Fire Emblem 1: Ankoku Ryuu To Hikari No Tsurugi
(Dark Dragon and Sword of Light)
Talis Quest FAQ
Version 1.1
By Juigi
Table of contents
1. Introduction
2. Version notes
3. Talis Quest Information
4. Talis Quest Walkthrough
5. Credits
(Copied directly from AstroBlue's FFTA FAQ.)
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This FAQ uses Shift-JIS encoding to display Japanese kana (characters).
Browsers such as Mozilla Firefox (www.mozilla.org/products/firefox) support
CJK encoding inherently, but common browsers such as MS Internet Explorer
require you to update your system (windowsupdate.microsoft.com). Otherwise, I
recommend you download a Japanese-English word processor called JWPce. It is
available from:
http://www.physics.ucla.edu/~grosenth/jwpce.html
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1. Introduction
========================================
Hello. In case you don't go to the GameFAQ Boards and haven't seen my
contributor info or Fire Emblem 6 Support FAQ, I am Juigi, elder half of the
Kario Brothers, who are ripoffs of the Mario Brothers (from the Mario
series). My email address is
[email protected] . But enough of that.
Fire Emblem is a Strategy RPG series that has yet to be in America. So why
are Marth (from Fire Emblem 1 and 3) and Roy (from Fire Emblem 6) in Super
Smash Bros. Melee? Because SSBM was made in Japan. Both characters were the
Lord/Leader of an army in their respective games, so they needed to survive
for you to avoid Game Over.
Anyway, I got a little bored and started this a quest where only characters
from Talis may be generally used. Then I decided to use my Talis Quest to
help me out.
Oh yeah, about me:
*RN: Not publically disclosed
*A/S/L: 18 as of July 9/M/San Pablo (SF Bay Area), CA
*How to contact me:
-Email:
[email protected]
-AOL: Juigi Kario
-YIM: Not disclosed
-MSN:
[email protected]
-ICQ: Not used
*Major GameFAQ contributions: Fire Emblem 1 FAQs (3-part Walkthrough, Basic
and Mechanics FAQ, Character FAQ, Class FAQ, Item/Weapon FAQ, Shop/Arena FAQ,
and Talis Quest Walkthrough) and FE6 Support FAQ
And by the way, DO NOT SEND THE FOLLOWING TO MY EMAIL ADDY OR IM ME WITH THE
FOLLOWING:
*Anything over half a Megabyte without me approving of it first. My box is
already using almost half of the space, and I constantly get spam too.
*Flames. They will not be tolerated. You will instead get counterflamed AND
blocked.
*Criticism unless it is good enough. It won't be tolerated either, but you'll
just be blocked.
*Spam. I get enough of it already. You'll be counterspammed, flamed, AND
blocked all at once, and if you think of blocking me first, I'll report you
to your email service if you do this.
*Prejudice. Yes, I am listing this and I'm sick of it to no end. Long story.
If you decide to be prejudiced, you'll be reported.
*Any information I find/know to be false. You will be malleted as a warning,
and if you continue, you'll be blocked as well.
*Any unreasonable attempts to be funny. This includes but is not limited to
"I can't get in the FAQ. Get in it for me, Juigi", "I have a suggestion:
EVERYBODY dies", and such. None of that is funny, and instead, you will be
blocked on the spot if you even try.
Excuse me if I'm being harsh; I just don't want any trouble. Strict? That I
have no problem with. If you want to report anything though, do so, but be
nice about it. Now onto the FAQ!
Japanese text addition notes: all Japanese characters are assumed to be 2
characters long. In addition, I'm using "tu", "ti", and "si" in place of
"tsu", "chi", and "shi" respectively in case you're confused. Small vowels
are abbreviated as they would be in Romanji, so "jiyo" with "yo" being a
small vowel becomes "jo." FYI, this applies only with "shi", "ji", and "chi"
because they're the only convertable ones.
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2. Version notes
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*Verion 1.1 (9/11/2004) - more fixes to navigation. Since it's been 3 years
exactly since the 9/11 incident, don't forget to think of the people who died
in said indicent.
*Version 1.02 (8/4/2003) - Personal info added.
*Version 1.01 (4/24/2003) - Navigation made slightly easier
*Version 1.0 (4/22/2003) - FAQ finished.
*Version 0.4 (4/10/2003) - FAQ started. First 10 Chapters done.
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3. Talis Quest Information
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This is a quest for FE1, where you are generally allowed to use ONLY units
hailing from Talis. That's right. Avoid unnecessary use of anybody besides
Marth, Sheeda, Riff, Oguma, Saji, Maji, Barts, and Kashim. Marth has to be
used on EVERY map anyway while the other 7 hail from Talis. I started this
quest believing that there are good troops hailing from Talis. Now here are
some rules:
-If Riff's Weapon Level doesn't allow him to use a particular Wand that's
absolutely needed for something (like getting the Angel Clothing in Chapter
6), then you are allowed bring in a substitute for the particular Wand, but
ONLY use it for the needed purposes and ONLY if no Wands have been used
during the phase, if Riff is in an area that is safe at the time, AND if any
time saved doesn't make a difference in the battles themselves. Once Riff has
a high enough Weapon Level (8 before getting Starlight, 9 after getting
Starlight), though, consider ALL other Magic Users only "time savers" for the
quest.
-Tomes until Riff promotes are STRICTLY FORBIDDEN! Cleric Riff can't use
Tomes until he promotes.
-Non-Talis troops are allowed to handle item issues if your Talis troops
aren't fighting. Theives are also allowed to take the contents of treasure
chests ONLY IF THEY'RE SECURED COMPLETELY BY YOUR TROOPS.
-Do NOT use Personal Use items or anything restricted to classes not even
used by the above 8. EVER! This means no Mamkute Stones, Excaliber, Aura,
Commando's transforming, etc. You shouldn't have support from insane item
help or clones of Talis warriors. Nobody who uses any of the above hails from
Talis anyway. The Hammerne Wand counts as a Personal Use item for Rena, who
doesn't hail from Talis, so yes, it is banned from seeing use in the quest.
-Do NOT have people use weapons if your troops can't use them just because of
the Weapon Level (or Class in Riff's case). I don't care if it is the Gladius
or the Partia. Sheeda and Kashim respectively should be able to use both
eventually if their respective Weapon Levels get high enough.
-DO NOT CHEAT! I don't care if it is glitches (unlikely), save states, or
NNNesterJ codes; you're supposed to do this quest legitimately.
Now, here are some notes about the generally allowed troops:
*Marth - Leader of the Altean army and Prince of Altea. You have to not only
make sure he stays alive, but bring him onto every map anyway.
*Sheeda - Princess of Talis. Her HP and Strength are her weakest stats but
they still come out good. She's the only one allowed on this Quest to use
Spears.
*Riff - Cleric residing in Talis. He's the only Cleric (except Ellis who
comes in very late and hails from Altea anyway) who has HP Growth, and
promotion will instantly max out his Speed. Just watch out for his poor
Weapon Level.
*Oguma - Captain of the Talis guards and Sheeda's sworn protector. His stats
should go OMG in a hurry. His only concern is Physical Defense, but he's
still about the best anti-Camus person for the job.
*Saji - One of the Axe Brother twins and a lackey of Oguma's. Saji's strength
is raw Power.
*Maji - The other Axe Brother twin, and also a lackey of Oguma's. Maji's
strength is Speed, which compensates for his class's high power.
*Barts - The toughest of the Axe Brothers, and Oguma's second-in-command.
Barts has the best stats of the Axemen but has the highest starting level as
well.
*Kashim - Talis Hunter who decided to work for Garuda only to get money for
his sick mother. Sheeda will fix this problem in a hurry, getting Kashim to
join. Kashim is the only ranged fighter you have for quite a while so take
care of him and also note that he's the only Bow user who hails from Talis,
so restrict Bows to him.
Now here are some possible problems to note:
-The number of people: Okay. So completing the game with nobody dying seems
insane enough as it is. Well, I got news for you: you'd always be using 10
people at least past the first chapter. In this quest, you're allowed to use
only EIGHT AT MOST FOR FIGHTING! That's right. Expect to hit the reset button
time and again unless you know what you're doing.
-Weapon Levels: This doesn't apply to the Axemen as Maji has the lowest
Weapon Level of ALL Axe users but the only Axe he can't use right away is the
Devil Axe and he needs only one extra Weapon Level point to use it, not to
mention the Devil Axe isn't really a good Axe. Marth and Oguma aren't allowed
to use the Weapon Level 9 weapons right away, but Marth's equipment isn't
something to worry about while Oguma has great Weapon Level growth, not to
mention he promotes FIRST. Sheeda has good Weapon Level growth so she'll be
able to use the Gladius before you have to fight Camus. Riff can't
necessarily hit Weapon Level 9 before he promotes. However, when he DOES
promote, he'll have a Weapon Level of TEN. Kashim won't necessarily reach
Weapon Level 15 without aid from a Manual, so give it to him.
-Stat boosters: One of the stat boosters was already explained. But although
all of the other stat boosters are buyable at all, they don't exactly grow on
trees. You can buy the "attack set" in Chapter 21's Secret Shop and the
"defense set" in Chapter 24's Secret Shop.
-"Hey! Where's the next place where I can buy axes?": Chapter 1's Weapon Shop
sells Regular Axes while Chapters 2 through 4, as well as Chapter 20, have
Weapon Shops that sell all types of Axes except Devil Axes. Unfortunately,
other than that, only Chapters 5 through 7 and Chapter 9 have Weapon Shops
that provide ANY Axes, and they happen to be Hammers too. So in Chapter 4, be
sure to buy as many Axes, Hand Axes, and Steel Axes as you need for a full 16
Chapters, and then in Chapter 9, buy as many Hammers as you need for 11
chapters.
-Storage room: Okay. So with all the Axes around, you could have problems
with the room in Storage. For this reason, don't buy unneeded stuff. In fact,
whenever you get non-Talis troops, have them take out items they can't use.
Also, ALWAYS get rid of Promotion items except the first Hero's Proof (for
Oguma), Dragon Whip (for Sheeda), and Priest's Ring (for Riff) that you get.
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4. Talis Quest Walkthrough
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Chapter 1: Marth's Quest
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First off, give anything in the posession of Kain, Abel, Jeigan, and Doga to
Marth and Sheeda. Sheeda should have all the Spears (since she's the only one
who you may use in the whole quest who uses Spears) and Marth should be given
the Swords.
Now, keep Kain, Abel, Jeigan, Doga, and Gordon out of the way; the only
purpose of non Talis allies in the quest is to deliver items. Now, kill the
Theif, and have Marth and Sheeda hang around the Fort near where your troops
start. DO NOT WORRY ABOUT THE FIRST VILLAGE YET! You're not using much Gold
until you fight off the threat of 7 Pirates and 1 Hunter who will go against
your two warriors.
Definately watch out for the Hunter; he does about 12 damage to Sheeda, which
you don't want. If you sucessfully fend off the attackers, then visit the
village to get the money, heal at the two east Forts, and then fight the 4
Pirates around Kassak. Don't forget to visit the village to get Riff.
Once the Pirates are dispatched, take on Kassak. He has good Attack Power and
Physical Defense so he could take a while, unless you go careless but you
don't want to. Once he's dead, make sure item issues are handled and then
take control of the Castle.
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Chapter 2: Garuda Port
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Immediately you get half of the troops you're allowed for the quest. They are
Oguma, Saji, Maji, and Barts. Out of all four, only Barts can survive a
single Critical Hit from the boss right off the bat. So we're going to
concentrate on the other three first.
Have Barts stand on the bridge west of the Fort, while Oguma stands on the
Fort and the other two stand just west or east of him. Meanwhile, have Sheeda
sit three squares east of Ogy while Marth prepares to talk to Daros. Don't
forget to move your troops out of the way while Riff heads for the Fort.
After the enemy turn, just take out any living Pirates (except Daros if you
want him to live, but be sure to get him out of the way if you recruit him),
the Hunters, and one of the Theives.
By now, the SKs and their friends will be around, so be sure to have Barts
stand as bridge guard and don't forget to heal the foursome with Riff and
block the living Theif. Also remember to build up Oguma and the Axe Brother
twins.
Once the SKs and the remaining pirates are dead, get ready for Kashim and his
Hunter friend. Make sure Sheeda is ready to recruit Kashim (he is, after all,
from Talis) and then have her do so then chop the Hunter to pieces with
Oguma, Saji, or Maji, unless all of them either are or aren't able to survive
a single CH from the boss, in which case, give the kill to Kashim. Don't
forget to let the Theif attack Riff while Riff is sitting on a Fort so that
Riff gains a LOT of experience.
Next up is Gomes, the boss. Now, he has 4 Skill, so he has a 2% chance of
CHing whoever takes him on. Small, I know, but I've seen things that had less
of a chance actually happening before my eyes (Matis gaining a point for
Physical Defense at Level Up FOUR times in a row) so watch out. Kashim and
whichever characters can't survive a single CH yet are out of the question,
but if Gomes is weakened enough, go ahead and have whoever you want to get
the kill do so, and pray that the Castle Evade boost doesn't make a
difference.
Once he's dead, take care of item business, have somebody kill the Theif for
experience, and then clear the chapter.
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Chapter 3: Devil Mountains
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Have your Talis troops stand around of the fort (NOT JUST WEST OR EAST OF THE
FORT OR ANYWHERE NORTH OF IT FOR THAT MATTER!) while you get everybody else
already around to get away to the corner of the map and Julian and Rena
retreat. On round three, if anybody is still standing on the Fort, just east
or west of it, or north of those three spots, then they'll be attacked by
Navarre.
Be sure to send Sheeda to recruit Navarre, have Navarre give his Kill Sword
to Oguma, somebody kill the Theif, and two people stand in the way of the
remaining enemies. (If one of those two people happen to be Maji, have him
sit on the mountain.)
Once the bunch of idiots are dead or too badly wounded, advance quickly and
secure the village before the other Theif can destroy it. Be sure to take out
the remaining immediate threats and be careful with your advance so that your
troops don't get thrashed.
Watch out for the Steel Axe Axeman when you get to him; he has 2 Skill so he
can CH ANY of your troops. And the total damage he can do is 15 so anybody
may be finding themselves dead when you fight him. If you defeat him, you'll
get Ointment, which you should save for a rainy day.
Haiman is just like faster version of Gomes. Since Oguma, providing you gave
him at least 300 experience, most likely already has enough HPs and/or
Physical Defense to survive a single CH, you should be able to have him pound
the moron to the ground.
Once he's dead, just take care of item issues (if you want to use Regular,
Steel, and Hand Axes past the next chapter, be sure to buy as many of them as
you can and then store them or put them in the invetories of others, and fill
up Gordon, Julian, and Navarre's invetories too) and then clear the chapter.
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Chapter 4: Prarie Battle
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This is the first of the chapters where you can't bring in all of your
troops. Well, what we're going to do is bench Gordon, Julian, and Navarre.
As your first action, have Kashim and Sheeda kill the south Theif, Kashim
from the NE or east two spaces and Sheeda from the North. Have Daros retreat
into the lake so that he can just be a spectator of the fight.
Now those 3 Social Knights and 2 Bow Knights will be around the fort in 4
rounds, so we should take care of those Axemen coming toward your party
first. Make sure Kashim heads back for it while Sheeda heads for the Arena to
stop the living Theif from burning the villages. Don't forget to take out the
Hunter coming down the twin bridges.
Once Matis and his friends are near enough, put Kashim barely in range of
BOTH Bow Knights (he should have enough Speed and HP/Physical Defense to
survive BOTH attacks) while everybody (including Rena if you want Matis)
stand just barely out of the Bow Knights' attack range. Then pound the idiots
as hard as you can, and recruit Matis if you want, but be sure to make sure
Rena never can get attacked.
Once the SKs are dead, just take care of the Theif if you haven't, then
advance toward the Armor Knight and his two Archer friends, take them all
out, take out the SKs who will approach when you get closer to the castle,
and then it's just Benson and a Cleric.
Since Benson's Knight Killer can do extra damage ONLY to Social Knights and
Paladins when you happen to have none for the quest and the levels of the
troops you are using aren't as low as normal, he's a little easier than
normal. Just take him and the Cleric out for experience.
After that, train your troops in the arena (make sure Marth uses his Rapier
and fights Armor Knights), make sure you have Regular, Steel, and Hand Axes
(NOT TOO MANY OF ANY ONE TYPE) take up all but at least 4 spaces in Storage.
Don't forget to visit both villages, trash Maric's Excaliber (since he's from
Khadain and he's the only one who can use it, even if any other
Clerics/Magicians were promoted), put his Freeze Spell in Storage, make sure
Marth has at least one empty space in his invetory, everybody NOT from Talis
except Marth (who should be armed with 3 items, at least one of which being a
Sword) and Daros (who should have any Spears and maybe a Sword or two in his
invetory) have Axes of all three types in their invetories, everybody who IS
from Talis carrying what they can, and then you can go ahead and clear the
chapter. Marth will get a Silver Sword.
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Chapter 5: Soldier Team of Orleans
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First off, for non-Talis units bring in Rena and one other unit below Kashim
in the unit list. I brought in Julian, but who you choose to bring in is your
choice.
Immediately after starting, you get 5 troops on the west side of the river,
but they are of Orleans' rebellion, so keep them away from the fighting. Have
Marth and ALL Talis troops advance toward the village while Rena and the
other non-Talis unit stay away from the fighting. Make sure, however, that
Sheeda doesn't get attacked by the pesky Archers.
Just kill the idiots coming at your troops, and if anybody needs healing,
remember to have Riff cast Live. However, make sure you minimize the need for
healing too.
Once the village is safe, just kill the remaining advancing morons. Try to
advance at a balanced rate; if you advance too quickly, you'll lose a troop,
but if you advance too slowly, the reinforcements will appear. Of course, you
will want to maximize experience while minimizing threats. So if you defeat
Murak and the rest of the enemies around the castle by turn 9, you're doing
good. Just be sure to take advantage of the Castle and Fort to heal your
units.
Have Hardin, his troops, and Wendel take out items (mostly axes and the Door
Key if it's still in there) from Storage. Make sure that one of your melee
fighters at full health is blocking the path from the north fort (the one
near the shops, with mountains between the shops and the fort) by turn 11 and
make sure Kashim is sitting on the Fort by turn 13.
Pegasus Knights will attack Kashim with their Hand Spears, but Kashim will
respond and snipe the idiots off. So Kashim will be scoring some rather quick
experience. Have everybody else take turns beating up the SKs for experience.
Once all of the SKs and PKs are dead (and remember: on turn 17, no more
enemies will appear), make sure Riff has a Warp Wand in his possession,
another non-Talis troop has a Door Key in their possession (or Julian has a
Theif Key), and then take control of the castle to clear the chapter.
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Chapter 6: Fire Emblem
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For non-Talis units, bring in Riff's substitute for the Warp Wand (if Riff's
Weapon Level doesn't allow him to use the Warp Wand), Julian, the Door Key
holder, and anybody else of your choice.
Now have the Door Key holder (who should be one of the mounted units you got
last chapter) bust open Ricard's cell then have Julian talk to Ricard.
Meanwhile, have Rena Warp Sheeda to the topmost treasure chest, move Barts
one South and make sure he is armed with a Hammer, and have all of your other
Talis troops advance into the castle, MAKING SURE THAT OGUMA MOVES AS FAR AS
HE CAN!
After you end the turn, you'll notice that the Armor Knight guarding the
hallways aren't bothering to budge. Well, once it is your turn, just have
Oguma move as far west as he can, Marth, Saji, Maji, Riff, and Kashim move as
far toward those two Armor Knights in the north side of the castle as they
can, and Sheeda block the idiots coming from the courtyard. Make sure you
also warp Barts to the treasure chest with the Angel Clothing and move Julian
and Ricard onward.
With the turn over, quite a bit of fighting will ensue. One of the attacks
will be from the Fire Magician on Oguma, providing he in range of attack,
which is close enough to the chest.
Just have Kashim fire his Bow Gun at the Fire Magician to kick him off the
map and out of Oguma's way. Then move Oguma onto the chest around where the
Fire Magician was and Maji onto the chest in the area that Marth is now in.
Move Marth back to where Riff can move in and heal him (since Marth should be
battered from all the attacks), then have Riff heal Marth. Move Saji further.
As for Sheeda, move her back to one south of the Treasure chest.
After ending the turn, the Theives will advance on the treasure chest near
Sheeda......via the hallways where all the fighting is taking place! The
Archers will attack Saji and Oguma too. The Armor Knights in the south will
BOTH attack Barts......and die from retaliation courtesy of Barts. Geez!
Mariones's troops are idiots! Wait. They're idiots for attacking Orleans in
the first place.
Regardless, on your turn, move Sheeda right onto the treasure chest and
attack the SK in range with a Hand Spear if he's about to die. Meanwhile,
have your troops chop those pesky Theives nearest the hallways and the pesky
Archers into pieces while Sheeda arms herself with a Silver Spear.
The living Theives will now try to go around to strike the chest that Oguma
was guarding, while the fighting will continue. Well, finish off the living
enemies, including the remaining Theives and the Armor Knight if you can.
While you're at it, be sure to move Julian and Ricard to the safe Treasure
chests to take their contents and make sure you don't have to guard them any
longer. Give the Angel Clothing to Marth; he needs it more than anybody else.
In any case, with all of the threats gone, have your Talis troops gather with
Marth and then advance into the throne room. The Archers and the Thunder
Magician will all attack when you're close enough. They're not hard though.
Once they're dead, just take care of Mariones and his Cleric ally. Watch it;
Mariones not only does a lot of damage per hit, but can also take it. Use
Hammers to drop him. Once you do, you can put this annoying chapter to a
close.
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Chapter 7: Lefcandy's Trap
----------------------------------------
For non-Talis troops, just bring in whoever has any Ointment. Whoever else
you bring in doesn't really matter.
Anyway, have the non-Talis troops gather around the fort while the Talis
units get ready to fend off an attack from the Dragon Knight Party. Kashim is
to snipe off the Dragon Knight as soon as he's close enough and everybody is
to keep him safe from an attack by the 2 Pegasus Knights.
After the Pegasus Knights attack, have Kashim kill off one of the Archers
just on the other side of the gate to Banut's village while everybody else
takes out the Pegasus Knights. Now have all Talis troops advance as fast as
they can and kill off the Armor Knights and the Theif.
On turn 13, the SK reinforcements should appear, so be sure to block the path
before then but don't block the forts or they won't appear. Instead, kill
them for experience. Then send Sheeda to beat down the Mercenaries. And then
it's just Harmain and the Cleric left over.
Take them both out (with the same strategy that was used on Mariones), take
care of item issues (make sure Marth has some Ointment, his Rapier, and at
least one empty space in his invetory, Barts has Ointment and an undulled
Hammer, Sheeda has the Knight Killer, and Riff has at least one empty space
in his invetory) and then take the castle over to clear the chapter.
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Chapter 8: Port Town of Warren
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This is going to be an HFILish chapter, so LISTEN CAREFULLY! Send out a Warp
Wand user if Riff can't use Warp, as always.
Now, have Marth stand two south of the "choke point" adjacent to where Saji
and Oguma start, and then move a melee fighter (prefably Oguma) northeast of
Marth. Send one of the Warren Guards (Raddy and Shiza) to a Weapon Shop to
buy 2 Rapiers and probably a Bow Gun, and the other to the north Item Shop to
buy a couple of Live Wands. Make sure Sheeda is somewhere near Marth and
Oguma, but not past them both.
Take care of unfinished business and end the turn....what's this? All of the
units except the boss are advancing toward Warren!
Well, have the Warren Guard you sent to the Weapon Shop give one of the
Rapiers to another unit (hopefully with an empty slot) and have that other
unit give the Rapier to Marth, then have the other Warren Guard give one Live
Wand to Riff. Then properly arrange your troops so that most of them are
ready to do the next thing but are also out of enemy attack range.
Now let the idiots come......ACK! They'll have their Bow Knights in the
front. Well, just get rid of a couple of the Bow Knights, and if you're
thinking of having Sheeda attack, have her attack the one north of the other
guard from the east. That way, if one of them attacks Marth, the others can't
attack Sheeda.
The SKs will all gang up on Marth. Marth will be severely battered, but he'll
live, thankfully. Just heal him on your turn, kill the remaining Bow Knights,
and then bait and kill the SKs, then bait the AKs, kill all of them (if you
want to let Roger live, send Sheeda to talk to him once it's safe enough,
bait any Archers you can't kill off of her, kill off the AKs, and get Roger
out of the way), then pound the living Archers down. Then send the Axe
Brothers to the area with the two forts (if they can't make it to the range
of both Armor Knight reinforcements by enemy turn 11, then warp one of them
into the range of both Armor Knights) while everybody else tries to take care
of the SK and Bow Knight reinforcements.
The SKs will prioritize your troops in this order: Marth, then Riff, then
Kashim, than whichever unit has lower Physical Defense out of Oguma and
Sheeda. The Bow Knights will use the same order, except they'll always put
Sheeda above Oguma, and maybe Riff and Kashim. Remember that the SKs and Bow
Knights have 9 movement. Also remember that Bow Knights are also long range,
so they can attack the same enemies that the east SKs can.
In any case, good luck with the SKs, Bow Knights, and Armor Knights. Once the
last of the reinforcements are dead, train in the Arena, kill Kanaris off,
take care of item issues, and then take over the castle to clear the chapter.
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Chapter 9: Prady's Red Dragon
----------------------------------------
First off, deploy non-Talis troops with empty spaces in their invetories.
Now, if you want to save the village, SEND EVERYBODY TO THE EAST TO IT! Don't
worry about the Pirate who tries to stop you along the way. Just kill him,
have Sheeda block the path to the village if you can't make it to the
village, and watch out for and kill that pesky Devil Axe Pirate.
Once that's dealt with, have all of your Talis troops gather around the
villages to break through the defenses of the Pirates, the Hunters, and the
Theives. Then watch out for the 34 Pirates that will come out of the Forts.
They WILL make good use of the terrain, and if Riff is injured enough, they
WILL target him over Marth if they can, getting him killed unless you're
lucky or something.
Once you overcome all 34 of the Pirates, just take out the remaining Pirates,
the Magician, and the Cleric, then get the Treasures, use the Dragon Killer
to take out Manu, and use the Goddess Statue on whichever person you want
(most likely Riff), and then clear the chapter.
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Chapter 10: Prinecess Minerva
----------------------------------------
If Riff can't use the Warp Wand, then deploy a substitute, as always. Anyway,
warp somebody (from Talis) in need of experience but still able to fight off
the SKs and the AKs to the entrance to the big Fortress, while another person
(from Talis of course) in need of experience fights off the Dragon Knights
and Pegasus Knights. (Just make sure that second person is strong enough to
survive all the brutal fighting, and let Minerva live if you want.)
Have everybody else retreat south, but not too far, so that the SKs don't
attack people they're not supposed to be attacking.
Once the SKs and AKs are dead, just have everybody get in the fort, quickly,
but make sure they don't get in range of the Archers or the Sniper yet. Have
that guy fending off the DKs and PKs do the same, stopping at the fort to
rest along the way too.
Once your troops have gathered, have a strong Talis troop guard the entrance
while all of your other Talis troops smack down the Sniper and his Archer
friends. Then rush your troops to the Jail Cell, bust it open, talk to Maria
(the experience is pretty unneeded anyway), open the door, kill the Hero and
give his Hero's Proof to Oguma to promote him (since he SHOULD be at L20 at
this point anyway), then have Oguma slaughter everything else on the map,
starting with the Armor Knight, then the going on with the Cleric, then the
reinforcements (since they should come around), then Jorkof the boss (make
sure he's at full health first), and finally the Theif. Experience galore for
him!
Take care of item issues (especially the Speed Ring, which should be given to
Saji) and clear the chapter! Oh yeah. Everybody else should be at L20 by
now......
----------------------------------------
Chapter 11: Norda's Slave Market
----------------------------------------
Bring in the Warp Wand substitute if needed. Have Hero Oguma chop the Pegasus
Knights into pieces, and then if needed, warp him two squares north of the
northmost Ruffian to drop the Ruffians, as well as any other Grunians who
dare tried to attack, especially the Theif.
After that, have Oguma get any enemies left over except Shozen, Jake, and the
other Shooter guarding the castle to attack him and he'll be slicing, dicing,
and making mince meat and cheese out of those idiots. Then use the Dragon
Killer to get rid of Shozen, and drop the nameless Shooter while Sheeda
recruits Jake and gets him out of the way.
Now take care of item issues, especially with the Power Ring (give to Maji),
and then clear the chapter.
----------------------------------------
Chapter 12: Akanea Palace
----------------------------------------
Bring in the Warp Wand substitute if needed, yet again. Then Warp Oguma two
south of Michelan's starting location and then move Medea's troops in this
formation:
Md Th Mc
B Tm
D
O
D = Door
O = Oguma
Now have anybody in need of experience (as if there should be anybody needing
experience) run to the area where Oguma is, while Oguma fends off the 3 Armor
Knights, the 2 Archers, and the 3 Magicians. Then kill the Theives for
experience.
After you heal Oguma, bust open the door leading to the treasure chest and
have Oguma ready to fight and kill the General. Next, drop the Mamkute as
Marth gets the treasures (although you can go ahead and have the Theives do
so but make sure they don't touch the chest that is 2 North of that Sniper).
Then just have Oguma bait and kill the Sniper, use a Thunder Sword to blast
the Clerics to Kingdom Come, get healed, then chop Borzen into pieces and
finally stand near the door leading to the courtyard, fully healed now of
course.
Now have your Theives finish looting the treasure rooms and then bust open
the doors, then immediately have Oguma stand on the stairs leading into the
courtyard. Himular and his group will attack Oguma....and get nailed.
After Himular and his two SK friends are dead, just have Marth or a Theif
take the Boots from the Chest, make sure Marth uses the Boots to increase his
Movement Power to 11, finish up handling item issues (make sure Marth has an
empty space in his invetory and Kashim has used the Manual), and then take
over the throne.
----------------------------------------
Chapter 13: Grunia's Wooden Horse Group
----------------------------------------
Just have Marth head for the village while everybody else gathers. Then have
your Talis troops fight off the Shooters coming from the middle path, then
drop the 5 Shooters coming from the North and South. After that, just drop
Astoria's Shooter friends and then recruit Astoria and get him and Medea out
of the way of the fighting. Next, just advance into Gigasshu's territory,
dispatch Gigasshu, take care of item issues (as always), and then finish this
quick chapter.
----------------------------------------
Chapter 14: Sorrow of the Land of Gra
----------------------------------------
Send Marth to do the same things he would in a normal campaign. This time
he'll reach the village more quickly, and you'll want to get Paola and Katua
all the way to safety.
Have Kashim snipe off the Shooter, then the Hand Spear Armor Knights. After
that, make the drawbridge go down and have Oguma cross it. Then have him and
one backup unit (prefably Sheeda) head for the throne room and storm it while
Kashim goes take out that Sniper, another of your Talis units take out the
Archers, and the other two guard the east hallway.
After all of the enemies including the 16 Pegasus Knight reinforcements are
dead, take care of item issues (DON'T FORGET TO GET THE CONTENTS OF THE TWO
TREASURE CHESTS!) and then clear the chapter.
----------------------------------------
Chapter 15: Evil Ways of Country Khadain
----------------------------------------
Send Marth, Oguma, Sheeda, and Barts to get rid of the 2 Magicians, while
moving Saji, Maji, Kashim, and Riff into the area and anybody else out of the
way. Then have Kashim bait (and kill as a result) the Magicians coming from
the east while everybody else takes out Magicians from the north, the Dragon
Knights, and the Theif.
Next, take out the Freeze Priest then get the contents of the treasure
chests. Give the Amulet to Riff and the Power Ring to somebody besides Sheeda
and Riff who is more in need of it than anybody else. Then send your troops
to kill the Magician, the Dragon Knights, and the Clerics.
After that, heal your troops and then pound the boss with everything you
have. After you have done so, take care of item issues and then use the
Castle command to clear the chapter.
----------------------------------------
Chapter 16: Altea Battle
----------------------------------------
Despite your Talis troops ALL being at L20, this battle could turn ugly.
First off, Warp Marth to kill the Theif and then have him warn one of the
villages. I recommend the left because you're not going to use Aran or Samson
except for item delivery anyway. (At least Aran is good for something if he
isn't already good for anything.)
In any case, just send Oguma, Sheeda, Kashim, and Barts west. Oguma should be
in range of the Dragon Knights and the other three should be ready to fight
them. Don't move Saji and Maji; they should help against the DKs anyway, and
they're already in range too.
After the DKs are dead, just move Sheeda in range of the Social Knight
nearest Borstatto. In the meantime, advance ALL of your other Talis troops
onward. Have Saji and Maji guard the south end of the two bridges leading to
the forts, Riff stand near them, and Oguma, Sheeda, Kashim, and Barts take
care of the mounted units all coming this way.
When reinforcements arrive, Saji and/or Maji will be taking a pounding. So
have Riff always heal whichever one needs the healing. While the three of
them do this, have the others just drop that pesky Cleric, then Borstatto and
his General friend, then the Heros guarding Chainy's cell.
DON'T GET CHAINY RECRUITED UNTIL BOTH HEROS ARE DEAD! That way, he won't get
attacked. With this handled and the reinforcements dead, give the Dragon
Shield to Kashim (unless somebody besides Riff and Sheeda has a lower
Physical Defense rating than him), make sure ALL of your Talis troops have
durable and undulled weapons, and then clear the chapter.
----------------------------------------
Chapter 17: Starlord Marth
----------------------------------------
Magic Shield Marth and then send him and everybody else except Kashim to
fight the idiots in the west side of the castle and get the treasures. Kashim
himself is to take out the west of the two Clerics so that he quickly gets
the Member Card.
The Hidden Book is to go to Maji (or whichever Axeman has the lowest Skill)
and the Dragon Shield should be saved, along with the Devil Sword and the
Warp Wand. After that, just bust open the door, then send Barts (providing he
has 15 Physical Defense) to guard the choke point.
The Worm Priest and Moses are both jokes if you use the proper weapons. After
they're both dead, bust open the door, use the Member Card to have somebody
buy at least a couple of Torron and Worm Tomes, at least a couple of Reblow
Wands and at least one or two Magic Shield Wands from the Secret Shop, then
take out that Cleric, then take care of item issues (being sure to buy a Door
Key and save it) and clear the chapter.
----------------------------------------
Chapter 18: Grunia's Dark Knight Party
----------------------------------------
Send everybody down the twin bridges, but don't advance too far past the
first set; reinforcements are ready to ambush the Talis army, and believe me:
not only are they tough, but they won't take prisoners either.
Once they arrive, keep your troops at the north end of the first set of twin
bridges. Eventually, you'll take down the reinforcements, including the pesky
Paladin who tries ambushing you by appearing from the literally middle fort.
Est shouldn't be a problem to keep out of the way, so be thankful for that.
After the reinforcements are dead, have your troops recover, then beat up the
remaining enemies and then sick Kashim on the boss. Then make sure you have
undulled weapons, take care of other item issues, take control of the castle,
blah blah blah.
----------------------------------------
Chapter 19: Mamkute Princess
----------------------------------------
First and foremost, open the door to the first treasure room and give the
Priest's Ring to Riff and promote him. Then give him a good spell (NOT TORRON
OR WORM YET) and some Ointment and make sure he has it ready. Then have him
use the Dragon Shield from 2 chapters ago.
Next, have him pound the Hunters and Mercenaries, but make sure he can
survive the attacks he'll receive first. That way, he can get quite a bit of
experience. Have him the Angel Clothing once you get it, and once you get the
Dragon's Whip, have Sheeda use it to promote. As always, keep your other
troops around for backup.
In any case, send your Talis troops to fight through the enemies, and send
Banut to talk to Tiki if you want once the only other enemies alive are the
Clerics and the 2 lesser Theives.
After no more enemies are left, take care of item issues (DO NOT FORGET TO
OPEN THE TOPMOST CHEST TO GET THE STAR ORB!) and then take the throne. The
Star Orb should go to Riff, who should then get out a Torron Tome. After
that, just clear the chapter
----------------------------------------
Chapter 20: Black Knight Camus
----------------------------------------
Not good! You'll have to fend off 4 Paladins AND 2 Shooters in a short amount
of time. Just have Riff, with his Torron Tome which will NOT break because of
the Star Orb preventing it from dulling, blast the idiots to kingdom come,
Sheeda smack them down, and all of your Talis troops (NOT INCLUDING MARTH OF
COURSE) just pound the idiots with everything they have. Marth is to save the
village himself anyway.
Next up is 3 Paladins, who will have little problem making short work of
Marth if you're not careful. Send your Talis troops to distract and pound
them, and then send most of your people to heal at the forts. Keep Riff and
Sheeda around the southeast forts, but not in range of the Armor Knights that
will come out.
Soon enough, more enemies will come out. Have your other Talis troops (who
should be healed enough by now) help Riff and Sheeda out, but be sure to save
as much experience for them as you can without letting anybody get murdered.
Once the reinforcements are taken care of, send everybody up the west path to
Camus, beat up his cronies, have Oguma use the Light Orb to smack Camus hard
and then sick Riff with Torron on him to finish him off, then train Riff and
Sheeda in the Arena and buy more needed Axes for Saji, Maji, and Barts. After
that, just take care of other item issues and then clear this difficult
chapter.
----------------------------------------
Chapter 21: Decisive Battle of Macedonia
----------------------------------------
Have the west and east groups retreat and stay away from the fighting (since
obviously none of the troops in either of them are going to be Talis troops),
then have Marth and your Talis troops fight the Generals, Dragon Knights,
Sniper, and Shooters off. This will be a brutal battle so be careful.
After the idiots are dead, just take out the Paladins (one at a time), then
get rid of the Cleric and then drop Ordain the boss.
After that, send somebody with only the Member Card and the Silver Card in
their invetory to buy Power Rings, Speed Rings, Mystery Books, and Goddess
Statues for Marth and your Talis units. If you don't have enough money to do
just this, make sure you can replace weapons and magics, and still make sure
counter any HP/Physical Defense/Magic Defense/Movement problems (as if you
shouldn't), then concentrate on maxing out the Axemen's Speed ratings and
Marth's Strength rating, and increase any low Luck and Skill ratings as well,
but make sure you save up enough money to keep your supplies good and ready
for four more chapters, as well as undoing the Defense-related problems I
mentioned. (You can have less money if you want, actually, but no more than
10,000 G less.)
Once you're done with the Stat boosting, just take care of item issues (make
sure Riff has a Warp Wand and the Reserve and Recover Wands in his invetory
and the Star and Light orbs are either in storage or in the invetories of
your Talis troops) then clear the chapter.
----------------------------------------
Chapter 22: Knights Galloping in the Sky
----------------------------------------
Warp your highest Physical Defense unit from Talis (excluding Sheeda from the
list of possible choices; most likely, it would be Barts) to the village
gates. Then have ALL of your Talis troops go up the east path. If needed,
warp another Talis unit (make sure the unit has high Physical Defense) to
help the village guard.
Fight your way through the Dragon Knight Party, then let the Theif move (by
moving your village guard off the village) and then kill him and Michael. Now
this is where things get REALLY tough. Reinforcements will come out like
popcorn, and they'll pound you hard. Have Riff alternate between Reserve and
Recover, depending on who is injured and how much.
Definately protect Kashim, but not too much or your troops will get pounded
so hard that they'll never recover until Chapter 24.
Once the reinforcements are dead, give the Dragon Shield to Marth, while
everybody else (especially Sheeda and Riff if they need experience) attack
and kill the boss and the 2 Clerics. Then take care of item issues (GET THE
STARLIGHT AND BUY AS MANY MAGICS AS NEEDED TO KEEP THE MAGIC SHORTAGE PROBLEM
FROM ARISING) and then clear this painfully difficult chapter.
----------------------------------------
Chapter 23: Evil Priest Garnef
----------------------------------------
Have your troops bust open the door then get the gold and the Amulet. Give
the Amulet to whoever has the most HP (which should be Oguma) and have Oguma
(who should be the Amulet wearer) fight through the enemies.
The most vital thing to do is to make sure Riff doesn't get scratched along
the climb up the tower. Don't forget to heal Oguma as he gets battered from
the fighting.
Once you get to the second Garnef, bait him with a full health Oguma, then
pound him with Riff using Starlight.
After the real Garnef is dead, give the Falchion to Marth, then beat up all
the other enemies. Then make sure Riff has a Warp Wand, 2 Tomes, and a
Reserve Wand in his invetory, and Sheeda has only the Silver and Member Cards
in her invetory, then clear the chapter.
----------------------------------------
Chapter 24: Mamkute Monarchy
----------------------------------------
Send Oguma with a Dragon Killer to guard the opening in the high Mountains.
Then sneak Sheeda to the Secret Shop to get the stat boosters from the
"Defense Set" while having Riff warp Marth on Turn 3 to where the Theif is to
kill the Theif off.
Meanwhile, send Kashim and the Axemen to fight off the enemies coming from
the east. Retreat Marth to the area with the opening. Don't forget to have
Marth use the Falchion to heal himself every so often. You'll probably want
to send your troops to help with the Snipers and such as well, but make sure
Marth is still in range of the Mamkutes' attacks.
Once you fend off the reinforcements, just take out the remaining enemies,
including Zemsel, while having Sheeda deliver stat boosters to get
everybody's HP, Physical Defense, and Movement increased (or even maxed out
if you have the money) and everybody's Magic Defense maxed out.
Once you're done, just have Sheeda get rid of the Member and Silver Cards,
have everybody have the needed equipment in their invetories (Kashim should
have the Partia, Sheeda should have the Gladius, and Oguma should have a
Dragon Killer), make sure the Door Key you saved (all the way back from
Chapter 17) is in Marth's posession, and then clear the chapter.
----------------------------------------
Chapter 25: The Choice of Many
----------------------------------------
Immediately bust open the door with the Door Key then send Marth and then
have Sheeda attack the Paladin with the Gladius from the SE. Then have Saji
and Riff move onward. Meanwhile, send Oguma and his group southward to kill
off the three enemies, saving the Shooter for last. As for the other two
groups, have them get as far away from the enemies as they can.
On the next turn, Oguma's group is to finish off the Shooter, then fight
their way through the idiots trying to block them. In the meantime, have
Sheeda use another weapon to chop the Dragon Knight to pieces and the others
drop the Shooter, making sure Marth is near enough Oguma's group to help it.
After this turn, just finish off the enemies trying to block Oguma's group
while Sheeda knocks down the Worm Priest, and Saji and Riff pounds the
General so hard he'll never recover.
After that, just have Kashim stand in range of BOTH Snipers so that he can
get rid of them and get Marth's and Oguma's groups can safely rush to the
throne room. Then it's a simple job of having Oguma and Sheeda, using the
Dragon Killer and Gladius respectively, pound the Magic Mamkute guarding
Medeus, then Marth charge in and attack Medeus while the Axemen keep any
reinforcements from attacking Marth.
Once Medeus is dead, you've won!
========================================
5. Credits
========================================
I must thank the members of the FESS Board at
http://fessforum.proboards11.com/index.cgi for their help, especially the
Fireemblem.net post.
I'd like to thank Fireemblem.net anyway, because they provide information
like Weights and Required Levels and such.
I'd like to thank Nintendo, and Intelligence Systems for this game AND SSBM,
and anybody else involved in making SSBM, since SSBM is pretty much the
reason why I even play Fire Emblem games in the first place.
I'd also like to thank
http://www.solon.org/cgi-bin/j-e for helping me
translate some of the things, and the Kana Books by James W. Heisig for
letting me navigate through the Kana. I'd also like to thank Fire Emblem 3
for helping me find out about the Red Dragon Stone among other things, and
the FE3 FAQ writer for help on FE3 as well.
And give a good hand to AdamantNo1 for his Fire Emblem shrine at RPGC. The
address of the shrine is
http://tartarus.rpgclassics.com/~fe1/
This is copyright 2002 Juigi and any of the sources. If I find out you've
been copying or selling this without permission or doing any other illegal
stuff involving this, you're gone!