Fire Emblem Heroes of Light and Shadow (Shin Monshou no Nazo Hikari 
to Kage no Eiyuu, New Mystery of the Emblem) Walkthrough
Matthew Emirzian (mjemirzian)
mjemirzian@tbstactics.com
http://www.tbstactics.com
Revision: 9 (9/13/2010)

HTML version of this guide with screenshots and data tables:
http://sites.google.com/a/tbstactics.com/mjguide

Most of the game data tables are used with permission from Serenes Forest 
located at http://serenesforest.net/fe12

This guide is written under the following conditions:
1. Lunatic and Lunatic Reverse, Classic difficulty.
2. No exploits or glitches used.  No Wi-Fi.  No usage of 'everybody's 
situation' weapons/items.
3. Get every recruit and chest/item drop with no deaths and a reasonably fast 
completion time considering the objectives.
4. Reliable strategies.  No low (under 45%) chances of success (with the 
exception of Medeus).
5. Lunatic mode is played with male class limits imposed, while Lunatic 
Reverse is played with male class limits removed.
6. All strategies were formulated by myself unless otherwise noted.

Index
1a. Revision History
2a. Advice and General Info
2b. My Unit Creation
2c. Game Data
2d. Character Review
2e. Class Review
3a. Prologue Walkthrough
4a. Main Story Walkthrough
5a. Extra Maps/Downloadable Content

1a. Revision History
Revision 0 - Work in progress starting 07/17/2010.
Revision 1 - Finished prologue and up to Chapter 5. (07/23/2010)
Revision 2 - Finished up to Chapter 8. (07/25/2010)
Revision 3 - Finished up to Chapter 12. (07/27/2010)
Revision 4 - Finished up to Chapter 16x. (08/01/2010)
Revision 5 - Finished up to Chapter 19. (08/05/2010)
Revision 6 - Finished up to Chapter 24.  Future guide updates will cover 
Lunatic Reverse, Class Limits Removed, and the extra maps. (08/12/2010)
Revision 7 - Finished Lunatic Reverse up to Ch 8. (8/23/2010)
Revision 8 - Finished Lunatic Reverse up to Ch 17. (8/31/2010)
Revision 9 - Finished Lunatic Reverse. (9/13/2010) Future updates will cover 
DLC.  Delay mostly due to playing Valkyria Chronicles II.

2a. Advice and General Info
The word aggro is shorthand for aggression, meaning the enemy is actively 
moving towards your units to attack.  Unaggroed or stationary means an enemy 
standing in place that will aggro if you get into its range.  Baiting or 
pulling an enemy means stepping into their attack range to aggro them..  Proc 
means process, or what happens when someones statistic increases upon level 
up.  The term 'one round' means that a unit is killed in one round of 
fighting, usually involving double attacking.  This is also known as a 'ORKO' 
or one round knock out, 2RKO for something that dies in two rounds, 3RKO for 
three rounds, etc.

AI targeting behavior as explained by dondon151 at Serenes Forest:  The AI 
doesn't deliberately gang up on units even when it could score a kill, unlike 
most Fire Emblem games, instead it prioritizes doing the most HP damage 
possible.  The AI always acts with its units in the same order, which you can 
determine by moving your cursor onto an enemy and pressing L to cycle through 
them.  Say you have two identical enemies next to each other.  Place your 
higher HP/DEF unit in range of both enemies, and your weaker HP/DEF unit only 
in range of the enemy that will move first.  The enemy that acts first will 
attack your weaker unit, not considering that it could gang up on the stronger 
unit with his buddy who will be acting after him.  You can easily exploit this 
very poor AI even when you can't form a defensive wall.  The AI will usually 
attack a ranged unit that will counter it over a non-ranged unit that can't 
counter if it will deal more damage to the counterattacker unit.

The AI will always chase after the closest unit it can deal the most damage to 
in one attack like a low DEF/RES healer or pegasus knight.  Use this to your 
advantage to steer enemies where you want them to go.

Use save spots to reload for good level ups for My Unit, and retry the first 
few prologue chapters a few times, it only takes a minute or two if My Units 
growths are already good.  You definitely want an uber pirate/fighter My Unit 
to kick ass with.  Planning your level ups around save spots can greatly 
increase your units stats with only a minor amount of reloading, assuming the 
stat you are trying to proc is 50% or higher.  You can also consider ending a 
chapter with a unit very close to level up, then send them into the arena once 
and keep reloading until they get good growths that way.  The arena method 
will cost you a bit of gold, however.

If your units start capping stats, consider reclassing them to another similar 
class where their stats aren't capped.  If you cap stats as a swordmaster, 
switch to a sniper to cap out their SPD as a sniper, for example.

To continue past Chapter 20, you need to have gathered all of the Star shards 
found in various early-mid game chapters.

End of game ranking:
Speed (速度) Turns taken.  This seems to be a very easy category to get an A 
rank in.
Survival (生存) Units Alive.  If you fail to recruit a unit, they count as 
dead.  This means you need to recruit everyone as well as keep them alive.
Tactics (攻略) Not sure on this one, but again it's easy to get an A rank.

Wondering who to give the Boots to?  If you don't care about turn count, I 
suggest Catria or My Unit.   If you're trying to speedrun, definitely give 
them to Marth.

Palla, Est, and Catria have a triangle attack.  Bord, Cord, and Barst also 
have a triangle attack.

On Lunatic mode, you can't get the Silver Card, Warp, Aum, or Silence.  You're 
also limited to one Hammerne, not two.

Speed Cap vs Speed Cap.  Which class can double which class?
General (21) - None
Dracoknight (23) - None
Warrior (24) - None
Bishop, Sage, Paladin, Lord (25) - General
Hero, Falcoknight (26) - General
Berserker (28) - General, Dracoknight, Warrior
Sniper (29) - Caster, Paladin, Lord, Warrior, Dracoknight, General
Swordmaster, Horseman, and Dragon (30) - Bishop, Sage, Paladin, Lord, Warrior, 
Dracoknight, General, Hero, Falcoknight

Important supports: Supports do stack from multiple characters, so it's worth 
placing them together when possible.
Marth - My Unit, Shiida, Merric, Elice
My Unit - Marth, Luke
Luke - My Unit, Marth
Draug - My Unit, Marth
Malliesia - My Unit, Marth, Shiida
Catria - My Unit, Marth, Palla
Palla - My Unit
Shiida - My Unit, Marth
Sirius - My Unit
Feena - My Unit
Merric - My Unit, Marth
Etzel - My Unit, Marth
Xane - My Unit, Marth

Important Bond items: You'll always get these bond items when reaching the 
third level of support between characters, so you can plan on having them 
available for certain chapter strategies.
Marth+My Unit = STR
Luke+My Unit = STR
Merric+My Unit = MAG
Palla+Catria = SKL
Catria+My Unit = SPD
Shiida+Malliesia = RES
Etzel+My Unit = RES
Marth+Shiida = DEF
Draug+My Unit = DEF
Malliesia, Xane, Feena, Shiida, Sirius, Palla+My Unit = LCK x6

The cost of using the arena depends on the stats of the unit you've chosen.  A 
unit with high stats will cost more gold than a unit with lower stats. 

Arena level gains (VincentASM on Serenes Forest): It takes the character's 
growth rate total and rolls a random number (presumably from 0-99) to 
determine the number of stat gains. Eg. Marth's growth rate total is 395, if 
the RN is 94 or less, then he will gain 4 stats, but if it's 95 or more he 
will gain 3 (so in most cases, he would gain 4 stats).  This means you can't 
save/load the base arena until someone gains a stat in every category.  They 
will usually be limited to 3-4 stat gains at most.

Completing Hard mode or above (must get the best ending) removes the male A 
and B class limits, so you can switch from a Knight to a Cavalier, Warrior to 
a Dracoknight, Sniper to Horseman, etc.  Being able to switch Aran, Sirius, 
and MU to Knight/General makes the early game much easier.  Completing Lunatic 
mode unlocks Lunatic Reverse and adds 3x of each stat boost item to the base 
store except for the Boots.

All enemies on Lunatic and Lunatic Reverse mode have A weapon levels and a 
bonus +10% to hit.

Rescue staff uses throughout the game on Lunatic mode:
1. Ch 4 - Rescue Ogma after recruiting Sirius.
2. Ch 4 - Rescue Marth north to Ogma, closer to the castle.
3. Ch 5 - Rescue Marth back to the castle after visiting the village.
4. Ch 5 - Rescue your draco after killing the Master Proof thief.
5. Ch 6x- Rescue Marth northward to claim the castle in one turn.  Repair 
Rescue staff w/ Hammerne
6-7. Ch 7 - Rescue two of your dracos further north so they can move north and 
kill the escaping thieves.
8. Ch 8 - Rescue Marth closer to the castle.
9. Ch 9 - Rescue one of your dracos after killing a thief that drops a steel 
sword.
10. Ch 9 - Rescue Marth towards the castle with a staff user that can travel 
faster through desert terrain.
11. Ch 11 - Rescue Marth towards the castle with a staff user that can travel 
faster through desert terrain.  Repair Rescue staff w/ Hammerne
12. Ch 17- Rescue Marth to the throne room.
13. Ch 18 - Rescue Marth closer to the castle.
14. Ch 19 - Rescue Marth either away from the draco reinforcements after 
visiting the village, or towards the castle.
15. Ch 20 - Rescue Midia.
16. Ch 21 - Rescue Marth to the castle after visiting the village.
17-18. Ch 24 - Use 2 rescue charges to finish in 2 turns.

Thief Staff uses on Lunatic mode:
1-2. Ch 10 - Both inside chests.
3. Ch 17 - SE room chest.
4-5. Chapter 22, both chests.  Or if you're not concerned about getting every 
item in the game, use the 4th and 5th charges on the NW and SE Ch 20 chests 
for the Hero Bow/Axe.

Master Key uses on Lunatic mode:
1-3. Chapter 20 any chest.
4-5. Chapter 20x, both chests.

Again staff uses:
1. Ch 15 - Cast again on Marth so he can finish one turn sooner.
2. Ch 16 - Cast again to finish on turn 6.  Repair Again staff w/ Hammerne.
3. Ch 17 - Cast again on Marth so he can finish one turn sooner.
4. Ch 19 - Cast again on Marth so he can finish one turn sooner.
5. Ch 21 - Cast again on Minerva so Marth can visit the village and finish one 
turn sooner.
6-7. Ch 22 - Two charges to finish in 5 turns reliably, or one charge if you 
don't mind save/loading for a crit on the boss.
8. Ch 24 - Use 1 again charge to finish in 2 turn.

Recommended Shopping List.  You should be fairly stingy with your shopping.  
You'll get most of what you need from chests, thieves, and recruits.  Spend 
the rest of your money on stat boosts, forges, and the base arena.
3 Javelins, 2 Hand Axes, 2-3 Door Keys, 1 Wyrmslayer, 2 Dragonpikes, 1 Physic, 
stat boosts in Ch 21 secret shop. 

Q: Lunatic mode is too difficult!! How do I make the game easier?
1. Complete Hard mode (must get the best ending) to unlock male class limits.  
This lets you do helpful things like make Aran into a general and gives you a 
much more flexible male My Unit.
2. Use Everybody's Situation.  You can get some ridiculously good items 
(Roro's Axe, Camus's Lance, Kleine's Bow, and Ogma's Sword are some of the 
best weapons in the game and you can get multiples of them), temp buffs, and 
free XP.  If you have an emulator, you can 'cheat' by setting your windows 
clock ahead a day at a time and reaping tons of everybody's situation rewards.
3. Use the wifi features such as the free Rainbow Potion.  Rainbow Potion 
makes the whole game significantly easier.
4. Find someones save file that has already completed Lunatic mode so you can 
access stat boosters in the base store.
5. Save/load for growths from save points often.  You can really only feasibly 
do this for one unit per save point, but it adds up.
6. Skip some items/recruits - most of them are garbage past Merric anyway, and 
if they don't have an item you want, just kill them.  Ignore turn counts and 
take as long as you want to complete maps.  This will make your end of game 
score suffer but you probably don't care if you're reading how to make the 
game easier.

Lunatic Reverse Mode:  If you complete the game on Lunatic mode, you can 
access Lunatic Reverse mode, where enemies always attack first even on player 
phase.  What happens with attack phases on Lunatic Reverse?  As you can see, 
the game mercifully lets you get in an attack even if the enemy is doubling 
your unit.

You attack an enemy and neither of you double - Enemy, You.
You attack an enemy and you double - Enemy, You, You.
You attack an enemy and they double - Enemy, You, Enemy.
You attack an enemy w/ a hero weapon and both of you double - Enemy, You, You, 
Enemy.

Some more notable features and tactics of Lunatic Reverse:
My Unit starts with 2 Vulneraries instead of 1.
Counterattacks are more important because they free you to heal on player 
phase and allow you to perform multiple attacks against multiple enemies.
Healing is more important because everyone but longbow snipers will be taking 
more damage.
Ranged units are more important for finishing enemies off without taking 
damage.
Killing an enemy in as few attacks as possible is more important, because you 
can't often 'finish off' an enemy without taking damage.
Enemies attack first even in the arena/coliseum. This makes leveling growth 
characters more difficult, and makes the coliseum more or less impossible to 
all but your most overpowered units like My Unit.
Any character that gets one shot will need to level up as a ranged unit, or 
level up exclusively in the arena. You can't reliably feed them melee range 
kills because they'll probably get one shot.
Male class limits are removed by default since you have to clear Lunatic mode 
first, which makes the early game easier since you can make Aran into a 
general, etc. There are also stat boosts in the shop, 1 of each type besides 
the Boots.  These stat boosts actually make the early game easier if you apply 
them to the right units.
Units that can be 3RKOed or higher instead of 2RKOed are much much more 
valuable because they don't have to be healed every time they want to attack.  
DEF is an even more important stat than before.  That's why a Knight MU with 
extremely high starting DEF is the best choice for Lunatic Reverse.  Spending 
a number of levels as a dracoknight will help your fliers like Catria, Palla, 
and Shiida develop higher DEF for when they need to switch to Paladin or 
Swordmaster later.
Using Fortify once or twice per turn will be an essential tactic in the mid to 
late game to fully restore everyones HP before enemy phase and make up for the 
damage everyone will be taking. That means placing Feena next to your A staff 
user, bringing 2 A staff users, or making Xane copy the A staff user for at 
least part of the chapter. That also means you'll need to grab as many Fortify 
staves as you can get.

My Turn Counts as a Knight (+2 STR, +1 DEF, +SKL/SPD) on Lunatic Reverse while 
following the conditions stated at the beginning of this guide: No wifi, all 
recruits, all chests and item drops, no deaths, etc.
P01 : 4 turns
P02 : 4 turns
P03 : 4 turns
P04 : 4 turns
P05 : 5 turns
P06 : 3 turns
P07 : 3 turns
P08 :11 turns
C01 : 8 turns
C02 : 7 turns
C03 :17 turns
C03x: 6 turns
C04 : 8 turns
C05 :12 turns
C06 : 7 turns
C06x: 1 turn
C07 : 5 turns
C08 : 6 turns
C09 : 7 turns
C10 : 5 turns
C10x: 1 turn
C11 : 7 turns
C12 : 6 turns
C13 : 8 turns
C13x: 3 turns
C14 :10 turns
C15 : 8 turns
C16 : 6 turns
C16x: 2 turns
C17 : 6 turns
C18 : 2 turns
C19 : 7 turns
C20 : 18 turns (or 7 if you skip items/reinforcements)
C20x: 7 turns (or 5 if you skip chests)
C21 : 9 turns
C22 : 5 turns
C23 : 6 turns
C24 : 2 turns
Total:  240 turns.  You can cut off about 20-30 turns if you start skipping 
items and recruits or use wifi features like the rainbow potion or additional 
again and rescue staves from the wifi store.

2b. My Unit Creation

Male Base Stats
Mercenary:    20 HP, 6 STR, 0 MAG, 11 SKL,10 SPD,3 LCK, 5 DEF, 0 RES
Fighter:         24 HP, 9 STR, 0 MAG, 6 SKL, 7 SPD, 3 LCK, 3 DEF, 0 RES
Cavalier:       20 HP, 7 STR, 0 MAG, 5 SKL, 7 SPD, 3 LCK, 7 DEF, 0 RES
Knight:          20 HP, 8 STR, 0 MAG, 5 SKL, 1 SPD, 3 LCK, 11 DEF,0 RES
Archer:         18 HP, 7 STR, 0 MAG, 6 SKL, 5 SPD, 3 LCK, 6 DEF, 0 RES
Mage:           18 HP, 2 STR, 3 MAG, 4 SKL, 4 SPD, 3 LCK, 2 DEF, 3 RES

Female Base Stats
Myrmidon:          18 HP, 5 STR, 0 MAG,12 SKL,12 SPD, 3 LCK, 4 DEF, 0 RES
Cavalier:             20 HP, 7 STR, 0 MAG, 5 SKL, 7 SPD, 3 LCK, 7 DEF, 0 RES
Pegasus Knight: 18 HP, 6 STR, 2 MAG, 8 SKL, 8 SPD, 3 LCK, 5 DEF, 6 RES
Archer:              18 HP, 7 STR, 0 MAG, 6 SKL, 5 SPD, 3 LCK, 6 DEF, 0 RES
Mage:                18 HP, 2 STR, 3 MAG, 4 SKL, 4 SPD, 3 LCK, 2 DEF, 3 RES

Base+Class Growths before bonus choices:
        HP     STR    MAG   SKL    SPD    LCK    DEF    RES
Flier   60     35     0     50     55     60     30     10
Cav     70     40     5     55     40     60     35     5
Knight  90     40     0     50     30     60     50     0
Archer  70     35     5     50     60     60     30     0
Merc    80     45     0     55     50     60     30     0
Myrm    70     35     5     50     60     60     25     5
Fighter100     65     0     55     40     60     25     0
Hunter  70     45     0     45     55     60     25     0
Pirate 100     55     0     45     60     60     20     0
D. Mage 50     10     35    50     50     60     5     30
Mage    50     15     45    50     45     60     5     20
Sage    50     10     35    50     50     60     5     30
Cleric  50     10     25    45     50     60     10    40
Curate  50     10     25    45     50     60     10    40

Flier = Pegasus Knight, Dracoknight, Falcoknight

You can only choose each stat type once between Past, Present, and Future 
choices. If you choose Farmer's Child for +4HP, you cannot choose Strength or 
Seeker for additional HP.  This is why you only get 4 Present choices and 3 
Future choices.

My Unit Past
1. Merchant's Child 商人の子 - LCK+2, RES+2, growth rate up by 5% (3.95 pts)
2. Clergyman's Child 聖職の子 - DEF+2, growth rate up 0% (2 pts)
3. Orphan 孤児 - STR+2, MAG+2, growth rate up 5% (3.95 pts)
4. Farmer's Child 農村の子 - HP+4, growth rate up 10% (8.90 pts)
5. Noble's Child 貴族の子 - SKL+2, SPD+2, growth rate up 5% (3.95 pts)

My Unit Present
Wisdom 賢さ - LCK+1, RES+1, growth rate up by LCK +10%, RES +5% (LCK +4.90, 
RES+2.95 pts)
Kindness 優しさ - DEF+1, growth rate up 5% (2.95 pts)
Heterogeneity 異質さ - STR+1, MAG+1, growth rate up 10% (4.90 pts)
Strength 強さ - HP+2, HP growth rate up 20% (9.80 pts)
Beauty 美しさ - SKL+1, SPD+1, growth rate up 10% (4.90 pts)

My Unit Future
Wealth 富裕者 - LCK, RES growth rate up by LCK +15%, RES +10% (LCK+5.85, 
RES+3.90 pts)
Philanthropist 博愛者 - DEF growth rate up 10% (3.90 pts)
Recluse  隠遁者 - STR, MAG growth rate up 15% (5.85 pts)
Seeker 求道者 - HP growth rate up 30% (11.70 pts)
Honour 栄誉者 - SKL, SPD growth rate up 15% (5.85 pts)

So what do those percentage points add up to on average over My Units 38 
levels of growth?  Even though the present and future choices offer less 
points up front, on average they'll reward more points as you level up your 
character to 20/20.  Sometimes the difference is pretty small, though.  For 
example, the difference between Honour and Noble's Child is only about 2 
SKL/SPD points over 38 levels.
Approximately:
5% = 1.95 points
10% = 3.90 points
15% = 5.85 points
20% = 7.80 points
30% = 11.70 points

My Unit choices:
Depending on what starting weapon you choose for your male My Unit, you can 
swap between any of the following classes.  Choose whatever set of classes 
corresponds to the weapon type you'd mainly like your male My Unit to use.  
Note that you must have male class limits removed to be able to switch between 
Male A and Male B classes.
Cavalier/Paladin, Myrmidon/Swordmaster, Mercenary/Hero, Horseman - Sword
Cavalier/Paladin, Dracoknight, Knight/General - Lance
Fighter/Warrior, Pirate/Berserker, Hero, Dracoknight - Axe
Archer/Sniper, Hunter/Horseman, Warrior, General - Bow
Mage/Sage, Dark Mage/Sorceror, Bishop - Tome/Stave

If Male class limits are removed, any character can switch to Swordmaster or 
Sniper and use one Arms Scroll and instantly have B level silver sword/bow 
access.  This makes leveling up lances or axes more appealing, since you can 
reach B sword/bows with very little effort.

Knight - Even with the +15% SPD he'll have 45% SPD, which is tough to get 
growths out of.  However you can always swap him to a faster spear using class 
at some point.  If you get lucky or reload for SPD growths, you can get him a 
sizable amount of DEF and SPD by the end of the prologue and reclass them to a 
slightly faster cavalier, assuming male class limits are removed.  This is a 
great choice for Lunatic Reverse where a high DEF tank is useful for the 
prologue and beyond - just keep in mind you will have to reload for 45% SPD 
growths for the first couple levels so he doesn't get doubled by bandits and 
mercs during the prologue.  This isn't a big deal since the prologue chapters 
take 1-2 mins at most to complete.  Knight MU easily has the greatest 
potential of any MU choice due to his ridiculous DEF potential.  Once he has 
30 DEF as a Draco or Paladin he will be nearly invincible to physical damage 
for the majority of the game.  And don't think he'll be left out of using 
axes - it's fairly easy to level his axes as a draco or berserkser with an 
arms scroll.
Recommended growths: +2 STR/MAG, +1 DEF, +SKL/SPD

Cavalier - A decent choice if you want to swap between the spear and/or sword 
using classes.  Males start with D in lances, while females start with D in 
swords.  While their bases are nice, their growths tend to be mediocre even 
after you choose bonuses to patch things up with.  During the prologue, their 
SPD isn't high enough to double much and their DEF doesn't make them super 
tanks like the Knight.  On the other hand, you won't have to reload for SPD 
growths to avoid being doubled during the prologue like the Knight.
Recommended growths: +4 HP, +1 STR, +SKL/SPD or +2 STR, +2 HP, +SKL/SPD

Pegasus Knight (female only) - At best they will be another Catria, which is 
great, but you will be missing out on the male exclusive classes (berserker, 
mostly) which makes this choice less flexible than a Knight or Fighter.  A 
female MU is appealing if male class limits are imposed because you can switch 
between a general and a paladin and fly around before promotion.
Recommended growths: +4 HP, +1 STR, +DEF

Myrmidon (female only) - SMs are pretty godlike especially if you can cap 
their HP/DEF.  Swords are kind of a waste for MU, though, since anyone can 
swap to Swordmaster and use an arms scroll for an instant B in swords, while 
lances or axes requires dedicated leveling.  A female MU is appealing if male 
class limits are imposed, because you can switch between a general and a 
paladin.
Recommended growths: +2 DEF, +2 HP, STR/MAG

Fighter - Probably the best Male B class, but if male class limits are not 
removed, you'll miss out on draco My Unit, which is a very useful class.  Once 
you reclass him as a pirate he will have great SPD growth and will easily 
double enemies.  The main reason to choose a fighter is because you don't get 
any really good axe users over the course of the game.  While pirate/berserker 
My Unit is quick to cap STR/SKL/SPD, he'll lag behind on DEF and you'll likely 
need to give him Dragon Shields to help.  Giving him a role as a general or 
draco for a couple chapters for more DEF growths is a good idea as well.
Recommended growths: +2 SKL/SPD, +1 STR/MAG, +DEF

Mercenary - A solid choice as long as male class limits are removed.  You 
don't want to be locked into Male B with swords and be unable to switch to the 
superior swordmaster later.  Heroes really aren't that good in this game.
Recommended growths: +2 DEF, +2 HP, STR/MAG

Mage or Archer - Probably the least useful My Unit choice because you already 
get some decent to good casters (Malliesia, Etzel, Merric) and bow users 
(Hunter Draug).  Any promoted unit can instantly get a B in bows as a sniper 
by using an arms scroll, so leveling up an archer from scratch is a bit of a 
waste.
Recommended growths: +4HP, +1 STR/MAG, +SKL/SPD


2c. Game Data

Check here for the game data:
http://serenesforest.net/fe12
http://sites.google.com/a/tbstactics.com/mjguide


2d. Character Review
This is not a tier list, but a look at some characters to determine when and 
how long they are useful in your party.  It does not try to compare characters 
on some vague 'usefulness scale' that has little to no application to the 
game.  First, keep in mind that in the early game you're encouraged to use 
units with poor growths and dispose of them later, such as Aran.  This isn't a 
big deal as you get tons of XP due to the high enemy density of Lunatic mode.  
Changing classes is a frequent occurrence to meet the demands of Lunatic 
mode.  Sometimes you want Aran to be a general, sometimes he's better off as a 
dracoknight.  This is especially true of your prepromotes (Aran, Sirius) whose 
access to promoted classes makes them especially flexible and useful early 
on.  Male characters are reviewed with male class limits locked and male class 
limits removed.

Best party in the game: My Unit, Luke, Draug, Catria, Shiida, Palla, Sirius, 
Malliesia, Etzel, Xane, and Feena.

A * next to the unit means I think they are worth using long term for the 
majority of the game.
A ! next to the unit means I think they are worth using short term for a few 
chapters at most, then left behind.
Units not listed are not recommended to ever take up an active deployment 
spot.  This does not include characters you are forced to bring in order to 
recruit other characters.

Marth - He has some decent growths that will make him a decent sword user that 
can take a hit and dish some damage back.  He can open chests but not doors.  
He's the only person who can capture thrones and visit villages as well.  
Unfortunately about mid-game his speed growths on average start to suck 
compared to enemies and he'll end up getting doubled and killed unless you 
give him some +SPD help.  Marth needs 27 SPD to avoid being doubled by Medeus, 
which he can get with his 25 SPD cap and +2 automatically from the shield of 
seals.  In fact he only caps SPD on average at level 30, so you more or less 
need to set aside a Speedwing just so he survives one of Medeus's attacks and 
doesn't get doubled.  Only Marth's Falchion is effective against Medeus.  If 
you are speedrunning, expect Marth to fall behind in levels due to the fact 
that he is constantly on the move and doesn't have many opportunities to hit 
things for XP.  You will have to make up for this by giving him stat boosts 
and leveling him in the base arena.

*My Unit - Without question the most uber and broken unit in the game.  Before 
My Unit even shows up, you can customize his/her growths and stats in an 
optimal manner for their chosen class.  Next, you can easily reload for 
growths during the prologue chapters since they're 1-2 mins at most.  This 
gets him/her off to a ridiculous start right from the beginning of the game.  
If you start out as a class with high base DEF like cavalier or knight, your 
MU will be a nearly invincible tank capable of nearly soloing most early and 
mid game chapters.  It's best to overlevel My Unit and promote him early so 
that you can take advantage of his relatively amazing stats vs early and mid 
game enemies.  Once you hit Ch 14 he starts to lose a bit of steam vs the 
heavy magic damage from mages/sages, but throwing Talismans on him will help 
out a lot.
Recommended (Set A): Knight (starting class), Cavalier, Paladin, Dracoknight, 
Swordmaster, Sniper
Recommended (Set B): Fighter (starting class), Pirate, Warrior, Berserker, 
General
Recommended (Set C): Pegasus Knight (starting class), Cavalier, Dracoknight, 
General, Swordmaster, Sniper

*My Unit Male Class Limits Removed: Even more uber than the original My Unit.  
After promotion you can switch to berserker to level his axes from D to C, 
then use an arms scroll from C to B.  Having a dracoknight MU with an A in 
axes and spears is completely ridiculous and will dominate the early and mid 
game.
Recommended: (Merged Set A and B): Knight (starting class), Cavalier, 
Dracoknight, Paladin, General, Berserker

*Luke - Good base stats and growths.  He makes a good sword user or sniper.  
He also gives support to My Unit, making him even more valuable.
Recommended: Myrmidon, Swordmaster, Sniper

*Luke Male Class Limits Removed: If you make Luke into a Mercenary he'll have 
+10 HP, +10 STR, -10 SPD, and -10 RES compared to Myrmidon, which is a pretty 
good trade off considering how far ahead SMs usually are on the speed growth 
curve.  You can also make him into a good horseman once he has an A in bows as 
a sniper, which will give him B as a horseman.
Recommended: Myrmidon, Swordmaster, Sniper, Horseman

!Rody - 15 more SPD but 10 less STR compared to Luke.  The big problem with 
Rody are his poor base stats, which suck even for a level 1 unit.  If you 
don't have male class limits removed then I suggest benching him after Ch 3 or 
4.  The reason Luke is worth using over Rody is because he'll quickly have 
enough SPD to double enemies as a Myrmidon, making him pretty useful, while 
Rody mainly uses spears and can't easily switch to Myrmidon.
Recommended: Cavalier

!Rody Male Class Limits Removed: He will make good Hunter with 90 HP, 55 STR 
and 75 SPD.  Even though his bases give him a slow start, he'll eventually 
outclass hunter Draug on average.  You do have to work him out of level 1, 
though, and you can't reclass him during the prologue.  He also has support 
with My Unit, for what it's worth.  Unfortunately, I feel he's still not worth 
the effort compared to hunter Draug, since Draug has a 5 level lead on him.
Recommended: Hunter

!Cecil - She starts out with decent base stats, but her growths are a mixed 
bag.  Her survivability is awful so cavalier, pegasus knight, and myrmidon are 
out.  She has better MAG and SPD than Linde, but she doesn't get access to 
early Aura, and she has to work out of E tomes, which means her better growths 
are likely not worth the extra effort.  Use her in Chapter 1 as a cleric or 
mage then dump her permanently.
Recommended: Cleric or Mage

!Gordon - He starts out with decent base stats, but 10 SPD and 20 SKL is a 
death sentence.  Use him to do some chip damage in Chapters 1-3 and then bench 
him.
Recommended: Archer

!Ryan - Suffers from a lowish 25 SPD.  You should probably leave him as an 
archer because the archer 30 SPD will help counteract his base 25 SPD.  He 
makes a decent archer for the early game chapters but he is not a long term 
unit because bow users are all about SPD and Ryan doesn't have what it takes.
Recommended: Archer

!Ryan Male Class Limits Removed: Making him into a hunter gives him 50 instead 
of 55 SPD, but the extra MOV and +10 STR of the hunter class outweighs it.  
His low SPD means he won't be useful for much besides one shotting air units, 
which is not as useful compared to a faster hunter that can double for most of 
the game such as Draug.
Recommended: Hunter

*Draug - He's pretty much the best bow user to level up from scratch.  He has 
a level and base stat lead on Rody and his SPD growths dominate the other bow 
using candidates.
Recommended: Hunter, Horseman, Sniper

!Aran - Does the number 0 mean anything to you?  His base growths are almost 
nonexistent so all XP on him is wasted.  Still, being a promoted unit that can 
use silver spears is valuable for a number of early chapters.  He stops being 
useful after Ch 5 or so.  Dump him ASAP.  It is possible to get through the 
game without using him, but when you're going to throw away half of your early 
game party anyway, you may as well take the throwaway unit that's more useful 
than the others.
Recommended: Swordmaster, Dracoknight, Sniper

!Aran Male Class Limits Removed: He makes a decent general for the very early 
game.  You should still toss him ASAP.
Recommended: Swordmaster, Dracoknight, Sniper, General

*Malliesia - She makes a perfect healer with her high MAG growth, especially 
when using Fortify.  She can also use the Hammerne, which you'll need to 
repair your Rescue and Again staves.  She even makes a great Starlight user if 
you give her an arms scroll to get to C tomes, since she naturally has very 
high MAG and SPD.
Recommended: Cleric, Sage

*Catria - Good base stats and great growths with a base 50 HP, 40 STR, 60 SKL, 
55 SPD, and even her base 20 DEF isn't too bad.  The game sort of forces you 
to early promote her if you want to get all the loot on Ch 7, unless you have 
another comparable dracoknight like an early promoted spear/axe using My 
Unit.  She's pretty much the most godlike unit in the game next to My Unit, so 
use her well.
Recommended: Pegasus Knight, Cavalier, Paladin, Falcoknight/Dracoknight, 
General, Swordmaster, Sniper

!Linde - She has unfortunately low 10 MAG, even though her 60 SKL and 55 SPD 
are great.  She can use Nosferatu and Aura early on, which are two very useful 
tomes.  It's not her stats that are the problem, but her gender - she can't 
use Excalibur due to being a female.  While she's useful for the early game 
with her strong Aura and Nosferatu, her damage and durability start to falter 
mid game and never recover.  I don't recommend using her much if at all.
Recommended: Mage

*Palla - She has 5 base SPD growth which means she is going to be very slow 
unless you feed her speedwings or reload for SPD growths.  She also strangely 
has 20 LCK, which is really poor for a pegasus knight - don't try throwing her 
at any enemies wielding killer weapons.  Try to avoid early promoting her so 
she has more chances to grow in SPD.  Despite her low SPD growths, her bases 
and other growths make her an excellent unit, just not as good as Catria.  
Expect to give her at least 2 Speedwings so she can keep up with enemy SPD.  
Make sure to level her in the high SPD growth classes like Dracoknight, 
Swordmaster, or Sniper.
Recommended: Pegasus Knight, Cavalier, Paladin, Falcoknight/Dracoknight, 
General, Swordmaster, Sniper

!Julian and Rickard - Your pair of thieves are useful for grabbing chests when 
the need arises.  Just don't let them get caught.

!Yumina - Another healer.  She's a decent stave user if you happen to need one 
during the early game, but her base stats and growths don't warrant her a 
permanent position.
Recommended: Cleric

*Sirius - His 55 HP, 50 STR, 35 SKL, 40 SPD, and 35 DEF growths are good, 
although his base stats are mediocre for a promoted unit.  Unlike Aran, he'll 
grow into a decent permanent party member although his stats will lag behind 
your other units.  Once his Dracoknight SPD starts to look a little lame, 
switch him to SM permanently.  SM is pretty much the only class he'll ever cap 
SPD in, and thankfully he already has an A in swords.
Recommended: Paladin, Dracoknight, Swordmaster

*Sirius Male Class Limits Removed: You can change him to a general which can 
help on some early game maps.
Recommended: General, Paladin, Dracoknight, Swordmaster

*Shiida - She has very high SKL/SPD growths, but only 20 STR and 30 HP 
growths.  Her Wing Spear is very useful, though, making up for her crap STR 
when up against knights and cavaliers.  Similar to how Palla sucks at SPD, 
Shiida will need Energy Drops to keep up in STR unless she gets lucky growths.
Recommended: Pegasus Knight, Cavalier, Paladin, Falcoknight/Dracoknight, 
General, Swordmaster, Sniper

*Feena - Awesomesauce dancer that you should use and abuse a lot.

*Merric - His 10 MAG is crappy but no worse than Linde, and his SKL/SPD is 
pretty good at 45/50.  You need to bring him to the final chapter if you want 
to recruit one of the 4 bishops, and he can provide A support for Marth vs 
Medeus (that extra 5 crit and 10 hit/evade means a lot there).  His Excalibur 
can one shot most flying units, making him instantly useful and easy to level 
up and promote quickly.  And of course he can break out of E in staves very 
quickly.  If you need to use the physic staff and Merric is halfway to C 
staves, make him a bishop temporarily and he'll be able to use physics with 
only a small hit to his MAG. On Lunatic Reverse his lack of staves makes him 
less attractive.    If you are playing Lunatic Reverse or trying to speedrun, 
you should take Etzel over Merric.  If you are playing on Lunatic or don't 
care about speedrunning, take Merric.
Recommended: Mage, Sage

*Etzel - The main argument for Etzel is that he comes pre-leveled with D 
staves and B tomes and can one shot wyrms with excalibur just as well as 
Merric.  Where he falls short is trying to take on Gharnef, where he's highly 
at risk of being RNG screwed and you'll need to take extra staff users to 
support him unless you feed him stat boosts.  If you want to speedrun the 
game, however, you will have to take Etzel for his stave level lead on Merric.
Recommended: Sorcerer

*Etzel Male Class Limits Removed: He comes with D staves which is more 
attractive in Lunatic Reverse where almost everyone is taking a lot more 
damage.  You also get a lot more stat boosts in Lunatic Reverse, which makes 
patching him up with boosts a more viable strategy.  If you are playing 
Lunatic Reverse or trying to speedrun, you should take Etzel over Merric.  If 
you are playing on Lunatic or don't care about speedrunning, take Merric.
Recommended: Sage

*Xane - The unique copycat unit.  He's as good as your current party members 
are.  Having a second My Unit running around never hurts.  Xane stays 
transformed for 5 turns, then reverts back on the 6th turn.  He retains his 
pre-transformation HP after transforming, so you'll usually need to heal him 
before he's ready to go.

!Nagi - A mamkute with better stats than Tiki.  She can nearly one shot the 
dragons in Chapters 22-24, so she's worth taking once in Chapter 23 if your 
other characters aren't as useful at dragon slaying.


Lunatic Usefulness Ratings, based on the conditions stated at the beginning of 
my guide:

Extremely Useful: These units are unique and make the impossible possible. 
You'll find speedruns more difficult if not impossible without them.
Knight My Unit - The most key unit in the game. Capable of soloing half the 
map in the early game. Mid-late game still retains key roles that are 
implausible or impossible for your other party members, such as a 30 DEF A 
axes and A spears draco.
Xane - Your 'My Unit' clone.
Catria - Her growths make her a goddess. She makes a perfect Falcoknight as 
well.
Palla - Needs speedwings, but the results are worth it, making her almost as 
good as Catria.
Shiida - Super fast and her wing spear is amazing.
Malliesia - Her high MAG Fortify spam is a game changer, plus Hammerne for 
keeping those Rescue and Again staves up. And no, you can't afford to take 
someone else as a healbot and 'swap Malliesia in' when you need to repair. It 
just does not work out. You want low turn counts, you take Malliesia. Also if 
you give her an arms scroll she can use Starlight and her naturally high MAG 
and SPD make her pretty effective against him, probably more so than Etzel who 
will struggle to avoid being ORKOed.
Feena - Extremely useful dancer. Responsible for countless essential 
strategies.

Very Useful: These units are great, but aren't going to outshine the stats and 
variety of strategies that the extremely useful characters are capable of.
Draug - The best bow user to train from scratch.
Luke - Kind of a second string unit to Catria, Palla, and Shiida, but he makes 
a good exclusive SM or possibly a sniper.
Etzel - Excalibur, starts with D staves, Gharnef slaying possible with some 
stat buffs.

Fairly Useful: They have drawbacks that prevent them from being star players 
in a party.
Marth - Sucks for most of the game, but you need him to kill Medeus in a 
timely manner. He's mostly a liability, but you kind of need him to keep 
progressing in chapters.
Sirius - Starts out strong, but his mediocre bases catch up to him and he'll 
struggle mid-late game. Even as a SM his SPD will struggle to keep up with mid-
late game enemies.
Rody - Not as good as Draug, but he does grow into a decent bow user and gives 
My Unit support as a bonus. Yes, unlike other (slow as hell) bow users you 
could try to level up from scratch, Rody can actually hang in a speedrun.  
This makes him potentially far more useful than growth characters that join 
too late or terrible prepromotes.
Aran - Very useful for the first 6 chapters, but should be left behind 
afterward.
Merric - Makes a great sage, but his lack of staff levels will hurt your turn 
count if you use him.. and turn counts are what it's all about, right?

Not very useful: These characters are deployable for a chapter or two, but 
their usefulness quickly expires.
Nagi - Probably the most useful temporary unit, since she can nearly one shot 
Ch 22-23 dragons, which even your best units can't do without forges.
Ryan - Useful in prologue and for Ch 1-4 as a hunter. Too slow to keep using.
Yumina - Decent backup healer for a few early game chapters.
Linde - Useful in Ch 3x to aurabomb knights and get a 6 turn clear.
Cecil - Useful in Ch 1 as a sage. She's like a more fragile version of Shiida 
without the wing spear.. really not worth the effort.
Wendell - Useful in Ch 9 as a backup healer that can cross desert terrain 
easily.
Gordin - Useful in Ch 1-2 as an archer/hunter. Too slow to keep using.
Athena (prologue only) - Rocks in the prologue as she can double almost 
everything and ORKO archers.
Cain (prologue only) - High stats during the prologue, will kick plenty of 
butt in Prologue 8.

Not useful: Not worth deploying except to recruit other characters.
Jeorge - Um ok.. he has A bows. Your bow users need to be doubling enemies to 
be more than dead weight to a team, just like any other damage dealer.  Being 
able to one shot fliers is not enough.
Tiki - Great, you get a dragon slaying mamkute JUST as you finish off the last 
of the dragons on Ch 14. Once the dragons (not wyrms) start showing up in 
large numbers again in Ch 22, you get Nagi, who is almost entirely better than 
Tiki.
Ellerean - Um yeah.. he's like Merric.. except he can't use excalibur at 
jointime, and hie growths are worse.
Minerva - A axes but can't switch to berserker due to being female.  Extremely 
slow yet unlike Palla doesn't have the bases or growths to make up for it 
elsewhere.
Leiden - Growth character that joins too late. Will slow down a speedrun with 
their lower stats and XP siphoning.
Frey - Growth character that joins too late. Will slow down a speedrun with 
their lower stats and XP siphoning.
Roger - Growth character that joins too late. Will slow down a speedrun with 
their lower stats and XP siphoning.
Nabarl - Growth character that joins too late. Will slow down a speedrun with 
their lower stats and XP siphoning.
Ogma - Too slow, not even worth it as a growth character.
Barst - Growth character that joins too late. Will slow down a speedrun with 
their lower stats and XP siphoning.
Warren - Way too slow. If you want a temporary early game archer, go for 
Gordin or Ryan.
Bord - Err yeah.. so what if he can use a hammer on Ch 3x? Other characters 
can 6 turn 3x more efficiently and reliably.


2e. Class Review
Classes are rated in usefulness based on the stated objectives at the 
beginning of this guide.

Good Classes:
Pegasus Knight - Great class for doubling almost every early game enemy and 
covering difficult terrain.  Their high base RES lets them kill early game 
mages easily.  Their only weakness is that their 8 MOV isn't quite as good on 
flat terrain compared to the Cavalier.

Dracoknight - Pretty much the most useful damage dealing class for the mid 
game as far as MU, Palla, Catria, and Shiida are concerned.  They will all be 
fast enough as Dracos to double most enemies while taking advantage of the 
Dracos high base STR, DEF, and MOV.  Even slower Dracos like Sirius can be 
useful when you need to bring as many fliers as possible to a chapter.

Falcoknight - Due to the circumstances involving when Elysian Whips are handed 
out (Ch 11 and 16) and when you're likely to early promote all of your units 
(Ch 12), you can realistically only have one Falcoknight.  It's a choice 
between Shiida, Palla, and Catria.  Falcoknights are extremely useful because 
they are flying sword users with 26 SPD.  Add in the Star Orb +2 SPD buff and 
you've got a 28 SPD flier, making them essential for flying over difficult 
terrain and ORKOing enemies.

Dancer - While ridiculously frail, the dancer is essential for countless 
strategies - they make the impossible possible.  You'll want to take them on 
almost every chapter you possibly can.

Chameleon - What's better than one My Unit?  TWO My Units, of course.  Another 
essential class you'll almost never want to go without, despite their 
drawbacks.

Sniper - Let's count the ways that the sniper is awesome.  5 bonus hit and 
crit.  Only class that can use longbows.  29 SPD cap.  Base C in bows.  30 SPD 
growth.  Just plain better bases than the Horseman.  The only thing holding 
them back is their 7 MOV and bow-only weapon usage.

Swordmaster - Another case of terminally awesome.  10 bonus evade.  Base C in 
swords.  Extremely high SPD base and growth along with 30 SPD cap means they 
will almost always double their targets.  STR cap of 24 is also excellent 
considering their SPD cap.

Sage - You can't reasonably get through Lunatic mode without a healer or two, 
and Sages are the best healers you can get.  Their high MAG means better heals 
and more damage.  Male sages are especially useful for nuking flying enemies 
with Excalibur.  You can't get past Chapter 23 without a good Sage to kick 
Gharnefs ass with, unless you want to try killing Medeus without the Falchion 
in a reasonable amount of time.  This makes the Sage more important than most 
classes for clearing the game.


Decent Classes:
Lord - Annoyingly low SPD growth and 25 SPD cap ensures your Lord will never 
be a stellar sword user like the SM.  They'll also be annoyingly slow mid-game 
and get doubled by all but the slowest enemies.  Not to mention they are 
usually running like hell towards some castle or throne or other and won't 
have much time to stop and hit things for XP.

Cavalier - Decent all around class.  With the highest MOV of any unpromoted 
class, you will rely on them to cover great distances during the early game.  
However it takes a certain type of uber unit to make up for the Cavaliers 
mediocre base stats and growths, namely My Unit, Palla, Catria, and Shiida.

Hunter - If you want to level someone as a bow user, these guys will perform 
very well.  Still, they aren't nearly as good as snipers or horsemen due to 
their low MOV and lack of base weapon level.

Mage - An OK class if you need to level a caster like Merric, but they can't 
use staves.  Promote to Sage asap.

Cleric/Curate - An OK class to level your healers in, but their 5 MOV is 
terrible.  Promote to Sage asap.

Bishop - Sacrifices MAG for higher staff level and more RES.  Not the best 
caster class to be in, but if you need to bump a units stave level up 
temporarily so they can use a certain level of staff, you don't have much of a 
choice.

General - Generals have great base DEF, but their low SPD and MOV hinders 
their usefulness.  If you can get a Draco or Paladin to 30 DEF they will be 
superior to the 30 DEF General in almost every way.  Generals are useful for 
the mid game when My Unit hasn't quite built up the huge amount of DEF needed 
to get anywhere near the Paladin or Draco cap of 30.   Catria, Shiida, and 
Palla all make good generals because they'll never hit the Paladin DEF cap 
without a boatload of stat boosts.  General Aran and Sirius can make some 
early game chapters much easier since they are fast enough to not get doubled 
and still have ridiculous DEF for that point in the game.

Horseman - Inferior to the Sniper except for one stat - MOV.  Sometimes you'll 
need that extra MOV to pull off a strategy that the Sniper just can't reach.  
Unlike the Sniper, they can keep up with your 9-10 MOV units on long distance 
run chapters.  Their 30 SPD cap means they'll be kicking ass all the way to 
the final chapter.

Paladin - Unlike the Cavalier, Paladins aren't quite as useful by the time 
you're in the mid-game and everyone is promoted.  This is mostly due to the 
superior Dracoknight and Falcoknight, who have higher base DEF and STR and can 
fly.  Paladins do have a very high base RES, though, which makes them ideal 
for tanking if you can get them to 30 DEF, which is pretty much only possible 
with a Knight MU unless you dump stat boosts on Palla or Catria.  Their 
abnormally high RES also makes them useful for tanking mid-late game casters 
that would hit like a truck otherwise.

Berserker - 30 STR and 28 SPD means they will double almost everything and hit 
like a ton of bricks.  Bonus 10 to crit makes them even more destructive.  
Their 2 MOV cost on water combined with their SPD makes them useful in several 
situations where a flier is too slow or too vulnerable to do the job.  
Unfortnately their 7 MOV sucks and their low DEF/RES makes them especially 
fragile against multiple enemies or casters.  They are also the perfect class 
to start leveling your My Unit axes with.


Outclassed Classes:
Knight - Only useful on flat terrain where movement isn't an issue.  Their 5 
MOV and very low SPD really hurts them, especially in the early game where 
nobody has a very high base SPD yet.  Only a SPD blessed knight MU can pull 
off the knight class with any success, and even then you'll want to switch 
them to Cavalier once you're past Chapter 1.

Archer - That extra 5 SPD growth doesn't make up for their worse bases and 1 
less MOV compared to a Hunter.

Mercenary - While they have a bit more HP, STR, and DEF than the Myrmidon, 
their loss of 2 SPD is usually not enough to allow your unit to keep doubling 
early game enemies, which is far more important than 1 more STR and DEF.

Fighter/Pirate - An OK set of classes, but their extremely low DEF means they 
will be paper tigers at best.  Unfortunately your early game healers are not 
likely to be able to keep up with the large amount of HP that needs to be 
healed every time they take damage.

Dark Mage - Compared to a Mage they sacrifice 10 MAG for 10 RES and 5 SPD 
growth, and 1 base MAG for 2 base DEF.  Since MAG is the more important stat, 
there's no real reason to use this class.

Sorceror - Similar to the Dark Mage, they sacrifice MAG for DEF and RES.  No 
point in using this class over the Sage.

Hero - Easily the worst promoted physical damage class.  No 10 crit bonus like 
the Berserker and no 10 evade bonus like the SM.  Terrible caps with nothing 
useful to make up for it.  D base swords and E axes - he can't even use a hand 
axe at promotion.  They get 1 more MOV and 1 DEF cap over the Berserker and 
uh.. that's it.  I'm not aware of any strategy in the game that would make you 
want to take a Hero over a Berserker, Swordmaster, or axe Dracoknight.

Warrior - Warriors are supposed to be 'axe tanks' with higher SPD and STR caps 
than the general, but lower DEF cap.  The problem is that their low DEF/RES 
bases, DEF growths, and 28 DEF cap ensure they'll never be as good a tank as 
the General, Paladin, or Dracoknight.  Compared to a Berserker, they lack the 
10 crit bonus, 2 MOV on water, and have 4 less SPD cap.

Manakete - The only reason this class is marginally useful is because their 
Divine Stones are effective against most dragons.  Maybe possibly worth taking 
in one chapter if your other units can't kill dragons as effectively.

3a. Prologue Walkthrough

3a. Prologue Walkthrough: If you lose characters during the prologue, they 
will come back on Chapter 1 even on classic difficulty mode. Marth's army will 
receive 10000G at the start of Chapter 1, minus 1000G for every unit fallen 
during the prologue, so try not to let anyone fall (this still applies to 
casual mode).  If you don't get Rody or Luke any +HP or +DEF during the 
prologue, they will get one shot by Chapter 1 bandits, so make sure to get 
them at least one HP or DEF growth. 

Your prologue experience will be different depending on what class you chose 
for My Unit.  You can't reclass until Chapter 1.  You can recruit different 
units as the prologue progresses which will alter your strategy.  You should 
probably give Luke more XP than Rody when you have the choice, as Rody isn't 
normally worth using beyond the first few chapters.

The prologue does not count against your end of game ranking, but you can 
still speed through it if you choose.  Prologue turn counts are still listed 
during the end of game credits.

Prologue 1 Lunatic Turns Taken: 3-4
The Lunatic run will be written assuming you rolled a Fighter and male class 
limits are not removed.  You can't allow My Unit to die during the enemy 
phase, so if it looks like they'll be able to kill you after you attack, you 
should move next to the enemy and use your Vulnerary instead of attacking. 
Depending on the class you chose you may have to heal yourself multiple times 
to stay alive.  I suggest retrying the first 2 prologue chapters until My Unit 
gets some good level up stat procs, since it takes less than a minute to go 
through each prologue.  The extra stats are worth it in the long run.  it's a 
fast, efficient way to get My Unit on his/her path to uberness.

Prologue 1 Lunatic Reverse Turns Taken: 4
The Lunatic Reverse run will be written assuming you rolled a Knight w/ +2 
STR, +1 DEF, and +SKL/SPD, and male class limits are removed, since you need 
to complete Lunatic to unlock Lunatic Reverse.  The Lunatic Reverse run is 
more of a speedrun and turn counts are significantly less than my original 
Lunatic run.  Reload for SPD growths which should have a 45% chance to proc.  
You don't have to reload for the other growths as long as knight My Unit isn't 
getting doubled by bandits or mercenaries.  Move straight for Jagen while 
killing the soldier with counterattacks.  Counter Jagen to death while using 
vulneraries.  If you want to clear in 4 turns you'll have to reload until 
Jagen has 11 STR and not 12 STR.

Prologue 2 Lunatic Turns Taken: 4
Depending on My Units class, Luke will either attack My Unit or Ryan 
(Screenshot 1). If you've got a heavy melee class like a General, Luke will 
ignore My Unit and attack Ryan. Either way, place both My Unit and Ryan on a 
fort and attack him while using Vulneraries on whoever is taking damage.  Rody 
will move and attack, so bait and KO him.

Prologue 2 Lunatic Reverse Turns Taken: 4
If your knight has enough STR, he should be able to kill Luke in one turn with 
Ryan's help.  Repeat the same strategy against Rody.


Prologue 3 Lunatic Turns Taken: 4
Luke and Rody might be low level and easily killed, but do your best to get 
them 2-3 levels.  You really want them to get a point or two of HP/DEF growth 
otherwise they'll get one shot in chapter one by bandits, making them pretty 
worthless as melee units.  Position your units so that the north fighter and 
Shiida are not in your attack range (Screenshot 1). After the mercenary and 
fighter are down, heal up on the fort and take on Shiida. She has very high 
speed compared to your units so she is quite dangerous. Trade Rody's Iron 
Lance to Luke then move Luke into Shiida's attack range to survive one of her 
attacks, then finish her off in one turn. Depending on your class My Unit may 
also be able to survive one of her attacks. Afterwards, finish off the 
remaining fighter on the map.

Prologue 3 Lunatic Reverse Turns Taken: 4
Rely on Ryan's bow to weaken/kill enemies and stay in screenshot 1 formation 
while using vulneraries if nobody can attack without dying.  After the merc 
and fighter are dead, pull the remaining fighter and Shiida as usual.

Prologue 3 Intermission Choice:
Yes - Fight and recruit Athena in Prologue 4. I recommend recruiting Athena 
over Gordin.
No - Fight Jeorge and recruit Gordin in Prologue 4.


Prologue 4 vs Athena Lunatic Turns Taken: ?

Blockade the west chokepoint while taking out the incoming enemies. Place Ryan 
near the wall to have a shootout with the enemy archer while healing himself 
with Vulneraries (Screenshot 1) - do not place anyone else north of Ryan until 
that archer is dead. Once the enemy archer is dead you have a bit more leeway 
to move your units around and grind down the enemies more quickly (Screenshot 
2). Swap around your frontline units and use Shiida to take out Athena.

Prologue 4 vs Athena Lunatic Reverse Turns Taken: 4
If you have a knight My Unit with high HP/DEF, you're going to have a pretty 
easy time of this chapter, because nothing short of 4 enemies ganging up on 
him at once will take him down.  Otherwise you'll be in for lots of 
blockading, counterattacking, and healing.  Move one square south of the 
blockade point (Screenshot 1) and tear everything up with counterattacks.  Try 
getting Luke and Rody in for a bit of XP once you're down to 1 or 2 enemies 
left.


Prologue 4 vs Jeorge (recruit Gordin) Lunatic Turns Taken: 5

Jeorge can likely double everyone on your team except Shiida, whom he can one 
shot.  The two archers are unaggroed so stay out of their range.  Line your 
units up along the west wall so they can't get ganged up on and use 
vulneraries/healing to wear the two mercenaries and fighter down (Screenshot 
1).  Once they're gone, place Ryan into the north corner by the wall to aggro 
one of the archers, and the other archer and Jeorge will follow (Screenshot 
2).  Heal Ryan, kill the south archer with My Unit and Ryan, then move Rory or 
Luke north of Jeorge and Shiida south of Jeorge, which will pin him down with 
no targets to hit (Screenshot 3).  The enemy archer will fire but won't be 
able to kill anyone.  On the next turn finish them off.


Prologue 4 vs Jeorge (recruit Gordin) Lunatic Reverse Turns Taken: ?


Prologue 5 Lunatic Turns Taken: 5
Turn 1: Move your vulnerable units NW into the corner.  Place counterattackers 
like Athena or My Unit in the bandits attack range. (Screenshot 1). Two 
hunters and the closest two fighters will approach your party.

Turn 2: You need to kill both fighters while not letting the hunters gang up 
on a vulnerable unit.  Kill one of the hunters if possible. (Screenshot 2)  
The most reliable way to kill the fighters is to take one out using Merric, 
Ryan, and one melee, and kill the other using Athena and another melee.  If 
you injured one of the fighters with a counterattack on enemy phase 1 you 
probably won't have to take any damage at all.  If you're feeling aggressive, 
you can move into the thiefs attack range and pull the thief and other two 
bandits on the next enemy phase.

Turn 3 onward: Kill the thief and 2 bandits, or pull them if you haven't 
already done so.  You need to get in the thief's attack range for them to 
aggro (this is the first trap in the game).  Finish them off then go kill the 
boss.


Prologue 5 Lunatic Reverse Turns Taken: 5

The bandits here have 8 SPD so you'll want your knight to have at least 5 SPD 
by now, or he will be far less useful.  Place units in counterattack range and 
kill off the bandits (Screenshot 1).  Use My Unit to lure one of the archers 
in for a kill on Turn 2 (Screenshot 2).  Make sure to get some XP for Luke and 
Rody from the hunters that won't fight back in melee range.

Prologue 5 Intermission Choice:
Yes - Fight and recruit Draug in Prologue 6.
No - Fight and recruit Oguma in Prologue 6.


Prologue 6 vs Draug Lunatic Turns Taken: 3
Bait the fighters/soldiers while staying out of the other enemies attack range 
(Screenshot 1), then pick off the other enemies one by one.  I don't recommend 
feeding Cecil any XP.  This is another very short map that's worth restarting 
a few times for level up gains.  If your My Unit is fast enough to double 
Draug and cause some serious damage, you don't need to bring Merric.

Prologue 6 vs Draug Lunatic Reverse Turns Taken: 3
Recommended Units: Merric, Luke, Shiida, Wrys
Pretty much the same strat as Lunatic mode.  Pull enemies, kill them as they 
approach.  You'll just be taking more damage while doing so.  If you want to 
finish in 3 turns, pull both soldiers and the archer on turn 1, then pull the 
mage and draug on turn 2.

Prologue 6 vs Oguma Lunatic Turns Taken: ?
Recommended Units: Athena, Ryan, Shiida, Merric
Similar to the fight vs Draug, but the cavalier and Oguma both have more 
attack range, so you have far less room to move around. You can't really avoid 
aggroing the cavalier so you need to take on 3 units at once (Screenshot 1). 
Try to pass out steel weapons to make it easier to kill those 3 incoming 
enemies. Once those are gone, bait and kill Oguma using Athena, then finish 
off the archer.

Prologue 6 vs Oguma Lunatic Reverse Turns Taken: 3
Recommended Units: Athena, Merric, Shiida, Wrys
Position your knight and Merric by the lower bridge.  Wear the enemy down with 
counterattacks on enemy phase 1 then kill as much as possible on phases 2-3.  
Your knight can use an iron spear for better accuracy and still get the job 
done with Merric's help.


Prologue 6 Intermission Choice:
Yes - Fight and recruit Cain in Prologue 7. Other enemies are knights and 
myrmidons.
No - Fight and recruit Est in Prologue 7. Other enemies are fighters and 
mercenaries.


Prologue 7 vs Cain Lunatic Turns Taken: ?
Recommended Units: Merric, Shiida, Wrys, Ryan, Athena
Turn 1: Move units into the positions on Screenshot 1, especially Wrys and 
Shiidas positions.  This will cause the north archer to move north instead of 
south.  Aggro the southmost knight because it's not linked to the other 
knights and myrmidons.  Don't get in attack range of the other knight and 
myrmidons.

Turn 2: Kill the aggroed knight and heal up, then move units into the 
positions on Screenshot 2, especially Wrys, and Shiidas positions.  This will 
make the archer move south again directly onto the fort on enemy turn 2.

Turn 3: Move two units onto the eastmost forts and kill the archer (Screenshot 
3).  Make sure Merric is in his spot to counterattack the archer.  Enemy 
reinforcements will try to show up on enemy turn 3, but you'll have two forts 
blocked and the enemy archer will be blocking a third fort, so only one 
reinforcement will appear.

Turn 4: Heal Merric and position your units to blockade the boss and 
cavalier.  You'll want Athena north and fighter My Unit south. (Screenshot 4)

Turn 5 onward: Finish off the cavaliers and archer.  Move Shiida south to 
double the boss and finish him off with Ryan, then finish the cavalier off 
with fighter My Unit.  Heal up then move west to kill the two myrmidons and 
knight that remain. (Screenshot 5)


Prologue 7 vs Cain Lunatic Reverse Turns Taken: 3
Recommended Units: Merric, Shiida, Ogma, Luke, Athena

Plug up the incoming enemies with your knight while everyone else punches 
north to kill Cain.  Unless your Luke has 9 or more STR, you'll need Ogma to 
help kill Cain.


Prologue 7 vs Est Lunatic Turns Taken: ?
Suggested Party: Shiida, Wrys, Athena, Merric, Ogma or Luke

On this map you have to hold out against melee enemies coming in from both 
sides.  The forts are harder to block reinforcements from and Est being a 
flier makes her a pain to take down.  You need to immediately go on the 
offensive and start killing enemies so that you can block one or two forts.  
If you can't do that, you might as well give up because you'll get overwhelmed 
when Est and her reinforcements show up.  Est herself hits like a ton of 
bricks and has an annoyingly high dodge rate.

Prologue 7 vs Est Lunatic Reverse Turns Taken: 4
Pretty much the same as the Lunatic version, except you'll need to use 
vulneraries to make up for the damage everyone will be taking.  4 turns is 
possible if you land all of your 75-80% lance attacks against the axe users 
and Est.  This is probably the most difficult prologue chapter.

Prologue 7 Intermission Choice:
Yes - My Unit puts on a headband as a costume piece.
No - My Unit doesn't put on the headband.


Prologue 8 Lunatic Turns Taken: ?

Suggested Party: Merric, Wrys, Athena, Shiida, Cain, and Luke or Ogma.
Those thieves might be rocking silver weapons and levin swords, but they 
aren't all that tough against your best sword and spear users like Athena, 
Cain, and Shiida. Starting turn 2 there will be 3 waves of 2 reinforcements 
per turn that will immediately aggro - 2 thieves, 2 fighters, then 2 more 
thieves. Remember you can use the throne to heal your units like a fort.

I suggest you reload your save until the levin sword thieves only have 13 SPD, 
so your 10 SPD units like Cain can attack them without being doubled and your 
17 SPD units like Shiida can double them.

Turns 1-7: After killing the two nearby thieves, aggro the rightmost bandit 
and archer on turn 2.  This will give you a lot more breathing room and space 
to handle the next sets of incoming enemies.  Form a wall from the throne to 
the left or right side wall to protect your ranged units and rotate injured 
units to safety (Screenshot 1). Stay out of attack range of the unaggroed 
archers and other bandits. Take out the three waves of reinforcements as they 
approach - two thieves, two bandits w/ hand axes, then two more thieves 
(Screenshot 2).

Turns 8-11: After surviving those 3 waves of reinforcements, heal up and begin 
picking off the stationary enemies. There should still be one pair of 
hunter/bandit up, so pull those first.  Next, the two mages and two silver axe 
bandits right next to the save point are all linked.  Aggro one of the bandits 
then fall back to deal with the mages, as they all hit pretty hard (Screenshot 
3).  You'll want to divide the two silver axe bandits attacks by placing a 
lower DEF unit in range of the hand axe bandit but out of the range of the 
bandit w/ vulnerary.  Once the mages and bandits are dead you can proceed to 
the save point and boss.

Turns 12 onward: Heal up and use the save point.  All 4 thieves and the boss 
are linked, so once you aggro them get ready to take them all on. Use Shiida 
to aggro while holding a steel lance, which should let her kill (or almost 
kill) one of the thieves. You can either try to kill the thieves right there, 
or kite them back to the throne to set up another blockade. Since you have the 
save point you can experiment until you achieve victory.  The boss hits hard 
but is a little slow so you should be able to double her with any of your 
faster units like Athena or Shiida.


Prologue 8 Lunatic Reverse Turns Taken: 11

Suggested Party: Athena, Shiida, Merric, Cain, Luke, Wrys
You can pull more aggressively using your knight My Unit, but you still 
shouldn't pull the two silver axe bandits and mages near the save point until 
the reinforcements are finished.  By turns 7-8 everything but the boss group 
should be dead and you can head south to the save point.  Hopefully the levin 
sword thieves have 13 and not 14 SPD or you'll have a lot more trouble killing 
them and you might have to run away instead of kill them all in 1 turn.


Prologue 8 Intermission Choice:
Yes - Remove the headband costume piece.
No - Keep the headband costume piece on.


4a. Main Story Walkthrough

Chapter 1:
Preparations: Aran's growths suck, but you have to use him because he's a 
promoted unit and has access to useful promoted classes like dracoknight, 
swordmaster, sniper, general, etc.  Gordon is a decent archer or cavalier for 
the time being, but his 10 SPD growth means he's doomed on Lunatic mode, so 
you should use him sparingly.  Luke, and Rody are probably still around level 
2-5 depending on how much you used them - hopefully they have enough HP to 
survive a chapter 1 bandit attack, or they will be pretty useless as melee 
units.  My Unit and Marth should be around lv 7-10 depending on how much you 
used them.

Unit Choices:
Male class limits not removed: Hunter Draug, Swordmaster Aran, Mage Cecil, and 
everyone else on your roster.
Male class limits removed: General Aran instead of Swordmaster.

Treasure:
Cave - Bullion
2x Bandit - Vulnerary

Recruits:
Aran (Paladin) - Joins during intermission.
Gordon (Archer) - Joins during intermission.
Malliesia (Cleric) - Visit the village.

Shops:
Weapon Shop: Iron Weapons, Javelin, Hand Axe

Deployment: Deploy your vulnerable units on the western deployment spots.

Walkthrough Turns Taken: 9-10

Turns 1-2: Move your ranged units southwest out of all enemy attack range 
(Screenshot 1).  Form a 3-4 unit wall against the southeast corner with your 
strongest counterattackers such as Aran, My Unit, Draug, etc. (Screenshot 1)  
Make sure there is one melee unit to counterattack the northmost bandit.  You 
need at least 4 units that can take a hit from an enemy bandit for this 
strategy to work.  On turn 2 move forward and kill all of the bandits making 
efficient use of all of your units - send your ranged units against the 
eastmost bandits to weaken them, finish off the weakened enemies, etc.  
(Slightly improved turn 1 strategy suggested by Colonel M at Serenes Forest)

Turns 3-5: Kill the thief with Aran's iron sword, otherwise it will head for 
the village and destroy it.  Make sure to visit the cave for the 5000G gold 
bag. Next, head northeast and recruit Malliesia. Killing the lone archer and 
fighter nearby is simple enough.  At the shop you'll definitely want to pick 
up 2-3 javelins and 1 hand axe. Javelins and hand axes are pretty weak in this 
game, but any kind of ranged damage against enemies that can 1-2 shot most of 
your party is welcome. Note that you still can't buy Vulneraries until Ch 5 so 
don't use too many when you can heal instead.

Turns 6 onward: Heal up, distribute javelins/hand axes, use the first save 
point, then start working on the bandits on the way to the boss.  This is a 
trap where you need to move a unit two squares into enemy aggro range to get 
them to attack.  Since none of your units can withstand two attacks (unless 
you have a knight/general), it's down to luck whether they'll be able to dodge 
an attack or not. Luckily you have that save point, so you can keep reloading 
until Aran survives. Move Aran into the two bandits attack range where he can 
counterattack (Screenshot 3), and he'll have a 63% chance of dodging each 
attack - that means you have a 47% chance of dodging one attack and surviving, 
or a 32.5% chance of dodging both attacks.  It should only take one or two 
reloads to get this to happen, since 47% chance is pretty good.  If you have 
male class limits removed, make Aran a general instead so he can take two hits 
without issue.

The enemy archer should have moved onto the fort (Screenshot 4), which is good 
for you, and bad for the dumb AI. Cover the archer with units so that he 
doesn't move, and provide him a target to hit during enemy turn, which will 
prevent the bandits from reaching your party during enemy turn. On the next 
turn, focus on killing the archers and plugging up the fort so that the 
bandits can't gang up and kill a single unit.  Once all the bandits are dead, 
move Marth up to talk to the boss then claim the castle square.


Chapter 1 Lunatic Reverse Unit Choices: Knight My Unit, General Aran, Hunter 
Draug, Myrmidon, Mercenary, or Cavalier Luke, Cavalier Rody, Archer Gordin, 
Archer Ryan, Cleric Cecil.

Chapter 1 Lunatic Reverse Turns Taken: 8

So you might be thinking that with Lunatic Reverse being more difficult than 
Lunatic, the turn count would be higher, right?  Nah.  Things are going to 
speed up instead!  I chose to keep My Unit as a knight because being able to 
take multiple hits and deal counterattack damage is godlike on this mode.  
Both Knight MU and General Aran should be 3RKO by bandits, making them 
especially resilient.

Turn 1: Move your generals and melee units east forming a frontline wall to 
deal counterattack damage. (Screenshot 1)

Turn 2: Finish off all bandits and the hunter.  Move Marth north towards the 
village.

Turn 3: Kill the thief and visit the village with Marth.  The easiest way to 
kill the thief is attack with MU or Aran, then finish with a bow user that can 
take one hit.  Pick up 3 javelins and a hand axe.  Since you are using a lance 
MU and Aran, Palla, Shiida, Sirius, and Catria all want lances, you'll 
probably be pressed for lances and have a glut of axes.

Turns 4-8: Pull the bandits with one of your armored units. (Screenshot 2)  
Start killing them with general Aran and knight My Unit in front.  Use the 
save point if you need to hit an enemy standing on the fort that you only have 
60-70% chance to hit.  Move Marth towards the castle and capture. (Screenshot 
3) Use the second save point for a good level up from the last bandit if 
possible.


Chapter 2:
Preparations: You'll want 3-4 archers for this chapter to handle the 
dracoknights at the end of the chapter.  Hopefully your My Unit has some 
impressive stats by now.  Give someone a steel lance and vulnerary to hand to 
Catria.  Catria is a goddess in training so treat her well.  You can kill the 
thief in 2 hits - one javelin from Catria, then one steel spear from Catria, 
as long as the thief has 1 DEF and not 2 DEF.  Keep reloading your save until 
the thief has 1 DEF, it won't take long.

Unit Choices:
Male class limits not removed: Sniper Aran, hunter Draug, and everyone but 
Cecil.
Male class limits removed: General Aran instead of Sniper

Treasure:
Lady Sword - Thief
Boss - Steel Axe
Vulnerary 2x - Hunter and Soldier

Recruits:
Catria (pegasus knight) - Joins at start.
Warren (hunter) - Talk to with Catria.
Cord (fighter) - Visit village.

Walkthrough Turns Taken: 8-9

You start out with 2 hunters, Warren, and 3 soldiers aggroed, with the enemy 
thief fleeing northwest.  The 4 cavaliers will start moving on turn 2.  
Instead of trying to tank Warren, I suggest recruiting him immediately with 
Catria.  After recruiting Warren, you'll be in for some fast and heavy 
fighting against the incoming enemy forces while Catria chases down the 
thief.  After the dust clears you can heal and then pull the dracoknights.

Turn 1: Recruit Cord at the village. Move Catria two squares north and trade 
her a steel lance and vulnerary.  Move everyone else north (Screenshot 1)

Turn 2: Recruit Warren with Catria from the west (not the south) then kill 
both hunters and move Warren south to safety. (Screenshot 2)  Keep pushing up 
north through the forest.

Turn 3: Chase after the thief with Catria.  Take out the soldiers while 
staying out of cavalier range unless they can survive an attack.  Feel free to 
use the east save spot to make things easier.

Turns 4-6: Take out the cavaliers and any remaining soldiers.  Keep chasing 
the thief and finish it off with Catria.  Once the thief and other enemies are 
dead, regroup everyone, heal up, use the second save spot, and get ready to 
take on the dracoknights.

Turns 7 onward: All of the dracoknights are linked, so you'll have to fight 
them all at once.  Place several units that can take a hit into enemy attack 
range but don't let anyone get ganged up on.  Don't put anyone in the bosses 
attack range, though.  With that counterattack damage against the non-boss 
enemies, 4-5 bow attacks, and whatever else you can throw at them, you should 
be able to kill most if not all of them in one turn.  Take the boss down with 
bow attacks because it has high SPD/STR, not a good combination for your melee 
units.


Chapter 2 Lunatic Reverse Unit Choices: Cavalier My Unit, General Aran, 
Myrmidon Luke, Cavalier Rody, Archer Gordin, Archer Ryan, Hunter Draug, Cleric 
Malliesia.

Your units will need about 8 SPD to avoid being doubled on this chapter.  Aran 
has 8 SPD as a general so he should be ok for now.  Make your MU into a 
cavalier if he has enough SPD to double the 10-11 SPD enemies.

Chapter 2 Lunatic Reverse Turns Taken: 7


The strategy here is much the same as Lunatic mode.  Kill the thief using 
Catria while everyone else heads north towards the castle.  Place Aran and My 
Unit in front to soften enemies with counterattacks, then finish them off with 
your bow users.  The cavaliers and soldiers can't do much but tickle Aran and 
MU.  Pull the dracos with Aran and MU counterattacking, but avoid the boss as 
it will probably double them.  Use the 2nd save point to reload in case any of 
your archers attacks miss.  In order to finish in 7 turns, you have to move 
Marth right outside the bosses attack range and provide a lower HP/DEF 
distraction so the two rightmost dracos don't gang up on Marth - someone like 
fighter Draug who has 3-4 DEF and can take a hit.


Chapter 3:
Preparations: There are a ton of dracoknights in this chapter so 2-3 archers 
helps a lot.  It's a good idea to make someone into a pirate for this map if 
you don't have one because being able to walk on water terrain to hit 
dracoknights is very helpful.

Unit Choices:
Male class limits not removed: My Unit, Ryan, hunter Draug, sniper Aran, Luke, 
Linde, Catria, and Malliesia.
Male class limits removed: General Aran

Treasure:
Tetsu Axe - Dragon Knight
Steel Blade - Thief
Silver Lance - Dracoknight
Master Proof - Dracoknight
Taurus Star - Lucke (boss)

Shops:
Weapon Shop: Steel Weapons, Hand Axe, Javelin

Recruits:
Linde (mage) - Joins during battle preparations.
Palla (pegasus knight) - Joins on first turn.
Bord (fighter) - Visit SW village.
Julian (thief) - Visit NE village.
Matthis (cavalier) - Talk to with Julian.

Sidequests: Chapter 3x - Complete Chapter 3 in N24 H28 M33 L38 L'43 or less 
turns.
If you fail the sidequest turn count, you can still access the sidequest if 
nobody fell during the prologue.

Enemy Reinforcements: Enemy Turns 2-5: Cavaliers from north forts.

Walkthrough Turns Taken: 19-23

You need to take the longest route around if you want to recruit everyone.  On 
turns 2, 3, 4, and 5, cavaliers will start coming as reinforcements out of the 
north fort.  Saving Palla is a matter of aggroing and killing the master seal 
holding dracoknight before she gets pinned down by cavaliers and can't move 
any further south along the west edge of the map.  It may be possible to 
complete this chapter more quickly or with a simpler strategy if you pull the 
dracoknights early on to your start point instead of facing them on difficult 
terrain.

Turns 1-3: Move Palla onto the middle fort, kill the thief on turn 3 as it 
passes by the middle fort.  By placing her on the middle fort you're 
preventing some cavalier reinforcements from appearing.  Move everyone else 
west.

Turn 4: Move Palla west to the westmost fort.  A cavalier will spawn from the 
middle fort and Palla should counter and kill it.  Keep moving everyone else 
west to the southwest village.

Turn 5: Move Palla west then south while using Vulneraries and staying out of 
enemy Dracoknight range - she will have to fend off one additional cavalier.  
Keep moving everyone else west to the southwest village.  On turn 6 you'll 
need to pull the dracoknight with a master seal and kill it.  Aggroing the 
master seal dracoknight will also trigger 3 dracoknights to start moving from 
the east, so whoever you use to kill that master seal dracoknight, make sure 
they can either take a hit or run away fast enough to get out of enemy attack 
range.  Everyone else should stay back at the southwest village waiting for 
incoming dracoknights (Screenshot 1).  Make sure you place your vulnerable 
units on the village to lure the 3 dracoknights onto land, because if they are 
over water it's much harder to reach them.  Your pegasus knight and pirate 
should be able to help a bit, though, since they can cross water terrain.

Turn 6-8: Move someone into the master seal dracoknight's attack range on turn 
6 to aggro and kill it (Screenshot 2).  Keep moving Palla south while staying 
out of all enemy attack range - there is a single ocean terrain where she can 
stand during turn 8 to avoid being hit by anything. (Screenshot 3) 

Turns 9-12: Finish off the 3 dracoknights and 2 cavaliers (Screenshot 4).  
Keep Palla hiding in that safe spot until it's safe to come out.

Turns 13-15: Once you get 3 squares deep into the west dracoknights attack 
range, they will aggro along with the other 3 dracoknights on the east end of 
the map.  Position to ensure they can't gang up on a single unit and try to 
deal as much counterattack damage as possible to kill them quickly so you can 
deal with the next set of 3 approaching (Screenshot 5).  You'll want your 
vulnerable units like your healer and pegasus knights to be located west or 
northwest of those incoming dracoknights so that they move onto or near land 
that your other units can access (Screenshot 6).  Again your pegasus knights 
and pirate can help if the dracoknights move onto difficult terrain.

Turns 16 onward: Move east across the north portion of the map, recruit 
Julian, use the save point, then move in on the cavaliers.  You have very 
limited space to pull and kill the caveliers without getting in the ballista's 
range, and they won't move to attack unless you've given them multiple targets 
to hit.  Position your units as seen in Screenshot 7 to lure in the cavaliers -
 the two pegasus knights will draw separate targets due to the AI being 
exceptionally stupid and not ganging up.  You can also use a pirate in place 
of one of the pegasus knights.  Finish off the Cavaliers, recruit Matthis, 
kill the Ballista, then attack the boss.  Use the save spot, attack the boss 
with everything you've got then capture without dealing with the ballista.


Chapter 3 Lunatic Reverse Unit Choices: Cavalier My Unit, General Aran, 
Myrmidon Luke, Hunter Draug, Hunter Ryan, Cleric Malliesia, Pegasus Knight 
Catria, Mage Linde.

Chapter 3 Lunatic Reverse Turns Taken: 17

If My Unit doesn't have 17-18 DEF as a Cavalier by now, you should probably 
buy him a Draco Shield.  Palla will take damage killing the thief, so use a 
vulnerary on turns 4 and 5 to make up for it.  In order to speedrun this 
chapter, you need to pull the master seal draco by turn 4.  Throw Aran and MU 
into the incoming dracos range to soften them up with counterattacks or just 
kill them outright.  Deal with the cavaliers with Palla and MU.  Try to get 
Catria a level or two here, even though she won't be as useful as your ranged 
units at killing dracos.  For the boss pull, put MU in front and 1-2 to the 
sides to draw aggro as usual.  Smack the boss around with a silver spear then 
finish it off with someone else like Palla if MU doesn't have enough health on 
the last turn.


Chapter 3x:
Preparations: Lots of knights here, and you know how to deal with those - 
magic, rapiers, hammers, etc.   If you did a few minutes of reloading for 
level up growths and you have a pirate My Unit he should be a beast by now who 
can easily double the knights and tear them apart.  Even if he doesn't have 
uber stats he'll still be useful with the hammer.  I suggest bringing 
fighter/pirate My Unit, Linde, dracoknight Aran, Palla, and Catria.  If My 
Unit isn't a fighter/pirate that can use the hammer, replace Linde or Draug 
with someone who can do so.  Give Catria the Taurus orb to boost her stats a 
bit.

Unit Choices:
Male class limits not removed: My Unit, Linde, dracoknight Aran, Palla, and 
Catria.

Treasure:
None.

Recruits:
Wrys - Joins on first turn.

Enemy Reinforcements:
Enemy Turn 4 - 2x Knight from the forts.

Deployment: Position Catria on the northmost square so she can move to a safe 
spot on turn 1.

Walkthrough Turns Taken: 8
My Unit, Marth, and Linde need to hold off the knights while Catria, Palla, 
and Aran rush east to save Wrys.

Turn 1: If you have a good fighter/pirate with the hammer, put them on the 
fort and move Marth with rapier equipped into range of the north knight.  Send 
Catria, Aran, and Palla northeast while avoiding attack range.  Since this is 
the first turn you can keep trying until your unit on the fort dodges or 
something lucky happens.  Move Wrys east out of enemy attack range.

Turn 2: Your unit on the fort should survive, and Marth will take a hit - all 
3 knights should be near death or dead.  Finish off the 3 knights using Marth, 
My Unit, and Linde.  Kill the archers with Catria, Aran, and Palla.  Move Wrys 
east out of enemy attack range.

Turn 3: Move east into the Screenshot 3 formation, just out of archer attack 
range.

Turn 4: Step onto the forts to prevent enemy reinforcements on enemy turn 4.  
Place Aran in between Wrys and the knight and attack, then heal Aran.  Kill 
the archer with Palla and move Catria onto the east fort to prevent a 
reinforcement from appearing.

Turn 5 onward: Proceed east to finish off the last few knights and capture.


Chapter 3x Lunatic Reverse Unit Choices: Cavalier My Unit, Draco Aran, Peg 
Palla, Peg Catria, Mage Linde.

Chapter 3x Lunatic Reverse Turns Taken: 6

Here you'll need to kill both archers and all 3 armors in 1 turn, so you're 
going to need to dig into the stat boosts at the store.  You shouldn't give 
boosts to Aran or MU, because Aran is crap and MU is already godlike.  Give 
Marth a Speedwing to get his SPD to 13 and either give him an Energy Drop for 
+2 STR or forge his Rapier so he can one round one of the knights.  Send 
Catria and My Unit after the archers and the rest at the armors.  Palla and 
Marth should be able to one round an armor each, and Linde and Aran should be 
able to take out the third one.  Once those guys are dead, pick off the two 
enemies chasing Wrys and head towards the castle.  Use this chapter as an 
opportunity to get Catria some more XP.

Chapter 3x Intermission Choice:
Yes - My Unit becomes bald thanks to Wrys.
No - My Unit keeps his/her hair.


Chapter 4:
Unit Choices:
Male class limits not removed: My Unit, Linde, cavalier Catria w/ Lady Sword, 
hunter Draug, Luke, Palla, swordmaster Aran, and cavalier Rody.

Treasure:
Devil Sword - Thief
Vulnerary - Archer
Armorslayer - Thief
Steel Bow - Hunter
Bullion - Gayle (boss)
Shaver - Visit SW village.

Recruits:
Oguma (mercenary) - Joins on first turn.
Yumina (cleric) - Joins on first turn.
Yubello (mage) - Joins on first turn.
Sirius (paladin) - Speak to with Oguma.
Castor - Visit NE village.
Shiida - Joins after chapter is over.

Enemy Reinforcements:
Enemy Turns 2-4: 2x bandit, 1x hunter from west forts.
Enemy Turns 3-4: 1x bandit from east fort.

Deployment:
See Screenshot 1.

Walkthrough Turns Taken: 9-10

Turn 1: You need to wipe out the majority of the bandits on the first turn and 
move onto the west forts by turn 2 so you don't have to deal with 
reinforcements there.  Kill the thief with a spare cavalier and Marth.  Kill 
the nearest bandit with Linde and Ryan.  Kill the next closest bandit with 
Draug and My Unit.  Kill the bandit right next to the hunter with Catria's 
Lady Sword.  Kill the hunter with Palla.  Move Aran and Luke northeast into 
bandit attack range.  (Screenshot 2)

Oguma and Pals: Recruit Sirius with Oguma then rescue Oguma with Yumina.  Move 
Sirius northwest while in range of both enemy hunters to pull them - this will 
not aggro the other bandits. (Screenshot 3)

Turn 2: Visit the SW village with Marth.  Move Linde, Ryan, and Aran onto the 
west forts to prevent reinforcements, and finish off any remaining bandits.  
Move your other units - Palla, My Unit, Draug, Luke, Catria, etc. northeast.  
Palla should be far ahead of the rest of the group.

Oguma and Pals: Kill the thief headed for the NE village with Sirius and 
Yubello and move your vulnerable units out of the pulled Hunters attack 
range.  Rescue Marth with Yumina after he has visited the SW village.

Turn 3: Keep heading towards the NE village, and use the save spot with Luke. 
Place Palla one square into enemy attack range (Screenshot 4) which will cause 
most of the bandits to move west instead of northwest. (Screenshot 5)

Oguma and Pals: Visit the NE village with Marth to recruit Castor.  Kill at 
least one of the Hunters that Sirius pulled.

Turn 4-5: Retreat Palla while the rest of your units get into bandit attack 
range - My Unit, Luke, Catria, etc.  (Screenshot 6)   On Turn 5 you can either 
try to wipe the bandits out, or fall back and wait for your units standing on 
the forts to join in and help.

Oguma and Pals: Kill the remaining hunter and any incoming bandits.  There 
should only be 2-3 of them incoming.

Turns 6 onward: I recommend you save the second save point for when you're 
about to take on the boss, so you can reload for hits and finish faster.  Heal 
up and pull the remaining bandits and hunter.  You have to get in the archers 
attack range for them to start moving.  The boss has 13 SPD so don't attack it 
with anyone who has 9 or less SPD.  Gang up on him with your strongest units 
and he won't last.


Chapter 4 Lunatic Reverse Unit Choices: Cavalier My Unit, Peg or Cavalier 
Catria and Palla, Linde, Aran, Hunters Ryan and Draug, Myrm/Merc Luke, 
Mallesia.

Chapter 4 Lunatic Reverse Turns Taken: 8

Similar strat to Lunatic mode, except a lot more healing is needed for your 
melee units.  Bring units that are 14-15 SPD so they can double the 
hunters/pirates/bandits.  Stick units like Linde, Aran, and Ryan on the forts 
to block reinforcements.

Chapter 5:
Preparations: Your army just keeps getting bigger. You have to bring Oguma to 
recruit Barst. You don't have to recruit Rickard in this chapter, since he 
shows up in Chapter 6 as well.  You can use that extra spot to make this 
chapter a bit easier.  As far as choosing a healer goes, just pick the one 
with the highest staff level, probably Malliesia.

Unit Choices:
Male class limits not removed: My Unit w/ hammer, Oguma w/ armorslayer and 
iron axe, hunter Draug, dracoknight Sirius, dracoknight Aran, Malliesia, 
cavalier Catria w/ lady sword, cavalier Palla, cavalier Shiida, and Luke.
Male class limits removed:

Treasure:
Hammerne - NW village
Iron Sword - Thief
Holy Water - Mage
Fire Tome - Mage
Master Proof - Thief
Vulnerary - Dracoknight
Gemini Star - Torus (boss)
Physic - Bishop

Recruits:
Barst (fighter) - Talk to with Oguma.
Rickard (thief) - Talk to with Julian.  Shows up in Chapter 6 if you don't 
recruit him here.
Jeorge (sniper) - Don't kill him this chapter, and you'll be able to recruit 
him during Chapter 8.

Shops:
Secret Shop: Located between the two visible shops on the map. 1x Master Proof
Weapon Shop: Steel weapons, Javelin, Handaxe
Tool Shop: Fire, Heal Staff, Door Key, Vulnerary

Enemy Reinforcements:
Enemy Turn 8 - Thief in SW corner of the map which will head towards NW 
village.

Deployment: See Screenshot 1.

Walkthrough Turns Taken: 13-17


Your main goal for the first 3 turns is to kill the incoming mages, cavaliers, 
and fleeing thieves. You need to kill all 3 mages, the iron sword thief, and 
the two closest cavaliers on turn 2 while leaving nobody vulnerable for the 
third cavalier enemy turn 2. Stay out of the sniper attack range, because that 
will aggro them all and cause a huge mess. The mages hit very hard but only 
have 24-25 HP, so you can potentially one shot them with your stronger units. 
Shiida's wing spear comes in handy here for clearing out cavaliers, although 
if she has low strength you will need someone to weaken it with a ranged 
attack first, because she won't be able to one shot it, and you don't want her 
taking any damage on Turn 2. On turn 3 move draco Sirius north to one shot the 
master proof thief, which will aggro the enemy dracoknights. You can either 
rescue Sirius, or try to lure the other dracoknights into attacking your party 
while Sirius fends for himself. Killing all those enemies while taking little 
damage is a tall order which is why you'll need every bit of STR/SPD, powerful 
weaponry, and attack power you can muster.

If you're running a little low on strength and need a slight boost try forging 
a javelin up a few points. Forging +2 attack onto a Javelin is only 1500G and 
if you are doubling with it you'll be doing 4 more damage with each attack, 
possibly enough to make a losing strategy into a winning one.

Turn 1: Move everyone northwest. Make sure to move your healer NW or the mages 
may move into enemy sniper range. Move a pegasus knight with javelin into mage 
attack range, but make sure they have enough damage to kill the mage or it'll 
just get healed by the Bishop.

Turn 2: It's ok to take some damage killing the mages and iron sword thief 
because the northmost cavalier can't reach that far south. Make use of your 
slower backline units including Oguma and Barst to help kill them. Attack the 
middle cavalier with Sirius's javelin and finish with Shiida. This should put 
Sirius far enough north to be able to hit the master proof thief on Turn 3. 
Your army should look something like Screenshot 2 if you were successful.

Turn 3: Move Sirius north and one shot the master proof thief with his silver 
spear from the south (assuming the thief has 2 DEF and/or 25 HP), and move 
Aran w/ iron axe equipped north as well while staying out of attack range of 
the 3 westmost dracos. Place your healer and vulnerable units southeast near 
the other 3 dracos to lure them southeast away from your dracos (Screenshot 3).

Turn 4: Aran and Sirius's silver spear attacks should do a joint 26-28 damage 
to the draco in one turn, but the bishop will heal anything below half health, 
so you need to get it below 26-28 HP then de-equip Aran & Sirius's weapons 
until both Aran and Sirius can safely kill it in one turn, otherwise the 
bishop will heal it and you'll have to start all over again. If Sirius 
countered with his silver spear and it hit the draco on enemy turn 3, it 
should already be at a good target HP to be killed on turn 5. Move Sirius and 
Aran NW out of the 3 grouped up dracos attack range and use a Vulnerary. 
(Screenshot 4) Placing your dracos there will force Rickard to turn around and 
run back towards Julian.

Get Marth's army in position to intercept the 3 dracos and kill them on turn 5 
(Screenshot 5). You may want to place a powerful unit or two in their attack 
range to weaken them a bit, because you probably only have one archer to help 
slay them. Again position your healer close to their aggro range so they don't 
run off towards Sirius.

Turn 5: Use the south save point. Kill all the dracos and get ready for the 
boss. If anyone misses an important attack, just reload.

Turns 6-7: If Rickard starts moving NW again, block the east end of the bridge 
with Aran and he'll turn around again.  Keep Aran at that spot until Julian 
recruits Rickard. Once Rickard is recruited, move Aran to the NW village to 
fend off the incoming thief that shows up on turn 8.

Move your army south and prepare to take on the boss. (Screenshot 6) Move your 
units onto the forts and get everyone ready to bust in on the armor knights. 
Place Sirius north of the ballistas attack range, where he can fly straight 
south in between the two and start attacking.

Turns 8-9: Commence your attack on the boss. Move Sirius south and kill the 
east ballista while your ground units move in and kill all the knights. On 
turn 9 finish off the boss and the wave of cavaliers and sniper. (Screenshot 
7) Move in and kill the boss and cavaliers while blockading the archer from 
hitting any vulnerable or low HP units such as Sirius.

Turns 10 onward: Aran might need Sirius's help killing the thief headed to the 
NW village, due to that bishop tossing heals again.  The tool shop is the 
first place you can finally buy vulneraries and door keys.  You probably just 
want to buy one door key and 2-3 vulneraries.  The next tool shop is in 
Chapter 9.  Don't bother with the master proof in the secret shop, your 2500G 
is better spent on forging weapons. Move Marth to the NW village for the 
Hammerne then walk him back to the castle, or use the rescue staff to speed 
things up.

While Marth is trekking around, move your dracos and cavaliers around the 
sniper attack range. Position Aran and Sirius so they can move in and toss 
javelins at the bishop and get a cavalier in position to use the save point. 
On the final turn before capturing, use the north save point then send Aran 
and Sirius in to slaughter the bishop for the physic staff (Screenshot 8).  
Revenge is sweet.  Feel free to get in a few free swipes at the snipers with 
your cavaliers as well.


Chapter 5 Lunatic Reverse Unit Choices: Dracos MU and Sirius, Cavaliers 
Catria, Palla, Shiida, and Luke, Hunters Ryan and Draug, Malliesia, and 
Myrmidon Ogma.

Early promote My Unit in this chapter.  He should be about lv 16-17 and nearly 
stat capped in everything anyway.  14-15 SPD is needed to double the cavaliers 
and mages on the map.  Choose whichever classes get your units to that SPD.  
You want your ladies to be cavaliers because that extra 1 MOV is essential for 
storming the castle. 

Chapter 5 Lunatic Reverse Turns Taken: 12
Instead of trying to kill all the cavaliers, just kill the closest one with 
draco MU and blockade the middle one with units that can take a hit.  The 
north cavalier will suicide on MU and the south one will attack whoever.  Send 
draco MU after the master proof thief.  MU should one round the draco that 
attacks him, while the other 3 head SE towards your main army.  Finish off the 
dracos while your cavaliers and dracos get in position to storm the castle.  
You have 4 cavaliers and 2 dracos including MU to easily wipe out the castle 
forces.  Rescue Marth after getting the Hammerne for a 12 turn finish.  Just 
make sure to get the physic before capturing.


Chapter 6:
Preparations: To kill the bishops you'll need a unit with 17 SPD that can 
double it, probably cavalier Catria.  She will likely need a forged Javelin 
with both +1 STR Starshards in her inventory to have enough damage.  If she 
has 10 STR then a +3 might forged javelin along with the two Stars for +2 STR 
will do fine, assuming the bishop has 30 HP and 4 DEF.

Unit Choices: My Unit, paladin or general Sirius, Cavalier Catria w/ forged 
javalin, Shiida, hunter Draug, Palla, Linde, Malliesia, myrmidon Luke, and 
Julian.

Treasure:
Bullion (L) - SE chest
Magic Shield - Middle left chest
Libra Star - Middle right chest
Vulnerary – Knight, sniper
Door key - Knight, bishop
Secret Book - Bishop
ElFire - Mage
Live Staff - Bishop
Cancer Star - Lang (boss)

Recruits:
Rickard (thief) - If you didn't recruit him in Chapter 5, he shows up in this 
chapter.  This is your last chance to recruit him.
Frey (cavalier) - Joins on turn 3.
Norne (archer) - Joins on turn 3.
Samto (myrmidon) - Talk to with Ogma or Shiida

Sidequests: 6x - Complete Chapter 6 in N20 H24 M28 L32 L'36 turns.
If you fail the sidequest turn count, you can still access the sidequest if 
you recruited Rickard.

Enemy Reinforcements:
Enemy Turn 3-6 - 2x Soldier at lower entrance
Enemy Turn 3, 6, 7 - Knight and archer at lower entrance
Aggroing the knights in the throne room - All previously stationary enemies on 
the map will aggro.

Walkthrough Turns Taken: 18-19
Turns 1-2: Move west and take out the knights and mages (Screenshot 1).  It's 
possible to move south and block off the reinforcement spots if you are 
concerned about speed or just don't feel like fighting them.

Turns 3-7: Regroup and take out the reinforcements coming from the south. 
(Screenshot 2)  Once most of the reinforcements are dead, use the save point.  
Have Catria attack the bishop with her forged Javalin.  If Catria misses, 
reload.  Technically she can afford to miss one attack, but not two.  Lure the 
two mages out with a pegasus knight using holy water for +7 RES.  You can 
attack the bishop and mages at any time if you feel your army is strong enough 
to handle taking on the extra tasks while fending off reinforcements.

Turns 8-12: Split your team up to handle the east and west doors while Julian 
raids the treasure chests.  Send Ogma, a tank with good HP/DEF and at least 13-
14 SPD w/ a door key to the west door.  Also send a strong attacker and ranged 
unit to kill the sniper once the door is opened.  Open the west door with your 
tank then recruit Samto with Ogma and kill the sniper.

Send Catria, a decent sword user, two ranged attackers, paladin Sirius, and a 
healer to the east door.  Open the door with the tank and position Catria 
directly south with a Javelin equipped.  The mage should attack Catria and she 
should counter and kill it, then the tank will take a hit from the hero.  If 
Catria has higher HP/RES than the tank then the mage will attack the tank 
instead, so make sure your calculations are correct.  Just keep healing the 
tank while counterattacking and hitting the hero with ranged attacks. 
(Screenshot 3)

Turns 13 onward: Use one of the two save points and set up the boss pull.  All 
of the knights and bishops are linked, but they won't attack until you move 
into bishop attack range, which also puts the tank into the range of 2 
generals.  You need to place a weaker bait unit in the SW or SE corner to lure 
away the javelin general, but even then your tank has to survive a general and 
bishop attack.  Choose a unit with the highest DEF and HP and use holy water 
on them to boost their RES.  Your most likely candidate will be paladin 
Sirius, who should have around 5-6 RES already. (Screenshot 4)  I was able to 
use my pirate My Unit w/ 10 DEF and 36 HP using holy water for an extra +7 
RES.  If you can get the RES staff to your healer you can try pulling from 
both sides which will make the turn after a bit easier.  Experiment and keep 
reloading until you get it.

Once you've survived the initial pull (Screenshot 5) move in and kill 
everything with the hammer, armorslayer, rapier, winged spear, and anything 
else you can throw at them.  The boss is nothing special and doesn't even hit 
very hard.  Use the 2nd save point and go nuts.


Chapter 6 Lunatic Reverse Unit Choices: Paladin or Berserker My Unit, Peg or 
Cavalier Catria and Palla, Hunter Draug, Malliesia, Cavalier Shiida, Myrmidon 
Luke, Julian, Generals Sirius and Aran

You'll need to use Pegasus Knight Palla or Catria to kill the two mages and 
the bishops.  They'll need 17 SPD, Holy Water, and enough STR/weapon level to 
one round the bishops.  Stack the Taurus and Gemini starshards for an extra +2 
STR, then forge a javelin if you have to.  You don't need to use both of them 
for the task.  Give her a javelin, both starshards if needed, a vulnerary, and 
holy water. 

Shiida and Marth need to be able to one round the knights in the boss room 
with the rapier/wing spear.  My Unit needs to be able to one round the knights 
with a forged javelin or hand axe. 

Chapter 6 Lunatic Reverse Turns Taken: 7


Move Palla/Catria into the 2x mage aggro range, then send her at the bishops, 
then place her at the door next to the mage to counter and kill it.  When she 
gets the door key/skill book drop, replace the holy water so it goes back into 
Marth's caravan.  You can then hand the holy water to My Unit on the other 
side of the map.

Use My Unit to tear up most of the armors to the west.  Open the door for him 
then one round the sniper, then recruit Samto with Shiida.  Charge into the 
throne room using holy watered My Unit and slaying many noobs.  Use generals 
Sirius and Aran to blockade the reinforcements, with help from Frey and 
Norne.  Aran will be taking the most punishment due to his shitty 8 SPD so 
you'll need to use vulneraries and physics to keep him up.  Use the save point 
just in case the Killer Lance knight lands an unlikely crit.

As for the thieves and treasure, here's what they should be doing:
Turn 1 - Julian moves SE
Turn 2 - Julian opens SE door
Turn 3 - Julian talks to Rickard and opens SE chest
Turns 4-7 - Rickard heads towards the remaining two chests and opens them.


Chapter 6x:
Preparations:

Treasure:
Vulnerary - Warrior, knight

Recruits:
Wendell (sage) - joins during intermission
Caesar (mercenary) - finish 6x without killing him
Radd (myrmidon) - finish 6x without killing him

Walkthrough Turns Taken: 1
You can go for a quick and dirty win by killing the boss and using the rescue 
staff on Marth so he can run to the castle for a 1 turn win, or try to win 
without using the staff.  For the one turn strategy, then rescue Marth further 
north so he can claim the castle.  However, if you are trying to get all the 
items in the game, you'll have to try killing the nearby fighters and knight 
as well.


Chapter 6x Lunatic Reverse Unit Choices: Draco My Unit, Malliesia, Cavalier 
Shiida, Cavalier Palla, Myrmidon Luke, SM Sirius.

Chapter 6x Lunatic Reverse Turns Taken: 1
Bring your best units here.  You'll need to be able to one shot the boss, 3 
fighters, and 1 knight if you want to get every item and still clear in 1 
turn.  Draco MU should kill the boss, Shiida should kill the knight, and 
Palla, Luke, and Sirius should each take a fighter.  You can use dirty tricks 
like devil and killer swords and keep reloading until you get the kills, or 
try using starshards, forges, or stat buffs.


Chapter 7:
Preparations: The duo of dracoknight Sirius and Aran won't cut it here, so 
you'll to need to promote Catria to a dracoknight for this chapter if you want 
to get all the items and recruits.  It may be possible to do this without 
promoting Catria if you bring 3 staff users and use 3 rescue charges, but 
you'll want her to be promoted soon anyway.   In my run Catria was already lv 
13 with capped SPD so it wasn't a big deal to promote her a little early.  If 
you've been holding out on promoting her, you're going to have to if you want 
all the chapter loot.

Unit Choices:
Male class limits not removed: My Unit, dracoknight Catria, dracoknight 
Sirius, dracoknight Aran, hunter Draug, Malliesia, another staff user, and two 
choices between Shiida, Luke, or Palla.

You may need to forge a silver spear capable of one shotting the 30HP thieves 
on the map, depending on Sirius' STR w/ the +2 STR star buff.  If you have a 
Sirius with 14 STR and A lances you'll only need to forge +1 onto the silver 
spear, or if he has 15 STR you don't need to forge anything.  And no, you 
can't use Catria for the silver lance, you need her speed to double the enemy 
hunters.

You'll also need to use up two rescue staff charges getting Catria and Sirius 
close to the action, so if you've been using the staff a lot you will need to 
cast Hammerne on the staff to regenerate its charges so that it doesn't 
break.  If you've been following the guide, you'll only have used the rescue 
staff once or twice in Chapter 4, so you should still have 2-3 charges left 
before needing to repair it with the Hammerne or waiting until Chapter 16 to 
get another rescue staff.

To kill the fire dragon, you'll need someone with high HP/DEF who can survive 
a hit and can counterattack at range, for one thing.  It does 36 dmg to a 0 
DEF unit, so find someone with a winning HP/DEF balance.  I used pirate My 
Unit with his hand axes.  Chip away at its health while kiting it east and 
finish it with Linde whose Aura spell should do about 17-19 dmg to it 
depending on her MAG.

Treasure:
Physic - on the cave spot
Iron sword, 2x master proof, angelic robe, wo dao, bullian, scorpio star - 
thief
Levin sword - Dahl (boss)
Firestone - fire dragon

Recruits:
Nabarl (myrmidon) - Appears on first turn
Feena (dancer) - Appears on first turn
Astram (hero) - Do not kill him in Chapters 7, 8, and 9, and you can recruit 
him with Jeorge in Chapter 16.

Enemy Reinforcements:
Approach the cave - a fire dragon will spawn
Enemy Turns 3, 5, 7 - 2x knight, 2x cavalier, 1x mage at the forts

Shops:
Weapon Store: Steel weapons, Hand Axe, Javelin.

Deployment:  See Screenshot 1.  Place the rescue staff holder in the top spot, 
and the other staff user in the northeast spot.

Walkthrough Turns Taken: 6-7

Much like Jeorge and his snipers, you have another chunk of the map that is 
off limits unless you want to aggro a boatload of heroes including Astram.  
That means if a thief makes it over there, you can't chase after them unless 
you want to use another rescue charge (not recommended).  As you might expect, 
the thieves with valuable loot will be running north while the other thieves 
and hunters try to kill your party.

Turn 1: Move anyone besides your dracos, marth, or dragon bait two spots south 
of the nearby house.  Move your rescue staff holder north of that unit and 
summon Sirius.  Move your other staff user north of them, trade the staff, and 
summon Catria. (Screenshot 2)   Move Sirius and Catria NE and javelin the two 
separate thieves in range.  Kill the nearby thief with Nabarl from the north.  
Move Feena fully west and dance for Nabarl, then kill the master proof thief 
with Nabarl from the west.  (Screenshot 3)   If anyone misses, it's time to 
restart!  Move your dragon bait NW.  The dragon bait should be attacked and 
counterattack on enemy turn.  Move draco Aran fully north. Move Marth north, 
trying to get him to the castle asap.  Move others NE to intercept the 
incoming thief.

Turn 2: Kill the NW archer with Aran and Nabarl.  One shot the NW thief with 
Sirius from the north.  Dance for Sirius and one shot the thief holding the 
angelic robe.  Kill the NE hunter with Catria. (Screenshot 4)  Move your 
dragon bait east, use a Vulnerary, and heal them. (Screenshot 5)  The dragon 
bait should be attacked and counterattack on enemy turn.  Move Marth north 
towards the castle.  Take care of the incoming thief with the rest of your 
party.

Turn 3: Use one of the save points with Aran (hooray for save points).  One 
shot the Wo Dao thief with Sirius.  Dance for Sirius then kill the scorpio 
star thief.  Kill the remaining hunter with Catria.  Move Nabarl to protect 
Feena from the non-loot carrying thief attack. (Screenshot 6)  You should 
probably kill the dragon on this turn.  Heal your dragon bait one more time 
and get in an attack, which should hopefully put it in range for Linde's Aura 
to finish it off. (Screenshot 7)  If not, attack the dragon with any of your 
other units that can survive its counterattack.  Once the dragon is dead move 
someone west to go pick up the physic staff on the cave spot.  Keep moving 
Marth north towards the castle.

Turn 4 onward: Enemy reinforcements will start showing up, but thankfully the 
cavaliers far outpace the knights, allowing you to easily take them out two at 
a time.  If you start to get overwhelmed, fall back into the woods.  Finish 
off any nearby thieves and kill the boss with Catria and others if needed, 
while taking out the mage reinforcement.  Keep moving Marth north towards the 
castle - use dance to get him there faster.


Chapter 7 Lunatic Reverse Unit Choices: Dracos My Unit and Sirius, Myrm Luke, 
Cavalier or Peg Shiida, Palla, and Catria, Malliesia, Yumina, and one staff 
user of any level.

Chapter 7 Lunatic Reverse Turns Taken: 5

The reason for bringing 3 staff users is because you need Malliesia to repair 
the rescue staff with hammerne, then two more staff users to rescue Draco MU 
and Sirius northward.  Plus it's nice to be able to heal your dragon team and 
thief team at the same time.

The dragon is more dangerous now that you can't attack it without getting 
hit.  Lure it back with a 17+ SPD range unit then hit it with other 17+ SPD 
units.  You can finish it off with a below 17 SPD unit as long as they don't 
get one shot or don't miss.  I used Palla to kite the dragon with then used 
Palla, Luke, and Shiida to finish it off.  If you're planning to finish in 5 
turns you have a much smaller time window to kill it and reach the cave for 
the Physic.

Send Draco MU, Sirius, and one of your pegasus knights north to deal with the 
thieves.  Nabarl will take a bit of extra damage hitting the thief on turn 1 
but he can use a vulnerary after Feena dances for him.  Draco MU should be one 
shotting thieves left and right and easily survive a hit from an archer.  
Dance for Marth as he approaches to get him into the castle on turn 5.  If you 
have someone who can one shot thieves besides My Unit, or if you add an extra 
flier up north, you'll have some extra moves to use the save points.

Chapter 7 Intermission Choice:
Yes - My Unit puts on a bishop's miter costume piece.
No - My Unit doesn't put on the miter.


Chapter 8:
Preparations: The generals have 12-13 SPD so choose units that can double up 
on them.  Hunter Draug should be fast enough to double them, and if you give 
Linde the speed star she will probably be able to as well if you've been 
leveling her.  Not really sure who to give the angelic robe to, so just hold 
on to it until it's clear that you need to use it to obtain a recruit or loot.

Unit Choices:
My Unit, dracoknight Sirius, hunter Draug, general Catria, two stave users, 
Palla, Feena, myrmidon Luke, and Shiida or Linde.

Treasure:
Sagittarius Star - Jeorge (boss)
Firestone - Thief
Silver bow - Sniper
Arms scroll - General
Leo Star - Thief

Recruits:
Astram (hero) - Do not kill him in Chapters 7, 8, and 9, and you can recruit 
him with Jeorge in Chapter 16.
Cain (cavalier) - Joins at start of chapter.
Bantu (manakete) - Visit village.
Roger (knight) - Talk to with Shiida
Jeorge (sniper) - Talk to with Marth or Gordin.  Must have survived Chapter 5.

Enemy Reinforcements:
Enemy Turn 2-5 - 2 cavaliers and 2 knights from SW fort, and a mage from SE 
fort.
Enemy Turn 6 - 4 generals from the NE, plus all of the generals and heroes on 
the map will aggro

Shops:
Weapon Store: Silver Spear, Silver Bow, Hammer, Armorslayer

Walkthrough Turns Taken: 7-8

This chapter is fairly simple, unlike the last few.  You can earn your non-
promoted units easy XP by killing the promoted units while blockading.  The 
basic strategy is to hold off enemies from the south while you kill the 
generals to the north and reach Marth to the castle asap.  You can finish this 
map pretty quickly if you rush through the enemy generals, although you 
probably won't get as much XP.

Turn 1: Javelin the south thief from the north with Catria, dance for her, 
then kill the north thief with Catria.  Get into paladin aggro range so you 
can kill them off quickly before reinforcements come.  Visit the store and 
purchase whatever you need.

Turn 2: Finish off any paladins and recruit Roger.  Move into General range 
and start pulling them.  Start moving everyone onto the north bridge.  Visit 
the village with Marth. (Screenshot 2)  You could also blockade at the south 
bridge instead, giving you more room to move around, instead of everyone 
packed onto the north bridge.  This may take more turns to complete the 
chapter, though.

Turns 3-6: Use the save point.  Hold off the reinforcements while taking on 
the generals.  Javelin down the mage reinforcements from the water to keep 
them from breaking the blockade.  Your two healers should do a decent job 
keeping everyone alive.  If one of the reinforcement killer weapons crits, 
reload from the save point.  Try to javelin down the mage reinforcements with 
a draco or pegasus before they reach your blockade. (Screenshot 3)

Turns 7 onward: Kill both snipers and rush Marth to the castle using your 
dancer for help. (Screenshot 4)


Chapter 8 Lunatic Reverse Unit Choices: Generals My Unit and Sirius, Cavalier 
or Peg Catria, Shiida, and Palla, Myrmidon Luke, Hunter Draug, Malliesia, 
Yumina, Feena.

Chapter 8 Lunatic Reverse Turns Taken: 6
It's time to break out the big guns.  General My Unit, who should be nigh 
invincible, needs to plow through a boatload of generals to clear the way for 
Marth.  Use MU and Sirius to blockade the generals while Marth slips past.  
You can of course get your other units lots of XP from what MU doesn't kill.  
Send a high SPD flier after the south thief, preferably someone who can double 
or one shot it, then keep them down there to kill the mage reinforcements as 
they spawn.  Hold back the incoming forces from the south with Cain and 
another of your less potent units against Generals.  The two save points are 
easy opportunities for level ups.

Chapter 9:
Preparations: The dracoknights in this chapter have 20 SPD, making them very 
dangerous to any of your slower units.  Marth needs to run NE to the village 
then W to the castle while your other units hold off the incoming dracos.  By 
the time you fend off the enemy dracoknights, your ground units won't be able 
to catch up to Marth, so you'll need fliers to get around the desert terrain.  
Dracoknight Sirius and Catria are a given, but you need one more.  Your 
options are Shiida, Palla, Wendell, or MU if you have male class limits 
removed.  Promote your fighter My Unit this chapter if they are STR/SPD capped 
and around lv 18.  Early promote hunter Draug to Sniper so he can start using 
silver bows.  All of your units attacking the dracoknights need to be able to 
take one hit.

You get the boots in this chapter.  If you're not too concerned about turn 
count, give the boots to My Unit or another strong unit like Catria, so you 
have access to a 12 MOV unit.  If you're speedrunning, give Marth the boots.

Unit Choices: Berserker or Draco My Unit, Feena, Dracoknights Sirius and 
Catria, dracoknight or pegasus Shiida and Palla, Malliesia, Hunter Draug, 
Julian, Luke.

Treasure:
Capricorn Star - Right chest
Boots - Left chest
Thief staff - thief
Steel sword - thief
Master proof - thief
Vulnerary - mage, dracoknight
Steel spear - dracoknight
steel axe - dracoknight
Thunder - mage
Speedwing - bishop
Mend - bishop
Master proof - Yodel (boss)

Recruits:
Astram (hero) - Do not kill him in Chapters 7, 8, and 9, and you can recruit 
him with Jeorge in Chapter 16.
Minerva (dracoknight) - Visit village.
Etzel (sorceror) - Talk to with Marth.

Enemy Reinforcements:
Enemy turn 7 - 6x hero at south of map, including Astram

Shops:
Weapon Shop: Steel Weapons, Silver Axe, Silver Sword
Left Item Shop: Door Key, Vulnerary, Holy Water
Right item Shop: Fire, Blizzard, Thunder, ElFire, Heal, Mend

Deployment:
See Screenshot 1.

Walkthrough Turns Taken: 10-11
Turn 1: Attack the thief staff holding thief with Sirius's forged silver 
spear, and attack the steel sword thief with Catria.  Rescue Catria back to 
safety - if your rescue staff is down to 1 charge, make sure to repair it with 
the hammerne. Dance for rescued Catria and go kill the master proof thief.  
Move Marth and Julian east, Marth towards the NE village, and Julian to the 
chests.  Position everyone NW near the bridge to deal with incoming 
dracoknights.  Make sure your healer is in the same spot as Screenshot 2.

Turn 2: Kill the 3 closest dracoknights.  The reason you probably shouldn't 
attack the far one is because it will aggro all of the mages including Etzel 
and cause a lot of problems.  Everyone attacking the dracoknights should be 
able to take a hit from the incoming one you didn't kill.  Keep moving Marth 
and Julian to their locations.  Use the physic staff if needed to heal from 
afar.

Turns 3-6: Finish off the last dracoknight and the thief headed towards the 
treasure.  Keep moving Marth and Julian to their locations.  Move one of your 
dracos into the west enemy draco range.  There is one square you can pull the 
draco from that won't aggro the mages. (Screenshot 3) After killing it, move 
your dracos NE to meet with Marth.  Use the save point with Marth on turn 5.  
Marth should hit the village on Turn 6 and start moving west on Turn 7.  Pull 
the mages from the east near Marth so that Etzel moves towards Marth.  Use the 
+RES staff on someone to help against the mages.  Start pulling the mages on 
turn 5 or 6. (Screenshot 4)

Turn 7: Make sure to put one of your tougher dracos in range of the remaining 
enemy draco but not in the bishop range to pull it.  It really helps if your 
dracos can one shot the mages.  Again use the physic staff to heal from afar 
if anyone is in danger.  Move Marth towards Etzel.  Just about anyone in your 
party can take a hit from Etzel, just make sure they don't counter and kill 
him.

Turns 8 onward:
Most of the mages should be dead, so close in on the bishops and capture the 
castle before the heroes reach it. (Screenshot 5)  Use the save point before 
attacking the boss as it does have an annoying chance to dodge.  Do some 
shopping before you finish.  Since you don't get the silver card on lunatic 
mode, it doesn't matter when you buy your stuff.

You can probably finish this chapter more quickly if you get a staff user to 
the castle faster than Marth and rescue him there.


Chapter 9 Lunatic Reverse Unit Choices: Dracos My Unit and Sirius, Pegasus 
Knight/Cavalier Shiida, Catria, and Palla, Myrm Luke, Hunter Draug, Feena, 
Julian, Malliesia, Yumina.

Chapter 9 Lunatic Reverse Turns Taken: 7
Turn 1: Move Marth east, dance for him, then send him to the village which he 
should reach on Turn 5.  Send Julian to the treasure chests.  Use the Barrier 
staff on MU.  Kill the steel spear thief with MU then rescue him.  One shot 
the thief staff thief with draco Sirius.  Move counterattackers in range of 
the two incoming NW dracos.

Turn 2: Kill the draco next to the river with MU's forged hand axe from the 
south, then dance for him and kill the farthest draco with the hand axe.  Take 
care of the other two dracos with the rest of your party.  One shot the master 
proof thief with Sirius. (Screenshot 1)

Turn 3: Position counterattackers in enemy mage range, but out of dracoknight 
range.  Lure Etzel towards the village with one of your pegasus knights 
(Screenshot 2) - he should reach the village by Turn 6, so Marth can talk to 
him.  You can use the save point with Marth and still reach the village on 
Turn 5.

Turn 4: Aggro the two dracos by the castle with MU.

Turn 5: Visit the village with Marth.

Turn 6: Etzel should be within talking range of Marth.  Talk to Etzel with 
Marth and slay any mages that may have came with him.  Start killing the 
bishops by the castle with MU and your fliers. (Screenshot 3)

Turn 7: Rescue Marth next to the castle, kill the boss, then capture.  Astram 
won't even get to show up this time.


Chapter 10:
Preparations: This is a good chapter to get any of your non-promoted units 
some XP including Marth.  It's not crazy like the last two chapters where you 
need to keep running around and mowing down enemies as fast as possible to 
avoid killing Astram.  The enemies in this chapter are the same slow mages 
with a few slightly faster mercs - not very daunting opposition.  You'll need 
two stave users on this map to follow the bishop killing strategy.  You need 
to take Wendell to recruit the boss, so that's one.  The other spot can be 
taken by sage Linde or Eztel.

Unit Choices: My Unit, Feena, paladin Catria (to avoid dracoknight speed cap), 
dracoknight or paladin (or whatever?) Sirius, Wendell, Julian, Rickard, Shiida 
or Palla, hunter Draug, myrmidon Luke, and one more stave user (sage Linde, 
Eztel, etc.)

Treasure:
Unlock - far right chest
Recover - far left chest
Bullion (L) - mid right chest
Physic - mid left chest
Holy water - Priest
Vulnerary - Priest
ElFire - Mage
Killer sword - Sniper
Silver Card (Normal, Hard, or Maniac) or Vulnerary (Lunatic or Lunatic') - 
Clear the chapter without killing any curates.

Recruits:
Merric (Mage) - Joins on first turn.
Ellerean (Mage) - Talk to with Wendell.

Sidequests: 10x - Clear Chapter 10 in N15 H18 M21 L24 L'27 turns.  If you fail 
those turn times, you can still reach 10x if at least 3 curates are alive at 
the end of chapter.

Walkthrough Turns Taken: 7-8

There are two strategies for getting all 4 chests.  The faster method is to 
send Julian and Rickard to the outside chests while opening the inside chests 
with the thief staff.  The slower method is using Marth or a thief to open the 
two inside chests while you use a thief staff on one of the outside chests.

Turns 1-2: There are two strategies for taking out the bishops, both require 2 
stave users.  First strat, use a flier, pirate, sniper, or levin sword 
hero/swordmaster to kill the right bishop at range, then heal them.  Then kill 
the left bishop the same way and dance for him/her.  Your unit still left 
standing in the water will be hit by a shaver wielding mage and hopefully 
survive. (Screenshot 1)  Second strat, use a flier or pirate, sniper, or levin 
sword hero/swordmaster to range kill the right bishop then dance for them so 
they can get out of sniper/shaver range.  Use the +RES staff on Feena and move 
your flier out of the remaining bishops range if it was injured.  Then repeat 
on turn 2 to kill the other bishop.

Rescue Merric on turn 1, or you can wait until turn 2 if you stand Merric next 
to the boss and use holy water (saw that in paperblades vid).. but there's 
really no reason why you shouldn't be able to rescue him on turn 1.  Start 
moving your party along the east path during turns 1-2.

Turns 3-6:  Use the save point as you enter the inner ring.  None of the 
enemies in the inner ring are linked, so pull at your leisure. (Screenshot 2)  
The boss will move to attack so be careful.  Enemy mages and a merc will still 
be chasing you but you can deal with them when they catch up.

Turn 7 onward: After you've killed most of the enemies in the inner circle, 
pull the boss, recruit him with Wendell, grab the treasure, and finish. 
(Screenshot 3)


Chapter 10 Lunatic Reverse Unit Choices: Berserker My Unit, Sniper Draug, 
Malliesia, Feena, Pegasus/Cavalier Palla, Shiida, and Catria, SM Sirius.

Chapter 10 Lunatic Reverse Turns Taken: 5
Place Merric to the bosses left or right, de-equip his tome, and use Holy 
Water.  Send your two thieves to the outside chests while your staff user 
opens the middle two with the thief staff.  Send half of your team with Marth 
and MU north to the throne while the rest of your team holds off the incoming 
mages and mercs.  Like all mages they hit like a ton of bricks so use +RES 
buffs liberally.  Make sure your defenders can counter ORKO the incoming mages 
or they will be overwhelmed.


Chapter 10x:

Recruits:
Dice (Fighter) - Joins during intermission.
Maris (Myrmidon) - Joins during intermission.
Horace (General) - Joins on first turn.

Enemy Reinforcements:
Every Enemy Turn - Roros will respawn infinitely until you kill the 'real' 
Roro and end the chapter.

Walkthrough Turns Taken: 1-2
The way to finish this chapter is by killing the 'real' Roro.  To identify the 
real Roro, move your cursor onto one of the southern Roros, and press L until 
the cursor moves onto the first northmost Roro at the top of the map.  The 
real Roro changes every time you reload your save.  You can keep reloading 
until you get one on the left or right, which is easier than the middle one.  
So basically you need a bunch of high MOV, and DEF units that can hold off the 
roros while you work your way up north to the real Roro and kill it.  They 
should have at least 13 SPD to avoid being doubled. You can afford one or two 
staff users and one sniper but that's about it.  Any kind of +DEF star shards 
will help out.  I recommend taking My Unit, paladin or swordmaster Catria, 
paladin Sirius, two ranged units/staff users, and one more tough defender like 
paladin Palla.

The Roros don't respawn until you kill them, so avoid killing on the first 
turn so you get a break on turn 2 to advance.  If you have an uber berserker 
my unit that can one round the real Roro, you can finish this chapter in as 
short as the 3 turns it takes him to walk up there.  If not you'll have to 
take longer trying to form a passageway blockade against incoming Roros while 
healing.  Also, the Roros have a high chance to crit, so don't count on being 
able to do this chapter on the first try.  You can stop them from spawning by 
stepping onto the spawn point squares if you need to.

Chapter 10x Intermission Choice:
Yes - My Unit puts on a mask costume piece.
No - My Unit doesn't put on the mask.


Chapter 10x Lunatic Reverse Unit Choices: Draco My Unit, Draco w/ 21 SPD, 
Feena, Draug, Luke, whoever else.

Chapter 10x Lunatic Reverse Turns Taken: 1
You must reset your save until the boss roro is on the left/right and not the 
middle (66.6~% chance).  ORKO the middle roro in the way of the boss roro with 
your 21 SPD draco.  Send MU towards the boss Roro, dance for him, then move 10 
spaces up to the Roros face and kill it.  Use your other units to get some 
free XP off the nearby Roros.


Chapter 11:
Preparations: This chapter is a great opportunity to catch Merric up in levels 
by one shotting wyrms with Excalibur.  Etzel is a decent ready-made caster 
that can also heal, although he is very slow and won't cap sorcerer SPD on 
average.  Minerva is one of the only axe units besides fighter My Unit worth 
taking. 

You can get your first of 3 elysian whips in this chapter which promotes any 
female to a falcoknight instead of a dracoknight.  Catria is almost certainly 
already promoted, so that leaves you with Palla or Shiida.  The next whip you 
get is in Chapter 16.  Promoting Palla will give her +3 SPD which helps her 
poor SPD growth a lot, while promoting Shiida will give you a low STR/HP but 
easily SPD capped falco.  If you've been using Palla a lot you'll probably 
want to use the whip on her.

There are many axes and wyrms on this map, which means you should bring 
swords, bows, shaver/excalibur casters, and that dragonpike Minerva joined 
with.  Give priority to units or class combos that can reach 24 or higher SPD 
to double the Wyrms.

Unit Choices: Warrior or Draco My Unit, Feena, dracoknight Catria w/ 
dragonpike, dracoknight Sirius, hunter/warrior Draug, Linde or Palla, Merric, 
Etzel, Shiida w/ VIP card, and myrmidon/SM Luke.

Treasure:

Map used from http://wiki.gamerp.jp/fe/data/237.html


	00 	01 	02 	03 	04 	05 	06 	07 	08 
	09 	10 	11 	12 	13 	14 	15 	16 	17 
	18 	19 	20 	21 	22 	23 	24 	25 	26 
	27 	28 	29
00 	A 	A 	  	  	  	  	  	  	B 
	B 	B 	  	  	  	  	  	  	  
	  K 	  	S 	  	  	  	  	  	  
	  	  	 
01 	A 	A 	  	  	  	  	  	  	B 
	B 	B 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
02 	  	  	  	  	  	  	  	  	B 
	B 	B 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	D 	D 
	D 	  	 
03 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	C 	C 	C 	  	  	  	D 	D 
	D 	  	 
04 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	C 	C 	C 	  	  	  	D 	D 
	D 	  	 
05 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	C 	C 	C 	  	  	  	  	  
	  	  	 
06 	  	  	  	  	  	  	  	  	  
	E 	E 	E 	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
07 	  	  	  	  	  	  	  	  	  
	E 	E 	E 	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
08 	  	  	  	  	  	  	  	  	  
	E 	E 	E 	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
09 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
10 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
11 	F 	F 	F 	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
12 	F 	F 	F 	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
13 	F 	F 	F 	  	  	  	  	  	  
	  	  	  	G 	G 	G 	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
14 	  	  	  	  	  	  	  	  	  
	  	  	  	G 	G 	G 	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
15 	  	  	  	  	  	  	  	  	  
	  	  	  	G 	G 	G 	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
16 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
17 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
18 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
19 	H 	H 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	I 
	I 	I 	  	  	  	  	  	  	  
	  	  	 
20 	H 	H 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	I 
	I 	I 	  	  	  	  	  	  	  
	  	  	 
21 	H 	H 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	I 
	I 	I 	  	  	  	  	  	  	  
	  	  	 
22 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
23 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
24 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
25 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
26 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
27 	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
28 	J 	J 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 
29 	J 	J 	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	  	  	  	  	  	  	  
	  	  	 

(A) Elysian Whip
(B) Energy Drop
(C) Arms Scroll
(D) Dragon Shield
(E) Secret Book
(F) Goddess Icon
(G) Angelic Robe
(H) Lady Sword
(I) Spirit Dust
(J) Speedwing
(K) Jake (recruit)
(S) Secret Shop location (must be holding the VIP Card)

Treasure is always found 100% of the time by all units.

Vulnerary - Wyvern
Energy Drop - Dracoknight
Steel Axe - Bandit
Steel Bow - Sniper
Master Sword - Swordmaster
Killer Axe - Bandit
Wyrmslayer - Dracoknight

Recruits:
Jake (Warrior) - Talk to with Shiida

Shops:
Secret Shop: It's two squares east of where Jake is standing.
Wyrmslayer, Armorslayer, Rapier, Ridersbane, Wing Spear, Dragonpike, Hammer, 
Poleax

Walkthrough Turns Taken: 17-20
This is a pretty easy chapter compared to previous ones and you can earn some 
good XP for your non-promoted units including Marth who probably didn't gain 
much during chapters 7-9 because he was too busy running towards the capture 
point.  You may want to restart the chapter if Merric gets RNG screwed in the 
4-5 levels you get him from one shotting wyrms.  A good tip for spotting enemy 
ranges is to highlight (press B, turn the enemy red, etc.) all the melee 
enemies on the map, then press X to switch to all enemy view, so you can 
quickly see the difference between bandit range and wyrm range.

Turns 1-8: Split your team up heading north and west, converging near the two 
SMs and wyrm. (Screenshots 1-2)  Get in enemy attack range, counterattack, 
kill, find treasure, etc.  Use bows and excalibur/shaver on the wyrms and tear 
up the low stat bandits.  Try to feed XP to your non promoted units because 
it's fairly easy to do here.  Jake doesn't aggro so you can in his range 
without issue.

Turns 9-13: Storming the castle is a bit more difficult.  The two wyrms in 
front of the castle are linked to the enemies around them.  The west wyrm is 
linked to the nearby wyrm in the NW corner, hunter, swordmaster, and 
barbarian.  The east wyrm is linked to the two nearby swordmasters.  The wyrms 
won't attack unless you get into one or more of the melee units ranges, which 
complicates things.  The hunter and bandit directly north of the save point 
are not linked to the other two larger groups, and you need to clear them out 
to reach the position to attack the SMs from.

First regroup everyone, move south of the two swordmasters and wyrm, and use 
the save point.  While your ground units are getting into position, use your 
dracos to fly around and grab treasure, recruit Jake, heal up, use the secret 
shop, etc.  Depending on whether Marth has at least 17 SPD, he may have to 
hang back outside of the wyrms attack range which will delay your finishing 
time.  If he can avoid being doubled he can move in more aggressively and 
finish 3 turns earlier.

You can get some pretty interesting stuff at the secret shop.   I'd give more 
buying priority to the anti-dragon weapons like Wyrmslayer and Dragonpike, 
because just about anyone can tear up a knight or cavalier, but dragons are 
truly dangerous in Lunatic mode with their 1-2 range attacks.  In fact the 
next couple chapters are swarming with dragons, so I suggest buying at least 
one Wyrmslayer and Dragonpike.

You can move one space into the southeast SMs attack range and the enemies 
won't aggro (Screenshot 3).  Use the dragonpike or excalibur to one shot the 
wyrm then use ranged attacks and finishers to bring down the two 
swordmasters.  If something unfortunate happens, reload from the save point 
near the castle.

Turns 14 Onward: To take out the west group of enemies, move dracos in to kill 
the draco in the NW corner. (Screenshot 4)  Use a physic on one of your dracos 
if they took any damage.  Place a ranged unit that can take a hit one square 
into the remaining dracos range.  This wil cause the wyrm to attack the ranged 
unit, which you can then finish off. (Screenshot 5)  The ground units will be 
aggroed but you can move in on them easily.  The boss itself is easy, still 
weak against excalibur, bows, etc.  Hit it once with a fast unit then finish 
it off with excalibur.


Chapter 11 Lunatic Reverse Unit Choices: Dracos My Unit, Sirius, Shiida, and 
Palla, Malliesia, Sage Etzel, Yumina, Wendell, Catria, Swordmaster Luke.

Chapter 11 Lunatic Reverse Turns Taken: 7
Send My Unit and Shiida north and everyone else west.  Use My Unit to solo the 
NE enemies and swordmasters.  Rush your casters and dracos west, use Luke to 
deal with the bandits and hunters to the west or just ignore them.  Keep chain 
pulling dracos with Etzel and healing him.  Don't even bother triggering the 
northwest castle trap, just rescue marth close to the castle, kill the boss, 
grab the treasure, and capture.  If you want to use the secret shop, hand the 
member card from Shiida to Jake after recruiting him - I suggest buying 3 
dragonpikes and a wyrmslayer.  Your spear users will be using up those 
dragonpikes like nothing if you expect to clear Ch 12-14 quickly.  Make sure 
to pick up all the treasure before capturing - Grab the NE treasure with 
Shiida and Luke and the SW/W treasure with Sirius.


Chapter 12:
Preparations: There are many dragons on this map and they all hit as hard as 
ever.  At 18 SPD they aren't extremely fast, so anyone with decent STR who can 
hit 22+ SPD is golden.  The wyrms have gone up to 21 SPD which makes your 
slower units look even more antiquated.  You'll want to bring one or two 
defensive units that can take at least 2 hits from the bandits, wyrms, and 
dragons, unless you don't mind hiding in your starting area for most of the 
chapter.  General Catria and My Unit make good frontline choices that can take 
more than a few hits.

Merric is still useful with Excalibur - he should be leveling very quickly 
still.  Some high defense units to stand in front taking dragon attacks would 
be useful.

You should have a number of stat boost items available, and your team that 
you'll be taking through the rest of the game should be more or less set by 
now.  Almost all new recruits from now on are not likely to make it on your 
permanent roster either due to bad stats or being too difficult to level up.  
You should have 2x STR, 1x MAG, 1x SKL, 2x SPD, 1x LCK, 1x DEF, 2x HP, 1x MOV, 
and 1x Arms Scroll.  I'm not sure if you should distribute them or save them 
all for Marth who probably needs all the help he can get vs the final boss.

Treasure:
Silver Sword - Swordmaster
Devil Axe - Bandit
Vulnerary - Wyrm
Pisces Star - Fire Dragon
Master Proof - Fire Dragon

Recruits:
Darros - Talk to with Marth.

Enemy Reinforcements:
Turn 2 Enemy Phase - Bandit, 2x fire dragon at SE fort
After crossing about 1/3 past the bridge - 2x Wyrm, fire dragon at northmost 
middle 3 forts
After taking a left at the north end of the bridge - 2x fire dragon at NW 
fort, 2x wyrm, 1x fire dragon at mid N fort, 3x wyrm at middle bridge fort, 3x 
wyrm at SE fort

Walkthrough Turns Taken: 15-16

Turn 1: Move your tank w/ ranged weapon into both fire dragons range to 
counter them.  Kill the dragon to the east.

Turn 2: You can either block up the SE forts to prevent reinforcements or let 
them show up for more XP.  (Screenshot 1)  Keep in mind that near the end of 
the chapter, 3 more wyrms will spawn from the SE forts, so you can either 
choose to camp your units there permanently, or be willing to face the wyrms 
later.

Turn 3: Take out the wyrms and any remaining dragons or bandits. (Screenshot 
2)  One shot the wyrms with bows and excalibur.

Turns 4-6: More incoming dragons, bandits, and wyrms.  Lead the way with your 
tank units.  Use physics if it's too dangerous to get your healers up close.  
Recruit Darros and blockade Marth from taking more than one hit.  (Screenshot 
3) Hopefully he has enough speed to avoid being doubled or you are screwed.  
Use the save point.

Turns 7-9: At the end of the bridge are two traps in either direction.  To the 
right you'll have to get 2-3 squares into enemy attack range before they 
aggro.  Place a strong tank unit up front and ranged units one square inside 
aggro range to attract one of the wyrms. (Screenshot 4)

Turns 10 onward: Stepping to the left spawns a large number of reinforcements 
at almost every fort and aggroes all enemies on the map as well.  Make sure at 
least the 3 middle and 3 top bridge forts are blocked off.  You can block the 
SE fort if needed, but it works better if you just place 3 units on the middle 
bridge forts that can handle the 3 wyrms by themselves.  This frees up 3 units 
to help Marth capture instead of sitting on the SE forts all chapter long.  
The 3 wyrms from the SE fort will move NW.  Two of them will be attackable by 
bows and excalibur, and you can finish the third with a flying unit, or ensure 
that all 3 of your units down there can take a hit from the remaining wyrm. 
(Screenshot 5)

Move your tank west on the bridge to trigger the reinforcements.  Kill the 
wyrms from the SE fort (or not), blockade the dragons and work through them 
using wyrmslayers/dragonpikes, etc. while your tank takes the heat. 
(Screenshot 6) The boss has an annoying dodge rate but you probably already 
used the second save point so just keep swinging with units that can take a 
hit or two until till it dies.


Chapter 12 Lunatic Reverse Unit Choices: Berserker My Unit, Draco/Falco 
Shiida, Palla, Sirius, and Catria, SM Luke, Sage Etzel and Malliesia, Horseman 
Draug, Feena.

You'll want at least two fliers with 22 SPD to double the fire dragons.  MU 
can kill the dragons without needing a dragonpike, but your other fliers won't 
have that level of STR.  Give Marth the Boots if you want to continue 
speedrunning.

Chapter 12 Lunatic Reverse Turns Taken: 6

Turn 1: Kill the two nearby fire dragons on the forts.  Move MU north then 
dance for him then move him further north to kill the bandit from the west 
with a javelin or hand axe.  MU will be attacked by a large number of enemies, 
hopefully he gets a few crits so you have less to deal with on turn 2.

Turn 2: Kill any nearby enemies.  Recruit Darros.  Position your fliers so 
that they can reach at least the left and right forts in the group of 
northmost middle forts on turn 3 to prevent reinforcement wyrms.

Turn 3: Kill the 2 fire dragons and bandits then block off the forts.  You 
must block the left and right forts in the northmost middle group of forts or 
wyrms will spawn from them.

Turn 4: Kill the two fire dragons on the right side and position to kill the 
two wyrms on the right.

Turn 5: Kill the wyrm on the left and the nearest fire dragon.  Block all of 
the northmost middle forts again.

Turn 6: Use the second save point then kill all of the fire dragons in the way 
including the boss.


Chapter 12 Lunatic Reverse Unit Choices: Berserker My Unit, Draco/Falco 
Shiida, Palla, Sirius, and Catria, SM Luke, Sage Etzel and Malliesia, Horseman 
Draug, Feena.

You'll want at least two fliers with 22 SPD to double the fire dragons.  MU 
can kill the dragons without needing a dragonpike, but your other fliers won't 
have that level of STR.  Give Marth the Boots if you want to continue 
speedrunning.

Chapter 12 Lunatic Reverse Turns Taken: 6

Turn 1: Kill the two nearby fire dragons on the forts.  Move MU north then 
dance for him then move him further north to kill the bandit from the west 
with a javelin or hand axe.  MU will be attacked by a large number of 
enemies.  He has a good chance of crit killing one or two of them.

Turn 2: Kill any nearby enemies.  Recruit Darros.  Position your fliers so 
that they can reach at least the left and right forts in the group of 
northmost middle forts on turn 3 to prevent reinforcement wyrms.

Turn 3: Kill the 2 fire dragons and bandits then block off the forts.  You 
must block the left and right forts in the northmost middle group of forts or 
wyrms will spawn from them.

Turn 4: Kill the two fire dragons on the right side and position to kill the 
two wyrms on the right.

Turn 5: Kill the wyrm on the left and the nearest fire dragon.  Block all of 
the northmost middle forts again.

Turn 6: Use the second save point then kill all of the fire dragons in the way 
including the boss.


Chapter 13:
Preparations: More dragons!  The wyrms are faster at 22 SPD so only a few 
classes near their SPD cap will be able to double them.  Despite that, this 
chapter is easier than 12 because you have a lot more room to move around and 
there aren't waves of enemies approaching every turn.  It's fairly 
straightforward except for the reinforcement ambush at the end.  The only 
thing to look out for are the thieves, but they are easily one shotted by a 
high STR draco like Catria or Sirius, possibly with STR star shards and/or a 
forged silver lance.  Having at least one chracter who can one shot the 
mages/thieves on the map is a big help, such as draco catria, palla, or luke, 
who should be around 20 in STR.

All of your units should be promoted by now except possibly Shiida or Catria 
if you are waiting for a second Elysian Whip.  It's possible to get Merric 
from lv 11 to 18 during Ch 11-12 mostly by one shotting wyrms with Excalibur, 
so he should be in good shape to be promoted on this chapter.  Linde is 
basically a healbot in my game so I'm not sure I'd level her up again if I 
started a new playthrough, since Malliesia would be just as good as a healbot.

I recommend taking berserker My Unit w/ hand axe, SM Sirius, SM Luke, Linde, 
Etzel, or Malliesia (just for healbotting mostly), Palla as long as she has 21 
SPD to double ice dragons or Shiida w/ forged Dragonpike to allow her to one 
round ice dragons, dracoknight Catria, warrior Draug, Feena, Merric, and 
Julian.

Treasure:
Wyrmslayer - east chest
Dragonpike - SE chest
Spirit Dust - mid chest
Vulnerary - Dark Mage, Bandit
El Fire - dark mage
Master Proof - ice dragon

Recruits:
Robert, Belf, Leiden - Joins during intermission.
Beck (Horseman) - Talk to with Marth.

Enemy Reinforcements:
Stepping onto the centre isle - Wyrms from NW and NE and ice dragons from 
every fort, plus all enemies on the map aggro.

Sidequests: 13x - Complete Chapter 13 in N20 H24 M28 L32 L'36 or less turns.  
If you fail those turn times, you can still reach 13x if no thieves escaped.

Shops:
Secret Shop: located 3 squares west of the west save point
All 4 Killer weapons, Shaver, Physic

Walkthrough Turns Taken: 11-12
Turn 1: Split up between east and west.  Send Marth west towards Beck, and 
Julian east towards the treasure chest.  Kill the ice dragon, kill the nearby 
bandit using ranged attacks, and one shot the thief and dark mage (Screenshot 
1).  Position a ranged unit in the west ice dragons attack range.

Turn 2: Kill the remaining bandit to the east and get in position to kill the 
wyrms.  Kill the two bandits and mage to the west and get in position to kill 
the wyrms (Screenshot 2).

Turn 3: Kill the pairs of wyrms (Screenshot 3).  If you can't manage to kill 
them, fall back for a turn.  This will delay your capture time but it's not a 
big deal because nothing else will be aggroing on you besides the 
reinforcement ambush.

Turns 4-7: Once the wyrms are dead, send your fliers to kill the 2 dragons 
south of the castle, then move in on the two dark mages and bandit, then the 
two dragons east and west of the castle. (Screenshots 4-5)  I suggest you use 
a save point first because the dragon sitting on the fort south of the castle 
has an annoying dodge rate.  A forged dragonpike really helps with taking out 
the dragons with your fliers, especially if you're using Shiida who has 
naturally low STR.  Allow the enemy thief to open the chest south of the 
castle and kill it as it tries to escape.  Send Marth west to Beck.  Beck 
won't aggro so you can move into his range with no problem.  The only really 
interesting item at the secret shop are the Physics.

Turns 8 onward: The trap at the centre isle is similar to Chapter 12 - lots of 
reinforcements and all enemies are aggroed.  Position your units around the 
castle, use the save point, then move in all at once, killing as many enemies 
as possible (Screenshot 6). Place your units that can cross rivers south of 
the castle, and all others at the bridges.  Heal anyone who was injured 
attacking the dragons next to the boss using a Physic, because the boss hits 
pretty hard.  If some of your units like sages and warriors can't catch up 
since they can't cross rivers, use them to block up the forts to prevent 
reinforcements.  Nobody should be hit by the reinforcements and you can 
capture before they reach your party.


Chapter 13 Lunatic Reverse Unit Choices: Berserker My Unit, Draco/Falco 
Shiida, Catria, and Palla, Horseman Draug, Feena, Sages Malliesia and Etzel, 
SM Luke, Julian.

Chapter 13 Lunatic Reverse Turns Taken: 8

Similar strat to Lunatic mode.  Split up east and west, allow the thieves to 
open the SE and mid chest and kill them for the contents.  Solo the NE wyrms 
with My Unit.  Place Marth on the river near the castle on turn 7, then swoop 
in to kill the boss on turn 8.  You don't even have to kill all the enemies 
around the castle or deal with the ambush, just kill enough for Marth to 
capture.  If you've been eating through Physics as fast as my group has, 
you'll want to buy 1-2 at the secret shop.


Chapter 13x:
 
Treasure:
Iote Shield - NE chest

Recruits:
Athena - Joins on first turn.

Walkthrough Turns Taken: 4

Map: http://wiki.gamerp.jp/fe/data/240.html

Our old friend fog of war is back.  Air units are not advisable due to the 4 
ballistae on the map.  Move Marth to the treasure while finishing off the 
other enemies scattered around.  Unlike most bosses Kline will aggro so be 
careful.  Kill the three nearby Ballistae first, then kill any enemy you spot 
on the way to Kline.  Step into the ballista's attack range but out of Kleins 
attack range to lure and kill a handaxe bandit.  After the bandit is dead, 
move in on Klein and her ballista and finish them off (Screenshot 2).


Chapter 13x Lunatic Reverse Unit Choices: Paladins My Unit, Catria, Shiida, 
and Palla, SMs Luke and Sirius.

Chapter 13x Lunatic Reverse Turns Taken: 3

Send Marth NE flanked by Paladins for his protection.  Send MU directly east 
to kill the boss while others work on the ballistas, bandits, and myrmidons.


Chapter 14:
Preparations: The ice dragons now have 18 SPD.  Anyone with 22 SPD and a 
dragonpike/wyrmslayer will be good.   Someone who can one shot the dark mages 
and/or thieves will be a big help.  You only need one general to tank with, so 
pick whoever has the best DEF/HP.  I recommend taking general or berserker My 
Unit, general or draco Catria, warrior or horseman Draug, SM Luke, SM Sirius, 
Linde or Malliesia or Etzel (healbot), Julian, Feena, and Palla, Merric, or 
Shiida.  Merrics usefulness is cut when there aren't any wyrms to slay, so you 
may want to rest him this chapter to get both Palla and Shiida in.

Treasure:
Swordslayer - Middle chest
Talisman - Right chest
Again - Left chest

Vulnerary - Ice Dragon
Warp (Normal, Hard, or Maniac) or Fortify (Lunatic or Lunatic') - thief
Bullion (L) - Thief
Poleax - Thief
Armorslayer - Thief
Ridersbane - Thief
Recover - Thief
Master proof - Thief
Orb of Light - Gato
Star Orb - Gato (only if you collected all of the star shards)

Recruits:
Xane - Joins on first turn.
Tiki - Talk to with Marth (requires Starsphere)

Enemy Reinforcements:
After talking to Gato - 3x Ice Dragon, 2x Dark Mage from the south, plus all 
enemies on the map aggro.

Shops:
Secret Shop: Located in the middle of the U shaped lake at the top of the 
map.  You can't reach this shop in Lunatic mode.
Firestone, Icestone, Wyvernstone, Magestone

Walkthrough Turns Taken: 18-19

Turns 1-4: Place a tank into enemy attack range while sending everyone else 
west to kill the two dragons and thief outside.  Lure the enemies out while 
wearing them down with counterattacks from your tank (Screenshot 1).  Use a 
Holy Water on your tank if needed.  If your tank can't handle all the attacks, 
put ranged attackers in the dragons outer attack range to lure them away from 
the tank.  Just keep falling back until most of them are dead. (Screenshots 
2)  I recommend making Xane a copy of one of your healers.

Turns 5-6: Another incoming wave of enemies: 5 thieves, another ice dragon, 
and 3 dark mages. Allow the thieves to pile up on your frontline units so some 
of the mages can't get in to attack (Screenshot 3).  Again having someone who 
can one shot the dark mages will make this part much, much easier.

Turns 7-9: Head north and use the save point.  I suggest clearing out the 
dragons in the east wing before moving Marth to the goal.  The 2x dragon and 
dark mage won't aggro unless you get two squares into aggro range.  Kill them 
and move everyone east.  You can safely hide your thief in the corner of the 
middle room then move them back out after all enemies are dead.  You can step 
5 people onto the south to block the reinforcements if needed.  When the doors 
open you'll have to deal with more ice dragons and dark mages to reach Tiki.

Turns 10-12: Stepping on the goal opens the 3 castle doors, spawns 
reinforcements from the south, and aggroes all enemies on the map.  Start 
moving Marth towards Tiki while clearing out the east room (Screenshot 4).  
Hand the star orb to your tank if you can, they'll want the +2 stats while 
taking on an army of dragons (Screenshot 5).  If you can't manage to kill the 
dragons out in the open, you may have to retreat into Tiki's room, although 
this shouldn't be necessary.

Turns 13 onward: There should only be a few dragons and mages left to clean up 
(Screenshot 6).  As far as opening the chests quickly, you could use an unlock 
staff or bring two thieves, or something like that.  I could have captured the 
throne on turn 17 but had to take extra turns to open the chests, so there is 
definitely some room for extra speed.  You can also try rescuing Marth to the 
throne to speed things up, if you like speedruns.


Chapter 14 Lunatic Reverse Unit Choices: Dracos My Unit, Shiida, and Palla, 
General Catria, SM Luke, Sniper Draug/Rory, Bishop Etzel, Sage Malliesia, 
Feena.

It's not the dragons that are dangerous to your tanks here, but the dark 
mages.  Use Holy Water and Barrier liberally to protect from their damage.  
Clearing in 10 turns is no joke - you need lots of units capable of one 
rounding full health dragons and one shotting thieves, including using Parthia 
and Hauteclere etc.  Counterattacks are very important for clearing out the 
masses of enemies quickly.  Feena will have to dance for Marth most of the 
time so don't rely on her too much.

Chapter 14 Lunatic Reverse Turns Taken: 10

Turn 1: Make Xane copy Draco MU and take some axes and spears from storage.  
Kill the 4 ice dragons and 2 sorcs in front.  Kill the thief w/ a full 
inventory and place the Fortify staff into storage.  Retrieve the Fortify 
staff with your A healer and use it at the end of the turn to heal everyone up.

Turn 2: Finish off the ice dragons and sorcs then start killing the thieves.  
The thieves will all attack so you really need weapons that can one shot them 
since there are so many. 

Turns 3-6: Move Marth to Gato.  This will trigger a ton of enemies so have 
Xane and MU with hand axes ready to counter the east and west wings.  Try to 
clear out the east wing asap so Marth can reach Tiki.  Retreat towards the 
east wing while using counterattacks if you have to.  Keep using the Fortify 
staff to keep everyone up (I used it 5 times this chapter).  Send Julian north 
to the middle chest.

Turns 7-10: After talking to Tiki, move Marth and Julian towards the throne.  
Open one chest with Marth and the other with Julian, then capture.  While 
you're waiting for Marth and Julian, I suggest working on Etzel's staff level.


Chapter 14 Intermission Choice:
Yes - My Unit puts on a Tiki headband.
No - My Unit doesn't put on the headband.


Chapter 15:
Preparations: If you need to use physics and your sages aren't quite at C 
level yet, turn them into Bishops temporarily.  You'll need a strong tank to 
handle some of the aggro in this chapter, or be able to block up the NW forts 
before reinforcements show up.  Load Catria up with the star orb and iote's 
shield.

Unit Choices: Berserker My Unit, draco Catria, horseman Draug, SM Luke, Linde 
or Eztel or Malliesia (healbots), draco Sirius, Feena, Merric, draco Shiida, 
falco Palla, and Xane.

Treasure:
Dragon Shield - left village (you can only select one village, then the other 
village will close)
Energy Drop - right village (you can only select one village, then the other 
village will close)
4x Vulnerary - Knight, Mage, Horseman, Paladin
2x Steel sword - Knight, Paladin
Steel bow - Sniper
ElFire - Mage
Killer Bow - Sniper
Silver Bow - Horseman
Silver Lance - Paladin
Rapier - Thief
Silver Sword - Thief
Silver Axe - Thief
Steel Axe - Warrior
Tomahawk - Warrior
Door Staff - Mage
Mend - Bishop
Live - Bishop
Physic - Bishop
Javelin - Knight
Killer Lance - Knight

Recruits:
Est (Pegasus Knight) - Joins on first turn.
Dolph (General) - Joins on first turn.
Abel (Paladin) - Talk to with Marth.

Enemy Reinforcements:
Step anywhere along the west or southwest side of the map after player turn 
5  - 2x cavalier, horseman, mage at NW forts, 2x thief at centre forts, 
paladin at SE forts for one turn, then 2x cavalier, horseman, mage at NW 
forts, 2x horseman at centre forts, paladin at SE forts for two more turns.

Shops:
North Weapon Shop: Iron and steel weapons, silver sword, silver spear, 
javelin, ridersbane, rapier.
South Weapon Shop: Iron and steel weapons, silver axe, silver bow, hand axe.
North Item Shop: Fire, Thunder, Blizzard, ElFire, Heal, Mend
South Item Shop: Door key, vulnerary, holy water

Deployment:
See Screenshot 1.

Walkthrough Turns Taken: 19-20
Turn 1: Cast +RES on Catria and send her to javelin down the left ballista.  
Place a bait unit in the east ballista's range to distract attention from 
Catria.  Send 1-2 fliers such as Sirius, Shiida, or Palla west outside of 
ballista and other enemy ranges - their goal is to javelin down the enemy 
thief as it nears the west village on turn 2, then kill the other two thieves 
as they approach.  Move your units into the safe spots between the cavalier 
and ballista attack ranges along the north edge of the map, feel free to place 
counterattackers in  cavalier range.  (Screenshot 2)

Turn 2: Move east and kill all of the cavaliers and horsemen.  Move your thief 
slaying fliers west, staying out of enemy range.

Turn 3: Send Catria to Javelin down the east ballista.  Send your thief 
slaying fliers south to javelin down the thief.  Move Marth west towards the 
bridge and just about everyone else southeast to aggro the two knights, mage, 
and sniper near the prison.  You have to move two squares into attack range to 
aggro them.. again using holy water or a +RES staff will allow your tank to 
survive the blows, or possibly a 2nd weaker unit to distract the AI into 
attacking two targets. (Screenshot 3)

Turn 4: Finish off any enemies by the prison, open the door and free Est.  
Kill the 2nd thief with your thief killing fliers.  Javelin down the west 
ballista with Catria.

Turn 5: Start moving west towards the village.  Kill the final incoming thief.

Turn 6: Getting into enemy archer range aggroes the village group, and also 
triggers the reinforcements.. I'm pretty sure that's how it works, anyway.  
Move your strongest tank into enemy sniper range and let the reinforcement fun 
begin.  Luckily most of the reinforcements aren't promoted, but you should 
keep your distance until they are done spawning. (Screenshot 4)

Turns 7-10: Clear out the reinforcements and use the save point. (Screenshot 
5)  You'll notice there's now a wave of 3 paladins, 2 thieves, and 4 horsemen 
incoming.  Heal up and get ready to deal with them.  You can still only visit 
one, then the other closes.  At least you just used the save point, right?

Turns 11-13: Finish off the incoming reinforcements. (Screenshot 6)  As uber 
as your My Unit and My Unit Clone may be, you'll probably have to put some 
distraction units in enemy range to take some heat off them.

Turns 14 onward:  Move Marth to the castle, use the save point, recruit Abel, 
kill any remaining enemies, do some shopping.


Chapter 15 Lunatic Reverse Unit Choices: Draco MU, Paladin/Falco Shiida, 
Catria, and Palla, SMs Luke and Sirius, Horseman Draug, Sages Malliesia and 
Etzel, Xane, Feena.

First, you'll need two forged axes/javelins powerful enough to kill the 
ballistas with ranged weapons.  MU should have 30 DEF and 10+ RES.  Use 
Talismans from the stat boost shop to get him there.

Chapter 15 Lunatic Reverse Turns Taken: 8
Turn 1: Cast Barrier on MU.  Kill the left Ballista with Xane and the right 
Ballista with MU w/ Iote's Shield.  You can technically attack the left 
ballista with two range attackers, but both of them need to be able to survive 
two hits from the two bishops, which requires high RES/HP.  Even my Falco 
Catria only had 9 RES.  Move everyone else west out of the paladin/horsemen 
attack range.

Turn 2: Kill the enemies around the village and visit one of the villages with 
Marth.  Blockade the east bridge with MU who should have Iote's Shield to fend 
off bow attacks.  He should be able to kill them all with javelin/hand axe 
counterattacks.

Turns 3-5: Start moving Feena, Etzel, Malliesia, and Dolph towards the 4 NW 
forts to camp them.  Move MU southeast towards the enemies in front of Est's 
room and kill them all, then proceed south.  Move the rest of your force 
southwest, killing the enemies along the way.

Turn 6: By now you should have all 4 NW forts blocked from reinforcements.  
Make Xane copy your Falco.   Kill the paladin, horseman, and thief 
reinforcements showing up using your 10 MOV units.  Use MU to counterkill most 
of them.

Turn 7: Block the SE fort and place unarmed MU in range of Abel to draw his 
attacks.  Place other armed units (with lower DEF than MU) south of MU who 
will draw the horsemens aggro.

Turn 8: Use the save point.  Kill the general in Est's room, kill the boss w/ 
My Unit's Hammer and recruit Abel with Marth.  Use the Again staff on Marth, 
kill the sniper in his way, then capture.


Chapter 16:
Preparations: You only get 8 unit picks here and you're forced to bring Jeorge 
and Julian (unless you don't mind spending time opening chests w/ Marth).  The 
thief with the earth orb and holy water will attempt to escape to the NW 
corner.  The other 4 thieves will raid the treasure chests and attempt to run 
away as well.  Bringing 1-2 units who can one shot the mages and thieves on 
the map will be a great help - forge a weapon if you have to.  You should also 
consider bringing a General and +RES staff/holy water, just because you'll be 
fending off a huge number of reinforcements again. One of your units should be 
a paladin to kill the boss more quickly.  If you don't bring a general you'll 
have to rely on your SMs to dodge for you, or rely on your paladin/my unit to 
tank.  The heroes have 24 SPD but luckily the Warriors are only 22, making 
them slightly easier to kill.

I recommend taking My Unit, Jeorge, Julian, two out of 
Linde/Etzel/Malliesia/Merric for healing (at least one person with B staves to 
use Recover), Catria, SM Sirius, SM Luke, Feena, and one choice between Draug, 
Shiida, Palla, and Xane.

Treasure:
Master Proof, Goddess Idol, Speedwing, Shaver, Bullion (L), Rescue, Elysian 
Whip - Treasure Chests
Earth Orb - thief
Silver Sword - hero
Silver Axe - hero
2x Vulnerary - hero, warrior
Hammer - warrior (reinforcement)
Physic - bishop
Reserve - bishop
Recover - Willow (boss)

Recruits:
Macellan (General) - Joins on first turn.
Astram (Hero) - Talk to with Jeorge.  He must have survived chapters 7-9.

Enemy Reinforcements:
One turn after one of the treasure chests has been opened - The temple gates 
open and most enemies inside aggro.
Upon opening the temple gates manually, before they automatically open - Most 
enemies inside the temple aggro.
One turn after one of the treasure chests has been opened, or one turn after 
the temple gates open - 2x warrior, 1x mage, 1x soldier from the south for 3 
turns.

Sidequests: 16x - Complete Chapter 16 in N18 H21 M25 L28 L'32 or less turns.  
If you fail those turn times, you can still reach 16x if My Unit is level 5 
promoted.

Deployment: See Screenshot 1.

Walkthrough Turns Taken: 17-18

Turn 1: Move your paladin north, then dance for it so they can move north past 
the first thief and kill the 2nd thief while blocking the passage of the first 
thief.  Move everyone else north.

Turn 2: Move your paladin into sniper range along the north wall (Screenshot 
2)  - this will cause the sniper to attack from behind the wall where you can 
kill him with ranged attacks.  Make sure Jeorge or any vulnerable units are 
not in the narrow passageway or further north, because that will make the 
sniper move out into the hallway and make things more difficult for you.

Turn 3: Kill the sniper at range.   Move a unit into the range of the NE hero, 
and make sure they don't accidentally kill Astram in counterattack. 
(Screenshot 3)

Turn 4: Recruit Astram, kill the heroes out in the hallway, and blockade the 
other heroes and sniper. (Screenshot 4)  Try not to take any damage while 
killing the heroes to prevent the remaining sniper from killing anyone.  Use 
Physics if needed.  Kill or blockade the two thieves heading north - they will 
not attack, so get in their way as much as possible. (Screenshot 5)  The 
temple gates will open on enemy turn 4, which will allow the ranged tome 
bishops to attack your units near the temple.  Check Screenshot 8 for attack 
range and stay out of it.

Turn 5: Finish off the remaining heroes and sniper.

Turn 6: Kill the thieves trying to escape with treasure, use the save point, 
and get ready for the huge wave of enemies.  Expect to reload from this save 
point due to the killer bows and lucky (or unlucky) crits messing up a 
blockade and causing your blockader to take multiple hits.  Preferably you 
want them to split up so you can blockade one side while attacking the other 
side, so place some vulnerable units on the right side to split the enemy 
forces up.  If you're using a high HP/DEF/RES tank, the Restore staff will 
help a lot here.  (Screenshot 6)

Turns 7-11: Once the enemies are split up, push through the left side into the 
save point room while retreating from the right side, then blockade the 
incoming right side enemies from inside the save point room.   Use your 
highest dodge or HP/DEF/RES units, your best healing, and holy water or the 
Barrier stave. (Screenshot 7)  It may help to de-equip your blockader to avoid 
unlucky crits until you are ready to push out and destroy them.

Turns 12 onward: Use the save point before trying to take on the boss.  Move a 
high HP/DEF/RES unit one square north of the save point and they'll hopefully 
survive the two ranged attacks, general, and sniper. (Screenshot 8)  Kill the 
sniper and rush in, killing both bishops first, and sending Marth in with Holy 
Water so he doesn't get one shot by the boss.  Use the light orb to negate the 
bosses throne bonus.


Chapter 16 Lunatic Reverse Unit Choices: Paladin My Unit, Falco/Swordmaster 
Shiida/Palla/Catria, Draco Luke/Sirius or Horseman Draug, Feena, Xane, 
Malliesia, Julian, Jeorge.

Only Shiida, Palla, and Catria are likely to have 28 SPD as SMs right now.  
You might just want to make them all SMs, or leave one of them as a Falco if 
they have 26 SPD.  If Luke or Sirius have 28 SPD they'll be ok as well, but 
that's highly unlikely without Speedwings.

Make the best of Jeorge, Astram, and Macellan.  They can soften up the 
heroes/snipers or deal a good amount of ranged damage to thieves.  Give some 
swords to Jeorge to hand to Astram.

You need to send someone to kill the geosphere thief but you probably can't 
afford to send Palla, Catria, or Shiida.  As long as Draco Luke or Sirius can 
survive a round with the geosphere thief, they can do the job with some 
healing from Malliesia.  Don't be afraid to use Fortify, of course.

Chapter 16 Lunatic Reverse Turns Taken: 6

Turn 1: Move northwest, aggroing the heroes.  Do not kill any of the thieves 
yet.  Send your thief killer southwest and start attacking/chasing the two 
thieves.  Position one of your units so that the sniper near the treasure room 
attacks from inside the treasure room.  This gives you room on turn 2 to deal 
with the heroes without that sniper interfering.

Turn 2: Kill most/all of the heroes and the sniper out in the open.  Recruit 
Astram.  Stay out of the remaining snipers attack range.  Make sure your SM is 
in position to kill the sniper on turn 3 - move them as NW as possible.  
Julian must move pretty far NW to be able to reach the nearest chest on turn 4 
as well.

Turn 3: Use the save point.  Send your SM into the treasure room to kill the 
remaining sniper - you'll need a very strong SM or forged silver to ORKO it.  
You will have to kill one of the thieves blocking the way.  Move everyone else 
SE towards the temple.

Turn 4: Have Marth use Holy Water.  Start opening the westmost chests with 
Julian.  Cast Again on Julian and open a 2nd chest, then open two more during 
turns 5 and 6.  Kill the thieves as they begin opening chests.  Position MU 
and Xane w/ Holy Water by the temple doors, with a third unit farther behind 
to take one of the soldiers.  Place MU w/ starsphere and forged silver spear 
close to the door and Xane to his left w/ javelin equipped.  Position Marth 
nearby with the starsphere.  MU in front will kill the general and axe warrior 
w/ his forged silver spear and Xane will counter the mages, soldiers, and bow 
warrior.  You should be left with the sniper and bow warrior alive.  Position 
Feena and Malliesia so they can move east on turn 5 out of the incoming 
reinforcement range.

Turn 5: Cast Fortify.  Kill the sniper, bow warrior, and the two swarm 
bishops.  Avoid the incoming reinforcements while moving into the temple.  
Keep opening chests/killing thieves.  Position Macellan, Astram, and Jeorge 
right outside the incoming reinforcements attack range to lure the Hammer 
warrior closer.

Turn 6: Use the second save point.  Kill the Hammer warrior using Macellan, 
Astram, and Jeorge to get his item drop.  Finish off the enemies in the 
temple, kill the last thief, open the last chest, then capture.

Chapter 16x:

Treasure:
Vulnerary - Berserker
Holy Water - Berserker

Recruits:
Katarina (Sage) - Talk to with My Unit 3 times.

Walkthrough Turns Taken: 2
The strategy for this chapter is even simpler than the previous side stories.  
Move in, slaughter the berserkers then snipers, then talk to Katarina 3 times 
with My Unit.  Make sure to de-equip his weapon so he doesn't slaughter her.  
27-28 SPD units that can double the berserkers and snipers are preferred.

Turn 1: Kill the SM and 4 berserkers in front, talk to Katarina with My Unit.
Turn 2: Talk to Karatina twice with My Unit while Feena dances, then take out 
the remaining snipers and SM.


Chapter 16x Lunatic Reverse Turns Taken: 2
Same strat as Lunatic mode, just make sure nobody will die to a sniper if they 
end up in their attack range.


Chapter 17:
Preparations:
Much like Chapter 3, we've got another chapter with loads of annoying 
dracoknights and draco reinforcements on our hands.  Bow and shaver/excalibur 
users are highly recommended, of course.  If you've been hanging on to your 
stat boosters, I suggest you start using them sparingly on your most important 
units to make unwinning strategies into successful ones.   If Shiida's STR or 
Palla's SPD is falling behind, give them buffs if you intend to keep using 
them.  You'll need to use a charge of the unlock staff here unless you want to 
bring a thief or take a long time finishing the chapter, so hopefully you 
haven't been using it much.  If you don't have a forged hand axe for My Unit, 
make a +5 or +6 one now, it's cheaper than a forged javelin and very useful.

Equip the Geosphere on a strategically important unit that will be in the 
middle of combat often.  I put it on SM Luke.  Combining the Geosphere with a 
killer weapon usually gives crit rates of 50 or above.  Note that it doesn't 
effect the person actually holding it.  Its crit boosting effect extends 3 
squares outward.

The west thief will be headed for the NW village, and the east thief will be 
running away southward.  Catching the east thief is complicated by the fact 
that moving past the save point triggers 5 draco reinforcements.  You'll want 
iote's shield on your flier to avoid being one shot by the sniper while 
chasing the thief.  There are several strategies for catching the thief.

The first strat is to give one of your fliers the Boots move them south a bit, 
then dance for them so they can make the full 12 MOV south to kill the thief 
on turn 1.  However you'll need to kill all 3 dracos or rescue Feena because 
Feena will be in their attack range after dancing.  The easiest way to kill 
the dracos is use berserkers w/ the geosphere and 26 SPD falcoknights w/ the 
star orb and killer lances for doubling the crit chance.  The setup I used was 
2 berserkers, 1 draco, and 1 falco.

The second strat is to reach the thief on turn 2 without using the Boots.  The 
problem with this strat is that you'll trigger the reinforcements and the 
enemy sniper will trap your unit in the corner with two aggroed dracoknights.  
Your flier can still make it out of this predicament alive by stepping in the 
narrow chokehold and using physics and vulneraries while countering with a 
javelin to wear the enemies down.

Unit Choices: Berserker My Unit, draco Catria, draco Sirius, Feena, SM Luke, 
berserker or horseman Draug, Merric, one healer, Xane, and draco/falco Shiida 
or Palla.

Treasure:
Angelic Robe - NW village
Secret book - Treasure chest
Door Key - warrior, sniper in SE building
Nosferatu - Thief (winner of the most annoying thief in the game to catch)
Vulnerary - Sniper, Warrior
Heal - Thief

Recruits:
Tomas (sniper) - Visit NE village.
Sheema (general) - Talk to with Marth, must not have killed any Gra soldiers 
(the level 1 enemies on the map)
Samson (hero) - Talk to with Sheema.

Enemy Reinforcements:
Opening the door to the SW building - 3x dracoknight at mid W, 3x dracoknight 
from mid N
Moving south past the save point - 3x dracoknight at mid E, 2x dracoknight at 
mid S

Shops:
Weapon Shop: Silver Weapons, Hand Axe, Javelin.
Thunder, Blizzard, ElFire, Mend, Door Key, Vulnerary.

Deployment:
See Screenshot 1

Walkthrough Turns Taken: 13-14


Turn 1: Send Marth to the village.  Have Xane copy your berserker My Unit and 
heal Xane with a Restore.  Kill the 3 dracos to the east with your berserker
(s) and flier(s) - try to keep My Unit close to shore so he can quickly move 
west and attack the nearest warrior after it moves closer across the bridge.  
Kill the nearby sniper w/ SM Luke.  Move Merric west to the forest in range of 
one of the west dracos.  Place Catria west of the houses, then dance for her, 
and move her south to kill the thief (requires 12 MOV boots). (Screenshot 2)

Turn 2: Heal your SM.  Kill the two west dracos using Merric and your SM.  
Kill the nearest warrior with My Unit and the warrior across the bridge with 
Xane.  Move Catria north out of enemy attack range and heal her.  Move your 
other units west while staying out of attack range. (Screenshot 3)

Turn 3: Heal your SM again and move them west to block the thief.  Attack the 
sniper in the fort with My Unit, kill the sniper out in the open with your 
ground units, and kill the far sniper near the save point using Catria and 
Sirius.  Move Marth and Feena west towards the NW village.  (Screenshot 4)

Turn 4: Finish off the sniper in the fort with My Unit's forged hand axe.  
Dance for My Unit if he can't reach it. (Screenshot 5) Kill the thief with 
your SM or a flier.  Kill the injured warrior near the save point with 
Catria/Sirius.

Turns 5-10: Move south and clear out the rest of the map before Marth reaches 
the west building.  Use the east save point then trigger the reinforcements.  
Finish off those dracos then group most of your party around the west 
building.  There is a sniper and warrior in the east building, so send 2-3 
units w/ door key to clear it out.  It will take Marth a couple turns to work 
his way south, but you could speed things up by rescuing him, if you're doing 
some kind of speed run. 

Turns 11 onward: Once everyone is in position and ready, use the second save 
point and open the west door.  Inside the west building are several warriors, 
snipers, and two recruitable characters.  As far as surviving the two archers, 
place a high HP/DEF unit one square east of the chokehold into the throne room 
and a weaker (lower HP/DEF) two squares east of them.  This will cause their 
ranged attacks to overlap and jam up.  Keep loading from the save point until 
you get it right.  Get everyone inside and blockade against the incoming 
dracos from the west/north, recruit the two characters, use the thief staff to 
open the chest, and finish.



Chapter 17 Lunatic Reverse Unit Choices: Berserker My Unit, 
Falco/Swordmaster/Draco Palla, Catria, and Shiida, Horseman/Sniper Draug, 
Swordmaster Luke or Sirius, Feena, Malliesia, Etzel, Xane.

You'll need a 28-29 SPD sniper/horseman and two 28-29 SPD swordmasters to ORKO 
the enemy snipers and warriors with.  They'll also need A level weapons or 
forged silvers to put out enough damage.  I chose to take Palla as a SM, 
Catria as a Falco, and Shiida as a Draco.

Give Etzel an arms scroll to reach A tomes, then change him to Bishop so he 
can use B staves and B tomes.  If Etzel doesn't have B staves by turn 6 you 
can't complete the chapter in 6 turns.  If your Again staff needs repairing, 
try to get it repaired during this chapter before turn 6 (this will complicate 
things, though, you should have repaired it at the end of Ch 16).

Chapter 17 Lunatic Reverse Turns Taken: 6
Similar strat to Lunatic mode.  Use your Falco to help kill the east 
berserkers with MU and Xane.  Use your draco w/ Iote's Shield to chase down 
the Nosferatu thief, then send your falco south to help kill the dracos and 
enemies in the treasure room.  Use your two SMs and sniper/horseman to slay 
all warriors and snipers in your way.  Use Fortify to patch everyone up.  MU 
and Feena are on a very tight movement schedule to reach their positions by 
Turn 5 and 6. 

Turn 1: Visit E village.  Kill the 3 dracos to the east with MU, Xane, and 
Falco w/ Starsphere.  Move Etzel west in position to counter one of the west 
dracos.  Place Draug in range of the tomahawk warrior for a counterkill.  Kill 
the nearby sniper with SM 1 and the nearby warrior with SM 2.  Heal SM 2 if 
needed.  Move your Draco south towards the nosferatu thief w/ javelin equipped.
Turn 2: Use Fortify.  Kill the two west dracos with Etzel and SM 1.  Kill the 
sniper in the fort with Draug and the other nearby sniper with SM 2.  Attack 
the nosferatu thief with your Draco.  Move Marth W towards the village (dance 
for him) and everyone else SW.
Turn 3: Kill the nosferatu thief while staying out of the snipers attack 
range.  Move Marth and SM 1 west.  Move your Falco and Xane SE.  Move everyone 
else SW towards the throne room.
Turn 4: Kill the warrior near the throne room.  Kill the SE sniper with Xane 
and move your Falco south towards the SE room.  Keep holding off the two 
dracos with your draco.  Dance for MU and move him into the snipers attack 
range.  Visit the village with Marth.
Turn 5: Open SW door w/ MU.  Open SE door with your Falco holding the Iote's 
Shield and Javelin.  Move Xane in and kill the killer axe warrior.  Move Marth 
west into the corner.  Use the save point.
Turn 6: Ignore the draco reinforcements.  Kill the sniper in the SE room for 
the door key and have Etzel use the thief staff on the treasure chest.  Clear 
the way in the throne room then rescue Marth so he can recruit people.  You 
don't have to kill every enemy in the throne room, just enough so Marth can 
reach the throne.  Cast again on Marth with Etzel then capture.


Chapter 18:
Preparations: The Generals and Paladins have a slightly forgiving 20-22 SPD, 
making it easy to double them, much easier than the 24-25 SPD Snipers and 
Warriors you just faced.  The paladins are a bit faster but anyone with 26 SPD 
should be good.  This is a pretty short chapter where you head west to the 
village, which causes the cavaliers and horsemen to retreat, then head east 
and siege the castle.  You'll need a high dodge or high HP/DEF unit with A 
level support to weather the initial castle pull.  SM Catria is a good choice 
for highest dodge, while a general with 60 HP and near capped DEF would work 
as well.

Unit Choices:
Male class limits not removed: My Unit, Catria, Sirius, Feena, Luke, Draug, 
Merric, one healer, Xane, Shiida, Palla.

Treasure:
Orb of Life - Village.  Visiting the village will cause the paladins and 
horsemen to retreat except for the 4 paladins by the village, which will 
remain hostile.
Arms Scroll - Cave
Silver lance - General
Recover - Bishop
Master Proof - General

Recruits:
Frost (bishop) - Joins during intermission.

Shops:
Secret Shop: Located 5E, 2N from the save point.
3x Master Proof, 1x Elysian Whip

Walkthrough Turns Taken: 6

Turn 1: Move Marth west.  Kill the 4 paladins around the village using your 10 
MOV units.  I had falco Shiida double with her wing spear, paladin Sirius and 
horseman Draug kill one, berserker My Unit kill one, and Catria w/ star orb 
and +2 MOV boots kill the last one.  Feena should dance for one of your slower 
units to allow them to attack the Paladins as well. (Screenshot 1)  If you 
can't manage to kill them all, at least try to prevent Marth from getting 
killed.

Turns 2-3: Move Marth west to the village.  Dance for him to get there.  Start 
moving east towards the castle.  You can pick on the generic enemy cavaliers 
but don't kill any of your potential recruits with portraits.  Get in position 
to siege the castle.

Turns 4 onward: This is a tough castle to siege.  I haven't mentioned support 
levels much, but you'll want the person(s) making the initial pull to have an 
A level support.  You have to move at least two squares into ballista range to 
aggro.  Line your best HP/DEF and dodge units up as in Screenshot 2.  You 
pretty much need General levels of HP/DEF to survive the enemy generals 
attacks, or a very high dodge rate SM like Catria.  If despite your best 
efforts you can't weather the attacks, you may want to look into using some 
Angelic Robes or Dragon Shields.  I suggest putting away the Geosphere 
temporarily because if your unit crits they are probably going to expose 
themselves to further attacks that will end up killing them.  Luckily you have 
that save point right there to keep reloading from if something goes wrong.

Once you've made the pull, you'll have a large amount of enemies in front of 
you. (Screenshot 3)  You more or less have to kill them all on that turn 
because it's hard to kite the generals back with the dracoknights around.  
Once the generals and dracos are dead, proceed east to tear up the ballistas, 
bishops, and boss.  Put on the light orb to ignore the bosses terrain bonus 
and tear him up like every other general.


Chapter 18 Lunatic Reverse Unit Choices: Dracoknight My Unit w/ Star and Light 
Orbs, Dracoknight Sirius, Paladin/Falcoknight Catria, Shiida, and Palla, 
Horseman Draug, Swordmaster Luke, Sages Malliesia and Etzel, Xane, Feena.

Marth needs 19 SPD to be able to survive an attack from one of the Paladins.

Chapter 18 Lunatic Reverse Turns Taken: 2
Turn 1: Kill 3 of the paladins near the village using 3-4 of your 9-10 MOV 
units except My Unit.  Visit the village with Marth using Feena to dance.  
Make Xane copy My Unit.  Place My Unit w/ Hammer equipped into aggro range of 
the generals to pull them.  MU is guaranteed to kill 3 of the generals with 
his hammer, no luck needed.

Turn 2: Clear a path to the castle and kill any enemies that drop items - you 
need to kill 5 targets total - 3 generals and 2 bishops.  You can dance one of 
your 10 MOV units at the village east for a bit of extra help.  Move Malliesia 
or Etzel east, rescue Marth close to the castle, then capture.  Don't forget 
the arms scroll in the cave.


Chapter 19:
Preparations: You have to catch the 2 thieves from destroying the village on 
enemy turn 4.  The problem?  4 pissed off warriors and 6 paladins surrounding 
the village, and enough ballistas to to cover 80% of the map.  The paladins 
and warriors will aggro as soon as you step into their attack range.  The most 
efficient strategy I've found is to send some powerful fliers east over the 
mountains and kill the warriors and thieves while the rest of your army 
aggroes and kills the paladins.  You don't need a 12 MOV unit for this 
strategy.  It helps to have two C stave users with Physics to keep your fliers 
alive.  Pass around the lifesphere between your fliers to reduce the amount of 
healing needed on them.

Use a strong HP/DEF counterattacker to aggro the paladins with - I suggest 
using general Catria or berserker My Unit.  To help kill the warriors and 
thieves, bring a 26 SPD Falco w/ Lady Sword and Star Orb and place someone 
with the Geosphere next to her, so she'll get to double the warriors with 25% 
x2 chance to crit.  Use iote's shield to pull the silver bow/tomahawk 
warriors.  You will probably need to use the rescue staff to rescue Marth 
after he visits the village, because the draco reinforcements will likely kill 
him otherwise.

The third strategy to consider is how to deal with the 12 dracoknight 
reinforcements.  The SE dracos and the nearby ballista attack range perfectly 
overlap, so you need to kill one or the other.  You can either send a strong 
counterattacker that can handle two of the dracos to the village, or you can 
kill the nearby ballista near the castle then rescue staff the flier.  Killing 
the nearby ballista triggers 2 waves of reinforcements so be ready for those. 

It's very useful to have a forged silver weapon that can one shot the sages 
and thieves on the map and a +5 forged ridersbane to one shot the huge waves 
of paladin and horseman reinforcements.  A 30 STR berserker with a +1 forged 
silver axe can one shot the sages.

If you can kill the boss very early on with your fliers, you may be able to 
avoid all reinforcements.  You'll want to do this after Vyland appears so you 
can still recruit the wolf team.

Unit Choices: Berserker My Unit, general Catria, draco Sirius, Feena, Luke, 
horseman Draug, Merric w/ C staves, healer w/ B staves, Xane w/ lances, 
draco/falco Shiida, draco/falco Palla.

Treasure:
Silver Axe - Warrior
Silver Sword - Thief
Vulnerary - Horseman
Mend - Bishop
Spirit Dust - Nehring (boss)
Thoron, Physic - After clearing Chapter 19.

Recruits:
Roshea (Paladin) - visit village
Vyland (Paladin) - talk to with Roshea
Sedgar (Horseman) - talk to with Vyland
Wolf (Horseman) - talk to with Sedgar

Enemy Reinforcements:
Killing the boss prevents all reinforcements from appearing, including Vyland.
After killing one of the thieves or the village is destroyed - Vyland and 5x 
paladin from the SW
2 turns after Vyland appears - 12x dracoknight in the SW, SE, and NE corners 
and 4x paladin, 2x horseman, 2x sage at the castle forts
Stepping 2-4 squares near the ballistas by the castle - 4x paladin, 2x 
horseman, 2x sage at the castle forts for 2 turns.

Shops:
Right Weapon Shop: Iron, Steel, and Silver Bows and Axes
Left Weapon Shop: Iron, Steel, and Silver Swords and Lances, Rapier, Wing Spear
Right Item Shop: Door Key, Vulnerary, Holy Water
Left Item Shop: Thunder, Blizzard, ElFire, Heal, Mend

Deployment:
See Screenshot 1.  Basically you want someone to be able to aggro the paladins 
by turn 2, and you want to aggro the killer axe warrior on turn 1.

Walkthrough Turns Taken: 19-20

Turn 1: Make Xane copy one of your fliers.  Send your fliers east and aggro 
the westmost warrior w/ killer axe - preferably Shiida with her high LCK.  
Move everyone else including your paladin bait NE.  Dance for your paladin 
bait unit if they need help reaching paladin aggro range by turn 2.  
(Screenshot 2)  Make sure to move Marth far enough that he can reach the 
village on turn 6.

Turn 2: Kill the killer axe warrior and move your iote's shield flier into the 
westmost attack range of the silver bow and tomahawk warriors.  Place your 
paladin bait into position, either general Catria with the +5 forged 
ridersbane, or in the case of berserker My Unit, he's so ridiculous that a 
steel axe will do.  You'll want them to counterattack and kill 3 of the 
paladins on enemy turn. (Screenshot 3)

Turn 3: Kill the two aggroed warriors with your 4-5 fliers and whatever's left 
of the paladins. You probably won't be able to move Marth forward on this turn 
unless you somehow kill the silver axe warrior in the way.

Turn 4: Kill the silver axe warrior.  Blockade the village with one of your 
fliers but do not kill the thieves. (Screenshot 4) Move one strong 
counterattacker like berserker My Unit towards the village with Marth while 
the rest of your non-fliers move SW to deal with Vyland and his 
reinforcements.  Move Xane west over the mountains.

Turn 5: Kill the thieves.  Vyland will show up with 5x paladins on the next 
turn.  (Screenshot 5)

Turn 6: Visit the village with marth and move Roshea north.  Place 
counterattackers in the frontmost paladin reinforcements range, but out of 
Vyland and the killer lance paladins range. Make Xane copy one of your bow 
users to help kill the SW dracos, such as horseman Draug.

You will have to rescue Marth on this or the next turn to get him away from 
the 4 SE draco reinforcements.  It is theoretically possible to avoid using 
the rescue staff, but you'll have to visit the village and run marth away 
while the thieves are still alive.  This will take a couple extra turns and 
the thieves are fast and dangerous, so in this instance it's just way easier 
to kill the thieves and  rescue

Turn 7: Move Roshea to recruit Vyland.  Dance for him so he can make it 
there.  Finish off the paladin reinforcements.  The dracoknight reinforcements 
will be arriving on the next turn, so get units in position to attack or 
counterattack them.  Either you already have a counterattacker in place to 
deal with two of the SE dracos, or you'll have to send a flier to kill the 
nearby ballista near the castle and then rescue staff them, otherwise your 
vulnerable units will have nowhere to hide.

Turn 8: Move your army SW, taking out the 4 SW dracos.  Finish off the two SE 
dracos with berserker My Unit and your fliers. (Screenshot 6)

Turn 9: Take out the remaining SE dracos and position to take on the NE dracos.

Turns 10-13 or 14: Deal with the incoming 4 paladins, 2 horsemen, and 2 
sages.  Place general Catria in front absorbing most of the attacks.  Use holy 
water if needed when the sages start approaching.  The +5 forged ridersbane 
will come in handy here. (Screenshot 7)  Use the save point with your general 
and pull the horsemen, then recruit Sedgar and finish the rest off.

Turns 14-15 onward: Sieging the castle is tricky because getting near the 
ballistas triggers more reinforcements.  There are two strategies you can use 
here.  First strat is to kill one of the ballistas then use the rescue staff, 
then kill the reinforcements, then move in on the castle.  Pretty 
straightforward.

Second strat is to avoid getting near the ballistas and kill the enemies 
around the castle without triggering the reinforcements.  The exact perimeter 
of the reinforcements is like a box shape surrounding 2 squares outward from 
the box shape the 4 ballistas make, so there are some parts of it that are 4 
squares away from the ballistas.  The way this works is that once you kill the 
boss, the reinforcements never arrive.  Send in General Catria, Xane, and 
berserker My Unit loaded up with orbs and supported by physics.  Once the boss 
is dead feel free to start killing the ballistas immediately so feena or marth 
are not in danger.  Use the second save point before moving in on the boss 
with geosphere support and a killer or silver axe. (Screenshot 8)


Chapter 19 Lunatic Reverse Unit Choices: Draco MU, Paladin/Falco Shiida, 
Palla, and Catria, SM Sirius and Luke, Horseman Draug, Etzel, Malliesia, Xane, 
Feena.

Forge +4 onto a Poleax and give it to MU.  It will cost about 5.7k but you 
need to be able to one shot the paladins.  Give your Falco Star Orb, Iote's 
Shield, and a Luck Bond.  Give MU a Hammer, Silver Axe, forged Poleax, and 
Life Orb.  Having a +1 or +2 forged ridersbane and wing spear will also help 
out a lot here, or just having Luke, Sirius, and Draug at 28 SPD so they can 
ORKO the paladins and horsemen would be great.  Even giving Malliesia a Shaver 
to help wouldn't be a bad idea.

Chapter 19 Lunatic Reverse Turns Taken: 7

Turn 1: Move MU NE, dance for him then move him NE into Paladin attack range 
w/ +4 forged Poleax equipped.  Move everyone else NE.  On enemy turn MU will 
counterkill (one shot) 3 paladins.

Turn 2: Move NE, kill the two nearest paladins with Mu and Xane w/ Feena.. 
trade the Poleax to Xane so he can also one shot a paladin.  Move your Falco 
w/ Star Orb in aggro range of the crit axe warrior.  Keep moving everyone NE.  
On enemy turn the silver axe warrior should attack MU.

Turn 3: Kill the crit axe and silver axe warriors and thief closest to the 
village.  Position your Paladins so they are in range of the tomahawk and 
silver bow warriors.  Keep moving everyone NE.  Vyland shows up on enemy turn, 
and the tomahawk and silver bow warriors should split up attacking your falco 
and one of your paladins near the thief you killed.

Turn 4: Move one of your paladins in position to aggro the horsemen.  Trade 
the Iote's Shield and Star Orb to MU and send him west over the mountains to 
aggro two nearby generals and a horseman.  MU should have Iote's Shield, Star 
Orb, and Life Orb with Hammer equipped.  MU will counterkill both generals.  
Kill the last two warriors.  Make sure Feena is as close as NE as she can get 
without getting into ballista range.  Move Marth towards the village and 
everyone else E/NE.

Turn 5: Use the save point.  Visit the village with Marth.  Kill the boss with 
MU's Hammer.  Place Xane right in Vylands attack range with a handaxe 
equipped.  Vyland will attack but even if Xane has 26 STR and doubles Vyland 
he won't kill him barring an unlucky crit.  Kill the horsemen and eastmost 
ballista - having multiple units that can ORKO the horsemen either with 28 SPD 
or forged ridersbane/wing spear is essential here.  As long as you place your 
Falco near Sedgar, Sedgar will ignore Feena and attack the Falco.  He hits so 
weakly that as long as your Falco is at full health, he has no chance of 
killing them.  You'll want to place your Falco further north so Sedgar starts 
turn 6 closer to the castle and Wolf.

Turn 6: Rescue Marth towards the castle and move Marth west.  Recruit Vyland 
with Roshea and Sedgar with Vyland all on this turn.  Move Sedgar west towards 
Wolf.  Move MU away from Wolf's attack range, but close enough to the Mend 
bishop that he can kill it on turn 7.   Wolf will naturally head NE towards 
Marth and Sedgar without a target.  Kill or blockade any remaining paladins.

Turn 7: Kill the Mend staff bishop.  Kill any horsemen in the way of Sedgar 
and Marth, although there shouldn't be any.  Recruit Wolf with Sedgar, move 
Marth towards the castle then again staff him to capture.  Try to get some 
shots on the horsemen for XP.


Chapter 20:
Preparations: There are a large number of 25-26 SPD enemies here, so bringing 
some 29 Snipers/30 Horsemen and 30 SMs wouldn't hurt.  Passing around the 
starsphere between your slower units for the +2 SPD so they can double is 
important.  You need to use the rescue staff to rescue Midia.

There are several ways to kill the thief.  You can attack it with one person 
with 12 MOV, one person with Feena's help, and if you rescue Midia close 
enough, she can help too.  You can try one shotting it with a powerful forged 
silver spear.  You can try reloading until the thief gets 28 SPD, then give a 
30 SPD unit the Starsphere so they can double and kill it.  And you can always 
just mash reload until you crit with a killer weapon/geosphere.

Be ready for a very long and demanding chapter.  The first half is dealing 
with a huge ambush, then the second half is dealing with a large number of 
traps with deadly enemies all over the place.  You only get two save points 
despite the chapter taking 25-30 turns.

Unit Choices: Berserker My Unit, general Catria, SM Sirius, Feena, sniper 
Luke, horseman Draug, Merric, healer, Xane, paladin Shiida, SM Palla.

Treasure:
Brave Axe - NW chest
Brave Bow - SE chest
Bullion (L), Brave Sword, Master Proof, Again, Brave Lance - Middle chests
Master Key - thief
Vulnerary 2x - Hero 2x
Recover - Bishop
Fortify - Bishop
Orb of Darkness, Gradivus - Hardin (boss)

Recruits:
Midia (paladin) - Joins on first turn.

Enemy Reinforcements:
From enemy turn 4 onward, if you've aggroed the 2 stationary heroes or 
northmost sniper: 6x Paladin from the East for 3 turns, and 2x Hero, 2x 
Sniper, 2x Warrior, 2x Sage in the SE room on the first and third turns.  
Also, enemies become aggroed against Midia.
You can also trigger the 6x Paladins for 3 turns before enemy turn 4 by 
entering the northwest jail cell area.

Side Quests: Chapter 20x - You must have the completed the Shield of Seals.  
In addition, you must complete Chapter 20 in N24 H28 M33 L38 L'43 turns.  If 
you fail those turn times, you can still reach 20x if you have at least 3 of 
the 5 recruits from Ch 19 and 20.  You still need the Shield of Seals either 
way.

Walkthrough Turns Taken: 29-30

Turn 1: Kill the thief.  Rescue Midia. Move everyone NW.

Turns 2-4: The 2x heroes in front and sniper, 2x hero, and warrior behind them 
are all linked.  They won't aggro unless you step directly in front of the two 
heroes (attacking is not necessary).  Like most traps, you can trigger it then 
use the rescue staff to get away, or you can use multiple units to divide 
enemy attacks based on the AIs targeting rules.  Place a weaker unit behind 
your stronger unit and let them draw the two up front heroes attacks while 
your stronger unit in front takes the sniper, warrior, and heroes behind them. 
(Screenshot 1) Pull the linked group on turn 2 and kill them by turn 4.

Turns 4-9: You'll have to deal with 18 paladins trying to rush up the stairs - 
blockade them with general Catria and berserker My Unit and mow them down.  
It's in your best interests to kill them as quickly as possible so you can 
turn your attention to the wave of reinforcements making its way through the 
castle. (Screenshot 2)  The paladins are SPD capped at 25 so only 29-30 SPD 
units will double them.  Doubling or critting here isn't always a good idea, 
because it might leave a wounded unit exposed to fatal damage.  Depending on 
how many hits your tank can take, you may want to equip them with weak weapons 
like javelins or hand axes that won't kill an enemy paladin even if they crit -
 same with attacking enemies with ranged attacks from behind the tanks.  I've 
found a combination of General Catria with Starsphere and forged ridersbane 
and berserker My Unit with berserker Xane plus snipers firing from behind will 
clear the paladins out quickly and safely.  Place your weaker unit (Xane 
copying Catria or My Unit) a step behind General Catria so they take less 
attacks.  Catria needs the starsphere to avoid being doubled, but you can pass 
it around during player phase to help kill paladins with.

Turns 10-16: The first of the SE reinforcements (4x Hero, 4x Sniper, 4x 
Warrior, 4x Sage) will arrive on enemy turn 10 with the rest not far behind.  
You'll need to kill the last of the paladins by about turn 13 and run everyone 
to the opposite side of the stairs to blockade against this new set of 
enemies.  Watch out for the newly added ranged bishop in the SE corner.  
You'll want Xane to copy Catria unless My Unit has a good amount of DEF and 
RES.  Use Holy Water when the sages approach because their damage is no joke - 
even with 12 RES they will do 29-30 DMG.  This will put your tanks dangerously 
close to death, and if the RNG looks at you the wrong way, you are doomed.  
Use the Fortify staff if your frontline units are taking a lot of damage and 
you can't heal it all safely, or if you just want to top off everyones health 
just to be safe.  If you have a 30 STR berserker with A axes, you can one shot 
a sage with the Hauteclere or a forged silver axe - this isn't really useful 
in lunatic reverse, though.  If you kill the paladins early you can kite the 
other reinforcements backwards towards the stairs with counterattacks from 
your tanks, which will give you a clearer shot at the sages when they 
approach. (Screenshot 3)

Turns 17-18: The meteor tomes cause 35 DMG to a 0 RES unit, so bring holy 
water and be careful.  There's a narrow strip of terrain where your units are 
only in range of the middle ranged bishop, not the NW or SW bishops 
(Screenshot 4).  Your first task is to deal with the general, sage, sniper, 
and bishop in the treasure room.  The archer/mage won't aggro from 3 squares 
away but they will if you get next to the walls, so avoid them until you're 
ready.  On the turn you're ready to attack, use the save point.  Attack the 
mage with a high RES ranged unit then finish it off with another ranged unit.  
Open the door and kill the general with whatever - hammer, armorslayer, etc. 
Move in and finish off the sniper and bishop.  Use a physic or fortify if 
anyone is at risk of death.

Turns 19-21: Take on the NW group of enemies.  First, pull the general and 
archer.  Turn 20: Kill the general and archer while staying out of sage attack 
range.  Move someone west of the bishop across the wall with a ranged weapon 
that can counter and kill the nearby sage (Screenshot 5).  Turn 21: Move in 
and kill the bishop and two sages, open the door with a door key and get the 
treasure with a master key.  So why not skip that part?  This guide is based 
on getting every drop in the game, and that bishop has a fortify staff.

Turns 22-25: Send Marth towards the middle treasure chests and start looting.  
You can also send some ranged units with Marth to help kill the sorcerer and 
sniper.  Just make sure to hand over any spheres, especially the lightsphere, 
before moving Marth to the treasure room.  Send everyone else south to take 
out the SW bishop, two heroes, and earth dragon.  Place general Catria w/ Holy 
Water and Starsphere in the SW corner with a lower RES unit near her to 
attract the bishops attack (Screenshot 6).  On enemy turn, the dragon will 
attack across from the wall and the hero will attack Catria in melee.  Finish 
off that Hero and position Catria away from the wall to lure the Dragon 
closer.  Kill the bishop w/ a ranged unit from the north (out of dragon range) 
that can take a hit from the remaining hero.  Kill the dragon and remaining 
hero on the next turn.

Turns 25 onward: The next trap involves the 2 heroes and sniper by the south 
wall.  The sorcerer and sniper next to Hardin won't attack unless you get in 
the sorcerers attack range.  The unlinked Sage and Bishop will both attack 
anyone in aggro range.  Move Catria w/ Starsphere 2 squares into the west 
heroes range and move someone else with lower DEF southwest of her to draw the 
archers aggro. (Screenshot 7)  Kill the sniper and 2 heroes and position to 
pull the sage.  You can kill the sorcerer and sniper at any time once you have 
units to spare.

Kill the bishop south of the save point and pull the generals using general 
Catria.  Throw general Catria at the last two bishops - the bishop w/ 
Bolganone will move to attack, so be careful.  Kill the final ranged bishop, 
loot the final chest, then use the save point.  Give your strongest attacker 
the starsphere and lightsphere and place A level supports and the geosphere 
next to them while they attack Hardin. (Screenshot 8)  Reload for crits if you 
want to kill him quickly.  My berserker My Unit w/ A support and geosphere had 
a 51% chance to crit using Hauteclere.  Marth should have finished looting all 
of the middle chests by the time Hardin is dead.


Chapter 20 Lunatic Reverse Unit Choices: Paladins MU and Shiida w/ Wing Spear, 
SMs Catria, Palla, Sirius, and Luke, Horseman Draug, Xane, Feena, Malliesia, 
Etzel.

You'll need a very strong team here.  All of your SMs and Horsemen should have 
30 SPD.  Bring your highest MT and Crit weapons - A level weapons, killer 
weapons, swordslayer, forged silvers, etc.  It helps if Shiida, Catria, and/or 
Palla are 3RKOed instead of 2RKOed.  If you've been giving them most of the 
angelic robes and dragon shields, they should be very resilient by now.  Using 
the master sword and geosphere support a SM will have a near guaranteed chance 
to crit, making it a reliable killing strategy.  Using the A Sword or Bow, any 
SM/Horseman with 22+ STR can ORKO the warriors.

You have two strategies you can try out.  The speedrun strat involves running 
through the treasure room to kill Hardin while blockading the north treasure 
room door.  Open the south treasure room door, kill Hardin quickly using 
Hauteclere (possibly using an Again stave), then capture.  You can finish the 
chapter in less than 10 turns this way, but you won't get all of the 
treasure.  I haven't tried this strat but there's no reason it wouldn't work 
with a party optimized for charging in and slaying Hardin in short order.  
Unless you use the thief staff you'll probably miss out on the hero axe and 
bow.  You'll also probably miss out on the two fortify staves carried by the 
bishops.

7 turn speedrun strat:
Turn 1: Move NW, kill thief.
Turn 2: Aggro 2x heroes in front.
Turn 3: Kill the heroes, sniper, and warrior outside the treasure room.
Turn 4: Move into treasure room.
Turn 5-6: Move through treasure room and kill the sorc, sniper, and sage near 
Hardin from over the wall - do not open the door yet.  Send someone to use the 
west save point to reload for crits on Hardin.. the paladins won't be able to 
catch him.  You might also be able to lure the general by the NW prison out 
then kill the Fortify bishop on turn 7 for his staff.  Fortify staves are like 
solid gold on Lunatic Reverse.  Keep opening chests.
Turn 7: Open the door, kill Hardin, and capture.  Use thief staff to grab hero 
bow/axe if needed.

The slower strat involves moving in and clearing out the treasure room and 
prison room by turns 5-6 before reinforcements arrive.  Blockade the Paladins 
with MU and Xane and kill the south reinforcements with the rest of your team 
as they approach.  Raid the treasure chests with Marth while fending off 
reinforcements.  Afterward, move towards Hardin and finish off the rest of the 
map.  You can finish the chapter in less than 20 turns this way while getting 
all of the treasure.

Chapter 20 Lunatic Reverse Turns Taken: 18
Turn 1: Move everyone NW.  Make Xane copy MU.  Kill the thief with MU and 
Midia.  Cast Barrier on MU.
Turn 2: Move NW again.  Attack the heroes in front with MU and Xane.
Turn 3: Kill the heroes, warrior, and sniper in the way, continuing towards 
the treasure room.
Turn 4: Open the treasure room door and kill everything inside.  Send MU 
towards the prison room.
Turn 5: Clear the prison room of the sniper, sage, and general.  MU should 
kill the Swarm bishop with a javelin, then his high RES will allow him to 
survive the other bishop and sage's attacks during enemy phase.
Turns 6-7:  Kill the hero in the jail cell with one of your SMs and grab the 
NW treasure.  Try to kill the SW swarm bishop with your horseman, although 
it's not necessary.  Start blockading the Paladins with MU and Xane.  Place 
Marth, Luke, and the Geosphere nearby to boost their crit rates to 50-60%.  
Place MU one space ahead of Xane so he gets attacked the most.
Turns 8-13:  Use the save point on turn 7 or 8 just as the south 
reinforcements arrive.  Use the rest of your party to handle the south 
reinforcements while MU and Xane handle the Paladins.  You'll need to 
counterkill enemies as they arrive so you don't get overwhelmed - having a 
high HP/DEF SM like Catria or Palla holding the Swordslayer is perfect for 
counterkilling the incoming heroes.  If things get ugly try retreating towards 
the prison room while protecting your vulnerable units.  And you do have the 
turn 8 save point if things go badly.
Turns 14-18: Once the reinforcements are dead, charge through the rest of the 
map clearing out any remaining enemies and grabbing treasure.  Marth should 
have already opened most of the treasure room chests.  You'll want to kill the 
glower sorc and sniper next to Hardin quickly so Marth can safely open the 
bottom two chests.  Embarrassingly, Paladin MU is probably not the best unit 
to kill Hardin with, since he's not a Hauteclere wielding berserker/draco at 
the moment.  Rody/Draug with Parthia and Star Orb can do about 14-16 dmg per 
hit to Hardin, which is more than MU can manage with a silver spear.  You can 
get Xane or MU to the SE chest by turn 18 just by charging ahead.


Chapter 20x:
Preparations:  With no more starsphere, you can't buff anybody's SPD if they 
are already capped.  Enemies have 25 SPD here so you'll need SMs, Snipers, or 
Horsemen.  Berserkers are still useful because they can double the generals, 
although you'll probably prefer a more durable unit.  The hero weapons from Ch 
20 are very useful for ORKOing enemies so start using them up.  You only have 
a few chapters to go after all.

If you're planning on speeding through this chapter, being able to one round 
enemies is important.  If you don't have a max STR SM, you'll need to forge an 
armorslayer, and you'll probably have to forge +1 onto a silver bow to 1 round 
the snipers.  Of course a berserker with a hammer will be able to deal 
ludicrous amounts of damage to the generals.

The way Fog of War works in this game is pretty basic and lenient.  Everyone 
can see 2 spaces ahead of them.  Moving away from a spot doesn't remove your 
sight on that spot for the current player phase.  You get to see all spots 
that any unit passes by as they move.

Unit Choices:
Male class limits not removed: MU, Xane, 2x 30 SPD Swordmaster, Horseman 
Draug, Healer w/ A staves.

Treasure:
Excalibur - W chest
Aura - E chest
Vulnerary - Sniper
Longbow - Sniper

Walkthrough Turns Taken: 8-9

Map: http://wiki.gamerp.jp/fe/data/266.html

While this chapter is longer than the other sidestories, it's not very 
difficult, just more trial and error.  The boss has meteor so watch out when 
getting near her.  Snipers have longbows, making them very annoying.  You can 
see their attack ranges in some of the screenshots.  I suggest making your way 
straight to the boss and using the master key for the chests.  If you only 
have one healer, bring someone who can use Fortify to keep up with the damage 
your party will be taking, assuming your SMs aren't dodging everything thrown 
at them.  On top of the berserkers and generals carrying 1-2 range weapons, 
the snipers all have longbows and the boss will be using meteor as well.  Or 
you can take the map very slowly and take enemies one at a time.

The most dangerous area of the chapter is the first left turn, where 
berserkers, generals, snipers, and the boss will all be in attack range.  You 
must kill the sniper behind the north wall to continue, otherwise the boss and 
sniper and generals will be too much for your units to handle.  The final 
treasure room has a general, berserker, and sniper - approach with caution.  I 
suggest killing the berserker and general then using the master key to grab 
the treasure instead of wasting time moving Marth.


Chapter 20x Lunatic Reverse Unit Choices: Paladin MU, Xane, 2x 30 SPD 
Swordmaster, Horseman Draug, Healer w/ A staves.

You'll want Marth to have at least 23 SPD to avoid being doubled by the 
snipers. This isn't too difficult with his recent promotion. You can finish 
this chapter in 5-6 turns if you ignore the treasure chests (the loot really 
isn't worth it). Expect to take longer if you want all the loot.

Chapter 20x Lunatic Reverse Turns Taken: 7
This is probably the only chapter where the A spear is useful since you can 
ORKO the generals as a Paladin. Feel free to use it up to ORKO the annoying 
Slender Spear generals. You'll need your horseman to pick off the snipers 
behind walls. Use your SMs to slay just about anything using the hero sword. 
Open the south chest with the master key and a full inventory, then toss the 
key into storage so you can take it from Marth further north and open the NE 
chest. Like most Lunatic Reverse chapters, expect to use Fortify often to keep 
your team up.


Chapter 21:
Preparations: This chapter is far easier than Ch 20 for several reasons.  
First, you'll notice the wyrms and dragons can never forge their breath, which 
means they're actually weaker and less accurate than the 18 MT/120 HIT forged 
weapons you're used to dealing with.  Second, there aren't many enemies on the 
map and it's relatively short.  And third, there isn't an army of Bishops 
armed with Fortify staves waiting to fully heal any enemy that didn't die 
during player phase.  It's pretty easy to send high DEF/RES units like Catria, 
Xane, and My Unit charging ahead and blowing up anything in their way, as long 
as you distract the AI with multiple lower DEF targets.  Just watch out for 
the meteor sorcerers lining the map.

The stat boost secret shop is located in this chapter.  Sell whatever items 
and weapons you don't need so you can buy as much as possible.  Keep in mind 
that from now on all you will be facing is sorcerers, berserkers, SMs, and 
dragons/wyrms, so you don't need any knight or cavalier slayer weapons.  What 
kind of junk can you sell?  Unneeded E and D level weapons, goddess idols, 
master seals, rapiers, armorslayers, ridersbanes, all those tomes lying around 
you'll never use like ElFire and Nosferatu, etc.  In order of importance, cap 
out SPD, HP, STR, then DEF.  The total cost of the 3x STR, SPD, HP, and DEF 
boosts is 30000.  I didn't find Speedwings to be that useful because everyone 
was SPD capped long before reaching this chapter (they kind of have to be if 
you're playing Lunatic).  Get some talismans and arms scrolls too if you can 
afford it.

Your 24 STR Snipers and Horsemen won't be able to one shot the wyrms with an 
unforged silver bow.  You'll need to use Parthia or forge +1-2 onto a silver 
bow.

In order to kill the thieves, you'll have to rush through the map and catch 
them before enemy turn 9.

Unit Choices: Berserker My Unit, SM Catria, Draco Sirius, Feena, sniper Luke, 
horseman Draug, Merric, healer, Xane w/ swords, bishop Minerva, falco Palla or 
Shiida.

Treasure:
Talisman - Cave
Starlight - Village
Vulnerary - Berserker
Devil Sword - Swordmaster
Devil Axe - Berserker

Recruits:
Ymir (Warrior) - Joins on first turn.
Michalis (Dracoknight) - Move Minerva onto the village by player turn 15, then 
visit the village with Marth.  He will join after the chapter is cleared.

Enemy Reinforcements:
Enemy Turns 3 and 5 - More thieves from the cave
Enemy Turn 7 - Wyrm from middle fort
Enemy Turn 9 - Wyrm from middle fort

Shops:
Right Weapon Shop: Killer weapons
Left Weapon Shop: Silver weapons, Hand Axe, Javelin
Right Item Shop: Door key, Vulnerary, Holy Water
Left Item Shop: Fire, Thunder, Blizzard, ElFire, Heal, Mend
Secret Shop: Located 7 squares west of the arena.  3x of all stat boosts 
besides the Boots.

Walkthrough Turns Taken: 9
Turn 1: Move into position to pull the two nearby wyrms and critical axe 
berserker. (Screenshot 1)

Turn 2: Move into position to pull 3 more wyrms and the tomahawk berserker. 
(Screenshot 2)

Turn 3: Kill the 3 wyrms, hammer berserker, swordmaster, thoron sorcerer 
(using your falco w/ hero spear), and meteor sorcerer. (Screenshot 3)

Turn 4: Kill the devil sword SM.  Use the west save point.  Move into position 
to pull the two nearby berserkers and wyrm east of the east save point. 
(Screenshot 4)

Turn 5: Kill the berserkers and wyrm.  Move into position to pull the tomahawk 
berserker and wyrm near the village.  Move into position to pull the two 
southeast wyrms.  Make sure there is a low RES unit to take the middle 
sorcerors attack so that it doesn't attack either Catria or Xane.  Move a 
flier w/ hero spear into position to kill the middle meteor sorceror.  Leave 
Ymir standing on the fort to prevent wyrm reinforcements. (Screenshot 5)

Turn 6: Kill the 3 wyrms and berserker you just pulled and kill the middle 
meteor sorceror using the hero spear.  Get in attack range of the silver sword 
SM and poleax berserker, and get in attack range of the thoron sorcerer.  
(Screenshot 6)

Turn 7: Kill the poleax berserker and silver sword SM, then move in to kill 
the north sorceror and thieves.

Turns 8 onward: Finish off the thieves, visit the village with Minerva then 
Marth, do some shopping.  While waiting for Marth to visit the village, finish 
off the last two sorcerers and use the rescue staff on Marth to finish more 
quickly if desired.


Chapter 21 Lunatic Reverse Unit Choices: Paladin MU, Draco Shiida, SMs Catria, 
Luke, and Palla, Horseman Draug, Malliesia, Etzel, Xane, Feena, Minerva.

The SMs have 28 SPD, while the Berserkers have 26.  Your Paladins and Dracos 
will need to pass around the hero spear to be effective.  MU's role is mostly 
tanking and bringing the enemies closer so your other units can kill them.  
Your dracos role, like the lunatic run, is to kill the sorcs across the river 
using the hero spear.  Don't worry about using up the hero weapons, as they 
are mostly useless in Ch 22-23 against the dragons and sorcerers.

The most important factor to consider for the stat boost shop is whether Marth 
is strong enough to kill Medeus and whether your sages are strong enough to 
kill Gharnef.  Focus on capping Marth's stats so he can face Medeus.  Marth 
needs two lucky crits to 2RKO Medeus even with capped STR and SPD.

Sell as much junk as possible for the stat boost shop.  You technically only 
have Chapters 21, 22, and 23 left, since Ch 24 all you'll be using is 
Again/Rescue staves and the Falchion, which has infinite uses.  Ch 21 is 
fairly short and easy, and Ch 22-23 are almost entirely killing dragons and 
sorcerers.  So you really can get away with selling almost everything in your 
inventory, including all of your iron and steel weapons, a couple silvers, 
whatever killer weapons you have left, etc.

You'll want to hold on to some funds to forge +4-5 onto a wyrmslayer or 
dragonpike to help slay the 27 SPD Ch 23 fire dragons that nobody will be able 
to double.

Chapter 21 Lunatic Reverse Turns Taken: 9

Same strat as Lunatic.  Rush ahead and slaughter everything, using your high 
DEF/RES units to pull.  Move Minerva onto the village on turn 8, cast again on 
Minerva so Marth can visit it, then rescue Marth to the castle on turn 9.


Chapter 21 Intermission Choice:
Yes - My Unit puts on Ymir's fur clothing.
No - My Unit doesn't change his appearance.


Chapter 22:
Preparations: Basic strategy - run like hell to the throne before the nearly 
endless waves of reinforcements catch up to your party.  If you have two thief 
staff uses left, I suggest using them on the chests, because you can't exactly 
stop there in person unless you feel like killing the reinforcements.  Make 
sure any frontline unit has over 40 HP to handle the Glower tome sorcerers.  
You need a 12 MOV Paladin with the Boots (Catria) for this strategy to work.

Unit Choices:
Male class limits not removed: Marth w/ hero sword, My Unit w/ hero axe, 
Paladin Catria w/ hero spear, SM Sirius, Feena, sniper Luke w/ longbow, 
horseman Draug w/ hero bow, Merric, healer w/ A staves, Xane w/ spears, SM 
Shiida w/ swordslayer, SM Palla.
Male class limits removed:

Treasure:
Wyrmslayer - left chest
Dragonpike - right chest
Door Key - Sorcerer
Fortify - Sorcerer

Recruits:
Nagi (mamkute) - Joins on first turn.

Enemy Reinforcements: Reinforcements will be appearing from 3 these locations 
regularly.  The most important reinforcement wave is during enemy turn 4 at 
location 3, where 2 dragons show up on each side.  You'll  need someone strong 
there to fend off their attacks.

Location 1 - By either of the two chests.
Location 2 - Along the east and west sides of the map.
Location 3 - Along the north side of the map between the two walls.

Deployment:
See screenshot 1.

Walkthrough Turns Taken: 5


Use the thief staff on the two chests whenever your stave users have a free 
moment.

Turn 1: Make Xane copy Catria.  Move Sirius north and have Feena dance for 
him, then kill the nearby magic dragon from the south using a wyrmslayer.  
Kill the thoron sorcerer with sniper Luke or anyone else who can double it.  
Kill the berserker using horseman Draug w/ hero bow then Catria.  Heal anyone 
who took damage or use Fortify. (Screenshot 2)

Turn 2: Kill the nearby SM with horseman Draug's hero bow from the west, then 
finish it off with Palla.  Kill the other SM with sniper Luke and Shiida w/ 
swordslayer.  Kill the swarm sorcerer with Catria's hero spear, move Marth 
north and trade the hero spear to him, then move Xane north and trade the hero 
spear from Marth to use to kill the thoron sorcerer.  Kill the fire dragon 
with Sirius' wyrmslayer.  Use Fortify and heals again.  If you need to, dance 
for your A stave user and use Fortify twice just to top everyone in front off 
against the berserker.  (Screenshot 3)

Turn 3: Kill the west berserker with berserker My Unit w/ hero axe and Nagi.  
Kill the berserker on the stairs with sniper Luke and Palla.  Kill the meteor 
sorcerer with Xane's hero spear.  Move Marth two squares north then dance for 
him, then kill the thoron sorcerer from the north with his hero sword.  Kill 
the glower sorcerer with Sirius.  Start moving Draug west towards the Fortify 
sorcerer.  Keep moving everyone else north. (Screenshot 4)

Turn 4: Prepare to open the door and rush in on Turn 5 by placing Catria and 
Xane SW and SE of the door and marth 1 south, 2 east of the door.  Move Sirius 
next to Marth.  Move sniper Luke north and dance for him, then get him closer 
to the door.  Have someone ready with a door key to open the door - whoever is 
nearby, like Palla/Shiida.  Leave Nagi where she is standing.  Keep moving 
Draug north towards the Fortify sorcerer. (Screenshot 5)

Turn 5: Use the save point.  Kill the fortify sorcerer with Draug.  Open the 
door with someone who isn't Catria, Xane, Marth, Luke, or Sirius. Kill magic 
dragon with Sirius and the meteor sorceror with Luke's longbow from over the 
wall.  Move Catria and Xane in to kill the boss.  Move Marth into the throne 
room then use the Again staff on him once to capture. (Screenshot 6)


Chapter 22 Lunatic Reverse Unit Choices: Paladin MU, SMs Catria, Palla, Luke, 
and Sirius, Sniper Shiida, Etzel, Malliesia, Xane, Feena.

Chapter 22 Lunatic Reverse Turns Taken: 5

Similar strat to Lunatic mode, except since I didn't give Catria the boots 
this time, I had to use two again staves to finish in 5 turns.  Send a 
swordmaster w/ again stave at the boss who should be able to ORKO it with a 
forged wyrmslayer.  Use the save point to reload from just to make sure.  Try 
to get Marth some XP by killing the Swarm sorcerers along the way.

There is still a way to complete this chapter using only one again staff 
charge, although it requires a lot of save/loading.  Place MU with the A Spear 
right in front of the door, then have Etzel or Malliesia open the door from 2 
spaces away using the Unlock staff.  Use the save point then have MU run in 
and attack the boss at range until the A Spear crits.



Chapter 23:
Preparations: This is another chapter where you have to haul ass to the throne 
before legions of reinforcements catch up to your party.  It's all dragons and 
sorcerers here.  The dragons mercifully have 24 and 27 SPD, so you can double 
the magic dragons and throw 24+ SPD units at the fire dragons without being 
doubled.  Use hero weapons as much as possible against the glower sorcerers to 
avoid damage - this doesn't work on lunatic reverse, of course.  You pretty 
much have to kill Gharnef in one turn or he'll get healed to full by the army 
of Fortify stave sorcerers hanging around.

There are two strategies you can execute on this chapter.  Either hang back 
waiting for the dragons to come to you, then move north when it's safe, or go 
on the offensive and slay lots of dragons every turn.  You'll need a pretty 
godlike party to pull off the second strat, though.  If you want to go on the 
offensive, you need to be able to kill the fire dragons in two attacks at 
most - one longbow attack to soften them up, then another attack with a +5 to 
+6 forged wyrmslayer or dragonpike.  If you are playing on Lunatic reverse and 
everyone is taking damage, I suggest using Fortify twice on every player turn 
to restore everyones HP to full.

Unit Choices:
Male class limits not removed: Marth, My Unit w/ hero axe, SM Catria w/ +5-6 
forged wyrmslayer, Draco/Paladin Sirius w/ +5-6 forged dragonpike, Feena, 
sniper Luke w/ longbow, sniper Shiida or Palla, horseman Draug w/ hero bow, 
Merric, healer w/ A staves, Xane w/ swords, Nagi.
Male class limits removed:

Treasure:
Aum - left chest (unobtainable on Lunatic mode due to lack of warp staff and 
enemy standing on top of it)
Hammerne - right chest (unobtainable on Lunatic mode due to lack of warp staff 
and enemy standing on top of it)
Falchion - Gharnef (boss)

Enemy Reinforcements:
Enemy Turn 7 onward - Lots of enemies incoming from the south every turn.

Deployment:


Walkthrough Turns Taken: 6-7

Turn 1: Kill the two nearby fire and magic dragons.

Turn 2: Kill the dragons on the left side, the middle magic dragon, and the 
left meteor sorcerer.  Keep your vulnerable units out of range of the two 
dragons and meteor sorcerer to the right.

Turn 3: Kill the remaining two fire dragons.  Next up, the last trap in the 
game.  Use the save point.  For this trap you'll need to set up units of 
varying RES levels so that the enemies attack different targets.  You can't 
just use one tank here because Glower does a flat 40 DMG every time.  The 
magic dragon deals MAG damage so using holy water may help.  Preferably your 
units can counterattack and injure/kill the enemies so you have more units to 
deal with the fire dragons on the turn after the pull.

Turn 4: Kill whatever is left of the sorcs and dragons.  Whoever attacks the 
fire dragons will be in range of meteor casters, so heal them if needed.  Move 
someone in range of the dragons on the stairs to pull them.

Turn 5 or 6: Kill the two meteor casters.  Before pulling Gharnef, use the 
save point.  Position your best caster w/ Starlight (Merric in my case) in 
range of Gharnef when you're ready.  Place lower RES units to the sides in 
range of each meteor caster to absorb the meteor attacks.  I had Xane copying 
Catria from turns 1-5, so I had to wait until turn 6 so he could copy Merric, 
even though I could have pulled Gharnef on turn 5.  Not exactly sure how to 
rectify that other than having Xane copy Merric from the start.

Turns 6 or 7: Kill Gharnef using Merric, Xane(Merric), your A level healer, 
and Feena.  There are several ways to get Marth to the throne on this turn: 
rescue staff, again staff, Feena, or giving Marth the Boots.  Or you can 
always wait another turn.


Chapter 23 Lunatic Reverse Unit Choices: Berserker or Paladin MU, Paladin or 
SM Catria, SMs Palla and Luke, Sniper Shiida, Malliesia, Etzel, Xane, Feena, 
Nagi.

Etzel should easily have A staves as a bishop by now.  Spend the rest of your 
funds forging a dragonpike or wyrmslayer to help vanquish the fire dragons.  
The magic dragons are slow and easily killed by unforged weapons, so no 
worries about those.  You should still have some hero spear uses for the 
sorcerers.  Place your high DEF/RES in enemy dragon range so they can 
counterattack and soften them up.

Chapter 23 Lunatic Reverse Turns Taken: 5

Pretty much the same strat as Lunatic except you'll need to spam Fortify 
more.  Since you won't have Merric on this run, I suggest giving Malliesia an 
arms scroll and letting her wield Starlight.  She should have high enough SPD 
to avoid being doubled and kill Gharnef about as easily as Merric.  The only 
alternatives are to give Etzel way more than 2500G worth of buffs so he can 
successfully kill Gharnef instead, or save/reload for crits on Gharnef.


Chapter 24 (Final Chapter):
Preparations:

Give Marth the Falchion.

Unit Choices:
Male class limits not removed: My Unit, Julian, paladin/draco Sirius w/ rescue 
staff, paladin/draco Minerva, Merric w/ rescue and again staff, Feena, and as 
many B level stave users as you can field.  Add Xane and any of your best 
wyrmslayer/dragonpike users if you are going for a 2 turn strat.
Male class limits removed:

Recruits:
Lena (bishop w/ long red hair) - Talk to with Julian.
Nyna (bishop w/ white hair) - Talk to with Sirius
Maria (bishop w/ gold headband) - Talk to with Minerva
Elice (bishop w/ blue hair) - Talk to with Merric

Deployment:
Place Sirius on the left side closer to Nyna (bishop w/ white hair).

Walkthrough Turns Taken: 1-2
So here we are at the big dragon.  Man vs Reptile.  It wasn't mankinds 
inherent evil that caused all those wars, nope, it was those dang reptilians 
all along.  That's why I wear my tinfoil hat every day just in case they're 
still around.  This is one of the shortest chapters in the game.  If you still 
have lots of rescue stave and again stave charges, you can finish it in 1 
turn.  If not, you can finish it in 2 turns by moving everyone north and 
getting a little closer.  You still don't have to kill many, if any, dragons 
in your way.

For the 1 turn strat to work, you need 4 rescue staff charges left and 2 again 
staff charges at minimum.

Turn 1: Move Sirius north.  Have a B level stave user (that isn't Merric) cast 
Again on Sirius.  Dance for that B level stave user.  Recruit Nyna with 
Sirius.  Trade his rescue staff to her.  Have Nyna rescue Merric.  Have Merric 
recruit Elice and rescue Minerva.  Try to position Merric where he can provide 
A support to Marth attacking Medeus.  Recruit Maria with Minerva.  Rescue 
Marth and Julian with Maria and Elice.  You should now have all 4 bishops 
recruited and Marth in position to attack, with at least 2 bishops available 
to cast more spells. With those two bishops, you can cast Again on Marth or 
heal on Marth.  If you have extra bishops to spare, you can rescue My Unit to 
give Marth A support, or rescue someone to use the save point, which will make 
killing Medeus easier.  Or you can just go for a 2 turn strat, which requires 
much less rescue staff usage and you're guaranteed to be able to use the save 
point and maybe even attack Medeus with someone other than Marth.

2 turn strat:

Turn 1: Move everyone north.
Turn 2: Clear out any dragons in the way with your best attackers.  It's 
pretty much the same as the 1 turn strat, except Sirius and Minerva don't need 
to have rescue or again cast on them because they are far enough north to 
reach the people they need to talk to already.  Use the save point, get My 
Unit next to Marth, and slay the big bad dragon.


Chapter 24 Lunatic Reverse Unit Choices: MU, Shiida, Merric, Minerva, Julian, 
Sirius, lots of staff users.

Chapter 24 Lunatic Reverse Turns Taken: 2

I've determined that you can probably shave off more turns earlier in the game 
by 2 turning the final chapter instead of 1 turning it.  In addition, 2 
turning the final chapter means you can use the save point, get more supports 
in position, and the whole strategy is much more reliable.  This frees up 1 
again stave and 2 rescue staves which you can put to use elsewhere in the 
game.  Strat is still the same as Lunatic, except you might need to heal Marth 
in between attacks because Medeus will still be 2RKOing him.