Feral's Guide to H5 Mode for Fire Emblem: Shadow Dragon (DS)


                      || Search Shortcuts ||
 Introduction...................................................[FG01]

 Things to Know
 Classes & Reclassing...........................................[FG02]
 Recommended Party..............................................[FG03]
 Basic Techniques...............................................[FG04]
 General Tips...................................................[FG05]

 The Walkthrough
 Chapter 1: Marth Embarks.......................................[FG06]
 Chapter 2: The Pirates of Galder...............................[FG07]
 Chapter 3: A Brush in the Teeth................................[FG08]
 Chapter 4: Battle in the Lea...................................[FG09]
 Chapter 5: Champions of Aurelis................................[FG10]
 Chapter 6: Fire Emblem.........................................[FG11]
 Chapter 6X: In War's Grip......................................[FG12]
 Chapter 7: Lefcandith Gauntlet.................................[FG13]
 Chapter 8: Port Warren.........................................[FG14]
 Chapter 9: The Pyrathi Dragon..................................[FG15]
 Chapter 10: Princess Minerva...................................[FG16]
 Chapter 11: Knorda Market......................................[FG17]
 Chapter 12: The Ageless Palace.................................[FG18]
 Chapter 12X: A Traitor's Worth.................................[FG19]
 Chapter 13: The Wooden Cavalry.................................[FG20]
 Chapter 14: Land of Sorrow.....................................[FG21]
 Chapter 15: An Oasis of Magic..................................[FG22]
 Chapter 16: The Battle for Altea...............................[FG23]
 Chapter 17: Star and Savior....................................[FG24]
 Chapter 17X: Helena Castle.....................................[FG25]

 Intermission: A Quick Status Check.............................[FG26]

 Chapter 18: The Sable Order....................................[FG27]
 Chapter 19: Manakete Princess..................................[FG28]
 Chapter 20: Camus the Sable....................................[FG29]
 Chapter 20X: The Lair of Fire..................................[FG30]
 Chapter 21: Clash in Macedon...................................[FG31]
 Chapter 22: A Knight-Filled Sky................................[FG32]
 Chapter 23: Dark Pontifex......................................[FG33]
 Chapter 24: The Dragonkin Realm................................[FG34]
 Chapter 24X: The Alterspire....................................[FG35]
 Chapter 25: Chosen By Fate.....................................[FG36]

 The Small Print................................................[FG37]

========================================================================
                        INTRODUCTION [FG01]
========================================================================

This guide is intended for people who like a challenge, or are looking 
to create a more challenging experience but are unsure of their 
capability to do so. While designed for H5 Mode, information included 
herein may help people who are having problems with any Hard difficulty. 
Why play hard difficulties? Well, for fun, of course. If you're like me 
then you started playing turn based strategy games for a more brain 
stimulating video game experience. As they become easier, they also 
become less stimulating. So crank up that difficulty and enhance your 
gaming experience. 

Let's take a look at the difficulty of FE: SD. I generally consider Fire 
Emblem games to be one of the hardest turn based strategy franchises; 
this is simply because one terrible mistake can result in the failure of 
a chapter. With their fairly new five star difficulty rating system, 
Fire Emblem games have reached a new level of difficulty, as I'd rate H3 
as being equal to the standard hard difficulty in older FE games. 
Granted, the game gets easier the further you get in due to it's RPG 
elements. If you're playing the beginning of a Hard mode and think it's 
too much, just remember that by chapter five most of the brutality will 
be lessened. Also, the new in-battle save system lessens the challenge 
of the game considerably. Regardless, FE: SD on any hard setting can be 
a fair challenge. 

Obviously, hard difficulty isn't for everyone. If you're new to turn 
based strategy games or the Fire Emblem franchise you might want to 
avoid playing on a hard setting until you're more familiar with the way 
things work. Likewise, if you prefer a casual gaming experience then 
you'll want to skip the hard difficulties. If you're still game then 
read on. 

This guide will not be a step-by-step walkthrough for the game. It will, 
hopefully, give you some ideas and basic information to help you win a 
battle or battles. Rarely will I say something like: Put Character X on 
this square, and Character Y on this square. Also, remember that my 
advice will not always help you. For example, I might like to have 
several promoted units capable of using bows while you do not, thus if I 
recommend putting three bow users at three general locations and you 
don't have three of them then my advice won't help you any. I will try 
my best to provide you with all the options I consider viable in any 
situation, but there are no guarantees that I will be able to do so.

========================================================================
                    CLASSES & RECLASSING [FG02]
========================================================================

When playing on H5 difficulty you should definitely utilize the 
usefullness of reclassing units. In my opinion, many characters aren't 
even that great until they've been reclassed. Depending on how adamant 
you are about your level building then you may reclass certain units 
several times before they even come to promotion. 

When deciding whether a unit is worth using or not be sure to check out 
any possibilities for their reclassing. An example would be Cord, who 
begins as a sub-par fighter. After reclassing Cord into a hunter and 
obtaining the same level that Castor has (Castor is naturally a hunter), 
Cord had 2 more strength and speed, 5 more skill, 3 more luck, and 1 
more defense, at the low expense of having 2 less HP. While levelling 
Cord as a hunter he also got great levels, leaving him with high amounts 
of strength, skill and speed. By simply reclassing him to a pirate for a 
few levels he accumulated more defense and HP. Finally, after molding 
Cord into such a character I promoted him into a Berserker, this takes 
advantage of his high speed (which Berserkers don't have naturally), 
skill and strength. 

Obviously, there are countless possibilities of how to build your 
characters' levels when considering reclassing. Many classes are good 
for rounding your unit's stats in a specific way, but beware of a few 
classes that are dismal holes of nearly no stat gains. Classes I would 
avoid using to level are Knight, Cleric/Curate, and Pegasus Knight. 
There are exceptions to these rules, as any rules have exceptions. Caeda 
gets fair levels as a Pegasus Knight, and using a Cleric/Curate can be a 
decent way to level some of the casters in the game (while not providing 
the greatest levels it will at least provide easy and steady levels). 

Following are just a few notes on classes I used to gain specific stats. 
Hunters generally gain decent strength and speed, and a lot of skill. 
Cavaliers are good for gaining HP and defense, while gaining otherwise 
rounded stats. Mercenaries gain good amounts of skill. Pegasus Knights 
gain excessive amounts of skill, speed and usually luck. Fighters 
usually gain a good amount of strength. A special note on Archers is 
that they are the best class to level up a character who plans on being 
a sniper; this is because promoting to a sniper will gain you the speed 
and skill you might be lacking from your Archer levels, while still 
allowing you to gain a decent amount of HP, strength and defense as an 
Archer. 

Those are just my opinions. Give them a try or don't, that's entirely up 
to you. 

========================================================================
                     RECOMMENDED PARTY [FG03]
========================================================================

As is usual for a Fire Emblem game, it's hard to even recommend a party 
as the random nature of stat gains can make any character either supreme 
or terrible. In this game it seems even harder when you consider 
reclassing. I've had characters who were absolutely terrible when 
levelling as one class, and then got great levels when they were a 
different class. Ignore my advice if you already have a preferred party, 
or if one of the characters I recommend is not turning out so well for 
you. 

Below I will list the parties I used for each time I played this game. 
Any classes I list in paranthesis are the classes I used for levelling 
my characters, as well as the final class I promoted them into. If there 
is an asterisk next to a class it means that I was only the marked class 
for a few turns; thus, any class not marked with an asterisk is the 
class which I gained the majority of my levels with. Also, I will give a 
brief description of how each of these characters turned out for me and 
my opinion on whether they ended up being worthwhile or not, as well as 
ways I could have done things differently in order to make them a better 
character. I hope you find this helpful. 

                    -||- My H3 Party -||-

Marth: Obviously, you're forced to use Marth. Be sure to get him levels 
early in the game, or it will become a problem later. He was level 4 on 
my file until about chapter 10, which made it difficult to get him 
levels and I ultimately had to do it in the Arena. Marth can get to 
level 30, but never promotes. Even so, his levels are great, netting him 
a lot of strength, speed and luck, as well as a fair amount of HP, skill 
and defense. 

Julian: What I would say about Julian is the same as what I said about 
Marth. Make sure to level him early. Julian ends up with tons of 
strength and defense for a thief, as well as the expectedly exuberant 
amount of skill, speed and luck. His HP are fairly lacking, so beware of 
that. 

Caeda (Pegasus Knight => Dracoknight): Caeda can be truly supreme as 
long as you grab her a couple of cherry picked levels to improve her 
strength. She will probably max out her speed and luck well before 
reaching level 20, and being able to use the Wing Spear helps kill a lot 
of enemies. It's somewhat risky, but I used her to take out archers 
quite a bit, so long as they were isolated from other archers. Caeda 
gains a lot of skill, speed and luck. Her HP are dangerously low, but 
promoting her into a Dracoknight will take care of most HP, strength and 
defense issues. 

Ogma (Fighter/Pirate* => Hero): Ogma looked pretty terrible to me at 
first, as he got a bunch of terrible levels until about level 8. I used 
him mainly as a fighter, but later on I switched him to a pirate in 
hopes of gaining speed. Ultimately, he never got that speed, which is 
why he ended up as my hero. Ogma gained a lot of strength, but in 
hindsight he wasn't very well rounded. Even so, the benefits of 
promoting to a hero nullified all his drawbacks, and he already had good 
sword proficiency from starting as a mercenary. 

Bord (Mercenary/Fighter => Berserker): Bord, or as I called him most of 
the time, Bord the Miserable Failure. If you have an important task that 
needs to be done with a fair amount of risk, don't send Bord. If you're 
like me, he'll fail you time and time again. His levels were very 
sub-par, and I had to dump three speed wings into him just to make him 
capable of surviving later on. Promoting him into a berserker didn't 
help with that problem, but he looked really swell as a hero (21 
strength, skill and speed, as well as 11 defense as a level 1 hero). He 
was pretty disappointing, and I wouldn't recommend him. 

Cord (Hunter => Horseman): I switched Cord to a hunter right away and 
watched him turn into a certifiable demon. Lots of strength, good speed 
and decent skill. Beware that he'll have close to no HP as well as 
defense (I think he had 24 HP and 5 defense right before I promoted 
him). Regardless, when he shot something it usually died, which is what 
I look for in an archer. 

Linde (Cleric/Mage* => Sage): Because she was way behind in levels, I 
mostly used Linde as a cleric to level her quickly. She got extremely 
terrible levels as a cleric, and I doubted whether she'd make the final 
cut. The only thing she got in abundance as a cleric was magic, reaching 
level 20 with about 9 or 10, which she gains 2 on when she reclasses 
into a mage. This meant her magic stat was equal to Merric's, even 
though he had a promotion and 7 levels on her. Once she became a sage 
she transformed into a total monster, destroying almost any enemy she 
attacked. She lacked speed until she was a sage, then gained an ample 
amount. Oh yeah, beware of her dangerously low defense, which was 4 at 
endgame. 

Navarre (Cavalier/Myrmidon => Swordmaster): This guy looked great when I 
got him, then didn't gain strength for the first three levels I got him, 
so I switched him over to a cavalier. He gained good strength and 
defense for several levels before I switched him back to a myrmidon to 
get his speed back up to par. Ultimately, he was a devastating 
swordmaster, having good HP, strength, skill, speed, luck and average 
defense. 

Abel (Archer => Sniper): Wow, talk about defense. This guy had no speed 
at all, allowing almost any enemy to strike him twice if they got a 
chance. This problem was fixed when he promoted into a sniper. By 
endgame Abel as a sniper was one of my most reliable killers, which was 
great since he could use a longbow. He could also take a good bump or 
three, as he had decent defense and a lot of HP. 

Hardin (Cavalier/Myrmidon => Paladin): As this guy had the sweetest face 
art (in my opinion) I was pretty disappointed with him by endgame. He 
ended up being a really round character, which in most games I would 
like, but he did me little good in the end. Half of this problem was 
that he was a paladin, since he would have made a supreme swordmaster. I 
think my problems with him were due to having him as a myrmidon for too 
long, as he had very low defense and HP for a paladin. Still, being 
mobile and having a versatile arrangement of weapons made him good for 
killing most averagely powerful enemies, his drawback was being 
ineffective against any elite units who are difficult to engage (some 
dracoknights, as well as generals and such). 

Merric (Mage/Cleric* => Sage): Welcome to the slaughter. Merric, for me, 
was a total demon. Lots of skill, speed and defense offset his lack of a 
magic stat. I mostly used the fire spell with him the entire game, even 
with his low magic stat, and it was good enough to kill most enemies. I 
also used him to kill any hordes of mages and knights. He usually 
wouldn't take damage from magic because of his resistance, and was so 
quick knights couldn't usually hit him. I burnt up my Excalibur early on 
because of some nasty situations I was in, and I'd advise you to try and 
keep it fresh as long as possible. Don't forget it's great at killing 
winged enemies though, allowing Merric to fight off an army of winged 
enemies single-handedly. 

Barst (Fighter/Pirate*/Hunter* => Warrior): I actually used Barst as a 
fighter up to level 14ish. He was the first in my party to use the arena 
with the purpose of being able to kill bosses (since they usually have 
spears). With a custom axe that cost 10 G's, Barst pulled my party 
through more hard times than anyone else. He was a pillar for my army 
for the first half of the game, and remained good until the end, no 
matter what I used him as. He gained outrageous amounts of strength, 
speed and HP. 

                     -||- My H5 Party -||- 

Marth: Marth turned out great, again. Even better than on my first play 
through. He was almost maxed out on every stat (save magic and 
resistance), and by using permanent stat boosting items before the final 
battle he actually was maxed out on every stat but magic and resistance. 

Julian: Julian didn't turn out quite as good as my first play through. 
Still, he had good strength and defense for a thief. While having less 
skill and speed than I desired he made up for it by having considerably 
better HP than I expected. 

Caeda (Pegasus Knight/Myrmidon* => Falcoknight): Caeda was a veritable 
demon. I switched her to a Myrmidon to get some sword proficiency before 
promoting her to a Falcoknight. Levels gained as a Myrmidon were only as 
much of a mistake as making her into a Falcoknight. I recommend 
promoting Caeda into a Dracoknight, as it helps with her lack of 
strength, defense and HP. The Falcoknight provides little or no benefit. 

Ogma (Fighter/Mercenary => Hero): Gaining nearly equal levels as a 
fighter and a mercenary left Ogma with a lot of strength, skill and HP. 
Ultimately he was turned into a Hero because of his lack of speed. As 
any other class his speed would have been so bad I would consider him 
unusable, and even as a Hero (level 11 Hero, nonetheless) he was sorely 
lacking competence in the final battle. Seeing as Ogma lacked speed both 
times I used him, I would consider passing up Ogma if I ever play this 
game in the future. 

Barst (Fighter/Hunter => Warrior): While not gaining as much speed as my 
first play through, Barst still turned out to be a great character. Well 
rounded (save defense) with an abundance of strength meant whether 
shooting a bow or hacking enemies up with an axe he was a certifiable 
killing machine. 

Cord (Hunter/Pirate* => Berserker): As a hunter Cord gains outrageous 
amounts of speed and a decent amount of strength; however, he gains 
close to no HP and defense. I recommend reclassing him for some time to 
gain better HP and defense, which was mainly the purpose of my changing 
him to a pirate. Upon promoting him to a Berserker he was a force to be 
reckoned with offensively, but was fairly susceptible to dying with his 
combination of low defense and HP. 

Darros (Mercenary/Hunter* => Horseman): I used Darros instead of Bord, 
and was equally disappointed. Darros had a serious problem gaining speed 
and skill, which left him at a great disadvantage. I ended up promoting 
him to a Horseman because of his proficiency with swords and bows, but 
he would have made one hell of a Hero. Towards his last levels he gained 
as a Horseman he gained defense regularly, but it never made up for his 
total lack of speed. You might consider passing on Darros unless you 
plan on making him a Hero. 

Hardin (Cavalier => Paladin): Wow. Hardin turned out to be one of my 
best characters. With over 20 strength, skill and speed and nearly 20 
defense he was very well rounded and very capable. Boasting a decent 
magic resistance was also a nice plus. You might want to try Hardin out 
as a cavalier, if you're lucky then he'll turn out to be half the demon 
he was for me. 

Abel (Archer/Cavalier* => Sniper): Abel gained a little less HP and 
defense than when I played the first time; hence my reclassing him into 
a cavalier for a few levels. Yet again he was one of my most reliable 
killers. Toting high strength, outrageous amounts of skill and speed and 
decent HP and defense, Abel was unstoppable. Throw in the advantage of 
being able to use a longbow (which killed almost anyone he attacked in 
one turn from three squares away) and you have one of the best 
characters in the game. I even forged him a special longbow to help with 
the grueling final battle, it was totally worth it. 

Athena (Myrmidon/Pegasus Knight* => Swordmaster): I opted to use Athena 
rather than Navarre on this play through. I was glad I did. Athena 
gained good levels as a Myrmidon, but when I switched her to a Pegasus 
Knight for only three or four levels she gained excellent levels 
(regularly gaining strength, skill, speed and defense). For a 
swordmaster, Athena had really nice HP, strength and defense. 

Merric (Mage => Sage): Merric, yet again, was a master of killing with 
magic. Once again he gained great HP, skill, speed, luck and a decent 
amount of defense (for a mage). His magic didn't gain too great until he 
was promoted into a Sage, but in the end it sky-rocketed. His only 
drawback this time through was that he had low resistance, which is a 
result of spending no time as a Curate. 

Linde (Cleric => Sage): I used Linde as a cleric out of the necessity of 
gaining levels quickly. She turned out pretty terrible, really. Towards 
the end of the game she was only worth using as a designated healer. She 
didn't gain anything that was good, except for magic. I'd be a liar if I 
called her anything but terrible for this play through. Chances are that 
I would abandon using her next time I play. 

========================================================================
                      BASIC TECHNIQUES [FG04]
========================================================================

These are techniques I use in pretty much any turn-based strategy games 
I play. I never named them until now, but I guess these are the names 
they get. If you become familiar with these techniques you shouldn't 
have many problems not only in FE games, but in most turn-based strategy 
games. 

BAITING - Baiting is the most obvious, self-explanatory and easy 
technique I use. Either place your unit at the end of an enemy's 
attacking range or just out of it. Naturally, they will advance towards 
you and any weaker units you have waiting nearby can get first strike on 
the enemy. When baiting the enemy be mindful of what weapon you have 
equipped, as sometimes it's unavoidable to bait several enemies. Even if 
you choose a good chokepoint to lure them into (so that your bait can't 
be attacked by multiple enemies at once) you might kill yourself by 
having the wrong weapon equipped. An example of this mistake is if 
you're baiting a squad of cavalry into a chokepoint with Marth. If Marth 
has an iron sword equipped he might counterattack and leave his 
assailant alive, effectively making all enemies behind him unable to 
attack. If you accidentally have a Rapier equipped you might kill the 
first assailant, allowing the second to attack you as well. If you kill 
the second as well, then more enemies will continue to attack Marth 
without giving you a chance to heal him. Keep this in mind, as it's very 
important. Another thing to consider when baiting is whether you even 
want to counterattack or not. You can either use a bowman of any sort to 
avoid counterattacking or use Marth since you can interact with the 
convoy and do other actions in the same turn (put all his weapons in the 
convoy when baiting, then retrieve them when you are about to attack). 
Later on, when some units are promoted and you're working on getting 
others promoted, baiting without counterattacking is a good thing to do 
with strong promoted units (just don't bring any weapons with them and 
use them solely for baiting). 

FEINTING - While baiting is designed to pull the enemy to your current 
location, feinting is something like feigning a retreat. Once the enemy 
is baited they will continue to chase you, thus allowing you to lead 
them wherever you want. This is what I call feinting. Only defensively 
strong characters or those with a great amount of movement are good for 
feinting. Also note that it's harder to safely feint enemies who can 
move far, as they can surround you and leave you dead in the water. I 
mainly use feinting for bringing the enemy into a V shaped defensive 
line I've formed, which I usually call a pocket. This allows several of 
your units to attack the enemy in one turn, which can help to take out 
tough enemies or can also be used to get EXP for some of your team 
members who are falling behind the others. 

SHIFTING - Shifting is what I call, basically, using a reserve. Once 
you've formed a line, or picked an easy place to fight with natural 
defenses, you simply drop your wounded units back and replace them (in 
the same turn) with fully healthy units. This serves many purposes. 
Wounded units can easily die, and no one likes that. Also, by utilizing 
shifting you can always keep your healer in a safe position.

JACKHAMMERING - Jackhammering is for breaking through chokepoints in 
order to fight in a more open area. It can be very powerful, or very 
risky. The most ideal way to jackhammer is obviously to position a tank 
in the front, a caster behind them, and an archer with a longbow third 
in line. Additionally, you might want another tank so that you can shift 
them and keep them tip-top. Why would you want to jackhammer, you ask? 
There are plenty of reasons. One great example is in order to kill a 
healer who is out of your reach, other reasons include battling enemies 
with superior mobility to you (dracoknights or pirates who can both move 
over water will make your bridge chokepoint really just a place for 
enemies to concentrate their attacks on you, giving them the advantage), 
or even just so you can sit on a fortress and prevent the enemy from 
receiving reinforcements. 

FORMING A LINE - Forming a line is a very basic maneuver with an obvious 
purpose: to avoid being surrounded and to protect weaker units behind 
your line. Forming a line is best done in an area where the ends of your 
line will meet up with natural defenses. Most of the time you will want 
a straight line so that each member of the line will be attacked the 
minimal amount of times. There are occassions though where you'll want a 
V shaped line (convex or concave) and even situations where you'll want 
a wavy or curled line (really more of an open circle). It's hard to 
describe why you'd want to use all these variations on your line, but 
I'll at least tell you that you'd want a curled line when facing enemies 
with superior movement (like dracoknights). 

CHOKEPOINT DEFENSE - Find a good chokepoint (a bridge is a good example) 
and stick a tank in it. You might want to keep a reserve nearby as well 
as a healer. Two man armies are great for this. The best chokepoints are 
ones that are near a fortress. A good thing to keep in mind when using 
chokepoints is as follows: When using a bridge you'll want to avoid 
actually positioning yourself on the bridge. Instead you should place 
yourself at the bridge's exit. If you're on the bridge you might be able 
to be attacked by one melee assailant and three ranged attackers, while 
being at the bridge's exit forces your enemies to line up, usually 
resulting in being hit twice at the most. Also remember that bridge 
chokepoints aren't effective when facing fliers or pirates (as well as 
other classes that can travel on water), and that almost any chokepoint 
can be breached by fliers. 

SURROUNDING - The purpose of this is self-explanatory. You'll prevent 
the enemy from moving, and with archers you will also prevent them from 
being able to attack at all. 

NATURAL DEFENSES - Natural defenses are things like rivers, beds of 
water, mountain ranges or forests, as well as many other things. These 
types of terrain will either prevent or slow enemy movement, and in some 
cases you can actually stand on terrain likes mountains to gain a 
natural bonus (20 Avoid for being on a mountain). Cavalry can't pass 
over mountains and have terrible movement when passing through forests. 
Some classes aren't affected by terrain, so beware of that. While walls 
in a castle keep aren't technically natural defenses, I consider them to 
be in this game. So positioning yourself in a corner will make the enemy 
unable to attack you from all directions. There are plenty of ways to 
utilize natural defenses. Just use your thinking box and you'll come up 
with some great ways. Keep in mind though, if you're buried in a forest 
and are forced to retreat the natural defenses you chose will actually 
impede your retreat (except with certain classes). 

ATTACK VS. COUNTERATTACK - Sometimes you might wonder, "Maybe it's 
better if I let him hit me first?" Sometimes you'll be right. There are 
a lot of advantages to having first strike, but almost as many 
advantages to letting the enemy strike you first. If you get two attacks 
on your enemy to their one but they'll kill you in two strikes and it'll 
take you three to kill them, then this is a good time to let them strike 
first. They'll strike you once, you'll get two counterattacks, and then 
you'll get an opportunity to attack them next turn. There's your three 
strikes to kill the enemy, while only allowing him one strike to hit you 
with. Other good times to let the enemy strike first usually deal with 
keeping a healer safe, or setting up an enemy so that he can be killed 
by a weaker member of your party if they're falling behind on EXP. 

TWO MAN ARMY - In most FE games you can have a one man army no problem, 
but in FE: SD it's not safe to use a one man army on almost any Hard 
Mode. One group of enemy reinforcements can take out your one man army, 
or sometimes an enemy that is present if you overlooked their weapon. 
Other times, just having plain old bad luck will make your one man army 
a corpse. This is why I recommend the two man army if you have two 
units strong enough, or fitting enough for a particular situation. A 
good example of using what I call the two man army is sending two strong 
axe users to stop a cavalry charge in a chokepoint, assuming the enemy 
cavalry is wielding mostly spears. There are plenty of instances where 
you'll probably want to use a two man army, and countless combinations 
of classes to make reliable two man armies. Obviously, it's best to have 
a promoted caster in your two man army, as they'll be able to both kill 
enemies, heal their partner and even do things like use barrier or warp 
staves to help in unexpected situations. 

========================================================================
                        GENERAL TIPS [FG05]
========================================================================

Cherry Picking Levels - Every now and then (or very often, if you prefer 
it) you'll start a chapter with a character who has something like 93 
experience. This means the next action they take, regardless of what it 
is, will get them a level. This can also occur if you choose to save in 
battle at the proper time. You might consider taking that character's 
action immediately and resetting the game until they get a level with a 
certain stat they are lacking. A good example of this is Caeda as a 
pegasus knight, who lacks three things that are needed: HP, Strength, 
and Defense. Which characters need a cherry picked level here and there 
will differ, depending on what kind of final crew you want to have 
assembled. How often you cherry pick levels is up to your discretion, 
but I recommend not overdoing it, otherwise Hard mode won't be hard, and 
you'll have negated the entire purpose of playing it. 

Easy Levels - Bosses are the very essence of easy levels, especially 
those who are knights, generals or even cavaliers and paladins. Their 
high defense and ability to heal every turn means that you can beat on 
them with your weakest weapons for a long time, milking them for 
experience and weapon proficiency. This is a good way to catch up on 
experience for those characters who are falling behind. Obviously, it's 
best if you can attack from a distance and the enemy can't. You should 
also realize that even if you hit the enemy and deal no damage (because 
of their defense) you will still gain weapon proficiency but no 
experience. The only catch to this is that your weapons will eventually 
break, which means you're trading money for experience/proficiency. 

Arena Business - While the arena is normally a good place to get 
experience, proficiency and money, it is not so great on H5 mode. You 
can do the arena, sure, but whether you'll win more often than lose is 
hard to say. On H5 you will face very powerful enemies here, who often 
have a chance to critical you or can even be promoted well before you 
are. Almost any time I went to the arena in H5 I ended up nearly dying 
and losing about 5 grand before quitting. If you still want to give it 
a try then make sure you save beforehand, and use your most capable 
units. Even so, I wouldn't recommend it. 

Special Weapons - Use them. Whether they're Killer weapons, Ridersbanes, 
Hammers or whatever, they won't do you any good unless you use them. 
Most of these weapons will last a long time, since they're only good 
against a certain class. Besides, by the end of the game you'll have 
plenty of opportunities to buy or loot a lot of special weapons. So 
seriously, burn those things like there is no tomorrow. There are a few 
special weapons that can't be replaced (Parthia, Hauteclere, Excalibur, 
Aura and several others), which I recommend you use sparingly. Still use 
them though, since there's no point in having them if you don't use 
them. 

More Units VS. Less Units - Fire Emblem is not a game where you'll want 
to battle enemies with numbers. By this I mean that one elite unit is 
worth ten weak units. You can choose to roll around with as many units 
as you want or as few as you think can handle the situation, but I 
recommend using about twelve units for the entire game. Having less 
units means they'll each get more experience and can be much better 
armed. It's best if you figure out which units you'll be using for the 
rest of the game as early as possible, for many obvious reasons. Also, 
because of how Intelligent Systems did their gaiden chapters, having a 
squad of about twelve units will mean you'll be getting generic fodder 
troops for almost every battle, in addition to being able to get extra 
loot, experience, and recruits from gaiden chapters. The bottom line: A 
small elite group can withstand much more wear and tear than a bunch of 
ill equipped rookies. 

Sacrificial Lambs - As mentioned in the last paragraph, you'll get 
plenty of generic fodder troops to sacrifice in combat when things get 
hairy (assuming you use a small amount of units for the duration of the 
game). Make sure you use your sacrificial units at a good time, don't 
just throw them away. Even Sun Tzu understood the great value of a 
sacrifice in combat, which says a lot since his book is sadly over-
rated. In addition to generic units, you can also use new recruits as 
sacrifices in the heat of battle. Not only will you get to sacrifice 
them to make things easier, you will also get to keep any equipment they 
come with. It's a good deal. 

Master Seals - Master Seals are few and far between. When using a small 
group of units you will be gaining experience faster than usual, which 
means you'll need your Master Seals earlier in the game. Since most of 
them are obtained later in the game you'll benefit greatly from having 
Wi-Fi access to buy Master Seals. They're available at the Wi-Fi shop on 
any day of the month ending with the number 5 (the 5th, 15th, and 25th), 
cost 2500 gold and 15 are available to be bought. Obviously, this isn't 
the most convenient thing, but if at all possible you should utilize 
this, otherwise you'll have a lot of level 20 units flushing your 
experience down the toilet. Master Seals that are obtained naturally 
through the course of the game are listed below with their respective 
chapters. Any chapter that denotes '(X2)' generally means one is 
obtained from a corpse, while another is looted from a treasure chest. 
On Chapter 23 you'll have access to a Secret Shop (assuming you have the 
Gold Card, for more information check OboeDude's FAQ) which has 3 Master 
Seals available for purchase. The following is the aforementioned list: 
Chapter 10, Chapter 12 (X2), Chapter 16, Chapter 17, Chapter 18, Chapter 
19 (X2), Chapter 21, Chapter 23 (X2) [SS X3]. 

Wi-Fi Shop & Secret Shops - OboeDude's FAQ has a complete list of items 
that are available through the Wi-Fi shop as well as the Secret Shops 
and their locations. Rather than posting what he's already posted, I'll 
simply recommend you to his FAQ. In his index is a shortcut to both 
areas of his FAQ, and the information is easily understood. Check it out 
if you want to know more. 

========================================================================
                   CHAPTER 1: MARTH EMBARKS [FG06]
========================================================================

You start off on a small island which is being assaulted by a group of 
pirates. Note the capabilities of all your party members, which includes 
two cavaliers, a paladin, pagasus knight, archer, knight and Marth. Know 
now that the paladin is a good unit to sacrifice on this chapter if 
losing a unit is unavoidable, as he's already promoted and isn't good at 
all. Beware that the pirates can cross the water, though it takes them a 
short while. Also keep in mind that the enemy won't receive 
reinforcements during this battle. What you see is what you get. Also 
note that the nearest village to you gets you 10 grand, and the village 
to the west is where you can recruit the first healer in the game. 

You have two basic options in my opinion. The first is to stick around 
the destroyed village where you start and try to defend that area while 
the pirates make their way across the water straight to the west. The 
other option is to head past all the houses to the fortress on the top 
of the island and try to defend that area. It's easier to defend near 
the destroyed village, but either can be successfully done. If you go 
with the northern fortress, then you'll probably have to sacrifice a 
unit, and it will be considerably harder. 

I'll cover defending the destroyed village. You'll be using the fortress 
behind you as your healing spot. Drop anyone who is too wounded to fight 
back here and try to obstruct the pirates' advance with your healthy 
units. You'll be doing quite a bit of shifting in this area, as well as 
throughout all of H5 mode, so get used to this procedure. I'll just 
refer to it as 'shifting' from here on out. You'll notice the unpassable 
area of the destroyed village, denoted as a fence in the terrain box. 
Basically, you'll want to have a tank (someone with high defense) stand 
above this point and one square east of it, as well as another tank one 
square south of it and east. This will make it so you can only be 
attacked by one enemy at a time for most the battle. Be sure to be using 
your archer and Abel's javelin for ranged attacks, focusing your damage 
to defeat a single enemy quickly, rather than damaging a few enemies and 
leaving them alive. Also, try to hit the enemy first with the paladin, 
who should be using his silver spear to do massive damage. And finally, 
don't forget to utilize your knight's high defense by putting him in 
harm's way whenever someone needs to be in such a situation. After some 
time you'll have stopped the enemy advance, leaving only six roaming 
enemies, and the stationary boss. 

Take this little break to heal up all your units on the fortress. Yes, 
this takes a lot of turns and isn't fun, but it's necessary, as the 
first chapter is arguably the hardest chapter in the game. Also, you'll 
probably want to collect your 10 grand from the nearest village now, and 
spend the first 2250 on three javelins, subsequently handing them out to 
the pegasus knight, paladin and knight. You might also want to grab an 
iron lance for Caeda. After you finish regrouping, go ahead and advance, 
killing the next two pirates near the northern fortress. The enemy 
archer will start his approach, just jam your paladin in his throat 
until you have ample time to draw the archer to a point where you'll 
have first strike. Be cautious with the archer, though, since he has 
high speed and can instantly kill many members of your party. Once he's 
close enough just surround him and chop him up. Do not put anyone in his 
attack range, though. 

Next you'll clean the last three roaming pirates. I recommend using 
Jagen or Draug as a tank, then pummeling the pirates with javelins and 
your archer. Either way, with your collective and healthy forces this 
should be a joke. Rip them up, visit the town to recruit Wrys, your 
healer, and get all patched up and ready to fight the boss. 

Bosses early on, before you get Merric or another good boss killer, are 
the trickiest part of hard difficulty. Be prepared for a long, slow 
battle against this guy. Since he has no ranged weapon, you'll want to 
toss javelins at him non-stop and shoot at him with your archer over and 
over and over. Hopefully you'll be lucky enough to hit him often enough 
where he won't heal all his HP during his turn. Keep whittling him down 
like this until he's dead, or close enough to dead where you can send 
someone in to finish him with a sword. Make sure you have 100% accuracy 
if you're gonna finish him with a sword, because if you miss you'll 
probably die. The boss heals about 6 HP every turn, so you'll have to be 
lucky enough to do more damage than that, and lucky enough to do it 
regularly. 

The alternate way to kill him is to set someone next to him with their 
best weapon equipped, like Jagen with his silver spear. Don't ever 
actually attack, just try to damage the boss with your counters. When 
Jagen gets hit, Wrys won't be able to heal him enough in one turn, so 
he'll have to move one square back and hit the boss with a javelin while 
Wrys heals him. Just repeat this over and over and you should eventually 
kill the boss. Don't forget to equip the silver spear everytime you move 
in, and beware that Jagen has a good chance of being killed, as if the 
enemy criticals that will be Jagen's end. It's tedious and terrible, 
yes. This was a big turn-off for me when playing H3 on my first play-
through, but after you get a mage or other boss killer this won't be a 
problem anymore. Regardless, seize the castle when the boss is dead and 
progress to Chapter 2. 

========================================================================
                CHAPTER 2: THE PIRATES OF GALDER [FG07]
========================================================================

When the chapter starts you'll be gifted a mercenary, and three 
fighters. Give them a look and check out the map. There are a couple 
thieves, a couple cavaliers, a handful of hunters and several pirates. 
You can recruit the pirate Darros with Marth, the hunter Castor with 
Caeda, and visit the village to get 5000 gold. As you might notice, 
there is a save point available, which I recommend using either about 
half way through the battle, or after all the roaming enemies are dead. 
You might also notice that this boss has a handaxe, which can attack two 
squares away, making him much more formidable than the previous boss. 

To start, you'll probably want to clear off the northeast part of the 
map where the two thieves are. Jamming Barst into the chokepoint is a 
good move. You'll probably want to stick Ogma on the northernmost bridge 
leading west as well. Just start jackhammering both of these areas. 
'Jackhammering' is another term I will be referencing through this 
guide; when I say to jackhammer an area, that means you should be 
killing enemies and advancing through a chokepoint while shifting 
healthy units with wounded ones until you eventually break through the 
chokepoint, whether you kill all the enemies or not by the time you're 
done jackhammering doesn't matter. The purpose of this is to make your 
way to a more open area where you can defeat the opposition through 
strength in numbers. Watch out for pirates movement through water, if 
you don't pay attention you might lose someone important, like your 
healer. Just make sure no one goes across the bridges that lead west, 
otherwise the enemy hunters and a few pirates will charge, making things 
more difficult for you. Once you're finished with the northeast island 
you'll probably have Darros to help with the battle. Regroup before 
moving west. 

On the island just west of where you started you'll trigger the enemies' 
advance. Make sure you make a pocket for them to end up in, then 
surround them and cut them down with whoever you prefer. By making a 
pocket, I mean to move your units just out of the enemy's range so they 
advance to you and end up a square or two away, near the center of your 
army's mass. I'll refer to this later as 'feinting'. After a few dead 
enemies and a chance to recruit Castor, the enemy should be waiting for 
your next advance. 

Head onto the next island and lure the enemy by either getting just 
outside of their attack range, or sending a tank at the very edge of 
their attack range. I will later refer to this as 'baiting' the enemy. 
Once you bait them, surround and slaughter them. Be mindful of the 
movement range of any enemies who aren't advancing and be sure to not 
get into them. Between your two bowmen and many members who can launch a 
javelin you shouldn't have any problems cleaning up the rest of the 
roaming enemies on this map. Just keep baiting them and surrounding 
them. 

I recommend saving either before you kill the last few roaming enemies, 
or right before you engage the boss. Regardless, clean up everything but 
the boss, save it whenever you deem appropriate, visit the armory and 
the village and then regroup. I chose to save right before the boss. Now 
that it's been saved, you really have nothing to worry about at all. 
Just hammer that boss down into the ground, utilizing counterattacking 
and hope for a critical. Once you're finished seize the castle and head 
to Chapter 3. 

========================================================================
               CHAPTER 3: A BRUSH IN THE TEETH [FG08]
========================================================================

Alright, you've got your main group of enemies near the castle to the 
west and a secondary group of enemies north of where you start, near 
Julian and Lena. Note that Navarre is in the northern group, and can be 
recruited by Caeda. Take a look at Lena and Julian, since you'll be 
controlling them from here on out, and probably using at least Julian 
for the rest of the game. Note that the village near your starting 
position contains a Devil Axe. 

First you'll want to pick out an easily defensible position on the 
western front. I recommend the fortress right below the village. Be 
mindful of who you send west, as you'll want to divide your forces to 
fight on two fronts simultaneously. I recommend trying to be fair with 
your division of arms, having a bowman on each front and splitting other 
weapon types similarly. Keep in mind that you'll have Julian and Navarre 
as swordsmen, though they are defensively and offensively weak (unless 
you're lucky). At any rate, start setting up shop and begin moving 
Julian and Lena down to the fortress south of them, as this is where 
you'll want to mass them with the rest of the eastern division. 

Cleaning up each front is just a matter of dividing your troops 
appropriately. I had an oversight and sent Draug to the wrong front, and 
halfway through had to send him west, but it didn't end up being a 
problem. Just stay organized, or you might have to sacrifice someone 
like I did. If you do have to sacrifice someone then you have plenty of 
people who are good to sacrifice. I would try and pick either Cain, 
Draug, Lena/Wrys, Darros, Gordin or Castor (or Jagen, if he's still 
around). I chose Lena, since I plan to use two casters you get later, 
you might not want to sacrifice Lena if it comes to it though, since 
she's the only person who can use the Hammerne staff you get near the 
end of the game, and she is required to recruit Matthis (a cavalier in 
Chapter 4). I don't care about Hammerne or Matthis though, so she's a 
good choice for me. 

Regardless, once everything is cleaned up and the enemy stops their 
advance, send up however many necessary units to take out the stray 
bowman in the northern area and have the rest of your units regroup near 
the central south save point. I chose to save at this point. This is a 
good time to visit the village and get your Devil Axe. 

Once you've regrouped, go ahead and make your next push to the western 
fortress that lies in a chokepoint, right above the next save point. I 
chose to bait the bowmen with Marth, where I had my army assembled and 
took them out with minimal effort. I would guess that it's the best 
method, but there are plenty of ways to clean up the rest of the roaming 
chumps. At any rate, kill the bowmen and wipe out the last two however 
you see fit. I recommend baiting them or putting a strong swordsman on 
the fortress and killing them with an archer's support. 

You're on the last stretch now. You can check out the armory in the 
northwest (quickest if done with Caeda) if you so desire, and then gear 
up for the boss, who has a handaxe like the last fella. If you've gotten 
a good amount of levels for Marth he's a great guy to take this boss 
out. I hope you have some charges left on your heal spell or chances are 
that you'll be fighting a long battle of attrition. 

========================================================================
               CHAPTER 4: BATTLE IN THE LEA [FG09]
========================================================================

You'll finally have access to your battle preparations screen before 
this battle. This also means you'll be able to stock up on heal staves 
and any other equipment you might be in dire need of. Pick whatever 
units you like and make sure to do your shopping, as well as rearrange 
your army however you prefer. When you're finished check out the 
battlefield to find a group of fighters and an archer to the northeast, 
some randomly scattered enemies elsewhere, and the enemy's main force in 
the northwest corner. As I mentioned last chapter, you can recruit 
Matthis the cavalier by talking to him with Lena. Otherwise you get 
Merric the mage from the southern village and 5,000 gold from the 
village near the arena. 

If you plan to reclass anyone, now would be the best time since they're 
still low level and probably don't have too much invested into their 
current class. I recommend switching Abel into an Archer. Both he and 
Gordin were level 5 for me and the difference is that Abel has 3 more 
strength, 5 more skill, 1 more speed, 2 less luck, 1 less defense, and 
the same HP. I reclassed several others, but another worth pointing out 
is Cord, who I reclassed into a hunter. Compared to Castor (again, 
they're the same level), Cord has 2 more strength and speed, 5 more 
skill, 3 more luck, 1 more defense, and only 2 less HP. The only person 
in the whole game who I don't recommend reclassing is Caeda. 

Finally, the last things you might want to do before battle is buy a 
Fire spell (for Merric) and forge a weapon. I always recommend forging 
an iron weapon that has full durability so you get the most out of your 
money. For about 12 G's you can make a sword with 15 Mt, 100 Hit, 0 
Critical and 1 weight. For an additional 5 grand you can slap 20 
critical onto that. With the critical or not it's already better than a 
silver sword, and has twice as many uses. Since Silver Swords cost about 
1,500 gold it'll cost you about four times as much (since two Silver 
Swords makes 40 uses) to make a weapon like this, which is better than a 
Silver Sword. Regardless of whether you forge or not, try to leave 
yourself 5-10 grand to spend at the arena if you want to make some dough 
or level a reliable character up a bit. 

Alright, anyway, on to the battle. First and foremost you probably want 
to take out the thief to the west with whoever is available. Send Caeda 
and a cavalier towards the bridge to your west to cut the other thief 
off before he crosses the bridge as well. At the same time you should be 
taking out the fighters and archer on the east side of the map, this is 
easily done if you let them get somewhat into an open area by feinting. 
Hit them hard though, since you want to kill them fast enough to remass 
your troops in time for the cavalry charge. 

When the charge comes your cavalier and Caeda might not be back yet. You 
can either risk the cavalier's death by heading straight back to your 
army, or ensure safety by going all the way around the northern side of 
the lake. Caeda can just fly over the lake to join your army. At any 
rate, you might want to form a line so as to shelter your weaker troops 
behind it. Whenever forming a line be sure that it's a solid, straight 
line; this ensures that each unit in the line can only be attacked from 
one side, which usually means they can only be attacked once (unless, of 
course, there are ranged attackers assaulting you). I sacrificed my 
cavalier instead (secret chapters are coming up in a couple chapters, 
plus sacrificing the cavalier breaks the cavalry charge into two weak 
waves rather than one strong wave). 

Once the cavalry is dead you should be pretty much home free for this 
chapter. When you approach the two archers by the knight they'll come 
and attack you if you bait them, while the knight remains to guard the 
bridge. Beware of the horsemen who are still north of the river, though, 
since they're technically a promoted unit even if they are really weak. 
In case you haven't been using Caeda's Wing Spear (which you should use 
it whenever you can, since you can buy these at many shops in this 
game), just yank that out of your happy bag and whack the knight or 
either horseman with it. Caeda can easily devastate any of these enemies 
as long as you take out the two archers first. Don't forget that Marth 
also has his Rapier, which serves the same purpose as the Wing Spear. 

After you clean up the rest of the roaming enemies make sure to get your 
5 G's and Merric from the villages. If you're going to do the arena be 
careful, or save it in one of the two save spots (if you haven't used 
them yet) before you start. Give Merric a Fire spell (try to keep his 
Excalibur pristine) and start whacking away at the boss while you do 
your arena business, if you're doing any. Once he's dead seize the 
castle and you're on to Chapter 5. 

========================================================================
               CHAPTER 5: CHAMPIONS OF AURELIS [FG10]
========================================================================

For preparations I would recommend bringing the Ridersbane which you got 
on the last map if you have a spear user other than Caeda, or if Caeda's 
Wing Spear has broken already. Other than that I can't say much. By now 
I've already cut my crew down to 11 members, so I have only Caeda who 
uses spears. If you're like me, you could always fly the Ridersbane over 
to Hardin. Anyway, it doesn't really matter. Just make sure you bring a 
mage and a healer. 

After you've prepared and looked over the map go ahead and start the 
battle. You'll get three extra cavaliers and two horsemen when the 
battle starts. They'll be cut off from your main forces and you'll have 
two options for them: Have them fight their way to your main force; or 
have them hide in a corner (the one east of them by the river) and wait 
for you to save them. Choosing the former usually results in their total 
annihilation, the latter is byfar the better of the two. Of course, 
choosing the latter also means the whole enemy's main force will advance 
directly towards your main army. I like that. 

Now, you should know that the village to your north only has a 
Firestone, which is a weapon for the Manakete class. It's not worth any 
money either, so if that doesn't concern you then don't rush yourself to 
kill the enemy thieves. Otherwise you can recruit Wendell the Sage by 
speaking to him with Marth. Even if you don't want Wendell, recruiting 
him is more useful than killing him for many reasons, even if he dies in 
the ensuing battle. 

There's not a whole lot to say about this chapter if you choose to have 
Hardin and his comrades hide in a corner. Just clear the enemies out of 
the northeast before confronting those coming from the west. You can 
bait the riders seperate from the rest. Following their demise, baiting 
the pegasus knight will result in baiting Wendell and the archer as 
well. It shouldn't take more than two or three turns to clean them all 
and focus on choking the western enemies out at the bridges. 

If you have a pirate or a pegasus knight present, or Julian has enough 
levels you can devastate the enemies while using the southern bridge as 
a chokepoint. Meanwhile you can have anyone with good movement looping 
around the northern bridge to pincer the enemy as well. Also, if you 
start sending Hardin and his men north they can assist you at the bridge 
area. Do note that moving Hardin's group north will cause some enemies 
to advance who weren't previously advancing. Regardless, the bridge will 
be clean right quick and you can mop up whatever's left; it shouldn't be 
much. 

Depending on how long this battle took you in terms of turns, enemy 
reinforcements might appear on the fortresses surrounding the castle 
you're seizing. It didn't take me that long either time I fought it, so 
I can't really tell you anything about that. If you're nearing ten turns 
in this battle then the referenced reinforcements will probably be 
showing up soon. That's my guess. Once the enemies are dead just whack 
the boss with a mage like Merric, or Merric and Wendell if he's still 
around. The boss should be dead in no time and you can seize the castle, 
moving on to Chapter 6. 

========================================================================
                   CHAPTER 6: FIRE EMBLEM [FG11]
========================================================================

Note that all the enemy casters here have Elfire, which is painful. Also 
there is a cavalier in the northeast with a silver spear. Other than 
that the enemies have pretty standard equipment. I should mention the 
armory, which can easily be overlooked; it's right outside the southern 
entrance to the keep. Rickard the thief can be recruited by talking to 
him with Marth, so grab him if you want him. Now, it's doubtful you'll 
be able to get all the treasure chests in this map. So long as you 
advance as quickly as possible you won't lose any, which is tricky. 
Either way, don't sweat it if a thief makes off with the Killer Edge, 
there are plenty of those in this game. Don't let the thief with the 
Seraph Robe get away though. 

Start off by advancing past the first save point, grabbing the chest 
(Bullion [S]) if it's convenient for you. Now you're gonna get a lot of 
enemies jammed up into this hallway, trying to impede your procurement 
of the thieves' goodies. You want to wipe out every enemy here in one or 
two turns. Be mindful of the archers who will kill Caeda if she's on the 
northern side of the hallway, or if you don't manage to block the door 
with someone very sturdy. The Rapier and Wing Spear will probably see a 
lot of action here, or you can use a Hammer for smashing those knights 
up, Merric works too. I ended up spending two or three charges of 
Excalibur here, but that's the way it goes. 

Once the hallway is clear you'll have a couple cavaliers and two archers 
left probably, in the room north of the hallway. At this point one of 
the thieves should have just grabbed the Killer Edge. If you're hellbent 
on getting that weapon know that you still have a chance, so long as you 
have a cavalier near the doorway. Smash out anything in the room north 
of you (avoid using your cavalier or Caeda if you want that Killer Edge) 
and then you can worry about collecting your booty from the thieves. The 
enemy advance should stop after you clean the room with the two 
cavaliers and archers, so take this breather to go around and whack 
whatever thieves haven't died yet. You might want to save it, that's 
your call. 

The next little push isn't bad at all. It's just a knight and two 
archers. Plenty of easy ways to take out the knight (Hammer, Wing Spear, 
Rapier, Magic), and just chop those archers up. If you want you can bait 
them; in fact, you can bait almost all three of them seperate from each 
other if you want. 

Assaulting the throne room can be risky, especially if you don't have a 
tank strong enough to take the attack of the knight and an archer when 
you try to bait them. If you can bait them then it's a piece of cake. If 
you can't bait them, then make sure you line your units up carefully 
before making the charge. Keep in mind you'll have to take out a knight, 
two archers and a caster. I can't tell you exactly what to do since your 
party is probably much different than mine, and even if I could I 
wouldn't want to, what's the point of playing a game if you're doing 
exactly what someone tells you? I recommend Caeda for killing the 
caster, though, since Merric probably can't move far enough. Other than 
that, you'll have to figure it out. 

Taking out the boss is easy peasy. Anything ranged will rub him out in 
due time. Seize the throne and you'll either be going to the gaiden 
Chapter 6X, or Chapter 7 [FG13]. 

========================================================================
                  CHAPTER 6X: IN WAR'S GRIP [FG12]
========================================================================

Check out the map to find just a couple fellas with Armorslayers, 
everything else is standard. Should be an easy battle. Note the village 
in the northwest corner, which houses Athena the myrmidon. Also keep in 
mind that most these enemies are pirates, who can cross the water. 

The first task is to stop the enemy charge, which includes several 
pirates and a couple mercenaries. Obviously, the best place to halt 
their charge is on the two nearest fortresses. Be sure to utilize 
Caeda's mobility, as she can fly over the mountains. Just shift on the 
fortresses and it shouldn't be a problem. As a side note, I find gaiden 
chapters to be good places to get weaker units some levels. After a few 
turns everything should be cleaned up, and you can either choose to head 
over the islands towards the enemy castle, or to head around the north 
side. I chose to divide my army into two groups and assault both 
simultaneously. 

For the northern front, I sent Marth, Caeda, an axeman, hunter, and my 
healer. Everyone else went along the southern route. A few enemies on 
the north will advance towards you when you get close, just take them 
out and wait until your southern forces secure the island with a 
savepoint on it. The save island is easy enough, just one archer to take 
out. Once they're finished, advance your northern division to secure the 
village. You should have something like two axemen left to take out, 
which shouldn't be a problem at all. You'll probably want to bait them, 
since you might not be able to move far enough to get adjacent to them. 
They're not much to worry about, either way. 

Now, from here you can do a few different things. Make the final push 
with either of your fronts, both your fronts, or bait the occupants of 
the last island with either or both fronts at the same time. I baited 
the archer to my north group, and the mercenary to my southern group. 
Then I baited the mage north, and the archer south. Easy enough. Now 
you're all ready to wipe out the boss. He's a chump, so be sure to laugh 
at him while he dies. A sorely disappointing chapter.

========================================================================
                CHAPTER 7: LEFCANDITH GAUNTLET [FG13]
========================================================================

It's a tall, skinny map. No doubt you'll notice Minerva and her crew, 
and an archer with a longbow. Those are the only real threats here. Of 
course, Minerva and her pegasus knights won't do much to stop you as 
they leave a few turns in. Alternatively, you can smoke Minerva and send 
them packing early. The village through the gate is where you'll recruit 
Bantu, the first Manakete you get. I find Manakete's to be pretty 
worthless, but that's your call. Keep in mind that you have to have 
Bantu in your party to recruit a Manakete you get much much later in the 
game, though she's just about as worthless as old Bantu. 

The hardest part of this map is when the reinforcements come, but don't 
worry about that yet. Just remember not to go past the southern save 
point until everything north of it is cleaned up. Firstly you'll want to 
do one of two things: Clean up the area around the village while killing 
off the charge of the fliers, or wait to crush the fliers without 
cleaning the village area yet. I chose to take them both out at the same 
time. I had a couple units I wanted to die, so I gave one a key and had 
him open up the gate to the archers and mercenaries. Once my unit was 
dead the enemies wouldn't come out unless baited, so I baited them with 
a tough unit. I used my second sacrifice to bring the fliers to me 
without consequence. All in all, if you have a couple archers and Merric 
still has his Excalibur you can wipe out all the fliers in one turn, 
leaving the rest of your army to take out any ground units that are 
nearby. It shouldn't take more than three or four turns to clean all of 
this up. Additionally, I took out Minerva for some extra experience. 

After all of that is cleaned up, go ahead and recruit Bantu from the 
village and head on to the southern save point. Now, to make this as 
easy as possible, you'll want to move Caeda all the way to the western 
side of the map, lined up with the save point. Move a cavalier (if you 
have one) close enough to the nearest fortress so that you can move onto 
it in one turn. Whenever ready, you'll want to send Caeda down onto the 
fortress below her and have the cavalier move onto the fortress below 
him. From this point on, a cavalier will spawn from the two remaining 
fortresses and assault you two turns in a row, then you get a break. 
Ultimately, you want to shift someone else into the cavalier and Caeda's 
positions, while the cavalier heads to the eastern fortress to block it 
and Caeda heads to the southern fortress to block it. Keep in mind 
you'll have to take out the two knights who are near the enemy castle 
while you do this. 

Alternately, you can just kill all the reinforcements for experience, 
but beware that the cavalier who comes from the western fortress comes 
out with a Ridersbane everytime. I recommend forming an arched line 
between the mountains and shifting. A lot of reinforcements are spawned, 
I can't remember how many, but you'll be killing them for quite some 
time. Don't get eager if they don't spawn a turn, because after every 
two spawns they give you a free turn. Remember that, otherwise you might 
pull the knights just to see four new cavaliers spawn and attack you the 
following turn. 

Once you've finished with the reinforcements, or blocked them all off, 
it's just a matter of killing the boss. Whack him with magic and 
whatever other ranged attacks will deal damage and that's that. 

========================================================================
                  CHAPTER 8: PORT WARREN [FG14]
========================================================================

Take a look around, like usual, to note the weakness of the enemy 
assaulting forces as well as Roger the knight who can be recruited by 
Caeda. You'll also notice a nice little town with a couple vendors and 
some armories, as well as an arena. You can get a Wing Spear and a 
Rapier here, so I suggest doing that. Also, once you start the battle 
you will receive two new reinforcements, Radd the myrmidon and Caesar 
the mercenary. 

Upon starting, as you advance north, four cavaliers with swords and a 
couple knights and archers will advance to meet you. You can choke them 
out around the forest between the mountains just east of the houses. 
Roger is one of the advancing knights, so feel free to recruit him with 
Caeda if you so desire. Otherwise be mindful of circling around the 
enemies, as you will likely end up in range of the horsemen to the 
north. Which are the next immediate threat. 

When the horsemen start advancing (hopefully everything has been cleaned 
up to this point) you can choke them out between the peaks. Do note that 
horsemen can pass over mountains though. Regardless, this will be the 
trickiest part of the map, as these horsemen have high speed and great 
mobility. If you can jackhammer them and surround them it's a decent 
thing to do, though maybe not the best. Depending on how the enemies 
line up you'll have to do whatever is fitting. At any rate, this would 
be a good place to sacrifice units you don't plan on using (I sacrificed 
Caesar, Radd and Roger here). Note that if you head too far north 
reinforcements will begin to pour out of the northwestern fortresses. 
Likewise, if you split your army and send a few people east you will 
trigger the advance of the remaining archers and knights. 

Once you've either killed all the reinforcements or occupied their 
fortresses, begin taking out the remaining knights and archers (if you 
haven't done so already). This is nothing compared to what you just did; 
even so, don't underestimate the enemy as they'll be receiving 
reinforcements as well. Two enemies at a time shouldn't trouble you much 
though. Just block off these fortresses as well, or kill all the 
reinforcements for experience. 

Now you get a break. You can do some shopping if you haven't already, 
fight in the arena if you desire, and head over to kill the boss. If you 
still have Merric as a mage he won't be a problem. A few whacks and 
that'll be the end of this chapter. 

========================================================================
               CHAPTER 9: THE PYRATHI DRAGON [FG15]
========================================================================

Okay, this chapter is kind of nasty. Lots of enemies, but none of them 
are very well armed. Still, the layout of the map makes things 
inconvenient at the least. In addition, you'll probably want to grab all 
the treasure chests, which makes things a little more complicated. Be 
forewarned that after you advance to a certain point the enemy will 
begin receiving reinforcement pirates on the fortresses on the southern 
side of the map. The village to the east yields Jeorge the sniper, the 
southeastern treasure has a Wyrmslayer and the other two treasures have 
a Goddess Icon and Bullion (M). 

I recommend sending a small detachment to the east, and moving your main 
army directly to the enemy castle. I sent Marth, a generic healer, and 
Caeda as my detachment (which includes Jeorge, as he's recruited along 
the way). Basically, you want to beat the first thief to the village to 
recruit Jeorge, then send Caeda down to kill the other thief and grab 
the treasure chest. When killing the second thief, you can allow him to 
unlock both the door and treasure chest for you, then take the loot from 
his corpse. Otherwise use a master key, or whatever. After you get your 
treasure, send your detachment all the way back around the island's 
northeast route, massing them up with your main force. 

Meanwhile, your main force should be fighting in the field just south of 
the two other treasures. Watch out for the pirate who comes along with a 
demon axe, as well as the range of the caster and archer to your west 
(across the bridge). It's pretty hairy around here, so using your 
sacrifice units here wouldn't be a bad idea. Most the roaming enemies 
should head for your main force, but it's not guaranteed. It's also 
highly likely that your detachment will trigger the enemy reinforcements 
to start flooding the map. Don't worry about advancing and choking out 
their fortresses, just focus on killing the reinforcements as they come 
to you. 

Now, from this point the battle can play out a lot of different ways, 
depending on how you prefer to handle the situation. I drew a lot of 
attention in the southeast corner, which I pulled all the way around the 
northeast and eventually to the center where my main force was waiting. 
By the time the detachment got there my main force had killed everything 
on the map except for a hunter. Once the group of enemies chasing my 
detachment was dispatched it was a simple little hop over to the hunter 
and the boss. If you're having problems you could try that, but it was 
not a good strategy, even if it did work. 

I believe this is the first Manakete boss you'll be facing. I'd say to 
not be intimidated, but if you looked at his stats I doubt you would 
have been intimidated. He's weak, like most Manakete, and will die 
easily enough since he has no ranged attack. The firestone he's holding 
basically means he's a physically based enemy (as opposed to magically 
based), so theoretically he should be very resistant to physical damage, 
but he's not. Take him out with whatever and head to Chapter 10. 

========================================================================
                CHAPTER 10: PRINCESS MINERVA [FG16]
========================================================================

Looking over the arms of the enemies it looks to be a fun battle. Lots 
of silver weapons and several forged weapons among them. Note the 
vendors and armories on the western side of the map, as well as Maria 
the cleric who can be recruited by Marth. Additionally, once Maria is 
recruited you can also recruit Minerva the dracoknight by talking to her 
with either Maria or Marth. Minerva is required to recruit three pegasus 
knights you'll encounter later; however, I believe you can still recruit 
all three of them even if you recruit Minerva just to have her suicide 
(which isn't a bad plan, since her stats are terrible for a promoted 
unit). 

My strategy here will be to make my way into the structure, and utilize 
it's defenses to defeat the enemy army. You could also choose to engage 
them in the open field, but that will be more difficult and 
disorganized. Either way, you'll need a fast unit on your front line in 
order to secure both of the treasures (a Levin Sword and a Physic staff) 
on this map. Around turn 6 or 7 the enemy will receive reinforcements in 
mass, who all come with silver weapons. 

First of all, you need to get inside the structure. Along the way you'll 
have to engage at least the four nearest cavaliers. I had a couple 
sacrifice units, which I used immediately for this purpose. Make sure 
you kill all four of them before heading inside. It's best if you stay 
near the entrance while you do this. Additionally, if you want that 
Levin Sword you should send someone (or a couple units) capable of 
killing one or two knights and a thief up to get it. 

After the cavaliers are dead and you've secured your Levin Sword, make 
your way into the structure. Some units might not be able to make it, so 
hopefully they're tough enough to withstand those two brutal 
dracoknights. If you still have Excalibur this isn't a bad place to 
spend a couple charges, otherwise use some bowmen to wipe out the 
incoming fliers. By the time you wipe out the fliers the enemy will 
probably have their reinforcements coming in by the droves. Get yourself 
situated inside the structure and get ready to repel the reinforcements. 
It's best if you can clear out the knight west of the stairs and the 
three bowmen just northwest of him before things get messy, that way 
you'll have extra room to shift, as well as the option of using ranged 
units to hit the chokepoint from the west. 

For defeating the reinforcements you should either consider choking them 
up in the narrow entrance, or making a pocket in the entrance room. I 
think the chokepoint is wiser, as these enemies are no typical 
weaklings. Make sure to stay on top of your healing. Spare no tricks 
here, it's best to wipe out the assailants before more reinforcements 
stack up on the already large pile of potential corpses. If you have a 
cavalier near the entrance before the reinforcements are close enough to 
cut you off then saving isn't a bad idea, since this will be the bulk 
(not to mention the nastiest part) of this battle byfar. 

Through the course of killing the reinforcements I realized I hadn't 
enough Mend charges, and I was negligent when it came to buying Heal 
staves, leaving me with 4 Mend charges and 16 Heals. I ended up having 
to recruit Maria and taking her Heal, then warping a small detachment 
outside (near the shops) to double stuff the enemies. My detachment was 
Marth, Caeda and Merric, which Minerva joined before I engaged the enemy 
from their rear. Because of my poor planning I ended up using the Physic 
I looted and most of what was left of my Warp staff. Hopefully you won't 
ever make a mistake that terrible. Regardless, it was tooth and nail for 
a while, but in the end I had enough to finish off the reinforcements. 
If you end up in a bind like I did you could always warp a caster (like 
Merric) and Marth out of the structure and near the boss to kill him, 
then seize the castle and complete the chapter without killing the 
reinforcements. 

At any rate, once the reinforcements are dead, you can either exit the 
structure through the south or by heading out of the northern door. Make 
sure you kill the hero just above the structure and get his Master Seal 
before you kill the boss and finish the chapter. Careful with the hero 
though, since he's a real killer. Also, beware of the boss' javelin, 
which is forged and nearly as strong as his silver spear. It's best if 
you can move someone next to him in order to counter him, in which case 
he'll switch to his silver spear (don't forget his spear does more 
damage than his javelin) and you can nail him with some ranged attacks. 
You'll probably want to kill him in one turn though, just to be safe use 
anything and everything you can. 

========================================================================
                 CHAPTER 11: KNORDA MARKET [FG17]
========================================================================

Looks like another fun one here. Lots of silver weapons, a killer bow, 
and some forged javelins. The enemy is split into two groups: the 
mercenaries surrounding the village and the enemies main force in the 
northwest. You'll notice Khozen the Manakete and Jake the ballistician. 
I'm not sure who recruits Khozen, as I never had any interest in 
recruiting him, though he looks to be one of the best Manakete in the 
game based on his stats. I don't know who can recruit Jake, either. You 
can check someone else's FAQ to figure that out, no doubt. You might 
want to check out the shops or the arena, and recruit Linde the mage 
from the village. 

First of all, start making your way northeast, with the objective of 
taking out the mercenaries surrounding the village. The two pegasus 
knights will start moving in on you from the northwest, either form a 
line or let them take out a couple sacrificial units if you have any. 
They'll preempt you and there isn't anything you can do about it, so 
just make sure they can only hit people that will survive or are 
unimportant. If you have a couple archers they won't set you back much. 
Just keep in mind the range of the ballistae (they're inaccurate, but if 
you have luck like mine they'll hit you 90% of the time) near the enemy 
castle. 

As long as you kept advancing while killing the pegasus knights you 
shouldn't have a problem stopping the thief. From there taking out the 
mercenaries isn't too bad. They're spaced apart too far to mob you, so 
you can kill them by the doubles or triples. Once you're finished check 
out the shops and recruit Linde if you want, then you're onto the main 
assault. 

You'll want to position yourself just outside of the ballista's range, 
then head in with two cavaliers probably. Otherwise just move anyone 
with high defense through it's range, chances are the ballista will 
miss. You might consider saving it before killing the ballista, as 
you'll be facing a killer bow right afterwards. Either way, watch out 
for Khozen the manakete, as he can brutalize many members of your party 
with ease. If Marth is high level with a Wyrmslayer then he's a good 
candidate for taking out or baiting Khozen. Note that Khozen won't move 
until you get within attacking range. The cavaliers shouldn't pose a 
problem. As long as you can take out the sniper and manakete it should 
be an easy push. The boss is slow, but strong. So almost any fast 
character can counter him to start the battle. In my case I hit him with 
Marth's Rapier, which killed him in one turn. 

========================================================================
               CHAPTER 12: THE AGELESS PALACE [FG18]
========================================================================

From the looks of things, it seems like it'll be silver and forged 
weapons for the rest of the game on H5. There's a lot of loot to grab 
from both corpses and treasure chests. There's also an armory in the 
southeast corner of the map, in case you didn't notice it. Finally, you 
should realize that you can only bring 11 units, mainly because of some 
prisoners you will get to control from the get-go. 

Firstly, you'll want to take out the two knights and two thieves. If 
you're concerned with saving Midia and her allies then you might want to 
forego the killing of the thieves, and concentrate on getting to the 
northwest corner as soon as possible. Regardless, I decided it was only 
important for Midia to survive on my file (as you'll probably want her 
around for Chapter 13), and since there are two spaces in the cell that 
can't be attacked I just moved her to one of them. 

After you've taken out the knights and thieves keep making your way 
northwest, and note that the enemy's main charge will begin soon. I 
chose to bait the caster with a thunder and bolganone with Merric, and 
kill the knight blocking the path to the cell with two cavaliers' 
javelins. By now, you should notice the enemy reinforcements (two 
cavaliers and a horseman) approaching your rear. In addition, you'll 
have two remaining archers by the cell and probably two mages coming at 
you from the south. 

I chose to take out the casters immediately, then sent the bulk of my 
forces to crush the enemy reinforcements. The enemy archers chose to not 
advance, while I noticed a paladin and a couple cavaliers advancing on 
the south (coming from the southeast corner, where the armory is). Which 
means all your enemies are cavalry of some sort. You know the routine, 
Rapier, Wing Spear, Ridersbane... any of those will make quick work of 
all these enemies. Additionally, by this time I had purchased a Poleax 
from the online Wi-Fi Shop, which helped speed up the process. The 
reinforcements keep coming for a few turns, but eventually you'll have 
killed all they sent. You probably want to fight them around the pillars 
in the entrance room, or choke them out at either of the two good 
chokepoints (which by now you should know where they are). 

Finally it's time to head south and clean up what's left, which isn't 
much. The general in the treasure room won't advance to you even if 
you're in his attack range, so it's best to take him out with a fast 
unit in one turn without taking any damage. I hit him with magic first, 
wounding him and finished him off with Marth. You should have noticed 
this already, but whoever finishes him (unless you can kill him in one 
hit from a distance) will be shot by the sniper on the other side of the 
door. 

I then sent Marth over with a Wyrmslayer to kill the Manakete, which he 
did in one turn thanks to a critical. After that, the sniper is the last 
enemy left besides the boss. It's best if you can open the door above 
him and move someone in to hit him with melee, then hit him from the 
other side of the pillar wall with someone else. Merric wasn't fast 
enough to safely attack the sniper, and I would have lost a unit here if 
I wasn't lucky (my axeman got a critical with his handaxe). Hopefully 
your caster will have gotten more speed than mine, as that helps. 
Otherwise a Wo Dao or Killer anything would be a nice thing to hit him 
with from the north side. Either way, you can always save it first just 
in case. 

Taking out the boss is easy, since you have a whole army to do it. Just 
make sure you kill him in one turn. It works best if you take out the 
healers surrounding him before you start in on him. I was impatient and 
didn't kill the healers first, but the boss went down in one turn 
anyway. He's pretty weak, since his HP are so low and he has no defense. 
Just note his speed, as he's very fast and kills slow units with ease. 
After it's all said and done go ahead and finish looting the map (if you 
haven't already) and check out the armory before you leave. Upon seizing 
the throne you are presented with Parthia, a powerful but disappointing 
bow. 

========================================================================
                CHAPTER 12X: A TRAITOR'S WORTH [FG19]
========================================================================

Well, this should be a joke compared to just about anything else you've 
done lately. Mostly cavaliers and knights, there is only one person here 
with a silver weapon. The mages will probably be the biggest threat, 
having Elfire tomes. You can recruit Horace by simply not killing him 
and completing the chapter. Otherwise note the two villages, the 
southernmost one housing a Killer Lance and the northern one yielding a 
Blizzard tome. 

I used a small detachment to head up the east side. I planned on heading 
all the way up the east side with my detachment, but enemy 
reinforcements made me reconsider. If you can clear off the island with 
a savepoint, and clean the east up to the first village as soon as 
possible you'll be in good shape. Keep in mind that pirates will begin 
coming in from the fortresses along the western side, and soon after 
cavaliers will begin coming in from the fortress on the south end of the 
eastern side. 

Once the reinforcements began coming in mass, I pulled back to the 
starting position where I regrouped my entire army. From there I fought 
the reinforcements until they were all defeated. You'll have a lot of 
forest to use to your advantage, and the long trek the pirates will be 
forced to travel will probably space them out a little so you shouldn't 
have to deal with more than two or three at a time. Even though they can 
cross the river it will eat up a lot of their movement, allowing you to 
form and hold a line with ease, which gives your healer a considerable 
amount of room to work. After a few turns the reinforcements should be 
done for. 

Now there's really just the forces near Horace, a stray sniper and 
manakete. I sent my whole force north over the islands to face what 
remained of the enemy. Horace's group won't advance until you get very 
close to them, so you should have a good opportunity to form a line 
across the island. After they take the initiative you can probably wipe 
out his whole crew in a turn; two at the most. From here you can bait 
the archer to the north and easily take out the immobile knight just 
across the bridge. This leaves just the sniper, manakete and boss. 

If Marth is an adequate level I'd choose him for taking out the 
manakete, otherwise him and a group of several others who can attack 
from a distance. The sniper is also quick, so you'll probably want to 
rush him with cavaliers and pegasus knights, or whatever can move far 
enough to surround him without being attacked. Otherwise just bait him 
with a quick tank, then surround and slaughter. After those two are 
dead, visit the last village and kill that chump of a boss. 

========================================================================
               CHAPTER 13: THE WOODEN CAVALRY [FG20]
========================================================================

Welcome to the lamest battle I've seen in any Fire Emblem game. This is 
the battle where I mentioned you might need Midia for, as she recruits 
Astram the hero. Do note, though, that Astram is a jackass. If Midia is 
in his range he'll kill her, rather than talk to her. So you have two 
options: You can either bait Astram with someone who won't die/kill him, 
or have Midia wait one square out of Astram's range then send her in and 
recruit him. If you do the latter, chances are that they'll both die, 
but since neither of them are good and you could probably use the fodder 
units for this battle, I think that's a pretty good call. You can also 
recruit Beck the ballistician from the village. He'll come with 
thunderbolt ammo, which can help you cut down the irritation that this 
battle will cause you. I hope you've got a couple sacrifice units, as 
well as some good luck since that's sadly what will carry you through 
this battle. 

You can utilize any Warp staves you might have to get near the 
ballistae, or just charge in, mixing your sacrifice units with your 
actual units. There's not much to say about this battle, except your 
cleric/curate should be earning their way by using a physic staff or 
several other staves that are useful here. You'll want to recruit Beck 
from the village as soon as possible to help kill ballistae that are in 
dangerous locations. I advanced on all three fronts simultaneously, 
using just a cavalier on the south, axemen and bowmen on the north and 
Marth with whatever was left in the middle. Use the savepoints whenever 
you deem necessary. Oh yeah, don't use fliers for this chapter. 

Once the enemies along the whole center of the map are finished get 
ready to move in for the boss. I sent Marth by himself to clean up the 
surrounding ballistae (since Beck was already dead) and healed him when 
he got wounded with a physic staff. After a few turns the boss was the 
only one left, and though Marth could have taken him out easy enough I 
sent in other units so they could get experience. Once you're finished 
just seize the castle and smile, knowing you're done with the most 
joyless battle in the entire game. 

========================================================================
                 CHAPTER 14: LAND OF SORROW [FG21]
========================================================================

This is a pretty easy map if you have a good plan, or at least a good 
army configuration. Don't forget to bring one of your master keys (or a 
bridge key if you have one) with to gain access to the bridge by the 
ballista. Also, if there's a single treasure in the whole game you don't 
want to miss, it's the one on the east side of the treasure room here. 
It contains a Silver Card, which allows you to buy anything while on a 
map for half price. 

The plan here is to get indoors through the easternmost entrance (you'll 
be near the treasure room). You'll want to visit the village for a 
Thoron tome either right away or after most the enemies are dead. If you 
have a Warp staff I recommend just warping Marth right on top of the 
village. Also, if your thief is strong enough to take out the sniper in 
the treasure room you could also warp them directly inside the treasure 
room (warp them before they take their turn, so that once they're in 
they can have first strike on the sniper). 

You'll want to take out the ballista right away (whoever does this, I 
used Merric, should have the master key). Be mindful of the knight on 
the other side of the bridge who has a javelin. Start moving any units 
who can move over water towards the knights on the east side of the map. 
On the second turn you should be able to lower the bridge and take out 
all four knights. Keep in mind that the two cavaliers in the courtyard 
will probably charge you once you're in range. Have your eastern 
detachment clean out the cavaliers and thieves inside the structure, as 
well as the sniper if he's not dead yet. After Marth has grabbed the 
Thoron tome have him head back as safely as possible, watch out for the 
enemy's longbows, which can be troublesome. I recommend saving on his 
way past the save point. 

By now you should have the courtyard cleared, as well as the hallway in 
the structure, including the treasure room. Also, two of Minerva's 
subordinates should be making their way to Marth to join your party 
(assuming you recruited Minerva, even if she's dead they'll still 
initiate dialogue instead of attacking). From here you'll mostly be 
killing pegasus knight reinforcements, which is easiest is you hole up 
inside so they lose their advantage of mobility. Get them choked up and 
hit them with arrows or whatever pleases you. 

After about a dozen dead pegasus knights you'll be free to do whatever 
you want at your leisure. It's a good time to clean up the rest of the 
archers who are alive, the two healers and the two knights. Check out 
the shops if you want and possibly save it. You can bait the archers, 
but keep an eye on any of them that still have longbows. You can also 
bait the knights one at a time if you want. This cleanup session 
shouldn't take long or be hard, so just get it done and then head on to 
the boss. I took him out with a couple bowmen and axemen who had 
hammers. Magic can do the trick too, or a Rapier or Wing Spear. There 
are plenty of ways to make this guy dead. Once you're finished seize the 
throne and head on to Chapter 15. 

========================================================================
                CHAPTER 15: AN OASIS OF MAGIC [FG22]
========================================================================

Yeesh. Get ready for some really nasty business here. On H3 it wasn't 
bad, but take a look at that Gharnef. Better hope you've got an 
extremely fast and extremely resistant caster around. Either that or a 
handful of sacrifice units. I find this to be a good map to use a few 
Warp charges on. If Gharnef is too much for you to handle (he only 
sticks around for a little while, but cannot be hurt while he tears 
through your whole crew) then just warp any sacrificial lambs into the 
room behind him. You can even send them with keys so they can loot the 
treasure chests before they die. Other than that, there isn't a whole 
lot you can do about him but grit your teeth and take the hit.

It might take a while, but I recommend sticking around where you start 
until you've killed all the reinforcements that the enemy will 
eventually send towards you. The furthest I would advance is to the 
small island just north of you, and that's solely for the purpose of 
taking out the enemy thief to loot his Recover staff. I immediately 
warped a generic unit with 18 speed, no weapon and a master key into the 
room behind Gharnef, which consumed two of Gharnef's turns and allowed 
me to loot both treasure chests. The following turn I warped another 
worthless generic unit into the same location. This allowed me to safely 
advance far enough to take out the enemy thief, which I did with Caeda. 

By the time the thief and my sacrifices to Gharnef were dead the enemy 
had reinforcements coming in. I holed up around the starting location to 
take out the reinforcements, which took a long time. Gharnef left the 
battlefield before he got anywhere near my army, and the reinforcements 
went down without a problem. So, for me, it was time to advance. 

With around 10 enemy units left you shouldn't have any real problems. 
You might want to pass a few turns if you're not sure that all the 
reinforcements are dead. Otherwise you can proceed in one of two ways: 
Divide your army to clean the enemy up quickly, or move your collective 
forces as one to ensure there are no hitches. Since I didn't want to 
redo any amount of this chapter, I advanced with my whole army across 
the deserts. 

By this point you shouldn't need any advice on this, it's very routine. 
Just remember that the sand will make some classes totally worthless 
when it comes to movement. So it's best to bait enemies. A note on the 
boss, this will be the first enemy unit who has the swarm spell. It's 
deceivingly good looking from it's range, but know that it has weak 
attack power and can't hit squares near the caster (like a ballista). 
After you've cleaned everything up, looted the treasures if you haven't 
already, and checked out the shops (Bolganones, Javelins, Handaxes and a 
Rapier, yum yum) seize the castle to advance to the next chapter. 

========================================================================
               CHAPTER 16: THE BATTLE FOR ALTEA [FG23]
========================================================================

Ah yes, this is a beautiful looking chapter. Lots of silver, several 
killer weapons, poleaxes, ridersbanes, a levin sword and all manner of 
nasty. Xane the freelancer is the only freelancer you'll get in this 
entire game if you want her. I can't tell you how to get her, since it's 
too late in the game for me to even consider taking new recruits. Also 
there are two villages, each of which contains a unit to recruit. The 
western village has Arran the paladin, the eastern village has Samson 
the hero. Neither have good stats, and since you can only grab one of 
them I chose the paladin simply because he comes with better equipment 
for me to take from his corpse. 

You'll probably want to make your way west towards the villages to 
start. You could always send a detachment down the east side, but that's 
up to you. I chose not to, simply because I didn't want to find out if 
the four conspicuous northwestern fortresses spawned reinforcements. I 
clogged them up as soon as possible with four units who were level 20 
and didn't yet have Master Seals for promotion. Anyway, as you start 
your trek you'll notice the three dracoknights make their way toward 
you. Try to be near the bridge with all your units so that all the 
dracoknights are left flying above land, allowing you to attack them 
with several units. Make sure not to melee them with cavalry as one has 
a Ridersbane and another has a Poleax. Spend a turn killing them and 
proceed west to the villages. Now you make your choice: You can recruit 
either Arran or Samson, but you can't recruit them both. As I said 
previously, I chose the paladin as he comes with a Silver Spear and 
Killer Lance. 

Next you'll want to occupy the fortresses (or don't, maybe they don't 
spawn reinforcements?), kill the thief and get ready to kill the 
incoming cavalry. They'll come to you, so if you stick around the 
villages you should be able to draw them in close and get the 
initiative. It shouldn't take more than a turn to kill them all. Proceed 
onwards to kill the incoming general, and make your way to the southern 
save point. 

When you get near the southern save point the enemy will get 
reinforcements near their castle, who will immediately begin charging 
you. You can easily choke them out at either of the bridges, which will 
cause the three cavaliers on the south to advance, or allow them to 
charge close enough to you where you get the initiative without 
provoking the stationary cavaliers on the south. It's your call. Either 
way works fine, just be sure to look out for the cavalier with a 
Ridersbane. Otherwise the reinforcements are pretty weak by this point 
in time. 

After that, bait the three southern cavaliers and kill them if you 
haven't already. This is also where I headed east and killed the hero 
with a Master Seal from a distance without opening the door. Now you can 
either choose to head in and wipe out the remaining hero and do whatever 
you desire with Xane, or not even bother. Since I did some arena action 
to get some dough I didn't head inside. If you need the experience then 
feel free to head in and take them out. It should take you two turns at 
most. 

Not a whole lot left, just a few chumps, one of which has an 
armorslayer. Either bait them or charge them, it's your call. They're 
not so tough, but I had five promoted units, and Marth and Julian were 
around level 22. Clean the last unit, the cleric, and start in on the 
boss. Try to kill the boss from a range in one turn, so he doesn't have 
the opportunity to switch to his Killer Bow. If you've got a powerful 
mage with you it shouldn't be a problem. Now you can peacefully check 
out the shops and the arena if you haven't already. Bing bang boom, 
you're done with Chapter 16. 

========================================================================
                CHAPTER 17: STAR AND SAVIOR [FG24]
========================================================================

I'll no longer be mentioning Silver weapons or spells like Bolganone. 
We'll just assume that the enemies have such things. What I will 
continue to mention are any special weapons, like Killer weapons, the 
Swarm tome, or any enemies who are killing machines. Which brings me to 
mention the two roaming manakete, who are brutalizers, and the sniper 
with a Killer Bow. Take a good look at the northeastern room, 
specifically the casters. One has a Swarm, which isn't bad but is worth 
mentioning simply because of it's rarity. The other two have Fortify 
staves, one of which you get as loot; so don't let this guy burn all 
your charges. The Gold Card is for accessing secret shops, which you'll 
want to take advantage of on H5. Check OboeDude's FAQ for in depth 
information on secret shops. 

Now, this is a pretty easy battle, really. Pick three or four units who 
will be killing the two manakete, and then send the rest west towards 
the western save point. Your manakete detachment should head up the 
center, killing the manakete, caster, and finally the second manakete. 
These guys are quick, so try and hit them from a range to weaken them 
up. I used a sage (bolganone), sniper (silver bow) and Marth 
(wyrmslayer). While your manakete detachment is doing their job your 
main force will be tearing through two knights, two thieves and a hero. 

After all that's done you'll want to carefully dispatch the sniper with 
a killer bow. Either charge and surround him, or bait him with someone 
who has enough HP, defense and speed to live through a critical. By the 
time the sniper is dead you should have everything on the west cleaned 
up except for two mages. They're quite a joke, so snuff them and send 
your army towards the eastern savepoint while your thief loots all the 
treasures. Be mindful when approaching the save point, as the mage with 
a swarm can hit a large area, and some of the other mages can also 
attack a few squares out of the throne room. 

From here I chose to kill the western mage with Caeda through the wall, 
and then took out both the mages with fortify staves, as well as the 
sniper before heading into the throne room. If you choose to do this 
then be sure that the units you use for it have high speed and are 
serious killers. Also, try not to use your sages to kill the mages, as 
you'll probably want to heal anyone who gets wounded and is in range of 
the remaining sniper. My sniper with a killer bow took care of most of 
this, since he has a lot of speed and a 40% chance of instantly killing 
anyone he shoots. 

Now, it's time to storm the throne room. If you didn't kill the mages 
and the sniper then you ought to be careful near the entrance, as any of 
those three units can attack through the statue which is immediately to 
the right after entering the room. You probably don't want to leave 
anyone adjacent to that statue. Regardless, this push isn't bad. I 
opened the door with my thief, killed a knight with an armorslayer, 
killed the other with a wing spear and left the bishop alive for another 
turn. He missed his target, then I finished him off on the same turn 
that enemy reinforcements showed up. 

The reinforcements are a pretty big joke. Just choke them off anywhere 
along the path they travel and annihilate them. It shouldn't pose any 
problems. Meanwhile, you should probably get started on the boss. He 
goes down easy enough. I hit him with two javelins then finished him 
with Marth and his wyrmslayer. Nothing to it. The only thing I can 
foresee as a problem here is if he's much quicker than you. If Marth is 
around level 20 or above it then that shouldn't be a problem. You could 
always kill him entirely with ranged attacks though, so no worries. 
Finally, check out the Secret Shop and hopefully you can grab some 
Longbows and Killer Axes, since this is one of the only places you'll 
ever be able to get them, and head to the next chapter. 

========================================================================
                 CHAPTER 17X: HELENA CASTLE [FG25]
========================================================================

Alright. Pretty standard stuff here. The only enemy who is a visible 
threat is the sniper with a killer bow, anything else is trivial. 

You'll want to stop the initial enemy advance. It's a joke, so do it 
however you see fit. Afterwards there are four rooms for you to check 
out. Two contain an enemy and treasure chest, one contains just a 
treasure, and the other contains just an enemy. None of the enemies are 
serious, but make sure you send at least a squad of four people to 
accompany your thief just to be safe. 

During the course of looting you should see some enemy reinforcements 
appear down around where you started. Two of the paladins are 
ill-equipped, while the third has a Killer Lance. Regardless, they 
shouldn't pose much of a problem. You can bait them, or just wait for 
them to get close enough where you'll get the initiative, or whatever. 
As long as you take the one with a Killer Lance out immediately you 
shouldn't have any problems. 

By now you should be done looting, and should begin your passage down 
the western side. You'll want to try and take out the northern-most 
archer through the wall. The second archer can't be baited, so you'll 
just have to deal with him on your way through. You can bait the two 
mages on the very west by standing on the other side of the wall just 
north of them. Obviously, you'll want to use someone with good speed and 
resistance, so that you can kill them both in one turn. While all this 
is happening you'll get two more groups of three enemy reinforcements to 
cut down, same as last time. 

Now, let's talk about the western passage. This will probably be the 
nastiest part of this map since it's so congested. If you've set 
yourself up properly (killing the two mages and the archer) you 
shouldn't have too much of a problem. You can take out the last archer 
without consequence, assuming you have a skilled bowman with a longbow. 
Even so, you'll have to head south from there taking out a bishop and a 
manakete, meaning the sniper with a killer bow will get a free chance to 
kill one of your units. The only way to nullify his chance to get a 
critical is to make sure your two units who are furthest up (the ones 
who probably killed the manakete) are ones with either high skill or 
very high defense and HP. Otherwise you'll probably want to save it 
first and then cross your fingers. 

After you kill the sniper you'll get to crush a pathetic cavalier, and 
either head forward to take out the nearby hero or bait him with a 
reliable swordsman. To your east will be Etzel the sorcerer, who can be 
recruited by beating the chapter without killing him. Don't worry about 
him attacking you, as he's stationary. 

Once you get far enough east the roofs will be removed from the area 
where the boss is. It reveals a sniper, manakete and two mercenaries. 
The sniper is the only real worry, as if you've already positioned units 
to breach the southwestern room they can be shot by the sniper through 
the wall (to their east). Other than that there are no worries. 
Breaching the southwestern room isn't bad, either. A knight, bishop, and 
a bishop with Swarm. They can all be taken out in one turn if your units 
are set up right. Mine weren't, but a bishop with swarm isn't a very 
nasty thing to be hit by. 

That's pretty much the end. By this point the mercenaries are so weak it 
makes for a good laugh. This manakete isn't anything to write home 
about, and the sniper can be killed through the wall by a variety of 
classes. The boss is a general, making him one of the weakest units in 
the game, by this point in time. You know the procedure: Hammer, Wing 
Spear, Rapier, Armorslayer, Magic or whatever. Seize the throne and 
you'll get Etzel in your army if you didn't kill him. He's not good 
though, so you might consider killing him for some good experience 
instead of recruiting him. 

========================================================================
              INTERMISSION: A QUICK STATUS CHECK [FG26]
========================================================================

By now we're pretty far into the game. I realize that by this time your 
party could look a lot different than mine, and some things I say are 
easy might not be so for you. The next paragraph will give you an update 
on where I am, so that you can compare your party against mine and see 
why some things I say might not be applicable to you. 

I have a party of twelve people, all of which have been promoted by this 
time (I bought Master Seals at the Wi-Fi shop). My party includes Marth 
(24), Julian (21), Caeda (4 Falcoknight), Hardin (10 Paladin), Darros (3 
Horseman), Athena (2 Swordmaster), Barst (2 Warrior), Ogma (1 Hero), 
Cord (2 Berserker), Abel (5 Sniper), Merric (4 Sage) and Linde (5 Sage). 
All my members are capable of using silver weapons for any weapon type 
available to them, but I usually just use steel. It should also be 
noted that I used the Boots (+2 movement item) on Marth by now.

My caravan has all manner of goodies, including at least 5 silver 
weapons of each type, several bolganones, Excalibur with 18 charges, 
Aura with 23, and a pristine Parthia, Hauteclere and Thoron. It's also 
well stocked with killer weapons, several Wo Dao and Brave Swords (once 
again, the Wi-Fi shop), as well as Longbows, Poleaxes, and weapons 
strong vs. manakete. As far as staves go, I'm starting to get low on 
Mends, but have several Recovers, two Warps, a Physic with 3 charges 
left, a full Fortify and a partially used Barrier. 

If your army and caravan don't look like that don't worry about it. In 
fact, if they don't look so good then there is a good chance you're 
having a lot more fun than I am. Just realize that we're on the final 
stretch of the game by now. If you have stockpiles of goodies like I do, 
then you ought to start using them or you'll beat the game with a bunch 
of toys you never played with. Also, try to get those units promoted as 
soon as possible if they aren't already. Promoted units (even if 
promoted around level 15) are much more powerful than those that aren't. 
Keep in mind that you won't be able to promote all your units until 
you're near the final chapter unless you take advantage of the Wi-Fi 
Shop. 

Keep in mind that you get two more really easy battles before things get 
nasty. Don't doubt though that things will get nasty. I recommend 
spending your next couple battles trying to get any unpromoted units 
promoted in order to be properly prepared for the upcoming nasty. 
Anyhow, on with the guide. 

========================================================================
                CHAPTER 18: THE SABLE ORDER [FG27]
========================================================================

There's a lot of cavalry to kill here, so if you have polaxes, 
ridersbanes, a wing spear and a rapier handy it'll make things go much 
smoother than if you don't. A few enemies have ridersbanes, one has an 
armorslayer, and there's a couple killer weapons floating around out 
there. Overall, it looks a lot nastier than it really is. Also note that 
Est, the last member of Minerva's squad, will show up at some point 
during this battle and either try to kill you, or join you. There are a 
couple armories, vendors and an arena as well. 

As you start off you should head for the bridge immediately. The enemy 
will begin their first advance, sending several cavaliers your way. 
Choke them out on the bridge, pushing southward as you kill them. 
Shifting is a good thing to do here, as you'll still be able to advance 
while killing off the enemies. Now, take your time and make your way 
south. The cavalry near the arena will advance once one of your units is 
within their range, so be mindful if you have any fliers or defensively 
weak units. It's best if you can stop the initial enemy advance and take 
out the cavalry near the arena before any reinforcements arrive, but not 
necessary by any means. 

Once you've completed that task you'll want to sit someone on the 
fortress on the center island to block reinforcements that will soon be 
popping out of it. If you feel like you've done all of this very quickly 
(by about turn 5 or 6) then go ahead and bait the horseman and paladin 
to your south. I did so with Etzel, using him as a sacrifice. You should 
be able to take out this pair of cavalry very easily, upon which you can 
either wait around for enemy reinforcements or continue south to bait 
the next group of cavalry. 

I chose to advance and bait the next group of cavalry, which is when Est 
appeared. Just keep the island fortress clogged and hit the southern 
group of cavalry with everything you have. Assuming you've enough power 
you'll wipe them all out in one turn. By now the enemy should be 
receiving reinforcements on the southwestern fortresses. Since the 
reinforcements are cavalry and you'll have to cross a field to block the 
fortresses off, it's best to just kill them until they stop coming. They 
do, however, spawn only every other turn. So if you're powerful enough 
and don't want the extra experience just go ahead and block them off. 

Once that's finished you're pretty much done. Just a couple cavaliers, 
one of which has a Ridersbane, a healer and the boss left to kill. You 
know the routine with the boss. Once you're finished you can check out 
the shops or the arena and seize the castle to progress to the next 
chapter. 

========================================================================
                CHAPTER 19: MANAKETE PRINCESS [FG28]
========================================================================

This is one of the quickest and easiest battles in the whole game, in my 
opinion. You'll only be met by a couple units that provide any threat, 
which are mostly the heroes scattered about. Particularly the one with a 
killer edge. Note that Tiki the manakete can be recruited by Bantu, if 
you've still got him around somewhere. The Divinestone she holds is nice 
looking, but being on the down slope of this game it seems that 
recruiting a level 1 unit would cause more trouble than you'd eliminate 
by taking her. Also note that you must kill Tiki in order to unlock the 
gaiden chapter 24X.

Just send your main squad of units up the center, killing anything along 
the way. You might want to bait the hero with a Killer edge with one of 
your toughest units, otherwise you can arrange your units to take him 
out from a distance safely. Either way, you'll want to kill all the 
thieves running about as soon as possible, especially considering that 
one has the Lightsphere. 

Meanwhile you should form up a detachment designed to loot all the 
locked rooms. Obviously, you'll need a thief, a strong melee killer and 
one or two ranged attackers. It also makes things go quicker and 
smoother if you have a promoted caster in each of your groups (which 
shouldn't be a problem by now). Some rooms will have loot, while others 
just have enemies. You can open the door and clobber the enemies head on 
and through the walls immediately. If you can't kill the enemies in one 
turn then you might consider keeping a bowman with a longbow near your 
looting detachment. 

By the time you've checked every room your main squad should be finished 
killing everything. Aside from the heroes the only thing worth noting is 
that you might want to bait the two casters near the boss. Then be sure 
to kill Tiki from a distance. She's not so tough, but don't forget that 
manekete stats are deceiving on H5. 

Just be sure that you get everything here, as the two pieces required 
for the spell to defeat Imhullu are scattered about, as well as other 
various goodies. Once you're finished with everything, continue on to 
chapter 20. 

========================================================================
                CHAPTER 20: CAMUS THE SABLE [FG29]
========================================================================

Alright. This is a very nasty chapter. I recommend bringing a master key 
if you still have one around and using it to lower the bridge nearest to 
your starting position. Also note the raw brutality of your enemies. 
Almost every general and paladin class enemy has a Brave weapon, which 
are the most powerful weapons in the entire game (in my opinion). 
Otherwise Camus has the Gradivus, which is the legendary spear. Notice 
that the Gradivus can attack from a distance, just like a javelin. One 
last enemy to note is the healer, who has a fortify staff. This usually 
isn't a problem, but considering the classes you're up against it ought 
to be noted. You'll definitely want to kill any enemies you target in 
one turn. Aside from all that, you can get the Hammerne staff (only 
usable by Lena) from the village. 

Now, before we get to the nasty you might consider thinking carefully 
about your units' starting positions. It's best if you can take out the 
northeastern squad of enemies on the first turn. This includes the 
ballista and two generals. Caeda (wing spear) can fly over the river and 
get close enough to the ballista to avoid damage, which means you might 
want to put her in the very top spot available to you. Other 
classes/units I would place near her are a Berserker (hammer & poleax), 
Sniper (longbow), and a Hero (armorslayer/hammer & poleax), since they 
can all cross the river immediately, allowing them to attack both 
generals on the first turn. Also note that this is a good map to start 
using any Physic or Fortify charges you have left. I will reference the 
above units as Caeda's detachment. Hopefully your main army will have a 
sufficient amount of units who can attack from a range and excel at 
killing paladins, as they'll be defeating the four paladins with brave 
lances who are just above the village. 

Here goes nothing. If Caeda is strong enough to both kill the top 
general and survive his attacks you should do that immediately. If not 
then you should head in first with your sniper who has a longbow. 
Hopefully you'll critical and kill the bottom general with just your 
sniper. Regardless of how you do it, Caeda's detachment should have both 
generals dead in the first turn, also making all of her detachment able 
to attack either the ballista or the paladins who will be advancing on 
them next turn. 

If you're using a squad of twelve units like me, then you'll have just 
gotten three generic fodder troops. Using them in the first two turns is 
ideal. The first should be used to lower the bridge and take one or two 
ballista attacks while you move your main army near the bridge. The four 
paladins to the west will advance after your turn, which is where you 
should spend the other two sacrifices. I'd send one north to take some 
heat off of Caeda's detachment, and keep the other by your main army in 
order to take a ballista attack and one paladin's attack. Don't melee 
attack any enemies unless absolutely necessary. Also, be sure that any 
of your units left exposed to enemy attacks can only be hit from one 
direction and by one enemy (forming a line is a decent idea, or using 
natural defenses). 

By now it's only turn three for me, and so far there is only one paladin 
left by Caeda, and two paladins and a ballista by my main army. All my 
sacrifices are used up, and I've only got two wounded units. Hopefully 
you're looking good like this. Finish off the remaining paladins this 
turn. Getting the ballista would also be nice, but that's pretty trivial 
by comparison. Also, it is ideal if you can avoid attacking with Marth 
this turn, so he can be on his way to the southwestern most ballista; 
he'll have the dual purpose of killing the ballista and visiting the 
village. You should be aware that enemy reinforcements will be spawning 
along the southern fortresses and some of the western ones. It is best 
if you can block them off, but a good alternative is to clean the 
ballistae, visit the village and get your whole army massed on the north 
side of the eastern bridge (the one by your starting position). 

I feel I've done this much of the battle in a timely fashion, so I'll be 
trying to block off enemy reinforcements. I can't remember which 
fortresses spawn reinforcements, so I guess I'll have to block all that 
I can afford to just to be on the safe side. I chose to block the two 
fortresses on the very west just south of the save point, the one across 
the southern bridge from there, the four fortresses south of that, and 
the fortress on the east just above the eastern save point, as well as 
the fortress near the shops and arena. They were all blocked on turn 8. 
So, if you're using 12 units then this leaves you with only three to 
finish the chapter. 

For those three units, I'm going to choose to use Marth, my sniper and 
Caeda. This is also the point where I did some shifting on fortresses 
and used my first and only save for this map. At this point (maybe turn 
12ish) the enemy received a reinforcement of one horseman on the 
fortress across the bridge from the western save point (near the enemy 
castle). The horseman has a Brave Bow, but he's very weak and not as 
fast as he ought to be. It shouldn't be a problem. 

Now, I've shifted Merric with a warp staff up near my squad I'm using 
for the final push. My plan is to warp my sniper in, who will shoot 
Camus with a longbow and then fly Caeda in the same turn, having her 
finish off Camus with a Wing Spear. This will put my sniper in the blind 
spot of the ballista, meaning he can only be attacked by the general 
with a brave lance. Caeda might be shot by the ballista, but she's very 
evasive and I'll rely on her ability to dodge (not a good idea, but I do 
it fairly often with ballistae). I did the math and know for a fact they 
can both survive the general's attack (both my units also have high 
skill, so there's little or no chance for the enemy to critical). 

Ah... it's a good thing I saved, since I've come to a problem. Unless my 
sniper gets a critical, I'll be unable to kill Camus without losing a 
unit. Now, I initially thought I'd only be able to remedy this 
conveniently by using permanent stat boosting items on either Caeda (to 
survive Camus' attack) or Marth (to survive Camus' and the ballista's 
attack in order to bait Camus), but there is a third and better 
solution. If you looted everything on the last chapter, you'll remember 
obtaining a Geosphere, which is described as damaging all units on the 
battlefield an equal amount. This means I can warp in my sniper, attack 
with a longbow, then use the geosphere to hurt Camus enough so that 
Caeda can kill him, and finally use a fortify to heal my own units from 
the geosphere damage. Let me tell you, it was nasty, but it worked. 

Now, the battle is basically over. Snuff out the last general (if he 
didn't commit suicide on you) and ballista, then take out the two 
healers and finish the map off by killing the boss. You can also recruit 
the boss by talking to him with Marth. Now, you can check out those 
shops if you want, just remember that if you pull units off of their 
fortresses you will still have to kill the reinforcements. Now, I 
believe congratulations are in order. That was one of the hardest 
battles in any Fire Emblem game ever. 

========================================================================
               CHAPTER 20X: THE LAIR OF FIRE [FG30]
========================================================================

I bet you'd never be so happy to see a map full of enemies with silver 
weapons, huh? This battle should be a joke after that last one. The 
southwest corner is the only thing that's very noteworthy, having an 
enemy with a Ridersbane and one with a Killer Edge. Other than that you 
should be aware of the caster near the boss who has a Swarm tome. Also 
you'll be able to recruit a berserker named Ymir here by speaking to him 
with Marth (maybe it was Caeda, I can't remember). He's not very good 
though, so I recommend killing him for experience. Be sure to loot all 
the chests, as they have some decent goodies in them. 

I divided my army here, feeling no real threat. I sent all my cavalry 
with Caeda and a sage up the largest bridge towards the three generals 
surrounding a save point. Everyone else I sent along the southwest. Use 
up those ridersbanes, hammers, wing spears, rapiers, armorslayers, 
poleaxs and whatever you want. Of course, you could always conserve them 
since this map is such a pushover. You shouldn't really need any advice. 
Just be careful with Ymir and the manakete. Neither of them are very 
special, but they might surprise you if you send in a weaker unit to do 
the job. 

After cleaning the center I sent Caeda's detachment to kill Ymir while 
my main army killed the boss and Julian finished looting everything. It 
didn't take long. When you're finished progress onward to the next 
chapter. 

========================================================================
               CHAPTER 21: CLASH IN MACEDON [FG31]
========================================================================

Yet another extremely nasty chapter. Brave weapons everywhere, a few 
Thoron tomes, some Killer weapons and various other things that aren't 
so friendly. 

My opinion is that the best plan for this map is mass your army in the 
center. For starters, you'll want to be in the center below the southern 
savepoint. This is one of the few times in this game you might want to 
form a perimeter, or a horseshoe (doesn't need to resemble a horseshoe, 
just needs to be generally shaped like one) line formation. 

You'll immediately be approached by two paladins and two dracoknights. 
Watch out for the dracoknight on the east, as it has a Brave Lance. Both 
the paladins also have Brave Lances. The beginning is most likely where 
you'll want to use any sacrifices you have. It's not a bad idea to save 
them for later though, if you can manage that. Form your horseshoe near 
your sacrifice units to take out these first four enemies. 

I managed to take out the first four approaching enemies at the cost of 
two sacrifice units, then baited the three central generals before enemy 
reinforcements arrived. Obviously you'll want to use troops who can 
survive the generals' attacks to bait them, but it's best if you can 
also use evasive units for this. In my case, Caeda got lucky and dodged 
both attacks, killing one of the generals while taking no damage. 
Swordmasters are good for this sort of thing too, if they have an 
Armorslayer and high defense/HP. 

The reinforcements though, they'll be coming for quite some time. It's 
not plausible to block their reinforcements off, as you'd have to wipe 
out their entire army to do so. So you'll want to pick a good spot to 
form your horseshoe line (yet again) where you'll get the initiative on 
the main threats who will continually advance upon you. The way I see 
it, there are really only three reinforcements who will be a threat to 
my units: A dracoknight with a Brave Lance, another with a Ridersbane, 
and a cavalier with a Brave Lance. All three of which come up the 
western side. So my formation will be really heavy on the western side, 
while allowing the weak reinforcements from the northeast to get the 
initiative on me (specifically, some of my strongest defensive units). 

One last note about the reinforcements is that they only appear every 4 
or 5 turns. As long as you kill them in a timely fashion you'll have 
plenty of time to regroup. Keep your patience, slow but steady really 
does win this race. I think all enemy reinforcements stop for certain 
when you reach turn 25. It's best to pass several turns to be sure, 
though. 

By the time the third group of reinforcements come in you should 
probably have killed all the enemies but four dracoknights, two healers, 
a paladin and the boss. If this is the case then you know you're doing 
good. As long as you just be patient and take out all of the enemy 
reinforcements as they appear it's a done deal. The four dracoknights 
are a joke, with just javelins and a Ridersbane. The last paladin I had 
alive (who you could possibly have dead already) had a Brave Sword, so 
he's the biggest threat for me. Either way, you'll probably want to save 
when making your final push or before it (depending on if you've saved 
yet). 

Baiting the last remaining enemies is a good idea, whether you regard 
them a threat or not. I baited each with my strongest unit, while having 
my whole army as close as possible. It's best to be thorough on chapters 
like this. Either way, once you've killed all enemies (including 
reinforcements) you might want to visit the shops, including the Secret 
Shop. 

========================================================================
               CHAPTER 22: A KNIGHT-FILLED SKY [FG32]
========================================================================

If you have as many bow users as I do (Sniper, Warrior, & a Horseman) 
then you shouldn't have a problem with this map. In addition, I still 
have my Excalibur, which by this point means any one flier is dead in 
one turn at the expense of 1 charge of Excalibur. In addition, my 
Berserker can be flipped to a General, allowing him to use bows (with a 
B proficiency), just in case. That won't be needed though, as four dead 
enemies per turn is more than adequate. Just keep your army massed up 
for this one. 

It should be noted that this is the beginning of the only plot branch in 
this game. The village here is home to Gotoh, who is the powerful 
magician who can create the Starlight tome, which is the only thing 
capable of defeating Gharnef's Imhullu. You can choose to either visit 
the village with your Starsphere and Lightsphere in hand to get this 
tome, ultimately leading to the acquisition of Falchion; or you can 
choose to not get the tome, meaning you get to keep the Starsphere and 
Lightsphere, you can't get Falchion and you'll have the gaiden chapter 
24X unlocked (assuming you killed Tiki back in chapter 19). Before you 
choose, you should know that Falchion is the only weapon that does bonus 
damage to the boss in the final chapter, who is the strongest final 
enemy in any Fire Emblem game, in my opinion. I recommend getting 
Starlight, defeating Gharnef and obtaining Falchion.

First of all, you'll want to send your whole army up the east side of 
the map. I don't have much to say about most of this battle, as if you 
have bowmen and Excalibur there won't be much of a battle, so much as a 
slaughter. Use your sacrifices to bait the first enemy advance. You 
should be able to obliterate this advance in one or two turns. If it 
takes two then be sure to form a line in front of your vulnerable units, 
since there's some randomly placed nasty weapons in this advance. Once 
it is crushed the enemy will begin their second charge. By this time you 
should have killed the enemy thief, and be occupying the northeast 
corner of the map with your entire army. Taking out the enemy's second 
advance is a pretty big joke. 

Alright, I still had a sacrifice unit left, who just happened to be a 
general. I used him to bait all the remaining enemies as quickly as 
possible. Once you get near the staircase leading to the rest of the 
enemies they will receive a meager two reinforcements. Just keep pushing 
forward, leaving your toughest units in front and you'll eventually be 
able to take over their fortresses, effectively cutting off their 
reinforcements. This should leave you with two enemy healers and the 
boss left. This is the point where I sent Marth back to the village (I 
just went past it initially) to get my tome. While he was doing that I 
cleaned up the two healers and took out the boss with my main army 
(leaving the fortresses blocked off while I did so). That's that. Check 
out the shops and head to the next chapter. 

========================================================================
                CHAPTER 23: DARK PONTIFEX [FG33]
========================================================================

This isn't a particularly hard chapter, it's just somewhat complicated. 
Before anything else, you should know that the real Gharnef (who has the 
Falchion) is in the southeast corner. So don't kill him if you plan on 
going to chapter 24X. If you've had as terrible of luck as I have with 
my casters' levels then this won't be much fun. The biggest threats are 
the bishops with Swarm (never thought I'd say that) and the two heroes 
with Brave Swords. Other than that you can bait pretty much anyone with 
a variety of units, which is what most of this chapter will consist of. 

I immediately wanted to clear the three units on the steps as well as 
the eastern group of enemies which includes the real Gharnef. First off 
though, send your thief up to loot the treasure chests. Then head east 
with your whole army. It's best to bait each enemy and then slaughter 
them however is necessary. While you are killing the eastern units you 
should get to work on cleaning the staircase. It shouldn't take you more 
than a few turns to get all this done, which leaves you with only a 
handful of enemies left to kill. Also note that one of the bishops with 
Swarm will advance on you. It's best if you can bring him all the way 
down the stairs, which allows you to move in a sniper with a longbow to 
kill him without consequence. 

By this point the enemy has probably received their reinforcements. 
Several casters who all have Thoron tomes. Yes, you'll probably be 
drinking a lot of Pure Water (hopefully you have a lot of it). Just wait 
at the bottom of the stairs, or choke them out at the middle level. It's 
your call how you do it, since your casters' stats are probably much 
different than mine. If you have high resistance you can just go ahead 
and slaughter them all. Either way, you'll have to split your turns 
between killing and healing, so having Recover staves is ideal. I ended 
up killing them mostly with Merric and my sniper (longbow), using my 
other caster to heal Merric every round. 

Now, time to make your final advance to the top of the stairs. I used 
Marth, Caeda, my paladin and sniper and my two casters. With only one 
bishop who has Swarm left you should be able to heal the one unit who 
gets hit each turn while you advance. Just make your way to the top and 
get ready for the final push. Getting rid of the nearest Gharnef and the 
sniper is probably the worst part of this whole push. I recommend saving 
with whoever you use to bait the sniper. I used my paladin, who had a 
lot of defense, speed and 7 resistance. I buffed him up with a barrier 
and moved him onto the savepoint, saving it. Chances are this unit will 
be hit with both Swarm and the sniper, so make sure they can survive. 
After that you'll want to buff up your strongest caster (mine was 
Merric, he had the most magic, speed, resistance and HP) and send him 
over to bait Gharnef. It might take a few turns to kill him (unless you 
critical), but just be patient and do it properly, keeping any 
vulnerable units as far away as plausible. Once he's finished the real 
threat is gone. 

Clean the bishop and the two heroes next. It's best if you can take out 
the boss with a longbow, and then kill the healer beside him to get your 
(probably mostly used up) Fortify staff. Now you just have to kill the 
last Gharnef, which by now you should know the procedure. Visit the 
Secret Shop if you need Master Seals, otherwise make sure you looted 
both the treasures and head to the next chapter. 

========================================================================
               CHAPTER 24: THE DRAGONKIN REALM [FG34]
========================================================================

As you can see, you'll be killing a whole lot of manakete here. You'll 
also notice that they have a veritable ton of speed and skill, which is 
a dangerous combination. In case you don't know, the Falchion is like a 
Wyrmslayer, but much better. So chances are that you'll be doing a lot 
of manakete killing with Marth. Otherwise make sure you give your 
manakete killing weapons to anyone who has a lot of speed and skill. 
While not an extremely hard battle, it is a long battle. You can be sure 
to kill all enemy reinforcements to get a ton of last minute experience, 
which you might want if you've just recently finished promoting your 
units. You can get an Aum staff from the only treasure here, but it can 
only be used by Elice, which essentially makes it worthless. I let the 
thief abscond with it. 

Start off by making your way east to to begin killing in the northeast 
corner. I chose to bait the first manakete with a sacrifice unit, then 
kill him with a combination of ranged attacks and a wyrmslayer, sending 
Marth into the hot seat to take out the caster (make sure you don't take 
damage for this, as Marth will be able to be attacked by the next 
manakete). You can choose whoever is most appropriate for this task, as 
for you it may not be Marth. Regardless, that'll take out the initial 
threat and give you a decent area to fight in. 

Now, I thought it was wise to leave my two other sacrifice units in the 
rear, as the enemy should be advancing towards your rear with a few 
insignificant units. I baited the next manakete to the south again with 
Marth, which triggered an enemy advance including a sniper and a 
manakete. This led me to feint with Marth, massing my army and readying 
for the enemy's pincer maneuver. You'll have to divide your units 
intelligently if you plan on using this strategy, as you'll be killing 
some units to your rear and your front. I got through all of this 
without needing to use my sacrifice units, which is nice since they may 
be needed for the process of blocking off enemy reinforcements. 

On turn 9 the enemy will start receiving their reinforcements. It will 
take them a turn or two to get to the northeast corner, so make sure the 
enemy's pincer attack has been completed defeated by then. You'll be 
facing a long stream of enemy reinforcements from this point on. It 
includes several manakete, a pegasus knight, bishop and hero. I 
recommend killing all the reinforcements until they eventually stop 
spawning, solely for the purpose of gaining experience. The manakete 
kills are worth a ton of experience, so you'll be able to get any of 
your weaker units levelled up a little before the final battle. 

Okay, it occured to me on turn 33 that the enemy reinforcements must 
come for all of eternity. This is great if you really need a lot of 
experience, but only if you know they come forever. Anyhow, I'll be 
cutting off their reinforcements now. You'll want to use those last two 
sacrifice units (if they're still around) for getting to the top two 
fortresses on the east side. It's several turns between reinforcements, 
so actually getting on to the top two fortresses shouldn't be bad. Just 
make sure you start your advance right after the reinforcements spawn. 
If you think it's taking you too long then try to keep your sacrifice 
units in the front (in the odd chance of enemy reinforcements they 
should target your sacrifices). 

Once these top two fortresses are blocked you'll need to divide your 
army. All in all you'll need four units to leave behind while you 
advance to the boss and clean any roaming units that are left. These 
four units will occupy the three fortresses on the east, as well as the 
fortress which spawns a manakete to the southwest of the treasure chest. 
As far as dividing your army you should make sure you have adequate 
manakete killing power which will head around the south to block off the 
fourth fortress. Your other division should be capable of killing heroes 
and bishops, who will be approaching from the two fortresses near the 
boss. 

Use your southern division to clean up near the treasure chest (after 
blocking the fortress which spawns a pegasus knight), as well as block 
the fourth fortress as quickly as possible. For this purpose I still had 
a sacrifice left, as well as a horseman to block off the enemy fortress 
while I cleaned the treasure area. Note that once you block of the 
fortress southwest of the treasure the enemy's reinforcements heroes 
should start heading for your southern division. If this division is 
strong enough to kill a hero with a Killer Axe and two manakete then it 
shouldn't be a problem. 

From here I recommend moving both divisions forward, executing a pincer 
against the remaining enemies. Nothing left should prove any particular 
challenge. The trickiest part left will be blocking off the last two 
fortresses without consequence. For such a thing I recommend joining 
your divisions and advancing immediately after reinforcements spawn. You 
should get the intiative, as well as have a couple turns to get the 
fortresses blocked off. From here, just kill the boss. Once he's dead 
you'll have a peaceful chance to check out the shops, including the 
Secret Shop. Then it's off to either the gaiden chapter or the final 
chapter. 

========================================================================
               CHAPTER 24X: THE ALTERSPIRE [FG35]
========================================================================

If you chose the path that leads you to this battle, you'll probably be 
disappointed. You'll find several swordmasters, berserkers, warriors, 
bishops, snipers and others, as well as quite a few more manakete. None 
of your enemies will be too nicely equipped, but they will have silver 
weapons and the manakete have mostly magestones, which can be a real 
pain (though not in this particular situation). Note that the northwest 
chest contains an Excalibur tome and the northeast an Aura tome. As far 
as I know this is the only place in the entire game to get these tomes 
(aside from Merric and Linde starting with them). 

There isn't a whole lot to say about this battle. The enemies are very 
weak and provide little to no challenge. You'll probably feel like 
you've been granted a reprieve from combat, since you'll feel like 
you're stomping on corpses. Just make your way to the southern save. 
Once there you should divide your army into two equal parts and have 
each division advance along their respective paths. The only enemy who 
could even pass for a threat is the sniper with a killer bow. Other than 
that you should be able to run through this map without stopping or 
saving or worrying at all about anything. It's completely insulting. 

After your victory you'll get a weak version of Falchion (it weighs 
more, is more innacurate and deals less damage). Overall, this chapter 
is a waste of time, in my opinion, and you'd have been better off if you 
killed Gharnef for Falchion. 

========================================================================
                CHAPTER 25: CHOSEN BY FATE [FG36]
========================================================================

This is it. The showdown. The final battle. Endgame. The hardest battle 
you will probably ever fight in a Fire Emblem game. 

First thing is first: Preparations. Since Falchion is the only weapon 
that deals extra damage to the final boss, I recommend maxing out as 
many of Marth's stats as possible with permanent stat boosting items. On 
my file I was able to have Marth's HP, strength, skill, speed, luck, and 
defense maxed out. His resistance finished at 11, as he gained 1 point 
naturally and 10 through use of Talismans. Anything you have extra you 
should use with good judgement. I chose to improve Caeda's stats, 
boosting her HP to 56 and her strength to 23, while she had skill speed 
and luck maxed out. Anything extra (mostly Speedwings for me) I split up 
between anyone who was lacking in a particular stat, choosing to round 
the rest of my units. All my magic boosting items went to Merric, 
resulting in his having 27 magic. With Thoron in his hands he was a 
veritable demon. 

Now you'll want to arm your units to the teeth. Give them the best of 
the best, and don't forget to hand out your legendary weapons. I find 
it's best if you spread the legendary weapons around, even if someone is 
capable of using two (Caeda could have used Mercurius and Gradivus, but 
I chose to only give her Gradivus, leaving Mercurius for my 
swordmaster). Try to divide your most powerful weapons among as many 
units as possible, as one weak unit generally means a dead unit for this 
battle. 

After you've distributed your weapons and everyone's inventory is full 
(or close to it, hopefully), you'll want to pick one weapon to forge. 
This weapon you choose can surpass the power of any legendary weapon in 
the game, and depending on how much money you have to put into it, will 
make other weapons look like toys for children. My recommendations are 
to either forge a Wo Dao or a Brave weapon, assuming you have either. 
For about 68 grand you can make your Wo Dao a force to be reckoned with, 
having 17 Mt, 100 Hit, 50 Crit and 1 Wt. Otherwise a Brave Sword can 
have 17 Mt, 100 Hit, 0 Crit and 1 Wt for around 104K. Obviously, you'll 
want to sell anything that isn't going to be used in the final battle to 
come up with as much money as possible for forging your weapon. Just be 
sure to give this masterpiece to a capable unit who will not be easily 
killed. Other weapons to be considered are Longbows (for the purpose of 
killing the boss without a great threat) or the tome Thoron (which can 
become the most powerful weapon in the game). 

Finally, you'll want to choose positions for your units. If using 12 
units like I do, you'll have three sacrifice units. I generally place 
all three sacrifices in the area where only three units can be deployed. 
Which basically means you'll have three locations where four units can 
be deployed. Chances are that you'll want your thief near Marth to open 
the door to the northeast, and also take into account that Gotoh will be 
joining your army for this battle, he will start near Marth. To me, this 
means that you can send a caster with each of your other groups, meaning 
all three groups will have a caster available for healing. I'd also make 
sure each group has a wide variety of weapon types available to them. 
Each of my groups was able to have a swordman, axeman, spearman, caster 
and bowman; save Marth's group, who didn't have a spearman. You'll also 
want to note that any staircases will be the location of where enemy 
reinforcements come from. This means you'll want to leave two units in 
the northwest room to stop enemy reinforcements, and one in the 
northeast to do the same. Other reinforcements you can worry about 
later. 

So here we are. There isn't any definitive strategy for this battle, as 
the possibilities are numerous. In a nutshell, you want to move as quick 
as possible, since certain doors will close throughout the course of the 
battle and reinforcements are many. Losing units isn't an issue, unless 
you're anal about it. Since it's the last battle though, it really 
doesn't matter if everyone lives. You'll notice that nearly all enemies 
not only have Brave weapons, but they are forged. Only your most elite 
units will survive this battle if it's fought in a natural sense. 
There's little reason to nit-pick over losing this character or that, 
but you might rather place your sights only on defeating the boss and 
beating the game. 

Ideally, you'll want both your northwest and northeast divisions to 
hammer their way out of their starting positions, getting to the hallway 
preferably by the third or fourth turn. On the way be sure to block off 
the staircases so that reinforcements can't arrive through them. By the 
time you get out into the hallway your main division (the one with 
Marth) should have most of the hallway cleared. I'd place priority on 
killing ballistae and manakete, while Gotoh focuses on using his Swarm 
tome to kill both the healers by Medeus (the boss). Note that it's best 
if you try to get your sacrifices within range of enemy ballistae, which 
can easily kill defensively weak units like casters. 

Once you can mass as many of your troops as possible, make your way 
directly to Medeus, saving as appropriate. You'll probably have at least 
one group of reinforcements chasing you along, but don't bother stopping 
to kill them. Just try and get into the throne room and block passage 
through the narrow hallway just south of the northern save point. It's 
best if you can block off both staircases in the throne room, but the 
bottom line is taking out Medeus. Shoot him with longbows if you can 
(this is the weapon I chose to forge), and attack or counterattack 
(whichever is more appropriate) with Marth. In fact, hit Medeus with 
everything you can. Just be aware that you'll want to kill him in as 
little turns as possible and most people who attack or are attacked by 
him will die. After a turn or two he should be dead, and you'll have 
beat the game on the hardest setting available. 

In actuality, there is little chance of this going so smoothly. I was 
only able to mass my northeast division with Marth's division. My entire 
northwest division was obliterated, and I had to deal with ballista 
reinforcements while I made my way into the throne room and killed 
Medeus. By the battle's end I had lost almost my entire army, having 
only Abel (my sniper), Caeda, Marth and Ogma (who was blocking the 
northeastern reinforcements) alive. Regardless, I tried to stick to that 
strategy and it ended well enough. 

Congratulations. If you were playing on H5 then you've beat one of the 
hardest (if not the hardest) turn based strategy games ever made. I hope 
this guide helped you, even if in the least. 

========================================================================
                       THE SMALL PRINT [FG37] 
========================================================================

Thanks should go to Intelligent Systems, and any of their affiliates. I 
would also like to thank GameFAQs, for being a tool for convenience for 
many years. Finally, thanks go to OboeDude, whose FAQ included 
information about the Secret Shops and Wi-Fi Shops. 

I have no contact information. If you somehow get ahold of it, please 
don't contact me. Thankyou. 

Copyright 2009, Anthony Forrestal 

Do anything you want with this guide except profit off of it. It is 
free, and always should be. 

-Feral