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(sub-paged main game chapters)
(removed Gaiden chapters)
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   H. Highly Recommended Party [1H]
   H. Highly Recommended Party [1H]
2. Beginning-to-end Walkthrough
2. Beginning-to-end Walkthrough
  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)
3. Hard Mode (***** difficulty)
   A. Introduction [3A]
   A. Introduction [3A]
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                             07:25, 22 February 2009 (UTC) THE END 07:25, 22 February 2009 (UTC)
                             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}





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                 [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

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.



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)


-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- 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.