Fire Emblem: Shadow Dragon/Walkthrough

[CHANGES1] IMPORTANT NOTICE!! [CHANGES1]

This guide was written for the EU version of this game. Many readers play the American version, and thus, find my guide confusing due to changed names.

Here's a list of changed names:

Characters __________

Shiida = Caeda (probably the least guessable) Nabarl = Navarre

Key Terms _________

Akaneia = Archanea Medon = Macedon Doluna = Dolhr

Classes _______

Chameleon = Freelancer

I hope this section has clarified many previous confusions in my guide. Note that I will place notices in various places to maximize the chance of a reader finding it. ______________________________________________________________________________

-_-_-_-_-_-_-_-_-                             Table of Contents _-_-_-_-_-_-_-_-_

You can search for the section you can by putting the code in the []. To search for a chapter in the game, type in

CHP(insert chapter number here).

For example, CHP7 will forward you to Chapter 7.

Note: Gaiden Chapters have their own section [2C]. Prologue is [CHP0]. ENDGAME (final chapter) is [ENDGAME]

1. Beginning A. Introduction [1A] C. Game Modes [1C] D. Basics [1D] E. Hard Mode [1E] F. Houses/Dialogue Format [1F] G. The Forge [1G] H. Highly Recommended Party [1H] 2. Beginning-to-end Walkthrough A. Prologue [CHP0] B. Main Chapters (To search for the main chapters, see above). C. Gaiden Chapters [CHPGAID] Foreword [CHPA] Recommended Party [CHPB] Before Chapter 6X [CHPC] Chapter 6X [CHPC1] Before Chapter 12X [CHPD] Chapter 12X [CHPD1] Before Chapter 17X [CHPE] Chapter 17X [CHPE1] Before Chapter 20X [CHPF] Chapter 20X [CHPF1] Before Chapter 24X [CHPG] Chapter 24X [CHPG1] 3. Hard Mode (***** difficulty) A. Introduction [3A] B. Differences [3B] C. Main chapters (to search, just type in HM1 for Chapter 1. END111 for last  chapter) SO FAR I HAVE COMPLETED THE FIRST THREE HARD MODE CHAPTERS. 4. Lists E. Event Recap [4E] 5. FAQ [5A] -_-_-_-_-_-_-_-_-_-			    Beginning _-_-_-_-_-_-_-_-_-_

-_-_-_-_-_-_ Introduction [1A] _-_-_-_-_-_-

Welcome all to my guide. This is OboeDude's fifth written guide and his first complete walkthroughs! (Rest were Mini-FAQs).

THIS GUIDE WILL CONTAIN SPOILERS!

I hope you endured the attempted ASCII art above, I am relatively new to making them.

As you [might] have read above, this game will cover pretty much every corner of this game. There is a few excepts (Nintendo WFC details)

The Force tells me you are impatient, let us begin!

-_-_-_-_-_ Game Modes [1C] _-_-_-_-_-

Game Modes are split into two sections: main game and extras.

Main Game: The main storyline. Basically, the bulk of the game. The main thing to note here is that you choose between Normal and Hard Mode.

Extras: There are some extra features here:

1) You can erase data here 2) Online Nintendo WFC (and wireless too) - there are two real features of this. First, you can loan and receive characters. I would think that you can't use them in the main game, only online.

You can also fight with friends and others. Note: I don't do WFC online for DS. I will need help from others to explain. For now...

According to the description, you have an army that runs around and tries to capture various castles. Your opponent has an army too and there are two ways to win this game:

1) Kill everyone else 2) Capture the most castles in the time limit.

-_-_-_-_-_- Game Basics [1D] _-_-_-_-_-_

You are given an army of (insert amount of characters here) to defeat the enemy To finish a map, you have to usually defeat the boss and "seize" (with Marth) the spot he was on.

There are various terrains that offer their own bonuses. Forests are pretty common and give a bonus in avoiding attacks. Other terrains include hills and mountains, some of which are special in that they hinder troop movement.

There is gold in this game also, you get it from selling items and chests. Enemies DO NOT drop gold. There are also a set amount of enemies for a map, it isn't randomly generate battles.

There is a weapon triangle, between the three: swords, lance, axe. They offer small bonuses, yet unlike other games, this game doesn't really make swords superior to axes by a vast amount.

It goes:

Sword >>> Axes Axes >>> Lances Lances >>> Swords

Each character (and enemy) have a class, such as Mercenary or Fighter. They have their own weapon skill, a mercenary for example can only use swords. He can't use axes to fight, only swords. Only a few unpromoted units can use two different weapon types (Cavaliers)

A unit can "promote" to the next class by using an item called the Master Seal. An archer will be promoted to a powerful sniper. A mercenary becomes a Hero.

These promoted classes are stronger than the unpromoted and often can use two weapon types (ie, lances and bow).

Each character has its own stats (short for statistics). They grow each time you level up. To level up, you need to gain 100 exp. Exp (short for experience) is gained by killing enemies. Harder enemies give more experience and bosses tend to give a full level. Note that promoted classes level up slower.

Characters will die if they reach 0 health. Once they die, they are gone forever. You can't get them back. (Well, you technically can get ONE unit back in chapter 24, but nevertheless, it isn't worth it since the unit will be seriously underleveled)

Going back to stats, they increase pretty randomly. Sometimes, you won't even gain any stats and sometimes you'll gain in all but two stats. Some characters have better "stat growths" then others. However, stat growth is still mostly determined by a game function called RNG (Random Number Generator).

Sometimes you get good stat growths from the RNG, other times not so much.

There are different stats. Strength, Magic, Skill, Spd, Lck, Def, Res... Most of them are self-explanatory:

Strength, Magic: (Depends on what class you are) Affects how high you hit.

Skill: How often criticals are.

Spd: How well you avoid enemies.

(The following was found on serenesforest's great combat equations)

Lck: Affects critical avoid rate and a little bit on accuracy and avoid.

Def: Reduces physical damage

Res: Reduces magic damage.

In battle, there are five different unique structures:

1) Village: Gives you items such as gold or units. Must visit with main character. Sometimes gives weapons 2) House: Gives tips. Nothing else. Can be visited by any unit 3) Armory: Sells weapons. Can be visited by any unit. 4) Shop: Sells magic such as Blizzard and Heal. Also has potions like pure water. 5) Fort: Heals your character at the beginning of the Player Phase.

There are also some more unique objects:

1) Door - Obstructs path. Must use thief or Door key to get by. 2) Chest - Contains useful item. Must use their of use a key.

One last thing: I mentioned DANGER zone once. Might as well explain here.

DANGER zones can be accessed by hitting X in battle. They show where all the enemies can move, the boundaries. It is useful in planning how far to move a unit to lure in the enemy.

That should be good enough for the basics of basics, read the game's tutorial if you REALLY can't figure it out.

-_-_-_-_- Hard Mode [1E] _-_-_-_-_

As many of you might have noticed, this guide does not cover the hard mode part of this game.

The Hard Mode is the same game as the Normal mode, same story. The only difference is the insane difficulty added onto the characters. There are five different difficulties in Hard Mode, ranging from * to ***** (with ***** being the most difficult).

I do intend on eventually writing a ***** guide, but I wish to first adding on and making my Normal Mode section improved.

Please note that I am extremely open to H5 (Hard Mode *****) help and advice.

-_-_-_-_-_-_-_-_-_-_-_- Houses/Dialogue Format [1F] _-_-_-_-_-_-_-_-_-_-_-_

I find it prudent for this guide to relate the various dialogue that occurs in this story. The format is as follows:

(for Dialogue)

--- DIALOGUE

[insert dialogue from Character1 here] [insert dialogue from Character2 here] [insert dialogue from Character1 here]

(insert action such as Character 1 leaving)

[insert dialogue from Character2 here]

END DIALOGUE ---

These sections are separated by two spaces before and after to make reading easier.

For houses, I will summarize what happens tips the people give you at the beginning of the chapter. It will look as follows:

--- HOUSES

1) [insert useful tip] 2) [insert not-so-useful tip] 3) [insert obvious tip] 4) [insert not-so-obvious tip]

END HOUSES ---

As you can see, it should be easy to read and distinct between the regular text

-_-_-_-_- The Forge [1G] _-_-_-_-_

Starting when you are able to prepare before battles, you can access a forge feature via "Armory" >>> "Forge".

Basically, you pay gold to upgrade a certain weapon. This is useful in helping weaker characters out at the beginning.

There are different stats you can upgrade:

Mt (Short for might - thanks to Johnny D): Upgrades how much you can damage.

Hit: Upgrades how often you hit.

Crit (short for critical): Upgrades how often you land a critical.

Wt (Short for weight): Changes how hefty a weapon is, a less heavy weapon lets the user hit x2 instead of the regular one hit.

First, you have to pay the initial cost. This depends on what type of weapon your unit is holding. It also depends on the type of weapon (Bow, Sword, Axe)

Note: Devil Weapons cannot be forged. Firestones cannot. Also, items like the Parthia cannot be forged.

Also note that the price does not change if you are forging an item with only 1 durability compared to if you forged it with 30 durability.

Here are the initial costs: (thanks to serenesforest since I honestly wouldn't have figured this out myself - note that I don't copy it exactly)

Note that this below chart is pretty useful for when I explain it later.

Bow --- Iron - 440G Steel - 770G Silver - 2100G Killer - 1600G Longbow - 2000G Brave - 2400G

Axe --- Iron - 320G Steel - 700G Silver - 1600G Hand - 540G Killer - 1400G Hammer - 1100G Poleax - 1050G Brave - 2100G

Sword - Iron - 400G Steel - 875G Silver - 2000G Rapier - 1120G Armorslayer - 1000G Wyrmslayer - 1200G Killing Edge - 1500G Levin Sword - 1600G Wo Dao - 1400G Brave - 2400G

Lance - Iron - 480G Steel - 980G Silver - 2200G Killer - 1800G Ridersbane - 1200G Javelin - 750G Wing Spear - 1120G Dragonpike - 1350G Brave - 2700G

Magic - Fire - 300G Thunder - 420G Blizzard - 690G Bolganone - 1690G Elfire - 1260G Thoron - 2100G Swarm - 2500G

Here it is:

--- Base Value/2 (refer to above) + ((Decimal upgrade) X Base Value) = Cost ---

Here is the way the upgraded stats are worked out. You have to refer to the next chart:

50% - 1 Mt/5 Hit/3 Crit/1 Wt

150% - 2 Mt/10 Hit/6 Crit/2 Wt

300% - 3 Mt/15 Hit/9 Crit/3 Wt

500% - 4 Mt/20 Hit/12 Crit/4 Wt

750% - 5 Mt/25 Hit/15 Crit/5 Wt

1050% - 6 Mt/30 Hit/18 Crit/6 Wt

1400% - 7 Mt/35 Hit/21 Crit/7 Wt

1800% - 8 Mt/40 Hit/24 Crit/8 Wt

2250% - 9 Mt/45 Hit/27 Crit/9 Wt

2750% - 10 Mt/50 Hit/30 Crit/10 Wt

Most of you are probably wondering what the above section was all about. Well, simply put, you need to refer to the top chart for each upgrade you make.

That means that if you upgrade the damage, hit rate, and critical, then you need to refer to the above chart three times. Basically, just find the % for all three stats.

For example, if I am forging a weapon and making it have +1 Mt, +10 Hit, and +3 Crit, then I will find the three %s: 50%, 150%, and 50%.

Then, you need to make them into decimal form them add them together. Taking my example above, I get:

0.5 + 1.5 + 0.5 = 2.5

This number is the cost for the upgrade (called the decimal upgrade in the equation).

Let's put this to example. Say I am forging a Silver Sword for +1 Mt, +50 Hit, +27 Crit, and -4 Wt. Here are the steps:

1) I find the base cost of a silver sword. 2000G. 2) I refer to the charts and get the four %s. In order: 50%, 2750%, 2250%, 500% 3) I convert them into decimals. In order: 0.5, 27.5, 22.5, 5. 4) I add them together to get 55.5. 5) Plug in the equation:

2000/2 + ((55.5) * 2000) = 112,000

-_-_-_-_-_-_-_-_-_-_-_-_ Highly Recommended Party [1H] _-_-_-_-_-_-_-_-_-_-_-_-

The following is a list of units that I will recommend using/looking into. THEY ARE IN NO PARTICULAR ORDER!

1) Wolf - This character is amazing. Just simply, his stats growth outplays the fact that he even comes later. He starts out pre-promoted, but seriously, his stats still beat most characters.

2) Abel - This Cavalier is one of the most reliable. I know that at the higher levels, I can send him to lure in a unit without getting killed.

3) Frey - Just below Abel, he matches well and can be described like Abel. High strength gain rate, making him a powerhouse.

4) Marth - Necessary obviously. But he is strong on his own and can fight decently.

5) Shiida - Once she gets to those higher levels and is promoted, she will be a monster with lances. Good movement rate too.

(Called Caeda in American version)

6) Merric - His proficiency with magic is astounding. Rips knights to shreds. Only problem is his defence.

7) Gordin - I explain this in the section you get him. He isn't weak. Give him a chance to prove himself as a sniper and you won't regret. Of course, charac- ters like Wolf outclass him if you unlucky with stat gains. Still, he makes for a good pre-Wolf game character and a great sniper if you are lucky.

8) Lena - Healers are always necessary in your party and she is like one of the earliest, yet best healers you will get. Enough said I believe.

9) Nabarl - His low defence makes him questionable in making this list. However, the myrmidon lovers won't find a better one to use than him. Critical hits are often and once he becomes a swordmaster, he will tear through almost any unit, generals included.

(Called Navarre in the American version)

10) Sedgar - I personally never used this character. I chose between Wolf and Sedgar and stuck with Wolf. Though I heard that Sedgar is just as good as Wolf so I decided to add him to this list.

11) Beck - Strong ballista. Due to the nature of this game, ballistas have many weapons that let it kill various units. First, Beck can destroy other ballistas Then, Beck can also kill all fliers with Arrowspatte. To top this off, Beck can even shoot through walls, and his range is incredible. Solid unit that is topped off with a good stat increase.

NOTE: As a general rule, units that come pre-promoted are usually inferior to those that do not. I do not recommend using any pre-promoted units other than Wolf and Sedgar (note that units like Beck and Marth cannot be promoted so they aren't considered "pre-promoted") and that Wolf and Sedgar are overpowered, so they make an exception.

Also NOTE that I do not encourage the early use of a Manakete. The first one you can possibly use in the game is limited to 30 attacks/counterattacks due to the 30/30 USE of the Firestone. This means that basically he is useless after he runs out of attacks, making him an unreliable character.

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-				Main Chapters _-_-_-_-_-_-_-_-_-_-_-_-_-_-_

-_-_-_-_ Prologue [CHP0] _-_-_-_-

"Long ago, Medeus, king of the dragonkin, conquered the continent of Akaneia beginning an age of fear and despair for all it's people. That tyranny was broken, however, thanks to a miracle. A young man hailing from the Altea region appeared with a divine blade in hand. He stood against the Shadow Dragon ,and struck him down. For some time after, the land enjoyed an age of peace.

However, after a century's passing, the Shadow Dragon returned. He forged an alliance with a fiendish sorcerer who sought to rule the world, and their combines might toppled kingdom upon unsuspecting kingdom. Again, darkness threatened to engulf the continent. It fell upon the king of Altea, sole descendant of the dragon-slayer hero, to sally forth with the divine blade and fulfill his blood destiny.

His son, Prince Marth, remained at home with the boy's mother, his elder sister ,and a garrison manned by Altea's neighbor and ally, Gra. Thus the boy applied himself to the ways of both pen and sword, until one day..."

The game opens in a musty castle corridor, Marth is walking to an exit when he is greeted by...

--- DIALOGUE

(Note: anything written in [] are comments by me.)

Soldier: Prince Marth... Are you awake? Beggin' your pardon, sire, but the princess has asked to see you. [Get used to the weird way they talk]

Marth: Elice? Is she all right?

Soldier: She seemed to be, sire, but her words implied a certain urgency. She bade you dress quickly and wait by the throne.

Marth: ...Has something happened?

Soldier: It's our forces off in Gra, sire. There seems to 'ave been some sort of incident, but... Well, I'm not privy to the specifics.

Marth: I see... Thank you. I'll be there shortly.

(Soldier leaves conversation)

Marth: My sister said she would meet me by the throne.

Marth: An incident in Gra... If Elice had news of our father, I pray it's good news...

END DIALOGUE ---

Welcome to the first battle of the game. If you are following this guide the whole way through (which is pretty much recommended), you should turn the tutorial off. You can always go back and read it by pressing A on any empty square and selecting guide.

Anyway, you are left in a seemingly empty hall. It's not going to be that way soon, but don't worry, just move as far as you can toward the throne.

Soon after, the enemies appear...

--- DIALOGUE

Enemy soldier: O'er there, that's him! Prince Marth!

(Marth enters conversation)

Marth: Wha- Who are you?!

Enemy soldier: We're soldiers of Gra, li'l prince. And if you know what's good for you, you'll surrender to us without makin' any trouble.

Marth: Surrender? But that's ridiculous... Why would I surrender to the army of an allied kingdom?

Enemy soldier: Meh heh heh... They don't tell you much do they? No matter. You'll 'ave the full story soon enough. Now...lay down your sword.

Marth: I will not. I am the prince of Altea. I will not yield to you or any other nation, here on my own land, under my own castle roof!

Enemy soldier: Heh, you talk big, brat. Have it your way. If you won't lay down your sword, then we'll just have to take your life instead!

END DIALOGUE ---

The hapless idiots move toward you. Don't worry about anything in this fight, the enemies are pathetically weak. Just attack the closest one with any weapon of choice (might want to save your Rapier for later).

On the enemy phase, you will be attacked by one guy. You should automatically kill him on your counter-attack.

Back to your turn, move close to the throne (as far as possible).

The next guy that attacks you is harder, it will take three strikes to kill him (that would mean two strikes of any weapon then another).

Anyhow, they won't do too much damage to you so don't worry. The next enemy is programmed to wait for you to cross through the small gap.

--- DIALOGUE

Enemy soldier: What? He is fighting back? I'll show him!

Marth: No! The throne... I have to get rid of him before my sister arrives!

END DIALOGUE ---

After that short scene, just go up to the throne and attack him with your weapon of choice. He should be dead soon after his counterattack. Seize the throne after. Choose "Yes" to proceed.

--- DIALOGUE

Elice: Marth, are you all right?

(Marth enters conversation)

Marth: Sister, what is happening?

Elice: Steady yourself, Marth. I have grave news. Our father was defeated by the Doluna-Grust allied forces.

Marth: What? No...

Elice: It was Gra. Our own ally betrayed us and struck Father's army from the rear. I am... I am not sure if he is safe. The scouts who returned gave confl- icting reports...

Marth: Father...It can't be...

Elice: As we speak, soldiers sent by Gra are trying to take the castle. Mother and I were separated during the escape. I do not know where she is.

Marth: .....

Elice: Marth, I need you to listen to me. You must flee the castle. Go on without me.

Marth: What?

Elice: We've not many soldiers left...This is hard to bear, I know, but the castle is lost. We must face that. I will look for Mother and join you as soon as I can. You find Jagen and get away from here- far away. Understand?

Marth: ...All right. But promise you won't be long.

(Marth leaves conversation)

Elice: Goodbye, Marth. May you live long...

END DIALOGUE ---

You are presented the opportunity to save here. Do so in any slot, then go on.

Two horsemen will approach you (allies)

--- DIALOGUE

Frey: Sire!

Marth: ...Frey! Abel! You're alive!

Abel: Yes, sire. Princess Elice bade us protect you. Sir Malledus stayed behind to accompany her.

Frey: Sire, we must be quick. Sir Jagen awaits us at the gates.

(Brief exit of dialogue, shows enemies appearing)

Abel: Blast! This will not do. How did Gra's soldiers ever make it this far?

Marth: Jagen and the others will be caught like mice...We need to seize the gates and secure the area, immediately.

END DIALOGUE ---

Notice: From now on, you have the choice of WHO you want to level. I will tell you who I WOULD level, but you don't have to listen.

If you, for example, favored Frey over Abel, just give Abel's weapons to Frey and put him in a corner. It is important that you make these sort of choices at times, you will fail if you try and level everyone evenly.

For now, I would keep both Cavaliers sorta balanced and Marth getting exp when the Cavaliers are tied up.

Right off the beginning, take one Cavalier and destroy the first soldier.

I would take Abel to do it, so Frey can deal with the far-left enemy. Remember the weapon triangle and use a sword instead of the lance.

Marth should just advance normally. Without warning, the enemy decides to talk

--- DIALOGUE

Enemy soldier: Now who's that who thinks they can sneak up on us? Ho ho... What's this? I spy the Altean prince. Oi, listen up, you lot! Bag the prince! Dead or alive, he'll fetch us as sweet a reward as the mind can conjure.

END DIALOGUE ---

The far-left enemy should counter-attack Frey and die because of it. One enemy troop should move forward and Marth will comment about the archers...

--- DIALOGUE

Marth: Hmm, they have archers... We need to take care they don't pick us off from afar.

END DIALOGUE ---

The next soldier should be taken by Abel. Steel sword should kill him in two hits.

Note: Even though it goes against the weapon triangle, sometimes it is worth checking it out to see if it works anyway.

After this, just advance Marth further. One archer should attack Marth, use Marth to take care of him (might take two turns) As for the other archer, use Abel. Use the Javelin and watch the enemy counter-attack and die.

After this turn, use Marth to finish off the archer, and use Abel to Javelin the boss to death (should only take one turn, he's that weak).

Seize the gate after.

A friendly Paladin by the name of Jagen will appear to talk...

--- DIALOGUE

Jagen: Sire, it gladdens me to see you in one piece. It's not safe for you here; we must be away at once!

(Cain enters conversation)

Cain (from a distance): Prince Marth! Where are you? Answer me, sire!

Marth (from a distance): Cain? ...That's Cain!

(Cain moves in closer)

Marth: Cain, you're supposed to be in Gra! Why have you returned without- Yow! Those wounds...!

Cain: Sire, it's really you...I feared the worst. That his message would go undeliv...Agh...

Marth: In that state, I don't know how you even stayed ahorse. Those gashes must be treated at once-

Jagen: No, sire. Not until we've escaped.

...Cain, I trust you can put off bleeding to death for just a while longer?

Cain: Of course, sir... I aim to please...

(screen flashes to a different conversation between Malledus and Elice)

Malledus: Princess Elice! The enemy is nearly upon us! Gather your things, quickly!

Elice: No, Malledus. I am staying here.

Malledus: S-staying here?! What madness is this?

Elice: Too many people have died to keep Altea and it's castle safe.

I cannot abandon what so many lives have brought. With Father and Mother unaccounted for, I am the natural choice to remain with Altea's people.

And besides, by staying, I can buy time for the rest of you to escape.

Malledus: Nonsense. Just gather your things, and-

Elice: Malledus. I am not suggesting. I am commanding. If something befalls Father, Marth will become the last person in the entire world worthy of wielding the Falchion. I want you to guide him, Malledus- even when the rest of us no longer can.

Malledus: Princess...I will try my best.

Elice: There's not much time. Go, Malledus. ...Go!

END DIALOGUE ---

Chance to save again. Do so then...you can either read the stuff written or you can skip. Either way I AM writing...

"Thus Prince Marth escaped Altea Castle with Sir Jagen and company at his side. However, this success would mean little to him once he learned the cost. The boy's woes were just beginning."

--- DIALOGUE

Marth: Cain, how are your wounds? You should rest.

Cain: These scratches? It's my pride you're wounding sire. ...Anyway, we must talk. There's a reason I've returned. ...Sire, I am...I am to deliver to you His Majesty's last words.

Marth: Last words? You don't mean...Father...

Cain: My condolences, sire. The king died valiantly on the fields of Gra. The traitors took from him the divine blade Falchion and gave no quarter to those of our soldiers who remained...

Marth: I...I see...So they're all dead. Father, too...

Cain: His last words were as follows:

"Tell my son that I leave the future of Altea and our continent in his hands. He must rise now where I have fallen. As Falchion's rightful heir, he has been born into greatness...Now...he must be great"

Marth: ...Father. I will try...

Cain: ...Sire, I...I cannot bear this! Failing to protect His Majesty...then leaving my brothers to die, slinking away like some coward...This indignity is too much to bear! One day I will repay them in kind. I will avenge the fallen...I swear it!

Marth: Cain, you speak for us both. When that day comes, we will punish them together: Gra, Doluna...all of them!

(Jagen enters conversation)

Jagen: Sire! We ought to pay a visit to these homes outside the castle.

(home flashes)

Jagen: Your countrymen love you; perhaps they have knowledge that may serve us.

END DIALOGUE ---

Alright, here comes a decision part. I would only keep two cavaliers in a party at any time. Choose between Abel, Cain, and Frey. Personally, I chose Abel and Frey since they already had exp.

Note: You will understand the importance of choosing two out of three in the second battle after this. Trust me for now.

Oh and automatically sit Jagen at the corner of the map. He is what they call a pre-promoted character, he comes to you as strong. For now he is extremely powerful compared to other characters (especially with his silver lance), but if you don't want to mess up your other characters, leave him doing nothing.

For the cavalier you decided you don't want, trade his equipment to other char- acters and then leave him sitting there.

There are four houses in this map. There is no penalty for not visiting a house but they do have valuable information sometimes.

Since this is a COMPLETE guide, yet I don't think it's necessary to write everything out, I will summarize the main points of the houses in each level. Note that this information was in section [1F].

--- HOUSES:

1) Don't rush hastily when attacking enemies. Sometimes it's better to lure in one enemy at a time.

2) Don't let Jagen get all the kills (even this NPC agrees with me) or you might be in trouble later

3) Forts (a terrain structure) will heal you.

4) Javelins and other long range weapons can...fight long range.

5) Weapons break when the number next to them reach 0.

END HOUSES ---

So anyway, starting next battle that has houses, the houses part will go to the top of a section.

Advance with our three characters (two Cavaliers and Marth). Use one cavalier to attack the soldier at the bottom of the screen.

After the first move, Jagen decides to interrupt:

--- DIALOGUE

Jagen: Look sire. Not all of Gra's might harries the castle. They've left soldiers here outside.

Marth: Elice will have no plans to escape...Let's seize that fort across the water. Perhaps we can quash enemy reinforcement at the source.

END DIALOGUE ---

One of your cavaliers that you sent will defeat another enemy. Two other enemies will move toward your position.

Use that same cavalier to attack the archer. Experiment with the different weapons to find one that will kill the archer in two strikes. That same cavalier will destroy the adjacent enemy when he attacks. Now, move that cavalier out of the way and let the other two characters get some exp.

Your other two characters, should easily defeat the enemies. Just focus on specific enemies (archers), retreat if you mess up, and remember that counter attacks are your friend.

Once you approach the bridge leading to the last two enemy (mages), Marth will make a simple observation

--- DIALOGUE

Marth: Mages...That will complicate things. They don't need to get as close to do us harm.

We'll need to approach carefully.

END DIALOGUE ---

Okay, so you're probably all confident from beating those easy enemies, right?

Well pay attention, mages in this game hit abnormally high. Lure the first mage in, then kill him. Watch out for you HP, they deal a hefty 8 damage.

Now, one of your characters is probably seriously hurt, take the other one and defeat the boss. Seize and...more dialogue...

--- DIALOGUE

Marth: There. That ought to do for the enemy soldiers around here. Malledus! Why aren't you with my sister? Did you leave her someplace safe?

Malledus: ...Princess Elice will not be joining us. She has elected to stay at the castle.

(Marth runs the way you guys came from and Malledus blocks him)

Malledus: Hold, sire! Where are you going?

Marth: Where do you think! [Should be a ?]

Malledus: Stop! Sire, consider for a moment why the princess would go as far as to lie to you to ensure your escape. Your sister knows that you are the future of Altea- nay, the whole land!

Marth: .....!

(flashes to Cain + Marth conversation earlier)

Cain: His last words were as follows:

"Tell my son that I leave the future of Altea and our continent in his hands. He must rise now where I have fallen. As Falchion's rightful heir, he has been born into greatness...Now...he must be great"

(out of flashback)

Marth: I'm...our future...

Malledus: Sire... You must live. Drink deeply now of these injustices; sip on these slights they serve. Remember them! One day you will lead us back here to avenge the fallen and reclaim Altea in their names [plural incident]!

Marth: ...Then it seems my life is no longer mine to hazard.

Malledus: In your veins flows the blood of a hero- the blood of Anri. You are a son of House Akaneia, and sole heir to Falchion- our only hope of defeating Medeus, emperor of Doluna. Sire, were't in my power, I would have you choose you own path...but I'm afraid your path has chosen you.

Marth: ......

END DIALOGUE ---

Save the game.

"Marth and his knights took refuge in a forest near Altea's borders, lying low while they waiting for the right chance to escape the kingdom. Before long, the enemy grew less watchful: the time to slip away had come.

Still, the prince could not quell the sadness in his heart for his sister Elice."

--- DIALOGUE

Malledus: Prince Marth. ...Sire? Sire! Are you listening?!

Marth: Huh? ...Oh. Malledus.

Malledus: Get ahold of yourself, Sire! I know how you grieve, but the Gra host that pursues us will not be interested. We must keep moving, and with all haste at that.

Marth: I...I'm sorry. These thoughts are hard to put aside.

Malledus: From here, we will cross out of Altea and begin our escape to Talys. I trust you are prepared?

Marth: Talys... I've heard the name. An island kingdom to the easy, isn't it?

Malledus: That is correct. The king there was a good friend to your father- and perhaps more importantly, a true friend. It was Princess Elice's wish that you seek refuge in Talys should things ever go awry.

Marth: Me, but no her...

Malledus: I've arranged for a boat to take us from the northeast shore. But to get there, we'll first need to cut through a prison to the north. I managed to come by a key to the premises. Let me hand it over.

(Obtain Door Key)

Malledus: Now, on the road, you may notice people who seem to be fighting for Gra against their own wishes. Before you resort to your blade, you should try talking to them first.

END DIALOGUE ---

So the battle begins, but first...

--- HOUSES

1) The enemy army is gonna own you bad. They're coming fast. 2) It is necessary to part with a person if it means getting a different char

END HOUSES ---

Alright, this is the map where you will have to use your character in...ways.

Defeat the first three troops.

After you end your first phase, the enemy in the back will talk...

--- DIALOGUE

Captain: Enemies south of the prison?

Enemy soldier: Yes, sir. Not many of 'em, but the scouts say they're a tough bunch all the same. And guess who's with 'em...

Captain: ...You're saying the prince is coming this way?

Soldier: Yes, sir. How ought we proceed? The main force 'as yet to arrive, and- to be honest, sir- we need 'em.

Captain: Bah! You're cowed too easily. We can win...if we set a trap [lol he calls what he about to do a TRAP? More like a mistake]

Soldier: Er...a trap, sir?

Captain: The prince of Altea will be ours.

Just do as I tell you, and we'll pluck this royal plum long before the main force can show up to steal all the glory. Heh...

END DIALOGUE ---

The enemies will finish their turn then the "trap" is set.

--- DIALOGUE

Ruffian: You! Inside!

Gordin: Grrrmph...

Ruffian: Heh. I thought Altea was the great 'ero Anri's kingdom! Didn't take more'n a couple of days to break you, now did it, Gaggles?

Gordin: Mmph! Arrumph!

Ruffian: What's the matter, Gaggles? Can't talk cause you're gagged, Gaggles? Ba ha ha! [horrible pun] I'll letcha in on a little secret. Altea's little princeling is on 'is way 'ere right this moment.

Gordin: .....!

Ruffian: Ooh, but sad for you, you look awful dangerous in the uniform... MISTER GRA SOLDIER! Ha! Soon as the prince sees you, 'e'll say, "Yow! It's an enemy ambush!" -and that'll be the end of you.

Gordin: Gugrrrmph!

Ruffian: Once the prince sticks you like a pig, we get to call him Marth the Tyrant, coz 'e kills 'is own countrymen [lemme tell you, this IS the trap that the captain mentioned...how lame]

Ruffian: Won't that be an 'oot! [No idea what 'oot is. A hoot? Is this like the 80s or something?]

Gordin: Rrrmph.

Ruffian: So long, Gaggles! Better start praying to your 'ighter deity of choice !

END DIALOGUE ---

Alright, that was a long distraction. Basically, just finish whatever is left of the two enemies then unlock the door and recruit "Gaggles" (jk, Gordin) with Marth. Note that you should get an iron bow from one of the enemies.

--- DIALOGUE

Marth: Yow! It's an enemy ambush! [Wow...just wow]

Gordin: Rrrgmph mrph!

Marth: Huh? You've been gagged? Here, I'll get that...

Wait, I know you! You're one of our archers, er...

Gordin: Gordin, sire! My name is Gordin. The enemy captured me and left me in this mortifying state.

Marth: I see. Well, I'm glad you're unharmed. But I'm afraid we cannot stay here a moment longer. Stay behind me and-

Gordin: I can fight, sire! If you have a bow I could use, I would be honored to fight at your side.

END DIALOGUE ---

Okay let me tell you, Gordin is considered to be weak. However, I do not consider him to be all that bad. For people who enjoy abusing stuff in the game, he can easily become a fantastic sniper (if you get lucky with his stat level ups). I recommend him to be in your party and to promote him at level 20 (which isn't hard to get if you abuse this game with like arena abusing)

--- Notes about Gordin

NOTE: THIS SECTION IS TO THOSE WHO ARE AT LEAST AT CHAPTER 10+. IF NOT, YOU MIGHT WANT TO CONSIDER SKIPPING THIS SECTION FOR LATER.

Some readers are wondering why I choose Gordin over, say Wolf? I prefer Gordin for his defence. He can lure in units without risking too much. For example, say that a recruitable unit is just one square away from being able to be recruited by Marth.

Instead of worrying about the recruitable unit killing my unit or my unit killing them, I can put Gordin there. He will take the light damage, and won't retaliate since he is an archer.

This isn't the only use for Gordin. Yes, he might be outclassed by a few units, but overall, he makes for a good character. Great boss owner if I might add.

Note: Readers might see Wolf's defence and compare them with Gordin's. They will probably conclude that Wolf isn't too far behind. However, this is easily flawed. Wolf comes as a pre-promoted unit. Of course a lvl 20 Horseman has just about or more defence than a lvl 20 Archer!

End note. ---

Give Gordin the iron bow you got.

Ouch, seems like the next turn the main army is back and really strong. Bunch of dialogue...

--- DIALOGUE

Jiol: Listen, men. Your target is the prince. Find the prince of Altea and bring me his head served on a shield!

(he leaves and conversation goes to Marth + Malledus)

Marth: Look there!

Malledus: No...Anri save us...Of all the places to be beset! Sire, that is Gra' s main force- and they are accompanied by the knights of Grust's Sable Order.

Our chances of routing them are slim, I'm afraid, and those of slipping away undetected afterward, all but nil...

Marth: Then we've no hope?

Malledus: I...I can think of one strategy. We could leave a decoy behind for when the enemy catches up.

Marth: A decoy?

Malledus: It's you they're after, sire. Were one of your men to stay behind disguised as you...Well, the enemy ought to take the bait. That would give you and the others time to escape.

(points at fort)

Malledus: One of your men must make for that fortress on the south highroad. He will act as a decoy by dressing as you and luring the enemy force away.

Marth: But Malledus, how will he find his way back to us?

Malledus: Sire...He may not. You must part with one of your comrades. There is no other way.

Marth: ...Well, I will find a way! You cannot expect me to agree to...to abandoning one of our own to a death at the hands of the enemy. Surely there must be another way...

(Marth leaves)

Malledus: Forgive me, sire...But this is our only chance. You know as well as I do that you must not die here today.

END DIALOGUE ---

Alright, you have it here in a nutshell:

The enemy is closing in and you need to get one of your characters as a decoy. It is unavoidable, there is no other way to finish this chapter since the door to the boss is locked. The knights will just keep advancing.

They are like invincible for your level. Even Jagen-the-overpowered paladin with a silver lance can't kill one.

Now, you must realize that YOU WILL LOSE your character that you put as a decoy You have one of two choice: the cavalier that you decided not to train OR Jagen since he is useless anyway.

Whoever you choose, take whatever weapons they might have and put them as decoy One line of dialogue will follow saying something like, "I won't fail you"

Note that the following is Jagen's dialogue (if he is chosen to be the decoy)

"Heh, these old bones are still good for something."

A cutscene will follow.

--- DIALOGUE

Enemy soldier 1: Look! It's...it's Prince Marth!

Enemy soldier 2: Oh yeah? Who's that, then? That bloke over there is dressed in the same clothes. Could be either of 'em.

(Jiol enters)

Jiol: Simpletons! Use your heads! [What kind of word...never mind] One of them ran; the other didn't. What does that tell you? Easy! The one who stayed behind is trying to buy time for the one who fled.

Enemy soldier: So, er...the one who took off it-

Jiol: The real prince, you idiot, yes! Hie, troops, after him! [Should read Hi or Hey instead of Hie] Put that craven whip to the sword!

(Whole army leaves)

Marth: (insert name of gone character)? Wait! (insert name of gone character)! Quickly, Malledus, we must head south and rescue him!

Malledus: No, sire. We have to press on.

Marth: Press on? (insert name) might be dying back there!

Malledus: If he is, then why would you be so selfish as to let him die in vain? Honor him, by allowing his life and his choice to mean something!

Marth: ...(insert name).

Marth: ......

Marth: ...All right. [that was a lot of pausing]

Marth: I will honor him. ...I will go.

(conversation moves to enemy)

Captain: The prince fled south? Bah! Seems the plum's fallen too far from our tree...

No matter. Open the north door! We can still crush the Altean rabble he left behind...

END DIALOGUE ---

The rest of the map is too easy to even mention, just defeat the enemies and the boss. Pegasus Knights will spawn to the left, use Gordin's arrows to win.

Anyway, visit the village with Marth...but wait! Malledus interrupts...

--- DIALOGUE

Malledus: Sire, there is a village over yonder. It's residents may be willing to help. Why don't you try paying them a visit!?

END DIALOGUE ---

Finally, go to the village get the steel bow.

Give the steel bow to Gordin when you get a chance. Then, just kill the boss with Marth's rapier and seize.

--- DIALOGUE

Draug: Prince Marth! Make haste, sir!

Marth: Draug, is that you? What are you doing here?

Draug: I recieved word from Sir Malledus to ready a vessel, that we might slip away discreetly by sea.

The enemy has crossed the border and closes in on us from the west; we cannot stay here. Hurry, sire!

(conversation goes to the main army with (insert name))

Jiol: This is...the wrong prince? No! You dare make a fool of me? Kill him! Make this faux prince SUFFER!

(insert name): Glory to Altea, land of my birth! Farewell, sire! Fortune protect you...

END DIALOGUE ---

"And so Marth and his knights left Altea, heavy of heart and bleary of age..."

If Jagen was the decoy, the following conversation will have Draug instead of Jagen.

--- DIALOGUE

Jagen: Look, sire. See how Altea shrinks on the horizon...

Marth: ..aven...

Jagen: I beg your pardon?

Marth: I am a craven. Powerless to save my sister, to staunch my kingdom's wounds; to ease my people's fears...

Jagen: This...was your only recourse, sire. But surely, one day, you will be able to set things right...

Marth: "Surely"? Why do words of such conviction smack so much of uncertainty when spoken? Note surely, Jagen. Assuredly. Gra will pay for their acts.

Today, though, all me to wallow in this pain, to feel every awful twist of it. I never want to forget.

Jagen: Sire...

Marth: I will return, Altea! Your prince will return to you one day!

END DIALOGUE ---

Save the game and get ready to begin the real chapters...

-_-_-_-_-_-_- Marth Embarks [CHP1] _-_-_-_-_-_-_

"Marth, prince of Altea, was lucky. Though Doluna took from him his kingdom and all but a handful of knights, they could not take his life. Marth lived, and made it to the eastern isle of Talys. Talys was a small border kingdom, with no grand order of knights to boast of, but its king selflessly gave Marth use of the isle's eastern fortress. And as he saw the boy shake with anger and grief, he also gave wise counsel:

"Prince Marth," he said, "I do not doubt you love your sister something great. But you must be patient...time is on your side. If you stay here, and grow stronger, a time will come when you can help her."

So Marth stayed in Talys, protected by its kind people, and the years went by..."

--- DIALOGUE

Jagen: Sire! You've a visitor from the castle. It's Princess Shiida!

Marth: Shiida, what is it? You look white as a sheet!

(IMPORTANT NOTICE: Shiida is called Caeda in the American version of the game)

Shiida: Marth, come quickly! It's the castle... Galder's pirates attacked from out of nowhere. They stormed the gates and cut down everyone in their path! I fear for my father's life...

Marth: Steady, Shiida. You did well to come find us. Altea's bravest knights aren't about to hand Talys to that flock of seafowl. Come, we'll make for the castle now!

END DIALOGUE ---

--- HOUSES

1) Enemy thieves will destroy any villages they see. 2) Some weapons require a high weapon level. 3) Keep fliers away from archers. 4) Keep high def units in the front to absorb blows. 5) There's a town that is run by a tyrant. (West of Talys) 6) There's a mage in the village right south of the castle.

END HOUSES ---

The battle starts thereafter. First, surround the thief to the south. Then, use Marth to go into the village and get 10000 gold.

Proceed cautiously when moving to the west, there are a healthy number of pirates ready to attack you.

The healer you get in the house south of the castle is really not a good unit. You get a much better healer soon, so save his Heal for now.

NOTE: If you don't like the following method, then you may just proceed like normal and get some exp for your cavaliers. There's nothing wrong with that, I just recommend getting a better unit early to help for people who are having trouble.

Now, comes the OPTIONAL part. You can opt to abuse Gordin (or any ranged unit) to make him 300% better than he currently is, or you can just continue.

In order to realize Gordin's true potential, abuse is necessary so go ahead and have a flier like Shiida buy 2 other iron bows from the armory.

Give them to Gordin then have Gordin sit two squares away from the boss.

Attack, you should hit 4 or 6 damage. He will heal back that amount just by sitting at his position.

You can keep attacking until your Gordin gets so good that he lands a critical and kills the boss in one shot. Easy way to make this process faster is to go into Options >>> Skip Enemy Act >>> All

Every time you end your turn, it won't show you any enemy attacks/movements. Normally this isn't good, since you want to see enemy movements. However, for this, you can spam A and Start to speed through battles.

So anyway, enjoy the free levels. I got my guy to lvl 10 before I landed a critical and killed him in one shot.

Another problem that might happen is that your speed, luck, etc will get so good start to do two attacks instead of only one. This will out-damage his heal rate. To fix this you might need to only attack every other turn just to let him heal.

NOTE: If you don't like this method, then you may just proceed like normal and get some exp for your cavaliers. There's nothing wrong with that.

--- BOSS: Gazzak

HP: 24 Weapon: Steel Ax Drop: Vulnerary

Beginning Quote: "The might of Altea, ye say, now? Har! Ye sprongs look t'be a mite short o'mighty t'me."

Death Quote: "Rrgh... Ye'll pay, dog..." ---

--- DIALOGUE

Talys King: Ah, Prince Marth! You have saved us in our hour of need. Please accept my thanks. Lad, I believe you are ready. If you wish to seek out allies in Aurelis, I will give you what soldiers I can to see your arrive there safely

Captain Ogma is a fine swordsman, brave and true. I know he and his fighters will serve you well.

Another thing...During your travels, you are certain to meet many who despise Doluna. Some may be hiding in villages; other may have been captured or forced to fight against their will or better judgment.

It falls upon you to find these individuals and win them over your cause. Understood, lad? Then go! The time has come! Be patient, steady, strong: I know you will do great things.

END DIALOGUE ---

Finally, save your game and let's continue.

-_-_-_-_-_-_-_-_-_-_- The Princes of Galder [CHP2] _-_-_-_-_-_-_-_-_-_-_

"One thing could always be said about Galder Harbor, the mainland port nearest Talys: it never had much in the way of riches, but neither did it have much trouble.

All that changed when a pirate crew fell upon the town and made it their hide- out. Here, in Galder, history records Marth's first steps toward freeing his homeland."

--- DIALOGUE

Ogma: Prince Marth, I am Ogma, a mercenary of Talys. The king has bid me and my three men join your army. Calvary has arrived from the west, flying Grust's standard. They mean to take your life, sire. Be careful.

END DIALOGUE ---

--- HOUSES

1) A pirate named Darros wants to join you. 2) Healing mages get exp every time they heal 3) Hammers beat heavy units (like Knights).

END HOUSES ---

Ogma and three fighters join you automatically. Choose between one of the three and give all the other two fighter's weapons to him (I chose the higher level 3 fighter)

Then, move Marth to the front of the bridge to the north. Darros, a recruitable pirate is there and he will automatically talk to Marth. He is a OK character, I just never found a place for him.

--- DIALOGUE

Darros: Ahoy, Prince Marth, I be Darros, a simple man o' the sea. I've had me fill o' the piratin' life, and now I be lookin' t'start anew.

what say ye? Make me yer matey, and I swear t'pull me load.

END DIALOGUE ---

Next, use Ogma to clear the two soldiers to the west (use his Steel Sword) The second one will attack you on the enemy turn and die in the process.

Then, move your characters via the lower-half of the map forward.

All the above can be accomplished in a time span of one turn (including enemy's turn).

Don't worry about giving exp to Gordin, only use him on tough enemies or if you are in a risky position.

Starting in this battle, you will see a glowing greenish circle in the ground. It is merely a save point in the middle of the game. You can save, then reload it if you mess up later. Move a character onto the circle and select Save to do so.

Also, do note that killing Thieves tend to give more experience than regular enemies. It is about 60 experience instead of the normal 30 at the beginning of the game.

Before, rushing, please watch and see Castor. He is an archer (if you refused to abuse Gordin last chapter use him or wait until later and get a unit like Wolf). You must use Shiida to recruit this character.

--- DIALOGUE

Shiida: Castor?! It is you, isn't it? Must even good men like you betray Talys now?

Castor: Princess Shiida? Oh...I'm sorry, but me mother's sick, and the medicine don't buy itself, see...

Shiida: So you agreed to fight for the pirates in exchange for coin...All right then. If it's gold you need, take mine. Here, this is all I have. Take it, and go to your mother's side.

Castor: But Princess...I betrayed you!...Ach, I've been a fool! Forgive me, Princess. Let me fight for you now. Me life is yours.

END DIALOGUE ---

A good Cavalier should be able to take out a majority of the pirates. Archers should be taken out first though, so as to protect Shiida.

The boss isn't anything special, you can just team him.

--- Boss: Gomer

HP: 27 weapon: Hand Axe Drop: Steel Sword

Beginning Quote: "The gall of ye, defyin' me crew! I'll put an axe square betw- een yer eyes! Ye ain't leaving here alive. I swear it on the rickety peg leg o' Shanty Pete!

Death Quote: "Augh...Fiends, ye be..." ---

Beat him, seize gate...

--- DIALOGUE

Villager: You have our gratitude, sire, for finally chasin' those pirates away. Now, as I hear it, you plan to march on to Aurelis...That'll take you right up through the Ghoul's Teeth.

With all due respect, sire, you're taking a great risk crossin' those mountains That's Soothsire territory. The Soothsires are fearsome bandits, always raidin' the villages and harryin' what travelers dare pass by.

And the swordsman with 'em- goes by the name o' Nabarl- he's a terror with a blade, so they say. If you go up there, keep your wits about you- or you won't come back down.

(IMPORTANT NOTICE: Nabarl is called Navarre in the American Version)

END DIALOGUE ---

Save the game, and it automatically continues...

-_-_-_-_-_-_-_-_-_-_ A Brush in the Teeth [CHP3] _-_-_-_-_-_-_-_-_-_-

"When journeying in from the borderlands, one particular peril would spring to mind: the Samsooth Mountains, whose gashing peaks rose up and divided the peni- nsula. Since before anyone could remember, the mountains had belonged to band- its, blights on the land whose acts of plunder, kidnapping, and arson knew no bounds.

Out of fear, their victims gave these peaks another name: the Ghoul's Teeth; while the bandits who ruled atop the Teeth's craggy crowns took a name as well: the Samsooth Sires, or Soothsires..."

--- DIALOGUE

Julian: Hey, c'mon, Lena, shake a leg! We need to get out of the Teeth, and we need to do it yesterday! Rumor has it the knights of Altea are at the foot of the mountain. We won't get a better chance. It's just a little bit farther. Stick with me.

Lena: Julian, I'm sorry...but I left my Mend staff back there. It's very precious to me...You go on ahead...Save yourself!

Here, I could use this Warp staff to send you someplace safe-

Julian: Uh-uh, honey. No can do. I didn't betray my boys back there so you could zap me on out of here alone. Forget the staff; I'll come back later and get it for you myself. All right?

Right now though, I need you to RUN. Tick-tack, now move that frock!

(screen zooms to Nabarl who has just spawned in the map)

Nabarl: .....

END DIALOGUE ---

--- HOUSES

1) Mercenaries have a good critical rate. 2) Skill affects critical. Spd affects hit rate. 3) Hunters are stronger than archers [not Gordin now!]. However, they lack def

You finally resumed control of your characters. First thing you want to do is move Julian and Lena south. Have a few ready units to defend the area at the bottom.

Marth needs to head to the village. You will get a Devil Axe there. Rest of the units left should head left and confront the enemy there. Shiida is needed to recruit Nabarl, so she must be part of the group defending the area at the bottom.

END HOUSES ---

--- DIALOGUE

Shiida: Nabarl! Since when does a swordsman of your caliber fall in with thiev- es and cutthroats?

Nabarl: What? Who are you? Fly away, girl, before someone decides to swat you.

Shiida: Please, Nabarl. Why fight for nothing when you can fight for something? Leave this rabble. Lend your sword to our cause. Or, if you will not, then turn it on me now instead.

Nabarl: ...Nay, I'll turn no blade of mine on a women. If you're willing to pay for my services with your life, then consider yourself the high bidder. My sword is yours.

END DIALOGUE ---

After a few turns worth, you should have cleared both areas of danger with your respective units. The myridon, Nabarl, is reliable and you should keep him unless you plan on going to the gaiden chapters.

Don't worry about his Killing Edge breaking, he will get another one shortly.

The boss is just another generic boss, nothing special or dangerous...

--- BOSS: Reynard HP: 27

Weapon: Hand Axe Drop: Mend

Beginning Quote: "Har. You must really want to die, comin' into the Soothsires' palace unbidden!"

Death Quote: "Arrgh...One day it'll be you!" ---

Seize the gate and...dialogue

--- DIALOGUE

Malledus: Sire! Would you look at this! Those rogues left 15,000 gold here when they fled! This money will buy plenty of new equipment for your army. Tommorrow is the day, sire, when we finally arrive in Aurelis. Be sure to rest up tonight.

END DIALOGUE ---

Just save and let's continue!

-_-_-_-_-_-_-_-_- Battle in the Lea [CHP4] _-_-_-_-_-_-_-_-_

"After a hard battle, Marth's Altean Army- for it had grown to be called such- set foot at least in the kingdom of Aurelis. However, joining his might to that of the Aurelians would have to wait.

As Marth descended into the vast green lea separating his troops from theirs, he heard a terrible sound: the galloping of enemy destriers, far away...then closer...Then far too close."

--- DIALOGUE

Malledus: Aurelis, at last...The enemy will have sent their forces to meet us.

Marth: Grust, Doluna, Gra..We're up against their standing armies, and we must brace ourselves for it.

Malledus: Sire, I believe it prudent that we start taking time to prepare our troops before each battle.

We should select the warriors best suited for the situation and outfit them with the right weapons and items accordingly.

Marth: All right, that's sound advice- I believe I'll take it.

END DIALOGUE ---

You will start out in a menu. First, go to Pick Units then choose all the units that you have decided that you don't like. Keep their name in grey. It is a bad idea to meet their unit limit in a battle, unless it is necessary. You do not want to have a team with balanced exp, all struggling later.

Then, exit this part of the menu and go to Inventory. Trade all the items between units and then you might want to check out the map. You can change the beginning spots of your troops by simply clicking on the two.

When you are ready, saving is a good idea. Then, hit Fight.

This battle looks intimidating at first. However, the enemies are easily killed Just watch your HP of your characters and don't leave a low def unit like Nabarl alone.

Before the battle starts, we have some dialogue from the boss:

--- DIALOGUE

Bentheon: An unknown army to the south? That must be the Altean princeling and his band of lickspittles. If they think we'll sit by and let them join forces with the Aurelians, then they have another think coming.

With this ridersbane, I'll litter the lea with their cavalry!

END DIALOGUE ---

--- HOUSES

1) Different weapons are made of different materials. Some are stronger than others, and thus need a higher weapon level to use. 2) Special weapons like armorslayer, rapier, and ridersbane give you a huge advantage. 3) Don't fight this boss with a mounted unit (cavalier ie) 4) Keys can unlock doors and even bridges! 5) Dracoknights are dangerously strong.

END DIALOGUE ---

First action you want to do is secure the thieves so as to ensure safety to the two villages. Then, you want to eliminate the small group of enemies to the right side.

Next, take some strong units and defeat the large group of enemies in your way.

Watch out for Matthis, a recruitable character, he is in the middle of the pack Recruit him with Lena. Dialogue is as follows:

--- DIALOGUE

Lena: Matthis? Is that you?

Matthis: Lena?! What are you doing on a battlefield?

Lena: I was attacked by bandits in the Teeth while tending to the sick there, and these people saved me. The real question is, what are YOU doing on a battle field- least of all this one!

Matthis: I'm not here by choice, sister of mine. Since you left, Medon has only gotten worse and worse.

They forced me to enlist- you know I hate warfare, but it was into the army or onto the chopping block.

Lena: Shame on you, Matthis. If you're going to fight, then at least fight for something you believe in. Medon has done terrible things: marrying their might to Doluna, helping them torment people...Brother, it's not too late. You could join Altea's forces. They're good people you know. Prince Marth would welcome you. They all would.

Matthis: ...All right, then. If I'm gonna to die, I'd rather die as one of the dashing than one of the dastardly. You know, Lena, you always were the reliable one and now you're all grown up...I thought for sure you'd have already settled down with your one true love.

Lena: T-true love? [lol]

I've...I've met no such man, Matthis [oh the implications...]

Matthis: Hmm, is that so? I'll bet you haven't... Well, you just be careful. There are plenty of thieves out there who would steal a girl's heart.

END DIALOGUE ---

Ouch, long dialogue. Anyway, just keep going and then enter the village to the far left to get Merric, the powerful mage. He has a special tome called Exca- lilbur. It deals some hefty damage and can only be used by him. Merric is an overall good character, just watch his HP since his defence is low.

There is a village to the right that has 5000 gold for the taking. Kill the healing mage with whatever character needs the most exp.

For the boss, just long range him to death. Speaking of boss...

--- BOSS: Bentheon HP: 22

Weapon: Ridersbane Drop: Ridersbane

Beginning Quote: "You can defy us, yes... But you will never defeat us."

Death Quote: "W...what...?" ---

After this, you have a choice. If you want, you can arena abuse characters or you can just continue.

Note: Using this method can get you a level 20 Gordin going into next chapter.

Basically, what you do is: position a healer and your character next to the arena.

Go into the arena and pay for the bid. Then, silently watch the battle. If you look to be against the odds, quickly press B before you die. You should bail out safely. Most of the time however, you will have a marginal win over the enemies. Just keep doing this and you can not only make gold but you can get much exp (for your healer too!).

Such a technique is called "arena abusing", a method used to make a FE game easier. Some people hold a grudge against it, but then again, it might be necessary to have your currently weak unit become a powerhouse.

Anyway, whether you decided to arena abuse or not, just seize the gate.

--- DIALOGUE

Elder: Prince Marth, you have our thanks for liberating the south castle. You'll find Captain Hardin protecting the king and the lady Nyna at the Northe- rn Fortress, located in Aurelis.

When you find him, please be sure to give him this silver sword.

(OBTAINED SILVER SWORD)

END DIALOGUE ---

Save the game, and let us continue!

-_-_-_-_-_-_-_-_-_-_ Champions of Aurelis [CHP5] _-_-_-_-_-_-_-_-_-_-

"Trace a line around the continent's north-eastern plains, and you have Aurelis This kingdom alone had somehow resisted Doluna's attempts to conquer it, but only by some miracle. By the time Marth arrived in Aurelis, much of its terri- tory had already been carved up by Doluna's ally Medon.

Still, the king's younger brother, Hardin, refused to give up without a fight. The people called him Coyote, and he intended to live up to the name. Since its founding, Aurelis and the holy kingdom of Akaneia shared close ties and months ago Princess Nyna of Akeneia had come to Hardin's aid. By his side, she had called on the people to fight- but few remained to answer.

Medon's finest soldiers were closing in. Nyna knew they were out of time..."

--- DIALOGUE

Hardin: Princess Nyna, I've spotted them! The Altean army is on the far side of the river.

Nyna: They're here? At last! Prince Marth has come for us!

Hardin: So it seems. Now, what say you we turn this battle around? I'm going to take my men east to join our might with Marth's. Together we will retake the castle. Stay here, my lady, and wait for the good news.

END DIALOGUE ---

--- HOUSES

1) The castle has lots of treasures :) Steal them with Thief [the ethical lessons for our youth...]

2) Save gold for the port map, it has good stuff in stores.

3) Reinforcements are gonna start pouring out of the forts.

END HOUSES ---

Once you finally gain control of your troops, you must notice that your army is split into two groups: Hardin's group and Marth's group.

Hardin's group is going to be hard pressed at the beginning. Even on normal mode, the enemies pose a challenge to some of the weak, relatively useless characters.

Marth's groups is relatively free, Wendell, a recruitable sage, is in the corner of the map. On the first turn, set us defensive positions for Hardin's squad (use the fort and forests) and advance with Marth's squad.

--- DIALOGUE

Wendell: Prince Marth, I am Wendell, a pontifex of Khadein, city of magic. Our pleas for peace have failed, and Khadein has been taken over by one of the other pontifices. His name is Gharnef, and he and the many mages who swear allegiance to him have allied themselves with Doluna.

Prince Marth, I ask you now: please lend me your help in thwarting his vile ambitions.

END DIALOGUE ---

The village in the north nets you a Firestone. Keep it, it's important.

Once you cleared all the enemies (which is an easy task), prepare for the harder one. Multiple reinforcements are going to spawn and attack.

I recommend using an archer like Gordin (or Wolf if you refused to use the arena and grind at Chapter 1) and two cavaliers for the other.

Shiida's Wing Spear makes quick work of the boss...

--- BOSS: Merach HP: 22

Weapon: Silver Lance Drop: Silver Lance

Beginning Quote: "Princess Minerva bade me guard this castle in her absence. You shall not take it so long as I stand!

Death Quote: "Heh... You think you've won, wretch? Far from it...

---

Seize the gate after, and let's continue! But first...

--- DIALOGUE

Aurelis King: Prince Marth, your arrival could not have been better timed. Please accept our gratitude. Princes Nyna of Akaneia is en route from the fortress. I am sure she will wish to meet you. The battle is not won yet, though: many of the enemy continue to hold out within the castle's halls. Stay wary.

END DIALOGUE ---

Save the game.

-_-_-_-_-_- Fire Emblem [CHP6] _-_-_-_-_-_

"After shattering Medon's main force outside Aurelis Castle, Marth next led his army into the castle's halls to liberate the kingdom. A number of treasures slept in Aurelis Castle's nooks and crannies but how to extract them before they could fall into enemy hands?

"Only a thief could open chests locked that tight," grumbled one of Marth's men.

"But we don't have any thieves with us. ...Do we?""

--- DIALOGUE

Emereus: What?! The rebels are inside the castle? Grrr...Very well! Armored units: intercept the intruders! Archers: defend the throne! Thieves, you go gather up the treasure while I make preparations to withdraw. You have your orders! Don't let those rebels anywhere near this chamber!

END DIALOGUE ---

This battle is going to be a fast paced battle. No time for idling. Take your best units, get your best weapons. For the first half of the map, let your strong units rush and kill the various thieves before they run off with the treasure.

Keep some units for the latter part, you can afford to take your time after. Remember to take a thief also.

There are no houses in this map, hence no houses section.

Start the battle when you are done. First, do note that there is a thief locked in the jail at the beginning of the map. Don't waste time on him now. He can be recruited with Marth later (don't worry, he isn't going anywhere).

Rush the halls with your fastest units, ie. Cavaliers. Back them up with Marth, Nabarl, Wolf/Gordin, and Merric. Make sure that no thieves even get close to getting away, the treasure is really good, especially the seraph robe.

At the bottom, near the throne, it is pretty packed and you will lose a char- acter if you aren't careful. Easy way to beat it is first, lure the units one by one. Eliminate them then lure another. Once you can't do that anymore while not risking losing a character, amass a small army. Figure out who is going to attack what.

For example, if I see two archers and a knight, I would think:

1) My mage, Merric, can easily take out the knight, let's position him to do that. 2) Archers can't fight back in close range, so let's get two cavaliers to kill them.

The boss is a pushover since he doesn't have any long range weapons. Use magic to beat him fast.

--- Boss: Emereus HP: 28

Weapon: Silver Lance Drop: Master Key

Beginning Quote: "Blast! They're upon me! Why didn't those idiot soldiers stop them?!"

End Quote: "Rrgh...Why...?"

---

After this, make sure you recruited Rickard in the jail. Dialogue is as follows

--- DIALOGUE

Rickard: ...Wow! Really?! A prince, you say? Thanks for sprinin' me! I'm Rickard. Just a small-time thief, mind you, but I've got big aspirations.

I broke in here to clean the place out, and instead it was me that got my cloak cleaned. Since you saved my hide, I guess the least I can do is lend you my services in return.

END DIALOGUE ---

Seize the throne.

--- DIALOGUE

Nyna: Prince Marth... At long last. I am Nyna of House Akaneia. 'Tis Akaneia's burden to protect the world of crisis- a duty I have striven to fulfill

But Doluna has laid waste to my kingdom, and now I find myself powerless to stop the world from falling into ruin. Marth... Please, pick up the banner where I have let it fall. Lead your might against Doluna, and free us all.

Marth: Of course, Princess Nyna. Altea swore fealty to Akaneia long ago, a vow we have always kept. And, as you know, it is in my blood- House Altea's blood- to destroy Medeus just as Anri did before me.

Nyna: thank you, Marth. Then let me give you this. This crest is called the Fire Emblem. House Akaneia bestows it only upon a true champion, one we believe has the power to save the world.

With it, you gain the right to open treasure chests across the land and wield the precious items within.

I know you will use them well. Never give up, Marth. Fight, until the day you restore light to our world.

(OBTAINED THE FIRE EMBLEM)

END DIALOGUE ---

Save the game. Note that if you have less than 15 units, you will go to Chapter 6X - see [CHPC1]

-_-_-_-_-_-_-_-_-_- Lefcandith Gauntlet [CHP7] _-_-_-_-_-_-_-_-_-_

"Aurelis was free, but Marth and his army- now known as the Akaneian League- still had much work ahead of them. They followed the Middleroad south, bound for Akaneia Palace- a perilous route, for it took them right into Lefcandith Valley and the jaws of trouble.

The countless fortresses lining the valley made it a veritable gauntlet and compounding the danger was the presence of the Whitewings, a knightly order led by Princess Minerva of Medon. It would be a fierce battle."

This battle will be relatively hard, but it is imperative as always not to take all your units. After all the items from last battle, you might need to sort them out.

When you are ready, enter the battle as normal.

--- DIALOGUE

Minerva: General Harmein, I cannot abide by these tactics of yours. Let me attack the rebels head-on, and keep my pride as a knight of Medon.

Harmein: Ah, you mean the same pride that cost us all those soldiers back in Aurelis? I think not, Princess. If we're to regroup, we need to buy time. My tactics are necessary. The emperor himself has named me commander of this post.

Either obey, or accept the consequences. Your little sister Maria is still under our word, is she not? What a shame it would be, if we decided we could no longer care for her...

Minerva: Enough! ...I will obey. But the Altean knights are smarter than you give them credit for. They will prevail here, and you will regret having acting so rashly, General.

END DIALOGUE ---

--- HOUSES

1) Minerva has a really strong weapon and it is decisively strong.

END HOUSES ---

Minerva will charge but WILL NOT attack. You can kill the archers around the gate, I would wait until she leaves before you continue to the village though.

Note that you can kill Minerva, with an archer, though this is unnecessary. You still can (interestingly) recruit her later, and killing her will make the three other pegasus knights fly off.

Defeat the other Pegasus Knights (the ones that rush you) with your archers then wait. When you see a thief about to unlock the gate, get Ogma or an able unit ready. Kill him and like one or two turns later Minerva says...

--- DIALOGUE

Minerva: Fie, enough! I have no stomach for such cat-and-mouse games. come, Whitewing! We fly! Hyah!

END DIALOGUE ---

Now, go and rescue the village to get a special unit. He needs a firestone to attack, luckily we got one earlier. Note that the character, name is Bantu, cannot attack without a firestone. I don't like him for this reason, since you don't even get another firestone until Chapter 17.

Rush downward, and you are promptly met with a solid 4 enemy reinforcement each turn. To cover them, do as follows:

1) Shiida use Wing Spear to kill one. 2) Magic + Nabarl + Wolf/Gordin for another 3) One cavalier 4) A different cavalier.

Once they die, this map has nothing left of a challenge...except the boss which can be beaten easily be a long ranged attacker.

He also can be abused if one of your archers can hit 1 damage with steel bow.

Anyway...

--- BOSS: Harmein HP: 31/31

Weapon: Silver Lance Drop: Silver Axe

Beginning Quote: "Curse Minerva and her pride! Grr, no matter. If I am to die here, then I won't be dying alone!"

Death Quote: "Aaargh... Traitors...every...where"

---

Seize the gate after.

--- DIALOGUE

Malledus: Prince Marth, I was wondering if we might talk about the Manaketes.

Marth: Manaketes? You mean the dragonkin?

Malledus: Yes, sire. I was not sure how much knowledge you had of the,. The Manaketes inhabited our continent long before the dawn of humanity.

However, ordinarily their raconic disposition stayed suppressed; their power sealed within special stones. Thus rather than terrorizing humankind, they chose to live simple, peaceful lives in the quieter reaches of the world.

However, a century ago, something changed. Medeus, the Shadow Dragon, surfaced in the Doluna region and created that would be a great empire there. His forces invaded the human realm, and in the blink of an eye, he had subject- ed all of the land.

Malledus: It was then, in that darkest hour, that a young man named Anri appe- ared, and rose against the Shadow Dragon. In his head was a shining blade of light- Falchion- which he plunged into Medeus- and the tyrant was no more.

Anri went on to found Altea- and the rest, I believe, you know.

Marth: Yes, Malledus... Is that what this was about? I do know my own kingdom's history. And I know what I must do, now that Medeus has revived and restored Doluna to its former might.

Malledus: You are Anri's last male descendant, the only one who can wield Falchion. You must find the blade that was taken, and put an end to Doluna and its misguided Manaketer rulers.

Marth: I will finish what my father started. I will avenge him, and bring light back into our world.

END DIALOGUE ---

Save and continue.

-_-_-_-_-_-_-_-_ Coastal Skirmish [CHP8] _-_-_-_-_-_-_-_-

"The League had reached Akaneian soil, so Marth gave him leave to recuperate in Port Warren, a harbor town known for commerce. Coin alone kept the town free they paid Doluna dearly in taxes to preserve their autonomy. Naturally, then, theirs was a warm welcome when the Akaneian League arrived.

Marth's soldiers were glad to rest there, nestled between mountain and sea but their joy was spoiled by news that the enemy was fast approaching- as harsh an awakening as a rock beneath the pillow."

This battle will be easy if you keep your low defence characters away. The enemy is bunched up in masses and their reinforcements are hard to quell all at once. Good archers like Gordin and Wolf are invaluable here, along with sturdy cavaliers. Using a knight like Draug as a blockade isn't a bad idea neither.

Note that you will get another knight on this map. You will also start with two more units from the start, a myridon and a mercenary.

--- DIALOGUE

Caesar: Prince Marth, I am Caesar, and this is Radd. We are hired swords in the service of Port Warren. Grust has gathered its knights by the fortresses to the north. It's dangerous for you to stay here. Thankfully, the eastern castle has been left almost entirely unguarded; that's the place to strike. Please be careful, sire. We'll be fighting with you all the way.

END DIALOGUE ---

--- HOUSES

1) Doluna is holding a princess of an allied nation hostage.

2) Lots of reinforcements coming out of the fortresses. Watch out.

END HOUSES ---

First of all, the two new units you get (Caesar and Radd) are pretty useless for this late in the game.

Their only use in this battle is to browse the shops/armory and bring the valuable items to trade to the units.

This battle has many valuable weapons that you WILL want to buy. Just for this section, I will list out the items sold...

--- SHOPS

Fire (25) - 300G Thunder (21) - 420G Blizzard (23) - 690G

Heal (20) - 800G Door Key (1) - 500G Vulnerary (3) - 360G

Iron Sword (40) - 400G Steel Sword (35) - 875G Silver Sword (20) - 2000G Rapier (28) - 1120G Iron Bow (40) - 440G

Iron Lance (40) - 380G Steel Lance (35) - 980G Silver Lance (20) - 2200G Javelin (30) - 750G Wing Spear (28) - 1120G

Iron Axe (40) - 320G Steel Axe (35) - 700G Hand Axe (30) - 540G Iron Bow (40) - 440G Steel Bow (35) - 770G

The Rapier and Wing Spear are a one-time deal, you can only buy one from these shops. They are good to get along with a decent amount of steel weapons. Silver weapons are costly and you should avoid them since you will get many in drops from enemies.

END SHOPS ---

On the first turn, advance your units carefully. Make sure Shiida is relatively in the front, she is needed to recruit the knight, Roger.

On the second turn, only move your units forward a bit. Let the enemies come and fight you. Next turn, you will be just the right distance to recruit Roger.

You have a choice now. You can either clear the right side first or the left side first.

The right side has more enemies. The left side is a good way to do something while getting your troops over.

Eventually, you will want to invade the right side (good exp). A good way to do this is to place a knight at the right house. The archers will crowd around trying to do damage, but your defence should make it do none. The horsemen will then proceed to rush forward.

Eliminate ALL the horsemen in one turn. Don't give them the chance to work with the archers to pose any unforeseen danger.

If you have chose to do the left path before the right path, there are three things to note:

1) Two cavaliers and one horsemen appear at the fort at Turn 10. This happens for three turns. Be prepared, or you risk a SERIOUS danger to your troops. 2) A few more rounds of reinforcements appear at a much later time. 3) You can use an archer like Gordin to sit at the mountain dividing the two sides. This will lure the two archers to their death.

If you chose to do the right side first, then the reinforcements will come shortly after you trigger enemy movement on the left side. There are also two sets of knights that spawn at roughly Turn 17 (assuming you took the right path first then the left path).

They make for good exp for Shiida and Merric. They are only triggered if you step in the proximity of the forts.

Now, for the relatively easy part. Boss time. Note that if you had tried to rush the boss first, reinforcements spawn automatically. Also note that reinforcements pop up when you attack him. They are limited, but to stop them the easy way, defeat the boss fast. Speaking of boss...

--- Boss: Kannival HP: 28

Weapon: Silver Lance Drop: Levin's Sword

Beginning Quote: "W-what are you doing all the way out here? Blast, I'm finish- ed...!"

Death Quote: "Long...live...Grust! Nngff..."

---

Seize the gate and let's continue. As always, dialogue...

--- DIALOGUE

Malledus: Sire, it's too dangerous to stay here. We must flee to Pyrathi. There are risks there, too- the Pyrathi king Mannu is said to be a descendant of the dragonkin, a Manakete. Still, we've no other recourse. We'll just have to take our chances... Keep your wits about you, sire.

END DIALOGUE ---

Save the game and let's go.

-_-_-_-_-_-_-_-_-_ A Wyrmking's Wrath [CHP9] _-_-_-_-_-_-_-_-_-

"Grust had caught the League unawares, forcing them to flee to Pyrathi. But the kingdom of Pyrathi seldom made contact with the outside world, and their king, Mannu, was wroth when he heard of the League's unexpected visit.

There were whispers Mannu was a dragonkin- rumors soon to be proved true."

For this battle, get a thief and your best cavalier ready for a fast-paced battle.

Anyhow, just take normal troops and let us continue.

--- DIALOGUE

Mannu: Interlopers! Barbarous filth! They dare dig their heels and hooves into this hallowed ground? I will kill them for this- one by one- then turn the crimson grass beneath them into their pyre!

END DIALOGUE ---

--- HOUSES

1) A chest holding a Wyrmslayer is in the eastern fortress. It is powerful in destroying a Manakete.

END HOUSES ---

The south side near the boss is infested with enemies. There are reinf- orcements spawning in the lower forts frequently. A thief threatens the village in the north and must be dealt with ASAP.

First thing you need to do is move Shiida and Marth as far right/north as poss- ible! It will take some extremely fast movements to save the village/another character.

If you find that Shiida is just too far away to kill the first thief, then plant her at the village entrance. She will make sure the village is safe.

At the village, you get...a sniper, Jeorge. Hehe, both Gordin and Wolf should easily top his stats right now.

The boss is a pushover as normal, my Wolf could destroy him in one attack. Of course, my other units could have beat him in roughly two attacks. I mean, c'mon, 23 HP only?

--- Boss: Mannu HP: 23

Weapon: Firestone Drop: Door Key

Beginning Quote: "Foolhardy humans, defying a Manakete king! Tremble now, and feel the last quickening of your heart!"

End Quote: "What...? Slain, by this fangless coward and his minions?"

---

You probably defeated the boss before the rest of the enemies, well at least I did. To finish up the map, just kill all the thieves with Shiida and watch the hunters. Then, route them with your cavaliers. Easy map. Seize the gate when you're ready.

Then...

--- DIALOGUE

Catria: Prince Marth. I am Catria, of the Whitewinged Order of Medon. I have come with a request from out mistress, the princess Minerva. She is planning to lead us against Doluna in rebellion; however, hero hands are tied so long as the enemy holds her younger sister, the princess Maria, captive. Will you resc- ue Princess Maria from their clutches, that my Whitewing sisters and I might join in your fight?

END DIALOGUE ---

Save the game and continue.

-_-_-_-_-_-_-_-_ Princess Minerva [CHP10] _-_-_-_-_-_-_-_-

"Not all of the League's soldiers took Catria of the Whitewings at her word. Some insisted her plea was a ruse, a trap concocted by Princess Minerva herself Marth doubted that, though; he had seen the woman in Lefcandith Valley, and she did not strike him as a sort of conniving menace his followers feared. As the brunt of Grust's might drew closer, Marth led the League to Castle Deil, deter- mined to attack the citadel and rescue the young Medonian princess, Maria."

--- DIALOGUE

Zharov: Princess Minerva, what brings you here? You've left your post: not very wise. Might I remind you, poor conduct on your part could have repercussions on how...comfortable...your sister remains.

Minerva: I am aware of my sister, thank you. ...I did not come to make trouble. Just let me see Maria, for a little while. She's only a child, General. Think of what she must be going through0

Zharov: Impossible, I'm afraid. She is a hostage. If your sister's well-being concerns you, then start following orders.

(Enemy soldier enters)

Enemy soldier: General! Grave news! The rebel army has been sighted east of Castle Deil!

Zharov: What?! Why in creation would the rebels come here? Blast...Order the Dragoons to sortie! And don't forget to send word to the main army. We need reinforcements!

Minerva: Rebels...? Then Marth has arrived...

END DIALOGUE ---

--- HOUSES

1) Three great people that once lived: Miloah (master of Aura), Gharnef (master of Dark Pontifex), and Gotoh (nickname of White Sage)

2) Minerva is a good person, pressured by her sister being threatened.

END HOUSES ---

First things first, you will want to make for the fortress. Not only does it contain Maria, the prisoner, it is a good place to hold a position against the reinforcements. The enemy thief will take an item from the chest. Make sure to kill him as fast as possible to regain it.

IT IS IMPERATIVE THAT YOU SAVE MARIA AS SOON AS POSSIBLE. Minerva will not join you until you save her. Really, just go save her then move Marth back to recru- it Minerva.

Here is Maria's dialogue:

--- DIALOGUE

Maria: Oh! You must be Prince Marth! (My, he's so dashing!) ...Thank you for rescuing me. Please be sure to tell my sister I am free. She'll be grateful for the news. Now then. Shall we be off? I'm coming with you, of course.

...No protesting! I wish to help!

END DIALOGUE ---

Wolf or some strong units (maybe Shiida if she is high level enough) can take the left side around and kill the enemy fliers.

The main army will spawn in around the time you rescue Maria (if you rushed as fast as possible to her jail cell that is). Minerva will follow them. You don't have to worry about Minerva attacking your troops, just position your troops in this way to defeat the horde of enemies:

LEGEND

o = Wall R = Your ranged units P = Your physical units H = Your healer M = Marth E = Enemies oooooooooo H   o      M PP  o      RoE ooo RoEoo ooooooooEo EEE

I would suggest Gordin and Merric to be the ranged units. High defence units like a knight or a cavalier should be the physical. Lena is the healer.

Anyway, just wait until it's like only one unit before Minerva, then move in Marth. Kill the unit in front of you and Minerva will automatically talk to Marth...though you must have rescued Maria first (that is partially the reason why you should hold a position like this, you need to move Marth all the way from the jail to the south entrance)

--- DIALOGUE

Minerva: Greetings, Prince Marth. I am Minerva of Medon. Thank you for saving my sister. Maria's plight forced me to treat you as an enemy when I knew you were not; suffice to say, I am deeply sorry for that.

...The whole world has gone mad. Most of Medon fights for Doluna now. My own brother Michalis leads them. And on their hands is the blood of their king, my father. They must be stopped; I must stop them.

Still, I fear for my soldiers whom I can no longer protect, especially the thr- ee Whitewing sisters: Palla, Catria, and Est. Doluna worried we would rebel, and forced us to separate. If they knew I was safe, they would join your ranks in a heartbeat. We are yours to command, sire. Let us help you defeat Doluna, and repay them for sullying Medon's honor.

END DIALOGUE ---

Use a thief to unlock the door to the north and kill the hero to get a Master Seal, yay! Don't use it yet, let's wait okay?

Clear the few guards left near the boss and then, boss time!

--- Boss: Zharov HP: 31

Weapon: Javelin Drop: Speedwing

Beginning Quote: "Grrr...Must I do everything myself? Bah! You'll not get past me, rebel!"

Death Quote: "They're a force...to be reckoned...with...Rrgh....

---

Nothing more to do here, seize the gate.

--- DIALOGUE

Nyna: Marth, have you ever heard of Pontifex Miloah?

Marth: The one who defended Akaneia with the power of Aura? Of course; he and his magic are famous! But...I read Miloah died in a battle with Gharnef, soon after the fiend sold is soul to Doluna...

Nyna: Alas, Miloah did die... But his daughter, Linde, yet lives. I am told she inherited her father's skill with Aura magic- but since the battle with Gharnef none have seen her.

Wherever she is, it cannot be pleasant. ...Marth, please. Find Linde. With her father gone, we are the only family the girl has left.

END DIALOGUE ---

-_-_-_-_-_-_- Knorda Market [CHP11] _-_-_-_-_-_-_

"Tired from so many long battles, Marth and the League arrive at last in Akan- eia, Princess Nyna's mother kingdom. Past the mountains lay the royal palace, known to some as Millennium Court; and within its walls awaited many treasures and captives the enemy had taken.

With each step, Marth draw nearer to one of the great waypoints on his journey"

Do the normal, pick your units and trade the unnecessary items.

--- DIALOGUE

Marth: Nyna, soon the palace will be in sight. I...know this can't be easy for you.

Nyna: ...When the palace fell, many, many good Akaneians were killed. The royal family...My family were...Their bodies were hung before the gates as an example I cannot unpaint that vivid picture, of my parents grotesquely changed...I feel as though I should cry, Marth; or scream. But no tears come, and I cannot chase away the sadness and rage...

...I cannot change the past. I can only shape the future. Lead the way, Marth. I am ready. Take me home.

END DIALOGUE ---

First thing to do is press X. The huge range from the enemy ballistas covers a few of your units. The ballistas are stationary, but they will attack your units nevertheless. They pack quite a punch and they should be avoided when possible.

There are a few things you should take care of:

A) Send a flier past the mountains to the right and attack. All the enemies should attack him/her and die. B) Leave an archer to take care of the immediate Pegasus Knight threat from the north. C) Move the rest of your units forward between the mountains, keep in mind the X button enemy attack range.

The southeast region is filled with houses and a few shops. That calls for...

NOTICE!!! IT IS IMPORTANT TO VISIT THE HOUSE #6 (it's the one to the west bordering the lake) (Credit goes to LordRasler and DemonicDratini)

--- HOUSES

1) The shops/armory has rare goods.

2) Some citizens are being held hostage

3) There are three legendary weapons that have been passed down.

4) War sickens her.

5) Ballistas are far-ranged units that can destroy fliers fast.

6) Jake is a good person :). Try to recruit her with a "beautiful" woman.

END HOUSES ---

IT IS IMPORTANT TO VISIT THE HOUSE #6 (it's the one to the west bordering the lake) (Credit goes to LordRasler and DemonicDratini)

Visit the village on the corner of the map to get...Linde.

Charge the first ballista (in the north). You shouldn't take too much damage if you used units like cavaliers. Quickly wipe out the ballistian, keep a wary eye on the sniper that has a killer bow.

After, make sure you eliminate Khozen. HE CANNOT BE RECRUITED. For this sake, he is like a mini-boss, so I have chosen to add him as one...

--- Boss: Khozen HP: 23

Weapon: Firestone Drop: Energy Drop

Beginning Quote: "Burn...! Burn, till your blood boils and your flesh cooks!

Death Quote: "Emperor Medeus...I have failed you..."

---

Keep moving along and note that the boss IS recruitable IF and ONLY IF you have visited the house with Anna in it. You need Shiida to recruit him so be prepared.

--- Boss: Jake HP: 20

Weapon: Arrowspatte Drop: None

Beginning Quote: "I knew I wasn't cut out for the military. Well, too late now. I just hope Anna's OK."

Death Quote: Instead of a death quote, you can recruit this unit. In it's place I present the conversation...

Shiida: Hail, ballistican of Grust! Are you the one they call Jake?

Jake: Hail yourself, sugar! What's a fetching lass like you doing out here on the battlefield? And how do you know my name?

Shiida: I am Shiida of Talys. An Akaneian woman by the name of Anna told me about you.

Jake: Really? Anna mentioned me? ...In a good way, right?

Shiida: She's very worried about you. She wants to know why such a good man is fighting for the wrong side.

Jake: Wrong side? Hmm... Well, I have to admit, I'm not too keen on kicking Akaneia while they're down...

Shiida: They why not fight for Akaneia instead? Help us defeat Grust and Doluna , and set the world right.

Jake: Well...I don't know. I don't think it's that simple... Hmm...

Shiida: Anna would love you for it, I'm sure.

Jake: She would? Hmmm... All right, you win. But I'm doin' it for Anna- just to be clear!

---

I WOULD NOT use Jake. You get a better similar-class unit later, so keep his weapon until then.

Before you seize the gate, you might want to consider buying stuff in the shops and in using the arena to train a bit.

Anyway, seize the gate whenever you feel like it.

--- DIALOGUE

Marth: Good news, Nyna! We've wrested control of the gates from the enemy.

Nyna: Then...we've won!

Marth: Not quite yet. We can enter the palace, but Doluna still holds strong inside her walls. Also, a number of knights are being held captive inside.

Nyna: Loyal soldiers who fought for their kingdom and their people...Marth, I wish to free them as soon as possible.

Marth: I understand. We should strike now, then, before enemy reinforcements can arrive. I believe we have a good chance.

Nyna: Thank you, Marth. As always, I am counting on you. Worry no more.

END DIALOGUE ---

Save the game and get ready for a truly rushed fast-paced fighting map next.

-_-_-_-_-_-_-_-_-_ The Ageless Palace [CHP12] _-_-_-_-_-_-_-_-_-

"The holy kingdom of Akaneia had come into being six centuries earlier, when the region's numerous city-states were unified under one monarch. The first king, Adrah, had fought valiantly to accomplish this, wielding the three weapons he came to call his regalia- gifts from the gods, some said.

The kingdom Adrah forged was pronounced holy; its kings were esteemed. With Akaneia's aid, six more independent kingdoms sprang up in their own time. But Akaneia was always the greatest- and now, Marth was about to take his first walk through its historic palace's halls."

--- DIALOGUE

Midia: Bishop, what do you make of this? I hear shouting in the corridors. Hmm...Princess Nyna must have returned with an army in tow. An army?! Really? Then we are saved!

Bishop: Saved, perhaps...or doomed. Surely the enemy realizes we are more trouble alive than dead now.

Midia: You do not take my meaning, Bishop. By "we" I mean Akaneia. Akaneia is saved. If Princess Nyna has truly come to chase the enemy from our halls, to free us...Then my death will have meaning.

Bishop: Ho ho...I admire your spirit, child. I always have. But think how Ast- ram would grieve if you were to die.

Midia: I...I had hoped to see him one last time- to say goodbye. That alone I regret.

Bishop: Ah, but you have not died yet. Midia. Hang on to hope.

END DIALOGUE ---

First things first, you will need to rush the prison if you hope to save all the hostages alive. Rush forward, don't leave any regrets behind. Send some weaker units to dispatch the two thieves on the side, and overall, don't leave your units in a discoordinated position, reinforcements will attack your rear.

In fact, they appear at the beginning of Turn 3, so make sure your back is covered.

This map is easy after you save the prisoners, the rest of the enemies can be defeated with one or two good units, like a cavalier.

There is free experience to the enemies that spawn outside. Good for leveling up lower level units.

Grab all the treasures, be sure to not miss the one outside to the right of the throne.

Speaking of the throne, let's go to the boss...

--- Boss: Volzhin HP: 22

Weapon: Bolganone Drop: Bolganone

Beginning Quote "Rebel pup! You dare defy Doluna? The writhe in the fires of Bolganone!"

Death Quote: "Do not think...you have won...Doluna...is undying... Nngh!"

---

This battle was a pushover, just seize the gate.

--- DIALOGUE

Nyna: Marth, thank you. Were it not for you, I may never have seen the halls of my house again.

Marth: I could not have done it alone, Nyna. The whole Akaneian League fought tooth and nail this day.

Nyna: True, and yet all the same... I have little doubt your exploits are the ones that will live on in song.

I have a gift for you, to celebrate your achievements here. This bow is called Parthia. It is one of the three regalia that have been passed down through House Akaneia. The other two regalia- the sword Mercurius and the lance Gradiv- us are not here. The enemy took them when they fled. I am sorry. I had hoped to give you all three, and thus aid you in the battles to come....

Marth: Your concern for me is more than enough, Nyna. One day, I will get your family's treasures back and use them to crush Doluna. I swear it on this emblem of fire!

(GOT Parthia)

END DIALOGUE ---

Save the game and let's go!

-_-_-_-_-_-_-_-_-_ The Wooden Cavalry [CHP13] _-_-_-_-_-_-_-_-_-

"The Akaneian heroes hurried in Altea, but they would not go unchallenged. Waiting for them at Fort Menedy were Grust's artillery regiment, the dreaded "Wooden Cavalry." Missiles crashed down, rocking the earth as the enemy ballistae rumbled forward. Had Marth and the League any hope of triumphing over such firepower?"

First of all, MAKE SURE YOU SELECT MIDIA (Paladin) as one of your characters. She is necessary to recruit a character in this chapter.

--- DIALOGUE

Nyna: Grust's artillery...Our opponent is mighty.

Marth: Nonetheless we must face them head-on; they stand between us and Altea.

Nyna: That hunger for danger worries me, Marth. Humanity's hopes rest on your shoulders. I would sooner not see them crushed.

Marth: Which? Humanity's hopes, or my shoulders? ...Have a little faith, Nyna. The enemy ballisticans can strike from afar, but they're powerless up close.

All we need to do is move in and silence them before they do too much damage. Watch!

END DIALOGUE ---

--- HOUSES

1) Thunderbolt is super effective [in PokeMon terms :P] against ballistas. Other than that, just go close range to win. 2) Everyone wants you to win this battle...[of course?]

END HOUSES ---

These are main things to do here (in no particular order and some are described more in detail later).

A) Recruit Astram with Midia (Make sure to cover all the flanks and keep her healed. Personally, I forgot to kill the lower three ballistas on my first run)

NOTE: Astram is weird in that he WON'T talk to Midia if you sit her in his attack range, he goes aheads and attacks/kills her. You must use an archer or a safe unit to lure him in then talk to him. Don't make the same mistake as I did :).

B) Visit the village to recruit Beck. C) Defeat the two upper units with regular attack units like Ogma and Wolf. D) Use Beck to destroy most of the ballistas in the middle. Then, move in and defeat the remaining units. E) Kill the boss, Beck can do this alone. F) Visit the houses (see above) for exact details)

Backtracking so I can get the dialogue:

When you enter the village...

--- DIALOGUE

Beck: Prince Marth, I presume? The name's Beck. I fought in the battle at Castle Deil. After my shameful defeat there, see, I took refuge in this villag- e. And when I heard your army was marchin' this way, I readied my ballista, hopin' for another taste of battle.

So how 'bout it, princey? Take me along! I'm packin' thunderbolts, see? The enemy ballisticans'll never know what hit 'em!

END DIALOGUE ---

Beck moves one forest square at a time, but his incredible range let's him destroy. He is sorta stuck moving horizontally along the small strip.

Leave your other units to wait and let him take out most of the ballistas. Watch out for the boss, but even he too can be destroyed by Beck.

By now, the main path should be clear enough to go ahead and recruit Astram. You need Midia to recruit him.

NOTE: Astram is weird in that he WON'T talk to Midia if you sit her in his attack range, he goes ahead and attacks/kills her. You must use an archer or a safe unit to lure him in then talk to him. Don't make the same mistake as I did :).

NOTENOTE: Ballistas are truly hapless when in close range. Just sink in like two squares away and they are powerless.

Here is the conversation...

--- DIALOGUE

Midia: Hello, my lover.

Astram: Midia...? Midia, my sweet! Can it really be you? I feared you were dead

Midia: Oh, Astram! How could you not have heard? Akaneia is free! The Altean army came, and liberated the palace along with all the hostages within! Now we fight as one.

Come with us, Astram! You needn't dance to Doluna's fiddle any longer.

Astra: I've a mind to break their fiddle, for all the evils they have wrought..

Midia: Now you can. We can take them together.

Astram: That we can. ...Midia. I am sorry I left you alone. I will not make that mistake again.

Midia: No, you certainly won't. Now that I have you back...you'll find me exceedingly reluctant to let you go.

Astram: Ooh... Yes, I can see that! Just take care you don't crush me instead of Doluna!

END DIALOGUE ---

For the boss...

--- Boss: Grigas HP: 26

Weapon: Pachydermn Drop: None

Beginning Quote: "Hmph! Care to see what steel the Wooden Cavalry is really made of? [Steel in a...wooden cavalry?!]"

Death Quote: "Nngh...So, the prince can fight... But...your victories are numbered...General Camus and his Sable Order will be upon you rabble very... soon...and you will die...on the lance... of the greatest warrior...alive..."

---

Beat the last few units, and seize the gate.

--- DIALOGUE

Nyna: Spectacularly done, Marth. ...Does something ail you? I thought you would be happier.

Marth: Today, there was this commoner... She mentioned Grust was divided about the war. Some of its people wanted to fight with Altea, she said...Ever since I lost my father and kingdom, I've held nothing but hate in my heart for Gra and Grust...but not once did I give any thought to what must have been going on in their heads.

Nyna: And now you find your hate for them has been lessened?

Marth: No... the hate remains. I will never forget the pain they inflicted upon me, the rage I felt. Yet now, at least, I can tell you it's not just hate...Not anymore.

Nyna: Not all evils are wrought of evil purposes. Perhaps this sounds naive, but...A true leader needs to look at his opponent and see more than just an enemy.

Marth: ....

END DIALOGUE ---

Save...

-_-_-_-_-_-_-_ Land of Sorrow [CHP14] _-_-_-_-_-_-_-

"Gra's betrayal of Altea years earlier had come as a shock, of course, until that day they attack Marth's kingdom in the name of Doluna, Gra had been a trustworthy neightbor and ally. While the Altean army was out on an expedition, Gra struck from the rearm annihilating the Altean soldiers, killing Marth's father, King Cornelius and stealing Falchion, the blade of light. It was a crushing blow.

Much time had passed since that sad day, and much had changed. Now it was Marth's turn to descend on Gra Bastion, and face King Jiol, the man who had robbed him of his father."

Before starting, you may want to consider using a Master Seal on your stronger units. Note that the ideal level to class upgrade is 20, but this isn't practical nor is it that useful. Class upgrading at the level of 15-18 is good enough. Having said this, if you can level up to 20 before this, then by all means do so.

You should have three promoted units. Most promoted units, with the exception of maybe the Paladin and the Bishop, can cross the water, which is an extremely useful ability to have in this battle. Note also that Marth can cross the river too.

I would advise against using Astram, whom you got last battle. Stick to your old party and then start the battle. I WOULD advise taking Beck just to kill the first enemy and maybe pick some other units off.

Give Beck the Arrowspatte from Jake. Also be sure to give a master key to one of your units that can cross the river (like Shiida).

--- DIALOGUE

Enemy Soldier: King Jiol, they're 'ere! The League is outside the Bastion!

Jiol: League? How dare you call them that! I see naught but a prince of ghosts and his pack of rebels.

Enemy Soldier: B-beggin' your pardon, sire, but everybody calls 'em the League now. Altea and Aurelis and Akaneia...The League of A's, you might say!

Jiol: Shut up, you idiot! Hmmm...So the princeling has returned. And he leads all the might of Akaneia, with the Fire Emblem in hand...Did you send to Doluna for reinforcements like I asked?

Enemy Soldier: Of course, sire. Medon's pegasus knights are on their way.

Jiol: Pegasus knights?! How am I supposed to stop the Lea- those REBELS with a handful of...of winged ponies! Send another messenger! Tell them we need Camus's Sable Order, or...or Michalis's Dragoons!

Blast...I deserve the same protection as the rest of the Empire! Betraying Altean was Gharnef's idea! Let...let him fight the brat! Don't just stand there, DO something! I don't want to die! [Too bad]

END DIALOGUE ---

--- HOUSES

1) After level 10, a unit can be promoted. 2) With a silver card (which you get in this chapter), you can buy stuff at half price.

END HOUSES ---

At the start of the battle, use Beck to use Thunderbolt to kill the first ballista. You should get another useful ballista weapon. Next, use your promot- ed units to cross the river. 2-3 of them suffice.

The left fortress is held very tightly by a group of archers. They are a tough group to kill, some of the archers carry longbows allowing them to pile on your units. The house on the island is relatively safe, the thieves are more worried about getting the treasure at the southeast corner.

Of course, using a strong unit like Wolf, you can eliminate all the archers. You could do that, or you can let your units get exp off them (go around them via the river and kill them). Also note that Beck can attack the archers.

Before turn 5 starts, two recruitable pegasus knights will appear. They can be recruited by using Marth. Both pegasus knight will automatically talk to Marth.

--- DIALOGUE

Catria: Hail, Prince Marth! 'Tis me, Catria. We meet again. My elder sister and I heard our mistress, Princess Minerva, had joined your ranks so we absconded from Medon to come and look for you here. I will fight my hardest for you, sire You need only give the command.

END DIALOGUE ---

--- DIALOGUE

Palla: Greetings, Prince Marth. I am Palla, of the Whitewinged Order of Medon. My younger sister and I parted ways with Medon the moment we heard Princess Maria was free. Until now, we had fought for Doluna against our will- but no longer.

You have freed us to do what our hearts tell us is right. I wish to fight with my mistress, Princess Minerva. My lance is hers, and yours. Still, sire, I fear for my youngest sister, Est. She flew to Grust some time ago and has yet to return.

If the three of us- Catra, Est, and I- are reunited, we can serve you all the better. I hope Est is safe.

END DIALOGUE ---

If you, the reader, didn't like using Shiida for some reason, these two are a good alternative. For now, just leave the two alone and give the rest of your units the experience.

About turn 8, about right after you recruit the two pegasus knights, more enem- ies appear. They are relatively easy and I like using Beck's arrowspatte to get rid of them. This is also good experience for low level units, you can use Beck (arrowspatte) and Lena (physic) to backup the unit.

Use the master key to open the door and two chests at the southeast corner. One chest contains the ever important Silver Card (halves prices at shop) and a Bullion (S).

At turn 16, the reinforcements of seemingly endless pegasus knights end.

--- Boss: Jiol HP: 33

Weapon: Silver Lance + Killer Bow Drop: Killer Bow

Beginning Quote: "Grr... Altean rabble! I should have killed you stragglers back when I had a chance!"

Death Quote: "Thus falls...the mighty kingdom...of Gra..."

---

Before taking the gate, be sure to visit the house...

--- DIALOGUE

????: You must be Prince Marth of Altea. I have a favor to ask of you. This magic tome belongs to Bishop Boah of Akaneia. General Volzhin of Doluna has been keeping it stashed away, but it...found its way into my hands, you might say.

I would appreciate greatly if you could return it to the good bishop in my stead. One other thing... Please take care of Princess Nyna. I am counting on you to keep her safe.

...I must go now. But our paths will cross again; you can be certain of that.

(OBTAIN THORON)

END DIALOGUE ---

Now, move Marth alllllll they way to the throne and seize.

--- DIALOGUE

Nyna: Well done, Marth. Altea is just a step away. Now you can take back your home.

Marth: Yes, and take it back I shall, but...

Nyna: Something is wrong. What troubles you?

Marth: Falchion isn't here.

Nyna: The divine blade? Was it supposed to be?

Marth: Yes. When one of my knights returned from the battle where my father, Cornelius, fell....he said Gra had stolen Falchion. And if we are to defeat Doluna and the Shadow Dragon, Medeus...we need that blade.

(Enter Malledus)

Malledus: Prince Marth!

Marth: Did you find it, Malledus?

Malledus: No...it seems Gharnef made off with it.

Nyna: Gharnef? Then, to find Falchion-

Marth: That's right. We'll need to go to Khadein, the kingdom of magic, where he resides. It pains me to turn astray when Altea is so close, but it must be done.

END DIALOGUE ---

Save the game and we can continue.

-_-_-_-_-_-_-_-_- An Oasis of Magic [CHP15] _-_-_-_-_-_-_-_-_

"Khadein, city of magic. Ever since Gharnef named himself ruler of this mecca for the magically inclined, the sands surrounding it had run red. Many knights had tried to oust Gharnef, but what defense did they have against the mages the fiend had bent to his purpose? One by one the heroes fell to blades unseen and fires within their armor; and it was not long at all before Khadein's wicked- ness outstripped its wisdom."

Not too many comments to write about this battle's preparations, just remember that faster units are key in this map. A thief is necessary also.

When the battle starts, we zoom to Gharnef's reflections.

--- DIALOGUE

Gharnef: What? The dregs of Akaneia have come to challenge my kingdom? Ha ha ha... Really, do they think people have not tried before? So long as I possess this Imhullu magic, they cannot snuff my life out. No one can. As for the White Sage... He will trouble me no longer. With the dragon-goddess right where I want her, in the Fane of Raman, there is no way for Gotoh's Starlight to disp- erse the shadows that guard me.

END DIALOGUE ---

--- HOUSES

1) Gharnef is invincible and can only be defeated by the White Sage's powers.

2) You need a barrier staff to protect you from magic. Also, Gharnef might be leaving soon, so if he attacks you, just "ride it out".

END HOUSES ---

DO NOTE THAT GHARNEF IS INVINCIBLE. Not even the strongest of units can kill him. You must wait until the end of turn 6 and he will decide to leave.

HE WILL ATTACK YOU if he gets a chance. When he does so, he will go into dialogue first...

--- DIALOGUE

Gharnef: You dare oppose me, fool? You must not value your life. Cower before the might of the magic Imhullu: once forbidden, now unleashed!

END DIALOGUE ---

Before he reaches the middle island, charge with a mass of units forward. The mages have low defence and can give good experience. Just watch for the damage, it accumulates fast. Also use an archer to destroy the dracoknights that attack they are relatively strong.

Anyhow, don't let Gharnef be able to attack any units. All units that can move fast, go north and fight there.

Any unit that cannot, move them to the southwest corner of the map.

At turn 6, Gharnef will say...

--- DIALOGUE

Gharnef: Altean prince! I fear you are not quite imposing enough to warrant my staying here. But if it's Falchion you want, come and take it. I shall be wait- ing at the Temple of Thabes.

END DIALOGUE ---

With that, he teleports off. Yay for us. There are really no more bosses left, the guy guarding the castle is just normal. However, his attack is a far ranged one and can do some hefty damage. Keep a healer using Physic, or Mend depending if she/he is strong enough to withstand some attacks.

The rest of the map is an experience spree. Bring your thief to the lower right corner to take some treasures.

The boss should be dead and the reinforcements should be running thin at turn 15 or so. Then, comes the interesting part.

In a few Fire Emblem games, there is a sand level like this one. They tend to have items HIDDEN underneath the level. HOWEVER, I have checked this level for the most part and haven't found anything interesting.

If you find anything hidden in the sand, please contact me and you will be added to this list.

Treasures from the southeast corner include:

1) Energy Drop 2) Tailsman

Seize the gate when done...easy chapter except for Gharnef, eh?

--- DIALOGUE

Marth: No Falchion...The battle was for naught.

Gotoh: ...Marth...Prince Marth.

Marth: Huh? Who are you?!

Gotoh: My name is Gotoh...I am speaking to you from Medon through magic.

Marth: Gotoh...the White Sage?

Gotoh: Some have used that name, yes. You must listen to me. As you suspect, Gharnef has made off with Falchion. With Imhullu and Falchion in the sorcerer's grasp, Doluna now must think twice before challenging him. Gharnef knows this. And one day, he plans to conquer Doluna and rule the entire world.

Marth: Is Imhullu so powerful a magic, then?

Gotoh: Yes. The mage who wields it cannot be killed; cannot be so much as scratched. I was the magic's guardian once. Knowing its forbidden power could work terrible evils, I kept it close. But Gharnef, one of my two pupils- Miloah being the other- took the forbidden tome and vanished. Now you are paying for my carelessness. Forgive me. I wish to make amends by teaching you the only way to undo Imhullu's power.

Marth: Which is...?

Gotoh: It is called Starlight. One blast is enough to break through Imhullu's shadowy protection. But to cast the magic, you need two orbs: the Lightsphere and the Starsphere. Heed me, Marth. When you find the Lightsphere and Star- sphere, bring them to me. Then I will give you the magic you seek. Then you will have Starlight, and with it, Gharnef's reign will end.

END DIALOGUE ---

-_-_-_-_-_-_-_-_-_-_ The Battle for Altea [CHP16] _-_-_-_-_-_-_-_-_-_-

"Still smarting from their bitter experience with Gharnef and the dark magic Imhullu, Prince Marth and the League regrouped and march south- home to Altea. Once Marth's kingdom had been beautiful, blessed with rich soil and clear waters; now the eyes tended to notice instead the barren farms; the ruins; forlorn stares. Marth vowed to free Altea from its torment without any further delay."

Pick your best units as normal, trade around units and get ready for some fighting.

Start the battle and start moving...but wait! First...

--- DIALOGUE

Nyna: You've done it, Marth. We're here. That's Altea beneath our feet- your home.

Marth: Countless days have passed since Doluna took my kingdom from me- days I would never have lived had it not been for my sister Elice's sacrifice, and the sacrifices of so many others...

Nyna: What became of your sister? And the rest of your family, what of them as well?

Marth: My father, as you know, died in Gra. I last saw my mother and sister the day the castle fell. I do not know if they still live...but I hope that they do

And if the enemy has them, I will rescue them. You can be sure of that.

(Enter Malledus)

Malledus: Sire, our preparations are complete. We are ready to march.

Marth: Thank you.

(Marth moves to address your group)

Marth: Alteans and friends of the League! Join me now! Help me set Altea free, and ensure today's is the last battle my people must endure!

END DIALOGUE ---

There are many houses in the area...and naturally...

--- HOUSES

1) You can only choose between one of the two characters from the village, the paladin or the hero.

2) VIP card grants you access to secret shops, whose location is...secret.

3) Xane, a recruitable character, is locked up and has some power, he's not sure [oh, the gossip of today!]

4) The orbs are enshrined at this place...the orbs are mysteriously powerful.

5) House citizen says, "YAY!" to Altean army.

6) Devil sword might kill you instead of your enemy...

7) Elisa, the princess, was teleported somewhere instead of killed.

END HOUSES ---

Now that is out of the way, we can finally get to the real part of the guide. Leave a group of units to deal with the few immediate threats, then move Marth and about three other strong units to the left.

When you get to the villages, PAY ATTENTION! You can only get one of the two units here. There is a choice between a paladin (to the left) and the hero (to the right). I personally like Heroes better so I chose that.

Then again, I don't recommend using these pre-promoted units, just pick one.

Here is Samson's (the hero) dialogue:

--- DIALOGUE

Samson: My name is Samson. Once, I was a swordfighter of some renown...but that was then, and this is now. I'm happy enough with my life here in the village, but if you need another man, I will fight. Unfortunately, there has always been bad blood between our village and the next one over. They'll have closed the gates to you the moment they saw you come here. Guess that means the paladin Arran won't be fightin' with you. Them's the breaks.

END DIALOGUE ---

Here is Arran's (the Paladin) dialogue: (CREDIT GOES TO SuperArc)

--- DIALOGUE

Arran: Sire, my name is Arran. Once I was a captain to many knights... but, things change, and I came to live here in this village. If you need warriors for the coming struggle, I would be honored to fight. Unfortunately, there has always been bad blood between this village and our neighbors. No doubt they closed their gates to you as soon as they saw you come here. You won't be able to recruit the hero Samson now, I'm afraid.

END DIALOGUE ---

Anyhow, keep moving your units to the left. You can consider using Beck the ballista to attack the units in the middle island.

At the end of turn 10, leave no unit alone in the area of the villages. Enemy reinforcements appear in the four forts above. I would recommend having split your party in two:

1) The mass of your army is still sitting at your base. 2) Marth and 3-4 others are near the castle (but I wouldn't attack just yet, let the reinforcements run out)

Let the four reinforcements charge toward the main part of your army. They should die relatively fast.

Two reinforcements should attack your small army. They also should die fast. I would recommend staying put and waiting until the enemies stop coming in (a little less than Turn 20 - note that they come every 2-3 turns)

Barge into the jail on the east and talk to Xane with Marth...

--- DIALOGUE

Xane: Hey there, princey. Thanks for settin' me free! The name's Xane. I hail from a land few have heard of an even fewer have seen. I won't trouble you with the details. Me and my folk have the power to transform into other people. We can shape-shift, you see. When Doluna caught on, they started threatenin' me. Told me to join their army or "face my doom." Hah!

Well, I wasn't about to waste my considerable talent on those evil coots! You, on the other hand...You've got character. Say, why don't we team up? I do owe you for savin' my hide. And I think you'll find my consider talents are...quite considerable.

END DIALOGUE ---

Let me explain what Xane does: he can transform into an ally unit and have their abilities, stats, levels, class, everything! After a few turns he will go back to his old self, but he is useful if you have a favorite character that you want to "duplicate".

Xane is his own special class: the Chameleon. Note: Only thing he doesn't duplicate are the weapons and current experience.

(Xane's class is called "Freelancer" in the American version)

Now, all units but the boss should be out. Let us go, proceed with caution as the boss is dangerous.

--- Boss: Hollstadt HP: 37

Weapon: Killer Lance + Killer Bow Drop: Dracoshield

Beginning Quote: "Well done, rabble. Anyone else would be dead by now. A shame you must end your campaign right here, before your own gates!"

Death Quote: "Rrgh! General Camus... The rest...is in your...hands..."

---

After this, feel free to use the arena to level up a bit. Also note that you have should put the master seal you got this level to good use.

When done, seize the gate.

--- DIALOGUE

Malledus: Well done, sire! The enemy has ceased their resistance. Victory is ours!

(Nyna enters)

Nyna: Bravo, Marth. On behalf of House Akaneia, I wish to extend my heartfelt congratulations.

Marth: Thank you, Nyna. But it's still too soon to celebrate. We haven't freed the castle yet.

Malledus: Sire, your soldiers have assembled for the castle raid. Perhaps you could say a few words first...

(Malledus backs off and let's Marth address the soldiers)

Marth: Altean warriors... Brave comrades. The road has been long, but at last we have driven Doluna from my homeland. There are not words to express my gratitude to you all. You gave Altea back to me. Thank you...Thank you.

...An army of foes still haunt my castle. I mean to kick them out. Ready, my friends? Let's send these varlets scurrying!

END DIALOGUE ---

-_-_-_-_-_-_-_- Star and Savior [CHP17] _-_-_-_-_-_-_-_

"The League had routed Hollstadt's knights and recaptuerd most of the kingdom, but there was still the castle to deal with before Altea would be free; the mage-dragon Morzas remained entrenched within its walls. Unlike General Camus who preceded him, Morzas had been a cruel warden, slaughtering many innocent Alteans at the slightest provocation. Marth roiled to think such a monster still sat upon his noble father's throne."

Pick your favorite units, Beck might be a good choice also. Nothing much to do, promote some units if possible. Use some items. Trade some stuff. When ready, start. A thief also helps good.

--- DIALOGUE

Morzas: Kee hee hee...Wretched Altean whelp, stumbling home to the slaughter... What fool throws away a life already so preciously bought? Your mother, Liza, is dead; I killed her myself. Your sister Elice likes only because Gharnef wanted her. So what will become of you, little prince? Will you run for your life a second time? Or will you stay this time to die? Emperor Medeus would not put me on this throne if he thought you could remove me from it, kee hee hee...

END DIALOGUE ---

The beginning part of this stage should look familiar...it's from the Prologue!

Anyhow, your first target are the treasure chests to the left. Let's use some strong units to get there. Leave some units around. Beck is also useful here because he can attack the thieves from the start.

Note that the bishop to the right will spam fortify whenever any enemy units are damaged even the slightest bit.

Use your strongest units to defeat the Manaketes and use your others to defeat the regular enemies. By the time you reach the treasure room, Beck should have cleared the place. Note that you should NOT have started fighting in the eastern part of the map.

However, the ENTIRE left side should be cleared. Your thief should be rushing in and getting the treasures. Here are all the treasures in a list:

1) Warp 2) Killer Bow 3) Dracoshield 4) Master Seal 5) Devil Sword 6) Silver Axe 7) Secret Book

After this, take the time to mobilize all your troops to the right. Then, use an archer to take out the ranged bishops/archer on the extreme right. (Note: you should get a VIP card...refer to [4D] for more information)

When ready, bust the door open and...meet the reinforcements. Starting the turn you open the door and lasting for about 5 turns, a knight and a cavalier will spawn. I personally sat my mage right next to the statue, my healer next to him, and a paladin (aka strong physical unit) to the north where he killed the rest.

At the end, get ready to destroy the boss. He is hapless against long-ranged attacks, so you can easily kill him using this trick.

Anyway...

--- BOSS: Morzas HP: 29

Weapon: Magestone Drop: Speedwing

Beginning Quote: "Kee hee...Witless human! None defy a mage-dragon and live to speak of it!"

Death Quote: "Grrf...I stand...corrected...But you still lack the power...to defeat Medeus..."

---

Check out the secret shop behind the throne (again, [4D]. When done, seize the gate.

--- DIALOGUE

Nyna: Marth! Any word? Have you found your family? Your sister?

Marth: ...My sister was taken by Gharnef. She is no longer here... And my...my mother is... She is dead. Slain...by that Dolunian dragon...

Nyna: ....! Marth, I am truly sorry...

Marth: I thought there would be something...some part of my old life I would be coming back to. I fought so hard...

Nyna: You fought wonderfully,

(Enter Malledus)

Malledus: ...Sire, might I have a moment?

Marth: All the moments you want, Malledus. What is it?

Malledus: Your people have gathered outside the castle. They are overjoyed to be free again, sire, and would like very much to see their prince.

Marth: All right, then. I'll go at once.

Nyna: Marth...perhaps you should let that wait, just until you are able to share their joy with them. We could send someone in your stead-

Marth: No, that would not do. Today is a momentous day for my kingdom and my people. I must celebrate with them now, not later. Anything else would be a disservice to those who died to save Altea. I am a prince before I am a son or a brother.

Come, Malledus. Let us go greet my people.

(Flashes to a scene with him waving to crowd. Dialogue runs from a narrator on the top) "Thus Altea was liberated. Its people, ragged from years of Dolunian tyranny, scrambled to the castle and flocked beneath its walls, eager to celebrate what, for many, would be remembered as the happiest days of their lives. They clapped each other on the back, laughed; and when Marth, their prince, appeared up above, they saluted their hero with a thunderous cheer:

"Glory to Marth, our prince of light! Glory to our star and savior!"

Marth smiled down at his people and waved. The great commander's last victory of the day was commanding his tears not to flow."

END DIALOGUE ---

Save the game and continue. Note that if you have less than 15 characters here, you will get into 17X [CHPE1]

-_-_-_-_-_-_-_- The Sable Order [CHP18] _-_-_-_-_-_-_-_

"For Gotoh to create the magic that could defeat Gharnef, he needed two orbs: the Lightsphere and the Starsphere. Marth and company set off to Chiasmir and the Fane of Raman to find them, but in their path stood a cohort of Grustian knights known as the Sable Order. The bridges across the strait would soon be choked with the brave and the dead..."

Faster moving units do well on this map. Also, Marth's rapier and Shiida's Wing Spear can do hefty damage. Only drawback is that there are enemy archers. Ridersbane is also good.

Use the Master Seal from last map and then start the game.

--- DIALOGUE

Malledus: Prince Marth, I see them: a cohort of Grustian knights, out on the far side of the bridge. That must be the Sable Order...

(Nyna enters conversation)

Nyna: Marth, I heard the enemy forces have been spotted.

Marth: Yes, that's right. The Sable Order, it seems.

Nyna: Really? Tell me, who leads them?

Marth: Why does it matter?

Nyna: Oh...no, it's just- they say the Sable Order is led by a brilliant general. I was...wondering if he was riding with them today.

Marth: You must mean General Camus. I am told Doluna is not very happy with him at the moment, brilliant or not. Something about acting outside orders... They'll be keeping him on a short leash; I don't expect we'll see him here.

Nyna: That...that is good news...

END DIALOGUE ---

Here are the information on the houses:

--- HOUSES

1) Rumor has it that the person defending the Fane or Raman is not a strong warrior, but instead a weak person. And it's a she... END HOUSES ---

To begin this map, just move your units forward. Keep your units that have the special weapons (ie. Ridersbane) in the front. There are 4-5 cavaliers that immediately rush from the south, defeat them first.

By the time this happens, the group in the middle should have been provoked. Kill them with units like Marth and Shiida.

At the end of turn 5, a pegasus knight, Est, will appear to the way left. Marth is needed to recruit Est.

Note about Est: Est is not a good character, her stat growth is weak and compared to other pegasus knights at the chapter you get here, Est is extremely weak.

I DO NOT recommend using Est.

Anyhow, she still has dialogue to be spoken...

--- DIALOGUE

Est: Ah, you're Prince Marth! I am Est, of the Medonian Whitewings- Palla and Catria's younger sister. I've been looking for you. Initially I intended to join up with you along with my sisters, but then I heard Grust had made off with one of Akaneia's three regalia- the sword Mercurius- so I flew there to get it back.

This is Mercurius right here. It's lovely, isn't it? And powerful! In the right hands, I think you'll find it a formidable weapon indeed.

END DIALOGUE ---

Since we aren't going to use Est (well at least I am not!), give her Ridersbane to a cavalier or maybe Shiida.

On the middle island, there is an armory, shops, and an arena. Unless you really need the weapons/items, don't bother for now. You can always go back before seizing the gate to buy items.

Reinforcements from the southwest fort should be heading toward you. Lure them into the middle section and then fight. You don't want to risk losing a unit to the other enemies in the southeast.

On turn 14, a paladin will spawn in the fort in the middle. Use one of your rear units to get rid of him. The reinforcements in the lower southwest corner will stop spawning at the end of turn 15. The paladin will keep spawning though, every other turn until 18.

Charge the lower part of the map and let the few units come and attack you. The reason for this is that one of the units near the castle has a ridersbane and can pose a threat to one of your units.

If you triggered the two horsemen to attack you, hope that all your cavaliers that can be attacked are at full or close to full HP.

If you didn't, you can choose the luxury of picking them off with Beck. Or you could use Shiida to go around and kill them.

Whatever it is, just get to the boss...

--- BOSS: Sternlin HP: 28

Weapon: Silver Lance Drop: Master Seal

Beginning Quote: "You shall not pass! Not today! Not ever!"

Death Quote: "Nngh! You...shall...not...unnh..."

---

Seize the gate and we continue...

--- DIALOGUE

Nyna: We've made it across the strait.

Marth: Yes. But the real battle may yet be ahead of us.

(Enter Malledus)

Marth: Malledus... Can we be certain the Lightsphere and the Starsphere are in the Fane of Raman?

Malledus: Yes, sire; but unfortunately, they may not be all we find. The fane is said to be guarded by a goddess, one with fearsome powers. Those who defile her sanctuary are punished by fire; none are spared from the blaze.

Nyna: Perhaps we should reconsider, Marth...

Marth: Perhaps...But if none are spared from the blaze, where do the rumors come from? Besides, we need those two orbs.

Malledus: Well, might I suggest you take in just a few able companions, and let the sleeping dragons lie?

Marth: Sage advice. I've no desire to tear apart a holy place, whether the goddess is home or not...I'll choose a handful of elite to search for the orbs with me.

---

-_-_-_-_-_-_-_-_- Manakete Princess [CHP19] _-_-_-_-_-_-_-_-_

"The Sable Order fought valiantly to keep Marth's army from reaching Chiasmir, but in the end Grust's knights buckled: the world's mightiest only in song. The League marched on to the Fane of Raman, a holy sanctuary built by the divine dragoons to house their most priceless treasures. Here another story was set to begin..."

Before the battle, I would use the Master Seal obtained last battle on a unit that is level 15-20 (the normal recommended level to promote). Be sure to also bring a thief along. When ready, just start the battle.

Also, set aside one spot for Bantu, he is needed to recruit, interestingly, the boss of this chapter.

--- DIALOGUE

Gharnef: Tiki... Tiki... Princess-that-was of the great divine dragons... Can you hear my voice?

Tiki: ....Mm-hmm.

Gharnef: Defilers have set foot inside the fane- despoilers! Punish them. Let your fire consume them!

Tiki: Defilers...in the fane...Punish them...

Gharnef: Remember, Tiki. Your divine dragon kin perished long ago, and Bantu has abandoned you...I alone am protecting you from Medeus. Remember...

Tiki: You alone...are protecting me...Punish...the defilers...

(Gharnef teleports off)

---

You might have noticed right off the bat that this map consists of a whole bunched of locked rooms...and seemingly few enemies around them. That is partially because most units are at the top AND that some enemies are inside the rooms.

There are 10 doors. I will tell what is in each of them...but first I need to assign a number to each door! 9 10 1     2 3     4 5     6 7     8

With 1 being the room in the upper-left corner and 8 being in the lower-right corner. 9 and 10 are the rooms to the extreme north.

Here are what they contain:

1) Two treasure chest containing a Master Seal and a Speedwing 2) Enemy sniper, quite dangerous if you don't have sufficient back-up the moment you open the door. Ranged units killing this sniper through the upper wall sounds like a good idea. 3) Enemy archer 4) Two treasure chests containing a Geosphere and a Seraph Robe. 5) Two treasure chests containing a Bolganone and a Bullion (XL) 6) Enemy Archer 7) Enemy Archer 8) Two treasures chests containing a Spirit Dust and a Pure Water 9/10) Connected rooms. Contain the orbs. One is taken from the start, so only one chest remains.

Notice that the rooms alternate from left to right, anytime you are stuck this is a sure way to know which room has treasure and what room has enemies.

Along with the Master Seal you get in one chest, you get another from the enemy sniper behind Door 2. By now, you should be sticking with a team of 15 or so strong units. As normal, no need to rush using the Master Seals. Wait until next battle's preparation.

Anyhow, lure/kill the mages and healers.

THEN, talk to the boss with Bantu. The conversation is as follows:

--- DIALOGUE

Bantu: Tiki! Tiki, my child! At last, I have found you!

Tiki: No... Stop... Come no closer...

Bantu: Hm? ...Gharnef has put you in some sort of trance, poor thing. Peace, child. Peace. Awaken.

Tiki: ...Mmm? ....Ban-Ban? Is that you? Where am I? What happened?

Bantu: Yes, child. 'tis I, 'tis I. How I worried! Are you hurt?

Tiki: No, Ban-ban, just...just scared...I feel as though I just woke from an awful nightmare...

Bantu: I am truly sorry, child. Truly, I am. I will not let us be separated again. From now on, I will be there to protect you.

Tiki: Promise? You have to promise, Ban-ban. I hate being alone...

END DIALOGUE ---

Seize the gate.

--- DIALOGUE

Nyna: Marth! Tell me, was it a success? Did you locate the Lightsphere and Starsphere?

Marth: Never fear; I have them. We need to take these to Gotoh so he can undo Imhullu's magic...But first, Nyna, we've a more pressing task ahead of us.

Nyna: Oh? And what is that?

Marth: We must Grust once and for all. If we march south without finishing them off, we have our rear exposed.

Nyna: Then you mean to invade.

Marth: Yes. And this time, General Camus will be there to meet us. I am sure of it. "Camus the Sable", they call him. Many extol him as the most able warrior alive. It will be a fierce battle...but one we cannot avoid.

Nyna: You are certain we must face him? We have crippled Grust, but they will regroup and stand in our way again. No, we need to stamp this fire out before the wind catches it and starts spreading it anew.

Nyna: Very well. But before you attack, there is something I must tell you. Later, though...Not yet. I must sort my feelings out first...

END DIALOGUE ---

-_-_-_-_-_-_-_- Camus the Sable [CHP20] _-_-_-_-_-_-_-_

"It was General Ordwin, one of the Three Heroes of the War of Liberation, who put Grust on the map. His peerless knights tamed their neighbors the barbarians in the kingdom's infancy, securing its place as one of the greatest of the Seven Kingdoms. However, the current king, Ludwik, was weak-willed and easily cowed: Doluna had little trouble forcing him into an alliance. Now he had taken ill, even as Grust suffered its string of defeats at the hand of the League. The once mighty kingdom was poised to fall..."

I highly recommend Beck, to counter the enemy ballistas. Other than that, just take your other generic team (I used Beck anyway, so that worked out).

Other than that, you may wish to use your master seal to promote units. Also, use the various stat boosts from last battle's chests. My team at this point in the game looked like:

Abel - Paladin (Level 3) - A good tank, reliable to destroy enemies

Frey - Paladin (Level 6) - Has better stats than Frey, but I keep Abel with the stronger weapons. Both of them can overpower about three units before me having to worry about them dieing.

Gordin - Sniper (Level 7) - A real tank. Last time a few units attacked him and he only took about 10 (out of 45) damage. Funny thing is that his defence is only 5 away from the arguably "broken" Level 20 promoted Wolf. His only problem is his movement and his attack, but that isn't the purpose of a tank right?

Shiida - Dracoknight (Level 1) - Just leveled with Master Seal before fight. Good to reach units that are relatively far away. Destroys generals, knights, cavaliers, paladins, etc.

Marth - Lord (Level 17) - A little low compared to what most readers might have, but he suffices for me since he has 14 attack.

Lena - Bishop (Level 7) - My healer. She also can deal anime magic damage.

Ogma - Hero (Level 1) - Also just leveled with Master Seal before fight.

Beck - Ballistican (Level 16) - Strong since I put him to use.

Nabarl - Swordmaster (Level 7) - Ouch. With 26 speed, 24 skill, 16 strength, and 21 luck, he beats all the enemies as easy as Wolf does.

Wolf - Horseman (Level 20) - A real description isn't necessary. He is my back-up just in case an enemy puts one of my units in danger.

Merric - Sage (Level 1) - A weak link in my army, but he is strong when on the offensive. His defence is still only seven though, so I rarely risk him on the frontlines.

Note that I NEVER changed classes, I kept them the way they are. That is because there is no real need to. Now, provided that the units above are a tad bit stronger than they SHOULD be. This is because I arena abused a few of them. However, I am at a point in the game where I literally rip the enemies to shreds due to me having used this "all-star" team the whole game.

What I mean by the above is that you don't need to be as strong as I was. Now, if you abused more than I have (as some readers might), then you may disregard this... :P

Anyway, when ready, start the map.

--- DIALOGUE

Marth: Nyna, we'll soon be launched the attack. If you have something to tell me...now is the time to do it.

Nyna: All right, Marth. As you wish. When the Doluna-Grust allied forces seized control of Akaneia, the entire royal family was killed, save me. I was given into Grust's custody- the custody of the Sable Order, to be more specific I am told Doluna wished for my execution- and with it the end of the holy lineage of House Akaneia- and Grust was willing to comply.

Marth: But you are not dead.

Nyna: That is right. I was not put to the sword. The Sable Order's captain came to my defence. His name...was Camus.

Marth: ....!

Nyna: Camus protected me, knowing he risked incurring the wrath of the Shadow Dragon. He was the one who eventually arranged for my escape to Aurelis.

Marth: ...I had no idea. That certainly explains Doluna's displeasure with him.

Nyna: I hated him, too, at first. But in the time, I found my hatred tempered by the compassion he showed me, my feelings...changed. And no, all I wish is to see him again...But not if it means you and he must fight.

Marth: Nyna... Do you... I cannot make any promises. But I will do what I can. I hope you can accept that.

Nyna: Thank you, Marth. I could not ask for more.

END DIALOGUE ---

First turn, use Beck to get rid of the ballista. If you don't have him, move Shiida and any other flier away until you kill it. This is because the ballista has arrowspatte and most likely will critically damage your flier.

Use Shiida's Wing Spear to defeat the generals in the vicinity.

Now, I RECOMMEND using an overpowered unit like Wolf to solo the west side. Equip him an Iron Sword and all four paladins will attack...and promptly all die. There are two ballistas randomly placed out there, killing them will solve a whole bunch of immediate problems.

Another immediate problem is the paladins to the north. They deal about 15 damage to some of my units and thus put some at risk of dieing since there are four of them. When done, move Marth up north. Use the danger zone to position them out of range of the ballistas. Then, DO NOT move Marth or anyone that is with him.

By the time you find a way to defeat them, Wolf should have destroyed the ballistas. Now, randomly assorted reinforcements will appear along with a thief trying to destroy the village in the center.

I swung in my paladins for support. The reinforcements are relatively small.

Now, use Beck to destroy the ballista next to the castle. Hopefully you have one thunderbolt left (I had exactly one left).

Automatically, Marth will decide to talk to Camus (note that this is implied and all we see is the dialogue below)

--- DIALOGUE

Marth: General Camus! Can you hear me? It is I, Marth of Altea! I must speak with you! Please, show yourself!

Camus: Prince Marth. I am Camus of Grust.

Marth: General, I have no wish to fight you. You know this battle is pointless; surely you must!

Camus: So long as Grust continues to support Doluna's ambitions, it does not matter what I know or think. I am a knight; I have a duty to fight for my motherland's glory till the very end.

Marth: But surely-

Camus: Prince Marth, there is nothing you can do or say. I am party to your father's murder. Are you a man or not? Draw your sword.

(Enter Nyna)

Nyna: Stop! Camus!

Camus: Princess Nyna...

Marth: Nyna, what are you doing here?! This is the middle of the battlefield!

Nyna: I know, I know... But please, Camus, listen to me...Camus, you gave me back my life. And Marth, he gave me back my kingdom. I do not wish to see that the two of you fight. It is...it is unbearable. Please, Camus, fight with us. We need your strength.

...I need it [oh snap!]

Camus: I am sorry, Princess.

Nyna: What? But, Camus!

Camus: Were my heart my master, I would do exactly as you say. But what sort of knight abandons his kingdom- his king!- now, when they need him the most? Would you have me toss away the life I have built as if it meant nothing at all?

Nyna: No, Camus, I.... I don't know...

Camus: I have lived as a knight, and I intend to die as one. There are no other roads left for me to walk. Farewell, my princess. I shall never forget our days together at the palace, few though they were. I pray you meet someone who can bring joy back into your life.

END DIALOGUE ---

Oh well, that conversation almost looked like we could recruit Camus. It isn't possible to recruit Camus, attacking him yields the following conversation.

--- DIALOGUE

Camus: With this lance, Gradivus, I am all but invincible. A pity you had to waste your life.

END DIALOGUE ---

--- NOTES ABOUT CAMUS (inspired by Amano_kun's contribution - quite a bit here is from him)

It is not mandatory to kill Camus. You may ignore him and decide to just seize the gate. However, there are three things to keep in mind:

1) You will get an alternate scene. Camus DOES NOT join you. Nyna will change her dialogue to say that Camus was not able to be found. 2) You run the risk of losing a unit if you aren't careful enough. 3) You won't get his drop, Gravidus, which is a powerful weapon

To finish the map without killing him, you must swing Marth over to the left along with Shiida. Put Marth in range of seizing the gate, then on the next turn, swing Shiida to recruit Lorenz. Move Lorenz aside and seize the gate.

END NOTE (Thanks to Amano_kun again) ---

Camus uses the legendary lance and packs a punch. Eliminate him with a Ridersbane + Beck combo. When you kill him, he says:

--- DIALOGUE

Camus: Nyna...Farewell...

END DIALOGUE ---

You might not be able to get Camus, but you can recruit Lorenz, the general guarding the gate. You need either Marth or Shiida. The following is the conversation:

--- DIALOGUE

Shiida: General Lorenz! My name is Shiida. I hail from Talys. My father has told me quite a bit about you.

Lorenz: Princess Shiida! My, look what a lovely young women you've grown into. Your father was a good friend to me, many years ago.

Shiida: General, I heard you opposed Grust forming an alliance with Doluna. Why didn't you try to stop it?

Lorenz: You think I did not try, Princess? Our king is meek; in the end, Doluna proved better at cowing him than I did.

Shiida: But sir, surely you know that Doluna intends to use Manaketes to conquer humankind! You must act now- for Grust's sake, if not the world's! Join us, General Lorenz. We can put an end to this battle right now.

Lorenz: Hmm...What you say makes sense enough, but I serve Grust. I cannot simply betray my country.

Shiida: Ah, but what makes a country?

Lorenz: Pardon?

Shiida: Is it one man- your king? Or is it the countless innocent people who make their home here?

Lorenz: Well, that's- Hmm...

Shiida: My father has a saying: "A kingless country is a country still; but a king without subjects rules naught but hills." If you disobey your king to ensure his subjects' safety, how is that a betrayal? You are protecting his reign.

Lorenz: Protecting his reign? ...Aha ha ha, ha ha! Ahh, that mad logic! I feel as though I've shed twenty years and I'm talking to your father again. You win, Princess. I yield! I will join you, in the intersts of king and country. Har!

END DIALOGUE ---

If you talked to Lorenz with Marth, the conversation is as follows:

(THANKS TO SUPERARC!)

--- DIALOGUE

Marth: General Lorenz, hold!

Lorenz: What? You are Marth, the Altean prince...

Marth: Yes, sir. The king of Talys told me much about you. He said you opposed Grust forming an alliance with Doluna, right from the very start.

Lorenz: That's right.

Marth: Then fight with us! With your help, we can defeat Doluna!

Lorenz: Forgive me, Prince Marth, but am I to just abandon my country, then?

Marth: ...

Lorenz: I know yours is the just cause. Still, I wish to remain a Grustian general, right to the end. I am fighting here because that is the way for me to honor my kingdom.

Marth: Forgive me, General, but...is it, really?

Lorenz: Pardon?

Marth: Since you are a Grustian General, then surely you fight for Grust's future first and foremost. But tell me...from where you are standing now, do you see any future for your country?

Lorenz: ...I shall have to learn to mask my misgivings better, if you can pluck them from my heart so easily. You are quite correct. If I care what becomes of Grust, then I cannot continue to stand by Doluna. So, I will stand by you instead, Prince- and hope the future is a bit easier to spot from there.

END DIALOGUE ---

(CREDIT TO SUPERARC!)

Note that Lorenz is a promoted general and thus, I naturally dislike him. Also note that I didn't realize Camus could deal 36 total damage to a unit with 17 defence, and since I probably won't use him anyway, I decided to not restart the chapter.

Note that I did not kill him first because I still believed there was a way to recruit him. To avoid what happened to me, it is imperative to kill Camus first

BEFORE SEIZING THE GATE, check out the village to the south you might have missed with Marth. Get the Hammerene, a good staff for Lena only.

Finally, seize the gate.

--- DIALOGUE

Marth: Forgive me, Nyna. I was unable to reunite you with your general.

Nyna: No, Marth, I...I should not have made such a selfish request. I am sorry, so terribly sorry...

Marth: ....

Nyna: The worst part, Marth...the worst part is, I knew it would come to this. Ever since I gave you the emblem, I just knew...Have you heard the story of Artemis's Curse?

Marth: No...

Nyna: The last time the Fire Emblem changed hands to save House Akaneia, it was not without cost. There was a princess named Artemis who loved your ancestor, Anri, with all her heart. He loved her as well- but when Medeus appeared, the two were parted forever. She cursed the Fire Emblem- called it the end of war, but also the end of love.

Now the emblem has changed hands again, and I am the one who is cursed...

Marth: Nyna...

(if you didn't kill Camus, Nyna will say something about how he was not able to be found)

Nyna: Look at me, so quick to fall apart... You lost loved ones in Altea and took it so bravely; but I cannot be so brave... Please...leave me for a moment. This is too much to bear. I need to...to confront my feelings...

Marth: ...Say no more, Nyna... Princess. I will step out. Send for me if you need anything.

Nyna: Thank you, Marth...

(Marth leaves and the bottom screen of our DS goes black for some odd reason)

Nyna: Ahh...! Camus, Camus... Ahh...no... Oh, why...

END DIALOGUE ---

If you have less than 15 units here, you will go to the Gaiden chapter. See [CHPF1] for more details.

-_-_-_-_-_-_-_ Clash in Medon [CHP21] _-_-_-_-_-_-_-

"Grust would harry the League no more. Marth led his forces on to Medon. However, Medon's Dragoons were ready to waylay them at the border; countless reinforcements hovered within the fortresses, waiting to strike...Would Marth be able to lead the League safely through the gauntlet?"

There isn't much to do on this map, just that picking fewer units will make it easier to defend them. Start the map when ready.

--- DIALOGUE

Malledus: Sire, we are nearing the Medonian border.

Marth: Did you send a messenger?

Malledus: Yes...but...

Marth: They will not yield.

Malledus: No reply came, sire...

Marth: I knew they might not switch and join us, but I had at least hoped to avoid bloodshed...So be it. Medon stands between us and Doluna. And Gotoh is here somewhere as well. If the battle must be fought, I mean to fight it well.

END DIALOGUE ---

Basically if you don't have any weak units and all your units can fight for themselves, you are good to go on this map. The reinforcements appear in sheer numbers, make it impossible for your good units to kill them all in one turn.

This makes it hard to defend a weak healer or a mage. Which is why I recommend taking less units into this battle.

You can defeat the Generals at the beginning without provoking the mages near the castle. At about turn 6, about 6 enemy dracoknights/pegasus knights will appear. It takes about two turns to catch and defeat all of them. Of course, have a healer run around with Mend ready to heal.

There isn't more to write in here, just that the reinforcements will spawn in about every three turns. They only come in three times total the whole battle. If you have a REALLY hard time, move all your units to the right side behind and in the forest.

When the reinforcements come in, eliminate them with Beck and archers. Then, you can turn around and defeat the reinforcements that spawned in the left side

Of course, after the reinforcements end for the third time, just go attack the generals and finish the map like normal.

After this, kill the healers and then move onto the boss.

--- BOSS: Orridyon HP: 34

Weapon: Javelin Drop: Master Seal

Beginning Quote: "Rebels! You have strutted into the wrong kingdom this time!"

Death Quote: "Nngh! I am but a pebble...in Medon's unshakeable foundation..."

---

Seize the gate after this.

--- DIALOGUE

Gotoh: ...Prince Marth...

Marth: That voice! Lord Gotoh, is that you?

Gotoh: I see you have made it to Medon. You will find me in a village north of the Medon aerie, their castle. If you possess the Lightsphere and Starsphere have them in hand when you visit me here.

...Ah, yes. I also have good news. Your sister Elice is unharmed.

Marth: What?! You are certain? Where is she now?

Gotoh: Thabes, city of illusion. Gharnef took her with him when he fled. I pray you rescue her soon.

Marth: I will!

Gotoh: But first, bring me the two orbs. Without Starlight's mighty blast, Gharnef will only add you life to the list of things he has taken from you.

END DIALOGUE ---

Save the game.

-_-_-_-_-_-_-_-_-_- A Knight-Filled Sky [CHP22] _-_-_-_-_-_-_-_-_-_

"The Medon that Minerva and Maria remembered best was one of peace: a quiet, prosperous kingdom famed for the flying beasts favored by dracoknights. But then their brother, Prince Michalis, succumbed to his lust for power. Despite his sisters' adamant opposition, he sword allegiance to Doluna; and when Medon's Dragoons took flight, the world suffered. Even now that the tides had turned, Michalis took position for one last stand. Dracoknights filled the sky end to end, eager to pluck Marth from the Earth."

This battle is about speed and endurance, as you will need to fight multiple enemies while rushing to Gotoh's village. Whoever has the two orbs, trade them to Marth now.

Start the battle when ready.

--- DIALOGUE

Michalis: Lord Gotoh, the League has begun its attack. I wish for you to move someplace safe until the fighting has ended.

Gotoh: Why not just end this folly now, Michalis?

Michalis: Folly? What folly?

Gotoh: You loved your younger sister so much. It pains me to see you quarrel. If you and Minerva had worked as one, Medon might have become a great kingdom- greater even than Akaneia, perhaps.

But instead, you let Gharnef trick you into destroying your family, and your kingdom with it.

Michalis: ...I cannot undo what is done. My father's blood will always be on my hands, just as Minerva's betrayal of her brother and country will be on hers. And Medon has not been destroyed, not yet. So long as I carry Iote's Shield, the League's arrows cannot fell me.

Gotoh: Very well. And if you win? What then?

Michalis: If I win, I will tell you. Right now, my only goal is to gut that Altean prince who leads the League. My pride as Medonian king rests upon it.

Gotoh: I see... Then we've nothing more to discuss, have we?

(Michalis leaves)

Gotoh: The weight of his father's murder threatens to crush him...Poor boy. ...Poor fool.

END DIALOGUE ---

On turn 1, use Beck to kill the thief. Move the other units forward through the right side.

Keep rushing, use Beck to kill some of the dragoons up there. By the time you reach the village, all but a few units should be killed. Beck can keep being used to kill the remaining few units left.

Then, go to the village with Marth WHO HAS BOTH ORBS IN HIS INVENTORY.

--- DIALOGUE

Gotoh: You have the Lightsphere and Starsphere with you? Well done! Now I can create Starlight for you.

...There. It is finished. Take this with you; it is the only magic capable of breaking through Imhullu. Use it to stop that fiend Gharnef once and for all.

(OBTAINED STARLIGHT)

END DIALOGUE ---

Move your units up the steps in front of the forts. For a few turns, two reinforcements will spawn in. They make for good experience for any lower level units you might have.

However, make sure that you bring up your higher level units as a whole wave of enemies will appear. I recommend attacking with your units, then using a healer, like Lena, to use Fortify. It heals all your units for a vast amount of HP.

The reinforcements end at about turn 15. Note that the boss should be the only enemy left. He carries an Iote Shield, which negates an archer's advantage over fliers. You still can damage him with arrows, it just won't be super effective.

The boss himself doesn't pose a major threat.

--- BOSS: Michalis HP: 37

Weapon: Silver Lance Drop: Iote Shield

Beginning Quote: "Made it this far, have you? Don't gloat yet. My Dragoons and I still rule these skies!"

Death Quote: "Aaagh...I am finished...Forgive me...my people..." ---

Personally, me Beck did a critical hit with a Pachyderm, but it wouldn't matter anyway since the boss could be killed fast with a combo of Nabarl + Abel.

Seize the gate after.

--- DIALOGUE

Marth: First General Camus of Grust....Now Prince Michalis of Medon. Men of such promise...Had the times been different, the two might have led illustrious lives.

Malledus: Yes, Prince Michalis was a brilliant man with great things ahead of him. But in the end, the rashness of youth did him in.

Marth: Only because Gharnef found his weakness and exploited it. Until we stop that fiend, this spiral of misery will never cease.

Malledus: Then shall we go to Thabes? Lord Gotoh said the city lies someplace far to the north of Khadein.

Marth: Yes, in the heart of the desert...

Malledus: Thabes is an old city... None in recent memory have gone there and returned alive. Within its walls remain many powerful apparatus crafted of long-forgotten magic. Lord Gotoh believes Gharnef is harnessing their power, and that is why he wields such influence over the continent.

Marth: And he has Imhullu as well...This will be a struggle.

(Malledus leaves)

Marth: Still, Gharnef's reign must end. The world was so much more beautiful before he painted it red...

END DIALOGUE ---

Save the game.

-_-_-_-_-_-_- Dark Pontifex [CHP23] _-_-_-_-_-_-_

"With the aid of the White Sage Gotoh's powerful Warp magic, Marth and company were transported to the faraway city of Thabes. Once, Thabes was an advanced civilization; but only its decay advanced now. The League traced the lifeless streets to the temple at the city's heart, somewhere within its walls Gharnef was waiting, and now, Marth must wrest Falchion and his sister, Elice, from the fiend's grip."

Before the battle, give the Iota Shield to one of your fliers (ie. Shiida). Then, give Starlight to one of your mages (ie. Merric).

Start the battle as normal.

--- DIALOGUE

Marth: The Temple of Thabes... He's here...somewhere...

????: Heh heh heh... Come to play, little Marth?

(????, aka Gharnef, teleports right in front of Marth)

Gharnef: 'Tis I, Gharnef. I have been waiting for you.

Marth: Waiting?

Gharnef: Oh yes. For you to dance around the continent, collecting powerful weapons and killing off my competition. Thanks to you, Camus and Michalis will trouble me no more. You have my gratitude, diligent prince.

Marth: You...monster!

Gharnef: Tsk, tsk, don't spoil the moment, now. You're about to do me one last favor... Die, Prince. Heh heh heh!

Marth: That's what you think. I have something else in mind.

Gharnef: Heh, is that a threat? If you mean to harm me, first you'll have to find me, boy.

Marth: And what is that supposed to mean?

(Malledus pops in)

Malledus: My prince! Several sorcerers have been sighted throughout the temple! They're...They all seem to be Gharnef, sire!

Gharnef: Heh heh! Fight, boy, fight! Wear yourself thin fighting puppets and shadows! But the only way you'll claim Falchion is by defeating the real me. Heh heh, ha ha ha ha!

(Gharnef teleports off)

END DIALOGUE ---

Just move forward the first round, and dialogue will appear.

--- DIALOGUE

Malledus: Sire, we've pinpointed where Gharnef is keeping the magical apparatus that gives him his power.

Marth: Where?

Malledus: The Tower of Thabes atop this very temple.

Marth: Then we don't need to fight Gharnef...If we find those apparatus.

Malledus: Gharnef's power- a great deal of power- will be sealed forever.

Marth: Then let's hurry and seize the entrance to the tower!

Malledus: A word of caution, sir. Stopping the apparatus will not undo Imhullu power- only Gharnef's. He still has Falchion in his keeping; if you want the blade back, you must defeat him now, before seizing the tower.

END DIALOGUE ---

You probably got attacked by an archer and a mage (with Swarm) last round. Just eliminate the archer and heal whoever got attacked.

--- NOTES ABOUT GHARNEF:

I have recently found on my second playthrough that Gharnef is randomly placed between the three Gharnefs. He may the first one your face, or he might be all the way in the back.

You know that you have killed him if you see the dialogue after and you get the "Obtained Falchion!" message instead of "Obtained Steel Sword!"

Note that you can easily beat this map if he dead fast because no reinforcement pop up.

Also, it doesn't matter if you kill him, the fakes are still there. ---

The goal on this map is to kill the three Gharnef first, then to take care of the boss. The first guy to kill is the Gharnef to the bottom. It might take a few turns because of the healers using physic and fortify, but Starlight will kill him.

---
 * SOMETHING VERY INTERESTING ABOUT DAMAGING THE FAKE GHARNEFS***

It has been reported (by SuperArc) that using counter-attacks will damage the fake Gharnefs. However, only counter-attacks. Trying to damage them on your turn will not work. ---

The fake Gharnefs will drop a Steel Sword instead of the Falchion.

On turn 7, IF Gharnef is still alive, he will summon in some more enemies.

Now, the best way to approach the nest above is to use Beck to eliminate the mages and healers first. Some of them will charge you, and use Swarm to do damage. Others are just normal mages, but nevertheless, don't risk sending units forward to attack since there is at least one mage at the top who can pick you off with Swarm. Once they reach the staircase, it is OKAY to send other units to clear the mages.

By the time you clear the first wave of mages, Gharnef will cower out again (if he is dead already, then you will not see the reinforcements)

and decide to send yet another wave of reinforcements in. Do the same to them as you did the first wave.

After the second wave, Gharnef stops sending more mage reinforcements.

Now is the time to move your units in. Lure in the Swarm mage to attack Beck, then destroy him. Move the rest of your units in and kill the healers and other enemies.

Before you attack the second Gharnef, make sure to destroy all other distractions. Then, send in whoever has Starlight to kill the Gharnef.

Note that a good combo to kill the units on the top is Stonehoist then a Pachyderm to finish the enemy off. Strength needed to pull this off is 15.

The real Gharnef when attacked (for me it was the guy to the right of the throne) will say

--- DIALOGUE

Gharnef: Heh heh heh...You dare challenge me, fool? You must not value your life. Cower before the might of the dark magic Imhullu!

END DIALOGUE ---

Gharnef should be no problem if you have a decent mage using Starlight. The healer to the left is annoying, and he will prolong the life of Gharnef. But no matter, Gharnef will fall after a few turns (use your own mage to support your mage)

When he dies, the dialogue is as follows:

--- DIALOGUE

Gharnef: Agh! What... Where did you get...Starlight...? Still, you are a fool ...Your power is not enough to defeat Medeus...I shall be waiting in the pits of the inferno...for when he sends you to join me... Heh heh, ha ha ha!

(OBTAIN FALCHION)

END DIALOGUE ---

There is still one Gharnef left. However, feel free to put in a chapter save since the most part of this chapter is over.

Send in your mage again to defeat Gharnef, but first use Beck to kill the healer there.

The boss isn't anything special. Kill him with a weaker unit for great exp. He also drops a Master Seal.

Before seizing the gate, be sure to grab the chests way back where you spawned.

--- 1) Bullion (S) 2) Tailsman ---

ALSO, check out the secret shop behind the throne. See [4D] for more details.

Seize the gate.

--- DIALOGUE

Marth: At last...Gharnef is finished.

(Ally soldier enters)

Allied Soldier: Sire! We found Princess Elice up in the Tower of Thabes! She's on her way to see you right- Ah, here she is!

(Elice runs in)

Marth: Elice!!!

Elice: Marth! Oh look at you. A man grown! [oh the cliche...]

Marth: Sister, I was so worried. None had seen you since the castle fell. I...I feared the worst.

Elice: I was prepared for the worst, if that was what it took to ensure your safety. But they did not kill me. Gharnef spared my life.

Marth: Why would he spare you?

Elice: Marth, have you heard of the staff of Aum?

Marth: The staff that brings back the dead? It was lost to the world long ago, or so the legend goes.

Elice: Yes, but Gharnef found it...in the Resurrectory.

Marth: The Resurrectory? What was it doing in a temple in the middle of Doluna?

Elice: I could not say. But that was why Gharnef kept me alive: he wished me to wield it. The staff of Aum's power can only be channeled by woman of royal blood. Marth, you are going to Doluna, are you not?

Marth: Yes. I must settle things with Medeus.

Elice: Then take me to the Resurrectory along the way to claim the staff. Aum works but once, but I will use it to revive a lost comrade.

END DIALOGUE ---

-_-_-_-_-_-_-_-_-_- The Dragonkin Realm [CHP24] _-_-_-_-_-_-_-_-_-_

"Doluna...Land of the Manaketes. Before Medeus, the dragonkin had few dealings with the human realm, but when the Shadow Dragon came, everything changed. He sunk all Akaneia into a cycle of war, in which heroes rose and heroes fell- always claiming his cause was just and the human deaths deserved. But now Medeus's empire was crumbling...He was nearing the end of his reign...even as Marth was nearing then end of his long quest."

For this map, take Bantu along to recruit. Other than that, do the normal. Start map and Malledus will come to talk to Marth before.

--- DIALOGUE

Malledus: There, sire. Up on the mountains to the south, you can see Doluna Keep.

(Camera zooms briefly)

Marth: And inside is Medeus, king of the earth dragons- the one they call the Shadow Dragon.

...Why doesn't he leave the keep and face us?

Malledus: I recall Lord Gotoh saying his return is not yet complete; only within the keep's walls can he maintain dragon form.

Marth: Really...? Then we have the advantage...

(Malledus leaves conversation)

Marth: To Doluna Keep, then! Let us put a stop to this war!

END DIALOGUE ---

First turn, kill the thief with Beck. Then, move the rest of your units forward

To our amazement, there is a lone house. It's been a while...

--- HOUSES

1) The fortress to the southeast is where you can get the Aum staff.

END HOUSES ---

There are two types of Manaketes here, the ones with Firestones and the ones with Magestones. The latter is by far more powerful and I only advise using the strongest of units to kill them.

Your units should be able to conquer the east side with ease, the hard part is holding it. I would send a unit like Wolf through the gap in the mountains to the left.

This map is hard because there is endless reinforcements if you let it happen, or if it is limited, then it definitely is a very prolonged reinforcement turn amount.

Quickly, and I mean as soon as possible, put a unit on the forts to the south and east. These are really annoying and unless you need experience, stay away.

After blocking the forts, reinforcements are...

1 Hero (Armed with Silver Axe) 1 Bishop (Armed with Bolganone) 1 Manakete (Armed with a Firestone)

These units are enough to cause trouble, make sure to keep good units to beat them.

The goal to stop these reinforcements is to simply not let them spawn in, put a unit on the fort to quell resistance. Thankfully, the boss cannot attack further than 1 range, so you are free to place two units on the forts there.

A flier is recommended to capture the base that the Manakete spawns in.

After all this fighting (you have to kill the rest of the stationary units before the above is even considered), you should only have the fortress and the boss left.

For the fortress, just overpower it with strong units. The chest in there contains the Aum staff, which allows you to resurrect a lost unit.

For the boss...

--- BOSS: Xemcel HP: 34

Weapon: Magestone Drop: N/A

Beginning Quote: "This land, all of it- it belonged to us! Then you humans took it...defiled it!"

Death Quote: "Rrgh...Emperor...Medeus...Forgive your servant's weakness..."

---

Seize the gate after.

--- DIALOGUE

Enemy Soldier: Emperor! The enemy has broken through the gates!

Medeus: That impudent boy...Have the guards take their positions. The keep must be defended.

Enemy Soldier: At once!

(Enemy Soldier leaves)

Medeus: Hmph, you'll find an earth dragon like me harder to tame than Gharnef, brat. Come and face me. I'll tear the ground asunder and make you wish you'd never been born!

END DIALOGUE ---

-_-_-_-_-_-_-_ Chosen by Fate [ENDGAME] _-_-_-_-_-_-_-

"The long war had been fought, Akaneia's many lands freed, and now the League had cornered their archenemy within his castle. They broke into four groups and stormed the four gates of Doluna Keep- unaware that this was exactly what Medeus was expecting. Bravely, these warriors fate had chosen steeled themselves for one last struggle."

This battle has a lot of preparation going on. First of all, if you usually pick only 12 or less units, you have the advantage here. The game recommends splitting into four parties, but if you want, you can choose to only deploy troops in three of the four regions. This gives you the advantage of not being spread out too much.

The three regions I would pick to have units in are every region except the one in the northwest.

For this battle, don't bring any unit that will drag you down. Only the best are needed. Bring the strongest weapons: Falchion, Gravidus, Mericdus, etc.

Also, give a Door Key to Marth.

Then, when ready, begin the final chapter of the game.

--- DIALOGUE

Marth: We made it. Now we just have to find Medeus...

(Enter Malledus)

Malledus: Sire! Lord Gotoh is here to see you.

(Enter Gotoh)

Gotoh: Marth, you have fought splendidly.

Marth: Lord Gotoh?! What are you doing here?

Gotoh: I washed my hands of humankind and their foolish ways long ago. But you and your companions have convinced me that was a rash decision. Perhaps there is hope for you yet. Allow me to offer what help I can.

Marth: You mean you'll fight with us?

Gotoh: Yes. I may lack the power to stop Medeus, but his minions are another story. Let this old man strike them down and clear a path for you.

...The gods have chosen you, Marth, prince of light. Go now, and win back a future for us all. Your family would be proud.

Marth: ....!

(Flashback to alllllllllllllllllllllllllllll the way back in Prologue)

Cain: His last words were as follows: "Tell my son that I leave the future of Altea and our continent in his hands."

(Flashback to another scene is Prologue)

Malledus: Your sister knows that you are the future of Altea- nay, the whole land!

(Back to reality!)

Marth: Come, my friends! We have a dragon to tame! Help me confine Medeus to the shadows for all eternity, and bring light back into the world!

(Weird scene shows were Medeus is in dragon form)

END DIALOGUE ---

This is it. The final battle. Give it all you got, leave no regrets.

Gotoh is in the area next to Marth.

First turn, use the door key to open the door. Converge your units toward the enemies situated in the middle area. There are a lot of them, and it will most likely take the best weapons to prevail without risking a unit too much.

If done correctly, most enemy units, except one (in the extreme lower-left), should have been wiped out from the left side.

This map is interesting in that the doors will close in unnecessary places after all your units move past it. Note that enemy reinforcements will still spawn here, so you will need ranged units to take care of them.

I recommend sending Wolf or any extremely strong unit to the north. Use Parthia on the Manaketes and any weapon on the heroes.

Send a whole bunch of units up, and do the same as last map. The reinforcements are long. I mean long. According to A2Moogle, they can last as long as 60 turn!

(There is some controversy and unclearness since, according to Terrin14, they only last for 50 turns)

However long the turns are, it still means that you will need to cover the staircases near the boss's right (a Dracoknight with Javelin spawns there) and to the left (ballistas that can pick off units trying to fight with Medeus spawn too)

To the left, a ballista will continually spawn and they will harass your units who are trying to kill Medeus. Make sure to send an archer to defeat them.

Four units spawn in the bottom also, they are annoying, especially the Manakete I kept some of my strongest units, the paladins, behind to take care of them.

Another reinforcement is to the west, in the room. You can ignore it if you want, just keep in mind it has a ranged weapon and will attack.

It may take a while, but you will prevail eventually. Fortify is your best friend here. When this is all over, all that is left is Medeus. Bring in your best units and get them fully healed.

You can have three units at max crowding around him attacking: two ranged and one physical. Watch your units HP and keep in mind that the throne will heal him.

I recommend sending in your units that have the regalia: Parthia, Mercurius, and Gradivus. They plus Marth's final attack (of Falchion) should be enough to kill him. Keep in mind that the best way to attack is to let him attack you first, so as to avoid his counter-strike.

Also note that Medeus has a HORRIBLE attack rate, he attacked twice and missed both times. Of course, I got lucky with a critical, cutting his HP in half.

He isn't hard compared to other bosses, his hit rate is only 50% and you can also heal with Lena. Also, Tiki is a good choice to deal good damage.

Here is the boss info:

--- BOSS: Medeus HP: 60

Weapon: Earthstone Drop: [You shouldn't be worried about this! Final boss!]

Beginning Quote: "Foolish humans! You dare disturb me while I slumber? Oh, how you will regret it as you die slowly...painfully...writhing in the fires of the inferno!"

Death Quote: "Nngh...Defeated again...by humans! Know this, Altean prince... That light which surrounds you is only a temporary respite. So long as the darkness in your hearts continues to sustain me...I cannot be...destroyed..... Rrraaahhh!!!!! {insert epic death animation here}

---

Wooot! We beat the game. CONGRATULATIONS!! Save the game after.

Note: If you have enjoyed this guide and/or found it useful, please recommend it to other users (with the option at the top). Thanks!

EPILOGUE [EPI] ________

"After Medeus's demise, Doluna would relax its shadowy grip on the land and fade into obscurity: the Empire was finished. The fires of war that had raged across Akaneia would die, and light would come to take darkness's place. But before any of that came to pass, there were a few final moments of Marth's tale that need telling...

(DIALOGUE)

Shiida: Marth, you did it. It's finally over.

Marth: I've waiting a long time for this day. And now I'm not entirely certain what to do with it...

Shiida: Marth...um, we haven't talked much since leaving Talys. But I thought.. Do you know where you will be going?

Marth: To Altea, of course. War has left my kingdom in ruins. I cannot waste another day; I must return to help rebuild.

Shiida: So...I suppose that means you have bid Talys farewell for good...

Marth: Don't be silly, Shiida. I need to at least go thank your father and tell him the fighting is done.

Shiida: My father...? Marth, I'm not asking about my- Never mind. Please excuse me...

(Shiida leaves and Nyna walks in)

Nyna: Marth, did something happen? I just passed Shiida, and she looked heartbroken...

Marth: No... Well, we were just talking. And she asked me...

Nyna: Ha ha, oh, Marth... How can a man who faced the Shadow Dragon be so desperate to avoid facing his own feelings?

Marth: I- my- what? I don't know what you are talking about.

Nyna: You wish to send Shiida home to Talys, then, and return to Altea alone? That is what you want?

Marth: Well, that's where we both belong. I don't see what my wants have to do with anything.

Nyna: Clearly not. Marth, if you have anything to say to Shiida, say it now. Love cannot always make the leap from heart to heart by itself; sometimes you must speak it aloud and give it wings. Surely a great leader like you can muster the courage for that?

Marth: .....

(Marth leaves and finds Shiida)

Marth: Shiida...might I, er, have a moment?

Shiida: .....?

Marth: I did not speak with my heart before. When I said I would go to Altea, I... Well, I had meant... I hoped you would be at my side.

Shiida: .....!

Marth.: As you said, we have not spoken much since Talys. With you, I felt I never had to say a word. If the battle started to take its toll, you were always there...close by...I would see you there, so beaut- ahem, so brave... and I would, um,....derive! Yes, derive great strength! Derive...

....Ugh, why is this so difficult?! Shiida, I'm just trying to tell you I-

Shiida: Marth... Shh. Me too... Me to. [Just in case you are an ignorant gamer, they just confessed their interest]

(END DIALOGUE)

"So concludes the tale of Falchion, blade of light; Marth, its wielder; and his battle with the Shadow Dragon. Herein its events have been chronicled, that none may ever forget."

After this, the Campaign Summary shows. It displays the turns taken to finish each map and the time.

Then, it shows all the character biographys and what happened to them. Here is each character's ending. (Thanks to mmo_006 who even has a video on YouTube where you can watch the ending)

(PREPARE FOR LONG SECTION!!!)

Marth - Altean Prince

Marth returned to war-torn Altea and devoted all his energy to restoring the kingdom to its former glory. He was later crowned king.

Shiida - Talys' Heart

Shiida visited her father in Talys before returning to Altea with Marth. Their whispers of love warmed the castle halls.

Jagen - Bones Of Iron

After the war, Jagen laid down his lance and became one of Prince Marth's closest advisors.

Cain - King's Voice

Cain remained in Altea to instruct younger knights in the ways of war. He was a shining example, never did he neglect his training.

Abel - Altea's Shield

Abel left the army and opened a small shop. He was to be married; but in the end his fellow knights were his most steadfast companions.

Draug - Gentle Giant

Draug was put in charge of an outland garrison. The people there soon came to love their kind but stalwart protector.

Gordin - The Ungagged

Gordin squired himself to an Akaneian knight, to further his mastery of the bow. Later he returned to Altea with his brother.

Wrys - Altean Healer

Wrys built a monastery and spent his remaining years caring for children who had lost their parents in the war.

Ogma - Loyal Blade

Ogma returned to Talys to serve the people. Perhaps love was not his strong suit; history contains no record of him marrying.

Barst - The Hatchet

Barst briefly enlisted in the Akaneian army, but later deserted - to become a pirate, by some accounts.

Bord - The Lopper

Bord returned to his peaceful life as a woodcutter. In time, he became renowned for his craftsmanship.

Cord - The Chopper

Cord returned to his peaceful life as a woodcutter. In time, he became renowned for his speedy work.

Castor - Loving Son

Castor hurried home to his aging mother, medicine in hand. They lived modest lives.

Darros - Seawalker

It was back to the sea for Darros, by all accounts, carefree, he departed Akaneia's shores for the last time.

Julian - Honest Thief

Julian gave up thievery for good and found an honest job in Medon.

Lena - Angel To All

Lena cared for orphans at a convent in Medon and dealt out love in equal shares to all she met.

Nabarl - Silent Sword

Nabarl vanished after the great struggle, but for years, imposters appeared, hoping to profit from his reputation the world round.

Merric - Mirthful Mage

After helping Marth stamp out the fires of war, Merric returned to Khodain where he continued his magical studies.

Matthis - Dashing Noble

Matthis left the army in favor of a dull and predictable life in Medon; to him, bliss.

Hardin - Coyote

Nyna offered Hardin her hand in marriage, and so he was crowned the twenty-fourth king of House Akaneia.

Wolf - Aurelian Hero

Wolf remained a knight of Aurelia. He helped rebuild, and later captained an elite force called the Wolfguard.

Sedgar - Aurelian Star

Sedgar remained a knight of Aurelia. He helped rebuild, and later became vice-captain and pillar of the Wolfguard.

Roshea - Aurelian Hope

Roshea left the army, but later returned and became an Aurelian paladin. Records show he resided in Altea for a time.

Vyland - Aurelian Son

Vyland remained a knight of Aurelis and helped rebuild. Always, he put the friends with whom he had grown to manhood first.

Wendell - Wise Teacher

Wendell became the senior mage in Khodain and embarked on a journey that took him from land to land in pursuit of truth.

Rickard - Big-Time Thief

Rickard returned home to live in peace- or so he claimed, even as the area experienced a surge in break-ins and purse-snatchings.

Bantu - Fire Dragon

Bantu sealed the dragonstones' power and disappeared, but his wish was to live out his years in the Dolunian countryside.

Caeser - Hired Sword

History lost track of Caesar after the war. Perhaps he found work as a bodyguard; or perhaps some country made him a general.

Radd - Lady-Killer

Radd fell in love during the war, and gave up his sword to win the woman's heart. Whether he succeeded, we shall never know.

Roger - Still Single

Roger found his way back to Grust in the end, and reached out to the many people whom the war had touched.

Jeorge - Perfect Shot

Jeorge worked diligently to rebuild Akaneia. Later, he was chosen from the palace's heights to become archer-captain.

Maria - Petit Princess

After studying in Khodain for a while, Princess Minerva returned to Medon to serve her people as a cleric.

Minerva - True Leader

Minerva put all her effort into restoring Medon to glory. All wished for her to be queen; all except Minerva herself.

Linde - Miloah's Child

Linde entered Princess Nyna's protection and became a lady at court.

Jake - Anna's Love

Jake helped rebuild a town destroyed during the war. He and his lover Anna always dreamed of travelling to far-off continents.

Midia - His Anchor

Midia honored her princess' request to remain with the Akaneian Knights, and later became their captain.

Dolph - Spitting Image

Dolph had a short career as a general before leaving the army. Some said the move was a tacit rejection of the king-to-be.

Macellan - Dead Ringer

Macellan left the Akaneian army without a word of explanation. He settled near the border and formed a band of watchmen.

Tomas - Quiet Bow

No one knew what became of Tomas after the war, but some suggested he returned home to live in peace.

Boah - Royal Bishop

Boah resumed his duties as Akaneia's royal bishop, guiding the kingdom while the people got back on their feet.

Beck - Born Shooter

Beck became famous for subjugating a group of borderland rebels who- having never seen a ballista- panicked and promptly surrendered.

Astram - Midia's Hero

Astram was made captain of Akaneia's free company. He was given Mercurius and with it carved quite a name for himself.

Palla - Elder Sister

The war left this ones self-assured knight's heart in knots; but Palla still worked diligently at rebuilding Medon.

Catria - Middle Sister

Catria returned to Medon to rebuild. Love for a certain man flared in her heart... then flickered when it went unrequited.

Arran - Free Paladin

Arran became Captain of Altea's knights. His efforts helped many a town rise from the ashes after the war.

Samson - Assuring Hero

Samson continued to ply his blade as a mercenary, but never sold his sword to any but those who met his standards.

Xane - ShapeShifter

After the war, Xane left without a word. It was not until later that Marth learned his true identity.

Est - Little Sister

Est fell in love with an Altean knight, and found that the path of the heart was a surer route to happiness than that of the spear.

Tiki - Dragon Scion

Tiki lived a peaceful lie with Bantu. She spoke fondly of her adventures with Marth, even long after they had ended.

Lorenz - People's Man

Lorenz put Grust's prince upon the throne and became his regent, but he and Akaneia did not always see eye to eye.

Elice - Life Giver

Elice returned to Altea with Marth. Ever serene, she stood by her bother and watched him grow into a fine leader.

Gotoh - White Sage

At Nyna's request, Gotoh became archmage of Akaneia. The world never knew a better teacher.

Frey - Brave Knight

Frey stayed in Altea to help rebuild his ravaged kingdom.

Norne - The Volunteer

Her stint as a warrior over, Norne returned to her home in Altea and lied an unremarkable but happy life.

Athena - Vun Voman

Vere she vent, nobody knows... One theory is that Athena returned to the border village where she was born.

Horace - Man Of Worth

Nyna pardoned Horace after the war, and he resumed his life as a landed noble. In the years to come, he worked hard to heal Akaneia.

Etzel - Spell Slinger

The spell slinger Etzel vanished after the war as quickly as he came. His wanderings took him around the world for years to come.

Ymir - No Monster

The fighting done, Ymir returned to his village in Grust: the one place that had accepted him. He was content the rest of his days.

Nagi - Holy Avatar

Marth would have thanked Nagi after Medeus fell, but there was no one there to thank. Had she returned home? None ever knew.

(Credit goes to mmo_006 again)

07:25, 22 February 2009 (UTC) THE END 07:25, 22 February 2009 (UTC)

_-_-_-_-_-_-_-_-_-_-			  Gaiden Chapters        [CHPGAID] -_-_-_-_-_-_-_-_-_-_

-_-_-_-_ Foreword [CHPA] _-_-_-_-

Gaiden Chapters are optional levels in this game. They only occur a few times after various chapters. The requirement for all but one of them is that you need to have less than 15 characters alive.

The last chapter (24X) requires that you have a certain character dead and to not have a certain weapon.

Please note that it is not advised to go for gaiden chapters on your first run.

Each gaiden chapter has a recruitable unit.

I recommend running a clean file if you want to play the gaiden chapters. However, gaiden chapters are most useful for the players who have lost many units.

Between gaiden chapters, I will briefly summarize the method on how to beat the chapter. Note that you can find this information in the main section, but this is here because there are some differences and optional paths that you can take. For example, instead of recruiting a useless character, you could just kill him for experience.

At the beginning of some chapters, having too few units will make some generic units join you. These units have relatively low stats, no portrait (meaning they technically aren't a real unit), no dialogue, basic weapons, and basically are just good for luring and nothing else.

-_-_-_-_-_-_-_-_- Recommended Party [CHPB] _-_-_-_-_-_-_-_-_

1) Marth 2) Abel 3) Frey 4) Gordin/Norne 5) Ogma 6) Shiida 7) Nabarl/Athena (Athena is obtained in Chapter 6x) 8) Merric 9) Beck 10) Lena 11) Julian 12) Wolf/Sedgar 13) Bantu (not to actually use him, but to recruit Tiki who might pose a threat as an enemy)

The last two are open spots for whomever you find taste for. Here are some options:

A) Minerva B) Bantu (Tiki is out of the question since she must be dead for 24X to occur) C) Nabarl/Athena (whomever you decided to not use) D) Wolf/Sedgar (whomever you decided to not use) E) Gordin/Norne (again^^) F) Horace (Lorenz comes too late to be of any use)

-_-_-_-_-_-_-_-_- Before Chapter 6X [CHPC] _-_-_-_-_-_-_-_-_

Beat the Prologue fast, choose Marth and two other horsemen. Give them the exp

Since we need to have less than 15 units to access the Gaiden chapters, we will need to kill some units. Starting in the third battle of Prologue, kill off any character that you do not want.


 * Make sure to keep one unit to be the decoy in the following battle***

Make sure that you have killed off all but 4 units by the end of Prologue. If you did so, then you will get an archer by the name of Norne at the end of Prologue IV.

Here is her dialogue (since you probably didn't get her on your first run)

--- DIALOGUE

Norne: Draug, sir! The enemy has crossed the border from the west! They'll be upon us soon!

Draug: Right, we're on our way.

(Enter Marth)

Draug: Sire, this is Norne. She caught wind of our struggle and wishes to fight for Altea.

Norne: Prince Marth, 'tis an honor. By your leave, though, I'll be savin' the curtsy-bobbin' for later. Quickly, sire!

END DIALOGUE ---

I don't recommend Draug, let him die next battle. As for Norne, she is a good alternative to Gordin. I would pick one out of the two to keep. Personally, since I like the try new units on my different runs, I chose Norne instead of Gordin.

Let the enemies kill the archer you didn't choose.

Wrys is gotten in Chapter 1. He...isn't advised neither. Kill him.

A whole bunch of units are gotten in Chapter 2. Keep Ogma and maybe Barst. Other than that, let the units die. Recruit Castor and Darros (and then prompt- ly let them die) or just kill them for experience.

In Chapter 3, both Lena, Nabarl, and Julian are good units to keep.

At the start of Chapter 4, you should be given 4 free units since you seem to lack in units. No worries, just kill them off too!

You also get Merric in the village in Chapter 4, keep him.

In Chapter 5, you get quite a few units also. Wendell, Hardin, Vyland, Roshea are all the units you DO NOT want. Keep either Wolf or Sedgar.

In Chapter 6, Rickard is useless. I wouldn't even bother recruiting him, but he is good experience.

Before you finish Chapter 6, make sure you have less than 15 units. Time for the first Gaiden chapter!

-_-_-_-_-_-_- In War's Grip [CHPC1] _-_-_-_-_-_-_

"Not long after Marth's army freed the kingdom of Aurelis, messengers arrived from a western village to plea for the prince's help. Pirates had struck the war-torn village at its weakest and abducted its children. Marth could not ignore such an injustice, and rode with his army to the rescue..."

The recruitable character for this battle is Athena. Use her if you don't like Nabarl.

At the beginning of the battle...

--- DIALOGUE

Elder: Athena! My lady, wait! Where are you going all by yourself? This is madness!

Athena: Vy vould you vant to stop us? Your children vere taken by the pirates. Ve are offering to go get them back.

Elder: But you're barely recovered! If you try to fight the pirates in that state, you'll only-

Athena: Only vat? Die? If your villagers had not pulled us from the sea, ve vould have been svallowed by the vaves anyway. That is the least ve can do. Vat sort of selfish creature do you take us for?

Elder: But there's no way you can stop them! There's only one of you-er, yous. Look, please, just wait a little longer. I've sent our younger folk to find help. Give them a chance to return!

Athena: ...Very well. Ve vill vait for this "help". But if no vun comes, make no mistake: ve vill not sit idly by.

END DIALOGUE ---

The enemies in this battle aren't anything special, just be sure to have a healer ready at all times.

The first turn, just move everyone forward. You should be attacked by about 5 enemies. Wipe them out and then you can heal yourself before proceeding.

Use an archer to lure/kill the archer on the island.

Next, you can either charge the south or the north. I would go to the north personally since there is the village there.

A mage from the south approaches the village when you do so. Use an archer again to lure/kill the mage.

Keep luring in as many units until you feel that there is no risk in rushing the area. I would say 3+ units is dangerous for most of our units at this point in the game (unless of course you use a high-defence unit to rush).

Visit the village when you get a chance.

--- DIALOGUE

Athena: Vell, vell...You must be the help. Ve vish to fight vith you.

Marth: Ah, splendid. How many of you? Gather your men, and we'll be on our way at once.

Athena: Men? Ve are a woman. Vun voman! Are you blind, stupid manchild?

Marth: Vat? ...Ahem, what? Oh. Right, pardon me. I, uh, I am Marth, prince of Altea. I heard pirates took the village children, so I brought my army straight away.

Athena: ...If you say so. Ve are called Athena. The vee vuns have been visked away to a castle south of here. Come. Ve have a fair bit of skill vith a sword; hopefully the same can be said of you, Marth of Altea.

END DIALOGUE ---

The rest is a matter of taking your time and luring in units with an archer. The boss is easy too...

--- BOSS: Bathys HP: 24

Weapon: Steel Axe Drop: None

Beginning Quote: "Ye be makin' a grave mistake, meddlin' in the affairs o' pirates!"

Death Quote: "Nngh...Avast! Spare me me life, matey...!" ---

Seize the gate...

--- DIALOGUE

Boy: *sniff* I wanna go home...

Girl: Thanks, mister.

Elder: Prince Marth, bless you, bless you...I haven't the words to express our gratitude. We are ready to abandon all hope, but you came to our aid when no one else would, when you did not have to.

I know today's battle means little when the entire world is at war. History may not remember it- but we will. Our village will speak of your feats for generations to come.

(Screen flashes to conversation between Athena and Marth)

Athena: Marth. Ve have decided to go vith you.

Marth: You have?

Athena: It is the least ve can do. Vat sort of selfish creature do you take us for? Ve vill join you, and you vill be grateful. Do ve make ourselves clear?

Marth: P-perfectly clear, Athena. Your swordsmanship will turn the tides in many a battle to come.

END DIALOGUE ---

Save the game and note that the next gaiden chapter is 12X.

-_-_-_-_-_-_-_-_-_ Before Chapter 12X [CHPD] _-_-_-_-_-_-_-_-_-

In Chapter 7, just beat it normal. Just remember that you can't recruit Minerva yet. Also watch for the reinforcements in the south forts.

In Chapter 8, you get those weak units at the start. Do the normal, dispose of them. Roger, the recruitable knight, isn't necessary. Watch the reinforcements at the top. Also remember to buy some stuff from the shop.

In Chapter 9, you get the sniper (or you could just let the thief kill the village). Get rid of him also...and any other useless unit you may have still. Remember to get the treasure and watch out for the sheer number of enemies.

In Chapter 10, just play normally. Get your first Master Seal and then recruit and keep (optional) Minerva. I personally dislike her in favor of a promoted Shiida. Anyhow, just watch for the main army's advance. Get rid of Maria also.

In Chapter 11, remember to watch for the ballistas. Recruit Linde. Use her if you want, I don't like her in favor of Merric. Remember that the manakete is unrecruitable. Also remember that Jake can be recruited, but Beck is a better choice. Other than that, just watch the ballistas.

In Chapter 12, all the units in the jail are pretty much useless. Let them die so you don't have to worry about accidentally leaving them alive. Note that the next gaiden chapter is after this. Therefore, make sure you have less than 15 characters left. Also remember to use a thief to get the chests.

Time for the second gaiden!

-_-_-_-_-_-_-_-_- A Traitor's Worth [CHPD1] _-_-_-_-_-_-_-_-_

"After taking back the palace, the League rode across Akaneia, freeing the greater part of the kingdom as they went- all except the west. A landed knight there named Horace, who had betrayed Akaneia, to join Doluna, continued to stubbornly hold out against Marth's forces. Nyna could not fathom why such a fiercely loyal knight would turn to treachery, but with her other knights calling for Horace's blood, she had no choice but to give in and ask Marth to bring the traitor to justice."

This battle is pretty linear, there are two villages to visit. When you begin the map, Dejanira will approach Horace into dialogue.

--- DIALOGUE

Dejanira: Have you heard, Horace? I am told the rebels just recaptured the palace. That accursed Akaneian wench! Never mind Camus's pleas. We should have put her to the sword with the rest of them...

Horace: .....

Dejanira: Hm, something bothering you, now? Don't tell me you are toying with the idea of rejoining your motherland? Because if you do, I think you know exactly what will befall your people.

Horace: Yes, you've made it quite clear! I am an Akaneian knight no longer. I knew this day would come when I gave me lance to Doluna. I will not flinch.

Dejanira: Good. Then gather your soldiers and kill these rebels before they cause any more trouble.

END DIALOGUE ---

First turn, kill the two immediate enemies then move your WHOLE army to the right. In order to recruit Horace, you must beat the chapter without killing him. Don't worry...

After you finish your first turn, dialogue moves to the enemies.

--- DIALOGUE

Enemy soldier: Lord Horace, our soldiers are in position.

Horace: Good.

Enemy soldier: Shall we advance on the enemy?

Horace: ...No. That won't be necessary. We'll lure them in close, then strike. No one attacks unless the enemy makes a move first. Is that clear?

END DIALOGUE ---

This means that the whole middle section of enemies won't attack unless you do. Sounds good if you want to recruit Horace, just sneak up the right and beat the boss.

Note that the easy way to see if an unit will not attack is see if they are from Grust or Akaneia. If Akaneia, they won't attack. If Grust, they will.

The enemies along the way aren't anything special. Three mages will rush from the north, but they are easy enough. Check out the villages with Marth though.

First one...

--- DIALOGUE

Elder: Lord Horace, who rules this land, used to be a knight of Akaneia. After the palace fell, though, he bent his knee to the Dolunian emperor and has been servin' him ever since. For that, folks call him a traitor and say he tarnished his knightly brethren's reputation. Well, that's a load of hogwash. He broke his knightly oaths to protect us! Not 'cause he's some traitor.

Please, sire, you have to help clear his name. Here...Lord Horace's father, bless him, gave me this weapon as a gift long ago. I know he'd be glad to see it used to restore his son's honor.

(OBTAINED KILLER LANCE)

END DIALOGUE ---

Move along up, kill manakete then visit the second village...

--- DIALOGUE

Villager: Are you with the League? Please, sir, I'm beggin' ya...You have to help Lord Horace. He's always looked out for us small folk, before and after he inherited the land. He's a pillar of strength, he is. We'd be dead if he hadn't made the tough choices he did. The least we can do is rescue him from his plight now. Here, I've got this magic tome one of our villagers found after the last battle on our soil. You take it, and find some way to save him. Promise!

(OBTAINED BLIZZARD)

END DIALOGUE ---

Now, just move the units in to kill the boss...some pirate reinforcements should spawn in the west first though.

--- BOSS: Dejanira HP: 24

Weapon: Steel Lance Drop: None

Beginning Quote: "Vexatious rebels! I'll skewer you like rabbits!"

Death Quote: "...Nngh! You'll...pay..." ---

Note that if done properly, the pirate reinforcements shouldn't even have caused a problem. Of course, you could kill them for experience or you could just seize the gate.

Upon seizing the gate...(and without killing Horace)

--- DIALOGUE

Horace: What!? Dejanira's been killed?! Then...it's over. Soldiers! Lay down your weapons! No more Akaneian blood shall be shed! ...Mine shall be the last.

(Screen moves to castle)

Horace: Bravo, Prince Marth. I yield. Spare the lives of my soldiers and treat my people kindly, and you may do with me as you see fit.

(Enter villager)

Villager: No! Wait, please! Lord Horace is a good man! Doluna threatened him, said they'd raze the land corner to corner if he didn't comply. So you see-

Horace: Hush! You've said enough.

Marth: But, Lord Horace...

Horace: I betrayed my fellow knights and besmirched their good name. I will not dress up my sins as kindnesses! I accept my punishment. Allow me to die a knight's death.

(Enter Nyna)

Nyna: I will not!

Horace: .....! Princess Nyna?

Nyna: Horace. I heard what you said. And you have it quite right. Your crimes deserve death, or worse.

Marth: Nyna, what are you-

Nyna: But I shall give you no knight's death. I shall give you a traitor's life You say you will not dress up your sins. I say you will not run from them either.

Horace: Your Highness...! Are you saying you wish me to live?

Nyna: You did all in your power to protect these people. That was honorable, Horace. But if you die today, no one will remember you for anything but your one act of betrayal. Your soldiers will have to bear that shame in your stead. Do you call that justice?

Horace: .....

Nyna: Starting today, you shall prove to the world there was value in your actions. Show us a traitor's worth. Show us what the soldiers who fought and died for you saw to be true.

Horace: I...I do not know what to say.

Nyna: I have claimed your life, Horace. You have no say. You shall fight for us...and you shall not die. I forbid it.

Horace: Heh...Very well, Your Highness. As you command...

END DIALOGUE ---

End of gaiden chapter. Next one is Chapter 17x by the way.

-_-_-_-_-_-_-_-_-_ Before Chapter 17X [CHPE] _-_-_-_-_-_-_-_-_-

In Chapter 14, let both Palla and Catria die. Remember to watch for the many reinforcements.

In Chapter 15, remember to run quickly from Gharnef. Then, remember to get the treasure at the bottom right corner.

In Chapter 16, choose whether you want to keep Xane or not. I find him not worth the trouble...also don't bother sending anyone to the left side. Arran and Samson are horrible anyway, unless you want to let one just wither away at the top 4 reinforcements until he dies.

In Chapter 17, remember to take the left side out before the right side. Also remember that the manaketes are difficult but give good exp. Be sure to watch for the reinforcements and also to check the secret shop on this map.

At the end of Chapter 17, make sure to have less than 15 units for the gaiden.

-_-_-_-_-_-_-_-_-_ Prisoner of Helena [CHPE1] _-_-_-_-_-_-_-_-_-

"At long last, Altea was free again. Marth took the League to Helena Castle in the north, an old fortress and key supply point during Doluna and Grust's occupation. There he meant to seize the last of the enemy's gold and provisions but Grust would not give up the castle without a fight..."

This battle features many new ideas. Thieves and long ranged units are advised most. Especially thieves.

At the beginning of the chapter:

--- DIALOGUE

Enemy Soldier: Lord Dactyl, I've brought the mage.

Dactyl: Good. Hold him up.

(Enter Etzel)

Etzel: ...Nngh....

Dactyl: Well, then? Have you been persuaded to fight for us?

Etzel: ...Never. I'd rather die.

Dactyl: You'd rather DIE? Ha! As if a spell-slinging vagabond like you has any choice in the matter! Enough. Strip him of all his possessions and lock him up someplace. Perhaps we can use him later.

Enemy: There's not much to strip him of, milord. Just the tome and this ring...

Dactyl: Ring? Let me have a look at that.

Etzel: No! Don't you- Grr, let me go! Don't you touch Ursula's ring!

Dactyl: Wha...what are you- yaagh!

Enemy Soldier: O-oi! Take you hands off Lord Dactyl!

Etzel: Rrgh...please, not the ring! ...Give it BACK!

Dactyl: Unhand me, you filthy maggot!

Etzel: Nngh! ...Unnh...

Dactyl: Take this wretch away. Now!

Enemy Soldier: At once, milord!

Dactyl: Hmph, all that for some tawdry ring. ...Hmm? That gives me an idea...

END DIALOGUE ---

For the first turn, don't bother trying to lure in the ranged units. They won't go for the bait.

All units should move forward. You might want to consider leaving them out of enemy range, but this is up to you. On the enemy's turn, all knights and cavaliers will rush toward you, and after the turn, dialogue appears:

--- DIALOGUE

Enemy Soldier: I've brought him, milord.

Dactyl: Good. I've had a change of heart. I am considering giving that ring of yours back.

Etzel: ....!

Dactyl: BUT...you must face the League for us. How much considering I do hinges on how well you fight.

Etzel: ...And how am I to fight unarmed, my lord?

Dactyl: Hmm? ...Ah. yes, well, you can have your little book back. But you know what the consequences will be if you betray us...

(Etzel leaves)

Etzel: For now, I'll just have to feign obedience...

END DIALOGUE ---

First thing to do is clear the immediate Knight/Cavalier problem. This is easy since your whole main army should have advanced.

You are probably wondering about Etzel, who happens to be the recruitable character for this chapter. You gain him by clearing the chapter before killing him, like the chapter with Horace.

There are a whole bunch of rooms that seem to have some interesting stuff in them...hmmm, use your thief to check them out.

Use the save orb if you want, then use the thieves in the next few turns to check out the left three rooms.

Let us start with the top one and move down.

Yay for us, first room contains chests. This one contains a Warp. Let's go to the next room down.

Enemy ambush! Manakete, pretty simple still. There's only one of him.

Moving logically down to the third and final room, we are greeted by a mage and a chest. A poleax resides in the chest. Yay for us, now to go to the rest of the map.

On turn 10 however, the enemy seems to have different plans. Three paladins spawn on the bottom. The forefront paladin wields a Killer Lance, something you might not want to mess with. I suggest luring them in and then using long ranged attacks.

If you lured them in, then the turn you finished killing them will also have three more of the same paladins spawning in. This would be Turn 14.

On Turn 17, three more will appear. Same deal as before.

Turn 17 yields the last reinforcements of the battle. Now we can go back to raiding the west side.

The northwest room seems to be a good spot to raid first. Bring out thief over and open it to find a bishop with Elfire and a chest containing a Longbow.

The next corridor may pose a small problem for some units. It seems that they are infested with long ranged units. Simple enough however, just lure in a few at a time. Then, heal from the rough damage then lure in some more.

Note: A good place to safely pick off one unit at a time if you are scared of losing a unit is the small indent in the wall. Use the danger button to find how far away you can be before you are attacked then quickly rush the unit into the indent. Kill a few units then retreat/heal and then continue.

When the immediate enemies that attack you on their free will are gone, you are left with a sort of trap. An archer resides behind the walls, but to attack him you need either a longbow or to just regularly attack.

However, there is a small problem. A manakete is waiting at the bottom to attack your ranged unit if you decide to do the latter. Also, a bishop is also waiting to kill your unit.

Below, a sniper with a dangerous killer bow is ready to take out any unit with a critical. Use a cavalier to kill him fast. However, this will trigger the hero to attack you along with a weak cavalier. Actually, the hero is pretty weak too, no need to worry about him.

Now, we reach the part with Etzel in our path. Selecting him with A yields us the following information: He won't move. Yet he has a tome and will attack.

In the course of testing this out so as to put it in the guide, I had a near encounter with a sniper. Turns out that if you approach the hallway Etzel is in with a ranged unit, you can trigger the door to open and the sniper to attack you through the walls.

With this piece of information, feel free to pick the archer off. Also, kill the two mercenaries that will rush right after you trigger the door to open.

Also, take out the mercenary above, then put some units around the lower-left door. DO NOT MAKE THE SAME MISTAKE I DID AND OPEN THE DOOR WHEN YOU DO NOT HAVE AT LEAST TWO STRONG UNITS NEARBY WHO STILL ARE ABLE TO MOVE THIS TURN.

There are three units behind the door, a knight and two bishops. Combined, the two bishops can team on your thief and kill him pretty easily.

Open the chest in the same room for a weird sword called the Wo Dao.

At the end of all this, the boss should be the only one left along with Etzel.

Leave Etzel alone and make sure to pass him without getting in his range. There is a chest to the southwest of the boss, open it to get a Wing Spear. Yay for us.

Time for boss...ranged attacks work well on him. Of course, Wing Spear or using a Rapier does too.

--- BOSS: Dactyl HP: 32

Weapon: Silver Lance + Javelin Drop: None

Beginning Quote: "Blast! Where have those indolent guards gone?"

End Quote: "Unnh...gwaaah!" ---

Seize the gate after.

--- DIALOGUE

Malledus: Prince Marth! Grust's garrison left their war chest when they fled. This much gold should buy plenty of equipment. Might I suggest, sire, you avail yourself of this opportunity to outfit your soldiers? Our next opponent will be Grust's Sable Order. By our scouts' reports, they march to meet us as we speak. Many say their knights are the strongest on the continent. We'll want to be well prepared.

(Enter Etzel)

Etzel: You're Prince Marth, aren't you? I wish to thank you.

Marth: ...Who are you?

Etzel: My name is Etzel. I am a traveling sorcerer. Those Grustian cowards stole a ring from me, and were it not for you, I might never have seen it again

Marth: The ring must have been very dear to you, then.

Etzel: It's all I have to remember my wife by. She got caught in the fighting back when Gra betrayed Altea...

Marth: Those were dark days. You have my deepest sympathies; I lost my father in the same battle.

Etzel: Will there be no end to this bloodshed?

Marth: There will, Etzel. I have sworn to end it; that's the very reason all of us fight.

Etzel: And you think you can end it, just like that? From anyone else's lips that would sound absurdly naive. But I can tell you are sincere. Tell me, Prince, have you any need for an extra...spell slinger? I've no taste for war, but I do have a fierce hunger for ending it. Let's usher in a new era, you and I.

END DIALOGUE ---

Save and it's back to the regular chapters.

_-_-_-_-_-_-_-_-_- Before Chapter 20X [CHPF] -_-_-_-_-_-_-_-_-_

For Chapter 18, remember that Ridersbane/Poleaxes are invaluable. Est joins your army, but dispose of her. Also, I wouldn't keep Etzel from last chapter in favor of Merric.

For Chapter 19, remember to get all the chests. Get both orbs also and recruit Tiki with Bantu (it's easier this way to get Chapter 24X).

For Chapter 20, use master seals from previous chapter. Then, just rinse this map as if it were a normal run. Lorenz is pretty much useless compared to Horace. Kill him instead of recruiting (or recruit then feed him to Camus) Be sure to have only 15 units left, then to the gaiden!

-_-_-_-_-_-_-_-_ Men and Monsters [CHPF1] _-_-_-_-_-_-_-_-

"Having won the day and put Camus his Sable Order to rout, Marth and the League moved on to the mountains in eastern Grust, to crush the last of the opposition The surviving Grustian soldiers, in a mad attempt to hang on to their lives, took all the residents of a nearby village hostage to keep Marth from striking. However, they could not have picked a worse village to harass..."

Only unit that you should really bring is a thief. Units that move farther are an asset in this battle. Also, weapons that deal with Manaketes/Cavaliers well make it a cakewalk.

Begin the battle.

--- DIALOGUE

Larissa: Have the villagers given up struggling yet?

Enemy soldier: With that ogre on the loose? Hardly, sir. All of our soldiers together still can't contain him. The other villagers have fled into the caverns, out of reach.

Larissa: What? Grr, enough of this! The League will be here soon. Take your positions! We'll deal with them first and cut that giant down to size later.

(Camera moves elsewhere)

Villager: Ymir, you're hurt!

Ymir: Am I? I hardly feel it.

Elder: Why would you try to take on an entire army just for our sake?

Ymir: Because you treat me like a human being. Do I need another reason?

Villager: Ymir...thank you.

Ymir: I'll be standing guard outside the cavern. Nobody will hurt you, I swear it.

END DIALOGUE ---

Indeed Ymir, the recruitable character, is standing guard. He is on the upper right side of the map. He doesn't move, and you should talk to him with Marth when possible.

However, it is more pressing to deal with other threats first. Also, I wouldn't advise opening any chests until you pretty much cleared the map.

Split your army into two parties. One to the left and one down the middle. Both paths have a considerable amount of danger, so be sure to put good units in both parties.

The left side will engage in fighting first. The broken bridge is a perfect place to have a paladin or two.

Meanwhile, two paladins and a cavalier will be rushing the middle. Kill them and most likely, you will trigger the three relatively strong generals to fight

Defeat them the next turn, and then move a units with a large movement (like a horseman) to the right and kill the manakete. Ymir should be right there, standing guard.

Talking with Marth and...

--- DIALOGUE

Marth: Who are you? You don't seem to be one of Grust's soldiers.

Ymir: You just keep your distance. I'm not letting anyone near the villagers in here, and that includes you!

Marth: You wrong me, sir. I'm here to rout the last of Grust's army. To save you.

Ymir: Yeah? Well, they said the same thing when they led us down here. And look where that got us. I'm not fallin' for the same lies twice!

Marth: I speak the truth. But, if my word is not good enough, so be it. Stand aside and watch us fight. Let the battle prove I mean what I say. Agreed? Either way, you are in danger here. Take the villagers and hide until this is over.

Ymir: ...So I'm supposed to just sit here, when I could be fightin'?

Marth: Just give me a chance to prove I'm here to protect you.

Ymir: ...Fine. I'll stay out of it. For now. But if I find you're lyin' to me, I'll split you right down the middle!

END DIALOGUE ---

For the left party, you should have confronted with a mass of paladins moving in from the northern part of the map. They are relatively weak, all of them only have steel swords/lances.

The manakete there should be taken out with care from a use of a Dragonpike.

Now, the whole map should be clear of every enemy except the boss and the two bishops near him. Before, worrying about them, let's get all the chests.

First, the island to the left (first island that your left party came upon) has a Killer Lance.

Moving onto the island that had the manakete, there's a killer bow in that.

Now, moving onto the island that Ymir was on, there are two chests there, they have a Wo Dao and a Killer Axe.

The two remaining chests are near the boss, so we can't access them just yet.

Instead, move your units and Marth to the upper-left. Use a paladin or unit with long range (Shiida works) to kill both bishops in one turn.

Then, we can access the two chests. They have a poleax and a Longbow.

Now onto the boss:

--- BOSS: Larissa HP: 32

Weapon: Silver Lance Drop: None

Beginning Quote: "We'll never surrender to you Akaneian rabble! Long live Grust!"

End Quote: "Rebel...scum..."

---

This boss is easily killed by long range attacks, but Armorslayers and such weapons work too.

Seize the throne and you will get dialogue.

--- DIALOGUE

Elder: Prince Marth, thank you. Those soldiers told us they'd protect us when they led us down here...but they were just using us as leverage, hostages to keep you at bay! If you hadn't shown up, they might have just killed us outrig- ht in the end...

(Screen moves to where Ymir was)

Ymir: Prince Marth, sorry I doubted you.

Marth: Well, at least we've cleared up the misunderstanding.

Ymir: Since you came to the villagers' rescue, how 'bout I help you out as a way of sayin' thanks?

Marth: You mean...join our army?

Ymir: I'm strongest in the land! Well, second strongest, at least. I can hold my own in battle. But if you don't want a monster in your ranks, I understand..

Marth: Monster? You're a giant among men, to be sure, but a hero as well! Any warrior who can fend of an entire army is welcome among us!

Ymir: Then count me in! Let's see how many more armies break themselves against me, eh!

END DIALOGUE ---

End of gaiden. Next one is Chapter 24X, for this one you need to kill Tiki off and not have the Falchion. More about this later.

-_-_-_-_-_-_-_-_-_ Before Chapter 24X [CHPG] _-_-_-_-_-_-_-_-_-

There is no more need to kill units, the last gaiden chapter does not require less than 15 units. You basically can fulfill the requirement for Chapter 24X in about one battle.

For Chapter 21, the only part to remember is the sheer number of reinforcements

For Chapter 22, you have a choice. You can either keep the two orbs (they are useful) or you can get Starlight. If you keep the orbs, you might have to worry next chapter. I recommend getting Starlight, since the orbs aren't necessary to beat the game. However, this is up to you.

The battle itself is not hard.

For Chapter 23, first bring Tiki in. The way you play depends on what you chose above. If you got Starlight, use Warp to bring Merric or a mage over to the top left corner. Attack the Gharnef there. IF it is the real one, quickly restart and try again until it's a fake. Once you kill the fake, warp over units, including Marth. Kill the boss with a cavalier then seize the gate fast.

ALTERNATELY, you can keep restarting the chapter until the Gharnef to the south-east is the real one. That way you can freely kill the other two on the top and seize the gate.

If you kept the orbs, restart the chapter until the first Gharnef is fake. Clear that, then slowly but surely defeat as many units above. Finally, warp in a strong unit, kill the boss. Then, warp in Marth and seize the throne.

For Chapter 24, just play like normal and remember to get the Aum staff (you can revive Tiki after 24X)

-_-_-_-_-_-_- A World Apart [CHPG1] _-_-_-_-_-_-_

"Marth did as Gotoh instructed and chose soldiers for his journey into the unseen. What lay within the tower in this alternate world to test him? Marth's heart wavered. But with neither the divine blade Falchion nor the divine dragon girl to aid him, the tower's master was his last hope of defeating Medeus.

Gotoh had told Marth to find a coffin. So while most of his companions remained in the material world to battle Doluna, Marth and his chosen few scoured the tower to search of a mysterious savior."

Best units as always, one thief can help a bit. Not much more. Start the Fight.

--- DIALOGUE

Marth: This must be the tower Lord Gotoh spoke of...

Malledus: Sire, it's teeming with soldiers...Who are they? They fly no recogni- zable banner.

Marth: They are the Keepers whose test I must pass.

Malledus: You mean to fight them, then?

Marth: Gotoh says we must prove ourselves. Very well; we'll seize the tower. Follow me!

END DIALOGUE ---

Upon first inspections of the enemies on this map, you will notice that the usual recruitable character is absent. This is due to the fact that you get him AFTER the map.

First move, send units to defeat the Heroes. After this, lure in some of the next few units and defeat them also. I would use Sedgar with a bow to lure them in (he'll take out the mages and the rest of our units can deal with the melee)

Next, I would wait a bit for the enemy to advance on the left flank. In the meanwhile, just rush the left side and slaughter all opposition.

By the time you reach the top (with the Manakete), the left should start having problems. However, just blockade the corridor with a unit with a ranged bow. Put an archer behind that unit. Your setup should look as follows:

EEE|                       LEGEND EBE| |R|______            ---/___ = walls ---|A                   A = your archer -	        R = Your blockade with a bow. E = Regular enemy (1 ranged) B = The one enemy that has a bow

I personally used my berserker, Barst, as the blockade. Norne was my archer. Basically, you damage their unit on your turn. On their turn, they will deal a bit of damage to Barst, but not anything close to killing him. The ranged unit should attack and be killed on the counterstrike (this counterstrike along with your attack is by far enough).

Next thing to do is to eliminate the enemy directly in front of Barst and then rush in with Sedgar, Wolf, Marth...any strong unit. This combined attack should defeat the immediate threat.

The rest is all too easy. The two bishops near the chests are simply weak and deal low damage to my paladin (who only has 6 RES).

The two units on the top, near the throne, will rush you once you get close. The manakete isn't really a threat, since he won't attack you even if you get in close attacking range. After getting rid of the all but the throne, swing your thief around and grab the chests.

Chest contents include:

1) Aura 2) Excalibur

After this, the boss should be the only one left. He is a joke, not even worthy of getting a name. Wyrmslayer, Dragonpike, or range him to death.

Seize the gate.

--- DIALOGUE

Malledus: Sire, look! Stairs beneath the throne! Where could they lead?

(Screen blackens then reappears in different area)

Malledus: ...Do you think this is the coffin?

Marth: There are no others. And look: these markings around it are the same pattern we saw in the Fane of Raman...

Malledus: Hmm, you're right...

Marth: We found a dragon girl in the fane...I wonder if these symbols- Huh?!

Malledus: Sire! The coffin...It's opening!

Marth: What? No! It must be some kind of trap, or...or some kind of...er...

(Screen flashes and you can see coffin on the bottom screen)

Marth: ...woman? Could she be the master Gotoh spoke of?

Nagi: ...Who are you?

Marth: My name is Marth, prince of Altea. And you, my lady?

Nagi: Me?! My name...is Nagi.

Marth: Nagi...I was sent here to find you, by a man named Gotoh.

Nagi: Gotoh...I know that name...But from where? I cannot recall.

Marth: You've lost your memory?

Nagi: I...cannot say for certain. But your voice...I heard you calling. Did you rouse me from my sleep?

Marth: I...er...Not on purpose?

Nagi: Your soul...called out to me...begging for my help. For this blade...

Marth: That...that's Falchion! How did you get it?!

Nagi: I cannot remember...But you need it, I know that. And you need my powers.

Marth: Your...powers, my lady?

Nagi: Take me with you. I must...finish what I started...I think. I must fight with you.

(Obtained Falchion)

END DIALOGUE ---

This Falchion is weaker than the one you would have normally gotten. However, it still is a strong blade (certain sources say it has the same power as a Silver Sword).

Save the game after.

-_-_-_-_-_-_-_-_-_ ENDGAME Differences _-_-_-_-_-_-_-_-_-

Finish the game using my ENDGAME section, it should not be a whole lot different than this. One good thing is that Nagi can deal 45 damage to Medeus.

Also, you won't get Gotoh. Instead, you have Nagi. She comments at when the battle begins.

The conversation is as follows:

--- DIALOGUE

Nagi: I can sense it...A sinister will is at work here...

END DIALOGUE ---

-_-_-_-_-_-_-_-_-_ 			         Hard Mode      (***** Difficulty) _-_-_-_-_-_-_-_-_-

-_-_-_-_-_-_ Introduction [3A] _-_-_-_-_-_-

Welcome to the infamous ***** (H5) difficulty. This is by far the place to go if you are looking for a challenge in this game.

The enemies are vastly stronger and it is basically a struggle and a test of what you have as a FE gamer.

Many chapters in this game make it almost simply impossible to keep all your units. If units die in this game, don't bother trying to restart unless you are either:

A) Trying to keep them all alive B) Using said unit for many tasks

It is actually a good idea to try and go for gaidens, or at least a select few.

Now, many readers are probably trying other difficulties. This guide is going to tell you how to do the extreme difficulty. If it works on the extreme, it must work on the moderate difficulty according to logic.

The first few chapters of the H5 difficulty are designed to break the unwary player's back. In fact, the first three chapters are probably the hardest.

Note: Abusing the arena and other advantages is a sure way to kill the diffic- ulty in this mode. For this reason, and for the reason that some readers refuse to grind, I will refrain from doing so.

Some forms of "cheating" are allowed, ie. plugging up forts to avoid having to restart.

However, nothing will save your units from plainly dieing. Most units die fast in the beginning of the game, one mistake and you will have to restart.

As a result, fight only on counterattacks (when possible of course).

Also rely on indirect attacks since they cannot be countered usually.

Note that this guide is not going to cover how to save every unit. I will have to concede some units every so often, save them if you want. In fact, I have to get to the gaiden chapters anyway, so I will be killing units. You don't have to follow me if you don't agree with killing a certain unit, but just know.

-_-_-_-_-_- Differences [3B] _-_-_-_-_-_

This section will also cover what I am doing differently for this section.

As I said already, this mode is much harder. However, the story remains the same, so I do not have to repeat what I already wrote.

However, I will change a short bit. For one, I WILL be posting the enemies for each chapter. This lets the reader be ready.

The format for any chapter is as follows.

-_-_-_-_- Chapter 1 - Marth Embarks [FAKE1] _-_-_-_-_

Enemies: 15 pirates w/ iron axe (just making this up) 1 Hunter w/ Iron Bow 1 Boss w/ Steel Axe

Reinforcement: Turn 1-5: 100 cavaliers with Brave Lance Turn 6-10: 1 Boss spawns in at the armory.

{Strategy to beat chapter goes next}

When it comes to the boss I will make a special section just for them.

--- Boss: Noob HP: 10

Weapon: Noob Lance

How to beat: He doesn't even deal any damage to my 0 def unit! Beat him! ---

{Now, I end the chapter and continue with next}

-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-				  Hard Mode Chapters _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

-_-_-_-_- Chapter 1 - Marth Embarks [HM1] _-_-_-_-_

Enemies: 1 Thief w/ Iron Sword 1 Hunter w/ Iron Bow Boss w/ Steel Axe (Insane Amount...15+) Pirates w/ Iron Axe

Reinforcements: None

Recruits: None

(NOTE THAT MAJOR CREDIT FOR QUITE A FEW IDEAS BELOW GOES TO THUNDERMAN. He has written a great H5 guide on the SerenesForest forums. If you go there, it is stickied as of now.

Note that his account name there is not ThunderMan)

Alright, get ready for one of the toughest battle you will probably ever play in this game. The insane difficulty is indicated when you go ahead and try to fight the thief. Don't actually attack, but just check your options. Notice how the thief can even double some units!

First thing to do is use Marth to get the 10,000 Gold from the village. Then, use Jagen to get many Javelins from the Armory. I'd say 5 would suffice. Next, distribute them to Shiida, Draug, and leave the rest to Jagen.

Yes, that is right. First of all, Cain only has an E-rank Lance. That means he can't use Javelins, yet. Use the Iron Lance for him throughout this map. We want him using Javelins as soon as possible.

Next, you also probably are wondering why I want to use Jagen. No, I don't want to keep him throughout the game, but note that he is needed to take the damage for now.

His silver lance is also something that your will most likely want to use in this battle.

Note that I don't think it is even possible to get through this battle with all units if you don't use Jagen. No, not even an abnormally large amount of critical hits will save you.

Alright, enough talking and let's get to the playing. Use Abel's Javelin to attack the thief. Should hit him pretty hard. Next, use Shiida to attack. At last, use Cain to finish him off. If any unit misses their attack, you might as well restart since you will be crippled from the damage the thief will deal.

After that pest is defeated, DO NOT ADVANCE. In fact, drop most units back. If a pirate attacks Gordin, he will double and kill him. This means you should drop most weak units back near the house.

A really good unit to use to take hits in this battle (other than Jagen) is Draug. With 11 defence, he only takes 5 damage out of his 20 max. This lets him lure in units to the death.

Move whoever is hurt to the fort near your mass of units briefly, then send Jagen to the bottom (near lower village where the thief was) and equip the Silver Lance. Leave all units but him out of range of attack, but move your able units (Cain, Abel, Draug, Shiida) to the border of the enemy attack range.

Next turn, your Jagen should be attacked by some 1-2 pirates, clear them out but still keep your distance since more enemies are coming. If Jagen is really hurt at any time, like less than half his max HP, drop him to the fort unless he is going to indirect attack or finish an enemy off.

The next few turns should yield a charging pirate mass. This basically is the game's last attempt to defeat you early. If you get by this, you are safe for the rest of the chapter (since the other pirates don't move)

This part also demands luck since Javelins have a horrible hit rate (67 or so) This makes it very hard to calculate how to defeat an enemy.

A lot of times, you'll end up having all your able units teaming on one guy to finally get him. This is painstakingly dangerous since 2-3 enemies flood you at a time.

As a general rule, don't let anyone but Draug and Jagen take more than two hits without healing. Also note that you have no means to heal yourself other than the forts. This means that the fort near you is invaluable.

It is exactly hard to tell you what to do since the pirates take separate paths depending on where your units are. Just remember to let them come toward you first, and stay out of their attack range.

If the coast is clear and there are only two pirates standing in the middle island strip, you are good to advance...However, first heal all your units at the fort.

Next, bring in all units to the boundaries of the attack range. Use Draug to systematically lure in units. One at a time. Use the forts to heal him often.

Next, there is the hunter to take care of. He can double a few of your units, but as normal, he is venerable to direct attacks.

This guy moves on his own. Do NOT let him attack any unit. Lure him in far then kill him with a cavalier.

Move in after and a pirate in the back will charge. Retreat, lure this guy in then kill him.

After this, advance yet again. This time, lure in the two remaining pirates. Kill them with sheer numbers, then visit the village. I wouldn't use Wyrs, but his Heal is good enough to keep units alive for now.

Last thing you need to worry about is the boss, he is easy...

--- BOSS: Gazzak HP: 35

Weapon: Steel Axe

How to beat: No direct attacks. In case you didn't hear me, I said NO FRONT ATTACKS!

Instead, use Javelins and such to take him down. When killed, you get your first Vulnerary. ---

If you made it so far, good job. A few more chapters then the difficulty curve drops.

-_-_-_-_- Chapter 2 - Pirates of Galder [HM2] _-_-_-_-_

Enemies: Boss w/ Hand Axe 2 Thieves w/ Iron Sword 2 Hunter w/ Iron Bow 2 Cavalier w/ Iron Sword 8 Pirates w/ Iron Axe

Reinforcement: None

Recruitable: Darros w/ Steel Axe Castor w/ Iron Bow

This chapter's hardest part is the beginning. You will struggle trying to fend off an attack from both sides.

In three turn time, two cavaliers will arrive from the west. These guys are definitely a pain if you haven't cleared the north threat yet. I restarted many times due to them.

Because of this, we need to be free of threats from the north.

However, there lingers a problem. There are simply too many strong units to eliminate at once. It becomes an impossible task therefore unless you try a special plan. And that is what I have.

Remember that Vulnerary that you got from the boss last chapter? Give that to Jagen. Next, move him all the way up to the fort on the north island. Think I am crazy? No, Jagen WILL survive. Use him to pile some damage on the thief (with a Javelin)

Next, move Ogma and Bord back a bit and move Draug to the fort. End your turn.

Upon the start of your turn, Jagen will be healed to 13 HP and Draug will be at 9 or so HP (after healing). Immediately use Jagen's Vulnerary then end his move.

Next, use a combination of all your units to destroy the four enemies. It is tough to describe how to do this, but luck in hitting definitely plays a role. Though this is what I recommend roughly:

Kill the west-most pirate first. Flood him with Javelins, Iron Lances, and Iron Swords. Bord and Cord even can do a healthy amount in one attack. Barst's Hand Axe is like another Javelin.

Next thing to take care of is the other pirate. Use whatever units that still have a turn. If possible, kill both thieves too.

On the enemy turn, the pirate will abandon Jagen in favor of attacking whoever killed the thief. The cavaliers should be closing in.

Back to your turn, use Jagen's Javelin to damage the thief from behind. Defeat him easily after. Now, retreat all your units from the lower level upward, note that the hunter left on the north island is practically harmless.

Leave Ogma or someone with a decent speed/defence on the plain before the bridge. Even Draug, even though he will be doubled, survives barely.

They should attack Ogma or whoever you put, and you should either heal or replace that unit with another (cavaliers work well). Use Jagen or someone to finish the hunter on top.

If you see that the cavalier will die to one hit, kill him and then forcefully finish the next cavalier.

If you have made it this far, good job. This was definitely the hardest part of this map. Next thing to do is heal all your units. Then, take note that the save point is something we want (you don't want to repeat the above again, do you?).

Bring all good units toward the area, outside the enemy attack boundary.

Then, proceed with care. Make sure the unit you put does not have less than 4 speed in relation to the pirate on the bottom-left corner.

Save the game at the map savepoint and get ready for the next wave of enemies.

This one is a little trickier since the recruitable unit is next to another hunter. You need to recruit with Shiida, and the other hunter CAN deal 18 damage, more than Shiida's max (even with her 1 HP gain from a level up)

This of course, is extremely tricky. Either you risk letting them charge at you before recruiting, or you recruit Castor at the bridge, move units to block the square Shiida can be attacked from, and move Castor to the other.

Castor will unfortunately, die. I did not plan to use Castor, so I did not exactly care too much. If the reader wants to struggle to keep her alive, you can go ahead.

After this, the only last part is the boss. Use lure and kill tactics to defeat the last few pirates. Visit the armory and village eventually and get 5000 gold

You don't need to get anything from the armory, unless of course it is like a Hand Axe for Barst.

Last thing to worry about is the boss...

--- BOSS: Gomer HP: 32

Weapon: Hand Axe (drops Steel Sword)

How to beat: This guy is quite tough. First of all, he has 16 strength. He WILL practically kill any unit in one hit not named Ogma, Jagen, or Abel. This is because he also boasts 11 speed, which means he will double any unit with less than 8 speed (low-HP units like Shiida will be knocked out by brute force).

First, bring all able units over, even if they will not partake in the main assault.

The trick is to equip Ogma's Steel Sword, heal him up, then leave him next to the boss. DO NOT ATTACK. Next turn, the boss will attack and has a 50% chance of hitting.

We are waiting for one of the following to happen:

A) Ogma lands a critical (most likely- he did it for me twice in five attempts) B) The boss runs out of Hand Axes (not likely, but possible)

If Ogma gets hit, run him to the fort nearby and let him heal. Move him back next turn.

Once you land a critical, the boss should be left with a small amount of HP left. Now, use all your units in a mad rush to try and defeat the boss. For me, Ogma had leveled up strength, so only one more attack with a Steel Sword was necessary.

This boss drops a Steel Sword when dead. ---

Congrats if you have killed the boss, Chapter 2 complete!

-_-_-_-_- Chapter 3 - A Brush in the Teeth [HM3] _-_-_-_-_

Enemies: Boss w/Hand Axe 3 Hunters w/ Iron Bow 2 Thieves w/ Iron Sword (they have 15 speed...) 8 Fighters w/ Steel Axe (they have 38 HP each...)

Reinforcements: None

Recruitable: Lena/Julian (at beginning) w/ Warp and Iron Sword respectively Nabarl w/ Killing Edge

All I can say is good luck with this level. Everything looks simple, but I can almost guarantee you that if you underestimate the fighters, you WILL lose a unit or two...or three...you get the point.

First thing to do is move Lena + Julian downward. Next, move Marth + Barst to the west. Marth is heading to the village to get the Devil Axe and Barst is going to use it.

Jagen should give the Vulnerary from last battle to Barst (assuming you used my guide for Chapter 2, if not then it simply is the one you got from the Chapter 1 Boss) For the rest of your units, just position them on the eastern border.

Use the X button to position Shiida safely on the mountains (she is needed to recruit Nabarl).

On the second turn, move Lena + Julian all the way down. Trade Wrys's Heal to Lena for she is better. Visit the village with Marth, and trade the Devil Axe to Barst. Use the X range button to place ALL units away from attack in the right side (near mountain).

Next turn, a whole lot of stuff will happen. First, use the X button again to find where Barst can be placed to ONLY be attacked by one of the three fighter.

Equip the Devil Axe for him, move Marth + Jagen to the east.

Nabarl and two thieves should have popped up. Use RANGED Javelin attacks to fight the thieves first. Recruit Nabarl, BUT DO NOT ATTACK WITH HIM! There are three fighters above that are ready to defeat your army if you try to do so.

Our goal is to defeat all the thieves WITHOUT using Nabarl. The only two units that are fit for the following job are Ogma and Nabarl. We want to form a blockade that will stop the three fighters while we deal with the left enemies.

Once you find a way to kill the thieves, place Nabarl FORWARD ENOUGH SO THAT THE ENEMIES CANNOT BYPASS HIM. Picture of where to place units: /  \ EE / |EM| |NM| |OH| | |   /  L \ --- F   |

Legend:

--- and / and \ and | = boundaries. Terrain of them don't matter.

M = mountain (not passable by your unit or the enemy) H = Hill (passable by some of your units and by the enemy fighters) L = Lena (healer) F = the fort on the bottom N = Nabarl O = Ogma (you need both)

As I hope you can see/understand, Nabarl much be far enough to become a true blockade. Otherwise, the fighters can bypass the hills and attack venerable units like Lena, things won't look pretty...

The fighters have a chance of missing Nabarl/Ogma. In that case, it is good. If they hit, you will probably have to switch the unit out for the other one (Nabarl/Ogma depending on who got hit). Lena, of course, heals the hurt unit.

Note that the single most dangerous thing is to get hit, then critical counter- attack the enemy. This will kill the enemy and allow the next fighter to hit you, almost a 100% chance of death.

Keep this system going for the next few turns until you finish with the left frontier (then you can think about wiping out the remaining survivors)

Back on track to yet the other danger...actually it deserves it's own section.

--- BARST & OUR EPIC DARE PLAN TO DEFEAT THE SEEMINGLY IMPOSSIBLE RUSH

I must have restarted the chapter at least ten times due to the annoyance of the enemy rush. The idea is to move a unit to a square where ONLY one enemy can attack it. Keep retreating and using Vulneraries to keep your health up.

At first, I used Jagen + Silver Lance. This...fails since I can only kill one unit by counterattacks by the time the enemies reach my main army.

I have found however a real risky way to beat the rush without killing units.

We left off with Barst and his Devil Axe about to get attacked. If you have horrible luck, and this applies for any time you use a Devil item, the weapon will harm your user, in this case Barst. A 24 damage hit WILL finish Barst off with no doubt.

You sadly have no way to stop this, so you must hope for about three hits that you don't have to restart the whole chapter over.

Each hit with the Devil Axe does 24 damage, two blows will defeat any fighter.

Keep retreating until you realize that the fighters are close to attacking other units. Move them away just enough to get out of the range of attack.

Bord and Cord become useful here, they deal 10+ damage with one blow (though you have to watch that they don't die because they only have 20 HP).

If done correctly, here should be the situation:

(Your Units) Barst (a little less than max HP with no Vulneraries left) Cord (Full HP) Bord (Full HP) Other units - Jagen, Cain, Marth, Abel, Shiida (Full HP)

(Enemies)

2 out of the 3 original Fighters left (Both at Full HP)

At this point, move Cord + Bord (or Barst again if you trust his Devil Axe) just into range of the first of two fighters. Other two units should be nearby.

After the front fighter eats a counterattack, IT starts. It's impossible to hold on any longer, use everything and anything in an attempt to kill the two weakened fighters. All you actually got to do is kill the weakened one then make sure all units in attack range of the other one can take it.

A good way to do this is to surround the remaining fighter with four strong units (Shiida, Jagen, Cain, Abel/Marth) works. Note that Abel will get doubled if he only has 7 speed and he has the Javelin equipped.

With this, you should defeat the vigorous left advance. Good luck BTW.

END OF MINI-SECTION (about Barst and my plan to stop the left rush) ---

At this point, here is the rundown of enemies that should be left:

1 Boss 2 Fighters nearby him 2 Hunters nearby him 1 Hunter in the mountain area still 1 or 2 Fighters left in the blockaded area.

Kill the last few fighters then swoop in to finish the hunter in the mountain area. He moves when you get somewhat close.

Oh and use the green save point if you haven't already.

Next, we pick the two hunters near the boss. Lure & kill (note they also start moving before you get into attack range). Lure the two fighters (I would bring your whole army just to be safe).

You can blockade the fort and easily defeat the two. It ends with them having a horrible 37% hit rate and you having near 100% (using Ogma + Steel Sword).

Last part is the boss...arguably the HARDEST BOSS IN THE WHOLE GAME!

--- BOSS: Reynard HP: 41

Weapon: Hand Axe (Drop Mend)

How to beat: With 15 STR and 14 SPD, this guy outclasses almost anyone in your army. After fighting that long battle, you don't want to throw away the game by losing to this guy, do you?

While many people advocate using Ogma + Killing Edge to critical, I advertise for you to simply do the following:

(MAJOR CREDIT TO MEKKAH!) Just sit Ogma and waste his Hand Axes until he has none left.

After this, he has no way to attack...so have fun getting EXP for your units.

NOTE that I would not advise wasting Lena's Heal on this. Use the fort instead.

OR you can just follow the Ogma + Killing Edge + Critical strategy because he only had a 44% hit chance on my Ogma (for only 14 damage -- out of my 26) ---

If you got this far, CONGRATS! You have beaten (arguably) the hardest three chapters of Hard Mode 5. Whew...

(Chapter 4 and the rest are coming with next update...be patient)

-_-_-_-_-				Lists _-_-_-_-_ -_-_-_-_-_- Event Recap [4E] _-_-_-_-_-_

This section was submitted by mmo_006. It was requested by a person on email.

Number	Title					How To Obtain

001    Prologue 1, Op. - Beginnings		Start The Game 002	Prologue 1, Sc. - Gra's Betrayal	Start The Game 003	Prologue 1, Sc. - Stolen Throne		Play Through Prologue 1 004	Prologue 1, En. - Castle Escape		Complete Prologue 1 005	Prologue 2, Op. - The Knights Arrive	Start Prologue 2 006	Prologue 2, Op, - Gra Gloats		Start Prologue 2 007	Prologue 2, Sc. - Beware The Bow	Play Through Prologue 2 008	Prologue 2, En. - Return From Gra	Complete Prologue 2 009	Prologue 2, En. - Elice's Resolve	Complete Prologue 2 010	Prologue 3, Op. - His Last Words	Start Prologue 3 011	Prologue 3, Op. - Ask Your People	Start Prologue 3 012	Prologue 3, Sc. - Jagen's Counsel	After First Turn 013	Prologue 3, Sc. - Beware The Mages	Approach The Mages 014	Prologue 3, En. - The Prince's Fate	Complete Prologue 3 015	Prologue 4, Op. - On to Talys		Start Prologue 4 016	Prologue 4, Sc. - The Enemy Plot	After First Turn 017	Prologue 4, Sc. - Gordin Gagged		After Second Turn 018	Prologue 4, Sc. - A Painful Choice     Turn after recruiting Gordin 019	Prologue 4, Sc. - Marth The Decoy? Attempt To Make Marth The Decoy 020	Prologue 4, Sc. - The Decoy (Jagen)	Make Jagen The Decoy 021	Prologue 4, Sc. - The Decoy (Cain)	Make Cain The Decoy 022	Prologue 4, Sc. - The Decoy (Abel)	Make Abel The Decoy 023	Prologue 4, Sc. - The Decoy (Frey)	Make Frey The Decoy 024	Prologue 4, Sc. - The Decoy (Gordin)	Make Gordin The Decoy 025	Prologue 4, Sc. - North Door (Decoy)	Make a decoy, anybody. 026	Prologue 4, Sc. - North Door Tragedy	Kill Gordin instead of talking. 027	Prologue 4, Sc. - North Door (Alone)	Kill all units but Marth. 028	Prologue 4, Sc. - Village Visit		Exit The Prison 029	Prologue 4, Sc. - Gordin's Rescue	Recruit Gordin 030	Prologue 4, Vl. - The Bow She Used	Visit The Village 031	Prologue 4, En. - Setting Sail		Complete Prologue 4 032	Prologue 4, En. - Setting Sail (Norne)	End Prologue w/ less than 4 ppl 033	Prologue 4, En. - Farewell (Jagen)	Decoy Was Jagen 034	Prologue 4, En. - Farewell (Cain)	Decoy Was Cain 035	Prologue 4, En. - Farewell (Abel)	Decoy Was Abel 036	Prologue 4, En. - Farewell (Frey)	Decoy Was Frey 037	Prologue 4, En. - Farewell (Gordin)	Decoy Was Gordin 038	Prologue 4, En. - Assuredly		Finish Prologue with Jagen 039	Prologue 4, En. - Assuredly (Draug)	Finish Prologue without Jagen 040	Chapter 01, Op. - Pirate Raid		Start Chapter 1 w/ Jagen Alive 041	Chapter 01, Op. - Pirate Raid (Draug)	Start Chapter 1 w/o Jagen 042	Chapter 01, Vl. - Stop The Pirates	Visit The Village With Marth 043	Chapter 01, Vl. - The Curate's Help	Recruit Wrys 044	Chapter 01, En. - Departure		Complete Chapter 1 045	Chapter 02, Op. - Dependable Men	Start Chapter 2. Receive Ogma 046	Chapter 02, Vl. - Save Our Angel	Visit The Village With Marth 047	Chapter 02, Sc. - Pirate No More	Talk To Darros With Marth 048	Chapter 02, Sc. - Shiida's Kindness	Talk To Castor With Shiida 049	Chapter 02, Sc. - What Defines You	Castor talks With Marth 050	Chapter 02, En. - Into The Teeth	Complete Chapter 2 051	Chapter 03, Op. - Run, Sister! Start Chapter 3 052	Chapter 03, Vl. - Gift Or Curse? Visit The Village With Marth 053	Chapter 03, Sc. - The High Bidder	Talk To Nabarl With Shiida 054	Chapter 03, Sc. - Laconic Swordsman	Nabarl talk with Marth 055	Chapter 03, Sc. - Power To Help		Talk To Lena With Marth 056	Chapter 03, Sc. - No Better Deal	Talk To Julian With Marth 057	Chapter 03, En. - The Sires' Stash	Complete Chapter 3 058	Chapter 04, Op. - Enemy In The Lea	Start Chapter 4 059	Chapter 04, Vl. - Old Friend		Recruit Merric 060	Chapter 04, Vl. - The People's Wish	Visit The North Village 061	Chapter 04, Sc. - Sister Knows Best	Talk To Matthis With Lena 062	Chapter 04, Sc. - Two Princes		Matthis Talk With Marth 063	Chapter 04, En. - From The Elder	Complete Chapter 4 064	Chapter 05, Op. - Altea Has Come	Start Chapter 5 065	Chapter 05, Vl. - Glowin' Red Rock	Visit The Northern Village 066	Chapter 05, Sc. - Teacher And Pupil	Talk To Wendell With Merric 067	Chapter 05, Sc. - Pontificial Plea	Talk To Wendell With Marth 068	Chapter 05, Sc. - Pontificial Plea (Ally) Wendell Talk With Marth 069	Chapter 05, Sc. - Fast Friends		Talk To Hardin With Marth 070	Chapter 05, En. - Into The Halls	Complete Chapter 5 071	Chapter 06, Op. - Emereus Panics	Start Chapter 6 072	Chapter 06, Sc. - Missed Ya, Chief	Talk To Rickard With Julian 073	Chapter 06, Sc. - Springing The Thief	Talk To Rickard With Marth 074	Chapter 06, Sc. - Small-Time Thief	Let Rickard Talk With Marth 075	Chapter 06, En. - The Fire Emblem	Complete Chapter 6 076	Chapter 6x, Op. - Unselfish Creature	Get Chapter 6x with -15 units 077	Chapter 6x, Vl. - Vun Voman! Recruit Athena 078	Chapter 6x, En. - In War's Grip		Complete Chapter 6x 079	Chapter 6x, En. - Grateful		End Chapter 6x w/ Athena alive 080	Chapter 07, Op. - Lefcandith Gauntlet	Start Chapter 7 081	Chapter 07, Sc. - Minerva Withdraws	Hide From Minerva for a bit. 082	Chapter 07, Sc. - Palla Withdraws	Defeat Minerva 083	Chapter 07, Sc. - Catria Withdraws	Defeat Palla and Then Minerva 084	Chapter 07, Sc. -Est Withdraws(in order!)Kill Palla, Catria And Minerva 085	Chapter 07, Vl. - Aged Fire Dragon	Recruit Bantu 086	Chapter 07, En. - The Manaketes		Complete Chapter 7 087	Chapter 08, Op. - Help From Warren	Get Caesar and Radd (at start) 088	Chapter 08, Sc. - Love's Messenger? Talk To Roger With Shiida 089	Chapter 08, Sc. - Red-Faced Roger	Let Roger Talk To Marth 090	Chapter 08, En. - Pyrathi Exodus	Complete Chapter 8 091	Chapter 09, Op. - Dragon's Pyre		Start Chapter 9 092	Chapter 09, Vl. - Patriotic Sniper	Visit The Village With Marth 093	Chapter 09, En. - Minerva's Dilemma	Complete Chapter 9 094	Chapter 10, Op. - Princess Minerva	Start Chapter 10 095	Chapter 10, Sc. - No Protesting! Talk To Maria With Marth 096	Chapter 10, Sc. - Medon's Honor	(Maria 1st) Talk To Minerva With Marth 097	Chapter 10, En. - Aura's Scion		Complete Chapter 10 098	Chapter 11, Op. - That Vivid Picture	Start Chapter 11 099	Chapter 11, Vl. - Miloah's Daughter	Visit The Village With Marth 100	Chapter 11, Sc. - For Anna	(Anna 1st) Talk To Jake With Shiida 101	Chapter 11, Sc. - Secret Shops		Let Jake Talk To Marth 102	Chapter 11, En. - Palace Return		Complete Chapter 11 103	Chapter 12, Op. - Captive Knights	Start Chapter 12 104	Chapter 12, En. - The Three Regalia	Complete Chapter 12 105	Chapter 12x Op. - For His People	Access Chapter 12X 106	Chapter 12x Sc. - Let Them Act		End Of First Turn 107	Chapter 12x Sc. - Horace's Choice	Talk To Horace With Marth 108	Chapter 12x Vl. - Tarnished Name	Visit The Village With Marth 109	Chapter 12x Vl. - Save Our Lord		Visit next Village With Marth 110	Chapter 12x Sc. - After The Battle	Kill Dejanira With Horace Alive 111	Chapter 12x En. - Traitor's Worth	Kill Dejanira With Horace Alive 112	Chapter 12x En. - Unspoken Worth	Kill Horace And Finish Chapter 113	Chapter 13, Op. - Grust's Artillery	Start Chapter 13 114	Chapter 13, Vl. - Ballistician Of Deil	Visit The Village With Marth 115	Chapter 13, Sc. - Crushing Doluna? Talk To Astram With Midia 116	Chapter 13, Sc. - Heads Will Roll	Let Astram Talk To Marth 117	Chapter 13, En. - Not Just Hate		Complete Chapter 13 118	Chapter 14, Op. - Gra's Sun Sets	Start Chapter 14 119	Chapter 14, Vl. - Mysterious Knight	Visit The Village With Marth 120	Chapter 14, Sc. - Catria The White	Talk To Catria With Marth 121	Chapter 14, Sc. - Her Wish(Catria)(Minerva dead)Talk To Catria W/ Marth 122	Chapter 14, Sc. - Palla The White	Talk To Palla With Marth 123	Chapter 14, Sc. - Her Wish(Palla)(Minerva dead)	Talk To Pallas w/ Marth 124	Chapter 14, En. - The Lost Blade	Finish Chapter 14 125	Chapter 15, Op. - Gharnef The Fiend	Start Chapter 15 126	Chapter 15, Sc. - Gharnef Leaves	Wait for Gharnef to leave. 127	Chapter 15, En. - Imhullu's Undoing	Complete Chapter 15 128	Chapter 16, Op. - Altean Soil		Start Chapter 16 129	Chapter 16, Vl. - Captain Arran		Visit The Village With Marth 130	Chapter 16, Vl. - Samson The Hero	Visit next Village With Marth 131	Chapter 16, Sc. - Considerable Ego? Talk To Xane With Marth 132	Chapter 16, En. - The Castle Raid	Complete Chapter 16 133	Chapter 17, Op. - The Mage Dragon	Start Chapter 17 134	Chapter 17, En. - Star And Savior	Finish Chapter 17 135	Chapter 17x Op. - The Spell Slinger	Access Chapter 17X 136	Chapter 17x Sc. - Pacifist Soldier	End Of First Turn 137	Chapter 17x En. - War Chest		Complete Chapter 17x 138	Chapter 17x En. - For A New Era		Etzel Survives The Chapter 139	Chapter 18, Op. - Grustian Cohort	Start Chapter 18 140	Chapter 18, Sc. - Mercurius		Talk To Est With Marth 141	Chapter 18, En. - The Real Battle	Complete Chapter 18 142	Chapter 19, Op. - Manakete Captive	Start Chapter 19 143	Chapter 19, Sc. - Awakening		Talk To Tiki With Bantu 144	Chapter 19, Sc. - Call Me Mar-Mar	Talk To Tiki With Marth 145	Chapter 19, En. - Both Orbs In Hand	Collect Both Orbs 146	Chapter 19, En. - One Orb In Hand	Collect Only one Of The Orbs 147	Chapter 19, En. - No Orbs Found		Collect No Orbs 148	Chapter 20, Op. - Nyna's Request	Start Chapter 20 149	Chapter 20, Vl. - Hammerne Staff	Visit The Village With Marth 150	Chapter 20, Sc. - Camus The Sable	Approach Near Camus 151	Chapter 20, Sc. - Naught But Hills	Talk To Lorenz With Shiida 152	Chapter 20, Sc. - Future In Sight	Talk To Lorenz With Marth 153	Chapter 20, Sc. - Shiida's Talent	Let Lorenz Talk To Marth 154	Chapter 20, Sc. - Nyna Grieves		Kill Camus, Finish The Chapter 155	Chapter 20. Sc. - Nyna's Hope		Finish without Killing Camus 156	Chapter 20x Op. - Ymir's Struggle	Access Chapter 20X. 157	Chapter 20x Sc. - Good Will Shown	Talk To Ymir With Marth 158	Chapter 20x En. - Grust's Last Lie	Complete Chapter 20x 159	Chapter 20x En. - Able Warrior		Talk To Ymir With Marth 160	Chapter 21, Op. - By My Hands		Start With Minerva Still Alive 161	Chapter 21, Op. - Clash In Medon	Start Chapter 21 162	Chapter 21, En. - News Of Elice		Finish Chapter 21 163	Chapter 22, Op. - A Knight Filled Sky	Start Chapter 22 164	Chapter 22, Vl. - Starlight Complete	Visit Village W/ Marth W/ Orbs 165	Chapter 22, Vl. - No Starlight	    Visit Village W/ Marth W/ No Orbs 166	Chapter 22, En. - Spiral Of Misery	Complete Chapter 22 167	Chapter 23, Op. - The Dark Pontifex	Start Chapter 23 168	Chapter 23, Sc. - To Stop Gharnef	End Of First Turn 169	Chapter 23, En. - Gharnef Defeated	Kill Gharnef With Starlight 170	Chapter 23, En. - Gharnef Flees		Finish Without Killing Gharnef 171	Chapter 23, En. - Reunion		Finish Chapter 23 172	Chapter 24, Op. - Manakete Kingdom	Start Chapter 24 173	Chapter 24, En. - The Earth Dragon	Finish Chapter 24 174	Chapter 24, En. - Unseen Dimension	Access Chapter 24X 175	Chapter 24x Op. - The Alterspire	Access Chapter 24X 176	Chapter 24x En. - Deity Reborn		Finish Chapter 24 177	Chapter 25, Op. - Light Of Tomorrow	Start Chapter 25 178	Chapter 25, Op. - Gotoh's Help		Start Chapter 25. 179	Chapter 25, Op. - A Sinister Will	Alternate way (if 24X) 180	Chapter 25, En. - Medeus' Demise	Defeat Medeus 181	Grand Finale   - Wings Of Love		Complete The Game With Shiida 182	Grand Finale	- Artemis' Curse    Complete The Game w/ Shiida Dead 183	Scene, Map Talk - Shiida's Request	Speak To Ogma With Shiida 184	Scene, Map Talk - Maria Steps Up	Speak To Minerva With Maria 185	Scene, Map Talk - Between Mages		Speak to Linde With Merric 186	Scene, Map Talk - Beneath Akaneia's Banner/Speak to Boah With Astram 187	Scene, Map Talk - Whitewinged Parley	Speak To Palla With Minerva 188	Scene, Map Talk - The Path I Chose	Speak To Catria With Minerva 189	Scene, Map Talk - Fighting Her Hardest	Speak To Est With Minerva 190	Scene, Map Talk - Comforting Words	Speak To Palla With Est 191	Scene, Map Talk - Three As One		Speak To Catria With Est 192	Scene, Map Talk - Xane's Mischief	Speak To Xane With Tiki 193	Scene, Map Talk - Tender Thoughts	Speak To Elice With Merric

_-_-_-_-_- 				  FAQ             [5A] -_-_-_-_-_

Q: I have to sacrifice someone in the Prologue, who should I?

A: Jagen or one of your least likeable cavaliers. Some people sacrifice Gordin, but I say otherwise.

Q: How do I access the Gaiden chapters? Are they worth it?

A: To access the Gaiden chapters in this game, you must have less than 15 char- acters at the time when you finish the preceding chapter. Whether they are wor- th is a different story. You get a character from each respective chapter, so unless you REALLY want that character OR this is your first time playing and you let many characters die OR you are a perfectionist OR you just want to try it out...then don't try to get the Gaidens. (Thanks to Boojum1)

Q: How do I use ____ Sword/Axe/Lance/Bow? It appears in grey.

A: Either your character's class does not support that type of weapon, or your weapon level is too low. Fight with that type of weapon more to level it up.

Q: How can I recruit Minerva in Chapter 7?

A: You cannot, you must hide in the back until she leaves in impatience. You can recruit her later. Note that as KaKtuZ added, you may kill her if you want.

Q: How do I recruit the Manakete in Chapter 11?

A: You cannot, he is not a recruitable character.

Q: How do I recruit Camus?

A: You cannot, but you can recruit the general on the map with Shiida or Marth.

Q: How do I kill Gharnef?

A: You need Starlight, created by the two orbs. If you are fighting him in Chapter 15, where you first meet him, avoid contact with him.