Fire Emblem: Path of Radiance FAQ/Walkthrough
Walkthrough Version: 1.65
Created by: Andrea Petriella (gsninja)(e-mail: gsninja@yahoo.com)
Version Date: 8/5/2007
Contents
A. Introduction
B. Version History
C. Basic Controls and Commands
D. RNG Guide
E. Stat Descriptions
F. Strategy Basics
G. Walkthrough
0. Prologue: Mercenaries
1. Chapter One: The Battle Begins
2. Chapter Two: Rescue
3. Chapter Three: Pirates Aground
4. Chapter Four: Roadside Battle
5. Chapter Five: Flight!
6. Chapter Six: A Brief Diversion
7. Chapter Seven: Shades of Evil
*. Base Description
8. Chapter Eight: Despair and Hope
9. Chapter Nine: Gallia
10. Chapter Ten: Prisoner Release
11. Chapter Eleven: Blood Runs Red
12. Chapter Twelve: A Strange Land
13. Chapter Thirteen: A Guiding Wind
14. Chapter Fourteen: Training
15. Chapter Fifteen: The Feral Frontier
16. Chapter Sixteen: The Atonement
17. Chapter Seventeen: Day Breaks
18. Chapter Eighteen: Crimea Marches
19. Chapter Nineteen: Entrusted
20. Chapter Twenty: Defending Talrega
21. Chapter Twenty-One: Without a King
22. Chapter Twenty-Two: Solo
23. Chapter Twenty-Three: The Great Bridge
24. Chapter Twenty-Four: Battle Reunion
25. Chapter Twenty-Five: Strange Lands
26. Chapter Twenty-Six: Clash!
27. Chapter Twenty-Seven: Moment of Fate
28. Chapter Twenty-Eight: Twisted Tower
29. Endgame: Repatriation
H. Extras
I. Trial Maps
J. Weapons/Items List
K. Skills List
L. FAQ
M. Legal Notes
N. Thanks
-------------
Introduction
-------------
This is the ninth installment of the popular Fire Emblem series, Path
of Radiance. A Strategy/RPG game, it's guaranteed to please you. This
guide is for the Normal Mode, but the strategies I'll give you here
should work for the Hard Mode as well (except for the final chapter),
since they worked for me for both modes. Still, since this guide is
mainly for the Normal Mode, the items, etc. that only appear on Hard
Mode will not be listed. Anywho, I like the Fire Emblem series, since
it's a lot of strategizing and planning. :)
----------------
Version History
----------------
-January 1, 2007
Happy New Year! :) I finished up the introduction and all the starting
categories. I completed the walkthrough up until Chapter Eight.
-January 2, 2007
Completed FAQ until Chapter Thirteen. I'm almost halfway through this
walkthrough. :)
-February 1, 2007: Version 1.0
Whew, a month break! I finished the rest of the FAQ and released
Version 1.0.
-February 2, 2007: Version 1.45
I added the Basic Controls and Commands section. I also added the
Triangle Attack and Weapon Triangle in the Extras section.
-July 1, 2007: Version 1.5
Wow, talk about not updating for a while. :P I fixed some errors and
added a little bit of information in parts that it was missing.
-August 5, 2007: Version 1.65
I added a separate strategy to Chapter 13 and fixed a cluple other
errors.
----------------------------
Basic Controls and Commands
----------------------------
Joystick/Control Pad: Move between menu options, move map
cursor, move units across map.
Start Button: Initiates game, skips conversations,
shows objective screen, begin battle,
leave the base.
A Button: Confirm option, select units, press
during conversations to scroll back
to words previously said.
B Button: Go back to previous option/screen.
C Joystick: Toggle camera angle.
X Button: Aims the cursor to the inactive units
Of the current turn.
Y Button: Reveals status screen for all units,
Also shows help notes on menu options.
R Button: Controls the transparency of the unit
displays. The more you hold down the
button, the more transparent the dis-
plays get.
Y Button: Toggles camera view. Press once to go
Back, press again to go back further.
The basic commands on the battlefield are as thus:
Attack: Attack a unit with the desired weapon.
Weapon ranges range from 1 to 10 panels
Shove: Push other units one space in a desired
direction. A unit can only push another
whose Weight is lower than that of the
pusher.
Staff: Heals a unit with an equipped staff.
Chant: Reyson only. Allows a unit in an
adjacent space move again.
Reinforce: Tanith only. Call for two Pegasus
Knights and a Falcoknight. Can only
use twice per battle.
Rescue: Pick up all allied units. You can only
pick up units with a lower Weight than
the rescuer's.
Take: Transfer a carried units from one unit
to another.
Drop: Put a rescued unit down in an adjacent
space.
Item: Control items in the unit's inventory.
Use items or drop items.
Trade: Trade items between two units.
Wait: A unit stops all actions and must wait
until the next Turn to act.
Talk: Speak to another unit. This is the main
method of recruiting more characters.
Door: Unlock a door with a Door Key or a
Thief.
Chest: Unlock a chest with a Chest Key or a
Thief.
Break: Deplete a door's HP to open if you do
not have a Door Key or a Thief. :P
Visit: Visit a house to gain items.
Steal: Use a Thief to get an unequipped weapon
or an item. Thief's Speed must be
higher than target's.
Arrive: A chapter goal. Guide a unit to a blue
square to complete the battle.
Seize: A chapter goal. Move Ike to a red
square to complete the battle.
Escape: A chapter goal. Guide a unit to a
yellow rectangle to escape. Once Ike
escapes, the chapter is complete.
Order: Give the Rally, Halt, Target, and
Avoid commands to blue colored
units.
Direct: Give the Roam, Halt, Target, and
Avoid commands to the yellow units.
----------
RNG Guide
----------
The Random Number Generator (RNG) is the system Fire Emblem uses to
determine how often a character's stats will go up. When you play
through this game the first time, you automatically use the Random
growths. The Random growth option utilizes the RNG factor and can
either make you character spectacular or absolutely horrible. Once you
beat the game at least once, you also have the option to begin a new
game with Fixed growth rates. This option doesn't use the RNG factor to
its full extent like Random growths do. If you use Fixed growth rates,
your units will be guaranteed to not be horrible, but they will never
reach their full potentials either.
------------------
Stat Descriptions
------------------
Since this game is part RPG, there are, of course, stats to determine,
for example, what power an attack has. I'll explain them here.
Health/Hit Points (HP) - An incredibly important stat in this game. If
a unit's HP runs out, he/she will die and never come back. Therefore,
don't let your units die, since it'll put less strain on you and your
army; in other words, just don't let it happen. It's in everyone's best
interest. Still, high HP doesn't mean much if a unit has a low Defense,
which is explained later.
Strength (STR) - This determines the physical attack power of a unit
and how much damage he/she can do while equipped with a physical weapon
(swords, axes, lances, and bows). This stat is required for most of the
units in the game, since they use physical weapons. However, there are
certain magical weapons, like the Flame Lance, that don't run on
strength, but instead on magic. Strength also pertains to how well a
unit can deal with a weapon's Weight (WT). If the WT is higher than the
STR, then the amount of points the WT has over the STR is subtracted
from the unit's Speed.
Magic (MAG) - This determines the magical attack power of a unit and
how much damage he/she can do while equipped with a magical tome (Wind,
Fire, Thunder, etc.) or a magical weapon (Flame Lance, etc.). This stat
is very important to Mages or Bishops dealing damage and how well a
healer can...heal. Magic works exactly how Strength works, except it's
more important for magic users.
Skill (SKL) - Skill determines the accuracy of a weapon and it also
determines the critical hit rate of a unit. The higher the Skill, the
better the chance a unit will hit the enemy. The other factor Skill
determines is the chance a unit will perform his/her special skill. The
amount of Skill is the percentage of success that the skill will
activate.
Speed (SPD) - Speed is incredibly important. First, it determines the
avoidability of a unit, meaning how well he/she will be able to dodge
attacks. Second, it determines if a unit will be able to perform what
is known as a "double-attack" in one round. If a unit's Speed is 4+
points higher than the enemy's, he/she will strike twice in one round.
Third, and last, Speed pertains to the success of a Thief being able to
steal. A Thief's Speed must be higher than his target's in order to
steal.
Luck (LCK) - This stat determines the hit rate, the dodge rate, the
rate a unit can critical, and how much an enemy's critical rate will be
lowered by. Luck seems to affect dodging more than anything, but it
could be just me. :P
Defense (DEF) - Defense determines how well a unit can protect
him/herself from a unit's Strength. The higher the Defense the less
damage a unit using a physical weapon will do. If a unit's Defense is
higher than his/her enemy's Strength and weapon MT, then he/she will
take no damage. However, Defense in no way is able to protect one from
Magic attacks.
Resistance (RES) - Resistance pretty much works like Defense. However,
it protects from magic attacks and not physical weapon attacks. If
Resistance is higher enough than an enemy's magic power and weapon MT,
no damage dealt to the character. :)
Movement (MV) - Determines how many spaces a character can move in a
turn. If a mounted unit performs an action and he/she hadn't used all
his/her movement range, he/she will be able to move again in the amount
of spaces remaining.
Constitution (CON) - This is the unit's Build. If a unit's Build is
higher than another unit's Build, he/she will not be able to be shoved
unless someone with a higher Build than him/her comes along.
Also, if a unit's Build is lower than another unit's Aid, he/she can be
rescued. If it's higher, then the reverse holds true.
Aid - Aid determines whether a unit can rescue another unit or not. A
unit's Aid must be higher than another's Build to rescue him/her. It's
very handy if you want to pull someone out of a particularly risky
situation. There's a big downside, though. If a unit is carrying
another, the unit that is carrying will suffer a point deduction from
Skill and Speed. However, if a unit has the Savior skill equipped,
he/she won't suffer the penalty.
Weapon Level - Each unit has a certain Weapon Level, which in order
from lowest to highest, goes like this: E->D->C->B->A->S. The more a
character uses a weapon, the higher his/her Weapon Level for that
particular weapon grows.
Each weapon has its own Weapon Level as well. For example, if a unit
has a "C" in Weapon Level for swords, he/she will be able to use all
class E, D, and C swords, but not class B, A, or S swords.
Might (MT) - This is the power of a weapon. This in conjunction with
Strength and Magic determines how much damage a character will do. The
combined numbers must be higher than the enemy's Defense or Resistance
to do any damage.
Weight (WT) - The weapons Weight. If the Weight of a weapon exceeds the
Strength of the wielder, then the amount of points the Weight exceeds
the Strength will be deducted from the Speed stat.
----------------
Strategy Basics
----------------
This section is dedicated to some strategizing advice. The beauty about
Strategy and RPG games is that there is never only one way to go around
doing things. If you discover another strategy that works, then use it
if you'd like. If you think it's good, e-mail it to me and I'll see if
I can add it to my walkthrough.
On another note, strategizing can be easy or hard, depending on how
well you can solve situations. If you're great at figuring things out
quickly and/or finding more than one way to do things, then
strategizing should be easy. If you aren't too great at that, then you
might find trouble. My advice is to go carefully inspect and scrutinize
as many details about the chapter as possible. In that case, you'll
have an easier time assembling your team and getting through the
chapter.
------------
Walkthrough
------------
Yay, here's the cream of the crop of my FAQ: the actual walkthrough. :)
In this walkthrough, there may be some story references, but they're
not too big. If you don't want to know anything about the story at all,
then you might not want to read further. The layout of each chapter
goes like this:
Chapter Name
Victory: What you have to do to gain a victory (Defeat Boss, Rout,
Survive, Defend, Arrive, Escape, Seize).
Units Available: This is how many units you can use for the chapter.
Allies: Any units you can't control directly, but will help you.
They're labeled as either yellow or green. You can control Yellow units
to an extent, but you can't control Green units at all.
Items: Items found in the chapter will go here.
Strategy goes here.
NEW UNIT ALERT!
The New Unit Alert will alert you to which units are joining in for the
first time in the chapter. I will give the name, my description, the
stat growths, the unit's master skill, and then a rating based on my
opinion. Because it's an opinion, don't go flaming me if you think it's
wrong. ):
***********************************************************************
Prologue: Mercenaries
Victory: Defeat Boss
Units Available: 1 (Ike)
Items: Vulnerary x3 (Mist)
You can't lose in this chapter. If you somehow do, then you honestly
suck. :P Anywho, after Mist arrives, seeing that Ike got his ass beaten
by their father, Greil, Boyd will come along. Greil will ask Boyd to
spar with Ike, and Boyd will happily agree.
Before you get to move Ike, the game will ask you if you want a
tutorial. If you choose to follow it, you start the next chapter with
one Iron Sword. If you choose not to, you start with four Iron Swords.
I suggest not following it, but it's your choice. Make your decision,
then move towards Boyd. Boyd won't move, instead choosing to taunt you.
On the next turn, go up to him and fight! Ike and Boyd will exchange
blows, then the scene ends. Boyd won't attack you again, and on the
next turn, you'll attack him and defeat him, earning you some nice
experience. :)
After that, Greil will ask Mist to give Ike a set of 3 Vulneraries, the
basic healing item of the game, which heals 10 HP. Once you pop one in
to heal yourself, Greil will start coming after you. After he's moved,
go up to him and attack. All you need to do is keep attacking him and
you'll win without having to heal yourself.
Congrats! You've leveled up and completed the Prologue!
NEW UNIT ALERT!
Name - Ike
Description - Since Ike is the main character, you're forced to use
him, and you better make darn sure you do! Ike is the best Lord since
Hector. He easily maxes Strength, Skill, Speed, and Defense. His HP is
very good, and it will most likely max out, too. His Luck and
Resistance are both good, too, and his Magic is the only mediocre stat,
but he doesn't need it. Even at the beginning, Ike's stats all start
off well, and his avoidability is pretty good as well. As a Ranger,
he's great; as a Lord, he's an uber killing machine. Ike is so awesome,
and I haven't even mentioned his master skill: Aether. This skill alone
makes Ike the best Lord, and you have no excuse not to give him an
Occult scroll for it. Aether, coupled with his incredible Strength and
Skill, will make mince meat of even the final boss. Aether will also
keep Ike alive forever. Small story short: Use Ike. I think he's even
better than Hector. And that's saying something.
Stat Growths - HP: 75%, STR: 50%, MAG: 20%, SKL: 50%, SPD: 55%, LCK:
35%, DEF: 40%, RES: 40%
Master Skill - Aether
Rating - 10/10
***********************************************************************
Chapter One: The Battle Begins
Victory: Seize
Units Available: 4 (Ike, Titania, Oscar, Boyd)
Items: Seraph Robe (NW House), Steel Sword (SE House)
Yay, you have three more party members! Here's a note about Titania:
She's a Jeigan. For those of you who don't know what a Jeigan is, it's
the character that joins normally at the beginning of a Fire Emblem
game (Normally a Paladin). A Jeigan is a pre-promoted class that's
overpowered at the beginning, but shouldn't be trained until the middle
of the game. Titania is one of those. Therefore, being an equivalent to
a level 21 unpromoted unit, she'll be an experience hog, and will steal
experience from the characters that need it way more. In other words,
don't use Titania, except if you really need her. In this chapter, you
want her to kill the Bandit going after the NW House that houses the
Seraphic Garb.
Anywho, start off the chapter by sending Titania to visit the SE house
for the Steel Sword. Send Boyd to kill the nearby Fighter, Ike to kill
the other Fighter, and send Oscar a bit north to try to get in the
enemy Myrmidon's range. For the next turn, have Boyd finish the Fighter
if he hasn't, have Ike back Oscar up, and Titania move towards the
Bandit trying to destroy the NW house. During the next turn, clean up
the rest of the enemies and then confront the boss. Weaken him with
Oscar and/or Boyd, then finish him with Ike. On the next turn, have Ike
go into the square the boss was guarding and Seize the building.
NEW UNIT ALERT!
Name - Titania
Description - Titania is this FE's Jeigan. She's definitely much better
than Marcus, but she's not quite as good as Seth. Nonetheless, some
people really hate Titania because her base stats are really low and
just don't use her enough to realize her stat growths are among the
best of any FE character. Although she has bad base stats, she can
easily reach her full potential and still become powerful like the rest
of your team. She starts with Counter, which is a useless skill you
should probably remove right away. Teaching her Sol might not be such a
bad idea, since, for some reason, she can get a bit Defense-screwed at
times. Still, Titania's dodging ability is really good and her
Resistance is definitely better than most of the physical attackers in
the game. All in all, Titania's only real fault is her rather mediocre
Strength and her tendency to get Defense-screwed. Other than that,
she's excellent.
Stat Growths - HP: 80%, STR: 45%, MAG: 25%, SKL: 60%, SPD: 50%, LCK:
45%, DEF: 40%, RES: 45%
Master Skill - Sol
Rating - 8.5/10
Name - Oscar
Description - The best potential Paladin in the game. At the beginning,
he starts off as a level 3 Lance Knight with some pretty good stats.
All of his growths are solid, but none of them are exceptional either.
Still, Oscar is one of the least likely characters to be RNG screwed,
which makes him at least pretty good in all of your playthroughs. His
growths are actually good enough to make him an incredibly useful,
well-rounded unit. Once he's a Paladin, he starts becoming a powerful
colossus that'll mow down virtually everything. If you opt to give
Oscar Sol, he'll be kept alive very easily. Oscar's a character that's
very worth using, and will most likely surpass Titania in almost
everything, sans Resistance. Oscar also has the ability to unleash the
Triangle Attack with his brothers Rolf and Boyd, but to perform this,
you must choose the Bow as his second weapon.
Stat Growths - HP: 55%, STR: 45%, MAG: 20%, SKL: 50%, SPD: 45%, LCK:
30%, DEF: 35%, RES: 30%
Master Skill - Sol
Rating: 10/10
Name - Boyd
Description - Poor Boyd is the only Warrior in the game. His Strength
growth is awesome, and he'll be able to max STR with little to no
trouble. His Skill growth is pretty good, and his Speed growth is good
too, meaning that Boyd can double-attack and dish out high damage each
round. However, Boyd has a big problem: his Defense growth. It's pretty
bad, and even though he's a frontline unit, it'll still be hard keeping
him alive there, due to bad Defense. He can avoid rather well, but not
enough to survive long enough. His Resistance is bad too, so keep him
away from magic users. All in all, Boyd will deal lots of damage, but
will take a lot as well, due to low Defense and Resistance.
Stat Growths - HP: 75%, STR: 60%, MAG: 5%, SKL: 50%, SPD: 45%, LCK:
35%, DEF: 25%, RES: 25%
Master Skill - Colossus
Rating: 7/10
***********************************************************************
Chapter Two: Rescue
Victory: Rout
Units Available: 4 (Ike, Oscar, Boyd, Rhys) (Titania joins later)
Items: Vulnerary (Enemy drop), Steel Axe (Enemy drop), Speedwing (Boss
drop)
This is the first battle that introduces you to the using and act of
protecting your healer. Rhys is your first and only Priest/Bishop, your
only Light magic user, and your only healer until Chapter 9. In this
chapter, Rhys is easy to protect, just keep him away. Begin by having
Oscar ride to the northern Myrmidon and kill him. Then have Ike and
Boyd move to the east and attract the enemies. If one of them gets hurt
too much, have them move towards Rhys and he'll heal (Haha, rhyme. :))
him. After Oscar's killed the Myrmidon, have him join Ike and Boyd and
push forwards, just as Titania arrives on turn 3. Attract the several
enemies surrounding the bos with Ike, Boyd, and Oscar, then confront
the boss. Weaken him with Oscar and Boyd, then kill him with Ike. After
that, when the battle ends, Shinon and Gatrie come and Shinon kills the
Fighter that was about to kill Rolf and Mist. Go Shinon! :P
NEW UNIT ALERT!
Name - Rhys
Description - Rhys is the first healer you get in the game and the only
Light magic user you can get. Rhys is very useful as a healer,
invaluable in the beginning chapters and still very good later in the
game. One he promotes to a Bishop, he'll start to be able to use Light
magic tomes and be able to cause damage. His awesome magic growths will
enable him to cause lots of damage with each hit, and his good Skill
growth will let him hit pretty well. It's too bad Rhys' Skill only
maxes out at 22. Since his Defense is basically pretty bad, you don't
want him near physical attackers. Rhys' only weakness is his Strength,
which weighs upon him when he's using heavier tomes. Overall, Rhys is a
very reliable healer and a good attacker with lighter tomes.
Stat Growths - HP: 40%, STR: 5%, MAG: 60%, SKL: 50%, SPD: 40%, LCK:
50%, DEF: 25%, RES: 55%
Master Skill - Flare
Rating - 9/10
***********************************************************************
Chapter Three: Pirates Aground
Victory: Rout
Units Available: 4 (Ike, Titania, Shinon, Gatrie)
Allies: Marcia
Items: Elixer (SE House), Hand Axe (Enemy drop), Vulnerary x 2 (Enemy
drop), Thief Band (Boss drop...only if it's the second playthrough or
above)
You don't get Oscar, Boyd, or Rhys in this level, and you instead get
Shinon and Gatrie, who are, at this point of the game, definitely
better. Shinon is a Sniper, the promoted Archer, and Gatrie's the first
Knight you'll see in the game, and he's a total tank. First off, begin
the battle by having Titania ride to the house right nearby to claim
your set of 3 Elixers, which heal your HP completely. Also, take note
of the person who gives you the Elixers; you'll see him later. Have Ike
lock into combat with the Fighter near the house, and have Shinon and
Gatrie do their "Thunder and Lightning" tactic they were talking about
before; have Gatrie smash through, since he won't be taking damage, and
have Shinon back him up from behind with arrows. Have Ike also join
Shinon and Gatrie and help them. Try to let Ike get in the most kills,
since he needs the experience the most and he'll develop even more. Try
not to let Shinon get too many kills, since he's already promoted,
therefore being an experience hog like Titania. After turn 2, a Pegasus
Knight called Marcia rides in and speaks with the pirates about her
brother. After that, it's your turn again. Marcia will obviously be
attacked, but she should survive long enough for Ike to board the ship
and speak to her. After that, she'll leave the field of battle. Don't
worry--she'll come back in a later chapter. After everyone's on the
ship, have Ike provoke the pirate captain from the northern staircase,
and Gatrie lure the others in so that he and Shinon can kill them. Once
Ike kills the boss and everyone else is dead, the battle is done.
NEW UNIT ALERT!
Name - Shinon
Description - Being a pre-promoted unit, you might think right away
that you might not want to use him. That's a bad idea; of the three
bowmen in this game, Shinon's actually the best. Although Shinon's base
stats rather suck for a level 1 Sniper, his growths are incredibly
awesome, and it won't take much time before he start to become better
than most units in terms of power, speed, and accuracy. Ironically, his
Defense growth is really good, considering he's an Archer. Once Shinon
starts to pick up, he'll basically destroy almost anything in his path.
He'll do a lot of damage, take little, critical a lot, and dodge lots
of attacks. Even his Resistance is good. Using an Occult scroll to give
Shinon Deadeye isn't a bad idea, since it increases accuracy and has a
chance of putting an enemy to sleep. Since Shinon's accuracy is already
awesome, the best thing about Deadeye for him is the sleeping part.
Using Shinon is a great idea, especially if you want a reliable ranged
attacker. If it weren't for the fact that Shinon disappears before
Chapter 8 and returns on Chapter 18 being under-leveled, he'd get a 10.
Stat Growths - HP: 75%, STR: 65%, MAG: 20%, SKL: 70%, SPD: 65%, LCK:
35%, Defense: 50%, RES: 40%
Master Skill - Deadeye
Rating - 9.8/10
Name - Gatrie
Description - Gatrie is one of the three available Generals in the
game, and he's the best of them. He's an absolute tank, due to his high
Strength and Defense growths. Physical attackers will stand no chance
of causing much damage, let alone none, and Gatrie's high Strength can
cause him to severely injure his attackers. Gatrie has two weaknesses:
his Speed and his Resistance. Very low scores in those categories makes
magic users his hell. If you want Gatrie to protect against magic too,
pray that his Resistance gets RNG-blessed, which just might happen.
Most people make Gatrie's low Speed look like a way bigger problem than
it normally is, since they're worried about his double-attacking. Thing
is, Gatrie's not really an attacker; his job is to take damage, not
necessarily deal it. Still, if it wasn't as low as it is, then he
wouldn't be as tormented by magic users. When he leaves after Chapter 7
and returns on Chapter 13, you'll need to baby him a bit with bonus
experience, or he'll have trouble growing. Giving Resolve and Wrath to
Gatrie will make him a killing machine at half HP. Anywho, Gatrie is,
in my opinion, the best General in the game. I recommend him.
Stat Growths - HP: 80%, STR: 55%, MAG: 5%, SKL: 55%, SPD: 25%, LCK:
25%, DEF: 60%, RES: 30%
Master Skill - Luna
Rating - 9/10
***********************************************************************
Chapter Four: Roadside Battle
Victory: Defeat Boss
Units Available: 6 (Ike, Titania, Soren, Rhys, Shinon, Gatrie)
Items: Iron Lance (Enemy drop), Steel Lance (Enemy drop), Javelin (Boss
drop)
Yay, your first battle with a Mage. You don't want to attack head-on
with Soren, since he'll obviously be slaughtered. Therefore, you want
to put him behind your main attacking units.
It's too bad Oscar and Boyd aren't with you in this battle, since they
would have really helped. This battle pits your six units against
Daein's 16 units, effectively outnumbering you nearly 3 to 1. Due to
the fact that this is an open battle ground, it might be a bit
difficult to protect Soren and Rhys, but other than that, it's easy. I
suggest that you advance slowly with Ike, Titania, Shinon, and Gatrie
and leave Soren and Rhys far behind enough so that they don't get
attacked.
Therefore, send Ike, Titania, Shinon, and Gatrie slowly forwards while
Rhys and Soren stay behind, maybe letting Soren get a couple of hits in
if you want. Advance slowly, while letting the enemies come to you as
well. Use the thunder & lightning tactic with Shinon and Gatrie and let
Ike and even Titania help. After you kill off the first wave of
enemies, it's only a couple enemies along with the boss, who is a
Knight, left. At this point, let Rhys and Soren catch up to the other
four. Have Ike, Shinon, and Gatrie lure the enemies in by stepping into
their ranges, then have someone like Gatrie or Titania attract the
boss, who attacks with a Javelin. Ike can give his Regal Sword a real
workout on this enemy Knight. If you want, weaken the boss to just a
little bit of HP left, then have Soren attack with his Wind tome to
kill him, netting him lots of experience.
NEW UNIT ALERT!
Name - Soren
Description - Soren is the first Mage you get in this game, and he's
the best. I actually think Soren is the best Mage in all the Fire
Emblems I've played. He starts off with good enough base stats, but
because he starts off at level 1, he needs quite a bit of work. Still,
once he starts to gain levels, his true power will start to show. His
Magic growth is superb, and his Skill and Speed are good enough to make
Soren a total powerhouse. He starts off with Adept, a particularly
useful skill, and with his Skill growth, he'll be able to activate it a
lot. Now, like Rhys, Soren's weakness is his Strength. With a horrible
Strength growth, he won't be able to wield heavier tomes with
simplicity. Thing is, he doesn't need heavy, powerful tomes. All Soren
needs is "El" tomes and he'll rip enemies asunder with them, especially
ElThunder. Soren also has a pretty bad Defense growth, but we know
better than put him in the open against physical attackers, right?
Soren's Resistance is great, so he won't take damage from magic.
Stat Growths - HP: 45%, STR: 5%, MAG: 60%, SKL: 55%, SPD: 40%, LCK:
30%, DEF: 15%, RES: 55%
Master Skill - Flare
Rating - 10/10
***********************************************************************
Chapter Five: Flight!
Victory: Defend for 6 Turns
Units Available: 8 (Ike, Titania, Oscar, Boyd, Shinon, Gatrie, Soren,
Rhys)
Items: Hammer (Enemy drop), Iron Blade (Enemy Drop), Ashera Icon (Boss
drop)
Oscar and Boyd have rejoined you, now that the Daein army found out
about Elincia and want to take her. There are three entrances, but
Greil takes the eastern one, so you're ok there. ;) The western
entrance has easy enemies that your weaker units can take out. The
southern entrance is what you have to worry about, as that's where the
massive-ass brunt of the force attacks from, and it's the path you must
take to reach the boss.
Gatrie HAS to go down to the southern exit, his Defense is really
needed. Oscar, Boyd, and Shinon should go to the west to confront the
easy enemies. Now, you have two choices: One is to send Ike with Gatrie
and have Titania wait near the square, or have Titania go with Gatrie
and have Ike aid the units going west. Since the majority of the
southern attackers consists of lance users, Ike may have a tough time,
so that's why he'll need Vulneraries. If you want to get to the boss
quickly, you can use Titania if you want. :P I suggest using her to
kill the boss, since he's somewhat far away. Anywho, all you need to do
is keep fighting the enemies back for 6 turns without having any of
them reach the blue square. If you have enough time, have Titania meet
the boss and put him to sleep...forever. >:O
***********************************************************************
Chapter Six: A Brief Diversion
Victory: Escape
Units Available: 6 (Ike, Titania, Oscar, Boyd, Soren, Rhys)
Difficulty: Easy
Items: Vulnerary (Enemy drop), Poleax (Enemy drop), Short Spear (Boss
drop)
The goal in this chapter is to escape through the yellow square that
the Halberdier is guarding. Shinon and Gatrie aren't in this battle,
since they're helping Greil. Since the enemies won't attack you as long
as you're within the trees, make your way, slowly I might add, towards
the western bridge. After that, charge through the trees. Allow Ike and
Titania to clean up the enemies on the bridge, and let Boyd, Oscar, and
Soren stay a bit east of the bridge to lure the Soldiers in and kill
them. Let Rhys cure whoever needs healing. After a couple turns, the
boss gets impressed at your feat and starts sending everyone after you.
In this case, have Ike, Rhys, and Titania advance down the bridge and
slowly east towards the boss, clearing out the enemies along the way.
Have Boyd, Oscar, and Soren catch up to the others once they're done
with their part. Once you've killed the boss, you can escape!
However...!
Let everyone BUT Ike escape first, then let Ike escape last. I'll tell
you why you should do this later on.
***********************************************************************
Chapter Seven: Shades of Evil
Victory: Rout
Units Available: 6 (Ike, Titania, Oscar, Boyd, Soren, Rhys) +2 (Shinon
and Gatrie appear on Turn 3)
Allies: Mia
Items: Chest Key x2 (Enemy drops), Steel Lance (Enemy drop), Fire
(Enemy drop), Mage Band (Boss drop...only if it's the second
playthrough or above), Armorslayer (NE Chest), Miracle (NW Chest,
left), Ward (NW Chest, right)
Simply put, beat the crap out of everyone in the room. Titania is very
important in this chapter, as enemies attack en masse a lot in this
chapter. Since you start at the bottom-right hand corner, have Titania
gallop left to the middle corridor, then have her swing up and start
hacking through the enemies there. Meanwhile, send the rest of the
party north and take care of the couple enemies there.
At the end of the first turn, a myrmidon named Mia will come along. If
Ike doesn't go to her, she'll approach him and bring up a conversation.
After that, Mia will become your new party member! Once you've done
that, have whoever has the Chest Key from the Soldier open the treasure
chest. After that, have everyone advance carefully into the middle
corridor while defeating the enemies in the process.
At the end of Turn 3, Greil, Shinon, and Gatrie will appear, along with
Petrine. Greil will lure Petrine away, so Petrine leaves several units
along with the boss to tend with your party. This leaves Shinon and
Gatrie near an orgy of enemies, but they won't have trouble. Have
Gatrie block the entrance to the treasure chests nearest him and Shinon
while Shinon pelts the enemies with arrows. Once all the enemies are
cleared up, advance towards the boss and beat him up until he's dead.
NEW UNIT ALERT!
Name - Mia
Description - Mia is the first Myrmidon you get in the game. She starts
off with base stats typical of a Myrmidon. When she joins, she'll seem
a bit lacking Defense wise, and she won't be dealing much damage
compared to the rest of the party when she first joins. Mia also joins
at a bad time in the game, within which the next 2-3 chapters contain
mainly lance enemies, making Mia seem even worse to start off with.
She starts to prove herself once she's bumped up a few levels. Mia
should end up with great Skill and Speed, which means her innate
ability to dodge well coupled with a great critical hit rate with make
her quite useful for some part. Mia's problem lies with her Strength
and Defense. Being the Myrmidon she is, she won't really be doing much
damage, and Mia will almost always have to depend on her Speed to
survive the front lines. You basically can't cause enough damage with
her unless she manages to critical enough. Overall, you may want to
consider the other two Swordmasters in the game.
Stat Growths - HP: 50%, STR: 40%, MAG: 30%, SKL: 45%, SPD: 60%, LUK:
45%, DEF: 20%, RES: 25%
Master Skill - Astra
Rating - 7/10
***********************************************************************
Base Description
The mercenaries have found merchants with a caravan. Thank God. This
nifty caravan will be the Base for the whole game, and it's accessible
in between chapters and right before battles. You can buy/sell weapons
and items or forge a weapon with stats you can chose for the weapon, as
well as a color! :) The Base is incredibly handy, and it will carry all
your items. Therefore, if during battle you can't carry enough items,
the item you choose to not have in your inventory automatically gets
sent to the caravan.
Another thing about the base is the Support conversations. These are
personal chats between two characters, and a character can increase
his/her "Support Level" by attending these convos. When one character
is near a character on the battlefield he/she has support with, both
units will receive a little stat boost, the amount depending on the
support level.
And then, there's the option that you MUST use to get through the game:
Bonus Experience. Bonus Experience is accumulated throughout the
chapters, and you can use the experience to boost characters' levels
while in the Base. At this point, you should have around 1200-1300
Bonus Experience if you had everyone but Ike escape first in chapter 6.
If you let Ike escape first, you'll have less. Use it now, as an
annoying chapter is coming up...
***********************************************************************
Chapter Eight: Despair and Hope
Victory: Defend for 8 Turns
Units Available: 7 (Ike, Titania, Oscar, Boyd, Soren, Rhys, Mia)
Items: Red Gem (Enemy drop), Soldier Band (Boss drop...only if it's the
second playthrough or above)
Great. Shinon and Gatrie have left, Ike wants to kill, and it's
raining. ):
Now, this chapter must be planned out carefully, as there are a
crapload of enemies coming from all three entrances to the fortress.
Boyd and Oscar MUST be AT LEAST level 10 in order for this to work. Not
only that, but Boyd should also have a Poleax, as he'll be a main
working force.
Now, there are different groups of enemies coming from the entrances:
On the western side, there's the assorted group, with simple enemies
like Fighters, Soldiers, and Archers. Easy enough. The southern
entrance is populated by a trickier crowd, which are the mounted units.
The eastern side contains the Knights, who are the very protected
units.
Now, this is how it'll work. Ike should be at the western entrance, and
he should be fine alone, as his level should be high enough. If you
want, have Mia and Soren help Ike out. I know you want to give Ike's
Regal Sword a workout on the Knights, but he needs to be at the west to
recruit a new unit named Ilyana.
For the southern area, send out Oscar and Boyd. Now, here's where it
gets good: Boyd's STR + Poleax + Mounted units = Slaughterhouse. That's
right, Boyd will hack those horsie-riding enemies apart. Due to Oscar's
well-balanced nature, he can help Boyd, dealing decent damage and
definitely taking more hits. Still, due to the fact that Boyd WILL take
a ton of damage because of his bad Defense, have his go to Rhys for
healing when he gets too wounded. Boyd and Oscar should mop the ground
with these guys.
As for the eastern entrance, there's one unit left for that, and that's
Titania! Give her a Steel Axe and/or a Hammer, and she'll kill those
Knights easily.
For Ike, once he's killed off most of the enemies in his way, have him
walk to Ilyana and talk to her to get her to join the group! Now you
can use her to help out for the rest of the battle. If the battle
starts drawing to a close, have Titania and/or Boyd approach the boss
in the southeast part of the map and take him down. After the battle
ends, Lethe and Mordecai will save you from dying. ;)
NEW UNIT ALERT!
Name - Ilyana
Description - Ilyana is one of the underappreciated units in Path of
Radiance. Most people don't like her because her below average Speed
growth makes her a bit too slow. Well, it's true her Speed growth isn't
that pleasant, but it doesn't make Ilyana unusable. Ilyana, unlike
Soren, actually has a good Strength growth for a Mage, so she'll wield
the heavier tomes better than Soren can. Not only that, but because of
her biggest strength towards Thunder magic, Ilyana will be a powerhouse
in not too long; still, her Speed will eventually weigh her down and
she won't be double-attacking as much. Typical of a Mage, she has low
Defense too, but Shade helps a bit. Still, Ilyana makes up for most of
her mediocre Speed with nice Magic growths and Thunder magic.
Stat Growths - HP: 45%, STR: 25%, MAG: 50%, SKL: 45%, SPD: 30%, LUK:
45%, DEF: 15%, RES: 50%
Master Skill - Flare
Rating - 8/10
***********************************************************************
Chapter Nine: Gallia
Victory: Seize
Units Available: 10 (Ike, Titania, Oscar, Boyd, Soren, Rhys, Mia,
Ilyana, Mist, Rolf)
Allies: Lethe, Mordecai, Marcia
First off, once you have the battle start up, Mist and Rolf will run in
and beg to join the fight. Ike will accept, and now you have two
liabilities for this battle. Since they start at level 1, Rolf and Mist
will have no use at all in this chapter. Mist may have use being a
second healer, but Rhys alone is good enough.
The Laguz who saved you last chapter, Lethe and Mordecai, will be your
allied units, labeled in yellow instead of blue. They can't necessarily
be controlled directly, but you can give the one of four choices: Roam,
Target, Flee, or Stand. Roam lets them do what they want, Target lets
you choose a spot on the map you want the allies to go to, Flee makes
the allies move away from enemies, and Stand makes them stand still.
Got it? OK!
Now, you see the two houses way in the far left hand corner? Pirates
are gonna go after them. If they reach the houses before you do, they
will burn them down. Because Titania's movement range is a lot bigger
than the others, put her in the back of the party, then have her make a
break for the beach, then run towards the houses, killing enemies along
the way.
As for the rest of the party, have them start south. These are all just
basic enemies, and they shouldn't be much trouble at all. Once you
reach the castle walls, the boss will get reinforcements all around
him. Kill them, then confront the boss. He has Counter, which isn't too
bad, but it's detrimental if it activates on characters with low HP.
Marcia should have come from the north after about 3-4 turns. She'll
automatically start flying towards Ike. To make things easier, have Ike
run towards her as well. They speak, and you have your first flying
unit!
After you kill the boss, have Ike Seize the blue space, and you're
done.
NEW UNIT ALERT!
Name - Lethe
Description - Lethe is a force on the battle field. She gets a high
attack power, she can take damage with her good Defense, and she evades
attacks incredibly well, too. Lethe's superb Skill and Speed growths
means she'll constantly double-attack and dodge while giving her a
better chance of criticaling too. Being a beast Laguz, though, she has
an elemental weakness, which is Fire. Therefore, that coupled with low
Resistance means she should stay away from magic, especially fire.
Another great thing about Lethe is that she can jump into a battle
right away, since she transforms right away. Although she can't attack
in human form, she can still dodge a lot. I find Lethe to be the second
most useful Laguz in the game, and she won't disappoint.
Stat Growths - HP: 130%, STR: 50%, MAG: 5%, SKL: 65%, SPD: 70%, LUK:
50%, DEF: 40%, RES: 25%
Master Skill - Roar
Rating - 8.5/10
Name - Mordecai
Description - Personally, I never liked Mordecai too much. When you
first get him, he has great HP, STR, and DEF, making him totally
powerful. He will double-attack sometimes, and he will hardly ever be n
the state in which he needs dire attention. As the game progresses,
however, Mordecai begins to weaken to the point that he'll fall behind.
His Speed will fall short of what it should be, making Mordecai less
able to double-attack and dodge. His Defense will fall a bit too,
making him more susceptible on the front lines. Overall, Mordecai is a
total monster offensively, but his defensive stats will cause him to
falter. Also, like Lethe, he should be kept away from fire magic.
Stat Growths - HP: 150%, STR: 65%, MAG: 0%, SKL: 55%, SPD: 50%, LUK:
40%, DEF: 40%, RES: 20%
Master Skill - Roar
Rating - 6/10
Name - Mist
Description - Another underrated character, probably because of her
performance at the beginning. She comes as a healer, like Rhys, and
that's why she isn't quite so good. You only need one staff healer at
the beginning, and since Rhys was already there, Mist seems pointless.
Still, that changes when Mist promotes into a Valkyrie. She gains the
ability to use swords, and she rides a horse. :) Even though she can use
swords, Mist's STR stat isn't too good, so Mist may be lacking in
attack power. In terms of a magic weapon, like the Sonic Sword, that's
a different story. Mist's magic is high, so a Sonic Sword falls right
into the perfect hands when used by Mist. Still, Mist is better for
killing magic users, not physical attackers.
In chapter 27, when Ike has a battle with the Black Knight, the only
person helping him is Mist. Another reason you may want to use her.
Stat Growths - HP: 50%, STR: 35%, MAG: 50%, SKL: 25%, SPD: 40%, LUK:
60%, DEF: 15%, RES: 40%
Master Skill - Sol
Rating - 7/10
Name - Rolf
Description - Rolf is the second of the three bowmen you can get in the
game. It's not really a good idea to use both Shinon and Rolf, so it's
only one or the other. Shinon outstrips Rolf in every category except
evade, which Rolf is a little better at. Even though that's the case,
Rolf isn't a bad unit. Even though he comes at level 1, he still has
potential, and unlike Shinon, Rolf has twice as much room to grow.
Choose Rolf if you think Shinon is too troublesome when he rejoins the
party later.
Stat Growths - HP: 60%, STR: 40%, MAG: 20%, SKL: 45%, SPD: 50%, LUK:
40%, DEF: 30%, RES: 25%
Master Skill - Deadeye
Rating - 7/10
Name - Marcia
Description - Marcia is the first flying unit you get. She's one of the
more fragile units in the game, and she's usually at risk from the
beginning to the end. Her Strength and Defense are about average, but
do have potential to be better. Her Skill, Seed, and Luck will help
Marcia survive the front lines and avoid lots of attacks. It's not
enough to depend on for what she lacks in Defense, though. Marcia isn't
necessarily as good as pegasus knights like Fiora, but she's passable.
All in all, though, Marcia should be used as a mage killer, like Mist.
Stat Growths - HP: 55%, STR: 40%, MAG: 20%, SKL: 50%, SPD: 55%, LUK:
40%, DEF: 25%, RES: 30%
Master Skill - Stun
Rating - 7.5/10
***********************************************************************
Chapter Ten: Prison Break
Victory: Escape
Units Available: 9
Allies: Sephiran, Brom, Kieran, Nephenee
Items: Master Seal (Boss drop), Statue Frag (NE Chest), Counter (NW
Chest, bottom left), Javelin (NW Chest, top left), Short Axe (NW Chest,
top middle), Steel Lance (NW Chest, top right)
Since you can choose the units you want from now on, I'm not going to
list anyone on "Units Available".
Before the fight begins, you get the choice of hiring Volke or not. Do
the right thing and choose him. He's one of only two Thieves, and he's
the only one that promotes. Volke kicks major ass, and I strongly
recommend him.
Now, the main objective of this chapter is to sneak past the guards and
escape through the two panel horizontal yellow space at the top of the
map. I don't know if that nets you any extra bonus experience or
something, because the only thing I did was charge in and slaughter
everyone. Once one guard dies, reinforcements will come from the three
entrances. Since one of them is north of your deployment zone, leave a
couple units to tend to those guys, then send everyone else towards the
jail cells. The nearest guard drops Door Keys, so send someone like
Oscar or Titania forward to kill him, then use them to unlock the
cells. If you have Volke, and you hopefully do, he can unlock the jail
cells without keys. Also, unlike the other American-released Fire
Emblems, he doesn't need a Lockpick. He doesn't need a Lockpick for
chests, either.
OK, back to the point. There are four allied units, three of them that
can fight. Although they don't join the party during the fight, they
join soon after. Talk to Sephiran, Brom, and Nephenee with Ike, and
talk to Kieran with Oscar. Make sure you open all the chests, kill
everyone, and escape. Remember, let everyone but Ike escape first, then
let Ike escape, so you can get more bonus experience.
NEW UNIT ALERT!
Name - Volke
Description - Volke is one of two Thieves in this game. He's the only
good one, and he's absolutely exceptional. Although his base stats
aren't anything incredible, it won't be long before Volke starts to
gain enough power and speed to go uber ballistic on enemies. :P
Once Volke promotes into an Assassin, he becomes obscenely Herculean.
He will kill, kill, and kill everything in his path. And it just gets
better if you choose to give Volke his Master Skill, Lethality, which
kills enemies in one hit. Volke's only major weak point is his
Resistance, which is terrible. His Defense isn't too good either, but
Volke's agility makes up for it.
Stat Growths - HP: 65%, STR: 50%, MAG: 5%, SKL: 50%, SPD: 65%, LUK:
35%, DEF: 20%, RES: 10%
Master Skill - Lethality
Rating - 9.5/10
***********************************************************************
Chapter Eleven: Blood Runs Red
Victory: Arrive
Units Available: 13
Items: Master Seal (Boss drop), Killer Lance (NE House), Dracoshield
(SW House), ElWind (Center house)
Poor Ranulf, getting all beaten up like that. ): Anywho, Ike's outburst
now put you in a sticky situation. Luckily, this battle isn't hard.
This battle is the first with the Arrive objective. All you need to do
is have any unit go on the blue square and choose Arrive to complete
the mission.
Note the group of Vigilantes northeast of where you start from. If you
don't kill them, you can get a little more bonus experience, but that
means avoiding recruiting Zihark, the game's best Myrmidon/Swordmaster.
In order to recruit him, send Lethe or Mordecai to talk to him. Send
another unit or two with him/her, because you'll use them to get the
Killer Lance in the NE House, then swing around to meet up with the
main group.
The main group will go through the two left paths, then swing upwards
to the boat. The enemy Thief is most likely going to go after the house
with the ElWind tome, so make sure you get there before he does.
At the end of Turn 5, a wyvern rider named Jill and two others will
appear in the southwest corner of the map. They'll only go after you if
you go into their attack range, but you should be well beyond it by
then. You don't want Jill dead anyways, since she will join your party
in the next chapter if you leave her alive.
As you start to get nearer to the boss, the Black Knight will appear
out of that lone house in the middle of the body of water. Like Jill,
he'll only go after you if you're in his attack range, which you
shouldn't be in. If, for some reason, you are, then it's instant death
for you.
Anywho, once you've cleared most of the enemies, take Mackoya down,
knock that Knight away from the arrival space, and...Arrive!
NEW UNIT ALERT!
Name - Brom
Description - Haha, what a total wuss this guy is. :P Brom is the
second of the three Generals in the game. While Gatrie specializes
totally in Attack and Defense, Brom focuses a bit more on Skill and
Speed than Gatrie. With the higher Skill and Speed, Brom is the most
nimble of the three Generals, but not by much. He'll definitely double-
attack more often than Gatrie, but not enough. Brom's better Skill and
Speed simply aren't enough for him to be better than Gatrie. Not only
that, Brom's Attack and Defense are a bit worse than Gatrie's too.
Nonetheless, Brom's still reliable, with decent Speed for a Knight, and
good Strength, Skill, and Defense. I would recommend using Gatrie
instead, though.
Stat Growths - HP: 75%, STR: 45%, MAG: 10%, SKL: 50%, SPD: 25%, LUK:
20%, DEF: 55%, RES: 25%
Master Skill - Luna
Rating - 7/10
Name - Kieran
Description - Kieran is the second mounted knight you get. Titania and
Boyd were the only axe users in the game for a while now, so it's
welcome to see another one, especially one that's mounted. :) Kieran's
pretty useful when he first joins, but after a while, his Speed starts
to fall behind a bit. Kieran's a good potential Paladin, though, but
the fact remains that his Speed and his Resistance are what ultimately
screw him over a bit.
Stat Growths - HP: 60%, STR: 50%, MAG: 15%, SKL: 50%, SPD: 40%, LUK:
25%, DEF: 40%, RES: 30%
Master Skill - Sol
Rating - 8/10
Name - Nephenee
Description - Nephenee is one of the biggest favorites in this game.
She also happens to be the most overrated character, too. Although
Nephenee's well-rounded, she isn't really perfect. She's useful in many
situations, but she can't solve them with as much efficiency as several
others. In Nephenee, you have the above-average porridge: Not too hot,
not too cold, but still a bit warm. She doesn't have any notable
weaknesses, though, so that's a plus.
Stat Growths - HP: 55%, STR: 40%, MAG: 20%, SKL: 55%, SPD: 55%, LUK:
25%, DEF: 35%, RES: 25%
Master Skill - Luna
Rating - 7/10
Name - Zihark
Description - Zihark is a great Swordmaster. His HP, Strength, and
Defense growths are pretty good, considering he's a Myrmidon. His Skill
and Speed, of course, are amazing. Zihark can really take the fight to
his enemies and beat the living hell outta each one of them. If you
have played FE8, then Zihark should remind you of Joshua, as they're
pretty similar. Zihark is very useful, and his innately high Speed will
actually be pretty reliable, although not completely. Zihark doesn't
necessarily play the evasion game as well as Mia, but he's definitely
more powerful and sturdier.
Stat Growths - HP: 55%, STR: 45%, MAG: 15%, SKL: 50%, SPD: 60%, LUK:
40%, DEF: 30%, RES: 20%
Rating - 9/10
***********************************************************************
Chapter Twelve: A Strange Land
Victory: Rout
Units Available: 10
Allies: Jill
Items: Seraph Robe (Enemy drop), Blue Gem (Enemy drop), Arms Scroll
(Enemy drop), Coin (Enemy drop), Secret Book (Enemy drop), Laguz Stone
(Enemy drop)
Ugh, the stupid crows wanna fight you by surrounding your ship and
attacking from several directions. It may be a little difficult
protecting your weaker units, so make sure you know where to put them
to stay out of harm's way. The Ravens drop a lot of stuff too, so
that's all good.
At this point in the game, Ike should probably be level 20. If not,
this is the perfect opportunity to bump him up some levels, since the
crows give a lot of experience. Of course, train others, too. :) You
should also have at least one or two units promoted at this point too.
Ad if not...well, get someone promoted!
Anywho, since these crows fly, you can't hit them until they come
overboard. If you read the Info before the battle in chapter 11, a
Vigilante should have given you a Laguzslayer, a sword specifically
made to combat Laguz. Give it to someone like Ike or Zihark and let
loose. It would be a great idea if you have Oscar promoted at this
point, because he's incredibly useful. If not, use Rolf and/or soren,
as they have the Wind magic and the bows to hunt them crows down.
At the end of turn 2 or 3, Jill will appear from the southwest corner
of the map. She'll automatically fly over to Ike and talk to him. After
that, you have a flyer to help with the pesky Ravens.
The boss, Seeker, will eventually come over to you. He's equipped with
the skill Miracle, so make sure you take him down quickly. Once all the
crows are dead, you're done.
NEW UNIT ALERT!
Name - Sothe
Description - Sothe joins the party before the battle, and he is the
absolute worst character in this game. If you want to use him, fine,
but Sothe really sucks because he can't promote. This is a real shame,
because his growths are really good and he could have been able to
reach a good potential. But no, his sats, besides HP and Luck, will
only max out at 20, and you'll see Sothe ultimately suffer before long.
Volke is made of much higher quality than Sothe, and that's why you
should not use Sothe. He's only useful for...2-3 chapters, I guess.
Stat Growths - HP: 60%, STR: 55%, MAG: 10%, SKL: 70%, SPD: 65%, LUK:
55%, DEF: 35%, RES: 30%
Master Skill - N/A
Rating - 2/10
Name - Jill
Description - Jill is the second flier, and a Wyvern Rider at that.
Wyvern riders have better attack and defense, while pegasus knights
have better Skill and Speed. In general, wyvern riders are the power
while Pegasus knights are the speed. Jill is a prime example of a
wyvern rider; pretty good attack and defense, good enough Skill and
Speed, but bad Resistance. Her base Speed really sucks at this point in
the game, so Jill won't really double-attack and she'll get double-
attacked sometimes as well. Later on, though, Jill will catch up in her
Speed and end up a decent all-around unit. Her Resistance isn't so
great either, so keep her away from magic casters. If only her base
Speed didn't suck so bad, I would have given Jill a higher rating.
Stat Growths - HP: 60%, STR: 40%, MAG: 30%, SKL: 45%, SPD: 45%, LUK:
25%, DEF: 35%, RES: 30%
Master Skill - Stun
Rating - 7/10
***********************************************************************
Chapter Thirteen: A Guiding Wind
Victory: Defend for 10 Turns
Units Available: 12
Allies: 8 (Gatrie, Astrid, 6 other units)
Items: Killer Bow (SW Chest), ElFire (SE Chest), Laguz Axe (MW Chest),
Longsword (ME Chest), Occult Scroll (NW Chest), Energy Drop (MN Chest),
Speedwing (NE Chest)
Yay, Gatrie! He's back! To recruit him, you must first talk to Astrid
with Ike, then talk to Gatrie with Astrid. It may be a little difficult
to get Astrid, since she loves to put herself in the middle of lots of
enemies and kill herself. So, make sure Astrid is recruited no later
than Turn 2, or she'll most likely die before you get to her.
Volke is extremely useful in this chapter, as there are seven treasure
chests and he can open them no problem. If you have any spare Chest
Keys, give them to another character you won't use for fighting much
and help Volke with the chests as well.
First things first, have a unit stand in the space you must protect.
Someone with a higher Defense should do just fine. Now, one of the
problems in this chapter is the crows. Since they can fly between ships
and have rather long movement ranges, they can have no problem taking
over the square if it's not protected. Make sure you also have two or
three other units around the square to fight off the crows.
There is one plank connecting your ship and Begnion's, and three
connecting Begnion's and Daein's. Send three good melee attackers, one
on each plank, to push back the enemies and advance to the boss.
At around turn 7 or 8, Naesala will send his crows to start stealing
the treasure from the chests. Make sure the crows don't get away with
the northwest chest, as that contains an Occult Scroll. If you've
already taken it, then there's nothing to worry about. Once all the
treasure is taken, the crows will not attack you at all and only fly
away.
From Clay (clay.a.adams@gmail.com)
On chapter 13, A Guiding Wind, it is possible to clear the map on Turn
6 (maybe 7). When I played the map, I used Titania, Mordecai and
Keiran to take the three planks, and overtake the enemy ship and I had
Astrid and Gatrie both recruited by turn 2. I used both of my theives
(Sothe & Volke) to get all the chests in the quickest possible time.
The boss was dead by turn 3 or 4. Which means, the conversation that
is supposed to take place between the boss and the Crow leader didn't
happen. All I know is, after that - each time some crows showed up
(including the ones that attack the treasure and go for the ship
cabin), they turned around and fled! The only crows I had to deal with
were the initial two that start on the map that attack on turn 2. All
the others just popped up, and turned around and left. By turn 7, the
pegasus legion showed up and the map ended. I didn't have to wait 10
turns.
NEW UNIT ALERT!
Name - Astrid
Description - Astrid is an OK character, not necessarily great. She's
like the Nomads from FE7, but I think Rath was better than she is.
Astrid's Strength is alright, but her Defense needs work. Astrid's one
advantage is her evade. Her Speed and Luck will help her avoid most
attacks, but not all. Her Resistance isn't really all that great,
either. Astrid doesn't really excel in anything, she's pretty much an
average character. Astrid is all-around except for high evasion and
below average Defense. Shinon and Rolf make for better bow users than
Astrid.
Stat Growths - HP: 45%, STR: 40%, MAG: 20%, SKL: 55%, SPD: 50%, LUK:
40%, DEF: 30%, RES: 25%
Rating - 6/10
***********************************************************************
Chapter Fourteen: Training
Victory: Defeat Boss
Units Available: 13
Items: Spirit Dust (SW House), Secret Book (NW House, left), Vantage
(NW House, right)
This is one of the easiest chapters in the game, and you should have no
problem with it. It's pretty basic and straightforward. You want to
split your party up, one part going north, and one going west. Make
sure you bring along Marcia to recruit Makalov, the sword knight in the
top left hand part of the map.
Recruiting Makalov could porve a little tricky, since he tries to
attack you, and if he attacks one of your stronger characters, he may
die. Make sure no one is in his range when he moves, and when he does,
send Marcia up to him and recruit him.
Make sure you get to the northwestern houses on time, because pirtes
are already going for them, and you really want that Vantage scroll.
Very useful skill. Someone like Oscar, Kieran, or Titania is good
enough to charge up there to get to the houses on time and kill other
enemies along the way. Soon enough, your party should have caught up
with each other.
As you approach the boss, two laguz tigers will appear behind him.
Neither he nor the laguz will move, so ranged attackers can sweep the
floor with them. If you attack the boss at close range, be careful, as
he's a Berserker and has a Killer Axe, which makes his critical rate
around 35%. Still, if you have a reliable ranged attacker, he/she won't
get hurt attacking the boss or the laguz.
NEW UNIT ALERT!
Name - Makalov
Description - Despite his appearance, Makalov is actually pretty good.
I'm one of those people who didn't use Makalov on my first playthrough
because he looked freaky. Till, once I started using him in my second
playthrough, he turned out pretty well. The tough part is training him
in the beginning with his crap bases. He'll almost certainly die if you
leave him to contend with enemies on his own. However, once Makalov
gets going, and especially once he promotes into a Paladin, he becomes
a competent killing machine. Although his Defense is good, it doesn't
really make up for what he lacks in evasion. Therefore, Makalov will be
hit a lot, but still be able to take it. His growths are good, and they
definitely make up for his bad base stats.
Stat Growths - HP: 60%, STR: 55%, MAG: 5%, SKL: 45%, SPD: 50%, LUK:
25%, DEF: 45%, RES: 20%
Master Skill - Sol
Rating - 9/10
***********************************************************************
Chapter Fifteen: The Feral Frontier
Victory: Defeat Boss
Units Available: 14
Items: Random items strewn across the desert.
First off, there are certain items you can find in certain parts of the
desert. There's a map you can look at that shows you where all the
treasures, and where Stefan, are. To recruit Stefan, you need either
Lethe or Mordecai. Go to a square somewhere in the top right corner of
the map. From the corner there, go two spaces left, then once space
down, and that's where you put Lethe or Mordecai. If you put anyone
else on the spot, Stefan will give you his S-rank sword, the Vague
Katti, but won't join up with you. Just put Lethe or Mordecai there, so
you can get a person and a sword instead of just a sword. ;)
This map is somewhat medium because the movement rate of the characters
is decreased by .33 or less. Do not bring Gatrie or Brom, because they
can only move once space at a time. Mounted units won't do so well here
either, as that can only move 2 spaces at a time. The only mounted
units you should use are Titania and another Paladin if you have one.
Oscar's an excellent choice. This is also an excellent map to exercise
your Laguz weapons, as laguz are your only enemies here.
Oscar can totally massacre the laguz in one hit, occasionally two, if
he's a Paladin with a Laguz Lance. Bring someone with high Luck along,
like Volke, to maybe get the hidden treasures. Just advance forward,
clearing the laguz along the way. Send Lethe and/or Mordecai and
another unit to the northeast to kill those laguz and recruit Stefan.
Once you defeat Muarim, the battle ends.
Something to note is that the only units who won't be slowed down by
the sand are the magic/staff users, thieves, and flying units. Soren
can be really devastating here if you've trained him.
NEW UNIT ALERT!
Name - Stefan
Description - Stefan joins the party as a level 8 Swordsman, and unlike
most pre-promoted units, his base stats are amazing, save Defense and
Luck. Stefan is probably the most susceptible unit to being screwed
over in Defense, so he'll probably go down in several well-placed hits.
His Luck doesn't serve him well either, so his evade loses points from
that. However, Stefan is still very powerful and very fast, able to
always strike twice and deal great damage. His 27 Skill base already
gives him a great chance to activate his Astra skill. As great as he is
when you first get him, though, Stefan becomes increasingly more
fragile until the only characters more fragile than him are Largo and
Reyson. Stefan is overall very fast and pretty powerful, but he gets
bumped down several points because he becomes so easy to bring down.
Stat Growths - HP: 70%, STR: 50%, MAG: 20%, SKL: 40%, SPD: 55%, LUK:
25%, DEF: 35%, RES: 30%
Master Skill - Astra
Rating - 6.5/10
Name - Muarim
Description - Muarim is the next and last Tiger you get in the game.
He's definitely better than Mordecai. Muarim actually trumps Mordecai
in basically everything, including Strength. He's a lot better in terms
of Skill and Speed than Mordecai, so Muarim will dodge and double-
attack a lot more. Muarim also retains a constant good Defense rating,
unlike Mordecai. Muarim comes with the Demi Band, an item that keeps a
laguz in...laguz form, but decreases some stats a little, but not too
much. Muarim should keep it on, as he'll do very well with it on
anyways. Muarim also get a good Resistance growth, making him more
bearable against magic users, but still a bit susceptible to fire
magic. Muarim doesn't really have any weaknesses, which is great.
Stat Growths - HP: 145%, STR: 70%, MAG: 5%, SKL: 75%, SPD: 55%, LUK:
35%, DEF: 60%, RES: 45%
Master Skill - Roar
Rating - 9/10
Name - Tormod
Description - Tormod joins quite under-leveled, so it's difficult to
train him when you first get him, like Makalov. Although Tormod turns
out to be a pretty good Sage, he definitely doesn't come up to par with
Soren, and Ilyana is a bit better than he is, mostly due to her
starting strength in Thunder magic. And because Soren's starting
strength was Wind magic, Tormod's starting strength is Fire magic.
Tormod's stats will become pretty good, but his stat growths aren't
really that amazing, just above-average, really. His Defense growth is
better than Soren's or Ilyana's, so he can probably take more physical
attacks than they can. If you have the choice of Sages, Soren and/or
Ilyana would probably be better choices. Tormod still suffices, though.
Stat Growths - HP: 50%, STR: 20%, MAG: 45%, SKL: 40%, SPD: 45%, LUK:
35%, DEF: 25%, RES: 45%
Master Skill - Flare
Rating - 7/10
***********************************************************************
Chapter Sixteen: The Atonement
Victory: Seize
Units Available: 11
Items: Gamble (Enemy drop), Spear (Boss drop), Ashera Icon (NE Chest,
left), Silver Lance (NE Chest, right), Dracoshield (Center Chest,
left), Full Guard (Center Chest, right), Bolting (NW Chest, left),
Psychic (NW Chest, right)
Pretty simple and straightforward like chapter 14. There are six chests
to open in this map. Nice. You want to bring a Thief along to unlock
the doors and chests, so bring Volke or Sothe along.
There's a Halberdier named Devdan in front of the NW trasure room. To
recruit him, you need to talk to him with one of the children in your
party (Soren, Mist, Rolf, Sothe, Tormod). He hates fighting children.
How nice. :P
Getting to the NE and Central treasure rooms is simple enough, but at
the end of turn 9, a hief will appear next to the NW room. Make sure
someone can get to him on time to kill him and secure your dibs on the
Bolting and Psychic.
The boss is a General, like in chapter 10. this time around, though, he
doesn't move. He still has a Spear though, so he can attack units one
or two spaces away. Finsh him off, claim his Spear, and Seize the
place.
NEW UNIT ALERT!
Name - Devdan
Description - Devdan is one of those characters that isn't exceptional
at anything, just well-rounded overall. Devdan's most redeeming
features are his good Strength and Skill. Heck, his Strength growth is
actually good enough to max out easily. His Defense isn't so bad, but
later on, it may lag behind, and Devdan doesn't have the necessary
avoidability to make up for it. If all works out, though, Devdan's
Defense will be fine. Since Devdan's a Halberdier, he can do well in
many situations, as the Halberdier class is pretty versatile. All in
all, though, Devdan's decent. He and Nephenee both have about the same
amount of usefulness.
Stat Growths - HP: 75%, STR: 60%, MAG: 30%, SKL: 40%, SPD: 35%, LUK:
40%, DEF: 45%, RES: 45%
Master Skill - Luna
Rating - 7/10
***********************************************************************
Chapter Seventeen: Day Breaks
The first thing you want to know is that chapter 17 consists of four
battles in a row. In between the battles, you won't be able to visit
your base nor trade among your units before battles. Therefore, make
sure your units are properly outfitted with weapons that'll last
throughout the four battles, especially the main attackers. Between the
fights, though, you can choose if you want any reinforcements. You're
allowed to choose two reinforcements at a time, one, or none at all,
it's your choice. If you can't carry enough weapons for your attackers,
have your reinforcements act as mules to deliver them weapons if they
run out.
At this point in time, you should have at least 3-4 promoted units. The
promoted units are what are going to win this four-part chapter, so
make sure they're properly equipped and ready to go.
As for items to bring along...anything you want, really. Make sure you
have a couple of Antitoxins with you for the first battle.
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Day Breaks, Part One
Victory: Rout
Units Available: 10
Items: Antitoxin (Enemy drop), Killer Lance (Enemy drop), Hand Axe
(Enemy drop)
Here's the first battle! Fairly simple, all you need to do is kill
everyone. Several enemies here have Venin weapons, so I hope you
brought the Antitoxins I told you to bring! None of the enemies are
really that tough, they're mostly Myrmidons and Fighters. Leave a
couple units at the deployment zone, because after a couple turns, 2-3
enemy reinforcements appear.
There isn't really any defensive playing to do here. Just attack fast
and hard and you'll win in no time.
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Day Breaks, Part Two
Victory: Arrive
Units Available: 10-12
Items: Poleax (Enemy drop)
The start of this chapter can be a bit tricky. To the left side of the
map is a massive buttload of mounted units ready to charge to your
location. So, what you want to do is to send your units to the right
side of the path. Then, line up four or five of your units vertically,
parallel to the trees. They'll be the wall that blacks the mounted
units from getting to the others. Gatrie and Oscar are great
candidates. Meanwhile, send the rest of the party through the rest of
the path to the Arrive square, while killing those mounted units along
the way. There's a Wyvern Rider up north, so beware.
At the end of turn 2 or 3, your reinforcement(s), if you got one/any,
will appear from where you deployed. Make sure they get behind your
unit wall, out of range of the enemies. They'll be safe that way. ;)
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Day Breaks, Part Three
Victory: Survive for 8 Turns
Units Available: 10-14
Items: Mend (Enemy drop), ElFire (Enemy drop)
This is the annoying part of chapter 17. You start off being surrounded
by all sides, and the first enemies you wanna take out are the enemies
to the north and west of you. Then, set two units up to blockade the
southern entrance to your area. Paladins are the best for this part,
and Titania must be one. For the other unit, Oscar's a great choice.
Leave those two units there to contend with the orgy of enemies from
the south, while sending some other units to the east to contend with
those couple of enemies.
In this battle, Ike is carrying someone and can't do anything about it;
therefore, his Skill and Speed are cut, so he won't really do much. He
is still rather useful if you use him correctly, though.
After a couple turns, your reinforcements come from the west. A turn or
two after that, mounted enemy reinforcements come. Then after that, a
couple reinforcements come from the south.
All you need to do is survive, so there is no square to protect or
anything. Just stay alive and defend yourself well. :)
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Day Breaks, Part Four
Victory: Defeat Boss
Units Available: 10-16
Allies: Tibarn, Reyson, Janaff, Ulki
Items: Adept (Enemy drop), Armorslayer (Enemy drop), Nosferatu (Boss
drop)
Yay, the last part of chapter 17 is finally here! The thing you want to
notice is the enemy Mage to the left. He's carrying the Meteor tome,
and look at that range. :O Meteor has a ten panel range, I believe, and
it's one of the most powerful tomes, too. However, it only has 5
durability, so put someone with a high Resistance just outside the
attack range, and drain the tome until it breaks.
OK, on to the actually strategy. Keep a couple units behind, because
three Bow Knights and a Paladin will appear there in a couple turns.
Send the rest of the party down and through the swampy area in the
southern part of the map. It'll slow you down a lot, but don't fret,
and keep a couple good frontliners to tend with the many mounted units
and armored units. After you get past those guys, four flying laguz
will appear: Tibarn, Janaff, Ulki, and Reyson. Tibarn is the symbol of
uber destruction. He's so freaking powerful. Janaff and Ulki will
fight, while Reyson will wander around, trying to get himself killed.
If you don't want Reyson dead, rescue him with someone to prevent him
from doing any damage to himself. Tibarn, Janaff, and Ulki will just go
around killing everyone they see. If you want experience, get to the
enemies before they do. Kill Duke Oliver before they do, because he
drops the Nosferatu tome. It's a Light tome now instead of a Dark one.
:P Oh, and make sure you kill the enemy with the Adept scroll before
the hawks do. It's deadly useful.
Congrats, you completed the marathon that was chapter 17!
***********************************************************************
Chapter Eighteen: Crimea Marches
Victory: Rout
Units Available: 13
Items: Brave Bow (Shinon drop), Tornado (Boss drop), Recover (NW
Chest), Silence (East Chest, left), Wrath (East Chest, right)
Congratulations. You have now come even closer to perfecting the
ultimate killer that is Ike. Yes, he's promoted, and he's ready to kick
ass and gain experience again! If you have a spare Occult Scroll handy,
use it now, because Ike can now learn Aether, the skill that makes him
utterly destructive.
Before the fight begins, the four flying laguz that helped you before
will come visit you. Reyson will offer his help to you, and if you turn
down his offer, may you be smitten where you stand/sit/etc.! :P
Honestly, take up Reyson's offer. If you do, not only do you get an
awesome support character, Tibarn gives you Janaff and Ulki, too! Talk
about kick-ass.
Before the laguz join up, Tanith will have become a unit of yours too.
She comes as a level 10 Falcoknight, and she's seriously useful. Don't
worry about what she says about the "...true Wyvern Riders."
beforehand. They're actually easy enough.
And look who else is here! Shinon! Yay! After 11 chapters, he's finally
back, but on the enemy's side. Like Gatrie, you can't recruit Shinon by
talking to him with Ike. What you first need to do is talk to him with
Rolf, then defeat him with Ike, and he'll join your party after the
battle. If you kill Shinon with Ike before having Rolf talk to him,
Shinon will die and never come back. But I know you wanna have him. :P
Still, getting Rolf to Shinon will be difficult if you haven't used
Rolf. Ever (which was the case in all my playthroughs but one). There
are two Sages with the uber long range spells like Meteor, so you want
to take them out first before letting Rolf advance.
As for the two or three Wyvern Riders to the right of your deployment
zone, just use your newly obtained fliers to take them out. Tanith
causes some serious damage with her Sonic Sword to flying enemies. Her
Reinforcement skill will really come in handy, too.
Anywho, all in all, it's a pretty basic field map. Just go along,
killing everyone, and you'll pull through just fine.
NEW UNIT ALERT!
Name - Tanith
Description - One of the most useful flying units you get. Since she
starts as a level 10 pre-promoted unit, don't let her get too many
kills at first. That way, units who need the experience more can get
it. Tanith is one of the most useful units in the game. She evades so
well that it's actually dependable, as her Defense isn't necessarily up
to scratch. Her Strength is alright, so she'll do decent damage to all
but the armored units. Tanith has a decent Magic growth, making her a
suitable candidate for magic weapons. The thing that makes Tanith
really special, though, is her unique skill, Reinforce. With this
skill, Tanith can call two Pegasus Knights and a Falcoknight as yellow
units, and boy, can they be useful. Note that she can only use
Reinforce twice per battle. Overall, Tanith is an incredibly dependent
unit, and is definitely more useful than Marcia.
Stat Growths - HP: 60%, STR: 40%, MAG: 35%, SKL: 70%, SPD: 40%, LUK:
30%, DEF: 25%, RES: 30%
Master Skill - Stun
Rating - 9.5/10
Name - Reyson
Description - Remember characters like Tethys, Nils, and Ninian? Reyson
is like them, except he's more useful and one of the best supporting
units on the battlefield. He heals AND he makes other units move again
by using the "Chant" option, much like the "Dance" and "Play" options
from the two games before. Reyson is extremely fragile against physical
attacks, as most of the time, one hit from a physical attacker will
bring him down. Of course, you have enough sense to keep him out of the
way of those units, right? :) His Resistance is the best, though, so
magic is no threat to him. Use Reyson, he won't disappoint.
Stat Growths - HP: 65%, STR: 5%, MAG: 40%, SKL: 50%, SPD: 50%, LUK:
60%, DEF: 15%, RES: 50%
Master Skill - Blessing
Rating - 9/10
Name - Janaff
Description - Janaff, like Lethe, transforms right at the beginning of
the battle, which is awesome. At first, Janaff is a great unit with
awesome Speed and good enough Strength to do enemies a lot of harm.
Later on, though, Janaff starts to seem a bit more susceptible to
damage, as his rather shady Defense growth will lower his Defense. He
dodges well enough, though, and will turn out to be rather dependable.
Stat Growths - HP: 130%, STR: 55%, MAG: 10%, SKL: 70%, SPD: 65%, LUK:
40%, DEF: 30%, RES: 25%
Master Skill - Cancel
Rating - 7/10
Name - Ulki
Description - Ulki is the second of the two hawks Tibarn allows you to
use. Ulki is stronger and can take more hits than Janaff can, but he's
a bit slower than Janaff is. Ulki also transforms later, so he can't
fight until a couple of turns pass. Nonetheless, Ulki is better than
Janaff simply because he's tougher to bring down and he can cause more
damage. Ulki's one major weakness is that his Speed isn't as great as
Janaff's, so he double-attacks less.
Stat Growths - HP: 130%, STR: 60%, MAG: 10%, SKL: 65%, SPD: 60%, LUK:
35%, DEF: 35%, RES: 25%
Master Skill - Cancel
Rating - 7.5/10
***********************************************************************
Chapter Nineteen: Entrusted
Victory: Defeat Boss
Units Available: 13
Items: Knight ring (Naesala, if you can make him leave without killing
any other ravens)
There are two units you MUST bring into this battle: Either Janaff or
Ulki and Reyson. Notice that the boss you're required to kill is
Naesala. Well, unless you want to fight him and risk having several of
your units die trying, this is what you must do...
First of all, bait Naesala over with a sturdy character (Oscar,
Titania, etc.) near the first ballista. Make sure Janaff or Ulki are
nearby, but not within the ballista's range from the left part of the
map. Once Naesala's come over, have Janaff or Ulki fly to Naesala and
talk to him, telling him that Reyson is here and fighting for Crimea.
Once that's done, Naesala will fly over to Reyson and speak with him.
Once Naesala's done that, he'll order all his minions to retreat. Note
that without a hawk and Reyson, you'll have one hell of a battle.
If you followed the steps and got rid of Naesala, the boss you will
have to kill will shift over to the lame Swordmaster at the north part
of the map. :P
Anywho...equip the Full Guard to a flier like Tanith. This is so that
the person can fly to the ballistae on the hills and kill the archers
there. Tanith is great for this. Have everyone else charge forward
while keeping the other fliers away from the ballistae's ranges. Treat
the boss with some super butt-kicking to complete this chapter. :)
***********************************************************************
Chapter Twenty: Defending Talrega
Victory: Arrive in 15 turns
Units Available: 11
Items: Provoke (Enemy drop), Smite (N House), Rescue (S House)
*gasp* You need to Arrive in 15 turns! Well, it's nothing to worry
about, really. 15 turns is actually more than enough to complete this
chapter. Oh, and a note: Jill's daddy, Shiharam, is the boss in this
chapter. If you're using Jill, and you put her too near Shiharam, she
will go back to Daein's side and become an enemy. Make sure that if
you're using Jill, she should stay away from her daddy. >:O
Anywho, Tanith and her Reinforcement ability will come in handy once
again! The north-eastern part of the map consists of Wyvern Riders.
They will waste no time in swooping down and trying to attack you.
Therefore, send Tanith and a couple other units up towards the northern
houses to kill the enemies there and to kill the Wyvern Riders.
Tanith's reinforcements are a tremendous help here.
As for the other units, make them go down the southern path so that
they can travel it until they reach Shiharam, defeat him, and Arrive on
the square. Shiharam uses a Tomahawk, and Ike tears him apart because
of that.
NEW UNIT ALERT!
Name - Calill
Description - Calill sure is energetic! :P The one thing that sucks
about her is the fact that she uses Knives, which are so useless for a
Sage that...they're useless. Something amazing about Calill, though, is
the fact that she starts with a "B" Weapon Level for all magic, which
is exceptionally useful. Calill will cause great damage right from the
start, so you can start using her as a main attacker. Calill is overall
quite useful, and the B ranking in all three magic types really helps.
If Calill used Staves instead of Knives, she would be more useful.
Stat Growths - HP: 50%, STR: 25%, MAG: 45%, SKL: 45%, SPD: 45%, LUK:
30%, DEF: 40%, RES: 35%
Master Skill - Flare
Rating - 8/10
***********************************************************************
Chapter Twenty-One: Without a King
Victory: Seize
Units Available: 13
Items: Occult Scroll (Tauroneo), Energy Drop (NE room), Parity (SE
room, bottom chest), Stiletto (SE room, top chest), Talisman (N room),
Thoron (NW room, left chest), Corrosion (NW room, right chest), Brave
Sword (S room, left chest), Master Seal (S room, right chest)
Wow, lots of treasure here. Make sure you bring along Volke and/or
Sothe to unlock the doors and take the chests. Using them in
conjunction with Reyson is very useful, as it will speed up the
process. Make sure to bring Tanith along as well, as her Reinforcement
technique will prove very useful.
Nonetheless, your party will be split for the majority of this battle.
First off, leave a couple units behind once the battle starts, as
several turns later, enemy reinforcements will come from there. Split
the advancing units in two to go up the fork in the path. Make sure
your Thief gets all the chests on the map. Leave a couple units in the
top-right corner of the map, as enemy reinforcements will come from
there eventually. At the top, there will be an enemy General with the
Brave Lance and a Bishop with a Sleep Staff. Make sure you have a
Paladin to bulrush the Bishop and take him out before he can cause any
more annoyance with the staff.
As you near the area where Ena and her guards are, that is where Tanith
comes in. Use her Reinforcement technique and make sure they are set to
"Target" by Ike. Have them aim for the point at the NE part of the Ena
area. The Bishop inside there, who has a Sleep Staff as well, will
target the flying units. Once Tanith's reinforcements have baited the
Sleep Staff into destruction, have the whole party come towards the
entrance to where Ena is. Before rushing in, though, make sure
Tauroneo, the purple General, is baited into attacking someone, then
have Ike talk to him to join the party. He comes with an Occult scroll,
which is awesome.
Anywho, kill Ena's guards, then confront the dragon general herself.
Dragons are racially tough and powerful, but they have no ranged
attack, and Ena stay still. Therefore, have Soren or whever keep
beating Ena down with ElThunder, then take her down with someone like
Ike. Make sure to take Ena's HP down quickly, because if you leave her
too far low in HP, she'll heal herself with an Elixer. Seize the square
to win.
NEW UNIT ALERT!
Name - Tauroneo
Description - The third and last General you get in the game, Tauroneo
also happens to be the weakest, although he isn't that bad overall. If
you haven't trained Gatrie or Brom, Tauroneo serves as a suitable
replacement. Tauroneo lacks in almost all stats for a General, except
for Resistance, which is pretty high for one. It would be better to
train Gatrie or Brom to a General and use either one of them instead of
Tauroneo.
Stat Growths - HP: 60%, STR: 55%, MAG: 5%, SKL: 60%, SPD: 30%, LUK:
15%, DEF: 60%, RES: 40%
Master Skill - Luna
Rating - 6.5/10
***********************************************************************
Chapter Twenty-Two: Solo
Victory: Defeat Boss
Units Available: 11
Items: Chest Key x2 (Enemy drop), Bolting (Enemy drop), Killer Bow
(Boss drop)...Left Room - Spirit Dust (Top chest), Nosferatu (Middle
chest), Sleep Staff (Bottom chest)...Right Room - Bolganone (Top
chest), Tomahawk (Middle chest), Silver Bow (Bottom chest)
First of all, try not to kill any of the Priests and Bishops in the
map. If you don't kill any of them, you'll get a little bit more Bonus
Experience and the Ashera Staff, and awesome "S" rank Staff.
Make sure you have a Thief here with you as well so you can get the six
treasures here. The key to not killing any Priests and Bishops is the
Shove option. Shove them out of the way to get to the treasure rooms
and to reach the boss.
And talking about getting to the boss...if you don't want to kill and
Bishops and Priests, only one person or two people at a time will make
it through without risking killing the Priests and Bishops. Make sure
you're very careful in shoving them all outta the way to reach the
boss. The boss has a Killer Axe and a Killer Bow, so he has a high rate
of causing a critical hit. Mae sure you get right next to him with a
sword user and beat him up till he dies. Sword users are best for the
boss; after all, he carries an axe. Once the boss is dead, you're all
done with the chapter.
***********************************************************************
Chapter Twenty-Three: The Great Bridge
Victory: Seize
Units Avaliable: 13
Items: Longbow (Enemy drop), Blizzard (Enemy drop), Killer Bow (Enemy
drop), Heavy Spear (Enemy drop), Flame Lance (Boss drop)
The Daein army has definitely put up quite the defense on the bridge,
eh? Anywho, you will be splitting your party in two this round. And you
get Ranulf in your party at last! :D Make sure Jill is in your party in
this map to recruit a great unit. Leave Jill and a couple other units
behind, so you can contend with the reinforcements and to recruit Harr
when he comes at the end of Turn 4. Yes, Haar. He's awesome, and you
need Jill to talk to him to recruit him. After Haar tunrs up, no more
reinforcements will appear there, so take those units to follow your
other team, who should have wiped out the whole bridge by that time.
As for that part of the party, use Operation: Blitzkrieg. :P That's
right, use a quick, versatile, and powerful team to rush down the
bridge and eat these guys alive in the process. Be careful of the
ballistae, though, as they're Killer Ballistae, so criticals on your
characters will be increased. Just make sure no one like Soren or Rhys
is attacked by those. At the end of the bridge, there is a ballista and
a rock catapult. The rock catapult will attack your units for very
little damage, but it damages units where it lands and all adjacent
spaces next to it.
The worst part about this map is the pitfalls. There are about 12 of
them in all hidden across the bridge, and it's a pain when you fall
into one, disabling the unit who fell in for the phase he/she fell in.
There is a map in the FAQ section that maps where all the pitfalls are
located, so take a look at it.
At one point, two people named Lucia and Bastian will arrive with five
Paladins at the way SW part of the map. The Paladins should be able to
handle their own against the Wyvern units right there. They won't
attack Petrine either, so you don't have to worry about them dying.
Once you've made it across the bridge, face Petrine. She carries the
Flame Lance, a magic weapon. It's a magic weapon and, therefore, will
be defended against based on Resistance. Ike and Soren fight really
well against Petrine in that matter. Once she's dead and you obtain the
Flame Lance, Seize the square to win.
NEW UNIT ALERT!
Name - Ranulf
Description - Ranulf is a great unit. He and Lethe are the only cats in
the game, and Ranulf is better. Ranulf is basically a Lethe who was
cleaned around the edges to make the best Beast Laguz in the game.
Ranulf can do quite a lot of damage, dodge like crazy, and he will have
no problem surviving on the front lines. Ranulf's only weakness is his
mediocre Resistance, but he makes up for it with making all his other
stats awesome. Well, besides Magic, of course. All in all, Ranulf will
become an increasingly dependable unit on your team and he will help in
tearing through enemies.
Stat Growths - HP: 130%, STR: 50%, MAG: 0%, SKL: 55%, SPD: 55%, LUK:
35%, DEF: 35%, RES: 20%
Master Skill - Roar
Rating - 10/10
Name - Haar
Description - Haar is the second Wyvern unit you get in the game, and
he tends to be better than Jill is. Haar is a tank, but not a Gatrie-
like tank. He does a lot of damage and takes little in return. Haar
will become an awesome killing machine the moment he joins your army.
His only problem is that he gets a bit slower as the game wears on, but
not by much. I thought Cormag was better, but not by much, only because
he has better Speed than Haar does.
Stat Growths - HP: 65%, STR: 60%, MG: 5%, SKL: 60%, SPD: 35%, LUK: 15%,
DEF: 45%, RES: 20%
Master Skill - Stun
Rating - 8.4/10
***********************************************************************
Chapter Twenty-Four: Battle Reunion
Victory: Arrive in 15 Turns
Units Available: 11
Items: Antitoxin (Enemy drop), Savior (N house), Nihil (S house)
Yet another battle in which you need to arrive in 15 turns. It still
isn't difficult to accomplish that goal, though. Above all else,
though, make sure Geoffrey doesn't die, although he most likely won't,
as he's pretty good himself.
Start the battle by sending a bit less than half the party over the
bridge to the left of your deployment zone. I suggest having at least
Ike and Titania in this part, as this party will be the one to confront
the boss. Have the rest of the party rush to the northern bridge, while
avoiding the range of the ballistae at the same time. They're all
normal ballistae, so you don't need to worry about them too much. ;)
Something else that's useful is to leave at least two fliers like
Tanith and Haar at the NE corner of the map, as some reinforcements
will come from the water, and fliers will be the best to take them out
quickly and efficiently.
An important thing to notice is that once you enter the boss's range,
the Black Knight will appear once again from where you deployed. Once
again, he doesn't move, so ignore him. Also, Lucia and Bastian will
come at the end of Turn 1, so you will have two additional fighters to
help. :D
Anywho, bringing Shinon or Rolf in this map is a pretty good idea. You
can put them in any one of the ballistae and start shooting down enemy
units. Most of the enemies at the left side of the map will go towards
Geoffrey and his entourage, but they will be able to do well by
themselves.
Reach the Arrive square to complete the chapter.
NEW UNIT ALERT!
Name - Lucia
Description - When Lucia joins the party, you might think "Wow, what
horrible base stats! She sucks!" Well, her bases may not be appealing,
but her growths are extremely awesome, so a couple of level-ups and she
becomes a great unit. As a matter of fact, Lucia has the potential to
become a great Swordmaster in the game, even though she only has eight
levels to grow. If you're already using Stefan and/or another
Swordmaster, then you're probably better off using them, as Lucia does
join late and it's a bit of a hassle to level her up.
Stat Growths - HP: 70%, STR: 50%, MAG: 30%, SKL: 70%, SPD: 65%, LUK:
50%, DEF: 40%, RES: 40%
Master Skill - Astra
Rating - 8/10
Name - Bastian
Description - Bastian is the final Sage you get in the game. Like
Calill, he has knives instead of Staves. Bastian joins at the worst
point in the game because the other Sages at this point are MUCH better
that Bastian is. Even though Bastian's growths are actually pretty
good, it doesn't make up for low base stats, including bad Speed.
Bastian's Strength growth is really good for a Sage, though, so
wielding heavy tomes shouldn't be a problem for him. Bastian can turn
out to be rather good overall, but his Speed is mainly what makes him
worse than the others.
Stat Growths - HP: 55%, STR: 40%, MAG: 65%, SKL: 65%, SPD: 55%, LUK:
30%, DEF: 35%, RES: 50%
Master Skill - Flare
Rating - 6.7/10
Name - Geoffrey
Description - Geoffrey is the last Paladin to join the party. He's
pretty good, and even though he joins late like Bastian and Lucia, his
Paragon skill will enable him to get to level 20 with ease. Geoffrey is
a good all-around, but he's second only to Oscar. He has great stats,
and he will be helpful the moment he joins. A plus about Geoffrey is
that, because he can also use Bows, he can attack from short and long
range easily. :D
Stat Growths - HP: 65%, STR: 50%, MAG: 25%, SKL: 55%, SPD: 55%, LUK:
20%, DEF: 45%, RES: 45%
Master Skill - Sol
Rating - 8.3/10
***********************************************************************
Chapter Twenty-Five: Strange Lands
Victory: Rout
Units Available: 12
Items: Laguzslayer (Enemy drop), Purge (Enemy drop), Bolt Axe (Boss
drop)
This is probably my least favorite level in the whole game. D: Do you
see those boulders at the top? Just in case you haven't guessed, those
pesky enemies will roll those down on you. Doesn't that just suck? D:
Each boulder does 10 damage each, which is decent damage, and the worst
part is that, even though one character gets hit, the boulders will
plow right through and hit anyone behind that person, and so on. Some
boulders don't roll straight ahead, but also curve through, so be
careful.
Mounted units and armored units will have trouble walking up this
place. Therefore, make sure most of your party consists of units that
aren't those types of units. If you want the Purge tome that Bishop at
the top left uses, then you better rush up the mountain quickly, since
the Bishop will use it right away and won't stop. Each side of the
mountain has a rock catapult, and the top of the mountain has ballista,
henceforth adding to your worries. The ballista has a pretty big range
too, so watch out. Make sure your units are spread apart in this level
so they don't get hit consecutively by the boulders.
The boss of this level has a Bolt Axe, another magical weapon. Soren
can use ElWind to rend him apart effortlessly. Shinon does well against
him, too. Since the boss is a Wyvern Lord, he can move around the
mountain very easily, so make sure you can counter him effectively.
Another thing to note is that the very SW part of the map has a little
indent in the ground. If a unit stands there, the two-three boulders
that head in that direction won't reach him/her. Kill all the enemies
to complete the chapter.
NEW UNIT ALERT!
Name - Largo
Description - Largo joins in an Info conversation before this battle
begins. Being a Berserker, he's incredibly powerful. Largo only has one
weakness really, but it's huge: Defense and Resistance. Boyd has better
Defense and Rsistance, not to mention he can avoid a bit better than
Largo. Largo is geared towards full-out offense, but putting him on the
front lines can get him killed ruthlessly. Even Soren has a better
chance of surviving, since his avoidability outstrips that of Largo's.
Long story short, Largo is all offense, virtually no Defense.
Stat Growths - HP: 80%, STR: 70%, MAG: 5%, SKL: 45%, SPD: 45%, LUK:
30%, DEF: 25%, RES: 20%
Master Skill - Colossus
Rating - 5/10
***********************************************************************
Chapter Twenty-Six: Clash!
Victory: Seize
Units Available: 19
Items: Silver Sword (Enemy drop), Laguz Axe (Enemy drop), Laguz Lance
(Enemy drop), Laguz Bow (Enemy drop), Runesword (Boss drop)
Not only does Ike have to be in the battle, but Princess Elincia must
be in it, too. Neither must die, or the battle ends, of course.
Anywho, you can take the more than enough amount of 19 units with you!
19 units is understandable in this chapter, though, as there are enemis
almost surrounding you. Not only is that it, but for the most part in
this map, enemies are bunched together according to class, which is
handy.
First off, you want to send a couple units north to take out the
Warriors, Paladins, and the Sage way up there to stop him from
pestering the party with Meteor. You only need to send three units at
most up there. Ike and Oscar are awesome candidates. Once those units
are done, leave one at the NE corner to take care of the coming
reinforcements of two Wyvern Lords, while letting the others rush left
towards the boss area.
As for the other part, just head left from the start, then swing
upwards, while killing all enemies in the process. Keep a General in
from when first going left so that the Swordmasters and others will all
fruitlessly try to harm him, then let the others kill them. While
swinging upwards, though, make sure to send a couple units farther
ahead to bait and kill the Wyvern Lords so they don't fly around feely.
As for the boss, Bertram...it's either me, or he looks almost exactly
like Lord Renning. ._. Anywho, since he's another boss who uses a
magical weapon, and one that can drain HP too, let someone like Ike or
another magic user kill him. Seize the sqare to win.
NEW UNIT ALERT!
Name - Elincia
Description - Ah, Princess Crimea herself decides to fight. Elincia's
extremely unique, as she's a healer on a Pegasus. Think of Elincia as a
Mist on a Pegasus. If you want to use Elincia actively, though, you
better have a load of Bonus Experience ready, because that's the only
way she'll grow. Still, the fact that she has an "A" ranking in Staves
is amazing, so she can use almost every staff. She's awesome for a
Psychic Staff and a Sleep Staff. Overall, Elinica is a darn good
healer, but a poor fighter, even with her Amiti.
Stat Growths - HP: 60%, STR: 30%, MAG: 80%, SKL: 45%, SPD: 40%, LUK:
60%, DEF: 25%, RES: 35%
Master Skill - Stun
Rating - 6.8/10
***********************************************************************
Chapter Twenty-Seven: Moment of Fate
Victory: Seize
Units Available: 11
Items: Door Key x 2 (Enemy drop), Silver Lance (Enemy drop), Chest Key
x 3 (Enemy drop), Double Bow (Enemy drop), Occult scroll (Boss
drop)...NE Room - Fortify (Left chest), Spear (Right chest)...NW Room -
Bolganone (Left chest), Resolve (Middle chest), Laguz Axe (Right
chest)...Middle Room - Silver Lance (Left chest), Psychic Staff (Right
chest)
Ike should be level 20 by this point. If he's not, then you better get
him to level 20 now.
The beginning of the battle is simple enough. Just go through the three
paths, kill everyone, then unlock the doors. The top three doors unlock
the way to the second half of the map, though, which contains a big
load of enemies, including Sages with long-range magic. Unlike the
enemis in the bottom part of the map, these enemies are stronger and
there are more of them. Make sure you have several strong and
dependable units go in there and slaughter everything in there. As a
matter of fact, Ike himself can solo the whole area because he's so
damn strong. :D
The boss of this level has a Brave Lance, so you can either do one of
two things: One is to just beat him to a pulp as quickly as possible.
That, or you can entice Hafedd to throw his ranged weapon at you, then
send your Thief to steal the Brave Lance. Either way, once Hafedd's
gone and the treasure is taken, have Ike Seize the square to win.
Now, the moment you've been waiting for:
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
Chapter Twenty-Seven: The Black Knight
Victory: Kill the Black Knight
Units Available: 2 (Ike and Mist)
Items: None
Whoo, time to kick the Black Knight's ass at last! Now, here are a
couple pointers:
Make sure Ike is level 20, with at least Skill and Speed are maxed out.
It's HIGHLY recommended that Strength and Defense are maxed out, too.
Skill should be maxed to ensure maximum chances of Aether being
unleashed and better a better hit rate.
If Ike doesn't have Aether, there's absolutely no way you will be able
to win. Speed is there to increase avoidability. If Strength is maxed,
that means that Ike will do the maximum of 9 damage with a normal
attack, and that Aether will do more damage. Maxed Defense means being
able to take about three normal strikes from the Black Knight and still
surviving.
Now, the Black Knight is extremely powerful; only Ragnell, the sword
now in Ike's inventory, can damage the Black Knight. The only way Ike
can beat the Black Knight is if he activates Aether at least once or
twice. Mist also comes along, but if you haven't used her at all, have
her Escape through the bottom of the map. The Black Knight has the Luna
skill. Because of this, if he activates it, the Black Knight will tear
off more than half your HP, so just pray that he doesn't activate it
more than once if not at all.
At the end of Turn 3, a couple enemies, including a Bishop, will come
to aid the Black Knight. The Bishop will attempt to heal the Black
Knight, so it would be in your best interest to hope that Ike will kill
the Black Knight before the reinforcements come. If Ike gets too badly
damaged, use an Elixer or something.
There's in no skill required whatsoever in this fight, only luck. Pray
you have good luck in this battle. ;) If you can't win, you can always
Escape through the bottom.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
***********************************************************************
Chapter Twenty-Eight: Twisted Tower
Victory: Seize
Units Available: 12
Allies: Tibarn
Items: Rexbolt (Boss drop)
Oh ma gawsh, Tibarn!!! Tibarn is basically the sign that you will win
for sure. He can't die, he's too strong. :P
Anywho, if you still have a Blizzard tome, give it to someone like
Soren or Calill and use it to pick off the Ravens and Hawks farther to
the left. This map is heaven for Laguz weapons and magic users, as 3/4
of the enemies here are Laguz and their weaknesses are easy to exploit.
Ike now has Ragnell permanently. With unlimited durability, being
extremely powerful, and also with the ability to attack 2 panels away
as well, Ike now becomes invincible. :D
Try not to let Tibarn get too many kills, as your units need the
experience. There are three Dragons in this map, and they are all
powerful and have lots of Defense. Make sure to kill the Dragons
quickly before they do too much damage.
There are two Bishops to the left of the boss. One has Purge and one
has a Sleep Staff, so it's very feasible to take those two out as fast
as possible. The boss has a Bolting, and once you get near enough to
him, he uses his Rexbolt. At this point in the game, this boss is easy,
so anyone can take him out without much trouble.
NEW UNIT ALERT!
Name - Nasir
Description - If Ike defeated the Black Knight, Nasir will join the
party right before the battle in Chapter 28. Nasir is basically
awesome. His stats are all really good, and the only bad thing about
him is that he has very short movement, so he doesn't go anywhere fast.
Nasir has excellent stats all-around, and you really can't go wrong
with him.
Stat Growths - HP: 150%, STR: 50%, MAG: 10%, SKL: 55%, SPD: 45%, LUK:
35%, DEF: 60%, RES: 25%
Master Skill - Boon
Rating - 9.7/10
Name - Ena
Description - Ena is the "reward" if Ike doesn't defeat the Black
Knight or Escapes. Nasir is much, much better than she is. Ena comes at
level 10, with some low stats, including low Speed. Because Ena comes
at the second-to-last chapter of the game, she won't really grow at
all. If Ena had the room to grow, she could have become as good as
Nasir.
Stat Growths - HP: 145%, STR: 35%, MAG: 5%, SKL: 50%, SPD: 60%, LUK:
40$, DEF: 40%, RES: 30%
Master Skill - Boon
Rating - 4.5/10
***********************************************************************
Endgame: Repatriation
Victory: Defeat Ashnard
Units Available: 14
Items: Psychic (Enemy drop), Speedwing (Bryce drop)
At last, the final chapter of the game. There are three ways of going
about this chapter. The first two are the better choices; the third
choice is definitely slower and riskier, but if gives you a sense of
accomplishment. :P
The first way is to send everyone into the fountain area, take out the
enemies there, then barricade the entrances until the enemies stop
coming after you. Bryce is there in the fountain area as well. He has a
spear dubbed the Wishblade, and it's a decently powerful weapon. Once
business is taken care of, rush up en masse. Be careful of the Bishop
with the Sleep staff, as putting someone asleep on this map is
dangerous. Once the party reaches the sets of stairs leading to
Ashnard, take out the Paladins, then battle the King of Daein himself.
The second way of going through this map is to split the party into
three parts. Send the parts of the party through the west, north, and
east pathways. This way, you can be sure to take care of all the
enemies without having to crowd around everywhere in clumps. Just make
sure to send at least one strong unit in each team so that no one team
is too weak alone. Take care of Bryce, make sure to kill the Sleep
staff Bishop, kill the Paladins at the stairs, then fight Ashnard.
The third way is to solo this map with Ike. No, I'm serious, Ike can
solo this map by himself. That's how I did it in my first playthrough.
Ike is extremely powerful, and with Ragnell and Aether, he won't die.
The only real danger he's in when he's alone is the Sleep staff Bishop.
If Ike falls asleep, he's most likely screwed. Still, just going
through with Ike feels good. XD
Now, at the end of Turn 1, Ena or Nasir will tell Ike that it would be
better reinforcements should be called. At this point, you can choose
to have either Tibarn, Naesala, or Giffca help out. It doesn't matter
who can be chosen, as all three of them are absolutely, extremely
amazing and powerful. Once you choose one, the Laguz chosen will arrive
at the end of Turn 2. Each one of them has a Laguz Band, which allows
each one of them to stay in Laguz form without stat penalties. These
three really help in this chapter. Now, on to Ashnard...
Ashnard, like the Black Knight, has armor that can only be affected by
Ragnell. However, Tibarn, Naesala, Giffca, Nasir, and Ena can also
damage Ashnard. Therefore, the only six units that can damage Ashnard
and kill him are Ike, Tibarn, Naesala, Giffca, Nasir, and Ena. Ashnard
has a sword that, like Ike's Ragnell and the Black Knight's Alondite,
is really powerful and can also strike 2 panels away. Once Ashnard is
dead, prepare to read the Epilogue!
NEW UNIT ALERT!
Name - Tibarn
Description - You've seen him twice as an ally. You get the chance to
finally put him in your party during the beginning of Endgame. Tibarn
comes at level 18, and he's the second strongest of the three you can
choose from. Tibarn is awesome. He's fast, he's powerful, he's
resilient. Not many can hit him, he kills virtually everything in one
round, and he just looks awesome in hawk form. Tibarn is a great
choice.
Stat Growths - HP: 145%, HP: 70%, MAG: 5%, SKL: 70%, SPD: 65%, LUK:
50%, DEF: 60%, RES: 25%
Master Skill - None
Rating - 10/10
Name - Naesala
Description - Naesala is quite unlike the other two. While Tibarn and
Giffca are both very powerful, Naesala isn't quite as powerful as they
are. Instead, his biggest strength is packed behind his Speed. Naesala
is unbelievably fast; Ashnard can barely hit him. Naesala is also the
only one with a ranged attack, Vortex, and the only one who can double-
attack Ashnard. Naesala has more discrepancy than the other two, and
that's what makes him so likeable. Since Naesala starts at level 17, he
has more room to grow than Tibarn.
Stat Growths - HP: 135%, STR: 60%, MAG: 40%, SKL: 70%, SPD: 75%, LUK:
20%, DEF: 55%, RES: 35%
Rating - 10/10
Name - Giffca
Description - Giffca finally finds his biggest role as a playable
character in the final chapter. Giffca already starts at level 20, so
he can't grow anymore. But look at that Strength. Giffca is
overpowering, able to tear, slash, and rend anything in his way. Giffca
is the slowest of the three, so he isn't as nimble as the birds are.
Still, no one is as powerful as Giffca. Plus, he's a Lion. How awesome
is that?
Stat Growths - HP: 160%, STR: 75%, MAG: 5%, SKL: 70%, SPD: 60%, LUK:
40%, DEF: 50%, RES: 30%
Master Skill - None
Rating - 10/10
***********************************************************************
-------
Extras
-------
This is the Extras section. Here, I will list random things that would
be helpful or stuff that would be interesting to know. :D
Weapon Triangle +++++++++++++++++++++++++++++++++++++++++++++++++++++++
Swords
/ \
/ \
/ \
Lances ---------- Axes
Swords are most effective against Axes. S>A
Axes are most effective against Lances. A>L
Lances are most effective against Swords. L>S
Magic Triangle+++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Wind
/ \
/ \
/ \
Thunder -------- Fire
Wind is most effective against Fire. W>F
Fire is most effective against Thunder. F>T
Thunder is most effective against Wind. T>W
Bands +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
After the first playthrough, there will be certain items called Bands
that will appear in possession of different allies and enemies. These
bands, when equipped, increase the growth rates of certain stats. I
will list the names of the different bands, who comes equipped with
each band, and what growths they improve below:
Archer Band Skill +5%, Speed +5% Shinon
Fighter Band HP +5%, Strength +5% Boyd
Knight Band Strength +5%, Defense +5% Gatrie
Mage Band Magic +10% Kamura
Pegasus Band Luck +5%, Resistance +5% Marcia
Priest Band Luck +5%, Resistance +5% Rhys
Soldier Band HP +5%, Defense +5% Kamura
Thief Band Skill +5%, Speed +5% Havetti
Wyvern Band Strength +5%, Defense +5% Jill
Classes +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
LORD -----> RANGER
Ike
LANCE/AXE/SWORD/BOW KNIGHT -----> PALADIN
Astrid
Geoffrey
Kieran
Makalov
Oscar
Titania
PRIEST -----> BISHOP
Rhys
MAGE -----> SAGE
Bastian
Calill
Ilyana
Soren
Tormod
FIGHTER -----> WARRIOR
Boyd
KNIGHT -----> GENERAL
Brom
Gatrie
Tauroneo
PEGASUS KNIGHT -----> FALCOKNIGHT
Marcia
Tanith
ARCHER -----> SNIPER
Rolf
Shinon
MYRMIDON -----> SWORDMASTER
Lucia
Mia
Stefan
Zihark
THIEF -----> ASSASSIN
Sothe (Doesn't promote)
Volke
WYVERN RIDER -----> WYVERN LORD
Haar
Jill
BERSERKER -----> BERSERKER
Largo
SOLDIER -----> HALBERDIER
Devdan
Nephenee
CLERIC -----> VALKYRIE
Mist
PRINCESS CRIMEA -----> PRINCESS CRIMEA
Elincia
BEAST TRIBE -----> CAT
Lethe
Ranulf
BEAST TRIBE -----> TIGER
Mordecai
Muarim
BEAST TRIBE -----> LION
Giffca
BIRD TRIBE -----> HAWK
Janaff
Ulki
BIRD TRIBE -----> KING PHOENICIS
Tibarn
BIRD TRIBE -----> HERON
Reyson
BIRD TRIBE -----> KING KILVAS
Naesala
DRAGON TRIBE -----> DRAGON
Ena
Nasir
Triangle Attack +++++++++++++++++++++++++++++++++++++++++++++++++++++++
Oscar, Boyd, and Rolf will start discussing this battle plan before the
battle in Chapter Twelve, then in Chapter Nineteen. If Marcia's a
Falcoknight, she, Tanith, and Elincia will discuss this as well at a
very late chapter. The Triangle Attack is a certain attack formation
that calls for three units to position themselves in a triangular
formation around the enemy. Oscar, Boyd and Rolf need to perform this
attack with bows. If you didn't give Oscar the ability to use bows,
then you can't do the triangle attack.
In the Triangle Attack, the person who activates it will be the last
person to attack. In this certain move, the first two characters will
attack, then the third will strike with a 100% chance of criticaling.
Elincia, Tanith, and Marcia can do this too, except with swords instead
of bows.
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FAQ
----
Q: HOW IS BOYD ABLE TO USE A BOW?
A: When he promotes into a Warrior, he automatically earns the ability
to use Bows.
Q: HOW CAN YOU MAKE SURE SOMEONE CONSTANTLY GROWS IN A CERTAIN STAT?
A: You can't really make sure. You can increase chances by equipping a
unit with a certain band, but that's about it.
Q: WHICH FIRE EMBLEM SHOULD I GET: FE7, SACRED STONES, OR PATH OF
RADIANCE?
A: All of them are good. Whichever one you like is you own personal
preference.
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Legal Notes
------------
This FAQ is Copyright(c) February 2007 Andrea Petriella. You can always
use this FAQ for your own PERSONAL use. If you want to share some of
the info on this FAQ without actually posting it, at least give some
credit to me. If you want to post this FAQ on your website or whatever,
contact me via e-mail: gsninja@yahoo.com
-------
Thanks
-------
1. Me, for writing my first full walkthrough. :D
2. My parents for giving birth to me to write FAQs. :P
3. Intelligent Systems and Nintendo for creating this game.
4. GameFAQs, of course.
5. All the websites that are hosting my FAQ.
6. Everyone that has informed me about missing info and spelling
errors.
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End FAQ
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