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MMM$$$OO+++OOOOOMMM
MMM$$$OO+++OOOOOMMM
MMMMMOOOOOOMM+++MMMOOMMM
MMM$$$MMMMMOOOMM+++MMM++MMMMMMMM
MMM$$$MMMMMOOOMM+++MMM++MMMMMMMM
MM$$$:::$$MMMMMMII+++777MMMMMIII$$MMM
MM$$$:::$$MMMMMMII+++777MMMMMIII$$MMM
MMM$$$MMMMMIIIMMMMMMMM::MMMOOOMMMMM
MMMMMOOOMMMMMIIIII:::IIIIIMMMMMMIIMMM
MMMMMOOOMMMMMIIIII:::IIIIIMMMMMMIIMMM
MMMMM:::MM:::MMMMMMMMMMMMM:::III::MMM
MMMMM:::MM:::MMMMMMMMMMMMM:::III::MMM
MMMMM:::MM:::MMMIIIIIIIIMM:::III::MMM
MMMMM:::MM:::MMM::::::::MM:::OOOMMMMM
MMMMM:::MM:::MMM::::::::MM:::OOOMMMMM
MMM:::MMMMMMMM::::::::MMMMMMMM
MMM:::MMMMMMMM::::::::MMMMMMMM
MMMIIIMMIIIIII::::::::::IIIMMM
MMMIIIMM:::OOO::::::::::OOOMMMMMMMMMMM
MMMIIIMM:::OOO::::::::::OOOMMMMMMMMMMM
MMMMMMMMMMMMMM::::::::::MMMMMMMMMMM
MMMMMMMMMMMMMM::::::::::MMMMMMMMMMM
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MMMMMMMMMMMMMMMMMMMMMMMMMMM
_____ _____ _____ ______ _____ _____ _____
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| BS Fire Emblem Akaneia Senki 1: |
| Palace Kanraku |
| |
| FAQ/Walkthrough by |
| RedIsPoetic |
| Version: 1.05 |
| Last Updated: |
| 14/05/2012 |
|__________________________________________|
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|Like this author's page on Facebook!
http://www.facebook.com/redispoetic|
|________________________________________________________________________|
| |
|Thanks very much!|
|_________________|
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| Introduction [01.0.0] |
|_____________________________________________________________________________|
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Welcome to my guide for BS Fire Emblem: War Chronicles of Akaneia, Episode 1:
Fall of Palace! Although the name is long, the game is short, acting as the
first of four Fire Emblem episodes featured on the Broadcast Satellaview, an
add-on for the Super Famicom, the Japanese equivalent of the Super Nintendo.
Each episode features a single map for the player to complete. Characters don't
carry between episodes, so there's no longer any focus on developing your
characters and instead complete focus is on strategy.
The game was broadcast a few times on the BS-X, allowing some people to
experience it in its original form with live voice acting and a time limit.
Although it's extremely difficult to find an original and the voice acting is
impossible to obtain unless Nintendo publish a copy that is assumedly in some
sort of archive (we can hope). It's still possible to obtain a copy of the game
through... 'other means'. If you don't know what I'm talking about but really
want to play this game, email me and I'll explain. See the Contact Me section
for my email address and guidelines for emailing me.
This game is a nice little addition that has a rich history which I seriously
recommend you check out. Google both the name of this game and 'Broadcast
Satellaview' for more information on it. That's of course assuming you're a
retro gaming nerd or Fire Emblem nerd like I am. :P
The guide provides information on the mechanics of Fire Emblem games, Japanese
to English menu translations, a walkthrough and a unit, weapon and item list
section. All sections will obviously be small, but will also be comprehensive.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Contents [02.0.0] |
|______________________________________________|
|¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯|
| |
| Introduction [01.0.0] |
| Contents [02.0.0] |
| Controls [03.0.0] |
| Menu Translations [04.0.0] |
| Gameplay Mechanics [05.0.0] |
| Context [06.0.0] |
| Walkthrough [07.0.0] |
| Unit Listing [08.0.0] |
| - Player Units [08.1.0] |
| - Enemy Units [08.2.0] |
| Weapon/Item Listing [09.0.0] |
| Statistic Mechanics [10.0.0] |
| Version History [11.0.0] |
| Legal Notice [12.0.0] |
| Contact Me [13.0.0] |
| Credits [14.0.0] |
| Conclusion [15.0.0] |
|______________________________________________|
Using The Table of Contents
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To skip to a particular section of the guide, press CTRL + F. This will
bring up the search bar. Now enter or copy and paste the tag next to the
section you wish to skip to into the search bar. Press enter and you will
skip to the appropriate section.
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| Controls [03.0.0] |
|_____________________________________________________________________________|
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D-Pad ............. Move cursor around map/Change highlighted menu option
A: ................ Open menu/perform action/select menu option
B: ................ Cancel/unselect
X: ................ View highlighted unit's statistics
Y: ................ Highlight next unit (In a preset order)
L: ................ No Use
R: ................ No Use
Start: ............ No Use
Select: ........... Open Main Game Menu
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| Menu Translations [04.0.0] |
|_____________________________________________________________________________|
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The menus within this game are almost exclusively in Japanese. For this reason,
a menu translation section is provided to help you. Most of the menu options
don't really need to be known, but there are a few that should be committed to
memory so that you aren't constantly referring to this guide for help. Each
menu is shown below.
After Moving Character Menu
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|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Option No. | In English | Action | Prerequisite |
|____________|____________|___________________________|_______________________|
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| #1 | Attack | Attacks Adjacent Enemy | Adjacent To Enemy |
| #2 | Wait | Ends Character's Turn | None |
| #3 | Mount | Character gets on mount | Dismounted Paladin |
| #4 | Dismount | Character gets off mount | Mounted Paladin |
| #5 | Staff | Heals Adjacent Character | Must Be A Bishop |
| #6 | Weapon | Switch Equipped Weapon | None |
| #7 | Item | Trade With Character | Adjacent To Character |
| #8 | Supply | Access Supply | Adjacent To Leader |
|____________|____________|___________________________|_______________________|
Main Game Menu
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[Press A when on an empty tile or press Select]
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| Option No. | In English | Action |
|____________|____________|___________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| #1 | Unit | Opens Unit Information |
| #2 | Supply | Opens Supply Information |
| #3 | Status | Opens Status MInformation |
| #4 | Options | Opens Options Menu |
| #5 | End Turn | Ends Turn |
|____________|____________|___________________________|
Unit Menu
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| Unit Class Equip |
|____________________________________________|
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| [Names] [Classes] [Weapon] /## [Uses Left] |
| [Names] [Classes] [Weapon] /## [Uses Left] |
| [Names] [Classes] [Weapon] /## [Uses Left] |
| [Names] [Classes] [Weapon] /## [Uses Left] |
| [Names] [Classes] [Weapon] /## [Uses Left] |
| [Names] [Classes] [Weapon] /## [Uses Left] |
|____________________________________________|
Supply Menu
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[When There Are No Items In The Supply]
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| Funds: 0 Items: 0 1/1 Page |
|____________________________________________|
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| Supply is empty |
| Please press B |
|____________________________________________|
Status Menu
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Chapter 1 Fall of Palace |
| |
| Funds: 0 |
| Turn : [##] |
| |
| Unit Count |
| Player: 6 Enemy: 16 |
| |
| Objective: |
| Defeat All Enemies |
|__________________________________|
Options Menu
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| Option Section | Sub-Option | What The Option Affects When Selected |
|________________|____________|_______________________________________|
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| Sound | Stereo | Turns Stereo Sound On |
| | Mono | Turns Mono Sound On |
| | | |
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| Message | 1 Fast | Makes Message Speed Fast |
| | 2 | Makes Message Speed Fairly Fast |
| | 3 | Makes Message Speed Average |
| | 4 | Makes Message Speed Fairly Slow |
| | 5 Slow | Makes Message Speed Slow |
| | | |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Terrain | On | Turns Terrain Information Box On |
| | Off | Turns Terrain Information Box Off |
| | | |
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Cursor | Slow | Makes Tile Cursor Move Slowly |
| | Fast | Makes Tile Cursor Move Faster |
|________________|____________|_______________________________________|
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| Gameplay Mechanics [05.0.0] |
|_____________________________________________________________________________|
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Fire Emblem is a Turn-Based Strategy franchise, which hints at what gameplay
will be like. Below the gameplay will be explained in depth, providing a full
understanding of the game.
Turns And The Basics
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The game is played on a grid-based map. Characters move around on this map and
fight against their opponents. Tiles are divided between ones that can be moved
around upon and those that can't.
The player's side and the enemy's sides alternate turns, with the player always
taking the first turn. A player's turn consists of the player making his/her
characters perform actions. Only one action can be performed per character and
not all characters that a player has needs to perform an action. When all
the actions that the player wants to perform have been performed, they end
their turn and their opponent's turn begins. The opponent's turn functions
exactly as the player's does.
Turns alternate until either the objective is met or the player's Leader dies.
If the objective is met, the player wins; if the Leader dies, the player loses.
The most common objectives are 'Defeat All Enemies' or 'Seize The Castle'. The
objective will be listed and explained in the walkthrough.
Fire Emblem can be seen as unforgiving in the sense that when a player's unit
dies, it is dead for good. There's no way to get it back unless you load a save
file from before the unit died or restart the game. This Fire Emblem episode
features no save feature, so you need to restart the game if one of your units
die and you wish to complete the game without it dying.
As this episode features a stand-alone map, the importance of keeping your
units alive isn't as high, except to make it easier to complete the map. In the
main Fire Emblem games it is much more important because enemies from one map
would carry through to the next.
Terrain
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Although terrain isn't a large feature of Fire Emblem games, it often holds
some importance. Some terrain tiles such as Woods and Pillars give a defense
bonus to the unit standing on it. Making use of these terrain tiles to their
full potential will mean that your units will be less likely to die and will
endure attacks for a longer period of time.
Performing Actions
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The following actions can be performed by a character:
- Move
- Attack
- Trade
- Deposit/Withdraw from the Supply
- Use Item
- Use Staff
- Move and Attack
- Move and Trade
- Move and Deposit/Withdraw from the Supply
- Move and Use Item
- Move and Use Staff
- Change Equipped Weapon (Can Be Combined With Any Other Action)
- Dismount (Can be Combined With Any Other Action)
All actions are relatively self-explanatory. Certain actions have prerequisites
which can be found in the first table of the 'Menu Translations' Section above.
The list above isn't exhaustive, but gives an idea of what the majority of the
actions are that are performable in-game.
Combat
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Combat is the heart of Fire Emblem. There are three values computed when one
unit attacks another. These are:
- % To Hit
- % To Critical
- Damage Dealt
These values are dependent on a number of variables. Weapon type, terrain, unit
statistics and weapon statistics are the main variables. These values are
computed for both units involved in combat.
The combat itself works in the following order:
1. The unit that initiated combat strikes first.
2. The unit being attacked is given a chance to retaliate.
3. If one unit is fast enough in comparison to the other, it is given the
chance to attack again.
Whether a unit's strike hits is decided through the use of a Random Number
Generator (RNG). The RNG computes a random integer within the range 0-99. If
this value is lower than the '% To Hit' value, the strike lands.
If the strike lands, a second number is generated by the RNG. If this value is
lower than the '% To Critical' value, then the strike is a critical hit and
does triple damage.
Obviously, the 'Damage Dealt' value determines the amount of damage dealt to
the opposing unit. If a critical hit is dealt then this value is tripled for
that strike and then returns to the original value.
If one unit loses all of its HP during combat, it dies and combat immediately
ends. The attacking unit won't be able to perform another action until its next
turn.
It's generally better to be the first to attack. If you defeat the enemy with
your attack, then it won't be able to retaliate and your unit won't take as
much damage, meaning it will generally survive for a longer period of time. It
also means that you can pick fights that will be in your favour, where you'll
be able to maximise damage dealt and minimise damage sustained.
Exactly how these three values are determined can be found in the 'Statistic
Mechanics' section [10.0.0].
Weapon Types
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Weapon Types are one of the central themes within Fire Emblem. There are a
total of five weapon types.
The five weapon types are:
- Lance
- Sword
- Axe
- Bow
- Magic
Lance, Sword and Axe act in a Rock, Paper, Scissors kind of fashion:
Lance is effective against Sword
Sword is effective against Axe
Axe is effective against Lance
Although one type may be more effective against another, the weaker type can
still defeat the stronger type, it just tends to do less damage unless the
character wielding it is much more powerful.
The Bow Weapon Type is independent of the other types. One notable feature of
the Bow Weapon Type is that it's highly effective against characters with
flying mounts (Pegasi and Dragons). The second notable feature is that the
range of Bows is usually two tiles, meaning that archers can often attack
enemies without them counter-attacking.
The Magic Weapon Type is also independent of the other types. It acts
differently to the other weapon types as the Defense statistic isn't used to
defend against it, but the resistance statistic is as well. Some classes with
high defenses commonly have low resistances so Magic can be used to bypass
these high defenses at times.
Unit Classes
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Unit classes denotes their role within their party. Bishops act as healers
while most other party members act as fighters. How a character will engage
enemies and which enemies a character will engage with depends on their class,
statistics and what Weapon Type they use.
Brief overview of the classes present within this episode are provided below:
Archer - Archers tend to be fragile units and need to be protected.
They are used to provide support, firing first with a melee
unit sweeping in to finish the unit off, as well as blocking
off any potential attacks upon the archer.
Armour Knights - Armour Knights are slow and stoic. They are the tanks of the
party and are able to absorb huge amounts of firepower. They
hit heavily when they land a blow, but can be innaccurate in
their attacks due to their lack of speed.
Bishop - The Bishop is the healer of the party. They don't attack but
hide behind other members of the party, healing anybody that
takes too much damage. Paired with a tank unit such as an
Armour Knight place at a choke point, they can become almost
unstoppable. Bishops tend to be quick and resistant to magic,
but physically fragile.
Generals - Generals are Armour Knights on steroids. They are a slightly
quicker and more skilled, covering up their weaknesses to a
degree. Their strength and defense is where they shine,
dishing out massive blows and deflecting massive amounts of
damage. They have the capabilities to wipe out an army if
paired with a Bishop.
Magicians - The standard magic user, the Magician is extremely fragile and
weak, but makes up for this by their ability to use tomes. The
Defense stat doesn't protect units from magic, instead
resistance does. Fortunately for Magicians, most units,
especially those with high defenses, tend to have low
resistance stats, making magic very dangerous. If well
protected Magicians are able to destroy tank units with ease.
Paladins - Paladins are powerful all-rounders. They can move extremely
quickly across the map and all of their stats are usually
above average. Very solid units that are fit for almost any
task. They aren't quite as solid as Armour Knights, so they
need to be cared for a little more.
Unit Statistics - Overview
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Unit statistics affect how well a unit performs. A basic overview of what each
unit statistic does will be explained below.
HP - The health of a unit. When it falls to zero, the unit dies.
Strength - Strength affects the amount of damage done by the unit, no
matter whether they use physical or magical weapons.
Skill - Skill has great influence in a unit's accuracy, as well as the
chance that they will achieve a Critical Hit.
Speed - Speed decreases the unit's chance of being hit in combat.
Luck - Luck increases the unit's chance to avoid attacks and lower the
chance of being hit by a Critical.
Weapon Level - Any weapons of the weapon type(s) used by the unit with a lower
Rank value than the Weapon Level can be used by that unit.
Defence - The higher this value, the less damage a unit will take when
being attacked by a physical weapon user.
Resistance - The higher this value, the less damage a unit will take when
being attacked by a magic user.
Movement - Probably the simplest of all statistics, the value of a unit's
movement is the maximum number of tiles that a unit can move per
turn.
Unit statistic's effects in battle are explained in the 'Statistics Mechanics'
section [10.0.0].
Weapon Statistics - Overview
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Weapon statistics are also important. What each one does can be a little vague
so general explanations are given below.
Rank - A unit's Weapon Level must be higher than this to use the weapon.
Might - The higher the Might of a weapon, the more damage it will do when
wielded by a unit.
Weight - The higher this value, the less likely the unit wielding the weapon
will be able to attack twice and the more likely the enemy will be
able to.
Hit - The higher this value, the more likely the unit wielding it will hit
its opponent.
Critical - The higher the critical, the more likely using this weapon will
score the player a critical hit.
Range - The amount of tiles away a unit being attacked by this weapon can be
from the person using it.
Uses - The amount of times a weapon can be used before it breaks and can no
longer be used.
Value - A weapon's monetary value.
Type - The type of weapon. A unit must be proficient in a weapon type to
use weapons of that type. Having a weapon type that beats the
enemy's weapon type within the weapon triangle will also increase
damage.
EXP - The amount of Experience given to the unit using it each time that
it's used (Staves only)
Weapon statistic's effects in battle are explained in the 'Statistics
Mechanics' section [10.0.0].
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Context [06.0.0] |
|_____________________________________________________________________________|
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In this episode, you control the last of the resistance of the enemy army's
invasion of the city, Palace, within its castle. Your objective is to defeat
all of the enemies within the castle and then hold out against their
reinforcements. The story is set in stone however; when you reach a Time of
1:48, the episode ends with the remainder of your party being captured.
Time in this episode begins at 1:00 and finishes at 1:48, so you obviously have
48 minutes to complete it. This means that you can't waste too much time and
need to make sure you're constantly making progress through the level.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Walkthrough [07.0.0] |
|_____________________________________________________________________________|
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Note: Due to the nature of Fire Emblem mechanics, enemy's reactions to your
actions may differ slightly than what's stated in the guide. If this is the
case, it's best to continue following the guide as closely as possible, but
using commons sense in situations that call for you to make a decision
independently.
Map
¯¯¯
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
__ __ __ __ __ __ __ __ __ __ __ __ __ __ __ __
A |XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
B |XX| | |PP| |E2|R1|R2|R3|R4|E6| |PP| | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
C |XX| |E1| |E1| |E4|EB|E4| | | | | | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
D |XX| | | | | | | | | | | | | | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
E |XX|XX|E5| |E3|XX|XX|XX|XX|XX|XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
F |XX|XX| |E3| |XX| | |C3| |XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
G |XX|XX| | | |XX| | | | |XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
H |XX|XX| | | |XX| | | | |XX|E1| |E1|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
I |XX|XX| | | |XX|XX|XX|XX| |XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
J |XX|XX| | | | | | |XX| | |E3| |E2|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
K |XX|XX| | | | | | |XX| | | | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
L |XX|XX|P5| |P6|XX|XX| |XX|XX|XX|E3| |E5|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
M |XX|XX| | | |XX| | | |C2|XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
N |XX|XX|P4| |P1|XX| | | | |XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
O |XX|XX| | | |XX| | | | |XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
P |XX|XX|P3| |P2|XX|XX|XX|XX|XX|XX| | | |XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
Q |XX| | | | | | | | | | | | | | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
R |XX| |XX| | | | | | | | | | |XX| |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
S |XX| | | | | | | | | | | | | | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
T |XX|XX|XX|XX|XX| | | | | | |XX|XX|XX|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
U |XX|XX|XX|XX|XX| | | |C1| | |XX|XX|XX|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
V |XX|XX|XX|XX|XX| | | | | | |XX|XX|XX|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
W |XX| | | |XX|PP| | | | |PP|XX| | | |XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
X |XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|XX|
|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|__|
01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Legend | Notes:
|__________________________| ¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| For detailed information on units, see the
| XX - Blocked | Unit Listing section. [08.0.0]
| C1 - Chest (1) |
| C2 - Chest (2) | Chest (1) contains an Armour Killer
| C3 - Chest (3) | Chest (2) contains a Power Ring
| PP - Pillar | Chest (3) contains Thunder
| |
| Player |
| P1 - Nina (Main) |
| P2 - Boa |
| P3 - Thomas |
| P4 - Midia |
| P5 - Tomth |
| P6 - Mishelan |
| |
| Enemy |
| EB - Gubel (Boss) |
| E1 - Archer |
| E2 - Magician |
| E3 - Armour Knight (1) |
| E4 - Armour Knight (2) |
| E5 - Armour Knight (Key) |
| E6 - Bishop |
|__________________________|
Player Turn One
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Move Mishelan to J03, Midia to J04 and Tomth J05. These units will be your
meatshield allowing you to move the rest of your weaker units into the hall
leading to the room containing C2. This allows you to set up an easily
defendable position which you can always retreat to, not that you should need
to. The enemies north of you need to be dealt with first and ideally before the
enemies move around and attack you from the south.
Move Thomas two tiles south of Midia. Move Boa to K06 and Nina to the tile J07.
This will attract the three long-ranged enemies on the right side of the map to
the other side of the wall north of Nina. This means that they'll take longer
to move right around the wall and be able to attack your units. Don't move her
any further right or the Archers or Magician can easily fire over the wall and
injure her during the next turn. Nina must be moved away from the wall to the
north during the next player turn or she'll be attacked. End your turn.
Enemy Turn One
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Of the six enemies on the mid-right side of the map, two of the
armour knights will move south and the third armour knight, two archers and a
magician will move north, moving around towards the party. The enemy units
north of your party will move down and begin attacking you. At the end of the
turn, the enemy's Bishop usually casts reblow on the Armour Knight that
attacked Midia, healing it back to full health.
Player Turn Two
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
When your turn begins again, retaliate first. Command Midia to attack the
Armour Knight positioned one tile to the north with his Silver Lance. Move
Thomas up one tile and make him fire his Killer Bow at the Armour Knight to his
north. Make Mishelan attack the same unit. The Armour Knight may be destroyed.
If he isn't, move Tomth north a tile and finish the unit off. If he is, then
move Tomth north a tile and command him to attack the archer next to you with
an Iron Lance instead.
Once all of your offensive units have attacked, heal Midia with Boa's Live as
he's usually the unit in need of healing. If some other unit has lost at least
half of its health, heal Midia with Nina's Relive instead and heal the second
unit with Boa's Reblow. When you move any of the Bishops to heal a unit,
position them so that they can only be attacked by long-ranged enemies. If you
don't end up using Nina to heal. Move her south one square so she's out of
range of long-range units attacking her from the other side of the wall to her
north. End your turn.
Enemy Turn Two
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Armour Knight north of Midia should attack him again. Midia's counterattack
should destroy it and an Archer should fill the now-dead Armour Knight's
position and fire at Boa, who's standing south of Midia after having healed him
the turn before. The other archer should fire at Midia himself and the Magician
should fire at Mishelan, seriously damaging him. The enemy units that began the
battle on the right side of the map should be closing in on you. The enemy
Bishop will probably cast Reblow on the most damaged enemy unit at the end of
the turn (probably an Archer).
Player Turn Three
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Attempt to finish off the two Archers and Magician. Attack the Archers with
your Armour Knights and use your Archer to finish off theirs. Use Midia to
attack the Magician (he has a higher Resistance to magic). As you attack, make
sure that you're moving your offensive units into positions that will still
create a wall between your Bishops and Archer and the remaining enemies so that
they're protected. If needed, the Archer can be included in the wall.
If you feel that one of your units may die from an enemy counterattack, heal it
before it attacks. Otherwise heal the most damaged units at the end, using
Boa's Reblow if you fear he'll be put into too much danger by moving next to
the unit that he's healing.
Enemy Turn Three
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If any of the nearby units remain, they will attack one of your offensive units
(or Bishops if they can). Two Armour Knights will move from the south close
enough that they'll be able to attack next turn. An Armour Knight will also
move close to you from the north. The two Archers and Magician will move around
closer to you, unless you have a unit placed next to a closer wall that they can
attack over, in which case they'll move towards that instead. If an enemy unit
has taken a decent amount of damage, the enemy Bishop will cast Reblow to heal
it.
Player Turn Four
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Defeat the remaining long-range units (if there are any). If they're Archers,
attack with any melee unit. If it's a Magician, use your Paladin so that less
damage is sustained (Midia's resistance is higher). When you attack, begin
positioning your attack units to block the three-tile-wide hallway with a wall
of units so that your weaker units can be placed out of range of the two Armour
Knights that are coming from the south next turn.
Use your remaining offensive units to attempt to destroy the Armour Knight
closing in from the north. Use Thomas and preferably Midia (he has a high
Critical Hit rate when using his Silver Lance) to try and take him out. If you
succeed, simply move your Bishops north, out of range of the Armour Knights
coming from the south, placing them next to units that need to be healed and
healing them.
If you didn't manage to defeat the northern Armour Knight, don't stress, one
attack is very unlikely to defeat any of your units. Bishops very high speed
compared to Armour Knights allows them to dodge easily. Simply make sure
neither of your Bishops or your Archer are in range of more than one enemy. End
your turn.
Enemy Turn Four
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Armour Knights from the south should move within range of your units that
have been used to create the wall and attack them. If the Armour Knight that
was coming from the north is still alive he will more than likely attack one of
your Bishops. The Magician and Archer that began the battle on the right side
of the map will continue moving towards the closest target.
Player Turn Five
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Your main priority is to defeat the remaining Armour Knights. Once that is
done, you're given room to breathe. Attack with your Archer first and then have
your own Armour Knights and Paladin move in and attempt to finish them off. Use
your Bishops to heal any units that are at least moderately damaged at the end
of the turn. If there is still an Armour Knight alive, move your Bishops out of
rnage of him when you move them to heal.
Enemy Turn Five
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
If one of the Armour Knights survived, it will attack your units. Other than
that, only the Magician and Archers should continue moving towards you.
Player Turn Six
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Finish off the last Armour Knight if you need to. Your objective now is to open
the middle and bottom chests with the two keys you received from defeating the
appropriate Armour Knights. Begin moving the units that have keys in their
inventory to the chests. If one unit has two keys or it's slow and quite far
away from the chest it's moving towards, you may wish to trade it into Midia's
inventory. Have the party follow the unit moving towards the bottom chest to
protect him if the Magician and Archers are moving towards the south side of
the map. If they're not, instead move the party up north to meet them. Don't
forget to heal any units that may need it too.
Enemy Turn Six
¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The Archers and Magician will move towards the nearest units, attacking them if
they can.
Player Turn Seven
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Command the unit moving towards the middle Chest to open it and take its
contents. Move the rest of your units towards the enemy Archers and Magicians
and engage them. Pair your Paladin up with the Magician, using any other units
to finish it off if you need. Engage the Archers with whatever units you want.
Make sure to keep the two Bishops fairly well protected and make use of Boa's
Reblow to heal from somewhere safe at the end of the turn.
If the unit moving towards the bottom Chest is near the fighting, command him
to join in and then grab the contents of the Chest at a later turn. If he's not
then simply continue moving him towards the Chest.
Enemy Turn Seven
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The surviving units of the Archers and Magician will continue to attack. The
Bishop is likely to heal any that have sustained a fair amount of damage.
Ensuing Player Turns
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The next few turns should be spent finishing the Archers and Magician off and
collecting the contents from the bottom Chest. The units should then regroup up
near Gubel and the two Armour Knight guards that stand to either side of him.
When some of your offensive units move close to the Bishop in the top right
corner of the map, attack and kill him before he can run away. Whoever defeats
him will obtain the Key in his inventory. Use this to open the final Chest.
Once the units have regrouped, move them so that they're all as close as
possible to the final two Armour Knights and General without being adjacent and
therefore in range of their attacks. Don't forget to heal your units as needed.
Ensuing Enemy Turns
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
While these turns are occurring, the enemy will be doing little. The Archers
and Magicians will keep attacking your units until they're dead. The Bishop
will heal any of the units that are low on HP and run when your units get too
close. The two Armour Knights and the General won't move at all.
Climactic Turns
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
The items that you collected from the Chests can be put to use now. Trade the
Thunder and Power Ring to Nina. Make Nina use the Power Ring. Her Strength will
increase. Because the Armour Knights and even Gubel have low Resistances, the
magic will do huge amounts of damage. Nina also receives two attacks because
she's so fast, making her even more powerful.
The Armour Killer can be given to Midia, which he can use when he's dismounted.
This is optional however, because you're lowering most of his stats by
dismounting, so he's suddenly more vulnerable.
Take out one enemy at a time. Use long-range attacks (Thomas' Killer Bow, the
two Armour Knight's Javelin's and Nina's Thunder). Midia can be used to swoop
in and finish any of the units off.
It's best to destroy two of the enemy units and then move units onto the tiles
B07, B08, B09, B10 (except whichever of those tiles is adjacent to the final
enemy). This is to prepare yourself. Enemy reinforcements appear on those tiles
when all other enemies are defeated, except if a player unit is standing on the
tile. If you stop reinforcements from appearing, you can heal your units and
prepare yourself first and then move your units off of these tiles and face the
reinforcements to earn extra points.
Continue until all of the last enemies are defeated. Make sure you move a unit
onto the empty tile out of B07, B08, B09 and B10 before you end your turn after
defeating the last enemy.
Final Turns
¯¯¯¯¯¯¯¯¯¯¯
Heal any of your units that need healing and remount Midia if you dismounted
him to fight the final enemies.
Move one or two units off of the tiles that reinforcements come through, end
your turn. The enemies will appear and attack, so be ready. Retaliate during
the next turn, heal your units and repeat. If you ever need to recompose
yourself, defeat the enemies and then move your units back onto the tiles that
the enemy appears on before they reappear. Recompose yourself and then continue
fighting to gain extra points.
This continues until the time hits 1:48, at which point the screen fades to
black. You're done!
Your success can be decided by the following factors:
- By whether all enemies were defeated (not including the reinforcements)
- By whether Gubel, the boss was defeated
- By whether all three Chests were opened
- By how many points were scored (the three factors above increase the amount
of points you score)
Originally your score would be placed on a chart, being compared to all of the
other players who played the map when it was being televised. Obviously this
doesn't happen anymore, so you need to use your own judgement to gauge your
performance.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Unit Listing [08.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
This section features a list of all units found within the episode. All stats,
equipment and other information is included to provide you with easy-to-access
information. Notes on howo each player unit should be used and how to defeat
each enemy unit is also included, allowing you to decide how to best deal with
enemies.
If an item is in square brackets (ie. '[ITEM NAME]'), it means that the unit
must first dismount from their mount before they can use it. If an item has
asterisks to either side of it (ie. *ITEM NAME*'), it means that this item will
be obtained by the unit that defeated the unit that holds it.
A quick reference chart with the most important information is included below
so that you can easily check a unit's statistics as well as easily compare the
statistics of different units.
Quick Reference Statistics Chart
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯|
| Name | HP | Str | Ski | Spd | Luck | WLv | Def | Res | Mov |
|_____________________|____|_____|_____|_____|______|_____|_____|_____|_____|
| | | | | | | | | | |
| Boa | 22 | 4 | 7 | 10 | 4 | 12 | 5 | 6 | 6 |
| Midia (Mounted) | 20 | 7 | 11 | 9 | 7 | 10 | 9 | 6 | 10 |
| Midia (Dismounted) | 20 | 5 | 8 | 6 | 7 | 10 | 7 | 0 | 6 |
| Mishelan | 20 | 8 | 5 | 3 | 4 | 5 | 12 | 0 | 5 |
| Nina (Main) | 18 | 4 | 4 | 10 | 18 | 14 | 4 | 7 | 6 |
| Thomas | 20 | 7 | 6 | 5 | 4 | 9 | 6 | 0 | 5 |
| Tomth | 21 | 8 | 6 | 5 | 3 | 7 | 13 | 0 | 5 |
| | | | | | | | | | |
| Archer | 16 | 5 | 3 | 4 | -- | - | 6 | 0 | 5 |
| Armour Knight (1) | 20 | 7 | 3 | 0 | -- | - | 11 | 0 | 5 |
| Armour Knight (2) | 22 | 7 | 3 | 1 | -- | - | 12 | 0 | 5 |
| Armour Knight (Key) | 20 | 7 | 3 | 0 | -- | - | 11 | 0 | 5 |
| Bishop | 26 | 5 | 5 | 5 | -- | - | 4 | 10 | 6 |
| Gubel (Boss) | 45 | 14 | 9 | 7 | -- | - | 19 | 3 | 5 |
| Magician | 16 | 1 | 1 | 3 | -- | - | 2 | 3 | 6 |
|_____________________|____|_____|_____|_____|______|_____|_____|_____|_____|
Quick Reference Class Chart
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Name | Class |
|______________|_______________|
| | |
| Boa | Bishop |
| Gubel (Boss) | General |
| Midia | Paladin |
| Mishelan | Armour Knight |
| Nina (Main) | Bishop |
| Thomas | Archer |
| Tomth | Armour Knight |
|______________|_______________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Player Units [08.1.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
All player units are listed in this section. The notes included are
obervations on statistics and how to manipulate them to allow each unit to
perform to the highest standard.
Boa
¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Bishop | STARTING POSITION ON MAP: P05 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| NONE | |
| | LEVEL 03 EXP 00/100 |
|________________________| Maximum HP 22 |
| | Strength 04 Skill 07 |
| ITEMS: | Speed 10 Luck 04 |
| - Live | Weapon Level 12 Defense 05 |
| - Reblow | Resistance 06 Movement 06 |
|________________________|________________________________|
| |
| NOTES: Physically quite weak, Boa needs to be taken |
| care of. A very valuable asset with Reblow, he can heal |
| units from afar when it's too dangerous to move |
| adjacent to the unit being healed. This unit is your |
| primary healer and should get maximum use out of his |
| staves. He has a high Speed stat, making accidentally |
| putting him in dangerous situations a little more |
| forgiving as he'll often dodge. |
| |
|_________________________________________________________|
Midia
¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Paladin | STARTING POSITION ON MAP: N03 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Silver Lance | |
| - Iron Lance | LEVEL 01 EXP 00/100 |
| - [Iron Sword] | Maximum HP 20 |
|________________________| Strength 07 Skill 11 |
| | Speed 09 Luck 07 |
| ITEMS: | Weapon Level 10 Defense 09 |
| NONE | Resistance 06 Movement 10 |
|________________________|________________________________|
| |
| NOTES: Your jack-of-all-trades unit. Highly agile and |
| an above average fighter with decent resistance, Midia |
| can and should be used for any purpose. Collecting |
| items from chests, rescuing any endangered units and |
| moving to lend a hand to any player unit having trouble |
| on the map are all perfect tasks for him. Make sure |
| that he isn't placed in too much danger or could |
| succumb to death in one enemy turn. Keep his health |
| constantly topped up to avoid death. |
| |
|_________________________________________________________|
Mishelan
¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Armour Knight | STARTING POSITION ON MAP: L05 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Steel Lance | |
| - Javelin | LEVEL 01 EXP 00/100 |
| | Maximum HP 20 |
|________________________| Strength 08 Skill 05 |
| | Speed 03 Luck 04 |
| ITEMS: | Weapon Level 05 Defense 12 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Slightly weaker than Thomth, the other Armour |
| Knight under the player's control, Mishelan is still a |
| formidable unit in combat and a great asset. Along with |
| Tomth, he is used as your primary tank unit with decent |
| HP and a very high Defense stat. When his HP sinks too |
| low heal him, but don't be afraid to use him dangerous |
| situations. A very forgiving unit and versatile with |
| his javelin. His Speed and Movement are his greatest |
| weaknesses, often allowing enemies a second attack and |
| lagging behind his allies. |
| |
|_________________________________________________________|
Nina (Main)
¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Bishop | STARTING POSITION ON MAP: N05 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| NONE | |
| | LEVEL 01 EXP 00/100 |
| | Maximum HP 18 |
|________________________| Strength 04 Skill 04 |
| | Speed 10 Luck 18 |
| ITEMS: | Weapon Level 14 Defense 04 |
| - Relive | Resistance 07 Movement 06 |
|________________________|________________________________|
| |
| NOTES: Your Main character, losing Nina means that you |
| lose the battle. Protect above all other characters. |
| She is physically fragile with very low defense, but |
| can hold her own against magic users. She has a very |
| high Speed stat, meaning that she won't be often hit, |
| making her a little more forgiving. When you find |
| Thunder in a chest, give it to her so that Boa can keep |
| focussing on healing. With Thunder she is a formidable |
| unit as most enemies have little or no resistance. |
| Until she finds Thunder, use her to heal the more |
| heavily damaged units and the damaged units in safer |
| positions, leaving the more dangerous healing tasks to |
| Boa and his Reblow staff. |
| |
|_________________________________________________________|
Thomas
¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Archer | STARTING POSITION ON MAP: P03 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Killer Bow | |
| - Iron Bow | LEVEL 01 EXP 00/100 |
| | Maximum HP 20 |
|________________________| Strength 07 Skill 06 |
| | Speed 05 Luck 04 |
| ITEMS: | Weapon Level 09 Defense 06 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Your primary ranged unit, Thomas is quite |
| fragile, especially to magic users. His surprisingly |
| high Strength does allow him to dish out large amounts |
| of damage and being a ranged unit, enemies won't be |
| able to retaliate. He must be kept out of range of |
| almost all enemies though by placing a strong ally |
| between him and your foes. Look after him carefully and |
| will prove to be very helpful. |
| |
|_________________________________________________________|
Tomth
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Armour Knight | STARTING POSITION ON MAP: L03 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Steel Lance | |
| - Javelin | LEVEL 01 EXP 00/100 |
| | Maximum HP 21 |
|________________________| Strength 08 Skill 06 |
| | Speed 05 Luck 03 |
| ITEMS: | Weapon Level 07 Defense 13 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Slightly stronger than Mishelan, the other |
| Armour Knight under the player's control, Tomth is a |
| formidable unit in combat and a great asset. Along with |
| Mishelan, he is used as your primary tank unit with |
| decent HP and a very high Defense stat. When his HP |
| sinks too low heal him, but don't be afraid to use him |
| dangerous situations. A very forgiving unit and |
| versatile with his javelin. His Speed and Movement are |
| his greatest weaknesses, often allowing enemies a |
| second attack and lagging behind his allies. |
| |
|_________________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Enemy Units [08.2.0] |
|_____________________________________________________________________________|
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A list of all of the enemy units within the game. Many of these units appear
more than once. Unless the unit has a unique name, the names used in the list
are the same as those used in the map.
Archer
¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Archer | STARTING POSITIONS C03, C05, |
| | ON MAP: H12, H14 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Iron Bow | |
| | LEVEL 01 EXP 32/100 |
| | Maximum HP 16 |
|________________________| Strength 05 Skill 03 |
| | Speed 04 Luck -- |
| ITEMS: | Weapon Level -- Defense 06 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Physically fragile but very pesky, Archers can |
| become a pain if not dealt with quickly. As they cannot |
| use melee weapons, it's best to engage them in close |
| range. Their defense isn't spectacular and their |
| resistance to magic is non-existent, so defeat them |
| with magic when you can and physical attacks at any |
| other time. As they have so little HP, they can be |
| dealt with quickly. Be careful and keep them away from |
| fragile player units, especially Bishops, as they can |
| quickly defeat them. |
| |
|_________________________________________________________|
Armour Knight (1)
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Armour Knight | STARTING POSITIONS E05, F04, |
| | ON MAP: J12, L12 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Iron Lance | |
| | LEVEL 03 EXP 32/100 |
| | Maximum HP 20 |
|________________________| Strength 07 Skill 03 |
| | Speed 00 Luck -- |
| ITEMS: | Weapon Level -- Defense 11 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Using magic weapons is the most ideal way to |
| defeat Armour Knights. As magic weapons are in short |
| supply, using physical weapons will be required. These |
| units are slow moving so keep your fragile units just |
| out of range of these units, behind allies. With an |
| extremely high defense, focus in on one Armour Knight |
| at a time and use ranged weapons where possible to |
| limit the damaged received. |
| |
|_________________________________________________________|
Armour Knight (2)
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Armour Knight | STARTING POSITIONS |
| | ON MAP: C07, C09 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Iron Lance | |
| | LEVEL 05 EXP 32/100 |
| | Maximum HP 22 |
|________________________| Strength 07 Skill 03 |
| | Speed 01 Luck -- |
| ITEMS: | Weapon Level -- Defense 12 |
| NONE | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: These Armour Knights don't move from the tile |
| they begin on, so using ranged weapons (especially |
| magic weapons) is the way to go. Physical melee weapons |
| can be used to swoop in and finish Armour Knights off |
| before they can retaliate. The high Defense and |
| Strength of this unit means that you should be wary |
| when engaging it head on. |
| |
|_________________________________________________________|
Armour Knight (Key)
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Armour Knight | STARTING POSITIONS |
| | ON MAP: E03, L14 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Iron Lance | |
| | LEVEL 03 EXP 32/100 |
| | Maximum HP 20 |
|________________________| Strength 07 Skill 03 |
| | Speed 00 Luck -- |
| ITEMS: | Weapon Level -- Defense 11 |
| - *Key* | Resistance 00 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Using magic weapons is the most ideal way to |
| defeat Armour Knights. As magic weapons are in short |
| supply, using physical weapons will be required. These |
| units are slow moving so keep your fragile units just |
| out of range of these units, behind allies. With an |
| extremely high defense, focus in on one Armour Knight |
| at a time and use ranged weapons where possible to |
| limit the damaged received. The key gained from this |
| unit when it's defeated can be used to open chests. |
| |
|_________________________________________________________|
Bishop
¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Bishop | STARTING POSITION ON MAP: B11 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| NONE | |
| | LEVEL 01 EXP 40/100 |
|________________________| Maximum HP 26 |
| | Strength 05 Skill 05 |
| ITEMS: | Speed 05 Luck -- |
| - Reblow | Weapon Level -- Defense 04 |
| - *Key* | Resistance 10 Movement 06 |
|________________________|________________________________|
| |
| NOTES: This unit runs away whenever a player unit comes |
| close enough to be able to attack him in the following |
| turn. Corner him and defeat him any way you wish, |
| although physical weapons are most effective. It's best |
| to defeat this enemy before engaging Gubel as it can |
| easily heal great amounts of ally HP by using Reblow. |
| This unit cannot damage player units. The key gained |
| from this unit when it's defeated can be used to open |
| chests. |
| |
|_________________________________________________________|
Gubel (Boss)
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|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: General | STARTING POSITION ON MAP: C08 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Steel Lance | |
| | LEVEL 10 EXP 75/100 |
| | Maximum HP 45 |
|________________________| Strength 14 Skill 09 |
| | Speed 07 Luck -- |
| ITEMS: | Weapon Level -- Defense 19 |
| NONE | Resistance 03 Movement 05 |
|________________________|________________________________|
| |
| NOTES: Easily the stongest enemy unit in this episode, |
| Gubel has a massive amount of HP, Defense and Strength. |
| As he only has a melee weapon and doesn't move, it's |
| best to engage him from afar. The only unit able to |
| damage him from afar is a Bishop with thunder after |
| it's found in a chest. Use this along with a dismounted |
| Paladin using Armour Killer, another chest item. |
| Make sure the Paladin is constantly healed, otherwise |
| he will quickly die. Wittle Gubel's health down until |
| he's dead. |
| |
|_________________________________________________________|
Magician
¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| CLASS: Magician | STARTING POSITIONS |
| | ON MAP: B06, J14 |
|________________________|________________________________|
| | |
| WEAPONS: | STATISTICS: |
| - Fire | |
| | LEVEL 01 EXP 32/100 |
| | Maximum HP 16 |
|________________________| Strength 01 Skill 01 |
| | Speed 03 Luck -- |
| ITEMS: | Weapon Level -- Defense 02 |
| NONE | Resistance 03 Movement 06 |
|________________________|________________________________|
| |
| NOTES: As this unit uses magic, it's best to engage it |
| with a unit with high resistance (Bishops or Paladin). |
| Keep units with low or no resistance away from it. As |
| it can attack from afar, make sure you're the first to |
| attack. It's physically fragile, with low Defense and |
| HP, as well as relatively low Resistance, so it can be |
| defeated easily. |
| |
|_________________________________________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Weapon/Item Listing [09.0.0] |
|_____________________________________________________________________________|
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Weapons
¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯|¯¯¯¯|¯¯¯¯¯|¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯¯¯|
| Name | Rank | Mt | Wt | Hit | Cr | Rng | Uses | Value | Type |
|_______________|______|____|____|_____|____|_____|______|_______|_______|
| | | | | | | | | | |
| Iron Sword | 01 | 05 | 02 | 090 | 00 | 1 | 42 | 420 | Sword |
| Armour Killer | 03 | 06 | 04 | 100 | 00 | 1 | 20 | 1,000 | Sword |
| | | | | | | | | | |
| Iron Lance | 01 | 07 | 06 | 100 | 00 | 1 | 38 | 380 | Lance |
| Steel Lance | 02 | 10 | 08 | 090 | 00 | 1 | 28 | 560 | Lance |
| Silver Lance | 07 | 14 | 07 | 090 | 00 | 1 | 20 | 1,600 | Lance |
| Javelin | 03 | 08 | 20 | 070 | 00 | 1-2 | 20 | 600 | Lance |
| | | | | | | | | | |
| Iron Bow | 01 | 06 | 04 | 100 | 00 | 2 | 33 | 330 | Bow |
| Killer Bow | 06 | 08 | 03 | 100 | 20 | 2 | 20 | 1,000 | Bow |
| | | | | | | | | | |
| Fire | 01 | 05 | 00 | 100 | 00 | 1-2 | 25 | 500 | Magic |
| Thunder | 03 | 06 | 01 | 090 | 05 | 1-2 | 21 | 630 | Magic |
|_______________|______|____|____|_____|____|_____|______|_______|_______|
Staves
¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯|¯¯¯¯¯¯¯|¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Name | Rank | Rng | Uses | Value | EXP | Effect |
|_______________|______|_____|______|_______|_____|______________________|
| | | | | | | |
| Live | 01 | 1 | 20 | 1,000 | 014 | Heals (10 + Magic)HP |
| Relive | 02 | 1 | 16 | 1,600 | 020 | Heals (20 + Magic)HP |
| Reblow | 07 | Inf | 12 | 2,400 | 030 | Heals (10 + Magic)HP |
|_______________|______|_____|______|_______|_____|______________________|
Miscellaneous Items
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Name | Effect |
|_______________|______________________________|
| | |
| Key | Used to open chests |
| Power Ring | Increases Strength by 3 or 4 |
|_______________|______________________________|
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Statistic Mechanics [10.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
Below is a complete explanation of all of the calculations and mechanics found
within BS Fire Emblem. These mechanics tend to be shrouded in mist with every
FE game, but here they're featured so that you can understand what's happening
behind the scenes and therefore can best manipulate each character and make it
perform at its best.
If how a statistic works isn't listed here, see the final portion of section
[05.0.0] 'Gameplay Mechanics' for details on how it works.
Attack Speed
¯¯¯¯¯¯¯¯¯¯¯¯
The attack speed is obviously the speed at which a unit attacks. It's value is
irrelevant except for calculating whether a unit is entitled to a second
attack. The unit that initiated the attack always attacks first, followed by
the unit being attacked. If either unit gets a second attack, it's used after
both units have attacked once.
Attack Speed = Speed - Weapon Weight
A unit earns a second attack if its Attack Speed is at least three integers
above its opponent's.
Accuracy
¯¯¯¯¯¯¯¯
Accuracy is the likelihood that a unit will hit its opponent in combat. The
accuracy is the percentage of the unit landing a blow.
Base Accuracy (%) = Skill*2 + Weapon Hit
Opponent's Avoid = Opponent's Speed + Opponent's Luck + Opponent's Terrain
Bonus
Actual Accuracy (%) = Base Accuracy - Opponent's Avoid
Terrain Bonus is the percentage listed when a cursor is over a tile. The
terrain bonus is 0 on a normal tile and 20 when on a Pillar.
Damage
¯¯¯¯¯¯
Damage is the amount that the opponent's HP is reduced by when hit once by a
unit. A successful hit must first be made before damage is calculated. The
damage done will always be the same as long as the values being inputted into
the equation remain the same, there is no chance involved not (including the
chance of a critical hit, where damage is tripled).
There are a number of components for calculating damage and Magical Damage is
calculated slightly differently to Physical Damage.
Base Damage = Strength + (Weapon Might * Weapon Triangle Bonus)
The Weapon Triangle Bonus = 3 if the unit's weapon type 'beats' the opponent's
weapon type, or 1 if it's the same weapon type or loses to the opponent's
weapon type. If Magic is being used by at least one of the two involved units,
the bonus = 1.
Actual Damage (Physical) = Base Damage - Opponent's Defense
Actual Damage (Magical) = Base Damage - Opponent's Resistance
If the hit is critical, the Actual Damage is multiplied by 3.
If the value for either type of Actual Damage is 0 or below, the damage done is
0.
Critical
¯¯¯¯¯¯¯¯
If an attack hits, the equation below is then used to see if the unit lands a
critical hit. If an attack misses, the equation isn't used. The Critical Rate
is the chance (%) that a unit will deal triple damage to its opponent.
Base Critical Rate (%) = Weapon Critical + Skill
Opponent's Critical Evade = Opponent's Luck
Actual Critical Rate (%) = Base Critical Rate - Opponent's Critical Evade
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Version History [11.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
Version 1.00 Dates: 1/03/2012, 2/03/2012, 7/04/2012 - 10/04/2012,
¯¯¯¯¯¯¯¯¯¯¯¯ 14/04/2012 - 15/04/2012
Update: Major
Change Log:
- Everything's been added!
Notes: More than likely the first of only two updates for the guide. There will
be notes and extra information added throughout in the second and final update.
That is, unless anyone has something worthy to contribute! If that's the case a
third update may be in the works! I'd LOVE to hear from you!
Version 1.05 Dates: 14/05/2012
¯¯¯¯¯¯¯¯¯¯¯¯
Update: Minor
Change Log:
- Unit notes added
- Statistic and battle calculation mechanics added
- General overview of what statistics do added
- Context added
- Note at beginning of walkthrough added
- Added Mount and Dismount actions to menus
Notes: A quick update that's basically fleshed the guide out fully. Not much
content really needs to be added now, except for supplementary story
information which isn't exactly easy to find.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Legal Notice [12.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
Copyright © 2012 Jesse Paech (aka. RedIsPoetic).
This guide is the property of Jesse Paech (aka. RedIsPoetic) and is protected
under copyright laws. It cannot be reproduced or edited in any form. It is for
personal use only, unless I grant permission to do otherwise. No profit is to
be made from this guide, directly or indirectly, it is totally free. I take no
responsibility for any error or mistake found within this guide.
The following sites have my permission to host this guide:
www.gamefaqs.com
If you want this placed on your site, ask permission. It is illegal to host
this on an unauthorized site.
If you would like the guide placed on your site, email me at:
redis*poetic@hotm*ail.com
[Remove the asterisks. Spam Bot avoidance FTW.]
Make the subject of your email something related to the guide and I'll
eventually end up reading it.
If you are hosting this guide, make sure that you're updating the file on
your site soon after the guide is officially updated on GameFAQs.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Contact Me [13.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
If you have any additions, constructive criticism, want to say thanks or
anything relating to the guide in general feel free to contact me at:
redis*poetic@hotm*ail.com
[Remove the asterisks. Spam Bot avoidance FTW.]
Make the subject 'BS Fire Emblem 1' or something like that.
No spam or any other crap though please.
I'm happy to hear about almost anything including but not limited to:
- typos
- corrections on information
- any missing information
- formatting feedback
- overall feel of guide
- etc. etc.
Of course, you will be credited for any help you give me (if it is actually
helpful). Credit for major things will not only be given in the devoted
'Credits' section but also where the information is directly placed within the
guide.
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Credits [14.0.0] |
|_____________________________________________________________________________|
¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯ ¯¯¯¯¯
Thanks to Intelligent Systems for creating a worthy contribution to one of the
greatest series in existance.
Thank you to CJayC and SBAllen of course!
A massive thank you to Serenesforest.net! This site has been immensely helpful
for me, providing many of the character names, item names, background info and
other awesome stuff. A lovely site!
Another thank you to the Fire Emblem Wiki. The members of this Wiki provided me
with excellent information for the Items, Staves and Weapons, as well as the
exact mechanics of the game.
A simply HUGE thank you to KiddoCabbusses. This guy is the authority on BS
Fire Emblem and has been more than willing and patient to answer all of my
questions. Thanks man!
Thanks to you, the reader, for reading this guide! You're the reason I write!
|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|
| Conclusion [15.0.0] |
|_____________________________________________________________________________|
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Fire Emblem is one of my favourite franchises, so I've naturally loved writing
this guide. This small game deserves WAY more attention than it's received, so
I'm happy that I can at least give it some. I'm ecstatic that I can write for a
game in the Fire Emblem franchise and provide information that's never been
provided before, which is reward enough for me.
I hope you've found this guide helpful! Look out for guides on the other
episodes of BS Fire Emblem Akaneia Senki in the future!
- RedisPoetic
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_|___\__________|____|___\________________
| | / __ | | _| /_ __ _|_' __ |
| |__/ / \__/| | / |__/ \ / \ | || |
| | \/___/ | | \ | / \___/ | || |
| | \___\__/|__|__/ | \____/___ |/||__/ |
| |
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Copyright © 2012 RedIsPoetic