Fire Emblem 1 on NES
Walkthrough/FAQ
Version 0.1
Written by Gloivok Mindu


0-Updates
1-Intro
2-Controls
3-Menus
4-Classes
5-Soldiers
6-Terrains/Places
7-Weapons Chart
8-Walkthrough
9-Legal Stuff


0: Updates

Version 0.1: Put up the FAQ, with part of the Weapons Chart, and up to
Mission 9 in the walkthrough. I'll get to all that other stuff once I'm
finished with the main walkthrough.


1: Introduction

Yo! Name's Vok, and this is an FAQ for one of the greatest strategy/RPG games
out there. This is also my first FAQ, so don't be surprised if it's not that
great. This FAQ got started with a simple chart of weapons that I was keeping
for my own purposes, because the one FAQ that was up at the time was very
lacking. Then, I noticed that Fire Emblem was on the GameFAQs wanted list, so
I decided to go the whole way. Right now, you'll notice that there are a lot
of things missing. I'm going to fill those in once I finish with the actual
walkthrough. Please note that the terms I use are not direct translations; I
can't read Japanese, so the terms you see here I either found in other places,
or just made up, so they may not coincide with other sources. Also note that
in several places I have inserted Japanese characters. In the Weapons Chart,
this is for translation purposes. Elsewhere, they are placemarks for things I
haven't had translated yet, and I'll replace them in a later version.


2: Controls

*to be inserted*


3: Menus

*to be inserted*


4: Soldier Classes

*to be inserted*


5: Soldiers in your Army

*to be inserted*


6: Terrains/Places

*to be inserted*


7: Weapons

M=Marth
P=Paladin
Pk=Pegasus Knight
Sk=Social Knight
Ak=Armor knight
A=Archer
Pr=Priest
Ax=Axe Warrior
Me=Mercenary
H=Hunter
T=Thief
Ha=Horseback Archer
Ma=Mage
B=Bishop
Dk=Dragon Knight
Mc=Mamcoot
S=Sniper
                               M |P |Pk|Sk|Ak|A |Pr|Ax|Me|H |T |Ha|Ma|B |Dk|Mc|S |
Weapon                Charges   --------------------------------------------
-------
レイピア=rapier             28      x |/ |/ |/ |/ |/ |/ |/ |/ |/ |/ |  |/ |  |  |  |
|
てつのつるぎ=sword1               42      x |x |x |x |x |/ |/ |/ |x |/ |x |  |/ |  |  |  |
|
ぎんのやリ=Silver Spear    20      / |x |x |  |x |/ |/ |/ |/ |/ |/ |  |  |  |x |  |
|
やリ=spear2           38      / |x |x |x |x |/ |/ |/ |/ |/ |/ |  |/ |  |x |  |  |
てやリ=javelin               22      / |x |x |x |x |/ |/ |/ |/ |/ |/ |  |/ |  |  |  |
|
ボウガン=crossbow           40      / |/ |/ |/ |/ |x |/ |/ |/ |x |/ |  |/ |  |  |  |
|
はがねのゆみ=long bow     26      / |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x |/ |  |  |  |x
|
ライブ=healing staff1        20      / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |  |  |  |  |
|
ぎずぐすリ=healing potion   5      x |x |x |x |x |x |x |x |x |x |x |  |x |  |  |  |
|
ゆ み=short bow               33      / |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x |  |  |  |  |
|
おの=axe1                     43      / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |
|
はがねのおの=axe2         31      / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |  |  |  |  |
|
ておの=throwing axe  13      / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |
|
ハンマ-=axe3         40      / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |  |
はがねのつるぎ=sword2            38      x |x |x |x |x |/ |/ |/ |x |/ |x |  |  |  |
|  |  |
ワ-プ=transportation cane      7      / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |/ |  |
|  |  |
とうぞくのカギ=lockpick  16      x |x |x |x |x |x |x |x |x |x |x |  |  |  |  |  |
|
デビルアクス=axe4          9      / |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |
|
キルソ-ド=sword3            22      x |x |x |x |  |/ |/ |/ |x |/ |/ |  |/ |  |  |  |
|
リライブ=healing staff2     16      / |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |/ |  |  |  |
|
ナイトキラ-=spear3         14      / |x |x |x |x |/ |/ |/ |/ |  |  |  |/ |  |  |  |
|
ア-マ-キラ-=sword4          22      x |  |  |x |  |/ |  |  |x |  |  |  |/ |  |  |  |
|
エクスカリバ-=wind cutter 33      / |/ |/ |/ |/ |/ |/ |/ |/ |  |  |  |x |  |  |  |
|
ブリザ-=ice          23      / |/ |/ |/ |/ |/ |/ |/ |/ |  |  |  |x |  |  |  |  |
サンダ-=lightning            21        |  |  |  |  |  |  |  |  |  |  |  |x |x |  |  |
|
ぎんのつるぎ=Silver Sword 17        |x |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
|
M.ツ-ルド=magic shield       18        |  |  |  |  |  |  |  |  |  |  |  |  |x |  |  |
|
かリゅうせき=Dragon Stone  0        |  |  |  |  |  |  |  |  |  |  |  |  |  |  |x |
|
とびらのカギ=door key              1        |  |  |  |  |  |  |  |  |  |  |  |x |  |
|x |  |
てんしのころも=health potion      1        |  |  |  |  |  |  |  |  |  |x |  |  |  |
|  |  |
リブロ-=healing staff3       10        |  |  |  |  |  |x |  |  |  |  |  |  |  |  |  |
|
ファイア-=fireball          25        |  |  |  |  |  |  |  |  |  |  |  |x |  |  |  |
|
ぎんのゆみ=Silver Bow      24        |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |x
|
めがみのぞう=luck potion   1        |  |  |  |  |  |  |  |  |  |x |  |  |  |  |  |
|
ドラゴンキラ-=            16        |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |
|



Weapon Notes:
axe3 is VERY strong against Armor Knights (translates to "Hammer")
Priest spells can only be used on other units, not on the holder of the spell
javelin and throwing axe can be used as both melee and distance weapon
axe1=iron, axe2=steel, axe4=?silver=?special, axe3=special
sword1=iron, sword2=steel, sword3=special (steel), sword4=special (iron),
sword5=silver
spear2=?iron, spear1=?silver, spear3=?steel
sword3 requires weapon level of 7
sword5 requires weapon level of 9
Silver Spear requires weapon level of 7-10
sword4 is strong against Armor Knights
raipier has strength of iron sword, strong against Armor Knight,
healing staff3 can heal from any point on the map
Health potion increases Max Health by 9
Luck potion increases Luck by 7
Swords work well against Archers
Axes work well against Archers


8: Walkthrough


Mission 1:

Enemy Forces:
11 Pirates
1 Hunter
1 Thief
Boss: Pirate

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
2 Social Knights
1 Armor Knight
1 Archer

Villages:
1-Gives 10000G
2-Recruit Priest

Reinforcements: None

Shops:
Weapon Shop:
てつのつるぎ      320
ゆ み 400
ボウガン    950
おの  360
やリ  450
てやリ       600


Strategy: Just send all your guys out and kill. If any of your guys die here,
just restart. No real strategy involved. Send Marth to the Villages to collect
their loot, and kill everything.


Mission 2:

Enemy Forces:
9 Pirates
2 Social Knights
2 Thieves
2 Hunters
Kashim (Hunter)
Boss: Garuda (Pirate)

Friendly Forces Added:
1 Mercenary
3 Axe Warriors

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
2 Social Knights
1 Armor Knight
1 Archer
1 Priest

Villages:
1-Gives 5000G

Reinforcements: None

Shops:
Weapon Shop:
てつのつるぎ      320
ゆ み 400
ハンマ-      300
おの  360
はがねのおの      550
ておの       450


Strategy: Ok, this is still pretty easy. The level is basically split into two
segments, one above the start, and one off to the left with the castle. First
off, you'll want to split your troops. Take two of your Axe warriors, the
Mercenary, a Social Knight, and your Archer, and send them to kill the pirates
above you. While they're doing that, send the rest of your army to the left.
Make sure that you don't kill the lower hunter. This is Kashim. At the first
chance, get Sheeda (your Pegasus Knight) next to him. You will get an extra
menu option. Use this to bring him to your side. Then, just kill the rest.
Once they're dead, get Marth into the village for some quick cash, and get
your guys ready for Garuda, the boss. He's pretty easy, but he has high
defense, so he'll take a few hits to get rid of. When you kill him, he drops a
Steel Sword, which is stronger than the sword everyone started with. It
doesn't matter who gets that, just make sure whoever has it can use it. Now,
just get Marth into the castle, and end the mission.



Mission 3:

Enemy Forces:
3 Hunters
8 Axe Warriors
2 Thieves
Navaare (Mercenary)
Boss: Axe Warrior

Friendly Forces Added:
1 Priest
1 Thief

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
2 Social Knights
1 Armor Knight
1 Archer
1 Priest
3 Axe Warriors
1 Mercenary
1 Hunter

Villages:
1-Gives Axe4

Reinforcements: None

Shops:
Weapon Shop:
てつのつるぎ      320
ゆ み 400
ハンマ-      300
おの  360
はがねのおの      550
ておの       450


Strategy: As soon as you start this mission, your new thief and priest are in
danger. The thief is one of the most useful units in the game, and you don't
get many of them, so, GET THEM OUT OF THERE RIGHT AWAY! Don't waste charges
on the transportaion cane, though; you can get out without it. Have them run
down to the rest of your army ASAP. At the same time, have a force split off
to meet up and beat off the guys tailing them. Send Sheeda over the mountains
three spaces to the left of the path, then send the Paladin, the Hunter, a
Social Knight, and an Axe warrior up the path. Don't kill the Mercenary;
Sheeda can convert him just like Kashim. The rest of your army should go to
the left to storm the castle. Have Marth visit the village, of course, to get
an axe. Give this to one of your Axe warriors the next chance you get.
Somewhere near the castle, one of the Axe Knights drops a Healing Potion when
you kill him. Just blast your way through, no special strategies needed yet.
The boss is relativly easy; 3 or 4 hits will knock him out. He drops a Healing
staff2; give this to your new Priest so both of them can heal. Get Marth in
the castle, and get 15000G!


Mission 4:

Enemy Forces:
4 Social Knights
2 Archers
2 Hunters
2 Horseback Archers
2 Thieves
4 Axe warriors
1 Armor Knight
1 Priest
Marchis (Social Knight)
Boss: Social Knight


Friendly Forces Added:
None

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
2 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
2 Mercenaries
1 Hunter
1 Thief

Recommended Army:
Marth
1 Paladin
2 Social Knights
1 Armor Knight
1 Archer
1 Pegasus Knight
3 Axe Warriors
2 Mercenaries
1 Hunter
1 Priest; Rena (レナ)

Villages:
1-Gives 5000G
2-Recruit Maric (Mage)

Reinforcements: None

Shops:
Weapon Shop:
てつのつるぎ      320
ゆ み 400
ハンマ-      300
おの  360
はがねのおの      550
ておの       450


Strategy: The first thing you should notice about this mission, if you've had
very little death, is that you can't use your whole army. From this point on,
this will be very common. The "Recommended Army" above was the army I used to
beat this level, and it assumes that you have the Best Possible Army (meaning
you recruited all of the extra troops and nobody has died. Yes, it is possible).
Anyway, on to the strategy. You will notice that this level, like the previous
two, is also split into two sections; one above, and one to the left. Send a
Social Knight, an Axe Warrior, a Mercenary, and your hunter up to the right,
send the other Social Knight up the bridge in the middle, send the Pegasus
Knight over the lake, and send the rest to the castle. Take out the nearby
Theif with whoever needs the XP. Once you get near the village, be a bit
cautious about where you put Marth. If you send him too far out, everyone
will attack him and you're dead. He can survive, however, if you use the
Rapier, but you should probably conserve that, as you won't be able to get
another one for a while. Also, one of the Social Knights there is Marchis, who
can be turned with Rena. There are two ways to tell which one he is; a
dialouge comes up if he attacks Marth, and you'll see his face when you look at
his stats (normal enemies don't have face graphics). Marchis isn't all that
great; his begining stats are low, and he doesn't have a sword, just a spear.
Give him one of the swords that some of the other Social Knights drop before
he actually fights. Now, at this point, the upper group should be finished.
Send the Pegasus over the rivers to meet up with the others. You can ignore
the rest of them, as they won't make it there in time to be of any use. Once
the guys at the southern bridge are taken care of, send Marth to the Village
for some Gold, then bring the troops up and clear the way to the boss. Send
Marth to the other Village to recruit Maric, your first Mage, one of the best
fighting units in the game. Use the Mage, and possibly a few others, to take
out the boss. He'll drop quickly. Before getting Marth in the castle and
ending it, you may want to consider leveling up a bit in the Collosiem. In
fact, I highly suggest it, but only use weapons that are sold in this level.
Also, be careful; the matchups are random, and if you lose, the unit dies.
Read more about the Collosiem in the "Places" section. I trained most of my
guys up to level 5, but that's really not neccesary. Once you've had your fill,
stock up on weapons, and end the mission. Marth will recieve a sword5 when he
enters the castle.


Mission 5:

Enemy Forces:
2 Armor Knights
1 Priest
3 Thieves
2 Pegasus Knights
5 Social Knights
3 Archers
Wendel (Bishop)
Boss: Armor Knight



Friendly Forces Added:
3 Social Knights
2 Horseback Archers

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
3 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
2 Mercenaries
1 Hunter
1 Thief
1 Mage

Recommended Army:
Marth
1 Paladin
1 Social Knight
1 Armor Knight
1 Pegasus Knight
2 Axe Warriors
1 Mercenary
1 Hunter
1 Mage

Villages:
1-Gives かリゅうせき

Reinforcements: Turn 11+12, 1 Social Knight from north fort;
               Turn 13-16, Above plus 1 Pegasus Knight from North-east fort

Shops:
Weapon Shop:
てつのつるぎ      320
はがねのつるぎ   500
はがねのゆみ      560
ボウガン    950
やリ  450
てやリ       600
ハンマ-      300


Strategy: At the start of this mission, your forces are already split up, with
the new additions being separate from the old army. Do not attempt to storm
the castle with just these 5 guys; you'll get them all killed. Instead, leave
them where they are until the others can come. The enemy troops won't notice.
Start off by sending your main force north to clear out those few guys there,
sending the Pegasus Knight over the river to help with the others. The Bishop,
Wendel, can be converted in two ways. Either bring your mage next to him to
get the extra menu choice, or have Marth end his turn next to him. The second
method converts him during the enemy's next turn though, so you won't get to
use him right away. What you could do is just ignore him for a while, because
he's programmed to head straight for Marth anyway, and eventually he'll reach
him and convert. Once your guys start to cross the bridge, bring the others up
to strike from behind. They'll get beat up a little, but they should survive.
While they do that, have Marth visit the village for a Dragon Stone. Make
completly sure that you get this item! You'll se why in Mission 7, but for
now, get it into storage. In another turn, you should be left with just the
Armor Knights on the castle. The one on the right will move off if your guys
get too close, but the Boss won't. Make use of your Axe Warriors, the Mage,
and the Bishop here. Armor can't block Magic, and the Axes are just plain
powerful. You should clean them up in one turn. Now, if your guys are really
weak, you may want to end it right now. But, if they're still pretty good on
health, just use the castle and forts to heal up to full, and wait until Turn
11. Once you end that turn, reinforcements will start to come from the two
forts at the north. This will happen in pretty much all of the missions from
now on, so after this you'll want to start thinking about speed. These new
guys aren't so bad, but the Pegasus Knight has a javelin, so he'll get in a
free shot each turn. Once they're all dead, if you feel like fighting them
(or if you don't then maybe before they start coming), I suggest taking a
look at the shop. You don't have to do it now, since you find the same shop
in the next level, but you won't want to be wasting any time there, so you
should do it now. You will find sword2, which is a bit stronger than sword1,
the long bow, and the javelin. I went and replaced all of my old sword1s
using the 100,000G I won in the Collosiem, as well as buying some javelins
for my horsemen, and long bows and crossbows for all of my archers. Once
you're completely done with all that, you can end it.


Mission 6:

Enemy Forces:
4 Thieves
4 Armor Knights
4 Archers
2 Mages
2 Priests
2 Social Knights
Ricardo (Thief)
Boss: Shogun

Friendly Forces Added:
None

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
6 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
2 Mercenaries
1 Hunter
1 Thief
2 Horseback Archers
1 Mage
1 Bishop

Recommended Army:
Marth
1 Paladin
3 Social Knights
1 Armor Knight
3 Axe Warriors
2 Mercenaries
1 Mage
1 Thief
1 Priest; Rena (レナ)

Treasures:
1-10000G
2-healing staff3
3-sword3
4-sword4
5-health potion

Reinforcements: None

Shops:
Weapon Shop:
てつのつるぎ      320
はがねのつるぎ   500
はがねのゆみ      560
ボウガン    950
やリ  450
てやリ       600
ハンマ-      300


Strategy: In this level, you'll want to move quickly to grab those treasures.
The problem is, only a thief can open a treasure chest. The enemy thieves
will race to grab them, and you want to get there first. What you'll want to
do is use your thief to open the door where the other thief is locked up.
Move Marth up to him and end the turn there. You'll convert him, so now
you'll have twice the ability to steal things. Now, use Rena's transportation
cane to send the thief you already have over to the treasure closest to the
Shogun. This is the hardest one to grab, since three of the enemy thieves
start right near it, and there's really no way to run there quick enough.
Now, send the rest of your troops down the path. On the second turn, have the
thief open the chest over there (it's a menu command) to get a health potion
(no, not healing, health. It increases your max HP, so save it for now). Send
your new thief out with the others. Don't warp him, he'd die right away.
Rather, warp your Armor Knight to the top chest. If you've done enough
training, he should be able to take out the Social Knights, or at least take
the blows until the others arrive. The Armor Knights near the Shogun will
come after your thief, so once he grabs the chest, get him out. Take out the
Armor Knights with the Axe Warriors and the Mage. If you have any axe3, use
it; it's about 3x more powerful on Armor Knights than any other weapon you've
seen. Once they're all dead, send your thieves around to collect the last
treasures, pass the swords around, and bring your force up to the throne. The
guys surrounding the Shogun are easy, so just take them out with whoever
needs the XP. As for the Shogun, use Marth's raipier, and then have the Mage
finish him if he's still standing. Now you can take some time to do some
shopping. There are no reinforcements in this level, so take your time and do
as much as you need. Also, you may want to use that Health potion on someone.
It would be best to use it on Marth, but it doesn't matter all that much. Or,
if you're the indecisive type, just put it into storage for now and use it
later. Sit Marth on the throne to finish the level.


Mission 7:

Enemy Forces:
2 Archers
2 Mercenaries
1 Thief
1 Dragon Knight
2 Pegasus Knights
2 Armor Knights
1 Priest
Minerva (Dragon Knight)
Paola (Pegasus Knight)
Katua (Pegasus Knight)
Est (Pegasus Knight)
Boss: General Harmain (Shogun)

Friendly Forces Added:
None

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
6 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
2 Mercenaries
1 Hunter
2 Thieves
2 Horseback Archers
1 Mage
1 Bishop

Recommended Army:
Marth
1 Paladin
1 Pegasus Knight
3 Social Knights
2 Axe Warriors
2 Mercenaries
1 Hunter
1 Thief
1 Horseback Archer
1 Mage

Villages:
1-Recruit Banetou (Mamcoot)

Reinforcements: Turn 13, 4 Social Knights, from the bottom 4 forts

Shops:
Weapon Shop:
てつのつるぎ      320
はがねのつるぎ   500
はがねのゆみ      560
ボウガン    950
やリ  450
てやリ       600
ハンマ-      300

Strategy: First off, though the initial forces may look a bit intimidating,
don't worry at all. On the second turn, Minerva decides that she will refuse
to fight, and she and the three Pegasus Sisters, Paola, Katua, and Est, all
retreat from the battle. Now the enemy army looks just plain pathetic! Now,
the first thing you'll want to do is open the door and get Marth into the
village enclosed in the mountains. As you come in, the Dragon Knight will
approach. Bring in the Horseback Archer; anything that flys is incredibly
vulnerable to arrows. One shot and he'll fall. Take out the Pegasus Knights,
and get Marth to the Village. Here you'll get Banetou, your first Mamcoot, or
half-dragon. He has no weapons when you first get him, so get him the Dragon
Stone out of storage. This will make him quite useful. If you didn't get the
Dragon Stone, keep him away from the battle and never use him again. Take
your main force down to the castle. Wipe out the Armor Knights with your
Social Knights, Paladin, and Axe Warriors, and take out the Shogun with the
Mage and Axe Warriors, and possibly the Paladin if you need him. This level
also has reinforcements, but they're hardly anything to worry about. Just get
everyone healed up and take them out for the XP. Also, if there's still any
more shopping you want to do, go right ahead. There's nothing else important
to do, so end the level.


Mission 8:

Enemy Forces:
6 Social Knights
4 Horseback Archers
4 Armor Knights
4 Archers
Boss: Armor Knight

Friendly Forces Added:
2 Mercenaries

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
6 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
2 Mercenaries
1 Hunter
2 Thieves
2 Horseback Archers
1 Mage
1 Bishop
1 Mamcoot

Recommended Army:
Marth
1 Paladin
4 Social Knights
1 Armor Knight
3 Axe Warriors
1 Mercenary
1 Mage
1 Mamcoot

Reinforcements: Turn 11+12, 2 Armor Knights from North-East forts
               Turn 13-30, above, 2 Social Knights, 1 Horseback Archer from
                           North-West forts

Shops:
Weapon Shop:
てつのつるぎ       320
はがねのつるぎ    500
レイピア     900
やリ   450
ぎんのやリ 1800
はがねのゆみ       560
ボウガン     950

Magic Shop:
ぎずぐすリ  600
とびらのカギ       500
ライブ        780
ファイア-    300
サンダ-       460


Strategy: This is where it starts to get a bit hard. You are outnumbered, and
all of the enemy troops are on top of each other, so if you send any single
troops in, they're dead. On the first turn, send your guys out as far as you
can. Several of the enemy horses will come down, but half of them will stay
behind, and all of the Armor Knights and Archers will come down. Your Social
Knights should be close enough to start attacking, so get them in there. You
can take out at least one of them, two if you get lucky. Send the Paladin
towards the Armor Knights, and equip the Silver Spear, if you still have it.
The Horseback Archers will pick on your Social Knights a bit, but their shots
will only do about 2 damage each, so try to take out the other Social Knights
first. Once your Mamcoot gets out there, send him straight into the fray. His
defense is higher than an Armor Knight's while equipped with the Dragon Stone,
and his attack will kill anyone who trys to hit him, or at least knock him
down for someone else to finish easily. Once you kill the horses at the
entrance, send your Social Knights in to take out the rest of them, but only
send them if they have plenty of HP. The enemies are smarter now, and they'll
give all their hits to one guy until he's dead before attacking anyone else.
Send your Axe Warriors to take out the Armors. What the Mercenaries do
depends on their equipment. If either of them has a sword4, kill the Armors.
Otherwise, help with the horses. Marth should go wherever they need help more,
and take all the blows. If you did use the Health Potion on Marth a few
missions back, he should have enough HP to hold his own. If not, you can
still use him as the decoy, just be a bit more careful about it. Now the
Archers are going to come down and bother your other units. Use whoever is
available to destroy them. Pick off the last few straglers, and head for the
boss. If you've taken a while out here, you'll want to send some guys to
guard the forts. You do not want to try fighting the reinforcements here.
There are far too many of them for you to fight. In fact, you won't even want
to start fighting them. If you want to level up, there's a Collosiem here.
But anyway, take out the Boss with your Mage, your Mamcoot, and the Paladin's
Silver Spear. He's a bit tougher than previous bosses, but you can still take
him out without much trouble. Once he's finished, take some time to go back
to the shop. You do NOT want to pass up this new equipment. Buy a Silver
Spear for everyone who can use it, buy Marth another Rapier, buy Steel Swords
for anyone who needs them, buy some Magic for your Mage, and then grab about
10 more Silver Spears and put them into storage. If you ever start running
low on cash, do some fighting in the Collosiem. You'll also want to take some
time to do some more Collosiem training. Once you reach turn 31, you can take
the guys off of the forts to do some shopping and training themselves. Don't
do anything with the Axe Warriors though; axes are the only thing they don't
sell here, and you don't want them to become weaponless. Also note that the
Mamcoot can't fight in the Collosiem. Now, this isn't neccesary, but the rest
of the game would be a lot easier if you train all your guys up to level 20
right now. Although you may feel that this will take the challange out of the
game...it does. I won't lie. It's also very boring and time consuming. But if
you feel the need to completly annihalate every enemy from this point on, do
it. Oh, and you will only want to try this if you're playing through an
emulator with save states. If you're using the actual cart, don't even think
about it. Most of your characters, including Marth, will probably die
multiple times along the way. If you're not that patient, or you just don't
want to kill the challange, then just train as much as you feel neccesary,
restock on weapons again, and end the mission.


Mission 9:

Enemy Forces:
8 Pirates
1 Mage
1 Priest
5 Hunters
2 Thieves
Boss: Mamcoot

Friendly Forces Added:
None

Best Possible Army:
Marth
1 Paladin
1 Pegasus Knight
6 Social Knights
1 Armor Knight
1 Archer
2 Priests
3 Axe Warriors
4 Mercenaries
1 Hunter
2 Thieves
2 Horseback Archers
1 Mage
1 Bishop
1 Mamcoot

Recommended Army:
Marth
1 Paladin
1 Pegasus Knight
3 Axe Warriors
2 Social Knights
1 Mamcoot
1 Mercenary
2 Thieves
1 Hunter
2 Horseback Archers

Villiages:
1-Recruit Sniper

Treasures:
1-15000G
2-めがみのぞう
3-ドラゴンキラ-

Reinforcements: Turn 10+11, 2 Pirates from south-east forts.
               Turn 12-14, 6 Pirates from all southern forts.

Shops:
Weapon Shop:


Strategy: First off, if you actually did take the time to level everyone up
previously, ignore most of what I tell you for about 10 missions, bring those
Lv20 guys in, and obliterate everyone that you can't turn. If you didn't,
there are two ways to go about this. The first way is faster, but more
dangerous, so only do this if you're confident, or crazy. Take one of your
thieves and open the closest door on the first turn. Then proceed to send
your troops through while Marth and a few others go the other way to save
the village. If you're not lucky, at least one of your guys will probably die
this way. The other method takes the long route around, and will be a good
deal easier since the thin path will only allow the enemy to make one attack.
Either way, make sure Marth gets to the village quickly. If an enemy thief
reaches it first, he'll destroy it, along with the Sniper you will recruit
there. And you do NOT want to miss the Sniper. He's the highest class of
archer, and the Silver Bow he starts with is more powerful than most swords.
Once you get to the main area with the boss, be very careful. One of the
pirates there has an axe4, and this will tear through your defenses. Use the
archers to pick him off, and be rewarded with his axe. Clear out the guys
here; no real strategy needed. For the Boss, use only your strongest units,
and make sure you take him out in one turn, otherwise he'll heal on the
castle. When he's out, pick up the treasures around, and you'll probably want
to end it quickly. The reinforcements here are a bit tough, and they spawn
from across the water so there's no way to stop them from coming. That takes
care of that level.



9: Legal Stuff

Fire Emblem, Marth, and all related names and ideas are copyrights and
trademarks of Nintendo
Company Limited (NCL).
This FAQ/Walkthrough was written by me, Gloivok Mindu. It may not be posted
anywhere without my
permission. If you have any questions, e-mail me at [email protected].