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Fire Emblem FAQ/Walkthrough by TripleJump and Sean (Kirbix) D'Hoostelaere
Created: January 1st, 2006
Last Updated: April 15th, 2008
Copyright © TripleJump and Sean D'Hoostelaere 2006-2007
Contact: triplejumpfaqs[at]gmail[dot]com
kirbix[at]gmail[dot]com
=-----------------------------------------------------------------------------=
=-----------------------------Table of Contents-------------------------------=
=-----------------------------------------------------------------------------=
To navigate the ToC and use the search function to best success, just cross
reference the table.
For the missions, the mission number corresponds with the search #. For
chapter 1, for example, Simply type in "IV1." and you'll be good to go!
Lyn's story corresponds with chapters 1-10, and then Eliwood and Hector each
correspond with chapters 11 and onward- you should know which one you're
looking for.
Remember- for secret chapters, type in the chapter's name with an X after it.
Also: ignore the brackets and put whats inside of it only.
If what you're looking for isn't in the ToC, type it into the search bar
anyway. We're not missing much, and it may just not be specifically labeled
here at the top.
I. Writer's Introduction . . . . . . . . . . . . . . . . . . . . . . .(I.)
II. The Characters . . . . . . . . . . . . . . . . . . . . . . . . . .(II.)
a. The Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIa.)
b. The Villains . . . . . . . . . . . . . . . . . . . . . . . . . . (IIb.)
III. Game Basics . . . . . . . . . . . . . . . . . . . . . . . . . . .(III.)
a. The Menu. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIa.)
b. Moving around the map . . . . . . . . . . . . . . . . . . . . . (IIIb.)
c. Battling. . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIc.)
d. The Weapon Triangle . . . . . . . . . . . . . . . . . . . . . . (IIId.)
e. Character stats and the Character Screen. . . . . . . . . . . . (IIIe.)
f. Battle Stats. . . . . . . . . . . . . . . . . . . . . . . . . . (IIIf.)
g. Battlefield Terrains, Buildings, and Special Units. . . . . . . (IIIg.)
h. Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IIIh.)
IV. Walkthrough- Lyn's story . . . . . . . . . . . . . . . . . (IV1.-IV10.)
(Secret level after 7)
V. Walkthrough- Eliwood's story . . . . . . . . . . . . . . . .(V11.-V31.)
(Secret levels after 13, 16, 18, 22, 26, 29)
VI. Walkthrough- Hector's Story. . . . . . . . . . . . . . . .(VI11.-VI33.)
(Secret levels after 13, 17, 19, 19x, 23, 28, 31, 32)
VII. Character Run-Down . . . . . . . . . . . . . . . . . . . . . . . (VII.)
a. Heroes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIa.)
b. Cavaliers/Paladins . . . . . . . . . . . . . . . . . . . . . . .(VIIb.)
c. Knights/Generals . . . . . . . . . . . . . . . . . . . . . . . .(VIIc.)
d. Fighters/Warriors. . . . . . . . . . . . . . . . . . . . . . . .(VIId.)
e. Mercenaries/Heroes . . . . . . . . . . . . . . . . . . . . . . .(VIIe.)
f. Myrmidons/Swordmasters . . . . . . . . . . . . . . . . . . . . .(VIIf.)
g. Pirates/Berserkers . . . . . . . . . . . . . . . . . . . . . . .(VIIg.)
h. Nomad/Nomadic Trooper. . . . . . . . . . . . . . . . . . . . . .(VIIh.)
j. Archers/Snipers. . . . . . . . . . . . . . . . . . . . . . . . .(VIIj.)
k. Peg Knights/Falcoknights . . . . . . . . . . . . . . . . . . . .(VIIk.)
l. Wyvern Knight/Lord . . . . . . . . . . . . . . . . . . . . . . .(VIIl.)
m. Mages/Sages. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIm.)
n. Monk/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIn.)
o. Shaman/Druid . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIo.)
p. Troubadour/Valkyrie. . . . . . . . . . . . . . . . . . . . . . .(VIIp.)
q. Cleric/Bishop. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIq.)
r. Thieves/Assassins. . . . . . . . . . . . . . . . . . . . . . . .(VIIr.)
s. Bard/Dancer. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIs.)
t. Transporter. . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIt.)
VIII. Appendices . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIII.)
a. Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIa.)
1.Swords . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa1.)
2.Lances . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa2.)
3.Axes . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa3.)
4.Bows . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa4.)
5.Anima Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa5.)
6.Dark Magic . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa6.)
7.Light Magic. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIa7.)
b. Items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIb.)
1.Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb1.)
2.Items/Rings. . . . . . . . . . . . . . . . . . . . . . . . . .(VIIIb2.)
c. Promotion Bonuses. . . . . . . . . . . . . . . . . . . . . . . (VIIIc.)
d. Store locations and inventories. . . . . . . . . . . . . . . . (VIIId.)
e. Support list . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIe.)
f. Stat growths . . . . . . . . . . . . . . . . . . . . . . . . . (VIIIf.)
IX. Secrets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (IX.)
a. Unlockables . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXa.)
b. Glitches. . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXb.)
c. RNG . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(IXc.)
X. FAQ . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(X.)
XI. Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(XI.)
XII. Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (XII.)
XIII. Version History . . . . . . . . . . . . . . . . . . . . . . . . .(XIII.)
+-----------------------------------------------------------------------------+
|------------------------I. Writer's Introductions----------------------------+
+-----------------------------------------------------------------------------+
"Triplejump's introduction"
Welcome to the next one of my FAQs. I'm TripleJump. Mainly because I'm too dumb
to be able to make a decent name. Fire Emblem 7 is the first Fire Emblem game
I have ever played. It was a masterpiece if I ever saw one. Amazing. I have
been working on this project for months, keeping it a secret for no apparant
reason. I just like to be stealthy! Anyway, this FAQ is going to be fit for a
king! I hope.
Fire Emblem is about a girl. She is living on plains and goes on a quest to
rescue her Grandfather, the Marquess of Caelin. She picks up a small army along
the way and liberates the place. Years later, a man named Eliwood searches for
his father. Gathering a larger army and collects the girl Lyndis to go and
defeat the power that is dampering the continents. Will they survive? YOU make
the calls. YOU are the tactitian that calls the shots. The armies of old are in
your hands.
(Wow, that was corny).
This is one of my several FAQs I have written. For full works, see my
contributor profile. Enjoy!
"Kirbix's introduction"
Hi, there! Welcome to the next of MY FAQs, as well- unless you've never read
one before, in which case it's good to know I've got another reader.
I'm definitely the more "colorful" between the two of us, so you will probably
always know when I'm writing since it will inevitably have more of a "story"
feel to it. For better or worse, I suppose.
This is my first real co-authored work, so I'll work on keeping the writer's
dichotomy to a minimum.
As for the game itself, he's kind of said anything I might say. This is a
very fun strategy RPG and it's also quite a difficult one. Hopefully we can
ease those difficulties here, though.
+-----------------------------------------------------------------------------+
|------------------------II. The Characters-----------------------------------+
+-----------------------------------------------------------------------------+
The below is just a section that gives a small bio on the main three heroes
(Lyn, Eliwood and Hector) and the two main villans (Lundgren and Nergal).
-----------------------------------
IIa. THE HEROES
-----------------------------------
LYN: A girl who lives on the plains, alone because her parents were slaughtered
by bandits. She finds you (the tactician) unconcious on the plains one day and
decides to help you out, you then learn that she is the heir to the Caein
throne, and that there is a plot to unhinge her for good.
ELIWOOD: The son of Marquess Pherae, he leaves home on a quest to find his
father, who has gone missing, and finds himself on an even bigger quest to save
the world!
HECTOR: A headstrong brother of Marquess Ostia, he is close friends with Eliwood
and runs away to help him save his father, and finds out more about himself in
the epic mission to save the world.
-----------------------------------
IIb. THE VILLANS
-----------------------------------
LUNDGREN: A relative of Marquess Caein who is poisoning him to try and kill him.
He wants Lyn dead so he can control the country, and Lyn must try to stop him by
reaching the castle and saving her grandfather from death.
NERGAL: A dark druid who wants to release dragons back into the world, he is one
of the heroes of old and went bad as he let evil souls inhabit his body, making
him stronger but not himself.
+-----------------------------------------------------------------------------+
|-----------------------------III. Game Basics--------------------------------+
+-----------------------------------------------------------------------------+
Anything that you might need to know about how to play this game falls under
this section. If you've never played this game before, reading this is not
necessarily a bad idea. Then again, the tutorial also does a pretty good job
of explaining things, too.
========================================
=IIIb. Moving Characters Around the Map=
========================================
To move a character around the map, put the cursor over the character. Press
"A" and their movement radius will appear. The Blue shows where the character
can move. Movement range is determined by the "Move" stat. However, it is
then hindered by some forms of terrain (such as sand), and can be obstructed
by natural obstacles. Your character cannot simply walk over a wall or over
an enemy- they must walk around them.
The Orange/Red shows where they can attack. If you move the control
pad, an arrow appears out of the character. Move the arrow to the desired spot
and press "A" to move the character. Once moved, you can choose from a number
of actions:
Attack: Appears when adjacent with an enemy unit. You must have a weapon
Staff: Appears when an allied unit is damaged and is within staff range.
Trade: Trade items with an adjacent unit.
Rescue: Pick up an adjacent unit. Rescuing unit's "Aid" stat must be higher
than the rescued unit's "Con"
Take/Give: Send a rescued unit from one to another.
Drop: Places a rescued unit on an adjacent location.
Item: Use an Item/Equip another weapon
Steal: Steal item from enemy-thieves cannot steal an enemies equipped weapon.
Dance/Play: Nils/Ninian only. Gives the adjacent allied unit another movement.
Also allows Nils/Ninian to activate one of their many spells.
Talk: Talk to a unit. Talk is often used to bring enemy NPCs to your side.
Support: Initiate a support conversation.
Merch: Trade with Merlinus when you get him.
Visit: Visit a home or village.
Armory: Enter the armory and shop for equipment.
Vendor: Enter shop to buy items and magics.
Arena: Enter the arena to do battle with enemies for experience.
Secret: Enter a secret shop, only accessible with a member's card.
Break: Break open a damaged wall.
Door: Open a Door.
Chest: Open a chest.
Wait: End this units turn.
Seize: Seize the throne or gate to a castle, thereby ending the mission.
Once the action has been performed, the chosen unit's turn is over.
Mounted units (Cavaliers, Troubadours, nomads, pegasus knights and wyvern
knights) can move both before and after completing an action.
For example, Kent moves 3 spaces to attack a brigand. He will be able to move
an additional 5 spaces after he has attacked, if he so chooses. This allows
mounted units to move in, rescue units and then get out of danger again. It's
a valuable technique to help stay alive.
================
=IIIc. Battling=
================
To attack an enemy unit, move your character next to the enemy unit. Press
"Attack", now select your weapon. Examine the "Pre-Battle Screen". It looks
something like this:
HP HP Enemies/Your Hit Points
MT MT Enemies/Your damage about to be dealt. Sometimes a 2x symbol appears,
symbolizing a double attack
HIT HIT Enemies/Your Hit percentage
CRT CRT Enemies/Your % chance of landing a critical hit
Press "A" to continue, or "B" to cancel. If you continue, your character will
strike an opponent first and then the opponent can strike back. Sometimes you
may have "x2". Then you will attack again. For those situations where you have
a x2 hit and your opponent attacked first, they will strike and then you will
counterattack with two strikes.
ATTACK RANGES
**************
Standard attack range is 1 in each direction. This applies to swords, axes
and lances. A diagram, if you must:
x
x O x
x
If you are using magic, throwing axes or spears, the range increases to 2. This
means 2 in each direction and 1 in each diagonal, like so.
x
x x x
x x O x x
x x x
x
Bows are somewhat more limited: they can ONLY hit in the "2" range. In other
words, no adjacent attacks:
x
x . x
x . O . x
x . x
x
Now, there are some weapons (mentioned later) that have anywhere from 3 to 10
range. They follow the same basic formula as you've seen above, just increasing
in each direction by however many points until you've got the desired range.
Staffs are a special case. The basic healing staff has 1 range, but all others
have a range of Magic/2. It's rounded down, so if you've got 7 magic, the staff
spell has 3 range. At first, it's not THAT great, but when you're using
characters with 20, 25 magic... that's a RIDICULOUS range of effect. Make use
of these staves.
Note that unlike movement range, the attack range of a weapon is not hindered
by obstacles or enemies- you can throw an axe right over an opponent's head,
and long-range spells can be cast through all kinds of barriers.
RESCUE
********
You know the saying: those who fight and run away shall live to fight another
day. Rescue is an invaluable tool to your battling. A unit can walk up to
another unit and rescue them, thereby getting them out of harm's way. A
rescued unit cannot be damaged until let go again, and so a tough unit can
absorb some damage that the weaker unit might not have been able to handle.
The best use of rescue is via your cavaliers. Owing to their ability to move
again after action and to their high movement, they can swoop in, rescue the
damaged unit, and then get them out of trouble. Rescue is also useful with
cavaliers by allowing them to pick up slower units to bring them to the front
line of battle. There will be some instances where this is suggested.
===========================
=IIId. The Weapon Triangle=
===========================
This is a concept that the game will QUICKLY introduce you to, and it's a
concept that you need to quickly become familiar with. Fire Emblem has a nasty
habit of being unforgiving for the foolish, and it's foolish not to heed the
weapon triangle.
So what is the weapon triangle, you ask? Well, if you look at the number of
different melee weapons and the number of different attack spells, you discover
that there are three of each. Hey, three types, triangle... I think we're
on to something! At any rate, the weapon triangle dictates that in the style of
Rock-Paper-Scissors, each melee weapon (and each magic type) is strong against
one type of weapon while being weak against the other one. The breakdown is
simple:
Swords beat Axes
Axes beat Lances
Lances beat Swords
Anima Magic beats Light Magic
Light Magic beats Dark Magic
Dark Magic beats Anima Magic
Bows get left out of both triangles entirely; normal damage no matter who they
fight.
By having the "triangular advantage" over your opponent, your attacks get an
increase in damage and an increase in hit %. Conversely, the opponent gets a
decrease in both of those areas. For this reason, it's important to be aware
of both the weapon you use and the weapon your opponent uses.
Now, there are three weapons that are special- they reverse the triangle. These
weapons are known as the Lancereaver, the Swordreaver and the Axereaver. Now,
the lancereaver is not a lance, but a sword that can defeat lances. In order
to deal with enemies crafty enough to wield a reaver in your face, you simply
have to think backwards. The lancereaver is a sword strong against lances, so
now it is weak against axes; an axe user can take him out! By using reavers or
outsmarting it, your advantage doubles.
=================================================
=IIIe. Character stats and the Character Screen=
=================================================
Once you have defeated the enemy, you will gain experience points. Some
enemies won't give you a bunch of XP- maybe 10 or 15. Others will give a huge
return, up to 100 XP! Now, once you've gotten that 100, you will level up.
Fundamental RPG theory, really. Then your XP counter goes back to zero and you
start over. As you level up, it's harder and harder to get to that 100 XP
total.
So, what's the use of leveling up? Quite simply, to increase your character's
stats. However, knowledge that stats will help you is USELESS if you don't
know what each stat actually does. Here we will explain each one to you in
detail so that you're not at all confused.
The easiest way to bring up a characters stats is to view their profile. To
do that, press the R button during a mission while highlighting the character
you want to read about with your cursor. You'll get a whole list of stats,
like so:
Str Move
Skill Con
Spd Aid
Luck Trv
Def Affin
Res Cond
Oh, and HP is listed at the bottom on the left. HP's simple- you run out of
HP and you die.
First, let's go through the first column; these are the characters battling
statistics; they're the ones that change as you level up. All explanations of
the stats relationships within the battle screen are explained in the next
section.
Str -Short for strength, and this is the stat that determines how much damage
your character does. If it's a magic user, Str will be replaced by
Mag, for magic power. Higher strength means higher damage, need I say
more.
Skill-Skill is the stat that determines your accuracy and your chance to get
a critical hit on the enemy.
Spd -Short for speed, this skill affects your players evasion rate, as well
as helping to determine whether or not you will get a doublestrike on
your opponent.
Luck -Luck does many things. First of all it increases your accuracy and
evasion, and it also increases your critical evade %. Despite the
rumors, it doesn't help them find items in the desert (kind of luck how
luck doesn't help you get rare steals in Final Fantasy- urban legend.)
Def -Short for defense, the higher it is the less damage you take from
a physical attack.
Res -Short for resistance, this is your magic defense. You need high res
to withstand the tough magic users.
The next column gets a bit more "exciting"- there's more to it, now.
Move -OK, so SOME of them are more complex. Movement's pretty simple. It's the
stat used to calculate how far a unit can move, which we discussed up
in an earlier section.
Con -This stat serves two purposes, one good and one bad. The good thing about
high constitution is that it allows you to wield heavy weapons with
greater ease (Best explained in battle stats), but the bad news is that
higher constitution means that allies need a higher aid to rescue you.
Constitution does not grow per level, only upon promotion or with a
body ring.
Aid -Higher aid means you can rescue units with higher constitution. Aid is
(as you might guess), related directly to your constitution. However,
mounted units get a bonus to their aid stat so that, in general terms, a
mounted unit can rescue anyone they want to without worry. Because it's
linked to constitution, it cannot be raised, either.
Trv -A status that doesn't even really matter to you. It'll show up blank
unless you've rescued someone. If you have, the name of the person you
rescued shows up.
Cond -Later in the game, you'll run into negative status effects. Poison, and
then sleep and berserk. When you've become "afflicted" by these, this is
where the game will register it.
AFFINITIES
***********
Each character has an affinity, but this is somewhat more complicated than
the others so far. There are several different affinities, one for each
element of magic. Fire, Wind, Thunder, Ice, Anima, Light and Dark. Affinities
are, at their base, rather meaningless. An average player really doesn't care
what the affinity of each character is, because it doesn't matter much until
you're much farther in.
Here's how it works: when you started the game, you chose a month of birth.
This gave you an affinity of some sort, right? Depending on what your affinity
is, all units who share your affinity receive a bonus to their combat
stats. That is, all units who share the affinity gain a bonus to their hit %
and avoid %.
Much more important than that measly bonus is that affinities play a fundamental
role in supports. Different affinities receive different bonuses, which means
some characters will want certain affinities. Read the support section for
a better explanation.
A character's affinity NEVER changes, even from game to game. This means that
you can rely on them to have the same bonuses relative to your affinity bonus
and to your support bonuses.
====================
=IIIf. Battle Stats=
====================
OK, now that we've got the basics of that down, we've got a more in-depth
look into what stats affect how a battle plays out, specifically MT, HIT, CRT,
and whether or not you get that coveted 2x strike. This gets somewhat
technical, so proceed at your own risk (of boredom).
Supports affect all of these, but once again that will be explained in the
supports section. For now, just assume that you'll have to factor those in
later. I'm also ignoring the spells of Nils and Ninian. I assume if you're
using those that I don't need to tell you that they're working, and their
actual effects are explained later.
MT- This is the easiest of the stats to calculate. First, add the attack of
your weapon to your strength/magic. Then subtract their defense/
resistance.
If they're standing on a forest, a pillar or a mountain, subtract an
additional point. 2 points for a fort, gate and mountain peak, and then
3 points for a throne.
If you're using the weapon triangle correctly, you get a 1 pt bonus to MT,
while they suffer a 1 pt penalty. If you use a reaver weapon effectively,
you get a 2 pt bonus and they suffer accordingly. If you're using a weapon
that is "effective", double your total attack before subtracting defense.
HIT- Hit is calculated by a simple combination of your accuracy - their
evasion. The trick of course is to figure out how to know what THOSE are.
Your accuracy is found with the following equation:
The weapon's inherent accuracy + (Your skill stat X 2) + (Your luck X .5)
Having an S-rank in a weapon also gives a 5% bonus to your hit rate.
Meanwhile, evasion is found like so:
(Character speed x 2) + Luck + Terrain Bonuses
10% bonus to evasion is given for standing on any building's doorway, and
Pirates get a bonus walking on water. 5% bonus is given for standing on
sand, 20% for standing in a forest, on a fort, a gate or a pillar. 30% on
the throne, and a full 40% on a mountain peak.
CRT- If you land a critical hit, you do triple damage. As such, critical hits
are always nice. Now, the best way to get a critical hit is to use a
killer weapon, which has an inherent 30% crit rate. However, so you know
how it all works:
Crit = Weapon critical hit rate + (Skill X 1/2) - Opponent's luck.
Again, the best way to get a high critical hit rate is to use a killer
weapon. However, supports can increase this number, and berserkers and
swordmasters get an automatic 15% on top of whatever their critical rate
already is. With the right supports, Guy can have 100% crit, and with
Dart's insane attack, a 65 or 70% critical hit rate is MONSTROUS.
2x hit- Here it is, the part I ignored before. This isn't really a breakdown
of the 2x hit as much as it is an explanation of attack speed. Attack
speed is probably the simplest of them all, though probably the most
overlooked by the amateur player. Your attack speed is your speed, pure
and simple. What complicates attack speed is that if you are holding a
weapon that is heavier than your constitution, you will suffer one point
in penalty for each point of weight the weapon has over your CON stat.
If your constitution is greater than or equal to the weapon's weight, you
suffer no penalty. However, lightweight weapons cannot give you a bonus
to your speed, either.
So, calculate your attack speed and your opponent's attack speed. If you
have 4 more attack speed than he does, you attack twice. Simple, huh.
===========================================================
=IIIg. Battlefield Terrains, Buildings, and Special Units=
===========================================================
You can get defensive bonuses depending on where your character stands. Forts,
for instance, will give you a defensive bonus. You gain health for standing on
one as well. Use the terrain around you to your advantage.
Flying units receive no bonuses or penalties from any terrain type.
The following terrain types offer no bonuses to defense or avoid:
Plains
Boat
Bridge
Floor
Shores
The following terrain types are classified as "buildings" and all give 10%
to avoid and no defense:
Arena
Armory
House
Inn
Ruins
Vendor
Village
As for the rest:
Forest -As you might expect, it's a good idea to hide in the forest. You'll
get 1 defense and 20 avoid added to your total.
Mountain -Naturally mountains take it a step further; 1 defense and 30 avoid.
However, mounted units cannot cross mountains, and there's a penalty
to movement when crossing them.
Peak -The mountain peak is, as you would expect, the pinnacle of avoiding
enemies. Now, most units can't even walk on mountain peaks, so
this usually is a bad thing rather than good, but it grants a
2 defense and 40 avoid bonus. For Brigands, this is a godsend.
Sand -Sand gives a 5% avoid bonus, but much more importantly, most units
incur a 50% movement penalty over the sand. The only units who do
not are Pegasus/wyvern knights, magi, monks, clerics, and shaman, as
well as the respective promoted classes.
Lake/Sea -Water provides a 10% avoid bonuses for all pirates who step out on
it- only pirates and berserkers can walk across.
Pillar -The indoor equivalent to a forest; 20 avoid and 1 defense.
Fort -Forts are invaluable in so many ways. First of all, they provide a 2
defense bonus and 20% avoid. However, better yet, they also heal your
units. At the beginning of your turn, if you were stationed on the
fort at the end of your last turn, you get said healing bonus.
Gate -Similar to the forts, though a gate will be guarded by a boss so as
to give them healing properties (Damn it...) Same stats all around.
Throne -The throne is even better! An enhanced gate! YIPPEE! 3 defense, 30
avoid, and healing. The ultimate boss seat. Thankfully not common.
***** *****
*----THE ARENA----*
***** *****
On certain maps in the game (there are two in particular that are of some
significance to you), you will find that you have access to the arena, a
building shaped like the Roman Colosseum. In this building you will do battle
with enemies provided endlessly for you. You must wager a sum of money, in
the mid hundreds, usually. Winning will bring double that back to you.
The good part about the arena is that it provides an endless supply of XP.
The bad news is that the enemies are TOUGH, and if you lose, your character
DOES die, just like in regular game. This means that arena is not something
to play around with. You have to know what you're doing.
You do not get to choose what your weapon is- you get stuck with the base of
whatever weapon you use. If you can use two weapons, swords get priority,
followed by lance, then axe and finally (i.e. never used on 2-weapon types),
bows. I notice my "Official Nintendo Player's Guide" says that you'll use
the strongest weapon in your inventory. That's total bull- you will use iron,
every time.
The enemies WILL use steel and silver, though. Through no particular
equation that I've deduced, higher defense characters will draw out opponents
with stronger weapons. A knight will get opponents with steel weaponry, while
Florina will probably never get anything but iron weapons. As a consequence,
Hector is no safer in the arena than anyone else, and oftentimes it's even
MORE dangerous to put a high-defense unit into the arena because of how high
the enemy's damage gets.
I'm partial to arena abuse, especially on a player's first run through. While
kind of "cheap," it's a great bonus that while making things easier, doesn't
make the game TOO easy if you use it in somewhat moderation. To learn about
arena abuse, check our Secrets section of the FAQ (Section IX.)
However, if that's not your cup of tea, here's some advice to follow in order
to survive the arena:
-#1 tip- "Know when to fold 'em." You can quit at ANY time by just pressing the
B button. The problem is that you must press it before a turn has begun, so
once the attack animations begin, even if they're yours, you can't quit then.
That means that you have to be on your guard- if you see an enemy kill coming,
DO NOT WAIT! Get out immediately; you do not want your unit to die.
-Higher bets mean tougher opponents. While it'd be nice to get an extra 200
gold off the fight, you're likely to regret it when you get in there. Avoid
bets higher than 600 is the general rule of thumb, I believe.
-As I said, high defense units take a VERY high risk going into the arena.
A silver weapon in the hands of most units is just BRUTAL and should be
avoided.
-Don't fight myrmidons. I cannot stress this enough- unless you're a knight or
a pegasus knight who's feeling lucky, you will almost always lose. This is
especially a problem for axe users. You can take him out in two hits, and he
only does 4 damage! Problem is, your hits never connect, and he hits twice,
over and over... guaranteed, you'll die first.
Save yourself the trouble- if you see a myrmidon, just forfeit.
Arena use is difficult without abuse, but it can be useful if you know what
you're doing. For practical purposes, I really don't recommend it on your
first playthrough, though- too much risk involved.
***** *****
*----SPECIAL UNITS----*
***** *****
This covers both the destructible obstacles, the cracks and snags, and the
two special units, ballista and Merlinus. This is mostly for Merlinus, but
let's talk the other stuff, too.
Snags and Cracks
---
These are obstacles that you find the map that have HP of their own. To get
them out of your way, you must destroy them! Their HP varies, especially
cracks, which can have up to 50 HP. Destroy them when necessary, though it
may sometimes be more beneficial not to waste the energy doing so.
Ballista
---
It's a gigantic bow on wheels. Simple enough, really. Problem is that they're
often manned by the enemy. They've got a HUGE range, and their damage is quite
good. There's three levels to the ballista: there's the regular kind, the
killer kind, which has a high critical hit rate, and the iron ballista, which
has improved range and damage. Regular is what you'll see the most- this
machine's dangerous enough as it is.
Use extreme caution around these things- a pegasus knight can get caught off
guard and get completely ANNIHILATED. Send high defense units in to distract
the shooter and get him to waste his shots, or quickly send a unit it past
their attack range and kill them.
Your archers CAN use a ballista if it has ammo, so turn the enemy's weapon
against them! It's quite satisfying.
Merlinus
---
Starting in the early chapters of Eliwood's story, you will meet a unique
character, one unlike any other character you will ever see. He's an older
gentleman named Merlinus, and he's a merchant.
Merlinus has several unique characteristics. He's automatically deployed in
each battle and doesn't add to your unit count, but he cannot attack. As
a matter of fact, he just sits there in his tent for the entire mission,
doing nothing.
His job? To handle your items. With Merlinus on the field, you can send items
that you have to him for stockpiling. A character normally can only hold 5
items at a time, and grabbing a 6th item means you have to throw one away.
With Merlinus, it's no longer thrown away, just sent to his tent. Merlinus
can hold up to 100 items.
As for his role on the battlefield, as I said he just sits there in his tent.
However, he's got stats- HP, defense, speed, skill, all that stuff. Again, he
cannot attack, but he can be attacked by enemies... and he usually is. In most
missions, especially the early ones, enemies will appear after a few missions
with the specific goal of destroying Merlinus. If he is killed, he will flee
the mission and you will not have his help for the remainder of the mission.
However, he CANNOT die. He will come back in the next mission, albeit a bit
ruffled about you letting him get attacked like that.
The primary advantage to NOT killing off Merlinus is that he levels up. At
the end of every mission where he's not had to run away, he will gain a level.
Upon reaching level 20, he receives a promotion to Transporter, which besides
the high stats, will also give him a donkey to pull his cart along. That means
that Merlinus can now move with your group, making him all the easier to
protect.
All in all, Merlinus is important, but don't stress about it when he dies- it's
not that big of a deal.
***** *****
*----FOG OF WAR----*
***** *****
One of the most trying things about any good strategy RPG is the fog of
war- where your units are not standing, they cannot see. This means that your
enemy can move without your knowledge and (conceivably) surprise attack.
In reality, that doesn't happen. However, fog of war is a nuisance nonetheless.
Your enemies do not suffer from it, so even if they can't see you, they can
move up to you and attack.
Obviously there are ways to work around it. Each unit on your team has a
vision of 3 squares. Thieves excluded; their vision range is eight. As such,
having a thief on the field is a great idea.
You also can use torches and torch staves. A torch will increase the unit's
range of vision by 5, decreasing by 1 each turn until it disappears after the
5th turn. A thief with a torch lights up a hell of a lot of the battlefield,
So once again make good use of him. Torch staves work the same way, except
their vision bonus is the caster's magic power divided by 2. Never quite as
good as a thief with a torch, but definitely a good thing to use from time
to time.
Most missions don't have fog, but the ones that do are guaranteed to be just
a little bit tougher because of it. Be aware, fight smart, and you'll be fine.
================
=IIIh. Supports=
================
One final note before we dive into this walkthrough is a discussion about the
support system that the characters have in this game. No, we're not talking
about Alcoholics Anonymous, here. Support is a function that appears starting
in Eliwood's story... if you're paying attention.
If two units stand beside one another and end their turn, the game keeps a
tally. "OK, these two units stood next to each other for one turn." From
mission to mission, as two units stand next to one another for several
turns, eventually a "Support" option pops up. Choosing this option will
spark a conversation between the two characters, offering insight into who
they are and what their relationship is. Some support conversations are
kind of stupid, and others can lead to the characters developing a relationship
of love.
Two characters can have up to three support conversations, to go from a C
to an A ranking in their support levels. Through the course of the game,
a character can only have a total of five support conversations with
anyone.
On a more practical level, supports grant bonuses to stats. Attack, defense,
hit, evade, critical hit and critical evade can ALL be boosted by supports.
To calculate exactly what the bonus is, you look at the affinity of both
characters and then add up the bonuses bestowed. Those bonuses are as
follows:
Atk Def Hit Evd Crt CtEv
Anima 0.5 0.5 0 2.5 0 2.5
Dark 0 0 2.5 2.5 2.5 2.5
Fire 0.5 0 2.5 2.5 2.5 0
Ice 0 0.5 2.5 2.5 0 2.5
Light 0.5 0.5 2.5 0 2.5 0
Thunder 0 0.5 0 2.5 2.5 2.5
Wind 0.5 0 2.5 0 2.5 2.5
So how this would work is if you have two characters (Let's say Eliwood and
Hector) support each other, they would both gain the bonuses from the anima
affinity AND from the thunder affinity. If we check the table, that means
you get .5 attack, 1 defense, 0 hit, 5 evade, 2.5 critical hit and 5 critical
evade. Now, the .5 attack and 2.5 critical hit round down to 0 and 2 (the
game always rounds down.)
When you get Hector and Eliwood to a level B support, the bonuses become
1 attack, 2 defense, 0 hit, 10 evade, 5 critical hit and 10 critical evade.
And of course with an A support they go up even more. That means you can get
up to 5 attack or 25 evade from your supports if you play it right (you get
5 supports, remember).
This lends itself to certain characters seeking certain supports. A classic
example is Guy. With his innate fire affinity, he'll get at least an extra
12% crt and 2 attack. However, he wants that extra 13% and 3 attack because
he lacks strength and will kick major ass with a huge critical hit rate.
As such, you're looking for wind and fire affinities. Thankfully, he's got
a few fire and wind supports (Matthew is the most common one). Your support
conversations, from a strategic point of view, should reflect that- if the
character has a glaring weakness in one of these areas, try and find supports
to compensate for it.
Oh, and one VERY IMPORTANT detail- support bonuses only work if the characters
are within three squares of each other. That means that you can't get an A
support with a character who isn't in the battle and expect bonuses, and it
also means that if you send a character out on his own he can't expect to keep
those bonuses. This of course just means that strategy becomes even more
complex (that's what makes Fire Emblem great!)
For a complete list of who supports whom and what their affinities are, check
the appendix at the end of the guide.
+-----------------------------------------------------------------------------+
|--------------------------IV.Walkthrough- Lyn's Story------------------------+
+-----------------------------------------------------------------------------+
And so it begins! The actual walkthrough for the game.
Each walkthrough section contains two guides, one by each author. This is to
ensure you have more than one strategy to complete the game. So if one doesn't
work for you, use the other.
TripleJump has strategy 1; Kirbix has the second one.
*Note from Kirbix*
I'm not writing a walkthrough on how to beat this game with the best score,
and I am also writing this walkthrough while keeping in mind that Eliwood's
story follows immediately afterwards. As such, I will be making recommendations
that may seem out of place, heavily favoring certain characters that you may
or may not see reason to favor. I have my reasons, I promise.
Since you're reading a walkthrough, I also assume you're not playing hard
mode, so I will assume the game will force you to make certain moves. I won't
delve into much detail- the game explains itself well enough. I'm just here
to fill in the blanks after their tutorial stuff is finished.
Something to note: you cannot start support conversations in Lyn's story, so
don't try.
All set? Fantastic- let's begin.
===============================================================================
==========================Prologue: A Girl From the Plains=====================
===============================================================================
Victory Condition: Seize Gate
Items to obtain: none
Secrets: none
New Units:
------
Lyndis
------
Lord
LEVEL: 1
HIT POINTS: 16
STRENGTH: 4
SKILL: 7
SPEED: 9
LUCK: 5
DEFENCE: 2
RESISTANCE: 0
-----------
Boss: Batta
-----------
Brigand
LEVEL: 2
HIT POINTS: 21
STRENGTH: 5
SKILL: 1
SPEED: 3
LUCK: 2
DEFENCE: 3
RESISTANCE: 0
This is the epitome of tutorial missions- you get no real control and have
to do exactly what they tell you to do. Just follow the instructions provided
and you'll do exactly as you were expected to.
However, just in case:
From the Start, move Lyn left and into the flashing target spot. The enemy will
move closer to you. Now you can move in and attack. You will hit the enemy, and
then dodge the attack. The enemy will attack you on his turn and land a hit,
then you finish them off. Unfortunately, you also take damage. So heal with the
vulernary. Next turn, move in on the boss to the target area. First you strike,
then you get hit. Now the boss's phase. He misses, and you land a critical hit.
Now move in and seize the throne.
===============================================================================
======================IV1.Chapter 1: Footsteps of Fate=========================
===============================================================================
Items: NONE
Secrets: None
New Characters:
----
Sain
----
Cavalier
LEVEL: 1
HIT POINTS: 19
STRENGTH: 8
SKILL: 4
SPEED: 6
LUCK: 4
DEFENCE: 6
RESISTANCE: 0
----
Kent
----
Cavalier
LEVEL: 1
HIT POINTS: 20
STRENGTH: 6
SKILL: 6
SPEED: 7
LUCK: 2
DEFENCE: 5
RESISTANCE: 1
Victory Condition: Defeat all enemies.
----------
Boss: Zugu
----------
Brigand
LEVEL: 4
HIT POINTS: 23
STRENGTH: 6
SKILL: 2
SPEED: 4
LUCK: 1
DEFENCE: 4
RESISTANCE: 0
You now have two new units, Kent and Sain. They are both Cavaliers, they have a
large movement area. Sain speaks to you and asks you to help him impress Lyn by
having him attack the Bandit. Select him and move him next to the enemy. Sain
misses, and to make matters worse, the Bandit hits him! Kent then speaks, and
asks Sain why he doesn't have his sword. Sain was too busy talking to a girl to
get one. Kent will give his spare sword to Sain. Move Kent into the right spot
and have him attack the Bandit with the sword, he makes contact! Have Lyn move
in and make the killing blow. The enemy turn should be basically the enemies
trying to get a jump on you. It's not a good strategy for them. Sain now wants
to make up for his grave mistake, and redeem himself in Lyn's eyes. So attack
the enemy, only to miss. It's the forest! Oh no. Have Kent move downwards to the
enemy and attack. Move Lyn northeast. Next turn, Lyn questions Sain. Why didn't
he heal? Move Sain up to Lyn and have Lyn give him the used Vulernary. He then
can heal with it.
Have Kent finish up the other Bandit below, then move Lyn and Sain Northeast.
Kent can just move east to the other bridge. Have Lyn and Sain strike the boss
once the other enemy is downed. Try to let Lyn make the kill, she needs the EXP
the most.
===============================================================================
==========================IV2. Chapter 2: Sword of Spirits=====================
===============================================================================
Items: Vulernary from Glass
Secrets: None
New Characters: None
Victory Condition: Seize Throne
-----------
Boss: Glass
-----------
Mercenary
LEVEL: 3
HIT POINTS: 20
STRENGTH: 5
SKILL: 4
SPEED: 5
LUCK: 0
DEFENCE: 3
RESISTANCE: 0
STRATEGY #1:
To begin, the game makes you visit the houses to gather information. One tells
you how to enter the temple, another tells you about the mountains and the last
one is about the Mani Katti. The next turn you can move to the north to combat
the enemy Brigand. Wait with someone on the Fortress to reduce damage. Then
move to the east. See the crack in the wall? Move one of the Cavalry up to it
and have them strike it with the lance twice (I used Sain, as he is strongest).
As he is doing this, send Lyn south to dispatch the Bandits here. Try and keep
Kent ready to go after Sain breaks the wall so he can run in. He won't 1 hit
kill the Bandit, so be sure to just sit in front of Sain to protect him as he
has his Lance out. The move Lyn to the bottom right enemy, and the Knights up
to the top. It's your choice who gets the experience, but I'd give one of these
to the knights because they will need it in a couple chapters. After the battle
Lyn will receive the Mani Katti from the priest. It's much better, with more
damage and Critical hit rate.
-+-+-+-+-+-+-+
STRATEGY #2:
You have to visit the homes, despite it being a total waste of time. In the
next turn, send Kent and Lyn as far north as you can, and allow Sain to attack
the brigand. The brigand ought to kill himself on you in the next turn. If
not, dispose of him. Next, send all three down to the mountains. Lure those
two brigands out and kill them. If you're feeling a bit hurt, use a vulenary.
By this point my Kent and Sain were both finally level 2 (if you're like me,
you noticed their horrendous level up bonuses and realized why you're not
going to use them a whole lot.)
Send Kent and Sain to attack the wall, which will draw out that brigand inside.
Meanwhile, Lyn can go south and dispose of the last one. Use lances on the
wall- they do more damage.
With the brigands all dead, focus on glass. He's a sword user, so send in
the cavalry with their lances. Kent and Sain ought to be able to kill him
in that first turn. He's not particularly dangerous to either of them as long
as they've got a decent amount of health.
Once he's dead, seize the throne. Victory! Grab the vulenary and the Mani
Katti. Fwa, now Lyn is a death machine.
===============================================================================
==========================IV3. Chapter 3: Band of Mercenaries =================
===============================================================================
Items to obtain: 2000 gold from top home
Secrets: None
New Characters:
-------
Florina
-------
Pegasus Knight
LEVEL: 1
HIT POINTS: 17
STENGTH: 5
SKILL: 7
SPEED: 9
LUCK: 7
DEFENCE: 4
RESISTANCE: 4
---
Wil
---
Archer
LEVEL: 2
HIT POINTS: 20
STRENGTH: 6
SKILL: 5
SPEED: 5
LUCK: 6
DEFENCE: 5
RESISTANCE: 0
Victory Condition: Defeat all Enemies
-----------
Boss: Migal
-----------
Brigand
LEVEL: 6
HIT POINTS: 25
STRENGTH: 7
SKILL: 3
SPEED: 5
LUCK: 2
DEFENCE: 5
RESISTANCE: 0
STRATEGY #1:
You start with Florina in this one, but you still need to get Wil. Your first
move is moving Lyn to the nearest "Village" with the red roof. Villages are
like houses, but bandits will destroy them if they reach them first. They
survive if you visit them. The only ones worth seeing are ones with Red roofs,
because these have items or characters. Anyway, Wil will join the group. Move
him to the right to have him shoot at the Swordsman over the wall. Then you
get to use Florina, move her next to the enemy and have her strike him with the
finishing blow. Move the Cavalry to the east and towards the gap in the wall.
Have one of them block the one entrance by standing on the forest. Florina will
now go to the other village with the red roof to get the 2000G from the village
before regrouping with you. Try to use her in reserve, and only when the axes
and archers (which she will easily fall to) are gone she can move in. Have her
get all the EXP she can by hitting the soldiers, and if she can kill the archer
right away, then do so.
You can use a cheap technique to get a bit of EXP in on Wil, have him fire at
the boss until he dies. ONLY Wil, so he gets as much experience as possible.
This strategy works best later on in a different level, but you will take what
you can get. I also reccomend Wil killing him, because he needs the Experience
for the next level. Don't neglect Lyn, however.
-+-+-+-+-+-+-+
STRATEGY #2:
Once the tutorial stuff is over, we're left with control of Kent and Sain.
Use them to kill the nearby archer. Send Florina to the house to grab the gold
next turn and then fly back south. Send all your men up through that gap.
Keep Kent or Sain at the gap to take the brunt of the damage, and then let
Wil get some XP picking them all off over the wall. If you can manage it,
let Florina kill the mercenary. Brigands will be easy- pick 'em off with your
sword users.
Once it's just Migal left, you can take him down however you want. Use Wil to
get him weakened, and then finish him off with kent, sain or Lyn. If Florina's
got full HP, she could even take him on after Wil's taken a couple of shots.
===============================================================================
==========================IV4. Chapter 4: In Occupation's Shadow===============
===============================================================================
Items: Iron Axe from the Brigand Dorcas kills first
Secrets: None
New Characters:
------
Dorcas
------
Fighter
LEVEL: 3
HIT POINTS: 30
STRENGTH: 7
SKILL: 7
SPEED: 9
LUCK: 3
DEFENCE: 3
RESISTANCE: 0
Victory Condition: Protect Natalie for 7 Turns or Defeat the Boss.
-------------
Boss: Carjiga
-------------
Brigand
LEVEL: 8
HIT POINTS: 27
STRENGTH: 6
SKILL: 5
SPEED: 4
LUCK: 2
DEFENCE: 7
RESISTANCE: 0
STRATEGY #1:
This is your first defend level. The goal is to not have Natalie die. You can't
control her, but she won't move anyway. There are three external entrances that
need to be protected. The biggest one is the southern entrance. This one is
where the bulk of the enemy forces will attempt to fight their way in. To
defend it, equip both Cavaliers with their Swords and position them side by
side at the bottom of the entrance. The first one you have to defend however is
the east one. Lyn will automatically want to be put there. So do that, the last
one is the west entrance. Move Wil to it. Have him fire on whoever tries to
break open the wall and start the entrance. DO NOT HIT THE WALL. As for Florina,
she can't do anything right now. So have her block the way that goes directly
to Natalie so she can move in any direction. There are archers on the bottom and
the left, and axes to the right at the moment. This will soon change, but we
don't want any deaths.
On the enemy turn, Dorcas will attack Lyn. He misses, and Lyn recognizes him
from the picture Natalie had. Move Lyn next to him and select "Talk" to have a
chat. Dorcas will now join you. Select him and move him towards the Brigand
nearby. Attack with the Hand Axe (which you can attack at a range with) and he
will critical hit the enemy. Alright! Now have the Cavalry stay on the spot and
hit the enemies that are in front of them, the only time they should move is
when there is nothing in the way in front and an archer shooting. They should
capitalize on this chance to take it down. Wil should be hitting whoever tries
to break the wall on his side. Move Dorcas over to assist him if they break
through. Back on Lyn's side, some Mercenaries will start coming. They have
swords, and every turn after turn 3 another will come, so move Florina over,
because Lyn won't hold out for long. Florina can easily dispatch these guys in
two turns each. If you want experience for her, let them come. If you dont, have
one unit stand on the square they come from.
After the enemies are thin to the south, move Kent and Sain out to the boss.
They won't be very effective, as this guy is fairly strong, and you will have
to split up a bit to take care of the enemies before the turn ends. To cover
them, move Dorcas to the entrance to the top and have Wil come out and assist
them. The level ends if you end the 7 turns or if you kill the boss. Note that
7 turns DOES include the enemy phase. So don't act like the battle is over
until it truly is.
-+-+-+-+-+-+-+
STRATEGY #2:
Lyn makes a move towards Dorcas automatically, but in the mean time, move
Kent and Sain to block the bottom doorway. Keep them in the back of the gate
rather than all the way at the front. Be sure that you have swords equipped
on both of them, not lances. Send Florina and Wil up towards the
crack in the wall at the top-left. DON'T attack it, though. Come enemy turn,
brigands are gonna swarm Kent and Sain, but as long as they're using swords,
they'll slaughter all of them.
Next, do what tutorial says and get Dorcas. Send him wherever you want and
finish off the brigand. On the other side, send Wil to the top to shoot the
brigrand (not the mercenary). Place Florina in front of the crack. Finish
off any brigands in front of them, but do not move forward- reinforcements
keep on coming, and they keep you busy.
For the remainder of the fight, just stay defensive. Leave Kent and Sain where
they are and use their vulenaries when they need them. Let Wil pick off that
brigand and leave the mercenary to Florina. Mercenaries will continue to
spawn on the top-right. Stick Dorcas in the south woods to try to pick off
any mercenaries that Lyn doesn't kill first.
The mission's over before you know it, and you're no worse for the wear.
===============================================================================
==========================IV5. Chapter 5: Beyond the Borders===================
===============================================================================
Items to obtain: Iron Sword off the top brigand
Secrets: None
New Characters:
-----
SERRA
-----
Cleric
LEVEL: 1
HIT POINTS: 17
STRENGTH: 2
SKILL: 5
SPEED: 8
LUCK: 6
DEFENCE: 2
RESISTANCE: 5
---
ERK
---
Mage
LEVEL: 1
HIT POINTS: 17
STRENGTH: 5
SKILL: 6
SPEED: 7
LUCK: 3
DEFENCE: 2
RESISTANCE: 4
Victory Condition: Defeat all Enemies
---------
Boss: Bug
---------
Brigand
LEVEL: 9
HIT POINTS: 29
STRENGTH: 6
SKILL: 4
SPEED: 6
LUCK: 1
DEFENCE: 8
RESISTANCE: 0
STRATEGY #1:
This level is really just a standard, quick skirmish. Start with Lyn talking to
Serra. This makes Erk and Serra join. To begin, have Serra heal Erk. Serra is a
Cleric, she can't fight, but she can support your units with staves. Therefore
she should be kept in the back away from units and Archers. If a unit has a
very small wound (even 1 HP gone) I'd reccomend having her heal them. The staves
are cheap, but the Experience is priceless.
Erk on the other hand, is a Mage. It's sort of like an archer that can defend
itself, but has low defense. So this is your finisher for most enemies. He
uses anima magic, which is strong against light but weak against Dark. Most
enemies you see have a low resistance, making him a good one for fighting close
range cavalry, Knights and Generals from a distance. Have him hit the Archer
from close range to continue the level. Move the Cavaliers north and everyone
else northeast. Florina can take care of the two swordsman with some assistance
by characters like Wil and Lyn. Be sure to take down the second archer before
moving her to the east. You can also go buy her a Javelin from the armory if
you want. After the enemies are all dead but the boss, you can have her fire
the Javelin from a safe distance at him as many times as you want for
experience. I'd reccomend using a range attack on him to kill. Someone like Erk
who desperately needs experience should finish the kill.
-+-+-+-+-+-+-+
STRATEGY #2:
Once again, deal with all the tutorial stuff so you get started on the
actual battle. Send Erk up onto the mountain to attack the archer, though.
Shift all your units northeast, and you can send Sain up to kill the brigand.
Take out that mercenary next- he'll head for Erk. Kill him off using Florina
and Erk. As you move your units farther east the brigand, archer and other
mercenary will start to move towards you. Put your focus into attacking with
Wil, Florina and Lyn. Ignore the houses- totally useless for you, as a FAQ
reader.
At some point, feel free to pick up a javelin from the armory for Florina.
When you're ready, go for Bug. Whittle him down with Wil and kill him with
Lyn. He won't move, so Wil can just fire away, and the Mani Katti makes
Bug a piece of cake.
I don't particularly like Erk or Serra- neither one is, in my opinion,
worth using. However, you NEED to use Serra, short-term. She is your only
healer so far, and you can't not use her, really. As for Erk... I get along
just fine without him. However, he's the only mage you get for quite some time,
and he's not that bad. He just has... stability issues; read the RNG section
to get a better understanding, but Erk has a tendency to get messed up by
lousy RNG.
===============================================================================
==========================IV6. Chapter 6: Blood of Pride=======================
===============================================================================
Items to obtain: Door Key- Southern house w/ red roof
Door Key- Soldier guarding the door in the fort
Angelic Robe- Chest just inside the door
Armorslayer- Chest in the top right
Secrets: None
New Characters:
----
Rath
----
Nomad
LEVEL: 7
HIT POINTS: 25
STRENGTH: 8
SKILL: 9
SPEED: 10
LUCK: 5
DEFENCE: 7
RESISTANCE: 2
-------
Matthew
-------
Thief
LEVEL: 2
HIT POINTS: 18
STRENGTH: 4
SKILL: 4
SPEED: 11
LUCK: 2
DEFENCE: 3
RESISTANCE: 0
Victory Condition: Activate 3 Switches
----------
Boss: Bool
----------
Knight
LEVEL: 5
HIT POINTS: 26
STRENGTH: 8
SKILL: 4
SPEED: 2
LUCK: 1
DEFENCE: 10
RESISTANCE: 0
STRATEGY #1:
This level is unique to the last levels you played. You have doors that can be
opened, chests that can be unlocked, a different objective, and two new classes
to play with. You start out with Rath, a bow wielding horseback rider (also
known as a Nomad). Move Lyn up to the village above you to meet Matthew. He is
a thief. A thief doesn't have combat skills whatsoever. His only purpose is
opening doors and chests, he can also steal items from enemies. Move him over to
the door to the right and have him open it. This shows a switch. Have Rath move
up and stand on it to open the door to the big area. Send Serra to the village
and have Florina, Will, Erk and Kent to attack the nearby foes together. Have
Sain get the key from Serra and he runs to the east towards the door. Florina
can join up with him next turn and help him beat the foes.
The second turn has Matthew asking if you want to steal the treasure. Move him
on the chest and have him open it. Move Rath into the area where he is and have
him kill the Spearman to get the Door Key he drops. Meanwhile, Florina and Sain
have opened the door with the key, killed the two enemies and stepped on the
switch, this opens the part to the boss. Kill the archer in front of him, but
don't kill the boss yet. Have Rath open the other door and Matthew get the
Armorslayer from the chest. This can be used on the boss. But the wise thing to
do is have Florina and Wil fire on the boss until he is very low, then have
someone weak go right up to him and finish him off. Then step on the last switch
to end the level. After the battle, you receive 5000G!
As for the Angelic Robe, I'd reccomend giving this to Lyn because of her low
defense. Don't waste it on Matthew because he won't do any fighting anyway, so
stick it to her.
-+-+-+-+-+-+-+
STRATEGY #2:
Start by following the tutorial, and then move all of the units towards the
walls. Have someone visit the other red-roofed house to pick up the door key
(for future reference, if the house has a red roof, it's important- ignore the
rest of them.) Deal with the enemies that you didn't kill already.
Next, send Matthew and Rath to kill the soldier up top and Wil to kill the
lower soldier. Whomever took the door key should open up the bottom door, and
whomever killed that other soldier use the key on the upper door. Step on
the second switch to reveal Bool and an archer. Quickly kill the archer and
go grab the armorslayer out of the chest. Now, to maximize XP, Rath, Wil and
Florina w/ a Javelin can weaken Bool a bit. Let Matthew keep the armorslayer,
and let him deliver the killing blow. You'll use Matthew later- level him
up as much as you can during Lyn's story.
That Angel Robe increases max HP by 7. Permanently. It's a GREAT item. Of
the units you'll use, two need it- Matthew and Lyn. Seeing as Lyn is a fighter
and Matthew is more inclined to... y'know, not fight, give it to her.
===============================================================================
==========================IV7. Chapter 7: Siblings Abroad======================
===============================================================================
Items to obtain: Pure Water- upper-right village
Iron Lance- Off the brigand in the hills
Secrets: Finish the mission in 15 turns to unlock 7x
New Characters:
------
Lucius
------
Monk
LEVEL: 3
HIT POINTS: 18
STRENGTH: 7
SKILL: 6
SPEED: 10
LUCK: 2
DEFENCE: 1
RESISTANCE: 6
----
Nils
----
Bard
LEVEL: 1
HIT POINTS: 14
STRENGTH: 0
SKILL: 0
SPEED: 12
LUCK: 10
DEFENCE: 5
RESISTANCE: 4
Victory Condition: Defeat the Boss
------------
Boss: Heinzt
------------
Shaman
LEVEL: 5
HIT POINTS: 22
STRENGTH: 3
SKILL: 5
SPEED: 7
LUCK: 3
DEFENCE: 3
RESISTANCE: 5
STRATEGY #1:
This level is going to be something like the average chapter for the rest of
Lyn's Story. We get to chose who we want to bring (leaving out two of our men).
I chose to leave out Dorcas and Matthew. Neither are very good fighters and
there aren't any chests. If you prefer Dorcas, drop Erk. As he won't be strong
against the boss and a couple other enemies. However, then you lose one of your
infantry slayers for a guy that MIGHT hit the enemy.
You start with Lucius attacking the enemy Shaman. Have Nils play his music on
Lucius to keep him going. If you want, you can have him finish him off. But you
can use any unit for this. Now advance your party to the east, there is a
village holding Pure Water. We can use this if you want on the boss, but it
doesn't make a difference. A troop also holds an Iron Lance. I'd give this to
Florina, because she only has the Slim Lance and Javelin unless you bought one
for her.
Starting now: Make a resolution to use Nils once per turn. He will level up,
and a side quest in the future depends on his level at the end. So this means
that you can spend extra turns (NOT IN THIS LEVEL) just making him refresh a
unit again and again.
Continue south, the enemies will start coming over the mountains. If you can get
onto the mountain first, you hold the advantage. Have Cavalry go down the far
east path because that's all they can cross. Now, in fighting the boss you want
your damage depleter to attack at a distance so you can heal after. If you have
more than one, have both attack, then Serra heal one, then Nils play for Serra
so she can heal the other. Have a character run in and defeat him. DON'T keep it
going for longer than 15 turns.
-+-+-+-+-+-+-+
STRATEGY #2:
This is the first real mission you've had. Nils is running from Nergal, and
while he's not your immediate concern, he will return in Eliwood's story. For
now, defeat his henchman, Heintz. This will be the first mission with magic
wielding enemies, too. These guys hit your resistance stat. If you notice, LOTS
of your units have none. As such, keep them way the hell away from the shaman.
All of them have 9 attack, which means they'll do a full 9 damage to your
units. OUCH. Florina is the one you'll want to use this mission. With good
physical damage and high resistance, she's ideal for killing mages.
This is also your first mission with a battle preparation screen. Pick two
units to sit out- I chose Sain and Dorcas. Set up your units, if you want,
make any trades you need, and let's get started.
After the brief tutorial, you're moving East against a few enemies. Focus
your kills with Wil, Lucius and Matthew. Use Nils every turn to take advantage
of what he's got, of course. Send Florina south to take out the shamans around
Heintz. Don't actually kill Heintz, though- that'd end the mission early.
There are mountains on the left bridge, so send your regular units over that
set and fight off the enemies, while Kent and Rath go to the right. Have
Florina meet them all at the two bridges outside of Heintz's castle.
Once it's just you and Heintz, take him down. Use whomever you want, although
Lucius and Florina are certainly the ones most effective at doing so.
Once it's over, you'll get to meet Eliwood, the star of your next quest. This
whole mission is a hint at what's to come in the story to come, so it's not
a bad idea to pay attention.
I certainly hope you got the side quest- it's very hard not to.
===============================================================================
==========================IV7x. Chapter 7x: The Black Shadow===================
===============================================================================
This sidequest is only available if you beat Chapter 7 in 15 turns or less.
Items to obtain: Hammer- from the chest
Vulenary- From the bottom soldier
Lockpick (if you can)- steal from thief
Secrets: None
New Characters: None
Victory Condition: Defeat all Enemies
------------
Boss: Beyard
------------
Mercenary
LEVEL: 7
HIT POINTS: 24
STRENGTH: 6
SKILL: 8
SPEED: 7
LUCK: 4
DEFENCE: 5
RESISTANCE: 1
STRATEGY #1:
The first plan is to go into the options and change Matthew to the bottom left
along with Rath and Nils. Have Rath go up and take out the enemy with the
lance to the left. Then move Matthew and the Cavalry move there. Have Nils
recharge the cavalry, so he can attack the wall. Have your ranged men from the
right go left up the middle and those without it take the far right. Have Kent
or Sain engage the Cavalier and defeat him. Or you can draw him over and have
Lyn finish them off. The middle should have a magic user and Wil at LEAST. So
have them take out the Magician and the Soldier in the square. The soldier does
not have a ranged weapon so he is easy EXP.
Get the Brigand down, and then quickly break the wall and enter the chest room.
Have Matthew steal the Hammer (the vulernary was from the first lance I talked
about earlier) and get out of there so you can send your men up to kill the
thief on the enemy and the archer. Meanwhile the rest of the group should be
heading up towards the back taking out the enemies. Everyone can come in the
middle. Then as usual, you whittle down the health with ranged attackers, then
have the experience receiver come in and finish them for the big experience.
-+-+-+-+-+-+-+
STRATEGY #2:
Since it's a side quest, it IS a bit tough. Nothing you can't handle, though
Once again, preparations time. I kept Sain and Dorcas out, again. Next,
rearrange your units before you begin. Move Rath and Kent to the left side, and
then place Nils right next to them. Move the mages away from the very front
line. Other than that, there's not much that matters at this point.
(If you're unsure of how to move the units around, you use "Check Map" option.)
When you begin, send Rath and Kent to kill the soldier and start attacking
the wall. Use Nils to have them finish off the wall. Send Matthew that way
as well- he needs to rob the chest before the other thief does. Lucius and Wil
should go up to the wall on the right and kill the enemies through the walls.
For the rest, just put them wherever, somewhere moving towards the top, of
course.
The enemies behind said wall should attack, and most likely die in the
counterattack. Your turn! Finish off the brigand who's moved south and the
archer in the treasure room. Send Matthew in to steal that hammer. Meanwhile,
kill that cavalier. The thief should open the door on his next turn.
Now you get to deal with your first reinforcements. A soldier appears on
the stairs. Kill him with one of your ranged attackers before he even gets
a move out. Lyn, Lucius and Wil should move on the mercenaries next. In
the mean time, send the rest of your units up. First, let Matthew steal from
the thief. Next, Florina w/ Javelin and Rath can attack the soldier, thief,
or brigand (if he didn't already move in for the kill and get killed). Once
damaged, the thief will promptly run away down the stairs, anyway.
This next turn you get reinforcements in the form of a shaman and a mage. Since
you probably don't want your units to get mauled, just let Florina block the
doorway and move all the others back. I shouldn't have to say this, but make
sure that Florina's healed. In the mean time, at least two of your three units
on the right side should be up to the mercenaries. If you can't attack them,
then simply make sure you're properly equipped to kill them when they attack
you. The shaman and mage will hurt Florina, although not enough to kill her.
Your turn again, kill them both and finish off the mercenaries if they survived
somehow.
Now it's just you and Beyard, who refuses to move. You know what to do- get
some XP off of him with your ranged attackers and then move in for the kill.
Use whomever you want, really- you know what to do now. Sidequest over, let's
move on.
===============================================================================
==========================IV8. Chapter 8: Vortex of Strategy===================
===============================================================================
Items to obtain: Lancereaver- from the top-right village
Secrets: None
New Characters: None
Victory Condition: Defeat All Enemies
----------
Boss: Yogi
----------
Knight
LEVEL: 6
HIT POINTS: 25
STRENGTH: 9
SKILL: 7
SPEED: 3
LUCK: 2
DEFENCE: 11
RESISTANCE: 1
STRATEGY #1:
This is a different chapter because most enemies are using the reaver weapons,
which reverses the weapon triangle. The other reason is that there is a ballista
manned by an archer. It fires a heavy missle. It's not very effective but it can
be lethal to Pegasus Knights. So you have to determine something. If you have a
high level Florina (5-6) and a high level Nils (4-5) then you can send Florina
east to the village to get the Lancereaver. If not, then you have to send two or
three to collect it from the enemies. To stop Florina from being pasted, put
Nil's in danger. The enemy will fire at him, and his dodge is much better. Of
course you should heal or get him out if he is hit.
Meanwhile, the rest of your men are going south. If you had a low level Florina
then she is hiding in safety at the top with Nils and Serra. The rest have to go
south and take out the ballista and the enemies nearby. The enemies will attack,
so be careful and don't expect to approach, you will be approached. Healers and
Nils can approach as well as Florina as soon as the Ballista is down. A few (4)
soldier reinforcements with lances come in twos on the left. They should just
come out after you clean up the cavalry and other foes. The boss doesn't have a
ranged weapon, just an Axereaver. So the Lancereaver is efficient on him twice
as much. As is the Mani Katti. I reccomend the Mani Katti because it has a high
critical hit chance. Either way, whittling his health will take much longer
because of his armor. So you might want to just let Lyn wreak havoc on him and
heal her if she doesn't prevail.
-+-+-+-+-+-+-+
STRATEGY #2:
You don't get Matthew this time; you'll have to carry on without him. After
you strip him of his stuff, of course. He'll come back, but if you need
what he's holding, grab it now. Once again, pick your units, and I left the
same two out to dry. As for the battle preparations, I had Rath and Florina
at the far right, with Lucius and Kent up front to get ready to fight.
What matters most is that you send whomever has the most defense to go to the
village. Rath's that guy for me. He's going to take some hits of the ballista,
and so the higher his defense, the less it stings. Until the Ballista is taken
care of, the rest of your team isn't moving much. Now, ordinarily I'd suggest
moving in to kill the archer, but unfortunately there's a mountain range in
your way, and either you attempt to send Florina in and risk her utter
destruction at the hands of the ballista, or you send Kent in and he gets
swamped by the units who are flooding up north to meet you. Given the
options, I much prefer to just tough the ballista out. With only five shots,
a vulenary is all you need.
To begin, send Rath east to that forest. The mages will attack you there and
the woods will provide you some cover. For the rest of you, arrange them like
this:
W
L Y
/ K
Where the / is the crevice, which means there's one free space between the
crack and Kent. Lyn at the top, there with Lucius and Wil around her. Florina
can fly in later on when the enemies actually arrive- you don't need them
attacking her just yet.
Enemies will start closing in, and the mages will attack Rath (as should the
ballista, although it could fire on Kent. Either way it will most likely miss,
and at worst do a minimal amount of real damage.) Rath kills the mages and
moves on. Grab the lancereaver from the village and head back to help your
team, who by now is under enemy fire. Take care of the cavaliers and
mercenaries- no problem for you, I hope. The brigand is apparently trying to
pull a sneak attack, or something; on second thought, let Rath dispose of him
and then go help your team, if they're not done already.
Meanwhile, down south, a horde of soldiers heads your way. If you haven't
figured it out by now, soldiers are kind of a joke. High HP, good attack, but
slow as hell with no defense. Long as you have some good evade, they stand
no chance whatsoever. A grand total of four of them will head your way.
Yahoo. Dispose of them.
By this time the ballista should be out of ammo, so go ahead and send someone
in to kill that archer. Florina's not a bad choice- by now I certainly hope
she's becoming a good killing machine. If you use her as often as I've been
recommending, she should be. If not... the level-up gods must just
hate you, I suppose.
Now it's just the reavers at the bottom. You remember all that stuff I tried
to teach you about reaver weapons? You do? Great! If not, basically all
these guys have weapons to reverse the triangle. The Soldier and Mercenary
are closest, and their weapons are designed to kill axes and lances. So...
send a sword user! Send Lyn in to stare 'em down and they will engage her.
Mani Katti should rip them to pieces. Florina can then utilize the reverse
weapon triangle to slaughter the brigand. Lastly, we have Yogi. He's a knight
with high defense and low res. Lucius will easily kill him. If not him, Lyn
with an armorslayer. I don't particularly care. For added fun, you can use
the lancereaver to really piss him off. Easy boss, like all the others.
Oh, one thing before you finish the mission- the armory has equipment you
might need. I know I bought a couple iron bows because both Wil and Rath
were feeling a bit light in the quiver.
===============================================================================
==========================IV9. Chapter 9: A Grim Reunion=======================
===============================================================================
Items to obtain: Torch- out of the village
New Characters:
Secrets: None
Brackets are stats after promotion.
-------
Wallace
-------
Knight [General]
LEVEL: 12 [1]
HIT POINTS: 30 [34]
STRENGTH: 13 [15]
SKILL: 7 [9]
SPEED: 5 [8]
LUCK: 10 [10]
DEFENCE: 15 [17]
RESISTANCE: 2 [5]
Victory Condition: Seize Gate
------------
Boss: Eagler
------------
Paladin
LEVEL: 1
HIT POINTS: 30
STRENGTH: 10
SKILL: 6
SPEED: 7
LUCK: 2
DEFENCE: 10
RESISTANCE: 5
STRATEGY #1:
Be sure to bring Matthew because the Fog will soon roll in. Fog limits your
view of the battlefield, this allows enemies to sneak up on you unawares. So be
sure to keep him nearby your men. They can see only as far as they can move,
but thieves are exempt from this rule. There is also a fog removing item which
we will get. But first, to start Wallace will join the group. He's a Knight,
but not for long. Have him use his Knight's Crest to promote him to a General
(though you have to do this). His stats are boosted. Now start by moving all
troops except for Erk and Wil south to the bridge. If you want to reduce enemy
encounters, put Florina on the for to the south. If you want the experience,
have Lyn get as close as possible to it. Move one cavalier to the village to
get the Torch which can cut through a huge portion of the fog that is about to
come. For this fight try to use Wallace as little as possible, mainly in an
emergency or if you need him for a strategic move.
Now the fog comes on the third turn. Now the movements of the enemies are masked
but you got a view of where reinforcements will come from. Just be sure to keep
the weak characters away from harm. The second moutain will start Spawning the
Bandits too. Lyn or Florina is blocking or attacking one, so deploy a Cavalier
or someone to stop them. Erk and Wil are the ones up to the north killing the
soldiers that come from a distance. As you move along, you will find cavalry
coming be sure to get these down quickly as they can do some damage to your
smaller footsoldiers. Anyway, to fight Eagler is tricker, he has an Axe and a
Lance. So the only thing you can use to assure you aren't at a disadvantage is
to use an Axe. However, Wallace is an experience hog, and Dorcas can be killed
because of his bad defense. So, I had Sain draw off a ranged attack with his
lance out so Eagler switched to axes. I then had Lyn come in and pound him with
a critical hit. Remember, if you attack directly you can't heal. The other plan
is to have Wallace damage him low, and then someone to sweep in with a killing
blow. Wallace shouldn't get the kill no matter what. After Eagler is dead, Lyn
can then seize the gate.
-+-+-+-+-+-+-+
STRATEGY #2:
This is a fog of war map, which means good tactics are essential. For your
lineup, move Kent south, along with Lucius and Nils. Stick Matthew in the
northern area towards the right- he's going to be your eagle-eye now, so
you want to maximize his vision abilities. You're going to be fighting tons
of reinforcements, so don't be fooled by the lack of enemies as of yet. It's
also not advisable to move much before I say so, because enemies spawn right
next to where you start, and they're liable to sneak up behind you and surprise
you by killing one of your weaker units.
You get Wallace, and then you promote him. Holy crap, he's now a total beast.
Welcome to the world of Pre-promos, units who join your team already promoted.
At the time, they seem magnificent. Problem is that their stat growth is awful,
so they never really get any stronger. For now and until Lyn's missions are
over, this guy is your last resort character- if things go to the dogs, call
in Wallace- he can take on anything. Don't rely on him, though- your other
characters are quite strong now and are capable without him.
After grabbing the torch, move yourself around to what you feel to be a "ready"
position. The end of the enemies first turn shows you what I meant by tons of
reinforcements. Your primary concern is brigands, so get your sword users
ready. The problem is that they're on the mountains, which makes them damned
hard to hit. Lucius, with his high accuracy, is ideal for taking them out,
and then Lyn can handle the other one. Hold the bridge with Kent- his sword
ready for those brigands. Soldiers pour out of the north fort, too. Figure
out who you think can take 'em, and send them. I used Wil- that man killed
the soldiers easy. Fog rolls in- Matthew uses the torch, and you should be
able to keep tabs on what's going on.
There's no specific strategy for handling all these reinforcements. I had
Florina and Kent deal with the people down south, while Matthew, Lyn and
Wil took care of problems up north. Vulenaries and Serra kept everyone fit
enough to live to see another day, and I didn't even have to get Wallace
involved.
By the end of turn 5 or 6, the reinforcements should all be dead and things
ought to be quiet. That's it, really- now it's time to take down Eagler (no
small feat, I must say). Send Florina up to quickly kill the myrmidon.
Everyone else: start plodding east. Wallace, too- you WILL use Wallace to
kill this guy.
Lure the soldiers out and dispatch them, so now it's just you and the boss.
Congratulations, this is your first REAL boss. This is one tough mother, and
honestly, I doubt you could really do it without Wallace. Fortunately, you
DO have Wallace. Send him down toting the iron axe, and duke it out. The
bastard has evasion and will take some time to kill, but you have superior
stats. Actually, he shouldn't even be able to hurt Wallace with his 17 defence.
Long? Sure, but at least it's easy. Don't bother sending someone else in-
if they don't die, they'll certainly not be able to do much to Eagler. The
game wants you to use Wallace- indulge it, so to speak.
===============================================================================
==========================IV10. Chapter 10: The Distant Plains=================
===============================================================================
Items to obtain: Energy Ring- From the village
New Characters: None
Secrets: None
Victory Condition: Seize Gate
--------------
BOSS: Lundgren
--------------
General
LEVEL: 5
HIT POINTS: 35
STRENGTH: 12
SKILL: 8
SPEED: 5
LUCK: 6
DEFENCE: 14
RESISTANCE: 7
STRATEGY #1:
So, we begin by moving east and then south, destroying the couple enemies that
are in the way. Be sure to keep Florina away from the first Archer. After these
enemies are down, clear the forests and move your units to the south, there you
can fight to establish a stronghold on the area with the village. Send someone
there to pick up the power ring. It increases your Strength by 2. Give it to
someone who needs it that IS a unit that will fight. Cavalry reinforcements are
starting to come from the forts at this point. I had Lyn and Lucius wait for
them to come, then had them clean them up. My Lyn was about level 10, so that
explains it if you keep getting blown out of the water by them.
The rest of your team goes south to the Snags, have some people break it down
and use this as a bridge to reach the shops. Buy weapons if some of your people
are out of weapons. Especially if your magic users are dry. Now you have to beat
Lundgren. Well, the best strategy I found is this: Let Erk attack from a
distance. Then rescue him and move. Have another person take him and drop him.
Now have Lucius attack, rescue him and move him and drop him. Make sure nobody
is within range of him, as he has a Javelin on him. This means he keeps his
Silver Lance out, and you can repeat this movement over and over again with him
powerless to respond. When he is low, have someone like Lyn come in and deliver
the smashing blow to him and seize the throne! The castle is yours! Lyn's story
is also over.
Following the Lyn Strategy #1's, you should have something like this:
Lyn: Level 11
Rath: Level 7
Kent: Level 7
Sain: Level 7
Nils: Level 7
Florina: Level 7
Serra: Level 5
Wil: Level 5
Erk: Level 5
Lucius: Level 4
Dorcas: Level 4
Matthew: Level 3
Wallace: Level 1
-+-+-+-+-+-+-+
STRATEGY #2:
This is it- the final mission. Lundgren is your final obstacle. With his
fall, this story comes to a close. Oddly enough, this is a really easy mission.
You outnumber the enemy (13 to 11), and they've only got four reinforcements
to deal with later on. With your full forces out, you'll sweep it.
Set up your units in the usual way- melee units up front, ranged in the back,
with Florina ready to cross those mountains. Send them east and start killing.
Midway through, it'll start to rain. Fortunately this is a feature that you
don't deal with very often- it's an obnoxious weather condition. Slows you
down. Keep trudging along; what else can you do, really.
Grab the energy ring from the village- it increases the attack/magic of one
unit by two. Once again, either Matthew or Lyn. On the one hand, Matthew will
most likely always have less attack than Lyn, so he'll benefit more. On the
other hand, Lyn's attack rarely maxes out, and she still is the fighter.
If you're going on to Hector's story, give it to Matthew. If you're going on to
Eliwood (which I would expect), give it to Lyn.
Move on towards his castle, picking off cavaliers and dealing with the rain.
Send someone to the armory and vendor- pick up any magic you might need (I
needed lightning, for example) and pick up a heavy spear. If by some mistake
you used Wallace enough to get to the "D" level for your Axe, just use the
hammer. More likely, though, just equip the heavy spear.
Lundgren's the only real obstacle here, and like Eagler, just take him out
the classic way. He's got a silver spear and a javelin, so you know what to
do- abuse the system. While he's got the silver lance equipped, go ahead and
let Lucius attack him uninterrupted. Immediately rescue him so that Lundgren
cannot attack him on his turn with a Javelin- it would end poorly. After he's
taken a bit of a beating, send in Wallace with the heavy lance. Kill him;
should be quite easy.
NOW, here is your opportunity for great XP. It's going to take far more time
than it's really worth and it ruins your score (you won't see this until
after you finish the game, but nonetheless...)
To do this, Wallace stands at Javelin range from Lundgren and sits there.
Lundgren will strike and do minimal damage. Let him keep attacking Wallace
while Serra stands by to heal when he needs it. Once the javelin breaks,
move in front of him and do the same thing until the silver lance is
broken, too.
With no weapon, Lundgren is easy pickings. You now have an enemy with so
much HP and defense that most of your units can barely damage him- 1, 2 damage.
This is a limitless XP pool, because Lundgren's on a gate, which means he
gets to heal. Send in any of your units with weapons to hurt him, if they
can. If you let him heal all the damage you do, you could potentially get
everyone to whatever level you want. In one game I actually got Kent to
level 20 so I could promote him (this was in Lyn hard mode, where the knight
crest was not mandatory on Wallace- that'll come later.)
Whatever you choose, make sure you've done anything you needed to do before you
continue. Use the angelic robe and energy ring, and if you're planning to
go through Hector's story, get Nils to level 7 (a trying task, to be sure).
Doing so unlocks a special side quest.
The story ends happily, and you get a story of how you've done. The story's
done and it's time to move on to the next one. As you know, I'm partial to
certain characters and so I focused on their levels more than others during
this story. By the end, the characters had the following levels:
Lyn- level 8
Florina- level 8
Wil- level 7
Rath- level 9
Lucius- level 7
Matthew- level 7
The rest of the units are (in my opinion) rather inconsequential, as those
were the only ones I really used. You could abuse Lundgren to get them higher,
but you really don't need to and it feels kind of cheap.
+-----------------------------------------------------------------------------+
|------------------------V. Walkthrough- Eliwood's Story----------------------+
+-----------------------------------------------------------------------------+
This is what we would call the "main" part of the story. I don't need to
give much explanation- the one given by the game does it really good justice,
to be honest. Just to reiterate, though- be careful; dead guys don't come back,
and this time around, there's no learning curve- from the first mission,
things are tough. Always stay on guard.
===============================================================================
========================V11. Chapter 11: Taking Leave==========================
===============================================================================
Victory Condition: Seize the Gate
Items to obtain: Dragon Shield- out of the village
Secrets: None
New Units: Eliwood, Marcus, Rebecca, Lowen, Dorcas, Bartre
-------
Eliwood
-------
Lord
LEVEL: 1
HIT POINTS: 18
STRENGTH: 5
SKILL: 5
SPEED: 7
LUCK: 7
DEFENCE: 5
RESISTANCE: 0
------
Marcus
------
Paladin
LEVEL: 1
HIT POINTS: 31
STRENGTH: 15
SKILL: 15
SPEED: 11
LUCK: 8
DEFENCE: 10
RESISTANCE: 8
-------
Rebecca
-------
Archer
LEVEL: 1
HIT POINTS: 17
STRENGTH: 4
SKILL: 5
SPEED: 6
LUCK: 4
DEFENCE: 3
RESISTANCE: 1
-----
Lowen
-----
Cavalier
LEVEL: 2
HIT POINTS: 23
STRENGTH: 7
SKILL: 5
SPEED: 7
LUCK: 3
DEFENCE: 7
RESISTANCE: 0
------
Dorcas
------
Fighter
Stats the same as you left them in Lyn's story
------
Bartre
------
Fighter
LEVEL: 2
HIT POINTS: 29
STRENGTH: 9
SKILL: 5
SPEED: 3
LUCK: 4
DEFENCE: 4
RESISTANCE: 0
-------------
Boss: Groznyi
-------------
Brigand
LEVEL: 5
HP: 25
STRENGTH: 7
SKILL: 4
SPEED: 4
LUCK: 1
DEFENCE: 4
RESISTANCE: 2
STRATEGY #1:
Okay, so we are in a whole new chapter with new characters and enemies. Well,
this chapter isn't going to be much of a challenge. There may seem too be a lot
of enemies, but that's good, the more enemies the more experience you can get.
Start by having Marcus trade Eliwood the Silver Sword then moving up. Lowen can
trade with Marcus for his Silver Lance. Marcus is an Experience thief. He takes
at least 5 times less experience than everyone else and is very powerful now,
but in the end he will be destroyed easily.
Rebecca can move up and attack the brigand, then Eliwood can come in and fire
the finishing blow. Eliwood will be wanting most killing blows. If he and
Rebecca don't succeed in battle, the have Lowen finish the enemy off. On the
second turn Dorcas and Bartre show up. They can help destroy the weak foes.
Bartre will need to get an Iron Axe soon. Anyway, as you fight to the boss,
send Marcus up to the village Dorcas and Bartre came from to get a Dragonshield
(an item that increases defense). Don't give it to anyone yet. Have Marcus
carry it around for a long while now, so we can give it to someone who needs it
most later on.
At the boss, we will use the strategy I gave for Wil in Lyn's thing, we have
Rebecca sit there and fire Arrows at the boss until he has extremely low HP, in
which case Eliwood can finish him. Because he sits on the gate, he gets health
back each turn, which can make Rebecca shoot forever. My Rebecca was level 4 at
the end because I let Groznyi recover health and then kept firing. This will run
her bow down, so be sure to replace it next chapter. Then of course, Eliwood
defeats him and seizes the gate.
-+-+-+-+-+-+-+
STRATEGY #2:
So, before we begin: as I have said in the past, I favor certain characters
and ignore others. This has its ups and downs. The good news is that all of
the characters I use are powerful. The bad news is that the starting point
is kind of rough. This mission is one of those classic examples. I will
recommend the use of Bartre and Eliwood; that's it- the remaining four
characters will wither away into oblivion quite quickly and will be ignored.
Marcus is your typical prepromote character, which we discussed earlier while
talking about Wallace. Strong now, but never gets stronger. Lowen's OK, I
guess, but the fact is that he's a cavalier, and I hate those guys; if anyone,
I'll use Kent. Finally we've got Dorcas. You can use him instead of Bartre
if you like- I'm fond of Bartre, personally- however, they're both good
fighters in their own right, so go ahead and pick whichever one you want to
see used in the future.
Now, this poses a problem, because skilled though I may be and guided though
YOU may be, there's an awful lot of brigands and archers, more than these
two can really expect to take on. So, I'll make an allowance- bring Rebecca
along, as well. Still, this mission's gonna be a test of how much you
learned, because three people versus a small army is not the easiest thing
to accomplish.
One thing I will say- don't bother trying to just use Bartre and Eliwood. The
fact is that Rebecca is a great character to use later on. Only thing is that
I'm not fond of her- Wil comes back in a few chapters, and he's a better
archer. More attack, more defense, some more skill.. Rebecca just gets a mean
speed advantage on him, which while certainly having its appeal (she never
doesn't 2x hit by level 10, or so), just doesn't put her over Wil.
However, some people do swear by her, and I've used her before with no regrets.
There's more than enough XP to go around for three characters, and so here's
the final verdict: Use her as if she were a character you'd keep long-term,
and when Wil comes back, compare them. You know what, you may decide you
like Rebecca better, and if that's the case, you should use her. Just know
that I won't.
ANYWAY, all that aside, this mission looks incredibly daunting. First thing's
first, give Eliwood the steel sword. It does more damage than his rapier,
and since the rapier isn't super effective on brigands, there's no sense in
wasting its durability. Marcus doesn't need more than his steel lance, I
guarantee. Move all the units up north and have Rebecca and Eliwood both
thwack that brigand. He'll run away immediately thereafter. Enemies will
shift around and meander towards you. Bartre and Dorcas now show up. Dorcas
is just as you left him, stat-wise. Barte, on the other hand, is a tough
fighter who hits hard... when he hits. Send Dorcas into the village to grab
the dragon shield and Bartre down into the fray. Eliwood and Rebecca, too.
Your primary goal is to always keep Rebecca covered from enemy attack- she's
frail and WILL die if you're not careful. Problem is that Eliwood and Bartre
are hardly tanks, either. It's a balancing act, really- they have to fight,
but they also have to be kept safe. Use forts, use woods- evasion is what
will make all the difference, here.
Slow and easy does it- do not send any units out to the front to try and get
some early kills, because the brigands will swamp said character and he'll
die. Use Bartre to pick off the archers, while Rebecca and Eliwood work in
combination to kill the brigands.
Now, you've got an energy ring and dragonshield in your possession, two really
good items that will help a character tremendously. Who you use them on is
up to you; Personally, I love seeing Eliwood become an early powerhouse, so I
give them both to him. However, you could save them for later if you wanted.
Your call.
For Groznyi, Rebecca and Bartre can use their ranged weapons to take him down
a notch, and then Eliwood's Rapier will quickly finish the job.
If you find you're having difficulty doing this mission with just the three
in any real use, send Lowen in. I'd try not to if I were you, though- it's
good practice to just use those three. If you can do it without any real
difficulty, you're more than ready for this storyline.
Laus is revealed as your next primary antagonist (if you couldn't guess) and
so naturally your team runs headlong to the danger instead of from it.
===============================================================================
=====================V12. Chapter 12: Birds of a Feather=======================
===============================================================================
Victory Condition: Defeat all enemies
Items to obtain: Secret Book- out of the village
Secrets: None
New Units:
------
Hector
------
Lord
LEVEL: 1
HIT POINTS: 19
STRENGTH: 7
SKILL: 4
SPEED: 5
LUCK: 3
DEFENCE: 8
RESISTANCE: 0
-----
Oswin
-----
Knight
LEVEL: 9
HIT POINTS: 28
STRENGTH: 13
SKILL: 9
SPEED: 5
LUCK: 3
DEFENCE: 13
RESISTANCE: 3
-----------
Boss: Zagan
-----------
Fighter
LEVEL: 9
HP: 32
STRENGTH: 11
SKILL: 4
SPEED: 6
LUCK: 2
DEFENCE: 6
RESISTANCE: 5
STRATEGY #1:
The enemies here appear to be clumped to the Northern area, which they are. But
this is good, that means we stay south and they have to come to us. Begin with
Marcus going to the Village to get the Secret Book, which he will hold onto for
the future. Everyone else moves forwards, Rebecca is hiding behind Eliwood and
Lowen for protection. Our goal is to go to the nearest fort. Have Eliwood stand
on it as soon as possible so the enemy can't have it. After this enemy is dead,
move Eliwood to the other Fort. Have your troops move around him accordingly so
that you can defend this end, because Zagan will move his troops south down the
mountain. The Mountains are slow for movement, so they come out in ones or twos
which makes it easier to Defend.
Hector and Oswin show up at the top on the end of the third turn. You can now
control them, send Hector south to deal with the Troops and move Oswin out of
the way because Hector is more than a match for the enemies and he needs more
Experience. After he has cleared them out, move both members south, to the*
Armory so he can purchase the Iron Axe to use on common foes instead of the Wolf
Beil. Anyway, back in Eliwood's situation, gang up on a foe as he approaches.
When Zagan comes out, move all characters but Eliwood back out of his range
(Eliwood is still on the fort) and he will attack him. After he engages, you can
come in and surround him with all the other men and Women. He won't be able to
stand against everyone and Eliwood will have taken minimum damage or dodge him
because of the Fort. Just be sure he is healed before trying this manuver. After
this, it's a simple manner of routing the remaining idiots... I mean enemies.
*Forgot to mention, buy one for Bartre too if he doesn't hold one already.
-+-+-+-+-+-+-+
STRATEGY #2:
This mission is easily as difficult as the last one, because while both of
your new units are incredibly good and worth using, the enemy is also becoming
much harder at a rapid rate. The boss in particular packs a nasty punch, and
he moves in on you, adding to the merriment.
To begin, send Marcus to grab the book from the village. Make ready to take a
stand at the fort with all of your forces. The brigands and archers shouldn't
pose too much of a problem, but that mercenary can wipe Bartre out without any
real effort- watch him. Don't use the book, yet- wait until your party gets a
little bigger before making a choice as to who uses it.
Once they're gone, start moving north- specifically towards that armory. In
the mean time, reinforcements will show up in the form of Hector and Oswin.
These two are monsters. Arguably two of the best characters in the entire
game, you WILL use these guys. They'll take out the soldiers and the
archer as they head south. Your immediate goal is to get another axe to
Hector. Buy him an axe from the armory. Buy an iron sword, too. The idea is to
never use the Wolf Beil. It's a GREAT weapon that you can't replace, so you
do NOT want to use it up.
The boss is coming for you by this point, as are his minions. Take them
out, one by one. Remember the weapon triangle, and if Oswin can't deal
with the mercenaries because he's still on his way (that's not unusual),
then let Eliwood take them out.
Zagan's a monster- incredibly high HP and attack; there's no easy way to kill
this guy. You can use marcus if you have to, but a combination of Eliwood
and Hector can make fairly quick work of this guy, too. Use ranged attacks
to take him down a bit before they move in.
With the mission over, Matthew and Serra rejoin the party. Finally, we get to
have a healer on our side again!
===============================================================================
=====================V13. Chapter 13: In Search of Truth=======================
===============================================================================
Victory Condition: Seize the gate
Items to obtain: Torch- out of the northwest village
Mine- out of the middle village
Secrets: Visit the village in the northwest to unlock a sidequest
New Units:
---
Guy
---
Myrmidon
LEVEL: 3
HIT POINTS: 21
STRENGTH: 6
SKILL: 11
SPEED: 11
LUCK: 5
DEFENCE: 5
RESISTANCE: 0
-----
Serra
-----
Cleric
Stats the same as you left them in Lyn's story
-------
Matthew
-------
Thief
Stats the same as you left them in Lyn's story
-----------
Boss: Boies
-----------
Knight
LEVEL: 13
HP: 27
STRENGTH: 12
SKILL: 8
SPEED: 4
LUCK: 1
DEFENCE: 13
RESISTANCE: 7
STRATEGY #1:
Begin by moving Oswin and Bartre to the snag. They can take it down and head to
the village to get a Torch. Then have them break the other snag down. Oswin is
here to clog the path and get the Mercenary down, then send Bartre in. Bartre is
here for the Soldiers, and Oswin for the Archer. If need be, have Bartre kill
the archer after an attempt by Oswin, because he can really take damage from it.
Anyway, the footsoldiers won't be a match for his Iron Axe. Visiting the village
also unlocks a sidequest after, so that's cool! Also, have them purchase an Iron
Sword because your new recruit needs one.
Now move the rest of the troops south. Remember not to expose Rebecca or Serra
because you will soon find yourself overwhelmed. Anyway, see Guy? That guy Guy
(heehee, even though they are pronounced differently) can join your party. But
we don't want ANY character in his range. So move south but stay out of his
range. Have a hero (Eliwood or Hector) stand on the Fort and then maybe even
someone (like Marcus) on the bottom right fort. But Dorcas might be better for
this because soon two enemies spawn down there, an Archer on the right and a
Soldier on the left. Guy can reach the left one with his sword but not the right
one. Visit the Village for a mine. Now, this is tricky, move Matthew into
position (meaning move him so he can reach the battle, but not be hit) and have
Marcus (with no weapons) step into Guy range, but make him come to you. Guy will
run over and you will see why we did this. He has a 35% chance of a critical hit
which can devastate most of your units. Fortunately, even IF he hits Marcus with
a critical hit he won't kill him. If Marcus has weapons, he will probably kill
him though. Anyway, on your next turn, have Matthew talk to Guy to recruit him.
With no range worry, the enemies here are now a piece of cake to destroy. Bartre
should have cleared the enemy area out, so move your men there.
Hector is the perfect person to kill the boss. He isn't likely to be hit, and
can deal a ton of damage with the Wolf Beil, which gives him the weapon and
special weapon bonus advantage. Have him attack and Serra heal him if he is hit.
He can take him down in two turns (on my game, it depends what level he is) and
then Eliwood can move in and Seize the gate to end this bout.
-+-+-+-+-+-+-+
STRATEGY #2:
Bah, these missions just don't seem to get any easier. This time you once
again deal with an overabundance of enemies, only now you have an enemy to
recruit. Notice that in Guy's introduction he mentions Matthew's name. That's
right, you have to send Matthew in to talk to him. Problem is that he's got 11
skill, 11 speed, and a 35% critical hit rate. He's a killing machine, pure
and simple. You do NOT want to mess with this guy; you just want to recruit
him as quickly as possible.
First thing's first, Marcus should attack the snag- he has to go and talk to
the village to unlock the sidequest; what else is he going to do with his
time, really. Let Hector bottleneck the path and stick Rebecca behind him;
they can take out the enemy units. Once that little wave of archers is killed
off, send Lowen to grab the mine and get your forces ready- this is the
tricky part.
Reinforcements come in- soldiers, archers and brigands. Now, this is not
especially dangerous, but then throw into the mix that there's a Myrmidon
waiting to kill you, and he WILL do so if you're not careful. Somehow
you have to lure him out without dying. To this end, send in Oswin; not
powerful enough to kill him in a single blow, too slow to double hit him,
and enough defense to withstand the damage. Put him one unit south of the
fort.
Now, don't jeopardize your party in the process; keep them tight-knit, with
Serra and Rebecca in the middle. Matthew is a high level from Lyn's
campaign- he's tough enough to do some fighting of his own, too. Stick them
in those woods to the east of the fort- more evade, more defense. Plus,
the enemy has to face you from open plain, which means that they can't
take advantage of the same defenses you're making use of.
Once Guy has attacked Oswin for his STUNNING 8 damage, or so, send Matthew in
to turn him to your side. Guy is a myrmidon. Like Lyn, he relies on speed to
hit fast, not hard. He'll almost never get less than a double hit and his
hits will almost always connect. As for his critical hit rating... it can
get as high as 100%. Problem is that his attack isn't stellar. Guy is a useful
unit from beginning to end, but I... I dunno, I just never liked using him.
I've always been more partial to heroes as my sword users. That said, I wholly
endorse using him now. Give him that iron sword that you bought last mission
and let him go to town.
With Guy on your side, wipe the floor with these guys. Move along towards
the castle. On your way, stop by the armory and pick up another hand axe for
Hector- he'll want it soon.
It's time to face Boies, and to learn the awesome power of the Wolf Beil.
This thing is super effective on knights. Hector can quite easily take this
guy down in a single turn. Go ahead and do so. Wolf Beil is the ultimate boss
killer for a while, so as I've said before, save it for when you really
need its help.
Accept the side quest- it's time to do some rescue work!
===============================================================================
=======================V13x. Chapter 13x: The Peddler Merlinus=================
===============================================================================
Items to obtain: 5000G from the northeast village
Secrets: None
New Characters: NONE
Victory Condition: Defend Merlinus for 7 Turns
-----------
Boss: Puzon
-----------
Mercenary
LEVEL: 10
HP: 26
STRENGTH: 10
SKILL: 8
SPEED: 9
LUCK: 5
DEFENCE: 6
RESISTANCE: 6
STRATEGY #1:
The first thing you should do is rescue Merlinus with Marcus. He needs all the
protection he can get, and this also allows you to move out of the center area
without worry. So have all the top Characters attack the top section. Be warned
that the boss on the upper left hand side is in the fog and he WILL move out at
you if you approach. Anyway, most enemies are stranded at the moment and can't
move without destroying snags. Send the two axemen (Dorcas and Bartre) north
with the group and Bartre should have the torch. Have him light up the area so
you can see. Send Guy to the left side along, onto one of the forests. He should
be able to hold his own against the two enemies. Meanwhile, Oswin and Matthew
can go to the other side. Let Oswin block the snag bridge that the enemies knock
down. He can take care of them, and the ones that do escape, Matthew can finish
off because Oswin should take them down to about 3 health. Know that if you
leave these alone they will try to attack the village.
Marcus should be breaking off from the group to get the 5000G in the village as
soon as he can. Let this play through, then go attack the boss. Try standing on
the forest with someone so he comes, then you are safer. Then surround and cut
him to shreds. It continues after he dies. Meanwhile, Nomads spawn at the forts
down where Oswin and Matthew are. Oswin will be fine but Matthew can only take
2 or 3 hits from them before he dies. But he can attack without danger from them
so he and Oswin will be fine. Spend the last bit earning experience for all your
characters, that's all this really is, a powerup level.
-+-+-+-+-+-+-+
STRATEGY #2
All things considered, this one's kind of easy. First thing you do is give
Merlinus to Lowen- basically mission accomplished, because no one's gonna
take Lowen down in this mission if you keep yourself protected properly.
However, you're unfortunately not in a position where you're going to want to
kill everyone. Sit on the island and wait it out, but don't seek out the enemy.
The boss is not a fun one to fight, so it's best to just leave him alone. He
won't bother you.
Move Matthew to the top of the island and light a torch- you'll see almost
the entire map for a few turns, so make use of it.
Because this mission is one of "stay put, don't move much", I can't give you
a whole lot of advice. Just remember that sword users will most likely destroy
Bartre, and Rebecca and Serra will quickly die to anyone that they run into.
Consequently, just avoid those situations. Guy, Eliwood, Oswin and Hector
are all capable of taking care of a bridge by themselves.
When you get a chance, send Marcus up to the village. You'll get 5000 gold for
your troubles. Of course, if you're not quick you'll get swamped by Brigands,
so just in case, bring an iron sword along.
Again, easy mission. Just wait it out and Merlinus will join you. Congrats,
you have your merchant.
===============================================================================
=====================V14. Chapter 14: False Friends============================
===============================================================================
Items to obtain: Iron Blade - Village at North End
Silver Lance - Boss
Secrets: None
New Characters:
--------
Merlinus
--------
Transporter
LEVEL: 5
HP: 18
STRENGTH: 0
SKILL: 4
SPEED: 5
LUCK: 12
DEFENCE: 5
RESISTANCE: 2
Merlinus CAN die, he just won't get a level up, like he does each turn.
---
Erk
---
Mage
Erk has the same stats as he had at the end of Lyn's story.
---------
Priscilla
---------
Troubadour
LEVEL: 3
HP: 16
STRENGTH: 6
SKILL: 6
SPEED: 8
LUCK: 7
DEFENCE: 3
RESISTANCE: 6
Victory Condition: Defeat all enemies
----------
Boss: Erik
----------
Cavalier
LEVEL: 14
HP: 28
STRENGTH: 8
SKILL: 9
SPEED: 8
LUCK: 6
DEFENCE: 8
RESISTANCE: 9
STRATEGY #1:
We are going to split up into two groups: Eliwood and company (include Serra) at
the top and Hector and company on the bottom. Note that Bartre and Dorcas can go
where they please.
Group 1:
First, if you can take out the Spearman with Rebecca or someone else, then
Marcus can immediately rescue Erk on the first turn, stopping him from stealing
experience or getting killed. Move everyone else north. Now drop Erk and have
Serra talk to him to recruit him. Sometime around now the rain will come. Have
someone get the Iron Blade from the village. The new plan is to (while it's
raining) move Marcus to the corner house, and make a defense here so Serra is
safe from harm. This means the enemies come to you, and slowly too, because of
the rain. Now wait for the hammer to fall. Marcus should be unarmed, so he will
take most of the blunt. He can survive for a while like this. When Erik comes,
you have to improvise and use Erk, Rebecca, maybe Bartre when you brought him
and Eliwood to slay him. This will eventually seem to get a little dangerous
towards the end but Hector is soon coming to help.
Group 2:
Hector's group can first kill the two Cavaliers. Now, you want to send Hector
and Guy South, Oswin a little more towards the center and Matthew can stay
where he is. When the Pirates come to attack, Guy can get them as they come to
shore and Hector can keep it moving to the village to reach it. Visit it to get
Priscilla. Anyway, after Guy kills a couple, they will catch on and head towards
Merlinus. Matthew is there to delay them so Guy can recover and reach the area.
Hector and Oswin can then go up to the fray that will have stirred up. I'd also
reccomend buying new weapons for those running low on them.
-+-+-+-+-+-+-+
STRATEGY #2:
This is probably my absolute least favorite mission in the game; it's the last
of the "hard" missions that plague the early game. Naturally, being the last
one, it's the worst of them. TONS of cavaliers with lots of lances. As the
augery says, use axes. Dorcas, even with his low levels, will help you a
little bit. For your pre-battle setup, stick Dorcas and Bartre next to those
two cavaliers, while Oswin and Hector are ready on the bridges. Also, Serra
is responsible for recruiting Erk- start her up near the village. Immediately
begin by sending your axe users after those cavaliers. Don't move Guy- he's
playing defense in this mission. The rest of your units should head out towards
the enemy- Keep Serra and Rebecca protected; do I have to tell you this still?
Take care not to let Guy and Eliwood get killed, though- as the sword users,
they're susceptible to getting killed off, and since they are both rather
strong, you're probably used to them not having to worry too much. Just
keep a wary eye. It's Marcus's job to head to the southern village, where
a new character awaits you.
If you followed my advice, Erk totally sucks and will be useless in trying
to help you. However, if you're not against using Erk like I was, or if you
just like Erk, you need to send Serra in to recruit him. I do so anyway, just
for good measure. That said... it's kind of dangerous when Erk's as weak as
he is- if he doesn't get killed, she certainly will. So you have to use
alternative means. As you know from last mission, you can rescue neutral units.
Send Lowen in ASAP to rescue Erk and set him down in the middle of your squad
again- he's doing no good to anyone getting killed by cavaliers.
Worse comes to worst, let him die. You won't actually miss him.
As usual, Marcus gets his own mission. After the enemies have been killed
(mostly) off, slip unnoticed to the south to meet Priscilla. She cannot very
well protect herself, so make sure to protect her as you head back to the main
party. Grab her a heal staff, too.