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Walkthrough

by TripleJump / Kirbix

            ______ _            _____          _     _
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            |  _| | | '__/ _ \ |  __| '_ ` _ \| '_ \| |/ _ \ '_ ` _ \
            | |   | | | |  __/ | |__| | | | | | |_) | |  __/ | | | | |
            \_|   |_|_|  \___| \____/_| |_| |_|_.__/|_|\___|_| |_| |_|


Fire Emblem FAQ/Walkthrough by TripleJump and Sean (Kirbix) D'Hoostelaere
Created: January 1st, 2006
Last Updated: April 15th, 2008
Copyright � TripleJump and Sean D'Hoostelaere 2006-2007
Contact: triplejumpfaqs[at]gmail[dot]com
         kirbix[at]gmail[dot]com

=-----------------------------------------------------------------------------=
=-----------------------------Table of Contents-------------------------------=
=-----------------------------------------------------------------------------=

To navigate the ToC and use the search function to best success, just cross
reference the table.

For the missions, the mission number corresponds with the search #. For
chapter 1, for example, Simply type in "IV1." and you'll be good to go!
Lyn's story corresponds with chapters 1-10, and then Eliwood and Hector each
correspond with chapters 11 and onward- you should know which one you're
looking for.
Remember- for secret chapters, type in the chapter's name with an X after it.
Also: ignore the brackets and put whats inside of it only.


If what you're looking for isn't in the ToC, type it into the search bar
anyway. We're not missing much, and it may just not be specifically labeled
here at the top.

I.      Writer's Introduction . . . . . . . . . . . . . . . . . . . . . . .(I.)

II.     The Characters . . . . . . . . . . . . . . . . . . . . . . . . . .(II.)
    a.  The Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIa.)
    b.  The Villains . . . . . . . . . . . . . . . . . . . . . . . . . . (IIb.)

III.    Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .(III.)
    a.  The Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIa.)
    b.  Moving around the map . . . . . . . . . . . . . . . . . . . . . (IIIb.)
    c.  Battling. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIc.)
    d.  The Weapon Triangle . . . . . . . . . . . . . . . . . . . . . . (IIId.)
    e.  Character stats and the Character Screen. . . . . . . . . . . . (IIIe.)
    f.  Battle Stats. . . . . . . . . . . . . . . . . . . . . . . . . . (IIIf.)
    g.  Battlefield Terrains, Buildings, and Special Units. . . . . . . (IIIg.)
    h.  Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIh.)

IV.     Walkthrough- Lyn's story . . . . . . . . . . . . . . . . . (IV1.-IV10.)
    (Secret level after 7)

V.      Walkthrough- Eliwood's story . . . . . . . . . . . . . . . .(V11.-V31.)
    (Secret levels after 13, 16, 18, 22, 26, 29)

VI.     Walkthrough- Hector's Story. . . . . . . . . . . . . . . .(VI11.-VI33.)
    (Secret levels after 13, 17, 19, 19x, 23, 28, 31, 32)

VII.    Character Run-Down . . . . . . . . . . . . . . . . . . . . . . . (VII.)
    a.  Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIa.)
    b.  Cavaliers/Paladins . . . . . . . . . . . . . . . . . . . . . . .(VIIb.)
    c.  Knights/Generals . . . . . . . . . . . . . . . . . . . . . . . .(VIIc.)
    d.  Fighters/Warriors. . . . . . . . . . . . . . . . . . . . . . . .(VIId.)
    e.  Mercenaries/Heroes . . . . . . . . . . . . . . . . . . . . . . .(VIIe.)
    f.  Myrmidons/Swordmasters . . . . . . . . . . . . . . . . . . . . .(VIIf.)
    g.  Pirates/Berserkers . . . . . . . . . . . . . . . . . . . . . . .(VIIg.)
    h.  Nomad/Nomadic Trooper. . . . . . . . . . . . . . . . . . . . . .(VIIh.)
    j.  Archers/Snipers. . . . . . . . . . . . . . . . . . . . . . . . .(VIIj.)
    k.  Peg Knights/Falcoknights . . . . . . . . . . . . . . . . . . . .(VIIk.)
    l.  Wyvern Knight/Lord . . . . . . . . . . . . . . . . . . . . . . .(VIIl.)
    m.  Mages/Sages. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIm.)
    n.  Monk/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIn.)
    o.  Shaman/Druid . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIo.)
    p.  Troubadour/Valkyrie. . . . . . . . . . . . . . . . . . . . . . .(VIIp.)
    q.  Cleric/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIq.)
    r.  Thieves/Assassins. . . . . . . . . . . . . . . . . . . . . . . .(VIIr.)
    s.  Bard/Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIs.)
    t.  Transporter. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIt.)

VIII.   Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIII.)
    a.  Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIa.)
      1.Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa1.)
      2.Lances . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa2.)
      3.Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa3.)
      4.Bows . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa4.)
      5.Anima Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa5.)
      6.Dark Magic . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa6.)
      7.Light Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa7.)

    b.  Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIb.)
      1.Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb1.)
      2.Items/Rings. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb2.)

    c.  Promotion Bonuses. . . . . . . . . . . . . . . . . . . . . . . (VIIIc.)
    d.  Store locations and inventories. . . . . . . . . . . . . . . . (VIIId.)
    e.  Support list . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIe.)
    f.  Stat growths . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIf.)

IX.     Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IX.)
    a.  Unlockables . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXa.)
    b.  Glitches. . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXb.)
    c.  RNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXc.)

X.      FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(X.)

XI.    Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(XI.)

XII.   Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (XII.)

XIII.  Version History . . . . . . . . . . . . . . . . . . . . . . . . .(XIII.)


+-----------------------------------------------------------------------------+
|------------------------I. Writer's Introductions----------------------------+
+-----------------------------------------------------------------------------+

"Triplejump's introduction"
Welcome to the next one of my FAQs. I'm TripleJump. Mainly because I'm too dumb
to be able to make a decent name. Fire Emblem 7 is the first Fire Emblem game
I have ever played. It was a masterpiece if I ever saw one. Amazing. I have
been working on this project for months, keeping it a secret for no apparant
reason. I just like to be stealthy! Anyway, this FAQ is going to be fit for a
king! I hope.

Fire Emblem is about a girl. She is living on plains and goes on a quest to
rescue her Grandfather, the Marquess of Caelin. She picks up a small army along
the way and liberates the place. Years later, a man named Eliwood searches for
his father. Gathering a larger army and collects the girl Lyndis to go and
defeat the power that is dampering the continents. Will they survive? YOU make
the calls. YOU are the tactitian that calls the shots. The armies of old are in
your hands.

(Wow, that was corny).

This is one of my several FAQs I have written. For full works, see my
contributor profile. Enjoy!

"Kirbix's introduction"
Hi, there! Welcome to the next of MY FAQs, as well- unless you've never read
one before, in which case it's good to know I've got another reader.
I'm definitely the more "colorful" between the two of us, so you will probably
always know when I'm writing since it will inevitably have more of a "story"
feel to it. For better or worse, I suppose.
This is my first real co-authored work, so I'll work on keeping the writer's
dichotomy to a minimum.

As for the game itself, he's kind of said anything I might say. This is a
very fun strategy RPG and it's also quite a difficult one. Hopefully we can
ease those difficulties here, though.

+-----------------------------------------------------------------------------+
|------------------------II. The Characters-----------------------------------+
+-----------------------------------------------------------------------------+

The below is just a section that gives a small bio on the main three heroes
(Lyn, Eliwood and Hector) and the two main villans (Lundgren and Nergal).

-----------------------------------
IIa. THE HEROES
-----------------------------------

LYN: A girl who lives on the plains, alone because her parents were slaughtered
by bandits. She finds you (the tactician) unconcious on the plains one day and
decides to help you out, you then learn that she is the heir to the Caein
throne, and that there is a plot to unhinge her for good.

ELIWOOD: The son of Marquess Pherae, he leaves home on a quest to find his
father, who has gone missing, and finds himself on an even bigger quest to save
the world!

HECTOR: A headstrong brother of Marquess Ostia, he is close friends with Eliwood
and runs away to help him save his father, and finds out more about himself in
the epic mission to save the world.


-----------------------------------
IIb. THE VILLANS
-----------------------------------

LUNDGREN: A relative of Marquess Caein who is poisoning him to try and kill him.
He wants Lyn dead so he can control the country, and Lyn must try to stop him by
reaching the castle and saving her grandfather from death.

NERGAL: A dark druid who wants to release dragons back into the world, he is one
of the heroes of old and went bad as he let evil souls inhabit his body, making
him stronger but not himself.

+-----------------------------------------------------------------------------+
|-----------------------------III. Game Basics--------------------------------+
+-----------------------------------------------------------------------------+
Anything that you might need to know about how to play this game falls under
this section. If you've never played this game before, reading this is not
necessarily a bad idea. Then again, the tutorial also does a pretty good job
of explaining things, too.


========================================
=IIIb. Moving Characters Around the Map=
========================================

To move a character around the map, put the cursor over the character. Press
"A" and their movement radius will appear. The Blue shows where the character
can move. Movement range is determined by the "Move" stat. However, it is
then hindered by some forms of terrain (such as sand), and can be obstructed
by natural obstacles. Your character cannot simply walk over a wall or over
an enemy- they must walk around them.
The Orange/Red shows where they can attack. If you move the control
pad, an arrow appears out of the character. Move the arrow to the desired spot
and press "A" to move the character. Once moved, you can choose from a number
of actions:

Attack: Appears when adjacent with an enemy unit. You must have a weapon
Staff: Appears when an allied unit is damaged and is within staff range.
Trade: Trade items with an adjacent unit.
Rescue: Pick up an adjacent unit. Rescuing unit's "Aid" stat must be higher
    than the rescued unit's "Con"
Take/Give: Send a rescued unit from one to another.
Drop: Places a rescued unit on an adjacent location.
Item: Use an Item/Equip another weapon
Steal: Steal item from enemy-thieves cannot steal an enemies equipped weapon.
Dance/Play: Nils/Ninian only. Gives the adjacent allied unit another movement.
    Also allows Nils/Ninian to activate one of their many spells.
Talk: Talk to a unit. Talk is often used to bring enemy NPCs to your side.
Support: Initiate a support conversation.
Merch: Trade with Merlinus when you get him.
Visit: Visit a home or village.
Armory: Enter the armory and shop for equipment.
Vendor: Enter shop to buy items and magics.
Arena: Enter the arena to do battle with enemies for experience.
Secret: Enter a secret shop, only accessible with a member's card.
Break: Break open a damaged wall.
Door: Open a Door.
Chest: Open a chest.
Wait: End this units turn.
Seize: Seize the throne or gate to a castle, thereby ending the mission.

Once the action has been performed, the chosen unit's turn is over.

Mounted units (Cavaliers, Troubadours, nomads, pegasus knights and wyvern
knights) can move both before and after completing an action.
For example, Kent moves 3 spaces to attack a brigand. He will be able to move
an additional 5 spaces after he has attacked, if he so chooses. This allows
mounted units to move in, rescue units and then get out of danger again. It's
a valuable technique to help stay alive.


================
=IIIc. Battling=
================

To attack an enemy unit, move your character next to the enemy unit. Press
"Attack", now select your weapon. Examine the "Pre-Battle Screen". It looks
something like this:

HP    HP  Enemies/Your Hit Points
MT    MT  Enemies/Your damage about to be dealt. Sometimes a 2x symbol appears,
          symbolizing a double attack
HIT   HIT Enemies/Your Hit percentage
CRT   CRT Enemies/Your % chance of landing a critical hit

Press "A" to continue, or "B" to cancel. If you continue, your character will
strike an opponent first and then the opponent can strike back. Sometimes you
may have "x2". Then you will attack again. For those situations where you have
a x2 hit and your opponent attacked first, they will strike and then you will
counterattack with two strikes.

ATTACK RANGES
**************
Standard attack range is 1 in each direction. This applies to swords, axes
and lances. A diagram, if you must:
  x
x O x
  x

If you are using magic, throwing axes or spears, the range increases to 2. This
means 2 in each direction and 1 in each diagonal, like so.
    x
  x x x
x x O x x
  x x x
    x

Bows are somewhat more limited: they can ONLY hit in the "2" range. In other
words, no adjacent attacks:

    x
  x . x
x . O . x
  x . x
    x

Now, there are some weapons (mentioned later) that have anywhere from 3 to 10
range. They follow the same basic formula as you've seen above, just increasing
in each direction by however many points until you've got the desired range.

Staffs are a special case. The basic healing staff has 1 range, but all others
have a range of Magic/2. It's rounded down, so if you've got 7 magic, the staff
spell has 3 range. At first, it's not THAT great, but when you're using
characters with 20, 25 magic... that's a RIDICULOUS range of effect. Make use
of these staves.

Note that unlike movement range, the attack range of a weapon is not hindered
by obstacles or enemies- you can throw an axe right over an opponent's head,
and long-range spells can be cast through all kinds of barriers.

RESCUE
********
You know the saying: those who fight and run away shall live to fight another
day. Rescue is an invaluable tool to your battling. A unit can walk up to
another unit and rescue them, thereby getting them out of harm's way. A
rescued unit cannot be damaged until let go again, and so a tough unit can
absorb some damage that the weaker unit might not have been able to handle.

The best use of rescue is via your cavaliers. Owing to their ability to move
again after action and to their high movement, they can swoop in, rescue the
damaged unit, and then get them out of trouble. Rescue is also useful with
cavaliers by allowing them to pick up slower units to bring them to the front
line of battle. There will be some instances where this is suggested.


===========================
=IIId. The Weapon Triangle=
===========================
This is a concept that the game will QUICKLY introduce you to, and it's a
concept that you need to quickly become familiar with. Fire Emblem has a nasty
habit of being unforgiving for the foolish, and it's foolish not to heed the
weapon triangle.

So what is the weapon triangle, you ask? Well, if you look at the number of
different melee weapons and the number of different attack spells, you discover
that there are three of each. Hey, three types, triangle... I think we're
on to something! At any rate, the weapon triangle dictates that in the style of
Rock-Paper-Scissors, each melee weapon (and each magic type) is strong against
one type of weapon while being weak against the other one. The breakdown is
simple:

Swords beat Axes
Axes beat Lances
Lances beat Swords

Anima Magic beats Light Magic
Light Magic beats Dark Magic
Dark Magic beats Anima Magic

Bows get left out of both triangles entirely; normal damage no matter who they
fight.

By having the "triangular advantage" over your opponent, your attacks get an
increase in damage and an increase in hit %. Conversely, the opponent gets a
decrease in both of those areas. For this reason, it's important to be aware
of both the weapon you use and the weapon your opponent uses.

Now, there are three weapons that are special- they reverse the triangle. These
weapons are known as the Lancereaver, the Swordreaver and the Axereaver. Now,
the lancereaver is not a lance, but a sword that can defeat lances. In order
to deal with enemies crafty enough to wield a reaver in your face, you simply
have to think backwards. The lancereaver is a sword strong against lances, so
now it is weak against axes; an axe user can take him out! By using reavers or
outsmarting it, your advantage doubles.


=================================================
=IIIe.  Character stats and the Character Screen=
=================================================
Once you have defeated the enemy, you will gain experience points. Some
enemies won't give you a bunch of XP- maybe 10 or 15. Others will give a huge
return, up to 100 XP! Now, once you've gotten that 100, you will level up.
Fundamental RPG theory, really. Then your XP counter goes back to zero and you
start over. As you level up, it's harder and harder to get to that 100 XP
total.

So, what's the use of leveling up? Quite simply, to increase your character's
stats. However, knowledge that stats will help you is USELESS if you don't
know what each stat actually does. Here we will explain each one to you in
detail so that you're not at all confused.

The easiest way to bring up a characters stats is to view their profile. To
do that, press the R button during a mission while highlighting the character
you want to read about with your cursor. You'll get a whole list of stats,
like so:

Str               Move
Skill             Con
Spd               Aid
Luck              Trv
Def               Affin
Res               Cond

Oh, and HP is listed at the bottom on the left. HP's simple- you run out of
HP and you die.

First, let's go through the first column; these are the characters battling
statistics; they're the ones that change as you level up. All explanations of
the stats relationships within the battle screen are explained in the next
section.

Str  -Short for strength, and this is the stat that determines how much damage
      your character does. If it's a magic user, Str will be replaced by
      Mag, for magic power. Higher strength means higher damage, need I say
      more.

Skill-Skill is the stat that determines your accuracy and your chance to get
      a critical hit on the enemy.

Spd  -Short for speed, this skill affects your players evasion rate, as well
      as helping to determine whether or not you will get a doublestrike on
      your opponent.

Luck -Luck does many things. First of all it increases your accuracy and
      evasion, and it also increases your critical evade %. Despite the
      rumors, it doesn't help them find items in the desert (kind of luck how
      luck doesn't help you get rare steals in Final Fantasy- urban legend.)

Def  -Short for defense, the higher it is the less damage you take from
      a physical attack.

Res  -Short for resistance, this is your magic defense. You need high res
      to withstand the tough magic users.

The next column gets a bit more "exciting"- there's more to it, now.

Move -OK, so SOME of them are more complex. Movement's pretty simple. It's the
      stat used to calculate how far a unit can move, which we discussed up
      in an earlier section.

Con  -This stat serves two purposes, one good and one bad. The good thing about
      high constitution is that it allows you to wield heavy weapons with
      greater ease (Best explained in battle stats), but the bad news is that
      higher constitution means that allies need a higher aid to rescue you.
      Constitution does not grow per level, only upon promotion or with a
      body ring.

Aid  -Higher aid means you can rescue units with higher constitution. Aid is
      (as you might guess), related directly to your constitution. However,
      mounted units get a bonus to their aid stat so that, in general terms, a
      mounted unit can rescue anyone they want to without worry. Because it's
      linked to constitution, it cannot be raised, either.

Trv  -A status that doesn't even really matter to you. It'll show up blank
      unless you've rescued someone. If you have, the name of the person you
      rescued shows up.

Cond -Later in the game, you'll run into negative status effects. Poison, and
      then sleep and berserk. When you've become "afflicted" by these, this is
      where the game will register it.

AFFINITIES
***********
Each character has an affinity, but this is somewhat more complicated than
the others so far. There are several different affinities, one for each
element of magic. Fire, Wind, Thunder, Ice, Anima, Light and Dark. Affinities
are, at their base, rather meaningless. An average player really doesn't care
what the affinity of each character is, because it doesn't matter much until
you're much farther in.

Here's how it works: when you started the game, you chose a month of birth.
This gave you an affinity of some sort, right? Depending on what your affinity
is, all units who share your affinity receive a bonus to their combat
stats. That is, all units who share the affinity gain a bonus to their hit %
and avoid %.

Much more important than that measly bonus is that affinities play a fundamental
role in supports. Different affinities receive different bonuses, which means
some characters will want certain affinities. Read the support section for
a better explanation.

A character's affinity NEVER changes, even from game to game. This means that
you can rely on them to have the same bonuses relative to your affinity bonus
and to your support bonuses.

====================
=IIIf. Battle Stats=
====================
OK, now that we've got the basics of that down, we've got a more in-depth
look into what stats affect how a battle plays out, specifically MT, HIT, CRT,
and whether or not you get that coveted 2x strike. This gets somewhat
technical, so proceed at your own risk (of boredom).

Supports affect all of these, but once again that will be explained in the
supports section. For now, just assume that you'll have to factor those in
later. I'm also ignoring the spells of Nils and Ninian. I assume if you're
using those that I don't need to tell you that they're working, and their
actual effects are explained later.

MT-  This is the easiest of the stats to calculate. First, add the attack of
     your weapon to your strength/magic. Then subtract their defense/
     resistance.
     If they're standing on a forest, a pillar or a mountain, subtract an
     additional point. 2 points for a fort, gate and mountain peak, and then
     3 points for a throne.
     If you're using the weapon triangle correctly, you get a 1 pt bonus to MT,
     while they suffer a 1 pt penalty. If you use a reaver weapon effectively,
     you get a 2 pt bonus and they suffer accordingly. If you're using a weapon
     that is "effective", double your total attack before subtracting defense.

HIT- Hit is calculated by a simple combination of your accuracy - their
     evasion. The trick of course is to figure out how to know what THOSE are.
     Your accuracy is found with the following equation:
     The weapon's inherent accuracy + (Your skill stat X 2) + (Your luck X .5)
     Having an S-rank in a weapon also gives a 5% bonus to your hit rate.

     Meanwhile, evasion is found like so:
     (Character speed x 2) + Luck + Terrain Bonuses
     10% bonus to evasion is given for standing on any building's doorway, and
     Pirates get a bonus walking on water. 5% bonus is given for standing on
     sand, 20% for standing in a forest, on a fort, a gate or a pillar. 30% on
     the throne, and a full 40% on a mountain peak.

CRT- If you land a critical hit, you do triple damage. As such, critical hits
     are always nice. Now, the best way to get a critical hit is to use a
     killer weapon, which has an inherent 30% crit rate. However, so you know
     how it all works:
     Crit = Weapon critical hit rate + (Skill X 1/2) - Opponent's luck.
     Again, the best way to get a high critical hit rate is to use a killer
     weapon. However, supports can increase this number, and berserkers and
     swordmasters get an automatic 15% on top of whatever their critical rate
     already is. With the right supports, Guy can have 100% crit, and with
     Dart's insane attack, a 65 or 70% critical hit rate is MONSTROUS.

2x hit- Here it is, the part I ignored before. This isn't really a breakdown
     of the 2x hit as much as it is an explanation of attack speed. Attack
     speed is probably the simplest of them all, though probably the most
     overlooked by the amateur player. Your attack speed is your speed, pure
     and simple. What complicates attack speed is that if you are holding a
     weapon that is heavier than your constitution, you will suffer one point
     in penalty for each point of weight the weapon has over your CON stat.
     If your constitution is greater than or equal to the weapon's weight, you
     suffer no penalty. However, lightweight weapons cannot give you a bonus
     to your speed, either.

     So, calculate your attack speed and your opponent's attack speed. If you
     have 4 more attack speed than he does, you attack twice. Simple, huh.


===========================================================
=IIIg.  Battlefield Terrains, Buildings, and Special Units=
===========================================================

You can get defensive bonuses depending on where your character stands. Forts,
for instance, will give you a defensive bonus. You gain health for standing on
one as well. Use the terrain around you to your advantage.
Flying units receive no bonuses or penalties from any terrain type.

The following terrain types offer no bonuses to defense or avoid:
    Plains
    Boat
    Bridge
    Floor
    Shores

The following terrain types are classified as "buildings" and all give 10%
to avoid and no defense:
    Arena
    Armory
    House
    Inn
    Ruins
    Vendor
    Village

As for the rest:

Forest   -As you might expect, it's a good idea to hide in the forest. You'll
          get 1 defense and 20 avoid added to your total.

Mountain -Naturally mountains take it a step further; 1 defense and 30 avoid.
          However, mounted units cannot cross mountains, and there's a penalty
          to movement when crossing them.

Peak     -The mountain peak is, as you would expect, the pinnacle of avoiding
          enemies. Now, most units can't even walk on mountain peaks, so
          this usually is a bad thing rather than good, but it grants a
          2 defense and 40 avoid bonus. For Brigands, this is a godsend.

Sand     -Sand gives a 5% avoid bonus, but much more importantly, most units
          incur a 50% movement penalty over the sand. The only units who do
          not are Pegasus/wyvern knights, magi, monks, clerics, and shaman, as
          well as the respective promoted classes.

Lake/Sea -Water provides a 10% avoid bonuses for all pirates who step out on
          it- only pirates and berserkers can walk across.

Pillar   -The indoor equivalent to a forest; 20 avoid and 1 defense.

Fort     -Forts are invaluable in so many ways. First of all, they provide a 2
          defense bonus and 20% avoid. However, better yet, they also heal your
          units. At the beginning of your turn, if you were stationed on the
          fort at the end of your last turn, you get said healing bonus.

Gate     -Similar to the forts, though a gate will be guarded by a boss so as
          to give them healing properties (Damn it...) Same stats all around.

Throne   -The throne is even better! An enhanced gate! YIPPEE! 3 defense, 30
          avoid, and healing. The ultimate boss seat. Thankfully not common.


*****         *****
*----THE ARENA----*
*****         *****
On certain maps in the game (there are two in particular that are of some
significance to you), you will find that you have access to the arena, a
building shaped like the Roman Colosseum. In this building you will do battle
with enemies provided endlessly for you. You must wager a sum of money, in
the mid hundreds, usually. Winning will bring double that back to you.

The good part about the arena is that it provides an endless supply of XP.
The bad news is that the enemies are TOUGH, and if you lose, your character
DOES die, just like in regular game. This means that arena is not something
to play around with. You have to know what you're doing.

You do not get to choose what your weapon is- you get stuck with the base of
whatever weapon you use. If you can use two weapons, swords get priority,
followed by lance, then axe and finally (i.e. never used on 2-weapon types),
bows. I notice my "Official Nintendo Player's Guide" says that you'll use
the strongest weapon in your inventory. That's total bull- you will use iron,
every time.

The enemies WILL use steel and silver, though. Through no particular
equation that I've deduced, higher defense characters will draw out opponents
with stronger weapons. A knight will get opponents with steel weaponry, while
Florina will probably never get anything but iron weapons. As a consequence,
Hector is no safer in the arena than anyone else, and oftentimes it's even
MORE dangerous to put a high-defense unit into the arena because of how high
the enemy's damage gets.

I'm partial to arena abuse, especially on a player's first run through. While
kind of "cheap," it's a great bonus that while making things easier, doesn't
make the game TOO easy if you use it in somewhat moderation. To learn about
arena abuse, check our Secrets section of the FAQ (Section IX.)

However, if that's not your cup of tea, here's some advice to follow in order
to survive the arena:

-#1 tip- "Know when to fold 'em." You can quit at ANY time by just pressing the
 B button. The problem is that you must press it before a turn has begun, so
 once the attack animations begin, even if they're yours, you can't quit then.
 That means that you have to be on your guard- if you see an enemy kill coming,
 DO NOT WAIT! Get out immediately; you do not want your unit to die.

-Higher bets mean tougher opponents. While it'd be nice to get an extra 200
 gold off the fight, you're likely to regret it when you get in there. Avoid
 bets higher than 600 is the general rule of thumb, I believe.

-As I said, high defense units take a VERY high risk going into the arena.
 A silver weapon in the hands of most units is just BRUTAL and should be
 avoided.

-Don't fight myrmidons. I cannot stress this enough- unless you're a knight or
 a pegasus knight who's feeling lucky, you will almost always lose. This is
 especially a problem for axe users. You can take him out in two hits, and he
 only does 4 damage! Problem is, your hits never connect, and he hits twice,
 over and over... guaranteed, you'll die first.
 Save yourself the trouble- if you see a myrmidon, just forfeit.

Arena use is difficult without abuse, but it can be useful if you know what
you're doing. For practical purposes, I really don't recommend it on your
first playthrough, though- too much risk involved.


*****             *****
*----SPECIAL UNITS----*
*****             *****
This covers both the destructible obstacles, the cracks and snags, and the
two special units, ballista and Merlinus. This is mostly for Merlinus, but
let's talk the other stuff, too.

Snags and Cracks
---
These are obstacles that you find the map that have HP of their own. To get
them out of your way, you must destroy them! Their HP varies, especially
cracks, which can have up to 50 HP. Destroy them when necessary, though it
may sometimes be more beneficial not to waste the energy doing so.

Ballista
---
It's a gigantic bow on wheels. Simple enough, really. Problem is that they're
often manned by the enemy. They've got a HUGE range, and their damage is quite
good. There's three levels to the ballista: there's the regular kind, the
killer kind, which has a high critical hit rate, and the iron ballista, which
has improved range and damage. Regular is what you'll see the most- this
machine's dangerous enough as it is.

Use extreme caution around these things- a pegasus knight can get caught off
guard and get completely ANNIHILATED. Send high defense units in to distract
the shooter and get him to waste his shots, or quickly send a unit it past
their attack range and kill them.

Your archers CAN use a ballista if it has ammo, so turn the enemy's weapon
against them! It's quite satisfying.

Merlinus
---
Starting in the early chapters of Eliwood's story, you will meet a unique
character, one unlike any other character you will ever see. He's an older
gentleman named Merlinus, and he's a merchant.
Merlinus has several unique characteristics. He's automatically deployed in
each battle and doesn't add to your unit count, but he cannot attack. As
a matter of fact, he just sits there in his tent for the entire mission,
doing nothing.

His job? To handle your items. With Merlinus on the field, you can send items
that you have to him for stockpiling. A character normally can only hold 5
items at a time, and grabbing a 6th item means you have to throw one away.
With Merlinus, it's no longer thrown away, just sent to his tent. Merlinus
can hold up to 100 items.

As for his role on the battlefield, as I said he just sits there in his tent.
However, he's got stats- HP, defense, speed, skill, all that stuff. Again, he
cannot attack, but he can be attacked by enemies... and he usually is. In most
missions, especially the early ones, enemies will appear after a few missions
with the specific goal of destroying Merlinus. If he is killed, he will flee
the mission and you will not have his help for the remainder of the mission.
However, he CANNOT die. He will come back in the next mission, albeit a bit
ruffled about you letting him get attacked like that.

The primary advantage to NOT killing off Merlinus is that he levels up. At
the end of every mission where he's not had to run away, he will gain a level.
Upon reaching level 20, he receives a promotion to Transporter, which besides
the high stats, will also give him a donkey to pull his cart along. That means
that Merlinus can now move with your group, making him all the easier to
protect.

All in all, Merlinus is important, but don't stress about it when he dies- it's
not that big of a deal.


*****          *****
*----FOG OF WAR----*
*****          *****
One of the most trying things about any good strategy RPG is the fog of
war- where your units are not standing, they cannot see. This means that your
enemy can move without your knowledge and (conceivably) surprise attack.
In reality, that doesn't happen. However, fog of war is a nuisance nonetheless.
Your enemies do not suffer from it, so even if they can't see you, they can
move up to you and attack.

Obviously there are ways to work around it. Each unit on your team has a
vision of 3 squares. Thieves excluded; their vision range is eight. As such,
having a thief on the field is a great idea.
You also can use torches and torch staves. A torch will increase the unit's
range of vision by 5, decreasing by 1 each turn until it disappears after the
5th turn. A thief with a torch lights up a hell of a lot of the battlefield,
So once again make good use of him. Torch staves work the same way, except
their vision bonus is the caster's magic power divided by 2. Never quite as
good as a thief with a torch, but definitely a good thing to use from time
to time.

Most missions don't have fog, but the ones that do are guaranteed to be just
a little bit tougher because of it. Be aware, fight smart, and you'll be fine.


================
=IIIh. Supports=
================
One final note before we dive into this walkthrough is a discussion about the
support system that the characters have in this game. No, we're not talking
about Alcoholics Anonymous, here. Support is a function that appears starting
in Eliwood's story... if you're paying attention.

If two units stand beside one another and end their turn, the game keeps a
tally. "OK, these two units stood next to each other for one turn." From
mission to mission, as two units stand next to one another for several
turns, eventually a "Support" option pops up. Choosing this option will
spark a conversation between the two characters, offering insight into who
they are and what their relationship is. Some support conversations are
kind of stupid, and others can lead to the characters developing a relationship
of love.

Two characters can have up to three support conversations, to go from a C
to an A ranking in their support levels. Through the course of the game,
a character can only have a total of five support conversations with
anyone.

On a more practical level, supports grant bonuses to stats. Attack, defense,
hit, evade, critical hit and critical evade can ALL be boosted by supports.
To calculate exactly what the bonus is, you look at the affinity of both
characters and then add up the bonuses bestowed. Those bonuses are as
follows:

          Atk    Def    Hit   Evd   Crt   CtEv
Anima     0.5    0.5     0    2.5    0     2.5
Dark       0      0     2.5   2.5   2.5    2.5
Fire      0.5     0     2.5   2.5   2.5     0
Ice        0     0.5    2.5   2.5    0     2.5
Light     0.5    0.5    2.5    0    2.5     0
Thunder    0     0.5     0    2.5   2.5    2.5
Wind      0.5     0     2.5    0    2.5    2.5

So how this would work is if you have two characters (Let's say Eliwood and
Hector) support each other, they would both gain the bonuses from the anima
affinity AND from the thunder affinity. If we check the table, that means
you get .5 attack, 1 defense, 0 hit, 5 evade, 2.5 critical hit and 5 critical
evade. Now, the .5 attack and 2.5 critical hit round down to 0 and 2 (the
game always rounds down.)
When you get Hector and Eliwood to a level B support, the bonuses become
1 attack, 2 defense, 0 hit, 10 evade, 5 critical hit and 10 critical evade.
And of course with an A support they go up even more. That means you can get
up to 5 attack or 25 evade from your supports if you play it right (you get
5 supports, remember).

This lends itself to certain characters seeking certain supports. A classic
example is Guy. With his innate fire affinity, he'll get at least an extra
12% crt and 2 attack. However, he wants that extra 13% and 3 attack because
he lacks strength and will kick major ass with a huge critical hit rate.
As such, you're looking for wind and fire affinities. Thankfully, he's got
a few fire and wind supports (Matthew is the most common one). Your support
conversations, from a strategic point of view, should reflect that- if the
character has a glaring weakness in one of these areas, try and find supports
to compensate for it.

Oh, and one VERY IMPORTANT detail- support bonuses only work if the characters
are within three squares of each other. That means that you can't get an A 
support with a character who isn't in the battle and expect bonuses, and it
also means that if you send a character out on his own he can't expect to keep
those bonuses. This of course just means that strategy becomes even more 
complex (that's what makes Fire Emblem great!)

For a complete list of who supports whom and what their affinities are, check
the appendix at the end of the guide.


+-----------------------------------------------------------------------------+
|--------------------------IV.Walkthrough- Lyn's Story------------------------+
+-----------------------------------------------------------------------------+

And so it begins! The actual walkthrough for the game.
Each walkthrough section contains two guides, one by each author. This is to
ensure you have more than one strategy to complete the game. So if one doesn't
work for you, use the other.

TripleJump has strategy 1; Kirbix has the second one.

*Note from Kirbix*
I'm not writing a walkthrough on how to beat this game with the best score,
and I am also writing this walkthrough while keeping in mind that Eliwood's
story follows immediately afterwards. As such, I will be making recommendations
that may seem out of place, heavily favoring certain characters that you may
or may not see reason to favor. I have my reasons, I promise.
Since you're reading a walkthrough, I also assume you're not playing hard
mode, so I will assume the game will force you to make certain moves. I won't
delve into much detail- the game explains itself well enough. I'm just here
to fill in the blanks after their tutorial stuff is finished.

Something to note: you cannot start support conversations in Lyn's story, so
don't try.

All set? Fantastic- let's begin.


===============================================================================
==========================Prologue: A Girl From the Plains=====================
===============================================================================

Victory Condition: Seize Gate

Items to obtain: none
Secrets: none

New Units:
------
Lyndis
------
Lord
LEVEL: 1
HIT POINTS: 16
STRENGTH: 4
SKILL: 7
SPEED: 9
LUCK: 5
DEFENCE: 2
RESISTANCE: 0

-----------
Boss: Batta
-----------
Brigand
LEVEL: 2
HIT POINTS: 21
STRENGTH: 5
SKILL: 1
SPEED: 3
LUCK: 2
DEFENCE: 3
RESISTANCE: 0

This is the epitome of tutorial missions- you get no real control and have
to do exactly what they tell you to do. Just follow the instructions provided
and you'll do exactly as you were expected to.
However, just in case:

From the Start, move Lyn left and into the flashing target spot. The enemy will
move closer to you. Now you can move in and attack. You will hit the enemy, and
then dodge the attack. The enemy will attack you on his turn and land a hit,
then you finish them off. Unfortunately, you also take damage. So heal with the
vulernary. Next turn, move in on the boss to the target area. First you strike,
then you get hit. Now the boss's phase. He misses, and you land a critical hit.
Now move in and seize the throne.


===============================================================================
======================IV1.Chapter 1: Footsteps of Fate=========================
===============================================================================

Items: NONE
Secrets: None
New Characters:

----
Sain
----
Cavalier
LEVEL: 1
HIT POINTS: 19
STRENGTH: 8
SKILL: 4
SPEED: 6
LUCK: 4
DEFENCE: 6
RESISTANCE: 0

----
Kent
----
Cavalier
LEVEL: 1
HIT POINTS: 20
STRENGTH: 6
SKILL: 6
SPEED: 7
LUCK: 2
DEFENCE: 5
RESISTANCE: 1

Victory Condition: Defeat all enemies.

----------
Boss: Zugu
----------
Brigand
LEVEL: 4
HIT POINTS: 23
STRENGTH: 6
SKILL: 2
SPEED: 4
LUCK: 1
DEFENCE: 4
RESISTANCE: 0

You now have two new units, Kent and Sain. They are both Cavaliers, they have a
large movement area. Sain speaks to you and asks you to help him impress Lyn by
having him attack the Bandit. Select him and move him next to the enemy. Sain
misses, and to make matters worse, the Bandit hits him! Kent then speaks, and
asks Sain why he doesn't have his sword. Sain was too busy talking to a girl to
get one. Kent will give his spare sword to Sain. Move Kent into the right spot
and have him attack the Bandit with the sword, he makes contact! Have Lyn move
in and make the killing blow. The enemy turn should be basically the enemies
trying to get a jump on you. It's not a good strategy for them. Sain now wants
to make up for his grave mistake, and redeem himself in Lyn's eyes. So attack
the enemy, only to miss. It's the forest! Oh no. Have Kent move downwards to the
enemy and attack. Move Lyn northeast. Next turn, Lyn questions Sain. Why didn't
he heal? Move Sain up to Lyn and have Lyn give him the used Vulernary. He then
can heal with it.

Have Kent finish up the other Bandit below, then move Lyn and Sain Northeast.
Kent can just move east to the other bridge. Have Lyn and Sain strike the boss
once the other enemy is downed. Try to let Lyn make the kill, she needs the EXP
the most.


===============================================================================
==========================IV2. Chapter 2: Sword of Spirits=====================
===============================================================================

Items: Vulernary from Glass
Secrets: None
New Characters: None
Victory Condition: Seize Throne

-----------
Boss: Glass
-----------
Mercenary
LEVEL: 3
HIT POINTS: 20
STRENGTH: 5
SKILL: 4
SPEED: 5
LUCK: 0
DEFENCE: 3
RESISTANCE: 0

STRATEGY #1:

To begin, the game makes you visit the houses to gather information. One tells
you how to enter the temple, another tells you about the mountains and the last
one is about the Mani Katti. The next turn you can move to the north to combat
the enemy Brigand. Wait with someone on the Fortress to reduce damage. Then
move to the east. See the crack in the wall? Move one of the Cavalry up to it
and have them strike it with the lance twice (I used Sain, as he is strongest).
As he is doing this, send Lyn south to dispatch the Bandits here. Try and keep
Kent ready to go after Sain breaks the wall so he can run in. He won't 1 hit
kill the Bandit, so be sure to just sit in front of Sain to protect him as he
has his Lance out. The move Lyn to the bottom right enemy, and the Knights up
to the top. It's your choice who gets the experience, but I'd give one of these
to the knights because they will need it in a couple chapters. After the battle
Lyn will receive the Mani Katti from the priest. It's much better, with more
damage and Critical hit rate.

-+-+-+-+-+-+-+

STRATEGY #2:

You have to visit the homes, despite it being a total waste of time. In the
next turn, send Kent and Lyn as far north as you can, and allow Sain to attack
the brigand. The brigand ought to kill himself on you in the next turn. If
not, dispose of him. Next, send all three down to the mountains. Lure those
two brigands out and kill them. If you're feeling a bit hurt, use a vulenary.
By this point my Kent and Sain were both finally level 2 (if you're like me,
you noticed their horrendous level up bonuses and realized why you're not
going to use them a whole lot.)

Send Kent and Sain to attack the wall, which will draw out that brigand inside.
Meanwhile, Lyn can go south and dispose of the last one. Use lances on the
wall- they do more damage.

With the brigands all dead, focus on glass. He's a sword user, so send in
the cavalry with their lances. Kent and Sain ought to be able to kill him
in that first turn. He's not particularly dangerous to either of them as long
as they've got a decent amount of health.
Once he's dead, seize the throne. Victory! Grab the vulenary and the Mani
Katti. Fwa, now Lyn is a death machine.


===============================================================================
==========================IV3. Chapter 3: Band of Mercenaries =================
===============================================================================

Items to obtain: 2000 gold from top home
Secrets: None
New Characters:

-------
Florina
-------
Pegasus Knight
LEVEL: 1
HIT POINTS: 17
STENGTH: 5
SKILL: 7
SPEED: 9
LUCK: 7
DEFENCE: 4
RESISTANCE: 4

---
Wil
---
Archer
LEVEL: 2
HIT POINTS: 20
STRENGTH: 6
SKILL: 5
SPEED: 5
LUCK: 6
DEFENCE: 5
RESISTANCE: 0

Victory Condition: Defeat all Enemies

-----------
Boss: Migal
-----------
Brigand
LEVEL: 6
HIT POINTS: 25
STRENGTH: 7
SKILL: 3
SPEED: 5
LUCK: 2
DEFENCE: 5
RESISTANCE: 0

STRATEGY #1:

You start with Florina in this one, but you still need to get Wil. Your first
move is moving Lyn to the nearest "Village" with the red roof. Villages are
like houses, but bandits will destroy them if they reach them first. They
survive if you visit them. The only ones worth seeing are ones with Red roofs,
because these have items or characters. Anyway, Wil will join the group. Move
him to the right to have him shoot at the Swordsman over the wall. Then you
get to use Florina, move her next to the enemy and have her strike him with the
finishing blow. Move the Cavalry to the east and towards the gap in the wall.
Have one of them block the one entrance by standing on the forest. Florina will
now go to the other village with the red roof to get the 2000G from the village
before regrouping with you. Try to use her in reserve, and only when the axes
and archers (which she will easily fall to) are gone she can move in. Have her
get all the EXP she can by hitting the soldiers, and if she can kill the archer
right away, then do so.

You can use a cheap technique to get a bit of EXP in on Wil, have him fire at
the boss until he dies. ONLY Wil, so he gets as much experience as possible.
This strategy works best later on in a different level, but you will take what
you can get. I also reccomend Wil killing him, because he needs the Experience
for the next level. Don't neglect Lyn, however.

-+-+-+-+-+-+-+

STRATEGY #2:

Once the tutorial stuff is over, we're left with control of Kent and Sain.
Use them to kill the nearby archer. Send Florina to the house to grab the gold
next turn and then fly back south. Send all your men up through that gap.

Keep Kent or Sain at the gap to take the brunt of the damage, and then let
Wil get some XP picking them all off over the wall. If you can manage it,
let Florina kill the mercenary. Brigands will be easy- pick 'em off with your
sword users.

Once it's just Migal left, you can take him down however you want. Use Wil to
get him weakened, and then finish him off with kent, sain or Lyn. If Florina's
got full HP, she could even take him on after Wil's taken a couple of shots.


===============================================================================
==========================IV4. Chapter 4: In Occupation's Shadow===============
===============================================================================

Items: Iron Axe from the Brigand Dorcas kills first
Secrets: None
New Characters:

------
Dorcas
------
Fighter
LEVEL: 3
HIT POINTS: 30
STRENGTH: 7
SKILL: 7
SPEED: 9
LUCK: 3
DEFENCE: 3
RESISTANCE: 0


Victory Condition: Protect Natalie for 7 Turns or Defeat the Boss.

-------------
Boss: Carjiga
-------------
Brigand
LEVEL: 8
HIT POINTS: 27
STRENGTH: 6
SKILL: 5
SPEED: 4
LUCK: 2
DEFENCE: 7
RESISTANCE: 0

STRATEGY #1:

This is your first defend level. The goal is to not have Natalie die. You can't
control her, but she won't move anyway. There are three external entrances that
need to be protected. The biggest one is the southern entrance. This one is
where the bulk of the enemy forces will attempt to fight their way in. To
defend it, equip both Cavaliers with their Swords and position them side by
side at the bottom of the entrance. The first one you have to defend however is
the east one. Lyn will automatically want to be put there. So do that, the last
one is the west entrance. Move Wil to it. Have him fire on whoever tries to
break open the wall and start the entrance. DO NOT HIT THE WALL. As for Florina,
she can't do anything right now. So have her block the way that goes directly
to Natalie so she can move in any direction. There are archers on the bottom and
the left, and axes to the right at the moment. This will soon change, but we
don't want any deaths.

On the enemy turn, Dorcas will attack Lyn. He misses, and Lyn recognizes him
from the picture Natalie had. Move Lyn next to him and select "Talk" to have a
chat. Dorcas will now join you. Select him and move him towards the Brigand
nearby. Attack with the Hand Axe (which you can attack at a range with) and he
will critical hit the enemy. Alright! Now have the Cavalry stay on the spot and
hit the enemies that are in front of them, the only time they should move is
when there is nothing in the way in front and an archer shooting. They should
capitalize on this chance to take it down. Wil should be hitting whoever tries
to break the wall on his side. Move Dorcas over to assist him if they break
through. Back on Lyn's side, some Mercenaries will start coming. They have
swords, and every turn after turn 3 another will come, so move Florina over,
because Lyn won't hold out for long. Florina can easily dispatch these guys in
two turns each. If you want experience for her, let them come. If you dont, have
one unit stand on the square they come from.

After the enemies are thin to the south, move Kent and Sain out to the boss.
They won't be very effective, as this guy is fairly strong, and you will have
to split up a bit to take care of the enemies before the turn ends. To cover
them, move Dorcas to the entrance to the top and have Wil come out and assist
them. The level ends if you end the 7 turns or if you kill the boss. Note that
7 turns DOES include the enemy phase. So don't act like the battle is over
until it truly is.

-+-+-+-+-+-+-+

STRATEGY #2:

Lyn makes a move towards Dorcas automatically, but in the mean time, move
Kent and Sain to block the bottom doorway. Keep them in the back of the gate
rather than all the way at the front. Be sure that you have swords equipped
on both of them, not lances. Send Florina and Wil up towards the
crack in the wall at the top-left. DON'T attack it, though. Come enemy turn,
brigands are gonna swarm Kent and Sain, but as long as they're using swords,
they'll slaughter all of them.

Next, do what tutorial says and get Dorcas. Send him wherever you want and
finish off the brigand. On the other side, send Wil to the top to shoot the
brigrand (not the mercenary). Place Florina in front of the crack. Finish
off any brigands in front of them, but do not move forward- reinforcements
keep on coming, and they keep you busy.

For the remainder of the fight, just stay defensive. Leave Kent and Sain where
they are and use their vulenaries when they need them. Let Wil pick off that
brigand and leave the mercenary to Florina. Mercenaries will continue to
spawn on the top-right. Stick Dorcas in the south woods to try to pick off
any mercenaries that Lyn doesn't kill first.
The mission's over before you know it, and you're no worse for the wear.

===============================================================================
==========================IV5. Chapter 5: Beyond the Borders===================
===============================================================================

Items to obtain: Iron Sword off the top brigand
Secrets: None
New Characters:

-----
SERRA
-----
Cleric
LEVEL: 1
HIT POINTS: 17
STRENGTH: 2
SKILL: 5
SPEED: 8
LUCK: 6
DEFENCE: 2
RESISTANCE: 5

---
ERK
---
Mage
LEVEL: 1
HIT POINTS: 17
STRENGTH: 5
SKILL: 6
SPEED: 7
LUCK: 3
DEFENCE: 2
RESISTANCE: 4

Victory Condition: Defeat all Enemies

---------
Boss: Bug
---------
Brigand
LEVEL: 9
HIT POINTS: 29
STRENGTH: 6
SKILL: 4
SPEED: 6
LUCK: 1
DEFENCE: 8
RESISTANCE: 0

STRATEGY #1:

This level is really just a standard, quick skirmish. Start with Lyn talking to
Serra. This makes Erk and Serra join. To begin, have Serra heal Erk. Serra is a
Cleric, she can't fight, but she can support your units with staves. Therefore
she should be kept in the back away from units and Archers. If a unit has a
very small wound (even 1 HP gone) I'd reccomend having her heal them. The staves
are cheap, but the Experience is priceless.

Erk on the other hand, is a Mage. It's sort of like an archer that can defend
itself, but has low defense. So this is your finisher for most enemies. He
uses anima magic, which is strong against light but weak against Dark. Most
enemies you see have a low resistance, making him a good one for fighting close
range cavalry, Knights and Generals from a distance. Have him hit the Archer
from close range to continue the level. Move the Cavaliers north and everyone
else northeast. Florina can take care of the two swordsman with some assistance
by characters like Wil and Lyn. Be sure to take down the second archer before
moving her to the east. You can also go buy her a Javelin from the armory if
you want. After the enemies are all dead but the boss, you can have her fire
the Javelin from a safe distance at him as many times as you want for
experience. I'd reccomend using a range attack on him to kill. Someone like Erk
who desperately needs experience should finish the kill.

-+-+-+-+-+-+-+

STRATEGY #2:

Once again, deal with all the tutorial stuff so you get started on the
actual battle. Send Erk up onto the mountain to attack the archer, though.
Shift all your units northeast, and you can send Sain up to kill the brigand.

Take out that mercenary next- he'll head for Erk. Kill him off using Florina
and Erk. As you move your units farther east the brigand, archer and other
mercenary will start to move towards you. Put your focus into attacking with
Wil, Florina and Lyn. Ignore the houses- totally useless for you, as a FAQ
reader.
At some point, feel free to pick up a javelin from the armory for Florina.
When you're ready, go for Bug. Whittle him down with Wil and kill him with
Lyn. He won't move, so Wil can just fire away, and the Mani Katti makes
Bug a piece of cake.

I don't particularly like Erk or Serra- neither one is, in my opinion,
worth using. However, you NEED to use Serra, short-term. She is your only
healer so far, and you can't not use her, really. As for Erk... I get along
just fine without him. However, he's the only mage you get for quite some time,
and he's not that bad. He just has... stability issues; read the RNG section
to get a better understanding, but Erk has a tendency to get messed up by
lousy RNG.


===============================================================================
==========================IV6. Chapter 6: Blood of Pride=======================
===============================================================================

Items to obtain: Door Key- Southern house w/ red roof
                 Door Key- Soldier guarding the door in the fort
                 Angelic Robe- Chest just inside the door
                 Armorslayer- Chest in the top right
Secrets: None
New Characters:

----
Rath
----
Nomad
LEVEL: 7
HIT POINTS: 25
STRENGTH: 8
SKILL: 9
SPEED: 10
LUCK: 5
DEFENCE: 7
RESISTANCE: 2

-------
Matthew
-------
Thief
LEVEL: 2
HIT POINTS: 18
STRENGTH: 4
SKILL: 4
SPEED: 11
LUCK: 2
DEFENCE: 3
RESISTANCE: 0

Victory Condition: Activate 3 Switches

----------
Boss: Bool
----------
Knight
LEVEL: 5
HIT POINTS: 26
STRENGTH: 8
SKILL: 4
SPEED: 2
LUCK: 1
DEFENCE: 10
RESISTANCE: 0

STRATEGY #1:

This level is unique to the last levels you played. You have doors that can be
opened, chests that can be unlocked, a different objective, and two new classes
to play with. You start out with Rath, a bow wielding horseback rider (also
known as a Nomad). Move Lyn up to the village above you to meet Matthew. He is
a thief. A thief doesn't have combat skills whatsoever. His only purpose is
opening doors and chests, he can also steal items from enemies. Move him over to
the door to the right and have him open it. This shows a switch. Have Rath move
up and stand on it to open the door to the big area. Send Serra to the village
and have Florina, Will, Erk and Kent to  attack the nearby foes together. Have
Sain get the key from Serra and he runs to the east towards the door. Florina
can join up with him next turn and help him beat the foes.

The second turn has Matthew asking if you want to steal the treasure. Move him
on the chest and have him open it. Move Rath into the area where he is and have
him kill the Spearman to get the Door Key he drops. Meanwhile, Florina and Sain
have opened the door with the key, killed the two enemies and stepped on the
switch, this opens the part to the boss. Kill the archer in front of him, but
don't kill the boss yet. Have Rath open the other door and Matthew get the
Armorslayer from the chest. This can be used on the boss. But the wise thing to
do is have Florina and Wil fire on the boss until he is very low, then have
someone weak go right up to him and finish him off. Then step on the last switch
to end the level. After the battle, you receive 5000G!

As for the Angelic Robe, I'd reccomend giving this to Lyn because of her low
defense. Don't waste it on Matthew because he won't do any fighting anyway, so
stick it to her.

-+-+-+-+-+-+-+

STRATEGY #2:

Start by following the tutorial, and then move all of the units towards the
walls. Have someone visit the other red-roofed house to pick up the door key
(for future reference, if the house has a red roof, it's important- ignore the
rest of them.) Deal with the enemies that you didn't kill already.

Next, send Matthew and Rath to kill the soldier up top and Wil to kill the
lower soldier. Whomever took the door key should open up the bottom door, and
whomever killed that other soldier use the key on the upper door. Step on
the second switch to reveal Bool and an archer. Quickly kill the archer and
go grab the armorslayer out of the chest. Now, to maximize XP, Rath, Wil and
Florina w/ a Javelin can weaken Bool a bit. Let Matthew keep the armorslayer,
and let him deliver the killing blow. You'll use Matthew later- level him
up as much as you can during Lyn's story. 

That Angel Robe increases max HP by 7. Permanently. It's a GREAT item. Of
the units you'll use, two need it- Matthew and Lyn. Seeing as Lyn is a fighter
and Matthew is more inclined to... y'know, not fight, give it to her.


===============================================================================
==========================IV7. Chapter 7: Siblings Abroad======================
===============================================================================

Items to obtain: Pure Water- upper-right village
                 Iron Lance- Off the brigand in the hills

Secrets: Finish the mission in 15 turns to unlock 7x


New Characters:


------
Lucius
------
Monk
LEVEL: 3
HIT POINTS: 18
STRENGTH: 7
SKILL: 6
SPEED: 10
LUCK: 2
DEFENCE: 1
RESISTANCE: 6

----
Nils
----
Bard
LEVEL: 1
HIT POINTS: 14
STRENGTH: 0
SKILL: 0
SPEED: 12
LUCK: 10
DEFENCE: 5
RESISTANCE: 4

Victory Condition: Defeat the Boss

------------
Boss: Heinzt
------------
Shaman
LEVEL: 5
HIT POINTS: 22
STRENGTH: 3
SKILL: 5
SPEED: 7
LUCK: 3
DEFENCE: 3
RESISTANCE: 5

STRATEGY #1:

This level is going to be something like the average chapter for the rest of
Lyn's Story. We get to chose who we want to bring (leaving out two of our men).
I chose to leave out Dorcas and Matthew. Neither are very good fighters and
there aren't any chests. If you prefer Dorcas, drop Erk. As he won't be strong
against the boss and a couple other enemies. However, then you lose one of your
infantry slayers for a guy that MIGHT hit the enemy.

You start with Lucius attacking the enemy Shaman. Have Nils play his music on
Lucius to keep him going. If you want, you can have him finish him off. But you
can use any unit for this. Now advance your party to the east, there is a
village holding Pure Water. We can use this if you want on the boss, but it
doesn't make a difference. A troop also holds an Iron Lance. I'd give this to
Florina, because she only has the Slim Lance and Javelin unless you bought one
for her.

Starting now: Make a resolution to use Nils once per turn. He will level up,
and a side quest in the future depends on his level at the end. So this means
that you can spend extra turns (NOT IN THIS LEVEL) just making him refresh a
unit again and again.

Continue south, the enemies will start coming over the mountains. If you can get
onto the mountain first, you hold the advantage. Have Cavalry go down the far
east path because that's all they can cross. Now, in fighting the boss you want
your damage depleter to attack at a distance so you can heal after. If you have
more than one, have both attack, then Serra heal one, then Nils play for Serra
so she can heal the other. Have a character run in and defeat him. DON'T keep it
going for longer than 15 turns.

-+-+-+-+-+-+-+

STRATEGY #2:

This is the first real mission you've had. Nils is running from Nergal, and
while he's not your immediate concern, he will return in Eliwood's story. For
now, defeat his henchman, Heintz. This will be the first mission with magic
wielding enemies, too. These guys hit your resistance stat. If you notice, LOTS
of your units have none. As such, keep them way the hell away from the shaman.
All of them have 9 attack, which means they'll do a full 9 damage to your
units. OUCH. Florina is the one you'll want to use this mission. With good
physical damage and high resistance, she's ideal for killing mages.

This is also your first mission with a battle preparation screen. Pick two
units to sit out- I chose Sain and Dorcas. Set up your units, if you want,
make any trades you need, and let's get started.
After the brief tutorial, you're moving East against a few enemies. Focus
your kills with Wil, Lucius and Matthew. Use Nils every turn to take advantage
of what he's got, of course. Send Florina south to take out the shamans around
Heintz. Don't actually kill Heintz, though- that'd end the mission early.

There are mountains on the left bridge, so send your regular units over that
set and fight off the enemies, while Kent and Rath go to the right. Have
Florina meet them all at the two bridges outside of Heintz's castle.

Once it's just you and Heintz, take him down. Use whomever you want, although
Lucius and Florina are certainly the ones most effective at doing so.

Once it's over, you'll get to meet Eliwood, the star of your next quest. This
whole mission is a hint at what's to come in the story to come, so it's not
a bad idea to pay attention.
I certainly hope you got the side quest- it's very hard not to.


===============================================================================
==========================IV7x. Chapter 7x: The Black Shadow===================
===============================================================================
This sidequest is only available if you beat Chapter 7 in 15 turns or less.


Items to obtain: Hammer- from the chest
                 Vulenary- From the bottom soldier
                 Lockpick (if you can)- steal from thief

Secrets: None
New Characters: None
Victory Condition: Defeat all Enemies

------------
Boss: Beyard
------------
Mercenary
LEVEL: 7
HIT POINTS: 24
STRENGTH: 6
SKILL: 8
SPEED: 7
LUCK: 4
DEFENCE: 5
RESISTANCE: 1

STRATEGY #1:

The first plan is to go into the options and change Matthew to the bottom left
along with Rath and Nils. Have Rath go up and take out the enemy with the
lance to the left. Then move Matthew and the Cavalry move there. Have Nils
recharge the cavalry, so he can attack the wall. Have your ranged men from the
right go left up the middle and those without it take the far right. Have Kent
or Sain engage the Cavalier and defeat him. Or you can draw him over and have
Lyn finish them off. The middle should have a magic user and Wil at LEAST. So
have them take out the Magician and the Soldier in the square. The soldier does
not have a ranged weapon so he is easy EXP.

Get the Brigand down, and then quickly break the wall and enter the chest room.
Have Matthew steal the Hammer (the vulernary was from the first lance I talked
about earlier) and get out of there so you can send your men up to kill the
thief on the enemy and the archer. Meanwhile the rest of the group should be
heading up towards the back taking out the enemies. Everyone can come in the
middle. Then as usual, you whittle down the health with ranged attackers, then
have the experience receiver come in and finish them for the big experience.

-+-+-+-+-+-+-+

STRATEGY #2:

Since it's a side quest, it IS a bit tough. Nothing you can't handle, though
Once again, preparations time. I kept Sain and Dorcas out, again. Next,
rearrange your units before you begin. Move Rath and Kent to the left side, and
then place Nils right next to them. Move the mages away from the very front
line. Other than that, there's not much that matters at this point.
(If you're unsure of how to move the units around, you use "Check Map" option.)

When you begin, send Rath and Kent to kill the soldier and start attacking
the wall. Use Nils to have them finish off the wall. Send Matthew that way
as well- he needs to rob the chest before the other thief does. Lucius and Wil
should go up to the wall on the right and kill the enemies through the walls.
For the rest, just put them wherever, somewhere moving towards the top, of
course.

The enemies behind said wall should attack, and most likely die in the
counterattack. Your turn! Finish off the brigand who's moved south and the
archer in the treasure room. Send Matthew in to steal that hammer. Meanwhile,
kill that cavalier. The thief should open the door on his next turn.

Now you get to deal with your first reinforcements. A soldier appears on
the stairs. Kill him with one of your ranged attackers before he even gets
a move out. Lyn, Lucius and Wil should move on the mercenaries next. In
the mean time, send the rest of your units up. First, let Matthew steal from
the thief. Next, Florina w/ Javelin and Rath can attack the soldier, thief,
or brigand (if he didn't already move in for the kill and get killed). Once
damaged, the thief will promptly run away down the stairs, anyway.

This next turn you get reinforcements in the form of a shaman and a mage. Since
you probably don't want your units to get mauled, just let Florina block the
doorway and move all the others back. I shouldn't have to say this, but make
sure that Florina's healed. In the mean time, at least two of your three units
on the right side should be up to the mercenaries. If you can't attack them,
then simply make sure you're properly equipped to kill them when they attack
you. The shaman and mage will hurt Florina, although not enough to kill her.
Your turn again, kill them both and finish off the mercenaries if they survived
somehow.

Now it's just you and Beyard, who refuses to move. You know what to do- get
some XP off of him with your ranged attackers and then move in for the kill.
Use whomever you want, really- you know what to do now. Sidequest over, let's
move on.


===============================================================================
==========================IV8. Chapter 8: Vortex of Strategy===================
===============================================================================

Items to obtain: Lancereaver- from the top-right village
Secrets: None
New Characters: None
Victory Condition: Defeat All Enemies

----------
Boss: Yogi
----------
Knight
LEVEL: 6
HIT POINTS: 25
STRENGTH: 9
SKILL: 7
SPEED: 3
LUCK: 2
DEFENCE: 11
RESISTANCE: 1

STRATEGY #1:

This is a different chapter because most enemies are using the reaver weapons,
which reverses the weapon triangle. The other reason is that there is a ballista
manned by an archer. It fires a heavy missle. It's not very effective but it can
be lethal to Pegasus Knights. So you have to determine something. If you have a
high level Florina (5-6) and a high level Nils (4-5) then you can send Florina
east to the village to get the Lancereaver. If not, then you have to send two or
three to collect it from the enemies. To stop Florina from being pasted, put
Nil's in danger. The enemy will fire at him, and his dodge is much better. Of
course you should heal or get him out if he is hit.

Meanwhile, the rest of your men are going south. If you had a low level Florina
then she is hiding in safety at the top with Nils and Serra. The rest have to go
south and take out the ballista and the enemies nearby. The enemies will attack,
so be careful and don't expect to approach, you will be approached. Healers and
Nils can approach as well as Florina as soon as the Ballista is down. A few (4)
soldier reinforcements with lances come in twos on the left. They should just
come out after you clean up the cavalry and other foes. The boss doesn't have a
ranged weapon, just an Axereaver. So the Lancereaver is efficient on him twice
as much. As is the Mani Katti. I reccomend the Mani Katti because it has a high
critical hit chance. Either way, whittling his health will take much longer
because of his armor. So you might want to just let Lyn wreak havoc on him and
heal her if she doesn't prevail.

-+-+-+-+-+-+-+

STRATEGY #2:

You don't get Matthew this time; you'll have to carry on without him. After
you strip him of his stuff, of course. He'll come back, but if you need
what he's holding, grab it now. Once again, pick your units, and I left the
same two out to dry. As for the battle preparations, I had Rath and Florina
at the far right, with Lucius and Kent up front to get ready to fight.

What matters most is that you send whomever has the most defense to go to the
village. Rath's that guy for me. He's going to take some hits of the ballista,
and so the higher his defense, the less it stings. Until the Ballista is taken
care of, the rest of your team isn't moving much. Now, ordinarily I'd suggest
moving in to kill the archer, but unfortunately there's a mountain range in
your way, and either you attempt to send Florina in and risk her utter
destruction at the hands of the ballista, or you send Kent in and he gets
swamped by the units who are flooding up north to meet you. Given the
options, I much prefer to just tough the ballista out. With only five shots,
a vulenary is all you need.

To begin, send Rath east to that forest. The mages will attack you there and
the woods will provide you some cover. For the rest of you, arrange them like
this:

  W
L Y
/   K

Where the / is the crevice, which means there's one free space between the
crack and Kent. Lyn at the top, there with Lucius and Wil around her. Florina
can fly in later on when the enemies actually arrive- you don't need them
attacking her just yet.

Enemies will start closing in, and the mages will attack Rath (as should the
ballista, although it could fire on Kent. Either way it will most likely miss,
and at worst do a minimal amount of real damage.) Rath kills the mages and
moves on. Grab the lancereaver from the village and head back to help your
team, who by now is under enemy fire. Take care of the cavaliers and
mercenaries- no problem for you, I hope. The brigand is apparently trying to
pull a sneak attack, or something; on second thought, let Rath dispose of him
and then go help your team, if they're not done already.

Meanwhile, down south, a horde of soldiers heads your way. If you haven't
figured it out by now, soldiers are kind of a joke. High HP, good attack, but
slow as hell with no defense. Long as you have some good evade, they stand
no chance whatsoever. A grand total of four of them will head your way.
Yahoo. Dispose of them.
By this time the ballista should be out of ammo, so go ahead and send someone
in to kill that archer. Florina's not a bad choice- by now I certainly hope
she's becoming a good killing machine. If you use her as often as I've been
recommending, she should be. If not... the level-up gods must just
hate you, I suppose.

Now it's just the reavers at the bottom. You remember all that stuff I tried
to teach you about reaver weapons? You do? Great! If not, basically all
these guys have weapons to reverse the triangle. The Soldier and Mercenary
are closest, and their weapons are designed to kill axes and lances. So...
send a sword user! Send Lyn in to stare 'em down and they will engage her.
Mani Katti should rip them to pieces. Florina can then utilize the reverse
weapon triangle to slaughter the brigand. Lastly, we have Yogi. He's a knight
with high defense and low res. Lucius will easily kill him. If not him, Lyn
with an armorslayer. I don't particularly care. For added fun, you can use
the lancereaver to really piss him off. Easy boss, like all the others.

Oh, one thing before you finish the mission- the armory has equipment you
might need. I know I bought a couple iron bows because both Wil and Rath
were feeling a bit light in the quiver.


===============================================================================
==========================IV9. Chapter 9: A Grim Reunion=======================
===============================================================================

Items to obtain: Torch- out of the village

New Characters:
Secrets: None
Brackets are stats after promotion.

-------
Wallace
-------
Knight [General]
LEVEL: 12 [1]
HIT POINTS: 30 [34]
STRENGTH: 13 [15]
SKILL: 7 [9]
SPEED: 5 [8]
LUCK: 10 [10]
DEFENCE: 15 [17]
RESISTANCE: 2 [5]

Victory Condition: Seize Gate

------------
Boss: Eagler
------------
Paladin
LEVEL: 1
HIT POINTS: 30
STRENGTH: 10
SKILL: 6
SPEED: 7
LUCK: 2
DEFENCE: 10
RESISTANCE: 5

STRATEGY #1:

Be sure to bring Matthew because the Fog will soon roll in. Fog limits your
view of the battlefield, this allows enemies to sneak up on you unawares. So be
sure to keep him nearby your men. They can see only as far as they can move,
but thieves are exempt from this rule. There is also a fog removing item which
we will get. But first, to start Wallace will join the group. He's a Knight,
but not for long. Have him use his Knight's Crest to promote him to a General
(though you have to do this). His stats are boosted. Now start by moving all
troops except for Erk and Wil south to the bridge. If you want to reduce enemy
encounters, put Florina on the for to the south. If you want the experience,
have Lyn get as close as possible to it. Move one cavalier to the village to
get the Torch which can cut through a huge portion of the fog that is about to
come. For this fight try to use Wallace as little as possible, mainly in an
emergency or if you need him for a strategic move.

Now the fog comes on the third turn. Now the movements of the enemies are masked
but you got a view of where reinforcements will come from. Just be sure to keep
the weak characters away from harm. The second moutain will start Spawning the
Bandits too. Lyn or Florina is blocking or attacking one, so deploy a Cavalier
or someone to stop them. Erk and Wil are the ones up to the north killing the
soldiers that come from a distance. As you move along, you will find cavalry
coming be sure to get these down quickly as they can do some damage to your
smaller footsoldiers. Anyway, to fight Eagler is tricker, he has an Axe and a
Lance. So the only thing you can use to assure you aren't at a disadvantage is
to use an Axe. However, Wallace is an experience hog, and Dorcas can be killed
because of his bad defense. So, I had Sain draw off a ranged attack with his
lance out so Eagler switched to axes. I then had Lyn come in and pound him with
a critical hit. Remember, if you attack directly you can't heal. The other plan
is to have Wallace damage him low, and then someone to sweep in with a killing
blow. Wallace shouldn't get the kill no matter what. After Eagler is dead, Lyn
can then seize the gate.

-+-+-+-+-+-+-+

STRATEGY #2:

This is a fog of war map, which means good tactics are essential. For your
lineup, move Kent south, along with Lucius and Nils. Stick Matthew in the
northern area towards the right- he's going to be your eagle-eye now, so
you want to maximize his vision abilities. You're going to be fighting tons
of reinforcements, so don't be fooled by the lack of enemies as of yet. It's
also not advisable to move much before I say so, because enemies spawn right
next to where you start, and they're liable to sneak up behind you and surprise
you by killing one of your weaker units.

You get Wallace, and then you promote him. Holy crap, he's now a total beast.
Welcome to the world of Pre-promos, units who join your team already promoted.
At the time, they seem magnificent. Problem is that their stat growth is awful,
so they never really get any stronger. For now and until Lyn's missions are
over, this guy is your last resort character- if things go to the dogs, call
in Wallace- he can take on anything. Don't rely on him, though- your other
characters are quite strong now and are capable without him.

After grabbing the torch, move yourself around to what you feel to be a "ready"
position. The end of the enemies first turn shows you what I meant by tons of
reinforcements. Your primary concern is brigands, so get your sword users
ready. The problem is that they're on the mountains, which makes them damned
hard to hit. Lucius, with his high accuracy, is ideal for taking them out,
and then Lyn can handle the other one. Hold the bridge with Kent- his sword
ready for those brigands. Soldiers pour out of the north fort, too. Figure
out who you think can take 'em, and send them. I used Wil- that man killed
the soldiers easy. Fog rolls in- Matthew uses the torch, and you should be
able to keep tabs on what's going on.

There's no specific strategy for handling all these reinforcements. I had
Florina and Kent deal with the people down south, while Matthew, Lyn and
Wil took care of problems up north. Vulenaries and Serra kept everyone fit
enough to live to see another day, and I didn't even have to get Wallace
involved.

By the end of turn 5 or 6, the reinforcements should all be dead and things
ought to be quiet. That's it, really- now it's time to take down Eagler (no
small feat, I must say). Send Florina up to quickly kill the myrmidon.
Everyone else: start plodding east. Wallace, too- you WILL use Wallace to
kill this guy.

Lure the soldiers out and dispatch them, so now it's just you and the boss.
Congratulations, this is your first REAL boss. This is one tough mother, and
honestly, I doubt you could really do it without Wallace. Fortunately, you
DO have Wallace. Send him down toting the iron axe, and duke it out. The
bastard has evasion and will take some time to kill, but you have superior
stats. Actually, he shouldn't even be able to hurt Wallace with his 17 defence.
Long? Sure, but at least it's easy. Don't bother sending someone else in-
if they don't die, they'll certainly not be able to do much to Eagler. The
game wants you to use Wallace- indulge it, so to speak.


===============================================================================
==========================IV10. Chapter 10: The Distant Plains=================
===============================================================================

Items to obtain: Energy Ring- From the village
New Characters: None
Secrets: None
Victory Condition: Seize Gate

--------------
BOSS: Lundgren
--------------
General
LEVEL: 5
HIT POINTS: 35
STRENGTH: 12
SKILL: 8
SPEED: 5
LUCK: 6
DEFENCE: 14
RESISTANCE: 7

STRATEGY #1:

So, we begin by moving east and then south, destroying the couple enemies that
are in the way. Be sure to keep Florina away from the first Archer. After these
enemies are down, clear the forests and move your units to the south, there you
can fight to establish a stronghold on the area with the village. Send someone
there to pick up the power ring. It increases your Strength by 2. Give it to
someone who needs it that IS a unit that will fight. Cavalry reinforcements are
starting to come from the forts at this point. I had Lyn and Lucius wait for
them to come, then had them clean them up. My Lyn was about level 10, so that
explains it if you keep getting blown out of the water by them.

The rest of your team goes south to the Snags, have some people break it down
and use this as a bridge to reach the shops. Buy weapons if some of your people
are out of weapons. Especially if your magic users are dry. Now you have to beat
Lundgren. Well, the best strategy I found is this: Let Erk attack from a
distance. Then rescue him and move. Have another person take him and drop him.
Now have Lucius attack, rescue him and move him and drop him. Make sure nobody
is within range of him, as he has a Javelin on him. This means he keeps his
Silver Lance out, and you can repeat this movement over and over again with him
powerless to respond. When he is low, have someone like Lyn come in and deliver
the smashing blow to him and seize the throne! The castle is yours! Lyn's story
is also over.

Following the Lyn Strategy #1's, you should have something like this:

Lyn: Level 11
Rath: Level 7
Kent: Level 7
Sain: Level 7
Nils: Level 7
Florina: Level 7
Serra: Level 5
Wil: Level 5
Erk: Level 5
Lucius: Level 4
Dorcas: Level 4
Matthew: Level 3
Wallace: Level 1

-+-+-+-+-+-+-+

STRATEGY #2:

This is it- the final mission. Lundgren is your final obstacle. With his
fall, this story comes to a close. Oddly enough, this is a really easy mission.
You outnumber the enemy (13 to 11), and they've only got four reinforcements
to deal with later on. With your full forces out, you'll sweep it.

Set up your units in the usual way- melee units up front, ranged in the back,
with Florina ready to cross those mountains. Send them east and start killing.
Midway through, it'll start to rain. Fortunately this is a feature that you
don't deal with very often- it's an obnoxious weather condition. Slows you
down. Keep trudging along; what else can you do, really.
Grab the energy ring from the village- it increases the attack/magic of one
unit by two. Once again, either Matthew or Lyn. On the one hand, Matthew will
most likely always have less attack than Lyn, so he'll benefit more. On the
other hand, Lyn's attack rarely maxes out, and she still is the fighter.
If you're going on to Hector's story, give it to Matthew. If you're going on to
Eliwood (which I would expect), give it to Lyn.

Move on towards his castle, picking off cavaliers and dealing with the rain.
Send someone to the armory and vendor- pick up any magic you might need (I
needed lightning, for example) and pick up a heavy spear. If by some mistake
you used Wallace enough to get to the "D" level for your Axe, just use the
hammer. More likely, though, just equip the heavy spear.

Lundgren's the only real obstacle here, and like Eagler, just take him out
the classic way. He's got a silver spear and a javelin, so you know what to
do- abuse the system. While he's got the silver lance equipped, go ahead and
let Lucius attack him uninterrupted. Immediately rescue him so that Lundgren
cannot attack him on his turn with a Javelin- it would end poorly. After he's
taken a bit of a beating, send in Wallace with the heavy lance. Kill him;
should be quite easy.

NOW, here is your opportunity for great XP. It's going to take far more time
than it's really worth and it ruins your score (you won't see this until
after you finish the game, but nonetheless...)
To do this, Wallace stands at Javelin range from Lundgren and sits there.
Lundgren will strike and do minimal damage. Let him keep attacking Wallace
while Serra stands by to heal when he needs it. Once the javelin breaks,
move in front of him and do the same thing until the silver lance is
broken, too.

With no weapon, Lundgren is easy pickings. You now have an enemy with so
much HP and defense that most of your units can barely damage him- 1, 2 damage.
This is a limitless XP pool, because Lundgren's on a gate, which means he
gets to heal. Send in any of your units with weapons to hurt him, if they
can. If you let him heal all the damage you do, you could potentially get
everyone to whatever level you want. In one game I actually got Kent to
level 20 so I could promote him (this was in Lyn hard mode, where the knight
crest was not mandatory on Wallace- that'll come later.)

Whatever you choose, make sure you've done anything you needed to do before you
continue. Use the angelic robe and energy ring, and if you're planning to
go through Hector's story, get Nils to level 7 (a trying task, to be sure).
Doing so unlocks a special side quest.

The story ends happily, and you get a story of how you've done. The story's
done and it's time to move on to the next one. As you know, I'm partial to
certain characters and so I focused on their levels more than others during
this story. By the end, the characters had the following levels:

Lyn- level 8
Florina- level 8
Wil- level 7
Rath- level 9
Lucius- level 7
Matthew- level 7

The rest of the units are (in my opinion) rather inconsequential, as those
were the only ones I really used. You could abuse Lundgren to get them higher,
but you really don't need to and it feels kind of cheap.

+-----------------------------------------------------------------------------+
|------------------------V. Walkthrough- Eliwood's Story----------------------+
+-----------------------------------------------------------------------------+

This is what we would call the "main" part of the story. I don't need to
give much explanation- the one given by the game does it really good justice,
to be honest. Just to reiterate, though- be careful; dead guys don't come back,
and this time around, there's no learning curve- from the first mission,
things are tough. Always stay on guard.


===============================================================================
========================V11. Chapter 11: Taking Leave==========================
===============================================================================

Victory Condition: Seize the Gate

Items to obtain: Dragon Shield- out of the village

Secrets: None

New Units: Eliwood, Marcus, Rebecca, Lowen, Dorcas, Bartre
-------
Eliwood
-------
Lord
LEVEL: 1
HIT POINTS: 18
STRENGTH: 5
SKILL: 5
SPEED: 7
LUCK: 7
DEFENCE: 5
RESISTANCE: 0

------
Marcus
------
Paladin
LEVEL: 1
HIT POINTS: 31
STRENGTH: 15
SKILL: 15
SPEED: 11
LUCK: 8
DEFENCE: 10
RESISTANCE: 8

-------
Rebecca
-------
Archer
LEVEL: 1
HIT POINTS: 17
STRENGTH: 4
SKILL: 5
SPEED: 6
LUCK: 4
DEFENCE: 3
RESISTANCE: 1

-----
Lowen
-----
Cavalier
LEVEL: 2
HIT POINTS: 23
STRENGTH: 7
SKILL: 5
SPEED: 7
LUCK: 3
DEFENCE: 7
RESISTANCE: 0

------
Dorcas
------
Fighter
Stats the same as you left them in Lyn's story

------
Bartre
------
Fighter
LEVEL: 2
HIT POINTS: 29
STRENGTH: 9
SKILL: 5
SPEED: 3
LUCK: 4
DEFENCE: 4
RESISTANCE: 0

-------------
Boss: Groznyi
-------------
Brigand
LEVEL: 5
HP: 25
STRENGTH: 7
SKILL: 4
SPEED: 4
LUCK: 1
DEFENCE: 4
RESISTANCE: 2

STRATEGY #1:

Okay, so we are in a whole new chapter with new characters and enemies. Well,
this chapter isn't going to be much of a challenge. There may seem too be a lot
of enemies, but that's good, the more enemies the more experience you can get.
Start by having Marcus trade Eliwood the Silver Sword then moving up. Lowen can
trade with Marcus for his Silver Lance. Marcus is an Experience thief. He takes
at least 5 times less experience than everyone else and is very powerful now,
but in the end he will be destroyed easily.

Rebecca can move up and attack the brigand, then Eliwood can come in and fire
the finishing blow. Eliwood will be wanting most killing blows. If he and
Rebecca don't succeed in battle, the have Lowen finish the enemy off. On the
second turn Dorcas and Bartre show up. They can help destroy the weak foes.
Bartre will need to get an Iron Axe soon. Anyway, as you fight to the boss,
send Marcus up to the village Dorcas and Bartre came from to get a Dragonshield
(an item that increases defense). Don't give it to anyone yet. Have Marcus
carry it around for a long while now, so we can give it to someone who needs it
most later on.

At the boss, we will use the strategy I gave for Wil in Lyn's thing, we have
Rebecca sit there and fire Arrows at the boss until he has extremely low HP, in
which case Eliwood can finish him. Because he sits on the gate, he gets health
back each turn, which can make Rebecca shoot forever. My Rebecca was level 4 at
the end because I let Groznyi recover health and then kept firing. This will run
her bow down, so be sure to replace it next chapter. Then of course, Eliwood
defeats him and seizes the gate.

-+-+-+-+-+-+-+

STRATEGY #2:

So, before we begin: as I have said in the past, I favor certain characters
and ignore others. This has its ups and downs. The good news is that all of
the characters I use are powerful. The bad news is that the starting point
is kind of rough. This mission is one of those classic examples. I will
recommend the use of Bartre and Eliwood; that's it- the remaining four
characters will wither away into oblivion quite quickly and will be ignored.
Marcus is your typical prepromote character, which we discussed earlier while
talking about Wallace. Strong now, but never gets stronger. Lowen's OK, I
guess, but the fact is that he's a cavalier, and I hate those guys; if anyone,
I'll use Kent. Finally we've got Dorcas. You can use him instead of Bartre
if you like- I'm fond of Bartre, personally- however, they're both good
fighters in their own right, so go ahead and pick whichever one you want to
see used in the future.

Now, this poses a problem, because skilled though I may be and guided though
YOU may be, there's an awful lot of brigands and archers, more than these
two can really expect to take on. So, I'll make an allowance- bring Rebecca
along, as well. Still, this mission's gonna be a test of how much you
learned, because three people versus a small army is not the easiest thing
to accomplish.

One thing I will say- don't bother trying to just use Bartre and Eliwood. The
fact is that Rebecca is a great character to use later on. Only thing is that
I'm not fond of her- Wil comes back in a few chapters, and he's a better
archer. More attack, more defense, some more skill.. Rebecca just gets a mean
speed advantage on him, which while certainly having its appeal (she never
doesn't 2x hit by level 10, or so), just doesn't put her over Wil.
However, some people do swear by her, and I've used her before with no regrets.
There's more than enough XP to go around for three characters, and so here's
the final verdict: Use her as if she were a character you'd keep long-term,
and when Wil comes back, compare them. You know what, you may decide you
like Rebecca better, and if that's the case, you should use her. Just know
that I won't.

ANYWAY, all that aside, this mission looks incredibly daunting. First thing's
first, give Eliwood the steel sword. It does more damage than his rapier,
and since the rapier isn't super effective on brigands, there's no sense in
wasting its durability. Marcus doesn't need more than his steel lance, I
guarantee. Move all the units up north and have Rebecca and Eliwood both
thwack that brigand. He'll run away immediately thereafter. Enemies will
shift around and meander towards you. Bartre and Dorcas now show up. Dorcas
is just as you left him, stat-wise. Barte, on the other hand, is a tough
fighter who hits hard... when he hits. Send Dorcas into the village to grab
the dragon shield and Bartre down into the fray. Eliwood and Rebecca, too.
Your primary goal is to always keep Rebecca covered from enemy attack- she's
frail and WILL die if you're not careful. Problem is that Eliwood and Bartre
are hardly tanks, either. It's a balancing act, really- they have to fight,
but they also have to be kept safe. Use forts, use woods- evasion is what
will make all the difference, here.

Slow and easy does it- do not send any units out to the front to try and get
some early kills, because the brigands will swamp said character and he'll
die. Use Bartre to pick off the archers, while Rebecca and Eliwood work in
combination to kill the brigands.

Now, you've got an energy ring and dragonshield in your possession, two really
good items that will help a character tremendously. Who you use them on is
up to you; Personally, I love seeing Eliwood become an early powerhouse, so I
give them both to him. However, you could save them for later if you wanted.
Your call.

For Groznyi, Rebecca and Bartre can use their ranged weapons to take him down
a notch, and then Eliwood's Rapier will quickly finish the job.
If you find you're having difficulty doing this mission with just the three
in any real use, send Lowen in. I'd try not to if I were you, though- it's
good practice to just use those three. If you can do it without any real
difficulty, you're more than ready for this storyline.
Laus is revealed as your next primary antagonist (if you couldn't guess) and
so naturally your team runs headlong to the danger instead of from it.


===============================================================================
=====================V12. Chapter 12: Birds of a Feather=======================
===============================================================================

Victory Condition: Defeat all enemies

Items to obtain: Secret Book- out of the village

Secrets: None

New Units:
------
Hector
------
Lord
LEVEL: 1
HIT POINTS: 19
STRENGTH: 7
SKILL: 4
SPEED: 5
LUCK: 3
DEFENCE: 8
RESISTANCE: 0

-----
Oswin
-----
Knight
LEVEL: 9
HIT POINTS: 28
STRENGTH: 13
SKILL: 9
SPEED: 5
LUCK: 3
DEFENCE: 13
RESISTANCE: 3


-----------
Boss: Zagan
-----------
Fighter
LEVEL: 9
HP: 32
STRENGTH: 11
SKILL: 4
SPEED: 6
LUCK: 2
DEFENCE: 6
RESISTANCE: 5

STRATEGY #1:

The enemies here appear to be clumped to the Northern area, which they are. But
this is good, that means we stay south and they have to come to us. Begin with
Marcus going to the Village to get the Secret Book, which he will hold onto for
the future. Everyone else moves forwards, Rebecca is hiding behind Eliwood and
Lowen for protection. Our goal is to go to the nearest fort. Have Eliwood stand
on it as soon as possible so the enemy can't have it. After this enemy is dead,
move Eliwood to the other Fort. Have your troops move around him accordingly so
that you can defend this end, because Zagan will move his troops south down the
mountain. The Mountains are slow for movement, so they come out in ones or twos
which makes it easier to Defend.

Hector and Oswin show up at the top on the end of the third turn. You can now
control them, send Hector south to deal with the Troops and move Oswin out of
the way because Hector is more than a match for the enemies and he needs more
Experience. After he has cleared them out, move both members south, to the*
Armory so he can purchase the Iron Axe to use on common foes instead of the Wolf
Beil. Anyway, back in Eliwood's situation, gang up on a foe as he approaches.
When Zagan comes out, move all characters but Eliwood back out of his range
(Eliwood is still on the fort) and he will attack him. After he engages, you can
come in and surround him with all the other men and Women. He won't be able to
stand against everyone and Eliwood will have taken minimum damage or dodge him
because of the Fort. Just be sure he is healed before trying this manuver. After
this, it's a simple manner of routing the remaining idiots... I mean enemies.

*Forgot to mention, buy one for Bartre too if he doesn't hold one already.

-+-+-+-+-+-+-+

STRATEGY #2:

This mission is easily as difficult as the last one, because while both of
your new units are incredibly good and worth using, the enemy is also becoming
much harder at a rapid rate. The boss in particular packs a nasty punch, and
he moves in on you, adding to the merriment.
To begin, send Marcus to grab the book from the village. Make ready to take a
stand at the fort with all of your forces. The brigands and archers shouldn't
pose too much of a problem, but that mercenary can wipe Bartre out without any
real effort- watch him. Don't use the book, yet- wait until your party gets a
little bigger before making a choice as to who uses it.
Once they're gone, start moving north- specifically towards that armory. In
the mean time, reinforcements will show up in the form of Hector and Oswin.
These two are monsters. Arguably two of the best characters in the entire
game, you WILL use these guys. They'll take out the soldiers and the
archer as they head south. Your immediate goal is to get another axe to
Hector. Buy him an axe from the armory. Buy an iron sword, too. The idea is to
never use the Wolf Beil. It's a GREAT weapon that you can't replace, so you
do NOT want to use it up.

The boss is coming for you by this point, as are his minions. Take them
out, one by one. Remember the weapon triangle, and if Oswin can't deal
with the mercenaries because he's still on his way (that's not unusual),
then let Eliwood take them out.
Zagan's a monster- incredibly high HP and attack; there's no easy way to kill
this guy. You can use marcus if you have to, but a combination of Eliwood
and Hector can make fairly quick work of this guy, too. Use ranged attacks
to take him down a bit before they move in.
With the mission over, Matthew and Serra rejoin the party. Finally, we get to
have a healer on our side again!


===============================================================================
=====================V13. Chapter 13: In Search of Truth=======================
===============================================================================

Victory Condition: Seize the gate

Items to obtain: Torch- out of the northwest village
                 Mine- out of the middle village

Secrets: Visit the village in the northwest to unlock a sidequest

New Units:
---
Guy
---
Myrmidon
LEVEL: 3
HIT POINTS: 21
STRENGTH: 6
SKILL: 11
SPEED: 11
LUCK: 5
DEFENCE: 5
RESISTANCE: 0

-----
Serra
-----
Cleric
Stats the same as you left them in Lyn's story

-------
Matthew
-------
Thief
Stats the same as you left them in Lyn's story


-----------
Boss: Boies
-----------
Knight
LEVEL: 13
HP: 27
STRENGTH: 12
SKILL: 8
SPEED: 4
LUCK: 1
DEFENCE: 13
RESISTANCE: 7

STRATEGY #1:
Begin by moving Oswin and Bartre to the snag. They can take it down and head to
the village to get a Torch. Then have them break the other snag down. Oswin is
here to clog the path and get the Mercenary down, then send Bartre in. Bartre is
here for the Soldiers, and Oswin for the Archer. If need be, have Bartre kill
the archer after an attempt by Oswin, because he can really take damage from it.
Anyway, the footsoldiers won't be a match for his Iron Axe. Visiting the village
also unlocks a sidequest after, so that's cool! Also, have them purchase an Iron
Sword because your new recruit needs one.

Now move the rest of the troops south. Remember not to expose Rebecca or Serra
because you will soon find yourself overwhelmed. Anyway, see Guy? That guy Guy
(heehee, even though they are pronounced differently) can join your party. But
we don't want ANY character in his range. So move south but stay out of his
range. Have a hero (Eliwood or Hector) stand on the Fort and then maybe even
someone (like Marcus) on the bottom right fort. But Dorcas might be better for
this because soon two enemies spawn down there, an Archer on the right and a
Soldier on the left. Guy can reach the left one with his sword but not the right
one. Visit the Village for a mine. Now, this is tricky, move Matthew into
position (meaning move him so he can reach the battle, but not be hit) and have
Marcus (with no weapons) step into Guy range, but make him come to you. Guy will
run over and you will see why we did this. He has a 35% chance of a critical hit
which can devastate most of your units. Fortunately, even IF he hits Marcus with
a critical hit he won't kill him. If Marcus has weapons, he will probably kill
him though. Anyway, on your next turn, have Matthew talk to Guy to recruit him.
With no range worry, the enemies here are now a piece of cake to destroy. Bartre
should have cleared the enemy area out, so move your men there.

Hector is the perfect person to kill the boss. He isn't likely to be hit, and
can deal a ton of damage with the Wolf Beil, which gives him the weapon and
special weapon bonus advantage. Have him attack and Serra heal him if he is hit.
He can take him down in two turns (on my game, it depends what level he is) and
then Eliwood can move in and Seize the gate to end this bout.

-+-+-+-+-+-+-+

STRATEGY #2:

Bah, these missions just don't seem to get any easier. This time you once
again deal with an overabundance of enemies, only now you have an enemy to
recruit. Notice that in Guy's introduction he mentions Matthew's name. That's
right, you have to send Matthew in to talk to him. Problem is that he's got 11
skill, 11 speed, and a 35% critical hit rate. He's a killing machine, pure
and simple. You do NOT want to mess with this guy; you just want to recruit
him as quickly as possible.

First thing's first, Marcus should attack the snag- he has to go and talk to
the village to unlock the sidequest; what else is he going to do with his
time, really. Let Hector bottleneck the path and stick Rebecca behind him;
they can take out the enemy units. Once that little wave of archers is killed
off, send Lowen to grab the mine and get your forces ready- this is the
tricky part.

Reinforcements come in- soldiers, archers and brigands. Now, this is not
especially dangerous, but then throw into the mix that there's a Myrmidon
waiting to kill you, and he WILL do so if you're not careful. Somehow
you have to lure him out without dying. To this end, send in Oswin; not
powerful enough to kill him in a single blow, too slow to double hit him,
and enough defense to withstand the damage. Put him one unit south of the
fort.

Now, don't jeopardize your party in the process; keep them tight-knit, with
Serra and Rebecca in the middle. Matthew is a high level from Lyn's
campaign- he's tough enough to do some fighting of his own, too. Stick them
in those woods to the east of the fort- more evade, more defense. Plus,
the enemy has to face you from open plain, which means that they can't
take advantage of the same defenses you're making use of.

Once Guy has attacked Oswin for his STUNNING 8 damage, or so, send Matthew in
to turn him to your side. Guy is a myrmidon. Like Lyn, he relies on speed to
hit fast, not hard. He'll almost never get less than a double hit and his
hits will almost always connect. As for his critical hit rating... it can
get as high as 100%. Problem is that his attack isn't stellar. Guy is a useful
unit from beginning to end, but I... I dunno, I just never liked using him.
I've always been more partial to heroes as my sword users. That said, I wholly
endorse using him now. Give him that iron sword that you bought last mission
and let him go to town.
With Guy on your side, wipe the floor with these guys. Move along towards
the castle. On your way, stop by the armory and pick up another hand axe for
Hector- he'll want it soon.
It's time to face Boies, and to learn the awesome power of the Wolf Beil.
This thing is super effective on knights. Hector can quite easily take this
guy down in a single turn. Go ahead and do so. Wolf Beil is the ultimate boss
killer for a while, so as I've said before, save it for when you really
need its help.
Accept the side quest- it's time to do some rescue work!


===============================================================================
=======================V13x. Chapter 13x: The Peddler Merlinus=================
===============================================================================

Items to obtain: 5000G from the northeast village

Secrets: None

New Characters: NONE

Victory Condition: Defend Merlinus for 7 Turns


-----------
Boss: Puzon
-----------
Mercenary
LEVEL: 10
HP: 26
STRENGTH: 10
SKILL: 8
SPEED: 9
LUCK: 5
DEFENCE: 6
RESISTANCE: 6

STRATEGY #1:

The first thing you should do is rescue Merlinus with Marcus. He needs all the
protection he can get, and this also allows you to move out of the center area
without worry.  So have all the top Characters attack the top section. Be warned
that the boss on the upper left hand side is in the fog and he WILL move out at
you if you approach. Anyway, most enemies are stranded at the moment and can't
move without destroying snags. Send the two axemen (Dorcas and Bartre) north
with the group and Bartre should have the torch. Have him light up the area so
you can see. Send Guy to the left side along, onto one of the forests. He should
be able to hold his own against the two enemies. Meanwhile, Oswin and Matthew
can go to the other side. Let Oswin block the snag bridge that the enemies knock
down. He can take care of them, and the ones that do escape, Matthew can finish
off because Oswin should take them down to about 3 health. Know that if you
leave these alone they will try to attack the village.

Marcus should be breaking off from the group to get the 5000G in the village as
soon as he can. Let this play through, then go attack the boss. Try standing on
the forest with someone so he comes, then you are safer. Then surround and cut
him to shreds. It continues after he dies. Meanwhile, Nomads spawn at the forts
down where Oswin and Matthew are. Oswin will be fine but Matthew can only take
2 or 3 hits from them before he dies. But he can attack without danger from them
so he and Oswin will be fine. Spend the last bit earning experience for all your
characters, that's all this really is, a powerup level.

-+-+-+-+-+-+-+

STRATEGY #2

All things considered, this one's kind of easy. First thing you do is give
Merlinus to Lowen- basically mission accomplished, because no one's gonna
take Lowen down in this mission if you keep yourself protected properly.
However, you're unfortunately not in a  position where you're going to want to
kill everyone. Sit on the island and wait it out, but don't seek out the enemy.
The boss is not a fun one to fight, so it's best to just leave him alone. He
won't bother you.
Move Matthew to the top of the island and light a torch- you'll see almost
the entire map for a few turns, so make use of it.

Because this mission is one of "stay put, don't move much", I can't give you
a whole lot of advice. Just remember that sword users will most likely destroy
Bartre, and Rebecca and Serra will quickly die to anyone that they run into.
Consequently, just avoid those situations. Guy, Eliwood, Oswin and Hector
are all capable of taking care of a bridge by themselves.

When you get a chance, send Marcus up to the village. You'll get 5000 gold for
your troubles. Of course, if you're not quick you'll get swamped by Brigands,
so just in case, bring an iron sword along.
Again, easy mission. Just wait it out and Merlinus will join you. Congrats,
you have your merchant.


===============================================================================
=====================V14. Chapter 14: False Friends============================
===============================================================================

Items to obtain: Iron Blade - Village at North End
                 Silver Lance - Boss

Secrets: None

New Characters:

--------
Merlinus
--------
Transporter
LEVEL: 5
HP: 18
STRENGTH: 0
SKILL: 4
SPEED: 5
LUCK: 12
DEFENCE: 5
RESISTANCE: 2

Merlinus CAN die, he just won't get a level up, like he does each turn.

---
Erk
---
Mage
Erk has the same stats as he had at the end of Lyn's story.

---------
Priscilla
---------
Troubadour
LEVEL: 3
HP: 16
STRENGTH: 6
SKILL: 6
SPEED: 8
LUCK: 7
DEFENCE: 3
RESISTANCE: 6

Victory Condition: Defeat all enemies

----------
Boss: Erik
----------
Cavalier
LEVEL: 14
HP: 28
STRENGTH: 8
SKILL: 9
SPEED: 8
LUCK: 6
DEFENCE: 8
RESISTANCE: 9

STRATEGY #1:

We are going to split up into two groups: Eliwood and company (include Serra) at
the top and Hector and company on the bottom. Note that Bartre and Dorcas can go
where they please.

Group 1:
First, if you can take out the Spearman with Rebecca or someone else, then
Marcus can immediately rescue Erk on the first turn, stopping him from stealing
experience or getting killed. Move everyone else north. Now drop Erk and have
Serra talk to him to recruit him. Sometime around now the rain will come. Have
someone get the Iron Blade from the village. The new plan is to (while it's
raining) move Marcus to the corner house, and make a defense here so Serra is
safe from harm. This means the enemies come to you, and slowly too, because of
the rain. Now wait for the hammer to fall. Marcus should be unarmed, so he will
take most of the blunt. He can survive for a while like this. When Erik comes,
you have to improvise and use Erk, Rebecca, maybe Bartre when you brought him
and Eliwood to slay him. This will eventually seem to get a little dangerous
towards the end but Hector is soon coming to help.

Group 2:
Hector's group can first kill the two Cavaliers. Now, you want to send Hector
and Guy South, Oswin a little more towards the center and Matthew can stay
where he is. When the Pirates come to attack, Guy can get them as they come to
shore and Hector can keep it moving to the village to reach it. Visit it to get
Priscilla. Anyway, after Guy kills a couple, they will catch on and head towards
Merlinus. Matthew is there to delay them so Guy can recover and reach the area.
Hector and Oswin can then go up to the fray that will have stirred up. I'd also
reccomend buying new weapons for those running low on them.

-+-+-+-+-+-+-+

STRATEGY #2:

This is probably my absolute least favorite mission in the game; it's the last
of the "hard" missions that plague the early game. Naturally, being the last
one, it's the worst of them. TONS of cavaliers with lots of lances. As the
augery says, use axes. Dorcas, even with his low levels, will help you a
little bit. For your pre-battle setup, stick Dorcas and Bartre next to those
two cavaliers, while Oswin and Hector are ready on the bridges. Also, Serra
is responsible for recruiting Erk- start her up near the village. Immediately
begin by sending your axe users after those cavaliers. Don't move Guy- he's
playing defense in this mission. The rest of your units should head out towards
the enemy- Keep Serra and Rebecca protected; do I have to tell you this still?
Take care not to let Guy and Eliwood get killed, though- as the sword users,
they're susceptible to getting killed off, and since they are both rather
strong, you're probably used to them not having to worry too much. Just
keep a wary eye. It's Marcus's job to head to the southern village, where
a new character awaits you.

If you followed my advice, Erk totally sucks and will be useless in trying
to help you. However, if you're not against using Erk like I was, or if you
just like Erk, you need to send Serra in to recruit him. I do so anyway, just
for good measure. That said... it's kind of dangerous when Erk's as weak as
he is- if he doesn't get killed, she certainly will. So you have to use
alternative means. As you know from last mission, you can rescue neutral units.
Send Lowen in ASAP to rescue Erk and set him down in the middle of your squad
again- he's doing no good to anyone getting killed by cavaliers.
Worse comes to worst, let him die. You won't actually miss him.

As usual, Marcus gets his own mission. After the enemies have been killed
(mostly) off, slip unnoticed to the south to meet Priscilla. She cannot very
well protect herself, so make sure to protect her as you head back to the main
party. Grab her a heal staff, too.

Erik calls for reinforcements... but he doesn't get them. However, brigands and
pirates show up. The brigands will head towards your party, and the pirates will
move in on Merlinus. Leave Guy on the beach to protect Merlinus from those
pirates, and let everyone else take out those brigands. The time will come to
kill Erik, and this is a dangerous feat, indeed. Tons of cavaliers around him,
and he using a silver lance. Draw them out; get into the cavaliers attack ranges
without drawing out Erik. They're easy, and once it's only Erik left, lure him
out as well.

You can either use Hector, who has the triangle advantage, or you can use Oswin,
who's got more defense; as always, up to you. Hector's Wolf Beil is super
effective on Erik, as is Eliwood's Rapier.


===============================================================================
=====================V15. Chapter 15: The Noble Lady of Caelin=================
===============================================================================

Items to obtain: Red Gem - The left village
                 Heavy Spear - The Bottom Village in the center
                 Horseslayer - The Mercenary to the left of bottom village
                 Thunder - The Mage by the Boss

Secrets: None

New Characters:

NOTE: If any of the below characters died in Lyn's story, they won't be here:

---
Lyn
---
Lord
Lyn has the same stats as she did in Lyn's Story.

----
Sain
----
Cavalier
Sain has the same stats as he did in Lyn's Story.

----
Kent
----
Cavalier
Kent has the same stats as he did in Lyn's Story.

---
Wil
---
Archer
Wil has the same stats as he did in Lyn's Story.

-------
Florina
-------
Pegasus Knight
Florina has the same stats as she did in Lyn's Story.

Victory Condition: Seize the Gate

------------
Boss: Bauker
------------
Knight
LEVEL: 18
HP: 31
STRENGTH: 13
SKILL: 10
SPEED: 4
LUCK: 4
DEFENCE: 11
RESISTANCE: 11

STRATEGY #1:

You also start with two groups in this level. Group #1 is Eliwood's men and
group #2 is, of course, Lyn's group.

Group #1:
Have Eliwood deploy guards at Merlinus's tent. I had Guy go up to the mountains
by his tent, and wait for them to spawn (go physically ON the mountains). Wait
on the left mountain at first because an enemy has a Javelin, though it's not
likely it will hit. Dorcas and Bartre make perfect Guards at the north. Now
move everyone else to the south. Florina can get the Red Gem from the Village.
Now move to the right in a defensive formation. Stop up before the house on
the map and defend the forest area here.

Group #2:
Have most of your people just buy weapons. Iron Swords for Lyn and I think it
was Sain that had the Steel Lance but not a good sword. Buy the Iron Lance for
Kent and another for Florina. Wil is okay. Now move to the left below the
village and visit it for a Heavy Spear. Kill the Horseslayer mercenary too. Now
your goal is to kill all enemies that approach, don't go to them. If no more
will come, head up the safe end towards Group #1.

Group #1:
Should wait for the reinforcements to come in the form of Group #2
before moving up. After they are here, move Rebecca back to the Merlinus tent
and guy away from the mountains because the Brigands should have stopped. Now
you have 2 new groups: #1 is Eliwood and Lyn's company and #2 are the Merlinus
defenders. Move group 1 north now, defeating the enemies and moving to the forts
where you can defend against the enemies that come. Now dispatch Lyn to the
south Corner to take care of the Bandit that comes.

Group #2:
The Merlinus defenders will receive 2 cavalry per enemy turn. We can have Dorcas
and Bartre get the Opening hits in, then have Guy and Rebecca finish them off
to minimize damage. 3 turns will they come. You don't have to defend against
them all, because group #1 can stop that.

Group #1:
Is now facing the Boss. The Lords are the keys here because Magic won't work,
he has a heavy resistance and a Javelin. So you have to use Hector, Lyn or
Eliwood to defeat him. These are the important units at the moment anyway. So
after it is dead, you can have Group #2 continue to defend or just Seize the
gate and finish it.

-+-+-+-+-+-+-+

STRATEGY #2:

One of my favorite missions; it's a great relief to get all your familiar faces
back and fighting on your side. They're exactly as you left them, stat-wise.
That means that Kent and Sain won't be of much help to you. However, Lyn,
Florina and Wil should be able to wreak utter havoc on your opponent, not very
much unlike the band of men you've established among Eliwood's troops.

You have to leave two men out- I chose Dorcas and Erk. If you use Erk, I suggest
dropping Lowen; if by some bizarre set of circumstances Lowen is actually useful
to you... Sain and Kent oughtta be better anyway.
Position your troops in the normal way- melee in the front, ranged in the back.
Position in maps like this one is kind of not important- enemies just aren't
close enough to matter.

Despite the nonsense about 50 troops, you're barely outnumbered- you have so
many troops, it's rather unbelievable. Send Florina south to the village to
grab the gem, and then send your main force to meet a few units. Lyn's
party should split up. First, grab an iron sword for Lyn, and then send a couple
units south to kill the mercenaries, and then grab the heavy spear from the
village. Send the other group north through the woods to kill the enemies
along the way. Your goal is to bring the two groups together. Marcus is to
stay behind; his job is to protect the tent (He'll do this a lot). Equip him
to do battle with cavaliers.

During all of this, reinforcements start to pour in. First it's brigands, and
then it's cavaliers and mercenaries... Then some more brigands, and then some
more cavaliers. Most of them have one goal in mind- kill Merlinus. Don't
let it happen- kill them with Marcus. Stick Marcus directly next to Merlinus-
they'll even strike up a support conversation.
The units should, overall, be quite easy to take care of. You've got several
strong units already, and you're adding at least three more. Wipe the floor
with everyone.

This leaves Bouker; he's a total pushover. Use that heavy lance you just got,
or just take him down with the Wolf Beil. Either way, make quick work of him;
again, not a problem for a team as strong as yours.

NOW, with the mission over, it's decision time. You've got two archers on your
team, and they should both be *roughly* the same level. Rebecca is usually
better with speed, while Wil is usually higher defense. Both are *about* the
same attack and skill. What really matters is how your characters turned out.
If you want, you can keep using both to help decide. See how they do compared
with one another and pick whichever one you think will work best for you.
I stick with Wil- as I write and play through this again with you, Wil is
unarguably a stronger choice than Rebecca. That may not be the case for you;
You're the player, you make that call.


===============================================================================
======================V16. Chapter 16: Whereabouts Unknown=====================
===============================================================================

Items to obtain: Chest Key - from the archer by the chests
                 Door Key - from the archer near the stairs that walled in
                 Door Key - from the Knight by the north chests
                 Unlock - from the left chest at the bottom
                 Hero Crest - from the right chest at the bottom
                 Hammer - from the lone brigand in the level
                 Knight Crest - from the left chest at the top
                 Silver Sword - from the right chest at the top
                 Mine/Elixir/Red Gem - after the level, it changes depending on
how many soldiers you save the lives of, 1 for a mine, 2 for elixir and three
for the red gem.

Secrets: Save 1 soldier to unlock a side quest.

New Characters:

-----
Raven
-----
Mercenary
LEVEL: 5
HP: 25
STRENGTH: 8
SKILL: 11
SPEED: 13
LUCK: 2
DEFENCE: 5
RESISTANCE: 1

------
Lucius
------
Monk
Lucius will have the same stats as he did in Lyn's Story

Victory Condition: Seize the Gate

-------------
Boss: Bernard
-------------
General
LEVEL: 1
HP: 29
STRENGTH: 14
SKILL: 9
SPEED: 3
LUCK: 2
DEFENCE: 13
RESISTANCE: 10

STRATEGY #1:

This level is nothing but a Powerup level for your Lords. The enemies are mainly
Archers, so they can be taken down as easy and flicking your weapon twice. To
begin, send Florina, Guy and Matthew to the left. Florina to kill the Shaman,
Matthew to open the door and Guy to kill the enemy Archer. He can use the Chest
Keys then to open them, and Florina can rescue Matthew and bring him back to the
group.

Meanwhile, Kent and Sain (With the Horseslayer) can remain by the tent, while
all the other units, which would be the three Lords, Priscilla and whoever else
you brought can go north and through the enemies. When you approach the hall
which leads to Raven, the soldiers come out. Quickly have Priscilla talk to
Raven to recruit him, and then rescue two soldiers with them. Raven can go into
the cell and talk to Lucius to recruit him to the cause. The rest of the troops
go north and get the bounty from the chests with Matthew. Lucius can rescue the
last guard and sit against the wall of the enclosed stair area to kill the enemy
Shamans that will come out. The lords go to the throne to battle there.

Unfortunately, 2 Cavalry PER TURN will come out at the south. You can have Kent
and Sain stand on the far left bottom squares to stop them from coming out. Or
you can let them come to get some Experience, but it won't be too well. If you
are overwhelmed and can't hold out, have the lords seize the throne as soon as
possible. Hector can ravage him with the Wolf Beil or the hammer, and the Mani
Katti and Rapier work just as well.

-+-+-+-+-+-+-+

STRATEGY #2:

Another easy mission, really. Formation the same as always.
Start by taking out the knight and archers; move your troops into that stairwell
with Matthew and Florina ready to head west while the others go north. Just
don't put Florina in bow range lest she get killed quickly. Florina is going
to help Matthew take care of those enemies at the chest. Everyone else? Head
north. Priscilla is the flame-haired beauty that you want to bring along. See
Raven up there? She has to talk to him to recruit him to your team, and you
absolutely want him on your team.

The archers will give you more than a headache as they pile in. If you leave
ANY unit unprotected, they will wipe him out in a single turn. In the mean time,
you have to be quick about it. If you're not, Priscilla will never make it
to Raven before either A) he kills all the Caelin soldiers, or B) They kill
him. Neither is a good thing, as Raven is one of the best characters in the
game, while one soldier has to survive in order to get to the sidequest.

Florina and Matthew should head to the treasure room- she'll make all the kills.
Marcus will protect the tent, as always. To do that, move him all the way to the
west side of the map. Doing so will stop one of the cavalier reinforcements from
coming. You could stand one off the end and let them both arrive; you simply
run a risk of one of them running to kill Merlinus, instead.

Shamans come out of the middle stairwell, so decide the best way to deal
with them. The easy way (albeit long-ish) is to avoid their attack range
until you get Lucius, who can knock them all out. Alternately, open the door
and go in after them. Just do not put yourself in a position where they kill you
by mistake. Not worth it to die that far into the level.

Those Caelin soldiers are most likely getting involved in all a manner of
scuffles by now. Rescue at least one of them, preferably all three. You can
get a good prize for keeping all three of them alive, and they're rather
suicidal.

The final obstacle is quite simple, yet sometimes a problem- a bunch of
knights. Lucius, Oswin, Hector and Bartre ought to be your primary attackers
at this point in the level. Take the knights one at a time and don't get
overwhelmed by them. Of course, Bernard is essentially just an extension of
this fighting. Hammer, Heavy Lance, Wolf Biel. Destroy him, easy. One thing
you most likely won't be able to do is use Lucius to great effect. Not unless
you got really lucky, anyway.

You'll now get a prize depending on how many soldiers survived. A mine for one
survivor, a light rune for two, and a red gem for three. Needless to say, I
hope you kept three alive- that's a way better gift than the others.


===============================================================================
=====================V16x. Chapter 16x: The Port of Badon======================
===============================================================================

Items to obtain: (from the villages, going left to right)
                 Lancereaver
                 Sleep
                 Short Bow
                 Devil Axe
Secrets: None

New Characters:

-----
Canas
-----
Shaman
LEVEL: 8
HP: 21
STRENGTH: 10
SKILL: 4
SPEED: 8
LUCK: 7
DEFENCE: 5
RESISTANCE: 8

Victory Condition: Talk to Fargus

------------
Boss: Fargus
------------
Berserker
LEVEL: 18
HP: 58
STRENGTH: 24
SKILL: 15
SPEED: 14
LUCK: 15
DEFENCE: 18
RESISTANCE: 17

------------
Boss: Damian
------------
Paladin
LEVEL: 5
HP: 34
STRENGTH: 12
SKILL: 7
SPEED: 5
LUCK: 2
DEFENCE: 14
RESISTANCE: 13

STRATEGY #1:

(EASY WAY)
The simple way is to send a Cavalry unit to the top and along the left. He can
then dash down and talk to Fargus, simply and effectively avoiding combat. The
drawback is that you avoid extra experience. The bonus is that you don't really
need the experience for the next level.

(HARD WAY)
This is the hard way and you should be strong to do this. No one below level 7
besides healers or you will be slaughtered. The good thing that comes from this
is that you will be stronger than the enemies in the normal levels by a lot
because these are some tough foes and you get a ton of experience for doing this
way.

First of all, there are two units you can NOT attack: Dart (because he can be
recruited) and Fargus (because it will be a game over). Neither will attack you
and if you do attack Fargus, you can't win anyway because of his power.

To begin: Send Guy north to kill the pirates up here. He is too quick for them
and will double hit them with his Iron sword enough to kill them. Meanwhile,
someone can visit the closest village to recruit Canas. The bottom village can
also be visited for an item. The next thing to do is to have Hector or another
tank with lots of health stand JUST in the range of the enemies. Some enemies
have Killer and Silver weapons, these are the real Deadly ones. Anyway, Fargus
orders them to attack. So have someone rescue Hector and put him out of range
for now. The enemies advance, so turn back and retreat further in. This is the
key point, because the enemies now lose they strength in numbers and allow you
to defeat them faster.

The Mage has Elfire, and Canas can take him down. Damian WILL attack just so
you know, so drop a mine in his path, as the enemies will all move, but he goes
first and when someone steps on one, the turn ends. So this lets us fight him
without being at his mercy first, and he takes damage. As usual, the strongest
lord should do this. Someone with a lot of health preferably because his Killing
Edge can 1 hit KO most of your troops. After he is dead, then the only problem
are the few other strong enemies. Once they are dead, you are free to visit the
rest of the villages and use the Arena to level up as you want to. Then just
send someone to speak to Fargus.

-+-+-+-+-+-+-+

STRATEGY #2:

This mission is rather unique; First of all, to win you merely must speak to
Fargus; no fighting necessary. Second, half of the map is "off limits." Why?
Simple- you cross the imaginary line, and all of Fargus's troops will kill
you. Guaranteed; you are NOT going to survive those encounters. Don't try,
just avoid them. To do that, you need that imaginary line to not cross.
It spans vertically down the front of the quadrant of houses. Simply put, don't
walk past the doorways of the front two houses (one of which houses the Devil
Axe, for reference), and it spans horizontally from that line back to the wall
along the space below the doorway of the vendor, which means you will have
difficulty getting the sleep staff and short bow. We'll work around it for
at least the short bow, though.

To start the mission, someone needs to go to the house in the top-right of the
quadrant. You'll get Canas, your one and only dark-magic user. He's a good
character. Granted, not GREAT, but as the only dark-magic user (IE the only
one to use Luna), you definitely want him on your side. From there, send one
tank and one magic user down each pathway of houses, being sure to stop early
enough as to not cross the line. Don't even cross it if you're going to be
coming back; that pisses them off just as much.
As for that path up north: Raven should head north to kill the pirates. He's
low leveled and can use the experience. Florina is responsible for the brunt
of this mission: it's her job to get to Fargus. To do so, first fly up to the
house with the shortbow, and while bypassing the line, grab it. Then fly as
far west as you can (after Raven's taken the pirates) and prepare to move
to Fargus. It'll only take a single turn, no worries.

Now, as for Damian, he'll appear on turn two. He's not a pushover, by any
means. However... he won't actually do anything. In Hector mode, he'll come
forth and attack. Here, he just kind of... sits there. You'd need a tough
party in any other campaign, but in this one, just get ready with Florina.
Once she's up to Fargus, choose TALK, NOT ATTACK. I cannot stress this enough,
because the default option is to just attack, and I don't need to tell you
that would be a disgusting mess.


===============================================================================
======================V17. Chapter 17: Pirate Ship=============================
===============================================================================

Items: Guiding Ring from Shaman to the right of boss
       Long Sword From mercenary above stairs on right ship
       Pure Water from bottom Mercenary on right ship
       Red Gem from archer on right ship
       Speedwings stolen from the Boss

Secrets: None
New Characters: None
Victory Condition: Survive 11 Turns or Defeat Boss

------------
Boss: Zoldam
------------
Shaman
LEVEL: 18
HIT POINTS: 28
STRENGTH: 12
SKILL: 11
SPEED: 10
LUCK: 8
DEFENCE: 7
RESISTANCE: 15

This level can be a bit of a difficult one if your men are on the weak side.
There isn't any room for bringing human shields such as Marcus because you are
only allowed 11 characters, and the enemies easily outnumber you by 2 and a
half. This makes this level a powerup level, however, no weak units will live.
So be sure to have heavy resistance on your characters, but also defense and
attack. Healers depend on your characters, if they are tough, bring one, if
they are weak, bring two. More healers mean better health, but also less men to
watch the ship.

STRATEGY #1:

Basically, you have two courses of action. The first one is to hop down out of
the area you start in (by Merlinus) and pursue a perimeter defense of the ship.
If you are doing this one, be sure to send Lucius to the left side, because the
enemies on that side are all Shamans, and Lucius's Light Magic will ravage them
all. Even if he is low level, they still deal only about 3 damage. You should
give him some backup troops that have heavy resistance to Magic. So send Lucius
right out of the frying pan and into the fire of the enemies, then have him
deal heavy damage to all units, then the backup troops come on the ship and
finish them all off.

This leaves the Lance and Sword Wielders (preferably) to go to the right side,
where all the enemies with swords and bows are. I'd put Canas with you too, as
most of the enemies will not have magic resistance. Erk works as well, but there
is a Shaman (one) on that side and he will start to pound the stuffing out of
your units if you don't take him down. Have Oswin stand at the top plank that
leads from the ship with a well stocked lance and he will take care of any
enemy that comes after you from that side. Then the rest of the characters must
take the bottom right enemies and plank. You don't really have a tough guy to
block it there, so I'd use a hit and run strategy, but also be sure to block off
access to the main body of the ship because if they get there you can be
surrounded and end up losing a person you didn't want to die.

STRATEGY #2:

The other strategy is the same principle, just much more defensive. Instead of
sending units into the deck below, have them hold up where you start. Bring as
many units that have ranged attacks (and oswin too) as you can. Have Oswin block
the steps leading up to the start on the right, and Lucius on the left. Then
wait for the enemies to come and defend like this. The pro's of this is that you
have a small area to defend, with units supporting others away from the harm.
The cons are that you WILL be in it tight, and it's easy to leave someone open
if you don't realize you can be attacked there. For instance, the enemy shamans
can hit you up on the deck if they are standing on the shops. So be sure to keep
track and heal. If you received mines from the past, you can lay them down here
if you so desire to stop advances and make "roadblocks". Continue this for some
odd turns until they are run down and you can advance on the ships.

PART II OF STRATEGY 1+2+3:

After the enemy has been reduced significantly, start on the boss. If you send
Lucius and the experience receiver after him, have Lucius hit him, then the
experience receiver finish him off. Before killing him, if you brought a thief
you can have him steal the Speedwings. This is optional. After beating the boss,
the level ends early!

===============================================================================
=====================V18. Chapter 18: The Dread Isle===========================
===============================================================================

Items to obtain: Torch Staff - The Thief to the east
                 Torch - Myrmidon to the south
                 Longbow - Nomad on Center Island
                 Nosferatu - The Lone Shaman
                 Orion's Bolt - Boss Drop

Secrets: Complete chapter in 15 turns or less for a sidequest
New Characters:

----
Dart
----
Pirate
LEVEL: 8
HIT POINTS: 34
STRENGTH: 12
SKILL: 8
SPEED: 8
LUCK: 3
DEFENCE: 6
RESISTANCE: 11

-----
Fiora
-----
Pegasus Knight
LEVEL: 7
HIT POINTS: 21
STRENGTH: 8
SKILL: 11
SPEED: 13
LUCK: 6
DEFENCE: 6
RESISTANCE: 7

Victory Condition: Defeat Uhai

----
Uhai
----
Nomadic Trooper
LEVEL: 7
HIT POINTS: 33
STRENGTH: 15
SKILL: 16
SPEED: 12
LUCK: 4
DEFENCE: 12
RESISTANCE: 13

STRATEGY #1:

You start out with Dart, who is rather weak now but once he is trained up he
becomes quite powerful. First thing to do is put a cavalier, dart, thief and one
lord to the right. This is where they go to attack. Leave Florina by the tent
and move the rest of the troop south. There are plenty of Nomads on the bottom
so watch out for that because they can shoot you. Because of this, you may want
to move Priscilla or Serra to the bottom. Also, leave Guy or Raven nearby the
tent (they can move down, but be sure to be ready) because some Pirates will
come.

Also know that several turns in Fiora will appear. Florina can talk to her to
recruit her to the cause and along with Guy and Florina you can repel the weak
attack from the enemy. As you advance on Uhai (bottom right corner) you may want
to reveal him with a torch because he has a sword, bow and a Longbow. You may
want to get close while his Bow is out and just take the crud out of him with
your weapons. Beating this in under 15 turns unlocks the next sidequest.

-+-+-+-+-+-+-+

STRATEGY #2:

I hate this mission, pure and simple. Fog of war, tons of enemies and a bunch
of chokepoints to force them to gang up on one unit. Tons of ranged attacks,
too. All in all, I will say this now- be ready. Tons of enemies to deal with
and thanks to the fog, not as much warning as I'd like.

To begin, make sure you have Matthew with a torch and Florina in your party.
From there, you make the call. Tons of horses in some form, so that into
account. Axes are advised, but most important is that since this is a ton of
archers, just bring units who can take a hit- they'll take quite a few.

To begin, Matthew should move as close as he can to the center of the map and
use his torch. Send whatever two units you have in the top-right (Lyn and Kent
for me) to kill the pirate and thief. That thief has a torch staff- get it!
In the mean time, the torch shows you most of your immediate threats. Stick
a couple melee units on the bridge, and let all your other units move around
that general area. Florina is to stay up north until the end of turn two. At
that point, Fiora will show up and you can recruit her. As with most second
units of a particular class, you don't really want both, so choose one. Florina
and Fiora are both, without doubt, some of the best units in the game. You can't
go wrong with either one. If your Florina is kicking ass, keep her. If she has
yet to shape up, use Fiora, who starts out somewhat more stable than Florina
did.

Once the thief is dead, send those two units back to the main group, who should
be warding off the horses one by one. Starting with turn three, pirates show
up in the waters up north, heading to Merlinus. Leave someone behind to dispatch
them all. Everyone else should head towards the bottom-right, where Uhai lives.
The pirate in the center isle will break the snag and the units will pour
across- deal with them how you like. Beware of the shaman with Nosferatu,
though- it packs a punch, and since it heals, the bastard can be tough to
kill. The good news is you get to keep it when he dies.

Keep moving down, and soon you'll see Uhai. He's not going to move, so no
worries there. However, he is, in my opinion, the hardest boss in the game.
Lloyd is more difficult later on, but you're more well-prepared to fight
him. This guy is sitting on a forest and has an innate 48% avoid. It's
unbelievable. Better still, though, is that he has ridiculously high attack,
too. That means that anyone who attacks him stands to die on the counter
attack. Be at Uhai by turn 10, or you're not going to get that side quest.

Oswin with a horseslayer, Hector with a Wolf Beil, even simple Eliwood with
the rapier can all take this guy down. Be careful not to get killed, as I said.
If you want, you can lure him out to longbow range, and then when he attacks
for a pitiful damage, send EVERYONE in to slaughter him up close. Just make sure
it works, lest he kill someone the next turn.

So, we've now got Dart on our side. This guy is a mixed bag. He is, without
a doubt, the strongest physical attacker in the game, and is likely to have
his 30 attack and 28 speed maxed. He's also got a 15% innate critical bonus,
and with a good support (Rebecca, for example), he has a 70% critical hit rate
using a killer axe. That's 41 mt, which means that even a maxed defense Oswin
could conceivably take 66 damage from Dart by two critical hits. That's a one
hit KO. Need I say more? His attack is unbelievable.
These facts come with massive drawbacks, though. His skill is never especially
high, so the high damage comes at the cost of missing far more often than you'd
like it to. He's also got NO defense. Paired up with Rebecca for supports, they
are both oddly alike- high attack, critical hit and speed, but no defense.
Both of them will crash and burn if they're hit by a tough enemy. Myrmidons,
for example, would butcher Dart as they dodged his attacks and critical hit him.

Should you use Dart? Up to you. I loved him my first time through paired up
with Rebecca. However, ultimately he's not a good character to learn to rely
on, because come Hard Mode, you will have to ditch him. If Hard Mode's not your
kind of thing (understandable), ignore my whole speech up there and kick ass!



===============================================================================
====================V18x. Chapter 18x: Imprisoner of Magic=====================
===============================================================================

Items to obtain: Goddess Icon
Secrets: None
New Characters: None
Victory Condition: Seize Gate

----------
Boss: Aion
----------
Sage
LEVEL: 4
HIT POINTS: 32
STRENGTH: 12
SKILL: 9
SPEED: 12
LUCK: 9
DEFENCE: 6
RESISTANCE: 16

STRATEGY #1:

This is a simple level to complete. Don't bring many magic users, maybe one or
two (combat that is, not healers, you can bring as many as you want) and start
moving down south around the mountains. Leave an Axewielder or two to defend
against those Pegasus Knights who try to fly over. Rebecca can stay as well, and
maybe a magic wielder because they can't attack everywhere because of turn 3.

Remember also that some magic users will appear as reinforcements by Merlinus
so don't withdraw all defenders.

On turn 3, a Morph comes and blocks magic in the red area. You can't attack from
the red, but you can attack INTO the red. So be careful. Most enemies are magic
users, so this can be a powerup chapter. Be sure to hang in tight with the
mountains to avoid magic attacks. When you are at the Boss, he is simple on
account of the magic shield. So you can use anyone you want. Now, don't seize
right away. We still can attack the Morph. Take out the enemies around him one
by one and out of range of the others. Then when the last is the Morph you can
attack him hard from all sides. If you don't kill him, he leaves. If you do,
then he leaves anyway and you get some experience. He can't fight back.


-+-+-+-+-+-+-+

STRATEGY #2:

This mission is quite easy by comparison to the last one. The boss has
bolting- it's a VICIOUS spell you do not want to cross. However, you don't
have to! Kishuna, the imprisoner, appears and blots out all magic within his
range. As a consequence, be careful how many magic units you bring along. You're
welcome to take them along, just know that the field of non-magic can be a bit
of a pain.

The only challenge to watch out for is the pegasus knights, who beeline for
Merlinus. Leave Hector, Bartre or Dart to handle them- not a problem for
characters as tough as them, especially with the weapon triangle on their side.
The rest of your characters can just move on down south and then west.
I dunno- just kill them; I doubt they'll pose any problems. Aion is useless
while within Kishuna's circle, so don't kill Kishuna until Aion is dead. Once
Aion IS dead, go ahead and try to take out Kishuna. Not gonna lie- it's all
but impossible, as you must kill him in a single turn and his evade is
obscene. If you DO kill him, you can get a sidequest in Hector's mode. No
good for you here, though.

Mages show up to attack Merlinus after a few turns- your Peg knight can take
care of them easily.

Make sure to pick up the Goddess Icon in the temple, too.


===============================================================================
=====================V19. Chapter 19: Dragon's Gate============================
===============================================================================
Victory Condition: Seize the Throne

Items to obtain: Armorslayer- from the cavalier in the courtyard upper right
                 Silver Bow- from the archer guarding the bottom left door
                 Halberd- Dropped by Cameron
                 Short Spear- from the knight in the top left of the map
                 Door Key- from the cavalier in the courtyard bottom right
                 Member Card- stolen from the nameless thief
                 Blue Gem- chest on the left
                 Luna- chest on the left
                 Barrier- Chest on the right
                 Guiding Ring- chest on the right

Secrets: Two secret shops

New Units:
-------
Legault
-------
Thief
LEVEL: 12
HIT POINTS: 26
STRENGTH: 8
SKILL: 11
SPEED: 15
LUCK: 10
DEFENCE: 8
RESISTANCE: 3

-----------
Boss: Darin
-----------
General
LEVEL: 5
HP: 34
STRENGTH: 14
SKILL: 9
SPEED: 8
LUCK: 2
DEFENCE: 15
RESISTANCE: 13

-------------
Boss: Cameron
-------------
Paladin
LEVEL: 4
STRENGTH: 9
SKILL: 10
SPEED: 12
LUCK: 5
DEFENCE: 10
RESISTANCE: 11

STRATEGY #1:

We have to move the Party North. Beware of Cameron because he WILL move and he
has a whole wack of backup to help him out. So try to stay JUST in his range
with someone powerful to avoid certain death. Move quickly, because there are
some important things we need to gather in this level. Make sure you have
Matthew. A couple turns in Legault will appear and start taking items. It's
fine if he does because it'll be yours anyway. Talk to him with your main
character (Eliwood/Hector or Lyn). Now you have two thieves. There is a thief
that comes from the stairs on the right on the seventh turn. Surround both wall
and normal path with your two thieves and have them steal the Member Card he has
on him. Remember that you can only steal if you have room for it. The Member
Card will let you visit Secret Shops with better items. The bottom right square
(the forest) is a spot. Have someone with the card stand on it and you can buy
things like Killer weapons and more! There is another shop to the left of Darin
that is a few squares from the mage (in the nook as far as you can go).

About Darin: Well, the best thing you can do is use Hector or another Lord
because they have the good armor killing special weapons. It's your call, but
you won't do much without them because of how strong he is.

-+-+-+-+-+-+-+

STRATEGY #2:

An interesting mission- you're finally going to face off against Darin and
finish this foolish rebellion talk.  However, to do that you have to get
to him first. You're grossly outnumbered, and there's a bunch of reinforcements
that make it even more fun. However, as you can read up top, there's a ton of
goodies to get from this mission, so don't miss out on the opportunity to reap
the rewards.

This is a multi-faceted mission with two primary forces. You're going to send
Three units to the right, through that doorway immediately to Lyn's right. Two
of those units will be fighters, preferably one of them with either a handaxe
or a javelin, while the third will be Matthew. One of the attackers must be
either Eliwood or Lyn, too. If you want a fourth unit, you're more than welcome
to use it- However, two strong attackers can generally handle it. Of course,
if your Lyn and Eliwood are not particularly strong, then naturally there's
a bit of a need for that fourth unit.

Everyone else? Up the opening towards Cameron and his goons. Leave one unit
behind to kill the archer, who will open the door to attack you. Despite what
the old crone said about armorslayers and rapiers, Raven and a longsword is
disastrous for the swarm of cavaliers. Horseslayer, too. Cameron drops a
halberd, which gives you the three cavalry-killing weapons at your disposal.
Use them to their best advantage.

As for the party of three, they have to break down that wall and take on the
second horde of cavalry. It's not particularly hard, especially if you've got
a couple units with hand axes and javelins- the nomads will kill themselves on
you.
They have two goals in mind:
1) Find Legault. Legault is going to pop up in the upper left corner and will
   traipse down to the gate before going to the stairwell at the other end of
   that same building. Talk to him with Lyn right in front of the stairwell.
   Go ahead and let him steal the stuff from the chests- less work for you.
2) Steal the member card from the thief who climbs out of said stairwell.
   NOW, you're welcome to just let Legault steal the member card, but to not
   take Matthew with you means that you risk not getting to Legault in time.
   You will want that member card, for sure. A character who holds the member
   card can enter the secret shops.

There are two secret shops in this level, and from this point on we'll point
out all secret shops in the secret section. These shops offer all kinds of
items you can't get elsewhere. For example, the first secret shop in this
level carry the killer weapons. The second shop has a variety of things,
namely a physic staff. Physic staff is a ranged healing spell. Not only is
it dead useful, but it also gives 22 XP per use, which helps your Priscilla/
Serra level up.
To find said shops:
Shop #1 is in the bottom-right corner of the map, in the forest. The second
shop is up in the gap at the top-left, all the way at the far right in the
garden. Buy whatever you deem appropriate (one of each killer weapon that you
don't have and a physic staff is my typical purchase selection.)

Now, in the mean time your main force is wiping out all of the enemies that are
around. Send someone with high movement back to the tents when the pegasus
knights appear- any cavalier and even Florina can easily wipe them out.

Legault should open the door to Darin for you, so that's one less thing to
worry about. Once you've killed those Shamans, send a few units left and right
to kill the knights.
If you want to wait around until turns 20-23, you can fight some reinforcement
knights and mages. If not, then go ahead and kill Darin. Wolf Beil, Rapier and
Heavy Lance. Nothing new, of course.

Legault is a fantastic thief to recruit- I hope you don't miss out on getting
him. To be honest, it's likely that he's better than your Matthew. Less speed,
but overall better stats. You can keep Matthew, but most people replace him
with this superior thief.

Unfortunately, with Darin dead, we now have to learn all about what this
story is really about. Nergal is your new target enemy and will be for the
remainder of the game- just look at what you've got to look forward to!
Unfortunately, you'll never get to fight Ephidel, either. After all that, he's
gone.



===============================================================================
=====================V20. Chapter 20: New Resolve==============================
===============================================================================

Victory Condition: Defeat Oleg

Items to obtain: Elysian Whip- from the house at top right.
                 Shine- from the monk above the center house
                 Restore Staff- from the top right house in the quadrant to
                       your left
                 Light Rune- from the bottom left house in the quadrant to
                       your left
                 Wyrmslayer- from the house just south of the arena
                 Torch- from the cavalier at the entrance of the village
                 Antitoxin- from the archer next to Oleg
                 Hero Crest- stolen from Oleg

Secrets: None

New Units:
-------
Ninian
-------
Dancer
Stats the same as Nil's stats in Lyn's Story.

-------------
Boss: Oleg
-------------
Warrior
LEVEL: 5
HP: 42
STRENGTH: 16
SKILL: 9
SPEED: 7
LUCK: 3
DEFENCE: 12
RESISTANCE: 7


STRATEGY #1:

This chapter is easier than you'd think. It's got darkness, so the Torch staff
from Chapter 18 can come in handy. There are plenty of villages with items
though most aren't very helpful. The most important is the top right village
because of the Elysian Whip that you can use on one of your Pegasus Knights.
Start by sending weaker characters to the villages. There is an enemy monk to
the north you should know about as well as one to the bottom left. The Vendors
and Armories are full of stuff to buy that you can replenish your stock with
easily right here.

As you advance, you can see a Ballista. I'd reccomend ignoring it and just
use your normal Bow. The Boss is on the bottom right, and he WILL move, so you
should reveal him before going near him. The restore staff at the start will
come in handy as you get closer because some enemies have poison weapons. Oleg
also carries the Hero Crest which can be stolen from him before he is disposed
of. To kill Oleg, you should get him to use his bow, then rush in with everyone
and just destroy him. He uses his Silver Axe otherwise so it's not wise to hit
him with most people.

-+-+-+-+-+-+-+

STRATEGY #2:
I couldn't disagree more with the statement that this mission is fairly easy-
you get your first encounter with poison weapons, as well as with wyverns.
Neither of these things are at all pleasant.
To begin, make sure to have a thief, as well as Priscilla with the torch
staff. Bring your pegasus knight (whichever one you chose) along as well.
Beyond that, characters with high HP are strongly advised.

From the get-go, fix your range of vision. Legault with a torch will do quite
nicely, while a decently-leveled Priscilla can also make a large dent in the
darkness. Move a unit to kill the monk to your left while picking up the staff
and light rune. Send the rest up the middle. You have to be extremely careful
in this mission, because three things make it very easy for your weaker
characters to get wiped out. One, it's dark. Two, the enemies fly, and then
there's the poison on the weapons. Archers, healers... all are easy prey for
the enemy. Keep them surrounded. The good news is that there are only 4 of
the flying enemies, so once they die, don't worry about it anymore.

One thing that is of particularly high priority for you is to get to the red
house at the top right- it holds an Elysian Whip, and if you are not quick
enough, it will be ransacked and you'll lose it.

Oleg stands in one place and will not move... until you cross his line. That
line is walking in front of the outer wall. A rough sketch (best as I can
muster):

 ___|
 OXO
 OXO
  __
    |
Don't step across the line and Oleg will leave you alone. This allows you
to take on all the reinforcements at your leisure. However, with access to
Ninian and the Arena, it's time to talk about arena use, and arena abuse.

Ninian joins your party, and she's got Nini's Grace, which raises your defenses
by 10. That means that whomever you fight will most likely be completely unable
to kill you. Unfortunately, it only lasts for one turn, so with 15 uses, you
have to use it sparingly.
Now, using Nini's Grace before entering the arena means that you will have the
effects of the ring for the entire length of the arena fight. The arena, as you
should know by now, is full of tough enemies. With Nini's grace, they're no
longer that tough. That means that you can make the arena a pretty safe and
lucrative level up technique. Problem is (again) that you've only got 15 uses.

So, gamers developed a way to abuse her ring. To do this, fight in the arena
after having the spell cast on you, and then let another unit rescue them in
the same turn. Next turn, drop the unit back down. Because they were rescued,
Nini's Grace didn't wear off; a game mechanics flaw. Now use Ninian's dance to
give the unit action again- send him back to the arena to fight. Let a second
unit rescue him again. Create a cycle using two rescue units, Ninian and
Priscilla. Using this technique, you can level up as many as 16 units (If you're
especially cheap, Eliwood starts with it in effect, so just immediately rescue
him.)

This is ridiculously frowned upon, but it's really effective. If you want any
challenge whatsoever, ignore this strategy. It is definitely not needed.
Whether you abuse Nini's Grace or not, you should use the arena to:
1) Level up any units that are lagging behind- Fiora and Dart come to mind.
2) Get your lords to level 17

That second one will allow you to get the second form of Chapter 23, which is
(in my opinion) a far superior option.

Now, once your arena work is over, call over Oleg. Now, he's carrying a Hero
Crest, which you probably don't want to miss out on. Steal it and then kill
him.


===============================================================================
=====================V21. Chapter 21: Kinship's Bond===========================
===============================================================================

Items to obtain: Knight Crest - Steal from Boss
                 Spear - Boss Drop
                 Brave Axe - Chest
                 10,000G - Chest
Secrets: Secret Shop
New Characters:

-------
Isadora
-------
Paladin
LEVEL: 1
HIT POINTS: 28
STRENGTH: 13
SKILL: 13
SPEED: 16
LUCK: 10
DEFENCE: 8
RESISTANCE: 6

----
Rath
----
Nomad
Rath will have the same stats as he did in Lyn's Story.

-----
Heath
-----
Wyvern Rider
LEVEL: 7
HIT POINTS: 28
STRENGTH: 11
SKILL: 8
SPEED: 7
LUCK: 7
DEFENCE: 10
RESISTANCE: 1


Victory Condition: Defend Nils for 11 turns/ Defeat all enemies.

------------
Boss: Eubans
------------
Paladin
LEVEL: 6
HIT POINTS: 38
STRENGTH: 14
SKILL: 10
SPEED: 9
LUCK: 5
DEFENCE: 12
RESISTANCE: 14

STRATEGY #1:

Bring a thief, Legault is your top choice. There is also a secret shop in this
level although it's not very good and only has mainly Staves. Start by heading
south except for Lyn, who goes to the Ostian Knights to the east. Eliwood or
Hector or Ninian can recruit Heath, who is to the left. Don't open the door
because he will come out and he WILL attack you. So try to let him come to you.
After he is talked to, open the door and rush the enemy thief who is taking the
Brave Axe and 10,000G. Lyn can talk to Rath when he shows up.

This is a very easy level and as long as you defend the main area you won't die.
The secret shop is on the pillar to the northwest of the map. The boss is like
Darin was, he is stong and has a long range weapon. If you kill Eubans, the
level ends and you win. It's your choice to do it, but I'd wait until I have a
large portion (90%) of enemies dead before doing that.

-+-+-+-+-+-+-+

STRATEGY #2:
Strategy #1 pretty much sums it up- this mission is not complicated. Your units
are tough, and they're starting to get to the point where the game just isn't
all that hard anymore (This isn't hard mode, after all).
The only thing I would say is that you don't leave an option for whether or
not you kill Eubans. The Spear is a great weapon for any of your lance users
(especially Oswin.)

Getting Rath back is pretty cool- unfortunately he's only going to be level 9
or 10. It will take some serious work (or some serious misuse of the arena)
to get him up to speed. He's very similar to Lyn, and while he's very good
in the end, you may or may not find any real use in spending the energy.
Heath's the same way- while he's a great flying unit, he's so desperately
behind everyone else in levels that it isn't a great way to spend your time


===============================================================================
=====================V22. Chapter 22: Living Legend============================
===============================================================================

Items to obtain: Luna - Drop from bottom left Shaman
                 Ocean Seal - buried in the sand
                 Body Ring - Buried in the sand
                 Filla's Might - Buried in the sand
                 Eclipse - Buried in the sand
                 Light Rune - Buried in the sand
                 Hero Crest - Buried in the sand
Secrets: Several items are buried in the sand. To dig up: Put a thief on the
         square they are buried in.
New Characters:

-------
Hawkeye
-------
Berserker
LEVEL: 4
HIT POINTS: 50
STRENGTH: 18
SKILL: 14
SPEED: 11
LUCK: 13
DEFENCE: 14
RESISTANCE: 10

Victory Condition: Defeat all Enemies

-------------
Boss: Jasmine
-------------
Warrior
LEVEL: 9
HIT POINTS: 46
STRENGTH: 17
SKILL: 14
SPEED: 14
LUCK: 6
DEFENCE: 8
RESISTANCE: 11

----------
Boss: Paul
----------
Warrior
LEVEL: 8
HIT POINTS: 47
STRENGTH: 19
SKILL: 12
SPEED: 12
LUCK: 2
DEFENCE: 11
RESISTANCE: 9


STRATEGY #1:

This is a sand map, this means that the characters will have a reduced movement
range (especially cavalry). The only characters that WON'T be reduced are
fliers. I had my flier positioned near the bottom. Have someone kill the first
Archer and then move the flier to the south (out of Jasmine's reach). The rest
of your men can go left or somewhat south. Eliwood should definately be at the
bottom because a Character can be recuited there. Also send Matthew south.

On the next turn have your flier rescue Pent and get out of there. Pent doesn't
need any help, but he is stealing experience. And the experience is needed to do
a sidequest. Hawkeye will show up and have Eliwood speak with him on the next
turn. Now is the issue of defeating the bosses. One has a Killer Axe, while the
other holds a Hand Axe and a Steel Axe. Take the latter out first by surrounding
his range, and then dipping Hawkeye just inside so he runs up and uses his hand
axe. Now you can have everyone rush in and kill him as fast as you can. Try not
to let him live.

The next boss is a bit more tricky because he has a KILLER axe. So he will have
a heavy Critical hit rate. Try to surround his range, then on the next turn,
run in with your Magic and ranged users and attack. He probably won't die, but
will be weakened, which will let you kill him off much more quickly.

Note that this level also holds several squares of the map you can stand on for
items. The only one that is really worth mentioning is the Ocean Seal. It's near
the bottom right corner. Take a thief down there. Go on square below the house,
then four to the left from the right side of the map to get it. There is also
some long range magic, a dance, and a Hero Crest, along with several other
trivial items. You can find locations in another guide because I don't have
them off the top of my head.

-+-+-+-+-+-+-+

STRATEGY #2:
Bring Legault and all of your usable magic users and flying units.

Yeah, this is a sand map. Magic users and flying units are the only ones with
no movement penalties. Flying units are doubly important here, though. You see,
Pent is a beast of a sage and will kill every single unit that attacks him.
Naturally, if he kills all the units, it's tougher to get 700 XP. How are you
ever going to get that sidequest?
Anyway, send Florina down to rescue him quickly. Meanwhile, the rest of your
units should make their way south. The knight and cavaliers will attack your
units as you meander down, so kill them off. However, make your way towards
Hawkeye, who will appear out of the sand after a couple turns. Eliwood can
recruit him, and he too is a beast of a unit. If you don't have Dart, you
will want to use Hawkeye as your berserker, even if it's only for one mission
(Which I will point out later)

Canas, Lucius and (maybe) Erk and Priscilla will have free reign to go and
fight for some XP. Give Pent over to another unit and Florina can go and have
some fun of her own, too. Now, take care- do not go into Jasmine or Paul's
attack ranges- we don't want to kill them just yet.
Legault has a special job- he has to grab the treasures. What treasures, you
will ask. This is the sand treasure map of the game- each one has one. Any
unit can find them, but they might not- Legault will ALWAYS find them. So the
big question is- where are they? Fortunately, all but one of the items are easy
enough to explain on paper. As it is, I'm planning to make a map for this,
so that'll help too. Despite my co-writers words, none of these things are
trivial, by any means. Each one is quite useful. The Light Brand gives your
stronger swordfighters (such as Raven) a ranged magic attack, while the bonus
to constitution from the Body Ring is one of the most useful items in the game
if you use it on the right unit. But enough of that- for locations:

Ocean Seal- Send Legault two spaces left and one space up from the bottom
right corner of the screen. This is where your whole party should be, so that
ought to be straightforward.

Body Ring- Drag his body all the way across the bottom half of the map. See
that ridge of sand about 5 squares to the right of the wall on the bottom
half? Stand underneath it.

Filla's Might- Walk around the ridge and up to the skeleton. Stand underneath
it.

Eclipse Magic- Walk around the skeleton and stand on top of it.

Light Brand- Stand to the right of the skeleton further north.

Hero Crest- Stand to the left of that same skeleton.

You should be sure to clear a path for him- don't let him get killed off!
He's got one last job, though- he has to steal the guiding ring from Jasmine.
Now, if he does this you have to be sure to kill Jasmine in that same turn.
Position your mages around Jasmine so that once Legault has stolen the ring,
they can move in for a quick kill.

This leaves Paul. As long as you attack from a distance (He uses a killer axe),
you'll be fine. Hopefully you got that 700 XP so that you can start the
side quest. If you didn't get the 700 XP, I have but one thing to say to you-
don't abuse the arena so damned much. If your characters are level 17 (which
is what mine were, and which is also quite high for this point), you'll
still easily hit the 700 XP mark.
If you just can't make it, then dance with Ninian over and over again.


===============================================================================
=====================V22x. Chapter 22x: Genesis================================
===============================================================================


Items to obtain: Door Key - From Top General
                 Door Key - From Druid
                 Door Key - From Bottom General
                 Door Key - From Bishop
                 Berserk - Bottom Right Chest
                 Secret Book - Bottom left chest
                 Silver Blade - Chest below Kishuna
                *Silver Lance - Drop from Knight that appears
                *Silver Sword - Drop from Fighter that appears
                *Silver Axe - Drop from Brigand that appears
                *Silver Bow - Drop from archer that appears
               **Elfire Magic - Drop from mage that appears
               **Nosferatu Magic- Drop from shaman that appears
               **Shine Magic- Drop from monk that appears
               **Recover Staff- Drop from troubadour that appears


Secrets: None

New Characters: None

Victory Condition: Defeat all enemies.

-------------
Boss: Kishuna
-------------
Magic Seal
LEVEL: 10
HIT POINTS: 54
STRENGTH: 4
SKILL: 3
SPEED: 25
LUCK: 0
DEFENCE: 14
RESISTANCE: 3

STRATEGY #1:

You begin split up. When choosing your party locations, move a thief to the
right side and two door keys and a chest key to the left side. The gap between
Eliwood and the unit to the left show the line where they will be divided from.
So, start by moving to the left. DO NOT lean up against a wall because Archers
and magic users can sometimes get you.

The party going left is going to reach the chest with a Silver Blade, while the
right side gets a Berserk Staff. Have a couple in each group break through
the second row of walls to join the two parties up, they shouldn't really
attack the boss without being altogether. So, have other units go ahead and
then move the units from the left side to the right side, and then when all
are there, open the door. The Boss disappears along with the four promoted
units that guard him, which is good because they are a bit too strong for you.
Instead, four unpromoted units appear that have silver weapons. They are to
the right and you can defeat them for the silver weapons they hold.

-+-+-+-+-+-+-+

STRATEGY #2:
Only a couple things to point out beyond that general strategy:

As soon as you start, a wall separates your party- take this into consideration
ahead of time. Bring a thief if you want, or just bring a couple chest keys.
A couple door keys, too- you'll come up a bit short if you rely on enemy drops.

There's not just silver weapons- actually, you can get a bunch of high leveled
magic if you prefer; to do that, attack Kishuna with a longbow before you open
that door. That said, just get the silver weapons- they're better, anyway.


===============================================================================
====================V23A. Chapter 23a: Four Fanged Offence=====================
===============================================================================

Items to obtain: Earth's Seal - Center village
                 Silence - Top Village
                 Orion's Bolt - Sniper drop

Secrets: Secret Shop near cliff by boss
New Characters:

-------
Wallace
-------
Wallace has the same stats as he did at the end of Lyn's Story.

Victory Condition: Defeat Lloyd

-----------
Boss: Lloyd
-----------
Swordmaster
LEVEL: 12
HIT POINTS: 41
STRENGTH: 18
SKILL: 19
SPEED: 19
LUCK: 16
DEFENCE: 8
RESISTANCE: 15

STRATEGY #1:

This is the chapter for those with weak Lords. You can get Wallace again which
isn't that great. The big picture in this chapter is to clear the way with a
torch, then move together as a team so if an enemy will appear suddenly and
start to hit you, you can take him down together. The point is to battle as a
team until the bridges, then you can split up. Send the units from chapter 15
(Lyn, Kent, Sain, Wil and Florina) towards Wallace, whoever you want to go to
the village for a Silence Staff and the rest of your men to the boss fort. To
kill Lloyd, use Magic, Spears and Bows to deplete his health and then come in
and take him out with your weakest Lord. He doesn't have a ranged weapon.

By the way, you can talk to Walalce with that group to recruit him. This
chapter is fairly simple and not a big one on strategy.

-+-+-+-+-+-+-+

STRATEGY #2:
It's true- the mission is simple as long as you keep your units huddled
together. There's an arena in this level; if you want to use it like you may
have in chapter 20 (for Rath and Heath, off the top of my head), feel free.

Also, it's interesting to note that if you chose to not promote Wallace in
Lyn's story (because you were playing hard mode), he's promoted now anyway...
but he didn't get promotion bonuses! You lose out on NINETEEN stat bonuses
owing to your lack of promotion.



===============================================================================
=====================V23B. Chapter 23b: Four Fanged Offence====================
===============================================================================

Items to obtain: Earth Seal - Village on right
                 Orion's Bolt - Village in center
                 Silence - Top village

Secrets: Secret Shop (Forest on Island)
New Characters:

-----
GEITZ
-----
Warrior
LEVEL: 3
HIT POINTS: 40
STRENGTH: 17
SKILL: 12
SPEED: 13
LUCK: 10
DEFENCE: 11
RESISTANCE: 3

Victory Condition: Defeat Linus

-----------
Boss: Linus
-----------
Hero
LEVEL: 12
HIT POINTS: 45
STRENGTH: 21
SKILL: 18
SPEED: 12
LUCK: 14
DEFENCE: 14
RESISTANCE: 12

STRATEGY #1:

So, this being the powerful lord chapter, you probably won't need to bring any
lords (because I'm guessing they are maxed at the moment) besides your main
who MUST come. Bring Dart and a Flier as well. Begin by having someone kill the
Mercenary who is to the right, then by having your flier go to the right
towards the village. They can attack the Magic user with a Short Spear from
close range. This means when the other attacks it they can fight back. Be sure
to stay OUT of ballista range. Meanwhile, the rest move north. Stick Hawkeye
JUST in Geitz's range, and then move Dart nearby. Everyone else should just
move up. Now Geitz will attack Hawkeye with the bow. Move Dart to talk with
Geitz and you recruit him. Have him and Hawkeye attack the enemies to the left
and up. Then move everyone else out of the range of the stupid Wyvern.

The flier has to get the Earth Seal BEFORE killing the sage, but equip the
spear weapon so they can fight back. There is a Ballista to the north that can
hit it. So move fast to survive. You have to hang back and heal if you have
some damage. Anyway, move a strong unit to the top (along the shoreline) to
kill the enemies that come. Hawkeye is perfect for this, because he will also
start to draw off fire from the Ballista. Wait until it is down before moving
a ton of your men up their. Also beware of the constant reinforcing of the top
and the right side. Some of the Wyverns hold Javelins and this can make you
misjudge where to place units.

When you have to attack Linus, draw off Ballista fire until it is out and then
move everyone. He has a silver sword, so you may want someone to use a ranged
attack on him (a spear is best) so he uses the handaxe on you, which allows you
to rush in with swords and begin to kill him quickly. Critical hits are best to
bring him down, so a Swordmaster is a good choice to bring for him.

-+-+-+-+-+-+-+

STRATEGY #2:
Bring Dart- otherwise, anyone who needs some XP.

To begin, pick a unit to go down to that house at the bottom right- it carries
an earth seal, so it's valuable. A pegasus knight (or hopefully Falcoknight)
is the preferred choice owing to the high evade and high resistance to take on
the sage's bolting spells.
However, I work differently. Bartre, with his ridiculously high attack and HP,
as well as having decent defense, is much better for withstanding the onslaught
that comes AFTER the sage. See, once you get that earth seal, I guarantee you
will have to fight off some pirates as well as some wyverns. Unfortunately,
Florina has an alarmingly high risk of death from that wave of enemies. If
you need to heal after fighting those first two mages, wave a Physic staff at
him; let vulenaries do the rest (you DO still use those, right?)

High defense character should move into the range of Geitz's bow (Oswin should
be your golden standard by now). Dart should then swing in to talk with Getiz.
Geitz is a badass warrior; well worth using, especially with his high
proficiency in bows.

Once all of this is done, it's time to ride the storm of wyvern riders. Tired
of these bastards yet? You ought to be by the time this chapter's over. Make
your stand on the beach in front of the vendor and arena. Axe users in front,
mages in back. They keep coming and coming until turn 18... If you want to try
and take out Linus before that, have at it, but you might as well just wait
them out. Good XP for everyone.

As was true with 23a, you've got an arena sitting there to use. Heath and Rath
probably both need it if you want them to be of use.

Once your affairs are in order and you've raided all the homes while buying
all necessary supplies, kill Linus. As you can guess, the silver blade will
destroy most anyone who dares to face it. Draw out the handaxe by standing one
space away. From there, utilize Raven and any other swords you've got handy to
finish him off.


===============================================================================
=====================V24. Chapter 24: Unfufilled Heart=========================
===============================================================================

Items to obtain: Luna - From Top left Shaman
                 Knight Crest - From the Bottom and only Cavalier
                 Hammerne - From the Only Village

Secrets: None
New Characters:

----
Pent
----
Sage
LEVEL: 6
HIT POINTS: 33
STRENGTH: 18
SKILL: 21
SPEED: 17
LUCK: 14
DEFENCE: 11
RESISTANCE: 16

------
Louise
------
Sniper
LEVEL: 4
HIT POINTS: 28
STRENGTH: 12
SKILL: 14
SPEED: 17
LUCK: 16
DEFENCE: 9
RESISTANCE: 12

Victory Condition: Survive 11 Turns.

-----------
Boss: Vaida
-----------
Wyvern Lord
LEVEL: 10
HIT POINTS: 60
STRENGTH: 20+5
SKILL: 19+4
SPEED: 13+9
LUCK: 0
DEFENCE: 21+5
RESISTANCE: 6+14

STRATEGY #1:

You are split up for the start of this level. The top has Lyn, Eliwood, Hector,
Pent and Louise. Move them to the right corner where the magic enemies are.
You get a Heaven Seal at the start, it doesn't work on your main character but
it will promote the other two. I reccomend doing this for Lyn (if she is maxed)
because Hector doesn't need it right now to defeat the other enemies as he is
already powerful. Lyn will also gain the use of a bow, and there will be plenty
of Wyverns you need to fight.

The south group should dispatch a couple Paladins to the south village because
it has a rare and valuable item known as the Hammerne, which is a staff that
will repair a weapon. This can be used on the Wolf Beil, Mani Katti and another
weapon of choice because they are powerful and rare. The rest should just stay
in their spot and defend Merlinus.

Pent can kill the sage to the right and then you wait there for a while. Soon,
four Wyvern reinforcements will show up for you to fight. Pent and Louise can
both do some damage, as well as Hector (axe) and Lyn (Iron Bow). Leave Eliwood
out. Whatever you do, do NOT let Pent or Louise die because the other will
leave. This wouldn't matter if it was just Louise, but Pent is good. Don't even
attempt to fight Vaida because Nergal is boosting her stats with magic so she
will be even stronger. Eventually the enemy will run out of reinforcements and
you just sit there ending turns until you win.

-+-+-+-+-+-+-+

STRATEGY #2:
This mission can be really easy or really tough- that's up to you. Play smart
and you'll have no trouble at all. Get careless and you're gonna get killed.
I'll say this right now- Vaida will kill you if you move into her attack range.
Her spear grants her ridiculous stat bonuses that you stand no chance against.
Of course, if you want to cheat, you can take that spear as your own. To do
that, check section IX.

Now, you've got three groups, which means you have to pay some attention to
where your units wind up. Put all of your mounted and flying units in the
group to the far right, while your units on foot should be in the center
group. Your northern one is picked for you, so you don't have to worry about
who's put there.

The mission is quite simple- stay out of Vaida's attack range and bring your
party together as one group. Send Pent and Louise together to get supplies
from the vendor and armory. Pent is more than capable of doing it alone, and
since Louise doesn't really have anything else to do, he will benefit from
her support and be all the more deadly.
With all of your units together, you've got two goals before time runs out.
First, send Florina to grab the Hammerne staff from the village. As was said,
it'll repair any weapon, which is especially useful for something like the Wolf
Beil, which cannot be replaced any other way.
Second, get out Legault to steal a knight crest; it's on the knight at the
very far south. Don't kill him first!
Now, there's a Luna magic to be grabbed from the Shaman; problem is that he's
in Vaida's attack range. So... lure him out! Get RIGHT to the edge of his attack
range on the left side. You'll avoid Vaida flying down and slaughtering you.

...Now, if you don't feel like getting the Uber Spear, but you do feel like
killing Vaida, it can be done.

Killing Vaida is stupid; I'm not gonna lie- I felt stupid for attempting it
when I did. Like I said, though- it can be done. To do so, you'll need Canas
with a high magic stat, at least 15 skill and a truckload of luck.
Let Vaida attack someone who will survive while doing a bit of damage to her.
Now, Canas is going to have to go in and kill her with a critical hit from Luna.
Like I said, that requires pure luck. However, worse yet, unless your Canas
is either very high leveled or really lucky with RNG, he won't have 20 magic,
which means that even WITH a critical rate, he won't do the 60 damage you
need. So, make some calculations. If he has 19 magic, the person who Vaida
attacked will only have to do 3 damage. 18 magic, and 6 damage.

So if your Canas isn't at least... let's say 17 magic, or you don't have a
unit who can do that 9 damage that you'll need while still surviving her
attack, you can't kill her.
Of course, if you kill her, how do you plan to recruit her later? (Yeah, she
joins your party.)

Now you get Pent and Louise, permanently. Louise is OK, but not particularly
good. Pent, on the other hand... Pent kicks ass. Due to the fact that his
stats start fantastic, there's no hoping for RNG to be good to you. He's often
considered the best magic user in the game. Of course use him.

That heaven seal can be used on either Hector or Lyn; I've found that Hector
can get to level 20 far quicker than Lyn can since he's such a friggen BEAST.
As such, give it to Lyn so she has a better chance of getting to level 20.


===============================================================================
=====================V25a. Chapter 25a: Pale Flower of Darkness================
===============================================================================

Items to obtain: Bolting - Mage Drop by entrance to big area
                 Chest Key - Sage Drop
                 Talisman - Bottom Chest
                 Blue Gem -  Center Chest
                 Guiding Ring - Top Chest
                 Aura - Boss Drop

Secrets: None
New Characters:

------
Harken
------
Hero
LEVEL: 8
HIT POINTS: 38
STRENGTH: 21
SKILL: 20
SPEED: 17
LUCK: 12
DEFENCE: 15
RESISTANCE: 12

OR

-----
Karel
-----
Swordmaster
LEVEL: 8
HIT POINTS: 31
STRENGTH: 16
SKILL: 23
SPEED: 20
LUCK: 15
DEFENCE: 13
RESISTANCE: 12

Victory Condition: Seize Throne

-------------
Boss: Kenneth
-------------
Bishop
LEVEL: 13
HIT POINTS: 41
STRENGTH: 16
SKILL: 16
SPEED: 13
LUCK: 6
DEFENCE: 9
RESISTANCE: 21

STRATEGY #1:

You should make a decision here: If you trained Raven, then you will want Karel
and if you trained Guy, you will want Harken. I preferred Karel, but Harken is
actually stronger and better. If you trained both, then take your pick. Karel
comes with the S level Sword the Wo Dao, and Harken has the rare Brave Sword.
This is your only chance for both.

In this version of the map, you have to kill the three promoted classes of
magic users to get Karel, or don't kill them to get Harken. Turn 9 is where one
will show up. Harken can be recruited by talking to him with Eliwood, Marcus,
Isadora, Lowen or even Hector/Oswin. Karel can be recruited by your main lord
and Lyn. There are some Wyverns outside and Magic users hidden in the houses.
Here is what to do: Send your Anima users to the right, Dark Magic user to the
closest one and your Light Magic user to the top. Split up your weapon users to
provide cover from the tougher enemies like the Wyverns. There are several
enemies (three) with some long range magic which can be damaging to some of
your characters. Be careful. Kenneth can be killed by using a Silence Staff
from a couple chapters ago if you have it. You may want to Hammerne it later
because you might need it in a few chapters.

-+-+-+-+-+-+-+

STRATEGY #2:
Now, unfortunately I'm at a point where I just don't quite know how to get
here. There are two schools of thought: the first is that if your magic users
have more total levels than your physical users, you'll get here. However, to do
that is all but impossible- your magic users are ridiculously outnumbered.
The other belief is that their levels have to outdo your mercenaries, warriors
and myrmidons... but that's not right, since I love magic users and yet never
get this level.
Best I can figure is that it's referring to all physical units EXCEPT your
lords. I suppose you could realistically do that if you were obsessed with
magic users.

Anyway, since I've never played this mission, I'm not of much help. I will tell
you that Harken is my choice no matter who I level up; Harken's more powerful,
and that brave sword is way too valuable to pass up. You know the drill, though.
There's no surprises in this mission, so just fight it out!


===============================================================================
=====================V25b. Chapter 25b: Pale Flower of Darkness================
===============================================================================

Items to obtain: Door Key - Wyvern Drop
                 Door Key - General Drop
                 Door Key - Paladin Drop
                 Door Key - Hero Drop
                 Door Key - Warrior Drop
                 Chest Key - Sniper Drop by Talisman
                 White Gem - Middle Chest on left
                 Bolting - Middle Chest on right
                 Talisman - Top Chest
                 Short Spear - Pegasus Knight Drop
                 Hero Crest - Bottom Chest
                 Light Brand - Boss Drop

Secrets: None
New Characters:

------
Harken
------
Hero
LEVEL: 8
HIT POINTS: 38
STRENGTH: 21
SKILL: 20
SPEED: 17
LUCK: 12
DEFENCE: 15
RESISTANCE: 12

OR

-----
Karel
-----
Swordmaster
LEVEL: 8
HIT POINTS: 31
STRENGTH: 16
SKILL: 23
SPEED: 20
LUCK: 15
DEFENCE: 13
RESISTANCE: 12

Victory Condition: Defeat All Enemies

-----------
Boss: Jerme
-----------
Assassin
LEVEL: 13
HIT POINTS: 46
STRENGTH: 18
SKILL: 18
SPEED: 17
LUCK: 10
DEFENCE: 10
RESISTANCE: 14

STRATEGY #1:

You should make a decision here: If you trained Raven, then you will want Karel
and if you trained Guy, you will want Harken. I preferred Karel, but Harken is
actually stronger and better. If you trained both, then take your pick. Karel
comes with the S level Sword the Wo Dao, and Harken has the rare Brave Sword.
This is your only chance for both.

If you want Karel, immediately kill anything and everything that moves and go
into the doors as fast as possible. You need to open four before turn 9. If you
want Harken, take your time and open them slowly, be sure that less than three
are opened come turn 9. Beware of the Wyverns to the north as well that will
reinforce there. I used Geitz and his bow to defend it simply. Anyway, Harken
comes as a foe, and Eliwood or any of the Pherae crowd can do it (Marcus,
Isadora, Lowen and even Hector or Oswin). Karel comes as Neutral and the two
lords who aren't your main character can do it.

The boss is an Assassin named Jerme and he WILL move. He also has the Light
Brand. If you have Karel, Wo Daoing him will be simple. If you have have Harken
then you should give the Brave Sword to Guy or another good sword user because
4x hits from a swordmaster is lethal as several will be critical.

-+-+-+-+-+-+-+

STRATEGY #2:
You need a thief. Avoid using more than one mounted, non-flying unit- they
will drive you crazy.
I'll say this again, as I did in the other chapter- I see no point in going
for Karel when Harken is a better character with a better weapon (other than
the fact that Karel has an enormous cult following.)

Now, this mission is incredibly easy; I expect you to have little trouble at
all. However, if you are...
As long as you don't open any doors, two things will happen: one, you'll
get access to Harken, which is a good thing, and two, enemy numbers will
stay smaller. There are significantly more men in this level than the
magic counterpart, but they're all quite easy to dispose of. First, send
all of your troops up to the wyverns to dispose of them. The nomads and archers
will come to challenge you, so kill them too. From there, split your troops up
into two groups, one large and one small. The large group will stand in the top
right clearing, where all of the reinforcements are pouring in (as well as where
Harken appears.) This is the brunt of the enemy forces; the small group will
head south to fight the few mounted units you run into.

Now, I said don't open the doors, but this really only applies to you if you're
having a hard time. If you're not, then of course open the doors. Wait until
Harken arrives before opening your fourth door, though- opening four doors is
what brings Karel. You'll have to do it eventually anyway, but don't hesitate
if you're not weak. Kill the enemies, grab the treasures. It doesn't matter
in what order you open the doors. Just keep these two buildings in mind:
top-right is Jerme- he wields a light brand and can whoop your ass if you
aren't careful. Top left is a bunch of snipers who can also whoop your ass if
you aren't careful. Don't go into either building until you've got yourself
positioned to take them on.

If you have an empty spot in the party, use Harken and Karel. Otherwise,
just grab their weapon and let them sit in the bowels of your roster.



===============================================================================
=====================V26. Chapter 26: Battle Before Dawn=======================
===============================================================================

Items to obtain: Door Key - Knight Drop
                 Lockpick - Hero Drop
                 Elysian Whip - Bishop Drop
                 Boots - Leftmost Chest
                 Brave Lance - One square right of Boots chest
                 Rescue - Closest to Brave Lance Chest on the right side
                 Delphi Shield - Rightmost Chest

Secrets: None
New Characters:

----
Nino
----
Mage
LEVEL: 5
HIT POINTS: 19
STRENGTH: 7
SKILL: 8
SPEED: 21
LUCK: 10
DEFENCE: 4
RESISTANCE: 7

Victory Condition: Defend Zephiel for 15 Turns

------------
Boss: Ursula
------------
Valkyrie
LEVEL: 15
HIT POINTS: 36
STRENGTH: 18
SKILL: 19
SPEED: 22
LUCK: 12
DEFENCE: 12
RESISTANCE: 28

STRATEGY #1:

Know that if you used Merlinus on all the levels than he will be promoted to
the new and improved moving class, so now he can follow you and give you door
and chest Keys as you go. That being said, I still reccomend putting TWO
thieves in this level. Not normally recommended but it will help you get the
treasure and beat the fog faster than normal. So, send your stronger troops to
the left and the weaker but still a couple strong unit characters to the right
side. We want to split up so we can do this faster. Be sure to have at least 1
Cavalier or Flier on each side.

The left side has some Heroes and other with Silver Swords. So be careful
around here because you never know where an enemy will come out and make a
killing blow on you. Jaffar is usually fine because he can dodge and deal a lot
of damage, making your way easier. However, rescue him as soon as you can
because you need to rush this part. Get the chests too (reccomended with a Door
and Chest Key because of the dangers of Ursula's long range magic are all too
real. I don't know what prompts her to do it though, so you are on your own.
Anyway, immediately move Jaffar from there to the top part where you started.

On the right side is fewer foes. Reach Nino and talk to her with a lord. She
will join. Now rescue her with the Cavalier or Flier and go to the top area
where Jaffar is being moved from the other side. Drop them both and have Nino
speak with Jaffar. He will join you in the sidequest now!

Anyway, to finish the chapter, just basically stay away from Ursula. Normally
I reccomend getting the Experience from the boss but she is a little strong to
do this to. So stay out of range. Zephiel will be fine on his own as he is a
strong unit. So as long as you have the treasures just wait it out. Thieves may
steal it first, so if he takes one, kill him but if he takes two, steal the
first item he stole and then kill him for the other one.

-+-+-+-+-+-+-+

STRATEGY #2:
You need a thief and a staff user with torch staff. You also need a bow user
with a longbow. High movement units are incredibly helpful, but not absolutely
essential.

After a string of easy missions, this one is guaranteed to give you some
trouble. You've got only 15 turns, and there's a lot to do within that time.
Throw in the sheer volume of enemies and one wickedly tough Valkyrie, and this
one might have you stumped for some time.

It's a two-pronged attack, but just like Pale Flower of Darkness,
one party will be just a few members while the rest will take on the other
route. You're sending two or three units to the right, one of which needs
that longbow and another of which needs a door key. Everyone else (including
your thief) should go left. Light a torch and/or use a torch staff to get the
view of the upcoming areas more clear- there's a LOT of baddies in here.

Your right party group has two tasks. The first task is to open the door and
get the longbow user up against the wall above the chests. There's a thief
who will come and steal those treasures, and it's up to the longbow user to
kill the thief after he's stolen the first treasure but before he's stolen
the second one. Doing so allows Legault to come by and steal it himself later.
The second task is to recruit Nino. Talk to her to get her to join you; the
lords are your best bet. Once you have Nino on your team, rescue her with
a mounted unit who can then ship her over to Jaffar.

Meanwhile, your left party must save Jaffar. Jaffar's good- I'll give him
that. He can kill most anyone who attacks him in a single turn. However,
Maximilian is a pain in the ass. If RNG is unkind to you, Jaffar will take
quite a beating from this guy before killing him. If this happens, he may
die before you get to him- he can only take so much damage. To avoid
this, get down AS QUICK AS YOU CAN, and have a Physic staff ready.

There's really not much else to say beyond use good tactics and keep your
fog of war at a minimum. However, there's one last obstacle, and that's Ursula.
With her bolting spell, she can (and does) destroy unsuspecting units without
any warning. Now, you just have to survive to win this mission, so you don't
have to attack her. Unfortunately, to get Nino to Jaffar you have to walk
right through her attack range. So, you have two options. One, you can get
a high resistance unit to pick her up and carry her, or two, you can kill
Ursula.

The best way to kill Ursula is to use a pegasus knight. Alternately, Canas
with Luna can make quick work of her. If you have another unit with fairly
good RES (Hector's often quite impressive), then use them. The goal is to
avoid getting slaughtered. If you're quick enough you can attack her while
she's got bolting equipped, which means no counterattack.

Don't worry about Zephiel- he's safe; you won't have to deal with his protection
until you get to other modes.

Make sure to grab all four treasures, and make sure Nino talks to Jaffar. It's
time for another show-down.

Although before we do that, it's time for that obligatory analysis of your
new character. Nino is... fantastic, to put it simply. She is an amazing
spellcaster. Problem is, she's level 5. If you are feeling crazy, you can
level her up. Keep in mind there's no arena to abuse between now and the end,
so you have to do it the old-fashioned way. A method will appear in a couple
chapters, but to be perfectly honest, I wouldn't bother. It's just not worth
it, not this late in the game.


===============================================================================
====================V26x. Chapter 26x: Night of Farewells======================
===============================================================================

Items to obtain: Speedwings - Nomadic Trooper Drop
                 Recover - Shaman Drop
                 Fenrir - Top Chest
                 Thor's Ire - Right chest
                 Fell Contract - Boss Drop
Secrets: None
New Characters:

------
Jaffar
------
Assassin
LEVEL: 13
HIT POINTS: 34
STRENGTH: 19
SKILL: 25
SPEED: 24
LUCK: 10
DEFENCE: 15
RESISTANCE: 11

Victory Condition: Seize Throne

-----------
Boss: Sonia
-----------
Sage
LEVEL: 17
HIT POINTS: 44
STRENGTH: 20
SKILL: 20
SPEED: 21
LUCK: 0
DEFENCE: 20
RESISTANCE: 24

Augury:...I see water. Ruins. A Cave? Or... someplace underground. And there
are devices... Traps, maybe? If you are slow to advance, your paths may
vanish, as well as the path at your back. Winged allies, and those on horseback
who carry others. They will be needed. Pirates and Berserkers are comfortable
in water. Take them. Light Runes... Mines... These might make your task
easier. Block your enemies' way with them.

STRATEGY #1:

Two items are needed: Silence and Restore staves. Also, the Gems aren't covered
in terms of who has them in the guide, so see the top to learn who has what.

This is a rather strange level because there are several platforms and pathways
among them that will change. Reinforcements are sent often through the stairs
and this is our priority number one, send our troops to the stairs. But first,
if you have a long range magic user, use it on the south mage because he has a
Bolting spell. Anyway, don't bother covering up the south stairs, just have the
Delphi Shield on a strong flier and send them south. They can take care of all
enemies that come out. Meanwhile, everyone else is north (have a thief with
you). When a path opens to the left stairs, send three unimportant characters
that don't really need to power up to the left. Don't send Eliwood because he
has to Seize the Throne.

Get the three middle ones too covered up and leave them there. Don't leave the
Restore staff unit. Head to the Hero island, but ONLY stay on the far left side
of it because the Bishop has a Berserk staff which will be bad. Once you have
cleared it and are ready to move, send someone out to get berserked (NOT your
Restore Staff unit) and immediately heal them with the Restore Staff. Do this
until the Berserk staff breaks (three turns) and then cross. Steal the Angelic
Robe from the Bishop (this is the reason we didn't just kill him). Then move
along. Try to keep weak units out of Sonia's range, and if she attacks, all the
better because then she will run out and you can safely move. Around this time
is where there are no or few to none paths. Don't worry, just have your flier
ferry who needs to go where for a couple turns because they will all come back
in a while. Anyway, get the chests and then start on the boss.

To beat her, move close (not attacking range) and then next turn, use the
Silence Staff on her, quickly attack. It only lasts a turn because she is on
the throne. But if you go quick it's not a problem. Try not to let Jaffar hit
if you can avoid it because if he lands a critical it's a one hit death for the
boss and you might not have wanted to give him the experience. Matthew and
Legault can do this too if you give one the Fell Contract that is held by Sonia
at the end. Though then the chests aren't openable.

-+-+-+-+-+-+-+

STRATEGY #2:
Not much to say... strategy #1 covers it nicely.
This mission is annoying, but as long as you know how to deal with the berserk,
which is your biggest threat, you'll be fine. There's only one change- you
can waste your time with bolting if you want on that first mage, or you can
use Dart/Hawkeye (who you should have along with you to talk on water) to
quickly dispatch him, instead.
One other thing- since there's no Merlinus in this chapter, be wary of who
opens the chests. Make sure they have room so you don't have to chuck things
out.

Oh, and about Jaffar- he's good, so use him if you have space in your party.
As it is, your party shouldn't have much room for him, so he'll probably
go ignored.


===============================================================================
====================V27. Chapter 27: Cog of Destiny============================
===============================================================================

Items to obtain: Warp - Village
                 Iron Rune - Boss Drop
Secrets: None
New Characters:

-----
Vaida
-----
Wyvern Lord
LEVEL: 9
HIT POINTS: 43
STRENGTH: 20
SKILL: 19
SPEED: 13
LUCK: 11
DEFENCE: 21
RESISTANCE: 6

Victory Condition: Defeat all Enemies

-----------
Boss: Linus
-----------
Hero
LEVEL: 18
HIT POINTS: 52
STRENGTH: 20
SKILL: 23
SPEED: 21
LUCK: 16
DEFENCE: 15
RESISTANCE: 19

OR

-----------
Boss: Lloyd
-----------
Swordmaster
LEVEL: 18
HIT POINTS: 52
STRENGTH: 20
SKILL: 23
SPEED: 21
LUCK: 16
DEFENCE: 15
RESISTANCE: 19

STRATEGY #1:

This is the hardest level in the game, but if you trained your units properly
it shouldn't be much of an issue. First, decide where to deploy your units.
Move Lance users to the left, axes up the double bridge and the leftovers
(mainly Lyn and the Swordmaster/Heroes) up the top. Leave Eliwood and two crap
units at the bottom right corner. Have two fill the bottom two squares going
up and Eliwood one above and one left. Like this:

E: Eliwood
X: Empty Space
U: Unit

                               EX
                                U
                                U

Several turns in (a long time) she will show up and Eliwood can recruit her.
Move the rest of the people after. Anyway, you got a Heaven Seal at the start,
right? Give Hector it (or Lyn if Hector is already promoted). Now, if Hector
has a Wolf Beil (preferred) then be sure to repair it to it's fullest. If not,
then a Steel or Silver Axe will do. I sent him to the North of the Map, and he
killed all the enemies in the area by the entrance to the shrine in a matter of
Minutes. He went up around 12-16 levels in this one for me and allowed my weak
units to press on without taking too much damage.

The village to the far left has a Warp Staff if you really want it. When you
finally battle through everyone and are ready to rally on the boss, move your
Lance users, healers and heavy damagers up. The Boss has a light Brand, so your
range users aren't really safe so be ready to rescue, drop and heal often. If
you did 23a you are fighting Linus, and if you did 23b you are fighting Lloyd.
The enemy also has the Iron Rune which will unfortunately make it so you can't
use a critical hit on him so watch out. Seize the throne after he is dead.

-+-+-+-+-+-+-+

STRATEGY #2:
Correction: this is reportedly (as by Nintendo, I suppose) the hardest
level in the game. For a well trained team, it's nothing on normal mode. You
should have a well trained team; you'll be fine.

I have no specific strategy for this level, only general advice:
This is a level of bottlenecks. All three bridges surrounding your starting
island allow you to take on the incoming units however you like. If you want
to train Nino, place Hector and Oswin unarmed on the northern double bridge
with Nino behind them, pelting the knights and generals that just POUR
in to fight.

Hector, Oswin, Raven, Dart, Bartre... any unit with high attack and decent
defense can and will tackle this level with incredible ease while gaining
an enormous amount of XP. Use these characters to force the bottlenecks while
your weaker characters use ranged weapons to fight from the back. Here's
a list of the bottlenecks to use:
-The four bridges by where you start
-The mountain range directly north of the bridges (this is the best of them)
-The second set of bridges to your left
-Just south of the northernmost forts, down and to the left

Paladins, generals and nomads pour out of the forts by these bottlenecks, so
planting Oswin and Hector in each of the mountain passes will mean countless
units will kill themselves on their impregnable armor. Tons of XP for your
two god-like soldiers.

Wyverns arrive in the bottom right, with Vaida at the lead. If you killed
her in Chapter 24, she's not there. This is the first mission in a long time
that's really bothered with attacking Merlinus, so if he's not mobile yet,
he's likely to die again. Eliwood can talk to her and recruit her. Otherwise,
prepare for more enemies to kill. Mages and archers are the order of the
day for these guys; they'll go down like nothing.
Don't worry about Vaida too much- I can't imagine you've got much use for her.

For Lloyd (or Linus, as the case may be), magic users have enough resistance to
absorb his light brand attacks, and they ought to be able to do some decent
damage. As always, Canas with Luna will serve nicely.

Eliwood finally promotes and can use lances. Took them long enough...

===============================================================================
=====================V28. Chapter 28: Valorous Roland==========================
===============================================================================

Items to obtain: Elixir - Knight Drop
                 Elixir - Druid Drop
                 Elixir - Warrior Drop
                 Rapier - Myrmidon Drop
                 Elixir - Top Warrior Drop
                 Tomahawk - Boss Drop
Secrets: None
New Characters: None

Victory Condition: Move to Georg's spot

-----------
Boss: Georg
------------
Warrior
LEVEL: 15
HIT POINTS: 60
STRENGTH: 27
SKILL: 17
SPEED: 13
LUCK: 0
DEFENCE: 18
RESISTANCE: 21


STRATEGY #1:

First of all, you should know that there are squares on the floors  that are
brighter than the rest, and they will damage you if you wait on one. The idiot
enemies will still step on them and will be weakened as you advance. Keep this
in mind while planning your strategy and moving your characters. If you did
the chapter with Jerme then give the Light Brand to Eliwood or Lyn. You only
get five characters and they should be the three Lords, a healer and another
powerful unit (with range would be better).

Eliwood is on his own for the middle path, while the probably stronger
characters have fewer enemies. This is better. Move everyone north in their
path and start to take down the foes. Most will take heavy damage due to the
spots and this will allow you to pound them down without much resistance. Most
of Eliwood's Foes have Swords or Axes, the strongest ones being axes which is
good for him because he will want to level up. There is also another Rapier in
this level which can give Eliwood a good sword to use up until the last chapter
of the game.

When you reach Georg, you probably want to kill him to get a good sword and
some experience. So use a Sword user to approach him with the Light Brand and
you will battle, then move in close and hit him with several units to kill him.
Be warned he can attack over walls too. Hector can make good use of the
Tomahawk from here on. After Georg is dead, stand on the spot where he was with
Eliwood.

-+-+-+-+-+-+-+

STRATEGY #2:
To put it another way, there are brown and red squares. Red squares burn,
brown ones don't. Follow Nils' advice and bring strong allies, one of which
who has physic. Priscilla, Pent, and possibly Lucius all fit that requirement.
Eliwood needs a steel lance and a javelin, pronto. Use them for this entire
level- he could use the weapon XP. Hand him that iron rune from the last
chapter, too.

Hector's a good choice, as is Raven. Make your way up to Georg, picking up
elixirs and that spare rapier. If you've got a tough Eliwood, he can take
Georg with the rapier or a killing edge. If he's not tough, magic users
or Oswin/Hector can take him down.
If you're looking to avoid fighting him altogether (bad idea- you want the
Tomahawk), you can cheat your way through. To do this, have someone lure
Georg out, and then use the warp staff to move Eliwood from wherever he
is and onto the square. Mission accomplished!

...But as you see in the storyline, at a terrible price. You don't get to
keep Durandel, though you get it back later.



===============================================================================
=====================V29. Chapter 29: Sands of Time============================
===============================================================================

Items to obtain: Dragonshield - Left Chest
                 White Gem - Right Chest
                 Swordslayer - Sniper Drop
                 Body Ring - Bottom Chest

Secrets: Secret Shop in bottom courtyard. Use warp staff.
New Characters: None

Victory Condition: Defend Throne for 11 turns

-------------
Boss: Denning
-------------
Sniper
LEVEL: 19
HIT POINTS: 51
STRENGTH: 18
SKILL: 18
SPEED: 18
LUCK: 0
DEFENCE: 14
RESISTANCE: 22

STRATEGY #1:

Notice that most of the enemies are Archers, meaning that close range can clear
out enemies in no time at all. Almost everyone uses Poison weapons, so get some
Antitoxins or have your healer use the Restore Staff. Unfortunately, there is a
Druid to the right with a Silence and a Sleep staff, which means that your
healer can be stopped and you won't be able to heal all the time. So try to
stay away until you are ready. Also, only one Flier should come and they should
have the Delphi Shield unless you want to be shot down.

Move your characters into two groups, on the left and right side of the throne
area. DO NOT move out past the knights. Keep a 1 square distance inbetween you
and the Knights so the Archers can't reach you. I'd also have the units in the
other area wait a bit before moving out because that will separate the enemies
and make some room for you to fight. The enemies should spend their turn
hitting the Ostian Knights with Arrows, don't waste restores on them. Just wait
for your turn, then charge out and hit the enemies as fast as possible, this
will clear roughly 9-13 enemies at the top and 2-4 at the middle area. That's
just below or just above half the enemies on the map! Reinforcements will come
of course, but still that is a good start.

Eventually the other team will run low on reinforcements. Now you want to move
your units to clear the last few out, get the chests and defeat Denning the
boss. There is a secret shop in the square of grass near the bottom but you'd
have to use the Warp Staff to get there. This place has items that you can use
to promote your basic units. I'd reccomend not spending more than 20000 because
you need more for the side quest, though it's your game and you can play how
you want.

-+-+-+-+-+-+-+

STRATEGY #2:
Bring a thief and a bunch of tough attackers.

You have TONS of units in this mission, quite possibly more spaces than you've
got decent units to use. I actually used one less unit than the max simply
because it wasn't worth the time to bring a useless unit along, too.
You've also got two parties, one of which is smaller and quite a ways up
into enemy territory.  To counter the fact that this group is likely to get
wiped out, make sure that all of them have a 1-2 range weapon, and if you
can bring only mounted units, so much the better. Priscilla, Kent, Florina
and Rath, for example. Now, if you don't have that many mounted units, no
worries! It just speeds up the process of rejoining your units.

You get pummeled by arrows for the first three turns, or so. Now, here's
the deal: I expect that your units are all pretty tough by now. Level 7 or 8
promoted, at least. If you've been following the strategies provided, not
sharing XP with EVERY unit you've got and fighting all the enemies, this will
not be a difficult task.
That said, your units will have enough defense and avoid that the archers are
most likely not even going to be able to hit you, much less do serious damage.
They've got poison weapons, so you'll need a recover staff and an antitoxin or
two. However, as long as you have at least two units who can wield staves (and
Pent counts as one already), you can stay on top of the damage.

There are two druids who cast nasty spells; one's casting Silence, the other
Sleep. Now, you can try to avoid them... or just kill them. The silence druid
isn't going to even bother you, frankly. His range never overlaps where you
fight unless you decide to climb up the stairs to meet the reinforcements at
their starting point.

Send Legault to grab the first two chests, and then send someone on a horse
down to get the other treasure. The thief will steal it, and then you kill
the thief before he runs off the screen.

Reinforcements are thin, and they all come from the south- once the archers
up north are dead, go ahead and move straight down towards Denning to
meet the onslaught.
Denning is quite easy- because he only has a bow, you can attack him with
almost any character without fear of retaliation. Try not to get attacked by
his bow unawares, though- send Oswin or Hector to absorb the blow. Take him
out the following turn.

If you need promotion items (you really should be OK if you've gotten all
the ones we've pointed out to you), there's a secret shop in that patch of
grass at the far south. Of course, how to get there? Use that new-fangled warp
staff that you got in Cog of Destiny.


===============================================================================
====================V29x. Chapter 29x: Battle Preparations=====================
===============================================================================

Items to obtain: None
Secrets: None
New Characters: None

Victory Condition: Buy supplies in 5 turns.

STRATEGY #1:

This is the easiest sidequest I've ever seen! Bring your units that have the
most movement range to this chapter. You receive 30,000G and have 5 turns to
buy weapons, magic and healing items for you. So, head to the various shops
around you and stock up on a lot of Killer and Silver weapons. Also replace the
magic with the most powerful you can find and get more healing staves and
Elixirs. You won't need your money anymore, but be sure to balance out.

I'm going to go indepth on my shopping like my partner. Okay, first of all:

LORDS:

- The Hammerne should be used to repair your Lords 3 main weapons. This should
be one slot of the lords.
- The Lords should carry a Silver and Killer Weapon of their main type.
- The Lords should carry a ranged weapon. For Eliwood it's a Javelin, Lyn a Bow
and Hector a Hand Axe.
- The Lords should also carry a Killer Weapon (if possible) in the secondary
weapon type

OTHER UNITS:

- The cavalry should be carrying the best weapons they can. To do this, find the
highest weapon level (lances for me) and buy a Silver and Killer Lance. Then buy
a Killing Edge (or the next best thing) and lastly you will buy a Hand Axe to
balance your unit. If it's swords, buy a Javelin.

- My Hero had a Brave Sword or Wo Dao, to support him I also bought a Killer
Axe, Killing Edge, Hand Axe and Silver Sword

- Healers get a Physic staff and a Mend, then whatever else you want on them

- Magic users get their weapons bought however you want

- Snipers have Brave, Silver, Killer and Longbow.

Outfit the other units to follow suit.

Anyway, there is an Arena you can level up at too if you want. After the five
turns are up, it's on to the next level.

-+-+-+-+-+-+-+

STRATEGY #2:
There's no strategy for how to fight this mission, but there is some
consideration to take about what to buy.
Now I'm meticulous and I tend to have way too much stuff in Merlinus's cart.
Here's what I tend to do before the mission starts:
1) Look at the level of weapon proficiency of the 16 units you plan to use
2) Unequip everyone
3) Sell all weapons of iron, steel, killer and silver level that are less than
   half full in durability.

Now, before I continue: Each character should have one of the following on
their person in the final battle:
-A silver weapon in their primary weapon proficiency
-A killer weapon in their primary proficiency
-The strongest weapon (up to killer) that they can have in their secondary
 proficiency
-Either a hand axe or a javelin- bow users can skip this, but bring a longbow
-Lords should carry their professional weapon

So Eliwood, for example, carried this:
Rapier
Silver Sword
Killing Edge
Killer Lance
Javelin

With this in mind,
4) Equip as many units as you can with those weapons
5) For every weapon you're short, write it down

That list is your shopping list!
With that in mind, go shopping. If you need to, sell some extra promotion
stuff (fell contract sells for a truckload, for example.)

If you want to use the arena... all right, go ahead. You don't have any
reason to do so, though.


===============================================================================
=====================V30. Chapter 30: Victory of Death=========================
===============================================================================

Items to obtain: Talisman - Far Right Building
                 Set's Litany - Center Building
                 Nosferatu - Druid Drop
                 Fimbulvetr - Boss Drop
Secrets: None
New Characters:

-------
Renault
-------
LEVEL: 16
HIT POINTS: 43
STRENGTH: 12
SKILL: 22
SPEED: 20
LUCK: 10
DEFENCE: 15
RESISTANCE: 18

Victory Condition: Seize Gate

---------------
Boss: Limstella
---------------
Sage
LEVEL: 20
HIT POINTS: 68
STRENGTH: 25
SKILL: 22
SPEED: 20
LUCK: 0
DEFENCE: 25
RESISTANCE: 28

STRATEGY #1:

This map at first seems like a simple advance and conquer map, but you fail to
grasp that reinforcements will soon come in at a large pace after you cross
certain points. To begin we will split our party up. If you have a powerful
flier, send them alone to the east to get the Talisman, they will need the
Delphi Shield though. Send Footsoldiers to the center and Cavalry to the north
end. Leave weak characters near the start because of the Ballistae that can hit
them.

The middle with your footsoldiers has the most resistance. So I'd say you
should send the healer(s) with them and a physic staff to stay out of range of
the ballista. There is a Swordmaster with the Wo Dao so be sure to have the
Iron rune on whoever is fighting this character. You should be checking the
items of enemies before moving around too much because some have some items
that are potentially problematic. One druid has an Eclipse tone, while another
Bishop has a Berserk staff and so on. So be sure to have restore and healing
staffs on hand. Remember that the Eclipse tone will also only kill if you have
1 health remaining.

The top left temple thing has Renault in it. He has the Fortify staff which
will be great in the Final Level. As you reach Limstella, you will have the
biggest problem. Don't attack unless you can heal (with Physic or a normal
stave from long range. You should use Killer, Brave and other powerful weapons
to do this job swiftly and effectively. There is also a secret shop above the
temple to the right slightly. Seize the throne once you are finished.

-+-+-+-+-+-+-+

STRATEGY #2:
Now, your augury suggests that you stick together as one group. On the other
hand, a general strategy is to split up into three groups, to go to those
three passages directly around your starting point. What to do? ...To be
blunt, the augury's been wrong before, and it's wrong now. Don't stay
together as one group, and certainly don't ignore the buildings. Since this
isn't Hector's mode, there's no hurry, either.

Split the parties up pretty evenly; Group #1 is going to go straight north,
to the temple at the top, and around to back to Limstella. Group #2 goes up
the middle while group #3 goes along the bottom. They will maneuver around
the mountains as best as they can and visit the respective temples before
finally meeting again in those forests south of Limstella.

This is the final battle; by now you ought to be more than capable of taking
care of yourself. Be aware that there are a couple of really long-range
ballistae which pack quite a punch. It's hard to avoid them, so get to
them and kill them as quick as you can.
Reinforcements begin as you cross certain lines; a bunch of units instantly
appear when you cross the line, so you'll know when you hit it. No need to
avoid them, just be aware of them. As for the reinforcements, they primarily
come from the bottom right and top left. A few in the center, but by and
large from the corners.

You need to get up to the top temple in 14 turns so as to get Renault.
Renault is not a particularly good character (badass, but not good in battle),
but he carries a fortify staff. You want this staff- it heals everyone in
its range, which means that in the hands of Pent and Priscilla, it's insane.
The other two temples are less important, but you should get the talisman
and Set's Litany anyway- they're good to have.
Next, pick up the member's card, go up to the top right corner and enter the
secret shop (the plains between the forests) and buy a couple physic staves.
You need them for the final chapter.

Before you kill Limstella, you have a chance to gain a RIDICULOUS amount of
experience. Nomad troopers appear in the bottom right, falconights in the
top left, wyverns just to the left of the troopers, and cavaliers from
the forts in the middle. This all starts on turn 25. Hold out just south of
Limstella to take them from both directions. You can ignore them if you want:
reinforcements stop at turn 16 and so you've got a 9 turn gap in which to
be free of enemies.

Limstella is a joke; Canas with Luna will wipe her out. Use staves if you need,
but he should be just fine.


===============================================================================
============================v31. Final: Light==================================
===============================================================================

Items to obtain: Rienfleche - Uhai Drop
                 Luce - Kenneth Drop
                 Gespenst - Druid Drop
                 Basilikos - Brendan Drop
                 Rex Hasta - Darin Drop
                 Excalibur - Ursula Drop
                 Regal Blade - Lloyd Drop
Secrets: None
New Characters:

-----
Athos
-----
Archsage
LEVEL: 20
HIT POINTS: 40
STRENGTH: 30
SKILL: 24
SPEED: 20
LUCK: 25+5
DEFENCE: 20
RESISTANCE: 28

Victory Condition: Defeat Nergal, then Defeat the Dragon

------------
Boss: Nergal
------------
Dark Druid
LEVEL: 20
HIT POINTS: 75
STRENGTH: 30
SKILL: 18
SPEED: 15
LUCK: 20
DEFENCE: 28
RESISTANCE: 30

------------
Boss: Dragon
------------
Dragon
LEVEL: 20
HIT POINTS: 120
STRENGTH: 17+10
SKILL: 25+10
SPEED: 15
LUCK: 24
DEFENCE: 20+20
RESISTANCE: 30+10

STRATEGY #1:

The enemies in the level are mainly deceased bosses we have battled in the past
with the exception of one (who was in a different map, Chapter 25 dependent).
Anyway, you need to know the order the rooms will open to be able to counter
effectively:

CLEAR
2   6
3   4
5   1

The top part will open once all rooms are cleared. To start: Move Athos to
where the second door will open because he can take out all the enemies inside
of it quickly with light magic. Move the rest of the party AWAY from Uhai and
his Snipers. Get them out of the range because we will be killing them next
turn the safe way. On turn #2, Athos's room opens and he can start to kill all
the enemies with his Aureola book. The rest of your team will now go in at
close range to kill all of Uhai's men. They will be powerless. If you can't
manage to finish all enemies off, close in around them so he can't move or
attack you for eats next turn. Anyway, the third door with Brendan will now
open up for you to attack. Snipers and Magic users will have him, while you
then move your Axemen to the #4 location and some tough guys to the bottom
left location. The bottom left has Jerme and Ursula, both with some powerful
weapons, the Runesword heals the user so be careful, and long range magic won't
really work on him too well. Trying to land a critical with Jaffar is a wise
move.

The last room is the one with Linus and Lloyd. Linus has the Brave Sword, which
can ravage almost all of your people, so take him out with some long range, and
Linus can be killed with long range or a person holding the Iron Rune. These
two characters are extremely tough and defeating them along with everyone else
will open the last door. There is a strong Safe and Druid. The Druid has some
bad long range magic and a Berserk staff, so whatever you do, get the Restore
Staff holder OUT of range of the druid so they can heal the user like normal
without them losing it.

Once you reach Nergal, you discover he isn't that powerful. Have Athos use
Aureola for a turn or two to weaken him, then Hector and Eliwood can finish him
with a huge blow from their Dragon Killer weapon. After Nergal dies, the final
battle truly begins. A Dragon appears and you are in a new map against it.
The Big thing is to have Elixirs, someone with the Fortify staff and Eliwood,
Hector, Athos and none other than Canas ready for him. Canas can use Eclipse on
the Dragon, which will bring his health down by half (if it hits). He also has
Luna which can deal 60 damage! Hector does about 30 with Armads, Eliwood 18-20
depending on his level. Lyn won't harm him because of her low strength, even
though the Sol Katti is effective. Athos's Aureola does some 15-16. The point
is to attack with everyone, heal them all with Fortify, then use Nils on the
healer and have him finish Fortifying again. Move your weak characters out of
the long range magic users at the bottom because they can still pick them off.
If you didn't train Canas, no problem. The other three will just take a few
more turns to finish off the Dragon. Once all 120HP is downed, you win!

-+-+-+-+-+-+-+

STRATEGY #2:
Light isn't really done a whole lot of different ways. As such, this isn't 
a separate strategy. Read the above, and then I have an addendum: 

Before you start, Give Athos a Luna and use a Body Ring on him. He'll now
hit for 60 damage a turn with a high critical hit rate. AKA he'll counter-kill
everyone.

Door #1: Other method is to storm him. Kill the archers and then pin Uhai in
         one place before killing him the following turn.
Door #2: Same strategy, except you may choose Luna instead.
Door #3: A sword user with a killing edge would be ideal. Back 'em up with magic
         and archers, but make sure and send in at least someone who can counter
         the axes- magic and archers will die from a hit if you don't have it.
Door #4: Same strategy as given above. Hector and Raven are interchangeably 
         useful in both door 3 and 4.
Door #5: High resistance will win this one out. Priscilla (or Athos, if you can
         get him there fast enough), should take almost no damage from these
         guys, and then send a high attacker as backup. Keep a physic ready for
         him, though- he could get hit pretty bad by Ursula.
Door #6: Lure them out into the open. Hopefully the others are all dead. Bows,
         Magic, and then a lot of luck with pretty much any non-axe user. Oswin
         is the best option, because the other lance users probably are no match
         for either brother. 

One thing that he missed is that when Nergal appears, Generals pop up at the
bottom of the map to add to the merriment. Any high resistance, fast-moving
unit (Florina and Priscilla come to mind) can take care of Nergal's minions.

For Nergal, give Athos Luna and he'll doublehit Nergal for 60 damage. If you're
lucky he'll even get a critical hit and kill him. Send Hector along with him
to kill him off if Luna didn't do the job.

To kill the dragon, use the same strategy. If you get a critical hit, you will
deal the full 120 damage in just one turn! (Thanks to the body ring, you'll
doublehit the dragon). If not, just make sure and use a healing spell on Athos
and he'll kill the Dragon on its turn.


+-----------------------------------------------------------------------------+
|------------------------VI. Walkthrough- Hector's Story----------------------+
+-----------------------------------------------------------------------------+
THESE STRATEGIES MAINLY COVER THE DIFFERENCES AND HOW TO COPE. FOR MORE INDEPTH
STRATEGIES, SEE ELIWOOD'S WALKTHROUGH.

There's also only one strategy now: you don't need two anymore.

===============================================================================
========================VI11. Chapter 11: Another Journey======================
===============================================================================

Items to obtain: Red Gem - Chest
                 Vulernary - Knight Drop
                 Vulernary - Archer Drop
Secrets: None
New Characters:

------
Hector
------
Lord
LEVEL: 1
HIT POINTS: 19
STRENGTH: 7
SKILL: 4
SPEED: 5
LUCK: 3
DEFENCE: 8
RESISTANCE: 0

-------
Matthew
-------
Thief
Stats the same as you left them in Lyn's story

Victory Condition: Defeat Boss

----------
Boss: Wire
----------
Knight
LEVEL: 7
HIT POINTS: 25
STRENGTH: 9
SKILL: 6
SPEED: 3
LUCK: 3
DEFENSE: 13
RESISTANCE: 3


This is a VERY simple mission, especially since in addition to his Wolf Beil,
Hector receives a Hand Axe. What can be better than the god of Fire Emblem with
a ranged attack? Use this to your advantage to avoid taking damage because you
don't have a healer. Luckily there are several Vulernaries. When fighting the
door guarding knight, use the Wolf Beil because of its critical hit.

A tip for this level is to kill EVERY last enemy. Hector needs all the
experience you can give him and Matthew can gain a couple levels by cleaning up
what Hector doesn't kill. When you reach Wire, if you have a bit of damage on
Hector you may want to heal him. Then use the Wolf Beil to kill the boss to
finish the mission.

Don't be foolhardy in this mission, though- yes, you should be able to wipe
them out without trouble, but Hector is not your Godlike character yet, and
so you can't just send him into the fray and expect him to come out on top. He
can and will get killed. Play smart and you'll be fine.

Make sure to GET THE RED GEM! You need those funds.


===============================================================================
========================VI12. Chapter 12: Birds of a Feather===================
===============================================================================

Items to obtain: Secret Book - Village

Secrets: None
New Characters: Eliwood, Marcus, Rebecca, Lowen, Dorcas, Bartre, Oswin, Serra

-------
Eliwood
-------
Lord
LEVEL: 1
HIT POINTS: 18
STRENGTH: 5
SKILL: 5
SPEED: 7
LUCK: 7
DEFENCE: 5
RESISTANCE: 0

------
Marcus
------
Paladin
LEVEL: 1
HIT POINTS: 31
STRENGTH: 15
SKILL: 15
SPEED: 11
LUCK: 8
DEFENCE: 10
RESISTANCE: 8

-------
Rebecca
-------
Archer
LEVEL: 1
HIT POINTS: 17
STRENGTH: 4
SKILL: 5
SPEED: 6
LUCK: 4
DEFENCE: 3
RESISTANCE: 1

-----
Lowen
-----
Cavalier
LEVEL: 2
HIT POINTS: 23
STRENGTH: 7
SKILL: 5
SPEED: 7
LUCK: 3
DEFENCE: 7
RESISTANCE: 0

------
Dorcas
------
Fighter
Stats the same as you left them in Lyn's story

------
Bartre
------
Fighter
LEVEL: 2
HIT POINTS: 29
STRENGTH: 9
SKILL: 5
SPEED: 3
LUCK: 4
DEFENCE: 4
RESISTANCE: 0

-----
Oswin
-----
Knight
LEVEL: 9
HIT POINTS: 28
STRENGTH: 13
SKILL: 9
SPEED: 5
LUCK: 3
DEFENCE: 13
RESISTANCE: 3

-----
Serra
-----
Cleric
Stats the same as you left them in Lyn's story

Victory Condition: Defeat all enemies.

-----------
Boss: Zagan
-----------
Fighter
LEVEL: 9
HP: 32
STRENGTH: 11
SKILL: 4
SPEED: 6
LUCK: 2
DEFENCE: 6
RESISTANCE: 5

Since this is Hector's story, you will find the bulk of the fighting on Hector's
end. This is good and bad, because in Hector's (unlike Eliwood's) you also bring
along Matthew and Serra in this level. You may be thinking "that's great! We
have a healer!" but there are also some enemy PEGASUS KNIGHTS flying around, so
be sure to keep them away. They pose no threat to Hector or Oswin but watch out
for the weak two. You'll learn to hate pegasus knights, because they run rampant
in Hector Mode.

To the south is obviously the other people. They are all underleveled (base
stats) and of course we have to deal with Marcus. Have Lowen take his Silver
Lance (though he can't use it) and Eliwood his Iron Sword. Then send him up to
the village to get the Secret Book.

The point is to try and reunite the two groups, while each kills the enemies in
their part of the map. Hector and Oswin will be doing better than you think that
two guys can do, while the bottom was much more of a problem because of the
lower leveled characters. Stick together and try to take down the few foes as a
group.

You have no money, so how can you buy things?
Simple- you have that red gem, so sell it. That will make your bankroll to buy
the iron axes and swords that you need.


===============================================================================
========================VI13. Chapter 13: In Search of Truth===================
===============================================================================

Items to obtain: Torch - Top Village
                 Mine - Bottom Village

Secrets: Visit Top village for Chapter 13x

New Characters:

---
Guy
---
Myrmidon
LEVEL: 3
HIT POINTS: 21
STRENGTH: 6
SKILL: 11
SPEED: 11
LUCK: 5
DEFENCE: 5
RESISTANCE: 0

Victory Condition: Seize Gate

-----------
Boss: Boies
-----------
Knight
LEVEL: 13
HP: 27
STRENGTH: 12
SKILL: 8
SPEED: 4
LUCK: 1
DEFENCE: 13
RESISTANCE: 7


This Chapter has Pegasus Knights as well, be careful about that. In Hector's
mode I found myself actually taking a defensive stand. This is largely due to
the fact that GUY MOVES in this one, so I hadn't positioned myself properly and
he advanced. My advice is to cautiously move forwards and then dip back quickly
because there will be a lot of reinforcements. Try to cut them off at the pass
by the mountain so they have to go through one by one. Also: Be sure to get the
mine quickly so a Brigand doesn't destroy it. Now, you should have sent a
dispatch of Oswin, Bartre and Dorcas to the Snags and the Merlinus village.

The group of Soldiers around Boies has been reduced to two Cavaliers. Have Oswin
take a hit from each, (and deal one back) then Dorcas and Bartre can each finish
one off themselves. When Guy comes, talk to him with Matthew. Then you can take
the offensive and drive the enemies back (watch the archers). You still don't
have cash for the Vendor, so just keep going to the boss. To defeat him I'd
reccomend you use Eliwood and heal him repeatedly (Rapier). He won't do that
much damage alone, so use Rebecca (if she damages) and whoever has the two Hand
Axes to assist him, but let Eliwood do the finishing blow. He needs to catch up
in level.


===============================================================================
========================VI13x. Chapter 13x: The Peddler Merlinus================
===============================================================================

Items to obtain: 5000G from the northeast village

Secrets: None

New Characters: NONE

Victory Condition: Defend Merlinus for 7 Turns


-----------
Boss: Puzon
-----------
Mercenary
LEVEL: 10
HP: 26
STRENGTH: 10
SKILL: 8
SPEED: 9
LUCK: 5
DEFENCE: 6
RESISTANCE: 6

There's really no change in strategy here- do it the same way you would have
last time.


===============================================================================
=====================VI14. Chapter 14: False Friends===========================
===============================================================================

Items to obtain: Iron Blade - Village at North End
                 Silver Lance - Boss

Secrets: None

New Characters:

--------
Merlinus
--------
Transporter
LEVEL: 5
HP: 18
STRENGTH: 0
SKILL: 4
SPEED: 5
LUCK: 12
DEFENCE: 5
RESISTANCE: 2

Merlinus CAN die, he just won't get a level up, like he does each chapter.

---
Erk
---
Mage
Erk has the same stats as he had at the end of Lyn's story.

---------
Priscilla
---------
Troubadour
LEVEL: 3
HP: 16
STRENGTH: 6
SKILL: 6
SPEED: 8
LUCK: 7
DEFENCE: 3
RESISTANCE: 6

Victory Condition: Defeat all enemies

----------
Boss: Erik
----------
Cavalier
LEVEL: 14
HP: 28
STRENGTH: 8
SKILL: 9
SPEED: 8
LUCK: 6
DEFENCE: 8
RESISTANCE: 9

Fortunately in Hector's story there are fewer Cavalry. There are instead more
Pirates that raid. Two Pirate Class units and Two Pegasus Knights. Leave Dorcas
and Bartre at the start to deal with them, then Send Matthew, Oswin and Guy to
the bottom Village. Matthew and Guy can kill the Pirates while Oswin gets the
Cavalier by the Village. The rest of the group moves towards Erk. Rescue him
as soon as possible and recruit him with Serra.

Get the Iron Blade then retreat. Hector and Eliwood can deal with the Cavalry
while the rest of the group can fire with ranged weapons (excluding the friendly
Cavalry). Serra will heal when necessary. This level also has rain, which makes
movement bad, which will be a hazard.

The Pegasus Knights move towards Merlinus. The two fighters are more than a
match for them, but they may retreat if left alive. Then you have to wait until
they heal themselves on a fort and come back. Be sure to recruit Priscilla
before the last unit is dead.


===============================================================================
=====================VI15. Chapter 15: Talons Alight===========================
===============================================================================

Items to obtain: Steel Bow OR Longbow - Boss Drop
                 Silver Axe - Left Chest
                 Mend - Right Chest

Secrets: None

New Characters: None

Victory Condition: Defend Throne for 7 Turns.

------------
Boss: Sealen
------------
Nomad
LEVEL: 15
HP: 26
STRENGTH: 10
SKILL: 9
SPEED: 7
LUCK: 10
DEFENSE: 7
RESISTANCE: 6

STRATEGY #1:

The only problem with this level is Sealen and the rest of the enemies on the
top right hand corner. The bottom enemies are easy, I reccomend keeping a couple
men near the bottom and the rest on the top right, because the men will break
through and quickly. Sealen has a longbow so he can attack two spaces through
the wall instead of one. If he dies when using the Steel Bow, you will get the
Longbow and vice versa. Send the thief to the chest soon because the enemy has
one thief. If you want decent advice: Move OUT the top, and hold the bottom.
Remember, they want the throne, not your blood. Best boss strategy is to lure
him close and then attack him directly where he can't return fire.

-+-+-+-+-+-+-+

STRATEGY #2:
This mission is one where you have to defend the throne. Easy task, right?
Well, it's not terribly hard. Your main problem is that there's a lot of 
openings that you have to plug. Send Guy to the crack on the left, Oswin to
the opening at the top, and everyone else down the bottom. Make a path for
Matthew to get the chests and stay out of Sealen's attack range. Whatever you
do, do NOT leave an opening unguarded. The enemies will run past you and step
on the throne, which results in an instant loss. I don't recommend going for
Sealen, but if you must, send Oswin to do it and block the doorway with someone
else.


===============================================================================
=====================VI16. Chapter 16: Noble Lady of Caelin====================
===============================================================================

Items to obtain: Red Gem - The left village
                 Heavy Spear - The Bottom Village in the center
                 Horseslayer - The Mercenary to the left of bottom village
                 Thunder - The Mage by the Boss

Secrets: None

New Characters:

NOTE: If any of the below characters died in Lyn's story, they won't be here:

---
Lyn
---
Lord
Lyn has the same stats as she did in Lyn's Story.

----
Sain
----
Cavalier
Sain has the same stats as he did in Lyn's Story.

----
Kent
----
Cavalier
Kent has the same stats as he did in Lyn's Story.

---
Wil
---
Archer
Wil has the same stats as he did in Lyn's Story.

-------
Florina
-------
Pegasus Knight
Florina has the same stats as she did in Lyn's Story.

Victory Condition: Seize the Gate

------------
Boss: Bauker
------------
Knight
LEVEL: 18
HP: 31
STRENGTH: 13
SKILL: 10
SPEED: 4
LUCK: 4
DEFENCE: 11
RESISTANCE: 11

There are more enemies in Hector's version than Eliwood's. Fortunately, they are
weaker on the whole. This time there will be enemies by the bottom village.
Fight your way south to it, and Lyn's team can move towards your group. Deploy
two guards (Axeusers) by Merlinus and move out. Battling your way north towards
the boss. Fortunately Merlinus's tent is by the village and much safer location
than in Eliwood's story.

About the boss: The Lords are the keys here because Magic won't work,
he has a heavy resistance and a Javelin. So you have to use Hector, Lyn or
Eliwood to defeat him. These are the important units at the moment anyway. Try
to use all three of them together. I found Lyn had a harder time hitting him
than she did last time.

===============================================================================
=====================VI17. Chapter 17: Whereabouts Unknown=====================
===============================================================================

Items to obtain: Chest Key - from the archer by the chests
                 Door Key - from the archer near the stairs that walled in
                 Door Key - from the Knight by the north chests
                 Unlock - from the left chest at the bottom
                 Hero Crest - from the right chest at the bottom
                 Hammer - from the lone brigand in the level
                 Knight Crest - from the left chest at the top
                 Silver Sword - from the right chest at the top
                 Mine/Elixir/Red Gem - after the level, it changes depending on
                  how many soldiers you save the lives of, 1 for a mine, 2 for 
                  elixir and three for the red gem.

Secrets: Save 1 soldier to unlock a side quest.

New Characters:

-----
Raven
-----
Mercenary
LEVEL: 5
HP: 25
STRENGTH: 8
SKILL: 11
SPEED: 13
LUCK: 2
DEFENCE: 5
RESISTANCE: 1

------
Lucius
------
Monk
Lucius will have the same stats as he did in Lyn's Story

Victory Condition: Seize the Gate

-------------
Boss: Bernard
-------------
General
LEVEL: 1
HP: 29
STRENGTH: 14
SKILL: 9
SPEED: 3
LUCK: 2
DEFENCE: 13
RESISTANCE: 10

Important thing to note: Raven moves now, so pay attention to were he is. Don't
kill him by accident.

Leave Oswin at the start with a Horseslayer. Send him to the far left, one
bottom space, one from the left. When the enemies come to attack Merlinus, kill
the Nomad first, the Cavalier will attack you, but the Nomad won't take a hit
from you otherwise.

Move the rest of your men north, and don't stop for anyone. Your first goal is
to get Raven. He will come to you in Hector's so you fortunately can just march
Priscilla right up. A thief will appear around that time, so move a Cavalier up
as soon as possible and you will be able to kill him before he gets the north
treasure.

I had a ranged user kill the archer by the left chests (FROM THE TOP) so they
could use those on the north ones. The thief can take care of the bottom ones.

I wouldn't reccomend Florina for this because of all the Archers (and the number
of Nomads) that can kill her easily. Luckily the door is open to where the
Shamans come. I killed them one by one using Guy. Meanwhile Raven got Lucius and
the boss confrontation began.

Hector used a Hand Axe, Bartre an Iron Axe and Eliwood finished him with Rapier,
this can be altered though, I only used Eliwood because he was a bit behind.


===============================================================================
=====================VI17x. Chapter 17x: The Port of Badon=====================
===============================================================================

Items to obtain: (from the villages, going left to right)
                 Lancereaver
                 Sleep
                 Short Bow
                 Devil Axe
Secrets: None

New Characters:

-----
Canas
-----
Shaman
LEVEL: 8
HP: 21
STRENGTH: 10
SKILL: 4
SPEED: 8
LUCK: 7
DEFENCE: 5
RESISTANCE: 8

Victory Condition: Talk to Fargus

------------
Boss: Fargus
------------
Berserker
LEVEL: 18
HP: 58
STRENGTH: 24
SKILL: 15
SPEED: 14
LUCK: 15
DEFENCE: 18
RESISTANCE: 17

------------
Boss: Damian
------------
Paladin
LEVEL: 5
HP: 34
STRENGTH: 12
SKILL: 7
SPEED: 5
LUCK: 2
DEFENCE: 14
RESISTANCE: 13

OK, this mission is going to take strategy this time. Why, you ask? Damian.
Last time you were here he didn't move, and this time he will advance on you
the moment he appears. Raven and Florina are still useful for the same reasons
as in Eliwood's mode, and now you need a party with which to do battle. Oswin
and Hector are going to tank it: they are to stand in the bottlenecks naturally
created by the houses (don't pass the line that will make Fargus call the 
attack!) and then you need a magic user behind each of them. Lucius or Erk
will be your first magic user (hopefully you're using one!) and Canas will
be the other one. Bring your healer and then whomever you want.

Damian and his men will hit Hector and Oswin for some damage, and you'll kill
them on the counter, hopefully. Have your healer ready if she's needed. Be
CAREFUL- Damian has a habit of running around the base of the houses and
hitting a unit from behind, so make sure and keep everyone except Oswin and
Hector out of his attack range and you'll be fine.

From there, assume things are the same as before.


===============================================================================
=====================VI18. Chapter 18: Pirate Ship=============================
===============================================================================


Items: Guiding Ring from Shaman to the right of boss
       Long Sword From mercenary above stairs on right ship
       Pure Water from bottom Mercenary on right ship
       Red Gem from archer on right ship
       Speedwings stolen from the Boss

Secrets: None
New Characters: None
Victory Condition: Survive 11 Turns or Defeat Boss

------------
Boss: Zoldam
------------
Shaman
LEVEL: 18
HIT POINTS: 28
STRENGTH: 12
SKILL: 11
SPEED: 10
LUCK: 8
DEFENCE: 7
RESISTANCE: 15

Hector's version of this map seems to be VERY easy. There are only a few people
on either side of the ship and they are easy to defeat. Send men to both sides;
The group (with a thief) going to the boss will encounter less resistance, but
they will use magic. The group on the right side will have more problems, so
keep the bulk of the forces there. After they are dead and you are about to
start on the boss, he will usually call on ANOTHER ship to appear to the south
which has the two sides of the ships blended together. This wasn't a problem for
me because I defeated the boss after it appeared, though you can keep him alive
for some more EXP.

Steal the Speedwings from Zoldam and kill him to finish the mission early.


===============================================================================
=====================VI19. Chapter 19: The Dread Isle==========================
===============================================================================

Items to obtain: Torch Staff - The Thief to the east
                 Torch - Myrmidon to the south
                 Longbow - Nomad on Center Island
                 Nosferatu - The Lone Shaman
                 Orion's Bolt - Boss Drop

Secrets: Complete chapter in 15 turns or less for a sidequest
New Characters:

----
Dart
----
Pirate
LEVEL: 8
HIT POINTS: 34
STRENGTH: 12
SKILL: 8
SPEED: 8
LUCK: 3
DEFENCE: 6
RESISTANCE: 11

-----
Fiora
-----
Pegasus Knight
LEVEL: 7
HIT POINTS: 21
STRENGTH: 8
SKILL: 11
SPEED: 13
LUCK: 6
DEFENCE: 6
RESISTANCE: 7

Victory Condition: Defeat Uhai

----
Uhai
----
Nomadic Trooper
LEVEL: 7
HIT POINTS: 33
STRENGTH: 15
SKILL: 16
SPEED: 12
LUCK: 4
DEFENCE: 12
RESISTANCE: 13


The Hector version of this map isn't very different, though there are some new
enemies like Pegasus Knights. This is easy to cope with, and an archer with a
longbow can clear the area out by going to the top place where they appear and
fire over the water. The rest of the enemies might have some different weapons
and such, but it's no big deal except for the Shaman with Nosferatu.

The boss is the problem because you can't reach him very well (except with the
fliers) and you don't want to move fliers there because he has a bow and a
Killing edge. There are forests and you can't put your men nearby for fear of
death by a bow. The solution is to use someone in a longbow distance so he pulls
it out, then rush in close and quickly try to kill him without retaliation.

===============================================================================
=====================VI19x. Chapter 19x: Imprisoner of Magic===================
===============================================================================

Items to obtain: Goddess Icon
Secrets: If Nils was Level 7 in Lyn's Story then there is another mission if you
defeat Kishuna.
New Characters: None
Victory Condition: Seize Gate

----------
Boss: Aion
----------
Sage
LEVEL: 4
HIT POINTS: 32
STRENGTH: 12
SKILL: 9
SPEED: 12
LUCK: 9
DEFENCE: 6
RESISTANCE: 16


If Nils was level 7 in Lyn's Story and you plan on killing Kishuna, then you get
Chapter 19xx! To make things easier, you may want to bring Oswin and Marcus to
finish Kishuna (little experience is gained from him anyway). Also, your best
bet is to land a critical hit. Which makes Lyn with the Mani Katti prime for
the job.

Start by letting Lyn go north to the mountains, where she can then take the
three pegasus knights. Use the Mani Katti, because they use the Axereaver it
will be powerful and effective. Move Florina or Farina to the south area with
the temple so you can get the Goddess Icon. The rest of the team will move
towards the boss. The enemies come in relatively small waves (1-2 at a time)
and are pretty weak.

When Kishuna arrives, the map goes silences as usual. So take this chance to
kill the pesky mages. Once you reach the boss, I'd reccomend Lyn catch up and
kill because you are relying on her mainly to do a lot of damage to Kishuna and
the extra level could boost her Skill and Speed, making her more accurate and
a better critical hit chance. If she is level 20, then someone else can attack.

For the four men surrounding Kishuna, have the Flier attack the archers directly
and then the Armored men can be attacked with special weapons: Armorslayers,
Lancereavers, Heavy Spears, etc. Make sure EVERYONE has movement as you close
in on Kishuna. Test EVERYONE (see the attack stats) and decide who will do some
pathetic damage. These will be the rescuers. Priscilla can help with this too.
First, set Lyn on Kishuna and pray for a critical hit. If you get one, this is
practically in the bag. If you don't, then there is still some hope. Basically,
you attack with all your powerful people and rescue those in the way so another
wave can attack him. If ONE person lands a critical hit of 7+ damage, then you
will hopefully be fine if your other people land some hits. If your lords have
special weapons, use them. This tied me up with several chapters trying to kill
him.

After he is dead, seize the throne.


===============================================================================
=====================VI19xx. Chapter 19xx: A Glimpse in Time===================
===============================================================================

Victory Condition: Seize the Throne

Items to obtain: Eclipse - Chest in the south area
                 Dragonshield - Chest in the south area
                 Talisman - Northern Chest

Secrets: None

New Units: None

------------
BOSS: TEODOR
------------
Druid
LEVEL: 17
HIT POINTS: 30
STRENGTH: 16
SKILL: 15
SPEED: 12
LUCK: 3
DEFENCE: 9
RESISTANCE: 18

The enemies here are high in stats, but if you play correctly then you will also
have a powerful party that won't take much damage. Send someone like Oswin with
a Javelin and more (thief) to the east because he can park his fat butt there
and defeat the archers, while the other group can move along and defeat the
enemies. The thieves go for these chests so be sure to go fast. The only major
difficulty is the number of Sleep staves and ballista's. To defeat the boss,
you will need to have him use Eclipse on you from afar (it CANNOT kill you
unless you have 1 HP left). Try to time it so he's the only person left. Then
this is you cue to attack him up close, when he can't defend himself.

===============================================================================
=====================VI20. Chapter 20: Dragon's Gate===========================
===============================================================================

Victory Condition: Seize the Throne

Items to obtain: Armorslayer- from the cavalier in the courtyard upper right
                 Silver Bow- from the archer guarding the bottom left door
                 Halberd- Dropped by Cameron
                 Short Spear- from the knight in the top left of the map
                 Door Key- from the cavalier in the courtyard bottom right
                 Member Card- stolen from the nameless thief
                 Blue Gem- chest on the left
                 Luna- chest on the left
                 Barrier- Chest on the right
                 Guiding Ring- chest on the right

Secrets: Two secret shops

New Units:
-------
Legault
-------
Thief
LEVEL: 12
HIT POINTS: 26
STRENGTH: 8
SKILL: 11
SPEED: 15
LUCK: 10
DEFENCE: 8
RESISTANCE: 3

-----------
Boss: Darin
-----------
General
LEVEL: 5
HP: 34
STRENGTH: 14
SKILL: 9
SPEED: 8
LUCK: 2
DEFENCE: 15
RESISTANCE: 13

-------------
Boss: Cameron
-------------
Paladin
LEVEL: 4
STRENGTH: 9
SKILL: 10
SPEED: 12
LUCK: 5
DEFENCE: 10
RESISTANCE: 11


All in all, this chapter is no different really than the normal one. The only
difference is that you must move much more quickly to get the thief and Legault.
Legault will show up on turn one instead of later and the thief will be there on
the second turn. So move quickly. I intercepted both of them in the upper left
corner with the chests (because the thief won't leave unless threatened. I stole
the Member Card with Legault and then finished up. If you want a more indepth
strategy, see Eliwood's section. Also, Pegasus Knights will reinforce themselves
from the start. So I left Canas and Wil to deal with them.


===============================================================================
=====================VI21. Chapter 21: New Resolve=============================
===============================================================================

Victory Condition: Defeat Oleg

Items to obtain: Elysian Whip- from the house at top right.
                 Shine- from the monk above the center house
                 Restore Staff- from the top right house in the quadrant to
                       your left
                 Light Rune- from the bottom left house in the quadrant to
                       your left
                 Wyrmslayer- from the house just south of the arena
                 Torch- from the cavalier at the entrance of the village
                 Antitoxin- from the archer next to Oleg
                 Hero Crest- stolen from Oleg

Secrets: None

New Units:
-------
Ninian
-------
Dancer
Stats the same as Nil's stats in Lyn's Story.

-------------
Boss: Oleg
-------------
Warrior
LEVEL: 5
HP: 42
STRENGTH: 16
SKILL: 9
SPEED: 7
LUCK: 3
DEFENCE: 12
RESISTANCE: 7


Again, nothing has really changed in this game Just keep your troops together
until you rout most of the lugs and then visit the villages for the items. As
long as you stick together you won't be overpowered. Just be careful of the
Wyverns. Eliwood's walkthrough will suffice.

===============================================================================
=====================VI22. Chapter 22: Kinship's Bond==========================
===============================================================================

Items to obtain: Knight Crest - Steal from Boss
                 Spear - Boss Drop
                 Brave Axe - Chest
                 10,000G - Chest
Secrets: Secret Shop
New Characters:

-------
Isadora
-------
Paladin
LEVEL: 1
HIT POINTS: 28
STRENGTH: 13
SKILL: 13
SPEED: 16
LUCK: 10
DEFENCE: 8
RESISTANCE: 6

----
Rath
----
Nomad
Rath will have the same stats as he did in Lyn's Story.

-----
Heath
-----
Wyvern Rider
LEVEL: 7
HIT POINTS: 28
STRENGTH: 11
SKILL: 8
SPEED: 7
LUCK: 7
DEFENCE: 10
RESISTANCE: 1


Victory Condition: Defend Nils for 11 turns/ Defeat all enemies.

------------
Boss: Eubans
------------
Paladin
LEVEL: 6
HIT POINTS: 38
STRENGTH: 14
SKILL: 10
SPEED: 9
LUCK: 5
DEFENCE: 12
RESISTANCE: 14

The main problem is getting Heath in time for you to get the 10,000G at the same
time because if you take one turn too slow then you lose a lot of money. If you
go too fast, you may end up killing Heath or your thief (rhymes sort of). In
Hector's, there is also a much bigger garrison of reinforcements. This new slew
of men includes Magic Users and armored knights! Be wary of the Ballista's and
stay safe! Eliwood has the best strategy in his section.


===============================================================================
=====================VI23. Chapter 23: Living Legend===========================
===============================================================================

Items to obtain: Luna - Drop from bottom left Shaman
                 Ocean Seal - buried in the sand
                 Body Ring - Buried in the sand
                 Filla's Might - Buried in the sand
                 Eclipse - Buried in the sand
                 Light Rune - Buried in the sand
                 Hero Crest - Buried in the sand
Secrets: Several items are buried in the sand. To dig up: Put a thief on the
square they are buried in.
New Characters:

-------
Hawkeye
-------
Berserker
LEVEL: 4
HIT POINTS: 50
STRENGTH: 18
SKILL: 14
SPEED: 11
LUCK: 13
DEFENCE: 14
RESISTANCE: 10

Victory Condition: Defeat all Enemies

-------------
Boss: Jasmine
-------------
Warrior
LEVEL: 9
HIT POINTS: 46
STRENGTH: 17
SKILL: 14
SPEED: 14
LUCK: 6
DEFENCE: 8
RESISTANCE: 11

----------
Boss: Paul
----------
Warrior
LEVEL: 8
HIT POINTS: 47
STRENGTH: 19
SKILL: 12
SPEED: 12
LUCK: 2
DEFENCE: 11
RESISTANCE: 9

Ocean Seal- Send Legault two spaces left and one space up from the bottom
right corner of the screen. This is where your whole party should be, so that
ought to be straightforward.

Body Ring- Drag his body all the way across the bottom half of the map. See
that ridge of sand about 5 squares to the right of the wall on the bottom
half? Stand underneath it.

Filla's Might- Walk around the ridge and up to the skeleton. Stand underneath
it.

Eclipse Magic- Walk around the skeleton and stand on top of it.

Light Brand- Stand to the right of the skeleton further north.

Hero Crest- Stand to the left of that same skeleton.

Anyway, bring all of your magic users and a flier. The flier has to make a
beeline for Pent, and hope they aren't killed. Giving them Euban's spear is a
good plan. For the bosses, you may want to wait until the end. I had Florina hit
Paul with her spear, and then Canas, Lucius and Erk finish him off together. For
Jasmine, I got Lucky and Pent destroyed him. But you'd want a similar strategy,
and BEFORE he can pull out his Hand Axe. Another Lucky point is that Hawkeye
appears right next to Hector when you move him forwards, so you don't need to
move. Your only weakness is the reduced movement range and the number of
spawning enemies. So try not to get killed.


===============================================================================
=====================VI23x. Chapter 23x: Genesis===============================
===============================================================================

Items to obtain: Door Key - From Top General
                 Door Key - From Druid
                 Door Key - From Bottom General
                 Door Key - From Bishop
                 Berserk - Bottom Right Chest
                 Secret Book - Bottom left chest
                 Silver Blade - Chest below Kishuna
                *Silver Lance - Drop from Knight that appears
                *Silver Sword - Drop from Fighter that appears
                *Silver Axe - Drop from Brigand that appears
                *Silver Bow - Drop from archer that appears
               **Elfire Magic - Drop from mage that appears
               **Nosferatu Magic- Drop from shaman that appears
               **Shine Magic- Drop from monk that appears
               **Recover Staff- Drop from troubadour that appears


Secrets: None

New Characters: None

Victory Condition: Defeat all enemies.

-------------
Boss: Kishuna
-------------
Magic Seal
LEVEL: 10
HIT POINTS: 54
STRENGTH: 4
SKILL: 3
SPEED: 25
LUCK: 0
DEFENCE: 14
RESISTANCE: 3


The strategy is the EXACT same as Eliwoods section. The only small difference is
that Kishuna WILL move. This means that the magic seal can shift slightly and
maybe (if you aer a poor tactician) throw one of your plans off. He generally
moves to the left side but can sometimes go right. He'll follow your characters
if you want a better understanding.


===============================================================================
=====================VI24a. Chapter 24a: Four Fanged Offence===================
===============================================================================

Items to obtain: Earth's Seal - Center village
                 Silence - Top Village
                 Orion's Bolt - Sniper drop

Secrets: Secret Shop near cliff by boss
New Characters:

-------
Wallace
-------
Wallace has the same stats as he did at the end of Lyn's Story.

Victory Condition: Defeat Lloyd

-----------
Boss: Lloyd
-----------
Swordmaster
LEVEL: 12
HIT POINTS: 41
STRENGTH: 18
SKILL: 19
SPEED: 19
LUCK: 16
DEFENCE: 8
RESISTANCE: 15


Like before, this is still an easy map just with a bit harder enemies that may
cause some more trouble than it's worth. Wallace is still here and stealing
more and more EXP, so rush to him to end it.

===============================================================================
=====================VI24b. Chapter 24b: Four Fanged Offence===================
===============================================================================

Items to obtain: Earth Seal - Village on right
                 Orion's Bolt - Village in center
                 Silence - Top village

Secrets: Secret Shop (Forest on Island)
New Characters:

-----
GEITZ
-----
Warrior
LEVEL: 3
HIT POINTS: 40
STRENGTH: 17
SKILL: 12
SPEED: 13
LUCK: 10
DEFENCE: 11
RESISTANCE: 3

Victory Condition: Defeat Linus

-----------
Boss: Linus
-----------
Hero
LEVEL: 12
HIT POINTS: 45
STRENGTH: 21
SKILL: 18
SPEED: 12
LUCK: 14
DEFENCE: 14
RESISTANCE: 12


Bring your strongest Axe and Sword users. Be sure if you have some powerful
archers too. The enemy is mainly Pirates and Wyverns. This means that Ballista
attacks aren't a problem. However, there IS a magic user who is quite powerful
(sage with Bolting) and combining this with the long range of the Wyverns will
be potentially problematic. Also: Geitz is in a new location, which will be a
bit bad because you have to send TWO of your best Axe users to get him (Hawkeye
to take a blow, Dart to talk to him) so I advise you to set up a defensive
perimeter by Merlinus (have Wil get in a ballista) and simply hold it out until
they are back. Then you can advance and conquer.


===============================================================================
=====================VI25. Chapter 25: Crazed Beast============================
===============================================================================

Items to obtain: Divine - Monk Drop
                 Elysian Whip - Village

Secrets: None
New Characters:

------
FARINA
------
Pegasus Knight
LEVEL: 12
HIT POINTS: 24
STRENGTH: 10
SKILL: 6
SPEED: 7
LUCK: 10
DEFENCE: 10
RESISTANCE: 12

Victory Condition: Take the three castles.

------------
Boss: Pascal
------------
Paladin
LEVEL: 14
HIT POINTS: 48
STRENGTH: 17
SKILL: 13
SPEED: 10
LUCK: 11
DEFENCE: 13
RESISTANCE: 8

For pre-battle, this should be around the time when all your non lords are
obtaining a level 20 unpromoted level. So beforehand, distribute promotion items
to those units who will soon be promoting.

To do the fight, you want a small dispatch sent to the Western Castle Gate. Be
careful of the top pirate because he holds in his hand a Swordslayer, and he did
29 damage our of 30 to my level 20 Guy. The rest of the group will hold up where
you start, not in ballista range. Florina can also fly to the village quickly
to get the Elysian Whip, and then run for it or do some considerable damage to
the Monks that are migrating north. The flow of units will be strong, giving you
PLENTY of experience! It's easy to power up in this. To deal with the cavalry,
you will be wanting to stay either at the bottom in a defensive formation, or
send a could of STRONG dispatches into ballista range to deal with them as they
come.

The ballistas can be worn down by dodging and taking hits from them. Eventually
they will die. Also, send your Archer or sniper onto the Ballista because he
will be able to kill the Pegasus Knights as they come from astride that. Just
be sure to give him plenty of protection so as he doesn't die. The Pegasus
Knights are quite pesky because they always come in and can throw off your
attacks. Five turns in, Farina will fly in. Give her some cover as she flies to
you, no need to rescue her, just be sure that Hector is away from the fight so
she can talk to you. For 20,000G you can hire her. It's sort of a bad deal,
because if you HAVEN'T trained a flier then she's weak (though dedication can
fix that) and if you HAVE, then you won't need her. Luckily she has a Killer
Lance and a Javelin that can be distributed. I also just gave her the extra
Elysian Whip from this map so she could gain some stats and help with the fight
on hand.

To defeat the Bishop, send Florina or Farina to the bishop after the Ballista's
are dead. He will try to use long range magic, but you can dodge or take it and
then totally demolish him while it's his equipped weapon. Now you want to know
that the boss, Pascal, WILL MOVE! I REPEAT, HE WILL COME TO MEET YOU! Send a
group of men to deal with the boss threat. Also kill the enemy Archers and the
Cavalry, then get the last two castles.


===============================================================================
=====================VI26. Chapter 26: Unfufilled Heart========================
===============================================================================

Items to obtain: Luna - From Top left Shaman
                 Knight Crest - From the Bottom and only Cavalier (steal)
                 Hammerne - From the Only Village

Secrets: None
New Characters:

----
Pent
----
Sage
LEVEL: 6
HIT POINTS: 33
STRENGTH: 18
SKILL: 21
SPEED: 17
LUCK: 14
DEFENCE: 11
RESISTANCE: 16

------
Louise
------
Sniper
LEVEL: 4
HIT POINTS: 28
STRENGTH: 12
SKILL: 14
SPEED: 17
LUCK: 16
DEFENCE: 9
RESISTANCE: 12

Victory Condition: Survive 11 Turns.

-----------
Boss: Vaida
-----------
Wyvern Lord
LEVEL: 10
HIT POINTS: 60
STRENGTH: 20+5
SKILL: 19+4
SPEED: 13+9
LUCK: 0
DEFENCE: 21+5
RESISTANCE: 6+14


The only real change made is that there are far more Wyvern Reinforcements, they
come earlier and that Vaida is on the top right instead of left. So you want to
move near the opening to the mountain on the left so you can defeat the Sages
and such. Lyn should use the heaven seal, and give her a Bow to help defend.
I also sent Hawkeye and Wil up to my main party to help them, because there are
quite a lot. Louise, Lyn and Wil will demolish most enemies (they gather by the
castle, wait for them to come to you) and Hawkeye and Pent can do some cleanup
after. The bottom is same as last time, though many more Wyverns will come down
the mountains from Vaida to you, and the bottom right mountain range has a bunch
of Wyvern Reinforcements coming.

===============================================================================
=====================VI27a. Chapter 27a: Pale Flower of Darkness===============
===============================================================================

Items to obtain: Bolting - Mage Drop by entrance to big area
                 Chest Key - Sage Drop
                 Talisman - Bottom Chest
                 Blue Gem -  Center Chest
                 Guiding Ring - Top Chest
                 Aura - Boss Drop

Secrets: None
New Characters:

------
Harken
------
Hero
LEVEL: 8
HIT POINTS: 38
STRENGTH: 21
SKILL: 20
SPEED: 17
LUCK: 12
DEFENCE: 15
RESISTANCE: 12

OR

-----
Karel
-----
Swordmaster
LEVEL: 8
HIT POINTS: 31
STRENGTH: 16
SKILL: 23
SPEED: 20
LUCK: 15
DEFENCE: 13
RESISTANCE: 12

Victory Condition: Seize Throne

-------------
Boss: Kenneth
-------------
Bishop
LEVEL: 13
HIT POINTS: 41
STRENGTH: 16
SKILL: 16
SPEED: 13
LUCK: 6
DEFENCE: 9
RESISTANCE: 21


Like the other map, the layout is a bit different with enemies, but the level
is still essentially the same. Harken and Karel are recruited the same way and
the Boss is still fat.

===============================================================================
=====================VI27b. Chapter 27b: Pale Flower of Darkness===============
===============================================================================

Items to obtain: Door Key - Wyvern Drop
                 Door Key - General Drop
                 Door Key - Paladin Drop
                 Door Key - Hero Drop
                 Door Key - Warrior Drop
                 Chest Key - Sniper Drop by Talisman
                 White Gem - Middle Chest on left
                 Bolting - Middle Chest on right
                 Talisman - Top Chest
                 Short Spear - Pegasus Knight Drop
                 Hero Crest - Bottom Chest
                 Light Brand - Boss Drop

Secrets: None
New Characters:

------
Harken
------
Hero
LEVEL: 8
HIT POINTS: 38
STRENGTH: 21
SKILL: 20
SPEED: 17
LUCK: 12
DEFENCE: 15
RESISTANCE: 12

OR

-----
Karel
-----
Swordmaster
LEVEL: 8
HIT POINTS: 31
STRENGTH: 16
SKILL: 23
SPEED: 20
LUCK: 15
DEFENCE: 13
RESISTANCE: 12

Victory Condition: Defeat All Enemies

-----------
Boss: Jerme
-----------
Assassin
LEVEL: 13
HIT POINTS: 46
STRENGTH: 18
SKILL: 18
SPEED: 17
LUCK: 10
DEFENCE: 10
RESISTANCE: 14


The level layout is different, but the level is essentially the same as the
Eliwood Version. Remember that Harken or Karel will appear on the top right area
depending on the amount of doors opened. Move the recruiters there as soon as
possible and get them. Know that if you have a high level Bartre, then you will
be able to get another Wo Dao and you should just go for Harken for his Brave
Sword. Since your thieves are without lockpicks, as it is in Hector's, you will
be relying mainly on the drops to open doors.

===============================================================================
=====================VI28. Chapter 28: Battle Before Dawn======================
===============================================================================

Items to obtain: Door Key - Knight Drop
                 Lockpick - Hero Drop
                 Elysian Whip - Bishop Drop
                 Boots - Leftmost Chest
                 Brave Lance - One square right of Boots chest
                 Rescue - Closest to Brave Lance Chest on the right side
                 Delphi Shield - Rightmost Chest

Secrets: None
New Characters:

----
Nino
----
Mage
LEVEL: 5
HIT POINTS: 19
STRENGTH: 7
SKILL: 8
SPEED: 21
LUCK: 10
DEFENCE: 4
RESISTANCE: 7

Victory Condition: Defend Zephiel for 15 Turns

------------
Boss: Ursula
------------
Valkyrie
LEVEL: 15
HIT POINTS: 36
STRENGTH: 18
SKILL: 19
SPEED: 22
LUCK: 12
DEFENCE: 12
RESISTANCE: 28


Jaffar is in more danger than before this time around, send one group right and
the other left. The enemies are also packed on the other side of the map,
so instead of sending most of your units to the right, send them to the left.
Note that Ursula is about one space up from the bottom RIGHT
corner this time, not the bottom left as it was in Eliwood's. I used Florina to
kill her, Hector will also be in the right group so he can recruit Nino and then
you want to establish a perimeter around the Prince's room so you can safely
move Jaffar and Nino together. Also, Pent on the left with bolting is a good
idea because he can attack the thieves that spawn at long range and protect the
treasures from being stolen from the likes of them. Be sure to bring an Unlock
staff and distribute Door and Chest Keys fairly. There is also a lockpick on
the right you may want.


===============================================================================
=====================VI28x. Chapter 28x: Night of Farewells====================
===============================================================================

Items to obtain: Speedwings - Nomadic Trooper Drop
                 Recover - Shaman Drop
                 Fenrir - Top Chest
                 Thor's Ire - Right chest
                 Fell Contract - Boss Drop
Secrets: None
New Characters:

------
Jaffar
------
Assassin
LEVEL: 13
HIT POINTS: 34
STRENGTH: 19
SKILL: 25
SPEED: 24
LUCK: 10
DEFENCE: 15
RESISTANCE: 11

Victory Condition: Seize Throne

-----------
Boss: Sonia
-----------
Sage
LEVEL: 17
HIT POINTS: 44
STRENGTH: 20
SKILL: 20
SPEED: 21
LUCK: 0
DEFENCE: 20
RESISTANCE: 24

This is the same as the last one though will more flier reinforcements than
ground forces. The Ballista and the Bolting Mage (to the right now) both have to
go and you can kill them quickly with a flier in two turns. Do the same strategy
as before to get the Angelic Robe off the Berserker staff Bishop and proceed
with caution, the Pegasus Knights to the north that will spawn are pretty strong
indeed. Canas and someone else powerful are great for killing Sonia.

===============================================================================
=====================VI29. Chapter 29: Cog of Destiny==========================
===============================================================================

Items to obtain: Warp - Village
                 Iron Rune - Boss Drop
Secrets: None
New Characters:

-----
Vaida
-----
Wyvern Lord
LEVEL: 9
HIT POINTS: 43
STRENGTH: 20
SKILL: 19
SPEED: 13
LUCK: 11
DEFENCE: 21
RESISTANCE: 6

Victory Condition: Defeat all Enemies

-----------
Boss: Linus
-----------
Hero
LEVEL: 18
HIT POINTS: 52
STRENGTH: 20
SKILL: 23
SPEED: 21
LUCK: 16
DEFENCE: 15
RESISTANCE: 19

OR

-----------
Boss: Lloyd
-----------
Swordmaster
LEVEL: 18
HIT POINTS: 52
STRENGTH: 20
SKILL: 23
SPEED: 21
LUCK: 16
DEFENCE: 15
RESISTANCE: 19


It's the same thing essentially as before, though all real enemies are in the
middle. The Ballista's are gone, but there are massive amounts in the middle
that you will need a large host of Magic, Axes and Lances to dispose of. As
before, leave Hector and Merlinus to block reinforced Wyverns and recruit Vaida
by talking to her with Hector. Spread your troops to the appropriate area and
be Merciless!

===============================================================================
=====================VI30. Chapter 30: The Berserker===========================
===============================================================================

Items to Obtain: Chest Key - Thief Drop
                 Chest Key - Thief Drop
                 Chest Key - Thief Drop
                 Elixir - Bottom Left Chest
                 Pure Water - Center Chest
                 Wolf Beil - Top Right Chest
                 Wolf Beil - Fighter Drop

Secrets: None
New Characters: None

Victory Condition: Claim Space

----------
Boss: Kaim
----------
Hero
LEVEL: 18
HIT POINTS: 60
STRENGTH: 20
SKILL: 18
SPEED: 15
LUCK: 0
DEFENSE: 15
RESISTANCE: 22

Know now that you can only bring two characters besides Hector. Your two Lords
are good choices, but I brought Nino (who I was training) and elixirs on all
units. There are three thieves and three chests you want to open, the top right
one is the big priority here. Also, there are two items you can steal from some
units that will boost stats. There are also holes in the walls that shoot some
streams of poison out (Hector's Version of Hotspots) and you want to avoid being
poisoned. They go out at the end of your and enemy turns at random. The Boss,
unlike Georg in Eliwood's map, doesn't move meaning you can be the one who will
attack him. All three lords are strong against him because Lyn and Eliwood have
Swords and Hector is neutral with his axe. Kill him at will.


===============================================================================
=====================VI31. Chapter 31: Sands of Time===========================
===============================================================================

Items to obtain: Dragonshield - Left Chest
                 White Gem - Right Chest
                 Swordslayer - Sniper Drop
                 Body Ring - Bottom Chest

Secrets: Secret Shop in bottom courtyard. Use warp staff.
New Characters: None

Victory Condition: Defend Throne for 11 turns

-------------
Boss: Denning
-------------
Sniper
LEVEL: 19
HIT POINTS: 51
STRENGTH: 18
SKILL: 18
SPEED: 18
LUCK: 0
DEFENCE: 14
RESISTANCE: 22

Do as you must, but be careful that you don't get surrounded. Reinforcements in
the form of an Archer and a Shaman will appear every turn for the last 5 or so,
and you may not be expecting it and could potentially lose the throne. I sent my
flier to protect the bottom chest from enemy Thieves and then attacked outwards.
Beware the Killing Edge Swordmaster and you will be fine.


===============================================================================
=====================VI31x. Chapter 31x: Battle Preparations===================
===============================================================================


Items to obtain: None
Secrets: None
New Characters: None

Victory Condition: Buy supplies in 5 turns.

Only one change from Eliwood's mode: Karla

If Bartre is level 5 Warrior or higher Karla shows up. Make sure that Bartre
holds the Iron Rune and a slow weapon like a Hammer. Talk to her with Bartre and
they will fight. They will now both survive and you recruit her. She isn't very
good, it's her Wo Dao that you want. It has a good critical hit rating.


===============================================================================
=====================VI32. Chapter 32: Victory or Death========================
===============================================================================

Items to obtain: Talisman - Far Right Building
                 Set's Litany - Center Building
                 Nosferatu - Druid Drop
                 Fimbulvetr - Boss Drop
Secrets: None
New Characters:

-------
Renault
-------
LEVEL: 16
HIT POINTS: 43
STRENGTH: 12
SKILL: 22
SPEED: 20
LUCK: 10
DEFENCE: 15
RESISTANCE: 18

Victory Condition: Seize Gate

---------------
Boss: Limstella
---------------
Sage
LEVEL: 20
HIT POINTS: 68
STRENGTH: 25
SKILL: 22
SPEED: 20
LUCK: 0
DEFENCE: 25
RESISTANCE: 28


This is the same as before, except the units are stronger and more diverse. I
advise you abuse your Lords so they get as much experience as possible, and
split your troops into three groups. The main one going north, the second one
going northeast and the last one going east. Kill whoever is in your path. Also
know that the Boss holds a Bolting Spell, which can kill you healer quite easily
because of her power. And when you reach her, there will be a MASSIVE amount of
enemies spawning everywhere, so either prepare for it or get ready to seize the
gate before they can kill you.

===============================================================================
=====================VI32x. Chapter 32x: The Value of Life=====================
===============================================================================

Items to obtain: Door Key - General Guarding Door drop
                 Runesword - Swordmaster Drop
                 Runesword - Top left chest
                 Fortify - Top Right Chest

Secrets: None
New Characters: None

-------------
Boss: Kishuna
-------------
Magic Seal
LEVEL: 18
HIT POINTS: 57
STRENGTH: 8
SKILL: 5
SPEED: 25
LUCK: 0
DEFENSE: 15
RESISTANCE: 6

Victory Condition: Defeat Kishuna

It's not that the enemies here are particularily powerful, it's mainly their
weapons. The best choice here would be the three lords (to level themselves up
for the last Chapter), a strong person (I chose Raven because he was about 5
levels from maxing) and I also brought Jaffar with a Lockpick to get the
treasures. Start where you are by moving straight up, you will want to defeat
all enemies that come in your path. Since you did Chapter 30, Hector will most
likely have 3 Wolf Beils, meaning you can let fly on the Generals in this level.

As you gather treasure and make your way to the bottom, eventually a host of the
stinking Valkyries will spawn one after the other. They all have Bolting (which
isn't much of a problem because around here all your lords and strong person
will most likely be maxed or very close to being so) and an Elfire. Send one or
two people who isn't maxed out (for me it was Raven and Hector, both at level
18) back to deal with them. After they are dead, have Eliwood use a Javelin on
the Swordmaster on the other side of the wall to bring him down, then Jaffar or
your thief can open the door. As soon as you do, a group of Snipers will spawn.
If you kill them, then Generals will spawn on the stairs next turn. If you still
aren't maxed with most characters then sit there and kill them to gain some
levels. After all units (besides thief) are maxed, kill Kishuna.


===============================================================================
=============================VI33. Final: Light================================
===============================================================================

Items to obtain: Rienfleche - Uhai Drop
                 Luce - Kenneth Drop
                 Gespenst - Druid Drop
                 Basilikos - Brendan Drop
                 Rex Hasta - Darin Drop
                 Excalibur - Ursula Drop
                 Regal Blade - Lloyd Drop
Secrets: None
New Characters:

-----
Athos
-----
Archsage
LEVEL: 20
HIT POINTS: 40
STRENGTH: 30
SKILL: 24
SPEED: 20
LUCK: 25+5
DEFENCE: 20
RESISTANCE: 28

Victory Condition: Defeat Nergal, then Defeat the Dragon

------------
Boss: Nergal
------------
Dark Druid
LEVEL: 20
HIT POINTS: 75
STRENGTH: 30
SKILL: 18
SPEED: 15
LUCK: 20
DEFENCE: 28
RESISTANCE: 30

------------
Boss: Dragon
------------
Dragon
LEVEL: 20
HIT POINTS: 120
STRENGTH: 17+10
SKILL: 25+10
SPEED: 15
LUCK: 24
DEFENCE: 20+20
RESISTANCE: 30+10

This strategy doesn't differ from Eliwood's Version whatsoever. Do exactly what
you did for both stages, in fact, this one should be easier because I suspect
your units will be much tougher!


+-----------------------------------------------------------------------------+
|------------------------VII. Character Rundown-------------------------------+
+-----------------------------------------------------------------------------+

IF YOU ARE LOOKING FOR BASE STATS, CHECK THE FAQ IN THE CHAPTER WHEN THEY JOIN.
IF YOU ARE LOOKING FOR STAT GROWTHS, CHECK THE "Stat Growths" APPENDIX
IF YOU ARE LOOKING FOR AFFINITIES, CHECK THE "Support list" APPENDIX
IF YOU ARE LOOKING FOR PROMOTION STATS, CHECK THE "Promotion bonuses" APPENDIX

These are the ratings of characters and how good they are. They are given sort
of a "report card", using the ratings shown below.

Stats ratings: A+, A, A-, B+, B, B-, C+, C, C-, F

Potential will tell you if they will become Amazing, Terrible, or a normal
character in the end.

Party Chance tells you if they will become a regular member of the party, a
"sometimes" character or if you will dump them after the first chapter.

*Note from Kirbix*
Not gonna lie- I'll leave that to him. My ratings come out of 10, based
on the following general scale: 8-10/10 are characters you should use, 7-5/10
are characters that are defintely worth considering, while 1-4/10 are not
worth your time. I'll also give an explanation for why I chose the score as
well as what I'd recommend. Those who read my Shining Force FAQ will recognize
the style- it's identical.


---------------------------------------------------------------------------
a.  Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIa.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Lyndis                                                                      LORD
--------------------------------------------------------------------------------

Lyn is the main character of her story (again, obviously) and she wields the
might sword "Mani Katti" for most of the game. This increases her critical hit
rate a lot and makes her much better to use. Lyn is sort of a cross between a
Myrmidon and an Archer. She is hard to hit, but has no real safety net when it
comes to defense. Her skill and speed will all but the most armored enemies die
from critical hits. If you promote her, she gets a Bow too, which can be good
for Wyverns and Pegasus Knights because they take extra damage from it. Though
she will be too weak with it for any other enemies. An Angelic Robe is a good
reccomendation early because she will need a better chance of survival early on.

Offensive Rating: A-
Defensive Rating: C+/C
Overall Rating: B

Potential: She will be a great unit for most of the game until near the end,
where most enemies will begin doing a LOT of damage and her Defense will start
to show how poor it can be at times.

Party Chance: She has a definate chance of being in your party, but less so than
Eliwood has. You need her to be a High Level to get one of the maps, and she
won't be able to Damage the dragon (or she might, but not much) so she's really
just along for the ride. You will want to train her average just so she can
defend herself in the levels where she is obliged to come along for the fight.

-+-+-+-+-+-+-+

LYN
Class: Lord (Promotes to Blade Lord)
Joining location:Prologue, Leaves Ch 10, rejoins 15E/ 16H
Rating: 8/10

Lyn is not a powerful character; I'll say this right now. She's never going to
kill those knights in a single hit like the axe users tend to do. However,
what she lacks in strength, she makes up for in skill and speed. Yep, that's
right- she's essentially a myrmidon. However, she's stronger than Guy, so while
she may not always kill the units, it happens rather often. She'll (almost)
always strike twice and will (almost) always hit. I say almost- sure, there's
three or four units in the game who she won't double hit. By and large? Yeah,
that's two slices from the sword.

She gets better still, though. First of all, there's the Mani Katti. 45 uses,
lightweight, good damage, and a high critical hit rate, PLUS the extra damage
against infantry. It may not be the best weapon in the game, but it's one of
them. This alone makes Lyn fantastic. Add on the fact that the Mani Katti has
its uses restored between the two times that you use her, and you've got a
character who can kick ass the entire beginning of the game while still having
a great fallback weapon later on after having not wasted it early on (Hector's
Wolf Beil suffers from a bit of overuse early on, for example.)

However, it's her promotion that I like the best.Upon promotion, she gets the
ability to use bows. Lyn has enough speed and skill to make her even better than
Rebecca, and while her attack isn't fantastic, it's usually decent. Get her to
a C ranking in bows ASAP and give her a killer bow... you may never bother
to use a sword again after that point.

The only drawback to her is that she's fragile. Low defense, resistance and HP
mean that if she's hit, she's gone. The swordmasters generally have more
defense, but her higher luck will work in her favor at being even more evasive
than they are.

From start to finish, a character that you should make full use of.


--------------------------------------------------------------------------------
Eliwood                                                                     LORD
--------------------------------------------------------------------------------

Eliwood is the main character of his story (obviously) and he wields a sword.
His strengths in the game are .. well, he doesn't really have any strength. He
begins rather weak and then becomes sort of your rounded character at the end.
No real place he will be the best in, but no real weakness to him. He sort of
fills a void. After he is promoted, he gains the use of a Horse which will make
his movement radius much larger. He will also be able to wield a Lance, which is
not that great but better than nothing. The problem with gaining a level and a
new weapon is that they don't have a high level with it and instead of using a
decent one, you get stuck with an Iron Lance doing 10 damage while you could
have a Silver Sword doing 26.

Offensive Rating: A-
Defensive Rating: B (It doesn't get very high, nor does it in resistance)
Overall Rating: A-/B+

Potential: He will definately become above average in the end. If you are
playing Hector's, you will still want to train him for the last level.

Party Chance: If this is Eliwood's Story, he will have an automatic place in
your party. If this is Hector's Story, he will still most likely come along
for the ride so you can use him to recruit characters and defeat the Dragon.
There are a bunch of levels that your Lords have to come anyway.

-+-+-+-+-+-+-+

ELIWOOD
Class: Lord (Promotes to Knight Lord)
Joining location: Ch 11 E/ Ch 12 H
Rating: 7/10

Eliwood can be one of your best characters and he can also be one your worst.
His stat growth is grotesquely average. However, in Fire Emblem, average
stat growth doesn't mean all his stats will wind up OK; it means that they
sometimes are fantastic, and other times they are horrible. Many people hate
their Eliwood because his stats are awful. Conversely, I've got an Eliwood
who has maxed out several of his stats.
His weapons choices and professional weapons are average, too- the rapier
is NOTHING compared with the Mani Katti and Wolf Beil.

Because he's a lord, you have to have him in a lot of the missions, which
means that even if you don't fight with him, you need him leveled up so he
doesn't get killed. He'll never be quite as good as Lyn or Hector, but I'm
rather fond of him. Best I can say is give him a try- since you sort of
have to, just be open to the fact that he might in fact surprise you and
prove useful.


--------------------------------------------------------------------------------
Hector                                                                      LORD
--------------------------------------------------------------------------------

Hector is the main character of his story and he wields an Axe. He is also the
best character in the game to train and play as. He will begin a bit weak, and
will take some hits that will make you heal him. As he improves, he will start
to dodge more and more attacks and take less and less damage. If you spring him
an Angelic Robe he will have a MASSIVE amount of HP and is unlikely to ever die
unless you are against an extremely powerful magic user. Hector will max out on
Strenght, Skill and Defense nearly every time and sometimes other stats. I gave
him the majority of stat boosters that I couldn't decide on who to give it to.
When he is promoted he can use Swords, which again, is kind of useless because
he can do something like 40 damage with a Silver Axe instead of 20 with an Iron
Sword.

Offensive Rating: A+
Defensive Rating: A+
Overall Rating: A+

Potential: He will grow into the best character you have and be able to demolish
anything that is thrown at him. I put him in the fray of enemies (alone) in
chapter 27 and about three turns later the only enemies left were the boss and
his guards.

Party Chance: He has the best chance of making the party as in his you have to
use him and in Eliwood's you will want to use him for the last chapter because
he does quite a bit of damage to Nergal and the Dragon. In fact, the only time
you aren't using him is when he maxes out about 10 chapters early, which gives
you time to use another character and train them up until he can promote.

-+-+-+-+-+-+-+

HECTOR
Class: Lord (Promotes to Great Lord)
Joining location: Ch 12 E/ Ch 11 H
Rating: 10/10

Hector's a monster- undeniably one of the best (if not the best) physical
attackers in the game. Incredibly high attack and defense, great HP, and
enough skill and speed to properly use the axe he's holding. The only
stats that aren't fantastic are resistance and luck, and those are both
quite good, too. Hector's got enough resistance to take a couple of hits
from the mages that he runs into. Simply put, he's the most well-designed
physical fighter in the game from a stats point of view.

It gets better with the Wolf Beil, though. Take his fantastic attack and
add on an axe that's super effective on knights, soldiers and cavaliers. What
you get is a unit who can effectively take down almost every enemy in one
blow for the first 5 or 6 chapters you have him. The weapon remains useful
up through about chapter 22 or 23, by which point the rest of your characters
are also getting much stronger.
Hector remains the best attacker through the end, and while magic users tend
to be in many ways more useful, you will always want Hector on your side.


---------------------------------------------------------------------------
b.  Cavaliers/Paladins . . . . . . . . . . . . . . . . . . . . . . .(VIIb.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Kent                                                                    CAVALIER
--------------------------------------------------------------------------------

Kent is a Knight in service of Caelin. He and Sain will be your lifesavers in
the beginning of the game because of their dominance over most of the enemies
you fight against, and fight with too. Kent and Sain are both your two best bets
for a Cavalier/Paladin. The difference is that Kent starts out stronger, doing
more damage, while Sain begins faster and will be doing double hits of weaker
blows. This makes Sain a bit better in the start, but eventually Kent can do
this too. In the end, we see that Sain will turn out better offensively, but not
defensively. Promoting him gives him an axe but he will be fairly strong with
Lances and Swords already and you should keep him like that. If he is stronger
in Lances than Swords, make him a sort of Lance Knight and make Sain a Sword
Knight or vice versa. But give them both just for a backup plan.

Offensive Rating: B+
Defensive Rating: A-
Overall Rating: B+

Potential: He will seem a bit set back after you regain him in Chapter 15(16H)
but will eventually catch up. In the end there are a few units that are still
much better, but only one of them is a Paladin.

Party Chance: Depending on your other party choices, this will decide if he is
in the team or not. However, if you want two Cavaliers, pick him for one. If one
is enough, you will probably leave him out (unless you chose someone else).

-+-+-+-+-+-+-+

KENT
Class: Cavalier (Promotes to Paladin)
Joining location: Ch 1, Leaves Ch 10, rejoins Ch 15 E/ Ch 16 H
Rating: 7/10

Much in the same way as Eliwood has potential to be really good, Kent has
the stat growths that lend him to being either really good or really bad.
However, here's the fact: there are three cavaliers, and you should pick one
of them to use. Whether it's Lowen, Kent or Sain, having a paladin on your
team is always a good idea.
Of the three, Kent is the most well-rounded. No stat is particularly impressive,
but no stat should be terrible. This makes Kent a somewhat dangerous cavalier
to choose, because if he turns out bad, you really don't have a character
to work with. At least with Sain and Lowen it's a sure thing that some stats
will be good and others bad; Kent could go either way, and if he goes south,
he's useless.
I do like Kent, though- the odds of things turning out so badly are not high,
and most of the time he's quite good. You have to choose if you want to take
that risk.


--------------------------------------------------------------------------------
Sain                                                                    CAVALIER
--------------------------------------------------------------------------------

Sain is the opposite of Kent really, though in the end he will become sort of
the same, though much more of an offensive weapon than Kent. Like said in Kent's
ratings, he will begin as a lifesaver, as he is dealing 8 damage times two while
kent is doing 11, which is killing most foes or weakening them for another unit
to take out. In the end his strength will start to grow through and usually end
up better in most areas than Kent except for defense, though he has enough HP
and speed to make this not that big of deal. Promoting him gives him an axe but
he will be fairly strong with Lances and Swords already and you should keep him
like that. If he is stronger in Lances than Swords, make him a sort of Lance
Knight and make Kent a Sword Knight or vice versa. But give them both just for
a backup plan.

Offensive Rating: A
Defensive Rating: B/B+
Overall Rating: A-

Potential: He grows into an above average character, not really a "WOW"
character, but a dependable one, as most other characters are these days. You
also have plenty of time to train him up.

Party Chance: He has a good chance of being your main Cavalier in the game, but
this is no guarantee. If you prefer Kent then you can use him instead. Whatever
floats your boat.

-+-+-+-+-+-+-+

SAIN
Class: Cavalier (Promotes to Paladin)
Joining location: Ch 1, Leaves Ch 10, rejoins Ch 15 E/ Ch 16 H
Rating: 7/10

They always say "Oh, Kent's the speedy one, while Sain's the strong one!"
I'm not sure where that nonsense comes from, because while it's certainly
true that Sain will have maxed strength, he should be almost as fast as Kent,
too. Where he really suffers is in skill. Where Kent has the ability to make
great use of lances, Sain should often stick with swords. He's got enough
strength that a weaker weapon won't hurt his killing power, and he needs
the extra accuracy the sword provides.
You're guaranteed to have a character who hits hard and will most likely
doublehit. However, that's all you're going to get; his defensive stats are
all inferior to Kent, including HP. Interestingly, he has a good luck growth,
which almost makes Sain into a dodging paladin, if there is such a thing.
Sain is commonly the top pick for paladins over Kent, although Lowen has
a pretty good following as well for his own purposes. People like that Sain
is generally going to hit hard and not be able to defend himself- they just
expect it; Kent doesn't really promise anything.


--------------------------------------------------------------------------------
Marcus                                                                   PALADIN
--------------------------------------------------------------------------------

Marcus is one of the worst knights in the game. At the start, the only good part
is that he comes with two good weapons for your other weaker characters. He will
dominate all enemies until you reach Chapter 24, when it all goes downhill for
him as his HP is low, he doesn't really have a decent overall strength to keep
him going. Don't get me wrong, he has just below average stats and is an okay
unit to use, but at the start you won't want to use him, and if you start using
him when appropriate he will be too weak. The best thing to do is to use him as
a human shield.

Offensive Rating: B-
Defensive Rating: B-
Overall Rating: C

Potential: He has below average (not much to build on) stats that are weaker
than even Karla the swordmaster. This can't be good considering he has a horse
and is supposed to be the best knight in Pherae..

Party Chance: He has almost no chance of being in your final party. The only
time he was used in mine was when I HAD to bring him. As soon as I could switch
him out I did, because he is practically useless.

-+-+-+-+-+-+-+

MARCUS
Class: Paladin
Joining location: Ch 11 E/ Ch 12 H
Rating: 5/10

Marcus is the quintessential early powerhouse. Use of him early on will make
everything really easy- Marcus can kill them all without breaking a sweat.
Problem is that he doesn't gain many stats at each level up. He also absorbs XP
in ridiculous amounts, gaining only 4 or 5 XP from each kill. Overuse of Marcus
is a common problem for new players. Marcus takes all the XP, barely levels
up and gains no stats. Meanwhile, everyone else is uselessly underleveled and
cannot fight. Rule of thumb- don't use Marcus.

However, he gets bonus points into his rating because he serves an extremely
useful purpose in the early stages: protecting Merlinus. Because he's so strong,
he can handle any of the enemies sent his way, and if he chooses to guard
Merlinus, plenty of those enemies will appear. The game has a support between
Merlinus and Marcus, so it's clear that the game developers intended for you
to put Marcus to work this way.
He's very useful in Hard mode owing to his high defensive stats very early on,
and even in the regular game there are many times early on where Marcus does
the job that no one else can do. For this I give him the respect he deserves...

Just don't actually use him to fight- that's a grave mistake.


--------------------------------------------------------------------------------
Lowen                                                                   CAVALIER
--------------------------------------------------------------------------------

Lowen is a rather basic unit that doesn't excel in ANY aspect except for EXP and
sometimes defense and Luck. He isn't BAD, but he isn't really Good. Kent and
Sain are both better than he will be, which kind of makes him useless. His stats
remind you of a Berserker who meets Guy. The only time you want to use him is if
Kent and Sain bite the dust, because he may be weak, but is still better than
Marcus and Isadora.

Offensive Rating: B
Defensive Rating: B
Overall Rating: B

Potential: Not much potential, he's just average. Don't expect him to carry out
all of your orders with success, because he isn't very strong.

Party Chance: He doesn't have a very good chance of being in your party with
Kent and Sain around. He will definately last longer than Marcus, but not very
long. Once you have your replacement, he is out.

-+-+-+-+-+-+-+

LOWEN
Class: Cavalier (Promotes to Paladin)
Joining location: Ch 11 E/ Ch 12 H
Rating: 7/10

Lowen is the defensive cavalier; indeed, as units go, he's the third most
defensive unit in the game, behind only Hector and Oswin. He's also got
a better resistance stat than either one of them, so he's very comparable to
them, defensively. Thing is, where they also kick ass in the attack department,
Lowen's offensive stats are atrocious. Attempting to use him to fight is all
but pointless.

However, it really depends on what he's there for. He absorbs damage really
REALLY well, so for something like the Battle Before Dawn, where you need
someone to carry Nino to Jaffar or vice versa, Lowen's the perfect candidate.
I hate Lowen, honestly- I have no use for a character who can't fight or
heal. But as with all characters, I understand the argument, and if that's
the kind of character you're looking for, pick him up.

It's worth noting that with supports his attack becomes really good owing to
his fire affinity. As such, a fully supported Lowen is worth having. Keep
that in mind.


--------------------------------------------------------------------------------
Isadora                                                                  PALADIN
--------------------------------------------------------------------------------

Isadora is the only female Paladin in the game, and she also happens to be quite
terrible. She has less defense than some of the Swordmasters when maxed, and
that's quite pathetic to say the least. While her HP is higher than some, it's
still very low. In fact, usually the only stat above 20 is her speed (though
strength, skill and luck come fairly close). This shows that she basically has
what Marcus doesn't, and vice versa. So the only way to balance out would be to
use both of them, and that's just stupid when you could be using Kent and Sain
to do the same thing but twice as good.

Offensive Rating: B-
Defensive Rating: C+
Overall Rating: C+

Potential: Not much time to grow out for her. She will be extremely below
average and not worth the time and experience.

Party Chance: She has little to no chance, unless Marcus, Kent, Sain AND Lowen
all died. But then I'd still recommend someone better...

-+-+-+-+-+-+-+

ISADORA
Class: Paladin
Joining location: Ch 21 E/ Ch 22 H
Rating: 2/10

Isadora is essentially just like Marcus, except that when you get her,
she's weaker than all of your other units and therefore isn't even all
that special. What's to say, really. The cavaliers are way better, and Isadora
serves ABSOLUTELY no purpose. Don't ever put her on the field.


---------------------------------------------------------------------------
c.  Knights/Generals . . . . . . . . . . . . . . . . . . . . . . . .(VIIc.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Wallace                                                                   KNIGHT
--------------------------------------------------------------------------------

Wallace used to be some macho general for Caelin before he retired. He comes
back and helps you out. He's sort of the "Normal" General, Oswin is too powerful
and has too much speed, but Wallace has low speed and more strength, as a
General should be. I think his main problem is that you have to promote him in
Lyn's quest BEFORE you really want to, so he comes out somewhat weak. His other
problem is that he steals experience from Lyn's Story and then you get him (or
not) rather late in the game. While Wallace may be an okay character, Geitz is
probably better for you. The only thing about these classes I hate is that they
have almost no movement range, which makes them fall behind as you advance.

Offensive Rating: B+
Defensive Rating: A+
Overall Rating: A-

Potential: This is the worst part of him, he will turn out average, which isn't
what you'd want for an A- character.

Party Chance: Well, if you played properly and well you should have gotten Geitz
instead of him, but if you do get him, then you might want to use him if you
didn't train Oswin.

-+-+-+-+-+-+-+
WALLACE
Class: Knight (Promotes to General)
Joining location: Ch 9, leaves Ch 10, returns Ch 23 E/ Ch 24 H
Rating: 4/10

While he's technically not promoted when you get him, the tutorial will
automatically promote him, anyway. He's actually a good deal stronger than
Marcus, and for the two last chapters of Lyn's story, he's quite good and
you can make very good use of him.
However, he becomes like Isadora in the main story- you get him back so late
that he's already useless. His growths are weak, too, so he can't really
catch up. Oswin is so much better than using Wallace is pointless. Avoid
him altogether and just don't go to that version of Four-Fanged offense.


--------------------------------------------------------------------------------
Oswin                                                                     KNIGHT
--------------------------------------------------------------------------------

Oswin is one of the best units in the game if you train him properly. He has a
crapload of HP, Strength and Defense, which he will probably Max. His resistance
is nearly 20 at the best of times as well, which is amazing because that means
there are very few enemies that can touch him. Unlike what the Knight class is
usually like, he gets a lot more speed than he should, allowing him to
eventually attack twice near the end. The only issue is like with Wallace, he
will come when you will be wanting to train other characters to fight. Another
issue, which his class is doomed to, is the fact that he can't move very far.
There is no point having some big tanker if he shows up to an enemy populated
area 3 turns late, in which time Hector and your characters have routed the
slimeballs.

Offensive Rating: A+
Defensive Rating: A+
Overall Rating: A+

Potential: He has the potential to be one of your best characters in the game.

Party Chance: The only problem is that he's a bit useless with his movement, so
usually you will think to drop him off in place of someone that can move and
attack more, instead of wasting a spot. He's best for stand still missions in
which you defend.

-+-+-+-+-+-+-+
OSWIN
Class: Knight (Promotes to General)
Joining location: Ch 12 E/H
Rating: 9/10

Ah, this guy's much better. Attack and defense ratings are through the roof;
he and Hector can one-hit kill the enemies for quite some time. He falls
behind Hector, though; he lacks speed. While his speed is good enough for him
to doublehit enemies in the end, it's a long time in coming. His low movement
doesn't help him get a chance to fight, either. There are many games where I
find it difficult to get Oswin any real battle experience.

That doesn't make him any less beastly. You do NOT want to skip out on this
guy, no matter what. The fact that he supports with Hector is reason enough-
send these two off to fight together somewhere and they will decimate it.


---------------------------------------------------------------------------
d.  Fighters/Warriors. . . . . . . . . . . . . . . . . . . . . . . .(VIId.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Dorcas                                                                   FIGHTER
--------------------------------------------------------------------------------

Dorcas is a basic Warrior, and if you looked it up in the dictionary, you'd find
his name there. His biggest folly is his speed, you won't be attacking twice
very often. Your best chance is to give him a Killer Axe and hope he wings it
around and around into a critical hit, because he has a lot more skill. His
strength is great, and his defense is acceptable, but his resistance is just
terrible.* Keep him away from magic users because they will tear him apart in a
few turns, even if he does have his 60 health. I'd still reccomend Bartre or
Geitz, but he's good if you want him.

*Based on my playthrough of level 20 with 7 RES..

Offensive Rating: B+
Defensive Rating: B
Overall Rating: B

Potential: He has the potential to be average.

Party Chance: His best chance of making it is if you are short on Axe wielders
and you don't like Bartre.

-+-+-+-+-+-+-+
DORCAS
Class: Fighter (Promotes to Warrior)
Joining location: Ch 4, leaves Ch 10, returns Ch 11 E/ Ch 12 H
Rating: 4/10

Dorcas is what you come to expect from an axe user after watching the brigands.
He can pull his weight and does a great job taking a blow and delivering one.
He's got a RIDICULOUS deficiency in speed, though- enemies can make mincemeat
of him with rather consistent doublehitting. Low defense and resistance
doesn't help matters, either.
The argument of Dorcas vs. Bartre is a difficult one, because while no one
denies Dorcas's speed problem, it can be solved with good planning. He's also
got one hell of a set of supports, which is also a good thing.
First time through and you want a fighter? Pick Bartre- he's more userfriendly.


--------------------------------------------------------------------------------
Bartre                                                                   FIGHTER
--------------------------------------------------------------------------------

Bartre kind of has a different approach to it than Dorcas, he has less skill
for more speed. So this means that instead of MAYBE doing a critical hit, he'll
be guaranteed about a 40+, so this is enough for most characters (if he hits).
Early on his defense is rather low and he feels like a chore to level up, but
once he gets a high enough level he starts to get better and won't be as hard to
play with. If you have a Secret Book, he's a good candidate for it because of
his poor skill. It will increase the accuracy of his blows and make him more
powerful!

Offensive Rating: B+
Defensive Rating: B+
Overall Rating: B+

Potential: He will be slightly above average when maxed, don't expect him to do
ALL the work though.

Party Chance: Well, the first time I used him was so I could get Karla, which is
probably what most of the people first did, and they found that he wasn't half
bad and decided to use him. It all depends on the number of axe users and who's
dead.

-+-+-+-+-+-+-+
BARTRE
Class: Fighter (Promotes to Warrior)
Joining location: Ch 11 E/ Ch 12 H
Rating: 6/10

Bartre is, simply put, a better warrior. Not quite as much strength as Dorcas,
but enough that he's always in the top 3 or 4 units for damage. Tons of HP,
and unlike Dorcas, his defensive stats and his speed can actually expect to
grow.
In a normal game, if you want to use a warrior, you'll want Bartre. Upon
promotion when he gets access to bows, he becomes even more useful because he
has such a high constitution and strength- he's an excellent bow user. The
thing is, there's a good reason to assume that you DON'T want a warrior. As
a class, they're just not very good.
In the hard modes Bartre serves little purpose- his speed starts out so low
that you never get the opportunity to use him- he'll get doublehit by
every enemy and they will wipe him out.
I enjoy using Bartre, mostly because I like having a good bow user. Plus
the warrior battle animations are tons of fun to watch.


--------------------------------------------------------------------------------
Geitz                                                                    WARRIOR
--------------------------------------------------------------------------------

Wow, for a Prepromote, Geitz is actually not a half bad unit. His only flaw is
really his defense. He has very poor DEF and RES. On the plus side, he has great
STR, and he can usually take the enemies down quickly before you are totally
dead. His stats don't really compare to Dorcas and Bartre but he can still be a
welcome addition because he doesn't take as long to train and is only a few
points behind here and there. If you can, have him be an Archer or use a Killer
Axe instead of a normal axe because he has an okay amount of skill and can do
some damage.

Offensive Rating: B+
Defensive Rating: C
Overall Rating: B-

Potential: He will be slightly below average if you train him, but not by much.

Party Chance: Your best chance of using him is if you Neglected Dorcas or Bartre
because they WILL be better than him.

-+-+-+-+-+-+-+
GEITZ
Class: Warrior
Joining location: Ch 23 E/ Ch 24 H
Rating: 7/10

Geitz is one of the better prepromo characters that you get. However, that's
not saying a whole lot. He's got pretty balanced stats, but they're also below
average. What you will find if you chose to use Bartre is that Geitz lacks
a lot of strength and HP. If you're not using Bartre, Geitz makes a good
replacement for a warrior. His high proficiency in bows and axes means that
he has access to the killer bow right from the start. As such, he's an even
better bow user than Bartre, which does make him useful to someone who lacks
bow users.

Geitz truly shines in Hector Hard mode, though. In HHM, enemy units get bonuses
to all of their stats, and that includes all enemy units that you recruit.
As such, Geitz with bonuses becomes even better. HHM Geitz is the only warrior
to consider in that case because the stat bonuses help him overcome some of
those disadvantages that he had.


---------------------------------------------------------------------------
e.  Mercenaries/Heroes . . . . . . . . . . . . . . . . . . . . . . .(VIIe.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Raven                                                                  MERCENARY
--------------------------------------------------------------------------------

Raven is one of the big tough guys in the game. Unlike Guy, you get him a bit
late for his level (he has a rather low defense when recruited) and may have
some trouble leveling up at the start. However, give him a Defensive item and
he will have less trouble. He usually will max out his speed and Strength, and
has a high amount of skill too, which means you can expect some major death for
all the enemies in the way. In the end, like the start, the defense will be a
touch lower than you want but one Dragonshield can fix this. Resistance is his
major problem, you can overcome this by teaming him with a magic user while they
fight enemies. Try to get him to attack first to avoid his damage.

Offensive Rating: A
Defensive Rating: B
Overall Rating: A-

Potential: He has potential to be above average and best of his class.

Party Chance: If you have Guy trained, you probably won't have him trained. But
if you have used him in the past to good results you will probably want to train
him all the time. This is another one of your choices.

-+-+-+-+-+-+-+
RAVEN
Class: Mercenary (Promotes to Hero)
Joining location: Ch 16 E/ Ch 17H
Rating: 9/10

Where Hector is the pinnacle of axe users, no one wields a sword better than
Raven. He's got incredible offensive stats, and due to his high HP and good
avoid, he's not a character that's likely to be in any danger most of the time.
He does come at a lower level, which can be a bit of a hassle, but when you
put him in comparison to someone like Heath, he's got plenty of time to catch
up to your party.

His only downside is that his defenses ARE low; he's got compensations that make
him anything but frail, but he could always use more defense.


--------------------------------------------------------------------------------
Harken                                                                      HERO
--------------------------------------------------------------------------------

Harken is the other Hero, and he is a good substitute. Guy is to Karel as Raven
is to Harken. The two characters to compare with him are Karel (because you
could recruit him instead) or Raven. Compared to Raven he isn't better in any
aspect. Compared to Karel, he will turn out better and already starts better. He
also comes with the Brave Sword, which is your only chance to get it. His best
aspect is his speed, and strength and skill are slightly less but not bad. He,
like Raven, lacks in the defensive department. He sacrifices a couple DEF for
a couple RES (at least he did in mine) which makes him slightly more balanced.

Offensive Rating: A-
Defensive Rating: B
Overall Rating: B

Potential: He will become average in the end, nothing too special here.

Party Chance: The first thing you need to choose is to recruit him or not. So if
you have your Guy trained you will probably want him. If you have your Raven
trained, Karel might seem more preferable. He's an okay addition if you want to
use him.

-+-+-+-+-+-+-+
HARKEN
Class: Hero
Joining location: Ch 25 E/ Ch 27 H
Rating: 7/10

As with Geitz, Harken is more "balanced" than Raven. Because he has solid
starting stats and because he's able to get the HHM bonuses, his defense
and resistance will almost always be equal to, if not better than Raven's.
However, his offense generally has nothing on Raven's, and Raven's supports
are awesome.
Using Harken and Raven jointly is not a bad thing- the Hero is a good class,
and with HHM bonuses, Harken's a great character. He's just not as good as
Raven.


---------------------------------------------------------------------------
f.  Myrmidons/Swordmasters . . . . . . . . . . . . . . . . . . . . .(VIIf.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Guy                                                                     MYRMIDON
--------------------------------------------------------------------------------

Guy is a great unit to choose to level up in terms of the Swordmasters. His HP
is one good part, because the other ones will have a low HP and his poor defense
will need something to keep him going. His speed is his best defense as it is
very high, and his skill is VERY high. Critical hit rates are amazing for him,
so give him the Killing Edge (or if you have it, the Wo Dao). Obviously you will
want to train him (against axe users because most other enemies will wipe him
out with a couple hits at the start). After he gets going, there is no stopping
him. His biggest flaw on the offensive side is his low strength. Thi means that
you need to pretty much rely on your two hits and criticals to get down the
enemies.

Offensive Rating: A
Defensive Rating: C
Overall Rating: B

Potential: He will grow best of the class for Swordmasters and excels in three
areas, while the rest he is okay or mediocre in. He is a good character. Above
3/5 of the characters in the game for sure.

Party Chance: If you don't want to train him because you think it is too hard,
then you will basically be stuck with a prepromote or no decent sword users for
your game. He has the best chance of making it into your party in this category.

-+-+-+-+-+-+-+
GUY
Class: Myrmidon (Promotes to Swordmaster)
Joining location: Ch 13 E/H
Rating: 7/10

There's only one myrmidon in the game, and that's Guy. Where a warrior excels
in attack and HP, the myrmidon has tons of speed and dodge. That makes both
classes useful in their own right- Guy will doublehit almost every enemy, while
many enemies will doublehit your warrior. 

The only problem with Guy is his damage. His strength growth is pretty bad-
he averages 11 strength before promotion. Moreover, a growth of 30% makes him
REALLY prone to gaining no strength at all, which can be damn frustrating.
Early on, Guy with an iron sword is pretty disappointing, and he's not a great
candidate for steel weapons, either.

To make Guy useful, you have to play his strengths. High skill raises his
critical hit, while high speed means he hits twice. He's also got a set of
supports that lends itself to boosting his critical hit rate. On that alone
he can get up to 30% critical with even an iron weapon. Throw in a killing
edge and he can cause some serious pain. The additional 15% critical hit
rate upon promotion will make his chance of a critical almost as likely as his
chance of hitting. Sure, he's only doing 10 damage, but when you can guarantee
he'll hit twice (20 damage) and can safely assume that at least one will be
a critical hit (40 damage total), he's really not as bad as he once seemed.

In HHM, the bonus to attack helps a great deal, and since your units will not
be as quick on the enemies as they are in the normal mode, his strengths shine
out a bit more. As it stands, he's one of the most useful characters in HHM.


--------------------------------------------------------------------------------
Karel                                                                SWORDMASTER
--------------------------------------------------------------------------------

Karel is the second best swordmaster in the game. He, unlike Guy, has a lower
HP rating and instead gets a bit better defense. His main power lies in his
skill and critical hit rate. You get him at level 8 and he has a 50% critical
hit rate then (with the Wo Dao), so you can imagine what he will be like when
he is level 20. His speed is also lower than Guy's (though only a few points)
and he makes up for it in several more points of strength. If you didn't train
Guy, then you will probably choose him instead of Harken in his chapter just to
have a swordmaster.

Offensive Rating: A
Defensive Rating: C+
Overall Rating: B

Potential: He is second best for swordmasters, but his stats are a little more
like an Archer than a Swordmaster. Which is to say, more balanced but less
HP. Above Par, but not by much.

Party Chance: He is the replacement you have for Guy if you didn't train him. If
you DID train Guy, then you will either choose Harken, or you will get him for
the Wo Dao and never train him again. If this is Hector's Campaign, you will
most definately choose Harken because you can get the Wo Dao from Karla.

-+-+-+-+-+-+-+
KAREL
Class: Swordmaster
Joining location: Ch 25 E/ Ch 27 H
Rating: 6/10

There's nothing particularly special about Karel- his stats are nothing to
love, and when put up against Harken, he's kind of useless. However, for those
of you who desperately want to use a swordmaster and had some bad luck with Guy,
Karel is the one to use. His strength is about the same as Guy's, and while he 
suffers a bit in speed initially, he should do fine in the end.

This guy is definitely NOT worth using if you didn't intend to have a
swordmaster in the first place. However, with Guy's strength growth as lousy
as it is, you could have a Guy with only 10 or 11 strength. Karel's decent
starting stats mean you're not placing as much of a bet- he's a sure thing.


--------------------------------------------------------------------------------
Karla                                                                SWORDMASTER
--------------------------------------------------------------------------------

Karla is the worst Swordmaster in the game. All she has that is good is Skill
and Speed (which both Guy and Karel have). The only difference is that she has
a lot more RES and DEF, though she may have a good 10-20 less HP than them and
needs a better defense. You get her a couple chapters to the end so there is no
real point to her but to get the Wo Dao for another character. She is only used
in Hector's tale. On the plus side, you will get to train Bartre with a reason
if you try to get her, which will influence you to use him more and he is an
okay unit to use.

Offensive Rating: B
Defensive Rating: B/B-
Overall Rating: B-

Potential: She is below par, though still an okay unit. There are plenty of
characters (3.5/5's) that are better than her in this game and she isn't really
reccomended.

Party Chance: She has almost NO chance to be in your party. If Guy and Karel
both died, I still wouldn't reccomend wasting a slot on her unless you don't
even have enough characters to fill the spot. In which case, you should just
restart the game because you suck at Fire Emblem.

-+-+-+-+-+-+-+
KARLA
Class: Swordmaster
Joining location: Ch 25 E/ Ch 27 H
Rating: 2/10

Karla appears with only two chapters to go and she is worthless compared
to Guy and Karel. There's only one reason to use her, and that's for completion
points.

---------------------------------------------------------------------------
g.  Pirates/Berserkers . . . . . . . . . . . . . . . . . . . . . . .(VIIg.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Dart                                                                      PIRATE
--------------------------------------------------------------------------------

Dart is a pirate of Fargus's ship. He begins at a normal level compared to the
enemies when you get him but will fall behind in a couple chapters if you don't
train him from the start. As he gets promoted, he will start to have a very big
Critical hit chance, but for me he never seemed to land critical hits as much as
Hawkeye did even though he was a higher level. He still does a lot of damage
though, just watch out for units like Swordmasters or Magic users because of his
poor resistance and defense.

Offensive Rating: A
Defensive Rating: B-
Overall Rating: B+

Potential: His offensive power can be staggering, usually he maxes out his 30
strength and his 28 speed. His Skill can go either way though, which can cause
him a slight disadvantage. His Defense and Resistance will barely move however,
so that is his downfall. Luckily he will have a good 56+ HP to give him a safety
net. My suggestion is just to kill before they get a chance to retaliate. He is
an above average character.

Party Chance: This really depends if you train him or not, I mean, Hawkeye is a
good substitute if you don't want to, but if you feel devoted to raising a sort
of weaker character when you get him, then you will get good results in the end.

-+-+-+-+-+-+-+
DART
Class: Pirate (promotes to Berserker)
Joining location: Ch 18 E/ Ch 19 H
Rating: 7/10

I gave a pretty good synopsis of Dart earlier on; indeed, let's look at it
again!

So, we've now got Dart on our side. This guy is a mixed bag. He is, without
a doubt, the strongest physical attacker in the game, and is likely to have
his 30 attack and 28 speed maxed. He's also got a 15% innate critical bonus,
and with a good support (Rebecca, for example), he has a 70% critical hit rate
using a killer axe. That's 41 mt, which means that even a maxed defense Oswin
could conceivably take 66 damage from Dart by two critical hits. That's a one
hit KO. Need I say more? His attack is unbelievable.
These facts come with massive drawbacks, though. His skill is never especially
high, so the high damage comes at the cost of missing far more often than you'd
like it to. He's also got NO defense. Paired up with Rebecca for supports, they
are both oddly alike- high attack, critical hit and speed, but no defense.
Both of them will crash and burn if they're hit by a tough enemy. Myrmidons,
for example, would butcher Dart as they dodged his attacks and critical hit him.

Should you use Dart? Up to you. I loved him my first time through paired up
with Rebecca. However, ultimately he's not a good character to learn to rely
on, because come Hard Mode, you will have to ditch him. If Hard Mode's not your
kind of thing (understandable), ignore my whole speech up there and kick ass!

Indeed, I needn't say more. Dart is a ton of fun, and he's really powerful.
However, he's very unbalanced, and so while in normal mode you should be able
to have lots of fun with him, don't expect the same in hard mode.


--------------------------------------------------------------------------------
Hawkeye                                                                BERSERKER
--------------------------------------------------------------------------------

Hawkeye, the guardian of the desert and one of the most awesome characters in
the game. He wields a mighty axe and is strong from when you first get him. He
has a LOT of HP, balanced stats (from right when you get him) and will usually
do 2x hits. Which is very powerful, considering he does around 19 per hit and
has a 50+ % chance of a critical hit with a Killer Axe from right off the bat!
So if you don't train Dart, use him. He's a rather tough warrior that will serve
you well. Dart WILL eventually be better than him, but not for a while. He has
no decent supports and his stats are sometimes low, but he will be right on par.

Offensive Rating: A
Defensive Rating: A
Overall Rating: A

Potential: Like I said above, he will be right on par. Not amazing but not a
piece of junk, only really excelling in HP. He is averagely..... average.

Party Chance: The only chance he really has is if you didn't train Dart. He is a
fine replacement to fill voids and he can dodge attacks and draw off fire from a
Ballista really well for another character.

-+-+-+-+-+-+-+
HAWKEYE
Class: Berserker
Joining location: Ch 22 E/ Ch 23 H
Rating: 6/10

Kind of like Karel, Hawkeye is the alternative Berserker. However, the reasons
for not using Dart are a bit different. You're going to choose to ignore Dart
either because you're playing a harder difficulty or because you don't want
to lose 50,000 gold on an ocean seal; Hawkeye is generally an inferior
Berserker than Dart, because while he's better defensively, his offense is
pretty horrid. This defeats the entire purpose of a berserker, as well as
the purpose of axe users in general. He's kind of an embarassment to the weapon
class.

However, if you need a berserker and don't use Dart, he is there for your use.
He's useful in Ch. 26x for the waterwalking ability.


-----------------------------------------------------------------------------
h.  Nomad/Nomadic Trooper. . . . . . . . . . . . . . . . . . . . . . .(VIIh.)
-----------------------------------------------------------------------------

--------------------------------------------------------------------------------
Rath                                                                       NOMAD
--------------------------------------------------------------------------------

Rath is the only Nomad in the game, meaning if you want to use one, you don't
have much of a choice to do so. He has the stats of more of a Cavalier than an
Archer, but he still gets the Skill of an Archer. His only real flaw in the end
will be Defense, and he gains the use of a Sword after he gets promoted, though
you will have to quickly use it to gain enough levels to actually threaten an
enemy with one. Fortunately his Bow will be powerful. At the start he will sort
of steal EXP from your more needy characters, so leveling up won't really begin
until he is back in Hector or Eliwood's story.

Offensive Rating: A
Defensive Rating: B
Overall Rating: A-/B+

Potential: He doesn't really max out in anything but strength and he is on par
with most of his other stats, they really aren't very amazing, though while you
use him you may think him incredible.

Party Chance: If you want to use the Nomad, then go ahead. I still prefer foot
Archers and Cavaliers to this blending of it. Make your choice earlier on, he
takes a bit of time and devotion to level up.

-+-+-+-+-+-+-+
RATH
Class: Nomad (promotes to Nomad Trooper)
Joining location: Ch 6, leaves Ch 10, rejoins Ch 21 E/ 22H
Rating: 6/10

Rath is the only nomad in the game, which gives him a certain usefulness simply
for being unique. He's actually quite comparable to Raven- his attack, skill
and speed will be roughly the same as Raven's, and while Raven has more defense,
Rath will have more resistance. He's also a really good bow user, which is
another plus. There's a lot to be said about the fact that he's one of the
strongest physical units.

Problem is that he shows up in chapter 21, and his level is going to be ~level
10. He's drastically behind the rest of your units, and as a bow user, it's
rather hard to bring him up to speed compared with Heath, who arrives in the
same chapter.
He's worth leveling up, but that added hassle makes it questionable as to
whether you want to bother. He's not good enough that you absolutely MUST take
the time, but it is definitely time well invested.


---------------------------------------------------------------------------
j.  Archers/Snipers. . . . . . . . . . . . . . . . . . . . . . . . .(VIIj.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Wil                                                                       ARCHER
--------------------------------------------------------------------------------

Wil is the second best sniper, though I have had him once where he was the BEST
offensive weapon in terms of range. He will usually turn out good, and rarely
amazing, but if someone else dies (Rebecca) then you can have him fill her spot
in. Defense is rather low (as an archer should be) but his speed can be enough
at times as the enemy gets 10-30% hit chances on him. A plus is that he has more
strength than the others. He also seemed to be able to land criticals more than
my Rebecca.

Offensive Rating: B+
Defensive Rating: B-
Overall Rating: B

Potential: He will sometimes turn out extremely powerful, or sometimes average.
This is good both ways because we know he at least won't be terrible if we train
him.

Party Chance: I personally preferred Rebecca but if you want Wil or have lost
Rebecca, then go ahead. They will do the same job.

-+-+-+-+-+-+-+
WIL
Class: Archer (Promotes to Sniper)
Joining location: Ch 3, leaves at Ch 10, rejoins at Ch 15 E/ Ch 16 H
Rating: 7/10

Archers are generally unpopular characters. Small surprise- they are completely
unable to hit anything close range, and unless they use a longbow they have a
rather poor range of attack. It's compounded by the fact that Lyn, Rath and
the Warriors all do a great job using bows while having a close range weapon
to protect that deficiency.

Still, Snipers are a fun class to have. Wil is an excellent sniper, too. He's
got a good HP growth, decent defense (as much as Raven), and great attack &
skill growths. His speed isn't what Rebecca's is, but it's enough to get the
job done. The fact that he's nowhere near as frail is also a good plus.
I know that people tend to give a LOT of favor to Rebecca, but I find that Wil's
stability makes him a great character in his own right, on par with Rebecca.
If you want an archer, pick either one. I will tell you this- Wil is far easier
to train than Rebecca.


--------------------------------------------------------------------------------
Rebecca                                                                   ARCHER
--------------------------------------------------------------------------------
Rebecca is the best sniper in the game, when you get shined on by the RNG gods,
that is. She can dodge like there's no tommorow (which she has to, because her
DEF is generally low). So, we know she has a lot of luck and speed. The one
problem I had with her in my game was criticals. Her Skill was almost maxed but
I was getting them only about 10% of the time with a KILLER bow. Her HP is fine
for an Archer luckily. Sometimes she can be really messed up though, so training
her can be a bit of a risk because there isn't a guarantee that she will be okay
Against Magic users she can dominate because her resistance is enough so she
will only take a few points of damage.


Offensive Rating: B+
Defensive Rating: B
Overall Rating: B+

Potential: She has the potential to be a great unit that you will not hesitate
to employ.

Party Chance: Unless you prefer Wil, you will definately want to use her over
the others. Though she requires training.

-+-+-+-+-+-+-+
REBECCA
Class: Archer (Promotes to Sniper)
Joining location: Ch 11 E/ Ch 12 H
Rating: 7/10

As I said, Rebecca tends to get the spot of "best archer", but I'm not a
big supporter of that school of thought. She doesn't have quite as much strength
as Wil, and she has a much lower HP and defense. However, she's got a FANTASTIC
speed growth as well as a great luck growth, and so she becomes a great dodger.
If you look at her stat growths, she is almost IDENTICAL to Florina:

        HP  ST  SK  SP  DF  RS  LK
Florina
  	60  40  50  55  15  35  50

Rebecca
  	60  45  50  60  15  30  50

Bearing that in mind, you can basically treat her the same way you would
Florina- she's got great potential in the end, but she's a pain in the ass
to train because she's so fragile. If you're careful with her, you'll be fine.
I will say this for her- Rebecca, an A support with Dart and a killer bow is
INCREDIBLE. Goes both ways, too; Dart's critical hit rate will rocket up to
70%.


--------------------------------------------------------------------------------
Louise                                                                    SNIPER
--------------------------------------------------------------------------------

Louise, the prepromote Sniper is probably the worst in the game (stats wise).
In fact, her only plus compared to the others is that she has a much better DEF.
When you get her, she will be pretty hard to hit by the reinforcements and an
angel on your shoulders for killing the pesky Wyvern Reinforcements that will
come. Expect her stats to be pretty pathetic in the end, she won't come close to
maxing anything out. The only thing she can kill effectively is a Magic User,
which isn't really what we want her for.

The best way to describe Louise is a bimbo. She married Pent, who is kickass,
but she herself is bad.

Offensive Rating: B-
Defensive Rating: B
Overall Rating: C+

Potential: She will turn out far below average.

Party Chance: Her only chance is if you have killed or neglected Wil and Rebecca
because she is awful otherwise.

-+-+-+-+-+-+-+

LOUISE
Class: Sniper
Joining location: Ch 24 E/ Ch 26 H
Rating: 5/10

Louise comes with Pent, and while Pent is a god among magic users, Louise
does leave a bit to be desired. It's the typical prepromo character- really
balanced stats that are generally much less than others of the same class.
She'll never be as good as Rebecca or Wil; not even close.
However, she's a decent unit, especially in Unfulfilled Heart; her silver bow
makes her quite deadly as well. Make use of her when you need another bow
user; otherwise, just enjoy the use of Pent.


---------------------------------------------------------------------------
k.  Peg Knights/Falcoknights . . . . . . . . . . . . . . . . . . . .(VIIk.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Florina                                                           PEGASUS KNIGHT
--------------------------------------------------------------------------------

Florina is the best pegasus knight in the game. She comes early on and you have
the most time to train her. She usually maxes out speed and skill, and sometimes
strength. I reccomend giving her an Angelic Robe because then she will have a
massive amount of HP and won't go down easily. Along with a Delphi Shield, she
can be nearly invincible as she dodges all physical attacks, takes all Magic
attacks with little harm and double hits all her foes back. She also has a crap
load of Luck. Cool!


Offensive Rating: A
Defensive Rating: B
Overall Rating: A-

Potential: Consider her above average.

Party Chance: Out of all the Pegasus Knights, she is the best. This means you
will likely pick  her.

-+-+-+-+-+-+-+
FLORINA
Class: Pegasus Knight (promotes to Falcoknight)
Joining location: Ch 3, leaves at Ch 10, rejoins at Ch 15 E/ Ch 16 H
Rating: 8/10

There are three pegasus knights in this game, and they are all quite good.
They're very similar to the myrmidons in that they rely on speed and avoid to
attack and defend.
Of the three, Florina's got the highest speed and luck, making her the best
dodging machine of them. She's also got a good enough strength growth that
she'll max it out. Because she comes ~10 chapters before Fiora, she gets a
HUGE level advantage on her, too. Simply put, Florina is the best of the peg
knights for a bunch of reasons.

There's really only one reason not to use Florina, and that's her frailty. If
you are impatient and don't want to spend the time leveling her up carefully
(and you do have to be careful- brigands in Lyn's story will make mincemeat
of her), you can use Fiora. For anyone with a bit of experience, though,
Florina is more than worth the patience.


--------------------------------------------------------------------------------
Fiora                                                             PEGASUS KNIGHT
--------------------------------------------------------------------------------

Fiora is the worst Pegasus knight in the game. That being said, she is still a
very good one! Her stats will probably mirror that of Florina, but come slightly
lower in most but resistance. She comes slightly later than Florina, so you will
use her most likely if you neglected Florina or if you want the Pegasus Triangle
to pay off. Unfortunately you usually don't want several, as you only get one
Delphi Shield and an unprotected flier is usually danger for most of your
characters.


Offensive Rating: A
Defensive Rating: B
Overall Rating: A-

Potential: Consider her above average.

Party Chance: You have to consider her if you didn't use Florina. Farina is only
in Hector's, so she may be your last chance.

-+-+-+-+-+-+-+
FIORA
Class: Pegasus Knight (promotes to Falcoknight)
Joining location: Ch 18 E/ Ch 19 H
Rating: 8/10

Where Florina can dodge better, Fiora has better defenses. More HP, defense
AND resistance. Her speed is also high enough that she's still a decent
attacker. She's noticeably sturdier when you recruit her and much easier to
train.
The downside is that Florina gets a huge level advantage on her that makes her
less than worth using. However, if you choose not to use Florina, Fiora is
an excellent replacement.
If you're feeling especially loving, you can use them both. They are both
well worth using, although having two on the field is a bit of an overkill.


--------------------------------------------------------------------------------
Farina                                                            PEGASUS KNIGHT
--------------------------------------------------------------------------------

Farina is a controversial subject. Most say she is the best Pegasus Knight,
while myself, I think she isn't. She doesn't max out as many stats (though she
CAN). She has the most HP and DEF/RES of the above units. The other thing I'll
give her is that she is certainly the most balanced, she doesn't have any real
flaws to her. She will cost you 20,000G and only come in Hector's story. You can
then complete the Pegasus Triangle, but it's kind of useless because the three
of them can be strong enough to kill most enemies anyway.

Offensive Rating: A-
Defensive Rating: B+
Overall Rating: A-

Potential: Consider her above average.

Party Chance: After spending all that money to get her, you probably HAVE to use
her otherwise it's a waste of funds.

-+-+-+-+-+-+-+
FARINA
Class: Pegasus Knight (promotes to Falcoknight)
Joining location: Ch 25 H
Rating: 5/10

The last of the Pegasus knights, Farina falls kind of short of the other two.
I used to hear all the time "Oh, she has the best stats of the three," but you
don't really see it much. With the lowest speed growth of the three, she just
doesn't take advantage of the high speed of the pegasus knights quite like
the others do, and while she's got the highest strength growth, the low
cap (23) on the pegasus knights makes it kind of useless.

Throw in that she's attained incredibly late in the game AND the fact that
it costs 20,000 to use her... There's never a good reason to use her over
the other two. The only time you should even hire her is if your other two
are dead, for some reason.


---------------------------------------------------------------------------
l.  Wyvern Knight/Lord . . . . . . . . . . . . . . . . . . . . . . .(VIIl.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Heath                                                               WYVERN RIDER
--------------------------------------------------------------------------------

Heath is the best Wyvern Rider, but that's compared with Vaida, (a prepromote)
so it's quite obvious that that will happen. Wyvern Riders are sort of the
opposite of Pegasus Knights, instead of high RES, SPD and Luck, they have high
STR, SKL and DEF. This means that they are vulernable to magic, which is not
good because Fliers and other long range movers are going to be doing most of
the fighting and it isn't advisable for them to have any big weakness. Heath is
just like this. His strengths are his... strength.., skill and defense, all of
which are quite high. In fact, he's sort of like a toned down Hector. I prefer
Florina and her sisters, but if you want to use him, go ahead.

Offensive Rating: A
Defensive Rating: B
Overall Rating: B+

Potential: His stats will come out above average compared to the other units.

Party Chance: His best chance is if you actually WANT to use him. He comes a bit
late and is harder to train because of this. You'd have had a much easier time
just playing with a Pegasus Knight.

-+-+-+-+-+-+-+
HEATH
Class: Wyvern Knight (promotes to Wyvern Lord)
Joining location: Ch 21 E/ Ch 22 H
Rating: 6/10

Fire Emblem is all about the balance: attack and defense versus speed and avoid.
Heath provides that balance against the falcoknights, with great HP, strength
and skill. His defense growth doesn't outdo the falcoknights by much, but he's
got a good enough base defense that he'll be far better at absorbing damage
than they are.
He's also got a pretty good speed growth, although his starting speed is pretty
horrid.

The problem with Heath is the same problem with Rath- he comes way too late
in the game. However, it's far easier to train him than it is Rath, and he
can get HHM bonuses, which always helps. As with Rath, you won't regret
training him up; it just takes the patience.


--------------------------------------------------------------------------------
Vaida                                                                WYVERN LORD
--------------------------------------------------------------------------------

Compared to Heath, the only thing she has that's better than him is her Luck.
She's got less stats everywhere else. Yet she is still preferable to Heath
because Heath comes too late and weak. It's a shame you don't get her with her
Nergal Boosted Stats, because that would be just plain awesome! She's got no
real great areas but her Strength. Everything else is acceptable except for her
abysmal Resistance.

Offensive Rating: B+
Defensive Rating: B
Overall Rating: B

Potential: Below Average. Not really worth training.

Party Chance: Unless she is your only flier, don't use her. As the Delphi shield
is best suited elsewhere.

-+-+-+-+-+-+-+
VAIDA
Class: Wyvern Lord
Joining location: Ch 27 E/ Ch 29 H
Rating: 3/10

Vaida, on the other hand, is not worth using in any case. One of the worst
prepromos, none of her stats are impressive, especially considering that you
find her at the very end of the game. Even the HHM bonuses don't justify her
use, because she's such a high level with such bad growths that you probably
won't ever see her make much improvement on her mediocre stats.
Wyvern Lords are not units that you're going to miss; as long as you've got
one of the three falcoknights or Heath, Vaida's totally needless.

Hell, it's almost a better use of your time to just kill her in Unfulfilled
Heart.


---------------------------------------------------------------------------
m.  Mages/Sages. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIm.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Erk                                                                         MAGE
--------------------------------------------------------------------------------

If I have to describe Erk, I'd say he's one of the "left behinds". You start
training him up until about chapter 17-19, then you get some pretty good
characters that start to grow into their potential, but Erk is still a level 10
Mage, and most characters you have are around Level 15-16 now. Then one day, you
just decide to take him out of the party because he's a bit of a hassle. If you
can actually train him, he's an okay Mage. His defensive stats won't compare
with any other of the mages, but his offensive ones are on par, and he will
surpass both of the others in HP. He's slightly more powerful than Pent, but
that's a problem, because Pent is a good unit and nearly the same and he doesn't
even need levelling up to get like this. He even starts with an A Level Staff
which means you don't need to waste time getting Erk to heal people.

Offensive Rating: B+
Defensive Rating: C+/C
Overall Rating: B

Potential: Average to Slightly Below Average stats await you.

Party Chance: Like I said above, it's likely he will be left behind, unless you
are devoted to training him.

-+-+-+-+-+-+-+
ERK
Class: Mage (Promotes to Sage)
Joining location: Ch 5, leaves at Ch 10, rejoins at Ch 14 E/ H
Rating: 7/10

There are three anima units: Erk, Priscilla and Pent. You don't get Pent until
Unfulfilled Heart, and Priscilla can't attack until promotion, which will
probably come at roughly the same time. Until then, you have no anima user.
Enter Erk; he's your only mage until those two come into the spotlight, and
he does the job quite well.

He tends to get a bad rap because his stat growths (particularly magic) leave
a bit to be desired, but the real question is accessibility- is the fact that
you have Erk longer than any other magic user in the game something worth
taking into consideration? The simple answer is yes- because he's got so much
time in use, he will almost always wind up at the higher levels compared with
Lucius and Canas. As such, his lower stat growths may not appear to be as much
of an issue.

I know, I don't recommend his use within my walkthrough. What can I say, I'm not
a big fan of Erk. I don't deny his uses, though- you are more than welcome to
ignore my walkthrough advice; he's definitely a solid spellcaster.


--------------------------------------------------------------------------------
Pent                                                                        SAGE
--------------------------------------------------------------------------------

Pent is the second Mage/Sage we get, and he's a prepromote. This doesn't mean he
is bad! Imagine a slightly weaker Erk, with all the training already done! Think
of it this way: Nino comes under levelled, and Erk gets left behind, so you are
now left with a decent choice of Sage to use, Pent! He's got enough defense so
that he won't be in much danger. His stats are enough to get the job done,
though nothing amazing. He relies on his Defense really because his HP is low.

Offensive Rating: B
Defensive Rating: B+
Overall Rating: B

Potential: He won't really grow much, his stats are more or less a few points
the same when you get him until you lose him. This means his stats are somewhat
sub par.

Party Chance: If you didn't use Erk and you don't want to train Nino, then you
will use him.

-+-+-+-+-+-+-+
PENT
Class: Sage
Joining location: Ch 24 E/ 26 H
Rating: 9/10

Pent is, without question, the best magic user in the game. True, his stats
are not always quite as good as either Priscilla's or Erk's, but it's not
about where he ends up as much as it is about where he starts.
If you never got a single extra stat point with Pent, he'd still be a strong
enough unit to take on almost any unit you could pit against him. As it is,
he does get stat growth, which makes him all the better.
He also starts with an A rank in Staves, which makes him incredibly useful;
the physic staff he carries only helps to emphasize this point.

No matter what magic users you have, you can always add Pent to your party. He's
got solid stats all around, which means there's absolutely no risk of him
disappointing you. It's a safe bet; one you want to take.


--------------------------------------------------------------------------------
Nino                                                                        MAGE
--------------------------------------------------------------------------------

Nino is by far the best Mage in the game. Her stats are just plain AMAZING! With
a boost or two, she will Max out MAG, SKL, SPD, LUC and RES, everything a Mage
needs, if you give her an Afa's Drops then she will be even more powerful. The
one flaw with her though is the reason most people never use her. Chapter 26 E,
you recruit a young mage named Nino. What's her level you ask? She's level FIVE
for god's sake. Who wants to train a mage in the next 5-6 chapters just so she
can play in her godliness for a chapter or two? She will be a liability as you
train her and mainly hinder your progress. For this reason, I don't reccomend
using her unless you are a master.

Offensive Rating: A
Defensive Rating: A-
Overall Rating: A

Potential: Her stats will be some of the best out of every character in the
game.

Party Chance: If you are a master and know how to train her properly, use her.

-+-+-+-+-+-+-+
NINO
Class: Mage (Promotes to Sage)
Joining location: Ch 26 E/ 28 H
Rating: 4/10

Nino is probably the best magic user in the game; high magic and speed stats
coupled with the high caps that a sage gets (female sages have a cap of 30
in magic!) means that a high leveled Nino is almost unparalleled.

...But she starts at level 5, only five chapters away from the end of the game.
There's no normal way to level her up- you have to deliberately choose to
level her up by lining up the enemies for her to kill, or she'll never catch
up with the rest of your party.
As a consequence of this nuisance, she's not worth using. Train her if you want
to see what a really powerful sage looks like, but don't do it because it seems
practical- there's no way in hell to justify doing it for any rational reason.
ESPECIALLY since Pent is such a great sage.


---------------------------------------------------------------------------
n.  Monk/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIn.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Lucius                                                                      MONK
--------------------------------------------------------------------------------

Lucius is a man (Surprisingly), he looks kind of like a girl Lucius Malfoy from
Harry Potter. He isn't quite all that, like Canas, his power comes from the
spells he uses and not his stats. He maxes out magic and sometimes resistance,
skill or speed. Lightning is his best spell to use and it's also cheap. Lucius
comes early so you have plenty of time to level him up. As a healer, I wouldn't
reccomend using him because of his poor move range. As a fighter, his DEF is
poor so stick to killing magic users.

Offensive Rating: B
Defensive Rating: B
Overall Rating: B

Potential: He is average.

Party Chance: He is like Erk, a leftbehind. Only if you want him will you use
him near the end.

-+-+-+-+-+-+-+
LUCIUS
Class: Monk (Promotes to Bishop)
Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 16 E/ 17 H
Rating: 8/10

As the primary light magic user of the game, he gets bonus points in the same
way that Erk does; he's around for almost the entire game, so he's very
functional. However, he's got a one-up on Erk because he's also the best of
the light users. High magic and skill make him great offensively, while his
really high resistance stat makes him all but impregnable to magic attacks.

The problem with Lucius is that his defense and HP growth are absolutely
atrocious, and while his speed growth is pretty good, it's nothing to write
home about. Add on the fact that he has almost no luck, and you wind up with
a dangerously weak character. His dodging skills are not impressive, and if
he gets hit, he'll get wiped.

Still, he can dodge, so he's not totally useless, and as the only light magic
user of his type, along with his fantastic strengths, you'll want to use him.
Hell, upon promotion he gets an automatic C level in staves, which helps his
usability by quite a bit.


--------------------------------------------------------------------------------
Renault                                                                   BISHOP
--------------------------------------------------------------------------------

Renault comes near the end, the only good point of him is that he comes with the
Fortify staff which you can give to someone good. He doesn't max out anything
but at least he has an okay DEF. Still, don't bother. He has three stats that
will come close to going above 20 and the only attack related ones are Skill and
Speed, which he doesn't need, he needs MAGIC. My advice: Take his magic and do
not use him.

Offensive Rating: C
Defensive Rating: B+/B
Overall Rating: C+

Potential: Almost NO potential. His stats are just plain AWFUL.

Party Chance: Almost none, unless all your magic and staff users died, which is
unlikely..

-+-+-+-+-+-+-+
RENAULT
Class: Bishop
Joining Ch 30 E/ Ch 32 H
Rating: 2/10

Most people who have played through this game a few times will agree that
Renault is a total BAMF- one of the coolest characters in the game. He punches
Bartre and knocks him out! Need I say more?

However, cool though he may be, he's just not worth using. Terrible stats,
and seeing as he shows up one mission before the end, he's just useless.
Recruit him- his fortify staff is worth something to you. However, beyond
that... you don't need him or want him on your team.


---------------------------------------------------------------------------
o.  Shaman/Druid . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIo.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Canas                                                                     SHAMAN
--------------------------------------------------------------------------------

Canas is one of two units that can use Dark Magic (and the other comes in the
very last chapter). This makes him invaluable because he can use things such as
Eclipse (which will drain HP of an enemy by HALF) and Luna (which disregards
enemy resistance). This makes him one of the BEST Dragon Killers. Statwise, he
is rather bad. He has low Stats everywhere but RES and HP. His MAG is low and he
really could use a bit more Skill for good measure. This guy is one big dork!
It's really his spells that makes him powerful.

Offensive Rating: B+
Defensive Rating: B
Overall Rating: B+

Potential: His stats will be below average compared to most of the magic users.

Party Chance: Since he is one of the only that uses Dark Magic, he has a great
chance of being there so you can level him up for the Dragon!

-+-+-+-+-+-+-+
CANAS
Class: Shaman (Promotes to Druid)
Joining location: Ch 16x E/ 17x H
Rating: 7/10

Canas is the sole dark magic user in the game, and for that he gets automatic
points into his usefulness. Flux, Nosferatu, Luna and Eclipse are all good
spells and those also add to his appeal. His stats are also generally good, too-
compared with Erk, he's got superior HP, magic, defense and resistance. By all
accounts, he's a solid unit, and he's one of the most durable magic users you
get.

There's just one problem- his speed is lousy, and it doesn't have good growth.
Now, there are some units where this really isn't a problem. Unfortunately,
Canas is not one of them. Dark tomes weigh a TON; any tome other than flux will
give him enormous AS penalties. It's difficult enough for him to get a doublehit
with just the flux; using another tome leads to him being doublehit by quite
a few enemies early on.
Now, because he's so durable, he's able to get away with this to a certain
extent- the dark tomes are really powerful, and so his decent magic stat means
that even a single hit is OK. Still, it's a glaring weakness.

Once he's promoted, that weakness dissolves- his speed becomes good enough that
he can usually doublehit with flux and he'll rarely get doublehit. That simply
requires you to be careful with him until promotion. The reason he doesn't
rank as high as the Pegasus Knights (who have a similar babying issue) is that
come HHM, Canas is almost impossible to use- the enemies are just too
strong and too fast; Pegasus Knights, on the other hand, are anything but
useless in hard mode.

I say use him- first time through it's ton of fun to have him, and Luna kicks
ass. For the pros... yeah, he's got some issues that are difficult to fix.


---------------------------------------------------------------------------
p.  Troubadour/Valkyrie. . . . . . . . . . . . . . . . . . . . . . .(VIIp.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Priscilla                                                             TROUBADOUR
--------------------------------------------------------------------------------

Priscilla is the main healer for you, because she comes with the horse and can
keep up and use the cheaper staves to heal your members up close instead of
using up things like the Physic staff which can be costly. When promoted, she
gains the use of Anima magic, which isn't very powerful (especially the basic
junk she will be using). Her HP is surprisingly low, but has good resistance
and LUC, MAG and SKL are good. I still reccomend healing in place of fighting.

Offensive Rating: B
Defensive Rating: B
Overall Rating: B

Potential: Her stats are right on average, if not slightly below.

Party Chance: She has the best chance as a healer does because she can move far
enough to heal well.

-+-+-+-+-+-+-+
PRISCILLA
Class: Troubadour (Promotes to Valkyrie)
Joining location: Ch 14 E/H
Rating: 8/10

As with most healer characters, it's kind of a hassle to level this girl up
to promotion. However, it's well worth the effort. Once promoted, Priscilla
is a much better anima user than Erk. She's got low defense and HP, but her
speed is high and her luck is ridiculous; she is a dodging machine.

As a healer, she's far superior to Serra- being a mounted unit means more
movement; more movement means that she can get to someone in need of healing
with much greater ease. This makes her a bit easier to train than Serra.
As a spellcaster, she's a fantastic anima user, while Serra just pales compared
with Lucius.

Use her from beginning to end- in the early stages of the game, she's your
healing unit, and upon promotion, it's hard to keep her out of the action.
Highly recommended.
I know, you've got Pent and Priscilla, possibly even Erk- you may ask, is that
too many anima users? Not really- they're all good, so use them! Unlike with
the weapon triangle, there's no need for balance with magic users- whoever
fights best gets to fight.


---------------------------------------------------------------------------
q.  Cleric/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIq.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Serra                                                                     CLERIC
--------------------------------------------------------------------------------
Serra is one of your earlier healers, she will be the only one you get for a
while. After you get Priscilla however, you will probably drop her just because
Priscilla has a horse and more range. She's got rather low HP, good MAG and LUC.
Often she Maxes out speed and RES too. If you plan on fighting, give her a DEF
boosting item to keep her alive. Fortunately, even though Serra would start out
with a low level light magic when promoted, Lightning is still the best normal
Light Magic so she will have that to defend herself.

Offensive Rating: B
Defensive Rating: B
Overall Rating: B

Potential: Her stats are right on average, if not slightly above.

Party Chance: She will probably stay with you in the start, then leave simply
because she isn't mobile enough to provide support to your members who need it.

-+-+-+-+-+-+-+
SERRA
Class: Cleric (Promotes to Bishop)
Joining location: Ch 5, leaves at Ch 10, rejoins at Ch 13 E/ 12 H
Rating: 6/10

Compared with Priscilla, Serra's just... not as good. As I've said, she's got
light magic, but she's not as good with it as Lucius. She's also got healing,
but Priscilla's a better healer.
People who use Serra use her because she's Serra (they like her character, and
such.) If that's what you want to do, that's OK. From a practical point of view,
though... leave her be. Utilize her when you don't have Priscilla, but be ready
to replace her.


---------------------------------------------------------------------------
r.  Thieves/Assassins. . . . . . . . . . . . . . . . . . . . . . . .(VIIr.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Matthew                                                                    THIEF
--------------------------------------------------------------------------------

Matthew is weak, very weak. Even more so than Legault, I reccomend just dropping
him after Legault comes. If you are a Matthew fan, then train him. Don't expect
good results. He has little strength, so expect zeroes. His defense is low, his
only high point is Speed and HP, with a BIT more luck than normal. I'd still say
you should use Legault to thieve and Jaffar to fight, because it's better off
that way.

Offensive Rating: C
Defensive Rating: C-
Overall Rating: C-

Potential: A ton of growth room but he won't go that far.

Party Chance: You will steal things with him until you get Legault, then dump
him. NOW! Wooooo! I have hypnotic powers!

-+-+-+-+-+-+-+
MATTHEW
Class: Thief (Promotes to Assassin)
Joining location: Ch 6, leaves at Ch 10, rejoins at Ch 13 E/ 11 H
Rating: 6/10

Thieves are hard to rate. Their use does not come from their power, but rather
from their abilities. They can unlock doors, and more importantly they can
steal from the enemy. To this job, Matthew is invaluable. His incredibly high
speed makes him the perfect candidate for the job.
From a combat point of view... Matthew's weak. No attack growth to speak of,
and because thieves can't steal upon promotion, by the end of the game... he'll
still be weak. Not unless you promote him, of course, which defeats the purpose
of having him, really.

He's considered useful in HHM owing to his stealing abilities, but in the
normal game... eh, you can do without him. Once Legault comes along, you
might as well replace him; it is hard as hell to level him up. Bring him along
on the early missions where a chest needs opening.


--------------------------------------------------------------------------------
Legault                                                                    THIEF
--------------------------------------------------------------------------------

Legault is your best bet to keep as a thief. I wouldn't bother promoting him, as
you probably won't have the room for two Assassins, and you still need a thief
to rob things. Thieves are a chore to train because of how weak they are, which
is another reason you don't want to bother with him. On the plus side, his HP is
better than Jaffar's and he usually maxes out speed. His strength is still, low.
Like I said, keep him as a thief.

Offensive Rating: C+
Defensive Rating: C-
Overall Rating: C

Potential: A lot of room for growth, but he will still be below average.

Party Chance: He should be a conditional member, and only come on chest or Door
missions. He will certainly be a nicer choice than Matthew because he comes
levelled up, unless you have trained Matthew of course.

-+-+-+-+-+-+-+
LEGAULT
Class: Thief (Promotes to Assassin)
Joining location: Ch 19 E/ Ch 20 H
Rating: 6/10

He's the more balanced of the two thieves and comes at a great level. For this
reason, he's a good replacement for Matthew once you get him- Matthew may or
may not be particularly high leveled, and if he's not, Legault is there to
replace him.
What else can I say? Their usefulness is identical. Use them when you need a
thief.


--------------------------------------------------------------------------------
Jaffar                                                                  ASSASSIN
--------------------------------------------------------------------------------

Jaffar is a GREAT prepromote, Assassin's are just plain awesome! He may have a
low HP, but his Speed and Skill are crazy! Defense is a bit low and Resistance
isn't quite desirable, but if he lands a critical hit it's a ONE HIT kill. This
means you just need to give him a high critical hit weapon (Killing Edge, or if
you have it, the Wo Dao) and he can ravage enemies. I had him against Limstella
and he was doing only about 6 damage, and she had almost full health and I did
a critical and her health was drained into nothing! Heck, if he was tough
enough to critical the Dragon it'd be killed in one hit!

Offensive Rating: A
Defensive Rating: B
Overall Rating: B+

Potential: His stats (except for HP and a few others) will be better than the
other thieves. He's still rather weak compared to most other characters.

Party Chance: It all depends if you have room for him. He's certainly a better
choice than Legault and Matthew for a couple reasons. One, he doesn't require
any training to get to the level he is, and Matthew and Legault would have to
do combat which they aren't reccomended for. Two, his stats are very good
already, and three you will still want one thief to open doors, steal things
and getting treasure. Assassin's lose this ability.

-+-+-+-+-+-+-+
JAFFAR
Class: Assassin
Joining location: Ch 26x E/ 28x H
Rating: 6/10

No, it's not a typo- all three of these guys wind up a 6/10.
Jaffar is different in that he's rated on his combat skills rather than on
anything else. His combat skills are good; there's no denying it. He can do
the OHKO, which means even at zero damage he can kill some units.
However... why bother? If you have a solid team, he doesn't do much that your
team doesn't already do much better. If you need a sword user, take him- he'll
serve you well. Otherwise... eh.


---------------------------------------------------------------------------
s.  Bard/Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIs.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Nils                                                                        BARD
--------------------------------------------------------------------------------

Nils is a bard, and he can play his instrument to make a unit move again if they
are blanked out. This is a great support tool because it allows to defend an
area better, finish an enemy, move quicker and get more experience for several
people. He also uses rings for other things such as raising defense, attack,
accuracy and more! He can't attack unfortunately, and he has a low amount of
health and his only real defense is his ability to dodge.

Offensive Rating: N/A
Defensive Rating: N/A
Overall Rating: N/A

Potential: You can't really compare him to others but he will usually get a very
high speed and luck because he won't be able to defend with his bad defense. His
resistance is quite high though.

Party Chance: Him and his sister Ninian do the same thing and share the same
stats, so you only want to bring one. If you are confident you have enough
fighters for a level, then bring him instead of one slot. Try to leave him out
of the levels with mountains and other obstacles because he has a low enough
move range without that impeding him.

-+-+-+-+-+-+-+
NILS
Class: Bard
Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 20 E/ 21 H
Rating: 9/10

I'm not gonna rate these two. Their skills are quite good, especially Nini's
Grace and Filla's might. If you don't want to use them, then don't- you won't
miss them.
Still, it's nice having a unit who beefs up your team and provides them with
extra attacks.


--------------------------------------------------------------------------------
Ninian                                                                    DANCER
--------------------------------------------------------------------------------

Ninian is a dancer, and she can dance to make a unit move again if they
are blanked out. This is a great support tool because it allows to defend an
area better, finish an enemy, move quicker and get more experience for several
people. She also uses rings for other things such as raising defense, attack,
accuracy and more! She can't attack unfortunately, and she has a low amount of
health and her only real defense is her ability to dodge.

Offensive Rating: N/A
Defensive Rating: N/A
Overall Rating: N/A

Potential: You can't really compare her to others but she will usually get a
very high speed and luck because she won't be able to defend with her bad
defense. Her resistance is quite high though.

Party Chance: She and her brother Nils do the same thing and share the same
stats, so you only want to bring one. If you are confident you have enough
fighters for a level, then bring her instead of one slot. Try to leave her out
of the levels with mountains and other obstacles because she has a low enough
move range without that impeding her.

-+-+-+-+-+-+-+
NINIAN
Class: Dancer
Joining location: Ch 7, leaves at Ch 10, rejoins at Ch 20 E/ 21 H
Rating: 9/10

Same as above.


---------------------------------------------------------------------------
t.  Transporter. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIt.)
---------------------------------------------------------------------------

--------------------------------------------------------------------------------
Merlinus                                                                MERCHANT
--------------------------------------------------------------------------------

Merlinus's only purpose in the game is to hold items in the game. He begins as
a stationary tent, and levels up if he survives a level. While sitting there,
he can take items from a long distance if you run out of room on a character.
When he promotes he will be able to move and be a portable War Chest. His stats
excell in dodging (speed, luck and skill) and he has a fair amount of HP, this
is because he can't defend himself. His Defense is either high, low or even and
his Resistance will do the opposite (low if DEF is high, high if DEF is low,
etc).

Offensive Rating: N/A
Defensive Rating: N/A
Overall Rating: N/A

Potential: You can't really compare him to others but he will usually max out
in Speed, Luck and Skill.

Party Chance: He has a great chance of being in your party because it doesn't
take a character slot to bring him. The only problem is that sometimes he is in
danger of being killed and it's better not to bring him. However, if he dies, he
can still be used in other chapters. Which is fortunate for you because
defending can be a chore.

-+-+-+-+-+-+-+
MERLINUS
Class: Transporter
Joining location: Ch 13x E/H, or Chapter 16 E/ Ch 17 H
Rating: -/10

He takes up no space, he lets you give him items. Take him on every mission,
simple as that.


+-----------------------------------------------------------------------------+
|----------------------------VIII. Appendices---------------------------------+
+-----------------------------------------------------------------------------+
Each appendice except for Items and staves has a field form instead of just a
table. The fields look like this:

Name:
Durability:
Level:
Might:
Hit:
Critical:
Weight:
Range:
Cost:
Special:

Table Notes:

SPC: Special. Only certain units can use this.
None: You can't purchase this in a shop

::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
a.  Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIa.)
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

SWORDS                                        (VIIIa1.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Armorslayer      16   D    8   80   0    11  1    1260G
Brave Sword      20   B    9   75   0    12  1    NONE
Durandal         20   SPC  17  90   0    16  1    NONE
Iron Blade       35   D    9   70   0    12  1    980G
Iron Sword       46   E    5   90   0    5   1    460G
Killing Edge     20   C    9   75   30   7   1    1300G
Lancereaver      15   C    9   75   5    9   1    1800G
Light Brand      25   C    9   70   0    9   1-2  NONE
Longsword        18   D    6   85   0    11  1    1260G
Mani Katti       45   SPC  8   80   20   3   1    NONE
Rapier           40   SPC  7   95   10   9   1    NONE
Regal Blade      25   S    20  85   0    5   1    NONE
Runesword        15   A    12  65   0    11  1-2  NONE
Silver Blade     15   A    14  60   0    13  1    1800G
Silver Sword     20   A    13  80   0    8   1    1500G
Slim Sword       30   E    3   100  5    2   1    480G
Sol Katti        30   SPC  12  95   25   14  1    NONE
Steel Blade      25   C    11  65   0    14  1    1250G
Steel Sword      30   D    8   75   0    10  1    600G
Wo Dao           20   D    8   75   35   5   1    NONE
Wyrmslayer       16   C    7   75   0    5   1    NONE

==============================================================================
Name: Armorslayer
Durability: 16
Level: D
Might: 8
Hit: 80
Critical: 0
Weight: 11
Range: 1
Cost: 1260G
Special: Effective against Armor.


Name: Brave Sword
Durability: 20
Level: B
Might: 9
Hit: 75
Critical: 0
Weight: 12
Range: 1
Cost: NONE
Special: Attacks twice for sure, sometimes four times. Attacks in a row.

Name: Durandal
Durability: 20
Level: SPC
Might: 17
Hit: 90
Critical: 0
Weight: 16
Range: 1
Cost: NONE
Special: Effective against dragons. +5 STR bonus.

Name: Iron Blade
Durability: 35
Level: D
Might: 9
Hit: 70
Critical: 0
Weight: 12
Range: 1
Cost: 980G
Special: NONE

Name: Iron Sword
Durability: 46
Level: E
Might: 5
Hit: 90
Critical: 0
Weight: 5
Range: 1
Cost: 460G
Special: NONE

Name: Killing Edge
Durability: 20
Level: C
Might: 9
Hit: 75
Critical: 30
Weight: 7
Range: 1
Cost: 1300G
Special: NONE

Name: Lancereaver
Durability: 15
Level: C
Might: 9
Hit: 75
Critical: 5
Weight: 9
Range: 1
Cost: 1800G
Special: Strong against Lances but weak against axes.

Name: Light Brand
Durability: 25
Level: C
Might: 9
Hit: 70
Critical: 0
Weight: 9
Range: 1-2
Cost: NONE
Special: Attacks long range with Light Magic.

Name: Longsword
Durability: 18
Level: D
Might: 6
Hit: 85
Critical: 0
Weight: 11
Range: 1
Cost: 1260G
Special: Effective Against Cavalry.

Name: Mani Katti
Durability: 45
Level: SPC
Might: 8
Hit: 80
Critical: 20
Weight: 3
Range: 1
Cost: NONE
Special: Effective against armor and cavalry.

Name: Rapier
Durability: 40
Level: SPC
Might: 7
Hit: 95
Critical: 10
Weight: 9
Range: 1
Cost: NONE
Special: Effective against Armor and Cavalry.

Name: Regal Blade
Durability: 25
Level: S
Might: 20
Hit: 85
Critical: 0
Weight: 5
Range: 1
Cost: NONE
Special: NONE

Name: Runesword
Durability: 15
Level: A
Might: 12
Hit: 65
Critical: 0
Weight: 11
Range: 1-2
Cost: NONE
Special: Attacks long range and steals health from enemy for user.

Name: Silver Blade
Durability: 15
Level: A
Might: 14
Hit: 60
Critical: 0
Weight: 13
Range: 1
Cost: 1800G
Special: NONE

Name: Silver Sword
Durability: 20
Level: A
Might: 13
Hit: 80
Critical: 0
Weight: 8
Range: 1
Cost: 1500G
Special: NONE

Name: Slim Sword
Durability: 30
Level: E
Might: 3
Hit: 100
Critical: 5
Weight: 2
Range: 1
Cost: 480G
Special: NONE

Name: Sol Katti
Durability: 30
Level: SPC
Might: 12
Hit: 95
Critical: 25
Weight: 14
Range: 1
Cost: NONE
Special: Effective against dragons. Gives +5 RES bonus.

Name: Steel Blade
Durability: 25
Level: C
Might: 11
Hit: 65
Critical: 0
Weight: 14
Range: 1
Cost: 1250G
Special: NONE

Name: Steel Sword
Durability: 30
Level: D
Might: 8
Hit: 75
Critical: 0
Weight: 10
Range: 1
Cost: 600G
Special: NONE

Name: Wo Dao
Durability: 20
Level: D
Might: 8
Hit: 75
Critical: 35
Weight: 5
Range: 1
Cost: NONE
Special: NONE

Name: Wyrmslayer
Durability: 16
Level: C
Might: 7
Hit: 75
Critical: 0
Weight: 5
Range: 1
Cost: NONE
Special: Effective against Wyverns.


LANCES                                        (VIIIa2.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Axereaver        15   C    10  70   5    11  1    1950G
Brave Lance      30   B    10  70   0    14  1    NONE
Heavy Spear      16   D    7   70   0    14  1    1200G
Horseslayer      16   D    7   70   0    13  1    1040G
Iron Lance       45   E    7   80   0    8   1    360G
Javelin          20   E    6   65   5    11  1-2  400G
Killer Lance     20   C    10  70   30   9   1    1200G
Rex Hasta        25   S    21  80   0    11  1    NONE
Short Spear      18   C    9   60   0    12  1-2  NONE
Silver Lance     20   A    14  75   0    10  1    1200G
Slim Lance       30   E    4   85   5    4   1    450G
Spear            15   B    12  75   0    10  1-2  NONE

=============================================================================
Name: Axereaver
Durability: 15
Level: C
Might: 10
Hit: 70
Critical: 5
Weight: 11
Range: 1
Cost: 1950G
Special: Strong against Axes, Weak against Swords.

Name: Brave Lance
Durability: 30
Level: B
Might: 10
Hit: 70
Critical: 0
Weight: 14
Range: 1
Cost: NONE
Special: Attacks twice no matter what, sometimes four times. Attacks in a row.

Name: Heavy Spear
Durability: 16
Level: D
Might: 7
Hit: 70
Critical: 0
Weight: 14
Range: 1
Cost: 1200G
Special: Strong against Armor.

Name: Horseslayer
Durability: 16
Level: D
Might: 7
Hit: 70
Critical: 0
Weight: 13
Range: 1
Cost: 1040G
Special: Strong against horses.

Name: Iron Lance
Durability: 45
Level: E
Might: 7
Hit: 80
Critical: 0
Weight: 8
Range: 1
Cost: 360G
Special: NONE

Name: Javelin
Durability: 20
Level: E
Might: 6
Hit: 65
Critical: 5
Weight: 11
Range: 1-2
Cost: 400G
Special: NONE

Name: Killer Lance
Durability: 20
Level: C
Might: 10
Hit: 70
Critical: 30
Weight: 9
Range: 1
Cost: 1200G
Special: NONE

Name: Rex Hasta
Durability: 25
Level: S
Might: 21
Hit: 80
Critical: 0
Weight: 11
Range: 1
Cost: NONE
Special: NONE

Name: Short Spear
Durability: 18
Level: C
Might: 9
Hit: 60
Critical: 0
Weight: 12
Range: 1-2
Cost: NONE
Special: NONE

Name: Silver Lance
Durability: 20
Level: A
Might: 14
Hit: 75
Critical: 0
Weight: 10
Range: 1
Cost: 1200G
Special: NONE

Name: Slim Lance
Durability: 30
Level: E
Might: 4
Hit: 85
Critical: 5
Weight: 4
Range: 1
Cost: 450G
Special: NONE

Name: Spear
Durability: 15
Level: B
Might: 12
Hit: 75
Critical: 0
Weight: 10
Range: 1-2
Cost: NONE
Special: NONE

AXES                                          (VIIIa3.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Armads           25   SPC  18  85   0    18  1    NONE
Basilikos        25   S    22  65   75   13  1    NONE
Brave Axe        30   B    16  65   5    16  1    NONE
Devil Axe        20   E    18  55   0    18  1    NONE
Halberd          18   D    10  60   0    15  1    NONE
Hammer           20   D    10  55   5    15  1    800G
Hand Axe         20   E    7   60   0    7   1-2  300G
Iron Axe         45   E    8   75   0    10  1    270G
Killer Axe       20   C    11  65   30   11  1    1000G
Silver Axe       20   A    15  70   0    12  1    1000G
Steel Axe        30   D    11  65   0    15  1    360G
Swordreaver      15   C    11  65   5    13  1    2100G
Swordslayer      20   C    11  80   5    13  1    2000G
Tomahawk         15   A    13  65   0    14  1-2  NONE
Wolf Beil        30   SPC  10  75   5    10  1    NONE

=============================================================================
Name: Armads
Durability: 25
Level: SPC
Might: 18
Hit: 85
Critical: 0
Weight: 18
Range: 1
Cost: NONE
Special: Strong Against Dragons. Increases Defence by 5.

Name: Basilikos
Durability: 25
Level: S
Might: 22
Hit: 65
Critical: 75
Weight: 13
Range: 1
Cost: NONE
Special: NONE

Name: Brave Axe
Durability: 30
Level: B
Might: 16
Hit: 65
Critical: 5
Weight: 16
Range: 1
Cost: NONE
Special: Always attacks twice, sometimes four times. Attacks in a row.

Name: Devil Axe
Durability: 20
Level: E
Might: 18
Hit: 55
Critical: 0
Weight: 18
Range: 1
Cost: NONE
Special: Sometimes damages user instead of enemy.

Name: Halberd
Durability: 18
Level: D
Might: 10
Hit: 60
Critical: 0
Weight: 15
Range: 1
Cost: NONE
Special: Strong against Cavalry.

Name: Hammer
Durability: 20
Level: D
Might: 10
Hit: 55
Critical: 5
Weight: 15
Range: 1
Cost: 800G
Special: Strong against Armor.

Name: Hand Axe
Durability: 20
Level: E
Might: 7
Hit: 60
Critical: 0
Weight: 7
1-2
Cost: 300G
Special: NONE

Name: Iron Axe
Durability: 45
Level: E
Might: 8
Hit: 75
Critical: 0
Weight: 10
Range: 1
Cost: 270G
Special: NONE

Name: Killer Axe
Durability: 20
Level: C
Might: 11
Hit: 65
Critical: 30
Weight: 11
Range: 1
Cost: 1000G
Special: NONE

Name: Silver Axe
Durability: 20
Level: A
Might: 15
Hit: 70
Critical: 0
Weight: 12
Range: 1
Cost: 1000G
Special: NONE

Name: Steel Axe
Durability: 30
Level: D
Might: 11
Hit: 65
Critical: 0
Weight: 15
Range: 1
Cost: 360G
Special: NONE

Name: Swordreaver
Durability: 15
Level: C
Might: 11
Hit: 65
Critical: 5
Weight: 13
Range: 1
Cost: 2100G
Special: Strong against Swords, weak against Lances.

Name: Swordslayer
Durability: 20
Level: C
Might: 11
Hit: 80
Critical: 5
Weight: 13
Range: 1
Cost: 2000G
Special: Strong against Lances AND any unit that uses a sword.

Name: Tomahawk
Durability: 15
Level: A
Might: 13
Hit: 65
Critical: 0
Weight: 14
Range: 1-2
Cost: NONE
Special: NONE

Name: Wolf Beil
Durability: 30
Level: SPC
Might: 10
Hit: 75
Critical: 5
Weight: 10
Range: 1
Cost: NONE
Special: Strong against Cavalry and Armor.


BOWS                                          (VIIIa4.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Brave Bow        30   B    10  70   0    12  2    NONE
Iron Bow         45   E    6   85   0    10  2    360
Killer Bow       20   C    9   75   30   7   2    1400G
Longbow          20   D    5   65   0    10  2-3  2000G
Rienfleche       25   S    20  80   0    7   2    NONE
Silver Bow       20   A    13  75   0    6   2    1600G
Short Bow        22   D    5   85   10   5   2    1760G
Steel Bow        30   D    9   70   0    9   2    720G

=============================================================================
Name: Brave Bow
Durability: 30
Level: B
Might: 10
Hit: 70
Critical: 0
Weight: 12
Range: 2
Cost: NONE
Special: Attacks twice always and sometimes four times. Attacks in a row.

Name: Iron Bow
Durability: 45
Level: E
Might: 6
Hit: 85
Critical: 0
Weight: 10
Range: 2
Cost: 360
Special: NONE

Name: Killer Bow
Durability: 20
Level: C
Might: 9
Hit: 75
Critical: 30
Weight: 7
Range: 2
Cost: 1400G
Special: NONE

Name: Longbow
Durability: 20
Level: D
Might: 5
Hit: 65
Critical: 0
Weight: 10
Range: 2-3
Cost: 2000G
Special: Attacks long range.

Name: Rienfleche
Durability: 25
Level: S
Might: 20
Hit: 80
Critical: 0
Weight: 7
Range: 2
Cost: NONE
Special: NONE

Name: Silver Bow
Durability: 20
Level: A
Might: 13
Hit: 75
Critical: 0
Weight: 6
Range: 2
Cost: 1600G
Special: NONE

Name: Short Bow
Durability: 22
Level: D
Might: 5
Hit: 85
Critical: 10
Weight: 5
Range: 2
Cost: 1760G
Special: NONE

Name: Steel Bow
Durability: 30
Level: D
Might: 9
Hit: 70
Critical: 0
Weight: 9
Range: 2
Cost: 720G
Special: NONE


ANIMA MAGIC                                   (VIIIa5.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Bolting          5    B    12  60   0    20  3-10 NONE
Elfire           30   C    10  85   0    10  1-2  1200G
Excalibur        25   S    18  90   10   13  1-2  NONE
Flametongue      INF  ---  --  ---  ---  --  ---  NONE
Fimbulvetr       20   A    13  80   0    12  1-2  NONE
Fire             40   E    5   90   0    4   1-2  560G
Foreblaze        20   SPC  14  85   5    11  1-2  NONE
Thunder          30   D    8   90   5    6   1-2  700G

=============================================================================
Name: Bolting
Durability: 5
Level: B
Might: 12
Hit: 60
Critical: 0
Weight: 20
Range: 3-10
Cost: NONE
Special: Long Range Magic.

Name: Elfire
Durability: 30
Level: C
Might: 10
Hit: 85
Critical: 0
Weight: 10
Range: 1-2
Cost: 1200G
Special: NONE

Name: Excalibur
Durability: 25
Level: S
Might: 18
Hit: 90
Critical: 10
Weight: 13
Range: 1-2
Cost: NONE
Special: NONE

Name: Flametongue
Durability: INF
Level: SPC
Might: 0
Hit: Always
Critical: ---
Weight: --
Range: 1-3
Cost: NONE
Special: Extended Range.

Name: Fimbulvetr
Durability: 20
Level: A
Might: 13
Hit: 80
Critical: 0
Weight: 12
Range: 1-2
Cost: NONE
Special: NONE

Name: Fire
Durability: 40
Level: E
Might: 5
Hit: 90
Critical: 0
Weight: 4
Range: 1-2
Cost: 560G
Special: NONE

Name: Foreblaze
Durability: 20
Level: SPC
Might: 14
Hit: 85
Critical: 5
Weight: 11
Range: 1-2
Cost: NONE
Special: Effective against Magic. Increases Luck by 5.

Name: Thunder
Durability: 30
Level: D
Might: 8
Hit: 90
Critical: 5
Weight: 6
Range: 1-2
Cost: 700G
Special: NONE


DARK MAGIC                                    (VIIIa6.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Eclipse          5    B    0   30   0    12  3-10 NONE
Ereshkigal       ---  ---  20  96   0    12  1-2  NONE
Fenrir           20   A    15  70   0    18  1-2  NONE
Flux             45   D    7   80   0    8   1-2  900G
Gespenst         25   S    23  80   0    20  1-2  NONE
Luna             35   C    0   95   20   12  1-2  NONE
Nosferatu        20   C    10  70   0    14  1-2  NONE

=============================================================================
Name: Eclipse
Durability: 5
Level: B
Might: 0
Hit: 30
Critical: 0
Weight: 12
Range: 3-10
Cost: NONE
Special: Decreases health of enemy by half if it hits. Long Range Magic.

Name: Ereshkigal
Durability: INF
Level: SPC
Might: 20
Hit: 96
Critical: 0
Weight: 12
Range: 1-2
Cost: NONE
Special: NONE

Name: Fenrir
Durability: 20
Level: A
Might: 15
Hit: 70
Critical: 0
Weight: 18
Range: 1-2
Cost: NONE
Special: NONE

Name: Flux
Durability: 45
Level: D
Might: 7
Hit: 80
Critical: 0
Weight: 8
Range: 1-2
Cost: 900G
Special: NONE

Name: Gespenst
Durability: 25
Level: S
Might: 23
Hit: 80
Critical: 0
Weight: 20
Range: 1-2
Cost: NONE
Special: NONE

Name: Luna
Durability: 35
Level: C
Might: 0
Hit: 95
Critical: 20
Weight: 12
Range: 1-2
Cost: NONE
Special: Ignore's enemy's Resistance when attacking.

Name: Nosferatu
Durability: 20
Level: C
Might: 10
Hit: 70
Critical: 0
Weight: 14
Range: 1-2
Cost: NONE
Special: Steals HP from enemy and heals the user.

LIGHT MAGIC                                   (VIIIa7.)
-------------------------------------------------------
-Name            DUR  LVL  MT  HIT  CRT  WT  RNG  COST-
-------------------------------------------------------
Aura             20   A    12  85   15   15  1-2  NONE
Aureola          20   S    15  90   5    14  1-2  NONE
Divine           25   C    8   85   10   12  1-2  2500G
Lightning        35   E    4   95   5    6   1-2  630G
Luce             25   S    16  95   25   16  1-2  NONE
Purge            5    B    10  85   5    20  3-10 NONE
Shine            30   D    6   90   8    8   1-2  900G

=============================================================================
Name: Aura
Durability: 20
Level: A
Might: 12
Hit: 85
Critical: 15
Weight: 15
Range: 1-2
Cost: NONE
Special: NONE

Name: Aureola
Durability: 20
Level: S
Might: 15
Hit: 90
Critical: 5
Weight: 14
Range: 1-2
Cost: NONE
Special: Effective against dragons. Increases RES by 5.

Name: Divine
Durability: 25
Level: C
Might: 8
Hit: 85
Critical: 10
Weight: 12
Range: 1-2
Cost: 2500G
Special: NONE

Name: Lightning
Durability: 35
Level: E
Might: 4
Hit: 95
Critical: 5
Weight: 6
Range: 1-2
Cost: 630G
Special: NONE

Name: Luce
Durability: 25
Level: S
Might: 16
Hit: 95
Critical: 25
Weight: 16
Range: 1-2
Cost: NONE
Special: NONE

Name: Purge
Durability: 5
Level: B
Might: 10
Hit: 85
Critical: 5
Weight: 20
Range: 3-10
Cost: NONE
Special: Long Range Magic.

Name: Shine
Durability: 30
Level: D
Might: 6
Hit: 90
Critical: 8
Weight: 8
Range: 1-2
Cost: 900G
Special: NONE

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
b.  Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIb.)
::::::::::::::::::::::::::::::::::::::::::::::::::::::;::::::::::::::::::::

STAVES                                                                (VIIIb1.)

M/2 is Magic divided by 2.
##+M is Number plus magic equals HP healed.
-------------------------------------------------------------------------------
-Name            DUR   LVL   HEAL    RNG    EFFECT                        COST-
-------------------------------------------------------------------------------
Barrier          15    C     NONE    1      Increase Resistance for time. 1500G
Berserk          3     B     NONE    M/2    Makes an enemy attack enemies NONE
Fortify          8     A     10+M    M/2    Heals all allies in the range NONE
Hammerne         3     C     NONE    1      Repairs a weapon's DUR.       NONE
Heal             30    E     10+M    1      Heals an ally.                600G
Mend             20    D     20+M    1      Heals an ally.                1000G
Physic           15    B     10+M    M/2    Heals an ally from a distance 3750G
Recover          15    C     ALL     1      Completely heals an ally.     2250G
Rescue           3     B     NONE    M/2    Takes ally and moves nearby.  NONE
Restore          10    C     COND    1      Sets ally condition to normal 2000G
Silence          3     B     NONE    M/2    Stops an enemy from using MAG NONE
Sleep            3     B     NONE    M/2    Enemy can't move or attack    NONE
Torch            10    D     NONE    M/2    Lights up an area for time.   1000G
Unlock           10    D     NONE    M/2    Unlocks doors from distance.  1000G
Warp             5     A     NONE    1      Moves adjacent allies away.   NONE

ITEMS/RINGS                                                            (VIIIb2.)
-------------------------------------------------------------------------------
-Name               COST           DUR   EFFECT                               -
-------------------------------------------------------------------------------
Afa's Drops         NONE           1     Boosts Stat Growths of unit who uses.
Angelic Robe        NONE           1     Increases HP by 7
Antitoxin           450G           3     Cures unit from poison.
Blue Gem            NONE           1     Sell for 5000G.
Body Ring           NONE           1     Increases CON by 2.
Boots               NONE           1     Increases MOVE by 2.
Chest Key           50G            5     Opens chests.
Delphi Shield       NONE           --    Protects fliers from arrows.
Door Key            50G            5     Opens doors.
Dragonshield        NONE           1     Increases DEF by 2.
Earth Seal*         20000G         1     Promotes some units above level 10.
Elixir              3000G          3     Restores all HP.
Elysian Whip        10000G         1     Promotes fliers above level 10.
Energy Ring         NONE           1     Increases STR by 2.
Fell Contract       50000G         1     Promotes thieves above level 10.
Filla's Might       NONE           15    Increases ally attack for 1 turn.
Goddess Icon        NONE           1     Increases Luck by 2.
Guiding Ring        10000G         1     Promotes magic users above level 10.
Heaven Seal         NONE           1     Promotes non-main Lords above level 10.
Hero Crest**        10000G         1     Promotes some units above level 10.
Iron Rune           NONE           --    Negates Critical Hits against.
Knight Crest        10000G         1     Promotes Cavalry and Knights level 10+
Light Rune          NONE           1     Stops an enemy from standing on square.
Lockpick            1200G          15    Opens doors and chests. Thieves only.
Member Card         NONE           --    Lets you visit secret shops.
Mine                NONE           1     Enemies are damaged if they step on it.
Nini's Grace        NONE           15    Increases ally DEF for 1 turn.
Ocean Seal          50000G         1     Promotes Pirates above level 10.
Orion's Bolt        10000G         1     Promotes Archers + Nomads above lvl 10.
Power Ring          NONE           1     Increases STR by 2.
Pure Water          900G           3     Increases RES temporarily.
Red Gem             NONE           1     Sells for 2500G
Secret Book         NONE           1     Increases SKL by 2.
Set's Litany        NONE           15    Increases ally AVOID for 1 turn.
Speedwings          NONE           1     Increases SPD by 2.
Talisman            NONE           1     Increases RES by 2.
Thor's Ire          NONE           1     Increases ally CRT for 1 turn.
Torch               500G           5     Lights up an area temporarily.
Vulernary           300G           3     Heals 10 HP.
White Gem           NONE           1     Sells for 10000G.

*Promotes: Pegasus Knights, Wyvern Riders, Cavaliers, Knights, Mages, Monks,
Troubadours, Clerics, Shamans, Myrmidon, Mercenary, Fighters, Archers, Nomads.

**Promotes: Myrmidon, Mercenary, Fighter

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
c.  Promotion Bonuses. . . . . . . . . . . . . . . . . . . . . . . (VIIIc.)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

Thise appendice has a list of all stat boosts and weapon gains that the units
will receive when they are promoted from one class to another. These are only
GAINS, so weapons that are listed are added to the current ones.

It also only lists the stats that are added, there are more (like LUCK) that
aren't shown because they don't increase with promotion.

---------------------------------------------------------------------------
BLADE LORD
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
STR +2
SKL +2
DEF +3
RES +5
CON +1
AID +1
MOV +1

\Weapon Gains:
 ---------------
Bow

\Promotion Item:
 ---------------
Heaven Seal

---------------------------------------------------------------------------
KNIGHT LORD
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
STR +2
SPD +1
DEF +1
RES +3
CON +2
AID +2
MOV +4

\Weapon Gains:
 ---------------
Lance

\Promotion Item:
 ---------------
Heaven Seal


---------------------------------------------------------------------------
GREAT LORD
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
SKL +2
SPD +3
DEF +1
RES +5
CON +2
AID +2


\Weapon Gains:
 ---------------
Sword

\Promotion Item:
 ---------------
Heaven Seal

---------------------------------------------------------------------------
PALADIN
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +2
STR +1
SKL +1
SPD +1
DEF +2
RES +1
CON +2
AID -2
MOV +1


\Weapon Gains:
 ---------------
Axe

\Promotion Item:
 ---------------
Knight Crest

---------------------------------------------------------------------------
FALCOKNIGHT
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +5
STR +2
DEF +2
RES +2
CON +1
AID -1
MOV +1



\Weapon Gains:
 ---------------
Sword

\Promotion Item:
 ---------------
Elysian Whip

---------------------------------------------------------------------------
SNIPER
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 MALE             FEMALE
 HP +3             HP +4
STR +1            STR +3
SKL +2            SKL +1
SPD +2            sPD +1
DEF +2            DEF +2
RES +3            RES +2
CON +1            CON +1
MOV +1            MOV +1
AID +1            AID +1

\Weapon Gains:
 ---------------
NONE

\Promotion Item:
 ---------------
Orion's Bolt

---------------------------------------------------------------------------
WARRIOR
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
STR +1
SKL +2
DEF +3
RES +3
CON +2
AID +2
MOV +1


\Weapon Gains:
 ---------------
Bow

\Promotion Item:
 ---------------
Hero Crest

---------------------------------------------------------------------------
SAGE
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 MALE             FEMALE
 HP +4             HP +3
MAG +1            MAG +1
DEF +3            SKL +1
RES +3            DEF +3
CON +1            RES +3
AID +1            CON +1
MOV +1            AID +1
                  MOV +1


\Weapon Gains:
 ---------------
Staff

\Promotion Item:
 ---------------
Guiding Ring

---------------------------------------------------------------------------
BISHOP
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------

 MALE             FEMALE
 HP +3             HP +3
MAG +2            MAG +1
SKL +1            SKL +2
DEF +3            SPD +1
RES +2            DEF +2
CON +1            RES +2
AID +1            CON +1
MOV +1            AID +1
                  MOV +1

\Weapon Gains:
 ---------------
Staff OR Light Magic depending on who promotes

\Promotion Item:
 ---------------
Guiding Ring

---------------------------------------------------------------------------
NOMADIC TROOPER
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
STR +2
SKL +1
SPD +1
DEF +3
RES +3
CON +1
AID -1
MOV +1

\Weapon Gains:
 ---------------
Sword

\Promotion Item:
 ---------------
Orion's Bolt

---------------------------------------------------------------------------
ASSASSIN
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
STR +1
DEF +2
RES +2

\Weapon Gains:
 ---------------
None

\Promotion Item:
 ---------------
Fell Contract

---------------------------------------------------------------------------
GENERAL
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
STR +2
SKL +2
SPD +3
DEF +2
RES +3
CON +2
AID +2
MOV +1

\Weapon Gains:
 ---------------
Axe

\Promotion Item:
 ---------------
Knight Crest

---------------------------------------------------------------------------
SWORDMASTER
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +5
STR +2
DEF +2
RES +1
CON +1
AID +1
MOV +1

\Weapon Gains:
 ---------------
None

\Promotion Item:
 ---------------
Hero Crest

---------------------------------------------------------------------------
VALKYRIE
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +3
MAG +2
SKL +1
DEF +2
RES +3
CON +1
AID +1
MOV +1


\Weapon Gains:
 ---------------
Anima Magic

\Promotion Item:
 ---------------
Guiding Ring

---------------------------------------------------------------------------
HERO
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
SKL +2
SPD +2
DEF +2
CON +1
AID +1
MOV +1

\Weapon Gains:
 ---------------
Axe

\Promotion Item:
 ---------------
Hero Crest

---------------------------------------------------------------------------
DRUID
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
SPD +3
DEF +2
RES +2
CON +1
AID +1
MOV +1

\Weapon Gains:
 ---------------
Staff

\Promotion Item:
 ---------------
Guiding Ring

---------------------------------------------------------------------------
BERSERKER
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
STR +1
SKL +1
SPD +1
DEF +2
RES +2
CON +3
AID +3
MOV +1

\Weapon Gains:
 ---------------
NONE

\Promotion Item:
 ---------------
Ocean Seal

---------------------------------------------------------------------------
WYVERN LORD
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
 HP +4
SKL +2
SPD +2
DEF +2
CON +1
AID -1
MOV +1

\Weapon Gains:
 ---------------
Sword

\Promotion Item:
 ---------------
Elysian Whip

---------------------------------------------------------------------------
TRANSPORTER
---------------------------------------------------------------------------

\Stat Boosts:
 ---------------
MOV +5
AID -24

\Weapon Gains:
 ---------------
NONE

\Promotion Item:
 ---------------
Promotes at level 20

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
d.  Store locations and inventories. . . . . . . . . . . . . . . . (VIIId.)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

This appendice has a list of all stores, what chapter they are in and what
they will sell for what price to you. Use it well.

===========================================================================
CHAPTER 3
===========================================================================

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G


===========================================================================
CHAPTER 5
===========================================================================


                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     JAVELIN                          400G
                     HAND AXE                         300G
                     IRON BOW                         540G

===========================================================================
CHAPTER 7
===========================================================================


                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     HEAL (STAFF)                     600G
                     FIRE (MAGIC)                     560G

===========================================================================
CHAPTER 8
===========================================================================

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G
                     IRON AXE                         270G
                     IRON BOW                         540G

===========================================================================
CHAPTER 10
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     HEAL (STAFF)                     600G
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     STEEL BOW                        720G
                     ARMORSLAYER                      1260G
                     HEAVY SPEAR                      1200G
                     HAMMER                           800G

===========================================================================
CHAPTER 11
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G

===========================================================================
CHAPTER 12
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G
                     IRON AXE                         270G
                     IRON BOW                         540G

===========================================================================
CHAPTER 13
===========================================================================

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     JAVELIN                          400G
                     HAND AXE                         300G
                     IRON BOW                         540G

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     HEAL (STAFF)                     600G

===========================================================================
CHAPTER 14
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     HEAL (STAFF)                     600G
                     FIRE (MAGIC)                     560G

                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G
                     IRON AXE                         270G
                     IRON BOW                         540G

===========================================================================
CHAPTER 15
===========================================================================


                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     DOOR KEY                         50G
                     HEAL (STAFF)                     600G
                     FIRE (MAGIC)                     560G

                                     --------
                                    /ARMORY 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     SLIM SWORD                       480G
                     IRON SWORD                       460G
                     STEEL SWORD                      600G
                     IRON AXE                         270G
                     STEEL AXE                        360G
                     HAND AXE                         300G

                                     --------
                                    /ARMORY 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     SLIM LANCE                       450G
                     IRON LANCE                       360G
                     STEEL LANCE                      480G
                     JAVELIN                          400G
                     IRON BOW                         540G
                     STEEL BOW                        720G
===========================================================================
CHAPTER 16x
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G

===========================================================================
CHAPTER 17
===========================================================================

                                      ------
                                     /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     DOOR KEY                         50G
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G
                     FLUX (MAGIC)                     900G


                                      ------
                                     /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     STEEL SWORD                      600G
                     STEEL LANCE                      480G
                     JAVELIN                          400G
                     STEEL AXE                        360G
                     HAND AXE                         300G
                     IRON BOW                         540G
                     STEEL BOW                        720G

===========================================================================
CHAPTER 19
===========================================================================

                                  -------------
                                 /SECRET SHOP 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON BLADE                       980G
                     STEEL BLADE                      1250G
                     SILVER BLADE                     1800G
                     PHYSIC (STAFF)                   3750G
                     UNLOCK (STAFF)                   1500G


                                  -------------
                                 /SECRET SHOP 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     KILLING EDGE                     1300G
                     KILLER LANCE                     1200G
                     KILLER AXE                       1000G
                     KILLER BOW                       1400G
                     ELIXIR                           3000G


===========================================================================
CHAPTER 20
===========================================================================


                                     --------
                                    /VENDOR 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G
                     FLUX (MAGIC)                     900G

                                     --------
                                    /VENDOR 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     DOOR KEY                         50G
                     PURE WATER                       900G
                     ANTITOXIN                        450G

                                    --------
                                   /ARMORY 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G
                     JAVELIN                          400G
                     IRON AXE                         270G
                     HAND AXE                         300G
                     IRON BOW                         540G

                                    --------
                                   /ARMORY 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     STEEL SWORD                       600G
                     STEEL LANCE                       480G
                     STEEL AXE                         360G
                     STEEL BOW                         720G

===========================================================================
CHAPTER 21
===========================================================================

                                   -----------
                                  /SECRET SHOP\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     ELIXIR                           3000G
                     CHEST KEY                        1500G
                     LOCKPICK                         1200G
                     PHYSIC (STAFF)                   3750G
                     TORCH (STAFF)                    1000G
                     UNLOCK (STAFF)                   1500G
                     BARRIER (STAFF)                  2250G

===========================================================================
CHAPTER 23
===========================================================================


                                     --------
                                    /VENDOR 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G
                     FLUX (MAGIC)                     900G

                                     --------
                                    /VENDOR 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     ANTITOXIN                        450G
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     RESTORE (STAFF)                  2000G

                                     --------
                                    /ARMORY 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     STEEL SWORD                      600G
                     LANCEREAVER                      1800G
                     STEEL LANCE                      480G
                     AXEREAVER                        1950G
                     STEEL AXE                        360
                     SWORDREAVER                      2100G
                     STEEL BOW                        720G


                                     --------
                                    /ARMORY 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     IRON LANCE                       360G
                     JAVELIN                          400G
                     IRON AXE                         270G
                     HAND AXE                         300G
                     IRON BOW                         540G

                                    -----------
                                   /SECRET SHOP\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     ARMORSLAYER                      1260G
                     LONGSWORD                        1260G
                     HEAVY SPEAR                      1200G
                     HORSESLAYER                      1040G
                     HAMMER                           800G
                     HALBERD                          810G


===========================================================================
CHAPTER 25 (HECTOR)
===========================================================================

                                    ------
                                   /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     MEND (STAFF)                     1000G
                     THUNDER (MAGIC)                  700G
                     LIGHTNING (MAGIC)                630G
                     FLUX (MAGIC)                     900G

                                    ------
                                   /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     STEEL SWORD                       600G
                     STEEL LANCE                       480G
                     STEEL AXE                         360G
                     STEEL BOW                         720G


===========================================================================
CHAPTER 24
===========================================================================

                                    ------
                                   /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     ELFIRE (MAGIC)                   1200G
                     SHINE (MAGIC)                    900G
                     FLUX (MAGIC)                     900G

                                    ------
                                   /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     KILLING EDGE                     1300G
                     KILLER LANCE                     1200G
                     JAVELIN                          400G
                     KILLER AXE                       1000G
                     HAND AXE                         300G
                     KILLER BOW                       1400G

===========================================================================
CHAPTER 27
===========================================================================


                                    ------
                                   /VENDOR\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     DOOR KEY                         50G
                     HEAL (STAFF)                     600G
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     ELFIRE (MAGIC)                   1200G
                     LIGHTNING (MAGIC)                630G
                     SHINE (MAGIC)                    900G
                     FLUX (MAGIC)                     900G

                                    ------
                                   /ARMORY\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON SWORD                       460G
                     SILVER SWORD                     1500G
                     IRON LANCE                       360G
                     SILVER LANCE                     1200G
                     IRON AXE                         270G
                     SILVER AXE                       1000G
                     IRON BOW                         540G
                     SILVER BOW                       1600G

===========================================================================
CHAPTER 29
===========================================================================

                                    -----------
                                   /SECRET SHOP\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     HERO CREST                       10000G
                     KNIGHT CREST                     10000G
                     ELYSIAN WHIP                     10000G
                     ORION'S BOLT                     10000G
                     GUIDING RING                     10000G

===========================================================================
CHAPTER 29x
===========================================================================

                                     --------
                                    /VENDOR 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     VULERNARY                        300G
                     ELIXIR                           3000G
                     PURE WATER                       900G
                     DOOR KEY                         50G
                     HEAL (STAFF)                     600G
                     MEND (STAFF)                     1000G
                     RECOVER (STAFF)                  2250G
                     RESTORE (STAFF)                  2000G

                                     --------
                                    /VENDOR 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     FIRE (MAGIC)                     560G
                     THUNDER (MAGIC)                  700G
                     ELFIRE (MAGIC)                   1200G
                     LIGHTNING (MAGIC)                630G
                     SHINE (MAGIC)                    900G
                     DIVINE (MAGIC)                   2500G
                     FLUX (MAGIC)                     900G

                                     --------
                                    /ARMORY 1\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     SLIM SWORD                       480G
                     IRON SWORD                       460G
                     STEEL SWORD                      600G
                     SILVER SWORD                     1500G
                     KILLING EDGE                     1300G
                     LANCEREAVER                      1800G

                                     --------
                                    /ARMORY 2\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     SLIM LANCE                       450G
                     IRON LANCE                       360G
                     STEEL LANCE                      480G
                     SILVER LANCE                     1200G
                     KILLER LANCE                     1200G
                     AXEREAVER                        1950G
                     JAVELIN                          400G

                                     --------
                                    /ARMORY 3\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON BOW                         540G
                     STEEL BOW                        720G
                     SILVER BOW                       1600G
                     KILLER BOW                       1400G
                     SHORT BOW                        1400G
                     LONGBOW                          2000G

                                     --------
                                    /ARMORY 4\
---------------------------------------------------------------------------
                        ITEM                          PRICE
---------------------------------------------------------------------------
                     IRON AXE                         270G
                     STEEL AXE                        360G
                     SILVER AXE                       1000G
                     KILLER AXE                       1000G
                     SWORDREAVER                      2100G
                     HAND AXE                         300G


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
e.  Support list . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIe.)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

The below is a list of units in the order you obtain the units in the game.
Below it are the names of their supports in ALPHABETICAL ORDER! This list does
NOT show which is "easiest" or "best" for them. It lists three numbers; the
first is the number of turns for an "C" support, the second a number for the
"B" support and third the number for a "A" support.
Affinities for the characters are also listed. Check back in the earlier 
supports section for a list of the bonuses bestowed for each affinity.

================================================================================
1. Lyn      Wind
================================================================================

ELIWOOD   36   76   116   Anima
FLORINA    2   22    42   Light
HECTOR    27   54    81   Thunder
KENT      21   48    75   Anima
RATH      17   37    57   Dark
WALLACE   33   73   113   Thunder
WIL       22   49    76   Wind

================================================================================
2. Sain     Wind
================================================================================

FIORA     41   81   121   Wind
ISADORA   81  161   241   Dark
KENT      17   44    71   Anima
LOUISE    81  161         Light
PRISCILLA 41   81   121   Wind
REBECCA   41   81   121   Fire
SERRA     41   81   121   Thunder

================================================================================
3. Kent     Anima
================================================================================

FARINA    81   161   241   Anima
FIORA     27    54    81   Wind
HEATH     41    81   121   Thunder
LYN       21    48    75   Wind
SAIN      17    44    71   Wind
WALLACE   33    73   113   Thunder

================================================================================
4. Florina   Light
================================================================================

FARINA    16    43    70   Anima
FIORA     12    32    52   Wind
HECTOR    38    78   118   Thunder
LYN        2    22    52   Wind
NINIAN    21    41    61   Ice
NINO      41    81   121   Fire
SERRA     81   161   241   Thunder

================================================================================
5. Wil       Wind
================================================================================

DART      21    48    75   Fire
LYN       22    49    76   Wind
RATH      41    81   121   Dark
RAVEN     81   161   241   Ice
REBECCA   17    44    71   Fire
WALLACE   41    81   121   Thunder

================================================================================
6. Dorcas    Fire
================================================================================

BARTRE    22    49    76   Thunder
FARINA    81   161   241   Anima
GEITZ     27    54    81   Thunder
OSWIN     41    81   121   Anima
VAIDA     41    81   121   Fire

================================================================================
7. Serra     Thunder
================================================================================

ERK       79   159   239   Thunder
FLORINA   81   161   241   Light
HECTOR    66   146   226   Thunder
LUCIUS    41    81   121   Light
MATTHEW   76   156   236   Wind
OSWIN     71   151   231   Anima
SAIN      41    81   121   Wind

================================================================================
8. Erk        Thunder
================================================================================

LOUISE    31    71    --   Light
NINO      27    54    81   Fire
PENT      19    46    --   Ice
PRISCILLA 22    49    76   Wind
SERRA     79   159   239   Thunder

================================================================================
9. Rath        Darkness
================================================================================

GUY       21    41    61   Fire
LYN       17    37    57   Wind
WIL       41    81   121   Wind

================================================================================
10. Matthew    Wind
================================================================================

GUY       24    51    78   Fire
HECTOR    21    48    75   Thunder
JAFFAR    81   161   241   Ice
LEGAULT   41    81   121   Ice
OSWIN     38    78   118   Anima
SERRA     75   156   236   Thunder

================================================================================
11. Lucius     Light
================================================================================

KAREL     81   161   241   Light
PRISCILLA 38    78   118   Wind
RAVEN     17    44    71   Ice
RENAULT   41    81   121   Anima
SERRA     41    81   121   Thunder

================================================================================
12. Nils       Ice
================================================================================

NONE

================================================================================
13. Wallace    Thunder
================================================================================

KENT      33    73   113   Anima
LYN       33    73   113   Wind
RENAULT   41    81   121   Anima
VAIDA     41    81   121   Fire
WIL       41    81   121   Wind

================================================================================
14. Eliwood    Anima
================================================================================

FIORA     41    81   121   Wind
HARKEN    19    46    73   Fire
HECTOR     3    30    57   Thunder
LOWEN     31    71   111   Fire
LYN       36    76   116   Wind
MARCUS    28    68   108   Ice
NINIAN    17    33    49   Ice

================================================================================
15. Marcus     Ice
================================================================================

ELIWOOD   28    68   108   Anima
HARKEN    31    71   111   Fire
ISADORA   22    49    76   Dark
LOWEN     21    48    75   Fire
MERLINUS  41    81   121   Dark

================================================================================
16. Lowen      Fire
================================================================================

ELIWOOD   31    71   111   Anima
HARKEN    22    49    76   Fire
ISADORA   24    51    78   Dark
MARCUS    21    48    75   Ice
REBECCA   38    78   118   Fire

================================================================================
17. Rebecca     Fire
================================================================================

DART      16    43    70   Fire
LOUISE    27    54    --   Light
LOWEN     38    78   118   Fire
NINO      27    54    81   Fire
RAVEN     41    81   121   Ice
SAIN      41    81   121   Wind
WIL       17    44    71   Wind

================================================================================
18. Bartre      Thunder
================================================================================

CANAS     41    81   121   Anima
DORCAS    22    49    76   Fire
KARLA     19    39    59   Dark
RAVEN     81   161   241   Ice
RENAULT   81   161   241   Anima

================================================================================
19. Hector      Thunder
================================================================================

ELIWOOD    3   30    57    Anima
FARINA    81  161   241    Anima
FLORINA   38   78   118    Light
LYN       27   54    81    Wind
MATTHEW   21   48    75    Wind
OSWIN     31   71   111    Anima
SERRA     66  146   226    Thunder

================================================================================
20. Oswin       Anima
================================================================================

DORCAS    41    81   121   Fire
HECTOR    31    71   111   Thunder
MATTHEW   38    78   118   Wind
PRISCILLA 41    81   121   Wind
SERRA     71   151   231   Thunder

================================================================================
21. Guy         Fire
================================================================================

KAREL     26    53    80   Light
LOUISE    81   161    --   Light
MATTHEW   24    51    78   Wind
PRISCILLA 41    81   121   Wind
RATH      21    41    61   Dark

================================================================================
22. Priscilla   Wind
================================================================================

ERK       22    49    75   Thunder
GUY       41    81   121   Fire
HEATH     41    81   121   Thunder
LUCIUS    38    78   118   Light
OSWIN     41    81   121   Anima
RAVEN     21    48    75   Ice
SAIN      41    81   121   Wind

================================================================================
23. Raven       Ice
================================================================================

BARTRE    81   161   241   Thunder
LUCIUS    17    44    71   Light
PRISCILLA 21    48    75   Wind
REBECCA   41    81   121   Fire
WIL       81   161   241   Wind

================================================================================
24. Canas       Anima
================================================================================

BARTRE    41    81   121   Thunder
NINO      27    54    81   Fire
PENT      27    54    --   Ice
RENAULT   41    81   121   Anima
VAIDA     41    81   121   Fire

================================================================================
25. Dart        Fire
================================================================================

FARINA    41    81   121   Anima
GEITZ     41    81   121   Thunder
KAREL     41    81   121   Light
REBECCA   16    43    70   Fire
WIL       21    48    75   Wind

================================================================================
26. Fiora       Wind
================================================================================

ELIWOOD   41    81   121   Anima
FARINA    17    44    71   Anima
FLORINA   12    32    52   Light
GEITZ     81   161   241   Thunder
KENT      27    54    81   Anima
PENT      36    76    --   Ice
SAIN      41    81   121   Wind

================================================================================
27. Legault     Ice
================================================================================

HEATH     41    81   121   Thunder
ISADORA   81   161   241   Dark
JAFFAR    76   156   236   Ice
MATTHEW   41    81   121   Wind
NINO      41    81   121   Fire

================================================================================
28. Ninian      Ice
================================================================================

ELIWOOD   17    33    49   Anima
FLORINA   21    41    61   Light
HAWKEYE   27    54    81   Wind
 
================================================================================
29. Isadora     Darkness
================================================================================

GEITZ     41    81   121   Thunder
HARKEN    11    31    51   Fire
LEGAULT   81   161   241   Ice
LOWEN     24    51    78   Fire
MARCUS    22    49    76   Ice
RENAULT   81   161   241   Anima
SAIN      81   161   241   Wind

================================================================================
30. Heath       Thunder
================================================================================

KENT      41    81   121   Anima
LEGAULT   41    81   121   Ice
LOUISE    81   161    --   Light
PRISCILLA 41    81   121   Wind
VAIDA     41    81   121   Fire

================================================================================
31. Hawkeye      Wind
================================================================================

LOUISE    21    48    --   Light
NINIAN    27    54    81   Ice
PENT      21    48    --   Ice

================================================================================
32. Geitz        Thunder
================================================================================

DART      41    81   121   Fire
DORCAS    27    54    81   Fire
FIORA     81   161   241   Wind
ISADORA   41    81   121   Dark
KAREL     41    81   121   Light

================================================================================
33. Pent         Ice
================================================================================

CANAS     27    54    --   Anima
ERK       19    46    --   Thunder
FIORA     36    76    --   Wind
HAWKEYE   21    48    --   Wind
LOUISE     0     0     0   Light

================================================================================
34. Louise       Light
================================================================================

ERK       31    71    --   Thunder
GUY       81   161    --   Fire
HAWKEYE   21    48    --   Wind
HEATH     81   161    --   Thunder
PENT       0     0     0   Anima
REBECCA   27    54    --   Fire
SAIN      81   161    --   Wind

================================================================================
35. Karel        Light
================================================================================

DART      41    81   121   Fire
GEITZ     41    81   121   Thunder
GUY       26    53    80   Fire
KARLA     28    68   108   Dark
LUCIUS    81   161   241   Light

================================================================================
36. Harken       Fire
================================================================================

ELIWOOD   19    46    73   Anima
ISADORA   11    31    51   Dark
LOWEN     22    49    76   Fire
MARCUS    31    71   111   Ice
VAIDA     81   161   241   Fire

================================================================================
37. Nino         Fire
================================================================================

CANAS     27    54    81   Anima
ERK       27    54    81   Thunder
FLORINA   41    81   121   Light
JAFFAR    19    46    73   Ice
LEGAULT   41    81   121   Ice
MERLINUS  41    81   121   Dark
REBECCA   27    54    81   Fire

================================================================================
38. Jaffar       Ice
================================================================================

LEGAULT   76   156   236   Ice
MATTHEW   81   161   241   Wind
NINO      19    46    73   Fire

================================================================================
39. Vaida        Fire
================================================================================

CANAS     41    81   121   Anima
DORCAS    41    81   121   Fire
HARKEN    81   161   241   Fire
HEATH     41    81   161   Thunder
KARLA     41    81   121   Dark
MERLINUS  81   161   241   Dark
WALLACE   41    81   121   Thunder

================================================================================
40. Renault      Anima
================================================================================

BARTRE    81   161   241   Thunder
CANAS     41    81   121   Anima
ISADORA   81   161   241   Dark
LUCIUS    41    81   121   Light
WALLACE   41    81   121   Thunder

================================================================================
41. Farina       Anima
================================================================================

DART      41    81   121   Fire
DORCAS    81   161   241   Fire
FIORA     17    44    71   Wind
FLORINA   16    43    70   Light
HECTOR    81   161   241   Thunder
KARLA     41    81   121   Dark
KENT      81   161   241   Anima

================================================================================
42. Karla        Darkness
================================================================================

BARTRE    19    39    59   Thunder
FARINA    41    81   121   Anima
KAREL     28    68   108   Light
VAIDA     41    81   121   Fire

================================================================================
43. Athos        Anima
================================================================================

NONE

================================================================================
44. Merlinus     Darkness
================================================================================

MARCUS    41    81   121   Ice
NINO      41    81   121   Fire
VAIDA     81   161   241   Fire


:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
f.  Stat growths . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIf.)
:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
The numbers represent the percentage chance that the characters have for
a level up. For their actual stats, check the chapter in which you recruit them.
For magic users, assume strength is their magic stat.

Name            HP  Str  Skl  Spd  Def  Res  Lck

Wil             75   50   50   40   20   25   40

Wallace         70   45   40   20   35   35   30

Vaida           60   45   25   40   25   15   30

Serra           50   50   30   40   15   55   60

Sain            80   60   35   40   20   20   35

Renault         60   40   30   35   20   40   15

Rebecca         60   40   50   60   15   30   50

Raven           85   55   40   45   25   15   35

Rath            80   50   40   50   10   25   30

Priscilla       45   40   50   40   15   50   65

Pent            50   30   20   40   30   35   40

Oswin           90   40   30   30   55   30   35

Nino            55   50   55   60   15   50   45

Ninian/Nils     85    5    5   70   30   70   80

Merlinus       120    0   90   90   30   15  100

Matthew         75   30   40   70   25   20   50

Marcus          65   30   50   25   15   35   30

Lyn             70   40   60   60   20   30   55

Lucius          55   60   50   40   10   60   20

Lowen           90   30   30   30   40   30   50

Louise          60   40   40   40   20   30   30

Legault         60   25   45   60   25   25   60

Kent            85   40   50   45   25   25   20

Karla           60   25   45   55   10   20   40

Karel           70   30   50   50   10   15   30

Jaffar          65   15   40   35   30   30   20

Isadora         75   30   35   50   20   25   45

Hector          90   60   45   35   50   25   30

Heath           80   50   50   45   30   20   20

Hawkeye         50   40   30   25   20   35   40

Harken          80   35   30   40   30   25   20

Guy             75   30   50   70   15   25   45

Geitz           85   50   30   40   20   20   40

Florina         60   40   50   55   15   35   50

Fiora           70   35   60   50   20   50   30

Farina          75   50   40   45   25   30   45

Erk             65   40   40   50   20   40   30

Eliwood         80   45   50   40   30   35   45

Dorcas          80   60   40   20   25   15   45

Dart            70   65   20   60   20   15   35

Canas           70   45   40   35   25   45   25

Bartre          85   50   35   40   30   25   30

Athos            0    0    0    0    0    0    0


+-----------------------------------------------------------------------------+
|--------------------------------IX. Secrets----------------------------------+
+-----------------------------------------------------------------------------+

---------------------------------------------------------------------------
a.  Unlockables. . . . . . . . . . . . . . . . . . . . . . . . . . . (IXa.)
---------------------------------------------------------------------------
Upon finishing the game, the following things will be unlocked:

================
=BATTLE HISTORY=
================
The ranks you obtain throughout the game are recorded and at the end you can
view them in this area. Rankings are stored for all three modes, both normal
and hard.

=======================
=SUPPORT CONVERSATIONS=
=======================
The support conversations you unlock are recorded and you can watch them
again at any time you want. Once you get a support conversation for a character,
you can also view the list of who their other supports are.

============
=SOUND ROOM=
============
Beat Lyn's Story to get the Sound Room, you can listen to all the music from
each level you have played, to get them all you must play every story and get
all endings.

=============
=HECTOR MODE=
=============
Beating the game with Eliwood will unlock Hector Mode. This mode focuses on
the same story from Hector's perspective and comes with new levels, new music
and an increased difficulty.

============
=HARD MODES=
============
If you finish the game with a character, then you get their hard mode. There are
Lyn, Eliwood and Hector Hard modes. 
- Lyn Hard Mode is simply playing Lyn's mode without the tutorial. Noticeable
  changes include Sain losing his iron sword, Dorcas losing his iron axe, and
  Wallace doesn't have to use the knight crest. No increase in difficulty.
- Eliwood Hard Mode has an increase in enemy AI and a decrease in the amount
  of experience that the characters get from attacks/kills. Maps have different
  enemies.
- Hector Hard Mode is the hardest of all of the modes in this game. On top
  of the increased AI and decrease in EXP, all enemies get a stat boost of 1-3
  points in every stat along with 3-4 points in HP. Maps have different enemies.
  Keep in mind that these bonuses also apply to enemies that you can recruit
  (Guy, Raven, Geitz, etc), which makes them especially useful for you in HHM.

---------------------------------------------------------------------------
B.  Glitches. . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXb.)
---------------------------------------------------------------------------
There are a few glitches in this game that you can take advantage of to some
pretty cool results. 

==============================
=Arena abuse via Nini's Grace=
==============================
As you (hopefully) know from reading the earlier parts of the FAQ, the arena
is a great way to get some XP, at the risk of losing your characters. The 
enemies are tough and can make quick work of an unprepared character. 

However, there's a glitch in the programming that allows you to easily get
a bunch of characters to level 20 without almost no effort. How, you ask? 
Simple- Nini's Grace.

As you may know, Nini's Grace will boost your character's def and res by a large
amount for a single turn. This carries into the arena as well- with Nini's Grace
it's pretty easy to win every fight in the arena. Unfortunately, with only 15
uses, that's not enough to level up your characters as much as you want.

HERE'S THE GLITCH: A character who has a Nils/Ninian spell cast upon them will
retain that spell if they are rescued.

HERE'S HOW YOU USE IT: Cast Nini's Grace on a character who hasn't moved
yet. Have them go up to the arena and fight. Once they finish the fight, 
have a unit rescue them. End your turn. On the next turn, drop the character,
who will still have Nini's Grace activated. Let Nils/Ninian dance and the
character will get to fight in the arena again. Let another character rescue
him again (since the one who rescued him last time will have already used
their turn) and end your turn again.

So here's a setup for you:
      1 X
    3   2
      4

Assume "X" is your character, standing in the arena entrance. Character "1"
would be a flying unit like Florina, floating over the arena. Character "2"
is another unit who can rescue (mounted units work best, of course). Character
"3" was Ninian, and character "4" is a healer. Pick up the character with 1
or 2, drop him off in the middle, get him healed and danced for, fight,
and then have the other person rescue him.

If you don't have a flying unit, just make sure to move out of the way after
rescuing the character so as to not block the way for the next unit to perform
the rescue. Takes a bit more time, but still quite doable.

Using this glitch you can get any character to level 20/20 in a single mission,
if you have the patience. The missions to do this in are Four Fanged Offense
(either one) and New Resolve. Battle Preparations doesn't grant enough time.

=============
=Mine Glitch=
=============
HERE'S THE GLITCH: If you quit the game (either by soft reset or by turning
off the power) as an enemy unit steps on a mine, you will gain control of
the enemy units.

HERE'S HOW YOU USE IT: This glitch is used to make any map that you're playing
a piece of cake. To perform this glitch, place a mine in a place that you know
an enemy will walk across. During the enemy turn, when the enemy steps on the
mine, turn off your game. Turn it back on and resume the chapter. You'll know
you did it right if it shows the mine explosion animation again. Once the
mine has gone off, all enemies who haven't moved yet will be under your control.

The most common reason for using this glitch is to make all of the enemies drop
their weapons. No weapons means that they're just fodder for your units. It's
an easy way to level up a character who hasn't caught up with the rest of your
party yet.
Another reason is that you can trade the items between enemies, which means
that you can trade items to a character who drops items.

I should explain a bit further- when an enemy drops a weapon, it shows up in
his inventory, glowing. What the programming says is NOT "this weapon will
be dropped." Rather, it says "when this enemy dies, he will drop his weapon."
That means that if you trade his weapon for the weapon of another character,
he will drop that weapon, instead. This leads us into the ultimate glitch
of this game, the Uber Spear.

Remember that enemies who are not on the map are not prone to this glitch.
That includes reinforcements and enemies covered by fog of war. Keep this
in mind before using this- you may be better served to use it later.
It also only applies to enemies who HAVEN'T MOVED. If the enemy who stepped
on your mine is the last one to move on the enemy's turn, you don't
accomplish anything because you won't get to use any of them.

============
=Uber Spear=
============
HERE'S THE GLITCH: You can steal Vaida's spear and benefit from her stats.

HERE'S HOW YOU USE IT: As you know, Vaida is gifted with incredible power by
Nergal. However, once again the game programming doesn't work that way. Her
bonuses are not innate; they are a bonus due to the spear she's holding,
much like the bonuses you receive from Armads, Durandel and Forblaze. That means
that if another character uses her spear, they'll receive the bonuses, too! Now
you just have to figure out how you're going to get it from her...

Simple- the Mine Glitch! Using the mine glitch, you will transfer Vaida's spear
to the Druid who has a tome that he drops. You'll make him throw his tome
away so that he drops her spear instead. Then, it's just a matter of killing
him. Simple!

Well, sort of. Here's what you need to do:

1) Play through the map. Figure out where the units are going to move. The
AI follows set patterns based on where you place your units and based on how
strong they are. Pay specific attention to who the first units are to move on
each turn (you'll want to use the mine on them), and figure out when the wyverns
and Vaida are closest to the Druid.

Your goal is to map out exactly on what turn you want to place the mine, and
where you need to place it. 

2) Start the map and place the mine in a place where that early-acting unit
will move onto it (bottlenecks, or something similar). 

3) Fly Vaida down to the druid and trade with him. Drop his luna, and for added
fun drop the lance of every wyvern too.

4) If you're in Hector's mode, Vaida is WAY too far away to get to the luna
druid in a single turn. So instead, fly as far to the left as you can and trade
with a wyvern. That wyvern should move and then trade with another wyvern. Plan
it out so that a wyvern will be able to at least get into the druid's range
of movement, and then let the druid come up and take the spear from the wyvern
and then drop the luna.

The bonuses mean that you can go beyond your stat caps, which means that a
pegasus knight is GUARANTEED a doublehit on anyone with that ridiculous
speed boost. 

---------------------------------------------------------------------------
C.  RNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXc.)
---------------------------------------------------------------------------
This is a bit of a complex manipulation of the game's coding, and using it you
can greatly increase your chance of connecting a hit, landing a critical hit
and getting your stat bonuses upon leveling up. 

To begin, let's answer what IS RNG?
RNG stands for "Random Number Generator." Basically, the game uses a series
of random numbers to calculate every attack you make and every level up you
get. The game selects a number from 0-99, and the number it selects determines
how everything plays out.
Ever notice how if you restart a level and make the same moves, you
always do the same damage? That's because the RNG in this game creates a list
of thousands of random numbers that it uses. If you reset the chapter, those
same random numbers are reused, which means that (logically) if you were to
manipulate these random numbers, you could insure that every attack you made
hit, and more importantly you could make every level up a great one.

So, how does this work? The simple answer is that it's not easy. Part of the
problem is that the game saves after every move you make. I'm sure you've lost
a character, reset the game and resumed the chapter in the hopes of undoing
the move, but no... you're stuck watching them die again (so depressing!)
So that means that you have try and figure out the random numbers without being
able to watch them in action... unless of course you want to replay each mission
a thousand times.

How are you going to do this? Well, you're going to have to check the random
numbers before an action is performed. Thankfully there an easy way to do this.
This is kind of hard to do without pictures, so bear with me.
When you move a unit in a weird pattern, usually the character's path becomes
simplified, right? The game drops your path back down to the quickest path. 
So what happens if you move your cursor around in a weird pattern, and when
the computer resets it, there IS no quickest path? What if there are 2, maybe
3 different paths that are equally quick?

For example, if you're using Lyn with her 5 movement:

^X|  This diagram is attempting to represent moving the cursor one to the right
---  and then down and around the bottom and back up to the left for a total
     of 5 movement spaces. Moving the cursor up one further will be longer than
     she is allowed to move, so the game will reset her movement. However, which
     way will it reset it? Will the cursor go up and to the left, or to the left
     and then up? 

To make this happen, the game uses random numbers. If the number is 0-49, the
cursor will be up and to the left. If the number is 50-99, the cursor will
be left and then up. To attempt to illustrate this point:

0-49           50-99
<-               ^
 X               |X

I know, it's hard to picture. The best idea is to have a game in front of you
while I'm explaining this.

Now, when you do this, the game uses up one of the random numbers in its 
thousands of numbers that it has sequenced thus far. 

--------------------
SO HOW DO WE USE IT?
--------------------

What you need to do is have a unit whose movement to either the left or right,
the top or bottom, and then whatever corner is in between those two completely
free (For example, top, left and top-left corner free) of any movement-reduction
squares or other units. Another option is to use a flying unit, although keep in
mind that you will need to use up 7 movement instead of 5, so you'll simply
be taking the complex pattern around your character in a full circle instead of
3/4 of a circle.

Grab a pencil and paper (or more easy is to open up Microsoft word if you can
manage to play in front of a computer). You're going to spend the next 5 or 6
minutes writing down whether the character goes up and to the left (known as
"low" to most) or left and then up (known as "high to most). Get a couple
hundred of these written down so that you have a list that looks something
like this:

H H L L L L H H H H L L L L H H H L H L H L H L L H H H H L L H H L L L L L

H for high and L for low, of course. 
Reset your game without actually moving your character (this is EXTREMELY
important- moving your character nulls all your work). You see, you just went
through all of those random numbers, but because you didn't move anywhere, the
game didn't save anything. By resetting the game, those random numbers will
now be reused; if you were to do this again, you would find yourself getting
those same numbers again. That means that you know what the random numbers look
like for quite some time, now.

-----------------------------
HOW DOES THIS HELP IN BATTLE?
-----------------------------

Here's how it works: When you enter a battle, the game uses RNs to determine
whether or not your attack hits. It uses 2 RNs and then takes the average of
the two. If the average is BELOW your hit rate, you'll hit the enemy. IF YOUR
ATTACK HITS, the game will use a third RN to determine if the hit was a critical
hit. Again, if it's below your critical hit rate, you'll get the critical.

So if you get into a battle with an enemy and both of you hit, you'll use 6
RNs- 2 for your attack and 1 for your crit, and then 2 for his attack and 1
for his crit. If he missed, you'd only use 5 because the game wouldn't
calculate his crit. 

So my first 6 letters are "H H L L L L," right? All I've done is narrow down
whether or not the RN is above or below 50. I CAN NOT figure out the exact
number- this is as accurate as you're gonna get. I go in for an attack, but
then I look at the RNs.

I don't want two high RNs to calculate my hit rate, do I? I'm using Dart and
he's only got a 70% hit rate; I'd probably miss. 

So I go back to my character who I used to calculate my random numbers, and I
do the RN calculation move (if you want to call it that) twice. As a result,
I have just used up those first two RNs, which means my hit will now be 
calculated on two low RNs. If your hit rate is above 50% and you have two
low RNs, you will hit every time. Guaranteed. In the same way, if you manipulate
the RNs so that you have "L L L" for your attack and you've got 50% crit, you
will get a critical hit, guaranteed.
If your rate is below 50%, having a low RN will double your chances of that
hit or critical hit. After all, a 30% chance is out of 100. If you know it's
only 50 numbers, then it's 30/50, or a 60% chance.

Basically, you can knock out RNs until you've got the 6-9 RNs you want for
the battle, effectively guaranteeing that you will always hit and oftentimes
making the chance of a critical hit extremely high. You can use that against
a boss, too- make sure his counterattack will miss.

-------------------------
WHAT ABOUT LEVELING UP???
-------------------------

The concept of leveling up is simple- executing it is not so simple. 
Characters have growth rates in each stat similar to the way that they have
a hit rate- 40% growth, 60% growth, etc.
The game uses one RN for each stat in this order: HP, strength, skill, speed,
defense, resistance, and luck. Simple enough- just get 7 low RNs in a row
to help boost your chance of leveling up a stat.

But it gets tricky; not only do you need several "L" RNs in a row, but you need
a set of at least 3 (and probably more) RNs in front of it. Why, you ask? 
Simple- you have to do battle before you can get EXP to level up! (Healers can
ignore this- just find your 7 RNs and be done). 
So now you need your 7 good RNs plus you need a set of RNs that will allow you
to get the hit on the enemy, possibly twice, and maybe even needing you to make
sure and dodge the attack.
There's really nothing more frustrating than missing an attack you thought
you weren't going to and having all of the RNs thrown off right before you
level up. OR, worse still, you don't get as much EXP as you thought you would
and so you DON'T level up. Those RNs that you just lined up for a level up
will be wasted in the next attack. So you have to be precise.

Going for 7 low RNs is tough and not recommended. Here's the thing: if the
character's growth in a stat is above 50% (Most people's HP is, for example),
even a high RN could give you a level up. On the other hand, if it's under 50,
a high RN will NEVER yield a point up in that stat. Pick which stats matter
most and look for low RNs for those stats. I usually shoot for 5 low RNs, and
usually 3-4 of them actually work to level up a stat (this isn't an exact
science, unfortunately).

If you really want to try and use this on the enemy's turn (not recommended
for ANYTHING except bosses), know that at the beginning of the enemy phase,
1 RN is used. 

Don't ask about how to do this in the arena- we don't know how.


+-----------------------------------------------------------------------------+
|--------------------------------X. FAQ---------------------------------------+
+-----------------------------------------------------------------------------+

Q. Are Roy and Marth in this game?
A. Roy makes a brief cameo in the end.

Q. Why do you not reccomend prepromotes?
A. Prepromotes don't have as much room to grow, they have preset stats (which
are usually lower than ones if you trained a unit to that level) and many
consider them a soft option. Some of them are good however, and can make good
replacements if you stop training or kill a unit off.

Q. How do I revive a unit?
A. You can't! If one dies, you have to restart if you want them back. The only
exception is Merlinus, he will survive but he won't gain a level.

Q. I used up the Mani Katti or another special weapon, can I get it back?
A. You can get another Wolf Beil (in Hector's quest) or Rapier (in Eliwood's).
The only way to get another Mani Katti is to use it all up in Lyn's story and
then play Eliwood or Hector's story. When she rejoins you will get another one.

Q. Is there any way to repair weapons?
A. Yes, the Hammerne staff can repair weapons to their full durability but this
is not wise to use it on just any old weapon because you have THREE uses. I
recommend using it on the Lord's special weapons.

Q. What the hay are Afa's Drops?
A. They boost your growth rates by %5 each, that means that they will have a 5%
greater change of increasing that stat when they level up.

Q. Why would I want to promote my thief into an assassin?
A. There are two positives, one neutral and one negative to doing this. The
first positive is that they will gain the ability to one hit kill enemies that
you land a critical hit on. The second positive is the stat boosts. The neutral
is that they can still use lockpicks, and the negative is that they can't steal
from enemies anymore.

Q. What are the weapon triangles?
A. Weapon triangles show what type of weapons are better against other types of
weapons. For instance, Swords beat Axes but are weak against lances, Axes beat
lances but are weak against swords and Lances beat swords but are weak against
Axes.

Q. But what does that do?
A. It increases the chance of a hit, increases damage and increases the chance
you avoid the attack. It works the same way as magic.

Got another question? Email Kirbix or TripleJump at the emails above.

+-----------------------------------------------------------------------------+
|--------------------------------XI. Credits----------------------------------+
+-----------------------------------------------------------------------------+

Okay, well we'd like to thank a few sources for information, inspiration and
helping us through our games the first time around.

- Prima Games Fire Emblem guide
- Nintendo Power Fire Emblem Player's Guide
- Dark Koji's Character guide, for providing me with visuals of stats to use
  in my ratings
- Various guides, for minor confirmations and corrections I found wrong in my
  work.
- http://www.rpgdl.com/FE.php for their comprehensive list of stat growths and
  supports.
- http://uk.faqs.ign.com/articles/520/520430p1.html is the #1 source given for
  explanation of RNG

TripleJump would also like to thank:

- A special thanks to all my FAQing models, who have inspired me over the years.
  This includes Lethallink99, A L E X, Super_Slash, PeTeRL90, Crazyreyn and 
  Devin Morgan. The biggest model being Kirby021591, thank you guys!
- Especially Kirbix, for helping me to finish and gather motivation to do my
  first co-authored file of all time!

Kirbix would like to thank:
- TripleJump (of course) for working on such a monumental coauthored work with 
  me.
- The Fire Emblem message board on GameFAQs, where I learned more than I ever
  could from any guide about this game.
- CjayC for his website. I know he's gone, but I still thank him for what he did
  in creating this website.
- The readers. The fact that we're starred now means we must have done something
  right, but we'd never know that if you didn't give your feedback. 


+-----------------------------------------------------------------------------+
|---------------------------------XII. Closing--------------------------------+
+-----------------------------------------------------------------------------+

TripleJump Closing:

Thank you all very much for reading our awesome guide for Fire Emblem, I hope it
helped you in your ultimate quest of slaying Nergal and the Dragon. If
you have a question, contact me at triplejumpfaqs[at]gmail[dot]com. PLEASE
read ALL of the guide before contacting me with a question.

This document is Copyright (c) 2007 TripleJump. It cannot be reproduced, sold
or otherwise distributed without advance written permission. Sites that have my
permission to use the FAQ is GameFAQs, maybe more (I need my co-author's
permission before placing it anywhere else.) Any other sites must ask me to use
it. If you see it on another site, please contact me.

To see all of my written works, please visit my contributor profile. You can see
it at http://www.gamefaqs.com/features/recognition/38449.html. Don't complain
about it. I know some of my files lack completetion, but that's my problem. Not
yours. Okay? Good.

Closing from Kirbix:

So it only took me a year after this FAQ was posted to come back and write this.
What can I say, I wrote this over the summer, went back to college, and now
that I'm at summer again I'm finding the time. 

Thanks for reading; I hope you got the answers to the questions you had by
reading this.
If you didn't, let me know. Email me- [email protected]. If it's really not
in here, I'll answer your question and then make sure to try and add it to the
FAQ some time in the future. I remain active in the Fire Emblem community
online, so I'm pretty sure that if I don't know the answer, I'll be able
to find out.

And of course, my copyright disclaimer:
This is property of KIRBIX (Sean D'Hoostelaere). This may be not be
reproduced under any circumstances except for personal, private use. It may not
be placed on any web site or otherwise distributed publicly without advance
written permission. Use of this guide on any other web site or as a part of any
public display is strictly prohibited, and a violation of copyright.
In plain English, this means that it is against the law for you to copy this
guide. If you want to print it out, that's fine, but I do not permit its use
anywhere on the web or for it to be used for anything profitable.


+-----------------------------------------------------------------------------+
|--------------------------------XIII. Version History------------------------+
+-----------------------------------------------------------------------------+
April 23rd, 2008
Updater: Kirbix
Version: 1.0
Size: 492K

My first update. The FAQ is finally finished! We'll flesh it out if we have
to. Otherwise, this thing is DONE.

April 15th, 2008
Updater: TripleJump
Version: 0.9
Size: 466K

Well, it appears he isn't going to finish it. Anyway, I've changed my email, so
remember that as you contact me there.

September 5th, 2007
Updater: TripleJump
Version: 0.9
Size: 466K
Notes:

I'm not sure if Kirbix is going to finish the last bit, but that's not what this
update is about.

I'd like to thank our readers, for reccomending this guide to other users,
thereby giving it a "star" status. Thank you so much!

September 4th, 2007
Updater: TripleJump
Version: 0.9
Size: 466K
Notes:

Well, I'm back to school now. I noticed a big error I made where the Hector
search codes were wrong. It's all fixed now!


September 3rd, 2007
Updater: TripleJump
Version: 0.9
Size: 466K
Notes:

Well, I'm lucky I got my part done before school started up. I finished all the
items that were my part, and I'm waiting for Kirbix to get some time off of work
to come and finish his bits (just the secrets section and strategy #2. After a
few months hard work we finished this masterpiece and I submitted it on this
day. The important thing is that we have a complete walkthrough which is all you
really need. Probably about 480K+ when Kirbix completes his part.

Copyright � 2008