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    FAQ/Walkthrough by GMindu

    Version: 0.1 | Updated: 03/01/03 | Search Guide | Bookmark Guide

    Fire Emblem 1 on NES
    Walkthrough/FAQ
    Version 0.1
    Written by Gloivok Mindu
    
    
    0-Updates
    1-Intro
    2-Controls
    3-Menus
    4-Classes
    5-Soldiers
    6-Terrains/Places
    7-Weapons Chart
    8-Walkthrough
    9-Legal Stuff
    
    
    0: Updates
    
    Version 0.1: Put up the FAQ, with part of the Weapons Chart, and up to
    Mission 9 in the walkthrough. I'll get to all that other stuff once I'm
    finished with the main walkthrough.
    
    
    1: Introduction
    
    Yo! Name's Vok, and this is an FAQ for one of the greatest strategy/RPG games
    out there. This is also my first FAQ, so don't be surprised if it's not that
    great. This FAQ got started with a simple chart of weapons that I was keeping
    for my own purposes, because the one FAQ that was up at the time was very
    lacking. Then, I noticed that Fire Emblem was on the GameFAQs wanted list, so
    I decided to go the whole way. Right now, you'll notice that there are a lot
    of things missing. I'm going to fill those in once I finish with the actual
    walkthrough. Please note that the terms I use are not direct translations; I
    can't read Japanese, so the terms you see here I either found in other places,
    or just made up, so they may not coincide with other sources. Also note that
    in several places I have inserted Japanese characters. In the Weapons Chart,
    this is for translation purposes. Elsewhere, they are placemarks for things I
    haven't had translated yet, and I'll replace them in a later version.
    
    
    2: Controls
    
    *to be inserted*
    
    
    3: Menus
    
    *to be inserted*
    
    
    4: Soldier Classes
    
    *to be inserted*
    
    
    5: Soldiers in your Army
    
    *to be inserted*
    
    
    6: Terrains/Places
    
    *to be inserted*
    
    
    7: Weapons
    
    M=Marth
    P=Paladin
    Pk=Pegasus Knight
    Sk=Social Knight
    Ak=Armor knight
    A=Archer
    Pr=Priest
    Ax=Axe Warrior
    Me=Mercenary
    H=Hunter
    T=Thief
    Ha=Horseback Archer
    Ma=Mage
    B=Bishop
    Dk=Dragon Knight
    Mc=Mamcoot
    S=Sniper
    				M |P |Pk|Sk|Ak|A |Pr|Ax|Me|H |T |Ha|Ma|B |Dk|Mc|S |
    Weapon		      Charges	--------------------------------------------
    -------
    レイピア=rapier		28 	x |/ |/ |/ |/ |/ |/ |/ |/ |/ |/ |  |/ |  |  |  |  
    |
    てつのつるぎ=sword1		42 	x |x |x |x |x |/ |/ |/ |x |/ |x |  |/ |  |  |  |  
    |
    ぎんのやリ=Silver Spear	20 	/ |x |x |  |x |/ |/ |/ |/ |/ |/ |  |  |  |x |  |  
    |
    やリ=spear2		38 	/ |x |x |x |x |/ |/ |/ |/ |/ |/ |  |/ |  |x |  |  |
    てやリ=javelin		22 	/ |x |x |x |x |/ |/ |/ |/ |/ |/ |  |/ |  |  |  |  
    |
    ボウガン=crossbow		40 	/ |/ |/ |/ |/ |x |/ |/ |/ |x |/ |  |/ |  |  |  |  
    |
    はがねのゆみ=long bow	26 	/ |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x |/ |  |  |  |x 
    |
    ライブ=healing staff1	20 	/ |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |  |  |  |  |  
    |
    ぎずぐすリ=healing potion	 5	x |x |x |x |x |x |x |x |x |x |x |  |x |  |  |  |  
    |
    ゆ み=short bow		33	/ |/ |/ |/ |/ |x |/ |/ |/ |x |/ |x |  |  |  |  |  
    |
    おの=axe1			43	/ |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |  
    |
    はがねのおの=axe2		31	/ |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |  |  |  |  |  
    |
    ておの=throwing axe	13	/ |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |  
    |
    ハンマ-=axe3		40	/ |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |  |
    はがねのつるぎ=sword2		38	x |x |x |x |x |/ |/ |/ |x |/ |x |  |  |  |  
    |  |  |
    ワ-プ=transportation cane	 7	/ |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |/ |  |  
    |  |  |
    とうぞくのカギ=lockpick	16	x |x |x |x |x |x |x |x |x |x |x |  |  |  |  |  |  
    |
    デビルアクス=axe4		 9	/ |/ |/ |/ |/ |/ |/ |x |/ |/ |/ |  |/ |  |  |  |  
    |
    キルソ-ド=sword3		22	x |x |x |x |  |/ |/ |/ |x |/ |/ |  |/ |  |  |  |  
    |
    リライブ=healing staff2	16	/ |/ |/ |/ |/ |/ |x |/ |/ |/ |/ |  |/ |  |  |  |  
    |
    ナイトキラ-=spear3		14	/ |x |x |x |x |/ |/ |/ |/ |  |  |  |/ |  |  |  |  
    |
    ア-マ-キラ-=sword4		22	x |  |  |x |  |/ |  |  |x |  |  |  |/ |  |  |  |  
    |
    エクスカリバ-=wind cutter	33	/ |/ |/ |/ |/ |/ |/ |/ |/ |  |  |  |x |  |  |  |  
    |
    ブリザ-=ice		23	/ |/ |/ |/ |/ |/ |/ |/ |/ |  |  |  |x |  |  |  |  |
    サンダ-=lightning		21	  |  |  |  |  |  |  |  |  |  |  |  |x |x |  |  |  
    |
    ぎんのつるぎ=Silver Sword	17	  |x |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  
    |
    M.ツ-ルド=magic shield	18	  |  |  |  |  |  |  |  |  |  |  |  |  |x |  |  |  
    |
    かリゅうせき=Dragon Stone	 0	  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |x |  
    |
    とびらのカギ=door key		 1	  |  |  |  |  |  |  |  |  |  |  |  |x |  |  
    |x |  |
    てんしのころも=health potion	 1	  |  |  |  |  |  |  |  |  |  |x |  |  |  |  
    |  |  |
    リブロ-=healing staff3	10	  |  |  |  |  |  |x |  |  |  |  |  |  |  |  |  |  
    |
    ファイア-=fireball		25	  |  |  |  |  |  |  |  |  |  |  |  |x |  |  |  |  
    |
    ぎんのゆみ=Silver Bow	24	  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |x 
    |
    めがみのぞう=luck potion	 1	  |  |  |  |  |  |  |  |  |  |x |  |  |  |  |  |  
    |
    ドラゴンキラ-=		16	  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  |  
    |
    
    
    
    Weapon Notes:
    axe3 is VERY strong against Armor Knights (translates to "Hammer")
    Priest spells can only be used on other units, not on the holder of the spell
    javelin and throwing axe can be used as both melee and distance weapon
    axe1=iron, axe2=steel, axe4=?silver=?special, axe3=special
    sword1=iron, sword2=steel, sword3=special (steel), sword4=special (iron), 
    sword5=silver
    spear2=?iron, spear1=?silver, spear3=?steel
    sword3 requires weapon level of 7
    sword5 requires weapon level of 9
    Silver Spear requires weapon level of 7-10
    sword4 is strong against Armor Knights
    raipier has strength of iron sword, strong against Armor Knight, 
    healing staff3 can heal from any point on the map
    Health potion increases Max Health by 9
    Luck potion increases Luck by 7
    Swords work well against Archers
    Axes work well against Archers
    
    
    8: Walkthrough
    
    
    Mission 1:
    
    Enemy Forces:
    11 Pirates
    1 Hunter
    1 Thief
    Boss: Pirate
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    2 Social Knights
    1 Armor Knight
    1 Archer
    
    Villages:
    1-Gives 10000G
    2-Recruit Priest
    
    Reinforcements: None
    
    Shops:
    Weapon Shop: 
    てつのつるぎ	320
    ゆ み	400
    ボウガン	950
    おの	360
    やリ	450
    てやリ	600
    
    
    Strategy: Just send all your guys out and kill. If any of your guys die here,
    just restart. No real strategy involved. Send Marth to the Villages to collect
    their loot, and kill everything.
    
    
    Mission 2:
    
    Enemy Forces:
    9 Pirates
    2 Social Knights
    2 Thieves
    2 Hunters
    Kashim (Hunter)
    Boss: Garuda (Pirate)
    
    Friendly Forces Added:
    1 Mercenary
    3 Axe Warriors
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    2 Social Knights
    1 Armor Knight
    1 Archer
    1 Priest
    
    Villages:
    1-Gives 5000G
    
    Reinforcements: None
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    ゆ み	400
    ハンマ-	300
    おの	360
    はがねのおの	550
    ておの	450
    
    
    Strategy: Ok, this is still pretty easy. The level is basically split into two
    segments, one above the start, and one off to the left with the castle. First
    off, you'll want to split your troops. Take two of your Axe warriors, the
    Mercenary, a Social Knight, and your Archer, and send them to kill the pirates
    above you. While they're doing that, send the rest of your army to the left.
    Make sure that you don't kill the lower hunter. This is Kashim. At the first
    chance, get Sheeda (your Pegasus Knight) next to him. You will get an extra
    menu option. Use this to bring him to your side. Then, just kill the rest.
    Once they're dead, get Marth into the village for some quick cash, and get
    your guys ready for Garuda, the boss. He's pretty easy, but he has high
    defense, so he'll take a few hits to get rid of. When you kill him, he drops a
    Steel Sword, which is stronger than the sword everyone started with. It
    doesn't matter who gets that, just make sure whoever has it can use it. Now,
    just get Marth into the castle, and end the mission.
    
    
    
    Mission 3:
    
    Enemy Forces:
    3 Hunters
    8 Axe Warriors
    2 Thieves
    Navaare (Mercenary)
    Boss: Axe Warrior
    
    Friendly Forces Added:
    1 Priest
    1 Thief
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    2 Social Knights
    1 Armor Knight
    1 Archer
    1 Priest
    3 Axe Warriors
    1 Mercenary
    1 Hunter
    
    Villages:
    1-Gives Axe4
    
    Reinforcements: None
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    ゆ み	400
    ハンマ-	300
    おの	360
    はがねのおの	550
    ておの	450
    
    
    Strategy: As soon as you start this mission, your new thief and priest are in
    danger. The thief is one of the most useful units in the game, and you don't
    get many of them, so, GET THEM OUT OF THERE RIGHT AWAY! Don't waste charges
    on the transportaion cane, though; you can get out without it. Have them run
    down to the rest of your army ASAP. At the same time, have a force split off
    to meet up and beat off the guys tailing them. Send Sheeda over the mountains
    three spaces to the left of the path, then send the Paladin, the Hunter, a
    Social Knight, and an Axe warrior up the path. Don't kill the Mercenary;
    Sheeda can convert him just like Kashim. The rest of your army should go to
    the left to storm the castle. Have Marth visit the village, of course, to get
    an axe. Give this to one of your Axe warriors the next chance you get.
    Somewhere near the castle, one of the Axe Knights drops a Healing Potion when
    you kill him. Just blast your way through, no special strategies needed yet.
    The boss is relativly easy; 3 or 4 hits will knock him out. He drops a Healing
    staff2; give this to your new Priest so both of them can heal. Get Marth in
    the castle, and get 15000G!
    
    
    Mission 4:
    
    Enemy Forces:
    4 Social Knights
    2 Archers
    2 Hunters
    2 Horseback Archers
    2 Thieves
    4 Axe warriors
    1 Armor Knight
    1 Priest
    Marchis (Social Knight)
    Boss: Social Knight
    
    
    Friendly Forces Added:
    None
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    2 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    1 Thief
    
    Recommended Army:
    Marth
    1 Paladin
    2 Social Knights
    1 Armor Knight
    1 Archer
    1 Pegasus Knight
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    1 Priest; Rena (レナ)
    
    Villages:
    1-Gives 5000G
    2-Recruit Maric (Mage)
    
    Reinforcements: None
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    ゆ み	400
    ハンマ-	300
    おの	360
    はがねのおの	550
    ておの	450
    
    
    Strategy: The first thing you should notice about this mission, if you've had
    very little death, is that you can't use your whole army. From this point on,
    this will be very common. The "Recommended Army" above was the army I used to
    beat this level, and it assumes that you have the Best Possible Army (meaning
    you recruited all of the extra troops and nobody has died. Yes, it is possible).
    Anyway, on to the strategy. You will notice that this level, like the previous
    two, is also split into two sections; one above, and one to the left. Send a
    Social Knight, an Axe Warrior, a Mercenary, and your hunter up to the right,
    send the other Social Knight up the bridge in the middle, send the Pegasus
    Knight over the lake, and send the rest to the castle. Take out the nearby
    Theif with whoever needs the XP. Once you get near the village, be a bit
    cautious about where you put Marth. If you send him too far out, everyone
    will attack him and you're dead. He can survive, however, if you use the
    Rapier, but you should probably conserve that, as you won't be able to get
    another one for a while. Also, one of the Social Knights there is Marchis, who
    can be turned with Rena. There are two ways to tell which one he is; a
    dialouge comes up if he attacks Marth, and you'll see his face when you look at
    his stats (normal enemies don't have face graphics). Marchis isn't all that
    great; his begining stats are low, and he doesn't have a sword, just a spear.
    Give him one of the swords that some of the other Social Knights drop before
    he actually fights. Now, at this point, the upper group should be finished.
    Send the Pegasus over the rivers to meet up with the others. You can ignore
    the rest of them, as they won't make it there in time to be of any use. Once
    the guys at the southern bridge are taken care of, send Marth to the Village
    for some Gold, then bring the troops up and clear the way to the boss. Send
    Marth to the other Village to recruit Maric, your first Mage, one of the best
    fighting units in the game. Use the Mage, and possibly a few others, to take
    out the boss. He'll drop quickly. Before getting Marth in the castle and
    ending it, you may want to consider leveling up a bit in the Collosiem. In
    fact, I highly suggest it, but only use weapons that are sold in this level.
    Also, be careful; the matchups are random, and if you lose, the unit dies.
    Read more about the Collosiem in the "Places" section. I trained most of my
    guys up to level 5, but that's really not neccesary. Once you've had your fill,
    stock up on weapons, and end the mission. Marth will recieve a sword5 when he
    enters the castle.
    
    
    Mission 5:
    
    Enemy Forces:
    2 Armor Knights
    1 Priest
    3 Thieves
    2 Pegasus Knights
    5 Social Knights
    3 Archers
    Wendel (Bishop)
    Boss: Armor Knight
    
    
    
    Friendly Forces Added:
    3 Social Knights
    2 Horseback Archers
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    3 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    1 Thief
    1 Mage
    
    Recommended Army:
    Marth
    1 Paladin
    1 Social Knight
    1 Armor Knight
    1 Pegasus Knight
    2 Axe Warriors
    1 Mercenary
    1 Hunter
    1 Mage
    
    Villages:
    1-Gives かリゅうせき
    
    Reinforcements: Turn 11+12, 1 Social Knight from north fort;
    		Turn 13-16, Above plus 1 Pegasus Knight from North-east fort
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    はがねのつるぎ	500
    はがねのゆみ	560
    ボウガン	950
    やリ	450
    てやリ	600
    ハンマ-	300
    
    
    Strategy: At the start of this mission, your forces are already split up, with
    the new additions being separate from the old army. Do not attempt to storm
    the castle with just these 5 guys; you'll get them all killed. Instead, leave
    them where they are until the others can come. The enemy troops won't notice.
    Start off by sending your main force north to clear out those few guys there,
    sending the Pegasus Knight over the river to help with the others. The Bishop,
    Wendel, can be converted in two ways. Either bring your mage next to him to
    get the extra menu choice, or have Marth end his turn next to him. The second
    method converts him during the enemy's next turn though, so you won't get to
    use him right away. What you could do is just ignore him for a while, because
    he's programmed to head straight for Marth anyway, and eventually he'll reach
    him and convert. Once your guys start to cross the bridge, bring the others up
    to strike from behind. They'll get beat up a little, but they should survive.
    While they do that, have Marth visit the village for a Dragon Stone. Make
    completly sure that you get this item! You'll se why in Mission 7, but for
    now, get it into storage. In another turn, you should be left with just the
    Armor Knights on the castle. The one on the right will move off if your guys
    get too close, but the Boss won't. Make use of your Axe Warriors, the Mage,
    and the Bishop here. Armor can't block Magic, and the Axes are just plain
    powerful. You should clean them up in one turn. Now, if your guys are really
    weak, you may want to end it right now. But, if they're still pretty good on
    health, just use the castle and forts to heal up to full, and wait until Turn
    11. Once you end that turn, reinforcements will start to come from the two
    forts at the north. This will happen in pretty much all of the missions from
    now on, so after this you'll want to start thinking about speed. These new
    guys aren't so bad, but the Pegasus Knight has a javelin, so he'll get in a
    free shot each turn. Once they're all dead, if you feel like fighting them
    (or if you don't then maybe before they start coming), I suggest taking a
    look at the shop. You don't have to do it now, since you find the same shop
    in the next level, but you won't want to be wasting any time there, so you
    should do it now. You will find sword2, which is a bit stronger than sword1,
    the long bow, and the javelin. I went and replaced all of my old sword1s
    using the 100,000G I won in the Collosiem, as well as buying some javelins
    for my horsemen, and long bows and crossbows for all of my archers. Once
    you're completely done with all that, you can end it.
    
    
    Mission 6:
    
    Enemy Forces:
    4 Thieves
    4 Armor Knights
    4 Archers
    2 Mages
    2 Priests
    2 Social Knights
    Ricardo (Thief)
    Boss: Shogun
    
    Friendly Forces Added:
    None
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    6 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    1 Thief
    2 Horseback Archers
    1 Mage
    1 Bishop
    
    Recommended Army:
    Marth
    1 Paladin
    3 Social Knights
    1 Armor Knight
    3 Axe Warriors
    2 Mercenaries
    1 Mage
    1 Thief
    1 Priest; Rena (レナ)
    
    Treasures:
    1-10000G
    2-healing staff3
    3-sword3
    4-sword4
    5-health potion
    
    Reinforcements: None
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    はがねのつるぎ	500
    はがねのゆみ	560
    ボウガン	950
    やリ	450
    てやリ	600
    ハンマ-	300
    
    
    Strategy: In this level, you'll want to move quickly to grab those treasures.
    The problem is, only a thief can open a treasure chest. The enemy thieves
    will race to grab them, and you want to get there first. What you'll want to
    do is use your thief to open the door where the other thief is locked up.
    Move Marth up to him and end the turn there. You'll convert him, so now
    you'll have twice the ability to steal things. Now, use Rena's transportation
    cane to send the thief you already have over to the treasure closest to the
    Shogun. This is the hardest one to grab, since three of the enemy thieves
    start right near it, and there's really no way to run there quick enough.
    Now, send the rest of your troops down the path. On the second turn, have the
    thief open the chest over there (it's a menu command) to get a health potion
    (no, not healing, health. It increases your max HP, so save it for now). Send
    your new thief out with the others. Don't warp him, he'd die right away.
    Rather, warp your Armor Knight to the top chest. If you've done enough
    training, he should be able to take out the Social Knights, or at least take
    the blows until the others arrive. The Armor Knights near the Shogun will
    come after your thief, so once he grabs the chest, get him out. Take out the
    Armor Knights with the Axe Warriors and the Mage. If you have any axe3, use
    it; it's about 3x more powerful on Armor Knights than any other weapon you've
    seen. Once they're all dead, send your thieves around to collect the last
    treasures, pass the swords around, and bring your force up to the throne. The
    guys surrounding the Shogun are easy, so just take them out with whoever
    needs the XP. As for the Shogun, use Marth's raipier, and then have the Mage
    finish him if he's still standing. Now you can take some time to do some
    shopping. There are no reinforcements in this level, so take your time and do
    as much as you need. Also, you may want to use that Health potion on someone.
    It would be best to use it on Marth, but it doesn't matter all that much. Or,
    if you're the indecisive type, just put it into storage for now and use it
    later. Sit Marth on the throne to finish the level.
    
    
    Mission 7:
    
    Enemy Forces:
    2 Archers
    2 Mercenaries
    1 Thief
    1 Dragon Knight
    2 Pegasus Knights
    2 Armor Knights
    1 Priest
    Minerva (Dragon Knight)
    Paola (Pegasus Knight)
    Katua (Pegasus Knight)
    Est (Pegasus Knight)
    Boss: General Harmain (Shogun)
    
    Friendly Forces Added:
    None
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    6 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    2 Thieves
    2 Horseback Archers
    1 Mage
    1 Bishop
    
    Recommended Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    3 Social Knights
    2 Axe Warriors
    2 Mercenaries
    1 Hunter
    1 Thief
    1 Horseback Archer
    1 Mage
    
    Villages:
    1-Recruit Banetou (Mamcoot)
    
    Reinforcements: Turn 13, 4 Social Knights, from the bottom 4 forts
    
    Shops:
    Weapon Shop:
    てつのつるぎ	320
    はがねのつるぎ	500
    はがねのゆみ	560
    ボウガン	950
    やリ	450
    てやリ	600
    ハンマ-	300
    
    Strategy: First off, though the initial forces may look a bit intimidating,
    don't worry at all. On the second turn, Minerva decides that she will refuse
    to fight, and she and the three Pegasus Sisters, Paola, Katua, and Est, all
    retreat from the battle. Now the enemy army looks just plain pathetic! Now,
    the first thing you'll want to do is open the door and get Marth into the
    village enclosed in the mountains. As you come in, the Dragon Knight will
    approach. Bring in the Horseback Archer; anything that flys is incredibly
    vulnerable to arrows. One shot and he'll fall. Take out the Pegasus Knights,
    and get Marth to the Village. Here you'll get Banetou, your first Mamcoot, or
    half-dragon. He has no weapons when you first get him, so get him the Dragon
    Stone out of storage. This will make him quite useful. If you didn't get the
    Dragon Stone, keep him away from the battle and never use him again. Take
    your main force down to the castle. Wipe out the Armor Knights with your
    Social Knights, Paladin, and Axe Warriors, and take out the Shogun with the
    Mage and Axe Warriors, and possibly the Paladin if you need him. This level
    also has reinforcements, but they're hardly anything to worry about. Just get
    everyone healed up and take them out for the XP. Also, if there's still any
    more shopping you want to do, go right ahead. There's nothing else important
    to do, so end the level. 
    
    
    Mission 8:
    
    Enemy Forces:
    6 Social Knights
    4 Horseback Archers
    4 Armor Knights
    4 Archers
    Boss: Armor Knight
    
    Friendly Forces Added:
    2 Mercenaries
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    6 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    2 Mercenaries
    1 Hunter
    2 Thieves
    2 Horseback Archers
    1 Mage
    1 Bishop
    1 Mamcoot
    
    Recommended Army:
    Marth
    1 Paladin
    4 Social Knights
    1 Armor Knight
    3 Axe Warriors
    1 Mercenary
    1 Mage
    1 Mamcoot
    
    Reinforcements: Turn 11+12, 2 Armor Knights from North-East forts
    		Turn 13-30, above, 2 Social Knights, 1 Horseback Archer from
    			    North-West forts
    
    Shops:
    Weapon Shop:
    てつのつるぎ	 320
    はがねのつるぎ	 500
    レイピア	 900
    やリ	 450
    ぎんのやリ	1800
    はがねのゆみ	 560
    ボウガン	 950
    
    Magic Shop:
    ぎずぐすリ	 600
    とびらのカギ	 500
    ライブ	 780
    ファイア-	 300
    サンダ-	 460
    
    
    Strategy: This is where it starts to get a bit hard. You are outnumbered, and
    all of the enemy troops are on top of each other, so if you send any single
    troops in, they're dead. On the first turn, send your guys out as far as you
    can. Several of the enemy horses will come down, but half of them will stay
    behind, and all of the Armor Knights and Archers will come down. Your Social
    Knights should be close enough to start attacking, so get them in there. You
    can take out at least one of them, two if you get lucky. Send the Paladin
    towards the Armor Knights, and equip the Silver Spear, if you still have it.
    The Horseback Archers will pick on your Social Knights a bit, but their shots
    will only do about 2 damage each, so try to take out the other Social Knights
    first. Once your Mamcoot gets out there, send him straight into the fray. His
    defense is higher than an Armor Knight's while equipped with the Dragon Stone,
    and his attack will kill anyone who trys to hit him, or at least knock him
    down for someone else to finish easily. Once you kill the horses at the
    entrance, send your Social Knights in to take out the rest of them, but only
    send them if they have plenty of HP. The enemies are smarter now, and they'll
    give all their hits to one guy until he's dead before attacking anyone else.
    Send your Axe Warriors to take out the Armors. What the Mercenaries do
    depends on their equipment. If either of them has a sword4, kill the Armors.
    Otherwise, help with the horses. Marth should go wherever they need help more,
    and take all the blows. If you did use the Health Potion on Marth a few
    missions back, he should have enough HP to hold his own. If not, you can
    still use him as the decoy, just be a bit more careful about it. Now the
    Archers are going to come down and bother your other units. Use whoever is
    available to destroy them. Pick off the last few straglers, and head for the
    boss. If you've taken a while out here, you'll want to send some guys to
    guard the forts. You do not want to try fighting the reinforcements here.
    There are far too many of them for you to fight. In fact, you won't even want
    to start fighting them. If you want to level up, there's a Collosiem here.
    But anyway, take out the Boss with your Mage, your Mamcoot, and the Paladin's
    Silver Spear. He's a bit tougher than previous bosses, but you can still take
    him out without much trouble. Once he's finished, take some time to go back
    to the shop. You do NOT want to pass up this new equipment. Buy a Silver
    Spear for everyone who can use it, buy Marth another Rapier, buy Steel Swords
    for anyone who needs them, buy some Magic for your Mage, and then grab about
    10 more Silver Spears and put them into storage. If you ever start running
    low on cash, do some fighting in the Collosiem. You'll also want to take some
    time to do some more Collosiem training. Once you reach turn 31, you can take
    the guys off of the forts to do some shopping and training themselves. Don't
    do anything with the Axe Warriors though; axes are the only thing they don't
    sell here, and you don't want them to become weaponless. Also note that the
    Mamcoot can't fight in the Collosiem. Now, this isn't neccesary, but the rest
    of the game would be a lot easier if you train all your guys up to level 20
    right now. Although you may feel that this will take the challange out of the
    game...it does. I won't lie. It's also very boring and time consuming. But if
    you feel the need to completly annihalate every enemy from this point on, do
    it. Oh, and you will only want to try this if you're playing through an
    emulator with save states. If you're using the actual cart, don't even think
    about it. Most of your characters, including Marth, will probably die
    multiple times along the way. If you're not that patient, or you just don't
    want to kill the challange, then just train as much as you feel neccesary,
    restock on weapons again, and end the mission.
    
    
    Mission 9:
    
    Enemy Forces:
    8 Pirates
    1 Mage
    1 Priest
    5 Hunters
    2 Thieves
    Boss: Mamcoot
    
    Friendly Forces Added:
    None
    
    Best Possible Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    6 Social Knights
    1 Armor Knight
    1 Archer
    2 Priests
    3 Axe Warriors
    4 Mercenaries
    1 Hunter
    2 Thieves
    2 Horseback Archers
    1 Mage
    1 Bishop
    1 Mamcoot
    
    Recommended Army:
    Marth
    1 Paladin
    1 Pegasus Knight
    3 Axe Warriors
    2 Social Knights
    1 Mamcoot
    1 Mercenary
    2 Thieves
    1 Hunter
    2 Horseback Archers
    
    Villiages:
    1-Recruit Sniper
    
    Treasures:
    1-15000G
    2-めがみのぞう
    3-ドラゴンキラ-
    
    Reinforcements: Turn 10+11, 2 Pirates from south-east forts.
    		Turn 12-14, 6 Pirates from all southern forts.
    
    Shops:
    Weapon Shop:
    
    
    Strategy: First off, if you actually did take the time to level everyone up
    previously, ignore most of what I tell you for about 10 missions, bring those
    Lv20 guys in, and obliterate everyone that you can't turn. If you didn't,
    there are two ways to go about this. The first way is faster, but more
    dangerous, so only do this if you're confident, or crazy. Take one of your
    thieves and open the closest door on the first turn. Then proceed to send
     your troops through while Marth and a few others go the other way to save
    the village. If you're not lucky, at least one of your guys will probably die
    this way. The other method takes the long route around, and will be a good
    deal easier since the thin path will only allow the enemy to make one attack.
    Either way, make sure Marth gets to the village quickly. If an enemy thief
    reaches it first, he'll destroy it, along with the Sniper you will recruit
    there. And you do NOT want to miss the Sniper. He's the highest class of
    archer, and the Silver Bow he starts with is more powerful than most swords.
    Once you get to the main area with the boss, be very careful. One of the
    pirates there has an axe4, and this will tear through your defenses. Use the
    archers to pick him off, and be rewarded with his axe. Clear out the guys
    here; no real strategy needed. For the Boss, use only your strongest units,
    and make sure you take him out in one turn, otherwise he'll heal on the
    castle. When he's out, pick up the treasures around, and you'll probably want
    to end it quickly. The reinforcements here are a bit tough, and they spawn
    from across the water so there's no way to stop them from coming. That takes
    care of that level.
    
    
    
    9: Legal Stuff
    
    Fire Emblem, Marth, and all related names and ideas are copyrights and 
    trademarks of Nintendo
    Company Limited (NCL).
    This FAQ/Walkthrough was written by me, Gloivok Mindu. It may not be posted 
    anywhere without my
    permission. If you have any questions, e-mail me at flionk@world-of-nintendo.com.
    

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