______ __  _ ____  ______   ______ _ ___ ____  ______  __    _____ __ __ ____
/_  __//_ |/_' _  |/_  __/  /_  __//_' _ ' _  \/_  _  \/_ |  |  __//_ '_ ' _  \
 | |___ | | | |_| | | |___   | |___ | | | | | | | |_| | | |  | |___ | | | | | |
 |  __/ | | |    _| |  __/   |  __/ | | | | | | |  _ <  | |  |  __/ | | | | | |
 | |    | | | |\ \  | |___   | |___ | | | | | | | |_| | | |__| |___ | | | | | |
 |_|    |_| |_| \_\ |____/   |____/ |_| |_| |_| |_____/ |___/|____/ |_| |_| |_|

                       T H E  B L A Z I N G  S W O R D
                       ===============================
O-----------------------------------------------------------------------------O
| FIRE EMBLEM FAQ/WALKTHROUGH | LATEST VERSION ALWAYS AVAILABLE AT GAMEFAQS   |
| Version 1.1 Date: 20/04/06  | GBA, Intelligent Systems/Nintendo 2003        |
| By Ashwin Suresh (Armads)   | Fantasy > Strategy > Turn-based (SRPG)        |
| >mindreader.ivan@gmail.com< | No. of players 1-4 COPYRIGHT ARMADS 2005-2006 |
O-----------------------------O-----------------------------------------------O

                                 -----------
                                 What's New?
                                 -----------
Version 1.1 Date: April 20, 2006 NEW LAYOUT!
I've changed the entire layout of the guide so it is easier to navigate and
use. Several errors in the guide have been corrected, and many sections have
undergone a rewrite. The walkthrough still needs a lot of work done on it,
and the Hard modes are still not up... But, I'm working on it!

There's also something else I need to mention. I'm currently working on an
in-depth S-Rank Walkthrough, Game Script and Plot Analysis. I need your inputs
on whether you think I should incorporate the S-Rank stuff in here, or keep
it as a stand-alone. Once again, I remind everyone that feedback is very much
appreciated. Any questions are also encouraged to be asked.

I need to work a bit more on Hector mode, and PLENTY more on the Hard modes
as well as Special Conversations. Call me lazy, but I just haven't found
the motivation to finish it off yet.

I'm pretty pleased with the walkthrough so far, but if you spot any errors
in enemies and reinforcements, let me know. I've made craploads of errors
already...

(All other updates have been moved to Revision History)

                                 ------------
                                 Introduction
                                 ------------
This guide for Fire Emblem is designed to be the most comprehensive resource
on the game that is humanly possible. There are many purposes to this guide,
from merely finishing a chapter, to reference material for statistics from
the game, or even developing an understanding of the game mechanics. Absolutely
everything has been covered.

There ARE NO SPOILERS in this guide, but there is a section for those people
who are interested in a short summary of the game (see the section called
The Entire Story). In this way, no one can go complaining that I spoiled
anything for them.

Fire Emblem is flexible enough so that almost anyone can pick this guide up
from virtually any point in the game and continue from there, whatever their
objective may be.

Last but not least of all, I extend my utmost appreciation to those who have
guided me when I have been misguided and dedicate this guide to all those who
I have known. I wonder whether I would still be sane without you all.

===============================================================================
~-~-~ TABLE OF CONTENTS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
===============================================================================
1) FAQs :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [0100]
   a) General .......................................................... [0110]
   b) Newcomers ........................................................ [0120]
   c) In-Depth ......................................................... [0130]
   d) E-mails .......................................................... [0140]
2) Game Overview ::::::::::::::::::::::::::::::::::::::::::::::::::::::: [0200]
   a) Story ............................................................ [0210]
   b) Background ....................................................... [0220]
3) Game Basics ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [0300]
   a) Hints ............................................................ [0310]
   b) Operations ....................................................... [0320]
4) Lyn Normal Mode ::::::::::::::::::::::::::::::::::::::::::::::::::::: [0400]
5) Lyn Hard Mode ::::::::::::::::::::::::::::::::::::::::::::::::::::::: [0500]
6) Eliwood Normal Mode ::::::::::::::::::::::::::::::::::::::::::::::::: [0600]
7) Eliwood Hard Mode *********************************************** INCOMPLETE
8) Hector Normal Mode :::::::::::::::::::::::::::::::::::::::::::::::::: [0800]
9) Hector Hard Mode ************************************************ INCOMPLETE
10) Game Mechanics ::::::::::::::::::::::::::::::::::::::::::::::::::::: [1000]
   a) General Formula List ............................................. [1010]
   b) Breakdown of Stats ............................................... [1020]
   c) The RNG .......................................................... [1030]
   d) Weapons Data ..................................................... [1040]
   e) Special Abilities ................................................ [1050]
   f) Status Ailments .................................................. [1060]
   g) Terrain & Movement ............................................... [1070]
   h) Afa's Drops ...................................................... [1080]
   i) Supports ......................................................... [1090]
11) Classes :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1100]
   a) Unpromoted ....................................................... [1110]
   b) Promoted ......................................................... [1120]
12) Weapons :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1200]
   a) Swords ........................................................... [1210]
   b) Lances ........................................................... [1220]
   c) Axes ............................................................. [1230]
   d) Bows ............................................................. [1240]
   e) Anima ............................................................ [1250]
   f) Light ............................................................ [1260]
   g) Dark ............................................................. [1270]
   h) Staves ........................................................... [1280]
   i) Others ........................................................... [1290]
13) Items :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1300]
14) Bonus Disk Items ::::::::::::::::::::::::::::::::::::::::::::::::::: [1400]
15) Characters ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1500]
16) Special Conversations :::::::::::::::::::::::::::::::::::::::::::::: [1600]
    a) Endings ......................................................... [1610]
    b) Battle History Comments ......................................... [1620]
    c) Other ........................................................... [1630]
17) The Entire Story ::::::::::::::::::::::::::::::::::::::::::::::::::: [1700]
18) Extras ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1800]
    a) Link Arena ...................................................... [1810]
    b) Sound Room ...................................................... [1820]
    c) CGs ............................................................. [1830]
    d) Battle History .................................................. [1840]
19) Secrets :::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [1900]
20) Unsolved Mysteries ::::::::::::::::::::::::::::::::::::::::::::::::: [2000]
21) Conclusion ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: [2100]
    a) Revision History ................................................ [2110]
    b) Contact Details ................................................. [2120]
    c) Legal Disclaimers ............................................... [2130]
    d) Credits ......................................................... [2140]

INCOMPLETE: Special Conversations, Hector Normal Mode enemies/reinforcements,
items, Tactician Rank stars for B, C, D, ranks
In terms of Special Conversations, stuff I need includes:
auguries
death talks
special in chapter talks
character who is recruited convos with tactician in chapter after joining

ABSOLUTELY NOTHING YET: Eliwood Hard Mode, Hector Hard Mode

>>> Solve any of the Mysteries for eternal glory! <_<

You can help. If you've got any information, please contribute! I'll give you
full credits. Help make my guide the absolute best it can possibly be (and
help me, the lazy guy who can't bother doing it himself)...

***Please note that no shortcuts are given to specific chapters because there
are 150+ chapters in total, and each chapter doesn't take long to scroll past.
Just search for the appropriate Mode first, and then scroll to find the
correct chapter.

I realise this document is big, which is why there's an easy way to access
sections of this document. Using your browser's Search function, copy and
paste either the section number and name, or the [bracketed] code number to
the far right.

===============================================================================
~-~-~ 1) FAQS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0100]
===============================================================================
Presumably, you know that FAQs is an acronym for Frequently Asked Questions.
Here, readers can skim for things that they have been wondering themselves
without reading the entire guide.

-------------------------------------------------------------------------------
a) General ------------------------------------------------------------- [0110]
-------------------------------------------------------------------------------
Q: Why did you make a guide on a game that was released in late 2003?
A: It's not that long ago... But, if you take a look at the other guides, they
all are lacking in some way. I've had experience with the game long enough to
understand that not everything remains the same over time. People's perceptions
and knowledge constantly changes and grows. Having said that, this guide aims
to use the knowledge acquired over the last few years to address all the issues
with other guides, as well as publish a final comprehensive reference on the
game.

Q: Are your strategies the best?
A: No, not at all. In a chapter, there are multiple solutions. I've written
this guide using the strategies that I use myself. They are not necessarily
the fastest, or the best, but they are almost always very safe and reliable
to complete the chapter.

Q: Why do your strategies gradually become less specific?
A: As the game progresses, the linearity of the game declines rapidly. More
chapters, characters and choices are available to the player. Because of this,
I have to be vague to accommodate to different objectives.

Q: Who exactly are you?
A: My name is Ashwin Suresh. My GameFAQs Contributor name is Armads, but I
am better known by my board name, which is Sealed Lance. I'm a 16 year old
student living in Australia. My interest in Fire Emblem has not dwindled to
this day.

-------------------------------------------------------------------------------
b) Newcomers ----------------------------------------------------------- [0120]
-------------------------------------------------------------------------------
Q: How many games are in Fire Emblem? How does this game fit into the series?
A: Most people would have heard of the most recent entries into the series,
Fire Emblem (this game), The Sacred Stones and Path of Radiance (GCN). The
series is in fact much, much bigger than that. This game is actually the
SEVENTH in a long line of games in the series. There are currently a total of
nine games in the series. Fire Emblem is the prequel to the sixth game in the
series, Fuuin no Tsurugi (Sealed Sword/Sword of Seals) starring Roy.

Q: Are Marth and Roy in this game?
A: Marth isn't, but Roy is. Marth starred in the very first and third games in
the Fire Emblem series. A long time ago... Marth is in a completely different
universe from Roy. Roy has a VERY MINUTE cameo in the game at the very end.
He stars in Fuuin no Tsurugi (FE6), the sequel to this game. Note that not
many of the Fire Emblem games are connected in the way FE6 and FE7 are.

Q: What kind of game is Fire Emblem?
A: If you've ever played an SRPG such as Tactics Ogre, Shining Force, or
Advance Wars, you'll have an idea of what Fire Emblem is about. Fire Emblem
has a remarkable similarity to Advance Wars, because Intelligent Systems
was responsible for both games. The operations and controls are very similar,
and this is also the case with the way the units battle and move. The genre
of Fire Emblem is basically a SRPG that is turn-based. You control your army
in order to achieve set objectives.

Q: How hard is Fire Emblem?
A: Fire Emblem is very unique, because it is more realistic than many other
games in the department of dying. When a unit's HP reaches 0, they DIE
PERMANENTLY. There's no way to revive them. Don't complain either, because it
actually makes a lot more sense. The game is VERY challenging in this
respect, and requires very well thought-out strategies. The game forces you
to review what errors you made and find a way to overcome them in order to
progress keeping your party in tact. Fire Emblem is far, far more challenging
than games in the same genre such as Advance Wars, because characters are
unique and it forces you to consider whether sacrificing a character is a
good idea given their abilities. Not to mention... The Japanese version of
the game was EVEN HARDER. The game was dumbed down for the stupid, stupid
Western world... :/

Q: Why have you subtitled the game 'The Blazing Sword' when no such title
appears in the game?
A: Because there are so many games in the series, the subtitle distinguishes
this game from all the others. In Japan, the subtitle for this game was 'Rekka
no Ken' which roughly translates as 'The Blazing Sword'. It saves people
becoming all confused about which game is which.

Q: Fire Emblem vs. Advance Wars?
A: Fire Emblem has superior difficulty, variety of objectives and a better
story. Advance Wars has superior multiplayer features, as well as far greater
customisation of units and maps. They are very similar but quite different at
the same time. I frankly find Fire Emblem more interesting. Unless you have
friends to play against, Advance Wars becomes boring very quickly (and not
to mention, it's dead easy because of the fixed RNG).

-------------------------------------------------------------------------------
c) In-Depth ------------------------------------------------------------ [0130]
-------------------------------------------------------------------------------
Q: My character died, so I reset the game. The game continually replays the
death of that character. Is it possible for them to survive eventually from
the killing blow?
A: NO. It's a sad truth of life, I'm afraid. Fire Emblem saves the same string
of RNGs from that particular sequence of actions, so unless you reset the
chapter, the same sequence of actions results in the exact same series of
results due to the exact same string of RNGs. Accept the loss, and reset the
chapter, or if you have come too far to go back, keep going without the
character.

Q: Something isn't made very clear by you...
A: Carry out a Search of the entire guide for that word 'Ctrl + F'. If that
doesn't work, please contact me by e-mail (mindreader.ivan@gmail.com) and
I'll address your problem. I appreciate feedback, because it helps me improve
my guide during the next update.

Q: What is my affinity? What does it do?
A: All characters have an affinity, including you; the tactician. An affinity
is basically an element based on your birth month. For example, I was born in
November and hence, my affinity is Ice. If the tactician shares the same
affinity as a character, the character gains a slight boost to hit and evade
rates. It hasn't been confirmed yet exactly how much of a boost it provides,
but it is minute enough to discard from serious strategy (although it still
helps to have a common affinity).

Q: After Chapter 10, all my old characters disappeared!!! What now?
A: Continue playing the game. They'll eventually show up later once again.

Q: I received this insanely good unit called Marcus in Chapter 11! He owns!
A: There's a trap in overusing Marcus that all new players fall into (unless
you are reading this). Marcus is what we call a prepromote, or a unit that
has already been promoted when the player recruits them. Because he has already
been promoted, he gains far less EXP than unpromoted units (due to the EXP
formula). This means he is sapping up the EXP that unpromoted units would be
putting to better use. Most new players find that late in the game, Marcus is
their only strong unit, but towards the end of the game Marcus ends up
relatively weaker than the unpromoted units when promoted, which means they
are in trouble without assistance. The trick to using Marcus (he can be used,
just NOT overused) is to weaken enemies for other allies, and quickly rescue
those in need. He is also useful for rushing chapters because of his high
movement.

Q: Athos gave me some item called the Afa's Drops that 'increases maturity'.
What the heck is that?
A: Well, the game designers decided to be wise-guys and make a cryptic
description. Basically, whoever you use the Afa's Drops on gains a boost to
their growth rates of all their stats. It has been thought that the boost is
approximately 5%, but this hasn't been confirmed. This particular character
also gets the priveledge of commenting on your tactician rank at the end of
the game in the Battle History option, under Extras.

Q: Do prepromotes like Marcus suck?
A: Not according to me. There are plenty of excellent prepromotes, such as
Harken and Pent. Prepromotes usually have more balanced and stable stats,
better CON and better weapon levels. On the flip side, unpromoted units have
much more potential, but require much more time to level up and become
competent fighters.

Q: What the?! Hector was attacking a wall with the Devil Axe, but he killed
himself?
A: Pay more attention to what the description of the Devil Axe says. It is
cursed, which means it may backfire on the user. Normally, it has a nasty
habit of backfiring only when a unit performs a critical... which means,
a critical could be death for you. The Devil Axe is still a very useful
weapon, because it gives much more weapon EXP (to level up weapon ranks)
than normal. In fact, eight times than normal.

Q: Which character should I use? Am I doing the right thing by using...?
A: Relax... Use whoever you want. Fire Emblem is a pretty flexible game, so
even if a player screwed up somewhere down the track, it can all be ironed
out in the end. The only exception is probably Hector Hard Mode, but let's
not worry about that now.

Q: Why can't thieves and pirates promote using the Earth Seal?
A: They are unique classes that can only be promoted using their individual
promotion items. Thieves promote using the Fell Contract, and pirates promote
only using the Ocean Seal.

Q: How can I get Karla/Renault's support conversations? They appear so late!
A: In both cases, it seems like there are only two chapters remaining. But,
the Final Chapter is split into two parts. Each part is considered a chapter
for supporting purposes, so you can support say Renault and Lucius in
Victory or Death, Light, and Light Part II. In Hector mode, you can also
take advantage of the bonus chapter after Victory or Death to support in.

Q: How do I get Louise and Pent's support conversations with each other?
A: They automatically have an A support, but for their Support conversations,
they both need to be present in certain chapters and the 'talk' option will
appear. These particular chapters are: Cog of Destiny, Victory or Death, and
Light Part II.

Q: What does the flashing green text mean?
A: For stats, it means that particular unit has hit their maximum for that
particular stat. For items, it means that the enemy will drop that item when
they die. For weapon level, it means the maximum (S). Similarly, for
tactician rank it means the best rank (S). Remember, the maximum HP for units
is always 60, and this stat does NOT flash. Sometimes, certain items will
give you a bonus in a stat, which is also denoted by the flashing '+X of
a stat'.

Q: NOOOO! My character was so close to maxing...
A: Don't worry about it. Unless you are trying to form a Link Arena team, it's
probably better than your stats are balanced, rather than having some
extremely good and extremely bad stats.

Q: I've done the game once. Now what?
A: Fire Emblem has INSANE replay value. Start by completing all modes, trying
for an S rank in all modes, trying to unlock all Extras, including supports,
music and CG screens, as well as doing your own crazy challenges. Be 
imaginative. Single class runs and single character runs are examples of the
more common ones.

There are bound to be thousands and thousands more questions that could be
asked. I suggest going to GameFAQs and going to the topic by Aganar called
the 'Fire Emblem Definitive Newbie FAQ'. It answers the vast majority of
questions that could be asked with very good answers. In fact, I'm not sure
I could answer them any better myself.

-------------------------------------------------------------------------------
d) E-mails ------------------------------------------------------------- [0140]
-------------------------------------------------------------------------------
This is a new section where I will post all the questions I have personally
received and the answers I gave to them. Once again, I remind readers to
send their queries to mindreader.ivan@gmail.com and expect a reply within a
few days.

Q: Can we host your guide on...?
A: NO. I only allow a selected few sites to host my guides from now on, because
I want to keep a close eye on them all. It's nothing personal, seriously.

Q: I was wondering what you think the 'true' ending of the game is, in terms
of Eliwood and his eventual wife. In other words, who do YOU consider to be
Roy's real mother? ~ Joshua Blanchard
A: If you have played the sequel, Fire Emblem 6 (Sealed Sword), there are a
few clues around that would give a better idea of who Roy's real mother could
be.
EXHIBIT A - Roy's mother is dead by the time Roy is 16 (from FE7 and FE6).
ASSUMPTION - The candidates for Eliwood are Fiora, Ninian and Lyn. It is
highly unlikely that if Eliwood is alive, he would let his wife go into battle
against Bern by themselves. That means his wife must have passed away from
a means outside of battle (there is ABSOLUTELY no mention of his wife being
killed in battle, and Eliwood is not particularly angry at his wife's death).
Ninian has a short time in the human world - Nils points this out at the end
of FE7.
EXHIBIT B - In one of the FE6 supports, Marcus says that Eliwood loved his
wife so much that he gave her a gift of her favourite flower from a mountain
in Ilia (from FE6).
ASSUMPTION - This makes it very unlikely that Lyn ended up with Eliwood.
EXHIBIT C - Rath has a daughter (from FE6)
ASSUMPTION - Well, this one is not as obvious, it would seem, but it might
provide further proof that Lyn ends up with Rath. It may not be the case, but
it provides more evidence that Lyn is NOT Eliwood's wife.
EXHIBIT D - Fiora and Kent have very similar personalities.
ASSUMPTION - Another opinion of mine, but it seems more likely that Fiora and
Kent would hook up. Fiora is definitely NOT a weak woman (do you think she
is likely to die from a means outside of battle?), proven by her battle
prowess.
CONCLUSION - To me, it would seem that Ninian is the obvious choice. That FE6
support narrows it down to Fiora and Ninian. If Eliwood's wife died of
circumstances outside of battle, Ninian's story checks out the best. I find it
hard to believe that Fiora would die of a means outside of battle (although
it is possible - child birth etc. was difficult in those times) and Lyn
liking an Ilian flower does not make much sense.

Q: In each character's profile, under their stats, are three values. B, W and
L. What do these letters stand for? ~ Joshua Blanchard
A: B stands for Battles. This represents how many battles that a character
has been in, even just avoiding attacks. W stands for Wins. This represents
how many battles that the character defeated the enemy (ie reduce their HP to
0). L stands for Losses. This represents how many battles that the character
was defeated (ie their HP was reduced to 0). Losses remain even after
restarting a chapter.

Q: How did you become so knowledgeable on Fire Emblem? Is it through sheer
practice or from guides? ~ Joshua Blanchard
A: Actually, most of my skills come from being involved in the GameFAQs
community. There are so many people around that voice different opinions and
have pieces of knowledge. It's a matter of reading around I guess. When I
picked up Fire Emblem, guides were the last thing I considered. I had no idea
about formulas, supports and all that other 'advanced' knowledge.
Once you read around a bit, talk to the right people, ask questions and
practice a lot (I have played Fire Emblem hundreds of times) you will be in
the same position I am in. In short, GameFAQs is the key to my knowledge.

Q: I defeated the game once, but I'm not getting the different mode options.
Am I missing something? Do I have to do something special? ~ Leland Monson
A: You did not finish viewing the Epilogue. Finish viewing it (resume
chapter > epilogue) and afterwards, you should have unlocked the mode options
when beginning a new game.

Q: I have never encountered the iron and killer ballistas. Where can they be
found, or used? ~ Richard Dady
A: The ballistas can be found on certain maps. They have limited ammo and vary
from type to type depending on the difficulty of the chapter (usually). If
you've only played Eliwood Normal Mode, I wouldn't be surprised if you haven't
encountered either of them yet. Just play some of the other modes and keep an
eye out for ballistas. When you see one on a map, don't assume all ballistas
are the same. Some are much more dangerous than others.

Q: By the way, in this case (and in the case of where the game calculates your
physical level versus your magical level to determine whether you will get
Kenneth's map or Jerme's map), does it count promoted unit levels as the levels
they gained when unpromoted plus the ones they gained when promoted, or would
it count your magic level higher if you already promoted all your physical
units? ~ Mark Letrah
A: Promoted units count as level 20 + whatever level they happen to be. So, if 
physical units were promoted as opposed to your unpromoted magical units, then 
you'd gain access to Jerme's map.

===============================================================================
~-~-~ 2) GAME OVERVIEW ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0200]
===============================================================================
Here you'll learn what's going on in the game, and how this game fits into the
series.

-------------------------------------------------------------------------------
a) Story --------------------------------------------------------------- [0210]
-------------------------------------------------------------------------------
                       Once, dragons and men coexisted.
                    They shared a peace forged in wisdom,
                    a peace that lasted many generations.
                   All that was lost when mankind disrupted
                     this balance in a sudden onslaught.
                      Man fought dragon in a savage war
                  that shook the foundations of their world.
                      This war was called The Scouring.
                            Defeated and humbled,
                       dragons vanished from the realm.
                     In time, man rebuilt and spread his
                         dominion across the land and
                          on to the islands beyond.
                                       
                            A millenium has passed
                         since those dark days ended.

This is what it says on the Main Title Screen. Fire Emblem seems no different
from the likes of typical RPGs, but it is so much more...

One thing the player must understand is that the game is divided into two main
sections: Lyn Mode and Eliwood Mode. Lyn Mode acts as a tutorial, with the main
character as Lyn, a girl on a quest for revenge who ends up discovering the
roots of her past. Eliwood Mode shifts the focus to a much bigger scale of
of events (in terms of the entire world) with a more important figure, Eliwood.

The story kicks off when the player wakes up to greet the site of a beautiful
girl...

I'll leave it there. Find out more (spoilers included) in The Entire Story
section.

-------------------------------------------------------------------------------
b) Background ---------------------------------------------------------- [0220]
-------------------------------------------------------------------------------
The History of Fire Emblem enlightens those who have no clue about where this
game fits in the series and gives a little background on previous games for
the player's benefit.

Fire Emblem: Ankoku Ryuu to Hikari no Tsurugi
Fire Emblem: The Dark Dragon & Sword of Light (NES 1990)
The very first Fire Emblem game and it starred Marth, the prince of Altea. The
game itself takes place on the continent of Akaneia. An important note is that
the mentor of Marth is Jeigan, an old but powerful knight sworn to protect him.
The Devil King Garnef resurrects the Dark Dragon Medeus, allowing the evil
Dolua empire to be brought to its former glory. Cornelius, the King of Altea
is killed and the Falchion, used to defeat Medeus a century ago by the hero
of Altea of the age; Anri. Marth flees to the island kingdom of Talis until
the Garuda pirates ambush them and Marth is forced to fight back. Under the
army of Talis as well as Jeigan's squad he leads a campaign to destroy Medeus.

Fire Emblem: Gaiden (NES 1991)
In the same world as the original Fire Emblem, but a different setting. The
game stars Alm and Celica, who are childhood friends. Throughout the game they
build separate armies. Many changes were made from the original, such as as
many will know now the branched promotions of The Sacred Stones.

Fire Emblem: Monsho no Nazo
Fire Emblem: Mystery of the Emblem (SNES 1993)
The continued story of Marth, back on the continent of Akaneia. Hardin, the
new king and ally of Marth betrays him and soon Marth learns of the existence
of Medeus. Marth once again must defeat both his former ally and his past foes,
Garnef and Medeus.

Fire Emblem: Seisen no Keifu
Fire Emblem: Genealogy of the Holy War (SNES 1996)
The most popular of all the Fire Emblem games and takes place in the continent
of Jugdral. The first half of the game stars Sigurd, the prince of Chalphy.
At the end of Chapter Five, he and his squad meet their end because of Alvis
and the Thracian army. The second half of the game features Selis, son of
Sigurd, leading the second generation (ie. the children of the first 
generation) or substitutes. Only a single character features in both portions 
of the game. Similar to Medeus, Manfroy seeks to revive the Dark Lord 
Loputousu.

Fire Emblem: Thracia 776 (SNES 1999-2000)
The midquel of Genealogy of the Holy War, starring Leaf, son of Cuan; a close
friend of Sigurd's. It also features Fin, the survivor of both parts of
Genealogy of the Holy War. Leaf's quest is for revenge against the Thracian
army for what they did to his parents. Some of the new features in this game
included fog-of-war maps and the rescue command. Widely considered the most
difficult Fire Emblem game in the series.

Fire Emblem: Fuuin no Tsurugi
Fire Emblem: Sword of Seals (GBA 2002)
Taking place on the continent of Elibe and the sequel to the very game I am
writing this guide on. It stars Roy, son of Eliwood; Marquess of Pherae. Roy
must lead the League of Lycia when his father becomes ill. King Zephiel, ruler
of Bern has completed his conquest of Ilia and Sacae and is getting ready to
complete his world domination by conquering Lycia. During his travels, he
encounters many twists and turns that change his perceptions of the enemy and
Roy eventually discovers many truths about the land and its people.

Fire Emblem: Rekka no Ken
Fire Emblem: The Blazing Sword (GBA 2003)
THIS GUIDE IS BASED ON THIS GAME

Fire Emblem: Seima no Kouseki
Fire Emblem: The Sacred Stones (GBA 2004-2005)
The final GBA Fire Emblem game takes place on the continent of Magvel. Men
sealed the evil in the land (monsters) using the Sacred Stones which became
heirlooms to different royal families. Grado, the biggest country has recently
began invading the other nations. The story begins with the fall of Renais.
Prince Ephraim is out of reach after going to the front lines so King Fado
orders Seth to take Princess Eirika (twin sister of Ephraim) to Frelia, the
neighbour of Renais and seek assistance. This game is considered the easiest
in the series.

Fire Emblem: Souen no Kiseki
Fire Emblem: Path of Radiance (GAMECUBE 2005)
Path of Radiance takes place in another completely new continent, Tellius. It
stars Ike, a mercenary training under his father Greil who lives in Crimea. Out
of the blue, the nearby kingdom Daein attacks Crimea's capital, resulting in
Ike and his friends being thrown into a complicated plot involving the Black
Knight, a race known as the Laguz and a sealed god of chaos.

===============================================================================
~-~-~ 3) GAME BASICS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0300]
===============================================================================
Here you go, all newcomers should have a quick read of this section. It's a
brief summary of everything that you should know before you begin. I'm not
treating you like idiots, but even more experienced players should still skim
this section anyway.

-------------------------------------------------------------------------------
a) Hints --------------------------------------------------------------- [0310]
-------------------------------------------------------------------------------
Here are a few general tips.
- Check the units that you are going to attack or get in range of. These 
include looking at their weapons and stats to see how they will fare against 
you. This will make all the difference between death and survival.
- Use terrain advantages. If you see a forest, use it! Make the most of
different terrains to gain evasion and sometimes defence or HP.
- Conserve your money and spend it wisely. Don't blow your money or you'll be
regretting it later on.
- Don't dawdle. If you aren't doing something purposeful it is probably going
to be useless. Have fun, but make sure you know what you are doing.
- Have a clear idea of the objective. Nothing else matters. Everything else
comes in priority after the objective.
- Use the weapon and magic triangles. It will make combat much easier.
- Keep melee units in the frontline, ranged units towards the rear. A basic
principle.
- In fog-of-war, advance surely but carefully. Make sure that your strongest
units are in the frontline.
- Steal anything you can. Thieves rarely gain EXP. Pilfering goods can only do
the player good.
- Don't underestimate bosses. Especially the final boss.
- Promote units at level 20 to realise their full potential, instead of
fulfilling the minimum requirement of level 10.
- Don't be too concerned about the stats and level ups of some of your units.
They can always be replaced.
- After beating the game once, when units are moving around during a turn,
hold A and they will start moving at a super-fast speed. You can't reverse this
effect, but I can't see why you would want to - if units move faster, chapters
are completed faster as well.

-------------------------------------------------------------------------------
b) Operations ---------------------------------------------------------- [0320]
-------------------------------------------------------------------------------
A few basic operations about the game.

I won't explain the basic controls, but here are a few useful buttons to
remember.
START - View overall map mini version
SELECT - Turn on/off the yellow text tutorial (Very useful for skipping text)
R - View more details.
"Soft reset"
A + B + L + R
alternatively,
A + B + SELECT + START
The game resets.
"Hard reset"
Switch the game off and back on manually using the hardware.

The basic battle operations are as follows:
ATTACK - When you are in range of a foe, this option becomes available. Hit A
to attack, select the target, hit A and hit A to confirm the battle statistics.
PLAY/DANCE - An option available to a unique class (bard/dancer). Allows a
greyed out (ie. used) unit to be able to move and attack again etc.
STAFF - Allows healers etc. to heal, or cast a spell with an effect on units.
STEAL - Available to thieves when they are right next to an opponent who has
an item that is NOT a weapon. They can steal that weapon provided they have at
least 2 more speed than the enemy.
ITEM - Allows the player to re-equip weapons, use items and view items.
WAIT - When a unit has done their actions for that turn, this icon indicates
that the player acknowledges their location and ends turn for that unit.
RIDE/EXIT - Archers and snipers have this option when they are in a ballista.
They can ride or exit the ballista. The ballista has more power and range than
a standard bow, in exchange for much less ammunition.

There are quite a few interactions with units as in the following:
RESCUE
Is available when a unit is adjacent to another unit (up,down,left,right) but
the unit who can rescue must have higher aid than the other unit's constitution
GIVE
When a unit with a rescued comrade is near another unit who still has enough
aid to carry the rescued unit, the carrier can pass the rescued unit to the
other unit.
TAKE
The reverse operation of give, where instead of being available to the rescuer,
it is available to the vacant unit.
DROP
The rescuer can drop the unit in any square directly adjacent to them.
TRADE
When a unit is directly adjacent to another unit, this option appears. This can
be used to trade items.
MERCH
When a unit is directly adjacent to Merlinus, this option appears. Allows units
to exchange items with Merlinus's stock.
SUPPORT
When a unit is next to a support compatible unit, this option appears after a
certain number of turns (ranges from 1 to 341). This command appears 3 times
at most between two units. Gives special battle bonuses to both units.
TALK
Available between two units for insight into them at certain parts of the game.

There are also some landform interactions with your army:
ARMORY
A place to purchase weapons (primarily)
VENDOR
A place to purchase magic items (primarily)
INN
Only in Chapter 16xE, a place where you talk to Anna. Nothing important.
ARENA
A place where units can train and bet for money at the risk of their survival.
VISIT
Visit villages and houses for information and sometimes to recruit units.
SEIZE
Use on thrones to complete the chapter.
CHEST
If a unit has a key or thief has a lockpick and stands on a chest, this command
can be used to open it.
DOOR
Similar deal as with the chest command, but this is used on doors.

Press A in the chapter on a random square that is not taken up by a unit. A set
of options appear:
Hit A on a blank space and a Menu pops up with the following;
UNITS
Scroll through different menus to learn everything about that character. Very
important in Fire Emblem. Includes, character, fighting skill, equipment,
personal data, weapon level and supports.
STATUS
Tells the player what the objective is, turn count, funds, player and enemies'
leaders, number of units in the armies.
OPTIONS
Adjust animation, game speed, text speed, viewing terrain in battle, display
of unit information (burst or standard), detail of initial combat stats,
displaying objectives, controller, subtitle help, autocursor, turning music and
sound on/off and window colour. Most options are self-explanatory, others are
easy to figure out through experimentation.
Highly recommended settings: Animation 2, Text speed Max, Combat Detail,
Unit Burst, Game Speed Fast

SUSPEND
Save your data in the current state of the chapter which is NOT permanent in
the sense you can revert back to the beginning of the chapter. This is used
for when you need to save your game in a hurry - just save in the right
position, not a screwed up one!
END
End your army's turn so that the enemy can have their turn. *** Quicker than
hitting wait for every individual unit ***

The main menu is rather easy to navigate, with some standard features such as
erasing and copying data as well as starting a new game. The few options you
may not be familiar with are:
- RESUME CHAPTER: When you have saved in the middle of a chapter you can
continue from that exact state.
- RESTART CHAPTER: Restart the entire chapter from where you last saved the
game.

*** Learn to manipulate your files so that you can always reset in the right
places and do not regret saving/not going back when needed.

Before you start a chapter, the following options are available after Chapter
14 Eliwood: False Friends. This is the Preparation Menu.
The menu you get from Chapter 14E... Allows you to plan ahead for chapters.
PICK UNITS
Select who you want in the chapter. Green flashing names means that those
units are compulsory (normally the main lord and sometimes a main character
related to the plot).
TRADE
Trade items from one person to another.
FORTUNE
Pay money to get hints about the chapter. After Nils takes over, it is free and
you can view support compatibility information.
CHECK MAP
View the map as it is when you begin the chapter. You can change the formation
of your units, change options (available in battle as well) and save changes.

Well, that sums up the gist of what you should know before you begin. For
more in-depth explanations of aspects of the game, refer to the Game Mechanics
section.

===============================================================================
~-~-~ 4) LYN NORMAL MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0400]
===============================================================================
The basic tutorial mode of the game is pretty simple, but still requires
strategy to be able to be S-ranked. For Lyn mode, I provide only one method
of S-ranking the chapter. Each paragraph indicates a new turn. A turn count is
provided for the strategy.

Remember that the maingame consists of Eliwood mode/Hector mode, and Lyn mode
is only a preparation stage that is not necessary on your journey (it IS
compulsory the very first time through).

-------------------
Starting a New Game
-------------------
Start a new file. You'll be prompted to edit details of the tactician (ie. the
player; you) Select "Yes" to do so. Don't be an idiot and select "No" like I
did <____< The default details are Name: Mark, Birth Month: January, Gender:
Male. The weird symbol next to your name shows what affinity you are, which is
a minor detail because it grants a very small bonus to hit and avoid to all
characters sharing that same affinity. Frankly, the best affinities happen to
be wind, thunder and fire, so take your pick. Or, be like me and choose your
own birth month (Go Ice!). To help you out a bit, the affinities correspond 
with the months like so:
January (default) 	LIGHT
February		ICE
March			WIND
April			THUNDER
May			WIND
June			ANIMA
July			FIRE
August			DARKNESS
September		FIRE
October			ANIMA
November		ICE
December		THUNDER
The Japanese version was different because affinity was determined by a
combination of birth month and blood type (apparently it is as common to know
your birthday as it is your blood type in Japan - you know, superstition etc.).
But anyway, after all that hit START and confirm your details. The story 
begins.

-------------------------------------------------------------------------------
Prologue: A Girl From the Plains ----------------------------------------------
-------------------------------------------------------------------------------
NOTE: On your first playthrough, NEVER EVER skip text. It proves useful for
unlocking a feature in the Extras option later on.

Objective: Seize gate

New characters: Lyn

Enemies: Brigand L1 w/Iron Axe

Reinforcements: --

Boss Data:
Batta "The Beast" ("Who do you think you are? You think you can stand up to
Batta the Beast?")
Brigand L2 w/ Iron Axe
HP 21
STR 5
SKL 1
SPD 3
DEF 3
RES 0
LUC 2
MOV 5
CON 10

Items: --

Strategy: (Turn Count: 5)
A couple of hints: change the options the following way, which I have found
VERY useful. Animation 2, Text speed Max, Combat Detail, Unit Burst, Game Speed
Fast. The game literally guides every single motion in this chapter and teaches
the player about attacking, healing, moving and seizing the gate. Nothing
very complicated here. EVERYTHING is rigged, so don't worry at all about death.
The tutorial directs exact movement.

-------------------------------------------------------------------------------
Chapter One: Footsteps of Fate ------------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Kent, Sain

Enemies:
2 Brigand L1 w/Iron Axe
2 Brigand L2 w/Iron Axe

Reinforcements: --

Boss Data:
Zugu ("Accursed knights. Always tampering in others' affairs.")
Brigand L4 w/Iron Axe
HP 23
STR 6
SKL 2
SPD 4
DEF 4
RES 0
LUC 1
MOV 5
CON 11

Items: --

Strategy: (Turn Count: 6)
Sain idiotically attacks the closest brigand with an Iron Lance and gets hit.
Kent teaches you about the weapon triangle. He attacks the brigand with an Iron
Sword (newly acquired) and Lyn finishes the brigand.

Sain asks for another chance. He misses the next brigand even with a sword. 
Kent explains that certain terrain give bonuses, as with the woods that the
brigand is in. Kent attacks the brigand. Lyn recommends moving into the north 
woods.

Lyn offers Sain a vulnerary. Then the tutorial continues teaching about trading
items. Grab the vulnerary that Lyn already used and consume one. Make Sain move
east. Kent should finish off the brigand he was dealing with. Lyn can move to
attack the brigand just north of her.

It's up to you now! Lyn should finish off the brigand. Don't worry about 
getting hit, Lyn will survive. Make Sain and Kent congregate near the southern 
bridge if possible. Make Sent stay in front.

Next turn, finish off the brigand there with Sain. Kent can move up to near the
boss. Lyn should trade with Sain for that final vulnerary if needed.

Move Sain and Kent to attack the boss. Lyn can't gain access to him, but he 
will die when he attacks back.

-------------------------------------------------------------------------------
Chapter Two: Sword of Spirits -------------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize throne

New characters: --

Enemies:
3 Brigand L1 w/Iron Axe
2 Brigand L2 w/Iron Axe

Reinforcements: --

Boss Data:
Glass (Quote: "I am Glass! The gods fear my name!"
Mercenary L3 w/Iron Sword, Vulnerary DROPPED (indicated by green flashing font)
HP 20
STR 5
SKL 4
SPD 5
DEF 3
RES 0
LUC 0
MOV 5
CON 9

Items: Vulnerary (kill Glass), Mani Katti (after seizing)

Strategy: (Turn Count: 6)
The tutorial makes the gang visit the houses (waste of time). Move the 
cavaliers north as far as possible (Sain should move diagonally from the 
house). The enemy moves closer.

Move the cavaliers up towards the brigand. Sain can attack him. Lyn should
stay clear, sit her in the fortress.

Send Sain to hit the wall with his Iron Lance. If the brigand is not dead,
finish him with Lyn. Kent should advance towards the incoming bandits from the
south, hitting one.

The bandits will attack Sain. Sain should break the wall. Send Lyn to finish
the closest brigand. Kent should ward off the brigand in front of Sain.

Sain will be hurt badly now, but not dead. The brigand will suicide on Sain.
Sain should move to attack Glass. Glass will deal minimal damage. Lyn should
finish the brigand where Kent is if he is not dead. Send Kent south to confront
the last enemy.

Glass will die. Sain nabs the vulnerary (and doesn't he need it!). Kent can
quickly attack the brigand for a little EXP (it doesn't matter). Lyn should
seize.

-------------------------------------------------------------------------------
Chapter Three: Band of Mercenaries --------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Florina (automatically at the beginning), Wil (visit the south
western village)

Enemies:
2 Archer L1 w/Iron Bow
1 Brigand L1 w/Iron Axe
2 Brigand L2 w/Iron Axe
3 Mercenary L1 w/Iron Sword

Reinforcements: --

Boss Data:
Migal ("Begging for your life so soon, wench?")
Brigand L6 w/Steel Axe
HP 25
STR 7
SKL 3
SPD 5
DEF 5
RES 0
LUC 2
MOV 5
CON 12

Items: --

Strategy: (Turn Count: 6)
Lyn via the tutorial goes to the village and you get Wil, your first bowman.
Wil attacks the mercenary across the wall, Florina finishes him. The tutorial
stops after that point. Send Kent to double the archer nearby with an 
Iron Lance and send Sain as far east as possible with his Iron Sword.

As the enemies approach, send Florina to visit the village in the north west.
Fly her back as far south as possible. Send Lyn equipped with her Mani Katti
east a fair way. Send Wil as far east as he can go. Once again, Kent can
double the lured archer (to Sain) with his Iron Lance. Sain should attack the
brigand with his sword.

Send Florina east and south out of harm's way. Wil can start to pick off the
brigand across the wall. Sain can finish the mercenary right next to him and
Kent can attack the brigand nearby. Lyn should move near the cavalier duo.

Continue to attack the other brigands with the cavalier duo. See if Wil can 
kill the brigand who is weakened. If not, back him up with Lyn. Florina can 
standby, flying closer to the boss but still safe.

Finish the remaining enemy with preferably Kent. Send Sain to attack the boss.
Bring in Florina. Lyn and Wil can trail behind.

Finish Migal with whoever you please. As long as he has ~5HP, even Florina
can kill him. Try to utilise Wil and Florina to kill him.

-------------------------------------------------------------------------------
Chapter Four: In Occupation's Shadow ------------------------------------------
-------------------------------------------------------------------------------
Objective: Protect Natalie for 7 turns

New characters: Dorcas (approaching enemy - recruit with Lyn)

Enemies:
2 Archer L1 w/Iron Bow
3 Brigand L1 w/Iron Axe (One with DROPPED Iron Axe)
4 Brigand L2 w/Iron Axe
2 Brigand L3 w/Iron Axe
2 Mercenary L1 w/Iron Sword

Reinforcements:
Turn 3 to Turn 7 (every turn)
+ 1 Brigand L2 w/Iron Axe (south western woods)
+ 1 Mercenary L1 w/Iron Sword (far north eastern woods)

Boss Data:
Carjiga ("Urgh! How? Why are they so tough? You! Bring more men here right
away!")
Brigand L8 w/Steel Axe
HP 27
STR 6
SKL 5
SPD 4
DEF 7
RES 0
LUC 2
MOV 5
CON 15

Items: Iron Axe (Dorcas kills the brigand because of fixed RNG)

Strategy: (Turn Count: 7 MANDATORY)
The tutorial kicks in again. Lyn moves to the eastern side of the building and
you have control over the others. I recommend sending Sain and Kent south to
blockade the front entrance and send Wil as far west as possible. Send Florina
diagonally adjacent to Lyn.

Dorcas attacks Lyn but misses. Talk to Dorcas. Dorcas will kill the closest
brigand and receive a handy Iron Axe. Proceed with Kent and Sain to butcher the
oncoming enemies. Kent will be able to double most of the enemies. Wil should
have baited the archer from the south, so start picking him off. Send Florina
in the north east where the brigand was.

Continue demolishing enemies with Kent and Sain. Try not to heal unless you
are really dying. Send Wil who should have killed the archer to snipe the
mercenary breaking the western wall. Send Florina to the far north east to the
forest. Send Lyn south but clear of as many enemies as possible. Send Dorcas
towards Natalie.

Clear a path with preferably Sain and send Kent out slowly so he is still
handling enemies and blockading the entrance. Wil should continue sniping the
mercenary. The archer will have attacked Lyn. If she is hit, no matter. Kill
the archer with a double Mani Katti slash. Keep Florina occupied in the forest
by stabbing the mercenaries. Continue sending Dorcas near Natalie.

Send Sain and Kent out to clean up the remaining enemies. Send Kent north
to handle the brigand there. Sain should be dealing with any nearby brigands.
Wil will have finished the mercenary, so just make him wait around. Dorcas
can talk to Natalie. Florina can still handle the oncoming mercenaries, just
watch her HP. The oncoming brigand would have been killed by Lyn, so send her
to the forest to handle the boss. Dorcas can talk to Natalie.

Send Kent and Sain to handle the reinforcements of brigands. Dorcas can advance
to assist them. Keep Wil in check but close behind. Florina should use a
vulnerary at this stage. Make Lyn finish the boss.

Again, the western group can handle the reinforcements. Send Florina to meet
Lyn so she can use a vulnerary. The mercenaries will advance to attack,
hopefully some of them will die. At the end of your turn, the enemies retreat.

-------------------------------------------------------------------------------
Chapter Five: Beyond the Borders ----------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Serra (ally - talk with Lyn), Erk (ally - joins with Serra)

Enemies:
2 Archer L1 w/Iron Bow
1 Brigand L1 w/Iron Axe, Iron Sword DROPPED
1 Brigand L2 w/Iron Axe
2 Mercenary L2 w/Iron Sword

Reinforcements: --

Boss Data:
Bug ("Blaaaah... Scum... You're all scum...")
Brigand L9 w/Steel Axe
HP 29
STR 8
SKL 4
SPD 6
DEF 8
RES 0
LUC 1
MOV 5
CON 15

Items: Iron Sword - kill the brigand to the north east

Strategy: (Turn Count: 4-5)
Lyn will talk to Serra and Serra and Erk decide to join. Serra heals Erk. The
rest is up to you. From a diagonal, kill the archer that is weakened with Erk,
preferably covered by mountains. Send Wil and Dorcas near Lyn (they are
hampered by terrain). Kent should attack the brigand up north. Send Sain to
the north east with a Sword. Florina won't be doing much, just fly near Lyn.

The mercenary attacks Erk. Heal Erk with Serra. Send Erk to attack the other
mercenary to the east. Lyn can finish the first mercenary. Send Wil and Dorcas
nearby. Kent can demolish the brigand to the east for a well-deserved Iron
Sword and Sain can help by either killing the mercenary that Lyn may not
have killed or attacking the archer nearby, killing him.

Both the mercenary and another archer attack Erk. Send Sain to help by getting
him to attack the mercenary. Finish the mercenary with Florina, preferably.
Heal Erk with Serra and finish the archer at close-range. Send all the others
nearby to swoop the boss. Send Kent to follow Sain.

Get Sain to attack Bug. If he is not weakened enough for Erk to one hit kill
him (needs ~8HP) then rescue with Kent. Erk can attack the boss. All the others
can follow. Erk MAY/MAY NOT kill the boss. Florina is a viable gamble to
further weaken the boss.

IF NOT: Finish the boss with Erk next turn.

-------------------------------------------------------------------------------
Chapter Six: Blood of Pride ---------------------------------------------------
-------------------------------------------------------------------------------
Objective: Trigger 3 switches.

New characters: Rath (automatic), Matthew (Lyn visit the northern village)

Enemies:
1 Archer L1 w/Iron Bow
2 Mercenary L1 w/Iron Sword
3 Soldier L1 w/Iron Lance (One with Door Key DROPPED)

Reinforcements: --

Boss Data:
Bool ("Bah. Lyndis and her cadre. When did you arrive? No matter. I shall
deal with you.")
Knight L5 w/Steel Lance
HP 26
STR 8
SKL 4
SPD 2
DEF 10
RES 0
LUC 1
MOV 4
CON 13

Items: Angelic Robe (open chest with Matthew), Armorslayer (open the north
west chest with Matthew), Door Key (visit the village to the south and just
south west of the building), Door Key (kill the soldier guarding the door
in the building's far north east)

Strategy: (Turn Count: 4)
Lyn automatically visits the village north. Matthew opens the building door
to the east. Rath hits the first switch. Wil should snipe at the archer
south from the western diagonal. Erk can snipe from the forest at the opposing
diagonal, killing the mercenary. Send Dorcas and Serra near where Matthew and
Rath are. Florina should visit the south eastern village for a Door Key and
fly down one square. Send Sain up and into the building as far as possible.
Send Kent to attack the mercenary near Florina.

Matthew will open the chest to reveal an Angelic Robe. Send Lyn near the
building. Send Rath near the chest. Send Sain to attack the soldier to the
eastern end of the building, dropping a door key. Send Serra to talk to 
Matthew. Kill the mercenary that Florina baited with either Erk or Wil. The 
other unused unit should go to meet with the others. Send Florina west. Kent 
should kill the soldier to the east guarding another entrance.

Sain should open the door nearby and head back to the congregation around the
chest. Lyn should move closer. Move Matthew to near the chest as far as 
possible and the others (including Erk, Wil and Dorcas) should move towards 
the central congregation. Florina can open the door the soldier Kent killed 
was guarding and move away. Kent can finish the soldier there.

Matthew can open the final chest and get the Armorslayer. Kent should hit the
second switch, revealing the boss and one archer as well as the last switch
right above where the main army is gathered. Send Lyn to kill the archer. Use
Dorcas to weaken the boss and finish him with Erk (who will double him). Hit
the last switch with Rath. The passage is revealed and the chapter ends.

-------------------------------------------------------------------------------
Chapter Seven: Siblings Abroad ------------------------------------------------
-------------------------------------------------------------------------------
*** Finish the chapter in under 15 turns to access a sidequest***

Objective: Defeat Heintz

New characters: Lucius (automatic), Nils (automatic)

Enemies:
2 Archer L1 w/Iron Bow
1 Brigand L2 w/Iron Axe Iron Lance DROPPED
1 Mage L1 w/Fire
1 Mercenary L1 w/Iron Sword
2 Shaman L1 w/Flux

Reinforcements: --

Boss Data:
Heintz ("Who are you supposed to be? Playing the heroes in some foolish
knightly romance? You may think you're helping the children, but you're only
rushing to your doom!")
Shaman L5 w/Flux
HP 22
MAG 3
SKL 5
SPD 7
DEF 3
RES 5
LUC 3
MOV 5
CON 9

Items: Iron Lance - kill the brigand closest to the Legion, Pure Water - visit
the village to the north east

Strategy: (Turn Count: 5)
You need to select units. I choose to bench Rath and Kent, both are far too
overlevelled. The tutorial makes Lucius attack the shaman nearby. Nils plays to
him (NOT her). Finish the shaman with Dorcas. Erk should attack the brigand
and Sain can finish him. With Florina, pick up Lucius and move south through
the mountains and stay at the edge of the mountains in range of the shaman.
Send everyone else east, keep Matthew and Lyn near the front.

The shaman attacks Florina. Some enemies are becoming attracted to her, but
not for long. Dump Lucius near the shaman but out of Heintz's range. Move
Florina away. Send Sain to take care of the mercenary. Send everyone else
up, with Lyn in front yet again. Matthew can be either in front or behind Lyn.

The enemies have gone to take care of the main group. The shaman will target
Lucius. Finish him with Florina and Lucius if necessary. Send Sain to the
village to get Pure Water, rather useless but good for funds. Matthew can hit
the brigand. Snipe him if needed with Erk and/or Wil. The others can come
behind. Take advantage of Nils to move Lyn or some of the others up to help.

The choice is yours now whether to end the chapter sooner or later. I 
recommmend waiting as you will still be able to S rank the chapter. To end the 
chapter quickly, sit Florina next to the boss and make Lucius hit Heintz with 
Lightning. To the north east, send Sain south to fend off the enemies from 
behind. With the combination of Wil, Erk, Matthew and Lyn in front start moving
south across the mountains. Heal with the Serra and Nils combination as needed.

The chapter will end after Lucius kills Heintz, but before that; Sain can 
attack the mage nearby. Snipe the mercenary that attacked Lyn with Erk or Wil.
Send Matthew quickly south. If you want a special conversation, wait around 
until Matthew reaches the house for a conversation with Hector and send Sain
to kill the remaining shaman. Other than that, end the chapter.

-------------------------------------------------------------------------------
Chapter Seven Gaiden: The Black Shadow ----------------------------------------
-------------------------------------------------------------------------------
*** Finish Chapter Seven in less than 15 turns ***

Objective: Defeat all enemies

New characters: --

Enemies:
Archer L1 w/Iron Bow, Vulnerary
2 Brigand L2 w/Iron Axe
1 Cavalier L1 w/Iron Sword, Iron Lance, Vulnerary
1 Mage L1 w/Thunder, Door Key
2 Mercenary L2 w/Iron Sword, one with vulnerary
2 Soldier L1 w/Iron Lance, vulnerary DROPPED
1 Soldier L2 w/Iron Lance
1 Thief L1 w/Iron Sword, Lockpick

Reinforcements:
Turn 3 - Middle room Soldier L1 w/Iron Lance
Turn 4 - Next to Beyard, Mage L1 w/Fire
Turn 4 - Next to Beyard, Shaman L1 w/Flux

Boss Data:
Beyard ("I musn't fail... I cannot fail. The consequences are too--")
Mercenary L7 w/Steel Sword
HP 24
STR 6
SKL 8
SPD 7
DEF 5
RES 1
LUC 4
MOV 5
CON 10

Items:
Steal - vulnerary (archer), vulnerary (cavalier), door key (mage),
vulnerary (mercenary), lockpick (thief)
Kill - soldier guarding the door to the western chest room (vulnerary)
Loot - the western chest for a hammer

Strategy: (Turn Count: 6)
It is highly recommended to complete this chapter, it is easy and helps in a
lot of ranking aspects. Keep Lucius and Nils, continue to bench Rath and Kent.
For ease of use, change formation so that:
- Sain, Matthew, Serra and Nils are in the west.
- The others are spread out. Make Florina east.
Make sure Sain's items are reasonably free to not get overclogged. Rather 
simple strategy. Send Sain to kill the soldier. Get Nils to play to Sain. Move 
Matthew to start breaking the wall. Serra should standby to heal Nils if he 
gets hit by the brigand nearby. Move Florina to the eastern hall. Move Wil to 
snipe the mage. Don't worry about him taking a beating. Move Dorcas and Lyn in 
the middle hall towards the brigand.

Nils might get hit. Heal as needed. Make Matthew finish breaking the wall. Sain
can double the archer to death. Play with Nils to Matthew and let him loot the
chest for a Hammer. Kill the brigand with a combination of Dorcas and Lyn if
needed. Make Florina wait for the cavalier rushing towards her. Wil will be 
done with the mage. Move Erk and Lucius nearby. The idea is to get all those 
guys to level 5, because you are guaranteed 5 stars in EXP then (to boost 
your rank).

The thief opens up the door north. Steal the lockpick from him with Matthew.
Sain can stick around behind. Start picking off the new soldier with Lucius.
Wil, Lucius and Erk should be around level 5 by now. Florina will start getting
assaulted by the cavalier. Use a burst of her last vulnerary and hit the
cavalier with Erk. Lyn should head the middle path, Dorcas just behind. Send
Serra a little way then play with Nils. Finally, move Serra east near the
injured Wil.

The thief escapes and two magic users appear near Beyard. The soldier will be
killed by Matthew. If not, finish him off now. Send Sain to take out the
shaman with a double lance stab. Back to the middle path, send Dorcas to Hand
Axe the advancing brigand. Finish off with Lyn. Florina can stay put while
Erk moves up. Send Lucius up near Dorcas. Serra can heal Wil and Wil can stay
near Lucius.

The mage aims for Sain from where he is. Double attack the mage with Sain, who
is now wounded but not in danger of dying. Send Matthew near Sain. Send Lyn
to confront the two mercenaries left behind. Approach behind her with the
others (ie. Lucius, Erk, Wil and Dorcas). Time to get much needed EXP soon. 
Make Florina trail as well. Nils and Serra can come up to the main group to 
heal if needed.

Ouch! Sain takes a major hit from Beyard. Beyard will die when Sain attacks, 
but don't kill him yet... The mercenaries have badly damaged Lyn, but Lyn has 
in turn nearly killed both of them. Hit one of them with the mages if they are
not level 5 yet (probably Erk). Try to kill the other one with Dorcas. If not,
kill him with Wil and then Florina. Finish the boss with Sain. Matthew is a
risky gambit to attack Beyard. Don't worry, there's time to level him up later.

-------------------------------------------------------------------------------
Chapter Eight: Vortex of Strategy ---------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: --

Enemies:
1 Archer L1 w/Iron Bow
1 Archer L2 w/Iron Bow
1 Brigand L1 w/Swordreaver
1 Brigand L2 w/Iron Axe
2 Cavalier L1 w/Iron Sword, Iron Lance
1 Mage L1 w/Fire
1 Mercenary L1 w/Iron Sword
1 Mercenary L1 w/Lancereaver
1 Shaman L1 w/Flux
1 Soldier L1 w/Axereaver
2 Soldier L2 w/Iron Lance

Reinforcements:
Turns 3-5
+2 Soldier L2 w/Iron Lance

Boss Data:
Yogi ("What are you curs waiting for? They're nothing but fleas!")
Knight L6 w/Axereaver
HP 25
STR 9
SKL 7
SPD 3
DEF 11
RES 1
LUC 2
MOV 4
CON 12

Items: Lancereaver from village in north east

Strategy: (Turn Count: 8)
Matthew cannot be used. Once again, bench Rath. Kent can be taken again. In
formation, Florina should be at the front. I realise the ballista is a danger,
but you'll thank me later. Send Lucius to the east, but in Nils' playing range.
Play with Nils and move Lucius towards the two magic units near the village.
Move Florina in the direction of the ballista. Everyone else should move up,
Sain and Kent spearheading the attack past the cliff towards the main path
where most of the enemies are.

The ballista will target Nils. The mage might aim for Florina. Take out the
mage with Lucius. Play with Nils and take out the shaman. Send Florina to
attack the ballista with an Iron Lance. She will be able to take it out in 2
turns. If Nils is hit, make Serra heal him or just keep Serra behind. Make Sain
attack the mercenary and Kent to stay nearby to blockade the enemies attacking
Wil or Lyn. The others can stay behind the group.

The ballista aims again at Nils. Heal with Serra as necessary. Move Nils 
towards the village. Lucius can get the Lancereaver from the village. The 
archer down that looked like retaking the ballista is going for Lucius around 
the mountains. Enemies are attacking Sain and Kent. Sain will have taken out 
the mercenary. With a group effort, especially with the likes of Sain, Kent and
Dorcas as well as Erk take out the two cavaliers. The soldier is easy picking
for Lyn or Wil. Move the main group towards the other side of the ballista as 
possible. Florina will have been attacked by a soldier but she will kill him. 
Move her towards Serra to get healed next turn.

The archer is advancing towards Lucius as is another brigand. Send Lucius south
and play with Nils. Lucius should attack the archer at close range to take
him out. The brigand remains out of range. Make Dorcas spearhead the party.
Sain and Kent can advance, but keep them away because they are both highly
levelled. Send Lyn and the others who are NOT already level 5 forwards. By
this stage, Erk should be level 5 and possibly Wil. Heal Florina with Serra and
Florina can just move to meet the main party.

The brigand nears Lucius. Send Lucius to attack the brigand. If Lucius misses
once, play with Nils and take him out. Soldiers from the south are coming up;
Dorcas needs some EXP so feed him the soldiers. He'll reach level 5 very
quickly. Keep the others behind Dorcas out of the soldier's range except
for Wil and Lyn. Florina and Serra can move nearby and Sain and Kent should be
moving past Dorcas but out of the range of the soldiers.

Finish the remaining soldiers with a combination of Dorcas and the others.
Keep them all out of the range of the three units with reaver weapons except
Sain, who should equip a sword but stay out of the brigand's range. Dorcas
should have hit level 5 now, so he is not going to be used much. Keep Lyn
near Sain but out of the three reaver units' range. Lucius, Nils, Florina
and Serra should be nearing the main party. Send Wil near the ballista.

Sain will kill or weaken the first two units that have attacked him. Kill them
both with the other units who need EXP. Send Wil to the ballista. Start sniping
the brigand, Wil should be just about level 5 now. Sain should move to kill the
brigand with a LANCE. Move Lyn near the boss. Everyone else's actions are
useless, just make them wait around or something. If Erk is not level 5, send
him near Lyn.

Take out the boss with Lyn or anyone else that isn't level 5. Snipe with Wil
for EXP.

-------------------------------------------------------------------------------
Chapter Nine: A Grim Reunion FOG OF WAR ---------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Wallace (automatic)

Enemies:
Mercenary L3 w/Iron Sword
Myrmidon L2 w/Iron Sword
2 Soldier L3 w/Iron Lance

Reinforcements:
Turn 1 to 2
Archer L1 w/Iron Bow in the north eastern fortress
Turn 1 to 3
Brigand L2 w/Iron Axe in the fortress to the central south (mountains)
Brigand L1 w/Iron Axe in the fortress to the direct east (mountains)
Turn 1 to 4
Soldier L2 w/Iron Lance in the fortress to the direct north (mountains)
Turn 1 to 5
Brigand L1 w/Iron Axe in the fortress to the direct south (mountains)

Boss Data:
Eagler ("You speak with conviction. It is time to test the bounds of your
loyalty!")
Paladin L1 w/Javelin, Hand Axe
HP 30
STR 10
SKL 6
SPD 7
DEF 10
RES 5
LUC 2
MOV 8
CON 12

Items: Torch from the eastern village

Strategy: (Turn Count: 12)
First of all, ditch everyone who is level 5 and above. That means for most
cases, Lucius, Erk, Wil and Dorcas. You're left with a handful of characters.
Keep one cavalier, I recommend Sain. The party should consist of Serra, Nils,
Matthew, Lyn, Wallace, Florina and Sain/Kent. Rath will stay benched. Give
Rath the Angelic Robe (read: give NOT use) and the Hammer from Matthew so
he has his hands free. Sain should be relatively free, keep only an Iron Sword
and Lance that are not running out and a vulnerary. The others can stay the
same, pass the Lancereaver from Lucius to Lyn for later purposes. The formation
should be as follows; Sain north, the others in the middle with Wallace and
Matthew near the front. Wallace will promote into a General; a very strong
unit - but don't overuse him. The others still need EXP. Sain should visit
the village, get the Torch and head north with a Sword equipped. Florina
should sit on the fortress south (the reason is that no enemies can come when
a unit is on the place where they spawn). Move Matthew onto the bridge to view
the mercenary nearby. Play to Wallace with Nils. Heal Wallace with Serra. Send
Wallace as far forward as he can following Matthew with an Axe equipped. Lyn
should be behind Matthew.

Fog of war begins... Florina stays put. Send Sain further north. He'll be
heading east next. Move Matthew away from the mercenary who was slightly
injured. Take him out with Wallace (lance). Heal Matthew with Serra. Play to
Wallace with Nils and make Wallace move forward again. Lyn should go in the
forest nearby the fortress.

Brigands are attacking Sain. Finish the first one off. Cavaliers are rushing
Wallace and Wallace will have severely weakened them. Take them out with
any unit that needs EXP, preferably Matthew. Wallace should be advancing east
still and Lyn should be ready for the brigand that is advancing from the south.
Florina stays put.

A soldier attacked Sain, but died. Send Sain further east and heal him with
the vulnerary. He'll be ready for the next assault. Kill the brigand who
tried to kill Lyn with Lyn as payback. Move Matthew cautiously east to fend
with the next weakened cavalier Wallace has taken care of. Serra and Nils 
should be healing Lyn and Matthew as needed. Wallace should be attacking 
another cavalier or moving north towards where Sain is.

Move Sain behind the brigand that attacked him and kill that guy. Wallace 
should have baited some other units. Move Matthew with the combination of 
Nils/Serra to take out weakened units while moving east. Lyn should also be 
moving to the far east. Wallace should take out any other unit left.

Sain is getting assaulted. Take out the nearby archer with a sword. Wallace
can fend with the rest. Nils, Serra, Lyn and Matthew should be moving towards
the gate. Using Nils, Matthew should be pretty close now.

The enemies north are decimated. Let Wallace clean them up while Sain moves
towards the main group. Remember not to move Florina. Matthew should be
next to the gate, but on the left side, not too close yet. Lyn and Nils and
Serra should be just behind.

Move Sain ever closer. Florina stays. Wallace should move closer to the
gate as well. Matthew is attacked by a soldier. Finish him with an armorslayer,
heal with Serra and play with Nils to make him move down but not even one
square away from the gate, maybe two south. Lyn should be behind a little.

Sain should be reaching the main group. Wallace can keep plodding and Florina
stays put. Matthew is attacked by the other soldier. Take him out. The boss
is visible, that unit is a paladin; another promoted and strong unit like
Wallace. Move Lyn and play with Lyn. Move Lyn diagonally adjacent to Eagler.
Heal Matthew with Serra.

Eagler attacks Lyn with his javelin, if she is hit heal with Serra. Move 
Matthew north away where Sain is. Wallace should be close now. Florina stays 
put still. Move Lyn right beside Eagler and attack with the Lancereaver, 
dealing some damage.

Lyn will be hit badly by Eagler and his Hand Axe. Serra should stand next to
Lyn and heal. Nils can play to Serra so she moves away. Lyn should attack
Eagler with her Mani Katti, doing MAJOR damage.

The process repeats as Eagler wields his javelin one last time. It hits Lyn.
Stand on the other side of Lyn with Serra and heal (so that there is still
space for Nils next to Lyn). Take out Eagler with Lyn and her Lancereaver.
Play with Nils. Seize gate.

-------------------------------------------------------------------------------
Chapter Ten: The Distant Plains -----------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: --

Enemies:
3 Archer L3 w/Iron Bow
1 Brigand L2 w/Iron Axe
1 Knight L3 w/Iron Lance
1 Mage L1 w/Fire
2 Mercenary L2 w/Iron Sword
1 Shaman L3 w/Flux
1 Soldier L3 w/Iron Sword

Reinforcements:
Turn 6 to 10
+1 Cavalier L1 w/Iron Lance

Boss Data:
Lundgren ("That annoying little girl... Nothing but a savage from Sacae... The
Caelin throne... should be... mine...")
General L5 w/Silver Lance, Javelin
HP 35
STR 12
SKL 8
SPD 5
DEF 14
RES 7
LUC 6
MOV 5
CON 15

Items: Energy Ring from the village south

Strategy: (Turn Count: 13)
Bring the following units; Matthew, Dorcas, Sain, Wallace, Florina, Lyn, Serra
and Nils. The others are pretty much unnecessary. Keep Matthew in the front 
with Lyn. Anyway, start by rescuing Wallace with Florina and moving south as 
much as possible. The idea is to get Wallace to assault the base full frontal. 
Move all others forward. Assuming you have Sain and Matthew out in the front 
you can pick off the first unit you see.

The mage attacks probably Matthew while the other enemies are starting to
approach. Send Florina to drop Wallace across the mountains near the fortress,
so that she is still in the mountains; or she will die. Pick off the mage with
preferably Sain. Keep Matthew heading forward. The soldier and archer don't
pose too much of the threat. The others can keep moving, make sure to take full
advantage of Nils.

A mercenary will attack Florina, but she will survive. The rain starts. Start
killing units with Wallace. Move Florina far away, towards Serra. Matthew is
severely injured by the double assault. Use Nils to heal Matthew with Serra and
kill off the soldier. Everyone else should push up including Lyn and Sain up
the front.

Wallace will be demolishing anything that comes his way. Conserve his axe for
later. Keep picking off the cavaliers and reinforcements. Florina should
continue towards Serra. The archer near Matthew is approaching. Pick him off
using Matthew and Nils if necessary. Sain, Lyn and company should continue down
towards the bridge.

The rain finally stops. Wallace can now move around; move him down at the same
time killing units. The aim is to get Wallace to Lundgren. Florina will have
reached Serra. Heal her and let her take Lyn and start moving back towards the
mountains for cover, so Lyn can approach Lundgren's castle safely. Sain can
start taking care of the two units near the bridge. Dorcas can help; use Nils
as needed.

Wallace should continue his assault, but make the priority getting to Lundgren.
Florina should be in the mountains with Lyn. Sain should be moving to protect
the bridge from the oncoming assault, badly hampered by Wallace. Dorcas and
Matthew should got down the other side of the village, where a shaman is
waiting. Nils and Serra should be following Sain.

Wallace should be getting close to the knight near Lundgren. Florina should
move out of the enemies' range, but closer to the castle. Sain should equip a
sword and take out the incoming bandit. More reinforcements are flooding in
towards him and Wallace. Serra and Nils should be prepared to heal him. The
shaman will target Matthew and probably hit. Take him out with Dorcas and
Matthew double-teaming him.

Wallace can take out the knight and any incoming units with his Axe. Florina
should be coming closer to the castle, make sure she is not in range of the
cavaliers. Sain will have taken care of the next cavalier on his path, play
with Nils so he can attack the next unit. Move Matthew towards the village.
Dorcas can stay put; his uses are done for the duration of this chapter.

The rain starts up. Move Wallace towards Lundgren. Florina should be moving
further towards the castle. Sain in combination with Nils can kill the next
unit. There shouldn't be more than one or two units left now. Serra can go
behind Nils. Send Matthew to the village for an Energy Ring. Matthew's uses are
over for this chapter.

Lundgren attacks Wallace for SOME damage, but not much. Send Wallace right up
to Lundgren and attack. Lundgren will be getting hurt more than Wallace. 
Florina should be nearby by now, drop Lyn. Move Sain to kill the last units. 
Nils and Serra should be close at hand.

The Lundgren-Wallace battle continues. Wallace might be hurt reasonably, use
a vulnerary. Lyn should move within two spaces of Wallace, but not in 
Lundgren's range. Sain can finish off the last enemies. Nils and Serra should 
be moving towards the castle.

Lundgren should be starting to die now. Wallace is dealing around 7 damage a
turn, in exchange for 5 damage and sometimes missing. But, Lundgren has the
throne. Lundgren's almost gone, so attack him again. The others can stay put
except for Nils and Serra, who should be still coming towards the castle.

Lundgren will die when Wallace has attacked. Move Lyn to the castle and seize.
NOTE: There is a gaiden chapter in Hector Mode that requires Nils to be 
level 7. This will take a while and will rob the player of an S rank. The 
choice is yours whether you want that chapter or not. If this is your first 
time, ignore this because you will progress to Eliwood Mode.

Assuming you followed the guide, you just received your first S rank!
Congratulations, though if this is your first playthrough you won't be able to
see your rank yet (view your tactician rank in Battle History in Extras). The
option opens for the player to continue playing. On to Eliwood Mode... Skip the
next section if this is your first time.

===============================================================================
~-~-~ 5) LYN HARD MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0500]
===============================================================================
This is just Lyn Normal Mode without the damn tutorial, which makes this mode
only marginally harder. Since the differences are so minimal, I'll just provide
the difference strategies instead of going over each chapter again. Refer to
Lyn Normal Mode if you are looking for strategies to S rank.

*** The same does NOT apply for Eliwood and Hector Hard Mode. There are HUGE
differences between the Normal Modes and their Hard Mode counterparts (eg.
different strategies and more thinking).

-------------------------------------------------------------------------------
Prologue: A Girl From the Plains ----------------------------------------------
-------------------------------------------------------------------------------
Surprisingly, this chapter takes more turns now that you have no tutorial. Move
towards the brigand. * You'll need to change your options all over again.

The brigand attacks you, Lyn might get hit. Move towards the boss and use a
vulnerary.

Move right next to Batta, but don't attack. You might get killed.

Batta attacks. If you are hit, that's OK because you don't risk dying now. Kill
him.

Seize throne.

-------------------------------------------------------------------------------
Chapter One: Footsteps of Fate ------------------------------------------------
-------------------------------------------------------------------------------
Sain doesn't get a sword. Choose a cavalier and along with Lyn finish the
chapter. It'll be slightly slower, but one cavalier will gain a lot more EXP.
What I normally do is when Lyn gets her Mani Katti, give the cavalier with
no sword Lyn's Iron Sword so he can attack as well.

-------------------------------------------------------------------------------
Chapter Two: Sword of Spirits -------------------------------------------------
-------------------------------------------------------------------------------
You don't need to visit the houses, so this chapter will be faster.

-------------------------------------------------------------------------------
Chapter Three: Band of Mercenaries --------------------------------------------
-------------------------------------------------------------------------------
Do the exact same thing you did in Lyn Normal. You won't be forced to
recruit Wil, but he comes out after some turns at any rate. Remember to give
Lyn's Iron Sword to the cavalier with no sword.

-------------------------------------------------------------------------------
Chapter Four: In Occupation's Shadow ------------------------------------------
-------------------------------------------------------------------------------
Dorcas is slightly harder to recruit because he might hit Lyn. Talk with Lyn
and make sure Dorcas gets that Iron Axe sooner or later (because he is not
guaranteed that critical).

-------------------------------------------------------------------------------
Chapter Five: Beyond the Borders ----------------------------------------------
-------------------------------------------------------------------------------
Do the same thing as in Lyn Normal. The difference is that the first unit
Erk attacks won't necessarily die as easily because Erk may not have double
attacked him as he did in Lyn Normal, so adjust a little and give a little
more attention to that first archer.

-------------------------------------------------------------------------------
Chapter Six: Blood of Pride ---------------------------------------------------
-------------------------------------------------------------------------------
Do the same thing as in Lyn Normal, because it is sensible. You're wasting
your time otherwise.

-------------------------------------------------------------------------------
Chapter Seven: Siblings Abroad ------------------------------------------------
-------------------------------------------------------------------------------
The same thing as in Lyn Normal. Pretty much nothing has changed.

-------------------------------------------------------------------------------
Chapter Seven Gaiden: The Black Shadow ----------------------------------------
-------------------------------------------------------------------------------
Again, repeat the process of Lyn Normal.

-------------------------------------------------------------------------------
Chapter Eight: Vortex of Strategy ---------------------------------------------
-------------------------------------------------------------------------------
Repetition again...

-------------------------------------------------------------------------------
Chapter Nine: A Grim Reunion FOG OF WAR ---------------------------------------
-------------------------------------------------------------------------------
You won't be forced to promote Wallace. Some people choose to train Wallace to
level 20 and promote him properly, but for general S ranking purposes, just
promote him as per usual. It saves the effort of beating Lundgren.

-------------------------------------------------------------------------------
Chapter Ten: The Distant Plains -----------------------------------------------
-------------------------------------------------------------------------------
Nothing has changed.

Generally, everything becomes a lot easier for the player. Familiarise yourself
with Lyn Mode, you'll be coming back to it sometimes. After one complete
playthrough (through Lyn and Eliwood Mode) you can choose which mode to start
off with and Lyn Mode is completely optional. If you want, you can skip it
because it has little effect on the story. The only time you might want to
come back is in Hector Hard Mode, a long way away. After the first complete
playthrough, a player can also see their tactician rankings in Extras > Battle
History.

===============================================================================
~-~-~ 6) ELIWOOD NORMAL MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0600]
===============================================================================
The story continues, if the player wanted to continue playing. After the story
a lot of things change. Anyway, the player should know that the true story
and game start here and Lyn Mode is a cakewalk compared to the horrors in
Eliwood and Hector Mode ;p (well, not really - not just yet). Eliwood Mode
marks the beginning of a lot of things and if you think this mode is hard you
are in strife! Having said that, S ranking this mode isn't all that easy.

AT THIS STAGE of the walkthrough, strategies start becoming a little more
general. It will be more difficult for me to state a turn by turn guide, but
I'll help by giving a general strategy that works. The key to success is to
understand both the fundamentals of the game and the advanced mechanics, as
well as a thorough knowledge of each chapter. These strategies are designed
to S rank, remember that much.

-------------------------------------------------------------------------------
Chapter Eleven: Taking Leave --------------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Eliwood, Marcus, Lowen, Rebecca (automatic), Dorcas, Bartre
(automatic Turn 2 from north east village)

Enemies:
1 Archer L1 w/Iron Bow
1 Archer L2 w/Iron Bow
4 Brigand L1 w/Iron Axe
2 Brigand L2 w/Iron Axe
1 Brigand L3 w/Iron Axe

Reinforcements: --

Boss Data:
Groznyi ("What is this, a pack of children coming to play?")
Brigand L 5 w/Iron Axe
HP 25 STR 7 SKL 4 SPD 4 DEF 4 RES 2 LUC 1 MOV 5 CON 12

Items: Visit the north east village for a Dragonshield.

Strategy:
Move up, across and down. The chapter is very linear, the village is easy
pickings. Use Marcus and Lowen to take out the main forces quickly. Feed
Eliwood and Rebecca EXP when the opportunity arises (Lowen will weaken most
enemies but not completely kill them). Use Bartre's Hand Axe and just let
Dorcas sit it out. Lowen should be making use of his Iron Lance, Eliwood
should be using Marcus's Steel Sword and Marcus can smash the enemies with his
Steel Lance. Weaken the boss with Bartre and Rebecca and finish him off with
Lowen or Marcus if needbe. Eliwood should seize ASAP.

-------------------------------------------------------------------------------
Chapter Twelve: Birds of A Feather --------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Hector, Oswin (automatic Turn 3 from north east)

Enemies:
2 Archer L2 w/Iron Bow
2 Brigand L1 w/Iron Axe
1 Brigand L3 w/Iron Axe
1 Fighter L1 w/Iron Axe
1 Fighter L2 w/Iron Axe
2 Mercenary L1 w/Iron Sword
1 Mercenary L2 w/Iron Sword
2 Soldier L1 w/Iron Lance
2 Soldier L2 w/Iron Lance

Reinforcements: --

Boss Data:
Zagan ("Bah! He puts up a good fight for a pampered noble pup.")
Fighter L 9 w/Steel Axe
HP 32 STR 11 SKL 4 SPD 6 DEF 6 RES 5 LUC 2 MOV 5 CON 14

Items: Secret Book (visit the village)

Strategy:
Marcus should head to the village and for the rest of the battle, just wait
around, rescuing as necessary. Eliwood should sit on the fortress, fending
off incoming thugs. Rebecca can back him up. Lowen should lead the charge
north with Bartre and Dorcas as they carve a way for Hector and Oswin. Hector
should stay out of battle until he gets the Iron Axe from Dorcas. Dorcas can
trade his Steel Axe to Bartre and sit out the rest of the battle. Move the
two parties together as Zagan is approaching Eliwood. Eliwood and Rebecca will
not have much trouble, but keep Marcus nearby to whisk Rebecca if she gets hit.
When Zagan is closeby, let everyone except Eliwood on the fort stay back.
Zagan will start getting hit. Lowen can help attack him too. If Lowen gets hit,
rescue with either Marcus or Oswin, because Zagan can't do jack to him. In the
end, team on Zagan and he'll go down in 2 turns, hopefully granting Hector some
EXP, but don't use Hector for anything other than to kill Zagan when he is 
weak.

-------------------------------------------------------------------------------
Chapter Thirteen: In Search of Truth ------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Guy appears as an enemy, recruit with Matthew; Matthew and 
Serra join automatically at the start of chapter

Enemies:
2 Archer L2 w/Iron Bow
1 Archer L3 w/Iron Bow, Vulnerary
1 Archer L4 w/Steel Bow
1 Brigand L1 w/Iron Axe
1 Mercenary L2 w/Iron Sword
4 Soldier L2 w/Iron Lance, one with Vulnerary DROPPED

Reinforcements:
Turn 2 & 3 fortress near the bridge: + Brigand L2 w/Hand Axe
Turn 4 & 5 fortresses south: + Archer L2 w/Iron Bow + Soldier L2 w/Iron Lance
Turn 8 fortresses near the castle: + Soldier L6 w/Iron Lance

Boss Data:
Boies ("You'll find that I'm a bit tougher than those fools you faced before!")
Knight L13 w/Steel Lance
HP 27 STR 12 SKL 8 SPD 4 DEF 13 RES 7 LUC 1 MOV 4 CON 13

Items: Torch (upper village), Mine (lower village), Vulnerary (steal),
Vulnerary (drop)

Strategy: Start by moving Lowen down to attack the brigand and Hector, Oswin
and Matthew nearby. Send Bartre left to hit the snag. Marcus can wait around.
Watch out for the strong archer with a Steel Bow. Make your way south and west.
Send Lowen in the lead with Hector and Matthew nearby. Stay out of Guy's
range but try to dispatch of enemies. The aim is to get Matthew in the fortress
south that is to the right, so that he is just out of Guy's range but he can
recruit Guy. Matthew must also be relatively safe, so it may take a few turns.
Meanwhile, Bartre should visit the north village for a Torch. After Guy has
been recruited, Move your party in on the boss. Hector with a Wolf Beil will
take him out in 2 turns. Serra should be at hand to heal. Make sure you
purchase an Iron Sword so Guy does not need to waste his Killing Edge.

-------------------------------------------------------------------------------
Chapter Thirteen Gaiden: The Peddler Merlinus FOG OF WAR ----------------------
-------------------------------------------------------------------------------
***You must have visited the north village in order to get this side quest***

Objective: Protect Merlinus for 7 turns

New characters: --

Enemies:
Archer L2 w/Iron Bow
3 Brigand L3 w/Steel Axe
Brigand L3 w/Steel Axe, Vulnerary
5 Brigand L3 w/Iron Axe
Mercenary L3 w/Iron Sword
Myrmidon L1 w/Iron Sword, Vulnerary
Nomad L2 w/Iron Bow

Reinforcements:
Turn 3: + Brigand L3 w/Iron Axe + Nomad L2 w/Iron Bow
Turn 5: + Myrmidon L3 w/Iron Sword + Nomad L2 w/Iron Bow

Boss Data:
Puzon ("Unbelievable... I was helpless to stop them...")
Mercenary L10 w/Steel Sword, Vulnerary
HP 26 STR 10 SKL 8 SPD 9 DEF 6 RES 6 LUC 5 MOV 5 CON 11

Items: 5000G (visit the village), Vulnerary (steal), Vulnerary (steal),
Vulnerary (steal)

Strategy:
Matthew and Guy can handle the brigands to the far south east. Send Oswin west,
he will eventually face the boss. Lowen should go the right path up north
backed up by Rebecca and Eliwood can handle the enemy on the left path
backed up by Bartre. Hector should block the central west path when the snag
breaks and Serra can just hang around. Marcus should rescue Merlinus and
head south and Dorcas should do the same. Over the next few turns, clear out
the enemies in those three main areas. Lowen should reach the village in
the 6th or last turn. Hector, Eliwood and the others can handle the units that
come in. Oswin will easily take out Puzon and the brigands.

-------------------------------------------------------------------------------
Chapter Fourteen: False Friends -----------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Erk (ally - recruit with Serra or Priscilla), Priscilla
(visit the southern village)

Enemies:
2 Archer L3 w/Iron Bow, one has a vulnerary
Cavalier L1 w/Javelin, Vulnerary
2 Cavalier L1 w/Iron Lance
4 Cavalier L2 w/Iron Lance
2 Cavalier L3 w/Iron Sword
4 Cavalier L3 w/Iron Lance
Cavalier L3 w/Iron Lance
Knight L2 w/Iron Lance
Myrmidon L3 w/Steel Sword
3 Soldier L3 w/Iron Lance

Reinforcements:
Turn 2 & 3 southern fortress across the river: + Pirate L3 w/Iron Axe
Turn 3 & 4 north western mountains: + Brigand L3 w/Iron Axe
Turn 6 southern fortresses near the village: +2 Pirate L3 w/Iron Axe

Boss Data:
Erik ("Unhand me! I am no one's prisoner! Gwaaa!")
Cavalier L14 w/Silver Lance DROPPED
HP 28 STR 8 SKL 9 SPD 8 DEF 8 RES 9 LUC 6 MOV 7 CON 10

Items: Iron Blade (visit the northern village), Vulnerary (steal), Vulnerary
(steal), Silver Lance (kill Erik)

Strategy: Take out the units nearby with the axemen. Oswin should move along
slowly. Marcus must be in the frontline with an axe preferably, charging to
the village south. Lowen can pick off the unit north near the northern village.
Serra should be nearby. The others can stay put, except Matthew and Guy who
should start moving south towards the axemen that will be reinforcements in
the next few turns. Next turn, recruit Erk and Lowen should visit the village.
Hector should start backing up Oswin as he makes his way west. After that,
over the next few turns Marcus shall reach Priscilla. Erk should move to help
out the main group, Lowen should give his Iron Sword to Matthew and Matthew
should give his less-used Iron Sword to Eliwood. Guy should be starting to
take care of the axemen that come around. The rain starts on Turn 5, Marcus
should have just reached the village by then. Priscilla should move back to
help the main forces. As the rain stops on Turn 7, Oswin and Hector are
ready to confront Erik. Send Oswin forward just in Erik's range. The others
should be closeby. Next turn, Finish Erik with Hector and Oswin and as the
assault of units comes in, take care of them. Guy and Matthew are more than
capable of handling the axemen streaming from the south.

NOTE: You first get the Battle Preparations Screen where you can see your
rankings in this chapter. You should have (if you are aiming for an S rank)
5 stars in everything except tactics which should have 4 stars assuming you
are following the guide roughly.

-------------------------------------------------------------------------------
Chapter Fifteen: Noble Lady of Caelin -----------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Lyn, Florina, Sain, Kent, Wil (join automatically at the start)

Enemies:
Archer L5 w/Iron Bow
Archer L6 w/Iron Bow
Cavalier L3 w/Iron Lance
2 Cavalier L3 w/Iron Sword
Cavalier L4 w/Javelin
Cavalier L5 w/Iron Lance, Vulnerary
Mage L8 w/Fire
Mage L9 w/Thunder DROPPED
Mercenary L2 w/Iron Sword
Mercenary L3 w/Iron Sword
Mercenary L4 w/Iron Sword
Mercenary L5 w/Iron Sword, Horseslayer DROPPED
2 Mercenary L5 w/Steel Sword, one with Vulnerary
Myrmidon L2 w/Iron Sword
Myrmidon L5 w/Iron Sword
Thief L3 w/Iron Sword, Lockpick

Reinforcements:
Turn 3 & 4 from north mountains near Merlinus: + Brigand L3 w/Iron Axe
Turn 5 from fortresses near castle: + Mercenary L4 w/Iron Sword, + Cavalier L4
w/Iron Lance
Turn 6 from fortresses near castle: + Mercenary L4 w/Iron Sword
Turn 6 from south east corner: + Brigand L4 w/Iron Axe
Turn 10-12 from north west corner: + Cavalier L4 w/Iron Lance, + Cavalier L3
w/Iron Lance

Boss Data:
Bauker ("Prepare to fall before your master!")
Knight L18 w/Javelin
HP 31 STR 13 SKL 10 SPD 4 DEF 11 RES 11 LUC 4 MOV 4 CON 14

Items: Vulnerary (steal), Thunder (kill mage), Horseslayer (kill mercenary),
Vulnerary (steal), Lockpick (steal), Red Gem (south west village), Heavy Spear
(southern village)

Strategy: Ditch Dorcas, Bartre and Marcus. Don't worry about raising your
ratings yet, just work out a way to maintain your rank. Move Florina towards
the village in the south west. With Lowen and Hector in the lead backed up
by the others start moving east and kill anyone in your way. Down in Lyn's
party, Sain and Kent can handle the majority of the units. Lyn and Wil should
proceed with caution. The two parties should meet near the centre. Hopefully,
lure the thief with Wil and keep him hitting Wil (for minimal damage) until
Matthew can snatch that Lockpick and then you can kill the pesky guy. Take care
in handling the mage and archer who are both quite strong. OHKO them with
Lowen, Sain or Hector. Florina should have moved Eliwood around the action
towards Bauker. Once the path is cleared, Hector should be taking care of
Bauker. Bauker will go down fast, and all this should happen before the
cavalier reinforcements have arrived. If they arrive, you know that you are
being too slow. Seize the gate with Eliwood.

-------------------------------------------------------------------------------
Chapter Sixteen: Whereabouts Unknown ------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize throne

New characters: Raven (appears as an enemy - talk with Priscilla quickly
before the ally soldiers attack him), Lucius (ally - will wait and do nothing
until Raven talks to him as a blue unit)

Enemies:
Archer L3 w/Iron Bow
Archer L4 w/Short Bow
Archer L5 w/Iron Bow
4 Archer L6 w/Iron Bow, one with Door Key, one with Vulnerary
2 Archer L7 w/Iron Bow
2 Archer L8 w/Steel Bow, one with Chest Key DROPPED, one with Door Key DROPPED
2 Archer L8 w/Iron Bow
Fighter L4 w/Hammer DROPPED
Knight L3 w/Iron Lance, Vulnerary
3 Knight L4 w/Iron Lance, one with Door Key
Knight L4 w/Javelin
Knight L5 w/Javelin
Knight L5 w/Iron Lance, Door Key DROPPED
Knight L5 w/Steel Lance
Shaman L2 w/Flux

Reinforcements:
Turns 7 to 9 from far south western corner: + Cavalier L5 all with Iron Lance
except for one who has an Iron Sword
Turns 8 to 11 from central room staircase: + Shaman L5 w/Flux

Boss Data:
Bernard ("This is a just reward... for Laus's brutality...")
General L1 w/Steel Lance
HP 29 STR 14 SKL 9 SPD 3 DEF 13 RES 10 LUC 2 CON 15

Items: Unlock Staff (southern chests, left), Hero Crest (southern chest, 
right), Knight Crest (northern chests, left), Silver Sword (northern chests, 
right), 2 Door Key (steal), 2 Vulnerary (steal), 2 Door Key (kill units), Chest
Key (kill archer), Hammer (kill fighter)

Strategy: Ditch the standard set of people, except this time replace Serra
with Priscilla. If you're having problems fitting in Lyn's party, ditch an
archer and take either of the cavalier duo as well as Lyn herself. Send Oswin
down to the south west in preparation for the reinforcements. He will be
Merlinus's guard. Everyone else should head up, take care of the knight with
Hector and the archers will fall with teamwork. Florina should be kept away
from the archers, Priscilla should be near the front but also away from the
archer's range. Matthew should be going as fast as possible to the left room
with a chest in it. The shaman will pose little threat. Make sure he has a
vulnerary in case he gets hit for taking on the archer. The others should move
up and across, take out the knights with axemen or a cavalier with a Steel
Lance. The archers prove pesky, but work through them slowly but steadily.
At this stage, Matthew should have taken the chests and should be moving 
towards the main group. Using Florina for quicker transport isn't a bad idea.
Moving up through the passage, send Priscilla to Raven. Raven will not attack
her. The green guards soon get released. You need to rescue at least one to 
access the next Gaiden chapter and there are different rewards depending on how
many you save. I recommend saving just the one soldier, because you get the 
best reward; a Mine. 2 soldiers results in a Light Rune and 3 results in a Red
Gem. At this stage, funds isn't a major issue, but rescuing all 3 soldiers
isn't such a bad idea. Hector, Erk and the cavalier should be tearing up
the remaining knights up north. Matthew and Florina should be just about
back from down south. Oswin will start taking on cavaliers from down south,
but they will not be dealing much if any damage at all. Raven should have
talked to Lucius, just wait around there. Shaman start flooding in the middle
area; take care of them with Florina for some EXP. Lucius is a good choice as
well. Take the northern two chests with either a Chest Key or Matthew and
quickly handle Bernard with Hector, who should have little problems with
him. Back him up with Priscilla as needed.

NOTE: Merlinus joins here if you did not go to Chapter Thirteen Gaiden. Also,
an easy way to ensure you get the reward you want from the green soldiers is
to rescue as many as you need (at least one) and let the others kill
themselves (which they inevitably will do anyway). Watch out, because sometimes
they manage to somehow kill Raven...

-------------------------------------------------------------------------------
Chapter Sixteen Gaiden: The Port of Badon -------------------------------------
-------------------------------------------------------------------------------
***Finish Chapter Sixteen and save at least one of the green Caelin soldiers***

Objective: Reach Fargus

New characters: Canas (visit the village next to the Inn)

Enemies:
Archer L8 w/Killer Bow
Mage L15 w/Elfire, Vulnerary
Pirate L4 w/Killer Axe
Pirate L4 w/Iron Axe
Pirate L4 w/Hand Axe
Pirate L5 w/Iron Axe
Pirate L10 w/Silver Axe, Vulnerary
2 Pirate L12 w/Silver Axe
Pirate L12 w/Killer Axe, Vulnerary
Pirate L13 w/Hammer
Shaman L14 w/Nosferatu
Dart L8 (DO NOT KILL)

Reinforcements:
Turn 2: + Cavalier L10 w/Steel Lance + Cavalier L10 w/Steel Sword
+ Troubadour L5 w/Heal + Damian

Boss Data:
Fargus
Berserker L18 w/Killer Axe
HP 58 STR 24 SKL 15 SPD 14 DEF 18 RES 17 LUC 15 MOV 6 CON 15 (DO NOT KILL)
Damian ("You're about to die. Scream if you must.")
Paladin L5 w/Killing Edge
HP 34 STR 12 SKL 7 SPD 5 DEF 14 RES 13 LUC 2 MOV 8 CON 11

Items: Short Bow (north village), Lancereaver (north west village), Devil Axe
(south east village), Sleep (west village), 3 Vulnerary (steal)

Strategy: Your rank should still be 5 stars in everything except 4 in tactics.
There are two ways of completing this chapter; the fast way and the much slower
but possibly more productive way. In both ways, make sure to visit the village
nearby to get Canas and the Inn for a tip. For the fast way, send an able
swordsmen (Raven, Lyn, Eliwood or even a cavalier) to carve a way for Florina.
Just fly around the enemies without Fargus being alerted to your presence.
Get Florina to perch on the north west village and you still won't be found.
If you are found, all enemies start to move around. Anyway, Florina can
talk to Fargus. DO NOT TRY AND ATTACK HIM! He will OHKO pretty much any unit
you have. This fast method will conserve your rank. The riskier method is
to send Oswin backed up by Priscilla forward creating a blockade. Fargus will
order everyone to attack. Damian and a whole hoarde of enemies will be ripped
apart by Oswin, but beware of the shaman. After the main enemies are gone, the
others may want to go to the arena for some time, but your rank will suffer.
The faster method ignores many of the treasures and EXP that can be found on
the map, but it is the best way to aim for the S rank. Whatever you do, do not
kill Dart! He will join you later.

-------------------------------------------------------------------------------
Chapter Seventeen: Pirate Ship ------------------------------------------------
-------------------------------------------------------------------------------
Objective: Survive for 11 turns or defeat Zoldam

New characters: --

Enemies:
Archer L4 w/Steel Bow, Red Gem DROPPED
Mercenary L5 w/Iron Sword, Pure Water DROPPED
Mercenary L5 w/Longsword DROPPED
Mercenary L6 w/Iron Sword, Vulnerary
Mercenary L6 w/Steel Sword
2 Mercenary L6 w/Iron Sword
2 Mercenary L8 w/Iron Sword
Shaman L4 w/Flux, Pure Water
Shaman L6 w/Nosferatu, Pure Water
Shaman L6 w/Flux, Guiding Ring DROPPED
5 Shaman L7 w/Flux, two have Vulneraries

Reinforcements:
Turn 2 north east: + Myrmidon L4 w/Armorslayer
Turn 2 eastern stairs: + Mercenary L4 w/Iron Sword
Turn 4 western stairs: + Shaman L5 w/Flux + Shaman L6 w/Flux
Turn 7 other ship: +2 Mercenary L5 w/Iron Sword + Myrmidon L5 w/Iron Sword
+ Shaman L6 w/Flux
Turn 8 south east: + Myrmidon L5 w/Iron Sword
Turn 8 south near sea: + Pegasus Knight L5 w/Slim Lance + Pegasus Knight L5
w/Steel Lance
Turn 8 southern stairs: + Mercenary L4 w/Iron Sword + Mercenary L5 w/Slim Sword
Turn 9 north east: + Myrmidon L4 w/Armorslayer
Turn 9 eastern stairs: + Mercenary L4 w/Iron Sword

Boss Data:
Zoldam ("You possess... this much... power...?")
Shaman L18 w/Luna, Speedwings
HP 28 MAG 12 SKL 11 SPD 10 DEF 7 RES 15 LUC 8 MOV 5 CON 7

Items: Red Gem (kill archer), Pure Water (kill mercenary), Longsword (kill
mercenary), Guiding Ring (kill shaman), 3 Vulnerary (steal), 
Pure Water (steal), Speedwings (steal off Zoldam)

Strategy: Again, there are two main strategies that can be employed. One
preserves your rank, the other grants more EXP and items and is safer. The
slower method is to merely wait around, tanking with units. Oswin, Lowen and
Hector are great choices for tanking on the right side. On the left,
pick off the mages with Lucius, Canas and Florina even. Eventually, make your
way down to Zoldam with Matthew and steal off him. Rescue with Florina and
run away, if Zoldam criticals you are dead. As reinforcements from the other
ship come in, you can level up some of your weaker units. Make sure your buy
a Heal for your healer, who will be running low and an Iron Axe or two for
Hector and Oswin. Oswin should be ready for promotion by now. Even on an S
rank mission, Oswin should be promoted so promote him if he is level 20. The
S rank route is much more difficult. Once again, tank with Oswin and Lowen.
With Canas, Hector and others take out the shamen, taking care to heal when
needed. Florina should rescue Matthew and move around over the sea and be
ready to drop when needed. Over the next few turns, make your way with Hector,
Lucius, Canas, Florina and Matthew down to Zoldam. Steal with Matthew and
rescue with Florina. This is where luck comes in; if Zoldam manages a critical
on one of your units, you are dead. Next turn, gang up on Zoldam. Wolf Beil
will severely weaken him, hit him with Lucius, Canas and even Matthew if he
is low enough on HP. Just remember, you're taking a risk by attacking him.
Once Zoldam is dead, the chapter ends.

-------------------------------------------------------------------------------
Chapter Eighteen: The Dread Isle FOG OF WAR -----------------------------------
-------------------------------------------------------------------------------
Objective: Defeat Uhai

New characters: Dart (joins at the start of chapter), Fiora (appears as an
ally on Turn 2 - recruit with Florina before she kills herself!)

Enemies:
Archer L6 w/Iron Bow
2 Cavalier L5 w/Iron Sword
2 Cavalier L5 w/Iron Lance, one with Mine
Cavalier L6 w/Iron Sword
Cavalier L6 w/Steel Sword, Light Rune
2 Cavalier L6 w/Iron Lance, Iron Sword (equipped different weapons)
Monk L5 w/Lightning
Myrmidon L12 w/Slim Sword
Nomad L6 w/Iron Bow
Nomad L6 w/Short Bow
Nomad L6 w/Steel Bow
Nomad L7 w/Iron Bow, Torch DROPPED
Nomad L8 w/Longbow DROPPED
Pirate L6 w/Iron Axe
Pirate L7 w/Steel Axe, Torch
Shaman L6 w/Nosferatu
Thief L5 w/Iron Sword, Torch Staff DROPPED

Reinforcements:
Turn 2 to 4 from north east corner and north west corner: +2 Pirate L6 w/Iron
Axe (one from each corner)

Boss Data:
Uhai ("But be of good cheer! In dying, you shall all be spared the calamity 
that is to come!")
Nomad Trooper L7 w/Short Bow, Longbow, Steel Sword
HP 33 STR 15 SKL 13 SPD 12 DEF 12 RES 13 LUC 4 MOV 8 CON 10

Items: Mine (steal), Light Rune (steal), Torch (steal), Longbow (kill nomad),
Torch Staff (kill thief)

Strategy: This chapter needs to be done within 15 turns to access the Gaiden
Chapter, but that isn't difficult to do. Keep a sword-user (preferably Lyn)
and a ranged attacker (Canas maybe?) to the right guarding the bridge. If
you feel bold, you can advance across the bridge and take out the enemies 
there. Keep Eliwood and another sword-user to guard the western side. Florina 
should be standing in the centre, ready if Fiora goes in any direction. The 
healer should be doing the same, near Florina on guard to heal. Guard the 
middle section where there is a path for two snags to enter with a formidable 
fighter, such as Raven, Guy or maybe even Dart. Send Hector, Oswin and your 
cavalier down guarding the fortresses but attacking and killing enemies. Over 
the next several turns, this party will move south and east towards where Uhai 
is. The others should stay put. Once the snag is broken in the centre and 
enemies there are cleared out the fighters there can go and aid Lyn and the 
ranged attacker go west and south to take care of enemies there. Eliwood should
stay put. Matthew can either stay with Eliwood, or go south and hopefully steal
something (like a Mine).  Uhai isn't hard to find, he's in the woods down
in the far south east. Enemies will provide no challenge at all. Uhai will
pick on Hector, so use him as bait. The cavalier (especially Sain) will be
able to deal plenty of damage to Uhai. Oswin can hit Uhai very hard as well.
Uhai will die in 2 turns maximum.

-------------------------------------------------------------------------------
Chapter Eighteen Gaiden: Imprisoner of Magic ----------------------------------
-------------------------------------------------------------------------------
***Finish Chapter Eighteen in 15 turns or less***

NOTE: Kishuna, as a Magic Seal, generates a barrier that spans a radius of 10
squares (IIRC) that completely nullifies all magic. DO NOT SEND MAGES INTO
THE BARRIER UNLESS YOU WANT THEM DEAD!!!

Objective: Seize gate

New characters: --

Enemies:
Knight L6 w/Javelin
5 Knight L6 w/Iron Lance
Knight L6 w/Steel Lance
Mage L5 w/Fire
4 Mage L6 w/Fire
2 Mage L6 w/Thunder
2 Mage L7 w/Thunder
2 Pegasus Knight L6 w/Iron Lance
3 Pegasus Knight L6 w/Slim Lance
Shaman L10 w/Flux

Reinforcements:
Turn 1 south west corner: + Brigand L6 w/Iron Axe
Turn 3 fortress next to the castle: +2 Knight L15 w/Silver Lance, Javelin
+2 Sniper L15 w/Silver Bow, Kishuna
Turn 8 fortresses near starting point: + Mage L6 w/Fire + Mage L6 w/Thunder

Boss Data:
Aion ("That good-for-nothing has shown his face?! Curse... I'd not foreseen
this!!")
Sage L4 w/Bolting, Thunder
HP 32 MAG 12 SKL 9 SPD 12 DEF 9 RES 16 LUC 9 MOV 6 AID 7
Kishuna
Magic Seal L1
HP 50 STR 0 SKL 0 SPD 24 DEF 13 RES 0 LUC 0 MOV 6 CON 7

Items: Goddess Icon (visit the ruins south of starting point)

Strategy: Oswin and the archer should stay behind to take care of the pegasus
knights that will approach. Send the pegasus knight straight to the ruins and
grab the Goddess Icon. Canas and other casters should move down west attracting
the mages. The others should move down east, so they won't be subject to many
attacks from the mages. Over the next few turns, demolish the mages with
the casters and the pegasus knight of your choice. The physical units lead by
Hector should advance west towards the knights and brigands. The casters can
even take care of some of the rogue knights who are advancing. Kishuna
will make sure Aion is useless for the rest of the battle. As the pegasus
knights approaching from the west attack Merlinus, take care of them with your
archer and Oswin if necessary. Move towards the west, taking care of mages
with units who need EXP. Hector can take out the knights and make his way 
north. Not many of your units can even hit Aion; your best bet is Lyn with her 
Mani Katti if she is appropriately levelled. Kishuna's guards stand still and 
give mountains of EXP, kill the knights with your cavalier and Hector. The 
sniperscan slowly be killed by any unit in dire need of some EXP. Aion will 
take some time to kill, so don't be surprised. Kishuna will disappear the turn 
after you try to attack him. You probably won't be able to hit him, it doesn't 
matter in Eliwood Mode anyway. Don't try to attack Kishuna before Aion dies! 
Kishuna leaves soon after Aion's death, but as soon as Aion dies, seize the 
gate with Eliwood.

-------------------------------------------------------------------------------
Chapter Nineteen: Dragon's Gate -----------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize throne

New characters: Legault (appears as an enemy - loots the chests and tries
to leave, quickly talk to him with the main lord or Lyn)

Enemies:
Archer L9 w/Longbow, Door Key DROPPED
Cavalier L7 w/Iron Sword
Cavalier L7 w/Steel Lance, Door Key DROPPED
Cavalier L7 w/Iron Lance
2 Cavalier L7 w/Iron Sword
Cavalier L7 w/Armorslayer DROPPED
Knight L7 w/Poison Lance, Antitoxin
Knight L7 w/Short Spear DROPPED
Knight L7 w/Iron Lance, Chest Key DROPPED
Knight L7 w/Axereaver
Knight L8 w/Steel Lance, Door Key
Knight L8 w/Iron Lance
Mage L7 w/Thunder
Myrmidon L9 w/Armorslayer
Nomad L7 w/Steel Bow
3 Nomad L7 w/Iron Bow
Shaman L7 w/Flux
Shaman L8 w/Luna
Sniper L2 w/Silver Bow, Door Key DROPPED
Troubadour L8 w/Mend

Reinforcements:
Turn 1 north west corner: Legault
Turn 4 south western room: Archer L7 w/Steel Bow
Turn 4 south west room north of starting point: Mage L7 w/Thunder
Turn 4 central room: Mercenary L6 w/Iron Sword
Turn 4 & 5 south eastern room: + Archer L7 w/Iron Bow + Fighter L7 w/Iron Axe,
Steel Axe (equipped different weapons)
Turn 6 far eastern corridor: + Thief L6 w/Iron Sword, Member Card, Chest Key
Turn 8 & 9 south west corner: +2 Pegasus Knight L7 w/Javelin, Steel Lance
Turn 19,21,23 north western corner: +2 Mage L7 w/Thunder
Turn 20,22,24 north western corner: + Knight L7 w/Iron Lance + Knight L7 w/
Poison Lance

Boss Data:
Cameron
Paladin L4 w/Halberd
HP 31 STR 9 SKL 10 SPD 12 DEF 10 RES 11 LUC 5 MOV 8 CON 11
Darin ("Hah...hah ha ha! You dare challenge me? I, who will rule the world!?")
General L5 w/Silver Lance, Hand Axe
HP 34 STR 14 SKL 9 SPD 8 DEF 15 RES 13 LUC 2 MOV 5 CON 15

Items: 3 Door Key (kill), Chest Key (kill knight), Short Spear (kill knight),
Antitoxin (steal), Armorslayer (kill cavalier), Halberd (kill Cameron),
Brave Bow (chest in room just west of starting point), Blue Gem (western room
chest on the left), Luna (right chest in western room), Guiding Ring (eastern
room bottom chest), Barrier (eastern room upper chest)

Strategy: Your rank should still be stable (A). Picking units will not be a
problem. If your cavalier is nearing promotion, bench him for one of the 
others. Start moving north with Hector in the frontline. Oswin isn't a bad 
choice either. Do not send a cavalier in the frontline, or he will be massacred
by Cameron and his Halberd. Your mages, pegasus knight and archer should stay
back. Others should follow the leaders, especially the lords and Matthew.
You'll need to hurry to recruit Legault. The archer can attack the sniper.
Heal the archer if he/she gets hit. Over the next few turns, move up north.
The ranged attackers can handle the pesky mages and archers that pop up. Use
a Door Key to unlock the door to the Brave Bow chest. The healer should move
near the main action. By the time Legault unlocks the door to Darin, your
guys should be closeby. At the fork, split your party up to corner Legault and
when the thief with the Member Card is around, to corner him as well. Hector
and Matthew should be heading up and around past Darin (stay out of his range!)
and the others including a strong sword-user and a cavalier should move down
south the other way. The chest to the west can be taken care of by Oswin, who
can safely deal with the knight, get the Chest Key and take care of that. The
guys who are south can start moving up, the flier can quickly trade the Chest
Key with Oswin after he has used it and start heading back to the Brave Bow
chest. After Legault is recruited with Eliwood or Lyn, use him to steal off the
thief for the Member Card and if Matthew is at hand, he should steal it off.
Kill the thief so he cannot steal anything. Legault will have opened the chests
to the east for you already. As pegasus knights come from the south, use your
ranged attackers (Canas, other mages, archer, your flier) to kill them. The
Brave Bow should be taken. At the same time, move Oswin and Hector as well as
Eliwood towards Darin. Kill Darin with a team attack using axes (Oswin and
Hector will have little trouble) and seize with Eliwood.

NOTE: The Secret Shops are not worth it. Too expensive...

-------------------------------------------------------------------------------
Chapter Twenty: New Resolve FOG OF WAR ----------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat Oleg

New characters: Ninian (automatically joins at the start)

Enemies:
Archer L7 w/Poison Bow, Antitoxin DROPPED
Archer L7 w/Steel Bow
Brigand L7 w/Poison Axe, Antitoxin
Brigand L7 w/Hand Axe
Brigand L7 w/Hammer
Cavalier L7 w/Steel Lance
Cavalier L7 w/Steel Lance
Cavalier L7 w/Steel Sword, Torch DROPPED
4 Monk L7 w/Lightning
3 Monk L7 w/Shine, one DROPPED
Monk L7 w/Lightning
Wyvern Rider L6 w/Poison Lance
Wyvern Rider L6 w/Steel Lance

Reinforcements:
Turn 3 north east: + Brigand L9 w/Poison Axe
Turn 4 east: + Monk L4 w/Lightning + Monk L4 w/Shine
Turn 5 north & south east: +2 Wyvern Rider L5 w/Poison Lance
Turn 6 north east: + Nomad L6 w/Steel Bow
Turn 6 south east: + Cavalier L6 w/Steel Sword
Turn 6 south east: + Wyvern Rider L5 w/Poison Lance
Turn 9 east: + Knight L7 w/Poison Lance + Knight L7 w/Steel Lance
Turn 11 north east: + Cavalier L6 w/Steel Sword
Turn 11 south east: + Nomad L6 w/Steel Bow

Boss Data:
Oleg ("It ends here. Your journey is over, and only oblivion awaits you.")
Warrior L5 w/Silver Axe, Steel Bow, Hero Crest
HP 42 STR 16 SKL 9 SPD 7 DEF 12 RES 7 LUC 3 MOV 6 CON 13

Items: Restore (visit village closest to starting point), Light Rune (visit
the south west village), Elysian Whip (visit the north east village),
Wyrmslayer (visit the south east village), Antitoxin (kill archer), Torch
(kill cavalier), Shine (kill monk), Antitoxin (steal from brigand), Hero
Crest (steal from Oleg)

Strategy: Use the same old guys as usual. Your rank should be fine, still
a 4/5/5/5/5 (A) rank. This chapter is perfect for arena abuse if that is your
wish, but this strategy caters for S ranking. Arena abuse is easy to do, just
clear out the enemies and wait around. Oleg is down in the far south east,
across the wall. The enemies there will not attack unless you are just on the
other side of the wall, or approach past the wall. The infinite ring effect is
useful, as well. Go to Secrets for more details. The only person you may want
to exchange is Legault, who has much more solid stats in exchange for being
a little slower. Keep his hands reasonably free, give Matthew the spare
lockpicks and Member Card, you won't need them, at least not yet. Move the main
forces east, once again Oswin, Hector and your favourite cavalier leading the
way. If Hector is fully levelled, try to lead with Eliwood and Lyn instead.
Canas should be running low on Flux, go down to the Vendor to buy another Flux.
Visit the villages with stragglers and quickly move to visit the villages far
away. The north one is populated with brigands, send a swift cavalier there.
The monks can be taken out with anyone really, give the EXP to weaker units. 
The southern village is guarded by wyverns, take them out with your mages or
bowman (or woman?). Move quickly, but carefully. Once you are ready, send 
Hector and Oswin past the eastern wall. Legault can move just behind, making 
your vision much wider. Keep healers, mages, fliers and any other frail unit 
well out of the way. Oleg and his cronies will approach. Steal his Hero Crest 
and rescue Legault with Oswin who will not be taking much damage. Hector can 
attack him, if not DO NOT USE THE OTHER LORDS! They cannot deal enough damage 
and risk death. Keep everyone else out of Oleg's range, your cavalier can have 
a shot at Oleg as well if he is strong (almost level 20). If you are not 
careful, Oleg will snipe and OHKO weaker units so keep them all out of the way!
Oleg will probably aim for Hector/cavalier. Finish Oleg off with any
combination of those three units.

NOTE: Use the arena while Hector and company handle Oleg. This is a useful
opportunity for Eliwood and other weaker characters to gain EXP.

-------------------------------------------------------------------------------
Chapter Twenty One: Kinship's Bond --------------------------------------------
-------------------------------------------------------------------------------
NOTE: I should really make mention some facts about the numerous allies you
have. They make EXCELLENT ballista bait, but be careful not to get carried
away. They are more likely than not going to die, but if they kill enemies,
not only do they sap EXP, but any dropped items from enemies are automatically
dropped by the allies...! *** The green units are your allies ***

Objective: Defend Nils for 11 turns or defeat Eubans

New characters: Isadora (joins automatically at the start of turn), Rath
(appears as an ally as a part of Hector's reinforcements from the north east
corner after Turn 1), Heath (appears as an enemy, recruit with a lord)

Enemies:
Archer L9 w/Steel Bow
Cavalier L7 w/Steel Sword, Knight Crest DROPPED
Fighter L8 w/Poison Axe, Door Key
Fighter L8 w/Hammer
Fighter L8 w/Steel Axe, Door Key
Fighter L8 w/Hand Axe, Door Key
2 Mage L8 w/Thunder
Nomad L7 w/Steel Bow
Shaman L8 w/Nosferatu
Thief L8 w/Iron Sword, Lockpick
Wyvern Rider L7 w/Steel Lance

Reinforcements:
Turn 1: Heath
Turn 2 south & south west: + Fighter L8 w/Steel Axe + Fighter L8 w/Iron Axe
Turn 3 west: + Archer L7 w/Steel Bow
Turn 3 south: +2 Knight L7 w/Steel Lance +2 Monk L8 w/Shine
Turn 3 south east: + Nomad L7 w/Iron Bow
Turn 4 east: + Archer L8 w/Steel Bow
Turn 4 south west: + Pegasus Knight L7 w/Slim Lance
Turn 4 south east: + Wyvern Rider L6 w/Steel Lance
Turn 7 west: + Mage L8 w/Thunder + Pegasus Knight L7 w/Slim Lance + Archer L7
w/Steel Bow
Turn 7 south east: + Mage L8 w/Thunder + Wyvern Rider L6 w/Steel Lance + Nomad
L7 w/Iron Bow
Turn 8 west: + Mage L8 w/Thunder
Turn 8 south west: + Pegasus Knight L7 w/Steel Lance
Turn 8 south east: + Wyvern Rider L6 w/Steel Lance + Mage L8 w/Thunder

Boss Data:
Eubans ("No regrets... My life... and death... are my own!")
Paladin L6 w/Spear
HP 38 STR 14 SKL 10 SPD 9 DEF 12 RES 14 LUC 5 MOV 8 CON 11

Items: 3 Door Key (steal), Knight Crest (kill cavalier), 10000G (left chest
in the south west), Brave Axe (right chest in the south west)

Strategy: Your rating will still be the same as usual. Your flier should be
nearing promotion, which is a good thing because soon you'll be able to rush
some chapters. This chapter, bring Marcus because this chapter is not very
difficult to charge. Keep Isadora back, as well as Ninian. Eliwood too, if
you want to support with Ninian. Move Legault left towards the door there but
not in range of the mage. Hector should be moving in that direction, too. Lyn
should move as far as possible down, because she will need to recruit Rath.
Move Oswin and your trusty cavalier forwards as well as Marcus, hopefully with
an axe, or a lance as second choice. The healer should be out of the ballista's
range and you can move the others forward a little, just make sure your fliers
are not in range of the ballistas. Legault can move to the door, Hector
following. Heath will be lured towards Legault, making his recruitment easy.
The others can continue charging and killing foes, make sure to disarm the
ballista nearby. Lyn should recruit Rath quickly, and hopefully the allied
forces don't sap too much EXP. After the ballista is disarmed, next turn 
recruit Heath and make him chase after the thief who is going for the chests. 
Hector can move to the main forces and Legault should follow Heath. The others
can go down towards Eubans, killing reinforcements in the way. The path should
be relatively clear now, Rath should be recruited and the others should be
relatively safe. Next turn, the thief will take the 10000G chest. Kill him
with Heath and Legault can follow towards the other chest. Keep killing enemies
and getting ready to attack Eubans next turn. Finally, after Legault has taken
the chest and Eubans is unguarded hit him with Marcus first and then Oswin,
your cavalier can finish him if he is on low HP. If not, kill Eubans next turn.
The chapter will end.

-------------------------------------------------------------------------------
Chapter Twenty Two: Living Legend ---------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies & protect Pent

New characters: Hawkeye (appears as an ally on Turn 2 - recruit with main lord)

Enemies:
4 Archer L9 w/Steel Bow
Brigand L9 w/Hammer
Cavalier L9 w/Steel Sword
2 Knight L9 w/Steel Lance
7 Mage L9 w/Thunder
Monk L9 w/Shine
Nomad L9 w/Steel Bow
Shaman L9 w/Luna DROPPED

Reinforcements:
Turn 2 north and south west corners: +2 Wyvern Rider L9 w/Iron Lance
Turn 4 north and south west corners: +2 Wyvern Rider L9 w/Steel Lance
Turn 4 north western fortress: + Mage L9 w/Thunder
Turn 5 north western fortress: + Mage L9 w/Thunder
Turn 6 north and south west corners: +2 Shaman L9 w/Flux

Boss Data:
Jasmine ("I got hit, but it feels gooood...")
Warrior L9 w/Steel Axe, Hand Axe, Guiding Ring
HP 46 STR 17 SKL 14 SPD 14 DEF 8 RES 11 LUC 6 MOV 6 CON 13
Paul ("We're fragile creatures! You can't trifle with our emotions so!")
Warrior L8 w/Killer Axe
HP 47 STR 19 SKL 12 SPD 12 DEF 11 RES 9 LUC 2 MOV 6 CON 13

Items: Hero Crest, Light Brand, Filla's Might, Eclipse, Ocean Seal, Body Ring
(search the desert), Guiding Ring (steal off Jasmine), Luna (kill shaman)

Strategy: I'm sure I don't need to tell you that the desert changes the move
of characters. Mounted units are pathetic here and mages and fliers do best,
so I recommend not bringing any cavaliers, train up your fliers and mages to
promote. Even after rushing Eubans, your tactics is still 4/5/5/5/5 (A). Your
pegasus knight will be almost at promotion which is going to be very useful.
If you are not aiming for an S rank, the next Gaiden chapter is a little
easier to get (700 EXP). You need to rescue Pent with your flier before he
steals all the EXP, but the chapter will finish much slower. There are many
items located in the desert, for a visual location guide go here:
http://s7.invisionfree.com/FESS/index.php?showtopic=2802
Thieves are guaranteed to get the items, people with higher luck are more
likely to get the items. If you are doing a ranked playthrough, you won't have
time to get all the items, or even Luna. In fact, I don't recommend trying to
get the Gaiden, because it has no adverse effects on the story in Eliwood Mode.
But, if you do get it by getting 700EXP or more in this chapter, I have a
strategy for the Gaiden. Anyway, on to the S rank strategy:
This chapter isn't easy to charge, so I wouldn't recommend it without a 
promoted flier. If you do, that's great; just crush both bosses with a sword. 
If you don't, like me, move Eliwood and Ninian down towards where Hawkeye will 
appear. Any decent unit like Raven can help your cavalier take out the units 
in the north, just nearby. Move your thief down where Eliwood and Ninian are 
heading, play with Ninian if you can to move. The aim is to go to the square 3 
from the right of the map and 2 from the bottom for an Ocean Seal, worth a 
massive 50000G. Your mages can charge the archers and mages there for easy EXP.
Your flier can help as well (as long as it isn't Heath). Over the next few 
turns, Pent will be destroying everyone in sight (forget about the Luna - 
unless you can rescue Pent in record time). After the thief nabs that Ocean 
Seal, play with Ninian and use the flier to move nearby to Jasmine. The other 
guys up north and down south should be finished killing enemies, move towards 
the boss. Eliwood should have recruited Hawkeye. Utilise Ninian by playing 
every turn for some EXP just in case you can get the Gaiden chapter. By the 
time Pent is done with most of the cronies and attacking Paul, your units 
should be ready. Lure the boss by standing just in his range with your thief. 
Next turn, Pent will finish off the boss and be dealing with other enemies. 
Steal the Hero Crest off Jasmine and kill him by team attacking with strong 
sword users such as Raven or other reasonable axemen such as Oswin or Hector. 
After Jasmine's death, Pent will very quickly take care of the others. You may 
even want to rescue Pent and provide some easy EXP for your fliers, so they 
are ready to promote.

-------------------------------------------------------------------------------
Chapter Twenty Two Gaiden: Genesis --------------------------------------------
-------------------------------------------------------------------------------
***Recruit Hawkeye and gain 700EXP or more in Chapter 22***

NOTE: Kishuna, as a Magic Seal, generates a barrier that spans a radius of 10
squares (IIRC) that completely nullifies all magic. DO NOT SEND MAGES INTO
THE BARRIER UNLESS YOU WANT THEM DEAD!!!

Objective: Defeat all enemies

New characters: --

Enemies:
2 Bishop L5 w/Shine, one with Door Key DROPPED
Druid L5 w/Luna
Druid L5 w/Nosferatu, Door Key DROPPED
General L5 w/Spear
3 General L5 w/Silver Lance, 2 with Door Key DROPPED
Hero L5 w/Silver Axe, Hand Axe
Sage L5 w/Elfire, Bolting
Sage L5 w/Elfire
2 Sniper L5 w/Silver Bow
Swordmaster L9 w/Light Brand

Reinforcements:
If the Magic Seal was attacked before the door was opened -
+ Archer L12 w/Silver Bow DROPPED
+ Fighter L12 w/Silver Axe DROPPED
+ Knight L12 w/Silver Lance DROPPED
+ Mercenary L12 w/Silver Sword DROPPED

If the door to the Magic Seal was opened -
+ Mage L12 w/Elfire DROPPED
+ Monk L12 w/Shine DROPPED
+ Shaman L12 w/Nosferatu DROPPED
+ Troubadour L12 w/Recover DROPPED

Boss Data:
Kishuna
Magic Seal L10
HP 54 STR 4 SKL 3 SPD 25 DEF 14 RES 2 LUC 0 MOV 6 CON 7

Items: 3 Door Key (kill), either Silver Bow, Sword, Lance and Axe (kill) or
Shine, Nosferatu, Shine and Recover (kill), Silver Blade (southwestern lone
chest), Secret Book (chest below Kishuna's room), Berserk (south eastern lone
chest)

Strategy: Yeesh. A hard chapter if there ever was one, this chapter will slow
you down, so I would highly recommend skipping the chapter. On the flipside,
you will get major boosts to funds, so your call. The key with S ranking is
to balance and judge what is more important when so you don't get screwed over
at the end. Make sure your two parties are evenly divided in terms of power,
don't bring a single mage and bring both thieves, one on each path. Make your
way around, break the walls down with the weapons you don't need, plan out
which doors are best to open. The western chest can be taken by your thief,
make sure you have a reasonable unit (Hawkeye is a good choice) to kill that
druid there, who is actually able to still use magic. Unite both parties on
the eastern path by breaking the wall and opening the doors in between. The
eastern party should move down, kill all the promoted units carefully with 
those who need EXP and seize the chest. It is best not to go in the range of 
the four promoted units with Kishuna in their room. Work your way around, as 
time consuming as it is. The general might take some work to kill, use your 
stronger guys effectively. Move around and unlock the chest as well as the door
to Kishuna's room. The four units in there disappear and instead four physical
units wielding valuable Silver weapons appear! Take them out with whoever you
choose (if a flier, watch for that archer). You'll get the Silver Weapons and
complete the chapter. In order to get the alternate reinforcements (which you
probably wouldn't - the prizes are worse and it is more difficult to do) you
need to hit Kishuna with a strong bowman and a longbow. I wouldn't recommend 
it, Kishuna disappears and all those promoted magic units around can snipe you 
with their spells.

CHALLENGE: Try to kill Kishuna before he leaves. It's a very difficult feat,
because it relies on an archer/sniper OHKOing Kishuna. Kishuna is not only
fast, but reasonably strong too. Last time I checked, the best way to beat
him is to raise Wil to a level 10+ Sniper and hope for a critical with the
Longbow... RNG abuse might be required unless you are super lucky.

*** There are two versions of the following chapter. It is determined by the
level of your three lords (Eliwood, Lyn and Hector). If their combined level
total is 50 or higher, you go to Linus's map, which means you are doing very
well in terms of levelling your lords (which you need to do). If their
combined level total is less than 50, you go to Lloyd's map, which some people
prefer, because the character you get is different for each map. However,
this is a wake-up call to those who get Lloyd's map that they need to put more
effort into levelling their lords! (Level 50 is not difficult to obtain -
Hector normally for me is level 20 while the others need to be level 15 or 
more.) ***

-------------------------------------------------------------------------------
Chapter Twenty Three: Four-Fanged Offense Lloyd Version FOG OF WAR ------------
-------------------------------------------------------------------------------
IF COMBINED LEVEL OF LORDS IS LESS THAN 50

Objective: Defeat Lloyd

New characters: Wallace (appears as an ally to the east - talk with one of the
old members of Lyndis's Legion)

Enemies:
Sniper L7 w/Silver Bow, Orion's Bolt DROPPED
Knight L?? w/Iron Lance (Wallace kills him before you can find out more)
Archer L9 w/Iron Bow
3 Wyvern Rider L9 w/Steel Lance
2 Monk L10 w/Lightning
Monk L15 w/Shine
2 Mercenary L10 w/Steel Sword
Mercenary L15 w/Steel Sword
Myrmidon L9 w/Iron Sword
Myrmidon L10 w/Iron Sword
Myrmidon L10 w/Armorslayer, Red Gem
2 Myrmidon L10 w/Lancereaver

Reinforcements:
Turn 3 from the castle: + Myrmidon L10 w/Iron Sword + Myrmidon L15 w/Steel 
Sword
Turn 4 from the fortresses near the starting point: +2 Monk L10 w/Lightning
Turn 5 from just beside the north west mountains: + Brigand L10 w/Steel Axe
Turn 6 from fortresses near the castle: + Monk L10 w/Lightning + Myrmidon L10
w/Iron Sword
Turn 7 near the arena: + Monk L10 w/Lightning + Myrmidon L10 w/Iron Sword
Turn 7 from the castle: +2 Myrmidon L10 w/Iron Sword
Turn 8 from fortresses near the castle: + Monk L10 w/Lightning + Myrmidon L10
w/Iron Sword

Boss Data:
Lloyd ("In the name of the Fang, I sentence you to death!")
Swordmaster L12 w/Silver Sword
HP 41 STR 19 SKL 21 SPD 22 DEF 9 RES 16 LUC 16  MOV 6 CON 9

Items: Earth Seal (visit the eastern village), Silence (visit the northern
village), Orion's Bolt (kill the sniper), Red Gem (steal from the myrmidon)

Strategy: This actually isn't a very difficult chapter, you just need to know
what you are doing. Split your party up - the majority of people should be
going up, kill off the mages and prepare from an assault of mercenaries. The
people who go east should be; the lords, Ninian and a strong high movement
unit (cavalier, or Marcus is best). With Ninian, you can break the snag in that
same turn and move across. Your flier should help take on the enemies north,
if it is Florina soon you'll be ready to recruit Wallace. The mercenaries
attack and Wallace must deal with a monk and the sniper. He'll be damaged, but
not to worry, he has elixirs. Move the main forces up slowly, Oswin in the
lead (promoted, of course). Keep two units on the fortresses at all times to
prevent reinforcements. Your healer should be back, as should your thief and
other secondary units. To the east, your cavalier should help Wallace out. If
it is Sain/Kent, that's great! Soon, Wallace will be yours. Hector should
purchase some supplies and move Lyn up if there is no one else familiar to
talk to Wallace, use Ninian as required. Next turn, if your flier is Florina
move her to talk to Wallace, or Lyn can do the same, or your cavalier. The
point is, Wallace needs to be recruited at this stage. The eastern forces can
continue moving up, make sure to visit the village for that Earth Seal with
Lyn. With everyone else still back, move Oswin to kill more units. The major
enemies to be concerned about for your secondary units are; the wyverns from
the mountains and the ballista, which can OHKO your healer and fliers. With
Wallace, move to converge with Oswin. Next turn, start moving Hector up north
(with Ninian's assistance) towards the northern village. Wallace and Oswin
should be nearing each other, disarm the ballista with Oswin but be careful of
bumping into Lloyd (he won't move). Slowly, as enemies clear away, move the
promoted units in place to get ready to take on Lloyd. Hector should be
reaching the north village by this stage. Move your ranged attackers in to
help Oswin and Wallace, Lloyd cannot attack back. When Hector has visited the
village and you are ready, attack Lloyd with your ranged attackers, then
finish Lloyd with Wallace and his Silver Lance and Oswin with any lance he
has when necessary. Don't fret if you miss, Lloyd is a very strong boss. Heal
as necessary. After Lloyd's defeat, the chapter ends.

NOTE: If you feel up to it, send some random unit to the arena who you can
rely on.

-------------------------------------------------------------------------------
Chapter Twenty Three: Four-Fanged Offense Linus Version -----------------------
-------------------------------------------------------------------------------
IF COMBINED LEVEL OF LORDS IS 50+

Objective: Defeat Linus

New characters: Geitz (appears as an enemy - talk with Dart)

Enemies:
Archer L10 w/Steel Bow
Archer L12 w/Iron Bow
Cavalier L10 w/Steel Lance
Cavalier L10 w/Steel Sword
2 Corsair L10 w/Hand Axe
Corsair L10 w/Halberd
Corsair L10 w/Hammer
Corsair L10 w/Steel Axe
2 Mage L10 w/Thunder
Mercenary L10 w/Slim Sword
Mercenary L10 w/Armorslayer
Mercenary L10 w/Lancereaver
4 Mercenary L10 w/Steel Sword
Mercenary L10 w/Iron Sword
Mercenary L10 w/Silver Sword
Nomad L10 w/Short Bow
Nomad L10 w/Steel Bow
Sage L1 w/Elfire
Wyvern Rider L10 w/Iron Lance
Wyvern Rider L10 w/Steel Lance, Red Gem

Reinforcements:
Turn 1 among the sprawl of villages: Geitz
Turn 4 eastern corner: +2 Corsair L10 w/Hand Axe + Corsair L10 w/Iron Axe
Turn 5 north: +2 Mercenary L10 w/Iron Sword +2 Mercenary L10 w/Steel Sword
Turn 5 north east: + Wyvern Rider L10 w/Steel Lance + Wyvern Rider L10
w/Javelin
Turns 10,12,14,16 and 18 from north east and south east: +2 Wyvern Rider L10
w/Javelin, +3 Wyvern Rider L10 w/Iron Lance +5 Wyvern Rider L10 w/Steel Lance

Boss Data:
Linus ("My brother tried to warn me... You're strong... Too strong.")
Hero L12 w/Silver Blade, Hand Axe
HP 45 STR 21 SKL 18 SPD 12 DEF 14 RES 12 LUC 14 MOV 6 CON 14

Items: Orion's Bolt (far north west village), Silence (north west village on
the right), Earth Seal (south east village), Red Gem (steal from wyvern rider)

Strategy: Nothing much to say, just move reasonably quickly. Either use
Ninian to reach Geitz quickly or lure him with a high DEF unit (Oswin is the
best choice). Use your units to stock up on items and visit the villages,
don't leave units vulnerable and take out any incoming foes. Send a caster
such as Canas west to retrieve the Earth Seal from the village (he can easily
survive the Bolting). Move up and across quickly to avoid delaying. Try to
train some of your units at least to promotion. The arena is another bonus, any
unit who needs the EXP badly can go there. Linus is not difficult, he does not
move BUT he has a ranged weapon. Take him out with some of your promoted units,
if you are completing an S rank quest, your flier and caster (Canas presumably)
will be promoted by now and Oswin has more than enough EXP as it stands. Nab
any goodies you can and complete the chapter. The Secret Shop isn't worth the
trouble. This chapter is much, much easier than Lloyd's map. Linus is a little
too balanced to be of much threat, just don't underestimate him.

-------------------------------------------------------------------------------
Chapter Twenty Four: Unfulfilled Heart ----------------------------------------
-------------------------------------------------------------------------------
Objective: Survive for 11 turns

New characters: Pent (joins automatically at the beginning of the chapter),
Louise (joins at the beginning of the chapter with Pent)

Enemies:
Archer L11 w/Steel Bow
2 Brigand L11 w/Steel Axe
2 Brigand L11 w/Iron Axe
Cavalier L11 w/Armorslayer, Knight Crest
Knight L11 w/Steel Lance
Mage L11 w/Elfire
Monk L11 w/Shine
Myrmidon L11 w/Steel Blade
2 Nomad L11 w/Short Bow
Nomad L11 w/Steel Bow
Sage L5 w/Elfire
Shaman L11 w/Flux
Shaman L11 w/Luna DROPPED
3 Wyvern Rider L11 w/Iron Lance
2 Wyvern Rider L11 w/Steel Lance

Reinforcements:
Turns 7 & 8: +4 Wyvern Rider L11 w/Iron Lance

Boss Data:
Vaida ("Listen up, everyone! It's playtime!")
Wyvern Lord L10 w/Uber Spear
HP 60 STR 20 SKL 19 SPD 13 DEF 21 RES 6 MOV 8 CON 12 (+5 STR +4 SKL +9 SPD
+4 DEF +14 RES)

Items: Uber Spear (mine glitch), Knight Crest (steal), Luna (kill the shaman
near Vaida if you dare), Hammerne (visit the south west village)

NB: Refer to the Secrets section for more details on obtaining the Uber
Spear, if you are confused.

Strategy: A fun and easy chapter. This is your chance if you have a mine to
use the mine glitch to get the Uber Spear. The best opportunity to do this is
when the wyvern reinforcements arrive on Turn 7 onwards. After that, you can
trade across the Uber Spear and those crazy boosts to Merlinus. Once that is
done, make sure every enemy has no weapons and go crazy killing anyone
remaining, including the Luna shaman. If you do not wish to use the Mine
Glitch, do not attack or kill Vaida, because she will join you later on. Use
the Heaven Seal on Hector, but if Lyn is level 20 promote her first because she
has less durability. Make sure she has a bow. Now, move her right to take on
the enemy mages there. As for the enemies to the left, while staying well
away from Vaida's range move with Eliwood. The others, who are far ahead in
terms of level should stay put. Down south where the main forces are, keep
them there. Your mages and archers can pick off the brigands nearby. If
you feel up to it, send a strong axeman west to face the wyverns. For the
eastern group, their job is to deal with reinforcements from the south and
make their way west towards the village. They should have high movement, so
fliers and paladins do the job best. Over the next few turns, move Eliwood's
group down south towards the main forces, the main forces can handle the
enemies that appear. Stay out of Vaida's range. That Luna will have to be
ignored unless you want to deal with Vaida. Lyn/Hector should make their way
to the north east in preparation for reinforcements later on. The eastern
forces should be converging with the main forces down south, killing enemies,
gaining EXP and visiting the village for that handy Hammerne. There's nothing
left to do but to sit the 11 turns out. Many of your units shall be promoted,
try introducing some reasonably strong unpromoted units such as Rath and
Dart if your EXP rank is suffering. By the end of this chapter, your rank
even now will still be just on the verge of an S rank, but not quite there
for tactics. Now that your flier is promoted, things become easier. Heath
does well as a secondary flier for some EXP and some speed later on. If you
want a second flier, train up now. After 11 turns of combat, Vaida retreats.

***Once again, the chapter you go to next depends on something. If the
combined total levels of your mages is higher than that of your physical units,
you will go to Kenneth's map. If your physical units are more levelled up than
your mages, you will go to Jerme's map. Both maps are long and no doubt, will
begin to hurt your rank. Most people will get Jerme's map. NB: Promoted units
count as level 20 + their current levels (ie. level 1 promoted = level 21
assuming you promoted them at level 20).***

-------------------------------------------------------------------------------
Chapter Twenty Five: Pale Flower of Darkness Jerme Version --------------------
-------------------------------------------------------------------------------
IF PHYSICAL UNITS' COMBINED LEVEL > MAGICIANS' COMBINED LEVEL

Objective: Defeat all enemies

New characters: Karel (appears as an ally after Turn 9 if 4 doors or more
have been opened - recruit with Lyn),  Harken (appears as an enemy after Turn 9
if less than 4 doors have been opened - talk with a Pherae or Ostia unit)

Enemies:
2 Archer L12 w/Steel Bow
Brigand L12 w/Hand Axe
Brigand L12 w/Poison Axe, Antitoxin
Brigand L12 w/Hammer
Brigand L12 w/Swordreaver
2 Cavalier L12 w/Steel Sword, one with Door Key
Cavalier L12 w/Steel Lance
Falcon Knight L5 w/Short Spear DROPPED
General L5 w/Hand Axe, Axereaver, Door Key DROPPED
Hero L5 w/Steel Sword, Door Key DROPPED
Knight L12 w/Javelin
2 Knight L12 w/Axereaver
Knight L12 w/Killer Lance
2 Mercenary L12 w/Armorslayer
2 Mercenary L12 w/Steel Sword
Mercenary L12 w/Lancereaver
Myrmidon L12 w/Longsword
2 Myrmidon L12 w/Lancereaver
Nomad Trooper L5 w/Steel Bow, Steel Sword
Paladin L5 w/Steel Lance, Door Key DROPPED
2 Pegasus Knight L12 w/Steel Lance
Warrior L5 w/Steel Axe, Steel Bow
Wyvern Lord L5 w/Steel Lance, Door Key DROPPED
Wyvern Rider L12 w/Iron Lance
Wyvern Rider L12 w/Steel Lance

Reinforcements:
Turn 3 north east: +2 Nomad L12 w/Steel Bow + Nomad Trooper L5 w/Steel Sword,
Steel Bow
Turn 6 south east: + Falcon Knight L5 w/Javelin + Falcon Knight L5 w/Steel 
Lance
Turn 7 north west: + Wyvern Lord L8 w/Steel Lance +2 Wyvern Rider L12 w/Steel
Lance
Turn 9 north east: + Karel/Harken +2 Nomad L12 w/Steel Bow + Nomad Trooper L5
w/Steel Sword, Steel Bow
Turn 13 north east: + Cavalier L12 w/Lancereaver + Cavalier L12 w/Steel Sword
+ Paladin L5 w/Lancereaver, Axereaver
Turn 15 north west: + Wyvern Lord L8 w/Steel Lance +2 Wyvern Rider L12 w/Steel
Lance
Turn 18 north east: + Cavalier L12 w/Lancereaver + Cavalier L12 w/Steel Sword
+ Paladin L5 w/Lancereaver, Axereaver

Boss Data:
Jerme ("I'll slice you up into red ribbons!")
Assassin L13 w/Light Brand
HP 46 STR 18 SKL 18 SPD 17 DEF 10 RES 14 LUC 10 MOV 6 CON 6

Items: Antitoxin (steal), Door Key (steal from cavalier), 4 Door Key (kill),
Short Spear (kill Falcon Knight), White Gem (left chest, centre room),
Bolting (right chest, centre room), Talisman (north chest), Hero Crest
(south chest)

Strategy:
NOTE: Harken is much easier to get on this map, AND he is considered by most
people as the better character. Your rank might be starting to dwindle a bit,
I know mine had 4 funds and tactics now. Don't expect to finish this chapter
in a hurry, it took me 25 turns when I was going quickly. To add to your woes,
it snows on several of the turns.

This is what I did to finish the chapter quickly: start using Pent. Your
unpromoted units should steal be helping to keep your EXP rank up. Move your
main forces to blockade the enemies approaching from the east. This should
include Lyn, a cavalier (Marcus and Lowen are good) and maybe your flier.
Move your thief up north to unlock the door next turn. Have a sturdy sword
user like Raven ready to go in. Give him some backup from your bowman and
mages. Pent, on the other hand should head west and around the building through
the mountains. He will have little trouble dealing with the foes there, just
make sure he is using Thunder and not the valuable Elfire. Also, a Vulnerary
is not a bad idea. The main forces should take advantage of Ninian as well. 
Next turn, the door nearby should be unlocked by the thief. Ruthlessly attack 
the warrior, hopefully killing him. Even if you don't it doesn't matter much. 
The main forces should advance slowly through the snow, killing enemies in the 
way. I recommend leaving a reasonably strong axeman (Hector is a good choice) 
behind. If not Hector, Marcus or Dart will do. Pent should make his way up 
to the archers there and the thief should follow later on. Over the next few
turns, the room in the middle shall be cleared of enemies and the main forces 
will continue to advance. When the snow stops, charge forward but not
recklessly. Pent will clear out the top and the thief should open the door 
nearby, unleashing many foes. Pent should target the snipers first, as they 
threaten your thief. The party down south should unite with the main forces 
except for that one axeman. The main forces should continue to charge as snow 
starts up again. It's a waiting game still, but Pent should be done up north 
before then and the thief should have made his way east to the chest up north. 
Pent should heal if needbe. Some wyverns would have come by now, just sit Pent
in a forest. The thief must make his way down towards the central room for the 
chests there. When Harken or Karel appears, make sure the appropriate unit is 
ready to recruit them because they are strong units who can kill on occasion. 
Anyway, the thief should be taking the chests in the middle. The main forces 
should be split up again after Harken/Karel is recruited; A few strong guys go
up with a Door Key and some others go down with a Door Key. Use your fliers and
Ninian to enable the movement required to get your thief if needed. Over the
final few turns, the northern party should open the door and clear out all
enemies, including Jerme who is pathetically weak to any magician as well as
most physical units. The southern party should open both doors, the left
one first preferably to kill the general and his thugs and grab that chest 
there with your thief. The final room to the east contains a few mercenaries 
and a hero; very easy for a strong lanceman. Pent can handle the wyvern
reinforcements, remember to heal if he looks in trouble. After the last enemy
is put to rest, the chapter ends. The strong axeman was down south in case
the wyverns headed for Merlinus instead of Pent.

NOTE: Snow starts at the beginning, stops in Turn 3 and resumes for the
following durations: 7-9, 14-16, 21-23, 28-30

-------------------------------------------------------------------------------
Chapter Twenty Five: Pale Flower of Darkness Kenneth Version ------------------
-------------------------------------------------------------------------------
IF MAGICIANS' COMBINED LEVEL > PHYSICAL UNITS' COMBINED LEVEL

Objective: Seize throne

New characters: Harken (if less than 3 promoted enemies are killed - Harken
appears as an enemy, recruit with a unit from Pherae or Ostia), Karel (if
3 or more promoted enemies are killed - Karel appears as an ally, talk with
Lyn) TURN 9 CHARACTER APPEARS

Enemies:
General L3 w/Steel Lance, Steel Axe
Sage L8 w/Elfire, Chest Key DROPPED
Druid L5 w/Eclipse, Nosferatu
Bishop L5 w/Purge, Lightning
2 Monk L12 w/Shine
3 Shaman L12 w/Flux
5 Wyvern Rider L12 w/Steel Lance
Mage L12 w/Bolting DROPPED
9 Mage L12 w/Thunder

Reinforcements:
Turn 2 central west corner: +2 Wyvern Rider L12 w/Steel Lance
Turn 3 central west corner: +2 Wyvern Rider L12 w/Steel Lance
Turn 4 eastern stairs: + Mage L12 w/Thunder + Monk L12 w/Lightning
Turn 6 north stairs: + Shaman L12 w/Flux
Turn 6 eastern stairs: + Shaman L12 w/Flux + Mage L12 w/Thunder
Turn 6 south western corner: +2 Wyvern Rider L12 w/Steel Lance
Turn 8 central west corner: + Thief L12 w/Iron Sword, Lockpick
Turn 8 north stairs: + Mage L12 w/Thunder

Boss Data:
Kenneth ("Nergal is my god.")
Bishop L13 w/Aura DROPPED
HP 41 MAG 19 SKL 16 SPD 13 DEF 9 RES 21 LUC 6 MOV 6 CON 10

Items: Bolting (kill mage), Chest Key (Kill Sage), Lockpick (steal from
thief), Guiding Ring (left chest in the north), Blue Gem (centre chest in
the north), Talisman (right chest in the north), Aura (kill Kenneth)

Strategy: This chapter is significantly faster than Jerme's, due to the fact
you can actually seize throne. Many magicians are going to snipe you, so I
suggest not bringing any unnecessary units with low RES (that includes those
unpromoted units for EXP). Leave Oswin and some other low RES units to fend
with the units above. This chapter is also much easier to get Karel in, but
either way kill the promoted units up above the starting point. Move everyone
else across, but make sure your healer (Pent happens to be a good choice at
this stage) can access everyone. Ninian is not recommended for this chapter,
just move everyone up through the narrow passage with stronger units in the
lead. Keep everyone away from the range of the magicians, so hug the left side
of the passage. Over the next few turns, while Oswin and co. wait around doing
nothing, everyone should move up, taking care not to get in the magicians'
range. By the time everyone is up there, the snow will have stopped. Move
everyone across with stronger units who need EXP in the lead towards the 
throne. Keep someone behind for Harken or Karel. *If Karel, you can kill the
magicians' across the wall.* The thief should snatch the chests north. I
recommend leaving a caster who needs training (Lucius, or maybe Erk?) to
snipe off the magicians' across the wall after you get Harken or before you
get Karel. Quickly dispose of the thief that appears on turn 8 and wait around
for the unit of your choice. Your thief should be snatching the chests. Every
other unit should be taking care of the mages before the boss. After Harken/
Karel is recruited and the chests are seized, move whoever needs EXP up to
take care of the druid and his cronies, with Harken/Karel to back them up. 
Eliwood should be with the main forces to end the chapter quickly. Some
reinforcements appear where Oswin and co. is, kill them quickly. Finish off
Kenneth with either a promoted magician (like Canas or Pent) or a strong and
reasonably durable physical fighter (Raven, the cavaliers, Guy, your flier).
Seize throne with Eliwood to end chapter.

-------------------------------------------------------------------------------
Chapter Twenty Six: Battle Before Dawn FOG OF WAR -----------------------------
-------------------------------------------------------------------------------
Objective: Guard Zephiel for 15 turns

New characters: Nino (appears as an ally - recruit quickly with any lord before
she kills herself)

Enemies:
2 Archer L13 w/Steel Bow
2 Fighter L13 w/Steel Axe
Fighter L13 w/Swordslayer, Door Key
Hero L6 w/Steel Sword
2 Hero L6 w/Silver Sword, one with Lockpick DROPPED
5 Knight L13 w/Steel Lance, two with Door Keys DROPPED
7 Mage L13 w/Thunder
7 Mercenary L13 w/Steel Sword
Monk L13 w/Shine
2 Thief L13 w/Iron Sword, Lockpick
Bishop L6 w/Shine, Elysian Whip DROPPED

Reinforcements:
Turn 2 south west: + Mage L13 w/Thunder + Fighter L13 w/Steel Axe
Turn 4 stairs: + Shaman L13 w/Flux
Turn 4 south west: + Mage L13 w/Thunder + Monk L13 w/Shine + Shaman L13 w/Flux
Turn 5 south west: + Mercenary L13 w/Steel Sword + Hero L5 w/Steel Sword
Turn 7 south west: + Knight L13 w/Steel Lance + General L5 w/Steel Lance
Turn 8-13 stairs: + Shaman L13 w/Flux
Turn 8-13 south west: + Mage L13 w/Thunder

Boss Data:
Maxime
Paladin L6 w/Silver Lance
HP 40 STR 14 SKL 12 SPD 13 DEF 9 RES 15 LUC 5 MOV 8 CON 11
Ursula ("Why won't you die as lady Sonia wishes? You, born of garbage. This
was your one chance to be useful.")
Valkyrie L15 w/Bolting, Elfire
HP 36 MAG 18 SKL 19 SPD 22 DEF 12 RES 28 LUC 12 MOV 8 CON 7

Items: 2 Door Key (kill knights), Lockpick (kill hero), 2 Lockpick (steal from
thieves), Door Key (steal from fighter), Elysian Whip (kill bishop), Boots
(western room, left chest), Brave Lane (western room, right chest), Rescue
(eastern room, left chest), Delphi Shield (eastern room, right chest)

Strategy: A big map and a fog-of-war! Don't worry, it isn't so bad. Your rank
should still be 5 except 4 in funds and tactics still. Very soon, your rank
will be going up. You get many spoils in this place and your flier will come
in handy. Split your party up, high RES characters going left led by your
thief and Falcon Knight. To the right, send your unpromoted lords, Oswin and
another thief if possible. A healer should be in each party; Pent on the left
and the other on the right. Your promoted lord should head left. Down south,
Jaffar will be more than capable of handling himself. Nino will be fighting 
with a monk. Anyway, use the thieves to open the doors left and right. Leading 
with your Falcon Knight on the left and Oswin on the right proceed south. The 
Falcon Knight needs to go quickly so the thief doesn't pilfer items. There are 
many high damaging heroes around, so heal as necessary. Slowly, work your way 
south on each end. Talk to Nino with Eliwood, Oswin should be moving west and 
blocking the thief from exiting after he pilfered items. To the west, your 
Falcon Knight should make sure the thief does not enter the room and then 
rescue Jaffar. Everyone should follow, but take care, keep strong units in the 
front. Use your thieves to snatch all the chests.  Your Falcon Knight should 
proceed west, aided by strong magicians and other sturdy units. Ursula is down 
south on the west side, she will target your weakest units, Your Falcon Knight 
is strong to magic so she will be fine. Move your promoted lord down south, 
he/she will be the one to kill Ursula. Basically, move both parties together. 
Heal as needed, have Nino talk to Jaffar and then rescue Jaffar again. Move 
your Falcon Knight and Oswin to help out Zephiel. On the west, clear out the 
enemies there with strong units and quickly dispose of Ursula with your 
promoted lord, Canas and Pent. This will free up the spaces around for other 
units with weak RES to attack and gain EXP. To the east, move a reasonably
strong unit (maybe your lords?) down south and kill the monk as well as the 
bishop for the Elysian Whip. By the time this is all done, the chapter ends.

-------------------------------------------------------------------------------
Chapter Twenty Six Gaiden: Night of Farewells ---------------------------------
-------------------------------------------------------------------------------
***Have Nino talk to Jaffar in Chapter 26***

Objective: Seize throne

New characters: Jaffar (automatically joins at the start)

Enemies:
Bishop L8 w/Divine, Berserk, Angelic Robe
Cavalier L14 w/Poison Lance, Antitoxin
Druid L8 w/Luna, Physic
General L14 w/Silver Lance
Hero L14 w/Light Brand, Red Gem
Mage L14 w/Bolting, Elfire
Mercenary L14 w/Poison Sword
Monk L14 w/Divine
Myrmidon L14 w/Lancereaver
Nomad Trooper L14 w/Silver Bow, Steel Sword
Paladin L8 w/Silver Lance
Pirate L14 w/Poison Axe
Pirate L14 w/Swordreaveaver
Pirate L14 w/Swordslayer
Pirate L14 w/Devil Axe
Pirate L14 w/Hand Axe
Sage L8 w/Elfire, Physic
Shaman L14 w/Nosferatu
Sniper L8 w/Silver Bow
Wyvern Lord L8 w/Steel Lance, Blue Gem
Wyvern Lord L8 w/Silver Lance
6 Wyvern Rider L14 w/Steel Lance

Reinforcements:
Turn 1 stairs near paladin: + Pegasus Knight L13 w/Steel Lance + Cavalier
L13 w/Steel Lance + Pirate L13 w/Iron Axe
Turn 2 stairs near paladin: + Cavalier L13 w/Slim Sword + Pegasus Knight L13
w/Steel Lance + Pirate L13 w/Iron Axe
Turn 2 north western stairs: + Nomad L13 w/Steel Bow + Cavalier L13 w/Steel
Lance + Cavalier L13 w/Horseslayer
Turn 7 stairs near sage: + Cavalier L13 w/Steel Lance + Nomad L13 w/Steel
Bow
Turn 7 south west, lone stairs: + Mercenary L13 w/Poison Sword
Turn 8 & 9 stairs near sage: + Cavalier L13 w/Steel Lance + Nomad L13 w/Steel
Bow
Turn 9 stairs near paladin: + Pegasus Knight L13 w/Steel Lance + Pirate L13
w/Iron Axe + Cavalier L13 w/Steel Lance
Turn 9 & 10 north eastern stairs: + Thief L13 w/Iron Sword, Lockpick
+ Wyvern Rider L13 w/Steel Lance
Turn 11 & 12 south two sets stairs: + Pirate L13 w/Steel Axe + Pirate w/Hammer
Turn 11 & 12 south eastern stairs: + Shaman L13 w/Flux + Nomad L13 w/Steel Bow

Boss Data:
Sonia ("But I'm perfect... Nergal said so...")
Sage L17 w/Bolting, Fimbulvetr, Fell Contract DROPPED
HP 44 MAG 19 SKL 18 SPD 18 DEF 19 RES 23 LUC 0 MOV 6 CON 7

Items: Angelic Robe (steal from bishop), Antitoxin (steal from cavalier), Red
Gem (steal from hero), Blue Gem (steal from wyvern lord), Fenrir (left chest
in the north east), Thor's Ire (centre chest in the north east), Recover
(right chest in the north east), Speedwings (chest under the nomad trooper
that is hard to get)

Strategy: Everything is up to 5 except tactics... It's a big chapter, again
this may hurt your rank a little but don't be too concerned.
Some people train Nino here, which isn't such a bad idea although it will
slow you down too much. Promote your second lord here.
I recommend you move quickly across the paths and kill enemies. Send your flier
(or fliers) to get rid of some of the more pesky enemies. These include the
Bolting mage down south and the Berserk Bishop west. Yes, I know the Bishop has
the rare Angelic Robe to pilfer, but funds isn't an issue at the moment. After
a few turns of freeing up some space, rescue some stronger units to free up 
more space. Transport them as paths disappear. This will take some time, with 
all the reinforcements but it will be worthwhile. When you are entering Sonia's
bolting range, send a strong magician to take the blows. After that, split your
party up so the guys who need some EXP can go up and help the thief grab the 
chests. Use your fliers to make sure no one pilfers the bottom chest (man, I 
love fliers). Your stronger units, such as Lyn, Hector and Oswin can head down
south to face up to the boss. Don't leave Eliwood behind, either! By the time 
they are ready to take on Sonia, the chests should have all been taken. A flier
can get rid of the lone sage to the west. Sonia will go down quickly even 
though she is strong in all defences. Use Oswin and Hector to carve her up, 
hopefully Lyn will gain some EXP. If you are having a lot of trouble, use Canas
and Luna to finish her quickly. Seize with Eliwood after the chests are taken 
to end the chapter.

NOTE: The paths across the water move around every few turns. My suggestion is
to either stick it out on the original island for a while to gain valuable
EXP, or rush the entire chapter with strong fliers and seize quickly.

-------------------------------------------------------------------------------
Chapter Twenty Seven: Cog of Destiny ------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Vaida (appears after characters have cross the mountain range 
as an enemy - recruit with Eliwood)

Enemies:
Berserker L6 w/Hand Axe
Berserker L6 w/Swordslayer
Brigand L14 w/Hand Axe
2 Brigand L14 w/Steel Axe
Cavalier L14 w/Javelin
Cavalier L14 w/Steel Lance
Cavalier L14 w/Poison Lance, Antitoxin
Fighter L14 w/Steel Axe
General L8 w/Swordslayer, Antitoxin
Hero L8 w/Silver Sword, Mine
3 Knight L14 w/Steel Lance
2 Knight L14 w/Javelin
Knight L14 w/Silver Lance
Knight L14 w/Steel Lance
2 Mercenary L14 w/Steel Sword
Myrmidon L14 w/Steel Sword
2 Myrmidon L14 w/Lancereaver
Myrmidon L14 w/Killing Edge
6 Myrmidon L14 w/Steel Sword
2 Nomad L14 w/Short Bow
Nomad Trooper L8 w/Longbow, Elixir
Nomad Trooper L14 w/Short Bow, Steel Sword
Paladin L8 w/Silver Lance
5 Sniper L6 w/Steel Bow
Sniper L8 w/Silver Bow, Guiding Ring
Warrior L5 w/Steel Bow, Steel Axe, Light Rune

Reinforcements:
When portions of the map are walked on, reinforcements appear for the turns
1,3,5 and 7 after that.
Cross the bridge north, fortresses near paladin:
+ Nomad L14 w/Steel Bow + Paladin L8 w/Silver Lance + Cavalier L14 w/Steel
Lance
Cross the bridge north west, fortresses near general:
+ Knight L14 w/ Silver Lance + General L8 w/Steel Lance + Knight L14 w/Javelin
Cross the bridge west, fortresses near hero:
+ Mercenary L14 w/Steel Sword + Myrmidon L14 w/Steel Sword
+ Hero L8 w/Steel Sword
When units move past the mountain range, south east area:
+ Vaida +2 Wyvern Rider w/Javelin
Turns 1,2 and 4 thereafter:
+3 Wyvern Rider w/Javelin, Steel Lance and a few Poison Lances

Boss Data:
The boss depends on who you fought in Chapter 23. If you have already fought
Lloyd, you will face Linus and vice versa.
Linus ("I will kill anyone who aids my brother's killers! Nino, that includes
you!"
Hero L18 w/Light Brand, Iron Rune DROPPED
HP 58 STR 24 SKL 20 SPD 15 DEF 19 RES 15 LUC 14 MOV 6 CON 14
Lloyd ("Don't cry, Nino. You must live for the future. I am bound to this 
course. Kill me, and don't look back.")
Swordmaster L18 w/Light Brand, Iron Rune DROPPED
HP 52 STR 20 SKL 23 SPD 21 DEF 15 RES 19 LUC 16 MOV 6 CON 9

Items: 2 Antitoxin (steal), Mine (steal from hero), Elixir (steal from nomad
trooper), Guiding Ring (steal from sniper), Light Rune (steal from warrior),
Iron Rune (kill the boss)

Strategy: A big chapter, but really easy. Keep your lord put. Move your
casters to defend the north bridge from the oncoming units. Move Oswin west
to kill those enemies there. Move your fliers west as well to disarm the
ballista and visit the village (Use Delphi Shield if you like). Move Hector,
Lyn and some other strong units (preferably people who can use axes, such as
Harken, Raven, Bartre etc.) to meet the main assault of armoured foes. Over
the next several turns, continuously kill units, heal as necessary with the
healers, visit the villagers with the fliers, disarm the ballistas, wreak
havoc with Oswin in the west and Hector and Lyn in the east and you may also
want to stock up on a few weapons (you'll be running low by now). When Vaida
makes an appearance, recruit with Eliwood and kill the wyverns that appear 
there with anyone (especially Eliwood if he is not fully levelled). Anyway, 
Hector, Lyn and co. can make their way to the fortresses north and Oswin and 
the fliers can demolish foes in the east. When you get up to the boss, it is 
better to attack him from afar if you can, otherwise take him out with strong 
lancemen, such as Oswin. Use the lords if necessary. After all the 
reinforcements are gone, this exhaustive but fun chapter is over.

NOTE: Lloyd has a special conversation with Nino. He will not attack Nino, but
will start moving! I don't recommend talking to him. Linus will kill anyone
and everyone INCLUDING NINO, so don't bother trying to reason with him
(although the option to talk with him is still available).

-------------------------------------------------------------------------------
Chapter Twenty Eight: Valorous Roland -----------------------------------------
-------------------------------------------------------------------------------
Objective: Claim a space

New characters: --

Enemies:
Archer L10 w/Longbow
4 Archer L10 w/Steel Bow
Druid L2 w/Flux, Elixir DROPPED
3 Fighter L10 w/Steel Axe, one with Vulnerary
Fighter L10 w/Hand Axe
Knight L10 w/Javelin, Elixir DROPPED
Knight L10 w/Steel Lance
2 Mage L10 w/Elfire
3 Mage L10 w/Thunder, one with Pure Water
Mercenary L10 w/Steel Sword
Mercenary L10 w/Steel Blade
Monk L10 w/Lightning
Myrmidon L10 w/Steel Sword, Rapier DROPPED
Sage L3 w/Elfire, Bolting
Sniper L3 w/Longbow, Silver Bow
2 Warrior L1 w/Hand Axe, Elixir DROPPED

Reinforcements: --

Boss Data:
Georg ("...... ...I don't understand... You seem...familiar... ... Who...
are....you...? ...You and...Sir Roland are as one...")
Berserker L15 w/Tomahawk DROPPED
HP 60 STR 27 SKL 17 SPD 13 DEF 18 RES 21 LUC 0 MOV 6 CON 15
Items: 3 Elixir (kill), Rapier (kill myrmidon), Tomahawk (kill Georg),
Vulnerary (steal), Pure Water (steal)

Strategy: A nice, short, easy chapter for Eliwood to get some training now that
he is promoted. With five units, I suggest taking very strong units on each
side (one side, Hector and Lyn, the other, Oswin and your flier?). They should
not be bogged down by many items, because all the goodies you get are very
nice for funds. Move everyone up. Eliwood should wait for the others for
support when he is near Georg. Use your tanks to absorb Georg's first blow
and start picking him off with Eliwood and the others. If you can trick Georg
into heading to one side and waiting on the tile he is guarding, the chapter
ends, but I recommend killing Georg with teamwork for that Tomahawk and massive
EXP.

-------------------------------------------------------------------------------
Chapter Twenty Nine: Sands of Time --------------------------------------------
-------------------------------------------------------------------------------
Objective: Protect the throne for 15 turns

New characters: --

Enemies:
12 Archer L15 w/Poison Bow
Druid L5 w/Nosferatu, Sleep
Druid L15 w/Nosferatu, Silence
3 Shaman L15 w/Flux
Shaman L15 w/Luna
2 Shaman L15 w/Nosferatu
2 Sniper L3 w/Steel Bow
2 Sniper L3 w/Poison Bow
2 Sniper L3 w/Longbow, one with Swordslayer DROPPED
Sniper L3 w/Silver Bow
Swordmaster L8 w/Killing Edge

Reinforcements:
Turn 2-4 entrance: + Thief L15 w/Poison Sword, Lockpick
Turn 2 entrance: +2 Cavalier L15 w/Poison Lance
Turn 4 entrance: +2 Cavalier L15 w/Poison Lance +2 Sniper L3 w/Poison Bow
Turn 5 entrance: +2 Myrmidon L15 w/Poison Sword
Turn 5 eastern room: +2 Knight L15 w/Poison Lance
Turn 6 stairs east: + Druid L15 w/Eclipse, Luna
Turn 6-8 entrance: +2 Myrmidon L15 w/Poison Sword
Turn 9-10 entrance: +2 Cavalier L15 w/Poison Lance

Boss Data:
Denning ("This is...A message...From...Lo...rd...Nerga...")
Sniper L19 w/Silver Bow, Longbow
HP 51 STR 19 SKL 20 SPD 21 DEF 15 RES 23 LUC 0 MOV 6 CON 8

Items: Swordslayer (kill sniper), 3 Lockpick (steal from thieves), Dragonshield
(centre room, left chest), White Gem (centre room, right chest), Body Ring
(southern lone chest)

Strategy: Another easy but tedious chapter. Post some strong units who could
do with some EXP down south. I recommend Oswin at least. Up north, there
are plenty of pesky archers, everyone else should be there. Your casters can
handle themselves as can most of your physical units. Heal as necessary. Your
lords should be in the thick of the action especially newly promoted Eliwood.
Send a strong magician such as Canas down south to fend with the swordmaster.
Your southern party will be the ones in danger, but Denning is weak and easy
to beat. Just team him with Oswin and other strong physical units. Over the
turns after Denning's demise, clean up the enemies especially with the lords,
use your thief to steal whenever possible (make sure you take the chests) and
that's all there is to the chapter.

-------------------------------------------------------------------------------
Chapter Twenty Nine Gaiden: Battle Preparations -------------------------------
-------------------------------------------------------------------------------
***Automatic Gaiden chapter***

Objective: Get supplies in 5 turns

New characters: --

Enemies: --

Reinforcements: --

Boss Data: --

Items: --

Strategy: You receive a massive 30000G, buy what is a necessity. The next
chapter is the second last and it isn't difficult to charge. Arena abuse if
you desire to do so, though 5 turns isn't much at all.

-------------------------------------------------------------------------------
Chapter Thirty: Victory or Death ----------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Renault (north west village - talk with anyone; he leaves when
reinforcements start appearing from the far north-west of the map)

Enemies:
Bishop L8 w/Aura, Purge
Bishop L8 w/Aura, Fortify
Brigand L16 w/Steel Axe
2 Cavalier L16 w/Steel Lance
Druid L8 w/Eclipse, Nosferatu DROPPED
General L8 w/Silver Lance
Hero L16 w/Silver Sword
Hero L16 w/Light Brand
2 Knight L16 w/Steel Lance
Sage L10 w/Bolting, Fimbulvetr
2 Sniper L8 w/Steel Bow
2 Sniper L8 w/Silver Bow
Swordmaster L8 w/Wo Dao
Warrior L8 w/Silver Axe
Warrior L8 w/Devil Axe, Killer Bow
Wyvern Rider L16 w/Slim Lance
Wyvern Rider L16 w/Javelin
Wyvern Rider L16 w/Steel Lance
Wyvern Rider L16 w/Killer Lance

Reinforcements:
If a unit passes the two fortresses in the divide: +2 Cavalier L16
w/ Steel Lance + Paladin L8 w/Steel Lance
If a unit moves past the first peak in the western path: +2 Brigand L16
w/Steel Axe + Warrior L8 w/Devil Axe
If a unit moves past the ballista near the starting point:
+2 Nomad Trooper L8 w/Steel Bow, Steel Sword
If a unit moves past the fortresses near the seizing point:
+ General L8 w/Steel Lance +4 Knight L16 w/Steel Lance
Turn 6 & 7 from the eastern mountains: + Brigand L16 w/Steel Axe
Turn 8 & 9 from the north west fortresses: +2 Falcon Knight L10 w/Steel Lance
Turn 9 & 10 near the central ballista: + Brigand L16 w/Steel Axe
Turn 9 & 10 south eastern fortresses: +2 Nomad Trooper L8 w/Steel Bow, Steel
Sword
Turn 11 & 12 eastern mountains: +2 Wyvern Rider L16 w/Steel Lance
+ Wyvern Lord L8 w/Steel Lance
Turn 11 & 12 north west fortresses: + Paladin L8 w/Steel Lance
+ 2 Cavalier L16 w/Steel Lance
Turn 15 & 16 fortresses near castle: + General L8 w/Steel Lance
+4 Knight L16 w/Steel Lance
Turn 15 & 16 twin fortresses in divide: +2 Cavalier L16 w/Steel Lance
Turn 25-27 south: +2 Wyvern Rider L16 w/Steel Lance
Turn 25-35 north west: +2 Falcon Knight L10 w/Steel Lance
Turn 25-35 south east fortresses: +2 Nomad Trooper L10 w/Steel Bow, Steel Sword
Turn 28 south: +2 Wyvern Rider L16 w/Steel Lance
Turn 28-35 twin fortresses in divide: +2 Cavalier L16 w/Steel Lance
Turn 30-35: +2 Wyvern Rider L16 w/Steel Lance

Boss Data:
Limstella ("I am not human.")
Sage L20 w/Fimbulvetr DROPPED
HP 68 MAG 25 SKL 22 SPD 20 DEF 25 RES 28 LUC 0 MOV 6 CON 7

Items: Nosferatu (kill druid), Talisman (southern ruins), Set's Litany
(central ruins)

Strategy: Looks hairy, doesn't it? Massive chapter, massive reinforcements.
There are two ways of completing this chapter. The first way is to divide
the party into three groups, one crosses the divide, one goes up the long way
and one goes across and up. This method gives massive EXP, but for ranking
purposes isn't good. A) EXP will stifle ratings for next chapter B) The
method is a little slow. To S rank, you need to hurry. That 4 in tactics,
must hit 5! Here's how: Split the party, take many unpromoted units but a
few of your staple hit men (Lords, Oswin etc.). You split the group up,
high movement characters move up the western path, killing anyone in their
way. To the east, send your tanks, like Hector and Oswin who should near level
20. Also, give EXP to your other prepromotes so that Hector and Oswin are not
at level 20 yet. If you have two fliers, make one rescue Canas and the other
rescue Eliwood and fly in the direction of the boss. Otherwise, rescue Canas
and Eliwood can travel quickly through the divide. Your casters should be in
the divide and your healer should follow whichever group you think needs the
most help. It's a time consuming chapter, but kill as many units with
unpromoted units as you can. Your fliers should drop Canas and Eliwood right
in the fortresses near Limstella. They should be aptly equipped and strong
(level 10 promoted +). If Eliwood is trailing, let him do so. Basically, as
your units go around recruiting, visiting villages and killing like mad,
Canas should handle the boss with Luna. After she goes down in maybe 2 turns,
seize quickly with Eliwood.

-------------------------------------------------------------------------------
Final Chapter: Light Part I ---------------------------------------------------
-------------------------------------------------------------------------------
NOTE: A reminder that for supporting purposes, the two parts of Light are
considered two separate chapters (and opportunities to support). At this
stage, DO NOT GO CRAZY WASTING WEAPONS, regardless that it is the Final
Chapter. Your funds rank will go down the drain, which you DO NOT WANT so
close to your goal.

Objective: Defeat Nergal

New characters: Athos (automatically joins)

Enemies:
TURN 1 room to the south east opens:
Uhai
Nomad Trooper L20 w/Riefleche DROPPED
HP 55 STR 22 SKL 26 SPD 25 DEF 18 RES 18 LUC 0 MOV 8 CON 11
Sniper L17 w/Silver Bow, Longbow
Sniper L18 w/Silver Bow, Longbow
TURN 2 room to the north west opens:
Kenneth
Bishop L20 w/Luce DROPPED
HP 56 MAG 23 SKL 19 SPD 18 DEF 14 RES 29 LUC 0 MOV 6 CON 10
Druid L17 w/Gespenst DROPPED
Sage L18 w/Fimbulvetr, Bolting, Physic
TURN 3 when central eastern room opens:
Brendan
Warrior L20 w/Basilikos DROPPED
HP 65 STR 29 SKL 20 SPD 17 DEF 19 RES 17 LUC 0 MOV 6 CON 16
Warrior L19 w/Silver Axe, Silver Bow
TURN 4 when central western room opens:
Darin
General L20 w/Rex Hasta DROPPED
HP 62 STR 23 SKL 18 SPD 15 DEF 29 RES 15 LUC 0 MOV 5 CON 15
General L18 w/Silver Lance, Silver Axe
TURN 5 when south western room opens:
Ursula
Valkyrie L20 w/Excalibur DROPPED
HP 48 MAG 24 SKL 22 SPD 22 DEF 16 RES 25 LUC 0 MOV 8 CON 7
Jerme
Assassin L20 w/Runesword
HP 53 STR 19 SKL 28 SPD 23 DEF 19 RES 16 LUC 0 MOV 6 CON 6
TURN 6 when north eastern room opens:
Lloyd
Swordmaster L20 w/Regal Blade DROPPED
HP 52 STR 21 SKL 26 SPD 27 DEF 18 RES 22 LUC 0 MOV 6 CON 9
Linus
Hero L20 w/Brave Sword, Tomahawk
HP 60 STR 24 SKL 23 SPD 19 DEF 21 RES 19 LUC 0 MOV 6 CON 14
When Nergal is revealed:
Druid L10 w/Fenrir, Sleep
Druid L19 w/Nosferatu, Berserk, Eclipse
Sage L10 w/Bolting
Sage L18 w/Fimbulvetr, Fortify

Reinforcements:
2 turns after Nergal is revealed -
+ Druid L17 w/Nosferatu + Druid L19 w/Nosferatu
+3 General L10 w/Silver Lance

Boss Data:
Nergal ("Heh heh... Athos... Take a good look at me! At my tremendous power!")
Dark Druid L20 w/Ereshikigal
HP 77 MAG 30 SKL 20 SPD 16 DEF 28 RES 30 LUC 20 CON 20

Items: Riefleche, Basilikos, Luce, Gespenst, Excalibur, Rex Hasta, Regal Blade

Strategy: All the morphs of past foes come to life! The key to this chapter is
to kill each turn without letting the bosses overwhelm you. Your rank should be
S by now. To maintain it, use only the legendary weapons (equip each one
BEFORE the battle to the right owner) and Silver Weapons if necessary. And
also, Luna is a good choice. Don't use the treasures the bosses drop you, they
are worth a LOT. Take out each one in turn, Uhai can be dealt with with many
people; Lyn and Canas are good choices. Uhai is fast and deadly, he is one of
the more difficult bosses. Send Athos north and when Kenneth appears equip
Aureola. Athos will kill all of those enemies there. When Brendan's door opens,
send a strong swordsman like Eliwood to take him out. Darin will get smashed
by Hector and Armads, so move him there. Don't forget to utilise Nils to get
ready for the next room opening. When Ursula's door opens, kill Ursula with
Canas and Athos; Jerme can be ignored he is so laughable. Move everyone to
the centre as Lloyd and Linus approach. Take out Linus with Luna and other
strong projectile attacks. Linus is the weaker of the brothers and Lloyd will
be weakened without his A support with Linus. Finish Linus with Hector and his
Swordslayer or any combination of projectiles. The door to Nergal will open;
one of the Druids has a Berserk so I hope you brought that Restore! Send
Athos to take down the lackies there and kill Nergal with the lords and their
legendary weapons, with Athos to back up if necessary. The lackies down south
can be taken out with Oswin or the fliers. Remember to try to give EXP to
those who are not level 20.

My party for curiosity's sake:
Eliwood REQUIRED
Hector REQUIRED
Lyn REQUIRED
Athos REQUIRED
Nils REQUIRED
Oswin
Canas
Florina
Harken
Jaffar
Fiora
Pent

-------------------------------------------------------------------------------
Final Chapter: Light Part II --------------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat the fire dragon

New characters: --

Enemies:
Druid L19 w/Berserk, Eclipse
Druid L18 w/Eclipse
Sage L19 w/Bolting, Sleep
Sage L18 w/Bolting, Silence
Bishop L18 w/Purge
Bishop L18 w/Purge

Reinforcements: --

Boss Data:
Fire Dragon L20 w/Flametongue
HP 120 MAG 17 + 10 SKL 25 + 10 SPD 15 DEF 20 + 20 RES 30 + 10 LUC 24 MOV 8
CON 25

Items: --

Strategy: Use Nils to get Canas up there and attack with Luna. Canas alone will
reduce the dragon to 70 odd HP. Athos should also attack with Aureola and he
will deal 20 damage or so. Hector can deal a lot of damage, as can Eliwood.
Finish the dragon with one of those guys. If you want to be cautious, send
Athos there first, heal and next turn gang up on the dragon. It gives no EXP,
so it doesn't make a difference who kills him. Watch out for the enemies who
are sniping at your weak units.
NOTE: Eclipse has a small chance of halving the dragon's HP, making him easy
to kill.

Due to popular demand, I've added some more information on the final boss.
- The dragon DOES NOT MOVE. Despite this fact, it proves to be fearsome with
its 3 square range forward. Don't let that catch any of your weaker units
off-guard; make sure you either rescue or use Nils to get them out of the way!
- Watch carefully for the long-range magicians trying to target your weaker
units with Bolting, Purge etc.
- If you have neglected Canas or the lords for some reason, do not fear! There
is hope as long as Athos is there! Athos can single-handedly remove the final
boss. Here's how:
Turn 1 - Move Athos to attack the dragon with Luna/Aureola. He will be damaged
during the exchange. Heal with a healer moving RIGHT BEHIND Athos. Use Nils to
play to this healer and MOVE THE HEALER OUT OF THE DRAGON'S RANGE!
Turn 2 - Athos will be attacked again (during the enemy phase) and will have
damaged the dragon further. Heal with your healer and move him/her out of the
way. DO NOT ATTACK WITH ATHOS THIS TURN!

...

Rinse and repeat this strategy for a relatively fast and easy way to kill the
final boss. Watch for those snipers, because they will most likely be aiming
for Nils.

Congratulations! You just completed and if you followed this guide, S ranked
Eliwood Normal Mode! Enjoy the Epilogue and ending.

===============================================================================
~-~-~ 07. ELIWOOD HARD MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [0700]
===============================================================================
(UNDER CONSTRUCTION = INCOMPLETE)

===============================================================================
~-~-~ 08. HECTOR NORMAL MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0800]
===============================================================================
*** THIS SECTION IS UNDER CONSTRUCTION FOR REVISION - THE OLD VERSION IS THE
SAME AS BEFORE ***

After you have completed the game once, this mode is available. If you complete
Lyn Mode again, this mode is available to continue. Basically, it features all
the chapters of Eliwood Mode and some more, some of them revamped a little.
The story shifts the focus to Hector and gives more insight into his thoughts
and feelings. It also explain###### about the story in general and provides
two additional Hector exclusive characters. Hector Normal Mode is slightly
more difficult but also more fun than Eliwood Normal Mode. Oh, did I mention
that there are also more enemies? ;P

NOTE: From now on, it is much more difficult to give enemy numbers and
reinforcement numbers, so bear with me... *Bosses' data has now been added -
CON for the guys from Eliwood mode are not listed... Refer to ENM for their
CON if it bugs you that much <_<

-------------------------------------------------------------------------------
Chapter Eleven: Another Journey -----------------------------------------------
-------------------------------------------------------------------------------
HECTOR MODE CHAPTER ONLY

Objective: Defeat Wire

New characters: Hector (automatic), Matthew (automatic)

Boss Data:
Wire
Knight L7 w/Iron Lance, Vulnerary
HP 25 STR 9 SKL 6 SPD 3 DEF 13 RES 3 LUC 3 MOV 4 CON 13

Items: 2 Vulnerary (kill enemies), Red Gem (take chest), Vulnerary (steal)

Strategy:
Unlock the door south and use Hector and his Hand Axe to clear the way.
Matthew can help weaken enemies if necessary, but his main job is to stay 
clear. Steal what you can and make your way at a reasonable pace west. Take the
chest for a handy Red Gem and continue along. If you want, unlock one of the
doors leading north so Hector can gain some more EXP. Wire will not be able to
be beaten successfully with Hand Axes; steal his vulnerary and whack him a
few times with good old Wolf Beil.

-------------------------------------------------------------------------------
Chapter Twelve: Birds of A Feather --------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Serra (automatic), Bartre (automatic), Dorcas (automatic),
Eliwood (automatic), Lowen (automatic), Rebecca (automatic), Oswin (automatic),
Marcus (automatic)

Boss Data:
Zagan
Fighter L9 w/Steel Axe
HP 32 STR 11 SKL 4 SPD 6 DEF 6 RES 5 LUC 2

Items: Secret Book (village)

Strategy: Keep Oswin in the frontline in Hector's party. Hector should not be
wasting his Wolf Beil, keep him away from the action. Matthew should be killing
the brigands and Serra can heal them as necessary. In Eliwood's party, Marcus
should visit the village. Eliwood can charge forward, as can Bartre and Dorcas.
Lowen should be charging north. Zagan now aims for Hector, so try to get
Eliwood's party up north, or move Hector and company south. Give Bartre's
Iron Axe to Hector and Dorcas's Steel Axe to Bartre. Eliwood and Rebecca can
handle stragglers to the south. Defeat Zagan with a combination of Lowen,
Oswin, Matthew (who should be decently levelled) and Hector to finish him off.

-------------------------------------------------------------------------------
Chapter Thirteen: In Search of Truth ------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Guy (enemy - recruit with Matthew)

Boss Data:
Boies
Knight L13 w/Steel Lance
HP 27 STR 12 SKL 8 SPD 4 DEF 13 RES 7 LUC 1

Items: Torch (northern village), Mine (southern village)

Strategy: The chapter has hardly changed since Eliwood, with the exception of
some pegasus knights floating around, just like in the previous chapter. Move
Bartre west, keep Dorcas and Marcus put. The rest of the guys can go down
south, keep Lowen and Hector in the lead. Work your way down to the point
just outside of Guy's range of attack. Oswin, Hector and Lowen should be
hammering enemies and Rebecca should stay behind, picking off enemies if
convenient. Serra should also be well and truly back. Bartre can visit the 
north village and Hector can visit the south village. Manoeuver Matthew down to
the right fortress down south and next turn he can talk to Guy without Guy
attacking him. Clean the other enemies up with any of your main forces. Try to
train Eliwood a little. Purchase an Iron Sword for Guy. With Serra's support,
Hector can take out Boies with his Wolf Beil and seize.

-------------------------------------------------------------------------------
Chapter Thirteen Gaiden: The Peddler Merlinus FOG OF WAR ----------------------
-------------------------------------------------------------------------------
***Visit the north village in Chapter Thirteen to access this Gaiden chapter***

Objective: Protect Merlinus for 7 turns

New characters: --

Boss Data:
Puzon
Mercenary L10 w/Steel Sword, Vulnerary
HP 26 STR 10 SKL 8 SPD 9 DEF 6 RES 6 LUC 5

Items: 5000G (visit village)

Strategy: Almost a replica of Eliwood Mode. Oswin takes the west side, Matthew
and Guy take the east side. Dorcas stays put, Marcus rescues Merlinus and
heads south. Lowen takes the right path north backed up by Rebecca. Eliwood
takes the left path north backed up by Bartre. Hector guards the path west
in the central area. Serra can stay in the middle. Over the next few turns,
Oswin must head north, confronting reinforcements in the way and defeat the
boss who is in the north west. Guy and Matthew can handle the reinforcements
in the east, stand on fortresses if possible. After the enemies are cleared
out to the north, move the main force up. Lowen should break the snag east
and visit the village. Hector, Eliwood, Rebecca and Bartre backed up by
Serra can handle incoming enemies.

-------------------------------------------------------------------------------
Chapter Fourteen: False Friends -----------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Erk (ally - talk with Serra/Priscilla), Priscilla (visit the
southern village)

Boss Data:
Erik
Cavaler L14 w/Silver Lance DROPPED
HP 28 STR 8 SKL 9 SPD 8 DEF 8 RES 9 LUC 6

Items: 3 Vulnerary (steal), Iron Blade (northern village), Silver Lance
(kill Erik)

Strategy: Make sure Marcus is using a weapon that is NOT his Silver Lance.
I recommend Bartre's Steel Axe or Hand Axe. Marcus should charge down in the
south west to the village to recruit Priscilla. Lowen and Serra should head
in the north west to help out and recruit Erk. Oswin, Hector and Bartre should
be able to handle the enemies near the main forces with their lances/axes.
Guy and Matthew should head south, one on each side of the bridge to wait
for oncoming brigands. Over the next few turns, Erk should be recruited and
heading towards the main force. Marcus should rush through the enemies and
reach Priscilla's village. Hector and Oswin can move to the east. Bartre and
Rebecca can standby because later on there are pegasus knights to be
taken care of. Eliwood should move closer to Guy and Matthew to help them
when pirates come around. By the time the rain begins on turn 5, Priscilla
will be recruited and Hector and Oswin will be well on their way to meet
Erik's forces. As soon as the rain stops on Turn 7, Hector and Oswin can charge
to meet Erik, keep Oswin in the front. Meet the reinforcements with
appropriate units that have been kept to the east and south. Marcus can help
Hector and Oswin if they are in danger. This chapter is easy and should end
soon, just watch for Erik and his strong Silver Lance.

-------------------------------------------------------------------------------
Chapter Fifteen: Talons Alight ------------------------------------------------
-------------------------------------------------------------------------------
HECTOR MODE CHAPTER ONLY

Objective: Defend throne for 7 turns

New characters: --

Boss Data:
Sealen
Nomad L 15 w/Longbow, Steel Bow DROPPED
HP 26 STR 10 SKL 9 SPD 7 DEF 7 RES 6 LUC 10 MOV 7 CON 7

Items: Door Key (steal from mercenary), 2 Vulnerary (steal from mages),
Steel Bow/Longbow (kill Sealen), Silver Axe (left chest in southern room),
Mend (right chest in southern room)

Strategy: Our first Hector only chapter. It's not bad, I guess. The spoils
are interesting. I recommend you bring Priscilla and not Serra, and that
you ditch Marcus as well as Bartre and Dorcas. They can be your item carriers.
To the east, place Oswin there as a tank. Sealen will aim for that side, so
Oswin is the best choice. Sit Eliwood on the throne, he's kind of useless for
this chapter. Just below the throne I recommend placing Priscilla, Rebecca and
Guy. To face the oncoming enemies, have Lowen and Hector in the frontline
below. Erk and Matthew should be just behind. For the duration of the
chapter, Oswin can stand there and chase Sealen without exposing the entrance
on that side. Priscilla should act as the healer, presumably she got Serra's
Heal staff. Lowen and Hector can rip through the main forces, Guy and Rebecca
providing a little assistance. Erk should blast the knights away, because
only Hector can do similar amounts of damage. Matthew should pursue after the
chests when the coast is clear. Overall, this chapter is not very difficult,
just watch out for Sealen sniping your units with his massive range.

-------------------------------------------------------------------------------
Chapter Sixteen: Noble Lady of Caelin -----------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Florina (automatic), Lyn (automatic), Sain (automatic),
Kent (automatic), Wil (automatic)

Boss Data:
Bauker
Knight L18 w/Javelin, Steel Lance
HP 31 STR 13 SKL 10 SPD 4 DEF 11 RES 11 LUC 4

Items: Red Gem (western village), Heavy Spear (eastern village), Horseslayer
(kill cavalier), Thunder (kill mage), 3 vulnerary (steal), Lockpick (steal)

Strategy: Same as before, barely any changes except for pegasus knights.
Rebecca can get a workout from them. Florina should visit the village just
south. Move your forces east, Lowen, Hector and Oswin taking most of the blows.
Erk, Guy and Matthew as backup with Priscilla healing. Lyn's forces should move
up, the cavalier duo attacking the enemies nearby, visiting the village as
well. Give Lyn some EXP if you can spare it. Make your way north, be careful
of the Mage with Thunder and the archer with the Steel Bow, they are strong.
There is now a ballista there, so disarm it quickly before you think of using
fliers. Take down the boss with Hector and any old axe (Iron Axe will do).
Seize when Bauker is dead.

-------------------------------------------------------------------------------
Chapter Seventeen: Whereabouts Unknown ----------------------------------------
-------------------------------------------------------------------------------
Objective: Seize throne

New characters: Raven (enemy - recruit with Priscilla), Lucius (ally - recruit
with Raven)

Boss Data:
Bernard
General L1 w/Steel Lance/Javelin
HP 29 STR 14 SKL 9 SPD 3 DEF 13 RES 10 LUC 2

Items: 2 Door Key (kill), Chest Key (kill archer), Hammer (kill fighter), 2
Door Key (steal), Vulnerary (steal off nomad), Lockpick (steal off thief),
Unlock (southern room, left chest), Hero Crest (southern room, right chest),
Knight Crest (northern room, left chest), Silver Sword (northern room, right
chest)

Strategy: Remember; those soldiers need to be rescued. Oswin should head
west to meet the reinforcements. Send the other units north, Matthew should
go west to meet the enemies there and nab the chest. Florina can accompany him
so she can quickly transport him north when it is time. Raven will come to you
this time, so just proceed forward with caution. This may complicate his
recruitment a little because the archers will be in the way when Priscilla
walks to him. I recommend at least one cavalier to charge through the ranks
because a pesky little thief will try to pilfer the northern room and its
chests, especially that Knight Crest. Just keep heading up, when Raven is
recruited make him go east to recruit Lucius. Lucius should handle the
shamen that appear in the central room. After Matthew takes the two bottom
chests, use Florina to transport him quicker up to the northern room. The
cavalier should have skewered the thief. Try your best in using the other
lords, but what you'll find is that Hector will smash all the knights along
the way. Oswin can handle the reinforcements pouring from the south west.
Hector can remove Bernard with ease with his Iron Axe. If Bernard is causing
trouble, the Wolf Beil will teach him a lesson. Seize after Bernard goes down.

-------------------------------------------------------------------------------
Chapter Seventeen Gaiden: The Port of Badon -----------------------------------
-------------------------------------------------------------------------------
*** Save at least one of the green soldiers in Chapter 17H to unlock this ***

Objective: Reach Fargus

New characters: Canas (visit the village next to the Inn)

Boss Data:
Fargus
Berserker L18 w/Silver Axe
HP 58 STR 24 SKL 15 SPD 14 DEF 18 RES 17 LUC 14 (DON'T EVEN TRY IT)
Damian
Paladin L5 w/Steel Lance, Steel Sword
HP 34 STR 12 SKL 7 SPD 5 DEF 14 RES 13 LUC 2

Items: 3 Vulnerary (steal), Short Bow (village to the west of starting point),
Devil Axe (southern village near starting point), Sleep (village to the
north in the centre of battle), Lancereaver (village to the far north)

Strategy: Again, little difference from Eliwood Mode. The two main differences
are; Damian and the Black Fang charge your army even if Fargus doesn't and
Damian is now equipped with a Steel Sword and Steel Lance. I recommend keeping
Oswin in the front, recruit Canas with someone and the main forces are well
and truly behind Oswin. Priscilla should be right there as well. Send Lyn or
Eliwood up and around to handle the pirates in the way. Let Damian attack
Oswin and heal as necessary. Make sure no one else is in his range. Eliwood or
Lyn should move north and around, clearing the way for Florina to fly
undisturbed. When Damian and the other Black Fang go down, Florina should be
on the village ready to fly to Fargus. Talk to Fargus, NOT attack him to
end the chapter. It is GAME OVER if you attack him.

CHALLEGE: Kill Fargus. It's GAME OVER afterwards, but the thrill of killing
him (and his godly stats) is too good an opportunity to pass.

-------------------------------------------------------------------------------
Chapter Eighteen: Pirate Ship -------------------------------------------------
-------------------------------------------------------------------------------
Objective: Survive for 11 turns or defeat Zoldam

New characters: --

Boss Data:
Zoldam
Shaman L18 w/Luna, Speedwings
HP 28 MAG 12 SKL 11 SPD 10 DEF 7 RES 15 LUC 8

Items: Pure Water (steal), Longsword (kill mercenary), Elysian Whip (steal from
pegasus knight), Speedwing (steal from Zoldam), Guiding Ring (steal from
shaman)

Strategy: Not much difference in this chapter, just that pegasus knights are
swarming around and items are placed a little differently. Oswin and another
meaty unit to the east to block the way there, Canas and Lucius to the west
to handle the mages and your lords can help. Priscilla should heal as
necessary, make sure you stock up on weapons if you are running low. Oswin
will be on the verge of promotion now. Use Florina and your archer to punish
the pegasus knights. Hector should make his way with the magicians through the
shaman hoardes towards the boss. Matthew should be focussing on stealing
whatever comes his way. Watch who you kill carefully. When you reach Zoldam,
hit him with units with high LUC and then hammer him with your big attackers
like Hector. If he criticals with Luna, your units are certainly dead.

-------------------------------------------------------------------------------
Chapter Nineteen: The Dread Isle FOG OF WAR -----------------------------------
-------------------------------------------------------------------------------
Objective: Defeat Uhai

New characters: Dart (automatic), Fiora (ally on Turn 2 - recruit with Florina)

Boss Data:
Uhai
Nomadic Trooper L7 w/Killing Edge, Longbow, Short Bow
HP 33 STR 15 SKL 13 SPD 12 DEF 12 RES 13 LUC 4

Items: Torch (kill units, steal from units), Torch Staff (kill thief),
Mine (steal from cavalier), Nosferatu (kill shaman), Longbow (kill nomad)

Strategy: Move Oswin, your strongest cavalier and Hector down south as one
group. Park your lords around the centre as well as Priscilla and Florina.
If you are daring, send a party of your archer and a strong unit east across
the bridge. Keep at least two reasonable units south blocking the
intersection pathway of two snags. To complete the chapter, merely move
your souther party to Uhai in the south west. Uhai is stronger now, with
Killer weapons and he moves. For the time it takes to reach him, your
main forces will fend off pirates that they come across. Make sure you
recruit Fiora quickly. If you venture east, you'll encounter some pirates,
nomads and a shaman who drops Nosferatu. Soon, the intersection of snags will
break and some cavaliers and pirates approach. Dispose of them with whoever
is left (lords etc.). Anyway, once you reach Uhai kill him with Oswin and 
Hector only if Uhai is equipped with his bow. That Killing Edge can hurt.

-------------------------------------------------------------------------------
Chapter Nineteen Gaiden: Imprisoner of Magic ----------------------------------
-------------------------------------------------------------------------------
NOTE: Kishuna's magic seal barrier nullifies all magic in his/her/its range.
Only attempt to kill Kishuna if you raised Nils to level 7 or more in Lyn
Normal/Hard mode.

***Defeat Uhai in 15 or less turns in Chapter 19H***

Objective: Seize gate

New characters: --

Boss Data:
Aion
Sage L4 w/Bolting, Thunder
HP 32 MAG 12 SKL 9 SPD 12 DEF 6 RES 16 LUC 9
Kishuna
Magic Seal L1
HP 50 MAG 0 SKL 0 SPD 24 DEF 13 RES 0 LUC 0

Items: Goddess Icon (visit the southern ruins), Silver Card (steal from Aion)

Strategy: There is a BIG difference in Hector Mode. If you kill Kishuna in
that one turn he stays, you gain access to ANOTHER SIDE QUEST! I recommend
Marcus with a Silver Lance for a big help. Anyway, the chapter has barely
changed yet again, your pegasus knight (Florina or Fiora, Fiora has better
RES) can go to the village, your magicians can go down west to handle the
mages and slow knights and your physical units can go down the eastern way.
Keep your archer and Oswin behind to take care of Merlinus when the pesky
pegasus enemies appear. Make your way across with everyone, give EXP to those
who need it. Not only will it help your rank but it is generally easier that
way. Once you are up to Aion, first take out the knights with Hector and the
snipers with whoever needs the EXP most. Then steal the very valuable Silver
Card, that halves the cost of items (amazing boost to funds) and kill Aion
with anyone who is accurate and reasonably powerful (weaken with Marcus and
finish off with whoever needs EXP). Now, to access the next Gaiden Chapter,
kill Kishuna in the one turn you get to kill him. Marcus with his Silver Lance
will deal a lot of damage, so will the lords and their Prf. weapons. Once
Kishuna dies, seize.

NOTE: Kishuna leaves the turn after Aion dies. He also leaves the turn
after attacking him, if you choose to attack him. So choose your attacks
carefully...

-------------------------------------------------------------------------------
Chapter Nineteen Gaiden Gaiden: A Glimpse in Time FOG OF WAR ------------------
-------------------------------------------------------------------------------
HECTOR MODE ONLY CHAPTER - KEY PLOT SPOILERS IN THIS CHAPTER (not disclosed
here, but I'm just telling you...)

***Kill Kishuna in Chapter Nineteen Gaiden AND raise Nils to at least level
7 or higher in Lyn Mode (Normal or Hard Mode)***

Objective: Seize throne

New characters: --

Boss Data:
Teodor
Druid L17 w/Eclipse, Nosferatu
HP 30 MAG 16 SKL 15 SPD 12 DEF 9 RES 18 LUC 3

Items: Chest Key (steal from thief), Lockpick (steal from thief), Talisman
(lone chest in north), Eclipse (south west room, left chest), Dragonshield
(south west room, right chest)

Strategy: Another fun Hector exclusive chapter! There are plenty of items
around. Thieves will loot the bottom chest especially, split your party up.
Send Hector, Oswin and your main forces north west through the main forces
of the enemy, killing anyone in your way. Watch out for the nearby ballista!
Try to take it out with your flier quickly. Proceed east with another party,
preferably led by a strong ranged attacker such as Canas. Matthew should be
in this party as well. Your healer can go in the main forces. Continue through
the chapter, killing enemies in site and disarming the ballista. Hopefully,
by the time your eastern force has reached the chests the thief is just there
as well. Use Matthew to steal from him/take from the chests as necessary.
Canas can kill the thief after his items are stolen. Converge both parties
towards the centre afterwards. Matthew should proceed to the northern chest;
there is a thief there with nothing but an Iron Sword which is strange. Teodor
is located in the north east of the map where the throne is. He is an
extremely strong boss for this stage of the game; park Hector in front of him
with a Wolf Beil. His Nosferatu will hit, but then Hector will counter attack,
weakening him. Heal Hector and whack him again to kill Otrick. Seize after 
that.

-------------------------------------------------------------------------------
Chapter Twenty: Dragon's Gate -------------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize throne

New characters: Legault (appears as an enemy - recruit with Hector/Lyn)

Boss Data:
Cameron
Paladin L4 w/Halberd DROPPED
HP 31 STR 9 SKL 10 SPD 12 DEF 10 RES 11 LUC 5
Darin
General L5 w/Spear
HP 34 STR 14 SKL 9 SPD 8 DEF 15 RES 13 LUC 2

Items: Member Card (steal from thief), Brave Bow (lone southern chest),
Luna (north west left chest), Blue Gem (north west right chest), Guiding Ring
(eastern bottom chest), Barrier (eastern upper chest), Door Key (kill),
Chest Key (kill), Halberd (kill Cameron)

Strategy: The chapter hasn't changed - everything is there that was there
before. Repeat the same strategy as before, keep your ranged attackers and
magicians slightly behind to fend with the pesky foes there. Your flier should
stay back, it may not be a bad idea to train both pegasus knights. Send your
armoured units in the lead, Matthew should be behind the lords, who should
all be behind (except Hector if he isn't already fully levelled). Charge 
quickly past Cameron and company towards Legault. Like in Eliwood Mode, split
your party reasonably well; I recommend your high movement characters go 
through the northern path to corner Legault and the other head through the 
southern path. Matthew should be snatching the chest south and then via the
fliers being transported quickly up. The western chests will be taken care of 
by any unit, because the knight drops a Chest Key there. Find a way for Hector
to talk to Legault and then Legault nab the Member Card off the other thief,
as well as other items he may have. Kill the thief after that. Your main
forces can gather EXP from reinforcements while you send Oswin and Hector
towards the throne. Kill Darin with Oswin and when you're ready, seize with
Hector.

-------------------------------------------------------------------------------
Chapter Twenty One: New Resolve FOG OF WAR ------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat Oleg

New characters: Ninian (automatic)

Boss Data:
Oleg
Warrior L5 w/Killer Axe, Steal Bow, Hero Crest
HP 42 STR 16 SKL 9 SPD 7 DEF 12 RES 7 LUC 3

Items: Torch (kill), Antitoxin (steal/kill), Restore (village closest to
starting point), Light Rune (south west village), Elysian Whip (north east
village), Wyrmslayer (south east village), Hero Crest (steal from Oleg)

Strategy: Determine which thief you like more, I prefer Legault. Bring units
who need the EXP most, underpromoted units should be strongly considered.
Move slowly east, using your thief to light the way. Keep stronger units
out the front and others behind. Use your pegasus knights to pick off the
scrawny monks and visit the further villages, but beware of brigands with
poison weapons. Stock up on supplies if you need to. Lure Oleg with a strong
DEF/HP unit and steal the Hero Crest with Legault, when you are ready. Finish
Oleg with strong magicians and attackers (the other lords won't deal much
damage).

-------------------------------------------------------------------------------
Chapter Twenty Two: Kinship's Bond --------------------------------------------
-------------------------------------------------------------------------------
Objective: Protect Nils for 11 turns or defeat Eubans

New characters: Isadora (automatic), Rath (appears as an ally after Turn 2 -
recruit with Lyn), Heath (appears as an enemy - recruit with a lord)

Boss Data:
Eubans
Paladin L6 w/Spear DROPPED
HP 38 STR 14 SKL 10 SPD 9 DEF 12 RES 14 LUC 5

Items: 10000G (left chest in south west), Brave Axe (right chest in south
west), Knight Crest (steal from Eubans), Spear (kill Eubans)

Strategy: There isn't much change in this map, Eubans is located in a different
position and a thief is required to nab that Knight Crest. I suggest deploying
both thieves. Move Legault and a lord west, lure Heath and recruit him when
the time comes without attacking him. Use Heath to take care of the thief
south and then Legault can take the chests there. Your main forces should move
swiftly south towards the reinforcements and action, Lyn should move east
in preparation for Rath's arrival. Just get as much EXP as possible, reach
the boss and dispose of him using strong lancemen such as Oswin and maybe
good axemen such as Bartre if you trained him. Your fliers might be a little
too frail. Oh, and if you like use your other thief to steal that Knight
Crest. Use your flier to whisk him out of the way of harm.

-------------------------------------------------------------------------------
Chapter Twenty Three: Living Legend -------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies and protect Pent

New characters: Hawkeye (appears as an ally on Turn 2 - recruit with main lord)

Boss Data:
Paul
Warrior L8 w/Killer Axe
HP 47 STR 19 SKL 12 SPD 12 DEF 11 RES 9 LUC 2
Jasmine
Warrior L9 w/Hand Axe, Guiding Ring
HP 46 STR 14 SKL 11 SPD 14 DEF 11 RES 8 LUC 6

Items: Ocean Seal, Eclipse, Filla's Might, Light Brand, Hero Crest, Body Ring
(find in desert - look in Eliwood Mode for the visual location link), White
Gem (steal off Jasmine), Guiding Ring (steal off mage), Guiding Ring (steal
from Jasmine)

Strategy: Keep Hector put. I recommend both thieves in this chapter; one
can go to pick up the rare Ocean Seal 3 from the right and 2 from the
bottom of the desert. Your main forces, preferably lead by magicians should
make their way north and across. Hector's party is down the bottom now, so it
makes things harder to reach Pent. Use your fliers to lure foes towards you.
Use Ninian and your healers for EXP. Remember, if you get more than 700 EXP
and recruit Hawkeye (he appears right next to Hector) you get the Gaiden
chapter. Spend some time with your thieves nabbing some of the treasures
around the desert, they are very useful for funds.

-------------------------------------------------------------------------------
Chapter Twenty Three Gaiden: Genesis ------------------------------------------
-------------------------------------------------------------------------------
*** Your party must have gained 700EXP or more in Chapter 23H ***

Objective: Defeat all enemies

New characters: --

Boss Data:
Kishuna
Magic Seal L10
HP 54 STR 4 SKL 3 SPD 25 DEF 14 RES 3 LUC 0

Items: Silver Blade (lone chest to the south west), Berserk (south east chest),
Secret Book (centre chest before Kishuna's room)

Strategy: The exact same as Eliwood Mode. Split your group up evenly, divide
a thief between each party. Unite the parties in the eastern path as the
eastern party move south and west. Take the chests as you go. Move towards
the boss, kill all promoted enemies with your weaker units for more EXP.
Open the door and kill the four guardians and their rare silver weapons.

-------------------------------------------------------------------------------
Chapter Twenty Four: Four-Fanged Offense Lloyd Version FOG OF WAR -------------
-------------------------------------------------------------------------------
IF COMBINED LEVEL OF LORDS IS LESS THAN 50

Objective: Defeat Lloyd

New characters: Wallace (ally - recruit with any member of Lyndis's Legion)

Boss Data:
Lloyd
Swordmaster L12 w/Silver Sword
HP 41 STR 18 SKL 19 SPD 19 DEF 8 RES 15 LUC 16

Items: Red Gem (steal), Orion's Bolt (kill sniper), Earth Seal (visit the
eastern village), Silence (visit the northern village)

Strategy: Split your party up. Move your lords across along with a high
movement character. Use Ninian to break the snag right away. If you are using
Florina, have her perch between the mountains overlooking the village. The
other party should move north, dispatch of the monks and mercenaries. Disarm
the ballistas quickly, keep Oswin in the frontline. Florina can talk to
Wallace soon. Anyway, your whole party should be moving north, Oswin absorbing
any blows from rogue enemies. Use your other guys to pick off the enemies that
are weakened; bowmen will benefit especially from all the fliers around. The
eastern party should move up and around, visit the village and stock up on
supplies. When Wallace is recruited, send him to meet the main forces. Keep
killing foes around but don't go too far up yet. The lords should make their
way north to get the Silence from the village. Use both Generals to approach
Lloyd armed with their most powerful lances. Lloyd actually moves if you
enter his attack range, so beware. Use projectiles, especially from
magicians to weaken him and take him down with a double General attack.

-------------------------------------------------------------------------------
Chapter Twenty Four: Four-Fanged Offense Linus Version ------------------------
-------------------------------------------------------------------------------
IF COMBINED LEVEL OF LORDS IS 50+

Objective: Defeat Linus

New characters: Geitz (enemy from the village to the east - recruit with Dart)

Boss Data:
Linus
Hero L12 w/Silver Blade, Hand Axe
HP 45 STR 21 SKL 18 SPD 12 DEF 14 RES 12 LUC 14

Items: Orion's Bolt (far north west village), Earth Seal (eastern village),
Silence (north village next to Bolt village), Red Gem (steal)

Strategy: Geitz is far east, instead of the Eliwood version of up near
the sprawl of villages. Move Dart, Ninian and a strong bait that won't attack
back (Oswin maybe?). Lure Geitz and recruit him, use him to take care of
the units that arrive there and visit the village. Your other forces should
move up, visiting the villages and gaining EXP. Watch for the wyverns which
have massive range. This is your best chance to level up unpromoted units.
The arena should be used for those who need it most. Make your way east
towards Linus with reasonably competent units (any promoted unit will do).
Kill the enemies in the way and take down Linus with units that can take a
beating. Magicians' ranged attacks are OK, but not close-up.

-------------------------------------------------------------------------------
Chapter Twenty Five: Crazed Beast ---------------------------------------------
-------------------------------------------------------------------------------
HECTOR MODE CHAPTER ONLY

Objective: Earn 3 points (seize 3 fortresses that are guarded)

New characters: Farina (ally - will talk to Hector, give 20000G)

Boss Data:
Pascal
Paladin L14 w/Spear
HP 48 STR 17 SKL 13 SPD 10 DEF 13 RES 8 LUC 11

Items: Elysian Whip (visit the village to the east)
Strategy: Another fun Hector exclusive chapter... Notice the pattern? Have
your fliers go and disarm the ballista and let them wreak havoc killing
the monks to the east. Send your sturdy axemen up north to face Pascal and
to the west send some sword users who you can rely on (Raven etc.) to
crush the foes there. Most of your magicians should stay put, including
your healer. Have one of your archers go in the ballista and snipe the fliers
for a crap load of EXP. When Farina arrives on Turn 5, she talks to Hector.
20000G is a lot of money, on an S rank mission I would not recommend her, but
normally she is an excellent unit. Anyway, the fortresses you need to seize
are the one guarded by the berserker in the west, the one guarded by the
Bishop in the east and the one guarded by Pascal to the north. Take them
after getting a lot of EXP, especially for your fliers. This is a very useful
and easy chapter.

-------------------------------------------------------------------------------
Chapter Twenty Six: Unfulfilled Heart -----------------------------------------
-------------------------------------------------------------------------------
Objective: Survive for 11 turns

New characters: Pent (automatic), Louise (automatic)

Boss Data:
Vaida
Wyvern Lord L10 w/Spear (Uber)
HP 60 STR 20 + 5 SKL 19 + 4 SPD 13 + 9 DEF 21 + 4 RES 6 + 14 LUC 0

Items: Hammerne (south western village), Uber Spear (Mine Trick), Luna
(shaman)

Strategy: Vaida is now on the north east, guarding the shops. This is better
for two things; A) Mine trick for the Uber Spear B) Getting Luna off the
shaman in the north west. Promote whoever is level 20, Eliwood might be
the better choice to get him a head start because he is difficult to train.
Move Eliwood to handle the mages in the west and keep your lords closeby,
but not in danger. The central party should snipe at the foes nearby and
not move too much. The eastern party should consist of your fliers, just move
them around and kill the enemies near the mountains. Gradually unite the
party, Eliwood solely dealing with the enemies to the north and the fliers
dealing with enemies in the south. Hopefully, quite a few of your units are
ready for promotion. Promoting both the fliers isn't a bad idea.

NOTE: Merlinus will promote in this chapter assuming you did Chapter 13x AND
you sent him out to every single battle and he did not die. Check out the
Secrets section for tips to grab the Uber Spear.

-------------------------------------------------------------------------------
Chapter Twenty Seven: Pale Flower of Darkness Jerme Version -------------------
-------------------------------------------------------------------------------
IF PHYSICAL UNITS' COMBINED LEVEL > MAGICIANS' COMBINED LEVEL

Objective: Defeat all enemies

New characters: Karel (appears as an ally if 4 or more doors have been opened -
talk with Lyn), Harken (appears as an enemy if less than 4 doors have been
opened - talk with a unit from Pherae or Ostia) TURN 9 CHARACTER APPEARS

Boss Data:
Jerme
Assassin L13 w/Light Brand DROPPED
HP 46 STR 18 SKL 18 SPD 17 DEF 10 RES 14 LUC 10

Items: Talisman (northern lone chest), White Gem (central room, left chest),
Bolting (central room, right chest), Hero Crest (south eastern chest), Light
Brand (kill Jerme)

Strategy: Move Pent up north, the main forces to the east. Unlock the door
directly in front with a thief, have another thief follow Pent. Defeat the
enemies within with a strong swordsman. Keep going east with the main forces,
your tanks in the lead. Pent should dispose of enemies north and the thief
should unlock the door. Pent should kill the snipers first and take care of
the others while the thief moves east towards the northern chest. Back to
the main forces, as the snow stops charge with your fliers and other high
movement characters to kill the enemies. Seize the two chests with your thief
and start moving south to the bottom two rooms. At the fork, Karel/Harken
should appear if you are quick. Recruit them aptly and split your force up;
down south send your weaker units and up north send a few stronger ones
(promoted lord, other promoted units). The thief that was near Pent should be
moving to catch up to the northern party, use a flier if necessary. Pent
should be dealing with the reinforcements. The southern party thief should
unlock first the eastern door, leaving it open for some units to gain EXP
from the hero and mercenaries. The thief should then head to the western door
and open it; magicians should kill the general and knights and the thief
can seize the chest there. By this stage, the other thief will have reached
the final door. Unlock it and send strong units to blockade the entrance.
Take down Jerme with your promoted units that are lower levelled.

-------------------------------------------------------------------------------
Chapter Twenty Seven: Pale Flower of Darkness Kenneth Version -----------------
-------------------------------------------------------------------------------
IF MAGICIANS' COMBINED LEVEL > PHYSICAL UNITS' COMBINED LEVEL

Objective: Seize throne

New characters: Karel (appears as an ally if 3 or more promoted units have
been killed - talk with Lyn), Harken (appears as an enemy if less than 3
promoted units have been killed - talk with a unit from Pherae or Ostia)
TURN 9 CHARACTER APPEARS

Boss Data:
Kenneth
Bishop L13 w/Aura DROPPED
HP 19 SKL 16 SPD 13 DEF 9 RES 21 LUC 6

Items: Talisman (northern chests, left), Blue Gem (northern chests, centre),
Guiding Ring (northern chests, right), Aura (kill Kenneth)

Strategy: Keep Oswin and other low RES characters still to take care of
the Sage and General just north and other reinforcements later on. Send
everyone else led by your promoted lord north hugging the left wall (if
you want Harken) so the Bishop cannot attack and get killed. Over the next
few turns, move north, heal as necessary. Low RES characters should be
rescued. Your fliers will do wonders. After the snow stops, start heading
east, make sure Hector is with the main party. Eliwood can stay put below
the druids for when Harken arrives (or park Lyn there if Karel arrives). Your
thief should start taking the chests. Send some units to kill the enemies
near Kenneth. Kill the thief that appears near Eliwood/Lyn and next turn
recruit the desired character. Finally, use your promoted lord to take
care of the dark users above. Oswin's party should be dealing with
reinforcements. After your desired character is recruited, feel free to open
the door to the big main section of the building and use your weaker units
to gain valuable EXP. Take out Kenneth with some physical units that have
decent RES (fliers do the job well). After that, seize with Hector.

-------------------------------------------------------------------------------
Chapter Twenty Eight: Battle Before Dawn --------------------------------------
-------------------------------------------------------------------------------
Objective: Protect Zephiel for 15 turns

New characters: Nino (ally - recruit with Hector/Lyn)

Boss Data:
Maxime
Paladin L6 w/Silver Lance
HP 40 STR 14 SKL 12 SPD 13 DEF 9 RES 15 LUC 5
Ursula
Valkyrie L15 w/Bolting, Elfire
HP 36 MAG 18 SKL 19 SPD 22 DEF 12 RES 28 LUC 12

Items: Boots (western room, left chest), Brave Lance (western room, right
chest), Rescue (eastern room, left chest), Delphi Shield (eastern room,
right chest), Elysian Whip (kill bishop guarding east entrance), Lockpick
(kill hero in the west)

Strategy: Split your party. Your stronger thief should go left, so split
your thieves. Split your fliers, your stronger one (to magic) should go
right. Oswin should go left, your main melee units should go right. Your
main healer should go left and your main magicians should head right as well.
Ursula is now located in the south EAST, so she can kill Nino easily. Jaffar
can handle himself. Move swiftly down south on both sides, heal as possible.
Your fliers can lead the way, trap and kill the thieves that interfere.
Watch out for more reaver weapons that reverse the weapon triangle! Use your
western flier to rescue Jaffar and bring him east. Your other units on the
west side should deal with the many enemies there, make sure your thief
nabs the two chests there. On the east, head down south with Oswin and your
other flier. Lyn/Hector can talk to Nino and keep her away, try to send her
to the left. Your thief should stay clear of Ursula too, move left as soon
as you can to nab the other two chests. Use Oswin and your flier to kill
Ursula quickly. The flier from the west can approach with Jaffar so Nino can
talk. Make sure to rescue Jaffar so he doesn't commit suicide. Zephiel will
deal with some enemies, reinforce him when your fliers aren't busy. Clean
up the enemies to east and west and keep Zephiel safe. Make sure the thieves
don't get the spoils before you do. As long as Ursula is killed early on,
you won't be in any danger.

-------------------------------------------------------------------------------
Chapter Twenty Eight Gaiden: Night of Farewells -------------------------------
-------------------------------------------------------------------------------
***Have Nino talk to Jaffar in Chapter Twenty Eight***

Objective: Seize throne

New characters: Jaffar (automatic)

Boss Data:
Sonia
Sage L17 w/Bolting, Fimbulvetr, Fell Contract DROPPED
HP 44 MAG 19 SKL 18 SPD 18 DEF 19 RES 23 LUC 0

Items: Angelic Robe (steal from bishop), Blue Gem (steal from wyvern lord),
Antitoxin (steal from cavalier), Speedwings (chest in the south east),
Fenrir (north east, left chest), Thor's Ire (north east, middle chest),
Recover (north east, right chest), Fell Contract (kill Sonia)

Strategy: Use your fliers to deal with pesky units as your other main units
advance. Promote your other lord. Priority for training goes to that lord.
Move forward at a steady pace, killing enemies. It takes a long time, but it
is worth the trouble as you advance. Guard Nino and Jaffar as required.
Waste Sonia's Bolting with a high RES magician. Continue to advance and make
sure no other thieves take the chests with your fliers. Have a small party
head with your thief north to grab the three chests there. Merlinus cannot
come to this chapter, so watch how many items you have. You'll reach the
boss after numerous turns, kill Sonia with your strongest units. These units
must also be reasonably accurate, so your promoted lords and Oswin are good
choice. Remember to take Hector on your way so he can seize.

-------------------------------------------------------------------------------
Chapter Twenty Nine: Cog of Destiny -------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat all enemies

New characters: Vaida (enemy - appears after a unit crosses the mountain
range, recruit with Hector)

Boss Data:
Depends on who you fought in Chapter 24. You'll fight the other brother.
Lloyd
Swordmaster L18 w/Light Brand, Iron Rune DROPPED
HP 52 STR 20 SKL 23 SPD 21 DEF 15 RES 19 LUC 16
Linus
Hero L18 w/Light Brand, Iron Rune DROPPED
HP 58 STR 24 SKL 20 SPD 15 DEF 19 RES 15 LUC 14

Items: Warp (village in the west), Iron Rune (kill the Reed brother)

Strategy: Oswin should advance west to deal with foes there, your magicians
should head north and your promoted lords as well as other sturdy units
should head towards the main army of generals etc. Use your fliers to their
full potential to disarm the ballistas and reach the village quickly, use
that Delphi Shield if required. It'll take a long time, but after many turns
of having your units defeat the enemy, Vaida will appear. Recruit with Hector
and beat the wyverns that appear there with your magicians. Take the time
to use your fliers to stock up on supplies. Use your main lords to slowly
advance west, keep some units to stop reinforcements from the north. As
Oswin and the lords meet, enemies will slowly stop appearing. Defeat the
boss with a team attack, ranged attacks are best. Clear off reinforcements and
the chapter ends.

-------------------------------------------------------------------------------
Chapter Thirty: The Berserker -------------------------------------------------
-------------------------------------------------------------------------------
HECTOR MODE CHAPTER ONLY

Objective: Seize throne

New characters: --

Boss Data:
Kaim
Hero L18 w/Tomahawk
HP 60 STR 20 SKL 18 SPD 15 DEF 15 RES 22 LUC 0

Items: Goddess Icon (steal), Speedwings (steal), Wolf Beil (north east
treasure chest), Pure Water (central south chest), Elixir (south west
chest), Chest Key (kill)

Strategy: A short and easy chapter for Hector to get some EXP now that he is
promoted. I recommend bringing the other lords, make sure they have room for
items. It is a very linear map, move west; make sure you avoid the poison
holes that shoot poison every once in a while. Try to grab the north eastern
chest for the Wolf Beil. Give Hector the majority of battle EXP. When you
reach the west, take out the mages with Lyn and sit Hector in front of Kaim.
Use Elixirs if you are hit and hammer him with your own old Wolf Beil
(which is near broken).

-------------------------------------------------------------------------------
Chapter Thirty One: Sands of Time ---------------------------------------------
-------------------------------------------------------------------------------
Objective: Survive for 11 turns

New characters: --

Boss Data:
Denning
Sniper L19 w/Silver Bow, Longbow
HP 51 STR 18 SKL 18 SPD 18 DEF 14 RES 22 LUC 0

Items: Body Ring (southern chest), Dragonshield (western room, left chest),
White Gem (western room, right chest), Swordslayer (kill sniper)

Strategy: The party to the south should be your strongest units. Start
attacking the enemies. To the north, give your lords' the majority of EXP.
Your magicians can help as well. Over the next few turns, clear enemies and to
the south get rid of Denning by teaming him with your strongest units. Denning
is weaker to physical attacks than magic. Use your fliers after the archers
have been cleared away to guard the chests as your thief/thieves take the
chests. Kill off the annoying druids with your lords quickly. Apart from that,
this chapter is rather easy, but the archers are pesky and annoying in
huge amounts.

-------------------------------------------------------------------------------
Chapter Twenty Nine Gaiden: Battle Preparations -------------------------------
-------------------------------------------------------------------------------
MANDATORY GAIDEN CHAPTER

Objective: Get supplies in 5 turns

New characters: Karla (if Bartre is level 5 promoted or higher, Karla will
appear as an ally above the area, talk to her and you will battle. Both must
survive and then Karla will join)

Items: --

Strategy: Gather supplies if you like, abuse the arena if you like, get Karla
if you have used Bartre. This chapter is just a bonus, with the 30000G you
get.

NOTE: Getting Karla isn't as hard as you may think. On one of your playthroughs
you should use Bartre. Make sure he is the required level. Now, equip him with
an Iron Rune and the Iron Bow and fight Karla. Karla will not critical him,
and he will not hit Karla at all.

-------------------------------------------------------------------------------
Chapter Thirty Two: Victory or Death ------------------------------------------
-------------------------------------------------------------------------------
Objective: Seize gate

New characters: Renault (visit the ruins in the north west)

Boss Data:
Limstella
Sage L20 w/Fimbulvetr DROPPED, Bolting
HP 68 MAG 24 SKL 20 SPD 17 DEF 24 RES 27 LUC 0

Items: Set's Litany (visit the central ruins), Talisman (visit the south
eastern ruins), Nosferatu (kill druid), Fimbulvetr (kill Limstella)

Strategy: Your fliers are important to charge through this chapter. In
Hector Mode, finish the chapter in 15 turns or less to get a final gaiden
chapter. Rescue Canas and Hector and move north, disarming ballistas in the
way. Split up your party, to the east Oswin and other strong units, to the 
north the rest of your units who need more help. Through the divide, send your 
casters (sages etc.). Over the next several turns, defeat enemies and advance
in the respective directions, visiting ruins, disarming ballistas and 
recruiting Renault. Make sure to take care of the Bishop with a Berserk. Drop 
Hector and Canas in the fortresses before the boss, the fliers should be ready 
to fight. Use Canas over the next turn or two with Luna, taking care and seize
quickly right after with Hector.

-------------------------------------------------------------------------------
Chapter Thirty Two Gaiden: The Value of Life ----------------------------------
-------------------------------------------------------------------------------
Objective: Kill Kishuna

New characters: --

Boss Data:
Kishuna
Magic Seal L18
HP 58 STR 9 SKL 5 SPD 25 DEF 14 RES 7 LUC 0

Items: Runesword (west, left chest), Fortify (west, right chest)

Strategy: A thief isn't a bad idea here. No magicians! I recommend using your
lords and another reasonably strong unit. Make your way up and around, tank
with Hector and snipe with Lyn as necessary. Take the chests with a Chest Key
or Lockpick and continue, Hector in the lead. Make your way to the final room,
defeat the enemies and unlock the door with the Door Key. Many reinforcements
start pouring in, Quickly eliminate Kishuna with a few swift blows from any
of the lords and their Prf. weapons. Just remember - only one person can hit
Kishuna at a time. This is a good chapter to level up weaker units.

NOTE: You are rewarded at the end of the game for unlocking all three Kishuna
Gaiden chapters (19xx, 23x and 32x)

-------------------------------------------------------------------------------
Final Chapter: Light Part I ---------------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat Nergal

New characters: --

Boss Data:
Nergal
Dark Druid L20 w/Ereshkigal
HP 75 MAG 30 SKL 18 SPD 15 DEF 28 RES 30 LUC 20
(all other morphs are the EXACT SAME as Eliwood normal)

Items: Riefleche, Basilikos, Luce, Gespenst, Rex Hasta, Excalibur, Regal Blade

Strategy: You know the drill, it hasn't changed since Eliwood Mode. Take
each enemy as they come with appropriate units. The ones to watch out for
are: Uhai, Ursula and the Reed Brothers. Uhai can be taken down with any strong
and fast unit. You may want to tank with Oswin and slowly kill him off. Ursula
can be taken care of with Athos and/or Canas. The Reed Brothers require
teamwork, use Swordslayers and your stronger spells to kill them. Have a
Restore ready in case the Berserk from the Druid hits. Don't drop any of the
S rank weapons and don't use them; instead use the divine weapons or silver
weapons if you have to. Kill Nergal with the lords and Athos if necessary with
Aureola.

-------------------------------------------------------------------------------
Final Chapter: Light Part II --------------------------------------------------
-------------------------------------------------------------------------------
Objective: Defeat the Dragon

Boss Data:
Dragon
Fire Dragon L20 w/Flametongue
HP 120 STR 17 + 10 SKL 25 + 10 SPD 15 DEF 20 + 20 RES 30 + 10 LUC 24

Strategy: There are plenty of people who are effective against the dragon;
Canas and Luna
Canas and Eclipse
Athos and Luna
Athos and Aureola
Eliwood and Durandal
Hector and Armads
Most of them can deal 20 damage per turn but everyone takes 37 damage, so heal
as necessary. Luna deals ~50-60 damage a turn, and Eclipse halves the dragon's
HP if it hits. Do what you like, the dragon doesn't move. Watch for enemies
sniping your weaker units with spells. Use Nils to get Canas in range to kill
the dragon.

Due to popular demand, I've added some more information on the final boss.
- The dragon DOES NOT MOVE. Despite this fact, it proves to be fearsome with
its 3 square range forward. Don't let that catch any of your weaker units
off-guard; make sure you either rescue or use Nils to get them out of the way!
- Watch carefully for the long-range magicians trying to target your weaker
units with Bolting, Purge etc.
- If you have neglected Canas or the lords for some reason, do not fear! There
is hope as long as Athos is there! Athos can single-handedly remove the final
boss. Here's how:
Turn 1 - Move Athos to attack the dragon with Luna/Aureola. He will be damaged
during the exchange. Heal with a healer moving RIGHT BEHIND Athos. Use Nils to
play to this healer and MOVE THE HEALER OUT OF THE DRAGON'S RANGE!
Turn 2 - Athos will be attacked again (during the enemy phase) and will have
damaged the dragon further. Heal with your healer and move him/her out of the
way. DO NOT ATTACK WITH ATHOS THIS TURN!

...

Rinse and repeat this strategy for a relatively fast and easy way to kill the
final boss. Watch for those snipers, because they will most likely be aiming
for Nils.

Congratulations! You completed Hector Mode! If you accessed all the Gaiden
chapters you get the special ending and CG! My strategy helped me S rank
Hector Mode, I hope it did the same for you!

===============================================================================
~-~-~ 09) HECTOR HARD MODE ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [0900]
===============================================================================
(UNDER CONSTRUCTION = INCOMPLETE)

For now, I'll keep my Hard Mode advice... Again, I'm really sorry for not
finishing the walkthrough for HHM. It's probably the most valuable section.

I myself have not S ranked the Hard Modes yet, but I can give some advice that
will prove useful. The distinct changes from Normal Mode in Hard Mode are:
- less EXP gained, making it hard to get your rank up
- More enemies and reinforcements
- More difficult to obtain items
- Arena abuse is more difficult due to insane units
- Enemies are more aggressive, they charge and rush more

That sums up Eliwood Hard Mode, but most people are more interested in Hector
Hard Mode. My advice for a first timer doing Hector Hard Mode:
- Do Lyn Hard Mode. Train those who are essential to Hard Mode such as Lyn,
Matthew etc.
- Supports might be a little more important. Consider who will support who.
- Play defensively and don't be reckless trying to grab items. I'm afraid to
say that you will have to let some items go, because they are HARD to get.
- Thieves are very important. Check for items to steal at all times!
- Arena abuse is a decent option in moderate amounts.
- Check enemy weapons! You never know when they have Luna or something deadly
like that.
- Survival is more important than anything.
- Train many unpromoted units to keep your EXP even at a decent level.
- The effective weapons and reaver weapons are much more useful, as is
Barrier and Pure Water. There are many more mages around in Hector Hard Mode.
- Balance out who you train, there is plenty of EXP to go around. Don't end
up relying on a few units. Train a party of around 10 units.
- Have fun! If you get frustrated, the game is starting to get to you. Take a
break and come back to the game later.

===============================================================================
~-~-~ 10) GAME MECHANICS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [1000]
===============================================================================
So, the player has now obtained a general grasp of the basics. Here comes the
more advanced aspects of the game, everything from formulae and data that the
game doesn't explain so that the player has grasped a good knowledge of how
the game REALLY works.

-------------------------------------------------------------------------------
a) General Formula List ------------------------------------------------ [1010]
-------------------------------------------------------------------------------
You know what this is for... Formulas are extremely important in several
considerations of the game. This is definitely a worthwhile section to learn
and memorise.

Attack speed:
Weapon Wt. > Con = Speed + (Con - Weapon Weight)
Weapon Wt. < Con = Speed
Weapon Wt. = Con, = Speed

Hit rate = 2* Skill + 0.5* Luck - Target avoid + weapon hit rate + Bonuses
(+5% from S rank in weapon level and 0-25% depending on supports & 1-9% for
tactician's bonus)

Avoid = 2* attack speed + luck + bonuses (0-25% from supports, 0-40% from
different terrain, 1-9% for tactician's bonus and +10% if Set's Litany is in
use)

Damage = Power + Effective Weapon Might - Target Effective Defence + Bonuses
( 0-5 Def from supports & +10 if Fillia's Might is in use)

Effective weapon might = (Might + Weapon Triangle advantage)*2 if weapon is
effective against target

Effective defence = Def/Res + Bonuses (0-5 Def supports, 0-2 from terrain &
+10 if Nini's Grace is in use)

Rune Sword/Light Brand damage range 2 = Power/2 rounded up affecting resistance

Rune Sword/Light Brand damage range 1 = Power affecting resistance

Critical rate = Weapon critical + 0.5*skill - target critical evade + bonuses
(+5% if S in weapon, +15% for swordmasters/berserkers, 0-25% supports &
+10% if Thor's Ire is in use)

Critical evade = Luck + Bonuses (0-25% supports, 1-9 from tactician rank)

Criticals deal damage*3 and you can only critical if you hit

Magic swords cannot critical when casting a spell

Staff accuracy = 30% + Power*5 + Skill - Enemy staff evade + bonuses (+5% from
S rank staff level, 0-25% supports)

Staff evasion = Res*5 + Distance from target*2 + bonuses (0-25% supports)

Effective against weapons = double their normal might

Steal = if a space is free in the thief's inventory and they have greater speed
than the enemy (cannot miss)

Aid =
CON - 1 for unmounted units
20 - CON for mounted females
25 - CON for mounted males

Devil Axe
{[(RN from 12 to 16) - User's Luck] * 2 / 255} * 100 = % chance of self-injury

NOTE: Supports to defence raise both DEF & RES, as denoted by Effective Defence

-------------------------------------------------------------------------------
b) Breakdown of Stats -------------------------------------------------- [1020]
-------------------------------------------------------------------------------
The game doesn't explain much about any of the stats. This section aims to
clarify what EXACTLY each stat does. Again, another almost exact replica from
my Game Mechanics Guide.

HP:  Health Points; If it reaches 0 your unit dies and cannot be used again
STR: Strength; damage you deal to opponents but is dependant on defence
MAG: Magic; damage you deal to opponents but is dependant on resistance
SKL: Skill; affects hit rate and critical rate
SPD: Speed; affects evasion rate and attack speed (AS), with 4+ more speed than
the opponent you can double attack them
LUC: Luck; affects hit rate, evasion rate & critical evasion rate
DEF: Defence; affects the damage taken from strength-based attacks
RES: Resistance; affects the damage taken from magic-based attacks
MOV: Movement; affects how far your unit can move
CON: Constitution; affects what weapons your unit can wield without AS loss,
who they can rescue and who can rescue them- it is to your advantage to use
higher constitution units to wield weapons with greater WEIGHT (Wt) but keep
in mind they cannot be rescued by lower constitution units. There is an
exception- if the unit is mounted even if their CON is low they can rescue
higher constitution units. For example, a cavalier with 9 con has 16 aid, so
any unit with 16 or less con can be rescued. When a unit is rescued, the unit
who is rescuing suffers a severe speed and skill penalty where they are both
halved.

GROWTH RATE is the % chance a unit has to level up a stat

CAPS refer to the maximum of each unit's potential in a stat

THE TACTICIAN'S BONUS for having the same affinity as some characters is as
follows: 1-9% for hit rate and avoid rates and critical evasion rates)

HECTOR HARD MODE BONUSES are the special bonuses that some enemy units receive
in Hector Hard Mode. They are typically random, little is known about them.
Most observations indicate a +1-2 boost in all stats except LUCK at best,
however the general trend is that boosts are given based on classes. The
characters that receive HHM Bonuses are:
Guy, Raven, Legault, Heath, Geitz, Harken and Vaida

Pay special attention to ATTACK SPEED, LUCK and CONSTITUTION which are rarely
mentioned in the game.

-------------------------------------------------------------------------------
c) The RNG ------------------------------------------------------------- [1030]
-------------------------------------------------------------------------------
The RNG stands for Random Number Generator. I wouldn't be surprised if you are
familiar with the term, it applies in a few GBA games even, an example is the
Golden Sun series. What does it mean? It basically is a built-in feature in the
game that determines many things in the game including:
- whether the unit will be criticalled, will evade, will hit the enemy and
anything to do with battle that involves %
- the odds that each of the seven stats that can rise will increase
I don't want to go too into depth with the concept of RNG but you should be
familiar with the term. Using this information you can RNG ABUSE which involves
manipulating the RNs (random numbers) in order to produce a favourable outcome
(such as hit an enemy or dodge an attack) where you otherwise would have failed
however, such situations are usually avoided by good strategy. The main reason
for RNG abuse is because of levelling up characters in all their stats. As you
already know GROWTHS affect how characters level up. There is always a chance
(with some exceptions) that the character will not grow in a stat. RNG abuse
has one primary purpose: level all the stats in order to reach the character's
CAPS and become an ultimate LA team member.

I really am no expert on RNG abuse, so a link I suggest to go to would be:
http://faqs.ign.com/articles/520/520430p1.html
Here's the basics:
*  2 RNs are used to determine hit rate odds.
* If the hit is a success, a 3rd RN is used for critical hits odds.
* If the hit is a failure, the game will use only the 2 RNs for hit rate odds.
* If an assassin is successful in performing a critical, a 4th RN is used to
determine if the critical is a one-hit KO or not.
* 7 RNs are used when a unit levels up.
* During the beginning of an enemy's turn, 1 RN is used.
* Usable items like vulnarities or using staves do not use RNs.
* It is still unknown how the Arena uses RNs.

-------------------------------------------------------------------------------
d) Weapons Data -------------------------------------------------------- [1040]
-------------------------------------------------------------------------------
Here are a few little things about weapons you won't find anywhere else.

Weapon Level
------------
Determines which weapons you can wield. If a unit has an A weapon level in
swords it means they could wield a Silver Sword (requires A rank) and they
cannot wield the Regal Blade (requires S rank).

A Prf. denotes that only one person can wield the weapon. The Prf. weapons are:
RAPIER -        Eliwood exclusive
MANI KATTI -    Lyn exclusive
WOLF BEIL -     Hector exclusive
DURANDAL -      Eliwood exclusive
SOL KATTI -     Lyn exclusive
ARMADS -        Hector exclusive
FORBLAZE -      Athos exclusive

Over half the Prf. weapons in the list are legendary weapons obtained in the
Final Chapter, so most players won't need to worry about it too much. Just
make sure you give the right character the right weapon when it is required.

There is WEAPON EXP which determines the rank.
E = 1-30
D = 31-70
C = 71-120
B = 121-180
A = 181-250
S = 251+

Weapons give 1-2 EXP per hit but heavier weapons tend to give more EXP. Staves
give 2-8 EXP. Most classes get a +40 EXP weapon EXP bonus upon promotion. You
cannot get a rank higher than A (181) before promotion.

S rank is beneficial because it adds +5% to critical and +5% to hit rate.
Only one weapon can be S ranked.
For more details, go to the Weapon section.

Weapon & Magic Triangle
-----------------------
This is the basic triangle for units, which means that one unit has an
advantage over the other in most cases using the weapon which beats it.

Sword beats axe
Axe beats lance
Lance beats sword

There is a similar concept in magic:

Anima beats light
Light beats dark
Dark beats anima

The weapon triangle lowers hit by 15% on the losing end and raises hit by 15%
on the winning end. It also lowers weapon might by 1 on the losing end and
raises it by 1 on the winning end.

If a REAVER weapon is in play such as an Axereaver etc. then the triangle is
reversed. The winning end gets +2 weapon might and +30% hit and the losing end
gets -2 might and -30% hit. If you have two reaver weapons the triangle becomes
normal again.

The most powerful reverse weapon happens to be the mighty Swordslayer.

Effective Weapons & Classes
---------------------------
Bows are effective against fliers
Bishops effective against monsters
Dragon weapons effective against wyverns/dragons
Bows are effective against dragons/wyverns
Horseslayer, Halberd and Longsword effective against mounted units
Hammer, Heavy Spear effective against knights/generals
Reaver weapons reverse the triangle
Swordslayer is effective against myrmidons, swordmasters, mercenaries, heroes
Wolf Beil/Rapier/Mani Katti are effective against cavaliers, paladins, knights,
generals

-------------------------------------------------------------------------------
e) Special Abilities --------------------------------------------------- [1050]
-------------------------------------------------------------------------------
A few classes are slightly special... They have their own unique abilities, as
you'll soon see.

Assassin's OHKO
---------------
Fire Emblem: The Sacred Stones will recognise this technique as the infamous
skill Silencer. Assassins have a special ability to be able to OHKO enemies.
This ability works against every single character in the game except the final
boss. Instead of the standard assassin critical, this OHKO can be noted by
a red streak appearing on the screen as the critical occurs. The assassin will
OHKO the enemy regardless of damage and HP and will gain more EXP than normal.

The formula for an assassin's OHKO is 50% of the standard critical rate.

Triangle Attack!
---------------
This is a special technique involving all three pegasus sisters. The three
fliers must be arranged in a triangle formation surrounding the enemy. In other
words, two to the left or right of the enemy and one  above or below, which can
vary depending on perspective and can be done vice versa.

It is an automatic critical ie. 100% critical 100% hit rate. Subesequent hits
are normal and any counters by the enemy are directed at the unit that begins
the triangle attack. A triangle attack does not activate on counters. The
attack must be in a triangle formation but any of the 3 can initiate it. The
other 2 can have finished their current turn.

-------------------------------------------------------------------------------
f) Status Ailments ----------------------------------------------------- [1060]
-------------------------------------------------------------------------------
An enemy may use a status staff on you to affect your units to their advantage.
The same can occur when you use a staff on them such as Sleep.

All statuses start at the count of 5 turns.
At the start of the character's turn the count reduces by 1.
Once the count reaches 0 the character becomes normal status and can act
immediately.
A unit can have only one status condition at a time. Enemies may overwrite
status conditions but you cannot.

POISON
Applied from certain traps and weapons.
Takes 1-3 (random) damage at the start of your turn.

SLEEP
From a "Sleep staff".
Character cannot receive commands and cannot attack. They can dodge. Getting
hit does NOT wake them up.

BERSERK
From a "Berserk staff".
Character attacks a unit (friend or foe) to which it can deal most damage
relative to their HP. They cannot receive commands. Acts exactly like the
"attack" AI. Acts after all non-status units.

SILENCE
From a "Silence staff".
Cannot use magical tomes or staves.

-------------------------------------------------------------------------------
g) Terrain & Movement -------------------------------------------------- [1070]
-------------------------------------------------------------------------------
Different terrain gives different bonuses, for example forests.

Throne panels affect only physical defence.

NB: Fliers receive no terrain bonus

Woods: evasion +20% def +1
sand: evasion +5%
high mountains: evasion +40%
pillar: evasion +20% def +1
throne: evasion +30% def +3
castle gate: evasion +30% def +3
sea: evasion +10%
mountains: evasion +30% def +1
village: evasion +10%

Any not mentioned do not give a bonus.

Movement is dependent on the unit and changes depending on the weather and
conditions.

NB: Fliers are not affected by terrain.

The general movement pattern is 5 for unpromoted, 7 for mounted units, 4
for knights. Every class gains 1 movement when they promote with the exception
of the General, which gains 2 movement.
Mounted units lose AID when they gain CON, others gain CON & AID.

Terrain makes a difference to movement:
Forests: 3 for mounted units except nomads, 2 for anyone else
Rivers: 2 for pirates & berserkers, 5 for lords, thieves, assassins,
swordmasters, heroes, snipers and nomads. No one else allowed.
Sea: 2 for pirates & berserkers
Mountains: 6 for promoted mounted units except nomads, 5 for nomads, 3 for
primary axemen, 4 for all other non-mounted units except knights & generals
High Mountain: 4 for bandits & berserkers
Deserts:
Non-mounted magic units are unaffected
All unpromoted mounted units have a movement of 1
Fighters & Knights have a movement of 1
All promoted mounted units, generals & warriors have a movement of 2
Thieves have a movement of 3
All other unpromoted units have a movement of 2
All other promoted units have a movement of 3

-------------------------------------------------------------------------------
h) Afa's Drops --------------------------------------------------------- [1080]
-------------------------------------------------------------------------------
Answered before in the FAQ, this is the item that Athos gives the tactician
before Chapter 23 Eliwood. If a character uses it, the effect is said as
"maturity increased". What is maturity? The actual effect of the Afa's Drops is
to raise the growth rate of each stat by 5%. The said character who used the
Afa's Drops will also appear on the Battle History as the one who makes the
comment about the player's ranking.

-------------------------------------------------------------------------------
i) Supports ------------------------------------------------------------ [1090]
-------------------------------------------------------------------------------
SUPPORTS are conversations between units which reveal information about that
character which you may not have known otherwise. More importantly, supports
yield bonuses based on affinities. Supports occur after a certain amount of
turns. Not all characters can support however, so you must know who can support
who. This is revealed in the game as you progress on the start menu before you
begin a chapter in the Augury section after Nils takes over. A person can
support at a maximum support "A". As turns continue a "talk" command will 
appear and a conversation will take place if you choose to use it. Afterwards 
the game will say "support level risen". The SUPPORT LEVEL rises to "C" 
afterwards. As more turns accumulate more conversations occur until the 
maximum "A" level is reached.

A unit can have a maximum of 5 conversations in the game, for example, Hector
could have:
A Oswin
B Eliwood
OR
A Lyn
C Eliwood
C Oswin
And so on. Think of A as 3 conversations, B as 2 and C as 1. As the level rises
the bonus improves so it is in your best interests to get a unit a maximum of 5
conversations and the optimal setting would be (A unit 1 B unit 2). This is
important to consider in the Link Arena where 5 units are pitted against each
other.

AFFINITIES are a particular attribute of characters which determine which
support bonus they yield. There are 7 affinities: fire, wind, thunder, light,
anima, darkness and ice.

The following is a series of the elements accompanied by their respective
bonuses.

FIRE
LEVEL:  C: Attk: +0.5 Hit: +2.5% Avoid: +2.5% Crit: +2.5%
        B: Attk: +1.0 Hit: +5.0% Avoid: +5.0% Crit: +5.0%
        A: Attk: +1.5 Hit: +7.5% Avoid: +7.5% Crit: +7.5%

ICE
LEVEL:  C: Def: +0.5 Hit: +2.5% Avoid: +2.5% Crit Evd: +2.5%
        B: Def: +1.0 Hit: +5.0% Avoid: +5.0% Crit Evd: +5.0%
        A: Def: +1.5 Hit: +7.5% Avoid: +7.5% Crit Evd: +7.5%

WIND
LEVEL:  C: Attk: +0.5 Hit: +2.5% Crit: +2.5% Crit Evd: +2.5%
        B: Attk: +1.0 Hit: +5.0% Crit: +5.0% Crit Evd: +5.0%
        A: Attk: +1.5 Hit: +7.5% Crit: +7.5% Crit Evd: +7.5%

THUNDER
LEVEL:  C: Def: +0.5 Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5%
        B: Def: +1.0 Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0%
        A: Def: +1.5 Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5%

DARKNESS
LEVEL:  C: Hit: +2.5% Avoid: +2.5% Crit: +2.5% Crit Evd: +2.5%
        B: Hit: +5.0% Avoid: +5.0% Crit: +5.0% Crit Evd: +5.0%
        A: Hit: +7.5% Avoid: +7.5% Crit: +7.5% Crit Evd: +7.5%

LIGHT
LEVEL:  C: Attk: +0.5 Def: +0.5 Hit: +2.5% Crit: +2.5%
        B: Attk: +1.0 Def: +1.0 Hit: +5.0% Crit: +5.0%
        A: Attk: +1.5 Def: +1.5 Hit: +7.5% Crit: +7.5%


ANIMA
LEVEL:  C: Attk: +0.5 Def: +0.5 Avoid: +2.5% Crit Evd: +2.5%
        B: Attk: +1.0 Def: +1.0 Avoid: +5.0% Crit Evd: +5.0%
        A: Attk: +1.5 Def: +1.5 Avoid: +7.5% Crit Evd: +7.5%

The most offensive affinity is LIGHT.
The most defensive affinity is ICE.

Remember: each person gains a bonus from their affinity and the other person's
affinity.

These bonuses can be used to help units' weaknesses become stronger and make
the unit more valuable. You learn more about the unit from supports as well.
One should try to make a team of supported units for greater effect.

One should remember one thing: the game rounds down all values so "0.5%" would
mean "0%" instead. Thus it is in the best interests of the player to give the
unit an optimum support (A unit 1 B unit 2)

There are some support guides floating around that might be in-depth, but this
chart of bonuses combined with the Characters section will tell you who can
support with who for what bonuses.

===============================================================================
~-~-~ 11) CLASSES ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [1100]
===============================================================================
I'll follow a standard format, because it saves some time.

NB All units HP cap is 60. All unpromoted units have a cap in all other stats
as 20. All units cap LUC at 30.

The game data for stats is severely flawed.

-------------------------------------------------------------------------------
a) Unpromoted ---------------------------------------------------------- [1110]
-------------------------------------------------------------------------------
Standard -
Name: name of class
Weapon: weapon of usage
Promotion: promotes into...
Characters of that class: characters who JOIN as that class

Name: Fighter
Weapon: axe
Promotion: Warrior
Characters of that class: Dorcas, Bartre

Name: Shaman
Weapon: dark
Promotion: Druid
Characters of that class: Canas

Name: Pirate
Weapon: axe
Promotion: Berserker
Characters of that class: Dart

Name: Lord
Weapon: variable
Promotion: variable
Characters of that class: Eliwood, Lyn, Hector

Name: Mage
Weapon: anima
Promotion: Sage
Characters of that class: Erk, Nino

Name: Pegasus Knight
Weapon: lance
Promotion: Falcon Knight
Characters of that class: Fiora, Farina, Florina

Name: Myrmidon
Weapon: sword
Promotion: Swordmaster
Characters of that class: Guy

Name: Mercenary
Weapon: sword
Promotion: Hero
Characters of that class: Raven

Name: Wyvern Rider
Weapon: lance
Promotion: Wyvern Lord
Characters of that class: Heath

Name: Cavalier
Weapon: sword, lance
Promotion: Paladin
Characters of that class: Sain, Kent, Lowen

Name: Thief
Weapon: sword, lockpick, Member's Card
Promotion: Assassin
Characters of that class: Legault, Matthew

Name: Archer
Weapon: bow
Promotion: Sniper
Characters of that class: Wil, Rebecca

Name: Monk
Weapon: light
Promotion: Bishop
Characters of that class: Lucius

Name: Cleric
Weapon: staff
Promotion: Bishop
Characters of that class: Serra

Name: Knight
Weapon: lance
Promotion: General
Characters of that class: Wallace, Oswin

Name: Troubadour
Weapon: staff
Promotion: Valkyrie
Characters of that class: Priscilla

Name: Merchant
Weapon: --
Promotion: Transporter
Characters of that class: Merlinus

Name: Bard/Dancer
Weapon: rings
Promotion: --
Characters of that class: Nils, Ninian

Name: Nomad
Weapon: bow
Promotion: Nomad Trooper
Characters of that class: Rath

NB: Enemy-exclusive classes
Brigands are similar to fighters, but move on mountains
Corsairs are essentially the same as pirates

-------------------------------------------------------------------------------
b) Promoted ------------------------------------------------------------ [1120]
-------------------------------------------------------------------------------
Most classes gain +40 weapon EXP in their main weapon upon promotion. Before
promotion, no class can exceed 181 weapon EXP in a weapon.

Standard -
Name: name of class
Promotion bonuses: bonuses gained when promoting; any stat NOT noted gives none
Weapons: weapons of usage
Caps: class caps
Characters of that class: characters who JOIN of that class
Description: personal description of general observations

Name: Archsage
Promotion bonuses: --
Weapons: dark, light, anima, staff
Caps:
HP 60 MAG 30 SKL 30 SPD 25 DEF 30 RES 30
Characters of that class: Athos
Description: A strong class with access to all magics, most notably dark. Very
strong caps and a generally strong character. The only problem is that this
class is only available in the Final Chapter.
* Dark Druid has the same caps as the Archsage as well as the same weapons

Name: Warrior
Promotion bonuses:
HP +3 STR +1 SKL +2 DEF +3 RES +3 CON +2 AID +2 MOV +1
Weapons: axe, bow
Caps:
STR 30 SKL 28 SPD 26 DEF 26 RES 22
Characters of that class: Geitz
Description: A solid class with strong offence and defence.

Name: Druid
Promotion bonuses:
HP +4 SPD +3 DEF +2 RES +2 CON +1 AID +1 MOV +1
Weapons: dark, staff
Caps:
MAG 29 SKL 26 SPD 26 DEF 21 RES 28
Characters of that class: --
Description: Very powerful magically, boasting great magic caps and usage over
the best magic in the game.

Name: Berserker
Promotion bonuses:
HP +4 STR +1 SKL +1 SPD +1 DEF +2 RES +2 CON +3 AID +3 MOV +1
Weapons: axe
Caps:
STR 30 SKL 29 SPD 28 DEF 23 RES 21
Characters of that class: Hawkeye
Description: One of the most powerful classes in the game, with some of the
best offensive caps possible. Defences are slightly weak, but with 15%
critical who needs defence?

Name: Sage
Promotion bonuses:
Male -
HP +4 MAG +1 DEF +3 RES +3 CON +1 AID +1 MOV +1
Female -
HP +3 MAG +1 SKL +1 DEF +3 RES +3 CON +1 AID +1 MOV +1
Weapons: anima, staff
Caps:
Male -
MAG 28 SKL 30 SPD 26 DEF 21 RES 25
Female -
MAG 30 SKL 28 SPD 26 DEF 21 RES 25
Characters of that class: Pent
Description: A balanced offensive magic class. I think the female version is
slightly better, but generally they are reasonably matched.

Name: Falcon Knight
Promotion bonuses:
HP +5 STR +2 DEF +2 RES +2 CON +1 AID -1 MOV +1
Weapons: lance, sword
Caps:
STR 23 SKL 25 SPD 28 DEF 23 RES 26
Characters of that class: --
Description: A balanced physical class designed to take on mages with ease.

Name: Swordmaster
Promotion bonuses:
HP +5 STR +2 DEF +2 RES +1 CON +1 AID +1 MOV +1
Weapons: sword
Caps:
Male -
STR 24 SKL 29 SPD 30 DEF 22 RES 23
Female -
STR 22 SKL 29 SPD 30 DEF 22 RES 25
Characters of that class: Karel, Karla
Description: A unit that excels at accuracy and criticals moreso than raw
damage. Swordmasters are swift at dodging, but lack physical defence.

Name: Hero
Promotion bonuses:
HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID +1 MOV +1
Weapons: sword, axe
Caps:
STR 25 SKL 30 SPD 26 DEF 25 RES 22
Characters of that class: Harken
Description: Probably the most balanced unmounted unit available with excellent
versatility. Both offences and defences are highly balanced.

Name: Wyvern Lord
Promotion bonuses:
HP +4 SKL +2 SPD +2 DEF +2 CON +1 AID -1 MOV +1
Weapons: lance, sword
Caps:
Male -
STR 27 SKL 25 SPD 23 DEF 28 RES 22
Female -
STR 25 SKL 26 SPD 24 DEF 27 RES 23
Characters of that class: Vaida
Description: Physical powerhouses of flying. Unlike the swift and frail
pegasus knights, wyverns are more brutal, powerful, harder to damage but far
slower.

Name: Paladin
Promotion bonuses:
HP +2 STR +1 SKL +1 SPD +1 DEF +2 RES +1 CON +2 AID -2 MOV +1
Weapons: sword, lance, axe
Caps:
Male -
STR 25 SKL 26 SPD 24 DEF 25 RES 25
Female -
STR 23 SKL 27 SPD 25 DEF 24 RES 26
Characters of that class: Isadora, Marcu
Description: A highly versatile class boasting high movement and very solid
stats, as well as command over the weapon triangle.

Name: Assassin
Promotion bonuses:
HP +3 STR +1 DEF +2 RES +2
Weapons: sword
Caps:
STR 20 SKL 30 SPD 30 DEF 20 RES 20
Characters of that class: Jaffar
Description: A very weak class on first glance, but masters of swift attacks
and killing strokes. The redeeming factor is the notorious OHKO, which is
exclusive to assassins.

Name: Sniper
Promotion bonuses:
Male -
HP +3 STR +1 SKL +2 SPD +2 DEF +2 RES +3 CON +1 MOV +1 AID +1
Female -
STR 24 SKL 30 SPD 29 DEF 24 RES 24
Weapons: bow
Caps:
Male -
STR 25 SKL 30 SPD 28 DEF 25 RES 23
Female -
STR 24 SKL 30 SPD 29 DEF 24 RES 24
Characters of that class: Louise
Description: Masters of the bow, but somewhat outclassed by the Nomads. Their
only advantage seems to be the use of ballistas, but even that is minor.

Name: Bishop
Promotion bonuses:
Male -
HP +3 MAG +2 SKL +1 DEF +3 RES +2 CON +1 AID +1 MOV +1
Female -
HP +3 MAG +1 SKL +2 SPD +1 DEF +2 RES +2 CON +1 AID +1 MOV +1
Weapons: light, staff
Caps:
Male -
MAG 25 SKL 26 SPD 24 DEF 22 RES 30
Female -
MAG 25 SKL 25 SPD 26 DEF 21 RES 30
Characters of that class: Renault
Description: An excellent supporting magic class. Bishops boast the strongest
magic defence and an affinity towards staves. I tend to think the female
bishop is slightly better than the male bishop (once again...).

Name: Transporter
Promotion bonuses:
MOV +5 AID -24
Weapons: storage
Caps:
STR 20 SKL 20 SPD 20 DEF 20 RES 20
Characters of that class: Merlinus
Description: Merlinus with wheels, so slightly better. Nothing really good
about promoting Merlinus at all really.

Name: General
Promotion bonuses:
HP +4 STR +2 SKL +2 SPD +3 DEF +2 RES +3 CON +2 AID +2 MOV +1
Weapons: lance, axe
Caps:
STR 29 SKL 27 SPD 24 DEF 30 RES 25
Characters of that class: Wallace (Lyn Normal)
Description: One of the most powerful classes in the game, with exceptional
offence and defence. Generals are the tanks of the game.

Name: Valkyrie
Promotion bonuses:
HP +3 MAG +2 SKL +1 DEF +2 RES +3 CON +1 AID +1 MOV +1
Weapons: anima, staff
Caps:
MAG 25 SKL 24 SPD 25 DEF 24 RES 28
Characters of that class: --
Description: A reasonably balanced unit that focuses on support magic.

Name: Nomad Trooper
Promotion bonuses:
HP +3 STR +2 SKL +1 SPD +1 DEF +3 RES +3 CON +1 AID -1 MOV +1
Weapons: bow, sword
Caps:
STR 25 SKL 28 SPD 30 DEF 24 RES 23
Characters of that class: --
Description: The nomad trooper is everything that a player could desire in
a bowmen. Exceptional range, speed, movement, melee and ranged attacks and
solid all-round stats.

Name: Blade Lord
Promotion bonuses:
HP +3 STR +2 SKL +2 DEF +3 RES +5 CON +1 AID +1 MOV +1
Weapons: sword, bow
Caps:
STR 24 SKL 29 SPD 30 DEF 22 RES 22
Characters of that class: Lyn
Description: Think swordmaster with a bow. Lyn isn't exceptional for her class,
but for her own merits.

Name: Great Lord
Promotion bonuses:
HP +3 SKL +2 SPD +3 DEF +1 RES +5 CON +2 AID +2
Weapons: axe, sword
Caps:
STR 30 SKL 24 SPD 24 DEF 29 RES 20
Characters of that class: Hector
Description: Amazing offence and defence but somewhat weak elsewhere. Still,
Hector has got the stats where it counts.

Name: Knight Lord
Promotion bonuses:
HP +4 STR +2 SPD +1 DEF +1 RES +3 CON +2 AID +2 MOV +4
Weapons: sword, lance
Caps:
STR 27 SKL 26 SPD 24 DEF 23 RES 25
Characters of that class: Eliwood
Description: Eliwood happens to be characteristically very balanced. This
makes him somewhat weak but he is redeemed by Durandal and his status as a
Lord.

===============================================================================
~-~-~ 12) WEAPONS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [1200]
===============================================================================
A reference guide to all the weapons in the game and their data.

If the price is 'cannot be obtained' it means that it can only be obtained via
the Mine Glitch (hence only enemies possess it).

Standard -
Name: name of weapon
Uses: no. of uses
Mt: power
Hit: hit rate
Crit: critical rate
Wt: weight of weapon
WL: weapon level required to wield it
Rg: range of weapon
$: cost
D: description

-------------------------------------------------------------------------------
a) Swords -------------------------------------------------------------- [1210]
-------------------------------------------------------------------------------
One of the fundamental weapons, boasting huge accuracy but lacking in power.

Name: Iron Sword
Uses: 46
Mt: 5
Hit: 90
Crit: 0
Wt: 5
WL: E
Rg: 1
$: 460G
D: Iron Weapons are very useful and as swords are the most common weapon in the
game, the Iron Sword qualifies as the most common weapon you can find. It's
not bad.

Name: Slim Sword
Uses: 30
Mt: 3
Hit: 100
Crit: 5
Wt: 2
WL: E
Rg: 1
$: 480G
D: A waste of time. The hit is overkill, the critical is insignificant. It is
completely inferior to the Iron Sword.

Name: Emblem Blade
Uses: 60
Mt: 5
Hit: 90
Crit: 0
Wt: 5
WL: E
Rg: 1
$: ???
D: An Iron Sword with more uses.

Name: Steel Sword
Uses: 30
Mt: 8
Hit: 75
Crit: 0
Wt: 10
WL: D
Rg: 1
$: 600G
D: Slightly more powerful than the Iron Sword, but still inferior.

Name: Iron Blade
Uses: 35
Mt: 9
Hit: 70
Crit: 0
Wt: 12
WL: D
Rg: 1
$: 980G
D: A slightly more powerful Steel Sword, but has too many disadvantages to be
considered superior to it.

Name: Armorslayer
Uses: 18
Mt: 8
Hit: 80
Crit: 0
Wt: 11
WL: D
Rg: 1
$: 1260G
D: Effective against armoured units, but axes do the job just as well. Conserve
this weapon for funds.

Name: Longsword
Uses: 18
Mt: 6
Hit: 85
Crit: 0
Wt: 11
WL: D
Rg: 1
$: 1260G
D: Effective against mounted units. Another one of those weapons that rarely
if ever gets used.

Name: Wo Dao
Uses: 20
Mt: 8
Hit: 75
Crit: 35
Wt: 5
WL: D
Rg: 1
$: 1200G
D: Only usable by Lyn, Karel and Karla. A rare weapon, but nothing is very
impressive about it except for the critical.

Name: Poison Sword
Uses: 40
Mt: 3
Hit: 70
Crit: 0
Wt: 6
WL: D
Rg: 1
$: Unobtainable
D: Can poison foes. This weapon is unobtainable, so nothing much to say except
that it can be annoying, because it rarely deals damage; just poisons.

Name: Steel Blade
Uses: 25
Mt: 11
Hit: 65
Crit: 0
Wt: 14
WL: C
Rg: 1
$: 1250G
D: Significant power for a sword, but hampered in other areas.

Name: Wyrmslayer
Uses: 20
Mt: 7
Hit: 75
Crit: 0
Wt: 5
WL: C
Rg: 1
$: 3000G
D: Strong against wyverns, but who would be using a sword against a wyvern
anyway? Another rarity.

Name: Killing Edge
Uses: 20
Mt: 9
Hit: 75
Crit: 30
Wt: 7
WL: C
Rg: 1
$: 1300G
D: One of the best standard swords around, with significant critical coupled
with decent power and accuracy. Save it up for later chapters.

Name: Lancereaver
Uses: 15
Mt: 9
Hit: 75
Crit: 5
Wt: 9
WL: C
Rg: 1
$: 1800G
D: One of the reaver weapons that reverses the weapon triangle. Another sword
that is to be conserved for funds, but is useful on some occasions.

Name: Light Brand
Uses: 25
Mt: 9
Hit: 70
Crit: 0
Wt: 9
WL: C
Rg: 1-2
$: 1250G
D: A reasonable artifact sword, because it is the only sword that can attack
ranged and melee, variably physical or magical. The magic is weak though.

Name: Brave Sword
Uses: 30
Mt: 9
Hit: 75
Crit: 0
Wt: 12
WL: B
Rg: 1
$: 3000G
D: An incredible weapon for the Link Arena and very valuable. Definitely not
to be used until after-game. As a Brave weapon, it can attack up to four
times and is guaranteed a double attack.

Name: Wind Sword
Uses: 40
Mt: 9
Hit: 70
Crit: 0
Wt: 9
WL: B
Rg: 1-2
$: ???
D: Effective against flying units. The best magic sword in the game, but not
available without the Bonus Disk.

Name: Silver Sword
Uses: 20
Mt: 13
Hit: 80
Crit: 0
Wt: 8
WL: A
Rg: 1
$: 1500G
D: A powerful sword that is valuable, but not exceptionally valuable. A great
utility weapon for the last chapter.

Name: Silver Blade
Uses: 15
Mt: 14
Hit: 60
Crit: 0
Wt: 13
WL: A
Rg: 1
$: 1800G
D: A rare and pretty pathetic weapon. Nothing exceptional.

Name: Runesword
Uses: 15
Mt: 12
Hit: 65
Crit: 0
Wt: 11
WL: A
Rg: 1-2
$: 3000G
D: A valuable but pathetic weapon. It has a draining HP effect and is magical
only, unlike other magic swords.

Name: Regal Blade
Uses: 25
Mt: 20
Hit: 85
Crit: 0
Wt: 9
WL: S
Rg: 1
$: ???
D: An amazing weapon. Don't use it without good reason to.

Name: Mani Katti
Uses: 45
Mt: 8
Hit: 80
Crit: 20
Wt: 3
WL: Prf
Rg: 1
$: Cannot be sold
D: Effective against infantry. The only lord weapon you can exploit as much
as possible in Lyn Mode, but it still a great asset in the main-game, because
it doesn't cost any money.

Name: Sol Katti
Uses: 30
Mt: 12
Hit: 95
Crit: 25
Wt: 14
WL: Prf
Rg: 1
$: Cannot be sold
D: Gives +5 RES and effective against dragons. The stats make Sol Katti useful,
but definitely hopeless in the Final Chapter, because Lyn won't be dealing
much damage at all. Hopefully, that critical will kick in.

Name: Rapier
Uses: 40
Mt: 7
Hit: 95
Crit: 10
Wt: 5
WL: Prf
Rg: 1
$: 6000G
D: Effective against infantry. The rapier is a good weapon but not anywhere
near as good as the Mani Katti. Conserve this weapon well, it is VERY costly.

Name: Durandal
Uses: 20
Mt: 17
Hit: 90
Crit: 0
Wt: 16
WL: Prf
Rg: 1
$: Cannot be sold
D: Gives +5 STR and effective against dragons. The most powerful sword in the
game, but very heavy.

-------------------------------------------------------------------------------
b) Lances -------------------------------------------------------------- [1220]
-------------------------------------------------------------------------------
A balance of the power of the axe and the accuracy of the sword makes lances 
the best weapons in the game. This balance can be a slight downfall at times, 
but is terrific overall.

Name: Iron Lance
Uses: 45
Mt: 7
Hit: 80
Crit: 0
Wt: 8
WL: E
Rg: 1
$: 360G
D: The standard lance. Same as Iron Sword, very common and useful.

Name: Slim Lance
Uses: 30
Mt: 4
Hit: 85
Crit: 5
Wt: 4
WL: E
Rg: 1
$: 450G
D: Very effective when used by pegasus knights. A definite mage-killer.

Name: Javelin
Uses: 20
Mt: 6
Hit: 65
Crit: 0
Wt: 11
WL: E
Rg: 1-2
$: 400G
D: Ranged lances and the most common type, very useful.

Name: Emblem Lance
Uses: 60
Mt: 7
Hit: 80
Crit: 0
Wt: 8
WL: E
Rg: 1
$: ???
D: Same as the Emblem Blade, relative to the Iron Lance.

Name: Poison Lance
Uses: 40
Mt: 4
Hit: 65
Crit: 0
Wt: 8
WL: E
Rg: 1
$: Cannot be obtained
D: The poison equivalent of the lance. Nothing exceptional, adds the edge to
enemies.

Name: Steel Lance
Uses: 30
Mt: 10
Hit: 70
Crit: 0
Wt: 13
WL: D
Rg: 1
$: 480G
D: A little more power than the Iron Lance. Effective when handling tougher
enemies, such as knights.

Name: Heavy Spear
Uses: 16
Mt: 9
Hit: 70
Crit: 0
Wt: 14
WL: D
Rg: 1
$: 1200G
D: Effective against armored units, but a rarity that shouldn't be used. Axes
are the superior choice.

Name: Horseslayer
Uses: 16
Mt: 7
Hit: 70
Crit: 0
Wt: 13
WL: D
Rg: 1
$: 1040G
D: Effective against mounted units. Another rather useless weapon to be left
unused for funds. Axes are the obvious solution.

Name: Short Spear
Uses: 18
Mt: 9
Hit: 60
Crit: 0
Wt: 12
WL: C
Rg: 1-2
$: 900G
D: Javelins are cheaper and therefore better. Short Spears shouldn't be used.

Name: Killer Lance
Uses: 20
Mt: 10
Hit: 70
Crit: 30
Wt: 9
WL: C
Rg: 1
$: 1200G
D: The killer equivalent for lances, rare and powerful. Shouldn't be used too
frequently.

Name: Axereaver
Uses: 15
Mt: 10
Hit: 70
Crit: 5
Wt: 11
WL: C
Rg: 1
$: 1950G
D: The reaver for lances. Almost completely unnecessary, because most lance
users can use swords.

Name: Brave Lance
Uses: 30
Mt: 10
Hit: 70
Crit: 0
Wt: 14
WL: B
Rg: 1
$: 7500G
D: The brave equivalent of the lance that shouldn't be used outside of LA.

Name: Spear
Uses: 15
Mt: 12
Hit: 70
Crit: 5
Wt: 10
WL: B
Rg: 1-2
$: 9000G
D: A strong ranged weapon that is also rare. The Uber Spear that Vaida carries
in Unfulfilled Heart is the best lance in the game (+17HP +5 STR +4 SKL +9 SPD
+4 DEF +14 RES) thanks to Nergal.

Name: Silver Lance
Uses: 20
Mt: 14
Hit: 75
Crit: 0
Wt: 10
WL: A
Rg: 1
$: 1200G
D: As a silver weapon, it should be conserved until the last chapter or two.

Name: Rex Hasta
Uses: 25
Mt: 21
Hit: 80
Crit: 0
Wt: 11
WL: S
Rg: 1
$: ???
D: Another amazing S rank weapon.

-------------------------------------------------------------------------------
c) Axes ---------------------------------------------------------------- [1230]
-------------------------------------------------------------------------------
Axes are extremely powerful, but are also extremely inaccurate.

Name: Iron Axe
Uses: 45
Mt: 8
Hit: 75
Crit: 0
Wt: 10
WL: E
Rg: 1
$: 270G
D: Cheap, powerful, reasonably accurate and durable. A great axe.

Name: Steel Axe
Uses: 30
Mt: 11
Hit: 65
Crit: 0
Wt: 15
WL: E
Rg: 1
$: 360G
D: Vastly inferior to the Iron Axe, trading 1 Mt. for a shocking drop in most
other fields.

Name: Hand Axe
Uses: 20
Mt: 7
Hit: 60
Crit: 0
Wt: 12
WL: E
Rg: 1-2
$: 300G
D: A reasonable ranged axe, but not terrific.

Name: Emblem Axe
Uses: 60
Mt: 8
Hit: 75
Crit: 0
Wt: 0
WL: E
Rg: 1
$: ???
D: Again, just the Iron Axe with more durability.

Name: Devil Axe
Uses: 20
Mt: 18
Hit: 55
Crit: 0
Wt: 18
WL: E
Rg: 1
$: 900G
D: Can backfire, but grants amazing weapon EXP.
*** The Devil Axe formula is off, still figuring out the right formula...

Name: Poison Axe
Uses: 40
Mt: 4
Hit: 60
Crit: 0
Wt: 10
WL: E
Rg: 1
$: Cannot be obtained
D: Poison equivalent for the axe. Rarely ever hits, but if it does it can be
quite painful to some units.

Name: Hammer
Uses: 20
Mt: 10
Hit: 55
Crit: 0
Wt: 15
WL: D
Rg: 1
$: 800G
D: Iron Axes can do the job just as well in my opinion. A waste of space,
because armoured units are generally lance wielders at any rate.

Name: Halberd
Uses: 18
Mt: 10
Hit: 60
Crit: 0
Wt: 15
WL: D
Rg: 1
$: 810G
D: Same case as with the Hammer, except this time it is to do with mounted
units. They are generally lance users, so any old axe will do.

Name: Dragon Axe
Uses: 40
Mt: 10
Hit: 60
Crit: 0
Wt: 11
WL: C
Rg: 1
$: 6000G
D:Axes are the bane of most wyverns as well, so this axe should be kept for
funds.

Name: Swordslayer
Uses: 20
Mt: 11
Hit: 80
Crit: 5
Wt: 13
WL: C
Rg: 1
$: 2000G
D: The most powerful reverse weapon in the game, because it all is effective
against sword users. It is also strong and can crush many units.

Name: Swordreaver
Uses: 15
Mt: 11
Hit: 65
Crit: 5
Wt: 13
WL: C
Rg: 1
$: 2100G
D: Outclassed by a long way courtesy of the Swordslayer.

Name: Killer Axe
Uses: 20
Mt: 11
Hit: 65
Crit: 30
Wt: 11
WL: C
Rg: 1
$: 1000G
D: The ideal weapon for the berserker. The killer equivalent for axemen.

Name: Brave Axe
Uses: 30
Mt: 10
Hit: 65
Crit: 0
Wt: 16
WL: B
Rg: 1
$: 2250G
D: Typical brave version for the axe users.

Name: Silver Axe
Uses: 20
Mt: 15
Hit: 70
Crit: 0
Wt: 12
WL: A
Rg: 1
$: 1000G
D: Same deal as the other silver weapons, conserve for the Final Chapter.

Name: Tomahawk
Uses: 15
Mt: 13
Hit: 65
Crit: 0
Wt: 14
WL: A
Rg: 1-2
$: 3000G
D: Not worth using, because it has little durability.

Name: Basilikos
Uses: 30
Mt:22
Hit: 75
Crit: 0
Wt: 15
WL: S
Rg: 1
$: ???
D: The S rank axe does not disappoint with amazing power.

Name: Wolf Beil
Uses: 30
Mt: 10
Hit: 75
Crit: 5
Wt: 10
WL: Prf
Rg: 1
$: 4500G
D: Effective against infantry. The power is very helpful, but the hit can
sometimes be its weakness (especially some of the faster units in the game,
such as Kishuna).

Name: Armads
Uses: 25
Mt: 18
Hit: 85
Crit: 0
Wt: 18
WL: Prf
Rg: 1
$: Cannot be sold
Gives +5 DEF and effective against dragons. The number one weapon to take down
the final boss. Hector can easily deal massive damage to foes taking hardly
any damage in return. Hector is overpowered :)

-------------------------------------------------------------------------------
d) Bows ---------------------------------------------------------------- [1240]
-------------------------------------------------------------------------------
Bows do not fit in the weapon triangle, but are effective against flying units.
They also serve as the primary physical long-range weapons. Bows are not as
common as the other physical weapons.

Name: Iron Bow
Uses: 45
Mt: 6
Hit: 85
Crit: 0
Wt: 5
WL: E
Rg: 2
$: 540G
D: The standard iron bow, very useful. Bows, when used ineffectively will not
deal much damage. Aim for the right units for success.

Name: Emblem Bow
Uses: 60
Mt: 6
Hit: 85
Crit: 0
Wt: 5
WL: E
Rg: 2
$: ???
D: The last of the Emblem weapons, an Iron Bow with more durability.

Name: Poison Bow
Uses: 40
Mt: 4
Hit: 65
Crit: 0
Wt: 5
WL: E
Rg: 2
$: Cannot be obtained
D: A very annoying weapon because it won't deal any damage, just inflict the
poison status. It is lethal against fliers, though.

Name: Steel Bow
Uses: 30
Mt: 9
Hit: 70
Crit: 0
Wt: 9
WL: D
Rg: 2
$: 720G
D: Probably more useful than the Iron Bow, because it offers some nice power.

Name: Short Bow
Uses: 22
Mt: 5
Hit: 85
Crit: 10
Wt: 3
WL: D
Rg: 2
$: 1760G
D: A handy bow in the hands of a high-skill unit (Rath and Lyn come to mind).
It's valuable, so it might be better to save it up.

Name: Longbow
Uses: 20
Mt: 5
Hit: 65
Crit: 0
Wt: 10
WL: D
Rg: 2-3
$: 2000G
D: A very pesky enemy weapon, but not exactly useful unless you are behind a
wall. Keep it for funds.

Name: Killer Bow
Uses: 20
Mt: 9
Hit: 75
Crit: 30
Wt: 7
WL: C
Rg: 2
$: 1400G
D: The killer bow is deadly against all fliers, even promoted ones. It's
awesome to see an unpromoted Rath take out a Wyvern Lord or Falcon Knight with
ease with one of these.

Name: Brave Bow
Uses: 30
Mt: 10
Hit: 70
Crit: 0
Wt: 12
WL: B
Rg: 2
$: 7500G
D: Rath is the ideal choice for this weapon, don't use ANY until you are in
the LA.

Name: Silver Bow
Uses: 20
Mt: 13
Hit: 75
Crit: 0
Wt: 6
WL: A
Rg: 2
$: 1600G
D: Another silver weapon for the Final Chapter.

Name: Rienfleche
Uses: 25
Mt: 20
Hit: 80
Crit: -0
Wt: 7
WL: S
Rg: 2
$: ???
D: Amazing might and weight. An incredible bow in the hands of a warrior or
Rath.

-------------------------------------------------------------------------------
e) Anima --------------------------------------------------------------- [1250]
-------------------------------------------------------------------------------
Generic magic, consisting of the basic elements; ice, fire, thunder and wind.
It's still very useful for taking out standard enemies, though it isn't
effective later on.

Name: Fire
Uses: 40
Mt: 5
Hit: 90
Crit: 0
Wt: 4
WL: E
Rg: 1-2
$: 560G
D: This spell will only be really used in Lyn Mode. Thunder is significantly
better, so use that instead.

Name: Thunder
Uses: 35
Mt: 8
Hit: 80
Crit: 5
Wt: 6
WL: D
Rg: 1-2
$: 700G
D: A devestating anima spell that rips through weak enemies. It is light, has
a little critical and has nice power.

Name: Elfire
Uses: 30
Mt: 10
Hit: 85
Crit: 0
Wt: 10
WL: C
Rg: 1-2
$: 1200G
D: Trades with Thunder for more power in exchange for weight. Elfire can slow
down a lot of your units, but isn't that bad. Still, Thunder is superior.

Name: Bolting
Uses: 5
Mt: 12
Hit: 60
Crit: 0
Wt: 20
WL: B
Rg: 3-10
$: 2500G
D: Very valuable and worth conserving. It's useless as a spell, the extra
range isn't helpful. There are a few enemies that are dangerous with this
weapon, such as Ursula, Sonia and Limstella. Watch out for them and their
double attack.

Name: Fimbulvetr
Uses: 20
Mt: 13
Hit: 80
Crit: 0
Wt: 12
WL: A
Rg: 1-2
$: 6000G
D: Useless. Keep it for funds.

Name: Excalibur
Uses: 25
Mt: 18
Hit: 90
Crit: 10
Wt: 13
WL: S
Rg: 1-2
$: ???
D: This spell won't do crap to do the final boss and won't help against Nergal
either. USELESS. Don't cast a single burst of this spell.

Name: Forblaze
Uses: 20
Mt: 14
Hit: 85
Crit: 5
Wt: 11
WL: Prf
Rg: 1-2
$: ???
D: Gives +5 LUC and effective against dragons. Can you say... USELESS? Athos's
spell is crap compared to Aureola. Athos will more likely be using that against
both Nergal and the Dragon.

-------------------------------------------------------------------------------
f) Light --------------------------------------------------------------- [1260]
-------------------------------------------------------------------------------
Weak for most of the game, but strong against the last few enemies in the game.
Light magic is weak but relies on luck (ie. high critical) and hitting
reliably.

Name: Lightning
Uses: 35
Mt: 4
Hit: 95
Crit: 5
Wt: 6
WL: E
Rg: 1-2
$: 630G
D: Amazingly, probably the most useful E rank magic in the game. You'll be
using it often against shamen that come your way. It's cheap and reasonable.
It definitely is the best common light magic available.

Name: Shine
Uses: 30
Mt: 6
Hit: 90
Crit: 8
Wt: 8
WL: D
Rg: 1-2
$: 900G
D: Useless compared to Lightning. Store it away for meagre funds.

Name: Divine
Uses: 25
Mt: 8
Hit: 85
Crit: 10
Wt: 12
WL: C
Rg: 1-2
$: 2500 G
D: Crap compared to Lightning, still. It's valuable, but crap.

Name: Purge
Uses: 5
Mt: 10
Hit: 75
Crit: 5
Wt: 20
WL: B
Rg: 3-10
$: 3000 G
D: More useless than even bolting. It's hard to obtain and only worth it for
funds. Complete crap in battle.

Name: Aura
Uses: 20
Mt: 12
Hit: 85
Crit: 15
Wt: 15
WL: A
Rg: 1-2
$: 8000G
D: My god, more crap. Funds only. Period.

Name: Luce
Uses: 25
Mt: 16
Hit: 95
Crit: 25
Wt: 16
WL: S
Rg: 1-2
$: ???
D: An amazing spell that is almost as good as Aureola. It has great stats and
is very useful for taking out Nergal and his cronies.

Name: Aureola
Uses: 20
Mt: 15
Hit: 90
Crit: 5
Wt: 14
WL: S
Rg: 1-2
$: Cannot be sold
D: Gives +5 to RES and effective against dragons. It seems weaker stat-wise
than Luce, right? What is important to note is that RES bonus, as well as it
being effective against dragons. The final boss will take a copping from this
spell.

-------------------------------------------------------------------------------
g) Dark --------------------------------------------------------------- [1270]
-------------------------------------------------------------------------------
The most powerful magic in the game and probably the most useful weapon in the
entire game. There are only two dark users in the game, but even then, they
will decimate Nergal and his forces. Dark magic trades in accuracy for a LOT
more power.

Name: Flux
Uses: 45
Mt: 7
Hit: 80
Crit: 0
Wt: 8
WL: D
Rg: 1-2
$: 900G
D: This tome will be used right until the Final Chapter. It is the best D rank
tome in the game.

Name: Luna
Uses: 35
Mt: 0
Hit: 95
Crit: 20
Wt: 12
WL: C
Rg: 1-2
$: 5250G
D: Ignores resistance. READ THOSE WORDS, dammit! The BEST WEAPON IN THE GAME.
Quite seriously. It will never miss and has phenomenal critical. This spell
can single-handedly take on the last boss. It also comes reasonably early in
the game...

Name: Nosferatu
Uses: 20
Mt: 10
Hit: 70
Crit: 0
Wt: 14
WL: C
Rg: 1-2
$: 3200G
D: Drains HP into the caster. Looks cool, but isn't all that useful.

Name: Eclipse
Uses: 5
Mt: --
Hit: 30
Crit: 0
Wt: 12
WL: B
Rg: 3-10
$: 4000G
D: Another insane spell, REDUCES ENEMY HP TO 50%. Eclipse can shut down any
enemy and can even bring Nergal and the final boss to their knees.

Name: Fenrir
Uses: 20
Mt: 15
Hit: 70
Crit: 0
Wt: 18
WL: A
Rg: 1-2
$: 9000G
D: Useless; keep it for funds.

Name: Gespenst
Uses: 25
Mt: 23
Hit: 80
Crit: 0
Wt: 20
WL: S
Rg:1-2
$: ???
D: Too freaking heavy. This spell is good for crap, Luna does the job much
better.

Name: Ereshkigal
Uses: Unlimited
Mt: 20
Hit: 95
Crit: 0
Wt: 12
WL: Prf
Rg: 1-2
$: Cannot be obtained
D: A good spell that Nergal has. Shame Nergal is pretty crap against Athos and
the lords. Nergal will pose ZERO threat to the legendary weapon wielders and
he doesn't even bother moving; a sitting duck.

-------------------------------------------------------------------------------
h) Staves -------------------------------------------------------------- [1280]
-------------------------------------------------------------------------------
The primary purpose of staves is to heal, but there are some (may I add 
useless) staves that have added effects. Most of them are pointless.

Name: Heal
Uses: 30
Hit: 100
Wt: 2
WL: E
Rg: 1
$: 600G
D: Heals HP = 10 + user's MAG
Cheap and easy to use. Primary healing spell.

Name: Mend
Uses: 20
Hit: 100
Wt: 4
WL: D
Rg: 1
$: 1000G
D: Heals HP = 20 + user's MAG
Mend MIGHT be useful if the healer has little MAG, but in all seriousness Heal
is superior due to its durability and cheapness.

Name: Torch
Uses: 10
Hit: 100
Wt: 5
WL: D
Rg: 1/2 user's MAG
$: 1000G
D: Acts as a torch to light the path in fog-of-war. The range of vision fades
by 1 every turn thereafter. Useless, because thieves can do just as well. Keep
it for funds.

Name: Unlock
Uses: 10
Hit: 100
Wt: 7
WL: D
Rg: 1-2
$: 1500G
D: Opens doors and chests. Again, thieves make this staff redundant. Keep it
for funds.

Name: Recover
Uses: 15
Hit: 100
Wt: 6
WL: C
Rg: 1
$: 2250G
D: Heals HP to the max of all allies in adjacent squares to caster. USELESS,
because the chances of users getting hurt in all squares adjacent are very
small.

Name: Restore
Uses: 10
Hit: 100
Wt: 4
WL: C
Rg: 1
$: 2000G
D: Restores status to normal. Very useful when units are poisoned and have low
HP, or are berserked (which is a pain).

Name: Barrier
Uses: 15
Hit: 100
Wt: 4
WL: C
Rg: 1
$: 2250G
D: Increases target ally's RES by 7 and decreases by 1 each subsequent turn.
Useless, because the chances are you are using a high RES unit against mages,
or you have no pure water and are desperate.

Name: Hammerne
Uses: 3
Hit: 100
Wt: 7
WL: C
Rg: 1
$: 1800G
D: Restores a weapon's durability to maximum. VERY USEFUL, especially for rare
weapons such as the Uber Spear and the lord's professional weapons.

Name: Physic
Uses: 15
Hit: 100
Wt: 5
WL: B
Rg: 1/2 user's MAG
$: 3750G
D: Heals HP = 10 + caster's MAG
A long-range heal. It's good, but rather expensive. I wouldn't recommend
using it unless you are severely desperate.

Name: Rescue
Uses: 3
Hit: 100
Wt: 6
WL: B
Rg: 1/2 caster's MAG
$: 1800G
D: Transports an ally to a space adjacent to the caster. Rather useless, unless
you are a hopeless tactician (which you won't be with my guide :p).

Name: Sleep
Uses: 3
Hit: 65
Wt: 8
WL: B
Rg: 1/2 caster's MAG
$: 1500G
D: Enemy goes to sleep if you are lucky. Rather useless, again, unless you are
an incompetent tactician.

Name: Silence
Uses: 3
Hit: 70
Wt: 7
WL: B
Rg: 1/2 caster's MAG
$: 1200G
D: Enemy is silenced (they cannot use magic). Kinda pointless against physical
units, but can be useful against strong magic users, although it will miss the
bosses (most of the time).

Name: Berserk
Uses: 3
Hit: 60
Wt: 8
WL: B
Rg: 1/2 caster's MAG
$: 1800G
D: Enemy becomes berserk. They attack ANYONE, including allies. Bloody
annoying to the player when enemies use it. Make sure that Restore staff is
nearby.

Name: Fortify
Uses: 8
Hit: 100
Wt: 7
WL: A
Rg: 1/2 caster's MAG
$: 8000G
D: Heal HP = 10 + caster's MAG to all allies in range. It is an awesome spell
to be used sparingly.

Name: Warp
Uses: 5
Hit: 100
Wt: 5
WL: A
Rg: 1
$: 7500G
D: Warps an ally to any location on the map. Only useful to access a Secret
Shop, so it isn't something you'd value all that much.

-------------------------------------------------------------------------------
i) Others -------------------------------------------------------------- [1290]
-------------------------------------------------------------------------------
I fit any other stuff here. There isn't much.

Ballistas are rare weapons that can only be used by archers or snipers. They
can be useful, but are normally pointless.

Name: Ballista
Uses: 5
Mt: 8
Hit: 70
Crit: 0
Wt: 20
WL: Prf
Rg: 3-10
$: Cannot be bought
D: The standard ballista, use it to pick off pegasus knights or something.

Name: Iron Ballista
Uses: 5
Mt: 13
Hit: 60
Crit: 0
Wt: 20
WL: Prf
Rg: 3-15
$: Cannot be bought
D: An improved ballista, use it to pick off generally any flier.

Name: Killer Ballista
Uses: 5
Mt: 12
Hit: 65
Crit: 10
Wt: 20
WL: Prf
Rg: 3-10
$: Cannot be bought
D: A killer version of the ballista that is fatal. Watch out for these.

Name: Flametongue
Uses: Infinite
Mt: --
Hit: --
Crit: --
Wt: --
WL: --
Rg: 1-3
$: Cannot be obtained
D: Deals 37 damage regardless of circumstances.
Provides bonuses:
+10 STR
+10 SKL
+20 DEF
+10 RES

===============================================================================
~-~-~ 13) ITEMS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [1300]
===============================================================================
A database of items.

Standard -
Name:
Description:
Uses:

Name: Afa's Drops
Description: Gives a little treat to the one who uses it.
Uses: 1

Name: Angelic Robe
Description: increases max. HP by 7
Uses: 1

Name: Antitoxin
Description: A medical solution used to heal poison.
Uses: 3

Name: Blue Gem
Description: Worth 5000G
Uses: 1

Name: Body Ring
Description: increases CON by 2
Uses: 1

Name: Boots
Description: increases MOV by 2
Uses: 1

Name: Delphi Shield
Description: protects fliers from arrows
Uses: 1

Name: Door Key
Description: opens doors
Uses: 1

Name: Dragonshield
Description: increases DEF by 2
Uses: 1

Name: Earth Seal
Description: Use this on a level 10 unit yet to promote to change class.
Uses: 1

Name: Elixir
Description: A solution that restores all HP.
Uses: 3

Name: Elysian Whip
Description: Use this to promote fliers level 10 and higher.
Uses: 1

Name: Emblem Seal
Description: Tactician's scroll. Gives its carrier an advantage. (Increases
evasion)

Name: Energy Ring
Description: increases MAG/STR by 2
Uses: 1

Name: Fell Contract
Description: Get a thief to sign on the dotted line and... (promotes)
Uses: 1

Name: Filla's Might
Description: A dance that increases allies' attack for a turn
Uses: 15

Name: Goddess Icon
Description: increases LUC by 2
Uses: 1

Name: Guiding Ring
Description: Use this to promote casters level 10 and higher.
Uses: 1

Name: Heaven Seal
Description: Use this to promote lords level 10 and higher.
Uses: 1

Name: Hero Crest
Description: Use this to promote mercenaries, myrmidons and fighters level 10
and higher.
Uses: 1

Name: Iron Rune
Description: A device that negates enemy critical attacks
Uses: (hold)

Name: Knight Crest
Description: Use this to promote knights and cavaliers level 10 and higher.
Uses: 1

Name: Light Rune
Description: A device that blocks units from entering spaces.
Uses: 1

Name: Lockpick
Description: Opens doors and chests. Only usable by thieves.
Uses: 15

Name: Member's Card
Description: If a thief stops at a certain location... (visit Secret Shops)
Uses: 1

Name: Mine
Description: A trap that damages units that step on it. Can be used to
activate a glitch.
Uses: 1

Name: Nini's Grace
Description: A dance that increases allies' defenses for a turn.
Uses: 15

Name: Orion's Bolt
Description: Use this to promote archers and nomads level 10 and higher.
Uses: 1

Name: Pure Water
Description: Increases RES by 7 and decreases by 1 every subsequent turn until
back to normal.
Uses: 3

Name: Red Gem
Description: Worth 2500G
Uses: 1

Name: Secret Book
Description: increases SKL by 2
Uses: 1

Name: Set's Litany
Description: A dance that increases allies' evasion for a turn
Uses: 15

Name: Silver Card
Description: Halves the cost of items. Worth 4000G.
Uses: (hold)

Name: Speedwings
Description: increases SPD by 2
Uses: 1

Name: Talisman
Description: increases RES by 2
Uses: 1

Name: Thor's Ire
Description: A dance that increases critical % for a turn
Uses: 15

Name: Torch
Description: Lightens up an area in fog-of-war, grows dimmer each turn
Uses: 5

Name: Vulnerary
Description: Used to heal minor wounds.
Uses: 3

Name: White Gem
Description: Worth 10000G
Uses: 1

===============================================================================
~-~-~ 14) BONUS DISK ITEMS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [1400]
===============================================================================
These items can only be obtained via the Mario Kart: Double Dash Bonus Disk.
Hook up the GBA with the Gamecube and transfer the items.

Weapons:
Dragon Axe
Emblem Axe
Emblem Blade
Emblem Bow
Emblem Lance
Wind Sword

Items:
Angelic Robe
Body Ring
Dragonshield
Emblem Seal
Energy Ring
Goddess Icon
Secret Book
Silver Card
Thor's Ire

See Weapons and Items for more information.

===============================================================================
~-~-~ 15) CHARACTERS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [1500]
===============================================================================
A database of every character in their game and main details.

Opinions are not provided, in fear that they will influence the player's
choices.

The numbers after the names of the supports indicate turns for the support
levels: C, B and A respectively (as a ########## total).

Standard -
Name: name of character
Description: game's description of character
Class: class of character
Recruitment details: recruitment information
Starting stats: stats when first recruited
Growth rates: (%) growth in each stat
Affinity: affinity
Supports: support options

Lyn (Lady Lyndis)
A young girl from the Lorca tribe. Stouthearted and kind.
Class: Lord -> Blade Lord
Recruitment details: Prologue (Lyn Mode), rejoins Chapter 15E/16H
automatically
Starting stats: Lord L1 Vulnerary 3/3 Iron Sword 46/46
HP 16 STR 4 SKL 7 SPD 9 DEF 2 RES 0 LUC 5 CON 5 MOV 5 AID 4 D sword
Growth rates: (%)
HP 70 STR 40 SKL 60 SPD 60 DEF 20 RES 30 LUC 55
Affinity: wind
Supports: Florina 2/22/42, Rath 17/37/57, Kent 21/48/75, Wil 22/49/76, Hector
27/54/81, Wallace 33/73/113, Eliwood 36/76/116

Sain
A knight in service to House Caelin. A bit of a scoundrel.
Class: Cavalier
Recruitment details: Chapter 1, rejoins Chapter 15E/16H automatically
Starting stats: Cavalier L1 Iron Lance 45/45
HP 18 STR 8 SKL 4 SPD 6 DEF 6 RES 0 LUC 4 CON 9 MOV 7 AID 16 E lance D sword
Growth rates: (%)
HP 80 STR 60 SKL 35 SPD 40 DEF 20 RES 20 LUC 35
Affinity: wind
Supports: Kent 17/44/71, Fiora 21/81/121, Rebecca 41/81/121, Serra 41/81/121,
Priscilla 41/81/121, Isadora 81/161/241, Louise 81/161

Kent
A knight in service to House Caelin. Virtuous to a fault.
Class: Cavalier
Recruitment details: Chapter 1, rejoins Chapter 15E/16H automatically
Starting stats: Cavalier L1 Iron Sword 46/46 Iron Lance 45/45 Vulnerary 3/3
HP 20 STR 6 SKL 6 SPD 7 DEF 5 RES 1 LUC 2 CON 9 MOV 7 AID 16 D sword E lance
Growth rates: (%)
HP 85 STR 40 SKL 50 SPD 45 DEF 25 RES 25 LUC 20
Affinity: anima
Supports: Sain 17/44/71, Lyn 21/48/75, Fiora 27/54/81, Wallace 33/73/113, Heath
41/81/121, Farina 81/161/241

Florina
A pegasus knight earning her title. A friend of Lyn's.
Class: Pegasus Knight
Recruitment details: Chapter 3 automatically, returns Chapter 15E/16H
automatically
Starting stats: Pegasus Knight L1 Slim Lance 30/30 Vulnerary 3/3
HP 17 STR 5 SKL 7 SPD 9 DEF 4 RES 4 LUC 7 CON 4 MOV 7 AID 16 D lance
Growth rates: (%)
HP 60 STR 40 SKL 50 SPD 55 DEF 15 RES 35 LUC 50
Affinity: light
Supports: Lyn 2/22/42, Fiora 12/32/52, Farina 16/43/70, Ninian 21/41/61, Hector
38/78/118, Nino 41/81/121, Serra 81/161/241

Wil
A youth from Pherae, in the Lycian League. Very social.
Class: Archer
Recruitment details: Chapter 3 visit the village, rejoins Chapter 15E/16H
automatically
Starting stats: Archer L2 Iron Bow 45/45
HP 20 STR 6 SKL 5 SPD 5 DEF 5 RES 0 LUC 6 CON 6 MOV 5 AID 5 D bow
Growth rates: (%)
HP 75 STR 50 SKL 50 SPD 40 DEF 20 RES 25 LUC 40
Affinity: wind
Supports: Rebecca 17/44/71, Dart 21/48/75, Lyn 22/49/76, Rath 41/81/121, 
Wallace 41/81/121, Raven 81/161/241

Dorcas
A man from a small village in Bern. Fights for his wife.
Class: Fighter
Recruitment details: Chapter 4 talk to him with Lyn as he approaches (enemy)
Starting stats: Fighter L3 Hand Axe 20/20
HP 30 STR 7 SKL 7 SPD 6 DEF 3 RES 0 LUC 3 CON 14 MOV 5 AID 13 C axe
Growth rates: (%)
HP 80 STR 60 SPD 40 SPD 20 DEF 25 RES 15 LUC 45
Affinity: fire
Supports: Bartre 22/49/76, Geitz 27/54/81, Oswin 41/81/121, Vaida 41/81/121,
Farina 81/161/241

Serra
A cleric in service to House Ostia. Headstrong and bold.
Class: Cleric
Recruitment details: Chapter 5 talk with Lyn, rejoins in Chapter 13E/12H
Starting stats: Cleric L1 Heal 30/30 Vulnerary 3/3
HP 17 MAG 2 SKL 5 SPD 8 DEF 2 RES 5 LUC 6 CON 4 MOV 5 AID 3 D staff
Growth rates: (%)
HP 50 MAG 50 SKL 30 SPD 40 DEF 15 RES 55 LUC 60
Affinity: thunder
Supports: Sain 41/81/121, Lucius 41/81/121, Hector 66/146/226, 
Oswin 71/151/231, Matthew 76/156/236, Erk 79/159/239, Florina 81/161/241

Erk
A young mage from Etruria. Charming, but uptight.
Class: Mage
Recruitment details: Chapter 5 joins with Serra, talk with Serra or Priscilla
to him in Chapter 14E/14H
Weapons: anima, staff
Starting stats: Mage L1 Fire 40/40
HP 17 MAG 5 SKL 6 SPD 7 DEF 2 RES 4 LUC 3 CON 5 MOV 5 AID 4 D anima
Growth rates: (%)
HP 65 MAG 40 SKL 40 SPD 50 DEF 20 RES 40 LUC 30
Affinity: thunder
Supports:
Pent 19/46, Priscilla 22/49/76, Nino 27/54/81, Louise 31/71, Serra 79/159/239

Rath
A young hired sword from the Kutolah tribe.
Class: Nomad
Recruitment details: Chapter 6 automatically, Chapter 21E/22H talk with Lyn
Starting stats: Nomad L7 Short Bow 22/22 Vulnerary 3/3
HP 25 STR 8 SKL 9 SPD 10 DEF 7 RES 5 CON 7 MOV 7 AID 18 C bow
Growth rates: (%)
HP 80 STR 50 SKL 40 SPD 50 DEF 10 RES 25 LUC 30
Affinity: darkness
Supports: Lyn 17/37/57, Guy 21/41/61, Wil 41/81/121

Matthew
A cheery thief. His casual demeanor belies his skill.
Class: Thief
Recruitment details: Chapter 6 visit the north village, Chapter 13E/11H
automatically
Starting stats: Thief L2 Iron Sword 46/46 Lockpick 15/15
HP 18 STR 4 SKL 4 SPD 11 DEF 3 RES 0 LUC 2 CON 7 MOV 6 AID 6 D sword
Growth rates: (%)
HP 75 STR 30 SKL 40 SPD 70 DEF 25 RES 20 LUC 50
Affinity: wind
Supports: Hector 21/48/75, Guy 24/51/78, Oswin 38/78/118, Legault 41/81/121,
Serra 76/156/236, Jaffar 81/161/241

Lucius
A travelling acolyte. Gentle and serene.
Class: Monk
Recruitment details: joins in Chapter 7, rejoins in Chapter 16E/17H
Starting stat####### L3 Lightning Vulnerary
HP 18 MAG 7 SKL 6 SPD 10 DEF 1 RES 6 LUC 2 CON 6 MOV 5 AID 5 D light
Growth rates: (%)
HP 55 MAG 60 SKL 50 SPD 40 DEF 10 RES 60 LUC 20
Affinity: light
Supports: Raven 17/44/71, Priscilla 38/78/118, Serra 41/81/121, Renault
41/81/121, Karel 81/161/241

Nils
A bard possessing arcane powers. Brother of Ninian.
Ninian
A sombre girl. Quiet, but filled with a solemn energy.
Class: Bard, Dancer
Recruitment details: Joins in Chapter 7, Ninian joins in Chapter 20 Eliwood/
Chapter 21 Hector. After Ninian dies, Nils rejoins in Chapter 30 Eliwood/ 32
Hector.
Starting stats: Bard L1 Vulnerary
HP 14 STR 0 SKL 0 SPD 12 DEF 5 RES 4 LUC 10 CON 3 MOV 5 AID 2
Ninian joins with the same stats as Nils had but 1 more CON and with Nini's
Grace. Nils rejoins with the same stats and items as Ninian had.
Growth rates: (%)
HP 85 STR 5 SKL 5 SPD 70 DEF 30 RES 70 LUC 80
Affinity: ice
Supports: Only Ninian can support.
Eliwood 17/33/49, Florina 21/41/61, Hawkeye 27/54/81

Wallace
A retired knight of Caelin. Constantly testing himself.
Class: Knight
Recruitment details: joins in Chapter 9 automatically, rejoins in Chapter 23
Eliwood Lloyd route/ Chapter 24 Hector Lloyd route
Starting stats: Knight L12 Iron Lance Iron Axe Knight Crest
HP 30 STR 13 SKL 7 SPD 5 DEF 15 RES 2 LUC 10 CON 13 MOV 4 AID 12 A lance
Growth rates: (%)
HP 70 STR 45 SKL 40 SPD 20 DEF 35 RES 35 LUC 30
Affinity: thunder
Supports: Lyn 33/73/113, Kent 33/73/113, Wil 41/81/121, Vaida 41/81/121,
Renault 41/81/121

Eliwood
Marquess Pherae's young son. Just and honorable.
Class: Lord
Recruitment details: automatically in Chapter 11 Eliwood/Chapter 12 Hector
Starting stats: Lord L1 Rapier Vulnerary
HP 18 STR 5 SKL 5 SPD 7 DEF 5 RES 0 LUC 7 CON 7 MOV 5 AID 6 C sword
Growth rates: (%)
HP 80 STR 45 SKL 50 SPD 40 DEF 30 RES 35 LUC 45
Affinity: anima
Supports: Hector 3/30/57, Ninian 17/33/49, Harken 19/46/73, Marcus 28/68/108,
Lowen 31/71/111, Lyn 36/76/116, Fiora 41/81/121

Marcus
A paladin serving House Pherae. A skilled veteran.
Class: Paladin
Recruitment details: Joins Chapter 11 Eliwood/12 Hector automatically
Starting stats: Paladin L1 Steel Sword Steel Lance (Silver Lance in Hard Mode)
HP 31 STR 15 SKL 15 SPD 11 DEF 10 RES 8 LUC 8 CON 11 MOV 8 AID 14 A lance
A sword B axe
Growth rates: (%)
HP 65 STR 30 SKL 50 SPD 25 DEF 15 RES 35 LUC 30
Affinity: ice
Supports: Lowen 21/48/75, Isadora 22/49/76, Eliwood 28/68/108, 
Harken 31/71/111, Merlinus 41/81/121

Lowen
A knight in service to House Pherae. A fresh recruit.
Class: Cavalier
Recruitment details: automatically in Chapter 11 Eliwood/Chapter 12 Hector
Starting stats: Cavalier L2 Iron Lance Iron Sword
HP 23 STR 7 SKL 5 SPD 7 DEF 7 RES 0 LUC 3 CON 10 MOV 7 AID 15 D lance D sword
Growth rates: (%)
HP 90 STR 30 SKL 30 SPD 30 DEF 40 RES 30 LUC 50
Affinity: fire
Supports: Marcus 21/48/75, Harken 22/49/76, Isadora 24/51/78, 
Eliwood 31/71/111, Rebecca 38/78/118

Rebecca
A youth from Pherae. Very helpful and bright.
Class: Archer
Recruitment details: Joins Chapter 11 Eliwood/Chapter 12 Hector automatically
Starting stats: Archer L1 Iron Bow Vulnerary
HP 17 STR 4 SKL 5 SPD 6 DEF 3 RES 1 LUC 4 CON 5 MOV 5 AID 4 D bow
Growth rates: (%)
HP 60 STR 40 SKL 50 SPD 60 DEF 15 RES 30 LUC 50
Affinity: fire
Supports: Dart 16/43/70, Wil 17/44/71, Louise 27/54, Nino 27/54/81, Lowen
38/78/118, Sain 41/81/121, Raven 41/81/121

Bartre
One of Eliwood's guardmen. Duty is everything to him.
Class: Fighter
Recruitment details: Joins on Turn 2 in Chapter 11 Eliwood, automatically in
Chapter 12 Hector
Starting stats: Fighter L2 Iron Axe Hand Axe
HP 29 STR 9 SKL 5 SPD 3 DEF 4 RES 0 LUC 4 CON 13 MOV 5 AID 12 D axe
Growth rates: (%)
HP 85 STR 50 SKL 35 SPD 40 DEF 30 RES 25 LUC 30
Affinity: thunder
Supports: Karla 19/39/59, Dorcas 22/49/76, Canas 41/81/121, Raven 81/161/241,
Renault 81/161/241

Hector
Marquess Ostia's younger brother. Reckless, but loyal.
Class: Lord -> Great Lord
Recruitment details: Joins on Turn 3 Chapter 12 Eliwood, automatically
Chapter 11 Hector
Starting stats: Lord L1 Wolf Beil Vulnerary
HP 19 STR 7 SKL 4 SPD 5 DEF 8 RES 0 LUC 3 CON 13 MOV 5 AID 12 D axe
Growth rates: (%)
HP 90 STR 60 SJK 45 SPD 35 DEF 50 RES 25 LUC 30
Affinity: thunder
Supports: Eliwood 3/30/57, Matthew 21/48/75, Lyn 27/54/81, Oswin 31/71/111,
Florina 38/78/118, Serra 66/146/226, Farina 81/161/241

Oswin
A knight in service to House Ostia. Hector's sworn man.
Class: Knight
Recruitment details: Joins automatically Turn 3 Chapter 12 Eliwood, joins
automatically Chapter 12 Hector
Starting stats: Knight L9 Iron Lance Javelin
HP 28 STR 13 SKL 9 SPD 5 DEF 13 RES 3 LUC 3 CON 14 MOV 4 AID 13 B lance
Growth rates: (%)
HP 90 STR 40 SKL 30 SPD 30 DEF 55 RES 30 LUC 35
Affinity: anima
Supports: Hector 31/71/111, Matthew 38/78/118, Priscilla 41/81/121, Dorcas
41/81/121, Serra 71/151/231

Guy
A youth from Sacae. Yearns to be a swordmaster.
Class: Myrmidon
Recruitment details: Chapter 13 Eliwood/Chapter 13 Hector as an enemy, recruit
with Matthew
Starting stats: Myrmidon L3 Killing Edge Vulnerary
HP 21 STR 6 SKL 11 SPD 11 DEF 5 RES 0 LUC 5 CON 5 MOV 5 AID 4 C sword
Growth rates: (%)
HP 75 STR 30 SKL 50 SPD 70 DEF 15 RES 25 LUC 45
Affinity: fire
Supports: Rath 21/41/61, Matthew 24/51/78, Karel 26/53/80, Priscilla 41/81/121,
Louise 81/161

Merlinus
A travelling merchant. Timid and easily frightened.
Class: Merchant
Recruitment details: Joins in Chapter 14 Eliwood/Chapter 14 Hector 
automatically if you completed Chapter 13x
Starting stats: Merchant L5
HP 18 STR 0 SKL 4 SPD 5 DEF 5 RES 2 LUC 12 CON 25 MOV 0 AID 24
Growth rates: (%)
HP 120 STR 0 SKL 90 SPD 90 DEF 30 RES 15 LUC 100
Affinity: darkness
Supports: Marcus 41/81/121, Nino 41/81/121, Vaida 81/161/241

Priscilla
A vassal in service to Count Caerleon of Etruria.
Class: Troubadour
Recruitment details: Chapter 14 Eliwood/Chapter 14 Hector in the southern
village, visit with anyone
Starting stats: Troubadour L3 Mend Vulnerary
HP 16 MAG 6 SKL 6 SPD 8 DEF 3 RES 6 LUC 7 CON 4 MOV 7 AID 16 C staff
Growth rates: (%)
HP 45 MAG 40 SKL 50 SPD 40 DEF 15 RES 50 LUC 65
Affinity: wind
Supports: Raven 21/48/75, Erk 22/49/76, Lucius 38/78/118, Guy 41/81/121,
Heath 41/81/121, Oswin 41/81/121, Sain 41/81/121

Raven
A troubled mercenary with a grudge against House Ostia.
Class: Mercenary
Recruitment details: Chapter 16 Eliwood/Chapter 17 Hector as an enemy, recruit
with Priscilla quickly before he butchers/gets killed by the soldiers.
Starting stats: Mercenary L5 Steel Sword
HP 25 STR 8 SKL 11 SPD 13 DEF 5 RES 1 LUC 2 CON 8 MOV 5 AID 7 C sword
Growth rates: (%)
HP 85 STR 55 SKL 40 SPD 45 DEF 25 RES 15 LUC 35
Affinity: ice
Supports: Lucius 17/44/71, Priscilla 21/48/75, Rebecca 41/81/121, Wil
81/161/241, Bartre 81/161/241

Canas
A scholar, and a novice student to ancient magics.
Class: Shaman
Recruitment details: Chapter 16x Eliwood/Chapter 17x Hector, visit the village
right next to the Inn
Starting stats: Shaman L8 Flux Secret Book Vulnerary
HP 21 MAG 10 SKL 9 SPD 8 DEF 5 RES 8 LUC 7 CON 7 MOV 5 AID 6 B dark
Growth rates: (%)
HP 70 MAG 45 SKL 40 SPD 35 DE F25 RES 45 LUC 25
Affinity: anima
Supports: Pent 27/54, Nino 27/54/81, Renault 41/81/121, Bartre 41/81/121,
Vaida 41/81/121

Dart
One of Fargus's corsairs. Foulmouthed, but kind.
Class: Pirate
Recruitment details: Chapter 18 Eliwood/Chapter 19 Hector automatically if
he was kept alive in Chapter 16x Eliwood/Chapter 17x Hector
Starting stats: Pirate L8 Steel Axe Hand Axe Torch
HP 34 STR 12 SKL 8 SPD 8 DEF 6 RES 1 LUC 3 CON 10 MOV 5 AID 9 B axe
Growth rates: (%)
HP 70 STR 65 SKL 20 SPD 60 DEF 20 RES 15 LUC 35
Affinity: fire
Supports: Rebecca 16/43/70, Wil 21/48/75, Geitz 41/81/121, Karel 41/81/121,
Farina 41/81/121

Fiora
Commander of the 5th wing of Ilia's pegasus knights.
Class: Pegasus Knight
Recruitment details: Chapter 18 Eliwood/Chapter 19 Hector as an ally on turn
2, recruit with Florina
Starting stats: Pegasus Knight L7 Steel Lance Javelin Vulnerary
HP 21 STR 8 SKL 11 SPD 13 DEF 6 RES 7 LUC 6 CON 5 MOV 7 AID 15 C lance
Growth rates: (%)
HP 70 STR 35 SKL 60 SPD 50 DEF 20 RES 50 LUC 30
Affinity: wind
Supports: Florina 12/32/52, Farina 17/44/71, Kent 27/54/81, Pent 36/76,
Sain 41/81/121, Eliwood 41/81/121, Geitz 81/161/241

Legault
A former Black Fang once known as the Hurricane.
Class: Thief
Recruitment details: Appears as an enemy in Chapter 19 Eliwood/Chapter 20
Hector. Recruit with the main lord or Lyn.
Starting stats: Thief L12 Steel Sword Lockpick (NM) Chest Key (HM) Door Key 
(HM) C sword
HP 26 STR 8 SKL 11 SPD 15 DEF 8 RES 3 LUC 10 CON 9 MOV 6 AID 8
Growth rates: (%)
HP 60 STR 25 SKL 45 SPD 60 DEF 25 RES 25 LUC 60
Affinity: ice
Supports: Matthew 41/81/121, Heath 41/81/121, Nino 41/81/121, Jaffar 
76/156/236, Isadora 81/161/241

Isadora
A paladin in service to House Pherae. Modest and polite.
Class: Paladin
Recruitment details: Joins automatically in Chapter 21 Eliwood/Chapter 22 
Hector
Starting stats: Paladin L1 Silver Sword Short Spear Angelic Robe
HP 28 STR 13 SKL 12 SPD 16 DEF 8 RES 6 LUC 10 CON 6 MOV 8 AID 14 A sword B 
lance D axe
Growth rates: (%)
HP 75 STR 30 SKL 35 SPD 50 DEF 20 RES 25 LUC 45
Affinity: darkness
Supports: Harken 11/31/51, Marcus 22/49/76, Lowen 24/51/78, Geitz 41/81/121,
Sain 81/161/241, Legault 81/161/241, Renault 81/161/241

Heath
A deserter from Bern's wyvern riders. Prideful.
Class: Wyvern Rider
Recruitment details: Appears as an enemy in Chapter 21 Eliwood/Chapter 22
Hector, recruit with any lord
Starting stats: Wyvern Rider L7 Axereaver Javelin
HP 28 STR 11 SKL 8 SPD 7 DEF 10 RES 1 LUC 7 CON 9 MOV 7 AID 16 B lance
Growth rates: (%)
HP 80 STR 50 SKL 50 SPD 45 DEF 30 RES 20 LUC 20
Affinity: thunder
Supports: Vaida 41/81/121, Priscilla 41/81/121, Legault 41/81/121, Kent
41/81/121, Louise 81/161

Hawkeye
The protector of Nabata. A mysterious air surrounds him.
Class: Berserker
Recruitment details: Appears on Turn 3 in Chapter 22 Eliwood/Chapter 23 Hector
as an ally, recruit with main lord
Starting stats: Berserker L4 Killer Axe
HP 50 STR 18 SKL 14 SPD 11 DEF 14 RES 10 LUC 13 CON 16 MOV 6 AID 15 A axe
Growth rates: (%)
HP 50 STR 40 SKL 30 SPD 45 DEF 30 RES 20 LUC 20
Affinity: wind
Supports: Pent 21/48, Louise 21/48, Ninian 27/54/81

Geitz
The eldest son of a wealthy merchant. Finding himself.
Class: Warrior
Recruitment details: Starts as an enemy in Chapter 23 Eliwood Linus/Chapter 24
Hector Linus, recruit with Dart
Starting stats: Warrior L3 Steel Bow Killer Axe
HP 40 STR 17 SKL 12 SPD 13 DEF 11 RES 3 LUC 10 CON 13 MOV 6 AID 12 B axe B bow
Growth rates: (%)
HP 85 STR 50 SKL 30 SPD 40 DEF 20 RES 20 LUC 40
Affinity: thunder
Supports: Dorcas 27/54/81, Dart 41/81/121, Isadora 41/81/121, Karel 41/81/121,
Fiora 81/161/241

Pent
Marquess of Reglay. Sole student of Archsage Athos.
Class: Sage
Recruitment details: Joins automatically Chapter 24 Eliwood/Chapter 26 Hector
Starting stats: Sage L6 Elfire Physic
HP 33 MAG 18 SKL 21 SPD 17 DEF 11 RES 16 LUC 14 CON 8 MOV 6 AID 7 A staff A
anima
Growth rates: (%)
HP 50 MAG 30 SKL 20 SPD 40 DEF 30 RES 35 LUC 40
Affinity: ice
Supports: Louise (auto), Erk 19/46, Hawkeye 21/48, Canas 27/54, Fiora 36/76

Louise
The wife of Marquess Reglay. A lethal beauty.
Class: Sniper
Recruitment details: Joins automatically Chapter 24 Eliwood/Chapter 26 Hector
Starting stats: Sniper L4 Silver Bow White Gem Elixir
HP 28 STR 12 SKL 14 SPD 17 DEF 9 RES 12 LUC 16 CON 6 MOV 6 AID 5 A bow
Growth rates: (%)
HP 60 STR 40 SKL 40 SPD 40 DEF 20 RES 30 LUC 30
Affinity: light
Supports: Pent (auto), Hawkeye 21/48, Rebecca 27/54, Erk 31/71, Guy 81/161,
Heath 81/161, Sain 81/161

Karel
An eastern swordmaster. Seeking worthy opponents.
Class: Swordmaster
Recruitment details: Appears as an ally in Chapter 25 Eliwood/Chapter 27 Hector
Jerme if 4 or more doors have been opened, Kenneth if 3 or more promoted units
have been killed on the 9th turn, talk with Lyn
Starting stats: Swordmaster L8 Wo Dao
HP 31 STR 16 SKL 23 SPD 20 DEF 13 RES 12 LUC 15 CON 9 MOV 6 AID 8 A sword
Growth rates: (%)
HP 70 STR 30 SKL 50 SPD 50 DEF 10 RES 15 LUC 30
Affinity: light
Supports: Karla 28/68/108, Guy 26/53/80, Dart 41/81/121, Geitz 41/81/121,
Lucius 81/161/241

Harken
The sole survivor of the Knights of Pherae.
Class: Hero
Recruitment details: Appears as an enemy in Chapter 25 Eliwood/Chapter 27 
Hector Jerme if less than 4 doors have been opened, Kenneth if 3 or less 
promoted units have been killed on the 9th turn, talk with anyone from Pherae 
or Ostia
Starting stats: Hero L8 Brave Sword
HP 38 STR 21 SKL 20 SPD 17 DEF 15 RES 10 LUC 12 CON 11 MOV 6 AID 10 B sword
B axe
Growth rates: (%)
HP 80 STR 35 SKL 30 SPD 40 DEF 30 RES 25 LUC 20
Affinity: fire
Supports: Isadora 11/31/51, Eliwood 19/46/73, Lowen 22/49/76, Marcus 31/71/111,
Vaida 81/161/241

Nino
One of the Black Fang. True and innocent.
Class: Mage
Recruitment details: In Chapter 26 Eliwood/Chapter 28 Hector, talk with Lyn or
the main lord; she appears as an ally
Starting stats: Mage L5 Elfire Elixir
HP 19 MAG 7 SKL 8 SPD 11 DEF 4 RES 7 LUC 10 CON 3 MOV 5 AID 2 C anima
Growth rates: (%)
HP 55 MAG 50 SKL 55 SPD 60 DEF 15 RES 50 LUC 45
Affinity: fire
Supports: Jaffar 19/46/73, Erk 27/54/81, Canas 27/54/81, Rebecca 27/54/81,
Legault 41/81/121, Florina 41/81/121, 41/81/121

Jaffar
The Black Fang's Angel of Death. Once served Nergal.
Class: Assassin
Recruitment details: He is an ally in Chapter 26 Eliwood/Chapter 28 Hector.
Talk with Nino, but he will not be recruited. He will automatically join in
Chapter 26x Eliwood/Chapter 28x Hector
Starting stats: Assassin L13 Killing Edge Elixir
HP 34 STR 19 SKL 25 SPD 24 DEF 15 RES 11 LUC 10 CON 8 MOV 6 AID 7 A sword
Growth rates: (%)
HP 65 STR 15 SKL 40 SPD 35 DEF 30 RES 30 LUC 20
Affinity: ice
Supports: Nino 19/46/73, Legault 76/156/236, Matthew 81/161/241

Vaida
A deserter from Bern's wyvern riders. Brutal.
Class: Wyvern Lord
Recruitment details: In Chapter 27 Eliwood/Chapter 29 Hector, she will appear
when your party has reached the fortresses in the middle, below the throne
where the boss sits. She will be an enemy, recruit her with the main lord.
Starting stats: Wyvern Lord L9 Spear
HP 43 STR 20 SKL 19 SPD 13 DEF 21 RES 6 LUC 11 CON 12 MOV 8 AID 8 A lance
A sword
Growth rates: (%)
HP 60 STR 45 SKL 25 SPD 40 DEF 25 RES 15 LUC 30
Affinity: fire
Supports: Heath 41/81/121, Canas 41/81/121, Wallace 41/81/121, Karla
41/81/121, Dorcas 41/81/121, Harken 81/161/241, Merlinus 81/161/241

Renault
A cleric wandering Valor. Shrouded in mystery.
Class: Bishop
Recruitment details: Chapter 30 Eliwood/Chapter 32 Hector, visit the village
in the far north west before the enemy reinforcements first start coming
Starting stats: Bishop L16 Divine Fortify
HP 43 MAG 12 SKL 22 SPD 20 DEF 15 RES 18 LUC 10 CON 9 MOV 6 AID 8 A staff
A light
Growth rates: (%)
HP 60 MAG 40 SKL 30 SPD 35 DEF 20 RES 40 LUC 15
Affinity: anima
Supports: Lucius 41/81/121, Canas 41/81/121, Wallace 41/81/121, Isadora
81/161/241, Bartre 81/161/241

Farina
Commander of the 13th Wing of Ilia's pegasus knights.
Class: Pegasus Knight
Recruitment details: Farina appears as an ally in Chapter 25 Hector only.
When she flies and talks to Hector, pay her 20000G and she will join you.
Starting stats: Pegasus Knight L12 Javelin Iron Lance Vulnerary
HP 24 STR 10 SKL 13 SPD 14 DEF 10 RES 12 LUC 10 CON 5 MOV 7 AID 15 A lance
Growth rates: (%)
HP 75 STR 50 SKL 40 SPD 45 DEF 25 RES 30 LUC 45
Affinity: anima
Supports: Florina 16/43/70, Fiora 17/44/71, Dart 41/81/121, Karla 41/81/121,
Dorcas 81/161/241, Hector 81/161/241, Kent 81/161/241

Karla
A dedicated swordfighter. Cool and detached.
Class: Swordmaster
Recruitment details: In Chapter 31x Hector only. If Bartre is a level 5 Warrior
or higher, she will appear as an ally near the arena. Talk with Bartre. She
will fight Bartre. BOTH MUST SURVIVE (I highly recommend an Iron Rune on
Bartre, as well as using a bow so he can't hit her). She will join you.
Starting stats: Swordmaster L5 Wo Dao
HP 29 STR 14 SKL 21 SPD 18 DEF 11 RES 12 LUC 16 CON 7 MOV 6 AID 6 A sword
Growth rates: (%)
HP 60 STR 25 SKL 45 SPD 55 DEF 10 RES 20 LUC 40
Affinity: darkness
Supports: Bartre 19/39/59, Karel 28/68/108, Farina 41/81/121, Vaida 41/81/121

Athos
An archsage. One of the eight legendary heroes.
Class: Archsage
Recruitment details: Joins automatically in the Final Chapter: Light
Starting stats: Archsage L20 Forblaze Aureola Durandal Armads Sol Katti
HP 40 MAG 30 SKL 24 SPD 20 DEF 20 RES 28 LUC 25 CON 9 MOV 6 AID 8 S all magics
Growth rates: (%) None, already fully levelled
Affinity: anima
Supports: Cannot support

===============================================================================
~-~-~ 16) SPECIAL CONVERSATIONS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [1600]
===============================================================================
Find out all those special conversations, including endings, talks in chapters
at certain times and so on. Support conversations are NOT INCLUDED, because
they would take up another 500KB or so o_O Go to that support conversation
guide on GameFAQs by Muff to read every single support.

-------------------------------------------------------------------------------
a) Endings ------------------------------------------------------------- [1610]
-------------------------------------------------------------------------------
Lyn Mode:
Kent- Knight of Lycia
For his bravery in fulfilliing his command, Kent is named
Knight Commander of Caelin. It is a high honor for one so young,
but no one denies his worth.

Sain- Knight of Lycia
Sain has earned the honor of being named subcommander of
the Caelin Knights. Despite his promotion, he stills scoffs
at authority and woos the village girls. He is much loved by
the citizenry.

Florina- Pegasus Knight of Ilia
Florina has arranged to stay in Caelin. She spends her every
waking hour in rigorous training, hoping to become invaluable
to Lyn. Her fear of men has lessened, but...only slightly.

Wil- Archer of Pherae
With his cheery outlook and his happy-go-lucky demeanor, Wil
has become quite dear to Marquess Caelin's household. Kent is
teaching him manners befitting a sworn man of Castle Caelin.

Dorcas- Fighter of Bern
Once Lyn's true heritage is recognized in Caelin, Dorcas
returns to his home in Bern. There, he cares for his wife and
makes a good living as a mercenary, fighting th local bandits.

Serra- Cleric of Ostia
Ultimately, Erk succeeds in seing Seera safely to Ostia.
While her behavior is irritating at best, she is sorely missed.
Her ascerberic tongue has become legendary.

Erk- The Wandering Mage
His contract with Serra complete, Erk sets off for Etruria.
His time as a mercenary is just part of his training, and
he is glad to see it end. He has since returned to his mentor.

Rath- The Sacaen Nomad
In the celebration following Lyn's return to Caelin, Rath slips
out unseen. Whether he has returned to Sacae or has continued to
work as a mercenary, no one knows.

Matthew- The Enigmatic Thief
Matthew vanishes after the final battle and his whereabouts
remain a mystery.

Nils- The Mysterious Musician
Nils and his sister, Ninian, take their leave of Castle
Caelin after a few days. He may well be traveling the
land mastering his musical skills somewhere.

Lucius- The Traveling Monk
Lucius studies in Caelin for a time, but he departs after
receiving summons to another land. He has since been seen
traveling with a hard-eyed mercenary.

Wallace- the Caelin General
For Wallace, Lyn's struggle only whets his appetite for battle.
He sets off in search of a cause worthy of his blade. He lacks
any sense of direction, so it may be years before he returns.

(Your Tactician's name)- The Tactician
(Tactician) leaves Lyn to continue his/her training. He/She
plans on traveling throughout Lycia. Lyn refuses to say good-bye,
believing in her heart that she will see him/her again.

Lyn- The Swordfighter of Sacae
Lyn now lives with her grandfather as Lady Lyndis of Castle
Caelin. Under her loving care, Lord Hausen recovers, and now
the two of them go for many walks in the Caelin gardens.

On clear, dry nights, Lyn can be seen high atop a hill near the
castle. Perhaps she is remembering the home of her youth,
the plains of Sacae...

If a characters' HP are reduced to 0:
Kent
Though grievously wounded in battle, Kent has not neglected his duty. He has
remained at Lyn's side and seen her safely to Caelin.

Sain
Though grievously wounded in battle, Sain has never neglected his duty. He has
remained at Lyn's side and seen her safely to Caelin.

Florina
Her injuries are not so severe that Florina has to abandon Lyn's side. She has
traveled with her to Caelin, and once she recovers, she joins Lyn's forces as a
mercenary.

Wil
Though injured in combat, Wil continues to travel with Lyn, having found a 
cause in which he believes. He becomes a retainer to Castle Caelin.

Dorcas
After taking injuries in combat, Dorcas returns to Bern to tend to his wife. 
He never sees Lyn again.

Serra
Wounded in battle, Serra decides that a life of quiet meditation is the best
course. She bids Lyn farewell and joins service in Ostia.

Erk
After recovering from his injuries, Erk parts ways with Lyn.

Nils
Nils's injuries are not so great that he cannot travel to Caelin with Lyn.
However, he and his sister, Ninian, take their leave of the castle after a few
days.

Lucius
His injuries in combat prove too much for Lucius and he bids Lyn farewell.

Rath
He suffers an injury in battle and departs from the company.

Matthew
Despite his injuries, Matthew sees Lyn safely to Caelin. He vanishes shortly
after their arrival and is not seen again.

Wallace
Wounded in battle, Wallace realizes he is past his prime. With some sadness,
he returns to his simple farmer's life.

Eliwood/Hector Mode:
Marcus- Knight of Pherae
Marcus returned to Pherae with Eliwood and, as the head of
the knights of Pherae, dedicated his life to training young
squires.

Lowen- Swift Knight
Lowen replaced Marcus as the most famed knight in all Pherae.
His endless zeal served Pherae well throguout his life.

Rebecca- A Wildflower
Rebecca returned to her father, then pledged service to House
Pherae. She has formed a family, and yet she still serves Pherae
well.

Dorcas- Serene Warrior
Dorcas returned to Pherae and used the money to buy medicine
for Natalie, his wife. She recovers quickly.

Bartre- Wild Axefighter
Bartre continued his quest from country to country. Rumors
say that he fell in love with his own mortal enemy.

Oswin- Impregnable Knight
Oswin served as a vassal to Marquess Ostia. His was a calm,
reasonable voice in Lycia's ruling government.

Matthew- Thief and Spy
Matthew continued his service as a spy for House Ostia.
The memory of his beloved Leila lingers on in his heart.

Serra- Outspoken Cleric
Serra returned to Ostia. She spent much time tending to
her own affairs, but lately, she has begun to enjoy her free time.

Guy- Mounted Swordsman
Guy continued in his quest to be the finest swordsman
in all of Sacae. His form was so perfected that all called him
the Saint of Swords.

Erk- Studious Mage
Erk returned to Etruria and was asked succeed the retiring
Lord Pent. He refused and devoted his life to the study of magic.

Priscilla- Secluded Princess
Pricsilla retrurned to Etruria's Count Caerleon. Her adopted
parents met her not with harsh rebukes, but with tears of joy.

Florina- Pegasus Knight
After Lyn abdicated rule of Caelin, Florina returned to Ilia.
She remained shy, but this shyness has made her strong within.

Kent- The Crimson Shield
After Caelin was placed under Ostian rule, Kent became its
steward. His dedication earned him the love of his people.

Sain- The Green Lance
When Ostia took over the rule of Caelin, Sain resigned and
became an independent knight. His love of women is unchanged.

Wil- Archer without Equal
Wil remained a knight of Caelin even after Ostia took over.
He became the commander of Ostia's archer division.

Raven- Sublime Mercenary
Raven vanished without a word. Many reports have placed him
in Araphen, but none could be confirmed.

Lucius- The Light
Lucius lived a modest life in a remote corner of Araphen.
He built a small orphanage, where he now cares for helpless
children.

Canas- Seeker of Wisdom
Canas returned to his family in Ilia. Some years later, he
and his wife died trying to stop a snowstorm. His child was
raised by his old mother.

Dart- Badon's Commando
Dart took a grave wound protecting Fargus in a skirmish.
He vanished at sea, but rumors claim he might be in Pherae.

Fiora- Wing-Borne Warrior
Fiora flew many missions as the head of a mercenary company.
Her donations saved many poor families in Ilia from
destitution.

Legault- The Hurricane
After the battle, Legault traveled the lands looking for
Black Fang refugees. He helped them to ease the pain of his
own loss.

Nils/Ninian- Children of Destiny
After these dragonkin bid farewell to the land of their
birth, they returned to their new world. Meeting Eliwood warmed
the hearts of these ice dragons with the hope that man and
dragon could live in peace.

Nils (If Ninian has A support with Eliwood)

Nils vanished through the gate in order to seal it from
the other side. Those who saw him go will never forget
his look of sorrow.

Isadora- Escort of Pherae
As a knight of the imperial guard, Isadora served as guard
to Lady Eleanora. She continued to study to be a lady up until she wed.

Heath- Wandering Knight
Heath mover to Ilia and became a mercenary knight of some
fame. He fought not for country, but for people in need.

Rath- Wolf of Sacae
Rath returned to his tribe in Sacae. His deeds earned him
warm greetings from his father the famed Silver Wolf.

Hawkeye- Desert Guardian
Hawkeye returned to Nabata and lived peacefully in Arcadia
with his daughter, whom he trains to be guardian of the desert.

Wallace- Crag of Caelin
Wallace intended to return to Caelin, but got lost and ended
up in Ilia. He now spends his days tilling the frozen soil.

Pent- Mage General / Louise- Lady of Violets
When Athos died, Pent took over his research. To focus on
his studies, Pent resigned as Mage General of Etruria. This
action set the palace in an uproar, but Pent and Louise endured.

Karel- Saint of Swords
Once, Karel was known as the Sword Demon. Now, he bears a
new name. What prompted this change, he will not say.

Nino- Pious Mage
At Eliwood's invitation, she started a quiet life in a small
village in Pherae. She plans to return to Bern to visit a certain
cemetery.

Jaffar- Angel of Death
Jaffar vanished in the final moments of the last battle.
He still avoids the bounty hunters who seek out the famed
Angel of Death.

Vaida- Flying Fang
Some rumors say that Vaida died at the hands of Bern
forces. Others say she now serves Bern's Prince Zephiel.

Renault- Burdened Bishop
No one knew the old him. No one know what became of him.
He vanished as though he never existed.

Archsage Athos
Athos died in a foreign land. Those who saw his face said
that he seemed as though he had at last found true peace.

Merlinus- Cheery Merchant
Merlinus opened a shop in Ostia, but it was forced to
close. He plans on re-opening with some aid from Lord
Eliwood himself.

Lyn- Noblewoman of Sacae
Lyn entrusted Caelin's rule to Ostia and returned to
the plains of her birth. She often thinks fondly on the
people of Caelin.

Hector- General of Ostia
Hector returned to Ostia and became her Marquess. His
bond of friendship with Eliwood remains eternally strong.

Eliwood- Knight of Lycia
Eliwood succeeded his father as the Marquess of Pherae.
His sincerity and his clear guidance made him his father's
equal in all eyes.

-(Your Tactician's name)- (Final rank = C or less)
As historians look back, no one understands how such
incomprehensible strategy could led to victory.

(your Tactician's name)- Famed Genius (B-Rank)
The tactician vanished after the final battle. Bern,
Lycia, and Etruria all sought those famed skills, but
none ever found the tactician.

(your Tactician's name)- Superb Mind (A-Rank)
A Tactician whose brilliance changed the course of history.
Bern and Etruria so desired this skilled mind that they
went to war.

Geitz- The Wanderer
Geitz resumed his aimless wandering. He still searches for
a land that he can finally call his own.

Karla- The Sword Vassal
After the conflict, Karla became involved with a warrior that
she met. She died of an illness several years later.

Farina
Farina far surpassed her duties as commander of the Pegusus
knights of Ilia. Her skill earned her high fame, as well as
high prices!

A Support Endings:
-Eliwood and Fiora-

Eliwood and Fiora were wed after the conflict. A group of Lycian nobles
protested that she was a mercenary, but none could sunder their bond of
love. They have a son named Roy who will become a great hero.

-Lyn and Florina-
When her grandfater died, Lyn asked that Caelin be taken
under Ostian protection. She set out for Sacae with her
friend Florina. Though Florina returned to Ilia, their
friendship lasted forever.

-Hector and Farina-

Hector succeeded the throne as the marquess of Ostia,
but the pain of his brother’s death weighed heavily on him.
His beloved Farina gave him comfort and helped him
become an enlightened leader.

-Bartre and Karla-

Karla and Bartre were reunited in Ostia, During the battle,
they became friends. That friendship deepende into love,
and they were wed. Later, Karla died of illness. Barte took
their daughter to her uncle and joined Karla.

-Lyn and Rath-

When her grandfather died, Lyn asked that Caelin be taken
under Ostian protection. She set out for Sacae, where she
was reunited with Rath of the Kutolah. They had a daughter
and lived happily in the plains.

-Heath and Vaida-

After paying her debt to Eliwood, Vaida returned to Bern.
Though no longer an official knight, she sought to aid
the prince from the shadows. Heath followed her home to
Bern to support her.

-Serra and Erk-

After the battle, Erk returned to his studies. His newfound
feelings for Serra were an unwelcome distraction. In Ostia, Serra
declared she would “live for love” with Erk, and Marquess
Ostia gladly saw her off.

-Guy and Priscilla-
They fell in love amidst conflict, but Priscilla was a noble
and Guy was but a mercenary nomad. Guy rode way before her
tears could stain the earth, but Priscilla's bright smile
remained in Guy's memory forever.

-Lyn and Kent-

When her grandfather died, Lyn asked that Caelin be taken
under Ostian protection. She set out for Sacae with her
former vassal and new love, Kent. The people of Caelin
gave them their blessings.

-Lucius and Raven-

After the conflict, Raven revealed his past to Hector.
Hector offered to rebuild Raven's home, but Raven refused.
He and Luicus travel as mercenaries, but Lucius is pleased
to see his friend's heart has been eased.

-Rebecca and Wil-

After their journey, Rebecca contined to work for Eliwood and
became his most trusted retainer. Her childhood friend Wil
joined her in service to Pherae. The son they later had
shared their archery skills.

-Hector and Florina-

Hector succeeded his brother as the marquess of Ostia, but
the pain of his brother’s death weighed heavily on him. His
beloved Florina gave him comfort and helped him become an
enlightened leader.

-Eliwood and Lyn-

The marquess of Pherae and the princess of Caelin were wed
after the conflict. All of Lycia was in an uproar, but none
could sunder their bond of love. They have a son named Roy,
who will become a great hero.

-Nino and Jaffar-

They were married after the conflict and were gifted with
twin boys. Their time in Pherae was happy until bounty hunters
came for Jaffar. To protect his family, he disappeared.
Nino vanished in search of him.

-Kent and Fiora-

Although they returned to their respective countries, they
visited one another often and their relationship bloomed.
When Lyn abdicated Caelin’s rule to Ostia, Kent resigned,
moved to Ilia, and married Fiora.

-Heath and Priscilla-

They fell in love amidst conflict, but Priscilla was a noble
and Heath was a deserter from Bern. Their differences were
too great. When they parted, Heath told a weeping Priscilla
he would someday return.

-Sain and Rebecca-

When her grandfather died, Lyn asked that Caelin be taken
under Ostian protection. Sain requested a discharge and
moved to Pherae with his beloved Rebecca. Their son is
nothing like his father, thankfully.

-Eliwood and Ninian-

Eliwood and Ninian were wed after the conflict. Ninian
gave up her old life and her people to enjoy a brief life
with Eliwood. They have a son named Roy, who will one day
take up arms to defend his nation.

-Hector and Lyn-

Hector succeeded the throne as the marquess of Ostia,
but the pain of his brother’s death weighed heavily on
him. His beloved Lyn gave him comfort and helped him
become an enlightened leader.

-Isadora and Harken-

They were married shortly after returning to Pherae.
Their love grew during their years of service, and now
it blossomed with the blessings of Eliwood and Eleanora.
Many envied their good fortune.

-Sain and Fiora-

Although they returned to their respective countries,
Sain and Fiora continued to seek each other out. When
Lyn abdicated Caelin’s rule to Ostia, Sain resigned his
commission and moved to Ilia. They later wed.

-Erk and Priscilla-

They fell in love amidst conflict. Thought he was not
nobly born, Erk’s talent and link to Lord Pent earned
him the peerage he needed to wed Priscilla. As a trusted
magic teacher, he lived his life in happiness.

-Farina and Dart-

Farina’s love for Dart compelled her to stay in Lycia.
She visited Badon often and flirted with Dart at every
chance. He never knew how serious she was when she told
him that a female pirate would be quite profitable!"

-Harken and Vaida

Though both desired to be together, they could not bring themselves to end 
their service to their lords, and so they parted ways. That was the last time 
Harken ever heard Vaida's voice.

-Kent and Farina

Farina stayed in Caelin as a mercenary, hoping to stay close to Kent. When Lyn
abdicated Caelin's rule to Ostia, Kent resigned his commission and served at
Farina's side as a mercenary in Ilia.

-Isadora and Renault

Renault simply vanished after the battle. Isadora, now alone, returned to 
Pherae as a member of the imperial guard. Years later, she entered the service
of Elimine, hoping to find answers in the clergy.

Lowen - Swift knight
Rebecca - A Wildflower

Rebecca and Lowen were wed. and they became two of Eliwood's
most trusted retainers. Their green-haired son inherited
his father's chivalrous spirit. as well as his mother's smile
and skill with a bow.

Harken-Troubled Warrior
Harken worked closely with Marcus to rebuild the knight of Pherae. They are
slowly rebuilding their strength and prestige.

Oswin-Impregnable Knight Serra-Outspoken Cleric
Oswin returned to Ostia, where his duties as minister to the new marquess kept
him busy. Serra clung to him intensely, despite his protests. Finally, her
innocent stubbornness won his heart and eased his weary mind.

Marcus-Knight of Pherae Merlinus-Cheery Merchant
The merchant Merlinus began working for Eliwood. He and Marcus were fast
friends, and when Marcus became the head of military training, Merlinus used 
his business acumen to deal with all matters financial.

Legault and Isadora
After the war, Isadora went to Pherae and Legault went to Bern. Though they
traveled different paths, they stayed in each other's hearts. They met again 
ten years later on the battlefield as enemies.

-Nino and Erk-
They were married after the conflict and were gifted with
twin boys. Their time in Pherae was happy until bounty hunters
came for Nino. To protect her family, she disappeared.
Erk vanished in search of her.


These are the supports that result in no ending:
Renault: Canas
Merlinus: Vaida or Nino
Kent: Sain, Wallace, or Heath
Sain: Serra, Louise, Isadora, or Priscella
Eliwood: Marcus, Lowen, Harken
Lyn: Wallace, Wil
Hector: Oswin, Serra, Matthew
Wil: Rath, Wallace, Dart, Raven
Florina: Ninian, Fiora, Farina, Nino, Serra
Erk: Louise, Pent
Serra: Lucius
Rath: Guy
Matthew: Guy, Jaffar, Oswin, Legault
Lucius: Priscella, Karel, Renault
Wallace: Renault, Vaida
Marcus: Harken, Isadora, Lowen
Lowen: Harken, Isadora
Rebecca: Nino, Raven, Dart, Louise
Bartre: Dorcas, Renault, Raven
Oswin: Priscella, Dorcas
Guy: Karel, Louise
Priscella: Raven
Dart: Geitz
Fiora: Geitz, Pent
Legault: Nino, Jaffar, Heath
Ninian: Hawkeye
Isadora: Geitz
Heath: Louise
Geitz: Karel, Farina, Dorcas
Farina: Dorcas, Karla
Karel: Karla

-------------------------------------------------------------------------------
b) Battle History Comments --------------------------------------------- [1620]
-------------------------------------------------------------------------------
Athos
A/S: Your superior intellect guides you well.
C/B: You have the makings of a superior tactician!
E/D: This, too, is the history of a single battle.
Bartre
A/S: Whoa! You're a tough one!
C/B: You're doing a pretty decent job!
E/D: You'd do well to give me more chances!
Canas
A/Hmm... This is the best outcome, is it not?
C/B: I see. No better than average, are you?
E/D: You seem to lack even basic skills.
Dart
A/S: Hey, you're just amazing!
C/B: Hm... Well, it's better than I'd thought.
E/D: Deal with it! We'll run wild over them next time!
Dorcas
A/S: You're very good. ...Impressive.
C/B: ...Not bad.
E/D: ...That's not good.
Eliwood
A/S: Superb! That must be the best record around.
C/B: That's quite good. A fine show of teamwork.
E/D: I guess that's one way to fight.
Erk
A/S: Nicely done. Perhaps one day, I'll do as well.
C/B: That was well led. I learned much.
E/D: My magic has not yet matured...
Farina
A/S: Yippee! That's too good! You're a genius!!
C/B: Wow! These are good results, aren't they?
E/D: Oh, my... I'd do better with a bonus, but...
Fiora
A/S: If we had someone of your skill in Ilia...
C/B: A good strategy. It reflects well on you.
E/D: Continue... Duty calls.
Florina
A/S: We are truly fortunate... to have you with us...
C/B: Ah... that looks good. You did well out there.
E/D: Oh! Ah, I bet we can do better together...
Geitz
A/S: Fighting doesn't get any better than this!
C/B: Hm... It's better than I expected, isn't it?
E/D: Say, is there...anything more I can be doing?
Guy
A/S: I'm going to learn from you and be the best!
C/B: Does this mean we're getting better?
E/D: We're just starting out! C'mon! We can do it!
Harken
A/S: Excellent! Continue to serve Lord Eliwood well!
C/B: Eliwood was right to place his trust in you.
E/D: Make better use of me! You won't regret it!
Hawkeye
A/S: ...Well done.
C/B: ...Middling is the word I would choose.
E/D: ......
Heath
A/S: Battle genius... You're some kind of genius.
C/B: These results document your achievements.
E/D: Am I still not making the best use of my lance?
Hector
A/S: Fantastic! What an unbelievable record!
C/B: That's not bad. No complaints, surely.
E/D: What? Come on, I'm doing my best here...
Isadora
A/S: Well done, tactician... I am impressed.
C/B: Excellent leadership. I learned much.
E/D: Is this the extent of Pherae's strength?
Jaffar
A/S: ...Good, or so I here.
C/B: ...Average, at best...
E/D: ......
Karel
A/S: Hmph. I fear you may be my next opponent.
C/B: ...Not bad. ......Hmph.
E/D: Could it be? Is my blade...not worthy?
Karla
A/S: ...Admirable. So, you do have some worth.
C/B: Hm. You've improved, haven't you?
E/D: ...You're not ready.
Kent
A/S: Fantastic commands! Well done!
C/B: T'was a decent battle. ...Due to your strength.
E/D: My apologies. We were weak.
Legault
A/S: What a surprise. Are you a genius?
C/B: You tacticians are handy to have around!
E/D: Do better? It's easy enough to say, but...
Louise
A/S: Oh, that is wonderful!
C/B: Good results! Well, good enough for me!
E/D: Is there something wrong?
Lowen
A/S: Great! I'm filled with admiration!
C/B: Well done! My respect for you grows stronger!
E/D: This is just a start! Do your best next time!
Lucius
A/S: Saint Elimine, thank you for this miracle.
C/B: This seems acceptable, does it not?
E/D: I'm sorry. I lacked faith. I hold the blame.
Lyn
A/S: Amazing! What more can I say?
C/B: Well done. I'm glad we did our best.
E/D: Well... Hmm... We'll do better next time.
Marcus
A/S: Perfect! I've no criticism whatsoever!
C/B: Well done, you're quite a tactician!
E/D: I believe you can do better than this.
Matthew
A/S: A superb tactician! I stand in awe!
C/B: Your tactical skills have won me over.
E/D: Uh-oh. Are you not feeling well?
Merlinus
A/S: Oh! I weep such tears of gratitude and joy!
C/B: Oh, well done! I am impressed!
E/D: Better you should join me in my shop, yes?
Ninian
A/S: None could stand before you, dragon or human!
C/B: That was good. Your skill shows through.
E/D: If only I'd given you but one more dance.
Nino
A/S: Wow! Terrific! The best score!
C/B: Good marks, aren't they? Yes, indeed.
E/D: I'm holding you back, aren't I?
Nils
A/S: Fantastic! You must be a genius!
C/B: That's a good score! Everyone did well!
E/D: My flute must be out of tune, I guess.
Oswin
A/S: Please lend your ingenuity to Ostia!
C/B: Impressive... ...Very impressive.
E/D: You must focus on what is necessary to win.
Pent
A/S: You must return with me to Etruria, my friend!
C/B: Nicely done. You've some measure of skill.
E/D: Perhaps this can serve as a lesson to us.
Priscilla
A/S: You are the greatest of tacticians. Truly.
C/B: You are a superb tactician, you know.
E/D: I need to try to do better myself, don't I?
Rath
A/S: Thank you for aiding Lyn with your guidance.
C/B: Now I see it. This is the strength of tactics.
E/D: This, too, comes at the guidance of the land.
Raven
A/S: ...Well done. I want your strength.
C/B: Tactician, you are better than I'd thought.
E/D: Useless...
Rebecca
A/S: Th-That's incredible! I'm so envious.
C/B: I guess it's OK. That's what I think.
E/D: I guess a country girl like me isn't helping...
Renault
A/S: Your battle sense is beyond belief!
C/B: You have superior battle abilities, don't you?
E/D: Perhaps you could find happiness off the field?
Sain
A/S: Oh! That was incredible! Really...well done!
C/B: Hey! That's not bad! You're rather good!
E/D: Next time, you should rely on my lance!
Serra
A/S: Fantastic! You're my favorite tactician!
C/B: Hey! You're pretty good.
E/D: ...I hope you'll try harder next time.
Vaida
A/S: You did great! I think I'll claim you as my own!
C/B: That's not too bad. It's thanks to me, yes?
E/D: What's this? I told you to use me!
Wallace
A/S: You are the greatest tactician of this age!
C/B: Nicely done. I'm proud!
E/D: We've both got some work to do!
Wil
A/S: You did it! The best marks ever!
C/B: These... These are good marks, aren't they?
E/D: Everyone has bad days. We can do better!

-------------------------------------------------------------------------------
c) Other --------------------------------------------------------------- [1630]
-------------------------------------------------------------------------------
Final Chapter comments
----------------------
ELIWOOD: Listen to me! This is my fight now! Mine alone! Everyone, say back!
HECTOR: Hey! What are you talking about? We've come this far together, haven't
we?
LYN: That's right! I've said if before. We all feel the same way.
ELIWOOD: Hector... Lyndis...
NILS: Don't forget me, Lord Eliwood! And...Ninian. I'm sure she's here as well.
ELIWOOD: Nils... Ah! <tactician name>, you, too?

BARTRE: Whooooooooooa! I'm burning up!
CANAS: Let this battle be forgotten by history... That is all I ask.
DART: I'm Dart, brave crewman of Fargus's pirates, and I fear nothing!
DORCAS: ...Winning this battle means protecting my family.
ERK: For years, I've studied. NOw, let those studies show their worth!
FARINA: Hey! There's no doubt we'll win! Just don't forget my bonus!
FIORA: For the honor of the Pegasus Knights of Ilia, I will annihilate the foe!
FLORINA: I... I...I'll do my best!
GEITZ: This looks like fun! This is what I've been waiting for!!
GUY: Let me show you how much my blade has matured!
HARKEN: Lord Elbert... I will protect your son.
HAWKEYE: ...I, too, will join you in this final glory.
HEATH: For Bern, land of my birth... May I return to it soon!
ISADORA: My pride shall not be broken! My strength holds true!
JAFFAR: .....
KAREL: As long as there's someone to cut, you will have my aid.
KARLA: I've lived long enough. I've no regrets...
KENT: I will gladly volunteer to protect Lycia with my life.
LEGAULT: My oh my... Fools aplenty. That includes me, too.
LOUISE: No matter what happens, I'll be at Lord Pent's side.
LOWEN: Knights should fight, not speak! ...Was that right?
Lucius: Blessed Saint Elimine, please grant us a miracle...
MARCUS: I'll show you the strenght of a knight of Pherae.
MATTHEW: Let me handle this! There's much I can do.
NINO: ...Father... Brothers..... For all that I've lost... I won't let him get
away!
OSWIN: For the honor of the knights of Ostia.
Pent: If he has power to rival Athos then I must test that power myself.
PRISCILLA: I don't want to lose anyone so I will fight my strongest.
RATH: For those whose reasoning is bent. I will straighten it with my bow.
RAVEN: If I die here... so be it.
REBECCA: I'll do whatever I can to help!
RENAULT: It is for this moment that I have lived...
SAIN: I won't hold back! This is for all the lovely ladies I've yet to meet!!
SERRA: Blessed Sain Elimine, grant us strength to win this wit ease.
VAIDA: What are you worried about? With me here, we can't lose!
WALLACE: I'm trembling with anticipation!
WIL: We've made it this far. Let's get out there and win!

There's still a lot I've missed, and EVENTUALLY I'll get around to doing
everything I wanted to do. But for now, this is it.

===============================================================================
~-~-~ 17) THE ENTIRE STORY ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [1700]
===============================================================================
This section is the entire story, from start to finish. I have summarised it,
because the raw text will take something around 800KB, which is just plain
massive. I warn thee now: MASSIVE SPOILERS AHEAD!

Alright, I'll cut it short.

Lyn Mode:
Lyn travels with a bunch of minor characters to attempt to stop her evil
granduncle (her grandfather's brother) from taking the throne of Caelin. Her
mother moved with a nomad 19 years ago to Sacae but the Lorca tribe was wiped
out by the Taliver bandits. Lundgren, her granduncle is trying to kill her so
she won't disturb his plans to poison the current ruler of Caelin (Marquess
Caelin, Lyn's grandfather) and take the throne for himself. Lyn meets up with
random characters and travels through many battles with brigands. Eventually,
she defeats Lundgren and reunites with her grandfather. Her grandfather
survives and together they remain... Lyndis's Legion is still together (Wil,
Florina, Kent and Sain) but the others depart their separate ways for a much
bigger adventure later on...

Eliwood Mode:
Eliwood, the heir to the throne of Pherae is looking for his father, Marquess
Pherae who has disappeared with his army for several months. Things go wrong
as it seems many of his old allies have gone corrupt because of a mysterious
organisation. He meets up with his old friend, Hector and is guided by the
tactician on a long journey. The Black Fang's involvement becomes more
apparent as close friends depart, but Eliwood hopes his father is fine. All of
the characters from Lyn Mode reappear sooner or later. Eliwood eventually
discovers the Black Fang have been corrupted by an insane man named Nergal,
who is looking for power. In the first scuffle, Eliwood's father dies trying
while severely wounding Nergal. Everyone is whisked to safety from the hideout
of the Black Fang known as Dread Isle. Nergal lives on, he is not human any
longer. Eliwood has several encounters with the Black Fang's innocent victims,
the once righteous organisation corrupted. Many innocents are taken and in
the confusion more blood is shed. Eventually, Eliwood is deceived into killing
his own love, Ninian. After some more encounters with the Black Fang, Athos
emerges with the Divine Weapons ready to take on Nergal and his grunts. Nergal
actually uses beings known as morphs, corpses of real life people to do his
bidding. He uses the foes of the past and infuses them with insane power. But
even then, Eliwood persists and takes them down. With his massive army, he
kills Nergal. But Nergal's plan is fulfilled - he has unlocked the gate to
the dragon world. Dragons and humans have not met for thousands of years.
Braimmond, the Legendary Hero of Darkness (one of Heroes of legend with Athos)
revives Ninian because three dragons have emerged from the gate. Ninian seals
two but cannot seal the last due to loss of energy. Eliwood and his army for
the last time take up arms and defeat the poor dragon. Afterwards, everyone
lives happily ever after... Well, for 20 years, that is.

Hector Mode:
The same story as Eliwood, with a few changes:
- Hector is helping Eliwood and it is Hector's army
- Hector and his brother, Uther's relationship is discovered and we learn more
about Hector grieving after Uther's sudden death to illness
- More chapters are focused on Hector and his adventures
- We learn more about Nergal's past as Nils' and Ninian's father, how he
created morphs and how he became evil.

===============================================================================
~-~-~ 18) EXTRAS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [1800]
===============================================================================
When you complete the game once, a couple of things in the game change. Besides
being able to select which Mode you want to complete, the Extras Menu is 
another option that is unlocked. There are a few things to be aware of in the 
Extras Menu:

> Link Arena
> Sound Room
> Support Conversations
> Battle History
> Transfer Data (if you have the Bonus Disk)

Support Conversations is where you can view the support options of characters
and support conversations that you have unlocked.

Transfer Data is where you transfer items etc. from the Mario Kart: Double
Dash Bonus Disk to Fire Emblem.

These two above are not explained in-depth, because:
- Supports are explained already and I already said that listing every
conversation would be too tedious for a general guide
- Transfer Data is not mandatory and I have not actually used it before

-------------------------------------------------------------------------------
a) Link Arena ---------------------------------------------------------- [1810]
-------------------------------------------------------------------------------
The Link Arena is a place where players construct a team of 5 and pit the
teams against each other. There is no movement or terrain involved, merely
selecting weapons, characters and selecting the foe to attack. My Link Arena
section is far inferior to the GameFAQs Link Arena guide by Cyan of Doma,
but I can offer a few tips.

First of all, each team member must be considered. There are some classes that
are much better off in the Link Arena than others. Those characters with the
highest caps possible (30) in areas normally do much better than others.
Magic units are not effective in the Link Arena because they are too slow,
because of their low CON. There are not enough Body Rings to accommodate to
them. The only magic user worth considering for the Link Arena is Canas. Athos
appears strong, but needs stat boosters to max out all his stats.

The better classes are: generals, great lord, berserkers, warriors, 
swordmasters

The next thing to consider is whether those characters can cap all their stats,
that is reach their maximum potential in all areas. There are limited resources
for using stat boosters, so this is a big area to consider. Some characters
have uncappable stats, that is they cannot cap them even if they gain a point
every level up. These characters include Jaffar and Athos. To cap every stat,
RNG abuse must be employed. Check the RNG section for more details. RNG abuse
ensures that every stat will level up and be capped.

After we have narrowed down who can effectively be used in the Link Arena, the
next step is to form a SUPPORT CIRCLE. The team of 5 must be able to support
each other to the maximum, that is either an A + B support or an A + C + C
support. Supports make a team much stronger than usual.

Next, items come into play. This is a crucial aspect of Link Arena battles;
you would not use a Bolting because it does not work in the Link Arena. The
best weapons tend to be:
S rank weapons
Professional weapons eg. divine weapons, Mani Katti etc.
Silver weapons
Killer weapons
Brave weapons
Reaver weapons
The key is to find out what is really needed for the unit. If a unit has a
glaring weakness, it must be fixed!
Don't be afraid to use all 5 item slots, because more often than not they
will all be used.
The Iron Rune and Delphi Shield bear some significance, consider carefully
who needs them. The Iron Rune shuts down assassins (which are risky anyway).

When deciding items, you must also consider what weapon is best to S rank.
If two people S rank the same weapon, one will be a wasted S rank because they
will not get that item.

Another factor is how resources will be employed to use weapons better, such
as stat boosters.

One last thing: the mine glitch is almost always required to get the almighty
Uber Spear as well as the maximum amount of Swordslayers, the best reaver
weapon in the game.

Oh, don't be afraid to experiment. You might just find the best Link Arena
team yet... (well, probably not)

The current best Link Arena teams are:

Cyan's Team Force

Hector(A Oswin)<Body Ring> S rank Sword, A Axe
E:Armads, Regal Blade, Brave Sword, Swordslayer, Iron Rune

Oswin(A Hector, B Dorcas) S rank Lance, A Axe
E:Uber Spear, Rex Hasta, Axereaver, Silver Axe, Brave Lance

Dorcas(B Oswin, B Geitz) S rank Axe, A Bow
E:Basilikos, Killer Axe, Killer Bow, Swordslayer, Silver Bow

Geitz(A Dart, B Dorcas) S rank Bow, A Axe
E:Rienfleche, Brave Bow, Killer Bow, Silver Axe, Swordslayer

Dart(A Geitz)<x2 Body Ring>
E:Brave Axe, Silver Axe, Killer Axe, Tomahawk, Swordslayer

TheCrimsonBlur's Team

Oswin(A Dorcas)
E:Uber Spear, Rex Hasta, Axereaver, Silver Axe, Iron Rune

Dorcas(A Os, B Geitz)
E:Brave Axe, Silver Axe, Killer Axe, Swordslayer, Silver bow

Geitz(B Dorcas, B Dart, C Karel)
E:Rienfleche, Brave Bow, Killer Bow, Silver Axe, Swordslayer

Dart[body ring](A Karel, B Geitz)
E:Basilikos, Tomahawk, Dragon Axe, Killer Axe, Swordslayer

Karel(58/57? HP)[2 body ring](A Dart, C Geitz)
E:Regal Blade, Brave Sword, Wind Sword, Wo Dao, Lancereaver

As you can see, both have almost perfect support circles, amazing weapon
selection, great characters and classes, the employment of the Uber Spear,
Iron Rune and many reaver weapons.

-------------------------------------------------------------------------------
b) Sound Room ---------------------------------------------------------- [1820]
-------------------------------------------------------------------------------
Here you can view any songs that you have obtained. If you press L/R you
can view your CGs that have been unlocked. Press A to select songs, B to
stop them and pressing A on another song overwrites the first. CGs change
automatically when changing song, but pressing A changes them anyway. Press
SELECT for a random song to be chosen.

The songs are, in order:
1 Opening: History Unveiled
2 Fire Emblem Theme
3 A Hint of Things to Come
4 Road of Trials
5 Destiny Enlaced by Fear
6 Winds across the Plains
7 Precious Things
8 Companions
9 Friendship and Adventure
10 Distant Travels
11 Inescapable Fate
12 Dragon's Gate II
13 Winning Road
14 Binding Ties
15 Scars of the Scouring
16 Raise Your Spririts
17 Shadow Approaches
18 Enemies Appear
19 The Messenger
20 Darkness Comes
21 Dragon's Gate I
22 Nabata's Wandering Messenger
23 Legendary Inheritance
24 Raid!
25 Messenger from the Darkness
26 Strike
27 Safeguard
28 Victory Now!
29 Rise to the Challenge
30 Softly with Grace
31 Everything into the Dark
32 Campaign of Fire
33 Blessing of the 8 Generals I
34 Healing
35 Curing
36 Receive the Blessings of Water
37 Ride the Wind
38 To the Heights
39 An Unexpected Caller
40 When the Rush Comes
41 Land of Swirling Sands
42 Ships and Homes
43 Silent Ground
44 The Inn
45 Going My Way
46 Together, We Ride!
47 A Knight's Oath
48 Happiness Abounds
49 Merlinus
50 Final Farewell
51 Requiem
52 Recollection of a Petal
53 The Cogs of Fate
54 The Eight Generals
55 The Archsage Athos
56 Distant Utopia
57 What Comes from Darkness
58 Black Fang
59 Calamity Bringer: Nergal's Theme
60 Nergal's Wrath
61 Stratagem
62 The Kingdom of Bern
63 Bern - A Mother's Wish
64 Shocking Truth I
65 Shocking Truth II
66 Triumph
67 Into the Shadow of Triumph
68 Main Theme Arrangement
69 Blessing of the 8 Generals II
70 Girl of the Plains: Lyn's Theme
71 Lyn's Desire
72 Light to Tomorrow
73 One Heart: Eliwood's Theme
74 Eyes of Sorrow
75 Unshakable Faith
76 Loyalty: Hector's Theme
77 The Grieving Heart
78 Reminiscence
79 Shattered Life
80 Anguish
81 Respite in Battle
82 Prepare to Charge
83 Armory
84 Shop
85 Fortune-Telling
86 Arena Entrance
87 Arena Battle
88 Arena Victory
89 Arena Tactics
90 Within Sadness
91 Game Over
92 Legend of Athos
93 Results
94 Treasured Hope
95 Beneath a New Light
96 The Path to Greatness
97 In the Name of Bern
98 Avoided Fate
99 Legend of the Dragon God
100 Royal Palace of Silezha

There are only a few that you cannot obtain even after reading every story
dialogue without skipping. These are unlocked in the following fashion:

1: Leave the game playing the story without pressing buttons
79: Ninian and Eliwood require an A support. After that, watch the entire
scene after Eliwood retrieves Durandal in Eliwood Mode, including Ninian's
death. You should unlock this song afterwards.
81: Lyn and Hector require an A support. A 'Talk' option will appear when
they are next to each other in Chapter 29x Eliwood/31x Hector.
86-88: Enter the Link Arena and enter a battle.
90: Let a character die.
91: Fail a chapter completely (ie. get a Game Over screen).
97: Obtain songs 1-96
99-100: Mario Kart: Double Dash Bonus Disk (this is not necessary, you will
get 100% even without these two songs as long as everything else is complete)

-------------------------------------------------------------------------------
c) CGs ----------------------------------------------------------------- [1830]
-------------------------------------------------------------------------------
Here are the CGs that cannot be obtained by merely playing through the
game once and reading the story (not skipping text).

Privacy: Hector and Lyn aboard the pirate ship. Read the dialogue before
Chapter 18 Hector Mode only.

A Glimpse in Time: A shaman and two children in a ruins location. Read the
dialogue before the battle in the Hector exclusive Chapter 19xx

Kishuna: Nergal and Kishuna, who is naked. Read the dialogue before the battle
in Chapter 22x Eliwood/Chapter 23x Hector or Chapter 32x Hector.

Nils Leaves Alone: If Eliwood and Ninian have an A support, this will be
unlocked after the Final battle. Nils is leaving the human world.

Ninian and Nils Go Together: If Eliwood and Ninian do not have an A support,
this will be unlocked in the dialogue after the Final battle. Ninian and Nils
are leaving the human world.

Friendship: If Hector and Eliwood have an A support with each other, or if
they have no A support with major characters this will be unlocked. Hector
and Eliwood are laughing and messing around, Lyn is also smiling in the
background.

Hector's Coronation: Instead of Eliwood's, in Hector Mode you see Hector's.
View the Epilogue in Hector Mode.

Nergal and his wife: Complete all four Kishuna optional chapters in Hector
Mode. These chapters are: 19x, 19xx, 23x and 32x. Nergal is petting his wife
who is a dragon on the face. Their faces cannot be seen, just shadows.

Ninian and Eliwood: Ninian is in Eliwood's arms and they are both happy. Get
an A support between Ninian and Eliwood in Eliwood's Mode and this appears
right before the Epilogue.

*Substitute A support between Ninian and Eliwood with .... and Eliwood*
Fiora and Eliwood: Same conditions as above. Fiora is surprised as Eliwood is
passionately hugging her.

Lyn and Eliwood: Same conditions as above. Eliwood and Lyn are staring at each
other.

Hector and Lyn: Right before the Epilogue in Hector Mode if they have an
A support. Hector is pulling Lyn to him in a rough hug.

*Substitute A support between Hector and Lyn with A support between .... and
Hector*
Hector and Florina: Same conditions as above. Hector is carrying Florina on
his shoulder (with one arm!).

Hector and Farina: Same conditions as above. Farina and Hector are linked by
the arms and look happy.

-------------------------------------------------------------------------------
d) Battle History ------------------------------------------------------ [1840]
-------------------------------------------------------------------------------
Here you can view your rank for any mode. S is the best rank, D is the worst
(or at least, I have not heard of anyone getting below that).
The standard player will probably get a B.

In case you are wondering, here's how the ranks are based on:
25 stars (perfect):     S rank
21-24 stars:	        A rank
I haven't established the others yet. Help would be appreciated.

There are 5 fields, each one representing something that is very important
to obtain the S rank. Each field can have a maximum of 5 stars.

Tactics - Based on speed, ie. number of turns per chapter. It is uncertain
whether the basis is on average or a quota/surplus of turns. The faster the
better.

Combat - How much damage dealt and taken. This is a simple matter of tactics,
because using the weapon and magic triangle to your advantage as well as
being sensible about decisions and picking on weaknesses is all you need. This
should all be second nature to you as you master the game.

Funds - How much money you have accumulated, not only raw cash but monetary
value of all items. Conserving items, especially valuable items are a must.
Being reckless with money is going to screw you over in this department.

Experience - How much EXP your units gain. Using a lot of low levelled
characters and not relying on promoted characters for all your battles will
get you a high rank here. Also, you must use many characters.

Survival - Keep everyone alive and restart if they die. As long as you do that,
you will get 5 stars in survival.

Also, the comment is made by the person who you gave the Afa's Drops. If you
didn't use it, Merlinus makes the comment. In Lyn Mode, Lyn makes the comment.
Some people's comments are harsher than others and some people's faces are
ugly so carefully consider who you want to be in your Battle History. The
comments are listed in Battle History Comments.

Battle History displays your best rank. A new playthrough will not overwrite
the same record unless that record is better (eg. you got B before, now you got
an S).

The rank of the tactician makes a minor difference to the ending.

===============================================================================
~-~-~ 19) SECRETS ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- [1900]
===============================================================================
Here are some random glitches etc. that might be worth knowing.

Arena abuse -
In places in the game, there are arenas where you can gamble for money and
training at the risk of your survival. Their locations are as follows:
Chapter 16x Eliwood/17x Hector
Chapter 20 Eliwood/21 Hector
Chapter 23 Eliwood/24 Hector
Chapter 29x Eliwood/ 31x Hector

Arena abuse basically means using the arena a lot in order to make units
become extremely powerful and gain a lot of money. Arenas are useful for 
getting some cash on the way to achieving an S rank as well. There are a few
tips to remember when arena abusing:
- Hit B as soon as you think you are losing!
- Never accept a bet over 700G
- As soon as you are faced with a swordmaster or berserker, concede BEFORE they
can critical
- Use high speed units that have low defence for best results

Mine Glitch -
You've probably heard of this term before. Lay a mine in a space you know the
enemy will land on. As soon as they get damaged by it, soft reset. When you
Resume Chapter, you will be in control of the enemy!

The best application of this glitch is to obtain Vaida's Uber Spear in Chapter
24 Eliwood/Chapter 26 Hector. It grants some insane boosts due to Nergal's
magic. Use the enemy wyverns to trade between Vaida all the way to Merlinus.

Another good application of this glitch is to disarm enemies (make them discard
all weapons) so some weaker units can gain EXP. An interesting thing is that
you can make enemies rescue each other.

Infinite ring effect -
After dancing to a unit, have that unit rescued. The effect will remain.

The best example of using this glitch is to arena abuse in Chapter 20. Have
Ninian stand next to the unit who will go to the arena. Use Nini's Grace.
That unit will gain significant defences. Send them to the arena with the
effect. After they have used the arena, rescue with a pegasus knight that is
next to the arena unit. Another pegasus knight should stand on the other side
of the arena. Next turn, drop the unit in the arena, who will still have the
effect. Ninian can play to that unit, the unit goes to the arena and the other
pegasus knight rescues. Rinse and repeat. This way, you keep Nini's Grace in
effect and can arena abuse effectively without wasting Nini's Grace.

Repairing items -
With such items as lockpicks, when they are running out let an enemy thief
steal it off you (give it to a low speed unit). Steal it back and it will be
back to full durability.

Secret Shops -
There are secret shops with rare and valuable weapons. They are hidden in
conspicuous locations and can only be accessed by a thief who possesses a
Member's Card (you must steal it from the thief in Chapter 19 Eliwood/20
Hector). Their locations are:
(For visual location, go to:
http://s7.invisionfree.com/FESS/index.php?showtopic=2802)
Chapter 19E/20H -
In the far south west of the map, there is a lone tree that takes up one
square.
Above the chests in the north west of the map, go in the space between the
two walls to the far right, wedged right in the middle furthest into the
wall.
Chapter 21E/22H -
There is an empty room in the north west of the map. Send a thief to the
patterned tile there.
Chapter 23E/24H Lloyd -
A little below the castle, there seems to be a flurry of trees and mountains,
but one space is completely empty. Send a thief there.
Chapter 23E/24H Linus - On the big island, there is a lone tree. Send a thief
there.
Chapter 29E/31H - Warp a thief to the small green area just near the lone chest
in the south west.
Chapter 30E/32H - Above the throne, among the trees there is one square that
is plain. Send a thief/assassin there.

Link Arena Level Up Glitch -
Sometimes, especially when an assassin OHKOs a foe in the Link Arena, they 
might level up beyond the maximum capacity (ie. they can go past level 20).

===============================================================================
~-~-~ 20) UNSOLVED MYSTERIES ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [2000]
===============================================================================
This section is designed to make a list of all the things that are still
unsolved in the game.

THE DEVIL AXE - The curse of the Devil Axe remains unbroken. No one can
decipher the formula for its curse, so it remains a deadly weapon. Many
people have confirmed that Luck does not affect the curse, so what does?

EXP FORMULA - The EXP formula remains at large unsolved. Although it is
according to most ridiculously complicated, it would be nice to end the
mystery that plagues many players. And what the hell happens to the EXP in
Hard mode, anyway?

THE PLAYER'S RANK - It is still unknown EXACTLY how much in each of the five
fields is required to guarantee an S rank. How much money? How much EXP? Is
it a ratio? A value? Something I've overlooked?

THE STARS NEXT TO THE TACTICIAN - In Battle Preparations, when looking at
a tactician's details, what are those stars that appear on the screen? There
are a maximum of what - 8? 9? What are they for?

GROWTHS - Some growths remain controversial, such as the Afa's Drops and the
affinity boost... Confirmation would be nice.

That's about it... Until I can think of more.

===============================================================================
~-~-~ 21) CONCLUSION ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~ [2100]
===============================================================================
It's over... already.

-------------------------------------------------------------------------------
a) Revision History ---------------------------------------------------- [2110]
-------------------------------------------------------------------------------
Version 1.00
Date: December 16th, 2005
All basic elements of guide complete. A few minor areas that might need work
in the future.

Version 1.01
Date: February 22nd, 2006
Emergency update... This isn't a very important one. My bigger ones will come
soon. I'm sorry to the 400 or so people who visit my site each day! Time is
money, as they say. I'll be fixing up pretty much the entire guide over the
next few months (I assume). This update is to make sure people are not misled
in any way. Look out for a Hard Mode guide in my next update!!!

Oh, by the way, I am well and truly aware of the fact that a few sections are
kinda crappy (although so far all I have received are praises for my guide).
Please bear with me - apart from general high school life, I have other 
projects I am taking on board as well as just having a life.

Version 1.02
Date: March 1st, 2006
For some reason, when I updated before, GameFAQs updated my KB but not the
document itself... Sorry to those people who came to this guide wondering
about the update and realised that nothing had changed! Anyway, this is
another emergency update. I'm still working on the other parts of the guide,
but one new part I have added is osrevad's ASCII art.

Version 1.1
Date: April 20th, 2006 NEW LAYOUT!
I've changed the entire layout of the guide so it is easier to navigate and
use. Several errors in the guide have been corrected, and many sections have
undergone a rewrite. The walkthrough still needs a lot of work done on it,
and the Hard modes are still not up... But, I'm working on it!

There's also something else I need to mention. I'm currently working on an
in-depth S-Rank Walkthrough, Game Script and Plot Analysis. I need your inputs
on whether you think I should incorporate the S-Rank stuff in here, or keep
it as a stand-alone. Once again, I remind everyone that feedback is very much
appreciated. Any questions are also encouraged to be asked.

I need to work a bit more on Hector mode, and PLENTY more on the Hard modes
as well as Special Conversations. Call me lazy, but I just haven't found
the motivation to finish it off yet.

I'm pretty pleased with the walkthrough so far, but if you spot any errors
in enemies and reinforcements, let me know. I've made craploads of errors
already...

-------------------------------------------------------------------------------
b) Contact Details ----------------------------------------------------- [2120]
-------------------------------------------------------------------------------
E-mail: mindreader.ivan@gmail.com
E-mail is the only medium I will communicate through. No IM programs either.

If you decide to contact me, use clear, succint English so that I understand
you and what you want. Any chain mails and other inappropriate e-mails such as
spam, trolling and flaming will be dealt with harshly.

I am generally a nice, reasonable person and I am not asking the impossible, so
please bear with me. If you have any feedback at all such as commentary, or
constructive criticism, don't hesitate to contact me immediately.

-------------------------------------------------------------------------------
c) Legal Disclaimers --------------------------------------------------- [2130]
-------------------------------------------------------------------------------
Hosting details -
E-mail me. I'll almost certainly grant permission to host this guide. I need
notification. No one can host this guide (for now) except the following sites:
GameFAQs www.gamefaqs.com
Neoseeker www.neoseeker.com
Supercheats www.supercheats.com
FE World www.fireemblemworld.com

Any specially dedicated sites are welcome to host my guide (ie. Fire Emblem
exclusive guides) as long as I am notified about the URL.

According to the Fair Use doctrine, this document can be used for commentary,
criticism, reporting and educational purposes only. Profiting from this
document is strictly considered illegal.

This document cannot be reproduced except for personal or private use. It
cannot be placed on any web site or other media publicly without advance
written permission. Use of this guide on any web site or as part of a public
display is strictly prohibited and a violation of copyright.

This document is copyright © Armads (Ashwin Suresh) 2005-2006.

Any persons who disobey the above conditions shall face punishment to the
full extent of the law.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

-------------------------------------------------------------------------------
d) Credits ------------------------------------------------------------- [2140]
-------------------------------------------------------------------------------
GameFAQs Golden Rule of FAQs:
"Give credit where credit is due."
I think that sums up my thoughts.

CJayC: Amazing webmaster of GameFAQs
Sailor Bacon & the other 'forgotten' GameFAQs crew: Your work is there, but
your name isn't there nearly enough
Intelligent Systems & Nintendo: Need I say more?

Key reference material -
www.rpgdl.com/FE.php: Covered Advanced Material and Stats on Characters
Cyan of Doma's LA Guide: Great guy, great guide. Never gives up on Fire Emblem.
http://faqs.ign.com/articles/520/520430p1.html: RNG Abuse Reference
Saint Magician's HHM Guide: Another friendly guy. His guide is exceptional.
Axem Titanium's Weapon List: The formulas were amazing, kudos to Grondrig.
Other GameFAQs Guides: A great display of guides that I cross-checked stats 
with
Wikipedia: Helped with the History of Fire Emblem in general
Sanctuary of Strategy Forums: Probably one of the best Fire Emblem web sites.
Darion: His Boss guide was useful for filling in a few blanks I had here and
there. Good work!

These people pointed out errors/suggested improvements and asked questions, so
sincere thanks to:
Joshua Blanchard
Jeff Kolarovic
Leland Monson
Richard Dady
Mark Letrah

A special thanks to GameFAQs, whose different people, opinions and experiences
shaped my knowledge. The FAQer I look up to most there is Alex Eagleson, the
most Prolific FAQer ever known on GameFAQs.

osrevad for the ASCII at the top of the page deserves a mention. Go to
www.osrevad.com to see his other masterpieces. Unfortunately, he won't be
available to make more until 2008...

Final word: Well done to anyone who looked at this guide, I strongly
encourage providing feedback. Hope the hard work I did payed off!

~ ARMADS
http://www.gamefaqs.com/features/recognition/52183.html
+-----------------------------------------------------------------------------+
                              - END OF DOCUMENT -