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    FAQ/Walkthrough by gsninja

    Version: 0.55 | Updated: 12/09/08 | Search Guide | Bookmark Guide

                             Fire Emblem: Radiant Dawn FAQ/Walkthrough
    Walkthrough Version: 0.55
    Created by: Andrea (gsninja)(e-mail: gsninja@yahoo.com)
    Version Date: 7/27/2008
       A. Introduction
       B. Version History
       C. Basic Controls and Commands
       D. Stat Descriptions
       E. Advice
       F. Walkthrough
    -I. Part One: The Silver-Haired Maiden
      0. Prologue: Under Gray Skies
      1. Chapter 1-1: Maiden of Miracles
      2. Chapter 1-2: The Dispossessed
      3. Chapter 1-3: A Faint Light
      *. Base Description
      4. Chapter 1-4: A Distant Voice
      5. Chapter 1-5: The Lost Heir
      6a. Chapter 1-6: Raise the Standard Part 1
       b. Chapter 1-6: Raise the Standard Part 2
      7. Chapter 1-7: A Gathering Hope
      8. Chapter 1-8: Glory Unwanted
      9. Chapter 1-9: One Survives
     10. Chapter 1-Final: Daein, Rise!
    -II. Part Two: Of Countries and Kings
      0. Prologue: On Drifting Clouds
      1. Chapter 2-1: Winds of Rebellion
      2. Chapter 2-2: Tides of Intrigue
      3. Chapter 2-3: Geoffrey's Charge
      4. Chapter 2-Final: Elincia's Gambit
    -III: Part Three: Intersecting Vows
      0. Prologue: The Great Advance
      1. Chapter 3-1: Laguz and Beorc
      2. Chapter 3-2: Stormclouds
      3. Chapter 3-3: River Crossing
      4. Chapter 3-4: The General's Hand
      5. Chapter 3-5: Retreat!
      6. Chapter 3-6: A Reason to Fight
      7. Chapter 3-7: Rivals Collide
      8. Chapter 3-8: Incandescent Glow
      9. Chapter 3-9: Marauders
     10. Chapter 3-10: The Heart of Crimea
     11. Chapter 3-11: Just Cause
     12. Chapter 3-12: The Price
     13. Chapter 3-13: Blood Contract
     14. Chapter 3-Final: From Pain, Awakening
    -IV. Part Four: Gods and Men
      0. Prologue: Chaos Named
      1. Chapter 4-1: Road to the Empire
      2. Chapter 4-2: Silent World
      3. Chapter 4-3: Distortions
      4. Chapter 4-4: Revelations
      5a. Chapter 4-Endgame: Rebirth(1)
       b. Chapter 4-Endgame: Rebirth(2)
       c. Chapter 4-Endgame: Rebirth(3)
       d. Chapter 4-Endgame: Rebirth(4)
       e. Chapter 4-Endgame: Rebirth(5)
       G. Class Guide
       H. Frequently Asked Questions
       I. Legal Notes
       J. Thanks
    Here it is, the tenth game in the Fire Emblem series, Radiant Dawn, the 
    sequel to Path of Radiance. Seeing as I just got this game at the date 
    of its release, there will only be strategies concerning the NORMAL 
    MODE of the game. This is my second attempt at writing a walkthrough, 
    my first one at Path of Radiance. To my readers: I hope you find this 
    guide useful, since I hope this will invariably help you in completing 
    the game.
    Version History
    -November 7, 2007: Version 0.1
    Finished the beginning component of my FAQ. The walkthrough is 
    completed until Chapter 1-3. I've played until Chapter 1-7, but I'm 
    going to put that off for tomorrow. :)
    -November 8, 2007: Version 0.14
    Completed the FAQ until Chapter 1-6. Currently played the game to 
    Chapter 1-Final.
    -November 17, 2007: Version .2
    Completed the FAQ until Chapter 1-9. I'm almost done with the game. :D 
    I also added more to the table of contents up to my current point in 
    the game.
    -November 25, 2007: Version 0.35
    I finally finished the game. ^.^ Completed the FAQ until Chapter 2-
    Prologue. I also revised a little content in the walkthrough and added 
    the stat growths to the characters I described so far. I decided that 
    I'm going to write summaries of each part.
    -November 26, 2007: Version 0.43
    I completed Part II and added a couple things I missed.
    -December 5, 2007: Version 0.44
    Yeah, school and laziness are catching up. :P I just made the strategy 
    for 3-Prologue and a couple of character descriptions.
    -March 8, 2008: Version 0.45
    Haha, I'm so sorry for waiting nearly three months for an update on 
    this. XD I wanted to get this FAQ finished before Brawl comes out, but 
    I'm so lazy...looks like I'll have to try to find the time to finish 
    during my Brawl time. -.- Sorry that I didn't fulfill my promise to 
    finish this by today. D:
    -July 27, 2998: Version 0.55
    Aha...bahaha...over four and a half months before updating. I completed 
    only until 3-5 because I decided to fix some errors and change some of 
    my character reviews. I also plan to add more information to my FAQ, 
    like support, skills, etc. So...yeah.
    Basic Controls and Commands
    Coming Soon! Take note that I will enter the information of the 
    Wiimote, not the Classic controller or the GameCube controller.
    Stat Descriptions
    Since this game is part RPG, there are, of course, stats to determine, 
    for example, what power an attack has. I'll explain them here.
    Health/Hit Points (HP) - An incredibly important stat in this game. If 
    a unit's HP runs out, he/she will die and never come back. Therefore, 
    don't let your units die, since it'll put less strain on you and your 
    army; in other words, just don't let it happen. It's in everyone's best 
    interest. Still, high HP doesn't mean much if a unit has a low Defense, 
    which is explained later.
    Strength (STR) - This determines the physical attack power of a unit 
    and how much damage he/she can do while equipped with a physical weapon 
    (swords, axes, lances, and bows). This stat is required for most of the 
    units in the game, since they use physical weapons. However, there are 
    certain magical weapons, like the Flame Lance, that don't run on 
    strength, but instead on magic. Strength also pertains to how well a 
    unit can deal with a weapon's Weight (WT). If the WT is higher than the 
    STR, then the amount of points the WT has over the STR is subtracted 
    from the unit's Speed.
    Magic (MAG) - This determines the magical attack power of a unit and 
    how much damage he/she can do while equipped with a magical tome (Wind, 
    Fire, Thunder, etc.) or a magical weapon (Flame Lance, etc.). This stat 
    is very important to Mages or Bishops dealing damage and how well a 
    healer can...heal. Magic works exactly how Strength works, except it's 
    more important for magic users.
    Skill (SKL) - Skill determines the accuracy of a weapon and it also 
    determines the critical hit rate of a unit. The higher the Skill, the 
    better the chance a unit will hit the enemy. The other factor Skill 
    determines is the chance a unit will perform his/her special skill. The 
    amount of Skill is the percentage of success that the skill will 
    Speed (SPD) - Speed is incredibly important. First, it determines the 
    avoidability of a unit, meaning how well he/she will be able to dodge 
    attacks. Second, it determines if a unit will be able to perform what 
    is known as a "double-attack" in one round. If a unit's Speed is 4+ 
    points higher than the enemy's, he/she will strike twice in one round. 
    Third, and last, Speed pertains to the success of a Thief being able to 
    steal. A Thief's Speed must be higher than his target's in order to 
    Luck (LCK) - This stat determines the hit rate, the dodge rate, the 
    rate a unit can critical, and how much an enemy's critical rate will be 
    lowered by. Luck seems to affect dodging more than anything, but it 
    could be just me. :P
    Defense (DEF) - Defense determines how well a unit can protect 
    him/herself from a unit's Strength. The higher the Defense the less 
    damage a unit using a physical weapon will do. If a unit's Defense is 
    higher than his/her enemy's Strength and weapon MT, then he/she will 
    take no damage. However, Defense in no way is able to protect one from 
    Magic attacks.
    Resistance (RES) - Resistance pretty much works like Defense. However, 
    it protects from magic attacks and not physical weapon attacks. If 
    Resistance is higher enough than an enemy's magic power and weapon MT, 
    no damage dealt to the character. :)
    Movement (MV) - Determines how many spaces a character can move in a 
    turn. If a mounted unit performs an action and he/she hadn't used all 
    his/her movement range, he/she will be able to move again in the amount 
    of spaces remaining.
    Constitution (CON) - This is the unit's Build. If a unit's Build is 
    higher than another unit's Build, he/she will not be able to be shoved 
    unless someone with a higher Build than him/her comes along.
    Also, if a unit's Build is lower than another unit's Aid, he/she can be 
    rescued. If it's higher, then the reverse holds true.
    Aid - Aid determines whether a unit can rescue another unit or not. A 
    unit's Aid must be higher than another's Build to rescue him/her. It's 
    very handy if you want to pull someone out of a particularly risky 
    situation. There's a big downside, though. If a unit is carrying 
    another, the unit that is carrying will suffer a point deduction from 
    Skill and Speed. However, if a unit has the Savior skill equipped, 
    he/she won't suffer the penalty.
    Weapon Level - Each unit has a certain Weapon Level, which in order 
    from lowest to highest, goes like this: E->D->C->B->A->S. The more a 
    character uses a weapon, the higher his/her Weapon Level for that 
    particular weapon grows. 
    Each weapon has its own Weapon Level as well. For example, if a unit 
    has a "C" in Weapon Level for swords, he/she will be able to use all 
    class E, D, and C swords, but not class B, A, or S swords. 
    Might (MT) - This is the power of a weapon. This in conjunction with 
    Strength and Magic determines how much damage a character will do. The 
    combined numbers must be higher than the enemy's Defense or Resistance 
    to do any damage.
    Weight (WT) - The weapons Weight. If the Weight of a weapon exceeds the 
    Strength of the wielder, then the amount of points the Weight exceeds 
    the Strength will be deducted from the Speed stat.
    I'm going to list some things you may want to be aware of:
    The difficulty of this game is a bit higher than that of Path of 
    Radiance. The enemies are noticeably better, since they're stronger, 
    have better hit rates, and have higher Speed. Units that are falling 
    behind should not be included in the party whenever possible, as they 
    will most likely die when exposed to any enemy. The enemies attack in 
    groups more often; therefore, you should not leave a unit alone unless 
    you're positive he/she is really good at that point.
    Radiant Dawn isn't really too hard by any means, it's just that, if a 
    unit makes one mistake, he/she will usually die. Plan everything a bit 
    more carefully than you did in Path of Radiance, since one wrong move 
    can spell the end for you.
    As for one final note, be wary that the Dawn Brigade is, for the most 
    part, under leveled throughout Part I. Only select a few of the Brigade 
    is useful enough to fight with for the whole game.
    Here it is, the walkthrough! The outline of each chapter will be 
    exactly the same as they were in my Path of Radiance walkthrough, which 
    goes like this:
    Chapter Name
    Victory: What you have to do to gain a victory (Defeat Boss, Rout, 
    Survive, Defend, Arrive, Escape, Seize).
    Units Available: This is how many units you can use for the chapter.
    Partners: These allies are labeled with a yellow circle underneath. 
    Micaiah can control them to an extent, but you don't have full control 
    over these units.
    Others: These allies are labeled with a green circle underneath. You 
    cannot control them in any way.
    Items: Items found in the chapter will go here. I will not list items 
    that can be stolen or found on the ground here, but I will mention them 
    during the strategy if I feel that they're important.
    Strategy goes here. For now, I will just cover the Normal Mode of the 
    game. Later on, I'll write strategies for the Hard Mode.
    The New Unit Alert will alert you to which units are joining in for the 
    first time in the chapter. I will give the name, my description, the 
    stat growths, the unit's master skill, and then a rating based on my 
    opinion. Because it's an opinion, don't go flaming me if you think it's 
    wrong. Just because I think a character is good or bad doesn't 
    necessarily mean you will feel the same way, too. Some ratings will 
    most likely change as I keep playing through the game.
                        Part I - The Silver-Haired Maiden
    Part I Summary
    Part I is probably the most difficult part of the game. At the start, 
    the majority of the Dawn Brigade will consist of low level units 
    competing against enemies with Skill and Speed that are greater than 
    any, or most, enemies from Fire Emblem games before. You will be 
    getting several pre-promotes, two of which you don't want to start 
    using until near the end of Part I at the earliest. As for the other 
    one, you don't really want to use him except as a weaponless shield.
    The Dawn Brigade consists of some pretty bad units. Only a few members 
    end up being good enough to use in Part IV. It's a bad idea and a waste 
    to focus on leveling up everyone; instead, focus on about four or five 
    units max to level up and promote.
    There will also be two uber freakin' powerful units that will destroy 
    everything. DO NOT use these units, although Chapter 1-9 is...special. 
    Overall, though, don't use them because they'll steal experience from 
    the other units that need it far, far more.
    Part I will introduce you to how Daein has fared since Begnion's 
    occupational army took over. Begnion's soldiers have been horrible to 
    the citizens of Daein while taking the Daein soldiers captive. Micaiah, 
    the "Silver-Haired Maiden", and the Dawn Brigade have been trying to 
    help the Daein citizens, providing help whenever they can. The prologue 
    will pit three members of the Dawn Brigade against bandits raiding a 
    town while Begnion soldiers overlook the chaos.
    Prologue: Under Gray Skies
    Victory: Rout
    Units Available: Micaiah and Edward.
    Partners: None
    Others: None
    Items: Herb (Enemy drop)
    You will begin in the northwestern corner of the map with two 
    characters: Micaiah, a level 1 Light Mage, and Edward, a level 4 
    Myrmidon. Since all the enemies wield Axes, Edward should have an easy 
    time wreaking havoc on these guys. Let Micaiah gather some kills too, 
    since she needs level-ups. In the main quad of the plaza, one of the 
    Bandits drops an Herb, which restores 10 HP.
    On Turn 3, a level 3 Archer named Leonardo will arrive next to your 
    starting point. Let me just say now that Leonardo isn't a good Archer, 
    so try abstaining from using him as much as possible unless you really 
    want to use an Archer.
    When you get within the boss's range, he won't stand still. Instead, 
    he'll move to attack. I suggest confronting him with Edward while 
    Edward heals himself with a Vulnerary after each turn the boss attacks 
    him, causing around 13 HP damage. Pretty nasty. Eventually you'll kill 
    the boss and complete this easy chapter.
    Name - Micaiah
    Description - Micaiah's one of the two main Lords in this game, so 
    you're forced to use her. She's a Light Mage, which is rather odd 
    considering she's a Lord. However, Micaiah's potential is great. Her 
    growths are really good, almost always increasing the Magic stat with 
    each level-up. Her Skill and Speed usually remain around the level 
    she's at and no higher, since her growths there are mediocre. Micaiah 
    also boasts massive Luck and Resistance growths, effectively making her 
    a beast against Mages, who probably won't do more than scratch her. 
    However, because she's a Mage, she has the typical low HP, Strength, 
    and Defense, putting her in a quite vulnerable spot against physical 
    attackers. Nonetheless, Micaiah's a badass unit, able to wreak havoc 
    the moment she's able to double attack. One last note to make is a 
    special skill of Micaiah's called Sacrifice. With this move, she 
    sacrifices her own HP to heal a unit adjacent to her as well as cure 
    his/her status effects. This move is too risky, especially in Part I, 
    so you should abstain from using it unless you have a healer present to 
    heal her right after using it.
    Stat Growths - HP: 40%, STR: 15%, MAG: 80%, SKL: 40%, SPD: 35%, LUK: 
    80%, DEF: 20%, RES: 90%
    Master Skill - Corona
    Rating - 9/10
    Name - Edward
    Description - Here is a Myrmidon with plenty of the ability to kick 
    major ass. His Strength, Skill, and Speed, the three stats the 
    Myrmidons need most, all develop nicely. Edward's Defense growth is 
    really bad, though, so he's a lot like Largo in the sense that he will 
    cause good damage, but he can't really take more than one or two hits 
    before dying. Unlike Largo, however, Edward has great evasion, and he 
    will dodge many attacks. Edward is one of the few members of the Dawn 
    Brigade that is good, while the rest pretty much suck. Edward has the 
    highest Strength growth of the three Trueblades in the game, as well as 
    the highest HP growth, which is pretty high for a Trueblade. It's 
    funny; I thought Stefan would be the most fragile Swordmaster I ever 
    played with; looks like Edward takes that spot. Anyways, Edward will 
    constantly double-attack and cause a good deal of damage. Just make 
    sure he isn't in range of Lances because, if he can't dodge them, he'll 
    take a load of damage.
    Edward's a hassle to train on Hard mode, though. Without the weapon 
    triangle, even axe users can destroy him. Because of this, you'll 
    definitely want to consider Zihark over him.
    Stat Growths - HP: 85%, STR: 60%, MAG: 5%, SKL: 65%, SPD: 60%, LUK: 
    50%, DEF: 35%, RES: 20%
    Master Skill - Astra
    Rating - 7/10
    Name - Leonardo
    Description - This is the first Archer that you get. Unfortunately, 
    Leonardo isn't that good. The two stats that Archers mainly use, 
    Strength and Speed, are nothing more than sub-par for Leonardo. While 
    he is a rather reliable ranged attacker for the first couple chapters, 
    he should be dumped no later than Chapter 4 or 5 in Part I. Honestly, 
    Leonardo is one of the many sucky members of the Dawn Brigade, although 
    not the worst. At least Leonardo's Skill and Luck growths are good 
    enough to help him a bit. Leonardo won't be having any accuracy 
    problems, that's for sure. His Resistance growth is better than that of 
    most non-magic units.
    Stat Growths - HP: 60%, STR: 40%, MAG: 15%, SKL: 75%, SPD: 35%, LUK: 
    65%, DEF: 35%, RES: 55%
    Master Skill - Deadeye
    Rating - 6/10
    Chapter 1-1: Maiden of Miracles
    Victory: Escape within 10 Turns
    Units Available: Micaiah, Edward, Leonardo, Nolan
    Partners: None
    Others: None
    Items: Hand Axe (Middle House), Vulnerary (Eastern House), Steel Sword 
    (Boss drop)
    You must escape through the two yellow panels at the north part of the 
    map, which are covered by a Fighter with a Hand Axe and the boss, a 
    Myrmidon named Isaiya. Move up the road, then cover the left path with 
    Nolan and the right with Edward. Make sure Edward heals accordingly as 
    he lures the Fighters to their deaths while Nolan destroys the enemies 
    before him. After getting the items from the houses, move everyone up 
    the north path to confront Isaiya and the Fighter. The Fighter is easy 
    to dispatch, as Nolan can drop him in two hits. Isaiya will move once 
    someone is directly in front of him. Anyways, since all Myrmidons are 
    fragile fighters, it shouldn't take too long to murder Isaiya and 
    escape. Make sure everyone but Micaiah escapes before she escapes 
    herself, therefore netting you more Bonus Experience to use.
    Name - Nolan
    Description - Nolan is a good unit on the team. His base stats are 
    pretty good, usually gaining Strength, Skill, and Speed at a good rate. 
    Usually. There are times when Nolan's Strength won't necessarily cut 
    it, so he won't dish out as much damage as one would expect sometimes. 
    Still, Nolan is an all-around good Fighter. Despite having a lower 
    Defense growth, Nolan will still get enough Defense to take just as 
    many hits as Boyd, although Nolan can double-attack and avoid a bit 
    better than Boyd can. Nolan is one of those few Dawn Brigade members 
    that's exceptional, so use him, if not just to get through Micaiah's 
    chapters before Part IV. Although Nolan performs at an OK rate at the 
    beginning, if you promote him into a Reaper later, he'll tear enemies 
    apart ruthlessly, not to mention that he will make things much easier 
    with a support with someone during chapters 3-12 and 3-13. Since 
    Nolan's support is Earth, definitely stick him with someone, especially 
    someone like Zihark, who also has an Earth support.
    Anyways, once you get through Nolan's only simply decent performance at 
    the very beginning, he just rapes.
    Stat Growths - HP: 60%, STR: 45%, MAG: 20%, SKL: 70%, SPD: 60%, LUK: 
    30%, DEF: 35%, RES: 40%
    Master Skill - Colossus
    Rating - 9.7/10
    Chapter 1-2: The Dispossessed
    Victory: Arrive with Laura
    Units Available: Micaiah, Edward, Leonardo, Nolan, Laura
    Partners: None
    Others: None
    Items: Iron Axe (Enemy drop), Steel Bow (Enemy drop), Chest Key (Enemy 
    drop), Wind Edge (Top SW Chest), Thani (Bottom SW Chest), Energy Drop 
    (NE Chest)
    As the battle begins, you'll have a level 1 Priest named Laura. Laura 
    is your first reliable healer, as Sacrifice is quite risky.
    First off, notice the ledges. Allies and enemies alike can climb up and 
    down these ledges. Therefore, there will be a Fighter north from your 
    deployment zone that will climb down the nearby ledge and try to flank 
    you. Keep Edward and/or someone else near there to combat him and kill 
    him. As for everyone else, go east and defeat the soldiers in that 
    direction. You should essentially be heading into the top left part of 
    the map, then right.
    On Turn 3, none other than Sothe will appear at the top left corner. He 
    comes as a level 1 pre-promote. He's a Rogue, the Thief's promotion. 
    Since he's a pre-promote, Sothe can hold his own for now. Being a 
    Rogue, he can open doors and chests without keys, so let him open the 
    chests in the room. Make ABSOLUTELY sure you get the Thani. This Light 
    tome, only meant for Micaiah, is super effective against armored and 
    mounted units. Micaiah can rape the boss in one shot with this weapon.
    At the very north of the map is the blue Arrive square, where Laura 
    needs to stand in and Arrive to complete the chapter. However, before 
    letting her do that, you should open the chest near the boss, Zaitan, 
    which contains an Energy Drop. Zaitan doesn't move, but he fights with 
    a Javelin, so he can attack from two spaces away. Being a Knight, 
    though, he's really slow and can easily be double-attacked. Zaitan is 
    painfully easy because Micaiah can one-shot him with Thani.
    Arrive at the square with Laura to complete the chapter.
    Name - Laura
    Description - Laura is the first Priest you get in the game. She's very 
    useful at the beginning due to all the damage the Dawn Brigade will be 
    taking. Like all Priests, Laura will almost certainly die if an enemy 
    quick enough engages her in battle. Her Magic growth is good, and she 
    gets decent stats all around except for HP, Strength, and Defense. 
    She's a much better attacker than Rhys, as she has twice the Skill and 
    Speed growths compared to those of Rhys. Laura is pretty much the 
    better Saint you can use because her attacking ability far surpasses 
    that of Rhys'. For some reason, though, Laura's Resistance isn't good, 
    only reaching the level of a physical unit's Resistance.
    Stat Growths - HP: 45%, STR: 20%, MAG: 70%, SKL: 70%, SPD: 70%, LUK: 
    50%, DEF: 20%, RES: 35%
    Master Skill - Corona
    Rating - 8.1/10
    Name - Sothe
    Description - Remember that utterly useless kid thief from Path of 
    Radiance who was easily the most useless unit in the game? Well, he's 
    far from that now. Sothe is now a badass Rogue...with usefulness! Sothe 
    starts off with solid base stats including a base 18 in Strength. 
    However, since all Sothe can wield is a knife, he won't be doing as 
    much damage as he could do. Still, Sothe is very useful for whittling 
    down an enemy's HP so that the inexperienced units can get the kills. 
    Sothe has awesome Skill and good Speed, so he won't have trouble 
    double-attacking and hitting opponents. Sothe's rather fragile, so 
    he'll be taking decent amounts of damage. Even though Sothe won't 
    promote until Part IV, he's an all-around good unit, which is saying 
    something when comparing him to his former self from Path of Radiance. 
    Stat Growths - HP: 30%, STR: 60%, MAG: 20%, SKL: 80%, SPD: 45%, LUK: 
    65%, DEF: 20%, RES: 30%
    Master Skill - Bane
    Rating - 8/10
    Chapter 1-3: A Faint Light
    Victory: Escape
    Units Available: 7
    Partners: Aimee and Kurth
    Others: None
    Items: Door Key (Enemy drop)
    At the start of this map, you get to use Ilyana, who starts off as a 
    level 12 Thunder Mage. She's an alright unit, but other magic users 
    trump her.
    Two characters named Aimee and Kurth will be yellow Partner units that 
    you can indirectly command with orders such as Roam and Target, just 
    like in Path of Radiance.
    Anyways, after taking care of the couple units around your deployment 
    zone, three Soldiers will appear out of an alley on the west part of 
    the map, one of them being a level 7 Soldier named Aran. Bait him 
    towards you, the let Laura talk to him to recruit your first lance 
    Let everyone run down the left path. Bait the boss, Burton, past the 
    Knights with someone like Sothe or Nolan. Burton is a mounted unit with 
    a ranged weapon, but he isn't a problem. Like Zaitan, Burton can be 
    one-shotted with Micaiah's Thani. Make sure you steal the Discipline 
    scroll from him beforehand.
    Take your time killing the Knights, since they won't move. There will 
    be two more Soldier reinforcements from the alley and two from the SW 
    corner of the map. Be sure to kill them. Anyways, kill the Knights, 
    then proceed past them and east. There will be several units you have 
    to take care of, including an Archer with an Iron Longbow standing on 
    the escape square. Kill them all, then let Micaiah escape after 
    everyone else has.
    Name - Ilyana
    Description - Ilyana's back in your party. :D What's too bad is that 
    Ilyana seems to have gotten worse since Path of Radiance. Her Speed has 
    slightly improved only because it's become more RNG-blessed, as the 
    growth itself still sucks. Her Magic growth seems to have been stunted 
    a bit, though, making her somewhat less powerful, but a little faster. 
    It seems Thunder magic has been nerfed because the Thunder tomes don't 
    do as much damage as they used too. This is bad news for Ilyana, 
    because this makes her worse still. This is what basically destroys 
    some of Ilyana's skill; Thunder magic is now the weakest of the Anima 
    magic, so Ilyana isn't as good as she was in Path of Radiance based on 
    that alone. She can soften up enemies for other units to kill, but 
    other than that, not much more useful than Leonardo. She still has a 
    really good Strength growth for a Mage, though.
    Stat Growths - HP: 55%, STR: 45%, MAG: 50%, SKL: 60%, SPD: 30%, LUK: 
    40%, DEF: 30%, RES: 50%
    Master Skill - Flare
    Rating - 6/10
    Name - Aran
    Description - With his growth rates, you'd think that Aran would be an 
    armored unit. Nonetheless, Aran is a solid unit overall except for his 
    lagging Speed. Still, Aran always does a lot of damage with no trouble 
    hitting and will take little damage from enemy attacks. Once Aran caps 
    his Strength, Skill, and Defense, you can use your Bonus Experience to 
    cap his stats that aren't so good. Aran is a good unit to have in the 
    Dawn Brigade; he's useful right from the start with his good bases and 
    will become the Dawn Brigade's tanking unit once he has gained a few 
    levels. Although his Resistance isn't up to scratch, Aran can still 
    survive several magic attacks on the front lines without putting 
    himself in too much danger from being killed. All in all, consider Aran 
    as a possible unit to train.
    Stat Growths - HP: 50%, STR: 75%, MAG: 10%, SKL: 75%, SPD: 30%, LUK: 
    35%, DEF: 70%, RES: 25%
    Master Skill - Impale
    Rating - 8/10
    Base Description
    From now on, at the beginning of each chapter, you get to explore your 
    Base. Like in Path of Radiance, you can manage your items, 
    purchase/sell weapons and items, witness Supports and Info 
    conversations, and give out Bonus Experience and Skills.
    You can still customize your own weapons, which is neat. You can change 
    the Mt, Wt, etc. of the weapon you want to create and change the color. 
    However, it's still pretty costly to make a forged weapon.
    Supports aren't conversations anymore. Each character can have only one 
    support with another at a time. If you want a character to have a 
    support with someone else, you have to delete that characters current 
    support before doing so.
    Info conversations are the same. The number of stars next to the name 
    of the conversation indicates the importance of the conversation, three 
    stars meaning that you'll get an item or new character at the end of 
    the convo.
    Bonus experience functions exactly like it did in Path of Radiance 
    except for one thing: whenever a character levels up using bonus 
    experience, he/she gains a point in exactly three stats, no more, no 
    less. Use Bonus Experience if you want 
    Chapter 1-4: A Distant Voice
    Victory: Rout
    Units Available: 9
    Partners: None
    Others: None
    Items: Chest Key (Enemy drop), Seraph Robe (NE Chest), 3000 Gold (NW 
    Chest), Pure Water (SW Chest)
    Before beginning this battle, take Cancel off Leonardo and give it to 
    Edward. Eddie can make very good use of the skill himself.
    Don't be intimidated by the Tiger laguz's high HP and Strength. They're 
    actually dispatched rather easily. The Cat laguz are faster, but also 
    sport less HP and Strength than their Tiger counterparts. There are 
    green healing jars scattered across the stage. When you a unit stands 
    next to one of them, he/she will restore a set amount of HP each phase.
    Anyways, there are three places you can block off from the deployment 
    zone, but only two of them are going to be used by the enemy. The first 
    path is south of the deployment zone. Send Sothe and/or Nolan down 
    there with Micaiah for back up.
    The northern path is blocked off by a gate, but a Tiger laguz will 
    start breaking through it right away. Send Edward to clog up the 
    laguz's entry into the area, while having Laura heal him every turn he 
    gets attacked. Don't attack with Edward and instead let the laguz 
    coming at him keep attacking him while he kills them with counter 
    The east wall of the deployment area can be broken, but the enemies 
    won't try to break through it themselves, so you don't have to spare 
    any units there.
    Anyways, while Eddie stems the laguz to the north, send the southern 
    party out of the deployment zone and swing right. The first of the twin 
    bosses, Pain, should be there, untransformed. Rush up there and 
    slaughter him before he can transform. The laguz are much weaker in 
    their untransformed forms than they were in Path of Radiance, so 
    they're much easier to take down.
    After killing Pain, run up, then to the left. Make sure to let Sothe 
    open the chest containing the Seraph Robe. At this point, Eddie should 
    have killed all the laguz coming his way, so let him and Laura proceed 
    north to meet with the rest of the party. Kill the other boss, Agony, 
    and the remaining laguz to complete the chapter.
    Credit to aabollard@comcast.net for this info: in chapter 4 the SW 
    corner walk down one from the healing jar and left one w/ Sothe to find 
    Master Seal. same chapter northwestern corner go one left of the 
    healing jar to find Beastone to get Beastslayer skill.
    Name - Meg
    Description - You get Meg from an Info conversation at the Base before 
    the battle. I don't know what to say for Meg besides the fact that 
    she's the worst armored knight in the game, and easily one of the worst 
    characters overall. I was happy when I first found out that I had an 
    armored unit in my party, but Meg just sucks at her only purpose, which 
    is to wall. Completely refrain from Meg, and wait until you get to use 
    Gatrie and Brom later on. Those two are far, far, far more superior 
    than this fat little girl. Why is a fat little girl like Meg an Armor 
    Sword, anyways? And why is her Speed growth so good? Her Defense growth 
    is horrid compared to what it's supposed to be for an armored unit. I 
    feel sorry for Brom due to him fathering such a useless daughter for 
    the battlefield.
    Stat Growths - HP: 60%, STR: 35%, MAG: 15%, SKL: 40%, SPD: 65%, LUK: 
    75%, DEF: 35%, RES: 50%
    Master Skill - Luna
    Rating - 2/10
    Chapter 1-5: The Lost Heir
    Victory: Defend for 6 Turns
    Units Available: 10
    Partners: None
    Others: Tauroneo, Zihark, and Jill
    Items: Vulnerary (Enemy drop)
    Here are three familiar faces from the previous game. Tauroneo is an 
    uber tank, so you shouldn't worry at all about him getting seriously 
    harmed. It looks like Zihark is pre-promoted in this game. However, his 
    base HP is at a bad 30, so he can drop easily if he gets hit with a 
    couple well-placed hits. Jill can basically take care of herself, since 
    her movement is pretty good.
    This is the point in the game when you want to start considering 
    dropping units that you're neglecting, as they won't help at all in the 
    upcoming chapters if you haven't been training them properly.
    This is your first battle with Mages. They fall easily to physical 
    attacks, but they can cause some trouble for your low Resistance units. 
    Micaiah should be developed enough at this point to be an effective 
    Mage killer.
    Anyways, send some units up to smash through the enemies in their way 
    and make it up to where the three Daein allies are holding their 
    positions. The sand will impede your progress a bit, but don't fret.
    Right off the bat, there will be units coming down from the ledge to 
    try to attack you and a couple enemies coming from the south and trying 
    to outflank you. One of the enemies coming from the south has a Master 
    Seal that can be stolen, so make sure Sothe gets it. As for the enemies 
    on the ledge, make sure you can blitz and kill them in one round before 
    leaving them open to run after your weaker units.
    Whatever, you do, keep Volug away from the Mages. All his stats are 
    lacking, and he takes a huge amount of damage from Fire tomes, so he 
    shouldn't be near any Mages.
    After 6 Turns, you'll complete the map.
    Name - Volug
    Description - You'd think that the wolf queen would lend you someone 
    with more Defense. Apparently not. Volug's stats are lacking due to the 
    fact that he stays in Halfshifted laguz form all the time. He takes a 
    lot of damage for a laguz at the beginning of the game, especially from 
    magic. His experience growth is horrid too, and he will end up being an 
    experience hog due to the fact that he doesn't really gain anything 
    from the enemies he kills. He's pretty good at softening opponents for 
    the weaker units to kill. Volug is a good staller and softener, but he 
    lacks the necessary Defense and Resistance to remain on the front lines 
    for a long time. When you start using him in Part III, though, he'll 
    have the ability to transform normally instead of only staying in 
    Halfshifted form. It's then that Volug's usefulness will start to rise, 
    and he won't stay with mediocre stats. He'll also start gaining a bit 
    more experience, so expect Volug to be able to grow starting from Part 
    III. It's at this point that Volug will start getting a lot better and 
    and able to stay at the front lines more easily. Since he has an Earth 
    support as well, Volug can gain the necessary avoidability to dodge 
    plenty of attacks.
    Stat Growths - HP: 95%, STR: 25%, MAG: 15%, SKL: 35%, SPD: 40%, LUK: 
    90%, DEF: 15%, RES: 10%
    Master Skill - Savage
    Rating - 8/10
    Chapter 1-6: Raise the Standard (Part 1)
    Victory: Rout
    Units Available: 13
    Partners: None
    Others: None
    Items: Hammer (Enemy drop), Steel Sword (Enemy drop), Steel Lance 
    (Enemy drop)
    This is the first part of Chapter 1-6. It isn't too bad, but it would 
    be a good idea to keep all weak units out of this match because of the 
    Pegasus Knight reinforcements. For several turns, Pegasus Knights will 
    appear at one or two of the cliffs around the area. This is where Jill 
    comes in. Since she starts with Axes instead of Lances like in Path of 
    Radiance, she can effectively combat the Pegasus Knights.
    As for everyone else, proceed slowly through the stage killing the 
    enemies. Be careful that the Pegasus Knights don't get in range of a 
    low Defense unit, since their movement ranges are pretty big.
    Everything in this chapter is easy to manage. Jill and maybe one other 
    unit can defeat the Pegasus Knights easily due to their low Defense 
    scores. Even Eddie can kill them in one round. The other reinforcements 
    are Soldiers and whatnot, so you don't have to worry about big movement 
    ranges from them. Kill everyone to complete the chapter.
    Name - Jill
    Description - Jill seems to have improved from her Path of Radiance 
    days. She starts with Axes instead of Lances now, which is good 
    considering Axes are more useful than Lances in the duration of Part I. 
    Jill's Speed has gotten better, but other than that, everything else 
    has remained the same. This is good, seeing as her Speed was lacking 
    before. Jill is a reliable unit that can be counted on in several 
    situations. Her biggest problem, though, is her base 24 HP as a level 
    14 Dracoknight. This is a rather big problem at the beginning against 
    hard hitting enemies, but Jill has enough time to rectify this problem, 
    at least.
    Stat Growths - HP: 50%, STR: 45%, MAG: 15%, SKL: 45%, SPD: 65%, LUK: 
    60%, DEF: 35%, RES: 45%
    Master Skill - Stun
    Rating - 8.6/10
    Name - Zihark
    Description - Zihark should probably have stayed unpromoted in Radiant 
    Dawn, too; then again, he still kills things easily later on. Anyways, 
    his bases are pretty good, with the typical low HP and Defense of a 
    Myrmidon/Swordmaster. However, a base 30 HP is pretty low, even for a 
    pre-promoted Swordmaster, so Zihark has to rely on his innate dodging 
    abilities to survive on the front lines when you first get him. Still, 
    he's quite fast and always double-attacks. Since he doesn't cause so 
    much damage from the start, he's another good unit for softening up 
    enemies for your weaker units to kill. Zihark is a nice enough unit 
    overall, especially since you'll probably want to use him over Edward 
    due to the fact that he has a better affinity and that Edward is a pain 
    to level up on Hard mode. Once Zihark is a Trueblade, he'll slaughter 
    everything in his path, as well as gain a cool new outfit. Put Zihark 
    with another Earth affiliated unit and he will be almost literally 
    Stat Growths - HP: 55%, STR: 35%, MAG: 10%, SKL: 75%, SPD: 70%, LUK: 
    40%, DEF: 25%, RES: 35%
    Master Skill - Astra
    Rating - 9.7/10
    Name - Tauroneo
    Description - Tauroneo's stats are pretty low for his level, but he's 
    invaluable at tanking and walling in Part I. Since he's already a level 
    14 pre-promote, just take off all his weapons and let the enemies 
    attack him. Tauroneo takes no damage anyways, so he can lure enemies to 
    him while weaker units can kill them. Tauroneo's very powerful for Part 
    I, but as soon as you get to use him later on in the game, his 
    usefulness is pretty low. He'll lack enough Defense to wall units when 
    you use him again later on in the game. Resolve still makes Tauroneo a 
    beast, but Tauroneo needs to be below 50% of his maximum HP to activate 
    his skill. Anyways, Gatrie and Brom are better than Tauroneo.
    Stat Growths - HP: 55%, STR: 40%, MAG: 5%, SKL: 65%, SPD: 50%, LUK: 
    20%, DEF: 45%, RES: 50%
    Master Skill - Luna
    Rating - 6.5/10
    Chapter 1-6: Raise the Standard (Part 2)
    Victory: Defeat Boss
    Units Available: 13
    Partners: None
    Others: Eight members of the Maradan Army (Fiona and seven others)
    Items: Paragon (Enemy drop)
    The second part of Chapter 1-6 is a lot more tedious than the first 
    part, but still doable. Essentially, this is the one chapter of Part I 
    in which you want Tauroneo to attack as well as wall the slew of 
    mounted units converging on the western bridge.
    Send one unit to bring down the archer handling the nearby ballista. 
    Let a couple of your other units take care of the enemies around the 
    ballista. Send Tauroneo and another capable unit like Sothe to the 
    western bridge to push back the mounted units and swing upwards towards 
    the big crowd of enemies around a second ballista.
    As for the rest of the units, send them all up the north bridge. At the 
    end of Turn 1, Fiona and her seven other units will become allies. It's 
    quite difficult to save all the commoners, since the enemy cavaliers 
    will reach Fiona's group before you can. Since most of Fiona's group 
    are slow due to the people they carry, any enemy they engage will more 
    than likely kill them and the people they carry.
    Anyways, kill all the mounted units, mages, and other units above the 
    north bridge, then swing west.
    Tauroneo can easily mow down the enemies he approaches. Let whoever you 
    made accompany Tauroneo back him up.
    Micaiah should be with the bigger group at the northern bridge. Let 
    another unit lure the boss close enough so that Micaiah can destroy him 
    in one hit with Thani. Once the boss is dead, the chapter is completed.
    Name - Fiona
    Description - Fiona's another really bad unit. Her base stats are 
    really low at the point in the game when you get her, so you need to 
    baby her with bonus experience to make her usable. Even then, I doubt 
    she's any better. Just wait for other much better mounted units like 
    Oscar, Titania, and Kieran to use. Fiona gets good Speed, Defense, and 
    Resistace growths, but those aren't nearly enough to save her.
    Stat Growths - HP: 45%, STR: 40%, MAG: 15%, SKL: 40%, SPD: 60%, LUK: 
    55%, DEF: 55%, RES: 50%
    Master Skill - Sol
    Rating - 3/10
    Chapter 1-7: A Gathering Hope
    Victory: Seize
    Units Available: 13
    Partners: None
    Others: Tormod, Muarim, Lika, and several imprisoned Daein Soldiers
    Items: Door Key (x2)
    The goal of this chapter is to make your way to the shiny red-orange 
    square in the right hand part of the map, which is guarded by the boss.
    Anyways, at the end of Turn 1 or 2, more familiar characters will pop 
    up from the southeast part of the map: Tormod and Muarim. They also 
    come accompanied by a Raven laguz, Vika. Talk to Tormod with Sothe to 
    recruit all three. However, since the three characters will come after 
    Sothe anyways, start by sending the greater majority of the party, 
    including Sothe, north. Send two or three reliable units up the stairs 
    near the deployment zone to take out the couple units there and to 
    swing upwards. As for the party that headed north, just take out the 
    enemies and head east. As you head up the stairs, you may as well let 
    Sothe wait for Tormod and his partners to catch up. Talk to Tormod with 
    Sothe and you have three new additions to your army!
    Anyways, you should notice several doors on the map right off the bat. 
    Inside each of these rooms is an unarmed Daein soldier that was 
    imprisoned. Before you seize the square to complete the chapter, allow 
    Sothe to unlock each of these doors so that the Daein soldiers can 
    escape. If all the soldiers escape, you'll get a bigger Bonus 
    Experience award.
    Anyways, as you cross the narrow corridor at the very top middle part 
    of the map, you'll trespass within the range of an Archer with an Iron 
    Longbow. Longbows have the ability to attack from three spaces, so make 
    sure characters like Laura are well away from that.
    Another thing to be careful about is the ledges. Since anyone can climb 
    up and down them, so make sure no one from below the ledges can attack 
    The boss is armored, so, once again, Micaiah can easily destroy him 
    with Thani. Seize the square to win.
    Credit to Stephen Burrell (StephenBurrell@shaw.ca) for this info: You 
    can gain a Master seal by standing on the right corner of the outside 
    of the northern prison. At least it was there for me twice in a row.
    Name - Tormod
    Description - Tormod comes pre-promoted as a Sage. Tormod hasn't really 
    changed from his days during the Mad King's war. His Defense ends up a 
    bit better than most Sages' and he has a decent Magic growth, but his 
    other stats are pretty much average. Tormod, as well as every other 
    magic user, is once again outclassed by Soren, but if you want a Fire 
    magic wielder, then by all means use Tormod. However, Tormod will be 
    gone for a long time after Part I, as he won't return until Chapter 4-
    4, at which point he'll desperately need more Bonus Experience if he 
    can be of any use. It's a shame, because he would have been deadly 
    useful in Chapters 3-6 and 3-13, which are Beast laguz-heavy chapters 
    that could get their asses burnt by fire. If it weren't for the long 
    disappearance, Tormod would get a bit of a higher score.
    Stat Growths - HP: 50%, STR: 55%, MAG: 40%, SKL: 45%, SPD: 55%, LUK: 
    25%, DEF: 35%, RES: 45%
    Master Skill - Flare
    Rating - 6/10
    Name - Muarim
    Description - Aside from the royals, Laguz were nerfed pretty badly, 
    but not this green Tiger. Muarim's still a beast but, like Tormod, he 
    doesn't make an appearance after Part I until Chapter 4-4. Muarim's 
    still a badass; just look at those stats. However, like all other 
    laguz, Muarim suffers from a transformation gauge that runs out faster 
    than ice on the sun. Anyways, Muarim's very powerful and has good 
    stats, but due to the fact that you don't even want to use him when you 
    get him, since he comes way over leveled, you won't even see much use 
    in Muarim during Part I unless you want to rescue a unit or kill a unit 
    that could murder in his range. 22 Speed doesn't help either in Chapter 
    4-4, when half the enemies will double-attack him. Nonetheless, more 
    Bonus Experience to baby him a bit will make him quite useable.
    Stat Growths - HP: 60%, STR: 55%, MAG: 5%, SKL: 45%, SPD: 20%, LUK: 
    55%, DEF: 35%, RES: 30%
    Master Skill - Roar
    Rating - 7/10
    Name - Vika
    Description - Vika, like Tormod and Muarim, will leave after Part I and 
    won't return until Chapter 4-4. Vika's actually not too bad. Being a 
    Raven, her Speed will naturally be her best stat, while boasting good 
    Skill and decent Strength. Vika's Defense isn't much to look at, so 
    Bows will most likely drop her in one shot, and other enemies will do 
    lots of damage. Anyways, Vika has no trouble double-attacking and 
    dodging, so she can cause some devastation on the front lines. Vika's 
    rather special because, aside from Naesala, she's one of only two 
    Ravens you get to play with in the game. Long story short, keep Vika 
    away from Bow users, especially ones with Bowguns and Crossbows, and 
    she should be able to survive. Beware, Vika's low Strength growth will 
    easily screw her over most of the time during one's playthroughs.
    Stat Growths - HP: 60%, STR: 25%, MAG: 50%, SKL: 60%, SPD: 60%, LUK: 
    65%, DEF: 15%, RES: 65%
    Master Skill - Tear
    Rating - 6.5/10
    Chapter 1-8: Glory Unwanted
    Victory: Rout
    Units Available: 13
    Partners: None
    Others: Several unarmed villagers.
    Items: None
    In the battle, Nailah and Rafiel will join you. Nailah, being one of 
    the Laguz Kings...er, Laguz Queen, has uber stats and will hog 
    experience that she doesn't even need for herself. Refrain from using 
    Nailah whenever possible.
    Rafiel is a heron. Unlike Reyson and Leanne, however, Rafiel can't fly 
    around, so he won't have great movement. Still, he's deadly useful with 
    Anyways, split the group. Have a unit or two stem the several enemies 
    coming from the south. Send several units to the right of the 
    deployment zone, and several to the left. It would be a good idea to 
    have someone like Nailah save one villager before doing anything else. 
    It's not necessary to save all the villagers in the level; just save 
    one and you'll get an item at the end of the chapter.
    There will be wyvern riders flying about, so make sure no weak units 
    are in range of their wide movement. They use Axes, so Edward can have 
    an easy time with them. Some enemies in this map wield Venin weapons, 
    so, hopefully, you have some Antitoxins on hand.
    The boss is located on the east side of the map, so send whomever you 
    want to get the boss' experience to travel east. You can find an Arms 
    Scroll on the ground near the northeast corner.
    Most enemies on this map use either Axes or magic, so Edward can 
    destroy the Axe wielders while Micaiah can deal with the magic users. 
    The boss is a Mage, so Micaiah would be the best way to deal with him. 
    Kill all the enemies in this chapter to win.
    Name - Nailah
    Description - Nailah is the second of the two wolf laguz you get to 
    play with in this game. Nailah is the queen of the wolf laguz, so her 
    stats are obviously on par with those of Tibarn, Naesala, etc. You 
    shouldn't even consider using her until late in Part IV, when she 
    becomes a necessity. Nailah is top class, and will not, cannot, die 
    reasonably at any time except by dragons or the final boss. Nailah is 
    useful for rescuing units if they're in danger of dying in Part I 
    without risking herself in any way. There's really nothing else to say 
    about her. She just rapes really hard, especially with Savage.
    Stat Growths - HP: 60%, STR: 30%, MAG: 15%, SKL: 20%, SPD: 20%, LUK: 
    45%, DEF: 30%, RES: 30%
    Master Skill - Savage
    Rating - 10/10
    Name - Rafiel
    Description - Unlike his brother and sister, Reyson and Leanne, Rafiel 
    can't fly, even in Heron form. This automatically makes him overall 
    less useful than the other two. However, Rafiel can always let up to 
    four people move at a time with Vigor, Heron form or not. I've yet to 
    really figure out what his Heron form does that's anything special, 
    though. Anyways, Reyson and Leanne are both better than Rafiel in more 
    ways than one, but Rafiel is still a Heron through and through, and for 
    that, he has a good deal of usefulness with Vigor.
    Stat Growths - HP: 60%, STR: 0%, MAG: 40%, SKL: 10%, SPD: 20%, LUK: 
    60%, DEF: 10%, RES: 50%
    Master Skill - Blessing
    Rating - 7.7/10
    Chapter 1-9: One Survives
    Victory: Defeat Boss
    Units Available: 2
    Partners: None
    Others: None
    Micaiah should be at least level 18 by now. If, like me, you already 
    leveled Micaiah to level 20, then by all means go damn nuts with the 
    Black Knight. This chapter is absurdly easy, and with Micaiah at level 
    20, you'll have a lot of fun mowing down everything with BK. After all 
    the simple enemy units are dead, Jarod will appear at the southeast 
    corner of this small map. If Micaiah isn't level 20 yet, take Jarod on 
    with her. If she is, then just do whatever you want.
    Name - Black Knight
    Description - What is there to say about this monster? The Back Knight 
    will slaughter anything in his way with Alondite. He won't ever be 
    taking damage either. The Black Knight will indeed be playable for a 
    couple more chapters after Chapter 1-9.
    Stat Growths - N/A
    Master Skill - Eclipse
    Rating - 10/10
    Chapter 1-Final: Daein, Rise!
    Victory: Seize
    Units Available: 12
    Partners: None
    Others: None
    Items: Reaper Card (West Chest), Unlock (East Chest; Top), Speedwing 
    (East Chest; Bottom), Coin (NW Chest; Left), Parity (NW Chest; Right), 
    Vantage (NE Chest)
    Here are a couple notes before you start the chapter:
    At this point, you should have several first tier units promoted to the 
    second tier. Edward, Jill, and Nolan are the best candidates to be 
    promoted. Micaiah will be promoted right after this chapter, so make 
    sure she's no lower than level 18 by the time this chapter ends. Not 
    only that, she should have at least Magic and one or two other stats 
    capped by that point.
    Ilyana will be returning to Ike's group in Part III, so give her items 
    that the Dawn Brigade doesn't really need so Ilyana can transfer them 
    to Ike's group. Since Ike's group starts off with rather low funds, 
    weapons would be the best choice to give to Ilyana. Shade would be 
    another good item to transfer.
    Here it is, the final chapter to Part I! The objective is to make your 
    way to the top of the map, defeat Jarod, and Seize the square. You can 
    choose to use Nailah and the Black Knight in this chapter, but I highly 
    suggest that you not use them because they will sap the much needed 
    experience that the Dawn Brigade really needs. However, I suggest using 
    Nailah or the Black Kngiht to drain the Mage with the Meteor tome 
    attacking from the NW corner of the map.
    Thieves will appear at the end of Turn 1 or 2. Make sure that you 
    slaughter them before they reach the chests, as most contain very 
    useful items. Right off the bat, rush to the right with several units 
    so that they can climb the stairs and turn west to catch the Thieves, 
    provided they escaped from them climbing the stairs. Have another 
    couple units climb the ledges and ambush the enemies from there. Just 
    be careful of the Archers there. Anyways, have Sothe open all the 
    chests on this map.
    Before proceeding to the top level where Jarod is, have Nailah, BK, or 
    any other resilient unit of your choice force the Mage to drain his 
    Meteor tome. Once that's done, start baiting the Archers one by one and 
    kill them so that they don't get in the way later. Have Sothe open the 
    remaining chests while sending units to kill the enemies around him.
    The two Mages at Jarod's sides don't move, so you can take your time 
    killing them. As for Jarod himself, weaken him with several of your 
    units before finishing him off with another. Seize the square to 
    finally complete Part I. :D
                        Part II - Of Countries and Kings
    Part II Summary
    Part II is basically the intermission between transferring from 
    Micaiah's Dawn Brigade to Ike's Greil Mercenaries.
    There are several good choices to make with the characters you're given 
    in Part II. Elincia, Haar, and Nephenee are among the several good 
    choices, Haar possibly being the best character given to you in Part 
    II. Part II isn't too difficult, so you'll be getting a bit of a break 
    from Part I. Part II will reintroduce many characters from Path of 
    Queen Elincia, the new ruler of Crimea, has been rather unpopular with 
    the aristocrats and with many of the citizens because of her decisions. 
    Because Elincia refused to secede Daein, instead letting Begnion do 
    that, rebels are starting to rise and begin to attempt to march on 
    Melior, Crimea's capital.
    Most of Part II will be showing how the Crimean Royal Guard and other 
    familiar faces deal with the rebels that are now showing themselves...
    Prologue: On Drifting Clouds
    Victory: Survive for 8 Turns
    Units Available: 4
    Partners: None
    Others: Haar
    Items: None
    Yay, now you have a Heron that can fly! Nealuchi will be here to help 
    out as well.
    Elincia is a pre-promote at third tier, and until Haar arrives, she'll 
    be the only dependable unit on this map. Marcia only uses Lances, so 
    unless you want to have Elincia trade her Slim Sword over to Marcia and 
    let her use it, Marcia will be taken down rather easily, despite being 
    a Falcon Knight. Being a Raven, Nealuchi can attack with almost no fear 
    of being hit in return. However, since he's a laguz, Nealuchi can't 
    attack consistently, so he won't be entirely dependable. Elincia is a 
    beat, even with a Slim Sword, but that's due to being third tier. 
    She'll activate Stun a lot, too.
    During a later turn, Haar will appear near the deployment zone. Have 
    Marcia talk to him and convince him that he should help to have him 
    join the team. Poor Haar...all he's trying to do is deliver mail, and 
    now he has to fight against Begnion's Wyvern riders. :P The boss isn't 
    too hard; he only attacks with a ranged axe. Kill him with Marcia or 
    Haar, then wait until the 8th turn and/or mop up the remaining enemies 
    to win.
    Name - Elincia
    Description - Elincia comes pre-promoted again, this time at third 
    tier. She's too good during Part II, as she can destroy anything once 
    she gets Amiti on the last chapter of Part II. After Part II, though, 
    you won't be able to play with her until Part IV's Prologue. At that 
    point, her stats are lacking and she needs Bonus Experience to raise 
    them back up a bit, but once they're up to scratch again, Elincia will 
    rape. Not only that, being a healer on a Pegasus makes her even better 
    as well, allowing her to heal as well as fight. She's a very good 
    candidate for hit-and-run tactics and can easily weaken the enemies' 
    front lines without hurting herself too much in the process. Elincia's 
    stat growths are insane, too, so don't be surprised to see her easily 
    cap Strength, Speed, and Luck. Too bad her Defense and Resistance are 
    Stat Growths - HP: 45%, STR: 65%, MAG: 40%, SKL: 50%, SPD: 70%, LUK: 
    60%, DEF: 20%, RES: 35%
    Master Skill - Stun
    Rating - 9.5/10
    Name - Marcia
    Description - Marcia has improved a bit since Path of Radiance. She 
    usually doesn't get too much in the way of Strength, but Marcia always 
    has a lot to offer with Speed and Luck, so Marcia will double-attack 
    and dodge a lot. Her Defense is typically mediocre, but her dodging 
    makes up for some of it. Bows will take Marcia down quickly, though, so 
    keep her away from those. Marcia has overall improved from her earlier 
    days, getting better growths and not appearing under-leveled. Excluding 
    Elincia, Marcia is the best Pegasus Knight in the game.
    Stat Growths: HP: 70%, STR: 30%, MAG: 20%, SKL: 40%, SPD: 65%, LUK: 
    50%, DEF: 35%, RES: 35%
    Master Skill - Stun
    Rating - 8.4/10
    Name - Nealuchi
    Description - Nealuchi's the second Raven available to play with. 
    Nealuchi will end up a bit stronger than Vika and able to avoid more 
    often, but not end up quite as fast and will end up with much lower 
    Resistance. Other than that, Nealuchi has much in common with Vika: 
    good Speed and dodging ability, but a Strength stat that's usually 
    screwed and a defense so bad that he'll surely die in one shot from a 
    Bow or Wind magic.
    Stat Growths - HP: 55%, STR: 35%, MAG: 10%, SKL: 40%, SPD: 40%, LUK: 
    80%, DEF: 40%, RES: 15%
    Master Skill - Tear
    Rating - 7.1/10
    Name - Leanne
    Description - Leanne is a bit of a relief after Rafiel, since she can 
    fly. Therefore, she can reanimate a unit, then retreat with her extra 
    movement that she didn't use. Leanne, like the other Herons in the 
    game, is invaluable due to Vigor because having a very powerful unit 
    able to move again within the same turn can be devastating to the enemy 
    and/or life-saving for your units. Leanne, although not quite as good 
    as Reyson, is definitely better than Rafiel simply because she can move 
    after she animates, which can make all the difference. 
    Stat Growths - HP: 60%, STR: 0%, MAG: 40%, SKL: 10%, SPD: 20%, LUK: 
    80%, DEF: 10%, RES: 40%
    Master Skill - Blessing
    Rating - 8.8/10
    Name - Haar
    Description - No matter what anyone says about Haar, he's been cleaned 
    around the edges from the last game and is now a super tank. His 
    Defense growth is slightly better than Gatrie's and Brom's. Not only 
    that, his Strength and Skill are amazing. Too bad Haar's Speed growth 
    is still hampered, but Haar never seems to get screwed in that stat. 
    Aside from Thunder magic, much less any magic in general, it's very, 
    very difficult to take Haar down without extreme effort. Haar is still 
    better than Jill; he's slower, but he's still better due to all the 
    damage he'll be dishing out and absorbing. The loss of the weakness to 
    Bows makes Haar that much better. I strongly recommend using Haar, as 
    he's a very viable candidate for the final chapter.
    Stat Growths - HP: 30%, STR: 70%, MAG: 5%, SKL: 70%, SPD: 30%, LCK: 
    45%, DEF: 65%, RES: 20%
    Master Skill - Stun
    Rating - 10/10
    Chapter 2-1: Winds of Rebellion
    Victory: Defeat Boss
    Units Available: 2
    Partners: None
    Others: Heather
    Items: Herb (Enemy drop), Vulnerary (Enemy drop), Antitoxin (Enemy 
    drop), Steel Axe (West House), Ashera Icon (NW House), Javelin (SW 
    House), ??? (South House; Left), ??? (South House; Right)
    You'll start the chapter off with Nephenee and Brom. Start off by 
    leaving grabbing the items from the two houses nearest the starting 
    point before any Bandit can burn the houses. Once that's done, leave 
    Brom alone (He can take care of himself) while sending Nephenee down 
    the ledge to grab the items in the other three houses and to head east. 
    At one point, a hot chick named Heather will appear from the SE corner 
    of the map. Talk to her with Nephenee or Brom to recruit her. Once all 
    the items are taken and the first rush of enemies taken care of, 
    approach the boss, Yeardley. He won't move at first, but once you 
    attack him, he'll start to move and so will the two Soldiers flanking 
    him. Take care of the two Soldiers first, then attack Yeardley. Kill 
    him to win the battle.
    Name - Nephenee
    Description - Nephenee was probably the most overrated character in 
    Path of Radiance; however, now she's become one hell of a unit. 
    Nephenee has become better all-around, especially with great Skill and 
    Speed growths. Nephenee's base Strength and Defense aren't bad, but 
    once they start picking up, Nephenee will be a force to be reckoned 
    with on the battlefield. Nephenee is an absolute beast when you give 
    her a Wrath/Resolve combo, enabling her to deal massive damage below 
    half HP. Aside from Magic and sometimes Luck, Nephenee will make anyone 
    proud with all her stats and abilities. The fact that she will activate 
    Impale a lot once she becomes a Sentinel makes her even better.
    Stat Growths - HP: 45%, STR: 35%, MAG: 15%, SKL: 70%, SPD: 65%, LUK: 
    40%, DEF: 35%, RES: 45%
    Master Skill - Impale
    Rating - 9.5/10
    Name - Brom
    Description - Brom has gone from beginning with Lances to beginning 
    with Axes, which helps a bit, as the first chapters you use him in are 
    mostly filled with Lance wielders. Anyways, Brom will be the first 
    useful General you get. Even though, like in Path of Radiance, Gatrie 
    usually turns out better than Brom, Brom is by all means an even better 
    wall than before. Brom dishes out some good damage and takes a lot as 
    well. With his naturally high HP and Defense, unnaturally high Luck, 
    and good Strength and Skill, non-magic users won't reasonably get past 
    him. Magic users, unfortunately, will have their way with Brom, 
    especially if they can double-attack him.
    Stat Growths - HP: 80%, STR: 40%, MAG: 5%, SKL: 40%, SPD: 30%, LUK: 
    70%, DEF: 60%, RES: 25%
    Master Skill - Luna
    Rating - 8.5/10
    Name - Heather
    Description - If only she was just as good as her looks...Anyways, 
    Heather can steal anything possible due to monster Speed growths and a 
    base 25 Speed. Unfortunately, Heather will never be able to cause much 
    damage because of paltry Strength. Although her avoidability is 
    excellent, it won't completely make up for the weak Defense stat if 
    she's in the range of too many competent enemies. Still, Heather is a 
    speed demon; she will always double-attack, steal, and usually avoid 
    most attacks. Heather is an overall good thief, but Sothe nearly 
    outclasses her.
    Stat Growths - HP: 40%, STR: 20%, MAG: 20%, SKL: 50%, SPD: 70%, LUK: 
    75%, DEF: 30%, RES: 40%
    Master Skill - Bane(?)
    Rating - 8/10
    Chapter 2-2: Tides of Intrigue
    Victory: Arrive with Lucia
    Units Available: 7
    Partners: None
    Others: None
    Items: None
    Before this chapter begins, you'll be able to access the Base.
    You'll be fighting in the dark during the chapter. Anyways, start by 
    sending Nephenee up north along with a Vulnerary pack and start 
    stabbing and slashing her way through there.
    As for the other group, start by sending Lucia and Brom east to the 
    front and slowly push the enemies back. Make use of Leanne to move 
    around more easily. Once Nealuchi, Lethe, and/or Mordecai transform, 
    start using them to ease the pressure on the other three units.
    There are doused torches spread across the map that you can light to 
    give yourself a better breadth of vision. By lighting them, you'll be 
    able to see enemies moving around more easily.
    The Arrive square is at the northeast corner of the map, defended by 
    the boss, Maraj, and two other units. Once every other enemy is out of 
    the way, take down Maraj and his two guards and let Lucia Arrive in the 
    square to win.
    Name - Lucia
    Description - Yay, Lucia has much more room to grow than she did in 
    Path of Radiance. The bad part is that her Strength and Defense growths 
    are now bad, so she probably won't cap Strength unless you constantly 
    restart and she's even more fragile than before. Lucia still has the 
    essence of a Swordmaster, which is good Skill and Speed, but her 
    mediocre Luck will take a toll on her avoid, meaning Lucia will die 
    pretty easily. If it wasn't for the fact that Lucia's base Defense 
    amounts to a greater Defense than Edward's will ever be, she would be 
    the most fragile Swordmaster. Lucia is fast, yes, but she will be, and 
    remain, the worst Swordmaster in this game. Lucia will be taking magic 
    attacks better than the other three, though.
    Stat Growths - HP: 50%, STR: 25%, MAG: 20%, SKL: 70%, SPD: 60%, LUK: 
    30%, DEF: 15%, RES: 50%
    Master Skill - Astra
    Rating - 6.5/10
    Name - Lethe
    Description - Lethe was nerfed big time. Her Strength, Skill, and Speed 
    were gimped, Skill and Speed suffering the most. Lethe was a strong and 
    nimble fighter, but Radiant Dawn took her and messed her up so that the 
    only stats she can max out without being RNG-blessed are Speed, 
    Defense, and *maybe* Strength, maxing Defense before Speed on average 
    (Thanks to Phoenix_Kensai for that info). Lethe is good when you first 
    get her and will rip enemies apart, but that all changes quite fast 
    when her growths don't allow her to catch up with the rate the enemies 
    are improving. Lethe needs a lot of care if you want her to fight 
    alongside the rest of your units in Part IV, especially against magic 
    users. At least Lethe didn't worsen as much as Mordecai.
    Stat Growths - HP: 85%, STR: 35%, MAG: 5%, SKL: 30%, SPD: 50%, LUK: 
    45%, DEF: 35%, RES: 20%
    Master Skill - Rend
    Rating - 7/10
    Name - Mordecai
    Description - What the hell did Mordecai do to make him so utterly bad? 
    His Speed will be almost literally non-existent very, very fast; the 
    only character with a lower Speed growth is Gareth, but he has an 
    excuse. Mordecai can barely double-attack a freakin dragon. Armored 
    units will have no trouble double-attacking Mordecai. Despite 
    Mordecai's big Defense, it means nothing compared to taking way too 
    many hits. If a Fire Mage/(Arch)Sage ever gets to Mordecai, he's 
    royally screwed. Mordecai has bad Skill, too, so he'll have trouble 
    hitting things in later chapters. The combination of horrible Speed and 
    Resistance alone makes Mordecai almost unusable, but low Skill just 
    tops one of the worst characters in the game. Use him as bait; that's 
    best use Mordecai gets in this game.
    Stat Growths - HP: 90%, STR: 35%, MAG: 10%, SKL: 25%, SPD: 15%, LUK: 
    80%, DEF: 45%, RES: 15%
    Master Skill - Roar
    Rating - 3.5/10
    Chapter 2-3: Geoffrey's Charge
    Victory: Seize
    Units Available: 6
    Partners: Other Crimean Royal Guard units
    Others: None
    Items: Steel Lance (Enemy drop), Steel Blade (Enemy drop), Speedwing 
    (Enemy drop), Wo Dao (Boss drop)
    Lots of cavalry. Anyways, the bottom half of this map is ridiculously 
    easy to get through; just rush north with everyone and kill everything. 
    Your units will have no trouble sweeping through. There more tedious 
    part of the map comes when you reach the middle, though. The Archers 
    manning the catapults will constantly pester you and chip off your 
    units' HP. Let your allies take the majority of the catapults' rocks 
    before sending a couple units into the castle area. Have Kieran run 
    through the east area of the castle and kill everyone there while 
    having Geoffrey run straight through the middle and break the door 
    leading to the boss. There will be several enemy reinforcements coming 
    from the trees in the middle of the map, so leave a unit there to help 
    your allies fight them and to gain some experience.
    Makalov and Astrid are best played as supporting characters in this 
    map, hitting-and-running and weakening enemies.
    As for the boss, he uses the Wo Dao, a sword that increases the 
    critical hit rate. Being a Swordmaster, this makes his critical hit 
    rate rather high as well as his Speed. Fortunately, if you go at him 
    with Geoffrey, even criticals won't do much. Skewer the boss and Seize 
    the square to win.
    Name - Geoffrey
    Description - Geoffrey hasn't changed much since the Mad King's War. 
    His Speed growth, like a lot of other characters, has dropped to a 
    mediocre level. Geoffrey's Strength, Skill, and Resistance will all 
    develop nicely, though. Since his Resistance will grow healthily, 
    Geoffrey will be able to resist magic better than any other Paladin in 
    the game. Geoffrey's Speed will grow slowly, but once Geoffrey's used 
    enough, his Speed will rise to acceptable levels and he will mow down 
    most things in his way. Geoffrey hasn't really improved, but hasn't 
    gotten worse either. This is good news, but Elincia's bodyguard could 
    have been better. :)
    Stat Growths - HP: 60%, STR: 50%, MAG: 10%, SKL: 60%, SPD: 35%, LUK: 
    30%, DEF: 30%, RES: 55%
    Master Skill - Sol
    Rating - 8.3/10
    Name - Kieran
    Description - Kieran has improved. He has great Strength and Defense, 
    so he'll deal lots of damage while taking little in return. Kieran 
    doesn't have much to offer in the way of avoidability, but he can still 
    open a can of whoopass with the best of them. His Speed only caps at 31 
    as a Gold Knight, so he can't double-attack Swordmasters or any Speed-
    oriented classes in Part IV. Nonetheless, Kieran is a very reliable 
    unit. He's also a great candidate for the Imbue skill because his Magic 
    stat seems to get unnaturally RNG-blessed, ending up at around 15-19 
    during third tier. Kieran won't be able to handle magic well, so keep 
    him away from magic casters.
    Stat Growths - HP: 75%, STR: 60%, MAG: 15%, SKL: 40%, SPD: 30%, LUK: 
    30%, DEF: 60%, RES: 25%
    Master Skill - Sol
    Rating - 8.5/10
    Name - Makalov
    Description - Hahaha, the lazy pink-haired drunk actually has the 
    biggest Speed growth in the game. Makalov caps Speed easily and grows 
    well in Strength, Skill, and Defense. Unlike in Path of Radiance, when 
    he had crap bases, Makalov's bases this time around are pretty good for 
    his level. Makalov has better avoidability in Radiant Dawn too, so 
    that's a plus. It comes in handy, as Makalov's Resistance still isn't 
    good and will make him suffer when surrounded by Mages. Anyways, 
    Makalov in a great Paladin, but compared to Titania and Oscar, he just 
    isn't as great as them.
    Stat Growths - HP: 55%, STR: 40%, MAG: 15%, SKL: 40%, SPD: 75%, LUK: 
    45%, DEF: 50%, RES: 25%
    Master Skill - Sol
    Rating - 8.4/10
    Name - Astrid
    Description - Once again, stick to Shinon or Rolf instead of Astrid for 
    a bow user. Astrid hasn't gotten any better, which still makes her an 
    average unit. Her good evasion is still there, but so are the average 
    stats and the sub-par Defense; however, Resistance has improved a lot, 
    so Astrid indeed does have one better quality. Still, I don't really 
    recommend Astrid, as she won't really do much the way she grows. Aside 
    from movement, Shinon and Rolf trump Astrid in every category.
    Stat Growths - HP: 55%, STR: 40%, MAG: 20%, SKL: 45%, SPD: 40%, LUK: 
    70%, DEF: 30%, RES: 50%
    Master Skill - Sol
    Rating - 6.3/10
    Name - Danved
    Description - Devdan's apparently been on crack, so now he persists on 
    calling himself Danved. Anyways, "Danved" doesn't have the excellent 
    Strength growth anymore, but his Speed and Luck have improved a bit. 
    Danved is well-rounded and useful in many situations, although 
    Nephenee's the same thing and her stats are better. Danved can take 
    some hits while delivering decent damage in return, but against armored 
    units, he falters a bit. Danved is basically a swiss army knife; send 
    him into a situation and he can usually handle it.
    Stat Growths - HP: 75%, STR: 40%, MAG: 20%, SKL: 30%, SPD: 45%, LUK: 
    60%, DEF: 45%, RES: 25%
    Master Skill - Impale
    Rating - 7/10
    Chapter 2-Final: Elincia's Gambit
    Victory: Survive for 15 Turns or Defeat Boss
    Units Available: 10. 15 after Geoffrey's group comes.
    Partners: Crimean soldiers
    Others: None
    Items: Arms Scroll (Enemy drop), Enery Drop (Enemy drop), Silver 
    Greatlance (Enemy drop)
    This chapter is pretty intense and exciting! :) This good, as it befits 
    the end to Part II.
    Nephenee and Brom will be returning to Ike later on in Part III, so 
    give them weapons or stuff to sell so Ike's party won't have to suffer 
    from a low amount of money.
    Elincia will use her Amiti, her unique sword from the last game that's 
    basically a Brave Sword with an infinite amount of uses. Since she's 
    already third tier and rapage at this point, don't let her get *too* 
    many kills. Instead, let her heal as much as possible so that she'll 
    get a lot of experience without having to leech kills from your other 
    units who needs it more. Let her hit-and-run occasionally, though.
    Calill will join the battle. She carries a Meteor tome, but don't use 
    it. Instead, wait until later in the game to use it.
    There are several nifty items to steal, like the Dracosheild. Bring 
    Heather along to steal that item safely before confronting 
    Ludvek...that is, if you want to confront Ludvek.
    Anyways, you can either defend and hold your ground for 15 turns or you 
    can rush Ludveck with several powerful units and kill him swiftly to 
    quickly end this chapter.
    Geoffrey's crew will arrive from the northeast part of the map at 
    around Turn 10-11. Use his units to bait several of the units from the 
    lower half of the map to relieve pressure from the guys at the fort. 
    Marcia will arrive right as the battle starts, so utilize her for hit-
    and-run tactics as well.
    If you want to stall Ludvek's army for 15 turns, what you must do is 
    send Haar along with Calill and Nealuchi (Once he's transformed) to 
    block the west corridor leading to the fort. There will be Thunder 
    magic users on that side, so lend Haar healing support with Elincia's 
    Psychic staff whenever his HP falls too long. As he attacks and holds 
    back the units there, let Calill attack from behind the barricade 
    whenever she's away from too much harm. Once Nealuchi transforms, he 
    can help Haar defeat the units there.
    As for the east side, send Brom there to clog the passage of the bigger 
    brunt of enemies. He'll do an amazingly good job, but be careful of the 
    General with the Hammer. He'll cause a ton of damage to Brom, and if 
    you don't lend Brom instant healing after he's taken damage, he'll 
    probably die, so make sure Brom is fully healed each turn. If Nephenee 
    has Javelins, use them behind Brom and the barricade to pester the 
    enemy units.
    There is one last area to block off: At the top level of the fort, 
    there's a ledge at the bottom middle where units can break the fragile 
    wall and climb up and down. Place one of the allied Generals in front 
    of it. He won't really be taking damage and he'll prevent passage to 
    the top of the fort.
    The yellow units will do a decent job. One unit has Bolting, so he'll 
    drain it against the enemy for some damage. There's also a Sniper that 
    will cause some serious damage from the top, so he'll be useful, too. 
    As for the rest of the units, though, they're simply average. They'll 
    drop eventually, but some will still survive to fight. Geoffrey's crew 
    will arrive eventually. You can use them to lure several units 
    attacking the fort towards them and waste them there. After 15 turns, 
    victory is yours.
    If you want to defeat Ludveck, get rid of the Archer with the Longbow 
    at his level with Calill's Meteor (Don't break it!) and the other Bow 
    users near the highest fort level. Once that's done, let Leanne eat 
    Olivi Grass until she transforms. Once THAT's done, send Elincia, Haar, 
    Marcia carrying Heather, and Leanne straight down, dropping Heather 
    just outside the enemies' ranges and Elincia just inside both Ludveck's 
    and the Dracosheild General's ranges. If you want to steal the 
    Dracosheild from the General next to Ludveck, let Leanne reanimate 
    Heather after she's dropped and steal the item. Since Haar will be 
    gone, let the beast laguz hold off the west side with a healthy supply 
    of Olivi Grass and healing items.
    Anyways, once the Dracosheild is taken, beat the crap out of Ludveck 
    with Elincia's Amiti and Haar's Steel Axe. Once Ludveck's defeated, the 
    battle ends.
    Name - Calill
    Description - Calill's Speed growth is the highest among the Sages, but 
    her Magic is simply...good. The good news is that Calill still get's 
    the job done in the appropriate situations. Granted, her Magic won't 
    turn out like Soren's, but her magic still packs enough of a punch to 
    seriously harm enemies. At least Calill came back to join the fray in 
    Radiant Dawn; her husband Largo suddenly doesn't fight and won't be in 
    your party. Sorry, Largo fans! :P Anyways, if Soren turns out badly or 
    you just don't like him, Calill is the next best choice for a Sage.
    Stat Growths - HP: 35%, STR: 25%, MAG: 45%, SKL: 60%, SPD: 55%, LUK: 
    55%, DEF: 15%, RES: 50%
    Master Skill - Flare
    Rating - 8/10
                          Part III - Intersecting Vows
    Part III Summary
    Welcome to the easiest part in Radiant Dawn. Part III basically 
    features Ike and the rest of the super powerful Greil Mercenaries 
    slaughtering everyone and everything with their awesomeness. I suggest 
    taking the time to raise Shinon, Soren, Titania, and Mia because 
    they're some of the best units in the game. Nonetheless, pick only the 
    appropriate amount of the Greil Mercs to level, including Ike, and 
    ignore the rest because they'll need the experience for the final 
    This is the longest part of the game, and for a while, Ike's group will 
    be quite short on funds at the Base. Hopefully, when Ilyana, Nephenee, 
    Brom, and Heather come join the party, they'll have weapons and stuff 
    to provide to the Greil Mercs to make up for the mediocre funds.
    Oh, and don't think there won't be a couple chapters that won't be 
    absurdly easy; There will be three Dawn Brigade chapters that are 
    noticeably more difficult than Ike's chapters. Hopefully, you've 
    promoted several first tier units and leveled them properly, because if 
    you abused the pre-promotes, Nailah, and the Black Knight, the chapters 
    will be much harder. You'll regret not leveling them up properly if you 
    didn't when the neglect comes back to bite you on the ass later. If you 
    leveled your units properly, though, the chapters won't be that 
    After Ike and his crew save Lucia, he'll join forces with Ranulf, 
    Caineghis' nephew Skrimir, Tibarn, and the rest of the Laguz Alliance 
    as they rampage through Begnion, eventually clashing with the massive 
    Begnion Central Army, headed by Zelgius.  Ike will also have to fight 
    against Daein when Pelleas unexpectedly sends the Daein army with 
    Micaiah at its head to fight alongside Begnion.
    Prologue: The Great Advance
    Victory: Skrimir Arrives
    Units Available: 11
    Partners: None
    Others: Laguz Alliance
    Items: Crossbow (Boss drop)
    You'll see just how easy Ike's chapters are once you start fighting. 
    Anyways, you're fighting in the dark once again, but it's no big deal. 
    Just send all your melee units north while Rhys and Mist follow for 
    healing, if even needed. There are two ballistae that Shinon and Rolf 
    can use to take down some enemies in the laguz's route.
    The General in front of the Arrive square, Septimus, will be a wuss and 
    run away shortly after the battle begins, leaving a crappy Sniper to 
    deal with. :P
    Ike's group and the laguz will meet up soon enough, but try to reach 
    the boss and kill him before any laguz, especially Skrimir, can reach 
    him. Skrimir will destroy the boss in one round, so take the boss down 
    with powerful units like Ike or Shinon to get the Crossbow. After that, 
    just let Skrimir Arrive.
    Name - Ike
    Description - If Jesus were to be a video game character, Ike would be 
    a viable choice. Well, an Ike with a better Resistance, at least. Ike's 
    Resistance growth was virtually destroyed, so now magic users pose a 
    much bigger threat to him than they did in Path of Radiance, especially 
    since Ike starts off with a base 7 Resistance. This, however, will 
    hardly matter once you see Ike cap every single stat but Magic. Ike is 
    very, very powerful, especially once he gets Aether, which will keep 
    him alive for a long time. He has great Skill and Speed despite a lower 
    Speed growth, good Luck, and plenty of HP. Ike can, and will, mow down 
    everything, even right as he's available, making him an easy-to-use 
    character. Ike will always double-attack and will never have trouble 
    hitting an enemy. Ike has an awesome avoid, too, so you can't really 
    expect him to be hit often. All in all, Ike is a unit that will pretty 
    much survive every round with ease while dealing considerable damage, 
    take very little to no physical damage, and avoid virtually everything 
    thrown at him. You have to use Ike anyways, since he's required to get 
    through the game. Oh, don't forget about Ragnell; once Ike gets his 
    hands on it, he becomes a true dealer of death.
    Stat Growths - HP: 65%, STR: 55%, MAG: 10%, SKL: 60%, SPD: 35%, LUK: 
    30%, DEF: 40%, RES: 15%
    Master Skill - Aether
    Rating - Over 9001/10
    Name - Shinon
    Description - Hehe, you won't have to worry about having to boost him 
    with quite a bit of Bonus Experience this time around. Shinon is such 
    an amazing and competent unit that he is sometimes called a broken 
    character. Shinon will cap Strength, Skill, Speed, and Defense with 
    relative ease as well as come close to maxing or just max Luck. When 
    Shinon promotes to the Marksman class and gains the ability to attack 
    from three spaces away with any Bow except Longbows and Crossbows, 
    Shinon will be unstoppable, especially against the powerful enemies in 
    the final chapter. Arm Shinon with a Crossbow and he can attack 
    adjacent enemies as well as enemies two spaces away. Shinon naturally 
    good Defense and great Avoid will enable him to easily survive the 
    front lines with little more than a scratch. Shinon outstrips Rolf and 
    Leonardo as a Marksman, so choose Shinon for a Marksman and an 
    excellent choice for the final chapter.
    Growth Rates - HP: 50%, STR: 40%, MAG: 15%, SKL: 70%, SPD: 65%, LUK: 
    30%, DEF: 45%, RES: 20%
    Master Skill - Deadeye
    Rating - 10/10
    Name - Boyd
    Description - Boyd is still a powerhouse who will have no trouble 
    dealing a ton of damage throughout the whole game. Boyd can use Steel 
    Axes near the very end of the game and still deal a whole lot of 
    damage. Anyways, Boyd improved because he now gets enough Defense to 
    survive the front lines a lot better. Boyd will offer good Skill and 
    Speed, although he doesn't dodge attacks as well as he should. Boyd's 
    low base Speed means that he needs a little time before he picks up and 
    reveals his full potential. Until then, Boyd will have some trouble 
    attacking units with Swords, especially Swordmasters. Nonetheless, Boyd 
    is a destructive powerhouse and will always turn out as a very strong 
    character with plenty of HP.
    Stat Growths - HP: 80%, STR: 65%, MAG: 5%, SKL: 45%, SPD: 45%, LUK: 
    40%, DEF: 50%, RES: 10%
    Master Skill - Colossus
    Rating - 8.5/10
    Name - Mist
    Description - Mist now starts off with a 1-2 range sword of her own, 
    the Florete. Too bad it doesn't run off Magic, or Mist would have been 
    better. Anyways, Mist is still a decent mage killer, although not quite 
    as good as before due to the absence of magic weapons. When Mist 
    promotes to a Valkyrie, she'll become a very good healer because of her 
    movement and Canto. She'll be able to cover a lot of ground across the 
    battlefield on a horse, easily reaching units that need healing. 
    Physical attacks cripple Mist quite easily, so don't let her stay in 
    the range of any physical attackers. Mist has good enough Speed to 
    prevent her from being double-attacked if her level stays on par with 
    the chapter she's in. Mist is still just a healer when all is said and 
    done, though, and is only able to kill Mages without being lucky.
    Stat Growths - HP: 40%, STR: 25%, MAG: 45%, SKL: 55%, SPD: 50%, LUK: 
    70%, DEF: 25%, RES: 40%
    Master Skill - Sol
    Rating - 7.3/10
    Name - Soren
    Description - Soren is a badass. He is the best Sage in the game, hands 
    down. He caps Magic, Skill, and Resistance at a very fast pace and will 
    max out his Speed easily as well. Soren will consistently cause a lot 
    of damage as well as completely resist Magic and sidestep plenty of 
    physical attacks thrown at him. Soren can't really take a hit that 
    isn't from magic, though, so don't keep him in the range of a lot of 
    physical attackers. Once again, Soren doesn't really need to go beyond 
    "El" tomes to deal massive damage, but once he gets his hands on 
    Rexcalibur, he's unstoppable. Stick Soren behind your defensive lines 
    and he will be almost always untouchable while wreaking havoc on the 
    enemy. He's better than any other Sage in the game because he usually 
    ends up stronger and pretty fast. During the final chapter, giving 
    Soren the Blizzard tome to be blessed and he'll screw the enemy up 
    really badly with constant attacks from a long range. Soren comes 
    automatically with Adept, which will activate at least 50% of the time 
    with Soren because of his high Skill. It's quite useful when Soren 
    can't double-attack certain enemies or kill an enemy in one round.
    Stat Growths - HP: 40%, STR: 25%, MAG: 80%, SKL: 60%, SPD: 35%, LUK: 
    35%, DEF: 25%, RES: 70%
    Master Skill - Flare
    Rating - 10/10
    Name - Gatrie
    Description - Gatrie is once again the best General in the game, now 
    with an unusually high Speed growth for an armored unit (Although not 
    as high as Meg's. :P) Anyways, Gatrie won't have any trouble walling 
    attacks and dishing out good damage. Magic attacks are the only attacks 
    that can harm Gatrie, but with his somewhat improved Resistance, he'll 
    be able to survive several hits from Magic, more than he could in Path 
    of Radiance. Once Gatrie promotes into a Marshall, his armor will look 
    extremely badass, not to mention he'll gain the skill Luna. Gatrie's a 
    great candidate for Resolve, since he can still take several hits in 
    critical danger and gain the extra boost in stats from Resolve. Armored 
    units aren't really recommended for the final chapter, but Gatrie can 
    still kill a lot with the Wishblade along with the best of them.
    Stat Growths - HP: 50%, STR: 60%, MAG: 5%, SKL: 45%, SPD: 60%, LUK: 
    30%, DEF: 60%, RES: 35%
    Master Skill - Luna
    Rating - 9/10
    Name - Rhys
    Description - If you didn't train Laura at all, then Rhys will be your 
    first Bishop. Right off the bat, you'll notice Rhys' less than 
    satisfactory Speed. Without transfer bonuses, the mediocre 14 base 
    Speed means that Rhys will be double-attacked by most enemies. Rhys is 
    still a great healer, though, and causes good damage with his Light 
    magic due to a high Magic stat. Rhys easily resists Magic, but will get 
    hurt a lot from physical attacks. Once Rhys' Speed starts increasing, 
    he will be in a lot less danger from physical attacks, although putting 
    him on the front lines is still not the best idea. Rhys gets high 
    Magic, Skill, and Resistance, but poor Strength (which he doesn't 
    need), Speed, and Defense. Rhys is, overall, an awesome healer when you 
    need him and can cause a good deal of damage with magic, but he simply 
    can't stand physical attackers.
    Stat Growths - HP: 40%, STR: 25%, MAG: 65%, SKL: 35%, SPD: 35%, LUK: 
    60%, DEF: 20%, RES: 75%
    Master Skill - Corona
    Rating - 7.8/10
    Name - Mia
    Description - My personal favorite Trueblade and one of my favorite 
    units in the game. Mia is the second to last Trueblade you get in the 
    game and the one I recommend using. Mia gains great stats all around 
    except Magic, which she doesn't use. Despite the fact that she won't be 
    causing absurd damage from the beginning, like Ike, Titania, and 
    Shinon, Mia won't waste any time catching up to the army in damage 
    dealing. Mia will never have trouble double-attacking or hitting the 
    enemy, will deal good damage, and will even take a good amount of 
    physical and magic hits in return. Mia is useful in a myriad of 
    situations; however, her Strength and Defense need to come up to 
    scratch a bit when you start using her. It doesn't take long for her to 
    kick major ass and get a good Defense score. Mia also sports a nice 
    Luck score, allowing her to have higher Avoid and whatnot. Use Mia, as 
    she will never disappoint.
    Stat Growths - HP: 70%, STR: 45%, MAG: 15%, SKL: 60%, SPD: 65%, LUK: 
    35%, DEF: 40%, RES: 25%
    Master Skill - Astra
    Rating - 9.8/10
    Name - Titania
    Description - Titania isn't a Jeigan anymore; instead, she's the game's 
    best Paladin. Titania rides into the scene with high Strength and Skill 
    as well as good Speed, Defense, and Resistance. Titania, like in Path 
    of Radiance, will sport a higher Resistance stat than most non-magic 
    units in the game as well as carry quite good stat growths. Unlike in 
    Path of Radiance, however, when Titania's Strength was just above 
    average, her Strength is now very high, enabling her to deal tremendous 
    damage. She also has the upper hand in damage dealing due to using Axes 
    and will be a monster once she gets her hands on Urvan and starts 
    slaughtering enemies with ease. Since using a Paladin-based team isn't 
    a good idea like it was in the last game, you should only think of 
    using two of them as regular units of the army. Titania should be one 
    of them.
    Stat Growths - HP: 60%, STR: 60%, MAG: 15%, SKL: 55%, SPD: 50%, LUK: 
    40%, DEF: 20%, RES: 30%
    Master Skill - Sol
    Rating - 9.7/10
    Name - Oscar
    Description - Oscar got nerfed a little bit in the way of power in this 
    game. Although Oscar still won't have any trouble double-attacking and 
    will slaughter many enemies in Part III, he won't be very reliable in 
    one rounding most enemies when Part IV rolls around simply because of 
    the fact that he won't be strong enough. Despite the average Strength, 
    Oscar will constantly turn up with great Skill, Speed, and Luck, giving 
    him good dodging abilities and enabling him to double-attack 
    consistently. His Defense and Resistance are decent as well, so Oscar 
    will be able to survive in virtually any situation, especially once he 
    gets Sol. Oscar is like a jack-of-all-trades type; he can cover pretty 
    much any part of the battlefield with little trouble as well as greatly 
    assist other units when they're in trouble. Anyways, since Oscar won't 
    be comparing quite as well as the rest of the army in terms of power 
    when Part IV rolls around, he's best discarded halfway through Part IV 
    or right before Endgame. His Earth support is always very, very useful, 
    though. Oscar is the second best Paladin in the game, so I suggest him 
    if you need an extra mounted unit.
    Stat Growths - HP: 50%, STR: 35%, MAG: 20%, SKL: 65% SPD: 60%, LUK: 
    55%, DEF: 30%, RES: 20%
    Master Skill - Sol
    Rating - 8.7/10
    Name - Rolf
    Description - Rolf is the third and last archer you'll get in the game. 
    Rolf will more than likely cap HP and Strength before Shinon and 
    Leonardo due to high growths in those areas. Once Rolf catches up to 
    the rest of the army in levels, he'll be quite the powerhouse. However, 
    Rolf isn't very durable due to simply average Defense and Resistance, 
    not to mention that his Skill usually falls behind a bit. Rolf has good 
    Speed and decent Luck and will usually dodge most attacks thrown at 
    him. Rolf isn't really as good as Shinon, as he can't hold his own as 
    well nor can he hit as accurately. Despite that, Rolf still kills 
    enemies efficiently with his great Strength score and will survive maps 
    without too much damage done to him.
    Stat Growths - HP: 80%, STR: 75%, MAG: 10%, SKL: 45%, SPD: 45%, LUK: 
    35%, DEF: 35%, RES: 20%
    Master Skill - Deadeye
    Rating - 7.6/10
    Chapter 3-1: Laguz and Beorc
    Victory: Rout in 12 Turns
    Units Available: 11
    Partners: Lethe and Lyre
    Others: None
    Items: Seraph Robe (Middle House), Blue Gem (S House)
    This is an easy enough map. It's another Fog of War chapter in the 
    dark, so make sure that you look through the entire map for the 
    Start off by sending several units east through the path with the 
    middle house while sending two units to deal with the Generals at the 
    southern house. Also, send one unit, preferably Ike or Mia, through the 
    small grassy route to the left of the wall to confront the enemies 
    there, including the boss.
    Once the enemies near the houses are all cleared up, make sure to leave 
    at least several units at the deployment zone, as enemy reinforcements 
    will be coming through there. If the one person at the gate is still 
    fighting off enemies, help him/her with your free units.
    Anyways, this map shouldn't cause any major trouble whatsoever. The 
    boss and his lackies are all quite easy to take down and won't put 
    anyone in immediate danger except maybe Rhys and Mist, who have low 
    Speed at this point. Just look through every part of the map to kill 
    enemies that may be hiding before the 12 turns are up.
    Name - Lyre
    Description - Lyre is better than Lethe because, unlike her sister, she 
    maxes out Skill and Speed very easily. She generally gains the same 
    Strength score as Lethe does but her Defense is a little lower. 
    Nonetheless, Lyre gets the job done most of the time by constantly 
    double-attacking and dealing decent damage to her enemies. Lyre will 
    get slaughtered by Fire magic, so it would be a very good idea to keep 
    her away from Fire Sages, or, better yet, any magic user in general. 
    The good thing is that enemies will usually have trouble hitting Lyre 
    with any attack, so she's a good contender on the front lines. Not only 
    that, but she's also a good unit for softening up enemies for other 
    weaker units to kill. Anyways, if you have to choose between Lethe and 
    Lyre, choose the latter, as her better Speed and Skill trump Lethe's 
    better Defense.
    Stat Growths - HP: 50%, STR: 35%, MAG: 10%, SKL: 65%, SPD: 70%, LUK: 
    50%, DEF: 20%, RES: 30%
    Master Skill - Rend
    Rating - 7/10
    Chapter 3-2: Stormclouds
    Victory: Defeat Boss
    Units Available: 15
    Partners: None
    Others: None
    Items: None
    This is a very straightforward chapter. All you need to do is defeat 
    the Dragonmaster in the SE part of the map. Anyways, split the party 
    into two groups, a smaller one to take care of the enemies in the 
    northwest part of the map and the main one to run south and turn east 
    to face the boss. Titania, Oscar, and Haar are good choices for the 
    smaller group as they can sweep the enemies with little to no problems 
    whatsoever. There's a Thunder Sage with Bolting in the northeast part 
    of the map, so take care of him quickly. Once the smaller group's done, 
    it can head over to the main group and help it, although the map should 
    be finished by the time the smaller group is done with its activities.
    As for the main group, kill the few enemies below, then turn east to 
    confront the Wyvern riders. Take care of the three Wyvern rider 
    reinforcements that appear at the south part of the map when they 
    appear so that you don't get attacked from behind. The boss himself and 
    his soldiers will move once you get inside their range. Attract the 
    boss and his soldiers with someone like Shinon or Ike, then destroy 
    them. The boss uses a ranged axe, so get a ranged attacker in his outer 
    range so that your unit can counter-attack. Once that's done, Ike can 
    easily slaughter him. Any other unit that needs experience is fine, 
    This map is very easy. You really shouldn't have any problems 
    completing this chapter.
    Chapter 3-3: River Crossing
    Victory: Burn all the supplies within 13 turns.
    Units Available: 11
    Partners: None
    Others: Horses
    Items: Ashera Icon (Senator drop), White Gem (Senator drop), Shade 
    (Boss drop), Master Crown (NW Tent), Hammerne (N Tent)
    Basically, all you need to do is set all the supplies on fire before 
    the turn limit ends. There are two Senators in this map and both of 
    them drop good items. Since not killing the Senators awards you a 
    little bit of extra Bonus Experience, bring Heather along to steal the 
    items and leave the Senators unharmed. If you feel like being 
    murderous, by all means butcher those two. :P
    Anyways, start off by killing the few enemies outside the gate, open 
    the gate, and storm inside. There are two piles of supplies in the 
    areas near the entrance, so send two people to burn those. Once you get 
    to the three way intersection, split your party up. Send a small group 
    of two or three units up through the grass, another three to the right 
    and heading north, and the rest to the left and going north. Unlock the 
    gates where the horses are kept to set them free. I'm not sure whether 
    there's some kind of good thing for doing this, but there's for sure no 
    downside, so let 'em loose. Let the three groups kill the enemies and 
    burn the supplies as they go.
    Once you get to the area right below where the boss is, leave a couple 
    units behind so that they can deal with reinforcements when they come. 
    Send Haar to burn the supplies in the northeast part of the map and let 
    some units like Ike or Shinon tackle the boss and the others around 
    him. The boss uses Dark magic, which is the most powerful and least 
    accurate of all the magic in the game. Units like Mia with their high 
    avoidability shouldn't be worried at all about being hit. After killing 
    the boss, take the Hammerne from the tent and burn the final pile of 
    supplies to end the battle.
    Chapter 3-4: The General's Hand
    Victory: Both Ike and Ranulf Arrive
    Units Available: 11
    Partners: None
    Others: 3 Tiger and 2 Cat Laguz
    Items: Vulnerary (Enemy drop), Ettard (Stand at the bottom space next 
    to the NE ballista)
    Well, thanks to Skrimir being a dumbass, we now have to go out of our 
    way to save him. First thing I want to say is that any horseback unit 
    will not be able to reach the top of the mountain, meaning Titania and 
    Oscar will not be able to traverse past the middle part of the 
    mountain. Also, you should have at least one third tier unit by now 
    (Mine at this point was Shinon). If you don't have one, then at least 
    try to get one by the next chapter.
    Anyways, start by sending about two units north from the deployment 
    zone to take that path of enemies to the top of the mountain. I 
    recommend one of those units being Haar, as there's a Swordmaster with 
    a Wyrmslayer at the northwest part of the mountain that can rape Haar 
    in an instant. 
    Send the main group of units through the main path and start clearing 
    enemies out. There are several ballistae on the mountain, so make sure 
    any unit with weak Defense is healed if he/she is hit. Split the main 
    group up when you near the first ballista, sending a few units to deal 
    with the enemies on the east path while the others clear up the Thunder 
    Sages blocking their path (A Marksman can do this easily and without 
    retaliation). The units going past the sages should also prepare for 
    Wyvern riders swooping into their faces, but they shouldn't be a 
    problem, especially if you have Soren with an ElThunder in hand.
    At one point or another, you'll get everyone at the top. Grab the 
    Ettard near the NE ballista so Ike can abuse it, clear the remaining 
    enemies, and confront the boss and his general. The boss, although a 
    General himself, is very easy to take down. All it takes is a couple 
    shots from Ike to take his ass down. Once the boss is gone, have Ike 
    and Ranulf occupy the spaces and Arrive to complete the chapter.
    Name - Ranulf
    Description - Ranulf is a decent unit, better than most non-royal Laguz 
    but still outperformed by Ulki, Janaff, and Volug. Nonetheless, Ranulf 
    is a reliable unit to have around and will usually get a good Speed 
    score, meaning he'll double-attack a lot. Ranful has good stats across 
    the board, but his main weakness lies in his Resistance. Magic will 
    tear his ass apart, especially Fire magic. Against all non-magical 
    units, Ranulf is a good all-around units that deals solid damage and 
    can take some hits. Against magic units, he's in danger, so it's always 
    a good idea to keep him away from them. Although Ranulf is a good unit, 
    there are just so many more units that are better than him, both beorc 
    and laguz. Honestly, if you want a non-royal laguz for the final 
    chapter, use the three I mentioned above. They have better supports and 
    better stats in general.
    Stat Growths - HP: 70%, STR: 30%, MAG: 15%, SKL: 40%, SPD: 35%, LUK: 
    55%, DEF: 15%, RES: 10%
    Master Skill - Rend
    Rating - 7.4/10
    Name - Kyza
    Description - Although Kyza is better than Mordecai, he's still not a 
    good unit. He has bad base stats and he decides to show up during the 
    time when you already have a plethora of uber ass-kicking units to 
    compete with. Kyza's growths are decent, getting good Strength and 
    Defense to stand up to physical units. Of course, he has a big weakness 
    to Magic and, unlike Ranulf, he doesn't have the avoidability to at 
    least dodge some of the attacks. All in all, Kyza is one of the more 
    useless laguz units that I don't recommend at all. If Kyza showed up at 
    the Dawn Brigade's side, then he would have gotten a lot more use.
    Stat Growths - HP: 85%, STR: 40%, MAG: 5%, SKL: 45%, SPD: 35%, LUK: 
    50%, DEF: 40%, RES: 15%
    Master Skill - Roar
    Rating - 4/10
    Chapter 3-5: Retreat!
    Victory: Defeat Boss or Defend for 10 Turns
    Units Available: 16
    Partners: None
    Others: None
    Items: Coin (Enemy drop), Vulnerary (Enemy drop)
    Yay, another chapter where you're put on the defense. Now, notice that 
    Reyson's available use now, which kicks major ass. Also, you have the 
    choices of defending and racking up a lot of experience or sending 
    someone down to the boss and killing him.
    Before beginning the chapter, give Gatrie a Steel Axe. There are plenty 
    of axe and lance users in this chapter, so an axe is his best bet at 
    dealing damage. Also, give him and Brom a full pack of Vulneraries, 
    since they'll probably need 'em. After you do that, give Titania, 
    Oscar, and Boyd ranged weapons because they're going to spend the whole 
    chapter backed off from the enemy.
    One last thing before the battle begins...like I said before, try to 
    have at least one third tier unit by this point.
    Begin by sending Ike, Nephenee, and Mia to the east side of the field 
    where all the Generals are. Due to the fact that all of them have good 
    avoidability (And Neph has her lances to get an advantage over the 
    sword Generals), they'll have an easy time mopping up the floor with 
    them. Hell, even Ike can just solo the area himself. Use Reyson to give 
    one of the three another turn to move in so they can attack right away.
    As for the southern entrance, send Gatrie and Brom there and set them 
    at the top of the steps. this is where they'll be for the whole 
    chapter, blocking the way of all the mounted riders trying to break 
    through. Hopefully, you've given them Vulneraries because they'll be 
    taking plenty of hits throughout the chapter. If you don't have them, 
    send Rhys or Mist down there to heal them while Reyson Vigors them to 
    get them out of harm's way. Set Shinon, Rolf, or Soren at the empty 
    space to the left for a couple of turns sniping at enemies and 
    preventing them from climbing up.
    For the west side, send Titania, Oscar, Haar, and Boyd. Stick Titania 
    and Boyd at the two space wide ledge and Oscar at the ledge right next 
    to it. Since you gave them ranged weapons (Right?), they'll keep 
    striking the enemies below with perfect accuracy while avoiding 
    everything that the ranged attackers try to throw at them. As for Haar, 
    just let him fly down and start beating the **** out of the Halberdiers 
    and such with his axe. As long as you keep him away from the sages, 
    he'll take little damage.
    If you have Shinon and/or Rolf doing nothing, stick them on the 
    ballistae and weaken the enemies for everyone else to kill and to rack 
    up some experience for themselves. If Reyson isn't Vigor'ing healers 
    out of the way of attacks, let him Vigor those two so they can cause 
    more damage faster.
    After the first half of the battle passes, you'll notice a decrease in 
    the amount of enemies coming at you, since you've surely murdered a lot 
    of them. It's at this point, however, that reinforcements will start to 
    arrive, so it's now you'll have to ultimately decide whether to kill 
    the boss or keep defending until turn 10. If you choose the latter, 
    just keep doing what you've been doing until the battle ends. If you 
    choose the former, however, you just need to send a resilient unit or 
    two (e.g. Shinon and Titania) to run down to the boss and take him out. 
    It's just as easy as it sounds too, since a unit like Titania can just 
    mow everything down with her awesome power and speed. Anyways, once th 
    boss is dead or ten turns passed, the battle ends.
    Name - Reyson
    Description - Hell yes, you're finally able to use the best Heron in 
    the game. You'll notice right away that Reyson's usefulness hasn't 
    diminished a single bit since Path of Radiance; as a matter of fact, 
    he's even more useful because of Canto. Reyson arrives on the battle 
    scene at higher levels than either Leanne or Rafiel, so you'll see he 
    already has Bliss under his belt (Or robe, however you see it). Reyson 
    is still easily the best Heron in the game because of the level he 
    arrives at and the fact that he has more movement than the other two. 
    Reyson is one of the best units in the game and can never honestly be 
    called bad. Untransformed, Reyson can only Vigor one Vigor one unit at 
    a time; however, when he's transformed, he'll affect anyone directly 
    adjacent to him, like Rafiel can, and gets an additional two spaces to 
    move. Naturally, due to the fact that he's a Heron, Reyson gets 
    destroyed by physical attacks harder than a steroid-abusing husband 
    beats his wife for not making him his sandwich. Transformed, Reyson 
    resists Magic extremely well, though, so at least he can take SOME 
    attacks. All in all, USE HIM. He's just too good to pass up.
    Stat Growths - HP: 65%, STR: 5%, MAG: 30%, SKL: 25%, SPD: 20%, LUK: 
    60%, DEF: 20%, RES: 20%
    Master Skill - N/A
    Rating - Over 9000/10
    Chapter 3-6: A Reason to fight
    Victory: Kill 45 enemies
    Units Available: 12
    Partners: 3 Halberdiers, a Sniper, and a Cleric
    Others: None	
    Items: Brave Bow (Found to the left of a log on the western side of the 
    map), Vulnerary (Enemy drop), Olivi Grass (Enemy drop)
    Woohoo, we get to use the Dawn Brigade again! -.- Don't worry, you'll 
    get used to the transition from a hardcore, ass-kicking group to a 
    weaker and less brutal one. At this point in time, I hope to God that 
    you have at least two properly leveled-up second tier members aside 
    from Micaiah, Sothe, and Zihark. If you only have one good second tier 
    and his name is Nolan, then that's fine too. Anyways, you should 
    already have some decent supports set up, hopefully with Earth affinity 
    units, because you'll really need that kind of support. If you can, try 
    to have members without supports support each other if they can, since 
    you'll need to control the Dawn Brigade for two more chapters later on.
    Like I said before, though, if you have no second tier units or only 
    one or two second tiers that are at a very low level, you're going to 
    have a hell of a time with the Dawn Brigade chapters in Part III.
    Notice that Miciah now has the ability to use Staves now. This is 
    excellent because healing/supporting with staves is honestly going to 
    be her main use from this chapter and onwards.
    Also, take a look at Volug. Unlike in Part I, he is no longer confined 
    to being halfshifted only. Now that he can wait until his bar fills up 
    and transform fully, his stats will become a lot better, finally giving 
    him a good place on the battlefield.
    So, you'll also notice that you're surrounded by laguz. Sadly, since 
    your poor little army hasn't been informed on the proper way to fight 
    beast laguz, you have no fire sages or ballistae to work with, so the 
    work is going to be entirely up to the small amount of second tier 
    units you have. Now, take a look at your soldier buddies. For a while, 
    they'll help with damaging the laguz and baiting them. The cleric will 
    also aid in healing you and your partners, although it's better to rely 
    on Micaiah or Laura for healing your units.
    The Tiger laguz will give you far more trouble than the Cats. While the 
    Cats are much weaker and don't really have that much more Speed, the 
    Tigers have a lot of Strength to spare and can severely wound or even 
    kill your units if you let them get surrounded.
    Start the map by sticking Zihark and another second tier unit (A 
    supported Nolan would be the best bet here) at the east side of the map 
    with some Vulneraries and let them and some of the yellow units start 
    taking down laguz there. For the northern chokepoint, I recommend 
    putting Sothe or another good second tier like Jill or Aran to pick up 
    the Brave Bow by waiting at the square next to the left part log at the 
    choke point and then waiting there and blocking the way of the laguz. 
    Have Micaiah stand by and heal the damage that unit takes and maybe 
    throw in a spell or two to cause some good damage. The Partner sniper 
    will help you out here as well by peppering the laguz with as many 
    shots as possible until he's dead. Once you get your units into 
    position, it's only a matter of time before you kill the 46 laguz you 
    need to pass this chapter.
    At the end of turn 5, salvation comes in the form of the Black Knight. 
    If you were having a really hard time with this chapter, just let the 
    BK waltz over to the east side of the map and watch him critical and 
    Eclipse everything that even tries to lay a hand (Er, claw) on his 
    shiny black armor. If you weren't having that much trouble, I suggest 
    keeping whoever you had on the east side there so they can keep racking 
    up mad experience until they kill enough units. That's the course of 
    action I suggest, but if your units suck too badly or you just want to 
    see more BK action, then you'll have to resort to the BK. If you let 
    the BK take over the east side, then let your units you have there rush 
    up north to help Sothe and whoever else you had there. Once you take 
    care of 46 units, you're done.
    Chapter 3-7: Rivals Collide
    Victory: Survive for 12 turns
    Units Available: 10
    Partners: None
    Others: Janaff and Ulki (End of Turn 1)
    Items: None
    Yay, back to the massive slaughtering with the Greil Mercenaries. 
    You're now pit against the Dawn Brigade themselves, who honestly don't 
    stand a chance against the Greil Mercs at this point in time.
    Note that horses can't cross water, so Titania and Oscar are pretty 
    much subdued at the small island at the top of the map; therefore, 
    you'll have to rely on anyone else to get through the rest of the 
    map...if that's what you want to do. You have two courses of action: 
    The first is to remain on that tiny island and kinda stall the Daein 
    army until 12 turns are up. The other option is to send all your good 
    units south and pulverize as many units as you can until you cross into 
    the Black Knight's range, during which you'll want to retreat back. I 
    obviously recommend the second course, since you'll net a lot more 
    experience that way, but do whatever floats your boat.
    Frequently Asked Questions
    A: Haha, no.
    Q: IS <character name> A GOOD UNIT?
    A: It's all up to personal preference. Some units are naturally better 
    than others, of course, but it's up to you to decide whether a unit is 
    good for you.
    Q: SHOULD I DUMP <character name>? I HEARD HE/SHE IS PRETTY BAD.
    A: It's all up to you.
    A: Yes. You can use the Wiimote, Classic controller, and the GameCube 
    A: If the Epilogue file is saved in Easy mode, it won't transfer. If 
    it's saved in Normal or Hard mode, there shouldn't be any problems at 
    A: ...No.
    A: Yes, there are two: Pelleas and Lehran. However, you can only use 
    them on your 2nd+ playthrough.
    A: Coins are used to add bonuses to your forged weapons once they're 
    Legal Notes
    This FAQ is Copyright(c) November 2007 from me. You can always 
    use this FAQ for your own PERSONAL use. If you want to share some of 
    the info on this FAQ without actually posting it, at least give some 
    credit to me. If you want to post this FAQ on your website or whatever, 
    contact me via e-mail: gsninja@yahoo.com
    Sites currently allowed to host my FAQ:
    1. Me, for writing this FAQ.
    2. God, for giving me the motivation to write this FAQ. :)
    3. Intelligent Systems and Nintendo for making this masterpiece of a 
    4. Any website hosting my FAQ with my permission.
    5. All the people who e-mailed me about stuff I didn't know or forgot 
    6. YOU, the readers, for reading this FAQ and making use of it!

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