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| Fire Emblem |
| Path of Radiance |
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| by Ask_B_007 |
| email:
[email protected] |
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| Version 7.0 |
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|____________________________________________________________________________|
~Table Of Contents~
!. IMPORTANT NOTE [FE!]
@. Before We Begin [FE*]
#. Map Legend [FEMAP]
$. Basic Game Controls [FEBGC]
%. Basic Commands [FEBC]
^. Special Commands [FESC]
&. Order Commands [FEOC]
*. Direct Commands [FEDC]
+. Basic Damage Calculating [FEBDC]
~. Weapon Advantages [FEWA]
". Support System [FESS]
`. General Hints/Tips [FETIP]
0. Prologue - Mercenaries [FE0]
1. Chapter 1 - The Battle Begins [FE1]
2. Chapter 2 - Rescue [FE2]
3. Chapter 3 - Pirates Aground [FE3]
4. Chapter 4 - Roadside Battle [FE4]
5. Chapter 5 - Flight! [FE5]
6. Chapter 6 - A Brief Diversion [FE6]
7. Chapter 7 - Shades of Evil [FE7]
8. Chapter 8 - Despair and Hope [FE8]
9. Chapter 9 - Gallia [FE9]
10. Chapter 10 - Prisoner Release [FE10]
10.1 Chapter 10 Turn by Turn Guide [FE10.1]
11. Chapter 11 - Blood Runs Red [FE11]
12. Chapter 12 - A Strange Land [FE12]
13. Chapter 13 - A Guiding Wind [FE13]
14. Chapter 14 - Training [FE14]
15. Chapter 15 - The Feral Frontier [FE15]
16. Chapter 16 - The Atonement [FE16]
17. Chapter 17 - Day Breaks [FE17]
17.1 Stage 1 [FE17.1]
17.2 Stage 2 [FE17.2]
17.3 Stage 3 [FE17.3]
17.4 Stage 4 [FE17.4]
18. Chapter 18 - Crimea Marches [FE18]
19. Chapter 19 - Entrusted [FE19]
20. Chapter 20 - Defending Talrega [FE20]
21. Chapter 21 - Without a King [FE21]
22. Chapter 22 - Solo [FE22]
23. Chapter 23 - The Great Bridge [FE23]
24. Chapter 24 - Battle Reunion [FE24]
25. Chapter 25 - Strange Lands [FE25]
26. Chapter 26 - Clash! [FE26]
27. Chapter 27 - Moment of Fate [FE27]
28. Chapter 28 - Twisted Tower [FE28]
29. Endgame: Repatriation [FE29]
After Beating the Game... [FEABG]
Trial Maps [FETM]
I. Hillside Battle [FEHB]
II. Lonely Isle [FELI]
III. Strange Turn [FEST]
My Party's Final Stats [FEFS]
My Opinion on Characters [FEMOC]
I. Beorc [FEBE]
II. Laguz [FELA]
Info + My Opinion on Skills [FES]
1. 5 Capacity SKills [FE5C]
2. 10 Capacity SKills [FE10C]
3. 15 Capacity Skills [FE15C]
4. 20 Capacity Skills [FE20C]
Frequently Asked Questions [FEFAQ]
Some interesting/cool things [FEINT]
Radiant Dawn Notes [FERDN]
Legal? [FELEG]
Thanks [FETHX]
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!. IMPORTANT NOTE [FE!]:
I made all of the maps for easy/normal difficulty. In hard mode there
will be more enemies on each map but this shouldn't affect strategy
much (if at all). I've added suggestions for hard mode since some of
the maps in hard mode have fog of war and there are more enemies etc.
Also note that this (v7.0) will be the last version. I'll probably
end up making a few minor adjustments/additions here and there but for
the most part this faq = done.
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@. Before We Begin [FE*]:
First off this is my first attempt at a FAQ so be nice. If you email
me please make sure that the question hasn't been answered on this FAQ.
Anyways this FAQ is not to be redistributed/sold or any other crap like
that. This is just to help you beat whatever level it is that you're stuck
on. Also note that I will not go step by step in each chapter as different
people like different characters. It's up to you to decide which characters
to use but I will offer some general advice on that matter. PLEASE DO NOT
EMAIL ME SAYING THAT THE CHARACTERS I LIKE ARE BAD. YOU ARE ENTITLED TO
YOUR OPINIONS ON CHARACTERS AS I AM ENTITLED TO MY OPINIONS. IF YOU THINK
THERE ARE BETTER CHARACTERS THAN THE ONES I USE THEN GO AHEAD AND USE THEM.
THE CHARACTERS I'M USING ARE NOT NECESSARILY THE BEST. One last note,
though I will not discuss what happens in cut scenes there will probably be
some spoilers in this FAQ. If that bothers you then beat the game on your
own without the help of a FAQ.
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#. Map Legend [FEMAP]:
________________________________________________________________________
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| I = Ike |
| O = One of your units |
| X = one enemy unit |
| X+ = the chapter's boss |
| C = chest |
| box/square shape = house |
| P = square to protect |
| D = Door |
| b = Ballista |
| t = trap |
| ~ = water |
| S = Stone |
| \ or / = usually indicates mountains or otherwise impassible terrain |
| G = green (friendly) unit |
| Il = Ilyana |
| M = Mordecai |
| L = Lethe |
| Se = Sephiran |
| Br = Brom |
| K = Kieran |
| Ne = Nephenee |
| J = Jill |
| Gat = Gatrie |
| a = Astrid |
| M = Makalov |
| Dev = Devdan |
| S = Shinon |
| N = Naesala |
| T = Tauroneo |
| g = Geoffrey |
| BK = Black Knight |
| E = Elincia |
| Ti = Tibarn |
| B = Bryce |
| A = Ashnard |
|________________________________________________________________________|
Note:
My maps may not be spectacularly accurate but will be close.
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$. Basic Game Controls [FEBGC]:
Control Stick/Pad: Move cursor, select menu options, move units
A button: Start game, confirm nemu selections, scroll through
messages, select units(place the cursor on a unit and
press A), Press A on an enemy unit to have their
attack range displayed
B button: Cancel the current selection, return to the previous
screen
X button: Moves the cursor to units that have not done anything
during the current turn
Y button: Display the status screen (with the cursor on a unit),
Display help messages (on certain screens only)
Z button: Display the map menu, display previous conversations
R button: Press and hold to remove displays on the map screen
Press the button in a little to make the displays on
the map screen semi-transparent
L button: Zoom in and out of the map. There are 3 levels of zoom
C stick: Change the camera angle, Rotates the little character
image in the top left corner of the status screen
Start button: Start the game, display the status screen, skip
conversations and cutscenes, Leave the base,
Begin fight
Start+B+X buttons: Hold these 3 buttons down to reset the game.
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%. Basic Commands [FEBC]:
Attack: Choose this to attack an enemy
3 types of attack:
Direct: Range = 1 ie must be next to an enemy. Most
weapons can direct attack
Indirect: Range = 2 ie one space away from an enemy.
Indirect attacks can hurt the enemy from a
distance so they cannot fight back if they
don't have a weapon capable of indirect attack
Long range: Range varies by weapon and character stats
Staff: Choose this to use a staff.
Shove: Choose this to push a unit one space over. Units can only
shove other units whose Wt (weight) does not exceed their own
by more than two. Mounted units cannot shove at all.
Rescue: Use this to pick up allied, Partner, or Other units and have
them travel with you. Though a rescued unit can't be attacked,
the speed and skill of the rescuing unit is cut in half.
Rescue can only be used if the unit to be rescued's weight is
at least two less than the rescuing unit's weight.
Drop: Use this to drop a rescued unit in an adjacent space. A unit
cannot rescue and then drop a unit on the same turn. Dropped
units cannot do anything during the turn they are dropped.
Take: Use this to take a rescued unit from another unit. The unit
can only be taken if its weight is at least two less than the
receiving unit's weight.
Items: Use this to open the item window, in which your character can
equip, use, or drop items and weapons.
Trade: Use this to give and/or take items/weapons to/from another
unit.
Wait: Use this to have a unit do nothing for the current turn.
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^. Special Commands [FESC]:
Talk: Speak with units that are next to the character. This is
usually how you gain new allies.
Visit: Enter houses to receive items. But move fast because
enemy thieves, berserkers, and bandits will try to destroy
houses that you have not visited.
Door: Unlock a door with a door key. Thieves and assasins can
open doors without keys.
Chest: Unlock a chest with a chest key. Thieves and assasins can
open chests without keys.
Break: Don't have a key or a thief nearby? Choose this to hit a door
with one of your weapons. Different doors have different
amounts of health and will not open until their health goes
to zero. Most doors will take a couple hits to break.
Order: This command can only be used by Ike to give orders to the
rest of your units (blue units). Any unit that doesn't get
moved by the player will follow these orders.
Request: This command can only be used by Ike to give orders to
yellow (Partner) units. The Partner units will follow Ike's
orders once you end your turn.
Seize: Only Ike can use this to seize a specific location(the space
will be blue) and clear the map.
Escape: Use this when a unit moves onto a space that allows him or
her to leave the map (the space will be yellow). If Ike
escapes, the map is cleared. If another unit escapes, you will
get a little bonus experience (10 per unit).
Arrive: Use this when one of your units moves onto a blue target space
and the objective is to arrive on that space. Choose it to
clear the map.
Steal: Steal an item or unequipped weapon from an enemy unit. Only
thieves and assasins can steal. A unit's strength and/or speed
might stop it from stealing items. Note that staves are
never equipped.
Chant: Use this on an adjacent unit that has ended its turn to
give it another turn.
Reinforce: Use this to bring in 2 Pegasus Knights and 1 Falcon Knight as
Partner units during a turn. Ike can then direct them.
Reinforce can only be used by Tanith and can only be used
twice per map.
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&. Order Commands [FEOC]:
(Can only be used by Ike)
Rally: Use this to make allied units who have not been moved during
the turn by the player gather around Ike.
Halt: Use this to make allied units who have not been moved during
the turn by the player stop movement and cancel orders.
Target: Use this to make allied units who have not been moved during
the turn by the player move to a target area. When this is
selected the player chooses what the target space is on the
map.
Avoid: Use this to make allied units who have not been moved during
the turn by the player avoid contact with enemy forces. Units
who are given this command will move as far away from enemies
as possible.
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*. Direct Commands [FEDC]:
(Can only be used by Ike)
Roam: Allow yellow (Partner) units choose their own actions.
Halt: Order yellow (Partner) units to wait in their current
positions.
Target: Order yellow (Partner) units to move to the target area. The
player can choose any space on the map that Ike could move to
on his own to be the target area.
Avoid: Order yellow (Partner) units to avoid contact with enemy
units. They will move as far away from enemies as possible.
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+. Basic Damage Calculating [FEBDC]:
This will ignore weapon advantages but here is basic damage
calculation:
For physical attacks:
Take the enemy's weapon's MT(might) and add it to his
STR(strength) then subtract your character's defense.
For magic attacks:
Take the enemy's weapon's MT(might) and add it to his
MAG(magic) then subtract your character's resistance.
Why could this be useful?
Well it's most useful earlier on when your characters are
rather weak and the enemies usually have basic weapons. If
your character is in an enemy's range and you want to see if
s/he'll survive an attack then calculate the damage that will
be done and subtract it from your character's health. You'll
also have to consider speed to see if the enemy's is a lot
higher and will attack twice.
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~. Weapon Advantages [FEWA]:
-This will list weapons and what they do well against-
Weapon name (Does well against this)
1. Swords Axes
Regal Sword Knights/Generals and Mounted units
Longsword Mounted units
Armorslayer Knights/Generals
Laguzslayer All Laguz
Sonic Sword Flying units
2. Axes Lances
Poleax Mounted units
Hammer Knights/Generals
Laguz Axe All Laguz
Bolt Axe Dragon Laguz
3. Lances Swords
Knight Killer Mounted units
Heavy Spear Knights/Generals
Laguz Lance All Laguz
Flame Lance Beast Laguz
4. Bows Flying units
Laguz Bow All Laguz
5. Knives Nothing
Stilleto Knights/Generals
6. Wind Magic Flying units
7. Fire Magic Beast Laguz
8. Thunder Magic Dragon Laguz
9. Light Magic Nothing
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". Support System [FESS]:
Support Conversations:
After two characters have had a support conversation their stats will
be improved when they stand near each other on each map. Available
support conversations can be done anytime at your base. Each
character will have a list of other characters that they can support
with and each character may have up to 5 support conversations. Of
these 5 conversations, only up to 3 may be with a single other
character.
So how do you get new conversations to appear?
For new support conversations to become available, two characters that
can support with each other must both be used on a certain number of
maps. The amount of maps they must participate in together varies
depending on the characters and what support level is next (C, B, or
A).
So how exactly will their stats be improved?
Well, it varies depending on which two characters are supporting each
other. However, the four stats that could be increased are: Attack,
Defense, Hit percent, or Avoid percent.
In-Built Supports:
Aside from the support conversations, some characters have in-built
support bonuses with other characters that raise their critical
percent when standing right next to each other on a map. That's right
for these to work, there cannot be a space between the characters.
Characters: Critical% Increase For Each Character
Ike and Mist 10%
Any 2 of the 3 brothers 10%
(Oscar, Boyd, Rolf)
Rolf and Shinon 5%
Marcia and Makalov 5%
Lethe and Mordecai 5%
Calill and Largo 10%
Tormod and Muarim 10%
Geoffrey and Kieran 5%
Geoffrey and Lucia 5%
Geoffrey and Bastian 10%
Elincia and Lucia 10%
Ulki and Reyson 5%
Ulki and Janaff 5%
Janaff and Reyson 5%
Reyson and Tibarn 10%
Reyson and Naesala 5%
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`. General Hints/Tips [FETIP]:
1. Don't try to level up everyone. Instead, focus on approximately 10-14
characters to level up throughout the game.
2. Don't just keep saving over the same file. Switch between save files
so that you can go back a chapter if you later realize you missed
something.
3. Make good use of the weapon triangle. Especially early on in the game
when your characters are weaker try to always have the weapon
advantage.
4. Don't overuse Titania. She may seem like the best character early on
but that is because she is already a promoted unit. She can still be
useful but not as your number 1 character.
5. Titania can make a good shield for about the first half of the game.
If you don't want her to fight then take away her weapons. Just know
that she can be very useful in distracting enemies :D .
6. When Ike class changes use an occult scroll on him. This will give him
the Aether skill which is the best skill in the game.
7. Don't be afraid to buy forged items. You get a good amount of money in
this game so make use of it by forging some weapons to help your
weaker characters. Just remember that you can only forge one weapon
per chapter (starting at chapter 8). Also, some forged iron weapons
should be all you need for most of the game. Then with the tons of
money you'll have near the end, forge some really powerful silver
weapons during the last couple chapters.
8. Use your bonus experience wisely especially if you are on a harder
difficulty level. I suggest using bonus experience on weak characters
that you've just gotten (like Rolf) and on healers (like Rhys) because
they will have a hard time leveling up on their own. You can also use
bonus experience on characters that are close to leveling up. If you
don't like how they level up from the bonus exp, you could always just
reset and try again but I don't advise reseting too often.
9. If you are having trouble with a level, try something else. Perhaps
being more defensive (or offensive) will help to beat the level. Also,
if you're having trouble try moving your characters around. Have
someone else lead the way or stay in the back.
10. Try to always think one turn ahead when you're playing. For example
when moving a character forward and having him attack, look around at
the enemies nearby and use your knowledge of the weapon trianlge plus
character stats to predict if your character will be able to survive
enemy attacks. Also just hit the 'A' button on an enemy to see his
range.
11. If it's not equipped, steal it. Stealing works especially well against
enemy healers since they can't fight back. And remember, you can never
have too many physic staves :D .
12. When you give a character an item like the Knight Ward don't forget
to actually equip the item to the character.
13. The Full guard is a good item to give to a flier once you get it. This
way they won't be so susceptible to arrows. Another possible choice
could be to give it to a knight/general since they have such good
defense but little speed. This way there will be almost no chance of
an enemy harming them with physical(non-magic) attacks.
14. The Knight Ward will increase the defense and resistance of a soldier,
knight, or paladin by 2 each. I would advise giving it to a character
who you use a lot but I don't think that knights/generals really need
the extra defense. Therefore I would give it to Nephenee or one of
your mounted units like Oscar.
15. The Laguzguard will halve the damage done by laguz in battle. Since
you can give it to any beorc, I would just suggest giving it to a unit
with lower defense.
16. The Knight Ring will allow a unit to move again after attacking if
they haven't already used up all of their movement for the turn.
This item can be very handy and I suggest giving it to Ike.
17. Use heavier weapons when you can because they will help increase the
weapon level of your character faster unless you would attack twice
with the lighter weapon and only once with the heavier one.
18. Be careful with your Occult scrolls. Each will be listed as "Occult
scroll" in your convoy but when you go to the Assign Skills menu, they
will then be listed as the particular class skill that a character can
learn. So if you go to assign skills for a promoted unit and have an
Occult Scroll, it will show up as the class skill for that character
and will take up 20 capacity. So just be careful not to accidently
use an Occult scroll on the wrong character.
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0. Prologue - Mercenaries [FE0]:
___________
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| |
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| |
| X |
| |
|I |
|___________|
Ally
Mercenaries 1
Enemy
Mercenaries 1
Overview:
You only have Ike in the first chapter. Your objective is to defeat
Boyd and Greil. Simple enough right?
Suggestions:
Seriously if you can't beat this one then you suck at life :D .
Just go and attack Boyd and he'll be beaten in a couple of hits.
Heal with a vulnerary if necessary and then do the same thing to Greil
and that's it for this chapter.
Hard mode notes:
You can attack Boyd on your first turn in hard mode. This doesn't
change strategy, though, because you should still only need to use
1 vulnerary after beating Boyd.
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1. Chapter 1 - The Battle Begins [FE1]:
________________
| |
| |
| X |
| X+ |
| X |
| __X |
| __ | | |
| | | |__| |
| |__| |
| |
| X __ |
| __ X | | |
| | | |__| |
| |__| |
| X O O |
| O I |
|________________|
Ally
Mercenaries 4
Enemy
Army 7
Note:
Chris Low has pointed out to me that "in Chapter 1 of Fire Emblem:
Path of Radiance, Ike will start out with 4 iron swords if you don't
watch the "Visit Tutorial". If you do watch it, he only starts out
with one."
Items in houses:
1 Steel sword
1 Seraph Robe
Dropped Items:
1 Iron Sword
1 Iron Axe
Units:
You start off with 3 new units: Titania, a level 1 paladin, Boyd, a
level 2 figther, and Oscar, a level 3 lance knight. Out of the 3 I
really only use Boyd but it's up to you who to use. One note for new
players is that though Titania may seem really good it is only because
she is a promoted unit. She is still a good unit to use just not as
your number 1 unit. Boyd for me leveled up well so I'd recommend using
him a bit but I've heard that Oscar is also pretty good. Anyways it's
up to you whether you want to use all, some or none of them.
Regardless you should use Ike a lot as he is the main character, is in
all the chapters, and is really good.
Overview:
Just move up towards the boss killing the enemies as you go. Remember
to visit the houses in order to get the items from them. Another note
is that on the first enemy phase one of the enemies in the top right
will destroy the top right house. You can't get there before it is
destroyed. I believe that is done just to show that bandits and
pirates will go after and destroy houses. Kill all the enemies and
seize the space the boss is on to end the chapter.
Suggestions:
All the characters you have in this chapter are decent so it's up to
you who to use. I used Boyd and Ike and my suggestion is to let Ike
kill the boss.
Hard mode notes:
There are more enemies so just be a little more careful. Note that the
boss doesn't move in any mode.
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2. Chapter 2 - Rescue [FE2]:
________________
| | X+ |
| | X |
| | X |
| | X |
|_ \ |
| \ \ |
| \__ \ X |
| \ \ |
| \ \ |
| X \ \ |
| | |X |
| |_| X |
| |
| O |
| OI X |
| O |
|________________|
Ally
Mercenaries 4
Enemy
Army 9
Dropped Items:
1 Vulnerary
1 Steel Axe
1 Speedwing dropped by Ikanau the boss
Units:
You gain Rhys who is a level 4 healer. He's pretty good and will be
your only light magic user so I would use him. Just make sure to keep
him in the back out of danger as he will die easily.
Overview:
You start off with everyone except Titania. She will join you at the
bottom of the map at the beginning of turn 3. As always just move
carefully and make use of the thickets to add to your evasion.
The boss will move and attack when you enter his attack range so watch
out for that, though he isn't too strong.
Suggestions:
Just mow the enemies down with Ike and whoever else you want to gain
exp. Heal with Rhys but keep him out of the enemies' attack range.
Titania makes an excellent wall on this map if you take away her
weapons and this is even more useful on hard mode.
Hard mode notes:
There are more enemies at the left so you'll want to stay closer
together at the beginning and make sure to carefully protect Rhys.
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3. Chapter 3 - Pirates Aground [FE3]:
______________________
| X X+ | ~ |
| X | |
| X X X X | ~ |
|___ X _______X___| |
| ~ | | ~ ~ ~ |
|___| |_______________|
| X |
| X |
| X |
| __ |
|------ | | |
| |__| |
| X X |
| |
| O O |
| OI |
|_____________________|
Ally
Mercenaries 4
Enemy
Mercenaries 14
Dropped Items:
2 Vulnerary
1 Hand Axe
1 Thief Band dropped by Havetti the boss (only if you beat the game
once already)
Item in house:
1 Elixir
Units:
You gain Shinon and Gatrie in this one. Shinon is a level 1 sniper and
is pretty good. The only other sniper in the game is Rolf and out of
the 2 I prefer Rolf mainly because Shinon leaves the party for a lot
of the game. Gatrie is a level 9 knight and is arguably the best
knight in the game (Ok Brom is pretty good too but Gatrie appears to
be a little better). You also see Marcia, a level 5 pegasus knight, in
this chapter but she doesn't join until later.
Overview:
Visit the house to the right and move up quickly. Marcia appears at
the left end of the ship right before the enemies' first turn and the
enemies will attack her right away. So you must get to her quickly and
have Ike talk to her. If you have Ike talk to her, she'll leave and
you'll be able to recruit her later. The boss will move and attack
when you enter his attack range so watch out for that. Move to the
right on the ship up towards the boss and kill all the enemies to win.
Suggestions:
I would suggest using Gatrie as he is potentially the best knight in
the game. However, it's up to you just remember to talk to Marcia with
Ike.
Hard mode notes:
There are more enemies on the ground so you'll have to kill through
them quickly to get to Marcia.
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4. Chapter 4 - Roadside Battle [FE4]:
__________________
| |
|X X |
| X+ X |
| X X |
|X X X X |
| X |
| X OO |
| X OI |
| X X X OO |
|__________________|
Ally
Mercenaries 6
Enemy
Army 16
Dropped Items:
1 Iron Lance
1 Steel Lance
1 Javelin dropped by Maijin the boss
Units:
You get Soren, a level 1 mage, at the beginning of this chapter. In my
opinion he is the best magic user in the game so I'd advise using
him... alot. As with all magic users he starts off relatively weak so
make sure he doesn't get attacked much.
Overview:
You start out on the right side of the map with enemies scattered to
your left. Simply mow them all down to win.
Suggestions:
I would weaken some of the enemies and then let Soren finish them off
to help him level up. Usually when an enemy is injured he will run
away and try to heal so use this to your advantage. Make use of the
thickets especially with Soren. Gatrie should probably stay up at the
front with Ike to protect Soren and Rhys but other than that I'll
leave it up to you to decide who gets to kill what :D . This is
another boss who will move and attack when you enter his attack range
so just watch out because he has a ranged attack.
Hard mode notes:
There are a lot more soldiers so definetly have Gatrie up front. Be
careful at the beginning and know that the enemies will usually run
away when injured and this is probably the best time for Soren to pick
them off >:D . Also, note that they will usually go after Shinon
before going after Soren so I like to keep Shinon in front of Soren in
this one. In my opinion it's best to injure them all at the beginning
to help keep Rhys safe and then take them down once they retreat to
heal.
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5. Chapter 5 - Flight! [FE5]:
________________
| | | |
| | | |
| | | I |
| | | O O |
| X | |OO OO |
| | | O ---|
| |_| | |
| X | | |
|X | |
| X | X---| |
| | |X |
|X ----|X |
| _____|X X |
|/ \__X X |
||_________\ X |
| XX |
| XX |
| XXX XX |
|________+_______|
Ally
Mercenaries 8
Enemy
Army 22
Dropped Items:
1 Hammer
1 Iron Blade
1 Ashera Icon dropped by Dakova the boss
1 Torch (hard mode only)
Reinforcements:
1 Soldier and 1 archer appear at the left at the end of turns 3 and 4.
3 soldiers appear at the bottom at the end of turns 3 and 4.
Overview:
This is the first map in which the objective is to defend and for this
time it is 6 turns in which you must defend. So in order to win just
defend the green square for 6 turns.
Suggestions:
It would be wise to attack instead of just waiting for the enemy to
attack you. The enemies are to your left and also below you. I would
send Boyd, Oscar, and maybe Shinon to the left to handle those couple
of enemies. Keep Rhys in the middle to heal and move down with Ike and
Gatrie. Let Soren be behind them to get some cheap kills.
Hard mode notes:
If you're playing hard mode then you won't be able to see the enemies
until they're close to you(due to fog of war). This can make the fight
trickier but the same strategy applies. Just note the healhedges on
the left because it would be good to stand characters on them so that
they can heal a little each turn. Also, look at my map because the
enemy positions in hard mode are similar but there are more enemies.
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6. Chapter 6 - Brief Diversion [FE6]:
_______________________
| |
| |
| |
| |
| OO |
| OIO |
| O X |
| X |
| |
| _|
| X / |
|_ ___________ / |
| | | | | ~ |
|~| X| ~ ~ | | _/|
| |X | _| |/ |
|/ \ ~ / X |
| X |______/ |
| X |
| X |
| X X |
| X X XX |
| XXX |
|_________+_____________|
Ally
Mercenaries 6
Enemy
Army 18
Dropped Items:
1 Poleax
1 Vulnerary
1 Short Spear dropped by Emil the boss
Overview:
You start off hidden in the thickets with the enemies all below you.
There are two bridges in this map to cross over the water. However,
there are enemies before the bridges so be careful as they start
off close to you. Don't let Rhys or anyone else that's weak near them.
Kill those guys and progress down the right bridge. The boss and the
two soldiers next to him don't move but they do all have ranged
attacks so be careful of that. Mow down the enemies and have Ike
escape to win.
Suggestions:
Um, I'd suggest sending everyone down the right side. The other side
could work too I guess but going down the right worked really well for
me.
Hard mode notes:
There are more enemies so keep everyone together. I would definitely
try to use Titania as a wall but you'll probably be having trouble
managing all of your items so if you want Titania as a decoy wall then
only give her swords since she can't use them. To start I would move
Titania one square out of the thickets so that the enemies will come
attack you. I would then stay in the thickets and take out the top
enemies before moving down. I actually chose to go down the left on
hard mode because you can use the thickets to your advantage really
well.
Note:
At the end of this chapter Rhys will get a mend staff so make sure
he has room to carry it before escaping and ending this map.
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7. Chapter 7 - Shades of Evil [FE7]:
______________________
| | | |
| |
| X |
| |
| - --- ----- |
| X| X | X| | |
| | C C |X | C | |
| | | -| | |
| ---X--- --X--| |
| | X | | |
| | X |
|------ -- |
| | | X _| |
| X | | | |
| X | ----- O |
|---- X O O |
| X X O I |
|_________|________O___|
Ally
Mercenaries 6
Enemy
Army 15
Dropped Items:
2 Chest Key
1 Steel Lance
1 Fire
1 Mage Band dropped by Balmer the boss (only if you beat the game once
already)
Items in Chests:
Right Chest:
1 Armorslayer
Left Chests:
1 Miracle scroll
1 Ward Staff
Reinforcements:
1 Thief appears at the bottom left at the end of turn 2.
1 soldier and 1 mage appear at the bottom left at the end of turn 3.
1 soldier and 1 mage appear at the bottom middle at the end of turn 3.
1 soldier, 1 knight, 2 myrmidons, 1 priest, and the boss Balmer(a sage
appear at the top middle at the end of turn 3.
Gatrie and Shinon will appear right above the area with the two chests
at the end of turn 3.
Units:
Mia who is a level 6 myrmidon will join you if you talk to her with
Ike.
Overview:
The first indoor map yay! Anyways you start at the bottom right corner
and Mia appears right above you at the right door. There are 3 chests
in this level and you can get 2 sets of 2 chest keys from enemies. So
once you get the keys loot the treasure. Also be careful about items
because if a character has more than he/she can carry then you'll have
to drop something and by now one of your biggest problems is sorting
out all of the items you have. Also note that more enemies come in
towards the end. They appear in the top middle and the bottom middle
areas. When they appear you get Gatrie and Shinon back to use. Kill
all the enemies to win.
Suggestions:
I would send Ike up to talk to Mia quickly and then leave him handle
the few enemies on the right side of the map(he's probably strong
enough to handle them easily on his own). However, ThunderMan has
pointed out that Mia will come and talk to you if you don't go to her.
I would then send everyone else to the left and then upwards towards
the treasure chests. When your main party gets near the chests on the
left the new enemies should appear so be careful about the placement
of Rhys. Don't leave him too far down as enemies appear at the bottom.
Hard mode notes:
Just a few more enemies but the thief appears at the end of turn 1.
You'll have to move really fast if you want both the ward staff and
the miracle scroll because if he gets both then he'll only drop the
ward staff when killed. Other than that this chapter isn't much
harder than easy and normal modes.
Note:
After this chapter Gatrie and Shinon will be gone for a while with
Shinon being gone quite a bit longer than Gatrie. However, all of
their items/weapons will end up in your convoy.
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8. Chapter 8 - Despair and Hope [FE8]:
Note:
From now on at the beginning of each chapter you will start out at
your base. Here you can move around items and put them in storage if
you need/want to. You can also make use of bonus experience in the
manage section. Bonus experience is given after each chapter depending
on how well you met certain conditions. In example how fast you beat
the chapter. So if you want you can give experience to your characters
to level them up. I'd suggest using exp on low level characters to
help them become usable and also use exp on Rhys if you want to use
Rhys in your party since healers have a very hard time leveling up
without bonus exp. You can also give characters new skills if you have
any such as miracle, vantage etc. An important thing to note is the
conversations you can read in your base. 1 star means that the
conversation is merely interesting/funny. 2 stars means that it will
give you advice on how to handle the next chapter. 3 stars means that
you will probably either get a new item or new character. A final
thing to do at your base is to buy, sell, or forge items. To do this
just go into the outfit menu and select a character. Go to shop and
choose whichever option you want. Your base is the only place to buy
items so make sure you have what you need before you leave. Forging
items can be useful yet costly. I'd advise making weapons for weaker
characters that you want to help level up. You can change weight, atk,
critical rate, and even the name and color of the weapon.
________________________
| _| X |
| _| X | |
| | Il | |
| ___| -------- |
| | X X | |
| | X X| |
| _|X ------- XX| |
| | X| | | |
| |X| | |XX| |
| | | |XX| |
| | | | XX |
| X| | OIO -- X |
| | | OOO | |
| | O | | |
| X|----- --- | |
| | | | |---| |
| |_ | |
| |_ -| |
| |__ _| |
| |
| XXXXXX X X+ |
|________________________|
Dropped Items:
1 Longbow
1 Pure Water
1 Red Gem
1 Soldier Band dropped by Kamura the boss (only if you beat the game
once already)
Reinforcements:
2 Knights appear at the top at the end of turn 4.
2 Soldiers appear to the left of the boss at the end of turn 4.
2 soldiers appear at the left and 1 appears at the right at the end
of turn 5.
2 lance knights appear at the bottom right and 1 soldier appears at
the bottom left at the end of turn 6.
1 soldier and 1 myrmidon appear at the right at the end of turn 7.
Units:
Ilyana, a level 6 mage, can be recruited by having Ike talk to her.
Overview:
Another chapter in which your goal is to defend. This time it's harder
as there are more enemies and they are completely surrounding you.
Also, it is 8 turns to defend now.
There are a lot of knights toward the right while only some fighters,
myrmidons and archers to the left. The boss is in the lower right
corner and will move and attack you if you enter his range. Ilyana
starts off in the top left area and she always moves towards Ike so
just talk to her when she gets close enough and she'll join.
More enemies keep appearing on all sides on the last couple of
turns so just keep killing everyone till the turn limit is up.
Suggestions:
I would send Ike to the right since he should be the strongest of
your characters. Leave him so that the enemies can't get past him.
Then have Soren attack from behind Ike. There are many sword/lance
knights at the bottom so have Titania or Oscar block off the bottom
entrance. I'd have Boyd fight the enemies on the left and have Mia
help him. Recruit Ilyana and use her if you like but in my opinion
Soren is much better and so I never used Ilyana. Eventually work your
way down to the boss and kill him (I actually had Boyd go back and
kill him after he finished with the few enemies on the left).
Another strategy is to give Boyd the Poleax and let him take out all
of the mounted units at the bottom.
Hard mode notes:
There are more enemies on the left so this time I just left Titania
block the left. An archer always stood right next to her and no
enemies even attacked her. The space is the one where the inner wall
comes down to, it is the only space you can stand on in the column. So
if you have to, just put your weakest character there and don't have
him attack. Then you'll just have to worry about the bottom and right
sides.
I had Boyd block the bottom and use the Poleax that you should have.
The only problem are the 2 sword knights down there but if Boyd is
strong enough he can handle them with only a little help from Mia.
After taking them out move down and take out the boss to get the
soldier band. On the right I just had Ike block the way with Soren
behind him.
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9. Chapter 9 [FE9]:
___________________________
| | X | |
|__| | |
| | |
|__ | |
| | X ___| |
|__|X |
| X |
| X |--- |
| | |
|\ X / O |
| \_________ __/ O |
| | | OO |
| | | IO |
| | | O |
| |X | O |
| | | ML |
| | | |
| _| |
| | |
| | |
| X+ | |
| X X---- X |
| X X |
| X X X |
| X |
|___________________________|
Ally
Mercenaries 8
Friend
Army 2
Enemy
Pirates 1
Army 16
Note:
Mounted units will have half movement on the sand.
Dropped Items:
1 Arms scroll dropped by Kotaff the boss
Items in houses:
1 Restore staff
1 Talisman
Reinforcements:
2 pirates appear at the top at the end of turn 4.
1 pirate appears at the top at the end of turn 5.
2 myrmidon and 2 soldiers appear by the boss when you get near him.
Units:
Rolf, a level 1 archer, and Mist, a level 1 healer, join at the
beginning of the chapter. Also Lethe and Mordecai become your allies
and you can order them around. Marcia appears on the right side of the
map at the end of turn 3 and can be recruited by having Ike talk to
her (she'll fly and talk to him).
Overview:
You start at the top right of the map while the boss is at the bottom
left. There are two houses at the upper left side of the map and some
pirates come in from the top. Note no you can't recruit the pirate
who has a name and picture so stop asking. Get to those houses fast
if you don't want the pirates to destroy them. Other than that just
progress down the map making sure to recruit Marcia along the way.
The boss and the two mages by him don't move but they do all have
ranged attacks.
Kill all the enemies and have Ike seize the spot the boss is standing
on to end the chapter.
Suggestions:
Rolf is probably the best archer in the game so I would suggest giving
him some bonus exp after this chapter. Another suggestion is to not
use Mist since her only usefulness is to heal and dodge. She has no
attack power whatsoever. Mist really has just one use in this game and
that is in chapter 27. She can be very handy there but that's about
it so at most I'd give her some extra bonus exp every now and then to
make her useful in chapter 27. Marcia is an ok unit so its up to you
if you want to use her. My strategy was to race to the left with Mia,
Titania and Rolf. Allowing Mia and Rolf to get the kills. I sent the
others down and towards the boss with Soren and Boyd doing most of the
work but you can use whoever you're comfortable with. Oh and I just
ordered Lethe and Mordecai to avoid enemies so that they wouldn't
steal any kills from my characters and to make sure they lived through
the chapter.
Hard mode notes:
Pretty much the same as easy/normal modes. However, a couple extra
myrmidon appear when you get near the boss. The boss and the mages
still don't move but there will be a knight right in front of the
boss that will move and attack when you enter his range.
Note:
After this chapter you will get 20,000 more gold. Use it wisely :D.
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10. Chapter 10 - Prisoner Release [FE10]:
____________________
| | X | |
|CCC| --- | C |
| | | | | |
|C | Ne| --D--|
| | | | |
| + | --D-- |
|XXX| |
|---|----- ---------|
| | | |
| | Se| X |
| | | |
| | | -- |
| |--D-| -- -D--|
|O | | |
|IOO| | |
|O O -- -- | Br |
| O -- -- | |
|O O X | K |
|_______________|____|
Ally
Mercenaries 9
Enemy
Army 6
Other
Prisoner 4
Dropped Items:
1 Master Seal dropped by Danomill the boss
1 Chest key (hard mode only)
Dropped Items(if you're not going stealth):
2 Door key
1 Chest key
Items in Chests:
Lone Chest:
1 Statue Frag
Chests by the boss:
1 Counter scroll
1 Steel Lance
1 Short Axe
1 Javelin (thanks ThunderMan for this item list)
Reinforcements(all appearing when you get spotted):
1 knight, 2 myrmidon, and 1 archer appear behind where you start.
2 knights, 1 mage, and 1 myrmidon appear at the right.
3 soldiers, 2 knights, and 1 halberdier appear at the top.
Units:
Lethe, a level 3 cat, and Mordecai, a level 2 tiger, join at the
beginning of the chapter. Volke, a level 10 thief, will join at the
beginning if you hire him.... SO HIRE HIM!! Nephenee, a level 7
soldier, Brom, a level 6 knight, and Kieran, a level 12 axe knight are
also in this chapter but can't be used until the next chapter. Also,
there is a character named Sephiran in this chapter but he cannot be
recruited.
Overview for stealth:
Oh boy... This chapter is a real pain if you want to get the max bonus
experience. In order to get the bonus experience you have to avoid
being seen by the 3 soldiers roaming around the map. You can still
go and kill the boss and the 2 myrmidons(archers in hard mode) by him
and get the bonus experience. If you do get seen... and you get seen
if one of you're characters or one of your allies(including Sephiran)
is in the attack range of one of the 3 soldiers at the end of any of
your turns. If you are seen then reinforcements will show up and you
won't get the bonus experience. Also, note that if you kill the
soldiers they will still call for reinforcements even if you try to
kill them after killing the boss. The only prisoners you must talk to
for this chapter are Brom and Nephenee. Talking to Sephiran doesn't
change anything, and Kieran will join your party whether you talk to
him or not.
Suggestions for stealth:
Scroll down a little for a turn-by-turn walkthrough of this chapter.
Overview for non-stealth:
There will be quite a few enemies starting behind you and all of the
enemies can move the turn they appear. So you'll want your strongest
characters in the back. The enemies on the right will move toward
you so finish the ones that start behind you off quickly so that
you can then deal with the ones on the right. Once you beat the
enemies at the bottom talk to Sephiran with Ike then go over to Brom
and Kieran's cell. Talk to Brom with Ike and Kieran with Oscar. Then
move up to take out the enemies at the top who won't move until you
enter their attack range (the knights and Halberdier won't move at
all). The boss and the two myrmidon by him will all move once you
enter their attack range. Kill the boss and then have Ike talk with
Nephenee. Open up all the chests and escape with Ike to end the
chapter.
Suggestions for non-stealth:
I would advise keeping your strongest characters in the back to
quickly take out the enemies that will appear there. Then I would
block off the area you start in with your strongest characters and
slowly advance killing the enemies. The enemies at the top all have
lance except for the boss and the mymidons so use that to your
advantage. Have others escape before Ike to increase your bonus
experience but don't take too long or else the extra turns will
detract from your bonus experience.
Hard mode notes:
The enemies by the boss are now archers and one of them drops a chest
key. Other than that this chapter is like easy/normal modes. By going
stealth I received 700 bonus exp (the max) and 90 for having everyone
escape before Ike. I think the bonus is worth it in hard mode since
you won't get too much for beating the enemies. (I got about 120 for
beating the boss and archers) Also, bonus exp is hard to come by in
hard mode and can really help level up low level characters like
Rolf, Mist, or Rhys.
10.1 Chapter 10 Turn-By-Turn Strategy [FE10.1]:
This strategy uses Ike, Volke, Marcia, Titania, Oscar and one character of
your choosing. It does not bother with Sephiran or Kieran as it has been
pointed out that talking to either of them is unnecessary. If you saw the old
version then you know it needed a promoted Oscar, this version does not. It
takes a couple more turns as a result but the bonus experience in the end
will be the same.
Starting Positions (Ike's starting spot is always the same so just use that to
align everyone):
I V
M
T
E O
I = Ike
V = Volke
M = Marcia
T = Titania
O = Oscar
E = An extra character of your choosing. This character will be carried by
Oscar up to the boss. Therefore, this should be a strong character that can
help win the fight and you want them to get combat experience in this chapter.
Directions:
Up
Left Right
Down
And sometimes for positioning:
Above
Left Right
Below
Turn 1:
Move your extra character to the right of Titania. Then rescue him with
Oscar and move Oscar 2 up then 2 right then 2 up then 1 right (This should
be one space left of Sephiran's cell door). Have Marcia rescue Volke then move
to the left of Oscar. Now move Ike to the right of Titania. Have Titania
rescue Ike and move below Marcia.
Turn 2:
Move Oscar 4 right then 1 up. Move Marcia right below him. Move Titania 4
spaces right.
Turn 3:
Move Marcia down 5 then right 1 space. Move Titania to the left of Marcia.
Move Oscar down 2 then left 3.
Turn 4:
Move Marcia right 4 spaces then up 1. Move Titania right 5 spaces. Move
Oscar down 4 spaces.
Turn 5:
Move Marcia up 6 then 2 right and drop Volke to her right (this should be
right in front of Brom's cell). Move Titania up 5 spaces. Move Oscar right
4 spaces then up 1.
Turn 6:
Have Volke open the cell door. Have Marcia rescue Volke then move to the left
of Brom. Move Titania up 2 spaces then right 3 spaces then down 3 spaces (this
should be right above Brom) and have her drop Ike to her right. Move Oscar up
4 spaces.
Turn 7:
Move Ike down 1 space then have him talk to Brom and right after talking
choose Direct then Target and pick the spot in the bottom right corner of the
cell. Move Titania to the right of Ike and rescue him. Move Oscar up 3 spaces.
Leave Marcia alone.
Turn 8:
Move Oscar up 4 spaces then left 2. Move Titania up 1 space and leave Marcia
alone.
Turn 9:
Move Oscar left 4 then up 3 then left 1 (this should put him in the doorway
to the room with the boss) and have him drop whoever he's carrying to his
right. Leave Marcia and Titania where they are.
Turn 10:
This is where things get tricky around the boss. Depending on your Oscar's
stats he may have killed 1 or both of the myrmidon by now and you might be
able to take out the boss now. If you can, then move in and take him out. If
there is still another enemy in the way then you could have your other unit
finish him off from a distance. Or, Oscar could take him out and your other
unit could go after the boss. However you decide to do this, just make sure
that you get inside the room on the next turn and are out of the soldier's
range of sight. Leave Marcia and Titania where they are this turn.
Turn 11:
Finish off the boss and his lackeys if you can. Once you finish them off, your
extra character can escape whenever you want, just check that the character
stays out of the top soldier's range. Leave Marcia and Titania where they are.
Turn 12:
Move Marcia up 2 spaces. Move Titania up 1 and then left 1.
Turn 13:
Move Marcia right 1 space then up 2 spaces then left 3 spaces then down 2
spaces. Move Titania right below Marcia.
Turn 14:
Move Marcia 5 left then up 1. Move Titania right below Marcia.
Turn 15:
Move Marcia down 5 spaces. Move Titania down 5 then right 1.
Turn 16:
Move Marcia right 4 spaces. Move Titania right 4 then up 1.
Turn 17:
Move Marcia up 3 spaces. Move Titania up 4.
Turn 18:
Move Marcia left 4 then up 2. Move Titania left 4 spaces.
Turn 19:
Move Marcia up 2 then right 1. Move Titania to the right of Marcia. Make sure
that Oscar is to the right of the bottom chest.
Turn 20:
Move Marcia up 4 then left 2 and drop Volke to the right. Move Titania left 1
then up 4 then right 1. Move Oscar right 3 then down 3.
Turn 21:
Have Volke open Nephenee's cell door. Have Marcia go below Nephenee and rescue
her then move up 1 and left 1. Have Oscar move to the left of Volke, rescue
him then move Oscar 4 spaces left. Move Titania left 7 then up 2.
Turn 22:
Move Marcia up 1 space. Move Oscar up 3 then left 3 and drop Volke above
Oscar. Move Titania up 1 then left 2 then down 1 and drop Ike to the left.
Turn 23:
Start opening chests with Volke but leave the chest on the right in this room
for last. Leave everyone else where they are.
Turn 24:
Open another chest with Volke. Move Marcia right 1 space then down 4 then
left 1.
Turn 25:
Open another chest with Volke. Move Marcia left 4 spaces then up 3 then left
1 and drop Nephenee to the left. Have Ike move above Nephenee and talk with
her. Have Oscar rescue Nephenee then move right 3 and then up 3.
Turn 26:
Have Oscar escape. Move Ike down a space. Have Marcia rescue Ike and move left
2 spaces. Have Volke open the last chest. Move Titania up a space and rescue
Volke then move her right 4 then up 3 then right 1.
Turn 27:
Move Titania 6 spaces right then down 3 and drop Volke to the right.
Turn 28:
Have Volke open the top right cell. Move Titania down 3 then left 5.
Turn 29:
Have Volke open the chest. Have Titania move left 3 then up 6 and have her
escape. Move Marcia right 3 then up 3 and have her escape to win.
Now go enjoy your bonus experience :D .
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11. Chapter 11 - Blood Runs Red [FE11]:
_________________________
| X | | | ||
| X X+ | ~ | |___||
| X X |___| X |
| |XX ---- X |
| | X ___ |
|------ X | | ---- |
| X X X | | | ||XX|
| | ~| |__|| |
| __ | | BK | |
| --| | |~ | X | X|
| X |||__| | |_ _|X |
| -- \ | | | |
| X X \ ~ | |~| |
| X \__| |_| |
| |-- |
| |-| | OO |
| |------ OO O |
| X | | | O O OI |
| |_|___| O O O X |
| O |
| X X X |
|_________________________|
Ally
Mercenaries 13
Enemy
Thief 1
Vigilantes 4
Army 23
Dropped Items:
1 Master seal dropped by Mackoya the boss
Items in houses:
Bottom left house:
1 Dracoshield
Top right house:
1 Killer lance
Middle left house:
1 Elwind
Reinforcements:
Jill and 2 wyvern riders appear at the bottom right corner at the end
of turn 4.
Units:
Zihark, a level 10 myrmidon, can be recruited by having either Lethe
or Mordecai go up to him (Zihark will talk to them). Also you can
now use Nephenee, Brom, and Kieran though I only used Nephenee. Brom
and Kieran are decent characters though. Jill appears on the bottom
right corner of the map but she is an enemy so just stay away from her
so that you can recruit her in the next chapter.
Note:
The 'B' is where the Black Knigth will appear once you get up the left
side to the same row as the house the Black Knight comes out of.
Overview:
Ok so you start at the bottom right corner of the map and need to go
to the top left corner and have one of your characters stand on the
blue square and choose "Arrive"(a knight is on it at the beginning).
There are 4 vigilantes above you and 1 of them, Zihark, can be
recruited. Note that if you let the other 3 vigilantes live you get
some bonus experience but in my opinion it's not worth it (I believe
it's 50 experience for each one that lives). I would just run up kill
them and let Zihark talk to Lethe(or Mordecai). Just keep moving
towards the boss (don't forget to visit the 3 houses) and stay away
from the house in the middle when you get close to the boss. Also,
make sure to stay away from Jill and definitely do not kill her.
Suggestions:
Kill the vigilantes, the bonus exp isn't worth the trouble. Get Zihark
and use him if you want. I prefered Mia instead but they are both
good characters. I'd use Nephenee to attack some of the enemies in the
bottom left corner. Also make sure to get out of the bottom right
corner so that Jill doesn't viciously chase after you like she did to
me (ha I still beat the level on my first try though she almost killed
Marcia). Don't forget about the house in the top right corner but be
careful not to get too close to the house the Black Knight comes out
of (you don't stand a chance of beating him right now). Just use
whoever you like and get the job done, think before you move and
you can win this one with no problems.
Hard mode notes:
There are more enemies below you and there are some axe users by the
bottom left house. The main problem is to just move fast enough to
get to the two left houses before the thieves do. If you hurry with
most of your characters, though, you can make it. A major note is
that the Black Knight will move towards you every turn even if you
are out of his range. He moves slowly though if you're out of his
range so you should have no problems with him.
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12. Chapter 12 - A Strange Land [FE12]:
____________________________
| | | |
| X | O | ~ |
| |O O | |
| | O | |
| ~ | | ~ |
| | | |
| |I | |
| X | O O| ~ |
| |O O | |
| | O | ~ |
| | | |
| | | ~ |
| \ / |
| \/ X_______|
| ~ / |
| / |
| | |
| ~ X| |
| | |
| ~ | |
| | X+ |
| | |
| J ~ | |
|_________X_________|________|
Ally
Mercenaries 10
Enemy
Army 6
Dropped items:
1 Seraph robe (2 if you're on hard mode)
1 Laguz stone
1 Arms Scroll
3 Coin
2 Secret Book
1 Blue Gem dropped by Seeker the boss
Reinforcements:
1 crow appears at the bottom right during turn 3.
1 crow appears at the top right and 1 at the bottom right during turn
5.
1 crow appears at the left during turn 7.
1 crow appears at the right during turn 9.
1 crow appears at the bottom right during turn 11.
1 crow appears at the top right during turn 13. A second appears at
the bottom left on hard mode only.
Units:
Jill, a level 8 wyvern rider, will fly onto the map after turn 2.
She will fly up and talk to Ike if she lived through chapter 11.
Overview:
You are on Nasir's ship when you run aground and some crows attack.
If you want, you could use Marcia or Jill when she joins to fly out
and attack the crows. Otherwise you have to just wait on the ship for
the crows to come to you. A lot of the crows drop items and some of
the ones that drop items come in after several turns. They keep
coming in for a couple turns so if you want all of the items don't
kill all of the crows before all of the reinforements come in. Wind
magic and bows work well on the crows but most of your characters
should be able to handle killing them. Jill comes with a laguz guard
that reduces damage received from laguz so you may want to give and
equip that item on someone else.
Suggestions:
I suggest waiting until no more crows show up before killling the last
one or two. Just be careful since the crows have decent
movement and you have little place to go.
Hard mode notes:
This chapter is basically the same for all three dificulties. However,
in hard mode a crow will appear at the bottom left during turn 13
and he will have a seraph robe so make sure to get it.
Note:
As of now I know of no use for the coins except to trade them in for
one lousy gold. If someone ever actually finds a use for them please
tell me.
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13. Chapter 13 - A Guiding Wind [FE13]:
__________________________________________________
| X |
| XXX XX X |
| X X X+ |
| X C C C |
| X X |
|___________________X_ X __ _____________________|
| ~ ~ ~ |X| | | |X| ~ ~ |
| ~ ~ ~ ~ | | |X| | | ~ ~ ~ |
|_____________________|X|__| |__| |________________|
| G XX GX |
| C X Gat C |
| P G aG |
| C C |
|_______________________ ________________________|
| ~ ~ ~ | | ~ ~ ~ |
| ~ ~ ~ | | ~ ~ ~ ~ |
|_______________________|O|________________________|
| O OI O |
| O O |
| OOO |
|______________________O__O________________________|
Ally
Mercenaries 12
Enemy
Army 2
Unknown 21
Other
Army 6
Dropped Items:
1 Long Bow dropped by Norris the boss
Items in Chests:
Allied boat:
Top Left Chest:
1 Laguz Axe
Bottom Left Chest:
1 Killer Bow
Top Right Chest:
1 Longsword
Bottom Right Chest:
1 Elfire
Enemy boat:
Left Chest:
1 Occult Scroll
Middle Chest:
1 Energy Drop
Right Chest:
1 Speedwing
Units:
At your base there is a 3 star conversation to read. If you read it
and then choose to allow Sothe to join you will gain him. He is a
level 1 thief. NOTE: HE CANNOT PROMOTE. Therefore I don't recommend
using him too much.
Astrid, a level 1 bow knight, will join if you talk to her with Ike.
Gatrie will rejoin you if you talk to him with Astrid. You can also
talk to him with several other characters but only Astrid will make
him join.
Overview:
If you want to have Ike talk to Astrid on the first turn you will have
to use several units to shove him forward so that he can reach her.
It is not necessary to do this but if you have the problem of Astrid
dieing on the first turn this is the best solution. Move up as fast as
possible in order to help out the green units. Talk to Astrid and
then have her talk to Gatrie. After that move Astrid to the back
because she is only level 1. In the top left corner there are two
crows so be mindful that they'll move down and attack either you or
green units on turn two. Also note that more crows appear in the top
left corner later in the chapter. The goal here is ten turns defense
but I would just keep moving forward until you kill all of the
enemies. Along the way get the chests. The later batch of crows will
go after chests that you haven't gotten to. However, if you kill them
before they leave they will drop whatever item they got from the
chest. The crows will also go after the green square that you have to
protect so make sure you don't let them get near it or else you'll be
restarting the map. Get rid of all the enemies and wait till the ten
turns are up and you win.
Suggestions:
I would bring Volke and Sothe along on this chapter and allow Sothe
to get the chests on your ally's ship. Then have Volke get the ones
on the enemy ship. If you can't get to all the chests before the crows
do then just make sure you kill the crows before they escape. The
green units will continue to advance so it might be wise to rescue
them so that they don't end up getting themselves killed or take away
potential exp for you by killing an enemy.
Hard mode notes:
Nothing really changes on this chapter. Just make sure to kill as
many crows as you can because they give good amounts of exp.
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14. Chapter 14 - Training [FE14]:
Note:
Torch staves can be bought at this point in hard mode but can be only
used when there is fog of war.
__________________________________________________
|____ \ | |
| | ____\ ~ ~ | |
|____| | || ~ | X |
| |____|| ~ ~ | X |
| M | ~ ~| X+ |
| | ~ __ | X |
| | / | \_ X |
|\ | ~ | \ X | |__ |
| \ X | ~ | \ | | \ |
| \ _|___| \_| X| ~ \ X |
|\ \ ____ |X | \____ |
| \ \ | | X \ ~ \ |
| \ |X|___|~ | | ~ ~\ |
| \ | | ~ | |________ \ |
| \| |_ ~ | X X\ \ |
| | | \ \ |
| \ ~ \_____| |_____________| \________|
| X \_____ | | ~ ~ ~ |
| X \ ~ |X | ~ ~ ~ ~ |
| \___| |_________________________|
| O O |
| ____ O O I X |
| | | OO O |
| |____| O O OO |
| O |
|__________________________________________________|
Ally
Mercenaries 13
Enemy
Peddler 19
Dropped Items:
1 Laguz Lance
1 Laguz Bow
1 Killer Axe dropped by Gashilama the boss
Items in houses:
Bottom left house:
1 Spirit Dust
Top left house:
1 Secret Book
Top right house:
1 Vantage Scroll
Reinforcements:
Two tigers appear at the top behind the boss.
Units:
Makalov, a level 10 sword knight, will join you if you have Marcia
talk to him.
OVerview:
The objective is to kill the boss. Split your party into two groups
with the smaller one heading up the left bridge. Use the main party
to go straight up towards the boss. Most of the enemies here are axe
users so be sure to make good use of your sword wielding characters.
Don't forget to stop by all 3 houses and remember to kill the lone
enemy at the bottom right. Make sure you have Marcia talk to Makalov
to recruit him and until you recruit him don't put anyone in his
attack range that can kill him. When you get up by the boss he will
bring two tigers out right behind him. They are relatively strong so
be careful up there. The boss and tigers won't move so you can take
them out easily enough with ranged attacks. However, if the boss gets
low health he will run away and heal himself. This could cause
problems if he runs into the river to heal. Kill the boss to end the
chapter.
Suggestions:
The enemies aren't too strong, except for maybe the boss and the
tigers. So just mow them all down while making sure to visit the
houses and talk to Makalov with Marcia.
Hard mode notes:
This is another fog of war map. The toughest part is to get to the
top left corner for the houses and Makalov. Just race up their with
some of your units and you should be fine. Remember that Laguz and
thieves have increased vision in fog of war so use them wisely. You
can also make use of the torch you got from chapter 5.
The boss and the two tigers still don't move at all so just crush
them with ranged attacks.
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15. Chapter 15 - The Feral Frontier [FE15]:
_____________________________________________
| X+ X \ | |
| X X 7 X \ | 10 |
| X X X \ | 9 |
| X X \ | X |
| \ | |
| \ | |
|4 X X \ / X |
| 3 2 \-- |
| 6 ______|
| X \ __|
| X 1 |_| |
| O O X 8 |
| O O X |
| X O O O |
| O OIO X |
|____5__________O_OO__________________________|
Ally
Mercenaries 14
Enemy
Rebels 20
The numbers on the map indicate the general area where items can be found.
Just walk around those areas to get the items.
Here's what each item is:
1. Coin
2. Physic Staff
3. Shine
4. Coin
5. Guard Scroll
6. Silver Blade
7. Boots
8. Statue Frag
9. White Gem
10. Stefan
Note for #10 Stefan in order to get him you have to have a laguz step on the
space. If a beorc steps on the space then you will only get his sword. The
specific space is left two squares from the top right corner then down one
space.
Coordinate grid for finding the items by ThunderMan:
I'll list them down for you. 28 Spaces on X direction
(Horizontal)and 18 on Y direction. Left to right and
down to up.
KEY: (X,Y)
Stefan/Vague Katti: (26,17)
White Gem: (27,16) (28,16) (28,15) (27,15)
Guard Book: Y = 1, X = 2, 3, 4, 5
Statue Frag: Area of 15 squares. X : 26, 27, 28 Y = 3, 4, 5, 6, 7
Psychic Staff: Area of 9 squares. X = 16, 17, 18 Y = 9, 10, 11
Boots: X = 11, 12, 13 Y = 16, 17, 18
Shine: X = 7, 8, 9, 10 Y = 10, 11, 12
Silver Blade: X = 3, 4, 5 Y = 8, 9
Units:
Stefan, a level 8 swordmaster, joins if you have a laguz step on the
space mentioned above.
Note:
All units except for magic users, thieves, and fliers will have their
movement reduced by half in this chapter.
Overview:
As you can tell from the map, both the enemies and the items are
spread out. Therefore a good plan would be to split your party up
into 2-3 teams. One of them can take out the enemies on the right and
get the items over there while the other team or two can handle the
middle and left areas. After you get all of the items, beat Muarim
the boss, who doesn't move at all, to beat the chapter.
Suggestions:
I've heard that you get 40 exp for every laguz you don't kill plus 300
if you don't kill any of them except the boss. In total if you only
kill the boss I believe you get like 1060 bonus experience. On easy
mode you can end up with a little bit more for each one not killed
and more for not killing any of them. However, this is no small feat
when you're trying to get the items so it's up to you to decide
whether or not it's worth it to try. Since I don't care too much on
what characters you use it's hard to suggest who to put where. Just
make sure to split your party up to save time and get all the
items+Stefan before beating the boss.
Hard mode notes:
The chapter's basically the same on all three dificulties but the
enemies are a little tougher. Try to attack enemies when they are not
transformed to make things go smoother. Muarim still won't move at
all so just hit him with ranged attacks to beat him.
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16. Chapter 16 - The Atonement [FE16]:
____________________________
| | X+ | |
| | X XX | X X |
| X CC X | XXX | CC |
| | | |
|_D____ |_ _| D |
| |____| XXX |______| |_|
| Dev |
| ____ X _______ X |
| |____| |_______| |
| | X X X | |
| | X __ _________| X |
| | | D C | X |
|____|___| C | |
| | _| |
| |_______| |
| O O X X |
|O OIO X X |
| O O O X |
| O O |
|____________________________|
Ally
Mercenaries 11
Enemy
Army 24
Dropped Items:
1 Gamble scroll
1 Spear dropped by Kimaarsi the boss
Items in Chests:
Top Right Room:
Left Chest:
1 Ashera Icon
Right Chest:
1 Silver Lance
Middle Room:
Bottom Left Chest:
1 Dracoshield
Top Right Chest:
1 Full Guard
Top Left Room:
Left Chest:
1 Bolting
Right Chest:
1 Physic Staff
Reinforcements:
2 soldiers at end of turns 6 & 7 in bottom left corner
1 soldier, 1 archer, and a thief at the left door at the end of turn 8
Units:
Tormod, a level 7 mage, and Muarim, a level 9 tiger, will join you
automatically after beating chapter 15.
Devdan, a level 4 halberdier, will join if you talk to him with either
Rolf, Soren, Sothe, Mist, or Tormod.
Overview:
To start off make sure you're using one of the characters that can
talk to Devdan. This map isn't particularly difficult. Just keep
moving at a good speed because at the end of turn eight a thief
appears on the left. Make sure you get to him before he gets to the
chests. Other than that just work your way through the map killing
everything in your way.
Suggestions:
I suggest bringing both Volke and Sothe so that you'll have an easier
time getting the chests. I would suggest moving a strong character
into Devdan's attack range with a character that can talk to him just
out of the range. Make sure the strong character can't fight him back.
When Devdan attacks them you'll then have an easy time talking to him
the next turn. If you don't do this then you'll have to move your
character that can talk to him in his attack range and risk one of
them dying when Devdan attacks.
Hard mode notes:
This chapter is basically the same for all difficulties. The only
major difference is that the thief will now appear at the end of turn
5. So basically you'll have to move really quickly in order to get
to him before he gets both chests. However, if he does get the two
top left chests he should then try to get the middle ones if you
haven't already gotten them.
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17. Chapter 17 - Day Breaks [FE17]:
Note:
This chapter contains 4 consecutive stages. Though you will be able
to save inbetween them, you will not be able to go to your base. That
means you can't buy more items, forge them or give out bonus exp until
the beginning of chapter 18. You can add two reinforcements at each
stage and give them items from your convoy but I don't advise using
too many reinforcements because they probably won't be very strong
characters and may just end up in the way. Once you add someone in
you can't take them out until chapter 18.
Also, note that there are a lot of mounted units and magic users in
this chapter. Therefore, it might be wise to give some of your
characters weapons that do well against mounted units.
A final note is that there are some items that can be stolen, but
you'll need to bring a thief with room to carry more weapons. In other
words don't give Volke four weapons to carry.
17.1 Stage 1 [FE17.1]:
_____________________
| XXX |
| X |
| |
| |
| |
| |
| X |
| |
| X XX |
| X |
| |
| |
| |
| X |
| X |
| X |
| XX |
| |
| |
| |
| |
| |
| |
| O IO |
| OO O |
| O OO |
|______O_____________|
Ally
Mercenaries 10
Enemy
Army 14
Dropped Items:
1 Antitoxin
1 Killer Lance
1 Hand Axe (Dropped by one of the reinforcements)
Reinforcements:
3 enemies appear at the bottom at the end of turn two.
2 enemies appear at the left and one at the top right at the end of
turn three.
2 enemies appear at the top right at the end of turn 5.
Overview:
Just make your way up the map. Be careful though because one of the
enemies that appears at the bottom has a killing edge. Kill all the
enemies to move on to the next stage. Just be careful when you get
near the top because the halberdier up there with the killer lance
will attack when you're in his range and it could be bad if he hits
you first and gets a critical.
Suggestions:
I would use a swordmaster or two to take out the axe-users on the
left. As I said watch out for the enemies that appear behind you
and work your way up to the top.
Hard mode notes:
Another chapter that's pretty much the same on all difficulties. Just
note that a couple more enemies show up at the bottom the turn after
the first 3 show up.
17.2 Stage 2 [FE17.2]:
___________
_| | _
_| X |_| |
| |
_| X |
___| X X X |
| XXX |
| X X |___
| |
| |
| X X |
__| X X |
| |
| XX _____________|
| /
| /
| X /
| X /
| |
| |
| |
| |
| O |
| O IO |
| OOO |
|_____OOO______|
Ally
Mercenaries 10
Enemy
Army 18
Reinforce:
At the beginning of this stage you may select up to two characters to
add to your party. They will arrive at the beginning of turn 3 at the
bottom of the map.
Dropped Items:
1 Poleax
Reinforements:
One lance knight and one sword knight appear at the top at the end
of turn 5.
Two soldiers appear at the left at the end of turn 6.
Overview:
Once again just make your way up the map. In this stage the goal is to
have someone arrive at a space on the far right. Notice that there is
an enemy healer with mend and physic. Be sure to at least steal the
physic staff from him. Kill all the enemies and have a character
arrive to move to the next stage.
Suggestions:
As I said, make sure to get the physic staff. Other than that my only
other suggestion is to make use of weapons that have an advantage over
mounted units.
Hard mode notes:
The soldiers that appear at the left now come at the end of turn 8 so
watch out that you don't leave someone weak there for them to take out
ie a healer. This stage isn't too hard but I would definitely make use
of the longsword that you should have.
If you're really having trouble you could just race everyone up the
right side and have someone arrive quickly to end this stage but this
stage shouldn't be that difficult.
17.3 Stage 3 [FE17.3]:
_________________
| |
| X |
| X X |
| X X X |
| X |
| X |
\ X OOO X \
\ O IO \
\ O \
\ OOO \___
\ O |
\ O |
\ |
\ X |
\ X |
\ X |
| X |
| X |
| X X X |
| XX |
| XXX X X |
|______________|
Ally
Mercenaries 10-12(Depends on number of reinforcements you brought)
Enemy
Army 25
Other
Heron 1
Reinforce:
At the beginning of this stage you may select up to two characters to
add to your party.
Dropped Items:
1 Mend
1 Elfire
Reinforcements:
Two mages appear at the top right and a myrmidon appears at the right
at the end of turn one.
Two myrmidon and a soldier appear at the right while two mages and any
characters you chose to add appear at the top left at the end of turn
two.
Three lance knights appear at the top left at the end of turn four.
Two soldiers and an archer appear at the top left at the end of turn
six.
Two soldiers appear at the top left at the end of turn seven.
Two more soldiers appear at the top left at the end of turn eight.
Overview:
The goal of this stage is 10 turns defense. Take out the enemies at
the top and move down to take out the rest. Be careful, as a lot of
enemies show up at the top left. Also keep in mind that this stage
has many magic users and note that since Ike is carrying Leanne he
will suffer a big speed penalty making him rather vulnerable.
Suggestions:
I suggest splitting your party in two. Move one team down to take out
the enemies at the bottom and have the other team take out the
enemies on top. I would keep Ike around the middle left to keep him
out of harms way.
Hard mode notes:
Nothing really changes on hard mode. Just be careful though as the
enemies are a little tougher. Also, just be careful of all the fire
mages.
17.4 Stage 4 [FE17.4]:
____________________________
| \ |
| \ O |
| \ O |
| + \ OOIOO |
| XXXX X \ OOO |
| X X | O O O |
| X X | O |
| \ |
| | |
| X |
| XX |
| X X X |
| X |
| X X |
| X XX X |
| XX X |
| |
|____________________________|
Ally
Mercenaries 10-14(Depends on number of reinforcements you brought)
Enemy
Army 25
Other
Heron 1
Reinforce:
At the beginning of this stage you may select up to two characters to
add to your party.
Dropped Items:
1 Adept scroll
1 Armorslayer (dropped by a sword knight that appears on turn 5)
1 Iron Blade (hard mode only)
1 Nosferatu dropped by Oliver the boss
Reinforcements:
Any characters you chose to add will appear at the top at the end of
turn 2.
Three bow knights and a paladin appear at the top when you get near
the bottom middle of the map.
Tibarn, Janaff, Ulki, and Reyson appear at the bottom when you get
near the bottom middle of the map.
Two sword knights and a paladin appear near Oliver at the end of turn
five.
Note:
If any of the hawks die it shouldn't matter. Reyson died in my hard
mode game and still joined me in the next chapter (wow though he
really is stupid in stage 4... I mean he just flew up and stood by
an enemy... (and of course I let him die to see if he'd still join
later :D )).
Overview:
Hooray the final stage! Ok just make your way towards the boss and
kill him to finally end this chapter. Be careful because there is a
mage to your left with the long range fire magic: meteor. You start
out in his range so don't allow characters with little resistance or
speed to get targeted. You could go take him out quickly if you have a
good flying unit or Rolf with a longbow. Also, watch out for the Bow
Knights and the Paladin that appear behind where you start when you
get near the bottom middle. Tibarn and his gang also appear when you
get close to the bottom middle and will attack your enemies. They can
hold their own against the enemies but if you want the dropped items
and the exp for killing the enemies you better move fast.
Suggestions:
Just make your way to Oliver but be sure to keep some units in the
back that can take care of the paladin/bow knights. Oliver uses light
magic that will heal him equal to the damage it does. So use someone
with high resistance to take him out.
Hard mode notes:
There are 5 more enemies to start off this stage. That can make it a
little harder to move forward. However, once Tibarn and his crew show
up you'll have to move quickly if you want the adept scroll that an
enemy by Oliver has. Also, note that the hawks will attack Oliver if
they can so be careful to not let them kill him.
Note:
At the end of this chapter Ike will class change to Lord
automatically. I suggest then using an Occult on him to give him the
skill Aether. That will leave him with space only for one of the
smallest skills and out of those I feel that provoke or miracle are
both good choices.
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18. Chapter 18 - Crimea Marches [FE18]:
Side note:
Go to the armory and buy a dagger(better version of knife) if you
want. I think this is the first time they are available.
__________________________________
| __ |
| ____| | |
| X | |
| ____ | |
| X | | |
| | | |
| | | |
| |+ | |
| |XX| |
| _| |_ |
|_____ _________ | X | |
| |__ | | | | |
| C X | | X | |__ | |
| | | ___ |_ _|CC|_ | |
|---| X X|_| X| | | | X| |
|---| X | |_ | X S | |
| _____| | | X| |
| X | | X ------- |
| | | | |
|_ __| _________/ ----- x |
| | | / x |
| | | / |
| | | / O |
|_| |/OOO O O x |
| O IO O |
| O OO |
|__________________________________|
Ally
Army 13
Enemy
Army 20
Dropped Items:
1 Knight Killer
1 Tornado
1 Shade Scroll (hard mode only)
2 coins (hard mode only)
Items in Chests:
Far left Chest:
1 Recover
Middle Chest:
1 Silence staff
Right Chest:
1 Wrath scroll
Reinforcements:
Two ravens at the top left corner at the end of turn four.
Two lance knights appear at the bottom left at the end of turn six.
One lance knight, one axe knight, and one paladin appear at the bottom
at the end of turn seven.
Three ravens appear at the top left at the end of turn 7.
Units:
Tanith, a level 10 falcon knight, joins automatically at the beginning
of the chapter. Select the option to allow Reyson, a level 3 Heron, to
join. You'll gain him, Janaff, a level 8 hawk, and Ulki, a level 7
hawk at the beginning of the chapter. If you choose not to allow
Reyson to join then you'll get the Renewal scroll(thanks FAR102777 for
pointing this out to me) but I feel that getting Reyson, Janaff, and
Ulki is much better than getting the Renewal scroll. Also, you can't
get the knight ring without Reyson. Rolf, Rhys, and Mist can talk to
Shinon but apparently in order to get him to rejoin you have to talk
to Shinon with Rolf or let Shinon come and talk to Rolf. Then defeat
Shinon with Ike. He will appear to die but will join at the end of the
chapter (He'll talk with Ike right after you beat the last enemy)
(Thanks to Flying Dutchman for pointing this out).
Overview:
This chapter isn't too bad. Just keep moving forward but watch out for
long range magic. Talk to Shinon with Rolf and then beat him with Ike.
At this point you probably want to level up Ike the most so let Ike
kill the boss. Also, note that the boss is a magic user and will move
when you are in his range, so be careful of who you put in his range.
Suggestions:
I would leave a couple characters at the beginning to deal with the
wyverns and the reinforcements. Just keep going forward with the rest
of your party and remember to get the chests along the way. Recruit
Shinon if you want and make sure Ike gets some good exp in this
chapter since he just class changed. Defeat the boss with Ike or
anyone with good resistance. Defeat every enemy to end the chapter.
Hard mode notes:
They added some more units including another long range magic user
(Those Dastards!). Well actually that's a good thing because this
extra sage drops the Shade scroll. So just be mindful that there
are now 3 long range magic users and that the one with blizzard has
been moved up and to the left a little.
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19. Chapter 19 - Entrusted [FE19]:
Side note:
Silver weapons are now available at the armory.
_____________________
| |
| |
| X |
| X X X |
| X X+ |
| X XXX ______|
| N X | |
| X X |bX |
| | X |
|_______ X |______|
| X | |
| b | X |
|_______| |
| X |
| X X |
| bX |
| |
| X X |
| |
| |
| |
| |
| |
| ________|
| | X |
| O O O |X |
| OO OO | |
| I |________|
| OO OO |
| O |
|_____________________|
Ally
Army 13
Enemy
Army 27
Dropped Items:
1 Killer Axe
1 Laguz Bow
1 Longsword
Overview:
The objective is to kill the boss. However, watch out for Naesala as
he is very strong. You must have Ulki or Janaff go talk to him and
then put Reyson in his attack range. He will talk to Reyson and give
him a knight ring if you haven't killed any of Naesala's crows. You
will also get a good amount of bonus experience if you leave the crows
alone. He will then retreat along with any crows that you didn't kill
after talking to Reyson regardless of whether you killed crows or not.
Once he's gone just advance forward and kill the boss. Be careful
about the boss, though, because he is a swordmaster and has the adept
skill. This means that he may gain an extra attack or two in battle
and that could be really bad since swordmasters have good critical
percents. Also watch out for the ballistas since they can do heavy
damage to fliers.
Suggestions:
I suggest using Tanith and her reinforce ability. Use Ike's direct
command to move the reinforcements near the ballista on the left. That
way they can draw the fire from the ballistas and get Naesala to
attack them. Move Tanith, Ulki or Janaff, and Reyson up the left(also
you could use Marcia or Jill too if they're strong enough). Take out
the wyverns and once Naesala goes after the reinforcements he should
be in range for Janaff/Ulki to talk to him. After talking to him move
Reyson into Naesala's range and take out the ballista. Once Naesala
talks to Reyson he and his troops will leave. If you don't kill any of
Naesala's crows you'll end up with about 1000 bonus exp at the end.
An alternative would be to kill Naesala and his troops. This is not
easy but can be done. A good way to kill him is with the brothers'
triangle attack. Lure Naesala in with Tanith's reinforcements and then
kill Naesala. However, if you kill him and his troops, you won't
get the knight ring or the bonus exp.
One last alternative is to just kill the boss and stay away from
Naesala, however, you still won't get the knight ring or bonus exp
this way but you could use Tanith's reinforcements to lure Naesala
away from you so you can kill the boss.
Keep moving forward but be careful with the boss. I suggest having
a magic user take out the boss from a distance because he uses a magic
sword.
Hard mode notes:
Some of the crows will begin transformed and one of them is at the
bottom right. So immediately that crow will come attack you. If you
want the bonus exp and knight ring I suggest having a decoy there to
distract it (ie someone who can't fight back... I chose to put Boyd
there with a bow). Also, note that a crow in the middle right will
transform on turn 1 so don't advance too far before getting Naesala
to retreat. Naesala will have a laguz band on so he'll always be
transformed. Other than that this battle is basically like easy/normal
difficulties.
Note:
At the end of the chapter select to hire Volke once again and watch
him change into a lovely assassin :D . Also, if you are using him
quite a bit then don't forget to give him an Occult scroll so that he
can learn lethality. You also get 70,000 gold at the end of this
chapter.
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20. Chapter 20 - Defending Talrega [FE20]:
_____________________________
| ___ ___ | | |
| | | | ||XX | |
| |___| |___|| | |
| | | |
| XXX | | |
| X / X |X X+ |
| / / X |
| O / / X___ |
| O O / | | ||
|O O | X | |___||
| I O | | X X |
| O | X |X X |
| O O \___/ ___ |
| O __ | ||
| | | |___||
| |__| X |
| X X X X |
| X X |
| X X X |
| |
|_____________________________|
Ally
Army 11
Enemy
Army 27
Dropped Items:
1 Shine
1 Provoke scroll
1 Tomahawk dropped by Shiharam the boss
Item at top house:
1 Smite scroll
Item at bottom house:
1 Rescue staff
Reinforcements:
2 wyvern riders appear at the bottom left at the end of turn two.
1 mage and 1 sage appear by the top house at the end of turn three.
2 wyvern riders appear at the top at the end of turn three.
1 knight at the bottom right house at the end of turn four.
1 knight at the bottom right house at the end of turn five.
3 wyvern riders at the top left at the end of turn 7.
3 wyvern riders at the top left at the end of turn 9.
Units:
Check the conversation with a woman and then choose hire in order to
gain Calill, a level 6 sage. She's not the best but not bad either and
she comes with elthunder, meteor and a knife so definitely hire her.
IMPORTANT NOTE:
The boss of this chapter, Shiharam, is Jill's father. If Jill talks
to him she will join the enemy again. You can bring her back to your
side if someone has an 'A' support with her but I advise to just
keep her away from him.
Overview:
Another chapter where the goal is arrive. However, this time there is
a 15 turn limit. Therefore, move quickly up towards the boss. Watchout
as there is a magic user with blizzard at the right. Also, notice that
there is a magic user carrying a physic staff. When you can, steal it
from him then kill him and he will drop a shine tome. There is a sage
with the long range wind magic at the right so watch out for him.
The boss has a tomahawk so be careful because it is an improved
version of the hand axe. After you kill the boss, have someone stand
on the blue square to win.
Suggestions:
I suggest leaving a couple members of your party to deal with the
enemies at the top and with the reinforcements from the top left.
Have your main party work its way towards the boss and don't forget
about the two houses. Also, note that there are quite a few wyvern
riders, mounted units, and magic users in this chapter.
Hard mode notes:
Nothing really changes except the turn limit which is now 20 which
really just makes this chapter easier than before. Just look up at the
overview and suggestions for how to handle this chapter.
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21. Chapter 21 - Without a King [FE21]:
____________________________________
| | || | | |
| |_ C || | C | |
| _| |_ _|| | X _| |
| _| |_ _| |~|_ _| |
|| X |__D_| |_| |_D___| |
||_ C C _| X X X X |
| | XXX _| _ _ ____|
|__|__D_| | | | | |__~_|
|________X _ |~| |~|XX |
|___~___~_| | |_X |_| | | _____|
| X |_ ~| X X| | | |
| |_ -----| X|~| | |
| X |-----| |__~ | | | | C |
| - - XX| | |~| | C |
| X| X+ | |~| | | | X |
| - - | | | | |_D__|
| | X X | | |X X| | |
| | X | | | X |~| ___|
| | X | |~|X |_| |_~_|
| - X X - | || |
| | | |~||| | |
| - - | | | | |
| | | |~| | | |
| --X X-- | | ---O |
| T _|D|_| O O|O |
| _|C C|_O O O O |
| _| |O I O |
| | | O O |
|____________________________________|
This map was particularly hard to draw and can be confusing, but it's actually
pretty accurate.
Ally
Army 13
Enemy
Army 30
Dropped Items:
1 Killing Edge
Items in chests:
Bottom Right Room:
Bottom Chest:
1 Parity scroll
Top Chest:
1 Stiletto
Top Right Room:
Chest:
1 Energy Drop
Top Middle Room:
Chest:
1 Talisman
Top Left Room:
Left Chest:
1 Thoron
Right Chest:
1 Corrosion scroll
Bottom Middle Room:
Left Chest:
1 Brave Sword
Right Chest:
1 Master Seal
Reinforcements:
2 fighters and a warrior appear at the bottom right at the end of turn
5.
2 fighters and a warrior appear at the top right at the end of turn 7.
2 halberdiers and a sniper appear right above the chests in the middle
at the end of turn 8.
2 myrmidon and a swordmaster appear at the bottom left at the end of
turn 11.
1 thief appears at the bottom left at the end of turn 18.
Units:
Tauroneo, a level 14 general, will join if you have Ike talk to him.
Note:
You may want to bring a restore staff with you since there are some
enemies with sleep staves.
Overview:
Your job here is to make your way up and around to defeat the boss and
seize the square she's on. Split your party up as you progress north
but note that some enemies will appear at the bottom right. Make sure
to open all the doors along the way and get the chests inside. Be
careful when you get near the top because there is a magic user with
a sleep staff and a powerful general at the top. If you can, use
someone with good movement to go up and take out the magic user. The
general has a brave lance so be aware that he can strike
consecutively. I would take him out with a ranged attack. Once you get
to the bridge that leads to the area with the boss watch out for
another magic user with a sleep staff. This one will move and use the
staff on you. Work your way down and make sure that Ike talks to
Tauroneo who will move when you get close to being in his attack
range. If you can, steal the physic staff from the magic user that is
in the area with the boss. When Ike enters the area near Ena, the
boss, they will have a short conversation. She is very strong but
doesn't move so I suggest using range attacks to weaken her then
finish her off with Ike. A good ranged attack would be lightning since
she is a dragon. When you've gotten all the items from the chests and
have beaten the boss have Ike seize the square the boss was on to end
the chapter.
Suggestions:
I definitely suggest using Volke since there are many chests and doors
in this level. You could also use Reyson to make Volke move twice per
turn. Just make sure you get all of the items and talk to Tauroneo to
recruit him. Also, I feel that the best way to beat Ena is with
ranged magic and arrows to weaken her enough for Ike to beat her.
Hard mode notes:
There are now 3 bishops with sleep and they can be pretty accurate so
watch out when you get near them. There are also a couple more
enemies but it's still pretty much like easy/normal modes. Just
proceed cautiously and protect anyone who falls asleep because they
will be easy targets for the enemy.
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22. Chapter 22 - Solo [FE22]:
__________________
| | + | |
| |XXXXXXX| |
| | X | |
|__X_| XXX |_X___|
| | X X | |
| | | |
| XC | XXX | C |
| | X | X X |
| C | | C |
| X | XXX | |
| CX| | C |
| X | |X X |
|--X--- -- ---|
|X X |
| XXX XX |
| X O O X |
| O O X |
| O I O |
| O O O O |
|__________________|
Ally
Army 11
Enemy
Thief 1
Army 21
Priest 20
Dropped Items:
2 Chest Keys
1 Bolting
1 Killer Bow dropped by the boss Schaeffer
Items in Chests:
Left Side:
Bottom Chest:
1 Sleep Staff
Middle Chest:
1 Nosferatu
Top Chest:
1 Spirit Dust
Right Side:
Bottom Chest:
1 Silver Bow
Middle Chest:
1 Tomahawk
Top Chest:
1 Bolganone
Reinforcements:
1 tiger and 1 swordmaster appear in the left room with the chests at
the end of turn 2.
1 cat and 1 sniper appear in the right room with the chests at the end
of turn 2.
1 thief appears in the right room with the chests at the end of turn
4.
1 fighter and 1 cat appear at the bottom left at the end of turn 5.
2 sages and 2 tigers appear at the bottom right at the end of turn 9.
Overview:
The objective is to kill the boss but it is suggested that you should
not kill any of the priests. So if you want you can just push them out
of the way but know that the ones with magic will attack. They won't
move, however, so you'll be safe from their attacks if you are out
of their range. If you manage to not kill any of the priests you will
get an 'S' level staff called the Ashera Staff and though it only has
3 uses it is pretty awesome. Note the thief on the left. Make sure to
kill him before he steals more than one item from the chests on the
left or else you'll have to steal the items from him while blocking
his escape. Get all of the chests and steal some of the healing staves
if you want then kill the boss to end the chapter.
Suggestions:
I suggest splitting your party into three groups. One to take the left
one to take the right, and one to go straight up the middle. If you
want to speed things up use the chest keys that are dropped along
with Volke. Be careful with the boss, he doesn't move but he does have
both a killer axe and a killer bow. You could try to steal the axe if
you want and then attack him directly so that he can't attack back.
Hard mode notes:
Well this level just gets more annoying on hard mode especially if
you're trying not to kill any priests. In order to move up the middle
just push the two priests next to Tomenami up a space and then push
Tomenami either right or left. Then push the priest that's behind the
sage with bolting up a space and you'll be able to reach the boss.
Note that the thief now starts in the left room with the chests. It
would be really hard to stop him from stealing the items so I would
advise to just block him in there and steal the items back from him.
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23. Chapter 23 - The Great Bridge [FE23]:
__________________________________________________
| X X+ X t | X |
| X X tX| X |tX Xt |
| X Xb| | Xb| | OO |
| X | X|t | X | X O O |
| Xb t Ht t | Xb| O O IOO |
| X | X t X | X | X O O |
| X Xb| t X|t | OO |
|____________X_X_____X____|____Xt__________________|
Ally
Army 13
Enemy
Army 32
Dropped Items:
1 Longbow
1 Blizzard
1 Killer Bow
1 Heavy Spear
1 Flame Lance dropped by Petrine the boss
Reinforcements:
2 myrmidon and a swordmaster appear at the top right after you get to
about the first sandbags.
2 sword knights and a paladin appear at the top right after you get to
about the second set of sandbags.
Haar and 3 wyvern riders appear at the bottom right at the end of turn
4.
1 wyvern lord and 2 wyvern riders appear at the left at the end of
turn 7.
Lucia and some paladins will appear at the bottom left (below the map)
once you get near the second ballista.
Units:
Ranulf, a level 9 cat, will finally join your party automatically at
the begining of this chapter.
Haar, a level 11 wyvern lord, will join if you talk to him with Jill.
Note:
If you try to go over the spaces on the map that have traps your
character will be stopped on the trap square and will be unable to
move, attack, or switch items until your next turn.
Overview:
As soon as you start Haar and his wyvern riders will leave the map.
Don't worry though because they'll be back. There's a sage below where
Haar was with a physic staff that can be stolen but if you are going
to try to get it be careful because the sage has powerful wind magic.
The sage who drops blizzard uses it so you'll have to kill him quick
if you want his blizzard tome. Also note that the farthest left
ballista throws stones (which aren't too strong) and the two ballistas
right in front of the stone ballista are killer ballistas. That means
they have a higher chance of landing critical hits so be careful when
you're in their range. (My Soren who had a speed of 27 but only had 12
luck got criticaled by one so I had to restart.) The wyverns on the
far left plus the wyverns that show up later at the far left can
basically be handled by the five paladins that show up with Lucia.
Suggestions:
I would suggest leaving Jill where you start with a couple more
characters to take out the reinforcements that show up. The number
of people you leave is up to you, as it would probably depend on how
strong or weak your Jill is. When you recruit Haar he only has a brave
axe so if you don't want to use that yet I suggest trading a lance or
axe to him (he is B level in those two weapons). As I said, watch out
for the traps and the killer ballistas and just take your time
advancing if you're having trouble. If you're not fast enough then the
paladins will probably end up taking out all of the wyverns but I
don't really see a problem with that :D. The paladins won't attack
Petrine so don't worry about her killing them. A magic user with
high resistance will probably not receive any damage from Petrine's
flame lance so I would suggest attacking her first with a magic user.
Then you could probably finish her off with Ike or whoever you like.
Note that Petrine never moves but her lance has a range of 1-2.
Hard mode notes:
There are a couple more enemies but that's it. Just make your way
left while watching out for the traps and the killer ballistas. The
Paladins that come in near the end will have a little tougher time
beating off the wyverns because their skill levels are all so low
(Seriously they'll miss about 55% of the time). So all that really
does is make it a little easier for you to get over there and get some
more exp. Petrine is still really easy to kill as long as you've got
a magic user with high resistance.
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24. Chapter 24 - Battle Reunion [FE24]:
_________________________________
| X | | / |
| GgG Xb |___| / |
| GGGG X / ~ |
| X / /|
| X_ _/ ~ / |
| / | | / |
| X X / | | ~ / |
| X X / ~ | | / |
| X / _| |_/ |
| X X / X | X |
| | | |
| X X | ~ | |
| Xb | | X |
| X X| ~ | X X |
| |__/ X |
| X___ |
| / | |
| XX / ~ | |
| __ X / | |
| | | |X ~ / O |
| |__| b X X | | O O O |
| X X X | X | OOIOO |
| X+ | ~ | OO |
| | | BK |
|_________________________________|
Ally
Army 11
Enemy
Army 35
Other
Army 7
Dropped Items:
1 antitoxin
Items in houses:
Top house:
1 Savior scroll
Bottom house:
1 Nihil scroll
Reinforcements:
1 berserker and 1 bandit appear at the top right at the end of the
turn in which you get to the top bridge.
1 berserker and 1 bandit appear at the bottom left at the end of the
turn in which you get near the boss.
2 wyvern riders appear at the bottom right at the end of turn 3.
1 wyvern lord and 1 wyvern rider appear at the top right at the end of
turn 3.
1 soldier, 1 halberdier, and 1 bishop will appear above the bottom
left house when you get around the trees near that house.
2 bandits and a berserker will appear at the bottom of the river when
you get close to the bottom left house.
Units:
Bastian, a level 13 sage, and Lucia, a level 12 swordmaster, will join
automatically at the end of turn 1. They appear at the bottom right.
Major Note:
The Black Knight will appear at the spot I marked on the map at the
end of the turn in which you enter Rikard's attack range. You still
cannot beat him so make sure you are out of his range. *New note* you
actually could have Ike attack the Black Knight. If Ike lives through
it, which he should, they will have the same conversation that they
would have after the chapter if you don't attack the Black Knight.
After they talk the Black Knight will leave. I still advise staying
away from him though because it would be better for Ike to be off
fighting and getting experience.
Overview:
The goal here is to arrive at the top left in 15 turns. The level is
pretty large and the enemy unit types are varied. Geoffrey and his
units can the enemies that are close to them so I wouldn't worry to
much about that. There are 3 ballistas on the map but the only one
that should hit you much is the one in the middle. By now most of
your characters should be able to fend off the ballistas anyways since
these ones are not killer ballistas. The boss is Rikard who has pretty
decent stats so the best bet would be to attack him from a distance
while he has his sword equipped then finish him off with one of
your strong characters. Before 15 turns are up have someone arrive to
end the chapter.
Also, note that non-fliers will have to go up around the trees at the
left to get to Rikard and the bottom house.
Suggestions:
I suggest splitting your party into two groups to save time. I would
send one group to the north and then left towards Geoffrey. Of course
remember to visit the northern house along the way. The other group
I would send over the left bridge and then down to the boss. Make
sure this group has someone strong enough to defeat the bosss and make
sure to visit the house at the bottom left. Also make sure Geoffrey
doesn't die because if he lives he will join you in the next chapter.
Don't worry though because he should be able to take care of himself.
Hard mode notes:
There are a couple more enemies but that's it. Geoffrey and his units
should still be able to handle the enemies though one of his units
may die. It might take you an extra turn or two to beat this one but
the easy/normal strategy still works well. Just split you party in
two and mow through the enemies.
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25. Chapter 25 - Strange Lands [FE25]:
_________________________
| |
| X |
| X XX |
| XXX bX SS |
| SSS XXS X |---------|
| ___s+___S |_________|
| |-- | |
| | ----- XX |
| XS | ----| SbX |
|---- | | S |
|---| \ | ------|
| X | | X X |
| X | ----| |
| /-b--| ___| X |
| |______ / X |
| X X \ / |
| \/ |
|X |
| |
| |
| O |
| O O |
| O I O |
| O O O O |
| O O |
|_________________________|
Ally
Army 12
Enemy
Army 24
Dropped Items:
1 Laguzslayer
1 Purge
1 Bolt Axe dropped by Gromell the boss
Units:
Largo, a level 7 berserker, will join if you read the conversation
with "Man" at your base and then choose to hire him.
Geoffrey, a level 11 Paladin, will automatically be in your party if
he survived the previous chapter.
Reinforcements:
1 wyvern lord appears at the top left at the end of turn 3.
1 wyvern lord appears at the top left at the end of turn 4.
Note:
Mounted units and Knights/Generals will have their movement reduced
by half on this chapter.
Overview:
First off notice the stones. If one hits you it will do ten damage to
that character and then it will keep rolling. So if you have another
character behind the first one that got hit the second one will also
get hit (and so on) Some of the stones on the sides won't just roll
straight down but will instead curve along the paths.
Split your party into two groups and head up the two paths. On the
right path there is a bishop with a physic staff that can be stolen.
Work your way up both paths, making sure to heal as needed. Check
the boss's attack range because he will move and attack you once
you've entered his range. Note that his weapon uses magic to attack
so a unit with high resistance will do well against him. Defeat all
the enemies to finish this chapter.
Suggestions:
I suggest splitting you party into two approximately equal teams to go
up both paths. There are halberdiers at the top left and axe users at
the top right so I would have your sword wielders go right and lance/
axe users go left. You should definitely have healers on both sides
and a physic staff or two may come in handy. There is a bishop with
purge at the top left and if you're fast enough you can kill him,
getting him to drop it before he's used too much of it.
Alternate Suggestions from AShampine:
AShampine has emailed me saying that he found this fight to be easier
if you send a flyer straight up the middle while carrying another
strong unit. If you give the flyer the Full Guard and the Savior skill
then they shouldn't have any problems wiping out all the enemies at
the top. He has suggested to use only these to units to clear out just
about all the enemies so that you can avoid having to deal with the
stones. However, I would suggest using this in combination with
sending your units up the sides. That way all of your units will
still get a bit of experience instead of only two receiving almost
all the experience. If you are really having trouble with the stones
then you could try to send your units just up one of the sides.
Hard mode notes:
A few more enemies but everything else is the same. The boulders still
do 10 damage each so try not to get hit by too many. Magic users with
Physic staves can really come in handy here.
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26. Chapter 26 - Clash! [FE26]:
________________________________
| | | |
| | | |
| | | |
| X | | XX X X |
| X | | X |
| X+ X _| | |
| X _| / |
| X X | / |
| X X| / |
| | / |
| X \/ |
| X |
| X |
| X |
| X X |
| X X X X |
| X |
| X |
| X |
| |
| O |
| O O |
| XXX O O O |
| XX X O OEO O |
| X O I O |
| X O O |
| O O O |
|________________________________|
Ally
Army 19
Enemy
Army 35
Dropped Items:
1 Laguz Axe (don't get in hard mode)
1 Silver Sword
1 Laguz Bow (don't get in hard mode)
1 Laguz Lance (don't get in hard mode)
1 Runesword dropped by Bertram the boss
Reinforcements:
2 wyvern lords appear at the top right at the end of turn 3.
2 paladins appear to the right of the boss at the end of turn 4.
3 sages, each with a different magic, will appear in front of the boss
when you get near him.
3 paladins appear to the right of the boss at the end of turn 9.
Units:
Elincia, a level 1 princess Crimea, will join automatically at the
beginning of the chapter and, like Ike, must be in the fight. She
isn't too strong but has good movement and can wield staves so I would
suggest giving her a heal and/or physic staff.
Overview:
Aw how sweet, the enemies (for the most part) grouped themselves
according to what class they are. As you get near the boss they aren't
grouped as well but until then have your units that are strong
against axe wielders take on the warriors while your units that are
good against sword users take on the swordmasters. Keep moving
forward and try to maintain the weapon advantage. Have your best units
for each task take the frontlines while having ranged units attack
from behind them. Note that there are two bishops with physic staves
if you still want/need to steal them. Also note the swordmaster near
the top left. He has a brave sword but a general should be able to
handle him with no problems. The boss is relatively strong but Ike and
your magic users should be able to handle him since he won't move.
Seize the space the boss is on to end the chapter.
Suggestions:
You can take a whopping 19 units with you in this chapter but I don't
advise taking anyone who's relatively weak. Focus on using and
leveling up your best characters here(probably about 10-15 units)
and leave the rest behind. As I've said keep your strongest characters
in the front and try to maintain the weapon advantage. I suggest
having a general go up against the swordmasters and have Ike and your
magic users take out the boss.
Hard mode notes:
There are nine more enemies to start off with. You may want to move
a little slower in the beginning due to the extra enemies. I would
definitely have someone with high defense (like a general) go left a
little so that the swordmasters there will come and attack him. You
could move up a little then let the warriors and paladins come to you.
After you defeat those units, I would regroup everyone and make your
way up towards the boss as one big group. The worst part in hard mode
is that you won't get those laguz weapons that would really help out
in chapter 28.
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27. Chapter 27 - Moment of Fate [FE27]:
___________________________
| | X+ | |
| | X X | |
| | | |
| C | X X X | |
| C C |_ _| C C |
| X X X |
| X X X |
| X____ ____ |
| ____|_____D_____|____ |
| XX |C X X C| X X|
| | | |
|__D____| |____D__|
| | | |
| X | XX | X |
| | | |
| | |D _______ D| | X |
| | |X| |X| | |
| X | X X | |
| | X | |
| | | |
| |_______ _______| |
| | | | | |
| | | |
| X X |
| X O O X |
|X X O I O X |
| | O O O O | X|
| | O O | X |
|___________________________|
Ally
Army 11
Enemy
Thief 3
Army 19
Dropped Items:
2 Door Key
1 Silver Lance
3 Chest Key
1 Antitoxin (hard mode only)
1 Double Bow (this is the 'S' rank bow)
1 Occult scroll dropped by Hafedd the boss
Items in Chests:
Top Right Room:
Left Chest:
1 Fortify staff
Right Chest:
1 Spear
Top Left Room:
Left Chest:
1 Bolganone
Middle Chest:
1 Resolve scroll
Right Chest:
1 Laguz Axe
Middle Room:
Left Chest:
1 Silver Lance
Right Chest:
1 Physic staff
Note:
Before this fight I would use some stat up items on Ike if you haven't
done so already. The fight with the Black Knight will be a little
easier if Ike has higher stats. I would definitely get Ike's skill as
high as possible because that will give Ike a little better chance to
activate Aether.
Overview:
There are a lot of strong characters in this chapter so be prepared
with your best characters. Split up your party into two or three
groups and head up the paths. When you open the top three doors
you'll open up the top area which contains the strongest enemies.
Defeat the boss and when you are ready to face the Black Knight have
someone arrive (ready means Ike should be at full health and have an
elixir)
Black Knight fight:
In this fight you have Ike and Mist (even if you didn't bring
her in the chapter she will be in this fight). Ike will
automatically now have the Ragnell which is the only weapon
that can hurt the Black Knight in this fight. If Mist is very
weak then just have her escape at the bottom. Otherwise have
her heal Ike as necessary. If you're using Mist then just have
Ike attack and heal with Mist. If you're only using Ike then
keep having him heal with elixirs and let the Black Knight
attack you. The only way to really defeat the Black Knight is
to get lucky and have Aether activate several times. If it
doesn't activate you'll only do about 9 damage at most if Ike
has max strength. The Black Knight will regain some health at
the end of every turn and if you are unlucky will activate
Luna which will do a lot of damage to you. After several turns
some more enemies will show up and may heal the Black Knight.
If you either escape from the Black Knight fight or simply
last enough turns against him without killing him (I believe
6?) Ena, a level 10 dragon, will join your party. If you
manage to kill the Black Knight then Nasir, a level 18 dragon,
will join your party.
Suggestions:
Keep your strongest characters in the front with your ranged
characters right behind them. This is a tough fight so don't be afraid
to take your time after you get rid of the thieves. In order to get
through the chapter faster make use of the chest keys that are
dropped. The boss starts with a brave lance equipped so if you want to
get the brave lance then put someone with high defense a space away so
that he'll have to use his spear to attack. With his brave lance no
longer equipped you'll be able to steal it with Volke then just
rescue Volke to get him away from the boss. However, if you don't
want to bother getting the brave lance then attack him from a distance
while it is equipped so that he can't attack back. Then you could
finish him off with Ike to give Ike more exp.
The fight with the Black Knight really comes down to luck. If you land
Aether a couple of times you'll win but if it never activates then
you'll probably lose. Also, if the Black Knight activates Luna
several times then you'll probably lose. It's up to you to judge
whether or not you think you can win. Don't be afraid to escape,
though, because if Ike dies you'll have to restart the whole chapter.
Alternate Suggestions for the Black Knight Fight from Kaiser:
Kaiser wrote an email to me stating:
Hey there, I've read your FAQ for Fire Emblem: Path of
Radiance and this last time I went through Hard mode on it I found a
very surefire method to beating the Black Knight on Chapter 27.
Anyways here is what I did:
Ike obviously needs to be maxed out, if his defense is maxed out and
he has 58 hp he can take 3 non-Luna attacks from the Black Knight
without dying. Mist could also do with D rank in staves for using
Mend. Anyways, all you have to do is equip the Knight's Ring on Mist
and attack the Black Knight at 1 range (With Ike obviously), and just
keep sitting adjacent to him; then you can position Mist below Ike and
run north/south healing and parking her 3 spaces away from the Black
Knight. The distance below Ike from the Knight's Ring will give Mist
an extra turn of living from the regular troops if you did not bother
to level her up (I didn't) but I suppose you could plop a Master Seal
on her at level 10 for the extra 3 movement.
Anyways, the Knight's Ring is definately the way to go in making this
fight much less problematic; it appears you only get 4 turns
(8 exchanges) to have Aether activate two times. You can use a Heal
staff but Mend is better to have onhand because it counters the bonus
damage from Luna (And that D rank in Staves you can achieve the first
level you get Mist and then sit her out for the rest of the game).
-Kaiser
Hard mode notes:
Until you open the doors, everything is pretty much the same. When you
get to the doors, however, I would definitely have all your units
ready before opening any of them. There will be more units in the
middle and some more on the right side. There will be a bishop with
a sleep staff at the left side of the top middle room. Try to take
him out quickly so that none of your units fall asleep.
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28. Chapter 28 - Twisted Tower [FE28]:
___________________________________
| | | O O |
| | X X O |
| | | OO O |
| X| | O IO |
| X X | | X OO O |
| X+ | | T |
| \ | /\_______|
| XXX X \ | / |
| X X X \ | / |
| X \___| / |
| X X X | |
| | |
| X X | |
| X X X X / |
| X X| |
| / |
| X X / |
| X / |
|___________________________________|
Ally
Army 12
Friend
Army 1
Enemy
Army 29
Dropped Items:
1 Rexbolt dropped by Heddwyn the boss (this is the 'S' rank lightning
magic)
Reinforcements:
2 cats will appear in front of the boss at the end of turn 4.
1 hawk will appear at the top left at the end of turn 5.
2 tigers will appear in front of the boss at the end of turn 6.
2 more tigers will appear in front of the boss at the end of turn 7.
Overview:
The objective here is to seize the spot behind the boss. Most of the
enemies here are laguz so let's see what does good against laguz? Oh
yeah all those laguz swords/lances/axes/bows. Also remember that fire
does well against beast laguz, wind against bird laguz, and lightning
against dragons. Most of these laguz enemies are pretty strong but
watch out for the dragons in particular. Keep you strongest characters
out in front and watch out for the dragons. Tibarn is an ally here so
use Ike to direct him. Tibarn is very strong so he will be a big help
in defeating all of these enemies. Make sure to watch out for the
bishop near the boss though because he has a sleep staff. Don't let
Tibarn fly into his range and end up falling asleep on you. The boss
has powerful lightning magic so be careful. Attack him with characters
that have strong resistance and if you can attack him while he has
bolting equipped so that he can't attack back. Seize the space behind
him with Ike to end the chapter.
Suggestions:
As I said, make use of your laguz weapons and use your magic and bows
to your advantage (ie use bows on the flying enemies). Also,
make use of your laguzguards (you should have 2). Definitely let
Tibarn get in some kills too to help you out. Other than that just
be cautious around the dragons and boss and you should be fine.
Hard mode notes:
The most notable change is that there are a couple more dragons making
5 in total. Your characters will probably still be able to level up
quite a bit so I would not let Tibarn get any kills. Try to make use
of the laguz weapons you have and take your time. Ike should be able
to handle the dragons but I would still be careful around them. One
big note is that the bishop with the sleep staff has been moved
forward quite a bit. It could be very bad if one of your characters
falls asleep on this chapter. However, if someone does fall asleep
then you'll definitely want to protect them and possibly use your
dragon's boon skill on them to restore their status. One last note
is that the dragon right in front of the boss won't move at all.
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29. Endgame: Repatriation [FE29]:
Note:
Physic can now be bought at the shop.
__________________________________
| |
| X X |
| X X X |
| X X A X X X |
| __ X X __ |
| __| | | |__ |
| X |_________| X |
| |
|________ X X X _________|
| X X X X |
|X X X |
| X X X X X X |
| X |----| |----| X |
| |----| X |----| |
| X | | X |
| X _________| |_________ X |
| | | |
| | ---- ---- ---- ---- | |
| X | | |---|B|---| | | |
| X | | || X X || | | |
| ---- || || ---- |
| XX -- - -- X X |
| X | | X X |
| -- - -- |
| ---- || || ---- |
| | | || || | | |
| | | |---| |---| | | |
| ---- ---- ---- ---- |
| |
| I |
| O O |
| OO O O O OO |
| O O O O |
|__________________________________|
Ally
Army 14
Enemy
Army 50
Dropped Items:
1 Physic staff (don't get in hard mode)
1 Speedwing dropped by Bryce
Note:
Whichever dragon you got (Nasir or Ena) has to come with you in this
chapter.
Overview:
The goal here is to defeat Ashnard so if you want you can try to get
around some of the enemies. At the end of turn 1 you can choose
whether you want to be able to use Tibarn, Naesala, or Giffca. They
are all great units so you really can't go wrong here. The character
you choose will join you at the end of the second turn at the bottom
of the map. Cautiously make your way up the map to Ashnard. Defeat him
with Ike and the laguz you chose to beat the game.
Suggestions for who to pick (Tibarn/Naesala/Giffca):
Giffca is the strongest out of the three and has the roar skill but is
at level 20. Tibarn is a little weaker but is at level 18 and
therefore can level up and be as powerful as Giffca. Also, he has the
savior and cancel skills. Naesala is the weakest but fastest and is
level 17. He can attack from a distance and has the vantage skill.
Most people seem to believe that Tibarn is the best but I feel that
him and Giffca are pretty equal. I feel that Naesala is a little less
useful because of his lower strength but really they are all
awesome.
Suggestions:
This is the last chapter so there's no point in not using any stat ups
and/or skills that you haven't used yet. Use those and bonus
experience at your base to make your characters as strong as possible.
Also, make sure to give your characters the best weapons possible (ie
silver/killer/brave/'S' rank weapons). When you're done with that get
ready for a tough fight.
I personally like killing all the enemies so if you're like me then
split your party into three groups. Have the strongest group go up the
middle with the other two going up the sides. If you just want to get
through this the easiest way possible or are having trouble then take
your whole party up one side of the map. I would go with the right
side as it seems to be a little easier to go up. You can take out the
enemies on your path and try to pick off the ones that come after you
from the middle. The dragons are probably the toughest enemies on the
map so I would advise using thunder magic and having Ike and/or the
laguz you chose to help you take out the dragons. When you're ready
to attack Ashnard make sure you have several healers nearby with
physic staves. Ashnard's weapon is ranged so I wouldn't put a healer
right behind Ike. Instead just use physic staves to heal. Have Ike
and the laguz you chose attack Ashnard and you should win with no
problems.
Hard mode notes:
Map Changes:
This is definitely the most changed out of any map. The positions of
the enemies are completely rearranged and there are actually 10 less
enemies. The left side now just has a lot of Paladins and a couple
Cats. On the right side the enemies are now down closer to you and
they mainly consist of Snipers and Generals. Right behind the fountain
in the middle are 2 Tigers and a Sage with Bolting. Bryce has been
moved back closer to Ashnard and Bryce is surrounded by Generals and
3 Dragons. There are some Swordmasters and Wyvern Lords at the top
right and the Bishop with Rexaura is right behind Bryce. Check to see
which enemies have skills since some now have Guard, Vantage, or even
Astra.
Notes:
I would split up into three groups. I would have Ike and your dragon
go up the middle with maybe one or two more characters. The rest of
your units should go left or right with at least one healer on each
side if possible. I would keep Elincia in the middle to heal but keep
her near the bottom out of enemy range. The fight isn't too bad until
you get to Ashnard. When you enter his attack range he will come and
attack you so I would only put Ike and perhaps your dragon into his
range. If you get Ashnard's health real low without killing him, then
Ashnard will move back and 4 Paladins and a bishop with a physic staff
will show up at the top. In this mode when you beat Ashnard the fight
isn't over yet. Ashnard will come back even stronger and with more
health. If the paladins and bishop didn't already show up then they
will when Ashnard becomes more powerful. Also, when you beat Ashnard
the first time, you will be able to call in one of the Laguz generals
to help you. The best way to beat Ashnard is to lure him down lower so
that the bishop won't be able to heal him. Ashnard kept going after
my Nasir so I used him to lure Ashnard down lower (if you're going to
try to lure him down with your dragon then make sure to use laguz
stones to keep your dragon transformed.) Just keep attacking with Ike
and the laguz general while healing after every hit and you should be
able to defeat Ashnard in his toughest form.
Congratulations you just beat the game now prepare yourself for the
toughest task yet......
WATCHING THE LONG EPILOGUE!!! :D
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After Beating the Game... [FEABG]:
You will gain access to the sound room and theater. Depending on what
mode you beat the game on you will unlock one or more trial maps.
However, you must still have an Epilogue file in order to play trial
maps. Here is how to unlock each one:
Map How to unlock
Hillside Battle Beat the game on any difficulty
Lonely Isle Beat the game on normal or hard difficulty
Strange Turn Beat the game on hard difficulty
There are 3 other trial maps that can only be unlocked by linking a
GBA with a Fire Emblem game up to your GameCube:
Map How to unlock
Desperation Connect a GBA with an English Fire Emblem game
inserted
Escape Connect a GBA with an American Fire Emblem
game inserted
Trapped Connect a GBA with Fire Emblem: The Sacred
Stones inserted
You can unlock some characters for use in the trial maps by beating
the game multiple times:
Character: How to Unlock:
Oliver Complete 3 playthroughs
Shiharam Complete 5 playthroughs
Petrine Complete 7 playthroughs
Bryce Complete 10 playthroughs
Ashnard Complete 15 playthroughs
On your next playthrough you will be able to choose between random
stat increases (which is default) or fixed stat increases that
will make it so that your characters have good stats in the end (they
won't be great without the help of items but won't be bad either).
Random increases could make your characters better than fixed
increases but fixed increases guarantee that your characters won't
be horrible.
In your next playthrough you will also get these bands which will
slightly increase the likelihood of getting a stat up in certain areas
(5% increase in chance for each stat to go up except magic which is
10% increase):
Paladin Band: HP, Speed
Fighter Band: HP, Strength
Soldier Band: HP, Defense
Sword Band: Skill, Luck
Archer and Thief Band: Skill, Speed
Knight and Wyvern Band: Strength, Defense
Mage Band: Magic
Pegasus and Priest Band: Luck, Resistance
This is who will have the band to start with but once you get a band
it can be equipped on anyone:
Paladin Band: Oscar
Fighter Band: Boyd
Soldier Band: The boss of chapter 8 drops this
Sword Band: Mia
Archer Band: Shinon
Thief Band: The boss of chapter 5 drops this
Knight Band: Gatrie
Wyvern Band: Jill
Mage Band: The boss of chapter 7 drops this
Pegasus Band: Marcia
Priest Band: Rhys
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Trial Maps [FETM]:
Note:
I don't currently have the GBA games to link up to my GameCube
so I can't list any details at all about the maps you can
unlock with them.
Second Note:
Since the Trial maps use character data from epilogue files,
your characters will all have the stats and items that they
had when you beat the final chapter and they won't be able to
gain any more experience. You will be able to change what
items they have by trading among characters and by
giving/taking items from the convoy. Also, you will be able to
use the laguz that you chose in the last chapter.
I. Hillside Battle [FEHB]:
___________________
| X X X |
| X X X |
| X X X X |
|XX XXX X |
| SSS SS |
| | |
|-----------X X |
| X SS |
| X XXX _____|
|X X SSSS / |
| X ------/ |
| |____________|
|X X O |
| X O O |
| X X O I O |
| O O |
|___________________|
Ally
Army 8
Enemy
Army 31
Note:
Mounted units and Knights/Generals will have their movement reduced
by half on this map.
Reinforcements:
2 Halberdiers and a Sniper appear at the top left at the end of turn
2.
1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
of turn 4.
2 Halberdiers and a Sniper appear at the top left at the end of turn
5.
1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
of turn 7.
2 Halberdiers and a Sniper appear at the top left at the end of turn
8.
1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
of turn 11.
Overview:
They just had to make another map with falling rocks. Anyways you
should be able to easily dodge all of the stones except for the top
middle two stones which will fall down then left. You could even use
the bottom stones on the enemy reinforcements if you want. Just make
your way up the hill while staying out of the columns that the stones
are in. You may want to leave a couple characters at the bottom to
handle the reinforements. To beat this map just defeat all the
enemies.
Suggestions:
Keep a couple characters at the bottom to handle the reinforcements.
Stay out of the columns the stones are in as they'll still do 10
damage. Other than that this map shouldn't be much of a challenge.
II. Lonely Isle [FELI]:
______________________________
| |
| X ~ X |
| X X X |
| ~ |
| X |
| ~ |
| X X ~ X |
| X |
| __________ |
| / b | |
| ~ | \ ~ |
| / | |
| | | |
| |b | |
|X ~ | b| X|
| | I | |
|X | O O / ~ X|
| | O | |
| ~ \ O O O O | |
| \ O O O | |
| X \ / |
| \____b_/ ~ |
| |
| ~ X |
| X X |
| X ~ |
| |
| X ~ |
| ~ X X |
|______________________________|
Ally
Army 11
Enemy
Army 22
Reinforcements:
6 Wyvern Lords appear at the bottom left and 6 Ravens appear at the
top right at the end of turn 2.
6 Ravens appear at the top left and 6 Wyvern Lords appear at the
bottom right at the end of turn 4.
4 Wyvern Lords appear at the middle left and right at the end of turn
6.
7 Ravens appear at the middle left and right at the end of turn 7.
Overview:
The goal of this map is to defend the square Ike starts off on for 8
turns. You get 4 Killer Ballistas with each having 5 uses to help you.
However, they aren't very useful especially since only Rolf and Shinon
can use them. The toughest part of this map will probably be fending
off all of the Wyvern Lords. They are all pretty strong and most have
ranged attacks. The Ravens aren't as tough so focus more characters on
defending against the Wyverns. Keep someone on the square you have to
protect and after 8 turns you'll win.
Suggestions:
You might want to just keep everyone in a semi-circle around the
square you have to protect. Swordmasters will be rather ineffective
here, especially against the Wyverns, so you might not want to bring
any. Focus more characters to defending against the Wyverns and you
should be able to last 8 turns.
III. Strange Turn [FEST]:
__________
| X X X |
|X X|
| X X X |
| |
|X OO |
| OOIO X|
| |
| X X X |
|X X|
|_X______X_|
Ally
Army 6
Enemy
Militant 17
Reinforcements:
Note: Snipers will always appear at the top, Swordmasters will always
appear at the left, Warriors will always appear at the bottom,
and Halberdiers will always appear at the right.
2 Swordmasters and 2 Halberdiers appear at the at the end of turn 1.
2 Snipers and 2 Warriors appear at the end of turn 2.
2 Swordmasters and 2 Snipers appear at the end of turn 3.
2 Halberdiers and 2 Warriors appear at the end of turn 4.
2 Snipers, 2 Swordmasters, and 2 Warriors appear at the end of turn 5.
2 Swormasters, 2 Warriors, and 2 Halberdiers appear at the end of turn
6.
2 Snipers, 2 Halberdiers, and 2 Warriors appear at the end of turn 7.
2 Snipers, 2 Swordmasters, and 2 Halberdiers appear at the end of turn
8.
2 Snipers, 2 Swordmasters, 2 Warriors, and 2 Halberdiers appear at the
end of turn 9.
2 Sages appear at the left, 2 Paladins appear at the top and right
sides, and 2 Generals appear at the bottom at the end of turn 10.
2 Snipers, 2 Swordmasters, 2 Warriors, and 2 Halberdiers appear at the
end of turn 11.
2 Sages appear at the left, 2 Paladins appear at the top and right
sides, and 2 Generals appear at the bottom at the end of turn 12.
Overview:
The enemies are composed of a decent mix of Swordmasters, Warriors,
Halberdiers, Bishops, and Snipers. Reinforements will show up at the
end of the first 12 turns and Sages, Paladins, and Generals will show
up at the end of turns 10 and 12. If you bring magic users, you'll
have to protect them very well or else they'll get beaten in a couple
hits. The bishops in the corners won't do anything so you don't have
to worry about them. This fight is pretty tough but if your Ike has
most of his stats maxed or close to it and has Aether then he and the
laguz you chose on the Endgame chapter should be able to pretty much
handle this fight on their own.
Suggestions:
If your Ike is good enough then you should be able to win this even if
it takes a while. The tough part is to keep your other characters
alive as well. So I wouldn't bring many magic users because the
enemies will kill them off quickly. Just try to use weapon advantages
and I'll leave this last fight in your hands :D .
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My Party's Final Stats [FEFS]:
This was my party's final stats (These are the stats before I used
stat up items) This is just to show you what my final party was on
my first and second playthroughs and what their stats were so you can
compare your party to this I guess :D .
I. Final Party Stats on first playthrough (easy mode):
Top 7 Wins:
7. Gatrie 70
6. Nephenee 85
5. Mia 86
4. Soren 89
3. Rolf 91
2. Boyd 96
1. Ike 109
Individual Stats:
1. Ike
Level 20 Lord
Health 52 Speed 27
Strength 26 Luck 20
Magic 12 Defense 24
Skill 24 Resistance 16
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2. Rolf
Level 20 Sniper
Health 46 Speed 28
Strength 24 Luck 23
Magic 7 Defense 24
Skill 26 Resistance 10
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3. Mia
Level 20 Swordmaster
Health 43 Speed 30
Strength 22 Luck 24
Magic 9 Defense 17
Skill 29 Resistance 14
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4. Rhys
Level 20 Bishop
Health 39 Speed 25
Strength 1 Luck 25
Magic 29 Defense 14
Skill 22 Resistance 30
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5. Nephenee
Level 20 Halberdier
Health 43 Speed 26
Strength 25 Luck 14
Magic 9 Defense 20
Skill 28 Resistance 13
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6. Gatrie
Level 20 General
Health 55 Speed 15
Strength 29 Luck 16
Magic 4 Defense 30
Skill 21 Resistance 7
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7. Boyd
Level 20 Warrior
Health 60 Speed 25
Strength 30 Luck 20
Magic 3 Defense 15
Skill 22 Resistance 12
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8. Volke
Level 18 Assasin
Health 45 Speed 30
Strength 23 Luck 14
Magic 3 Defense 11
Skill 30 Resistance 7
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9. Soren
Level 20 Sage
Health 38 Speed 28
Strength 3 Luck 13
Magic 30 Defense 7
Skill 28 Resistance 28
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10. Stefan
Level 20 Swordmaster
Health 44 Speed 30
Strength 24 Luck 6
Magic 8 Defense 18
Skill 29 Resistance 14
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11. Tanith
Level 20 Falcon Knight
Health 37 Speed 28
Strength 19 Luck 19
Magic 15 Defense 19
Skill 24 Resistance 13
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12. Haar
Level 20 Wyvern Lord
Health 54 Speed 19
Strength 25 Luck 14
Magic 9 Defense 24
Skill 25 Resistance 12
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13. Geoffrey
Level 20 Paladin
Health 49 Speed 26
Strength 22 Luck 13
Magic 10 Defense 24
Skill 22 Resistance 14
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II. Final Party Stats on second playthrough (hard mode):
Changes made:
I replaced Nephenee with Mordecai because he doesn't need as
much leveling up and is a decent character. I also didn't use
Tanith or Haar much so I'm not going to bother listing their
stats.
Top 7 wins:
7. Mordecai 70
6. Gatrie 90
5. Rolf 113
4. Mia 115
3. Soren 120
2. Boyd 156
1. Ike 174
Individual Stats:
1. Ike
Level 20 Lord
Health 49 Speed 28
Strength 26 Luck 19
Magic 13 Defense 24
Skill 25 Resistance 20
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2. Rolf
Level 19 Sniper
Health 48 Speed 28
Strength 24 Luck 19
Magic 7 Defense 24
Skill 28 Resistance 16
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3. Mia
Level 16 Swordmaster
Health 47 Speed 30
Strength 22 Luck 20
Magic 11 Defense 15
Skill 25 Resistance 9
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4. Rhys
Level 16 Bishop
Health 40 Speed 24
Strength 1 Luck 24
Magic 29 Defense 10
Skill 22 Resistance 30
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5. Mordecai
Level 19 Tiger (not transformed) --> Transformed
Health 60 Speed 20 --> Health 60 Speed 23
Strength 28 Luck 15 --> Strength 35 Luck 15
Magic 2 Defense 21 --> Magic 2 Defense 24
Skill 17 Resistance 7 --> Skill 21 Resistance 10
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6. Gatrie
Level 17 General
Health 56 Speed 16
Strength 29 Luck 15
Magic 3 Defense 30
Skill 23 Resistance 7
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7. Boyd
Level 19 Warrior
Health 60 Speed 27
Strength 30 Luck 20
Magic 5 Defense 22
Skill 24 Resistance 9
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8. Volke
Level 7 Assasin (Class changed at level 16 Thief)
Health 34 Speed 24
Strength 22 Luck 11
Magic 1 Defense 12
Skill 27 Resistance 7
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9. Soren
Level 20 Sage
Health 38 Speed 28
Strength 5 Luck 23
Magic 30 Defense 9
Skill 28 Resistance 28
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10. Stefan
Level 16 Swordmaster
Health 45 Speed 30
Strength 24 Luck 6
Magic 10 Defense 17
Skill 29 Resistance 10
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11. Geoffrey
Level 17 Paladin
Health 47 Speed 24
Strength 21 Luck 14
Magic 11 Defense 24
Skill 22 Resistance 10
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My Opinion on Characters [FEMOC]
Here I will discuss my opinion of each character and then say whether or not
I recommend using them. Please keep in mind that these are simply my opinions.
Also, keep in mind that I recommend a fair amount of characters. You certainly
shouldn't just use every character I recommend and may even find yourself
using characters that I don't recommend. Remember that you can only take 14
characters with you in the last chapter so I definitely recommend using no
more than 14 characters.
I. Beorc [FEBE]
1. Ranger --> Lord
Swords --> Swords
Ike:
Ike is the main character in the game and has to be in every
chapter. On top of that he has decent stats and can learn
possibly the best skill in the game. Therefore, I must
recommend using him a lot. The only time that he should not
be used is when he is sitting at level 20 ranger waiting for
a particular story event to class change.
Recommended: Yes
2. Fighter --> Warrior
Axes --> Axes and Bows
Boyd:
Boyd is usable starting at chapter one and for almost
every chapter afterwards. I believe that Boyd can level up
well and end up with great strength and pretty good speed.
Another reason why I like Boyd is because he can perform the
triangle attack with Rolf and Oscar when they all class
change. Being one of the few axe users in the game (and the
only fighter) with his ability to use bows when he class
changes make him one of my favorite characters. However, pay
attention to his stat increases because he won't be very
useful without decent speed.
Recommended: Yes
3. Lance/Axe/Bow/Sword Knights --> Paladin
Lance/Axe/Bow/Sword --> the weapon the character started with + one of the
others
Suggestions for which weapon to choose:
For Oscar I would definitely suggest bows since then he could
perform the triangle attack with Rolf, and Boyd.
For the others it's really up to you depending on how many
other characters you have and which weapons they use. If
you're lacking axe users then choose that... if you're lacking
bows then choose.... I think you get the idea.
My general dislike of paladins:
Yeah I've never really liked Paladins that much because their
stats tend to all end up in the low to mid twenties. I
generally prefer characters with a couple stats in the high
twenties. However, Paladins in this game are actually very
useful.
Oscar:
Oscar can be used starting at chapter one. He is a decent
unit and has good movement since he is a mounted unit. He
starts off with lances and if you give him bows when he class
changes he can perform the triangle attack with Rolf and Boyd.
Since he can do the triangle attack that also adds to his
usefulness. Overall his his stats end up decent but not great.
He is rather useful throughout the game but may lose some of
that usefulness in the last couple chapters.
Recommended: Yes
Titania:
Titania is also available beginning at chapter one. She starts
off as a paladin and would appear to be rather powerful, but
remember that she has already class changed. Therefore she
can certainly be of use but will probably be less useful than
other paladins in the later chapters. For about the first half
of the game, however, she makes an excellent human shield.
In my opinion she should be used sparingly to attack but used
a lot to stand in and take enemy hits.
Recommended: No, except as a shield
Kieran:
Kieran first becomes available in chapter 11. He is the axe
knight in the game and has decent stats. He is pretty useful
right from the start and if he levels up nicely, he can be
pretty useful later on. One of the main reasons why I like
this guy is because he doesn't need bonus experience to help
him out when you first get him.
Recommended: Yes
Astrid:
You get Astrid in chapter 13. She is the bow knight in the
game and has the skill which doubles her experience points
gained. However, since she starts so low at about halfway
through the game you'll probably need to dump a bit of
bonus experience on her. Her skill, however, reduces the
amount of bonus exp she'll need to level up. The problem
is that you still may not have enough bonus exp to give her
(especially on hard mode) since there are better characters
that need bonus experience and that is why I won't recommend
her.
Recommended: No
Makalov:
When you get him in chapter 14, this guy's stats and level are
only Okay. He starts with horrible resistance but should end
up with decent health, strength, speed, and defense if you
level him up fully. It'll probably be a little bit easier to
level up Kieran and/or Oscar whose stats are about equal to
this guy's. On top of that this guy is just plain.... ugly.
Recommended: No
Geoffrey:
When this guy joins in chapter 25, he is pretty useful from
the start. If you haven't been using many paladins or just
need another solid all-around character this guy is it. He can
use both lances and bows, giving him good direct and ranged
combat abilities. What's best about this guy is the lack of
effort you have to put in him to level him up. He only needs
nine more level ups and will level up every couple of kills
because of his paragon skill. He's not the strongest, but
can definitely help take out almost any enemy.
Recommended: Yes
4. Knight --> General
Lances --> Lances and Swords
Gatrie:
Gatrie is the first knight you get in the game in chapter
three. He starts off at level 9 which is very high for that
point in the game but does leave for a couple chapters. This
guy is very useful because of the amount of physical attacks
he can take without taking much (if any) damage. When fully
leveled up, he should end up with great health, strength,
and defense. His speed will be low, but all generals have
low speed. Though he may get double attacked by many
characters near the end they won't be able to do more than
a couple damage to him unless they are a magic user. In other
words, this guy is perfect for fighting basically anything
except magic users.
Recommended: Yes
Brom:
You get this guy in chapter 11 and he starts out at level
8. That's lower than what Gatrie started out at back in
chapter three. Also, this guy's stats generally end up just
a little bit lower than Gatrie's. The one stat this guy has
over Gatrie is speed but his speed will usually only be two
or three higher than Gatrie's at the end. All of the generals
in this game usually end up with speed below 20 so it really
doesn't matter. When comparing the other stats, Gatrie tends
to be better and I personally don't like using more than one
general so...
Recommended: No
Tauroneo:
This guy starts out as a level 14 general in chapter 21. His
stats are ok but usually end up lower than both Gatrie's and
Brom's. He does have the resovle skill but I don't see why
a general's health should drop that much in a fight to really
make the resolve skill useful. If you decided not to level up
Gatrie or Brom then this guy can be somewhat useful since
he starts as a pretty high level general but I feel that both
Gatrie and Brom and better characters than this guy.
Recommended: No
5. Pegasus Knight --> Falcon Knight
Lances --> Lances and Swords
Marcia:
Marcia joins in chapter 9 and is a decent character. She
starts off with low health and usually ends up with low
health when fully leveled up. She can be somewhat hard to keep
alive while still allowing her to get plenty of kills. Also,
her strength cap is at 23 (which she should basically always
reach). She has good speed and pretty good defense and
resistance. With decent skill and luck I think she is a good
character to use if you can stand to level her up. Also, 9
movement when promoted is awesome. However, since you get her
when you get Rolf, you'll probably be giving Rolf and Rhys
most of your bonus exp at the time and this might make it
hard to use her. Because of that fact alone....
Recommended: No
Tanith:
Tanith starts off as a level 10 falcon knight in chapter 18.
Stat wise she usually has less strength, defense, and much
less resistance than Marcia. However, she only needs 10 more
level ups to max out so she can still be useful if you didn't
bother to train and level up Marcia. Also, she has a wonderful
skill called reinforce. This allows her to bring in 3 pegasus/
falcon knights and let Ike direct them. They make wonderful
decoys. So if you're not using Marcia, Tanith can really come
in handy and even if you are using Marcia, Tanith still can
have some use.
Recommended: Yes
6. Archers --> Snipers
Bows --> Bows
Shinon:
You get him in chapter three as a level one sniper with
relatively low stats. He levels up really well, though, and
should end up with good stats at the game's end. The biggest
problem with this guy is that you can't use him for almost
half of the game. Because of that fact and also because Rolf's
stats tend to end up a little higher I can't recommend him.
Recommended: No
Rolf:
Rolf joins in chapter nine as a level one archer. The biggest
problem with this guy is that he will need some bonus
experience to help level him up. He does, however, have a good
bow and joins early enough that I think it is worth it to
invest some bonus experience into him. Once he promotes, this
guy should be a great character and should be able to survive
quite a few attacks. He should end up with decent strength and
defense and good skill and speed.
Recommended: Yes
7. Myrmidons --> Swordmasters
Swords --> Swords
Mia:
Mia is the first myrmidon you get and she starts at level 6 in
chapter 7. Her stats are decent but what makes her great is
her vantage skill. This allows her to always attack first in
fights and when she becomes a swordmaster she will probably
land a critical and end the fight in one hit. The girls'
strength cap is two lower than the guys' but she should
still end up with great speed and skill and good strength
for a swordmaster.
Recommended: Yes
Zihark:
He joins in chapter 11 and starts at level 10. His stats are
okay to begin with and he has pretty good level ups. He
doesn't have the awesome vantage skill but does have the adept
skill which will allow him consecutive attacks occasionally.
He should end up with great speed and skill and a strength
that's a little higher than Mia's. In my opinion both Zihark
and Mia are great characters but it's up to you how many
swordmasters you want since they rely on speed and criticals
to win.
Recommended: Yes
Stefan:
Stefan comes in chapter 15 as a level 8 swordmaster. To put it
simply this guy is possibly the best swordmaster in the game.
He starts off with the Astra skill which when it activates
lets Stefan attack 5 times in a row with each attack having a
chance to be a critical. Also, He joins about midway through
the game and is already a relatively high level promoted unit.
He can immediately be very useful and should end up with great
speed, and skill and will probably max out strength. His only
downfall is that he has almost no luck and because of this he
will dodge less than the other swordmasters. One last note is
that he comes with the 'S' rank sword the Vague Katti which
just adds to his awesomeness :D .
Recommended: Yes
Lucia:
She joins in chapter 24 at level 12 swordmaster. She is,
however, the worst swordmaster in the game. She has decent
speed and skill but will end up with the lowest strength out
of all the swordmasters. If you for some reason, however,
chose to not use any of the other swordmasters she can be a
decent unit to have. If you are using any of the other
swordmasters just stick with them.
Recommended: No
8. Thief --> Assasin
Knives --> Knives
Volke:
Volke joins in chapter 10 at level 10 if you hire him. He
is a very useful unit because he can open doors and chests and
can steal items for you. He has good stats and should end up
maxing strength, skill, and speed before he's a level 20
assasin. You have to wait for a particular story event to make
him an assasin but he is still great because he maxes strength
and speed so early. If you give him the lethality skill he
will simply become more awesome.
Recommended: Yes
Sothe:
Sothe joins in chapter 13 as a level 1 thief. He has horrible
stats when you get him but has a skill that will make his
stat increases be pretty good. There really is only one little
problem with this guy....... HE CANNOT PROMOTE. Yeah so at
best all of his stats will end up at a measly twenty. Also, he
cannot get the lethality skill like Volke so this guy is
pretty useless.
Recommended: No
9. Soldier --> Halberdier
Lances --> Lances
Nephenee:
Nephenee can be used starting at chapter 11. She starts off
as a level 7 soldier so she might need a level up or two's
worth of bonus experience if you plan on using her. Overall
she is a good unit with pretty good strength, speed, and
defense and great skill. She has the Wrath skill which will
make her critical a lot if she's below half health. All in
all, she can be a pretty useful unit but I feel that her stats
are much like those of Paladins. Therefore, I'd go with a
Paladin over her because they get two weapons instead of one
and also have better movement.
Recommended: No
Devdan:
He joins in chapter 16 as a level 4 halberdier. I compared his
stats to my Nephenee who was a level lower at the time.
Nephenee's stats were better than his in every area. This guy
does end up with decent strength but if you want to use a
halberdier stick with Nephenee.
Recommended: No
10. Wyvern Rider --> Wyvern Lord
Lances --> Lances and Axes
Jill:
Jill joins in chapter 12 at level 8. Her starting stats/level
are kind of low but she can turn into a pretty powerful unit.
It may take a little effort to level her up at first but once
she gets going she is as I said pretty powerful. When fully
leveled up she should end up with good strength, speed, and
defense. If you have the time and space in your team to level
her up then you should definitely consider using Jill.
Recommended: Yes
Haar:
Haar will join in chapter 23 when you talk to him with Jill as
a level 11 wyvern lord. He tends to be quite a bit slower than
Jill but will have a little higher strength and defense. If
you decided to use Jill then you should probably stick with
her. If you didn't use Jill then this guy will make a solid
addition to your party because he doesn't require too much
effort to level up.
Recommended: Yes
11. Mages --> Sages
Wind, Fire, and Thunder magic --> Those 3 magics plus either knives or
staves
Suggestions for whether to pick knives or staves:
I would always choose staves simply because all of the mages
have really low strength. On top of that the various knives
are the weakest weapons in the game so your magic users will
be doing very little with their physical attacks. Another
reason why not to choose knives is because both of the sages
you get later in the game use knives. Finally I find it much
more useful to have another character or two that can heal
and note that physic in this game is only level 'C' so it
shouldn't be too hard to get any of the sages to be able to
use physic.
Soren:
Wow it seems like people either love this guy or hate him. I
think he is one of the best magic users in the game. You get
him in chapter 4 at level 1 so you have plenty of time to
level this guy up. He should end up with amazing magic, skill,
speed, and resistance so I can't see why anyone wouldn't use
him. He also comes with the adept ability so he will be
getting extra attacks at times. For a while in the game his
really low strength will make it harder to use the heavier
tomes but at that point in the game he shouldn't even need
them. By end game his speed should be high enough that he will
be able to handle the heavier tomes without much problem.
Recommended: Yes
Ilyana:
You get her as a level 6 mage in chapter 8. She has the shadow
skill which will make enemies tend to attack someone else when
she has full health. Stat wise if you've been leveling up
Soren then this girl will be quite a bit weaker when you first
get her. When fully leveled up her speed will be a bit lower
than all the other sages except for Bastian. She'll have good
resistance and skill but her magic will probably be a little
lower than Soren's. She'll have decent strength for a sage so
it'll be easier to use tomes but the lower speed kind of
negates the better strength. In my opinion Soren is better
overall but she could still be a good unit if you really
want another magic user.
Recommended: No
Tormod:
He joins in chapter 16 at level 7 mage. That's pretty low
considering it's about the halfway point in the game. He'll
probably need quite a bit of bonus experience to really be
useful. He has the nice celerity skill which adds two to his
movement but that's about it. When fully leveled up he'll
probably end up with about the same stats as Soren. So I just
don't think he's worth using this late in the game when Soren
comes so much earlier.
Recommended: No
Calill:
Calill comes in chapter 20 at level 6 sage. She has the Nihil
skill which will negate enemy skills. Her major drawback is
that she uses knives instead of staves. With low strength
knives are pretty useless on a sage so she would be much more
useful if only she could heal. All in all, she'll probably be
about as good as Tormod but she won't require nearly as much
leveling up. If you need more than one sage for attacking
then she is probably your best choice but I'd go with someone
else because Calill can't heal.
Recommended: No
Bastian:
He joins in chapter 24 as a level 13 sage. He is probably the
worst sage in the game but only by a little. What really hurts
him is that, like Calill, he uses knives. He's ok to use if
you really need him but between him and Calill I'd go with
Calill because she comes earlier and can level up more.
Recommended: No
12. Priest --> Bishop
Staves --> Staves and Light Magic
Rhys:
Rhys joins in chapter 2 at level 1. He is the only light magic
user in the game and being your first healer, he will probably
see some use early on. Even with this, however, he will still
need a lot of bonus exp if you want him to reach level 20
before being promoted. I would advise to just heal whenever
you can with this guy in order to help him level up. He'll
need to be protected for quite some time and has low speed for
most of the game. He does become pretty useful once promoted
and has great magic and resistance. His speed should get over
20 but I'd watch it once he becomes a bishop because he'll be
a lot less useful if his speed is under 20 late in the game.
Overall, though, he's the best healer in the game and should
easily get an 'S' rank in staves/light magic.
Recommended: Yes
13. Cleric --> Valkyrie
Staves --> Staves and Swords
Note: Wait.... SWORDS??? *Sigh* it seems like they just keep making
Valkyries less and less useful since they have really low
strength.
Mist:
Mist joins in chapter 9 at level 1 and is utter crap!
Seriously since she can only heal until promoted, she will
need a ton of bonus exp to level up. Then once promoted she
uses swords and not magic and has really low strength. Some
people will argue that she is the best character to have using
magic swords but to get her to be able to use magic swords her
sword level will probably have to be increased via arms
scrolls. People then argue that she has good speed and
resistance and makes a good decoy against enemy magic users
but so do the other magic users you have and they can actually
fight back with magic. In the end this girl has one use and
that is in chapter 27. If you actually level her up she can
heal Ike making the fight with the Black Knight a little
easier. However, elixirs will probably be almost as useful in
that fight and the fight will still come down to whether or
not Ike's Aether skill activates several times.
Recommended: No
14. Beserker
Axes
Largo:
He joins in chapter 25 at level 7 beserker. He's one of the
few axe users in the game so that can make him somewhat
useful. When fully leveled up he'll be about as good as Boyd.
He will have great health and strength with decent speed. His
defense is really low, however, so if he doesn't dodge then
he's going to take a decent amount of damage. Overall, I think
he can be a good unit if you're not using Boyd but I would go
with Boyd over this guy because you have Boyd throughout the
game and Boyd can also use bows.
Recommended: No
15. Princess Crimea
Swords and Staves
Elincia:
Elincia joins in chapter 26 at level 1. Her stats are ok but
if you want to use her you'll probably need to level her up
a little with bonus experience. She has her own sword which
acts like a brave sword but with unlimited uses. It's not as
useful as you would think, though, because Elincia has very
low strength. This girl's main purpose is to be a flying
healer. When leveled up she'll have good magic, speed, and
resistance. Right from the start she can use physic staves so
she works nicely as an extra healer if you need it.
Recommended: Yes, as a healer
II. Laguz [FELA]
Recommended: No....... Oh wait I'm supposed to talk about these guys
individually :D
Note:
Laguz do not promote in case you were wondering, so they should be
treated like promoted units.
Strengths:
When transformed, their stats improve significantly and they can be
quite powerful. Their movement is good when not transformed and great
when transformed (with the exception of dragons). With Laguz you don't
have to worry about their weapons since they are their own weapons.
The demi band will allow a Laguz to stay transformed at all times.
Weaknesses:
With only one demi band, the laguz that don't get it won't be able to
do a lot of attacking and stay tranformed at the same time. Also note
that laguz don't get weapons to add to their attack. Their
claws/beaks/breath give them a decent boost in attack but not as
much as a good weapon (especially if the weapon has the advantage).
Laguz aren't weak against much but then again they don't really excel
at killing anything in particular. A big problem with laguz is that
they don't gain experience very quickly. This can hurt you early on in
the game if you let them kill too much and this is really harmful in
hard mode since experience is already much harder to get.
Overall:
Laguz are decent characters but I wouldn't use more than a couple of
them in one playthrough and try not to let them get all of the
experience early on. I feel that they should be treated like promoted
units and used accordingly.
1. Cat
Claws
Lethe:
Lethe is a level 3 cat who joins in chapter 10. She transforms
into laguz form at the beginning of each map. This can make
her pretty useful early on in fights but as you get nearer to
the end she will tranform back into a person and become
useless. She has good health but her other stats are usually
lower than Ranulf's. So in other words she's nothing special
and not really worth using much.
Recommended: No
Ranulf:
After being beaten by random villagers with a combined attack
strength that's probably below 2 in chapter 10, he joins your
party in chapter 23 at level 9. This guys transforms into
laguz form after a couple turns and when leveled up fully will
be a little better than Lethe in just about every area. He'll
be a great character that can help if you're having trouble
in a chapter but may not be as useful if you've already got
your final team set up.
Recommended: Yes
2. Tiger
Claw
Mordecai:
He joins in chapter 10 at level 2. He has great strength and
health but his other stats are lousy until he transforms.
His biggest problem is that he transforms late in chapters.
Thus he will be useless early on in chapters unless you give
him the demi band when you get it. The demi band is actually
decent on this guy so he can be quite useful once you get it.
His high strength and defense make this guy a powerhouse if
you level him up fully.
Recommended: Yes
Muarim:
Muarim joins in chapter 16 at level 9. He appears to generally
just be a weaker version of Mordecai but a little faster
so between the two I would go with Mordecai.
Recommended: No
3. Hawks
Beak
Janaff:
Janaff comes in chapter 18 at level 8. He has good health and
decent speed. His other stats generally aren't as good but
he does transform early and then his speed will be even better.
He's got good movement but is weak against bows and obviously
you can't equip him with both the demi band and the full guard.
So in the end, he may help out a little but is nothing special.
Recommended: No
Ulki:
He joins in chapter 18 at level 7. He's a little better than
Janaff but transforms later. Both of the hawks have great
speed when transformed but their other stats are only decent.
Keep them away from bows and wind magic and either of these
units can be decent if you really need them.
Recommended: No
4.Heron
Reyson:
Reyson comes in chapter 18 at level 3. He transforms rather
late and can't even use the demi band. However, this guy's not
meant for fighting so he is still pretty useful while not
transformed. He has the chant skill which he can use to make
characters move again (1 character when not transformed and up
to 4 when transformed). Though this isn't truly needed, it can
come in handy. Reyson can also heal characters that stand next
to him. He's quite useful but needs to stay near the rear
because of his low defense and only average speed.
Recommended: Yes
5. Dragon
Breath
Ena:
You get Ena in chapter 28 at level 10 if you didn't beat the
Black Knight. She has great health with decent strength and
defense. She can level up ten more times but since she
transforms rather late, has poor movement, and only 2 chapters
to gain experience she probably won't make it to level 20. Her
skills are all decent and she's about as good as Nasir.
However, in order to get her you have to lose to the Black
Knight :\ .
Recommended: No
Nasir:
Nasir joins in chapter 28 at level 18 if you beat the Black
Knight. He'll end up a little weaker than a fully leveled up
Ena but as I said it'll be hard to level up Ena that much.
Like Ena, Nasir has poor movement and transforms rather late.
Neither one of these two units are of much use because of
their poor movement but I'll recommend Nasir because you get
him if you beat the Black Knight. Note that this guy is quite
powerful when transformed and can hurt Ashnard. If you can
manage to get this guy up to the front he'll be a great help.
Recommended: Yes
6. The 3 final chapter characters
Giffca:
Giffca is a level 20 lion. He's the strongest of the 3 laguz
you can choose from. Basically all of his stats are more than
great and he simply looks cool.
Recommended: Yes
Naesala:
Naesala is a level 17 crow (thanks to verasteguikid for
correcting me). He has the best speed and is the
only one of the three who can attack from a distance. He is
the weakest of the three but is still very powerful.
Recommended: Yes
Tibarn:
Tibarn is a level 18 hawk and the only one of the three that
can level up(twice). He is a little weaker but faster than
Giffca and a little slower but stronger than Naesala. He has
the cancel skill which can stop him from taking any damage.
Basically this guy is all around great like the other two.
Recommended: Yes
Wait..... did he just recommend all three?
Yeah I did but that's because they are all great and you really can't
go wrong in your choice. Therefore this decision is totally up to you.
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Info + My Opinion on Skills [FES]:
Model:
Skill name (in alphabetical order inside of capacity groupings)
Character(s) who come(s) with the skill
Description etc..
A note on capacity:
All promoted units except for Paladins and flying units will have a
max capacity of 25. Paladins and promoted flyers will only have a max
capacity of 20.
Unpromoted units will have a capacity of 20 excpet for mounted units
and flyers who will have a capacity of 15.
Laguz will have a capacity of 25 except for dragons and herons who
have a capacity of 40.
The only way to increase capacity is for a unit to promote. When they
promote they gain 5 more capacity.
1. 5 Capacity Skills [FE5C]:
Miracle:
Mist, Ena
Miracle will give your character a chance to survive a fatal
blow. If the blow would be fatal and Miracle activates then
it will cut the damage in half. However, Miracle's chance of
activating is the character's luck turned into a percent.
It can be a decent skill to give to a character with high luck
but don't count on it activating much.
Parity:
Lucia
Parity cancels skills, terrain bonuses, and supports for both
the character who has this skill and any enemy s/he faces in
a fight. Yes that's right this thing will cancel out that
other skill you gave to your character and also cancel out
any supports. In my opinion this skill will hurt you much
more than it could help so I would not give this to anyone.
Provoke:
Shinon
Provoke will make enemies tend to go after the character that
has this skill if they can. This can be useful if you want
a certain character to get most of the kills. I feel that this
skill could go well with the Aether skill that you should give
to Ike.
Serenity:
Rhys, Devdan
Serenity is the opposite of Tempest. It halves the effect of
biorhythm. This, however, is not one of the skill scrolls you
get in the game. Biorhythm never really seemed to be much
of a factor in my playthroughs so you may just want to get
rid of this skill.
Shade:
Volke, Ilyana
Shade is the opposite of Provoke. Enemies will tend to not go
after the character with this skill. However, this skill will
not work so well if your character doesn't have about full
health. Also, if the character with this skill is the only
character that an enemy can attack then they still will attack
the character with this skill. I believe this skill would
probably work best on a magic user.
Tempest:
Boyd, Makalov
Tempest simply doubles the effect of biorhythm. You don't get
a Tempest scroll, however, so you don't have to worry about
giving this skill to anyone. At most you'll be considering
getting rid of this for something better on them.
2. 10 Capacity Skills [FE10C]:
Adept:
Soren, Zihark
Adept's chance of activating equals a character's skill as a
percent and upon activating will give the character with this
skill a second consecutive attack. This skill can really come
in handy when it activates as it can possibly make you kill an
enemy before they can even counter attack. Don't count on it
activating but it will activate a fair amount of times if you
give it to someone with decent skill. This skill could work
well on just about anyone but might be best with someone who's
strong but might not always be able to attack twice.
Corrosion:
Bastian
Corrosion will reduce the amount of uses of an enemy weapon
by 5. Why would you need this?... I.... don't..... know.
Basically every enemy should be killed before their weapon
even comes close to running out. Therefore, in my opinion,
this skill is absolutely useless.
Counter:
Titania
Counter will sometimes hurt the enemy with half of the damage
the unit with this receives in an attack. This skill doesn't
activate too often, though, as it's activation chance equals
(skill/2) as a percent and I can't see it being too useful. I
guess if you have a character that usually takes a bit of
damage, you could give this skill to him/her.
Gamble:
Kieran
Gamble will be an option you can choose when you can attack
an enemy. Gamble will reduce your hit % by half and double
your critical %. This skill may seem really great but when
you attack the game generates a random number and compares
it with your hit %. If your hit % is high enough, then you
will hit the enemy and the game will then compare the random
number to your critical % to see if you will also critical the
enemy. So with this skill reducing your hit percentage in half
you'll at best have a 50/50 shot at hitting the enemy.
However, if you land a hit and have this skill on say a
swordmaster then you'll probably land a critical. So overall
it's an ok skill but I wouldn't use it too much.
Guard:
Haar
Guard will sometimes activate when the character with this
skill lands a hit and will prevent the enemy from counter
attacking. It's a decent skill but it always seemed to
activate for me after the enemy already hit me and wouldn't
attack again anyways. This skill could be a decent addition
to most characters but don't give it to an archer since most
of the time they won't even be able to be counter attacked.
Put a percent sign behind your character's skill stat to see
its chance of activating when you attack.
Resolve:
Tauroneo
Resolve activates when the character with it has half health
or less. It will double the character's strength, speed, and
skill. So this skill can make just about any character really
powerful when they have low health. Hopefully this skill won't
be needed often but give it to someone who has a decent chance
of losing half of their health.
Savior:
Tibarn
Savior cancels out skill and speed reductions that would
arise from rescuing a unit. If you find yourself rescuing
units often then this skill can be great otherwise this skill
has little use. If you need it then give it to a flier or
someone else who can rescue a lot of units.
Smite:
Mordecai
Smite doubles the effect of shove and will be an option below
shove for a character with this skill. If you think shove is
useless then you'll definitely find this even less useful.
Seriously, it'll be rarely used but if you want then give it
to someone with high weight who doesn't already have other
good skills.
Vantage:
Mia
Vantage will allow the character with it to always attack
first in fights. In my opinion this is one of the most
useful skills in the game especially when combined with either
Wrath, Adept, or Guard. This also works great on Swordmasters
since they have a good chance of landing a critical and
killing the enemy with one hit. If you're using Zihark then
he would work very well with this skill. Otherwise give this
to someone who either has one of the aforementioned skills or
is strong enough to kill most enemies in a hit.
Wrath:
Nephenee
Wrath activates when the character with it is at half health
or less. When it's activated it will greatly increase the
character's critical %. Hopefully this skill won't get used
too much as your character has to have low health for it to
be active. However, if your character does go below half
health then this skill might just save them from death, while
killing an enemy or two in the process. I'd give this to
someone who has a good chance of going below half health from
just a couple hits.
3. 15 Capacity Skills [FE15C]:
Blossom:
Sothe
Blossom halves the exp gained by a unit but gives them better
stat growth. You can't get this skill anywhere and only Sothe,
who can't promote, comes with it. Sure his stats will be great
for a thief, but they won't be able to go higher than 20 while
his health won't be able to go higher than 40. Overall, since
Sothe is pretty useless, this skill is also quite useless.
Celerity:
Tormod
Celerity adds 2 to a unit's movement. However, you can't get
this skill anywhere and only Tormod comes with it. If you
decide to use Tormod then this skill can help him a bit.
However, with its capacity being 15, Tormod won't be able to
have many other skills unless you remove Celerity.
Nihil:
Calill
Nihil will negate an enemy's combat related skills when they
fight with a character who has the Nihil skill. Nihil's effect
is nice since it won't affect your character's other skills.
However, its capacity is 15 which is pretty high. Therefore
it can be useful but be careful of who you give it to because
they won't have much room for any other skills.
Paragon:
Astrid, Geoffrey
Paragon doubles the amount of experience the unit gets and
also halves the amount of bonus experience needed to level up
a character. Too bad you can't get this skill anywhere and
only Astrid and Geoffrey come with it. The skill helps make
both Astrid and Geoffrey good characters and if you are using
them remove the skill once they get to level 20 Paladin so
that they can get some other skill.
Reinforce:
Tanith
Use this to bring in 2 Pegasus Knights and 1 Falcon Knight as
Partner units during a turn. Ike can then direct them.
Reinforce can only be used by Tanith and you can't get the
skill anywhere. This skill can really come in handy, though,
and makes Tanith worth using. Just use this when you need
some decoys to distract the enemies. Be aware, however, that
it can only be used twice per map.
Renewal:
Elincia, Ena
Renewal restores a little bit of health at the beginning of
each turn to the character with this skill. Elincia and Ena
will probably not be doing much fighting, though, so this
skill will have minimal use. You could get the scroll for this
by rejecting Reyson's help but then you wouldn't get him,
Janaff, or Ulki. So I don't think this scroll is even worth
getting.
4. 20 Capacity Skills (Also known as Mastery Skills and Class Skills) [FE20C]:
Note: Any of these skills can be learned by using an Occult scroll on
a character. However, you only get 4 Occult scrolls in the game
so you can only get 4 of these skills. Also note that instead
of putting what character comes with the skill, I will put what
class can learn the skill as each skill can only be learned by
a certain class.
Aether:
Lord
Aether is a combination of two other skills and when activated
performs them in two consecutive attacks. The first attack
will be the Sol skill which will do normal damage and heal for
the amount of damage done. The second attack will be the Luna
skill which will do twice the normal damage since Luna
reduces an enemy's defense by half for the attack. So when
this skill activates you'll end up doing 3 times normal damage
and heal for the first third. This skill is probably the best
skill in the game so I would definitely have Ike learn it.
Note that one or both of the attacks from Aether could miss
but Ike rarely misses with any attack so you probably won't
ever see him miss with Aether. Also note that just as they can
miss they can also critical. Activation chance equals skill as
a percent.
Astra:
Swordmaster
Astra does five consecutive attacks each at half damage when
it activates. What is great about it is that each attack has
the same chance as a normal attack does to critical. Stefan
comes with this skill making him a better character than he
already is. Mia and Zihark, however, both already have other
good skills on them that would have to be taken away for them
to learn this. Because of that, I can't recommend using an
Occult to learn this skill. Its activation chance equals
(skill/2) as a percent.
Blessing:
Heron
Blessing restores some health to any unit next to the one with
Blessing at the beginning of every turn. The only character
in the game that can learn Blessing is Reyson and he already
comes with it so obviously you can't use an Occult to learn
it. However, this can be a valuable skill and helps make
Reyson worth using.
Boon:
Dragon
Boon will restore the status of any unit next to the one with
Boon at the beginning of every turn. Only Ena and Nasir can
learn Boon and both of them already start with it. It's only
usable on the last two chapters and, due to that fact, isn't
very helpful.
Cancel:
Hawk
When Cancel activates it will negate an enemy attack. Unlike
Guard, however, you don't have to attack for it to have a
chance of activating. Tibarn comes with this skill (as if he
needs it :D ) so the only two characters you could use an
Occult on for this are Ulki and Janaff. In my opinion most of
the other mastery skills are more useful than this one so I
wouldn't waste an Occult on this. Its activation chance equals
skill as a percent.
Colossus:
Warrior, Beserker
Colossus will sometimes activate when the unit who has the
skill has a higher weight than the enemy. When it activates it
will make the character do a little more damage to the enemy.
Only Boyd and Largo can learn this skill and both of them are
strong enough as is. They really shouldn't need the extra
damage to kill enemies that are lighter than them so I would
not use an Occult to learn this skill. Its activation chance
equals skill as a percent.
Deadeye:
Sniper
Deadeye increases the unit's hit % and also gives them a
chance to put the enemy to sleep when it activates. Snipers
already have good accuracy so the extra hit % really isn't
needed. Also the skill doesn't put enemies to sleep very often
and you really shouldn't need enemies to be asleep anyways.
Overall, I don't think this skill is worth having. Its
activation chance equals skill as a percent and the chance to
put an enemy to sleep is skill/2 as a percent.
Flare:
Bishop, Sage
Flare will reduce the enemy's resistance in half for one
attack when it activates. It is a decent skill but most
enemies already have low resistance. Therefore, it won't
really add much damage to attacks except when you're facing
other magic users. If you happen to have an Occult that you
don't really know who to give to then this might be a suitable
option. Its activation chance equals skill as a percent.
Lethality:
Assasin
Lethality will instantly kill an enemy when it activates
regardless of how much damage you would normally do. Only
Volke can learn this skill so if you are using him then give
him this skill. If you are not using Volke much then don't
give him the skill. The skill won't activate too often but
when it does the effect is well.... awesome. The chance of it
activating is skill as a percent.
Luna:
General, Halberdier
Luna will cut the enemy's defense in half for one attack when
it activates. A lot of enemies have decent defense so this can
really help out. Nephenee could probably make good use of this
skill but she'd have to lose Wrath in order to learn it so I
wouldn't advise ditching Wrath. If you are using a General
then I would definitely consider giving them this skill. Its
activation chance equals skill as a percent.
Roar:
Cat, Tiger, Lion
Roar is its own separate command that you can choose when
next to an enemy. If it works it will stop an enemy from
moving for a turn. So why would that be useful? Well it really
isn't and I wouldn't advise wasting an Occult to learn it.
Giffca does come with this skill, though, but if you choose
to use Giffca I still wouldn't use this skill at all.
Sol:
Paladin, Valkyrie
Sol restores health equal to the amount of damage done if it
activates. Paladins tend to take a fair amount of damage if
you are using them a lot so this skill can help keep them
alive and well. Basically if you are using a Paladin a lot
then I would probably give him this skill. Sol's activation
chance equals the character's skill as a percent.
Stun:
Falcon Knight, Wyvern Lord, Princess Crimea
Stun will sometimes activate after you attack and will prevent
the enemy from moving for a turn. The enemy will still be able
to attack anything next to it though. This skill doesn't
activate too often and even if it does it's not very useful.
I wouldn't waste an Occult on this skill. Its activation
chance equals skill/2 as a percent.
Vortex:
Crow, Raven
Vortex can be activated by choosing the command when you are
a space away from an enemy. It is basically the wind tome so
it won't do too much damage. Only Naesala has this skill and
no one else can learn it. Therefore it'll only come in handy
if you choose to use Naesala on the final chapter.
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Frequently Asked Questions [FEFAQ]:
1. Are Roy and Marth in this game?
NO.
2. Is <insert name here> good?
Possibly, just look at what I say about the character and decide for
yourself. Stat increases are random, however, so it is hard to say
that a particular character will always be good or bad.
3. Are arenas in this game?
No, there is now bonus experience instead.
4. Is there dark magic in this game?
Nope :\ .
5. Where are the armories/shops located?
They are no longer in the maps. They are now in your base. Just go to
outfit then select a character and choose "Shop".
6. When can I use bonus exp/buy items/forge items?
At the beginning of each chapter starting with chapter 8.
7. What is <insert skill name here>?
It is an item that will give your character that particular skill.
For more info on skills check out the skills section of this faq.
8. What does Occult do?
It can be used on any promoted unit. It will give them their class's
special skill. In example Ike will learn Aether, while Volke will
learn Lethality from it.
9. Why can't I find my Occult scroll when I try to assign it to a
character?
The skill will not be listed as "Occult" but will instead be listed
as whatever skill the character can learn from the Occult scroll.
10. Where are all the class changing items?
Characters no longer need items to class change but will instead
automatically class change when they reach level 21. However, if you
want to class change someone earlier, there are 3 Master Seals that
could be used.
11. Why can't my Ike promote?
Ike promotes automatically as a story event at the end of chapter 17.
12. Why can't my Volke promote?
Volke automatically promotes if you rehire him at the end of Chapter
19.
13. Why can't my Sothe promote?
Sothe cannot promote..... ever.
14. Can I kill the Black Knight?
Unless you are on chapter 27, no.
15. What does the Knight Ring do?
It is an item that can be equipped to a character. It will allow a
non-mounted unit to be able to use any of their remaining movement
after attacking an enemy, just like the mounted units can move after
attacking.
16. Why can't I remove a character from my party?
Characters that are listed in green cannot be taken out of your
party, while characters in red cannot be put into your party. Ike
remains in green for the whole game while a few other characters get
listed in green for a couple chapters. For the first few chapters the
game will not even let you alter your party at all.
17. What is this "Triangle attack"?
It is an attack that can be performed by Boyd, Rolf, and Oscar if they
are all promoted and can use bows. You also need to have read the 2
conversations between them at your base in chapters 13 and 19.
Position these three characters around an enemy and have one attack to
perform the move. Here are drawings to help illustrate where everyone
needs to be (any 1 of these will work):
____________ ____________ ____________ ____________
| | | | | | | |
| O | | O | | | | O |
| | | | | | | |
| O X O | | X O | | O X O | | O X |
| | | | | | | |
|____________| |_____O______| |_____O______| |_____O______|
____________ ____________ ____________ ____________
| O | | | | | | |
| | | | | | | |
| X | | O | | O O | | O |
| O O | | X O | | X | | O X |
| | | O | | | | O |
|____________| |____________| |_____O______| |____________|
Note that it does not matter which brother is where or who attacks but
each brother must be one space away from the enemy and position the
first two having them wait and attack with the third. (Makes sense
since they attack with bows.)
18. Wait isn't there a Falcon Knight triangle attack?
I have heard now that if you made Marcia into a falcon knight and have
Tanith and Elincia they will have a "Holy Knight" conversation in base
at the beginning of chapter 28. Then they will be able to do their
own triangle attack with swords. Hero of Nobody has now confirmed this
to work. You just have to read the conversation between them and then
perform the attack like the brothers' triangle attack except using
swords this time and without spaces between your units and the enemy.
19. Is this game different depending on which level of difficulty you
pick?
As far as I know, the story is the same for each difficulty. Easy and
Normal modes are basically the same but you get a little less
experience in normal mode. Hard mode has more enemies on some of the
maps and there are a couple fog of war maps. You also get a lot less
experience in hard mode.
20. Didn't your name used to be...?
Yeah, I changed my name from skb007 to Ask_B_007 because the letters
skb are for a completely different game that has no relevance to my
FAQ work. So I changed skb to Ask_B since my friends have told me it
sounds better and my real name does start with a B.
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Some interesting/cool things [FEINT]:
1. If you want a normal weapon but with a different name and/or color
just forge the weapon you want. Don't change it's stats but instead
just change the name and/or color because changing these do not add
to the price. In this way you can have different colored weapons for
the same price as the normal ones in the armory.
Also, if the armory doesn't have a basic weapon that you want you
could get it at the forgery instead. So say you need an iron sword but
the armory currently doesn't have it, just go to the forgery and get
the sword there.
Be aware, however, that you can only visit the forgery once per stay
at your base.
2. Tanith's level 10 stats:
hp 32 sp 24
str 16 lck 18
mag 10 def 15
skill 18 res 13
A level 1 Falcon knight's stats brought in by reinforce:
hp 31 sp 25
str 17 lck 15
mag 6 def 15
skill 23 res 17
Tanith can bring in a better unit than herself. Too bad you can't
switch them and keep the reinforcement throughout the game :D .
3. So Greil is called Sir Gawain and he fights the Black Knight. Hmmm
kinda reminds me of something..... Oh yeah, the story of Sir
Gawain and the Green Knight.
4. Skills can end up activating against doors if you try to break them.
Yes, that's right Aether could actually activate against a door :D .
5. David Chang has pointed out to me in an email that "the spell
Nosferatu is also the name of a vampire. This explains why when you
damage an opponent, you heal yourself."
6. Anthony has reminded me in an email that this is not the first Fire
Emblem game to have a sword with the word "Katti" in its name. The
first two swords were Lyn's "Mani Katti" and "Sol Katti" in Fire
Emblem 7. The series did not add in a "Katti" sword in Fire Emblem 8
but brought the sword back with the "Vague Katti" in this Fire Emblem
game.
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Radiant Dawn Notes [FERDN]:
Fire Emblem: Radiant Dawn is the sequel to Path of Radiance, and as
such, it allows you to transfer data to it. However, as of now, only
normal and hard mode epilogue save files can be used. Also, you must not
even have any form of an easy mode save on your Path of Radiance file
or the game will freeze up.
Now onto what actually transfers:
First, you can get stat bonuses for your characters. If a character
reached level 20 of their final class and capped a stat (or more) then
they will receive a fixed bonus to that stat (or stats) in Radiant
Dawn.
The Health stat bonus is +5 while strength, magic, skill, speed,
defense, resistance, and luck get +2.
Some special cases, however, are Danved, Calill, and Sothe.
Danved will get all of the bonuses from Devdan since they are actually
the same person.
Calill will receive her own bonuses and any bonuses that Largo would
have received since he is not playable in Radiant Dawn.
Sothe will receive his exact stats from this game if he reached level
20 even if the Path of Radiance stat is lower than the base stat in
Radiant Dawn. Also, since his resistance cap is lower in Radiant Dawn,
if his resistance in Path of Radiance is 15-20, it will be 15 in
Radiant Dawn.
Since you can get stat bonuses from transfering, some characters become
more important to level up in Path of Radiance. Sothe, for example, is
one of the main characters in Radiant Dawn so this may actually
give you a reason to level him up in Path of Radiance.
Next are the weapon rank bonuses. If a character's weapon type reached
C to S rank then there will be a weapon experience bonus given in
Radiant Dawn. The bonuses are 40 for C rank, 80 for B, 120 for A, and
160 for S.
Now onto Supports. Support conversations on a Path of Radiance epilogue
file can be viewed in the support library once you create a new
Radiant Dawn file using the Path of Radiance data. Also, 'A' level
supports in Path of Radiance will become bond supports between the
characters giving a +5 to critical and dodge.
Last, we have Coins which were previously thought to be useless. Now
any coins from the Path of Radiance epilogue file will transfer to
Ike's convoy at the beginning of Part 3. They now can give bonuses
to forged weapons.
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Legal [FELEG]:
This FAQ/Walkthrough is copyright 2006 Ask_B_007.
Sites with permission to host this FAQ:
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www.neoseeker.com
www.1up.com
www.supercheats.com
If you want permission to post this faq on your site or use portions
of it for non-profit email me at
[email protected] and I will
probably give you permission.
Sites known to be stealing this FAQ:
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This site has never received permission to use my FAQ and has instead
chosen to steal it. If you are reading this FAQ from cheatindex.com
I request that you never visit that site again but instead use one
of the sites that have received my permission. All of those sites are
much better at providing accurate up-to-date information anyways...
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Thanks [FETHX]:
Thanks to the sites that are hosting this FAQ.
Also, thanks to everyone who helped make the Fire Emblem: Path of
Radiance game.
Thanks to ThunderMan for pointing various info out to me and for
doing a turn-by-turn guide for chapter 10 which I ended up having to
redo :\ .
Thanks to those who have emailed me with various useful info.
Also, thanks to Xereth for making me rethink my position on laguz.
And of course, thanks to you for reading this.
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