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    FAQ/Walkthrough by Gbness

    Version: 1.0 | Updated: 08/25/09 | Search Guide | Bookmark Guide

    "Well the universe is shaped exactly like the earth...
                             FIRE EMBLEM: RADIANT DAWN
                                An FAQ/Walkthrough
                               For the Nintendo Wii
                           Copyright 2009 Richard Beast
    ...if you go straight long enough you'll end up where you were." - Modest Mouse
    Table of Contents:
    This guide, as you will soon see, is pretty big. Seeing as how this takes
    effect, you will most likely be lost in trying to find out what you want to
    read. There is one way to get to it, instantly. Press Ctrl + F, and then look
    for whatever you want. Let's say you want to go to the Basics section. Type in
    "IV. Basics", and then you'll go to the basics section, instantly! Pretty neat,
    ~ -------------------------- * TABLE OF CONTENTS * -------------------------- ~
    I. Introduction
    II. Legal Disclaimer
    III. Contact Rules
    IV. Basics
    V. Characters
         Va. Dawn Brigade (Part 1)
         Vb. Crimea Knights (Part 2)
         Vc. Greil Mercenaries (Part 3)
         Vd. Gods And Men (Part 4)
    VI. Walkthrough (Part 1)
        VIa. Under Gray Skies
        VIb. Maiden of Miracles
        VIc. The Dispossessed
        VId. A Faint Light
        VIe. A Distant Voice
        VIf. The Lost Heir
        VIg. Raise the Standard 1
        VIh. Raise the Standard 2
        VIi. A Gathering Hope
        VIj. Glory Unwanted
        VIk. One Survives
        VIl. Daein, Arise!
    VII. Walkthrough (Part 2)
       VIIa. On Drifting Clouds
       VIIb. Winds of Rebellion
       VIIc. Tides of Intrigue
       VIId. Geoffrey's Charge
       VIIe. Elincia's Gambit
    VIII. Walkthrough (Part 3)
      VIIIa. The Great Advance
      VIIIb. Laguz and Beorc
      VIIIc. Stormclouds
      VIIId. River Crossing
      VIIIe. The General's Hand
      VIIIf. Retreat!
      VIIIg. A Reason to Fight
      VIIIh. Rivals Collide
      VIIIi. Incandescent Glow
      VIIIj. Marauders
      VIIIk. The Heart of Crimea
      VIIIl. Just Cause
      VIIIm. The Price
      VIIIn. Blood Contract
      VIIIo. From Pain, Awakening
    IX. Walkthrough (Part 4)
        IXa. Chaos Named
        IXb. Road to the Empire
        IXc. Silent World
        IXd. Distortions
        IXe. Revelations
        IXf. Unforgivable Sin
        IXg. Rebirth 1
        IXh. Rebirth 2
        IXi. Rebirth 3
        IXj. Rebirth 4
        IXk. Rebirth 5
    X. Items
         Xa. Weapons
         Xb. Magic
         Xc. Skills
         Xd. Shops
    XI. FAQ
    XII. Credits
                       ~-~ ~-~ ~-~  I. Introduction ~-~ ~-~ ~-~
    Well well well. Look who we have here. It's Richard Beast yet again. Writing
    for Path of Radiance and Sacred Stones just wasn't enough. Oh wait, you don't
    know who I am? Well, I would normally refer you to my Path of Radiance guide
    since most people who have played Radiant Dawn have played Path of Radiance as
    well, which would mean my guide should be second nature to you already in all
    its awesome (end shameless self plugging), but yeah, if you don't know who I am,
    I'm basically a twentysomething from southeast Michigan who needs to get a
    life or something. So to substitute for my lack of life in my life, I play
    games and write rather long winded guides for said games. It's a decent trade
    off. To you guys at least.
    So, my game of choice this time is Fire Emblem: Radiant Dawn. I say this time
    because this is six years in progress now and I forget how many guides I've
    done, plus I suffer from laziness which prevents me from actually checking and
    seeing, but yeah. And if you're unfamiliar with this game, my advice to you
    would be to stop reading this right now and go buy it, and it's friggin'
    amazing. In terms of gameplay, quite possibly the most solid Fire Emblem game
    ever made, though Path of Radiance and Fire Emblem 7 are close. But yeah,
    that's me, and that's this game. Check us each out.
     - Richard "Gbness" Beast
                    ~-~ ~-~ ~-~  II. Legal Disclaimer ~-~ ~-~ ~-~
    You are NOT permitted to put this FAQ on your site without my permission first.
    All you have to do is email me or IM me saying you want this FAQ on your site,
    then you can tell me your site and the chance is high that I'll let you. But if
    you put this FAQ on your site without my permission I swear you will regret it.
    If I let you, not ONE word should be changed from this FAQ! NOT ONE! Got it?
    Good. Also, make sure that no money is involved. If you want this FAQ to be sold
    on eBay, then just forget about it, man. And don't sell this guide either, or
    pay people to use it, or you'll be in such big trouble you don't want to think.
    Another little note is that I will not have this guide hosted on many other web
    sites besides GameNotOver, GameFAQs, IGN, and Neoseeker. You need full-on
    permission if it's not one of the four above sites. I am sick of people ripping
    me off (I have been ripped off three times in the past), so if I don't like your
    site, I won't let my guide be posted on it. I am sorry, but this is how it has
    to be. If you ask politely and I like your site, you will definitely have the
    luck of getting it up there. Thank you very much.
                     ~-~ ~-~ ~-~  III. Contact Rules ~-~ ~-~ ~-~
    First of all, feel free to check out the stuff I've written on GameFAQs. Those
    include a guide for Baten Kaitos, a few other sorted RPGs, and tons of random
    PSX games. Honor to the PSX, yanno? Hopefully, that'll be added with awesome
    Legend of Zelda: Majora's Mask and Disgaea 2 guides. As you might be able to
    guess, I'm a large RPG fan and writer.
    Alright, enough shameless advertisement about me. You can e-mail me if there is
    a question you wish to ask that hasn't been answered in the guide, but I REALLY
    don't want to bother answering questions that have already been done, answered,
    and done again in the guide, if it isn't too much trouble. Feel free to tell me
    if there's something I've forgotten, however.
    My e-mail address is richard_power1000 [at] yahoo [dot] com. Except, replace the
    [at] and spaces with a "@" symbol and the [dot] and spaces with a period; I have
    to write like that so I don't get a dozen spam bots e-mailing me and getting me
    viruses. Just be polite in the e-mail, don't talk like "omg wtf rich ur gides r
    t3h su><0rz & how du i beat pugo", and don't ask something that's already been
    answered in the guide, and I'll respond.
    And don't bother sending things like:
    "You friggin' idiot. Your guides suck, you suck, and everything about you
    sucks. DIE DIE DIE!"
    "What the hell did you think you were doing writing all that garbage, you piece
    of crap?
    "I hope you fall down the stairs and break every bone in your body!"
    "u su><0rz, eVrYtInG BoUt u sUx, dIe ass!!!!!!1"
    I will laugh at such e-mails and delete them. So... if you're not just playing
    a friendly joke on me or something, don't bother with that crap cos I've been
    through with it too much.
    Okay, that's enough for that. My AIM name is rbeast288; sorry, I don't have MSN
    or YIM. The list is closed, but I'll add you if you ask politely via e-mail. I
    like chatting with people, but try not to overdo it on AIM if I add you to my
    list. Since I am busy a majority of the time and all.
                         ~-~ ~-~ ~-~  IV. Basics ~-~ ~-~ ~-~
    Odds are if you've played any other Fire Emblem game before, that Radiant Dawn
    should be at least close to second nature. Odds are if not... it still shouldn't
    be too bad. But just in case, or for any other case of reference, here I am.
    Because I'm da man.
    Fire Emblem is a strategy RPG... but odds are you already knew that. That
    means you're basically going from one battle to another, while developing
    your army, 10-14 characters per battle, in strategic, turn-based combat. It's
    turn based in the sense that all your characters do their thing, and then the
    enemy does their stuff. Simple enough?
    Each character will carry a weapon or two with them, and then when they attack,
    the formula goes like this: (Your strength + weapon attack power - enemy's
    defense = damage). Pretty simple formula, right? Then, if your character's
    speed is high enough, they'll attack the opponent twice. Of course, when you
    attack an enemy or an enemy attacks you, the character who's getting attacked
    will counterattack, as long as the attacker is in his/her range. This makes
    things just a bit more interesting. However, if a character is reduced to 0 HP,
    they will NEVER come back. EVER. That's what makes this game so different from
    other strategy RPGs: how extremely realistic that gets.
    In battle you'll also weigh in the hit percentage, of which some weapons have
    a lot more of than others, and the chance of a critical hit. When you critical
    hit an enemy, the attack does three times more damage than normal. That can
    easily turn the tide of a battle, even though the chance of it happening is
    usually around 1-3%, unless you're using special weapons. After every battle
    after Chapter 1-2, you'll go to the "base screen" where you can buy weapons and
    items. That's about all for it, so... hey, enjoy it.
    HP is the driving force behind everything, and is utterly defining. Even if
    in the long run, defense and resistance will probably do more for you. But
    basically, you get hit and damage is done to you, right? So the number is
    subtracted from your maximum HP, and when your HP reaches 0, you're dead. No
    really, you're DEAD, and you're not coming back. Fire Emblem will let you
    resurrect characters who hit 0 HP the moment that starts happening in real
    life, so... yeah, you figure it out. Regardless, you want to keep an eye on this
    stat, and to do that, don't let weak characters go out in the very frontlines.
    Use Herbs, Vulneraries, Concoctions, Heal/Mend/Physic... watch out for it.
    Strength is my next fave stat, just because it's STRENGTH, man. Can't do
    anything without this. So basically, you get the strength, and that's the main
    basis for how much damage you do when you attack. To figure out the formula
    for physical attacks, just take your strength, add the weapon Might, subtract
    the enemy defense, and there you have it. You're going to want to have this for
    nearly everyone, and in gigantic quantities. One other thing that it affects
    is attack speed. If the weapon you're using has a higher weight than your
    strength, then the difference is subtracted from your attack speed. So yeah,
    until your strength is high, lay off on greatlances and poleaxes. But yes,
    strength speaks.
    Magic is the least important one in the game by far, for almost everyone except
    the mages (Micaiah, Laura, Tormod, Calill, Soren, Rhys, Bastian). If someone's
    name isn't there, they don't need magic. But basically, magic damage is
    calculated by the character's magic stat, plus the tome might, minus the enemy's
    resistance, so it's basically the equivalent of strength, but since the magic
    people don't need strength, the physical people don't need magic at all,
    especially in this game where there isn't a Flame/Sonic/Bolt Lance/Sword/Axe
    like in Path of Radiance. So even with characters like Ike who have 2 magic,
    it's not going to affect them at all.
    Skill isn't in my opinion nearly as necessary as strength and speed, but it can
    be an extremely deciding factor in one character versus another. Basically, the
    higher your skill is, the more chance your attacks have of hitting. If you're
    going to load one type of character full of Skill more than another, definitely
    give it to axe users like Nolan or Kieran... they need every last bit of this
    that they can get. Also, Skill plays a role in deciding how often your, well,
    SKILLS activate. Also, skill very slightly affects your chance of landing a
    critical, so trueblades benefit too.
    Speed is life and death in Fire Emblem. Well, sort of. Basically, you can
    either double attack, trade hits, or be double attacked in battles here, and
    speed is the deciding factor in that. Basically attack speed is your speed,
    minus penalties if your weapon's weight is higher than your strength, and if
    it's 4 or more above the enemy you're attacking, you'll double attack. Speed
    weighs into your avoid (double speed then add luck and throw biorhythm in
    there), so in short, speed is one of the most important things out there, and
    you want everyone to keep it high. It can make or break a character.
    Luck isn't as important as most of the other stats, but it exists enough to
    warrant a section here. It weighs into hit, avoid, and critical hit rate, and...
    that's about it. Basically for hit, it's your skill doubled, your weapon's hit
    rate, and your luck on top of that. Critical hit rate is essentially the same
    thing except it's the enemy's luck subtracted from it, and avoid works pretty
    much the same as hit. So, it affects a lot more stuff than any other stat, but
    with a far smaller impact. So don't focus on it, focus on strength and speed.
    Defense is one of the most basic stats and doesn't require any long winded
    explanation. Basically, the higher your defense, the less damage you will take
    from physical attacks only. The exact formula is Damage = Attacker's strength
    + weapon strength - defense. If you have lots of defense (like most generals)
    and there's no sages around, you can go right in the open and wreak all the
    havoc you want with no worries.
    Resistance is just as basic as defense in that the higher it is, the less
    damage you will take from magic attacks only. The exact formula is Damage =
    Attacker's magic + tome strength - resistance. I find defense much more
    important, but resistance can break some characters (the Dawn Brigade...), and
    it will keep some of your characters safe from sages with spells that have a
    range of ten, trust me.
    Also, let me vary briefly explain Biorhythm, as that confuses a lot of people.
    It's based on five horizontal lines, lined up vertically, as well as a wave.
    When the wave is between the middle three lines, you have "regular" biorhythm,
    which has no effect on you at all. When the wave reaches the top, you will
    receive a bonus to your hit and avoid. When the wave is at the bottom, you
    receive a penalty to your hit and avoid. That's ALL it is. For skill
    activation it can also increase your chances there, but otherwise, just don't
    worry about it.
    Swords are the most cliched weapon in the RPG universe, and for good reason.
    They're most commonly used by Ike, myrmidons/swordmasters, generals, falcon
    knights, cavaliers, and our lone valkyrie, Mist (haha). That's it, but in any
    case, swords aren't the most powerful weapons around, but if you're using them
    against axes, you're going to own those guys. Plus Ike, the real best character
    in the whole game, is a sword user, so you can't deny them of glory. Not to
    mention there's the almighty Vague Katti and Alondite.
    Lances are somewhat between the two extremes of swords and axes: they aren't as
    strong as axes, but they've got an edge over swords there, plus they hit better
    than axes, just not better than swords. And pretty much everyone uses them:
    soldiers/halberdiers, most cavaliers, knights/generals, pegasus/falcon knights,
    dragon riders/lords... the list goes on. Basically they own swords, they just
    get themselves beat by axes bad. In this game you've got Nephenee, Gatrie, and
    Tanith to choose for the ultimate lance, the Wishblade, so there you go.
    Axes are raw power in the making. They may not hit too hot, but hey, they will
    own you. Especially if you're using a lance. They're most commonly used by
    the fighter/warrior/bandit, several generals, some cavaliers, and the dragon
    lords. That's really it, but trust me, you'll get a lot of bloodshed out of 'em.
    Like I said, they may not be the best choices if you desperately need to hit a
    target, but there's quite a few good users with them, and in my opinion, they
    may be the most sound weapon to use most of the time.
    Bows are neutral among the weapon triangle. The power in them is quite a bit
    lacking compared to the other three, but you can use them from a range, which
    is pretty crucial. They're most commonly used by archers/snipers, most
    cavaliers, and also reavers. Not much, I know, but let's just have a look.
    Boyd and Nolan can make them click, Geoffrey and Oscar can put them to good
    use, Rolf is alright, and Shinon is one of the best characters in the game.
    Plus we have crossbows, which ignore strength and just have a base might.
    Either way, if you're fighting something with wings... you just win.
                       ~-~ ~-~ ~-~  V. Characters ~-~ ~-~ ~-~
    This is a comprehensive list complete with recommendations and all that for
    each and every single solitary character in the game. Is that awesome or what.
    Note, when it says "Dawn Brigade", for instance, those characters aren't
    necessarily confined to the Dawn Brigade, it's just characters that join you
    during that time period. Not counting, of course, laguz generals and other
    complete beasts who obviously aren't permanent until much later.
    By the way, just a few things to note. I give characters ratings. Do not take
    them too seriously. The overwhelming majority of them are negative, but they're
    a total composite based on a lot of things. First of all, characters tend to
    change drastically over the four parts of this game. There's a beginning and an
    end component for most characters to take into account. There's potential, but
    something else I consider is what you need to do to unmask that potential. For
    instance, I rank Geoffrey higher than Kieran. Kieran's final stats tend to be
    better than Geoffrey's. However, Geoffrey is a lot easier to nurture stat-wise
    than Kieran, plus starts at a higher level, plus he will naturally acquire more
    EXP than Kieran will, so that's my reason for giving him a higher ranking. But
    again, don't take it too seriously.
    ~- Va. Dawn Brigade (Part 1) ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    NOTE: Nailah is in the Part 4 section, because face it, she's just not even
    proportional to anyone else here, not even the already overpowered units.
    In order: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran, Meg,
              Volug, Tauroneo, Jill, Zihark, Fiona, Tormod, Muarim, Vika, Rafiel
    Name: Micaiah
    Recruited: PROLOGUE
    Class: Light Mage -> Light Sage -> Light Priestess
    Attribute: Dark
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 15                     HP .......... 40%
     Str ....... 2                      Str ......... 15%
     Mag ....... 7                      Mag ......... 80%
     Skl ....... 8                      Skl ......... 40%
     Spd ....... 7                      Spd ......... 35%
     Lck ....... 10                     Lck ......... 80%
     Def ....... 2                      Def ......... 20%
     Res ....... 4                      Res ......... 90%
    Micaiah is the proclaimed Silver Haired Maiden of Daein, and at this point
    pretty much the only one who the dying nation has any hope in to restore it to
    its former glory. Of course, fitting hand in hand with that, she's the constant
    target of the forces of the Begnion Empire because of that. With that, though,
    she's the leader of the Dawn Brigade.
    Okay. I have a LOT to say about Micaiah. First of all, when you get her, she's
    alright. She's absolutely necessary in battle, since you need every extra little
    bit of manpower that you can get during the Dawn Brigade chapters. That, and
    she has the special Sacrifice technique, which is handy as a healing manuever.
    That being said, she has one weakness after another even in the early stages.
    Her magic power is decent at first, plus when she gets the Thani spell, she'll
    absolutely slaughter cavaliers as well as armored knights. No question about
    it. So yeah, she's flawed, but alright at first. Still, look at those stats
    there, and the growths.
    It seems those stats are alright at first, but the growths are horrible. First
    of all, Micaiah's HP is absolutely awful. You are absolutely required to give
    her a Seraph Robe, and even then she's weak. That's not even the biggest issue.
    That is her speed. Her speed is freaking horrible. With only a 35% growth
    rate, she'll get doubled by even the slowest of enemies, and make her a total
    liability on the battlefield. Factor in that her defense is some of the worst
    in the game, and she'll just be a burden for you to bear. It's really terrible,
    and I wouldn't even think about using her if she wasn't the main character in
    this game and an absolute requirement.
    Here's another thing. Micaiah promotes twice and is forced in that. At the end
    of Part 1, as well as partway through Part 4. Part 1 is no problem, but to get
    her to Level 20 before then will require a hell of a lot of favoritism. You
    get four or five battles to build her, and that's it. So if you want her to
    be even remotely salvageable, she needs Paragon as well. It really bothers me,
    that you have to do such things for a character, just so that they can be
    half decent because they're forced into battle. So yeah, Micaiah sucks. Just
    being honest, when you unite the parties, Soren just blows her out of the water.
    Useful in the beginning, but falls, and very fast at that. To her credit, her
    luck is the best besides herons in the game, and her resistance is outstanding,
    but those two stats do not a good character make.
    My Rating: 3/5
    Name: Edward
    Recruited: PROLOGUE
    Class: Myrmidon -> Swordmaster -> Trueblade
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 19                     HP .......... 85%
     Str ....... 7                      Str ......... 60%
     Mag ....... 0                      Mag ......... 5%
     Skl ....... 11                     Skl ......... 65%
     Spd ....... 12                     Spd ......... 60%
     Lck ....... 8                      Lck ......... 50%
     Def ....... 5                      Def ......... 35%
     Res ....... 0                      Res ......... 20%
    Edward is a member of the Dawn Brigade, and one of the most loyal companions of
    Micaiah. He's a budding swordsman with a good deal of potential, though he's
    often cocky and overestimates his abilities. He joins you automatically in the
    This character is an extremely mixed bag. I'd go so far as to call him one of
    the most all over the place character in the entire game. First of all, when
    he joins you, he's average. You don't have anyone else to use until you get
    loaded with Jeigan-type characters, so Edward is really the best offensive
    character besides Nolan that you have for a little while. However, you start to
    notice after a while. Edward is very, very fragile. His defense sucks, and then
    you've got his resistance, which is even worse. If that wasn't enough, his
    strength leaves an incredible amount to be desired. His HP isn't great at first
    either, though his growth is good so that'll be fixed.
    The main problem, is that very soon, he needs to compete with Zihark. Now, I'll
    come right off and say it. If you load Edward up with bonus experience and get
    him higher leveled than Zihark, he will be just as good if not better than
    Zihark. That being said, during that chapter Edward will be in the low teens in
    levels, tops, and Zihark will be already promoted. That gives him incredible
    odds with which to compete. There's also Mia to contend with, though Edward can
    edge her out as well, depending on endgame treatment. So there's not really much
    more for me to say. Edward takes a lot of experience to fully nurture. Now,
    granted, he's not nearly as bad in that aspect as Sothe or Micaiah, but it's
    still bad. His resistance sucks, although his strength, skill, and speed end
    up top notch. So, I prefer Zihark, plus Mia usually edges him out just based on
    levels, but hey. Edward has potential, so he gets points for that.
    My Rating: 4/5
    Name: Leonardo
    Recruited: PROLOGUE
    Class: Archer -> Sniper -> Marksman
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 17                     HP .......... 60%
     Str ....... 8                      Str ......... 40%
     Mag ....... 0                      Mag ......... 15%
     Skl ....... 12                     Skl ......... 75%
     Spd ....... 10                     Spd ......... 35%
     Lck ....... 6                      Lck ......... 65%
     Def ....... 5                      Def ......... 35%
     Res ....... 4                      Res ......... 55%
    Leonardo is another member of the Dawn Brigade, as well as a loyal friend of
    Micaiah and Edward. As an archer, he will join you partway through the prologue
    to assist his friends.
    Radiant Dawn, as well as most Fire Emblem games for that matter, does not give
    you a hell of a lot to choose from in terms of archers. You've got the two
    Path of Radiance archers, Shinon and Rolf, and then you've got Leonardo. Guess
    who comes out on top here. That's right, Leonardo is awful. First of all, as
    usual, there's the beginning to take into account. Even when you've got only
    crappy characters to compete with, Leonardo is frail, because he can't defend
    himself, his avoid is notoriously bad, and his defense is bad and will never
    recover from that. Sure, he comes in handy a bit in the first two chapters,
    but after that, he becomes a liability.
    In the later part of the game, oh god. Where do I even start. First of all,
    Leonardo's HP is mediocre. His strength, speed, and defense are all lackluster.
    In fact, the only half decent stats he get are skill (which he doesn't really
    even need), and his resistance is okay. That's it. Meanwhile, Shinon and Rolf
    both trample him in almost every stat in the endgame, plus Leonardo is one of
    the very hardest units in the whole game to level up. That's what comes from
    only having long ranged attacks. Factor all that in, and he's worthless after
    the chapters in which you absolutely need him.
    My Rating: 2/5
    Name: Nolan
    Recruited: CHAPTER 1
    Class: Fighter -> Warrior -> Reaver
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 29                     HP .......... 60%
     Str ....... 12                     Str ......... 45%
     Mag ....... 0                      Mag ......... 20%
     Skl ....... 11                     Skl ......... 70%
     Spd ....... 10                     Spd ......... 60%
     Lck ....... 7                      Lck ......... 30%
     Def ....... 9                      Def ......... 35%
     Res ....... 3                      Res ......... 40%
    Nolan is the oldest and wisest member of the Dawn Brigade, as well as the
    strongest, being he wields axes and looks like a barbarian, which is tight. He
    joins you at the beginning of the first actual chapter.
    For the first time, I'm actually going to limit this to mostly positive things,
    which is very rare for a Dawn Brigade member, but hear me out. He comes at a
    much higher level than Edward or Leonardo, but at a level that you can actually
    build up without stealing the EXP away from your other characters. Which is
    definitely good. Plus, it's not very long before the other characters catch up
    with him, and at that point you realize something. Nolan is actually halfway
    decent. His strength is good, his speed isn't bad at all, and his HP keeps him
    alive. His defense is rather mediocre, but so is everyone's in the Dawn
    Brigade, so given the standards, that's not really something to complain about.
    There's only two fighters in this game, however. There's Boyd, and then there's
    Nolan. Now, Nolan ends up extremely similar to Boyd, but here's yet another
    problem. The Dawn Brigade will have to endlessly compare themselves with the
    Greil Mercenaries, and the latter are simply higher leveled, and make more with
    their levels. Plus, in the endgame, there's only room for one Warrior/Reaver.
    Otherwise, Nolan is one of the few early units that I would consider for it.
    So, all I can say is to use him only if you aren't going to use Boyd, but for
    my money, he helps you out. A lot.
    My Rating: 4/5
    Name: Laura
    Recruited: CHAPTER 2
    Class: Priest -> Bishop -> Saint
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 16                     HP .......... 45%
     Str ....... 3                      Str ......... 20%
     Mag ....... 8                      Mag ......... 70%
     Skl ....... 3                      Skl ......... 70%
     Spd ....... 5                      Spd ......... 70%
     Lck ....... 8                      Lck ......... 50%
     Def ....... 2                      Def ......... 20%
     Res ....... 10                     Res ......... 35%
    Laura is a priest who Micaiah and company meet along the way in their journey,
    and she has a favor to ask of them, which ends in her landing herself in prison
    with Micaiah. From there, she becomes a member of the Dawn Brigade.
    Okay, this is going to be yet another instance of a Dawn Brigade member failing
    compared to their Greil Mercenary counterpart due to a lack of leveling
    opportunities. First of all, Laura is a priest. Priests are almost completely
    essential in the first part of the game, since she can heal while Micaiah needs
    to be finishing enemies off rather than healing them. That being said, the
    problem with priests is that they are ridiculously hard to level. They gain 11
    EXP from using Heal, and while they get more from the higher level staves,
    it's very, very hard to pull off.
    So, meanwhile, you've got Rhys with the Greil Mercenaries, who is simply at a
    much higher level, and is always making a name for himself since he has Ellight
    and is relatively proficient in light magic. Now, Laura is perfectly fine if
    she gets to the level he's at, but even then, she's going to have extremely
    poor HP and defense, which Rhys, while not great in those aspects either, will
    still be beating her. Granted, Laura has fantastic magic, plus her speed has
    great potential for growth, but otherwise, stick with Rhys. Only disadvantage
    he has to her is speed. See, Laura has amazing growths, but you need to abuse
    bonus EXP for her to utilize them.
    My Rating: 2/5
    Name: Sothe
    Recruited: CHAPTER 2
    Class: Rogue -> Whisper
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 35                     HP .......... 30%
     Str ....... 18                     Str ......... 60%
     Mag ....... 4                      Mag ......... 20%
     Skl ....... 20                     Skl ......... 80%
     Spd ....... 20                     Spd ......... 45%
     Lck ....... 15                     Lck ......... 65%
     Def ....... 14                     Def ......... 20%
     Res ....... 9                      Res ......... 30%
    Sothe was one of Ike's companions in the Mad King's War, who came into contact
    with him because he was looking for a friend, who just so happens to be Micaiah.
    Sothe is extremely loyal and close to Micaiah, those through it all he is
    completely obsessed with Ike.
    Alright, there will be a few occasions in this section of this guide where I
    talk about the Sothe Problem. Meaning, Sothe starts out awesome. He slaughters
    everything that looks him in the eye in one hit, and he just flat out rocks.
    That being said, one battle later he turns into just great. Then a few battles
    later he's good; that's the endgame of Part 1. Then Part 3 rolls around and
    he's very mediocre, paling in comparison to characters like Nolan, Aran, and
    maybe even Edward. By the end of that part of the game, he blows. Which isn't
    good, because he is a forced promotion at the end of the prologue of Part 4.
    So basically, you're forced to use him.
    Sothe also isn't a character you want to be abusing in the beginning, because
    he barely gains EXP from enemy kills. Because of that, he's basically another
    Jeigan character who steals EXP from the rest of your party. So you need to
    monitor him, and at that point he's barely someone you want to be abusing. He
    starts gaining more EXP later, but that's when he's a mediocre character, so
    it just doesn't work out. Meaning if you want him to be level 20 when you
    promote him, you need to load him with tons of bonus EXP. And trust me, he's
    all well and good when he's with the Dawn Brigade, but wait until part 4 when
    all the teams come together.
    At that point, Sothe will be alright as a thief. His speed and skill are
    obviously way up there, plus his luck isn't bad either. However, in the
    endgame, you're FORCED to use him. Sothe is not a character I want to use there.
    For one thing, Volke beats the piss out of Sothe. That, and if you level
    Heather all the way up, she's comparable if not better than Sothe. But Sothe
    is required, meaning Volke gets snubbed. That pisses me off. So, in the end,
    Sothe can be a very decent character. However, you'll need to load him up with
    bonus EXP and just flak up his strength stat that way, and when it comes down
    to that, it irks me. But ah well, he's required in the endgame, so yeah.
    My Rating: 3.5/5
    Name: Ilyana
    Recruited: CHAPTER 3
    Class: Thunder Mage -> Thunder Sage -> Arch Sage
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 22                     HP .......... 55%
     Str ....... 6                      Str ......... 45%
     Mag ....... 12                     Mag ......... 50%
     Skl ....... 12                     Skl ......... 60%
     Spd ....... 13                     Spd ......... 30%
     Lck ....... 6                      Lck ......... 40%
     Def ....... 3                      Def ......... 30%
     Res ....... 9                      Res ......... 50%
    Ilyana was another one of Ike's companions in the war, and she runs into
    Micaiah's group when they get thrown into the prison at the end of chapter 2.
    She has an extremely frail composition, and has a strange obsession with food.
    Okay, here's another bashfest for you people, I knew you guys saw it coming.
    Ilyana's magic power is okay when you get her. When you get her and how it
    stacks up in the long run are two different things, though. She's level 14,
    and it's not really that great at that point, though anything seems good when
    you're in the Dawn Brigade. And see, that's the thing, you ARE in the Dawn
    Brigade. Even then, though, she's a thunder sage, so thunder spells are what
    she's limited to. That pretty much guarantees low accuracy, mediocre power,
    and getting a double is rare as well.
    I'll point something else out. Ilyana leaves the Dawn Brigade and goes over to
    the Greil Mercenaries around the beginning of Part 3. What this basically
    means is that training her is completely pointless for the Dawn Brigade as
    their three Part 3 battles are all you need to worry about anyway, and at
    least you completely gave up the rest of the Dawn Brigade in favor of her,
    she has NO place in the mercenaries. Her stats then as well as in the endgame
    will be completely destroyed by Soren, and essentially everyone else. Factor
    in the fact she has possibly the lowest average defense in the whole game,
    and we have a character who I ain't gonna be bringing to battle.
    My Rating: 1.5/5
    Name: Aran
    Recruited: CHAPTER 3
    Class: Soldier -> Halberdier -> Sentinel
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 24                     HP .......... 50%
     Str ....... 10                     Str ......... 75%
     Mag ....... 0                      Mag ......... 10%
     Skl ....... 12                     Skl ......... 75%
     Spd ....... 10                     Spd ......... 35%
     Lck ....... 6                      Lck ......... 35%
     Def ....... 11                     Def ......... 70%
     Res ....... 2                      Res ......... 25%
    Aran is a friend of Laura's, but unfortunately he gets favors from people in
    Begnion so he has loyalties there. To recruit him, however, all you need to do
    is have Laura talk to him in chapter 3.
    What is this?! A Dawn Brigade unit who's actually (somewhat) decent?! It's
    tough to wrap your head around that, but it's true, Aran is a character with
    weaknesses, but that aren't quite as crippling as others, which in turn makes
    him quite usable. He joins at the perfect time. He's the right level -- around
    the average of what your other characters will be at that point. Sure, Nolan
    may be higher, but who cares about that. Aran has good defense and speed at
    that point. Sure, he won't be doubling, but he won't get doubled himself very
    much, so it evens out.
    You need to consider things outside of the Dawn Brigade chapters with Aran,
    though. First of all, in the part 3 chapters, he's an absolute necessity.
    Along with Nolan, he's really the only guy there who can take more than one or
    two hits, so what can I say. The thing is, like the rest of the Dawn Brigade,
    his availability makes his difficult to raise, and in the end, Nephenee is
    faster and will be hitting enemies with a lot better accuracy than Aran. So
    basically, you probably won't use him outside of parts 1-3, but oh well. I'll
    take him over Leonardo, Meg, or Fiona any day of the week, plus he doesn't
    completely rape your EXP supply, although to supplement his speed, some of it
    is necessary. Ah well.
    My Rating: 4/5
    Name: Meg
    Recruited: CHAPTER 4
    Class: Armor Sword -> Sword General -> Marshall
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 21                     HP .......... 60%
     Str ....... 10                     Str ......... 35%
     Mag ....... 1                      Mag ......... 15%
     Skl ....... 7                      Skl ......... 40%
     Spd ....... 8                      Spd ......... 65%
     Lck ....... 8                      Lck ......... 75%
     Def ....... 10                     Def ......... 35%
     Res ....... 5                      Res ......... 50%
    Meg is the daughter of a character you may remember from Path of Radiance
    known as Brom. She joins your party to look for the man that her parents want
    her to marry, who is... Zihark. Yeah. She just wears armor for protection. How
    is that not weird?
    Alright, I think that little fact I gave about why Meg is fighting at all kind
    of speaks for itself. She's a character who has potential, but to hell if I'm
    ever going to get into that potential. She joins at level 3, and as you can
    see, her stats are crap. Not only that, but she joins at a time of unease,
    when you're fighting laguz. She can't handle that, and it's just an uphill
    battle from there. Needless to say, she's a burden even among the incredibly
    burdensome Dawn Brigade.
    Now, actually, thre is hope for her. If you look at her growth rates, they're
    not too bad, plus she's at a low level, so statistically she can probably keep
    up, but even when she does, she will pale in comparison to Gatrie and other
    Marshalls. If that wasn't enough, she'll have to be the sole proprietor of your
    entire stock of bonus EXP. That, and she STILL won't be able to handle herself
    in battle since when you get back you just have more laguz and other extremely
    strong units to fight, which you need characters who have half decent strength
    to be able to fight. Bad character. Very bad character.
    My Rating: 1/5
    Name: Volug
    Recruited: CHAPTER 5
    Class: Wolf
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 49                     HP .......... 95%
     Str ....... 11                     Str ......... 25%
     Mag ....... 2                      Mag ......... 15%
     Skl ....... 12                     Skl ......... 35%
     Spd ....... 13                     Spd ......... 40%
     Lck ....... 13                     Lck ......... 90%
     Def ....... 9                      Def ......... 15%
     Res ....... 5                      Res ......... 10%
    Volug is a servant of Queen Nailah, and joins Micaiah under Nailah's orders
    because of their similar goals. He's a unique laguz in that he can Halfshift,
    which means he can be pretty much half dog, half man. Neat.
    I just wish Volug were neater in battle, though. First of all, when he joins
    he'll be another tank within your party, and you can equate him to how Lethe
    was in Path of Radiance. You were thinking she was going to be the next
    Titania. That's similar here, but Volug's advantage over your characters slips
    just like Sothe's does, but even more dramatically. This is because he suffers
    in three key stats: strength, defense, and resistance. I can do one of those,
    but all three of them? Aw hell naw.
    Eventually, characters like Muarim join your party, and Volug will become
    fragile even in the early stages of the game. Consider what that equates to
    later into the game. When you come back to the Dawn Brigade, Volug will die in
    about two hits due to his incredibly crappy defense, plus he has almost no
    potential to improve due to his horrible growth rates. Face it, Volug just
    ain't a good character. Though I'll give him half a pity point due to how
    useful he is in the DB chapters. Apart from that, he's not one of the best
    My Rating: 1.5/5
    Name: Tauroneo
    Recruited: CHAPTER 6
    Class: Lance General -> Marshall
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 38                     HP .......... 55%
     Str ....... 24                     Str ......... 40%
     Mag ....... 12                     Mag ......... 5%
     Skl ....... 22                     Skl ......... 65%
     Spd ....... 20                     Spd ......... 50%
     Lck ....... 18                     Lck ......... 20%
     Def ....... 21                     Def ......... 45%
     Res ....... 15                     Res ......... 50%
    Tauroneo was one of the generals of Daein back in the day, as one of the
    legendary Four Riders, and to this day his loyalty to Daein remains. He joins
    the Dawn Brigade for the sake of rebuilding the country.
    Here we have a pretty damn good character, but one of many in this game that
    will suffer from poor availability. First of all, Tauroneo is a Level 14 Lance
    General, making him at the point you get him, the most overleveled character
    yet, and in the chapters he's in, he's a towering giant. Only that's the
    problem. He's not in hardly any chapters! You get him in three chapters in
    Micaiah's story, plus he's unavailable in a lot of the big ones. Making him a
    little less useful at that point, naturally.
    When Tauroneo comes back, now he has to compete with characters like Gatrie and
    Brom. And actually, he can put up a good fight against them. When all your
    characters become completely leveled, Tauroneo as a Marshall is very comparable
    although he's a little more well rounded. By that, I mean he tends to have
    higher speed and resistance and whatnot than the other two (especially Brom),
    but the problem is, Gatrie will have such a huge level lead over Tauroneo, that
    he becomes the obvious choice. Sad, but 'tis the case. He's still not bad,
    though, and he has his uses.
    My Rating: 3/5
    Name: Jill
    Recruited: CHAPTER 6
    Class: Dracoknight -> Dragonmaster -> Dragonlord
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 24                     HP .......... 50%
     Str ....... 11                     Str ......... 45%
     Mag ....... 1                      Mag ......... 15%
     Skl ....... 12                     Skl ......... 45%
     Spd ....... 15                     Spd ......... 65%
     Lck ....... 14                     Lck ......... 60%
     Def ....... 13                     Def ......... 35%
     Res ....... 3                      Res ......... 45%
    Jill was yet another ally of Ike in the Mad King's War, daughter of General
    Shiharam, and she used to be a complete hater of laguz, though Ike eventually
    got her over that. She's found in this game defending her home country, which
    is, to the end, Daein.
    I like Jill where she is when she joins. She's at roughly the same place the
    rest of the party is, and while her strength is a little lacking, she has
    speed and defense to back that up, on top of a fairly decent skill stat as
    well. The strength holds her back a little in the Dawn Brigade chapters, though
    her growth in it is relatively decent, plus you have to admit, while her
    durability is far from fantastic, it's far superior to the rest of the party's,
    so yeah.
    The durability problem rears its ugly head a lot worse in part 3, though,
    when you start fighting laguz, and she starts taking a number of hits at the
    same time. In fact, you might even have to give her a Seraph Robe because her
    HP is so weak, though her promoting makes up for it somewhat. In the long run,
    though, she turns out relatively good. Her strength will end up better, plus
    she'll have the speed to back it up, but once again, complete favoritism is
    necessary. If anyone deserves it, it's her, but it's never something I want to
    do. Now, I'll give it to her, she can turn out great, but she's competing
    against Haar, who is arguably the best unit in the whole game, and while she's
    great throughout her chapters, it's hard to finally make it all work.
    My Rating: 3.5/5
    Name: Zihark
    Recruited: CHAPTER 6
    Class: Swordmaster -> Trueblade
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 30                     HP .......... 55%
     Str ....... 17                     Str ......... 35%
     Mag ....... 6                      Mag ......... 10%
     Skl ....... 22                     Skl ......... 75%
     Spd ....... 23                     Spd ......... 70%
     Lck ....... 11                     Lck ......... 40%
     Def ....... 13                     Def ......... 25%
     Res ....... 11                     Res ......... 35%
    Zihark is another character who Ike ran into in the Mad King's War and got to
    join his side, but it really wasn't because of Ike -- it was because Zihark
    has a strange obsession with laguz. That being said, he's a loyal citizen of
    Daein and is willing to fight to the death for it.
    When he joins, Zihark is very highly leveled compared to the rest of the party.
    He's already promoted, meaning he's going to better automatically better than
    anyone except Sothe, and you know what, no one else really catches up. Zihark
    has one glaring weakness, though, and that is his defense. It's okay when he
    joins, of course, but when you consider his level it's not great, plus his
    horrible growth in it doesn't help. That being said, Zihark has an early gift,
    and that's his ability to double enemies. So needless to say, he's a hell of a
    lot stronger than the rest of the Dawn Brigade at the time, and he can still
    take more hits than the majority of the game.
    In the endgame, Zihark is actually surprisingly decent. He was one of the
    characters who I actually genuinely cared about how they turned out in the
    endgame, and for me, he got a fair share of Paragon, as since he's really the
    only one besides Nolan and maybe Jill who are going to be consistently earning
    kills in the laguz chapters (therefore it's not favoritism). A little goes a
    long way even when he started so much higher, and his levels will just sky
    rocket. It's a little difficult to have him keep up with Mia later, but you
    know, it's doable, and a lot moreso than Edward, for instance. And in the end,
    his stats are actually very comparable with Mia's, and besides her and Edward,
    there's not really any other swordmasters to compete with. That's right, a
    Dawn Brigade character who's legitimately good at ALL times!
    My Rating: 4.5/5 (in reality more like a 4.25, but it rounds up here)
    Name: Fiona
    Recruited: CHAPTER 7
    Class: Lance Knight -> Lance Paladin -> Silver Knight
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 25                     HP .......... 45%
     Str ....... 8                      Str ......... 40%
     Mag ....... 6                      Mag ......... 15%
     Skl ....... 8                      Skl ......... 40%
     Spd ....... 10                     Spd ......... 60%
     Lck ....... 7                      Lck ......... 55%
     Def ....... 8                      Def ......... 55%
     Res ....... 6                      Res ......... 50%
    Fiona is the daughter of Lanvega, one of the original Four Riders of Daein
    before the Mad King's War. Her father's courage transcends to her now, though,
    and it leads her to rebel against Begnion.
    Alright, forget what I said about Meg, I think Fiona is probably even worse
    than she is. Now, first of all, here's the difference. When you get Meg, she
    can help you out a bit for like one or two chapters. She can survive an attack
    or two, plus she can weaken an enemy to the point where someone else can take
    care of them. Such is not the case with Fiona. Her strength and defense are
    BOTH lower than Meg's, and she joins six levels higher. See, though, Fiona has
    potential, as we can see in her growth rates.
    There's one problem though. There's no time given to build up Fiona. She joins
    WAY too late, in fact at that point there's only three more battles which she
    can participate in. At that point she's Level 9 and the rest of your party
    should hopefully be at least 14-15 or so (at least characters like Micaiah,
    Edward, and Nolan who are actually helpful, that is). Fiona's stats are far
    inferior to them at that point, and when you figure in the fact that almost all
    of the Dawn Brigade will end up better and are a better choice for giving your
    bonus EXP to, plus the only paladin she's really better than statistically is
    Astrid (for my money at least), she's pretty much the worst character here.
    My Rating: 1/5
    Name: Tormod
    Recruited: CHAPTER 7
    Class: Fire Sage -> Arch Sage
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 34                     HP .......... 50%
     Str ....... 13                     Str ......... 55%
     Mag ....... 17                     Mag ......... 40%
     Skl ....... 16                     Skl ......... 45%
     Spd ....... 20                     Spd ......... 55%
     Lck ....... 14                     Lck ......... 25%
     Def ....... 12                     Def ......... 35%
     Res ....... 14                     Res ......... 45%
    Tormod was an ally of Ike's, who they met in the desert of Begnion, while
    Tormod was fighting for a group known as the Laguz Emancipation Army. He's
    basically a kid who goes around the world with his tiger friend, Muarim.
    Alright, Tormod is an otherwise good character who comes with one absolutely
    fatal and devastating flaw, which I will get to shortly. When he joins you,
    he's a little overleveled, but still decent. His speed is good, his defense is
    great for a mage, and his magic isn't stellar, but it's good. Here's the thing,
    though, after Part 1 he goes AWOL with Muarim and Vika until late Part 4, at
    which point he rejoins at the exact same level he was when you left off with
    him. How the HELL does that make sense?!
    I hate to say it, but great in Part 1 equates to complete crap in Part 4. At
    that point, he's Level 5. My Soren was also Level 5. Promoted. Every single
    enemy in the whole chapter will double attack him, killing him every time. He
    cannot possibly get up to where the rest of the party is, and actually, his
    final stats are incredibly bad anyway. He will feature in the endgame,
    courtesy of his rather mediocre base and growth, the lowest magic stat of any
    mage in the whole game. So when you get him, he'll help you out. That is the
    last time he will help you at all. He does come with the Celerity skill,
    though, which I'd definitely take right away and give to Rafiel.
    My Rating: 1/5
    Name: Muarim
    Recruited: CHAPTER 7
    Class: Tiger
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 58                     HP .......... 60%
     Str ....... 18                     Str ......... 55%
     Mag ....... 3                      Mag ......... 5%
     Skl ....... 14                     Skl ......... 45%
     Spd ....... 11                     Spd ......... 20%
     Lck ....... 12                     Lck ......... 55%
     Def ....... 15                     Def ......... 35%
     Res ....... 9                      Res ......... 30%
    If you really want to learn about Muarim, you can really read Tormod's entry,
    but yeah, just to clarify, Muarim is a tiger laguz with a kind heart and an
    actual love for beorc, and a brotherly affection for Tormod.
    Muarim, Vika, and Tormod all share the same problem. They all just disappear,
    and they don't come back until they're completely obsolete. To be fair,
    though, Muarim isn't a total waste. When he joins you, obviously, he's quite a
    good unit. He's strong, he'll beat the living piss out of anything in Part 1,
    and he has the durability to back it up. Even when he's not transformed, you
    could say that, but 58 HP is nice, plus 30 def while transformed isn't shabby,
    ever. His speed isn't great, but I can overlook that, especially in Part 1.
    So how does he turn out when he's in Part 4 and actually comes back? Well,
    not very good, but he's still better than Tormod. His strength stat is still
    solid (face it, 36 strength actually is good even though he's going to get
    his ass doubled), plus he'll take a few hits and can act as a roadblock. When
    you get past that chapter, though, you're in the endgame. Muarim just isn't
    going to hold his own at that point.
    My Rating: 2/5
    Name: Vika
    Recruited: CHAPTER 7
    Class: Raven
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 38                     HP .......... 60%
     Str ....... 9                      Str ......... 25%
     Mag ....... 5                      Mag ......... 50%
     Skl ....... 13                     Skl ......... 60%
     Spd ....... 15                     Spd ......... 60%
     Lck ....... 14                     Lck ......... 65%
     Def ....... 7                      Def ......... 15%
     Res ....... 7                      Res ......... 65%
    Vika is a newcomer, and to tell you the truth, I don't know much about her,
    as there was never really any explanation as to who she is and why she's
    hanging with Tormod and Muarim, but she's there, so yeah.
    In the beginning of the game, Vika is actually worse than Tormod and Muarim,
    although she can fly, which is always a bonus. The reason she's worse is
    because her promoted strength stat is 18. That's not great for a laguz.
    Muarim creams that, and while Tormod's magic is less than that, the majority
    of enemies have higher defense than resistance. So, she's not great in the
    beginning, and if I bring any of the trifecta of AWOL into the endgame, it's
    Muarim and maybe Tormod. Never Vika.
    As for how she turns out after that, well, what do you think. She won't get
    doubled, but she can't damage anything. At all. She'll die in almost no time
    at all because of her horrible defense, plus there's even snipers there. Spells
    death right there. As an actual unit, though, she's not terrible. As you can
    see, her growths are decent, but the only two (besides magic, and who cares
    about that) that suck are strength and defense. Probably the two most important.
    Why Intelligent Systems designed her like that, I have no idea. Either way,
    her growths will never be fulfilled, and they're horribly imbalanced. It's
    kind of sad, because Vika is the type of unit who I would normally like.
    My Rating: 1/5
    Name: Rafiel
    Recruited: CHAPTER 8
    Class: Heron
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 31                     HP .......... 60%
     Str ....... 1                      Str ......... 0%
     Mag ....... 6                      Mag ......... 40%
     Skl ....... 1                      Skl ......... 10%
     Spd ....... 6                      Spd ......... 20%
     Lck ....... 31                     Lck ......... 60%
     Def ....... 3                      Def ......... 10%
     Res ....... 13                     Res ......... 50%
    Rafiel is the most noble of the three heron children of Lorazieh of the
    Serenes tribe, and obviously the brother of Reyson and Leanne. Due to Senator
    Hetzel, though, he got out of Serenes and fell into the paws of Nailah, which
    was where he stayed for awhile.
    Herons. Where do I even start with them. First of all, there's three of them,
    and they all have their strengths and weaknesses. What they mainly exist to
    do, though, is use their Vigor galdr to allies and give them an extra turn.
    Rafiel completely excels at that aspect, because when he doesn't even need to
    be transformed to use Vigor on his SURROUNDINGS. That's four characters in
    one turn. That's just freaking amazing, but here's the thing. He joins in the
    Dawn Brigade section for two chapters. Which is okay by itself. He's another
    weak character among them, but he's an asset. An issue with him, though, is
    that he doesn't return until Part 4. Meanwhile, Leanne and Reyson have a good
    in between for that.
    Now, another issue. Rafiel's stats are awful. No way around it. His movement
    is absolutely horrendous, plus his defense is the worst in the whole game,
    no question. His resistance is okay, but not particularly good either. Now,
    granted, he has no idea for strength, magic, or skill, but I like when my
    herons at least have SOME chance of surviving an unpredictable attack, and
    that's not the case with Rafiel. However, he's the perfect candidate for
    Celerity or Boots (once again not favoritism because there's no one else
    logical to give them to, really), which fixes the movement problem, and let
    me just impress this on you one more time: any time he wants, he can restore
    movement to FOUR units. Four units. Enough said. And honestly, despite the
    danger he faces in the endgame (last two chapters in particular), he's not
    really that much worse than Reyson, which makes him my pick for the endgame.
    My Rating: 4.5/5
    ~- Vb. Crimea Knights (Part 2) ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    In order: Elincia, Marcia, Nealuchi, Leanne, Haar, Brom, Nephenee, Heather,
              Lucia, Lethe, Mordecai, Geoffrey, Kieran, Astrid, Makalov, Danved,
    Name: Elincia
    Recruited: PROLOGUE
    Class: Queen
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 31                     HP .......... 45%
     Str ....... 19                     Str ......... 65%
     Mag ....... 17                     Mag ......... 40%
     Skl ....... 21                     Skl ......... 50%
     Spd ....... 22                     Spd ......... 70%
     Lck ....... 29                     Lck ......... 60%
     Def ....... 18                     Def ......... 20%
     Res ....... 24                     Res ......... 35%
    Elincia was one of the most important characters in Path of Radiance, so you
    probably know her already. If not, though, she's the queen of Crimea as it
    stands now. Unfortunately, Crimea consists of a bunch of asses who want her
    off the throne, so that puts the whole nation into trouble.
    One of the game's "main characters" deserves a longer and more in-depth
    reviewing, so here you have it. Elincia is a very mixed bag. First of all, in
    Part 2, she gets two battles. Therefore, she runs into a definite availability
    problem, since after that she's not available until Part 4. Geez, at least
    have that one Part 3 battle. So, strike one. First battle she's not too hot,
    but second battle she will help you out tremendously, because she naturally
    comes with one of the best swords in the game, the Amiti. At that point, she
    will single handedly slaughter any unit that comes her way. Naturally she's
    weak against crossbows and other arrows in general, but so are all seraph
    knights, so that's not fair to hold against Elincia.
    When she gets into Part 4, she's... okay. She can double stuff, but her
    strength is too low to really take advantage of that. Strike two. Thankfully,
    the thing about Elincia is that she has a high strength growth. She's already
    third tier, which I'm not too crazy, but she can be salvaged. That being said,
    it's difficult. It's true she's got the infamous 4-5 to level up in, but
    unless she has Beastfoe, that's going to be difficult. So she'll need specific
    babying on your part to get up there. Strike three.
    But wait, I'm not done. Elincia can do more than use the Amiti. She can equip
    staves and heal you, too. Hell, she's even good enough with them to the point
    she can equip the Physic in 2-E, which is, for all practical purposes, as good
    as she ever needs to be. That definitely helps her usefulness out. However,
    she naturally needs to be compared to Rhys as well as the falcon knights. She
    will never be as good as Rhys at healing, but that's just a given. It's just an
    extra, as what she is at heart is a seraph knight. And in my opinion, she's not
    quite good enough to get to the endgame. She can quadruple hit with a weapon
    that has infinite durability. That's just a gift, and I'm not going to deny
    that. I'm not going to bring any seraph knight into the endgame, but if there
    was to be anyone, it's Elincia. She ends up flawed, but she has a good base
    behind her, and a hell of a good concept. For that, as well as how amazing she
    is in 2-E, she gets huge points from me.
    My Rating: 4/5
    Name: Marcia
    Recruited: PROLOGUE
    Class: Falcon Knight -> Seraph Knight
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 34                     HP .......... 70%
     Str ....... 16                     Str ......... 30%
     Mag ....... 6                      Mag ......... 20%
     Skl ....... 17                     Skl ......... 40%
     Spd ....... 20                     Spd ......... 65%
     Lck ....... 12                     Lck ......... 50%
     Def ....... 16                     Def ......... 35%
     Res ....... 15                     Res ......... 35%
    Marcia was originally a knight of Begnion, though she eventually got super
    acquainted with Elincia, and now she's one of Elincia's most loyal soldiers
    outside of Geoffrey and company.
    I'm not a big fan of Marcia, and there's a number of reasons for that. When
    she joins you in Part 2, she's... okay. Her strength isn't too terrible, she's
    fast, has solid defense and resistance, and rather average HP. Not a whole
    lot to complain about, but then you get her growths. Speed will stay good, as
    will HP, but everything else will start faltering very quickly. Particularly
    the strength; with only 30% growth, she's going to have a tough time catching
    up with any of the other fliers, although she can eventually pull it off, I
    Here's the problem, though. Marcia's availability sucks too, as does a lot of
    the characters in Part 2. Thing is, after Part 2, she gets one battle, then
    she's thrust into Part 4 and needs to compete with Sigrun, Tanith, and all of
    the Greil Mercenaries, let alone Haar. Tanith starts at Level 16, for instance.
    The chance that you're going to level Marcia up that high in those few chapters
    is very slim. As for her potential, her strength will be rather mediocre, but
    she'll at least beat Sigrun, though Tanith, Elincia, and obviously Haar (not to
    mention Jill if we're considering dragon masters) will utterly cream her.
    My Rating: 2.5/5
    Name: Nealuchi
    Recruited: PROLOGUE
    Class: Raven
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 53                     HP .......... 55%
     Str ....... 10                     Str ......... 35%
     Mag ....... 4                      Mag ......... 10%
     Skl ....... 9                      Skl ......... 40%
     Spd ....... 18                     Spd ......... 10%
     Lck ....... 24                     Lck ......... 80%
     Def ....... 10                     Def ......... 40%
     Res ....... 10                     Res ......... 25%
    Nealuchi is one of the loyal servants of Naesala, which essentially makes him
    a knight of Kilvas. His main role, however, is to defend Leanne, which is
    obviously something Naesala just tacked on him.
    Here's another character that is going to be plagued by their crappy
    availability. Nealuchi is available for several battles in Part 2. At that
    point, he's decent. He's moderately helpful in the endgame of there, plus he
    will help you out in the prologue and whatnot. That being said, even though
    he's a laguz and I'm comparing him to a beorc, Haar does everything he does
    way better, plus Haar doesn't have to worry about transforming back.
    And that's just the thing. In all his battles, Nealuchi reverts back very
    quickly, which turns into quite a problem in the end. But yeah, let's talk
    about his availability. He's available for Part 2, then completely vanishes
    until Part 4. In those chapters you have friggin' Naesala. Why would you use
    Nealuchi when Naesala does everything he does way better than he even has the
    potential to? Seriously. Use him for the chapters he's required in, then ditch
    My Rating: 2/5
    Name: Leanne
    Recruited: PROLOGUE
    Class: Heron
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 25                     HP .......... 60%
     Str ....... 0                      Str ......... 0%
     Mag ....... 3                      Mag ......... 40%
     Skl ....... 1                      Skl ......... 10%
     Spd ....... 6                      Spd ......... 20%
     Lck ....... 27                     Lck ......... 80%
     Def ....... 2                      Def ......... 10%
     Res ....... 11                     Res ......... 40%
    Leanne is Reyson's sister, and one of the herons who was discovered in the
    ruins of Serenes Forest. For that, she gets special treatment from the Kilvas
    clan. She also can't speak English, so yeah.
    In my opinion, Leanne is the weakest of the three herons. First of all,
    statistically, she's even weaker than Rafiel. The thing she does have going
    for her over Rafiel though is her superior movement. Hell, she even has Canto,
    which is especially nice. Then again, I don't really hold movement against
    Rafiel since you're not really going to give Celerity to anyone else anyway.
    When you're in her chapters from Part 2 though, she'll help out a little. As
    will all herons.
    Here's the thing with Leanne, though. She can only give movement back to two
    people at once (two characters on the same axis). That is extremely limiting,
    since she can't even give movement back to all characters when transformed,
    or at least let you pick and choose. Factor in the fact she has far lower
    leveled and will therefore take a lot longer to learn Bliss and the like,
    and she's by far the worst of the three. To be fair, though, she's still a
    heron though.
    My Rating: 3.5/5
    Name: Haar
    Recruited: PROLOGUE
    Class: Dragonmaster -> Dragonlord
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 46                     HP .......... 30%
     Str ....... 23                     Str ......... 70%
     Mag ....... 2                      Mag ......... 5%
     Skl ....... 24                     Skl ......... 70%
     Spd ....... 20                     Spd ......... 30%
     Lck ....... 13                     Lck ......... 45%
     Def ....... 23                     Def ......... 65%
     Res ....... 7                      Res ......... 20%
    Haar was a former soldier in Daein, though after Jill joined Crimea, he
    eventually followed. To this day he hasn't changed; he goes around assisting
    whomever he sees fit, and spends more time than not, sleeping.
    One could make a very strong argument that Haar is the best character in the
    game. I'm not even kidding, he has two stats that are NOT ridiculously
    overpowered: speed and resistance. His speed is only decently good, and his
    resistance is bad. This makes him rather weak against thunder sages, but there
    are ways to get around that. Essentially, Haar is a complete behemoth. His HP
    is extremely high, as is defense, but then factor in his strength and skill.
    Ridiculously high. Then you've got the fact he uses axes and can use lances.
    Essentially, Haar can kill anything.
    The thing I like about dragonlords over seraph knights is that they have no
    fear of bows or crossbows, just thunder magic (and seraph knights are weak
    against wind too, so who cares). That, and if you have room for only one flier,
    which is quite likely, Haar is your man as his HP and defense trample all
    seraph knights. But you see, the cheap thing is that Haar's base stats are so
    high, but he's actually LOW LEVELED. Only Level 11, so he still has 29 levels
    to gain. Then there's the fact he's available for all but two of the Greil
    Mercenary chapters, and there's not a bad thing to say about Haar. In fact,
    I'd recommend just completely abusing him until Endgame-4, unless he hits
    20/20/20 before the endgame. Now, his speed may bite his ass in the end since
    it caps at 32, but that's still better than Marshalls and most mages. Overall,
    Haar is the best beorc unit in the whole game besides Ike.
    My Rating: 5.5/5
    Name: Brom
    Recruited: CHAPTER 1
    Class: Axe General -> Marshall
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 36                     HP .......... 80%
     Str ....... 19                     Str ......... 40%
     Mag ....... 4                      Mag ......... 5%
     Skl ....... 17                     Skl ......... 40%
     Spd ....... 16                     Spd ......... 30%
     Lck ....... 13                     Lck ......... 70%
     Def ....... 21                     Def ......... 60%
     Res ....... 9                      Res ......... 25%
    Brom is a farmer who was imprisoned by Daein partway through Path of Radiance,
    though he and his friend Nephenee eventually got together with Crimea but then
    retired to go back to their (hyuk hyuk hyuk) country life.
    Brom is not a bad unit at all. Yeah, I know you probably expected me to start
    bashing him right off the bat like I did in Path of Radiance, but you know
    what, he's actually pretty good. As a general, he uses axes, which are always
    a very solid weapon to use, plus he has high HP and defense, and his strength
    and skill are high enough. His speed isn't too terrible either, although
    Gatrie will easily edge him out. If that wasn't enough, Brom even has great
    availability (most all of Part 2 and Part 3).
    Here's the issue though. You have to compare Brom to Gatrie, who joins higher
    leveled and will most likely have higher stats as well. For instance, Brom
    joins at Level 2, while Gatrie joins at Level 10. Plus to me, Gatrie is one of
    the very best of the Greil Mercenaries, especially in the early parts. So
    how it's going to turn out, who knows. Brom fortunately is one of the Crimea
    Knights who joins the GMs, so honestly in my opinion, if you use Brom instead
    of Gatrie, that's perfectly fine. Their growths are both very balanced so
    that they'll end up the same, plus in my opinion using axes versus lances is a
    moot point as Gatrie as a Marshall will already be quite skilled in axes. The
    only problem is that Brom starts lower leveled, but hell, two generals at once
    isn't... too terrible.
    My Rating: 4/5 (actually more like a 3.75 but it rounds up)
    Name: Nephenee
    Recruited: CHAPTER 1
    Class: Halberdier -> Sentinel
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 32                     HP .......... 45%
     Str ....... 15                     Str ......... 35%
     Mag ....... 6                      Mag ......... 15%
     Skl ....... 19                     Skl ......... 70%
     Spd ....... 20                     Spd ......... 65%
     Lck ....... 12                     Lck ......... 40%
     Def ....... 15                     Def ......... 35%
     Res ....... 14                     Res ......... 45%
    Nephenee is, like Brom, a country girl who got imprisoned by Daein during the
    Mad King's War and was then thrust into the battle, though at heart, she is
    exactly that: a country girl.
    In my opinion, Nephenee is one of the very best characters in the game. At
    first, there's absolutely nothing really going against her. She has good
    growths in the right areas. Strength is okay, plus skill and speed are quite
    strong. Defense ends up great, because Nephenee will be a sentinel and get
    ridiculously high avoid. At the beginning, by herself, obviously she won't be
    quite as strong as characters like Haar or Geoffrey, but she'll get there.
    That, and she and Brom join the Greil Mercenaries, so she has availability up
    the wazoo.
    Once Nephenee gets promoted to Sentinel, her HP and defense will both be
    outstanding, to the point in which she can double hit most enemies in the game
    with ease, with great accuracy, both hits doing fantastic damage, as well as
    avoiding most hits, and when she gets hit, taking very little damage. And for
    that reason, I consider her to be highly superior to Aran and Danved. She's a
    great unit, balanced in almost every way, and whenever I play through the game,
    she maxes almost every single stat except HP. Maxed strength, skill, speed,
    defense, AND resistance. Throw on the Wishblade and the Imbue skill, and
    Nephenee is completely unstoppable. One of the best characters in the game,
    easily, and you'd have to be crazy not to use her in the endgame.
    My Rating: 5/5
    Name: Heather
    Recruited: CHAPTER 1
    Class: Rogue -> Whisper
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 32                     HP .......... 40%
     Str ....... 15                     Str ......... 20%
     Mag ....... 9                      Mag ......... 20%
     Skl ....... 21                     Skl ......... 50%
     Spd ....... 25                     Spd ......... 70%
     Lck ....... 16                     Lck ......... 75%
     Def ....... 10                     Def ......... 30%
     Res ....... 14                     Res ......... 40%
    Heather is a thief that the country people run into in Ohma village during
    the riot that occurs there. She's also a lesbian, but that's well known.
    Anyway, talk to her with Nephenee or Brom for the recruit.
    Okay, a lot of people disagree with me, but I consider Heather to be one of
    the worst units in the game. The reason being, there's already one other
    central thief, and that's Sothe. I'll get into that later. In terms of actual
    thieving, you're not really going to need to do it a whole lot, aside from a
    couple exception chapters (3-3 being a good example). Obviously she's got the
    same great availability that Nephenee and Brom do, so that's one thing she has
    going for her. Thing is, I've always had a personal grudge against thieves
    in Fire Emblem games in the chapters they're not necessary for, well,
    Obviously, the reason for that is combat skills, and in that department
    Heather is completely lacking. Low strength which will only further decrease
    upon subsequent level ups, and it's at the point that by the time you reach the
    endgame of Part 2, she won't be able to do squat to the vast number of generals
    in that chapter. Part 3 doesn't leave space for a unit like her, sadly, and
    then in the endgame, even if you level her up, Sothe is REQUIRED in the
    endgame, so that's a thief spot. Even if you were leaving two spots for
    thieves, there's Volke to compete with, and both he and Sothe will edge her
    out. So that's really my take on it.
    My Rating: 2/5
    Name: Lucia
    Recruited: CHAPTER 2
    Class: Swordmaster -> Trueblade
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 38                     HP .......... 50%
     Str ....... 18                     Str ......... 25%
     Mag ....... 10                     Mag ......... 20%
     Skl ....... 27                     Skl ......... 70%
     Spd ....... 27                     Spd ......... 60%
     Lck ....... 19                     Lck ......... 30%
     Def ....... 14                     Def ......... 15%
     Res ....... 15                     Res ......... 50%
    Lucia is like a sister to Elincia, acting as her most trusted guardian with the
    possible exception of Geoffrey. She also receives a rather massive makeover
    at the end of Part 2 which I thought I'd point out.
    Okay, I called it, here's the character outside of Part 4 with the absolute
    worst availability in the whole game, as well as the one who is most hurt by
    that issue. Lucia is in one battle in Part 2. That's it. She rejoins in
    Tibarn/Elincia's Part 4 chapters, at which point she is highly inferior to
    your other characters. For instance, let's say you're spreading the other
    swordmasters out. She'll be with someone else in that case, and whomever it
    is, they'll be vastly superior to Lucia.
    Mia has excellent potential for growth and should be a Trueblade at that
    point, and Zihark/Edward should be at least Level 10 into Swordmaster if not
    higher at that point. Lucia is a Level 14 Swordmaster who will definitely
    help you through 2-2 (though I'd advise not using her at all), but after
    that, her strength and ESPECIALLY defense (15% growth, are you serious?) will
    be far inferior to anyone else. Overall, there's five trueblades, and Lucia is
    the worst of all them by far. Even if you build her up, her strength can't
    possibly keep up with the others, let alone help in the endgame.
    My Rating: 1.5/5
    Name: Lethe
    Recruited: CHAPTER 2
    Class: Cat
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 51                     HP .......... 85%
     Str ....... 9                      Str ......... 35%
     Mag ....... 6                      Mag ......... 5%
     Skl ....... 13                     Skl ......... 30%
     Spd ....... 12                     Spd ......... 50%
     Lck ....... 18                     Lck ......... 45%
     Def ....... 9                      Def ......... 35%
     Res ....... 10                     Res ......... 20%
    Lethe is a Gallian warrior who joined the war effort in Crimea during the
    Mad King's War, and that's where she stuck around. Despite her interaction
    with them though, Lethe hates pretty much all beorc.
    One of the worse units in the entire game, the lower tier laguz in this
    game are in my opinion some of the most obsolete characters you'll ever come
    across. First of all, put this into perspective. At base, even when
    transformed, Lethe has 18 attack. Plus she's a Level 21 Cat, making her hard
    to level up. Seriously? What the hell is that all about? 18 defense, 24 speed,
    very unspectacular stats for a laguz that's effing transformed. Now, factor
    in the fact that Lethe doesn't even have high caps for those stats, and why
    the hell would you ever use her? A cap of 28 defense. Seriously. With those
    terrible growths, she has no potential, nor is she even good when you get her.
    Hell, she dies in my 2-E half the time, which is pretty pathetic. That's what
    you get for transforming in and especially out quickly.
    My Rating: 1/5
    Name: Mordecai
    Recruited: CHAPTER 2
    Class: Tiger
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 57                     HP .......... 90%
     Str ....... 14                     Str ......... 35%
     Mag ....... 1                      Mag ......... 10%
     Skl ....... 9                      Skl ......... 25%
     Spd ....... 9                      Spd ......... 15%
     Lck ....... 15                     Lck ......... 80%
     Def ....... 16                     Def ......... 45%
     Res ....... 4                      Res ......... 15%
    Mordecai is another Gallian warrior who assisted Crimea alongside Ranulf and
    company during the Mad King's War, which is why he joins you this time as
    well. As a laguz though, he's a little kinder than Lethe, though.
    Fortunately, Mordecai is slightly better than Lethe, though that's not exactly
    saying much. His strength is at least passable at first (a full 10 points
    higher than Lethe's), and although his initial speed is terrible, that's not
    really going to be an issue offensively, plus defensively you have no worries
    as he has a base 32 defense transformed. Even out of transformation that's more
    than probably half your party, even if he'll obviously get doubled. Figure in
    his much higher HP and you can see why he beats the hell out of Lethe as a
    unit. Now don't get me wrong, he's still completely out of the realm of
    possibility for the endgame, but you know, he's at least usable, something a
    lot of characters aren't. The reason for that is his speed. 15% growth and a
    cap at 15->30 ain't gonna cut it.
    My Rating: 2/5 (make that a 1.75 and round it up)
    Name: Geoffrey
    Recruited: CHAPTER 3
    Class: Lance Paladin -> Silver Knight
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 37                     HP .......... 60%
     Str ....... 24                     Str ......... 50%
     Mag ....... 8                      Mag ......... 10%
     Skl ....... 23                     Skl ......... 60%
     Spd ....... 20                     Spd ......... 35%
     Lck ....... 19                     Lck ......... 30%
     Def ....... 18                     Def ......... 30%
     Res ....... 15                     Res ......... 55%
    Geoffrey is the extremely stern and serious general of the Crimean army, and
    also an extremely overprotective but loyal servant of Elincia. He's also
    Lucia's brother.
    Here we have a character that splits people, but in my opinion Geoffrey is an
    extremely good, underrated unit. Here's his only disadvantage: availability.
    He has a couple assets that make up for that, however. He has the Paragon
    ability, and I don't really see any point in removing it and giving it to
    anyone else (if you want to give one to Ike's party, just use Astrid's or
    something), which will definitely help him out. Apart from that, he gets one
    battle in Part 3, and two in Part 2, which will level him up slightly. Being
    that you really shouldn't use anyone except Geoffrey and Kieran in 2-3, it's
    pretty reasonable to promote Geoffrey in 3-9.
    Geoffrey doesn't come back until 4-5 after that, at which point he'll still
    be underleveled due to his recent lack of availability, but in that battle
    he should be one of your strongest characters anyway (he gets a Silver
    Greatlance and a Brave Lance, enough said), so after that he should really be
    at least close to Titania and Oscar. At that point it can go either way with
    who you want to use. Geoffrey has initially rather weak HP, but extremely good
    growth in it. He will have absolutely no trouble in maxing strength and skill,
    which makes him a very solid unit. Plus, he's a Silver Knight in the end. I
    like to have one unit equipped with a blessed Brave Lance and Dragonfoe then,
    and Geoffrey is the perfect candidate for that. Overall, he's a mixed bag and
    he may not work out for you, but he always clicks for me, so... yeah.
    My Rating: 4.5/5
    Name: Kieran
    Recruited: CHAPTER 3
    Class: Axe Paladin -> Gold Knight
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 41                     HP .......... 75%
     Str ....... 21                     Str ......... 60%
     Mag ....... 6                      Mag ......... 15%
     Skl ....... 20                     Skl ......... 40%
     Spd ....... 20                     Spd ......... 30%
     Lck ....... 16                     Lck ......... 30%
     Def ....... 18                     Def ......... 60%
     Res ....... 11                     Res ......... 25%
    Kieran is a long time loyal knight of Crimea, and in this game he's finally
    gone back to just that -- what his original duty was. He also has a begrudged
    rivalry against Oscar, even three years later.
    Base stats here are a little lower than Geoffrey's, though that's kind of to
    be expected as Kieran is four levels lower. Anyway, of the four royal knight
    paladins, Geoffrey is my favorite by far, but Kieran is also an extremely
    solid character. His HP is extremely high, and his growth in it is utterly
    absurd. Same goes with strength. The Gold Knight maxes strength at 36, and if
    you choose to raise Kieran all the way, his strength will only be rivaled by
    Titania among paladins.
    Again, availability is an issue though. All the royal knights have only two
    chapters in Part 2, some in Part 3, and Geoffrey is the only one who misses a
    Part 4 one. That gives Kieran some opportunity to catch up, but availability
    to me is more of an issue with Kieran than it is Geoffrey, since the latter has
    Paragon. It's really that reason that I prefer the latter; he starts at a
    higher level and is even given the foundation to raise it. Kieran's endgame
    stats are quite good though and stack up right with the best of the best,
    however, so if you get the chance to raise him, you won't be disappointed.
    My Rating: 4/5
    Name: Astrid
    Recruited: CHAPTER 3
    Class: Bow Paladin -> Silver Knight
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 33                     HP .......... 55%
     Str ....... 13                     Str ......... 40%
     Mag ....... 8                      Mag ......... 20%
     Skl ....... 16                     Skl ......... 45%
     Spd ....... 15                     Spd ......... 40%
     Lck ....... 17                     Lck ......... 70%
     Def ....... 10                     Def ......... 30%
     Res ....... 14                     Res ......... 25%
    Astrid was an enemy soldier for a small part of Path of Radiance, but then
    after having a word with Gatrie, she turned coat over to Crimea, and with
    Crimea was where she stayed from then on out. Probably because she obviously
    likes Makalov.
    Right up there with Fiona, Meg, and Lyre, Astrid is an absolutely terrible
    character. And that's quite sad, since she was so good in Path of Radiance,
    but now, everything has gone to hell. First of all, bows have low might, and
    Astrid only accentuates that with her piss poor strength. Her skill and luck
    are honestly her only even half decent stats. Her speed is terrible, her
    defense is a complete joke, and she's given resistance which starts alright,
    but with a 25% growth... yeah.
    If that weren't enough, Astrid has terrible HP. Sure, her growth in there is
    alright, but it caps at 50, so even if you actually raised her, you wouldn't
    get much in return. And that's just the thing. Astrid has typical Royal
    Knight availability, but Paragon. It worked with Geoffrey, but that's because
    Geoffrey started at level fifteen, and Astrid is level TWO. Even in the very
    early stages, Astrid barely registers damage, so factor in that she has
    almost no potential whatsoever, and she's possibly the worst character in the
    whole game. Fiona is even harder to build up, but even she can get better.
    My Rating: 1/5
    Name: Makalov
    Recruited: CHAPTER 3
    Class: Sword Paladin -> Gold Knight
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 37                     HP .......... 55%
     Str ....... 18                     Str ......... 40%
     Mag ....... 5                      Mag ......... 15%
     Skl ....... 17                     Skl ......... 40%
     Spd ....... 18                     Spd ......... 75%
     Lck ....... 20                     Lck ......... 45%
     Def ....... 17                     Def ......... 50%
     Res ....... 9                      Res ......... 25%
    Makalov is the brother of Marcia, and also one of the most finanically stupid
    and reckless human beings ever to live. Did I mention that he still has the
    ugliest portrait known to man? He makes Lowen from Fire Emblem 7 look good.
    Here we have a character who's... marginally alright. That's the only praise I
    have for him. Let's go stat by stat. His HP is good, strength is rather poor,
    skill is alright, speed starts rather edgy but gets better, luck is very good,
    defense is decent, and resistance is bad. Then you have to go by chapter,
    though. In the first one, his speed won't allow him to double anything, plus
    he's a sword user, so even though Kieran barely edges him in strength, you'll
    find the latter doing far more damage. Especially considering how many lance
    users there are in that, and most battles in this game.
    That fits hand in hand with his speed growth, I suppose. Then again, his HP
    and defense still aren't good enough to give him the endurance that characters
    like Geoffrey and Kieran have, though. By the time you reach the endgame,
    unless you gave him a ton of bonus EXP, he's already lagging. And face it,
    Geoffrey is Level 15 and has trouble. Kieran is Level 11 and can only make it
    in the end with favoritism. Where does that leave a unit who's Level 7,
    considering he's weaker when he starts out? Sure, he won't be rotten in the
    end or anything, but it's impossible to have him compete with others.
    My Rating: 3/5 (more like a 2.75 but it rounds up)
    Name: Danved
    Recruited: CHAPTER 3
    Class: Halberdier -> Sentinel
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 39                     HP .......... 75%
     Str ....... 17                     Str ......... 40%
     Mag ....... 8                      Mag ......... 20%
     Skl ....... 23                     Skl ......... 30%
     Spd ....... 21                     Spd ......... 45%
     Lck ....... 18                     Lck ......... 60%
     Def ....... 15                     Def ......... 45%
     Res ....... 12                     Res ......... 25%
    Danved is a man who undergoes constant rumors he's a man named Devdan. Uh,
    yeah, probably, but think about it. Danved/Devdan are black. Figures that
    Intelligent Systems would do it to the black guy. Okay not really, but yeah.
    Here's another mixed bag of a character. Danved is definitely better than
    Makalov and Astrid, and in fact I'd edge him over Marcia slightly too. Here's
    the reason. Look at his HP. Better than paladins, not bad, and compared to
    Makalov he's one point of strength lower, but he comes with three more speed
    points. His defense is rather lacking, but in my opinion, he's got a decent
    base. I'll just reiterate, though. Availability. He's a Level 9 Halberdier at
    first, and by the time he joins Ike's team, Nephenee will be what, a Sentinel
    already, if not Level 18-19? Danved can't compete.
    To be fair, using lances is better than swords, so I'll give him initial
    credit for that. In the end, though, his defense is another thing that's going
    to keep him held back. Danved simply won't have the avoid that Nephenee does,
    and with slightly lower defense as well, even if you build him up over her,
    he's not going to be as good as either she, or Aran as a matter of fact. Now,
    I like sentinels so he gets points for that, but in my opinion he's the worst
    of the lot.
    My Rating: 3.5/5
    Name: Calill
    Recruited: CHAPTER 3
    Class: Fire Sage -> Arch Sage
    Attribute: Dark
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 32                     HP .......... 35%
     Str ....... 9                      Str ......... 25%
     Mag ....... 19                     Mag ......... 45%
     Skl ....... 18                     Skl ......... 60%
     Spd ....... 18                     Spd ......... 55%
     Lck ....... 16                     Lck ......... 55%
     Def ....... 11                     Def ......... 15%
     Res ....... 17                     Res ......... 50%
    Calill, ever since Path of Radiance, has been the owner of a small shop as well
    as the wife of a large barbarian by the name of Largo. That, and she has a
    ridiculously large ego.
    In battle, Calill is rather mediocre. At least, by my standards, since I'm a
    Soren fanboy. But yeah, she's the only mage in Part 2, so there you go. She
    joins in the endgame, and at that point there is absolutely no way she can join
    the actual fray. She might be able to go to the back and use a fire spell or
    something from the distance to weaken/finish him off some enemy, but apart
    from that, her saving grace is the Meteor spell. Very useful, and that's what
    she was meant to do. That'll help you out.
    After the Meteor is gone, though, Calill's usefulness runs really thin. Her
    next battle is 3-9, where she'll be incredibly weak. Although her speed isn't
    bad plus her growth in it is decent, unless you really loaded her with bonus
    EXP, she'll die instantly. It's that terrible defense that does it. And
    honestly, I can't justify taking her any further than that. Sure, Calill is
    definitely better than Tormod or Ilyana just based on stats alone, but she
    has absolutely no way of competing with Soren after 3-9, who has a huge level
    advantage as well as better stats.
    My Rating: 1.5/5
    ~- Vc. Greil Mercenaries (Part 3) ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    In order: Ike, Titania, Soren, Mist, Rolf, Boyd, Oscar, Shinon, Gatrie, Rhys,
              Mia, Ranulf, Kyza, Lyre, Reyson, Janaff, Ulki, Sigrun, Tanith
    Name: Ike
    Recruited: PROLOGUE
    Class: Hero -> Vanguard
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 44                     HP .......... 65%
     Str ....... 24                     Str ......... 55%
     Mag ....... 2                      Mag ......... 10%
     Skl ....... 28                     Skl ......... 60%
     Spd ....... 23                     Spd ......... 35%
     Lck ....... 14                     Lck ......... 30%
     Def ....... 21                     Def ......... 40%
     Res ....... 7                      Res ......... 15%
    Ike is the hero of the Mad King's War. His life started when he was a mere
    mercenary under his father Greil, but then after he was killed mercilessly by
    the Black Knight, and from there, he set out for good. Eventually he became
    the general of the Crimean army, and led them to complete victory over Daein.
    At the beginning of this game, however, Ike went to work with the rest of the
    mercenaries, though eventually they make their appearance, and it's swift and
    Well, Ike was the best character in Path of Radiance, and... he's the best
    character in Radiant Dawn too! Ike is a god in every way imaginable. He joins
    at Level 11 promoted, and has the entirety of Part 3 to get to Level 20, which
    he absolutely will. All his stats except resistance are superb. And indeed,
    that's really the only weakness that Ike has. His resistance is a little subpar,
    but apart from that, he's a complete beast. Unfortunately, equipment in the
    first part of the game doesn't nurture him well, but with his Ettard, and a
    Wind Edge, he's incredibly versatile.
    Ike's strength and speed are both stellar, and once you get Ike promoted, he
    can even equip axes. With axes and the Ragnell, he will double hit every single
    enemy that the entire game offers, pretty much, and on top of that, his HP and
    defense are both incredibly strong. I'd definitely try to procure a Talisman
    at some point though and use it on Ike. Ike has no need for magic whatsoever,
    so if you do that, he'll be absolutely perfect. You're required to use him, but
    who the hell has a problem with that. As long as you pay attention that he
    doesn't get screwed in speed (which almost never happens but I suppose is
    theoretically possible), he has no flaws.
    My Rating: 6/5 (one of two characters who gets that rating)
    Name: Titania
    Recruited: PROLOGUE
    Class: Axe Paladin -> Gold Knight
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 36                     HP .......... 60%
     Str ....... 25                     Str ......... 60%
     Mag ....... 10                     Mag ......... 15%
     Skl ....... 22                     Skl ......... 55%
     Spd ....... 21                     Spd ......... 50%
     Lck ....... 19                     Lck ......... 40%
     Def ....... 20                     Def ......... 20%
     Res ....... 14                     Res ......... 30%
    Titania has been the most loyal confidant of Ike for a long time, as well as
    the deputy commander, if you will, of the Greil Mercenaries. She also had a
    very strong attachment to Greil, back in the day.
    In my opinion, Titania is the best paladin in the game, but she has a few
    issues with her, naturally. First of all, HP. For a Level 16 Paladin, her HP
    is rather bad and makes Geoffrey's look good. Hell, Oscar, who is four levels
    lower, beats her by two. That's just paladins in general, though. For her stats
    Titania is a little overleveled in my eyes, but she's overall an extremely
    solid character. Her strength stat caps at 34, which is a bit lower than
    Kieran, but Titania has far more availability, potential, plus higher speed,
    so yeah, that's why she beats him out.
    Another issue I have with Titania is her defense. Decent at first, though a
    20% growth is a little weak. Thankfully that's strengthened by the increase
    she'll get due to promoting to Gold Knight, but it's still a disadvantage. As
    far as the actual Greil Mercenary chapters, though, she's awesome. Only Oscar
    is the same as her in terms of movement, plus her strength is extremely
    high for the time. Just make sure she actually does get some EXP for her name,
    and she'll turn great. Granted I don't think she's as good as Shinon or Gatrie,
    plus I'm not a huge paladin fan, but Titania works out in the end.
    My Rating: 4.5/5
    Name: Soren
    Recruited: PROLOGUE
    Class: Wind Sage -> Arch Sage
    Attribute: Dark
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 28                     HP .......... 40%
     Str ....... 9                      Str ......... 25%
     Mag ....... 23                     Mag ......... 80%
     Skl ....... 21                     Skl ......... 60%
     Spd ....... 18                     Spd ......... 35%
     Lck ....... 11                     Lck ......... 35%
     Def ....... 9                      Def ......... 25%
     Res ....... 21                     Res ......... 70%
    Soren is one of Ike's most loyal friends, and also the master strategist for
    the Greil Mercenaries. As a person though he's a complete jackass, owing to
    the fact that he's a Branded, meaning he's half beorc and half laguz. For that
    reason, he hates laguz.
    I have one complaint about Soren, and that is all the negativity I'm going to
    have for him. His HP is too low. That's all. I would highly suggest obtaining
    a Seraph Robe and giving it to Soren, because then he'll be able to stand his
    own ground. Even considering that issue, though, Soren is a mage and comes in
    a party with characters like Boyd, Gatrie, Shinon, Titania, and Oscar. Aka,
    characters who can defend him and keep him safe, so that's hardly even an issue
    in the end. Soren comes at Level 5 and has decent stats to start off, meaning
    he'll have excellent potential for growth. And for my money, Soren is the best
    sage in the game, and it isn't even close.
    Soren's strength is okay, meaning he'll be able to handle heavy tomes just
    fine. His magic stat is outstanding, plus his speed may have a rather average
    base but it'll grow just fine. Here's the thing with Soren though, which makes
    him even better. Before he promotes to Arch Sage, he'll cap several stats.
    Magic, resistance, probably skill... he'll cap it. This makes him an absolutely
    perfect candidate for bonus EXP. You should have mountains of it by 3-10
    anyway, so get him near promotion around then, and you'll get his speed almost
    maxed, plus his defense will be quite good. In fact, for me, usually the only
    stat the guy doesn't end up capping is luck. He caps HP and strength, what do
    you have to say to that. Overall he's an extremely good asset in the main game,
    and the only offensive mage I would even contemplate bringing to the endgame.
    My Rating: 5/5
    Name: Mist
    Recruited: PROLOGUE
    Class: Cleric -> Valkyrie
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 28                     HP .......... 40%
     Str ....... 8                      Str ......... 25%
     Mag ....... 13                     Mag ......... 80%
     Skl ....... 13                     Skl ......... 60%
     Spd ....... 15                     Spd ......... 35%
     Lck ....... 16                     Lck ......... 35%
     Def ....... 7                      Def ......... 25%
     Res ....... 16                     Res ......... 70%
    Mist is the sister of Ike, which obviously makes her the daughter of Greil,
    and because of that she bears a vengeance against the Black Knight as well.
    She's also the bearer of the accursed Lehran's Medallion, the Fire Emblem.
    Statistically, what do you really expect. Mist blows. Her HP is the same as
    Soren's, which is to say, bad, plus she has less defense and resistance on top
    of that. What Mist exists to do, however, is heal your party. She's marginally
    alright at doing that, but a base magic of 13 isn't going to be effective
    when you have Rhys at a base magic ten full points higher. Apart from that,
    Mist's other stats are all equally poor except for her 80% growth in magic
    and 70% in resistance. And come on, those are given.
    Oh, but wait, Mist is a fighter as well! That's right, she can use swords and
    comes with the Florete sword. Which is a good sword on its own, but Mist is
    the only unit who can use it, and she's amazingly crappy at it. Her strength
    is so terrible she can barely make a dent in enemies, plus she has a 25%
    growth and a cap at 25. Considering that Rhys and even Elincia are going to
    utterly crush her in the healing department as well as doing damage, I wouldn't
    waste my time. Interestingly enough, Mist gets a special item that promotes
    her in 4-1, but whatever, I'm not leveling her up at all. After Nephenee and
    Haar join, to hell if you need two healers for the Greil Mercenaries.
    My Rating: 2/5
    Name: Rolf
    Recruited: PROLOGUE
    Class: Sniper -> Marksman
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 32                     HP .......... 85%
     Str ....... 17                     Str ......... 75%
     Mag ....... 3                      Mag ......... 10%
     Skl ....... 20                     Skl ......... 45%
     Spd ....... 19                     Spd ......... 45%
     Lck ....... 13                     Lck ......... 35%
     Def ....... 13                     Def ......... 35%
     Res ....... 9                      Res ......... 20%
    Rolf is the younger brother of Boyd and Oscar, though at the same time he's
    obviously the least physically developed. As an archer, he's the pupil of
    Shinon, which is an interesting teacher-student relationship.
    As a character, Rolf is like he is in Path of Radiance. He starts amazingly
    crappy, but has fantastic growths and can when nurtured, grow into a total
    beast. Here's the difference though. In Radiant Dawn, Rolf and Shinon join at
    the same time, and Shinon totally outclasses Rolf in almost everything at the
    beginning, is a full twelve levels ahead, and has the Provoke ability on top
    of far higher defense and HP, meaning that he doesn't even need to counter,
    he can just stay in the front and draw enemies while taking negligible
    damage. It's badass. And here's the thing. If you level Shinon and Rolf all
    the way up, Shinon will cap all the stats that Rolf does, except HP.
    See, here's the problem with that. Marksmen are not going to need overt amounts
    of HP in the endgame. Rolf has ridiculously good strength growth, but I've
    never NOT had Shinon max strength. Rolf's skill will be lower, speed will both
    get maxed at 34, and he'll likely lose out on the defense and resistance
    departments as well. See, in the end, Rolf isn't a bad unit by himself. I like
    characters with HP and strength growths which are that high. But the endgame,
    and the game as a whole, does not leave room for two snipers. When he's this
    outclassed by someone, he doesn't really get a place in the game.
    My Rating: 3/5
    Name: Boyd
    Recruited: PROLOGUE
    Class: Warrior -> Reaver
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 45                     HP .......... 80%
     Str ....... 22                     Str ......... 65%
     Mag ....... 1                      Mag ......... 5%
     Skl ....... 20                     Skl ......... 45%
     Spd ....... 18                     Spd ......... 45%
     Lck ....... 13                     Lck ......... 40%
     Def ....... 15                     Def ......... 50%
     Res ....... 8                      Res ......... 10%
    Boyd is the brother of Oscar and Rolf, and as the middle one he's the most
    rash and the most impulsive, as well as the biggest warhead. He's the strongest
    one, though.
    If you need pure brute force at the possible expense of keeping yourself
    safe, Boyd is your man. First of all, as far as beorc go, Boyd is the top in
    terms of HP. As a Reaver, he has incredible HP growth, and will cap HP at 68.
    He always pulls it off, too. Plus he has extremely good strength, and a 65%
    growth in it is pretty damn good. Obviously, those are two stats he's going to
    cap. My complaint with Boyd, however, is his speed. It's average, but come
    on, it's beaten by friggin' Gatrie (actually by a lot). It's the weakest of
    the main offensive Greil Mercenaries, by a long shot.
    Another problem existing in Boyd is defense and resistance. This is obviously
    a Reaver problem as a whole (not as prominent in Nolan though), but for all
    his high HP, it's going to get reduced pretty damn quick. Plus defense caps
    at 31, which is rather poor considering what characters like Gatrie can do.
    That being said, for what Boyd can double, he's a great unit against them,
    and hell, he hits some things so hard he doesn't even need to double them.
    Now I like having axe users in the endgame, so he definitely has room in
    there, so it's your call. You'll need to bonus EXP him up a little to get his
    speed up though (35 is the cap, which is hard to reach but at least the cap is
    high). And I might point out Nolan can turn out better, but yeah, Boyd is
    obviously far easier to nurture unless you just want to ignore him.
    My Rating: 4/5
    Name: Oscar
    Recruited: PROLOGUE
    Class: Lance Paladin -> Silver Knight
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 38                     HP .......... 50%
     Str ....... 20                     Str ......... 35%
     Mag ....... 7                      Mag ......... 20%
     Skl ....... 22                     Skl ......... 65%
     Spd ....... 21                     Spd ......... 60%
     Lck ....... 18                     Lck ......... 55%
     Def ....... 17                     Def ......... 30%
     Res ....... 13                     Res ......... 20%
    Oscar is the older brother of Rolf and Boyd. There's not really much more to
    say about him except he looks like he's stoned, is a great cook, and has a
    rivalry with Kieran. Yeah.
    To me, Oscar has some issues. First of all, he joins at a good level. Level
    12 as a Lance Paladin, that's not bad. Here's his faults, though. His strength
    is not good enough considering the fact he's not going to be doubling much.
    See, I cut Boyd slack here, but that's because his strength has a full 30%
    higher chance of increase. So there's one strike. Oscar's skill is good,
    plus his speed has the chance for increase, so at some point he'll start
    doubling more, meaning that'll definitely make him more rounded. My issue is
    with his defense.
    Oscar's defense starts at 17, and his growth rate in it is barely better than
    Titania's. So overall, Oscar is one of those characters that's a jack of all
    trades but a master of nothing. He fortunately has higher HP in general than
    Titania, though, so that's an advantage. When he promotes, as a whole, Oscar
    is inferior to Titania and sometimes Geoffrey depending on your luck of the
    draw, but he's still a good character. His speed will be caught up, he'll have
    good strength, but he rarely makes my endgame roster. He'll help you out in
    Part 3 though, no worries.
    My Rating: 4.5/5
    Name: Shinon
    Recruited: PROLOGUE
    Class: Sniper -> Marksman
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 43                     HP .......... 50%
     Str ....... 21                     Str ......... 40%
     Mag ....... 7                      Mag ......... 15%
     Skl ....... 28                     Skl ......... 70%
     Spd ....... 24                     Spd ......... 65%
     Lck ....... 15                     Lck ......... 30%
     Def ....... 20                     Def ......... 45%
     Res ....... 14                     Res ......... 20%
    Shinon is another one of the veteran members of the Greil Mercenaries, and as
    an archer he's the teacher of Rolf. He was loyal to Greil though; he dislikes
    Ike and most people in general, so he's basically a jackass.
    I called it, Shinon is the most underrated unit in the game. And yes, I know
    a ton of people like him, but see, the way I see it, if one person said Shinon
    wasn't completely awesome, he'd be underrated. Shinon's stats are fantastic in
    absolutely every way. Now, I know you're going to jump on me for the 21 str
    and the 40% growth, but let me just say this. Shinon's skill and speed will
    get maxed before he promotes to marksman, easily. And at that point, just give
    him a little bonus EXP. His strength will absolutely skyrocket. See, if that
    weren't enough, Shinon's HP and defense each have a strong base and a great
    Alright, I'm not finished. Shinon comes with the Provoke ability, meaning he'll
    lure enemies towards him. Shinon has an incredibly high avoid so he'll barely
    take any hits, but even when he does, he's got such good defense that he won't
    have a problem. Even in the early game, he can survive longer than Oscar and
    Titania. The hell is with that?! I'm not done. Shinon has the highest speed
    of everyone except Mia in the Greil Mercenaries, and a critical rate to die
    for, especially when he promotes. 50-60 percent critical? That's not even
    fair, plus he has Deadeye and a range of 3 as well. His only even possible
    downfall is that he can't counter at 1 range without a crossbow, but with
    something like the Aqqar (and especially when he has the completely overpowered
    Double Bow), that flaw is eliminated. Overall, Shinon is one of the most
    absurdly overpowered characters in the game. How can you fault cheaply high
    strength, skill, speed, defense, avoid, and critical?
    My Rating: 5.5/5
    Name: Gatrie
    Recruited: PROLOGUE
    Class: Lance General -> Marshall
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 44                     HP .......... 50%
     Str ....... 25                     Str ......... 60%
     Mag ....... 5                      Mag ......... 5%
     Skl ....... 18                     Skl ......... 45%
     Spd ....... 20                     Spd ......... 60%
     Lck ....... 15                     Lck ......... 30%
     Def ....... 24                     Def ......... 60%
     Res ....... 11                     Res ......... 35%
    Gatrie is, along with Titania and Shinon, one of the veteran (not to mention
    one of the best) members of the Greil Mercenaries. He's a total obsessive
    womanizer who, according to Shinon, will hit on a tree with a skirt.
    I don't even know what to say here. Gatrie is another absurdly good unit, and
    as far as marshalls go, Brom can get up to his stats in the end, but Gatrie's
    bases are so good, plus he's already at such a higher level, that I'm not
    quite sure why you would want to. But yeah, look at those growths. Just look
    at them. 60% in strength, speed, and defense. That's insane. Now, typically
    the problem with generals is that they get doubled by everything, but Gatrie
    drives the hearse. For the earlier parts of the game, GATRIE will be the one
    doubling. All the while doing insane damage, and taking no damage.
    Gatrie is yet another candidate for bonus EXP, as he'll max strength and
    defense rather fast. Personally though, I'd get his speed up to 25 or so and
    then just give him the Master Crown, as he'll be wasting his time as just a
    Lance General. At that point, you'll have a complete tank of a unit who will
    get even more strength and defense (36 and 37, hell yeah), most likely max his
    HP albeit a little late, and he makes a perfect candidate for a second Provoke
    skill. Now sadly, Gatrie isn't quite as awesome in the later parts as he has
    a rather poor speed cap (31, yeah), though at least it's >30. I'd still take
    him to the endgame without question though, as even among laguz royals, he'll
    take impressively low damage. Why did we get the Dawn Brigade again, when we
    have characters this overpowered?
    My Rating: 5/5
    Name: Rhys
    Recruited: PROLOGUE
    Class: Bishop -> Saint
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 27                     HP .......... 40%
     Str ....... 8                      Str ......... 25%
     Mag ....... 23                     Mag ......... 65%
     Skl ....... 16                     Skl ......... 35%
     Spd ....... 14                     Spd ......... 35%
     Lck ....... 21                     Lck ......... 60%
     Def ....... 7                      Def ......... 20%
     Res ....... 24                     Res ......... 75%
    Rhys is a priest who accompanies the Greil Mercenaries as they go, though he's
    not as much of a fighter, owing to the fact that he can't stand the sight of
    bloodshed and fighting.
    Most people think Rhys is a complete epic fail. I disagree. Sure, he has a
    number of rather nasty issues, but he's not terrible by any means. First of
    all, based on initial bases, Rhys has 10 more magic power than Mist. I think
    the better healer between the two is pretty obvious. I might add, both Mist
    and Rhys have terrible speed, so doubling is out of the question. But here we
    go. Mist needs to be in close range, and her base att is 22. Rhys's base att
    with an Ellight spell is 28, and that's not taking into account most enemies
    have higher defense than resistance. All in all, their other stats are pretty
    comparable, but Rhys pretty much solidly blows Mist out of the water.
    Even though the Greil Mercenaries are so strong, you still need a healer, and
    your only options are Rhys and Mist. I might also point out that he's a Level
    3 Bishop initially, and as far as endgame is concerned, I'd love to see Laura
    get there without complete abuse, let alone maintain a level like that. Sure,
    for the endgame, you might be able to get by with just Micaiah for healing,
    but if you need another, you obviously have no better choice than Rhys. In
    fact, if Rhys had better speed and defense, I'd give him a high score. Now Rhys
    is a perfect candidate for the bonus EXP you have, so that solves the issue
    later on, but that's the thing, he has a rough start.
    My Rating: 4/5
    Name: Mia
    Recruited: PROLOGUE
    Class: Swordmaster -> Trueblade
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 34                     HP .......... 70%
     Str ....... 17                     Str ......... 45%
     Mag ....... 5                      Mag ......... 15%
     Skl ....... 26                     Skl ......... 60%
     Spd ....... 28                     Spd ......... 65%
     Lck ....... 18                     Lck ......... 35%
     Def ....... 13                     Def ......... 40%
     Res ....... 8                      Res ......... 25%
    Mia is a purple haired (always good!) swordswoman who was recruited by Greil
    for some odd missions, so technically isn't one of the main mercenaries, but
    she sticks on because she has an obvious crush on Ike.
    Alright, in the first game, Mia has horrible strength and defense, with pretty
    much decent stats in all other departments. Here, those stats are only average
    while she has good HP, skill, speed, and luck. So, you could say that it all
    evens out, although in my opinion swordmasters are rather flawed in this game
    and a lot of the time, I don't even take one into the endgame. Anyway, when
    she joins, Mia's strength is pretty mediocre. It's at a Rolf level, but still,
    she has a whooping 28 base speed. That's incredible, and yeah, it's 9 points
    higher than Rolf's, so trust me, Mia's speed will never be an issue to you.
    So as you continue through the Greil Mercenary chapters, definitely beef Mia
    up. She ends up as a good candidate for bonus EXP, being that she'll max her
    ridiculously high skill and speed quite early, allowing you to complement her
    HP, strength, defense and whatnot. See, again, there's five swordmasters and I
    have issues with all of them since swords are my least favorite weapon in this
    game and when I need a swordsman I have Ike, but Mia is probably the overall
    best choice of all the trueblades. Zihark will probably be slightly better
    statistically since his HP, strength, and defense caps are higher, but Mia is
    a lot easier to build up.
    My Rating: 4.5/5
    Name: Ranulf
    Recruited: CHAPTER 4
    Class: Cat
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 55                     HP .......... 70%
     Str ....... 14                     Str ......... 30%
     Mag ....... 6                      Mag ......... 15%
     Skl ....... 16                     Skl ......... 40%
     Spd ....... 15                     Spd ......... 35%
     Lck ....... 23                     Lck ......... 55%
     Def ....... 13                     Def ......... 15%
     Res ....... 10                     Res ......... 10%
    Ranulf is the general of the Gallian troops besides Skrimir, but of course,
    he's the brains behind the operations while Skrimir is the pure brawn. For that
    he's really the most reliable person there short of Caineghis himself.
    Alright, Ranulf is decent enough, but here's his biggest flaw: his class. The
    cat is the worst form of laguz, because for one thing, they have decent speed
    which is usually more than they'll ever need, but at the expense of strength,
    which is something laguz are going to need up the wazoo. More importantly,
    though, their transformation is terrible so they're going to be constantly
    reverting back to human form, meaning you need to baby them with Olivi Grass.
    So that's the thing with Ranulf. He would have made an amazing character as a
    Tiger, but as a Cat he's rather eh.
    Then again, as far as cat laguz go, there's far worse (look at Lethe or Lyre
    if you want to see that). Ranulf actually has good stats, and as long as you
    don't give him Halfshift or some other equally crappy benefactor, he'll retain
    that. His strength is solid, speed and skill are quite good, and his HP and
    defense are decent. Granted his defense caps way too early, plus his growths
    are rather poor, but then again he's a Level 26 Cat. Obviously he's not going to
    be an endgame candidate as he takes a long time to level up, plus his strength
    maxes out too early, but that's a moot point as you've got laguz royals in the
    endgame. Not bad. Just not fantastic.
    My Rating: 4/5 (the usual case of 3.75 rounding up)
    Name: Kyza
    Recruited: CHAPTER 4
    Class: Tiger
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 55                     HP .......... 85%
     Str ....... 10                     Str ......... 40%
     Mag ....... 3                      Mag ......... 5%
     Skl ....... 10                     Skl ......... 45%
     Spd ....... 11                     Spd ......... 35%
     Lck ....... 14                     Lck ......... 50%
     Def ....... 10                     Def ......... 40%
     Res ....... 5                      Res ......... 15%
    There's not much to say about Kyza. He's a soft spoken Gallian warrior who
    joins the Laguz Alliance under Ranulf and Skrimir.
    Kyza is a rather poor character, though he's at least salvageable, which isn't
    something I can say about a certain character he can be compared to. First of
    all, he's a tiger, a class that I definitely prefer over cats, but let's look
    at his stats. You've got a cat that's eight levels higher, and the stats go
    hand in hand with that. 20 base strength for a laguz? That's pretty terrible.
    20 base defense is mediocre, 22 base speed is alright, 10 resistance is bad...
    what all that leads to is a pretty bad unit. Now, Kyza actually has potential
    though. His strength has a fair growth (40%) and caps at 23, so 46 strength in
    the end is as usual, not bad, though Mordecai and Muarim have the same. Then
    again, he joins in a party full of ridiculously strong units, so he can't really
    find a place in there. Still, if you must use another laguz besides Ranulf,
    definitely pick him over Lyre.
    My Rating: 2/5
    Name: Lyre
    Recruited: CHAPTER 4
    Class: Cat
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 47                     HP .......... 50%
     Str ....... 7                      Str ......... 35%
     Mag ....... 6                      Mag ......... 10%
     Skl ....... 11                     Skl ......... 65%
     Spd ....... 11                     Spd ......... 70%
     Lck ....... 16                     Lck ......... 50%
     Def ....... 7                      Def ......... 20%
     Res ....... 8                      Res ......... 30%
    Lyre is another Gallian warrior who gets recruited unto the Laguz Alliance
    under Ranulf.
    Alright, I called it, here's the very worst character in the entire game.
    Lyre has 14 strength. Transformed. Along with, like the rest of the cats, a
    rather inconsistent transformation rate which will leave her defenseless more
    often than not. Now she has 22 speed, which is okay and will at least allow her
    to double the slowest of characters, but when she's doing the same damage that
    Mist will do on average with the Florete, she won't be damaging anything worth
    a damn. Now if that wasn't bad enough, she has 14 base defense. Considering a
    laguz without Canto is meant to be a front liner, she's going to die, plus
    there really is absolutely no potential for her to grow. I give her the worst
    rating in the entire game, because face it. Astrid, Fiona, and Meg may all be
    quite bad, but they're at least usable for a chapter or two. Lyre is completely
    unusable. Hell, I take back what I said about Volug, here's the worst laguz in
    the game.
    My Rating: 0/5 (DAMN)
    Name: Reyson
    Recruited: CHAPTER 5
    Class: Heron
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 40                     HP .......... 65%
     Str ....... 3                      Str ......... 5%
     Mag ....... 5                      Mag ......... 30%
     Skl ....... 5                      Skl ......... 20%
     Spd ....... 11                     Spd ......... 20%
     Lck ....... 31                     Lck ......... 60%
     Def ....... 6                      Def ......... 20%
     Res ....... 17                     Res ......... 20%
    Reyson is the elegant prince of the herons, and the actual first heron that
    Ike meets, when he gets involved in Oliver's illegal laguz slave trade. He
    doesn't exhibit typical heron behaviors though, as he's pretty rude.
    Alright, third heron that you get in this game, and... what do you expect from
    a heron. Reyson is friggin' awesome. Statistically, Reyson is pretty good for
    a heron. Luck and resistance are standard fare, speed is alright, plus his
    HP actually isn't bad at all. Hell, he even has a good growth rate in HP, so
    if you choose to use Reyson from the beginning on, he'll actually develop to
    a point that if an accident happens, he might actually survive. Plus, he's at
    a half decent level. Not amazing, but at Level 15, it's certainly higher than
    Leanne or even Rafiel were at.
    Here's the catch to Reyson, though. When untransformed, he can only restore the
    movement of one character. Now, in previous Fire Emblem that'd be seen as
    incredible, but look what we're dealing with. I'll say this, though. Reyson is
    capable of using a Laguz Gem, which if you got two of them, makes him fit
    perfectly into your endgame roster if you don't want to use Rafiel. And when
    transformed, Reyson is perfectly fine. 22 speed will keep him alive, plus he
    can restore four people's movement. Plus, I might add. Reyson has by far the
    best availability of the three herons, along with a party that can actually
    keep him alive. Therefore, he's the best statistically by far. I slightly prefer
    Rafiel just based on a battle's first turn, but Reyson is a VERY close second.
    My Rating: 4.5/5
    Name: Janaff
    Recruited: CHAPTER 7
    Class: Hawk
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 57                     HP .......... 55%
     Str ....... 16                     Str ......... 40%
     Mag ....... 2                      Mag ......... 15%
     Skl ....... 19                     Skl ......... 45%
     Spd ....... 17                     Spd ......... 25%
     Lck ....... 30                     Lck ......... 50%
     Def ....... 12                     Def ......... 35%
     Res ....... 8                      Res ......... 10%
    Janaff is the right hand man of King Tibarn of Phoenicis, and his purpose is
    the king's eyes. Basically meaning, he can see stuff from a long way away.
    As a character, he's very bright and happy.
    Alright, I called it, there's Kurthnaga later in the game, but besides him and
    even considering in Ranulf, the best non royal laguz in the game are Janaff and
    Ulki. Now I have a number of reasons for that, but here's the thing. They join
    at a half decent level. Laguz are frustrating as all hell to level up, so having
    them with a good base is definitely a strong asset. Janaff, when he joins you,
    has great stats all around. A base of 32 strength and 34 speed? That's not bad
    at all. Granted, for a laguz, 24 defense is rather mediocre, plus he's always
    going to have to put up with the transformation issue, but at the very least he
    has 57 HP and can actually take a few hits.
    Naturally Janaff needs to be compared to Ulki, though, and personally, I find
    that Janaff is better all around while if you're going to take one into the
    endgame, Ulki works out a little better. What Janaff excels at, in any case,
    is pure strength. He has a higher strength growth and a lower speed growth,
    which is really surprising, but that's how it is. Either way, it's up to you
    if you want another laguz, but honestly you can't really go wrong with either
    of the two mainstream hawks.
    My Rating: 4.5/5
    Name: Ulki
    Recruited: CHAPTER 7
    Class: Hawk
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 59                     HP .......... 65%
     Str ....... 14                     Str ......... 25%
     Mag ....... 3                      Mag ......... 30%
     Skl ....... 17                     Skl ......... 25%
     Spd ....... 18                     Spd ......... 40%
     Lck ....... 25                     Lck ......... 35%
     Def ....... 11                     Def ......... 30%
     Res ....... 10                     Res ......... 25%
    Ulki is the left hand man of King Tibarn of Phoenicis, and his purpose is the
    king's ears. Basically meaning, he can hear and sense stuff from a long ways
    away. As a character though, he's incredibly quiet, and has a creepy ass face.
    You can pretty much read what I said about Janaff to get what I feel about the
    hawks as a whole. I've never been a huge laguz fan, but you honestly can't go
    wrong with either of these two hawks. Statistically though, Janaff and Ulki
    are a bit different. First of all, Ulki is one level lower than Janaff, but
    hell, with that huge pile of Satori Signs that you're not going to ever have
    used, one of them definitely goes to both of the hawks, plus Ranulf, plus
    Kurthnaga. The best four non-royal laguz, but I'm off topic. Here's the only
    complaint I have about Ulki: his strength is a little low-ish.
    Ulki does have 28 base strength, which is of course, not something to make fun
    of, but that's an issue when Janaff has 32 as his base and a higher growth to
    boot. Ulki is actually the faster of the two, as well as the more durable and
    easier to keep alive. That all comes down to avoid, since Ulki has the speed to
    back that up. Not to mention his HP is a bit higher, and every little bit
    counts. Naturally, though, I think the speed advantage is going to be slightly
    better than the strength advantage in the endgame. If I need a bird laguz I'm
    going to bring Tibarn, so actually Janaff ends up being slightly better than
    Ulki, but still, I can't deny how much better they are than most laguz.
    My Rating: 4.5/5
    Name: Sigrun
    Recruited: CHAPTER 11
    Class: Falconknight -> Seraph Knight
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 34                     HP .......... 40%
     Str ....... 18                     Str ......... 45%
     Mag ....... 13                     Mag ......... 10%
     Skl ....... 22                     Skl ......... 70%
     Spd ....... 24                     Spd ......... 25%
     Lck ....... 28                     Lck ......... 70%
     Def ....... 20                     Def ......... 10%
     Res ....... 22                     Res ......... 50%
    Sigrun is the most loyal confidant of the apostle Sanaki of Begnion, and like
    her, she loses her voice within the government of Begnion for a long time.
    Then again, she eventually makes a comeback.
    Alright, let's get the good and the bad out of the way. Sigrun comes at a
    level that's hard to pass up. At Level 19, almost ready to promote, that's
    what I like to see; unfortunately, her stats don't back that up. Tanith, who
    is three levels higher, is overall better (more HP and strength kind of seals
    the deal), and has WAY better growths. Because face it, Sigrun has some of
    the worst growths in the entire game. HP is mediocre, speed is horrible, and
    defense is that of Leanne and Rafiel. Enough said.
    So while Sigrun is passable at first, she has almost no potential whatsoever.
    If you compare endgame stats, Sigrun will be beaten by Elincia, Marcia, and
    Tanith in almost every stat except luck and maybe resistance. So basically,
    use Sigrun in 3-11, because she's pretty good there in conjunction with
    Tanith. Also, I complain about things in Tanith. Apply all that to Sigrun,
    because it's bad in Tanith and worse in Sigrun.
    My Rating: 2/5
    Name: Tanith
    Recruited: CHAPTER 11
    Class: Falconknight -> Seraph Knight
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 35                     HP .......... 35%
     Str ....... 20                     Str ......... 55%
     Mag ....... 10                     Mag ......... 15%
     Skl ....... 21                     Skl ......... 75%
     Spd ....... 23                     Spd ......... 40%
     Lck ....... 22                     Lck ......... 35%
     Def ....... 19                     Def ......... 40%
     Res ....... 20                     Res ......... 30%
    Like Sigrun, Tanith is a falcon knight of Begnion who serves Sanaki loyally,
    and makes a comeback after the little Valtome-Zelgius match.
    Tanith joins with comparable stats to Sigrun. Almost the same HP, strength,
    skill, speed, and defense; Sigrun just has 6 points higher luck, which ain't
    going to make her that much better. Plus she's at a higher level and has
    utterly terrible growths. Tanith's growths aren't bad at all. 55% strength is
    pretty good, 40% speed/defense are fair (and certainly better than goddamn
    25% speed/10% defense). Tanith's availability isn't in your favor a lot,
    though. Two chapters in Part 3, two chapters in Part 4, then you're at the
    endgame. It kind of presses you for time.
    Normally, I'd be quite in favor of a character like Tanith, but let's face it.
    The seraph knight is a crappy class. Weakness to bows and crossbows is a huge
    disadvantage, plus their stat caps are terrible. 50 HP, 32 strength, and 28
    defense. That's not great. 36 speed is alright, but there's a ton of other
    classes where you can get something comparable to that. As far as fliers go,
    Tibarn and even Janaff/Ulki will outclass Tanith, and let's not even get into
    Haar or even Elincia, who does what Tanith does on top of wielding the Amiti
    and heal staves, just slightly lower stats. So if you put effort in, Tanith
    isn't bad, but she just has utterly no space in the endgame, to me, plus her
    availability doesn't help.
    My Rating: 3/5
    ~- Vd. Gods And Men (Part 4) ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~
    In order: Skrimir, Sanaki, Naesala, Nailah, Tibarn, Stefan, Oliver, Bastian,
              Volke, Kurthnaga, Ena, Caineghis, Giffca, Renning, Gareth, Nasir,
              Pelleas, Lehran
    Name: Skrimir
    Recruited: PROLOGUE
    Class: Lion
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 66                     HP .......... 90%
     Str ....... 19                     Str ......... 35%
     Mag ....... 3                      Mag ......... 5%
     Skl ....... 14                     Skl ......... 35%
     Spd ....... 13                     Spd ......... 25%
     Lck ....... 24                     Lck ......... 20%
     Def ....... 16                     Def ......... 50%
     Res ....... 9                      Res ......... 5%
    Skrimir is a young general of the Gallian army, although as a general he's
    extremely incompetent, and only really takes over because Caineghis and Giffca
    are incapable. That being said, he's a future king.
    In battle, Skrimir is yet another character who joins at the wrong time. I
    find it all a bit odd that he joins in Part 4, yet is in almost every single
    storyline cutscene in Part 3, but whatever. Skrimir is strong as hell. You
    wish you could have used him in Part 3, because Skrimir is essentially a
    slightly watered down laguz royal. His strength is 38 right off the bat, plus
    his HP is extremely good, and hey, he has a 90% growth rate, so it's pretty
    much going to increase whenever he levels up. All his other important stats
    are pretty decent too. I don't care for his speed much, but he's good.
    The reason Skrimir pales in comparison to the laguz royals, though, is
    because he's limited to just a Fang instead of a Great Fang, plus he has no
    Formshift. That definitely limits his overall ability. Plus even though his
    strength and defense cap at 48 and 44 respectively, which are obvious laguz
    royal stats, his speed is weaker. However, give him a Laguz Stone in 4-3,
    and he will absolutely dominate. He's definitely worth using in the chapters
    he's in. That being said, I need to be hard on laguz units, since you've
    already got Caineghis, Giffca, and Nailah for the endgame.
    My Rating: 3/5
    Name: Sanaki
    Recruited: PROLOGUE
    Class: Empress
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 28                     HP .......... 70%
     Str ....... 2                      Str ......... 40%
     Mag ....... 33                     Mag ......... 60%
     Skl ....... 22                     Skl ......... 60%
     Spd ....... 23                     Spd ......... 35%
     Lck ....... 32                     Lck ......... 55%
     Def ....... 10                     Def ......... 30%
     Res ....... 28                     Res ......... 50%
    Sanaki is none other than the empress of Begnion. The thing with her though
    is that she was powerless while the senate carried out the agenda of Begnion
    while she was imprisoned, though. Plot twists around her, too, it's tight.
    Here we have a potentially salvageable, but still otherwise medicore character
    and yet another weaker type of character that is forced into the endgame.
    Alright, Sanaki. As you can see, her HP and defense are both terrible. Plus
    this is Part 4, so we kind of have higher standards now. That, and her speed.
    Sanaki will NEVER double attack anything, and in fact will oftentimes get
    doubled herself, simply because her strength is absolutely dreadful and her
    speed isn't too hot either.
    Now, thankfully, Sanaki is given good growths to complement the areas she
    sucks in. 40% strength growth is decent, 70% HP growth is fantastic. Still,
    consider. She joins in the endgame, in two chapters where she's not going to
    be getting much experience. So if you need to build her up to decency, you
    have to abuse bonus EXP on her. Which might actually not be a terrible idea,
    but that's what you'll have to do. Even in the endgame though, Sanaki won't
    be good enough to compete with Soren or even Micaiah. Unfortunately, she's
    someone you're forced to use, though.
    My Rating: 2/5
    Name: Naesala
    Recruited: PROLOGUE
    Class: Raven
    Attribute: Dark
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 60                     HP .......... 40%
     Str ....... 17                     Str ......... 45%
     Mag ....... 7                      Mag ......... 15%
     Skl ....... 20                     Skl ......... 30%
     Spd ....... 21                     Spd ......... 45%
     Lck ....... 20                     Lck ......... 55%
     Def ....... 13                     Def ......... 15%
     Res ....... 14                     Res ......... 35%
    Naesala is the sly, dastardly king of Kilvas. Much like Pelleas, he becomes a
    victim of Lekain and his blood pacts early on, and because of that, he falls
    back from the Laguz Alliance, although he's actually a very kind and courageous
    royal, plus he has an obligation to the herons.
    Alright, besides the little bit of Nailah from Part 1, Naesala is the first
    laguz royal that you actually recruit. And, in actuality, he's the worst of the
    whole lot of them. That is due to his strength stat. That's due to the fact
    that it maxes at 20, which leads to a strength of 40 transformed. Tibarn will
    have 44, Nailah will have the same but more defense (plus she's the second
    weakest anyway), and Giffca and Caineghis will both have 48. That's a rather
    sizeable difference. Now, to be fair, he's a lot better than most beorc,
    especially considering his speed is godly (it maxes at 25... meaning 50
    transformed, which is incredible). That being said, it needs the strength to
    cap it off, and I prefer the overall balance that the lions and Tibarn keep
    statistically. That, and Naesala's HP and defense are both rather lacking for
    a royal. Now, obviously, Naesala is the fifth best laguz in the game, so it's
    unfair for me to compare him to the other royals, but he's just not got the
    punch for me for the endgame. Helps out in his chapters though.
    My Rating: 4.5/5
    Name: Nailah
    Recruited: CHAPTER 1
    Class: Wolf Queen
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 66                     HP .......... 60%
     Str ....... 17                     Str ......... 25%
     Mag ....... 5                      Mag ......... 50%
     Skl ....... 23                     Skl ......... 60%
     Spd ....... 19                     Spd ......... 60%
     Lck ....... 35                     Lck ......... 65%
     Def ....... 16                     Def ......... 15%
     Res ....... 13                     Res ......... 65%
    Nailah is the wolf queen, and the one who brought up Rafiel after the Serenes
    Forest was burned down. She and her accomplice Volug run into Micaiah and
    the rest of Daein early, and it all goes from there.
    When Nailah joins you in Part 1, she's not even funny. You have several rather
    overpowered units there, but except for the Black Knight, she makes all of
    them look like complete sissies. She's absurdly fast, does 40+ damage a strike,
    and half the time activates Savage, which makes her even more ridiculous. She
    doesn't rejoin until Ike's chapters in Part 4 though, and at that point, she's
    great. I have the same complaint with Nailah that I do about Naesala though,
    and that is that she is not strong enough. Her strength stat caps at 20, which
    leads to 40 strength, and since she doesn't fly either, that's particularly
    crippling for a laguz royal. I prefer her slightly to Naesala though, since she
    has much higher defense, and if you give her a little of your bonus EXP in
    the endgame, she will cap her HP to 70, which can really make a difference.
    Overall, she's pretty good in the endgame. I never bring her there, but that's
    totally your call, since she works well however you slice it.
    My Rating: 4.5/5
    Name: Tibarn
    Recruited: CHAPTER 2
    Class: Hawk King
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 68                     HP .......... 75%
     Str ....... 18                     Str ......... 40%
     Mag ....... 2                      Mag ......... 5%
     Skl ....... 24                     Skl ......... 10%
     Spd ....... 20                     Spd ......... 20%
     Lck ....... 29                     Lck ......... 40%
     Def ....... 16                     Def ......... 40%
     Res ....... 10                     Res ......... 20%
    Tibarn is the hawk king of Phoenicis, and one of the main spearleaders of the
    Laguz Alliance early on in the game. His personality has taken a beating since
    Path of Radiance though, since he's ridiculously gung ho and reckless, not to
    mention a complete jackass. But hey, he's a hawk, what do you expect.
    Alright, if you need a flying laguz, Tibarn is your man, no questions asked.
    Granted he joins for as much as Naesala or Nailah based on her Part 4 stuff,
    but he's still the best of the fliers. Now, his strength caps at 22, which
    means 44 while transformed. For a flier, that's pretty damn good. He's also
    absurdly fast (46 is as much as you need, people), and his HP and defense are
    top notch. Sure, they're not as much as Caineghis or those other people, but
    come on. Tibarn effing flies. His only weakness is wind magic and arrows, and
    since he's so fast he'll be dodging a lot of that crap anyway. If you're
    bringing multiple laguz royals into the endgame, he's definitely your second
    choice after Caineghis. Another great thing he has going for him is 4-5. Enough
    said, he can level up a hell of a lot there, and since his HP caps at 75,
    he'll be lasting a while.
    My Rating: 5.5/5
    Name: Stefan
    Recruited: CHAPTER 3
    Class: Trueblade
    Attribute: Heaven
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 53                     HP .......... 55%
     Str ....... 27                     Str ......... 50%
     Mag ....... 7                      Mag ......... 20%
     Skl ....... 37                     Skl ......... 60%
     Spd ....... 36                     Spd ......... 60%
     Lck ....... 20                     Lck ......... 15%
     Def ....... 21                     Def ......... 40%
     Res ....... 16                     Res ......... 50%
    Stefan is a hermit who's been living in the deserts of Begnion for several
    years. What he strives to do there, somehow, is establish peace between laguz
    and beorc. Very successful, huh?
    Alright, the first character who joins in the extremely late parts of the game
    who I need to analyze. Well, Stefan is... alright. His HP is solid, his skill
    and speed are obviously great, and since he's a Level 8 Trueblade, he'll get
    them maxed easily. It's his other stats that he really lacks in, though. His
    strength is only average, his defense is low, and his resistance is quite bad.
    If you promoted Mia to Trueblade, chances are her HP is slightly lower, but
    all her other stats should be at Stefan's level or at least extremely
    comparable (because face it, who the hell needs that much skill). It's quite
    possible that your other trueblades got screwed over, and if that's the case,
    then go ahead and use Stefan, he's not terrible. He's not that great either,
    though, just warning. Definitely recruit him though, he has the Vague Katti.
    My Rating: 3/5
    Name: Oliver
    Recruited: CHAPTER 4
    Class: Saint
    Attribute: Fire
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 48                     HP .......... 65%
     Str ....... 22                     Str ......... 55%
     Mag ....... 31                     Mag ......... 35%
     Skl ....... 22                     Skl ......... 35%
     Spd ....... 20                     Spd ......... 45%
     Lck ....... 28                     Lck ......... 30%
     Def ....... 18                     Def ......... 30%
     Res ....... 32                     Res ......... 20%
    Oliver is the infamous Duke Tanas, a hypocritical savage who bathes in his
    delusion that he is "beautiful", and also has a manic obsession with herons.
    Three years ago, his illegal heron slave trade was discovered, but he's a
    Begnion senator, so he gets away with it.
    To recruit Oliver, you need to have Rafiel move into his range in 4-4, and then
    he'll recruit himself onto your party. That's not absolutely necessary, but of
    the weaker characters that join you in Part 4, Oliver is by far the least bad.
    Now, naturally, he's a saint, so what do you really expect. His magic is
    alright. It's not a masterpiece by any means, but it'll get him through. His
    speed is alright, defense is weak, resistance is good, and HP is very good for
    a saint type of character. As a saint, Rhys is one of the more difficult
    characters to build up in the endgame, so if your Oliver edges him out, yeah,
    go ahead, take Oliver into the endgame instead of him. The endgame definitely
    leaves room for a healer besides Micaiah, so there you go. Otherwise though,
    Rhys or Elincia at full potential completely outclass Oliver in every way
    My Rating: 3/5 (more like a 2.75 but rounds up though)
    Name: Bastian
    Recruited: CHAPTER 5
    Class: Arch Sage
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 45                     HP .......... 25%
     Str ....... 21                     Str ......... 20%
     Mag ....... 35                     Mag ......... 30%
     Skl ....... 27                     Skl ......... 70%
     Spd ....... 24                     Spd ......... 40%
     Lck ....... 21                     Lck ......... 40%
     Def ....... 20                     Def ......... 25%
     Res ....... 32                     Res ......... 50%
    Bastian is another one of the most loyal confidants of Elincia, though he
    spends the majority of the game on an emissary mission to Daein, and therefore
    does not join until incredibly late in the game.
    Bastian isn't a bad unit by himself, but he comes at a terrible time in the
    game, as well as suffers from an incredibly crippling fault, and that's his
    speed. Let's get to that in time though. As an arch sage, Bastian is okay.
    His HP and strength are solid, his magic is undoubtedly inferior to Soren's
    but alright, skill is good, and defense and resistance are typical sage fare.
    His growths are all relatively poor aside from his skill growth, though, and
    face it, how much does a sage need skill? Think about that.
    Here's the thing, Bastian joins extremely late, and that speed is horrible.
    Soren will ideally, by the time you get to the endgame, be way into the 30's.
    He'll have roughly the same defense if not slightly higher, higher HP if you
    were like me and gave him a Seraph Robe early, higher magic, and yeah, a speed
    that's 5-6 points higher. As a sage, it's important to be able to double, and
    that's something Bastian won't do. Now he's useful in 4-5 to some extent, as
    he can legitimately rack damage on enemies and get them hurt, but he has
    absolutely no place in the endgame whatsoever.
    My Rating: 2.5/5
    Name: Volke
    Recruited: CHAPTER 5
    Class: Assassin
    Attribute: Wind
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 52                     HP .......... 50%
     Str ....... 30                     Str ......... 50%
     Mag ....... 5                      Mag ......... 5%
     Skl ....... 36                     Skl ......... 60%
     Spd ....... 35                     Spd ......... 65%
     Lck ....... 19                     Lck ......... 20%
     Def ....... 26                     Def ......... 45%
     Res ....... 32                     Res ......... 15%
    Volke is a man of many mysteries. He's had a good number of connections with
    Greil back in his day, as well as Ike, though no one knows what his true
    motives are, as well as why he wants so much money. To get him to join, you
    have to have Elincia and Geoffrey pay him 3000 Gold in 4-5.
    To me Volke is like a more badass version of Stefan. More HP, more strength,
    comparable skill and speed, more defense, just less resistance. Now, the thing
    with Volke is, however, that he's an assassin, which is essentially a souped
    up thief. He's definitely great for a thief, since he can do everything that a
    thief does, but Volke has ridiculously high strength, plus the Lethality
    skill, which essentially makes him a complete demon. Hell, he joins in 4-5,
    the biggest EXP chapter in the game, so in there alone, he can max his HP and
    Here's my issue with Volke though. Sothe is required in the endgame. Now don't
    get me wrong, Volke utterly blows Sothe out of the water. Did it in Path of
    Radiance, and he does it here too. The problem is, however, that your endgame
    lineup likely isn't going to leave room for another whisper/assassin type
    character. The thing with Volke is that if we want to think of him like a
    trueblade (hence the Stefan comparison), the trueblade will have a stronger
    weapon, comparable strength and defense, plus honestly Astra is quite a bit
    better than Lethality. But oh well. Volke will help you immensely in 4-5, but
    he just gets screwed over by the endgame being a jackass.
    My Rating: 4/5
    Name: Kurthnaga
    Recruited: ENDGAME-1
    Class: Black Dragon
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 55                     HP .......... 95%
     Str ....... 15                     Str ......... 45%
     Mag ....... 7                      Mag ......... 15%
     Skl ....... 8                      Skl ......... 20%
     Spd ....... 10                     Spd ......... 35%
     Lck ....... 21                     Lck ......... 60%
     Def ....... 15                     Def ......... 25%
     Res ....... 15                     Res ......... 40%
    Kurthnaga is the prince of Goldoa, and fitting in with that, a fairly normal
    dragon. He hates warfare and becomes sick at the sight of bloodshed, but that
    doesn't stop him from fighting for a noble cause.
    Alright, Kurthnaga is a perfect example of a love it or hate it character. I've
    heard him called everything from the best non-royal laguz to the worst unit in
    the whole game. Personally I'm not sure I'd go to either extreme, but Kurthnaga
    is a very useful character. First of all, in the endgame, Kurthnaga is a
    requirement, so you might as well level him up. And considering he's Level 20
    and has twenty more levels to go while most of your other characters should be
    at least halfway through their third tier with a number of stats maxed, I
    honestly don't see any reason not to give Kurthnaga Paragon as well as a little
    bit of bonus EXP every now and then.
    I'm not going to lie. Kurthnaga is very weak at first. With only 30 attack power
    and an average weapon, as well as a horrible 20 speed, he's not going to be too
    good initially. However, Kurthnaga has a lot of potential. His strength and
    speed growths are good enough, his HP growth is fantastic, plus I really don't
    believe his defense growth is as low as it seems, as that seemed to be going up
    a lot for me, though in the endgame resistance is more important. Now, I would
    give Kurthnaga a solid 5/5, but there's one issue. He has only an A in strike
    at first, meaning you may need to give him an Arms Scroll. Now the EXP, I have
    no problem with, but in order to increase his fighting power you are going to
    need to do a little babying in that fashion. If you get him at least moderately
    up to par by 4-E-3, though, he'll be incredibly useful and if you give him
    Paragon (again I see no reason not to), he'll gain a very decent share of levels
    at the same time.
    Also, Kurth gets Formshift after 4-E-3. Can't go wrong with that.
    My Rating: 4.5/5
    Name: Ena
    Recruited: ENDGAME-1
    Class: Red Dragon
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 59                     HP .......... 50%
     Str ....... 10                     Str ......... 20%
     Mag ....... 15                     Mag ......... 50%
     Skl ....... 13                     Skl ......... 40%
     Spd ....... 11                     Spd ......... 40%
     Lck ....... 18                     Lck ......... 35%
     Def ....... 13                     Def ......... 15%
     Res ....... 17                     Res ......... 50%
    Ena is a female dragon whom you could say has a number of loyalties. She's loyal
    to her king Dheginsea, but at the same time feels a duty to Ike and Kurthnaga,
    which is what sends her to their side in the endgame.
    Alright, I ain't gonna sugarcoat this. Ena blows. Her attacking power, as you
    can see, is absolutely horrendous, plus she has a 20% growth. What the hell is
    up with that? She even starts two levels higher than Kurth, making her
    especially hard to raise. But seriously, her speed is I guess marginally better
    than Kurth's, and her HP STARTS better (but if you leveled them both up ten
    times or so I promise without a shadow of doubt Kurth would surpass her),
    plus Kurth actually has a half decent potential in strength, whereas Ena gives
    all that up for magic, which she has absolutely no need for. Not only that
    but her defense sucks too.
    Now to be fair, Ena can be put to good use in 4-E-3 just like Kurth can. Not
    having anything attack her is an asset you can't possibly pass up, though if
    you don't give her EXP beforehand, she won't be able to damage crap, whereas
    Kurth can at least make a dent in the dragons. That and she has one small
    advantage over Kurth to me in that her Blood Tide gives adjacent enemies added
    strength and skill, whereas Kurth's Night Tide raises defense and resistance.
    Both good, but Ena's edges him out to me. Plus let's face it, Ena as a barrier
    in 4-E-3 is good, but she never gets Formshift either. So honestly, I'm not a
    dragon guy at all, but even if you completely overload her with favoritism in
    management, Ena will only be as good if not probably worse than Kurthnaga with
    only a slight amount of work.
    My Rating: 2/5
    Name: Caineghis
    Recruited: ENDGAME-1
    Class: Lion King
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 76                     HP .......... 50%
     Str ....... 22                     Str ......... 40%
     Mag ....... 4                      Mag ......... 10%
     Skl ....... 23                     Skl ......... 40%
     Spd ....... 17                     Spd ......... 20%
     Lck ....... 30                     Lck ......... 40%
     Def ....... 22                     Def ......... 30%
     Res ....... 10                     Res ......... 10%
    Caineghis is the noble king of Gallia, the nation of beast laguz, not to
    mention he's new to Radiant Dawn. That, and he used to be the commander of
    Greil, which is tight.
    Okay, what can I say. Caineghis is the best of the laguz royals, no questions
    about it. His ONLY weakness is that he cannot fly. And who the hell am I to
    scratch that off against someone. I would normally say he's weak to fire magic,
    but since there's about one fire sage in the whole game after you get him,
    that's a negligible argument. Caineghis has an absurdly high strength stat,
    with 44 transformed. That's as high as Tibarn's cap. Caineghis caps at 48 total,
    which is incredible considering he's also ridiculously fast, and will double
    most everything that the whole game offers. All this, and he has the highest
    HP and defense in the game besides Gareth, who's a crappy unit anyway. He's
    really got everything down, and while none of the laguz royals have very high
    resistance, Caineghis isn't going to be suffering from that either when he's
    so fast it's a moot point. Overall, if you're going to play it fair and use one
    laguz royal, make it Caineghis.
    My Rating: 6/5 (he's the best laguz royal... what does that tell you)
    Name: Giffca
    Recruited: ENDGAME-1
    Class: Lion
    Attribute: Dark
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 73                     HP .......... 40%
     Str ....... 21                     Str ......... 35%
     Mag ....... 4                      Mag ......... 10%
     Skl ....... 22                     Skl ......... 35%
     Spd ....... 18                     Spd ......... 50%
     Lck ....... 28                     Lck ......... 25%
     Def ....... 20                     Def ......... 30%
     Res ....... 11                     Res ......... 15%
    Giffca is the shadow of King Caineghis, and for the most part goes where the
    king does, though he's been known for carrying out odd tasks such as the final
    battle of Path of Radiance.
    Giffca is another complete and total beast, as you can expect. Like Caineghis,
    Giffca caps strength at 48, and while he's not quite as likely to hit it, that
    is what it is. His HP and defense are just as high, his skill is just as good,
    and he's even faster, if that was at all possible. In fact, just get his speed
    up a little and he'll have over 40 in four stats, which I think only Lehran
    is able to do besides him. That's absolutely outrageous. So what's the catch?
    While all the other laguz royals come with Formshift, Giffca does not. Now
    fortunately, Giffca has a Laguz Gem, so he is able to transform for the entire
    battle, but this wastes one turn. That seems pretty minute, but it's something
    that can actually make a difference when comparing such overpowered units.
    So statistically he's beaten very slightly by Caineghis and for that flaw he
    loses out to Tibarn for me, but hey, what the hell, he's friggin' Giffca. And
    in my book, he's the third best laguz royal.
    My Rating: 5/5
    Name: Renning
    Recruited: ENDGAME-1
    Class: Gold Knight
    Attribute: Earth
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 56                     HP .......... 40%
     Str ....... 31                     Str ......... 60%
     Mag ....... 18                     Mag ......... 10%
     Skl ....... 32                     Skl ......... 50%
     Spd ....... 29                     Spd ......... 40%
     Lck ....... 24                     Lck ......... 10%
     Def ....... 27                     Def ......... 70%
     Res ....... 23                     Res ......... 20%
    Renning is the uncle of Elincia, who has gone missing from the kingdom of
    Crimea for three years. Reason being, he's undergone transformation because of
    the likes of Izuka, and lost his mind due to laguz drugs.
    Here's a good example of a character who would have been great about a whole
    part ago, but right before the endgame, Renning is going to be pretty much
    obsolete. Now, to be fair, he's not as bad as some would say. If you totally
    neglected paladins throughout the game, Renning is okay for at least the first
    couple chapters of the endgame. His strength is alright (if you actually
    trained others though, they'll trample him), and his skill is strong. Pretty
    much any paladin will beat him in speed though, plus his defense and resistance
    are both rather lacking. Overall, he's cool, but I wouldn't substitute him
    for Titania, Oscar, Geoffrey, or Kieran.
    My Rating: 2/5
    Name: Gareth
    Recruited: ENDGAME-4
    Class: Red Dragon
    Attribute: Thunder
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 82                     HP .......... 90%
     Str ....... 22                     Str ......... 40%
     Mag ....... 5                      Mag ......... 5%
     Skl ....... 10                     Skl ......... 30%
     Spd ....... 7                      Spd ......... 10%
     Lck ....... 20                     Lck ......... 65%
     Def ....... 21                     Def ......... 30%
     Res ....... 9                      Res ......... 25%
    Gareth is one of the most loyal guardians of the nation of Goldoa, as well as
    a trusted soldier of King Dheginsea's, and that carries out to the very end.
    To recruit him in the endgame... just let him live. That's basically it.
    Alright, you thought Renning or Skrimir were bad in terms of joining too late?
    Gareth destroys all that. He has a base transformed defense of 42. Here's one
    problem though: there is one physical attack in ALL the chapters that follow
    his joining. So despite his ridiculously high HP (highest in the game, not
    even close), he's going to die. That, and his speed is a complete joke. It
    starts at FOURTEEN transformed, and caps at TWENTY transformed with only a 10%
    growth, meaning he's going to get doubled by everything. What the hell is up
    with that?
    Now, to be fair, there's a way to use Gareth, which involves really blatant
    favoritism. 4-E-5 allows him to perhaps do a little damage to the auras, plus
    in 4-E-4 there's a decent setup of wardwoods, meaning he'll have +10 res
    there, then you can use a Pure Water on him. That's horribly restricting,
    though, and come on. I'm not going to blatantly constrict a character like
    that, geez. Now, if someone died in 4-E-3/4, then feel free to use Gareth in
    that empty spot. Otherwise, Gareth is just too much of a tank to be of use.
    Plus, seriously, isn't 2 dragons enough?
    My Rating: 1.5/5
    Name: Nasir
    Recruited: ENDGAME-4
    Class: White Dragon
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 74                     HP .......... 70%
     Str ....... 7                      Str ......... 15%
     Mag ....... 24                     Mag ......... 45%
     Skl ....... 13                     Skl ......... 35%
     Spd ....... 8                      Spd ......... 20%
     Lck ....... 19                     Lck ......... 45%
     Def ....... 12                     Def ......... 15%
     Res ....... 21                     Res ......... 40%
    Nasir is the grandfather of Ena, as well as an old companion of Ike's. He's a
    man of many sides, though, in that he has about as many betrayals as Naesala,
    really. Plus unfortunately, his ultimate loyalty is to Dheginsea. Like Gareth,
    keep him alive to get him, capiche?
    I don't like Nasir in battle in this game very much because once again, he
    joins WAY too late. Fortunately, he has a little more practical use than
    Gareth. First of all, almost all of the endgame attacks are completely magic.
    Nasir has a base of 42 resistance transformed, which you can improve by 4
    through levels. Now just think of what he'd be if you give him the kind of
    special treatment Gareth needs just to survive. =) Now granted, Nasir has
    slightly less HP, but it's still a freaking ton of it, so that's certainly not
    a problem.
    Nasir's speed is still awful. It's a little better than Gareth's just based on
    base, but it's still horrible. However, I honestly don't care here because
    he was never going to get to the point where he's going to double, plus with
    his resistance he'll be taking so little damage it's really not too major. One
    other thing is that Nasir has Nihil. Meaning he's not going to hit by the
    dreaded Aurora attack that the final boss's auras have. Again, if you have
    empty room because of a character death, take Nasir. Otherwise, pass.
    My Rating: 2.5/5
    Name: Pelleas
    Recruited: CHAPTER 2 (second playthrough)
    Class: Dark Sage -> Arch Sage
    Attribute: Water
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 33                     HP .......... 35%
     Str ....... 13                     Str ......... 25%
     Mag ....... 24                     Mag ......... 55%
     Skl ....... 20                     Skl ......... 45%
     Spd ....... 21                     Spd ......... 60%
     Lck ....... 14                     Lck ......... 40%
     Def ....... 14                     Def ......... 30%
     Res ....... 19                     Res ......... 45%
    Pelleas is the unfortunate king of Daein, as well as the supposed son of the
    late King Ashnard and the branded Almedha. TO RECRUIT HIM: you must be on your
    second playthrough. Refuse his offer in 3-13, and then he'll join you a couple
    turns into 4-2.
    Alright, I bet everyone wants to know what I think of Pelleas, and what is the
    case with him? He's pretty bad! Yeah, I know you were probably expecting
    something more than that, but that's really all I have to say. First of all,
    Pelleas joins in 4-2. The standards jump considerably from Part 3 to Part 4,
    and had Pelleas joined in Part 3, he probably would have been fairly decent.
    See, Pelleas has 24 base magic though. His stats are barely higher than what
    Soren's are when he joins you, and he's seven levels lower on top of joining
    about 15 chapters earlier. That's a fairly significant difference.
    Now, the thing with Pelleas is that he's essentially the druid of this game,
    in that he wields dark tomes. Dark tomes are naturally cool, but trust me,
    they're nothing special that you can't experience through any other form of
    magic, so the novelty will grow old after a little while. 4-2 is a treacherous
    chapter, plus his next chapter, 4-5, will give him a chance to promote him if
    you want, but his stats are honestly way too low for me to give him my
    consideration. 31 maxed speed is pretty terrible, 24 defense, all that is
    mediocre even by mage standards.
    My Rating: 2/5
    Name: Lehran
    Recruited: ENDGAME-5 (second playthrough)
    Class: Chancellor
    Attribute: Light
     Base Stats:                        Growth Rates:
     ------------                       --------------
     HP ........ 50                     HP .......... 0%
     Str ....... 11                     Str ......... 0%
     Mag ....... 40                     Mag ......... 0%
     Skl ....... 40                     Skl ......... 0%
     Spd ....... 40                     Spd ......... 0%
     Lck ....... 40                     Lck ......... 0%
     Def ....... 23                     Def ......... 0%
     Res ....... 40                     Res ......... 0%
    Lehran needs no introduction. The ancient "hero" as well as the one who sealed
    Yune in a medallion and serves Ashera. TO RECRUIT HIM: you must be on your
    second playthrough. Deploy the Black Knight into battle in Part 1's Endgame,
    then in 3-7, have Ike attack the Black Knight, but make sure that both of them
    survive. With that, in 4-E-2, view Ike's memory scene. With that, Lehran will
    join at the beginning of 4-E-5.
    What am I supposed to say about Lehran, honestly? Well, first of all, Lehran
    has an SS in light, dark, and staves. So if you're going to recruit him at
    all, then you might as well train Pelleas so he can come bless the Balberith
    and get that to Lehran. If he can even get the Balberith, Lehran will be a
    total beast in the endgame with that. Reason being, he has a 40 in FIVE stats.
    Admit it, that's pretty damn nice. Considering Lehran can wield the ultimate
    light AND dark tomes plus comes with a free Ashera Staff, which is a true
    blessing, he's alright. But come on. He joins for the last chapter in the
    second playthrough. How high can I rate him?
    My Rating: 3/5
                  ~-~ ~-~ ~-~  VI. Walkthrough (Part 1)  ~-~ ~-~ ~-~
    The game you are about to begin is probably the longest Fire Emblem game ever
    made, although going along with that, it's one of the best ever, so it all
    evens out. Just a few notes before I get started:
    -> There are spoilers in this walkthrough. Obviously.
    -> If you've ever read any of my guides before, you know how they are rife with
       lame jokes. This is no exception.
    -> The guide assumes you're playing on Normal difficulty. Whether you're a Fire
       Emblem guru or not, that's an excellent place to start, so I advise you do
       the same thing.
    -> When I mention a "cavalier", that basically means I'm referring to a
       Sword/Lance/Axe/Bow Knight. I'm just old school like that.
    -> Unless you really, really don't want to use a character ever again, you
       might as well reset if they die.
    Let it begin.
     VIa. Under Gray Skies
     ~ Difficulty: 2
     ~ My Party: Micaiah, Edward, Leonardo*
     ~ Max Turns: 10
    Well, we've got a fairly decent cutscene to start this all off, and then you'll
    realize your main character is Micaiah, the so-called Silver Haired Maiden of
    Daein. It's probably strange that you're playing as Daein despite seeing how
    evil the lot of them were in the last game, but anyway, first battle kicks us
    off on the streets of Daein.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 5 Fighter (Pugo)                     N/A
    Lv. 3 Bandit x2
    Lv. 2 Bandit x3
    Lv. 1 Bandit x2
    You might see that even though this is the freakin' prologue, I gave it a 2/5
    difficulty rating. That's right, don't be fooled, we get off right into a
    battle that's not hard at all from an objective standpoint, but if you're
    just coming into this game fresh, you could easily die without expecting it,
    so it's one that you need to be on your toes for. But anyway, you've got two
    characters here to start the battle off, and not one of them is a Jeigan esque
    fighter who can solo this place. Neither of them have over 20 HP, so what the
    key here is, is to watch the enemy movement. Unless you're damn sure you can
    handle it, never let more than one approach you. Two, tops.
    So, what you're going to want to do is have Edward kill the first bandit,
    then have Micaiah support him from the back. She has Sacrifice if you plan to
    keep her back out of harm's way (pretty good idea) and heal Edward that way,
    although Edward has a Vulnerary and will pick up an Herb along the way. At
    that point one of the Bandits will come forward, so step up a little bit, but
    keep your distance. Four turns in, an archer named Leonardo will enter, who is
    no stronger than the other two, but hey, there's strength in numbers. Gradually
    make your way up, never at any point letting anyone's HP stay below 10. With
    any luck, Edward will be able to stay alive through the bandits. Watch out for
    the enemy at the northeast, though, who is the boss of this place. Stay out of
    his range for a little, make sure that you're healed, and then have one of
    the three (preferably Edward) step into his range. He'll come to you himself.
     Boss        / Class     / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Pugo        | Fighter   | 5  | 27 | 11  |  0  |  8  | 10  |  8  |  8  |  1
     Pugo is the first boss of the game, and I gotta say, he provides a decent
     fight given that title. If you compare him to characters like Zawana in the
     last game, his stats are way higher, notably his strength which leads to a
     whooping attack power of 19 right here. Here's how to do it, though. Put
     Edward in his range, then he'll come forward and attack. At that point, use
     Micaiah and Leonardo to hit him from long range and get his HP down. With
     that, Edward should be able to deliver a finishing blow to him. If you're
     going to get hit back and die, though, make sure that you're going to attack
     last so that he doesn't get a chance to actually hit you. Fortunately Micaiah
     and Leonardo get the long range advantage, but anyway, don't let this guy
     get in more than his initial strike.
    Undoubtedly, once you finish that little problem off, this battle will be done.
    Well, you made it through that, but that was of course arguably the easiest
    battle in the game. It's just one that can very easily catch you off guard,
    hence its difficulty rating. But anyway, one moment later you'll see the first
    villain of this game, the halberdier Jarod. Kills one of his own men right on
    the spot, kinda cues you in. So, anyway, Part 1 officially begins here.
     VIb. Maiden of Miracles
     ~ Difficulty: 1
     ~ My Party: Micaiah, Edward, Leonardo, Nolan
     ~ Max Turns: 7
    A quick history lesson basically starts this chapter up. So if you didn't know
    already, in the last game, the nations of Crimea and Daein were at war, and
    Crimea won the war, giving them reign over Daein, but they passing that over
    to the Begnion Empire, who are now completely terrorizing them, so now we've
    got Micaiah of Daein, who is the last hope for the dying nation, along with
    her Dawn Brigade. But anyway, new area of town, new battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 7 Myrmidon (Isaiya)                  N/A
    Lv. 4 Fighter x1
    Lv. 4 Soldier x1
    Lv. 3 Fighter x6
    Lv. 3 Archer x1
    Lv. 3 Soldier x1
    In this battle, although I definitely wouldn't recommend it in a lot of battles
    you'll see in the future, I actually find that a good offense is the best
    defense. By that I mean you've got a new addition to the party in Nolan, an
    axeman who is a total one man army. He's no Seth/Jeigan/Titania by any means,
    but he starts at level 9 while Edward and Leonardo start at level 4, and with
    axes he does much heavier damage than those two do with their swords and bows.
    In fact, right off you'll find a soldier guarding a house. Well, we know that
    axes beat lances, so go right ahead and move Nolan right below that soldier
    so that you can attack. It looks dangerous, and you will indeed move a number
    of forces towards Nolan, but he should be able to survive their onslaught.
    Move Edward up a little bit, followed by Leonardo and Micaiah so that he can
    guard them. At that point, the advantage to what has already taken place is
    that Nolan has damaged the surrounding fighters sufficiently so that the rest
    of the characters can one hit them. Nolan may be in too bad of shape (aka,
    single digit HP) to be able to risk attacking though, so have him move so that
    he's guarding the others, and use a Vulnerary there so he can get back to top
    shape. At that point, check out the house and you'll get a Hand Axe, which
    will make Nolan even stronger, allowing him to attack from a long range. But
    anyway, at the yellow squares at the top you will see two enemies standing
    guard. The one on the left, as the little blinking shield will always indicate,
    is the boss. The other enemies will come to you and die, so just get through
    those and then you've got the boss to deal with.
     Boss        / Class     / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Isaiya      | Myrmidon  | 7  | 27 |  7  |  0  | 14  | 14  |  6  |  6  |  3
     You actually do not need to fight this guy. In fact, the fighter standing
     next to Isaiya has a long range weapon, making him your first priority. He
     can be taken down by having Edward double attack him, then either Leonardo
     or Micaiah can take him down. With that you can just escape on the side of
     him. Because let me just spill this out now: bosses guarding squares such as
     these yellow ones will NEVER move. EVER. No exception here even though there
     are two squares. Therefore, with four characters you can keep your distance
     while moving on, plan it out, and then deliver all your striking in one turn
     if you so please. That's pretty much the best idea. Anyway, this guy uses
     swords, so even though Nolan has probably been performing exceedingly well
     in this battle, refrain from using him here. Just use Leonardo and Micaiah;
     Isaiya has no long range attacks, so he'll be defenseless to them, given his
     inability to move.
    Isaiya drops a Steel Sword upon his defeat, which Edward should be able to
    equip at this point. Anyway, here's something important. You now have the
    opportunity to escape, but the battle ends after Micaiah escapes. Something
    that will come into play later is bonus EXP, which is basically free experience
    that you can award to your characters, and you will gain more later if the
    other characters escape first. So Edward, Leonardo, and Nolan... in any order,
    get them out first, then have Micaiah escape behind them. Anyway, more
    disaster on the streets caused by Jarod, following.
     VIc. The Dispossessed
     ~ Difficulty: 2
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe*
     ~ Max Turns: 10
    And our first indoor battle is about to take place. Before the battle
    actually starts you'll meet a priest by the name of Laura, who will join with
    you, and then you'll be taken to this manor, where Sothe is in a different
    spot than you, but anyway, here's where the chapter takes place.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 8 Armor Lance (Zaitan)               Lv. 7 Soldier x1
    Lv. 7 Soldier x1                         Lv. 6 Archer x1
    Lv. 6 Fighter x1                         Lv. 6 Soldier x1
    Lv. 6 Myrmidon x1                        Lv. 5 Archer x1
    Lv. 6 Archer x1
    Lv. 6 Soldier x2
    Lv. 5 Archer x1
    Lv. 5 Soldier x2
    Lv. 4 Fighter x2
    Lv. 4 Soldier x3
    As you can see, that's easily the biggest enemy setlist yet. Still, there's a
    trap right here at the beginning of the battle, and that will be the most
    you'll need to worry about all battle long. See, this battle is the first
    introduction to altitude. As you move from left to the middle, you'll see
    there's an enemy standing right above you. If he comes down and gets to Laura,
    she'll die in one hit and it'll be a game over right then and there. You
    obviously can't let that happen, so you'll need to check the guy's range, and
    make sure that he can't hit you, or that if he can, it's someone like Edward
    who can take a hit. If he comes down, then by all means finish him off. Have
    Nolan in the front lines though, handling the soldiers at the right. Also make
    sure he's got the Hand Axe, since that'll ensure he doesn't take as many hits.
    Three turns in, Sothe will enter the battle. He is a complete beast compared
    to the rest of the party, as he is a whole class ahead of them, so use him but
    don't overuse him, capiche? Use him to take out the two surrounding soldiers,
    then move down to where there's a small room with two chests. There's two
    enemies there, and Sothe can easily finish both of them, though I'd suggest
    using Leonardo to at least land a few hits on them for experience. Anyway,
    definitely use Sothe to go down there and open the two chests. They contain a
    Thani and a Wind Edge, which are weapons for Micaiah and Edward respectively.
    You don't need to go up and equip those now, but definitely hold onto them as
    they'll be useful in the future. That, and also consider that the archer in the
    corner drops a Chest Key, which you definitely do not want to have go to waste
    quite yet. The advantage Sothe has, though, is that he can open chests without
    them. Nifty. But anyway, the rest of the party needs to move up to the top,
    and once again, Nolan is great in the front lines to handle the enemies at the
    upper right, although feel free to have Leonardo and Micaiah land a few hits
    now and then if it's safe. Note that the boss does NOT move, so that's less
    you need to evaluate for the worst case scenario. Eventually though, only the
    boss will be left.
     Boss      / Class       / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Zaitan    | Armr Lance  | 8  | 30 | 13  |  0  | 11  |  9  |  7  | 14  |  5
     I'll repeat this if you didn't catch it the first time. Even though Zaitan
     is not guarding a space, he does NOT move, so you'll have a lot less to worry
     about in regards to him. Anyway, though, Zaitan has a Javelin, so you can't
     just use the Hand Axe to hit him with no worries. You have three weapons
     against him, though. First is Sothe. My Sothe wasn't anywhere close, plus I
     would strongly advise against using Sothe to solo him, as he will steal EXP
     from everyone else. Second is Micaiah using the Thani. The Thani deals bonus
     damage to armored knights and cavaliers, so that'll be almost instant death.
     And third is just Nolan with a Steel Axe, who will win in a straight fight.
     Just don't overcomplicate things or push your luck, and this guy won't give
     you much of a challenge.
    With Zaitan done with, you may notice there's a chest right behind him. That
    might be tricky to get quickly if you want to finish the battle in ten turns,
    but it's definitely possible even if you had Sothe indulge in the two chests
    below and got the Chest Key as well. The actual chest contains an Energy Drop,
    which I would strongly suggest giving to Edward so that his attacking power
    gets halfway decent. But anyway, you need to Arrive here, not Escape, meaning
    only Laura can do it. Basically, don't try to have anyone else do it, as there's
    no more EXP to be gained that way. With that, the battle concludes.
     VId. A Faint Light
     ~ Difficulty: 3
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran*
     ~ Max Turns: 10
    The previous chapter ended with Micaiah and Laura falling right into the hands
    of Jarod and then going to prison, where they meet up with a character you
    may recognize from the original as Aimee, the mage Ilyana, and a mysterious,
    silent man who is obviously a laguz. But anyway, Sothe comes to break you out,
    where the rest of the Dawn Brigade joins, but you've got a little more to
    handle on the outside.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 11 Sword Knight (Burton)             Lv. 8 Soldier x4
    Lv. 8 Armor Sword x2                     Lv. 7 Soldier (Aran)
    Lv. 8 Armor Axe x1                       Lv. 7 Myrmidon x1
    Lv. 8 Archer x1                          Lv. 6 Archer x1
    Lv. 8 Soldier x2
    Lv. 7 Fighter x2
    Lv. 7 Armor Lance x1
    Lv. 7 Archer x1
    Lv. 7 Soldier x2
    Lv. 7 Myrmidon x3
    Lv. 6 Archer x2
    Lv. 5 Fighter x1
    This battle is substantially harder than the last several, so don't be fooled
    if this causes you to reset or see the game over screen a couple times. I know
    it did for me the first time through, so... yeah. First thing to note is that
    Kurth and Aimee are at the back. That being said, you'll need to make progress
    throughout this place, so the first enemy that you have to deal with is the
    fighter to the right. What I would do for him is move Edward within his range,
    but definitely don't have Edward go all the way over there. Now, for the troops
    on the left, don't get cocky, as if you move Nolan too far down he'll get
    shot down in one turn. Move in and hit the first enemy with Nolan, while using
    Sothe to guard if need be, while the rest of your characters move in that
    general direction as well. There's one important character here though, and that
    is Laura. Don't move her far down, but don't keep her in the far back either.
    One turn in, three soldiers, one of them given the name Aran, will show up.
    You'll have to do something very specific here, in that you need to have Laura
    talk to Aran to have him join you. Unfortunately though, Aran will either kill
    or be killed by some of your own units, and you can't have Laura move all the
    way down to him either, or she'll be toast at the hands of the mobile boss and
    other characters. Instead, lure the other soldiers as well as Aran, who has a
    longer range, in. Have Nolan get into the very back end of Aran's range, and
    then the other soldiers will come in. If Aran and Nolan fight, Nolan will not
    kill Aran (Sothe will, so do NOT use him), so just do that, and then he'll be
    close enough that Laura can approach him safely. If any other soldiers are
    around you, characters like Micaiah and Leonardo can finish them off.
    At this point, there's something else to worry about. After seven turns pass
    in the battle, two enemies will show up at the north. They will then proceed to
    attack Aimee, who isn't smart enough to move away from them. If she gets knocked
    out she doesn't die, so it's no tragedy, but you'll miss out on bonus EXP, so my
    advice is to have Sothe stay behind there once you recruit Aran. The reason
    being you don't want him stealing the EXP that comes below, and the mere two
    soldiers at the top certainly aren't a big robbery to you, plus he can actually
    easily beat them. One of the two by themselves won't knock Aimee out, so that's
    the way to go. Anyway, now the next order of business is the boss. Note the
    only character below who is on horseback, and then watch his range, as he is
    the boss, and he moves. Put Nolan in his range when your turn is over, then
    he'll come at you on his own.
     Boss      / Class       / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Burton    | Sword Kn    | 11 | 29 | 13  |  4  | 12  | 13  |  4  | 13  |  7
     The way I see it, Burton (is his first name Tim?) is all bark with not much
     bite to follow through. He'll come straight at you, but of course your entire
     party is assembled where he comes, so you'll have an endless supply of options
     to hit him with. The best, and the safest way at that, to take care of him is
     to use Micaiah's Thani spell. That did 30 damage for me, finishing Burton off
     in one hit. If that's not an option for some god forsaken reason, then if
     you're using Sothe, he'll help. Same applies to Nolan. Otherwise, you can
     just have characters like Micaiah with a simple Light, Leonardo, Ilyana, and
     Aran add up the damage on him, but that'll waste a lot of valuable characters.
     Either way, the key to beating him is to lure him into an area where he'll
     get screwed over.
    With that little problem out of the way, you'll see two knights guarding the
    way up ahead. Again, Thani eliminates them in one hit, and Nolan and Aran are as
    good as ever for taking them down. Now, that just leaves what lies ahead. Even
    without Sothe, they're incredibly easy to handle. Most of them lack long range
    weapons, so the same strategy you've been using for a long while will work.
    Note that the enemy blocking the exit, although he does not move and is not a
    boss, uses an Iron Longbow, so have Micaiah and Laura keep an extremely safe
    distance from him. At that point, the same idea that having other characters
    escape before Micaiah applies, although again, for maximum bonus experience, you
    need to finish in ten turns. Finishing everyone off except the insignificant
    soldiers on the left is pretty easy, so... yeah, that's that chapter.
     VIe. A Distant Voice
     ~ Difficulty: 2
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran, Meg
     ~ Max Turns: 10
    This chapter starts off with news that the late Mad King Ashnard, who ruled
    Daein about as evilly as it could be, has a son somewhere, so he could start a
    liberation army and free Daein, possibly, just as Crimea did way back. But in
    any case, you start this chapter off at the base, which is definitely a
    relieving thing to do. There's a lot to do here, starting with awarding bonus
    EXP. I try not to expend the whole thing, but if anyone is close to leveling
    up, you may want to go ahead and give them a boost with the bonus experience.
    More importantly though, are the shops.
    When you go to the item shop and scroll to the far right, you'll find items
    that are somewhat rare now and might be worth an investment. In particular, for
    the next battle, it is an absolute necessity to buy the Beast Killer for Sothe.
    That's a dagger that pretty much instantly kills laguz, which the next battle
    exclusively consists of, so that's a no brainer. Apart from that, there's a
    Javelin and a Hand Axe up for sale if you need another one of those. And you
    may have noticed, you have a new character named Meg. She sucks, seriously. Oh
    well, start the battle, and then Sothe will start talking about Ike. Then again,
    you get attacked midway.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 6 Tiger x2                           Lv. 4 Tiger x2
    Lv. 4 Tiger x5                           Lv. 3 Cat x2
    Lv. 3 Cat x2
    Lv. 3 Tiger x3
    Lv. 2 Tiger x1
    This is a rather unique battle, for a couple of reasons. First of all, the
    enemies consist entirely of laguz, which leads to a rather different kind of
    battle than the ones you've seen before. That, and there's actually two bosses
    this time around, who are the two higher leveled tigers in the upper corners of
    this area, appropriately named Pain and Agony. In my opinion though, they're
    not the extent of your worries. Your concern is getting the three treasure
    chests, which are in the lower left, upper left, and upper right corners of this
    place. Specifically, the lower left contains a Pure Water, upper left contains
    3000 Gold, and the upper right contains a Seraph Robe. By far the most important
    of those three is the Seraph Robe; the Pure Water I can live without and the
    3000 Gold is nice, but again, not essential.
    So, here's how I did it. Move your characters towards the center a little bit,
    while moving your main force upward. You'll want to keep a couple characters on
    standby though, as the tigers will try to break down the upper wall. I found
    that they're unable of taking out Meg in one hit, so that's always an advantage.
    Not only that, but they need to attack the wall twice before they can break it
    down, so that gives you three turns to hit them with long ranged attacks. Ilyana
    and Micaiah are particularly good for that. And with that, come out of that
    central shell and then choose how you're going to go here. The object here is to
    rout all enemies, but getting the treasure is important too. To do this, I had
    Sothe, Nolan, and Aran take to the right while everyone else except Ilyana and
    Meg headed left.
    My Edward had a Chest Key, meaning he could open the chest to the lower left,
    so definitely send someone who has a key down there while Sothe heads right. The
    left is not nearly as heavily guarded as the right, so Sothe with his Beast
    Killer should be reserved for the right. Eventually the two bosses will come
    your way, though for the left one I would have a decoy like Edward draw him out,
    so that Sothe can get behind and grab the chest. This will be after he's done
    taking out the boss on the right, and the reinforcements that arrive from the
    north if need be. Just make absolutely sure without fail that you get the Seraph
    Robe at the top and use it on Micaiah at the base, that's most important of all.
    The bosses should fall into place, just try and give the finishing blows to
    characters other than Sothe. It seems appealing to just try and solo this place
    with the Beast Killer, which you could probably do, but don't try it. If you're
    using a decoy to the left, use a Vulnerary if the boss hurts you too much,
    rather than attacking. It's narrow, meaning it can be blockaded, which is always
    good for long ranged attacks.
    Afterwards, a male voice singing can be heard, to which Micaiah runs over to
    find a heron much like Prince Reyson, whom you probably remember from Path of
    Radiance. Matter of fact, this heron, Rafiel, is the brother of Reyson. Plus he
    comes with the laguz Queen Nailah and her accomplice Volug, the latter of who
    when you watch an info scene starting the next chapter off, joins you in battle.
    Which is nice, I suppose.
     VIf. The Lost Heir
     ~ Difficulty: 2
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran, Meg,
     ~ Max Turns: 6
    When you head back to the base, the absolute most important thing to do is have
    Micaiah use the Seraph Robe. You can give it to anyone, really, but she has the
    weakest defense of any of the main characters, plus she could really use the 7
    HP boost. Apart from that, you may want to buy an Arms Scroll for 8000 Gold and
    reserve it for when it's necessary. Also, make sure you watch the info scenes.
    One of them shows Volug joining your party, and another is Sothe giving you
    10000 Gold. Not a bad deal. But anyway, this chapter here will start with Volug
    sensing beorc to the south, and now we've got to help out some old friends from
    Path of Radiance. Tauroneo, Zihark, and Jill.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 14 Fire Mage (Wystan)                Lv. 11 Fighter x1
    Lv. 11 Soldier x2                        Lv. 11 Soldier x2
    Lv. 10 Fighter x1                        Lv. 10 Myrmidon x2
    Lv. 10 Myrmidon x1                       Lv. 10 Soldier x1
    Lv. 10 Soldier x3                        Lv. 10 Archer x1
    Lv. 10 Fire Mage x2                      Lv. 10 Fire Mage x2
    Lv. 9 Fighter x6                         Lv. 9 Soldier x3
    Lv. 9 Myrmidon x1
    Lv. 9 Soldier x4
    Lv. 9 Archer x1
    Lv. 9 Fire Mage x1
    Lv. 8 Myrmidon x1
    Lv. 8 Archer x1
    Lv. 8 Fire Mage x1
    Lv. 8 Priest x1
    Here's a battle with a slightly different objective. In this case, you need to
    stay alive and keep the three characters at the top alive for six turns. Not a
    very difficult task, especially on the part of Tauroneo and the others. First
    of all, Tauroneo has absolutely no chance of dying, so don't worry about that.
    Zihark is the one of the three who tends to take the most hits, but thankfully
    he doesn't hesitate to use Vulneraries if he gets hurt. What you need to focus
    on is trying to get the most EXP you can out of this battle. So, since you've
    got soldiers in front of you when you start off anyway, have your characters
    move forward and beat them down. You may notice three enemies approaching from
    behind, but don't make a point to have anyone go back and take care of them
    separately. They'll come to you on their own, then you can kill them.
    You may also notice a platform on the center which is elevated, but you can
    climb up there easily. I'd definitely move Sothe and Nolan and characters
    like that up there to first eliminate the soldiers that are already up there,
    then naturally some more enemies will come up, and that's just more fodder for
    you. You may notice in the process how powerful Volug is, but note that he's
    weak against fire, so be careful with him, and make sure he gets the healing
    he needs if someone hits him, as you may need him against the boss here if you
    choose to fight him. Make sure Volug actually does move to the top though, since
    two fire mages appear there, and your characters may not be able to make it up
    there in time before they get the first strike. With that, the characters in the
    center should successfully be able to fend off what comes, while your main
    force makes their way to the right gradually. There is no way in hell you'll be
    able to take everyone down, but the boss may or may not come your way.
     Boss      / Class       / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Wystan    | Sword Kn    | 14 | 25 |  7  | 14  | 11  | 12  |  8  |  5  | 12
     Here's yet another instance where you're not required to fight the boss.
     Wystan is one of the punier bosses we've seen yet, though. It's true that
     he comes with an Elfire, which he can use at any range, but first of all,
     if you're fighting him on the sands to the east, hit rate will be fairly
     mediocre, so it's actually pretty safe to have Volug go against him. And
     naturally, if you're using Sothe or Volug against him, he will die in no
     time at all. Note that towards the end of the fifth turn, he'll start coming
     forward, so you don't necessarily need to go down all the way after him.
    Two notes come in here. First of all, the battle does NOT end just because the
    boss is killed, so don't go completely out of your way to kill him. Also, there
    is a soldier who comes from the bottom, who holds a Master Seal. It is really
    in your best interest to have Sothe head down and steal it off of him. It allows
    a character to promote prematurely, which can be quite useful in some instances,
    but even if you don't want to do that, it's handy to have. But anyway, when
    this battle is over, you'll finally meet the prince Pelleas, son of Ashnard,
    and his rather suspicious insane accomplice Izuka. And with that, this chapter
    is done.
     VIg. Raise the Standard 1
     ~ Difficulty: 1
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran, Meg,
                 Volug, Tauroneo, Jill, Zihark
     ~ Max Turns: 15
    Note that Raise the Standard, here, is a two part battle, and you can't go to
    the base in between, so just make sure that you're ready to go for what's on
    ahead. In particular, view the info scenes to get the Renewal scroll on top of
    1000 gold, plus if you need another Hand Axe for Nolan, there's another one of
    those available at the shop. Plus the armory sells steel weapons now, which are
    a definite improvement over iron. With that, award all your bonus EXP (since you
    get a LOT of it after these two battles), then get the show on the road.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 12 Armor Sword x1                    Lv. 12 Pegasus Knight x6
    Lv. 12 Myrmidon x2                       Lv. 12 Thunder Mage x2
    Lv. 11 Armor Lance x1                    Lv. 11 Armor Sword x1
    Lv. 11 Armor Axe x1                      Lv. 11 Pegasus Knight x3
    Lv. 11 Fighter x1                        Lv. 11 Soldier x1
    Lv. 11 Archer x1                         Lv. 10 Armor Sword x1
    Lv. 11 Priest x1                         Lv. 10 Armor Axe x1
    Lv. 11 Thunder Mage x1                   Lv. 10 Pegasus Knight x2
    Lv. 10 Fighter x1                        Lv. 9 Archer x1
    Lv. 10 Armor Sword x1
    Lv. 9 Fighter x1
    Lv. 9 Archer x1
    Lv. 9 Soldier x1
    Note: I pointed out at the top that the maximum turns for the bonus EXP is
    fifteen. However, that includes both parts of this two part battle. The second
    part shouldn't take any more than seven or eight, but still, don't waste too
    much time in the first part.
    Okay, as you can probably guess, this is the less serious of the two battles
    of Chapter 6, Raise the Standard. Hell, there's not even a boss here! The
    guardian of the "exit" here (which isn't even an actual exit) isn't even the
    strongest enemy here. Matter of fact, there are more reinforcements here than
    there are regular enemies. But anyway, here's the first step to get an upper
    hand here. When you're rearranging your party, move Jill to the bottom left
    corner. From there, have her fly up to the ledge over on the left, which
    overlooks the rest of the place. This is because two Pegasus Knights will show
    up as reinforcements in the next turn, and Jill, carrying an axe as opposed
    to their lances, will be able to kill the one in one turn, then get right
    back into the battle while avoiding damage. It's convenient.
    Note that a number of enemies will show up to the upper right to reinforce.
    To get around that, I would actually suggest sending Micaiah as well as a
    heavy hitter character like Sothe or Nolan. Maybe three characters, but no
    more. The rest of your force should head to the left, as that's where most of
    the reinforcements will show up. There's a couple pegasi that will show up from
    the right, but the characters you relocated to the northeast should be able
    to take care of them. Something else you might want to do here is move Tauroneo
    up to the front, but remove his equipment. He's a tank and will take just about
    no damage, but he likes to steal EXP, though if you get enemies to surround
    him, which they will, then the rest of your characters can have a field day
    with what comes around. Enjoy this battle, because the next one is far more
     VIh. Raise the Standard 2
     ~ Difficulty: 3
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana, Aran, Meg,
                 Volug, Tauroneo, Jill, Zihark
     ~ Max Turns: 15
    You'll have a quick moment here to reallocate your equipment and stuff, but
    you don't get a separate trip to the base to load back up, so make this right
    here count. First of all, the reinforcements in the last battle undoubtedly
    dropped new weapons, so make sure those go to the right characters.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 16 Lance Knight (Laverton)           Lv. 13 Sword Knight x2
    Lv. 13 Sword Knight x1                   Lv. 13 Lance Knight x1
    Lv. 13 Axe Knight x2                     Lv. 13 Axe Knight x3
    Lv. 13 Soldier x1                        Lv. 12 Lance Knight x1
    Lv. 13 Archer x2                         Lv. 12 Bow Knight x1
    Lv. 13 Fire Mage x2                      Lv. 11 Bow Knight x1
    Lv. 12 Sword Knight x2
    Lv. 12 Lance Knight x3
    Lv. 12 Axe Knight x1
    Lv. 11 Sword Knight x2
    Lv. 11 Lance Knight x2
    Lv. 11 Axe Knight x1
    Lv. 11 Bow Knight x1
    Lv. 11 Archer x2
    Lv. 11 Fire Mage x1
    Lv. 10 Sword Knight x1
    Lv. 10 Lance Knight x1
    Lv. 10 Fighter x2
    Lv. 10 Soldier x1
    Lv. 10 Fire Mage x1
    Lv. 10 Priest x1
    Lv. 9 Myrmidon x1
    Lv. 9 Soldier x1
    Note: During this battle, start from the lower left corner. Now count seven OR
    eight squares to the right, and twelve OR thirteen squares up. Any of these
    four squares up this hill may contain a Master Seal. It's definitely in your
    best interest to try and get this.
    By far the harder of the two Raise the Standard battles; these two aren't even
    comparable. In fact, this is probably the hardest battle so far, considering
    the force you're up against, and yeah, basically, you need to really be on it
    for this battle. First of all, you might notice that at the top, there is Fiona
    and seven accompanying Marado Knights. After one turn, the enemy will start to
    bring in prisoners, and those knights will then betray the Daein army and become
    neutral units. Five of them will take the prisoners and then run down the east
    path. For every surviving knight AND every surviving prisoner, you will get
    an additional 200 bonus EXP. There's five prisoners and eight knights, so that
    amounts to 2600 EXP right there. That's a lot. So what I'm saying is, send a
    very small force up there. I sent Volug and Jill since they're the fast moving
    ones, but that's flawed in and of itself. It worked for me, but you'll need to
    be good to pull it off.
    So basically, have Jill land a hit on someone on the way if need be, while
    manuevering to the northeast with Volug. If you want to send another character
    or two there, by all means do so. Hell, you can have one of the two rescue
    them and then drop them off, since you won't be fighting anything for about
    three turns. Edward or Aran would be particularly helpful. At the northeast
    you will fight a number of fire mages as well as some easier dealings, but
    that's why I said this might be difficult to do with just Jill and Volug. Volug
    is weak to fire, plus Jill is weak in general, so three characters will make it
    easier than just two. But anyway, that's enough for the upper part of the
    battle. On to the normal part of it.
    You should probably be able to rout the force directly ahead of you in the
    first turn, as well as get in a halfway decent position for the huge force of
    cavaliers that come from the west. Again, this could be rather risky in this
    battle, and if you have a Bronze Lance that would be preferrable to give to
    Tauroneo over simply unequipping him, but you're definitely doing yourself a
    favor EXP-wise if you let the rest of your characters fight them instead of
    having Tauroneo do all the dirty work. Since the bridge is two squares wide,
    I'd advise having Tauroneo block it, alongside a character like Aran, Nolan,
    Zihark, or Sothe. Micaiah should be at a point in which she at the very least
    won't die from a hit or two, so she can stay in a safe range, using Thani,
    and get some casualties under her name.
    Make sure that at the top, the cavaliers all get past Volug and Jill, then
    you can start pulling back a little bit. It doesn't really matter there if you
    kill everyone, since I for one could care less about how much experience that
    Volug gets. Focus more on the left side. On one turn, about six extra cavaliers
    will show up as reinforcements. In interest of getting EXP, I'd have Tauroneo
    and someone else (again, Aran, Zihark, Nolan, and Sothe are all extremely good
    candidates) stand on the hill to block the boss and other characters from
    whacking at your other characters. As for those six, they like to try and hit
    characters who have no chance of dying, I've found, so feel free to put
    Micaiah in the range of a few of them, just as long as you don't get too cocky
    about it. Hell, most of them probably won't even attack her. Eventually,
    though, you'll actually have to deal with the boss.
     Boss      / Class       / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Laverton  | Lance Kn    | 16 | 33 | 15  |  2  | 14  | 15  |  5  | 14  |  6
     Need I repeat the strategy I've been mentioning for several bosses in a row
     now? Micaiah, with Thani, will either render this boss dead or really damn
     close. Thankfully, since you'll hopefully have a phalanx of two characters
     blocking the way down the hill, you'll be able to hit him at long range
     anyway. That being said, let me call to your attention that if you kill the
     boss, the chapter instantly ends. That could work for you or against you
     depending on if you want additional EXP. If you do, then you'll want to use
     Tauroneo, and another character such as Zihark, Sothe, Aran, etc. to block
     the way down, so that the rest of your force can pick down the cavaliers,
     while Laverton is stuck hitting your strong characters who won't finish him
     off anyway. But yeah, use Micaiah's magic, seriously.
    And that will instantly finish off the battle, so no worries there. Supposing
    you got through that unscathed, then congrats, because it's the second most
    difficult battle in this part of the game (first hardest is actually the last
    one, in my opinion). Overall, in this battle you will get 2600 EXP for the
    survival of the knights and prisoners, 400 EXP for finishing the battle
    quickly, 1400 for clearing it, and whatever experience the neutral units got
    from attacking and being attacked. Not too bad.
     VIi. A Gathering Hope
     ~ Difficulty: 2
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Sothe, Aran, Volug, Jill,
                 Zihark, Tormod*, Muarim*, Vika*
     ~ Max Turns: 10
    So, as I just divulged, you have a lot of bonus experience to play around
    with. In the scene that precedes, Izuka's... suspiciousness is once again
    displayed as he suggests poisoning this whole prison camp. Final Fantasy VI,
    anyone? Well, whatever, play around with your bonus EXP, watch the info scene
    with Pelleas to get a Brave Sword (awesome piece of equipment right there),
    and then start the battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 18 Armor Sword (Djur)                Lv. 14 Armor Lance x2
    Lv. 14 Armor Axe x2                      Lv. 14 Fighter x2
    Lv. 14 Fighter x1                        Lv. 14 Soldier x2
    Lv. 14 Myrmidon x2                       Lv. 14 Archer x3
    Lv. 14 Archer x2                         Lv. 14 Fire Mage x2
    Lv. 14 Fire Mage x2                      Lv. 13 Fire Mage x1
    Lv. 13 Armor Lance x3                    Lv. 12 Soldier x1
    Lv. 13 Fighter x1
    Lv. 13 Myrmidon x1
    Lv. 13 Archer x1
    Lv. 13 Wind Mage x1
    Lv. 12 Soldier x4
    Lv. 12 Archer x1
    Lv. 12 Fire Mage x1
    Lv. 12 Wind Mage x1
    Lv. 11 Armor Lance x1
    This is another one of those battles in which easily the hardest part of it
    comes in the beginning. You absolutely can't get cocky there, because it's
    going to bite you in some way or another. First of all, you'll notice some
    enemies to your right. Do not go after them. Seriously, just don't, because
    you're about to get unexpected help soon anyway. Simply head forward, just
    don't completely rush it. There's a number of soldiers at the top, and that's
    one of the instances here in which you simply can't rush it. They're actually
    not too bad, and they might kick your ass if you let them. Just be careful
    about them, and then when the knight is finished, you'll see the door behind
    him open. Yeah, that's rather important. While this is going on, you want to
    have Sothe take the path to the right. That does NOT mean rush ahead and start
    stabbing stuff. Otherwise he may die. That's right, Sothe may die that way.
    Right about then, three new characters will join the fray: Tormod, Muarim, and
    Vika. All of them are extremely powerful, and hey, Tormod is a mage, and he can
    actually take a few hits here and there. Very useful. But anyway, as I was
    saying. Those three will wipe out the enemies that were to your right, then
    gradually make their way up. When they do, have Sothe talk to Tormod or Muarim,
    and they will all join you, thankfully. With that, though, you may note that
    there are a number of doors here. Specifically, two on the left, one in the
    middle, and two on the right. Do NOT open these doors until the coast is clear
    around them. Reason being, they hold prisoners. It's in your best interest to
    open the doors and let the prisoners escape, but the enemy will attack them if
    you do... so, to remedy that, there must be no enemies.
    Here's the tricky thing, though. Sothe is always the best one to open the doors,
    although they can be broken down using strong characters like Nolan or Muarim.
    All the same, you'll get bonus EXP for each prisoner you release and each one
    that escapes. That is nigh on impossible to do in ten turns, so you need to
    make a sacrifice. Either the bonus EXP for the turns, or that. I will say that
    the bonus EXP for the prisoners escaping is higher, so that's my suggestion,
    but whatever you gotta do. Clear your way to the right, and eventually you'll
    have the boss to deal with.
     Boss      / Class       / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Djur      | Armr Sword  | 18 | 38 | 19  |  2  | 13  | 13  |  7  | 20  |  9
     Oy, it's finally one of the infantry type units whom I didn't kill in one
     hit using Thani from Micaiah. Well, again, he's on top of a throne, so you
     don't need to worry about him moving after you. He comes equipped with a
     Storm Sword though, so don't get him within your range. Just kill the
     archers around him first, then you have a whole force that can take him
     down. While Thani won't finish him off, it'll still devastate him, so if you
     want Micaiah to get his experience, have her pull the trigger last. As for
     everyone else, there's plenty of other assets you have for heavy damage.
     While Nolan with the Hammer is rather risky, it's also ridiculously strong,
     plus Edward is getting up there in power. Then again if you want to use
     characters like Tormod or Muarim to do it, go right ahead.
    Once that little problem is out of the way, you can sit tight and do whatever
    you need to do. You can either have Micaiah seize the throne right away, or
    you can have everyone just stand around and wait for the prisoners to escape.
    Either way, seize the throne, then listen in as you hear that Begnion is taking
    hostages. Naturally Izuka does not want to help them, though Micaiah sees the
    situation differently. Anyway, next battle time.
     VIj. Glory Unwanted
     ~ Difficulty: 1
     ~ My Party: Micaiah, Edward, Nolan, Sothe, Aran, Volug, Zihark, Tormod,
                 Muarim, Vika, Rafiel, Nailah
     ~ Max Turns: 6
    When you get back in the base, there's a few things to do. First of all, you
    have a ton more bonus experience to play around with, so do that before any
    thing else. There's absolutely one thing that you must do without fail, and
    that is buy an Olivi Grass at the special shop items. It's a bit pricey, sure,
    but it'll seriously help you out in this coming battle and many battles that are
    to follow. The Antitoxin is optional, but honestly I think the poison effect
    in the next battle is too widespread for it to be of any use, although the
    Restore staff for Micaiah might be useful. Enter the battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 1 Thunder Sage (Radmin)              Lv. 15 Bandit x1
    Lv. 15 Fire Mage x1                      Lv. 14 Dracoknight x1
    Lv. 14 Soldier x4                        Lv. 14 Bandit x1
    Lv. 14 Bandit x2                         Lv. 14 Fire Mage x1
    Lv. 14 Wind Mage x1                      Lv. 14 Thunder Mage x1
    Lv. 14 Thunder Mage x2                   Lv. 13 Bandit x1
    Lv. 13 Soldier x1
    Lv. 13 Bandit x3
    Lv. 13 Dracoknight x1
    Lv. 13 Priest x2
    Lv. 12 Bandit x1
    Lv. 12 Wind Mage x2
    As soon as you get into the battle, you'll be joined by a few new faces. You
    have the actual Dawn Brigade to the top (in which Tauroneo, Jill, and Fiona
    can not join), Tormod, Muarim, and Vika at the bottom, and to the left will be
    Volug and newcomers Rafiel and Nailah. Nailah is one of the five laguz royals
    in the game, all five of which are complete and utter gods. Nailah will do in
    excess of 40 damage to any enemy, oftentimes activating abilities that do far
    more than that. So basically, she sees something, it dies. Rafiel, while not so
    extreme, is also helpful in that he's a heron much like Reyson from Path of
    Radiance if you remember him, but there's some differences. First of all, his
    movement sucks ass, but as a trade off, he can use his Vigor galdr to give an
    extra turn to his entire surroundings, even when he isn't transformed.
    Anyway, in terms of actually winning this battle, it's a piece of cake, and it
    is definitely one of the easiest battles in the game. In terms of saving all
    the prisoners in the mud and finishing the whole thing in 6 turns, though,
    well that can be a little tricky. It's very possible to do, though. First order
    of business is the left side (simplest stuff first). Have Rafiel move to the
    EAST to join the Dawn Brigade. Meanwhile, Volug and Nailah need to move down
    and dispose of the bandits and mages. Basically, whenever you see a bandit,
    that should be your first priority, though for the enemies there it doesn't
    really matter as Volug and Nailah will slaughter all of them anyway. As for
    Tormod, do NOT move to the left. I repeat, DO NOT HAVE TORMOD GO LEFT. Have
    him hit the nearby enemy with fire. If it doesn't die, who cares. As for
    Muarim or Vika, one of them should have the Olivi Grass. Have one of them use
    it, then the other needs to Trade with them and then use it themselves. This
    will put them halfway down the path to transformation.
    Basically, for the top, move the characters to the northeast, so that they
    can gradually move southeast to where the boss is situated. Eventually, Rafiel
    will join up with them, giving them a small movement boost. Your priority will
    be the bandits who are entering the mud, though. Note, however, that there is
    a Dracoknight to the east. THIS is why you did not have Tormod move west. The
    dracoknight will basically move towards the lower part and try to kill off the
    lower right prisoner, but that's why you have Tormod there, who will be able
    to hit the flier and kill him instantly. Use Muarim to shove him if need be,
    but make sure he does that. Now, make sure Vika gets the Olivi Grass and uses
    it again, because you need to have her move in a northeast-ish direction, as
    a bandit you can't otherwise reach will enter the mud and try to kill one of
    the prisoners. He's incredibly slow to doing it, so Vika should be able to stop
    him, but you need to make preparations beforehand, basically.
    That, and you'll get a couple more reinforcements from the bottom. I would
    definitely suggest leaving Tormod there, but take something else in account as
    for the left side. On the sixth turn, two mages will show up there, so you'll
    want two laguz over there. Nailah will naturally be there, plus Volug may be
    there, but if Muarim is closer, use him. Otherwise, you can probably have Vika
    go back and hit them after she's done with the one bandit. If you don't have
    Vika move, though, have her hit the enemies that are hanging out to the east.
    Meanwhile, with Micaiah and the rest of the army, move to the southeast to
    combat the remaining troops. More likely than not, the boss will come out to
    play himself.
     Boss     / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Radmin   | Thunder Sage | 1  | 30 | 10  | 20  | 17  | 16  | 11  | 11  | 15
     This is a rather important boss, you could say, because it's the first boss
     in the game that's promoted to the second tier. Ironically, he's also the
     first boss which has double digits in all stats, but that's beside the point.
     As you can probably imagine, this man will die in about two hits. If you have
     a powerhouse like Zihark, Aran, or Nolan close by, they will blow right
     through him. Same with Edward with the Brave Sword, he'll probably get four
     hits to one of Radmin's. You just need to make sure you stay out of his range
     initially. Once a turn passes, he's just child's play.
    With that, finish off the remaining soldiers if they aren't already gone, then
    the battle will be over. What follows that battle is a rather chaotic scene in
    total. It starts off with Micaiah waving to the people of Daein, then Tormod
    calls her into a tent to witness Muarim going insane, although Rafiel heals
    him. Then again, guess who's behind it. Izuka, giving him a drug because "pawns
    need no individuality". Wow, that's just wrong. Meanwhile, at Daein Keep in
    Nevassa, Jarod is getting a down talking from the apostle, but he's got his
    eyes set on Micaiah for good.
     VIk. One Survives
     ~ Difficulty: 3
     ~ My Party: Micaiah, Black Knight
     ~ Max Turns: 13
    You'll notice that you only have Micaiah available for use when you're at the
    base. Well, yes, but that's just due to the nature of the next battle. Well,
    you'll want to at least give her an extra level boost using your bonus EXP,
    but otherwise, you really are on your own. There's nothing really of particular
    use at the item shop, since I don't really care to buy another Arms Scroll,
    so just start the next battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 4 Halberdier (Jarod)                 several enemies
    several enemies
    Ugh. Now this is a tricky battle if I've ever seen one. First of all, once
    again, you get only Micaiah and the mysterious Black Knight here, and most of
    the enemies here can double hit Micaiah to her death. Obviously though, the
    Black Knight is a complete behemoth and can one shot anything in a two square
    radius of him on this whole map. So, you're going to have to play this out
    very carefully, considering what the margin for error is, plus enemies tend
    to pop out as reinforcements in extremely random locations. My first piece of
    advice is to move the Black Knight forward to the right, slaughter the enemies
    you see there, and gradually get Micaiah in the very lower right corner, where
    she will sit for a few turns.
    After that, there are a few more enemies to be found directly above. If you
    have the Black Knight stand two squares ahead, they have absolutely no hope of
    getting to Micaiah. When the coast looks clear, Micaiah can step out of that
    little zone, and then you can gradually move the Black Knight move to the upper
    left with Micaiah following shortly behind. When you eliminate most to all of
    will appear to the bottom right. That is why you cannot let Micaiah stay there.
    I'm not going to count Jarod as a boss here, because Micaiah has no chance of
    beating him, and the Black Knight will just spit in his face. But anyway, keep
    Micaiah out of harm's way, and if there's no way to eliminate everyone that
    can target her, go to a thicket, it'll increase your avoid. Also, use battle
    saves at the beginning of every turn. Hell, you can abuse them in this battle
    quite easily, but I wouldn't. About nine turns in, once you've hit the
    northwest, just go back the way you came to finish Jarod.
    Once the battle is done, the Black Knight prepares to deliver the finishing
    blow to Jarod, but then Alder shows up and takes the blow for him, letting
    Jarod escape, and the very next day, Jarod starts wreaking havoc everywhere.
    Micaiah's fault for letting him go. Anyway, as you can imagine, Sothe is a
    little pissed to see the Black Knight join, but he'll go over it. Well, that's
    the second to last battle done.
     VIl. Daein, Arise!
     ~ Difficulty: 4
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Aran, Volug,
                 Jill, Zihark, Nailah, Black Knight
     ~ Max Turns: 12
    IMPORTANT NOTE: When you're deciding party members for the battle that is to
    follow, if it is your second playthrough, MAKE SURE YOU BRING THE BLACK KNIGHT
    INTO THIS BATTLE. It is optional, sure, but do it, it will make a massive
    difference later in the game, though you may not think it at first. Also,
    it is HIGHLY suggested that whether you bring the Black Knight or not, you
    bring Nailah in, and give her the Pass ability. This is to kill the thieves
    you will see in this battle and snag some treasure. With that, you may also
    want to give a character or two Chest Keys if you have any. When you are ready,
    head on to the endgame of Part 1.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 4 Halberdier (Jarod)                 Lv. 17 Sword Knight x1
    Lv. 17 Armor Sword x1                    Lv. 17 Axe Knight x2
    Lv. 17 Armor Lance x1                    Lv. 16 Fighter x6
    Lv. 17 Fighter x1                        Lv. 16 Fire Mage x2
    Lv. 17 Soldier x3                        Lv. 16 Wind Mage x2
    Lv. 17 Archer x2                         Lv. 16 Thunder Mage x2
    Lv. 17 Fire Mage x1                      Lv. 16 Thief x2
    Lv. 17 Wind Mage x2
    Lv. 17 Thunder Mage x2
    Lv. 16 Armor Sword x1
    Lv. 16 Armor Lance x2
    Lv. 16 Armor Axe x2
    Lv. 16 Myrmidon x2
    Lv. 16 Soldier x3
    Lv. 16 Archer x4
    Lv. 16 Fire Mage x1
    Lv. 16 Priest x1
    Lv. 15 Fighter x1
    Lv. 15 Priest x1
    I'm not lying when I call this the hardest and longest battle so far. Hell, all
    of the last battles of chapters are incredibly long (see Part 2, that is just
    horrible), and you still ain't quite seen nothing yet, but this battle is quite
    challenging. First of all, you've already seen my note on the Black Knight and
    Nailah. As this was my second playthrough I just went ahead and used both;
    hell, you may want to use them both. I might point out that Tauroneo isn't here
    anymore, plus Sothe is anything but overpowered anymore, so don't feel bad
    about using two characters like that plus Volug; there'll be plenty of stuff
    to polish off with your other characters. First of all, there's the beginning
    of this place. There's a staircase nearby, in which I'd suggest sending a
    couple characters. That, and there's a few enemies in front of you just begging
    for a quick finishing.
    If you brought the Black Knight, there's two things he can do particularly well
    here. First of all, you can unequip him and put him in the forefront of the
    party, since the enemy AI is particularly attracted to characters who have no
    equipment. Or, alternatively, you can leave him at the entrance. There will
    be two sets of four reinforcements that pop up there, and to me they're just
    more of a pain in the ass than an actual experience opportunity. So, do as you
    will with them. I personally sent Jill and Zihark up the center stairs which
    led to good results, but that's up in the air. Meanwhile, if you went under my
    Nailah suggestion, have her Pass through everything, and wait for the Thieves
    to come out from the right. When they do rear their ugly heads, just smash them
    to bits. Soon enough, the rest of your party should be able to join up. I might
    also call to your attention that you may want to Battle Save here frequently,
    because due to the ridiculous length of this battle, it could go anywhere.
    As you're moving up the stairs, have Edward and someone else (not Aran unless
    he can really handle it) kill the fighters that appear from the right, then
    keep heading to the left. When the gap appears, have Sothe drop down and snag
    the chest, which contains a Coin, but it's still something that's good to have.
    Meanwhile, if Nailah is still leading the pack, something that you might
    actually want to have her take care of is killing the fire mage at the upper
    left part of this place. He comes equipped with a Meteor tome, which will never
    double hit anyone, but it can hit at a range of ten. If you don't want to do
    that, then make sure you always get a decent reading of whether he can hit you.
    To accurately figure that out, just count ten spaces over from where he is, as
    the range of the Meteor is ten. If you don't want to do that, I'd have Sothe
    use that Pure Water you picked up earlier in this part of the game, and pick
    off the meteor mage, followed by the other mage.
    In total, the chests here contain a Coin, a Parity, a Vantage, an Unlock staff,
    and a Speedwing. All stuff that's worth picking up, plus when you reach the
    top, your characters should be able to safely mow through the blockading
    forces at the top, supposing Nailah hasn't done so already by accident. That
    being said, getting the maximum bonus EXP here through finishing the battle in
    12 turns is exceedingly hard if you want all the treasure. I would say give it
    up and get the treasure, but if you really want both, have Sothe take one side
    of the chests at the top while someone with a Chest Key gets the other side.
    In particular, Nailah would be decent at that since you're using her in the
    first place. It's actually convenient to have Nailah head east, as most of the
    enemies there use long ranged attacks, so Nailah won't be counterattacking.
    Eventually, though, you'll want to have a small force take on Jarod.
     Boss     / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Jarod    | Halberdier   | 4  | 39 | 20  |  4  | 20  | 19  | 10  | 18  | 15
     Jarod puts up one hell of a fight, I'm not gonna lie. He comes with a Short
     Spear, meaning he can hit at short and long range both. The obvious people
     who can take Jarod down are Nailah and the Black Knight, and if you have
     either of them handy, it's not really a big travesty to do so at this point.
     That being said there's characters who can do it. Aran is a Halberdier who
     should be at least close to Jarod. Sothe is a little weak defensively, but
     he should at least be able to do some damage. Jill is great at weakening
     Jarod earlier on, since she can hit and then run. Nolan is also a complete
     Because of the surroundings, though, only one person can hit at close range,
     so unless you really feel Nolan would be better suited for a Hand Axe, you
     may want to choose this wisely. Do NOT have Micaiah go up against him. She
     will probably die, plus if you want to finish in twelve turns, you'll need
     that extra tempo so she can seize the throne when Jarod dies. Obviously,
     Edward and Leonardo are pretty bad choices, though Volug and Zihark can
     probably put a good dent in him. If you can't finish him in one turn, don't
     worry, just rescue the characters within two squares of him who can't survive
     more abuse from him, and then take it to another turn.
    Once Jarod is dead and Sothe and Nailah or whomever else you gave a Chest Key
    if at all have scored all the treasure here, have Micaiah walk up and seize
    the throne. Hope you got the full EXP, but if not, who cares, 12 turns is
    ridiculously short to finish a battle this long anyway. And that brings Part 1
    to a rather satisfying finish. Jarod is gone, Daein has reached emancipation,
    and Pelleas gives Micaiah an honor, which automatically promotes her from Light
    Mage to Light Sage, and I might add, I hope she's Level 20 or close to it for
    you. Tormod, Muarim, and Vika hike off, and that's that.
                  ~-~ ~-~ ~-~  VII. Walkthrough (Part 2)  ~-~ ~-~ ~-~
    So you made it through Part 1 of this game. I congratulate you on that, your
    reward is not having to use the Dawn Brigade for a long period of time. Now
    we get to take a break from their drama and control characters of Crimea. You
    will probably remember the majority of these characters from Path of Radiance,
    but anyway, the first step is Elincia.
     VIIa. On Drifting Clouds
     ~ Difficulty: 1
     ~ My Party: Elincia, Marcia, Nealuchi, Leanne, Haar*
     ~ Max Turns: N/A
    Yeah, you read that above part right, you don't get additional bonus EXP for
    finishing that battle in a certain number of turns. So you can take as much
    time as you want with it once it actually starts. But anyway, the concept is,
    Crimea is rather upset about the fact that Ashnard's son has taken the throne
    of Daein, and it doesn't help that they don't trust Elincia as a ruler. So,
    with that, the first battle takes place in the sky.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 9 Dragonmaster (Zeffren)             N/A
    Lv. 18 Dracoknight x3
    Lv. 17 Dracoknight x5
    Lv. 16 Dracoknight x2
    Yeah, I take back what I said about that other battle from Part 1, this is the
    easiest battle in the game. The concept is, you're flying in the air, though
    among the characters here is another heron, Leanne. Obviously, she's quite
    weak, but what the enemy wants to do is capture her alive. That's actually a
    good thing as far as you're concerned, though. The enemy will make her the
    absolute first priority, so basically, just follow her every move and surround
    an enemy if someone captures her. Actually, hard as it may be to believe,
    Nealuchi is the strongest unit currently here, although he transforms to human
    form after a short while, plus he sucks in the endgame. That being said, I'm
    not a fan of any of these units, so it's not much of an accomplishment.
    Try and keep Marcia towards the upper left corner, since on the fifth turn,
    Haar will show up there as a neutral unit. You absolutely MUST recruit Haar,
    as he is one of the best characters in this entire game, certainly in the top
    ten. Now, the game recognizes how good he is and gives you a second chance for
    him in Part 3, but seriously, just recruit Haar. After he joins you, he can
    literally wipe out anything that this battle throws at you. And again, all you
    have to do here is survive. Keep in mind that you're using a bunch of weak
    characters, so maybe you will indeed be unable to finish everything off. That
    being said, the boss has long range and he WILL come after you.
     Boss     / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Zeffren  | Dragonmaster | 9  | 43 | 25  |  3  | 23  | 16  | 12  | 21  | 10
     This would normally be a pretty long fight, but fortunately you come with a
     new goliath of a character in Haar. And basically, Haar will kick Zeffren's
     ass, and then some. Just make sure that if you actually do want to kill him,
     that either you approach him or let him approach you on at least the seventh
     turn. Just like the other enemies, though, he will go for Leanne. However,
     you have four characters, so you're more than able to surround him. Just
     have Marcia use a Vulnerary if her HP dwindles down, while she and Haar pound
     on him. A couple of turns in, he'll die. Just for practicality, though, I'd
     have Haar finish him off as he benefits from the EXP the most.
    That puts an end to that battle, most likely, and if it doesn't, well just sit
    tight for a little bit. There's actually no reinforcements that show up here,
    meaning you may just be taking a turn of doing nothing. Just have Elincia use
    her Mend staff on someone for a little additional experience if you have
    nothing better to do, then the eighth turn will get done.
     VIIb. Winds of Rebellion
     ~ Difficulty: 3
     ~ My Party: Nephenee, Brom, Heather*
     ~ Max Turns: 15
    You'll find that the title of this chapter is rather accurate. After the usual
    narrated scene on the world map, you'll find Brom in his farm (I would normally
    make a crack here but I'll refrain), when suddenly Nephenee comes up and says
    that a revolution is starting. Damn right, there's a whole bunch of jackasses
    gathered up. Might as well start stuff.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 5 Lance General (Yeardley)           Lv. 15 Bandit x1
    Lv. 1 Wind Sage x1                       Lv. 14 Bandit x1
    Lv. 19 Soldier x1
    Lv. 18 Armor Lance x1
    Lv. 18 Armor Axe x1
    Lv. 18 Soldier x1
    Lv. 17 Soldier x1
    Lv. 17 Fire Mage x1
    Lv. 16 Archer x1
    Lv. 13 Priest x1
    Lv. 12 Fighter x1
    Lv. 12 Myrmidon x1
    Lv. 11 Myrmidon x1
    Lv. 10 Fighter x1
    Please read this whole strategy. Specifically, the next 3 paragraphs in their
    First of all, look at that enemy list. Never does one same type of enemy show
    up more than once, it's weird. But anyway, this battle is a LOT more complex
    than it's made out to be, and it's a battle in which you'll need to make
    sacrifices. Let me start with an outlook. You have fifteen turns to finish
    everything. Four turns in, a thief named Heather will pop up from the bottom
    right, and will move up the stairs there and to the left, where she will try
    to defeat the knights guarding the center (and do a piss poor job, I might
    add). You need to recruit her, plus once again, you'll want to finish the
    entire battle in fifteen turns. Sounds like a lot, but it's hard to get stuff
    done when you only have two or three characters. That, and there is treasure
    to be had here. The northernmost house has an Ashera Icon, while the left one
    has a Steel Axe.
    There is a gap at the bottom where you can drop down. A fire mage will try to
    block you at first, but eventually he'll climb up himself (if you move back and
    let him, that is), letting, as I would suggest, Brom kill him and Nephenee go
    down. There are three houses down there, and going from left to right, they
    contain a Javelin, a Concoction, and a Spectre Card. However, two bandits will
    show up at the beginning of turn 8. So what you'll want to do is time it just
    right; Brom will be at the top, hopefully recruiting Heather, and he can hit
    the bandit at the top. Nephenee will be at the bottom, and can take care of the
    one that shows up there. If a character attacks the bandit, the bandit will
    ALWAYS try to kill that character before they go destroying the villages, which
    is good, but another element of this battle. THAT IS NOT ALL. Remember when
    Brom mentioned trying not to kill too many fools?
    Ten of the fourteen enemies here (plus the two bandits) classify as "Rebels".
    Four of them, however, classify as "Volunteers". Those are the myrmidon at the
    very top, the fighter standing in front of the gap, the fighter standing in
    front of the house at the left, and the myrmidon to the right. Personally, I
    thought I'd point that out, but I wouldn't even bother trying to save them,
    though for each one that survives you get an extra 400 bonus EXP. If they come
    your way, do not attack them. They will get counterattacked on their own and
    hopefully not die. If they're critical, almost never will they attack, though
    I've seen one of them go after Heather when the opportunity arises. And for
    the one in front of the house, just put Nephenee in his range, then he'll
    attack and then get out of your way. Naturally, Murphy's Law comes into play
    in that Brom will get a critical or Wrath will activate for Nephenee only on
    those guys, but if they die, no big deal, just move on. Just don't focus on
    So, here's how to play this out. Have Nephenee move to the top and get the
    Ashera Icon, while Brom gets the Steel Axe. Kill the non-volunteer enemies that
    come your way, just don't waste your time with the knights at the right yet.
    An archer will also come your way, who is rather hard to kill, but manageable.
    If Nephenee's HP dwindles below 20, make that your priority is to heal unless
    it's 100% safe. Eventually, you want Nephenee to move to the bottom of the gap,
    where the fire mage will come up to try and attack. Most likely, he will miss.
    Nephenee will want to move back and then land in a hit when he comes up, which
    he will. While all this is going on, Brom can screw around in the middle. Help
    kill the fire mage if need be, heal if you want, or if it's safe, go ahead and
    attack the BOTTOM knight. Do not go for the knight at the top; none of these
    enemies move, but the Wind Sage there will rape you into succession. In this
    process, Heather will come up and head up the nearby stairs. In the process
    she will almost definitely kill the myrmidon. I wouldn't even try to save him.
    If Heather comes Brom's way, have him talk to her, then she can kill the bandit
    that shows up on turn 8. You'll want Nephenee at the bottom, first getting the
    volunteer at the bottom out of the way, then moving from left to right through
    the houses. Around turn 12 or so you'll want her to come up the stairs and join
    in the attack against the boss. At that point, the bandits should both be
    dead, and Brom should be picking off the last knight while Heather takes care
    of the Wind Sage, which she's actually pretty good at. Eventually, you'll have
    to play with Yeardley and the two soldiers behind him.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Yeardley  | Lance Gen    | 5  | 38 | 19  |  7  | 18  | 17  |  7  | 20  | 11
     Yeardley appears to not move at first, though if you come within his close
     range, he will not hesitate to hit you. Well, he comes equipped with a lance,
     so obviously Brom in all his axe-wielding glory is the man for the job.
     Nephenee can land some decent damage with her Stl Greatlance, especially if
     Wrath activates, but don't push it with her. Brom will very frequently
     activate the Disarm ability, which will completely nullify Yeardley's
     chances in a straight fight. As for Heather, absolutely do not under any
     circumstance have her attack Yeardley, but she's good at picking off the
     soldiers surrounding him. If you want the EXP for finishing in time and
     you're running short, focus on Yeardley, but otherwise you may actually want
     to get rid of the soldiers first. The battle will end when he's gone, so...
    Well, that fight was definitely enough of a pain in the ass, but at least it's
    finally over. Following that, Brom and Nephenee will explain their situation,
    then they'll head over to Melior where they explain to Elincia that there's a
    man named Ludveck who's leading this whole revolution against her. There's not
    enough evidence to indict Ludveck yet though, so Elincia sends her confidant
    Lucia to look for said evidence.
     VIIc. Tides of Intrigue
     ~ Difficulty: 1
     ~ My Party: Lucia, Lethe, Mordecai, Nephenee, Brom, Heather, Nealuchi, Leanne
     ~ Max Turns: 7
    It took enough chapters in between, but we're finally back at the base. First
    of all, make use of that undoubtedly enormous supply of bonus EXP that you have
    at the moment, plus watch all the info scenes. In particular, Elincia will
    give Lucia a Talisman, and Geoffrey will give her an Elixir. I would HIGHLY
    suggest not letting Lucia keep either of these (I will explain why later), and
    just giving them to Nephenee or Brom to hold on to. With that, you can't enter
    the shops yet, so might as well start the next battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 6 Wind Sage (Maraj)                  Lv. 1 Halberdier x1
    Lv. 2 Sword General x1                   Lv. 18 Soldier x1
    Lv. 1 Lance General x1                   Lv. 17 Thunder Mage x1
    Lv. 1 Warrior x1
    Lv. 1 Halberdier x2
    Lv. 1 Rogue x1
    Lv. 18 Armor Sword x1
    Lv. 17 Soldier x4
    Lv. 17 Archer x1
    Lv. 17 Thunder Mage x1
    Lv. 17 Priest x1
    Lv. 16 Armor Sword x1
    Lv. 16 Soldier x4
    Lv. 16 Archer x2
    Lv. 16 Thunder Mage x2
    Lv. 16 Priest x1
    This is another battle in which I'm not sure of the number of enemies, since
    the place is under the guise of darkness, meaning enemies come out of nowhere
    and it's not easy to keep track of. Regardless, it's not nearly as difficult or
    as cheap as the last dark battle we fought was, so no worries there. First of
    all, you've got Lucia leading the pack, and although she's not of my favorite
    characters in the game by any stretch of imagination, she's a pretty strong
    leader of this party. Anyways, you'll notice that there are torches scattered
    around this place, and any character can just burn them at will, which is nice
    for finding your way through here. Not only that, but some enemies drop
    Torches, although I never needed to use them.
    You'll see quickly that there's an upper and a lower path, so... the choice is
    obvious. Split into two teams, though I'd take a slightly larger one on the
    bottom path. Actually, though, I took Lucia, Nephenee, and Brom to the top
    with everyone else in the middle one. Lethe can transform quickly, so once she
    does, she can charge, while Mordecai prepares, using an Olivi Grass. Remember,
    if you need extra turns for anyone, align two characters horizontally or
    vertically with a space in between, and then just use Leanne, though keep her
    towards the back so that she doesn't get hit. Enemies here aren't too strong,
    though you might notice at the bottom right corner is a Rogue who won't attack
    you, and has a Coin you can steal if you want. Inevitably, you'll get rid of
    everything in the middle and spot the boss and two guarding knights, which are
    to the upper right.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Maraj     | Wind Sage    | 6  | 35 | 10  | 23  | 19  | 19  |  5  | 13  | 18
     This guy is easy as hell. First of all, his Elwind spell isn't even very
     strong, so you don't have to worry about it. I managed to get my upper party
     here before the lower one, so in my case I had Lucia, Nephenee, and Brom
     taking this guy on. The first order of business is to kill off the two
     knights in front of Maraj so that you can hit him at close range, though for
     me, I just put Lucia in his range and then she killed him by criticals with
     her Wind Edge. I wouldn't go that far, but you can do that if you want.
     Otherwise, Nephenee and Brom, or really anyone else can hit him, or you can
     have a stronger character like Lucia or Lethe weaken him, and then just use a
     Javelin or Hand Axe from long range to finish him. Easy, easy.
    Now, again, you might recall that in an Arrive setting, you can't have people
    escape, so in this case it's actually more of a Seize than an Escape, since
    Lucia is the only person who can do it. But yeah, just have Lucia do that, and
    then the battle will end, and you'll be back in the castle, then Elincia gives
    Geoffrey permission to go after Ludveck. Well, that's that.
     VIId. Geoffrey's Charge
     ~ Difficulty: 2
     ~ My Party: Geoffrey, Kieran, Astrid, Makalov, Marcia, Danved
     ~ Max Turns: 11
    Well, we have quite a fun chapter in front of us, let me tell you. Start it
    off by going to the info conversations. In the process, Danved will join your
    party (otherwise known as Devdan by the way), Elincia will give Geoffrey a
    Brave Lance, and Geoffrey will give Kieran a Silver Axe. Yep, now those two
    are just going to wreak total havoc, but anyways, I'd check out the armory
    first, as you have plenty of money to kill. Especially check out Aimee's
    bargains, as you can get all the Killer equipment, plus a Hammer and a
    Horseslayer, which I'd check out as well. Make sure Marcia is loaded for
    bear before starting, in particular, then kick it off.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 8 Swordmaster (Tashoria)             Lv. 2 Fire Sage x1
    Lv. 4 Sniper x1                          Lv. 18 Soldier x4
    Lv. 3 Lance Paladin x1                   Lv. 18 Armor Sword x1
    Lv. 3 Bow Paladin x2
    Lv. 3 Warrior x1
    Lv. 3 Halberdier x1
    Lv. 3 Sniper x1
    Lv. 2 Axe Paladin x1
    Lv. 19 Armor Axe x1
    Lv. 18 Sword Knight x2
    Lv. 18 Lance Knight x1
    Lv. 18 Axe Knight x2
    Lv. 18 Armor Lance x1
    Lv. 18 Armor Axe x1
    Lv. 18 Archer x1
    Lv. 18 Priest x1
    Lv. 17 Sword Knight x1
    Lv. 17 Lance Knight x3
    Lv. 17 Armor Lance x1
    Lv. 17 Fighter x1
    Lv. 17 Myrmidon x1
    Lv. 17 Soldier x2
    Lv. 17 Archer x2
    Lv. 16 Sword Knight x1
    Lv. 16 Lance Knight x3
    Lv. 16 Fighter x1
    Lv. 16 Myrmidon x1
    Lv. 16 Soldier x1
    Lv. 15 Sword Knight x2
    Lv. 15 Lance Knight x1
    Lv. 15 Axe Knight x1
    Lv. 15 Armor Axe x1
    Lv. 15 Fighter x2
    Lv. 15 Myrmidon x1
    Lv. 15 Soldier x1
    Lv. 14 Fighter x2
    Lv. 14 Soldier x1
    I didn't make up that list of enemies. There really are 50 enemies here, moreso
    even than in the endgame of Part 1. However, there is SOMETHING VERY IMPORTANT
    TO CONSIDER ABOUT THIS BATTLE. Remember when Geoffrey gave the instruction, to
    leave as many enemy soldiers alive as possible? Well, he was absolutely right.
    For every enemy that's left alive at the end of this battle, you will get an
    extra 200 bonus EXP. Yeah, there's fifty, so if you leave them all alive (which
    is impossible by the way), that's 10,000 bonus EXP. Pretty impressive. Plus,
    if that wasn't enough, you're given 2500 bonus EXP for finishing the battle, and
    1750 for finishing it in 11 turns. Not only that, but the allied units you have
    behind you will likely try to get some glory for themselves, and earn a little
    more bonus EXP for you that way too. Suffice it to say, this battle is insane.
    First of all, let's play it safe though. Move Geoffrey, Kieran, Makalov, and
    Danved up. I'd put Astrid in the middle of them, just to keep her safe, with
    Marcia on the outside. Note that Marcia is a complete burden in this battle,
    however. At the top is a number of archers, on top of Warriors who carry
    Bowguns, which do double bonus damage to pegasus knights. Suffice it to say,
    she can't really do anything here except help clear a way forward if enemies
    block your path. But yeah, I couldn't personally care less about the characters
    in this battle gaining EXP. Then again, when you get bonus EXP, you can give
    to characters like Nephenee and Haar that need it, after this very battle, so
    hey, might as well do it that way. So yeah, don't attack enemies. Just charge
    forward, so that you can get to the boss. Marcia can go with you until you get
    near the castle, at which point, just have her fly to the side.
    After you get past the first wave of enemies, have Geoffrey Direct the soldiers
    so that they're set to Avoid. This way, they'll run away and won't be attacking
    the enemy themselves, because chances are, they're the ones who will be killing
    the most fools here. Just get into the castle gates, but pay attention to a
    certain enemy on the left, who carries a Horseslayer. That is your biggest
    threat. You can put Geoffrey and Kieran into his range, but watch the hell out
    for Makalov and Astrid if you're using the latter, which I wouldn't. Danved
    is also quite usable here, plus he doesn't have to worry about being horseslain
    so to say. Anyway, make sure Geoffrey has the Brave Lance in hand, as well as
    a good sum of HP. Then have him strike down the door to the boss. The battle
    with him starts.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Tashoria  | Swordmaster  | 8  | 37 | 17  |  8  | 24  | 24  |  9  | 17  | 12
     Okay, I lied in the beginning of the game, here's a boss that guards a
     throne who actually moves. However, it's a narrow, one square long stairway
     that's in front of the throne, and this guy will confine himself to that
     path. Well, this guy... is quite fast. Chances are, he will double hit all
     your characters except Marcia, if you're using her, which of course I didn't.
     Geoffrey can very nearly kill this man on his own, though, with the use of
     the Brave Lance. If he gets a critical, that will do it, so if you want to
     be a cheap bastard and see if that does it in either the first strike or the
     counterattack that will likely ensue the next turn, so be it. Otherwise, if
     you're leaving enemies alive, just play it safe and keep Geoffrey's HP up,
     while using Kieran for a backup hit if it's safe. Tashoria will be healed by
     the Physic from a priest above, which sucks, but hey, what can you do.
    Assuming you pull through, I hope Geoffrey has high HP. If he doesn't, then,
    well, you played it too risky. Capture the throne whenever you get the chance,
    but if it was Geoffrey that delivered the finishing blow, which odds are it
    was, just have him go to the throne anyway. There, he'll have his defense and
    avoid increased, so hopefully the archers with longbows that will no doubt be
    firing at you, will miss. With that, feel free to have your other characters
    hit enemies without killing them for some extra experience. Otherwise, Geoffrey
    seizes. Which is followed by Geoffrey realizing it was all a setup, Lucia
    running out, and Ludveck capturing her. This part is almost done.
     VIIe. Elincia's Gambit
     ~ Difficulty: 4
     ~ My Party: Elincia, Lethe, Mordecai, Nephenee, Brom, Heather, Leanne,
                 Nealuchi, Haar, Calill, Marcia, Geoffrey*, Kieran*, Makalov*,
                 Astrid*, Danved*
     ~ Max Turns: N/A
    Wow, can you believe it, it's the endgame already. I may point out though, that
    Part 3 is about a thousand times longer than Part 2, so don't get any big ideas
    here. Anyway, there's not really too much to do here. Make sure you view both
    info conversations, which will result in Calill joining your party, and Haar
    giving Elincia a Physic staff. Before the battle, Elincia will also pick up her
    Amiti sword, which is quite good, as you'll see during the battle. But anyway,
    the battle up ahead is a true fight. You guys ready? Cuz I don't know if I am.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 11 Axe General (Ludveck)             Lv. 4 Halberdier x2
    Lv. 4 Axe General x3                     Lv. 3 Sword General x3
    Lv. 4 Swordmaster x1                     Lv. 3 Lance General x3
    Lv. 4 Halberdier x3                      Lv. 3 Swordmaster x6
    Lv. 4 Sniper x1                          Lv. 2 Sword General x3
    Lv. 3 Lance General x2                   Lv. 2 Warrior x4
    Lv. 3 Axe General x1                     Lv. 2 Halberdier x12
    Lv. 3 Warrior x3                         Lv. 2 Thunder Sage x4
    Lv. 3 Swordmaster x1                     Lv. 1 Sniper x7
    Lv. 3 Halberdier x1                      Lv. 1 Thunder Sage x3
    Lv. 3 Sniper x3
    Lv. 3 Thunder Sage x2
    Lv. 2 Lance General x1
    Lv. 2 Axe General x1
    Lv. 2 Halberdier x2
    Lv. 2 Thunder Sage x1
    Lv. 1 Sniper x1
    Lv. 20 Armor Lance x1
    Lv. 20 Armor Axe x2
    Lv. 20 Soldier x3
    Lv. 20 Archer x2
    Lv. 19 Armor Lance x1
    Lv. 19 Armor Axe x2
    Lv. 19 Soldier x3
    Lv. 19 Priest x1
    Lv. 18 Armor Lance x1
    Lv. 18 Priest x2
    Just take a moment and glance over at that list of enemies as well as that list
    of reinforcements. I did not make those numbers up. You really do fight that
    many enemies, as well as that many reinforcements on top of it. But anyway,
    this is a battle that requires strategy. You can't just waltz in expecting to
    clear everything with Haar, because as good as that sounds on paper, this
    battle is just too complicated. First of all, the premise. There are two
    staircases here, with enemies at the bottom of them. Obviously they're a little
    winding. So there's a left side and a right side, basically, plus quite a few
    things lining the middle, though they typically swing to the right. Meanwhile,
    your characters are way up at the top, with Elincia guarding the throne here.
    Elincia is an EXTREMELY powerful asset here, so I'd have her move down. Heather
    can take her place, since she's too weak to really help out against the number
    of armor knights here. No one will actually get to the throne, but it's just
    a precaution since she has nothing better to do.
    Meanwhile, you'll notice Leanne is here. She really helps out, because what I
    like to have Elincia do is move down in levels. You see where you're situated?
    One level below that is several enemies. I don't like to have Elincia just drop
    down and go straight to combat, because for one thing, there's a TON of archers
    and Warriors with crossbows here, who will completely rape Elincia or Marcia.
    That, and if you have her hit and then immediately run back, Leanne can use
    Vigor on her, then she can hit and run once again. Since the Amiti is such a
    powerful sword with unlimited durability, she'll get two kills every turn,
    guaranteed. In the meantime, you'll need to have your characters choose where
    they want to go. I would personally split Lethe and Mordecai, with one heading
    left and one to the right. At least one should have a Laguz Stone. If not that,
    then have Olivi Grass, and abuse it during the battle if you get below 10 on
    the laguz meter. Mordecai is particularly good at doing that, as he can just
    not attack but still be an effective roadblock.
    The left, for me, was by far the less of the two evils though, actually. I
    sent Haar down there with Lethe and Brom (after the latter actually made his
    way over there), and he completely slaughtered everything. I gave Haar either
    a Hand Axe or a Javelin depending on the situation, and Brom a Short Axe, and
    they kicked ass. The only question here is Marcia. She's too weak to handle
    the overwhelming number of armor knights on the right, but the left side is
    filled with crossbows. So what I did with here was stay above the huge crowd
    of enemies on the stairs on the left side, while she kept a Short Spear or a
    Javelin in hand, and pelted enemies that came up, since she's got the height
    advantage there. I'd be careful with her wherever she goes though, and hell,
    I would battle save at the beginning of every turn, because you never know how
    this will end up.
    Something that's also important to remember is you have two long ranged
    utilities here: Physic for Elincia, and Meteor for Calill. Do NOT neglect to
    have Elincia use Physic when need be. Since I was having her getting a second
    turn almost every single turn until the very end with Leanne anyway, you can
    definitely go one turn without swooping down to hit some enemy at the bottom
    of this place and then coming back. As for Calill, she's a rather interesting
    character here. Meteor, however, is something I would reserve for emergency
    situations. If at the end of a turn there's an enemy with like 10 HP or less
    left alive, and you think you would really benefit from him dying fast, go
    ahead and use Meteor. Gradually, however, move Calill down and have her join
    the right side. Since there's so many Crimean soldiers there, she's not really
    at danger. So basically, my party for the right side was Nephenee, Nealuchi
    and Mordecai when they were applicable, Calill, and eventually Elincia, when
    she is finished with the enemies in the middle. So, undoubtedly, the right side
    is weaker still. But hold on, you get help.
    About eight turns in, the royal knights will appear from the right. That is
    extremely helpful, but just be careful. Geoffrey may be a beast, but he is
    very mortal, so do NOT rush him all the way, as he will die, and a lot faster
    than you would think. Gradually ease him into enemy range, with Kieran nearby
    and the others except maybe Makalov staying back. Eventually, though, Ludveck
    himself may come after you, but the good thing is that the knights on the right
    side will get lured away. At this point, your other characters should generally
    be making good progress on the left. In fact, you can have Haar come up and
    join the fight if you want, especially if it's later in the battle because
    after turn 12, reinforcements stop coming in, making the left side clear. If
    someone, even one of the other Crimea soldiers, comes in Ludveck's range,
    though, he will attack.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Ludveck   | Axe General  | 11 | 45 | 25  | 10  | 22  | 18  | 12  | 26  | 16
     Ludveck is second only to Jarod in terms of bosses here, but yeah, the fact
     that he doesn't sit on a throne makes Jarod more difficult than he was, in
     my opinion. Be careful around this man, though. He has the Vantage ability,
     meaning it's unlikely, but at random intervals he will get a second attack
     on top of whatever he had. Because of that, I'd only aggro him if you've
     Battle Saved, his hit chance on you is low, or his damage on you is low, the
     latter chance of which is obviously almost nil. Actually, though, the most
     useful character against him is ironically Elincia. My Amiti did 10 damage a
     hit, and with four hits that's 40 damage right there, which is enough to
     get him knocked out extremely fast.
     Note that Ludveck comes with a Tomahawk, so he can hit you at long range.
     That being said, some of the Crimean soldiers are especially brave and will
     throw themselves at him just straight off. Almost invariably, they will die
     in the process. However, if you're wanting to finish all the enemies here
     off, it's very easy to surround him, since he likes to work himself into
     either a side of a wall or a corner. Kieran, Geoffrey, Elincia, all of them
     are great for surrounding him, while your other units kill everything left.
     I managed to finish everything off myself, which I'm slightly proud of, but
     whatever. Geoffrey or Kieran to weaken him, then Elincia can finish him
     without too much trouble.
    Ludveck then yields to Elincia and goes to the prison in Crimea, though
    Ludveck's men appear, ready to execute Lucia if Elincia does not release
    Ludveck. I'm not going to spoil how this all turns out, but trust me, the whole
    playout is beautiful. Suffice it to say, you'll run into a character you have
    not seen for a long time, plus Elincia talks a little bit about the Black
    Knight, leading the way into the next part of the game.
                 ~-~ ~-~ ~-~  VIII. Walkthrough (Part 3)  ~-~ ~-~ ~-~
    The game truly takes a twist at this point. Now, instead of controlling the
    Dawn Brigade or the Crimea Knights, we're controlling the Greil Mercenaries
    all over again (assuming you are indeed a Path of Radiance player). So that
    means we've got Ike in charge, on top of a number of other characters who are
    all, every single one of them promoted, and all of them complete beasts on the
    battlefield. Trust me, when you're controlled a team led by Ike, you have no
    fears. That being said, Part 3 is the longest part of this game and you'll go
    back to Micaiah, and those are some of the hardest battles in the game. Just a
    fair warning. With that, Part 3 begins.
     VIIIa. The Great Advance
     ~ Difficulty: 1
     ~ My Party: Ike, Titania, Soren, Mist, Rolf, Boyd, Oscar, Shinon, Gatrie,
                 Rhys, Mia
     ~ Max Turns: 7
    Not really a whole lot to say here, since there's nothing to manage and you
    can't hit the shops yet. Basically, Ike has finally taken the side of the Laguz
    Alliance, because the Begnion Empire is completely ignoring them plus
    murdering their emissaries. It's good though that the enemy here is going to
    be Begnion again, not just more civil war in Crimea. Your leaders here are the
    clumsy Ranulf, and the rather stupid Skrimir. Neither are very reliable, but
    either way, here's the prologue for you.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 8 Sniper (Silvano)                   N/A
    Lv. 7 Lance General x3
    Lv. 7 Halberdier x1
    Lv. 6 Sword General x1
    Lv. 6 Lance General x1
    Lv. 6 Axe General x2
    Lv. 6 Warrior x4
    Lv. 6 Swordmaster x1
    Lv. 6 Halberdier x5
    Lv. 6 Fire Sage x1
    Lv. 6 Bishop x1
    Lv. 5 Lance General x1
    Lv. 5 Warrior x3
    Lv. 5 Swordmaster x2
    Lv. 5 Halberdier x6
    Lv. 5 Fire Sage x3
    Lv. 4 Sniper x3
    Lv. 4 Fire Sage x4
    This is an extremely easy battle, just so long as you don't get completely
    overconfident. First of all, you're controlling eleven characters, and every
    single of them are beasts, except maybe Mist. That being said, the game
    compensates for that by pitting you up against enemies that have all been
    promoted. Still, you will breeze right through the lot of them. Titania, Oscar,
    and Gatrie are the characters that you'll want to lead the charge ahead, while
    Ike, Mia, and Soren follow shortly behind. Note here, though, that there's the
    guise of darkness once more, so I can't guarantee the complete accuracy of the
    enemy list above, but I think it's pretty damn close. Anyways, halfway up the
    path, you'll see a Killer Ballista. I'd have Rolf take that one, so Shinon can
    get more use. A ballista is a ballista, so it doesn't matter who takes it.
    While all this is going on, the massive laguz army to the right will mow down
    the halberdiers and warriors that come their way, although the fire sages are
    typically more a problem for them, so if you're on a ballista, try to target
    fire sages above anything else. Not only that, but even MORE laguz will come in
    as reinforcements, so basically, it's a huge army. I'll say this, though. For
    every surviving member of the laguz alliance here, you will get an additional
    200 bonus EXP. That's huge. There's not really any way you can control them,
    though, so just get through Ike's section of this battle as fast as you can.
    There's not really a whole lot more to say after that, so basically just get
    Ike and company over to the right, and before long, his party and Skrimir's
    will be about caught up. The boss stands at the top, since the real general
    has retreated.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Silvano   | Sniper       | 8  | 39 | 21  |  7  | 23  | 21  |  3  | 18  | 13
     One of the easiest bosses in this entire game, you might not even fight
     Silvano at all. If Skrimir gets there before anyone else, well, this guy's
     just dead, plain and simple. That being said, you probably will hit it with
     Ike, so I'll say this. Equip Ike with the Ettard, and then he'll double hit
     him to death. Now to be fair, Silvano has a Crossbow, meaning he can hit at
     both close and long range, and in the process will do a fairly harmful
     amount of damage, so obviously the strategy is going to be to eliminate him
     in one go. That, or have Ike stand next to him so that he can counterattack
     to his death, then Skrimir can get past him.
    So, yeah, if you didn't notice the objective here, the battle ends after
    Skrimir arrives. Which can be a little tricky to pull off in 7 turns since it
    is completely out of your control, but based on previous experience I've found
    that Skrimir goes there if the boss is dead, rather than trying to kill some
    insignificant enemy needlessly. Surprising, but true, though with any luck if
    there's still an enemy or two around, the other laguz will take care of it.
    It's coordinated so that the first laguz revert at about the same time the
    next set of them transform, so... yeah. The battle ends on its own.
     VIIIb. Laguz and Beorc
     ~ Difficulty: 3
     ~ My Party: Ike, Titania, Soren, Mist, Rolf, Boyd, Oscar, Shinon, Gatrie,
                 Rhys, Mia
     ~ Max Turns: 10
    This chapter starts as the laguz and beorc accomplices contemplate how to
    attack the next Begnion fort, with not a whole lot of help from Skrimir in
    the process, which only increases Soren's existing disdain for laguz. Very
    reliable alliance, isn't it. Anyway, enjoy that heap of bonus EXP the last
    battle gave you. Watch the info scenes (the one with Gatrie and Shinon is a
    riot), then move on to the next battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 9 Halberdier (Rommit)                a few at the left
    Lv. 7 Lance General x1
    Lv. 7 Axe General x1
    Lv. 6 Sword General x2
    Lv. 6 Axe General x1
    Lv. 6 Warrior x1
    Lv. 6 Swordmaster x1
    Lv. 6 Halberdier x2
    Lv. 6 Sniper x1
    Lv. 6 Fire Sage x1
    Lv. 6 Thunder Sage x2
    Lv. 5 Sword General x1
    Lv. 5 Axe General x1
    Lv. 5 Swordmaster x1
    Lv. 5 Warrior x1
    Lv. 5 Halberdier x7
    Lv. 5 Sniper x3
    Lv. 5 Fire Sage x1
    Lv. 4 Sword General x1
    Lv. 4 Axe General x1
    Lv. 4 Warrior x1
    Lv. 4 Halberdier x1
    Lv. 4 Sniper x1
    Okay, this battle is actually a lot tougher than you might think judging by
    its appearance and the fact that you have the Greil Mercenaries here. I might
    point out that it's yet another darkness battle, so my numbers are going to be
    a little off, but they're close, no worries. The first thing to note, is that
    if you have a character move to the right to enter the house, you'll get a
    Blue Gem. That fetches a nice price, lemme tell ya. Move a square forward from
    there, though, and you'll see some enemies hidden by the darkness. So, as
    you would suspect, you'll pretty much need to split the team up behind up and
    right. To the right, send just four characters or so while the main force heads
    up. I'll say this now, though. The reason this battle gets a 3/5 difficulty
    rating is because it is so easy to get overconfident, plus there's enemies at
    every corner, so you can never for a moment let your guard down. It's a very
    easy battle to actually win, but to come out with no characters dead... that's
    a little harder.
    I'd have Ike take the upper path, followed by characters like Shinon and Gatrie,
    who are the two most elite of the Greil Mercenaries, in my opinion, though
    Titania is close. Beware that as the enemies are promoted, they have incredible
    movement and can come from anywhere, so do NOT let Mist and Rolf get close to
    enemies from any side. Note that enemies hide under the cover of darkness to the
    upper left, so that's a particular danger spot. But anyways, have someone OTHER
    than Boyd, Oscar, or Rolf enter the house nearby to get a Seraph Robe. Great
    item, I'd use that on Soren after this battle. Anyways, the two groups will meet
    up soon. Beware of the northeast corner on this area though, as there are a
    number of enemies with long ranged weapons towards the top. Eventually, you'll
    spearlead your way up to where the boss comes and attacks you on his own.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Rommit    | Halberdier   | 9  | 40 | 22  | 10  | 23  | 21  |  7  | 20  | 15
     Do not attack, or let this guy attack you more than is absolutely necessary.
     Reason being, he comes equipped with a Killer Lance, so the chance of him
     pulling a critical on you is way up there. For that reason, I'd definitely
     suggest only letting him get one attack off. Such as, by having a character
     like Ike double hit him, and then someone else finishing him off. Obviously,
     a character like Gatrie who has huge defense will be great against him, since
     if Rommit criticals him he's not going to be devastated by it. That, and
     Shinon, Rolf, and Soren are good, though the latter two I'd keep out of it
     unless by some miracle Rommit actually is the last person to fight. That, and
     again, Ike is fantastic here as always, so feel free to let him take care of
    Like I just said, though, Rommit definitely won't be the last enemy that you
    fight here, since he's in a rather central location and comes at you as soon
    as someone enters his range. So, anyway, now you have to pretty much finish the
    job, which shouldn't be too hard. The reinforcement load actually isn't too
    bad here, so if there's still a few enemies left over, they're probably on the
    west side by the fence. Anyways, this shouldn't be too much of a problem if
    you got past the area with the boss.
     VIIIc. Stormclouds
     ~ Difficulty: 2
     ~ My Party: Ike, Titania, Soren, Mist, Rolf, Boyd, Oscar, Shinon, Gatrie,
                 Rhys, Mia, Nephenee, Brom, Heather, Ilyana, Haar
     ~ Max Turns: 15
    And now, thankfully, you will have access to shops, plus Nephenee, Brom,
    Heather, Ilyana, and Haar will rejoin your party, which is a huge treat right
    there. Especially Haar, he's a complete beast. Let me say this, though. View
    the info scenes BEFORE you hit the shops. Particularly, the three star convo
    will have Aimee given Soren the Silver Card, so now you can get stuff at the
    shops for half price. Take advantage of that now. Give weak characters strong
    weapons, buy the Wyrmslayer at the bargains, sell crap that Nephenee has that
    you don't need, use the Seraph Robe from last battle (I used it on Soren,
    personally), plus make sure most everyone has long ranged weapons and at least
    a Vulnerary. Then time to move on to a bigger battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 11 Dragonmaster (Istvan)             Lv. 7 Dragonmaster x1
    Lv. 8 Lance General x1                   Lv. 6 Blade Paladin x1
    Lv. 8 Dragonmaster x2                    Lv. 6 Lance Paladin x2
    Lv. 7 Blade Paladin x1                   Lv. 6 Bow Paladin x1
    Lv. 7 Axe Paladin x1                     Lv. 6 Dragonmaster x2
    Lv. 7 Sword General x2                   Lv. 5 Blade Paladin x3
    Lv. 7 Axe General x2                     Lv. 5 Bow Paladin x2
    Lv. 7 Dragonmaster x1                    Lv. 4 Blade Paladin x1
    Lv. 7 Thunder Sage x1                    Lv. 4 Axe Paladin x1
    Lv. 6 Blade Paladin x1
    Lv. 6 Axe Paladin x3
    Lv. 6 Axe General x2
    Lv. 6 Halberdier x1
    Lv. 6 Dragonmaster x4
    Lv. 6 Thunder Sage x2
    Lv. 6 Wind Sage x1
    Lv. 6 Bishop x1
    Lv. 5 Axe Paladin x1
    Lv. 5 Bow Paladin x1
    Lv. 5 Axe General x1
    Lv. 5 Swordmaster x2
    Lv. 5 Halberdier x1
    Lv. 5 Thunder Sage x1
    Lv. 5 Wind Sage x1
    Lv. 5 Bishop x1
    Lv. 4 Axe Paladin x1
    Now this is what I call a proper battle. The first thing you're going to notice
    is the large amount of characters that you're allowed to use for this battle,
    which is always an asset, but the most notable character that you're allowed to
    use here is Haar. I don't think I need to remind you guys how badass Haar is,
    and honestly, this is the kind of battle that he's perfect for. He can
    withstand the huge number of paladins and dragonmasters to the lower right, so
    hell, you can go send him there if you want. In fact, this is a perfect battle
    for splitting into groups. First of all, the reinforcements in this battle
    aren't terrible in terms of coming from the bottom, so if you're carrying around
    weak characters, feel free to leave them where you start, so long as they
    aren't in dragonmaster range. It might be simpler just to exclude them from
    the battle, though.
    Apart from that, you're definitely going to want to form two groups. One group,
    just so they can gain experience, should head to the north. The objective here
    is just to kill the boss, however, so you can make it last as long or as short
    as you want, though since you get 15 turns before getting bonus EXP deducted,
    so you might as well get the EXP. To do that, have a large force head to the
    north and play with the heap of paladins that are up there. Meanwhile, I'd
    have Ike, Gatrie, and Haar stick around towards the middle, and head down into
    the little ravine, since there's a huge number of enemies that will be drawn
    to you that way.
    The person who gets the boss kill though is going to have to be planned,
    though. Personally I think Haar is great for that since you can never have too
    much experience for him, but it's up to you. He's great for luring the boss
    out, but the point I'm making is that Istvan, the boss, moves. He also has a
    tremendous range, considering he's a dragonmaster, so you're going to want to
    be careful when getting people into his range. There's a thicket for the north
    group, so that will definitely slow them down, though it's still a great spot
    for characters like Soren to get some experience. Apart from that, the people
    you send down to the right are going to get their fair share, no problems.
    Just mow through what you can, and then eventually Istvan will come after you.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Istvan    | Dragonmaster | 9  | 40 | 22  | 10  | 23  | 21  |  7  | 20  | 15
     There's not really a lot to say about Istvan apart from luring him into your
     range. Obviously you're probably going to want to get to the very end of his
     range, though, because as a dragonmaster, he has Canto. Therefore, he'll
     exercise his ability to hit you and then to run. If you allow him to do that,
     then he'll be able to slaughter your weaker characters and you probably won't
     be able to get to him unless it's Haar or something. For that reason, just
     constantly watch his range, and when you're ready to make the finish on him,
     just enter the end of the range. He'll then come after you. His stats aren't
     very high, especially his defense, so if you've got Ike, Soren, Haar, or any
     other such beasts, you should be able to one round him no problem.
    Managing to one round the boss of that place? That's good, even though it ends
    the battle immediately. Don't worry about trying to finish off every single
    enemy here, particularly the meager units that are behind the boss, since they
    aren't going to do that much for your EXP counter anyway. Watch the scenes that
    follow, then we're good.
     VIIId. River Crossing
     ~ Difficulty: 1
     ~ My Party: Ike, Titania, Soren, Boyd, Oscar, Shinon, Gatrie, Rhys, Mia,
                 Nephenee, Haar
     ~ Max Turns: 10
    Not much to say here, except that when you enter this battle you'll see a full
    fledged FMV cutscene as Ranulf challenges Zelgius to a fight, though before it
    gets all the way into it, the scene cuts to the beorc, which is unfortunate,
    but ah well. Before you start this battle you might want to note that there's a
    Dracoshield and Arms Scroll for sale in Aimee's bargains, but ah well, whatevz.
    Move on to the next battle when ready.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 10 Sword General x1                  Lv. 10 Bishop x1
    Lv. 9 Sword General x2                   Lv. 9 Halberdier x2
    Lv. 9 Halberdier x1                      Lv. 9 Bishop x1
    Lv. 9 Sniper x1                          Lv. 7 Halberdier x2
    Lv. 9 Druid (Veyona)                     Lv. 7 Fire Sage x1
    Lv. 8 Sword General x1                   Lv. 6 Halberdier x5
    Lv. 8 Swordmaster x1
    Lv. 8 Halberdier x1
    Lv. 8 Sniper x1
    Lv. 8 Thunder Sage x1
    Lv. 8 Fire Sage x1
    Lv. 8 Bishop x1
    Lv. 7 Sword General x1
    Lv. 7 Lance General x1
    Lv. 7 Axe General x1
    Lv. 7 Halberdier x3
    Lv. 7 Thunder Sage x1
    Lv. 7 Wind Sage x1
    Lv. 6 Swordmaster x2
    Lv. 6 Halberdier x2
    Lv. 6 Sniper x1
    Lv. 6 Wind Sage x1
    Is this the first battle in which the boss isn't the highest leveled unit? I
    declare... yes. Anyway, though, this is an incredibly easy battle no matter how
    cocky you are, and it's actually pretty fun even if it's not a big open ended
    one like the last one was. So, anyway, one turn in some more enemies will show
    up to complete this place, plus you'll notice that there's two senators in
    there. One of them has an Ashera Icon and one has a White Gem, but if you kill
    them, you'll miss out on 500 bonus EXP. That's really up to you; if you brought
    Heather then you'll be able to pilfer them, but otherwise you'll have to make a
    choice. I'd do whatever it takes to get the White Gem, though I don't very much
    care for the Ashera Icon. But anyway, the objective here actually isn't to kill
    off the boss and other enemies. It's to burn the supplies. You can identify
    them as the piles of boxes littered around several sections of this place.
    If you brought Haar, he's particularly good as he can fly over all the
    obstructions littering this place. In particular, almost directly above where
    you start there's some supplies, so after you get the past a couple enemies, go
    ahead and burn those. Thankfully, the senators don't come with weapons, so you
    don't have to worry about them counterattacking you. But anyway, note that
    there are three tents here where you can pick up items. The left one has a
    Blossom scroll, another one further up has a Master Crown (and do pick that up)
    and the one in the center behind the boss has a Hammerne staff. But yes,
    eventually you will make your way up and the boss will likely attack you on his
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Veyona    | Druid        | 9  | 34 | 14  | 25  | 24  | 23  |  3  | 13  | 24
     Yes, here's our first run-in with dark magic, and it's actually one of the
     few in the game. But anyway, Veyona is a pushover. If you're using a magic
     user you won't be damaging him much, but he won't damage you much either, so
     that's always good for weakening him. Apart from that, Haar can fly over and
     absolutely smash the living daylights out of this guy. Plus if you're using
     Ike or Mia and they have a Wind Edge, or less preferably someone with a
     Javelin, Hand Axe, Short Spear, or Short Axe, that'll also do it. But anyway,
     your main weapon is Haar. Enough said.
    The boss may die, but your objective here is still burning the supplies. One is
    at the bottom left, one is to the bottom right, one is dead center, one is at
    the top, then there's one on each side there, so split your party up,
    accordingly. Note that at the bottom there will be several Halberdiers to show
    up if you want to cash in on some more experience. Also, at some point later in
    the battle, break the doors to the horse pens. They'll run loose and the enemy
    may attack them, but you get 200 bonus EXP for each of the eight left alive.
    With that, the battle concludes as Zelgius beats the crap out of Ranulf, but
    then Tibarn shows up to reinforce and lets Zelgius go. So that's that.
     VIIIe. The General's Hand
     ~ Difficulty: 2
     ~ My Party: Ike, Titania, Soren, Boyd, Oscar, Shinon, Gatrie, Rhys, Mia,
                 Nephenee, Haar, Ranulf
     ~ Max Turns: 10
    Back at the base, check out the info scene first of all, so that you can get a
    Blue Gem, plus Aimee will tell you that Shinon made a rare bow, which you can
    buy at the shop for a whooping 8000 gold. That Silencer, though, is an amazing
    weapon so I'd definitely suggest investing in it, though. With that, sell your
    two gems now (you DID get the White Gem last battle, right?), and start the
    next battle to hear that Skrimir charged up a hill to go after Zelgius. Yeah,
    typical, huh. Next battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 12 Sword General (Callum)            Lv. 10 Dragonmaster x1
    Lv. 10 Lance General x1                  Lv. 8 Dragonmaster x1
    Lv. 9 Axe General x1
    Lv. 9 Warrior x2
    Lv. 9 Swordmaster x3
    Lv. 9 Halberdier x2
    Lv. 8 Axe General x1
    Lv. 8 Warrior x3
    Lv. 8 Halberdier x4
    Lv. 8 Fire Sage x2
    Lv. 7 Lance General x1
    Lv. 7 Warrior x2
    Lv. 7 Swordmaster x2
    Lv. 7 Sniper x4
    Lv. 7 Thunder Sage x2
    Lv. 7 Fire Sage x2
    Lv. 6 Thunder Sage x1
    Lv. 6 Fire Sage x1
    You're accompanied by Ranulf here, plus you can put Kyza, Mordecai, or Lyre in
    your party as well, though I'll certainly pass on that. Anyway, I will say
    this right now: you will receive 200 bonus EXP for each of the laguz soldiers
    up ahead that survive this battle. Because of that, it's definitely in your
    best interest to protect them, though they're just as big of warheads as they
    usually are. Anyway, this battle is on a cliff, but mounted units don't have
    nearly the disadvantage that they were given in Path of Radiance, though they
    cannot get up the last cliff. So basically feel free to use them. Otherwise,
    Haar is even better here than in last battle. I'd have him go straight up the
    first cliff and kill off the mages and other enemies there, while a couple
    characters head east and the rest go west.
    Shinon with the Silencer is great for hitting the enemies that guard cliffs,
    since it has such good accuracy he'll usually get at least 80% even with a
    height disadvantage. So yes, he's a good candidate for the right side. Other
    fast but strong characters like Nephenee are good, since you want to get near
    the laguz at the top and protect them, which Shinon is also good at because of
    his Provoke ability. Apart from that, there's not really much else to say. Use
    abilities such as Soren's Elwind spell to hit the enemies on the upper left
    cliff so that you can get up. Meanwhile, Haar can rejoin and start hitting
    whatever comes his way. Make sure Ranulf does NOT fall behind, because for one
    thing he's a damn good fighter, plus you need him to arrive at the end with
    Ike to win the battle. Eventually you'll come across the two guardians. The
    Sword General next to the boss is easy. The boss, errr...
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Callum    | Sword Gen    | 12 | 44 | 23  | 10  | 21  | 21  |  5  | 26  | 17
     This isn't as bad as Rommit, the halberdier from Chapter 3-1 with a Killer
     Lance, but it's still not something to mess with. Don't stick around two
     spaces from this man either, since he has a Storm Sword and is not afraid to
     use it if the need arises. Anyway, basically, use strong units like Haar to
     hit him, who aren't going to die from a single critical. Ike and Ranulf,
     since they need to be there anyway, are great for hitting although I would
     not use the latter to finish him off. Shinon is as good as ever if he got
     there in time, plus Nephenee isn't bad, as a lance user. Either way though,
     finish him as quickly as possible.
    With any luck, you'll be on the tenth turn at this point, so that Ike and
    Ranulf can arrive at the two spots and finish the battle. As soon as you get
    done, you'll see the Zelgius vs. Skrimir fight. Guess who wins that one. Yeah.
    Anyway, Zelgius calls a cease fire afterwards, suggesting the peace talk which
    Soren did a little while ago, and that's that. Enjoy the heaps of bonus EXP
    you get from that, it's the last time you'll get that much for a while.
     VIIIf. Retreat!
     ~ Difficulty: 3
     ~ My Party: Ike, Titania, Soren, Mist, Rolf, Boyd, Oscar, Shinon, Gatrie,
                 Rhys, Mia, Nephenee, Brom, Heather, Haar, Reyson
     ~ Max Turns: N/A
    As you can see, the senators still aren't very open to Zelgius, plus he and
    Levail are in pretty bad shape as far as duty to their country goes. Anyways,
    when you emerge, go to the info conversation to talk with Haar for a Corrosion,
    which still sucks but isn't as bad as it was in Path of Radiance. Give it to
    Boyd or someone like that, then start the next battle. Contrary to Zelgius's
    orders, Begnion troops attack.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 14 Axe Paladin (Lombroso)            Lv. 10 Blade Paladin x2
    Lv. 11 Blade Paladin x1                  Lv. 10 Axe Paladin x2
    Lv. 11 Lance Paladin x2                  Lv. 10 Halberdier x2
    Lv. 10 Blade Paladin x1                  Lv. 9 Blade Paladin x2
    Lv. 10 Lance Paladin x1                  Lv. 9 Lance Paladin x4
    Lv. 10 Lance General x1                  Lv. 9 Lance General x4
    Lv. 10 Warrior x1                        Lv. 9 Halberdier x2
    Lv. 10 Thunder Sage x1                   Lv. 9 Thunder Sage x2
    Lv. 10 Fire Sage x1                      Lv. 9 Fire Sage x2
    Lv. 9 Lance Paladin x1                   Lv. 8 Blade Paladin x4
    Lv. 9 Axe Paladin x3                     Lv. 8 Lance General x2
    Lv. 9 Bow Paladin x3                     Lv. 8 Sniper x2
    Lv. 9 Sword General x2
    Lv. 9 Lance General x1
    Lv. 9 Warrior x2
    Lv. 9 Swordmaster x2
    Lv. 9 Halberdier x3
    Lv. 9 Sniper x1
    Lv. 9 Thunder Sage x1
    Lv. 9 Fire Sage x2
    Lv. 9 Bishop x2
    Lv. 8 Lance Paladin x2
    Lv. 8 Sword General x2
    Lv. 8 Lance General x1
    Lv. 8 Warrior x1
    Lv. 8 Swordmaster x1
    Lv. 8 Fire Sage x1
    Lv. 8 Wind Sage x2
    I love this battle. One of my favorites in the entire game. Hell, if you need
    proof, just look at that enemy list. That being said, there is rather little
    to say about this battle. Reason being, you're supposed to defend a spot for
    twelve turns. There's not a whole lot more to say about it than that, except
    here's a few pointers for the trade. Ike, by default, starts on the big green
    square, so just move him off. He and his Ettard are going to help you out,
    plus by 3-7, you're going to want him to have at least 27 speed. So just make
    sure he gets out in the open and starts hitting stuff, while a weak character
    like Heather sits on the "throne", just in case something goes wrong. Also,
    you get Reyson for this battle, since he just recently joined. Use him. He's
    the man.
    Here's another thing to point out. There's two ballistas here, and since you
    get so many characters anyway, why not just sit Rolf on one of them and have
    him shoot weak crap down? They're relatively good ballistas anyway, so I see
    no reason not to. Shinon on the other hand can play it by ear. I'd definitely
    sit him on a ballista at first, since it takes a while to get down in the main
    fray, though eventually he'll definitely do a lot more down there than at the
    top with the ballistas, especially since as a strongly defensive unit with
    Provoke, he'll help you out. Apart from that, the usual of allocating units to
    the left and right is going to apply here. I will say, however, that the left
    primarily consists of sages and whatnot, while the right side is going to be a
    lot more, so I'd definitely send more characters there than to the left. Bottom
    of the line, don't try to have one person solo either of them. Eventually
    though, what you'll want to do is lure some of the paladins out towards the
    middle, and eventually make a strike at the boss. Who doesn't move, by the
    way, so don't worry about him.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Lombroso  | Axe Paladin  | 14 | 43 | 23  | 10  | 24  | 23  |  7  | 23  | 16
     Here's the first thing to note about this guy. He has an Energy Drop on him,
     and he doesn't drop it when he dies, so the only way to get it is to have
     Heather come down after him. Lombroso is one of the toughest bosses so far
     though, as he has a Silver Poleax and a Short Axe, so basically, he's a huge
     pimp. My point is, though, that if you're going to come after him and have
     Heather follow behind to get the Energy Drop (a very good item by the way),
     then you're going to want to try and finish him off in one round, since he
     is going to absolutely slaughter a character like Heather. If you're using
     Ike, though, fortunately that's not going to be very hard. The Ettard will
     absolutely rip him a new one, plus again, Haar is a perfect offensive
     character against him. Note again that if he dies, that's it. He may be
     tough, but the hardest part is actually getting to him in the first place.
    Well, no matter who's left alive, once Lombroso goes down, the battle ends.
    Plus it's pretty clear that this happened without Zelgius's command, so
    anyways, afterwards Tibarn will mention how he went to Begnion and talked to
    Sigrun, who wasn't happy, then a scene will take place between Zelgius and
    Levail, where it's revealed that Apostle Sanaki has disappeared, and that
    Sephiran has been dismissed from his post. Damn. Begnion just gets worse and
    worse. But now, I have bad news for you all. The game makes you take a break
    from the Greil Mercenaries, and switch over to command of the Dawn Brigade.
    I wish I were making that up, but no. We're going back to Daein.
     VIIIg. A Reason to Fight
     ~ Difficulty: 4
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Aran, Volug,
                 Meg, Jill, Zihark, Fiona, Black Knight*
     ~ Max Turns: N/A
    Ugh. I hate this. Back at Daein, Pelleas orders Micaiah as the general of the
    Daein army to join Begnion. Yeah, how stupid is that, now we have to go kill
    innocent laguz using Micaiah and the Dawn Brigade. I'll tell you what pisses
    me off more than anything, is that at the shops here, now you can access such
    weapons as all the Silver equipment, a Physic, an Elixir... all of that stuff
    in the bargains. To hell if you can afford/equip much of it, though. Oh well,
    guess we gotta make what we can out of what's there.
    First of all, there's five info conversations, all five stars. Edward, Nolan,
    and Leonardo will all get special equipment from King Pelleas that only they
    can equip, which is far better than the corresponding Silver equipment, so
    they're set. The convo with Jill will net her a Brave Axe, and yeah, there you
    go, that's a few characters. I used an Arms Scroll on Aran to get him to A-rank
    in lances, then bought him a Silver Lance. You absolutely MUST buy Sothe a
    Beast Killer, since his old one is probably about broke now, plus the Physic
    and Torch are nice. Apart from that, buy what you want. Try and make all your
    characters minus Meg and Fiona, who suck ass, into at least half decent
    characters. Hell, go ahead and use all the bonus EXP. Make sure all your main
    characters are promoted, too. My Leonardo wasn't, though I didn't really give a
    damn about him anyway. Well, when you're ready, start the battle. Skrimir and
    Ranulf on the road, and they get attacked. Why they should be, who knows.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 21 Cat (Lethe)                       N/A
    Lv. 17 Tiger (Mordecai)
    Lv. 15 Cat x6
    Lv. 15 Tiger x4
    Lv. 14 Cat x7
    Lv. 14 Tiger x10
    Lv. 13 Cat x9
    Lv. 13 Tiger x6
    Lv. 12 Cat x3
    Lv. 12 Tiger x2
    To win this incredibly hard battle, you have to kill 46 innocent laguz. Why
    it's a retarded number like that, I don't know, but that's what you need to
    do. And actually, that's almost all of them except for the two bosses and one
    other odd man out. But anyway, if I didn't mention it already, this fight is
    quite difficult. Mainly because the Dawn Brigade is weak as hell, plus the
    laguz can do 20+ damage to most characters. When they're as many as seven of
    them in one place at a time, which actually happens occasionally, it equates
    to a bloodbath. Now, I find that I actually have very good luck with this
    battle, and the laguz actually go easier on characters that are about to die
    than you would expect, but what do I care, there is no reason that this battle
    should exist.
    Strategy is of the essence. First of all, you'll notice there's a definite left
    side and a definite right side here. The left side is by FAR the lesser of the
    two evils. Send like two characters over there, while everyone else heads to
    the right. Anyways, you're absolutely going to need Micaiah and Laura here. I
    don't think I've said it yet, so I'll say it now: this is yet ANOTHER darkness
    battle. Meaning you can't see crap, and with the high laguz speed, they can
    come out of nowhere and slay you. You'll want to have one of the two white
    mage type characters equipped with a Torch, while the other one has a Physic.
    If you didn't buy them before starting this battle, then I donno what to tell
    you guys. You need to kill laguz constantly to be able to keep up, and doing so
    makes it incredibly hard to keep up with the healing here. In fact, what you
    may need to do a lot is have one of Micaiah or Laura use the Physic, then have
    someone trade it and then use it. That's the odds you can be against here.
    So with that, keep Micaiah and Laura on the island you're at. Unless you
    seriously trained them up (and I mean by like 10 levels each), keep Meg and
    Fiona at the back and don't move them at all, supposing you brought them at
    all. Meanwhile, characters like Zihark, Edward, Nolan, and Sothe need to press
    ahead. I kept Aran and Leonardo to the left, as my Leonardo sucked ass and was
    safer there, plus Aran is a great defensive unit, and is surprisingly safe to
    the left. I'd only use Volug to weaken enemies here, since he's so weak at
    this point. As for Jill, she's great at hitting and running. So that's your
    offensive lineup. It's crappy, but it has to do.
    About five turns into the battle, though, you get a load of help. The Black
    Knight enters the battle, and although he's too far away to get right in the
    scene, he's a tremendous help. I sent him to the left, because there he's not
    stealing EXP, plus he's actually helping out at a spot that needs it. The rest
    of the party SHOULD be able to handle the right. Remember, that laguz which
    are transformed or maxed out are your primary targets when you have a doubt in
    mind. Don't bother with untransformed ones that aren't maxed out, unless there
    really is nothing better to hit. That, and I wouldn't attack the bosses either,
    unless you're seriously desperate for EXP. Plus since there's two of them,
    neither really qualify, so since I hate this battle, I ain't gonna give a
    strategy, so there. Do whatever you want, just get out of this god awful
     VIIIh. Rivals Collide
     ~ Difficulty: 3
     ~ My Party: Ike, Soren, Boyd, Shinon, Gatrie, Rhys, Mia, Nephenee, Haar,
                 Ranulf, Janaff*, Ulki*
     ~ Max Turns: N/A
    So, Ranulf and the others discuss what's going on here, and the conclusion
    is that Begnion is completely using Daein for their evil bidding, and they
    don't have a clue what's actually going on. For that reason, they're going to
    use the decoy tactic again. Anyways, use some bonus EXP, and when you head
    to the next battle, you're fighting the Dawn Brigade. THAT is what I like to
    see. At least you're actually using someone strong. Note that paladins can't
    do jack shit in this battle, so you're better off using footed characters.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 20 Black Knight (Black Knight)       Lv. 9 Swordmaster x2
    Lv. 10 Thunder Sage x1                   Lv. 9 Warrior x3
    Lv. 9 Lance General x1                   Lv. 9 Halberdier x2
    Lv. 9 Axe General x2                     Lv. 9 Sniper x1
    Lv. 9 Warrior x1                         Lv. 9 Dragonmaster x5
    Lv. 9 Swordmaster x2                     Lv. 8 Halberdier x2
    Lv. 9 Halberdier x1
    Lv. 9 Sniper x1
    Lv. 9 Dragonmaster x2
    Lv. 9 Thunder Sage x2
    Lv. 9 Wind Sage x1
    Lv. 8 Warrior x2
    Lv. 8 Swordmaster x3
    Lv. 8 Halberdier x2
    Lv. 8 Dragonmaster x1
    Lv. 8 Thunder Sage x1
    Lv. 8 Fire Sage x2
    Lv. 8 Wind Sage x4
    Lv. 7 Rogue (Sothe)
    Lv. 7 Swordmaster (Zihark)
    Lv. 7 Halberdier x3
    Lv. 7 Sniper x1
    Lv. 6 Bishop x1
    Lv. 5 Bishop x2
    Lv. 4 Warrior (Nolan)
    Lv. 4 Halberdier (Aran)
    Lv. 3 Swordmaster (Edward)
    Lv. 3 Dragonmaster (Jill)
    Lv. 2 Light Sage (Micaiah)
    Lv. 18 Archer (Leonardo)
    Lv. 16 Wolf (Volug)
    Lv. 9 Lance Knight (Fiona)
    Lv. 7 Priest (Laura)
    Lv. 3 Armor Sword (Meg)
    It just blows my mind that whenever you think Haar could not be more useful,
    he just surpasses your previous expectations. Haar is a NECESSITY here. But
    anyway, here's the first and most important note: IF YOU ARE ON YOUR SECOND
    things that goes hand in hand with bringing the Black Knight into the endgame
    in Part 1. You just have to do it, otherwise you won't recruit one of the bonus
    characters. So yeah. Ike needs 27 speed to survive, otherwise the Black Knight
    will double him. Even then he'll get his ass kicked, but he'll live. If you
    want to kill the Black Knight, use a Hammer, hit and run. It's hard, but it's
    doable. I see no reason why you would want to, though. But anyways, I'll get it
    out now. Hot damn, that's one list of enemies. Specifically the lower end.
    Yeah, there's proof how much the Dawn Brigade sucks. But that was just my
    levels at the time, so whatever.
    The reason paladins are so bad here is because this place consists almost
    entirely of water, with a few islands in between. The Greil Mercenaries are at
    the northeast, the Dawn Brigade is at the southwest. Almost all of your
    characters, however, will be limited to two squares of movement per turn,
    except for guess who, Haar. That being said, if you want to finish everything
    this chapter has to offer, and ESPECIALLY if you're on your second playthrough,
    you need to have Ike get to the bottom. Now, don't just have Haar go ahead and
    rush it. Keep Ike put. Haar can actually go on ahead, but just don't let Ike
    go wandering anywhere yet. You'll want someone nearby to have an Olivi Grass,
    though, so you may actually want to take it from Ranulf, or someone else if they
    just happen to have it for some odd reason. Then at the beginning of the third
    turn, you get backup in the form of Janaff and Ulki. Remember, Tibarn's lackeys?
    Have Ike talk to them, and they will join you. They are INCREDIBLY helpful
    With that, have either Janaff or Ulki rescue Ike. Now it's time to fly across
    this place. Fortunately, the two hawks are so fast that even with their speed
    halved due to carrying Ike, they still usually won't get doubled, but DO NOT
    let them lose their state of transformation. Otherwise, they're just sitting
    ducks. Or sitting hawks, whatever. Keep a Laguz Stone handy if need be, so that
    they can take care of themselves. Letting them get a Vulnerary or Concoction
    also wouldn't be a bad idea. With that, they need to head southwest, towards
    the Dawn Brigade station. When you reach the nearby island, though, make sure
    whomever picked Ike up drops him off. Haar needs to join in, so now you have
    four extremely powerful, capable units battling it off against a ton of wind
    sages, thunder sages, dragonmasters, and halberdiers. A difficult battle, but
    it's a winnable one, on that side. Also note that on the island nearest the
    bottom, Aran and Nolan are already waiting. Jill will join in too.
    You can recruit Jill to this side by talking to her with Haar, but do NOT do
    that. First of all, there's more Dawn Brigade battles, and you NEED her on your
    side. She's not a threat to you, and she'll probably die instantly if she joins
    your side. Just finish her and the others by attacking them, so that they can
    retreat. Keep an eye on the Black Knight, though. To get it coordinated just
    right, you'll want Ulki, Janaff, and Haar shortly behind, with Ike in the front.
    The Black Knight will come forward at the end of turn 10. So with that, move
    Ike to the end of his range. I've found the Black Knight will actually attack
    Ike from the northwest (aka, as far away as possible from the rest of the
    battle). Ike will get raped damage wise, true, but then he can go up the
    island and attack Micaiah and Sothe for the hell of it. That, or he have Haar
    or the birds capture him, and then you can get away from the Black Knight.
    If you get a chance, though, have Ike and Sothe battle, it's oddly poetic.
    As for the rest of the battle, it's not something to take lightly. I always
    like to put Gatrie in the front with characters like Boyd, Nephenee, and Mia
    slightly behind, but how you do it is completely up to you. Whether you charge
    forward or just stay back and let them come to you. I will note that there's a
    lot of swordmasters here, but you can't bring Oscar there anyway, so meh.
    Shinon is EXTREMELY helpful because he has the Provoke skill and draws enemies
    away from weaker characters like Soren, who need to help out anyway. Put a
    Crossbow or Bowgun on Shinon, and he can counter anything that the enemy does.
    Eventually you'll get to the bottom and hammer down the halberdiers there.
    With that, the twelve turns required to get through in this battle will be over
    and you can move on. Which is good, this battle sucks.
     VIIIi. Incandescent Glow
     ~ Difficulty: 1
     ~ My Party: Ike, Titania, Soren, Boyd, Oscar, Shinon, Gatrie, Rhys, Mia,
                 Nephenee, Haar, Ranulf
     ~ Max Turns: 20
    Yeah, you guessed it, it's finally a battle that has a turn limit, not one
    that involves killing a number of enemies or getting through it in a certain
    amount of time anyway. Quite relieving, if you ask me. Anyway, there's not a
    whole lot to do at base, since there's nothing great at the shops and there's
    not even any rewarding info scenes. The battle begins as Ike's party goes into
    fiery caves, and Zelgius is ready to pull back, but no, the most evil Begnion
    senator yet, Valtome, orders his troops in there. Which is suicide, as you can
    imagine, but there you have it.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 15 Lance General (Septimus)          Lv. 11 Halberdier x1
    Lv. 12 Sword General x1                  Lv. 11 Thunder Sage x1
    Lv. 12 Lance General x3                  Lv. 11 Fire Sage x1
    Lv. 12 Axe General x1                    Lv. 10 Halberdier x1
    Lv. 12 Halberdier x1
    Lv. 12 Fire Sage x1
    Lv. 12 Druid x2
    Lv. 11 Sword General x3
    Lv. 11 Axe General x3
    Lv. 11 Halberdier x2
    Lv. 11 Sniper x2
    Lv. 11 Thunder Sage x1
    Lv. 11 Fire Sage x1
    Lv. 10 Lance General x2
    Lv. 10 Axe General x1
    Lv. 10 Warrior x2
    Lv. 10 Halberdier x3
    Lv. 10 Fire Sage x2
    Lv. 10 Wind Sage x1
    Lv. 10 Bishop x1
    Lv. 9 Warrior x1
    Lv. 9 Swordmaster x3
    This is a pretty easy, straightforward battle right here, no matter how much
    the characters exaggerate the danger of these caves. First of all, when
    you're changing your battle formation, note that you move from top to bottom,
    not vice versa, so characters like Gatrie can go at the very bottom. But
    anyways, the battle cues you in to a little trick it has before the actual
    thing even starts. Note that part of the ground is parched and brown. That
    part will get blasted by the volcano at the beginning of every turn, for 10
    damage. So basically, do not stand there unless it is absolutely necessary.
    That's the most important thing to know. Anyways, to start it off, there's a
    left and a right path. Definitely send the majority of your forces to the
    left, as there's a lot more enemies there than to the right. Only send three
    or four over to the right.
    As you head to the left, just avoid the parched ground, and it'll look like a
    dead end at one point, though all it is a huge rock that you can manuever
    around. Note that the far left at the path there actually is a dead end but
    has a sage on it, and a few turns in, two sages will show up as reinforcements,
    so a character like Gatrie is good there just for clearing them out, while the
    rest of your party heads right. As for the enemies at the bottom right, which
    are the main force here, I find that they like to move forward, then just stop
    when they get to the parched part. And yeah, it seems they're the only enemies
    here who are even remotely aware of the fact they get scorched if they stand
    there. That being said, what you're going to want to do is lure a few of them
    out with characters like Boyd and Shinon. The boss has no trouble going after
    you, but do NOT forward yourself too much. The druids down there are incredibly
    damaging, and if you mess around they can easily kill off a character. One of
    them is at the bottom of a cliff though, so use someone with a Javelin or
    Hand Axe to hit them down, otherwise just be careful with it. Eventually, the
    boss will aggro you.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Septimus  | Lance Gen    | 15 | 45 | 25  | 11  | 21  | 20  |  9  | 27  | 17
     Been a long time since we had an actual boss. Thankfully, Septimus is a
     pushover, even though he comes with the strongest "normal" type of lance in
     the game, the Silver Greatlance. Though I prefer the Brave Lance, but that's
     a moot point. Septimus likes to come after you, and although he seems aware
     of the parched ground effect, he'll step into it. That makes him a great
     target for your long ranged characters, such as Soren or Rhys. Apart from
     that, you should at least be on both sides of the parched ground, making
     him vulnerable to attack from all sides. Just wait for him to do that, and
     then pretty much anyone can handle him.
    This battle has always confused me, since it gives you a whooping twenty turns
    to finish it, yet it really doesn't take any more than ten or eleven, tops.
    Hell, besides two sages, a halberdier and a sniper, there's not even any
    reinforcements here. Couldn't they have given us that long in 3-5 or 3-7? Oh
    well. Most likely, there will be one sage left over at the bottom, so kill him
    real quick, and then Skrimir will claim to have found the exit. Unfortunately,
    it leads to Goldoa instead of Gallia, so you're basically in the land of
    dragons. Dheginsea, the king of the country, is a huge douche, though through
    pleading, Ike's old dragon companions Nasir and Ena get him an escort back.
     VIIIj. Marauders
     ~ Difficulty: 3
     ~ My Party: Geoffrey, Kieran, Astrid, Makalov, Marcia, Danved, Calill
     ~ Max Turns: 10
    You read that party correctly. Indeed, Valtome tries to get Begnion through
    Crimea, but Elincia doesn't let them through, so they go through anyway. Now
    the Royal Knights are going to whoop ass. First of all, watch the info scenes
    with Elincia and Lucia (both of who should realistically be in this battle...)
    for a Master Crown and 10000 Gold. You may even consider promoting Geoffrey
    right here and now, though that's certainly optional. Definitely buy some
    equipment if you're lacking it, then start the battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 12 Halberdier (Roark)                Lv. 7 Halberdier x2
    Lv. 7 Axe General x1                     Lv. 6 Warrior x1
    Lv. 7 Warrior x1                         Lv. 6 Swordmaster x1
    Lv. 7 Halberdier x1                      Lv. 6 Halberdier x5
    Lv. 6 Sword General x1                   Lv. 5 Sniper x1
    Lv. 6 Warrior x1                         Lv. 20 Soldier x2
    Lv. 6 Swordmaster x1                     Lv. 19 Soldier x1
    Lv. 6 Halberdier x2
    Lv. 5 Swordmaster x3
    Lv. 5 Halberdier x4
    Lv. 5 Sniper x2
    Lv. 19 Soldier x1
    Lv. 18 Soldier x2
    This is a surprisingly hard battle, just based on the impression you'll get of
    it at first. First of all, this battle features unpromoted units, something we
    haven't seen in this entire part of the game, on top of about a dozen medium
    leveled halberdiers. That's all well and good, but we've been fighting that
    level of halberdiers for about eight chapters now. However, that's when you're
    controlling about six great and five good units, instead of one great, two
    good, and four crappy units as we are here. That's right, we only get seven
    characters here, and of them, Geoffrey is amazing. He'll mow through this
    whole place without a problem, especially if you were like me and went ahead
    and promoted him. Kieran is also solid, and while flawed, he'll contribute to
    the cause. I also like Danved. Makalov and Marcia, however, are too weak to
    really be of any help. Calill sucks, and Astrid is just horrible. It's kind of
    sad, actually.
    But anyway, have Geoffrey and Kieran spearlead this. Danved can come along,
    but you'll want him to go back and stand guard with one of either Makalov and
    Marcia, plus it's up in the air where Calill will get, so maybe her as well.
    That's because three reinforcements will show up from the west after a few
    turns, and they can definitely complicate matters. You see, this place has
    six houses. Begnion soldiers are asses, however, and will burn them. After a
    few turns, the houses will disintegrate, and you want to prevent that from
    happening. You'll get 1000 bonus EXP for each one that's left, but to be
    honest, there's six of them, and it's almost impossible to save a couple of
    them. In particular, the ones at the top. Unless your Marcia is REALLY good
    and can stay alive, which mine sure as hell wasn't, I'd forget getting 6000
    additional bonus EXP to the 6000 EXP clear bonus this battle offers.
    Note that this battle comes in ledges, so you may want to have Marcia go up
    after some time and proceed that way. When you come across a house, though, and
    it's burning, then no matter what character you're using, go adjacent to it
    and extinguish the fire. Seriously. By the way, you might notice that there's
    a thicket in the center. Now, with characters like Danved and Calill, I don't
    much care which way you go, but for Geoffrey, Kieran, and the other paladins,
    definitely head to the left and go around. That way, you'll clear the other
    enemies, you may even give Astrid something to do by being able to hit enemies
    below from an altitude advantage, and it's faster, even though it's about four
    times the distance. Anyway, you'll soon come to the top of this place. I'd
    have Danved head up to the left and handle the armored knight there, while
    Geoffrey and the others advance to the boss.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Roark     | Halberdier   | 12 | 42 | 22  | 11  | 24  | 23  |  8  | 22  | 15
     Roark is surprisingly sturdy for a mere halberdier. Or maybe it's just cuz
     I got used to controlling characters like Ike and Haar, and when I'm using
     subpar units like the ones in this battle it disappoints me. Might as well
     stick to the good characters, in Geoffrey and Kieran. Roark does not move,
     so you can pretty much stick a character there, then he'll get counterattacked
     to good results. Apart from that, if Kieran can double attack him, do that,
     because it will do quite heavy damage to him right there. Geoffrey should
     have a whole pile of weapons available, such as the Silver Greatlance and
     Brave Lance, which are both excellent. Refrain from using anyone else except
     maybe Calill if you need backing support, since Roark has a ranged weapon.
    With that guy out of the way, Elincia and Lucia show up for a greeting, and then
    you're taken back to the castle. Elincia has a word with Valtome (how someone
    that ugly got in the royal palace, I have no idea), followed by Zelgius. Sadly,
    Zelgius requires the use of Crimea for passage into Gallia, which is rather
    disheartening to Elincia, especially after Zelgius refuses to talk about the
    apostle. The plot thickens.
     VIIIk. The Heart of Crimea
     ~ Difficulty: 2
     ~ My Party: Ike, Titania, Soren, Rolf, Boyd, Oscar, Shinon, Gatrie, Rhys, Mia,
                 Nephenee, Haar, Ranulf, Reyson
     ~ Max Turns: 10
    Caineghis, Tibarn, and Skrimir are rather upset about Crimea letting Begnion
    pass through their lands, although they all try to rationalize it. Anyway, a
    new attack is planned, and afterwards, there is absolutely nothing to do at
    base. I grow weary of the Dawn Brigade and Crimea Knights getting preferential
    treatment to the Greil Mercenaries in terms of shops, but anyway, view the
    info scene with Giffca to get a Satori Sign, then start the battle. Elincia
    strips herself of a weapon, and stands in the middle of a battlefield between
    Tibarn and Zelgius's armies. Not bad. Valtome has none of it though, and now
    you need to defend her.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 17 Bow Paladin (Sergei)              Lv. 12 Lance Paladin x4
    Lv. 13 Dragonmaster x1
    Lv. 12 Blade Paladin x4
    Lv. 12 Lance Paladin x1
    Lv. 12 Axe Paladin x2
    Lv. 12 Bow Paladin x2
    Lv. 12 Lance General x1
    Lv. 12 Axe General x5
    Lv. 12 Halberdier x2
    Lv. 12 Sniper x2
    Lv. 12 Dragonmaster x1
    Lv. 11 Blade Paladin x7
    Lv. 11 Axe Paladin x4
    Lv. 11 Bow Paladin x2
    Lv. 11 Swordmaster x2
    Lv. 11 Warrior x1
    Lv. 11 Halberdier x4
    Lv. 11 Bishop x3
    Lv. 10 Warrior x1
    Lv. 10 Bishop x2
    What an enemy list. Looks shorter, but that's because there's so many Blade
    Paladins here, making characters like Gatrie and Nephenee rather effective
    here. But anyway, let's get right to the point. There's a bottom section here,
    but the Crimean soldiers, as well as the overwhelming majority of the enemy,
    is stationed towards the northeast. For that reason, send about three or four
    characters to the southeast while everyone else heads north. One turn in,
    you'll see Zelgius order Levail not to send in more soldiers, though four
    Lance Paladins will show up from the bottom a few turns in. Well, that's why
    you have a small force down there. Everyone else should be heading to the
    Eventually you'll come across Elincia. Who, unless something truly unexpected
    occurs, shouldn't be dying. The Crimean Knights will be helping you out a little
    here, though I'd try to go ahead and keep them alive, since you get bonus EXP
    for their survival (and a lot of it, at that). But anyway, otherwise, you're
    going to need to brawl your way through the enemies that you see in the way,
    then when the bottom soldiers are done with, you can have everyone else come
    in and join as you finish off the boss and surrounding paladins and the
    dragonmasters with your remaining forces. Now, to finish this battle, you need
    to rout all enemies. Well, the boss will likely be your last enemy, since he's
    not going to come after you. If you want the maximum amount of bonus EXP
    possible, you'll go after him right off the bat.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Sergei    | Bow Paladin  | 17 | 43 | 22  | 12  | 25  | 24  | 10  | 23  | 16
     Actually, the boss here, Sergei, can move, but he will not come after you.
     Once you get around him, he tends to skimper around a little bit to find a
     better character to hit, but if you don't want to kill him right off, or
     keep other characters safe for whatever reason, you can just have some
     characters surround him, which isn't hard since he likes to work himself
     into sides and corners. Then with that he can't do anything, since all he
     has is a Silver Bow. But anyway, since he'll likely be your last target,
     he shouldn't be any problem. The usual procedure will finish him.
    Once that's done, finish the lingering enemies off if any exist, and then
    Valtome will enact his punishment on Zelgius. He's about to be executed, but
    then none other than Tanith, a servant of Begnion's apostle who you probably
    remember from Path of Radiance, will come and strike Valtome down. Well
    played, I must say. Anyway, with that, Apostle Sanaki finally makes herself
    shown, and turns half of the army towards Ike's army, and then an alliance is
    formed between Crimea, the apostle's army, the laguz, and the mercenaries. The
    general of this all is Ike. Why am I not surprised.
     VIIIl. Just Cause
     ~ Difficulty: 2
     ~ My Party: Ike, Soren, Boyd, Shinon, Gatrie, Rhys, Mia, Nephenee, Ranulf,
                 Kieran, Sigrun, Tanith, Leanne*
     ~ Max Turns: 10
    Well, just starting this battle makes me a happy man. Reason being, all of the
    Crimea Knights except the great one (Geoffrey) join your party. Oh, and
    Elincia and Lucia don't join, but those two are never available anyway, so
    whatever. But yeah, Kieran is good as always, so he's a welcome addition to
    your working party if you want to use him. That, and you can now buy Silver
    equipment, which is a huge plus. So yeah, restock. When the battle starts,
    Ike will be presented with Ragnell. Now his godliness is only compounded even
    more. Easy battle, right?
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 17 Warrior (Goran)                   Lv. 15 Dragonmaster x1
    Lv. 16 Sniper x1                         Lv. 14 Dragonmaster x1
    Lv. 15 Swordmaster x1
    Lv. 15 Halberdier x1
    Lv. 15 Wind Sage x1
    Lv. 14 Blade Paladin x2
    Lv. 14 Axe Paladin x1
    Lv. 14 Bow Paladin x1
    Lv. 14 Lance General x4
    Lv. 14 Axe General x1
    Lv. 14 Sniper x5
    Lv. 14 Dragonmaster x2
    Lv. 14 Thunder Sage x1
    Lv. 14 Fire Sage x2
    Lv. 14 Wind Sage x1
    Lv. 14 Bishop x1
    Lv. 13 Blade Paladin x3
    Lv. 13 Lance Paladin x4
    Lv. 13 Lance General x2
    Lv. 13 Halberdier x2
    Lv. 12 Lance Paladin x2
    Lv. 12 Axe Paladin x2
    Lv. 12 Sword General x1
    Lv. 12 Warrior x1
    Lv. 12 Swordmaster x2
    Lv. 12 Thunder Sage x2
    Lv. 12 Fire Sage x1
    Lv. 12 Bishop x3
    HOLY SHIT. Now that is a lot of enemies. But anyway, it's true, this battle
    can be quite tricky. That, and it's almost impossible to finish this one in
    10 turns, unless you do incredibly cheap things, like solo the whole battle
    with Haar. Whom I don't even bring into this battle, because you need to
    resist temptation. But anyway, this place is basically full of traps. The first
    notable one is the one directly to your bottom right, under the wall that's
    already there. Do not go under the obstruction, or you'll get blasted and
    then trapped in a hole. Anyway, the problem is, enemies here come with Shine
    Barriers, and will set them in such a way that you cannot proceed through
    unless you're a flier. Thankfully, you get Sigrun and Tanith at the beginning
    of this battle, and they will definitely help you out, to say the least.
    For that reason, you want to go easy on the paladins as well. No more than one,
    basically, and other heavy units aren't great either, though I brought Gatrie
    just for the early stages. For everyone else, Sigrun and Tanith can lift them
    and move them forward. Sigrun and Tanith can be a little weak in battle, though,
    despite their high levels, so that's where the rest of your characters come in.
    Thankfully, when you get trapped, you can still move forward afterwards, so
    take advantage of that. So for that reason, use characters like Boyd and
    Nephenee and the like to move in the front, and always keep doing that. Do not
    just have Ike storm ahead and do everything, because odds are he's almost Level
    20 by now, and if he's not, it REALLY doesn't matter. Everyone else gaining
    levels is a lot more important. So for that reason, Gatrie can actually pull
    this battle off very nicely.
    A couple turns in, Tibarn and two hawks will show up with Leanne at the bottom.
    Usually at very bad timing. First of all, Tibarn is someone else I find cheap,
    so have Ike Direct the yellow units to Avoid. That way they'll just hide to the
    left and not hog EXP from everyone, which they will. Believe me. As for Leanne,
    she invariably shows up at a bad moment, so get her to the left as fast as
    possible. If you need to have her use Vigor on someone and then that person
    shove her to get her out of range or in someone else's range to rescue her,
    so be it. Regardless, she's a liability, so use her, but carefully. Note that
    she's one thing, but Sigrun and Tanith are actually not as vulnerable to the
    ballistas occupying this area. They're not actually ballistas, they're stone
    throwers, and they are barely damaging, so no need to check their range. In the
    end, you'll arrive at the boss.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Goran     | Warrior      | 17 | 50 | 28  |  5  | 24  | 25  | 11  | 22  | 13
     Alright, the most important thing of all. Don't carefully have a flier get
     close to this guy, because he has a super strong crossbow, the Aqqar. So
     unless you want to take about 80 damage, don't do that. Personally I wanted
     to get the battle done, so Ike wasn't the character I wanted to use, plus
     he was Level 20 already, so that's not really the best choice. I find Shinon
     exceptionally good since he can hit him from a distance (three spaces if he's
     promoted, now that is good), plus when he dies, the Aqqar will be immediately
     transferred to Shinon, but that's just me. Either way, this guy's easy. To
     actually get there is the hard part.
    When that battle is done, just head up and seize the endpoint, so that you
    can actually move into Daein. Even with a heavy casualty like that, though,
    Daein just doesn't give up. Do note when that's done, that control will then
    switch over to the Dawn Brigade. Unfortunately.
     VIIIm. The Price
     ~ Difficulty: 3
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Aran, Volug,
                 Meg, Jill, Zihark, Fiona, Tauroneo
     ~ Max Turns: N/A
    Back in Daein, Sothe is ready to flip it on Pelleas, but then you get a
    flashback from when he became king, and Duke Lekain informs him that he has
    signed a "blood pact", which is basically a treaty that curses the whole nation
    to do Begnion's bidding. So yeah, that blows. A lot. Now Micaiah and company
    really do have to stick around. Anyway, at the base, view all the info scenes.
    You'll get a Master Crown, 10000 gold, Boots, and a Tomahawk. Also, check out
    the shops since the equipment there is divine. With that, now it's time to take
    on the apostle's whole army while Ike is gone.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 20 Falconknight (Sigrun)             Lv. 6 Falconknight x1
    Lv. 16 Axe Paladin (Kieran)              Lv. 5 Falconknight x1
    Lv. 16 Falconknight (Tanith)
    Lv. 13 Lance General x1
    Lv. 11 Lance General x1
    Lv. 10 Sword General x1
    Lv. 10 Axe General x1
    Lv. 10 Swordmaster x1
    Lv. 10 Falconknight x2
    Lv. 9 Halberdier x2
    Lv. 9 Bishop x1
    Lv. 8 Axe General x2
    Lv. 8 Warrior x2
    Lv. 8 Swordmaster x1
    Lv. 8 Halberdier x6
    Lv. 8 Falconknight x2
    Lv. 7 Lance Paladin x1
    Lv. 7 Axe Paladin x2
    Lv. 7 Bow Paladin x1
    Lv. 7 Sword General x2
    Lv. 7 Lance General x1
    Lv. 7 Axe General x2
    Lv. 7 Warrior x3
    Lv. 7 Swordmaster x1
    Lv. 7 Halberdier x4
    Lv. 7 Thunder Sage x2
    Lv. 7 Fire Sage x1
    Lv. 7 Bishop x1
    Lv. 6 Lance Paladin x1
    Lv. 6 Lance General x1
    Lv. 6 Swordmaster x1
    Lv. 6 Sniper x4
    Lv. 6 Falconknight x1
    Lv. 5 Falconknight x2
    Lv. 4 Lance Paladin x1
    Lv. 3 Bishop x1
    Lv. 19 Armor Lance x1
    Lv. 18 Soldier x10
    Lv. 18 Archer x1
    Lv. 18 Priest x1
    Lv. 17 Armor Sword x1
    Lv. 17 Fighter x1
    Lv. 17 Soldier x1
    Lv. 16 Soldier x1
    Okay, you may have thought last battle was loaded, but this time it's the Dawn
    Brigade and 23 accompanying Daein soldiers against... 76 soldiers of Crimea.
    That's another list I didn't fabricate, but don't worry. There's tactics that
    you can use to get through this battle, which simply did not exist in chapter
    3-6, the battle of the Dawn Brigade versus the laguz. First of all, twelve of
    your characters are to the right, at the top of a massive hill. One enemy
    after another, mostly halberdiers, warriors, and generals, will come up though
    and try to do you in, so that's that side. On the left side, you've got
    Tauroneo and a ton of Daein soldiers at the top of a cliff rather than a hill,
    with a higher range. Thankfully, there's archers up there, so they'll rack up
    some kills for you. You need 40 kills in total. Not as bad as 46 laguz, trust
    So, you have a choice. You can stay on the hill. Naturally, put Fiona and Meg
    at the back, or just don't bring them at all. Then, put Aran, Nolan, Edward,
    Sothe, characters like that in the front. Enemies will come, and then you sit
    tight and pray that they don't get their collective ass kicked. Here's something
    though: initially, have Micaiah Direct the yellow soldiers to Halt. That's
    either way you cut it, because they're not going to be smart. That, and when
    you actually do reach a bad situation, you can set it to Roam. At that point,
    they'll help you out. They'll finish weak enemies that you can't get on your
    lonesome, plus they'll draw hits away from exposed characters like Micaiah,
    so that's a good thing. Either way, you need a bit of luck if that happens,
    unless your Dawn Brigade is actually decent, which odds are, they're not.
    Yes, there's another way. You don't necessarily need to go down that canyon.
    You can head up to the top, and have Micaiah direct the AI in the same way.
    You can actually see what's going on at the top, plus you can gradually make
    your way to the left and join Tauroneo. Some enemies will come up, but there's
    always Jill, who in that open space, is great at hitting and running. With
    your usual characters such as Nolan and Sothe hacking away at what comes your
    way, that'll keep you alive, and it's not as entertaining in my opinion, but
    it will certainly get you your points. A lot of kills will come from Tauroneo
    and the Daein soldiers at the left, sadly, but that really can't be helped.
    Anyway, I actually wish this fight was longer, but sadly, it ends with the
    fortieth kill. And no, don't bother going after Sigrun, Tanith, or Kieran. Not
    worth it.
    Once the battle is over, Daein prepares to fill the canyon with oil and then
    light it up. Wow, I love how we actually control these assholes instead of
    shooting them for doing crap like that, but that's this part of the game for
    you. Thankfully, Tibarn flies in and grabs Sothe, then nearly flings him to his
    death, which I have to say, he kind of deserves for doing that. And on another
    note, Sanaki escapes. Move to 3-13 next, the hardest battle yet.
     VIIIn. Blood Contract
     ~ Difficulty: 4
     ~ My Party: Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Aran, Volug,
                 Meg, Jill, Zihark, Fiona, Tauroneo
     ~ Max Turns: N/A
    A very important decision rears its ugly head here. You get the chance to
    either kill Pelleas to relieve the blood pact, or pass the duty to another. IF
    AND ONLY IF IT IS YOUR SECOND PLAYTHROUGH, you can refuse, so if you're in that
    case, by all means do so. If it's not, though, it doesn't matter. If you pass
    the duty to another, then Tauroneo does it, and the only difference is that
    Almedha yells at him instead. Turns out, he just dies in vain anyway, because
    the blood pact mark is still on his arm.
    Anyway, here's the very last battle in the game in which you're limited only
    to the Dawn Brigade. Now, naturally, you can buy a whole heap of equipment
    that doesn't exist to the Greil Mercenaries, plus the Daein bargains are
    absurdly good. Anyway, you have a lot of bonus EXP, and I'd use every single
    last bit of it on Micaiah and Sothe. There's a reason for that which you will
    see when we get done, but do that, although you can naturally use it on
    characters who are close to leveling them up to push them up, or if you don't
    want them to get only three stats up, push 'em up to 99 or something. Whatever.
    Make sure Sothe has a Beast Killer or two, and someone has Beastfoe before you
    enter the bloodbath that is the next battle, if that's possible.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 1 Arch Sage (Soren)                  Lv. 16 Cat x1
    Lv. 20 Hero (Ike)                        Lv. 15 Cat x1
    Lv. 15 Cat x4                            Lv. 14 Cat x8
    Lv. 15 Tiger x4                          Lv. 14 Tiger x10
    Lv. 14 Cat x6                            Lv. 13 Cat x6
    Lv. 14 Tiger x7                          Lv. 13 Tiger x2
    Lv. 13 Cat x2                            Lv. 13 Hawk x1
    Lv. 13 Tiger x1                          Lv. 12 Hawk x2
    Lv. 13 Hawk x1                           every single Greil Mercenary
    Lv. 12 Hawk x2
    This is possibly the hardest battle in the entire game. And honestly, it's
    really the only Dawn Brigade battle that I like, since it pits you against
    Ike. Speaking of which, this battle ends after you stay alive for 12 turns,
    or kill Ike. Both are extremely hard tasks, and Ike is by far the hardest boss
    in the game unless you completely neglected him during his chapters, and come
    on, who the hell did that. Basically, he's at the back and won't come after
    you, but at the end of turn 11, he'll charge forward, and at that point you
    can either try to kill him, or run the hell away. First of all, the concept
    here is that there's a green line at the top of the castle, and Micaiah can
    NOT cross that. So basically she sucks in this battle, though to make up for
    it, a soldier will give you a Purge tome, which is definitely helpful here.
    Still, damn, she's not going to be helping.
    Now, formation needs to be taken into account. About eight turns in, a number
    of laguz will pop up from the left. Enter another entity into this battle:
    the infamous 3-13 archer. This Level 8 Sniper will be using the ballista on the
    left side, more often than not landing critical hits on whatever he targets,
    but then he'll get off the ballista, and good timing, because those laguz will
    be extremely close to the green line, but he'll single handedly beat almost
    all of them. Same with the allied fire sages and halberdiers there, but all
    the same, I'd move Fiona and Meg over to that area. Mainly because I couldn't
    care less if either of them bit the dust, so they act as roadblocks to buy you
    time. That shouldn't need to happen, but it's a precaution. Apart from that,
    it's important to take terrain into account. There's a left, middle, and right
    side. To prevent laguz from completely swarming you in the middle, you need to
    put three characters at the very end. That way, the laguz can't even come up.
    However, if you want them to attack you and get counterattacked, just move
    your characters back.
    I found I had a halberdier standing at the edge there, but if you want, you
    can always move two characters back while someone guards the left side, to
    ensure the battle moves hastily. Meanwhile, I'd reserve the Purge tome for when
    an emergency arises, although you can feel free to use the whole thing in this
    battle. The Physic is more important, though. Meanwhile, you'll need some
    characters on the left and right sides. Personally, I think the left side is
    more dangerous, but that's just me. Anyways, what you want here is to have
    Nolan with the Tarvos as usual, but give him a Crossbow as well. Instant death
    for birds right there. Sothe is great, plus my Aran had 25 Def, meaning he could
    actually stay alive against some of those tigers. In fact, for me, Edward and
    he were able to pretty much take the right side by themselves. Jill is a great
    character here for staying in the back a little bit towards the middle, so that
    she can move in and out of combat. If your Leonardo sucked as bad as mine did
    you may want to reserve him for emergency purposes only, but otherwise, he'd be
    good for the left side I guess. Tauroneo is also good as a roadblock on the left
    side. If you're just standing on the edge in the middle, it doesn't really
    matter who stands there anywya, so I guess Volug is good for that, since if he
    takes a hit from the left that's fine, but he's not that strong anyway so yeah.
    If your Dawn Brigade sucks though, then just say goodbye now, unless you want to
    reset and load all your bonus experience into one character or something, and
    then pray that one gets you through everything. My Zihark was a complete beast,
    plus he had the Tempest Blade, so he was doing a bit of everything here.
    Standing overhead the laguz in the middle and hitting them, then moving left
    when the situation there got nasty. He can really do all purposes here. Note
    that a few turns in, three laguz will pop up from the right too. My Aran and an
    allied halberdier just dropped right in there and they died almost instantly,
    but that was just how it ended for me. Anyway, apart from that, it's just pure
    endurance for the first nine turns. Remember what I said about the left and the
    right, but note that for the first nine turns, the laguz in the middle in front
    of Ike and Soren will not move.
    In the tenth turn, though, everything, reinforcements, the center, all of it
    charges. So... unless you have a character who is a complete and utter beast
    who can take on all of them (maybe your Aran is up there now, who knows), then
    I'd draw back for that turn. That, and at the end of the tenth, you'll see
    appearances from mercenaries such as Oscar, Titania, and Mia. Due to their
    distance though, they shouldn't be able to reach you. Use the eleventh to clean
    up the laguz you see but do NOT step on the land below, outside the upper left
    and upper right squares of the center. Use stuff like Sothe's projectiles,
    Micaiah's Purge tome, Laura's Sleep staff (DO NOT RUN THE WHOLE THING OUT YET)
    to immobilize one, Nolan's Crossbow, Zihark's Tempest Blade... basically hit
    them from on high. With any luck, most of them will get finished off. If you
    can't do this, then just stay put for one turn, with your strongest characters
    at front, while characters like Laura and Leonardo move back. At the end of the
    eleventh turn, Ike runs forward. Now is your chance. You do not need to do this.
    It's tempting, I know. But it's not necessary.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Ike       | Hero         | 20 | 50 | 27  |  3  | 30  | 30  | 16  | 31  | 10
     The hardest boss in the game. Don't you love when you fight your own main
     character in an RPG? Yeah, me too, but whatever. Ike is equipped with the
     Ragnell, which gives him a massive defense boost, plus if you were like me,
     at least three of his stats are maxed out. Makes for a hard boss, and unless
     your Dawn Brigade is extremely strong, do NOT try this. Hell, unless one
     character is ridiculously overpowered, don't do it until the twelfth turn.
     Ike is just too far back, plus you'll get raped by laguz. So basically, DON'T
     rely on killing Ike to finish the battle, because most likely, that will be
     impossible. But anyway, fast forward to the twelfth turn. Ike charges at you.
     way to win. Otherwise Ike will be unhittable, and will probably slaughter
     someone in the process. Laura should be able to do this from the back at
     somewhere at least around mid-50s in chance, so it's not too bad. Just Battle
     Save until you're able to do that.
     At that point, Ike will be weak and powerless, so the only question is if
     you're going to be able to scratch his top notch defense, especially since
     he has the Ragnell. Well, you've got Aran, who for me had incredibly good
     strength. Jill can hit and run, which clears up space. Tauroneo was moderately
     strong. My Sothe made a small dent in his armor. Zihark has Adept and if you
     were like me, he was Level 12 with the Tempest Blade, though true, maybe
     you're not like me, but that's a great asset. Leonardo MIGHT have a chance of
     damaging him with the Lughnasadh. I got extremely lucky, in that Ike had 13
     HP left for me, then Edward came down with the Caladbolg. He was going to do
     8 damage, 100% chance of hitting, but a 9% chance of critical. Guess how it
     ended? I tell you, beating Ike here is one of the most triumphant moments you
     will ever have in a Fire Emblem game.
    Can you beat Ike, in conclusion? Very possibly not, so if you don't think you
    can, just move back. Gatrie, Shinon, and Rhys will show up at the bottom left
    at the beginning of turn 12, but they obviously can't do anything. Just thought
    I'd point that out. You may want to put up a decoy for Ike in the event that he
    gets up the ledge, but otherwise, just hold on for another turn. If you win
    the battle, then congratulations, that's the last battle you have to fight
    exclusively with the Dawn Brigade in this game. =)
     VIIIo. From Pain, Awakening
     ~ Difficulty: 2
     ~ My Party: Ike, Soren, Boyd, Shinon, Gatrie, Oscar, Rhys, Mia, Nephenee,
                 Haar, Ranulf, Reyson, Kieran, Sigrun, Tanith
     ~ Max Turns: 10
    From the skies comes the black dragon Kurthnaga, so if it wasn't already
    painstakingly obvious, that Kurth you met in the prisons with the Dawn Brigade
    was indeed the black dragon prince. Ike tries to get him to persuade Daein to
    stop fighting, but... he joins their side, instead. Meanwhile, the medallion,
    otherwise known as the Fire Emblem, is glowing even brighter. Which is not good
    at all. But anyway, use your newfound stock of bonus EXP to some extent, and
    then enter the final battle with Daein. So great, we get Tibarn's army and
    Skrimir's army versus... a lot of crap.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 33 Wolf Queen (Nailah)               Lv. 19 Axe Paladin x2
    Lv. 20 Dragon Prince (Kurthnaga)         Lv. 18 Axe Paladin x2
    Lv. 18 Dragonmaster x1                   Lv. 15 Lance Paladin x2
    Lv. 17 Lance General x1                  Lv. 14 Lance Paladin x6
    Lv. 17 Bishop x1                         Lv. 14 Axe Paladin x8
    Lv. 16 Warrior x2                        Lv. 13 Axe Paladin x2
    Lv. 16 Swordmaster x1                    Lv. 10 Axe Paladin x2
    Lv. 15 Lance General (Tauroneo)
    Lv. 15 Swordmaster x1
    Lv. 15 Dragonmaster x2
    Lv. 15 Wind Sage x1
    Lv. 14 Rogue (Sothe)
    Lv. 14 Blade Paladin x2
    Lv. 14 Lance Paladin x2
    Lv. 14 Axe Paladin x4
    Lv. 14 Lance General x3
    Lv. 14 Swordmaster x1
    Lv. 14 Halberdier x2
    Lv. 14 Sniper x1
    Lv. 14 Dragonmaster x1
    Lv. 14 Thunder Sage x1
    Lv. 14 Bishop x1
    Lv. 13 Blade Paladin x2
    Lv. 13 Axe Paladin x3
    Lv. 13 Lance General x3
    Lv. 13 Axe General x1
    Lv. 13 Warrior x1
    Lv. 13 Swordmaster x3
    Lv. 13 Halberdier x2
    Lv. 13 Sniper x2
    Lv. 13 Thunder Sage x2
    Lv. 12 Axe General x1
    Lv. 12 Warrior x1
    Lv. 12 Swordmaster (Zihark)
    Lv. 12 Halberdier x1
    Lv. 12 Sniper x1
    Lv. 12 Thunder Sage x2
    Lv. 11 Warrior x1
    Lv. 11 Swordmaster x1
    Lv. 10 Lance General x1
    Lv. 10 Warrior x1
    Lv. 10 Halberdier x1
    Lv. 9 Light Sage (Micaiah)
    Lv. 9 Warrior (Nolan)
    Lv. 9 Swordmaster x1
    Lv. 9 Halberdier (Aran)
    Lv. 8 Swordmaster (Edward)
    Lv. 5 Dragonmaster (Jill)
    Lv. 3 Sniper (Leonardo)
    Lv. 20 Fighter x1
    Lv. 20 Myrmidon x1
    Lv. 20 Soldier x2
    Lv. 19 Fighter x2
    Lv. 18 Fighter x1
    Lv. 18 Myrmidon x1
    Lv. 16 Wolf (Volug)
    Lv. 12 Heron (Rafiel)
    Lv. 11 Priest (Laura)
    Lv. 9 Lance Knight (Fiona)
    Lv. 4 Armor Sword (Meg)
    You thought the last few battles had an excessive number of enemies? Try this
    battle on for size. Worst of all, the battle objective is rout. That makes it
    fun, right? Well, you don't have to kill all enemies, and you'll see why that
    is very shortly. You'll notice immediately that at the upper right corner there
    is a counter, which increases when any unit on the field dies. That includes
    you, the enemy, the Dawn Brigade soldiers who retreat but do not die, and the
    laguz. You'll notice that every five or ten that it goes up, there's some scene
    or some message that interrupts the battle, but yeah, it makes it interesting.
    When the counter gets to 80, the battle ends. Who knows how far along the battle
    will be at that point, although finishing everything in 10 turns is extremely
    easy no matter how many enemies there are.
    This battle exists to get more characters promoted. Most likely, your Ike is
    Level 20 now, so don't let him do anything. Hell, remove his equipment so that
    he doesn't counterattack stuff and steal EXP from your other characters.
    Meanwhile, the usual characters who usually kill stuff but aren't overleveled
    can spearlead, while characters who aren't promoted will come slightly behind.
    Obviously you don't want to head straight east or north. You'll want to head
    up to the northeast, right smack dab in the middle of the main force. You'll
    find Zihark very quickly in the way, and if he had the Tempest Blade, it's
    definitely in your best interest to finish him off quickly, before he runs its
    durability down. Once you've done that, keep moving up, though note there's a
    sage with Bolting halfway up, plus at the top near Micaiah and Sothe there's
    another sage with Blizzard.
    After the thirtieth kill, Micaiah and Sothe will retreat from the battle, so I
    guess that makes Kurthnaga the boss of this battle now. Fair enough, although
    I highly doubt you'll be able to make it up to him by the time the eightieth
    kill rolls around. As per usual with battles like this I'm not going to provide
    a boss strategy because there's no clear cut boss, and on top of that the chance
    of you fighting him is rather slim, but he's not that strong, and Ike could
    take him down given time. Meanwhile, you want to be squeezing every last bit of
    experience you can get out of this battle before you deliver the final blow on
    the last enemy. Things like using Reyson's Vigor ability, using Rhys to heal
    one last character, using other characters to weaken that one last enemy... do
    all that.
    Major plot twists occur after this battle. Basically, the truth about the dark
    god, as well as the goddess Ashera, a strange scene involving a mysterious man
    who I think we can all wager a guess as to who it is talking to what appears to
    be the goddess, Micaiah coming and helping Sanaki with the galdr of release...
    all beautiful scenes, they're amazing. I've got to say, I've never seen the
    story executed more perfectly in a Fire Emblem than it is here in Radiant Dawn.
    Anyway, Part 3 is over.
                  ~-~ ~-~ ~-~  IX. Walkthrough (Part 4)  ~-~ ~-~ ~-~
    There's a LOT of stuff that occurs before even the prologue of Part 4, Gods and
    Men, even begins. First of all, the goddess of chaos, Yune, instructs you to
    form three parties and march on the Tower of Guidance, being that judgment has
    been cast on the world and everyone has been turned into stone except,
    miraculously, all of your characters and all the enemies. Hell, you even see
    Lekain in between scenes, so you know someone else is alive. But anyway, you
    need three parties, and there's a bit to say about this.
    -> Silver Army: You are forced to use Micaiah, Sothe, Sigrun, Naesala, Skrimir,
       and Leanne. YOU NEED FLIERS ON THIS TEAM. I would go ahead and take one of
       Janaff or Ulki, Haar, plus some good utility units. Also, it's in your
       best interest to take Laura here as well.
    -> Greil Army: You are forced to use Ike, Mist, Nailah, Titania, Soren, and
       Rafiel. Fliers aren't really great here, though you can take one if you
       want. I would take tank type units here, such as Gatrie or Nephenee, though
       they're great for the Hawk Army too. You also want something or other on
       this team that can unlock stuff. The Unlock staff, Door Keys, Chest Keys,
       Heather, whatever you want, but you need something.
    -> Hawk Army: You are forced to use Tibarn, Elincia, Ranulf, Lucia, Tauroneo,
       and Reyson. Fliers are good. Not as good as in the Silver Army, but still
       good. I would take a few units that need experience on this team, although
       it's in your best interest to take some strong characters as well so that
       you don't get your ass beat.
    Something else to take into account. You don't want four swordmasters on the
    same team, you know what I mean? Spread them out. Spread paladins out too,
    same with halberdiers and warriors and the like. Also, there's the Paragon
    ability. I don't know about you, but I like to spread it around to characters.
    If you didn't take Geoffrey's, which I didn't either, note that he'll show up
    for the Hawk Army in their second battle. The Silver Army needs Paragon more
    than the others though. Another thing, I like Laura on the Silver Army, plus
    the Hawk Army has Elincia for a healer. Therefore, Rhys is best for the Greil
    Army. Either way, spread the healers out.
    Whew. Also, as Ike and Ranulf go their separate ways, Ranulf reveals who the
    Black Knight is. Yeah. Have fun with that. That's a bit surprising.
     IXa. Chaos Named
     ~ Difficulty: 1
     ~ My Party: Micaiah, Sothe, Sanaki, Sigrun, Skrimir, Naesala, Leanne, Edward,
                 Nolan, Aran, Zihark, Marcia, Oscar, Haar, Ulki
     ~ Max Turns: 10
    Okay, another note to begin things. Don't you hate when I do that. You'll be
    limited to the items of the characters on your team, so you're not completely
    unlimited in that regard, but all three teams will operate from the same EXP
    pool. If you were like me, you had about 30,000 BEXP at that point, so yeah,
    don't go using all of it at this point. Note that Sothe will promote at the end
    of this chapter, so he's the prime candidate for Paragon if he's not there yet.
    Personally, my Sothe had strength, skill, and speed all maxed, so I couldn't
    really care less about him not being Level 20 at promotion, but I just thought
    I'd point that out. Allocate equipment with the fantastic stuff at your
    dispensal in the shops, watch the info scenes, then start the battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 10 Blade Paladin (Yuma)              Lv. 6 Swordmaster x1
    Lv. 6 Axe Paladin x1                     Lv. 5 Blade Paladin x2
    Lv. 6 Axe General x1                     Lv. 5 Lance Paladin x3
    Lv. 5 Blade Paladin x1                   Lv. 5 Axe Paladin x2
    Lv. 5 Lance Paladin x2                   Lv. 5 Bow Paladin x1
    Lv. 5 Axe Paladin x2                     Lv. 5 Swordmaster x1
    Lv. 5 Bow Paladin x1                     Lv. 4 Blade Paladin x6
    Lv. 5 Sword General x1                   Lv. 4 Lance Paladin x1
    Lv. 5 Warrior x1                         Lv. 4 Axe Paladin x1
    Lv. 4 Blade Paladin x2                   Lv. 4 Bishop x2
    Lv. 4 Lance Paladin x5
    Lv. 4 Axe Paladin x2
    Lv. 4 Bow Paladin x5
    Lv. 4 Sword General x1
    Lv. 4 Axe General x1
    Lv. 4 Warrior x3
    Lv. 4 Halberdier x1
    Lv. 4 Bishop x1
    Lv. 3 Lance Paladin x2
    Lv. 3 Bow Paladin x1
    Lv. 3 Halberdier x3
    I gotta say. I dig this music. Very soothing. Anyway, this battle could be the
    easiest in the whole game, or one of the most straight in the middle ones. I
    had four Dawn Brigade members, but for me it wasn't bad at all, although I ran
    into a few close calls. First of all, you'll want to split your party into two.
    There's the east side, which is almost exclusively paladins, and the north side,
    which is almost all paladins mixed in with halberdiers and generals. The
    majority of your force should be heading north, though, as it's a much more
    open space. I would take Sigrun and Naesala to the east, though, as they're
    the main fliers. And because Naesala is to the east, take Skrimir north. As
    they're new units, I'll just mention. Skrimir is great, Naesala is, for now,
    godly, although soon he converts to being only awesome. He will kill any unit
    on this map instantly, minus the boss whom he will only severely injure.
    The reason you want road blocking units on the right, though, is because it
    has a bridge on it. Put two characters on there (I put Oscar and Aran), and
    you're set. With fliers and maybe a mage for support, you'll be racking up
    kills. Micaiah works nicely as a mage because of Thani's effectiveness on
    paladins, though Sanaki works just as well. Keep Sigrun and Naesala around the
    water, though, so that they can move back and forth. By far the more difficult
    part of this place is the north section. You will constantly be joined by
    reinforcements from the north, so if you have a Horseslayer, definitely whip it
    out, it will help. Leanne and Micaiah work quite well there, as Thani will
    usually kill an enemy, or if it doesn't it'll put them within 3-4 HP left.
    Skrimir is perfect up there once he gets transformed, plus if you have another
    paladin, that works well. Same with swordmasters, though I'd stick those up
    north where the reinforcements come in.
    All this time, beware of arrows. On the east side, if you're using fliers or
    sages, definitely aim for the Bow Paladins first, as they can slaughter both
    groups. Same goes for your two tanks, aim for those types of people first if you
    can. As for the north, that's not quite as much of a problem, but watch out for
    enemy range, nonetheless, as all the paladins will come after you at once.
    Matter of fact, having one extra flier up there is definitely good for saving
    weak characters like Micaiah. Your emphasis, throughout this, needs to be on
    Sothe. Get him up to Level 20, or at least to a point where the majority of his
    stats max, because he will promote after battle. His Silver Knives are great
    here, but notice that the boss will charge along with his paladin accomplices.
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Yuma     | Blade Paladin | 10 | 52 | 26  | 12  | 25  | 25  | 19  | 24  | 19
     Beware of Yuma. First of all, his profile picture is beyond creepy. That's
     worse than what I look like in the morning, if that were at all possible.
     The reason to beware, though, is because he comes with a Brave Sword. That's
     a one nasty sword, but when you couple that with his extremely high strength
     stat, you could be taking a bullet in the ass by fighting him. Thankfully,
     though, he charges ahead with the rest of his paladins, and will approach
     where all of your characters are. To ensure your safety, I'd use a decoy
     with a short ranged weapon, who can take two hits from a strong enemy. Once
     that's done, Micaiah or Sanaki with Thani or Cymbelline will heavily damage
     him if not finish him. Otherwise, Naesala works perfectly because he'll do
     44 damage, leaving him at a perfect range for a kill.
    If you get rid of Yuma, the rest of this battle will fall into place easily.
    Note that three swordmasters show up in strange locations, and two bishops will
    appear, though. If you want, it's possibly to taunt the bishops into using
    Shine on your characters, and then using Sothe to steal the Purge tomes they
    have, though that's certainly optional. Finish everything, and then afterwards
    Sothe will promote into a Whisper. About damn time, maybe he can actually damage
    stuff now.
     IXb. Road to the Empire
     ~ Difficulty: 3
     ~ My Party: Ike, Nailah, Titania, Soren, Rafiel, Jill, Nephenee, Brom, Rolf,
                 Boyd, Mia, Rhys
     ~ Max Turns: 10
    The next battle is far tougher than the last one, even if you've got the newly
    promoted Vanguard Ike on your side in this one. Watch the info scenes as usual,
    including one where you get the Rexcalibur tome for Soren, which odds are he
    can't use. But whatever, change your equipment and stuff, reward characters
    with bonus EXP, plus note you can actually use Ike without robbing EXP from
    people now. I love it. With that, next battle is another darkness one.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 12 Falconknight (Catalena)           several at the left
    Lv. 8 Axe General x1
    Lv. 7 Lance General x1
    Lv. 7 Axe General x2
    Lv. 7 Fire Sage x1
    Lv. 6 Lance General x2
    Lv. 6 Halberdier x3
    Lv. 6 Warrior x6
    Lv. 6 Swordmaster x1
    Lv. 6 Sniper x1
    Lv. 6 Falconknight x5
    Lv. 6 Thunder Sage x1
    Lv. 6 Bishop x2
    Lv. 6 Druid x3
    Lv. 5 Sword General x4
    Lv. 5 Axe General x1
    Lv. 5 Warrior x1
    Lv. 5 Swordmaster x2
    Lv. 5 Halberdier x7
    Lv. 5 Thunder Sage x1
    Lv. 5 Fire Sage x1
    Lv. 5 Bishop x2
    Lv. 4 Lance General x1
    Lv. 4 Warrior x1
    Lv. 4 Sniper x3
    This battle isn't naturally difficult, but it's harder to predict, which can
    lead to a mess if you aren't careful. Again, it's yet another darkness battle,
    so my figures aren't necessarily accurate, plus I put the enemies and the
    reinforcements together, so there you go. But anyway, as the scene pointed out,
    you're already surrounded. There's a left side, a bottom, and a right side,
    while Ena just sits tight at the top. The bottom is where the majority of the
    enemies are, although you can take either the right or the bottom paths to
    get to the boss, who sits at the bottom right, and initially will not move.
    That being said, she has a Spear and can hit you at long range, plus since she
    has the advantage weapon triangle wise over Ike, the latter is going to have a
    difficult time hitting her. I got a 67% chance personally, which isn't great,
    but it's salvageable.
    So basically, Ike has the bottom path down with a little help. Nephenee is a
    great character down there as a Sentinel, because she never dies. Note that
    you don't want to move too forward down at one time, though. First of all,
    there's a bishop around the bottom, and in fact there's plenty of bishops here,
    all of which have Physic staves, but the one at the bottom is particularly
    easy to run into. That, and there's two Druids at the bottom right, so if you
    have a character with high resistance besides Soren, definitely pit them
    around there ahead of everyone else, because the Druids are relentless. Then
    again, you can have Ike do it with the Ragnell in hand, because he'll at least
    counterattack and get rid of them.
    Back at the top, the left side is probably the least of three evils. Soren
    can handle it by himself at first, but then the swordmasters and whatnot there
    will start beating down the sandbags there, which actually protect you from
    them, since Soren is a long ranged attacker. So what I'd actually do is have
    someone like Titania start at the right at first, but then move over. Rafiel
    can help her do that faster, so that's no worries. Reason is, you'll have so
    many enemies there that Soren can't handle them on his own. Note, also, that
    you do indeed have a laguz royal. That is Nailah, and for the sake of these
    six battles, I prefer Naesala and Tibarn, but she's still a complete goddess.
    I'd send her to the right, while you keep two characters or so back there for
    support, but since Nailah at least gets a little experience out of it, I'd
    just go ahead and have her run down. By the time she gets to the end, Ike will
    be almost caught up, and as long as she doesn't fight the boss or anything,
    that's not really cheap. As for the boss...
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Catalena | Falconknight  | 13 | 44 | 25  | 13  | 29  | 29  | 22  | 22  | 28
     Wow, I never thought I'd see a falconknight as a boss in any Fire Emblem
     game. As it turns out, Catalena is top notch in every single stat. Don't you
     wish Sigrun and Tanith were like that? She turns into a rather dangerous foe
     because of it. The thing is, though, the (only) weapon she carries is the
     Spear. That's an incredibly dangerous long range weapon, but then again, you
     may have a character with Corrosion. My Boyd had it, and although I didn't
     bother doing it, you may just want to go up and try and get a chance on her
     with that, which will leave her a sitting duck. It's definitely worth a try,
     plus if Boyd can double her, by all means have him do it. Otherwise, just
     have Ike do this. He should be fast enough to double her at this point, so if
     he can actually hit her, you'll finish victorious.
    If you still don't have stuff finished off, note that a ton of reinforcements
    show up from the bottom left, so deploying a character there might be a good
    idea. Same with the upper left, but the characters who went there in the first
    place will probably already be fighting a battle with them. That, and there's a
    bishop in the middle to the left that's typically hard to see, but certainly
    after you get through with the boss, you should make him your next target, as
    he makes handling the left side much harder. There's also a druid that randomly
    appears at the top, so watch out for that. So... yeah, that's a wrap.
     IXc. Silent World
     ~ Difficulty: 2
     ~ My Party: Tibarn, Elincia, Ranulf, Tauroneo, Lucia, Reyson, Danved, Kieran,
                 Makalov, Shinon, Gatrie, Tanith
     ~ Max Turns: 10
    Alright, now we finally get to control Elincia again, which should definitely
    be a pleasant treat. So, with this party, once again, you'll want to change
    equipment, especially considering you haven't controlled several of these
    characters in a while. As usual, watch the scenes. I like how they give you
    magic tomes that no one can possibly use, but that's that. Start the battle
    and then you get ambushed just like the last party did. BEFORE YOU BEGIN,
    THOUGH: remove Elincia's Mercy skill. Seriously. Piece of crap skill.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 14 Bishop (Valtome)                  Lv. 6 Blade Paladin x1
    Lv. 7 Sword General x1                   Lv. 6 Bow Paladin x1
    Lv. 7 Swordmaster x1                     Lv. 6 Sword General x1
    Lv. 7 Halberdier x2                      Lv. 6 Warrior x2
    Lv. 6 Sword General x1                   Lv. 6 Halberdier x4
    Lv. 6 Lance General x2                   Lv. 6 Thunder Sage x1
    Lv. 6 Axe General x2                     Lv. 6 Fire Sage x1
    Lv. 6 Swordmaster x1                     Lv. 5 Lance Paladin x1
    Lv. 6 Sniper x1                          Lv. 5 Axe Paladin x1
    Lv. 6 Falconknight x2                    Lv. 5 Warrior x2
    Lv. 6 Dragonmaster x3                    Lv. 5 Swordmaster x3
    Lv. 6 Fire Sage x1                       Lv. 5 Wind Sage x1
    Lv. 6 Wind Sage x1
    Lv. 6 Bishop x2
    Lv. 5 Lance Paladin x1
    Lv. 5 Sword General x1
    Lv. 5 Lance General x1
    Lv. 5 Axe General x2
    Lv. 5 Warrior x4
    Lv. 5 Swordmaster x1
    Lv. 5 Sniper x3
    Lv. 5 Falconknight x2
    Lv. 5 Fire Sage x1
    Lv. 5 Bishop x1
    Lv. 4 Lance General x2
    Lv. 4 Warrior x6
    Lv. 4 Swordmaster x3
    Lv. 4 Halberdier x2
    Lv. 4 Sniper x1
    Well, at least it's not all paladins, this time it's more warriors and generals
    and stuff. And at least this music is back, which I like. Anyway, just like
    before you're going to need to split your party into two. The vast majority
    of enemies here come from the left side, so I would send the majority of my
    characters that way, while three or four take the right side. At least are
    needed for roadblocking purposes, though a character like Lucia works well
    there to weaken enemies or finish them off in a pinch. Since she is, of course,
    the weakest of the five swordmasters in this game. Meanwhile, on the left side
    you'll want Tibarn and Elincia, who are great at flying around and hitting
    stuff, plus another flier just makes it even better. You're going to want a
    weak character or two in there as well, with or without Elincia's Mercy skill
    intact. Reyson is also good, though there's a catch to him on the left side.
    A couple turns in, a Wind Sage appears in the middle of the forest, and he has
    a Blizzard tome. He can most likely double hit Reyson, which is a horrible pain
    in the ass. Fortunately Reyson's luck is so high that usually he'll avoid at
    least one of them, but it's still rather dangerous unless he's transformed,
    although speaking of transformation, him dodging blizzards will definitely
    shoot that up, so it's a blessing and a curse. Either way, try to have someone
    fly over and incapacitate that wind sage. Hell, if you want Tibarn to do it,
    that's all well and good, though he'll steal some EXP. That being said, a lot
    of enemies will show up as reinforcements to the left. For that reason, you
    may want to clear out the enemies surrounding the bushes on the left, and then
    when Tibarn's job is done, have him move back to the right.
    You'll probably find, actually, that the characters you sent to the right will
    get down to the boss's area faster than the ones over to the left will. Reason
    being, my left side was overall weaker, plus there's FAR more enemies with
    which you need to deal. Eventually, though, you'll want to get the few fliers
    you have to a point where you can attack the bishops and then run away. If
    you're close enough, plus the halberdiers are gone, Reyson can definitely move
    in, being that the boss doesn't move. Speaking of the boss...
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Valtome  | Bishop        | 14 | 45 | 17  | 30  | 24  | 25  | 29  | 17  | 35
     Wow, we're finally fighting Valtome. The victory behind this is that this
     is the last time we need to see his ugly mug. Thankfully, though, he's not
     too hard. His only spell is Valaura, which as you can imagine, is quite
     powerful. Its only effect, however, is to do damage and cast poison on the
     target. Elincia and other fliers are perfect against a target like Valtome,
     though, because they have typically high resistance. Therefore, Valaura won't
     do too much damage, plus there's a good chance that you'll be able to double
     him, as his speed stat isn't anything great. That, or if you were like me and
     brought Shinon, that's instant death. Getting here was the hard part, trust
    Chances are the battle's about over, but if it's not, use Tibarn and maybe
    another character to scout out the surroundings, and finish off whatever was
    surrounding Valtome. With that, you're done with the Hawk Army for a little
    bit and go back to the Silver Army.
     IXd. Distortions
     ~ Difficulty: 4
     ~ My Party: Micaiah, Sothe, Sanaki, Sigrun, Skrimir, Naesala, Leanne, Edward,
                 Nolan, Laura, Aran, Zihark, Marcia, Haar, Ulki, Stefan*
     ~ Max Turns: 12
    Okay, the battle you are about to fight using the Silver Army, which follows
    Yune talking to Sanaki and causing sandstorms out of anger (also revealing that
    she sank the whole rest of the world by accident... wow), is long and tough.
    You're going to want your fliers ready, and if you have someone with Paragon,
    make sure Paragon goes to one of said fliers. So yeah, allocate bonus EXP and
    then head on to fight Lekain at first. Or so it seems.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 14 Bishop (Numida)                   Lv. 9 Swordmaster x3
    Lv. 10 Sword General x1                  Lv. 9 Halberdier x3
    Lv. 10 Axe General x1                    Lv. 9 Sniper x1
    Lv. 10 Halberdier x1                     Lv. 8 Warrior x2
    Lv. 10 Sniper x1                         Lv. 8 Swordmaster x3
    Lv. 9 Warrior x2                         Lv. 8 Sniper x3
    Lv. 9 Swordmaster x1                     Lv. 8 Fire Sage x1
    Lv. 9 Halberdier x3                      Lv. 8 Wind Sage x1
    Lv. 9 Sniper x3                          Lv. 7 Warrior x1
    Lv. 9 Bishop x2                          Lv. 7 Swordmaster x1
    Lv. 9 Fire Sage x1                       Lv. 7 Dragonmaster x5
    Lv. 9 Wind Sage x1                       Lv. 7 Wind Sage x1
    Lv. 8 Warrior x9                         Lv. 7 Bishop x1
    Lv. 8 Swordmaster x2
    Lv. 8 Halberdier x1
    Lv. 8 Sniper x4
    Lv. 8 Dragonmaster x5
    Lv. 8 Bishop x2
    Lv. 7 Warrior x4
    Lv. 7 Swordmaster x4
    Lv. 7 Halberdier x3
    Lv. 7 Sniper x1
    Lv. 7 Dragonmaster x3
    Lv. 6 Halberdier x2
    Ugh. What a gigantic pain in the ass, we're in the desert. Remember the battle
    in the same place (different layout but same place geographically) in Path of
    Radiance? Exact same thing here, plus there's treasure to be found in the
    ground. A picture says a thousand words.
    Let me say one thing about this battle as well as strategy first of all. DO NOT
    MOVE. You can adjust yourself, fliers can move SLIGHTLY, and you can gradually
    scoot over a little bit, but DO NOT go charging down the battlefield, because
    you will die. Very fast, too. Let the enemy come to you. The only characters
    that you want to have moving are Micaiah, and I guess Laura with her at first.
    Let me say this. Count one square over from the far right, and then move up
    eleven squares. You need to stand on that very exact square using Micaiah, to
    recruit the last swordmaster of this game, Stefan. Granted, Stefan isn't great
    and he's far inferior to Zihark, Mia, and maybe even Edward, but he at least
    comes with the Vague Katti sword, plus who wants to miss up a new character.
    Anyway, if you were like me, you brought Haar. Bar minimum, bring Sigrun or
    Tanith here, though you want one who's a complete titan like Haar, because he's
    truly an awesome multi purpose character. Plus I gave him Paragon, so he was a
    Level 16 Dragonlord by the time I got done here. Anyway, you'll want to angle
    him towards around the bottom right of where you start, but don't head all the
    way down and attack Lekain or Numida. You'll want to look at the right side,
    where Micaiah will eventually need to go. Stay around there, as well as at a
    spot where the dragonmasters can attack him, so that you get rid of them as
    well. That's just your principal flier, though. Note that there's two bishops
    around the back, with the Elsilence and Elsleep staves. They have only two
    uses, but that's why Laura comes in handy here. If she and Micaiah both have
    Restore staves, then you can heal yourself up just fine. It won't be a big deal
    if two characters get put asleep and two get silenced, but still, why bother.
    Meanwhile, have Sothe head down into the desert with your stronger, non flying
    units. Let me point out that paladins are completely worthless here, so don't
    bother with them. While Sothe moves down, look at that mountain thing around
    you. I will say this right now because it is the most important thing. In the
    corner of that mountain area (it's right below where you start and in the exact
    corner of it that faces you), there is the Dragonfoe skill. I'll once again
    direct you to the map above for that, but the Dragonfoe skill is absolutely,
    100% crucial for the endgame. You NEED to get it. Apart from that, you're going
    to want to move Sothe down towards the middle, because the SS dagger, Baselard,
    can be found there, plus in one of the corners of the other mountain rnage is
    a White Gem. That sells for 10000 gold, which is pretty damn nice. Another
    thing. If you move six squares to the left and three up from the bottom right,
    you'll find a Laguz Gem. That's great in the endgame, but you get another a bit
    later, and it sells for 37500 gold. So... your choice.
    Those are the most important items, in a nutshell. Again, a picture is worth a
    thousand words, so use the map above. Since I recommended multiple fliers, it
    needs to be said. Move your non-flying units forward in while a few head right.
    Haar, supposing you brought him, is the most important one; if you don't have
    him this battle will last a LONG time. Send a couple other fliers to the left,
    as there's enemies there that need scouted out. Not to mention way too damn
    many reinforcements. Speaking of which, if you have a Laguz Stone with a few
    uses left, you might as well use it on Skrimir here. He can't move much when
    non-transformed, but when he does transform, he has free reign. So basically,
    he can go anywhere you want at that point. Either way, though, make absolutely
    sure that you recruit Stefan. Five turns in, the Black Knight also appears as
    a neutral unit in the center of the area. He has horrible movement, as you would
    expect, but he appears smack dab in the middle of a bunch of enemies, which is
    a great place for Haar to stay, just so the Black Knight doesn't steal TOO much
    EXP. One turn later, Lekain also retreats, which blows. Guess that just leaves
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Numida   | Bishop        | 16 | 43 | 19  | 29  | 25  | 25  | 23  | 18  | 33
     There's not really a whole lot to say about Numida. He's another bishop,
     except this time he comes with a Purge tome. Not always a nice thing to
     behold, so if I were you, I'd try and get rid of him fast. If you're in the
     center, typically if you strafe over slightly when you hit an enemy, you'll
     be out of the range of Purge. That assuming you're using a flier, of course.
     Then again, it's typically in your best interest to not get hit by Purge
     constantly while you're moving forward, plus the right side (particularly
     Stefan) runs a risk, so my suggestion would be to clear out the middle as
     much as you want, move over, and then have Haar close in for a kill.
    The battle probably won't end after that, because this place has too damn many
    reinforcements for its own good, but oh well, if it doesn't, then whatever,
    just finish off whatever's left, though note several enemies are going to appear
    from the top, so you're basically going to cluster-effed here. Not to mention
    finishing this in 12 turns is practically impossible unless you really brought
    all your good characters here, so don't worry about that at all. Just get
    through this nightmare of a battle.
     IXe. Revelations
     ~ Difficulty: 3
     ~ My Party: Ike, Nailah, Titania, Soren, Rafiel, Nephenee, Brom, Rolf, Boyd,
                 Mia, Rhys, Tormod, Muarim, Vika, Oliver*
     ~ Max Turns: 10
    You're about to begin another ridiculously long battle (and then the one with
    the Hawk Army is the longest of all... ugh), plus this one isn't quite as
    easy to cheat with as the last one was in terms of getting EXP. But whatever,
    go to the shop and note that there's Chest Keys there. That is INCREDIBLY
    important. Pick those up. Oh god, pick those up. When you enter this battle,
    you'll find Tormod and the others fighting Disciples, plus Oliver is alive,
    somehow. If you haven't yet, ditch Tormod's Celerity skill and give it to
    Rafiel, then start the battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 8 Saint (Oliver)                     Lv. 10 Warrior x9
    Lv. 13 Sword General x1                  Lv. 10 Swordmaster x3
    Lv. 13 Lance General x1                  Lv. 10 Fire Sage x1
    Lv. 13 Axe General x1                    Lv. 9 Warrior x5
    Lv. 12 Sword General x1                  Lv. 9 Swordmaster x8
    Lv. 12 Lance General x1                  Lv. 9 Halberdier x10
    Lv. 12 Axe General x1                    Lv. 9 Sniper x7
    Lv. 11 Sword General x1                  Lv. 9 Thunder Sage x1
    Lv. 11 Lance General x1                  Lv. 9 Fire Sage x2
    Lv. 11 Axe General x2                    Lv. 9 Wind Sage x1
    Lv. 11 Bishop x3
    Lv. 10 Lance General x1
    Lv. 10 Warrior x2
    Lv. 10 Swordmaster x2
    Lv. 10 Halberdier x2
    Lv. 10 Wind Sage x2
    Lv. 10 Bishop x1
    Lv. 9 Sword General x1
    Lv. 9 Lance General x1
    Lv. 9 Axe General x1
    Lv. 9 Warrior x4
    Lv. 9 Swordmaster x10
    Lv. 9 Halberdier x5
    Lv. 9 Sniper x2
    Lv. 9 Fire Sage x1
    Lv. 9 Wind Sage x1
    Lv. 8 Warrior x4
    Lv. 8 Swordmaster x2
    Lv. 8 Halberdier x1
    Lv. 8 Sniper x1
    Lv. 8 Thunder Sage x1
    Lv. 8 Wind Sage x2
    This is quite possibly the most annoying, cheapest battle in the entire game.
    Seriously, this battle just pisses me off sometimes, because it gets away
    with absolutely filling the whole manor with enemies, but then there's almost
    more reinforcements than there are actual enemies. Hell, there's one turn in
    which you'll be fighting a ton of enemies, sometimes struggling to get through
    them depending on how you chose to fight the battle, and then five halberdiers
    and two snipers appear to your left, followed by a bunch of other crap below
    you. It's absurd, and I don't know who is that desperate for EXP that they
    would want that many reinforcements, but either way, what it equates to is a
    very, very long battle. Granted, it's easier and more fun than the battle in
    the desert, but it's possibly even longer, if that were at all possible. And
    the thing is, it gets away doing that through the cheapest, most broken way
    imaginable, but whatever, I'm just ranting now.
    Oh, wow, Tormod finally decided to come back? Too damn late. Well, he, Muarim,
    and Vika are fighting enemies, and they even manage to weaken one of them.
    Either way, Tormod and Vika will die in about one hit from anything here, so
    move them down to ground level, at an area in which they're not going to get
    raped. In order to ensure that, move them to the back, using Rafiel to get them
    there if need be. Otherwise, you can just use Rafiel to ensure that characters
    will be able to stand on the edge and the snipers can't hit Tormod and Vika
    from on high. Muarim is a lot more stable of a character than Tormod and Vika,
    and when he's actually transformed, which is thankfully more than you would
    expect, he can put up a damn good fight, and you know, actually stay alive for
    more than one hit. That being said, Rhys is absolutely essential here as a
    healer. Reason being, characters will get spread out, and a Physic staff is
    vital to keeping everyone alive.
    Now, I'm going to get deeper into strategies for this battle in a bit, but for
    now, probably the best strategy would be to move Ike up. No matter how you
    slice it, you're going to want to have Ike killing pretty much everything in
    this whole battle. Reason being, the objective is to rout all enemies, once
    again, but more importantly, Ike can do it. With the Ragnell he can counter
    everything, he's super fast and super strong, he doesn't have to worry about
    breaking his weapon, and hell, he NEEDS the experience! He's not going to level
    up to Level 20 from this battle alone, plus because this battle is so multi
    layered, he's not going to be stealing experience from anyone. So there is
    literally NO reason why you wouldn't want to have Ike charge and start killing
    things. Where you want him to do it is another question in and of itself. Let
    me say, though, that Nailah has the potential to steal more EXP than anyone,
    so keep her at the right. There's a lot of reinforcements there, including one
    sage with Meteor. If that's not cheap, I don't know what is. Either way, though,
    she works well there. She can also move up and kill the snipers there, then
    move back down.
    Back to the Ike dilemma. You can either keep him where he is, which is actually
    probably the preferable option, or you can have the rest of your party move
    up. First of all, the area that immediately overlooks where your party starts
    is where the majority of the reinforcements show up. I guarantee that you will
    be able to successfully stop them if you have Ike stay there. The snipers,
    halberdiers, and swordmasters will all get counterattacked, plus if there's
    no one else for them to attack, they'll probably attack Ike, which will kill
    them off pretty fast. That's probably the best strategy, except there's one
    little problem. There's a door at the left there, plus at the top to the right
    there's two more doors. One enemy drops a Chest Key, otherwise you'll want
    either someone else to have one, or Rhys to have the Unlock staff. Either one
    works. It's more efficient if you have Ike head to the top while everyone else
    handles the reinforcements and two characters get the chests, though you can
    always have two characters stay behind and do that. That's just as far as
    getting stuff quickly, though.
    Alternatively, you can have Ike rush ahead while Boyd and other such beasts
    handle the reinforcements, but there's one problem. There's four bishops
    around Oliver at the top, and one of them has a Sleep staff. That's the only
    fault towards moving Ike up to the top, since if he gets put to sleep, he'll
    become extremely vulnerable, not to mention the fact he can't do jack shit up
    there then. If your whole party goes up there to handle the ridiculous number
    of generals and halberdiers there, and one gets put to sleep, big deal, Rhys
    with a Restore staff can take care of it, or if not, it's just one character.
    Anyway, this fight will take a very, very long time, no matter how you slice
    it. TWO IMPORTANT THINGS, OVERALL: if you move Rafiel into Oliver's range,
    Oliver will actually move and then he'll be recruited onto your side. Overall,
    that's definitely preferable over fighting him. Secondly, the chests. On the
    left side, there is to be found a Statue Frag and a Blizzard tome. The first
    room on the right has a Red Gem and a Blue Gem (basically, big money), and the
    far right one has a Fortify staff (THAT IS THE MOST IMPORTANT THING), and an
    Arbalest crossbow. Every single bit of that is fantastic, so get it, basically.
    Many, many turns in, you'll be close to the end. Is Oliver still around?
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Oliver   | Saint         | 8  | 48 | 22  | 31  | 22  | 20  | 28  | 18  | 32
     Let me say this again if you didn't catch it the first time. You don't have
     to fight Oliver. You can recruit him by moving Rafiel into his range, and
     he'll just turn himself over. In battle, he's not great, but I mean, he's
     decent. So it's either that or the heaps of EXP that will be dropped upon
     his death. If you choose to fight him, he's not hard, which is mostly owed
     to his rock bottom defense. The thing is, he has the Nosferatu tome, which
     drains HP from you. Meaning Ike looks like he'd be able to take him down in
     his typical double hit, but he might not succeed if Nosferatu activates. So
     someone else can handle it, I guess. Again, I'll personally take him over
     the EXP he gives upon his death, but that's just me.
    Ugh. What a gigantic pain in the ass of a battle. Thankfully you'll walk out
    with a huge amount of experience that only 100+ enemies in one battle can give
    to you, plus six treasures. Maybe even a new character out of it as well. With
    that battle done, the scene switches over to the Hawk Army to finish this off
    at last.
     IXf. Unforgivable Sin
     ~ Difficulty: 3
     ~ My Party: Tibarn, Elincia, Ranulf, Tauroneo, Lucia, Reyson, Kieran, Shinon,
                 Shinon, Gatrie, Tanith, Geoffrey, Bastian, Volke*
     ~ Max Turns: 10
    Well, we've crawled through two ridiculously long battles using the other two
    parties, now we might as well finish this entire section of the game off with
    what can be made into the longest battle of all. Not really much to do at
    either the shops or the info conversations, but make sure you buy the Birdfoe
    skill and give that to someone. It'll really help. With that, start the battle
    and you will finally face off against the mastermind behind the idea of the
    Feral Ones... Izuka. By the way, MAKE SURE YOU HAVE 3000 GOLD BEFORE YOU START
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 13 Summoner (Izuka)                  4 laguz each turn around Izuka
    Lv. 23 Tiger x3
    Lv. 23 Hawk x1
    Lv. 22 Cat x8
    Lv. 22 Tiger x6
    Lv. 22 Hawk x2
    Lv. 22 Raven x4
    Lv. 21 Cat x11
    Lv. 21 Tiger x5
    Lv. 21 Hawk x2
    Lv. 21 Raven x2
    Lv. 20 Cat x2
    Lv. 20 Tiger x2
    Lv. 19 Red Dragon x1
    Lv. 18 Red Dragon x4
    Lv. 16 Red Dragon x1
    55 laguz. Plus up to 100 reinforcements of them. Yeah. Enough said. Let it be
    known right now, 4-5 is the experience capital of this entire game. This is
    why you wanted to take units who needed EXP here, because they will be able
    to skyrocket up the levels even faster than the last two chapters allowed for,
    and that says a lot. But anyway, this battle is against only laguz. That's
    why I recommended Birdfoe to someone. I gave that to Elincia, though I'd
    definitely give it to someone with Canto. That way, you can use Reyson for
    support while hitting and running, but that's just the way I do things. Apart
    from that, you may notice Geoffrey is back, and as usual, has Paragon. Unless
    you're totally settled on Titania or Oscar for your endgame paladin, feel free
    to use him as well.
    HERE'S THE MOST IMPORTANT THING TO DO: you may see that in the bottom right
    corner, Volke is sitting tight there. If you talk to him with Elincia or
    Geoffrey, and then pay him 3000 G, he'll join you. That's definitely worth it,
    because even though he has little to no place in the endgame, he'll help you
    out tremendously during this battle, plus he's friggin' Volke. Why wouldn't you
    want to use him, he's the only assassin in this game, after all. Either way,
    Volke will take very little damage from the laguz here while doing excellent
    damage himself, so pick him up and have him move forward with the rest of the
    group. Tibarn is the obvious frontman of this group, so if you're not worried
    about the EXP, just have him rush forward, and then a whole group of birds and
    beasts will come at him and die in the usual two hits.
    Anyway, there's not really a whole lot to say here besides the fact you have to
    play it out a bit defensively at first. Naturally you're going to want to keep
    Reyson safe, while your main attackers are going to be Tibarn, Elincia, and
    maybe even Kieran. Even though Tibarn is a laguz royal, he can definitely
    from getting some EXP here, plus Elincia is a great endgame candidate if you
    don't like Rhys, so yeah. Same with Geoffrey, I like him even if a lot of other
    people don't, and even if he swipes some EXP from your characters who are going
    to the endgame, Kieran is a good asset to have around. I went ahead and used
    them, but Bastian and especially Lucia are rather bad. Then again, in this
    battle, laguz have movement of around nine, so you can go from safe to a bad
    looking situation extremely fast. Bastian helps though, he can pretty much kill
    any enemy except maybe the dragons in one round, though again, Soren does every
    single thing he does, way better, which is why he's not an endgame fit.
    Oh yeah, we have dragons here too, don't we? That's true, you'll see some of
    those hulkering red monsters, and they're honestly not too much of a worry.
    Their attacks are a little strong, but they will never double you (and if they
    do there's something seriously wrong with your characters), plus their hit is
    terrible. So yeah, treat them like normal enemies, they even have piss poor
    movement to cap it off. In any case, Shinon with a crossbow here is incredible
    (I got him up from something like a Level 5 Marksman to Level 20 in this battle
    alone), since that's honestly strong enough to take down most of the beasts,
    plus the bird damage is self-explanatory. Besides that, though, fast characters
    like Geoffrey, Kieran, and Volke should head east, while slower sentry type of
    characters like Gatrie or even Shinon should head west through the thicket, then
    gradually move through the water. In this whole time though, I've not talked
    about the boss, though. Look below for that.
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Izuka    | Summoner      | 13 | 53 | 18  | 38  | 29  | 25  | 19  | 18  | 37
     This is going to be our first experience with the Rewarp stuff, and sadly
     it's not going to be the last time. Basically Izuka can teleport virtually
     anywhere on the battlefield, but his places will be the middle (where he
     starts off), the east, and the northwest. If you get into close proximity
     of him, that's what he'll do. Note that this entire time, Izuka will be
     calling four more reinforcement laguz to surround him, unless you get 26
     turns into the battle. Which is actually what I recommend. Seriously, unless
     you want to rush to the endgame for some ungodly reason, why would you NOT
     do that? If you do that, or get everyone that you have any intention of
     using (basically everyone except Lucia) up to Level 20, then just chase him
     down and hit him. Otherwise, you can kill him a bit faster.
     First of all, Izuka's spell is the Balberith, the ultimate dark tome, plus
     his mag is no slouch, meaning he's got high att, so that's your first sign,
     you want a big gun to take him down at once. So to do that in an easy way
     that doesn't allow him to run away, take use of three characters who are
     necessities here: Elincia, Tibarn, and Reyson. With the fliers it may be
     possible to take Izuka out without even using Reyson, though I like to play
     it safe on my last turn. Move them in close, have Reyson bring them back,
     then have Elincia kill off one of his four laguz. With the Amiti and
     especially if you were like me and gave her Birdfoe, she'll have no problem
     doing that. Then have Tibarn move in and let his screams be heard throughout
     Tellius. There you go, welcome to the endgame.
    Once Izuka is dead, the battle ends, and... you're done with everything in
    Radiant Dawn short of its massive endgame. It's oddly climactic, that we have
    not seen Izuka for so long, yet it's so satisfying to kill him. Hell, you even
    get his Balberith tome, so if you're on your second playthrough, that will
    definitely benefit you. That, and Geoffrey explains the whole deal with the
    man in black. That's none other than Bertram, one of the Four Riders under
    Ashnard from Path of Radiance. Turns out he's actually Renning, Elincia's uncle,
    and he joins you after Reyson sings the galdr of rebirth. That concludes Part 4
    minus the endgame. =)
     IXg. Rebirth 1
     ~ Difficulty: 2
     ~ My Party: Ike, Micaiah, Sothe, Sanaki, Ena, Kurthnaga, Nephenee, Haar,
                 Geoffrey, Soren, Boyd, Rhys, Shinon, Gatrie, Tibarn, Caineghis,
     ~ Max Turns: 10
    You guessed it, the endgame is a five part series of battles, and it's got some
    of the toughest enemies in the game, so we'll see if you're up for the test
    here. Anyway, six characters are required: Ike, Micaiah, Sothe, Sanaki, Ena,
    and Kurthnaga. Apart from that, you get one heron and ten other characters,
    so that's 17 total. I might point out, though. Giffca and Caineghis have now
    joined your party, so that's two more laguz royals. That's five total, and
    they're all great, but for the endgame, don't take more than two. If you go
    above, that's just cheap. If you want my ranking of them:
    1. Caineghis
    2. Tibarn
    3. Giffca
    4. Nailah
    5. Naesala
    Reason being, it goes pretty much by strength. Giffca may be stronger than
    Tibarn, but he doesn't have Formshift and instead has to rely on a Laguz Gem,
    which makes him slightly less reliable, but he's otherwise almost as strong
    as Caineghis. Nailah is weaker than the above three but still good. Naesala is
    the fastest, but he doesn't have the strength to compete, sadly. So that's
    laguz royals in a nutshell. I personally brought Caineghis and Tibarn for
    versatility, though you can't go wrong with Giffca or Nailah either. Here's my
     -> Give Ike the Hammer. Seriously, just give him a Hammer. If it has like
        three uses left, so be it, but give it to him. Also, make sure he has
        Nihil. He will if you didn't remove it for some reason, though.
     -> Dawn Brigade units you can bring into the endgame are Nolan, Edward, Aran,
        Zihark, and maybe Jill. That's really it. You're already forced to bring
        Micaiah and Sothe, though. So if those characters are better than their
        Greil Mercenary counterparts, go ahead and take them. Your emphasis is on
        quality right now, not whether they'll level up later.
     -> I'd say one paladin is enough, since you don't really need fast movers,
        even though thankfully they won't be restricted. So basically, go with
        whomever is the best right now. If Renning is the best, go with him, though
        hopefully that's not the case. Geoffrey was totally pimped because I never
        removed Paragon from him and he was a big fighter in the last battle, which
        skyrocketed his levels. Him, Kieran, Titania, or Oscar though, are all good.
     -> You're obviously going to want a balanced party. Axe users, you've got
        Haar/Jill, as well as Boyd/Nolan. Not to mention Ike and Gatrie can wield
        axes nicely as well. Lance users, you've got Nephenee/Aran and Gatrie.
        Sword users, you've got Ike and Mia/Zihark/Edward/Stefan. Note that there
        are two SS swords, though, the Vague Katti that Stefan came with, and one
        more sword later, so if you have two swordmasters, that's fine. All of mine
        turned out bad besides Mia, so I didn't, though. Shinon for the marksman.
     -> You're forced to use Ena and Kurthnaga. If you're not using Giffca, give
        his Laguz Gem to Kurthnaga, so that he can actually help out in battle.
        Really helps out. Ena is not nearly as important, so her having only a
        Laguz Stone is fine.
     -> Forge weapons while you're here. It's the last chance, after all. That,
        plus at the shops you can now but Physic staves. One healer (Rhys is great
        for that purpose) plus Micaiah works great for that. Also, for bargains,
        there's a Wyrmslayer. GIVE THIS TO SOMEONE. You need something to kill
        dragons with. There's also Arms Scrolls, so if someone (probably all of
        your mages) isn't at a high enough weapon level for something, there you
        go. You also want Micaiah and Rhys/Oliver to have Restore staves.
     -> Here's what the most people will forget to do. SKILLS. Remove skills from
        characters you're not using. Essentially, pick a party, and then they get
        dibs on everything. Skills like Resolve and Nihil work great in every
        instance. Rafiel gets the Celerity skill, naturally, if you still haven't
        done that. Stuff like the Shade skill should go to Micaiah for sure, or
        Rhys or your heron. Imbue is another good skill for tanks. Adept, Vantage,
        all good. Also, Dragonfoe. SOMEONE NEEDS TO GET DRAGONFOE. I don't care
        who (though preferably not someone who's a complete beast and can already
        kill dragons effortlessly like Caineghis), but just give someone Dragonfoe.
     -> When you leave the base, you can no longer change skills. However, you can
        do pretty much everything else. Micaiah will promote to Light Priestess,
        and I gotta say, about time. She still sucks, but just not as bad. She's a
        candidate for Paragon while you're here, though. I'll also say, give bonus
        EXP to everyone. I left about 1000 behind for now, myself, but you can give
        away the vast majority of it to those who need it.
     -> After you enter the tower, do NOT run the SS weapons all the way down until
        the third battle. Trust me, you'll thank me later. You can leave only one
        hit on them, just leave them as they are. If not SS, then the character's
        best weapon. In fact, there's indeed one exception to that. If you still
        have a Blizzard or Meteor, save one use of that. That will help you a lot.
     -> Speaking of the base, after you pick your final party, you get a choice of
        heron. That's a tough call, but I'd go with Rafiel, simply because being
        able to revive everyone around him at all times is too good to pass up. I
        will say it one more time, though. Celerity. 'Nuff said.
    Whew. That was one hell of a final preparations thing. When you're ready, you
    have everyone equipped with projectiles and Silver equipment or better and
    whatnot, plus the SS weapons and stuff, the battle begins. Yune correctly points
    out that all of Goldoa has joined Ashera, so that's why you need to be able to
    kill dragons. This battle begins with a quick square off between Sanaki and
    Lekain, then it all starts.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 16 Saint (Lekain)                    Lv. 13 Sword General x1
    Lv. 14 Saint (Hetzel)                    Lv. 13 Axe General x2
    Lv. 14 Sword General x4                  Lv. 12 Axe General x11
    Lv. 14 Lance General x1                  Lv. 12 Bishop x4
    Lv. 14 Axe General x2                    Lv. 11 Bishop x4
    Lv. 13 Sword General x1
    Lv. 13 Lance General x2
    Lv. 13 Axe General x2
    Lv. 13 Thunder Sage x1
    Lv. 13 Fire Sage x1
    Lv. 12 Sword General x6
    Lv. 12 Lance General x6
    Lv. 12 Axe General x7
    Lv. 12 Sniper x2
    Lv. 12 Thunder Sage x1
    Lv. 12 Wind Sage x2
    Lv. 12 Bishop x2
    Lv. 11 Thunder Sage x2
    Lv. 11 Fire Sage x2
    Lv. 11 Wind Sage x1
    Lv. 11 Bishop x2
    This is a pretty straightforward battle, all things considered. Hell, besides
    the two snipers, it's ALL generals and mages. Never thought I'd see a battle
    where there's not even any halberdiers, but hey, guess I was wrong on my
    verdict here. Anyway, there's a huge difference in the strength of the enemies
    you'll fight here, and those that you've been fighting for a long while now.
    Reason being, enemies here actually have half decent weapons (pretty much all
    of them are Silver or sometimes even Brave), plus their formation is actually
    semi organized, generally with the intention of screwing you over. But anyway,
    first of all, there's two bosses here. There's Lekain, who's at the upper left,
    and then there's Hetzel, who's at the upper right. All Hetzel will do all
    battle long, though, is cast long distance spells. Lekain is this battle's true
    boss. That, and he's like Izuka in that he can teleport around whenever he sees
    Anyway, though, your first task is going to be dividing your troops up. You
    have seventeen of them to spare, though some of them, such as Micaiah, Sothe,
    and Rafiel, will have no business going up in the front lines. First of all,
    I would recommend allocating one character to each lane of the main walkway.
    There's five of them, so if you get Tibarn, Caineghis, Ike, Gatrie, and
    Nephenee, or something similar, that'll work well. Kurthnaga and Ena are good
    for rear support to that. I would definitely recommend having Shinon head to the
    left, though. Two or three characters on each side of this place is more than
    enough. That, and it's ideal to have Tibarn or at least Naesala here. Or if
    you brought Ulki or another flier, they work, though not as well. The thing with
    Tibarn, is that he can fly around and hit all the main threats here. Note there
    are two sages here who use Blizzard and Bolting, respectively. Those are the
    two biggest concerns here, in my opinion.
    Actually, strange as it might seem, all the generals here are not your biggest
    threat by any stretch of imagination. That title goes to all of the sages. The
    bishops are nasty enough, as they all come with Shine and spells like Silence
    and Sleep, but the sages here come with top notch spells like the long ranged
    ones and Thoron and whatnot. Makes for rough battling. Either way, though, you
    want to have Ike and Caineghis/Giffca press on ahead to the top. Note that the
    generals at the top, as well as the ones around Lekain and Hetzel, will NOT
    move. Therefore, you can stick Rafiel right there, and he'll be perfectly safe
    so long as you take out the bishop reinforcements who do move. But anyways,
    on the third turn, Lekain will inflict Silence on everyone. To get around this,
    before he does this, equip at least one of your two healer characters with the
    Restore staff. Then their own status will be restored at the beginning of the
    next turn, then you can heal up Sanaki and Soren if need be.
    The reason I recommended Shinon for the left side is because the Blizzard sage
    there needs to be gotten rid of at all costs and is best done with a bow, but
    more importantly there's an archer there with the SS bow, Double Bow. Shinon can
    easily take him out from below, and then he'll just get the bow from him as a
    spoil. Very convenient. But anyway, as the battle winds down, I'd keep Kurthnaga
    at the bottom. Reason being, five bishops show up there later as reinforcements,
    and that's a great opportunity for him to earn experience, being they can
    hardly make a scratch in him. Anyway, I'd have Ike head to the left and take
    out Hetzel, which he can probably do just in his usual two hits of the Ragnell.
    At this point, Lekain will have probably changed position, so while you're
    here, get the chest behind him, which contains the Matrona staff. Not near as
    good as Fortify, but it's helpful nonetheless. As for the reinforcements, they
    like to alternate between showing up at the bottom and the top. Eventually only
    Lekain will be left.
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Lekain   | Saint         | 16 | 47 | 21  | 35  | 28  | 25  | 25  | 20  | 34
     So I said, Lekain is much like Izuka in that he teleports all around the
     place, but always goes towards one of the four corners here. If he's at the
     top, then that's particularly easy, because there's nothing around him.
     From there you can just have a laguz royal hit him, and he will die, no
     questions asked. Otherwise though, he'll probably be around the bottom,
     covered with pillars and only allowing your long ranged attackers to hit
     him. Well, he has fairly low defense, even though his Rexaura spell is the
     SS light tome and therefore speaks for itself. Seriously though, I would
     keep Shinon at the left where he was earlier, so that if Lekain pops up at
     the bottom, he naturally won't be too far away, plus Shinon is the perfect
     finisher here.
    Well, anyways, that's probably the final enemy here, since Lekain just leaves
    his men to fight you when he uses the Rewarp staff. Once that battle is done
    you'll get some more bonus EXP, so I would definitely use that on Ike to pump
    him up if he's not there yet. That, and Sothe pries the blood pact out of
    Lekain's dying hands and then rips it, eternally freeing both Daein and Kilvas
    from his blood pacts. Yay.
     IXh. Rebirth 2
     ~ Difficulty: 2
     ~ My Party: Ike, Micaiah, Sothe, Sanaki, Ena, Kurthnaga, Nephenee, Haar,
                 Geoffrey, Soren, Boyd, Rhys, Shinon, Gatrie, Tibarn, Caineghis,
     ~ Max Turns: 10
    The battles in the Tower of Guidance transition rather smoothly and pretty much
    the same as they did in previous chapters. Basically Yune telling a story in
    between every one. But anyway, when you get here, Yune will mention that there's
    someone with close ties to Ike behind the door. You guessed it. You even get an
    FMV of Ike and the Black Knight clashing, which is tight. Plus the Black
    Knight finally takes his helmet off. So it's solo Ike vs. Zelgius, and on the
    other side, everyone else versus Levail. Wow, I was wondering where Levail went.
    Anyway, make sure Ike is loaded for bear with at least 34 speed. You'll also
    want the Hammer on him, of course.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 20 Marshall (Black Knight)           Lv. 12 Warrior x4
    Lv. 16 Sentinel (Levail)                 Lv. 12 Swordmaster x8
    Lv. 13 Sword General x3                  Lv. 12 Halberdier x4
    Lv. 13 Bishop x1                         Lv. 11 Warrior x2
    Lv. 12 Lance General x2                  Lv. 11 Swordmaster x2
    Lv. 12 Axe General x2                    Lv. 11 Halberdier x2
    Lv. 12 Warrior x4
    Lv. 12 Swordmaster x4
    Lv. 12 Halberdier x5
    Lv. 12 Sniper x5
    Lv. 12 Bishop x1
    Lv. 11 Lance General x1
    Lv. 11 Axe General x1
    Lv. 11 Sniper x1
    This is a defensive battle through and through. First of all, the room where
    everyone else except Ike is in with Levail is incredibly small, so charging
    ahead isn't really a good idea here. Now, granted, it's not necessary to rout
    all enemies here. That's right, last battle was the final one in which the
    objective is to kill everything, but you have to kill the Black Knight, using
    Ike. The battle will end once you do that. Yet it's really in your advantage
    to defeat Levail, because he drops the Wishblade, which is the SS lance.
    Easily the best lance in the game, and there's no other way to do it. So,
    obviously, your first instinct might be to equip Caineghis with the Pass skill
    so that he can get it. That works. You'll need preparation to do that, plus
    Caineghis might not be able to do it on his own, but it's certainly possible.
    Anyway, let's just focus on this part of the battle before even getting to the
    Black Knight. For that battle, just leave Ike where he is and do nothing. On
    the first turn, you're going to want to stay roughly where you are. Reposition
    yourself so that your well defended characters, such as Gatrie, Nephenee, and
    Caineghis, are in the front, while no one really exceeds the first three or four
    rows. From there, several of the enemies will charge forward. This will thus
    allow you to move forward a little bit as you kill them, while Rafiel provides
    rear support with the mages. You'll naturally want to expand a little bit
    though, by moving your forces out to the sides, as that's where the
    reinforcements come in. That, and the bottom, there's a lot of swordmasters
    that will come from down there. The actual generals around Levail, though, will
    not move. Neither will Levail. You're naturally going to want to be careful,
    though, as Levail's Wishblade has long range. So basically don't get too close
    to him. Eventually you'll take him on.
     Boss     / Class         / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Levail   | Sentinel      | 16 | 60 | 31  |  8  | 28  | 24  | 23  | 29  | 15
     You know, besides the three saints we've fought so far, this is the only
     true third tier promoted unit in the game, which is kind of sad, but ah
     well, whatever. You don't have to fight Levail. You can finish this battle in
     two turns by having Ike Hammer the Black Knight into submission, and just
     defend for one turn and ignore Levail. Then again, you want the Wishblade.
     So, it's possible to equip Caineghis with Pass and just go straight to
     Levail. More than likely, though, Caineghis will double with 29 damage, which
     isn't enough to take Levail down. Then you can come in with rear support and
     hit him that way, though Levail's defense is quite good and will make that a
     difficult task.
     To get everything going perfectly, though, here's what to do. Have Caineghis
     move forward and transform. Rafiel or whomever your heron is needs to fly
     forward and use Vigor on him, then with Pass, Caineghis can run in and beat
     Levail down. To get around Levail standing in the center, you'll need to have
     someone go rescue him. Preferably Tibarn or Naesala or someone equally fast
     like that. If Ike has the Hammer, you MAY be able to squeeze one turn out of
     the Black Knight battle if he charges forward and is lucky, since the hit
     rate on it isn't fantastic by any means. Either way, though, the way to kill
     Levail is to use Caineghis to weaken (or if he's too strong, Tibarn), then
     someone else can land the hit. That's all you need to do.
    So, there you have it, that's the battle with Levail. Every turn that you're
    going, though, you'll have to do something or other with Ike. As I said, he
    needs Nihil, and he needs to stay where he is for best results. Meanwhile, with
    the rest of the party, after Levail is gone, you'll want to focus more on the
    reinforcements then the generals and bishops around Levail, as they aren't
    going to move. Again, work along the sides, and focus on getting Kurthnaga
    leveled up, as he's going to be important in the next battle. Now, meanwhile,
    the Black Knight battle.
     Boss          / Class    / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Black Knight  | Marshall | 20 | 70 | 38  | 18  | 40  | 30  | 20  | 40  | 25
     Yes, I know he's not actually a Marshall. Gimme a break, he was a General in
     Path of Radiance so this is what he gets, plus that's what Zelgius is, so
     there. Alright, the room where you fight the Black Knight in is littered
     with panels that provide +10 defense. That includes the panels that both Ike
     and Zelgius are standing on. Therefore, whomever moves off first is at a
     disadvantage. Now, if Ike's strength stat is maxed out, though, it may be
     possible to take Zelgius down in one hit. You might be able to head forward
     and just hit him with the Hammer. If you do that, you may just be able to do
     so much bonus damage that he dies in one hit. That's not fool proof, though,
     because the Hammer has like a 68% chance of landing a blow. Not bad, but not
     great either.
     That's what you have to do if you want to finish this battle in 1-2 hits.
     Otherwise, STAY WHERE YOU ARE. If you don't, Zelgius will do far more damage
     and Ike will have trouble catching up (2-3 damage with the Ragnell... that
     says it all). Now, the Black Knight will recover 18 HP every turn, so the
     fight could go on a very long time if you let it. That's why you have to let
     him come to you. Then he'll strike, you'll hit him back, and Ike will win in
     a straight fight. That is of course, assuming he has over 34 speed and Nihil.
     Note that the old Path of Radiance Aether trick doesn't work here, as the
     Black Knight has Nihil as well. But it protects Ike from Eclipse, so I'm
     okay with that. Either way, just fight this out. If you want to make it
     faster, just equip the Hammer, then the Black Knight will do himself in on
     this one.
    Well, that concludes the battle for sure. And I have to say, the scene that
    follows is actually pretty emotionally charged, for me at least. You wouldn't
    think that the Black Knight was someone who you just didn't want to see die
    and would like to see spared as a human being, but that's how it turns out.
    With that, though, it's time to move on to the fourth part of the endgame. Ike
    also picks up the Alondite, which was the Black Knight's sword, and oddly
    enough, anyone can use it. It's exactly the same as Ragnell statistically, so
    great, if you brought a swordmaster, there you have it.
     IXi. Rebirth 3
     ~ Difficulty: 4
     ~ My Party: Ike, Micaiah, Sothe, Sanaki, Ena, Kurthnaga, Nephenee, Haar,
                 Geoffrey, Soren, Boyd, Rhys, Shinon, Gatrie, Tibarn, Caineghis,
     ~ Max Turns: 10
    You are given the opportunity, as Rebirth 3 begins, to "bless" your weapons.
    This is extremely important, as blessed weapons are the only things that can
    damage the three final bosses. So, naturally, you're going to want most of the
    SS weapons blessed. The Ragnell is required, both the Alondite and Vague Katti
    are fair game (though the Alondite has unlimited durability anyway so I'd go
    with the Vague Katti), the Wishblade, the Urvan, the Double Bow... all good
    candidates. This game is a douche bag though and doesn't let you bless staves
    though. Guess they were really specific about them needing to be "weapons".
    And I said, each weapon gets infinite durability though, so choose wisely.
    Here's one particular thing though. Let's say you have Soren and you still have
    one use of Meteor/Blizzard, as well as the Rexcalibur. I would bless Blizzard,
    if only for the next battle. Reason being, he can be a whooping ten spaces
    away and double most of the units there with it, all the while doing massive
    damage and having the chance for Adept, which is absurdly cheap sounding, but
    it works wonders. Note that everything in the next battle is dragons. So,
    basically, someone needs Dragonfoe. Since I was using Geoffrey, I gave him the
    Brave Lance, blessed it, and he had Dragonfoe. A total beast, though you could
    do similar for any paladin I suppose. It's always good to have someone with
    high movement to do it, though. Naturally, though, make sure everyone actually
    has their proper weapons equipped. With that, Yune blesses the weapons, and
    our battle is with the final and strongest laguz royal of all, Dheginsea.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 40 Black Dragon (Dheginsea)          Lv. 24 Red Dragon x7
    Lv. 34 White Dragon (Nasir)              Lv. 24 White Dragon x7
    Lv. 31 Red Dragon (Gareth)
    Lv. 25 Red Dragon x6
    Lv. 25 White Dragon x4
    Lv. 24 Red Dragon x6
    Lv. 24 White Dragon x4
    Lv. 23 Red Dragon x9
    Lv. 23 White Dragon x12
    NOTE: Do not kill Nasir or Gareth. I'll say that now.
    This is another possible candidate for the most difficult battle of the game.
    Now, don't get me wrong. If your party is strong and you blessed all the right
    weapons, it'll be a piece of cake. If you didn't, though, and your party is
    weak-ish, you're in for a nightmare that might force you to restart the whole
    game. That's why I went on so long about blessing weapons. It really matters.
    Now, first of all, if you didn't notice, I'll spell it out. There's over 50
    dragons here when you count all the reinforcements, and dragons are the most
    damaging enemies in the game. That's why you need to be uber at this point.
    First of all, it's important to know one major difference. Red dragons do total
    physical damage and white dragons do total magical damage. That being said,
    red dragons have ridiculous defense and white dragons have high resistance. So
    it's a game of opposites here. If you thought the hard part was enduring the
    dragons, though, you're wrong. It's the boss.
    First of all, you have to fight the dragons. Unless you have 4-5 laguz royals,
    Pass on multiple characters, and uber other characters, not to mention
    calculated risks involving resetting with battle saves to get criticals on the
    boss, you can't win this is 2-3 turns by rushing to the boss. You'll get your
    ass scorched on all sides by dragons. Just look behind the boss, there's like
    four white dragons there, then there's like six on either side of him. So,
    take it one step at a time. Send two physical characters to the left. Shinon
    is the neatest character here, as he gets a range of three to attack the
    dragons, meaning he won't get counterattacked. I wouldn't necessarily send him
    to any specific piece of this place, though. Just keep him around the middle,
    so that he can pick off dragons on all sides. Meanwhile, here's a good reason
    I told you to bless Blizzard rather than Rexcalibur. Soren is a character who
    will get absolutely raped here if he melees a dragon, but at 10 squares away,
    with Adept working, Blizzard can typically one round a red dragon. Very nice.
    Now, here's something else for you to think about. No dragon here, no enemy,
    nor the boss, nor even Nasir or Gareth will attack Ena or Kurthnaga. EVER.
    They won't counterattack either. That makes them both incredibly useful here,
    at least in the latter's case. I spent a lot of my bonus EXP on Kurthnaga while
    not leaving any for Ena, making her weak, but either way, you can definitely
    make use of them. If you can at least damage the dragons, you'll also get a
    tremendous amount of EXP for them. They work particularly well as roadblocks
    if you want to advance without getting swarmed with dragons who are in your
    way. Anyway, supposing you're using Tibarn, I'd keep him on the right side,
    since that one is safer for him at least, plus he'll be able to pick off the
    dragons one at a time. As for the left side, that's the one I'd relegate Ena
    and Kurthnaga to, along with someone like Shinon who can hit at a long range.
    So long as he has support with a Physic staff every now and then, he'll be
    The three red dragons in front of the top where the boss is will not move,
    though just having Soren pick them off at a distance with Blizzard (which you
    can definitely use as backup and like I said, it works wonders) isn't going to
    just eliminate them on the spot, as there's a ton of wardwood there. Note,
    however, that the four white dragons behind Dheginsea will indeed come forth
    as soon as they transform. Speaking of transformation, it occurs fully after
    about three turns, so don't bother trying to pick stuff off before then (if
    you're that strong, why not just kill the boss in two turns anyway?), unless
    you're using Blizzard and have nothing better to target. When you get to the
    top, though, unless you rushed through this whole place, in which case you have
    3+ laguz royals and need no strategy anyway, I'm going to assume you killed all
    the dragons except Dheginsea, Nasir, and Gareth. A reinforcement or two may
    come from the bottom, but that's fine, you need to be at the top. DO NOT KILL
    NASIR AND GARETH. They actually will die. Meaning you're going to have to fight
    the boss without those two squares. But here we are. The hardest boss.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Dheginsea | Black Dragon | 40 |100 | 50  | 26  | 36  | 30  | 30  | 50  | 46
     Holy... damn. Those stats speak for themselves. This is the boss that causes
     some people who are underleveled or blessed the wrong weapons to start the
     entire game all over again. Dheginsea really is that tough to damage. Now,
     let me spell something out. Dheginsea has an ability that gives him HP based
     on his luck, so on top of his 100 base HP, he'll restore 30 HP every turn.
     That, and he has 50 defense, so good luck finding the manpower to hurt him.
     What's your strongest asset though? Caineghis. Fortunately, Dheginsea's speed
     is absolutely nothing spectacular at 30, so Cain will be able to double him,
     and if Cain can do it, that means Tibarn can do it. Ike with the Ragnell is
     as good as ever, plus I love using Shinon on him, as he gets a range of 3.
     Keeping him safe from the boss's actual attack, which is a completely
     devastating attack owing to his 50 strength (geez, was that enough?).
     If that wasn't bad enough, Dheginsea has the Ire ability. Unfamiliar with it?
     Well, it's the special dragon ability, which triples the damage. It's not
     going to be easy trying to survive that, so here's what you'll have to do.
     Nihil. Ire can activate at close or long range, so that's not going to keep
     you safe here. Ike has default Nihil, plus my Caineghis had it, so that's a
     lot right there. Caineghis can survive multiple hits, though if Ike can't,
     keep him alive with a distant Physic. Apart from that, in order to keep
     characters alive, if they don't have Nihil you may want to abuse battle
     saves here, just to avoid Dheginsea using Ire. Otherwise, you're in for a
     long, LONG battle.
    With the defeat of Dheginsea, he has a few words with Kurthnaga, plus if Nasir
    and Gareth survived that battle, they'll join you as well. If that wasn't
    enough, Kurthnaga gets the Formshift ability, so if there wasn't prior proof
    that he's a proficient unit... well, there is now. There's a scene that follows
    that which appears to be someone's memory, and I gotta say, Dheginsea has one
    messed up voice actor.
     IXj. Rebirth 4
     ~ Difficulty: 1
     ~ My Party: Ike, Micaiah, Sothe, Sanaki, Ena, Kurthnaga, Nephenee, Haar,
                 Geoffrey, Soren, Boyd, Rhys, Shinon, Gatrie, Tibarn, Caineghis,
     ~ Max Turns: 10
    So, at the beginning of this chapter, pretty much all the remaining things in
    the plot are revealed. There's finally a reunion between Sanaki and Sephiran,
    but Ike breaks the ice noting that Zelgius served Sephiran, and was a man who
    would never serve two masters. So guess where that leaves Sephiran? Guess the
    whole thing with Daein was his scheme. That, and all the memories you saw were
    those of Lehran. Coincidentally, Lehran and Sephiran are one and the same.
    Simply amazing.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 20 Chancellor (Sephiran)             several spirits each turn
    Lv. 20 Thunder Spirit x7
    Lv. 20 Fire Spirit x7
    Lv. 20 Wind Spirit x7
    Alright, ready for an extremely pleasant relief and surprise from that last
    battle? If so, 4-E-4 is the battle with you. As you can see, you start at the
    top with Sephiran and an army of spirits at the bottom. These spirits are
    oddities, in that they can pretty much teleport anywhere in the entire area
    at ease, plus their attacks are, of course, pure magic. Except it's not
    necessarily even of their given element, since for instance, the fire spirits
    won't do bonus damage to your beast laguz. So yeah, don't worry about them
    that much. Note, however, that they're rather fast, and if you've got a
    like Boyd here, for instance, he could end up taking a lot damage, and rather
    quickly. So yeah, if you have a character like Boyd or Gareth here, just put
    them on a wardwood and have them pick off spirits that way.
    Anyway, it's quite possible to finish this battle in one turn, and if you have
    three laguz royals or more, there's absolutely no excuse not to do that. Here
    is the catch to the whole thing that you need to know. Sephiran is surrounded
    with four spirits that have the Guard ability, so they'll take the initial
    hits for him (and with Sanaki and Sephiran won't hit each other, but who the
    hell uses Sanaki). With that in mind, all you have to do is kill Sephiran. So
    to do that, you're somehow going to have to get rid of the spirits. The ideal
    way to do this, though, is all during one turn. See, the problem is, new spirits
    will respawn at every turn, and four surrounding Sephiran are an absolute
    guarantee. So either way you're going to have to do it one turn, considering
    Sephiran restores 40 HP every turn (seriously, what the hell is up with that),
    so why not do it all in one turn.
    If you're not strong enough or don't have Rafiel (again why wouldn't you bring
    Rafiel), you'll want to spend one turn clearing out the other spirits first.
    Honestly, it's extremely easy to kill about all of them except for the ones
    way down at the bottom around Sephiran, so do that while if you have Reyson you
    transform him, and if you have Leanne you go throw away those drugs you're
    taking, because they obviously have extremely destructive effects on your head.
    Your laguz royals as well as strong ass characters such as Ike and Kurthnaga
    can move down to the bottom and get ready. There is NO reason to just combat
    the spirits around Sephiran. Just shove them out of the way. Makes it a lot
    easier. Meanwhile, if you've got Caineghis or Giffca, they can one round
    Sephiran quite easily (maxed strength and speed for the win). But ah well, if it
    takes two turns, get on wardwood and keep it safe for that turn. If it takes one
    turn, well, you know what to do. Just remember that you can't shove if you're a
    mounted unit.
     Boss      / Class        / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Sephiran  | Chancellor   | 20 | 50 | 11  | 40  | 40  | 36  | 40  | 35  | 40
     Sephiran is truly a force to be reckoned with. As you can imagine, he's
     basically a glorified Saint, but glorified he is. First of all, like
     Dheginsea, he is an area affecting attack, and if you're close to him, just
     expect 40-45 damage right there. Seriously, that just bites, and it's enough
     to one shot kill characters like Rafiel (though why you would put Rafiel next
     to Sephiran, I'll never know), plus his Creiddylad attack is pretty damn
     nasty as well. And he has Mantle with 40 HP gained every turn, a Rudol Gem
     to cheaply increase his defense to annoying levels, near perfect stats, plus
     four units with Guard. What's the catch? Very low HP. Again, if you're two
     turning it, stay the hell away from him. If you're one turning it, then yeah,
     Sephiran is weak enough to die from two laguz royal fangs.
    Did you manage to kill Sephiran without someone dying? Frankly there's really
    no one who should be dying after one turn, and this battle should last utterly
    no longer than two turns, because let's face it, no one needs that EXP this
    late, plus Sephiran will just rape everyone with his area bomb. But either
    way it turns out, Lehran finally dies (supposing you didn't see Ike's memory
    scene on your second playthrough), and the door to Ashera opens.
     IXk. Rebirth 5
     ~ Difficulty: 3
     ~ My Party: Ike, Micaiah, Ena, Kurthnaga, Nephenee, Haar, Geoffrey, Soren,
                 Boyd, Rhys, Shinon, Gatrie, Tibarn, Caineghis, Rafiel, Gareth,
                 Nasir, Lehran*
     ~ Max Turns: N/A
    Well, well, well, would you look where we turned out. It's the final battle of
    Radiant Dawn, and it's a relatively intense piece of battle, to say the least.
    In fact, I'd say it's even permissible by my code of Radiant Dawn playing and
    whatnot, to let one character die here. One, no more, no less. And that means a
    weak character like Sothe who can't contribute, not a laguz royal or anything.
    But that's just my take on it. And no, this is no Repatriation or anything,
    but here it is, it's the final battle.
    Enemies:                                 Reinforcements:
    ---------                                ----------------
    Lv. 20 Order Incarnate (Ashera)          a few spirits each turn
    Lv. 20 Aura x8
    Lv. 20 Thunder Spirit x1
    Lv. 20 Fire Spirit x1
    Lv. 20 Wind Spirit x1
    NOTE: One turn in to this battle, supposing you've done all the crap I've told
    you to do if you're on your second playthrough (and yes, you need to be on your
    second), Lehran will join the fray.
    Alright, so I guess I'd better start off with the concept here, as although
    Yune spells it out at first, someone's going to miss it. You need to destroy the
    eight auras surrounding Ashera before you can damage Ashera herself. Doing so
    is definitely the more straining part of this battle, as they each have 90 HP,
    plus are sitting on wardwood or guards, making them especially hard to damage.
    If that wasn't enough, they have the Aurora skill, which will reflect half of
    the damage you do to them back at you, which won't affect your offensive
    ability, but it's still annoying. Then after that, you've got three spirits
    to start out, with about three more coming in as reinforcements every turn.
    For characters who can't do huge damage on the auras, such as paladins or maybe
    even Haar, you should definitely designate them to take care of those. Plus
    if you brought a mage here, they work well for that as well.
    But anyway, let's get down to it. Arrange your party so that the spirits to the
    left and right of Ashera can be gotten rid of on the first turn. With that,
    you want to go for about two or three auras per turn or so. Note that Ashera
    has an area affecting attack just like the last two bosses, which is stronger
    than Dheginsea's, but not quite as bad as Sephiran's. And roughly, she'll
    alternate between that and a long ranged attack, and since Ashera has 40 speed,
    there's a pretty damn good chance it'll double them. To the best of my knowledge
    it's completely random who she targets, so there's nothing you can really do for
    protection, so I'd just say, if you have a flying unit or someone else who's
    rather weak, just rescue those characters. That means characters like Sanaki
    or Micaiah and whatnot, if you're still using the former.
    Anyways, the auras each have 90 HP, and you might as well take care of the ones
    who aren't on guards first, as they die a lot faster. If you're using Nasir,
    he may be able to help you out for the ones who are on guards. Speaking of
    which, you should have both Ena and Gareth still alive, and trust me, they can
    come in handy here since they have the Blood Tide ability. Put them about two
    squares away from the auras, while you have your laguz royals come up and hit,
    then meanwhile they'll get their strength boosted. That'll really help you out.
    If you have the Nihil ability, that'll help you a lot, so if not, Ike definitely
    does, so that's the way to go. Again, don't try to destroy all of the auras in
    one turn. After each turn, you should have Rhys or Micaiah or whomever use
    the Fortify staff, since chances are Ashera's area attack will screw you up
    pretty good. Eventually, though, the auras will be dispelled
     Boss   / Class           / LV / HP / STR / MAG / SKL / SPD / LCK / DEF / RES
     Ashera | Order Incarnate | 20 |120 |  8  | 15  | 40  | 40  | 40  | 35  | 50
     Well, here we are, it's the final boss of the game. I've already run down
     what she can do, but here's a brief recap. She has a long ranged attack that
     doesn't even show up in her equipment which I don't even know the power of,
     but I'm pretty sure it's a physical based attack. It's also extremely fast
     and nasty, so just be ready for that, since she'll use it on her second turn.
     That, and the first and third turns you'll get blasted with an area attack
     which isn't as bad as Sephiran's but is still bad, so expect about 25-30
     damage nearby, with a little less on the outside (though Rafiel likes to be
     about 8-9 spaces away and still take 31 damage).
     Apart from that, though, Ashera's attack is Judge, which has a whooping Mt of
     50. That being said, Ashera has a mag of 15. I have no clue why they did that,
     as if the Judge's Mt was 15 it'd still be way higher than say, Rexaura, plus
     50 mag is a lot more intimidating looking for a final boss, but whatever, I
     digress. She has 120 HP, and very high avd (that's what 40 spd and lck will do
     for you), but with a whole slew of overpowered characters such as your laguz
     royals pounding down on her, that'll go down quick. VERY IMPORTANT, THOUGH:
     the finishing blow MUST be done with IKE WIELDING THE RAGNELL. There is NO
     way around that. Just get her down to where Ike would normally be able to
     finish her off, then you know it'll happen when a cutscene interrupts as Yune
     blesses Ike, and the animation occurs even if it's turned off. If that scene
     pops up, congratulations, you know you've beaten Ashera, and Radiant Dawn on
     top of it.
    Well, that's that, there's not really a whole lot more for me to say. Everyone
    turns back from stone, the world is saved, Ashera and Yune exist in perfect
    harmony, the world is all good, and then the absolutely massive epilogue begins.
    Naturally it's extremely long owing to the fact there's 70 characters, but oh
    well, that's what you get. Ah well, it's not bad, so yeah, congratulations on
    beating Fire Emblem: Radiant Dawn, the longest and hardest Fire Emblem game in
    a while.
                          ~-~ ~-~ ~-~  X. Items ~-~ ~-~ ~-~
    And by items, I obviously do mean all forms of weapons, magic, as well as
    regular items.
    ~- Xa. Weapons ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    It's a broad section. It does, after all, contain swords, lances, axes, bows,
    knives, and whatnot. Swords are all strong against axes, axes all against
    lances, lances all against swords, and bows all against flying enemies. Just so
    I don't have to add those all to the special. ;]
     Name          | LVL | DUR | MT | HT | CR | WT | RNG | COST | SPECIAL         |
    Slim Sword     |  E  | 35  | 2  |100 | 5  | 3  |  1  | 560  | None            |
    Bronze Sword   |  E  | 50  | 3  | 95 | -- | 5  |  1  | 350  | No criticals    |
    Iron Sword     |  D  | 50  | 6  | 90 | 0  | 7  |  1  | 500  | None            |
    Venin Edge     |  D  | 50  | 6  | 90 | 0  | 7  |  1  | 300  | Poison          |
    Wind Edge      |  D  | 20  | 6  | 60 | 0  | 10 | 1-2 | 700  | None            |
    Steel Sword    |  C  | 40  | 9  | 85 | 0  | 11 |  1  | 800  | None            |
    Brave Sword    |  C  | 40  | 9  | 90 | 0  | 9  |  1  | 2800 | 2x Attack       |
    Iron Blade     |  C  | 40  | 10 | 70 | 0  | 13 |  1  | 800  | None            |
    Wo Dao         |  B  | 30  | 7  | 90 | 20 | 7  |  1  | 3000 | None            |
    Killing Edge   |  B  | 30  | 8  | 85 | 30 | 8  |  1  | 3600 | None            |
    Wyrmslayer     |  B  | 20  | 11 | 70 | 0  | 14 |  1  | 3600 | Dragons         |
    Steel Blade    |  B  | 35  | 13 | 65 | 0  | 17 |  1  | 1400 | None            |
    Storm Sword    |  B  | 20  | 12 | 50 | 0  | 11 | 1-2 | 4000 | None            |
    Silver Sword   |  A  | 30  | 12 | 80 | 0  | 10 |  1  | 1800 | None            |
    Silver Blade   |  A  | 30  | 16 | 60 | 0  | 16 |  1  | 3600 | None            |
    Tempest Blade  |  S  | 20  | 18 | 55 | 5  | 15 | 1-2 |10000 | None            |
    Vague Katti    | SS  | 50  | 20 | 95 | 5  | 10 |  1  |20000 | Def+3           |
    Alondite       | SS  | --  | 18 | 80 | 5  | 20 | 1-2 | None | Def+5           |
    Ettard         | --  | 50  | 12 | 75 | 10 | 17 |  1  | None | Ike             |
    Florete        | --  | 45  | 14 | 95 | 15 | 5  | 1-2 | 9000 | Mist            |
    Caladbolg      | --  | 40  | 15 | 85 | 5  | 8  |  1  | None | Edward, Luck+8  |
    Amiti          | --  | --  | 15 | 90 | 0  | 10 |  1  | None | Elincia, 2x     |
    Ragnell        | --  | --  | 18 | 80 | 5  | 20 | 1-2 | None | Ike, Def+5      |
                   |     |     |    |    |    |    |     |      |                 |
    Slim Lance     |  E  | 35  | 3  | 95 | 5  | 4  |  1  | 490  | None            |
    Bronze Lance   |  E  | 50  | 4  | 90 | -- | 6  |  1  | 450  | No criticals    |
    Iron Lance     |  D  | 50  | 7  | 85 | 0  | 9  |  1  | 600  | None            |
    Venin Lance    |  D  | 50  | 7  | 85 | 0  | 9  |  1  | 350  | Poison          |
    Javelin        |  D  | 20  | 7  | 65 | 0  | 11 | 1-2 | 600  | None            |
    Horseslayer    |  D  | 20  | 12 | 65 | 0  | 15 |  1  | 1300 | Horses          |
    Steel Lance    |  C  | 40  | 10 | 80 | 0  | 13 |  1  | 960  | None            |
    Brave Lance    |  C  | 40  | 10 | 85 | 0  | 11 |  1  | 2960 | 2x Attack       |
    Iron Greatlance|  C  | 40  | 11 | 75 | 0  | 14 |  1  | 640  | None            |
    Killer Lance   |  B  | 20  | 9  | 80 | 30 | 10 |  1  | 4320 | None            |
    Short Spear    |  B  | 20  | 10 | 55 | 0  | 12 | 1-2 | 3000 | None            |
    Stl Greatlance |  B  | 35  | 14 | 70 | 0  | 18 |  1  | 1120 | None            |
    Silver Lance   |  A  | 30  | 13 | 80 | 0  | 12 |  1  | 2160 | None            |
    Slvr Greatlance|  A  | 30  | 17 | 50 | 0  | 17 |  1  | 2880 | None            |
    Spear          |  S  | 20  | 13 | 60 | 5  | 16 | 1-2 | 9000 | None            |
    Wishblade      | SS  | 50  | 22 |100 | 5  | 15 |  1  |15500 | Luck+3          |
                   |     |     |    |    |    |    |     |      |                 |
    Bronze Axe     |  E  | 50  | 5  | 85 | -- | 7  |  1  | 250  | No criticals    |
    Iron Axe       |  D  | 50  | 8  | 80 | 0  | 11 |  1  | 400  | None            |
    Venin Axe      |  D  | 50  | 8  | 80 | 0  | 11 |  1  | 250  | Poison          |
    Hand Axe       |  D  | 25  | 9  | 70 | 0  | 12 | 1-2 | 625  | None            |
    Hammer         |  D  | 20  | 13 | 60 | 0  | 17 |  1  | 800  | Armored         |
    Steel Axe      |  C  | 40  | 11 | 75 | 0  | 15 |  1  | 640  | None            |
    Brave Axe      |  C  | 40  | 11 | 80 | 0  | 13 |  1  | 2640 | 2x Attack       |
    Iron Poleax    |  C  | 40  | 12 | 65 | 0  | 16 |  1  | 400  | None            |
    Killer Axe     |  B  | 30  | 10 | 75 | 30 | 12 |  1  | 2880 | None            |
    Short Axe      |  B  | 15  | 12 | 60 | 0  | 13 | 1-2 | 1500 | None            |
    Steel Poleax   |  B  | 35  | 15 | 60 | 0  | 20 |  1  | 700  | None            |
    Silver Axe     |  A  | 30  | 14 | 70 | 0  | 14 |  1  | 1440 | None            |
    Silver Poleax  |  A  | 30  | 18 | 60 | 0  | 19 |  1  | 1800 | None            |
    Tomahawk       |  S  | 15  | 15 | 65 | 5  | 17 | 1-2 | 6000 | None            |
    Urvan          | SS  | 50  | 22 |110 | 5  | 17 |  1  |15000 | Res+3           |
    Tarvos         | --  | 40  | 18 |100 | 5  | 12 |  1  | None | Nolan, Def+4    |
                   |     |     |    |    |    |    |     |      |                 |
    Bronze Bow     |  E  | 50  | 3  | 80 | -- | 4  |  2  | 400  | No criticals    |
    Iron Bow       |  D  | 50  | 6  | 85 | 0  | 8  |  2  | 750  | None            |
    Venin Bow      |  D  | 50  | 6  | 85 | 0  | 8  |  2  | 400  | Poison          |
    Killer Bow     |  C  | 25  | 8  | 80 | 30 | 9  |  2  | 2000 | None            |
    Rolf's Bow     |  C  | 45  | 8  | 85 | 0  | 8  |  2  | 2700 | None            |
    Iron Longbow   |  C  | 20  | 8  | 65 | 0  | 15 | 2-3 | 2000 | None            |
    Steel Bow      |  C  | 35  | 10 | 80 | 0  | 10 |  2  | 1050 | None            |
    Brave Bow      |  B  | 40  | 9  | 85 | 0  | 10 |  2  | 7200 | 2x Attack       |
    Steel Longbow  |  B  | 20  | 12 | 60 | 0  | 18 | 2-3 | 4000 | None            |
    Silver Bow     |  A  | 25  | 15 | 75 | 0  | 9  |  2  | 2250 | None            |
    Silencer       |  A  | 50  | 16 |100 | 5  | 6  |  2  | 8000 | None            |
    Silver Longbow |  S  | 20  | 17 | 55 | 0  | 17 | 2-3 |12000 | None            |
    Double Bow     | SS  | 50  | 22 |100 | 5  | 12 | 1-2 |16500 | Str+3           |
    Lughnasadh     | --  | 40  | 16 |100 | 5  | 5  |  2  | None | Leonardo, Spd+5 |
    Bowgun         | CB  | 40  | 24 |100 | 0  | 12 | 1-2 | 2000 | Ignores Str     |
    Crossbow       | CB  | 35  | 28 |100 | 0  | 14 | 1-2 | 3500 | Ignores Str     |
    Taksh          | CB  | 30  | 30 |100 | 10 | 16 | 1-2 | 6000 | Ignores Str     |
    Aqqar          | CB  | 25  | 34 |100 | 0  | 18 | 1-2 | 6250 | Ignores Str     |
    Arbalest       | CB  | 20  | 38 |100 | 15 | 20 | 1-2 | 6000 | Ignores Str     |
                   |     |     |    |    |    |    |     |      |                 |
    Bronze Knife   |  E  | 30  | 1  | 70 | -- | 1  | 1-2 | 480  | No criticals    |
    Bronze Dagger  |  D  | 45  | 2  | 85 | -- | 2  |  1  | 270  | No criticals    |
    Iron Knife     |  D  | 25  | 2  | 65 | 0  | 2  | 1-2 | 500  | None            |
    Beast Killer   |  D  | 20  | 9  | 65 | 20 | 8  |  1  | 1200 | Beast laguz     |
    Steel Knife    |  C  | 20  | 4  | 60 | 0  | 3  | 1-2 | 800  | None            |
    Iron Dagger    |  C  | 40  | 5  | 80 | 5  | 3  |  1  | 360  | None            |
    Kard           |  B  | 30  | 4  | 70 | 10 | 6  |  1  | 2400 | None            |
    Steel Dagger   |  B  | 35  | 8  | 85 | 5  | 5  |  1  | 420  | None            |
    Silver Knife   |  A  | 15  | 7  | 60 | 0  | 4  | 1-2 | 1800 | None            |
    Stiletto       |  A  | 25  | 8  | 80 | 20 | 8  |  1  | 3100 | None            |
    Silver Dagger  |  A  | 25  | 12 | 85 | 5  | 7  |  1  | 1800 | None            |
    Peshkatz       |  S  | 30  | 13 | 90 | 0  | 9  | 1-2 |12600 | None            |
    Baselard       | SS  | 50  | 18 |100 | 15 | 10 |  1  |18600 | None            |
     Name          | LVL | DUR | MT | HT | CR | WT | RNG | COST | SPECIAL         |
    ~- Xb. Magic ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    Wind is strong against thunder, thunder is strong against fire, and fire is
    strong against wind. Not as preferable for me as light, anima, and dark, but
    it works in a different sort of way I guess. Wind is strong against birds,
    fire against beasts, and thunder against dragons. As for the staves, the Mt
    represents the EXP, as they obviously don't have a given strength. So yeah.
     Name          | LVL | DUR | MT | HT | CR | WT | RNG | COST | SPECIAL         |
    Fire           |  E  | 40  | 5  | 90 | 0  | 3  | 1-2 | 800  | None            |
    Elfire         |  D  | 35  | 7  | 85 | 0  | 5  | 1-2 | 2100 | None            |
    Meteor         |  C  |  5  | 8  | 70 | 0  | 18 |3-10 | 750  | None            |
    Arcfire        |  B  | 25  | 9  | 80 | 5  | 7  | 1-2 | 2500 | None            |
    Bolganone      |  S  | 20  | 11 | 75 | 0  | 9  | 1-2 | 3000 | None            |
    Rexflame       | SS  | 15  | 14 |100 | 5  | 13 | 1-2 | 7500 | Spd+3           |
    Fire Tail      | SS  | --  | 13 | 85 | -- | 1  | 1-2 | None | Spirits         |
    Cymbeline      | --  | 45  | 13 | 95 | 10 | 5  | 1-2 | None | Sanaki          |
                   |     |     |    |    |    |    |     |      |                 |
    Thunder        |  E  | 40  | 3  | 80 | 5  | 4  | 1-2 | 880  | None            |
    Elthunder      |  C  | 35  | 5  | 75 | 10 | 6  | 1-2 | 1470 | None            |
    Bolting        |  B  |  5  | 6  | 60 | 5  | 19 |3-10 | 800  | None            |
    Arcthunder     |  A  | 25  | 7  | 70 | 15 | 9  | 1-2 | 2550 | None            |
    Thoron         |  S  | 20  | 9  | 65 | 5  | 11 | 1-2 | 3200 | None            |
    Rexbolt        | SS  | 15  | 12 | 95 | 15 | 14 | 1-2 | 9000 | Skl+3           |
    Thunder Tail   | SS  | --  | 11 | 75 | -- | 1  | 1-2 | None | Spirits         |
                   |     |     |    |    |    |    |     |      |                 |
    Wind           |  E  | 40  | 4  | 95 | 0  | 2  | 1-2 | 720  | None            |
    Elwind         |  D  | 35  | 6  | 90 | 0  | 4  | 1-2 | 2030 | None            |
    Blizzard       |  C  |  5  | 7  | 75 | 0  | 17 |3-10 | 700  | None            |
    Arcwind        |  B  | 25  | 8  | 85 | 10 | 6  | 1-2 | 2450 | None            |
    Tornado        |  S  | 20  | 10 | 80 | 0  | 7  | 1-2 | 2800 | None            |
    Rexcalibur     | SS  | 15  | 13 |105 | 10 | 12 | 1-2 | 6750 | Luck+3          |
    Thunder Tail   | SS  | --  | 12 | 90 | -- | 1  | 1-2 | None | Spirits         |
                   |     |     |    |    |    |    |     |      |                 |
    Light          |  E  | 40  | 3  |100 | 0  | 1  | 1-2 | 960  | None            |
    Ellight        |  C  | 35  | 5  | 95 | 0  | 3  | 1-2 | 2240 | None            |
    Purge          |  B  |  5  | 5  | 80 | 0  | 16 |3-10 | 1000 | None            |
    Shine          |  A  | 25  | 7  | 90 | 10 | 5  | 1-2 | 2600 | None            |
    Nosferatu      |  S  | 20  | 6  | 85 | 0  | 7  | 1-2 | 4000 | Drains HP       |
    Valaura        |  S  | 17  | 8  | 95 | 0  | 12 | 1-2 | 6800 | Poison          |
    Rexaura        | SS  | 15  | 12 |110 | 5  | 11 | 1-2 |12000 | Def+3           |
    Thani          | --  | 45  | 8  |100 | 0  | 1  | 1-2 | None | Micaiah; Cav.   |
    Creiddylad     | --  | --  | 11 |100 | 15 | 15 | 1-2 | None | Lehran          |
                   |     |     |    |    |    |    |     |      |                 |
    Worm           |  C  | 30  | 8  | 75 | 0  | 9  | 1-2 | 2400 | None            |
    Carreau        |  B  | 25  | 10 | 70 | 5  | 11 | 1-2 | 3000 | None            |
    Fenrir         |  A  |  5  | 9  | 60 | 0  | 20 |3-10 | 1500 | None            |
    Verrine        |  S  | 20  | 12 | 65 | 0  | 13 | 1-2 | 5000 | None            |
    Balberith      | SS  | 15  | 15 | 75 | 10 | 15 | 1-2 |13500 | Str+3           |
                   |     |     |    |    |    |    |     |      |                 |
    Heal           |  E  | 40  | 11 |100 | 5  | 2  |  1  | 800  | Magic+10 HP     |
    Mend           |  D  | 20  | 12 |100 | 10 | 4  |  1  | 1000 | Magic+20 HP     |
    Torch          |  D  | 10  | 15 |100 | 15 | 7  |  0  | 1000 | Lights up area  |
    Unlock         |  D  | 10  | 17 |100 | 15 | 7  |  1  | 1500 | Opens a door    |
    Restore        |  C  | 10  | 20 |100 | 15 | 4  |  1  | 2000 | Cures status    |
    Ward           |  C  | 15  | 17 |100 | 20 | 4  |  1  | 2250 | Raises Res by 7 |
    Physic         |  C  | 15  | 22 |100 | 25 | 5  |1-M/2| 3750 | Magic+10 HP     |
    Hammerne       |  C  |  3  | 40 |100 | 25 | 7  |  1  | 1800 | Repairs weapon  |
    Recover        |  B  | 15  | 17 |100 | 20 | 6  |  1  | 2250 | All HP          |
    Sleep          |  B  |  3  | 35 |100 | 35 | 6  |1-M/2| 1500 | Sleeps enemy    |
    Rescue         |  A  |  3  | 40 |100 | 40 | 6  |1-M/2| 1800 | Ally -> to you  |
    Silence        |  A  |  3  | 30 |100 | 30 | 7  |1-M/2| 1200 | Silences enemy  |
    Rewarp         |  A  | 15  | 60 |100 | 30 | 7  |1-30 |15000 | Teleports self  |
    Elsilence      |  S  |  2  | 70 |100 | 30 | 7  |1-30 | 2400 | Silences enemy  |
    Elsleep        |  S  |  2  | 85 |100 | 35 | 8  |1-30 | 3000 | Sleeps enemy    |
    Fortify        |  S  |  5  | 60 |100 | 50 | 7  |1-M/2| 5000 | Restores HP     |
    Matrona        | SS  |  3  | 10 |100 |100 | 3  |1-M/2| None | HP/biorhythm    |
    Ashera Staff   | SS  |  3  |100 |100 |100 | 4  |  1  | None | Restores all    |
     Name          | LVL | DUR | MT | HT | CR | WT | RNG | COST | SPECIAL         |
    ~- Xc. Skills ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    This is divided into three categories, of which are Class (not very many),
    Personal, and the 30 point Mastery.
     Name        | Effect                                       | Activation | Ca |
    Shove        | Push a unit by 1 square if Con+2 > Weight    | Command    | 5  |
    Canto        | User can user leftover movement after acting | Innate     | 10 |
    Critical+5   | Crit+5 for Myrmidons, Halberdiers, Reavers   | Innate     | -- |
    Critical+10  | Crit+10 for Swordmasters, Snipers, Sentinels | Innate     | -- |
    Critical+15  | Crit+15 for Marksmen                         | Innate     | -- |
    Critical+20  | Crit+20 for Trueblades                       | Innate     | -- |
    Critical+25  | Crit+25 for Assassins                        | Innate     | -- |
    Steal        | Steal an enemy's unequipped weapon or item   | Command    | -- |
                 |                                              |            |    |
    Aurora       | Returns half damage back to enemy (Ashera)   | Innate     | -- |
    Formshift    | Laguz royals only, stay transformed          | Command    | -- |
    Galdrar      | Can use chants based on heron level          | Command    | -- |
    Insight      | Accuracy+20, Janaff only                     | Innate     | -- |
    Mantle       | Negates damage from non-blessed weapons      | Innate     | -- |
    Sacrifice    | Micaiah can sacrifice HP to recover ally's   | Command    | -- |
    Vigilance    | Avoid+20, Dodge+20                           | Innate     | -- |
    Miracle      | Halves HP when dealt a fatal strike          | (Luck)%    | 5  |
    Blood Tide   | Red dragons increase allies' Str/Skl +5      | Innate     | 10 |
    Cancel       | Negates the enemy's following attack         | (Speed)%   | 10 |
    Counter      | When damaged, deals half damage to enemy     | (Skill)%   | 10 |
    Daunt        | Enemies within a 3 square, Acc/Crit -5       | Innate     | 10 |
    Disarm       | Unequips a beorc enemy                       | (Skill/2)% | 10 |
    Discipline   | Increases rate of gaining weapon EXP         | Innate     | 10 |
    Flourish     | Attacks with half power                      | Command    | 10 |
    Gamble       | Doubles critical but halves accuracy         | Command    | 10 |
    Mercy        | Fatal damage leaves enemy with 1 HP (Elincia)| Innate     | 10 |
    Night Tide   | Black dragons increase allies' Def/Res +5    | Innate     | 10 |
    Parity       | Ignores user's and enemy's skills            | Command    | 10 |
    Provoke      | More chance of being detected by the enemy   | Innate     | 10 |
    Savior       | Skill and speed not reduced during a rescue  | Innate     | 10 |
    Shade        | Less chance of being detected by the enemy   | Innate     | 10 |
    Vantage      | Attacks first                                | (Speed)%   | 10 |
    White Pool   | White dragons increase allies' Mag/Spd +5    | Innate     | 10 |
    Wildheart    | Can transform at any time, but boosts halved | Command    | 10 |
    Adept        | Activates a 2 hit strike                     | (Speed)%   | 15 |
    Beastfoe     | Does bonus damage to beast laguz             | Innate     | 15 |
    Birdfoe      | Does bonus damage to bird laguz              | Innate     | 15 |
    Blessing     | Adjacent allies recover HP based on magic    | Innate     | 15 |
    Boon         | Adjacent allies recover their condition      | Innate     | 15 |
    Celerity     | Movement + 2                                 | Innate     | 15 |
    Corrosion    | Reduces enemy's weapon usage by your level   | (Skill/2)% | 15 |
    Dragonfoe    | Does bonus damage to dragon laguz            | Innate     | 15 |
    Imbue        | Restores magic for HP each turn              | Innate     | 15 |
    Paragon      | Doubles EXP                                  | Innate     | 15 |
    Pass         | User can move through enemies                | Innate     | 15 |
    Renewal      | Each turn user recovers 10% of max HP        | Innate     | 15 |
    Resolve      | When <50% HP, Skl and Spd x 1.5              | Innate     | 15 |
    Smite        | Push a unit by 2 squares if Con+2 > Weight   | Command    | 15 |
    Wrath        | Under 30% HP, Crit+50                        | Innate     | 15 |
    Blossom      | Increases stat gains, halves gained EXP      | Innate     | 20 |
    Fortune      | Negates enemy's criticals                    | Innate     | 20 |
    Guard        | User takes damage for an adjacent character  | Support    | 20 |
    Howl         | Stuns an enemy after an indirect attack      | (Strength)%| 20 |
    Maelstrom    | Damages enemy after indirect hit, for birds  | (Skill)%   | 20 |
    Nihil        | Negates enemy's battle skills                | Innate     | 20 |
    Nullify      | Negates enemy's bonus towards user           | Innate     | 20 |
    Pavise       | Negates all damage                           | (Skill)%   | 20 |
    Quickclaw    | Counters with strength for damage            | (Speed)%   | 20 |
    Shriek       | Reduces enemy's luck to 0 after ind. attack  | (Luck)%    | 20 |
    Stillness    | User isn't attacked in some cases            | Innate     | 25 |
    Glare        | Enemy cannot move until end (Nailah)         | Command    | 30 |
                 |                                              |            |    |
    Colossus     | (Reaver) Triples strength                    | (Skill)%   | 25 |
    Deadeye      | (Marksman) Triples damage, sleeps enemy      | (Skill/2)% | 25 |
    Stun         | (S.Knight, Dragonlord) Triples and stuns     | (Skill)%   | 25 |
    Aether       | (Vanguard) Attacks twice, Sol then Luna      | (Skill/2)% | 30 |
    Astra        | (Trueblade) Attacks five times               | (Skill/2%) | 30 |
    Bane         | (Whisper) Reduces enemy's HP to 1            | (Skill/2%) | 30 |
    Corona       | (Saint) Negates resistance, halves accuracy  | (Skill%)   | 30 |
    Eclipse      | (Black Knight) 5x strength, negates defense  | (Skill%)   | 30 |
    Flare        | (Archsage) Negates resistance, drains HP     | (Skill%)   | 30 |
    Impale       | (Sentinel) Quadruples damage                 | (Skill%)   | 30 |
    Ire          | (Dragon) Triples damage                      | (Skill)%   | 30 |
    Lethality    | (Assassin) Instantly KOs enemy               | (Skill/2)% | 30 |
    Luna         | (Marshall) Triples strength, negates defense | (Skill%)   | 30 |
    Rend         | (Cat) 5x strength, stuns enemy               | (Speed%)   | 30 |
    Roar         | (Tiger, Lion) Triples strength and stuns     | (Strength)%| 30 |
    Savage       | (Wolf) Triples strength, halves enemy skill  | (Skill)%   | 30 |
    Sol          | (Knight, Valk.) Triples damage, drains HP    | (Skill/2)% | 30 |
    Tear         | (Hawk, Raven) 3x strength, halves speed      | (Speed%)   | 30 |
    ~- Xd. Shops ~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-
    Basically an indication of what times items are available during the game,
    and stuff. All info is based on normal mode.
    Item            |4|5|6|7|8|9|F|3|F|2|3|4|5|6|7|8|9|10|11|12|13|F|P|1|2|3|4|5|F|
    Bronze Sword    |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Sword      |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Sword     | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Sword    | | | | | | | | | | | | | | | | |Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Iron Blade      | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Blade     | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Blade    | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Killing Edge    | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Wind Edge       | | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bronze Lance    |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Lance      |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Lance     | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Lance    | | | | | | | | | | | | | | | | |Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Iron Greatlance | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Stl Greatlance  | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Slvr Greatlance | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Killer Lance    | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Javelin         | | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bronze Axe      |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Axe        |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Axe       | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Axe      | | | | | | | | | | | | | | | | |Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Iron Poleax     | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Poleax    | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Poleax   | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Killer Axe      | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Hand Axe        | | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bronze Bow      |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Bow        |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Bow       | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Bow      | | | | | | | | | | | | | | | | |Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Iron Longbow    | | | | | | | | | | | | | | | | |Y|  |Y |  |  | |Y|Y|Y|Y|Y|Y|Y|
    Killer Bow      | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bowgun          | | | | | | | | | |Y|Y|Y|Y|Y|Y|Y| |Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Crossbow        | | | | | | | | | | | | | |Y| | | |  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bronze Knife    |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Knife      | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Knife     | | | | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Knife    | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Bronze Dagger   |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y| |Y|Y| |Y|Y |Y |Y |Y |Y| | | | | | |Y|
    Iron Dagger     | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Steel Dagger    | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Silver Dagger   | | | | | | | | | | | | | | | | |Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Kard            | | | | | | | | | | | | | | | | | |  |  |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Stiletto        | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Item            |4|5|6|7|8|9|F|3|F|2|3|4|5|6|7|8|9|10|11|12|13|F|P|1|2|3|4|5|F|
    Fire            | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Elfire          | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Arcfire         | | | | | | | | | | | | | | | | | |  |  |  |  | |Y|Y|Y|Y|Y|Y|Y|
    Thunder         |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Elthunder       |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Arcthunder      | | | | | | | | | | | | | | | | | |  |  |  |  | |Y|Y|Y|Y|Y|Y|Y|
    Wind            | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Elwind          | | | | |Y|Y|Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y |Y |  |  |Y|Y|Y|Y|Y|Y|Y|Y|
    Arcwind         | | | | | | | | | | | | | | | | | |  |  |  |  | |Y|Y|Y|Y|Y|Y|Y|
    Light           |Y|Y|Y|Y|Y|Y|Y| | |Y|Y|Y|Y|Y|Y|Y| |Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Ellight         | | |Y|Y|Y|Y|Y| | |Y|Y|Y|Y|Y|Y|Y| |Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Shine           | | | | | | | | | | | | | |Y| | | |  |  |Y |Y | |Y|Y|Y|Y|Y|Y|Y|
    Worm            | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | |Y|Y|
    Carreau         | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | |Y|Y|
    Heal            |Y|Y|Y|Y|Y|Y|Y| |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Mend            | | | | |Y|Y|Y| |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Recover         | | | | | | | | | | | | | | | | | |Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Physic          | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Restore         | | | | | | | | | | | | | |Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Ward            | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Herb            |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Vulnerary       | | |Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Concoction      | | | | | | | |Y|Y| | | | |Y|Y|Y|Y|Y |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Antitoxin       | | | | |Y| | | | | | | | | | | | |  |  |  |  | | | | | | | | |
    Torch           | | | | | | | | | | | | | |Y| | | |  |  |  |  | | | | | | | | |
    Door Key        | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | |Y| | |
    Olivi Grass     | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Pure Water      | | | | | | | | | | | | | | |Y|Y|Y|  |Y |Y |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Panacea         | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Spectre Card    | | | | | | | | | |Y|Y|Y|Y|Y|Y|Y|Y|  |  |  |Y |Y|Y|Y|Y|Y|Y|Y|Y|
    Reaper Card     | | | | | | | | | | | | | | | | | |  |  |  |  | |Y|Y|Y|Y|Y|Y|Y|
    Daemon Card     | | | | | | | | | | | | | | | | | |  |  |  |  | | | | | | | |Y|
    Item            |4|5|6|7|8|9|F|3|F|2|3|4|5|6|7|8|9|10|11|12|13|F|P|1|2|3|4|5|F|
                           ~-~ ~-~ ~-~  XI. FAQ ~-~ ~-~ ~-~
    Got a question? Well... please don't email me until you've been through this
    section and looked for it. Because, being the lazy jackass that I am, I may
    just not answer the email if it's here. So, yeah...
    [Q] Is *insert character from Path of Radiance here* in this game?
    [A] Is that character's name Largo? If so, no. Otherwise, yes, all of the PoR
        characters are battle characters.
    [Q] Rank all the characters in the entire game by class.
    [A] You are freaking evil. Well, this is just my opinion anyway, so...
      In general - Ike > everyone
      Paladins - Titania > Oscar > Geoffrey > Kieran > Makalov > Renning > Astrid
                 > Fiona
      Generals - Gatrie > Brom > Tauroneo > Meg
      Warriors - Boyd > Nolan
      Swordmasters - Mia > Zihark > Edward > Stefan > Lucia
      Halberdiers - Nephenee > Aran > Danved
      Snipers - Shinon > Rolf > Leonardo
      Falcon Knights - Elincia > Tanith > Sigrun > Marcia
      Dragonmasters - Haar >>> Jill
      Rogues - Volke > Sothe >>> Heather
      Sages - Soren > Micaiah > Bastian > Sanaki > Calill > Tormod > Ilyana
      Bishops - Rhys > Oliver > Laura > Mist (does she count?)
      Beast Laguz - Caineghis > Giffca > Nailah > Skrimir > Ranulf > Kyza > Muarim
                    > Mordecai > Lethe > Volug >>> a bucket of KFC >>> Lyre
      Bird Laguz - Tibarn > Naesala > Ulki > Janaff > Nealuchi > Vika
      Dragon Laguz - Kurthnaga > Nasir > Gareth > Ena
      Herons - Rafiel > Reyson > Leanne
    [Q] So I let someone die. Can I get them back?
    [A] NO. This is a typical Fire Emblem game. Death is death.
    [Q] Who is this game's "Jeigan"?
    [A] There's no Jeigan here. If I had to choose one as a whole it would be
        Tauroneo, though Sothe is the first overpowered one. That's definitely not
        consistent throughout though. But yeah, Tauroneo.
    [Q] What are the "forced promotions"?
    [A] Micaiah at the end of Part 1, Ike at the end of Part 3, Sothe at the end
        of 4-P, and Micaiah at the beginning of 4-E.
    [Q] Is there a "triangle attack" in this game?
    [A] Yes, and it works the same way as it did in Path of Radiance. Take the
        three brothers, Oscar, Boyd, and Rolf. All three of them must be equipped
        with bows, and obviously to do Oscar must be promoted to a Silver Knight.
        Form a triangle around the enemy (note: AROUND the enemy), have everyone
        two squares apart as befits bows, and then go. The same thing towards at
        short range with any three of Marcia, Sigrun, Tanith, and Elincia.
    [Q] Do you ever have to use the Dawn Brigade by themselves after Part 1?
        Reason being, they all suck and half of them are dead and...
    [A] YES. There's three chapters with just those weak characters, all over
        again, all in Part 3. That'll come back to haunt you.
                        ~-~ ~-~ ~-~  XII. Credits ~-~ ~-~ ~-~
    You have just gone through yet another huge RPG guide, copyrighted and written
    by none other than a lifeless nerd. Or, in other words, me. Interpret that in
    any way you wish. So with that, hope you enjoyed this guide and this game, and
    expect to see my name on many more guides in the future. I'm awesome like that
    and stuff. With that, buhhh-bye.
    - Sailor Bacon: For taking over GameFAQs in the place of CJayC, which I'm sure
    must have been extremely difficult shoes to fill. He's doing a great job, so,
    my hat is tipped.
    - Stephen Ng: For being the FAQ editor for IGN, which is the other site that I
    write for. I am honored to write for IGN, since it is a great site. I was also
    very glad to do an exclusive for IGN.
    - SerenesForest.net: For being the ULTIMATE resource on everything Fire Emblem,
    both for Path of Radiance and everything else. Since I borrowed the list data
    from there, they deserve a spot here.
    - Led Zeppelin, Pink Floyd, U2, The Eagles, Queen, Van Halen, The Beatles, and
    many others: You probably know why I'm thanking you, but I don't believe this
    guide would be up as quickly if it weren't for all of you.
    - All the guys who first got me started writing from GameFAQs and all of my
    best friends like SinirothX, Psycho Penguin, Meowthnum1, CVXFREAK, Karpah,
    ZoopSoul, Crazyreyn, Gobicamel, asa2377 (OH EM GEE YOU TROLL), Warhawk, Cyril,
    supernova54321, Minesweeper, AlaskaFox, me frog, RHarrison, masterzero99, Tom
    Hayes, wayalla, djg40, MTincher, NickBush24, BurningFox, AquaBlast, and
    definitely more that I'm forgetting: you are some of the best friends that
    anyone can have, and I may have quit FAQing/left FCB forever without all of
    you. Thank you for everything and for motivating me to get my ass in gear.

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