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|                       Fire Emblem                                          |
|                       	Path of Radiance                             |
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|                                 	    by Ask_B_007                     |
|                                	    email: skb0079@gmail.com         |
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|                                  Version 7.0                               |
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			~Table Of Contents~

	!.	IMPORTANT NOTE				[FE!]
	@.	Before We Begin				[FE*]
	#.	Map Legend				[FEMAP]
	$.	Basic Game Controls			[FEBGC]
	%.	Basic Commands				[FEBC]
	^.	Special Commands			[FESC]
	&.	Order Commands				[FEOC]
	*.	Direct Commands				[FEDC]
	+.	Basic Damage Calculating		[FEBDC]	
	~.	Weapon Advantages			[FEWA]
	".	Support System				[FESS]
	`.	General Hints/Tips			[FETIP]

	0.	Prologue - Mercenaries			[FE0]
	1.	Chapter 1 - The Battle Begins		[FE1]
	2.	Chapter 2 - Rescue			[FE2]
	3.	Chapter 3 - Pirates Aground		[FE3]
	4.	Chapter 4 - Roadside Battle		[FE4]
	5.	Chapter 5 - Flight!			[FE5]
	6.	Chapter 6 - A Brief Diversion		[FE6]
	7.	Chapter 7 - Shades of Evil		[FE7]
	8.	Chapter 8 - Despair and Hope		[FE8]
	9.	Chapter 9 - Gallia			[FE9]
	10.	Chapter 10 - Prisoner Release		[FE10]
	10.1    Chapter 10 Turn by Turn Guide		[FE10.1]     
	11.	Chapter 11 - Blood Runs Red		[FE11]
	12.	Chapter 12 - A Strange Land		[FE12]
	13.	Chapter 13 - A Guiding Wind		[FE13]
	14.	Chapter 14 - Training			[FE14]
	15.	Chapter 15 - The Feral Frontier		[FE15]
	16.	Chapter 16 - The Atonement		[FE16]
	17.	Chapter 17 - Day Breaks			[FE17]
	17.1		Stage 1				[FE17.1]
	17.2		Stage 2				[FE17.2]
	17.3		Stage 3				[FE17.3]
	17.4		Stage 4				[FE17.4]
	18.	Chapter 18 - Crimea Marches		[FE18]
	19.	Chapter 19 - Entrusted			[FE19]
	20.	Chapter 20 - Defending Talrega		[FE20]
	21.	Chapter 21 - Without a King		[FE21]
	22.	Chapter 22 - Solo			[FE22]
	23.	Chapter 23 - The Great Bridge		[FE23]
	24. 	Chapter 24 - Battle Reunion 		[FE24]
	25.	Chapter 25 - Strange Lands		[FE25]
	26. 	Chapter 26 - Clash! 			[FE26]
	27. 	Chapter 27 - Moment of Fate 		[FE27]
	28.	Chapter 28 - Twisted Tower		[FE28]
	29.	Endgame: Repatriation 			[FE29]

		After Beating the Game...		[FEABG]
		Trial Maps				[FETM]
			I. Hillside Battle		[FEHB]
			II. Lonely Isle			[FELI]
			III. Strange Turn		[FEST]
		My Party's Final Stats			[FEFS]
		My Opinion on Characters		[FEMOC]
			I. Beorc			[FEBE]
			II. Laguz			[FELA]
		Info + My Opinion on Skills		[FES]
			1. 5 Capacity SKills		[FE5C]
			2. 10 Capacity SKills		[FE10C]
			3. 15 Capacity Skills		[FE15C]
			4. 20 Capacity Skills		[FE20C]
    		Frequently Asked Questions		[FEFAQ]
    		Some interesting/cool things		[FEINT]
		Radiant Dawn Notes			[FERDN]
		Legal?					[FELEG]
		Thanks					[FETHX]

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!. IMPORTANT NOTE [FE!]: 
	I made all of the maps for easy/normal difficulty. In hard mode there 
	will be more enemies on each map but this shouldn't affect strategy 
	much (if at all). I've added suggestions for hard mode since some of 
	the maps in hard mode have fog of war and there are more enemies etc.
	Also note that this (v7.0) will be the last version. I'll probably
	end up making a few minor adjustments/additions here and there but for
	the most part this faq = done. 	

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@. Before We Begin [FE*]:
   
	First off this is my first attempt at a FAQ so be nice. If you email
   me please make sure that the question hasn't been answered on this FAQ. 
   Anyways this FAQ is not to be redistributed/sold or any other crap like 
   that. This is just to help you beat whatever level it is that you're stuck
   on. Also note that I will not go step by step in each chapter as different
   people like different characters. It's up to you to decide which characters
   to use but I will offer some general advice on that matter. PLEASE DO NOT 
   EMAIL ME SAYING THAT THE CHARACTERS I LIKE ARE BAD. YOU ARE ENTITLED TO 
   YOUR OPINIONS ON CHARACTERS AS I AM ENTITLED TO MY OPINIONS. IF YOU THINK 
   THERE ARE BETTER CHARACTERS THAN THE ONES I USE THEN GO AHEAD AND USE THEM.
   THE CHARACTERS I'M USING ARE NOT NECESSARILY THE BEST. One last note, 
   though I will not discuss what happens in cut scenes there will probably be
   some spoilers in this FAQ. If that bothers you then beat the game on your 
   own without the help of a FAQ.	

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#. Map Legend [FEMAP]:

  ________________________________________________________________________
 |									  |
 | I = Ike								  |
 | O = One of your units 						  |
 | X = one enemy unit							  |
 | X+ = the chapter's boss						  |
 | C = chest								  |
 | box/square shape = house	                        		  |
 | P = square to protect						  |
 | D = Door							          |
 | b = Ballista 							  |
 | t = trap	           						  |
 | ~ = water		                                                  |
 | S = Stone								  |
 | \ or / = usually indicates mountains or otherwise impassible terrain	  |
 | G = green (friendly) unit                                              |
 | Il = Ilyana		                                                  |
 | M = Mordecai								  |
 | L = Lethe								  |
 | Se = Sephiran							  |
 | Br = Brom								  |
 | K = Kieran								  |
 | Ne = Nephenee							  |
 | J = Jill								  |
 | Gat = Gatrie								  |
 | a = Astrid     							  |
 | M = Makalov 							          |		
 | Dev = Devdan								  |
 | S = Shinon								  |
 | N = Naesala                                                            |
 | T = Tauroneo                                                           |
 | g = Geoffrey                                                           |  
 | BK = Black Knight                                                      |
 | E = Elincia		                                                  |
 | Ti = Tibarn                                                            |
 | B = Bryce							          |			
 | A = Ashnard 			               				  |
 |________________________________________________________________________|

Note:
	 My maps may not be spectacularly accurate but will be close.

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$. Basic Game Controls [FEBGC]:

Control Stick/Pad:	Move cursor, select menu options, move units

A button:		Start game, confirm nemu selections, scroll through
			messages, select units(place the cursor on a unit and 
			press A), Press A on an enemy unit to have their
			attack range displayed

B button:		Cancel the current selection, return to the previous 
			screen

X button:		Moves the cursor to units that have not done anything
			during the current turn

Y button:		Display the status screen (with the cursor on a unit),
			Display help messages (on certain screens only)

Z button:		Display the map menu, display previous conversations

R button:		Press and hold to remove displays on the map screen
			Press the button in a little to make the displays on 
			the map screen semi-transparent

L button:		Zoom in and out of the map. There are 3 levels of zoom

C stick:		Change the camera angle, Rotates the little character
			image in the top left corner of the status screen

Start button:		Start the game, display the status screen, skip 
			conversations and cutscenes, Leave the base, 
			Begin fight

Start+B+X buttons:	Hold these 3 buttons down to reset the game.

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%. Basic Commands [FEBC]:

Attack:		Choose this to attack an enemy
       3 types of attack:
		Direct:		Range = 1 ie must be next to an enemy. Most
				weapons can direct attack
		Indirect:	Range = 2 ie one space away from an enemy.
				Indirect attacks can hurt the enemy from a 
				distance so they cannot fight back if they
				don't have a weapon capable of indirect attack
		Long range:	Range varies by weapon and character stats

Staff:		Choose this to use a staff.

Shove:		Choose this to push a unit one space over. Units can only 
		shove other units whose Wt (weight) does not exceed their own 
		by more than two. Mounted units cannot shove at all.

Rescue:		Use this to pick up allied, Partner, or Other units and have
		them travel with you. Though a rescued unit can't be attacked,
		the speed and skill of the rescuing unit is cut in half. 
		Rescue can only be used if the unit to be rescued's weight is 
		at least two less than the rescuing unit's weight.

Drop:		Use this to drop a rescued unit in an adjacent space. A unit
		cannot rescue and then drop a unit on the same turn. Dropped
		units cannot do anything during the turn they are dropped.

Take:		Use this to take a rescued unit from another unit. The unit 
		can only be taken if its weight is at least two less than the 
		receiving unit's weight.

Items:		Use this to open the item window, in which your character can 
		equip, use, or drop items and weapons.

Trade:		Use this to give and/or take items/weapons to/from another 
		unit.

Wait:		Use this to have a unit do nothing for the current turn.

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^. Special Commands [FESC]:

Talk:		Speak with units that are next to the character. This is 
		usually how you gain new allies.

Visit:		Enter houses to receive items. But move fast because 
		enemy thieves, berserkers, and bandits will try to destroy 
		houses that you have not visited.

Door:		Unlock a door with a door key. Thieves and assasins can
		open doors without keys.

Chest:		Unlock a chest with a chest key. Thieves and assasins can
		open chests without keys.

Break:		Don't have a key or a thief nearby? Choose this to hit a door
		with one of your weapons. Different doors have different 
		amounts of health and will not open until their health goes
		to zero. Most doors will take a couple hits to break.

Order:		This command can only be used by Ike to give orders to the 
		rest of your units (blue units). Any unit that doesn't get  
		moved by the player will follow these orders.

Request:	This command can only be used by Ike to give orders to
		yellow (Partner) units. The Partner units will follow Ike's
		orders once you end your turn.

Seize:		Only Ike can use this to seize a specific location(the space
		will be blue) and clear the map.

Escape:		Use this when a unit moves onto a space that allows him or
		her to leave the map (the space will be yellow). If Ike
		escapes, the map is cleared. If another unit escapes, you will
		get a little bonus experience (10 per unit).

Arrive:		Use this when one of your units moves onto a blue target space
		and the objective is to arrive on that space. Choose it to
		clear the map.

Steal:		Steal an item or unequipped weapon from an enemy unit. Only
		thieves and assasins can steal. A unit's strength and/or speed
		might stop it from stealing items. Note that staves are
		never equipped.	

Chant:		Use this on an adjacent unit that has ended its turn to 
		give it another turn.
		
Reinforce:	Use this to bring in 2 Pegasus Knights and 1 Falcon Knight as
		Partner units during a turn. Ike can then direct them. 
		Reinforce can only be used by Tanith and can only be used
		twice per map.

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&. Order Commands [FEOC]:
	(Can only be used by Ike)

Rally:		Use this to make allied units who have not been moved during 
		the turn by the player gather around Ike.

Halt:		Use this to make allied units who have not been moved during
		the turn by the player stop movement and cancel orders.

Target:		Use this to make allied units who have not been moved during
		the turn by the player move to a target area. When this is
		selected the player chooses what the target space is on the
		map.

Avoid:		Use this to make allied units who have not been moved during
		the turn by the player avoid contact with enemy forces. Units
		who are given this command will move as far away from enemies
		as possible.
	
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*. Direct Commands [FEDC]:
	(Can only be used by Ike)

Roam:		Allow yellow (Partner) units choose their own actions.

Halt:		Order yellow (Partner) units to wait in their current
		positions.

Target:		Order yellow (Partner) units to move to the target area. The
		player can choose any space on the map that Ike could move to
		on his own to be the target area.

Avoid:		Order yellow (Partner) units to avoid contact with enemy
		units. They will move as far away from enemies as possible.

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+. Basic Damage Calculating [FEBDC]:

	This will ignore weapon advantages but here is basic damage 
	calculation:

	For physical attacks:
		Take the enemy's weapon's MT(might) and add it to his
		STR(strength) then subtract your character's defense.

	For magic attacks:
		Take the enemy's weapon's MT(might) and add it to his
		MAG(magic) then subtract your character's resistance.

	Why could this be useful?
		Well it's most useful earlier on when your characters are 
		rather weak and the enemies usually have basic weapons. If
		your character is in an enemy's range and you want to see if
		s/he'll survive an attack then calculate the damage that will
		be done and subtract it from your character's health. You'll
		also have to consider speed to see if the enemy's is a lot
		higher and will attack twice.

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~. Weapon Advantages [FEWA]:

	-This will list weapons and what they do well against-

Weapon name		(Does well against this)	
1. Swords		Axes
   Regal Sword		Knights/Generals and Mounted units
   Longsword		Mounted units
   Armorslayer		Knights/Generals
   Laguzslayer		All Laguz
   Sonic Sword		Flying units
   
2. Axes			Lances
   Poleax		Mounted units
   Hammer		Knights/Generals
   Laguz Axe		All Laguz
   Bolt Axe		Dragon Laguz
   
   
3. Lances		Swords
   Knight Killer	Mounted units
   Heavy Spear		Knights/Generals
   Laguz Lance		All Laguz
   Flame Lance		Beast Laguz

4. Bows			Flying units
   Laguz Bow		All Laguz

5. Knives		Nothing
   Stilleto		Knights/Generals

6. Wind Magic		Flying units

7. Fire Magic		Beast Laguz

8. Thunder Magic	Dragon Laguz
   
9. Light Magic		Nothing

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". Support System [FESS]:
    
   Support Conversations:

	After two characters have had a support conversation their stats will
	be improved when they stand near each other on each map. Available 
	support conversations can be done anytime at your base. Each
	character will have a list of other characters that they can support
	with and each character may have up to 5 support conversations. Of
	these 5 conversations, only up to 3 may be with a single other 
	character. 

	So how do you get new conversations to appear?
	For new support conversations to become available, two characters that
	can support with each other must both be used on a certain number of
	maps. The amount of maps they must participate in together varies 
	depending on the characters and what support level is next (C, B, or 
	A). 

	So how exactly will their stats be improved?
	Well, it varies depending on which two characters are supporting each
	other. However, the four stats that could be increased are: Attack,
	Defense, Hit percent, or Avoid percent.

   In-Built Supports:

	Aside from the support conversations, some characters have in-built
	support bonuses with other characters that raise their critical 
	percent when standing right next to each other on a map. That's right
 	for these to work, there cannot be a space between the characters.

	Characters:			Critical% Increase For Each Character

	Ike and Mist			10%
	
	Any 2 of the 3 brothers		10%
	(Oscar, Boyd, Rolf)

	Rolf and Shinon			5%

	Marcia and Makalov		5%

	Lethe and Mordecai		5%

	Calill and Largo		10%

	Tormod and Muarim		10%

	Geoffrey and Kieran		5%

	Geoffrey and Lucia		5%

	Geoffrey and Bastian		10%

	Elincia and Lucia		10%

	Ulki and Reyson			5%

	Ulki and Janaff			5%

	Janaff and Reyson		5%

	Reyson and Tibarn		10%

	Reyson and Naesala		5%	
 
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`. General Hints/Tips [FETIP]:

1.	Don't try to level up everyone. Instead, focus on approximately 10-14
	characters to level up throughout the game.

2.	Don't just keep saving over the same file. Switch between save files
	so that you can go back a chapter if you later realize you missed
	something.

3.	Make good use of the weapon triangle. Especially early on in the game
	when your characters are weaker try to always have the weapon
	advantage.

4.	Don't overuse Titania. She may seem like the best character early on
	but that is because she is already a promoted unit. She can still be
	useful but not as your number 1 character.

5.	Titania can make a good shield for about the first half of the game.
	If you don't want her to fight then take away her weapons. Just know
	that she can be very useful in distracting enemies :D .

6.	When Ike class changes use an occult scroll on him. This will give him
	the Aether skill which is the best skill in the game.

7.	Don't be afraid to buy forged items. You get a good amount of money in
	this game so make use of it by forging some weapons to help your
	weaker characters. Just remember that you can only forge one weapon
	per chapter (starting at chapter 8). Also, some forged iron weapons 
	should be all you need for most of the game. Then with the tons of 
	money you'll have near the end, forge some really powerful silver 
	weapons during the last couple chapters.

8.	Use your bonus experience wisely especially if you are on a harder 
	difficulty level. I suggest using bonus experience on weak characters
	that you've just gotten (like Rolf) and on healers (like Rhys) because
	they will have a hard time leveling up on their own. You can also use
	bonus experience on characters that are close to leveling up. If you
	don't like how they level up from the bonus exp, you could always just
	reset and try again but I don't advise reseting too often.

9.	If you are having trouble with a level, try something else. Perhaps
	being more defensive (or offensive) will help to beat the level. Also,
	if you're having trouble try moving your characters around. Have 
	someone else lead the way or stay in the back.

10.	Try to always think one turn ahead when you're playing. For example
	when moving a character forward and having him attack, look around at
	the enemies nearby and use your knowledge of the weapon trianlge plus
	character stats to predict if your character will be able to survive
	enemy attacks. Also just hit the 'A' button on an enemy to see his 
	range.

11.	If it's not equipped, steal it. Stealing works especially well against
	enemy healers since they can't fight back. And remember, you can never
	have too many physic staves :D .

12.	When you give a character an item like the Knight Ward don't forget
	to actually equip the item to the character.

13.	The Full guard is a good item to give to a flier once you get it. This
	way they won't be so susceptible to arrows. Another possible choice
	could be to give it to a knight/general since they have such good 
	defense but little speed. This way there will be almost no chance of 
	an enemy harming them with physical(non-magic) attacks.

14.	The Knight Ward will increase the defense and resistance of a soldier,
	knight, or paladin by 2 each. I would advise giving it to a character
	who you use a lot but I don't think that knights/generals really need
	the extra defense. Therefore I would give it to Nephenee or one of
	your mounted units like Oscar.

15.	The Laguzguard will halve the damage done by laguz in battle. Since 
	you can give it to any beorc, I would just suggest giving it to a unit
	with lower defense.

16.	The Knight Ring will allow a unit to move again after attacking if
	they haven't already used up all of their movement for the turn.
	This item can be very handy and I suggest giving it to Ike. 

17.	Use heavier weapons when you can because they will help increase the
	weapon level of your character faster unless you would attack twice
	with the lighter weapon and only once with the heavier one.	

18.	Be careful with your Occult scrolls. Each will be listed as "Occult
	scroll" in your convoy but when you go to the Assign Skills menu, they
	will then be listed as the particular class skill that a character can
	learn. So if you go to assign skills for a promoted unit and have an
	Occult Scroll, it will show up as the class skill for that character
	and will take up 20 capacity. So just be careful not to accidently
	use an Occult scroll on the wrong character.

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0. Prologue - Mercenaries [FE0]:
		
  ___________
 |           |
 |           |
 |           | 
 |           |
 |      X    |
 |           |
 |I          |
 |___________|

Ally
Mercenaries 1

Enemy
Mercenaries 1  

Overview:
	You only have Ike in the first chapter. Your objective is to defeat
	Boyd and Greil. Simple enough right?


Suggestions:
	Seriously if you can't beat this one then you suck at life :D .
	Just go and attack Boyd and he'll be beaten in a couple of hits.
	Heal with a vulnerary if necessary and then do the same thing to Greil
	and that's it for this chapter.

Hard mode notes:
	You can attack Boyd on your first turn in hard mode. This doesn't 
	change strategy, though, because you should still only need to use
	1 vulnerary after beating Boyd.

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1. Chapter 1 - The Battle Begins [FE1]:
 
  ________________
 |                |
 |                |
 | X              |
 |      X+        |
 |          X     |
 |         __X    |
 |  __    |  |    |
 | |  |   |__|    |
 | |__|           |
 |                |
 | X         __   |
 |    __  X |  |  |
 |   |  |   |__|  |
 |   |__|         |
 |      X   O O   |
 |         O I    |
 |________________|

Ally
Mercenaries 4

Enemy
Army 7

Note: 
	Chris Low has pointed out to me that "in Chapter 1 of Fire Emblem: 
	Path of Radiance, Ike will start out with 4 iron swords if you don't 
	watch the "Visit Tutorial". If you do watch it, he only starts out 
	with one."

Items in houses:
	1 Steel sword
	1 Seraph Robe

Dropped Items:
	1 Iron Sword
	1 Iron Axe

Units:
	You start off with 3 new units: Titania, a level 1 paladin, Boyd, a 
	level 2 figther, and Oscar, a level 3 lance knight. Out of the 3 I 
	really only use Boyd but it's up to you who to use. One note for new 
	players is that though Titania may seem really good it is only because 
	she is a promoted unit. She is still a good unit to use just not as 
	your number 1 unit. Boyd for me leveled up well so I'd recommend using
	him a bit but I've heard that Oscar is also pretty good. Anyways it's 
	up to you whether you want to use all, some or none of them. 
	Regardless you should use Ike a lot as he is the main character, is in
	all the chapters, and is really good.

Overview:
	Just move up towards the boss killing the enemies as you go. Remember
	to visit the houses in order to get the items from them. Another note
	is that on the first enemy phase one of the enemies in the top right
	will destroy the top right house. You can't get there before it is
	destroyed. I believe that is done just to show that bandits and
	pirates will go after and destroy houses. Kill all the enemies and 
	seize the space the boss is on to end the chapter.

Suggestions:
	All the characters you have in this chapter are decent so it's up to
	you who to use. I used Boyd and Ike and my suggestion is to let Ike
	kill the boss.

Hard mode notes:
	There are more enemies so just be a little more careful. Note that the
	boss doesn't move in any mode.

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2. Chapter 2 - Rescue [FE2]:
 
  ________________
 |     |   X+     |
 |     |  X       | 
 |     |   X      |
 |     |  X       |
 |_    \          |
 | \    \         |
 |  \__  \  X     | 
 |     \  \       |
 |      \  \      |
 |  X    \  \     |
 |        | |X    |
 |        |_|  X  | 
 |                |
 |   O            |
 |   OI     X     |
 |    O           |
 |________________|

Ally
Mercenaries 4

Enemy
Army 9

Dropped Items:
	1 Vulnerary
	1 Steel Axe
	1 Speedwing dropped by Ikanau the boss

Units: 
	You gain Rhys who is a level 4 healer. He's pretty good and will be 
	your only light magic user so I would use him. Just make sure to keep 
	him in the back out of danger as he will die easily.

Overview: 
	You start off with everyone except Titania. She will join you at the
	bottom of the map at the beginning of turn 3. As always just move 
	carefully and make use of the thickets to add to your evasion.
	The boss will move and attack when you enter his attack range so watch
	out for that, though he isn't too strong.

Suggestions:
	Just mow the enemies down with Ike and whoever else you want to gain
	exp. Heal with Rhys but keep him out of the enemies' attack range.
	Titania makes an excellent wall on this map if you take away her
	weapons and this is even more useful on hard mode.

Hard mode notes:
	There are more enemies at the left so you'll want to stay closer 
	together at the beginning and make sure to carefully protect Rhys.		

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3. Chapter 3 - Pirates Aground [FE3]:
 
  ______________________
 |        X   X+   | ~ |
 |           X     |   |
 |   X    X X X    | ~ |
 |___ X _______X___|   |
 | ~ | |   ~   ~     ~ |
 |___| |_______________|
 | X                   |
 |    X                |
 |      X              | 
 |            __       |
 |------     |  |      | 
 |           |__|      | 
 |  X       X          |
 |                     |
 |      O O            |
 |      OI             |
 |_____________________|

Ally
Mercenaries 4

Enemy
Mercenaries 14

Dropped Items:
	2 Vulnerary
	1 Hand Axe
	1 Thief Band dropped by Havetti the boss (only if you beat the game
	once already)

Item in house:
	1 Elixir

Units: 
	You gain Shinon and Gatrie in this one. Shinon is a level 1 sniper and
	is pretty good. The only other sniper in the game is Rolf and out of
	the 2 I prefer Rolf mainly because Shinon leaves the party for a lot 
	of the game. Gatrie is a level 9 knight and is arguably the best 
	knight in the game (Ok Brom is pretty good too but Gatrie appears to 
	be a little better). You also see Marcia, a level 5 pegasus knight, in 
	this chapter but she doesn't join until later.

Overview:
	Visit the house to the right and move up quickly. Marcia appears at
	the left end of the ship right before the enemies' first turn and the 
	enemies will attack her right away. So you must get to her quickly and
	have Ike talk to her. If you have Ike talk to her, she'll leave and 
	you'll be able to recruit her later. The boss will move and attack 
	when you enter his attack range so watch out for that. Move to the 
	right on the ship up towards the boss and kill all the enemies to win.

Suggestions:
	I would suggest using Gatrie as he is potentially the best knight in 
	the game. However, it's up to you just remember to talk to Marcia with
	Ike.

Hard mode notes:
	There are more enemies on the ground so you'll have to kill through 
	them quickly to get to Marcia.

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4. Chapter 4 - Roadside Battle [FE4]:

  __________________
 |                  |
 |X X               |
 | X+   X           |
 | X X              |
 |X X X   X         |
 |          X       |
 |   X          OO  |
 |    X        OI   |
 |   X   X  X   OO  |
 |__________________|

Ally
Mercenaries 6

Enemy
Army 16

Dropped Items:
	1 Iron Lance
	1 Steel Lance
	1 Javelin dropped by Maijin the boss

Units:
	You get Soren, a level 1 mage, at the beginning of this chapter. In my 
	opinion he is the best magic user in the game so I'd advise using 
	him... alot. As with all magic users he starts off relatively weak so 
	make sure he doesn't get attacked much.

Overview:
	You start out on the right side of the map with enemies scattered to
	your left. Simply mow them all down to win.

Suggestions:
	I would weaken some of the enemies and then let Soren finish them off
	to help him level up. Usually when an enemy is injured he will run 
	away and try to heal so use this to your advantage. Make use of the
	thickets especially with Soren. Gatrie should probably stay up at the 
	front with Ike to protect Soren and Rhys but other than that I'll 
	leave it up to you to decide who gets to kill what :D . This is 
	another boss who will move and attack when you enter his attack range
	so just watch out because he has a ranged attack.

Hard mode notes:
	There are a lot more soldiers so definetly have Gatrie up front. Be 
	careful at the beginning and know that the enemies will usually run 
	away when injured and this is probably the best time for Soren to pick
	them off >:D . Also, note that they will usually go after Shinon 
	before going after Soren so I like to keep Shinon in front of Soren in
	this one. In my opinion it's best to injure them all at the beginning 
	to help keep Rhys safe and then take them down once they retreat to 
	heal.

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5. Chapter 5 - Flight! [FE5]:
  ________________
 |   | |          |
 |   | |          |
 |   | |  I       |
 |   | | O O      |
 | X | |OO OO     |
 |   | |  O    ---|
 |   |_|       |  |
 | X |         |  |
 |X            |  |
 |   X   | X---|  |
 |   |   |X       |
 |X  ----|X       |
 | _____|X   X    |
 |/      \__X   X |
 ||_________\ X   |
 |        XX      |
 |            XX  |
 |       XXX  XX  | 
 |________+_______|

Ally
Mercenaries 8

Enemy
Army 22

Dropped Items:
	1 Hammer
	1 Iron Blade
	1 Ashera Icon dropped by Dakova the boss
	1 Torch (hard mode only)

Reinforcements:
	1 Soldier and 1 archer appear at the left at the end of turns 3 and 4.
	3 soldiers appear at the bottom at the end of turns 3 and 4.

Overview:
	This is the first map in which the objective is to defend and for this
	time it is 6 turns in which you must defend. So in order to win just 
	defend the green square for 6 turns. 

Suggestions:
	It would be wise to attack instead of just waiting for the enemy to 
	attack you. The enemies are to your left and also below you. I would
	send Boyd, Oscar, and maybe Shinon to the left to handle those couple
	of enemies. Keep Rhys in the middle to heal and move down with Ike and
	Gatrie. Let Soren be behind them to get some cheap kills.

Hard mode notes:
	If you're playing hard mode then you won't be able to see the enemies
	until they're close to you(due to fog of war). This can make the fight
	trickier but the same strategy applies. Just note the healhedges on 
	the left because it would be good to stand characters on them so that 
	they can heal a little each turn. Also, look at my map because the 
	enemy positions in hard mode are similar but there are more enemies.

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6. Chapter 6 - Brief Diversion [FE6]:

  _______________________
 |                       | 
 |                       |
 |                       |
 |                       |
 |         OO            |
 |        OIO            |
 |         O     X       |
 |              X        |
 |                       |
 |                      _|
 |           X         / |
 |_    ___________    /  |
 | |  |           |  | ~ |
 |~| X|  ~    ~   |  | _/| 
 | |X |          _|  |/  | 
 |/    \    ~   /  X     |
 |   X  |______/         | 
 |                 X     |
 |      X                |
 |    X           X      |
 |        X  X  XX       |
 |        XXX            |
 |_________+_____________|   

Ally
Mercenaries 6

Enemy
Army 18      
Dropped Items:
	1 Poleax
	1 Vulnerary
	1 Short Spear dropped by Emil the boss

Overview: 
	You start off hidden in the thickets with the enemies all below you.
	There are two bridges in this map to cross over the water. However,
	there are enemies before the bridges so be careful as they start
	off close to you. Don't let Rhys or anyone else that's weak near them.
	Kill those guys and progress down the right bridge. The boss and the
	two soldiers next to him don't move but they do all have ranged 
	attacks so be careful of that. Mow down the enemies and have Ike 
	escape to win.

Suggestions:
	Um, I'd suggest sending everyone down the right side. The other side
	could work too I guess but going down the right worked really well for
	me.

Hard mode notes:
	There are more enemies so keep everyone together. I would definitely
	try to use Titania as a wall but you'll probably be having trouble 
	managing all of your items so if you want Titania as a decoy wall then
	only give her swords since she can't use them. To start I would move
	Titania one square out of the thickets so that the enemies will come
	attack you. I would then stay in the thickets and take out the top
	enemies before moving down. I actually chose to go down the left on 
	hard mode because you can use the thickets to your advantage really
	well.

Note:
	At the end of this chapter Rhys will get a mend staff so make sure
	he has room to carry it before escaping and ending this map.

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7. Chapter 7 - Shades of Evil [FE7]:

  ______________________
 |      |       |       |
 |                      |
 |                   X  |
 |                      |
 |    - ---    -----    |
 |  X| X   | X|     |   | 
 |   | C C |X |  C  |   |
 |   |     |  -|    |   | 
 |   ---X---   --X--|   |
 |   |     X   |    |   |
 |   |  X               |
 |------  --            |
 |         |   | X _|   |
 |    X    |   |  |     |
 |   X     |  -----  O  |
 |----  X           O O |
 |      X     X    O I  | 
 |_________|________O___|

Ally
Mercenaries 6

Enemy
Army 15

Dropped Items:
	2 Chest Key
	1 Steel Lance
	1 Fire
	1 Mage Band dropped by Balmer the boss (only if you beat the game once
	already)

Items in Chests:
	Right Chest:
		1 Armorslayer
	Left Chests:
		1 Miracle scroll
		1 Ward Staff

Reinforcements:
	1 Thief appears at the bottom left at the end of turn 2.
	1 soldier and 1 mage appear at the bottom left at the end of turn 3.
	1 soldier and 1 mage appear at the bottom middle at the end of turn 3.
	1 soldier, 1 knight, 2 myrmidons, 1 priest, and the boss Balmer(a sage
	appear at the top middle at the end of turn 3.

	Gatrie and Shinon will appear right above the area with the two chests
	at the end of turn 3.

Units:
	Mia who is a level 6 myrmidon will join you if you talk to her with 
	Ike.

Overview:
	The first indoor map yay! Anyways you start at the bottom right corner
	and Mia appears right above you at the right door. There are 3 chests
	in this level and you can get 2 sets of 2 chest keys from enemies. So
	once you get the keys loot the treasure. Also be careful about items
	because if a character has more than he/she can carry then you'll have
	to drop something and by now one of your biggest problems is sorting
	out all of the items you have. Also note that more enemies come in
	towards the end. They appear in the top middle and the bottom middle
	areas. When they appear you get Gatrie and Shinon back to use. Kill
	all the enemies to win.

Suggestions:
	I would send Ike up to talk to Mia quickly and then leave him handle
	the few enemies on the right side of the map(he's probably strong
	enough to handle them easily on his own). However, ThunderMan has 
	pointed out that Mia will come and talk to you if you don't go to her.
	I would then send everyone else to the left and then upwards towards 
	the treasure chests. When your main party gets near the chests on the 
	left the new enemies should appear so be careful about the placement 
	of Rhys. Don't leave him too far down as enemies appear at the bottom.

Hard mode notes:
	Just a few more enemies but the thief appears at the end of turn 1.
	You'll have to move really fast if you want both the ward staff and
	the miracle scroll because if he gets both then he'll only drop the
	ward staff when killed. Other than that this chapter isn't much 
	harder than easy and normal modes.

Note:
	After this chapter Gatrie and Shinon will be gone for a while with
	Shinon being gone quite a bit longer than Gatrie. However, all of 
	their items/weapons will end up in your convoy.

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8. Chapter 8 - Despair and Hope [FE8]:

Note: 
	From now on at the beginning of each chapter you will start out at 
	your base. Here you can move around items and put them in storage if 
	you need/want to. You can also make use of bonus experience in the 
	manage section. Bonus experience is given after each chapter depending
	on how well you met certain conditions. In example how fast you beat 
	the chapter. So if you want you can give experience to your characters
	to level them up. I'd suggest using exp on low level characters to 
	help them become usable and also use exp on Rhys if you want to use 
	Rhys in your party since healers have a very hard time leveling up 
	without bonus exp. You can also give characters new skills if you have
	any such as miracle, vantage etc. An important thing to note is the 
	conversations you can read in your base. 1 star means that the 
	conversation is merely interesting/funny. 2 stars means that it will
	give you advice on how to handle the next chapter. 3 stars means that
	you will probably either get a new item or new character. A final 
	thing to do at your base is to buy, sell, or forge items. To do this
	just go into the outfit menu and select a character. Go to shop and 
	choose whichever option you want. Your base is the only place to buy
	items so make sure you have what you need before you leave. Forging
	items can be useful yet costly. I'd advise making weapons for weaker
	characters that you want to help level up. You can change weight, atk,
	critical rate, and even the name and color of the weapon.

  ________________________
 |         _| X           |
 |        _|   X  |       |
 |        | Il    |       |   
 |     ___|    --------   |
 |     |   X  X       |   |
 |     | X           X|   |
 |    _|X   ------- XX|   |
 |    |   X|       |  |   |
 |    |X|  |       |XX|   |
 |      |  |       |XX|   | 
 |      |  |       |   XX |
 |     X|  | OIO  --   X  |
 |      |  | OOO      |   |
 |      |     O   |   |   |
 |     X|-----  ---   |   |
 |       |    | | |---|   |
 |       |_        |      | 
 |        |_      -|      |
 |         |__   _|       | 
 |                        |
 |           XXXXXX X  X+ | 
 |________________________|

Dropped Items:
	1 Longbow
	1 Pure Water
	1 Red Gem
	1 Soldier Band dropped by Kamura the boss (only if you beat the game
	once already)

Reinforcements:
	2 Knights appear at the top at the end of turn 4.
	2 Soldiers appear to the left of the boss at the end of turn 4.
	2 soldiers appear at the left and 1 appears at the right at the end
	of turn 5.
	2 lance knights appear at the bottom right and 1 soldier appears at 
	the bottom left at the end of turn 6.
	1 soldier and 1 myrmidon appear at the right at the end of turn 7.

Units:
	Ilyana, a level 6 mage, can be recruited by having Ike talk to her. 

Overview:
	Another chapter in which your goal is to defend. This time it's harder
	as there are more enemies and they are completely surrounding you.
	Also, it is 8 turns to defend now.
	There are a lot of knights toward the right while only some fighters,
	myrmidons and archers to the left. The boss is in the lower right 
	corner and will move and attack you if you enter his range. Ilyana 
	starts off in the top left area and she always moves towards Ike so 
	just talk to her when she gets close enough and she'll join. 
	More enemies keep appearing on all sides on the last couple of 
	turns so just keep killing everyone till the turn limit is up.

Suggestions:
	I would send Ike to the right since he should be the strongest of 
	your characters. Leave him so that the enemies can't get past him.
	Then have Soren attack from behind Ike. There are many sword/lance
	knights at the bottom so have Titania or Oscar block off the bottom
	entrance. I'd have Boyd fight the enemies on the left and have Mia 
	help him. Recruit Ilyana and use her if you like but in my opinion
	Soren is much better and so I never used Ilyana. Eventually work your
	way down to the boss and kill him (I actually had Boyd go back and 
	kill him after he finished with the few enemies on the left).
	Another strategy is to give Boyd the Poleax and let him take out all
	of the mounted units at the bottom.

Hard mode notes:
	There are more enemies on the left so this time I just left Titania
	block the left. An archer always stood right next to her and no 
	enemies even attacked her. The space is the one where the inner wall 
	comes down to, it is the only space you can stand on in the column. So
	if you have to, just put your weakest character there and don't have
	him attack. Then you'll just have to worry about the bottom and right
	sides. 
	I had Boyd block the bottom and use the Poleax that you should have. 
	The only problem are the 2 sword knights down there but if Boyd is 
	strong enough he can handle them with only a little help from Mia. 
	After taking them out move down and take out the boss to get the 
	soldier band. On the right I just had Ike block the way with Soren 
	behind him.

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9. Chapter 9 [FE9]:

  ___________________________
 |  |      X         |       | 
 |__|                |       |
 |                   |       |
 |__                 |       |
 |  |        X    ___|       |
 |__|X                       |
 |             X             |
 | X              |---       |
 |                |          |
 |\         X     /    O     |
 | \_________  __/     O     |
 |          |  |      OO     |
 |          |  |       IO    |
 |          |  |      O      |
 |          |X |        O    |
 |          |  |       ML    |
 |          |  |             |
 |         _|                |
 |        |                  |
 |        |                  |
 |   X+   |                  |
 |  X X---- X                |
 |            X  X           |
 |     X    X X              |
 |  X                        |
 |___________________________|

Ally
Mercenaries 8

Friend
Army 2

Enemy
Pirates 1
Army 16

Note:
	Mounted units will have half movement on the sand.

Dropped Items:
	1 Arms scroll dropped by Kotaff the boss

Items in houses:
	1 Restore staff
	1 Talisman

Reinforcements:
	2 pirates appear at the top at the end of turn 4.
	1 pirate appears at the top at the end of turn 5.
	2 myrmidon and 2 soldiers appear by the boss when you get near him.

Units: 
	Rolf, a level 1 archer, and Mist, a level 1 healer, join at the 
	beginning of the chapter. Also Lethe and Mordecai become your allies
	and you can order them around. Marcia appears on the right side of the
	map at the end of turn 3 and can be recruited by having Ike talk to 
	her (she'll fly and talk to him).

Overview:
	You start at the top right of the map while the boss is at the bottom
	left. There are two houses at the upper left side of the map and some
	pirates come in from the top. Note no you can't recruit the pirate 
	who has a name and picture so stop asking. Get to those houses fast
	if you don't want the pirates to destroy them. Other than that just
	progress down the map making sure to recruit Marcia along the way.
	The boss and the two mages by him don't move but they do all have 
	ranged attacks.
	Kill all the enemies and have Ike seize the spot the boss is standing
	on to end the chapter.

Suggestions:
	Rolf is probably the best archer in the game so I would suggest giving
	him some bonus exp after this chapter. Another suggestion is to not 
	use Mist since her only usefulness is to heal and dodge. She has no 
	attack power whatsoever. Mist really has just one use in this game and
	that is in chapter 27. She can be very handy there but that's about 
	it so at most I'd give her some extra bonus exp every now and then to
	make her useful in chapter 27. Marcia is an ok unit so its up to you 
	if you want to use her. My strategy was to race to the left with Mia, 
	Titania and Rolf. Allowing Mia and Rolf to get the kills. I sent the 
	others down and towards the boss with Soren and Boyd doing most of the
	work but you can use whoever you're comfortable with. Oh and I just 
	ordered Lethe and Mordecai to avoid enemies so that they wouldn't 
	steal any kills from my characters and to make sure they lived through
	the chapter.

Hard mode notes:
	Pretty much the same as easy/normal modes. However, a couple extra 
	myrmidon appear when you get near the boss. The boss and the mages
	still don't move but there will be a knight right in front of the
	boss that will move and attack when you enter his range. 

Note:
	After this chapter you will get 20,000 more gold. Use it wisely :D.

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10. Chapter 10 - Prisoner Release [FE10]:

  ____________________
 |   |        X  |    |
 |CCC|    ---    | C  |
 |   |   |   |   |    |
 |C      | Ne|   --D--| 
 |   |   |   |        |
 | + |   --D--        |
 |XXX|                |
 |---|-----  ---------|
 |   |    |           |
 |   |  Se| X         |
 |   |    |           |
 |   |    |  --       |
 |   |--D-|  --   -D--|
 |O  |           |    |
 |IOO|           |    |
 |O O    --  --  | Br |
 | O     --  --  |    |
 |O O      X     |  K |
 |_______________|____| 

Ally
Mercenaries 9

Enemy
Army 6

Other
Prisoner 4

Dropped Items:
	1 Master Seal dropped by Danomill the boss
	1 Chest key (hard mode only)

Dropped Items(if you're not going stealth):
	2 Door key
	1 Chest key

Items in Chests:
	Lone Chest:
		1 Statue Frag
	Chests by the boss:
		1 Counter scroll
		1 Steel Lance
		1 Short Axe
		1 Javelin (thanks ThunderMan for this item list)

Reinforcements(all appearing when you get spotted):
	1 knight, 2 myrmidon, and 1 archer appear behind where you start.
	2 knights, 1 mage, and 1 myrmidon appear at the right.
	3 soldiers, 2 knights, and 1 halberdier appear at the top.	

Units:
	Lethe, a level 3 cat, and Mordecai, a level 2 tiger, join at the 
	beginning of the chapter. Volke, a level 10 thief, will join at the
	beginning if you hire him.... SO HIRE HIM!! Nephenee, a level 7 
	soldier, Brom, a level 6 knight, and Kieran, a level 12 axe knight are
	also in this chapter but can't be used until the next chapter. Also,
	there is a character named Sephiran in this chapter but he cannot be
	recruited.

Overview for stealth:
	Oh boy... This chapter is a real pain if you want to get the max bonus 
	experience. In order to get the bonus experience you have to avoid
	being seen by the 3 soldiers roaming around the map. You can still
	go and kill the boss and the 2 myrmidons(archers in hard mode) by him 
	and get the bonus experience. If you do get seen... and you get seen 
	if one of you're characters or one of your allies(including Sephiran) 
	is in the attack range of one of the 3 soldiers at the end of any of 
	your turns. If you are seen then reinforcements will show up and you 
	won't get the bonus experience. Also, note that if you kill the 
	soldiers they will still call for reinforcements even if you try to 
	kill them after killing the boss. The only prisoners you must talk to
	for this chapter are Brom and Nephenee. Talking to Sephiran doesn't
	change anything, and Kieran will join your party whether you talk to 
	him or not. 
	
Suggestions for stealth:
	Scroll down a little for a turn-by-turn walkthrough of this chapter.

Overview for non-stealth:
	There will be quite a few enemies starting behind you and all of the 
	enemies can move the turn they appear. So you'll want your strongest
	characters in the back. The enemies on the right will move toward
	you so finish the ones that start behind you off quickly so that
	you can then deal with the ones on the right. Once you beat the 
	enemies at the bottom talk to Sephiran with Ike then go over to Brom
	and Kieran's cell. Talk to Brom with Ike and Kieran with Oscar. Then
	move up to take out the enemies at the top who won't move until you
	enter their attack range (the knights and Halberdier won't move at 
	all). The boss and the two myrmidon by him will all move once you 
	enter their attack range. Kill the boss and then have Ike talk with 
	Nephenee. Open up all the chests and escape with Ike to end the 
	chapter.

Suggestions for non-stealth:
	I would advise keeping your strongest characters in the back to 
	quickly take out the enemies that will appear there. Then I would
	block off the area you start in with your strongest characters and
	slowly advance killing the enemies. The enemies at the top all have
	lance except for the boss and the mymidons so use that to your 
	advantage. Have others escape before Ike to increase your bonus 
	experience but don't take too long or else the extra turns will 
	detract from your bonus experience.

Hard mode notes:
	The enemies by the boss are now archers and one of them drops a chest
	key. Other than that this chapter is like easy/normal modes. By going
	stealth I received 700 bonus exp (the max) and 90 for having everyone
 	escape before Ike. I think the bonus is worth it in hard mode since
	you won't get too much for beating the enemies. (I got about 120 for	
	beating the boss and archers) Also, bonus exp is hard to come by in
	hard mode and can really help level up low level characters like
	Rolf, Mist, or Rhys.


10.1 Chapter 10 Turn-By-Turn Strategy [FE10.1]:

This strategy uses Ike, Volke, Marcia, Titania, Oscar and one character of
your choosing. It does not bother with Sephiran or Kieran as it has been 
pointed out that talking to either of them is unnecessary. If you saw the old
version then you know it needed a promoted Oscar, this version does not. It
takes a couple more turns as a result but the bonus experience in the end
will be the same.

Starting Positions (Ike's starting spot is always the same so just use that to
align everyone):

I V
  M
 T
E O

I = Ike
V = Volke
M = Marcia
T = Titania
O = Oscar
E = An extra character of your choosing. This character will be carried by 
Oscar up to the boss. Therefore, this should be a strong character that can
help win the fight and you want them to get combat experience in this chapter.

Directions:

	Up        
    Left  Right 
       Down     

And sometimes for positioning:

	Above
     Left   Right
	Below
     

Turn 1:

Move your extra character to the right of Titania. Then rescue him with
Oscar and move Oscar 2 up then 2 right then 2 up then 1 right (This should
be one space left of Sephiran's cell door). Have Marcia rescue Volke then move
to the left of Oscar. Now move Ike to the right of Titania. Have Titania 
rescue Ike and move below Marcia.

Turn 2:

Move Oscar 4 right then 1 up. Move Marcia right below him. Move Titania 4
spaces right.

Turn 3:

Move Marcia down 5 then right 1 space. Move Titania to the left of Marcia.
Move Oscar down 2 then left 3.

Turn 4:

Move Marcia right 4 spaces then up 1. Move Titania right 5 spaces. Move
Oscar down 4 spaces.

Turn 5:

Move Marcia up 6 then 2 right and drop Volke to her right (this should be
right in front of Brom's cell). Move Titania up 5 spaces. Move Oscar right
4 spaces then up 1.

Turn 6:

Have Volke open the cell door. Have Marcia rescue Volke then move to the left
of Brom. Move Titania up 2 spaces then right 3 spaces then down 3 spaces (this
should be right above Brom) and have her drop Ike to her right. Move Oscar up 
4 spaces.

Turn 7:

Move Ike down 1 space then have him talk to Brom and right after talking
choose Direct then Target and pick the spot in the bottom right corner of the
cell. Move Titania to the right of Ike and rescue him. Move Oscar up 3 spaces.
Leave Marcia alone.

Turn 8:

Move Oscar up 4 spaces then left 2. Move Titania up 1 space and leave Marcia
alone.

Turn 9:

Move Oscar left 4 then up 3 then left 1 (this should put him in the doorway 
to the room with the boss) and have him drop whoever he's carrying to his
right. Leave Marcia and Titania where they are.

Turn 10:

This is where things get tricky around the boss. Depending on your Oscar's
stats he may have killed 1 or both of the myrmidon by now and you might be
able to take out the boss now. If you can, then move in and take him out. If 
there is still another enemy in the way then you could have your other unit 
finish him off from a distance. Or, Oscar could take him out and your other
unit could go after the boss. However you decide to do this, just make sure 
that you get inside the room on the next turn and are out of the soldier's
range of sight. Leave Marcia and Titania where they are this turn.

Turn 11:

Finish off the boss and his lackeys if you can. Once you finish them off, your
extra character can escape whenever you want, just check that the character 
stays out of the top soldier's range. Leave Marcia and Titania where they are.

Turn 12:

Move Marcia up 2 spaces. Move Titania up 1 and then left 1.

Turn 13:

Move Marcia right 1 space then up 2 spaces then left 3 spaces then down 2 
spaces. Move Titania right below Marcia.

Turn 14:

Move Marcia 5 left then up 1. Move Titania right below Marcia.

Turn 15:

Move Marcia down 5 spaces. Move Titania down 5 then right 1.

Turn 16:

Move Marcia right 4 spaces. Move Titania right 4 then up 1.

Turn 17:

Move Marcia up 3 spaces. Move Titania up 4.

Turn 18:

Move Marcia left 4 then up 2. Move Titania left 4 spaces.

Turn 19:

Move Marcia up 2 then right 1. Move Titania to the right of Marcia. Make sure
that Oscar is to the right of the bottom chest.

Turn 20:

Move Marcia up 4 then left 2 and drop Volke to the right. Move Titania left 1
then up 4 then right 1. Move Oscar right 3 then down 3.

Turn 21:

Have Volke open Nephenee's cell door. Have Marcia go below Nephenee and rescue
her then move up 1 and left 1. Have Oscar move to the left of Volke, rescue 
him then move Oscar 4 spaces left. Move Titania left 7 then up 2.

Turn 22:

Move Marcia up 1 space. Move Oscar up 3 then left 3 and drop Volke above
Oscar. Move Titania up 1 then left 2 then down 1 and drop Ike to the left.

Turn 23:

Start opening chests with Volke but leave the chest on the right in this room
for last. Leave everyone else where they are.

Turn 24:

Open another chest with Volke. Move Marcia right 1 space then down 4 then
left 1.

Turn 25:

Open another chest with Volke. Move Marcia left 4 spaces then up 3 then left
1 and drop Nephenee to the left. Have Ike move above Nephenee and talk with
her. Have Oscar rescue Nephenee then move right 3 and then up 3.

Turn 26:

Have Oscar escape. Move Ike down a space. Have Marcia rescue Ike and move left
2 spaces. Have Volke open the last chest. Move Titania up a space and rescue
Volke then move her right 4 then up 3 then right 1.

Turn 27:

Move Titania 6 spaces right then down 3 and drop Volke to the right.

Turn 28:

Have Volke open the top right cell. Move Titania down 3 then left 5.

Turn 29:

Have Volke open the chest. Have Titania move left 3 then up 6 and have her 
escape. Move Marcia right 3 then up 3 and have her escape to win.

Now go enjoy your bonus experience :D .

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11. Chapter 11 - Blood Runs Red [FE11]:
  
  _________________________
 |    X        |   |  |   || 
 |   X X+      | ~ |  |___||  
 | X  X        |___|  X    |
 |     |XX ----     X      |
 |     |     X  ___        |
 |------ X     |  | ----   |
 |  X   X    X |  | |  ||XX| 
 |             | ~| |__||  |
 |         __  |  |  BK |  |
 |      --|  | |~ |  X  | X|
 |   X  |||__| |  |_   _|X | 
 |      --     \    | | |  |
 |   X     X    \ ~ | |~|  |
 |     X         \__| |_|  |
 |       |--               |  
 |     |-|  |         OO   |
 |     |------      OO O   |
 |   X | |   |  O O  OI    |
 |     |_|___| O O O    X  |  
 |                O        |
 |     X   X         X     |
 |_________________________| 

Ally
Mercenaries 13

Enemy
Thief 1
Vigilantes 4
Army 23

Dropped Items:
	1 Master seal dropped by Mackoya the boss

Items in houses:
	Bottom left house:
		1 Dracoshield
	Top right house:
		1 Killer lance
	Middle left house:
		1 Elwind

Reinforcements:
	Jill and 2 wyvern riders appear at the bottom right corner at the end
	of turn 4.

Units:
	Zihark, a level 10 myrmidon, can be recruited by having either Lethe
	or Mordecai go up to him (Zihark will talk to them). Also you can
	now use Nephenee, Brom, and Kieran though I only used Nephenee. Brom 
	and Kieran are decent characters though. Jill appears on the bottom 
	right corner of the map but she is an enemy so just stay away from her 
	so that you can recruit her in the next chapter.

Note:
	The 'B' is where the Black Knigth will appear once you get up the left
	side to the same row as the house the Black Knight comes out of.

Overview:
	Ok so you start at the bottom right corner of the map and need to go
	to the top left corner and have one of your characters stand on the 
	blue square and choose "Arrive"(a knight is on it at the beginning). 
	There are 4 vigilantes above you and 1 of them, Zihark, can be 
	recruited. Note that if you let the other 3 vigilantes live you get 
	some bonus experience but in my opinion it's not worth it (I believe 
	it's 50 experience for each one that lives). I would just run up kill 
	them and let Zihark talk to Lethe(or Mordecai). Just keep moving 
	towards the boss (don't forget to visit the 3 houses) and stay away 
	from the house in the middle when you get close to the boss. Also, 
	make sure to stay away from Jill and definitely do not kill her.
	
Suggestions:
	Kill the vigilantes, the bonus exp isn't worth the trouble. Get Zihark
	and use him if you want. I prefered Mia instead but they are both
	good characters. I'd use Nephenee to attack some of the enemies in the
	bottom left corner. Also make sure to get out of the bottom right
	corner so that Jill doesn't viciously chase after you like she did to
	me (ha I still beat the level on my first try though she almost killed
	Marcia). Don't forget about the house in the top right corner but be
	careful not to get too close to the house the Black Knight comes out 
	of (you don't stand a chance of beating him right now). Just use
	whoever you like and get the job done, think before you move and 
	you can win this one with no problems.


Hard mode notes:
	There are more enemies below you and there are some axe users by the
	bottom left house. The main problem is to just move fast enough to
	get to the two left houses before the thieves do. If you hurry with
	most of your characters, though, you can make it. A major note is
	that the Black Knight will move towards you every turn even if you
	are out of his range. He moves slowly though if you're out of his
	range so you should have no problems with him.

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12. Chapter 12 - A Strange Land [FE12]:

  ____________________________
 |         |    |             |  
 |  X      | O  |        ~    |
 |         |O O |             |
 |         | O  |             |
 |      ~  |    |      ~      |
 |         |    |             |
 |         |I   |             |
 |     X   | O O|          ~  | 
 |         |O O |             |
 |         | O  |   ~         | 
 |         |    |             | 
 |         |    |         ~   | 
 |          \  /              |
 |           \/       X_______|
 |     ~              /       | 
 |                   /        |
 |                   |        |
 |           ~      X|        | 
 |                   |        |
 |  ~                |        |  
 |                   |  X+    |
 |                   |        |
 |   J          ~    |        |
 |_________X_________|________|

Ally
Mercenaries 10

Enemy
Army 6
 
Dropped items:
	1 Seraph robe (2 if you're on hard mode)
	1 Laguz stone
	1 Arms Scroll
	3 Coin
	2 Secret Book
	1 Blue Gem dropped by Seeker the boss

Reinforcements:
	1 crow appears at the bottom right during turn 3.
	1 crow appears at the top right and 1 at the bottom right during turn
	5.
	1 crow appears at the left during turn 7.
	1 crow appears at the right during turn 9.
	1 crow appears at the bottom right during turn 11.
	1 crow appears at the top right during turn 13. A second appears at
	the bottom left on hard mode only.

Units: 
	Jill, a level 8 wyvern rider, will fly onto the map after turn 2.
	She will fly up and talk to Ike if she lived through chapter 11.

Overview:
	You are on Nasir's ship when you run aground and some crows attack.
	If you want, you could use Marcia or Jill when she joins to fly out
	and attack the crows. Otherwise you have to just wait on the ship for
	the crows to come to you. A lot of the crows drop items and some of 
	the ones that drop items come in after several turns. They keep 	
	coming in for a couple turns so if you want all of the items don't 
	kill all of the crows before all of the reinforements come in. Wind
	magic and bows work well on the crows but most of your characters
	should be able to handle killing them. Jill comes with a laguz guard
	that reduces damage received from laguz so you may want to give and
	equip that item on someone else.

Suggestions:
	I suggest waiting until no more crows show up before killling the last
	one or two. Just be careful since the crows have decent 
	movement and you have little place to go.

Hard mode notes:
	This chapter is basically the same for all three dificulties. However,
	in hard mode a crow will appear at the bottom left during turn 13
	and he will have a seraph robe so make sure to get it.

Note: 
	As of now I know of no use for the coins except to trade them in for
	one lousy gold. If someone ever actually finds a use for them please
	tell me.

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13. Chapter 13 - A Guiding Wind [FE13]:


   __________________________________________________
  |  X                                               |
  |                      XXX XX    X                 |
  | X                             X X+               |
  |                   X C      C C                   |
  |                     X X                          |
  |___________________X_ X __   _____________________|
  |    ~   ~     ~      |X|  | |  |X|   ~     ~      |
  | ~    ~    ~     ~   | |  |X|  | | ~    ~     ~   |
  |_____________________|X|__| |__| |________________|
  |                         G XX GX                  |
  |                      C   X Gat C                 |
  |                        P G aG                    |
  |                      C         C                 |
  |_______________________   ________________________|
  |      ~      ~     ~   | |     ~     ~      ~     |
  |  ~      ~      ~      | |   ~     ~    ~     ~   |
  |_______________________|O|________________________|
  |                    O OI O                        |
  |                   O    O                         |
  |                       OOO                        |
  |______________________O__O________________________|
	  
Ally
Mercenaries 12

Enemy
Army 2
Unknown 21

Other
Army 6	


Dropped Items: 
	1 Long Bow dropped by Norris the boss

Items in Chests:
	Allied boat:
		Top Left Chest:
			1 Laguz Axe
		Bottom Left Chest:
			1 Killer Bow
		Top Right Chest:
			1 Longsword
		Bottom Right Chest:
			1 Elfire

	Enemy boat:
		Left Chest:
			1 Occult Scroll
		Middle Chest:
			1 Energy Drop
		Right Chest:
			1 Speedwing

Units:
	At your base there is a 3 star conversation to read. If you read it 
	and then choose to allow Sothe to join you will gain him. He is a 
	level 1 thief. NOTE: HE CANNOT PROMOTE. Therefore I don't recommend
	using him too much.
	
	Astrid, a level 1 bow knight, will join if you talk to her with Ike.
	Gatrie will rejoin you if you talk to him with Astrid. You can also
	talk to him with several other characters but only Astrid will make
	him join.

Overview:
	If you want to have Ike talk to Astrid on the first turn you will have
	to use several units to shove him forward so that he can reach her.
	It is not necessary to do this but if you have the problem of Astrid
	dieing on the first turn this is the best solution. Move up as fast as
	possible in order to help out the green units. Talk to Astrid and
	then have her talk to Gatrie. After that move Astrid to the back 
	because she is only level 1. In the top left corner there are two 
	crows so be mindful that they'll move down and attack either you or 
	green units on turn two. Also note that more crows appear in the top
	left corner later in the chapter. The goal here is ten turns defense
	but I would just keep moving forward until you kill all of the 
	enemies. Along the way get the chests. The later batch of crows will
	go after chests that you haven't gotten to. However, if you kill them
	before they leave they will drop whatever item they got from the 
	chest. The crows will also go after the green square that you have to
	protect so make sure you don't let them get near it or else you'll be
	restarting the map. Get rid of all the enemies and wait till the ten
	turns are up and you win.

Suggestions:
	I would bring Volke and Sothe along on this chapter and allow Sothe
	to get the chests on your ally's ship. Then have Volke get the ones
	on the enemy ship. If you can't get to all the chests before the crows
	do then just make sure you kill the crows before they escape. The 
	green units will continue to advance so it might be wise to rescue
	them so that they don't end up getting themselves killed or take away
	potential exp for you by killing an enemy.

Hard mode notes:
	Nothing really changes on this chapter. Just make sure to kill as
	many crows as you can because they give good amounts of exp. 

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14. Chapter 14 - Training [FE14]:

Note:
	Torch staves can be bought at this point in hard mode but can be only
	used when there is fog of war.

   __________________________________________________
  |____      \          |                            |
  |    |  ____\  ~  ~   |                            |
  |____| |    ||      ~ |     X                      |
  |      |____|| ~   ~  |   X                        |
  |    M       |   ~   ~|       X+                   |
  |            | ~   __ |        X                   |
  |            |   /  | \_       X                   |
  |\           | ~ |  \ X |  |__                     |
  | \    X     | ~ |   \  |  |  \                    |
  |  \        _|___|    \_| X| ~ \ X                 |
  |\  \       ____        |X |    \____              |
  | \  \      |  |   X        \  ~     \             |
  |  \  |X|___|~ |             |    ~  ~\            |
  |   \ | | ~    |             |________ \           |
  |    \| |_   ~ |       X             X\ \          |
  |         |    |                       \ \         |
  |         \  ~  \_____|  |_____________|  \________|
  |    X     \_____     |  |  ~        ~       ~     |
  |       X        \ ~  |X |    ~   ~     ~      ~   |
  |                 \___|  |_________________________|
  |                  O O                             |
  |     ____        O O I                    X       |
  |    |    |        OO  O                           |
  |    |____|       O  O OO                          |
  |                   O                              |
  |__________________________________________________|

Ally
Mercenaries 13

Enemy
Peddler 19

Dropped Items:
	1 Laguz Lance
	1 Laguz Bow
	1 Killer Axe dropped by Gashilama the boss

Items in houses:
	Bottom left house:
		1 Spirit Dust
	Top left house:
		1 Secret Book
	Top right house:
		1 Vantage Scroll

Reinforcements:
	Two tigers appear at the top behind the boss.

Units:
	Makalov, a level 10 sword knight, will join you if you have Marcia
	talk to him.

OVerview:
	The objective is to kill the boss. Split your party into two groups
	with the smaller one heading up the left bridge. Use the main party
	to go straight up towards the boss. Most of the enemies here are axe
	users so be sure to make good use of your sword wielding characters.
	Don't forget to stop by all 3 houses and remember to kill the lone
	enemy at the bottom right. Make sure you have Marcia talk to Makalov
	to recruit him and until you recruit him don't put anyone in his 
	attack range that can kill him. When you get up by the boss he will 
	bring two tigers out right behind him. They are relatively strong so 
	be careful up there. The boss and tigers won't move so you can take 
	them out easily enough with ranged attacks. However, if the boss gets 
	low health he will run away and heal himself. This could cause 
	problems if he runs into the river to heal. Kill the boss to end the 
	chapter.

Suggestions:
	The enemies aren't too strong, except for maybe the boss and the
	tigers. So just mow them all down while making sure to visit the 
	houses and talk to Makalov with Marcia.

Hard mode notes:
	This is another fog of war map. The toughest part is to get to the
	top left corner for the houses and Makalov. Just race up their with
	some of your units and you should be fine. Remember that Laguz and
	thieves have increased vision in fog of war so use them wisely. You
	can also make use of the torch you got from chapter 5.
	The boss and the two tigers still don't move at all so just crush
	them with ranged attacks.

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15. Chapter 15 - The Feral Frontier [FE15]:


   _____________________________________________
  |        X+      X      \          |          | 
  |       X  X       7 X   \         |      10  |
  |   X          X       X  \        |        9 |
  |      X    X              \       |     X    |
  |                           \      |          |
  |                            \     |          |
  |4  X                    X    \   /    X      |
  |            3            2    \--            |
  |    6                                  ______|
  |                                X      \   __|
  |        X          1                    |_|  |
  |                 O O       X               8 |
  |                 O O               X         |
  |    X           O O O                        |
  |                O OIO                    X   |
  |____5__________O_OO__________________________|


Ally
Mercenaries 14

Enemy
Rebels 20

The numbers on the map indicate the general area where items can be found.
Just walk around those areas to get the items.

Here's what each item is:

1. Coin
2. Physic Staff
3. Shine
4. Coin
5. Guard Scroll
6. Silver Blade
7. Boots
8. Statue Frag
9. White Gem
10. Stefan

Note for #10 Stefan in order to get him you have to have a laguz step on the 
space. If a beorc steps on the space then you will only get his sword. The 
specific space is left two squares from the top right corner then down one
space.

Coordinate grid for finding the items by ThunderMan:

I'll list them down for you. 28 Spaces on X direction
(Horizontal)and 18 on Y direction. Left to right and
down to up.

KEY: (X,Y)

Stefan/Vague Katti: (26,17)
White Gem: (27,16) (28,16) (28,15) (27,15)
Guard Book: Y = 1, X = 2, 3, 4, 5
Statue Frag: Area of 15 squares. X : 26, 27, 28  Y = 3, 4, 5, 6, 7
Psychic Staff: Area of 9 squares. X = 16, 17, 18  Y = 9, 10, 11
Boots: X = 11, 12, 13  Y = 16, 17, 18
Shine: X = 7, 8, 9, 10  Y = 10, 11, 12
Silver Blade: X = 3, 4, 5 Y = 8, 9


Units:
	Stefan, a level 8 swordmaster, joins if you have a laguz step on the
	space mentioned above.

Note:
	All units except for magic users, thieves, and fliers will have their 
	movement reduced by half in this chapter.

Overview:
	As you can tell from the map, both the enemies and the items are 
	spread out. Therefore a good plan would be to split your party up
	into 2-3 teams. One of them can take out the enemies on the right and
	get the items over there while the other team or two can handle the
	middle and left areas. After you get all of the items, beat Muarim
	the boss, who doesn't move at all, to beat the chapter.

Suggestions:
	I've heard that you get 40 exp for every laguz you don't kill plus 300
	if you don't kill any of them except the boss. In total if you only
	kill the boss I believe you get like 1060 bonus experience. On easy
	mode you can end up with a little bit more for each one not killed
	and more for not killing any of them. However, this is no small feat 
	when you're trying to get the items so it's up to you to decide 
	whether or not it's worth it to try. Since I don't care too much on 
	what characters you use it's hard to suggest who to put where. Just 
	make sure to split your party up to save time and get all the 
	items+Stefan before beating the boss.

Hard mode notes:
	The chapter's basically the same on all three dificulties but the 
	enemies are a little tougher. Try to attack enemies when they are not
	transformed to make things go smoother. Muarim still won't move at
	all so just hit him with ranged attacks to beat him.

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16. Chapter 16 - The Atonement [FE16]:

   ____________________________
  |         |    X+   |        |                       
  |         |   X XX  |    X X |                       
  | X CC X  |   XXX   |   CC   |                       
  |         |         |        |                       
  |_D____   |_       _|     D  |                            
  |      |____| XXX |______| |_|                                         
  |  Dev                       |                     
  |  ____ X  _______        X  |                             
  | |____|  |_______|          |                             
  |    |  X X      X    |      |                  
  |    | X  __ _________| X    |                       
  |    |   |  D  C   |     X   |                   
  |____|___|    C    |         |                          
  |        |        _|         |                     
  |        |_______|           |                              
  | O O             X     X    |                       
  |O OIO             X    X    |                       
  | O O O           X          |                       
  |  O O                       |                  
  |____________________________|

Ally
Mercenaries 11

Enemy
Army 24

Dropped Items:
	1 Gamble scroll
	1 Spear dropped by Kimaarsi the boss

Items in Chests:
	Top Right Room:
		Left Chest:
			1 Ashera Icon
		Right Chest:
			1 Silver Lance
	Middle Room:
		Bottom Left Chest:
			1 Dracoshield
		Top Right Chest:
			1 Full Guard
	Top Left Room:
		Left Chest:
			1 Bolting
		Right Chest:
			1 Physic Staff

Reinforcements:
	2 soldiers at end of turns 6 & 7 in bottom left corner
	1 soldier, 1 archer, and a thief at the left door at the end of turn 8


Units:
	Tormod, a level 7 mage, and Muarim, a level 9 tiger, will join you
	automatically after beating chapter 15.

	Devdan, a level 4 halberdier, will join if you talk to him with either
	Rolf, Soren, Sothe, Mist, or Tormod.

Overview:
	To start off make sure you're using one of the characters that can
	talk to Devdan. This map isn't particularly difficult. Just keep 
	moving at a good speed because at the end of turn eight a thief
	appears on the left. Make sure you get to him before he gets to the
	chests. Other than that just work your way through the map killing
	everything in your way.

Suggestions:
	I suggest bringing both Volke and Sothe so that you'll have an easier
	time getting the chests. I would suggest moving a strong character
	into Devdan's attack range with a character that can talk to him just
	out of the range. Make sure the strong character can't fight him back.
	When Devdan attacks them you'll then have an easy time talking to him
	the next turn. If you don't do this then you'll have to move your
	character that can talk to him in his attack range and risk one of 
	them dying when Devdan attacks.

Hard mode notes:
	This chapter is basically the same for all difficulties. The only
	major difference is that the thief will now appear at the end of turn
	5. So basically you'll have to move really quickly in order to get
	to him before he gets both chests. However, if he does get the two
	top left chests he should then try to get the middle ones if you
	haven't already gotten them.

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17. Chapter 17 - Day Breaks [FE17]:

Note:
	This chapter contains 4 consecutive stages. Though you will be able
	to save inbetween them, you will not be able to go to your base. That
	means you can't buy more items, forge them or give out bonus exp until
	the beginning of chapter 18. You can add two reinforcements at each
	stage and give them items from your convoy but I don't advise using
	too many reinforcements because they probably won't be very strong
	characters and may just end up in the way. Once you add someone in
	you can't take them out until chapter 18.
	Also, note that there are a lot of mounted units and magic users in
	this chapter. Therefore, it might be wise to give some of your 
	characters weapons that do well against mounted units.
	A final note is that there are some items that can be stolen, but 
	you'll need to bring a thief with room to carry more weapons. In other
	words don't give Volke four weapons to carry.

17.1 Stage 1 [FE17.1]:

  _____________________
 |       XXX          |
 |        X           |
 |                    |
 |                    |
 |                    |
 |                    |
 |          X         |
 |                    |
 | X       XX         |
 |  X                 |
 |                    |
 |                    |
 |                    |
 |            X       |
 |       X            |
 |   X                |
 |          XX        |
 |                    |
 |                    |
 |                    |
 |                    |
 |                    |
 |                    |
 |     O IO           |
 |      OO O          | 
 |     O OO           |
 |______O_____________|

Ally
Mercenaries 10

Enemy
Army 14

Dropped Items:
	1 Antitoxin
	1 Killer Lance
	1 Hand Axe (Dropped by one of the reinforcements)

Reinforcements:
	3 enemies appear at the bottom at the end of turn two.
	2 enemies appear at the left and one at the top right at the end of 
	turn three.
	2 enemies appear at the top right at the end of turn 5.

Overview:
	Just make your way up the map. Be careful though because one of the
	enemies that appears at the bottom has a killing edge. Kill all the 
	enemies to move on to the next stage. Just be careful when you get 
	near the top because the halberdier up there with the killer lance 
	will attack when you're in his range and it could be bad if he hits 
	you first and gets a critical.

Suggestions:
	I would use a swordmaster or two to take out the axe-users on the
	left. As I said watch out for the enemies that appear behind you
	and work your way up to the top.

Hard mode notes:
	Another chapter that's pretty much the same on all difficulties. Just
	note that a couple more enemies show up at the bottom the turn after 
	the first 3 show up. 

17.2 Stage 2 [FE17.2]:

               ___________
             _|           |  _
           _|     X       |_| |
          |                   |
         _|           X       |
     ___| X X           X     |
    |   	         XXX  |
    |     X X                 |___
    |                             |
    |                             |
    | X               X           |
  __|                     X   X   |    
 |                                |
 |  XX               _____________|
 |                  /
 |                 /
 |        X       /
 |         X     /
 |              |
 |              |
 |              |
 |              |
 |     O        |
 |    O IO      |
 |    OOO       | 
 |_____OOO______|


Ally
Mercenaries 10

Enemy
Army 18

Reinforce: 
	At the beginning of this stage you may select up to two characters to
	add to your party. They will arrive at the beginning of turn 3 at the
	bottom of the map.

Dropped Items:
	1 Poleax

Reinforements:
	One lance knight and one sword knight appear at the top at the end
	of turn 5.
	Two soldiers appear at the left at the end of turn 6.

Overview:
	Once again just make your way up the map. In this stage the goal is to
	have someone arrive at a space on the far right. Notice that there is 
	an enemy healer with mend and physic. Be sure to at least steal the 
	physic staff from him. Kill all the enemies and have a character 
	arrive to move to the next stage.

Suggestions:
	As I said, make sure to get the physic staff. Other than that my only
	other suggestion is to make use of weapons that have an advantage over
	mounted units.

Hard mode notes:
	The soldiers that appear at the left now come at the end of turn 8 so
	watch out that you don't leave someone weak there for them to take out
	ie a healer. This stage isn't too hard but I would definitely make use
	of the longsword that you should have.
	If you're really having trouble you could just race everyone up the 
	right side and have someone arrive quickly to end this stage but this
	stage shouldn't be that difficult.

17.3 Stage 3 [FE17.3]:

  _________________
 |                 |
 |      X          |
 |      X X        |
 |      X    X  X  |
 |          X      |
 |  X              | 
  \   X   OOO   X   \
   \      O IO       \
    \      O          \
     \    OOO          \___
      \    O               |
       \    O              |
        \                  |
         \          X      |
          \           X    |
           \          X    |
            |   X          |
            |           X  |
            |   X X    X   |
            |        XX    |
            |   XXX X X    |
            |______________|

Ally
Mercenaries 10-12(Depends on number of reinforcements you brought)

Enemy
Army 25

Other
Heron 1

Reinforce:
	At the beginning of this stage you may select up to two characters to
	add to your party.

Dropped Items:
	1 Mend
	1 Elfire

Reinforcements:
	Two mages appear at the top right and a myrmidon appears at the right
	at the end of turn one.
	Two myrmidon and a soldier appear at the right while two mages and any
	characters you chose to add appear at the top left at the end of turn
	two.
	Three lance knights appear at the top left at the end of turn four.
	Two soldiers and an archer appear at the top left at the end of turn
	six.
	Two soldiers appear at the top left at the end of turn seven.
	Two more soldiers appear at the top left at the end of turn eight.

Overview:
	The goal of this stage is 10 turns defense. Take out the enemies at 
	the top and move down to take out the rest. Be careful, as a lot of
	enemies show up at the top left. Also keep in mind that this stage
	has many magic users and note that since Ike is carrying Leanne he
	will suffer a big speed penalty making him rather vulnerable.

Suggestions:
	I suggest splitting your party in two. Move one team down to take out
	the enemies at the bottom and have the other team take out the 
	enemies on top. I would keep Ike around the middle left to keep him
	out of harms way.

Hard mode notes:
	Nothing really changes on hard mode. Just be careful though as the
	enemies are a little tougher. Also, just be careful of all the fire
	mages. 

17.4 Stage 4 [FE17.4]:

  ____________________________	
 |         \                  |
 |          \        O        | 
 |           \       O        |
 |   +        \    OOIOO      | 
 | XXXX X      \    OOO       | 
 |   X      X  |   O O O      |
 |  X       X  |     O        |
 |             \              |
 |             |              |
 |             X              |
 |     XX                     |
 |      X            X X      |
 |    X                       |
 |     X                 X    |
 |     X     XX        X      |
 |           XX       X       |
 |                            |
 |____________________________|
  

Ally
Mercenaries 10-14(Depends on number of reinforcements you brought)

Enemy
Army 25

Other
Heron 1

Reinforce:
	At the beginning of this stage you may select up to two characters to
	add to your party.

Dropped Items:
	1 Adept scroll
	1 Armorslayer (dropped by a sword knight that appears on turn 5)
	1 Iron Blade (hard mode only)	
	1 Nosferatu dropped by Oliver the boss

Reinforcements:
	Any characters you chose to add will appear at the top at the end of
	turn 2.
	Three bow knights and a paladin appear at the top when you get near 
	the bottom middle of the map.
	Tibarn, Janaff, Ulki, and Reyson appear at the bottom when you get 
	near the bottom middle of the map.
	Two sword knights and a paladin appear near Oliver at the end of turn
	five.

Note:
	If any of the hawks die it shouldn't matter. Reyson died in my hard
	mode game and still joined me in the next chapter (wow though he 
	really is stupid in stage 4... I mean he just flew up and stood by
	an enemy... (and of course I let him die to see if he'd still join
	later :D )).

Overview:
	Hooray the final stage! Ok just make your way towards the boss and
	kill him to finally end this chapter. Be careful because there is a
	mage to your left with the long range fire magic: meteor. You start
	out in his range so don't allow characters with little resistance or
	speed to get targeted. You could go take him out quickly if you have a 
	good flying unit or Rolf with a longbow. Also, watch out for the Bow 
	Knights and the Paladin that appear behind where you start when you 
	get near the bottom middle. Tibarn and his gang also appear when you 
	get close to the bottom middle and will attack your enemies. They can 
	hold their own against the enemies but if you want the dropped items 
	and the exp for killing the enemies you better move fast.

Suggestions:
	Just make your way to Oliver but be sure to keep some units in the 
	back that can take care of the paladin/bow knights. Oliver uses light
	magic that will heal him equal to the damage it does. So use someone
	with high resistance to take him out.

Hard mode notes:
	There are 5 more enemies to start off this stage. That can make it a
	little harder to move forward. However, once Tibarn and his crew show
	up you'll have to move quickly if you want the adept scroll that an
	enemy by Oliver has. Also, note that the hawks will attack Oliver if 
	they can so be careful to not let them kill him.
	

Note:
	At the end of this chapter Ike will class change to Lord 
	automatically. I suggest then using an Occult on him to give him the
	skill Aether. That will leave him with space only for one of the 
	smallest skills and out of those I feel that provoke or miracle are
	both good choices.

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18. Chapter 18 - Crimea Marches [FE18]:

Side note:
	Go to the armory and buy a dagger(better version of knife) if you 
	want. I think this is the first time they are available.

  __________________________________
 |                           __     |
 |                      ____|  |    |
 |                     X       |    |
 |                      ____   |    |
 |                     X    |  |    |
 |                          |  |    |
 |                          |  |    |
 |                          |+ |    |
 |                          |XX|    |
 |                         _|  |_   |
 |_____      _________    |    X |  |
 |     |__  |         |   |      |  |
 | C    X | |      X  |   |__    |  |
 |        | |   ___   |_ _|CC|_  |  |
 |---| X X|_| X|   |    |     | X|  |
 |---|  X      |   |_   | X   S  |  |
 |        _____|     |  |       X|  |
 |  X    |           |   X -------  |
 |       |           |     |        |
 |_    __| _________/ -----      x  |
 | |  |   /                    x    |
 | |  |  /                          | 
 | |  | /  O                        |
 |_|  |/OOO O O                  x  |
 |      O IO O                      |
 |       O OO                       |
 |__________________________________|


Ally
Army 13

Enemy
Army 20

Dropped Items:
	1 Knight Killer
	1 Tornado
	1 Shade Scroll (hard mode only)
	2 coins (hard mode only)

Items in Chests:
	Far left Chest:
		1 Recover
	Middle Chest:
		1 Silence staff
	Right Chest:
		1 Wrath scroll

Reinforcements:
	Two ravens at the top left corner at the end of turn four.
	Two lance knights appear at the bottom left at the end of turn six.
	One lance knight, one axe knight, and one paladin appear at the bottom
	at the end of turn seven.
	Three ravens appear at the top left at the end of turn 7.

Units:
	Tanith, a level 10 falcon knight, joins automatically at the beginning
	of the chapter. Select the option to allow Reyson, a level 3 Heron, to
	join. You'll gain him, Janaff, a level 8 hawk, and Ulki, a level 7
	hawk at the beginning of the chapter. If you choose not to allow 
	Reyson to join then you'll get the Renewal scroll(thanks FAR102777 for
	pointing this out to me) but I feel that getting Reyson, Janaff, and 
	Ulki is much better than getting the Renewal scroll. Also, you can't 
	get the knight ring without Reyson. Rolf, Rhys, and Mist can talk to 
	Shinon but apparently in order to get him to rejoin you have to talk 
	to Shinon with Rolf or let Shinon come and talk to Rolf. Then defeat 
	Shinon with Ike. He will appear to die but will join at the end of the
 	chapter (He'll talk with Ike right after you beat the last enemy) 
	(Thanks to Flying Dutchman for pointing this out).

Overview:
	This chapter isn't too bad. Just keep moving forward but watch out for
	long range magic. Talk to Shinon with Rolf and then beat him with Ike.
	At this point you probably want to level up Ike the most so let Ike
	kill the boss. Also, note that the boss is a magic user and will move
	when you are in his range, so be careful of who you put in his range.

Suggestions:
	I would leave a couple characters at the beginning to deal with the
	wyverns and the reinforcements. Just keep going forward with the rest
	of your party and remember to get the chests along the way. Recruit
	Shinon if you want and make sure Ike gets some good exp in this
	chapter since he just class changed. Defeat the boss with Ike or 
	anyone with good resistance. Defeat every enemy to end the chapter.

Hard mode notes:
	They added some more units including another long range magic user
	(Those Dastards!). Well actually that's a good thing because this
	extra sage drops the Shade scroll. So just be mindful that there
	are now 3 long range magic users and that the one with blizzard has
	been moved up and to the left a little.

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19. Chapter 19 - Entrusted [FE19]:

Side note:
	Silver weapons are now available at the armory.


  _____________________
 |                     |
 |                     |
 |          X          |
 |      X  X X         |
 |       X  X+         |
 |      X  XXX   ______|
 |       N  X   |      | 
 |  X X         |bX    |
 |              | X    |
 |_______    X  |______|
 |     X |             |
 |     b |     X       |
 |_______|             |
 |               X     |
 |        X   X        |
 |        bX           |
 |                     |
 |        X    X       |
 |                     |
 |                     |
 |                     |
 |                     |
 |                     |
 |             ________|
 |            |   X    | 
 |  O O O     |X       |
 |  OO OO     |        |
 |    I       |________|
 |  OO OO              |
 |    O                |
 |_____________________|


Ally
Army 13

Enemy
Army 27

Dropped Items:
	1 Killer Axe
	1 Laguz Bow
	1 Longsword

Overview:
	The objective is to kill the boss. However, watch out for Naesala as
	he is very strong. You must have Ulki or Janaff go talk to him and
	then put Reyson in his attack range. He will talk to Reyson and give
	him a knight ring if you haven't killed any of Naesala's crows. You
	will also get a good amount of bonus experience if you leave the crows
	alone. He will then retreat along with any crows that you didn't kill
	after talking to Reyson regardless of whether you killed crows or not.
	Once he's gone just advance forward and kill the boss. Be careful 
	about the boss, though, because he is a swordmaster and has the adept 
	skill. This means that he may gain an extra attack or two in battle 
	and that could be really bad since swordmasters have good critical 
	percents. Also watch out for the ballistas since they can do heavy 
	damage to fliers.

Suggestions:
	I suggest using Tanith and her reinforce ability. Use Ike's direct 	
	command to move the reinforcements near the ballista on the left. That
	way they can draw the fire from the ballistas and get Naesala to 
	attack them. Move Tanith, Ulki or Janaff, and Reyson up the left(also 
	you could use Marcia or Jill too if they're strong enough). Take out
	the wyverns and once Naesala goes after the reinforcements he should
	be in range for Janaff/Ulki to talk to him. After talking to him move
	Reyson into Naesala's range and take out the ballista. Once Naesala
	talks to Reyson he and his troops will leave. If you don't kill any of
	Naesala's crows you'll end up with about 1000 bonus exp at the end.
	An alternative would be to kill Naesala and his troops. This is not
	easy but can be done. A good way to kill him is with the brothers'
	triangle attack. Lure Naesala in with Tanith's reinforcements and then
	kill Naesala. However, if you kill him and his troops, you won't
	get the knight ring or the bonus exp.
	One last alternative is to just kill the boss and stay away from 
	Naesala, however, you still won't get the knight ring or bonus exp
	this way but you could use Tanith's reinforcements to lure Naesala
	away from you so you can kill the boss.
	Keep moving forward but be careful with the boss. I suggest having
	a magic user take out the boss from a distance because he uses a magic
	sword.

Hard mode notes:
	Some of the crows will begin transformed and one of them is at the
	bottom right. So immediately that crow will come attack you. If you
	want the bonus exp and knight ring I suggest having a decoy there to
	distract it (ie someone who can't fight back... I chose to put Boyd 
	there with a bow). Also, note that a crow in the middle right will 
	transform on turn 1 so don't advance too far before getting Naesala
	to retreat. Naesala will have a laguz band on so he'll always be
	transformed. Other than that this battle is basically like easy/normal
	difficulties.

Note:
	At the end of the chapter select to hire Volke once again and watch
	him change into a lovely assassin :D . Also, if you are using him
	quite a bit then don't forget to give him an Occult scroll so that he
	can learn lethality. You also get 70,000 gold at the end of this 
	chapter.
 
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20. Chapter 20 - Defending Talrega [FE20]:

 _____________________________
|       ___   ___ |   |       |
|      |   | |   ||XX |       |
|      |___| |___||   |       |
|                 |   |       | 
|       XXX       |   |       |
|        X       /  X |X X+   |
|               /    /  X     |
|  O           /    /    X___ |
| O O         /    |     |   ||
|O O         |   X |     |___|| 
| I O        |     | X  X     |
|  O         |  X  |X X       | 
| O O         \___/       ___ |
|  O          __         |   ||
|            |  |        |___||
|            |__|      X      |
|  X  X   X X                 |
|    X          X             |
|          X   X X            |
|                             |
|_____________________________|

Ally
Army 11

Enemy
Army 27

Dropped Items:
	1 Shine
	1 Provoke scroll
	1 Tomahawk dropped by Shiharam the boss

Item at top house:
	1 Smite scroll

Item at bottom house:
	1 Rescue staff

Reinforcements:
	2 wyvern riders appear at the bottom left at the end of turn two.
	1 mage and 1 sage appear by the top house at the end of turn three.
	2 wyvern riders appear at the top at the end of turn three.
	1 knight at the bottom right house at the end of turn four.
	1 knight at the bottom right house at the end of turn five.
	3 wyvern riders at the top left at the end of turn 7.
	3 wyvern riders at the top left at the end of turn 9.

Units:
	Check the conversation with a woman and then choose hire in order to
	gain Calill, a level 6 sage. She's not the best but not bad either and
	she comes with elthunder, meteor and a knife so definitely hire her.

IMPORTANT NOTE:
	The boss of this chapter, Shiharam, is Jill's father. If Jill talks
	to him she will join the enemy again. You can bring her back to your
	side if someone has an 'A' support with her but I advise to just
	keep her away from him.

Overview:
	Another chapter where the goal is arrive. However, this time there is
	a 15 turn limit. Therefore, move quickly up towards the boss. Watchout
	as there is a magic user with blizzard at the right. Also, notice that
	there is a magic user carrying a physic staff. When you can, steal it 
	from him then kill him and he will drop a shine tome. There is a sage
	with the long range wind magic at the right so watch out for him.
	The boss has a tomahawk so be careful because it is an improved 
	version of the hand axe. After you kill the boss, have someone stand 
	on the blue square to win.

Suggestions:
	I suggest leaving a couple members of your party to deal with the 
	enemies at the top and with the reinforcements from the top left.
	Have your main party work its way towards the boss and don't forget
	about the two houses. Also, note that there are quite a few wyvern
	riders, mounted units, and magic users in this chapter.

Hard mode notes:
	Nothing really changes except the turn limit which is now 20 which
	really just makes this chapter easier than before. Just look up at the
	overview and suggestions for how to handle this chapter.

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21. Chapter 21 - Without a King [FE21]:

  ____________________________________
 |     |             || |           | |
 |     |_       C    || |   C       | |
 |   _|  |_         _|| |   X      _| |
 | _|      |_     _|  |~|_       _|   |
 ||    X     |__D_|   |_| |_D___|     |
 ||_  C C   _|    X    X   X   X      |
 |  | XXX _|           _     _    ____|
 |__|__D_|            | |   | |  |__~_|
 |________X    _      |~|   |~|XX     |
 |___~___~_|  | |_X   |_|   | |  _____|  
 |      X     |_ ~|    X  X| |  |     | 
 |              |_ -----| X|~|  |     |
 |  X  |-----|    |__~  |  | |  |   C |
 |    -       -     XX| |  |~|  |   C |
 |  X|    X+   |      |~|  | |  |  X  |
 |  -           -     | |  | |   |_D__|  
 | |     X X     |    | |X X| |       |
 | |      X      |    | | X  |~|   ___| 
 | |      X      |    |~|X   |_|  |_~_|
 |  -   X   X   -     | ||            |
 |   |         |      |~|||     |     |
 |    -       -       | |  |   |      |
 |     |     |        |~|   | |       |
 |     --X X--        | |   ---O      |
 |        T        _|D|_| O O|O       |
 |               _|C  C|_O O O O      |
 |             _|        |O I O       |
 |            |          | O O        |
 |____________________________________|

This map was particularly hard to draw and can be confusing, but it's actually
pretty accurate.

Ally
Army 13

Enemy
Army 30

Dropped Items:
	1 Killing Edge

Items in chests:
	Bottom Right Room:
		Bottom Chest:
			1 Parity scroll
		Top Chest:
			1 Stiletto
	Top Right Room:
		Chest:
			1 Energy Drop
	Top Middle Room:
		Chest:
			1 Talisman	
	Top Left Room:
		Left Chest:
			1 Thoron
		Right Chest:
			1 Corrosion scroll
	Bottom Middle Room:
		Left Chest:
			1 Brave Sword
		Right Chest:
			1 Master Seal
	

Reinforcements:
	2 fighters and a warrior appear at the bottom right at the end of turn
	5.
	2 fighters and a warrior appear at the top right at the end of turn 7.
	2 halberdiers and a sniper appear right above the chests in the middle
	at the end of turn 8.
	2 myrmidon and a swordmaster appear at the bottom left at the end of
	turn 11.
	1 thief appears at the bottom left at the end of turn 18.

Units:
	Tauroneo, a level 14 general, will join if you have Ike talk to him.

Note:
	You may want to bring a restore staff with you since there are some
	enemies with sleep staves.

Overview:
	Your job here is to make your way up and around to defeat the boss and
	seize the square she's on. Split your party up as you progress north
	but note that some enemies will appear at the bottom right. Make sure
	to open all the doors along the way and get the chests inside. Be 
	careful when you get near the top because there is a magic user with
	a sleep staff and a powerful general at the top. If you can, use 
	someone with good movement to go up and take out the magic user. The
	general has a brave lance so be aware that he can strike 
	consecutively. I would take him out with a ranged attack. Once you get
	to the bridge that leads to the area with the boss watch out for 
	another magic user with a sleep staff. This one will move and use the 
	staff on you. Work your way down and make sure that Ike talks to 
	Tauroneo who will move when you get close to being in his attack 
	range. If you can, steal the physic staff from the magic user that is 
	in the area with the boss. When Ike enters the area near Ena, the 
	boss, they will have a short conversation. She is very strong but
	doesn't move so I suggest using range attacks to weaken her then 
	finish her off with Ike. A good ranged attack would be lightning since
	she is a dragon. When you've gotten all the items from the chests and 
	have beaten the boss have Ike seize the square the boss was on to end 
	the chapter.

Suggestions:
	I definitely suggest using Volke since there are many chests and doors
	in this level. You could also use Reyson to make Volke move twice per
	turn. Just make sure you get all of the items and talk to Tauroneo to
	recruit him. Also, I feel that the best way to beat Ena is with
	ranged magic and arrows to weaken her enough for Ike to beat her.

Hard mode notes:
	There are now 3 bishops with sleep and they can be pretty accurate so
	watch out when you get near them. There are also a couple more 
	enemies but it's still pretty much like easy/normal modes. Just 
	proceed cautiously and protect anyone who falls asleep because they
	will be easy targets for the enemy.

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22. Chapter 22 - Solo [FE22]:

  __________________
 |    |   +   |     |
 |    |XXXXXXX|     |
 |    |   X   |     |
 |__X_|  XXX  |_X___|
 |     | X X |      |
 |     |     |      |
 |  XC | XXX | C    |
 |     |  X  | X X  |
 |   C |     | C    |
 |  X  | XXX |      |
 |   CX|     | C    |
 |  X  |     |X  X  |
 |--X---      -- ---|
 |X             X   |
 | XXX          XX  |
 |  X    O O     X  |
 |       O O      X | 
 |      O I O       |
 |     O O O O      | 
 |__________________|

Ally
Army 11

Enemy
Thief 1
Army 21
Priest 20  

Dropped Items:
	2 Chest Keys
	1 Bolting
	1 Killer Bow dropped by the boss Schaeffer

Items in Chests:
	Left Side:
		Bottom Chest:
			1 Sleep Staff
		Middle Chest:
			1 Nosferatu
		Top Chest:
			1 Spirit Dust
	Right Side:
		Bottom Chest:
			1 Silver Bow
		Middle Chest:
			1 Tomahawk
		Top Chest:
			1 Bolganone

Reinforcements:
	1 tiger and 1 swordmaster appear in the left room with the chests at
	the end of turn 2.
	1 cat and 1 sniper appear in the right room with the chests at the end
	of turn 2.
	1 thief appears in the right room with the chests at the end of turn
	4.
	1 fighter and 1 cat appear at the bottom left at the end of turn 5.
	2 sages and 2 tigers appear at the bottom right at the end of turn 9.

Overview:
	The objective is to kill the boss but it is suggested that you should
	not kill any of the priests. So if you want you can just push them out
	of the way but know that the ones with magic will attack. They won't 
	move, however, so you'll be safe from their attacks if you are out
	of their range. If you manage to not kill any of the priests you will 
	get an 'S' level staff called the Ashera Staff and though it only has
        3 uses it is pretty awesome. Note the thief on the left. Make sure to 
	kill him before he steals more than one item from the chests on the 
	left or else you'll have to steal the items from him while blocking
	his escape. Get all of the chests and steal some of the healing staves
	if you want then kill the boss to end the chapter. 

Suggestions:
	I suggest splitting your party into three groups. One to take the left
	one to take the right, and one to go straight up the middle. If you
	want to speed things up use the chest keys that are dropped along
	with Volke. Be careful with the boss, he doesn't move but he does have
	both a killer axe and a killer bow. You could try to steal the axe if
	you want and then attack him directly so that he can't attack back.

Hard mode notes:
	Well this level just gets more annoying on hard mode especially if
	you're trying not to kill any priests. In order to move up the middle
	just push the two priests next to Tomenami up a space and then push
	Tomenami either right or left. Then push the priest that's behind the
	sage with bolting up a space and you'll be able to reach the boss.
	Note that the thief now starts in the left room with the chests. It
	would be really hard to stop him from stealing the items so I would
	advise to just block him in there and steal the items back from him.

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23. Chapter 23 - The Great Bridge [FE23]:

  __________________________________________________
 |  X     X+  X    t     |      X                   |
 |           X  X  tX| X |tX      Xt                |
 | X           Xb|   | Xb|       |          OO      |  
 |             X |  X|t  | X     | X          O O   |
 |          Xb   t   Ht  t |   Xb|         O O IOO  |
 |             X |  X t X  |  X  |  X         O O   |
 |           X Xb| t      X|t    |          OO      |
 |____________X_X_____X____|____Xt__________________|

Ally
Army 13

Enemy
Army 32

Dropped Items:
	1 Longbow
	1 Blizzard
	1 Killer Bow
	1 Heavy Spear
	1 Flame Lance dropped by Petrine the boss

Reinforcements:
	2 myrmidon and a swordmaster appear at the top right after you get to
	about the first sandbags.
	2 sword knights and a paladin appear at the top right after you get to
	about the second set of sandbags.
	Haar and 3 wyvern riders appear at the bottom right at the end of turn
	4.
	1 wyvern lord and 2 wyvern riders appear at the left at the end of 
	turn 7.
	Lucia and some paladins will appear at the bottom left (below the map)	
	once you get near the second ballista.
	

Units:
	Ranulf, a level 9 cat, will finally join your party automatically at
	the begining of this chapter.
	Haar, a level 11 wyvern lord, will join if you talk to him with Jill.

Note:
	If you try to go over the spaces on the map that have traps your 
	character will be stopped on the trap square and will be unable to
	move, attack, or switch items until your next turn.

Overview:
	As soon as you start Haar and his wyvern riders will leave the map. 
	Don't worry though because they'll be back. There's a sage below where 
	Haar was with a physic staff that can be stolen but if you are going 
	to try to get it be careful because the sage has powerful wind magic.
	The sage who drops blizzard uses it so you'll have to kill him quick 
	if you want his blizzard tome. Also note that the farthest left 
	ballista throws stones (which aren't too strong) and the two ballistas
	right in front of the stone ballista are killer ballistas. That means 
	they have a higher chance of landing critical hits so be careful when 
	you're in their range. (My Soren who had a speed of 27 but only had 12
	luck got criticaled by one so I had to restart.) The wyverns on the 
	far left plus the wyverns that show up later at the far left can 
	basically be handled by the five paladins that show up with Lucia.

Suggestions:
	I would suggest leaving Jill where you start with a couple more 
	characters to take out the reinforcements that show up. The number
	of people you leave is up to you, as it would probably depend on how
	strong or weak your Jill is. When you recruit Haar he only has a brave
	axe so if you don't want to use that yet I suggest trading a lance or
	axe to him (he is B level in those two weapons). As I said, watch out
	for the traps and the killer ballistas and just take your time 
	advancing if you're having trouble. If you're not fast enough then the
	paladins will probably end up taking out all of the wyverns but I 
	don't really see a problem with that :D. The paladins won't attack
	Petrine so don't worry about her killing them. A magic user with
	high resistance will probably not receive any damage from Petrine's
	flame lance so I would suggest attacking her first with a magic user.
	Then you could probably finish her off with Ike or whoever you like.
	Note that Petrine never moves but her lance has a range of 1-2.

Hard mode notes:
	There are a couple more enemies but that's it. Just make your way
	left while watching out for the traps and the killer ballistas. The
	Paladins that come in near the end will have a little tougher time 
	beating off the wyverns because their skill levels are all so low 
	(Seriously they'll miss about 55% of the time). So all that really 
	does is make it a little easier for you to get over there and get some
	more exp. Petrine is still really easy to kill as long as you've got
	a magic user with high resistance.
	
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24. Chapter 24 - Battle Reunion [FE24]:

  _________________________________
 |                 X     |   |   / |
 |  GgG          Xb      |___|  /  |
 | GGGG                 X      / ~ |
 |                         X  /   /|
 |                     X_   _/ ~ / |
 |                     / | |    /  | 
 |          X  X      /  | | ~ /   |
 |    X          X   / ~ | |  /    |
 |              X   /   _| |_/     |
 |  X          X   / X |   X       |
 |                 |   |           |
 |   X          X  | ~ |           |
 |            Xb   |   |        X  |
 |           X    X| ~ | X    X    |
 |                 |__/ X          | 
 |                X___             |
 |               /    |            |
 |      XX      /  ~  |            |
 |  __   X     /      |            |
 | |  |       |X   ~ /         O   |
 | |__| b X X |     |       O O O  |
 |      X X X | X   |        OOIOO |
 |         X+ |   ~ |        OO    |
 |            |     |     BK       |
 |_________________________________|

Ally
Army 11

Enemy
Army 35

Other
Army 7

Dropped Items:
	1 antitoxin

Items in houses:
	Top house:
		1 Savior scroll
	Bottom house:
		1 Nihil scroll

Reinforcements:
	1 berserker and 1 bandit appear at the top right at the end of the 
	turn in which you get to the top bridge.
	1 berserker and 1 bandit appear at the bottom left at the end of the 
	turn in which you get near the boss.
	2 wyvern riders appear at the bottom right at the end of turn 3.
	1 wyvern lord and 1 wyvern rider appear at the top right at the end of
	turn 3.
	1 soldier, 1 halberdier, and 1 bishop will appear above the bottom 
	left house when you get around the trees near that house.
	2 bandits and a berserker will appear at the bottom of the river when
	you get close to the bottom left house.

Units:
	Bastian, a level 13 sage, and Lucia, a level 12 swordmaster, will join
	automatically at the end of turn 1. They appear at the bottom right.

Major Note:
	The Black Knight will appear at the spot I marked on the map at the 
	end of the turn in which you enter Rikard's attack range. You still
	cannot beat him so make sure you are out of his range. *New note* you
	actually could have Ike attack the Black Knight. If Ike lives through
	it, which he should, they will have the same conversation that they
	would have after the chapter if you don't attack the Black Knight. 
	After they talk the Black Knight will leave. I still advise staying
	away from him though because it would be better for Ike to be off 
	fighting and getting experience.

Overview:
	The goal here is to arrive at the top left in 15 turns. The level is
	pretty large and the enemy unit types are varied. Geoffrey and his
	units can the enemies that are close to them so I wouldn't worry to
	much about that. There are 3 ballistas on the map but the only one
	that should hit you much is the one in the middle. By now most of
	your characters should be able to fend off the ballistas anyways since
	these ones are not killer ballistas. The boss is Rikard who has pretty
	decent stats so the best bet would be to attack him from a distance
	while he has his sword equipped then finish him off with one of 
	your strong characters. Before 15 turns are up have someone arrive to 
	end the chapter.
	Also, note that non-fliers will have to go up around the trees at the
	left to get to Rikard and the bottom house.

Suggestions:
	I suggest splitting your party into two groups to save time. I would
	send one group to the north and then left towards Geoffrey. Of course
	remember to visit the northern house along the way. The other group
	I would send over the left bridge and then down to the boss. Make
	sure this group has someone strong enough to defeat the bosss and make
	sure to visit the house at the bottom left. Also make sure Geoffrey
	doesn't die because if he lives he will join you in the next chapter.
	Don't worry though because he should be able to take care of himself.

Hard mode notes:
	There are a couple more enemies but that's it. Geoffrey and his units
	should still be able to handle the enemies though one of his units
	may die. It might take you an extra turn or two to beat this one but
	the easy/normal strategy still works well. Just split you party in 
	two and mow through the enemies.

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25. Chapter 25 - Strange Lands [FE25]:

  _________________________
 |                         | 
 |     X                   |
 |         X    XX         |
 |    XXX  bX   SS         |
 |    SSS XXS  X |---------| 
 |     ___s+___S |_________|
 |    |--      |           |
 |      |       ----- XX   |
 | XS   |       ----| SbX  |
 |----  |      |        S  |
 |---|  \      |     ------|
 |  X    |     |   X X     |
 |    X  |     ----|       |
 |  /-b--|      ___|  X    |
 |  |______    /   X       |
 |  X   X  \  /            |
 |          \/             |
 |X			   |
 | 			   |
 |			   |
 |         O               |
 |        O O              |
 |       O I O             |
 |      O O O O            |
 |       O   O             |
 |_________________________|
Ally
Army 12

Enemy
Army 24

Dropped Items:
	1 Laguzslayer
	1 Purge
	1 Bolt Axe dropped by Gromell the boss

Units:
	Largo, a level 7 berserker, will join if you read the conversation 
	with "Man" at your base and then choose to hire him.
	Geoffrey, a level 11 Paladin, will automatically be in your party if
	he survived the previous chapter.

Reinforcements:
	1 wyvern lord appears at the top left at the end of turn 3.
	1 wyvern lord appears at the top left at the end of turn 4.

Note:
	Mounted units and Knights/Generals will have their movement reduced
	by half on this chapter.

Overview:
	First off notice the stones. If one hits you it will do ten damage to
	that character and then it will keep rolling. So if you have another
	character behind the first one that got hit the second one will also
	get hit (and so on) Some of the stones on the sides won't just roll 
	straight down but will instead curve along the paths.
	Split your party into two groups and head up the two paths. On the 
	right path there is a bishop with a physic staff that can be stolen.
	Work your way up both paths, making sure to heal as needed. Check
	the boss's attack range because he will move and attack you once 
	you've entered his range. Note that his weapon uses magic to attack
	so a unit with high resistance will do well against him. Defeat all 
	the enemies to finish this chapter.

Suggestions:
	I suggest splitting you party into two approximately equal teams to go
	up both paths. There are halberdiers at the top left and axe users at
	the top right so I would have your sword wielders go right and lance/
	axe users go left. You should definitely have healers on both sides
	and a physic staff or two may come in handy. There is a bishop with
	purge at the top left and if you're fast enough you can kill him,
	getting him to drop it before he's used too much of it.

Alternate Suggestions from AShampine:
	AShampine has emailed me saying that he found this fight to be easier
	if you send a flyer straight up the middle while carrying another 
	strong unit. If you give the flyer the Full Guard and the Savior skill
	then they shouldn't have any problems wiping out all the enemies at 
	the top. He has suggested to use only these to units to clear out just
	about all the enemies so that you can avoid having to deal with the
	stones. However, I would suggest using this in combination with
	sending your units up the sides. That way all of your units will
	still get a bit of experience instead of only two receiving almost
	all the experience. If you are really having trouble with the stones
	then you could try to send your units just up one of the sides.

Hard mode notes:
	A few more enemies but everything else is the same. The boulders still
	do 10 damage each so try not to get hit by too many. Magic users with
	Physic staves can really come in handy here.

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26. Chapter 26 - Clash! [FE26]:

  ________________________________
 |                  | |           |
 |                  | |           |
 |                  | |           |
 |             X    | | XX   X X  |
 |               X  | |       X   |
 |      X+     X   _| |           |
 |         X     _|   /		  |
 |    X   X     |    /		  |
 |      X      X|   /		  |
 |              |  /	          |
 |     X         \/               |
 |      X                         |
 |                     X          |
 |     X                          |
 |   X                 X          |
 |    X     X         X   X       |
 |                      X         |
 |     X                          |
 |       X                        |
 |                                | 
 |                           O    |
 |                          O O   |
 | XXX                     O O O  |
 |  XX      X             O OEO O | 
 |           X             O I O  |
 |          X               O O   |
 |                         O O O  | 
 |________________________________|
  
Ally
Army 19

Enemy
Army 35

Dropped Items:
	1 Laguz Axe (don't get in hard mode)
	1 Silver Sword
	1 Laguz Bow (don't get in hard mode)
	1 Laguz Lance (don't get in hard mode)
	1 Runesword dropped by Bertram the boss

Reinforcements:
	2 wyvern lords appear at the top right at the end of turn 3.
	2 paladins appear to the right of the boss at the end of turn 4.
	3 sages, each with a different magic, will appear in front of the boss
	when you get near him.
	3 paladins appear to the right of the boss at the end of turn 9.

Units:
	Elincia, a level 1 princess Crimea, will join automatically at the
	beginning of the chapter and, like Ike, must be in the fight. She
	isn't too strong but has good movement and can wield staves so I would
	suggest giving her a heal and/or physic staff.

Overview:
	Aw how sweet, the enemies (for the most part) grouped themselves 
	according to what class they are. As you get near the boss they aren't
	grouped as well but until then have your units that are strong 
	against axe wielders take on the warriors while your units that are
	good against sword users take on the swordmasters. Keep moving 
	forward and try to maintain the weapon advantage. Have your best units
	for each task take the frontlines while having ranged units attack 
	from behind them. Note that there are two bishops with physic staves
	if you still want/need to steal them. Also note the swordmaster near
	the top left. He has a brave sword but a general should be able to
	handle him with no problems. The boss is relatively strong but Ike and
	your magic users should be able to handle him since he won't move. 
	Seize the space the boss is on to end the chapter.

Suggestions:
	You can take a whopping 19 units with you in this chapter but I don't
	advise taking anyone who's relatively weak. Focus on using and 
	leveling up your best characters here(probably about 10-15 units)
	and leave the rest behind. As I've said keep your strongest characters
	in the front and try to maintain the weapon advantage. I suggest 
	having a general go up against the swordmasters and have Ike and your
	magic users take out the boss.

Hard mode notes:
	There are nine more enemies to start off with. You may want to move
	a little slower in the beginning due to the extra enemies. I would
	definitely have someone with high defense (like a general) go left a
	little so that the swordmasters there will come and attack him. You 
	could move up a little then let the warriors and paladins come to you. 
	After you defeat those units, I would regroup everyone and make your
	way up towards the boss as one big group. The worst part in hard mode
	is that you won't get those laguz weapons that would really help out
	in chapter 28.

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27. Chapter 27 - Moment of Fate [FE27]:

  ___________________________	
 |     |       X+      |     |
 |     | X           X |     |
 |     |               |     |
 |  C  |   X   X   X   |     |
 | C C |_             _| C C |
 |  X          X          X  |
 |            X X  X         |
 |  X____             ____   | 
 |   ____|_____D_____|____   |
 | XX    |C   X X   C|  X   X|
 |       |           |       |
 |__D____|           |____D__|
 |       |           |       |
 |     X |    XX     | X     |  
 |       |           |       |
 |   |   |D _______ D|   | X |
 |   |   |X|       |X|   |   |
 | X |          X      X |   |
 |   |         X         |   |
 |   |                   |   |
 |   |_______     _______|   |
 |   |       |   |       |   |
 |   |                   |   |
 |    X                  X   |
 |   X        O O        X   |
 |X X        O I O       X   |
 |   |      O O O O      |  X| 
 |   |         O O       | X |
 |___________________________|

Ally
Army 11

Enemy
Thief 3
Army 19

Dropped Items:
	2 Door Key
	1 Silver Lance
	3 Chest Key
	1 Antitoxin (hard mode only)
	1 Double Bow (this is the 'S' rank bow)
	1 Occult scroll dropped by Hafedd the boss

Items in Chests: 
	Top Right Room:
		Left Chest:
			1 Fortify staff
		Right Chest:
			1 Spear
	Top Left Room:
		Left Chest:
			1 Bolganone
		Middle Chest:
			1 Resolve scroll
		Right Chest:
			1 Laguz Axe
	Middle Room:
		Left Chest:
			1 Silver Lance
		Right Chest:
			1 Physic staff

Note:
	Before this fight I would use some stat up items on Ike if you haven't
	done so already. The fight with the Black Knight will be a little 
	easier if Ike has higher stats. I would definitely get Ike's skill as
	high as possible because that will give Ike a little better chance to
	activate Aether.

Overview:
	There are a lot of strong characters in this chapter so be prepared
	with your best characters. Split up your party into two or three 
	groups and head up the paths. When you open the top three doors 
	you'll open up the top area which contains the strongest enemies.
	Defeat the boss and when you are ready to face the Black Knight have
	someone arrive (ready means Ike should be at full health and have an 
	elixir)

	Black Knight fight:
		In this fight you have Ike and Mist (even if you didn't bring
		her in the chapter she will be in this fight). Ike will 
		automatically now have the Ragnell which is the only weapon
		that can hurt the Black Knight in this fight. If Mist is very
		weak then just have her escape at the bottom. Otherwise have
		her heal Ike as necessary. If you're using Mist then just have
		Ike attack and heal with Mist. If you're only using Ike then
		keep having him heal with elixirs and let the Black Knight	
		attack you. The only way to really defeat the Black Knight is
		to get lucky and have Aether activate several times. If it
		doesn't activate you'll only do about 9 damage at most if Ike
		has max strength. The Black Knight will regain some health at
		the end of every turn and if you are unlucky will activate 
		Luna which will do a lot of damage to you. After several turns
		some more enemies will show up and may heal the Black Knight.
		If you either escape from the Black Knight fight or simply 
		last enough turns against him without killing him (I believe 
		6?) Ena, a level 10 dragon, will join your party. If you 
		manage to kill the Black Knight then Nasir, a level 18 dragon,
		will join your party.

Suggestions:
	Keep your strongest characters in the front with your ranged 
	characters right behind them. This is a tough fight so don't be afraid
	to take your time after you get rid of the thieves. In order to get
	through the chapter faster make use of the chest keys that are 
	dropped. The boss starts with a brave lance equipped so if you want to
	get the brave lance then put someone with high defense a space away so 
	that he'll have to use his spear to attack. With his brave lance no
	longer equipped you'll be able to steal it with Volke then just 
	rescue Volke to get him away from the boss. However, if you don't
	want to bother getting the brave lance then attack him from a distance
	while it is equipped so that he can't attack back. Then you could
	finish him off with Ike to give Ike more exp.
	The fight with the Black Knight really comes down to luck. If you land
	Aether a couple of times you'll win but if it never activates then 
	you'll probably lose. Also, if the Black Knight activates Luna 
	several times then you'll probably lose. It's up to you to judge
	whether or not you think you can win. Don't be afraid to escape,
	though, because if Ike dies you'll have to restart the whole chapter.

Alternate Suggestions for the Black Knight Fight from Kaiser:

    Kaiser wrote an email to me stating:
	Hey there, I've read your FAQ for Fire Emblem: Path of 
	Radiance and this last time I went through Hard mode on it I found a 
	very surefire method to beating the Black Knight on Chapter 27. 
	Anyways here is what I did: 
 
	Ike obviously needs to be maxed out, if his defense is maxed out and 
	he has 58 hp he can take 3 non-Luna attacks from the Black Knight 
	without dying. Mist could also do with D rank in staves for using 
	Mend. Anyways, all you have to do is equip the Knight's Ring on Mist 
	and attack the Black Knight at 1 range (With Ike obviously), and just 
	keep sitting adjacent to him; then you can position Mist below Ike and
	run north/south healing and parking her 3 spaces away from the Black 
	Knight. The distance below Ike from the Knight's Ring will give Mist 
	an extra turn of living from the regular troops if you did not bother 
	to level her up (I didn't) but I suppose you could plop a Master Seal 
	on her at level 10 for the extra 3 movement. 
 
	Anyways, the Knight's Ring is definately the way to go in making this 
	fight much less problematic; it appears you only get 4 turns 
	(8 exchanges) to have Aether activate two times. You can use a Heal 
	staff but Mend is better to have onhand because it counters the bonus 
	damage from Luna (And that D rank in Staves you can achieve the first 
	level you get Mist and then sit her out for the rest of the game).  

	-Kaiser

Hard mode notes:
	Until you open the doors, everything is pretty much the same. When you
	get to the doors, however, I would definitely have all your units
	ready before opening any of them. There will be more units in the 
	middle and some more on the right side. There will be a bishop with
	a sleep staff at the left side of the top middle room. Try to take
	him out quickly so that none of your units fall asleep.

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28. Chapter 28 - Twisted Tower [FE28]:

  ___________________________________
 |           |       |           O O |
 |           |       X   X        O  |
 |           |       |          OO O |
 |          X|       |         O IO  |
 | X       X |       |  X       OO O |
 |     X+    |       |           T   |
 |            \	     |      /\_______| 
 |  XXX X      \     |     /         |
 |  X  X   X    \    |    /          |
 |        X      \___|   /           |
 |           X     X  X  |           |
 |                       |           |
 | X      X              |           |
 |   X    X   X     X    /           |
 |        X            X|            |
 |                      /            |
 |  X         X        /             |
 |   X                /              |
 |___________________________________|


Ally
Army 12

Friend
Army 1

Enemy
Army 29

Dropped Items:
	1 Rexbolt dropped by Heddwyn the boss (this is the 'S' rank lightning
	magic)

Reinforcements:
	2 cats will appear in front of the boss at the end of turn 4.
	1 hawk will appear at the top left at the end of turn 5.
	2 tigers will appear in front of the boss at the end of turn 6.
	2 more tigers will appear in front of the boss at the end of turn 7.

Overview:
	The objective here is to seize the spot behind the boss. Most of the
	enemies here are laguz so let's see what does good against laguz? Oh
	yeah all those laguz swords/lances/axes/bows. Also remember that fire
	does well against beast laguz, wind against bird laguz, and lightning
	against dragons. Most of these laguz enemies are pretty strong but
	watch out for the dragons in particular. Keep you strongest characters
	out in front and watch out for the dragons. Tibarn is an ally here so
	use Ike to direct him. Tibarn is very strong so he will be a big help
	in defeating all of these enemies. Make sure to watch out for the 
	bishop near the boss though because he has a sleep staff. Don't let 
	Tibarn fly into his range and end up falling asleep on you. The boss
	has powerful lightning magic so be careful. Attack him with characters
	that have strong resistance and if you can attack him while he has 
	bolting equipped so that he can't attack back. Seize the space behind 
	him with Ike to end the chapter.

Suggestions:
	As I said, make use of your laguz weapons and use your magic and bows
	to your advantage (ie use bows on the flying enemies). Also,
	make use of your laguzguards (you should have 2). Definitely let
	Tibarn get in some kills too to help you out. Other than that just 
	be cautious around the dragons and boss and you should be fine. 

Hard mode notes:
	The most notable change is that there are a couple more dragons making
	5 in total. Your characters will probably still be able to level up
	quite a bit so I would not let Tibarn get any kills. Try to make use
	of the laguz weapons you have and take your time. Ike should be able
	to handle the dragons but I would still be careful around them. One
	big note is that the bishop with the sleep staff has been moved 
	forward quite a bit. It could be very bad if one of your characters
	falls asleep on this chapter. However, if someone does fall asleep 
	then you'll definitely want to protect them and possibly use your 
	dragon's boon skill on them to restore their status. One last note
	is that the dragon right in front of the boss won't move at all.

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29. Endgame: Repatriation [FE29]:

Note:
	Physic can now be bought at the shop.

  __________________________________
 |                                  |
 |             X     X              | 
 | X X                          X   |
 |  X           X A X          X X  |
 |         __  X     X  __          | 
 |      __|  |         |  |__       |
 |    X      |_________|      X     |
 |                                  |
 |________   X    X    X   _________| 
 |          X    X X    X           |
 |X               X               X |   
 |  X   X        X X        X   X   |
 | X    |----|         |----|    X  |
 |      |----|    X    |----|       |
 |  X          |     |          X   |
 | X  _________|     |_________  X  |
 |   |                         |    |
 |   | ----  ----   ----  ---- |    |
 |  X  |  |  |---|B|---|  |  |      |
 | X   |  |  ||  X X  ||  |  |      |
 |     ----  ||       ||  ----      | 
 |      XX   --   -   --   X    X   |
 |   X           | |           X X  |
 |           --   -   --            |
 |     ----  ||       ||  ----      |
 |     |  |  ||       ||  |  |      |
 |     |  |  |---| |---|  |  |      |
 |     ----  ----   ----  ----      |
 |                                  |
 |                I                 |
 |              O   O               |
 |          OO O  O  O OO           |
 |            O  O O  O             |
 |__________________________________|
 
Ally
Army 14

Enemy
Army 50

Dropped Items:
	1 Physic staff (don't get in hard mode)
	1 Speedwing dropped by Bryce

Note: 
	Whichever dragon you got (Nasir or Ena) has to come with you in this
	chapter.

Overview:
	The goal here is to defeat Ashnard so if you want you can try to get
	around some of the enemies. At the end of turn 1 you can choose 
	whether you want to be able to use Tibarn, Naesala, or Giffca. They
	are all great units so you really can't go wrong here. The character
	you choose will join you at the end of the second turn at the bottom
	of the map. Cautiously make your way up the map to Ashnard. Defeat him
	with Ike and the laguz you chose to beat the game. 

Suggestions for who to pick (Tibarn/Naesala/Giffca):
	Giffca is the strongest out of the three and has the roar skill but is
	at level 20. Tibarn is a little weaker but is at level 18 and 
	therefore can level up and be as powerful as Giffca. Also, he has the
	savior and cancel skills. Naesala is the weakest but fastest and is 
	level 17. He can attack from a distance and has the vantage skill.
	Most people seem to believe that Tibarn is the best but I feel that 
	him and Giffca are pretty equal. I feel that Naesala is a little less
	useful because of his lower strength but really they are all 
	awesome.	

Suggestions:
	This is the last chapter so there's no point in not using any stat ups
	and/or skills that you haven't used yet. Use those and bonus 
	experience at your base to make your characters as strong as possible.
	Also, make sure to give your characters the best weapons possible (ie
	silver/killer/brave/'S' rank weapons). When you're done with that get
	ready for a tough fight.
	I personally like killing all the enemies so if you're like me then
	split your party into three groups. Have the strongest group go up the
	middle with the other two going up the sides. If you just want to get
	through this the easiest way possible or are having trouble then take
	your whole party up one side of the map. I would go with the right
	side as it seems to be a little easier to go up. You can take out the
	enemies on your path and try to pick off the ones that come after you
	from the middle. The dragons are probably the toughest enemies on the
	map so I would advise using thunder magic and having Ike and/or the 
	laguz you chose to help you take out the dragons. When you're ready
	to attack Ashnard make sure you have several healers nearby with
	physic staves. Ashnard's weapon is ranged so I wouldn't put a healer	
	right behind Ike. Instead just use physic staves to heal. Have Ike
	and the laguz you chose attack Ashnard and you should win with no
	problems.

Hard mode notes:

Map Changes:
	This is definitely the most changed out of any map. The positions of 
	the enemies are completely rearranged and there are actually 10 less
	enemies. The left side now just has a lot of Paladins and a couple
	Cats. On the right side the enemies are now down closer to you and
	they mainly consist of Snipers and Generals. Right behind the fountain
	in the middle are 2 Tigers and a Sage with Bolting. Bryce has been
	moved back closer to Ashnard and Bryce is surrounded by Generals and
	3 Dragons. There are some Swordmasters and Wyvern Lords at the top
	right and the Bishop with Rexaura is right behind Bryce. Check to see
	which enemies have skills since some now have Guard, Vantage, or even
	Astra.

Notes:
	I would split up into three groups. I would have Ike and your dragon
	go up the middle with maybe one or two more characters. The rest of
	your units should go left or right with at least one healer on each
	side if possible. I would keep Elincia in the middle to heal but keep 
	her near the bottom out of enemy range. The fight isn't too bad until 
	you get to Ashnard. When you enter his attack range he will come and 
	attack you so I would only put Ike and perhaps your dragon into his 
	range. If you get Ashnard's health real low without killing him, then
	Ashnard will move back and 4 Paladins and a bishop with a physic staff
	will show up at the top. In this mode when you beat Ashnard the fight
	isn't over yet. Ashnard will come back even stronger and with more
	health. If the paladins and bishop didn't already show up then they
	will when Ashnard becomes more powerful. Also, when you beat Ashnard
	the first time, you will be able to call in one of the Laguz generals
	to help you. The best way to beat Ashnard is to lure him down lower so
	that the bishop won't be able to heal him. Ashnard kept going after
	my Nasir so I used him to lure Ashnard down lower (if you're going to
	try to lure him down with your dragon then make sure to use laguz 
	stones to keep your dragon transformed.) Just keep attacking with Ike
	and the laguz general while healing after every hit and you should be
	able to defeat Ashnard in his toughest form. 	


	Congratulations you just beat the game now prepare yourself for the
	toughest task yet......

	


	WATCHING THE LONG EPILOGUE!!! :D

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After Beating the Game... [FEABG]:

	You will gain access to the sound room and theater. Depending on what
	mode you beat the game on you will unlock one or more trial maps. 
	However, you must still have an Epilogue file in order to play trial 
	maps. Here is how to unlock each one:

	Map			How to unlock
	Hillside Battle		Beat the game on any difficulty
	Lonely Isle		Beat the game on normal or hard difficulty
	Strange Turn		Beat the game on hard difficulty

	There are 3 other trial maps that can only be unlocked by linking a
	GBA with a Fire Emblem game up to your GameCube:

	Map			How to unlock
	Desperation		Connect a GBA with an English Fire Emblem game 
				inserted
	Escape			Connect a GBA with an American Fire Emblem 
				game inserted
	Trapped			Connect a GBA with Fire Emblem: The Sacred
				Stones inserted

	You can unlock some characters for use in the trial maps by beating
	the game multiple times:
	
	Character:		How to Unlock:
		Oliver			Complete 3 playthroughs
		Shiharam		Complete 5 playthroughs
		Petrine			Complete 7 playthroughs
		Bryce			Complete 10 playthroughs
		Ashnard			Complete 15 playthroughs		


	On your next playthrough you will be able to choose between random
	stat increases (which is default) or fixed stat increases that
	will make it so that your characters have good stats in the end (they
	won't be great without the help of items but won't be bad either).
	Random increases could make your characters better than fixed 
	increases but fixed increases guarantee that your characters won't 
	be horrible.

	In your next playthrough you will also get these bands which will 
	slightly increase the likelihood of getting a stat up in certain areas
	(5% increase in chance for each stat to go up except magic which is 
	10% increase):

	Paladin Band:			HP, Speed
	Fighter Band:			HP, Strength
	Soldier Band:			HP, Defense
	Sword Band:			Skill, Luck
	Archer and Thief Band:		Skill, Speed
	Knight and Wyvern Band:		Strength, Defense
	Mage Band:			Magic
	Pegasus and Priest Band:	Luck, Resistance

	This is who will have the band to start with but once you get a band
	it can be equipped on anyone:

	Paladin Band:			Oscar
	Fighter Band:			Boyd
	Soldier Band:			The boss of chapter 8 drops this
	Sword Band:			Mia
	Archer Band:			Shinon
	Thief Band:			The boss of chapter 5 drops this
	Knight Band:			Gatrie
	Wyvern Band:			Jill
	Mage Band:			The boss of chapter 7 drops this
	Pegasus Band:			Marcia
	Priest Band:			Rhys

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Trial Maps [FETM]:

	Note: 
		I don't currently have the GBA games to link up to my GameCube
		so I can't list any details at all about the maps you can
		unlock with them.

	Second Note:
		Since the Trial maps use character data from epilogue files,
		your characters will all have the stats and items that they 
		had when you beat the final chapter and they won't be able to 
		gain any more experience. You will be able to change what
		items they have by trading among characters and by 
		giving/taking items from the convoy. Also, you will be able to
		use the laguz that you chose in the last chapter.
		

I. Hillside Battle [FEHB]:

  ___________________
 |   X X      X      |  
 |  X   X   X        |
 |    X   X  X X     |
 |XX       XXX  X    |
 | SSS     SS        |
 |          |        |
 |-----------X X     | 
 |      X      SS    |
 |     X   XXX  _____|
 |X     X SSSS /     |
 |   X  ------/      |
 |      |____________| 
 |X    X       O     | 
 |    X       O O    |
 |   X  X    O I O   |
 |            O O    |
 |___________________|

Ally
Army 8

Enemy
Army 31

Note:
	Mounted units and Knights/Generals will have their movement reduced
	by half on this map.

Reinforcements:
	2 Halberdiers and a Sniper appear at the top left at the end of turn
	2.
	1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
	of turn 4.
	2 Halberdiers and a Sniper appear at the top left at the end of turn
	5.
	1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
	of turn 7.
	2 Halberdiers and a Sniper appear at the top left at the end of turn
	8.
	1 General, 1 Sniper, and 1 Sage appear at the bottom right at the end
	of turn 11.

Overview:
	They just had to make another map with falling rocks. Anyways you 
	should be able to easily dodge all of the stones except for the top
	middle two stones which will fall down then left. You could even use 
	the bottom stones on the enemy reinforcements if you want. Just make
	your way up the hill while staying out of the columns that the stones
	are in. You may want to leave a couple characters at the bottom to
	handle the reinforements. To beat this map just defeat all the 
	enemies.

Suggestions:
	Keep a couple characters at the bottom to handle the reinforcements.
	Stay out of the columns the stones are in as they'll still do 10 
	damage. Other than that this map shouldn't be much of a challenge.


II. Lonely Isle [FELI]:
 
  ______________________________
 |                              |
 |     X     ~         X        | 
 |   X                   X  X   |
 |                 ~            | 
 |              X               |
 |     ~                        |
 |  X        X          ~    X  |
 |                  X           |
 |         __________           | 
 |        /     b    |          |
 |   ~    |           \    ~    | 
 |       /             |        |
 |       |             |        |
 |       |b            |        |
 |X  ~   |            b|       X| 
 |       |      I      |        | 
 |X      |     O O    /    ~   X|
 |       |      O     |         |
 |  ~     \  O O O O  |         | 
 |         \  O O O   |         |
 |      X   \        /          | 
 |           \____b_/      ~    |
 |                              |
 |       ~             X        | 
 | X                        X   |
 |    X          ~              |
 |                              |
 |              X           ~   |
 |  ~     X           X         | 
 |______________________________|

Ally
Army 11

Enemy
Army 22

Reinforcements:
	6 Wyvern Lords appear at the bottom left and 6 Ravens appear at the
	top right at the end of turn 2.
	6 Ravens appear at the top left and 6 Wyvern Lords appear at the 
	bottom right at the end of turn 4.
	4 Wyvern Lords appear at the middle left and right at the end of turn 
	6.
	7 Ravens appear at the middle left and right at the end of turn 7.

Overview:
	The goal of this map is to defend the square Ike starts off on for 8
	turns. You get 4 Killer Ballistas with each having 5 uses to help you.
	However, they aren't very useful especially since only Rolf and Shinon
	can use them. The toughest part of this map will probably be fending 
	off all of the Wyvern Lords. They are all pretty strong and most have
	ranged attacks. The Ravens aren't as tough so focus more characters on
	defending against the Wyverns. Keep someone on the square you have to
	protect and after 8 turns you'll win.

Suggestions:
	You might want to just keep everyone in a semi-circle around the 
	square you have to protect. Swordmasters will be rather ineffective
	here, especially against the Wyverns, so you might not want to bring
	any. Focus more characters to defending against the Wyverns and you
	should be able to last 8 turns.
	

III. Strange Turn [FEST]:

  __________
 | X   X  X | 
 |X        X|
 |  X  X X  |
 |          |
 |X   OO    |
 |   OOIO  X| 
 |          | 
 |  X X  X  |
 |X        X| 
 |_X______X_|

Ally 
Army 6

Enemy
Militant 17

Reinforcements:
	Note: Snipers will always appear at the top, Swordmasters will always
	      appear at the left, Warriors will always appear at the bottom,
	      and Halberdiers will always appear at the right.

	2 Swordmasters and 2 Halberdiers appear at the at the end of turn 1.
	2 Snipers and 2 Warriors appear at the end of turn 2.
	2 Swordmasters and 2 Snipers appear at the end of turn 3.
	2 Halberdiers and 2 Warriors appear at the end of turn 4.
	2 Snipers, 2 Swordmasters, and 2 Warriors appear at the end of turn 5.
	2 Swormasters, 2 Warriors, and 2 Halberdiers appear at the end of turn
	6.
	2 Snipers, 2 Halberdiers, and 2 Warriors appear at the end of turn 7.
	2 Snipers, 2 Swordmasters, and 2 Halberdiers appear at the end of turn
	8.
	2 Snipers, 2 Swordmasters, 2 Warriors, and 2 Halberdiers appear at the
	end of turn 9.
	2 Sages appear at the left, 2 Paladins appear at the top and right
	sides, and 2 Generals appear at the bottom at the end of turn 10.
	2 Snipers, 2 Swordmasters, 2 Warriors, and 2 Halberdiers appear at the
	end of turn 11.
	2 Sages appear at the left, 2 Paladins appear at the top and right
	sides, and 2 Generals appear at the bottom at the end of turn 12.

Overview:
	The enemies are composed of a decent mix of Swordmasters, Warriors, 
	Halberdiers, Bishops, and Snipers. Reinforements will show up at the
	end of the first 12 turns and Sages, Paladins, and Generals will show
	up at the end of turns 10 and 12. If you bring magic users, you'll
	have to protect them very well or else they'll get beaten in a couple
	hits. The bishops in the corners won't do anything so you don't have
	to worry about them. This fight is pretty tough but if your Ike has
	most of his stats maxed or close to it and has Aether then he and the
	laguz you chose on the Endgame chapter should be able to pretty much
	handle this fight on their own. 

Suggestions:
	If your Ike is good enough then you should be able to win this even if
	it takes a while. The tough part is to keep your other characters 
	alive as well. So I wouldn't bring many magic users because the 
	enemies will kill them off quickly. Just try to use weapon advantages 
	and I'll leave this last fight in your hands :D .


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My Party's Final Stats [FEFS]:

	This was my party's final stats (These are the stats before I used 
	stat up items) This is just to show you what my final party was on	
	my first and second playthroughs and what their stats were so you can 
	compare your party to this I guess :D .


I. Final Party Stats on first playthrough (easy mode):


	Top 7 Wins: 
		7. Gatrie 70
		6. Nephenee 85
		5. Mia 86
		4. Soren 89
		3. Rolf 91
		2. Boyd 96
		1. Ike 109


Individual Stats:

1. Ike
Level 20 Lord

Health 52	Speed 27
Strength 26	Luck 20
Magic 12	Defense 24
Skill 24	Resistance 16
------------------------------------------------------------------------------
2. Rolf
Level 20 Sniper

Health 46	Speed 28
Strength 24	Luck 23
Magic 7		Defense 24
Skill 26	Resistance 10
------------------------------------------------------------------------------
3. Mia
Level 20 Swordmaster

Health 43	Speed 30
Strength 22	Luck 24
Magic 9		Defense 17
Skill 29	Resistance 14
------------------------------------------------------------------------------
4. Rhys
Level 20 Bishop

Health 39	Speed 25
Strength 1	Luck 25
Magic 29	Defense 14
Skill 22	Resistance 30
------------------------------------------------------------------------------
5. Nephenee
Level 20 Halberdier

Health 43	Speed 26
Strength 25	Luck 14
Magic 9		Defense 20
Skill 28	Resistance 13
------------------------------------------------------------------------------
6. Gatrie
Level 20 General

Health 55	Speed 15
Strength 29	Luck 16
Magic 4		Defense 30
Skill 21	Resistance 7
------------------------------------------------------------------------------
7. Boyd
Level 20 Warrior

Health 60	Speed 25
Strength 30	Luck 20
Magic 3		Defense 15
Skill 22	Resistance 12
------------------------------------------------------------------------------
8. Volke
Level 18 Assasin

Health 45	Speed 30
Strength 23	Luck 14
Magic 3		Defense 11
Skill 30	Resistance 7
------------------------------------------------------------------------------
9. Soren
Level 20 Sage

Health 38	Speed 28
Strength 3	Luck 13
Magic 30	Defense 7
Skill 28	Resistance 28
------------------------------------------------------------------------------
10. Stefan
Level 20 Swordmaster

Health 44	Speed 30
Strength 24	Luck 6
Magic 8		Defense 18
Skill 29	Resistance 14
------------------------------------------------------------------------------
11. Tanith
Level 20 Falcon Knight

Health 37	Speed 28
Strength 19	Luck 19
Magic 15	Defense 19
Skill 24	Resistance 13
------------------------------------------------------------------------------
12. Haar
Level 20 Wyvern Lord

Health 54	Speed 19
Strength 25	Luck 14
Magic 9		Defense 24
Skill 25	Resistance 12
------------------------------------------------------------------------------
13. Geoffrey
Level 20 Paladin

Health 49	Speed 26
Strength 22	Luck 13
Magic 10	Defense 24
Skill 22	Resistance 14
------------------------------------------------------------------------------


II. Final Party Stats on second playthrough (hard mode):

	Changes made:
		I replaced Nephenee with Mordecai because he doesn't need as
		much leveling up and is a decent character. I also didn't use
		Tanith or Haar much so I'm not going to bother listing their
		stats.

Top 7 wins:

	7. Mordecai 70 
	6. Gatrie 90 
	5. Rolf 113 
	4. Mia 115 
	3. Soren 120 
	2. Boyd 156 
	1. Ike 174 


Individual Stats:


1. Ike
Level 20 Lord

Health 49	Speed 28
Strength 26	Luck 19
Magic 13	Defense 24
Skill 25	Resistance 20
------------------------------------------------------------------------------
2. Rolf
Level 19 Sniper

Health 48	Speed 28
Strength 24	Luck 19
Magic 7		Defense 24
Skill 28	Resistance 16
------------------------------------------------------------------------------
3. Mia
Level 16 Swordmaster

Health 47	Speed 30
Strength 22	Luck 20
Magic 11	Defense 15
Skill 25	Resistance 9
------------------------------------------------------------------------------
4. Rhys
Level 16 Bishop

Health 40	Speed 24
Strength 1	Luck 24
Magic 29	Defense 10
Skill 22	Resistance 30
------------------------------------------------------------------------------
5. Mordecai				
Level 19 Tiger (not transformed) -->	Transformed

Health 60	Speed 20	-->	Health 60	Speed 23
Strength 28	Luck 15		-->	Strength 35	Luck 15
Magic 2		Defense 21	-->	Magic 2		Defense 24
Skill 17	Resistance 7	-->	Skill 21	Resistance 10
------------------------------------------------------------------------------
6. Gatrie
Level 17 General

Health 56	Speed 16
Strength 29	Luck 15
Magic 3		Defense 30
Skill 23	Resistance 7
------------------------------------------------------------------------------
7. Boyd
Level 19 Warrior

Health 60	Speed 27
Strength 30	Luck 20
Magic 5		Defense 22
Skill 24	Resistance 9
------------------------------------------------------------------------------
8. Volke
Level 7 Assasin (Class changed at level 16 Thief)

Health 34	Speed 24
Strength 22	Luck 11
Magic 1		Defense 12
Skill 27	Resistance 7
------------------------------------------------------------------------------
9. Soren
Level 20 Sage

Health 38	Speed 28
Strength 5	Luck 23
Magic 30	Defense 9
Skill 28	Resistance 28
------------------------------------------------------------------------------
10. Stefan
Level 16 Swordmaster

Health 45	Speed 30
Strength 24	Luck 6
Magic 10	Defense 17
Skill 29	Resistance 10
------------------------------------------------------------------------------
11. Geoffrey
Level 17 Paladin

Health 47	Speed 24
Strength 21	Luck 14
Magic 11	Defense 24
Skill 22	Resistance 10
------------------------------------------------------------------------------
 
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My Opinion on Characters [FEMOC]

Here I will discuss my opinion of each character and then say whether or not
I recommend using them. Please keep in mind that these are simply my opinions.
Also, keep in mind that I recommend a fair amount of characters. You certainly
shouldn't just use every character I recommend and may even find yourself 
using characters that I don't recommend. Remember that you can only take 14
characters with you in the last chapter so I definitely recommend using no
more than 14 characters.

I. Beorc [FEBE]

1. Ranger --> Lord
   Swords --> Swords

	Ike:
		Ike is the main character in the game and has to be in every
		chapter. On top of that he has decent stats and can learn
		possibly the best skill in the game. Therefore, I must
		recommend using him a lot. The only time that he should not
		be used is when he is sitting at level 20 ranger waiting for
		a particular story event to class change.

		Recommended: Yes


2. Fighter --> Warrior
   Axes --> Axes and Bows
	
	Boyd:
		Boyd is usable starting at chapter one and for almost 
		every chapter afterwards. I believe that Boyd can level up
		well and end up with great strength and pretty good speed.
		Another reason why I like Boyd is because he can perform the
		triangle attack with Rolf and Oscar when they all class 
		change. Being one of the few axe users in the game (and the
		only fighter) with his ability to use bows when he class
		changes make him one of my favorite characters. However, pay
		attention to his stat increases because he won't be very
		useful without decent speed.

		Recommended: Yes


3. Lance/Axe/Bow/Sword Knights --> Paladin
   Lance/Axe/Bow/Sword --> the weapon the character started with + one of the
			   others

	Suggestions for which weapon to choose:
		For Oscar I would definitely suggest bows since then he could
		perform the triangle attack with Rolf, and Boyd.
		For the others it's really up to you depending on how many 
		other characters you have and which weapons they use. If
		you're lacking axe users then choose that... if you're lacking
		bows then choose.... I think you get the idea.

	My general dislike of paladins:
		Yeah I've never really liked Paladins that much because their
		stats tend to all end up in the low to mid twenties. I 
		generally prefer characters with a couple stats in the high
		twenties. However, Paladins in this game are actually very 
		useful.


	Oscar:
		Oscar can be used starting at chapter one. He is a decent 
		unit and has good movement since he is a mounted unit. He 
		starts off with lances and if you give him bows when he class
		changes he can perform the triangle attack with Rolf and Boyd.
		Since he can do the triangle attack that also adds to his 
		usefulness. Overall his his stats end up decent but not great.
		He is rather useful throughout the game but may lose some of 
		that usefulness in the last couple chapters.

		Recommended: Yes

	
	Titania:
		Titania is also available beginning at chapter one. She starts
		off as a paladin and would appear to be rather powerful, but
		remember that she has already class changed. Therefore she
		can certainly be of use but will probably be less useful than
		other paladins in the later chapters. For about the first half
		of the game, however, she makes an excellent human shield.
		In my opinion she should be used sparingly to attack but used
		a lot to stand in and take enemy hits.

		Recommended: No, except as a shield


	Kieran:
		Kieran first becomes available in chapter 11. He is the axe
		knight in the game and has decent stats. He is pretty useful
		right from the start and if he levels up nicely, he can be 
		pretty useful later on. One of the main reasons why I like
		this guy is because he doesn't need bonus experience to help
		him out when you first get him.
		
		Recommended: Yes  	


	Astrid:
		You get Astrid in chapter 13. She is the bow knight in the 
		game and has the skill which doubles her experience points
		gained. However, since she starts so low at about halfway
		through the game you'll probably need to dump a bit of 
		bonus experience on her. Her skill, however, reduces the 
		amount of bonus exp she'll need to level up. The problem
		is that you still may not have enough bonus exp to give her 
		(especially on hard mode) since there are better characters
		that need bonus experience and that is why I won't recommend
		her.

		Recommended: No

	
	Makalov:
		When you get him in chapter 14, this guy's stats and level are
		only Okay. He starts with horrible resistance but should end
		up with decent health, strength, speed, and defense if you
		level him up fully. It'll probably be a little bit easier to
		level up Kieran and/or Oscar whose stats are about equal to
		this guy's. On top of that this guy is just plain.... ugly.

		Recommended: No


	Geoffrey:
		When this guy joins in chapter 25, he is pretty useful from 
		the start. If you haven't been using many paladins or just
		need another solid all-around character this guy is it. He can
		use both lances and bows, giving him good direct and ranged 
		combat abilities. What's best about this guy is the lack of 
		effort you have to put in him to level him up. He only needs
		nine more level ups and will level up every couple of kills
		because of his paragon skill. He's not the strongest, but
		can definitely help take out almost any enemy.

		Recommended: Yes


4. Knight --> General
   Lances --> Lances and Swords

	Gatrie:
		Gatrie is the first knight you get in the game in chapter 
		three. He starts off at level 9 which is very high for that
		point in the game but does leave for a couple chapters. This
		guy is very useful because of the amount of physical attacks
		he can take without taking much (if any) damage. When fully
		leveled up, he should end up with great health, strength, 
		and defense. His speed will be low, but all generals have
		low speed. Though he may get double attacked by many 
		characters near the end they won't be able to do more than
		a couple damage to him unless they are a magic user. In other
		words, this guy is perfect for fighting basically anything 
		except magic users.

		Recommended: Yes

	
	Brom:
		You get this guy in chapter 11 and he starts out at level
		8. That's lower than what Gatrie started out at back in 
		chapter three. Also, this guy's stats generally end up just 
		a little bit lower than Gatrie's. The one stat this guy has
		over Gatrie is speed but his speed will usually only be two
		or three higher than Gatrie's at the end. All of the generals
		in this game usually end up with speed below 20 so it really
		doesn't matter. When comparing the other stats, Gatrie tends
		to be better and I personally don't like using more than one
		general so...
		
		Recommended: No


	Tauroneo:
		This guy starts out as a level 14 general in chapter 21. His 
		stats are ok but usually end up lower than both Gatrie's and
		Brom's. He does have the resovle skill but I don't see why
		a general's health should drop that much in a fight to really
		make the resolve skill useful. If you decided not to level up
		Gatrie or Brom then this guy can be somewhat useful since
		he starts as a pretty high level general but I feel that both	
		Gatrie and Brom and better characters than this guy.

		Recommended: No		


5. Pegasus Knight --> Falcon Knight
   Lances --> Lances and Swords

	Marcia:
		Marcia joins in chapter 9 and is a decent character. She
		starts off with low health and usually ends up with low
		health when fully leveled up. She can be somewhat hard to keep
		alive while still allowing her to get plenty of kills. Also, 
		her strength cap is at 23 (which she should basically always 
		reach). She has good speed and pretty good defense and 
		resistance. With decent skill and luck I think she is a good 
		character to use if you can stand to level her up. Also, 9 
		movement when promoted is awesome. However, since you get her
		when you get Rolf, you'll probably be giving Rolf and Rhys 
		most of your bonus exp at the time and this might make it 
		hard to use her. Because of that fact alone....

		Recommended: No

	Tanith:
		Tanith starts off as a level 10 falcon knight in chapter 18.
		Stat wise she usually has less strength, defense, and much 
		less resistance than Marcia. However, she only needs 10 more 
		level ups to max out so she can still be useful if you didn't
		bother to train and level up Marcia. Also, she has a wonderful
		skill called reinforce. This allows her to bring in 3 pegasus/
		falcon knights and let Ike direct them. They make wonderful 
		decoys. So if you're not using Marcia, Tanith can really come
		in handy and even if you are using Marcia, Tanith still can
		have some use.

		Recommended: Yes 	


6. Archers --> Snipers
   Bows --> Bows

	Shinon:
		You get him in chapter three as a level one sniper with 
		relatively low stats. He levels up really well, though, and
		should end up with good stats at the game's end. The biggest
		problem with this guy is that you can't use him for almost 
		half of the game. Because of that fact and also because Rolf's
		stats tend to end up a little higher I can't recommend him.

		Recommended: No


	Rolf:
		Rolf joins in chapter nine as a level one archer. The biggest
		problem with this guy is that he will need some bonus 
		experience to help level him up. He does, however, have a good
		bow and joins early enough that I think it is worth it to 
		invest some bonus experience into him. Once he promotes, this
		guy should be a great character and should be able to survive
		quite a few attacks. He should end up with decent strength and
		defense and good skill and speed.

		Recommended: Yes


7. Myrmidons --> Swordmasters
   Swords --> Swords

	Mia:
		Mia is the first myrmidon you get and she starts at level 6 in
		chapter 7. Her stats are decent but what makes her great is
		her vantage skill. This allows her to always attack first in
		fights and when she becomes a swordmaster she will probably
		land a critical and end the fight in one hit. The girls' 
		strength cap is two lower than the guys' but she should
		still end up with great speed and skill and good strength
		for a swordmaster.

		Recommended: Yes


	Zihark:
		He joins in chapter 11 and starts at level 10. His stats are
		okay to begin with and he has pretty good level ups. He
		doesn't have the awesome vantage skill but does have the adept
		skill which will allow him consecutive attacks occasionally.
		He should end up with great speed and skill and a strength
		that's a little higher than Mia's. In my opinion both Zihark
		and Mia are great characters but it's up to you how many
		swordmasters you want since they rely on speed and criticals
		to win.
		
		Recommended: Yes


	Stefan:
		Stefan comes in chapter 15 as a level 8 swordmaster. To put it
		simply this guy is possibly the best swordmaster in the game. 
		He starts off with the Astra skill which when it activates 
		lets Stefan attack 5 times in a row with each attack having a 
		chance to be a critical. Also, He joins about midway through 
		the game and is already a relatively high level promoted unit.
		He can immediately be very useful and should end up with great
		speed, and skill and will probably max out strength. His only
		downfall is that he has almost no luck and because of this he
		will dodge less than the other swordmasters. One last note is 
		that he comes with the 'S' rank sword the Vague Katti which 
		just adds to his awesomeness :D .
		
		Recommended: Yes


	Lucia: 
		She joins in chapter 24 at level 12 swordmaster. She is, 
		however, the worst swordmaster in the game. She has decent
		speed and skill but will end up with the lowest strength out
		of all the swordmasters. If you for some reason, however, 
		chose to not use any of the other swordmasters she can be a
		decent unit to have. If you are using any of the other 
		swordmasters just stick with them.

		Recommended: No


8. Thief --> Assasin
   Knives --> Knives

	Volke:
		Volke joins in chapter 10 at level 10 if you hire him. He
		is a very useful unit because he can open doors and chests and
		can steal items for you. He has good stats and should end up
		maxing strength, skill, and speed before he's a level 20 
		assasin. You have to wait for a particular story event to make
		him an assasin but he is still great because he maxes strength
		and speed so early. If you give him the lethality skill he 
		will simply become more awesome. 

		Recommended: Yes


	Sothe:
		Sothe joins in chapter 13 as a level 1 thief. He has horrible
		stats when you get him but has a skill that will make his 
		stat increases be pretty good. There really is only one little
		problem with this guy....... HE CANNOT PROMOTE. Yeah so at
		best all of his stats will end up at a measly twenty. Also, he
		cannot get the lethality skill like Volke so this guy is
		pretty useless.
	
		Recommended: No


9. Soldier --> Halberdier
   Lances --> Lances

	Nephenee:
		Nephenee can be used starting at chapter 11. She starts off 
		as a level 7 soldier so she might need a level up or two's 
		worth of bonus experience if you plan on using her. Overall
		she is a good unit with pretty good strength, speed, and 
		defense and great skill. She has the Wrath skill which will
		make her critical a lot if she's below half health. All in
		all, she can be a pretty useful unit but I feel that her stats
 		are much like those of Paladins. Therefore, I'd go with a 
		Paladin over her because they get two weapons instead of one 
		and also have better movement.

		Recommended: No


	Devdan:
		He joins in chapter 16 as a level 4 halberdier. I compared his
		stats to my Nephenee who was a level lower at the time. 
		Nephenee's stats were better than his in every area. This guy
		does end up with decent strength but if you want to use a 
		halberdier stick with Nephenee.

		Recommended: No


10. Wyvern Rider --> Wyvern Lord
    Lances --> Lances and Axes

	Jill:
		Jill joins in chapter 12 at level 8. Her starting stats/level
		are kind of low but she can turn into a pretty powerful unit.
		It may take a little effort to level her up at first but once
		she gets going she is as I said pretty powerful. When fully
		leveled up she should end up with good strength, speed, and
		defense. If you have the time and space in your team to level
		her up then you should definitely consider using Jill.
	
		Recommended: Yes


	Haar:
		Haar will join in chapter 23 when you talk to him with Jill as
		a level 11 wyvern lord. He tends to be quite a bit slower than
		Jill but will have a little higher strength and defense. If 
		you decided to use Jill then you should probably stick with
		her. If you didn't use Jill then this guy will make a solid
		addition to your party because he doesn't require too much
		effort to level up.

		Recommended: Yes 


11. Mages --> Sages
    Wind, Fire, and Thunder magic --> Those 3 magics plus either knives or 
				      staves

	Suggestions for whether to pick knives or staves:
		I would always choose staves simply because all of the mages
		have really low strength. On top of that the various knives
		are the weakest weapons in the game so your magic users will
		be doing very little with their physical attacks. Another 
		reason why not to choose knives is because both of the sages
		you get later in the game use knives. Finally I find it much
		more useful to have another character or two that can heal
		and note that physic in this game is only level 'C' so it
		shouldn't be too hard to get any of the sages to be able to
		use physic.


	Soren:
		Wow it seems like people either love this guy or hate him. I
		think he is one of the best magic users in the game. You get
		him in chapter 4 at level 1 so you have plenty of time to 
		level this guy up. He should end up with amazing magic, skill,
		speed, and resistance so I can't see why anyone wouldn't use
		him. He also comes with the adept ability so he will be
		getting extra attacks at times. For a while in the game his
		really low strength will make it harder to use the heavier
		tomes but at that point in the game he shouldn't even need 
		them. By end game his speed should be high enough that he will
		be able to handle the heavier tomes without much problem.

		Recommended: Yes

	
	Ilyana:
		You get her as a level 6 mage in chapter 8. She has the shadow
		skill which will make enemies tend to attack someone else when
		she has full health. Stat wise if you've been leveling up 
		Soren then this girl will be quite a bit weaker when you first
		get her. When fully leveled up her speed will be a bit lower
		than all the other sages except for Bastian. She'll have good
		resistance and skill but her magic will probably be a little 
		lower than Soren's. She'll have decent strength for a sage so
		it'll be easier to use tomes but the lower speed kind of 
		negates the better strength. In my opinion Soren is better
		overall but she could still be a good unit if you really 
		want another magic user.
	
		Recommended: No

	
	Tormod:
		He joins in chapter 16 at level 7 mage. That's pretty low 
		considering it's about the halfway point in the game. He'll
		probably need quite a bit of bonus experience to really be
		useful. He has the nice celerity skill which adds two to his
		movement but that's about it. When fully leveled up he'll 
		probably end up with about the same stats as Soren. So I just 
		don't think he's worth using this late in the game when Soren
		comes so much earlier.

		Recommended: No

	Calill:
		Calill comes in chapter 20 at level 6 sage. She has the Nihil
		skill which will negate enemy skills. Her major drawback is 
		that she uses knives instead of staves. With low strength
		knives are pretty useless on a sage so she would be much more
		useful if only she could heal. All in all, she'll probably be
		about as good as Tormod but she won't require nearly as much
		leveling up. If you need more than one sage for attacking 
		then she is probably your best choice but I'd go with someone
		else because Calill can't heal.

		Recommended: No


	Bastian:
		He joins in chapter 24 as a level 13 sage. He is probably the
		worst sage in the game but only by a little. What really hurts
		him is that, like Calill, he uses knives. He's ok to use if 
		you really need him but between him and Calill I'd go with
		Calill because she comes earlier and can level up more.

		Recommended: No 


12. Priest --> Bishop
    Staves --> Staves and Light Magic

	Rhys:
		Rhys joins in chapter 2 at level 1. He is the only light magic
		user in the game and being your first healer, he will probably
		see some use early on. Even with this, however, he will still
		need a lot of bonus exp if you want him to reach level 20
		before being promoted. I would advise to just heal whenever
		you can with this guy in order to help him level up. He'll
		need to be protected for quite some time and has low speed for
		most of the game. He does become pretty useful once promoted
		and has great magic and resistance. His speed should get over
		20 but I'd watch it once he becomes a bishop because he'll be
		a lot less useful if his speed is under 20 late in the game.
		Overall, though, he's the best healer in the game and should
		easily get an 'S' rank in staves/light magic.

		Recommended: Yes


13. Cleric --> Valkyrie
    Staves --> Staves and Swords

	Note: Wait.... SWORDS??? *Sigh* it seems like they just keep making
	      Valkyries less and less useful since they have really low 
	      strength.

	Mist:
		Mist joins in chapter 9 at level 1 and is utter crap!
		Seriously since she can only heal until promoted, she will
		need a ton of bonus exp to level up. Then once promoted she
		uses swords and not magic and has really low strength. Some 
		people will argue that she is the best character to have using
		magic swords but to get her to be able to use magic swords her
		sword level will probably have to be increased via arms 
		scrolls. People then argue that she has good speed and 
		resistance and makes a good decoy against enemy magic users 
		but so do the other magic users you have and they can actually
		fight back with magic. In the end this girl has one use and
		that is in chapter 27. If you actually level her up she can
		heal Ike making the fight with the Black Knight a little 
		easier. However, elixirs will probably be almost as useful in 
		that fight and the fight will still come down to whether or
		not Ike's Aether skill activates several times.

		Recommended: No

14. Beserker
    Axes

	Largo:
		He joins in chapter 25 at level 7 beserker. He's one of the 
		few axe users in the game so that can make him somewhat 
		useful. When fully leveled up he'll be about as good as Boyd.
		He will have great health and strength with decent speed. His
		defense is really low, however, so if he doesn't dodge then
		he's going to take a decent amount of damage. Overall, I think
		he can be a good unit if you're not using Boyd but I would go
		with Boyd over this guy because you have Boyd throughout the 
		game and Boyd can also use bows.

		Recommended: No


15. Princess Crimea
    Swords and Staves

	Elincia:
		Elincia joins in chapter 26 at level 1. Her stats are ok but
		if you want to use her you'll probably need to level her up
		a little with bonus experience. She has her own sword which
		acts like a brave sword but with unlimited uses. It's not as
		useful as you would think, though, because Elincia has very
		low strength. This girl's main purpose is to be a flying
		healer. When leveled up she'll have good magic, speed, and
		resistance. Right from the start she can use physic staves so
		she works nicely as an extra healer if you need it.

		Recommended: Yes, as a healer


II. Laguz [FELA]
    Recommended: No.......     Oh wait I'm supposed to talk about these guys
		 	       individually :D 

    Note:
	Laguz do not promote in case you were wondering, so they should be 
	treated like promoted units.

    Strengths:
	When transformed, their stats improve significantly and they can be 
	quite powerful. Their movement is good when not transformed and great 
	when transformed (with the exception of dragons). With Laguz you don't
	have to worry about their weapons since they are their own weapons.
	The demi band will allow a Laguz to stay transformed at all times.


    Weaknesses:
	With only one demi band, the laguz that don't get it won't be able to 
	do a lot of attacking and stay tranformed at the same time. Also note
	that laguz don't get weapons to add to their attack. Their 
	claws/beaks/breath give them a decent boost in attack but not as 
	much as a good weapon (especially if the weapon has the advantage). 
	Laguz aren't weak against much but then again they don't really excel
	at killing anything in particular. A big problem with laguz is that 
	they don't gain experience very quickly. This can hurt you early on in
	the game if you let them kill too much and this is really harmful in 
	hard mode since experience is already much harder to get. 

    Overall: 
	Laguz are decent characters but I wouldn't use more than a couple of 
	them in one playthrough and try not to let them get all of the 
	experience early on. I feel that they should be treated like promoted 
	units and used accordingly.

1. Cat
   Claws

	Lethe:
		Lethe is a level 3 cat who joins in chapter 10. She transforms
		into laguz form at the beginning of each map. This can make 
		her pretty useful early on in fights but as you get nearer to
		the end she will tranform back into a person and become 
		useless. She has good health but her other stats are usually
		lower than Ranulf's. So in other words she's nothing special 
		and not really worth using much.

		Recommended: No

	Ranulf:
		After being beaten by random villagers with a combined attack
		strength that's probably below 2 in chapter 10, he joins your
		party in chapter 23 at level 9. This guys transforms into 
		laguz form after a couple turns and when leveled up fully will
		be a little better than Lethe in just about every area. He'll
		be a great character that can help if you're having trouble
		in a chapter but may not be as useful if you've already got
		your final team set up.
	
		Recommended: Yes


2. Tiger
   Claw


	Mordecai:
		He joins in chapter 10 at level 2. He has great strength and
		health but his other stats are lousy until he transforms. 
		His biggest problem is that he transforms late in chapters. 
		Thus he will be useless early on in chapters unless you give 
		him the demi band when you get it. The demi band is actually
		decent on this guy so he can be quite useful once you get it.
		His high strength and defense make this guy a powerhouse if
		you level him up fully.

		Recommended: Yes


	Muarim:
		Muarim joins in chapter 16 at level 9. He appears to generally
		just be a weaker version of Mordecai but a little faster 
		so between the two I would go with Mordecai.

		Recommended: No

3. Hawks
   Beak


	Janaff:
		Janaff comes in chapter 18 at level 8. He has good health and
		decent speed. His other stats generally aren't as good but
		he does transform early and then his speed will be even better. 
		He's got good movement but is weak against bows and obviously 
		you can't equip him with both the demi band and the full guard.
		So in the end, he may help out a little but is nothing special.

		Recommended: No

	
	Ulki:
		He joins in chapter 18 at level 7. He's a little better than
		Janaff but transforms later. Both of the hawks have great
		speed when transformed but their other stats are only decent.
		Keep them away from bows and wind magic and either of these
		units can be decent if you really need them.  

		Recommended: No


4.Heron

	
	Reyson:
		Reyson comes in chapter 18 at level 3. He transforms rather
		late and can't even use the demi band. However, this guy's not
		meant for fighting so he is still pretty useful while not 
		transformed. He has the chant skill which he can use to make
		characters move again (1 character when not transformed and up
		to 4 when transformed). Though this isn't truly needed, it can
		come in handy. Reyson can also heal characters that stand next
		to him. He's quite useful but needs to stay near the rear
		because of his low defense and only average speed.


		Recommended: Yes


5. Dragon
   Breath

	
	Ena: 
		You get Ena in chapter 28 at level 10 if you didn't beat the 
		Black Knight. She has great health with decent strength and
		defense. She can level up ten more times but since she 
		transforms rather late, has poor movement, and only 2 chapters
		to gain experience she probably won't make it to level 20. Her
		skills are all decent and she's about as good as Nasir.
		However, in order to get her you have to lose to the Black
		Knight :\ .

		Recommended: No


	Nasir:
		Nasir joins in chapter 28 at level 18 if you beat the Black
		Knight. He'll end up a little weaker than a fully leveled up
		Ena but as I said it'll be hard to level up Ena that much.
		Like Ena, Nasir has poor movement and transforms rather late.
		Neither one of these two units are of much use because of 
		their poor movement but I'll recommend Nasir because you get 
		him if you beat the Black Knight. Note that this guy is quite
		powerful when transformed and can hurt Ashnard. If you can
		manage to get this guy up to the front he'll be a great help.
	
		Recommended: Yes

6. The 3 final chapter characters
  
	
	Giffca:
		Giffca is a level 20 lion. He's the strongest of the 3 laguz 
		you can choose from. Basically all of his stats are more than 
		great and he simply looks cool. 

		Recommended: Yes


	Naesala:
		Naesala is a level 17 crow (thanks to verasteguikid for 
		correcting me). He has the best speed and is the
		only one of the three who can attack from a distance. He is 
		the weakest of the three but is still very powerful.

		Recommended: Yes


	Tibarn:
		Tibarn is a level 18 hawk and the only one of the three that
		can level up(twice). He is a little weaker but faster than 
		Giffca and a little slower but stronger than Naesala. He has
		the cancel skill which can stop him from taking any damage.
		Basically this guy is all around great like the other two.

		Recommended: Yes


	Wait..... did he just recommend all three? 
	Yeah I did but that's because they are all great and you really can't
	go wrong in your choice. Therefore this decision is totally up to you.	

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Info + My Opinion on Skills [FES]:

Model:
   Skill name (in alphabetical order inside of capacity groupings)
   Character(s) who come(s) with the skill

		Description etc..

A note on capacity:
	All promoted units except for Paladins and flying units will have a 
	max capacity of 25. Paladins and promoted flyers will only have a max
	capacity of 20.

	Unpromoted units will have a capacity of 20 excpet for mounted units
	and flyers who will have a capacity of 15. 

	Laguz will have a capacity of 25 except for dragons and herons who 
	have a capacity of 40.

	The only way to increase capacity is for a unit to promote. When they
	promote they gain 5 more capacity. 


1. 5 Capacity Skills [FE5C]:


	Miracle:
	Mist, Ena

		Miracle will give your character a chance to survive a fatal
		blow. If the blow would be fatal and Miracle activates then
		it will cut the damage in half. However, Miracle's chance of
		activating is the character's luck turned into a percent. 
		It can be a decent skill to give to a character with high luck
		but don't count on it activating much.


	Parity:
	Lucia

		Parity cancels skills, terrain bonuses, and supports for both
		the character who has this skill and any enemy s/he faces in
		a fight. Yes that's right this thing will cancel out that 
		other skill you gave to your character and also cancel out
		any supports. In my opinion this skill will hurt you much
		more than it could help so I would not give this to anyone.


	Provoke:
	Shinon	

		Provoke will make enemies tend to go after the character that
		has this skill if they can. This can be useful if you want 
		a certain character to get most of the kills. I feel that this
		skill could go well with the Aether skill that you should give
		to Ike.


	Serenity:
	Rhys, Devdan

		Serenity is the opposite of Tempest. It halves the effect of
		biorhythm. This, however, is not one of the skill scrolls you 
		get in the game. Biorhythm never really seemed to be much
		of a factor in my playthroughs so you may just want to get
		rid of this skill.


	Shade:
	Volke, Ilyana

		Shade is the opposite of Provoke. Enemies will tend to not go
		after the character with this skill. However, this skill will
		not work so well if your character doesn't have about full
		health. Also, if the character with this skill is the only
		character that an enemy can attack then they still will attack
		the character with this skill. I believe this skill would 
		probably work best on a magic user.


	Tempest:
	Boyd, Makalov

		Tempest simply doubles the effect of biorhythm. You don't get
		a Tempest scroll, however, so you don't have to worry about
		giving this skill to anyone. At most you'll be considering 
		getting rid of this for something better on them.


2. 10 Capacity Skills [FE10C]:


	Adept:
	Soren, Zihark

		Adept's chance of activating equals a character's skill as a
		percent and upon activating will give the character with this 
		skill a second consecutive attack. This skill can really come 
		in handy when it activates as it can possibly make you kill an
 		enemy before they can even counter attack. Don't count on it 
		activating but it will activate a fair amount of times if you 
		give it to someone with decent skill. This skill could work 
		well on just about anyone but might be best with someone who's
		strong but might not always be able to attack twice.


	Corrosion:
	Bastian
		
		Corrosion will reduce the amount of uses of an enemy weapon
		by 5. Why would you need this?... I.... don't..... know.
		Basically every enemy should be killed before their weapon
		even comes close to running out. Therefore, in my opinion, 
		this skill is absolutely useless.
		

	Counter:
	Titania
		
		Counter will sometimes hurt the enemy with half of the damage 
		the unit with this receives in an attack. This skill doesn't 
		activate too often, though, as it's activation chance equals
		(skill/2) as a percent and I can't see it being too useful. I 
		guess if you have a character that usually takes a bit of 
		damage, you could give this skill to him/her.


	Gamble:
	Kieran

		Gamble will be an option you can choose when you can attack
		an enemy. Gamble will reduce your hit % by half and double
		your critical %. This skill may seem really great but when
		you attack the game generates a random number and compares
		it with your hit %. If your hit % is high enough, then you
		will hit the enemy and the game will then compare the random
		number to your critical % to see if you will also critical the
		enemy. So with this skill reducing your hit percentage in half
		you'll at best have a 50/50 shot at hitting the enemy.
		However, if you land a hit and have this skill on say a 
		swordmaster then you'll probably land a critical. So overall
		it's an ok skill but I wouldn't use it too much.


	Guard:
	Haar
	
		Guard will sometimes activate when the character with this
		skill lands a hit and will prevent the enemy from counter
		attacking. It's a decent skill but it always seemed to 
		activate for me after the enemy already hit me and wouldn't	
		attack again anyways. This skill could be a decent addition
		to most characters but don't give it to an archer since most
		of the time they won't even be able to be counter attacked.
		Put a percent sign behind your character's skill stat to see
		its chance of activating when you attack.


	Resolve:
	Tauroneo

		Resolve activates when the character with it has half health
		or less. It will double the character's strength, speed, and
		skill. So this skill can make just about any character really
		powerful when they have low health. Hopefully this skill won't
		be needed often but give it to someone who has a decent chance
		of losing half of their health. 


	Savior:
	Tibarn

		Savior cancels out skill and speed reductions that would
		arise from rescuing a unit. If you find yourself rescuing 
		units often then this skill can be great otherwise this skill
		has little use. If you need it then give it to a flier or 
		someone else who can rescue a lot of units.	


	Smite:
	Mordecai

		Smite doubles the effect of shove and will be an option below
		shove for a character with this skill. If you think shove is
		useless then you'll definitely find this even less useful.
		Seriously, it'll be rarely used but if you want then give it
		to someone with high weight who doesn't already have other
		good skills.


	Vantage:
	Mia
		
		Vantage will allow the character with it to always attack
		first in fights. In my opinion this is one of the most
		useful skills in the game especially when combined with either
		Wrath, Adept, or Guard. This also works great on Swordmasters
		since they have a good chance of landing a critical and 
		killing the enemy with one hit. If you're using Zihark then 
		he would work very well with this skill. Otherwise give this
		to someone who either has one of the aforementioned skills or
		is strong enough to kill most enemies in a hit.


	Wrath:
	Nephenee

		Wrath activates when the character with it is at half health
		or less. When it's activated it will greatly increase the
		character's critical %. Hopefully this skill won't get used
		too much as your character has to have low health for it to
		be active. However, if your character does go below half 
		health then this skill might just save them from death, while
		killing an enemy or two in the process. I'd give this to
		someone who has a good chance of going below half health from
		just a couple hits.  
	

3. 15 Capacity Skills [FE15C]:


	Blossom:
	Sothe

		Blossom halves the exp gained by a unit but gives them better
		stat growth. You can't get this skill anywhere and only Sothe,
		who can't promote, comes with it. Sure his stats will be great
		for a thief, but they won't be able to go higher than 20 while
		his health won't be able to go higher than 40. Overall, since
		Sothe is pretty useless, this skill is also quite useless.


	Celerity:
	Tormod

		Celerity adds 2 to a unit's movement. However, you can't get
		this skill anywhere and only Tormod comes with it. If you
		decide to use Tormod then this skill can help him a bit. 
		However, with its capacity being 15, Tormod won't be able to
		have many other skills unless you remove Celerity.


	Nihil:
	Calill

		Nihil will negate an enemy's combat related skills when they
		fight with a character who has the Nihil skill. Nihil's effect
		is nice since it won't affect your character's other skills.
		However, its capacity is 15 which is pretty high. Therefore
		it can be useful but be careful of who you give it to because
		they won't have much room for any other skills.


	Paragon:
	Astrid, Geoffrey

		Paragon doubles the amount of experience the unit gets and 
		also halves the amount of bonus experience needed to level up
		a character. Too bad you can't get this skill anywhere and 
		only Astrid and Geoffrey come with it. The skill helps make
		both Astrid and Geoffrey good characters and if you are using
		them remove the skill once they get to level 20 Paladin so
		that they can get some other skill.


	Reinforce:
	Tanith	

		Use this to bring in 2 Pegasus Knights and 1 Falcon Knight as
		Partner units during a turn. Ike can then direct them. 
		Reinforce can only be used by Tanith and you can't get the
		skill anywhere. This skill can really come in handy, though,
		and makes Tanith worth using. Just use this when you need
		some decoys to distract the enemies. Be aware, however, that
		it can only be used twice per map.


	Renewal:
	Elincia, Ena		
	
		Renewal restores a little bit of health at the beginning of
		each turn to the character with this skill. Elincia and Ena
		will probably not be doing much fighting, though, so this 
		skill will have minimal use. You could get the scroll for this
		by rejecting Reyson's help but then you wouldn't get him, 
		Janaff, or Ulki. So I don't think this scroll is even worth
		getting.


4. 20 Capacity Skills (Also known as Mastery Skills and Class Skills) [FE20C]:


	Note: Any of these skills can be learned by using an Occult scroll on
	      a character. However, you only get 4 Occult scrolls in the game
	      so you can only get 4 of these skills. Also note that instead
	      of putting what character comes with the skill, I will put what
	      class can learn the skill as each skill can only be learned by
	      a certain class.

	
	Aether:
	Lord
	
		Aether is a combination of two other skills and when activated
		performs them in two consecutive attacks. The first attack
		will be the Sol skill which will do normal damage and heal for
		the amount of damage done. The second attack will be the Luna
		skill which will do twice the normal damage since Luna 
		reduces an enemy's defense by half for the attack. So when
		this skill activates you'll end up doing 3 times normal damage
		and heal for the first third. This skill is probably the best
		skill in the game so I would definitely have Ike learn it.
		Note that one or both of the attacks from Aether could miss 
		but Ike rarely misses with any attack so you probably won't
		ever see him miss with Aether. Also note that just as they can
		miss they can also critical. Activation chance equals skill as
		a percent.


	Astra:
	Swordmaster

		Astra does five consecutive attacks each at half damage when
		it activates. What is great about it is that each attack has
		the same chance as a normal attack does to critical. Stefan 
		comes with this skill making him a better character than he 
		already is. Mia and Zihark, however, both already have other 
		good skills on them that would have to be taken away for them 
		to learn this. Because of that, I can't recommend using an 
		Occult to learn this skill. Its activation chance equals 
		(skill/2) as a percent.


	Blessing:
	Heron
	
		Blessing restores some health to any unit next to the one with
		Blessing at the beginning of every turn. The only character
		in the game that can learn Blessing is Reyson and he already
		comes with it so obviously you can't use an Occult to learn 
		it. However, this can be a valuable skill and helps make
		Reyson worth using.


	Boon:
	Dragon
	
		Boon will restore the status of any unit next to the one with
		Boon at the beginning of every turn. Only Ena and Nasir can
		learn Boon and both of them already start with it. It's only
		usable on the last two chapters and, due to that fact, isn't
		very helpful.


	Cancel:
	Hawk

		When Cancel activates it will negate an enemy attack. Unlike
		Guard, however, you don't have to attack for it to have a
		chance of activating. Tibarn comes with this skill (as if he
		needs it :D ) so the only two characters you could use an
		Occult on for this are Ulki and Janaff. In my opinion most of 
		the other mastery skills are more useful than this one so I
		wouldn't waste an Occult on this. Its activation chance equals
		skill as a percent.

	Colossus:
	Warrior, Beserker

		Colossus will sometimes activate when the unit who has the 
		skill has a higher weight than the enemy. When it activates it
		will make the character do a little more damage to the enemy.
		Only Boyd and Largo can learn this skill and both of them are
		strong enough as is. They really shouldn't need the extra 
		damage to kill enemies that are lighter than them so I would 
		not use an Occult to learn this skill. Its activation chance
		equals skill as a percent.


	Deadeye:
	Sniper

		Deadeye increases the unit's hit % and also gives them a 
		chance to put the enemy to sleep when it activates. Snipers
		already have good accuracy so the extra hit % really isn't 
		needed. Also the skill doesn't put enemies to sleep very often
		and you really shouldn't need enemies to be asleep anyways.
		Overall, I don't think this skill is worth having. Its 
		activation chance equals skill as a percent and the chance to
		put an enemy to sleep is skill/2 as a percent.

	
	Flare:
	Bishop, Sage

		Flare will reduce the enemy's resistance in half for one
		attack when it activates. It is a decent skill but most 
		enemies already have low resistance. Therefore, it won't
		really add much damage to attacks except when you're facing
		other magic users. If you happen to have an Occult that you
		don't really know who to give to then this might be a suitable
		option. Its activation chance equals skill as a percent.


	Lethality:
	Assasin

		Lethality will instantly kill an enemy when it activates
		regardless of how much damage you would normally do. Only
		Volke can learn this skill so if you are using him then give
		him this skill. If you are not using Volke much then don't 
		give him the skill. The skill won't activate too often but
		when it does the effect is well.... awesome. The chance of it
		activating is skill as a percent.


	Luna:
	General, Halberdier

		Luna will cut the enemy's defense in half for one attack when
		it activates. A lot of enemies have decent defense so this can
		really help out. Nephenee could probably make good use of this
		skill but she'd have to lose Wrath in order to learn it so I
		wouldn't advise ditching Wrath. If you are using a General
		then I would definitely consider giving them this skill. Its
		activation chance equals skill as a percent.


	Roar:
	Cat, Tiger, Lion

		Roar is its own separate command that you can choose when 
		next to an enemy. If it works it will stop an enemy from 
		moving for a turn. So why would that be useful? Well it really
		isn't and I wouldn't advise wasting an Occult to learn it.
		Giffca does come with this skill, though, but if you choose
		to use Giffca I still wouldn't use this skill at all.


	Sol:
	Paladin, Valkyrie

		Sol restores health equal to the amount of damage done if it
		activates. Paladins tend to take a fair amount of damage if
		you are using them a lot so this skill can help keep them
		alive and well. Basically if you are using a Paladin a lot 
		then I would probably give him this skill. Sol's activation
		chance equals the character's skill as a percent.


	Stun:
	Falcon Knight, Wyvern Lord, Princess Crimea

		Stun will sometimes activate after you attack and will prevent
		the enemy from moving for a turn. The enemy will still be able
		to attack anything next to it though. This skill doesn't 
		activate too often and even if it does it's not very useful.
		I wouldn't waste an Occult on this skill. Its activation 
		chance equals skill/2 as a percent.


	Vortex:
	Crow, Raven

		Vortex can be activated by choosing the command when you are
		a space away from an enemy. It is basically the wind tome so
		it won't do too much damage. Only Naesala has this skill and
		no one else can learn it. Therefore it'll only come in handy
		if you choose to use Naesala on the final chapter.

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Frequently Asked Questions [FEFAQ]:
	
  1.	Are Roy and Marth in this game?
	NO.

  2.	Is <insert name here> good?
	Possibly, just look at what I say about the character and decide for
	yourself. Stat increases are random, however, so it is hard to say
	that a particular character will always be good or bad.
	
  3.	Are arenas in this game?
	No, there is now bonus experience instead.

  4.	Is there dark magic in this game?
	Nope :\ .
	
  5.	Where are the armories/shops located?
	They are no longer in the maps. They are now in your base. Just go to
	outfit then select a character and choose "Shop".

  6.	When can I use bonus exp/buy items/forge items?
	At the beginning of each chapter starting with chapter 8.

  7.	What is <insert skill name here>?
	It is an item that will give your character that particular skill.
	For more info on skills check out the skills section of this faq.
	
  8.	What does Occult do?
	It can be used on any promoted unit. It will give them their class's
	special skill. In example Ike will learn Aether, while Volke will 
	learn Lethality from it.

  9.	Why can't I find my Occult scroll when I try to assign it to a 
	character?
	The skill will not be listed as "Occult" but will instead be listed
	as whatever skill the character can learn from the Occult scroll.
	
  10.	Where are all the class changing items?
	Characters no longer need items to class change but will instead 
	automatically class change when they reach level 21. However, if you
	want to class change someone earlier, there are 3 Master Seals that 
	could be used.

  11.	Why can't my Ike promote?
	Ike promotes automatically as a story event at the end of chapter 17.

  12.	Why can't my Volke promote?
	Volke automatically promotes if you rehire him at the end of Chapter
	19.

  13.	Why can't my Sothe promote?
	Sothe cannot promote..... ever.

  14.	Can I kill the Black Knight?
	Unless you are on chapter 27, no.
	
  15.	What does the Knight Ring do?
	It is an item that can be equipped to a character. It will allow a
	non-mounted unit to be able to use any of their remaining movement 
	after attacking an enemy, just like the mounted units can move after 
	attacking.

  16.	Why can't I remove a character from my party?
	Characters that are listed in green cannot be taken out of your
	party, while characters in red cannot be put into your party. Ike
	remains in green for the whole game while a few other characters get
	listed in green for a couple chapters. For the first few chapters the
	game will not even let you alter your party at all.

  17.	What is this "Triangle attack"?
	It is an attack that can be performed by Boyd, Rolf, and Oscar if they
	are all promoted and can use bows. You also need to have read the 2
	conversations between them at your base in chapters 13 and 19. 
	Position these three characters around an enemy and have one attack to
	perform the move. Here are drawings to help illustrate where everyone 
	needs to be (any 1 of these will work):

         ____________    ____________    ____________    ____________
	|            |  |            |  |            |  |            |
        |     O      |  |     O      |  |            |  |     O      |
        |	     |  |            |  |            |  |            |
        |  O  X  O   |  |     X  O   |  |  O  X  O   |  |  O  X      |
     	|            |  |            |  |            |  |            |
	|____________|  |_____O______|  |_____O______|  |_____O______|

	 ____________    ____________    ____________    ____________
	|     O      |  |            |  |            |  |            |
        |            |  |            |  |            |  |            |
        |     X	     |  |    O       |  |    O O     |  |      O     |
        |    O O     |  |     X  O   |  |     X      |  |  O  X      |
     	|            |  |    O       |  |            |  |      O     |
	|____________|  |____________|  |_____O______|  |____________|	

	Note that it does not matter which brother is where or who attacks but
	each brother must be one space away from the enemy and position the 
	first two having them wait and attack with the third. (Makes sense 
	since they attack with bows.)

  18.	Wait isn't there a Falcon Knight triangle attack?
	I have heard now that if you made Marcia into a falcon knight and have
	Tanith and Elincia they will have a "Holy Knight" conversation in base
	at the beginning of chapter 28. Then they will be able to do their
	own triangle attack with swords. Hero of Nobody has now confirmed this
	to work. You just have to read the conversation between them and then
	perform the attack like the brothers' triangle attack except using 
	swords this time and without spaces between your units and the enemy.

  19.	Is this game different depending on which level of difficulty you 
	pick?
	As far as I know, the story is the same for each difficulty. Easy and
	Normal modes are basically the same but you get a little less 
	experience in normal mode. Hard mode has more enemies on some of the
	maps and there are a couple fog of war maps. You also get a lot less
	experience in hard mode.

  20.	Didn't your name used to be...?
	Yeah, I changed my name from skb007 to Ask_B_007 because the letters
	skb are for a completely different game that has no relevance to my
	FAQ work. So I changed skb to Ask_B since my friends have told me it
	sounds better and my real name does start with a B.
	

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Some interesting/cool things  [FEINT]:

  1.	If you want a normal weapon but with a different name and/or color
	just forge the weapon you want. Don't change it's stats but instead
	just change the name and/or color because changing these do not add
	to the price. In this way you can have different colored weapons for
	the same price as the normal ones in the armory.
	Also, if the armory doesn't have a basic weapon that you want you 
	could get it at the forgery instead. So say you need an iron sword but
	the armory currently doesn't have it, just go to the forgery and get
	the sword there.
	Be aware, however, that you can only visit the forgery once per stay
	at your base.

  2.   Tanith's level 10 stats:
	hp 32		sp 24
	str 16		lck 18
	mag 10		def 15       
	skill 18	res 13
	
	A level 1 Falcon knight's stats brought in by reinforce:
	hp 31		sp 25
	str 17		lck 15
	mag 6		def 15
	skill 23 	res 17

	Tanith can bring in a better unit than herself. Too bad you can't 
	switch them and keep the reinforcement throughout the game :D .

  3.	So Greil is called Sir Gawain and he fights the Black Knight. Hmmm
	kinda reminds me of something.....     Oh yeah, the story of Sir
	Gawain and the Green Knight.
	
  4.	Skills can end up activating against doors if you try to break them.
	Yes, that's right Aether could actually activate against a door :D .

  5.	David Chang has pointed out to me in an email that "the spell 
	Nosferatu is also the name of a vampire. This explains why when you 
	damage an opponent, you heal yourself."

  6.	Anthony has reminded me in an email that this is not the first Fire
	Emblem game to have a sword with the word "Katti" in its name. The 
	first two swords were Lyn's "Mani Katti" and "Sol Katti" in Fire
	Emblem 7. The series did not add in a "Katti" sword in Fire Emblem 8
	but brought the sword back with the "Vague Katti" in this Fire Emblem
	game.
	

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Radiant Dawn Notes [FERDN]:

	Fire Emblem: Radiant Dawn is the sequel to Path of Radiance, and as 
	such, it allows you to transfer data to it. However, as of now, only 
	normal and hard mode epilogue save files can be used. Also, you must not 
	even have any form of an easy mode save on your Path of Radiance file
	or the game will freeze up.

	Now onto what actually transfers:

	First, you can get stat bonuses for your characters. If a character
	reached level 20 of their final class and capped a stat (or more) then
	they will receive a fixed bonus to that stat (or stats) in Radiant
	Dawn.
	
	The Health stat bonus is +5 while strength, magic, skill, speed,
	defense, resistance, and luck get +2.
	
	Some special cases, however, are Danved, Calill, and Sothe.
	Danved will get all of the bonuses from Devdan since they are actually
	the same person.
	Calill will receive her own bonuses and any bonuses that Largo would
	have received since he is not playable in Radiant Dawn.
	Sothe will receive his exact stats from this game if he reached level
	20 even if the Path of Radiance stat is lower than the base stat in
	Radiant Dawn. Also, since his resistance cap is lower in Radiant Dawn,
	if his resistance in Path of Radiance is 15-20, it will be 15 in 
	Radiant Dawn.

	Since you can get stat bonuses from transfering, some characters become
	more important to level up in Path of Radiance. Sothe, for example, is
	one of the main characters in Radiant Dawn so this may actually
	give you a reason to level him up in Path of Radiance.

	Next are the weapon rank bonuses. If a character's weapon type reached
	C to S rank then there will be a weapon experience bonus given in 
	Radiant Dawn. The bonuses are 40 for C rank, 80 for B, 120 for A, and
	160 for S.

	Now onto Supports. Support conversations on a Path of Radiance epilogue
	file can be viewed in the support library once you create a new
	Radiant Dawn file using the Path of Radiance data. Also, 'A' level
	supports in Path of Radiance will become bond supports between the
	characters giving a +5 to critical and dodge. 

	Last, we have Coins which were previously thought to be useless. Now
	any coins from the Path of Radiance epilogue file will transfer to
	Ike's convoy at the beginning of Part 3. They now can give bonuses
	to forged weapons.


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Legal [FELEG]:

	This FAQ/Walkthrough is copyright 2006 Ask_B_007.

	Sites with permission to host this FAQ:

		www.Gamefaqs.com
		www.cheatcc.com
		www.neoseeker.com
		www.1up.com
		www.supercheats.com
	
	If you want permission to post this faq on your site or use portions
	of it for non-profit email me at skb0079@netscape.net and I will
	probably give you permission.

	Sites known to be stealing this FAQ:

		www.cheatindex.com

	This site has never received permission to use my FAQ and has instead
	chosen to steal it. If you are reading this FAQ from cheatindex.com
	I request that you never visit that site again but instead use one
	of the sites that have received my permission. All of those sites are
	much better at providing accurate up-to-date information anyways...

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Thanks [FETHX]:
	Thanks to the sites that are hosting this FAQ. 

	Also, thanks to everyone who helped make the Fire Emblem: Path of 
	Radiance game.
	
	Thanks to ThunderMan for pointing various info out to me and for
	doing a turn-by-turn guide for chapter 10 which I ended up having to
	redo :\ .

	Thanks to those who have emailed me with various useful info.

	Also, thanks to Xereth for making me rethink my position on laguz.
	
	And of course, thanks to you for reading this.

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