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Fire Emblem: Shadow Dragon



by PatrickSim

                          Fire Emblem: Shadow Dragon
                            Written By: PatrickSim
                                 Version 1.16
                           Total Playtime: 20:43:11
                           Copyright 2009 Patrick L.

Table of Contents

ctrl+F "(xx#)" whatever section you need or the chapter title.

0. Version History........................................................(0vh)
1. Introduction............................................................(1i)
   a) Units & Classes......................................................(1u)
   b) Tips & Basic Strategies............................................(1tbs)
   c) Secret Shops........................................................(1ss)
2. Main Walkthrough.......................................................(2mw)
   Prologue I-IV
   Chapter 1: Marth Embarks
   Chapter 2: The Pirates of Galder
   Chapter 3: A Brush in the Teeth
   Chapter 4: Battle in the Lea
   Chapter 5: Champions of Aurelis
   Chapter 6: Fire Emblem
   Chapter 7: Lefcandith Gauntlet
   Chapter 8: Port Warren
   Chapter 9: The Pyrathi Dragon
   Chapter 10: Princess Minerva
   Chapter 11: Knorda Market
   Chapter 12: The Ageless Palace
   Chapter 13: The Wooden Cavalry
   Chapter 14: Land of Sorrow
   Chapter 15: An Oasis of Magic
   Chapter 16: The Battle for Altea
   Chapter 17: Star and Savior
   Chapter 18: The Sable Order
   Chapter 19: Manakete Princess
   Chapter 20: Camus the Sable
   Chatper 21: Clash in Macedon
   Chatper 22: A Knight-Filled Sky
   Chatper 23: Dark Pontifex
   Chatper 24: The Dragonkin Realm
   Endgame: Chosen by Fate
3. Gaiden Chapters........................................................(3gc)
4. Character Growth Rates................................................(4cgr)
5. Character Base Stats...................................................(5bb)
6. Merciless Mode.........................................................(6mm)
   H501: Marth Embarks
   H502: The Pirates of Galder
   H503: A Brush in the Teeth
   H504: Battle in the Lea
7. Thanks, Contact, Legal................................................(7tcl)

= VERSION HISTORY                                                       (0vh) =

-Merciless chapters 3-4 added

-Reformatted stats chart
-First two chapters of Merciless Mode added
-Started on base stats chart

-Gaiden Chapters info added
-Units & Classes added
-Character Growth Rates added

-Main game finished
-added missing village
-fixed some typos

-Chapters 12-17 added

-Walkthrough up to Chapter 11 completed
-Document written and formatted

= INTRODUCTION                                                           (1i) =

At long last, North American gamers finally assume the role of the first hero
of the Fire Emblem series in his own game. The original Fire Emblem was
released on the Nintendo Entertainment System way back in 1990 only to Japanese
gamers. This series would become a classic Nintendo franchise and spawn many
sequels from the original NES right up to the modern-day Wii. The appeal of
this series lies within its heavy emphasis on tactics and strategy, emulating
everything that makes a good chess game: foresight, accuracy, step-by-step
moves leading to one goal, and planning. Dump this all into a mythical medieval
setting, add a generous helping of supporting characters and customization, mix
in good storytelling, and you have a recipe for a really good game.

These are the basic ingredients for a Fire Emblem title, though like most
games, some installments lack flavor in one department but succeed in others.
This game, however, remains a starting point for the Fire Emblem series, and
the purpose of this FAQ will be to help guide you through its story mode

If you're reading this FAQ because you are stuck in a particular level, then by
all means ctrl+F the level you are stuck on and I hope my strategy there will
help you out.

If this is your first Fire Emblem game and you absolutely refuse to read the
game's instruction manuals or read through the in-game tutorials, then I highly
suggest you continuing reading to the "Tips & Basic Strategies" section
(1abtbs); it might even be enough to help you beat this game without any
level-specific help.

Either way, thank you for reading my FAQ, and I hope you will enjoy/enjoyed
this game!

This walkthrough will cover the game on Normal. I will not go through the
gaiden chapters. I will recruit as many people as I can and I will not let a
single one die. Plus I will get all the chests I possibly can. This is what
this walkthrough will hope to do.

1a. Units & Classes                                                       (1uc)

In this game, you control an army of individual units, and each of these units
have their own class, with their own strengths and weaknesses. Below is a basic
outline and description of all the classes in the game. Most classes get
promoted to another set class after you use the Master Seal. Doing this will
make that unit stronger and increase their potential.

This is a special class that only Marth, the protagonist, can hold. This class
cannot be promoted, but its level is capped at 30 instead of 20 to make up for
it. Only Marth can capture seize points to complete chapters.

Pegasus Knight -> Falcoknight/Dracoknight
My favourite class. Units of this class undeterred by any terrain except solid
walls, allowing to them to fly anywhere and demolish any other small group from
behind. They use lances and if they become Falcoknights, they can also use
swords, and if they become Dracoknights, they will also use axes instead. Use a
master seal to promote a peg into a draco, and the Elysian Whip (purchased
through the online armoury; it uses the ingame money, not real-life money) to
promote your peg into a Falcoknight. The difference between the two is that
dracos have more str and def, while falcos have more speed and
magic resistance.

Cavalier -> Paladin
Another strong class. These guys usually have bulky str, combined with decent
speed they can usually attack twice for... massive damage. Since they are also
mounted units, they can cover great distances, although they can't fly. At
first they can only equip lances, but after they become Paladins, they will
also be able to use swords.

Knight -> General
Some people like these, some people don't. I always found them useless after
the first few chapters. These guys are basically tanks, with high defence and
mediocre attack. They use lances and their purpose is usually to stall or
protect weaker units. However, this isn't anything a decent cavalier can't do.
After they are promoted, they can also use bows.

Archer -> Sniper
Unfortunately this class is completely useless and inferior thanks to another
class that does everything these guys can do but better. These guys use bows,
but so does another class, and you'll want to use the other class instead.
You'll see when we get there.

Mercenary -> Hero
I consider this class to be a mini-Lord. They also use swords and they can use
axes afterwards. They have decent attack and defence; they are probably the
most well-balanced class that can use axes.

Myrmidon -> Swordmaster
These guys live by the sword. Their specialty is high speed and skill,
resulting in higher rates of critical hits. A bit risky though, I find that
in this game, this class is not really that consistent. They also have low
defence so it's a bit of a risk to use them in the frontlines.

Fighter -> Warrior
Mini-tanks. They use axes and, after promotion, bows. Good for chopping down
lances, and they have mediocre speed and skill. Defence is nothing noteworthy

Hunter -> Horseman
The archer's old brother. No matter what they archer does, the huneter bullies
him and steals the spotlight. These guys are stronger and once they get
promoted, they get their very own horses, making them more useful. If you want
to have bowsin your army, this is the way to go.

Pirate -> Berserker
A pumped-up fighter. They only use axes and apparently berserkers have higher
rates of criticals. I've never tried this class though, nothing really appeals
to me with this class. Big sweaty men screaming with their axes. Ugh.

Dark Mage -> Sorceror
One of those offensive magic classes. These guys have high def for magic users,
allowing them to help capture the front instead of staying behind and casting
from afar like mages in any other game. 

Mage -> Sage
The standard magic class. After they are promoted, they can also use staves
which are healing staffs. These units do have higher magic though, but they'll
most likely die in one hit if you leave them in the open.

Curate/Cleric -> Bishop
Healers. One of a kind class. Necessary for every chapter. Highly recommended
that you use two during the later chapters.

This class does not promote. They use swords but don't bother attacking with
them, their main purpose is to open doors and treasure chests.

Manakete -> Fire/Light Dragon
These guys must be the ancestors of Laguz. They do not promote, but they are
pretty powerful. Any unit of this class must equip either a Firestone or
Divinestone to be able to do anything. The stones allow them to transform and
significantly boosts their stats in battle.

This is another special unit. You won't see this guy until mid-game. They use
their own type of special weaponary, designed to be long range and to soften up
any enemy units before the main army charges in. Quite useful.

Copycat unit. Only one of these in the entire game, and pretty fun to use. Its
stats are meaningless since it'll copy everything from another unit except the

1b. Tips & Basic Strategies                                              (1tbs)

Below are the common strats of Fire Emblem games. Most of these can be applied
to all the FE games, and it will pretty much soon be second nature as you
progress through the game.

*This isn't a complete list of basic stuff. I'll mention others as they become
useful throughout the chapters ingame. ctrl+f "*Tip*" if you want to skip to
them now. Especially the Forge tip. I hope everyone does what I mention.

{ You will control individual 'units' as part of your army, and each unit will
have their own classes. The classes themselves will have their own advantages
in what stats they excel at, what weapons they can use, and any terrain
advantage as well. However, each advantage will have its own cost; for example:
classes with high attack or defense will usually have very low speed and

{ Non-magic units have three basic physical weapons that work in the same
fashion as rock, paper, scissors: swords, axes, and lances. Swords do greater
damage against axes, axes on lances, and lances on swords. Failure to take this
into consideration when choosing who your units will attack will lead you to
inevitable defeat. Physical melee units are able to inflict counter-damage
to other physical melee units attacking them.

{ Units that are able to use magic have their own strength-weakness triangle:
fire does greater damager to wind-users, wind beats thunder, and thunder beats
fire. Magic units are able to inflict counter-damage to any standard unit.

{ Physical vs. Magic: Usually, physical attackers will do very high damage to
mages due to their low defence stat, and vice versa as well, due to physical
attackers normally having low resistance. This is not always the case
(depending on the class of the units involved), but it can be used to great
advantage by both you and your enemy.

{ Bowmen have no part in the triangle of physical attackers. They still have an
advantage and disadvantage to the others, however. They are able to attack from
a distance, and thus take no counter-damage, but if they are attacked by a 
regular melee solider, they will be unable to unflict counter-damage back to
them. Position your archers strategically in order to avoid an untimely death,
as archers typically fall into the same hole as mages: low defence. 

{ When confronting a group of enemies, try to concentrate on one unit at a
time. Though this is not always the case, it is better to eliminate one
opposing unit completely rather than weakening a bunch of them. Every enemy
unit gone is significantly less damage done to your own units at the beginning
of your next turn.

{ Archers and mages at the back, always, if not 90% of the time.

{ Do not try to level up every character you come across. There will be many
recruits that you encounter, but you will never need to use all of them at
once. Concentrate on a core group of about 10-12 units. If a mission requires
you to deploy more, than either have a small side group ready or just ignore
the extra units if possible. Quality > quantity. Whatever your core group
consists of, make sure it has a good variety of classes to cover each other's
weaknesses. Just remember to be able to be ready to attack any opposing unit or
combination of units.

{ Remember that units are capable of counter-attacking. You can use this in
different ways. Send a strong unit to the front and have it chip away at the
enemy units in one turn, letting weaker units feast on the remains when it is
your turn again. Or have a unit with high speed lure strong units within range
of your stronger units, knowing that your decoy should be able to dodge any
attack due to its high speed.

1c. Secret Shops                                                          (1ss)

In this game you have your basic armoury and vendor, which sells normal weapons
and stuff like vulneraries and keys. These tiles are obvious, just go on top of
them and you'll be able to buy. However, there are also secret shops in this
game which allow you to buy 'secret stuff' such as stronger and specialized
weapons and stat-boosting items such as Energy Drops and Dracoshields, which
are pretty valuable.

These secret shops are available midway through the game, and there are only
about three or four of them spread out through the rest of the chapters, but
each one is worth visiting. 

ctrl+f "*Secret Shop*" to find their locations within the main walkthrough

= MAIN WALKTHROUGH                                                      (2mw) =

Prologue I

Walk forward and you'll be intercepted by enemy units. When it's your turn
again, move to the closest unit and finish him in one attack with the Iron
Sword. On the proceeding turn the second unit should attack you, and die in the
attempt due to Marth's counterattack. Proceed forward and smash this fool
taking the throne. You shouldn't have any problem using just the Iron Sword; if
you do, I suggest you turn off your DS and play something like... Brain Age.

Seize the throne (yellow glowing space) to complete the mission.

Prologue II

Oh sweet, cavaliers! Frey should be able to immediately reach the axeman at the
far left, and he conveniently holds an Iron Sword to do extra damage against
the axe. Have Marth and Abel team up to take down the lance soldier. 

*Tip*: If two units can attack an enemy unit, it is more efficient to let the 
one that will *not* finish it in one move to attack it first. The unit will
receive experience points for engaging in battle, while the second unit can
finish it off and gain the usual amount of exp. I guess you could call this

Eliminate the guard in the middle, letting whoever you want to become stronger
to finish him and the remaining units. Send one of the cavaliers to the right
to take out the second archer (wouldn't want the exp to go to waste), and seize
the map after taking care of the lance on top of it.

Prologue III

Move down and head to the left in order to complete your objective: seizing the
fort in the top left corner of the map. You have an overhwelming army of three
cavaliers and a paladin; this is what is meant by overkill. Visit the houses if
you need a reminder of tips and strats.

I would reccommend not using Jagen and letting your cavaliers and Marth gain
the exp. You can even unequip him and use him as bait.

Prologue IV
Proceed to the prison, and you'll be treated to an embarassingly poor
performance of acting skillz. Talk to the archer, Gordin, and you'll be able to
recruit him.

At this point you will be prompted to make a sacrifice as a decoy in order to
get rid of the massive reinforcements. I chose Jagen for a simple reason:
strong units in the beginning can easily become inferior as the game
progresses. Abel, Frey, and Cain have better potential as they level up and
attain higher stats; that is why I gave up on Jagen. But whoever you choose,
remember to trade their weapons and vulnerary to someone you're keeping,
especially Jagen's silver lance.

Pegasus knights will show up as reinforcement, good thing you just got an
archer. P. knights are extremely vulnerable to bows, and Gordin will be able to
one hit kill them for easy exp. For the boss, heal up if you have to because
he'll be able to counter any of your units. Make sure to let as many units
attack him as possible for that 10 exp (should be three of them since he is a
boss and has high defence), then let whoever you want to finish him for a big
exp boost. Most people would choose Marth, I'm guessing. This strategy applies
to all bosses for the rest of the game.

Chapter One: Marth Embarks

It seems wherever Marth goes, that kingdom will be in danger. Wait a sec- a
Pegasus Knight! The only thing better than a cavalier is a flying cavalier! I'm
partial to Peg Knights since they are my favourite class, but I would recommend
devoting exp to them. They might not have as much attack and defence as
cavaliers, but they usually have more speed letting them attack twice and dodge
attacks easier. Their attack stats aren't that low anyways.

Knights are ok. Depends on your playing style. They have high defense but they
never attack twice. I like to use them to chip away at enemy units so weaker
ones can do the finishing blow.

+---------------------------------New Recruit---------------------------------+
|If you let any of your units die during the prologue (not counting the       |
|sacrifice), you should have four units coming out of the prologue. If this is|
|the case, then Norne, an archer, will join your army.                        |

Take care of the thief, because he is able to destroy villages and thus make 
you lose whatever treasure you could've gotten. There is an armoury here,
allowing you to buy additional weapons. I would reccommend buying a javelin for
one of your cavs, one who doesn't have one already, and an iron lance for Caeda
so she doesn't have to waste her Wing Spear on regular enemies. Make your way
to the northern fort.

*Tip*: Always remember to count how many enemy units are capable of attacking 
any of your own. Assume that all enemy units will attack a single one of your
units, and do not send that unit in unless he or she can survive all those
attacks. Also remember that you can put your own units beside each other to
reduce the number of attacks on either one (blocking off one side). Lastly,
enemy units also block off a side for you (assuming you don't kill them during
the counter-attack), so take all these numbers into account. If you want to
find out how much damage an enemy unit will do to you, select that unit with
your own and choose to attack (but don't confirm!), and see how much counter
damage they do to you.

There are a couple of archers that will approach you from the south, but you 
should not be sending Caeda in solo anyways, so send in your cavs in first,
equipping javelins if you want to whither their hp down for a weaker unit.
Remember to spread your exp to Gordin by letting him attack first, or letting
him finish with the steel bow (if you plan on using Gordin).

+---------------------------------New Recruit---------------------------------+
|The village on the left will let you recruit Wrys, an ugly old curate who    |
|does not fit the 'cute-girls only' healer archetype. Anyways, he's a mobile  |
|fort, healing hp for a unit basically giving you an advantage to move further|
|and earlier without waiting at a fort in preparation.                        |

The village on the right has 10,000 gold for you. I guess I completely forgot
to mention this part. This is, in fact, really important early on, since you'll
want to buy different weapons and maybe even forge (later). Thanks to
Neppy_Leet for pointing this out.

For the boss pirate, remember not to attack with a non-ranged unit unless that
unit can survive two attacks (the counter, and the boss's turn); see tip above.
He should be doing about 9hp, so if your unit has 18 or less hp, don't bother
attacking, unless you can kill the boss in one turn and thus not give him a
chance to attack you back on his turn. Heal first if you need to before

Chapter 2: The Pirates of Galder

You'll get four new units at the beginning of the map: three fighters and one
mercenary. Fighters typically have high attack, mediocre defense, and low
speed. Ogma, the mercenary, is a slightly powered-up version of Marth, having
more speed and skill, so he might be useful as a backup main. 

+---------------------------------New Recruit---------------------------------+
|Towards the north across the bridge is a pirate unit named Darros. Move Marth|
|within Darros' range, and on the enemy turn, he'll approach Marth and talk   |
|with him; he'll force himself as part of the team.                           |

Send two or three units to the north, at least one to block off the bridge, but
remember that these Jesus-pirates can walk on water tiles. The thieves could be
easy picking for Gordin if you choose to invest in him. You have one useless
unit blocking the enemy from the north while the rest proceed west.

At this point you should start noticing which one of your caveliers you want to
stick with, judging by their stats. They each should be around level five, and
you would want to train the ones with higher attack, defence, and/or speed. The
one with the lowest should be your designated decoy, the 'useless' unit who
will only lure and visit houses.

As to which fighter you should invest in, they all seem pretty equal right now
(remember that Barst, the one with slightly higher stats, does have one level
over the other two). Choose whoever you think is cute, or just level them up
equally and decide based on stats growth. Also, it might be useful to consider
reclassing them (changing their classes). I don't think you really need three
axe-wielding madmen in your army, so consider changing them to mages or hunters
for variety, if you use them at all.

We do not want to train all our cavaliers and all our fighters because that
would be bad management. In Fire Emblem, one strong unit is more useful than
a group of five weak units, especially in later chapters.

+---------------------------------New Recruit---------------------------------+
|There are two archers that will approach you from the northeast. One of them |
|will say something about Caeda when he attacks you. Move Caeda next to him   |
|and have her talk to recruit Castor, a hunter. He looks like a real wimp     |
|doesn't he? I'm not going to use him.                                        |

The village to the north will nab you 5,000g when you visit it with Marth.

When you reach the boss, make sure your units can survive two hits before you
surround him, although he does have very low accuracy with his hand axe. Finish
him off with whoever needs the exp.

Chapter 3: A Brush in the Teeth

You'll notice a pair of escaped convicts in the beginning, and it seems they
want to join Marth's gang of runaway rebels, which is appropriate. Direct them
south towards the main group, while sending a few units to cover them. Note the
quiet guy in red, Navarre.

+---------------------------------New Recruit---------------------------------+
|Speak to Navarre with Caeda. It seems this guy has a bad memory. Or Caeda is |
|just plain crazy. He's a myrmidon, which means high speed and skill, plus    |
|high chances of critical attacks. Pretty useful as either an ace in the hole |
|or a one-man army, though weak in the beginning.                             |

The village to the north will gift you with a Devil Axe that has high attack,
but might damage the unit using it. After recruiting Navarre, leave him and 2-3
units with him to get exp off the fighters and thieves. Proceed east with the
main group, making sure to eliminate the archers before they have a chance to
attack, if you can.

As you reach the seize point, Lena should have caught up with the main group.
Trade Wrys' healing staff to her. Yay! No more creepy bald guy feeling up your
wounds! Unless you're into that kind of thing.

There is an armory inconveniently placed in the northwest corner of the map,
and that might seem to signify something important, but there is nothing
special about this armory; no special weapons available or anything, so don't
worry about not reaching it if you don't have to.

You'll be able to talk to Ogma with Caeda, and see a scene where Ogma gets
friend zone'd. Poor Ogma. He won't be able to get any ladies with that goofy
name. And haircut. 

The boss is a little annoying due to his high speed (and thus high avoid), and
the fact that he has a hand axe. He might even squeeze a double-hit on some of
your units, but thankfully his weapon has low accuracy. Chip away at his
health, it might take you two turns, and remember you'll be unable to heal any
unit fighting the boss, unless you want to risk the healer being axe'd (your
healer will be two spaces away, within reach of the hand axe). One of your cavs
should have enough skill to attack him twice, so he's still pretty easy.

Chapter 4: Battle in the Lea

You will now have time to prepare and select which units you want to use. It is
more important to focus exp on specific units now, as some will usually sit
back and not even see battle. The first thing you'll want to do is take Wrys
out and bring Lena in. This is just a preference, but I like girls better than
old bald guys.

*Tip*: Always heal with your staves even if it's just 1hp. You will get exp no
matter how much you heal. This will ensure quick levelling for your healers and
higher mag = more hp healed down the road.

Now with that out of the way, choose whoever you want to join the battle.

'View Map' lets you see the map and the number of enemies, where they are, and
what they are holding. It is useful to see this before choosing which units.
Also, you'll be able to reposition units in order to efficiently send them
wherever they need to go. 

'Inventory' lets you rearrange and trade weapons and items, and stock up from
the convoy.

'Reclass' lets you change the class of your units. I guess the significan of
this is to let you use more of whatever units fit your playing style. Some
units just aren't cut out to be certain classes though. A good rule of thumb is
to make sure that the relevant stat matches the level of the unit at least. For
example, if Cain's level is 5 and you're thinking about changing him into a
mage, and you see that his magic stat will be 1, don't do it. 

For now, you might want to put in a Dark Mage for variety, since we haven't met
one yet. You might also want to make sure you have two healers, since most maps
will allow your army to split up.

'Armory' lets you purchase weapons if any of your current weapons' durability
is running low. You'll also be able to forge weapons, which means you can
adjust the attack, accuracy, critical rate, and weight of any weapon you are
holding. This is useful for giving weak units that you know will become good
strong weapons in order to allow them to kill for exp. 

*Tip*: Forge whenever you can. Not just for letting weak units get exp, but it
might be a useful to get rid of a beefy enemy unit if you don't want to waste
your Rapier or Wing Spear. Plus, enough added attack and you'll be guaranteed
to kill whatever enemy unit stands in your way, and this is invaluable in Fire

The rest of the menu is self-explanatory. Select 'Fight' whenever you're ready.

Send your swords north to hold off the incoming orcs, and once it's clear, have
them join back up with the main force which should be already heading east,
triggering the enemy cavalry. Amongst the enemy army is a pink-haired fella
named Matthis, and he seems to be looking for Lena. Also, one of the regular
cavs is holding an Armourslayer, so keep track of that if you are using a
knight. You almost might want to be using a knight to lure the other cavs in;
the knight will be strong enough to take zero damage from the army.

+---------------------------------New Recruit---------------------------------+
|Make sure Lena is with the group heading west. Keep her behind a wall of     |
|units to protect her. Advance slowly until Matthis is within range for her to|
|talk with. Lena might in a vulnerable position after you talk with him so    |
|have some other units ready to move before recruiting Mr. Pink.              |

You'll have to be careful with this group. There are many of them so it might
be easy to lose track of how many can attack where and who. Keep your mages and
healers surrounded on all four sides to help make sure you suffer no

+---------------------------------New Recruit---------------------------------+
|The village at the bottom will allow you to recruit Merric, an old friend of |
|Marth's, apparently. He's a mage with a badass starting spell: Excalibur. And|
|here I thought only the hero was suppose to wield this in sword form.        |

On the other side of the river will be some horsemen with bows and an archer or
two. Keep your units one space away from the river tiles to avoid damage. To
advance, place a unit one space away from the enemy knight. This should lure
the horsemen in without giving them a target since their own knight is in the
way. Eliminate whatever unit went on the bridge, and have Marth kill the knight
in one hit with his Raper. I mean Rapier. *groan*

After that, move in with your units and surround the archers. Your own archers
and mages can provided support from the south side of the river if you think
you can take them out on that turn.

Marth will rob 5,000 gold from the village on the right. There is also a new
space across the bridge further east, it looks like a colesseum. Here you can
bet a set amount of gold and engage in an automatic battle with whatever unit
entered. If you win, you win your money back plus exp. It seems the enemy you
face carries the weapon that beats you in the weapon triangle, but they have
generally weak stats. Any damage you take is permanent for the rest of the
mission, and if you die in the arena, it is the same as dying by and enemy
unit. Press B to run and avoid death.

The boss of this map has high defence and a significant amount of strength,
most likely rivalling your primary cavaliers. The fun part is you cannot engage
your cavs against him since he holds the Ridersbane, which does bonus damage
against horseback units. However, this is the only weapon he holds. Your mages
and archers/hunters can easily pick him apart. Also, since he is standing on
the seize point, he regains about 7hp every turn, so you can keep attacking him
with one unit to gain extra exp.

*Tip*: I'll call this method 'recycling exp'. It can be done on a boss unit
standing on a seize point, which allows him to heal, and it is usually done
with mages/archers so that they can be counter-attacked. Since you can keep
attacking the boss without getting hit, your unit will keep getting exp with no
cost (other than weapon durability, but that's with any normal way of getting

Chapter 5: Champions of Aurelis

At the beginning of this chapter you'll gain three more cavaliers and two
horsemen. They'll be on their own to the west until your main army joins them.
If you plan on using only one bowman, it would seem Sedgar is the better choice
since he is two levels lower than Wolf and only trails her in stats by one. He
has greater potential.

You'll want to divide your army: send 5-7 of your own units to the north
(including Marth), and have the rest join Hardin towards the west. You might be
tempted to send Caeda north to avoid the bows at the east, but other than Marth
(who needs to go north to recruit a new unit), she holds a weapon capable of
taking out cavs and knights quickly. Send her to the west if you want less

Use a unit from Marth's group to lure the northern cavs closer and then mob
them with the rest of your army. Do the same with the peg knight and lone
archer. The Pope should be lured in as well.

+---------------------------------New Recruit---------------------------------+
|Have Marth talk to the pope-unit on the eastside group of enemies. You will  |
|recruit Wendell, and he seems to be asking for your help. Either way, he's a |
|sage packing some serious stats. High magic + high speed = double magic      |
|attack = yes please. However, he is a promoted unit, which means Merrick     |
|and/or your current mages do have a good chance of surpassing him when they  |
|reach Wendell's level. Your current units shouldn't be too far behind        |
|anyways.                                                                     |

For Hardin's group, make your way out of the valley. The enemy archers should
close in on you but not within range to attack. On the second turn, rush with
your group making sure to eliminate as many bows as possible. The melee
fighters will be lured to your own bowmen (the AI gives priority to attack
mages and units incapable of counter-attacking), so use that to your advantage
and make the enemy spread his attacks out to different units if you need to.

The boss is quite simple. Recycle exp from him until Marth arrives, then either
finish him with a mage/dark mage, or the Wing Spear/Rapier. 

Chapter 6: Fire Emblem

Make sure you bring Julian, the thief, so you can open doors and chests.

+---------------------------------New Recruit---------------------------------+
|At the very beginning of your turn, open the prison cell door with Julian,   |
|and have Marth talk to Rickard, another thief. Tsk, tsk. Marth has fallen so |
|low as to help thieves escape imprisonment. What kind of prince is this?!    |

The enemy thieves will make for the treasure chests, taking some pretty useful
stuff. Don't worry though, as long as you kill them before they escape from the
map, you'll get whatever they stole for you. They will escape via the top right
corner of the map, which means you'll have to make haste at the beginning.

What you'll want to do is have at least two mages in the beginning to help you
take out the knights. Marth's Rapier and Caeda's Wing Spear should only be used
in emergencies now. Place your cavs and mages at the front if you have trouble
catching up with the thieves, but even if you place the cavs at the back, you
should have enough time to block off the exit (that one tile leading down the
stairs near the northernmost chest). As long as you do that, the thieves will
have nowhere to escape.

Also, the thieves, for some reason, give a lot of exp, so finish them off with
any weak units you want to catch up. You should be able to kill all the thieves
before engaging with the two archers and knight at the bottom west corner. Lure
them one by one, especially for the knight. You can rush the archers with a cav
if you want.

Do the same with the group in the center with the boss. Lure the knights one at
a time so your mages can finish them, and lure the archer and mage with a
ranged attack of your own, hunter or horseman.

The boss is hold a silver lance, which will hurt any melee fighter that
challenges him. You know what this means: it's mage time. Recycle exp if you
want, he does give about 14exp every time you make contact with him. When
you're done, light his bum on fire. Or wind or thunder.

Wtf where did this princess come from? Fire Emblem? More like hax emblem.

Chapter 7: Lefcandith Gauntlet

Hmm... At the beginning you should note four lovely ladies at the bottom right
corner. I wonder how we can recruit them. Actually, you can't. Not in this
chatper anyways. Just avoid them and they won't bother you. You can walk around
them, it doesn't matter if your units are in their attack range, they won't
chase after you.

Also, you might want to use the Seraph Robe from before. I gave it to Caeda,
but it's really up to you. Don't bother giving it to any unit with high defence

You'll want to split your army into two groups here. It might seem the enemy
group on the right behind the door is small, but remember the peg and
dracoknights can fly over mountains and easily back them up.

On the first turn put a couple of cavs to the starting tiles to the right, with
a unit holding a door/master key next to them. On the first turn, the unit
should open the door and the cavs should be able to rush in and eliminate the
archers. You can keep your units at the gate; the two swords and the flying
knights will come to you, just be careful not to have any of your units on the
left accidentally lure them away.

The group on the right will fend off the peg knights, so have your archers or
horseman ready. The group to the left will proceed south and be intercepted by
enemy cavaliers. 

+---------------------------------New Recruit---------------------------------+
|The village within the closed mountain area will let you recruit Bantu, who  |
|is a laguz- I mean manakete. He mentions losing his firestone. Hopefully you |
|visited all the villages up until now. One of them should have given you the |
|firestone.                                                                   |

As Minerva and the peg knights get closer, you'll notice that they're holding
some pretty deadly weapons, but they won't use them. They'll leave eventually,
so don't worry about attacking or defending from them.

Lure the reinforcement cavs in. As you go further south, note that the knights
have javelins (so does one of the cavs). Before you engage, make sure that you
can wipe them all out on your next turn, otherwise you'll risk a casualty. If
you lure the knights in with cavs holding a javelin, it'll give you an easier

After you take them out, be aware that enemy reinforcements will be coming in
every (other) turn afterwards. You can prevent this by standing on the fort
tiles, blocking the reinforcements from coming. Alternatively you could use
them as exp fodder, but just remember to stay in control of the situation. The
forts on either side can be trapped with a single unit, so have a mage or
bowman stand behind the unit blocking the enemy cav, and spread the exp out.

The boss is the same as every other knight boss. Chip away at his health with
magic, then finish him with whoever needs the exp.

Chapter 8: Port Warren

At the beginning you'll gain two new recruits: Radd and Caesar. Radd is totally
rad, with stats close to Navarre if you levelled him, and probably surpassing
him if you didn't. All this at level one! You might want to use him. Caesar
isn't as impressive. He should be on the same level as Ogma. All depends on how
lucky your stats are at level up I guess.

Use those two to stock up on vulneraries and thunder and blizzard tomes. So far
as we know, we can probably only buy them from these vendor tiles near the
beginning. Also in the armouries are a Rapier and Wing Spear, and a javelin if
you want.

As you move up, enemy cavs should close in on you, so build a defensive wall.
The opening connecting your two armies can be blocked off by one or two units.
Block using two units between the mountains, it will help speed things up and
give you more room to maneuver. Defend with cavs or knights in front with bows
and magic supporting from the back. When you feel comfortable, proceed.

+---------------------------------New Recruit---------------------------------+
|You should have noted amongst the no-name-no-face knights another pink-haired|
|dude named Roger. Talk to him with Caeda and she'll work her thing (but make |
|sure there aren't any archers or horsemen around, or you can kill them this  |
|turn). Roger is especially useful to recruit in this situation; as a knight, |
|he'll be a strong part of your wall.                                         |

In my game, Frey holding a javelin was able to clear out most of them and slash
the other enemy units' hp in half through counter-attacks. 

One thing to note: the horsemen seem to give more exp when non-horseback units
finish them, so try to aim for that.

Before you head east towards the bridge, leave a couple of units behind and let
them head towards the forts in the northwest corner. Enemy reinforcements
should arrive. If you leave a cav in the middle fort, he'll be able to attack
both of them and another unit can back him/her up, preferably Roger.

As you move to the middle, lure the two knights and archers with a ranged unit
of your own so it can strike back at the archers. Knight reinforcements will
also spawn after you cross the bridge, so be ready for that.

The boss is another knight, and he has slightly higher res than the previous
grunts, but he should still be no problem. One or two magic attacks, followed
by Caeda's Wing Spear will finish him in one turn. He'll resist Marth's Rapier
though, due to the weapons triangle.

Chapter 9: The Pyrathi Dragon

Quite a few doors and chests, so be sure to bring a thief. It's also the return
of the jesus-piates, who can walk on water, so watch out for them. They'll be
able to cut across islands and attack your units from behind, though the AI
would never be smart enough to think of that.

Well, it looks like they'll try anyways, depending on where you move your
units. Keep a mercenary and/or myrmidon behind to fend them off, you'll want
your cavs to move through the door to engage the pirates and archers. Marth,
Caeda, and a single cav should head far east towards the village to intercept
the thief and pirate. 

+---------------------------------New Recruit---------------------------------+
|Jeorge will be waiting in the village for Marth. A promoted archer with only |
|seven strength. Fail. He would be the unit you keep around just so others can|
|laugh at him for his parents who spelt his name wrong. Just kidding. I am    |
|culturally considerate of people who spell things with J's.                  |

It is especially important for Caeda to head east then south as fast as she can
to stop the thief from looting the whatever is in that chest. It contains a
Wyrmslayer, a special weapon that deals extra damage to manaketes, which is a
boss of this chapter, but this weapon isn't necessary at all to defeat him.

You'll have to use the lure-in one at a time as you proceed onto the island 
with the boss on it. The best would be a cav holding a javelin. Rush in with
your other units when you see the chance.

When you reach the boss, pirate reinforcements will appear every other turn, so
you'll have to make haste, or defend while your thief makes the long trip.
Alternatively, you could let the thief steal the Wyrmslayer at the beginning,
then kill him to save time, but that would you mean completed this map faster
than I did. Oh well.

The boss is a dragon, but he will still be susceptible to magic, especially
Merrick's Excalibur. You might need a forged weapon if you want to finish him
with a unit other than Marth or anyone else who's pumped up so far. Be wary
about the range of the spawning pirates, they'll be able to reach your mages if
you're on the wrong side while recycling.

Chapter 10: Princess Minerva

You'll notice something interesting within the dungeon, a thief and two
treasure chests. Oh yeah, there seems to be a girl being held hostage as well.
Put your cavs and Caeda in front, with a thief close behind. The enemy thief
will only go for one chest, then try to escape. Either Caeda or one of your
cavs should be able to catch up to him if you rush in and stay out of range of
the other units.

You'll need Marth, your thief, and a couple of other units to clear the castle,
then have Marth, your thief, and a curate/cleric holding the Warp Staff make
their way to the prisoner. You'll see why. Don't worry about the hero near the

The rest of your army should have engaged with the peg and dracoknights coming
from the west. After the coast is clear, have one of your main cavs and a mage
continue northwest towards the boss. On the way there, you might want to stock
up on vulneraries, and steel weapons.

Back to Marth. By the time you take out the archers, for me it was turn six,
enemy reinforcements will arrive in the northeast corner of the map. It might
look intimidating, but all it is is juicy exp. Other than the reinforcements,
there's the boss, a hero, a knight, and a curate. 

Your main army should be ready to soak up the incoming exp. Let them approach
you while you build a vertical wall extending the bottom left corner of the
castle. Fighters and cavs should be able to hold - have them hold hand axes and
javelins. After they arrive and attack, rush them with all you got, giving
priority to making sure you kill as many units as you can, rather than just
weakening them. I was able to take out the cavs in one turn, so you should be
able too. Make use of all your units; you might have to take some risks but
your healers should be with you as well. 

Meanwhile, back in the dungeon...

+---------------------------------New Recruit---------------------------------+
|Marth (I've never noticed, but I guess he is a prettyboy) should be able to  |
|free Maria either with a key or his trusty side-kick thief. She's Minerva's  |
|sister, and she asks if we would be able to inform her sister that she's been|
|rescued. Oh great, walking all the way back through a battlefield. Should be |
|worth it though... Minerva's a Dracoknight and they seem to be close sisters.|
|Marth you perv!                                                              |

Well it looks like Marth and Maria will not be heading to the boss. Hurry back
to the main army playing defence, because a second round of reinforcements will
appear and this time, Minerva's coming with them. 

+---------------------------------New Recruit---------------------------------+
|Well actually, if you brought along the Warp Staff as I suggested in the     |
|beginning, simply warp Marth back outside near Minerva. She won't attack your|
|units and if Marth is around, she'll talk to him. She'll also mention that if|
|her three peg friends could see her, they would join Marth's army as well.   |
|Marth's harem is coming along quite nicely. Also note that she is already a  |
|promoted class. Caeda or perhaps one of the three peg knights we saw earlier |
|will most likely surpass her in stats, so it is recommended that you put her |
|on the sidelines.                                                            |

After you recruit Minerva, it's only a simple matter of taking out the rest of
enemy. If you have enough units left to move, press on and attack. If not,
retreat and assume a defensive stance. Withdraw any units low on hp, unless it
creates a gaping hole in your defence. If you have to bring your healer in to
the action, position your units to protect him/her. 

When the battle is over, and most of your units should have levelled up twice
or three times, warp Marth near the boss as a shortcut. 

The boss is a bit beefy with a javelin to boot. The cav and mage you sent
earlier should be waiting by the boss now, having killed the hero and the
knight (jeez, sounds like we're bad guys). Between the two of them and Marth,
they should be able to finish them in one turn. You should be able to pull off
double attacks with all three since the boss has really low speed. If not, wait
for a healer to catch up if necessary.

Chapter 11: Knorda Market

Keep your units out of range from the ballisticians, especially peg knights and
mages. Oh look, one of them has a face and name: Jake. Looks like we'll reach
him at the end though. Also note that the enemy peg knights will be closing in
on you during their first turn, so use yours to get ready.

Send three or four units to clear the village in the southeast, preferably cavs
and/or myrmidons/mercenaries. Leave the rest of your units to greet the pegs.

Alternatively, you could send Caeda solo over the mountains; she'll most likely
clear it all herself if you spent a decent amount of exp on her.

While you defend from the peg knights, you might be forced into a
ballistician's range, which is ok as long as you're not going to be attacked by
both or if that unit is not a mage.

+---------------------------------New Recruit---------------------------------+
|Once Marth reaches the village, he'll find Linde, someone who's suppose to be|
|pretty important or something. She seems to be a princess. I think that's the|
|third princess Marth has met now. Marth be pimpin. Anywho, she's a girl-mage,|
|which is a nice change from a cleric. Looks like she has good stats too,     |
|being level one with good potential. I'm going to use her, up to you if you  |
|want to as well.                                                             |

For the first ballist (the northernmost one), your cavs will be able to move in
without taking damage by going to the edge of its attack range, then moving on
to the save circle tile. You'll attract the horseman though, but it shouldn't
be a problem. Kill this ballist to let the rest of your army move in.

There's also a manakete here with a name and face, but you won't be able to
recruit him. Watch out, he's a dragon, so only send in your tough units to deal
with him.

For the second ballist (not Jake), you'll have to rush in with a couple of
cavs, to ensure you can kill the ballist quick and defend yourself from the
enemy cavs. You might take some hits from Jake, but if you have high enough
speed, they should mostly miss.

+---------------------------------New Recruit---------------------------------+
|If you visited the house on the west side of the pond (that better not be a  |
|lake) you'll talk to Anna, a girl who knows Jake and mentions that he'll only|
|have time for a lady. I'm not sure if you need to talk to Anna first before  |
|you can recruit Jake. Well, actually, when you talk to Jake, whichever girl  |
|unit you used will mention Anna, so it looks like you do have to visit the   |
|house first.                                                                 |

I moved in with Caeda, which I know was a risk, but she had maxed out her speed
and she was the quickest female unit I had. Jake missed her, and then I was
able to recruit him.

The boss is really easy. Nothing special. Not even a name or face. Recycle or
put him out of his misery quick.

Chapter 12: The Ageless Palace

Bring a thief to make your life easier. Kill the two immediately to your right
with your myrmidon and mercenary, or whatever footsoldiers you're using. Move
your cavs to block the knight with your mages behind. Two archers and a mage
will be harassing the prisoners, potential units for you. Slaughter the knights
in your way with the Armourslayer or warp a cav to take them out. I did the

Reinforcements will come in from where you started, so have two units ready to
block them off in that opening to the left of the first save circle.

The only thing you really need to strategize here is who is going to get how
much exp. The top group will get quite a lot of exp from the constant cav
reinforcements. I kept my myrmidon, mercenary, and two mages there. Plus one
cav for insurance.

The bottom group, of probably your cavs and Marth, should have no problem
eliminating the enemy units plus the manakete at the bottom. There's a paladin
named Heimler who looks like a recruitable, but he's just another random enemy,
like the manakete in the previous chapter.

It might occur that the reinforcements will overwhelm your forces in the battle
at the top. Don't be afraid to use the knights you just freed as walls.

The general guarding the five chests is a pain. He has a bow so your mages and
Caeda are vulnerable. I simply brought in a cav holding an Armourslayer.

The sniper at the bottom can be troublesome too. You should've brought a ranged
attacker along with Marth as you headed to the bottom. Whichever unit you
decided to bring, leave him within range of the sniper and let him attack first
so you get some counterattack damage in. You might want to take out a curate as
you position yourself. I left my hunter with a forged steel bow; was able to
bring him down one turn and kill him the next.

The boss is holding a- mmmm..... baloney. Yes I am aware that is not how you
spell that. It's pretty dangerous to attack him head on unless you have two or
three units ready. To ensure the boss's exp for one unit, leave that unit (mine
was Marth) next to him so he'll attack on the next turn and Marth can counter
him. On your turn, you'll be able to kill him, just be sure to have a strong
weapon on Marth or whichever unit, like a steel weapon. 

Make sure your thief loots all the chests before you seize the throne. Some
pretty sweet weapons in there.

Chapter 13: The Wooden Cavalry

Well this looks like a really annoying map. If you're using Caeda, it should be
safest to send her on the bottom route, since there's only one arrowspate and
it can't move. Be sure to bring all your capable paladins; they'll have to rush
in and eliminate the ballists quick. Give your rushers vulneraries too; you
won't be able to bring your healers in close at first.

There is a hero along the middle road by the name of Astram. If you paid
attention during the opening scene of the last chapter, Midia (the paladin you
rescued) seems to know him. So bring her along if you want to recruit him.

*Tip*: This tip is really important for this map, I think. Make sure to bring a
warp staff if not two for this map. Once you warp your cav unit, it'll be able
to wreak havoc on the ballists up close and personal. If anything, it should
make this mission a bit quicker.

If you follow my tip above, warp Caeda to the bottom and have her kill the
ballist using the arrowspate. She might have to carry a forged weapon to do
enough damage.

Marth and Midia should move in the middle, and whatever unit you think has good
endurance. Two cavs (or even one) are enough to take the top route.

+---------------------------------New Recruit---------------------------------+
|The village in the middle will let you recruit Beck. He's highly recommended |
|if only just for this chapter. He'll be carrying a thunderbolt, which does   |
|bonu damage against his own kind (ballists). Recruit him and let him work his|
|Zeus.                                                                        |

Let Beck take care of the ballist furtherst back in the middle. As you move
closer with Jake, Marth, or any cav, Astram the hero should be lured in. 

+---------------------------------New Recruit---------------------------------+
|If you brought Midia like I mentioned earlier, you'll be able to recruit     |
|Astram by talking to him. Another promoted unit: useless. Even Ogma, if you  |
|trained him as a mercenary, should have higher stats than him even at the    |
|unpromoted class.                                                            |

As you approach the boss, make sure to keep healing your units via Psychic.
Only cavs should be rushing in towards the seizepoint. After you take care of
the surrounding ballists, it's just a matter of standing next to the boss and
whittling down his hp.

Chapter 14: Land of Sorrow

Well, it seems Beck might be a legitimately useful unit now. If you noticed the
broke bridge right of where you start, you'll see that you'll have to all the
way around the island. I'm guessing by that time the reinforcement peg knights
will arrive, and I'm willing to bet one of them will be Minerva's friend.

Anyways, have Caeda fly south and deal with the two knights on the right. She
should have her Wing Spears. She'll keep heading down solo to intercept the two

As for your main army, they'll be assaulted by archers as they move west, so
move your archers and cavs holding javelins first.

The village in the corner will get you a Thoron, a high level thunder spell.
The person says it belongs to Boah, but you might as well give it to one of 
your main mages; you're not seriously using Boah are you? Ah ha ha... ha.

+--------------------------------New Recruits---------------------------------+
|Two peg knights will appear on the left side of the map. Move Marth ahead and|
|on their turn, they'll speak with Marth and you'll have two new peg knights  |
|under your command. They're both unpromoted, a bit low level but they have   |
|high weapon levels; Palla will be able to use silver lances on the get go.   |
|Not a bad choice for backing up Caeda. For future chapters...                |

As you move down the west side of the building (where the curate and archers
were in), you'll be assaulted by constantly reinforcing peg knights. Move your
weaker units carefully, always cover them on the sides with your peg knights
taking the right side on the sea tiles.

You can stop the reinforcements, however, by placing two of your peg knights on
the two tiles that they spawn in. Or you could use them as exp fodder, so long
as you keep your pegs healthy and tag team when necessary. Between Caeda,
Palla, and Catria, they can gain quite a bit of exp by this method.

Before you fight the boss, don't forget the two chests on the right side of the
map. One contains money and the other a Silver Card that lets you rob the

As for the boss itself, start off with magic and finish him off with either a
forged weapon or one that does extra damage to knights. Easy as pie.

Chapter 15: An Oasis of Magic

Right at the beginning of this chapter you'll see a sorceror named Gharnef who
says something about nothing being able to stop him except some light from some
guy who tried and failed. You will not be able to recruit or end him this
chapter. He's basically an invincible unit with a powerful magic attack, enough
to two hit kill your own units.

In order to minimize casualties, you'll want to bring as little units to this
mission as possible. It's not worthwhile to bring any more than you need
because 1) they'll most likely get killed by Gharnef as you try to run away,
and 2) this map is huge; Gharnef will catch up to you by them time you make it
to enemy units, and you don't want to waste warp over a bit of exp. 

So, bring all your useable pegs and cavs. Also, bring a thief or a unit with a
master key to get the chests at the bottom right corner.

The units I used on this map were three pegs, three cavs, two clerics, and my
hunter with the master key.

*Tip*/Neat move:
Give one of your healers the barrier staff at the beginning, and place two of
your pegs 'chess-horse' spaces away, like an 'L'. This way, on your first turn,
you can cast barrier on one peg, have the other healer stand next to the first
healer and second peg, trade and cast barrier again to the second peg all in
one turn. Then two of your pegs will be ready to face the magic. I let the one
with the highest res go without barrier.

Place your pegs on the left side at the start, they will simply go north. The
two mobile cavs should be placed on the right. Your three pegs and two cavs
should meet together in the middle as you move north when you engage the enemy

Be sure to give your pegs javelins and vulneraries, because they will be
engaging dracoknights holding the same and they'll be on their own.

On the first turn my hunter killed one of the mages, and my cav the other. The
other two cavs charged on ahead towards the north, where they would lure the
dracoknights. The pegs are to take out the group of mages on the left, then
join with the cavs to take down the dracoknights.

To end this map asap you'll have to warp Marth to the seize point. Once there,
he can one hit kill the boss mage with a silver sword (which he *should* be
able to use by now), and seize if things get hairy. 

*Tip*?: This map might be easier if you have horsemen, but I chose not to use
Wolf or Sedgar, and my hunter hasn't been promoted yet, so my strat does not
involve any horsemen, though you would probably be able to take down the dracos
quicker if you have any.

Once Gharnef was far enough away, warp the thief (who should be ready to move)
to the chests, which should summon a mage nearby, but your looter should be
able to get the two chest before getting hit. Also, be sure that you killed the
thief for the recover staff.

Seize with Marth once you got both chests and you've got your fill of exp or
Gharnef is getting too close.

Oh snap blue man group!

Chapter 16: The Battle For Altea

Did anyone else lol when they saw the boss's face for this chapter, or am I
just immature? lol. There's another unit with a goofy looking picture on the
right side, a 'freelancer' by the name of Xane (wtf feathers?). Looks like
we'll be able to recruit this chapter.

However, you'll notice two annoying things about this map:

1) Xane and the two villages are at opposite sides of the map, which means a
long walk for Marth. Also, you'll want to get Xane first before your units
accidentally kill him (her?), which means an even longer walk to the seize
point. Bring the warp staff if you're impatient. You'll probably just warp

2) There are three dracoknights at the beginning of this map ready to intercept
your units as they head towards Xane (which is the quicker way to finish this
chapter), and two of them are holding lethal weapons for your mounted units: a
poleax and ridersbane, putting serious hurt on your horseback units. All I can
say is: be wary. Lure them in, and be careful if you use a peg, they can't
usually take many hits.

To take out the hero blocking the door, have a strong unit engage him with a
mage or archer backing up from behind.

+---------------------------------New Recruit---------------------------------+
|Once you get inside, have Marth talk to Xane. You'll recruit your first      |
|freelancer, a unit that can copy one unit for five turns, gaining their      |
|stats, max hp, and sprite, but not their current hp or their weapons. Sounds |
|useful, but also more trouble than it's worth.                               |

Now either have Marth move back towards the other side of the village or warp
him back.

+--------------------------------New Recruits---------------------------------+
|Between the two villages, you can choose one additional recruit. Since both  |
|are promoted units with inferior stats, the only choice you need to make is  |
|who's equipment you want. On the left is Arran, a paladin holding a silver   |
|and killer lance. On the right is Samson, a hero holding a silver axe and a  |
|vulnerary. I chose Arran.                                                    |

Marth and the few units you bought shouldn't have a hard time taking down the
small group of enemies. 

Meanwhile, back on the east side of the map, if you brought along your ballist,
he should be sniping at the enemy units on the middle island, and having your
peg knights finish them off. There is another enemy unit to the south holding
a ridersbane, so be sure to have a unit other than your cavaliers exit the
castle first.

You can also lure the horsemen in the middle area by placing one of your
archers or javelins on the opposite side, while your ballist soften them up.

The turn after you engage the boss, reinforcements will arrive from the forts,
the ones to the north and the two in the middle in front of the seize point.
Stand on top of them to negate it.

As for the boss himself, magic first, then finish him with whoever.

Chapter 17: Star and Savior

We'll split our groups into two teams. One will go for the chests on the left,
the other will clear the throne room. You should bring a thief to open the
chests, so that team will be Team Thief. The other team should be led by Marth,
to bring the chapter to quicker conclusion. I'll divide this chapter into two

Team Thief

Team Thief's goal is to clear the way to the treasure room. You should bring
your cavs and make sure one of them is holding the Dragonpike, since you'll
face two manaketes along the way. Have the cav holding the Dragonpike lure the
manaketes in, and swarm him with your archers and mages if you need to in order
to finish them.

The other cav should be holding an Armourslayer take care of the knights on the
right. Lure them towards you but don't let them get the first attack with the
javelins. Kill them both in one hit. 

The rest is simply luring the sniper and mages.

Team Marth

I recommend bringing in your peg knights to take over the throne room. There is
a small moat surrounding the throne, and your pegs will be able to fly over it
to the pesky bishops on the right. On the first turn, a peg holding a javelin
should open the door, and Marth and the rest should assemble behind her.

After that, have Marth step in and kill the weakened knight with his Rapier.
Your peg knight should be able to fly in and kill the bishop using 'Swarm' in
one attack. You can have the other pegs fly in and put a dent on the knight,
but don't worry about it, as long as you can kill him on the next turn. 

As soon as you breach the throne, two pairs of a knight and paladin will
reinforce through two turns. Don't worry about them. Assemble your pegs outside
the sniper's attack range, and once all of them are ready (I recommend Caeda
plus the sisters), you should be able to kill the sniper in one turn with a
forged lance, and same with the two bishops with any ordinary weapon. Go for
the one using fortify first. The paladin and knight will attack you, but they
won't do too much damage.

*Secret Shop*: You might have to defeat the boss first before you can access
this. After you kill them all, you should have a VIP card and your Silver card.
Give them both to a single unit, and fly over to the wall directly north of the
seize point. It should be in between two parts of the wall sticking out and has
some decoration on it. This secret place will sell you special weapons that do
bonus damage to specific units, and killer weapons, which gives you a higher
critical percentage, but it never seems to work for me :(

The boss is a pompous mage dragon, and he has the right to be because being a
mage dragon is pretty badass. He'll put some serious hurt on any of your units.
Place Marth holding the Wyrmslayer in front of the boss, but don't attack. Let
him attack you first, then heal Marth and attack him again. If Marth somehow
misses, finish him with a javelin or archer. Magic won't damage him.

Grab all the treasure, then seize.

Chapter 18: The Sable Order

From this point on, I think you should know which units are on your A-list.
By now they should be at B rank for their weapon levels, so equip them with
silver lances. Yeah that's right, I know they can equip lances.

Your pegs can cross the river to engage the mounted enemy units in the middle,
just be sure to attack the horsemen first before they attack you. Your cavs can
rush the bridge, acting as a luring wall. Remember to sure exp with Marth and
your mages, or any other units you chose, if you want. Be wary of enemies
holding Ridersbane.

+---------------------------------New Recruit---------------------------------+
|By turn six, the last of the peg sisters will arrive on the battlefield: Est.|
|She claims to have flown into enemy territory to retrieve one of the three   |
|mythic weapons of Altea: Mercurius. Awesome. She's pretty low-level for this |
|late stage of the game, but the stats don't seem too bad. Do what you will   |
|with her.                                                                    |

On turn eight, reinforcements will arrive at the bottom left forts. Bonus exp!
The only one that is a threat is the horseman holding a silver bow. Send your
cavs to take them out quick.

Boss thinks he's Gandalf. Not much he can do. Your forces can overwhelm him
easily. Ridersbane, magic, peck at him with everyone, poor guy. We shall pass.

Chapter 19: Manakete Princess

If Gharnef was so smart he would be guarding the object that can kill him
himself. And he wouldn't talk so loud that we can hear, because he mentions
Bantu, so bring him along for this mission. As you can also see, there are lots
of mystery doors; exciting! Bring your thief, and give a door/master key set to
another unit.

*Tip*: Always have units at the ready before opening a door. You don't know how
many enemies are waiting inside. You'll want to be ready either to clean them
out or set up a defence. Well, since you're reading this, you'll probably look
ahead to see what enemy units are behind the doors anyways. You sneaking poo.

I'll count the doors going up (towards the seize point).

Door 1 on the left: A single archer.
Door 1 on the right: Two chests - Left is Pure Water, right is Spirit Dust.
Door 2 on the left: Two chests - Left is Bullion (XL), right is Bolganone.
Door 2 on the right: A single archer.
Door 3 on the left: A single archer.
Door 3 on the right: Two chests - Left is Geosphere, right is Seraph Robe.
Door 4 on the left: Two chests: Left is Master Seal, right is Speedwing.
Door 4 on the right: A single sniper. Be careful if you're using pegs to clear
the rooms, this guy has higher def.

The chest in the middle has the Starsphere.

The thief on the left is holding a Lightsphere, one of the things needed to
defeat Gharnef. I think there's suppose to be a difference in Chapter 24 or
something depending on whether or not you take the Lightsphere. There's a
difference in how the story plays out. Anyways, I'm going to take the
Lightsphere for this run. Inside the top middle room is a mage and another
hero. Watch out for the mage when you get close, he can cast from behind the
wall and it's pretty strong.

Have a two-unit wall ready at the top to lure the thieves and heros in. It is
recommended that you have javelins, Levin Swords, or regular bows and magic
ready to back up your front units. You'll want to kill the enemies in one turn
anyways, since there is a healer at the top that will cast pyschic on them.

+---------------------------------New Recruit---------------------------------+
|If you brought along Ban-Ban (Bantu) like I suggested in the beginning, have |
|him talk to Tiki and she'll join your forces. Once you can control her, talk |
|to Marth with her and Marth will get his very own nickname. Yay!             |

If you choose to kill Tiki, I hope you brought along a Dragonpike or
Wyrmslayer. But why would you want to kill Tiki anyways? She's cute and
mentally handicapped, you horrible person!

*Tip*: Before or after this map, by this chapter you should have some units
that have reached level 20. I'm assuming these are the good units you want,
since you let them level so high, so give them a Master Seal and use it during
battle prep. This will increase their stats, weapon level, and let them gain
exp again to gain even more stats boosts. This promotion only happens once, and
only promote units that you feel are necessary (the very best, like no one ever
was. Dahn dahn dahn dahn!)

Chapter 20: Camus the Sable

It's a good idea to bring along your ballistician holding a Thunderbolt, there
are a couple of enemy ballists who can be quite a pain. Eliminate the ballist
opposite the river at the beginning, and send your pegs/dracos to kill the two

Move everyone along just outside the range of the other ballist. On the enemy's
turn, he'll send paladins both from the north and middle groups. Finish off the
middle group before sending your units across the bridge (with a bridge or
master key). Marth, of course, will continue going south to visit the village.

+---------------------------------New Recruit---------------------------------+
|Approach Camus with any of your units and he, Marth, and Nyna will engage in |
|a conversation. After that, he'll join- Just kidding! Aw geez, pulled a fast |
|one on me, Intelligent Systems. We are unable to recruit Camus, so here we   |
|are presented simply with a moral dilemma: Spare Camus, who is actually a    |
|good guy, or kill him for the Gravidus, an uber-elite weapon. Just so you    |
|know, the Gradivus is the strongest lance of the game, and its special effect|
|is being able to recover all of 
|                                                                             |
|I am going to kill Camus. It's my first playthrough and I want the weapon    |
|rather than for Nyna to like me. lol owned. Plus he gives a lame reason for  |
|not joining Marth's crew.                                                    |

Make sure to visit the village. You'll get the Hammerne, which lets you repair
the durability of most weapons. Pretty useful.

It's a slow trek, but move Marth and an extra unit up to the boss. Have your
ballist eliminate the enemy one if it's causing you problems.

*Tip*: This is a pretty good idea. There is an arena in the top right area of
the map. While the rest of your army make their way towards the seize point,
have some units train. I used my peg knights to get them some extra exp. I also
left behind a healer to keep healing them so they can just go back and forth.

+---------------------------------New Recruit---------------------------------+
|When you reach the boss, simply talk to him with Marth. Lorenz the General   |
|will join your group. Now this is a serious facepalm moment. Why didn't Marth|
|use this logic to convince Camus?! Hm, I wonder what would've happened if I  |
|talked to Lorenz first before killing Camus.                                 |

Chapter 21: Clash in Macedon

Oh boy, this looks like a tough mission (to keep everyone alive). I sure hope
draco reinforcements don't show up in those forts up north... Well, I might be
exaggerating the difficulty of this level because I haven't really trained any
bowmen (Yeah, I didn't use Wolf or Sedgar, but I didn't know!)

Be sure to have one of your flying units hold the VIP and Silver Card. There is
a secret shop in this chapter. Have 18,750 gold ready to spend. You should have
more than enough from selling the XL bullion from chapter 19. If you don't have
enough, sell your weapons/items until you do. Don't ask any questions. *glare*

Very important for this chapter: Always make sure whether or not the enemy can
reach you. Those dracoknights can cover a surprisingly long distance, most of
them hold javelins and one even carries a Ridersbane. Lure them one at a time.

My setup was this: Est and Caeda on the left, Palla and Catria on the right.
See? Peg knights have their advantages! I also use two healers, so keep that in
mind as you form a stradegy for your own team.

Well, I was right. Reinforcements do show up on turn five from the forts at the
back, but not all of them are dracoknights. Again, lure them in with strong
units and finish them off with weaker ones if you still need to. Perfect
oppurtunity for Est to catch up if you plan on using her.

Paladins and Dracoknights are good units for luring, and you shouldn't have
that many in the first place. Use them to lure and have the other units catch
up to them in exp.

*Secret Shop*: This shop is located on the edge of the east side of the map. It
is the 'plain' tile surrounded by 'mountain' tiles. This shop is extremely
important. You need the VIP card to visit it in the first place, and the Silver
card to actually afford everything, because you will *want* to clear out this
shop. It sells three each of Energy Drops, Secret Books, Spirit Dusts, 
Speedwings, and Ashera Icons. Massive stats boosts for your troops. Too bad no
Dracoshields, my Abel and Frey have such low def right now :(

I'm not sure these guys are fit to be called bosses. Surrounded him and attack,
just make sure you can kill him in one turn because he has a javelin that can
kill your mages in two hits. I Rapier'd him.

Whoa blue man is back.

Chapter 22: A Knight-Filled Sky

Before you start this chapter, eat all the things you bought from the secret
shop in the previous chapter. Use them on units that need catching up. As I 
suggested before, a good rule is to make sure the unit's important stat(s) are
equal to their level. If Marth has 15 str, and he's level 20, use an Energy
Drop or two on the poor guy. Also, you might want to save some for units that
lag behind as they level. Yes, we are almost at the end, but it's still a good
idea to be prepared for the last battle so we can DOMINATE WITH NOTHING
STANDING IN OUR WAY! Or if it stands in our way, it won't stand a chance.

Anyways, on to the mission. If you want the Starlight (to defeat Gharnef
easier), bring the Starsphere and Lightsphere and give them to Marth. Keep in
mind that you'll lose both and their awesome abilities if you trade them in.

I don't know about you, but I had a good time picking those dracoknights out of
the air with my ballist, Beck. He can pretty much clear the castle with his
Arrowspate. They will come out and attack you though (the long way; they can't
fly over the walls either). You can split your army up or just send everyone up
the east side. That's where the enemy will be coming from.

As you head up, form a horizontal wall with your able pegs/dracos. They should
be able to withstand the enemy's onslaught. Heal them the next turn and bring
the pain to them.

The village to the north is where Gotoh is at. If you visit him with Marth,
he'll forge the Starlight for you, the magic that will penetrate Gharnef's
ultimate shield. If you don't have it, he'll be disappointed and recommend 
using the Mecurius or the Gradivus against Gharnef. I don't know how hard it is
to defeat Gharnef without the Starlight, but I took it anyways cause I'm the

On turn 8, a draco knight and a peg knight will be reinforced from the forts in
the middle. Same with turn 9 and turn 10. You can either block them by standing
on the forts or use them as exp fodder. Turns 11-14 brings six more enemies
from each fort each turn. It's like... bonus exp land! I gave my horseman a
draco each turn, while my pegs took turns finishing off the paladin. Marth got
the horseman. That's how I chose to spread it. Do whatever you want.

The boss is a real meanie. Won't even talk to Minerva or Maria (his sisters,
and yes, I brought them along), and he negates any bonus damage from bows.
Silver weapons will easily bring him down, along with regalia weapons if you
brought them along (Mecurius, Gradivus, Hauch-something that Minerva was

Chapter 23: Dark Pontifex

Bring the following staves/weapons to this chapter for an easier time:
-Warp Staff
-Barrier Staff
-Javelins/handaxes for every unit that can hold them
-Tiki with Divinestone

In this chapter, Gharnef clones himself. You'll find three of these clones
scattered throughout the map, and they're all holding the Falchion, Marth's
supposedly ultimate weapon. Early on you'll be notified that if you seize the
throne (complete this chapter) before defeating the real Gharnef, you won't get
your sword back. Well of course we want the sword, right? So don't seize until
all the Gharnefs are gone.

Give Merric (or Linde, and only these two because these are the two units worth
using as mages) the Starlight tome. This is the only practical way to eliminate
Gharnef and his clones. Give one of your healers the Barrier stave if you want
to play safe.

Bring a thief, and give your VIP and Silver cards to a single unit. Start the
thief on the left hand side and have him head towards the two chests while
being escorted by a single unit. This job belongs to a strong unit that doesn't
need exp anymore. For me, this was Caeda, dracoknight. She's strong enough to
stand on her own, plus she doesn't really need to be at the frontlines for exp
anymore. Use whatever unit you have that is in a similar level. The reason why
the thief needs to be escorted I'm not quite sure yet. There IS an openining in
to the left of the castle, and that just screams out enemy reinforcements.
Better safe than sorry.

For the rest of the map, I had my pegs take out the mages to the right, and
everyone else charged to the top. Beware the sniper at the beginning at the top
of the stairs, if your pegs are passing by. 

Well son of a gun. I'm writing this as I play, and I just saw the cheap combo
this map has set up. Gharnef takes zero damage from regular weapons, and when
you do damage him with Starlight, he'll be healed by the two curates at the top
via psychic and fortify. ARGH! He took damage from my counter-attack with a
javelin though.

Here's a strat for Gharnef #1. He's standing off at the end with another mage
right by him. If you lure either with Merric, then Merric will die from the two
attacks of Gharnef and the other mage. So use one of your pegs holding a
javelin to bring them in. Kill off the mage and let Gharnef attack Merric first
so you can finish him the next turn. Also, you might want to cast Barrier on
Merric before engaging.

As if the Gharnefs weren't enough, as you climb up this gauntlet of death, two
Bishops will be casting Swarm on you. This is particularly dangerous for Marth,
since he doesn't get to be promoted and thus he has no res. This is where the
barrier staff comes in. Cast barrier on any unit to raise its res by seven, and
each turn it decreases by one until it goes back to normal.

By the time you finish Gharnef #1 at the bottom, your paladins should have
reached the top. The priority is the curate at the top right. Once you kill
that unit, you'll get an extra Barrier staff.

For me, Gharnef #2 (top right side) was the real Gharnef. I'm not sure if it
changes with different playthroughs. Anyways, this was a real pain. So you have
Gharnef dealing heavy damage to your units, and you can't scratch him. You have
to get Merric up there quick, which is why you should have brought the Warp

Also note: On turn seven, reinforcements will arrive at the top. Mages with
pretty strong spells.

Before you warp Merric, there are a few things you should do to ensure
your victory. It's a complicated procedure so I'll lay out step by step.

1) Warp Tiki to the top left area and have her eliminate the other curate using
psychic. She should have very high res, and shouldn't take any damage from
Imhullu (for some reason), and very little damage from the other mages (1 or 2
if any).

2) Remember that curate you killed who dropped the barrier staff? Lena should
be near that area now if you kept her on the move. Trade the barrier staff onto
her from whichever unit has it (hopefully a paladin). Cast barrier on that
paladin (who should also have a javelin), and have him clear out the mini-mages
at the top right area so they don't do damage to Merric. Take out the heroes 
and the ones casting Swarm as well while you're up there.

3) Heal and cast barrier on Merric before warping to the top to deal with
Gharnef #2. Let Gharnef attack first if he still does too much damage after

Your stradegy could be different than mine depending on whether or not you
devoted more exp than I did on Merric. For me, he was only level 13, not even
promoted yet, so he had low res.

Anyways, when the coast is clear, send Merric up and wipe the floor with
Gharnef #2. He will drop the real Falchion for Marth to use.

It seems after you kill the real Gharnef, the fake ones become really weak.
Kill the last clone however you want.

The boss is a bishop. Small fry. Kill him however you want.

*Secret Shop*: Before you seize, bring the unit holding the VIP and Silver
cards to the tile just north of the seize point. It's the tile that looks like
a door. Here you will find three Master Seals for sale. You might want 
to save your money though, because the secret shop in the next chapter has more
valuable items for sale.

Chapter 24: The Dragonkin Realm

Manaketes galore! Bring your dragonpikes and wyrmslayers and give them to the
units that need exp. The Falchion also deals lethal damage to them as well.
Also, before you begin, make sure you have 15,000 gold to spend. Give one of
your flying units the VIP and Silver cards.

You can finish this map pretty fast if you use your peg/draco knights. They can
fly over the mountains with their dragonpikes and get a quick jump on the
enemy. If you choose to do this, be wary of the snipers in the vicinity.

As your ground units walk the path, lure them while holding the bonus weapons.
I was able to clear the road with Abel and Frey, while Caeda, Palla, Catria,
Est, and Marth cleaned up house near the seize point; I warped Marth there, and
you might as well since this is the second last chapter. 

Take out the snipers first, then most of the dragons should attack Marth and
most likely miss, then getting one hit killed in the face with the Falchion.

*Secret Shop*: This shop is located at the very southwest corner of the map,
it's actually the exact corner of the map: the plain tile surrounded by
mountains. For sale here are three each of Dracoshields, Talismans,
Seraph Robes, and Arms Scrolls. It's like, there's a stats-boosting party and
everyone's invited guh-huh! Buy it all.

The chest in the middle of the map contains the Lum staff, which lets you
revive one party member that fell. I haven't let anyone died though. Oh well.
If you want to get it, two units are enough to take out the two manaketes and
hero. I had Abel and Palla do it. Hope you gave either of them a master key.

The boss can be taken down in one hit by a dragon-bonus-damage weapon by a
decent unit, or Marth and his Falchion Paunch!

Endgame: Chosen by Fate

The final chapter. This will be your longest prep time for a chapter, because
you'll want to use up all your stat-boosting items such as Energy Drops, and
you'll have to strategically place your units nice and even to cover each
other's weaknesses, because Marth had the brilliant idea of splitting up.
Whoever you choose to place wherever you want, make sure they have
corresponding weapons to deal with any immediate enemy units. For example, a
unit placed on the top left should have a dragonpike or wyrmslayer for the
manakete waiting to the south. Also remember to give Marth a door/master key
so the bottom middle group can escape.

A short checklist:

-Give everyone their maxed durability silver and specialized weapons
-Use up all Energy Drops, Dracoshields, Speedwings, etc. on units that need it
-Use Master Seals on whichever units haven't been promoted yet
-make sure some of your units have either a handaxe or javelin

In case you were curious or if you'd like for reference, this was my setup:
Pallas, Catria, and Est, at the top left; Abel, Frey, Lena, and Bord (horseman)
at the top right; Beck (ballist), Merric, and Tiki at the bottom left; and
Marth, Maria, Xane, and Caeda at the bottom middle.

Holy cow that dragon looks intimidating.

Medeus: I summon myself! Red-eyes Gold Dragon! (44atk, 25def)

Marth: Not so fast Medeus! You've neglected my trap card!: Falchion Sword!

At least, I hope that's how it'll go down.

+---------------------------------New Recruit---------------------------------+
|As soon as you begin, Gotoh (blue man) will join your group in the bottom    |
|middle, only if you didn't visit gaiden chapter 24 (the bonus chapter 24     |
|mission). He's pretty useful, a sage with powerful tomes and useful staves.  |
|Where were you in the beginning you glory-hogger!?                           |

I'm digging this final chapter music. Let's walk through the first turn of this
final chapter move by move. This is what I did and I believe I did a good job
maximizing damage done on first turn, which is pretty useful in this map.


Team Marth
-Marth opens the door
-Caeda kills paladin
-Xande imitates Marth
-Gotoh swarms ballistician
-Maria heals Xande

Team Peg Sisters
-Catria and Est take out the manakete with their dragonpikes
-Palla kills the hero (gasp)

Team Tiki
-Beck finishes off the ballist with thunderbolt
-Tiki blocks the opening to this starting room; equipped with Firestone
-Merric stands right behind Tiki, just out of range from the second ballist

Team Horsey
-Bord takes out the draco in one hit with silver bow
-Lena uses Hammerne on Abel's Gradivus
-Frey takes out bishop
-Abel takes out the knight

On the enemy's turn, the hero should attack Caeda. The manakete will attack 
Abel and die. If you placed your units in a similar start as I did, you don't
have to worry about bonus-damage weapons except for the wyrmslayer on Tiki.
Also, that group in the middle grass area will most likely head left, so
prepare for that.

Be wary of the ballists' range if you have mages nearby. They'll aim for your
mages first because of their low def.

*Tip*: This tip only becomes necessary during this map, I think. You should
have two healers by now if you're a cautious and smart player. Well, I guess if
you made it this far with one healer you're just a good player. Anyways, I
think most would have two, and this is an advantage because they both should be
able to use fortify. You should fortify at the beginning an end of your turn.
This will ensure that none of your units will fall, provided you haven't placed
them in a situation where they get mobbed. Gotoh has fortify too, but he should
be swarming.

From here on out, it's safe to treat this as a regular map, though there are
some surprises (see below). You'll want to take out the healers though, because
it does get quite annoying watching them heal the enemy constantly. Do not use
a peg or draco to kill them. First, have the holder of the Gravidus (your 
paladin) kill one of the healers through the wall. This will lure both snipers
to attack you and they will die from the sheer awesomeness of the Gravidus. You
should be able to get a chance to do this while the things happen below. After
the snipers are gone, you can use a peg's javelin to kill the other healer on
the other side. The two healers should be gone before the turn five
reinforcements meet up with you.

*Warning*: At the beginning turn three, the doors to the starting rooms for the
groups in the top left and top right will close, locking whichever units are in
there for the rest of the map. Get your units out by the end of turn two.

On turn four, enemy units will reinforce in the left room from the two stairs,
a ballistician and a bishop. Do not go in there to fight them.

On turn five, reinforcements will appear from the forts on the bottom right
corner, and a single dracoknight from the stairs on the right side of the

Turn six, the room to the left side is closed off, and the same reinforcements
from turn four show up in that same room.

On turn eight, all the reinforcements from above will come all at once, but
you'll still get to move first. Prepare for them and just get ready to rinse
and repeat.

Here's what you do about the reinforcements:

For the ballisitician, have Beck and Gotoh double team it with Swarm and the
Thunderbolt. You might need to cast Hammerne on the Thunderbolt. Ignore the
bishop, he's locked up anyways.

The reinforcements from the bottom right are nothing special. Block them off
with one unit, then have a ranged a unit take their hp down. Rush in with other
units if necessary.

Reinforcements will also appear from the stairs in the middle, a manakete on
the left, and a hero on the right. You can simply put Marth or the holder of
the Gravidus in the middle hallway to clear them both out. Just remember to
keep healing them. 

While all the above is taking place, you should have been sending Marth and one
backup unit (preferably your strongest paladin) to the boss. When the coast is
clear, engage Medeus with the Falchion for, hopefully, a one turn kill. You
should be able to a double attack 30+ damage each.

I got an epic one hit kill on the boss with Marth's critical.

Here comes the epilogue.

Clueless Marth. Oh man, this guy's a nerd after all lol. Bah ha, I told ya Wrys
was a pedo: "Opening up an orhpanage". Poor kids.


= GAIDEN CHAPTERS                                                       (3gc) =

The 'Gaiden Chapters' are bonus side-story missions available to you throughout
the main story if you fulfill certain requirements. They are worth visiting
because they all contain an extra recruitable character and usually some nice
treasure within the chapter.

Have 15 or less units in total by the end of chapters 6, 12, 17, and 20,
respectively to access the following gaiden chapters:

Chapter 6x: In War's Grip - Athena (Myrmidon)
Chapter 12x: A Traitor's Worth - Horace (General)
Chapter 17x: Prisoner of Helena - Etzel (Sorceror)
Chapter 20x: Men and Monsters - Ymir (Warrior)

To access Gaiden Chapter 24x, Tiki must not be in your army (either kill her or
don't recruit her), and you must not have the real Falchion (don't kill
Gharnef). In this chapter, you can recruit Nagi (Manakete).

I will not cover the stradegy for these chapters here, but I will for the Hard
Mode walkthrough. Remember in each of these, there is one new recruitable unit.

= CHARACTER GROWTH RATES                                               (4cgr) =

The following chart grades the probablity of a specific unit's chance of gain
in a stat when he or she levels up. So, even if someone is ranked 'A' in 'STR',
they still might end up with low STR; it's just that it's highly unlikely. 

*Also, this chart does not take into consideration what class the unit is. Abel
as a mage will have a higher chance of increasing MAG than Abel as a cavalier.
But since Abel's MAG gain is so low anyways, you might as well not use him as
a mage.

This chart is based on, an awesome Fire Emblem site that
contains a boatload of information.

Also note that they are seperated and classified by their class sets, in order
for you to better compare who to use as what.

|Group One: Units that do not get promoted - Lord, Thief, Manakete,           |
|Ballistician, Freelancer                                                     |
|    NAME    |   HP  |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES   |
|  Bantu     |   B   |   D   |   D-  |   D   |   D-  |   D-  |   D-  |   F    |
|  Beck      |   A   |   C-  |   F   |   C   |   B   |   B-  |   C-  |   F    |
|  Jake      |   B   |   C   |   F   |   B+  |   D   |   B+  |   D   |   F    |
|  Julian    |   A   |   B+  |   F   |   B+  |   B+  |   A   |   C   |   D-   |
|  Marth     |   A   |   B+  |   F   |   B   |   A   |   A   |   D   |   D-   |
|  Nagi      |   S   |   B+  |   D-  |   A   |   A   |   S   |   D   |   D-   |
|  Rickard   |   B+  |   B+  |   F   |   C   |   B+  |   B   |   D-  |   D-   |
|  Tiki      |   S   |   B+  |   D-  |   A   |   A   |   S   |   D   |   D-   |
|  Xane      |   B   |   C   |   F   |   C   |   C   |   D   |   D   |   D-   |

|Group Two: Cavaliers-Paldins, Archers-Snipers, Clerics-Bishops, Mages-Sages, |
|Pegasus-Dracos, Myrmidons-Swordmasters. Note that pegs get a better boost in |
|speed, while cavs get a slightly better chance at STR, SKL, and DEF; this is |
|the only male/female difference. The other classes that both male and female |
|can use have no difference, that's why I put the guys and girls together.    |
|    NAME    |   HP  |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES   |
|  Abel      |   A   |   B   |   F   |   B+  |   B+  |   C-  |   D   |   F    |
|  Arran     |   B+  |   B+  |   F   |   C   |   B   |   B   |   D   |   D-   |
|  Athena    |   A   |   C-  |   F   |   B   |   B+  |   C-  |   D-  |   F    |
|  Boah      |   D-  |   F   |   D   |   D   |   D   |   D   |   F   |   C    |
|  Caeda     |   B   |   D   |   F   |   A   |   A   |   A   |   D-  |   F    |
|  Cain      |   A   |   B-  |   F   |   B+  |   B+  |   B   |   D   |   F    |
|  Catria    |   A   |   B   |   F   |   A   |   A   |   B   |   C-  |   D-   |
|  Elice     |   A   |   F   |   C   |   B+  |   A   |   A   |   F   |   C    |
|  Est       |   B   |   A-  |   F   |   A   |   A-  |   B+  |   D   |   D-   |
|  Frey      |   A   |   B-  |   F   |   A-  |   A-  |   B   |   D   |   F    |
|  Gordin    |   A   |   D   |   F   |   B   |   C+  |   B   |   C   |   F    |
|  Gotoh     |   A   |   F   |   D   |   B+  |   A   |   A   |   F   |   C    |
|  Hardin    |   B+  |   C   |   F   |   A-  |   A-  |   C   |   D   |   F    |
|  Jagen     |   B   |   D   |   F   |   C+  |   D   |   C   |   D   |   F    |
|  Jeorge    |   B   |   D   |   F   |   B+  |   C   |   D   |   D-  |   F    |
|  Lena      |   D   |   F   |   C-  |   C-  |   D   |   A   |   F   |   B+   |
|  Linde     |   B   |   F   |   B+  |   B   |   C+  |   A   |   F   |   D    |
|  Maria     |   D   |   F   |   D   |   C   |   C   |   A   |   F   |   B    |
|  Matthis   |   S   |   B   |   F   |   C   |   D   |   C   |   C   |   F    |
|  Merric    |   A   |   F   |   B   |   B+  |   B   |   B   |   D-  |   D    |
|    NAME    |   HP  |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES   |
|  Minerva   |   B   |   C   |   F   |   B+  |   C   |   B   |   C   |   F    |
|  Midia     |   A   |   C   |   F   |   B+  |   B+  |   D-  |   D   |   F    |
|  Navarre   |   S   |   C   |   F   |   B   |   B+  |   B   |   D-  |   F    |
|  Norne     |   A   |   C-  |   F   |   B   |   A   |   C   |   D   |   F    |
|  Palla     |   A   |   A-  |   F   |   A   |   C-  |   D-  |   C-  |   D-   |
|  Radd      |   A   |   B   |   F   |   B-  |   B   |   B   |   D   |   F    |
|  Roshea    |   S   |   B   |   F   |   A   |   D-  |   D-  |   D   |   F    |
|  Tomas     |   A   |   C   |   F   |   C   |   B+  |   C   |   D-  |   F    |
|  Vyland    |   A   |   C   |   F   |   C-  |   B   |   C   |   D   |   F    |
|  Wendell   |   B   |   F   |   D   |   D   |   D   |   B   |   F   |   C+   |
|  Wrys      |   D   |   F   |   D   |   D   |   D   |   B   |   F   |   B    |

|Group Three: Knights-Generals, Mercenaries-Heroes, Fighters-Warriors,        |
|Hunters-Horsemen, Pirates-Berserkers, Dark Mages-Sorcerors                   |
|    NAME    |   HP  |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES   |
|  Astram    |   S   |   B+  |   F   |   B   |   D   |   B+  |   D-  |   F    |
|  Barst     |   A   |   B   |   F   |   B   |   C   |   B   |   D   |   F    |
|  Bord      |   S   |   A-  |   F   |   B   |   D-  |   C+  |   D-  |   F    |
|  Caesar    |   S   |   B   |   F   |   B-  |   B   |   D   |   D   |   F    |
|  Castor    |   B   |   B   |   F   |   B   |   B   |   D   |   D   |   F    |
|  Cord      |   A   |   B+  |   F   |   D   |   B   |   B   |   D-  |   F    |
|  Darros    |   S   |   A   |   F   |   D   |   D-  |   B   |   C   |   F    |
|  Dolph     |   A   |   C   |   F   |   B   |   C   |   D-  |   B   |   F    |
|  Draug     |   A   |   D   |   F   |   B   |   B   |   C   |   C   |   F    |
|  Etzel     |   B   |   F   |   C   |   B   |   B   |   D   |   F   |   C    |
|  Horace    |   A   |   D   |   F   |   C+  |   D-  |   D   |   B-  |   F    |
|  Lorenz    |   A   |   B+  |   F   |   A   |   D   |   B   |   C   |   F    |
|  Macellan  |   A   |   B   |   F   |   C   |   C   |   C   |   C   |   F    |
|  Ogma      |   S   |   B   |   F   |   B   |   C   |   B   |   D   |   F    |
|  Roger     |   A   |   B+  |   F   |   C   |   D-  |   A   |   C   |   F    |
|  Samson    |   A   |   B-  |   F   |   C   |   C   |   A   |   D   |   F    |
|  Sedgar    |   S+  |   A   |   F   |   S   |   A+  |   C   |   A+  |   F    |
|  Wolf      |   S+  |   S   |   F   |   A+  |   A+  |   B+  |   A   |   F    |
|  Ymir      |   S   |   B+  |   F   |   C-  |   C   |   C-  |   D-  |   F    |

= CHARACTER BASE STATS                                                 (5cbb) =

These are the individual stats for each character when you first meet them.
Again, they are seperated and classfied by their class sets. If a unit's level
is 21 or above, that means they have already been promoted. For example, Jagen
at level 21 means he is a Paladin at level one.

|Group One: Units that do not get promoted - Lord, Thief, Manakete,           |
|Ballistician, Freelancer                                                     |
| NAME/Level |   HP   |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES  |
| Marth/1    |   18   |   5   |   0   |   3   |   7   |   7   |   7   |   0   |

|Group Two: Cavaliers-Paldins, Archers-Snipers, Clerics-Bishops, Mages-Sages, |
|Pegasus-Dracos, Myrmidons-Swordmasters.                                      |
| NAME/Level |   HP   |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES  |
| Abel/1     |   20   |   6   |   0   |   7   |   7   |   2   |   7   |   0   |
| Caeda/1    |   16   |   4   |   1   |   6   |   12  |   9   |   7   |   6   |
| Cain/1     |   20   |   7   |   0   |   5   |   6   |   3   |   7   |   0   |
| Jagen/21   |   22   |   7   |   1   |   10  |   8   |   1   |   9   |   6   |
| Gordin/1   |   18   |   5   |   0   |   3   |   3   |   4   |   6   |   0   |

|Group Three: Knights-Generals, Mercenaries-Heroes, Fighters-Warriors,        |
|Hunters-Horsemen, Pirates-Berserkers, Dark Mages-Sorcerors                   |
| NAME/Level |   HP   |  STR  |  MAG  |  SKL  |  SPD  |  LCK  |  DEF  |  RES  |
| Barst/3    |   24   |   10  |   0   |   6   |   9   |   5   |   6   |   0   |
| Bord/2     |   20   |   8   |   0   |   4   |   7   |   1   |   5   |   0   |
| Cord/2     |   20   |   7   |   0   |   5   |   9   |   5   |   5   |   0   |
| Draug/1    |   20   |   7   |   0   |   3   |   3   |   1   |   11  |   0   |
| Ogma/4     |   22   |   6   |   0   |   11  |   12  |   3   |   6   |   0   |

= MERCILESS MODE                                                        (6mm) =

"Recommended for those seeking a challenge. Enemies are up to five degrees
tougher than those in Normal mode. No prologue is included."

So, this means merciless mode is five levels higher than what the normal mode
offered. Can't be that bad. But for the sake completion, this FAQ will also
cover the hardest difficulty of the game.

The approach will be different. I will tell you which units I am using, and so
throughout the guide I will be referring specifically to those characters. If
you choose to use different units, follow my stradegy by substituting similar
units. For example, if I talk about moving Cain somewhere, and you're not using
Cain, simply replace him with another cavalier or mounted unit.

Here is the list of units I will be mainly using:


And here is a list of thins that will be adhered to during this playthrough:

-All gaiden chapters will be played
-All villages and chests will be pilfered
-We will not kill Camus
-We will trade in the Starsphere and Lightsphere in order to get the real
-Caeda will become a Falcoknight

H501: Marth Embarks

Only Marth, Caeda, Abel and Cain should be getting the major exp for kills.
Gordin will be used to weaken enemies, Draug and Jagen will be used to lure and
weaken. However, you might need to use Jagen's Silver Lance a few times, just
make sure not to kill them.

Turn 1
Go to options and turn off animations. Move Abel and throw a javelin at the
thief; if it misses, reset until it does hit, and if it hits, continue. Let
Marth visit the village. Buy two Iron Lances and a Javelin with Gordin. Move
Caeda next to Gordin and trade all three lances you just bought to Caeda. Have
Jagen attack the thief with his Iron Sword, and then let Cain finish the thief
off.  Move Draug south towards the group, end turn.

Enemy Turn 1
About six or seven pirates will start to mobilize. The one that started closest
to you won't though (the one standing in the middle of the entire map two
spaces from a tree tile), and don't lure him in yet, he won't bug you if you
don't bug him. There will be one jesus-pirate on the water. 

Turn 2
Move Jagen onto the fort. Move Caeda next to Abel, this should be one space
outside of the pirate's range, and trade one Iron Lance to Abel. Move Abel and
Cain outside the range of this pirate, but not too far. Move Gordin and Marth
south. Move Draug within the pirate's range at the very tip.

Enemy Turn 2
The pirate should attack Draug and lose a bit of hp in the counter attack. Also
be wary of the other pirates closing in.

Turn 3
Attack with Gordin first, then let one unit soften it up and another finish
him. This should be done between Marth, Abel, and/or Cain. End turn without any
of your other units within range of the next closest pirate. Keep Jagen on the

From here on out things change. Things change depending on where you have your
units place and where the enemy pirates move. If you followed the previous
three turns to get you started, you should be in a strong position to wipe out
the rest of the pirates while maximizing exp for Marth, Caeda, Abel and Cain.

At this point there is one difficult part because two pirates come together at
once so you'll have to strategize with both offense can defense in mind. The
safe way would be to lure them further into the island (towards the village and
fort), since the sea tiles are very restricting. Or you could build a little
wall and use that one destroyed village tile as a barrier as well. 

Whatever you do, remember that Jagen has a silver lance. Use that to bring an
enemy with high hp to their knees, and finish it with Caeda or Marth. Alternate
between the Silver Lance and the Iron Sword depending on the enemy's hp. Also
remember that Abel and Caeda both have javelins, so use that to whither hp when
required. Always attack with Gordin's bows first, and make sure no one can
attack him when your turn ends. I didn't have to use Draug at all after turn 3,
but he's there if you need to poke a few hp away or as a wall. Don't forget to
keep a unit on the fort if he or she isn't in use.

This beginning part might be frustrating, but following basic rules will get
you through it. Keep the above in mind and let the enemy attack you first.

After the two-pirate combo, there will two more pirates but thankfully they'll
come one at a time. Lure them in and take them out. All that should be left are
units that don't move: five pirates, a hunter, and the boss.

Heal your units at the fort before proceeding. Well, while Jagen and Draug
heals, you can move the rest up. Lure the two closest pirates one at a time.
It's slow, but it's safe. When you step with in the range of the second pirate,
the hunter should start coming to you as well. Just be sure to kill the pirate
before engaging the hunter.

Have a full unit stand on the fort to lure in the pirates. Two will move but
only one will be able to reach you. Kill them one at a time, making sure not to
accidentally leave a unit within range of the next pirate.

Visit the village with Marth to recruit creepy old guy. It's only because we're
desperate that he's remotely useful. Heal your units to finish this map quick.

Boss time: When your units are ready, leave Jagen holding the Silver Lance
beside the boss. Do this whenever you can, because you might have to repeat it
a few times before bringing the boss' hp low enough for a weaker unit to kill
him. Use Gordin's bow and both javelins to chip at his hp, until Marth can kill
him. Heal Jagen with Wrys to speed things up. My Abel accidentally critical'd
him and took the kill though.

H502: The Pirates of Galder

Don't leave your starting area until all the units from the north are dead. If
you're trying to recruit Darros, lure him closer into the island, because if he
talks to you on the first turn, he'll die in one hit. Let him die if you plan
on doing the gaiden chapters.

Out of the new recruits that you get at the beginning, Ogma and Barst are the
most worthwhile, not that the other two are bad, but they're not really good
enough a solid hard mode run. Still up to you though. Ogma has an advantage due
to his high speed, allowing him to attack twice with his Iron Sword, which is
pretty uber. Leave him waiting with an Iron Sword to do serious counter-attack

The hunter at the top will be able to kill Gordin in one hit. Watch out if you
plan on keep Gordin for now. Remember the enemy pirate can walk on water, so
cover your weaker units. You should be able to eliminate the pirate on your
second turn before he touches any of you. One of your cavs should block the
north bridge, while another unit blocks the two incoming cavs. Stay out of the
enemy cavs' range, and they'll only be able to attack the one guarding unit one
at a time. Marth can even guard holding his Rapier. Caeda can kill both cavs
with her Wing Spear in one turn each. Double attack ftw.

Cross the bridge and lure the single pirate. After you kill him, move forward
a bit without stepping into any other pirate, and one from the far west will
head towards you. Kill this one, then heal up your units.

If you stay on the tile just before the top bridge, Castor and the other hunter
will head your way. Step back first though, let Castor come in closer. Talk to
Castor with Caeda, and he'll become bait. It's ok to let him die, he's garbage
anyways. Try to let him do some damage first though. After you kill the
hunters, lure the southwest pirate closer.

The last remaining two pirates are simple, since you have so many units now.
Build a vertical wall of units to help prevent them from both attack the same
one. Visit the village with Marth for 5,000 gold.

Boss time: Move all your units towards the boss. Use the save point. The thing
about this guy is that he has high speed, meaning you might miss with some of
your units, and that's just too troublesome. Leave Jagen holding a Silver Lance
beside the boss, and if the counter-attack hits, proceed. Barst's Iron Axe, 
Ogma's Steel Sword, an Marth's Iron Sword should be enough to finish him. Throw
in a lance or sacrifice your bowman if you still have him if that isn't enough.

H503: A Brush in the Teeth

Ok, this chapter is really freakin' hard. It's hard because the enemies hit
hard, and you can't even double-attack them. It's also hard because luck plays
a very important role in your success. A few units will die here, but I prefer
to call them sacrifices. Don't sacrifice Julian or Lena though.

I will describe each unit's role for the first few turns.

Marth will retrieve the Devil's Axe from the village and trade it to Barst

Ogma will head north to block and stall the enemies to the north. There is one
tile that he can stand on that will let him block all three and only let one
enemy attack him at a time. There are four plain tiles inbetween peak and
mountain tiles lined up vertically, Ogma should stand at the topmost one.

Caeda should position herself northwards in order to get ready to recruit

Lena and Julian are to head south to join the main army.

Wrys should trade his heal staff to Lena, then stand behind Ogma without being
in range.

The rest of the units should stay near the beginning area.

My strat deals with the three guys coming from the west first. Let them come
all the way near to the village. Barst should step into the attack range of the
closest one while holding the Devil's Axe. Then the rest of the units should
finish him on your turn while setting up a defensive wall to get ready for the
next two. You should always line up your units straight in order to ensure that
none of them will get attacked twice.

After it is your turn again, use javelins, handaxes, and bows first, then end
them. You'll have to be lucky with these ranged weapons and the Devil's Axe. If
the Devil Axe fails with this group or the next, just reset. Barst is too good
of a unit to pass up and the Devil Axe's damage is crucial to preventing as
many casualties as possible.

Meanwhile, when Navarre comes within range of Caeda, she should be able to
talk to him without being in range of the archer or the fighters. Navarre might
be trapped, but that's ok, he's a sacrificial unit. If you're lucky, he might
even critical a thief for you before he dies. Ogma should not be attacking, you
want his hp to go down as slowly as possible.

When Ogma's hp is nearing its limit, evacuate him and put Wrys in his place.
Wrys will stall one turn for Ogma to escape death. He will not be missed.

By the time Ogma joins the main army, the three fighters from the west should
be just about dead. You won't have time to fully heal your units before the
ones from the north comes, so let as many units heal 5hp from the fort as
possible, rather than letting one unit heal 10 or 15. Create a vertical wall
in the three plain tile inbetween the green mountain and peak; it is just to
the right of the house (from our perspective).

This should be enough to whither these three, although you may have to count on
the Devil's Axe one more time. Good luck.

Units with 1-6 hp are still useful; use them as finishers. I even had to use 
Julian as an attacker.

In my playthrough, I lost Draug, Wrys, and Navarre during this chapter.

After finishing these fighters, heal all your unit before proceeding.

The remaining two archers and two fighters are a simple matter of luring and
killing, though theywill move before you get into their range. Remember to lure
one at a time.

Boss time: This boss is a real pain. I mean, who does he think he is? He's only
the level 3 boss, not some surprise hidden final form in some Final Fantasy
game. Yet he's still able to double attack almost all of your units for massive
damage, he has high defence, and he's holding a handaxe to own your archers and
javelin weilders! You'll most likely have to sacrifice another unit here. 

Save before you battle him. Move Ogma with a Steel Sword next to him and pray
that the boss will miss (but not Ogma). If the boss misses, then attack with
Ogma again, then let your sacrifical unit attack next. The sacrifice will do
enough damage to let your next unit kill him, but whoever you choose, they'll
most likely get double-attacked by the boss unless the boss misses or you got
lucky with the stats boosts during level up, in which case you might not have
to sacrifice anyone. Finish the boss with whoever needs the exp. If the boss
hits Ogma, then attack with Ogma on your turn and pray harder that he'll miss
on the counterattack. If Ogma dies, reset until the boss misses at least once
then follow the above strat.

I sacrificed Jagen for his Silver Lance damage. Oh well.

H504: Battle in the Lea

Before you begin, forge a weapon for one of your weaker units. I forged
Juilian's Iron Sword because he needs it badly. A forged weapon is very useful;
lets you kills enemies that otherwise you'd be helpless against. +5 MT is
usually enough.

This is actually a pretty simple and easy map. If you've been sacrificng units
(and I don't see how you couldn't have), then at the beginning of this mission
you'll have random units substituting the empty spots. I got a peg, mercenary,
dark mage, and hunter, so my strat will be based on this. The only one that
might be really important is the peg knight.

Position your pegs and one cav close to the lake; they are to take out the
archer and thief. Have two ranged misc units at the bottom left plus one you
want to use; they are to take out the thief, with your unit getting the kill
for 50exp. Ogma and Barst are to placed at the top right, so they can block the
traffic coming from the north. Ogma should be on the right, Barst on the left
so that they both block the right side of the lake. Equip Barst with the 
Devil's Axe and keep resetting until he makes contact on the counterattack.

Turn 1
Leave your pegs in the middle of the lake but as close to the archer as you can
(he shouldn't be able to reach you). Same with your designated cav but he'll be
taking the bridge, so move him there. Ogma and Barst are to take their positons
on the right side of the lake, making a two man wall. Kill the thief at the
bottom. Move the rest of your units behind Ogma and Barst.

Enemy Turn 1
The enemy cavs will move out, but don't worry about them; you should be able to
finish all the fighters before they reach you. Ogma and Barst will be attacked.
The lone archer on the left will move onto the bridge. The archer on the right
will be behind all the fighters.

Turn 2
Kill the archer with your pegs and cav. Move Barst back one space and throw his
Handaxe; heal him with Lena. Move Ogma back as well if he got hit. Don't
initiate any battles unless your unit can kill the enemy in one hit. Sub in
other units to take Barst's and Ogma's places.

Keep repeating until you kill the entire group. By the time you do, the enemy
cavs should be a couple of turns away from reaching you. Now do the same block
you did on the fighters except in reverse. Your units should be all along the
right side of the lake, so that only two of your units can be attacked at a
time. Use whatever method you'd like, since Marth's Rapier and Caeda's Wing
Spear makes things more flexible for you. Don't forget to talk to Matthis with

Heal up as you approach the two archers and knight. Remember to stay out of 
range from the horsemen, don't line up and of your units by the river. Lure in
the archers so that only one of them can attack you. Both archers should come.
Kill them and don't worry about the knight; he won't move. Recruit Merric
before moving on; he's a keeper.

You might want to Excalibur the knight to give you more room to deal with the
horsemen. Hm, looks like the knight is a bit smart. When I put Merric in front
he suddenly decided to move and attack, so watch out for that. He won't be able
to kill Merric in one turn though.

Lure the horsemen one at a time. Be careful since they can most likely double
attack your units. They give a ton of exp though, so plan it out.

Boss time: Really easy now that you have Merric. Weaken him with magic then
finish him with whoever needs the exp.

H505: Champions of Aurelis

Remember to forge if you need to. I did one for Cain.
= THANKS, CONTACT, LEGAL                                               (7tcl) =

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