Fire Emblem 4: Seisen no Keifu for the SNES
First Generation Guide by VincentCraven
Submitted July 1, 2007
Current Version: 1.0

Table of Contents:
 I. Basic Information
II. Pairing Analysis
III. Walkthrough
     0.Prologue
     1.Chapter 1
     2.Chapter 2
     3.Chapter 3
     4.Chapter 4
     5.Chapter 5
IV. Hard Mode
 V. Storyline
VI. Special Thanks

      07/11/07 - Edited information in pairing analysis; finished chapter3;
                 inserted Storyline section: completed Prologue

      07/28/07 - Finished first generation walkthrough and storyline


I'm suprised no one has made a complete guide for this game!
No, this is not my favorite game of all time, but you should see how many FAQs
are already made for Final Fantasy Tactics! I have been spending most of June
playing and analyzing this game and so I decided to organize my research in a
nice little text document (we call this obsession). It was only by random
chance that I happened to notice the "Want to Write Your Own FAQ? You can
write and submit your own FAQ or guide for this game too! Read the Help Files
to find out how." notice underneath the incomplete FE4 FAQs while looking for
more information on the game at Gamefaqs. As you can see, I decided "Why not?"
even though writing a walkthrough was not in my original plans. Anyway, that's
my story and if you are reading this, I'm a minor speck in your story too!


    ==================================
         I. BASIC INFORMATION
    ==================================

1.Menus

This game was never released in the US and is in Japanese. Since many players
can't read Japanese, I'll start by a brief explanation of the basic options.

Main: Press A on any space unoccupied by a character or your castle.
Unit    - a list of your units; used to find units that you have not moved
Item    - a list of your items; also shows who owns what item
Data    - shows the turn number and number of units in each army
Skill   - a list of skills; also shows which of your units has that skill
Options - sets preferences
Save    - save game on one of four save slots
End     - ends your turn and begins enemy phase

    Options: In the main menu, select Options. In the bottom right there are
    options for each selection.
     Animation  -  1 for full animation, 2 for animation on map, 3 to select
                   different animation for each character
     TerrainWnd - turn the window to show terrain effects on/off
     Unit Wnd   - turn window displaying character name and health on/off
     MessageSpd - speed of message text, higher number means faster speed
     Enemy Spd  - speed the enemies move during enemy phase (normal/fast)
     Sound      - controls the music (Stereo, Mono, or Off)
     AutoSave   - gives option to save game at beginning of each turn
     AutoCursor - cursor starts on main character on each turn (on/off)

Character:On a character, the menu will display his or her stats
Top box,left:Level(experience)
             Health Points
Top box,right:Attack Power
              Accuracy
              Range of attack
              Evasion
Bottom right box:Weapons(select weapon to view Accuracy
                                               Might
                                               Range
                                               Weight)
Bottom left box:Strength   (Str)
                Magic      (Mag)
                Skill      (Skl)
                Speed      (Spd)
                Luck       (Luk)
                Defense    (Def)
                Resistance (Res)
Bottom left box(scroll down):
 Leader of unit
 Lover
 Can talk to this unit
 Movement Range
 Money
 Current arena level
 Status

2. Basic Mechanics

Damage = Attack Power - enemy Defense(Resistance for magic attacks)
 Attack Power = Strength(Magic for magic attacks) + weapon Might

Active Speed = Speed - weapon Weight (abbreviated AS)

Hit Chance = (Accuracy - enemy Evasion)%
 Accuracy = Skillx2 + weapon Accuracy
 Evasion = Speedx2 + Luck

Experience gained from attacking = 10 + enemy's level - Level

Experience gained from killing = 30 + 2(enemy's level - Level)

  The Two Triangles:
Swords best Axes, Axes best Lances, Lances best Swords
Wind bests Thunder, Thunder bests Fire, Fire bests Wind. Light and Dark best
Anima (Wind,Thunder,Fire). Light and Dark have no advantage over one another.
When a weapon is good against another, that weapon recieves a +20 accuracy and
evasion bonus. Bow has no advantage over any other weapon, but will always
critical against flying units unless the flyer has Nihil

  Accuracy and Evasion bonuses:
Every leader has stars in place of a leader's name. If a unit is within three
spaces of his leader, he recieves an evasion and accuracy bonus:
One star yields no bonus, Two stars yields +10, Three stars yields +20, Four
stars yields +30, Five stars gives +40, bonus applied to leader at all times.
Charisma is a skill on certain characters that works like a two star lead
except that the person with that skill does not gain a bonus.
Lovers gain +10 bonus when within three spaces of each other.
The terrain window tells what each piece of land adds or subtracts to evasion.

Love and Sibling auto-critical:
Any time that lovers or siblings are adjacent to one another, they have a
chance to activate a critical when one initiates an attack.

  Weapon kills bonus:
The weapon kills bonus activates when the weapon kills surpass 50, in which
case it is (Weapon kills -50). Weapon kills bonus activates even if the unit
does not have the critical skill, which is why you should always use your best
weapon if you have the money to repair it.

  Movement:
Some terrain allows units to move futher than others.
Sea, -30, is only traversable by Pirates and uses 5 move per square traveled
Roads, which grants -10 evasion bonus, uses 7/10 of a move. This means:
 1 to 3 squares on road = no bonus
 4 to 6 squares on road = +1 to move range
 7 to 9 squares on road = +2 to move range
10 - 12 squares on road = +3 to move range
13 - 16 squares on raod = +4 to move range
Desert, -10, uses 4 move per square for mounted units and 2 for nonmounted.
Meadow and Sand do not affect movement or evasion
Woods, +20, and Mountain, +30, use 3 move for mounted and 2 for nonmounted.
 Note that unpromoted mounted and armor units cannot traverse mountains.
Cliffs and Peaks are untraversable

Flying units are unaffected by terrain bonuses and can move over any square.

Skill list:
  Skill             Effect                       (Activation)
Pursuit    - attack again after enemy if Active Speed(AS)> enemy's AS

Continue   - may attack again before enemy attacks (AS + 20)%
            This is what a Hero weapon does

Critical   - doubles attack power          (skill + weapon kills bonus)%

Charge     - may activate another round of  (AS - enemy AS + HP/2)
             combat if HP is above 25
            May activate multiple rounds

Ambush     - unit will always attack first if HP falls below half of MaxHP
            Also negates the opponent's Charge skill

Wrath      - unit will activate critical if HP falls below half of MaxHP

Prayer     - increases avoid by 10(11 - HP) if HP is below 10

Life       - unit recovers 5-10 HP each turn

Elite      - user receives 2x experience in all encounters

Nihil      - negates sword skills and all criticals always

Charisma   - units within 3 spaces of this unit gain +10 accuracy and evasion

Bargain    - unit can buy and repair items for half price

Steal      - steals all opponent's gold when damage is inflicted (Thief only)

Dance      - all adjacent units that have moved can move again (Dancer only)
            This skill uses up the Dancer's turn

Greatshield- Negates an enemy attack(General only)  (User's Level)%

Sword skills can only be activated when using swords and only on foot.
If a Hero sword is used, sword skill will be in effect on both hits.
The activation rate for all of them is (Skill)%
Lunar Sword - may negate enemy defense
Solar Sword - may heal user by amount done to enemy
MeteorSword - may attack five consecutive times



    ==============================
         II. PAIRING ANALYSIS
    ==============================

Love in this game is a powerful thing. In both the first and second
generations, you can pair off units to help them fight when they are within
three squares of each other. In the first generation, however, lovers are more
important as they determine the character's stats, skills, and items in the
second generation. Cuan-Ethlin and Sigurd-Dierdre are unchangeable pairs.

In this game, the female will always birth the same children, so the male only
affects how the children will turn out, not who they are, unfortunately.

Before beginning the analysis, I should point out the inheritance rules:

1. Base stats bonuses of the child are based off the parent's final stats, so
  try to level the parents as much as possible; however, the majority of the
  luck base is completely random. Sons inherit the father's growth rates and
  1/5 of his stats* plus half the mother's growth and 1/10 of her stats.
  Daughters inherit the mother's growth rates and 1/5 of her stats* plus half
  the father's growth and 1/10 of his stats.
 *Bonuses do not include parent's base stats.

2. Only the parent's personal skills are inherited by the children. Class
  skills are not passed down. See base stats section for class skills.

3. Levin and Claude pass major Holy Blood to the male child* and minor Holy
  Blood to the female child*. Characters also inherit minor blood from minor
  blood parents unless the parents both have the same Holy Blood, in which
  case, major Holy Blood is developed in both children. Minor Holy Blood
  boosts weapon mastery by one rating, and grants a bonus of 50% spread out
  on two or more stats, depending on the Holy Blood. Major Holy Blood
  grants twice the bonus minor Holy Blood does (100%) and allows usage of all
  weapons of that type.Weapon mastery is boosted only if unit could
  originally wield that weapon. (No axe wielding swordfighters... T_T)
*Faval inherits major blood from Brigid. Altenna inherits major from Cuan.

4. Any items the female has will be passed down to the daughter* and any items
  the male has will be passed down to the son* unless it is a weapon/staff
  that the child cannot use; however, parents can obtain weapons/staves they
  cannot use and pass them to children who can use them. Items will have the
  same number of uses they did at the end of chapter5.
*Patty, Faval, Cuan, and Altenna inherit the opposite gender parent's items.

5. For every 10 gold the parents have, each child recieves 1. For this reason,
  it is a good idea to repair all items before starting chapter5, and
  repairing them at any castle you pass by, if you have the chance. Also,
  even if you don't plan on using the weapons, carry as many wieldable
  weapons as possible so that the child can sell them for money.

Base stats of parents and children:
   | means generic unit only class
Class         Str  Mag  Skl  Spd  Def  Res  Move    Skill
Arch Knight     7    0    6    6    6    0    8
Axe Knight      7    0    6    6    6    0    8
Bard            0    7    7   10    3    7    6
Bow Fighter     7    0   10   10    5    0    6     Pursuit
Dancer          3    0    1    7    1    3    6
Dragon Knight  10    0    7    6   11    0    9
Free Knight     7    0    6    6    6    0    8
Junior Lord     5    0    5    5    5    0    6
Lance Knight    7    0    6    6    6    0    8
Mage            0    7    6    6    1    5    5
Pegasus Knight  7    0    7   12    5    7    8
Priest          0    7    6    6    1    7    5
Prince          8    3    7    6    7    3    6
Princess        5    7    5    8    5    7    6
Shaman          0    8    7    7    3   10    5
Social Knight   7    0    6    6    6    0    8
Sword Armour    9    0    5    3   10    0    5
Swordfighter    7    0   10   10    5    0    6     Pursuit
Thief           3    0    3    7    1    0    6     Steal
Thunder Mage    0    7    9    6    1    5    5
Troubadour      3    3    6    6    3    3    8
|Wind Mage      0    7    6    9    1    5    5

Second Tier
Class          Str  Mag  Skl  Spd  Def  Res  Move    Skill
Bow Knight      10    0    8    8    8    3    9
Dragon Master   12    0    9    7   14    0    9     Pursuit
Duke Knight     12    0    7    7    8    3    9
Falcon Knight    7    7   10   15    6   12    8     Continue
Forrest         12    3   12   12    7    3    6     Pursuit
Forrest Knight   8    0   15   12    8    3    9     Continue
General         10    0    6    5   12    3    5     Greatshield
Great Knight    12    0    7    7   10    3    9
High Priest      0   12    9    8    3    8    5
Lord Knight     10    0    7    7    7    3    9
Magfghtr_Female  3   12    9   12    5   10    6     Continue
|Magfghtr_Male   5   12   10   10    7    7    6     Continue
Mage Knight      5   10    7    7    5    7    9
Master Knight   12    7   12   12   12    7    9     Pursuit
Paladin_Female   9    5    9    9    9    5    9
Paladin_Male     9    5    9    9    9    5    9
Sage             0   15   12   15    3   12    6     Continue
Sniper          12    0   12   12    7    3    6     Pursuit
Swordmaster     12    0   15   15    7    3    6     Pursuit, Continue
Thief Fighter    7    3    7   12    5    3    7     Pursuit, Steal

Max stats are ALWAYS 15 points above base stats.

Parent's growth rates:
   ~ means minor Holy Blood
   ! means major Holy Blood
   Note that stats increased by Holy Blood are designated by *

 Males     HP   Str  Mag  Skl  Spd  Def  Res  Luk     Holy Blood
  Alec     70%  30%   5%  40%  30%  30%   5%  30%
  Fin      70%  30%   5%  40%  30%  30%   5%  50%
  Beowulf  80%  40%   0%  40%  30%  30%   5%  20%
  Noish    80%  40%   5%  30%  20%  40%   5%  20%
  Ardan    90%  50%   5%  10%  20%  40%   5%  10%
 ~Lex      70*% 40%   5%  20%  20%  20*%  5%  20%   Axe:+20%HP,+30%Def
 ~Holyn    90*% 30%   5%  50*% 30%  30%   5%  20%  Sword_Odo:+20%HP,+30%Skl
  Midir    60%  30%   5%  30%  40%  30%   5%  10%
  Jamka    90%  50%   0%  10%  30%  30%   5%  40%
  Dew      50%  40%  10%  40%  40%  40%  10%  40%
 ~Azel     50*% 10%  10*% 20%  50%  20%  10%  20%   Fire:+20%HP,+30%Mag
 !Levin    50*% 10%  30%  40%  30*% 20%  10%  20%   Wind:+40%HP,+60%Spd
 !Claude   50*% 10%  20*% 20%  30%  20%  10*% 30*% Staff:+20%HP,+20%Mag,
                                                         +20%Luk,+40%Res

 Females   HP   Str  Mag  Skl  Spd  Def  Res  Luk
  Fury     50%  20%  10%  20%  30%  30%  10%  20%
 ~Lachesis 40*% 20*%  5%  10%  20%  20%  10%  40%  Sword_Hezul:+20%HP,+30%Str
 ~Aira     50*% 30%   5%  30*% 30%  20%   5%  20%  Sword_Odo:+20%HP,+30%Skl
 ~Tiltyu   40*% 10%  20%  30*% 40%  10%  10%  50%  Thunder:+20%HP, +30%Skl
 ~Aideen   50*% 20%  30%  20%  30%  20%   5%  30*%   Bow:+20%HP,+30%Luk
 !Brigid   50*% 30%  20%  30%  20%  20%   5%  10*%   Bow:+40%HP,+60%Luk
 ~Sylvia   40*% 10%  20*% 10%  10%  10%  20*% 20*% Staff:+10%HP,+10%Mag,
                                                         +10%HP,+20%Res

Love Growth chart:
Units start out with a certain amount of love. Every turn that both units are
on your team, love points are increased by the number on the right.
(By the way, units gain no bonus when they are dead).
Units standing next to one another gain 5 more love points on that turn.
At 500, units fall in love and cannot pair with any other unit.

       Aideen    Aira      Lachesis  Sylvia    Fury      Brigid    Tiltyu
Alec     __ +2     __ +2     50 +2     __ +3*    50 +2     50 +4    120 +3
Noish    __ +2     __ +2     50 +2     __ +3     50 +2     50 +4    120 +3
Ardan    __ +2     __ +2     50 +2     __ +3     50 +2     50 +4    120 +3
Azel    120 +1*    __ +2     50 +2     __ +3     50 +2    150 +4    120 +3*
Lex      __ +2     __ +2*    50 +2     __ +3     50 +2     50 +4    120 +3
Fin      __ +2     __ +2     50 +2     __ +3     50 +2    180 +10   180 +10
Midir   120 +1*    __ +2     50 +2     __ +3     50 +2    100 +3*   120 +3
Dew      __ +2*    __ +2     50 +2*    __ +3     50 +2     50 +2    120 +3
Jamka   250 +1     __ +2     50 +2     __ +3     50 +2    150 +4    120 +3
Holyn    __ +2     __ +2*    50 +2     __ +3     50 +2    150 +4    120 +3
Levin    50 +2     50 +2     50 +2    200 +2    210 +2*    50 +4    120 +3
Beowulf 100 +2     50 +2     50 +2*    __ +3     50 +2     50 +2    120 +3
Claude  150 +3    200 +2     50 +3    190 +1*   100 +3     50 +4    180 +3
*These units can get a love bonus conversation.
Instantly fall in love upon conversing: Fury-Levin
+100: Aideen-Azel/Midir, Aira-Lex/Holyn, Lachesis-Beowulf Sylvia-Alec/Claude
      Brigid-Midir, Tiltyu-Azel
+ 50: Aideen-Dew, Lachesis-Dew

"What happens if I don't pair one of the females with anybody?"

 You will get generic units that the same class* as the children, but are
 usually worse, with lower stats, poorer skill sets, and no inherited items.
 They do look different, and some excel in odd stats. (What's up with
 Laylea's strength growth? She is a dancer!)

  Generic units in second generation (none have Holy Blood)
 Name      HP   Str  Mag  Skl  Spd  Def  Res  Luk     Replaced by
  Radnay   70%  40%   5%  30%  40%  30%  20%  20%      Lakche
  Rodolban 80%  30%   5%  50%  30%  30%   5%  20%      Skasaha
  Mana     50%  10%  30%  20%  20%  10%  20%  40%      Lana
  Dimna    90%  30%   5%  50%  20%  40%   5%  30%      Lester
  Tristan 130%  30%   5%  30%  20%  30%   5%  10%      Delmud
 *Amid     90%  20%  40%  50%  40%  20%  20%  20%      Arthur
  Femina   60%  30%  10%  20%  50%  20%   5%  50%      Fee
  Daisy    50%  10%  10%  30%  50%  20%  10%  30%      Patty
  Janne    60%  20%  20%  50%  20%  30%  20%  10%      Nanna
  Laylea   50%  50%  10%  20%  40%  20%  20%  30%      Leen
 *Linda    90%  10%  40%  40%  30%  10%  20%  20%      Tinny
  Asaello  90%  40%   5%  10%  20%  30%   5%  60%      Faval
  Hawk     60%  10%  20%  20%  50%  20%  10%  20%      Sety
  Sharlow  70%  10%  50%  20%  20%  10%  30%  30%      Corple

*Amid starts as a Wind Mage and promotes to Magefighter, unlike Arthur.
*Linda starts as a Thunder Mage, unlike Tinny, but promotes to the same class

"I can't avoid having Fury and Levin fall in love! How am I supposed to get
Femina and Hawk?"

 Simple, kill off any females that have fallen in love before finishing
 chapter5. The father's state of life has no effect on the children.

"Okay, so what pairs are the best of the recommended? I just want one good
playthrough."

 Beginner set(easy to make and good characters):
 Aideen-Midir, Aira-Lex, Lachesis-Beowulf, Sylvia-Claude, Fury-Levin
 Brigid-Holyn, Tiltyu-Azel

 Easiest 2nd gen set(Patty is a SL; many good units come early):
 Aideen-Midir, Aira-Lex, Lachesis-Fin, Sylvia-Azel, Fury-Claude,
 Brigid-Jamka, Tiltyu-Levin

 Advanced set(excellent characters but difficult to use):
 Aideen-Azel, Aira-Dew, Lachesis-Fin, Sylvia-Levin, Fury-Claude,
 Brigid-Holyn, Tiltyu-Lex*

 *Wow, this makes the children REALLY good. The catch is Arthur REALLY needs
 to promote so he can use a Tron tome instead of a Wind tome, which is a huge
 difference when you are only relying on attack power to save you! Better
 make sure that this equation is true so that Arthur can kill Johalva's army.
 [Lex's magic x 2] + [Tinny's magic - 7(12 if promoted)] > (or =) 10.
 Kinda sad, but he needs to inherit at least 1 magic to kill them. Either
 that, or he needs to kill the boss and gain a magic point. You'd be
 suprised how bad Lex's and Tinny's, hence Arthur's, magic growth is.

I'll start with the most recommended pair all the way to the least recommended
pair. Top = good, bottom = bad. All aspects of both characters are included in
ranking, but the usefulness in the first generation is not considered as
important.

Unless otherwise noted, stat growths (not HP or res) are between 35-45%
   HP is 100-125%, resistance is 2-15%
Str/Mag is only noted if that character primarily uses weapons based on that
   stat or if less important offensive stat is not 2-15%.
abysmal < low < average < excels in < high < very high < overkill(over 100%)

AIDEEN - yields Lana, the Priest, and Lester, the Archer Knight

 Lester really takes priority in this pair, unless you want the Rescue staff.
  He only gains the almighty Hero bow from Midir or Jamka.

 Lana is a priest, which can only fight upon promotion and can only use
  Elfire at best unless you waste Holsety so she can use an Elwind tome. X_X
  The Rescue staff is pretty nifty, so if you don't mind losing Hero bow boy,
  choose Azel as the father. Lana becomes pretty good too.
  Lana starts with a Live staff.

  Midir - same class as the son (best for beginners)
  -Easy to make
  -affection bonus: talk in chapter1
  -Hero bow: talk in chapter4 (must be in love)
  -pair does not hold well in first half
  -Skill set: Pursuit, Charge
    Lester
      -Excels in speed and luck
      Pursuit will usually activate, and Charge activates pretty often. With
      his Hero bow, he will be killing most enemies since he will attack four
      times. Because of this, however, he needs a backup bow.
      Recommended items:Hero bow, Silver bow
    Lana
      -Excels in luck and speed; low magic
      Once she promotes, she uses Pursuit often and possibly Charge,
      especially if you give her a wind tome. She dodges well and can heal
      okay until then. The Libro staff allows her to stay out of real danger.
      Note that Charge does not activate unless she can attack back.
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Sleep staff

  Jamka (best for first generation)
  -Easy to make
  -Hero bow: talk in chapter4 (must be in love)
  -pair works okay in first half
  -Skill set: Continue, Charge
    Lester
      -Excels in strength; very high luck; low skill; high HP
      Hero bow may kill enemy, but Lester lacks Pursuit. Speed ring helps
      activate both skills which he relies on to finish opponents, though I
      think Hero bow replaces the Continue skill. Give Lester the Pursuit
      ring and he will be about as good as with Midir as the father.
      Recommended items:Hero bow, Silver bow, Speed ring
    Lana
      -high luck; low skill and magic
      Once promoted, she can use Charge often and might activate Continue,
      but don't count on it. Give her a wind tome to increase her chances of
      activating both skills. She isn't worth sending into battle.
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Sleep staff
  Azel (my favorite only because of the Rescue staff ^_^)
  -Easy to make
  -pair holds well (until Azel gets a horse and leaves her in the dust!)
  -affection bonus: talk in chapter1
  -Rescue staff: talk in chapter4 (must be in love)
  -Skill set: Pursuit
    Lester
      Without a Hero bow, Lester is pretty sad. He does have Pursuit, but
      without much strength and starting with an Iron bow makes him useless.
      (On the bright side, Faval has more bows to sell to pay for his bow.)
      He is a pretty high quality SL with good speed and luck to evade with.
      Once he gets a good bow (Killer or Silver from Faval) he can contribute
      to your team in less suicidal ways. Where are the magic bows anyway?
      Recommended items: good question...
    Lana
      -high luck; excels in magic and speed; low skill and defense
      Did you get tired of having a good Lester but a bad Lana? She is great
      at healing and upon promotion can use Elfire. Pursuit allows her to
      kill nonmagical opponents. Aideen gains a rescue staff too, but Lana
      won't inherit it since it requires A in staff mastery. For this reason,
      give the staff to the wielder of the Valkyrie staff. (Unless Claude is
      her father, which wastes the Valkyrie staff and both children will have
      NO skills, she cannot use it and will not inherit it. Oh, and by the
      way, if she pairs with Claude, Claude gives her the Rescue staff in
      chapter5.) Hooray for another useful magic unit!
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Silence staff, Rescue staff(for Sety/Corpul)

  Fin
  -Difficult to make
  -terrible pair for first generation
  -Lana gains +5 magic at the end of chapter7 by talking to Fin
  -Skill set: Pursuit, Prayer
     Lester
       -very high luck; excels in skill
       Lester is okay without his Hero bow, but since he usually pulls out of
       harms way anyway Prayer doesn't assist his cause much. He is much
       better than if you pair Aideen with a magic user. He starts with an
       Iron bow, so he should buy the Killer bow off Faval (chapter8/9)
       Recommended items: (cannot acquire)
     Lana
       -very high luck
       Lana is great since she gains +5 magic in chapter7 (way before she
       will usually promote) and Prayer, plus very high luck, allows her to
       step into the line of fire, axes, and such if she is lucky. Avoid
       enemies and combat since the best tome she can use is Wind.
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Silence staff

---
  Levin
  -Moderately difficult to make
  -not a good pair for first generation
  -not recommended because you waste the Holsety tome and Holsety major blood
   on Lester, not to mention he doesn't get his Hero bow. How sad.
  -Skill set: Continue, Critical
    Lester
      I don't think this is worth doing even if you DID have multiple Levins.
      Continue and Critical activate pretty often, however.
      Recommended items: Power ring
    Lana
      -high speed and luck, low defense
      This is the best Lana possible. She can use Elwind upon promotion, and
      will kill her opponent if one of her skills activates. You may consider
      supplying her with an Elite ring so she can begin fighting sooner. She
      does lack Pursuit, so that takes away a few more points from this pair.
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Silence staff

  Beowulf
  -Difficult to make
  -bad pair for first generation
  -not recommended, since Lester doesn't get the Hero bow
  -Skill set: Pursuit, Charge
    Lester
      He gets the same skills as with Midir but he doesn't gain a Hero bow.
      Hero bow = valuable. No Hero bow = SL*    *see walkthrough intro*
      Recommended items: Power ring
   Lana
      See Midir (stats are worse for her)
      Recommended items:Libro staff, Recover staff, Warp staff, Restore staff
                        Sleep staff


AIRA - yields Lakche and Skasaha, the Swordfighters

  Lakche and Skasaha both always have great skill and should have either a
   sword skill, critical, or Ambush for a chance to activate Meteor Sword
   before the enemy can ever attack them (works for close range only).
   Both children start with an Iron blade.

  Lex (best for beginners)
  -Moderately easy to make
  -affection bonus: talk in chapter3, also grants Hero sword
  -mounted/unmounted mismatch pair
  -Skill set: Pursuit, Meteor Sword, Ambush, Nihil, Elite
    Skasaha
      -excels in skill, defense, strength, and HP; low luck
      Since Lex has Elite and high defense, he is the best pair for him.
      He will promote easily, since he gains lots of defense to stay on the
      front line, uses Ambush which kills his opponents often with Meteor
      Sword before he is attacked, and has Elite which means double exp, but
      he needs to gain a few levels before being sent on his own to fight.
      Have Skasaha buy his swords off Lakche (or Celis) on the first turn or
      just let Lex finish the wielder of the Silver blade.
      Recommended items: Silver blade (have Lex finish that chapter3 boss)
    Lakche
      -high skill; excels in defense, strength, and HP; low luck
      -Continue upon promotion
      With Elite, she skyrockets in level, being able to kill enemies easily
      with her Hero sword (she'll need it if she is on the front line relying
      on Ambush to save her). She will obviously tear through her sword using
      Meteor all the time, but you can just award her with a few more
      villages. Before you know it, you'll have a very durable swordmaster
      slaying your armies for you. She must level up before slaying armies.
      Recommended items: Hero sword, Prayer sword*
                         Silver blade(Skasaha), Slim sword(Skasaha)
  *Prayer sword is, by the way, ONLY for female characters.

  Dew (my favorite)
  -Moderately difficult to make
  -pair holds well, but Dew is weaker than Aira and should hide near her
  -Skill set:Pursuit, Meteor Sword, Solar Sword, Nihil, Bargain
    Skasaha
      -high skill; excels in strength, speed, defense, and luck; low HP
      Solar Sword and Meteor Sword both activate pretty often since his skill
      is always so high, and he gains a wee bit more magic and resistance.
      Give him a magic sword so that he has a chance to heal when long range
      units attack him too, unless you have other good swords to spare.
      Bargain helps him pay for that Wind sword he keeps tearing through.
      Since both units rely on these skills, give the skill ring to him or
      Lakche. Another skill ring is acquired in chapter6 from the village
      below and to the right of Johan's army of Axe Knights.
      Recommended items: Wind sword, Clipper sword, Skill ring (ch6)
    Lakche
      -high skill; excels in strength and speed; low HP
      -Continue upon promotion
      Usually, Solar Sword will help her more than Lunar Sword or Critical.
      Plan on using the Hero sword, since it does will activate Solar sword
      twice on each Solar Sword activation, or the Thunder sword which allows
      her to heal when she is attacked by long range units. Both children
      should obtain a skill ring to help activate both sword skills.
      Recommended items: Thunder sword, Cutter sword, Skill ring (ch1)

  Holyn - same class as the son (best for first generation)
  -Easy to make
  -affection bonus: talk in chapter3, also grants Hero sword
  -holds together like peas and carrots
  -Skill set: Pursuit, Meteor Sword, Lunar Sword, Nihil
    Skasaha
      -overkill skill; very high HP; low luck
      He has a high chance to activate either Meteor Sword or Lunar Sword
      because of his overkilled skill. These skills are his main weapons, so
      give him and Lakche a skill ring to boost activation. With such high
      skill AND a skill ring, he can easily hit with the Silver blade.
      Recommended items: Silver blade, Slim sword, Clipper sword
                          Skill ring (ch6)
    Lakche
      -overkill skill; high HP; low luck
      -Continue upon promotion
      She isn't as durable as Skasaha, but she is just as useful. Once
      promoted, she surpasses him. Although both units have major Odo blood,
      it really doesn't matter because they both already can use A in swords
      and the only way to wield the Balmunk is by intentionally killing
      off the original wielder (which I certainly do not condone). Have her
      take the skill ring (Skasaha should acquire other ring from ch6).
      Patty cannot use the Hero sword, so give it to Lakche too.
      Recommended items: Hero sword, Prayer sword, Cutter sword
                          Skill ring (ch1)

  Noish
  -Difficult to make
  -not very good for the 1st gen.
  -Skill set:Pursuit, Charge, Critical, Meteor Sword, Nihil
     Skasaha
       -high skill; excels in strength and defense; low luck
       Critical is great for Skasaha, since he has high skill growth and high
       skill base; however, Critical can be obtained in other ways such as
       high weapon kills, sibling/lover bonus, or weapon specialties such as
       such as the Cutter sword against armoured units and the Clipper sword
       against flying units. Give both of them a Skill ring (see above).
       Recommended items: Silver blade, Slim sword, Skill ring (ch6)
     Lakche
       -high skill; excels in strength; low luck
       -Continue upon promotion
       Lex is a much better choice statwise for her, but if you insist on
       Critical, this is your choice. Still a good pairing since Critical
       comes in handy when fighting opponents. Both should get a skill ring.
       Recommended items: Hero sword, Prayer sword, Skill ring (ch1)

---
  Claude
  -Difficult to make
  -Claude is a healer, Aira is an attacker. It doesn't work too well.
  -Not recommended because you can't revive units with Skasaha >_<
  -Skill set: Pursuit, Meteor Sword, Nihil
    Skasaha
      This is one of those pairings that just makes you want to ask "Why?"
      Not only did you waste the Valkyrie staff, you also wasted that major
      Blagi blood. Or did you? Obviously, Skasaha is going to be terrible at
      fighting with standard swords, but he can hold his own with a good
      magic sword. Not only that, but while his defense is pretty poor, he
      has great resistance and his skill set is pretty solid, even without
      additional skills from his father. He can still activate Meteor Sword
      okay, since he can never have anything below average skill. I haven't
      actually tried this pair, but I know Dew can activate Solar Sword when
      casting Elwind with a Wind Sword, so I assume Skasaha can do the same
      with Meteor Sword. Have Lakche and Skasaha chill in the castle for a
      turn so that he can buy some swords off her.
      Recommended items(the swords are bought): Return ring (to sell off for
      money), a magic sword (choose your favorite color), Earth sword
    Lakche
      -Continue upon promotion
      Finally, a pair that allows Lakche to suck, I've been waiting for this!
      Unlike Skasaha, her magic growth isn't high enough to really make the
      pair worth it and her resistance is only decently high (30% Res & Def)
      Her luck growth is nice, but its nothing you couldn't do without Dew.
      Other than that, she has nearly been equalized. Remember how
      good Aira was? Lakche will always have better stats than her, but she
      isn't as good as her only because the enemies in the second generation
      are made of tougher stuff.
      Recommended items: Hero sword, Power ring, Skill ring


LACHESIS - yields Nanna, the Troubador, and Delmud, the Free Knight

 Delmud and Nanna always have high strength, making them able to concentrate
  on stats elsewhere. They lack good offensive skills, so look for Pursuit.
  Delmud starts with an Iron sword
  Nanna starts with an Iron sword and a Relive staff

  Fin (my favorite)
  -Difficult to make
  -worthless for first generation, since as soon as the pair can be made,
    Fin is effectively done fighting in your army
  -Nanna gains +5 bonus speed by talking to Fin at the end of chapter7
  -Skill set: Pursuit, Prayer, Charisma
    Delmud
     -high strength and luck
     -Continue upon promotion
      Pursuit is essential, and Prayer may save him (don't count on it).
      Have Lakche, Skasaha, or Celis hold a Silver sword for Delmud and sell
      it on the first turn so he can buy it as soon as he shows up. He makes
      for an exemplary fighter and asset since he always has Charisma.
      Recommended items: Return ring (might not need if parents end rich)
    Nanna
      -excels in strength and luck; low skill and HP
      Nanna is a decent healer with the Relive staff she starts out with, in
      spite of her abysmal magic growth. She can use the Defender since she
      probably will heal more than fight, but she often puts herself in harms
      way. Once she is low on health, she can use the Earth sword to heal her
      back up. I think Prayer works for only one turn, can't verify that yet.
      Also, this is the best pair since Nanna gains +5 speed in this pairing.
      Recommended items:Defender sword, Earth sword, Return staff

  Beowulf - same class as the son (best for first generation & beginners)
  -Easy to make
  -affection bonus: talk in chapter2; also grants her a stat boost but this
   can be obtained even if she chooses not to fall in love with him.
  -works well once Lachesis promotes, which should happen soon...
  -Skill set: Pursuit, Charge, Charisma
    Delmud
      -high strength
      -Continue upon promotion
      This Delmud is just like the Fin Delmud except his luck is much lower
      and he has no Prayer skill, making him less durable. Charge does help
      much more offensively than Prayer does.
      Recommended items: Silver sword, Clipper sword
    Nanna
      -high strength; excels in luck; low skill
      The Defender-Earth sword combo is not so effective with this pair, but
      unless you want Fee to use this combo, give them to Nanna. Fin is much
      better for her also since she gains a speed bonus with him, and Charge
      usually just is a risk factor for her until she levels up some. She
      does level quickly, so this pair still makes for a good Nanna.
      Recommended items:Defender sword, Earth sword, Return staff

  Lex
  -Moderately easy to make
  -good pair once made (Lachesis and Lex are both 1337 once promoted)
  -Skill set:Ambush, Elite, Charisma
    Delmud
      -high strength; excels in defense and HP; low skill and speed
      -Continue upon promotion
      Don't you wish that Lex came back to own in the second generation?
      Well, he does, and now his name is Delmud! While he lacks Pursuit,
      remember that Neir blood + Hezul blood = Instant win. Anyway, this is
      remedied by a Pursuit ring or a Hero sword. Choose your sacrifice.
      Recommended items: Hero Sword
    Nanna
      -high strength; excels in defense and luck; low skill and speed
      Tired of Nanna dying even when Prayer 'should' have saved her? Here you
      go! Now you can send her in to heal and utilize Charisma.  She also has
      Elite, so she will be accumulating strength and defense swiftly. The
      Defender-Earth sword plan still works, but Nanna doesn't need it now.
      She will need a Pursuit ring if you want her to kill anyone.
      Recommended items: Silver Sword, Pursuit ring

  Azel
  -Moderately easy to make
  -Both units start on foot and need to be protected. Both units also gain
   horses upon promotion and Azel can hold his own as long as Lachesis stays
   near to grant him the love and Charisma bonus
  -Skill set: Pursuit, Charisma
    Delmud
      -excels in strength, magic, and speed; low skill and defense
      -Continue upon promotion
      He now has good magic and good strength. Magic swords allow retaliation
      against both close and long ranged opponents. Magic base is 0 though
      and his strength is much lower until he reaches high levels, meaning
      he probably will fail to finish his opponents until he gains Continue.
      Recommended items: Light/Thunder sword
    Nanna
      -excels in strength, magic, and luck; low skill and defense
      Nanna is now a good healer. You'd be crazy not to give her a magic
      sword, since she has solid strength and magic to utilize both features.
      Just Pursuit is not enough to finish most opponents, however.
      She always starts with Relive, so she just needs the Return staff as a
      supplement.I don't recommend the Defender-Earth sword combo since her
      primary weapon now is a magic sword. It still works though.
      Recommended items: Wind/Light sword, Return staff

SYLVIA - yields Leen, the Dancer, and Corple, the Priest

 Corple can use Valkyrie or Holsety, so I only recommend Levin or Claude,
  unless you made the pairs Fury-Claude and Tiltyu-Levin in which case Azel.
  Corple starts with a Libro staff.

 Leen is a dancer and doesn't need anything other than Knight+Leg ring combo.
  Leen starts with nothing.

  Levin (my favorite)
  -Easy to make
  -not so great for the first generation, one fights and the other doesn't
  -Sylvia gets a conversation with Celis during Chapter10, granting +5 def.
  -recommended for advanced players only, since he comes in chapter9 at lv 1,
   cannot use Holsety until promotion, is the worst unit of the three Holsety
   wielders(still awesome, I must admit), and needs to take your Elite ring
  -Holy weapon Holsety tome can be utilized
  -Skill set:Continue, Prayer, Critical
    Corple
      -very high speed; excels in magic and resistance; low defense
      Corple is one of three units that can wield the Holsety. Why would I
      choose Corple when he has to promote to use it first? Simple, he is the
      only one that goes from C wind to * wind, meaning without Levin he
      just plain sucks. He joins in chapter9, so he needs lots of experience
      so that he can promote and wield Holsety. Give him the Relive staff or
      the Recover staff because his starting staff only has 10 uses on it.
      Recommended items: Holsety, Relive staff, Elite ring
    Leen
      -excels in speed, resistance, and magic; low skill, HP, and defense;
       abysmal strength
      -Dance skill
      Leen is always a poor fighter, since she is a Dancer, but now that she
      has good speed, she can dodge enemies decently well. She should wield
      a magic sword if you do want her to fight. She can activate Continue
      decently well and has Critical so she might kill opponents. Sadly, she
      never excels at combat, so I recommend no weapons(no fighting) for her.
      As usual, she should never be without the Knight+Leg ring combo.
      Recommended items: Knight ring, Leg ring

  Claude - son promotes to same class (best for first generation & beginners)
  -Easy to make
  -affection bonus: talk in chapter4 after first castle is conquered
  -neither should be fighting, so good pair for first generation
   You did give her the Knight+Leg ring combo, right?
  -Holy weapon Valkyrie staff can be utilized
  -Skill set: Continue, Prayer, Critical
    Corple
      -high resistance; excels in magic and luck; low defense, skill, and HP
      Corple just plain sucks like this statwise. Why would I recommend
      this pair then? Well, he is one of TWO units that can use the Valkyrie
      staff. That staff makes him very valuable, but not a good fighter. Use
      him solely as a healer/magic shield and you'll be okay.
      Recommended items: Valkyrie staff, Relive staff, Reserve staff
                         Bargain ring
    Leen
      -high resistance; excels in magic and luck;
       low skill, speed, HP, and defense; abysmal strength
      Leen is just like Corple but more extreme on the terrible part. She is
      supposed to Dance though, so dance only and stay out of trouble.
      Recommended items: Knight ring, Leg ring

  Azel
  -Moderately difficult to make
  -not so great for the first generation, one fights and the other doesn't
  -Skill set: Pursuit, Continue, Prayer
    Corple
      -execls in magic, speed, and resistance; low defense and skill
      Corple now has great speed to dodge and can use Elfire once promoted.
      He also has Pursuit and Continue, which may allow him to kill enemies.
      Recommended items: Relive staff
    Leen
      -high magic; excels in resistance; str, skl, def, HP are all low
       She has such high magic, you may want to give her a magic sword. I
       still think she won't be fighting since her bases and most of her
       growths are just terrible.
       Recommended items: Knight ring, Leg ring

---
  Lex
  -Moderately difficult to make
  -This pair doesn't work so well in the first generation. Either Lex isn't
   fighting (bad decision) or Sylvia is on the front line (worse decision).
  -Not recommended, since you really waste Lex's usefulness to neutralize
   characters that are just supposed to be protected.
  -Skill set:Continue, Prayer, Ambush, Elite
    Corple
      Corple has excellent defense and can get out there to do his job:
      healing. He grows quick, meaning he will soon get his max defense
      (a sad 18, but better than nothing). No, he's not a good fighter,
      since he has a 25% magic growth. His 45% strength growth is wasted.
      Recommended items: Relive staff
    Leen
      Leen is actually useful like this. You may want to try this pair
      just for fun, since Leen gets great defense like this and gains levels
      about twice as fast (since she usually just dances for her turn, and
      that experience never changes). I suppose while you're at it, you
      might want to try the Defender+Earth sword combo since she has Prayer
      and the Knight+Leg ring combo to make her like Nanna. Trust me, after
      a few minutes of this, you'll be disappointed. Dancers have terrible
      base stats, cannot promote, and hence should rarely, if ever, fight.
      Recommended items: Defender sword, Earth sword, Knight ring, Leg ring

FURY - yields Fee, the Pegasus Knight, and Sety, the Sage

 Sety can use the Valkyrie or Holsety, so I only recommend Claude or Levin.
  Sety starts with a Lightning tome.

 Fee is very useful but will usually have low strength for the sake of Sety.
  Fee starts with a Beserk sword and a Slim lance.

  Levin - promotes to the son's class (best for first generation & beginners)
  -Extremely easy to make
  -instant love: talk in chapter4 after Falcon Knight of Silesia dies
  -good pair for first generation since Fury flies by herself anyway
  -Fury gets a conversation with Celis during Chapter10, granting +5 str
  -Sety gets a conversation with Celis during Chapter 8, granting +3 luck
  -Holy weapon Holsety tome can be utilized
  -Skill set: Pursuit, Continue, Critical
    Sety
      -overkill speed; excels in skill; low luck
      Sety in this form is pretty much God incarnate as a Sage who decides to
      join your team. Sage + Holsety = invincible. Enough said! Most enemies
      will avoid Sety since he is nearly invincible, unfortunately.
      Like with all Holsety wielders, Continue and Critical activate often.
      Recommended items: Holsety tome, Recover staff OR Relive staff
    Fee
      -high speed; low strength, luck, and HP; decent magic for nonmagic unit
      Her high speed is accented by Pursuit and Continue, which both depend
      on speed. The Hero lance is a lot more manageable with such high speed.
      While her strength isn't so hot, she does have skills to fall back on
      and she can wield magic swords very well once she promotes. Since she
      is the only one that can fly until chapter9 and hence will be on her
      own, I recommend the Shield and Life ring so she can stay alive better.
      Recommended items: Light sword, Hero lance, Slim sword, Slayer lance,
                         Shield ring, Life ring

  Claude (my favorite)
  -Moderately difficult to make
  -neither would use the support anyway so it makes for a good pair
  -Holy weapon Valkyrie staff can be utilized
  -Skill set: Pursuit
    Sety
      -high resistance; excels in luck; low HP and skill
      -Continue skill
      Sety has awesome base stats, the best base magic, speed, and resistance
      you can get, and he will come close to maxing, if not max, all three
      (assuming that he in fact does reach level 30).
      His Lightning tome is a great weapon, so he is still great w/o Holsety.
      He also can use any staff so who needs the inferior Priests? With his
      high magic he can silence nearly everyone. He also comes earlier than
      Corple, which means the earliest use of the Valkyrie staff!
      Recommended items:Valkyrie staff, Reserve staff, Sleep staff
                        Bargain ring
    Fee
      -excels in resistance; good magic; low HP, strength, and skill
      -Continue upon promotion
      Just give Fee the Light sword, since she has such good magic. Her
      defense and resistance growths are both pretty good, making her even
      more versatile. She is better than Fin, so give her the Hero lance.
      Give her the barrier ring so she can be a great mage killer too.
      She can also use B staffs now once promoted. How delightful!
      Recommended items:Light sword, Hero lance, Slim sword, Slayer lance,
                        Barrier ring

---
  Azel
  -Difficult to make
  -pretty bad pairing since it is hard to make and they won't stay together
  -not recommended since Claude or Levin should be available for Fury;
    Claude makes for a good father only for this pair anyway
  -Skill set: Pursuit
    Sety
      -Continue skill
      This pairing is probably a tad bit worse than with Claude statwise.
      All he gets is much quicker maxed speed but poorer luck and resistance.
      He can now use Bolganone, the A Fire tome, but it is heavy and
      Lightning works like a charm anyway. Pursuit skill on Azel is wasted on
      him (and Fee) so it's like Azel had no skills. Don't forget that Sety
      can't use A staves anymore and you need to stick Claude to Sylvia so
      you can bring your dead kids back to life, making Leen and Corple bad.
      Recommended items: (inherits no staves and no Bolganones are in first
    Fee                   generation, so stick with the Lightning tome)
      -Continue skill
      This helps Fee probably more than with Claude. She still gains no new
      skills, but she has higher speed, overcompensating for the lower luck,
      and has noticeably higher magic. Resistance is lower by a great deal,
      but defense is unchanged, so don't worry about it. As for weapons, I
      still give her the Hero lance along with the Light sword since she now
      has more speed to counteract the high weight, and because I use her
      much more than Fin (who would be the only other guy you should give
      this lance to). She only has C staves after promotion though.
      Recommended items: Light sword, Hero lance, Slim sword, Slayer lance

  Alec
  -Moderately difficult to make
  -This pairing is bad in the first generation. Alec kinda needs help from
   his mate, yet Fury always wants to fly off doing something else. They both
   have the same base move, however, so you can just 'pretend' Fury has no
   wings and hope no terrain makes one have to wait on the other.
  -Not recommended since most units do not wield bows and hence this pair
   will most of the time make the children below average
  -Skill set: Pursuit, Nihil
    Sety
      -Continue skill
      This really has no use for Sety. Nonetheless, Fee is worse, so she
      needs more help. Sety is still good like this, save his 10% magic and
      resistance growth which really does neutralize him if you must know.
      Anyway, he does have Pursuit and Continue, and a very nice base
      speed with a nice speed growth as well. Anyway, he can still kill
      with his Pursuit and Continue skills, so don't worry about him.
      I only recommend this for Fee, so this is 'half' recommended.
      Recommended items: (already has Lightning tome and cannot inherit)
    Fee
     -Continue upon promotion
     If you want Fee to stay withstand arrows, this is the pair to choose.
     She gets pretty good defense and speed, fair luck, and loses her
     weakness to arrows. That's right, no more worry about arrows, yippe!
     Her primary weapon should be the Hero lance, since she gets more
     strength than magic, which is now a pretty sad 12%, and stab away.
     Fee is never really that good offensively (unless you choose Azel and
     use magic swords) but her multiple hits make up for that, allowing her
     to kill enemies effectively here too. She may still want to use the
     Light sword so she can retaliate against the bowmen she will now be
     fighting. She gets a +7 bonus in magic upon promotion too.
     Recommended items: Hero lance, Light sword, Slim sword, Slayer lance

BRIGID - yields Patty, the Thief, and Faval, the Bowfighter

 When you get Faval, he usually can kill everyone on the map in two hits.
  all he needs is to be able to hit them and pay for his expensive bow.
  Faval starts with a Silver bow and is the wielder of the Holy Ichival.

 Patty is your main source of money, since she can steal and give money to
  all units in your party. Patty starts with a Sleep sword.

  Holyn (my favorite and great for beginners [I think])
  -Moderately difficult to make
  -This pair has a good base, so it isn't too hard to make it, but it is
   pretty hard nonetheless. Once you get it, it's a decent pair but nothing
   special. Just have Holyn lead the way and Brigid back him up.
  -Skill set: Lunar sword(unusable by Faval)
    Faval
      -very high HP, skill, and luck
      -Pursuit skill
      Faval should primarily use the Killer bow now since Ichival is so
      expensive and he has such high skill to activate Critical, allowing him
      to kill his enemies w/o his Holy weapon but it isn't so reliable.
      He, more often than not, will max HP, making him pretty durable.
      Recommended items: Killer bow, Ichival
    Patty
      -high HP and skill; excels in luck
      -Steal skill
      -Pursuit upon promotion
      This is your chance to give Patty a Hero sword to start off. High skill
      means good activation of Lunar sword, which if it does activate will
      negate defense for both hits of the Hero sword. She has a low strength
      base, so give her a Power ring. She may want the Pursuit ring until she
      promotes, though I don't think it is worth using on her. She still is
      pretty fragile, so I suggest the Shield+Life ring combo.
      Recommended items: Hero sword, Power ring, Shield ring, Life ring

  Dew - same class as the daughter
  -Difficult to make
  -not so great for the first generation
  -Skill set: Bargain, Solar sword(unusable by Faval)
    Faval
     -overkill luck; excels in strength, skill, speed, and defense
     -Pursuit skill
      Wow, look at those beautiful stats. Luck will always max, no matter how
      luck screwed he starts out. His offensive skills are kinda shabby, but
      he does inherit the Ichival, so he can kill enemies in two, if not one,
      hits. Bargain skill certainly helps with paying for the holy Ichival,
      but it still is too expensive to be used exclusively. Use the Killer
      bow as a backup (also expensive, but still 5x cheaper than the Ichival)
      Recommended items: Ichival, Killer bow
    Patty
      -excels in strength, skill, and luck; decent magic; low HP
      -Steal skill
      -Pursuit upon promotion
      Well, here is Dew, back as a female. Thieves are pretty weak, and
      usually need a ring or two to get them started.  Consider giving her
      the Shield+Life ring combo, since she has serious durability issues,
      even with Solar sword. She might need a Skill ring to help activate it.
      If you don't give Skasaha or Lakche a skill ring, give it to her as
      well. With her decent magic growth, she probably would do well with a
      magic sword. Remember that she inherits items from Dew, not Brigid.
      Recommended items: Wind sword, Shield ring, Life ring, Skill ring?

  Jamka - same class as the son (best for first generation)
  -Moderately easy to make
  -both are the same class, meaning great pair
  -not recommended unless you don't like using Patty
  -Skill set: Continue, Charge
    Faval
      -overkill luck; high HP; excels in strength; low skill
      -Pursuit skill
      Wow, look at Faval go! Pursuit, Contine, Charge... how is he not going
      to kill the enemy? If you give him the Hero bow, that's just twice
      the ownage, or the lighter Killer bow for a higher activation of
      all his skills plus a small chance he'll activate Critical. His skill
      is poor in this form by the way, so don't count on Critical. Ichival
      of course can kill everyone (except some bosses) in two hits, but with
      such a low skill he misses more often. I still suggest Dew or Holyn.
      Recommended items: Hero/Killer bow, Ichival
    Patty
      -excels in strength and luck; decent magic
      -Steal skill
      -Pursuit upon promotion
      Patty has high strength and good skills to activate, but unless you
      attack from a range with a magic sword, Charge will hurt her more than
      it helps. If she can dodge enough though, Continue, Charge, and Pursuit
      is a great combo to fight with. Her skill, speed, and defense are okay
      but not as high as Dew's were. Since Charge may backfire, only choose
      this pair unless Dew and Holyn are already taken, or you don't plan on
      using Patty too much.  -_- *Sigh*... At least Faval is good.
      Recommended items: Slim sword, Thunder sword, Shield ring, Life ring

  Midir
  -Moderately easy to make
  -This pair gets a conversation to help pair them, but since Midir is
   mounted and Brigid isn't, it won't stick together well.
  -not recommended since Jamka makes for a better father
  -Skill set: Pursuit, Charge
    Faval
      Faval is probably better if you pair Brigid with Jamka, but still gets
      Charge, which for bow users is a good idea. His stat growths are also
      more rounded, meaning higher speed and skill and less overkilled luck
      and strength. In the long run, his stats will be better than with Jamka
      as the father. With good skill, he should probably use the Killer bow
      and with good speed he will activate Charge often. His HP isn't so
      high as with Jamka, but he will still be okay. Too bad he doesn't have
      Continue though. I'd choose Brigid-Jamka over Brigid-Midir just for
      Continue, since both children get Pursuit anyway.
      Recommended items:Killer bow, Ichival
    Patty
      -Steal skill
      Kinda like with Jamka except with Pursuit in place of Continue before
      promotion. While she does have better speed and skill, she has less
      HP, strength and luck. I'd probably choose Jamka over Midir again just
      because she could use more HP and strength more than she could use more
      speed, and once she promotes she gets Pursuit anyway. I suppose if you
      want to give Jamka, Holyn, and Dew to other people, you'd do this.
      Charge is more dangerous for her in this form anyway.
      Recommended items: Thunder sword, Shield ring, Life ring

TILTYU - yields Tinny and Arthur, the Mages

 Arthur and Tinny both need magic and skills to compliment Wrath.
  Arthur starts with a Wind tome
  Tinny starts with an Elthunder tome

  Levin
  -Moderately difficult to make
  -good pair once Tiltyu promotes
  -Tinny gets a conversation with Celis during Chapter10, granting +5 magic.
  -Holy weapon Holsety tome can be utilized
  -Skill set: Continue, Critical, Wrath
     Arthur
       -overkill speed; very high skill; high HP; low defense
       With Holsety, Arthur is pretty powerful, but he won't get around very
       well until you get Sylvia with her Dance and Knight+Leg ring or until
       he promoted. He allows for the earliest use of Holsety and once
       promoted he has 9 move. Try to keep him at half health so he will only
       use one Holsety use per unit to kill them. God speed, Arthur!
       Recommended items: Holsety tome
     Tinny
       -very high skill and speed; excels in luck; low defense
       She specializes in wind magic and can use Continue and Critical to
       finish her enemies. Wrath is just a backup in this form, though she
       might want to take a Pursuit ring if she isn't relying on Wrath. Since
       she specializes in wind magic, has very high speed, and good luck she
       is a difficult unit to hit.
       Recommended items: Elwind tome

  Azel - same class as the son (best for first generation & beginners)
  -Easy to make
  -Gives a conversation that boosts Tiltyu's HP by 5 and boosts affection,
   but this is obtainable even if Azel doesn't fall in love with her.
  -pretty good for the first generation until Azel promotes
  -Skill set: Pursuit, Wrath
    Arthur
      -high speed; excels in magic and skill; low defense
      With Pursuit and excellent speed he can kill enemies with Elfire and if
      he gets low on health he will use Wrath twice. As long as he is on the
      offensive, your opponent doesn't stand a chance. Just have him take a
      hit and stay out of the line of weaponry. He can still kill his
      opponents with Wind and Wrath so he should probably stick with a Wind.
      Recommended items: Elfire tome
    Tinny
      -high skill; excels in magic, speed, and luck; low defense
      -Continue upon promotion
      Pursuit allows for double Wrath attacks, which is always nice. She also
      gains good magic which helps kill her opponents. Once promoted one of
      them uses Tron and the other one uses Bolganone. Continue activates
      often once she promotes since she has high speed.
      Recommended items: Wind tome

  Lex (my favorite)
  -Difficult to make
  -one of the worst pairs in the first generation
  -Skill set: Ambush, Wrath, Elite
    Arthur
      -excels in HP, skill and defense; decent strength; abysmal magic
      Ambush + Wrath + 1/2 HP = Goodness. He will critical and always attack
      first below 1/2 health. He makes for a very reliable, versatile
      character once promoted. Recommended for advanced players only since he
      starts out really weak and gains hardly any magic. Give him a magic
      ring since he really relies solely on his magic power to protect him.
      Once promoted, give him a Hero sword and a Fire sword. He will usually
      have better strength than magic upon promotion.
      Recommended items: Magic ring
    Tinny
      -high skill; excels in luck, speed, and defense; low magic and strength
      -Continue upon promotion
      She starts out with Elthunder, so a magic ring isn't so important for
      her. Like Arthur, she is perfect for frontilne infantry once promoted.
      Upon promotion, she can heal and use Tron and Continue which is a very
      useful addition to Ambush and Wrath. Ignore her C sword mastery. She is
      also very reliable once promoted, but until then she isn't so useful.
      Recommended items: none

---
  Claude
  -Easy to make
  -Claude and Tinny both start with the same move, and both need to be
   protected, although she would probably like to go fighting so she can
   promote.
  -Not recommended because Arthur, suprisingly, never can use the Valkyrie
   staff. You really want to break off the relationship they are starting on.
  -Skill set: Wrath
    Arthur
      Here is your typical mage: magical, high resistance, very fragile.
      Blagi blood is wasted on him, since he never can use staves. The only
      real skill he has to kill his opponents is Wrath, which is okay if you
      keep him with a Wind tome and avoid enemies. His speed and luck are
      good, so he can dodge pretty well, just keep him protected by terrain
      and other evasion bonuses. He is still good, but you waste the Valkyrie
      and he has much better forms.
      Recommended items:(nothing, unless you want to give him a Pursuit ring)
    Tinny
      Well, she does have decent resistance, I'll give you that. She has high
      luck and speed, which means give her a Wind tome and she may avoid
      enough to stay alive. Unless she is fighting mages, she needs
      protection. On the bright side, when she promotes, she gets A in staff.
      Other than that, she needs to be at low health to be a good fighter.
      Recommended items: Wind tome

I may not put in all the non-recommended pairs, so instead...

Why #1 is indeed #1, and who overrides whom:

Aideen-Midir:
The Hero bow (the best bow aside from the Ichival in most circumstances)
will always grant Continue. This means that the Continue skill is wasted on
Lester. The only other guy that grants Lester with the Hero bow is Jamka.
Theoretically, Lester would be better with Jamka if he had the Pursuit ring,
since he has higher HP, meaning a greater chance to activate Charge, and
better str, overriding his pathetic skill growth with Jamka as the father;
however, his stats aren't much better and other units could put the Pursuit
ring to better use (like Leaf or Patty).
Lana is a priest and her skills/stats are not as important as your other
unit's (like Lester) even once she promotes. She can only use Elfire at best,
which makes Lana mediocre whereas the Hero bow makes Lester awesome. On a
side note, giving someone like Sety the Rescue staff makes him better while
this pair really is worse off. If you don't like Lester (or Midir for that
matter) sacrifice him and put that Rescue staff to good use!

Aira-Lex:
Skasaha can gain a sword if Lex kills Shagall for the Silver blade in ch3, or
he can take the Return ring and sell that so he can buy any sword he wants
off Lakche or Celis, wasting at most 2 turns.
Lakche and Skasaha already have Pursuit and Meteor Sword, which is enough to
kill anyone if they activate. While skill is lower with Lex as the father,
it usually maxes anyway and they gain Elite which allows quicker level gain.
Ambush can be utilized well in this pair since both units have a decent
defense base and both can activate Meteor Sword about 15-30% of the time,
depending on their skill level. Lex is a great pair for anyone because of
Elite, but this pair utilizes his great strength and isn't hindered as much
by his sad speed and skill growths. At max level, the only stats that suffer
are speed by a couple points, and luck.
Dew grants Solar sword and better stats except in HP and defense, but they
do not grow as fast and are not nearly as durable. Close call though, since
Solar sword activates pretty often, healing on every few attacks.
Holyn grants Lunar sword and better HP, skill, and speed. Strength and
defense are better with Lex. The skill level will certainly max by level 12,
assuming you did level the parents some, meaning high activation of both
sword skills. This isn't as important as staying alive though, which high
defense and Ambush or Solar Sword achieve pretty well.
I'll end this by saying that no other character grants Elite, no other
character grants as high defense, and no other character, except Ardan, who
is inferior in every way except strength, grants these two Ambush, which is
the skill they need to compliment their overkill sword skill.

Lachesis-Fin:
Delmud can gain a sword if Fin kills Shagall for the Silver blade in ch3, or
he can take the Return ring and sell that so he can buy any sword he wants
off Lakche, Celis, or Skasaha, wasting at most 2 turns.
Delmud and Nanna both need Pursuit. Since you only have one Pursuit ring, you
can't remedy this any other way than by giving them one of these fathers:
Alec, Azel, Beowulf, Fin, or Midir.
Midir is the best choice for Aideen and gives the pair worse stats than
Beowulf, who has the same skill set.
Alec has the same stats as Fin but with less luck and no Prayer skill.
Nihil does not override Prayer.
Azel gives them both magic, but they rely on strength since it is so high and
it will be noticeably lower. Azel also gives great speed but their defense
and skill will suffer. No other skills inherited.
Beowulf, while he is much easier to pair with Lachesis, gives much less luck
and only slightly better HP and strength, which is still very high with Fin.
Delmud is about the same with Fin as with Beowulf. Prayer or Charge? Prayer
is defensive while Charge is offensive, anti-defensive since it gives the
enemy another chance to attack in some occasions.
Nanna is about the same too until you factor in the fact that she gets a +5
speed bonus by talking to Fin at the end of the first chapter you have her!
This means she has high speed and luck, so great evasion. Also, with the
Defender, she will often be hit to low health, activating Prayer, making
even higher evasion for that turn. After that, just attack with the Earth
sword to heal and switch back to the Defender. She also has high strength and
Pursuit to really damage, if not kill, her attackers. Although she is a poor
healer, there are several great healers out there and making her a decent
healer means slashing both units' fighting prowess.

Brigid-Holyn:
Faval can 2-hit Barons and Generals with the Ichival; enough said. Jamka is
a better choice for him only because Greatshield could negate an attack. Then
he could use Continue and/or Charge to try again. The problem is that the bow
is so expensive to repair he needs a backup weapon. With such a high skill
level, Critical on the Killer bow is more effective.
Patty never starts out very good... unless you give her a Hero sword. She can
only use a Hero sword if Holyn is her father. She also inherits Lunar Sword,
allowing her to penetrate defenses which is a big deal for Patty since she is
so weak. With a 3 strength base how can she kill an opponent without
penetrating the opponent's defenses? Hero sword allows for a double attack,
which makes for double penetration. Patty is also the only unit that can put
Holyn's Odo blood, his Lunar sword, and his Hero sword to such good use.
(It was originally his, remember? He gave it to Aira for some reason...)
The Brigid-Holyn pair makes a warrior out of a thief and so it is #1.

Sylvia/Fury/Tiltyu-Levin:
I kid you not. All three are telling Levin "I want to have your babies!"
Who does he choose? Well, lets look at the situation a bit closer...
Corple, Sety, and Arthur all can use Holsety, but who wants it the most?

  Arthur PROs - Arrives first and becomes mounted upon promotion
         CONs - Worst offensive stats

  Sety   PROs - Best offensive stats, only unit with Pursuit
         CONs - Claude will be Corple's father, meaning he sucks

  Corple PROs - Benefits the most from Holsety
         CONs - Cannot use Holsety until promotion and arrives late at lv 1

Unfortunately, all three females benefit the most with Levin as the father...
The only fathers you should consider are Azel, Claude, or Levin. All three
females birth useful magic users and only the above three have decent magic.
           Option 1     Option 2     Option 3
 Sylvia -   Levin        Claude       Azel
 Fury   -   Claude       Levin        Claude
 Tiltyu -   Azel(Lex)    Azel(Lex)    Levin
Unless you think you really need Holsety early, option 1 is best. Sety is
just as awesome with Claude anyway so you shouldn't even consider option 2.
You get Balmunk and Mistlotin in chapter7 and Ichival in chapter8. If you
really need Holy weapon power, rely on these exemplary units. Holy weapons
are expensive, so the less you rely on them, the better.
This may be a lengthy explanation, but here it is:

 Corple, while he is one of two units that can use the Valkyrie staff, is
 terrible with Claude as the father since he can only use C in fire, wind, or
 thunder magic. With Azel he can use Elfire, which is still pretty bad since
 he will rely on Pursuit and Continue to kill his enemies. Elfire is heavy,
 so both skills will activate less and he usually will just suck. Corple also
 the only Holsety wielder that can have Prayer! Give him the Pursuit ring
 once he promotes since by now your units that needed Pursuit should have
 gained it by promotion. 40K isn't too hard to come by if Patty is awesome.
 Leen has much better speed with Levin and gains +5 defense in chapter10. She
 has a much better chance of staying alive in this form and may be able to
 kill units with a magic sword if Critical activates, but don't count on it.
 Just thank Levin that she doesn't suck anymore and go about your buisness.

 Sety, and many people would agree with me, is awesome no matter who the
 father is. Claude makes him just as good if not BETTER than Levin does in a
 way. Sure, he can't do as much damage, but if he sports Holsety, many units
 will avoid attacking him anyway. Lightning, while it is not even half as
 powerful as Holsety and does not grant +10 skill or +20 speed, it is very
 accurate, pretty light, does not have a weakness to Dark, and costs 1/10 as
 much as the Holsety costs to repair. What makes him so awesome is his high
 magic and resistance stats. With that high resistance, he is almost
 guaranteed protection from unfriendly staves. On the flip side he can
 silence nearly every mage because he has such high magic. Claude_Sety is 2nd
 only to Levin_Sety and is more useful in some circumstances. Oh, and he can
 revive people a chapter earlier than Corple can. Wielder of the Valkyrie
 staff needs to be awesome too, since no one can revive him if he dies!
 Fee, unfortunately, is much better with Levin as the father than with Claude
 as the father. Fortunately, she gains qualities that Levin_Fee does not.
 She never gains Critical back, but she does have slightly better magic
 which on average is better than her strength upon promotion, so give her the
 Light sword. She also gains great resistance, which is the same base as Sety
 has upon promotion. She and Sety have the highest resistance base to work
 with and high resistance is a very rare quality. She also gains B in staff
 upon promotion. Using Sleep staff or Libro staff while being able to fly?
 Don't even try to tell me that isn't useful. Sorry for rattling on, but you
 do need resourceful characters. Blagi blood helps both children immensely
 whereas it helps Corple and Leen almost none. Not a hard decision, right?

 Arthur's stats end up nearly the same with Levin as with Azel. Wrath and
 Holsety is a really good overkill, I'll give you that, but Wrath with
 Bolganone or even Elfire usually gets the job done, especially if he has
 Pursuit to go along with it. He still can dominate with Azel as the father
 so he doesn't need Holsety. Besides, he isn't invincible since his speed cap
 is so low. Lex makes Arthur near invincible once promoted and he doesn't
 need the expensive Holsety tome. His magic is poor, so he needs to rely on
 swords such as the Hero sword (you get a second one in chapter7, so he can
 take that one) to kill his opponent before he ever gets attacked. You do get
 a second power ring too, so he can take that as well.
 Tinny's stats end up nearly the same with Levin as with Azel once she gains
 her +5 magic bonus in chapter10. She gains Continue upon promotion and
 Wrath overrides Critical when she is at half health anyway. She starts with
 Elthunder which is good enough if she activates Wrath and if Azel is her
 father she also gains Pursuit. She actually ends up better with Azel as the
 father, though she does start out worse. Like Arthur, Lex can give her the
 Wrath+Ambush combo which is very good for clearing out armies with low
 resistance.

You cannot alter the following children, but they are superb the way they are.
If you are wondering what I give to the unchangeable kids, wonder no longer.

 Celice, son of Sigurd and Dierdre
 -Skill set: Pursuit, Nihil
 -High HP; excels in strength and skill; decent magic and resistance
 Celice starts out pretty weak, but he has good growths. If Sigurd only used
 his Silver sword once he got it, it should be able to Critical enemies.
 He starts with two stars, but gains a star after chapter6. As long as his
 sword can critical, he is a good unit.
 Recommended items: Silver sword

 Leaf, son of Cuan and Ethlin
 -Skill set: Continue, Critical
 -Pursuit upon promotion
 -High HP; excels in strength, skill, and defense; low luck
 Leaf starts out decent but lacks Pursuit. Once he promotes though, he
 becomes a Master Knight, making him awesome. Master Knight bases are 7 in
 magic and resistance and 12 in all other stats. Also, since he can use A in
 every weapon except Light and Dark he is very versatile.
 Recommended items: Silver sword, Pursuit ring

 Altenna, daughter of Cuan and Ethlin
 -Skill set: Continue, Critical
 -Pursuit upon promotion
 -High HP; excels in strength, speed, and defense; low luck
 Altenna is your second flyer. She is better than Fee since she has 9 move
 instead of 8 and she wields the Gaeborg. While Fee's magic and resistance is
 good/great, Altenna's is terrible. Altenna's defense is the highest and her
 strength ties for first. Needless to say, Fee's are, at best, decent. Her
 Gaeborg grants her +10 strength and +10 defense, allowing her to do just as
 much damage as Faval. Awesome is an understatement.
 Recommended items: Gaeborg, Silver lance, Javelin

 Julia, daughter of Alvis and Dierdre
 -Skill set: Pursuit, Continue, Nihil
 -She does not really classify as one of the children since she inherits
  no items and no stat bonuses. Always sell all Dierdre's items and give
  as much money as possible to Sigurd.
 -overkill magic; excels in resistance; low



    ==========================
         III. WALKTHROUGH
    ==========================

There are many ways to play the game. Ones I consider as cheats are:
Boss abuse - attacking the boss and intentionally letting him reheal himself
             while using healers to repair damage dealt back to unit. This
             allows ridiculous amounts of experience gain, and while units do
             have a limited amount of uses on their weapons, this causes the
             game to be very easy IMO; however, feel free to use this tactic.
Arena abuse - continually resetting the game to try different paths until a
              character is able to beat the arena, including resetting the
              game to get better level ups. Not only do I think this is cheap
              and easy, but also characters recieve lots of money. (In fact,
              I don't even use the arena.*) Besides, this technique is
              quite boring and wastes yout time.
       *Exception- see chapter2

Here are general tips if you don't need the a detailed guide.
There is also a quick tips section for each chapter.

1. Mounted units typically have higher defense than unmounted and unarmored
  units. They are more useful than unmounted units because they can continue
  to move and change weapons after attacking. They also have more move, which
  allows them to get out of range of unmounted units after attacking and gets
  them to where they need to be in time.

2. If you have pairs of units working on love bonds, keep them together to
  speed up the process. Also, if you don't care about turns, just wait until
  turn 50 rolls around while keeping your pairs together if no enemies are
  alive. After turn 50 or so, affection does not increase.

3. At level 20, units promote. Try to get your units to level 20 if they are
  getting close because promotion gains are very useful. (In fact, Azel gets
  a horse when he promotes, bring his move from 5 to 9! Gotta love horses.)
  Make sure your unit can promote by visiting the promotion place at home
  base. If you don't understand what the kid says, just know there are two
  messages and that Sigurd cannot promote while Ethlin can.

4. Try to keep the levels between your mainly used characters even, since high
  level units can get very little, or no, experience when attacking and
  killing enemies. Weaker units are also harder to use later on.

5. Sigurd should always be where the action is in tight situations. Even if he
  is not the unit taking a risk by attacking a powerful unit, his +10
  support in accuracy and evasion will go a long way. Any unit with Charisma
  (Lachesis and her children) should do likewise as that skill mimics his.

6. Cuan, Ethlin, and Fin all leave after chapter3. While Fin comes back in
  chapter7, Cuan and Ethlin's items will go straight to their children or
  are effectively removed from use if the children cannot utilize them.
  Dierdre leaves during chapter3 but is unable to leave the castle that
  chapter.

7. Mages are very powerful, as most units have low resistance to block their
  attacks, but they are soft and squishy and don't hold up well against
  swords and axes. Also, no unit (okay, excluding holy weapon bearers) can
  take out an army all by himself.

8. Always use your strongest weapon, since you can repair them at any castle,
  and once you kill 50 enemies with that weapon any character can critical
  with that weapon, regardless of whether he/she has the critical skill or
  not.

9. Some items pair well and I identify those as combos. Some combos are:
  Knight+Leg ring (obtained in chapter3)
       Leg ring grants more move and the Knight ring allows you to move after
       acting, so moving further is more useful. Recommended for dancers
  Defender+Earth sword (obtained in chapter4)
        The Defender allows for less damage taken while fighting while the
        Earth sword allows you to heal when fighting. Recommended for mounted
        healers since they can't heal themselves, often are healing instead
        of fighting for their turn, and can switch weapons after healing
  Shield+Life ring (obtained in chapter3)
        Like the Defender+Earth sword combo but for units that primarily
        fight instead of heal. Recommended for fighters

10.Save often. If you have spare save slots, use them. It can be very
  frustrating if you save at a point that makes it impossible to win. I
  suggest saving at the beginning of the chapter on one file, and on every
  fifth turn on another. These chapters can easily take over fifty turns.
  Also, Don't try to 'just finish the chapter' because of this length.


Before I begin, let me point out a few things:

The only way to duplicate an outcome is to make your units perform the same
actions and in the same order. Only for the first few of chapters can I be
specific about killing strong enemies. As you progress, there is a greater and
greater chance that your units will have stats significantly different from
mine. Growths are random, so your characters won't always get the same level
up, and your characters will probably not all be on the same level as mine.
Also, if your character is dead and I tell you to use that character to do
something, don't fret. Just substitute with the next best thing or completely
ignore that point. As a rule of thumb, if any character has an ability that is
unique (flyers, dancers, theives), you should be more careful when battling
with these, since some characters are unreplaceable.

My pairings are not all 'predestined pairs' which give conversations between
characters, are easy to make, and are typically good ideas, although I do use
pairings that make every unit reasonably useful.
As for character usage, Sigurd is mandatory as only he can conquer castles,
Game Over if he dies, but plan on using ALL of your characters. Why? Because
characters recieve less experience as they reach higher levels. More units
may mean lower levels, but since they are lower levels they get more
experience and will be nearly just as high of a level. If you don't like a
character, you can just use him to set up another for the kill. When
things are getting rough, you don't want your SLs sitting off in the castle
idly twittling their thumbs, do you? Oh, and when I say SLs, I mean
Sacrificial Lambs.

A note about SLs:
Ideal Sacrificial Lambs should accomplish something when they die. Unless
your situation is really desperate, don't intentionally kill off any units
(not until chapter5 anyway). Noish makes for a great SL since he has good
defense, uses swords which really are better weapons for staying alive since
they are light, is mounted, and if you are lucky, he may just activate
critical when all seems lost. Alec is very useful for chapter1, so if you are
new to the game (and frankly not good at keeping people alive) keep in mind he
should stay alive for at least this chapter and the first wave of enemies in
chapter1. After that, feel free to slay him. My SLs in my favorite setup are
Ardan, Noish, Alec, Azel, Jamka, and Beowulf. Females should never be SLs as
they all* need to live to get the best units in the second generation!
<If you haven't already done so, check out my pairing analysis section before
beginning this game. While your first unpaired female units don't come until
chapter1, it would be a shame if you already killed off your pick for a mate
for one of them. While units are much more useful alive, its more fun if you
can play through the game without having to reset and figure out a way to save
your worthless units. Besides, in chapter3 you get a staff that allows you to
bring back a dead unit (costs 30K to repair so sacrifice sparingly).>
*Exceptions: Dierdre- She just won't stay dead because she is the mother of
                     the second generation's leader.
            Ethlin- She can die and will still birth good children; however,
                    if she leaves, Cuan leaves too so don't kill her off.

    0.Prologue

Units join on...
   Turn1:
    Sigurd - blue hair, white horse (your main character, don't let him die!)
    Alec - green hair, white hat (Social Knight)
    Noish - yellow hair (Social Knight)
    Ardan - green hair, not mounted (Sword Armor)
   Turn2:
    Lex - blue hair, wields axe (Axe Knight)
    Azel - red hair, mage (Mage)
   Turn3:
    Cuan - dark red hair, white horse (Duke Knight)
    Ethlin - female, your healer (Troubador)
    Fin - blue hair, wields lance (Lance Knight)
   After conquering first castle:
    Midir - uses bows, green hair (Archer Knight)

Quick tips and character missions:
Sigurd-avoid hogging exp, kill bandit on village near castle on turn 5, get in
      range of Sage from the north after castle is conquered
Alec-help Noish/Fin finish characters off (higher evasion, attacks 2x)
Noish-finish off brigand on closest village
Ardan-protect castle or help by weakening enemies
Lex-run up to the northern village and then come down to assist like Alec
   (he gets 2x experience and will be above most other units in level)
Azel-kill the thief from forest, kill brigand from church, run left to road,
    down to corner of circle of road, as far down as possible but to the
    left, take out thief (if he can't reach him, he moved to a wrong space)
Cuan-save upper villages that Noish and Azel protected, guard bridge
Ethlin-heal on every turn for exp, finish units on low health if necessary
Fin-save village to the right of far left castle
Midir-save village Sigurd protected for the speed ring
     (grants +5% chance of activating charge for him)

Detailed guide:
Move Sigurd down to kill the brigand (use terrain to your advantage) and
Alec and Noish up in range to attack the thief on the village next turn.
Ardan should probably leave the castle and try to follow Sigurd (he has
barely over half the move, so he won't make it far -_-).

Sigurd should start running for the southern village near the castle. He is a
higher level and already promoted, so he should try to kill as few enemies as
possible without endangering himself or anybody else. Have Alec attack and
then Noish (Alec has more evasion and attacks twice, so he will get attacked
no matter who attacked first. Noish only gets attacked if he attacks first.)
I suggest that you leave that village and the village next to Azel for Cuan.
These can be left for anyone, but this money should go to a unit in chapter2.
Azel should kill the thief near him from the forest so that he can be
protected and can reach the church on the next turn. Have Lex sit it the
forest right below him. If a brigand is in range of Ardan, attack him from the
road so that Ethlin can heal him when she comes in.

One thing to note about Ethlin is all the brigands seem attracted to her. Even
when one of your other units is going to die in another hit (excluding Fin),
they attack her. With Cuan next to her she probably won't get hit very often.
Plan on having her heal every turn she can, since it's good experience. Cuan
should get in range to save the village next turn and attack anyone he can
along the way with his Javelin (usually an archer is in range of him for me).
Azel should be sent to the church and kill off a brigand, unless he took a hit
since he will probably die from the brigand with a handaxe. If the other
brigand attacked Lex, finish him and run for the far northern village.
Fin is the only character you get back in the second generation, so use him
often. Killing units gives more experience than just attacking them; however,
most of the units you face use axes, which are good against Fin. Be careful
not to put him in range of very many enemies. Any units you plan to use as SLs
should primarily be weakening enemies, not killing them.

Once Sigurd reaches the village he should double back and sit next to two
brigands guarding the castle so that he will weaken them for your other units.
Leave the village he protected for Midir to save when he comes in. Azel should
take this path from the church: left to road, down to corner of the circle of
road, down far as possible but to the left, take out thief (if he can't reach
him, he moved to a wrong space). Lex should take out the thief on the
northwestern village and save it. Cuan should save both villages in the
northeastern part of the map, and then head for the bridge that was lifted on
turn 1. Cuan, Azel, and Lex should not slow down to kill off any enemies other
than thieves. Btw, make sure no enemies are between your units and the castle.

After most of the enemies have been cleared out of the way, (or if you are
just feeling lucky) weaken the boss and kill him with whomever you wish.
Have Sigurd attack with Ethlin next to him and he may critical the boss. After
the boss is dead, seize the castle. (Ardan cannot attack the boss if you want
to finish quickly because he cannot move out of the way). If you don't care
about turns, wait until all your units are set up for an attack across the
bridge (it will lower after the first castle is seized). I suggest that Midir
take the village Sigurd protected to acquire the speed ring, which increases
his (yes, its a he) chance of activating Charge, allowing him to activate
multiple rounds of combat (since he is an archer this usually just means he
gets to fire a few more pairs of shots at the enemy). Fin and Cuan also can
make good use of the Speed ring, but they both leave on chapter3 and you won't
get the Speed ring back until chapter7. Make sure that whatever you do, no
enemies can ever reach any castles you conquered. If they reach home base,
you lose. Other castles you seized grant 1K for all units.

Once Sigurd seizes the castle, the bridge falls and a hoard of enemies come
crossing the bridge, unless you blocked that spot across with Cuan in which
case make sure he has the Javelin equipped. Sigurd just has to make sure to
keep that almighty sage away from all enemies, as he steals your experience.
Once either Sigurd talks to him or he talks to Sigurd he leaves, leaving
Sigurd with a Silver Sword (equip and use only this). If the enemies do cross
the bridge, just hide in the forest and on the town for evasion bonuses. Make
sure that units such as Azel, Ethlin, and Fin are not in range of many enemies
and that those that are near many enemies are well healed. Stay out of range
of the brigand right across the bridge unless you want the rest of the enemies
swarming over to you. Make sure Fin gets this village so he can buy some items
in the next chapter.

After the enemies that have crossed have been killed, move Cuan from out of
range of that brigand to right across the bridge from him with a Javelin.
Attack him if Cuan has full health or if Ethlin can heal him. Now, move the
rest of the units behind Cuan but not right next to him or against the river
unless it is Midir. Azel can attack long-range, but will be killed in two.
Make sure that he cannot kill any of the long-range units if he is put in
range. This strategy also works if you stopped all enemies from crossing in
the first place. On your turn, have Cuan or Midir kill any units right next to
Cuan and then have your mounted units run back and forth across the bridge,
attacking any units they can. Now all that is left is to kill the boss. Bosses
are a great chance to utilize the love and leadership acc/evade bonuses. Make
sure Cuan has enough health to take a hit, then move Ethlin next to the
entrance so that when Cuan attacks, he is next to Ethlin. He may critical, but
don't count on it. Seize the castle.

My turns:13-16

    1.Chapter 1

Units join on...
   Turn2:
    Dew - blonde haired happy kid (Thief)
    Aideen - female, another healer (Priest)
   Enemy recruits:
    Aira - female, black hair, very dangerous (Swordfighter)
    Jamka - appears after the second castle is conquered (Bowfighter)
   Special recruit: (you cannot avoid getting her)
    Dierdre - female, get when Sigurd heads up to the last castle (Shaman)

My Equips and Preparation:
If you want to use the arena, feel free. All it does is grant experience and
money, making the game easier(exception-see chapter2).
Sigurd-Silver sword
Cuan-Iron lance, Javelin
Ethlin-Slim sword, Live staff
Ardan-Iron sword
Alec-Steel sword, Iron lance
Noish-Steel sword, Iron lance
Fin- Steel lance, Javelin (should have enough if Azel killed brigand swiftly)
Lex-Iron axe, Steel axe (needs Iron axe to acquire Hero axe from peninsula)
Azel-Fire tome
Midir-Iron bow, Speed ring
If you want, you can buy the Slim sword for someone, although I usually leave
it for Dew. Now, once all items have been bought, repair all items (except
Ethlin's Slim sword, she doesn't use it much and will sell it next chapter.)

Quick tips and character missions:
No one needs to protect the castle this chapter. Have Fin move out first, then
Cuan next to him to initiate a conversation, boosting his stats.
Sigurd-kill off thief before he reaches village, weaken the warrior so Lex can
      finish him to recieve the hand axe. Talk to Aira after conquering first
      castle to recruit her
Alec-use him to lure Aira away from the castle (her skill can't work on him)
Lex-once you pass where Dierdre is recruited, send him to wait at the end of
   the peninsula at the right to recieve the Hero Axe
Dew-give his money to Aideen, waiting on the corner of the town, then begin
   attacking the brigands to steal their money (one of the few times you
   should not concentrate on one unit), talk to Aideen for a warp staff
Aideen-after recieving the money, run away from the brigands and toward Midir
      talk to Ethlin for a return staff (for Ethlin that is)
Midir-if you choose to pair Jamka, ignore this. Otherwise, send Midir to that
     first village, then down toward Aideen for a love boosting conversation
Aira-if Jamka won't come out for Aideen to reach safely, lure him with Aira
    at the end of his range with Aideen right behind her

Detailed guide:
Some enemies ambush the castle, but they will all be killed. If you don't
feel so confident, leave a save file at the beginning of the chapter. If it
fails, just curse my name and start from the beginning of the chapter. Fin
should move first so that Cuan can stop right in front of him to initiate a
stat boosting conversation. Deploy the rest.

Now, have Sigurd take out the thief and the rest of the mounted units form a
line so that they can be attacked only once. If your Fin can take out the
brigands with his Steel lance, you might want to switch to his Javelin unless
he got some solid defense whilst leveling up. Dew should give his money to
Aideen and prepare for the army of brigands. Sure, he looks like a pretty good
Sacrifical Lamb, but in truth the only unit that can hit him while he is on
the village is the captain, and he has a 6% chance of hitting him. I'm nearly
certain he can take it. Aideen should run up the path like she wants to rescue
that village up where Sigurd and friends are.

Sigurd should attack the warrior and let Lex finish him to recieve the Hand
axe. Kill off as many other units possible and have Midir take the village
(or someone else if he already has 7K/you want Jamka to keep his bow). If you
want Midir to pair with Aideen, send him down toward her (this is probably the
best pairing for Aideen). Dew should not take the village and let the thief
come attack so that he can steal his 5000 gold. Pretty good work stealing
money from a thief! Once the enemies up near Sigurd are gone, send your units
just out of range of all the enemies around the castle with Alec up in front.
Now have Alec move down with his sword equipped just out of range of Aira and
toward the forest. Make sure that Aideen and Midir get out of the way.

Once Aira moves away from being in range of any of your essential characters,
have them move down to take over the castle. Sigurd should take over this
castle in two turns so that Aira can't attack him when she comes running back
to rescue Shannan. Whatever you do, make sure Lex is not in her way, as she
can EASILY kill him. I've had her go out of her way to kill Lex when she was
supposed to return to the castle. Once in range, have Sigurd talk to and
recruit her. When you get the chance, have Dew talk to Aideen and Aideen
talk to Ethlin for some staves.

Take out the brigands around Dew and save the village if there is anything
left. Stay out of range of the group of enemies around the castle until you
are ready to fight all of them. Make sure that thief doesn't run off to take
out the other village. After the enemies around the castle have been killed,
try to set up Dew for the kill on the boss. He can only do 1 damage, so if it
is too difficult just let Sigurd finish him and seize the castle.

On the next turn, have Dew enter and buy the Slim sword if it is still there.
Don't forget about that far left village. Let Jamka come out until Aideen can
reach him, picking off brigands when necessary. Aira is probably the best
choice in this situation. She, like Alec, cancels criticals and sword skills.
Also, she has the same AS as him. I have never seen him attack Aideen, seeing
as she is the unit that recruits him. If you want, you can steal his money
with Dew, though I don't really recommend it since he can easily hit Dew with
his Killer bow.

Once you have acquired Jamka, feel free to send Dew thieving off whoever is
left in the forest now. If you are using the arena as little as possible, make
sure Aira is a decent level or that Sigurd has 15 or more speed. Make sure you
send Lex up to that peninsula and not up to the boss. Once Sigurd passes
through the narrow forest opening, he recruits Dierdre. Dierdre is a useful
character. Start off by sending her just in range of the boss's long range
magic, and silence him. Instant level up!

If you have the unit who will take the magic ring from the boss nearby, feel
free to let Dierdre get killed. The great thing about her is if she dies,
she just comes right back after the leader of the unit that killed her is
defeated and his castle seized. Just make sure that you don't need to silence
him again to kill him. He has an incredible amount of magic power and kills
nearly all units in one hit, so keep him silenced! Oh, and by the way, dark
magic (and light magic for that matter) is effective against anima. I prefer
to give the magic ring to Ethlin because she gets a magic sword in the next
chapter. If you want Dierdre to fight in the arena, give her the magic ring so
she can one-hit KO the first few or she doesn't stand a chance.

My turns:36-40

    2.Chapter 2

Units join on...
   Beat the Arena(close range units):
    Holyn - (Swordfighter)
   Talk to leader of green castle:
    Lachesis - (Princess)
   Conquer first castle:
    Levin - male (Bard - the only one in the game)
    Sylvia - female (Dancer)
   Enemy recruits:
    Beowulf - comes with Voltz after siezing the first castle (Free Knight)
            talk to him with a unit who has 10K (he takes that 10k)
    Fury - commands an army of pegasus knights (Pegasus Knight)
         comes after seizing the second castle, talk to her with Levin

Here is the only time I use the arena, to recruit Holyn. Use your strongest
character, preferably with an AS above 11 and with the best weapon he or she
can use. I would suggest Aira unless Sigurd has acquired lots of speed. Sell
the Silver Sword to her and tear through enemies (you may die at the armor
unit, if she hasn't levelled much). Also Holyn's Moonlight sword doesn't work
on her (Nihil is a great skill).

My Equips and Preparations:
Sigurd- Silver sword
Dierdre- Aura, Silence staff, Circlet
Cuan- Steel lance, Javelin
Ethlin- Relive staff, Return staff, Magic ring
Ardan- Steel sword, Iron sword
Alec- Iron sword, Iron lance
Noish- Steel sword, Iron lance
Fin- Steel lance, Javelin
Lex- Hero axe, Steel axe, Iron axe, Hand axe
Azel- Thunder tome, Fire tome
Aideen- Warp staff, Live staff
Midir- Killer bow, Iron bow, Speed ring
Holyn- Iron blade, Slim sword
Aira- Steel blade, Iron blade
Jamka- Steel bow
Dew- Slim sword, Skill ring
Once everyone is equipped, repair all items as needed. Someone needs to guard
the castle this time around, since Fury will come down through the mountains
heading for your base. The catch is, she doesn't come until after you sieze
the second castle, so you can warp the protector (Levin in this case) using
either the Warp staff or Return staff.

Quick tips and character missions:
The first castle should be seized quickly, since one village (the one that
contains a useful ring) is destroyed very quickly and is hard to reach. Also,
the green castle has three paladins around it. If all of them survive, you get
a special ring at the end of the chapter. Whoever got the two villages in the
prologue should probably use this money to recruit Beowulf. This chapter is
pretty long, so try to keep your paired units together to speed up the love
process.
Sigurd-talk to Lachesis to recruit her, have him finish the general with the
      return ring
Dierdre-talk to Ethlin on the first turn to give her a Light sword move in
       range of the bishop boss's sleep staff and silence him from the area
       where Levin comes out (safer) or from the mountain that Fury comes
       down from (faster, but dangerous)
Cuan-kill the Duke Knight attacking Lachesis's castle for the Silver lance,
    talk to Fin after the first castle is conquered to give him a Hero lance
Ethlin-probably the best unit for a Elite Ring from the Forrest Knight that
      comes with Beowulf, can finish him easily and uses staves to level*
  *Staves give good experience experience even at high levels unlike weapons
Ardan-sit on the peninsula that stretches out into the sea underneath the
     second castle for Pursuit ring, do not guard castle for this reason
Lex-kill the second boss for a shield ring and be an excellent wall
Fin-stick to a female (unless you don't want Fin to fall in love)
Dew-steal money when possible, but be careful about it!
Levin-recruit Fury (Note that Fury does not attack Levin, nor does she go
     towards him. if he is in the mountains, she will fly to untraverable
     land if she can reach it. Your best bet is to warp him to the castle
     and guard it. No guard is needed until the second castle is conquered.
     Her squad, however, will attack Levin but are not much of a threat when
     he is in the mountains or guarding the castle.)
Sylvia-get the village that was attacked first for the special ring and end
      the chapter with at least 20K (assuming the four castles stay standing)
Beowulf-talk to Lachesis to give her a stat boosting conversation
       (this also boosts the love between them)
Fury-kill the boss with a sleep staff and take the villages Sylvia did not
    take (If you use her as much as I do, you will need the money.)

Detailed guide:
Start by putting Ethlin in the top left corner of the forest and have Dierdre
in the bushes right behind her to give her the Light sword. Deploy others.
Lex should lead the group of unpromoted mounted units unless one of the other
units has plenty of defense. Fin should not take this role unless he is really
strong. Midir should be right behind the leader of this 'pack'.

Upon reaching the green castle, you will need to kill off the nearby enemies
with the units that can reach only by the end of their range. I suggest using
Ethlin to kill the first one, have Midir kill the one to the left of the
middle Paladin, and have Lex kill the one in front of it. Try to get Alec or
Noish in range of the enemy Duke Knight with a sword equipped so he will go
for him and not one of the weakened Paladins. Sigurd should kill one on the
other side of the middle Paladin, protecting the left Paladin from the bottom,
and Cuan kill the one to the left of the left Paladin and protect him from the
left.(Just another reason why having a horse underneath you is a good idea.)

The Duke Knight should have attacked Noish or Alec, so send Cuan over to kill
him (weaken him with someone else if you must) and send the rest of your units
up to the next wave of enemies. Normally I would suggest healing before
attacking another wave of enemies; however, if you don't hurry, you will lose
a ring I consider as one of the 'essentials'. If you can, you probably want to
finish off any units on your way to the next wave of enemies so you aren't
fighting on two fronts. Sigurd should talk to Lachesis as soon as the Duke
Knight is killed. If he talks earlier, then it is usually difficult to keep
the Paladins alive considering they begin to move about.

The knights are best avoided if possible, but the General and the Priest
should be killed off. If Midir has the Killer Bow and the Speed ring, he has
a good chance to set Sigurd up for the kill on the General. The priest has
no weapon, making him hard to hit and harder to use Pursuit. Have Lex try
killing him with his Hero axe. Chances are he will miss, but it does no good
to weaken a unit and have the Priest come and undo your damage. Lachesis
should stay out of the way for three reasons: she has three Paladins that
attack if an enemy is in their range and these Paladins surround her every
turn if no enemies are within range. These Paladins must stay alive until the
end of that chapter for the Knight ring (as well as Lachesis, but she is no
SL) and they recieve no experience when they attack.

Again, with that Killer bow and Speed ring, Midir has a good chance to
seriously weaken, if not kill, the boss on the first castle. Your mounted
units should make quick work of him and the Armor that blocks the way to the
castle gates. Leave Sigurd for last so that if the boss is still alive he can
kill the boss and sieze the castle in one go. Make sure you have killed as
many enemies down below as possible with your straggling unmounted units
before you sieze, since all of them disappear when their castle is taken.

Don't worry about sending your mounted units to save the villages. Levin comes
on the turn after you seize that castle. Have Levin kill as many thieves as
possible on his way to protect the far left village. Sylvia can make any units
next to her move again with Dance, so use this skill to help send Levin on his
way. If Levin doesn't kill a thief, have Sylvia finish it. It takes her two
turns to finish a weakened thief. This is the ONLY time I suggest using Sylvia
to fight, as she is a poor fighter and can use her turn to let four other
units attack again instead. I leave that hard to save village for Sylvia
because it contains a Bargain ring which helps her buy stuff that totals to
75K (with this, all you need is 25K).

Have your three mounted units with the most defense, Cuan, Sigurd and Lex (or
Noish since he doesn't use axes) block the path where the two Lance Knights
and Duke Knight are (or were) because the Forrest Knight Voltz and his army
of Free Knights are coming down. While you wait for the attack, make sure Cuan
talks to Fin for a Hero lance and Dew talks to Lachesis for a Thief sword.
Have all other units line right behind these three and wait for the attack.
(Keep Lachesis out of the way so the Paladins don't steal experience!)
Have Ethlin finish their leader, because he drops an Elite Ring and she can
promote next chapter if you keep healing every turn with the Relive staff.
Also, she can sell it next chapter to help her buy the Pursuit ring Ardan has.
Ardan can't put it to much use anyway. Don't kill Beowulf because he gives a
conversation that boosts Lachesis's stats. I would suggest whoever took the
two villages upper villages in the Prologue to talk to Beowulf to recruit him.
By now Ardan should have gotten to the peninsula to get the Pursuit ring.

Next, have all your mounted units form a line just inside the range of the
closest Bow Armor so that they all come down to fight. By now Levin and Sylvia
should be done with the thieves. Unless you can beat this chapter faster than
I can (which makes me wonder why you would be reading this) you have plenty of
time to have Sylvia use her dance to help out the team until after this next
boss is defeated before she goes back down to acquire her needed cash. Get
used to forming the 'diamond' to allow Sylvia to give as many units as
possible another attack. (Remember that the mounted units can attack and move
to another spot to form the 'diamond'.)

                       Unit                  The
                                    <---  'Diamond'
                 Unit        Unit      (dancer goes in the middle)

                       Unit

These guys are easy as long as you make sure guys like Azel and Dew aren't put
into range of more than one of these guys. The boss, once his army is gone, is
a piece of cake. Just finish him with a unit you think would be great with 5
more defense, preferrably Lex to give him a buffer when he leading your other
units against a fierce opponent. After he is dead, send everyone down to where
that Lance Armor is blocking the path to the next castle. Use the Return staff
to send Levin back to the home castle. If you are seizing the castle right
away, he needs to protect home base. If you like stalling so you can arrange
your army for a safe battle, he can hike all the way up to that Armor in the
mountains while you form a wall with your mounted units. One other thing:
When you sieze a castle, you should either warp Sigurd to a place closer to
the action or dance for him because he can't move after he seizes the castle.
(Or both, the best decision after this chapter).

Sylvia should now go village hunting. I suggest leaving as many as possible
for Fury, but feel free to give money to whoever else you want. The lowest
village gives the rescuer an Cutter sword which is effective against armor
units but has a B rating. Sylvia can't use it and will only sell it for 2.5K.
Fury, however, can use it but I usually just sell it for Aira to buy. Aside
from the fact I buy lots of weapons for Fury, I also stock her up with money
because the man I pair her with also needs lots of money, as you will soon
see. Dierdre is not leaving the castle after this chapter, so you are going to
sell her stuff and give all the money to Sigurd. This means don't bother
giving her money. Anyways, wait until one of your units must move into the
range of the bishop boss's staff and THEN silence him with Dierdre. Silence
doesn't last forever...

Lots of swordfighters come out along with a few mages. The swordfighters can
double attack, so keep that in mind. If you seized the castle right away, the
mounted units will probably reach the pass before you do. Don't forget to
protect Lachesis's castle too! Just stay out of range of the ballistas and you
should be fine. Again, Lachesis really shouldn't be used this chapter. Those
Paladins will just eat your experience and may kill themselves if you aren't
careful. If you sent Dierdre up through the mountains to silence the bishop,
wait until Levin has killed Fury's squad (while standing on mountains) and
recruited Fury before moving up to the position to silence him. Once that job
is done, feel free to try to kill the ballistas with her. She will probably
die along the way, but she comes right back...

The only unit that can really put that Sleep staff to use AND kill the bishop
is Levin, once he promotes. Otherwise, kill him with a unit who will sell that
staff for 15K, and seize that castle. For the last army, know that an army of
Lance Knights and Axe Knights lead by a Duke Knight with a Slayer lance
appears, which criticals on mounted units. Still, you should use Lex and Cuan
to take him out. Lex should attack first because he has high defense AND has
the weapon triangle bonus to help protect him. His defense ring should allow
him to take a hit from the Duke Knight and stay alive when the other units
try to finish him. After this guy is dead, the boss is a cakewalk. He can't
even attack long range! I can see why you would be tempted to boss abuse this
guy, he is pathetic. -_-  His Reblow/Libro staff drops and heals long range
(B rating, 10 uses). Give this to Aideen, which means she'll have to buy it,
'cuz she probably can't fight yet. It sells for 2.5K, meaning it costs 5K.

My turns:41-50

    3.Chapter 3

Units join on... (last units of first generation come this chapter)
   Seize second castle
    Brigid - blonde hair (Sniper)
    Tiltyu - blue hair (Thunder Mage)
    Claude - male (High Priest)

My Equips and Preparations:
Sigurd-Silver sword, Steel lance, Return ring
Dierdre-sell all items and give money to Sigurd when finished in the arena
Cuan-Silver lance, Iron lance, Javelin
Ethlin-Silver sword, Pursuit ring, Live staff
Ardan-Steel sword, Iron sword
Alec-Iron sword, Iron lance
Noish-Steel sword, Iron lance
Fin-Steel lance, Slim lance, Javelin
Lex-Hero axe, Steel axe, Iron axe, Hand axe, Shield ring
Azel-Elfire tome, Fire tome, Thunder tome
Aideen-Warp staff, Libro staff, Live staff
Midir-Killer bow, Iron bow, Speed ring
Holyn-Steel blade, Slim sword
Aira-Prayer sword, Cutter sword
Jamka-Silver bow, Steel bow
Dew-Slim sword, Elite ring, Skill ring, Magic ring*
Levin-Elwind tome
Sylvia-Bargain ring, Knight ring (she needs no weapon)
Lachesis-Iron blade, Thief sword, Relive staff, Return staff
Beowulf-Steel sword
Fury-Light sword, Hero lance, Slim sword, Slayer lance, Barrier ring
*Dew gets a Wind sword near the end of the chapter, which casts Elwind at a
range. Azel would put the magic ring to better use, if he could afford it;
unfortunately, my Azel is always poor.
As usual, make sure you repair your weapons. Cuan, Ethlin, and Fin leave after
this chapter, so unless you sell their items at a castle before the chapter is
over, you won't get those items back until they (or their children) return in
the second generation. While the castle doesn't need to be guarded, you may
regret not putting a guard up if the path to the base is also left open. I
would suggest leaving Ardan in the castle unless he is being paired with a
unit. Pirates can act as thieves in this chapter, so watch out for them.

Quick tips and character missions:
You should have three main parties in the first part. Parties will vary
depending on your love pairings. My parties are:
North:
Sigurd, Noish, Alec, Ethlin, Cuan, Beowulf, Lex-
     basically I use this party to protect Dew while he steals money and
     trains up. 7 units is plenty of protection, just make sure that they are
     two spaces away from him so that the bow users can't get to him. He
     won't be stealing from many enemies, because that is too dangerous for
     your weaker mounted units.
Dew-finish off as many units as possible, get the village to the right of the
    far left village (grants +3 strength to the rescuer)
West:
Midir-take out the pirate assaulting far left village and the other nearby
      pirate, then save the two villages
Holyn,Aira,Jamka-take out Lance Knights from the forest
Fury-kill each mage with the hero lance and retreat out of range
East:
Sylvia, Levin, Lachesis, Fin, Azel-
     this party I use mainly Fin and Levin to kill off the Armors and then
     send Fin and Lachesis to kill the pirate in the upper right. Try
     stealing money with her Thief sword on pirates, it gives you 5K if you
     hit one. ^_^
Aideen-your backup healer in this party, use Sylvia to get her quickly to the
       village Lachesis saves (grants a Restore staff) and to the other
       village to the left of it. She needs lots of money if she is going to
       buy that Silence staff and the items I suggest in chapter 5.
Ardan-guard the castle in case something goes awry

Lachesis-talk to Eltosian for the Earth sword and to send him packing.
Bowmen and Mages-primary Dragon slayers
Sigurd-finish off Dragon Knight for the Life ring
Fury-fly up to assist Claude and Tiltyu
Aideen-talk to Brigid to give her the Ichival
Dew-save village over second castle (grants +1 Def to rescuer)
   once Claude and Tiltyu come out of the tower up north, send him in for a
   Wind sword. Pirates have 5K on them, meaning he should be fighting a great
   deal this chapter.
Holyn-finish off boss on second castle (drops a Silver blade)
Brigid-run toward Tiltyu and Claude for safety until others arrive

Detailed guide:
One mounted unit (preferably Midir) needs to take out the top left thief, so
move him first to make sure no one blocks his range on his way up. Fury should
head up to kill off the mages. She can take them all out easily if you gave
her a barrier ring. Now you need three parties to take on the three fronts.
Really, you could send Lex to take out all opponents on the left or right
fronts, but since he levels so quickly, I suggest putting him with the upper
party (which is your main party). Nonmounted units should probably comprise
the left party, since that's where you'll be headed after the first castle is
seized. Split up your healers accordingly, but make sure Aideen is in the
right party. You may not need a healer in the left party.

In the left party, get just deep enough into the woods so that only a few
Lance Knights can attack you at a time. In the right party, have your units
kill off the Armors (all but the General have Javelins) and have them kill
the far right pirate. Aideen should save this village for the Restore staff.
All pirates (and thieves) have 5K on them, so steal lots this chapter with Dew
and the Thief sword wielder.

In the right party, two or three fighters may be required. Stay out of the
general's range until you have killed the armours. Levin and Fin can take care
of the job if they have a healer (and possibly a dancer) to help them out.
Aideen should be with this party so she can acquire the Restore staff from the
far right village.

In the main, upper party, you should take out the General with one of your
mounted units. If Ethlin is promoted, she should have no problem weakening it
so that someone else can finish. The Bow Knight and his army will move once
your units are in range, so keep weaker units out of or at the edge of range.
The armours surrounding the castle have a healer, so concentrate on finishing
a few enemies at a time until you can reach the healer. The village to the
left of the castle grants +3 strength to the rescuer. If you love thieves like
I do, let Dew rescue the village. Otherwise, choose wisely.

The boss can probably be taken out without help from the left and right
parties. He has a Thunder sword, so the best tactic is to attack from a
distance with Azel or Levin and close range with your mounted units. He drops
his sword, but have whoever wants it buy it later, this boss is fast and
dangerous for setting weak units up for a kill. Before you sieze the castle,
have someone with high strength that can use swords save the village above and
to the right of the castle. The Clipper sword wielder is your primary weapon
against the army of Dragon Riders. Once the castle is seized, the castle to
the left of yours will deploy Eltshan and his army of Social Knights.

Lachesis, promoted or not, needs to talk to Eltshan as soon as possible. Not
only does he give large bonuses to his army, but also he can pretty much kill
any of your units in one round of combat. Once she chats with him, he will
leave and give Lachesis the Earth sword. You will need to form a line of
mounted units just out of range of Eltshan but in range of his Social Knights
to clear up the way a bit. All your units should be nearby, since Sylvia may
have to go in to help Lachesis reach Eltshan.

Once that's done, an army of Dragon Riders appears, lead by a Dragon Knight.
Unfortunately, their path is hard to predict. Usually, they will head toward
Sigurd's army but sometimes they charge your recently seized castle. The best
thing to do would be to put your mounted unit with the Clipper sword on the
castle only if the army is heading that way. When they are nearing the castle,
have your Warp staff wielder warp him/her over to the castle so he/she can
guard it. The rest of your army can take on the second castle, possibly along
with the Dragon Rider army. Their leader drops a Life ring, so let a unit with
the Shield ring or high defense obtain this, allowing better solo mission
capabilities.

The boss shouldn't be too difficult once his army is out of the way. Send
either someone who can use his Silver blade to finish him, or someone who
needs to pass on a good sword to his son. (Fin for Delmud maybe?) The village
above the castle grants +1 defense, choose wisely (or give it to Dew).

If you haven't already done so, send someone to protect the upper castle when
you seize this castle. An army of brigands will come from the north across a
bridge once you seize. Also, your last three units (Claude, Tiltyu, and
Brigid) will appear after this turn. If you are making a difficult pair with
one of these three, her/his mate should be warped up there quickly so you can
rack up a few extra turns before turn 50 arrives. Dew needs to get the Wind
sword from the tower up there. Fury should fly straight up to the tower to
help out Claude and Tiltyu.

Once Brigid appears on the map, have her run toward Claude, Tiltyu, and Fury.
Ignore the village, since she needs to stay away from the incoming army.
Tiltyu shouldn't have a problem killing her opponents with Tron if she is
brought down to half health. Claude should heal them only if someone is in
danger of dying, since his staff only has 10 uses.

The Warrior leading the army toward the upper seized castle has the Leg ring.
Someone who needs the money should kill him and sell it at that castle right
away. Sylvia should buy it ASAP so she can help move units up toward Claude
and friends. If Dew can, have him fight pirates until he reaches 50K, give
money to someone (like Claude) and repeat. Once all the pirates have been
slain or mugged, have Dew wait on the tower Claude came out of. Someone who
is or will wield a Hero weapon should take out the Warrior boss for a Power
ring. If you have beaten the chapter quick enough, you will have time to work
on some pairings. If Fin isn't going to be a father, you probably shouldn't
worry about pairings just yet. This is the last chapter for Fin, Cuan, and
Ethlin, so relieve them of any items their children won't use. Oh, and by the
way, make sure Aideen talks to Brigid before this chapter is over. Make sure!

My turns: 48-55

    4.Chapter 4

My Equips and Preparations:
Sigurd-Silver sword (close to 50 kills by now, right?), Return ring
Ardan-Steel sword, Iron sword
Alec-Iron sword, Iron lance
Noish-Steel sword, Iron lance
Lex-Hero axe, Steel axe, Iron axe, Hand axe, Shield ring
Azel-Elfire tome, Fire tome, Thunder tome
Aideen-Warp staff, Libro staff, Live staff
Midir-Killer bow, Iron bow, Speed ring
Holyn-Steel blade, Slim sword
Aira-Prayer sword, Cutter sword
Jamka-Silver bow, Steel bow
Dew-Wind sword, Slim sword, Elite ring*, Skill ring, Magic ring
Levin-Elwind tome
Sylvia-Knight ring, Leg ring
Lachesis-Iron blade, Earth sword, Thief sword, Relive staff, Return staff
Beowulf-Steel sword
Fury-Light sword, Hero lance, Slim sword, Slayer lance, Barrier ring
Brigid-Ichival, Killer bow
Claude-Valkyrie staff, Reserve staff
Tiltyu-Tron tome, Thunder tome
*If he is promoted, give it to someone else like Lachesis or Fury.

Quick tips and character missions:

WARNING: Most units in this chapter are magic based. Units with low resistance
        can easily be slain. DO NOT RELY ON LEX!

  Now that that's out of the way...

Aideen-she should be in love with Midir/Jamka/Azel by now and will either give
      a Hero bow or recieve a Rescue staff by talking to her lover
Sylvia-rescue the village to the left of the northeastern most village for a
      Defender sword. Save before you do this, as the game may glitch.
Dew-lower the drawbridge to the first enemy castle when it is raised
Once the castle has been seized:
Head back to Silvial and wait next to green unit guarding road to enemies.
Some units will need to stay and protect the castle you conquered.
Levin-enter second castle seized for the Holsety tome

Detailed guide:
Unless she was very successful in the arena and has leveled up a great deal,
don't even bother using Tiltyu. Most of the enemies are either Wind Mages,
which have an advantage over her, or Pegasus Knights, which have high speed
and resistance, making it difficult for her to kill anything or survive.

Have Aideen talk to her lover (Midir/Jamka/Azel) for an item. The first army
is lead by a bishop with a Sleep staff. Use Sylvia to get a unit (or four) in
range to kill him. Watch out for the Wind Mages as they are fast and agile.
The second army is of Pegasus Knights. Take them out with a bow user or
wielder of the Wing Clipper. Their leader has a Prayer ring, so do not let it
activate.

By now, the village allocations don't matter for me, so just give them to
the future parents. The one village that needs to go to a particular unit is
the village to the left of the northeastern most village. Give to Sylvia for a
Defender sword. Save before you do this, as the game may glitch. -_-

Right before reaching the bridge, notice that two Wind Mages and a Magefighter
are all wielding long-ranged tomes. Watch out for the Magefighter, since not
only does he do more damage, but also he has Continue and may attack twice.
Send in a unit with high resistance or evasion (that can actually kill units)
and take out the Magefighter. Fury should be able to do this adequately. The
drawbridge probably was raised by now, so send Dew* right where you used to be
able to cross and he'll put it back down. Either that, or let a long ranged
unit take out the Wind Mages from the other side before crossing. Boss is
like eating cake. Seize the castle, but leave someone to protect it from
Pegasus Knights. All of them (save their leader) wield Javelins.
*If Dew has died, you can take the long way around through the mountains.

After the castle has been seized, a battle (which you, my friend, can in no
way participate in) will occur and the result is Silesia is conquered. Note
that if any of your mounted units have not yet promoted, he will not be able
to cross the mountains. Ardan also falls under this category, I think.
Send all units (save the upper castle guard) to wait for the battle to end.
It doesn't take very long, so your unmounted units may need to be warped over.

Civilians are released, and for every one you rescue, that unit gains 100exp.
Two things to note: While units that are low level need levels more, they gain
much more experience than high level units do by fighting. Unless you really
want Tiltyu to get some magic (she might not even give Arthur a bonus with
such a terrible growth) I suggest just giving it to whoever is closest to
level 29. If you use the unit in chapter5, chances are even at lv29, he/she
will reach lv30. There are six civilians, just don't let them die.

Unless you want to train a unit, the army around Silesia isn't too tough.
After Silesia has been conquered, have Levin enter to gain the Holsety tome.
Once captured, the undefeated Pegasus Knights and the Swordmaster's unit will
move in to try to retake Silesia. Aside from the Swordmaster, you really don't
have to worry about a thing. Take her out with Brigid's Ichival and other long
ranged attacks (like Holsety, for example). After this point, if Levin has
been promoted, you don't have to worry about a thing! Just in case you let
Levin die though, lets Continue.

Without Levin, this boss is pretty difficult. Your best bet is someone with
high evasion (Aira, maybe?) to rush in and take him out. Oh, and don't forget
Sigurd and Lachesis to give supports. Just keep any units with low evasion and
low resistance out of this.

My turns:...

    5.Chapter 5

My Equips and Preparations:
Sigurd-Silver sword, Return ring
Ardan-Steel sword, Iron sword
Alec-Iron sword, Iron lance
Noish-Steel sword, Iron lance
Lex-Hero axe, Steel axe, Iron axe, Hand axe, Shield ring
Azel-Elfire tome, Fire tome, Thunder tome
Aideen-Warp staff, Libro staff, Live staff
Midir-Killer bow, Iron bow, Speed ring
Holyn-Steel blade, Slim sword
Aira-Prayer sword, Cutter sword
Jamka-Silver bow, Steel bow
Dew-Wind sword, Slim sword, Skill ring, Magic ring
Levin-Elwind tome
Sylvia-Knight ring, Leg ring
Lachesis-Defender, Earth sword, Thief sword, Relive staff, Return staff
Beowulf-Steel sword
Fury-Light sword, Hero lance, Slim sword, Slayer lance, Barrier ring
Brigid-Ichival, Killer bow
Claude-Valkyire staff, Reserve staff, Silence staff, Live staff
Tiltyu-Tron tome, Thunder tome

At this point, all items should be repaired and bought by whatever unit you
think needs money. Just to give an idea, Sigurd spawn should only need the
Silver sword and, assuming you can critical with it, he shouldn't need too
much in the line of money. Make sure items can be wielded by the children.
Oh, and there are lots of thieves around where Nanna starts, meaning she uses
her Thief sword to get $$$.

Lester/Faval - bows; preferably Faval since he has a Holy weapon
Lana/Sety/Corpul - staves; make sure that Lana/Sety doesn't get an A staff
                  unless Claude is her/his father
Fee - lances (not much choice for this one)
Arthur/Tinny/Sety - tomes; Tron cannot be inherited
swords: Meh, there's lots of em. Any unit that uses Silver blade/Magic sword
       as the primary weapon AND doesn't have Bargain

Any items that you are only buying to sell in generation 2 should be put in
storage. Children will withdraw and sell.

Quick tips and character missions:
Sigurd - hurry to the Master Knight as fast as possible as he is Byron, father
        of Sigurd; return to castle to repair Tyrfing;
Levin  - primary boss killer for this chapter; especially for the final boss
Brigid - secondary boss killer for this chapter
Fury - wait as close to the castle as possible and then kill the boss
      Priests with Sleep staves should have less magic than Fury has
      resistance, but just make sure she can't be put to sleep
      kill off all Fire Mages with Meteor on them (long range magic)

unit(s) that needs more money: save villages in other direction of action and
kill off army that is storming the castle from behind

Dragon Knights with Slayer lances arrive, take out Cuan and Ethlin, and attack
you. Have unmounted units available to slay the beasts. Levin probably can
take out the enemies, but chances are, his evasion is so high, they will just
surround him until another unit comes in range. Levin is unaffected by the
Sleep staff wielders as his magic is too high. He also has an advantage
against Reptor, wielder of the Thorhammer. You want to win? Just use Levin.

Detailed guide:
Have Sigurd reach Byron for the Tyrfing and repair it at home. Avoid using
Levin and Brigid for anything besides killing bosses, just cause the game is
more boring if you slay them all with no strategy. Besides, Brigid isn't all
that durable.

Fury should rescue the village near the castle in the desert and wait for
access into the desert. Only army for the main army to watch out for would be
the Archer Knights as they all have Hero bows. I usually kill about half with
Midir on one turn, let him heal, and have other units right outside of range
of the army so that they can finish the units. Before taking the castle,
remove the Generals and the Ballista Archers.

This boss wields the Swarchik, an axe. Sigurd wields the Tyrfing, a sword.
Sword > Axe. Need I say more? Once seized, Fury should be able to take out
the boss on the second castle. Lance > Sword, and if she has the Barrier ring,
she shouldn't have to worry about Meteor or the Sleep staves. Also, Cuan and
Ethlin will be killed by Dragon Knights who come charging you! Your army for
fighting these guys should consist of:
No mounted units (all wield Horseslayers)
No wusses (like Tiltyu)
Okay, so you can use mounted units, just make sure they can't be attacked by
any of the Dragon Knights EVER. You saw what happens to horse people, right?

Once that's taken care of/While that's being taken care of Fury should take
out all Fire Mages. Pegasus Knight > Mages AND Light(Light sword) > Anima.
After that, your party is ready to take care of the final boss, Reptor.
Oh, and by the way, Reptor wields Thorhammer, a thunder tome. Levin wields
Holsety, a wind tome. Wind > Thunder. This game was obviously rigged to play
out one way. If you didn't notice already, when Reptor mobilizes his troops,
the fire mages turn on him. Have Sigurd talk to the leader of the Fire Mages
and you be done. Now go tell all your friends you beat the first generation!

My turns:41-45

    =======================
         IV. HARD MODE
    =======================

"Hard Mode?" you ask. "I don't see a level difficulty choice..."

Well guess what? There is a hard mode; however, you have to make it yourself.

   No arena
     The arena not only levels up your characters, but also units who are
     successful in it gain money, which is very beneficial. You won't get
     Holyn, but if that bothers you choose one character to beat the arena
     only on chapter2. He isn't that important anyway once you've made the
     basic pairings with him (Aira, Brigid, and Tiltyu - apparently this
     makes for a 'wicked' Arthur but I'm not so sure I want to test it...)

     Really, this makes all the difference, but just to make this section
     longer and seem more official...

   No stalling
     What I mean is, when the castle is open for taking, seize it. This makes
     preparing for another enemy's attack more difficult since there is no
     time for configuration. Also, it makes pairings occur later.

   No cheating (obviously)
     This involves drawing out battles just for experience. Any enemy that
     heals or gets healed can be repeatedly attacked until your weapon breaks
     and your characters will gain extra levels. When it comes to cheating,
     think of it this way: what would Sigurd do? Surely he isn't going to
     play with these rogues... Or is he?
     Also, do not reset unless Sigurd dies. "Whoops! Tiltyu died so let's
     bring her back to life" is not going to cut it. Besides, with sub-units
     in the second generation, life is much harder. Or you could just use the
     Valkyrie staff like you are supposed to...

   No reseting in the second generation
     Okay, so this one is just plain ridiculous, but when you save and load
     the game, Celice gains a 3rd leadership star. I don't need to tell you
     what this does to the game.

   (Even harder)
   Only substitute units for the second generation. You thought your children
   were awesome? Well, you are right and these substitutes lack the awesome
   but they do substitute 'awesome' with 'WTF?'.

   Only use six characters. Chances are, some will die. On the bright side,
   you have plenty of replacements but, unfortunately, replacements are
   usually at low levels, unless your  original unit died early on.

And if that isn't hard enough for you...


    MASTER MODE!!!

   No Holy Weapons
     Good luck, I'll be praying for you.




    ======================
         V. STORYLINE
    ======================

 I think it's pretty obvious that this contains spoilers...

Prologue - Sigurd is fighting to rescue his friend, Aideen from Verdane.
          Ardan is chosen to guard the castle since he is slow and strong.
          Midir, the last knight protecting Aideen, is killed and Aideen is
           taken back to this thug's castle so she can be his woman.
          Azel and Lex (at the request of Azel) arrives to assist Sigurd.
          Ethlin and her husband Cuan arrive to assist her brother. Fin
           comes along with them as a trusted knight of Lenster.
    After seizing 1st castle...
          Apparently, Midir isn't killed and joins to help rescue Aideen.
          Alvis comes on the order of the king "Sigurd, you don't impress me
           much." to give him a Silver sword.
    After seizing 2nd castle...
          An envoy of Sigurd's king ordains him as Holy Knight. The envoy
           says he will be compensated if the castles are protected.

Chapter1 - Eltshan visits Sigurd to find out why he seized Evans castle.
          Kinbois forces Aira to fight so that Shannan, her cousin, is
           unharmed. Kinbois moves out to take Evans.
    After seizing 1st castle...
          Shannan informs Sigurd of the situation with Aira. Elliot and his
           men plan to seize Evans castle while Sigurd is off fighting. A
           Cross Knight runs to tell Eltshan and he comes out to stop Elliot.
    After seizing 2nd castle...
          A rogue is harassing Dierdre when Sigurd comes and scares him off.
          Dierdre quickly flees to the forest since she is forbidden from
           contact with men, according to some old man.
          Jamka confronts his father about his raid on Grandbell when Sandima
           shows up and insists he lead an attack to protect his kingdom.
          Sandima kills King Batou, Jamka's father. Archbishop Manfloy of the
           Lopt Clan arrives and they discuss the revival of the Dark Lord.
           "By uniting the blood of her (Sigyun, the last descendent of
           Loputosu) children, the Dark Lord Loputosu shall be revived!"
    When Dierdre appears and talks to Sigurd...
          Dierdre warns Sigurd not to fight Sandima, but Sigurd insists on
           fighting him so Dierdre decides to help him out by Silencing him
           because "I couldn't put you out of my mind." They fall in love.
    After seizing 3rd castle...
          King Batou informs Sigurd of the plan to resurrect the Dark Lord
           (dunno why he hadn't died yet...) and dies. Unfortunately Sigurd
           doesn't know anything about him "What IS the Dark Sect anyway?"

Chapter2 - Sigurd is ordered to preside over Evans Castle. He marries Dierdre.
          Eltshan visits the new King Shagall, who killed his own father to
           become king, to stop his military buildup. Shagall decides to put
           him in the dungeon. He thinks he can become emperor of the world
           if he can take Grandbell. Manfloy seems to be playing with him...
           "Hmhm... Yes, consider that a possibility."
          Eve tells Lachesis that Hierhein (Elliot's men) will attack if they
           find out about Eltshan's apprehension. The Cross Knights had left
           for Silvail, so Eve and his brothers protect the castle. Elliot
           found out and mobilizes his army to take Nodion. Sigurd finds out
           and runs off to aid Lachesis.
    After seizing 1st castle...
          King Shagall is furious since Herhein was taken while General
           Macbeth was off theiving. He deploys Voltz and his mercenaries. As
           Voltz says, "Ain't a soul alive that can take me!"
          Levin, disguised as a bard, is updated on the actions of Macbeth
           and decides to go take care of him when, unfortunately, Sylvia,
           the dancer he's been going out with shows up and insists on going
           with him. "Yeah! I like it rough!" (Yeah right, just watch.)
    After seizing 2nd castle...
          Lord Filat arrives and tells Sigurd there are rumors from Duke
           Reptor and Lord Langbart that say he, Cuan, and Eltshan are
           conspiring against Sigurd's king. Also, he tells a story...
          Sigyun, the Duchess of Velthomer and Alvis's mother, fell for
           Prince Kurth. Eventually, Prince Kurth fell in love with her too
           and as a result of this, her husband, Duke Velthomer denounced
           them and committed suicide. This perplexed Sigyun and she left.
          Clement realizes Anphony was seized and takes up arms.
          Shagall lies to Fury, saying that the Granbellian army has captured
           Prince Levin and is getting ready to execute him.
    After seizing 3rd castle...
          Shagall gets all worried about Sigurd's army.
           Archbishop Manfloy discovers that Prince Kurth is dead, and only
           one descendent of Narga remains.
    After seizing 4th castle...
          Eltshan protected Shagall from death because he is the last of
           Agustrian royalty. "I don't care what he's done, he's still my
           master, and I can't sit back and let him die."
          Unfortunately, Eltshan doesn't approve of Grandbell taking over
           Agustria. Sigurd convinces him that he will only hold the capital
           for one year, until everything dies down.

Chapter3 - Sigurd persists in negotiations to return control to Agusty.
           Shagall arranges his forces at Madino to take back the capitol.
           Orgahil pirates also arrived to take advantage of this situation.
           Brigid, their leader, refuses to pillage the villages, causing
           disagreement among them.
          Dierdre stays behind at the castle to protect their baby boy.
           Shannan is put in charge of looking after the her and Celice.
    After seizing 1st castle...
          King Shagall has fled for Silvial. Father Claude arrives to tell
           Sigurd Prince Kurth was murdered. Evidence suggests Sigurd's
           father is responsible. Father Claude heads for Blagi Tower up
           north to find out the truth.
          Dierdre has a sudden urge to go see Sigurd, leaving Celice with
           Shannan. Archbishop Manfloy intercepts her and erases all of her
           memories.
          Shagall arrives at Silvial and convinces Eltshan to attack, saying
           that he is conspiring with the enemy to take Madino.
    After seizing 2nd castle...
          Brigid finds out that she is not the daughter of the previous
           captain and all the other pirates turn on her.
          Father Claude finds out the truth and the Valkyrie staff.
    After seizing 3rd castle...
          Langbart and Reptor have come to apprehend Sigurd since he is now
           considered a traitor for killing Prince Kurth. Queen Rahna's
           troops come to rescue Sigurd, even though he is a traitor.

Chapter4 - Silesia, the country that Sigurd has now taken refuge in, was
           founded by the Wind Crusader, Sety. (I think the game is trying to
           tell you something...) Levin left the country because his uncles
           protested his succeeding of the throne.
          Queen Rahna has been insisting to King Azmur (Sigurd's king) that
           Sigurd was innocent. On the bright side, Prince Kurth's daughter
           has reappeared and has the symbol Narga, meaning the bloodline is
           not lost. She is to marry Lord Alvis. Fury, although one of
           Silesia's Pegasus Knights, stays to protect Lord Levin.
          Cuan, Ethlin, and Fin all leave for Lenster to bring reinforcements
          Maios prepares to take bounty for 'the traitors' (meaning you).
    After seizing 1st castle...
          Zaxon attacks Silesia and does well until Zaxon brings in
           mercenaries (Archer Knights) that take out Silesia's squad.
           Mahnya, Fury's sister, is the leader and dies along with them.
           Zaxon sends their army to take over Silesia and the mercenaries
           seize Silesia.
    After seizing 2nd castle...
          Not much happens here unless you have Fury and Levin talk about
           Mahnya's death. They fall in love instantly because Fury thought
           Levin was in love with her sister but the truth is, he is in love
           with Fury.
    After seizing 3rd castle...
          Sigurd sets out to fight Reptor and Langbart before they come to
           attack Silesia to get him.

Chapter5 - Lord Byron, Sigurd's father, has been fighting to try to bring the
           holy Tyrfing to Sigurd. He is near death, but Langbart knows Byron
           will keep fighting as long as he has life in him to bring the holy
           Tyrfing to his son. (Langbart is Lex's father)
    After seizing 1st castle...
          Cuan arrives with reinforcements. Ethlin comes with him against his
           wishes and with Altenna, their daughter. Cuan left Leaf with Fin.
           Trabant and his Dragon Knights arrive to take them out. Once
           Ethlin dies, Cuan surrenders the Gaeborg to Trabant so that he
           won't kill Altenna. Trabant then takes Gaeborg and Altenna back
           with him.
    Upon reaching Reptor...
          Velthomer's army betrays Reptor. Once you beat this chapter, Alvis
           invites Sigurd for a 'ceremony'. The truth is, he kills him on the
           basis that he is wanted for treason, but not before he shows him
           his new bride... Princess Dierdre! She starts to remember Sigurd,
           but he has her taken away. The generation ends by Alvis killing
           him while his army ambushes all your other units. While Sigurd's
           death is certain, the fate of the rest of your party is unknown.

    ============================
         VI. SPECIAL THANKS
    ============================

FEA Fire Emblem Averages for growth rates
(sorry, but I still think your average base stats for the children are faulty)

FEPlanet.net :: Your Doom Awaits You... for conversation effects information
and generic unit replacements

Serenes Forest for data on skill activation% and inheritances

Fire Emblem English Documentary for love point bases and growths data

Iavasechui for clearing up faulty data I received from other sites

Intelligent Systems for making the game so awesome

Gamefaqs for inspiring me to post this guide

And of course, you, the reader just for clicking on my guide. If you have any
questions or comments, please do not hesitate to post on the FE4 Gamefaqs
board. I only have one e-mail address (which I use to login here =P) and
do not check it very often.

Oh, and by the way,

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

This guide may be not be reproduced under any circumstances except for
personal, private use. It may not be placed on any web site or otherwise
distributed publicly without advance written permission. Use of this guide
on any other web site or as a part of any public display is strictly
prohibited, and a violation of copyright.

                                                 Copyright 2007 Patrick Louis