports & +10% if Thor's Ire is in use) Critical evade = Luck + Bonuses (0-25% supports, 1-9 from tactician rank) Criticals deal damage*3 and you can only critical if you hit Magic swords cannot critical when casting a spell Staff accuracy = 30% + Power*5 + Skill - Enemy staff evade + bonuses (+5% from S rank staff level, 0-25% supports) Staff evasion = Res*5 + Distance from target*2 + bonuses (0-25% supports) Effective against weapons = double their normal might Steal = if a space is free in the thief's inventory and they have greater speed than the enemy (cannot miss) Aid = CON - 1 for unmounted units 20 - CON for mounted females 25 - CON for mounted males Devil Axe {[(RN from 12 to 16) - User's Luck] * 2 / 255} * 100 = % chance of self-injury NOTE: Supports to defence raise both DEF & RES, as denoted by Effective Defence +------------------------------------------------------------------------------+ 6.2. Analysis of Stats....................................................[0013] +------------------------------------------------------------------------------+ The game doesn't explain much about any of the stats. This section aims to clarify what EXACTLY each stat does. Again, another almost exact replica from my Game Mechanics Guide. HP: Health Points; If it reaches 0 your unit dies and cannot be used again STR: Strength; damage you deal to opponents but is dependant on defence MAG: Magic; damage you deal to opponents but is dependant on resistance SKL: Skill; affects hit rate and critical rate SPD: Speed; affects evasion rate and attack speed (AS), with 4+ more speed than the opponent you can double attack them LUC: Luck; affects hit rate, evasion rate & critical evasion rate DEF: Defence; affects the damage taken from strength-based attacks RES: Resistance; affects the damage taken from magic-based attacks MOV: Movement; affects how far your unit can move CON: Constitution; affects what weapons your unit can wield without AS loss, who they can rescue and who can rescue them- it is to your advantage to use higher constitution units to wield weapons with greater WEIGHT (Wt) but keep in mind they cannot be rescued by lower constitution units. There is an exception- if the unit is mounted even if their CON is low they can rescue higher constitution units. For example, a cavalier with 9 con has 16 aid, so any unit with 16 or less con can be rescued. When a unit is rescued, the unit who is rescuing suffers a severe speed and skill penalty where they are both halved. GROWTH RATE is the % chance a unit has to level up a stat CAPS refer to the maximum of each unit's potential in a stat THE TACTICIAN'S BONUS for having the same affinity as some characters is as follows: 1-9% for hit rate and avoid rates and critical evasion rates) HECTOR HARD MODE BONUSES are the special bonuses that some enemy units receive in Hector Hard Mode. They are typically random, little is known about them. Most observations indicate a +1-2 boost in all stats except LUCK at best, however the general trend is that boosts are given based on classes. The characters that receive HHM Bonuses are: Guy, Raven, Legault, Heath, Geitz, Harken and Vaida Pay special attention to ATTACK SPEED, LUCK and CONSTITUTION which are rarely mentioned in the game. +------------------------------------------------------------------------------+ 6.3. The RNG..............................................................[0014] +------------------------------------------------------------------------------+ The RNG stands for Random Number Generator. I wouldn't be surprised if you are familiar with the term, it applies in a few GBA games even, an example is the Golden Sun series. What does it mean? It basically is a built-in feature in the game that determines many things in the game including: - whether the unit will be criticalled, will evade, will hit the enemy and anything to do with battle that involves % - the odds that each of the seven stats that can rise will increase I don't want to go too into depth with the concept of RNG but you should be familiar with the term. Using this information you can RNG ABUSE which involves manipulating the RNs (random numbers) in order to produce a favourable outcome (such as hit an enemy or dodge an attack) where you otherwise would have failed however, such situations are usually avoided by good strategy. The main reason for RNG abuse is because of levelling up characters in all their stats. As you already know GROWTHS affect how characters level up. There is always a chance (with some exceptions) that the character will not grow in a stat. RNG abuse has one primary purpose: level all the stats in order to reach the character's CAPS and become an ultimate LA team member. I really am no expert on RNG abuse, so a link I suggest to go to would be: http://faqs.ign.com/articles/520/520430p1.html Here's the basics: * 2 RNs are used to determine hit rate odds. * If the hit is a success, a 3rd RN is used for critical hits odds. * If the hit is a failure, the game will use only the 2 RNs for hit rate odds. * If an assassin is successful in performing a critical, a 4th RN is used to determine if the critical is a one-hit KO or not. * 7 RNs are used when a unit levels up. * During the beginning of an enemy's turn, 1 RN is used. * Usable items like vulnarities or using staves do not use RNs. * It is still unknown how the Arena uses RNs. +------------------------------------------------------------------------------+ 6.4. Weapon Level.........................................................[0015] +------------------------------------------------------------------------------+ Determines which weapons you can wield. If a unit has an A weapon level in swords it means they could wield a Silver Sword (requires A rank) and they cannot wield the Regal Blade (requires S rank). A Prf. denotes that only one person can wield the weapon. The Prf. weapons are: RAPIER - Eliwood exclusive MANI KATTI - Lyn exclusive WOLF BEIL - Hector exclusive DURANDAL - Eliwood exclusive SOL KATTI - Lyn exclusive ARMADS - Hector exclusive FORBLAZE - Athos exclusive Over half the Prf. weapons in the list are legendary weapons obtained in the Final Chapter, so most players won't need to worry about it too much. Just make sure you give the right character the right weapon when it is required. There is WEAPON EXP which determines the rank. E = 1-30 D = 31-70 C = 71-120 B = 121-180 A = 181-250 S = 251+ Weapons give 1-2 EXP per hit but heavier weapons tend to give more EXP. Staves give 2-8 EXP. Most classes get a +40 EXP weapon EXP bonus upon promotion. You cannot get a rank higher than A (181) before promotion. S rank is beneficial because it adds +5% to critical and +5% to hit rate. Only one weapon can be S ranked. For more details, go to the Weapon section [0027]. +------------------------------------------------------------------------------+ 6.5. Weapon & Magic Triangle..............................................[0016] +------------------------------------------------------------------------------+ This is the basic triangle for units, which means that one unit has an advantage over the other in most cases using the weapon which beats it. Sword beats axe Axe beats lance Lance beats sword There is a similar concept in magic: Anima beats light Light beats dark Dark beats anima The weapon triangle lowers hit by 15% on the losing end and raises hit by 15% on the winning end. It also lowers weapon might by 1 on the losing end and raises it by 1 on the winning end. If a REAVER weapon is in play such as an Axereaver etc. then the triangle is reversed. The winning end gets +2 weapon might and +30% hit and the losing end gets -2 might and -30% hit. If you have two reaver weapons the triangle becomes normal again. The most powerful reverse weapon happens to be the mighty Swordslayer. +------------------------------------------------------------------------------+ 6.6. Status Conditions....................................................[0017] +------------------------------------------------------------------------------+ An enemy may use a status staff on you to affect your units to their advantage. The same can occur when you use a staff on them such as Sleep. All statuses start at the count of 5 turns. At the start of the character's turn the count reduces by 1. Once the count reaches 0 the character becomes normal status and can act immediately. A unit can have only one status condition at a time. Enemies may overwrite status conditions but you cannot. POISON Applied from certain traps and weapons. Takes 1-3 (random) damage at the start of your turn. SLEEP From a "Sleep staff". Character cannot receive commands and cannot attack. They can dodge. Getting hit does NOT wake them up. BERSERK From a "Berserk staff". Character attacks a unit (friend or foe) to which it can deal most damage relative to their HP. They cannot receive commands. Acts exactly like the "attack" AI. Acts after all non-status units. SILENCE From a "Silence staff". Cannot use magical tomes or staves. +------------------------------------------------------------------------------+ 6.7. Terrain & Movement +------------------------------------------------------------------------------+ Different terrain gives different bonuses, for example forests. Throne panels affect only physical defence. NB: Fliers receive no terrain bonus Woods: evasion +20% def +1 sand: evasion +5% high mountains: evasion +40% pillar: evasion +20% def +1 throne: evasion +30% def +3 castle gate: evasion +30% def +3 sea: evasion +10% mountains: evasion +30% def +1 village: evasion +10% Any not mentioned do not give a bonus. Movement is dependant on the unit and changes depending on the weather and conditions. NB: Fliers are not affected by terrain. The general movement pattern is 5 for unpromoted, 7 for mounted units, 4 for knights. Every class gains 1 movement when they promote with the exception of the General, which gains 2 movement. Mounted units lose AID when they gain CON, others gain CON & AID. Terrain makes a difference to movement: Forests: 3 for mounted units except nomads, 2 for anyone else Rivers: 2 for pirates & berserkers, 5 for lords, thieves, assassins, swordmasters, heroes, snipers and nomads. No one else allowed. Sea: 2 for pirates & berserkers Mountains: 6 for promoted mounted units except nomads, 5 for nomads, 3 for primary axemen, 4 for all other non-mounted units except knights & generals High Mountain: 4 for bandits & berserkers Deserts: Non-mounted magic units are unaffected All unpromoted mounted units have a movement of 1 Fighters & Knights have a movement of 1 All promoted mounted units, generals & warriors have a movement of 2 Thieves have a movement of 3 All other unpromoted units have a movement of 2 All other promoted units have a movement of 3 +------------------------------------------------------------------------------+ 6.8. Effective Weapons & Classes..........................................[0019] +------------------------------------------------------------------------------+ Bows are effective against fliers Bishops effective against monsters Dragon weapons effective against wyverns/dragons Bows are effective against dragons/wyverns Horseslayer, Halberd and Longsword effective against mounted units Hammer, Heavy Spear effective against knights/generals Reaver weapons reverse the triangle Swordslayer is effective against myrmidons, swordmasters, mercenaries, heroes Wolf Beil/Rapier/Mani Katti are effective against cavaliers, paladins, knights, generals +------------------------------------------------------------------------------+ 6.9. Assassin's OHKO......................................................[0020] +------------------------------------------------------------------------------+ Fire Emblem: The Sacred Stones will recognise this technique as the infamous skill Silencer. Assassins have a special ability to be able to OHKO enemies. This ability works against every single character in the game except the final boss. Instead of the standard assassin critical, this OHKO can be noted by a red streak appearing on the screen as the critical occurs. The assassin will OHKO the enemy regardless of damage and HP and will gain more EXP than normal. The formula for an assassin's OHKO is 50% of the standard critical rate. +------------------------------------------------------------------------------+ 6.10. Afa's Drops.........................................................[0021] +------------------------------------------------------------------------------+ Answered before in the FAQ, this is the item that Athos gives the tactician before Chapter 23 Eliwood. If a character uses it, the effect is said as "maturity increased". What is maturity? The actual effect of the Afa's Drops is to raise the growth rate of each stat by 5%. The said character who used the Afa's Drops will also appear on the Battle History as the one who makes the comment about the player's ranking. +------------------------------------------------------------------------------+ 6.11. Triangle Attack.....................................................[0022] +------------------------------------------------------------------------------+ This is a special technique involving all three pegasus sisters. The three fliers must be arranged in a triangle formation surrounding the enemy. In other words, two to the left or right of the enemy and one above or below, which can vary depending on perspective and can be done vice versa. It is an automatic critical ie. 100% critical 100% hit rate. Subesequent hits are normal and any counters by the enemy are directed at the unit that begins the triangle attack. A triangle attack does not activate on counters. The attack must be in a triangle formation but any of the 3 can initiate it. The other 2 can have finished their current turn. +------------------------------------------------------------------------------+ 6.12. Supports............................................................[0023] +------------------------------------------------------------------------------+ SUPPORTS are conversations between units which reveal information about that character which you may not have known otherwise. More importantly, supports yield bonuses based on affinities. Supports occur after a certain amount of turns. Not all characters can support however, so you must know who can support who. This is revealed in the game as you progress on the start menu before you begin a chapter in the Augury section after Nils takes over. A person can support at a maximum support "A". As turns continue a "talk" command will appear and a conversation will take place if you choose to use it. Afterwards the game will say "support level risen". The SUPPORT LEVEL rises to "C" afterwards. As more turns accumulate more conversations occur until the maximum "A" level is reached. A unit can have a maximum of 5 conversations in the game, for example, Hector could have: A Oswin B Eliwood OR A Lyn C Eliwood C Oswin And so on. Think of A as 3 conversations, B as 2 and C as 1. As the level rises the bonus improves so it is in your best interests to get a unit a maximum of 5 conversations and the optimal setting would be (A unit 1 B unit 2). This is important to consider in the Link Arena where 5 units are pitted against each other. AFFINITIES are a particular attribute of characters which determine which support bonus they yield. There are 7 affinities: fire, wind, thunder, light, anima, darkness and ice. The following is a series of the elements accompanied by their respective bonuses. FIRE LEVEL: C: Attk: +0.5 Hit: +2.5% Avoid: +2.5% Crit: +2.5% B: Attk: +1.0 Hit: +5.0% Avoid: +5.0% Crit: +5.0% A: Attk: +1.5 Hit: +7.5% Avoid: +7.5% Crit: +7.5% ICE LEVEL: C: Def: +0.5 Hit: +2.5% Avoid: +2.5% Crit Evd: +2.5% B: Def: +1.0 Hit: +5.0% Avoid: +5.0% Crit Evd: +5.0% A: Def: +1.5 Hit: +7.5% Avoid: +7.5% Crit Evd: +7.5% WIND LEVEL: C: Attk: +0.5 Hit: +2.5% Crit: +2.5% Crit Evd: +2.5% B: Attk: +1.0 Hit: +5.0% Crit: +5.0% Crit Evd: +5.0% A: Attk: +1.5 Hit: +7.5% Crit: +7.5% Crit Evd: +7.5% THUNDER LEVEL: C: Def: +0.5 Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5% B: Def: +1.0 Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0% A: Def: +1.5 Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5% DARKNESS LEVEL: C: Hit: +2.5% Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5% B: Hit: +5.0% Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0% A: Hit: +7.5% Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5% LIGHT LEVEL: C: Attk: +0.5 Def: +0.5 Hit: +2.5% Crit: +2.5% B: Attk: +1.0 Def: +1.0 Hit: +5.0% Crit: +5.0% A: Attk: +1.5 Def: +1.5 Hit: +7.5% Crit: +7.5% ANIMA LEVEL: C: Attk: +0.5 Def: +0.5 Avoid: +2.5% Crit Evd: +2.5% B: Attk: +1.0 Def: +1.0 Avoid: +5.0% Crit Evd: +5.0% A: Attk: +1.5 Def: +1.5 Avoid: +7.5% Crit Evd: +7.5% The most offensive affinity is LIGHT. The most defensive affinity is ICE. Remember: each person gains a bonus from their affinity and the other person's affinity. These bonuses can be used to help units' weaknesses become stronger and make the unit more valuable. You learn more about the unit from supports as well. One should try to make a team of supported units for greater effect. One should remember one thing: the game rounds down all values so "0.5%" would mean "0%" instead. Thus it is in the best interests of the player to give the unit an optimum support (A unit 1 B unit 2) There are some support guides floating around that might be in-depth, but this chart of bonuses combined with Characters [0039] will tell you who can support with who for what bonuses. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 7. Classes..............................................................[0024] +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ I'll follow a standard format, because it saves some time. NB All units HP cap is 60. All unpromoted units have a cap in all other stats as 20. All units cap LUC at 30. The game data for stats is severely flawed. +------------------------------------------------------------------------------+ 7.1. Unpromoted classes...................................................[0025] +------------------------------------------------------------------------------+ Standard - Name: name of class Weapon: weapon of usage Promotion: promotes into... Characters of that class: characters who JOIN as that class Name: Fighter Weapon: axe Promotion: Warrior Characters of that class: Dorcas, Bartre Name: Shaman Weapon: dark Promotion: Druid Characters of that class: Canas Name: Pirate Weapon: axe Promotion: Berserker Characters of that class: Dart Name: Lord Weapon: variable Promotion: variable Characters of that class: Eliwood, Lyn, Hector Name: Mage Weapon: anima Promotion: Sage Characters of that class: Erk, Nino Name: Pegasus Knight Weapon: lance Promotion: Falcon Knight Characters of that class: Fiora, Farina, Florina Name: Myrmidon Weapon: sword Promotion: Swordmaster Characters of that class: Guy Name: Mercenary Weapon: sword Promotion: Hero Characters of that class: Raven Name: Wyvern Rider Weapon: lance Promotion: Wyvern Lord Characters of that class: Heath Name: Cavalier Weapon: sword, lance Promotion: Paladin Characters of that class: Sain, Kent, Lowen Name: Thief Weapon: sword, lockpick, Member's Card Promotion: Assassin Characters of that class: Legault, Matthew Name: Archer Weapon: bow Promotion: Sniper Characters of that class: Wil, Rebecca Name: Monk Weapon: light Promotion: Bishop Characters of that class: Lucius Name: Cleric Weapon: staff Promotion: Bishop Characters of that class: Serra Name: Knight Weapon: lance Promotion: General Characters of that class: Wallace, Oswin Name: Troubadour Weapon: staff Promotion: Valkyrie Characters of that class: Priscilla Name: Merchant Weapon: -- Promotion: Transporter Characters of that class: Merlinus Name: Bard/Dancer Weapon: rings Promotion: -- Characters of that class: Nils, Ninian Name: Nomad Weapon: bow Promotion: Nomad Trooper Characters of that class: Rath NB: Enemy-exclusive classes Brigands are similar to fighters, but move on mountains Corsairs are essentially the same as pirates +------------------------------------------------------------------------------+ 7.2. Promoted classes.....................................................[0026] +------------------------------------------------------------------------------+ Most classes gain +40 weapon EXP in their main weapon upon promotion. Before promotion, no class can exceed 181 weapon EXP in a weapon. Standard - Name: name of class Promotion bonuses: bonuses gained when promoting; any stat NOT noted gives none Weapons: weapons of usage Caps: class caps Characters of that class: characters who JOIN of that class Description: personal description of general observations Name: Archsage Promotion bonuses: -- Weapons: dark, light, anima, staff Caps: HP 60 MAG 30 SKL 30 SPD 25 DEF 30 RES 30 Characters of that class: Athos Description: A strong class with access to all magics, most notably dark. Very strong caps and a generally strong character. The only problem is that this class is only available in the Final Chapter. * Dark Druid has the same caps as the Archsage as well as the same weapons Name: Warrior Promotion bonuses: HP +3 STR +1 SKL +2 DEF +3 RES +3 CON +2 AID +2 MOV +1 Weapons: axe, bow Caps: STR 30 SKL 28 SPD 26 DEF 26 RES 22 Characters of that class: Geitz Description: A solid class with strong offence and defence. Name: Druid Promotion bonuses: HP +4 SPD +3 DEF +2 RES +2 CON +1 AID +1 MOV +1 Weapons: dark, staff Caps: MAG 29 SKL 26 SPD 26 DEF 21 RES 28 Characters of that class: -- Description: Very powerful magically, boasting great magic caps and usage over the best magic in the game. Name: Berserker Promotion bonuses: HP +4 STR +1 SKL +1 SPD +1 DEF +2 RES +2 CON +3 AID +3 MOV +1 Weapons: axe Caps: STR 30 SKL 29 SPD 28 DEF 23 RES 21 Characters of that class: Hawkeye Description: One of the most powerful classes in the game, with some of the best offensive caps possible. Defences are slightly weak, but with 15% critical who needs defence? Name: Sage Promotion bonuses: Male - HP +4 MAG +1 DEF +3 RES +3 CON +1 AID +1 MOV +1 Female - HP +3 MAG +1 SKL +1 DEF +3 RES +3 CON +1 AID +1 MOV +1 Weapons: anima, staff Caps: Male - MAG 28 SKL 30 SPD 26 DEF 21 RES 25 Female - MAG 30 SKL 28 SPD 26 DEF 21 RES 25 Characters of that class: Pent Description: A balanced offensive magic class. I think the female version is slightly better, but generally they are reasonably matched. Name: Falcon Knight Promotion bonuses: HP +5 STR +2 DEF +2 RES +2 CON +1 AID -1 MOV +1 Weapons: lance, sword Caps: STR 23 SKL 25 SPD 28 DEF 23 RES 26 Characters of that class: -- Description: A balanced physical class designed to take on mages with ease. Name: Swordmaster Promotion bonuses: HP +5 STR +2 DEF +2 RES +1 CON +1 AID +1 MOV +1 Weapons: sword Caps: Male - STR 24 SKL 29 SPD 30 DEF 22 RES 23 Female - STR 22 SKL 29 SPD 30 DEF 22 RES 25 Characters of that class: Karel, Karla Description: A unit that excels at accuracy and criticals moreso than raw damage. Swordmasters are swift at dodging, but lack physical defence. Name: Hero Promotion bonuses: HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID +1 MOV +1 Weapons: sword, axe Caps: STR 25 SKL 30 SPD 26 DEF 25 RES 22 Characters of that class: Harken Description: Probably the most balanced unmounted unit available with excellent versatility. Both offences and defences are highly balanced. Name: Wyvern Lord Promotion bonuses: HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID -1 MOV +1 Weapons: lance, sword Caps: Male - STR 27 SKL 25 SPD 23 DEF 28 RES 22 Female - STR 25 SKL 26 SPD 24 DEF 27 RES 23 Characters of that class: Vaida Description: Physical powerhouses of flying. Unlike the swift and frail pegasus knights, wyverns are more brutal, powerful, harder to damage but far slower. Name: Paladin Promotion bonuses: HP +2 STR +1 SKL +1 SPD +1 DEF +2 RES +1 CON +2 AID -2 MOV +1 Weapons: sword, lance, axe Caps: Male - STR 25 SKL 26 SPD 24 DEF 25 RES 25 Female - STR 23 SKL 27 SPD 25 DEF 24 RES 26 Characters of that class: Isadora, Marcu Description: A highly versatile class boasting high movement and very solid stats, as well as command over the weapon triangle. Name: Assassin Promotion bonuses: HP +3 STR +1 DEF +2 RES +2 Weapons: sword Caps: STR 20 SKL 30 SPD 30 DEF 20 RES 20 Characters of that class: Jaffar Description: A very weak class on first glance, but masters of swift attacks and killing strokes. The redeeming factor is the notorious OHKO, which is exclusive to assassins. Name: Sniper Promotion bonuses: Male - HP +3 STR +1 SKL +2 SPD +2 DEF +2 RES +3 CON +1 MOV +1 AID +1 Female - STR 24 SKL 30 SPD 29 DEF 24 RES 24 Weapons: bow Caps: Male - STR 25 SKL 30 SPD 28 DEF 25 RES 23 Female - STR 24 SKL 30 SPD 29 DEF 24 RES 24 Characters of that class: Louise Description: Masters of the bow, but somewhat outclassed by the Nomads. Their only advantage seems to be the use of ballistas, but even that is minor. Name: Bishop Promotion bonuses: Male - HP +3 MAG +2 SKL +1 DEF +3 RES +2 CON +1 AID +1 MOV +1 Female - HP +3 MAG +1 SKL +2 SPD +1 DEF +2 RES +2 CON +1 AID +1 MOV +1 Weapons: light, staff Caps: Male - MAG 25 SKL 26 SPD 24 DEF 22 RES 30 Female - MAG 25 SKL 25 SPD 26 DEF 21 RES 30 Characters of that class: Renault Description: An excellent supporting magic class. Bishops boast the strongest magic defence and an affinity towards staves. I tend to think the female bishop is slightly better than the male bishop (once again...). Name: Transporter Promotion bonuses: MOV +5 AID -24 Weapons: storage Caps: STR 20 SKL 20 SPD 20 DEF 20 RES 20 Characters of that class: Merlinus Description: Merlinus with wheels, so slightly better. Nothing really good about promoting Merlinus at all really. Name: General Promotion bonuses: HP +4 STR +2 SKL +2 SPD +3 DEF +2 RES +3 CON +2 AID +2 MOV +1 Weapons: lance, axe Caps: STR 29 SKL 27 SPD 24 DEF 30 RES 25 Characters of that class: Wallace (Lyn Normal) Description: One of the most powerful classes in the game, with exceptional offence and defence. Generals are the tanks of the game. Name: Valkyrie Promotion bonuses: HP +3 MAG +2 SKL +1 DEF +2 RES +3 CON +1 AID +1 MOV +1 Weapons: anima, staff Caps: MAG 25 SKL 24 SPD 25 DEF 24 RES 28 Characters of that class: -- Description: A reasonably balanced unit that focuses on support magic. Name: Nomad Trooper Promotion bonuses: HP +3 STR +2 SKL +1 SPD +1 DEF +3 RES +3 CON +1 AID -1 MOV +1 Weapons: bow, sword Caps: STR 25 SKL 28 SPD 30 DEF 24 RES 23 Characters of that class: -- Description: The nomad trooper is everything that a player could desire in a bowmen. Exceptional range, speed, movement, melee and ranged attacks and solid all-round stats. Name: Blade Lord Promotion bonuses: HP +3 STR +2 SKL +2 DEF +3 RES +5 CON +1 AID +1 MOV +1 Weapons: sword, bow Caps: STR 24 SKL 29 SPD 30 DEF 22 RES 22 Characters of that class: Lyn Description: Think swordmaster with a bow. Lyn isn't exceptional for her class, but for her own merits. Name: Great Lord Promotion bonuses: HP +3 SKL +2 SPD +3 DEF +1 RES +5 CON +2 AID +2 Weapons: axe, sword Caps: STR 30 SKL 24 SPD 24 DEF 29 RES 20 Characters of that class: Hector Description: Amazing offence and defence but somewhat weak elsewhere. Still, Hector has got the stats where it counts. Name: Knight Lord Promotion bonuses: HP +4 STR +2 SPD +1 DEF +1 RES +3 CON +2 AID +2 MOV +4 Weapons: sword, lance Caps: STR 27 SKL 26 SPD 24 DEF 23 RES 25 Characters of that class: Eliwood Description: Eliwood happens to be characteristically very balanced. This makes him somewhat weak but he is redeemed by Durandal and his status as a Lord. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 8. Weapons.............................................................[0027]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ A reference guide to all the weapons in the game and their data. If the price is 'cannot be obtained' it means that it can only be obtained via the Mine Glitch (hence only enemies possess it). Standard - Name: name of weapon Uses: no. of uses Mt: power Hit: hit rate Crit: critical rate Wt: weight of weapon WL: weapon level required to wield it Rg: range of weapon $: cost D: description +------------------------------------------------------------------------------+ 8.1. Swords...............................................................[0028] +------------------------------------------------------------------------------+ One of the fundamental weapons, boasting huge accuracy but lacking in power. Name: Iron Sword Uses: 46 Mt: 5 Hit: 90 Crit: 0 Wt: 5 WL: E Rg: 1 $: 460G D: Iron Weapons are very useful and as swords are the most common weapon in the game, the Iron Sword qualifies as the most common weapon you can find. It's not bad. Name: Slim Sword Uses: 30 Mt: 3 Hit: 100 Crit: 5 Wt: 2 WL: E Rg: 1 $: 480G D: A waste of time. The hit is overkill, the critical is insignificant. It is completely inferior to the Iron Sword. Name: Emblem Blade Uses: 60 Mt: 5 Hit: 90 Crit: 0 Wt: 5 WL: E Rg: 1 $: ??? D: An Iron Sword with more uses. Name: Steel Sword Uses: 30 Mt: 8 Hit: 75 Crit: 0 Wt: 10 WL: D Rg: 1 $: 600G D: Slightly more powerful than the Iron Sword, but still inferior. Name: Iron Blade Uses: 35 Mt: 9 Hit: 70 Crit: 0 Wt: 12 WL: D Rg: 1 $: 980G D: A slightly more powerful Steel Sword, but has too many disadvantages to be considered superior to it. Name: Armorslayer Uses: 18 Mt: 8 Hit: 80 Crit: 0 Wt: 11 WL: D Rg: 1 $: 1260G D: Effective against armoured units, but axes do the job just as well. Conserve this weapon for funds. Name: Longsword Uses: 18 Mt: 6 Hit: 85 Crit: 0 Wt: 11 WL: D Rg: 1 $: 1260G D: Effective against mounted units. Another one of those weapons that rarely if ever gets used. Name: Wo Dao Uses: 20 Mt: 8 Hit: 75 Crit: 35 Wt: 5 WL: D Rg: 1 $: 1200G D: Only usable by Lyn, Karel and Karla. A rare weapon, but nothing is very impressive about it except for the critical. Name: Poison Sword Uses: 40 Mt: 3 Hit: 70 Crit: 0 Wt: 6 WL: D Rg: 1 $: Unobtainable D: Can poison foes. This weapon is unobtainable, so nothing much to say except that it can be annoying, because it rarely deals damage; just poisons. Name: Steel Blade Uses: 25 Mt: 11 Hit: 65 Crit: 0 Wt: 14 WL: C Rg: 1 $: 1250G D: Significant power for a sword, but hampered in other areas. Name: Wyrmslayer Uses: 20 Mt: 7 Hit: 75 Crit: 0 Wt: 5 WL: C Rg: 1 $: 3000G D: Strong against wyverns, but who would be using a sword against a wyvern anyway? Another rarity. Name: Killing Edge Uses: 20 Mt: 9 Hit: 75 Crit: 30 Wt: 7 WL: C Rg: 1 $: 1300G D: One of the best standard swords around, with significant critical coupled with decent power and accuracy. Save it up for later chapters. Name: Lancereaver Uses: 15 Mt: 9 Hit: 75 Crit: 5 Wt: 9 WL: C Rg: 1 $: 1800G D: One of the reaver weapons that reverses the weapon triangle. Another sword that is to be conserved for funds, but is useful on some occasions. Name: Light Brand Uses: 25 Mt: 9 Hit: 70 Crit: 0 Wt: 9 WL: C Rg: 1-2 $: 1250G D: A reasonable artifact sword, because it is the only sword that can attack ranged and melee, variably physical or magical. The magic is weak though. Name: Brave Sword Uses: 30 Mt: 9 Hit: 75 Crit: 0 Wt: 12 WL: B Rg: 1 $: 3000G D: An incredible weapon for the Link Arena and very valuable. Definitely not to be used until after-game. As a Brave weapon, it can attack up to four times and is guaranteed a double attack. Name: Wind Sword Uses: 40 Mt: 9 Hit: 70 Crit: 0 Wt: 9 WL: B Rg: 1-2 $: ??? D: Effective against flying units. The best magic sword in the game, but not available without the Bonus Disk. Name: Silver Sword Uses: 20 Mt: 13 Hit: 80 Crit: 0 Wt: 8 WL: A Rg: 1 $: 1500G D: A powerful sword that is valuable, but not exceptionally valuable. A great utility weapon for the last chapter. Name: Silver Blade Uses: 15 Mt: 14 Hit: 60 Crit: 0 Wt: 13 WL: A Rg: 1 $: 1800G D: A rare and pretty pathetic weapon. Nothing exceptional. Name: Runesword Uses: 15 Mt: 12 Hit: 65 Crit: 0 Wt: 11 WL: A Rg: 1-2 $: 3000G D: A valuable but pathetic weapon. It has a draining HP effect and is magical only, unlike other magic swords. Name: Regal Blade Uses: 25 Mt: 20 Hit: 85 Crit: 0 Wt: 9 WL: S Rg: 1 $: ??? D: An amazing weapon. Don't use it without good reason to. Name: Mani Katti Uses: 45 Mt: 8 Hit: 80 Crit: 20 Wt: 3 WL: Prf Rg: 1 $: Cannot be sold D: Effective against infantry. The only lord weapon you can exploit as much as possible in Lyn Mode, but it still a great asset in the main-game, because it doesn't cost any money. Name: Sol Katti Uses: 30 Mt: 12 Hit: 95 Crit: 25 Wt: 14 WL: Prf Rg: 1 $: Cannot be sold D: Gives +5 RES and effective against dragons. The stats make Sol Katti useful, but definitely hopeless in the Final Chapter, because Lyn won't be dealing much damage at all. Hopefully, that critical will kick in. Name: Rapier Uses: 40 Mt: 7 Hit: 95 Crit: 10 Wt: 5 WL: Prf Rg: 1 $: 6000G D: Effective against infantry. The rapier is a good weapon but not anywhere near as good as the Mani Katti. Conserve this weapon well, it is VERY costly. Name: Durandal Uses: 20 Mt: 17 Hit: 90 Crit: 0 Wt: 16 WL: Prf Rg: 1 $: Cannot be sold D: Gives +5 STR and effective against dragons. The most powerful sword in the game, but very heavy. +------------------------------------------------------------------------------+ 8.2. Lances...............................................................[0029] +------------------------------------------------------------------------------+ A balance of the power of the axe and the accuracy of the sword makes lances the best weapons in the game. This balance can be a slight downfall at times, but is terrific overall. Name: Iron Lance Uses: 45 Mt: 7 Hit: 80 Crit: 0 Wt: 8 WL: E Rg: 1 $: 360G D: The standard lance. Same as Iron Sword, very common and useful. Name: Slim Lance Uses: 30 Mt: 4 Hit: 85 Crit: 5 Wt: 4 WL: E Rg: 1 $: 450G D: Very effective when used by pegasus knights. A definite mage-killer. Name: Javelin Uses: 20 Mt: 6 Hit: 65 Crit: 0 Wt: 11 WL: E Rg: 1-2 $: 400G D: Ranged lances and the most common type, very useful. Name: Emblem Lance Uses: 60 Mt: 7 Hit: 80 Crit: 0 Wt: 8 WL: E Rg: 1 $: ??? D: Same as the Emblem Blade, relative to the Iron Lance. Name: Poison Lance Uses: 40 Mt: 4 Hit: 65 Crit: 0 Wt: 8 WL: E Rg: 1 $: Cannot be obtained D: The poison equivalent of the lance. Nothing exceptional, adds the edge to enemies. Name: Steel Lance Uses: 30 Mt: 10 Hit: 70 Crit: 0 Wt: 13 WL: D Rg: 1 $: 480G D: A little more power than the Iron Lance. Effective when handling tougher enemies, such as knights. Name: Heavy Spear Uses: 16 Mt: 9 Hit: 70 Crit: 0 Wt: 14 WL: D Rg: 1 $: 1200G D: Effective against armored units, but a rarity that shouldn't be used. Axes are the superior choice. Name: Horseslayer Uses: 16 Mt: 7 Hit: 70 Crit: 0 Wt: 13 WL: D Rg: 1 $: 1040G D: Effective against mounted units. Another rather useless weapon to be left unused for funds. Axes are the obvious solution. Name: Short Spear Uses: 18 Mt: 9 Hit: 60 Crit: 0 Wt: 12 WL: C Rg: 1-2 $: 900G D: Javelins are cheaper and therefore better. Short Spears shouldn't be used. Name: Killer Lance Uses: 20 Mt: 10 Hit: 70 Crit: 30 Wt: 9 WL: C Rg: 1 $: 1200G D: The killer equivalent for lances, rare and powerful. Shouldn't be used too frequently. Name: Axereaver Uses: 15 Mt: 10 Hit: 70 Crit: 5 Wt: 11 WL: C Rg: 1 $: 1950G D: The reaver for lances. Almost completely unnecessary, because most lance users can use swords. Name: Brave Lance Uses: 30 Mt: 10 Hit: 70 Crit: 0 Wt: 14 WL: B Rg: 1 $: 7500G D: The brave equivalent of the lance that shouldn't be used outside of LA. Name: Spear Uses: 15 Mt: 12 Hit: 70 Crit: 5 Wt: 10 WL: B Rg: 1-2 $: 9000G D: A strong ranged weapon that is also rare. The Uber Spear that Vaida carries in Unfulfilled Heart is the best lance in the game (+17HP +5 STR +4 SKL +9 SPD +4 DEF +14 RES) thanks to Nergal. Name: Silver Lance Uses: 20 Mt: 14 Hit: 75 Crit: 0 Wt: 10 WL: A Rg: 1 $: 1200G D: As a silver weapon, it should be conserved until the last chapter or two. Name: Rex Hasta Uses: 25 Mt: 21 Hit: 80 Crit: 0 Wt: 11 WL: S Rg: 1 $: ??? D: Another amazing S rank weapon. +------------------------------------------------------------------------------+ 8.3. Axes.................................................................[0030] +------------------------------------------------------------------------------+ Axes are extremely powerful, but are also extremely inaccurate. Name: Iron Axe Uses: 45 Mt: 8 Hit: 75 Crit: 0 Wt: 10 WL: E Rg: 1 $: 270G D: Cheap, powerful, reasonably accurate and durable. A great axe. Name: Steel Axe Uses: 30 Mt: 11 Hit: 65 Crit: 0 Wt: 15 WL: E Rg: 1 $: 360G D: Vastly inferior to the Iron Axe, trading 1 Mt. for a shocking drop in most other fields. Name: Hand Axe Uses: 20 Mt: 7 Hit: 60 Crit: 0 Wt: 12 WL: E Rg: 1-2 $: 300G D: A reasonable ranged axe, but not terrific. Name: Emblem Axe Uses: 60 Mt: 8 Hit: 75 Crit: 0 Wt: 0 WL: E Rg: 1 $: ??? D: Again, just the Iron Axe with more durability. Name: Devil Axe Uses: 20 Mt: 18 Hit: 55 Crit: 0 Wt: 18 WL: E Rg: 1 $: 900G D: Can backfire, but grants amazing weapon EXP. {[(RN from 12 to 16) - User's Luck] * 2 / 255} * 100 = % chance of self-injury Highly recommended for units with high luck who are looking to raise their axe level (I can't think of anyone...) Name: Poison Axe Uses: 40 Mt: 4 Hit: 60 Crit: 0 Wt: 10 WL: E Rg: 1 $: Cannot be obtained D: Poison equivalent for the axe. Rarely ever hits, but if it does it can be quite painful to some units. Name: Hammer Uses: 20 Mt: 10 Hit: 55 Crit: 0 Wt: 15 WL: D Rg: 1 $: 800G D: Iron Axes can do the job just as well in my opinion. A waste of space, because armoured units are generally lance wielders at any rate. Name: Halberd Uses: 18 Mt: 10 Hit: 60 Crit: 0 Wt: 15 WL: D Rg: 1 $: 810G D: Same case as with the Hammer, except this time it is to do with mounted units. They are generally lance users, so any old axe will do. Name: Dragon Axe Uses: 40 Mt: 10 Hit: 60 Crit: 0 Wt: 11 WL: C Rg: 1 $: 6000G D:Axes are the bane of most wyverns as well, so this axe should be kept for funds. Name: Swordslayer Uses: 20 Mt: 11 Hit: 80 Crit: 5 Wt: 13 WL: C Rg: 1 $: 2000G D: The most powerful reverse weapon in the game, because it all is effective against sword users. It is also strong and can crush many units. Name: Swordreaver Uses: 15 Mt: 11 Hit: 65 Crit: 5 Wt: 13 WL: C Rg: 1 $: 2100G D: Outclassed by a long way courtesy of the Swordslayer. Name: Killer Axe Uses: 20 Mt: 11 Hit: 65 Crit: 30 Wt: 11 WL: C Rg: 1 $: 1000G D: The ideal weapon for the berserker. The killer equivalent for axemen. Name: Brave Axe Uses: 30 Mt: 10 Hit: 65 Crit: 0 Wt: 16 WL: B Rg: 1 $: 2250G D: Typical brave version for the axe users. Name: Silver Axe Uses: 20 Mt: 15 Hit: 70 Crit: 0 Wt: 12 WL: A Rg: 1 $: 1000G D: Same deal as the other silver weapons, conserve for the Final Chapter. Name: Tomahawk Uses: 15 Mt: 13 Hit: 65 Crit: 0 Wt: 14 WL: A Rg: 1-2 $: 3000G D: Not worth using, because it has little durability. Name: Basilikos Uses: 30 Mt:22 Hit: 75 Crit: 0 Wt: 15 WL: S Rg: 1 $: ??? D: The S rank axe does not disappoint with amazing power. Name: Wolf Beil Uses: 30 Mt: 10 Hit: 75 Crit: 5 Wt: 10 WL: Prf Rg: 1 $: 4500G D: Effective against infantry. The power is very helpful, but the hit can sometimes be its weakness (especially some of the faster units in the game, such as Kishuna). Name: Armads Uses: 25 Mt: 18 Hit: 85 Crit: 0 Wt: 18 WL: Prf Rg: 1 $: Cannot be sold Gives +5 DEF and effective against dragons. The number one weapon to take down the final boss. Hector can easily deal massive damage to foes taking hardly any damage in return. Hector is overpowered :) +------------------------------------------------------------------------------+ 8.4. Bows.................................................................[0031] +------------------------------------------------------------------------------+ Bows do not fit in the weapon triangle, but are effective against flying units. They also serve as the primary physical long-range weapons. Bows are not as common as the other physical weapons. Name: Iron Bow Uses: 45 Mt: 6 Hit: 85 Crit: 0 Wt: 5 WL: E Rg: 2 $: 540G D: The standard iron bow, very useful. Bows, when used ineffectively will not deal much damage. Aim for the right units for success. Name: Emblem Bow Uses: 60 Mt: 6 Hit: 85 Crit: 0 Wt: 5 WL: E Rg: 2 $: ??? D: The last of the Emblem weapons, an Iron Bow with more durability. Name: Poison Bow Uses: 40 Mt: 4 Hit: 65 Crit: 0 Wt: 5 WL: E Rg: 2 $: Cannot be obtained D: A very annoying weapon because it won't deal any damage, just inflict the poison status. It is lethal against fliers, though. Name: Steel Bow Uses: 30 Mt: 9 Hit: 70 Crit: 0 Wt: 9 WL: D Rg: 2 $: 720G D: Probably more useful than the Iron Bow, because it offers some nice power. Name: Short Bow Uses: 22 Mt: 5 Hit: 85 Crit: 10 Wt: 3 WL: D Rg: 2 $: 1760G D: A handy bow in the hands of a high-skill unit (Rath and Lyn come to mind). It's valuable, so it might be better to save it up. Name: Longbow Uses: 20 Mt: 5 Hit: 65 Crit: 0 Wt: 10 WL: D Rg: 2-3 $: 2000G D: A very pesky enemy weapon, but not exactly useful unless you are behind a wall. Keep it for funds. Name: Killer Bow Uses: 20 Mt: 9 Hit: 75 Crit: 30 Wt: 7 WL: C Rg: 2 $: 1400G D: The killer bow is deadly against all fliers, even promoted ones. It's awesome to see an unpromoted Rath take out a Wyvern Lord or Falcon Knight with ease with one of these. Name: Brave Bow Uses: 30 Mt: 10 Hit: 70 Crit: 0 Wt: 12 WL: B Rg: 2 $: 7500G D: Rath is the ideal choice for this weapon, don't use ANY until you are in the LA. Name: Silver Bow Uses: 20 Mt: 13 Hit: 75 Crit: 0 Wt: 6 WL: A Rg: 2 $: 1600G D: Another silver weapon for the Final Chapter. Name: Rienfleche Uses: 25 Mt: 20 Hit: 80 Crit: -0 Wt: 7 WL: S Rg: 2 $: ??? D: Amazing might and weight. An incredible bow in the hands of a warrior or Rath. +------------------------------------------------------------------------------+ 8.5. Anima................................................................[0032] +------------------------------------------------------------------------------+ Generic magic, consisting of the basic elements; ice, fire, thunder and wind. It's still very useful for taking out standard enemies, though it isn't effective later on. Name: Fire Uses: 40 Mt: 5 Hit: 90 Crit: 0 Wt: 4 WL: E Rg: 1-2 $: 560G D: This spell will only be really used in Lyn Mode. Thunder is significantly better, so use that instead. Name: Thunder Uses: 35 Mt: 8 Hit: 80 Crit: 5 Wt: 6 WL: D Rg: 1-2 $: 700G D: A devestating anima spell that rips through weak enemies. It is light, has a little critical and has nice power. Name: Elfire Uses: 30 Mt: 10 Hit: 85 Crit: 0 Wt: 10 WL: C Rg: 1-2 $: 1200G D: Trades with Thunder for more power in exchange for weight. Elfire can slow down a lot of your units, but isn't that bad. Still, Thunder is superior. Name: Bolting Uses: 5 Mt: 12 Hit: 60 Crit: 0 Wt: 20 WL: B Rg: 3-10 $: 2500G D: Very valuable and worth conserving. It's useless as a spell, the extra range isn't helpful. There are a few enemies that are dangerous with this weapon, such as Ursula, Sonia and Limstella. Watch out for them and their double attack. Name: Fimbulvetr Uses: 20 Mt: 13 Hit: 80 Crit: 0 Wt: 12 WL: A Rg: 1-2 $: 6000G D: Useless. Keep it for funds. Name: Excalibur Uses: 25 Mt: 18 Hit: 90 Crit: 10 Wt: 13 WL: S Rg: 1-2 $: ??? D: This spell won't do crap to do the final boss and won't help against Nergal either. USELESS. Don't cast a single burst of this spell. Name: Forblaze Uses: 20 Mt: 14 Hit: 85 Crit: 5 Wt: 11 WL: Prf Rg: 1-2 $: ??? D: Gives +5 LUC and effective against dragons. Can you say... USELESS? Athos's spell is crap compared to Aureola. Athos will more likely be using that against both Nergal and the Dragon. +------------------------------------------------------------------------------+ 8.6. Light................................................................[0033] +------------------------------------------------------------------------------+ Weak for most of the game, but strong against the last few enemies in the game. Light magic is weak but relies on luck (ie. high critical) and hitting reliably. Name: Lightning Uses: 35 Mt: 4 Hit: 95 Crit: 5 Wt: 6 WL: E Rg: 1-2 $: 630G D: Amazingly, probably the most useful E rank magic in the game. You'll be using it often against shamen that come your way. It's cheap and reasonable. It definitely is the best common light magic available. Name: Shine Uses: 30 Mt: 6 Hit: 90 Crit: 8 Wt: 8 WL: D Rg: 1-2 $: 900G D: Useless compared to Lightning. Store it away for meagre funds. Name: Divine Uses: 25 Mt: 8 Hit: 85 Crit: 10 Wt: 12 WL: C Rg: 1-2 $: 2500 G D: Crap compared to Lightning, still. It's valuable, but crap. Name: Purge Uses: 5 Mt: 10 Hit: 75 Crit: 5 Wt: 20 WL: B Rg: 3-10 $: 3000 G D: More useless than even bolting. It's hard to obtain and only worth it for funds. Complete crap in battle. Name: Aura Uses: 20 Mt: 12 Hit: 85 Crit: 15 Wt: 15 WL: A Rg: 1-2 $: 8000G D: My god, more crap. Funds only. Period. Name: Luce Uses: 25 Mt: 16 Hit: 95 Crit: 25 Wt: 16 WL: S Rg: 1-2 $: ??? D: An amazing spell that is almost as good as Aureola. It has great stats and is very useful for taking out Nergal and his cronies. Name: Aureola Uses: 20 Mt: 15 Hit: 90 Crit: 5 Wt: 14 WL: S Rg: 1-2 $: Cannot be sold D: Gives +5 to RES and effective against dragons. It seems weaker stat-wise than Luce, right? What is important to note is that RES bonus, as well as it being effective against dragons. The final boss will take a copping from this spell. +------------------------------------------------------------------------------+ 8.7. Dark.................................................................[0034] +------------------------------------------------------------------------------+ The most powerful magic in the game and probably the most useful weapon in the entire game. There are only two dark users in the game, but even then, they will decimate Nergal and his forces. Dark magic trades in accuracy for a LOT more power. Name: Flux Uses: 45 Mt: 7 Hit: 80 Crit: 0 Wt: 8 WL: D Rg: 1-2 $: 900G D: This tome will be used right until the Final Chapter. It is the best D rank tome in the game. Name: Luna Uses: 35 Mt: 0 Hit: 95 Crit: 20 Wt: 12 WL: C Rg: 1-2 $: 5250G D: Ignores resistance. READ THOSE WORDS, dammit! The BEST WEAPON IN THE GAME. Quite seriously. It will never miss and has phenomenal critical. This spell can single-handedly take on the last boss. It also comes reasonably early in the game... Name: Nosferatu Uses: 20 Mt: 10 Hit: 70 Crit: 0 Wt: 14 WL: C Rg: 1-2 $: 3200G D: Drains HP into the caster. Looks cool, but isn't all that useful. Name: Eclipse Uses: 5 Mt: -- Hit: 30 Crit: 0 Wt: 12 WL: B Rg: 3-10 $: 4000G D: Another insane spell, REDUCES ENEMY HP TO 50%. Eclipse can shut down any enemy and can even bring Nergal and the final boss to their knees. Name: Fenrir Uses: 20 Mt: 15 Hit: 70 Crit: 0 Wt: 18 WL: A Rg: 1-2 $: 9000G D: Useless; keep it for funds. Name: Gespenst Uses: 25 Mt: 23 Hit: 80 Crit: 0 Wt: 20 WL: S Rg:1-2 $: ??? D: Too freaking heavy. This spell is good for crap, Luna does the job much better. Name: Erishkigal Uses: Unlimited Mt: 20 Hit: 95 Crit: 0 Wt: 12 WL: Prf Rg: 1-2 $: Cannot be obtained D: A good spell that Nergal has. Shame Nergal is pretty crap against Athos and the lords. Nergal will pose ZERO threat to the legendary weapon wielders and he doesn't even bother moving; a sitting duck. +------------------------------------------------------------------------------+ 8.8. Staff................................................................[0035] +------------------------------------------------------------------------------+ The primary purpose of staves is to heal, but there are some (may I add useless) staves that have added effects. Most of them are pointless. Name: Heal Uses: 30 Hit: 100 Wt: 2 WL: E Rg: 1 $: 600G D: Heals HP = 10 + user's MAG Cheap and easy to use. Primary healing spell. Name: Mend Uses: 20 Hit: 100 Wt: 4 WL: D Rg: 1 $: 1000G D: Heals HP = 20 + user's MAG Mend MIGHT be useful if the healer has little MAG, but in all seriousness Heal is superior due to its durability and cheapness. Name: Torch Uses: 10 Hit: 100 Wt: 5 WL: D Rg: 1/2 user's MAG $: 1000G D: Acts as a torch to light the path in fog-of-war. The range of vision fades by 1 every turn thereafter. Useless, because thieves can do just as well. Keep it for funds. Name: Unlock Uses: 10 Hit: 100 Wt: 7 WL: D Rg: 1-2 $: 1500G D: Opens doors and chests. Again, thieves make this staff redundant. Keep it for funds. Name: Recover Uses: 15 Hit: 100 Wt: 6 WL: C Rg: 1 $: 2250G D: Heals HP to the max of all allies in adjacent squares to caster. USELESS, because the chances of users getting hurt in all squares adjacent are very small. Name: Restore Uses: 10 Hit: 100 Wt: 4 WL: C Rg: 1 $: 2000G D: Restores status to normal. Very useful when units are poisoned and have low HP, or are berserked (which is a pain). Name: Barrier Uses: 15 Hit: 100 Wt: 4 WL: C Rg: 1 $: 2250G D: Increases target ally's RES by 7 and decreases by 1 each subsequent turn. Useless, because the chances are you are using a high RES unit against mages, or you have no pure water and are desperate. Name: Hammerne Uses: 3 Hit: 100 Wt: 7 WL: C Rg: 1 $: 1800G D: Restores a weapon's durability to maximum. VERY USEFUL, especially for rare weapons such as the Uber Spear and the lord's professional weapons. Name: Physic Uses: 15 Hit: 100 Wt: 5 WL: B Rg: 1/2 user's MAG $: 3750G D: Heals HP = 10 + caster's MAG A long-range heal. It's good, but rather expensive. I wouldn't recommend using it unless you are severely desperate. Name: Rescue Uses: 3 Hit: 100 Wt: 6 WL: B Rg: 1/2 caster's MAG $: 1800G D: Transports an ally to a space adjacent to the caster. Rather useless, unless you are a hopeless tactician (which you won't be with my guide :p). Name: Sleep Uses: 3 Hit: 65 Wt: 8 WL: B Rg: 1/2 caster's MAG $: 1500G D: Enemy goes to sleep if you are lucky. Rather useless, again, unless you are an incompetent tactician. Name: Silence Uses: 3 Hit: 70 Wt: 7 WL: B Rg: 1/2 caster's MAG $: 1200G D: Enemy is silenced (they cannot use magic). Kinda pointless against physical units, but can be useful against strong magic users, although it will miss the bosses (most of the time). Name: Berserk Uses: 3 Hit: 60 Wt: 8 WL: B Rg: 1/2 caster's MAG $: 1800G D: Enemy becomes berserk. They attack ANYONE, including allies. Bloody annoying to the player when enemies use it. Make sure that Restore staff is nearby. Name: Fortify Uses: 8 Hit: 100 Wt: 7 WL: A Rg: 1/2 caster's MAG $: 8000G D: Heal HP = 10 + caster's MAG to all allies in range. It is an awesome spell to be used sparingly. Name: Warp Uses: 5 Hit: 100 Wt: 5 WL: A Rg: 1 $: 7500G D: Warps an ally to any location on the map. Only useful to access a Secret Shop, so it isn't something you'd value all that much. +------------------------------------------------------------------------------+ 8.9. Other................................................................[0036] +------------------------------------------------------------------------------+ I fit any other stuff here. There isn't much. Ballistas are rare weapons that can only be used by archers or snipers. They can be useful, but are normally pointless. Name: Ballista Uses: 5 Mt: 8 Hit: 70 Crit: 0 Wt: 20 WL: Prf Rg: 3-10 $: Cannot be bought D: The standard ballista, use it to pick off pegasus knights or something. Name: Iron Ballista Uses: 5 Mt: 13 Hit: 60 Crit: 0 Wt: 20 WL: Prf Rg: 3-15 $: Cannot be bought D: An improved ballista, use it to pick off generally any flier. Name: Killer Ballista Uses: 5 Mt: 12 Hit: 65 Crit: 10 Wt: 20 WL: Prf Rg: 3-10 $: Cannot be bought D: A killer version of the ballista that is fatal. Watch out for these. Name: Flametongue Uses: Infinite Mt: -- Hit: -- Crit: -- Wt: -- WL: -- Rg: 1-3 $: Cannot be obtained D: Deals 37 damage regardless of circumstances. Provides bonuses: +10 STR +10 SKL +20 DEF +10 RES +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 9. Items...............................................................[0037]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ A database of items. Standard - Name: Description: Uses: Name: Afa's Drops Description: Gives a little treat to the one who uses it. Uses: 1 Name: Angelic Robe Description: increases max. HP by 7 Uses: 1 Name: Antitoxin Description: A medical solution used to heal poison. Uses: 3 Name: Blue Gem Description: Worth 5000G Uses: 1 Name: Body Ring Description: increases CON by 2 Uses: 1 Name: Boots Description: increases MOV by 2 Uses: 1 Name: Delphi Shield Description: protects fliers from arrows Uses: 1 Name: Door Key Description: opens doors Uses: 1 Name: Dragonshield Description: increases DEF by 2 Uses: 1 Name: Earth Seal Description: Use this on a level 10 unit yet to promote to change class. Uses: 1 Name: Elixir Description: A solution that restores all HP. Uses: 3 Name: Elysian Whip Description: Use this to promote fliers level 10 and higher. Uses: 1 Name: Emblem Seal Description: Tactician's scroll. Gives its carrier an advantage. (Increases evasion) Name: Energy Ring Description: increases MAG/STR by 2 Uses: 1 Name: Fell Contract Description: Get a thief to sign on the dotted line and... (promotes) Uses: 1 Name: Filla's Might Description: A dance that increases allies' attack for a turn Uses: 15 Name: Goddess Icon Description: increases LUC by 2 Uses: 1 Name: Guiding Ring Description: Use this to promote casters level 10 and higher. Uses: 1 Name: Heaven Seal Description: Use this to promote lords level 10 and higher. Uses: 1 Name: Hero Crest Description: Use this to promote mercenaries, myrmidons and fighters level 10 and higher. Uses: 1 Name: Iron Rune Description: A device that negates enemy critical attacks Uses: (hold) Name: Knight Crest Description: Use this to promote knights and cavaliers level 10 and higher. Uses: 1 Name: Light Rune Description: A device that blocks units from entering spaces. Uses: 1 Name: Lockpick Description: Opens doors and chests. Only usable by thieves. Uses: 15 Name: Member's Card Description: If a thief stops at a certain location... (visit Secret Shops) Uses: 1 Name: Mine Description: A trap that damages units that step on it. Can be used to activate a glitch. Uses: 1 Name: Nini's Grace Description: A dance that increases allies' defenses for a turn. Uses: 15 Name: Orion's Bolt Description: Use this to promote archers and nomads level 10 and higher. Uses: 1 Name: Pure Water Description: Increases RES by 7 and decreases by 1 every subsequent turn until back to normal. Uses: 3 Name: Red Gem Description: Worth 2500G Uses: 1 Name: Secret Book Description: increases SKL by 2 Uses: 1 Name: Set's Litany Description: A dance that increases allies' evasion for a turn Uses: 15 Name: Silver Card Description: Halves the cost of items. Worth 4000G. Uses: (hold) Name: Speedwings Description: increases SPD by 2 Uses: 1 Name: Talisman Description: increases RES by 2 Uses: 1 Name: Thor's Ire Description: A dance that increases critical % for a turn Uses: 15 Name: Torch Description: Lightens up an area in fog-of-war, grows dimmer each turn Uses: 5 Name: Vulnerary Description: Used to heal minor wounds. Uses: 3 Name: White Gem Description: Worth 10000G Uses: 1 +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 10. Bonus Disk Items...................................................[0038]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ These items can only be obtained via the Mario Kart: Double Dash Bonus Disk. Hook up the GBA with the Gamecube and transfer the items. Weapons: Dragon Axe Emblem Axe Emblem Blade Emblem Bow Emblem Lance Wind Sword See Weapons [0027] for more details. Items: Angelic Robe Body Ring Dragonshield Emblem Seal Energy Ring Goddess Icon Secret Book Silver Card Thor's Ire See Items [0037] for more details. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 11. Characters.........................................................[0039]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ A database of every character in their game and main details. Opinions are not provided, in fear that they will influence the player's choices. The numbers after the names of the supports indicate turns for the support levels: C, B and A respectively (as a ########## total). Standard - Name: name of character Description: game's description of character Class: class of character Recruitment details: recruitment information Starting stats: stats when first recruited Growth rates: (%) growth in each stat Affinity: affinity Supports: support options Lyn (Lady Lyndis) A young girl from the Lorca tribe. Stouthearted and kind. Class: Lord -> Blade Lord Recruitment details: Prologue (Lyn Mode), rejoins Chapter 15E/16H automatically Starting stats: Lord L1 Vulnerary 3/3 Iron Sword 46/46 HP 16 STR 4 SKL 7 SPD 9 DEF 2 RES 0 LUC 5 CON 5 MOV 5 AID 4 D sword Growth rates: (%) HP 70 STR 40 SKL 60 SPD 60 DEF 20 RES 30 LUC 55 Affinity: wind Supports: Florina 2/22/42, Rath 17/37/57, Kent 21/48/75, Wil 22/49/76, Hector 27/54/81, Wallace 33/73/113, Eliwood 36/76/116 Sain A knight in service to House Caelin. A bit of a scoundrel. Class: Cavalier Recruitment details: Chapter 1, rejoins Chapter 15E/16H automatically Starting stats: Cavalier L1 Iron Lance 45/45 HP 18 STR 8 SKL 4 SPD 6 DEF 6 RES 0 LUC 4 CON 9 MOV 7 AID 16 E lance D sword Growth rates: (%) HP 80 STR 60 SKL 35 SPD 40 DEF 20 RES 20 LUC 35 Affinity: wind Supports: Kent 17/44/71, Fiora 21/81/121, Rebecca 41/81/121, Serra 41/81/121, Priscilla 41/81/121, Isadora 81/161/241, Louise 81/161 Kent A knight in service to House Caelin. Virtuous to a fault. Class: Cavalier Recruitment details: Chapter 1, rejoins Chapter 15E/16H automatically Starting stats: Cavalier L1 Iron Sword 46/46 Iron Lance 45/45 Vulnerary 3/3 HP 20 STR 6 SKL 6 SPD 7 DEF 5 RES 1 LUC 2 CON 9 MOV 7 AID 16 D sword E lance Growth rates: (%) HP 85 STR 40 SKL 50 SPD 45 DEF 25 RES 25 LUC 20 Affinity: anima Supports: Sain 17/44/71, Lyn 21/48/75, Fiora 27/54/81, Wallace 33/73/113, Heath 41/81/121, Farina 81/161/241 Florina A pegasus knight earning her title. A friend of Lyn's. Class: Pegasus Knight Recruitment details: Chapter 3 automatically, returns Chapter 15E/16H automatically Starting stats: Pegasus Knight L1 Slim Lance 30/30 Vulnerary 3/3 HP 17 STR 5 SKL 7 SPD 9 DEF 4 RES 4 LUC 7 CON 4 MOV 7 AID 16 D lance Growth rates: (%) HP 60 STR 40 SKL 50 SPD 55 DEF 15 RES 35 LUC 50 Affinity: light Supports: Lyn 2/22/42, Fiora 12/32/52, Farina 16/43/70, Ninian 21/41/61, Hector 38/78/118, Nino 41/81/121, Serra 81/161/241 Wil A youth from Pherae, in the Lycian League. Very social. Class: Archer Recruitment details: Chapter 3 visit the village, rejoins Chapter 15E/16H automatically Starting stats: Archer L2 Iron Bow 45/45 HP 20 STR 6 SKL 5 SPD 5 DEF 5 RES 0 LUC 6 CON 6 MOV 5 AID 5 D bow Growth rates: (%) HP 75 STR 50 SKL 50 SPD 40 DEF 20 RES 25 LUC 40 Affinity: wind Supports: Rebecca 17/44/71, Dart 21/48/75, Lyn 22/49/76, Rath 41/81/121, Wallace 41/81/121, Raven 81/161/241 Dorcas A man from a small village in Bern. Fights for his wife. Class: Fighter Recruitment details: Chapter 4 talk to him with Lyn as he approaches (enemy) Starting stats: Fighter L3 Hand Axe 20/20 HP 30 STR 7 SKL 7 SPD 6 DEF 3 RES 0 LUC 3 CON 14 MOV 5 AID 13 C axe Growth rates: (%) HP 80 STR 60 SPD 40 SPD 20 DEF 25 RES 15 LUC 45 Affinity: fire Supports: Bartre 22/49/76, Geitz 27/54/81, Oswin 41/81/121, Vaida 41/81/121, Farina 81/161/241 Serra A cleric in service to House Ostia. Headstrong and bold. Class: Cleric Recruitment details: Chapter 5 talk with Lyn, rejoins in Chapter 13E/12H Starting stats: Cleric L1 Heal 30/30 Vulnerary 3/3 HP 17 MAG 2 SKL 5 SPD 8 DEF 2 RES 5 LUC 6 CON 4 MOV 5 AID 3 D staff Growth rates: (%) HP 50 MAG 50 SKL 30 SPD 40 DEF 15 RES 55 LUC 60 Affinity: thunder Supports: Sain 41/81/121, Lucius 41/81/121, Hector 66/146/226, Oswin 71/151/231, Matthew 76/156/236, Erk 79/159/239, Florina 81/161/241 Erk A young mage from Etruria. Charming, but uptight. Class: Mage Recruitment details: Chapter 5 joins with Serra, talk with Serra or Priscilla to him in Chapter 14E/14H Weapons: anima, staff Starting stats: Mage L1 Fire 40/40 HP 17 MAG 5 SKL 6 SPD 7 DEF 2 RES 4 LUC 3 CON 5 MOV 5 AID 4 D anima Growth rates: (%) HP 65 MAG 40 SKL 40 SPD 50 DEF 20 RES 40 LUC 30 Affinity: thunder Supports: Pent 19/46, Priscilla 22/49/76, Nino 27/54/81, Louise 31/71, Serra 79/159/239 Rath A young hired sword from the Kutolah tribe. Class: Nomad Recruitment details: Chapter 6 automatically, Chapter 21E/22H talk with Lyn Starting stats: Nomad L7 Short Bow 22/22 Vulnerary 3/3 HP 25 STR 8 SKL 9 SPD 10 DEF 7 RES 5 CON 7 MOV 7 AID 18 C bow Growth rates: (%) HP 80 STR 50 SKL 40 SPD 50 DEF 10 RES 25 LUC 30 Affinity: darkness Supports: Lyn 17/37/57, Guy 21/41/61, Wil 41/81/121 Matthew A cheery thief. His casual demeanor belies his skill. Class: Thief Recruitment details: Chapter 6 visit the north village, Chapter 13E/11H automatically Starting stats: Thief L2 Iron Sword 46/46 Lockpick 15/15 HP 18 STR 4 SKL 4 SPD 11 DEF 3 RES 0 LUC 2 CON 7 MOV 6 AID 6 D sword Growth rates: (%) HP 75 STR 30 SKL 40 SPD 70 DEF 25 RES 20 LUC 50 Affinity: wind Supports: Hector 21/48/75, Guy 24/51/78, Oswin 38/78/118, Legault 41/81/121, Serra 76/156/236, Jaffar 81/161/241 Lucius A travelling acolyte. Gentle and serene. Class: Monk Recruitment details: joins in Chapter 7, rejoins in Chapter 16E/17H Starting stats: Monk L3 Lightning Vulnerary HP 18 MAG 7 SKL 6 SPD 10 DEF 1 RES 6 LUC 2 CON 6 MOV 5 AID 5 D light Growth rates: (%) HP 55 MAG 60 SKL 50 SPD 40 DEF 10 RES 60 LUC 20 Affinity: light Supports: Raven 17/44/71, Priscilla 38/78/118, Serra 41/81/121, Renault 41/81/121, Karel 81/161/241 Nils A bard possessing arcane powers. Brother of Ninian. Ninian A sombre girl. Quiet, but filled with a solemn energy. Class: Bard, Dancer Recruitment details: Joins in Chapter 7, Ninian joins in Chapter 20 Eliwood/ Chapter 21 Hector. After Ninian dies, Nils rejoins in Chapter 30 Eliwood/ 32 Hector. Starting stats: Bard L1 Vulnerary HP 14 STR 0 SKL 0 SPD 12 DEF 5 RES 4 LUC 10 CON 3 MOV 5 AID 2 Ninian joins with the same stats as Nils had but 1 more CON and with Nini's Grace. Nils rejoins with the same stats and items as Ninian had. Growth rates: (%) HP 85 STR 5 SKL 5 SPD 70 DEF 30 RES 70 LUC 80 Affinity: ice Supports: Only Ninian can support. Eliwood 17/33/49, Florina 21/41/61, Hawkeye 27/54/81 Wallace A retired knight of Caelin. Constantly testing himself. Class: Knight Recruitment details: joins in Chapter 9 automatically, rejoins in Chapter 23 Eliwood Lloyd route/ Chapter 24 Hector Lloyd route Starting stats: Knight L12 Iron Lance Iron Axe Knight Crest HP 30 STR 13 SKL 7 SPD 5 DEF 15 RES 2 LUC 10 CON 13 MOV 4 AID 12 A lance Growth rates: (%) HP 70 STR 45 SKL 40 SPD 20 DEF 35 RES 35 LUC 30 Affinity: thunder Supports: Lyn 33/73/113, Kent 33/73/113, Wil 41/81/121, Vaida 41/81/121, Renault 41/81/121 Eliwood Marquess Pherae's young son. Just and honorable. Class: Lord Recruitment details: automatically in Chapter 11 Eliwood/Chapter 12 Hector Starting stats: Lord L1 Rapier Vulnerary HP 18 STR 5 SKL 5 SPD 7 DEF 5 RES 0 LUC 7 CON 7 MOV 5 AID 6 C sword Growth rates: (%) HP 80 STR 45 SKL 50 SPD 40 DEF 30 RES 35 LUC 45 Affinity: anima Supports: Hector 3/30/57, Ninian 17/33/49, Harken 19/46/73, Marcus 28/68/108, Lowen 31/71/111, Lyn 36/76/116, Fiora 41/81/121 Marcus A paladin serving House Pherae. A skilled veteran. Class: Paladin Recruitment details: Joins Chapter 11 Eliwood/12 Hector automatically Starting stats: Paladin L1 Steel Sword Steel Lance (Silver Lance in Hard Mode) HP 31 STR 15 SKL 15 SPD 11 DEF 10 RES 8 LUC 8 CON 11 MOV 8 AID 14 A lance A sword B axe Growth rates: (%) HP 65 STR 30 SKL 50 SPD 25 DEF 15 RES 35 LUC 30 Affinity: ice Supports: Lowen 21/48/75, Isadora 22/49/76, Eliwood 28/68/108, Harken 31/71/111, Merlinus 41/81/121 Lowen A knight in service to House Pherae. A fresh recruit. Class: Cavalier Recruitment details: automatically in Chapter 11 Eliwood/Chapter 12 Hector Starting stats: Cavalier L2 Iron Lance Iron Sword HP 23 STR 7 SKL 5 SPD 7 DEF 7 RES 0 LUC 3 CON 10 MOV 7 AID 15 D lance D sword Growth rates: (%) HP 90 STR 30 SKL 30 SPD 30 DEF 40 RES 30 LUC 50 Affinity: fire Supports: Marcus 21/48/75, Harken 22/49/76, Isadora 24/51/78, Eliwood 31/71/111, Rebecca 38/78/118 Rebecca A youth from Pherae. Very helpful and bright. Class: Archer Recruitment details: Joins Chapter 11 Eliwood/Chapter 12 Hector automatically Starting stats: Archer L1 Iron Bow Vulnerary HP 17 STR 4 SKL 5 SPD 6 DEF 3 RES 1 LUC 4 CON 5 MOV 5 AID 4 D bow Growth rates: (%) HP 60 STR 40 SKL 50 SPD 60 DEF 15 RES 30 LUC 50 Affinity: fire Supports: Dart 16/43/70, Wil 17/44/71, Louise 27/54, Nino 27/54/81, Lowen 38/78/118, Sain 41/81/121, Raven 41/81/121 Bartre One of Eliwood's guardmen. Duty is everything to him. Class: Fighter Recruitment details: Joins on Turn 2 in Chapter 11 Eliwood, automatically in Chapter 12 Hector Starting stats: Fighter L2 Iron Axe Hand Axe HP 29 STR 9 SKL 5 SPD 3 DEF 4 RES 0 LUC 4 CON 13 MOV 5 AID 12 D axe Growth rates: (%) HP 85 STR 50 SKL 35 SPD 40 DEF 30 RES 25 LUC 30 Affinity: thunder Supports: Karla 19/39/59, Dorcas 22/49/76, Canas 41/81/121, Raven 81/161/241, Renault 81/161/241 Hector Marquess Ostia's younger brother. Reckless, but loyal. Class: Lord -> Great Lord Recruitment details: Joins on Turn 3 Chapter 12 Eliwood, automatically Chapter 11 Hector Starting stats: Lord L1 Wolf Beil Vulnerary HP 19 STR 7 SKL 4 SPD 5 DEF 8 RES 0 LUC 3 CON 13 MOV 5 AID 12 D axe Growth rates: (%) HP 90 STR 60 SJK 45 SPD 35 DEF 50 RES 25 LUC 30 Affinity: thunder Supports: Eliwood 3/30/57, Matthew 21/48/75, Lyn 27/54/81, Oswin 31/71/111, Florina 38/78/118, Serra 66/146/226, Farina 81/161/241 Oswin A knight in service to House Ostia. Hector's sworn man. Class: Knight Recruitment details: Joins automatically Turn 3 Chapter 12 Eliwood, joins automatically Chapter 12 Hector Starting stats: Knight L9 Iron Lance Javelin HP 28 STR 13 SKL 9 SPD 5 DEF 13 RES 3 LUC 3 CON 14 MOV 4 AID 13 B lance Growth rates: (%) HP 90 STR 40 SKL 30 SPD 30 DEF 55 RES 30 LUC 35 Affinity: anima Supports: Hector 31/71/111, Matthew 38/78/118, Priscilla 41/81/121, Dorcas 41/81/121, Serra 71/151/231 Guy A youth from Sacae. Yearns to be a swordmaster. Class: Myrmidon Recruitment details: Chapter 13 Eliwood/Chapter 13 Hector as an enemy, recruit with Matthew Starting stats: Myrmidon L3 Killing Edge Vulnerary HP 21 STR 6 SKL 11 SPD 11 DEF 5 RES 0 LUC 5 CON 5 MOV 5 AID 4 C sword Growth rates: (%) HP 75 STR 30 SKL 50 SPD 70 DEF 15 RES 25 LUC 45 Affinity: fire Supports: Rath 21/41/61, Matthew 24/51/78, Karel 26/53/80, Priscilla 41/81/121, Louise 81/161 Merlinus A travelling merchant. Timid and easily frightened. Class: Merchant Recruitment details: Joins in Chapter 14 Eliwood/Chapter 14 Hector automatically if you completed Chapter 13x Starting stats: Merchant L5 HP 18 STR 0 SKL 4 SPD 5 DEF 5 RES 2 LUC 12 CON 25 MOV 0 AID 24 Growth rates: (%) HP 120 STR 0 SKL 90 SPD 90 DEF 30 RES 15 LUC 100 Affinity: darkness Supports: Marcus 41/81/121, Nino 41/81/121, Vaida 81/161/241 Priscilla A vassal in service to Count Caerleon of Etruria. Class: Troubadour Recruitment details: Chapter 14 Eliwood/Chapter 14 Hector in the southern village, visit with anyone Starting stats: Troubadour L3 Mend Vulnerary HP 16 MAG 6 SKL 6 SPD 8 DEF 3 RES 6 LUC 7 CON 4 MOV 7 AID 16 C staff Growth rates: (%) HP 45 MAG 40 SKL 50 SPD 40 DEF 15 RES 50 LUC 65 Affinity: wind Supports: Raven 21/48/75, Erk 22/49/76, Lucius 38/78/118, Guy 41/81/121, Heath 41/81/121, Oswin 41/81/121, Sain 41/81/121 Raven A troubled mercenary with a grudge against House Ostia. Class: Mercenary Recruitment details: Chapter 16 Eliwood/Chapter 17 Hector as an enemy, recruit with Priscilla quickly before he butchers/gets killed by the soldiers. Starting stats: Mercenary L5 Steel Sword HP 25 STR 8 SKL 11 SPD 13 DEF 5 RES 1 LUC 2 CON 8 MOV 5 AID 7 C sword Growth rates: (%) HP 85 STR 55 SKL 40 SPD 45 DEF 25 RES 15 LUC 35 Affinity: ice Supports: Lucius 17/44/71, Priscilla 21/48/75, Rebecca 41/81/121, Wil 81/161/241, Bartre 81/161/241 Canas A scholar, and a novice student to ancient magics. Class: Shaman Recruitment details: Chapter 16x Eliwood/Chapter 17x Hector, visit the village right next to the Inn Starting stats: Shaman L8 Flux Secret Book Vulnerary HP 21 MAG 10 SKL 9 SPD 8 DEF 5 RES 8 LUC 7 CON 7 MOV 5 AID 6 B dark Growth rates: (%) HP 70 MAG 45 SKL 40 SPD 35 DE F25 RES 45 LUC 25 Affinity: anima Supports: Pent 27/54, Nino 27/54/81, Renault 41/81/121, Bartre 41/81/121, Vaida 41/81/121 Dart One of Fargus's corsairs. Foulmouthed, but kind. Class: Pirate Recruitment details: Chapter 18 Eliwood/Chapter 19 Hector automatically if he was kept alive in Chapter 16x Eliwood/Chapter 17x Hector Starting stats: Pirate L8 Steel Axe Hand Axe Torch HP 34 STR 12 SKL 8 SPD 8 DEF 6 RES 1 LUC 3 CON 10 MOV 5 AID 9 B axe Growth rates: (%) HP 70 STR 65 SKL 20 SPD 60 DEF 20 RES 15 LUC 35 Affinity: fire Supports: Rebecca 16/43/70, Wil 21/48/75, Geitz 41/81/121, Karel 41/81/121, Farina 41/81/121 Fiora Commander of the 5th wing of Ilia's pegasus knights. Class: Pegasus Knight Recruitment details: Chapter 18 Eliwood/Chapter 19 Hector as an ally on turn 2, recruit with Florina Starting stats: Pegasus Knight L7 Steel Lance Javelin Vulnerary HP 21 STR 8 SKL 11 SPD 13 DEF 6 RES 7 LUC 6 CON 5 MOV 7 AID 15 C lance Growth rates: (%) HP 70 STR 35 SKL 60 SPD 50 DEF 20 RES 50 LUC 30 Affinity: wind Supports: Florina 12/32/52, Farina 17/44/71, Kent 27/54/81, Pent 36/76, Sain 41/81/121, Eliwood 41/81/121, Geitz 81/161/241 Legault A former Black Fang once known as the Hurricane. Class: Thief Recruitment details: Appears as an enemy in Chapter 19 Eliwood/Chapter 20 Hector. Recruit with the main lord or Lyn. Starting stats: Thief L12 Steel Sword Lockpick (NM) Chest Key (HM) Door Key (HM) C sword HP 26 STR 8 SKL 11 SPD 15 DEF 8 RES 3 LUC 10 CON 9 MOV 6 AID 8 Growth rates: (%) HP 60 STR 25 SKL 45 SPD 60 DEF 25 RES 25 LUC 60 Affinity: ice Supports: Matthew 41/81/121, Heath 41/81/121, Nino 41/81/121, Jaffar 76/156/236, Isadora 81/161/241 Isadora A paladin in service to House Pherae. Modest and polite. Class: Paladin Recruitment details: Joins automatically in Chapter 21 Eliwood/Chapter 22 Hector Starting stats: Paladin L1 Silver Sword Short Spear Angelic Robe HP 28 STR 13 SKL 12 SPD 16 DEF 8 RES 6 LUC 10 CON 6 MOV 8 AID 14 A sword B lance D axe Growth rates: (%) HP 75 STR 30 SKL 35 SPD 50 DEF 20 RES 25 LUC 45 Affinity: darkness Supports: Harken 11/31/51, Marcus 22/49/76, Lowen 24/51/78, Geitz 41/81/121, Sain 81/161/241, Legault 81/161/241, Renault 81/161/241 Heath A deserter from Bern's wyvern riders. Prideful. Class: Wyvern Rider Recruitment details: Appears as an enemy in Chapter 21 Eliwood/Chapter 22 Hector, recruit with any lord Starting stats: Wyvern Rider L7 Axereaver Javelin HP 28 STR 11 SKL 8 SPD 7 DEF 10 RES 1 LUC 7 CON 9 MOV 7 AID 16 B lance Growth rates: (%) HP 80 STR 50 SKL 50 SPD 45 DEF 30 RES 20 LUC 20 Affinity: thunder Supports: Vaida 41/81/121, Priscilla 41/81/121, Legault 41/81/121, Kent 41/81/121, Louise 81/161 Hawkeye The protector of Nabata. A mysterious air surrounds him. Class: Berserker Recruitment details: Appears on Turn 3 in Chapter 22 Eliwood/Chapter 23 Hector as an ally, recruit with main lord Starting stats: Berserker L4 Killer Axe HP 50 STR 18 SKL 14 SPD 11 DEF 14 RES 10 LUC 13 CON 16 MOV 6 AID 15 A axe Growth rates: (%) HP 50 STR 40 SKL 30 SPD 45 DEF 30 RES 20 LUC 20 Affinity: wind Supports: Pent 21/48, Louise 21/48, Ninian 27/54/81 Geitz The eldest son of a wealthy merchant. Finding himself. Class: Warrior Recruitment details: Starts as an enemy in Chapter 23 Eliwood Linus/Chapter 24 Hector Linus, recruit with Dart Starting stats: Warrior L3 Steel Bow Killer Axe HP 40 STR 17 SKL 12 SPD 13 DEF 11 RES 3 LUC 10 CON 13 MOV 6 AID 12 B axe B bow Growth rates: (%) HP 85 STR 50 SKL 30 SPD 40 DEF 20 RES 20 LUC 40 Affinity: thunder Supports: Dorcas 27/54/81, Dart 41/81/121, Isadora 41/81/121, Karel 41/81/121, Fiora 81/161/241 Pent Marquess of Reglay. Sole student of Archsage Athos. Class: Sage Recruitment details: Joins automatically Chapter 24 Eliwood/Chapter 26 Hector Starting stats: Sage L6 Elfire Physic HP 33 MAG 18 SKL 21 SPD 17 DEF 11 RES 16 LUC 14 CON 8 MOV 6 AID 7 A staff A anima Growth rates: (%) HP 50 MAG 30 SKL 20 SPD 40 DEF 30 RES 35 LUC 40 Affinity: ice Supports: Louise (auto), Erk 19/46, Hawkeye 21/48, Canas 27/54, Fiora 36/76 Louise The wife of Marquess Reglay. A lethal beauty. Class: Sniper Recruitment details: Joins automatically Chapter 24 Eliwood/Chapter 26 Hector Starting stats: Sniper L4 Silver Bow White Gem Elixir HP 28 STR 12 SKL 14 SPD 17 DEF 9 RES 12 LUC 16 CON 6 MOV 6 AID 5 A bow Growth rates: (%) HP 60 STR 40 SKL 40 SPD 40 DEF 20 RES 30 LUC 30 Affinity: light Supports: Pent (auto), Hawkeye 21/48, Rebecca 27/54, Erk 31/71, Guy 81/161, Heath 81/161, Sain 81/161 Karel An eastern swordmaster. Seeking worthy opponents. Class: Swordmaster Recruitment details: Appears as an ally in Chapter 25 Eliwood/Chapter 27 Hector Jerme if 4 or more doors have been opened, Kenneth if 3 or more promoted units have been killed on the 9th turn, talk with Lyn Starting stats: Swordmaster L8 Wo Dao HP 31 STR 16 SKL 23 SPD 20 DEF 13 RES 12 LUC 15 CON 9 MOV 6 AID 8 A sword Growth rates: (%) HP 70 STR 30 SKL 50 SPD 50 DEF 10 RES 15 LUC 30 Affinity: light Supports: Karla 28/68/108, Guy 26/53/80, Dart 41/81/121, Geitz 41/81/121, Lucius 81/161/241 Harken The sole survivor of the Knights of Pherae. Class: Hero Recruitment details: Appears as an enemy in Chapter 25 Eliwood/Chapter 27 Hector Jerme if less than 4 doors have been opened, Kenneth if 3 or less promoted units have been killed on the 9th turn, talk with anyone from Pherae or Ostia Starting stats: Hero L8 Brave Sword HP 38 STR 21 SKL 20 SPD 17 DEF 15 RES 10 LUC 12 CON 11 MOV 6 AID 10 B sword B axe Growth rates: (%) HP 80 STR 35 SKL 30 SPD 40 DEF 30 RES 25 LUC 20 Affinity: fire Supports: Isadora 11/31/51, Eliwood 19/46/73, Lowen 22/49/76, Marcus 31/71/111, Vaida 81/161/241 Nino One of the Black Fang. True and innocent. Class: Mage Recruitment details: In Chapter 26 Eliwood/Chapter 28 Hector, talk with Lyn or the main lord; she appears as an ally Starting stats: Mage L5 Elfire Elixir HP 19 MAG 7 SKL 8 SPD 11 DEF 4 RES 7 LUC 10 CON 3 MOV 5 AID 2 C anima Growth rates: (%) HP 55 MAG 50 SKL 55 SPD 60 DEF 15 RES 50 LUC 45 Affinity: fire Supports: Jaffar 19/46/73, Erk 27/54/81, Canas 27/54/81, Rebecca 27/54/81, Legault 41/81/121, Florina 41/81/121, 41/81/121 Jaffar The Black Fang's Angel of Death. Once served Nergal. Class: Assassin Recruitment details: He is an ally in Chapter 26 Eliwood/Chapter 28 Hector. Talk with Nino, but he will not be recruited. He will automatically join in Chapter 26x Eliwood/Chapter 28x Hector Starting stats: Assassin L13 Killing Edge Elixir HP 34 STR 19 SKL 25 SPD 24 DEF 15 RES 11 LUC 10 CON 8 MOV 6 AID 7 A sword Growth rates: (%) HP 65 STR 15 SKL 40 SPD 35 DEF 30 RES 30 LUC 20 Affinity: ice Supports: Nino 19/46/73, Legault 76/156/236, Matthew 81/161/241 Vaida A deserter from Bern's wyvern riders. Brutal. Class: Wyvern Lord Recruitment details: In Chapter 27 Eliwood/Chapter 29 Hector, she will appear when your party has reached the fortresses in the middle, below the throne where the boss sits. She will be an enemy, recruit her with the main lord. Starting stats: Wyvern Lord L9 Spear HP 43 STR 20 SKL 19 SPD 13 DEF 21 RES 6 LUC 11 CON 12 MOV 8 AID 8 A lance A sword Growth rates: (%) HP 60 STR 45 SKL 25 SPD 40 DEF 25 RES 15 LUC 30 Affinity: fire Supports: Heath 41/81/121, Canas 41/81/121, Wallace 41/81/121, Karla 41/81/121, Dorcas 41/81/121, Harken 81/161/241, Merlinus 81/161/241 Renault A cleric wandering Valor. Shrouded in mystery. Class: Bishop Recruitment details: Chapter 30 Eliwood/Chapter 32 Hector, visit the village in the far north west before the enemy reinforcements first start coming Starting stats: Bishop L16 Divine Fortify HP 43 MAG 12 SKL 22 SPD 20 DEF 15 RES 18 LUC 10 CON 9 MOV 6 AID 8 A staff A light Growth rates: (%) HP 60 MAG 40 SKL 30 SPD 35 DEF 20 RES 40 LUC 15 Affinity: anima Supports: Lucius 41/81/121, Canas 41/81/121, Wallace 41/81/121, Isadora 81/161/241, Bartre 81/161/241 Farina Commander of the 13th Wing of Ilia's pegasus knights. Class: Pegasus Knight Recruitment details: Farina appears as an ally in Chapter 25 Hector only. When she flies and talks to Hector, pay her 20000G and she will join you. Starting stats: Pegasus Knight L12 Javelin Iron Lance Vulnerary HP 24 STR 10 SKL 13 SPD 14 DEF 10 RES 12 LUC 10 CON 5 MOV 7 AID 15 A lance Growth rates: (%) HP 75 STR 50 SKL 40 SPD 45 DEF 25 RES 30 LUC 45 Affinity: anima Supports: Florina 16/43/70, Fiora 17/44/71, Dart 41/81/121, Karla 41/81/121, Dorcas 81/161/241, Hector 81/161/241, Kent 81/161/241 Karla A dedicated swordfighter. Cool and detached. Class: Swordmaster Recruitment details: In Chapter 31x Hector only. If Bartre is a level 5 Warrior or higher, she will appear as an ally near the arena. Talk with Bartre. She will fight Bartre. BOTH MUST SURVIVE (I highly recommend an Iron Rune on Bartre, as well as using a bow so he can't hit her). She will join you. Starting stats: Swordmaster L5 Wo Dao HP 29 STR 14 SKL 21 SPD 18 DEF 11 RES 12 LUC 16 CON 7 MOV 6 AID 6 A sword Growth rates: (%) HP 60 STR 25 SKL 45 SPD 55 DEF 10 RES 20 LUC 40 Affinity: darkness Supports: Bartre 19/39/59, Karel 28/68/108, Farina 41/81/121, Vaida 41/81/121 Athos An archsage. One of the eight legendary heroes. Class: Archsage Recruitment details: Joins automatically in the Final Chapter: Light Starting stats: Archsage L20 Forblaze Aureola Durandal Armads Sol Katti HP 40 MAG 30 SKL 24 SPD 20 DEF 20 RES 28 LUC 25 CON 9 MOV 6 AID 8 S all magics Growth rates: (%) None, already fully levelled Affinity: anima Supports: Cannot support +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 12. Special Conversations..............................................[0040]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ Find out all those special conversations, including endings, talks in chapters at certain times and so on. Support conversations are NOT INCLUDED, because they would take up another 500KB or so o_O Go to that support conversation guide on GameFAQs by Muff to read every single support. +------------------------------------------------------------------------------+ 12.1. Endings.............................................................[0041] +------------------------------------------------------------------------------+ Lyn Mode: Kent- Knight of Lycia For his bravery in fulfilliing his command, Kent is named Knight Commander of Caelin. It is a high honor for one so young, but no one denies his worth. Sain- Knight of Lycia Sain has earned the honor of being named subcommander of the Caelin Knights. Despite his promotion, he stills scoffs at authority and woos the village girls. He is much loved by the citizenry. Florina- Pegasus Knight of Ilia Florina has arranged to stay in Caelin. She spends her every waking hour in rigorous training, hoping to become invaluable to Lyn. Her fear of men has lessened, but...only slightly. Wil- Archer of Pherae With his cheery outlook and his happy-go-lucky demeanor, Wil has become quite dear to Marquess Caelin's household. Kent is teaching him manners befitting a sworn man of Castle Caelin. Dorcas- Fighter of Bern Once Lyn's true heritage is recognized in Caelin, Dorcas returns to his home in Bern. There, he cares for his wife and makes a good living as a mercenary, fighting th local bandits. Serra- Cleric of Ostia Ultimately, Erk succeeds in seing Seera safely to Ostia. While her behavior is irritating at best, she is sorely missed. Her ascerberic tongue has become legendary. Erk- The Wandering Mage His contract with Serra complete, Erk sets off for Etruria. His time as a mercenary is just part of his training, and he is glad to see it end. He has since returned to his mentor. Rath- The Sacaen Nomad In the celebration following Lyn's return to Caelin, Rath slips out unseen. Whether he has returned to Sacae or has continued to work as a mercenary, no one knows. Matthew- The Enigmatic Thief Matthew vanishes after the final battle and his whereabouts remain a mystery. Nils- The Mysterious Musician Nils and his sister, Ninian, take their leave of Castle Caelin after a few days. He may well be traveling the land mastering his musical skills somewhere. Lucius- The Traveling Monk Lucius studies in Caelin for a time, but he departs after receiving summons to another land. He has since been seen traveling with a hard-eyed mercenary. Wallace- the Caelin General For Wallace, Lyn's struggle only whets his appetite for battle. He sets off in search of a cause worthy of his blade. He lacks any sense of direction, so it may be years before he returns. (Your Tactician's name)- The Tactician (Tactician) leaves Lyn to continue his/her training. He/She plans on traveling throughout Lycia. Lyn refuses to say good-bye, believing in her heart that she will see him/her again. Lyn- The Swordfighter of Sacae Lyn now lives with her grandfather as Lady Lyndis of Castle Caelin. Under her loving care, Lord Hausen recovers, and now the two of them go for many walks in the Caelin gardens. On clear, dry nights, Lyn can be seen high atop a hill near the castle. Perhaps she is remembering the home of her youth, the plains of Sacae... If a characters' HP are reduced to 0: Kent Though grievously wounded in battle, Kent has not neglected his duty. He has remained at Lyn's side and seen her safely to Caelin. Sain Though grievously wounded in battle, Sain has never neglected his duty. He has remained at Lyn's side and seen her safely to Caelin. Florina Her injuries are not so severe that Florina has to abandon Lyn's side. She has traveled with her to Caelin, and once she recovers, she joins Lyn's forces as a mercenary. Wil Though injured in combat, Wil continues to travel with Lyn, having found a cause in which he believes. He becomes a retainer to Castle Caelin. Dorcas After taking injuries in combat, Dorcas returns to Bern to tend to his wife. He never sees Lyn again. Serra Wounded in battle, Serra decides that a life of quiet meditation is the best course. She bids Lyn farewell and joins service in Ostia. Erk After recovering from his injuries, Erk parts ways with Lyn. Nils Nils's injuries are not so great that he cannot travel to Caelin with Lyn. However, he and his sister, Ninian, take their leave of the castle after a few days. Lucius His injuries in combat prove too much for Lucius and he bids Lyn farewell. Rath He suffers an injury in battle and departs from the company. Matthew Despite his injuries, Matthew sees Lyn safely to Caelin. He vanishes shortly after their arrival and is not seen again. Wallace Wounded in battle, Wallace realizes he is past his prime. With some sadness, he returns to his simple farmer's life. Eliwood/Hector Mode: Marcus- Knight of Pherae Marcus returned to Pherae with Eliwood and, as the head of the knights of Pherae, dedicated his life to training young squires. Lowen- Swift Knight Lowen replaced Marcus as the most famed knight in all Pherae. His endless zeal served Pherae well throguout his life. Rebecca- A Wildflower Rebecca returned to her father, then pledged service to House Pherae. She has formed a family, and yet she still serves Pherae well. Dorcas- Serene Warrior Dorcas returned to Pherae and used the money to buy medicine for Natalie, his wife. She recovers quickly. Bartre- Wild Axefighter Bartre continued his quest from country to country. Rumors say that he fell in love with his own mortal enemy. Oswin- Impregnable Knight Oswin served as a vassal to Marquess Ostia. His was a calm, reasonable voice in Lycia's ruling government. Matthew- Thief and Spy Matthew continued his service as a spy for House Ostia. The memory of his beloved Leila lingers on in his heart. Serra- Outspoken Cleric Serra returned to Ostia. She spent much time tending to her own affairs, but lately, she has begun to enjoy her free time. Guy- Mounted Swordsman Guy continued in his quest to be the finest swordsman in all of Sacae. His form was so perfected that all called him the Saint of Swords. Erk- Studious Mage Erk returned to Etruria and was asked succeed the retiring Lord Pent. He refused and devoted his life to the study of magic. Priscilla- Secluded Princess Pricsilla retrurned to Etruria's Count Caerleon. Her adopted parents met her not with harsh rebukes, but with tears of joy. Florina- Pegasus Knight After Lyn abdicated rule of Caelin, Florina returned to Ilia. She remained shy, but this shyness has made her strong within. Kent- The Crimson Shield After Caelin was placed under Ostian rule, Kent became its steward. His dedication earned him the love of his people. Sain- The Green Lance When Ostia took over the rule of Caelin, Sain resigned and became an independent knight. His love of women is unchanged. Wil- Archer without Equal Wil remained a knight of Caelin even after Ostia took over. He became the commander of Ostia's archer division. Raven- Sublime Mercenary Raven vanished without a word. Many reports have placed him in Araphen, but none could be confirmed. Lucius- The Light Lucius lived a modest life in a remote corner of Araphen. He built a small orphanage, where he now cares for helpless children. Canas- Seeker of Wisdom Canas returned to his family in Ilia. Some years later, he and his wife died trying to stop a snowstorm. His child was raised by his old mother. Dart- Badon's Commando Dart took a grave wound protecting Fargus in a skirmish. He vanished at sea, but rumors claim he might be in Pherae. Fiora- Wing-Borne Warrior Fiora flew many missions as the head of a mercenary company. Her donations saved many poor families in Ilia from destitution. Legault- The Hurricane After the battle, Legault traveled the lands looking for Black Fang refugees. He helped them to ease the pain of his own loss. Nils/Ninian- Children of Destiny After these dragonkin bid farewell to the land of their birth, they returned to their new world. Meeting Eliwood warmed the hearts of these ice dragons with the hope that man and dragon could live in peace. Nils (If Ninian has A support with Eliwood) Nils vanished through the gate in order to seal it from the other side. Those who saw him go will never forget his look of sorrow. Isadora- Escort of Pherae As a knight of the imperial guard, Isadora served as guard to Lady Eleanora. She continued to study to be a lady up until she wed. Heath- Wandering Knight Heath mover to Ilia and became a mercenary knight of some fame. He fought not for country, but for people in need. Rath- Wolf of Sacae Rath returned to his tribe in Sacae. His deeds earned him warm greetings from his father the famed Silver Wolf. Hawkeye- Desert Guardian Hawkeye returned to Nabata and lived peacefully in Arcadia with his daughter, whom he trains to be guardian of the desert. Wallace- Crag of Caelin Wallace intended to return to Caelin, but got lost and ended up in Ilia. He now spends his days tilling the frozen soil. Pent- Mage General / Louise- Lady of Violets When Athos died, Pent took over his research. To focus on his studies, Pent resigned as Mage General of Etruria. This action set the palace in an uproar, but Pent and Louise endured. Karel- Saint of Swords Once, Karel was known as the Sword Demon. Now, he bears a new name. What prompted this change, he will not say. Nino- Pious Mage At Eliwood's invitation, she started a quiet life in a small village in Pherae. She plans to return to Bern to visit a certain cemetery. Jaffar- Angel of Death Jaffar vanished in the final moments of the last battle. He still avoids the bounty hunters who seek out the famed Angel of Death. Vaida- Flying Fang Some rumors say that Vaida died at the hands of Bern forces. Others say she now serves Bern's Prince Zephiel. Renault- Burdened Bishop No one knew the old him. No one know what became of him. He vanished as though he never existed. Archsage Athos Athos died in a foreign land. Those who saw his face said that he seemed as though he had at last found true peace. Merlinus- Cheery Merchant Merlinus opened a shop in Ostia, but it was forced to close. He plans on re-opening with some aid from Lord Eliwood himself. Lyn- Noblewoman of Sacae Lyn entrusted Caelin's rule to Ostia and returned to the plains of her birth. She often thinks fondly on the people of Caelin. Hector- General of Ostia Hector returned to Ostia and became her Marquess. His bond of friendship with Eliwood remains eternally strong. Eliwood- Knight of Lycia Eliwood succeeded his father as the Marquess of Pherae. His sincerity and his clear guidance made him his father's equal in all eyes. -(Your Tactician's name)- (Final rank = C or less) As historians look back, no one understands how such incomprehensible strategy could led to victory. (your Tactician's name)- Famed Genius (B-Rank) The tactician vanished after the final battle. Bern, Lycia, and Etruria all sought those famed skills, but none ever found the tactician. (your Tactician's name)- Superb Mind (A-Rank) A Tactician whose brilliance changed the course of history. Bern and Etruria so desired this skilled mind that they went to war. Geitz- The Wanderer Geitz resumed his aimless wandering. He still searches for a land that he can finally call his own. Karla- The Sword Vassal After the conflict, Karla became involved with a warrior that she met. She died of an illness several years later. Farina Farina far surpassed her duties as commander of the Pegusus knights of Ilia. Her skill earned her high fame, as well as high prices! A Support Endings: -Eliwood and Fiora- Eliwood and Fiora were wed after the conflict. A group of Lycian nobles protested that she was a mercenary, but none could sunder their bond of love. They have a son named Roy who will become a great hero. -Lyn and Florina- When her grandfater died, Lyn asked that Caelin be taken under Ostian protection. She set out for Sacae with her friend Florina. Though Florina returned to Ilia, their friendship lasted forever. -Hector and Farina- Hector succeeded the throne as the marquess of Ostia, but the pain of his brother�s death weighed heavily on him. His beloved Farina gave him comfort and helped him become an enlightened leader. -Bartre and Karla- Karla and Bartre were reunited in Ostia, During the battle, they became friends. That friendship deepende into love, and they were wed. Later, Karla died of illness. Barte took their daughter to her uncle and joined Karla. -Lyn and Rath- When her grandfather died, Lyn asked that Caelin be taken under Ostian protection. She set out for Sacae, where she was reunited with Rath of the Kutolah. They had a daughter and lived happily in the plains. -Heath and Vaida- After paying her debt to Eliwood, Vaida returned to Bern. Though no longer an official knight, she sought to aid the prince from the shadows. Heath followed her home to Bern to support her. -Serra and Erk- After the battle, Erk returned to his studies. His newfound feelings for Serra were an unwelcome distraction. In Ostia, Serra declared she would �live for love� with Erk, and Marquess Ostia gladly saw her off. -Guy and Priscilla- They fell in love amidst conflict, but Priscilla was a noble and Guy was but a mercenary nomad. Guy rode way before her tears could stain the earth, but Priscilla's bright smile remained in Guy's memory forever. -Lyn and Kent- When her grandfather died, Lyn asked that Caelin be taken under Ostian protection. She set out for Sacae with her former vassal and new love, Kent. The people of Caelin gave them their blessings. -Lucius and Raven- After the conflict, Raven revealed his past to Hector. Hector offered to rebuild Raven's home, but Raven refused. He and Luicus travel as mercenaries, but Lucius is pleased to see his friend's heart has been eased. -Rebecca and Wil- After their journey, Rebecca contined to work for Eliwood and became his most trusted retainer. Her childhood friend Wil joined her in service to Pherae. The son they later had shared their archery skills. -Hector and Florina- Hector succeeded his brother as the marquess of Ostia, but the pain of his brother�s death weighed heavily on him. His beloved Florina gave him comfort and helped him become an enlightened leader. -Eliwood and Lyn- The marquess of Pherae and the princess of Caelin were wed after the conflict. All of Lycia was in an uproar, but none could sunder their bond of love. They have a son named Roy, who will become a great hero. -Nino and Jaffar- They were married after the conflict and were gifted with twin boys. Their time in Pherae was happy until bounty hunters came for Jaffar. To protect his family, he disappeared. Nino vanished in search of him. -Kent and Fiora- Although they returned to their respective countries, they visited one another often and their relationship bloomed. When Lyn abdicated Caelin�s rule to Ostia, Kent resigned, moved to Ilia, and married Fiora. -Heath and Priscilla- They fell in love amidst conflict, but Priscilla was a noble and Heath was a deserter from Bern. Their differences were too great. When they parted, Heath told a weeping Priscilla he would someday return. -Sain and Rebecca- When her grandfather died, Lyn asked that Caelin be taken under Ostian protection. Sain requested a discharge and moved to Pherae with his beloved Rebecca. Their son is nothing like his father, thankfully. -Eliwood and Ninian- Eliwood and Ninian were wed after the conflict. Ninian gave up her old life and her people to enjoy a brief life with Eliwood. They have a son named Roy, who will one day take up arms to defend his nation. -Hector and Lyn- Hector succeeded the throne as the marquess of Ostia, but the pain of his brother�s death weighed heavily on him. His beloved Lyn gave him comfort and helped him become an enlightened leader. -Isadora and Harken- They were married shortly after returning to Pherae. Their love grew during their years of service, and now it blossomed with the blessings of Eliwood and Eleanora. Many envied their good fortune. -Sain and Fiora- Although they returned to their respective countries, Sain and Fiora continued to seek each other out. When Lyn abdicated Caelin�s rule to Ostia, Sain resigned his commission and moved to Ilia. They later wed. -Erk and Priscilla- They fell in love amidst conflict. Thought he was not nobly born, Erk�s talent and link to Lord Pent earned him the peerage he needed to wed Priscilla. As a trusted magic teacher, he lived his life in happiness. -Farina and Dart- Farina�s love for Dart compelled her to stay in Lycia. She visited Badon often and flirted with Dart at every chance. He never knew how serious she was when she told him that a female pirate would be quite profitable!" -Harken and Vaida Though both desired to be together, they could not bring themselves to end their service to their lords, and so they parted ways. That was the last time Harken ever heard Vaida's voice. -Kent and Farina Farina stayed in Caelin as a mercenary, hoping to stay close to Kent. When Lyn abdicated Caelin's rule to Ostia, Kent resigned his commission and served at Farina's side as a mercenary in Ilia. -Isadora and Renault Renault simply vanished after the battle. Isadora, now alone, returned to Pherae as a member of the imperial guard. Years later, she entered the service of Elimine, hoping to find answers in the clergy. Lowen - Swift knight Rebecca - A Wildflower Rebecca and Lowen were wed. and they became two of Eliwood's most trusted retainers. Their green-haired son inherited his father's chivalrous spirit. as well as his mother's smile and skill with a bow. Harken-Troubled Warrior Harken worked closely with Marcus to rebuild the knight of Pherae. They are slowly rebuilding their strength and prestige. Oswin-Impregnable Knight Serra-Outspoken Cleric Oswin returned to Ostia, where his duties as minister to the new marquess kept him busy. Serra clung to him intensely, despite his protests. Finally, her innocent stubbornness won his heart and eased his weary mind. Marcus-Knight of Pherae Merlinus-Cheery Merchant The merchant Merlinus began working for Eliwood. He and Marcus were fast friends, and when Marcus became the head of military training, Merlinus used his business acumen to deal with all matters financial. Legault and Isadora After the war, Isadora went to Pherae and Legault went to Bern. Though they traveled different paths, they stayed in each other's hearts. They met again ten years later on the battlefield as enemies. -Nino and Erk- They were married after the conflict and were gifted with twin boys. Their time in Pherae was happy until bounty hunters came for Nino. To protect her family, she disappeared. Erk vanished in search of her. These are the supports that result in no ending: Renault: Canas Merlinus: Vaida or Nino Kent: Sain, Wallace, or Heath Sain: Serra, Louise, Isadora, or Priscella Eliwood: Marcus, Lowen, Harken Lyn: Wallace, Wil Hector: Oswin, Serra, Matthew Wil: Rath, Wallace, Dart, Raven Florina: Ninian, Fiora, Farina, Nino, Serra Erk: Louise, Pent Serra: Lucius Rath: Guy Matthew: Guy, Jaffar, Oswin, Legault Lucius: Priscella, Karel, Renault Wallace: Renault, Vaida Marcus: Harken, Isadora, Lowen Lowen: Harken, Isadora Rebecca: Nino, Raven, Dart, Louise Bartre: Dorcas, Renault, Raven Oswin: Priscella, Dorcas Guy: Karel, Louise Priscella: Raven Dart: Geitz Fiora: Geitz, Pent Legault: Nino, Jaffar, Heath Ninian: Hawkeye Isadora: Geitz Heath: Louise Geitz: Karol, Farina, Dorcas Farina: Dorcas, Karla Karel: Karla +------------------------------------------------------------------------------+ 12.2. Battle History Quotes...............................................[0041] +------------------------------------------------------------------------------+ Athos A/S: Your superior intellect guides you well. C/B: You have the makings of a superior tactician! E/D: This, too, is the history of a single battle. Bartre A/S: Whoa! You're a tough one! C/B: You're doing a pretty decent job! E/D: You'd do well to give me more chances! Canas A/#####... This is the best outcome, is it not? C/B: I see. No better than average, are you? E/D: You seem to lack even basic skills. Dart A/S: Hey, you're just amazing! C/B: Hm... Well, it's better than I'd thought. E/D: Deal with it! We'll run wild over them next time! Dorcas A/S: You're very good. ...Impressive. C/B: ...Not bad. E/D: ...That's not good. Eliwood A/S: Superb! That must be the best record around. C/B: That's quite good. A fine show of teamwork. E/D: I guess that's one way to fight. Erk A/S: Nicely done. Perhaps one day, I'll do as well. C/B: That was well led. I learned much. E/D: My magic has not yet matured... Farina A/S: Yippee! That's too good! You're a genius!! C/B: Wow! These are good results, aren't they? E/D: Oh, my... I'd do better with a bonus, but... Fiora A/S: If we had someone of your skill in Ilia... C/B: A good strategy. It reflects well on you. E/D: Continue... Duty calls. Florina A/S: We are truly fortunate... to have you with us... C/B: Ah... that looks good. You did well out there. E/D: Oh! Ah, I bet we can do better together... Geitz A/S: Fighting doesn't get any better than this! C/B: Hm... It's better than I expected, isn't it? E/D: Say, is there...anything more I can be doing? Guy A/S: I'm going to learn from you and be the best! C/B: Does this mean we're getting better? E/D: We're just starting out! C'mon! We can do it! Harken A/S: Excellent! Continue to serve Lord Eliwood well! C/B: Eliwood was right to place his trust in you. E/D: Make better use of me! You won't regret it! Hawkeye A/S: ...Well done. C/B: ...Middling is the word I would choose. E/D: ...... Heath A/S: Battle genius... You're some kind of genius. C/B: These results document your achievements. E/D: Am I still not making the best use of my lance? Hector A/S: Fantastic! What an unbelievable record! C/B: That's not bad. No complaints, surely. E/D: What? Come on, I'm doing my best here... Isadora A/S: Well done, tactician... I am impressed. C/B: Excellent leadership. I learned much. E/D: Is this the extent of Pherae's strength? Jaffar A/S: ...Good, or so I here. C/B: ...Average, at best... E/D: ...... Karel A/S: Hmph. I fear you may be my next opponent. C/B: ...Not bad. ......Hmph. E/D: Could it be? Is my blade...not worthy? Karla A/S: ...Admirable. So, you do have some worth. C/B: Hm. You've improved, haven't you? E/D: ...You're not ready. Kent A/S: Fantastic commands! Well done! C/B: T'was a decent battle. ...Due to your strength. E/D: My apologies. We were weak. Legault A/S: What a surprise. Are you a genius? C/B: You tacticians are handy to have around! E/D: Do better? It's easy enough to say, but... Louise A/S: Oh, that is wonderful! C/B: Good results! Well, good enough for me! E/D: Is there something wrong? Lowen A/S: Great! I'm filled with admiration! C/B: Well done! My respect for you grows stronger! E/D: This is just a start! Do your best next time! Lucius A/S: Saint Elimine, thank you for this miracle. C/B: This seems acceptable, does it not? E/D: I'm sorry. I lacked faith. I hold the blame. Lyn A/S: Amazing! What more can I say? C/B: Well done. I'm glad we did our best. E/D: Well... Hmm... We'll do better next time. Marcus A/S: Perfect! I've no criticism whatsoever! C/B: Well done, you're quite a tactician! E/D: I believe you can do better than this. Matthew A/S: A superb tactician! I stand in awe! C/B: Your tactical skills have won me over. E/D: Uh-oh. Are you not feeling well? Merlinus A/S: Oh! I weep such tears of gratitude and joy! C/B: Oh, well done! I am impressed! E/D: Better you should join me in my shop, yes? Ninian A/S: None could stand before you, dragon or human! C/B: That was good. Your skill shows through. E/D: If only I'd given you but one more dance. Nino A/S: Wow! Terrific! The best score! C/B: Good marks, aren't they? Yes, indeed. E/D: I'm holding you back, aren't I? Nils A/S: Fantastic! You must be a genius! C/B: That's a good score! Everyone did well! E/D: My flute must be out of tune, I guess. Oswin A/S: Please lend your ingenuity to Ostia! C/B: Impressive... ...Very impressive. E/D: You must focus on what is necessary to win. Pent A/S: You must return with me to Etruria, my friend! C/B: Nicely done. You've some measure of skill. E/D: Perhaps this can serve as a lesson to us. Priscilla A/S: You are the greatest of tacticians. Truly. C/B: You are a superb tactician, you know. E/D: I need to try to do better myself, don't I? Rath A/S: Thank you for aiding Lyn with your guidance. C/B: Now I see it. This is the strength of tactics. E/D: This, too, comes at the guidance of the land. Raven A/S: ...Well done. I want your strength. C/B: Tactician, you are better than I'd thought. E/D: Useless... Rebecca A/S: Th-That's incredible! I'm so envious. C/B: I guess it's OK. That's what I think. E/D: I guess a country girl like me isn't helping... Renault A/S: Your battle sense is beyond belief! C/B: You have superior battle abilities, don't you? E/D: Perhaps you could find happiness off the field? Sain A/S: Oh! That was incredible! Really...well done! C/B: Hey! That's not bad! You're rather good! E/D: Next time, you should rely on my lance! Serra A/S: Fantastic! You're my favorite tactician! C/B: Hey! You're pretty good. E/D: ...I hope you'll try harder next time. Vaida A/S: You did great! I think I'll claim you as my own! C/B: That's not too bad. It's thanks to me, yes? E/D: What's this? I told you to use me! Wallace A/S: You are the greatest tactician of this age! C/B: Nicely done. I'm proud! E/D: We've both got some work to do! Wil A/S: You did it! The best marks ever! C/B: These... These are good marks, aren't they? E/D: Everyone has bad days. We can do better! +------------------------------------------------------------------------------+ 12.3. Random..............................................................[0043] +------------------------------------------------------------------------------+ Final Chapter comments: ELIWOOD: Listen to me! This is my fight now! Mine alone! Everyone, say back! HECTOR: Hey! What are you talking about? We've come this far together, havn't we? LYN: That's right! I've said if before. We all feel the same way. ELIWOOD: Hector... Lyndis... NILS: Don't forget me, Lord Eliwood! And...Ninian. I'm sure she's here as well. ELIWOOD: Nils... Ah! <tactician name>, you, too? BARTRE: Whooooooooooa! I'm burning up! CANAS: Let this battle be forgotten by history... That is all I ask. DART: I'm Dart, brave crewman of Fargus's pirates, and I fear nothing! DORCAS: ...Winning this battle means protecting my family. ERK: For years, I've studied. NOw, let those studies show their worth! FARINA: Hey! There's no doubt we'll win! Just don't forget my bonus! FIORA: For the honor of the Pegasus Knights of Ilia, I will annihilate the foe! FLORINA: I... I...I'll do my best! GEITZ: This looks like fun! This is what I've been waiting for!! GUY: Let me show you how much my blade has matured! HARKEN: Lord Elbert... I will protect your son. HAWKEYE: ...I, too, will join you in this final glory. HEATH: For Bern, land of my birth... May I return to it soon! ISADORA: My pride shall not be broken! My strength holds true! JAFFAR: ..... KAREL: As long as there's someone to cut, you will have my aid. KARLA: I've lived long enough. I've no regrets... KENT: I will gladly volunteer to protect Lycia with my life. LEGAULT: My oh my... Fools aplenty. That includes me, too. LOUISE: No matter what happens, I'll be at Lord Pent's side. LOWEN: Knights should fight, not speak! ...Was that right? Lucius: Blessed Saint Elimine, please grant us a miracle... MARCUS: I'll show you the strenght of a knight of Pherae. MATTHEW: Let me handle this! There's much I can do. NINO: ...Father... Brothers..... For all that I've lost... I won't let him get away! OSWIN: For the honor of the knights of Ostia. Pent: If he has power to rival Athos then I must test that power myself. PRISCILLA: I don't want to lose anyone so I will fight my strongest. RATH: For those whose reasoning is bent. I will straighten it with my bow. RAVEN: If I die here... so be it. REBECCA: I'll do whatever I can to help! RENAULT: It is for this moment that I have lived... SAIN: I won't hold back! This is for all the lovely ladies I've yet to meet!! SERRA: Blessed Sain Elimine, grant us strength to win this wit ease. VAIDA: What are you worried about? With me here, we can't lose! WALLACE: I'm trembling with anticipation! WIL: We've made it this far. Let's get out there and win! If you have information about the conversations certain characters have before battles, about the conversations between characters randomly at some times, or about auguries, please e-mail me. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 13. The Entire Story...................................................[0044]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ This section is the entire story, from start to finish. I have summarised it, because the raw text will take something around 800KB, which is just plain massive. I warn thee now: MASSIVE SPOILERS AHEAD! Alright, I'll cut it short. Lyn Mode: Lyn travels with a bunch of minor characters to attempt to stop her evil granduncle (her grandfather's brother) from taking the throne of Caelin. Her mother moved with a nomad 19 years ago to Sacae but the Lorca tribe was wiped out by the Taliver bandits. Lundgren, her granduncle is trying to kill her so she won't disturb his plans to poison the current ruler of Caelin (Marquess Caelin, Lyn's grandfather) and take the throne for himself. Lyn meets up with random characters and travels through many battles with brigands. Eventually, she defeats Lundgren and reunites with her grandfather. Her grandfather survives and together they remain... Lyndis's Legion is still together (Wil, Florina, Kent and Sain) but the others depart their separate ways for a much bigger adventure later on... Eliwood Mode: Eliwood, the heir to the throne of Pherae is looking for his father, Marquess Pherae who has disappeared with his army for several months. Things go wrong as it seems many of his old allies have gone corrupt because of a mysterious organisation. He meets up with his old friend, Hector and is guided by the tactician on a long journey. The Black Fang's involvement becomes more apparent as close friends depart, but Eliwood hopes his father is fine. All of the characters from Lyn Mode reappear sooner or later. Eliwood eventually discovers the Black Fang have been corrupted by an insane man named Nergal, who is looking for power. In the first scuffle, Eliwood's father dies trying while severely wounding Nergal. Everyone is whisked to safety from the hideout of the Black Fang known as Dread Isle. Nergal lives on, he is not human any longer. Eliwood has several encounters with the Black Fang's innocent victims, the once righteous organisation corrupted. Many innocents are taken and in the confusion more blood is shed. Eventually, Eliwood is deceived into killing his own love, Ninian. After some more encounters with the Black Fang, Athos emerges with the Divine Weapons ready to take on Nergal and his grunts. Nergal actually uses beings known as morphs, corpses of real life people to do his bidding. He uses the foes of the past and infuses them with insane power. But even then, Eliwood persists and takes them down. With his massive army, he kills Nergal. But Nergal's plan is fulfilled - he has unlocked the gate to the dragon world. Dragons and humans have not met for thousands of years. Braimmond, the Legendary Hero of Darkness (one of Heroes of legend with Athos) revives Ninian because three dragons have emerged from the gate. Ninian seals two but cannot seal the last due to loss of energy. Eliwood and his army for the last time take up arms and defeat the poor dragon. Afterwards, everyone lives happily ever after... Well, for 20 years, that is. Hector Mode: The same story as Eliwood, with a few changes: - Hector is helping Eliwood and it is Hector's army - Hector and his brother, Uther's relationship is discovered and we learn more about Hector grieving after Uther's sudden death to illness - More chapters are focussed on Hector and his adventures - We learn more about Nergal's past as Nils' and Ninian's father, how he created morphs and how he became evil. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 14. Extras.............................................................[0045]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ When you complete the game once, a couple of things in the game change. Besides being able to select which Mode you want to complete, the Extras Menu is another option that is unlocked. There are a few things to be aware of in the Extras Menu: > Link Arena > Sound Room > Support Conversations > Battle History > Transfer Data (if you have the Bonus Disk) Support Conversations is where you can view the support options of characters and support conversations that you have unlocked. Transfer Data is where you transfer items etc. from the Mario Kart: Double Dash Bonus Disk to Fire Emblem. These two above are not explained in-depth, because: - Supports are explained already and I already said that listing every conversation would be too tedious for a general guide - Transfer Data is not mandatory and I have not actually used it before +------------------------------------------------------------------------------+ 14.1. Link Arena..........................................................[0046] +------------------------------------------------------------------------------+ The Link Arena is a place where players construct a team of 5 and pit the teams against each other. There is no movement or terrain involved, merely selecting weapons, characters and selecting the foe to attack. My Link Arena section is far inferior to the GameFAQs Link Arena guide by Cyan of Doma, but I can offer a few tips. First of all, each team member must be considered. There are some classes that are much better off in the Link Arena than others. Those characters with the highest caps possible (30) in areas normally do much better than others. Magic units are not effective in the Link Arena because they are too slow, because of their low CON. There are not enough Body Rings to accommodate to them. The only magic user worth considering for the Link Arena is Canas. Athos appears strong, but needs stat boosters to max out all his stats. The better classes are: generals, great lord, berserkers, warriors, swordmasters The next thing to consider is whether those characters can cap all their stats, that is reach their maximum potential in all areas. There are limited resources for using stat boosters, so this is a big area to consider. Some characters have uncappable stats, that is they cannot cap them even if they gain a point every level up. These characters include Jaffar and Athos. To cap every stat, RNG abuse must be employed. Check the RNG section [0014] for more details. RNG abuse ensures that every stat will level up and be capped. After we have narrowed down who can effectively be used in the Link Arena, the next step is to form a SUPPORT CIRCLE. The team of 5 must be able to support each other to the maximum, that is either an A + B support or an A + C + C support. Supports make a team much stronger than usual. Next, items come into play. This is a crucial aspect of Link Arena battles; you would not use a Bolting because it does not work in the Link Arena. The best weapons tend to be: S rank weapons Professional weapons eg. divine weapons, Mani Katti etc. Silver weapons Killer weapons Brave weapons Reaver weapons The key is to find out what is really needed for the unit. If a unit has a glaring weakness, it must be fixed! Don't be afraid to use all 5 item slots, because more often than not they will all be used. The Iron Rune and Delphi Shield bear some significance, consider carefully who needs them. The Iron Rune shuts down assassins (which are risky anyway). When deciding items, you must also consider what weapon is best to S rank. If two people S rank the same weapon, one will be a wasted S rank because they will not get that item. Another factor is how resources will be employed to use weapons better, such as stat boosters. One last thing: the mine glitch is almost always required to get the almighty Uber Spear as well as the maximum amount of Swordslayers, the best reaver weapon in the game. Oh, don't be afraid to experiment. You might just find the best Link Arena team yet... (well, probably not) The current best Link Arena teams are: Cyan's Team Force Hector(A Oswin)<Body Ring> S rank Sword, A Axe E:Armads, Regal Blade, Brave Sword, Swordslayer, Iron Rune Oswin(A Hector, B Dorcas) S rank Lance, A Axe E:Uber Spear, Rex Hasta, Axereaver, Silver Axe, Brave Lance Dorcas(B Oswin, B Geitz) S rank Axe, A Bow E:Basilikos, Killer Axe, Killer Bow, Swordslayer, Silver Bow Geitz(A Dart, B Dorcas) S rank Bow, A Axe E:Rienfleche, Brave Bow, Killer Bow, Silver Axe, Swordslayer Dart(A Geitz)<x2 Body Ring> E:Brave Axe, Silver Axe, Killer Axe, Tomahawk, Swordslayer TheCrimsonBlur's Team Oswin(A Dorcas) E:Uber Spear, Rex Hasta, Axereaver, Silver Axe, Iron Rune Dorcas(A Os, B Geitz) E:Brave Axe, Silver Axe, Killer Axe, Swordslayer, Silver bow Geitz(B Dorcas, B Dart, C Karel) E:Rienfleche, Brave Bow, Killer Bow, Silver Axe, Swordslayer Dart[body ring](A Karel, B Geitz) E:Basilikos, Tomahawk, Dragon Axe, Killer Axe, Swordslayer Karel(58/57? HP)[2 body ring](A Dart, C Geitz) E:Regal Blade, Brave Sword, Wind Sword, Wo Dao, Lancereaver As you can see, both have almost perfect support circles, amazing weapon selection, great characters and classes, the employment of the Uber Spear, Iron Rune and many reaver weapons. +------------------------------------------------------------------------------+ 14.2. Sound Room..........................................................[0047] +------------------------------------------------------------------------------+ Here you can view any songs that you have obtained. If you press L/R you can view your CGs that have been unlocked. Press A to select songs, B to stop them and pressing A on another song overwrites the first. CGs change automatically when changing song, but pressing A changes them anyway. Press SELECT for a random song to be chosen. The songs are, in order: 1 Opening: History Unveiled 2 Fire Emblem Theme 3 A Hint of Things to Come 4 Road of Trials 5 Destiny Enlaced by Fear 6 Winds across the Plains 7 Precious Things 8 Companions 9 Friendship and Adventure 10 Distant Travels 11 Inescapable Fate 12 Dragon's Gate II 13 Winning Road 14 Binding Ties 15 Scars of the Scouring 16 Raise Your Spririts 17 Shadow Approaches 18 Enemies Appear 19 The Messenger 20 Darkness Comes 21 Dragon's Gate I 22 Nabata's Wandering Messenger 23 Legendary Inheritance 24 Raid! 25 Messenger from the Darkness 26 Strike 27 Safeguard 28 Victory Now! 29 Rise to the Challenge 30 Softly with Grace 31 Everything into the Dark 32 Campaign of Fire 33 Blessing of the 8 Generals I 34 Healing 35 Curing 36 Receive the Blessings of Water 37 Ride the Wind 38 To the Heights 39 An Unexpected Caller 40 When the Rush Comes 41 Land of Swirling Sands 42 Ships and Homes 43 Silent Ground 44 The Inn 45 Going My Way 46 Together, We Ride! 47 A Knight's Oath 48 Happiness Abounds 49 Merlinus 50 Final Farewell 51 Requiem 52 Recollection of a Petal 53 The Cogs of Fate 54 The Eight Generals 55 The Archsage Athos 56 Distant Utopia 57 What Comes from Darkness 58 Black Fang 59 Calamity Bringer: Nergal's Theme 60 Nergal's Wrath 61 Stratagem 62 The Kingdom of Bern 63 Bern - A Mother's Wish 64 Shocking Truth I 65 Shocking Truth II 66 Triumph 67 Into the Shadow of Triumph 68 Main Theme Arrangement 69 Blessing of the 8 Generals II 70 Girl of the Plains: Lyn's Theme 71 Lyn's Desire 72 Light to Tomorrow 73 One Heart: Eliwood's Theme 74 Eyes of Sorrow 75 Unshakable Faith 76 Loyalty: Hector's Theme 77 The Grieving Heart 78 Reminiscence 79 Shattered Life 80 Anguish 81 Respite in Battle 82 Prepare to Charge 83 Armory 84 Shop 85 Fortune-Telling 86 Arena Entrance 87 Arena Battle 88 Arena Victory 89 Arena Tactics 90 Within Sadness 91 Game Over 92 Legend of Athos 93 Results 94 Treasured Hope 95 Beneath a New Light 96 The Path to Greatness 97 In the Name of Bern 98 Avoided Fate 99 Legend of the Dragon God 100 Royal Palace of Silezha There are only a few that you cannot obtain even after reading every story dialogue without skipping. These are unlocked in the following fashion: 1: Leave the game playing the story without pressing buttons 79: Ninian and Eliwood require an A support. After that, watch the entire scene after Eliwood retrieves Durandal in Eliwood Mode, including Ninian's death. You should unlock this song afterwards. 81: Lyn and Hector require an A support. A 'Talk' option will appear when they are next to each other in Chapter 29x Eliwood/31x Hector. 86-88: Enter the Link Arena and enter a battle. 90: Let a character die. 91: Fail a chapter completely (ie. get a Game Over screen). 97: Obtain songs 1-96 99-100: Mario Kart: Double Dash Bonus Disk (this is not necessary, you will get 100% even without these two songs as long as everything else is complete) +------------------------------------------------------------------------------+ 14.3. CGs.................................................................[0048] +------------------------------------------------------------------------------+ Here are the CGs that cannot be obtained by merely playing through the game once and reading the story (not skipping text). Privacy: Hector and Lyn aboard the pirate ship. Read the dialogue before Chapter 18 Hector Mode only. A Glimpse in Time: A shaman and two children in a ruins location. Read the dialogue before the battle in the Hector exclusive Chapter 19xx Kishuna: Nergal and Kishuna, who is naked. Read the dialogue before the battle in Chapter 22x Eliwood/Chapter 23x Hector or Chapter 32x Hector. Nils Leaves Alone: If Eliwood and Ninian have an A support, this will be unlocked after the Final battle. Nils is leaving the human world. Ninian and Nils Go Together: If Eliwood and Ninian do not have an A support, this will be unlocked in the dialogue after the Final battle. Ninian and Nils are leaving the human world. Friendship: If Hector and Eliwood have an A support with each other, or if they have no A support with major characters this will be unlocked. Hector and Eliwood are laughing and messing around, Lyn is also smiling in the background. Hector's Coronation: Instead of Eliwood's, in Hector Mode you see Hector's. View the Epilogue in Hector Mode. Nergal and his wife: Complete all four Kishuna optional chapters in Hector Mode. These chapters are: 19x, 19xx, 23x and 32x. Nergal is petting his wife who is a dragon on the face. Their faces cannot be seen, just shadows. Ninian and Eliwood: Ninian is in Eliwood's arms and they are both happy. Get an A support between Ninian and Eliwood in Eliwood's Mode and this appears right before the Epilogue. *Substitute A support between Ninian and Eliwood with .... and Eliwood* Fiora and Eliwood: Same conditions as above. Fiora is surprised as Eliwood is passionately hugging her. Lyn and Eliwood: Same conditions as above. Eliwood and Lyn are staring at each other. Hector and Lyn: Right before the Epilogue in Hector Mode if they have an A support. Hector is pulling Lyn to him in a rough hug. *Substitute A support between Hector and Lyn with A support between .... and Hector* Hector and Florina: Same conditions as above. Hector is carrying Florina on his shoulder (with one arm!). Hector and Farina: Same conditions as above. Farina and Hector are linked by the arms and look happy. +------------------------------------------------------------------------------+ 14.4. Battle History......................................................[0049] +------------------------------------------------------------------------------+ Here you can view your rank for any mode. S is the best rank, D is the worst (or at least, I have not heard of anyone getting below that). The standard player will probably get a B. In case you are wondering, here's how the ranks are based on: 25 stars (perfect): S rank 21-24 stars: A rank I haven't established the others yet. Help would be appreciated. There are 5 fields, each one representing something that is very important to obtain the S rank. Each field can have a maximum of 5 stars. Tactics - Based on speed, ie. number of turns per chapter. It is uncertain whether the basis is on average or a quota/surplus of turns. The faster the better. Combat - How much damage dealt and taken. This is a simple matter of tactics, because using the weapon and magic triangle to your advantage as well as being sensible about decisions and picking on weaknesses is all you need. This should all be second nature to you as you master the game. Funds - How much money you have accumulated, not only raw cash but monetary value of all items. Conserving items, especially valuable items are a must. Being reckless with money is going to screw you over in this department. Experience - How much EXP your units gain. Using a lot of low levelled characters and not relying on promoted characters for all your battles will get you a high rank here. Also, you must use many characters. Survival - Keep everyone alive and restart if they die. As long as you do that, you will get 5 stars in survival. Also, the comment is made by the person who you gave the Afa's Drops. If you didn't use it, Merlinus makes the comment. In Lyn Mode, Lyn makes the comment. Some people's comments are harsher than others and some people's faces are ugly so carefully consider who you want to be in your Battle History. The comments are listed in Battle History Quotes [0042]. Battle History displays your best rank. A new playthrough will not overwrite the same record unless that record is better (eg. you got B before, now you got an S). The rank of the tactician makes a minor difference to the ending. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 15. Secrets............................................................[0050]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ Here are some random glitches etc. that might be worth knowing. Arena abuse - In places in the game, there are arenas where you can gamble for money and training at the risk of your survival. Their locations are as follows: Chapter 16x Eliwood/17x Hector Chapter 20 Eliwood/21 Hector Chapter 23 Eliwood/24 Hector Chapter 29x Eliwood/ 31x Hector Arena abuse basically means using the arena a lot in order to make units become extremely powerful and gain a lot of money. Arenas are useful for getting some cash on the way to achieving an S rank as well. There are a few tips to remember when arena abusing: - Hit B as soon as you think you are losing! - Never accept a bet over 700G - As soon as you are faced with a swordmaster or berserker, concede BEFORE they can critical - Use high speed units that have low defence for best results Mine Glitch - You've probably heard of this term before. Lay a mine in a space you know the enemy will land on. As soon as they get damaged by it, soft reset. When you Resume Chapter, you will be in control of the enemy! The best application of this glitch is to obtain Vaida's Uber Spear in Chapter 24 Eliwood/Chapter 26 Hector. It grants some insane boosts due to Nergal's magic. Use the enemy wyverns to trade between Vaida all the way to Merlinus. Another good application of this glitch is to disarm enemies (make them discard all weapons) so some weaker units can gain EXP. An interesting thing is that you can make enemies rescue each other. Infinite ring effect - After dancing to a unit, have that unit rescued. The effect will remain. The best example of using this glitch is to arena abuse in Chapter 20. Have Ninian stand next to the unit who will go to the arena. Use Nini's Grace. That unit will gain significant defences. Send them to the arena with the effect. After they have used the arena, rescue with a pegasus knight that is next to the arena unit. Another pegasus knight should stand on the other side of the arena. Next turn, drop the unit in the arena, who will still have the effect. Ninian can play to that unit, the unit goes to the arena and the other pegasus knight rescues. Rinse and repeat. This way, you keep Nini's Grace in effect and can arena abuse effectively without wasting Nini's Grace. Repairing items - With such items as lockpicks, when they are running out let an enemy thief steal it off you (give it to a low speed unit). Steal it back and it will be back to full durability. Secret Shops - There are secret shops with rare and valuable weapons. They are hidden in conspicuous locations and can only be accessed by a thief who possesses a Member's Card (you must steal it from the thief in Chapter 19 Eliwood/20 Hector). Their locations are: (For visual location, go to: http://s7.invisionfree.com/FESS/index.php?showtopic=2802) Chapter 19E/20H - In the far south west of the map, there is a lone tree that takes up one square. Above the chests in the north west of the map, go in the space between the two walls to the far right, wedged right in the middle furthest into the wall. Chapter 21E/22H - There is an empty room in the north west of the map. Send a thief to the patterned tile there. Chapter 23E/24H Lloyd - A little below the castle, there seems to be a flurry of trees and mountains, but one space is completely empty. Send a thief there. Chapter 23E/24H Linus - On the big island, there is a lone tree. Send a thief there. Chapter 29E/31H - Warp a thief to the small green area just near the lone chest in the south west. Chapter 30E/32H - Above the throne, among the trees there is one square that is plain. Send a thief/assassin there. Link Arena Level Up Glitch - Sometimes, especially when an assassin OHKOs a foe in the Link Arena, they might level up beyond the maximum capacity (ie. they can go past level 20). +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 16. Version History....................................................[0051]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ Version 1.00 Date: 16/12/05 All basic elements of guide complete. A few minor areas that might need work in the future. +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 17. Contact Details....................................................[0052]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ E-mail: [email protected] E-mail is the only medium I communicate through regarding my guides. Please refrain from adding me to any IM programs. Also, don't idiotically send a chain mail to me, because it proves pointless. Don't flood or spam my inbox, because it isn't going to do anyone good (GMail has 2.7GB at the moment and rising... and you will be wasting a lot of time). I ask that you refrain from using 1337, or any other language besides standard English. Provide a reasonable heading so I can establish what the e-mail is based upon. Finally, any trolling or flaming without good reason will not be tolerated. I appreciate any constructive criticism or opinions. If you have any information that can help me, you know where to send your information. Hosting details - E-mail me. I'll almost certainly grant permission to host this guide. I need notification. No one can host this guide except the following sites: GameFAQs www.gamefaqs.com +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 18. Legal Disclaimers..................................................[0053]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ FAIR USE The Fair Use doctrine of copyright law states that limited portions of a copyrighted work may be used for commentary, criticism, reporting, and educational purposes.If you comply with this doctrine, you may use the guide. Any persons who plagiarise the work on this FAQ/Walkthrough shall be punished by the full extent of the law. COPYRIGHT This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. TRADEMARK All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. COPYRIGHT (�) 2005 SEALED LANCE (ASHWIN SURESH) Note: I have been told (C) holds no legal power. Remember that one folks! +------------------------------------------------------------------------------+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ + 19. Acknowledgements...................................................[0054]+ +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ +------------------------------------------------------------------------------+ GameFAQs Golden Rule of FAQs: "Give credit where credit is due." I think that sums up my thoughts. CJayC: Amazing webmaster of GameFAQs Sailor Bacon & the other 'forgotten' GameFAQs crew: Your work is there, but your name isn't there nearly enough Intelligent Systems & Nintendo: Need I say more? Key reference material - www.rpgdl.com/FE.php: Covered Advanced Material and Stats on Characters Cyan of Doma's LA Guide: Great guy, great guide. Never gives up on Fire Emblem. http://faqs.ign.com/articles/520/520430p1.html: RNG Abuse Reference Saint Magician's HHM Guide: Another friendly guy. His guide is exceptional. Axem Titanium's Weapon List: The formulas were amazing, kudos to Grondrig. Other GameFAQs Guides: A great display of guides that I cross-checked stats with Wikipedia: Helped with the History of Fire Emblem in general Sanctuary of Strategy Forums: Probably one of the best Fire Emblem web sites. Trusty FAQ tools - www.rootsecure.net/?p=ascii_generator: ASCII, anyone? Good old Notepad: Stuck with me through the long period it took to write this guide. A special thanks to GameFAQs, whose different people, opinions and experiences shaped my knowledge. The FAQer I look up to most there is A l e x, who has actively written more than 17000KB of FAQs (50 General guides). Final word: Well done to anyone who looked at this guide, I strongly encourage providing feedback. Hope the hard work I did payed off! My contributions: http://www.gamefaqs.com/features/recognition/52183.html +------------------------------------------------------------------------------+ END OF GUIDE ~COPYRIGHT SEALED LANCE (ASHWIN SURESH) 2005~