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    Hector Hard Mode Guide by Saint Magician

    Version: 1.3 | Updated: 11/22/04 | Search Guide | Bookmark Guide

     #Strategy Guide and Walkthrough for FIRE EMBLEM 7 HECTOR's ROUTE HARD MODE.#
    This strategy guide is written for HECTOR's HARD MODE. Hector's Hard mode and
    Normal Mode are pretty similar (The maps and chapters are the same). If 
    you are playing Normal Mode, most of the stuff in the guide should still 
    apply. If you are playing Eliwood's Mode, then don't bother with this guide, 
    it won't help you much. 
    I'm assuming you already have some experience and knowledge of how this game
    works. If, for some reason, this is the first time you are playing the game, 
    then play through LYN's story in normal-mode (i.e the tutorial) first. 
    DISCLAIMER/COPYRIGHT: I do not own FIRE EMBLEM 7, and I am not making money 
    with this guide. 
    This guide may be posted on any website giving that it is kept 100% intact, 
    including this disclaimer section (100% intact = everything you see on your
    screen when viewing this guide form gamefaqs.com) However, i will only update
    on gamefaqs, ign, and neoseeker. 
    CONTACT: My e-mail is saintmagician@hotmail.com. feel free to e-mail me if:
                    * you find any mistakes or anything that i have missed 
                      throughout this guide
                    * if you any good advice or information that you think would 
                      be relavant for this guide and would like to tell me about
                      it. You will be given credit. 
                    * Any other feedback would be highly welcome.
    I don't know how you define a 'spoiler', but most likely, your definition of a
    spoiler is different from mine. I'm not going to go through everything i have 
    written and try to pick out anything that could possibly be a spoiler and put 
    big warnings around it. Therefore, i have put together a detailed list of 
    everything that is in this guide. 
    - details of the Hard Mode bonus, including listing the characters that 
    recieve it. 
    - secrets to how the game works in terms of stat gains, the item Afa's drop
    and the effect of the tactitian you create.
    - outlines stratagies for a large number of things.
    - fully lists all recruitable characters, what chapters they appear in, and 
    how to recruit them. 
    - the walkthrough section may list details about reinforcement units, treasure
    chests, recruitable characters, all side-quest chapters, secret shops, enemy 
    movement patterns, arenas, shops and basically anything else that appears on 
    the map.
    - may comment on the storyline told in the cutscenes. 
    - may have comments on the ending of the game. 
    As far as spoilers go, read this guide at your own risk. I'm not going to 
    purposely try to put in spoilers but as i said, my definition of a spoiler
    is most likely different from yours. This is mostly likely the only spoiler
    warning you are going to get. 
    You have been fully warned of POSSIBLE SPOILERS. 
    DO NOT go complaining to me because you found a 'spoiler' in this walkthrough.
    In HECTOR's HARD MODE, recruit-able characters that appear as enemies (i.e. 
    red characters on maps) will receive stat bonuses. 
    This bonus (from my observations) is about 4 points of hp. 2 in the three 
    stats that the character is naturally stronger in, 0 in luck and 1 in the 
    other two stats.
    Characters that receive this bonus are (in order of acquiring): 
    		- Guy
    		- Raven
    		- Legault
    		- Heath
    		- Geitz
    		- Harken
    		- Vaida
    Nino and Jaffar do receive this bonus because, although they are enemies in 
    the storyline, they do not actually appear as enemies (red characters) on the 
    map when you recruit them. Dart also does not receive this bonus even if he is
    an enemy in a side quest chapter. The bonus is random and is decided at the 
    beginning of the chapter when you save the chapter. This means that restarting
    the chapter will not reset the bonus. Restarting the previous chapter will 
    reset the bonus but keep in mind there are limits to how far this bonus can 
    go. Don’t waste too much time trying to get a good bonus. 
    All by-level stat gains for characters are random. However, characters do have
    stats that they are more likely to gain and stats that they are less likely to 
    gain. Think of each stat as a percentage. A Mymridon (high speed) may have a 
    85% stat gain for speed. This means, every level this mymridon gains, there is
    an 85% chance that he/she will gain one speed point. This is not definite. 
    Meaning that this character may (although unlikely) go for 3 or 4 levels with 
    no stat gain for speed, or have 3 or 4 consecutive levels where he/she will 
    gain a stat point for speed. 
    As far as i know, there is no fighting unit that has an 100% or 0% stat gain 
    for any stat in FIRE EMBLEM 7 (i may be wrong, however.) Some characters, do 
    have a VERY low stat gain percentage for a certain stat. This is mostly for
    resistance in non-magic units and defense in magic-units. 
    There are FAQ's that give all stat gain percentages for all characters. If you 
    are going to use this information when deciding which characters to use, keep
    in mind that a character with very good stat gains percentages may still turn
    out very bad. 
    You will notice that each character is affiliated to a certain element. When 
    you create your tactician, you will choose an affiliated element depending on 
    what birth money you put in. If a character has the same element as the 
    tactician, they will get a added 5% for ALL stat gains. So for example, a 
    character with a 50% gain in HP will now have a 55% HP stat gain.
    |AFA's DROPS|
    This item when given to a character will increase all there stat growths by 
    5%. Afa’s Drops will also increase the amount of experience the character 
    gains (i'm not sure how exactly how much.) If you are going to use Nino, 
    giving her these drops may be a good idea. 
    When you are choosing your team, there are a few important things to take into
         * The first is to have a good balance of different classes. Also keep in 
           mind that you want to upgrade characters as soon as they reach level 20.
           Therefore, having 6 characters that need the Hero Crest really is too 
           bright an idea. You’ll probably want a nice, healthy number of magic 
           users. Except for Priscilla and Serra, most other magic-users that you
           upgrade may have a hard time getting their 'staff' usage grade up. 
           There will be some very powerful and useful B-level and A-level staffs
           coming up later in the game. 
         * Some characters may be good but are acquired really late and at low 
           levels. i will mention when to acquire each character in the 
           walkthrough. Generally, the pre-upgraded characters are not that good.
           They may come at a high level, but go and compare their stats and you
           will see what i mean. 
         * The most important thing would be to stay flexible. Because of the why
           characters gain stat points, a very good character in one game could
           end up very bad. If you are going to plan out what characters to use
           before-hand, be prepared to drop or pick up new characters. 
         * Also consider what weapons the characters use. For example, you don’t 
           want to have 5 characters that can only use axes as axes tend to be
           highly inaccurate (although powerful) and very heavy.
         * Supports are important. When choosing your characters, try to get 
           characters that can support each other. There is a theory that 
           bonuses from support conversations will only apply if both characters 
           in the support bond are on field. This theory seems logical, but i'm 
           not too sure about it. If a character dies, any characters with support
           bonds with the dead character will no longer have the support. They
           are then able to make more supports with other characters. There is a 
           a detailed list of exactly how much stat bonuses supports give on a
           FAQ by Junta at GamesFaq.com. 
    Defense will be more important than ever in HARD MODE. All the enemies in 
    HARD MODE are much stronger and much smarter. If the goal of the level is to 
    protect the throne, then protect it, don't be an idiot going around trying to
    wipe out all the enemy units. 
    Weapons targeting specific classes (e.g. horseslayer, heavy 
    spear etc.) will be EXTREMLY useful. The special weapons of the lords (Mani 
    Katti, Rapier, Wolf Beils) are very useful. Don’t be afraid to use them but 
    DO NOT waste them. Also, if a weapon’s weight is greater than your 
    constitution, the difference will be subtracted from your speed. Don’t equip 
    light characters like Myrmidons with heavy weapons. If you have a high 
    constitution and are using a low weight weapon, you will NOT become faster. 
    If you are using a high constitution character, take advantage of it and 
    equip the strong-but-heavy weapons.
    Also, the weapon triangle becomes extremely important. You can use the TRADE
    command to change a character's equipped weapon by changing the weapon that is
    first on the character's inventory list. Any character can still attack after 
    using the trade command. This why, you can change a character's equipped 
    weapon after the character has finished his/her turn.
    A note on weapon weight - carrying a weapon heavier than a character's 
    constitution will cause them to loose speed. (for example, a character with
    a constitution of 5 carrying a weapon with a weight of 7 will lose two points
    of speed.) However, there is NO bonus for using a light weapon. You will *not*
    gain speed by using a weapon that weights less than constitution. 
    Therefore, you should take advantage of heavy characters by giving them the 
    heavy-but-powerful weapons.
    On that note, always avoid giving light characters heavy weapons. Most light
    characters tend to also have weak defence, and rely heavily on dodge (e.g. 
    swordmasters.) Giving them a heavy weapon will only increase damage by a 
    little, but may make them far more vulnerable. 
    You can only get the third Pegasus knight (Farina) in Hector’s route. Once you
    have all three, if you position the three around a single target, they can 
    perform the triangle attack, which will always hit and do triple damage. This 
    is great attack but is not all that practical. Having three Pegasus knights on
    the field can be a pretty stupid idea. Plus, you're going to have a hard time
    training all three pegasus knights. 
    If you play LYN's mode and then continue on to HECTOR's STORY, all the stats 
    of the characters in LYN's mode wil carry on to HECTOR's story. In order to 
    get to one of the side chapters, you need to raise Nils to level 7 or more in 
    LYN's STORY. Also, if you play LYN's STORY first, put in some effort and level
    up Matthew, Serra, and Dorcas.  I will not be including the first ten chapters
    in the walkthrough. 
    This guide is not meant to be a character guide, but for the sake of people 
    wanting to plan out in advance which characters they want to train, i am 
    putting in this list. I will only list the characters and mention anything 
    that i feel is important.
    Characters that come promoted have an * next to their name. 
          - Hector (Chapter 11)
          - Eliwood (Chapter 12)
          - Lyn (Prolouge, rejoins in chapter 16)
    Hector normally has really good strength and defense. I've had him max out on
    skill (24) and resistance (20) before. His weakness is his low speed. Lyn has
    great skill, speed and luck. Just hope she does not end up low on strength.
    Eliwood has the most all-round stats, he is normally able to max out on 
    speed (24). I like Hector the best, his only drawback would be that he
    still only has a 5 for movement after he ungrades. Giving him the boots may
    be a good idea. 
          - Kent (Chapter 1, rejoins in chapter 16)
          - Sain (Chapter 1, rejoins in chapter 16)
          - Lowen (Chapter 12)
          - Marcus* (Chapter 12)
          - Isadora* (Chapter 22)
    Kent specializes in speed and skill, Sain in strength, and Lowen in Hp and 
    Defense. Marcus is crap. By the time Isadora joins, Kent/Sain/Lowen should be
    far stronger than her.
          - Wallace* (Chapter 9, may appear again in Chapter 24)
          - Oswin (Chapter 12)
    If you're going to use a knight, use Oswin. He comes earlier and un-promoted.
    For details on acquiring Wallace, see the walkthrough of chapter 24.
          - Matthew (Chapter 6, Rejoins in chapter 11)
          - Legault (Chapter 20)
          - Jaffar* (Chapter 27X)
    Thiefs can only upgrade with the Fell Contract (Earth Seals do not work). You 
    don't get a Fell Contract till you beat the boss of chapter 27X. This means 
    that if you are going to upgrade Matthew or Legault, you have to wait till the
    end of chapter 27X. This means you may as well use Jaffar since he joins at 
    the beginning of chapter 27X as a Lv13 Assasin. 
    Assasins lose their theiving abilities, but gain the one-hit-kill bonus. 
    This means that one-in-three critical hits will be a KO hit regardless of the 
    calculated damage. The KO hit also gives assasins more experience then usual. 
          - Bartre (Chapter 12)
          - Dorcas (Chapter 4, rejoins in Chapter 12)
          - Geitz * (May appear in Chapter 24)
    For details on acquiring Geitz, see the walkthrough of chapter 24. 
    Bartre has better stat-gain percentages than Dorcas, but not by much. But you
    have a chance to train Dorcas in the first 10 chapters. 
          - Dart (Chapter 19)
          - Hawkeye* (Chapter 23)
    Dart requires Oceans Seal to upgrade. Earth Seal will not work. An Ocean Seal 
    found in chapter 23.
          - Rebecca (Chapter 12)
          - Will (Chapter 3, rejoins in chapter 16)
          - Louise * (Chapter 26)
    Louise comes with A-level support with Pent and can therefore, only make two
    more supports. If Louise dies, Pent will also leave. If Pent dies, Louise will
    also leave. 
          - Rath (Chapter 6, returns in Chapter 22)
          - Guy (Chapter 13)
          - Karel* (May appear in chapter 27)
          - Karla* (Chapter 31X)
    For more details on recruiting Karel, see walkthrough for chapter 27. 
    Karla can only be obtained in Hector's Route. In order for her to appear, 
    Bartre needs to be at least a LV 5 Warrior.
          - Raven (Chapter 17)
          - Harken* (May appear in chapter 27)
    For more details in recruiting Harken, see walkthrough chapter 27. 
          - Florina (Chapter 3, rejoins in chapter 16)
          - Fiora (Chapter 19)
          - Farina (Chapter 25)
    Farina is only in Hector's Route. She is stronger than the other two. In my
    opinion, she's the best Pegasus Knight, but not by much. If you've been 
    training Florina or Fiora, don't bother with her. She'll cost you 20,000 gold
    to recruit. 
          - Heath (Chapter 22)
          - Viada* (Chapter 26)
    Not much to say, just that Viada is VERY UGLY. Use Heath, he's better and 
    looks cooler. I've had Heath max out on Strenth, Skill, Speed and Hp. 
          - Serra (Chapter 5, rejoins in chapter 12)
          - Lucius (Chapter 7, reappears in chapter 17)
          - Renault* (Chapter 32)
    Cleric is the female version of Monk. They both upgrade to Bishop.  
          - Erk (Chapter 5, reappears in chapter 14)
          - Pent* (Chapter 26)
          - Nino (Chapter 28)
    Nino comes at a horribly low level (lv 5 un-promoted) but her stat gains are
    amazing. Give her Afa's Drops and she will level up really, really quickly. 
    She's hard to train, but worth the effort. Pent is actually okay for a pre-
    promoted unit.
          - Canas (Chapter17x)
          - Priscilla (Chapter 14)
    She starts off with only staffs, but gains Anima magic when upgraded. 
          - Ninian (Chapter 21)
          - Nils (Chapter 7, returns on chapter 32)
    Ninian and Nils's stats are the combained, meaning if you level Ninian up, 
    Nils will have the same stats are Ninian when he goes on to the field, and
    Vice versa. 
    Having units that can't attack or protect themselves on the battle field is a
    bad idea. I suggest you not use them. 
          - Athos (Join in the last chapter)
    As a tent, he is not so useful (but he can dodge attacks. How is a tent is 
    able to dodge?...) The only way to move him when he is a tent is to use the
    rescue or warp staff. 
    The walkthrough is going to be mostly strategy. I will be mentioning
    significant things on the maps (secret shops, treasure etc.) I will also put
    the maximum number of allowed units for each level and list the compulsory
    units. If you are playing HECTOR's ROUTE for the first time, there will be 
    maps that you have not played before.
    I've added a item list at the beginning of each chapter. This is only for 
    items found and stuff in treacher chests, and SIGNIFICANT steal-able things. 
    I will not be listing items from normal shops (they're not that important and
    you can just view what a shop sells at the beginning of any chapter anywhy.)
    I will however, list the items sold by secret shops in that chapter.
    Before i start, i should clarify my use of the term "long-range". I am not 
    meaning distant attacks like bows and magic. When i say "long-range", i'm
    talking about the very long range stuff. So tombs and staffs like Bolt, Purge,
    or Sleep.) 
    Also, "attacking range" refers to how far a unit can move and attack in one
    turn (so it is all the squares highlighted in blue or red when you select a
    unit.) Direct-attacking range refers to how far a unit can attack without 
    moving. (e.g. for most melee enermies, their direct-attacking-range is just
    the four squares around them.)
    ~CHAPTER 11: Another Journey~
    Item list:
    - Vulneraries X 2 (stolen from archer and boss)
    - Lockpick (stolen from enemy thief)
    - Red Gem (treasure chest)
    Max Characters: 2
    	- Hector
    	- Matthew 
    Now you’ll see why I said to play Lyn’s story first and raise Matthew’s level.
    All of the soldiers are on LV. 5 and the archers on LV. 3. Make sure you keep 
    Matthew alive, you will need his thieving abilities.  
    You will have very little money in the first few chapters and I strongly 
    suggest you make full use of Matthew’s stealing ability. Start by stealing 
    the vulneraries of the archer and from the boss. Believe me; you don’t want 
    to be wasting what little gold you have on Vulneraries next chapter. If you 
    get the chance, get the lockpick off the thief. The chest contains a Red Gem 
    (sell for 2500 gold). Try to get it before the thief, but it shouldn’t matter 
    too much. If the thief gets it first, just kill him and he’ll drop the Red 
    At the beginning of the level, I suggest you go left by breaking the wall 
    (as apposed to heading downwards through the door). Since none of the enemy 
    units have door keys, they won’t be able to open that door. Hector’s Wolf 
    Beils shouldn’t have a problem with the boss. 
    ~CHAPTER 12: Birds of a Feather~
    Item List:
    - Secret Book (village)
    Max Characters: 10
    	- Hector
    	- Matthew (if he survives ch11)
    	- Oswin
    	- Serra
    	- Eliwood
    	- Bartre
    	- Dorcas
    	- Rebcca
    	- Lowen
    	- Marcus 
    Serra and Dorcas’s stats will carry on from Lyn’s story. Try to keep Serra 
    alive, you’ll need her healing abilities and you’ll need her to recruit Erk. 
    The village has a Secret Book, with will raise your skill. Make good use of 
    the weapon triangle. Down in Eliwood’s group, be careful of Eliwood and 
    Rebecca – those two die very easily. Try to get the two groups to meet up as 
    quickly as possible. Don’t be afraid to use Marcus as bait, that’s what he’s 
    there for. Save the Silver Spear, you won’t be getting another one for quite 
    a while. 
    Be careful of the boss, he could probably take out most of your units if his 
    hit lands. You may want to get Marcus to weaken him first. 
    ~CHAPTER 13: In Search of Truth~
    Item List: 
    - Mine (village)
    - Torch (village)
    Max Characters: 10
    	- Eliwood
    	- Hector
    	- all other characters that survive ch12
    GUY - by talking to him with Matthew. Get someone to give him an Iron Sword. 
    You don’t want to be wasting the Killing Edge. He has the Hard Mode bonus. 
    His standard stats are: 21HP, 6Pow, 11Skl, 11Spd, 5Luc, 5Def and 0Res. 
    The bonus is random and is decided at the start of a chapter. Therefore, if 
    you don’t like the bonus, you will have to restart chapter 12 to reset the 
    bonus. If you do, then don’t worry about his Skl and Spd bonus too much – 
    they will grow very fast anyway. Myrmidons usually lack in strength and 
    defensive stats so make sure he gets at least a +2 for strength and +1 for 
    defense and resistance. His HP should be at least 24, 25 if you are lucky. 
    Be very careful when trying to recruit him. If he gets to attack your 
    characters first, his killing edge could easily kill off most of your 
    MINE TRICK: The village will give you a mine. If you are not into cheating, 
    then the mine is not all that useful. If you don’t mind a bit of cheating, 
    you can use the mine to control all red units for one turn. To do this, you 
    need to put down the mine and wait until an enemy unit steps onto it. After 
    the animation, you will see the enemy unit’s HP bar. When they are losing HP, 
    reset the game and when you choose to resume chapter, you will see the red 
    unit losing HP and then you will be able to control all the red units for the 
    reminder of the enemy’s turn. The trick is mostly used so you can disarm the 
    enemy units and use the chapter to level up weak characters. There are other 
    levels later on that will be harder and with more enemy units. If you do want 
    to use the mine in this level, then you can take advantage of the fact that 
    Guy is a recruit-able character. Make all the enemy units drop all their 
    weapons (leave the Vulneraries so you can steal them) and make a few enemy 
    units swap their weapons to Guy, this way, when you recruit Guy, you’ll get 
    some extra weapons too. 
    Chapter 13x:
    You will automatically receive Merlinus (Merchant) in a later chapter, but 
    there is a way to get him earlier. Get someone to visit the top right village 
    to unlock chapter 13X. I suggest you send Marcus. The rest of the chapter 
    isn’t that hard so you won’t need him around too much. Plus there are Pegasus 
    Knights that will attack the unit you send to the village. When you get to the
    village, you will see Merlinus and he will drop a torch. Keep the torch! 
    Chapter 13x is in a Fog-of-War map and you will need it. 
    Reinforcements will come out of two fortresses at the bottom of the map right 
    under the village that you get the mine from. They start coming out from turn 
    5 for about 2-3 turns. If you put one of your units on the fortress, then the 
    reinforcement unit from that fortress will not come out. 
    ~CHAPTER 13X: The Peddler Merlinus~
    Item List:
    - 5000 Gold (Village)
    Max Characters: 10
    	- Eliwood
    	- Hector
    	- all other characters that survive ch13
    The village will give you 5000Gold. I suggest you get it. Once again, I 
    suggest you send Marcus if he’s still alive. He has high movement, and the 
    other characters should be able to hold their own around Merlinus. 
    In general, keep all your characters close to Merlinus. There are far too many
    enemies around. This should be a pretty easy chapter. Just remember that your 
    goal is to protect Merlinus. The enemies are much smarter in Hard Mode and if 
    you’re not careful, they WILL try to attack Merlinus. 
    The other thing to note is that if you try to use a mine in this level, it 
    will be a waste. Even if you have control of enemy units, your visibility 
    remains the same. So if you cannot control units that are in the fog and if 
    you move units into the fog, they will just disappear. 
    ~CHAPTER 14: False Friends~
    Item List:
    - Iron Blade (village)
    Max Characters: 11
    	- Hector
    	- Serra (only if want to recruit Erk)
    	- Marcus (highly recommended if you are going to try and recruit 
    ERK- By talking to him with Serra. Even if you don’t plan to use him in the 
    future, still try to keep him alive. His is your only fighting magic-user at 
    the moment and will be useful in the next level. 
    PRICILLA – Visit the village before the bandits destroy it. That’s why I said 
    to bring Marcus along. Your ground units with a movement of 5 aren’t going to 
    make it to the village in time. Lowen and Matthew will probably die on the 
    way, so Marcus’s your best bet. If you leave Pricilla alone, but the village
    survives, she will join at the end of the chapter. (but really, if you're 
    going to go to the trouble of protecting the village, why not just recuit her?
    This may be a good chapter to use the mine trick. There are plenty of enemies 
    so if you disarm them all, you’ll be able to level up most of your weaker 
    Get Erk and Pricilla QUICKLY, or Erk will die and Pricilla’s village will be 
    destroyed. The upper village contains an Iron Blade. Otherwise, just take your
    time and move slowly or you will find yourself overwhelmed very quickly. 
    There are reinforcement brigands that come from the top left corner. Pegasus 
    Knights will come out from the fortresses in the bottom right corner (the ones
    that are on the islands.)  
    ~CHAPTER 15: Talons Alight~
    Item List:
    - Silver Axe (chest)
    - Mend staff (chest)
    Max Characters: 9
    	- Hector
    	- Matthew (For the treasure chests)
    This will be a very hard level. Don’t move too far from the throne area or the
    enemies will overwhelm you. Split your group so that you have about 2 units 
    at the top door, 2 units near the wall on the left side of the throne and have 
    about 4 units near the big door under the throne. Have your healer near the 
    throne so she can go to and heal any unit. But be careful, if you leave your 
    healer unprotected, enemies will attack her. If you are using Marcus, use him 
    to block the enemy units coming from the top right door.
    The knights will be a problem. Most of your characters will have a hard time 
    damaging them. I suggest you bring Erk along. Knights tend to have extremely 
    low resistance. 
    The treasure chest closer to the door has a Silver Axe, and the other has a 
    Mend staff. If you don’t bring a thief, you will only be able to get the Mend 
    staff (by killing the thief.)
    ~CHAPTER 16: Nobel Lady of Caelin~  
    Item List:
    - Red Gem (village)
    - Heavey Spear (village)
    Max Characters: 8
    	- Hector
    Try to draw the bulk of the enemy units to Hector’s group. Lyn’s group should 
    be able to hold their own. If you did Chapter 13x, then you should have enough 
    money now to buy a few Vulneraries for Lyn’s group. Try to get the two groups 
    to meet as soon as possible. Get Lyn’s group to travel along the bottom of the
    map to avoid the Ballistae (the gaint arrow things - if you don't know what i
    The first village will give you a red gem. The thief that starts of near the 
    village will get to the village in turn 2 and destroy it. Normally, he will 
    head straight for the village. If you want to get to the villages in time, 
    have Florina go down to the spot diagonally down from Merlinus’s tent on turn 
    1. Have her go into the village on turn 2. 
    The other thing to be awear of is that the enemy thiefs in HARD MODE 
    will actually STEAL THINGS. This means is you have got the gem from the first
    village, the thief WILL go up to you and steal the gem. This goes for every 
    other map that has treasure and thiefs. Even if you get to the treasure first,
    enemies thiefs can still steal it if they can. 
    The other village will give you a heavy spear. Just be careful the Brigands 
    don’t get to it first. 
    Mercenary and Cavalier Reinforcements will come out of the two fortresses near 
    the gate. A brigand reinforcement unit will appear in the bottom right corner 
    of the map. They shouldn’t be too much trouble. 
    If you got the Heavy Spear from the village, the boss shouldn’t be a problem. 
    ~CHAPTER 17: Whereabouts Unknown~
    Item List:
    (treasure chests)
    - Knight's Crest
    - Silver Sword
    - Unlock Staff
    - Hero Crest
    - Red Gem (survival of all NPC's)
    Max Characters: 10
    	- Hector
    	- Matthew (For the treasure chests)
    	- Priscilla (To recruit Raven)
    RAVEN – He’ll start advancing towards you as soon as he is released. Have 
    Priscilla talk to him. Raven also receives the hard-mode bonus. His natural 
    starting stats are: 25HP, 8Pow, 11Skil, 13Spd, 2Luc, 5Def, 1Res. If you put in
    the effort, he can become very powerful. Pity he's only on Lv5. 
    LUCIUS – Get the newly recruited Raven to talk to Lucius. 
    Side-Quest: One of the NPCs has to stay alive when you complete the chapter. 
    If all of them are alive at the end of the chapter, you'll get a red gem. 
    The two top treasure chests contains a Knight’s Crest (left one) and a Silver 
    Sword (right one). The bottom treasure chests contain a Unlock Staff (Left 
    one) and a Hero Crest (Right). You get your first upgrading items here. It may
    seem like a good idea to upgrade your characters as fast as they can, but if 
    you think about it, the earlier you upgrade your characters, the less levels 
    they will have to grow. (If you upgrade a character at LV10, then they will on
    ly have those 10 levels and the 20 levels after upgrading. If they upgrade at 
    LV20, then they will have 20 levels and 20 more, altogether, 40levels.)
    Both thieves will go for the two top treasure chests. None of the enemies have
    chest keys so the two bottom chests are safe. If you want to silver sword, you
    will have to ignore the bottom two chests first and head straight up for the 
    top two. If the thief manages to open both of the upper chests, then there 
    will be no way to get the Silver Sword. You will have to deal with the thief 
    before turn 8. I suggest you bring out both Marcus and Lowen and have then 
    head up to kill the thief as quickly as possible. 
    There will be cavalier and nomad reinforcements that come in pairs from the 
    bottom left corner of the map. They will attack Merlinus’s tent if its there, 
    otherwise, they will head up the stairs and towards your units. If you don’t 
    send out Merlinus, then keep your group together and wait for them to head up 
    the map. If you send out Merlinus, things will be a bit harder. You will have 
    to leave quite a few of you units down the bottom to protect Merlinus. The 
    reinforcements are quite strong. I personally recommend you not to bring out 
    Merlinus in this chapter. You’ll have a hard time protecting him and keeping 
    all your units alive at the same time. There will be archer reinforcements 
    coming from the stairs in the room next to the one that Lucius’s in. 
    Apart from trying to get all the treasure, this level isn’t too hard. 
    ~CHAPTER 17X: The Port of Badon~
    Item List:
    - Devil's Axe
    - Short bow
    - Lancereaver
    - Sleep Staff
    Max Characters: 6
    	- Hector
    CANAS – Visit the village that is four squares left and three squares up from 
    where Hector starts. He’s at LV8. He’s stats will not be that good, but being 
    the only Shaman in the game, he is important. 
    DART – In order for him to join in Chapter 19, he has to survive this chapter.
    He won’t attack you, so if you don’t attack him, then everything should be 
    This chapter is a hard one. If you bring a healer, you will have a hard time 
    keeping her alive, but with the arena, this is will be a great opportunity to 
    level her up. The first arena in the game is in this level. Since you are only
    allowed six characters, you will have to decide carefully whether you want to
    bring weaker units so you can level them up in the arena or to bring stronger
    units because this is a very difficult level. But do take FULL ADVANTAGE of 
    the arena. This is a especially good opportunity to level up your healer. 
    Don’t worry about the villages, the pirates will not attack them. You can take
    your time getting to them. The village diagonally underneath the where Canas 
    was will give you a Devil’s Axe. The village that is left-up from where Canas 
    was but still within the stone wall, will give you a short bow. The village 
    Left-up from the Vendor will give you a Lancereaver. The village right of the 
    Vendor will give you a Sleep staff. 
    The group of six (3 pirates, archer, mage and shaman) guarding the most direct
    path to Fargus will not advance or attack unless you go within 5 squares of 
    them (and only if you are approaching them straight from where you start. 
    All the rest of the pirates (except 2) are on level 4 or 5. They will advance 
    and attack you. They will not be much of a problem. There are two that are on 
    Lv 17. One has a Halberd and one has a Swordslayer. Be especially careful to 
    keep cavaliers away from the one with the Halberd.  
    At the end of turn 2, Damian (Paladin) will appear with a cavalier, a nomad, 
    and a Troubadour. Damian is the only one you should worry about. Kill him with
    a horseslayer or use the Wolf Beils/Mani Katti (Eliwood’s Rapier will work too
    but Eliwood will probably die in the process). 
    I suggest you head upwards. Since the pirates only have a movement of five, 
    you can hopefully deal with the pirates that start neat the top of the map and
    Damian’s units before the two Lv 17 Pirates get to use. If you get Hector and 
    Lyn to both attack Damian in the same turn, they should be able to finish him 
    off. The Troubadour will try to heal Damian if she is able to reach him. 
    Once they’ve been dealt with, the remaining six shouldn’t be too much of a 
    On the other hand, this is an extremely good level to use the mine trick. 
    Wait until Damian and his units turn up, then disarm all the enemy units and 
    you will be able to significantly level up all your weaker characters. 
    ~CHAPTER 18: Pirate SHip~
    Item List:
    - Elysian whip (steal from enemy pegasus knight)
    - Guiding Ring (steal from boss)
    - Pure Water (a few) (steal from shamans)
    Max Characters: 8
    	- Hector
    	- Matthew (you can steal a Guiding Ring and Elysian Whip)
    You can finish this chapter early if you kill the boss Zoldam. I suggest you 
    not try. He’s too strong and you’ll have you’re hands full with all the other 
    enemy units. 
    I suggest you bring out Merlinus and in the first turn, send two units to the
    armory and vendor and buy a healthy supply of weapons and vulneries. Believe 
    me, you DON'T want to be running out of weapons. There will not be another
    chance to buy equipment till after chapter 20. 
    Don't bring out your healer unless you have already upgraded her. it will be 
    far too difficult to protect her from enemy units. 
    One of the Pegasus Knights that start in the top left corner has a Elysian 
    Whip. The boss has a Guiding Ring. The boss won’t move from his spot. So once 
    you steal the Guiding Ring, get your knight or Florina to rescue him and get 
    out of the way. A lot of the shamans have Pure Water. Steal them if you can 
    but it’s not that important. I know it may seem like a great idea to upgrade 
    your healer ASAP so she can fight but it’s pretty important to get a second 
    healer too. Decide carefully. 
    On turn 8, another boat with reinforcements will bridge onto the bottom of the
    boat that you start on. There will be two mercenaries, a myrmidon and a shaman
    that will come out of the stairs in this boat. There will also be mercenary 
    and myrmidon that comes onto the right boat and two shaman reinforcements 
    that appear from the stairs on the left boat. 
    Send you thief, a cavalier or Pegasus knight unit and one other unit to the 
    left boat. The shaman’s shouldn’t be too much of a problem. Dark magic tends 
    to miss a lot. Use Matthew as bait (if he’s speed is not close to maxing out,
    then somethings wrong). 
    Use Owsin or another high-defense or high-speed unit to block the bridges from 
    the right-side boat. It’s the Pegasus reinforcements that will continuously 
    turn up in the first few turns that you should be worried about. They have 
    high movement and will go into the target you weakest characters from all four 
    sides. An archer will be helpful but since archers can’t directly attack, 
    you’ll have to constantly protect him/her.  
    Try to get rid of all the original enemy units before turn 8. 
    This is just something intresting to take note of. In the cutscene when Leila
    dies, if you are observant, you will notice something wrong with Leila's 
    class. When Leila and Jaffar actually figthts, Leila is dressed as a thief.
    However, after she dies, you see Jaffar, Leila and a Morph as units on the 
    map. Two of them are red (Jaffar and the Morph) and one green unit that dies. 
    The intresting thing is, the green unit is Leila but her class is that of an 
    assasin (her picture as a unit on the map is the same as Jaffar's.) So is she
    of the theif class or of the assasin class?
    ~CHAPTER 19: The Dread Isle~
    Item List: 
    - Torch Staff (dropped by thief.)
    - Torches (a few) (dropped by many enemies)
    Max Characters: 12
    	- Hector
    	- Florina (to recruit Fiora)
    	- Dart (Automatically Joins)
    	- Matthew (for the sake of seeing through fogs.)
    Recruit: Fiora. She will appear from the top of the map near your starting 
    point at the beginning of turn 3. You will need Florina to talk to her. 
    Chapter 19X: In order to get to chapter 19X, you need to finish this level in 
    15 turns or less. 
    First of all, decide whether you want to recruit Fiora. She is at quite a low 
    level and if you do recruit her, you'll have to spend a lot of time protecting
    her. Unless you are going to use the Pegasus Triangle Attack, there's not too
    much point in recruiting her. She and FLorina are about the same so if you are
    going to you one of them, then you would already be training Florina, so 
    there's not much point trying to recruit and keeping her alive. If you are 
    going to use Farina (only avaliable in HECTOR's ROUTE and in my opinion the 
    best of the Pegasus sisters) then there's no need to recruit her because you
    don't need Florina or Fiora to recruit Farina. 
    Being unable to see your enemies make this one of the hardest chapters. Unlike
    the previous fog-chapter, this one is a huge map with LOTS of enemy units. 
    I believe there are Brigand and Pegasus Knight reinforcements that come from
    the top of the map near your starting area but with the fog, i can't be sure.
    There is a thief in this level that starts off 6 squares below where Merlinus
    would be if you deployed him. If you put Matthew in the southern-most starting
    spot, you will be able to see him. He carries a TORCH STAFF which he will 
    drop. The torch staff is just like a torch, except a torch will light up where
    the character is, but the torch staff can light up at a distance (MP/2). This
    staff is useful for fog-of-war maps but getting it sucessfully is tricky. 
    For a start, Merlinus will not survive this chapter. End of story. There is 
    almost no way you can protect him and keep all your characters alive at the 
    same time and get to the side quest. But do send him out. If he dies, nothing 
    really happens, so send him out cause you'll be getting quite a few torchs 
    and the TORCH STAFF if you're lucky. If he dies, no big deal. 
    You should keep your whole team together. Unless you are prepared to send out 
    too healers (and think you are able to protect both of them), spliting up
    your team would be quite stupid. They sheer number of enemy units means that 
    you will have to keep your team together or be completely overwhelmed. 
    If you want the torch staff, you can either chase after the thief with a 
    cavalier or a pegasus knight unit, which would be extremly difficult and 
    dangerous. Or you can get a healer in close enough to use the sleep staff, 
    then have a unit rescue the healer. Using the sleep staff is probably the 
    safer method, but the sleep staff only has three uses, do you want to waste
    one use now? 
    Move your other characters down slowly and make as much use of the forest 
    squares. One time, i had LYN on a forest square and the attacking bandit (with 
    iron axe) has a 2 percente hit-rate. 
    In general head down from the starting point and around to the bottom-right 
    corner of the map. Don't worry about the 15-turn limit for the side-quest. 
    It's the first few turns that are important. If you've survived the first 6 
    turns, you'll finished the chapter within 15 turns easily. The enemies do get 
    The boss is pretty strong. He can use swords and bows. He starts of witht he 
    killing edge equipped. Go all out on him with ranged attacks. The next turn, 
    he will equip a bow and shoot at one of your units that are in range. When 
    it's your turn again, go all out with direct attacks. You get the idea. Just
    watch out for that long-bow. 
    ~CHAPTER 19X: Prisoner of Magic~
    Item List:
    - Silver Card (steal from boss)
    - Goddess icon (village)
    Max Characters: 8
    	- Hector
    SIDE-QUEST: Yep, a side-quest in a side-quest. The only one of its kind. You 
    have to kill Kishuna before he leaves. 
    The most important thing in this chapter (apart from getting to chapter19XX),
    is the silver card the boss has. It will half the price of all bought items.
    This will be especially useful for the first secret shop in chapter 20. Have
    a thief to steal it. 
    Kishuna (Magic Seal) will appear at the beginning of turn four, and will be 
    surrounded by two level15 knights and two level15 snipers. When he appears, a 
    large portion of the map will turn red. No magic can be used if the magic-
    using unit is in this red area. If you are standing outside of the red area, 
    you can cast magic in to the red area. Kishuna himself can not attack. But he 
    does have extremely high speed and good defense. Those four morphs will not 
    move from their positions, however, they will attack if you go into their 
    direct-attacking range. 
    If you kill the boss before turn 13, then Kishuna will stay on the field until
    you sieze the trone or you try to attack him. If you do not kill the boss 
    before turn 13, then Kishuna will leave on turn 13 and the seal will be lifted. 
    If you attack Kishuna, then he will leave the next turn. This basically means 
    that you have to kill Kishuna in one turn. Simply attacking or killing one of 
    Kishuna's four guards, will not cause Kishuna to leave. After Kishuna leaves 
    (or is killed) the four morphs will become normal enemies that will come 
    towards you. 
    If you want to get to chapter 19XX, you'll have to kill the boss before turn 
    13, and then be able to kill Kishuna in one turn. I suggest you bring mostly 
    sword-users. Sword is the most accurate weapon and with Kishuna's high
    speed, you'll need accuracy. Plus, you'll only get a maximun of 8 hits (you
    are only able to have eight characters on field) and if you can't kill him, 
    he'll leave. 
    Try to get into the red area as soon as Kishuna appears. That way, you 
    will be safe from the mage reinforcements. Make your way slowly up to the boss
    you shouldn't have too much of a problem. As soon as the boss is gone, clear 
    the field of all other enemies and kill his four guards. Then position your 
    units around him and hope that most of your attacks hit.
    When i first played this level in hard mode, i had to using the mine trick. 
    This is an excenllent level for the mine trick. Just wait until Kishuna 
    appears and you can disarm all his four guards. The intresting thing to note
    is that if you use the mine trick, you can get one of Kishuna's four morphs
    to rescue him. Once Kishuna is rescued, the magic seal lifts.    
    The village has a goddess icon. Be quick because the bandit will destroy it
    at the beginning of turn 4. 
    The bandit reinforcements from the bottom left hand side of the map. 2 at a 
    time starting from the start of turn 2. Mage reinforcements from the 
    fortresses above where you start.  
    ~CHAPTER 19XX: A Glimpse in Time~
    Item List:
    (treasure chests)
    - Talisman
    - Eclipse
    - DragonShield
    - Chest Key (steal from thief)
    - Lockpick (steal from thief)
    Max Characters: 8
    	- Hector
            - Matthew (For treasure and stealing the Chest Key)
    This level is not particularly hard. If you had made good use of arena in Lv.
    17x, choose your units carefully and you shouldn't have a problem. The only
    enemy units you should watchout for are the three archers/snipers at the 
    bottom of the map. Watch out for the poison lances too. The boss is powerful, 
    but he doesn't move from his position and his long-ranged attack, Eclipse, has
    the WORSE accuracy ever. Just ignore it. 
    If your Lords are weak, this is the chapter to go and level them up. It will 
    be compulsory to bring out all three lords in the next chapter, so make sure
    Eliwood and Lyn are at a good level.
    There are three treasure chests in this level. The top one has a Talisman, 
    the bottom two have a Eclipse (left) and a DragonShield (right). 
    Don't worry about the top chest, you have plenty of time getting to that one. 
    When you start the level, there will be three thiefs that you can see. (if you
    can't, change the position of Matthew and you should be able to see all three)
    There will also be one thief that will open the door to the bottom two chests
    on turn 1. On turn 2 and turn 3, he will open both chests. 
    Don't even bother trying to get to the bottom chests before the thiefs (or 
    trying to kill all four thiefs) - it won't work. The trick is to kill the 
    three thiefs that you can see at the beginning of the chapter and let the 
    fourth theif get to both of the bottom treasure chests. After the thief has 
    opened both treasure chests, he will start to head up towards the map for the 
    other treasure chest. Intercept him on the way, steal the DragonShield and 
    kill him to get the Eclipse tomb. 
    There are two more thiefs near the top treasure chest but none of them have 
    lockpicks, so they aren't a treat. 
    One of the three theifs that you can see at the beginning of the chapter has a
    Chest Key. Steal it and steal a Lockpick too if you need one. The Chest Key 
    will come in handy. 
    In chapter 24, if the total level of your Lords is 50 or more, you will go to
    a map where you can recruit Geitz. If the total level of your lords is less
    that 50, you will go to a map where you can recruit Wallace. Decide if you 
    want Geitz (warrior) or Wallace (general), and train your lords accordingly.
    ~CHAPTER 20: Dragon's Gate~
    Item List:
    - Member Card (Steal from enemy thief)
    (treasure chest)
    - Brave Bow (bottom)
    - Guiding Ring (Bottom right)
    - Barrier Staff (Top right)
    - Blue Gem (Bottom Left)
    - Luna Tomb (Top Left)
    (Secret Shops)
    - Steel Blade
    - Silver Blade
    - Physic Staff
    - Unlock Staff
    - Killing Edge
    - Killer Lance
    - Killer Axe
    - Killer Bow
    - Elixir
    - Chest Key
    - Lockpick
    Max Characters: 12
    	- Hector
            - Lyn
            - Eliwood
            - Matthew (There is a lot of treasure, not to mention the Member Card)
    BRING THE SILVER CARD! i'll explain this later.
    This is the first level that will require you to bring out all three lords. 
    If you have played the game well, you should have at least 12 (including the 
    lords) characters trained up at least level 14. If you have been training too
    many characters, now is a good time to decide which ones you want to continue
    training. Also, deploy Merlinus. You'll need him on field ifyou're going to 
    want to buy a lot of stuff from the secret shop. Just get two units down there
    to protect him when the pegasus knight reinforcements arrive.
    Legault - The second (and last) thief you get. He will appear at the beginning
    of the chapter at the stairs below the two right-side treasure chests. He will
    open both of the right-side treasure chests and move across the top of the map
    and dissappear off from the top-left corner. You can recruit him by taking to 
    him with Lyn. Take note of the fact that he does not have a lock-pick with him.
    He too, has the hard-mode bonus. His natural stats are: 26Hp, 08Pow, 11Skl, 
    15Spd, 10Luc, 8Def, 3Res. Don't worry about his bonus too much, you won't be 
    using him to fight anyway. 
    This chapter has a LOT of reinforcements. I'm just going to list them. Remeber
    that if you put a unit where a reinforcement unit should appear, the unit will
    block the reinforcements. (i.e, say if a reinforcement unit was supposed to 
    appear at the stairs near the bottom-left treasure chest, but one of your 
    units where standing on that square, the enemy reinforcement unit will not 
    appear.) This is a good way of stopping annoying reinforcement units.
    | PLACE                                       | UNIT              |TIME      |
    | From the stairs where Legualt appears from  | Thief             |Turn 2,3  |
    | Top-left hand corner of map                 | Fighter           |Turn 2,3  |
    | Stairs 9 squares up and 7 squares left from | Mercenary         |Turn 3,5,7| 
    | the bottom-right corner of map              |                   |          |
    | Stairs 9 squares up and 7 squares left from | Shaman            |Turn 4,6,7|
    | the bottom-right corner of map              |                   |          |
    | Stairs near the bottom-left treasure chest  | Archer            |Turn 4 & 5|
    | Stairs 8 squares up and 4 squares right from| Mage              |Turns 4-8 |
    | the bottom-left corner of map               |                   |          |
    | The two stairs that are next to each other  | Archer + Mercenary|Turn 4,5,6|
    | near the bottom-right side of the map       |                   |          |
    | Bottom-Left corner of Map                   | Pegasus Knight X 2|Turns 8-11|
    | Near top-left corner of map                 | Knights X 2       |Turns 15, |
    |                                             |                   | 17,19,21,|
    |                                             |                   | 23 & 25  |
    | top-left corner of map                      | Mages X 2         |Turns 16, |
    |                                             |                   |18,20,25  |
    |                                             |                   |24 & 26   |
    Becuase you are able to recruite Legualt, you do not have to bring a thief to
    get all the treasure in this level. If you bring a thief, it will make things
    a little easier. Either way, make sure you bring a spare Lockpick because 
    legault does not have one with him when you recruit him. 
    The bottom chest contains a Brave Bow. This chest is completely safe (meaning 
    no enemy unit is going to try and get to it), so you can just ignore this 
    chest and come back for it once you have dealt with everything else.  
    The two right-side treasure chests will be opened by Legualt. There is nothing
    you can do about it. But since you can recruite legualt, it's no big deal. 
    The second theif that appears carries the Member Card. The Member Card is one
    of the most significant steal-able item in the game. The unit carrying the 
    member card will be able to buy items from the secret shop. I will mention 
    where all the secret shops are in their appropiate chapters. The secret shops
    sell a lot of very useful weapons and items (all killing weapons, upgrading 
    items etc.) This is the your only chance to get the Member Card. 
    All three thiefs will travel up across the top portion of the map towards the 
    top-left corner of the map. You can either try to intercept them by opening
    the door that leads straight to Darin, or go through the cracket walls that 
    the enemy fighters will break down in the first few turns.
    By turn eight, the thief with the member card will be standing on the square 
    where the first cracket wall that enemy fighters break down was (4 squares 
    down and 4 squares right from the top-left corner of the map. Legualt and the
    other thief are standing above him. If you have Matthew with you, you can just
    steal the member card, kill the thief that had it, and get Lyn to recruit 
    legualt. Otherwise, you will need to get Lyn into the top walled-off area of 
    the map BEFORE TURN 8. Then you can recruit Legualt, steal the Member Card,
    kill off the two other thieves, give Legualt the lockpick and get all the 
    The secret shop is located at 5 squares down and 7 squares across from the top
    left corner of the map. (It the end square of that narrow strip of grass).
    The shop sells:
              Iron Blade - 980
              Steel Blade - 1250
              Silver Blade - 1800
              Physic - 3750
              Unlock - 1500
    The other secret shop is on the forest patch at the bottom-right corner of the
              Killing edge - 1300
              Killer Lance - 1200
              Killer Axe - 1000
              Killer bow - 1400
              Elixir - 3000
              Chest Key - 1500
              Lockpick - 1200
    The silver card will half the price of all these Items. 
    ~CHAPTER 21: New Resolve~
    Item List:
    - Restore Staff (village)
    - LIght Rune (village)
    - Elysian whip (village)
    - Wyrmslayer (village)
    - Hero Crest (steal from boss)
    Max Characters: 8
    	- Hector
            - Eliwood
            - Matthew/Legualt (the boss has a Hero Crest)
    This level is set at night. Night has the same effect as fog-of-war. Thieves
    will be able to see further in the night. 
    The second arena in the game. Make full use of it. Take a look at what 
    promotion items you have and decide which characters you want to promote. Get
    those characters up to level 20 in the Arena and promote them. 
    Most of the enemies in this level have Poisoned weapons. The Vendor that is 
    above the Arena sells Anti-toxins. Otherwise, poison is not such a big deal - 
    it wears off in 4 turns. 
    The village above where Merlinus's tent is will give you a Restore Staff. 
    The village below that has a light rune. The village above the arena will give
    you an Elysian whip. The village will give you a Wyrmslayer. You will have to
    be quick getting to the villages. If you don't do anything, then the village
    above the arena gets destroyed in turn 5 and the village below it gets 
    destoryed in turn 8.  
    The boss has a Hero Crest. STEAL IT! You don't get many Hero Crests. 
    Don't go too far into the right-end of the map where the boss is. If you get
    in range, the boss will come out and attack you. The chapter ends when you 
    kill the boss. So if you're wanting to use the arena, stand around and wait 
    for all the other enemy units to come out of the dark. Kill them all and make
    good use of the arena before going to kill the boss. After this chapter, there
    is only one more arena where you can level up your characters (well, actually
    there's two. But the last one is in a chapter where you only have 5 turns to
    finish. So it's not much use.)
    There seems to be a lot of Knight and Wyvern Rider reinforcements coming from
    the Right side of the map, but with the limited sight at night, i can't be 
    Just on an interesting note, i upgraded both Lucius and Canas (both of them
    at Lv20) in this chapter. The strange thing is, when i upgraded Lucius, he 
    started off with a C-rank in staffs. But Canas only had a E-rank in staffs. 
    ~Chapter 22: Kinship's Bond~
    Item List:
    (secret shop)
    - Elisir
    - Chest key
    - Lockpick
    - Physic Staff
    - Torch Staff
    - Unlock Staff
    - Barrier Staff
    - 10,000 Gold (treasure chest)
    - Brave Axe (treasure chest)
    - Knight Crest (steal from boss)
    Max Characters: 11
    	- Hector
            - Eliwood
            - Lyn 
            - Matthew/Legualt (Treasures Chests)
    Heath - He'll appear at the beginning of turn 1. Talk to him with Hector. He 
    also has the Hard Mode Bonus. His natural stats are: 28Hp, 11Pow, 08Skl, 
    07spd, 07luc, 10Def, 01Res. He comes at quite a low level (level 7). Be 
    careful when recruite him, remember that Wyvern Riders have a really big 
    movement range. If you get too close to him, he will come up and attack you, 
    which means you will probably kill him in your counter-attack. He is the 
    better of the two Wyvern Riders you can get.  He'll be hard to train, but 
    it'll be worth it. Or you can just use the mine that he comes with.  
    RATH: he'll appear on the second turn from the top-right corner of the map. 
    Talk to him with Lyn. 
    SECRET SHOP: 2 squares down and 2 squares right from the top-left corner of 
    the map. The shop sells:
          - Elixir 3000
          - Chest Key 1500
          - Lockpick 1200
          - Physic Staff 3750
          - Torch Staff 1000
          - Unlock Staff 1500
          - Barrier Staff 2250
    The two treasure chests contains 10,000 Gold (left one) and a Brave Axe 
    (Right one). On turn 4 and turn 5, the thief will take the Brave Axe, and the
    Gold respectively. I suggest you not try to get to the treasure chests before 
    the thief. It will be far too difficult and dangerous. If you've been using 
    the arenas, you shouldn't have a problem with Gold. Even if the thief gets to
    the Brave Axe before the Gold, he will still drop the Brave Axe when you kill
    him. After getting the treasure, the thief will head right and leave by the
    right side of the map. He will not actually leave the map till turn 11 so you
    have plenty of time to intercept him and kill him to get the Brave Axe. 
    If you have made sufficent use of the arena in the previous chapter, this one
    shouldn't be a problem. I suggest you do visit the secret shop, this is the 
    only place where you can buy Elixirs and lockpicks. if you bought any Pure
    Waters from the previous chapter, this may be a good time to make use of them.
    The boss will drop a Knight Crest. He will stay in the bottom-right corner
    of the map if you don't approach him. Send a few strong units down the 
    right-most side of the map and kill him. Killing him will also end the 
    chapter, so make sure you get the Brave Axe and visit the Secret Shop first.
    Keeping alive any of the green units (knights or Rath's units) will not do 
    ~Chapter 23: Living Legend~
    Item List:
    (found in desert)
    - Ocean's Seal
    - Eclipse Tomb
    - Filla's Might
    - Light Brand
    - Hero's Crest
    - Body ring
    - White Gem (steal from Jasmine)
    - Guiding Ring (steal from mage)
    Max Characters: 8
            - Hector
            - Thief (VERY highly recommended.)
    MOVEMENT EFFECTS: You will remember from playing Eliwood's route that the 
    desert tends to stuff around with how far a character can move. 
             * All flying units and non-monted magic users are not affected by the
             * Fighters, Knights and all unpromoted monted (i.e. on horseback) 
               units except nomads have a movement range of 1
             * all promoted monted units, Generals and Warriors have a movement 
               range of 2
             * Thiefs have movement range of 3.
             * All other non-promoted classes will have a movement range of 2
             * All other promoted classes will have a movement range of 3. 
    Because of this, you should bring out mostly magic-users and flying units.
    Avoid using`monted units - especially unpromoted ones. Bring thief too. The 
    desert now has the same effect as fog-of-war and a thief is still able to see
    further than any other unit.    
    Hawkeye: He will appear at the beginning of turn 2. Speak to him with Hector.
    Chapter 23X: in order to get the next side-quest chapter, you need to recruit
    Hawkeye and get 700 experience points or more in this chapter. This means 700
    experience over all your units. If you are having difficulties, you can bring
    out Ninian. Just rescue Pent, then trap on of the enemy units (preferably an 
    archer. You can place four units around the archer and the archer will be 
    stuck and unable to attack.) You can then use Ninian over and over again to 
    get the 700ep. You can also bring a healer for more EP. Put a unit that connot 
    long-attack one square away from the trapped archer and you can continously 
    healing the unit. 
    HIDDEN ITEMS: there are rare items and weapons littered around the desert. 
    They are centered around the bones areas. So if you get a unit to stand on a 
    square and wait, and that square has a item, they MAY HAVE A CHANCE of finding
    it. I heard that these items are scattered around the bones randomly so i am
    not going to list where i found them. A flying unit has no chance of finding 
    an item. A thief will ALWAYS find the item if he is waiting on a square that
    has a hidden item. 
    There is one item that is always in the same spot. That is the Ocean's Seal - 
    used to upgrade Dart. The Ocean's Seal is the only item that can upgrade a 
    Pirate. Count across 2 squares left from the bottom-right corner. 
    Other hidden items i have found around the bones include: Eclipse Tomb, 
    Filla's Might (a ring for ninian that will increase an ally's attack,) Light 
    Brand (Sword that can indirectly attack with light magic), Hero's Crest and
    a body ring near the cliff at the bottom of the map.  
    TO STEAL: A Guiding Ring from the mage that is standing between two archers 
    around the middle-bottom edge of the map. Also, a White Gem from Jasmine. 
    The one thing that can REALLY hard in this level is that you have to keep Pent
    alive. He can hold his own, but he will sometimes be overwhelmed. Try to get
    your magic-users or flying units in close to him ASAP. That way, you'll draw
    the enemy units to your units instead of Pent. Then get a unit to go in and 
    rescue him. 
    ~Chapter 23X: Genesis~
    Item List:
    (treasure chest)
    - Silver Blade
    - Berserk Staff
    - Secret Book
    Max Characters: 8
            - Hector
            - Hawkeye
            - Thief
    Once the level beginnings, a wall will appear, separating your eight units in
    to two groups of four. 
    No matter what you do, Kishuna will be gone by Turn 5. This level is littered
    with powerful promated magic-users. Do not bring out HEATH. He WILL die. Bring
    out all your stronger magic-users and bring lots of healing staffs. Make sure
    you bring out some Psychic and the Barrier Staff. Once Kishuna leaves, this 
    will become one of the most difficult chapters in the game. Try to kill off 
    the enemy units that have distant-range tombs first. If you have a Pure Waters,
    bring them and use them. Otherwise, bring characters that are good against 
    Try to get the two groups to meet together ASAP. Have a magic-user with a 
    restore staff to go with Hector's group. There are magic-users with sleep, 
    berserk and silence staffs that will target Hector's group. It's a good idea
    to have that magic-user carry a barrier staff too.  
    Kishuna will automatically leave by Turn 5. If he leaves by turn 5. All the
    doors and walls will open except for the door that would lead to where Kishuna
    was. The four guards that he starts with will stay on the map. 
    If you attack Kishuna before turn 5, Kishuna and his four guards will warp 
    away and four magic users will appear from the stairs that are left to where
    Kishuna was at the beginning of the chapter. These four magic users will drop
    Nosferatu Tomb, Shine Tomb, Recover Staff and a Elfire. I have found it to be
    impossible to open the door to Kishuna's sealed off area before turn 5. 
    You'll probably have to have a few tries before you can successfully this 
    The Chest in the bottom-left corner of the map has a Silver Blade. The chest
    in the bottom-right corner of the map has a Berserk Staff. The chest in the 
    middle has a secret book. 
    * If you have played this chapter in Hector's Normal mode, you may remember *
    * that if you opened the door to Kishuna's sealed off area before Kishuna   *
    * leaves, kishuna and his four guards will teleport away and four units will* 
    * appear from the right staircase and they will each drop a silver weapon.  *
    * The only problem is that in Hard Mode, Kishuna automatically leaves on    *
    * turn 5, meaning there is no way you can get to the door before turn 5.    *
    * However, if you have two mines and is into cheating, there is a way...    *
    *                                                                           *
    * There is a sage that is in the room second-left from the room in bottom   *
    * right room that has a door key. Use a mine in the first turn and use the  *
    * enemy units to break down all the walls between the sage that has the     *
    * door-key and the room with the door. There is a Bishop with Purge Tomb    *
    * that is in range of one of the walls. Anyhow, get the sage with the door- *
    * key as close to the door as possible and trade the door key to one of the *
    * other enemy units if you want.                                            *
    *                                                                           *
    * Finish the enemy turn and lay down another mine in your turn. This time,  *
    * you should be able to get the enemy unit with the door key to open the    *
    * door. No kill the four units that appear from the right-staircase and     *
    * get all four ilver weapons.                                               *
    *                                                                           *
    * I personally find this to be an awful waste of mines. Sure, the silver    *
    * weapons are good, but the magic tombs and the recover staff are just as   *
    * useful.                                                                   *
    Chapter 24 has two different maps. If the total level of your lords is less
    than 50, you will go to one map and if the total level of your lords is 50 or
    more, you will go to the other map. When you start the level, if you are on
    a fog-of-war map with Lloyd as boss, then you are on Map A. If you start on a 
    map with Linus as boss, you are on Map B. Map A allows you to recruit Wallace.
    Map B allows you to recruit Geitz. 
    ~Chapter 24A: Four-fanged offense~ 
    Item List:
    - Red Gem (Steal)
    (secret shop)
    - Armorslayer
    - Longsword
    - Heavy Spear
    - Horseslayer
    - Hammer
    - Helberd
    - Earth Seal (village)
    - Silence Staff (village)
    Max Characters: 12
            - Hector
            - Any units that have not yet been upgraded.
    Wallace: He will appear from the top village at the beginning of the chapter.
    You can recruit him by talking to him with Lyn, Kent or Sain. Anyone else from
    Caelin will work too. He starts off at the top of the map. If he looks like
    he is going to die, remember that you can heal NPC characters. Get a magic-
    user with a Psychic Staff to heal him.
    There is a Hero that starts off 3 squares left and 6 squares up from the 
    bottom-right corner of the map that has a Red Gem. It's hard to get, but you 
    shouldn't be having a problem with gold at this stage in the game.
    SECRET SHOP: The secret shop is 6 squares down and 5 squares right from the 
    top-left corner of the map. It is a square of Plain surrounded by Peak, Cliff,
    Forest and Thicket.
             - Armorslayer 1260
             - Longsword 1260
             - Heavy Spear 1200
             - Horseslayer 1040
             - Hammer 800
             - Halberd 810 
    This chapter will be last time you will be able to raise your characters in an
    arena (there is one more arena but you will only have 5 turns to use it.) So
    bring out any characters that still need upgrading. Also, bring the Member 
    Card and the Silver Card. 
    The lower village will give you an Earth Seal. This is a VERY USEFUL item. 
    It can upgrade any character except Lords, Thiefs and Pirates. The upper
    village will give you a Silence Staff. 
    I doubt you will be able to keep Merlinus alive through this chapter, but send
    him out anywhy. Have some units go to the armory and vendors on the first turn
    before Merlinus dies. 
    The chapter finishes when you kill Lloyd. So if you want this to be a fast 
    chapter, then just have a few strong units go up and you should be able to 
    kill Lloyd in the first few turns (he WILL ADVANCE towards you if you get in
    his attacking range.) 
    However, if you are looking to make good use of the arena, i suggest you send 
    all your units on the right path, heading to both villages and recruiting
    Wallace. Once you have killed most of the other enemies, come back and use the
    arena before killing Lloyd. 
    ~Chapter 24B: Four-fanged offense~ 
    Item List:
    (Secret shop)
    - Armorslayer
    - Longsword
    - Heavy Spear
    - Horseslayer
    - Hammer
    - Halberd
    - Ocean's Seal
    - Earth Seal (village)
    - Orion's Bolt (village)
    - Silence Staff (village)
    Max Characters: 12
            - Hector
            - Any units that have not yet been upgraded.
    GEITZ: He will appear at the beginning of the chapter. Have Dart talk to him.
    10 squares up and 2 squares to the left from the bottom-right corner of the 
    map. The shop's on that lone patch of forest on the right-most island.
                  - Armorslayer 1260
                  - Longsword 1260
                  - Heavy Spear 1200
                  - Horseslayer 1040
                  - Hammer 800
                  - Halberd 810
                  - Ocean's Seal 50,000
    Bring any nessasary upgrading items with you - Merlinus may easily die. You 
    get the "Earth Seal" in this chapter. The Earth Seal can upgrade any unit 
    except for the Lords, Dart, and Thieves. 
    This chapter will be last time you will be able to raise your characters in an
    arena (there is one more arena but you will only have 5 turns to use it.) So
    bring out any characters that still need upgrading. 
    I personally think this is the easier of the two Chapter 24 maps, mainly 
    because i hate fog-of-war. 
    The chapter will finish if you kill Linus. If you get into attacking range, 
    then he WILL advance towards you. If you are wanting to make good use of the 
    arena, then stay away from Linus till you are ready to finish the chapter.
    The Village in the bottom right corner will give you the Earth Seal. The 
    village immediatly left of the arena will give you an Orion's Bolt. The top-
    most village will give you a Silence Staff.  
    ~Chapter 25: Crazed Beast~ 
    Item List:
    - Elysian Whip (village)
    Max Characters: 11
              - Hector
              - Flying units (highly recommended if you want to get to the
                village before it gets destroyed by bandits.)
    FARINA: Will appear near Merlinus's tent at the beginning of turn 5. She will
    fly to HECTOR and start to talk to him. At the end, Hector will ask you (as 
    the tactician) to decide whether or not to hire her. She'll cost you 20,000 
    Gold. If you say no, she'll stick around so you can go and sell gear to get
    the 20,000 gold. She has the Killer Lance. Her level is low, but the good
    thing - she has enough magic resistance to take no damage from any of the 
    monks that are on the east side of the map. As long as you watch out for the
    Bishop that has the Purge Tomb, you can basically dump her right in the middle
    of all the Monks and equip the Javelin. Get her to about level 15 and she'll
    be about to take out that Bishop too. 
    In case you don't know, to "earn 3 points" means that you have to get a unit 
    to wait at each of the three gates. Took me a while to work out what i had to
    do the first time i played this chapter.
    Send your flying unit to the village. Don't bother sending Dart, he won't be 
    able to make it in time. Split your group so that some of them are heading up
    towards Pascal and some of them are heading west to engage the bandits. If you
    want Farina, keep Hector around the starting area. If you've made good use of 
    the arena in the previous chapter, this one should be quite easy. 
    The village gives you a Elysian whip. 
    Reinforcement Monks will appear in groups of five from the Top-right gate,
    reinforcement cavaliers will appear from the top-left gate and reinforcemtn
    bandits from the bottom gate. 
    ~Chapter 26: Unfulfilled Heart~
    Item List:
    - Hammerne Staff (village)
    Max Characters: 14
             - Hector
             - Lyn
             - Eliwood
             - Merlinus (he won't suvive, but its highly recommended that you 
               bring him out)
    VAIDA: you don't actually get her in this chapter, but if you want her, you 
    have to make sure she survives this chapter. She will not try to attack your
    units unless they get in within her attacking range. 
    Have your stronger flying unit with start with Merlinus's group so he/she can
    go down to the village. If you have other flying units, get them to cross the 
    mountains and help the Lord's Group ASAP. Otherwise, have a strong ranged 
    healer in Merlinus's group so he/she can head up and help the lords. Have the 
    lords group head down towards Merlinus's group. Don't worry about the Vendor
    and Armory. You have plenty of time to head up there once you have cleared 
    most of the enemies. Have units from the far-eastern group go across to 
    protect Merlinus (until you have bought what you want from the Armory and 
    Vendors) and have units from Merlinus's group go up to help the Lords. 
    The Armory and Vendor are a must-visit. This will be the only chapter that you
    can by the killing weapons (killing Edge, Killer Spear, Killer Axe, Killer 
    bow.) If you are going to try and keep Vaida Alive, then get two flying units
    to fly in to the Armory and Vendor on the last turn. But you'll have to keep
    Merlinus alive until then. 
    The village will give you a Hammerne Staff.
    If you are going to keep Pent or Loise, this would be an excenllent level to
    raise them. Otherwise, just visit the shops and play defensive. Having 14
    units on field will make this chapter
     really easy. Just don't do anything 
    Chapter 27 also has two maps. On both maps, you can get either Karel OR Harken
    If the total levels of your magic-users are greater than your fighters, then 
    you will go to Map A with Kenneth as boss. If the total levels of your 
    fighters are greater than the total levels of your magic-users, then you will
    go to Map B with Jerme as your boss. The two maps are pretty much of the same
    difficulty. In both maps, you can either get Karel or Harken. 
    ~Chapter 27A: Pale Flower of Darkness~
    Item List:
    (treasure chest)
    - talisman
    - Blue Gem
    - Guiding Ring
    Max Characters: 12
             - Hector  
             - Matthew/Legualt (highly recommended)
    KAREL OR HARKEN - That's right! you can only get one of them. No, there is NO
    WAY you can get both of them. Karel comes with a Ma Dao and Harken has a Brave
    Sword. The Ma Dao is better, but is only useable by Guy, Karel, Lyn and Karla.
    KAREL - if you kill three or more of the promoted enemies (General, Sniper, 
    Hero, Bishop or Swordsmaster) by turn 9, he will appear from the left side of 
    the map from the gap area in between the two rooms at the beginning of turn 
    10. Talk to him with a Hector or Lyn. He appears as a NPC. 
    HARKEN - If you have killed less than 3 promoted units by turn 9, Harken will
    appear from the same place as Karel on turn 10. Talk to him with Eliwood or
    Hecotr He's pretty good - but Raven's better. He has the Hard Mode bonus. 
    His natural stats with out the bonus are: 38Hp, 21Pow, 20Skl, 17Spd, 12Luc, 
    15Def and 10 Res. 
    TREASURE: The treasure chests contain (from right to left) a talisman, a Blue
    Gem and a Guiding Ring. A theif will appear at the beginning of turn 4 and 
    another one at the beginning of turn 5. Two more will appear at the beginning 
    of turns 8 and 9. All four thieves are carrying lockpicks. Two theives will
    open and take the Talisman and Blue Gem by turn 9. Then the thief with the 
    Talisman will take the guiding ring on turn 10. If you are going to try to 
    get all the treasure and try to get Harken, you're going have to be careful
    on which enemy units you kill. If you don't kill the thieves, they will head 
    down and leave through the door (they will open the door if it is still 
    When the chapter begins, it will be snowing. Basically, all promoted ground
    units have a movement range of 3, unpromoted once have a movement range of 2.
    Unpromoted monted units can only move one square and promoted ones can move
    2 squares. All flying units have a movement range of 3, 4 when promoted.
    The storm will stop and start every five turns (i.e it stops at turn 5, starts
    again on turn 10 and so on.) The effect of snow dissapears if you are indoors.
    The is a area in the map that is completely walled-off except for two doors. 
    There are no enemy units with door keys, so unless an enemy theifs opens the 
    door, you're basically safe from the enemies in that area. I suggest you just
    leave that area sealed off until you have dealt with all the enemies in the 
    outside areas. Even if you are trying to get Karel - there is a enemy Hero 
    that in the sealed off area that can be reached with a longbow. 
    Get a user with high strength to attack Kenneth and he should die with one 
    blow. (he only has 9 defense.) 
    ~Chapter 27B: Pale Flower of Darkness~
    Item List:
    - White Gem
    - Bolting Tomb
    - Talisman
    - Hero's Crest
    Max Characters: 12
             - Hector  
             - Matthew/Legualt (highly recommended)
    KAREL OR HARKEN - That's right! you can only get one of them. No, there is NO
    WAY you can get both of them. Karel comes with a Ma Dao and Harken has a Brave
    Sword. The Ma Dao is better, but is only useable by Guy, Karel, Lyn and Karla.
    KAREL - If you unlock four or more doors by turn 9, he will appear from the 
    right side of the map from the gap area in between the two locked buildings at
    the beginning of turn 10. Talk to him with a Hector or Lyn. He appears as a 
    NPC unit.  
    HARKEN - If you open three or less doors, he will appear from the same place 
    as Karel (instead of Karel) at the beginning of turn 10. Talk to him with 
    Eliwood or Hecotr He's pretty good - but Raven's better. He appears as a enemy
    unit and has the Hard Mode bonus. His natural stats with out the bonus are: 
    38Hp, 21Pow, 20Skl, 17Spd, 12Luc, 15Def and 10 Res. 
    TREASURE: There don't seem to be any thiefs in this chapter. So all the 
    treasure is safe. The middle two treasure chests have a White Gem (left) and a
    Bolting Tomb in the right. The top chest has a Talisman. The bottom chest has 
    a Hero's Crest.
    A lot of enemy units drop door keys, but if you are going to try to get Karel,
    then you should bring a few along anyway. 
    When the chapter begins, it will be snowing. Basically, all promoted ground
    units have a movement range of 3, unpromoted once have a movement range of 2.
    Unpromoted monted units can only move one square and promoted ones can move
    2 squares. All flying units have a movement range of 3, 4 when promoted.
    The snow will stop after two turns and then start and stop every 5 turns (i.e
    it will start again on turn 7 and stop again on turn 12 etc.) The effect of 
    snow dissapears if you are indoors. The snow will totally dissappear at around
    turn 35. 
    ~Chapter 28: Battle before Dawn~
    Item List:
    (treasure chest)
    - Boots
    - Brave Lance
    - Rescue Staff
    - Delphi Shield
    - Earth Seal (steal)
    Max Characters: 10
             - Hector  
             - Matthew/Legualt (Treasure & Earth Seal)
    NINO: Get Hector to talk to her. If you want her, get to her QUICK. She 
    will die if you don't hurry. She comes at an extremly low level, but has a lot
    of potential. If you are going to use her, then i suggest you give her Afa's 
    Drops. It will make sure she levels up faster. 
    JAFFAR: You can't get him in this chapter, but if you want him, you will have 
    to get Nino (recruited) to talk to him and make sure he survives the chapter.
    Just remember to get Nino to talk to him. He should be able to hold his own
    against Ursula's Units.
    Chapter 28X: Recruit Nino and get her to talk to Jaffar. 
    TREASURE: Thieves start coming out of the staircase above the left-hand-side 
    treasure chests. They are all carrying lockpicks. 
    The two chests in the left
    side have a Boots and a Brave Lance. The two chests in the right side have a 
    Rescue staff and a Delphi Shield (Item that protects flying units from arrows)
    This chapter is in the dark. Darkness has the same effect as fog-of-war. 
    There's an Earth Seal on the level 8 Druid that starts off in the lower left 
    of the map. You'll have a hard time getting it. You're theif will 
    probably need to be protected, plus you have to worry about Nino, Jaffer, 
    Zephiel and the treasure at the same time. But really, unless it's for Nino, 
    you really shouldn't be needing anymore upgrading items at this stage. If it
    is for Nino, you can by a Guiding Ring in the secret shop in chapter 31. If 
    you have a warp staff, then the Guiding Ring is MUCH easier to get. 
    Maxime (Level 6 Paladin with silver lance) will be waiting for you on the 
    left side of the map. Becareful of him. Ursula is at the bottom-right corner 
    of the map. She is a Level 15 Valkyrie and has a bolting Tomb. I suggest you 
    send in a high-speed character down to kill her. Don't even bother trying to 
    attack her with your own Bolting or Eclipse. She has maxed out speed and 
    Enemy units will start attacking Zephiel by turn 6. He can fight back, but
    he's only on level 11. I suggest you got to him fast so you can draw enemy 
    units to your units - or you can just go in and rescue him. 
    If you do well, you should be able to clear all the enemies on this map.
    ~Chapter 28X: Night of Farewells~
    Item List:
    - Angelic Robe (Steal from Bishop)
    - Blue Gem (Steal)
    - Anti-toxin (steal)
    (treasure chests)
    - Speedwings
    - Fenrir Tomb
    - Thor's Ire
    - Recover Staff
    Max Characters: 10
             - Hector  
             - Nino
             - Matthew/Legualt (Treasure)
             - Ninian (i would recommend her if you are going to try and level up 
             - Flying units (if you are smart, you would bring plenty of these)
    Enemy Bishop 8 squares left and 6 squares down from the top-right corner of
    the map has a Angelic Robe. The only way to get it is to steal it. Enemy hero
    6 squares down and 11 squares right from the top-left corner of the map has
    a Blue Gem. One of the cavaliers carries an anti-toxin.
    TREAURE: The bottom treasure chest has a SpeedWings. A theif will get it on
    turn 18 and then leave by the stairs in two turns. The top three chests have
    (from left to right) a Fenrir Tomb, Thor's Ire (Ninian's Ring) and a recover
    staff. The three treasure chests up the top of the map are safe. 
    Enemies have poisoned weapons. Pirate in the bottom-right corner of the map
    is equipped with the Devil's Axe. Beware of sleep, silence and berserk staffs.
    Also, the three mages that all have bolting tombs. 
    This is a great level to raise Nino if you are going to use her. Get a high
    defense unit to block the pathway at the top of the platform where you start.
    have other characters weaken the wyvern riders and have Nino finish them off. 
    I would suggest you to send a flying unit to kill the three archers near the 
    ballista. Don't worry about the mages with bolting tombs. They wil usually 
    Becareful of the pathways between the different platforms. They will appear
    and dissappear every few turns. It's apparently random how the platforms 
    change, so i'm not going to bother listing what happens every turn in my game.
    Units that are on pathways when they dissappear will remain there. If they are
    not able to move on water, then they will be stuck in that spot, but they will
    still be able to attack or counter attack. They will not drown or lose Hp for
    being stuck on water. 
    Sonia is carrying a very powerful tomb, becareful of her. 
    ~Chapter 29: Cog of Destiny~
    Item List:
    - Warp Staff (village)
    Max Characters: 10
             - Hector  
             - At least two units capable of using staffs (highly recommended)
    VAIDA - she will appear with two other Wyvern rider units as enemy units from
    the bottom-right corner of the map. I don't actually know when she appears. 
    All the times, when i have played this map, she has appeared at different 
    times. It's normally been about turn 6-8 for me. I think when she appears has
    something to do with where you are on the map and how many enemy units you 
    have killed. Get Hector to talk to her to recruit her. She has the hard-mode
    bonus. Her natural stats are: 43hp, 20pow, 19Skl, 13Spd, 11Luc, 21Def and 
    6 resistance. 
    If you are not stupid, then you would bring along at least one restore staff
    and physhic staffs. And any silence staffs too. Just for the units that start
    on the map at the beginning of the chapter, i counted 3 sleep staffs, 
    2 silence staffs, 2 berserke staffs, and plenty of Eclipse, Purge and Bolting
    tombs; as well as a large number of phychic, recover and even a fortify staff.
    Be very careful when approaching Lloyd/Linus (Which one you have as boss
    depends on which one you fought in chapter 24. Both of them are carrying a
    Iron Rune. You can't steal it.) If you go near that area, all the Valkyrie
    enemies will approach and start casting Berserke/Sleep/Silense spells. 
    The village will give you a Warp staff. This staff is very important. It is 
    the only way to access the last Secret shop in the game. The village will be
    destroyed by turn 8. 
    After Vaida appears, Wyvern Rider reinforcements will appear in three from 
    where Vaida appeared. 
    Valkyrie Reinforcements will appear in fives from the top-right corner of the
    map and will continue appearing for 4 or 5 turns. They are all carrying 
    phychic staffs and will use them on each other. One time, they didn't appear 
    till around turn 30. But then i played the chapter again and waited till turn
    30 but they didn't appear. LIke Vaida, i think these reinforcements appear
    depending on where you are on the map. 
    ~Chapter 30: The Berserker~
    Item List:
    - Goddes Icon (steal)
    - Speedwings (steal)
    - Wolf Beils (treasure chest)
    - Pure Water (Treasure chest)
    - Elixir (treasure chest)
    Max Characters: 2
             - Hector  
    You have a dilema: you are only allowed to bring one character except Hector. 
    The character you bring will be able to grow quite a few levels. So it may be
    smart to bring a character that needs levelling-up. But on the other hand, 
    you can steal a speed-wings and a goddess icon, plus there are treasure 
    chests. But a theif can only go to level 20, so as a fighter, the thief you 
    bring out will be practically useless. But then, you can have Hector level-up
    a lot. So are you going to bring a thief or not. 
    STEAL: Goddess icon and a Speedwings. Scroll through the enemy characters to 
    find where they are. 
    Notice the holes in the walls? If you are standing in front of one, then at 
    the beginning of your turn, you will get shot by steam jets from the holes, 
    lose Hp and get poisoned for 5 turns. Becareful of them. 
    The chest in the top-right corner has a Wolf Beils. A thief will take it
    by turn 3 and disappear from the map by turn 9. The bottom-middle chest has a 
    Pure Water. The bottom-left chest has a Elixir.
    Becareful of Kaim. If Hector goes in to attack him, and he counter-attacks.
    he should be able to kill Hector when he attacks again in the enemy phrase. 
    If you are having problems, have hector next to Kaim and not attack, then he
    will be able to survive Kaim's attack in the enemy phrase and then get him out
    of Kaim's direct attacking range when it's your turn again. A brave Axe would
    be really helpful here. 
    ~Chapter 31: Sands of Time~
    Item List:
    (secret shop)
    - Hero Crest
    - Knight Crest
    - Elysian Whip
    - Orion's bolt
    - Guiding Ring
    - Dragonshield (treasure)
    - White Gem (Treasure)
    - Body Ring (Treasure)
    Max Characters: 15
             - Hector 
             - Lyn
             - Eliwood
             - Any units that still need promoting
    Secret Shop: To reach this secret shop, you will need to bring the Warp staff.
    The shop is in the grassy square, six squares right from the bottom-left 
    corner of the map. The only way to get there is to use the warp staff. The 
    only say for the unit at the secret shop to get back up is to use the Rescue 
    staff. This is the last secret shop in the game and the last place you will be
    able to get promotion items.
             - Hero Crest 10,000
             - Knight Crest 10,000
             - Elysian Whip 10,000
             - Orion's bolt 10,000
             - Guiding Ring 10,000
    Treasure: The two upper treasure chests has Dragonshield (left) and a white 
    gem (right). The bottom chest has a Body Ring. There will be a lot of thieves
    appearing from around the bottom-right side of the map. They will almost 
    always go for the bottom chest. The top two are pretty much safe. 
    Other than that, just bring a restore staff in case any of your units get 
    poisoned, sleep, berserked or silenced. There's no way you will be able to 
    clear all the enemies on this map, so don't even try. There will be promoted
    reinforcements showing up constantly. 
    Try to get the four separated units to join up with the main group. Stay out
    of Denning's direct attacking range until you have killed a good amount of 
    other enemy units. If you put a magic-user as one of the four separated units, 
    you can give him/her a silence staff and he/she may be able to silence the 
    druid with the berserk staff on his/her first turn. 
    ~Chapter 31x: Battle Preparations~
    Max Characters: 10
             - Hector 
             - High-movement characters
             - Bartre (to recruit Karla)
    KARLA: She will only appear if you send out Bartre. She appears at the top of
    the arena. Just get Bartre to talk to her. The Ma Dao she carries is her only
    use. Bartre and Karla will fight before Karla actually joins you. Make sure 
    you have leveled-up bartre or Karla will kill him in one turn. 
    The last arena in the game, and only five turns to use it. 
    This is your last chance to buy weapons. Send out Merlinus and but everything
    you need. 
    ~Chapter 32: Victory or Death~
    Item List:
    - Talisman (village)
    - Set's Litany (village)
    Max Characters: 15
            - Hector
            - Nils
    RENAULT: visit the top village, he will join you. He is at level 16 promoted
    and he only has 12 points of magic... He's pretty much a useless character, 
    just take the Fortify staff off him and send him out as bait.
    I haven't actually been to this one. I didn't manage to find it, but i've had
    a few people e-mail me telling me about it, so i assume it does exist. It 
    should be in the far top right corner on a single 'plains' square that is 
    surrounded by trees. It apparently sells Ocean Seal (50000 gold), Fell 
    Contract (50000) gold and Earth Seal (20000 Gold.) Great shop, but if you're
    still trying to promote characters at this stage of the game, then you might
    be in a little bit of trouble for the last two chapters. 
    CHAPTER 32x: 
    Finish the chapter in 20 turns. A bit of a pain, because it means you will 
    have to kill Limstella and claim the throne in the middle of all the 
    Treasure: Sofia will give you a Talisman in the bottom village, and you will
    find a Set's Litany (Ninian's ring that will increase evade) in the middle
    village. The middle village will be attacked by turn 5. Both the top and the 
    bottom village will be destroyed by turn 7. Yes, Ninian is dead, but 
    apparently Nils can use Ninian's rings too.
    Yes, i'm listing them again...
    *When you get within nine squares of the top bridge, 5 nomad-troopers will 
    appear just above the bridge.
    *When you get past the first pair of fortresses, five monks and 1 bishop will 
    appear at the lone fortresses below the middle village
    *when you get past the pair of fortresses below the middle village, 7 shamans
    and 1 druid will appear from the lone fortresses below Limstella.
    *Once you get within about 9 squares of the bottom village, two mages will 
    appear around the bottom-right corner of the map.
    |Turn |Units                       |Place                                    |
    |2-5  |Bandit                      |13squares up from the bottom-right corner|
    |4-7  |Bandit                      |2squares right of the top-most balista   |
    |7-8  |7shamans, 1Druid            |Lone fortress below where Limstella is   |
    |9-10 |1General, 5Knights          |Lone fortress below where Limstella is   |
    |11-12|1Paladin, 5Cavalier         |Lone fortress below where Limstella is   |
    |14-16|7Shamans, 1Druid            |Lone fortress below where Limstella is   |
    |7-10 |2Valkyrie                   |the fortresses in the bottom-right corner|
    |9-12 |2Falcoknights               |Top-left corner of the map               |
    |     |4Valkyrie                   |above the top village                    |
    |     |1Wyvern Lord, 4Wyvern Riders|about half way up the right side of the  |
    |     |                            |map.                                     |
    |12-14|2Cavaliers                  |pair of fortresses closest to the        |
    |                                  |starting area                            | 
    |13   |2Cavaliers                  |fortresses below the middle village      |
    |20-35|2Pegasus Knights            |around the top-left corner of the map    |
    |     |2Cavaliers                  |fortresses below the middle village      |
    |     |2Nomad Troopers             |bottom-right corner of the map           |
    |     |2Wyvern Riders              |near the two nomad troopers              |
    IMPORTANT! As soon as you kill Limstella, all reinforcements will stop 
    You will be constantly overwhelmed with reinforcements until turn 17. There 
    are no reinforcements for three turns (turn 17-19). If you haven't killed 
    Limstella yet, use this three-turn break to finish the level. Reinforcements
    start pouring in again at turn 20. 
    BEWARE of the Bishop standing near the middle village. He has a berserk staff.
    It may be a good idea to split your group up into three teams, having one
    head up, one head along the bottom of the map and one heading through the 
    fortresses in the most direct route to Limstella. Make sure you have a strong 
    or fast unit blocking the bridge that leads to the area where Limstella is.  
    The easiest way to kill Limstella would probably be to have units with Killing
    weapons to go in and attack her when she has Bolting equiped. 
    If you do not want to go to the 32X, this would be a great chapter to level-up
    your units, especially Hector. Just make sure you don't kill Limstella and you
    will have plenty of reinforcements to level up with. 
    When you get near Limstella, there will be TONS of shamans and druids. They's
    strong, but if you dump a fast unit right in the middle of the shamans with 
    the warp staff, the unit should be able to dodge almost all the attacks and 
    gain a few levels. Dark Magic tends to be very inaccurate. 
    ~Chapter 32x: The value of life~
    Item List:
    - Fortify Staff (Treausre chest)
    - Runesword (Treasure chest)
    Max Characters: 5
            - Hector
    Not much can be said about this chapter. Just follow through with the only
    possible path to Kishuna. The berserkers are strong, but the narrow pathways
    in the map means that if you are smart, then only one or two of the enemies 
    can attack each turn. Work slowly and wait until you have killed all the 
    reinforcements (for a bit of extra experience) before finishing of Kishuna. 
    The right chest has a Fortify staff and the left chest has a Runesword. 
    Surprisingly, you can still use magic swords in the no-magic area. 
    Once you open the door to Kishuna, more Berserker reinforcements will appear
    from the stairs next to Kishuna.   
    ~Final Chapter: LIGHT~
    Item List:
    - A S-leveled sword, lance, axe, bow, anima tomb, light tomb and dark tomb. 
      (all dropped by enemy units.)
    Max Characters: 12
            - Hector
            - Lyn
            - Eliwood
            - Athos
            - Nils (if he is still alive)
    If Nils has died in chapter 32 or 32x, then he will not be a compulsory unit 
    and you will be able to choose an extra unit. 
    Out of the seven that you choose (or eight if Nils is dead), make sure that 
    you have a unit (not including the lords and Athos) with a 'S' level in each 
    of the seven weapons. Enemies will drop 'S' leveled weapons during the 
    If you can, bring along the Fortify, Warp, Rescue, Psychic and the Luna tomb
    if you have it. 
        W W W W W W W W W W W W WW
        W W W W W DDDDDD W W W W W
        W W W W W DDDDDD W W W W W
        W W W W W ffffff W W W W W
            W W W ffffff W W W
      W RRRRRR WffffffffffW RRRRRR W
      W RRRRRR WffffffffffW RRRRRR W
      W RRRRRR WffffffffffW RRRRRR W
      W W W DD WffffffffffW DD W W W
          W ffffffffffffffffff W
    W RRRRRR WffffffffffffffW RRRRRR W
    W RRRRRR WffffffffffffffW RRRRRR W
    W RRRRRR WffffffffffffffW RRRRRR W
    W W W DD WffffffffffffffW DD W W W
        W ffffffffff-1-4ffffffff W
      W RRRRRR Wff-2-5-3ffW RRRRRR W
      W RRRRRR W-6ff-7ff-8W RRRRRR W
      W RRRRRR Wff-9ff10ffW RRRRRR W
      W W W DD W11ff12ffffW DD W W W
          W ffffffffffffffffff W
          W W ffffffffffffff W W  
              W W ffffff W W
    W - Walls
    R - Roof, Turns into floor once the doors open
    D - Doors, One door will open each turn. The big top door will open when all  
        the enemies are killed. 
    f - Floor
    numbers - the numbers 1-12 are where your 12 units start. The units are 
              numbered accordingly to the order they are in at the "Pick Units"
    When choosing your characters, i suggest a high-movement characters (with 
    a movement of 7 or 8) as the last character, third-last character, or fifth-
    last character in the list. This will help you deal with Uhai (he's room opens
    on the first turn. If you don't kill him in your first turn, he will probably
    kill one of your characters in the first enemy phrase)
    There are six rooms, one will open each turn:
    Turn 1 - Bottom Right room opens - Lv18 Sniper, Lv17Sniper, Uhai(Lv20 Nomad 
             Trooper) with Rienfleche (S-leveled bow)
    Turn 2 - Top Left room opens - Lv18 Sage, Lv17 Druid with Gespenst (S-leveled
             dark-tomb), Kenneth(lv20 Bishop) with Luce (S-leveled light-tomb)
    Turn 3 - Middle Left room opens - Lv19 Warrior, Brendan (Lv20 Warrior) with
             Basilikos (S-leveled Axe)
    Turn 4 - Middle right room opens - Lv18 General, Darin (Lv20 General) with Rex
             Hasta (S-leveled spear)
    Turn 5 - Bottom left room opens - Jerme (Lv20 Assasin), Ursula (Lv20 Valkyrie)
             with Excalibur (S-leveled Anima-tomb)
    Turn 6 - Top right room opens - Linus (Lv20 Hero), Lloyd (Lv20 Swordmaster) 
             with Regal blade (S-leveled sword)
    How you will deal this level depends much on how strong your units are. I'll
    try to be as general as i can in the next section. Just don't underestimate 
    how strong the S-leveled weapons can be. Try to get your characters with their
    use-able S-leveled weapons A.S.A.P. 
    TURN 1:
    You'll either want to kill Uhai on turn 1, or get out of his attacking range.
    If you're going to try and kill him in the first turn, the Warp Staff will be
    really handy. Use it to warp strong direct-attacking units to attack him. If 
    you can't kill him, you can always get three units to stand around him, so he
    will not be able to move or attack. The other two snipers should not be a 
    problem. If you have high-movement characters starting near Uhai's room, they
    will be able to reach him on the first turn without the warp staff. 
    Use Nils to get a bow-user(with Reinfleche) up to the three magic users. The 
    sage has a Bolting, but he is quite inaccurate. Just kill him before he starts
    using his Fimbulvetr tomb. You can ignor the Bishop and Druid for now. They
    will not advance or attack unless you get within their attacking range. 
    Brenden can't in-directly attack. Wait for one turn and let him come out of 
    his room, then go all out with indirect attacks. Magic does the trick well. 
    The other warrior has poor hit and even poorer evade. Just send up fast units 
    against him and he shouldn't be a problem.
    Turn 4: 
    Let Darin move out first, that way, you can have more units attacking him in 
    the one turn. I suggest magic again, (he has fairly low resistance and is
    in-capable of direct attacks.) If you have a strong archer, the Reinfleche
    works nicely too. The other general shouldn't be a problem (Athos will be able
    to kill him in one turn with Forblaze.)
    Turn 5:
    Jerme is quite weak. An assasine's strength is in their one-hit-kill, but 
    since Jerme has a 0% for Critical Hit, the one-hit-kill will never happen. The
    runsblade will always (even when directly attacking) release magic. Just block
    his path with a strong magic user and Jerme's attacks should deal no damage.
    Ursula, however, can be quite a treat. She has maxed magic, not to mention a
    high hit-rate and enough speed to double attack. Fast, non-magic unit like 
    a sniper, myrmidon or wyvern lord would be a good idea. Try to kill her 
    Turn 6: 
    If you use the S-leveled weapons that you have already obtained, Llody and 
    Linus shouldn't be too hard. Once again, let them come out of their rooms 
    first, then go all out with in-direct attacks on Lloyd. For a Hero, Linus's
    hit-rate really isn't that good. 
    As soon as you kill the last enemy, the big door-looking wall will dissapear.
    Nergal will be standing 6-squares from where the door wall was. On his right, 
    there will be a Shaman with a Berserk staff. Have a high-movement unit stand 
    in front of the wall-door and be ready to go in and kill the shaman as soon
    as the wall-door opens. (believe me, you don't want berserked units with S-
    leveled weapons running around) Nergal will not attack unless you are within
    2-squares of him (he will not move from his spot).  
    On the next turn, two shamans will appear behind Nergal and three Generals 
    from the bottom of the map. Kill them before engaging with Nergal. 
    Nergal is strong, but due to his lack of speed, he can only attack once (even
    if he's attacking first). To give you a rough idea of his power, he dealt 29
    Damage to Lv18 Hector(promoted at Lv20) with 20 resistance. Get all your units
    to surround him (but don't get so close that he can attack) and heal all your
    units. Then have one units attack at a time with the S-leveled weapons. Start
    with the higher resistance characters. You should be able to kill him in one 
    turn. Don't worry if you lose characters, Athos is the only one other than 
    the lords that is actually useful in the second part of this chapter.  
    ~LIGHT - Part two~
    All the units from the first part of this chapter will be fully healed and 
    carry on to this part of the chapter. You will not have a chance to select
    different units or different equipment. 
    The dragon will not advance towards, but he's attacking range is from 1-3. 
    DO NOT head down to the bottom part of the map! There is a Berserk and a 
    Silence staff waiting for you. 
    Wait for five turns first so the morphs at the top can use up the bolting-
    tomb, purge-tombs and sleeping staff. 
    If you add up the strength/magic of your unit with the Mt of their eqiupped
    weapon, and the total is 40 or less, you will deal no damage at all to the 
    dragon. In general, all normal weapons will deal no damage, S-level weapons 
    and the Sol Katti will only deal about 2 or 3 damage. 
    The Durandal, Forblaze, Aureola and Armads will be able to deal 10-20 damage
    to the dragon. Athos with Aureola deals 20 damage to the dragon. Athos with
    a Luna tomb will do 30 damage. Canas with a luna tomb can do a fair bit of
    damage too.  
    The dragon has 120 Hp. 
    The dragon will deal 39 damage, but due it's slow speed it can only attack 
    once. You can get Hector/Eliwood/Athos to attack, and then have them rescued
    and healed and then attack again next turn. The dragon can't move or recover
    Hp, so it might take a while, but it's not actually that hard to kill the 
    Congradulations on getting through to the end of the hardest route in Fire
    Emblem 7. 
    That last cutscene with King Zephiel and Enigmatic Man is actually a lead-on 
    into the FE6 - another Fire Emblem game that follows on the story line of FE7.
    FE6 was made before FE7, but is 20 years later in the storyline. In FE6, 
    Prince Zephiel is now King Zephiel and is waging war on other nations. Some 
    characters from FE7 will return (Bartre, Karel, Marcus). Other characters have
    children or relatives that will be recruitable in FE6. These include Roy 
    (Eliwood's Son) who becomes the main character, Lilina (Hector's Daughter.),
    Nino's twin sons (One's a Shaman and One's an Anima Mage) etc. FE6 goes on
    a lot more about the legendary weapons and has lots more dragons. You even get
    to recruit a dragon girl! FE6 also allows you to use the triangle attack with
    Knights and Nomad Troopers. 
    The only catch? Well, FE6 is not avaliable in English - it was never 
    translated from Japanese. FE6 is also a GameboyAdvance game. But there's 
    plenty of FE6 Rom copies laying around on the internet. There's a full script 
    translation on GamesFAQ.com by FireLizard and plenty of good walkthroughs, 
    character guides and FAQs laying around.
    Other GBA games you may also like if you've really enjoyed Fire Emblem:
    Advance Wars & Advance Wars 2: Advance Wars is a strategy RPG game that has 
    really similar gameplay to Fire Emblem. (I think the two games were designed
    by the same team.) While FE has a strong fantasy/magic theme, advance wars 
    is more realistic in its storyline. Instead of having Knights and Pegasuses 
    and Magic-users as your units, you have Tanks, Submarines and Helicopter 
    units. Advance Wars is less about individual characters, but even more 
    strategy with the strength and weaknesses of different units. You try to get
    bases in cities and try to capture enemy Headquatres. 
    Final Fantasy Tactics Advanture: Another fantasy/magic RPG. This one is a 
    strategy based one too. The game is made of battle after battle against other
    clans or on missions to earn money and rare equipment. The characters level
    up like in Fire Emblem, but except for the few main characters, all the other
    characters never really develop any personality or interact with each other.
    Golden Sun & Golden Sun 2: Another great RPG game. This one is not as strategy
    based as FE or AdvancedWars, but has HEAPS of great (and sometimes quite
    tedious) puzzles. The battles have slightly less strategy, but are more 
    dependent on what level your characters are on and what abilities they have. 
    You walk around and talk to other characters and solve puzzles. The game has
    a rich story line, and the second game actually carries on in story from the 
    first. The group of characters from the first game appear and join up with the
    group from the second game. You can even transfere information from the first 
    Golden Sun Game (without needing use of a link cable) to the second one, and 
    keep items, stats and character levels from your first game. 
    Thanks for reading this guide. If you find any mistakes or like to give any
    feedback, or have any ideas regarding something you think i should include 
    in this guide, you can e-mail me at saintmagician@hotmail.com 
    And i know i left quite a few unresolved 'theories' in the walkthrough. I 
    don't have time to really test them all out, since that would mean i would 
    have to go through the entire game again. But most of them are pretty 
    unimportant little things anywhy. But if you do know and would like to tell 
    me, i'd love to hear from you. 
    thanks to these people who have provides information, suggestions and 
    corrections for this FAQ. 
    - himurathebattousai@earthlink.net 
    - tennalthian@yahoo.com 
    - Kevin khodes@hotmail.com 
    - kevin_trieu@hotmail.com

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