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A Guide To "Fire Emblem: Fuuin no Tsurugi"
by CWW
=============================================================================
TABLE OF CONTENTS
=============================================================================
(Use Ctrl + F to search)
1. Introduction
2. Revision History
3. Menu Translation [METR]
4. General Knowledge (Important!!) [GENK]
5. Character Guide [CHRG]
6. Walkthrough [WLKT]
6.1 Chapter 1 [/C1]
6.2 Chapter 2 [/C2]
6.3 Chapter 3 [/C3]
6.4 Chapter 4 [/C4]
6.5 Chapter 5 [/C5]
6.6 Chapter 6 [/C6]
6.7 Chapter 7 [/C7]
6.8 Chapter 8 [/C8]
6.9 Chapter 8 Gaiden [/C8G]
6.10 Chapter 9 [/C9]
6.11 Chapter 10 Route A [C10A]
6.12 Chapter 11 Route A [C11A]
6.13 Chapter 10 Route B [C10B]
6.14 Chapter 11 Route B [C11B]
6.15 Chapter 12 [C12]
6.16 Chapter 12 Gaiden [C12G]
6.17 Chapter 13 [C13]
6.18 Chapter 14 [C14]
6.19 Chapter 14 Gaiden [C14G]
6.20 Chapter 15 [C15]
6.21 Chapter 16 [C16]
6.22 Chapter 16 Gaiden [C16G]
6.23 Chapter 17 Route A [C17A]
6.24 Chapter 18 Route A [C18A]
6.25 Chapter 19 Route A [C19A]
6.26 Chapter 20 Route A [C20A]
6.27 Chapter 20 Gaiden Route A [C20GA]
6.28 Chapter 17 Route B [C17B]
6.29 Chapter 18 Route B [C18B]
6.30 Chapter 19 Route B [C19B]
6.31 Chapter 20 Route B [C20B]
6.32 Chapter 20 Gaiden Route B [C20GB]
6.33 Chapter 21 [C21]
6.34 Chapter 21 Gaiden [C21G]
6.35 Chapter 22 [C22]
6.36 Chapter 23 [C23]
6.37 Chapter 24 [C24]
6.38 Final Chapter [C25]
7. Weapons & Items [WPNS]
8. Support System [SPPT]
9. Frequently Asked Questions [FFAQ]
10. Contact Information [CNTC]
11. Credits and Thanks
12. Legal
=============================================================================
1. INTRODUCTION
=============================================================================
Hi! This is a guide to Fire Emblem: Fuuin no Tsurugi for the Game Boy Advance,
also known as The Sword of Seals or The Sealed Sword. It's the sixth in the
series and a direct sequel of the first Fire Emblem released outside Japan,
even though it was released before it. It stars Roy, of Super Smash Bros.
Melee fame, as the main character. The story is set twenty years after the
end of Fire Emblem (referred to as FE7 from now on) at the Dragon Gate.
For a quick review, this game easily belongs in my list of top 20 favorite
video games of all time. And I've played a lot of video games. The amount of
depth and challenge is shocking for a handheld SRPG. Although it belongs in
the SRPG genre, it's quite different from the typical SPRGs like Final
Fantasy Tactics or Tactics Orgre. The gameplay mechanics are simple and there
isn't much to customize, but it certainly lives up to the genre by being
actually strategic. I must warn you, this isn't a walk in the park.
Frustration is inevitable. But if you like challenge, then this will quenche
your thirst. One of the best the GBA has to offer, right behind Advance Wars.
You might be wondering why it took so long for me to write a FAQ. I mean,
it's been out there for almost three years now. Well, I thought Apujanata's
FAQ was a good enough guide for everyone, it was for me. But then people
complained about it. A few people wanted to write a complete FAQ, but they
all gave up sooner or later. That's when I finally decided to write one
myself, different than Apujanata's FAQ. I started in February 2005 and I was
surprised how fast I could release the first version already.
The walkthrough is primarily for people who want to finish it as fast as
possible. I mastered Advance Wars, finished both Advanced Modes with an S
rank. So giving strategic advice won't be a problem. The problem is though
that Advance Wars goes from mission to mission, starting over every time. In
Fire Emblem, the selection and stats of your characters depend on how fast
you can finish a chapter. I expect you to have a level of knowing-what-the-
hell-you're-doing. Or even reading this walkthrough will prove fruitless.
As a last thing, I have to inform you that I play the original cartridge, so
you'll have to excuse some inconsistencies. I've tried to cover everything
the game has to offer, so I hope this FAQ will answer every question and
solve any problems you have. Thank you.
=============================================================================
2. REVISION HISTORY
=============================================================================
08/19/2005 Version 0.95
Wow, over 250 Kb, 100 pages and 10,000 hits. Glad to know that you appreciate
my work. Added general strategies and edited out crap. Man, my English can be
terrible at times. I've got a very busy semester coming up, so I'm afraid
I'll have to put this on hold. Also, Twilight Princess got delayed. ;_;
On the other hand... Yay! Because it should get bigger and better.
06/02/2005 Version 0.9
OMFG, he turns into a big bad wolf! Added a couple of chapters, fixed things
and stuff. Major thanks to Ron Liang for giving me the Ilia part. You rock.
Or I would have nothing for this update. <_< >_> Fire Emblem: The Sacred
Stones is already out by the way. Be sure to get it.
I've made a list of things left to be done. If you know something that might
be of use, contact me, either by e-mail or my FAQ thread in the FE6 board.
TO-DO LIST
=-=-=-=-=-=-=-=-=-=-=
- General strategy: C6, 10B, 11B, 17B, 18B, 19B, 20B, 20xB
- Enemy reinforcements: C6, 10B, 11B, 19B
- Boss class, stats and weapons: C10B, 11B, 17B, 18B, 19B, 20B, 20xB
- Constitution of bosses: C2, 3, 4, 5, 6, 7, 8, 10B, 11B, 12
- Boss strategy: 6, 7, 8, 10B, 11B, 17B, 18B, 19B, 20B, 20xB
=-=-=-=-=-=-=-=-=-=-=
That's about it. Maybe a better ASII front art, but meh.
05/05/2005 Version 0.85
Made a lot of corrections. Added character background info, general
strategies, desert item locations and item locations. Thanks everyone. Also,
fixed the e-mail address. I've been getting tons of spam after submitting the
first version. Damn bots, I don't need no steenkin' male enhancements. Also,
Fire Emblem: Souen no Kiseki just arrived today. Huzzah! No updates for at
least two weeks I'm afraid. E3 is starting soon too. I can't wait for some
juicy Zelda. Hope you understand this.
04/18/2005 Version 0.8
First version. Only completed half of the chapters, so it's sadly still
unfinished. I had to release it earlier, because my internship starts this
week and will continue for a few months. It's better than nothing I guess.
You'll have to forgive me. I'll try to update as fast as possible, but I
can't promise anything. Thank you.
=============================================================================
3. MENU TRANSLATION [METR]
=============================================================================
The menus can be easily learned through trial and error, but here's a basic
explanation anyway.
CONTENT
=-=-=-=-=-=-=-=-=-=-=
3.1 Start-up Menu
3.2 Preparation Menu
3.3 Command Menu
3.4 Map Menu
3.5 Character Menu
-----------------------------------------------------------------------------
3.1 START-UP MENU
-----------------------------------------------------------------------------
- Continue Save (This will only show up if you have a file saved)
- Restart Chapter (This will only show up if you've turned the GBA off
during a chapter)
- Copy Data (This will only show up if you have a save file and an empty
file to copy it to)
- Erase Data (This will only show up if you have a save file)
- Start New File (This will only show up if you have an empty file)
- Extras
- Link Arena
- Edit Teams
- Build Team
- Unit List
- Swap
- Disband
- Link Menu
- Practice
- Select your own team
- Select team to battle
- Linked Battle
- Team
- Unit List
- Link Menu
- Battle Data
- Rule Settings
- Hide Units (ON/OFF)
- Victory Condition (Point/Survival)
- Auto Weapon (ON/OFF)
- Trail Maps (This will only show up if you have beaten the game)
- Tutorial
- Sound Room (This will only show up if you have beaten the game)
-----------------------------------------------------------------------------
3.2 PREPARATION MENU
-----------------------------------------------------------------------------
Preparation menu:
1. Pick Units
2. Trade
- Trade
- Item
- Transfer
- Give
- Take
- List
- Cancel
- Throw Away
- List
- Cancel
- Throw Away
- Weapon Shop
3. Augury
- Overall - Experience
- Tactics - Funds
- Combat - Kills
- Survival
4. Save
5. Check Map
- Return
6. Fight
1. Pick Units: Select which units to field this battle. The number is
limited, but the main character must be in your party.
2. Trade : Manage your units' items. If Merlinus is in your party, you
can manage items through him as well.
3. Augury : Valuable information can be viewed here.
4. Save : Save any unchanged information.
5. Check Map : View the map. Check the number and type of enemies. Also,
check for shops and change your allies' starting positions.
6. Fight : Start the chapter.
-----------------------------------------------------------------------------
3.3 COMMAND MENU
-----------------------------------------------------------------------------
- Visit
- Talk
- Attack
- Heal
- Steal
- Open Door
- Open Chest
- Ride (Highlighted)
- Arena
- Shop
- Rescue
- Drop
- Take (Highlighted)
- Seize
- Item
- Trade (Highlighted)
- Merch
- Support
- Secret Shop
- Wait
-----------------------------------------------------------------------------
3.4 MAP MENU
-----------------------------------------------------------------------------
- Character Information
- Character Names
- Character Stats
- Weapon Equipped
- Personal Data
- Weapon Level Data
- Support Data
- Chapter Information
- Configuration Options
1. Battle Animation
- Background Off
- Background On
- Animation Off
- Individual Settings
- Background Off
- Background On
- Animation Off
2. Movement Speed
- Normal
- Fast
3. Text Speed
- Slow
- Normal
- Fast
- Very Fast
4. Terrain Information
- On
- Off
5. Unit Information
- Large
- Small
- Off
6. Battle Information
- Small
- Large
- Off
7. Help Information
- On
- Off
8. Auto Cursor
- On
- Off
9. Auto Turn
- On
- Off
10. Background Music
- On
- Off
11. Sound FX
- On
- Off
12. Window Configuration
- Blue
- Red
- Grey
- Green
- Go Back to Main Menu
- Yes
- No
- End Turn
-----------------------------------------------------------------------------
3.5 CHARACTER MENU
-----------------------------------------------------------------------------
1. Equipment and Weapon Stats
- Lvl. - Range - Weight
- Might - Hit - Critical
2. Weapon Levels and Supports
- Sword/Anima - Axe/Dark
- Lance/Light - Bow/Staff
3. Stats
- Strength - Movement
- Skill - Constitution
- Speed - Aid
- Luck - Character Rescued
- Defense - Affinity
- Resistance - Condition
=============================================================================
4. GENERAL KNOWLEDGE [GENK]
=============================================================================
CONTENT
=-=-=-=-=-=-=-=-=-=-=
4.1 Class System
4.2 Weapon Triangle
4.3 Common Abbrevations
4.4 Stat Explanations
4.5 Battle Calculations
4.6 Miscellaneous Important Stuff
4.7 Tips
-----------------------------------------------------------------------------
4.1 CLASS SYSTEM
-----------------------------------------------------------------------------
The class system of Fire Emblem works very differently from other SRPGs. For
example, you can't switch your characters' 'job' at will. All units are bound
to one basic class and one promoted class, with the exception of the ones
that can't promote. To promote a class you need to use the correct promotion
item. Also, during promotion, classes gain additional stats and gain certain
new abilities such as wielding different weapons. It's important to know the
pros and cons of each class to be able to take advantage of and knowing their
weaknesses. I've divided all the classes in subcategories with the idea that
they are more or less similar in function. So it's not that you need to have
someone in every class. I'll show you a general pros and cons list as well.
It's important to form an army that can deal with any given situation. I hope
you can form an idea for yourself after reading this.
CONTENT
=-=-=-=-=-=-=-=-=-=-=
4.1.1 Lords
4.1.2 Cavalry
4.1.3 Archery
4.1.4 Infantry
4.1.5 Axmen
4.1.6 Sorcerers
4.1.7 Healers
4.1.8 Others
4.1.1 LORDS
=-=-=-=-=-=-=-=-=-=-=
Lord -> Master Lord
Basic weaponry: Sword
How to promote: Automatically in Chapter 22
Stat bonuses: HP +4 Str +2 Skl +3 Spd +2 Def +2 Res +5 Con +1 Mov +1
Secondairy weapon: None
+ Necessary to end chapters
+ Great growths overall
+ Gets the elusive Sword of Seals
- AI favores targeting Lords
- Often needs protection
- Time of promotion is fixed and late
4.1.2 CAVALRY
=-=-=-=-=-=-=-=-=-=-=
Cavalier -> Paladin
Basic weaponry: Sword, Lance
How to promote: Knight Crest
Stat bonuses: HP +3 Str +2 Skl +2 Spd +2 Def +2 Res +3 Con +2 Mov +1
Secondary weapon: Axe
+ Balanced stats
+ Versatile weapons
+ High mobility
- Weak against Rapier, Knightslayer and Halberd
- Doesn't excel at anything, low Resistance
- Slow in dense forests
Pegasus Knight -> Falcon Knight
Basic weaponry: Lance
How to promote: Elysian Whip
Stat bonuses: HP +6 Str +2 Skl +2 Spd +2 Def +2 Res +2 Con +1 Mov +1
Secondary weapon: Swords
+ Fly over any terrain
+ High Evade
+ Decent Defense and Resistance
- Weak against bows and Air Calibur
- Can't get terrain bonuses
- Low HP, Strength and Constitution
Dragon Knight -> Dragon Master
Basic weaponry: Lance
How to promote: Elysian Whip
Stat bonuses (M): HP +5 Str +2 Skl +2 Spd +2 Def +2 Res +1 Con +1 Mov +1
Stat bonuses (F): HP +5 Str +2 Skl +2 Spd +2 Def +2 Res +2 Con +1 Mov +1
Secondary weapon: Swords
+ Fly over any terrain
+ High HP and Defense
- Weak against bows, Air Calibur, Wyrmslayer and all Divine Weapons
- Can't get terrain bonuses
- Low Luck and Resistance
4.1.3 ARCHERY
=-=-=-=-=-=-=-=-=-=-=
Archer -> Sniper
Basic weaponry: Bow
How to promote: Orion's Bolt
Stat bonuses (M): HP +3 Str +3 Skl +3 Spd +2 Def +2 Res +2 Con +1 Mov +1
Stat bonuses (F): HP +3 Str +3 Skl +3 Spd +2 Def +2 Res +2 Con +1 Mov +1
Secondary weapon: None
+ Effective against flying units
+ Can mount Ballistas
+ No triangle disadvantages
- Expensive equipment
- Can't attack directly
- No triangle advantages
Nomad -> Nomadic Trooper
Basic weaponry: Bow
How to promote: Orion's Bolt
Stat bonuses (M): HP +6 Str +2 Skl +1 Spd +1 Def +2 Res +4 Con +1 Mov +1
Stat bonuses (F): HP +5 Str +2 Skl +2 Spd +2 Def +2 Res +3 Con +1 Mov +1
Secondary weapon: None
+ Effective against flying units
+ Highest mobility on land
+ Able to traverse over water
- Expensive equipment
- Low Defense and Resistance
4.1.4 INFANTRY
=-=-=-=-=-=-=-=-=-=-=
Armor Knight -> General
Basic weaponry: Lance
How to promote: Knight Crest
Stat bonuses (M): HP +4 Str +3 Skl +2 Spd +3 Def +4 Res +3 Con +2 Mov +1
Stat bonuses (F): HP +4 Str +4 Skl +2 Spd +4 Def +3 Res +3 Con +1 Mov +1
Secondary weapon: Axe
+ High HP and Defense
- Lowest movement
- Weak against Rapier, Knightkiller and Hammer
Mercenary -> Hero
Basic weaponry: Sword
How to promote: Hero Crest
Stat bonuses: HP +4 Str +2 Skl +1 Spd +2 Def +4 Res +2 Con +1 Mov +1
Secondary weapon: Axe
+ Solid stats
+ Versatile
- Doesn't excel at anything
- Low Resistance
Myrmidon -> Swordmaster
Basic weaponry: Sword
How to promote: Hero Crest
Stat bonuses (M): HP +5 Str +2 Skl +2 Spd +1 Def +3 Res +2 Con +1 Mov +1
Stat bonuses (F): HP +4 Str +3 Skl +2 Spd +2 Def +3 Res +2 Con +1 Mov +1
Secondary weapon: None
+ High Skill and Speed
+ Gain a permanent 30% critical bonus when promoted
+ Exclusive use of Wo Dao
- Low Strength
- Limited to Swords
4.1.5 AXMEN
=-=-=-=-=-=-=-=-=-=-=
Fighter -> Warrior
Basic weaponry: Axe
How to promote: Hero Crest
Stat bonuses: HP +4 Str +3 Skl +2 Spd +3 Def +4 Res +3 Con +2 Mov +1
Secondary weapon: Bow
+ High HP and Strength
- Low Speed and Resistance
- Axes are inaccurate
Pirate -> Berserker
Basic weaponry: Axe
How to promote: Hero Crest
Stat bonuses: HP +5 Str +3 Skl +4 Spd +1 Def +3 Res +0 Con +3 Mov +1
Secondary weapon: None
+ Solid stats
+ Gain a permanent 30% critical bonus when promoted
+ Can traverse over water and mountains
- Low Resistance
- Axes are inaccurate
- Limited to Axes
Brigand -> Berserker
Basic weaponry: Axe
How to promote: Hero Crest
Stat bonuses: HP +4 Str +2 Skl +5 Spd +2 Def +3 Res +0 Con +1 Mov +1
Secondary weapon: None
+ High HP, Strength and Speed
+ Gain a permanent 30% critical bonus when promoted
+ Can traverse over water and mountains
- Low Skill and Resistance
- Axes are inaccurate
- Limited to Axes
4.1.6 SORCERERS
=-=-=-=-=-=-=-=-=-=-=
Mage -> Sage
Basic weaponry: Anima
How to promote: Guiding Ring
Stat bonuses (M): HP +4 Str +4 Skl +2 Spd +1 Def +2 Res +2 Con +1 Mov +1
Stat bonuses (F): HP +3 Str +3 Skl +3 Spd +3 Def +1 Res +2 Con +1 Mov +1
Secondary weapon: Staff
+ Most accurate magic
+ Broadest spell selection
+ Able to heal after promotion
- Low HP and Defense
Shaman -> Druid
Basic weaponry: Dark
How to promote: Guiding Ring
Stat bonuses (M): HP +3 Str +4 Skl +2 Spd +2 Def +2 Res +2 Con +1 Mov +1
Stat bonuses (F): HP +2 Str +4 Skl +2 Spd +3 Def +2 Res +2 Con +1 Mov +1
Secondary weapon: Staff
+ Most powerful magic
+ Powerful spell selection
+ Able to heal after promotion
- Low HP and Defense
- Inaccurate magic
- Heavy Tomes lowers Attack Speed
4.1.7 HEALERS
=-=-=-=-=-=-=-=-=-=-=
Priest -> Bishop
Basic weaponry: Staff
How to promote: Guiding Ring
Stat bonuses (M): HP +3 Str +3 Skl +3 Spd +2 Def +2 Res +3 Con +1 Mov +1
Stat bonuses (F): HP +3 Str +3 Skl +3 Spd +2 Def +2 Res +3 Con +1 Mov +1
Secondary weapon: Light
+ Supporting unit
+ Experience ++ when promoted
- Low HP and Defense
- Weak spell selection
- Difficult to gain experience
Troubadour -> Valkyrie
Basic weaponry: Staff
How to promote: Guiding Ring
Stat bonuses: HP +4 Str +3 Skl +2 Spd +2 Def +2 Res +3 Con +1 Mov +1
Secondary weapon: Anima
+ Most versatile supporting unit
+ High Speed and Luck
+ Experience ++ when promoted
- Low HP and Defense
- Difficult to gain experience
- Weak in dense forests
4.1.8 OTHERS
=-=-=-=-=-=-=-=-=-=-=
Caravan
Basic weaponry: None
How to promote: N/A
Stat bonuses: N/A
Secondary weapon: N/A
+ Can store up to 100 items
+ Items thrown from inventory go here
- Fragile
- Useless in battle
- Near impossible to level up
Thief
Basic weaponry: Sword
How to promote: N/A
Stat bonuses: N/A
Secondary weapon: N/A
+ Can use Lockpick, steal and disarm traps
+ High Speed
+ Experience ++
- Can't promote
- Weak in everything except Speed
- Bolting fodder
Dancer/Bard
Basic weaponry: N/A
How to promote: N/A
Stat bonuses: N/A
Secondary weapon: N/A
+ Can make a unit move again
- Fragile
- Useless in battle
Mamkute
Basic weaponry: Dragon Stone
How to promote: N/A
Stat bonuses: N/A
Secondary weapon: N/A
+ Dragon Stone gives high stat bonuses
+ High stat growths
+ Effective against Dragons
- Dragon Stone has limited uses
- Low starting stats
-----------------------------------------------------------------------------
4.2 WEAPON TRIANGLE
-----------------------------------------------------------------------------
As most of you know, there's a rock-paper-scissor system in Fire Emblem. Like
FE7 this gives certain advantages in a battle. However, it's a bit different
than FE7.
We'll start with the basics:
Swords beats Axes
Axes beats Lances
Lances beats Swords
Anima beats Light
Light beats Dark
Dark beats Anima
There are weapons that negate or turn it around. These are called Reaver
weapons. You'll still be vulnerable against a weapon type though.
Note: the triangle system in FE7 gave a damage bonus (1 or 2) and a hit bonus
(15 or 30), depending on Reavers. In FE6, it's a damage bonus of 1 and a hit
bonus of 10, even if it's a Reaver.
-----------------------------------------------------------------------------
4.3 COMMON ABBREVATIONS
-----------------------------------------------------------------------------
To make it easier for me to write this FAQ, I use abbreviations. It's useful
to know these beforehand.
HP = Health Points
Lvl = Level
Str = Strength
Skl = Skill
Spd = Speed
Lck = Luck
Def = Defense
Res = Resitance
Mov = Movement
Con = Constitution
AS = Attack Speed
Crit = Critical
Stat = Statistic
OHKO = One-Hit Knock-Out
FOW = Fog of War
FE = Fire Emblem
SoS = Sword of Seals
-----------------------------------------------------------------------------
4.4 STAT EXPLANATIONS
-----------------------------------------------------------------------------
Some of the stats are quite confusing of what their purposes are, so here's a
rundown from top to bottom.
HP
Your Health Points. Self-explanatory.
STRENGTH/MAGIC
This affects how much damage you will do. Strength is tied with Defense while
Magic is tied with Resistance. Also affects healing power.
SKILL
This affects your hit rate and critical rate.
SPEED
This affects your attack speed and evade rate. If your attack speed is four
points higher than your opponent, you'll double attack.
LUCK
This affects your hit rate, evade rate and critical evade.
DEFENSE
This affects how much physical damage you receive.
RESISTANCE
This affects how much magical damage you receive. Also affects staff evade.
MOVEMENT
How many squares you can move. Terrain or climate can lower this depending on
class.
CONSTITUTION
This affects your attack speed. If the weight of the weapon you're equipping
exceeds your constitution, then your attack speed will get lowered by that
amount. You will not gain more attack speed if the weight is lower than your
constitution.
AID
If your Aid is higher than target's constitution, you may rescue him/her. If
it's even or lower, you cannot rescue that particular unit.
-----------------------------------------------------------------------------
4.5 BATTLE CALCULATIONS
-----------------------------------------------------------------------------
It's important to have a basic idea how battles are calculated. You can then
try to use it as your advantage.
ATTACK SPEED = Speed + Con - Weapon Weight (is never higher than Speed)
(note: If Attack Speed is at least four points higher, the unit with the
higher Attack Speed will double attack.)
HIT RATE = 2*Skill + 0.5*Luck + Weapon Hit Rate + Bonuses - Target's Evade
(note: Bonuses are Hit Rate Support and Weapon Triangle.)
EVADE = 2*Attack Speed + Luck + Bonuses
(note: Bonuses are Evade Support and Terrain. Pegasus Knights, Falcon Knights,
Dragon Knights and Dragon Masters do not receive terrain bonuses.)
DAMAGE = Strength/Magic + Weapon Might + Bonuses - Target's Effective
Defense/Resistance
(note: Bonuses are Damage Support. If Weapon is effective against Target,
multiply outcome with 2.)
EFFECTIVE DEFENSE/RESISTANCE = Defense/Resistance + Bonuses.
(note: Bonuses are Defense Support. It affects both Defense and Resistance.)
CRITICAL RATE = 0.5*Skill + Weapon Critical Rate + Bonuses - Target's
Critical Evade
{note: Bonuses are 30 if Swordmaster or Berserker and Critical Rate Support.)
CRITICAL EVADE = Luck + Bonuses
(note: Bonuses are Critical Evade Support.)
STAFF HIT RATE = 30 + Magic*5 + Skill + Bonuses - Target's Staff Evade
(note: Bonuses are Damage Support.)
STAFF EVADE = Resistance*5 + Caster's distance from Target*2 + Bonuses
(note: Bonuses are Defense Support.)
-----------------------------------------------------------------------------
4.6 MISCELLANEOUS IMPORTANT STUFF
-----------------------------------------------------------------------------
TERRAIN
When you're standing on a special terrain, it will often give battle bonuses
such as Defense and Evade or sometimes it will even heal you. But there's a
disadvantage for playing defensive, it slows your movement down. Mounted
units suffer the most from this, except for Nomads who apparently have
magical horses. Remember that flying units cannot benefit from the terrain.
As for terrain bonuses:
Forest +1 Defense, +20 Evade
Fort +2 Defense, +20 Evade, Heals 10% of total HP
Throne +3 Defense, +20 Evade, Heals 10% of total HP
Building +10 Evade
Mountain +1 Defense, +30 Evade
Peak +1 Defense, +40 Evade
Cave +2 Defense, +20 Evade, Heals 10% of total HP
Pillar +1 Defense, +20 Evade
Lake +10 Evade
Sea +10 Evade
Sand +5 Evade
Ballista +5 Evade
MANIPULATING THE A.I.
To take advantage of an opponent, one must learn how it (re)acts. Here are
some pointers. The A.I. will always try to attack a unit if it can kill it.
If no such target exist, then it will try to target a unit it can deal the
most damage to, disregarding hit rate. An exception is if you can't
counterattack. Roy and Thieves are MAGNETS, although it's more a pain in the
butt than anything.
RANDOM NUMBER GENERATOR
This thing here decides everything in this game, from hitting an enemy to
getting a stat up in Strength. As the name suggests, it generates random
numbers. For example, if your hit rate is 80% and the number it generates is
1-80, it'll hit. Likewise if it's 81-100, the attack will miss. This is a
simplified explanation, it's way too complicated to tell you how it precisely
works. The numbers it generates aren't exactly 100% random. But enough of
this or I might give you a headache.
EFFECTIVENESS
Weapons that are effective against classes (for example Bows vs. Flyers,
Armorslayer vs. Armor Knights) have their weapon's might multiplied by 3.
STAT GROWTHS
Stat Growths are fixed percentages that give you a chance of getting +1 in a
stat when you level up. These growths are different from each character. The
rule is mostly that characters with a lower starting level have greater stat
growths. Browse the F.A.Q. section for a chart.
MAXED STATS
Each class is bound to certain maximum stats. The stat bar in the stats
screen shows this. The max stats of males and females differ with guys having
more power and/or defense while the ladies are more resistant to magic.
Browse the F.A.Q. section for a chart.
SUPPORTS
When two related characters are next to each other, they gain support points.
If the amount of support points is reached, you get a support option that
lets you support each other. Supports give battle bonuses depending on both
of their affinity and support level. There are three support levels: C, B, A
from lowest to highest. The higher the level, the better the support bonuses.
Read 8.1 for more information.
WEAPON LEVELS
Weapon levels are gained by using a weapon of the same category frequently.
An unpromoted character cannot obtain an S Rank. You can gain as many S Ranks
as you like, provided you can wield that weapon.
STATUSES
All statuses last five turns and a unit can only get one status at a time.
The statuses are Poison, Sleep, Silence and Berserk.
- Poison gives you 1, 2 or 3 damage at random at the start of your turn.
- Sleep disables you to move and attack. Evading is still possible.
- Silence only applies to Magic users. Afflicted unit cannot use Magic.
- Berserk makes the unit attack friend or foe at the end of the turn. The
selection depends on the amount of damage. The attack can't be countered.
STEALING
You cannot steal weapons or staves, but you can steal items. Your Speed must
be equal or greater than the target's Speed to be able to steal.
BALLISTA
There are sometimes ballistas scattered around a map that are used by the
enemy. They're pretty annoying, especially against your flyers. However, you
can use the ballista against them with your own Archers and Snipers. Just
move an Archer or Sniper to the ballista and select the new option. You can
then target enemies across the map that are within range. Ballistas have
limited uses though, so make them count.
TRIANGLE ATTACK
You must have Thany, Thite and Yuuno or Bors, Barth and Wendy in your party
for it to work. Position two of them next to the target. Now position the
third one so the three of them will form a triangle, he/she will get the
triangle attack option. The first triangle attack cannot miss and will always
critical. You can only initiate it in your turn, but you can initiate it
multiple times as long as you're in a triangle with a target in the centre.
HARD MODE BONUSES
Enemies in Hard Mode have improved stats. As are enemy characters who are
recruitable. Not all of them get bonuses though and the bonuses vary from
character. The bonuses are random, but some stats get preferred depending on
the character. The characters who get Hard Mode bonuses are: Rutger, Fir,
Shin, Gonzales, Klein, Thite, Cath, Miredy, Percival (Chapter 15 only),
Garret and Zeis.
-----------------------------------------------------------------------------
4.7 TIPS
-----------------------------------------------------------------------------
- Have a balanced team of maximum 16 characters.
- Do not hog experience with Marcus in Normal Mode. Ever.
- Do not excessively use a superior weapon when an Iron weapon can suffice.
- Supports are your friend.
- The Triangle is your friend.
- Use terrain to your advantage whenever you can.
- Use Thieves in Fog of War.
- Do not arena abuse. Not for a long time at least.
- If you have to split up a group, match units that support each other.
That's all I can think of for now.
HARD MODE
- Use Marcus to weaken enemies and let others leech (Give him Bors' Iron
Lance if you don't plan on using him).
- Let Allen and Lance support each other. It doesn't matter if you actually
plan on using them later or not, they're crucial at the beginning.
- Roy's supports are a bit different since he has a very wide selection.
Unfortunately, most of his support options aren't very effective in Hard Mode.
If you're having trouble keeping him alive, support him sooner with either
Lance, Allen, Wolt or even Marcus if you're desperate. Thany, Lilina, Sophia
and Sue are all outclassed by others in HM.
- If you haven't noticed already, supports are a must to lessen your defeats,
thus restarting. Not only do they help offensive tactics, but also defensive
tactics. Try to plan ahead who you want to support and have room for at least
one A or two B each character.
- Characters with hard mode bonuses are a big help. These will instantly help
you erase the stat advantages the enemies have. Rutger, Fir, Shin, Gonzalez,
Klein, Thito, Cath, Miredy, Percival, Garret and Zeis all receive HM bonuses,
some bigger than others.
- If you plan on buying and using lots of expensive weapons, training your
Thieves are a must, unless you want to arena abuse, but they're quite vicious
in HM. You should spare one of your Angelic Robes for them, since their HP is
often too pitiful to survive an attack from Bolting.
- Healers are a bit of a problem. Saul is weak, Ellen and Clarine are even
weaker. At least the two ladies can dodge so maybe you want to try your luck
with them. Saul cannot dodge at all, his Luck is way too crappy for that. It
depends on who you plan to use, but you should support healers as much as
possible. Lance, Rutger and Dieck are great supports for Clarine and Lugh,
Miredy and Zeis are equally great supports for Ellen. Use a lot of non-
healing staves such as Unlock, Restore and Torch just because it gives better
experience. You do not want them to fall behind.
- Vulneraries and Elixirs weren't very necessary in Normal Mode, but they're
absolutely invaluable in Hard Mode. Your units will get damaged so often that
your healers can't keep up the healing. So give units that will get into
combat a lot at least a Vulnerary. Case in point: In Chapter 1, give Allen
Wolt's Vulnerary.
- And, of course, good level-ups are always a positive thing. Try to control
that, ending the chapter with 90 or so EXP so that you'll be able to
influence the level up in the next chapter. Not everyone can gain good level
ups all the time, you're in the mercy of the RNG gods, but try to keep them
in mind. If Rutger didn't get one Strength point in his third level up (30%),
then try to fix that with the method above.
=============================================================================
5. CHARACTER GUIDE [CHRG]
=============================================================================
Here's a guide for people who are unsure who to use and who not to use. I
will give them three ratings from one to five stars in three categories:
Potential, Usefulness and Supports. I hope they're self-explanatory.
Supports are judged by the supporting roster, their usefulness and your
affinity. Potential is derived from the stat growths of each individual.
Usefulness is the most vague category. It certainly depends on your playing
style, like if you play offensively or defensively. I have one important rule
when it comes to usefulness and that's how they play on the actual
battlefield. Supporting units generally get five stars automatically. But it
also depends on which chapter you get them and what their starting stats are.
Some characters are great when you first get them and generally get weaker
the further you get, these characters still deserve a good rating because
they can prove quite useful even if it's only a handful of chapters.
Movement is another factor in usefulness. Low movement can affect the chapter
significantly, like when one of your units just missed an attack and you need
another unit to finish it off. Some things cannot be predicted and so being
versatile is the key to success. Therefore airborne units, the Pegasus Knight
and the Dragon Knight, automatically get a good rating.
I hope I've explained it in a way you understand. If you feel that I've done
injustice to the world, feel free to contact me.
Note: Some of these names are not official and should not be treated as
official. I'm going to use these names in the entire FAQ, so get used to it.
In order of appearance:
CONTENT
=-=-=-=-=-=-=-=-=-=-=
5.1 Roy
5.2 Marcus
5.3 Allen
5.4 Lance
5.5 Wolt
5.6 Bors
5.7 Merlinus
5.8 Ellen
5.9 Thany
5.10 Dieck
5.11 Wade
5.12 Lott
5.13 Chad
5.14 Lugh
5.15 Clarine
5.16 Rutger
5.17 Saul
5.18 Dorothy
5.19 Sue
5.20 Zealot
5.21 Treck
5.22 Noah
5.23 Astore
5.24 Lilina
5.25 Barth
5.26 Oujay
5.27 Wendy
5.28 Fir
5.29 Shin
5.30 Gonzales
5.31 Geese
5.32 Lalum
5.33 Elphin
5.34 Klein
5.35 Thite
5.36 Echidna
5.37 Bartre
5.38 Ray
5.39 Cath
5.40 Miredy
5.41 Percival
5.42 Cecilia
5.43 Sophia
5.44 Igrene
5.45 Garret
5.46 Fa
5.47 Hugh
5.48 Zeis
5.49 Douglas
5.50 Niime
5.51 Dayan
5.52 Yuuno
5.53 Yodel
5.54 Karel
5.1 ========== Roy ==========
Class: Lord -> Master Lord
Stat growth: HP 80% Str 40% Skl 50% Spd 40% Lck 60% Def 25% Res 30%
Starting: Lvl.1 HP 18 Str 5 Skl 5 Spd 7 Lck 7 Def 5 Res 0 Mov 5 Con 6
Hair: Red
Background: Successor of Pherae. Son of Eliwood.
Recruitment: Chapter 1 (automatically)
Affinity: Fire
Support: Marcus, Allen, Lance, Wolt, Thany, Sue, Lilina, Lalum, Cecilia,
Sophia
Hard Mode Bonuses: No
Comments: Roy is your basic average Lord, who starts weak but ends terrific.
He may be able to KO fellow Nintendo characters with one move, but he's a
pansy here without the Sword of Seals. He must be present in every chapter,
as he's the only one that can end a chapter by conquering the throne. It's
Game Over if he dies. His growths are all above average, and that's a good
and a bad thing. The good thing is that no stat will get truly bad, the bad
thing is that his level-ups can fluctuate. I've seen pimpin' Roys, but also
wimpy Roys. He'll truly shine however when he gets the Sword of Seals. I
advise you to use him moderately and watch his level-ups. You could level him
up like crazy from the start, but then you never know what will become of him.
Roy's support options are nothing more than pimpin'.
Potential : * * * * *
Usefulness : * * *
Supports : * * * * *
5.2 ========== Marcus ==========
Class: Paladin
Stat Growth: HP 60% Str 25% Skl 20% Spd 25% Lck 20% Def 15% Res 20%
Starting: Lvl.1 HP 32 Str 9 Skl 14 Spd 11 Lck 10 Def 9 Res 8 Mov 8 Con 11
Hair: Light Purple
Background: Veteran serving Pherae.
Recruitment: Chapter 1 (automatically)
Affinity: Ice
Support: Roy, Allen, Lance, Wolt, Lilina
Hard Mode Bonuses: No
Potential : *
Usefulness : * *
Supports : * * * *
Comments: He has come back to haunt House Pherae and he's gotten quite a bit
older. It shows in his stats, my God, what a regression. DO NOT EVER USE HIM.
That means don't attack with him. Just use him at the beginning to loot
villages, transport units and buy equipment. Hard Mode is a different story
however, but let's not praise him too much. He might be listening. <_< >_>
5.3 ========== Allen ==========
Class: Cavalier -> Paladin
Stat Growth: HP 85% Str 45% Skl 40% Spd 45% Lck 40% Def 25% Res 10%
Starting: Lvl.1 HP 21 Str 7 Skl 4 Spd 6 Lck 3 Def 6 Res 0 Mov 7 Con 9
Hair: Dark Red
Background: Knight serving Pherae.
Recruitment: Chapter 1 (automatically)
Affinity: Fire
Support: Roy, Marcus, Lance, Wolt, Wade, Thite
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * * *
Supports : * * * *
Comments: Say hello to the red powerful Cavalier, Allen. You'll use him a lot
in the early game and he's one hell of a powerhouse. His growths are all
solid, only his Skill can abandon him sometimes. That's his only weakness,
and his inability to withstand Magic. But he's more of a bulldozer anyway.
Use him a lot, because he's going to be a valuable asset to your team.
5.4 ========== Lance ==========
Class: Cavalier -> Paladin
Stat Growth: HP 80% Str 40% Skl 45% Spd 50% Lck 35% Def 20% Res 15%
Starting: Lvl.1 HP 20 Str 5 Skl 6 Spd 8 Lck 2 Def 6 Res 0 Mov 7 Con 9
Hair: Light Green-ish
Background: Knight serving Pherae.
Recruitment: Chapter 1 (automatically)
Affinity: Anima
Support: Roy, Marcus, Allen, Wolt, Lott, Clarine
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * * *
Supports : * * * *
Comments: Say hello to the other Cavalier, green, nimble Lance. He's pretty
evenly matched against Allen, only he has the upper hand in Skill, Speed and
Resistance. You'll use them both equally much in the early game, but later on,
the thought that you want to ditch one of the two might pop up. It's a toss
up between the two. I say train them both equally and when the time comes,
choose the one with the more favorable stats.
5.5 ========== Wolt ==========
Class: Archer -> Sniper
Stat Growth: HP 80% Str 40% Skl 50% Spd 40% Lck 60% Def 25% Res 30%
Starting: Lvl.1 HP 18 Str 4 Skl 4 Spd 5 Lck 2 Def 4 Res 0 Mov 5 Con 7
Hair: Green-ish
Background: Roy's best friend. Son of Rebecca.
Recruitment: Chapter 1 (automatically)
Affinity: Ice
Support: Roy, Marcus, Allen, Lance, Sue
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * *
Supports : * * * *
Comments: Archers are a dilemma. On the one hand, they can support you
indirectly and pick enemy units on the other side of the wall. On the other
hand, they can't survive on their own and will get beaten up badly without
support. Wolt's starting stats aren't spectacular either. In the early game
he'll mostly tickle the foe instead of driving an arrow through their chests.
Give him a chance though and he'll become a nimble archer who can snipe
Dragon Knights without trouble. He'll still need backup though.
5.6 ========== Bors ==========
Class: Armor Knight -> General
Stat Growth: HP 90% Str 30% Skl 30% Spd 40% Lck 50% Def 35% Res 10%
Starting: Lvl.1 HP 20 Str 7 Skl 4 Spd 3 Lck 4 Def 11 Res 0 Mov 4 Con 14
Hair: Green
Background: Knight serving Ostia.
Recruitment: Chapter 1 (automatically)
Affinity: Wind
Support: Astore, Lilina, Barth, Oujay, Wendy
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * *
Comments: Aye, I don't know what to do with you. In the early game, the maps
are filled with axe-wielding enemies. And on top of that you're slow. Gee...
For the people who want to take on chapters a bit more slowly and relaxed,
he's great. His high defense will surely save your skin a couple of times.
And his Speed and Luck aren't shabby at all. His low Strength growth is
somewhat compensated with his already high starting Strength. However, for
the hasty ones who laugh at danger, he'll slow you down often.
5.7 ========== Merlinus ==========
Class: Caravan
Stat Growth: HP 100% Str 0% Skl 50% Spd 50% Lck 100 Def 20 Res 5
Starting: Lvl.1 HP 15 Str 0 Skl 3 Spd 3 Lck 10 Def 5 Res 0 Mov 5 Con 25
Hair: Blue and Bald
Background: Merchant serving Pherae.
Recruitment: Chapter 2 (automatically)
Affinity: Darkness
Support: None
Hard Mode Bonuses: No
Potential : *
Usefulness : * * * * *
Supports :
Comments: Uh, yay, he has his own horse now instead of a tent. Other than
that, he's your main storage facility, able to store 100 items for you. Not
much to be said, he doesn't gain any levels anymore if you bring him to a
chapter. The only way to gain experience is to dodge attacks for a measly
point of experience. Just don't bring him to the battlefield. Let the bald
man do what he wants in his caravan helping out our young allies. o_O
5.8 ========== Ellen ==========
Class: Priest -> Bishop
Stat Growth: HP 45% Mag 50% Skl 30% Spd 20% Lck 70% Def 5% Res 60%
Starting: Lvl.2 HP 16 Mag 1 Skl 6 Spd 8 Lck 8 Def 0 Res 6 Mov 5 Con 4
Hair: Brunette
Background: Servant of Bern and Princess Guinevere.
Recruitment: Chapter 2 (automatically)
Affinity: Wind
Support: Chad, Lugh, Saul, Miredy, Zeis
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * * *
Comments: Your first female ally and not bad either, if you know what I mean.
She's a healer and does a pretty good job at that. She can't heal a lot of HP
in the early game due to her low Magic, but she'll catch on fast with her
level ups. The problem is that healers are dependant on healing for
experience. So it takes a while to get level ups. What you have to do to
speed the process is you let your units take damage often and let her heal
every turn if possible. Even if it's 1 HP, heal, heal, heal. Using different
staves speeds up the process. Now Ellen's weakness is obviously her
fragileness, you'll have to keep her from all danger. If you're lucky with
her Speed, she'll dodge quite well coupled with her exceptionally high Luck.
You still don't want her to get involved in battles though before she
promotes. If she doesn't gain any Speed, well, there are two more healers
that can easily replace her. Though she is the best magical tank.
5.9 ========== Thany ==========
Class: Pegasus Knight -> Falcon Knight
Stat Growth: HP 45% Str 30% Skl 55% Spd 60% Lck 60% Def 10% Res 25
Starting: Lvl.1 HP 17 Str 4 Skl 6 Spd 12 Lck 5 Def 6 Res 5 Mov 7 Con 4
Hair: Blue
Background: Mercenary from Ilia. The youngest of the Pegasus sisters.
Recruitment: Chapter 2 (automatically turn 2)
Affinity: Wind
Support: Roy, Dieck, Wade, Lott, Zealot, Thito, Yuuno
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * * *
Comments: Ah, thy fair maiden. Cute, but also weak. If you'd like to train
her, she'll become one heck of a Mage killer, flying over areas no other unit
can reach. It'll be a dangerous training, but it pays off at the end. The
only thing you'd have to worry about is her rather low Strength. Just keep an
eye out for that. And keep an eye out for archers, the bane of Pegasus
Knights. If you're far enough, she can manage herself by dodging quite a lot.
5.10 ========== Dieck ==========
Class: Mercenary -> Hero
Stat Growth: HP 90% Str 40% Skl 40% Spd 30% Lck 35% Def 20% Res 15%
Starting: Lvl.5 HP 26 Str 9 Skl 12 Spd 10 Lck 5 Def 6 Res 1 Mov 5 Con 13
Hair: Light Green-ish
Background: Mercenary who served Lord Pent in the past.
Recruitment: Chapter 2 (automatically turn 2)
Affinity: Thunder
Support: Thany, Wade, Lott, Clarine, Rutger, Klein
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: Here comes tha man! And wow, look at those starting stats. He'll
slaughter all that stands in his way at the beginning, he's just that
powerful. Later on though, your other characters will likely catch up to him.
He'll still be formidable and after promotion, he's a tank. Very solid
character, you won't regret using him. Use Axes after promotion, seeing the
game is filled with enemy Dragon Knights. Plus, he doesn't lose AS by
equipping Almace. ^___^
5.11 ========== Wade ==========
Class: Fighter -> Warrior
Stat Growth: HP 75% Str 50% Skl 45% Spd 20% Lck 45% Def 30% Res 5%
Starting: Lvl.2 HP 28 Str 8 Skl 3 Spd 5 Lck 4 Def 3 Res 0 Mov 5 Con 13
Hair: Brown
Background: Mercenary from the Western Isles.
Recruitment: Chapter 2 (automatically turn 2)
Affinity: Fire
Support: Allen, Thany, Dieck, Lott, Echidna
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * *
Supports : * * *
Comments: Some lower-class lumberjacks applying here for a job. All muscles,
no subtlety. Just find the quickest way to mash human skulls with his axe.
And no wonder with that Strength growth. His Skill and Luck are good too. Too
bad he lacks Speed and Resistance. I would recommend other axe users for your
bone splitting pleasure. If you want all muscle power, then Gonzales will do
the job better. Able to wield Bows after promotion is nice though. The bane
of Dragon Knights.
5.12 ========== Lott ==========
Class: Fighter -> Warrior
Stat Growth: HP 80% Str 30% Skl 30% Spd 35% Lck 30% Def 40% Res 15%
Starting: Lvl.3 HP 29 Str 7 Skl 6 Spd 7 Lck 2 Def 4 Res 1 Mov 5 Con 12
Hair: Dark Orange
Background: Mercenary from the Western Isles.
Recruitment: Chapter 2 (automatically turn 2)
Affinity: Anima
Support: Lance, Thany, Dieck, Wade, Echidna
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * *
Supports : * * *
Comments: This guy is solid, maybe a bit too solid. His starting stats are
better than Wade. More importantly, he can survive attacks much easier with
his superior HP, Defense and Resistance. His speed is at least decent. Also,
He ties with Barth for best Defense growth. But the problem is that he
doesn't excel at anything but Defense. Axe users are usually offensive. Geese,
the Pirate, is better than him. If you want a Warrior, then I'm afraid
Berserkers simply outclass them in this game. That doesn't mean you shouldn't
use him. He's decent.
5.13 ========== Chad ==========
Class: Thief
Stat Growth: HP 85% Str 50% Skl 50% Spd 80% Lck 60% Def 25% Res 15%
Starting: Lvl.1 HP 16 Str 3 Skl 3 Spd 10 Lck 4 Def 2 Res 0 Mov 6 Con 5
Hair: Half-Blond
Background: Orphan trying to seek revenge on Bern for burning the orphanage.
Recruitment: Chapter 3 (automatically turn 1)
Affinity: Thunder
Support: Ellen, Lugh, Rei, Cath, Hugh
Hard Mode Bonuses: No
Potential : * * *
Usefulness : * * * * *
Supports : * * * *
Comments: Don't you wish he could promote into an Assassin? So do I. Look at
those growths. Too bad it's a waste of potential as he'll be inferior in the
later chapters. He's still very useful though, since Thieves are the only
class that can pick locks. And to boot, they can steal some valuable items
too from enemies. Chad is therefore a valuable asset to your team. Bring him
into maps whenever there's a need to unlock and make sure he picks some
experience with it as well. I made a terrible mistake once, I didn't train
any of my Thieves at all. Suffice to say, the vultures were surrounding his
dead carcass quite often. Also, Thieves are valuable in Fog of War maps with
their increased vision. Train him and it'll save you some Bolting hell.
5.14 ========== Lugh ==========
Class: Mage -> Sage
Stat Growth: HP 50% Mag 40% Skl 50% Spd 50% Lck 35% Def 15% Res 30%
Starting: Lvl. 1 HP 16 Mag 4 Skl 5 Spd 6 Lck 5 Def 3 Res 5 Mov 5 Con 4
Hair: Green
Background: Cheery fellow who lost his parents. Son of Nino.
Recruitment: Chapter 3 (visit the North village)
Affinity: Fire
Support: Ellen, Chad, Rei, Miredy, Hugh
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: Shorts are easy and comfy to wear! That's what Lugh must be
thinking. I confused his gender once. >_< Your very first Magic user and he
just kicks ass. Some of the early bosses are complete hell with their high
Defenses, but not much anymore with this little fella by your side. Watch him
pierce their armor with the fires of hell. His growths are nothing to sneeze
at either. His Magic increases steadily and his Speed and Luck aren't shabby
either which contributes to his evade. His HP is his only weakness, but do
not worry. He can maul through Dragon Knights and Generals like they were
paperweight. His high Speed helps him dodge quite a lot. You won't find a
faster Sage than go-happy Lugh. Not to mention he can heal after promotion.
5.15 ========== Clarine ==========
Class: Troubadour
Stat Growth: HP: 40% Mag 30% Skl 40% Spd 50% Lck 65% Def 10% Res 40%
Starting: Lvl.1 HP 15 Mag 2 Skl 5 Spd 9 Lck 8 Def 2 Res 5 Mov 7 Con 5
Hair: Blonde
Background: Etrurian noble. Daughter of Pent and Louise.
Recruitment: Chapter 4 (talk with Roy)
Affinity: Thunder
Support: Lance, Dieck, Rutger, Dorothy, Klein
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: Such a feisty young woman. I like that. You just can't stop
imagining what really happened in that room with Narshen. Enough about that,
let's start explaining why she rules everything and everyone. Look at those
Speed and Luck growths! She'll max them with no trouble. And you know what
that means, dodge machine! If she was to compete in a dodge ball tournament,
she would single-handedly own everyone. And that's precisely what a healer
needs, being untouchable. Of course, she has some weaknesses. Her low HP,
Magic and Defense are worrisome. But with her dodging capabilities, who needs
high HP and Defense? Her Magic is her only real fault to an otherwise perfect
healer. Seriously, she can heal, rescue and carry units. And with the ability
to pack a punch with Anima Magic (best Magic in this game by the way), she's
nothing short than amazing. Just don't expect her Magic to get phenomenal.
5.16 ========== Rutger ==========
Class: Myrmidon -> Swordmaster
Stat Growth: HP 80% Str 30% Skl 60% Spd 50% Lck 30% Def 20% Res 20%
Starting: Lvl.4 HP 22 Str 7 Skl 12 Spd 13 Lck 2 Def 5 Res 0 Mov 5 Con 7
Hair: Light Brown
Background: Halfbreed seeking revenge on Bern.
Recruitment: Chapter 4 (talk with Clarine)
Affinity: Darkness
Support: Dieck, Rutger, Fir, Dayan, Karel
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: What a badass, he's staring like he wants to gut you. You don't
want to meet him in a dark alley. Luckily, he's on your side and to sum it
up... He slices, he dices! His starting stats are high, and his Skill and
Speed will go even higher. Effectively making him double attack, while having
an excellent evade. His only weakness is his low Strength. But even though
his Strength isn't his best point, after promotion, you can bet he'll turn
battles into bloodsheds. With the Swordmaster's 30% critical bonus, there's a
very good chance every time. Enemies have pathetic Luck. With his speed
maxing out in the mid-levels, you can bet he'll dodge a bunch. Just badass.
5.17 ========== Saul ==========
Class: Priest -> Bishop
Stat Growth: HP 60% Mag 40% Skl 45% Spd 45% Lck 15% Def 15% Res 50%
Starting: Lvl.5 HP 20 Mag 4 Skl 6 Spd 10 Lck 2 Def 2 Res 5 Mov 5 Con 6
Hair: Indigo
Background: Charming priest of the Elimine Church.
Recruitment: Chapter 6 (automatically turn 1)
Affinity: Ice
Support: Ellen, Dorothy, Cecilia, Igrene, Yodel
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * *
Supports : * * *
Comments: Another healer, only he's at lvl. 5. It either comes down to Ellen
or Saul for Light Magic (or if you really hate leveling up healers, Yodel is
an alternative). His growths are a bit better in terms of HP and Defense. His
Speed is more solid, but his Luck suffers a bit which makes him dodge less
well. Though, he's more likely to double attack than Ellen. But they're both
decent healers. Ellen for dodging and Saul, well, to chase ladies I guess.
5.18 ========== Dorothy ==========
Class: Archer -> Sniper
Stat Growth: HP 85% Str 50% Skl 45% Spd 45% Lck 35% Def 15% Res 15%
Starting: Lvl.3 HP 19 Str 5 Skl 6 Spd 6 Lck 3 Def 4 Res 2 Mov 5 Con 7
Hair: Brown
Background: Servant of the Elimine Church. Saul's escort.
Recruitment: Chapter 6 (automatically turn 1)
Affinity: Fire
Support: Clarine, Saul, Shin, Percival, Yodel
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * *
Supports : * * * *
Comments: It's either Wolt or Dorothy for your sniping kills (or the more
RNG-proof Klein, but he loses out in the end). She's a bit stronger and
faster than Wolt, other than that, they don't differ all that much.
Personally I think Archers are a liability, they aren't flexible and
effective, and they don't gain any promotion skills. That's why I prefer
Nomads. If you love Archers though, use one of them. They're not bad at all.
5.19 ========== Sue ==========
Class: Nomad -> Nomadic Trooper
Stat Growth: HP 55% Str 30% Skl 55% Spd 65% Lck 50% Def 10% Res 15
Starting: Lvl.1 HP 18 Str 5 Skl 7 Spd 8 Lck 4 Def 5 Res 0 Mov 7 Con 5
Hair: Black Green-ish
Background: Successor of the Kutolah tribe. Daughter of Rath.
Recruitment: Chapter 6 (talk with Roy)
Affinity: Wind
Support: Roy, Wolt, Shin, Fa, Dayan
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * *
Comments: Now here's my preferred kind of Bow user. They can move over great
distances, walk on water, can support your other units rather swiftly and
they can melee attack after promotion. That's the kind of flexibility I want.
Sue has good growth to boot as well, she'll dodge with ease. She's still a
bit vulnerable though in the early game, with low HP and Strength. If her
Strength develops in your favor, then she'll be one heck of an ally. Nomadic
Troopers are always useful to have in a map. Only their inability to attack
directly before promotion affects their usefulness. It's harder to train them
because indirect attack is the only way to gain experience. She's awesome
after promotion however.
5.20 ========== Zealot ==========
Class: Paladin
Stat Growth: HP 75% Str 25% Skl 20% Spd 20% Lck 15% Def 30% Res 15%
Starting: Lvl.1 HP 35 Str 10 Skl 12 Spd 13 Lck 5 Def 11 Res 7 Mov 8 Con 11
Hair: Black
Background: Knight from Ilia.
Recruitment: Chapter 7 (talk with Roy, Treck or Noah)
Affinity: Darkness
Support: Thany, Treck, Noah, Thite
Hard Mode Bonuses: No
Potential : *
Usefulness : *
Supports : * * *
Comments: Holy Moses, another Marcus. Same with him, don't use him to kill.
Only use for him is to recruit Yuuno if you're going the Ilia route.
5.21 ========== Treck ==========
Class: Cavalier -> Paladin
Stat Growth: HP 85% Str 40% Skl 30% Spd 35% Lck 50% Def 30% Res 5%
Starting: Lvl.3 HP 25 Str 8 Skl 6 Spd 7 Lck 5 Def 8 Res 0 Mov 7 Con 9
Hair: Light Brown
Background: Knight from Ilia.
Recruitment: Chapter 7 (talk with Zealot, Noah or Roy)
Affinity: Wind
Support: Zealot, Noah, Gonzales, Miredy, Yuuno
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * * *
Supports : * * *
Comments: The second batch of Cavaliers. Treck is more of a tank than the
others. In a way he's like Lowen, maybe they're related. His low Resistance
hurts him though. Use him if Allen or Lance bit the dust with bad level ups.
Most of the times, I don't bother with him. He's too slow for my taste. But
if you want a General on a horse, then he's great for what he does.
5.22 ========== Noah ==========
Class: Cavalier -> Paladin
Stat Growth: HP 75% Str 30% Skl 45% Spd 30% Lck 40% Def 30% Res 10%
Starting: Lvl.7 HP 27 Str 8 Skl 7 Spd 9 Lck 6 Def 7 Res 1 Mov 7 Con 10
Hair: Dark Brown
Background: Knight from Ilia.
Recruitment: Chapter 7 (talk with Treck, Roy or Zealot)
Affinity: Anima
Support: Zealot, Treck, Fir, Yuuno, Karel
Hard Mode Bonuses: No
Potential : * * *
Usefulness : * * * * *
Supports : * *
Comments: The least preferred of the four Cavaliers. I don't know why they
gave him such mediocre growths compared to the others. His only good point is
his good Defense growth, other than that, meh. Just use him to recruit Fir
and let him stay in the bench forever.
5.23 ========== Astore ==========
Class: Thief
Stat Growth: HP 90% Str 35% Skl 40% Spd 50% Lck 15% Def 20% Res 20%
Starting: Lvl.10 HP 25 Str 7 Skl 8 Spd 15 Lck 11 Def 7 Res 3 Mov 6 Con 8
Hair: Dark Purple
Background: Spy serving Ostia.
Recruitment: Chapter 8 (automatically turn 1)
Affinity: Darkness
Support: Bors, Lilina, Barth, Wendy, Igrene
Hard Mode Bonuses: No
Potential : * *
Usefulness : * * * * *
Supports : * * *
Comments: Another thief with a bit more solid HP, Defense and Resistance.
Stats that are essential to survive the later chapters. Plus he doesn't
require much experience since he's at lvl. 10 from the start. Anyway, it's
wise to have two decent Thieves at your disposal at all times. Some of the
chapters require your team to split up into two groups with one Thief in each
group. So start gaining levels or they'll become Bolting fodder.
5.24 ========== Lilina ==========
Class: Mage -> Sage
Stat Growth: HP 45% Mag 75% Skl 20% Spd 35% Lck 50% Def 10% Res 35%
Starting: Lvl.1 HP 16 Mag 5 Skl 5 Spd 4 Lck 4 Def 2 Res 7 Mov 5 Con 4
Hair: Blue
Background: Successor of Ostia. Daughter of Hector.
Recruitment: Chapter 8 (automatically turn 1)
Affinity: Light
Support: Roy, Marcus, Bors, Astore, Barth, Oujay, Wendy, Gonzales, Cecilia,
Garret
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: Best. Magic. Growth. Period. She beats everyone with it. Her Luck
is also amazingly high. Her HP and Defense hurts though. And her Speed can
let you down. You'll have to protect her from impending danger such as
incoming Dragon Knights. Even if her dodge is decent, you don't want to risk
losing more than half your total HP. One thing she's good in though is to
BURN stuff. She can OHKO quite well with the enemy's pathetic Resistance. Air
Calibur simply destroys Dragon Knights. May I remind you that Sages are the
best Magic class in this game. It's a fact. It has the best Magic, the best
accuracy, the lightest and the cheapest.
5.25 ========== Barth ==========
Class: Armor Knight -> General
Stat Growth: HP 100% Str 60% Skl 25% Spd 20% Lck 20% Def 40% Res 5%
Starting: Lvl.9 HP 25 Str 10 Skl 6 Spd 5 Lck 2 Def 14 Res 1 Mov 4 Con 16
Hair: Light Brown
Background: Knight serving Ostia.
Recruitment: Chapter 8 (automatically turn 6)
Affinity: Ice
Support: Bors, Astore, Lilina, Oujay, Wendy
Hard Mode Bonuses: No
Potential : * * *
Usefulness : * * *
Supports : * * *
Comments: Best Defense you can get in this game. His HP and Strength are
excellent too. All his other stats are absolute crap though. But he does what
he can do and that's to stop enemy assaults. So use him only if you really
need a brick wall. He's just bad at everything else.
5.26 ========== Oujay ==========
Class: Mercenary -> Hero
Stat Growth: HP 85% Str 40% Skl 30% Spd 45% Lck 55% Def 20% Res 15%
Starting: Lvl.3 HP 24 Str 7 Skl 10 Spd 9 Lck 6 Def 4 Res 0 Mov 5 Con 8
Hair: Dark Blue
Background: Mercenary from Ostia.
Recruitment: Chapter 8 (automatically turn 6)
Affinity: Wind
Support: Bors, Lilina, Barth, Wendy, Lalum
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * *
Comments: Say hello to the other potential Hero. His growths are, as you can
see, plain better than Dieck. But he suffers from worse startings stats.
Dieck will likely be ahead at the time you get him. They are different though.
Dieck is just a tank, while Oujay has the upper hand in dodging. It really
depends on what you seek. If Dieck turns out bad, you can use Oujay. But
it'll take a while before he's at the same level as the others.
5.27 ========== Wendy ==========
Class: Armor Knight -> General
Stat Growth: HP 85% Str 40% Skl 40% Spd 40% Lck 45% Def 30% Res 10%
Starting: Lvl.1 HP 19 Str 4 Skl 3 Spd 3 Lck 6 Def 8 Res 1 Mov 4 Con 10
Hair: Pink
Background: Knight serving Ostia. Bors' younger sister.
Recruitment: Chapter 8 (automatically turn 6)
Affinity: Fire
Support: Bors, Astore, Lilina, Barth, Oujay
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * *
Comments: A pink-haired girl in tight armor? Certainly. She's at a very low
level and her starting stats aren't good either. It takes some commitment to
train her to epic proportions. But, oh, she will be worth it. Use Bors and
Barth to help her initiate a triangle attack. Unlike the other two Armor
Knights, Wendy has decent growths in just about everything. Barth may have
better Strength and Defense, Bors may have better Luck and Defense, but she
can deal enemies all on her own. Maybe even better. If you don't want to take
the trouble to train her, then don't. She isn't really necessary, just a nice
unit. it's too bad Armor Knights are so slow.
5.28 ========== Fir ==========
Class: Myrmidon -> Swordmasters
Stat Growth: HP 75% Str 25% Skl 50% Spd 55% Lck 50% Def 15% Res 20%
Starting: Lvl.1 HP 19 Str 6 Skl 9 Spd 10 Lck 3 Def 3 Res 1 Mov 5 Con 5
Hair: Black
Background: Traveler improving her skills. Daughter of Bartre and Karla.
Recruitment: Chapter 9 (talk with Noah)
Affinity: Fire
Support: Rutger, Noah, Shin, Bartre, Karel
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * *
Supports : * * * *
Comments: The other potential Swordmaster. Quit drooling, she's under-age.
Anyway, Rutger should be way ahead of her by now. If not, what the hell is
wrong with you? She does a lot better in Luck and, well, that's about it.
Looking at the bright side, she has lots of levels to gain, so her potential
is huge. Too bad her Strength is really a gamble. 1 Strength in 4 level-ups?
That's not very encouraging. So I stick with Rutger most of the time. She's a
pain to train and I never have any luck with her Strength. The RNG might
favor you though, so give her a try sometimes.
5.29 ========== Shin ==========
Class: Nomad -> Nomadic Trooper
Stat Growth: HP 75% Str 45% Skl 50% Spd 50% Lck 25% Def 10% Res 10%
Starting: Lvl.5 HP 24 Str 7 Skl 8 Spd 10 Lck 6 Def 7 Res 0 Mov 7 Con 7
Hair: Black Green-ish with bandana and earring
Background: Sacaen serving the Kutolah tribe. Sue's escort.
Recruitment: Chapter 9 (talk with Sue)
Affinity: Ice
Support: Dorothy, Sue, Fir, Zeis, Dayan
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * * *
Comments: Can you say Rath clone? Good Strength, Skill and Speed, yup. A bit
more solid than Sue. Again, it depends on what you want. If you didn't train
Sue, or even an Archer, then Shin is your man. At least he will deal
respectable amounts of damage, even with Swords after promotion. His dodge
isn't quite good, but he can take a couple of hits. Versatile character.
5.30 ========== Geese ==========
Class: Pirate -> Berserker
Stat Growth: HP 85% Str 50% Skl 30% Spd 40% Lck 40% Def 20% Res 10%
Starting: Lvl.10 HP 33 Str 10 Skl 9 Spd 9 Lck 9 Def 8 Res 0 Mov 5 Con 11
Hair: Dark Purple
Background: Pirate from Etruria. Geitz's younger brother.
Recruitment: Chapter 10A/B (talk with Roy)
Affinity: Fire
Support: Lalum, Echidna, Cath, Garret, Douglas
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * * *
Supports : *
Comments: Those starting stats sure show some equilibrium. That's what Geese
basically is as an Axe user. Unlike Lott, the stats that are important for an
Axe user are actually good. His Resistance suffers, but which non-Magic user
doesn't? Other than that, a solid character to have. His support options are
terrible though.
5.31 ========== Gonzales ==========
Class: Brigand -> Berserker
Stat Growth: HP 90% Str 60% Skl 15% Spd 50% Lck 35% Def 25% Res 5%
Starting: 10A Lvl.5 HP 36 Str 12 Skl 5 Spd 9 Lck 5 Def 6 Res 0 Mov 5 Con 15
10B Lvl.11 HP 36 Str 12 Skl 5 Spd 9 Lck 5 Def 6 Res 0 Mov 5 Con 15
Hair: Light Brown
Background: Bandit from the Western Isles.
Recruitment: Chapter 10A/B (talk with Lilina)
Affinity: Thunder
Support: Lilina, Treck, Echidna, Bartre, Garret, Dayan
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * * *
Supports : * * *
Comments: Woah, that's one ugly mofo. A mofo that could totally kick your ass
though... if he could actually hit you. Don't get me wrong, he has the
potential to be the best Axe user in the game. Make sure you got Chapter 10A
though, he stinks in 10B for some reason. He's like Dart, excels in HP,
Strength and Speed. And he does a fine job at that. Problem is his Skill and
axes aren't famous for their accuracy, they're even worse than in FE7. But he
can still kill Lance users consistently. His Hard Mode bonuses make him godly.
5.32 ========== Lalum ==========
Class: Dancer
Stat Growth: HP 70% Str 10% Skl 5% Spd 70% Lck 80% Def 20% Res 30%
Starting: Lvl.1 HP 14 Str 1 Skl 2 Spd 11 Lck 9 Def 2 Res 4 Mov 5 Con 4
Hair: Orange
Background: Rebel from Etruria against the government.
Recruitment: Chapter 11A (automatically turn 1)
Affinity: Thunder
Support: Roy, Oujay, Geese, Echidna, Percival, Douglas
Hard Mode Bonuses: No
Potential : *
Usefulness : *
Supports : * * * *
Comments: What an annoying girl. And she dances to make your character
energetic again. :wink: :wink: Don't bother too much with her, she's not that
useful. For one thing, she's extremely fragile. One good hit and she's dead.
The other is that you're limited to a certain number of allies each Chapter.
You usually want an offensive character. A Paladin can be way more useful
than a Dancer. Use her to recruit Percival.
5.33 ========== Elphin ==========
Class: Bard
Stat Growth: 80% Str 5% Skl 5% Spd 65% Lck 65% Def 25% Res 55%
Starting: Lvl.1 HP 15 Str 1 Skl 3 Spd 10 Lck 11 Def 4 Res 1 Mov 5 Con 6
Hair: Blond
Background: Prince of Etruria hiding his identity.
Recruitment: Chapter 11B (automatically turn 1)
Affinity: Light
Support: Klein, Cecilia, Percival, Fa, Douglas
Hard Mode Bonuses: No
Potential : *
Usefulness : *
Supports : * *
Comments: The same as Lalum, basically. Only without the :wink: :wink: part...
Ewwwwwwww
5.34 ========== Klein ==========
Class: Sniper
Stat Growth: HP 60% Str 35% Skl 40% Spd 45% Lck 50% Def 15% Res 25%
Starting: Lvl.1 HP 27 Str 13 Skl 13 Spd 11 Lck 10 Def 8 Res 6 Mov 6 Con 7
Hair: Blond
Background: Etrurian noble. Son of Pent and Louise. Clarine's brother.
Recruitment: Chapter 11A/11B (talk with Roy or Clarine)
Affinity: Ice
Support: Dieck, Clarine, Elphin, Thite, Percival
Hard Mode Bonuses: Yes
Potential : * * *
Usefulness : * *
Supports : * * * * *
Comments: A Sniper for those who haven't trained one yet. His growths are
pretty good for a prepromote too, but his starting stats aren't terribly
great. He does have the best prepromo growths though, so use him if you want
a decent Sniper without much training effort.
5.35 ========== Thite ==========
Class: Pegasus Knight -> Falcon Knight
Stat Growth: HP 60% Str 40% Skl 45% Spd 55% Lck 40% Def 15% Res 20%
Starting: Lvl.8 HP 22 Str 6 Skl 8 Spd 11 Lck 3 Def 7 Res 6 Mov 7 Con 5
Hair: Light Blue
Background: Mercenary serving Klein. The middle of the Pegasus sisters.
Recruitment: Chapter 11A/11B (talk with Klein)
Affinity: Ice
Support: Allen, Thany, Zealot, Klein, Yuuno
Hard Mode Bonuses: Yes
Potential : * * * *
Usefulness : * * * *
Supports : * * *
Comments: Yay, the second Pegasus Knight, and a bit stronger too. Still,
Pegasus Knights in FE6 can't match the ones in FE7. Thite isn't too bad
though, she will become a solid flyer in the long run. It's just that Pegasus
Knights in FE7 had awesome growth in Resistance, look at them now. ;_;
5.36 ========== Echidna ==========
Class: Hero
Stat Growth: HP 75% Str 30% Skl 25% Spd 30% Lck 20% Def 15% Res 15%
Starting: Lvl.1 HP 35 Str 13 Skl 19 Spd 18 Lck 6 Def 8 Res 7 Mov 6 Con 9
Hair: White
Background: Rebel against the government of Etruria.
Recruitment: Chapter 11A (talk with Lalum)
Affinity: Ice
Support: Wade, Lott, Geese, Gonzales, Lalum
Hard Mode Bonuses: No
Potential : * *
Usefulness : * *
Supports : * * * *
Comments: Nice Skill and Speed, not bad. Use her against enemies who are yet
difficult to handle. She's somewhat useful, just don't give her too much
experience, her gains are hopeless. She's had her time after a few chapters.
5.37 ========== Bartre ==========
Class: Warrior
Stat Growth: HP 70% Str 40% Skl 20% Spd 30% Lck 20% Def 20% Res 5%
Starting: Lvl.2 HP 48 Str 22 Skl 11 Spd 10 Lck 14 Def 10 Res 3 Mov 6 Con 14
Hair: Brown
Background: Rebel against the government of Etruria. Fir's father.
Recruitment: Chapter 11B (talk with Roy or Fir)
Affinity: Thunder
Support: Fir, Gonzales, Cath, Zeis, Karel
Hard Mode Bonuses: No
Potential : * *
Usefulness : *
Supports : * * * * *
Comments: Bartre makes a comeback. Not as good as Echidna, but not without
uses entirely. He has great Strength and lousy Speed, perfect to deal near-
death damage to enemies and let other units snatch all the experience.
Otherwise, don't use the worthless man. HULK SMASH PUNY INSECTS!
5.38 ========== Rei ==========
Class: Shaman -> Druid
Stat Growth: HP 55% Mag 45% Skl 55% Spd 40% Lck 15% Def 15% Res 35%
Starting: Lvl.12 HP 23 Mag 12 Skl 9 Spd 9 Lck 6 Def 5 Res 10 Mov 5 Con 4
Hair: Green
Background: Cynic doing his own way. Son of Nino. Lugh's twin brother.
Recruitment: Chapter 12 (talk with Chad or Lugh)
Affinity: Ice
Support: Chad, Lugh, Sophia, Hugh, Niime
Hard Mode Bonuses: No
Potential : * * * *
Usefulness : * * * * *
Supports : * * *
Comments: Finally, a Shaman, the twin of Lugh. And what an ominous smirk,
like a kid who want to rule the world. His growths are fairly balanced with
good growths in Magic, Skill and Speed. Dark magic isn't exactly the most
accurate form, so that works out. There's another Shaman later on, but
definitely use Rei if you want a more solid, easier to train Druid.
5.39 ========== Cath ==========
Class: Thief
Stat Growth: HP 80% Str 40% Skl 45% Spd 85% Lck 50% Def 15% Res 20%
Starting: Lvl.5 HP 16 Str 3 Skl 7 Spd 11 Lck 8 Def 2 Res 1 Mov 6 Con 5
Hair: Orange
Background: Thief taking from the rich.
Recruitment: Chapter 12/16/20/22 (talk with Roy 3 times)
Affinity: Anima
Support: Chad, Geese, Bartre, Garret, Hugh
Hard Mode Bonuses: Yes
Potential : * * *
Usefulness : * * * *
Supports : * * *
Comments: Finally! After spoken to her thrice, she joins you. Loot all my
treasure, will you... Get benched! Seriously, Chad and Astore should be
enough for your thieving needs. They should be at a higher level by now and
you don't want to give her precious experience even if Thieves are easy to
train. If you haven't trained Chad at all, then replace him with her. Other
than that, don't bother.
5.40 ========== Miredy ==========
Class: Dragon Knight -> Dragon Master
Stat Growth: HP 75% Str 50% Skl 50% Spd 45% Lck 25% Def 20% Res 5%
Starting: Lvl.10 HP 30 Str 12 Skl 11 Spd 10 Lck 5 Def 13 Res 3 Mov 7 Con 9
Hair: Dark Red
Background: Knight serving Bern. Princess Guinevere's escort.
Recruitment: Chapter 13 (automatically turn 3)
Affinity: Darkness
Support: Ellen, Lugh, Treck, Zeis, Yodel
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * *
Comments: YES! Just what the doctor ordered, a kickass Dragon Knight. She's a
bit slow at first and requires some time to train, but she'll whoop ass in no
time. Her high starting Defense negates the low Defense growth. Her defense
will reach above 20 easily, which renders her tough as rock. Not even arrows
can flinch her (okay, Silver arrows can be pretty painful). Her only weakness
is her low Resistance. Don't let her get caught in Magic or she'll suffer.
Other than that, one of the most useful characters in the game. She munches
on Pegasus Knights for lunch.
5.41 ========== Percival ==========
Class: Paladin
Stat Growth: HP 75% Str 30% Skl 25% Spd 35% Lck 20% Def 20% Res 10%
Starting: Lvl.5 HP 43 Str 17 Skl 13 Spd 18 Lck 12 Def 14 Res 11 Mov 8 Con 12
Hair: Blond
Background: One of the three Etrurian generals. Loyal to Elphin.
Recruitment: Chapter 13/15 (talk with Lalum or Elphin)
Affinity: Darkness
Support: Dorothy, Lalum, Elphin, Klein, Cecilia, Douglas
Hard Mode Bonuses: Yes (only chapter 15)
Potential : * * *
Usefulness : * * *
Supports : * *
Comments: The most useful prepromo you get. His Resistance outshines your
other physical units easily. His Speed isn't shabby either, he can double
attack most units quite easily. The only problem is if you already have two
excellent Paladins. Another one might be overload. Although he's quite useful
to have in bigger chapters as a third Paladin. Chances are that you had bad
luck with either Allen or Lance. If so, Percival is your replacement. His
Hard Mode bonuses make him one of the most solid units as well. His gains are
just a bit below average.
5.42 ========== Cecilia ==========
Class: Valkyrie
Stat Growth: HP 60% Mag 35% Skl 45% Spd 25% Lck 25% Def 20% Res 25%
Starting: Lvl.1 HP 30 Mag 11 Skl 7 Spd 10 Lck 10 Def 7 Res 13 Mov 8 Con 6
Hair: Green
Background: One of the three Etrurian generals. Roy's teacher.
Recruitment: Chapter 14 (automatically turn 1)
Affinity: Anima
Support: Roy, Saul, Lilina, Elphin, Percival, Douglas
Hard Mode Bonuses: No
Potential : * *
Usefulness : * *
Supports : * * * *
Comments: Roy's mentor and not a very good one I see. Even Roy should have
passed her by now in stats. The chapter she joins renders her useless too.
Bleh. Clarine is so much better. Use her to heal only.
5.43 ========== Sophia ==========
Class: Shaman -> Druid
Stat Growth: HP 60% Mag 55% Skl 40% Spd 30% Lck 20% Def 20% Res 55%
Starting: Lvl.1 HP 15 Mag 6 Skl 2 Spd 4 Lck 3 Def 1 Res 8 Mov 5 Con 3
Hair: Light Purple
Background: Halfbreed from Nabata. She's part Dragon.
Recruitment: Chapter 14 (automatically turn 1)
Affinity: Darkness
Support: Roy, Rei, Igrene, Fa, Niime
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * * * *
Comments: That's some harmless girl at first sight. Don't be fooled though,
she's one deadly demon once she's trained. Problem is she's at lvl. 1 and
fragile, the good news is that she'll gain lots of experience after killing.
Almost a Lilina clone, only she trades a bit in Magic and Luck for Skill and
Resistance. She has one of the highest Resistance in the game, that's a plus.
She still needs protection, but she can destroy anything rather easily. Her
low Speed can get you mad sometimes though. If you already trained Lilina,
then don't bother with her since they're both more of the same unit.
5.44 ========== Igrene ==========
Class: Sniper
Stat Growth: HP 70% Str 35% Skl 25% Spd 35% Lck 20% Def 10% Res 5%
Starting: Lvl.1 HP 32 Str 16 Skl 18 Spd 15 Lck 9 Def 11 Res 10 Mov 6 Con 7
Hair: Blond
Background: Guardian of Nabata. Daughter of Hawkeye.
Recruitment: Chapter 15 (automatically turn 1)
Affinity: Ice
Support: Saul, Astore, Sophia, Fa, Douglas
Hard Mode Bonuses: No
Potential : *
Usefulness : * *
Supports : * * *
Comments: Like we don't have enough Archers already. Actually her starting
stats aren't bad, much better than Klein, but her growths aren't as good. She
isn't bad for what she does though. IN DA BUTT.
5.45 ========== Garret ==========
Class: Berserker
Stat Growth: HP 70% Str 45% Skl 25% Spd 25% Lck 15% Def 15% Res 5%
Starting: Lvl.1 HP 49 Str 17 Skl 13 Spd 10 Lck 12 Def 9 Res 4 Mov 6 Con 13
Hair: Bald
Background: Bandit serving Bern.
Recruitment: Chapter 15 (talk with Lilina)
Affinity: Wind
Support: Lilina, Geese, Gonzales, Lalum, Cath
Hard Mode Bonuses: Yes
Potential : *
Usefulness : *
Supports : * * * *
Comments: Them useless units keep coming.
5.46 ========== Fa ==========
Class: Mamkute
Stat Growth: HP 130% Str 90% Skl 85% Spd 65% Lck 150% Def 30% Res 50%
Starting: Lvl.1 HP 16 Str 2 Skl 2 Spd 3 Lck 7 Def 2 Res 6 Mov 5 Con 1
Hair: Pink
Background: Dragon girl from Nabata. Her appearance shrouds her true age.
Recruitment: Chapter 15 (she joins you after the chapter ends)
Affinity: Light
Support: Sue, Elphin, Sophia, Igrene, Niime
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * * *
Supports : * *
Comments: FEAR FAZILLA!! Uhm, not really... not yet anyway. But as you can
see, her growths are extraordinary. She'll get five stats in each level-up
easily, even two in HP and Luck occasionally. Her stone gives her very neat
bonuses and it's highly effective against Mamkutes. But it's her only form of
attack and it's limited, so use it sparingly. Only attack when you kill a
unit. What I do is I only kill promoted enemies, guaranteed a level-up. That
way you'll still have about ten uses over after 19 level-ups. There's a
glitch though that let's you steal a Dragon Stone from a Mamkute, but her
battle animation will be all messed up. So I strongly advise you not to try
that if you have the cartridge. Is it just me or did she look like a giant
goose the first time I saw her transform?
5.47 ========== Hugh ==========
Class: Mage -> Sage
Stat Growth: HP 75% Mag 30% Skl 30% Spd 45% Luck 25% Def 20% Res 15%
Starting: Lvl.15 HP 26 Mag 13 Skl 11 Spd 12 Lck 10 Def 9 Res 9 Mov 5 Con 7
8,000 HP 25 Mag 12 Skl 10 Spd 11 Lck 9 Def 8 Res 8 Mov 5 Con 7
6,000 HP 24 Mag 11 Skl 9 Spd 10 Lck 8 Def 7 Res 7 Mov 5 Con 7
5,000 HP 23 Mag 10 Skl 8 Spd 9 Lck 7 Def 6 Res 6 Mov 5 Con 7
Hair: Purple
Background: Opportunist with an affinity to gold. Son of Canas.
Recruitment: Chapter 16 (talk with Roy and pay him gold)
Affinity: Wind
Support: Chad, Lugh, Rei, Cath, Niime
Hard Mode Bonuses: No
Potential : * * *
Usefulness : * * * *
Supports : * * *
Comments: Money-grubbing bastard. You'll have to pay him the full amount,
10,000, if you want his potential to not suck. If you don't want to pay,
choose the other option until you're satisfied with the amount. You can only
do this three times, he'll decline the offer to join you after that. Bastard.
Now on to his stats, meh, it's not something to drool over. His starting HP
and Defense are above average for a Mage, the rest is decent. If you want a
Mage that isn't vulnerable at all times, then he's your choice. Frankly, I'll
already have either Lugh, Lilina or Rei for the job, so I bench him. I prefer
evade over Defense for magic users. That doesn't mean he's bad though.
5.48 ========== Zeis ==========
Class: Dragon Knight -> Dragon Master
Stat Growth: HP 80% Str 60% Skl 50% Spd 35% Lck 20% Def 25% Res 5%
Starting: Lvl.7 HP 28 Str 14 Skl 9 Spd 8 Lck 6 Def 12 Res 2 Mov 7 Con 10
Hair: Red
Recruitment: Chapter 16 (talk with Miredy)
Background: Knight serving Bern. Miredy's younger brother.
Affinity: Thunder
Support: Ellen, Shin, Bartre, Miredy, Karel
Hard Mode Bonuses: Yes
Potential : * * * * *
Usefulness : * * * * *
Supports : * * * *
Comments: Wow, what a handsome young man with sinister eyes. So dreamy...
Err, forget what I said. HE PWNS. That's all you need to know. He's a bit
tough to train at that stage and you'll need to give him all the experience
when you have the chance, but he's oh so worth it. You have, like, a handful
of chapters to get him up to shape so, chip chop, get right on it. If you
already have a bunch of fliers though, then it's kind of unnecessary to train
him. In Hard Mode though, you simply must use him, since he's even more
badass there. Dragon Knights rule all! Too bad the punk ass Heath sucks. :P
5.49 ========== Douglas ==========
Class: General
Stat Growth: HP 60% Str 30% Skl 30% Spd 30% Lck 20% Def 30% Res 5%
Starting: Lvl.8 HP 46 Str 19 Skl 13 Spd 8 Lck 11 Def 20 Res 5 Mov 5 Con 17
Hair: Brown
Background: One of the three Etrurian generals. Lalum's father-in-law.
Recruitment: Chapter 16G (automatically turn 1)
Affinity: Thunder
Support: Geese, Lalum, Elphin, Percival, Cecilia, Igrene
Hard Mode Bonuses: No
Potential : *
Usefulness : *
Supports : *
Comments: And the award for crappiest prepromo goes to... Well, okay, Marcus
and other losers would probably have a higher chance, but Douglas would be
close behind. His only redeeming quality is his high Defense. Great to
protect, but bad at everything else. Your other Generals will have surpassed
him easily by now, assuming you have one. Use him only if you haven't trained
one, in chapters that need a bodyguard.
5.50 ========== Niime ==========
Class: Druid
Stat Growth: HP 25% Mag 15% Skl 15% Spd 15% Lck 5% Def 15% Res 20%
Starting: Lvl.18 HP 25 Mag 21 Skl 20 Spd 16 Lck 15 Def 5 Res 18 Mov 6 Con 4
Hair: White
Background: Hermit master of Elder magic. Canas' mother. Hugh's grandmother.
Recruitment: Chapter 19B/20A (automatically turn 1)
Affinity: Anima
Support: Rei, Sophia, Fa, Hugh, Yodel
Hard Mode Bonuses: No
Potential : *
Usefulness : * *
Supports : * *
Comments: That's one old hag, she is Canas' mother after all. Just don't look
at her growths and look at her starting stats. Not bad at all I'd say. Very
low HP though. Basically only use her to heal, attacking would be a waste of
experience.
5.51 ========== Dayan ==========
Class: Nomadic Trooper
Stat Growth: HP 55% Str 20% Skl 20% Spd 15% Lck 20% Def 10% Res 10%
Starting: Lvl.12 HP 43 Str 14 Skl 16 Spd 20 Lck 12 Def 10 Res 12 Mov 8 Con 9
Hair: Black Green-ish with mustache and bandana
Background: The Silver Wolf, leader of the Kutolah tribe. Rath's father.
Recruitment: Chapter 20A (talk with Roy, Sue or Shin)
Affinity: Anima
Support: Rutger, Sue, Shin, Gonzales, Yodel
Hard Mode Bonuses: No
Potential : *
Usefulness : * *
Supports : * * * * *
Comments: He's supposed to be Rath's father. Doesn't he look a bit young for
that after twenty years? o_O Must be some Sacaen herbs. His growths are
craptacular, but at least he's got a horse with stamina. Use him to travel
great distances while carrying others. Other than that, bench.
5.52 ========== Yuuno ==========
Class: Falcon Knight
Stat Growth: HP 50% Str 20% Skl 35% Spd 30% Lck 45% Def 10% Res 10%
Starting: Lvl.9 HP 33 Str 11 Skl 14 Spd 16 Lck 14 Def 8 Res 12 Mov 8 Con 7
Hair: Purple
Background: Former mercenary, now Zealot's wife. The oldest of the sisters.
Recruitment: Chapter 20B (talk with Thany, Zealot or Thite)
Affinity: Light
Support: Thany, Zealot, Treck, Noah, Thite
Hard Mode Bonuses: No
Potential : *
Usefulness : *
Supports : * *
Comments: She's even worse than Dayan. Bleh, you should have a few Pegasus
Knights and/or Dragon Knights by now. Bench. Too bad, she's kind of hot.
5.53 ========== Yodel ==========
Class: Bishop
Stat Growth: HP 20% Mag 30% Skl 15% Spd 10% Lck 20% Def 10% Res 20%
Starting: Lvl.20 HP 35 Mag 19 Skl 18 Spd 14 Lck 11 Def 5 Res 30 Mov 6 Con 6
Hair: White
Background: A wise bishop of the Elimine Church.
Recruitment: Chapter 21 (automatically turn 1)
Affinity: Light
Support: Saul, Dorothy, Miredy, Niime, Dayan
Hard Mode Bonuses: No
Potential :
Usefulness : * *
Supports : * * *
Comments: When nine hundered years old you reach, look as good you will not.
Sorry... a Bishop for those who haven't bothered with Ellen or Saul. You will
have to reach his weapon level to S quite fast to wield Aureola. But usually,
he's worthless.
5.54 ========== Karel ==========
Class: Swordmaster
Stat Growth: HP 210% Str 130% Skl 140% Spd 140% Lck 120% Def 110% Res 100%
Starting: Lvl.19 HP 44 Str 20 Skl 28 Spd 23 Lck 18 Def 15 Res 13 Mov 6 Con 9
Background: Retired swordmaster with the title Saint of Swords. Fir's uncle.
Hair: Dark Brown
Recruitment: Chapter 21 (visit Southeast village with Fir)
Affinity: Light
Support: Rutger, Noah, Fir, Bartre, Zeis
Hard Mode Bonuses: No
Potential : * * * * *
Usefulness : * * *
Supports : * * * * *
Comments: I'll give him five stars just because HE'S GOT THE GREATEST GROWTHS
IN THE HISTORY OF FIRE EMBLEM. You'll only benefit from it once though. :P
He's given up on the killing, but he's even more dangerous than his old self
now. With the 30% critical bonus and maxed Skill, he's sure to get lots of
criticals. Too bad you'll only get to use him for two chapters.
=============================================================================
6. WALKTHROUGH [WLKT]
=============================================================================
Before we start, please carefully read the General Knowledge section first to
understand the basics of the game. Once you know how the game works, then
read on.
First, it is very difficult to write a walkthrough for a game such as Fire
Emblem, even moreso than Advance Wars. The RNG, AI and status of allies and
enemies affect your actions considerably. I would say it is impossible to
write an in-depth walkthrough and expect the outcome to be precisely the same
as yours. So I expect the readers to show some improvisations themselves. I
am merely guiding you to the right path. Situations will differ from what
I've described, and you will have to use your brain to solve the problem,
unless I advise you to restart. This will happen if the problem jeopardizes
the mission. I have done my best to write as detailed as possible. For a
quick explanation of how I've done things:
1. The difficulty of said chapter. I use stars as a measure to describe it,
with one star being the lowest and five stars being the highest. Of course,
the difficulty depends on how your characters have developed, so it's just a
general mark and nothing more.
2. The number of participants. How many characters you can select for battle.
3. The minimum amount of turns needed to finish the chapter. This is just a
rough estimate, since it can vary depending on your units and the difficulty
of the boss. Don't worry much about it, just play at your own pace.
4. Objectives and Events. Things that happen in the chapter and the
objectives that can be done. Consider it a things-to-do-list. You don't have
to do everything of course, it's completely your decision.
5. Enemy reinforcements. When they pop up, in which part of the map they pop
up and what classes they bring.
6. General strategy. This is a basic description of what you have to do with
as little guidance as possible. I'll try to write it in general, since your
playing style is likely different than mine. I will however advise you to do
a certain action if it's the best solution.
7. The boss strategy. At the start, hitting a boss requires some luck. The
throne they occupy add a whopping 3 Defense, 20 Evade and healing properties.
And I'm here to help you to kill it as efficiently as possible.
Onward to the walkthrough!
CONTENT
=-=-=-=-=-=-=-=-=-=-=
6.1 Chapter 1
6.2 Chapter 2
6.3 Chapter 3
6.4 Chapter 4
6.5 Chapter 5
6.6 Chapter 6
6.7 Chapter 7
6.8 Chapter 8
6.9 Chapter 8 Gaiden
6.10 Chapter 9
6.11 Chapter 10 Route A
6.12 Chapter 11 Route A
6.13 Chapter 10 Route B
6.14 Chapter 11 Route B
6.15 Chapter 12
6.16 Chapter 12 Gaiden
6.17 Chapter 13
6.18 Chapter 14
6.19 Chapter 14 Gaiden
6.20 Chapter 15
6.21 Chapter 16
6.22 Chapter 16 Gaiden
6.23 Chapter 17 Route A
6.24 Chapter 18 Route A
6.25 Chapter 19 Route A
6.26 Chapter 20 Route A
6.27 Chapter 20 Gaiden Route A
6.28 Chapter 17 Route B
6.29 Chapter 18 Route B
6.30 Chapter 19 Route B
6.31 Chapter 20 Route B
6.32 Chapter 20 Gaiden Route B
6.33 Chapter 21
6.34 Chapter 21 Gaiden
6.35 Chapter 22
6.36 Chapter 23
6.37 Chapter 24
6.38 Final Chapter
===========================================================================
| |
| CHAPTER 1: The Start of a Destiny [/C1]|
| |
===========================================================================
Difficulty: * *
Participants: N/A
Turns needed: 7
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit village for 5000 gold;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
What you basically need to do here is to advance to the throne as quickly and
painless as possible, preferably without the use of Marcus. Use Allen and
Lance, the two Cavaliers to the fullest, as they're a valuable asset to your
team later on. Don't be afraid to use Vulneraries, but it will slow you down.
I prefer to not use Vulneraries, since it only heals a meager 10 HP. It is
entirely possible to finish this chapter without using one, you just need
some luck. Watch out though, even though the enemies have low accuracy, they
still have above 40% chance of striking and they can deal plenty of damage to
your Cavaliers if you're unlucky. You can use Roy as much as you like. Some
prefer to level him up early while it's still easy. Others prefer to give the
experience to the other units, since you'll have plenty of opportunities to
train Roy later. Bors and Wolt are pretty difficult to use here. Bors has to
deal with Axe-users which aren't his specialty and Wolt can't deal any
significant damage. Use Bors to fetch the Gold, since he's pretty much
useless here. As for Marcus, don't attack with him, seriously. Give his Iron
Sword to Roy and carry Roy to the throne as fast as possible. You don't need
him to kill enemies. The only thing why this chapter is annoying is because
those Fighters seem to hit your Cavaliers, especially Lance, pretty
consistently sometimes. You should be able to finish this chapter without
much trouble in 7 turns, with 2 turns finishing the boss.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Damas - Fighter lvl. 5
HP 28 - STR 9 - SKL 5 - SPD 6 - LCK 0 - DEF 4 - RES 0 - CON 11
Steel Axe
This boss isn't too tough, his Accuracy is so bad he needs lots of luck if he
wants to hit you. Weaken him with Allen and within a day he'll be almost dead.
If you want, have another character you want to train deal the final blow. If
you use Roy though, you'll waste a turn.
===========================================================================
| |
| CHAPTER 2: The Princess of Bern [/C2]|
| |
===========================================================================
Difficulty: *
Participants: N/A
Turns needed: 9
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 2: Thany, Dieck, Wade and Lott join you;
- Visit village for Armorslayer;
- Buy equipment;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This must be one of the easiest chapters in the whole game. You just have to
beat up some Fighters and Soldiers with Allen and Lance and let every other
enemy in the mercy of Dieck. Place him in one of the Fort squares and watch
him kick ass. The only thing you need to do is to transport Roy to the throne,
since he's pretty slow. Use either Allen, Lance or Thany. And the boss?
That's where ol' Marcus comes in. He can get the Armorslayer and bring it
over pretty quickly. The boss will have no chance against that. And buy some
equipment as well, especially Iron Swords and Iron Lances.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Rude - Armor Knight lvl. 5
HP 24 - STR 10 - SKL 2 - SPD 2 - LCK 0 - DEF 10 - RES 0 - CON
Javalin
You'll make short work of this boss if you use the shiney new Armorslayer.
Even better if Dieck wields it. If you can't bring it all the way over there,
use Roy's Rapier. Takes a bit longer, but still easy.
===========================================================================
| |
| CHAPTER 3: The Ones Who Came Too Late [/C3]|
| |
===========================================================================
Difficulty: * *
Participants: N/A
Turns needed: 9
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Chad joins you;
- Recruit Lugh by visiting North village;
- Visit village for Mend;
- Open 2 chests for Halberd and 3000G;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 4 : 2 Cavaliers, 2 Fighters from east
Day 6 : 2 Cavaliers from east
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
It's getting a bit more challenging now, but it still isn't anything worth
sweating over. The enemies have gotten a bit stronger now, the Cavaliers and
Armor Knights will give you a hard time mostly. What I do is I split the
group into three. First group goes left, defeat the enemies and get Lugh.
This is done with characters who are mostly useless and at the same time at
the left side of the screen, like Bors, Wade and Lott in my situation. You
could also bring along Thany to get Lugh much faster and maybe try to
challenge the boss. What about Marcus? I use him to transport Dieck to the
frontlines. The second group is the main group and will try to advance to the
throne. From there on, when you've dealt with the Cavalier reinforcements,
use Allen to deal with the Armor Knights and snag the chests with Chad. Third
group entirely consists of Merlinus and his job is to retrieve the Mend Staff.
Use either Allen or Lance to clear the Soldiers near that side. The only
danger you could get is at the start when they're targeting Chad and when the
reinforcements arrive. Be sure to heal lots with Ellen. She will get easily
behind though, so use Marcus to get her at the front.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Slater - Armor Knight lvl. 7
HP 26 - STR 10 - SKL 3 - SPD 3 - LCK 1 - DEF 11 - RES 0 - CON
Ah, another Armor Knight. Same as the previous one, use the Armorslayer or
Rapier. It'll die soon enough. If you want though, have Lugh get all the way
to the throne along the north path. If the boss has 7 or less HP, Lugh can
get an immediate level-up if he kills the boss. Why not? Makes it easier to
train him afterwards. He has around 70% chance of hitting him though, so
watch out.
===========================================================================
| |
| CHAPTER 4: The Collapse of the Alliance [/C4]|
| |
===========================================================================
Difficulty: * * *
Participants: N/A
Turns needed: 9
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 3: Clarine leaves the castle;
- Day 4: Pirate reinforcements;
- Day 6: Rutger comes out of the castle;
- Clarine will automatically try to talk to Roy and join you;
- Recruit Rutger with Clarine;
- Visit 3 villages for Door Key, Steel Blade, Angelic Robe;
- Buy equipment;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 4 : 2 Pirates from the island forts
Day 6 : Rutger, 2 Fighters, 1 Archer from the castle
2 Pirates from the island forts
Day 8 : 2 Pirates from the island forts
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
I hear people having trouble with this chapter. It must be those tough-to-
kill Cavaliers and Rutger and co. suddenly showing up getting a critical
every bloody time. It's certainly tougher than in FE7.
Get Allen and Lance past the north bridge and have them deal with the
Cavaliers there. Move Dieck close to the southwest bridge to lure a Cavalier
and Nomad. Don't let the Nomad near Thany. Have somewhere Lugh, Wade, Lott to
support him. Move Merlinus past the southeast bridge and into the south most
square. I have him visit the south village and buy some equipment as well.
The enemy Cavaliers are a tough bunch at the center of the map, but work
together to kill a few in one turn. Roy's Rapier is critical against
Cavaliers as well, so use it to finish them. Then come the Pirates from the
islands. You don't have to worry about them yet, it'll take a while before
they arrive to shore. What you need to worry though is to GET THE HELL AWAY
FROM RUTGER'S RANGE.
To accomplish that move all your units to the same line as the Forest square
right below the village. Rutger can't get past that line. Have Clarine ready
too. Do this in turn 7 or there's a possibility you'll get screwed. After you
succeed in recruiting Rutger the rest is a cake. Have your group split up in
two, one goes after the boss, the other deals with the Pirates. The smart
thing would be to have Allen, Lance and Roy deal with the boss with Clarine
as a back-up healer and Dieck, Rutger, Chad and Lugh the other side. Use the
forests to your advantage. Also, don't try to use Dieck too much, he doesn't
get much experience from this. Instead, use Rutger, Chad and Lugh, especially
Lugh. Have Marcus or someone give Rutger an Iron Sword so that he'll deal
non-lethal damage and let Lugh finish the rest. Oldest trick in the book.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Erik - Cavalier lvl. 10
HP 26 - STR 8 - SKL 8 - SPD 9 - LCK 2 - DEF 8 - RES 2 - CON
Steel Sword, Javalin
Erik, you treacherous dog, time to end this once and for all. Use Allen to
weaken him and finish him if you like. Lance, Roy, Thany, Dieck, Lugh are the
other candidates. It depends on who you want to get levelled up fast.
===========================================================================
| |
| CHAPTER 5: The Emblem of Fire [/C5]|
| |
===========================================================================
Difficulty: * *
Participants: N/A
Turns needed: 8
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit village for Gant's Lance;
- Buy equipment;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
The only serious obstacle is the boss himself. But I'll cover that later.
Lots of Fighters here, so get those Sword users to the front line. Some of
the characters are placed kind of behind the rest, like Dieck. Use Marcus to
carry him the first turn and drop him somewhere the next turn. Make sure all
your characters move to the north east side or some Bandits from the west
will follow you through the mountains. The rest is just advancing to the
throne. Shouldn't be too hard. Train the characters you'd like to use in the
future and don't attack with the ones you don't want to use. Kill everyone
you see, then confront the boss. Watch out, because here comes...
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Dory - Bandit lvl. 11
HP 30 - STR 13 - SKL 4 - SPD 8 - LCK 2 - DEF 7 - RES 1 - CON
- Killer Axe
- Hand Axe
A Killer Axe! Swinging to your precious face. It is highly advised to avoid
the Killer Axe and force him to use his Hand Axe instead. Use someone like
Lugh/Wolt and then a sword user. Shouldn't be too difficult if you do that.
===========================================================================
| |
| CHAPTER 6: The Trap [/C6]|
| |
===========================================================================
Difficulty: * * * *
Participants: 10
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Saul and Dorothy join you;
- Recruit Sue with Roy in left center top room;
- Day 6: Cath appears south as an enemy, trying to open doors and chests;
- Talk to Cath with Roy, she'll leave some time afterwards through the north;
- Open 8 chests for 2000G, 3000G, 5000G, Silver Lance, Killer Axe,
Unlock Staff, Goddess Icon, Short Bow;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 6 : Cath
<Coming Soon>
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Wagner - Shaman lvl. 9
HP 24 - STR 6 - SKL 6 - SPD 10 - LCK 3 - DEF 4 - RES 8 - CON
- Flux
<Coming Soon>
===========================================================================
| |
| CHAPTER 7: The Rebellion of Ostia [/C7]|
| |
===========================================================================
Difficulty: * * * *
Participants: 13
Turns needed: 14
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 2: Zealot and Treck appear from the top most village as NPC;
- Day 3: Noah appears from the arena as NPC;
- Recruit Zealot with Roy or Treck;
- Recruit Treck with Zealot or Roy;
- Recruit Noah with Zealot, Treck or Roy;
- Enter arena for money and experience;
- Visit 8 villages for Torch (staff), Long Bow, Killing Edge, Physic,
Hero Crest, Red Gem, Elixer, Knightslayer;
- Open 2 chests for Rapier, Barrier Staff;
- Steal Red Gem from Dragon Knight;
- Enemy reinforcements will show up if you near the left castle gate;
- Buy equipment;
- Conquer the throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : 4 Cavaliers from south
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
It's better to recruit Zealot and Treck as soon as possible. Here's what I do.
Position Marcus and either Allen or Lance at the most northeast side. Turn 1,
move Roy next to the Cavalier, transport Roy as far northeast as you can.
Move Marcus next to the Cavalier and pick and drop Roy somewhere north. The
Armor Knight and Mercenary will attack Roy in their turn, so make sure that
he has enough HP to survive those attacks. If not, use an Angelic Robe in
turn one and heal immediately before rescuing him. Turn 2, move Roy south of
the northern villages and block the path with Marcus so that he doesn't get
attacked.
In this chapter, you're introduced to a dangerous adversary: Dragon Knights
(or Wyvern Riders, but whatever, they're called Dragon Knights here). These
will raise hell for you in the many chapters that lies ahead. The best thing
to do is to lure them with an axe user (use forests if nearby) and destroy
them with arrows or magic. Wolt, Dorothy, Sue or Lugh can do the job well.
One of the Dragon Knights has a Red Gem, so steal it with a Thief first if
you're feeling brave enough.
You're also introduced to the arena, a colliseum-like building at the center
of the map. You can send a character there to fight random enemies of your
own level, getting experience, weapon experience and gold in the process.
Supports work, so use it to maximize your chances. The announcer will say who
you'll be up against and charge you money for the bet. The general rule is
that the more money they charge, the tougher the enemies get. Dragon Knights
are particularly nasty. Win and your placed bet gets doubled, lose and your
gold is lost in addition to your character. If you're seeing yourself in a
losing situation, press B to exit the arena. You'll only lose your placed
gold this way. Be careful, arenas have made me restart plentiful times
because of carelessness. That's why I do not recommend arena abusing.
The difficult part of this chapter is the area east of the arena, this is
where you'll fight to hold your ground. Get Allen and Lance there quickly to
support Zealot and Treck. If possible, use terrain as your advantage. If
you've recruited Zealot and Treck, send either one of them to the arena to
recruit Noah the next turn. The area west of the arena can be dealt easily
enough. When you've overcome that, it's time to head to the castle. Don't go
through the left gate. It won't open and will only trigger reinforcements
consisting of four Cavaliers, one which has a Silver Lance. Instead go
through the opening to the right, this will trigger reinforcements near the
throne. Summon the majority of your army and play defensively, meaning
waiting for their turn and counterattack. Then take them out in your turn.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Devias - Armor Knight lvl. 13
HP 33 - STR 11 - SKL 6 - SPD 5 - LCK 4 - DEF 12 - RES 1 - CON
- Spear
Again, Armorslayer should do the trick. Rapier and Magic works too.
===========================================================================
| |
| CHAPTER 8: The Reunion [/C8]|
| |
===========================================================================
Difficulty: * * * *
Participants: 12
Turns needed: 18
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Astore and Lilina join you;
- Day 6: Barth, Oujay and Wendy appear from northwest and join you;
- Day 10: Cath appears from northwest;
- Talk to Cath with Roy, she'll leave afterwards again;
- Talk to Lilina with Roy to obtain Thunder;
- Open chests for Light Brand, Killer Bow, Elfire, Knight Crest, Guiding Ring,
Secret Book, Silver Axe, Elysian Whip;
- Conquer the throne;
- To enter Chapter 8 Gaiden, Lilina must be alive.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : Cath, 1 Thief from northwest;
Day 16 : 2 Soldiers from southwest, 1 Archer, 1 Mercenary from stairs;
Day 17 : 2 Soldiers from southwest, 1 Archer, 1 Mercenary from stairs;
Day 18 : 1 Soldier, 1 Armor Knight from southwest, 1 Archer, 1 Mercenary
from stairs;
Day 19 : 1 Soldier, 1 Armor Knight from southwest, 1 Archer, 1 Mercenary
from stairs.
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Lilina has been kidnapped by ninjas. Are you a bad enough dude to rescue her?
To prevent her being attacked by the Archer, move her one position to the
right. You could take care of the archer by placing a unit with long-range
capabilities in its range. Whatever, it's not worth the time. I'd advise to
bring Chad along too, since there are two areas with treasure chests. It'd
save some turns instead of waiting for your Thief to finish.
This chapter takes a while to beat, primarily because the throne is a long
way off. Use the many Cavaliers and Paladins at your disposal to move quickly,
that includes rescuing the slower characters. Drop off when you're at the
northeast part of the map. There's an Armor Knight with a nasty Knightslayer,
dispose of it. Then rescue and move again till you're northwest, just south
of where Barth, Oujay and Wendy appear. There you will encounter a bunch of
enemies. The Mages behind the wall are particularly annoying. Use Javalins,
Hand Axes, Bows or Magic. Alternatively, open the door and kick some ass.
After that, advance to the throne, freeing Lilina along the way. Cath should
appear at this stage. Don't block the entrances to the chests and let her
come to you. Once she's somewhere in the first chest area, talk to her with
Roy. Pin her down with units if she's playing tough to get. She still won't
join you however. Biotch. Then rescue Roy and a Thief and carry them all the
way past the stairs area. You should have already taken down the two Armor
Knights that guard the entrance.
Place a few units in front of the stairs, there will be some reinforcements
for easy experience. Train Oujay and Wendy here if you want. At the left
stairs, block the way so that the Archer can't attack. Defeat them for easy
experience. The Mercenary right is a bit tougher to beat. As for Roy and the
cavalry, advance to the throne and deal with the Mage and Armor Knight.
Soldiers will appear from the west. Attack them with your Cavaliers so that
they won't interfere you slaying the boss. Use Clarine or Vulneraries to heal
back HP. The one carrying the Thief, go past the throne, to the second chest
area, drop him and protect the entrance. It shouldn't be too difficult now.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Leygance - General lvl. 1
HP 36 - STR 12 - SKL 5 - SPD 9 - LCK 8 - DEF 15 - RES 5 - CON
- Steel Lance
- Javalin
My, there are a lot of bosses with high Defense. Your Armorslayer should
still do quite some damage, assuming you still have some uses left. Lugh can
pack a lot of damage if you've trained him. Lilina can do some damage too,
although she's a bit frail.
===========================================================================
| |
| CHAPTER 8 GAIDEN: The Blazing Sword [/C8G]|
| |
===========================================================================
Difficulty: * *
Participants: 10
Turns needed: 11
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer the throne;
- At the end of chapter, you'll obtain Durandal, Roland's Blazing Sword.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Your first Gaiden chapter. There will be more of these as you progress and
each has a special theme. In this case, volcanic tiles. It's a great
opportunity to train Lilina, Oujay and/or Wendy here. Have a small group of
four to take the left side. I find Thany very useful here, as she can carry
and reach the throne just by flying over the gap. Drop a solid character,
like Dieck, to start pounding. Give him or her a Vulnerary just in case. You
should be able to drop that unit in turn 5. The Archer won't move.
The other group can just head to the throne from the right side. The red
tiles I spoke of can spout flames giving 10 damage to a unit, friend or foe.
Have at least two horseback riders, so that they can carry and drop a
character instantly. With that trick, you can use that same character to
attack and move it a few squares further. Very useful.
To finish this chapter quickly, you must be aware that some enemies won't
move. These are the Mages between the red tiles, the Mage in front of the
throne and the two lvl. 10 Mercenaries with Vulneraries. This will help you
as you don't have to fear for retaliation. The only reason why this chapter's
difficult is because of the boss.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Henning - Hero lvl. 1
HP 33 - STR 10 - SKL 19 - SPD 16 - LCK 5 - DEF 11 - RES 2 - CON 10
- Steel Blade
- Hand Axe
This might take a while. His 11 Defense will prove troublesome and his evade
is solid as well. You'll have difficulty double attacking him, unless he
equips the Steel Blade which lowers his Speed to 12. So what to do? LUGH!
This is the reason to use a Mage. Fire has excellent accuracy and magic will
eat his low Resistance away. His Hand Axe isn't very deadly. Heal if
necessary. Attack him with one of your sword or lance user the next turn and
let him (hopefully) have it. It can take a few days if you don't want to take
chances. It can bring your rating down severely. Oh wait, the game doesn't
record any ratings. :(
===========================================================================
| |
| CHAPTER 9: The Misty Isles [/C9]|
| |
===========================================================================
Difficulty: * * * *
Participants: 13
Turns needed: 9
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Recruit Fir (enemy) with Noah;
- Recruit Shin (enemy) with Sue;
- Visit south village for Silver Sword;
- Visit north left village for Killer Bow. You will go to 10A and 11A;
- Visit north right village for Rest. You will go to 10B and 11B;
- If both are destroyed, you'll go to 10A and 11A;
- Buy equipment;
- Conquer the throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Your first chapter with FOW (Fog of War). Prepare Noah and Sue for battle, as
well as a Thief. They're invaluable in getting information with their
superior vision. Also a good training ground for Lilina, Oujay and Wendy if
you play carefully. Fog of War will easily surprise you if you're reckless.
Recruiting Fir should be easy, since Noah can get there before Fir has the
chance to strike. Recruiting Shin is another matter, he's hiding in the lower
forest southwest of the throne and will only approach you if you're past the
bridge at the north. A fast but risky approach is to drop Sue west in the
upper forest forest with Thany in turn 3. The problem with this is that Sue
and Thany will get shredded to pieces if they're not at a proper a level,
let's say ten. A safer plan would be to have Sue follow the rest of your
troops, bait Shin with someone and recruit him.
You can use Thany for different purposes. Like dropping a unit on the second
bridge will force the Fighter to attack you with a Hand Axe. What you may
have trouble with is that sometimes units get clogged. The solution is to
rescue the slower characters and drop them somewhere past the second bridge
in the center island. When you're there, have two or three horseback units go
south. I usually have Allen and Lance pair up to go south and kick some
pirate ass. Any Cavalier works providing he's at a decent level.
As for ambushes, there's an enemy fighter with Halberd (critical against
horses) right of the bridge to the two village area, a Mage with Elfire and a
Mercenary near the throne, and a Mage, Archer and Mercenary west.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Scott - Berserker lvl. 3
HP 42 - STR 12 - SKL 9 - SPD 12 - LCK 5 - DEF 11 - RES 2 - CON 15
- Killer Axe
- Hand Axe
Another tough boss. This one is even tougher than the last one, because you
have to be a bit lucky to win this fight. A Berserker has a fairly good
critical chance. You absolutely want him to use his Hand Axe. I cannot
emphasize enough how great Lugh is for these kinds of situations. Lilina is
still a bit too weak, but she can handle herself too with a few level ups
mainly because of her insane Luck. His Defense is a lot for your units to
handle, but Dieck and Allen are able to deal a decent amount of damage.
===========================================================================
| |
| CHAPTER 10A: The Resistance Forces [C10A]|
| |
===========================================================================
Difficulty: * *
Participants: 11
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 5: Geese appears as NPC;
- Recruit Geese with Roy;
- Day 6: Gonzales appears as enemy from throne;
- Recruit Gonzales with Lilina;
- Visit village for Swordreaver;
- Conquer the throne;
- At end of chapter, you'll obtain a Wyrmslayer.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 4 : 1 Pirate from west fort
Day 6 : Gonzales from throne, 1 Pirate from west fort
Day 7 : 1 Pirate from west fort
Day 9 : 1 Pirate from west fort
Day 10 : 1 Pirate from west fort
Day 12 : 1 Pirate from west fort
Day 13 : 2 Fighters from south forts
Day 14 : 2 Fighters from south forts
Day 15 : 2 Fighters from south forts
Day 16 : 2 Fighters from south forts
Day 17 : 2 Fighters from south forts
Day 18 : 2 Fighters from south forts
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Finally some time to take a break. Only the Ballista and Berserker poses a
problem, the rest is a matter of picking out the targets. Obviously, avoid
the ballista like the plague if you're named Thany. If you want to level up
Fir and Shin, now would be the time to do it. The Pirate and Fighter
reinforcements are ideal to get some massive experience.
If you're eager to finish the chapter quickly, you might face the problem of
recruiting Geese and getting Roy to the throne as fast as possible. The
solution would be to place a few horseback riders within range of each other,
pick up Roy and continuously chain trade all the way to the south.
Uh... yeah, nothing else to say really.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Nord - Druid lvl. 5
HP 31 - STR 13 - SKL 7 - SPD 8 - LCK 4 - DEF 8 - RES 11 - CON 8
- Nosferatu
This boss can be tough with the life leeching spell Nosferatu. To top it off,
he has decent Defense and Resistance. It's a good idea to let him attack
first, he won't HP if he hits you since he already has full HP. Then cut half
his HP down by counterattacking. Next turn, if you're lucky and he misses,
you can kill him. Have healers standbye just in case.
===========================================================================
| |
| CHAPTER 11A: The Hero of the Western Isles [C11A]|
| |
===========================================================================
Difficulty: * * * * *
Participants: 12
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 5: Klein appears from southeast as enemy;
- Day 8: Echidna appears from right center village as NPC;
- Day 7: Thite appears from northwest as enemy;
- Recruit Klein with Roy or Clarine;
- Recruit Thite with Klein;
- Recruit Echidna with Lalum;
- Stop Bandits from pillaging at northeast and southeast villages (day 7);
- Enter the arena for money and experience;
- Visit 8 villages for Rest, Dragonshield, 5000G, Speedwings,
Orion's Bolt, Sleep, Axereaver;
- Kill the boss before day 10 and 7 Cavaliers will stop showing up northwest;
- Conquer the throne;
- At end of chapter, you'll get a Hero's Crest if no villages were pillaged;
- At end of chapter, you'll get an Orion's Bolt if Klein's allies survived;
- At end of chapter, you'll get an Elysian Whip if Thite's allies survived.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 5 : Klein, 4 Archers from southeast
Day 6 : 2 Bandits from cave entrances
Day 7 : Thite, 4 Pegasus Knights from northwest
Day 8 : 3 Fighters from east, center village
Day 10 : 7 Cavaliers from northwest
Day 12 : 2 Bandits from cave entrances
Day 13 : 2 Bandits from cave entrances
Day 14 : 2 Bandits from cave entrances
Day 15 : 2 Bandits from cave entrances
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Now it gets tough. This is just one of the chapters that's so random, you
don't know what will happen next. The problem is that there are a lot of
factors that might interfere your success. Remember when the reinforcements
show up and protect Lalum at all cost. There are different ways to place your
units depending on your play style. I'll give you the possibilities.
First, you might notice a cracked wall at the top. Basically, you could send
one, two, three (a healer if you can spare one) units to clear the wall and
attack the Fighters while stopping the Bandits from pillaging the village.
The wall has 100 HP. If you use two horseback units, one with an indirect
weapon, you could theoretically break the wall in 5 turns. The one with the
highest strength should be placed at the nearest square during the
preparation menu, the other one behind him/her. The strongest one will reach
there first. Now the thing is: You need to deal 100 damage with the first
unit attacking 3 times and the second unit attacking 2 times. The enemy
archer will try to sabotage you with a Killer Bow, so a healer would be nice.
Or kill it with long-range weapons if you don't mind a turn of waste.
There's a second plan, but it's far more dangerous. This plan only works if
you have a character who's far above the other characters, for example Dieck,
preferably above lvl. 15. Or even better, promoted. Give him/her a Vulnerary
too. Now what you do is, in turn 1, you carry the powerful unit with the help
of Thany and move her on top of the wall at the right side. Then use Lalum's
dance to let Thany move again. Move her somewhere between the Item shop and
the Arena. With the spare movement, move her away from the enemy archer. If
your character is powerful enough, he/she should slaughter the incoming
Fighters with ease. The only problems you might encounter are the archer with
the Killer Bow and the Shaman near the boss who can deal quite a bit of
damage. I for one could trap the archer with the help of the enemy Fighters.
You don't have to do anything, I've been replaying this chapter a lot of
times and it consistently traps itself. The thing is that the A.I. moves the
Fighters first, then the Archers.
Lastly, you could bundle your forces and take the South path. If you choose
this method, you'll have to hurry your Cavaliers/Paladins to stop the Bandits
from pillaging the villages. The good thing is that you can focus on one
thing at a time, advancing with the help of Lalam and transporting. The bad
thing is that some units are too slow to keep up with your faster units.
Now for the chapter itself, your first obstacle is recruiting Klein. Move
Clarine or Roy on a diagonal line of the closed house above the south gate.
Klein and his archers can't reach you there. Now this is a random part. There
are three situations that can occur. The worst situation is that Klein
doesn't move at all. Restart if this happens. Second worst is that his allies
block the path to Klein. Restart as well if you can't reach him. The last
situation is the best, he'll move and become reachable with Clarine. This is
completely random, I don't know why he doesn't move. Same with Thite. She
just stands there sometimes doing nothing, but that's later.
Second obstacle is you need to stop the bandits from pillaging the northeast
village if you want a free Hero Crest. You don't really need Paladins for the
job if you can lure away the Fighters away which I've described above with
the second plan. It's a bit more difficult though if the Fighters follow you
south. It's quite possible, but it's advisable that you bring either Marcus
or Zealot if you don't want to rush and take risks. You have to at least have
a unit in the neighborhood of the northeast village by day 6. Bandits will
appear after your day 6 and move within pillaging range. If you move in their
range however in day 7, they'll attack you first instead of the village. So
there's still a margin of one day if you're slow.
Third obstacle is Echidna and her goonies. Don't worry, she's an NPC. But
enemies do appear out of the center closed house next to the arena. You can
be quite surprised by them if you don't prepare yourself. What you must NOT
do is have Lalum somewhere where she can be hit by Hand Axes. Yes, the
enemies carry Hand Axes and she WILL die easily by them. I know you want to
have her close by to recruit Echidna, but you really shouldn't let her move
in too close. Better to wait for the next turn than to restart all over again.
You can block the path with 3 or 4 units to ensure they don't get Lalum, just
don't move too close or they'll appear inside your safety zone and still kill
Lalum. Well, that's about it.
Fourth and last is Thite. Like I've said earlier, she doesn't move sometimes.
It's not really a problem though if you know what you're doing. The solution
is to talk to her with Thany. She and her allies will become NPC's, making it
much easier to recruit with Klein. Have Thany somewhere between the arena and
the item shop, Thite will appear in day 7. And you can move in if she flies.
Or if she doesn't move you could retreat, lure the other Pegassi and sneak
behind her. It's a bit random who they want to hunt, it depends on the unit,
but try to avoid battles.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Oro - Bishop lvl. 8
HP 31 - STR 15 - SKL 11 - SPD 10 - LCK 10 - DEF 9 - RES 17 - CON 7
- Divine
He's pretty dangerous with his high Magic. Magic won't hurt him a lot either.
A promoted unit can take him on quite effectively with his low Defense. He's
quite easy to double attack too, so he shouldn't last long.
===========================================================================
| |
| CHAPTER 10B: Caught in the Middle [C10B]|
| |
===========================================================================
Difficulty:
Participants:
Turns needed:
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Recruit Klein with Clarine;
- Recruit Thite with Klein;
- Recruit Gonzales with Lilina;
- Visit 7 villages;
- Visit top left village with Wade or Lott to obtain a Speedwings instead of
an Elixir;
- Visit top left village with Wade or Lott to obtain a Swordreaver instead of
a Door Key;
- Conquer the throne;
- At end of chapter, Elphin will give you a Wyrmslayer;
- At end of chapter, if no villages were pillaged, you'll get a Hero's Crest;
- At end of chapter, if Klein's allies survived, you'll get an Orion's Bolt;
- At end of chapter, if Thite's allies survived, you'll get an Elysian Whip.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 6: Gonzales, ?? Bandits
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Zinc
HP - STR - SKL - SPD - LCK - DEF - RES - CON
<Coming Soon>
===========================================================================
| |
| CHAPTER 11B: Escape to Freedom [C11B]|
| |
===========================================================================
Difficulty:
Participants:
Turns needed:
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Elphin joins you;
- Day 6: Geese appears from village as NPC;
- Day 9: Bartre appears from west with two Fighters as NPC;
- Recruit Geese with Roy;
- Recruit Bartre with Fir;
- Visit 1 village;
- Conquer the throne;
- At end of chapter, if all villagers survived, you'll get an Energy Ring.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : ???
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Morgan
HP - STR - SKL - SPD - LCK - DEF - RES - CON
<Coming Soon>
===========================================================================
| |
| CHAPTER 12: The True Enemy [C12]|
| |
===========================================================================
Difficulty: * *
Participants: 13
Turns needed: 14
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Recruit Rei with Chad or Lugh;
- Talk to Cath with Roy, she'll join if you've talked to her in the two
previous chapters, if not, there are 3 more chapters she'll appear;
- Open 6 chests for Air Calibur, Flux, Brave Bow, Lance Reaver, Elysian Whip,
Blue Gem;
- Conquer the throne;
- To enter Chapter 12 Gaiden, Finish it in 20 days.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 8 : Cath
Day 18 : 2 Fighters from the stairs
Day 21 : 1 Warrior, 4 Mercenaries, 4 Dragon Knights from the east
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This isn't a difficult chapter, there's not much enemy forces you have to
deal with. There are a couple of things that might be helpful though. You
have to split your army into two, with the left group being your main force
and the right group mainly to deal with the Priests. Have both of your
thieves at each group to open the chests, and a healer in each group.
In the right group, have someone at to deal with the Fighter equipped with a
Killer Axe without much trouble in the first turn. The Sniper with the Silver
Bow might be troublesome, have a long range unit deal with it first before
breaking the wall, I had a promoted Dieck with a Hand Axe for instance. The
Priest with a Sleep Staff is annoying as well. I don't know why, but it kept
targeting my Saul with a minimum chance of success. After you're done, go
with some remaining units to the north and block the entrance to the chests,
one in front of the door and one between the walls. This makes Cass go to the
other side, where Roy is, if you haven't blocked the other side as well of
course.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Aine - Mamkute Lvl. 8
HP 32 - STR 7+10 - SKL 1+10 - SPD 3 - LCK 7 - DEF 3+20 - RES 5+5
- Fire Stone
Your first encounter with a Mamkute. These inhuman beings can transform into
a Fire Dragon, a lesser form before you're worried, and attack which pierces
your defenses. The Fire Stone gives the Mamkute the stat bonuses, with the
most remarkable a whopping 20 defense, so it's obvious that Magic is the
preferred killing method. They won't be able to counterattack. I had a
promoted Lugh at this point, but a lvl. 10 Lilina works too although she's
still too weak at this point. You do have a Wyrmslayer, so use it as well.
It'll go down pretty quickly against that, just watch out for the
counterattack. And kill the Priest first of course, or it'll heal the boss.
===========================================================================
| |
| CHAPTER 12 GAIDEN: The Axe of Thunder [C12G]|
| |
===========================================================================
Difficulty: * * *
Participants: 8
Turns needed: 15
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Open 11 chests for 3 Elixir, 3 Antitoxin, Chest Key, Lock Pick, Torch,
Red Gem, White Gem;
- Conquer the throne;
- At the end of chapter, you'll obtain Almace, Durban's Axe of Thunder.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This is the perfect opportunity to train your weaker units, especially sword
users such as Roy, Fir and Oujay. Cavaliers are also helpful. The enemies are
weak, except for the Druid and the boss. Magic users are a bit more fragile,
so watch out for that. There are lots of chests in this chapter, mostly
containing Elixirs and Antitoxins. There are a 3 thieves who will try to
steal it, however you can immobilize one of them in the first turn by
stealing his Lockpick. I advise you to bring two thieves along, you should
have Chad and Astore above lvl. 10 by now. Also because they can they see
through the fog of war. Don't worry about them, the Bandits can't hit them.
You'll get poisoned by the gas coming out of the walls, but meh, I consider
that more healing opportunities. Speaking of healers, one healer is enough
methinks. With just 8 characters to participate, it wouldn't do you good if
half of your team consisted of Thieves and healers. Just give the others
Vulneraries or something.
Now on to some actual strategy bits, two teams again. One goes north, other
goes east. What I do the first turn is I steal the Lockpick from the Thief as
I mentioned above, get rid of the Archer with a Cavalier, kill the Bandit
with the Halberd with another Cavalier and the lone Bandit with someone. If
you've chosen characters you want to develop, then you could be in trouble
killing the high HP Bandits. Oh well, it's not like you have to hurry up or
anything. They somehow almost always target my Thieves whenever they have the
opportunity, must be their low Defense. Watch out for the Shaman and kill it
the next turn. There will be another Thief showing up, get the chest with
your Thief and it'll flee to the north. Chase it with your Cavalier. The
third and last Thief might prove troublesome as he already has stolen quite
some treasure. You could steal it back, but what are you going to do with
Antitoxins anyway? I say kill the bastard the next time you see him. Problem
is the coward will likely hide somewhere near the Druid who can kick your ass
with Nosferatu. If you have a Paladin, now would be a good chance to use him.
Kill it with one fell swoop! It has like 30 HP, so it'd be nice to equip a
Silver Lance or something to OHKO. Or you could lure it with a character with
high Resistance, just remember it can heal itself whenever it damages you. Or
if you're really good, you can strike him when he still has his Eclipse
equipped which means no counterattack. The rest is pretty easy.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Grero - Berserker lvl. 2
HP 45 - STR 16 - SKL 10 - SPD 14 - LCK 6 - DEF 11 - RES 3 - CON 13
- Silver Axe
- Hand Axe
Tricky, tricky, another Berserker. That means a chance of getting OHKO'd. Be
sure to have a character with high Luck fight him and equipped with a sword
of course. It's avisable that you force him to use his Hand Axe first, then
attack him on all three sides the second turn. Allen does a good job, even
better when he's promoted as he should be able to double attack, just barely.
Dieck with his high Strength can deal a great amount of damage and Lugh packs
a punch too as a Sage. He should be dead by then. If not and you're unlucky,
well, it happens.
===========================================================================
| |
| CHAPTER 13: The Rescue Plan [C13]|
| |
===========================================================================
Difficulty: * * * *
Participants: 14
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 3: Miredy joins you;
- Recruit Percival with Lalum or Elphin in day 8, after that day he'll leave;
- Visit 2 villages for Body Ring, Al's Sword;
- Buy equipment;
- Enter the arena for money and experience;
- Conquer the throne.
- At end of chapter, if you've recruited Percival and his allies survived,
you'll get a Knight Crest.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 8 : 1 Paladin, 5 Cavaliers, 1 Troubadour from northwest
Day 12 : 1 Paladin, 5 Cavaliers, 1 Troubadour from southwest
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Zephiel kicks yo ass! This chapter is a real pain if you want to recruit
Percival within the given time limit. Fortunately you don't have to, since
he'll appear for a second time in Chapter 15. Yay! *dances* If only I knew
this the first time. :(
Time to split up the group again. I would advise you to bring some cavalry
units, except flying ones to the south bridge. The Ballistas are annoying, so
take them out quickly. You should have a promoted Allen or Lance by now. The
enemy Paladin is tough to kill, an axe user or a magic user should take care
of that relatively quickly. It'll become quite easy when you beat the Snipers.
The Dragon Knights that fly towards you can be dealt with the freshly
recruited Miredy, trust me, you want to train her. Give her a Killing Lance
though, Steel Lances suck.
The northern bridge can be dealt with the more slower units, since there's no
rush to recruit Percival. Have at least an axe user to deal with the many
Cavaliers. There are a couple with Killer Lances and Axereavers, but it
shouldn't be too troublesome. When Percival leaves, consider this chapter
finished. Only the boss remains, Zephiel's (luckily) gone, so is Narshen.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Flaer - Dragon Master lvl. 2
HP 44 - STR 18 - SKL 11 - SPD 12 - LCK 9 - DEF 16 - RES 6 - CON 11
- Spear
Phew, if Zephiel had stayed, he would have made minced meat out of all of
your units. This guy is a joke against a Magic user. Axe users work excellent
as well. Work together if you're short on damage. He should fall in one turn.
===========================================================================
| |
| CHAPTER 14: Arcadia [C14]|
| |
===========================================================================
Difficulty: * * * *
Participants: 11
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Cecilia and Sophia join you;
- Find 8 treasures for Speedwings, Talisman, Silver Card, Boots, Warp,
Silence, Silver Blade, Guiding Ring (Sophia only);
- Conquer the throne;
- To enter Chapter 14 Gaiden, finish it in 25 turns. Sophia must be alive.
Desert Item Locations:
=-=-=-=-=-=-=-=-=-=-=
- Silver Card: Northwest, near the top most bones.
- Talisman: West, left of your starting position.
- Speedwings: Southwest, in the corner.
- Boots: Center, just northeast of your starting position.
- Silence: Just southeast of your starting position, near the bones.
- Guiding Ring: At the entrance of the temple walls, only Sophia can find it.
- Silver Blade: South of Guiding Ring, north of the little plateau.
- Warp: Southeast, just south of the little plateau.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 7 : 2 Berserkers from southwest
Day 8 : 8 Bandits from southwest
Day 9 : 8 Bandits from southwest
Day 10 : 8 Bandits from southwest
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This can be a dangerous chapter - being a desert hindering your movement and
being fog of war with limited sight, while Dragon Knights are hunting down
your more vulnerable units - but it isn't tricky at all if you know what
you're doing. Just don't involve Sophia in anything. Gawd, she's like a bunny
surrounded by a pack of wolves. And Cecilia will act as Sleep bait. Now
because this is a desert, you want to do some preparation. First, ditch all
horse mounted units. They're useless when traversing through sand. Nomads are
the exception, because they can be quite handy with their destructive bows.
Flyers are a must, so use Thany/Thite and Miredy. They don't get any movement
penalties. Same with any magic-user (because they float?), so Lugh, Lilina,
Rei, it's all good. You want either Ellen or Saul, since Clarine is kind of
useless. And you also want a Thief. Not only can they unbury treasure with a
100% success rate, they can see any danger coming 8 squares away. Give them a
Torch to see even more. Equip someone with a Wyrmslayer, there are a couple
of annoying Mamkutes in this chapter waiting to ambush you.
Now when you're done, start the chapter. What you want to do is you split the
group into the main force going northeast and a smaller group going east. The
main force will deal with the northwest Dragon Knights and the Mercenaries
and Heroes north. The smaller force will deal with the southeast Dragon
Knights and the many Mages that inhabit there. There are also 3 Mamkutes
interspersed in this map. To be precise, there's one north of your starting
position near the bones. And two south of the temple, one near the south most
plateau and one just a little southwest of that, almost touching the bottom.
Don't worry too much, they'll only come after you if you move in their range
and their movement is a pitiful four. Watch out though, you can easily get in
their path because of the small vision. If you just take the shortest path to
the temple, you can avoid them easily. Arrange your troops as you like.
In the first few days, watch out for the Dragon Master who can kill your weak
units with one hit. Shield them or stay far away from the northwest side.
Move a Thief on the double to get field information and to possibly avoid
danger. Carry units near the upmost plateau with your flying units. Rescue
Sophia with someone or she'll get asleep by a nasty Sleep Staff. Bait it with
Cecilia. For the smaller team to the east, kill the Mage and set up a defense
zone near the bones with your magic user behind it. The Dragon Knights will
commence the attack. It'd be really handy to have Lugh or Lilina who can kill
the Dragon Master in one attack. I presume Rei isn't too strong at this point.
Miredy can act as good bait with her high Defense, a promoted Lugh can dodge
well too. But these are just suggestions.
The other dangers are obviously the two massive, but very lovely, Berserkers.
Move some Sword users back to the east when you're done securing the temple.
Just pray that they won't land a critical on you. After that, you're pretty
much done, you only have to deal with the weak Bandits, kill the boss and
some Mamkutes and transporting your Thief across the map to get all the
buried treasure. Go promote a magic user. Now it wasn't that hard, was it?
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Randy - Hero lvl. 10
HP 40 - STR 15 - SKL 20 - SPD 16 - LCK 8 - DEF 11 - RES 5 - CON 12
- Light Brand
His long range attack sucks, so exploit it. It shouldn't take long with a
decent Sage. In your turn, attack for 20+ damage and deal the same amount of
damage in the enemy's turn.
===========================================================================
| |
| CHAPTER 14 GAIDEN: The Infernal Element [C14G]|
| |
===========================================================================
Difficulty: * * *
Participants: 10
Turns needed: 6
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer the trone;
- At the end of chapter, you'll obtain Forblaze, Athos' Infernal Element.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Noooooooo! Bolting! The worst part is that there are two of them, a good
chance of frying any low Resistance unit to a pile of ashes. Remember that
the boss can't move and that Bolting has a range of ten, so check often to
make sure you're out of their range. Of course, you'll have to get in their
range to be able to finish the chapter. Don't bring in any weaklings with a
combination of low HP and low Resistance. On top of Bolting, rows of platform
tiles disappear every turn, causing your units to be trapped in water.
Luckily they won't drown or anything, but they will be immobile unless you
rescue them with your flyers or whenever the platform comes back. If you're
cautious, thus having full control over the situation, this chapter is easy.
You could bring a Barrier Staff or Silence Staff to help you deal with the
boss and Sage, but it's also very possible to defeat them without using it.
You should have a promoted Sage by now, with the second Guiding Ring obtained
in the previous chapter, he or she will make this chapter much easier. Also,
a Paladin, Falcon Knight or Nomadic Trooper are very handy to have, primarily
to finish off the boss in 1 turn. It's entirely possible to finish this
chapter in 6 days, but you will have to have at least three very good
promoted units with a movement of 8. This is how you can basically achieve
that. Carry Roy, kill the enemy forces at the south with counterattacking,
ignore any Bolting coming your way, heal with Clarine or a Priest with Physic
and kill the Sage in the 5th turn leaving the door open to kill the boss
afterwards. The boss can be easily killed in 1 turn, especially because
Bolting weighs his Attack Speed down. Don't worry about it if you don't have
the necessary tools, it's likely that you don't want to miss out on the
experience anyway. Turn 8 or 9 is also very good.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Ohtz - Sage lvl. 10
HP 35 - STR 17 - SKL 16 - SPD 15 - LCK 7 - DEF 10 - RES 14 - CON 7
- Elfire
- Bolting
If he didn't use up all his Bolting, consider this a piece of cake. It means
he'll have an AS of 12, causing him to be double attack prey. If you prefer
to avoid his Bolting and use it all up, then it's a bit more difficult. With
Elfire, he can deal serious damage to your non-magic units. But it's nothing
to be afraid of, his HP is low.
===========================================================================
| |
| CHAPTER 15: The Dragon Girl [C15]|
| |
===========================================================================
Difficulty: * *
Participants: 12
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Igrene joins you. If you haven't recruited Percival in chapter 13,
he'll show up northwest as an enemy with four Cavaliers;
- Recruit Percival with Lalum or Elphin. His allies will become NPC;
- Visit 2 villages for Divine, Hammerne Staff;
- Day 3: Garret shows up north as an enemy;
- Recruit Garret with Lilina;
- If you haven't defeated the boss by day 12, enemy reinforcements will show
up from the castle and the two forts.
- Conquer the throne;
- At end of chapter, Fa joins you;
- At end of chapter, you'll get a Knight Crest if Percival's allies survived.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 3 : Garret, 2 Bandit
Day 12 : 2 Cavalier from castle, 2 Cavalier from two forts
Day 13 : 2 Cavalier from castle, 2 Cavalier from two forts
Day 14 : 2 Cavalier from castle, 2 Cavalier from two forts
Day 15 : 2 Cavalier from castle, 2 Cavalier from two forts
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
If you didn't recruit Percival in Chapter 13, here's another opportunity for
you. It's easier to recruit him too, with as fast as day 2. If you do,
remember to watch out for the Dragon Knight with a Silver Lance who can kill
the northeast NPC with ease. Send a flyer with the help of Lalum/Elphin to
deal with him. There are a lot of bow users here, so watch out. If the NPCs
make it safely, they'll flee towards the southeast. For you other units
heading northeast, use the terrain as your advantage. As for Garret, have
Lilina near the east village by turn 4, whether you carry her or not. Not
much to worry after that point.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Raeth - Paladin lvl. 8
HP 40 - STR 16 - SKL 8 - SPD 8 - LCK 10 - DEF 13 - RES 9 - CON 8
- Spear
Wow, what a wuss. Even Roy could beat you up. Yawn. The only trouble would be
the two Cavaliers that spawn out of the castle every turn. So watch out for
any fragile units, don't move them too close. Kill the boss to end the
reinforcements.
===========================================================================
| |
| CHAPTER 16: Retaking the Capital [C16]|
| |
===========================================================================
Difficulty: * * * * *
Participants: 14
Turns needed: 16
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Recruit Hugh with Roy (pay 10000, 8000, 6000 or 5000 gold);
- Recruit Zeis with Miredy;
- Keep Douglas alive (you cannot recruit him yet);
- Day 10: Cath shows up if you haven't recruited her yet;
- Open 10 chests for 5000G, Bolting, Brave Lance, Rest, Recover, Berserk,
Knight Crest, Hero Crest, Silver Bow, Rescue;
- Steal Red Gem from Mage;
- Steal Red Gem from Mamkute;
- Steal Delphi Shield and Blue Gem from boss;
- Visit secret shop which resides on Zeis with Hugh's Member card;
- Conquer throne;
- To enter Chapter 16 Gaiden, Douglas must be alive.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : Cath
Day 11 : 2 Mercenary, 1 Fighter, 1 Mage from stairs
Day 12 : 2 Mercenary, 1 Fighter, 2 Mage from stairs
Day 13 : 2 Mercenary, 1 Fighter, 1 Mage from stairs
Day 14 : 2 Mercenary, 1 Fighter, 1 Mage from stairs
Day 15 : 2 Mercenary, 1 Fighter, 1 Mage from stairs
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Worst. Chapter. Ever. Bolting, Purge, Silence, Knightkillers, Mamkutes, Gems
to steal, this chapter has it all. It will drive you absolute nuts,
especially if you're a perfectionist. I can remember my first time when I
didn't train any of my Thieves. Pure hell. Bring a Barrier Staff along if
your Thieves have trouble staying alive. Then there's the annoying Douglas,
who has to survive to be able to enter the Gaiden Chapter. I tell ya, this is
one random chapter. There's not much else to give you except a vague
guideline. The AI is so irregular here, you just have to be creative and
improvise a lot. Although having an army of promoted units helps of course, a
lot even. Honestly, all the hard work you've been doing of training the
various characters will finally pay off here. If you've prepared and
organized that with care, then this will become much, much easier.
Now you'll have to split up again. I prefer mobile units left, since it's a
long way through the corridor to the gate. Roy needs to be transported to the
right side though, since you have to recruit Hugh with him, so have a high
movement unit carry him right from the start. Obviously it's a good idea to
have one Thief and one healer in both groups. Clarine fits the left side
better with her superior movement and choose the Thief with the best evade
and/or Resistance to the right side. There are a couple of items you can
steal, so browse through the enemies to get the Thieves on the right time.
Now to avoid getting Douglas killed, the logical thing to do is to trap him
in a corner with a bunch of high evade units. Strip them of their equipment
if they're able to deal lethal damage. This is the best method if you want
full control. Well, actually, Sleep would be the best method, but that's a
waste in my opinion. Feel free to use it if you're having trouble keeping
either Douglas or your units alive. Another method is to lure him and
basically move him in a circle. Choose which method gets your preference.
Talk to Hugh with Roy to get the Member Card. Pay him either 10000, 8000,
6000 or 5000G. Or if you want to preserve your Funds rank, steal the card and
kill him. Either way, use the Member Card to enter the secret shop. The
secret shop is on the tile where Zeis is. Recruit Zeis with Miredy and enter
the secret shop and buy some rare items if you want. Use the Silver Card to
half the purchasing price. Steal a couple of Red Gems from the enemies if
your funds is low.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Narshen - Dragon Master lvl. 10
HP 46 - STR 16 - SKL 13 - SPD 16 - LCK 13 - DEF 20 - RES 12 - CON 11
- Rune Sword
- Delphi Shield
- Blue Gem
Pretty hard to kill if he lands his blows. He's pretty hard to double attack
too. Hit him hard and fast with magic, he can't connect his hits every time
if your evade is decent enough. The way to do it is to get within range and
end your turn. Even if he hits you, it won't help him if his HP is full. Then
counterattack and kill him the next turn. It's good to have someone with good
accuracy to do this job. An even easier method, steal his Delphi Shield and
unleash a barrage of arrows. He shouldn't be able to last long against that.
Have a few healers in position just in case you miss.
===========================================================================
| |
| CHAPTER 16 GAIDEN: The Heavenly Light [C16G]|
| |
===========================================================================
Difficulty: * * * *
Participants: 10
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer throne;
- At end of chapter, you'll obtain Aureola, Elimine's Heavenly Light.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 8 : 1 Bishop from top left exit
Day 10 : 1 Bishop from top right exit
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This chapter is pretty intimidating if you haven't trained a bunch of magic
users. Bolting, Purge, Silence and Berserk are things to be very afraid of.
Especially Berserk, because the boss seems to have a hauntingly good hit rate
with that. Remember, staff evade consists entirely of Resistance. I suggest
to move out of his range (which is 15) at all costs. Use your unit's highest
Resistance and deplete his staff before you move in. You can move into his
range early on somewhere near the Sage with Bolting. Barrier works wonders
too. You don't want to take chances. If one of your unit gets berserked
though, well, there's not much you can do except for the Rest Staff (lvl. D,
10 uses). Consider yourself lucky if he misses. The non-magic enemies won't
put up much of a resistance, so your main concerns are the long-range magic
and Berserk. If you can manage through that, it's a breeze afterwards. One
last thing though, at the end of your turn, stars will fall from the sky,
hitting and giving 10 damage to all units in its line. So remember to keep
everyone at a reasonable amount of HP. The stars won't hit the enemies in
their starting positions of the first day, remember those lines.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Windam - Bishop lvl. 12
HP 41 - STR 20 - SKL 12 - SPD 12 - LCK 15 - DEF 13 - RES 8 - CON 8
- Divine
- Berserk
Divine sucks, his Speed sucks and his Resistance sucks. A Sage can take him
out in one turn easily.
===========================================================================
| |
| CHAPTER 17A: The Bishop's Teachings [C17A]|
| |
===========================================================================
Difficulty: * * *
Participants: 14
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit 2 villages for Tina's Staff, Eclipse;
- Visit northeast village before day 6;
- Enter the arena for money and experience;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 3 : 1 Thief from north fort
Day 6 : 1 Cavalier from northwest fort, 1 Cavalier from east fort
Day 7 : 1 Cavalier from northwest fort, 1 Cavalier from east fort
Day 8 : 1 Thief from north fort, 1 Cavalier from northwest fort,
1 Cavalier from east fort
Day 9 : 1 Thief from north fort, 1 Cavalier from northwest fort,
1 Cavalier from east fort
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Fog of War chapter yet again, and yet again, chock-full of Dragon Knights
waiting to ambush, so be careful. I suggest sending Magic users to the dense
forests east, since there's an army of Mages hiding. Use the forests as your
protection against Bolting and the Ballista.
The most important thing if you're a perfectionist is to get to the northeast
village in day 5 or one of the three Thieves will plunder it. And no, you
can't steal it back, the item doesn't show up in the inventory. It's Eclipse
though, pretty useless, so I wouldn't bother if you don't care about it or
the Funds rank.
If you do want it, then the only way to go is through the air, so I hope you
have a good Falcon Knight and/or a Dragon Master or this mission will be near
impossible. Bolting is your main concern, having a 1/4 hit chance at worst.
You generally don't have time to heal back, so I advise to give them a
Vulnerary or Elixer just in case Bolting hits. The Dragon Knights that stand
in your way is another concern, that's why it's better to have two flyers.
One to take on the Dragon Knights and one to go after the village.
It's easy peasy if that's done. Just watch out for the fort near the castle
where Cavaliers appear, although they won't put up much of a fight.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Arcard - Paladin lvl. 10
HP 48 - STR 20 - SKL 14 - SPD 13 - LCK 13 - DEF 16 - RES 10 - CON 11
- Silver Lance
- Javalin
Use an axe user or a magic user from a distance. Using Magic is a bit less
risky and a bit more effective, but it doesn't matter too much in the end.
You can double attack him quite easily, he'll fall in one turn.
===========================================================================
| |
| CHAPTER 18A: The Law of Sacae [C18A]|
| |
===========================================================================
Difficulty: * * * *
Participants: 15
Turns needed: 8
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 5 : 4 Nomads/Nomadic Troopers from circle at random tents
Day 6 : 2 Nomads/Nomacid Troopers from circle at random tents
Day 8 : 4 Nomads/Nomadic Troopers from circle at random tents
Day 9 : 3 Nomads/Nomadic Troopers from circle at random tents
Day 10 : 2 Nomads/Nomadic Troopers from circle at random tents,
2 Nomads and 1 Nomadic Trooper from southwest
Day 11 : 2 Nomads and 1 Nomadic Trooper from southeast
Day 12 : 3 Dragon Knights from northeast
Day 15 : 2 Nomads and 1 Nomadic Trooper from southwest
Day 17 : 2 Nomads and 1 Nomadic Trooper from southeast
Day 20 : 2 Nomads and 1 Nomadic Trooper from southwest
Day 22 : 2 Nomads and 1 Nomadic Trooper from southeast
Day 23 : 3 Dragon Knights from northeast
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This is a very tricky chapter. Lots of Nomadic Troopers with high mobility. I
advise you to not bring any weak units, since they can snipe them dead pretty
much anywhere. Flyers are at your own risk, use the Delphi Shield you stole
in Chapter 16. Inaccurate units, mostly axe users, may have trouble hitting.
Those Nomads have pretty good accuracy and evade. High defense units will
likely not receive any damage. The problem is hitting them, therefore Swords
and Anima prove to be the most effective. Healers should be well protected if
they can't defend for themselves, use Physic if you want to avoid risks.
I for one use this chapter to train Fa, as it's the perfect opportunity to
get many level-ups by killing the many Nomadic Troopers. She can't receive
any damage as well thanks to her Divine Stone. Do it, you know you want to
see her get insane level-ups.
As for how to deal with this chapter, the most obvious thing is to create a
choking point at the river's right side where there are forests to hide. Use
most of your army to create that and pick them out one for one with long-
range weapons. They will try to target the lower defense units, so a Magic
user in a forest can quickly obliterate them all. Try to transport one with a
high movement unit to one of those forests and make sure he/she has a
competent evade rate. Deal with the Myrmidons, Shamans and Dragon Knights in
the east with a small army.
Now the thing that causes most restarts are the Nomad reinforcements. They
appear out of the tents in the circle starting from day 5 and it's completely
at random! It's a combination of Nomads and Nomadic Troopers, so there's no
telling what will come out. So weaker units with low evade or flyers should
get the hell out of here ASAP. Form a wall to protect them, I can't count the
times that a Nomadic Trooper has caused the death of a Priest. If all of your
units are strong enough that you don't fear the recruitments, then charge the
throne and dispose of the boss. Or if you don't care about the Tactics rank
you can gain experience and weapon level points with the abundance of
recruitments that show up in the course of 18 days.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Monke - Nomadic Trooper lvl. 9
HP 42 - STR 15 - SKL 16 - SPD 20 - LCK 12 - DEF 13 - RES 13 - CON 8
- Brave Bow
- Brave Sword
- Elixer
This is the first nasty boss for quite some time now with two Brave weapons
and a healing item at his disposal. Hitting him can prove troublesome too and
his defenses are all covered quite nicely. This could take even more than 2
turns if you don't know what to do.
===========================================================================
| |
| CHAPTER 19A: Battle in Bulgar [C19A]|
| |
===========================================================================
Difficulty: * *
Participants: 15
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit 5 villages for Energy Ring, Goddess Icon, Wo Dao, Wyrmslayer, Longbow;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 8 : 4 Nomads from southwest, 4 Dragon Knights from southeast
Day 10 : 2 Dragon Knights from southeast
Day 13 : 2 Nomads from southwest
Day 15 : 2 Dragon Knights from southeast
Day 18 : 2 Nomads from southwest
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Well, this isn't too difficult. The only thing that you have to worry about
are Silence, Sleep and the abundance of Nomads. The mistake that some make is
that they form a wall, equip a long-range weapon to counter-attack and let
them come to you. The Nomads have pretty good accuracy, so if they all damage
you little by little, and you kill them one by one, then it's possible that
your unit can perish. It's a good tactic to clear all the enemies quickly in
one day, but be careful nonetheless. You can rely on that tactic if he/she
has good evade (supports help this) or if his/her defense is exceptionally
high. Also, watch out for the Air Caliburs which can bring down flyers with
relatively ease. Delphi Shield remedies this luckily. Other than that, it's a
piece of cake.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Kel - Swordmaster lvl. 10
HP 42 - STR 17 - SKL 23 - SPD 23 - LCK 11 - DEF 11 - RES 14 - CON 9
- Light Brand
I suggest you to attack him from long-range. That way, he won't have a
critical hit rate and Light Brand will halve his power. It's likely you can't
double attack him, so it can take two days. His evade is pretty high, so
bring a unit with a hit support if you can.
===========================================================================
| |
| CHAPTER 20A: The Silver Wolf [C20A]|
| |
===========================================================================
Difficulty: * * * * *
Participants: 15
Turns needed: 8
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Niime joins you;
- Day 2: Dayan appears from south as NPC;
- Recruit Dayan with Roy, Sue or Shin;
- Open 6 chests for Guiding Ring, Dragonshield, Nosferatu, Blue Gem,
Axereaver, Sleep;
- Steal Red Gem from Boss;
- Steal Red Gem from Sage with the help of Warp;
- Steal Orion's Bolt from Sniper with the help of Warp;
- Conquer throne;
- To enter Chapter 20A Gaiden, finish it in 25 days. You must also recruit
Dayan. Sue, Shin and Dayan must be alive as well.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 12 : 1 Thief from stairs
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Sonuva... Better pack up a Warp Staff to deal with the sissies who are hiding
behind the walls. Especially if your Thief can't survive even one Bolting.
Another solution would be to bring a few Chest Keys and Door Keys if you
don't mind the two stealable Red Gems. Then there's the Berserk staff which
you can counter with Rest thank God. But for the challenged, it's entirely
possible to complete this within 9 days.
The Thief or a unit with Door Keys has to open the doors to the right in day
2, 3, 4 and 6. Berserk will likely target a unit it can easily hit, so have
Restore ready. Use Warp to deal with it if you want to get rid of it as fast
as possible. You'll have to be a bit lucky with the enemy's Bolting. They'll
likely target the one with the lowest Resistance OR one that's been injured
and could die from a single Bolting. Most of the times, the target is your
Thief who likely has crap Resistance. You can counter this by using Barrier
so that they'll target the next lowest Resistance. Just make sure the victim
has a good evade, at least lower than 40%. Supports help tremendiously. Also,
make sure that your other units who are cleaning up the mess to not get in a
near-death situation. Or if they do, you have a healer standbye. Use Niime
with her Physic staff if you can't reach them. The Ballistas can be annoying
as well. If you've warped a unit to deal with Berserk, you can clear the
Sniper at the right side. There are so many possibilities to deal with all
the looming danger, choose the one which suits you best.
If you want to finish it in 8 days, you can't open all the chests and steal
the Red Gem from the boss in that time. That's why it's handy to bring a
Chest Key along, preferably two. If the Bolting dudes are all out of ammo,
then consider it beaten. The boss hardly proves a challenge. If you don't
care about beating it in 8 days, then you can also warp a Thief to the left
side wall to steal a Red Gem from the Sage and an Orion's Bolt from a Sniper.
Do whatever you like. Your Thief will likely have a hard time, I don't know
what their stats are, but giving him/her a Killing Edge won't be a bad idea.
Heal with Niime if in trouble.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Roartz - General lvl. 10
HP 50 - STR 21 - SKL 13 - SPD 12 - LCK 13 - DEF 20 - RES 11 - CON 16
- Spear
- Red Gem
Generals are toast against magic, so I suggest to use it against him. Gang to
kill him in one day (after you steal the Red Gem of course).
===========================================================================
| |
| CHAPTER 20A GAIDEN: The Bow of the Winds [C20AG]|
| |
===========================================================================
Difficulty: * * *
Participants: 14
Turns needed: 6
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer lower right throne in the east;
- Enemy reinforcements will show up if you conquer the other thrones;
- At end of chapter, you'll obtain Myulgre, Hanon's Bow of the Winds.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day -- : 2 Myrmidons, 2 Nomads, 2 Shamans from west top throne
Day -- : 2 Myrmidons, 2 Nomads, 2 Shamans from west lower throne
Day -- : 2 Myrmidons, 2 Nomads, 2 Shamans from south left throne
Day -- : 2 Myrmidons, 2 Nomads, 2 Shamans from south right throne
Day -- : 2 Myrmidons, 2 Nomads, 2 Shamans from east top throne
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
WTF... six bosses? Luckily, you only have to beat one of them to end the
chapter, but that would be wasted experience for sure. If you don't care
about that though, then it's possible to beat it in 6 days. If you don't want
that, then skip the next three paragraphs.
There are three groups that each have a job. Let's start with the most
important group, which are the units in the west. They are your main
offensive force, therefore select the most elite of your army for this job,
preferably four that can support each other in some way. You have to deal
with the groups of Nomads near the two thrones, so that they won't interfere
with the real throne. Basically use the same tactic as in C19A, use long-
range weapons for counter-attack, but have either a good evade (20% failure)
or good defense to be able to hold. When you're done with that, you can do
whatever you want. Kill some fake bosses, lend Roy a hand, whatever. The
Druid with Sleep has a range of 11 and will probably try to hit one or two of
your units though, but even if he hits, it doesn't matter.
The second group is the south group. Even if its task looks minor, it's
essential to complete this chapter without major risks. You have to lure
Berserk, while having a healer with Rest standbye. And you have to lure the
eastern Dragon Knights to come to the south, they can hinder the north group.
After day three, their job is over.
The last group is naturally the group with Roy. You have to transport Roy and
a unit that can deal with the boss across the river. Whether you use a flyer,
a Nomadic Trooper or a Berserker, it doesn't matter. Although I prefer flyers
and Nomadic Troopers for their high movement. The thing to watch out for is
Berserk, it has a range of 11, so count and make sure you don't get in its
range. What you also want to do is to take on the two Nomadic Troopers near
the real throne, so that they won't hinder you later. Position a long-range
unit with good accuracy to the south of the left bridge, touching the river
side. If you position the unit further away to the right, the Dragon Knights
from the east will come after you and you don't want that. After day three,
when the boss uses up Berserk, carry and move Roy and the boss killer across
the river. Remember that rescuing brings down Speed, but if you've done
everything I've said, you should be enemy-free. In day 5, proceed to the
throne and unload Roy who should be able to reach the throne in day 6. And
unload the boss killer who should be able to hit the boss, whether it's from
the front or the side. Use units from the left group if you have trouble with
the boss.
If you do want all that juicy experience, and I assume the lot of you do,
then kill the bosses one by one. Conquer the fake thrones afterwards with Roy
and get some easy weapon level points. The bosses aren't very difficult to
beat if you know who to use against them. Mostly, you want accurate units
against the Nomadic Troopers with moderate Luck so that they can't critical.
And you want units with high Resistance against the Druids. Even Nosferatu is
useless if it can only deal a few damage.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Djute - Druid lvl. 7
HP 42 - STR 12 - SKL 14 - SPD 18 - LCK 14 - DEF 10 - RES 13 - CON 6
- Fenrir
- Berserk
Fenrir might be flashy to look at, but its hit rate sucks. He'll probably
miss a lot. It also weighs his Attack Speed down to 11, so double attacking
won't be a problem. To sum up: an easy boss.
===========================================================================
| |
| CHAPTER 17B: The Path Through the Ocean [C17B]|
| |
===========================================================================
Difficulty: * *
Participants: 14
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit 1 village for Tina's Staff;
- Enter the arena for money and experience;
- Day 6: A path opens at the northern beach to the other side;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : 2 Cavaliers and 1 Archer from northeast forts
Day 11 : 2 Cavaliers and 1 Archer from northeast forts
2 Pegasus Knights from southeast forts
Day 12 : 2 Cavaliers and 1 Archer from northeast forts
2 Pegasus Knights from southeast forts
Day 13 : 2 Pegasus Knights from southeast forts
Day 14 : 2 Pegasus Knights from southeast forts
Day 15 : 2 Pegasus Knights from southeast forts
Day 16 : 2 Pegasus Knights from southeast forts
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Cross the sea bank in day 6 and rush to the castle. There's an arena at the
start if you want to try.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Arcard - Paladin lvl. 10
HP 48 - STR 20 - SKL 14 - SPD 13 - LCK 13 - DEF 16 - RES 10 - CON 11
- Silver Lance
- Javalin
Use an axe user or a magic user from a distance. Using Magic is a bit less
risky and a bit more effective, but it doesn't matter too much in the end.
You can double attack him quite easily, he'll fall in one turn.
===========================================================================
| |
| CHAPTER 18B: The Frozen River [C18B]|
| |
===========================================================================
Difficulty: * *
Participants: 15
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit 3 villages for Secret Book, Guiding Ring and Goddess Icon;
- Day 7: The rivers will freeze allowing you to cross them;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 6 : 1 Bandit from north, 1 Bandit from east
Day 7 : 1 Bandit from north, 1 Bandit from east
Day 8 : 1 Bandit from north, 1 Bandit from east
Day 9 : 1 Bandit from north, 1 Bandit from east
Day 10 : 1 Bandit from north, 1 Bandit from east
Day 11 : 2 Pegasus Knights from north
Day 12 : 2 Pegasus Knights from east
Day 13 : 2 Pegasus Knights from north
Day 14 : 2 Pegasus Knights from east
Day 15 : 2 Pegasus Knights from north
Day 16 : 2 Pegasus Knights from east
Day 17 : 2 Pegasus Knights from north
Day 18 : 2 Pegasus Knights from east
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Martel - Druid
HP 45 - STR 19 - SKL 11 - SPD 11 - LCK 12 - DEF 12 - RES 17 - CON 7
<Coming Soon>
===========================================================================
| |
| CHAPTER 19B: Bitter Cold [C19B]|
| |
===========================================================================
Difficulty: * * *
Participants: 13
Turns needed: 12
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit 2 villages for Air Calibur, Energy Ring;
- Conquer throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Sigune
HP 44 - STR 16 - SKL 16 - SPD 18 - LCK 14 - DEF 12 - RES 14 - CON 7
<Coming Soon>
===========================================================================
| |
| CHAPTER 20B: The Liberation of Ilia [C20B]|
| |
===========================================================================
Difficulty: * * *
Participants: 13
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Recruit Yuuno with Thany, Zealot or Thite;
- Open 8 chests for Wo Dao, Speedwings, Long Bow, Wyrmslayer, Purge,
Sleep, Nosferatu;
- Enter the arena for money and experience;
- Conquer throne;
- To enter Chapter 20B Gaiden, finish it in 25 days. You must also recruit
Yuuno. Thany, Zealot, Thite and Yuuno must be alive as well.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 11 : 2 Thieves from north
Day 12 : 3 Fighters from northeast
Day 13 : 3 Fighters from northeast
Day 14 : 3 Fighters from northeast
Day 15 : 3 Fighters from northeast
Day 16 : 2 Mercenaries from east
Day 17 : 2 Mercenaries from east
Day 18 : 2 Mercenaries from east
Day 19 : 2 Mercenaries from east
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Roartz - General lvl. 10
HP 50 - STR 21 - SKL 13 - SPD 12 - LCK 13 - DEF 20 - RES 11 - CON 16
- Spear
- Red Gem
Generals are toast against Magic, so I suggest to use it against him. Gang
him to kill him in one day (after you steal the Red Gem of course).
===========================================================================
| |
| CHAPTER 20B GAIDEN: The Spear of Ice [C20BG]|
| |
===========================================================================
Difficulty: * * * *
Participants: 13
Turns needed: 20
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Conquer throne;
- At end of chapter, you'll obtain Malte, Barrigan's Spear of Ice.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
<Coming Soon>
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Teck
HP 47 - STR 20 - SKL 14 - SPD 12 - LCK 10 - DEF 17 - RES 15 - CON 15
- Silver Lance
- Spear
<Coming Soon>
===========================================================================
| |
| CHAPTER 21: The Sword of Seals [C21]|
| |
===========================================================================
Difficulty: * * * * *
Participants: 18
Turns needed: 14
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Day 1: Yodel joins you, he has Holy Maiden and either Myulgre or
Malte in his inventory depending on your past route;
- Visit 1 village for Knight Crest;
- Visit secret shop in the eastern mountain area
- Gale will appear when you're nearing the throne, you cannot recruit him;
- Steal Knight Crest from boss;
- Conquer throne.
- To enter Chapter 21 Gaiden, finish it in 30 days. Fa, Miredy and Zeis must
be alive as well.
- At end of chapter, if you've finised it after 30 days, Roy will promote
into a Master Lord and receive the Sword of Seals.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 2 : 4 Paladins, 1 Dragon Master, 3 Dragon Knights from southwest
Day 3 : 4 Paladins, 1 Dragon Master, 3 Dragon Knights from southwest
2 Dragon Masters, 6 Dragon Knights from east
1 Dragon Master, 2 Dragon Knights from south
Day 4 : 4 Paladins, 1 Dragon Master, 3 Dragon Knights from southwest
2 Dragon Masters, 6 Dragon Knights from east
1 Dragon Master, 3 Dragon Knights from south
Day 5 : 2 Dragon Master, 6 Dragon Knights from east
1 Dragon Master, 3 Dragon Knights from south
Day 6 : 1 Dragon Master, 3 Dragon Knights from southwest
Day -- : Gale, 4 Dragon Knights from north
Day 9 : 1 Dragon Master, 3 Dragon Knights from east
1 Dragon Master, 3 Dragon Knights from south
Day 10 : 1 Dragon Master, 3 Dragon Knights from east
1 Dragon Master, 3 Dragon Knights from south
Day 11 : 1 Dragon Master, 3 Dragon Knights from east
1 Dragon Master, 3 Dragon Knights from south
Day 30 : 3 Druids
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
It may look tame at first glance, but look at the reinforcements. 0_0
The reinforcements are a bit random, sometimes they'll send a couple more
Dragon Knights, sometimes less. It's a bit vague really, but just remember
the spots where they show up. That is southwest, south in the mountains to
the left of the throne and near the eastern mountains.
You must create a choking point in the south, preferably with axe users and
long-range attackers behind them. They're not very tough if you're careful,
just don't let the Dragon Knights fly behind your troops and attack the
weaker units. Always check their range. The east side will be full with enemy
Dragon Knights as well. Axe users are also preferred, but if you're all out
of available ones, then Lance and Bow users will serve as well. The south is
a bit more difficult, so I suggest to focus there. You can go to the throne
with Roy on an easier route, to the right of the choking point is a village
with minimal enemy resistance. Carry Roy and go there to avoid the chaos.
The Dragon Knight reinforcements from the east seem to be fresh recruits, so
they're not a huge problem to deal with.
Gale's reinforcements are reluctant to attack your units. I'm not sure how
the AI is programmed here, but he and his troops sometimes attack and
sometimes they don't, even though Gale has been ordered to attack Roy.
They'll try to swarm some units of yours. I'm guessing that it depends on the
unit whether they attack or not. Put an Axe user in a forest and you'll be
fine. Gale will just cling to a unit doing nothing. Kill him if you want, but
you're soulless if you do that. Poor Miredy ;_;
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Murdock - General lvl. 20
HP 62 - STR 27 - SKL 19 - SPD 12 - LCK 12 - DEF 25 - RES 17 - CON 20
- Tomahawk
- Knight Crest
Armorslayer works wonders. All right, Murdock pwns j00! 62 HP, 25 Defense and
17 Resistance, what the hell?! The asshole could OHKO my Lilina. x_x
Thankfully, Roy's A support came to the rescue. BURN!! Muwhahahahahaha
===========================================================================
| |
| CHAPTER 21 GAIDEN: The Silencing Darkness [C21G]|
| |
===========================================================================
Difficulty: * * *
Participants: 10
Turns needed: 10
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Open 6 chests for 6 Elixers/MAMKUTES AT RANDOM!!;
- Conquer throne;
- At end of chapter, you'll obtain Apocalypse, Brammimond's Silencing
Darkness.
- At end of chapter, you'll obtain the Sword of Seals and Roy will promote
into a Master Lord.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Like all the previous Gaiden chapters, it has traps in it. This time they're
invisible which adds to the difficulty. They deal 10 damage, so be careful.
The traps are placed throughout the left and right path next to the rivers
surrounding the throne area. The traps can be dismantled by a Thief if he/she
is standing on one, but you don't have the time and patience to move to one
square and hope to dismantle them. There are also spears that shoot out of
the walls at the two entrances after you cross the bridge. They deal physical
damage, but their power is, like, crap. They deal zero damage even when your
defense is only 7. Wow.
To beat this chapter, simply bring along your strongest units with a bunch of
healers of course. Flyers are a good idea, since they can carry units over
the river. Magic users are highly advisable since there are many units with
strong defense. There are also a couple of Snipers and Druids which are easy
prey for magic users. Some enemy units won't move, like the ones defending
the chest area (Hero and General), bridges (Berserker and General) and throne
(three Druids, the Hero will attack), so you don't have to fear them. Watch
out when opening the chests, they're traps, Mamkutes will appear. They're
totally random, so watch out. It's possible to beat it in 15 days doing
everything. Just try to advance as quickly as possible. Mounted units with
their high movement and Rescue option help a lot. And give everyone an Elixer
or something, because you're going to get damaged a lot.
There is a way to beat this chapter in 10 turns, but you'll have to disregard
much of the experience that can be gained. You must have at least two decent
flyers (preferably supported), your strongest warrior (preferably a magic
user) and Roy to be able to complete the task. The two flyers are basically
needed to carry the other two to the throne. Position them either to the far
left or far right side. You might want to give your units some elixirs just
in case. In day 1, cross the river and stick to the river south of the throne
area. A Shaman will attack you, dodge its attack. Fly to the left or right
side (I prefer the right side myself) and follow the river, ignoring
everything, until you reach the bridge. You want to fly at the side of the
river or a Druid and Sniper will kick your slow ass.
In day 4, unload the strongest unit in front of the enemy blocking the bridge
and destroy it in the enemy's turn. The Shaman and Sniper will attack and be
killed as well. Aren't magic users wonderfully useful? Oh, you might want to
evade that Silence Staff though. In day 5, 6, 7 and 8, advance and deal with
the remaining Druids. Unload Roy in day 7 if you need the help of the other
flyer. In day 9, use the magic user to deal with the Hero with the Brave
Sword and advance to the throne, rescuing and dropping Roy if you must. Day
10, destroy the boss and clear the chapter. It's a good challenge. Try it out
some time. Although it isn't very good for your Exp rank. So I just wasted 30
minutes typing this.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Pereth - Druid lvl. 17
HP 36 - STR 20 - SKL 14 - SPD 11 - LCK 13 - DEF 15 - RES 20 - CON 6
- Nosferatu
Supports help a lot to evade his Nosferatu. Sure, you still need some luck,
but who doesn't? Either way, have some reinforcements standbye just in case.
If you want to play it safe, you could just let the boss attack first and
nail him with a double attack. Then kill him the next turn.
===========================================================================
| |
| CHAPTER 22: The Neverending Dream [C22]|
| |
===========================================================================
Difficulty: * * * *
Participants: 16
Turns needed: 14
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Open 6 chests for Nosferatu, Silence, White Gem, Dragonshield,
Wyrmslayer, Swordreaver
- Stand on the two red platforms;
- Stand before the big gate with Roy;
- Defeat Zephiel;
- Conquer the throne;
- At end of chapter, if all 9 divine weapons including the Sword of Seals are
intact and Fa is alive, you'll continue to Chapter 23.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 10 : 2 Bishops from northern stairs
Day -- : 2 Heroes, 1 Sniper, 1 Druid from southwest
2 Heroes, 1 Sniper, 1 Druid from southeast
Day 16 : 1 Thief from northwest stairs
Day -- : 1 Hero, 1 Berserker, 1 Druid, 1 Sniper from throne stairs
Day -- : 1 Hero, 1 Berserker, 1 Druid, 1 Sniper from throne stairs
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Finally, it's time to strike Bern hard. Lots of promoted enemies, actually
they are all promoted except for a few Mercenaries. Snipers, Heroes, Generals,
Druids, they're all lethal. Especially the Druids with Fenrir. I've said it
before that it has lousy accuracy, but prepare to suffer if it actually hits.
To open the gate to Zephiel, you have to stand once on the two red switches
guarded by Heroes with any unit and have Roy end his turn before the gate.
The right switch shouldn't be a problem. The left switch however is a long
road. Have a couple of high movement units to cover that. Clarine proves to
be highly useful with her magic and staves.
It's advisable to have two Restore staves to counter the Druid with Berserk,
one at each side. It has a 100% hit rate against anyone with bad Resistance.
Even a Resistance above 20 can't be helped. After opening the gate, Roy and
Zephiel will have a chat and trigger reinforcements southwest and southeast.
Once you have opened the gate to Zephiel (you could manage it in turn 10/11
or so), do NOT rush in and attack the Heroes. I repeat, do NOT rush in. The
reason is that the two Mamkutes will rape you if you do that. Stay out of
their range, form a defensive line of three units and let the two Heroes and
two Druids come to you. I prefer long range units in the left and right side,
so that they can take out the Druids as well. Have a couple of magic users or
units with Wyrmslayers ready to kill the Mamkutes in one single turn.
Then proceed to take out the rest of the enemies and Zephiel. Reinforcements
will show up from the stairs two turns after you open the gate. That's the
same turn you should have dealt with the Mamkutes. They consist of 1 Druid
(top left), 1 Sniper, (top right), 1 Hero (bottom left) and 1 Berserker
(bottom right). Another salvo of the same units will show up three turns
after that. Try to avoid getting hit thus avoiding danger needlessly, use
long range attacks as often as you can.
As a last thing, you can try the steal glitch here if you really want to feel
suicidal. I'm not going to explain it, as it could have effects on your saves.
I don't want to be held responsible. Basically, you can steal a Fire Dragon
Stone if your Thief is Berserked and give it to Fa. It's way too cumbersome
to achieve that though.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Zephiel - King lvl. 20
HP 70 - STR 24 - SKL 20 - SPD 14 - LCK 15 - DEF 22 - RES 24 - CON 17
- Exaccus
- Hero Crest
Awesome battle theme. First steal the Hero Crest and rescue the Thief, then
commence the beating... well, not really. His Defense and Resistance are
excellent and his weapon is downright badass, too bad you can't get it. You
don't get any experience from him, so don't bother abusing. Have Roy beat
that nut with the SoS, or if he's still too weak, attack him with your
strongest units with Lvl. A weapons. I do feel kind of sorry for him, that
jealous father of his. May you finally rest in peace.
..
The End?
If not, continue on and discover the true ending. The rest of you, get lost
and come again! (See FAQ section for the requirements.)
===========================================================================
| |
| CHAPTER 23: The Ghost of Bern [C23]|
| |
===========================================================================
Difficulty: * * * * *
Participants: 16
Turns needed: 9
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Visit village with Fir to recruit Karel;
- Steal Red Gem from Mamkute, Blue Gem from Druid, Guiding Ring from boss;
- Visit shops (THIS IS YOUR LAST OPPORTUNITY, SO STOCK WELL);
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
None
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
This has to be one of the most annoying chapters, ever. At least Chapter 21
gave you straightforward, relentless attacks, this chapter is just annoying.
Don't bring characters with low Defense, with the exception of Thieves,
they'll get ripped to shreds by the ballistas. You could hide them in Forests,
but they're not going to be much help that way. Unless you REALLY need an
extra healer, you shouldn't bring Yodel or Niime. Bring a few Restore staves
too, if you're low, there's a shop near your starting position that sells it.
I hope you have some decent flyers by now, and with decent I mean decent HP
and either dodging (Speed and Luck) or Defense to survive the army of Dragon
Knights. Equip one with the Delphi Shield and move into the range of the
Dragon Knights near the island. It's better to have two flyers, but one with
godlike stats can suffice. If you have A supports with any flyer, now is the
time to use it. Place him/her three spaces away from the flyer to get combat
bonuses, it should help you dodge attacks, especially the Dragon Master with
the Killer Lance.
Once again you need to split your group up, your main force should be on the
right, while a smaller force should be able to deal handle the left side. The
two Ballistas will likely target a character with relatively the lowest HP
and Defense, regardless of evade. Someone like Clarine shouldn't have trouble
dodging those attacks, a Thief on the other hand could get in trouble without
supports. Get the Thief in Forests or rescue if necessary. You should be able
to avoid the ballistas if you check their range before making a move.
There are three Druids with status inflicters that are hella annoying, one
with Berserk, two with Sleep. They have a range of 16 (22/2 + 5), so be
prepared to use Restore Staves if necessary. The Snipers near the boss won't
attack you strangely enough, that doesn't mean you can relax though, those
four Druids can still kick your ass if you're not careful enough.
You can try the steal glitch in this chapter as well. Once again, I'm not
going to explain it in detail since the developers didn't mean to include it
as part of the game, same with the mine glitch in FE7.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Brunya - Sage lvl. 20
HP 38 - STR 23 - SKL 18 - SPD 18 - LCK 17 - DEF 18 - RES 25 - CON 6
- Fimbulvetr
- Bolting
- Guiding Ring
Attack her when she's still using Bolting. That will lower her evade
considerably, plus you won't get counterattacked. She's a tough cookie, with
high evade and defenses, but she'll eventually fall. Be sure to have a decent
hit rate, you don't want to waste a turn and get Bolted. Steal the Guiding
Ring as well. She can deal 35 damage max with Bolting, so use a Barrier staff
if your Thief can't survive an attack (after applying Resistance).
===========================================================================
| |
| CHAPTER 24: The Truth of the Legend [C24]|
| |
===========================================================================
Difficulty: * *
Participants: 10
Turns needed: 18
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Capture thrones to continue the level;
- Defeat Jahn and conquer the last throne.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day -- : 1 Mamkute from behind
Day -- : 1 Mamkute from behind
Day -- : 1 Mamkute from behind
" " : " " " "
" " : " " " "
" " : " " " "
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
Bleh. Not exactly an engaging chapter. Mamkutes are your only enemies, so
there's not much strategy required. Kind of boring if you ask me. Pick eight
of your strongest characters and equip them with the Divine weapons, or
lacking that, Wyrmslayers. If you haven't trained units in every weapon
category to level S, choose a healer or two with Physic instead, as you will
heal a lot. A Dancer or Bard are useful to have, you might like them.
The difficulty in this chapter lies in if you want to successfully advance
your troops without getting them in a traffic jam, meaning getting in each
other's way. Now this isn't something that's easy to explain, so just try to
check movement regularly and move as quickly as you can. If some units are
behind, rescue them with any cavalry. You'd want to do this to get Roy from A
to B quickly since he has to conquer the thrones to advance. So have a
cavalry unit right next to the throne to pick up Roy after he conquers. You
don't have to worry too much, about 20-24 turns is good too.
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Jahn - Mamkute lvl. 18
HP 80 - STR 15+10 - SKL 10+10 - SPD 12 - LCK 14 - DEF 15+20 - RES 16+5
- Fire Stone
- Elixer
He'll die against any Divine weapon, especially the tomes. He can't attack
you indirectly, so you can abuse him all you want. I think it's a waste of
time though, since there's only one chapter ahead which is the easiest
chapter in the whole game. It's not even a chapter. So abuse if you want to
continue playing the Trial Maps or the Link Arena.
===========================================================================
| |
| FINAL CHAPTER: Beyond the Darkness [C25]|
| |
===========================================================================
Difficulty: *
Participants: Same group in Chapter 24
Turns needed: 2
Objectives and Events:
=-=-=-=-=-=-=-=-=-=-=
- Defeat Idoun.
Enemy Reinforcements:
=-=-=-=-=-=-=-=-=-=-=
Day 2 : 2 Mamkute from random stairs
General Strategy:
=-=-=-=-=-=-=-=-=-=-=
And the game ends with a bang! Nah, *sniff* Idoun's theme is so depressing.
She's all kinds of kickass, but she falls quickly against the Sword of Seals.
Move to her in the first two turns, avoiding the Mamkutes and attack the next
turn. If you can't kill her with Roy, then YOU SUCK!
Boss Strategy:
=-=-=-=-=-=-=-=-=-=-=
Idoun - Dark Dragon lvl. 20
HP 78 - STR 29 - SKL 23 - SPD 16 - LCK 18 - DEF 30 - RES 21 - CON 25
- Dark Stone
Good job, you've beaten the game! Pat yourself on the back.
Tactics: A Survival: A
Combat: A Experience: C
Funds: C Kills: B
Overall: A
(This may be incorrect due to my phallic knowledge of Kanji.)
=============================================================================
7. WEAPONS & ITEMS [WPNS]
=============================================================================
Here's where I list all the weapons and items and their stats and effects.
Some weapons are not obtainable by normal means, they'll get a special
mention. Weapons are listed by Might, items are listed alphabetically.
An explanation of the stats.
Lvl. : Weapon Level (E, D, C, B, A, S)
Might : Strength of weapon
Hit : Accuracy of weapon
Uses : Amount of uses before it breaks
Range : Range of weapon
Weight : Weight of weapon
Crit. : Critical rate of weapon
Price : Purchase price, selling value is half of purchase price
Comment : Effects etc.
CONTENT
=-=-=-=-=-=-=-=-=-=-=
7.1 Swords
7.2 Lances
7.3 Axes
7.4 Bows
7.5 Anima Magic
7.6 Light Magic
7.7 Dark Magic
7.8 Staves
7.9 Items
7.10 Promotion Items
7.11 Stat Boost Items
7.12 Miscellaneous Items
7.13 Item Locations
-----------------------------------------------------------------------------
7.1 SWORDS
-----------------------------------------------------------------------------
Poison Sword
Lvl. : D Range : 1
Might : 3 Weight : 6
Hit : 70 Crit. : 0
Uses : 40 Price : Not purchasable
Comment : Poison target when hit. Not attainable.
Slim Sword
Lvl. : E Range : 1
Might : 3 Weight : 2
Hit : 95 Crit. : 5
Uses : 30 Price : 480
Comment : None
Iron Sword
Lvl. : E Range : 1
Might : 5 Weight : 5
Hit : 85 Crit. : 0
Uses : 46 Price : 460
Comment : None
Rapier
Lvl. : E Range : 1
Might : 5 Weight : 5
Hit : 95 Crit. : 10
Uses : 36 Price : Not purchasable
Comment : Roy only. Critical against Armor Knights and Cavalry.
Wo Dao
Lvl. : D Range : 1
Might : 8 Weight : 5
Hit : 75 Crit. : 40
Uses : 20 Price : 1200
Comment : Myrmidon and Swordmaster only.
Al's Sword
Lvl. : C Range : 1
Might : 7 Weight : 7
Hit : 75 Crit. : 0
Uses : 50 Price : Not purchasable
Comment : None
Armorslayer
Lvl. : D Range : 1
Might : 8 Weight : 11
Hit : 85 Crit. : 0
Uses : 18 Price : 1260
Comment : Critical against Knights.
Steel Sword
Lvl. : D Range : 1
Might : 8 Weight : 10
Hit : 70 Crit. : 0
Uses : 30 Price : 600
Comment : None
Brave Sword
Lvl. : B Range : 1
Might : 9 Weight : 12
Hit : 80 Crit. : 0
Uses : 30 Price : Not purchasable
Comment : Attack twice no matter the Attack Speed. Attack 4 times when
Attack Speed is 4 points higher than target. Not attainable.
Iron Blade
Lvl. : D Range : 1
Might : 9 Weight : 12
Hit : 65 Crit. : 0
Uses : 35 Price : 980
Comment : None
Lancereaver
Lvl. : C Range : 1
Might : 9 Weight : 9
Hit : 70 Crit. : 0
Uses : 25 Price : 1425
Comment : Strong against Lances, weak against Axes
Light Brand
Lvl. : C Range : 1-2
Might : 9 Weight : 9
Hit : 70 Crit. : 0
Uses : 25 Price : 1425
Comment : Physical damage. Fixed 10 damage when long-range. Short-range is
affected by weapon triangle, long-range by magic triangle.
Killing Edge
Lvl. : C Range : 1
Might : 9 Weight : 7
Hit : 80 Crit. : 30
Uses : 20 Price : 1300
Comment : None
Wyrmslayer
Lvl. : C Range : 1
Might : 10 Weight : 5
Hit : 70 Crit. : 0
Uses : 15 Price : 2250
Comment : Critical against Dragons.
Steel Blade
Lvl. : C Range : 1
Might : 11 Weight : 14
Hit : 60 Crit. : 0
Uses : 25 Price : 1250
Comment : None
Runesword
Lvl. : A Range : 1-2
Might : 12 Weight : 11
Hit : 60 Crit. : 0
Uses : 15 Price : Not purchasable
Comment : Physical damage. Only effects weapon triangle. Heals HP with the
amount of damage done. Not attainable.
Silver Sword
Lvl. : A Range : 1
Might : 13 Weight : 8
Hit : 75 Crit. : 0
Uses : 20 Price : 1500
Comment : None
Silver Blade
Lvl. : A Range : 1
Might : 14 Weight : 13
Hit : 55 Crit. : 0
Uses : 15 Price : 1800
Comment : None
Exaccus
Lvl. : - Range : 1-2
Might : 15 Weight : 15
Hit : 90 Crit. : 5
Uses : ~ Price : Not purchasable
Comment : Hartmut's Royal Sword. Zephiel only. Not attainable.
Durandal
Lvl. : S Range : 1
Might : 17 Weight : 12
Hit : 90 Crit. : 0
Uses : 20 Price : Not purchasable
Comment : Roland's Blazing Sword. Strength +5. Critical against Dragons.
Sword of Seals
Lvl. : S Range : 1-2
Might : 18 Weight : 8
Hit : 95 Crit. : 10
Uses : 20 Price : Not purchasable
Comment : Roy only. Defense and Resistance +5. Critical against Dragons.
Slight chance of recovering full HP.
-----------------------------------------------------------------------------
7.2 LANCES
-----------------------------------------------------------------------------
Poison Lance
Lvl. : D Range : 1
Might : 4 Weight : 10
Hit : 50 Crit. : 0
Uses : 40 Price : Not purchasable
Comment : Poison target when hit. Not attainable.
Slim Lance
Lvl. : E Range : 1
Might : 4 Weight : 4
Hit : 80 Crit. : 5
Uses : 30 Price : 450
Comment : None
Javelin
Lvl. : E Range : 1-2
Might : 6 Weight : 11
Hit : 55 Crit. : 0
Uses : 20 Price : 400
Comment : None
Iron Lance
Lvl. : E Range : 1
Might : 7 Weight : 8
Hit : 70 Crit. : 0
Uses : 45 Price : 360
Comment : None
Gant's Lance
Lvl. : D Range : 1
Might : 9 Weight : 10
Hit : 65 Crit. : 0
Uses : Price : Not purchasable
Comment : None
Axereaver
Lvl. : C Range : 1
Might : 10 Weight : 11
Hit : 75 Crit. : 5
Uses : 15 Price : 1950
Comment : Strong against Axes, weak against Swords.
Brave Lance
Lvl. : B Range : 1
Might : 10 Weight : 14
Hit : 70 Crit. : 0
Uses : 30 Price : Not purchasable
Comment : Attack twice no matter the Attack Speed. Attack 4 times when
Attack Speed is 4 points higher than target.
Killer Lance
Lvl. : C Range : 1
Might : 10 Weight : 9
Hit : 75 Crit. : 30
Uses : 20 Price : 1200
Comment : None
Spear
Lvl. : B Range : 1-2
Might : 10 Weight : 10
Hit : 65 Crit. : 5
Uses : 15 Price : Not purchasable
Comment : Not attainable.
Steel Lance
Lvl. : D Range : 1
Might : 10 Weight : 13
Hit : 55 Crit. : 0
Uses : 30 Price : 480
Comment : None
Knightslayer
Lvl. : D Range : 1
Might : 11 Weight : 13
Hit : 75 Crit. : 0
Uses : 16 Price : 1040
Comment : Critical against Cavaliers, Paladins, Armor Knights and Generals.
Silver Lance
Lvl. : A Range : 1
Might : 14 Weight : 10
Hit : 65 Crit. : 0
Uses : 20 Price : 1200
Comment : None
Malte
Lvl. : S Range : 1
Might : 16 Weight : 11
Hit : 80 Crit. : 0
Uses : 20 Price : Not purchasable
Comment : Barrigan's Spear of Ice. Skill +5. Critical against Dragons.
-----------------------------------------------------------------------------
7.3 AXES
-----------------------------------------------------------------------------
Poison Axe
Lvl. : D Range : 1
Might : 4 Weight : 10
Hit : 50 Crit. : 0
Uses : 40 Price : Not purchasable
Comment : Poison target when hit. Not attainable.
Hand Axe
Lvl. : E Range : 1-2
Might : 7 Weight : 12
Hit : 50 Crit. : 0
Uses : 20 Price : 300
Comment : None
Hammer
Lvl. : D Range : 1
Might : 8 Weight : 15
Hit : 45 Crit. : 0
Uses : 20 Price : 800
Comment : Critical against Armor Knights.
Iron Axe
Lvl. : E Range : 1
Might : 8 Weight : 10
Hit : 65 Crit. : 0
Uses : 45 Price : 270
Comment : None
Brave Axe
Lvl. : B Range : 1
Might : 10 Weight : 16
Hit : 55 Crit. : 0
Uses : 30 Price : Not purchasable
Comment : Attack twice no matter the Attack Speed. Attack 4 times when
Attack Speed is 4 points higher than target.
Halberd
Lvl. : D Range : 1
Might : 10 Weight : 15
Hit : 55 Crit. : 0
Uses : 18 Price : 810
Comment : Critical against Cavalry.
Steel Axe
Lvl. : D Range : 1
Might : 11 Weight : 15
Hit : 50 Crit. : 0
Uses : 30 Price : 360
Comment : None
Killer Axe
Lvl. : C Range : 1
Might : 11 Weight : 11
Hit : 65 Crit. : 30
Uses : 20 Price : 1000
Comment : None
Swordreaver
Lvl. : C Range : 1
Might : 11 Weight : 13
Hit : 60 Crit. : 5
Uses : 20 Price : 2800
Comment : Strong against Swords, weak against Lances.
Tomahawk
Lvl. : A Range : 1-2
Might : 13 Weight : 14
Hit : 55 Crit. : 0
Uses : 15 Price : Not purchasable
Comment : None
Silver Axe
Lvl. : A Range : 1
Might : 15 Weight : 12
Hit : 55 Crit. : 0
Uses : 20 Price : 1000
Comment : None
Devil Axe
Lvl. : E Range : 1
Might : 18 Weight : 18
Hit : 55 Crit. : 0
Uses : 20 Price : 900
Comment : Slight chance of backfiring all damage to yourself.
Almace
Lvl. : S Range : 1
Might : 18 Weight : 13
Hit : 75 Crit. : 0
Uses : 20 Price : Not purchasable
Comment : Durban's Axe of Thunder. Defense +5. Critical against Dragons.
-----------------------------------------------------------------------------
7.4 BOWS
-----------------------------------------------------------------------------
Long Bow
Lvl. : D Range : 2-3
Might : 5 Weight : 10
Hit : 55 Crit. : 0
Uses : 20 Price : 2000
Comment : Critical against flying units.
Short Bow
Lvl. : D Range : 2
Might : 5 Weight : 3
Hit : 80 Crit. : 10
Uses : 22 Price : 1760
Comment : Critical against flying units.
Iron Bow
Lvl. : E Range : 2
Might : 6 Weight : 5
Hit : 80 Crit. : 0
Uses : 45 Price : 540
Comment : Critical against flying units.
Killer Bow
Lvl. : C Range : 2
Might : 9 Weight : 7
Hit : 80 Crit. : 30
Uses : 20 Price : 1400
Comment : Critical against flying units.
Steel Bow
Lvl. : D Range : 2
Might : 9 Weight : 9
Hit : 65 Crit. : 0
Uses : 30 Price : 720
Comment : Critical against flying units.
Brave Bow
Lvl. : B Range : 2
Might : 10 Weight : 12
Hit : 75 Crit. : 0
Uses : 30 Price : Not purchasable
Comment : Critical against flying units. Attack twice no matter the Attack
Speed. Attack 4 times when Attack Speed is 4 points greater.
Silver Bow
Lvl. : A Range : 2
Might : 13 Weight : 6
Hit : 70 Crit. : 0
Uses : 20 Price : 1600
Comment : Critical against flying units.
Myulgre
Lvl. : S Range : 2
Might : 16 Weight : 9
Hit : 80 Crit. : 0
Uses : 20 Price : Not purchasable
Comment : Hanon's Bow of the Winds. Speed +5. Critical against flying units
and Dragons.
-----------------------------------------------------------------------------
7.5 ANIMA MAGIC
-----------------------------------------------------------------------------
Fire
Lvl. : E Range : 1-2
Might : 5 Weight : 1
Hit : 95 Crit. : 0
Uses : 30 Price : 420
Comment : None
Thunder
Lvl. : D Range : 1-2
Might : 6 Weight : 2
Hit : 80 Crit. : 5
Uses : 25 Price : 500
Comment : None
Elfire
Lvl. : C Range : 1-2
Might : 8 Weight : 4
Hit : 75 Crit. : 0
Uses : 20 Price : 800
Comment : None
Air Calibur
Lvl. : B Range : 1-2
Might : 8 Weight : 2
Hit : 85 Crit. : 0
Uses : 20 Price : 1100
Comment : Critical against flying units.
Bolting
Lvl. : A Range : 3-10
Might : 12 Weight : 10
Hit : 70 Crit. : 0
Uses : 5 Price : 3000
Comment : None
Fimbulvetr
Lvl. : A Range : 1-2
Might : 13 Weight : 8
Hit : 80 Crit. : 0
Uses : Price :
Comment : None
Forblaze
Lvl. : S Range : 1-2
Might : 14 Weight : 6
Hit : 85 Crit. : 5
Uses : 20 Price : Not purchasable
Comment : Athos' Infernal Element. Luck +5. Critical against Dragons.
-----------------------------------------------------------------------------
7.6 LIGHT MAGIC
-----------------------------------------------------------------------------
Lightning
Lvl. : E Range : 1-2
Might : 5 Weight : 1
Hit : 75 Crit. : 0
Uses : 30 Price : 540
Comment : None
Divine
Lvl. : C Range : 1-2
Might : 8 Weight : 3
Hit : 65 Crit. : 0
Uses : 25 Price : 1250
Comment : None
Purge
Lvl. : A Range : 3-10
Might : 10 Weight : 8
Hit : 70 Crit. : 0
Uses : 5 Price : Not purchasable
Comment : None
Aureola
Lvl. : S Range : 1-2
Might : 15 Weight : 9
Hit : 90 Crit. : 0
Uses : 20 Price : Not purchasable
Comment : Elimine's Heavenly Light. Resistance +5. Critical against Dragons.
-----------------------------------------------------------------------------
7.7 DARK MAGIC
-----------------------------------------------------------------------------
Flux
Lvl. : D Range : 1-2
Might : 8 Weight : 5
Hit : 70 Crit. : 0
Uses : 30 Price : 780
Comment : None
Nosferatu
Lvl. : C Range : 1-2
Might : 10 Weight : 6
Hit : 70 Crit. : 0
Uses : 20 Price : 3000
Comment : Heal HP with the amount of damage done.
Eclipse
Lvl. : B Range : 3-10
Might : - Weight : 9
Hit : 10 Crit. : 0
Uses : 5 Price : 4000
Comment : Leave the target at 1 HP if successful.
Fenrir
Lvl. : A Range : 1-2
Might : 15 Weight : 13
Hit : 65 Crit. : 0
Uses : 13 Price : Not purchasable
Comment : Not attainable.
Apocalypse
Lvl. : S Range : 1-2
Might : 18 Weight : 12
Hit : 80 Crit. : 5
Uses : 20 Price : Not purchasable
Comment : Brammimond's Silencing Darkness. Magic +5. Critical against Dragons.
-----------------------------------------------------------------------------
7.8 STAVES
-----------------------------------------------------------------------------
Heal
Lvl. : E Range : 1
Hit : 100 Weight : N/A
Uses : 30 Price : 600
Comment : Heal HP 10 + wielder's Magic.
Tina's Staff
Lvl. : E Range : 1
Hit : 100 Weight : N/A
Uses : 30 Price : 1800
Comment : Heal HP 15 + wielder's Magic.
Mend
Lvl. : D Range : 1
Hit : 100 Weight : N/A
Uses : 20 Price : 1000
Comment : Heal HP 20 + wielder's Magic.
Recover
Lvl. : C Range : 1
Hit : 100 Weight : N/A
Uses : 15 Price : 2250
Comment : Heal all HP.
Physic
Lvl. : B Range : Magic/2 + 5
Hit : 100 Weight : N/A
Uses : 15 Price : 3750
Comment : Heal HP 10 + wielder's Magic
Reserve
Lvl. : A Range : Magic/2 + 5
Hit : 100 Weight : N/A
Uses : 8 Price : Not purchasable
Comment : Heal HP 10 + wielder's Magic to all allies in range.
Rest
Lvl. : D Range : 1
Hit : 100 Weight : N/A
Uses : 10 Price : 1000
Comment : Heals negative status.
Torch
Lvl. : D Range : Magic/2 + 5
Hit : 100 Weight : N/A
Uses : 10 Price : 1000
Comment : Range lessens each turn.
Unlock
Lvl. : D Range : 1-2
Hit : 100 Weight : N/A
Uses : 3 Price : 1200
Comment : Open door.
Barrier
Lvl. : C Range : 1
Hit : 100 Weight : N/A
Uses : 15 Price : 2250
Comment : Increase target's Resistance with 7. Resistance lessens each turn.
Hammerne
Lvl. : C Range : 1
Hit : 100 Weight : 7
Uses : 3 Price : Not purchasable
Comment : Restore weapon to full capacity.
Silence
Lvl. : B Range : Magic/2 + 5
Hit : 70 Weight : 7
Uses : 3 Price : 1200
Comment : Cause Silence which lasts for 5 turns.
Sleep
Lvl. : B Range : Magic/2 + 5
Hit : 65 Weight : N/A
Uses : 3 Price : 1500
Comment : Cause Sleep which lasts for 5 turns.
Berserk
Lvl. : B Range : Magic/2 + 5
Hit : 60 Weight : N/A
Uses : 3 Price : 1800
Comment : Cause Berserk which lasts for 5 turns.
Rescue
Lvl. : B Range : Magic/2 + 5
Hit : 100 Weight : N/A
Uses : 3 Price : 1800
Comment : Transport target ally to a square next to the user.
Warp
Lvl. : A Range : 1
Hit : 100 Weight : N/A
Uses : 5 Price : 7500
Comment : Warp target ally to an unoccupied square.
Holy Maiden
Lvl. : S Range : ~
Hit : 100 Weight : N/A
Uses : 3 Price : Not purchasable
Comment : Heal all allies in range.
-----------------------------------------------------------------------------
7.9 ITEMS
-----------------------------------------------------------------------------
Vulnerary
Uses : 3 Price : 300
Comment : Heal 10 HP.
Elixir
Uses : 3 Price : 3000
Comment : Heal all HP.
Antitoxin
Uses : 3 Price : 450
Comment : Cures poison.
Pure Water
Uses : 3 Price : 900
Comment : Increase target's Resistance with 7. Resistance lessens each turn.
Torch
Uses : 3 Price : 500
Comment : Increase vision in Fog of War maps. Effect lessens each turn.
Lockpick
Uses : 30 Price : 2400
Comment : Thieves only. Open doors and chests.
Door Key
Uses : 1 Price : 50
Comment : Open door.
Chest Key
Uses : 5 Price : 1500
Comment : Open chest.
-----------------------------------------------------------------------------
7.10 PROMOTION ITEMS
-----------------------------------------------------------------------------
Knight Crest
Price : 10000
Chapter : 8(chest), 13/15(end), 16(chest, s.shop), 21(s.shop, steal)
Comment : Promote a Cavalier or Armor Knight.
Hero Crest
Price : 10000
Chapter : 7(village), 10B/11A(end), 16(chest, s.shop), 21(s.shop), 22(steal)
Comment : Promote a Mercenary, Fighter, Myrmidon, Pirate or Bandit.
Orion's Bolt
Price : 10000
Chapter : 10B/11A (village, end) 16(s.shop), 21(s.shop)
Comment : Promote an Archer or Nomad.
Elysian Whip
Price : 10000
Chapter : 8(chest), 10B/11A(end), 12(chest), 16(s.shop), 21(s.shop)
Comment : Promote a Pegasus Knight or Dragon Knight.
Guiding Ring
Price : 10000
Chapter : 8(chest), 14(buried), 16(s.shop), 20A(chest), 21(s.shop), 23(steal)
Comment : Promote a Mage, Priest, Shaman or Troubadour.
-----------------------------------------------------------------------------
7.11 STAT BOOST ITEMS
-----------------------------------------------------------------------------
Angelic Robe
Price : 8000
Comment : Increase 7 HP permanently.
Energy Ring
Price : 8000
Comment : Increase 2 Strength permanently.
Secret Book
Price : 8000
Comment : Increase 2 Skill permanently.
Speedwings
Price : 8000
Comment : Increase 2 Speed permanently.
Goddess Icon
Price : 8000
Comment : Increase 2 Luck permanently.
Dragonshield
Price : 8000
Comment : Increase 2 Defense permanently.
Talisman
Price : 8000
Comment : Increase 2 Resistance permanently.
Body Ring
Price : 8000
Comment : Increase 2 Constitution permanently.
Boots
Price : 8000
Comment : Increase 2 Movement permanently.
-----------------------------------------------------------------------------
7.12 MISCELLANEOUS ITEMS
-----------------------------------------------------------------------------
Red Gem
Price : Not purchasable
Comment : Sell for 3000 gold.
Blue Gem
Price : Not purchasable
Comment : Sell for 5000 gold.
White Gem
Price : Not purchasable
Comment : Sell for 10000 gold.
Member Card
Price : Not purchasable
Comment : Equip to enter invisible secret shops.
Silver Card
Price : Not purchasable
Comment : Equip to halve purchasing prices.
Delphi Shield
Price : Not purchasable
Comment : Equip to nullify effectiveness done by bows and Air Calibur to
flying units.
Fire Stone
Uses : ~ Price : Not purchasable
Comment : Gives the user Str +10, Skl +10, Def +20, Res +5. Not attainable.
Divine Stone
Uses : 30 Price : Not purchasable
Comment : Gives the user Str +12, Skl +12, Def +15, Res +20. Fa only.
Dark Stone
Uses : ~ Price : Not purchasable
Comment : Gives the user Str +15, Skl +15, Def +20, Res +15. Not attainable.
-----------------------------------------------------------------------------
7.13 ITEM LOCATIONS
-----------------------------------------------------------------------------
Chapters not with brackets means that it can be purchased in a normal shop.
Only uncommon weapons and items from recruitable characters are listed.
=-=-=-=-=-=-=-=-=-=-=
SWORDS
=-=-=-=-=-=-=-=-=-=-=
Poison Sword : Enemy only
Slim Sword : 4, 7, 9, 23
Iron Sword : 2, 4, 6 (p.menu), 7, 9, 13, 17, 18A, 19A/20B, 23
Rapier : 7 (chest)
Wo Dao : 19A (village), 20B (chest),
Al's Sword : 13 (village)
Armorslayer : 2 (village), 21, 23
Steel Sword : 7, 9, 13, 14, 17, 19A/20B, 23
Brave Sword : Enemy only
Iron Blade : 7, 9, 17, 18A, 19A/20B, 23
Lancereaver : 12 (chest),
Light Brand : 8 (chest), 23
Killing Edge : 4 (Rutger), 7 (village), 13, 18A, 23
Wyrmslayer : 10A/10B (end), 19A (village), 20B (chest), 22 (chest)
Steel Blade : 4 (village), 9, 14, 17, 19A/20B, 23
Runesword : Enemy only
Silver Sword : 15 (Percival), 17, 19A/20B, 21, 23
Silver Blade : 14 (hidden), 21, 23
Exaccus : Enemy only
Durandal : 8G (end)
Sword of Seals : 22 (start)
=-=-=-=-=-=-=-=-=-=-=
LANCES
=-=-=-=-=-=-=-=-=-=-=
Poison Lance : Enemy only
Slim Lance : 4, 7, 10B/11A,
Javelin : 2, 4, 7, 10B/11A, 13, 18A, 19A, 23
Iron Lance : 2, 4, 6 (p.menu), 7, 10B/11A, 13, 17, 18A, 19A/20B,
Gant's Lance : 5 (village)
Axereaver : 11A (village), 20A (chest)
Brave Lance : 16 (chest)
Killer Lance : 13, 18A, 23
Spear : Enemy only
Steel Lance : 7, 10B/11A, 13, 14, 17, 19A/20B, 23
Knightslayer : 7 (village), 21, 23
Silver Lance : 1 (Marcus), 6 (chest), 13/15 (Percival), 16G (Douglas), 17,
19A/20B, 21, 23
Malte : 20BG (end) / 21 (start)
=-=-=-=-=-=-=-=-=-=-=
AXES
=-=-=-=-=-=-=-=-=-=-=
Poison Axe : Enemy only
Hand Axe : 4, 7, 9, 10B/11A, 18A, 19A/20B, 23
Hammer : 9, 10B/11A, 17, 19A/20B, 23
Iron Axe : 4, 6, (p.menu), 7, 9, 10B/11A, 17, 18A, 19A/20B, 23
Brave Axe : 10A/11B (Geese)
Halberd : 3 (chest), 21, 23
Steel Axe : 7, 9, 10B/11A, 14, 17, 23
Killer Axe : 6 (chest), 10B/11A, 15 (Garret), 18A, 23
Swordreaver : 10A/10B (village), 22 (chest)
Tomahawk : Enemy only
Silver Axe : 8 (chest), 16G (Douglas), 17, 19A/20B, 21, 23
Devil Axe : 10A/10B (Gonzales)
Almace : 12G (end)
=-=-=-=-=-=-=-=-=-=-=
BOWS
=-=-=-=-=-=-=-=-=-=-=
Long Bow : 7 (village), 19A (village), 20B (chest), 23
Short Bow : 6 (chest), 17, 23
Iron Bow : 2, 4, 6, (p.menu), 7, 10B/11A, 13, 17, 18A, 19A/20B, 23
Killer Bow : 8 (chest), 9 (village), 13, 23
Steel Bow : 7, 10B/11A, 13, 14, 17, 18A, 19A/20B, 23
Brave Bow : 12 (chest)
Silver Bow : 15 (Igrene), 16 (chest), 17, 19A/20B, 21, 23
Myulgre : 20AG (end) / 21 (start)
=-=-=-=-=-=-=-=-=-=-=
ANIMA
=-=-=-=-=-=-=-=-=-=-=
Fire : 4, 5, 6 (p.menu), 7, 9, 11A/11B, 13, 19A/20B, 23
Thunder : 7, 8 (Lilina), 11A/11B, 13, 15, 18A/19B, 19A/20B, 21, 23
Elfire : 8 (chest), 13, 14, 16 (Hugh), 19A/20B, 21, 23
Air Calibur : 12 (chest), 14 (Cecilia), 14, 19A/20B, 23
Bolting : 16 (chest), 21 (s.shop)
Fimbulvetr : Enemy only
Forblaze : 14G (end)
=-=-=-=-=-=-=-=-=-=-=
LIGHT
=-=-=-=-=-=-=-=-=-=-=
Lightning : 11A/11B, 13, 15, 18A/19B, 19A/20B, 21, 23
Divine : 15 (village), 19A/20B, 21, 23
Purge : 20B (chest), 21 (s.shop)
Aureola : 16G (end)
=-=-=-=-=-=-=-=-=-=-=
DARK
=-=-=-=-=-=-=-=-=-=-=
Flux : 12 (chest), 13, 14, 15, 18A/19B, 19A/20B, 21, 23
Nosferatu : 12 (Rei), 14, 20A (chest), 22 (chest), 23
Eclipse : 17A (village), 20A/20B (Niime), 21 (s.shop)
Fenrir : Enemy only
Apocalypse : 21G (end)
=-=-=-=-=-=-=-=-=-=-=
STAVES
=-=-=-=-=-=-=-=-=-=-=
Heal : 4, 5, 6 (p.menu), 7, 9, 11A/11B, 13, 18A/19B, 21, 23
Tina's Staff : 17A (village)
Mend : 3 (village), 7, 9, 13, 14, 15, 18A/19B, 21, 23
Recover : 16 (chest), 18A/19B, 21, 23
Physic : 7 (village), 20A/20B (Niime), 23
Reserve :
Rest : 9 (village), 10A (village), 14, 16 (chest), 18A/19B, 23
Torch : 7 (village)
Unlock : 6 (chest), 13,
Barrier : 7 (chest)
Hammerne : 15 (village)
Silence : 14 (hidden), 22 (chest)
Sleep : 11A (village), 20A/20B (chest)
Berserk : 16 (chest)
Rescue : 16 (chest)
Warp : 14 (hidden)
Holy Maiden : 21 (start)
=-=-=-=-=-=-=-=-=-=-=
ITEMS
=-=-=-=-=-=-=-=-=-=-=
Vulnerary : 2, 4, 5, 7, 9, 11A/11B, 13, 15, 19A/20B, 23
Elixir : 7 (village), 10B (village), 12G (chest), 21G (chest), 23
Antitoxin : 9, 11A/11B, 12G (chest), 13,
Pure Water : 14, 19A/20B, 21, 23
Torch : 9, 12G (chest), 13, 14, 15,
Lockpick : 12G (chest), 16 (s.shop),
Door Key : 4 (village), 5, 7, 9, 10B (village), 11A/11B, 15, 18A/19B,
21,
Chest Key : 7, 11A/11B, 12G (chest), 15, 18A/19B, 21,
=-=-=-=-=-=-=-=-=-=-=
PROMOTION ITEMS
=-=-=-=-=-=-=-=-=-=-=
Knight Crest : 8 (chest), 13/15 (end), 16 (chest, s.shop),
21 (village, s.shop, steal)
Hero Crest : 7 (village), 10B/11A (end), 16 (chest, s.shop), 21 (s.shop),
22 (steal)
Orion's Bolt : 10B/11A (village, end) 16 (s.shop), 21 (s.shop)
Elysian Whip : 8 (chest), 10B/11A (end), 12 (chest), 16 (s.shop),
21 (s.shop)
Guiding Ring : 8 (chest), 14 (buried), 16 (s.shop), 20A (chest),
21 (s.shop), 23 (steal)
=-=-=-=-=-=-=-=-=-=-=
STAT BOOST ITEMS
=-=-=-=-=-=-=-=-=-=-=
Angelic Robe : 4 (village), 16 (s.shop), 21 (s.shop)
Energy Ring : 11B (end), 19A (village), 21 (s.shop)
Secret Book : 8 (chest), 21 (s.shop)
Speedwings : 10B/11A (village), 14 (hidden), 20B (chest), 21 (s.shop)
Goddess Icon : 6 (chest), 19A (village), 21 (s.shop)
Dragonshield : 11A (village), 20A (chest), 21 (s.shop), 22 (chest)
Talisman : 14 (hidden), 21 (s.shop)
Body Ring : 13 (village), 21 (s.shop)
Boots : 14 (hidden), 21 (s.shop)
=-=-=-=-=-=-=-=-=-=-=
MISCELLANEOUS ITEMS
=-=-=-=-=-=-=-=-=-=-=
Member Card : 16 (Hugh)
Silver Card : 14 (hidden)
Delphi Shield : 16 (steal)
Fire Stone : Enemy only
Divine Stone : 16 (Fa)
Dark Stone : Enemy only
=-=-=-=-=-=-=-=-=-=-=
BLING BLING
=-=-=-=-=-=-=-=-=-=-=
Gold : 1 (village), 3 (chest), 7 (chest, arena), 10B/11A (village),
11A (arena), 16 (chest), 17A (arena), 20B (arena)
Red Gem : 7 (village, steal), 12G (chest), 16 (steal)
Blue Gem : 12 (chest), 16 (steal), 21A (chest)
White Gem : 10B/11A (Klein), 12G (chest), 22 (chest)
=============================================================================
8. SUPPORT SYSTEM [SPPT]
=============================================================================
The Support system is a tricky business to understand, but it yields very
nifty bonuses. Bonuses that can make the game a lot easier. But first you'll
have to understand how it works to reap the benefits to the fullest. I'm here
to explain that. If you already know how it works, presumably from FE7, you
can skip this introductionary part.
CONTENT
=-=-=-=-=-=-=-=-=-=-=
8.1 How It Works
8.2 Support List
8.3 Support Bonuses
-----------------------------------------------------------------------------
8.1 HOW IT WORKS
-----------------------------------------------------------------------------
Two characters, who are related or sometimes unrelated, can support each
other by standing right next to each other. This means the two will have to
be adjacent to each other. The result is that they'll gain support points.
Obviously, characters who are very close gain more support points than
characters who have just met (1 being the lowest and 4 being the highest).
The two also have a starting support value (1, 20, 30, 40 or even higher
depending on the existing relationship) and will go up every time they stand
next to each other when the turn ends. When you gain the required amount of
support points, you get the extra command option 'support'. Choose this
command and the two will gain a support level. However, there's a limited
amount of support points to be gained per Chapter (around 125).
There are three support levels in total C, B and A from lowest to highest.
The higher the support level, the higher the bonuses. The bonuses will be
explained shortly. To gain a C support, you have to gather a minimum of 60
points, 120 for a B and 200 for an A. The thing is that you can only gain
five support levels per character. So you could have an A and a B or two B's
and a C, but not an A, a B and a C. So watch out who you support with.
Now the support bonuses affect your battles. They will be activated once the
two characters are adjacent to three squares away from each other. The
bonuses range from dealing more damage, receiving less damage, higher hit
rate, higher evade rate, higher critical rate and higher critical evade.
Which bonuses you get depends on the affinity of the two characters. See 8.3
for the support bonuses.
It's not always easy to figure out who can support who. There isn't a handy
support list like in FE7, so I listed the possible supports of all the
characters in order of appearance.
-----------------------------------------------------------------------------
8.2 SUPPORT LIST
-----------------------------------------------------------------------------
F= Fire T= Thunder W= Wind I= Ice D= Darkness L= Light A= Anima
---------------------------------------------------------------------
|Roy (F)|Marcus (I)|Allen (F)|Lance (A)|Wolt (I)|
---------------------------------------------------------------------
|Marcus (I)|Roy (F)|Roy (F)|Roy (F)|Roy (F)|
|Allen (F)|Allen (F)|Marcus (I)|Marcus (I)|Marcus (I)|
|Lance (A)|Lance (A)|Lance (A)|Allen (F)|Allen (F)|
|Wolt (I)|Wolt (I)|Wolt (I)|Wolt (I)|Lance (A)|
|Thany (W)|Lilina (L)|Wade (F)|Lott (A)|Sue (W)|
|Sue* (W)| |Thite (I)|Clarine (T)| |
|Lilina* (L)| | | | |
|Lalum* (T)| | | | |
|Cecilia* (A)| | | | |
|Sophia* (D)| | | | |
---------------------------------------------------------------------
|Bors (W)|Ellen (W)|Thany (W)|Dieck (T)|Wade (F)|
---------------------------------------------------------------------
|Astore (D)|Chad (T)|Roy (F)|Thany (W)|Allen (F)|
|Lilina (L)|Lugh (F)|Dieck (T)|Wade (F)|Thany (W)|
|Barth (I)|Saul (I)|Wade (F)|Lott (A)|Dieck (T)|
|Oujay (W)|Miredy (D)|Lott (A)|Clarine (T)|Lott (A)|
|Wendy (F)|Zeis (T)|Zealot (D)|Rutger (D)|Echidna (I)|
| | |Thite (I)|Klein (I)| |
| | |Yuuno (L)| | |
---------------------------------------------------------------------
|Lott: (A)|Chad: (T)|Lugh: (F)|Clarine: (T)|Rutger: (D)|
---------------------------------------------------------------------
|Lance (A)|Ellen (T)|Ellen (W)|Lance (A)|Dieck (T)|
|Thany (W)|Lugh (F)|Chad (T)|Dieck (T)|Clarine (T)|
|Dieck (T)|Rei (I)|Miredy (D)|Rutger (D)|Fir (F)|
|Wade (F)|Cath (A)|Hugh (W)|Dorothy (F)|Dayan (A)|
|Echidna (I)|Hugh (W)| |Klein (I)|Karel (L)|
---------------------------------------------------------------------
|Saul (I)|Dorothy (F)|Sue (W)|Zealot (D)|Treck (W)|
---------------------------------------------------------------------
|Ellen (W)|Clarine (T)|Roy (F)|Thany (W)|Zealot (D)|
|Dorothy (F)|Saul (I)|Wolt (I)|Treck (T)|Noah (A)|
|Cecilia (A)|Shin (I)|Shin (I)|Noah (A)|Gonzales (T)|
|Igrene (I)|Percival (D)|Fa (L)|Thite (I)|Miredy (D)|
|Yodel (L)|Yodel (L)|Dayan (A)|Yuuno (L)|Yuuno (L)|
---------------------------------------------------------------------
|Noah (A)|Astore (D)|Lilina (I)|Barth (I)|Oujay (W)|
---------------------------------------------------------------------
|Zealot (D)|Bors (W)|Roy (F)|Bors (W)|Bors (W)|
|Treck (W)|Lilina (L)|Marcus (I)|Astore (D)|Lilina (L)|
|Fir (F)|Barth (I)|Bors (W)|Lilina (L)|Barth (I)|
|Yuuno (L)|Wendy (F)|Astore (W)|Oujay (W)|Wendy (F)|
|Karel (L)|Igrene (I)|Barth (I)|Wendy (F)|Lalum (T)|
| | |Oujay (W)| | |
| | |Wendy (F)| | |
| | |Gonzales (T)| | |
| | |Cecilia (A)| | |
| | |Garret (W)| | |
---------------------------------------------------------------------
|Wendy (F)|Fir (F)|Shin (I)|Geese (F)|Gonzales (T)|
---------------------------------------------------------------------
|Bors (W)|Rutger (D)|Dorothy (F)|Lalum (T)|Treck (W)|
|Astore (D)|Noah (A)|Sue (W)|Echidna (I)|Lilina (L)|
|Lilina (L)|Shin (I)|Fir (F)|Cath (A)|Echidna (I)|
|Barth (I)|Bartre (T)|Zeis (T)|Garret (W)|Bartre (T)|
|Oujay (W)|Karel (L)|Dayan (A)|Douglas (T)|Garret (W)|
---------------------------------------------------------------------
|Lalum (T)|Elphin (L)|Klein (I)|Thite (I)|Echidna (I)|
---------------------------------------------------------------------
|Roy (F)|Klein (I)|Dieck (T)|Allen (F)|Wade (F)|
|Oujay (W)|Percival (D)|Clarine (T)|Thany (W)|Lott (A)|
|Geese (F)|Cecilia (A)|Elphin (L)|Zealot (D)|Geese (F)|
|Echidna (I)|Fa (L)|Thite (I)|Klein (I)|Gonzales (T)|
|Percival (D)|Douglas (T)|Percival (D)|Yuuno (L)|Lalum (T)|
|Garret (W)| | | | |
|Douglas (T)| | | | |
---------------------------------------------------------------------
|Bartre (T)|Rei (I)|Cath (A)|Miredy (D)|Percival (T)|
---------------------------------------------------------------------
|Fir (F)|Chad (T)|Chad (F)|Ellen (W)|Dorothy (F)|
|Gonzales (T)|Lugh (F)|Geese (F)|Lugh (F)|Lalum (T)|
|Cath (A)|Sophia (D)|Bartre (T)|Treck (W)|Elphin (L)|
|Zeis (T)|Hugh (W)|Garret (W)|Zeis (T)|Klein (I)|
|Karel (L)|Niime (A)|Hugh (W)|Yodel (L)|Cecilia (A)|
| | | | |Douglas (T)|
---------------------------------------------------------------------
|Cecilia (A)|Sophia (D)|Igrene (I)|Garret (W)|Fa (L)|
---------------------------------------------------------------------
|Roy (F)|Roy (F)|Saul (I)|Lilina (L)|Sue (W)|
|Saul (I)|Rei (I)|Astore (D)|Geese (F)|Elphin (L)|
|Lilina (L)|Igrene (I)|Sophia (D)|Gonzales (T)|Sophia (D)|
|Elphin (L)|Fa (L)|Fa (L)|Lalum (T)|Igrene (I)|
|Percival (D)|Niime (A)|Douglas (T)|Cath (A)|Niime (A)|
|Douglas (T)| | | | |
---------------------------------------------------------------------
|Hugh (F)|Zeis (T)|Douglas (T)|Niime (A)|Dayan (A)|
---------------------------------------------------------------------
|Chad (T)|Ellen (W)|Geese (F)|Rei (I)|Rutger (D)|
|Lugh (F)|Shin (I)|Lalum (T)|Sophia (D)|Sue (W)|
|Rei (I)|Bartre (T)|Elphin (L)|Hugh (W)|Shin (I)|
|Cath (A)|Miredy (D)|Percival (D)|Fa (L)|Gonzales (T)|
|Niime (A)|Karel (L)|Cecilia (A)|Yodel (L)|Yodel (L)|
| | |Igrene (I)| | |
---------------------------------------------------------------------
|Yuuno (L)|Yodel (L)|Karel (L)| | |
---------------------------------------------------------------------
|Thany (W)|Saul (I)|Rutger (D)| | |
|Zealot (D)|Dorothy (F)|Noah (A)| | |
|Treck (W)|Miredy (D)|Fir (F)| | |
|Noah (A)|Niime (A)|Bartre (T)| | |
|Thite (I)|Dayane (A)|Zeis (T)| | |
---------------------------------------------------------------------
|* Special Ending |
---------------------------------------------------------------------
-----------------------------------------------------------------------------
8.3 SUPPORT BONUSES
-----------------------------------------------------------------------------
F= Fire T= Thunder W= Wind I= Ice D= Darkness L= Light N= Nature
Char 1 Char 2 Support Damage Defense Hit Evade Crit. Crit.
Affin. Affin. Level Bonus Bonus Bonus Bonus Bonus Evade
F F C +1 ---- +5 +5 +5 ----
F F B +2 ---- +10 +10 +10 ----
F F A +3 ---- +15 +15 +15 ----
F T C +0.5 +0.5 +2.5 +5 +5 +2.5
F T B +1 +1 +5 +10 +10 +5
F T A +1.5 +1.5 +7.5 +15 +15 +7.5
F W C +1 ---- +5 +2.5 +5 +2.5
F W B +2 ---- +10 +5 +10 +5
F W A +3 ---- +15 +7.5 +15 +7.5
F I C +0.5 +0.5 +5 +5 +2.5 +2.5
F I B +1 +1 +10 +10 +5 +5
F I A +1.5 +1.5 +15 +15 +7.5 +7.5
F D C +0.5 +5 +5 +5 +2.5 +2.5
F D B +1 +1.0 +10 +10 +5 +5
F D A +1.5 +1.5 +15 +15 +7.5 +7.5
F L C +1 +0.5 +5 +2. +5 ----
F L B +2 +1 +10 +5 +10 ----
F L A +3 +1.5 +15 +7.5 +15 ----
F N C +1 +0.5 +2.5 +5 +2.5 +2.5
F N B +2 +1 +5 +10 +5 +5
F N A +3 +1.5 +7.5 +15 +7.5 +7.5
T T C ---- +1 ---- +5 +5 +5
T T B ---- +2 ---- +10 +10 +10
T T A ---- +3 ---- +15 +15 +15
T W C +0.5 +0.5 +2.5 +2.5 +5 +5
T W B +1 +1 +5 +5 +10 +10
T W A +1.5 +1.5 +7.5 +7.5 +15 +15
T I C ---- +1 +2.5 +5 +2.5 +5
T I B ---- +2 +5 +10 +5 +10
T I A ---- +3 +7.5 +15 +7.5 +15
T D C ---- +0.5 +2.5 +5 +5 +5
T D B ---- +1 +5 +10 +10 +10
T D A ---- +1.5 +7.5 +15 +15 +15
T L C +0.5 +1 +2.5 +2.5 +5 +2.5
T L B +1 +2 +5 +5 +10 +5
T L A +1.5 +3 +7.5 +7.5 +15 +7.5
T N C +0.5 +1 ---- +5 +2.5 +5
T N B +1 +2 ---- +10 +5 +10
T N A +1.5 +3 ---- +15 +7.5 +15
W W C +1 ---- +5 ---- +5 +5
W W B +2 ---- +10 ---- +10 +10
W W A +3 ---- +15 ---- +15 +15
W I C +0.5 +0.5 +5 +2.5 +2.5 +5
W I B +1 +1 +10 +5 +5 +10
W I A +1.5 +1.5 +15 +7.5 +7.5 +15
W D C +0.5 ---- +5 +2.5 +5 +5
W D B +1 ---- +10 +5 +10 +10
W D A +1.5 ---- +15 +7.5 +15 +15
W L C +1 +0.5 +5 ---- +5 +2.5
W L B +2 +1 +10 ---- +10 +5
W L A +3 +1.5 +15 ---- +15 +7.5
W N C +1 +0.5 +2.5 +2.5 +2.5 +5
W N B +2 +1 +5 +5 +5 +10
W N A +3 +1.5 +7.5 +7.5 +7.5 +15
I I C ---- +1 +5 +5 ---- +5
I I B ---- +2 +10 +10 ---- +10
I I A ---- +3 +15 +15 ---- +15
I D C ---- +0.5 +5 +5 +2.5 +5
I D B ---- +1 +10 +10 +5 +10
I D A ---- +1.5 +15 +15 +7.5 +15
I L C +0.5 +1 +5 +2.5 +2.5 +2.5
I L B +1 +2 +10 +5 +5 +5
I L A +1.5 +3 +15 +7.5 +7.5 +7.5
I N C +0.5 +1 +2.5 +5 ---- +5
I N B +1 +2 +5 +10 ---- +10
I N A +1.5 +3 +7.5 +15 ---- +15
D L C +0.5 +0.5 +5 +2.5 +5 +2.5
D L B +1 +1 +10 +5 +10 +5.0
D L A +1.5 +1.5 +15 +7.5 +15 +7.5
D N C +0.5 +0.5 +2.5 +5 +2.5 +5
D N B +1 +1 +5 +10 +5 +10
D N A +1.5 +1.5 +7.5 +15 +7.5 +15
L L C +1 +1 +5 ---- +5 ----
L L B +2 +2 +10 ---- +10 ----
L L A +3 +3 +15 ---- +15 ----
L N C +1 +1 +2.5 +2.5 +2.5 +2.5
L N B +2 +2 +5 +5 +5 +5
L N A +3 +3 +7.5 +7.5 +7.5 +7.5
N N C +1 +1 ---- +5 ---- +5
N N B +2 +2 ---- +10 ---- +10
N N A +3 +3 ---- +15 ---- +15
=============================================================================
9. FREQUENTLY ASKED QUESTIONS [FFAQ]
=============================================================================
CONTENT
=-=-=-=-=-=-=-=-=-=-=
- What took you so long?
- Is Marth in this game?
- Is Roy in this game?
- Where can I find the ROM?
- What are the requirements for the Gaiden Chapters?
- The game ended after Chapter 22, what gives?
- Where are the secret shops?
- Where are the desert items located in Chapter 14?
- When can I promote Roy?
- I've been standing forever, why don't I get the support option?
- Where can I find arenas?
- What extras can I unlock?
- Where can I get the next <insert promotion item>?
- What is the stat growth of <insert character>?
- What are the max stats of <insert class>?
Q: What took you so long?
A: Because I touch myself at night.
Q: Is Marth in this game?
A: No.
Q: Is Roy in this game?
A: YES! ROY'S OUR BOY M I RITE?
Q: Where can I find the ROM?
A: I HAVE NO IDEA, YOU PIRATE SCUM. DON'T ASK. I'm sorry.
Q: What are the requirements for the Gaiden Chapters?
A: See below.
Chapter 8G No day requirement. Lilina must be alive.
Chapter 12G In 20 days.
Chapter 14G In 25 days. Sophia must be alive.
Chapter 16G No day requirement. Douglas must be alive.
Chapter 20AG In 25 days. Recruit Dayan. Sue, Shin must be alive.
Chapter 20BG In 25 days. Recruit Yuuno. Thany, Thite, Zealot must be alive.
Chapter 21G In 30 days. Fa, Miredy and Zeis must be alive.
Q: The game ended after Chapter 22, what gives?
A: To access the final chapter and thus get the best ending, all 7 Divine
Weapons and the Sword of Seals must be intact and Fa must be alive.
Q: Where are the secret shops?
A: There are two secret shops in total, one in Chapter 16 that sells
promotion items and Angelic Robes and the other in Chapter 21 selling
promotion items, stat boosting items and some magic tomes. The locations
are as follows: In C16, it's at the square where Zeis stands on. In C21,
it's at the lone Plain square in the mountain range in the east. Remember
to have the Member Card in your inventory.
Q: Where are the desert items located in Chapter 14?
A: I can't give you a map at the moment, because Word doesn't like ASCII for
no apparent reason. I'll just give you the coordinates for now.
- Silver Card: Northwest, near the top most bones.
- Talisman: West, left of your starting position.
- Speedwings: Southwest, in the corner.
- Boots: Center, just northeast of your starting position.
- Silence: Just southeast of your starting position, near the bones.
- Guiding Ring: At the entrance of the temple walls, only Sophia can find it.
- Silver Blade: South of Guiding Ring, north of the little plateau.
- Warp: Southeast, just south of the little plateau.
Q: When can I promote Roy?
A: Roy will get promoted at the end of Chapter 21. Not sooner, not later.
Q: I've been standing forever, why don't I get the support option?
A: See the Support List section to see if they can actually support each
other. If they can, it's probably because you've surpassed the amount of
support points that can be gained. It's limited each chapter.
Q: Where can I find arenas?
A: In Chapter 7, 11A, 13, 17A, 17B, 20B.
Q: What extras can I unlock?
A: You unlock trial map 1 and 2 by beating the game, trial map 3 if you've
gotten the real ending. Beating Hard Mode unlocks trial map 4 and 5.
There's one character to unlock every time you beat the game from
beginning till end. These are: Narshen, Gale, Hector, Brunya, Eliwood,
Murdock, Zephiel and Guinevere.
Q: Where can I get the next <insert promotion item>?
A: See below.
Knight Crest:
- Chapter 8 (chest)
- Chapter 13 (if Percival is recruited and his allies survived)
- Chapter 15 (if Percival is recruited and his allies survived)
- Chapter 16 (chest)
- Chapter 16 (secret shop)
- Chapter 21 (secret shop)
- Chapter 21 (steal)
Hero Crest:
- Chapter 7 (village)
- Chapter 10B (if villages survived)
- Chapter 11A (if villages survived)
- Chapter 16 (chest)
- Chapter 16 (secret shop)
- Chapter 21 (secret shop)
- Chapter 22 (steal)
Orion's Bolt:
- Chapter 10B (village)
- Chapter 10B (if Klein's allies survived)
- Chapter 11A (village)
- Chapter 11A (if Klein's allies survived)
- Chapter 16 (secret shop)
- Chapter 21 (secret shop)
Elysian Whip:
- Chapter 8 (chest)
- Chapter 10B (if Thite's allies survived)
- Chapter 11A (if Thite's allies survived)
- Chapter 12 (chest)
- Chapter 16 (secret shop)
- Chapter 21 (secret shop)
Guiding Ring:
- Chapter 8 (chest)
- Chapter 14 (buried)
- Chapter 16 (secret shop)
- Chapter 20A (chest)
- Chapter 21 (secret shop)
- Chapter 23 (steal)
Q: What is the stat growth of <insert character>?
A: See below.
Name - HP - STR - SKL - SPD - LCK - DEF - RES - TOT
MASTER LORD
Roy - 80 - 40 - 50 - 40 - 60 - 25 - 30 - 325
PALADIN
Marcus - 60 - 25 - 20 - 25 - 20 - 15 - 20 - 185
Allen - 85 - 45 - 40 - 45 - 40 - 25 - 10 - 290
Lance - 80 - 40 - 45 - 50 - 35 - 20 - 15 - 285
Zealot - 75 - 25 - 20 - 20 - 15 - 30 - 15 - 200
Treck - 85 - 40 - 30 - 35 - 50 - 30 - 5 - 275
Noah - 75 - 30 - 45 - 30 - 40 - 30 - 10 - 260
Percival - 75 - 30 - 25 - 35 - 20 - 20 - 10 - 210
GENERAL
Bors - 90 - 30 - 30 - 40 - 50 - 35 - 10 - 285
Wendy - 85 - 40 - 40 - 40 - 45 - 30 - 10 - 290
Barth -100 - 60 - 25 - 20 - 20 - 40 - 5 - 270
Douglas - 60 - 30 - 30 - 30 - 20 - 30 - 5 - 205
SNIPER
Wolt - 80 - 40 - 50 - 40 - 40 - 20 - 10 - 280
Dorothy - 85 - 50 - 45 - 45 - 35 - 15 - 15 - 290
Klein - 60 - 35 - 40 - 45 - 50 - 15 - 25 - 270
Igrene - 70 - 35 - 25 - 35 - 20 - 10 - 5 - 200
NOMADIC TROOPER
Sue - 55 - 30 - 55 - 65 - 50 - 10 - 15 - 280
Shin - 75 - 45 - 50 - 50 - 25 - 10 - 15 - 270
Dayan - 55 - 20 - 20 - 15 - 20 - 10 - 10 - 150
HERO
Dieck - 90 - 40 - 40 - 30 - 35 - 20 - 15 - 270
Oujay - 85 - 40 - 30 - 45 - 55 - 20 - 15 - 290
Echidna - 75 - 30 - 25 - 30 - 20 - 15 - 15 - 210
SWORDMASTER
Rutger - 80 - 30 - 60 - 50 - 30 - 20 - 20 - 290
Fir - 75 - 25 - 50 - 55 - 50 - 15 - 20 - 290
Karel -210 -130 -140 -140 -120 -110 -100 - 950
BERSERKER
Gonzales - 90 - 60 - 15 - 50 - 35 - 25 - 5 - 280
Geese - 85 - 50 - 30 - 40 - 40 - 20 - 10 - 275
Garret - 70 - 45 - 25 - 25 - 15 - 15 - 5 - 200
WARRIOR
Wade - 75 - 50 - 45 - 20 - 45 - 30 - 5 - 270
Lott - 80 - 30 - 30 - 35 - 30 - 40 - 15 - 260
Bartre - 70 - 40 - 20 - 30 - 20 - 20 - 5 - 205
FALCON KNIGHT
Thany - 45 - 30 - 55 - 60 - 60 - 10 - 25 - 285
Tiet - 60 - 40 - 45 - 55 - 40 - 15 - 20 - 275
Yuuno - 50 - 20 - 35 - 30 - 45 - 10 - 10 - 200
DRAGON MASTER
Miredy - 75 - 50 - 50 - 45 - 25 - 20 - 5 - 270
Zeis - 80 - 60 - 50 - 35 - 20 - 25 - 5 - 275
BISHOP
Ellen - 45 - 50 - 30 - 20 - 70 - 5 - 60 - 280
Saul - 60 - 40 - 45 - 45 - 15 - 15 - 50 - 270
VALKYRIE
Clarine - 40 - 30 - 40 - 50 - 65 - 10 - 40 - 275
Cecilia - 60 - 35 - 45 - 25 - 25 - 20 - 25 - 235
SAGE
Lugh - 50 - 40 - 50 - 50 - 35 - 15 - 30 - 270
Lilina - 45 - 75 - 20 - 35 - 50 - 10 - 35 - 270
Hugh - 75 - 30 - 30 - 45 - 25 - 20 - 15 - 240
DRUID
Rei - 55 - 45 - 55 - 40 - 15 - 15 - 35 - 260
Sophia - 60 - 55 - 40 - 30 - 20 - 20 - 55 - 280
Niime - 25 - 15 - 15 - 15 - 5 - 15 - 20 - 110
THIEF
Chad - 85 - 50 - 50 - 80 - 60 - 25 - 15 - 365
Astore - 90 - 35 - 40 - 50 - 15 - 20 - 20 - 270
Cath - 80 - 40 - 45 - 85 - 50 - 15 - 20 - 335
MAMKUTE
Fa -130 - 90 - 85 - 65 -150 - 30 - 50 - 600
DANCER/BARD
Lalum - 70 - 10 - 5 - 70 - 80 - 20 - 30 - 285
Elphin - 80 - 5 - 5 - 65 - 65 - 25 - 55 - 300
CARAVAN
Merlinus -100 - 0 - 50 - 50 -100 - 20 - 5 - 325
Q: What are the max stats of <insert class>?
A: See below.
Name - HP - STR - SKL - SPD - LCK - DEF - RES - CON
Master Lord - 60 - 25 - 25 - 25 - 30 - 25 - 25 - 25
Paladin - 60 - 25 - 28 - 25 - 30 - 25 - 25 - 20
General (M) - 60 - 27 - 25 - 21 - 30 - 30 - 25 - 20
General (F) - 60 - 25 - 25 - 22 - 30 - 30 - 26 - 20
Sniper (M) - 60 - 24 - 30 - 29 - 30 - 22 - 23 - 20
Sniper (F) - 60 - 23 - 30 - 29 - 30 - 21 - 25 - 20
Nomadic Trooper (M) - 60 - 24 - 28 - 30 - 30 - 23 - 23 - 20
Nomadic Trooper (F) - 60 - 23 - 28 - 30 - 30 - 22 - 25 - 20
Hero (M) - 60 - 25 - 30 - 26 - 30 - 25 - 22 - 20
Hero (F) - 60 - 24 - 30 - 26 - 30 - 24 - 24 - 20
Swordmaster (M) - 60 - 24 - 29 - 30 - 30 - 22 - 23 - 20
Swordmaster (F) - 60 - 22 - 29 - 30 - 30 - 22 - 25 - 20
Warrior - 60 - 30 - 26 - 24 - 30 - 28 - 20 - 20
Berserker - 60 - 30 - 24 - 28 - 30 - 22 - 24 - 20
Falcon Knight - 60 - 23 - 25 - 28 - 30 - 24 - 28 - 20
Dragon Master (M) - 60 - 26 - 26 - 23 - 30 - 30 - 22 - 21
Dragon Master (F) - 60 - 25 - 26 - 23 - 30 - 29 - 23 - 22
Bishop (M) - 60 - 25 - 26 - 25 - 30 - 22 - 30 - 20
Bishop (F) - 60 - 26 - 25 - 26 - 30 - 21 - 30 - 20
Valkyrie - 60 - 27 - 24 - 25 - 30 - 24 - 28 - 20
Sage (M) - 60 - 28 - 30 - 25 - 30 - 20 - 25 - 20
Sage (F) - 60 - 30 - 28 - 25 - 30 - 20 - 25 - 20
Druid (M) - 60 - 29 - 24 - 26 - 30 - 21 - 28 - 20
Druid (F) - 60 - 29 - 24 - 26 - 30 - 20 - 29 - 20
Thief - 60 - 20 - 20 - 20 - 30 - 20 - 20 - 20
Mamkute - 60 - 20 - 20 - 20 - 30 - 20 - 20 - 20
Dancer/Bard - 60 - 20 - 20 - 20 - 30 - 20 - 20 - 20
Caravan - 60 - 20 - 20 - 20 - 30 - 20 - 20 - 25
King - 80 - 30 - 30 - 30 - 30 - 30 - 30 - 20
Dark Dragon - 80 - 30 - 30 - 30 - 30 - 30 - 30 - 25
=============================================================================
10. CONTACT INFORMATION [CNTC]
=============================================================================
I've made a list of things left to be done. If you know something that might
be of use, contact me, either by e-mail or my FAQ thread in the FE6 board.
TO-DO LIST
=-=-=-=-=-=-=-=-=-=-=
- General strategy: C6, 10B, 11B, 17B, 18B, 19B, 20B, 20xB
- Enemy reinforcements: C6, 10B, 11B, 19B
- Boss class, stats and weapons: C10B, 11B, 17B, 18B, 19B, 20B, 20xB
- Constitution of bosses: C2, 3, 4, 5, 6, 7, 8, 10B, 11B, 12
- Boss strategy: 6, 7, 8, 10B, 11B, 17B, 18B, 19B, 20B, 20xB
=-=-=-=-=-=-=-=-=-=-=
That's about it.
To help me improve my FAQ, you are always welcome to send me an e-mail. But
there are rules which must be followed in order for me to take you seriously.
1. Topic should have at least the words Fire Emblem in it, preferably with
FAQ behind it. I have my junk filter at high, so it's likely your e-mail will
be neglected if you don't give it a striking topic.
2. Writing should be in English with normal spelling and grammar. With normal
I mean no caps, overly difficult words or 1337 language. I won't condemn you
for bad English, but it's not particularly helpful if I can't understand your
intentions.
3. Constructive criticism, please. I will ignore all e-mail that say my FAQ
sucks without a good explanation.
4. NO ASKING FOR HELP. I will not answer any e-mail asking for help. That's
what this FAQ is for. If you have a specific question about this game, then
please post it in the Fire Emblem: Fuuin no Tsurugi board here at GameFaqs.
I'm there often to help people out.
5. Now this is very important. DO NOT ASK FOR ROMS. I do not play the ROM and
even if I knew, I wouldn't support this kind of activity. You know who you
are. To obtain a legit copy of the game, I would recommend play-asia.com.
My e-mail address is cww5555 <at> hotmail.com
Remember to follow the rules. If you happen to see this FAQ in an other web
site than GameFaqs, then please report this to me.
I may not be able to respond to you, because of other obligations I have. But
I will try to answer you and update the FAQ as fast as possible.
=============================================================================
11. CREDITS AND THANKS
=============================================================================
- PegasusKnight.com and Fireemblem.net for being the number one sources of
all things Fire Emblem.
- Intelligent Systems for being such a kickass dev team. Advance Wars rulez!
Go get it if you haven't already. It gots gunz and hoes dawg. Fo reelz.
- Hal Laboratories for adding Marth and Roy to SSB:M's roster. I wouldn't
have gotten into this if it wasn't for them.
- Nintendo for publishing this. And for being the company that brought
me into the world of video games. You will always be my first love.
- Apujanata for writing his FAQ years before mine. Your FAQ was an
inspiration.
- FireLizard for writing a translation FAQ. You have my eternal gratitude.
- XSolaris for calculating the average stats. Always handy to know.
- CJayC for creating GameFaqs, I couldn't have completed some video games
without your help and the many dedicated writers.
- Sealed Lance, Thunderdruid, GreenSnake85, Slash Dragoon, LimbaJoe, Reags,
Jmyster, Braden Chow, Ron Liang, Treize Knight, CO Adder, hinode for
helping me improve my FAQ. I appreciate it a lot, even if it's the most
insignificant thing.
- And you of course for reading this.
=============================================================================
12. LEGAL
=============================================================================
This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site than GameFaqs or as a part of any public display is strictly
prohibited, and a violation of copyright.
All trademarks and copyrights contained in this document are owned by
Nintendo and Intelligent Systems.
This document is Copyright 2005 CWW.