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    FAQ/Walkthrough by Armads

    Version: 1.1 | Updated: 04/20/06 | Printable Version | Search Guide | Bookmark Guide

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                           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 -