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(as "Fire Emblem: Shin Ankoku Ryuu to Hikari no Ken")

Fire Emblem: Shadow Dragon

ไฟร์เอมเบลม: Shadow Dragon

Platform:

Fire Emblem: Shadow Dragon [By strategywiki.org]




"Long ago, Medeus, king of the dragonkin, conquered the continent of Akaneia beginning an age of fear and despair for all it's people. That tyranny was broken, however, thanks to a miracle. A young man hailing from the Altea region appeared with a divine blade in hand. He stood against the Shadow Dragon ,and struck him down. For some time after, the land enjoyed an age of peace.

However, after a century's passing, the Shadow Dragon returned. He forged an alliance with a fiendish sorcerer who sought to rule the world, and their combines might toppled kingdom upon unsuspecting kingdom. Again, darkness threatened to engulf the continent. It fell upon the king of Altea, sole descendant of the dragon-slayer hero, to sally forth with the divine blade and fulfill his blood destiny.

His son, Prince Marth, remained at home with the boy's mother, his elder sister ,and a garrison manned by Altea's neighbor and ally, Gra. Thus the boy applied himself to the ways of both pen and sword, until one day..."    

Preparation

The game opens in a musty castle corridor, Marth is walking to an exit when he is greeted by a soldier.

Begin

You are left in a seemingly empty hall. It's not going to be that way soon, but don't worry, just move as far as you can toward the throne. Soon after, the enemies move toward you. Don't worry about anything in this fight, the enemies are weak. Just attack the closest one with any weapon of choice (might want to save your Rapier for later). On the enemy phase, you will be attacked by one guy. You should automatically kill him on your counter-attack.

Back to your turn, move close to the throne (as far as possible). The next guy that attacks is stronger, it will take three strikes to kill him. They won't do too much damage to you so don't worry. The next enemy is programmed to wait for you to cross through the small gap.

After a short scene, just go up to the throne and attack him with your weapon of choice. He should be dead soon after his counterattack. Seize the throne after. Choose "Yes" to proceed.

Part Two

For now, it may be best to keep both Cavaliers balanced and Marth getting experience when the Cavaliers are tied up. Right from the beginning, take one Cavalier and destroy the first soldier. Take Abel to do it, so Frey can deal with the far-left enemy. Remember the weapon triangle and use a sword instead of the lance. Marth should just advance normally. Without warning, the enemy decides to talk.

The far-left enemy should counter-attack Frey and die because of it. One enemy troop should move forward and Marth will comment about the archers... The next soldier should be taken by Abel. Steel sword should kill him in two hits (sometimes an enemy will be weak enough that the weapon triangle doesn't matter all that much).

After this, just advance Marth further. One archer should attack Marth, take care of him (might take two turns). As for the other archer, Abel should use the Javelin and watch the enemy counter-attack and die. After this turn, use Marth to finish off the archer, and use Abel to Javelin the boss to death (should only take one turn, he's that weak).

Seize the gate afterwards. A friendly Paladin by the name of Jagen will appear to talk...

[ From now on, you have the choice of WHO you want to level. If you, for example, favored Frey over Abel, just give Abel's weapons to Frey and put him in a corner. It is important that you make these sort of choices at times, you will fail if you try and level everyone evenly.]

Part Three

"Thus Prince Marth escaped Altea Castle with Sir Jagen and company at his side. However, this success would mean little to him once he learned the cost. The boy's woes were just beginning."

It's usually best to keep only two cavaliers in a party at any time. Choose between Abel, Cain, and Frey. Abel and Frey should already be a little ahead of Cain at this point, but it's still a choice.

Sit Jagen at the corner of the map. He is what they call a pre-promoted character, he comes to you strong. For now he is extremely powerful compared to other characters (especially with his silver lance), but if you don't want to mess up your other characters, leave him doing nothing.

For the cavalier you decided you don't want, trade his equipment to other char- acters and then leave him sitting there.

Advance with three characters (two Cavaliers and Marth). Use one cavalier to attack the soldier at the bottom of the screen One of your cavaliers will defeat another enemy. Two other enemies will move toward your position. Use that same cavalier to attack the archer. Experiment with the different weapons to find one that will kill the archer in two strikes. That same cavalier will destroy the adjacent enemy when he attacks. Now, move that cavalier out of the way and let the other two characters get some experience.

Your other two characters should easily defeat the enemies. Just focus on specific enemies (archers), retreat if you mess up, and remember that counter attacks are your friend. Once you approach the bridge leading to the last two enemies, Marth will interrupt with a comment about mages.

Mages in this game hit abnormally high. Lure the first mage in, then kill him. Watch your HP, the enemies deal a hefty 8 damage. Now, one of your characters is probably seriously hurt, take the other one and defeat the boss. Seize and... another scene.


Houses
There are four houses in this map. There is no penalty for not visiting a house but they do have valuable information sometimes.

Houses:
  1. Don't rush hastily when attacking enemies. Sometimes it's better to lure in one enemy at a time.
  2. Don't let Jagen get all the kills (even this NPC agrees with me) or you might be in trouble later
  3. Forts (a terrain structure) will heal you.
  4. Javelins and other long range weapons can...fight long range.
  5. Weapons break when the number next to them reach 0.


Part Four

Still, the prince could not quell the sadness in his heart for his sister Elice."

So the battle begins. This is the map where you will have to use your character in... ways. Defeat the first three troops. After you end your first phase, the enemy in the back will talk.

Basically, just finish whatever is left of the two enemies then unlock the door and recruit Gordin with Marth. Note that you should get an iron bow from one of the enemies.

Gordin is considered weak, however he can turn out all right. For people who enjoy abusing stuff in the game, he can easily become a fantastic sniper (if you get lucky with his stat level ups). Use him in your party and promote him at level 20 if you want to see what he can do.

Give Gordin the iron bow. The next turn the main army is back and really strong.

The enemy is closing in and you need to get one of your characters as a decoy. It is unavoidable, there is no other way to finish this chapter since the door to the boss is locked. The knights will just keep advancing. Even Jagen-the-overpowered paladin with a silver lance can't kill one.

Now, you must realize that YOU WILL LOSE your character that you put as a decoy. You have one of two choice: the cavalier that you decided not to train OR Jagen. Whoever you choose, take whatever weapons they might have and put them as decoy. Jagen's dialogue (if he is chosen to be the decoy): "Heh, these old bones are still good for something." A cutscene will follow.

For the remainder of the mission, just defeat the enemies and the boss. Pegasus Knights will spawn to the left, use Gordin's arrows to win. Visit the village with Marth and get the steel bow. Give the steel bow to Gordin when you get a chance. Then, just kill the boss with Marth's rapier and seize.

A Person, I found out that if you kill Gordin, then you won't encounter the knights. It's weird because the enemy will still open the door and go along as normal.

"And so Marth and his knights left Altea, heavy of heart and bleary of age..."

Houses
  1. The enemy army is going to do some damage. They're coming fast.
  2. It is necessary to part with a person if it means getting a different character.

Gordin
Gordin may be preferred for his defense. He can lure in units without taking much risk. He can also be used to pull characters that shouldn't be killed (such as a unit that might be recruited) because an archer won't counter a melee attack.

Also remember in comparisons between given characters that some are promoted when you receive them, and the weapon triangle may be an important consideration.




Chapter 1 →

Marth Embarks

"Marth, prince of Altea, was lucky. Though Doluna took from him his kingdom and all but a handful of knights, they could not take his life. Marth lived, and made it to the eastern isle of Talys. Talys was a small border kingdom, with no grand order of knights to boast of, but its king selflessly gave Marth use of the isle's eastern fortress. And as he saw the boy shake with anger and grief, he also gave wise counsel:

"Prince Marth," he said, "I do not doubt you love your sister something great. But you must be patient...time is on your side. If you stay here, and grow stronger, a time will come when you can help her."

So Marth stayed in Talys, protected by its kind people, and the years went by..."

Begin

The battle starts thereafter. First, surround the thief to the south. Then, use Marth to go into the village and get 10000 gold. Proceed cautiously when moving to the west, there are a healthy number of pirates ready to attack you.

The healer you get in the house south of the castle is really not a good unit. You get a much better healer soon, so save his Heal for now.

Now, comes the OPTIONAL part. You can opt to abuse Gordin (or any ranged unit) to make him 300% better than he currently is, or you can just continue. In order to realize Gordin's true potential, abuse is necessary so go ahead and have a flier like Shiida buy 2 iron bows from the armory. Give them to Gordin then have Gordin sit two squares away from the boss.

Attack, you should hit 4 or 6 damage. He will heal back that amount just by sitting at his position. You can keep attacking until your Gordin gets so good that he lands a critical and kills the boss in one shot. Easy way to make this process faster is to go into Options >>> Skip Enemy Act >>> All

Every time you end your turn, it won't show you any enemy attacks/movements. Normally this isn't good, since you want to see enemy movements. However, for this, you can spam A button and Start button to speed through battles.

Another problem that might happen is that your speed, luck, etc will get so good that Gordin will start to do two attacks instead of only one. This will out-damage his heal rate. To fix this you might need to only attack every other turn just to let him heal.

The other option is to simply proceed as usual and attack with your full forces to gain experience with a number of units.


Note
Shiida is called Caeda in the American version of the game.


HOUSES
  1. Enemy thieves will destroy any villages they see.
  2. Some weapons require a high weapon level.
  3. Keep fliers away from archers.
  4. Keep high def units in the front to absorb blows.
  5. There's a town that is run by a tyrant. (West of Talys)
  6. There's a mage in the village right south of the castle.


Gazzak
HP: 24
Weapon: Steel Ax
Drop: Vulnerary
Beginning Quote: "The might of Altea, ye say, now? Har! Ye sprongs look t'be a mite short o'mighty t'me."

Death Quote: "Rrgh... Ye'll pay, dog..."





Chapter 2 →

The Princes of Galder

"One thing could always be said about Galder Harbor, the mainland port nearest Talys: it never had much in the way of riches, but neither did it have much trouble.

All that changed when a pirate crew fell upon the town and made it their hide- out. Here, in Galder, history records Marth's first steps toward freeing his homeland."

Begin

Ogma and three fighters join automatically. Choose one of the three and give the other two fighters' weapons to him. Then, move Marth to the front of the bridge to the north. Darros, a recruitable pirate, is there and he will automatically talk to Marth.

Next, use Ogma to clear the two soldiers to the west (use his Steel Sword) The second one will attack you on the enemy turn and die in the process. Then, move your characters via the lower-half of the map forward. All of this can be accomplished in the first turn (including the enemy's turn).

Don't worry about getting experience with Gordin, only use him on tough enemies or if you are in a risky position. Starting in this battle, you will see a glowing greenish circle on the ground. It is merely a save point in the middle of the game. You can save, then reload it if you mess up later. Move a character onto the circle and select Save to do so.

Also, do note that killing Thieves tend to give more experience than regular enemies. It is about 60 experience instead of the normal 30 at the beginning of the game.

Before rushing, please watch and see Castor. He is an archer (if you refused to abuse Gordin last chapter use him or wait until later and get a unit like Wolf). You must use Shiida to recruit this character.

A good Cavalier should be able to take out a majority of the pirates. Archers should be taken out first though, so as to protect Shiida. The boss isn't anything special, you can just team him.

Note
Nabarl is called Navarre in the American Version)

Houses
  1. A pirate named Darros wants to join you.
  2. Healing mages get exp every time they heal.
  3. Hammers beat heavy units (like Knights).

Gomer
HP: 27
weapon: Hand Axe
Drop: Steel Sword

Beginning Quote: "The gall of ye, defyin' me crew! I'll put an axe square betw- een yer eyes! Ye ain't leaving here alive. I swear it on the rickety peg leg o' Shanty Pete!

Death Quote: "Augh...Fiends, ye be..."

Beat him, seize gate...

Save the game, and it automatically continues...





Chapter 3 →

A Brush in the Teeth

"When journeying in from the borderlands, one particular peril would spring to mind: the Samsooth Mountains, whose gashing peaks rose up and divided the peni- nsula. Since before anyone could remember, the mountains had belonged to band- its, blights on the land whose acts of plunder, kidnapping, and arson knew no bounds.

Out of fear, their victims gave these peaks another name: the Ghoul's Teeth; while the bandits who ruled atop the Teeth's craggy crowns took a name as well: the Samsooth Sires, or Soothsires..."

Begin

You finally resume control of your characters. First thing you want to do is move Julian and Lena south. Have a few ready units to defend the area at the bottom.

Marth needs to head to the village. You will get a Devil Axe there. Rest of the units left should head left and confront the enemy there. Shiida is needed to recruit Nabarl, so she must be part of the group defending the area at the bottom.

After a few turns worth, you should have cleared both areas of danger with your respective units. The myridon, Nabarl, is reliable and you should keep him unless you plan on going to the gaiden chapters.

Don't worry about his Killing Edge breaking, he will get another one shortly.

The boss is just another generic boss, nothing special or dangerous...

Houses
  1. Mercenaries have a good critical rate.
  2. Skill affects critical. Spd affects hit rate.
  3. Hunters are stronger than archers. However, they lack def
Reynard
HP: 27
Weapon: Hand Axe Drop: Mend
Beginning Quote: "Har. You must really want to die, comin' into the Soothsires' palace unbidden!"

Death Quote: "Arrgh...One day it'll be you!"

Seize the gate.





Chapter 4 →

Battle in the Lea

"After a hard battle, Marth's Altean Army- for it had grown to be called such- set foot at least in the kingdom of Aurelis. However, joining his might to that of the Aurelians would have to wait.

As Marth descended into the vast green lea separating his troops from theirs, he heard a terrible sound: the galloping of enemy destriers, far away...then closer...Then far too close."

Preparation

You will start out in a menu. First, go to Pick Units then choose all the units that you have decided that you don't like. Keep their name in grey. It is a bad idea to meet their unit limit in a battle, unless it is necessary. You do not want to have a team with balanced experience, all struggling later.

Then, exit this part of the menu and go to Inventory. Trade all the items between units and then you might want to check out the map. You can change the beginning spots of your troops by simply clicking on the two.

When you are ready, saving is a good idea. Then, hit Fight.

Begin

This battle looks intimidating at first. However, the enemies are easily killed Just watch the HP of your characters and don't leave a low def unit like Nabarl alone.

First action you want to do is secure the thieves so as to ensure safety to the two villages. Then, you want to eliminate the small group of enemies to the right side.

Next, take some strong units and defeat the large group of enemies in your way. Watch out for Matthis, a recruitable character, he is in the middle of the pack Recruit him with Lena.

Just keep going and then enter the village to the far left to get Merric, the powerful mage. He has a special tome called Exca- lilbur. It deals some hefty damage and can only be used by him. Merric is an overall good character, just watch his HP since his defence is low.

There is a village to the right that has 5000 gold for the taking. Kill the healing mage with whatever character needs the most exp. For the boss, just long range him to death.

Houses
  1. Different weapons are made of different materials. Some are stronger than others, and thus need a higher weapon level to use.
  2. Special weapons like armorslayer, rapier, and ridersbane give you a huge advantage.
  3. Don't fight this boss with a mounted unit (cavalier ie)
  4. Keys can unlock doors and even bridges!
  5. Dracoknights are dangerously strong.

Bentheon
HP: 22

Weapon: Ridersbane Drop: Ridersbane

Beginning Quote: "You can defy us, yes... But you will never defeat us."

Death Quote: "W...what...?"

After this, you have a choice. If you want, you can arena abuse characters or you can just continue. Note: Using this method can get you a level 20 Gordin going into next chapter. Basically, what you do is: position a healer and your character next to the arena.

Go into the arena and pay for the bid. Then, silently watch the battle. If you look to be against the odds, quickly press B before you die. You should bail out safely. Most of the time however, you will have a marginal win over the enemies. Just keep doing this and you can not only make gold but you can get much exp (for your healer too!).

Such a technique is called "arena abusing", a method used to make a FE game easier. Some people hold a grudge against it, but then again, it might be necessary to have your currently weak unit become a powerhouse. Anyway, whether you decided to arena abuse or not, just seize the gate.

 




Chapter 5 →

Champions of Aurelis

"Trace a line around the continent's north-eastern plains, and you have Aurelis This kingdom alone had somehow resisted Doluna's attempts to conquer it, but only by some miracle. By the time Marth arrived in Aurelis, much of its terri- tory had already been carved up by Doluna's ally Medon.

Still, the king's younger brother, Hardin, refused to give up without a fight. The people called him Coyote, and he intended to live up to the name. Since its founding, Aurelis and the holy kingdom of Akaneia shared close ties and months ago Princess Nyna of Akeneia had come to Hardin's aid. By his side, she had called on the people to fight- but few remained to answer.

Medon's finest soldiers were closing in. Nyna knew they were out of time..."

Begin

Once you finally gain control of your troops, you must notice that your army is split into two groups: Hardin's group and Marth's group.

Hardin's group is going to be hard pressed at the beginning. Even on normal mode, the enemies pose a challenge to some of the weak, relatively useless characters.

Marth's groups is relatively free, Wendell, a recruitable sage, is in the corner of the map. On the first turn, set us defensive positions for Hardin's squad (use the fort and forests) and advance with Marth's squad.

The village in the north nets you a Firestone. Keep it, it's important. Once you cleared all the enemies (which is an easy task), prepare for the harder one. Multiple reinforcements are going to spawn and attack. Use Gordin (or Wolf if you refused to use the arena and grind at Chapter 1) for one and two cavaliers for the other. Shiida's Wing Spear makes quick work of the boss...


Houses
  1. The castle has lots of treasures :) Steal them with Thief
  2. Save gold for the port map, it has good stuff in stores.
  3. Reinforcements are going to start pouring out of the forts.

Merach
HP: 22

Weapon: Silver Lance Drop: Silver Lance

Beginning Quote: "Princess Minerva bade me guard this castle in her absence. You shall not take it so long as I stand!

Death Quote: "Heh... You think you've won, wretch? Far from it...

Seize the gate after, and let's continue! Save the game.




Chapter 6 →

Fire Emblem

"After shattering Medon's main force outside Aurelis Castle, Marth next led his army into the castle's halls to liberate the kingdom. A number of treasures slept in Aurelis Castle's nooks and crannies but how to extract them before they could fall into enemy hands?"

"Only a thief could open chests locked that tight," grumbled one of Marth's men."

"But we don't have any thieves with us. ...Do we?""

Preparation

Re-class Wolf from the previous level to a general. If you do so, Wolf will turn level 20 before you know it. He can also use the two legendary weapons, Parthia and Gravidus. This battle is going to be fast-paced, with no time for idling. Take your best units, get your best weapons. For the first half of the map, let your strong units rush and kill the various thieves before they run off with the treasure.

Keep some units for the latter part; you can afford to take your time after. Remember to take a thief also. There are no houses in this map.

Begin

Start the battle when you are done. First, do note that there is a thief locked in the jail at the beginning of the map. Don't waste time on him now. He can be recruited with Marth later (don't worry, he isn't going anywhere).

Rush the halls with your fastest units, i.e. Cavaliers. Back them up with Marth, Nabarl, Wolf/Gordin, and Merric. Make sure that no thieves even get close to getting away; the treasure is really good, especially the seraph robe.

Or, you could use warp and send Caeda to bar the exit for the thieves. Have her kill the cavalier with the silver lance using the wing spear. after that just have her kill any thief that comes near the exit. This will almost never fail.

At the bottom, near the throne, it is pretty packed and you will lose a character if you aren't careful. An easy way to beat it is first, lure the units one by one. Eliminate them then lure another. Once you can't do that anymore, while not risking losing a character, amass a small army. Figure out who is going to attack what.

For example, if you see two archers and a knight, you should think:

  1. Your mage, Merric, can easily take out the knight, so position him to do that.
  2. Archers can't fight back in close range, so get two cavaliers to kill them.
The boss is a pushover since he doesn't have any long range weapons. Use magic to beat him fast.

One thing I've also figured out. Is you can have any archer (if they can deal any damage), keep on attacking until they reach whatever level you want them to. But, you will need a lot of bows. This also works in other chapters where the boss can't attack at long range. This makes it easy to get a horseman/sniper. Using javelins and hand axes, However, it is more expensive. Watch out for critical hits on the boss (make sure he has enough hp left to survive a critical hit and a normal hit). If you do accidentally kill him, don't worry, there will be more.


Emereus
  • HP: 28
  • Weapon: Silver Lance Drop: Master Key
  • Beginning Quote: "Blast! They're upon me! Why didn't those idiot soldiers stop them?!"
  • End Quote: "Rrgh… Why…?"

After this, make sure you recruited Rickard in the jail, then seize the throne and save the game. Note that if you have 15 or less units, you will go to Chapter 6X – see Gaiden chapters for more information.




Before Chapter 6X

Beat the Prologue fast, choose Marth and two other horsemen. Give them the experience.

Since we need to have less than 15 units to access the Gaiden chapters, we will need to kill some units. Starting in the third battle of Prologue, kill off any character that you do not want. Make sure to keep one unit to be the decoy in the following battle.

Make sure that you have killed off all but 4 units by the end of Prologue. If you did so, then you will get an archer by the name of Norne at the end of Prologue IV. Here is her dialogue (since you probably didn't get her on your first run).

I don't recommend Draug, let him die next battle. As for Norne, she is a good alternative to Gordin. I would pick one out of the two to keep. Personally, since I like the try new units on my different runs, I chose Norne instead of Gordin.

Let the enemies kill the archer you didn't choose. Wrys is gotten in Chapter 1. He...isn't advised neither. Kill him.

A whole bunch of units are gotten in Chapter 2. Keep Ogma and maybe Barst. Other than that, let the units die. Recruit Castor and Darros (and then prompt- ly let them die) or just kill them for experience.

In Chapter 3, both Lena, Nabarl, and Julian are good units to keep.

At the start of Chapter 4, you should be given 4 free units since you seem to lack in units. No worries, just kill them off too!

You also get Merric in the village in Chapter 4, keep him.

In Chapter 5, you get quite a few units also. Wendell, Hardin, Vyland, Roshea are all the units you DO NOT want. Keep either Wolf or Sedgar.

In Chapter 6, Rickard is useless. I wouldn't even bother recruiting him, but he is good experience.

Before you finish Chapter 6, make sure you have less than 15 units. Time for the first Gaiden chapter!

In War's Grip
"Not long after Marth's army freed the kingdom of Aurelis, messengers arrived from a western village to plea for the prince's help. Pirates had struck the war-torn village at its weakest and abducted its children. Marth could not ignore such an injustice, and rode with his army to the rescue..."

The recruitable character for this battle is Athena. Use her if you don't like Nabarl. At the beginning of the battle...

The enemies in this battle aren't anything special, just be sure to have a healer ready at all times. The first turn, just move everyone forward. You should be attacked by about 5 enemies. Wipe them out and then you can heal yourself before proceeding.

Use an archer to lure/kill the archer on the island. Next, you can either charge the south or the north. I would go to the north personally since there is the village there.

A mage from the south approaches the village when you do so. Use an archer again to lure/kill the mage. Keep luring in as many units until you feel that there is no risk in rushing the area. I would say 3+ units is dangerous for most of our units at this point in the game (unless of course you use a high-defence unit to rush).

Visit the village when you get a chance.

The rest is a matter of taking your time and luring in units with an archer. The boss is easy too...

Bathys
HP: 24

Weapon: Steel Axe Drop: None

Beginning Quote: "Ye be makin' a grave mistake, meddlin' in the affairs o' pirates!"

Death Quote: "Nngh...Avast! Spare me me life, matey...!"

Seize the gate, save the game, and note that the next gaiden chapter is 12X.





Chapter 7 →

Lefcandith Gauntlet

"Aurelis was free, but Marth and his army- now known as the Akaneian League- still had much work ahead of them. They followed the Middleroad south, bound for Akaneia Palace- a perilous route, for it took them right into Lefcandith Valley and the jaws of trouble.

The countless fortresses lining the valley made it a veritable gauntlet and compounding the danger was the presence of the Whitewings, a knightly order led by Princess Minerva of Medon. It would be a fierce battle."

Preparation

This battle will be relatively hard, but it is imperative as always not to take all your units. After all the items from last battle, you might need to sort them out. When you are ready, enter the battle as normal.

Begin

Minerva will charge but WILL NOT attack. You can kill the archers around the gate, I would wait until she leaves before you continue to the village though.

Note that you can kill Minerva, with an archer, though this is unnecessary. You still can (interestingly) recruit her later, and killing her will make the three other pegasus knights fly off.

Defeat the other Pegasus Knights (the ones that rush you) with your archers then wait. When you see a thief about to unlock the gate, get Ogma or an able unit ready. Kill him and like one or two turns later Minerva says...

Now, go and rescue the village to get a special unit. He needs a firestone to attack, luckily we got one earlier. Note that the character, name is Bantu, cannot attack without a firestone. I don't like him for this reason, since you don't even get another firestone until Chapter 17.

Rush downward, and you are promptly met with a solid 4 enemy reinforcement each turn. To cover them, do as follows:

  1. Shiida use Wing Spear to kill one.
  2. Magic + Nabarl + Wolf/Gordin for another
  3. One cavalier
  4. A different cavalier.
Another strategy that works is you have all of your units get into the area of the town. place Draug at the place where the gate was. Have Shiida fly over the mountais to the south. When the reinforcements appear, fly back over the mountains to safety. If Draug takes no damage from all the enemies, the strategy is flawless. You can have Draug sit there and break the weapons of all your enemies. Or, you can have him kill them all.

Once they die, this map has nothing left of a challenge...except the boss which can be beaten easily be a long ranged attacker. He also can be abused if one of your archers can hit 1 damage with steel bow.

Harmein
HP: 31/31

Weapon: Silver Lance Drop: Silver Axe

Beginning Quote: "Curse Minerva and her pride! Grr, no matter. If I am to die here, then I won't be dying alone!"

Death Quote: "Aaargh... Traitors...every...where"

Seize the gate, save, and continue.




Chapter 8 →

Coastal Skirmish

"The League had reached Akaneian soil, so Marth gave him leave to recuperate in Port Warren, a harbor town known for commerce. Coin alone kept the town free they paid Doluna dearly in taxes to preserve their autonomy. Naturally, then, theirs was a warm welcome when the Akaneian League arrived."

"Marth's soldiers were glad to rest there, nestled between mountain and sea but their joy was spoiled by news that the enemy was fast approaching- as harsh an awakening as a rock beneath the pillow."

Preparation

This battle will be easy if you keep your low defence characters away. The enemy is bunched up in masses and their reinforcements are hard to quell all at once. Good archers like Gordin and Sedgar are invaluable here, along with sturdy cavaliers. Using a knight like Draug as a blockade isn't a bad idea either, but if you want to level Wolf up just send him in with lances and bows the battle will end before you know it because no enemy in this chapter can even affect a general of a defence higher than 15.

Note that you will get another knight on this map. You will also start with two more units from the start, a myridon and a mercenary.

Bring Wrys or Lena. You will need them for the fight arena.


Begin

Houses
  1. Doluna is holding a princess of an allied nation hostage.
  2. Lots of reinforcements coming out of the fortresses, so watch out.

First of all, the two new units you get (Caesar and Radd) are pretty useless for this late in the game. Their only use in this battle is to browse the shops/armory and bring the valuable items to trade to the units. This battle has many valuable weapons that you will want to buy. Later if you decide to use one of these. Radd has the potential to be better than Navarre.

The Rapier and Wing Spear are a one-time deal, you can only buy one from these shops. They are good to get along with a decent amount of steel weapons. Silver weapons are costly and you should avoid them since you will get many in drops from enemies.

On the first turn, advance your units carefully. Make sure Shiida is relatively in the front, she is needed to recruit the knight, Roger. On the second turn, only move your units forward a bit. Let the enemies come and fight you. Next turn, you will be just the right distance to recruit Roger. You can have Draug block the bottle neck if he can hold off all those units. Have him pick off units one by one. When you can recruit Roger and kill all off the archers, do it. Make sure Shiida doesn't have the wing spear equipped or she will fight cavaliers until she dies. After you can avoid all other reinforcements by killing the general with Shiida's wing spear.

Make sure you take advantage of the town and specifically the fight arena. You might want to use a save spot for this. You have an endless supply of experience and gold here. Have Lena stay on the vendor space with the heal staffs (it's next to the arena). Have any unit fight in the arena. Remember that low wagers are easy enemies. High wagers are high enemies. After each battle, heal your unit. Lena's level will be 20 at the end of this chapter if you do it right. While you rake in the gold, be sure to buy all sorts of weapons. You can use the other save spot if you need to (if you haven't used it yet.

500's are always mages. 600's are mages, fighters, and the rare knight. 700's are pegasus knights, fighters, pirates, archers, myrmidons, mercenaries, cavaliers, and mages. Anything above 1000 is an upgraded unit (paladin, generals, etc.).

Shops
Item Price
Fire (25) 300G
Thunder (21) 420G
Blizzard (23) 690G
Heal (20) 800G
Door Key (1) 500G
Vulnerary (3) 360G
Iron Sword (40) 400G
Steel Sword (35) 875G
Silver Sword (20) 2000G
Rapier (28) 1120G
Iron Bow (40) 440G
Iron Lance (40) 380G
Steel Lance (35) 980G
Silver Lance (20) 2200G
Javelin (30) 750G
Wing Spear (28) 1120G
Iron Axe (40) 320G
Steel Axe (35) 700G
Hand Axe (30) 540G
Iron Bow (40) 440G
Steel Bow (35) 770G
Picking sides

You have a choice now. You can either clear the right side first or the left side first. The right side has more enemies. The left side is a good way to do something while getting your troops over.

Eventually, you will want to invade the right side (good experience). A good way to do this is to place a knight at the right house. The archers will crowd around trying to do damage, but your defence should make it do none. The horsemen will then proceed to rush forward.

Eliminate all the horsemen in one turn. Don't give them the chance to work with the archers to pose any unforeseen danger. If you have chosen to do the left path before the right path, there are three things to note:

  1. Two cavaliers and one horsemen appear at the fort at as long you are within the fort boundaries. Be prepared, or you risk a serious danger to your troops.
  2. A few more rounds of reinforcements appear at a much later time.
  3. You can use an archer like Gordin to sit at the mountain dividing the two sides. This will lure the two archers to their deaths.

If you chose to do the right side first, then the reinforcements will come shortly after you trigger enemy movement on the left side. There are also two sets of knights that spawn when you are in the fort boundaries. They make for good exp for Shiida and Merric. They are only triggered if you step in the proximity of the forts.

The boss is relatively easy. Note that if you had tried to rush the boss first, reinforcements spawn automatically. Also note that reinforcements pop up when you attack him. They are limited, but to stop them the easy way, defeat the boss fast.

Kannival
HP: 28
Weapon: Silver Lance Drop: Levin's Sword
Beginning Quote: "W-what are you doing all the way out here? Blast, I'm finish- ed…!"
Death Quote: "Long… live… Grust! Nngff…"

Seize the gate and continue.





Chapter 9 →
 
A Wyrmking's Wrath

"Grust had caught the League unawares, forcing them to flee to Pyrathi. But the kingdom of Pyrathi seldom made contact with the outside world, and their king, Mannu, was wroth when he heard of the League's unexpected visit.

There were whispers Mannu was a dragonkin- rumors soon to be proved true."

Preparation

For this battle, get a thief and your best cavalier ready for a fast-paced battle. Anyhow, just take normal troops and let us continue.

Recommended: Units with swords to fight off future pirates.

Be sure to bring Lena and her warp staff

Begin

The south side near the boss is infested with enemies. There are reinf- orcements spawning in the lower forts frequently. A thief threatens the village in the north and must be dealt with as soon as possible.

First thing you do is have Lena warp Marth to the far right village.

Marth will then get Jeorge. I think he's a pushover. Level 11-15 Castor can top him. Have draug guard the bridge. If Roger has a higher defense use him instead. Have Shiida stand by to kill anyone with a hammer. If she's too weak, use a unit with a sword.

Line everyone with a sword on the south side of the island and have all others behind them. If you don't have enough swords, improvise. It's

It's o.k. if the thief gets away with the wyrmslayer. If you feel like it, you can warp someone that can handle a horde of pirates (some have hammers) to stop the thief.

The boss is a pushover as normal, my Wolf could destroy him in one attack. Of course, my other units could have beat him in roughly two attacks. I mean, c'mon, 23 HP only?

If by some chance you can't hurt him, you can run down his fire stone. Even if he doesn't attack, the fire stone gets that much closer to breaking. I doubt you won't be able to deal damage to him, he's weak in every way.

Houses
A chest holding a Wyrmslayer is in the eastern fortress. It is powerful in destroying a Manakete.

Mannu
HP: 23

Weapon: Firestone Drop: Door Key

Beginning Quote: "Foolhardy humans, defying a Manakete king! Tremble now, and feel the last quickening of your heart!"

You probably defeated the boss before the rest of the enemies. To finish up the map, just kill all the thieves with Shiida and watch the hunters. Then, route them with your cavaliers. Easy map. Seize the gate when you're ready.

Save the game and continue.

End Quote: "What...? Slain, by this fangless coward and his minions?"





Chapter 10 →

Princess Minerva

"Not all of the League's soldiers took Catria of the Whitewings at her word. Some insisted her plea was a ruse, a trap concocted by Princess Minerva herself Marth doubted that, though; he had seen the woman in Lefcandith Valley, and she did not strike him as a sort of conniving menace his followers feared. As the brunt of Grust's might drew closer, Marth led the League to Castle Deil, deter- mined to attack the citadel and rescue the young Medonian princess, Maria."

Begin

First things first, Warp Marth to Maria and recruit her. Make sure you have a key in your convoy. Open the gate with the key in your convoy. You can have Marth cut off the thief if your other units don't get to kill it. you will want to make for the fortress. it is a good place to hold a position against the reinforcements. The enemy thief will take an item from the chest. Make sure to kill him as fast as possible to regain it. Also the thief will open the back door and you will be surrounded.

Have Draug or Rogger sit in the bottle neck going into the fortress. If you can, let Minerva in before you guard the entrance. She will fly past the archers and straight to Marth. You can now Switch them out if you need to. You can pick them off one by one or break their weapons and kill them off with weaker units to get experience. Be sure to kill both knights while staying out of archer range. STAY OUT OF ARCHER RANGE AT ALL COSTS. archer range is sniper range. DO NOT ENTER UNTIL YOU CAN KILL ALL OF THEM AT ONCE.

IT IS IMPERATIVE THAT YOU SAVE MARIA AS SOON AS POSSIBLE. Minerva will not join you until you save her. Really, just go save her then move Marth back to recruit Minerva. WARNING: If you don't have have Maria, Minerva will attack your units.

Houses
  1. Three great people that once lived: Miloah (master of Aura), Gharnef (master of Dark Pontifex), and Gotoh (nickname of White Sage)
  2. Minerva is a good person, pressured by her sister being threatened.


Legend
o = Wall
R = Your ranged units
P = Your physical units
H = Your healer
M = Marth
E = Enemies

 oooooooooo
     H    o
    M PP  o
    RoE ooo
    RoEoo

ooooooooEo
Anyway, just wait until it's like only one unit before Minerva, then move in Marth. Kill the unit in front of you and Minerva will automatically talk to Marth...though you must have rescued Maria first (that is partially the reason why you should hold a position like this, you need to move Marth all the way from the jail to the south entrance)
Use a thief to unlock the door to the north and kill the hero to get a Master Seal, yay! Don't use it yet, let's wait okay? Clear the few guards left near the boss and then, boss time! If you have an units to level 20 yet, use the master seal. If you used the arena in the last chapter, this should be easy (more than likely, it will be Lena)

Zharov
HP: 31

Weapon: Javelin Drop: Speedwing

Beginning Quote: "Grrr...Must I do everything myself? Bah! You'll not get past me, rebel!"

Death Quote: "They're a force...to be reckoned...with...Rrgh....

Visit the armory and vendors to see if there's any goodies. If you used the arena, you should be filthy rich.

Nothing more to do here, seize the gate.




Chapter 11 →

Knorda Market

"Tired from so many long battles, Marth and the League arrive at last in Akan- eia, Princess Nyna's mother kingdom. Past the mountains lay the royal palace, known to some as Millennium Court; and within its walls awaited many treasures and captives the enemy had taken."

"With each step, Marth draws nearer to one of the great waypoints on his journey"

Preparation

Do the normal, pick your units and trade the unnecessary items.

Bring Caeda if you want to get Jake. If she's level 20, use the master seal you get in the last chapter (if you haven't used it yet).

Bring Lena or wrys. There will be an arena. If you missed the last arena, abuse the arena in this level.

Begin

It is important to visit House #6 (to the west bordering the lake).

Houses
  1. The shops/armory has rare goods.
  2. Some citizens are being held hostage.
  3. There are three legendary weapons that have been passed down.
  4. War sickens her.
  5. Ballistae are far-ranged units that can destroy fliers fast.
  6. Jake is a good person. Try to recruit him with a "beautiful" woman (Anna).

First thing to do is press X button. The huge range from the enemy ballistae covers a few of your units. The ballistae are stationary, but they will attack your units nevertheless. They pack quite a punch and they should be avoided when possible.

There are a few things you should take care of:
  1. Send a flier past the mountains to the right and attack. Stop the thief first. All the enemies should attack him/her and die.
  2. Leave an archer to take care of the immediate Pegasus Knight threat from the north.
  3. Move the rest of your units forward between the mountains, keep in mind the X button enemy attack range.

The southeast region is filled with houses and a few shops. Visit the village on the corner of the map to get Linde.

Charge the first ballista (in the north). You shouldn't take too much damage if you used units like cavaliers. Quickly wipe out the ballistian, keep a wary eye on the sniper that has a killer bow. Keep in mind that the lightning balasta does magic damage, not physical.

After, make sure you eliminate Khozen – he cannot be recruited. Because of this, he is like a mini-boss.

Khozen
HP: 23
Weapon: Firestone Drop: Energy Drop
Beginning Quote: "Burn…! Burn, till your blood boils and your flesh cooks!"
Death Quote: "Emperor Medeus… I have failed you…"

Keep moving along and note that the boss is recruitable if, and only if, you have visited the house with Anna in it. You need Shiida to recruit him so be prepared.

Jake
HP: 20
Weapon: Arrowspatte Drop: None
Beginning Quote: "I knew I wasn't cut out for the military. Well, too late now. I just hope Anna's OK."
Death Quote: Instead of a death quote, you can recruit this unit.

You get a better, similar-class unit later, so keep his weapon until then. Before you seize the gate, you might want to consider buying stuff in the shops and using the arena to train a bit. Afterward, seize the gate whenever you feel like. Use this arena to become filthy rich. Use the save spot first. Lower wages=weak enamies. Higher wages=strong enemies. wages 1000 gold or more=upgraded unit.

Save the game and get ready for a truly rushed, fast-paced fighting map next.





Chapter 12 →

The Ageless Palace
"The holy kingdom of Akaneia had come into being six centuries earlier, when the region's numerous city-states were unified under one monarch. The first king, Adrah, had fought valiantly to accomplish this, wielding the three weapons he came to call his regalia- gifts from the gods, some said.

The kingdom Adrah forged was pronounced holy; its kings were esteemed. With Akaneia's aid, six more independent kingdoms sprang up in their own time. But Akaneia was always the greatest- and now, Marth was about to take his first walk through its historic palace's halls."

Begin

First things first, you will need to rush the prison if you hope to save all the hostages alive. Rush forward, don't leave any regrets behind. Send some weaker units to dispatch the two thieves on the side, and overall, don't leave your units in a discoordinated position, reinforcements will attack your rear. In fact, they appear at the beginning of Turn 3, so make sure your back is covered.

This map is easy after you save the prisoners, the rest of the enemies can be defeated with one or two good units, like a cavalier. There is free experience to the enemies that spawn outside. Good for leveling up lower level units.

Grab all the treasures, be sure to not miss the one outside to the right of the throne. Speaking of the throne, let's go to the boss...


Volzhin
HP: 22

Weapon: Bolganone Drop: Bolganone

Beginning Quote "Rebel pup! You dare defy Doluna? Then writhe in the fires of Bolganone!"

Death Quote: "Do not think...you have won...Doluna...is undying... Nngh!"

This battle was a pushover, just seize the gate, save the game and let's go!


Before Chapter 12X

In Chapter 7, just beat it normal. Just remember that you can't recruit Minerva yet. Also watch for the reinforcements in the south forts.

In Chapter 8, you get those weak units at the start. Do the normal, dispose of them. Roger, the recruitable knight, isn't necessary. Watch the reinforcements at the top. Also remember to buy some stuff from the shop.

In Chapter 9, you get the sniper (or you could just let the thief kill the village) . Get rid of him also...and any other useless unit you may have still. Remember to get the treasure and watch out for the sheer number of enemies.

In Chapter 10, just play normally. Get your first Master Seal and then recruit and keep (optional) Minerva. I personally dislike her in favor of a promoted Shiida. Anyhow, just watch for the main army's advance. Get rid of Maria also.

In Chapter 11, remember to watch for the ballistae. Recruit Linde. Use her if you want, I don't like her in favor of Merric. Remember that the manakete is unrecruitable. Also remember that Jake can be recruited, but Beck is a better choice. Other than that, just watch the ballistae.

In Chapter 12, all the units in the jail are pretty much useless. Let them die so you don't have to worry about accidentally leaving them alive. Note that the next gaiden chapter is after this. Therefore, make sure you have less than 15 characters left. Also remember to use a thief to get the chests.

Time for the second gaiden!

A Traitor's Worth
"After taking back the palace, the League rode across Akaneia, freeing the greater part of the kingdom as they went- all except the west. A landed knight there named Horace, who had betrayed Akaneia, to join Doluna, continued to stubbornly hold out against Marth's forces. Nyna could not fathom why such a fiercely loyal knight would turn to treachery, but with her other knights calling for Horace's blood, she had no choice but to give in and ask Marth to bring the traitor to justice."

Preparation
This battle is pretty linear, there are two villages to visit. When you begin the map, Dejanira will approach Horace into dialogue.

Begin

First turn, kill the two immediate enemies then move your WHOLE army to the right. In order to recruit Horace, you must beat the chapter without killing him. Don't worry...

The whole middle section of enemies won't attack unless you do. Sounds good if you want to recruit Horace, just sneak up the right and beat the boss.

Note that the easy way to see if an unit will not attack is see if they are from Grust or Akaneia. If Akaneia, they won't attack. If Grust, they will.

The enemies along the way aren't anything special. Three mages will rush from the north, but they are easy enough. Check out the villages with Marth though.

Move along up, kill Manakete then visit the second village... Now, just move the units in to kill the boss...some pirate reinforcements should spawn in the west first though.

Dejanira
HP: 24

Weapon: Steel Lance Drop: None

Beginning Quote: "Vexatious rebels! I'll skewer you like rabbits!"

Death Quote: "...Nngh! You'll...pay..."

Note that if done properly, the pirate reinforcements shouldn't even have caused a problem. Of course, you could kill them for experience or you could just seize the gate.

Upon seizing the gate...(and without killing Horace)

End of gaiden chapter. Next one is Chapter 17X.




Chapter 13 →

The Akaneian heroes hurried in Altea, but they would not go unchallenged. Waiting for them at Fort Menedy were Grust's artillery regiment, the dreaded "Wooden Cavalry." Missiles crashed down, rocking the earth as the enemy ballistae rumbled forward. Had Marth and the League any hope of triumphing over such firepower?

Preparation

First of all, make sure you select Midia (Paladin) as one of your characters. She is necessary to recruit a character in this chapter.

Make sure to bring Lena with a warp staff, as usual. Also, bring lots of cavaliers and if Caeda is a dragon knight, bring her too.

Begin

These are the main things to do here (in no particular order and some are described more in detail later):
  • Recruit Astram with Midia. (Make sure to cover all the flanks and keep her healed.)
  • Visit the village to recruit Beck. (The village is near your party's starting point in the middle strip of land. Go to the village fast! A thief is on the map and he will rush the village and destroy it if you give him a chance.)
  • Defeat the two upper units with regular attack units like Ogma and Wolf.
  • Use Beck to destroy most of the ballistae in the middle. Then, move in and defeat the remaining units.
  • Kill the boss; Beck can do this alone.
  • Visit the houses (see above for exact details).

Beck moves one forest square at a time, but his incredible range lets him destroy effectively. He is effectively constrained to moving horizontally along the small strip.

Leave your other units to wait and let him take out most of the ballistae. Watch out for the boss, but even he can be destroyed by Beck.

By now, the main path should be clear enough to go ahead and recruit Astram. You need Midia to recruit him.

Houses
  1. Thunderbolt is super effective against ballistae. Other than that, just go close range to win.
  2. Everyone wants you to win this battle…

Note
Astram will not talk to Midia. If you sit her in his attack range, he goes ahead and attacks/kills her. You must use an archer or a safe unit to lure him in, then talk to him.

Ballistae are truly hapless when at close range. Just sink in two squares away and they are powerless.

The boss for this chapter is Grigas:

Grigas
HP: 26
Weapon: Pachydermn Drop: None
Beginning quote: "Hmph! Care to see what steel the Wooden Cavalry is really made of?"
Death quote: "Nngh…So, the prince can fight… But…your victories are numbered…General Camus and his Sable Order will be upon you rabble very… soon…and you will die…on the lance… of the greatest warrior…alive…"

Beat the last few units and seize the gate. Save the game.




Chapter 14 →

Land of Sorrow

"Gra's betrayal of Altea years earlier had come as a shock, of course, until that day they attack Marth's kingdom in the name of Doluna, Gra had been a trustworthy neightbor and ally. While the Altean army was out on an expedition, Gra struck from the rearm annihilating the Altean soldiers, killing Marth's father, King Cornelius and stealing Falchion, the blade of light. It was a crushing blow.

Much time had passed since that sad day, and much had changed. Now it was Marth's turn to descend on Gra Bastion, and face King Jiol, the man who had robbed him of his father."

Preparation

Before starting, you may want to consider using a Master Seal on your stronger units. Note that the ideal level to class upgrade is 20, but this isn't practical nor is it that useful. Class upgrading at the level of 15-18 is good enough. Having said this, if you can level up to 20 before this, then by all means do so.

You should have three promoted units. Most promoted units, with the exception of maybe the Paladin and the Bishop, can cross the water, which is an extremely useful ability to have in this battle. Note also that Marth can cross the river too.

Astram, whom you got last battle, probably shouldn't be used here. Stick to your old party and then start the battle. I WOULD advise taking Beck just to kill the first enemy and maybe pick some other units off.

Give Beck the Arrowspatte from Jake. Also be sure to give a master key to one of your units that can cross the river (like Shiida).

At the start of the battle, use Beck to use Thunderbolt to kill the first ballista. You should get another useful ballista weapon. Next, use your promot- ed units to cross the river. 2-3 of them suffice.

The left fortress is held very tightly by a group of archers. They are a tough group to kill, some of the archers carry longbows allowing them to pile on your units. The house on the island is relatively safe, the thieves are more worried about getting the treasure at the southeast corner.

Of course, using a strong unit like Wolf, you can eliminate all the archers. You could do that, or you can let your units get exp off them (go around them via the river and kill them). Also note that Beck can attack the archers.

Before turn 5 starts, two recruitable pegasus knights will appear. They can be recruited by using Marth. Both pegasus knight will automatically talk to Marth.

If you, the reader, didn't like using Shiida for some reason, these two are a good alternative. For now, just leave the two alone and give the rest of your units the experience.

About turn 8, about right after you recruit the two pegasus knights, more enem- ies appear. They are relatively easy and I like using Beck's arrowspatte to get rid of them. This is also good experience for low level units, you can use Beck (arrowspatte) and Lena (physic) to backup the unit.

Use the master key to open the door and two chests at the southeast corner. One chest contains the ever important Silver Card (halves prices at shop) and a Bullion (S). At turn 16, the reinforcements of seemingly endless pegasus knights end.


Houses
  1. After level 10, a unit can be promoted.
  2. With a silver card (which you get in this chapter), you can buy stuff at half price.

Jiol
HP: 33

Weapon: Silver Lance + Killer Bow Drop: Killer Bow

Beginning Quote: "Grr... Altean rabble! I should have killed you stragglers back when I had a chance!"

Death Quote: "Thus falls...the mighty kingdom...of Gra..."

Before taking the gate, be sure to visit the house...

Now, move Marth all the way to the throne and seize, save the game, and continue.





Chapter 15 →

An Oasis of Magic
"Khadein, city of magic. Ever since Gharnef named himself ruler of this mecca for the magically inclined, the sands surrounding it had run red. Many knights had tried to oust Gharnef, but what defense did they have against the mages the fiend had bent to his purpose? One by one the heroes fell to blades unseen and fires within their armor; and it was not long at all before Khadein's wickedness outstripped its wisdom."

Not too many comments to write about this battle's preparations, just remember that faster units are key in this map. A thief is necessary also.

When the battle starts, we zoom to Gharnef's reflections.

DO NOTE THAT GHARNEF IS INVINCIBLE. Not even the strongest of units can kill him. You must wait until the end of turn 6 and he will decide to leave.

HE WILL ATTACK YOU if he gets a chance. Before he reaches the middle island, charge with a mass of units forward. The mages have low defence and can give good experience. Just watch for the damage, it accumulates fast. Also use an archer to destroy the dracoknights that attack they are relatively strong.

Anyhow, don't let Gharnef be able to attack any units. All units that can move fast, go north and fight there.

Any unit that cannot, move them to the southwest corner of the map.

At turn 6, Gharnef will say...

With that, he teleports off. Yay for us. There are really no more bosses left, the guy guarding the castle is just normal. However, his attack is a far ranged one and can do some hefty damage. Keep a healer using Physic, or Mend depending if she/he is strong enough to withstand some attacks.

The rest of the map is an experience spree. Bring your thief to the lower right corner to take some treasures.

The boss should be dead and the reinforcements should be running thin at turn 15 or so. Then, comes the interesting part.

In a few Fire Emblem games, there is a sand level like this one. They tend to have items HIDDEN underneath the level. HOWEVER, I have checked this level for the most part and haven't found anything interesting.

If you find anything hidden in the sand, please contact me and you will be added to this list.

Treasures from the southeast corner include:

1. Energy Drop
2. Tailsman
3. Spirit Dust
Seize the gate when done... easy chapter except for Gharnef, eh?

Houses
  1. Gharnef is invincible and can only be defeated by the White Sage's powers.
  2. You need a barrier staff to protect you from magic. Also, Gharnef might be leaving soon, so if he attacks you, just "ride it out".




Chapter 16 →

The Battle for Altea
"Still smarting from their bitter experience with Gharnef and the dark magic Imhullu, Prince Marth and the League regrouped and march south- home to Altea. Once Marth's kingdom had been beautiful, blessed with rich soil and clear waters; now the eyes tended to notice instead the barren farms; the ruins; forlorn stares. Marth vowed to free Altea from its torment without any further delay."

Preparation

Pick your best units as normal, trade around units and get ready for some fighting. Start the battle and start moving... but wait! First...

There are many houses in the area...

Begin

Now that is out of the way, we can finally get to the real part of the guide. Leave a group of units to deal with the few immediate threats, then move Marth and about three other strong units to the left.

When you get to the villages, PAY ATTENTION! You can only get one of the two units here. There is a choice between a paladin (to the left) and the hero (to the right). I personally like Heroes better so I chose that.

Then again, I don't recommend using these pre-promoted units, just pick one.

Anyhow, keep moving your units to the left. You can consider using Beck the ballista to attack the units in the middle island. At the end of turn 10, leave no unit alone in the area of the villages. Enemy reinforcements appear in the four forts above. You should probably split your party in two:

The mass of your army is still sitting at your base.
Marth and 3-4 others are near the castle (but I wouldn't attack just yet, let the reinforcements run out)
Let the four reinforcements charge toward the main part of your army. They should die relatively fast.

Two reinforcements should attack your small army. They also should die fast. I would recommend staying put and waiting until the enemies stop coming in (a little less than Turn 20 - note that they come every 2-3 turns) Barge into the jail on the east and talk to Xane with Marth...

Xane can transform into an ally unit and have their abilities, stats, levels, class, everything! After a few turns he will go back to his old self, but he is useful if you have a favorite character that you want to "duplicate".

Xane is his own special class: the Chameleon.

Now, all units but the boss should be out. Proceed with caution as the boss is dangerous.


Houses
  1. You can only choose between one of the two characters from the village, the paladin or the hero.
  2. VIP card grants you access to secret shops, whose location is...secret.
  3. Xane, a recruitable character, is locked up and has some power, he's not sure
  4. The orbs are enshrined at this place...the orbs are mysteriously powerful.
  5. House citizen says, "YAY!" to Altean army.
  6. Devil sword might kill you instead of your enemy...
  7. Elisa, the princess, was teleported somewhere instead of killed.

Note
The only thing he doesn't duplicate are the weapons and current experience. Xane's class is called Freelancer in the North American version


Hollstadt
HP: 37

Weapon: Killer Lance + Killer Bow Drop: Dracoshield

Beginning Quote: "Well done, rabble. Anyone else would be dead by now. A shame you must end your campaign right here, before your own gates!"

Death Quote: "Rrgh! General Camus... The rest...is in your...hands..."

After this, feel free to use the arena to level up a bit. Also note that you have should put the master seal you got this level to good use.

When done, seize the gate.




Chapter 17 →

Star and Savior
"The League had routed Hollstadt's knights and recaptuerd most of the kingdom, but there was still the castle to deal with before Altea would be free; the mage-dragon Morzas remained entrenched within its walls. Unlike General Camus who preceded him, Morzas had been a cruel warden, slaughtering many innocent Alteans at the slightest provocation. Marth roiled to think such a monster still sat upon his noble father's throne."

Preparation

Pick your favorite units, Beck might be a good choice also. Nothing much to do, promote some units if possible. Use some items. Trade some stuff. When ready, start. A thief also helps good.

The beginning part of this stage should look familiar...it's from the Prologue!


Begin

Your first targets are the treasure chests to the left. Use some strong units to get there. Leave some units around. Beck is also useful here because he can attack the thieves from the start. Note that the bishop to the right will spam fortify whenever any enemy units are damaged even the slightest bit.

Use your strongest units to defeat the Manaketes and use your others to defeat the regular enemies. By the time you reach the treasure room, Beck should have cleared the place. Note that you should NOT have started fighting in the eastern part of the map. However, the ENTIRE left side should be cleared. Your thief should be rushing in and getting the treasures.

After this, take the time to mobilize all your troops to the right. Then, use an archer to take out the ranged bishops/archer on the extreme right. (Note: you should get a VIP card...refer to Secrets for more information.)

When ready, bust the door open and meet the reinforcements. Starting the turn you open the door and lasting for about 5 turns, a knight and a cavalier will spawn. One tactic for dealing with this is to use a mage, a healer, and a strong physical unit (ie a paladin), taking the brunt of the damage with the physical unit while the mage does damage from a distance and the healer keeps everyone happy.

At the end, get ready to destroy the boss. He is hapless against long-ranged attacks, so you can easily kill him using this trick.

1 Warp
2 Killer Bow
3 Dracoshield
4 Master Seal
5 Devil Sword
6 Silver Axe
7 Secret Book


Morzas
HP: 29
Weapon: Magestone
Drop: Speedwing
Beginning Quote: "Kee hee...Witless human! None defy a mage-dragon and live to speak of it!"

Death Quote: "Grrf...I stand...corrected...But you still lack the power...to defeat Medeus..."

Check out the secret shop behind the throne (again, Secrets. When done, seize the gate.

Advice: Buy all the poleaxes because the next level is an all cavalier level.

"Thus Altea was liberated. Its people, ragged from years of Dolunian tyranny, scrambled to the castle and flocked beneath its walls, eager to celebrate what, for many, would be remembered as the happiest days of their lives. They clapped each other on the back, laughed; and when Marth, their prince, appeared up above, they saluted their hero with a thunderous cheer:

"Glory to Marth, our prince of light! Glory to our star and savior!"

"Marth smiled down at his people and waved. The great commander's last victory of the day was commanding his tears not to flow."

Save the game and continue. Note that if you have less than 15 characters here, you will get into 17X Gaiden chapters



Before Chapter 17X

In Chapter 14, let both Palla and Catria die. Remember to watch for the many reinforcements.

In Chapter 15, remember to run quickly from Gharnef. Then, remember to get the treasure at the bottom right corner.

In Chapter 16, choose whether you want to keep Xane or not. I find him not worth the trouble...also don't bother sending anyone to the left side. Arran and Samson are horrible anyway, unless you want to let one just wither away at the top 4 reinforcements until he dies.

In Chapter 17, remember to take the left side out before the right side. Also remember that the manaketes are difficult but give good exp. Be sure to watch for the reinforcements and also to check the secret shop on this map. Or you could kill them with a Dragonpike or a Wyrmslayer.

At the end of Chapter 17, make sure to have less than 15 units for the gaiden.

Prisoner of Helena
"At long last, Altea was free again. Marth took the League to Helena Castle in the north, an old fortress and key supply point during Doluna and Grust's occupation. There he meant to seize the last of the enemy's gold and provisions but Grust would not give up the castle without a fight..."

This battle features many new ideas. Thieves and long ranged units are advised most. Especially thieves.

At the beginning of the chapter:

For the first turn, don't bother trying to lure in the ranged units. They won't go for the bait.

All units should move forward. You might want to consider leaving them out of enemy range, but this is up to you. On the enemy's turn, all knights and cavaliers will rush toward you, and after the turn, dialogue appears:

First thing to do is clear the immediate Knight/Cavalier problem. This is easy since your whole main army should have advanced.

You are probably wondering about Etzel, who happens to be the recruitable character for this chapter. You gain him by clearing the chapter before killing him, like the chapter with Horace.

There are a whole bunch of rooms that seem to have some interesting stuff in them...hmmm, use your thief to check them out.

Use the save orb if you want, then use the thieves in the next few turns to check out the left three rooms.

Let us start with the top one and move down.

Yay for us, first room contains chests. This one contains a Warp. Let's go to the next room down.

Enemy ambush! Manakete, pretty simple still. There's only one of him.

Moving logically down to the third and final room, we are greeted by a mage and a chest. A poleax resides in the chest. Yay for us, now to go to the rest of the map.

On turn 10 however, the enemy seems to have different plans. Three paladins spawn on the bottom. The forefront paladin wields a Killer Lance, something you might not want to mess with. I suggest luring them in and then using long ranged attacks.

If you lured them in, then the turn you finished killing them will also have three more of the same paladins spawning in. This would be Turn 14.

On Turn 17, three more will appear. Same deal as before.

Turn 17 yields the last reinforcements of the battle. Now we can go back to raiding the west side.

The northwest room seems to be a good spot to raid first. Bring out thief over and open it to find a bishop with Elfire and a chest containing a Longbow.

The next corridor may pose a small problem for some units. It seems that they are infested with long ranged units. Simple enough however, just lure in a few at a time. Then, heal from the rough damage then lure in some more.

Note: A good place to safely pick off one unit at a time if you are scared of losing a unit is the small indent in the wall. Use the danger button to find how far away you can be before you are attacked then quickly rush the unit into the indent. Kill a few units then retreat/heal and then continue.

When the immediate enemies that attack you on their free will are gone, you are left with a sort of trap. An archer resides behind the walls, but to attack him you need either a longbow or to just regularly attack.

However, there is a small problem. A manakete is waiting at the bottom to attack your ranged unit if you decide to do the latter. Also, a bishop is also waiting to kill your unit.

Below, a sniper with a dangerous killer bow is ready to take out any unit with a critical. Use a cavalier to kill him fast. However, this will trigger the hero to attack you along with a weak cavalier. Actually, the hero is pretty weak too, no need to worry about him. Another way is to reclass a unit into a General. He will take absolutely no damage from the long-ranged arrow attacks. But beware, he has low resistance, defence against magic attacks

Now, we reach the part with Etzel in our path. Selecting him with A yields us the following information: He won't move. Yet he has a tome and will attack.

In the course of testing this out so as to put it in the guide, I had a near encounter with a sniper. Turns out that if you approach the hallway Etzel is in with a ranged unit, you can trigger the door to open and the sniper to attack you through the walls.

With this piece of information, feel free to pick the archer off. Also, kill the two mercenaries that will rush right after you trigger the door to open.

Also, take out the mercenary above, then put some units around the lower-left door. DO NOT MAKE THE SAME MISTAKE I DID AND OPEN THE DOOR WHEN YOU DO NOT HAVE AT LEAST TWO STRONG UNITS NEARBY WHO STILL ARE ABLE TO MOVE THIS TURN.

There are three units behind the door, a knight and two bishops. Combined, the two bishops can team on your thief and kill him pretty easily.

Open the chest in the same room for a weird sword called the Wo Dao.

At the end of all this, the boss should be the only one left along with Etzel.

Leave Etzel alone and make sure to pass him without getting in his range. There is a chest to the southwest of the boss, open it to get a Wing Spear. Yay for us.

Time for boss...ranged attacks work well on him. Of course, Wing Spear or using a Rapier does too.

Dactyl
HP: 32

Weapon: Silver Lance + Javelin Drop: None

Beginning Quote: "Blast! Where have those indolent guards gone?"

End Quote: "Unnh...gwaaah!"


Seize the gate, save, and it's back to the regular chapters.






 Chapter 18 → 

The Sable Order

"For Gotoh to create the magic that could defeat Gharnef, he needed two orbs: the Lightsphere and the Starsphere. Marth and company set off to Chiasmir and the Fane of Raman to find them, but in their path stood a cohort of Grustian knights known as the Sable Order. The bridges across the strait would soon be choked with the brave and the dead..."

Preparation

Faster moving units do well on this map. Also, Marth's rapier and Shiida's Wing Spear can do hefty damage. Only drawback is that there are enemy archers. Ridersbane is also good.

Use the Master Seal from last map and then start the game.

Begin

To begin this map, just move your units forward. Keep your units that have the special weapons (ie. Ridersbane) in the front. There are 4-5 cavaliers that immediately rush from the south, defeat them first.

By the time this happens, the group in the middle should have been provoked. Kill them with units like Marth and Shiida. At the end of turn 5, a pegasus knight, Est, will appear to the left. Marth is needed to recruit Est. Est's stat growth is weak compared to other Pegasus Knights.

If you aren't going to use Est, give her Ridersbane to a cavalier or maybe Shiida. On the middle island, there is an armory, shops, and an arena. Unless you really need the weapons/items, don't bother for now. You can always go back before seizing the gate to buy items.

Reinforcements from the southwest fort should be heading toward you. Lure them into the middle section and then fight. You don't want to risk losing a unit to the other enemies in the southeast.

On turn 14, a paladin will spawn in the fort in the middle. Use one of your rear units to get rid of him. The reinforcements in the lower southwest corner will stop spawning at the end of turn 15. The paladin will keep spawning though, every other turn until 18.

Feel free to use the arena in the middle part of the map to level up any of your lower-level units.

Charge the lower part of the map and let the few units come and attack you. The reason for this is that one of the units near the castle has a ridersbane and can pose a threat to one of your units.

If you triggered the two horsemen to attack you, hope that all your cavaliers that can be attacked are at full or close to full HP. If you didn't, you can choose the luxury of picking them off with Beck. Or you could use Shiida to go around and kill them.

Houses
1) Rumor has it that the person defending the Fane or Raman is not a strong warrior, but instead a weak person. And it's a she...


Sternlin
HP: 28
Weapon: Silver Lance
Drop: Master Seal
Beginning Quote: "You shall not pass! Not today! Not ever!"

Death Quote: "Nngh! You... shall... not... unnh..."


Seize the gate and continue to chapter 19.





Chapter 19 →

Manakete Princess

"The Sable Order fought valiantly to keep Marth's army from reaching Chiasmir, but in the end Grust's knights buckled: the world's mightiest only in song. The League marched on to the Fane of Raman, a holy sanctuary built by the divine dragoons to house their most priceless treasures. Here another story was set to begin..."

Preparation

Before the battle, use the Master Seal obtained last battle on a unit that is level 15-20 (the normal recommended level to promote). Be sure to also bring a thief along. When ready, just start the battle. Also, set aside one spot for Bantu, he is needed to recruit, interestingly, the boss of this chapter.

Begin

You might have noticed right off the bat that this map consists of a whole bunched of locked rooms...and seemingly few enemies around them. That is partially because most units are at the top AND that some enemies are inside the rooms.

There are 10 doors.

9  10 

1 2 3 4 5 6 7 8

With 1 being the room in the upper-left corner and 8 being in the lower-right corner. 9 and 10 are the rooms to the extreme north. Here are what they contain:

1 Two treasure chest containing a Master Seal and a Speedwing
2 Enemy sniper, quite dangerous if you don't have sufficient back-up the moment you open the door. Ranged units killing this sniper through the upper wall sounds like a good idea.
3 Enemy archer
4 Two treasure chests containing a Geosphere and a Seraph Robe.
5 Two treasure chests containing a Bolganone and a Bullion (XL)
6 Enemy Archer
7 Enemy Archer
8 Two treasures chests containing a Spirit Dust and a Pure Water
9/10 Connected rooms. Contain the orbs. One is taken from the start, so only one chest remains.

Notice that the rooms alternate from left to right, anytime you are stuck this is a sure way to know which room has treasure and what room has enemies. Along with the Master Seal you get in one chest, you get another from the enemy sniper behind Door 2. By now, you should be sticking with a team of 15 or so strong units. As normal, no need to rush using the Master Seals. Wait until next battle's preparation.

Anyhow, lure/kill the mages and healers. Then, talk to the boss with Bantu. Seize the gate.





Chapter 20 →

Camus the Sable

"It was General Ordwin, one of the Three Heroes of the War of Liberation, who put Grust on the map. His peerless knights tamed their neighbors the barbarians in the kingdom's infancy, securing its place as one of the greatest of the Seven Kingdoms. However, the current king, Ludwik, was weak-willed and easily cowed: Doluna had little trouble forcing him into an alliance. Now he had taken ill, even as Grust suffered its string of defeats at the hand of the League. The once mighty kingdom was poised to fall..."


Preparation

Beck works well to counter the enemy ballistae. Other than that, just take your other generic team. You may wish to use your master seal to promote units. Use the various stat boosts from last battle's chests.

When ready, start the map.


Begin

First turn, use Beck to get rid of the ballista. If you don't have him, move Shiida and any other flier away until you kill it. This is because the ballista has arrowspatte and most likely will critically damage your flier. Use Shiida's Wing Spear to defeat the generals in the vicinity.

Use an overpowered unit like Wolf to solo the west side. Equip him an Iron Sword and all four paladins will attack...and promptly all die. There are two ballistae randomly placed out there, killing them will solve a whole bunch of immediate problems.

Another immediate problem is the paladins to the north. They deal about 15 damage to some units and thus put some at risk of dying since there are four of them. When done, move Marth up north. Use the danger zone to position them out of range of the ballistae. Then, DO NOT move Marth or anyone that is with him.

By the time you find a way to defeat them, Wolf should have destroyed the ballistae. Now, randomly assorted reinforcements will appear along with a thief trying to destroy the village in the center. The reinforcements are relatively small.

Now, use Beck to destroy the ballista next to the castle. Hopefully you have one thunderbolt left. Automatically, Marth will decide to talk to Camus (note that this is implied and all we see is the dialogue below)


Boss

It isn't possible to recruit Camus, if you attack him he says: "With this lance, Gradivus, I am all but invincible. A pity you had to waste your life."


Camus
It is not mandatory to kill Camus. You may ignore him and decide to just seize the gate. However, there are three things to keep in mind:

You will get an alternate scene. Camus does not join you. Nyna will change her dialogue to say that Camus was not able to be found.
You run the risk of losing a unit if you aren't careful enough.
You won't get his drop, Gravidus, which is a powerful weapon
To finish the map without killing him, you must swing Marth over to the left along with Shiida. Put Marth in range of seizing the gate, then on the next turn, swing Shiida to recruit Lorenz. Move Lorenz aside and seize the gate.


Camus uses the legendary lance and packs a punch. Eliminate him with a Ridersbane + Beck combo. When you kill him, he says: Nyna... Farewell....

You might not be able to get Camus, but you can recruit Lorenz, the general guarding the gate. You need either Marth or Shiida. The following is the conversation:

Before seizing the gate, check out the village to the south you might have missed with Marth. Get the Hammerene, a good staff for Lena only. Finally, seize the gate.

If you have less than 15 units here, you will go to the Gaiden chapter. See Gaiden chapters for more details.


Having won the day and put Camus his Sable Order to rout, Marth and the League moved on to the mountains in eastern Grust, to crush the last of the opposition The surviving Grustian soldiers, in a mad attempt to hang on to their lives, took all the residents of a nearby village hostage to keep Marth from striking. However, they could not have picked a worse village to harass...

—Men and Monsters

The only unit that you should really bring is a thief. Units that move farther are an asset in this battle. Also, weapons that deal with Manaketes/Cavaliers well make it a cakewalk.

Before Chapter 20X

For Chapter 18, remember that Ridersbane/Poleaxes are invaluable. Est joins your army, but dispose of her. Also, don't keep Etzel from last chapter in favor of Merric.

For Chapter 19, remember to get all the chests. Get both orbs also and recruit Tiki with Bantu (it's easier this way to get Chapter 24X).

For Chapter 20, use master seals from previous chapter. Then, just rinse this map as if it were a normal run. Lorenz is pretty much useless compared to Horace. Kill him instead of recruiting (or recruit then feed him to Camus) Be sure to have only 15 units left, then to the gaiden!


Begin
Indeed Ymir, the recruitable character, is standing guard. He is on the upper right side of the map. He doesn't move, and you should talk to him with Marth when possible. However, it is more pressing to deal with other threats first. Also, don't open any chests until you have pretty much cleared the map.

Split your army into two parties. One to the left and one down the middle. Both paths have a considerable amount of danger, so be sure to put good units in both parties. The left side will engage in fighting first. The broken bridge is a perfect place to have a paladin or two. Meanwhile, two paladins and a cavalier will be rushing the middle. Kill them and most likely, you will trigger the three relatively strong generals to fight. Defeat them the next turn, and then move a unit with a large movement (like a horseman) to the right and kill the manakete. Ymir should be right there, standing guard.

For the left party, you should have been confronted with a mass of paladins moving in from the northern part of the map. They are relatively weak, all of them only have steel swords/lances. The manakete there should be taken out with care by use of a Dragonpike or a Wyrmslayer. Now, the whole map should be clear of every enemy except the boss and the two bishops near him. Before, worrying about them, get all the chests.

Cleanup
First, the island to the left (first island that your left party came upon) has a Killer Lance. Moving onto the island that had the manakete, there's a killer bow in that. Now, moving onto the island that Ymir was on, there are two chests there, they have a Wo Dao and a Killer Axe. The two remaining chests are near the boss, so you can't access them just yet.

Instead, move your units and Marth to the upper-left. Use a paladin or unit with long range (Shiida works) to kill both bishops in one turn. Then, access the two chests. They have a poleax and a Longbow.

Larissa
HP: 32
- Weapon: Silver Lance Drop: None
- Beginning Quote: "We'll never surrender to you Akaneian rabble! Long live Grust!"
- End Quote: "Rebel...scum..."
- This boss is easily killed by long range attacks, but Armorslayers and such weapons work too.


Seize the throne and you will get dialogue for the end of gaiden. The next one is Chapter 24X – for this one you need to kill Tiki off and not have the Falchion.





Chapter 21 →

Clash in Medon
"Grust would harry the League no more. Marth led his forces on to Medon. However, Medon's Dragoons were ready to waylay them at the border; countless reinforcements hovered within the fortresses, waiting to strike...Would Marth be able to lead the League safely through the gauntlet?"

Preparation
There isn't much to do on this map, just that picking fewer units will make it easier to defend them. Start the map when ready.

Begin

Basically if you don't have any weak units and all your units can fight for themselves, you are good to go on this map. The reinforcements appear in sheer numbers, making it impossible for your good units to kill them all in one turn. This makes it hard to defend a weak healer or a mage, which is why I recommend taking less units into this battle.

You can defeat the Generals at the beginning without provoking the mages near the castle. At about turn 6, about 6 enemy dracoknights/pegasus knights will appear. It takes about two turns to catch and defeat all of them. Of course, have a healer run around with Mend ready to heal.

Reinforcements will spawn in about every three turns. They only come in three times total the whole battle. If you have a REALLY hard time, move all your units to the right side behind and in the forest. When the reinforcements come in, eliminate them with Beck and archers. Then, you can turn around and defeat the reinforcements that spawned on the left side.

Of course, after the reinforcements end for the third time, just go attack the generals and finish the map like normal. After this, kill the healers and then move onto the boss.

Don't forget there is a secret shop in the north east corner in the hilly area. The blue blob thing is what you are aiming for, and you can only buy each item a maximum of 3 times.


Orridyon
HP: 34
Weapon: Javelin
Drop: Master Seal
Beginning Quote: "Rebels! You have strutted into the wrong kingdom this time!"

Death Quote: "Nngh! I am but a pebble... in Medon's unshakeable foundation..."

Seize the gate after this. Save the game.




 Chapter 22 →

A Knight-Filled Sky

"The Medon that Minerva and Maria remembered best was one of peace: a quiet, prosperous kingdom famed for the flying beasts favored by dracoknights. But then their brother, Prince Michalis, succumbed to his lust for power. Despite his sisters' adamant opposition, he sword allegiance to Doluna; and when Medon's Dragoons took flight, the world suffered. Even now that the tides had turned, Michalis took position for one last stand. Dracoknights filled the sky end to end, eager to pluck Marth from the Earth."

Preparation

This battle is about speed and endurance, as you will need to fight multiple enemies while rushing to Gotoh's village. Whoever has the two orbs, trade them to Marth now. Start the battle when ready.

Begin

On turn 1, use Beck to kill the thief but if beck isn't more than level 22 and holding a pachyderm you'll have to let a strong unit move forward and kill the thief. Move the other units forward through the right side. Keep rushing, use Beck to kill some of the dragoons up there. By the time you reach the village, all but a few units should be killed. Beck can keep being used to kill the remaining few units left. Then, go to the village with Marth, who has both orbs in his inventory.

Move your units up the steps in front of the forts. For a few turns, two reinforcements will spawn in. They make for good experience for any lower level units you might have. However, make sure that you bring up your higher level units as a whole wave of enemies will appear. I recommend attacking with your units, then using a healer, like Lena, to use Fortify. It heals all your units for a vast amount of HP.

The reinforcements end at about turn 15. Note that the boss should be the only enemy left. He carries an Iote Shield, which negates an archer's advantage over fliers. You still can damage him with arrows, it just won't be super effective. The boss himself doesn't pose a major threat.

Michalis
HP: 37
Weapon: Silver Lance and Javelin
Drop: Iote Shield
Beginning Quote: "Made it this far, have you? Don't gloat yet. My Dragoons and I still rule these skies!"

Death Quote: "Aaagh... I am finished... Forgive me... my people..."


Seize the gate afterwards.



Chapter 23 →

Dark Pontifex
"With the aid of the White Sage Gotoh's powerful Warp magic, Marth and company were transported to the faraway city of Thabes. Once, Thabes was an advanced civilization; but only its decay advanced now. The League traced the lifeless streets to the temple at the city's heart, somewhere within its walls Gharnef was waiting, and now, Marth must wrest Falchion and his sister, Elice, from the fiend's grip."

Preparation

Before the battle, give the Iota Shield to one of your fliers (ie. Shiida). Then, give Starlight to one of your mages (ie. Merric).

Just move forward the first round, and dialogue will appear.

Begin

You probably got attacked by an archer and a mage (with Swarm) last round. Just eliminate the archer and heal whoever got attacked.

Notes about Gharnef:
Gharnef is randomly placed between the three Gharnefs. He may be the first one your face, or he might be all the way in the back. You know that you have killed him if you see the dialogue afterwards and you get the "Obtained Falchion!" message instead of "Obtained SteelSword!" You will not know if you are fighting the real Gharnef, because it won't show you how much you will hit. Instead it will always say 0.

Note that you can easily beat this map if he dies fast because no reinforcements pop up. Also, it doesn't matter if you kill him, the fakes are still there. You can kill the fake Gharnef without starlight.

The goal on this map is to kill the three Gharnefs first, then to take care of the boss. The first guy to kill is the Gharnef to the bottom. It might take a few turns because of the healers using physic and fortify, but Starlight will kill him. On turn 7, IF Gharnef is still alive, he will summon in some more enemies.

Now, the best way to approach the nest above is to use Beck to eliminate the mages and healers first. Some of them will charge, and use Swarm to do damage. Others are just normal mages, but nevertheless, don't risk sending units forward to attack since there is at least one mage at the top who can pick you off with Swarm. Once they reach the staircase, it is OKAY to send other units to clear the mages.

By the time you clear the first wave of mages, Gharnef will cower out again (if he is dead already, then you will not see the reinforcements) and decide to send yet another wave of reinforcements in. Do the same to them as you did the first wave.

After the second wave, Gharnef stops sending more mage reinforcements. Now is the time to move your units in. Lure in the Swarm mage to attack Beck, then destroy him. Move the rest of your units in and kill the healers and other enemies.

Before you attack the second Gharnef, make sure to destroy all other distractions. Then, send in whoever has Starlight to kill the Gharnef.

The real Gharnef when attacked will say: "Heh heh heh... You dare challenge me, fool?? You must not value your life. Cower before the might of the dark magic Imhullu!"

Gharnef should be no problem if you have a decent mage using Starlight. The healer to the left is annoying, and he will prolong the life of Gharnef. But no matter, Gharnef will fall after a few turns (use your own mage to support your mage)

When he dies, the dialogue is as follows: "Agh! What... Where did you get... Starlight...? Still, you are a fool... Your power is not enough to defeat Medeus... I shall be waiting in the pits of the inferno... for when he sends you to join me... Heh heh, ha ha ha!"
(Obtain Falchion)

There is still one Gharnef left. However, feel free to put in a chapter save since the most part of this chapter is over. Send in your mage again to defeat Gharnef, but first use Beck to kill the healer there.

The boss isn't anything special. Kill him with a weaker unit for great exp. He also drops a Master Seal. Before seizing the gate, be sure to grab the chests way back where you spawned.

Damaging the fake Gharnefs
It has been reported that if you attack the fake Gharnefs you will hurt it. However, don't use this to identify him/it, for on the pre-battle summery it will say 0 damage. The fake Gharnefs will drop a Steel Sword instead of the Falchion

A good combo to kill the units on the top is Stonehoist then a Pachyderm to finish the enemy off. Strength needed to pull this off is 15.

1 Bullion (S)
2 Talisman

Seize the gate.




Chapter 24 →

The Dragonkin Realm

"Doluna...Land of the Manaketes. Before Medeus, the dragonkin had few dealings with the human realm, but when the Shadow Dragon came, everything changed. He sunk all Akaneia into a cycle of war, in which heroes rose and heroes fell- always claiming his cause was just and the human deaths deserved. But now Medeus's empire was crumbling...He was nearing the end of his reign...even as Marth was nearing then end of his long quest."

Begin

First turn, kill the thief with Beck. Then, move the rest of your units forward

There are two types of Manaketes here, the ones with Firestones and the ones with Magestones. The latter is by far more powerful and it is best to use the strongest of your units to kill them.

House
The fortress to the southeast is where you can get the Aum staff.

Your units should be able to conquer the east side with ease, but the hard part is holding it. Send a unit like Wolf through the gap in the mountains to the left.

Send a flying unit armed with a dragonpike to fight the boss. If you defeat him the reinforcements won't come. This map is hard because there seems to be an endless amount of reinforcements if you let it happen.

As soon as it is possible, put a unit on the forts to the south and east. These are really annoying and unless you need experience, stay away.

After blocking the forts, reinforcements are...
QTY Class Armed with
1 Hero Silver Axe
1 Bishop Bolganone
1 Manakete Firestone

These units are enough to cause trouble, make sure to keep good units to beat them. The goal to stop these reinforcements is to simply not let them spawn in, put a unit on the fort to quell resistance. Thankfully, the boss cannot attack further than 1 range, so you are free to place two units on the forts there. A flier is recommended to capture the base that the Manakete spawns in.

After all this fighting (you have to kill the rest of the stationary units before the above is even considered), you should only have the fortress and the boss left.

For the fortress, just overpower it with strong units. The chest in there contains the Aum staff, which allows you to resurrect a lost unit.

Xemcel

HP: 34
Weapon: Magestone Drop: N/A

Beginning Quote: "This land, all of it- it belonged to us! Then you humans took it...defiled it!"

Death Quote: "Rrgh...Emperor...Medeus...Forgive your servant's weakness..."


Before Chapter 24X

There is no more need to kill units, the last gaiden chapter does not require less than 15 units. You basically can fulfill the requirement for Chapter 24X in about one battle.

For Chapter 21, the only part to remember is the sheer number of reinforcements

For Chapter 22, you have a choice. You can either keep the two orbs (they are useful) or you can get Starlight. If you keep the orbs, you might have to worry next chapter. I recommend getting Starlight, since the orbs aren't necessary to beat the game. However, this is up to you.

The battle itself is not hard.

For Chapter 23, first bring Tiki in. The way you play depends on what you chose above. If you got Starlight, use Warp to bring Merric or a mage over to the top left corner. Attack the Gharnef there. IF it is the real one, quickly restart and try again until it's a fake. Once you kill the fake, warp over units, including Marth. Kill the boss with a cavalier then seize the gate fast.

Alternatively, you can keep restarting the chapter until the Gharnef to the south-east is the real one. That way you can freely kill the other two on the top and seize the gate.

If you kept the orbs, restart the chapter until the first Gharnef is fake. Clear that, then slowly but surely defeat as many units above. Finally, warp in a strong unit, kill the boss. Then, warp in Marth and seize the throne.

For Chapter 24, just play like normal and remember to get the Aum staff (you can revive Tiki after 24X)


A World Apart
"Marth did as Gotoh instructed and chose soldiers for his journey into the unseen. What lay within the tower in this alternate world to test him? Marth's heart wavered. But with neither the divine blade Falchion nor the divine dragon girl to aid him, the tower's master was his last hope of defeating Medeus.

Gotoh had told Marth to find a coffin. So while most of his companions remained in the material world to battle Doluna, Marth and his chosen few scoured the tower to search of a mysterious savior."

Best units as always, one thief can help a bit. Not much more. Start the Fight.

Upon first inspections of the enemies on this map, you will notice that the usual recruitable character is absent. This is due to the fact that you get him AFTER the map.

First move, send units to defeat the Heroes. After this, lure in some of the next few units and defeat them also. I would use Sedgar with a bow to lure them in (he'll take out the mages and the rest of our units can deal with the melee)

Next, I would wait a bit for the enemy to advance on the left flank. In the meanwhile, just rush the left side and slaughter all opposition.

By the time you reach the top (with the Manakete), the left should start having problems. However, just blockade the corridor with a unit with a ranged bow. Put an archer behind that unit. Your setup should look as follows:

EEE|                        LEGEND
EBE|                   
 |R|______             ---/___ = walls

---|A A = your archer

 -----	         R = Your blockade with a bow.

E = Regular enemy (1 ranged)

                       B = The one enemy that has a bow  

I personally used my berserker, Barst, as the blockade. Norne was my archer. Basically, you damage their unit on your turn. On their turn, they will deal a bit of damage to Barst, but not anything close to killing him. The ranged unit should attack and be killed on the counterstrike (this counterstrike along with your attack is by far enough).

Next thing to do is to eliminate the enemy directly in front of Barst and then rush in with Sedgar, Wolf, Marth...any strong unit. This combined attack should defeat the immediate threat.

The rest is all too easy. The two bishops near the chests are simply weak and deal low damage to my paladin (who only has 6 RES).

The two units on the top, near the throne, will rush you once you get close. The manakete isn't really a threat, since he won't attack you even if you get in close attacking range. After getting rid of the all but the throne, swing your thief around and grab the chests.

Chest contents include:
-  Aura
-  Excalibur

After this, the boss should be the only one left. He is a joke, not even worthy of getting a name. Wyrmslayer, Dragonpike, or range him to death.

Seize the gate.

This Falchion is weaker than the one you would have normally gotten. However, it still is a strong blade (certain sources say it has the same power as a Silver Sword).

Save the game after.






Chapter 25 →

Chosen by Fate

The long war had been fought, Akaneia's many lands freed, and now the League had cornered their arch-enemy within his castle. They broke into four groups and stormed the four gates of Doluna Keep- unaware that this was exactly what Medeus was expecting. Bravely, these warriors fate had chosen steeled themselves for one last struggle.



Preparation

This battle has a lot of preparation going on. First of all, if you usually pick twelve or fewer units, you have the advantage here. The game recommends splitting into four parties, but you can choose to only deploy troops in three of the four regions. This gives you the advantage of not being spread out too much.

Be sure to have units in every region except the north-west. Don't bring any units that will drag you down, only the best are needed. Bring the strongest weapons: Falchion, Gravidus, Mericdus, etc., give a Door Key to Marth and use Lena's hammerne to repair Falchion, Gravidus, Mericdus, etc.

Begin

Gotoh is in the area next to Marth.

First turn, use the Door Key to open the door. Converge your units toward the enemies situated in the middle area. There are a lot of them, and it will most likely take the best weapons to prevail without risking a unit too much.

If done correctly, most enemy units, except one (in the extreme lower-left), should have been wiped out from the left side.

The doors will close in unnecessary places after all your units move past it. Note that enemy reinforcements will still spawn here, so you will need ranged units to take care of them.

Send Wolf or any extremely strong unit to the north. Use Parthia on the Manaketes and any weapon on the heroes.

Send a whole bunch of units up, and do the same as last map. The reinforcements are long. I mean long. They can last as long as 50-60 turns!

However long the turns are, it still means that you will need to cover the staircases near the boss' right (a Dracoknight with Javelin spawns there) and to the left (ballistae that can pick off units trying to fight with Medeus spawn too).

To the left, a ballista will continually spawn and they will harass your units who are trying to kill Medeus. Make sure to send an archer to defeat them.

Four units spawn in the bottom also, they are annoying, especially the Manakete I kept some of my strongest units, the paladins, behind to take care of them.

Another reinforcement is to the west, in the room. You can ignore it if you want, just keep in mind it has a ranged weapon and will attack.

It may take a while, but you will prevail eventually. Fortify is your best friend here. When this is all over, all that is left is Medeus. Bring in your best units and get them fully healed.

You can have four units at max crowding around him attacking: three ranged and one physical. Watch your units HP and keep in mind that the throne will heal him.

I recommend sending in your units that have the regalia: Parthia, Mercurius, and Gradivus. They plus Marth's final attack (of Falchion) should be enough to kill him. Keep in mind that the best way to attack is to let him attack you first, so as to avoid his counter-strike.

Also note that Medeus has a HORRIBLE attack rate, he attacked twice and missed both times. Of course, I got lucky with a critical, cutting his HP in half.

He isn't hard compared to other bosses, his hit rate is only 50% and you can also heal with Lena. Also, Tiki is a good choice to deal good damage.

Medeus
HP: 60 Weapon: Earthstone

Beginning Quote: "Foolish humans! You dare disturb me while I slumber? Oh, how you will regret it as you die slowly...painfully...writhing in the fires of the inferno!"

Death Quote: "Nngh...Defeated again...by humans! Know this, Altean prince... That light which surrounds you is only a temporary respite. So long as the darkness in your hearts continues to sustain me...I cannot be...destroyed..... Rrraaahhh!!!!!"


Quick strategy
If you have tiki, aum staff, and a warp user you don't need to worry about the rest. Warp Tiki next to Medeus and fight him. Revive Tiki with Aum staff. Warp Tiki again and defeat Medeus.

Alternately: if you have Tiki, Falchion, and two warp users, warp Tiki near Medeus and fight him, then warp Marth near Medeus and defeat him.







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