_____ ______ _ _ | ___| | ____| | | | | | |__ _ _ __ ___ | |__ _ __ ___ | |__ | | ___ _ __ ____ | __| | | '__/ _ \ | __| | '_ ` _ \| '_ \| |/ _ \ '_ ` _ \ | | | | | | __/ | |____| | | | | | |_) | | __/ | | | | | |_| |_|_| \___| |______|_| |_| |_|_.__/|_|\___|_| |_| |_| -----~=== T h e S a c r e d S t o n e s ===~--------------- FAQ/WALKTHROUGH Version 1.41 Author: Daniel Anderson (Kratos_42) Copyright (c) 2005-2009 Daniel Anderson. All rights reserved. ============================================================================= [0] TABLE OF CONTENTS G0000 ============================================================================= NOTE: To skip to the section needed, hit Ctrl+F and type in the code found to the right of the corresponding section in the following Table of Contents. [0] TABLE OF CONTENTS.................................................G0000 [1] INTRODUCTION......................................................G0100 [2] GAME MECHANICS....................................................G0200 Controls.........................................................G0201 Terrain..........................................................G0202 Promotion........................................................G0203 Recruiting.......................................................G0204 Conversations....................................................G0205 Tips.............................................................G0206 [3] CLASSES...........................................................G0300 [4] ENEMIES...........................................................G0400 [5] WALKTHROUGH.......................................................G0500 Prologue.........................................................G050P Chapter One......................................................G0501 Chapter Two......................................................G0502 Chapter Three....................................................G0503 Chapter Four.....................................................G0504 Chapter Five.....................................................G0505 Chapter Five X...................................................GX505 Chapter Six......................................................G0506 Chapter Seven....................................................G0507 Chapter Eight....................................................G0508 EIRIKA'S PATH Chapter Nine.....................................................EI509 Chapter Ten......................................................EI510 Chapter Eleven...................................................EI511 Chapter Twelve...................................................EI512 Chapter Thirteen.................................................EI513 Chapter Fourteen.................................................EI514 Chapter Fifteen..................................................EI515 EPHRAIM'S PATH Chapter Nine.....................................................EP509 Chapter Ten......................................................EP510 Chapter Eleven...................................................EP511 Chapter Twelve...................................................EP512 Chapter Thirteen.................................................EP513 Chapter Fourteen.................................................EP514 Chapter Fifteen..................................................EP515 REUNITED Chapter Sixteen..................................................G0516 Chapter Seventeen................................................G0517 Chapter Eighteen.................................................G0518 Chapter Nineteen.................................................G0519 Chapter Twenty...................................................G0520 Final Chapter....................................................G0521 [6] CHARACTER INFO....................................................G0600 [7] WEAPONS...........................................................G0700 [8] MAGIC.............................................................G0800 [9] TECHNIQUES........................................................G0900 [10] ITEMS.............................................................G1000 [11] SHOPS.............................................................G1100 [12] VERSION HISTORY...................................................G1200 [13] SPECIAL THANKS....................................................G1300 [14] CONTACT INFO......................................................G1400 ============================================================================= [1] INTRODUCTION G0100 ============================================================================= Welcome to Kratos's FAQ/Walkthrough for Fire Emblem: The Sacred Stones! There were already a few FAQs here when I submitted this, but I think my personal touch has made this a bit more fun to read. Anyway, I hope to make this the best FAQ I can, so, yeah. Thanks for reading. LEGAL INFORMATION This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission by the author. If you wish to use this document on your website, you may do so under one condition - you must e-mail me first for permission. Should I choose to grant permission, you are not permitted to change a single character of this document without further consideration. ============================================================================= [2] GAME MECHANICS G0200 ============================================================================= -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- CONTROLS G0201 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- D-PAD Moves cursor, selects menu items, and moves units on battle map. A BUTTON Confirms selections, and opens map menu when cursor is off base. B BUTTON Cancel Selections, Return to previous page, and close windows. L BUTTON On map, move cursor to base, in battle, moves cursor to unit waiting for commands. R BUTTON View unit status in battle, help button. SELECT On world map, turns mini map on or off. START Conversation skipper, opens demo screens, turns mini battle map on or off. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- TERRAIN G0202 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Terrain is a very important part of any strategy game, and Fire Emblem: The Sacred Stones is no different. You will need to be aware of your surroundings throughout the game, or you will find yourself with a game over screen. Let's take a look at the Plains terrain for example, okay? TYPE DEFENSE AVOID NOTE ---- ------- ----- ---- PLAINS 0 0 This means that your character's defense will not be bolstered in any amount, and that you will have no evasion for the upcoming attack. There is also no special note or attribute for Plains. That was the example, the following is the list of each terrains' stats: TYPE DEFENSE AVOID NOTE ---- ------- ----- ---- ARMORY 0 10 BRACE N/A N/A BRIDGE 0 0 CHEST 0 0 CLIFF N/A N/A CHOPPED SNAG 0 0 A snag that's turned into a bridge. DARK N/A N/A DEEP WOODS N/A N/A FLAT 0 0 FLOOR 0 0 FOREST 1 20 FORT 2 20 FULCRUM N/A N/A GATE 3 30 Heals wounds relative to unit's health. HOUSE 0 10 LAKE 0 10 MOUNTAIN 1 30 PEAK 2 40 PILLAR 1 20 PLAINS 0 0 RUINS 0 0 SAND 0 5 SEA 0 10 STAIRS 0 0 TAL N/A N/A A barrel. Odd name, eh? THICKET N/A N/A THRONE 3 30 Same ability as Gates. VALLEY N/A N/A VILLAGE 0 10 WALL N/A N/A WATER 0 10 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PROMOTIONS G0203 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- As you'll note, units that you wait to promote past level ten seem... better, you know? That's because they're capitalizing on the extra stats that's akin to going the extra mile. And really, you'll want to go that extra mile. As a summary, wait 'til a character is level 20 before you promote them. Of course, you'll want to know what items promote who, right? Of course! And here is said list... SOLAR BRACE: Ephraim LUNAR BRACE: Eirika HERO CREST: Mercenaries, Myrmidons, and Fighters KNIGHT'S CREST: Knights, Cavaliers GUIDING RING: Magic wielders, Troubadours ELYSIAN WHIP: Pegasus Knights, Wyvern Riders ORION'S BOLT: Archers OCEAN'S SEAL: Pirates, Thieves MASTER SEAL: Promotes any unit -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- RECRUITING G0204 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Recruiting will play a big role in the game for you. Yes, some characters will join you without hassle, but the best you have to go out of your way to get. Most will be neutral and won't attack, but in some cases, they're out to kill, and only your well-reasoned words can sway them to fight for your cause. To recruit, position a unit that seems to have an affinity for the other and you will most likely see a new option, labeled "talk". If so, use it! You should now have a brand-new ally in your fight. But a word of caution, the "talk" option doesn't always signify that your recruiting that person. Allies who are good friends may have the option appear too, separate from the "support" option. So, be wary of that. It is worth it to use the "talk" option, regardless of whether or not you're recruiting. It fills out the story, brings to your attention things, and more. Anyway, back to recruiting. Units you recruit almost always have equipment that they start out with, and usually that equipment is a step up from what you currently have. Sometimes, they'll also carry stat boosting and promotion items. But be warned, on Epraim's path, your new recruits may come without weapons or other things, so you'll have to be ready to outfit them so that they may fight. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- CONVERSATIONS G0205 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- Support conversations are oft looked past, or seen as irrelevant. Well, those who purposely ignore the value of support conversations are fools. The benefits have having units that are powered up because of those they're with are invaluable, and can make battles much easier. But really, that's only half the point. You learn so much about your characters through their support conversations that it is truly a waste not to try and get them. You are given ample opportunities just for supports throughout the game, for example, chapters with the objective being to "seize" something or another. Here is a list of support conversations... 1. Amelia/Duessel, Amelia/Ewan, Amelia/Franz, Amelia/Neimi, Amelia/Ross 2. Artur/Cormag, Artur/Joshua, Artur/Lute, Artur/Neimi, Artur/Tethys 3. Colm/Kyle, Colm/Marisa, Colm/Moulder, Colm/Neimi, Colm/Rennac 4. Cormag/Artur, Cormag/Duessel, Cormag/Natasha, Cormag/Seth, Cormag/Tana 5. Dolza/Ewan, Dolza/Garcia, Dolza/L'Arachel, Dolza/Myrrh, Dolza/Rennac 6. Duessel/Amelia, Duessel/Cormag, Duessel/Ephraim, Duessel/Knoll 7. Eirika/Ephraim, Eirika/Forde, Eirika/Innes, Eirika/L'Arachel, Eirika/Saleh, Eirika/Seth, Eirika/Tana 8. Ephraim/Duessel, Ephraim/Eirika, Ephraim/Forde, Ephraim/Kyle, Ephraim/L'Arachel, Ephraim/Myrrh, Ephraim/Tana 9. Ewan/Amelia, Ewan/Dolza, Ewan/Ross, Ewan/Saleh, Ewan/Tethys 10. Forde/Eirika, Forde/Ephraim, Forde/Franz, Forde/Kyle, Forde/Vanessa 11. Franz/Amelia, Franz/Forde, Franz/Gilliam, Franz/Natasha, Franz/Seth 12. Garcia/Dolza, Garcia/Gilliam, Garcia/Neimi, Garcia/Ross, Garcia/Seth 13. Gerik/Innes, Gerik/Joshua, Gerik/Marisa, Gerik/Ross, Gerik/Saleh, Gerik/Tethys 14. Gilliam/Franz, Gilliam/Garcia, Gilliam/Moulder, Garcia/Neimi, Garcia/Syrene 15. Innes/Eirika, Innes/Gerik, Innes/Joshua, Innes/L'Arachel, Innes/Tana, Innes/Vanessa 16. Joshua/Artur, Joshua/Gerik, Joshua/Innes, Joshua/L'Arachel, Joshua/Marisa, Joshua/Natasha 17. Knoll/Duessel, Knoll/Lute, Knoll/Natasha 18. Kyle/Colm, Kyle/Ephraim, Kyle/Forde, Kyle/Lute, Kyle/Syrene 19. L'Arachel/Dolza, L'Arachel/Eirika, L'Arachel/Ephraim, L'Arachel/Innes, L'Arachel/Joshua, L'Arachel/Rennac 20. Lute/Artur, Lute/Knoll, Lute/Kyle, Lute/Ross, Lute/Vanessa 21. Marisa/Colm, Marisa/Gerik, Marisa/Joshua, Marisa/Tana, Marisa/Tethys 22. Moulder/Colm, Moulder/Gilliam, Moulder/Syrene, Moulder/Vanessa 23. Myrrh/Dolza, Myrrh/Ephraim, Myrrh/Saleh 24. Natasha/Cormag, Natasha/Franz, Natasha/Joshua, Natasha/Knoll, Natasha/Seth 25. Neimi/Amelia, Neimi/Artur, Neimi/Colm, Neimi/Garcia, Neimi/Gilliam 26. Orson/Nobody *Doesn't know why this is here* 27. Rennac/Colm, Rennac/Dolza, Rennac/L'Arachel, Rennac/Tethys 28. Ross/Amelia, Ross/Ewan, Ross/Garcia, Ross/Gerik, Ross/Lute 29. Saleh/Eirika, Saleh/Ewan, Saleh/Gerik, Saleh/Myrrh 30. Seth/Cormag, Seth/Eirika, Seth/Franz, Seth/Gilliam, Seth/Natasha 31. Syrene/Gilliam, Syrene/Kyle, Syrene/Moulder, Syrene/Tana, Syrene/Vanessa 32. Tana/Cormag, Tana/Eirika, Tana/Ephraim, Tana/Innes, Tana/Marisa, Tana/Syrene 33. Tethys/Artur, Tethys/Ewan, Tethys/Gerik, Tethys/Marisa, Tethys/Rennac 34. Vanessa/Forde, Vanessa/Innes, Vanessa/Lute, Vanessa/Moulder, Vanessa/Syrene I don't think any of the characters you get in Extra Mode have any Support Conversations, so that's the list! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- TIPS G0206 -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- 1. LOSE A CHARACTER, RESTART THE GAME Ever play an RPG and revive a character with a phoenix down or something similar? Yeah, well, Fire Emblem: Sacred Stones has no such revival items. When a person gets to zero health points, they're dead. No, really. There isn't any second chances to be found. And before you think you're brilliant and you reset the game to see if this time they'll miss that attack, they won't. I don't know how, but if the enemy hits the first time, they'll hit every time, no matter how many times you reset the game and try to use resume. So, you'll need to restart the chapter to continue using that character. So, unless you REALLY don't want that character, restart the game when a person dies. 2. CLASS VERSATILITY Never decide that a class is useless, or that you won't use it no matter what. Every class has it's own value, so deciding that you'll make all Paladins and no Great Knights, or the other way around, is just stupid. Some classes are inherently better than other options, but that does not mean you should go to it every time. Every class has a map where it shines. Even though I essentially never used magic wielders in my game, that does not mean that's a strategy that is flawless. Indeed, I ran into multiple maps where my mainly horse-bound forces met endless trouble. The most dramatic of which was Chapter Fifteen: Scorched Sand. That chapter gave me frustration to a grand order, doubtless because my party was severely limited, due to my lack of versatility. My second game, I made no such mistake. Thus, I had a much easier time, cursing was an infrequent occurrence. Also, my playing enjoyment was enhanced to an astounding degree, and so will you. 3. SAVING Saving is done after every chapter, and for good reason. Never assume that just because you have a strategy from this or another FAQ on how to conquer a chapter that it will be simple, and you will not make mistakes. You will make mistakes. I made mistakes. Everyone made mistakes. But unlike real life, if you recently saved, these mistakes can be rectified without an ordeal. Remember, saving takes seconds, and can keep you from wasting hours of your life just because you lost one of your key units. 4. SAVE TIME, SKIP THE ANIMATIONS On the subject of time, I almost halved the time it took me to complete the game the second time around when I did Ephraim's walkthrough for this FAQ. How? By not viewing animations. Go to options in your menu and flick animations off. While this Fire Emblem's animations are flashy, neat, and better than those found in the past, they are also time consuming. Besides, how many times do you need to see Seth twirl a lance before piercing the face of a generic soldier, or Eirika draw herself up for a quick stab through the heart of a monster? Once, twice, five times? It gets old quick. Turn it off, and save your time and maximize the fun. 5. LEVELING UP How does leveling up work? It's simple. Once your experience points hit the magic number of one hundred, you've leveled up, bringing possibly grand benefits to said person. Now, while your enemies may give you a boon of experience early on, as time passes, only killing a common soldier will give you an amount of experience worth mentioning. Bosses generally give you from fifty to one hundred experience points when they're killed, making the concept of finishing them off with a weak character direly in need of experience a tempting idea, and a smart one. 6. PROMOTIONS Now, while I'm talking about leveling up, let's talk about promotions. Yes, once you've leveled up to level ten, you're free to promote your unit to a new class. This is all fine and good. But is it dandy? The answer is no, sadly. Your character might get some awesome stat bonuses when being promoted, but the stats you missed out on by promoting your character before they reached the maximum level of twenty. Really, if you wait until you've reached level twenty to promote a character, you'll soon find a dramatic increase of not only the stats of the character, but also the character's usefulness. Please, at least try to level up to twenty before promoting. Give this a chance, you'll see the results. 7. RESCUES Now, let me tell you something about an oft ignored game option, "rescue". It's really something to be aware of. Simply put, one character can "hold" another, but only if that character's constitution is higher than the character that is being "rescued". You can pass characters between units, drop them off, and move with them in tow. Well, why would you take a valuable unit off the battlefield? The answer should be obvious after only a few chapters. Units get hurt, and they die. Usually, there is a healing item, or a healer there in time to stop the dying part. But not always. Some times, a unit is on the edge of death, unable to be helped. But that's not true. You can help, by sending a full-health, strong unit to swing by and pick the dying character up, saving him to fight another battle. Practical example, when you recruit Amelia in Eirika's branch. She is of no help in the battle, and can be killed quickly by even the lowliest of enemies. Is the solution to devote four, or five units to surround her, and pick off units before they get within range to harm her? Or is it to take risky chances, on the hope that the right unit, the unit you want the enemy to attack is attacked? Of course not. The far and away obvious choice here is to have a strong unit "rescue" Amelia and continue on the battle. Also, "rescuing" can play a role within even recruiting itself. For example, the chapter where you get the opportunity to recruit Ross and Garcia. If you didn't use a unit to rescue Ross to keep him safe, you'd have most definitely lost one of the greatest fighters your team would ever produce. The "rescue" option has it's uses, to be sure. 8. THE WEAPONS TRIANGLE While an incredibly strong unit will almost always take out a very weak unit, what if units are more equally matched? You'll often see that no matter how evenly matched two units seem, one unit will be the clear victor. How did this odd happening occur? The answer is actually one of the basic pillars of Fire Emblem: Sacred Stones game mechanics. It is called "The Weapons Triangle". Now, it really is simple. Swords beat axes, axes beat lances, lances beat swords. It's that easy. You see a lance user that has about the same basic skills of your axe user? Send said axe user against the aforementioned lance user. You'll find your axe user will emerge victorious nine out of ten times. But be warned! Some weapons are tricky. Take the Lancereaver for example. It is a sword. So, naturally, it should be beaten by the lance. But look, it has the distinctive "reaver" in it's name. That is a usual giveaway. In actuality, this sword, is superior to lances. The same goes for axereavers and swordreavers. They go against the grain of what they should be weak against. These items should always be scouted out when you're looking at the weapons that your enemy possess. Not taking care to notice a "reaver" weapon is a ticket to an early death. Now, if two units have the same sort of weapon, for example, they both wield lances, there are no bonuses granted or penalties inflicted. 9. THE MAGIC TRIANGLE As you may have guessed, magic has its own triangle. And here it is! Anima magic beats Light magic, Light magic beats Dark magic, and Dark magic beats Anima magic. Simple. There are no such "reaver" spells, so worry not. As it is with weapons, if two of the same kinds of magic go against one another, there are no bonuses granted or penalties inflicted. 10. ENEMY AI Here's something worth noting, because it gives you a look inside the enemies AI. They'll always attack the weakest unit within range. I'm serious. They always will. While this may seem insignificant, to ignore this insight upon the enemy's tactics gives may doom you to unneeded losses upon your forces, all because of your bull-headed desire to ignore tactical information given to you. Another piece of info, if there are no weak characters to be found, they'll attack those who are incapable of fighting back, like healers, and archers in close range. Now, this is only true of AI before you get to Hard Mode. Once you get to Hard Mode, this no longer holds true. So be careful there. 11. TERRAIN Be sure to be on the lookout for terrain with strong defense and avoid bonuses. While the benefits granted don't always make up for the moving of a position by a unit, they usually do. 12. WEAPONS' SPECIAL EFFECTS Weapons can have special effects, like added attack bonuses against a specific kind of enemy. While very useful, never just have a specialized weapon to use, always keep a general weapon, like an iron lance, within reach. You won't always be facing the enemy you want to, of course, so be prepared. 13. BATTLE PREPARATION Preparation is indeed one of the most critical components to a successfully carried out battle. Right before a battle, always be sure to optimize the items that your units carry, to promote units and use stat- boosting items on units where necessary. Never assume that your characters formation is, "just fine the way it is," because optimal positioning is key to quickly clearing enemies from the area, granting you an early, and often unstoppable, advantage within the first two or three turns of a battle. 14. TETHYS Some underestimate the usefulness of Tethys, the game's lone Dancer. She's the only one, a real treasure. Some just shuffle her down to the bottom of the "pick units" list at the start of each battle, not caring to actually use her. Others find her an extravagance, unworthy of a slot that an actual fighting character could use. Well, let me tell you this. Tethys is as strong as any of your top units, Paladin, Summoner, Shaman, anyone. Now, how is this true? Well, Tethys can give this person another attack, another movement, another heal, a possible "rescue" of a unit in trouble, the potential situations where another shot at using a character are manifold in number, and only one unit, Tethys, will ever be able to give you golden opportunities like these. Now, she is not without faults. Her movement range is small. She can't defend herself. But both of these problems can be remedied. The solution for the first problem is to give Tethys the only Swiftsole in the game, a unit that increases a character's movement range. Real simple. The second problem is a bit harder to fix, but still, a solution is there. What you need to do is protect Tethys. Maybe dedicate a unit that is high on defense but low on attack, Gilliam for example, to be an escort for her. Said escort can take the hits, and maybe even take out an attacker. Works like a dream, you know. 15. ACQUIRING GOLD Gold is important. Real important. While using the arena cheat will give you ample gold, if you want a challenging game, you won't have much gold on you throughout the game. This makes it imperative that you conserve your meager supply of war funds throughout the game, spending it only on essentials. A Silver Card can go a long way towards helping you out, by halving the price of items in shops. As time passes, the importance of your gold increases. One unit actually costs gold to recruit, unless you use a certain person to recruit them. Be careful and responsible with your gold, unless you want to not have enough gold for your healer to buy a healing item, or another similar catastrophe to occur. 16. LONG-RANGE ATTACKS Long range attacks are also important. Real important. See a theme here? Anyways, archers, magic wielders, and the wielder of the everyday javelin can all attack from a distance. If your opponent does not have a similar ability, you just essentially dealt damage to the enemy will absolutely no harm to yourself. Archers can take this one step further, with a weapon called the "Longbow", that can actually attack from three spaces away. Three! No other weapon can match this. So, if you're using a Longbow, and your enemy isn't, you've got a hefty advantage range-wise. Surprisingly, archers can take it another step further still, with an odd sort of mobile super-bow. It's called a ballista. It deals a large amount of damage and has a huge range of attack. It only has five charges though, so be greedy when dispensing out punishment to the enemy. 17. LONG-DISTANCE MAGIC Actually, I was not entirely correct with that last tip. Magic wielders in the highest echelons of mastery have spellbooks that can attack from incredulous distances, up to 10 spaces! Really, these are incredibly valuable, so don't be wasting them on all but the most worthy of enemies. 18. CHARGES Now, back on the subject of charges. Charges are the number of times a unit can attack with said weapon. A general rule is that the stronger the weapon, the lesser the amount of charges. Lacking weapons, your units are defenseless! So, take care to have all of your units outfitted with at least one weapon with a high amount of charges for each battle, so you'll always be able to attack, for at least some damage. Really though, if you've grown dependable on a certain weapon in times of need, are you doomed if that weapon has only one or two charges left? Perhaps not. If you managed to grab the Hammerne staff along your adventures, the only one of it's kind, you can actually heal three of your weapons to full charge. Now, this works on almost all weapons, the exception being Myrrh's Dragonstone, sadly. But, this is still an incredibly useful staff, so be sure to conserve it's uses until it's needed at your most desperate hour. 19. TALK TO THE ODD ONES Be sure to watch for odd units within the enemy forces. Enemies that seem a bit outside the norm, a bit more accessible. While I'll tell you of them all, it doesn't hurt to watch for them on your own, and once you've identified a likely candidate for this, "talk" to them. More often than not, you'll have a fresh new warrior on your side to fight the good fight. 20. SPREAD THE EXPERIENCE Don't use only one or two strong characters to wipe out enemy units. Why not, you ask? Because you're wasting experience! These few units you're using, they're already strong. They don't really need the experience, while your other party members just need an experience point boost to become strong themselves. Now, a smart tactic to help weak units it this, use a strong character to weaken a strong enemy, like a boss, and then finish the boss of with a weak character. The weak character will almost always level up, giving you a stronger character as a result. 21. HEALING While I'm talking about experience points, let's talk about a vaguely related subject, the importance of healing your characters, no matter how little the damage. Yes, it actually is related. How? Well, when you heal your characters, the healer gets experience points. When your healers level up, they'll heal more points, and be able to take more damage. This makes them much more useful, you'll see. Now, the point of why you should always heal even the most slightly damaged of allies. You see, this game is unpredictable, very much so. Critical attacks are an important component of warfare, and the damage dealt through critical hits is enormous. Enough so that even one point of HP may be just enough to keep your characters alive throughout even the most devastating of critical hits. Also, as I've mentioned before, the enemy goes straight for the weak, and being damaged will guide the enemy to attack the poor guy en masse. 22. TOWER OF VALNI Here's an important tip. Use the Tower of Valni. While it may get repetitive at times, using the tower frequently to bring initially weak units, like Amelia, Ewan, and others, up to par and beyond to incredible feats of power and use. This is one of the few areas where you have the ability to level up characters in a mostly controllable environment, since the enemies are pretty weak. Really, the real goal of this place is to kill the surprisingly weak boss on the very first floor, which levels up classes that haven't been promoted yet, and gets you halfway there for those that have. The boss is very easy to kill, and the leveling up can be done quickly and quite efficiently. Make your team an unquestionably unstoppable force by using the Tower of Valni to bring in a bevy of experience points. It works. 23. METRIS'S TOME Metris's Tome may be one of the game's best items, and it's so easy to miss! Use the Scorched Sand map on GameFAQ's to lead you to it, it's worth it. Metris's Tome gives a single character a 5% stat growth bonus, which is hugely important once you've thought about it, especially if you start off with a very low level, unpromoted character. If you wait to start using Ross, Amelia, or Ewan until you've got Metris's Tome, and you use it on them, then in conjunction with the correct usage of the Tower of Valni, you can make the strongest characters in the game even more ridiculously strong. 24. STAT-BOOSTING ITEMS You'll find items along the way of the game that boost stats. While everyone has their favorite character, don't immediately devote all of these wonderful items solely to your favorites. Keep them, and wait until later in the game, when you've got a team of characters that you use almost exclusively. Then, find the weaknesses of these characters, for example, if you used Joshua, and his defense was low, use some of your stored Dragonshields to boost it up, and you'll soon find yourself with a virtually flawless party. You can find stat-boosting items in all sorts of places, secret shops, strong enemies, recruitable characters, villages, houses, and even in the Scorched Sand map, in the case of Body Ring lurking beneath the sand there. 25. A WELL-BALANCED TEAM For my last tip, let me tell you that a key to success is to find which characters you're best at using, and assemble them into a team. Don't make them all the same kind of unit, using the same kinds of weapons. Have your team range throughout the entire class spectrum, and then make them great. Use tips I've put here to optimize their stats, weapons, and just about everything. Now that you've learned the basics, and some very valuable advanced information, you're ready to play the game! ============================================================================= [3] CLASSES G0300 ============================================================================= Choosing the correct class to promote units into along the way of the game presents itself as a very difficult challenge, one that you should approach with consideration and knowledge of the game. With this, I'll describe what weapons the class uses, the classes prior class in case the unit is a promoted unit, and if not, what the unit promotes into. I'll also try and include some interesting info about the class, and maybe even some of the classes strengths and weaknesses. LORD Ephraim, Lance user. Prince of Renais. LORD Eirika, Sword user. Princess of Renais. RECRUIT Lance user. Novice soldier who changes into Knight or Cavalier. The class that Amelia starts off as. One of the "Trainee" classes. KNIGHT Lance user. Heavily armored warrior. Upgraded Recruit. Changes into General or Great Knight. High defense, but very slow. GENERAL Lance, axe, and sword user. Upgraded Knight. Just a better Knight, still slow, still strong, but now stronger. MERCENARY Sword user. Warrior for hire. Changes into Ranger or Hero. One of the cooler looking classes. Has a Final Fantasy VII Cloud-like gigantic sword. ASSASSIN Sword user. Has special one-hit kill skill. Great unit. Promoted Thief or Myrmidon. HERO Sword and axe user. Upgraded Fighter or Mercenary. Just a generic fighting class, good, but not great. MYRMIDON Sword user. Dedicated fencing warrior. Changes into Swordmaster or Assassin. Really fun class, for unfathomable reasons. SWORDMASTER Sword user. Skilled in one-hit kills. Upgraded Myrmidon. Nothing like killing a boss with the master of all swords, right? CAVALIER Sword and lance user. Mounted knight. Upgraded Recruit. Changes into Great Knight or Paladin. My favorite basic unit, because they're so useful and versatile. PALADIN Sword and lance user. Upgraded Cavalier. Seth's class, so obviously a strong class, with great stats. GREAT KNIGHT Axe, sword, and lance user. Upgraded Cavalier or horse-riding Knight. Though nice, they're smaller movement range hampers their effect on the battle field. RANGER Sword and bow user. Upgraded Archer or Mercenary. Interesting unit, because they can use both a sword and bow, making it incredibly versatile. Stats aren't that good, but they're sufficient. TROUBADOUR Stave user. Mounted Knight. Changes into Mage Knight or Valkyrie. Healer on hooves. Very effective. VALKYRIE Light magic and stave user. Upgraded Cleric or Troubadour. Never really found this class all that useful. MAGE KNIGHT Anima magic and stave user. Upgraded Troubadour or Mage. This class just isn't that good. Combining high defense with a horse and magic doesn't work out as well as you'd think. PEGASUS KNIGHT Lance user. Pegasus-mounted Knight. Changes into Falcoknight or Wyvern Knight. These things die fast, the only use you'll find in them is that they can bypass most barriers and "rescue" faraway units. FALCOKNIGHT Sword and lance user. Upgraded Pegasus Knight. This class's special skill makes it almost worth it's lack of good stats. Still leagues better than your everyday Pegasus Knight. Can do a Triangle Attack with two others. WYVERN RIDER Lance user. Wyvern-mounted knight. Changes into Wyvern Knight or Wyvern Lord. The baseline of a stronger flying class than those who ride wimpy pegasi. WYVERN LORD Sword and lance user. Upgraded Wyvern Rider. Though a major upgrade on an already good class, not quite as good as a Wyvern Knight. WYVERN KNIGHT Lance user. Master of the lance. Upgraded Pegasus Knight or Wyvern Rider. This class has an absolutely incredible skill titled "Pierce" which ignores the opponents defense. The only real problem here that I know of is that this very skill can cause a glitch that freezes the game. It does so by whenever you attack a unit with a ranged weapon from a distance, i.e. Javelin, and Pierce activates, your game will freeze shortly after. To fix this, turn off all animations. You should do that anyway, really. PIRATE Axe user. A warrior who can travel across water. Upgraded Journeyman. Changes into Warrior or Berserker. Incredibly useful, the ability to cross water makes it so that you don't have to use flimsy flying units to cross waters and achieve your objectives, you can use the much more dependable Pirate. BERSERKER Axe user. Upgraded Pirate. Keeping the water-walking abilities, this is a stronger Pirate. Really, there's nothing not to like about this. JOURNEYMAN Axe user. Inexperienced axe user. Changes into Axefighter or Pirate. Ross's starting class. One of the "Trainee" classes. Sort of sucks, but once you reach level ten, before the next chapter the screen will switch to him talking about himself and he'll be promoted, unless you're playing Extra Mode, then you can make him into a Super Trainee. Er, Super Journeyman. You know what I'm talking about. AXEFIGHTER Axe user. Robust fighter. Upgraded Journeyman. Changes into Hero or Warrior. Useless compared to a Pirate. WARRIOR Axe and bow user. Upgraded Axefighter or Pirate. Pretty sweet, but no Berserker. Real versatile though. ARCHER Bow user. Cannot engage in direct combat. Changes into Sniper or Ranger. Can use a ballista. Useful, but there are other better units. SNIPER Bow user. Upgraded Archer. Can use a ballista. Better than archer, but still, there are better units. CLERIC Stave user. Magic-wielding priestess. Changes into Valkyrie or Bishop. Pretty awesome, healers always are. Doesn't have the movement range of Troubadour's though. PRIEST Stave user. Magic-wielding holy man. Changes into Bishop or Sage. Real nice, a healer/attacker combo. MONK Light magic user. Magic-wielding acolyte. Changes into Bishop or Sage. Never really saw the use, never really used. Pass over it. BISHOP Light magic and stave user. Upgraded Cleric, Monk, or Priest. A very effective unit. Worth a spot on your team. PUPIL Anima magic user. Student of magic. Changes into Mage or Shaman. Yet another of the "Trainee" class. Here Ewan begins. Not good, but not bad. Potential lurks within, be patient and draw it out! MAGE Nature magic user. Wielder of nature's magic. Upgraded Pupil. Changes into Sage or Mage Knight. Basic magic user, nothing special. SAGE Anima magic, light magic, and stave user. Upgraded Monk, Mage, or Priest. Definitely a step-up from the everyday magic user, the dual magic usage comes in handy often. SHAMAN Dark magic user. Wielder of ancient magic. Upgraded Pupil. Changes into Druid or Summoner. Though an entertaining class, the few Dark magic spells makes it straight forward and weak. The only real use found is it's a stepping stone to the amazing Summonor class. DRUID Anima magic, dark magic, and stave user. Upgraded Shaman. A meh class. Okay in it's own right, but when you could have chosen to make the Shaman a Summoner, you'll be ramming your face in a wall. A wall that's on FIRE. SUMMONER Phantom summoner, dark magic and stave user. Upgraded Shaman. The sheer use of this class is surprising. Being able to bring expendable units on the field is amazing enough, since you normally have to conserve your forces to a T. But a glitch within the game allows this class to take control of the enemy. There are explanations of how to use this glitch on the "Cheats and Codes" section of this game for GameFAQs, so I won't get into it. Still amazing. PHANTOM Axe user. Spirit raised by Summoner. Expendable. No, really. Throw these against the enemy, there are more. Kind of strong, nothing much. The level of axe the Phantom is given depends on the level and skill of the Summoner raising the Phantom. THIEF Sword user. Fighter skilled in stealing. Changes into Rogue or assassin. Only real use is that they can pick locks and open chests. Which is really useful, in retrospect. Huh. ROGUE Sword user. Can open doors and chests without lockpicks or keys. Upgraded Thief. Much better than your basic Thief, the Rogue will be stealing all over the place, and may have the skill to take out an enemy or two. DANCER Dances. Cannot fight. Gives other units the chance to move again. I explain the incredible use of this class in the section of Game Mechanics, under Tips, tip number fourteen. I'm lazy though, and you might be too, so I'll just copy and paste that tip right here... Some underestimate the usefulness of Tethys, the game's lone Dancer. She's the only one, a real treasure. Some just shuffle her down to the bottom of the "pick units" list at the start of each battle, not caring to actually use her. Others find her an extravagance, unworthy of a slot that an actual fighting character could use. Well, let me tell you this. Tethys is as strong as any of your top units, Paladin, Summoner, Shaman, anyone. Now, how is this true? Well, Tethys can give this person another attack, another movement, another heal, a possible "rescue" of a unit in trouble, the potential situations where another shot at using a character are manifold in number, and only one unit, Tethys, will ever be able to give you golden opportunities like these. Now, she is not without faults. Her movement range is small. She can't defend herself. But both of these problems can be remedied. The solution for the first problem is to give Tethys the only Swiftsole in the game, a unit that increases a character's movement range. Real simple. The second problem is a bit harder to fix, but still, a solution is there. What you need to do is protect Tethys. Maybe dedicate a unit that is high on defense but low on attack, Gilliam for example, to be an escort for her. Said escort can take the hits, and maybe even take out an attacker. Works like a dream, you know. ============================================================================= [4] ENEMIES G0400 ============================================================================= Nearly all of the enemies in the game go under umbrella names, so this section is doubtlessly very short. Still, I thought it important, so I put it here. As for individual bosses, every chapter has a strategy for it's boss that I've included within the chapter's walkthrough, so look there for that. SOLDIER A weak enemy you'll run into often, which has about 20 HP. Easy to take out, they're just a generic enemy, nothing to worry about. These enemies often carry base weapons, i.e. iron lance, steel sword. You will find that as the game goes on, Soldier's equipment will slowly upgrade, from iron to steel to silver. Some Soldiers will carry stat- boosting items, special weapons, and maybe even promotion items, late in the game. Soldier's come in huge numbers, but their sheer weakness should compensate for their quantity. CUTTHROAT Another weak enemy you'll encounter sometimes, they're just bandits, no problem. Still about 20 health, but will generally be found in smaller numbers than soldiers, and may be a bit stronger. MONSTER The literal inhuman monster. This monster can do little damage to your party, besides magic users, and can rarely even hit your party, as they have low hit percentages, except in the cases of a special few, like Bael, the giant spiders. Nothing to worry about, they're even weaker than soldiers, though they come in even greater numbers. See a theme here? ============================================================================= [5] WALKTHROUGH G0500 ============================================================================= The game's opening text is as follows... In an age long past... evil flooded over the land. Creatures awash in dark tide ran wild, pushing mankind on the brink of annihilation. In its despair, mankind appealed to the heavens, and from a blinding light came hope. "THE SACRED STONES" These five glorious treasures held the power to dispel evil. The hero Grado and his warriors used the Sacred Stones to combat evil's darkness. They defeated the Demon King and sealed his soul away within the stones. With the darkness imprisoned, peace returned to Magvel. But this peace would not last... The continent of Magvel. For some 800 years, a quiet peace reigned in the absence of the terrible darkness. The Sacred Stones have been passed from generation to generation. Nations have been built around their power and their legacy. The kingdom of Renais, ruled by Fado, the peerless Warrior King. The kingdom of Frelia, ruled by Hayden, the venerable Sage King. The kingdom of Jehanna, ruled by Ismaire, Queen of the White Dunes. The theocracy of Rausten, ruled by Mansel, the Divine Emperor. The Grado Empire, ruled by Visgarde, the stalwart Silent Emperor. These five countries house the power of the Sacred Stones. They are joined by the emerging republic of Carcino. In these times of peace, tales of past conflict have drifted into legend, and memories of the ancient dark arts have all but evaporated. It is now the year 803... In an instant, the whole of Magvel is threatened by an unexpected atrocity. The Grado Empire, the largest of the Sacred Stone nations, has invaded the kingdom of Renais under orders from Emperor Vigarde. A longtime ally of Grado, Renais is caught off-guard, unable to mount any resistance. Grado's forces move quickly, seizing one territory after another. Compounding King Fado's worries, his son, Prince Ephraim, has gone missing. Grado's momentum carries it's armies to the gates of Castle Renais itself. Renais will fall... It is inevitable. This is the only real "story text" I will give you from now on. I figured that this was going to be seen anyway once you started the game up, so there was little harm in putting it there. On the other hand, there's little use either. Well, it starts the walkthrough up nicely, so whatever. Let the game begin! ============================================================================= PROLOGUE: THE FALL OF RENAIS G050P ============================================================================= OBJECTIVE: Defeat The Boss NEW CHARACTERS: Eirika and Seth RECRUITABLE CHARACTERS: None Alright, you're facing a pretty pathetic force. If need be, Seth could take them all on his own. But Eirika needs experience, so we'll include her too, for kicks. Move Seth towards the enemy with the most HP in range, and kill it. Then move Eirika towards the remaining enemy and attack. She should be able to wound it to near death, and kill it on counterattack. There is an incredibly small chance that she can die with this strategy, but experience is incredibly important, so take the risk. After both enemies are dead, have her use a vulnerary and have Seth wait. Next turn, in case the leader attacks, retreat and use another vulnerary, putting Seth behind you, so the leader can't attack him. When the leader attacks again, wait until it's your turn again, and then kill him with Eirika. You should level up. If he never attacks you, attack him with Eirika, and you should level up. Congrats, you've just finished your first battle, and you leveled up. Great job, the journey has begun. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: O' Neill -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 23 | 6 | 2 | 4 | 0 | 7 | 5 | 0 | 11 | Fire ----------------------------------------------------------------------------- CLASS: Fighter | LVL: 4 | EQUIP: Iron Axe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's nothing, just a slightly powered-up Fighter. He CAN end your game right now though if he hits twice, so be careful. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER ONE: ESCAPE! G0501 ============================================================================= OBJECTIVE: Seize Gate NEW CHARACTERS: Gilliam and Franz RECRUITABLE CHARACTERS: None Ah, your first full-scale battle. If you don't listen closely, you could be swamped by the enemy, so be cautious. I'll give a bit more guidance here then needed, because this is your first battle. Move in slowly, leading with Gilliam and Seth. Kill the close soldier with Seth, then follow with Eirika, moving up two squares and over three. Then wait. A soldier will attack Seth, get killed, and then Gilliam and Franz will appear, starting your turn. Move Eirika up, and attack the soldier that's within range with her, possibly killing him. More delicious experience for Eirika. If the soldier she attacked still lives, move Gilliam down and kill the soldier. He should be in the space directly beneath the fortress. Move Franz one space right, and three spaces down. Move Seth the space directly beneath Franz, use the talk option, and end your turn. A soldier will attack Franz, and get killed by him. Then another will attack Franz, and get killed by him. Next, attack the last living fighter with Gilliam, and kill him with Eirika, likely leveling you up again. Quick progress we're making, right? Now, move Franz wherever needed to keep him in-between the enemy leader and Eirika, and if you move him right next to her, use the talk option, then wait. Move Seth right up to the enemy leader and attack with the Steel Sword, which shouldn't quite kill him. Now, move Eirika up and finish him off, giving you a boon of experience. Now, move Franz, Seth, and Gilliam to the new batch of enemy reinforcements. DO NOT SIEZE THE GATE!!! If you do, you're passing up on oh so valuable experience, which is not smart. Just leave Eirika up near the castle, in seizing position. Now, attack one of the axe-wielding soldiers with Gilliam. Kill the same one with Franz, and then kill the lance wielder with Seth. End your turn. Whoever the fighter attacked, either Gilliam or Franz, move towards Eirika. Then, with the other, kill the soldier. Move Seth up to Eirika, and end your turn. Now, if you have spare item, move your characters around and try to find a "talk" option. If you have even more spare time, wait 100 turns, checking the status menu to see if you're there yet or not, and then seize the gate with Eirika. Heal your characters if you'd like using the fortress gate, even though it really serves no purpose. Fun fact, your health goes up by the first number of their health. For example, Eirika, who might have 18 health at this point, would be healed by 1 every turn she waits on the gate, while Seth, who has 30 health, would be healed by 3 every turn. This is a very important game mechanic that is oft ignored by players blitzing through the game, to their loss. Also, for amusement, you can visit towns, using the "visit" option while standing on the town, you can get info that would have been helpful had you not already defeated the enemy. Ironic? Meh. Well, keep that in mind for the future. Anyway, as the turns go by, check to see if Seth and Eirika can have a support conversation. It should be there around turn 55. A few turns after that, do the same with Seth and Franz. Make sure the units are directly next to each other, or this may not work. Well, after 100 turns, chances are no more support conversations will appear, so just seize the gate. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Breguet -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 20 | 8 | 9 | 2 | 0 | 1 | 4 | 2 | 13 | Lightning ----------------------------------------------------------------------------- CLASS: Knight | LVL: 4 | EQUIP: Iron Lance ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Plan here is to use either overwhelming force (i.e. Seth) or Eirika and her rapier. Your choice. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER TWO: THE PROTECTED G0502 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Vanessa and Moulder RECRUITABLE CHARACTERS: Garcia and Ross First thing you want to do is move Vanessa to the left of Ross and select the option "rescue". Move back as far left as possible, and wait. Move Moulder to the farthest village and visit it. Doing the same with the closer village with Eirika. You should have an elixir and Red Gem afterwards. Good for not doing anything, right? Move your last three units as far southwest as possible, and wait. Now, drop Ross next to Moulder, and move back next to Garcia. Once you have had Moulder heal the boy, move Eirika up to talk to him, and he'll join the party. He may not seem like much, but he can become one of the strongest people in the game, truly living up to the family name. He can become one of the "super" classes, which are amazingly elusive. Anyway, continue moving units down, and you should kill a cutthroat with a counterattack by Seth. Garcia will kill the archer, so swoop down with Vanessa and pick his crazy ass up. Continue moving units downward, with Franz and Gilliam being support for Seth. When dealing with the cutthroats, be sure to let Ross and Eirika get in some killing blows for some experience. If you want to spend some gold, buy an Iron Sword for Eirika, but you don't have to. It just gives Eiraka a broader attack, and makes sure she won't run out of attacks any time soon. Visit the last village to get a Pure Water, talk to Garcia with Ross, recruiting him, and defeat the enemy. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Bone -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 23 | 6 | 4 | 4 | 0 | 5 | 5 | 0 | 12 | Fire ----------------------------------------------------------------------------- CLASS: Cutthroat | LVL: 4 | EQUIP: Iron Sword ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Don't worry about him, he's just another enemy, no real difference from the rest. Carry on as normal. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER THREE: THE BANDITS OF BORGO G0503 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: Neimi RECRUITABLE CHARACTERS: Colm This is a very easy battle. Now, it can be approached different ways. Some people will want to use the entire party, and attack as a group. Others will want to make weakling Ross into a monster. I personally think both options have merit, but really, I played the game with an awesome Ross, so my guide might be slightly tilted with that in mind, so let's go by the Ross option. You may notice his hatchet is a long-distance weapon. Use that to kill every enemy from across walls, and keep Moulder right behind him, healing him if he acquires ANY DAMAGE AT ALL. Losing Ross is a crippling blow to your party, one you really don't need. Now, after the enemy's first turn, Colm will appear at the staircase, ready for this by having Neimi ready nearby, and talk to him at first chance. This will recruit him and his lockpicking skills. Now, be sure not to use Ross against Bazba himself, or he will likely die. Use either Seth, or a combination of Eirika and another unit. Also, since Basba is unlikely to move from the grand benefits the throne grants him, you can try and do what you did in Chapter One and get support conversations. I got Ross to level nine by having him kill of all enemies, Bazba included, and by the end of the level he was already a powerhouse, and still leveling up with ease. Really, he is an incredible help. Now, be sure to do any and all support conversations you can before you seize the throne, and when you're done, seize the dammed thing you spent so much time getting. There is no other way to conduct warfare, my friend. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Bazba -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 25 | 8 | 5 | 5 | 2 | 7 | 5 | 1 | 12 | Lightning ----------------------------------------------------------------------------- CLASS: Mercenary | LVL: 6 | EQUIP: Hand Axe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Try some sword fighting to take him on, he's an axe user. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER FOUR: ANCIENT HORRORS G0504 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Artur RECRUITABLE CHARACTERS: Lute This battle involves quite a few monsters, but really, none of them are anything to worry about. First, move Artur to the nearby Village and visit, you'll get a useful tip to break down the snag next to the river to get a ready made bridge for your units. Next, move Seth down and destroy the monster right next to said snag. After that, try and kill the closest monster with Ross, and basically move Vanessa down as far as possible. Soon you'll have the chance to recruit Lute, who you can use to obliterate the monsters in her quarter of the map, or you can use the rest of your units and act as a team. Most of the monsters will do little to no damage to your team, so this should be incredibly simple. Also, once Ross reaches level 10, there is no need to use him, as he will be promoted in the next chapter. As a warning, be ready for a stream of reinforcements throughout the battle, but really, as long as you're not completely surrounded, you should be able to withstand their attack. Good luck, and good slaughter. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Entomber -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 35 | 3 | 0 | 0 | 0 | 1 | 5 | 0 | 6 | Dark ----------------------------------------------------------------------------- CLASS: Monster | LVL: 1 | EQUIP: Rotting Claws ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: I suppose he has a lot of HP, though he has a pathetic hit percentage. Really, he's never hit me any of the times through the game. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER FIVE: THE EMPIRE'S REACH G0505 ============================================================================= OBJECTIVE: Defeat Saar NEW CHARACTERS: Natasha RECRUITABLE CHARACTERS: Joshua Now, you should have Ross being promoted before this level even starts. You have the choice of making him a Fighter or a Pirate. I prefer Pirate myself, as the ability to walk across water is incredibly useful. Now, once the battle starts, you're faced with a dilemma. Natasha is clearly the person that will recruit Joshua, but he'll attack anybody that isn't her. What you need to do is destroy everyone around him, and then recruit him with Natasha. To do this, send Gilliam and Ross to the left column, and wipe out the enemy there. While you're doing this, visit the house at the bottom to get a Dragonshield, which is quite useful, as it permanantly increases a character's defense by two. Now, move Eirika and Seth up the second set of stairs from the left, and defeat those enemies, keeping Eirika's health in mind. If you're unsure, send Natasha with them to heal Eirika. Now, move the rest of your units directly on or south of the double set of stairs. This will bait the enemies, not including Joshua, to attack, and you can destroy them as they come. Now, wrap around with your group of Eirika, Seth, and Natasha, and have Natasha talk to Joshua. You now have your very own Myrmidon, a very great class. At this point, the only enemies remaining from the start of the battle should be in the north west, and their should be reinforcements in the corners of the map. Destroy them, while being sure to visit all the towns and use the arena. I'll take this as an opportunity to explain the usage of the arena. But first, the weapon triangle. The lance is better than the sword, the sword is better than the axe, the axe is better than the lance. This is of prime importance, and I really should have mentioned this earlier, but the battles have been so easy so far that it wasn't needed. When you enter the arena, the man asks you to put up your betting money, and then your opponent is shown to you. BUT WAIT! If your character is a lance user, and your opponent is an axe user, you're going to lose. Should you leave it to the luck of the draw? Hell no. Reset your game if your opponent has the superior weapon, resetting by holding down Start, Select, A, and B simultaneously. Now, go back to the game and you should be where you were at before you had moved to the arena. Now, choose a character that has the superior weapon, in this example, a sword user, and enter the arena with him, and you've won. This trick will give you easy gold and easy experience. But be careful. If you change your turn midway through the trick, the enemy will change, and you'll have to do it all over again. Now, you can do this to you heart's content, but for now, I suggest you just do it for some key characters, including Eirika, Ross, Joshua, Franz, and Vanessa. You can do it for Garcia, but really, he's secondary to the greatness that is Ross. Be sure to heal between bouts, and use only your stronger characters against magic users. Now, I've found it best that since Arena's are rare throughout the game, to level up a good deal, to about 20. Two reasons for this. One, your characters will be primed for promotion if you get to 20. Two, it doesn't take long and will make the game much easier. If you do this, you should get a great deal of gold, enough so that you won't have to worry about it for quite a while. Once you've finally finished leveling up, surround and destroy Saar, keeping in mind that he uses a ranged weapon, though he is really nothing to worry about. Last side note, I stopped using Garcia in favor of Joshua for the rest of the game, so don't expect to see any more tips for Garcia. If you want to, just interchange Joshua with Garcia, it should mostly work. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Saar -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 26 | 9 | 12 | 5 | 3 | 3 | 4 | 4 | 13 | Fire ----------------------------------------------------------------------------- CLASS: Knight | LVL: 8 | EQUIP: Javelin ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He has a ranged weapon, so be careful of that. Just attack with an axe user and you're set. Ross works wonders here. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER FIVE X: UNBROKEN HEART GX505 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: Ephraim, Forde, Kyle, and Orson RECRUITABLE CHARACTERS: None This sure does look bad, doesn't it? Worry not, you'll soon realize your enemies are all weak. Now, and this is important, listen to Ephraim. DO NOT USE ORSON. Trust me on this, do not use him. The reason why is simple, he is the traitor. Yep, it's him. So, don't want a turncoat, do you? Give all of his stuff to Ephraim. Now, Orson's pretty ridiculous defense wise, so one plan would be to send him forward without stuff and draw attacks to him. While certainly sound strategically, this plan is not the one I will follow here, because it's just too easy. Now, move Kyle and Ephraim up and kill the two soldiers holding the corridor, while having Forde take out the archer near the water. Now, have Ephraim maim the Knight guarding the door, using Reginleif to save time and health. While doing this, have Kyle take out the soldiers attacking from the corridor, and move Forde up to reinforce him. Now that you have this corner settled, push out and expand slowly, while being sure to use your vulnerary and elixirs when needed. Kill all the enemies and open all the chests. When you get to the boss, gang up on him and destroy him mercilessly. Nice job, you just did the impossible! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Zonta -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 25 | 9 | 6 | 8 | 6 | 9 | 5 | 4 | 9 | Ice ----------------------------------------------------------------------------- CLASS: Mercenary | LVL: 8 | EQUIP: Hand Axe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: No qualms about it, this guy's got nothing on you. Just use Kyle and Forde to smash him into oblivion. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER SIX: VICTIMS OF WAR G0506 ============================================================================= OBJECTIVE: Defeat Novala NEW CHARACTERS: None RECRUITABLE CHARACTERS: None This battle can be easy or difficult. It depends on whether or not you're going to use your newly minted level 20s, or your weaker characters. If you go the first route, you'll slaughter the enemy, no doubt about it, but you'll waste a good deal of experience. My recommendation is to go the second route, and to only use the level 20s in emergency situations. Alright, you're going to want Colm, his vision is much better than most other units. He'll let you see farther, in other words. Also, make sure not to let your non-combatants, in other words, your healers, leave forests! They're safer from harm there. Now, the goal is to defeat Novala, and of course to save the villagers. So, there is little time for caution. You need to move fast, hit hard, and leave the remnants of the enemy left over to your following level 20s. Be sure to visit the village, and move as one, pressing east. There will be a good deal of Grodo forces along the way, in their own sort of wall. I estimate that there are 21 of them, total. Expect for about a quarter of them to come from the north, including a pair of cavaliers. The rest should be directly in your way of the villagers. Expect the spiders to start to appear at turn 6, when nearly all Grodo soldiers should be dead. Be sure to let a non-level 20 character finish off Novala for some good experience. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Novala -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 39 | 11 | 5 | 9 | 9 | 8 | 5 | 7 | 7 | Dark ----------------------------------------------------------------------------- CLASS: Shaman | LVL: 10 | EQUIP: Flux ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got a pretty good attack, but if you lead with a strong full health unit and then finish him off with a low-level character, you're good to go. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER SEVEN: WATERSIDE RENVALL G0507 ============================================================================= OBJECTIVE: Seize Gate NEW CHARACTERS: None RECRUITABLE CHARACTERS: None Now, there's a new sort of terrain on this map, essentially a giant bow called a ballistae. Sounds awesome, right? Only if you use bowmen, like archers or snipers. Other units can't use it. So, if you've used Neimi so far, you're in luck. You have an advantage on this map. If not, don't bother. They're not worth using a useless unit, which Neimi is without having been leveled up. I certainly didn't level her up, so I won't be talking about the ballistae. If you did level her up, have fun with a giant bow and wreak havoc on the enemy. Anyway... This battle is quite simple. Send Franz or another fast unit up and destroy the two enemies up there. Send the rest across the bridge and annihilate the pathetic soldiers in your way. Really, they shouldn't be a problem at all, so make sure your lower level characters get in the action too. Be sure to visit the two houses. Now, the enemy will have control of one of the ballistae, a serious problem right? Nah, just move Gilliam and other high defense units up first until they waste all of its ammo. After they do that, move in and move two units to hit the ballistae user and it's escort, while the rest hammer Murray, who really has no business controlling such a fine castle as Renvall. Honestly, he's pathetic. Just destroy him, and if you have some time left, spend some turns doing support conversations, and when you're done, claim the gate. No problem. Seth could have done this battle alone, I'm sure. Lastly, Murray carries a Knight Crest, which I personally stole from him with Colm. You likely get it for just killing him, but I decided not to leave things to chance. If you do steal it, be sure to move Seth or another strong unit up and rescue Colm, so he doesn't get slaughtered. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Murray -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 27 | 8 | 7 | 8 | 6 | 8 | 7 | 7 | 9 | Fire ----------------------------------------------------------------------------- CLASS: General | LVL: 12 | EQUIP: Steel Sword, Knight's Crest ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Steal the Crest, punish the boss for not handing it to you on a silver platter. His head just doesn't compensate. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER EIGHT: IT'S A TRAP! G0508 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: None RECRUITABLE CHARACTERS: None Well, first things first, there are a number of chests here, so you'll want magic Colm and his super lock picking skills, eh? Seriously, make sure you have him along for the ride, and well protected, you'll want those items. Now, here's some good news, Ephraim and company will be along right at the end of the first turn, so be ready for that. For the first turn, you should try and kill all enemy units in the first room from where you start. Once Ephraim has arrived, send Eirika and a couple of fast-moving units, preferably Cavaliers or something similar, along with her to join up with Ephraim. Meanwhile, the rest of your entourage should be pushing in the opposite direction, moving forward steadily, while being sure to take all chests and the such with Colm. Once both sides have been wiped clear of Grodo's men, join the teams together, move through the middle, and take out Lord Tirado. He's reminiscent of Gilliam defense-wise, so use an armor-piercing weapon to take him out. Also, he has a skill titled "Great Shield" where he seems to glow, and becomes invincible for an attack, so don't stake all your hopes on one lucky hit, because it may be foiled with said skill. It is a mite bit rare though, so don't think all of your attacks will be stopped this way. Once all enemies are defeated, take time for support conversations and then claim the throne. Congrats for a good battle won. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Tirado -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 29 | 13 | 13 | 7 | 8 | 3 | 5 | 2 | 15 | Dark ----------------------------------------------------------------------------- CLASS: General | LVL: 12 | EQUIP: Silver Lance, Javelin ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's a pain. High defense, ranged attacks, high strength. Best chance is to use Ephraim and his armor-piercing weapon. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= EIRIKA'S PATH ============================================================================= You're got yourself a choice, now. You can travel with the beautiful Eirika or the dashing Ephraim. As Eirika herself says, her path is easier. Ephraim's definitely got a long and arduous task before him. But it's up to you. I have a walkthrough for both, of course, starting with Eirika. I recommend you make a separate save here, so you don't have to go through the first eight chapters again to get the whole story. But hey, if you really love this game, you'll be playing it multiple times anyway, so you might want to. Well, on with the game! You'll notice that a tower of some sort has appeared. Well, that's the Tower of Valni, a great place for leveling up. It's always there for fighting, and there are numerous enemies to bring your might against. General wisdom suggests you should do this with only one person at a time, so the leveling up will go quicker, but you really should bring along a healer of some sort, wouldn't do to lose a character to a level that isn't ever necessary, would it? ============================================================================= (EIRIKA) CHAPTER NINE: DISTANT BLADE EI509 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Tana RECRUITABLE CHARACTERS: Amelia Do you use Ross? Love him for his awesome might? Wonder if there are more characters, seemingly weak but wondrously strong in the shadows? Well, here is your chance to get one, Amelia! This isn't your only chance, you can also find her in chapter thirteen, but you'll have wasted quite a bit of experience, and as you've seen with Ross, experience makes for all the difference. Anyway, she won't be there for the first three turns, so don't worry about it quite yet, just be sure to have Eirika or Franz ready to recruit her, but be careful, as she WILL attack. Now, you will want to visit that village. As usual, you'll be using a Pegasus Knight to travel quickly. BUT WAIT! We now have an upgrade to ol' Vanessa. Tana is her superior, and it shows skill-wise. So unless you used the arena to upgrade Vanessa all the hell, switch over to Tana. Anyway, you'll be facing a lot of mercenaries. So, you'll want to give Tana an escort as she moves downward to the village next to the sea. The solution? Ross! If you followed my direction, Ross is now a Pirate, and can wade through the seas, and protect Tana as she is accosted from all angles. Meanwhile, you should be going through as fast as possible through the enemy with your other nine units, taking care to visit all buildings. Now, Amelia will appear near the south west corner, so be ready for her. Remember, turn four. She'll be gone by turn eleven, so don't waste time. Now, gather your units together around the area where you recruited Amelia, and then rush forward, crushing the enemy! Binks is an easy boss, use swordsmen to take him out. He has a bow, so watch for that. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Binks -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 42 | 16 | 12 | 10 | 8 | 8 | 6 | 3 | 13 | Lightning ----------------------------------------------------------------------------- CLASS: Warrior | LVL: 5 | EQUIP: Steel Axe, Iron Bow ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Them there ranged attacks sure are annoying, mmm-hmm. Sure should use them there swordsmen mmm-hmm. Amelia would be slaughtered, mmm-hmm. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER TEN: REVOLT AT CARCINO EI510 ============================================================================= OBJECTIVE: Seize Gate NEW CHARACTERS: None RECRUITABLE CHARACTERS: Marisa, Tethys, Gerik, Innes Be ready for a really damn hard battle. You'll want strong characters here, for sure, so Seth, Ross, and other Cavaliers are a must. You'll want Tana too. Anyways, have Tana rescue Eirika, and drop her off next to Innes. Recruit him, use him to recruit Tethys and have her recruit Gerik. Just about got everyone, but here's where things get hard. Marisa's crazy, and you definitely want her on your side, so the trick is to wait for her to come up the path, while being sure to keep out of her attack range. Once you can talk to her with Gerik, do so, and you'll have quite the awesome unit, a swordsmaster, to boot. Now, the rest of your units should be focused in the middle at this point, destroying the enemy like there is no tomorrow. Once you have Marisa, sweep upward with that force in a curve, making sure to leave no enemies at your back until you've reunited with the main force. Now, be sure that all enemies outside the door to the pathway to the castle are dead. Now, open the door, leading with high defense troops, like Knight varieties like Great Knights and Paladins. Clear the area, while being VERY CAREFUL to stay out of Pablo's range. He is the hardest enemy so far, and he WILL kill one of your units if given the chance. Ambush him, and be sure to take out all the stops, kill him in one turn or else. Once all enemy units are dead, you can use the arena and get support conversations at your leisure. Seize the gate when you are ready. Lastly, I am assuming you're as tired of the arena stuff as I, so I decided not to use the arena here, and the rest of the guide will reflect that. If you super charged your characters there, you can be a little less cautious in the following chapters. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Pablo -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 34 | 13 | 7 | 9 | 17 | 12 | 6 | 9 | 7 | Dark ----------------------------------------------------------------------------- CLASS: Sage | LVL: 7 | EQUIP: Divine, Guiding Ring ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: You'll want to be careful, unless you want your characters to die left and right. Now, magic wielders are not the enemy to send against him, the characters you'll want are very, very strong. Ross, or maybe even Seth is the way to go. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER ELEVEN: CREEPING DARKNESS EI511 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: None RECRUITABLE CHARACTERS: Dolza, L'Arachel You'll want Colm here, his vision will help with the fog, and the lockpick will help with the numerous chests. Also, Colm may have to go in different directions than the main group, so outfit some of your main people with torches to light the way. Alright, simple stuff here. You're going to be doing the ol' separate and then come together. First, even more important than the chests are the people to recruit, right? Of course! So, you need Eirika to recruit L'Arachel, so you'll need to send her southward. Since there are chests along the way, give her the thief, and maybe a couple of Cavaliers to help with the fighting. Now, you should have the rest of your units, composed of your strongest forces, sweeping the eastern passage. Kill the enemy, same old, same old. Recruit L'Arachel, have L'Arachel get Dolza, while the thief is taking the nearby chests. Now, you should have been meeting in the middle right after this, so be sure to get ALL the chests, while being sure not to miss any. Once you've cleared the castle of monsters, treasures, and recruits, leave it and crush the enemy. Really, this map is nothing special. Real boring. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Skeleton -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 40 | 15 | 6 | 2 | 2 | 7 | 5 | 0 | 14 | Dark ----------------------------------------------------------------------------- CLASS: Monster | LVL: 9 | EQUIP: Steel Sword ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: I didn't even notice him until he attacked. So I don't have the stats. Sorry, he's just really pathetic. All the stats are hypothetical, as a result. Really, you won't need the stats, he's nothing. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER TWELVE: VILLAGE OF SILENCE EI512 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Saleh RECRUITABLE CHARACTERS: Ewan Yay, more monsters. This level is even more boring than the last. It's time to recruit Ewan, which you'll be doing with Saleh. Ewan's the mage version of Ross and Amelia, incredible potential, weak beginning. I personally didn't take the time to level him when I wrote this FAQ, but when I played the game my first time through, I did, and he was a rather exquisite patron of the magic arts. Er, he kicked ass. <_< >_> But besides that, through the guide I won't be having Ewan leveled up, so he won't be used. If you do decide to devote the time to using him, use him instead of Saleh. Anyway, on with the actual level. You're based off at the southwest corner of the map when you begin. Move forward, upward, while letting characters in need of leveling take on monsters. Be sure though to have a strong character nearby the weak, in case the weak character gets surrounded. Nothing sucks more than restarting a chapter, so take care that there isn't any need to. When you get to the area with houses, have Saleh enter the lower house and he'll recruit Ewan. Make sure to have a strong unit with high experience rescue him, he'll be of no help for the time being, he's just a liability, and if you plan to use him, an expensive one. So, keep on pushing up, while you should also be fighting a rear-guard action at the moment against an attack by reinforcement monsters. Once you reach the boss, just crush him. He's pathetic, no real reason to worry about him. He has a ranged attack, so don't attack from a distance with a ranged unit thinking you're safe, but don't waste time with unneccesary preparation. Ambush and slaughter him. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Monster -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 40 | 14 | 13 | 10 | 11 | 9 | 8 | 0 | 12 | Dark ----------------------------------------------------------------------------- CLASS: Maelduin | LVL: 9 | EQUIP: Halberd, Steel Bow ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He'll give you a fight, but it's the most half-hearted fight you ever did see. Do him a favor and blow him away with your party's awesome might. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER THIRTEEN: HAMILL CANYON EI513 ============================================================================= OBJECTIVE: Defeat Aias OR Survive Eleven Turns NEW CHARACTERS: None RECRUITABLE CHARACTERS: Cormag (Amelia too if you didn't recruit/kill her) Alright, you've got a choice here. You can sit there and defend yourself for eleven turns in the middle of the map, or you can go and kill the enemy. I went for the second option, thus, the following reflects that. Plan here is to have all your units to be your strongest, so don't bring along the under leveled. Now, send 10 of your units east, and maintain a steady front, while Eirika and Ross stay at the camp. Before long, Cormag will have come, ready to kill. Now, and you're going to want to be careful here, talk to him with Eirika. He'll be recruited, but his pals won't. Thus, Ross. Kill one of them with Ross, and gang up on the other with Cormag and Eirika, and then send all three to reinforce your front. Aias does hold a Knight Crest, which you may want, so be sure to grab that. Now, you should be able to wipe out the starting enemy units by turn 3 or 4. Now, your next goal should be to have units on the seven forts that spit out units, the five on the right side of the map, the two in the northwestern corner, and the two beneath you do. So, cover those. Once Pablo has appeared, the only enemy unit on the map should be Aias, who you should not kill quite yet. Take out Pablo and his party and slaughter Aias in the same turn. Congrats, you kick ass if you managed to do as I said. Oh, killing Pablo doesn't end the fight. So, be sure you can take out Aias by turn eleven. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Aias -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 41 | 15 | 16 | 7 | 12 | 8 | 6 | 11 | 13 | Dark ----------------------------------------------------------------------------- CLASS: Great Knight | EQUIP: Silver Sword, Steel Lance, Knight's Crest ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Use Ross, Seth, or another very strong unit to kill Aias, because he will kill a weak unit quickly. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER FOURTEEN: QUEEN OF THE WHITE DUNES EI514 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: None RECRUITABLE CHARACTERS: Rennac You'll want Colm and L'Arachel. Colm, to open the far eastern door, and L'Arachel to actually do the recruiting. Now, this is a pretty easy battle. Takes a bit of time, but easy. The reason you'll want to open said eastern door is that Rennac is right behind, ready to be recruited by L'Arachel. Might want Dolza or another strong unit following the two, because there are a couple of soldiers in there. You should also be forming another two groups, one for each door. All three groups should have about four people in them, and in L'Arachel's group, you'll want two of the stronger units with her. Now, with each of these groups, push forward, killing the enemy along the way. There are swordmasters and powerful magic wielders along the way, so be quick to kill them first. Collect chests and kill those who want to deny you such treasure. Once your three groups have been reunited, get into a favorable position for an ambush, and then move into the bosses throne room, crushing him. If you'd like, have some support conversations before seizing the throne. A thing or two to note, reinforcements will come often in the southwest and southeast, so be ready for it. Also, and possibly more importantly, Rennac has a member's card, and this map has a secret shop. Coincidence? No! You can find the secret shop in the upside down L, composed of plains. Just have Rennac stride on the plains and select the new option "secret" to find that you can buy a LOT of cool stuff. Promotion items, strong weapons, just about everything you'll want. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Carlyle -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 36 | 12 | 9 | 17 | 8 | 18 | 6 | 8 | 9 | Fire ----------------------------------------------------------------------------- CLASS: Swordmaster | LVL: 11 | EQUIP: Wind Sword ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got a cool sword and the skill to use it! Really, don't take him lightly, he'll slice you up. Use your strongest cavalry units and long-distance attacks to take him out. Also, high powered magic wielders are very effective. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EIRIKA) CHAPTER FIFTEEN: SCORCHED SAND EI515 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Ephraim, Duessel, Knoll RECRUITABLE CHARACTERS: None If you don't use magic much, like me, you'll hate this map. You sure will. Why? Because cavalry units have their movement lessened by the sandstorm. No problem, right? You'll soon realize movement may be the most important attribute, or at least pretty high up there on the list. Another odd aspect of this map is that it's littered with treasure. Where, you ask? Well, I'm not going to spend time showing you when there's a perfectly fine map made by a fine GameFAQs contributor (NOT me), found here... http://www.gamefaqs.com/portable/gbadvance/file/921183/37025 It really is great, comes with an explanation, so be thankful someone took the time to make it. Three of the games greatest treasures are found here, to boot. Metris's Tome, which increases stat growth five percent, which when you think about it, is absolutely incredible. Think very carefully before you use it about who to use it on. Next, we have the Swiftsole, which increases movement range. No, not speed. Movement range! There is only one in the game, and here it is. If you use Tethys, the Dancer, use it on her, if not, do the same with the Metris Tome, think very carefully on who to use it on. Lastly, we have the Master Seal. This is the granddaddy of promotion items. In the game, there are very, very few of these. Exactly where they are I'll tell you in the items section, but here is one. If a character can be promoted, and you do not have the specialized promotion needed, you can use a Master Seal. Now, those may be the greatest of the treasures, but the Silence and Warp Stave, combined with a Body Ring, Wyrmslayer, Silver Card, and Eclipse are friggin' awesome prizes. Nothing to sneeze at, to be sure. Now, as for the fight. First thing to note, we've got two bosses to face. Second thing to note, enemy reinforcements start arriving turn three from a northerly direction. Third thing to note, Ephraim and company arrives on turn two. Last thing to note, this map is hard. Since you're largely facing lance users, the natural thing to do is face them with axe users, their natural enemy. Saw that on the Discovery Channel once. <_< >_> Anyway, no real point in sticking together as a group, send your units out in squads to take out the enemy as small teams. Don't let any unit wander away, your enemies have an annoying amount of movement range here, so that lone unit could be taken out before his squad could reach him. Anyway, once you've taken out the enemy, collect the treasures found in the wondrous sands, visit the village, and reunite with Ephraim, while being sure to steadily take out the enemy reinforcements from the north. Now, the bosses. Check out the boss strategy on how to deal with each, but basically, you're going to want two or three units to combat each. Before you fight, have some support conversations if you'd like, and gobble up and treasures before you forget. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Caellach -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 47 | 19 | 15 | 14 | 13 | 13 | 6 | 14 | 13 | Lightning ----------------------------------------------------------------------------- CLASS: Hero | EQUIP: Silver Axe, Tomahawk, Hoplon Guard ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Use swordsmen against him, while being sure not to give him a chance to respond, because he may be more than you can handle. Also, do not expect for any critical attacks, as his special item defends him from them. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Valter -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 45 | 19 | 13 | 17 | 12 | 17 | 8 | 3 | 11 | Ice ----------------------------------------------------------------------------- CLASS: Wyvern Knight | EQUIP: Spear, Killer Lance, Fili Shield ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Since he's a lance user, rip into him with a trusty old axe. Valter has his own special item that protects him from arrows, so an axe is the only way to go, really. Do not underestimate him (or use a Dragon Axe). -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= EPHRAIM'S PATH ============================================================================= As I mentioned in the intro of Eirika's path, this path is a good deal harder. You'll have to strategize well if you want to emerge victorious, without losses of crucial supplies and people. Which brings me to the point that one of the new characters, Tana, doesn't come with items. So, you'll have to bring some weapons and that sort of thing. This is the harder path, the more challenging path, the more frustrating path, but also the path that I found the most fun, precisely for these reasons. Without further ago, we sprint into battle! ============================================================================= (EPHRAIM) CHAPTER NINE: FORT RIGWALD EP509 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: Tana RECRUITABLE CHARACTERS: Amelia Here, you HAVE to use Franz or Ephraim to recruit Amelia. They're the only ones, now that you don't have Eirika. So be sure to include Franz in case Ephraim is busy, and a thief, since this map has chests that are just begging to have their contents stolen by yours truly. Now, down to battle. Most important thing in the first turn is keep Tana out of danger. Move her to safety, you say? NO! She'll get murdered all to hell by an inconspicuous nearby mage. Keep her right where she is. Next priority, kill the enemy. Go south, killing them left and right until you need to turn the corner. The priest has the frustrating ability to put a unit to sleep, which though temporary, is quite annoying, so be sure to kill him off as soon as possible. Now, bait the enemies around Amelia away from her, so she's all alone, then move forward with Franz/Ephraim and talk to her. Once she's on your side, choose a strong full-health unit to "rescue" her with, and then press on. Around this time, there will be reinforcements in the south, so delegate enough units to kill them while creating a party, thief included, to go to the chests and to kill the units threatening poor Tana. Once the chests are all open, and all the enemies are dead, move towards the area where Gheb resides. What a stupid name. Anyway, kill his guards and then him, using an inordinate amount of swordsmen to bring him down. If you'd like, take the time for support conversations before you seize the throne. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Gheb -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 45 | 18 | 13 | 6 | 4 | 7 | 6 | 1 | 16 | Fire ----------------------------------------------------------------------------- CLASS: Warrior | LVL: 5 | EQUIP: Steel Axe, Killer Axe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He has no long-range abilities, and he uses axes. So, he's got two weaknesses. You've got a choice, get him from a distance, or move in for the kill with swords. I prefer the second option, but the first is really the smarter choice, to be perfectly honest. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER TEN: TURNING TRAITOR EP510 ============================================================================= OBJECTIVE: Defeat Beran OR Protect Duessel For 10 Turns NEW CHARACTERS: None RECRUITABLE CHARACTERS: Duessel and Cormag This is one of my least favorite levels, purely because of frustration. To minimize your personal frustration, follow the directions closely. Now, do not bring any units that can die in a single hit. By that, I mean do not bring any weak units. Only the strong thrive here. You start off in the opposite corner of Duessel's party, annoyingly enough. To the west, there is a village and a few enemy units. Send some moderately strong units there to kill the enemies and to collect the torch given to you by the village. Yep, an entire village could pull together enough to give you all of a torch. Thanks, guys. Moving on, you'll see that you REALLY have some mean enemies to the south. Remedy this by sending only your strongest units down to meet them in glorious battle. Have Ephraim hitch a ride on the strongest of your units, so he will keep up. Once you've reached Duessel, have Ephraim talk to him. Yeah, a General of Grado's army just needed a word to seduce him over to your side. How odd. At this point, Cormag should be making his appearance at the southeast corner. Don't take a risky action and attack, fortify your position, and as he comes, bait him in without actually letting him attack. Once he's in range, have Duessel recruit him. His pals, like in Eirika's path, don't follow in his footsteps, so be sure to have two or three units take them out while all of this is going on. Be sure to take out the ballista to get yourself a shiny new Secret Book. Nice, eh? Also, now that you're in the middle of the map, you'll notice there's a nearby bridge. Should you charge your enemies using it? Maybe, if you want to. But really, you can just send a strong unit to bait them in, and have the strong unit kill them on counterattack. If you follow this plan, though, be sure to equip the weapon you'll be wanting him to use before you let him wait in position. Once the moronic enemy is killed, either way, you'll want to kill Beran. It's just more fun that way. Now, he has a longbow, so you'll only want to attack close in, because distance attackers are NOT safe here. So, slice him up, and you're finished. If he's a bit too much at this point in time, I suppose you could wait out the turns, but that's too boring. If you have the opportunity, you can spend some of your hard-earned cash at the armory and vendor, if you'd like. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Beran -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 36 | 15 | 14 | 13 | 14 | 12 | 7 | 6 | 9 | Ice ----------------------------------------------------------------------------- CLASS: Ranger | LVL: 7 | EQUIP: Steel Sword, Longbow ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The real trick to this boss is to go in nice and close with your lance users. They're the superior weapon to the sword, give you an edge. Next, don't use any long-distance attacks. Now, just ambush him and attack from any and all angles with your lance users. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER ELEVEN: PHANTOM SHIP EP511 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: None RECRUITABLE CHARACTERS: L'Arachel and Dolza This is a nice, refreshingly easy battle. As few of these as there are, be sure to have fun and treasure the moment. Now, at the very start, you're on a boat with no enemies around. Before long, though, a ship overflowing with monsters comes up, and you've got a situation on your hands. Send more all but four units left to take on these newcomers, including a strong unit with a high movement range to carry Ephraim over to L'Arachel to recruit her, and use her to recruit Dolza. While you're wiping out the monsters on the new ship, your four man team should be killing any and all enemy reinforcements. Now, join your two teams together and take out any remaining monsters. Kill the Death Gargoyle while you're at it. Wow, this battle is so incredibly easy. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Monster -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 25 | 12 | 10 | 5 | 2 | 8 | 7 | 0 | 11 | Dark ----------------------------------------------------------------------------- CLASS: Death Gargoyle | LVL: 3 | EQUIP: Short Lance ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Yeah, don't expect much from this guy. He's just another enemy in a long stream of enemies, so you won't find much of a fight in him. Kill him off and forget about him. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER TWELVE: LANDING AT TAIZEL EP512 ============================================================================= OBJECTIVE: Defeat Cyclops NEW CHARACTERS: None RECRUITABLE CHARACTERS: Ewan and Marisa Wow, that last level sure was nice, right? Well, hope you've had time to rest up, because this battle will have you hopping mad and smashing the screen of your GBA, at least in the first few turns. Listen close, and be careful. Here we go. This is one where you can have NO weak units with you. They'll get killed off quick. Okay, you start off with two paths open to you, left and right. Make two groups of equal power and split up. West side has it harder, they actually have to go over the bridge, so take it slow and don't rush things. East side can just sit there and kill off enemies with counterattacks and baiting in enemies to ambush them. Once both bridges are clear of enemies, including reinforcements, go to the middle of the map. You should see a house in the northwest, that's where Ewan's hiding out. Make a strong, solid force of maybe five units to storm the enemy around it and to recruit Ewan. Be sure to "rescue" Ewan with your strongest unit so that he isn't harmed. He'll get incredibly strong later on, after spending some quality time leveling up in the Tower of Valni. Once all the enemies in the area have been killed, drop off Ewan. Sadly, only he has the ability to recruit Marisa, making it needlessly hard to do so. This is the part which will likely make you smash the screen. First, entice the enemy units near Marisa away and kill them. Next, take your unit with the strongest defense of all and put him right in the last space of Marisa's attack range. She'll attack, and probably kill him with a critical. If he isn't killed, then you can continue on. Ewan should have been stationed right behind the bait character, and will be ready to recruit her. Once you've done this without losses, the rest of the map is a snap. Remember Chapter Five, with the Arena? Well, there's another one here, so be sure to use it to it's fullest extent. If you've forgotten how the trick works, go back to that section of the walkthrough. Once you've finished all of this horrendous map, take out Cyclops, while taking care to realize he has a distance weapon. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Cyclops -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 30 | 9 | 14 | 5 | 0 | 7 | 5 | 0 | 16 | Dark ----------------------------------------------------------------------------- CLASS: Monster | LVL: 9 | EQUIP: Swordslayer, Hand Axe ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got a long range weapon, but really, that's it. Just run in, be mindful of the distance weapon, and slaughter him. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER THIRTEEN: FLOURSPAR'S OATH EP513 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Tethys and Gerik RECRUITABLE CHARACTERS: None Surprisingly enough, you don't have to go to ridiculous lengths to recruit people this time, they'll join you by themselves. About damn time. Getting back to business, you'll note that there is a bit or so of water in this map. While flying units seem to be the perfect solution, they're not. As some might say, it's a trap. Plentiful arrows here will filet any flying units you bring to fore, so the plan here is to use water moving units, namely Pirates and Berserkers to make your move. This map can be annoying because Selena has a spell titled "Bolting" which is quite deadly. Tread carefully when in range of this murderous spell. Now, if you lack water moving units, Gerik and Tethys are on their own. Which is manageable, considering Gerik's a pretty strong unit, which is compounded by the fact that Tethys allows him to attack twice, or give him time to heal. Now, once again you'll be needing to make two parties, one to the east, one to the west. Really, this whole splitting up thing is getting repetitive. Anyway, the enemies along the way are really nothing to worry about, kill them as you collect bountiful treasures from the villages, all the while being careful to avoid Bolting. Now, she has a small entourage with her, so do the old bait to get them away, then kill them. Once she's all alone, and she has run out of Bolting spells, flash in and kill her quicklike. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Selena -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 33 | 15 | 10 | 13 | 16 | 15 | 7 | 10 | 6 | Lightning ----------------------------------------------------------------------------- CLASS: Mage Knight | LVL: 11 | EQUIP: Bolting, Elfire ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Her Bolting spell kicks ass. So, unless you want five casualties, you'd better wait her out until she runs out of Bolting spells, and then kill her off. Elfire is still a strong distance attack, but it just doesn't compare to the insanity that is Bolting. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER FOURTEEN: FATHER AND SON EP514 ============================================================================= OBJECTIVE: Seize Throne NEW CHARACTERS: None RECRUITABLE CHARACTERS: Rennac For this battle, you'll need L'Arachel to recruit Rennac. Rennac's worth having to use L'Arachel, so don't worry about it. Put her on team one, the team that is the eastern force. Now, you're taking Vigarde in Grado's Keep, so don't take this fight lightly. Bring along all of your strongest units, you'll need them. Now, instead of splitting up your units into groups after the battle has started like usual, you're splitting them up in preparation. Both teams will face a challenge, neither more so than the other, so make the teams equal power wise, or at least as equal as you can manage. Team one and two both begin with enemies straight ahead. Easy plan here, go straight ahead and take out the enemy, while being sure to stay as a group. You may want one or two of each teams strongest units to lurk behind, taking care of stray enemies and reinforcements. Now, Rennac will be found behind the eastern gate, so be sure to make team one press ahead faster than team two. If you can't manage to go any faster without losses, have team two go slower. Once team one has reached the gate, break through and have L'Arachel recruit Rennac, while killing the enemies within. Now, as you meet above the middle room, take a second to heal up and position your reunited forces. As there are chests in the middle room, include Rennac in the force to take the enemies out there, while raiding the chests of their treasures. This force should be composed of two average strength units, Rennac, and one strong unit. While all of this chest raiding is going on, your other units should have their hands full with attackers from above. Once these above enemies are dead, send Rennac up to take those chests, while being sure to keep his escort with him. Once you've done this, send Rennac to the far eastern room to find a secret shop, escort in tow. You can hurry that up by having a high movement range unit "rescue" him. This shop has some amazing stuff, and you can access it by positioning him in the most southeastern tile, and using the "secret" command. Now that that's done, regroup again around Vigarde, the boss. He's no pushover, so hit as fast and hard as you can with your axe users. Once he's gone, do support conversations and then seize the throne. Congrats, you've once again done the impossible! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Vigarde -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 55 | 22 | 20 | 16 | 13 | 12 | 5 | 9 | 17 | Dark ----------------------------------------------------------------------------- CLASS: General | LVL: 13 | EQUIP: Spear, Knight's Crest ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got a distance attack, ridiculous stats and he's the Emperor. You've got something ahead of you. Axe users are the way to go, send your best outfitted with only the strongest of axes against him, and hope to God that it's enough. He's a beast, but he'll fall given a ferocious enough attack. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= (EPHRAIM) CHAPTER FIFTEEN: SCORCHED SAND EP515 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: Eirika, Knoll, Saleh, and Innes RECRUITABLE CHARACTERS: None God, I still hate this map. I can't tell if this map is easier or harder from Ephraim's perspective. Anyway, make sure to use as few cavalry units as possible, because of the pathetically low movement range afforded to them by the sand. Magic wielders and other foot units have it better. Once again, if you want the astonishing treasures here, use the Scorched Sand map at GameFAQs, whose URL I give in this Chapter's equivalent on Eirika's path. The only real difference about this map is that you're starting with your army in the southwestern corner of the map, while Eirika has the small party in the middle. Keep her there until you can reach her. Now, as the chapter is so similar, I'm just going to copy and paste my strategy from here on out for this map, with changes made to it to reflect the map's changing situation. Now, as for the fight. First thing to note, we've got two bosses to face. Second thing to note, enemy reinforcements start arriving turn three from a northerly direction. Third thing to note, Eirika and company are found in the middle of the map. Last thing to note, this map is hard. Since you're largely facing lance users, the natural thing to do is face them with axe users, their natural enemy. Saw that on the Discovery Channel once. <_< >_> Anyway, no real point in sticking together as a group, send your units out in squads to take out the enemy as small teams. Don't let any unit wander away, your enemies have an annoying amount of movement range here, so that lone unit could be taken out before his squad could reach him. Anyway, once you've taken out the enemy, collect the treasures found in the wondrous sands, visit the village, and reunite with Eirika, while being sure to steadily take out the enemy reinforcements from the north. Now, the bosses. Check out the boss strategy on how to deal with each, but basically, you're going to want two or three units to combat each. Before you fight, have some support conversations if you'd like, and gobble up and treasures before you forget. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Caellach -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 47 | 19 | 15 | 14 | 13 | 13 | 6 | 14 | 13 | Lightning ----------------------------------------------------------------------------- CLASS: Hero | EQUIP: Silver Axe, Tomahawk, Hoplon Guard ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Use swordsmen against him, while being sure not to give him a chance to respond, because he may be more than you can handle. Also, do not expect for any critical attacks, as his special item defends him from them. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Valter -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 45 | 19 | 13 | 17 | 12 | 17 | 8 | 3 | 11 | Ice ----------------------------------------------------------------------------- CLASS: Wyvern Knight | EQUIP: Spear, Killer Lance, Fili Shield ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Since he's a lance user, rip into him with a trusty old axe. Valter has his own special item that protects him from arrows, so an axe is the only way to go, really. Do not underestimate him (or use a Dragon Axe). -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= REUNITED ============================================================================= Yep, brother and sister are together again, and for good this time. We've got five missions left, and they're harder than ever. We can do it though, and we will. We march to battle! ============================================================================= CHAPTER SIXTEEN: RULED BY MADNESS G0516 ============================================================================= Technically, this isn't a true "reunited" chapter, but I've always thought of it as one, since you're ARE reunited. It's really not a big deal, so if you don't agree with me on this, it doesn't matter. Moving forward! OBJECTIVE: Seize Throne NEW CHARACTERS: Myrrh RECRUITABLE CHARACTERS: None Finally, got another easy map. Well, you COULD split up your troops, but I really don't see the point, so let's press forward. Annihilate the enemy units until you've reached a path up and a path down. Split up your troops equally, with Rennac going with the down group. Continue on, killing the enemies, while Rennac opens doors. Move fast, because turn sixteen brings an enemy thief into the mix, who'll compete with you for the treasure. A practical idea is to sit strong units on top of chests to keep them from being raided before Rennac reaches them. Once you've killed all the enemies within sight, besides those escorting Orson, the traitor, regroup below the throne room. Bait his guards away and kill them, and then storm the room, killing remaining units and Orson in the same turn. Now, get all the chests, and do as many support conversations as you can before seizing the throne. Castle Renais has been saved! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Orson -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 48 | 18 | 14 | 15 | 11 | 14 | 8 | 6 | 13 | Dark ----------------------------------------------------------------------------- CLASS: Paladin | LVL: 13 | EQUIP: Runesword, Silver Spear ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He has the Spear, a long distance weapon, so be ready for that. He's also got a lot of HP, and decent stats. While not a weak boss, he isn't exactly the hardest one so far. So, just do the old one turn gang up and beat the crap out of him with the superior weapon, considering the weapons triangle. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER SEVENTEEN: RIVER OF REGRETS G0517 ============================================================================= OBJECTIVE: Defeat Lyon NEW CHARACTERS: None RECRUITABLE CHARACTERS: Syrene You're now Great Lords, and with the Sacred Lance and Sword, Renais's very own Sacred Twins at hand, you are ready to bring peace to the land! <_< >_> Um, anyway, on with the battle. You'll want a Pirate, Berserker, or flying unit here. Tana too. First things first, hit the snag right in front of you. Send your two strongest units over it, being sure that they have plenty of weapon charges, as they're going to be facing more than a dozen enemy units. They should be able to do it though, as long as they don't get separated. Now, you should be having Tana recruit Syrene around this point, while having the rest of your on the middle island. Hit the other snag, and send two units over there, taking out the mages as you go. Meanwhile, you should be sending another two units up and to the west, using the bridges, to reinforce your original pair of units you sent straight up using the first snag. Now, the last couple units you haven't used at this point should be heading straight south to the four Heroes occupying that spot. If you sent a Pirate or Berserker over there earlier and crushed them, then use these units to take out Lyon's escort. Once all units but Lyon have been wiped clean of the map, heal up, and then throw the units with the highest resistance stats against him. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Lyon -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 44 | 22 | 17 | 13 | 19 | 11 | 6 | 4 | 7 | Ice ----------------------------------------------------------------------------- CLASS: Necromancer | LVL: 14 | EQUIP: Fenrir, Nosferatu ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got high stats all over the place, so you shouldn't underestimate him. He's more than capable of taking out any misused unit you throw at him. The plan of attack here is to kill him before he can use his HP-draining spell, as it will heal him. Now, you shouldn't be using magic users, to due his incredibly high resistance. So, you'll want to be using those units who have equally freakish resistance, so that they won't be killed on counterattack. If you plan well enough and execute without flaw, Lyon can be defeated with only minor damage. Errors, on the other hand, lead to certain death. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER EIGHTEEN: TWO FACES OF EVIL G0518 ============================================================================= OBJECTIVE: Defeat All Enemies NEW CHARACTERS: None RECRUITABLE CHARACTERS: None This is your last easy fight, so enjoy it. Leveling up characters outside of the Tower of Valni seems sort of pointless, but if there are slightly underleveled characters that you'd like to use but don't want to go through the whole ordeal of using the Tower of Valni, this is the perfect opportunity for you to get that last damn level. Essentially, the point of this level is to kill the Gorgon eggs before they hatch. Three reasons for this. One, you get more experience from a successful Gorgon egg kill than a hatched Gorgon kill. Which is the point if you're using this level to level up. Two, Gorgon eggs are a hell of a lot easier to kill than a hatched Gorgon. Three, it's surprisingly fun. There are nine enemies to start off the map, all around, so don't expect to kill them off in a turn or two. They're in all the corners. Along the way you'll want to be crushing those eggs with those who need to level up. The key to this map is to separate into three teams of four at the junction point in the middle of the map, dedicate the strongest unit in each group as the killer of enemies already hatched, and to have the other three units in the group be slaughtering enemies, for a maximum of experience points and a minimum of hatched units. Don't worry about the boss, just another one of the units. Lastly, be warned, the terrain sometimes harms your units for about ten HP. A frustrating side effect of the map. BE WARNED, IT CAN KILL YOUR UNITS. So, just because there aren't any enemy units in the area doesn't mean you don't need to heal. If you don't, you'll only have yourself to blame for having to restart the battle, or going on through the last few battles without one of your strongest units. A real fun thing to do, you see. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Monster -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 44 | 18 | 10 | 14 | 19 | 11 | 6 | 3 | 11 | Dark ----------------------------------------------------------------------------- CLASS: Gorgon | LVL: 15 | EQUIP: Demon Surge, Stone ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: The only real thing to worry about from this boss is it's Stone skill, which petrifies a unit. Yep, petrifies. REALLY SUCKS. But to be honest, you can just use Myrrh or another semi-strong unit to flat out crush the nobody. Yay, your last easy boss! -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER NINETEEN: LAST HOPE G0519 ============================================================================= OBJECTIVE: Defend Mansel For 13 Turns OR Defeat Riev NEW CHARACTERS: None RECRUITABLE CHARACTERS: None You'll only want the top tier of your characters from here on out. Forget the characters that don't come to par, they're done for the rest of the game. Bring the strong, forget the weak. Not ONE weak character should make it on the squad. And no, I'm not talking about Myrrh. Myrrh's pretty strong, if you defend her well. So, use her. I suggest using her weapon, the Dragonstone, until it's charge is at 30, then, stop. You should be a high level, and you'll have more than enough charges left for the rest of the game. Erm, back to the level. God knows it's hard to defeat Riev. It's almost purely luck. If you want no part in that, just mass units around Mansel, making a wall of flesh with your strongest characters one the outside and your ranged attack users on the inside. BUT, I will actually try and lead us to the defeat of Riev! Oh, if you do want the contents of the chests, bring along Rennac, or Colm if you've made him very strong. Actually, just use Rennac. It's simpler that way. Now, prioritize. The chests on both sides have good stuff, but in my opinion, the ones on the west side have the edge. THE KEY POINT OF THE MATTER IS, YOU CAN RESCUE MANSEL, THEN DO WHATEVER THE HELL YOU WANT. Rescue Mansel with Seth, then collect the chests and kill Riev. Problem solved. You might want a few more specifics though, and here they are. First, your helpers aren't anything. They die fast, easy, and really, all they do is stop the enemy for a turn or two. That's it. They MIGHT harm an attacking enemy, but it's not probable. The plan for this map is to use your four man unit that starts in the northwest corner and take out the top corridor of enemies. Meanwhile, you should be spreading your other units that start in the middle in half, each half collecting of the three chests. Now, once all the chest have been collected, and you've regrouped, take five men out of your seventeen, and have them sweep through the castle, looking for remaining enemy units. Your other twelve units should be thundering out of the castle, splitting in half yet again to take out the enemies on each side of the entrance. With this in mind, I defeated Riev turn five. Really. I blazed a path through the constant reinforcements that arrives around him, using Eirika, Seth, and Duessel, and through a small hole that I made, I sent Ross through, surrounded by units and killed Riev with one attack. So, besides my boasting, even if you see that Riev is surrounded by units, don't worry. He may have fifteen plus people around him, but you just need to kill four to get to him. Then, carve him up. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Riev -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 49 | 14 | 16 | 21 | 18 | 19 | 6 | 9 | 7 | Dark ----------------------------------------------------------------------------- CLASS: Bishop | LVL: 16 | EQUIP: Aura ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: He's got a fierce attack, ranged too, but only 1-2 spaces, not the ridiculous 3-10 spaces you see with some magic attacks. The idea with Riev is that you have to hit with a ridiculously strong unit. Ross is EXACTLY what I am thinking. If, for some terrible, senseless reason, you never made him into the destructive monster he should be, use Eirika or Ephraim and their Sacred Twin, respectively. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= CHAPTER TWENTY: DARKLING WOODS G0520 ============================================================================= OBJECTIVE: Seize Gate NEW CHARACTERS: None RECRUITABLE CHARACTERS: None Once again, only the best of the best should be gracing your forces. Things are nearly over, units will likely die. Restart the game if you're freakish about how much you want to have all of your characters live, or if the dead character is one of your strongest units, like Seth or Ross. Yes, this level is mean enough to kill even those two. Now, expect constant enemy reinforcements from every corner of the map. You start out in the south- eastern corner. Let me put it this way. You start off with your strongest 18 units. Your enemy is composed of 47 units, two of which are two of the strongest bosses in the game, and the other forty-five enemy units consist of the best-of in the forces of monsters. This won't be easy. Considering that the enemy reinforcements are fast and furious, you want to be just the same. Blitz through, taking out the enemy along the way. Leave work for your column of units, damage with the front, kill with the second, and clean up with the third. You should leave nothing behind you, so you can't be flanked. Once you reach the top of the map, regroup for a turn, reorganizing yourself, and healing. If you're all set up in this department, continue on. Once you've reached Riev, BE CAREFUL! He moves. Yes, really. He's one of the very few bosses that actually moves. He's got the same Aura attack as before, so treat him as you did before, and take him out in one fell swoop. Spend a bit of time wiping out all the enemies in the area, until there's only your men and Morva left. Move in carefully, and take him out quick. Look in the boss strategy for a bit more info on this. Seize the gate when you're done, and party the night away. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Riev -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 49 | 14 | 16 | 21 | 18 | 19 | 6 | 9 | 7 | Dark ----------------------------------------------------------------------------- CLASS: Bishop | LVL: 16 | EQUIP: Aura ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Riev is exactly the same stat-wise for this battle as the last, so he should be handled the same. So, I'm copying and pasting my strategy from the last battle. He MOVES this time though, so watch out! He's got a fierce attack, ranged too, but only 1-2 spaces, not the ridiculous 3-10 spaces you see with some magic attacks. The idea with Riev is that you have to hit with a ridiculously strong unit. Ross is EXACTLY what I am thinking. If, for some terrible, senseless reason, you never made him into the destructive monster he should be, use Eirika or Ephraim and their Sacred Twin, respectively. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Morva -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | STR | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 62 | 26 | 24 | 20 | 18 | 13 | 3 | 7 | 25 | Wind ----------------------------------------------------------------------------- CLASS: Manakete | LVL: 18 | EQUIP: Wretched Air ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: This guy is a beast. Literally. Puns aside, this guy is VERY hard to kill in one hit. And any unit able to attack with a ranged weapon is likely too wimpy to survive the counterattack. So, the plan is, check to see if any of your attacks could possibly kill him, using the little battle preview window to check. If not, choose a unit that is disposable, and send him into to do whatever the hell damage he can. If he can't do anything to Morva, choose someone else. Once Morva is at one-hit kill status, take him out. Be prepared to restart your game a few times, you will truly learn to hate this Manakete. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ============================================================================= FINAL CHAPTER: SACRED STONE G0521 ============================================================================= OBJECTIVE: Defeat Lyon NEW CHARACTERS: None RECRUITABLE CHARACTERS: None This is endgame, folks. We've made it. Vast swarms of monsters, the unstoppable armies of Grado, and countless betrayals have marked our quest. None of this has stopped us. None of it will stop us now, in the eleventh hour. Let us triumph over the enemy! To wit, here is the plan. Two chests, let's get them. Bring Rennac, give him a strong escort, and pick the door, let the escort kill the monster, and have him raid the chest. Simple. Meanwhile, your other ten units should have been split in two teams of five, and sent on the eastern and western path, made up of equal strength units. Kill the enemy along the way, you know the drill at this point. Once both sides have been cleansed of enemy units, move forward and make two teams of two, and two teams of three, while you scatter and kill the enemy units. Once the only enemy units that remain are Lyon's escort, bait them out, one by one, and slaughter them as they come like morons to your call. Do this until only Lyon remains, then use a Sacred Twin or Brave weapons to kill him. If you have something better, use that. I suppose the Dragonstone works just fine for this purpose too... -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Lyon -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 73 | 29 | 26 | 19 | 29 | 15 | 6 | 9 | 7 | Ice ----------------------------------------------------------------------------- CLASS: Necromancer | LVL: 18 | EQUIP: Naglfar ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Nearly every one of his stats has seen a major upgrade, so this won't be easy. His HP especially is ridiculous, so have fun killing him in one turn. His new attack has massive destructive power, so be sure to only use your highest HP units, fully-healed and decked out in the best of gear. Magic is even more worthless against him than before. The only real perk of Lyon here is that his new attack has a range of only 1-2, not 3-10. So, you won't be dying halfway across the map. You'll be dying right in front of him. Nice of him to do things like that. Really though, there is no weakness here, so attack with the best of the best, and hope for the best. You might have to restart, but the battle is short enough to allow that. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- It's over... but it's not. Expect me to say "OR IS IT?" Nah. We still have to defeat the Demon King. So, let me tell you, this guy is incredibly difficult to defeat. Stay out of attack range, while separating into three groups of four. Once all three teams are in each path, surrounding him, while staying out of range, move in for the kill. Don't worry about the experience, attack with Eirika, Ephraim, Seth, Ross, everyone. You can succeed. And you will. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BOSS: Formortiis -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HP | MAG | DEF | SKL | RES | SPD | MOV | LCK | CON | AFFINITY 136? | 33 | 35 | 30 | 40 | 18 | 2 | 20 | 25 | Dark ----------------------------------------------------------------------------- CLASS: Demon King | LVL: 20 | EQUIP: Demon Light, Ravager, Nightmare ::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::: Just look at those stats. We don't even know the HP for sure! This guy is a true final boss, worthy of his name. The idea is to attack with Eirika, Ephraim, Seth, Ross, and all of your units possible, until he's dead. Before you attack, stay out of his range. Really, that's all the guidance I can give you. This is a battle you must fight for yourself, with the strength of human will. *wink* -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- IT'S OVER!!! You've done it, you've beaten a game in the legendary Fire Emblem series. You can rest easy, you've accomplished something truly great. Enjoy your ending, as you watch, you'll realize these characters, all of them have become human to you. The marks of a truly great game. Felicitations, salutations, and congratulations. You've earned it. ============================================================================= [6] CHARACTER INFO G0600 ============================================================================= This section is for all the individual characters. Descriptions, promotion suggestions, and how to get them. It's in order of when you get them, and for when it branches, when you get them on Eirika's path. Really, though, it isn't hard to locate a character. EIRIKA ------ WHEN THEY JOIN: Prologue: The Fall of Renais HOW: Given to you automatically PROMOTION: Great Lord DESCRIPTION: The princess of the kingdom of Renais. Elegant and kind. Good fighter, but since you're forced to use her, you don't have a choice in the matter. SETH ---- WHEN THEY JOIN: Prologue: The Fall of Renais HOW: Given to you automatically PROMOTION: Already promoted DESCRIPTION: A young commander of Renais. Calm, composed, and skilled. One of the strongest units in the game. FRANZ ----- WHEN THEY JOIN: Chapter One: Escape! HOW: Given to you automatically PROMOTION: Great Knight DESCRIPTION: Earnest and compassionate cavalier from Renais. One of a trio of cavaliers you'll be using, along with Forde and Kyle. He's a good unit, use him. GILLIAM ------- WHEN THEY JOIN: Chapter One: Escape! HOW: Given to you automatically PROMOTION: General DESCRIPTION: Armored knight of Frelia. Quiet yet dependable. Useful early on, but ditch him late in the game, unless you've devoted a lot of time to power him up. To slow to be of much help later on in the game. VANESSA ------- WHEN THEY JOIN: Chapter Two: The Protected HOW: Given to you automatically PROMOTION: Falcoknight DESCRIPTION: Sincere, honest, and honorable pegasus knight of Frelia. Great for rescuing units in danger, but quick to die and weak to boot, she won't get much fighting done. Ditch her when you get Tana. MOULDER ------- WHEN THEY JOIN: Chapter Two: The Protected HOW: Given to you automatically PROMOTION: Bishop DESCRIPTION: Mature priest of Frelia. Gentle and reassuring. While he does start off at a higher level than Natasha, he really creeped me out. He's got that Catholic Priest thing going on, so that's a negative. ROSS ---- WHEN THEY JOIN: Chapter Two: The Protected HOW: Recruit him with Eirika. PROMOTION: Pirate-Berserker DESCRIPTION: Young villager. Longs to be a warrior, like his father. Here is my favorite unit in the game. He's absolutely insane. Follow the instructions in the guide, and you'll have the best unit you could ever want. Seriously, he nearly killed the final boss on his own. He crazy. GARCIA ------ WHEN THEY JOIN: Chapter Two: The Protected HOW: Recruit him with Ross PROMOTION: Warrior DESCRIPTION: Villager from Renais. Once a feared military leader. He's alright, starting out better than Ross, but once Ross gets going, Garcia is far less than a pale shadow to him. I'd use him until the branches split, then get rid of him. NEIMI ----- WHEN THEY JOIN: Chapter Three: Bandits of Borgo HOW: Given to you automatically PROMOTION: Sniper DESCRIPTION: Childhood friend of Colm who hails from Renais. Cries a lot. Neimi isn't particularly useful, at all. In fact, I wouldn't use her, at all. Well, maybe if you REALLY want to use a ballita. Innes is a far superior wielder of bows, though. COLM ---- WHEN THEY JOIN: Chapter Three: Bandits of Borgo HOW: Recruit him with Neimi PROMOTION: Rogue DESCRIPTION: Childhood friend of Neimi who hails from Renais. Can be snide. Certainly one of the weakest people in the game, though his ability to open doors and chests is invaluable early on. Be sure to check a map to make sure that he is actually needed. If there are no doors or chests, or once you've got Rennac, abandon him. UPDATE: Due to a high number of angry e-mails proclaiming Colm's superiority I'll make a concession: Spend time and nurture Colm like I didn't do, and you'll have a better unit than Rennac. ARTUR ----- WHEN THEY JOIN: Chapter Four: Ancient Horrors HOW: Given to you automatically PROMOTION: Bishop DESCRIPTION: Young monk from Renais. Very forthright and pious. Never liked him, never used him. If you decide he's worthwhile though, take him the distance and make him stronger light wise, by making him a Bishop. LUTE ---- WHEN THEY JOIN: Chapter Four: Ancient Horrors HOW: Recruit her with Vanessa PROMOTION: Sage DESCRIPTION: Young mage of Renais. Believes herself a prodigy. She should, too. Great anima magic user, worth the time. Only don't use if you don't like magic wielders, like me. NATASHA ------- WHEN THEY JOIN: Chapter Five: The Empire's Reach HOW: Given to you automatically PROMOTION: Bishop DESCRIPTION: Beautiful cleric from the Grado Empire. Graceful and serious. She's my personal healer, preferred over both Moulder and L'Arachel. Over Moulder because he's creepy, and over L'Arachel because at the point you get L'Arachel, Natasha should be more than a dozen levels high than her. JOSHUA ------ WHEN THEY JOIN: Chapter Five: The Empire's Reach HOW: Recruit him with Natasha PROMOTION: assassin DESCRIPTION: Wandering swordsman from Jehanna who loves to gamble. He's my favorite myrmidon over Marisa, simply because he should be way, way stronger than Marisa at the point you get her. EPHRAIM ------- WHEN THEY JOIN: Chapter Five X: Unbroken Heart HOW: Given to you automatically PROMOTION: Great Lord DESCRIPTION: Prince of Renais. Man of great honor and bravery. Ephraim is a very strong unit, and should be used whenever possible. KYLE ---- WHEN THEY JOIN: Chapter Five X: Unbroken Heart HOW: Given to you automatically PROMOTION: Paladin DESCRIPTION: Steadfast and honorable cavalier in sword service to Renais. Another of the trio of cavaliers. Though the least of the three, he's still worth using throughout the entire game. FORDE ----- WHEN THEY JOIN: Chapter Five X: Unbroken Heart HOW: Given to you automatically PROMOTION: Paladin DESCRIPTION: Cavalier of Renais. Skilled but reckless. Franz's brother. And the last of the trio makes his appearance. He's midway between his brother and Kyle on the useful bar. Still, great unit, good idea to use him the whole time. ORSON ----- WHEN THEY JOIN: Chapter Five X: Unbroken Heart HOW: Given to you automatically PROMOTION: Nothing DESCRIPTION: Traitorous cavalier of Renais. Only get him for one level, do not use him. TANA ---- WHEN THEY JOIN: Chapter Nine: Distant Blade HOW: Given to you automatically PROMOTION: Falcoknight DESCRIPTION: Young lady of Frelia. Cheery and sociable. She's a minor upgrade on Vanessa, but still nothing great. Ditch her when Cormag comes along. AMELIA ------ WHEN THEY JOIN: Chapter Nine: Distant Blade HOW: Recruit her with Eirika or Franz PROMOTION: Cavalier, then Paladin DESCRIPTION: Young girl from a small Grado village. Honest and sincere. Just about able to rival Ross in power once fully done up, Amelia can be a real powerhouse on your team, but you have to use her! At the point in the game you get her, the Tower of Valni is open. Use it. UPDATE: Now, if you're following my FAQ/Walkthrough for the entire game, my advice on Amelia is the best choice. But if you're just coming here for a quick tip in a hard fight, it's better to make Amelia a General in most other set-ups, just not mine. It's not a huge difference, but it can be notable. INNES ----- WHEN THEY JOIN: Chapter Ten: Revolt at Carcino HOW: Recruit him with Eirika or Tana PROMOTION: Already promoted DESCRIPTION: Brash and arrogant prince of Frelia. Good-hearted though. If you have to use an archer, use him. He's pretty good, but I just never spent the time to make him a key member of the team. TETHYS ------ WHEN THEY JOIN: Chapter Ten: Revolt at Carcino HOW: Recruit her with Innes PROMOTION: Dancers can't be promoted! ^_^ DESCRIPTION: Beautiful and charming dancer of Jehanna. The game's lone dancer is very useful, but with the use of stat-boosting items and the swiftsole, she is truly awesome to have on your side. GERIK ----- WHEN THEY JOIN: Chapter Ten: Revolt at Carcino HOW: Recruit him with Tethys PROMOTION: Hero DESCRIPTION: Mercenary leader from Jehanna. Nicknamed Desert Tiger. He's a pretty great unit, making it a good idea to use him for the whole game. MARISA ------ WHEN THEY JOIN: Chapter Ten: Revolt at Carcino HOW: Recruit her with Gerik PROMOTION: Swordmaster DESCRIPTION: Aloof Jehanna sword fighter. Known as Crimson Flash. She's not as good as Joshua, but adequate. If you use her, make her a swordmaster to contrast Joshua. L'ARACHEL --------- WHEN THEY JOIN: Chapter Eleven: Creeping Darkness HOW: Recruit her with Eirika PROMOTION: Valkyrie DESCRIPTION: Young woman from Rausten. Fights for justice and order. Some prefer her over Natasha, due to her higher movement, but if you follow the guide, Natasha should be miles in front of L'Arachel at this point in the game. DOLZA ----- WHEN THEY JOIN: Chapter Eleven: Creeping Darkness HOW: Recruit him with L'Arachel PROMOTION: Already promoted DESCRIPTION: Berserker from Rausten. Hearty man who has a thirst for life. He's a sure addition to your team, great backup, and can lead the charge if you want. Great character. SALEH ----- WHEN THEY JOIN: Chapter Twelve: Village of Silence HOW: Given to you automatically PROMOTION: Already promoted DESCRIPTION: Sage from village Caer Pelyn. Ewan's solemn, but kind, mentor. Another grand magic user, if you didn't bother with Lute, use him. EWAN ---- WHEN THEY JOIN: Chapter Twelve: Village of Silence HOW: Recruit him with Saleh PROMOTION: Mage, Sage DESCRIPTION: Sage-in-training from Jehanna. Reveres Saleh, his teacher. He is the magic equivalent of Ross and Amelia. Didn't use him myself, but I've seen examples of his power, and it's pretty great. Use the Tower of Valni to level him up. Keep him on the path that he starts on. Sage-in-training, you know. CORMAG ------ WHEN THEY JOIN: Chapter Thirteen: Hamill Canyon HOW: Recruit him with Eirika PROMOTION: Wyvern Knight DESCRIPTION: Wyvern knight of Grado. Gentle man, but ferocious warrior. He is the best-of in flying units, unless you count Myrrh. Really, use him instead of Vanessa, Tana, or Syrene. RENNAC ------ WHEN THEY JOIN: Chapter Fourteen: Queen of White Dunes HOW: Recruit him with L'Arachel PROMOTION: Already promoted DESCRIPTION: Lazy, greedy, but exceptional fighter from the Republic of Carcino. He's much better than Colm, and he can somewhat defend himself, so use him from the point when you get him to the end of the game. DUESSEL ------- WHEN THEY JOIN: Chapter Fifteen: Scorched Sands HOW: Given to you automatically PROMOTION: Already promoted DESCRIPTION: Courageous general in Grado's army. Nicknamed Obsidian. This guy is one to use until the end of the game. He's a great unit, if a bit slow. KNOLL ----- WHEN THEY JOIN: Chapter Fifteen: Scorched Sands HOW: Given to you automatically PROMOTION: Summoner DESCRIPTION: One of Grado's royal mages. Knows the Dark Stone's riddle. The key point to this guy is that you defend him. He's strong, but not enough to lead a charge with. Use him from the point you get him on. MYRRH ----- WHEN THEY JOIN: Chapter Sixteen: Ruled by Madness HOW: Given to you automatically PROMOTION: Already promoted DESCRIPTION: Young pure-hearted girl from Darkling Woods. Tents to be shy. Myrrh can only attack fifty times. That roughly translates into fifty kills. She's a beast, and can do incredible damage, but can be killed by arrows and strong attacks, so be careful. Definitely use her, though. SYRENE ------ WHEN THEY JOIN: Chapter Seventeen: River of Regrets HOW: Recruit her with Tana PROMOTION: Falcoknight DESCRIPTION: Dutiful commander of the 3rd battalion of Frelia's pegasus knights. Really, nothing special. Don't use her at all, you've got Cormag. ============================================================================= [7] WEAPONS G0700 ============================================================================= Here's the never-read weapons section, broken into fives groups: Swords, Lances, Axes, Bows, and Staves. Still, have fun with it, if you need info on a weapon of some sort. And here we go! SWORD NAME LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+-----+----+----+-----+----+-------+------+----------------- Iron Sword | E | 1 | 5 | 5 | 90 | 0 | 46 | 460 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Iron Blade | D | 1 | 12 | 9 | 70 | 0 | 35 | 980 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Slim Sword | E | 1 | 2 | 3 | 100 | 5 | 30 | 480 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Steel Sword | D | 1 | 10 | 8 | 75 | 0 | 30 | 600 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Steel Blade | C | 1 | 14 | 11 | 65 | 0 | 21 | 600 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Silver Sword | A | 1 | 8 | 13 | 80 | 0 | 20 | 1500 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Silver Blade | A | 1 | 13 | 14 | 60 | 0 | 15 | 1800 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Poison Sword | D | 1 | 6 | 3 | 70 | 0 | 40 | N/A | Coated with a | | | | | | | | | lethal poison -------------+---+-----+----+----+-----+----+-------+------+----------------- Light Brand | C | 1-2 | 9 | 9 | 70 | 0 | 25 | 1250 | Suffused with | | | | | | | | | light magic -------------+---+-----+----+----+-----+----+-------+------+----------------- Runesword | A | 1-2 | 11 | 12 | 65 | 0 | 15 | N/A | Imbued with dark | | | | | | | | | magic -------------+---+-----+----+----+-----+----+-------+------+----------------- Wind Sword | B | 1-2 | 9 | 9 | 70 | 0 | 40 | N/A | Capable of | | | | | | | | | indirect attacks -------------+---+-----+----+----+-----+----+-------+------+----------------- Rapier | * | 1 | 5 | 7 | 95 | 10 | 40 | N/A | Effective | | | | | | | | | against infantry | | | | | | | | | (Eirika only) -------------+---+-----+----+----+-----+----+-------+------+----------------- Killing Edge | C | 1 | 7 | 9 | 75 | 30 | 20 | 1300 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Shamshir | D | 1 | 5 | 8 | 75 | 35 | 20 | 1200 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Lancereaver | C | 1 | 9 | 9 | 75 | 5 | 15 | 1800 | Strong against | | | | | | | | | lances/spears -------------+---+-----+----+----+-----+----+-------+------+----------------- Zanbato | D | 1 | 11 | 6 | 85 | 0 | 18 | 1260 | Effective | | | | | | | | | against cavalry -------------+---+-----+----+----+-----+----+-------+------+----------------- Armorslayer | D | 1 | 11 | 8 | 80 | 0 | 18 | 1260 | Effective | | | | | | | | | against knights -------------+---+-----+----+----+-----+----+-------+------+----------------- Wyrmslayer | C | 1 | 5 | 8 | 75 | 0 | 30 | 4500 | Effective | | | | | | | | | against wyverns -------------+---+-----+----+----+-----+----+-------+------+----------------- Brave Sword | B | 1 | 12 | 9 | 75 | 0 | 30 | 7500 | Can strike | | | | | | | | | consecutively -------------+---+-----+----+----+-----+----+-------+------+----------------- Audhulma | S | 1 | 9 | 18 | 85 | 0 | 30 | N/A | Sacred Twin ice | | | | | | | | | blade (RES +5) -------------+---+-----+----+----+-----+----+-------+------+----------------- Sieglinde | * | 1 | 9 | 16 | 90 | 0 | 30 | N/A | Sacred Twin | | | | | | | | | storm blade | | | | | | | | | (STR +5, Eirika | | | | | | | | | only) -------------+---+-----+----+----+-----+----+-------+------+----------------- LANCE NAME LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+-----+----+----+-----+----+-------+------+----------------- Iron Lance | E | 1 | 8 | 7 | 80 | 0 | 45 | 360 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Slim Lance | E | 1 | 4 | 4 | 85 | 5 | 30 | 450 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Steel Lance | D | 1 | 13 | 10 | 70 | 0 | 30 | 480 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Silver Lance | B | 1 | 10 | 14 | 75 | 0 | 20 | 1200 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Javelin | E | 1-2 | 11 | 6 | 65 | 0 | 20 | 400 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Heavy Spear | D | 1 | 14 | 9 | 70 | 0 | 16 | 1200 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Short Spear | C | 1-2 | 12 | 9 | 60 | 0 | 18 | 900 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Spear | B | 1-2 | 10 | 12 | 70 | 5 | 15 | 9000 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Dragonspear | C | 1 | 8 | 10 | 70 | 0 | 30 | 4500 | Effective | | | | | | | | | against wyverns -------------+---+-----+----+----+-----+----+-------+------+----------------- Toxic Lance | E | 1 | 8 | 4 | 65 | 0 | 40 | N/A | Coated in lethal | | | | | | | | | poison -------------+---+-----+----+----+-----+----+-------+------+----------------- Bright Lance | E | 1 | 8 | 7 | 80 | 5 | 60 | N/A | Effective | | | | | | | | | against monsters -------------+---+-----+----+----+-----+----+-------+------+----------------- Horseslayer | D | 1 | 13 | 7 | 70 | 0 | 16 | 1040 | Effective | | | | | | | | | against cavalry -------------+---+-----+----+----+-----+----+-------+------+----------------- Axereaver | C | 1 | 11 | 10 | 70 | 5 | 15 | 1950 | Strong against | | | | | | | | | axes -------------+---+-----+----+----+-----+----+-------+------+----------------- Killer Lance | C | 1 | 9 | 10 | 70 | 30 | 20 | 1200 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Brave Lance | B | 1 | 14 | 10 | 70 | 0 | 30 | 7500 | Can strike | | | | | | | | | consecutively -------------+---+-----+----+----+-----+----+-------+------+----------------- Reginleif | * | 1 | 8 | 10 | 80 | 10 | 45 | N/A | Strong against | | | | | | | | | knights/cavalry | | | | | | | | | (Ephraim only) -------------+---+-----+----+----+-----+----+-------+------+----------------- Siegmund | * | 1 | 11 | 17 | 80 | 0 | 30 | N/A | Sacred Twin fire | | | | | | | | | lance (STR +5, | | | | | | | | | Ephraim only) -------------+---+-----+----+----+-----+----+-------+------+----------------- Vidofnir | S | 1 | 11 | 15 | 85 | 0 | 30 | N/A | Sacred Twin | | | | | | | | | winged lance | | | | | | | | | (DEF +5) -------------+---+-----+----+----+-----+----+-------+------+----------------- AXE NAME LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+-----+----+----+-----+----+-------+------+----------------- Iron Axe | E | 1 | 10 | 8 | 75 | 0 | 45 | 270 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Steel Axe | E | 1 | 15 | 11 | 65 | 0 | 30 | 360 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Silver Axe | A | 1 | 12 | 15 | 70 | 0 | 20 | 1000 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Hand Axe | E | 1-2 | 12 | 7 | 60 | 0 | 20 | 300 | Doubles as a | | | | | | | | | ranged attack -------------+---+-----+----+----+-----+----+-------+------+----------------- Battle Axe | B | 1 | 15 | 13 | 60 | 5 | 20 | 1000 | Strong, but | | | | | | | | | hard to wield -------------+---+-----+----+----+-----+----+-------+------+----------------- Killer Axe | C | 1 | 11 | 11 | 65 | 30 | 20 | 1000 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Swordreaver | C | 1 | 13 | 11 | 65 | 5 | 15 | 2100 | Strong against | | | | | | | | | swords -------------+---+-----+----+----+-----+----+-------+------+----------------- Swordslayer | C | 1 | 13 | 11 | 80 | 5 | 20 | 2000 | Good against | | | | | | | | | Swordfighters -------------+---+-----+----+----+-----+----+-------+------+----------------- Dragon Axe | C | 1 | 11 | 12 | 60 | 0 | 30 | 5000 | Effective | | | | | | | | | against Wyverns -------------+---+-----+----+----+-----+----+-------+------+----------------- Devil Axe | E | 1 | 18 | 18 | 55 | 0 | 20 | 900 | Might injure | | | | | | | | | wielder -------------+---+-----+----+----+-----+----+-------+------+----------------- Hatchet | E | 1-2 | 5 | 4 | 85 | 0 | 50 | N/A | Lightweight and | | | | | | | | | easy to use -------------+---+-----+----+----+-----+----+-------+------+----------------- Halberd | D | 1 | 15 | 10 | 60 | 0 | 18 | N/A | Effective | | | | | | | | | against cavalry -------------+---+-----+----+----+-----+----+-------+------+----------------- Poison Axe | D | 1 | 10 | 4 | 60 | 0 | 40 | N/A | Coated in | | | | | | | | | lethal poison -------------+---+-----+----+----+-----+----+-------+------+----------------- Tomahawk | A | 1-2 | 14 | 13 | 65 | 0 | 15 | 3000 | Doubles as a | | | | | | | | | ranged attack -------------+---+-----+----+----+-----+----+-------+------+----------------- Brave Axe | B | 1 | 16 | 10 | 65 | 0 | 30 | 7500 | Can strike | | | | | | | | | consecutively -------------+---+-----+----+----+-----+----+-------+------+----------------- Hammer | D | 1 | 15 | 10 | 55 | 0 | 20 | 800 | Effective | | | | | | | | | against knights -------------+---+-----+----+----+-----+----+-------+------+----------------- Fiendcleaver | E | 1 | 10 | 8 | 75 | 5 | 60 | N/A | Effective | | | | | | | | | against monsters -------------+---+-----+----+----+-----+----+-------+------+----------------- Garm | S | 1 | 13 | 20 | 75 | 0 | 30 | N/A | Sacred Twin | | | | | | | | | black axe | | | | | | | | | (SPD +5) -------------+---+-----+----+----+-----+----+-------+------+----------------- BOW NAME LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+-----+----+----+-----+----+-------+------+----------------- Iron Bow | E | 2 | 5 | 6 | 85 | 0 | 45 | 540 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Steel Bow | D | 2 | 9 | 9 | 70 | 0 | 30 | 720 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Silver Bow | A | 2 | 6 | 13 | 75 | 0 | 20 | 1600 | -------------+---+-----+----+----+-----+----+-------+------+----------------- Short Bow | D | 2 | 3 | 5 | 85 | 10 | 22 | 1760 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Longbow | D | 2-3 | 10 | 5 | 65 | 0 | 20 | 2000 | Extended attack | | | | | | | | | range -------------+---+-----+----+----+-----+----+-------+------+----------------- Killer Bow | C | 2 | 7 | 9 | 75 | 30 | 20 | 1400 | Improves crit. | | | | | | | | | hit rate -------------+---+-----+----+----+-----+----+-------+------+----------------- Poison Bow | D | 2 | 5 | 4 | 65 | 0 | 40 | N/A | Coated in | | | | | | | | | lethal poison -------------+---+-----+----+----+-----+----+-------+------+----------------- Beacon Bow | E | 2 | 5 | 6 | 85 | 5 | 60 | N/A | Effective | | | | | | | | | against monsters -------------+---+-----+----+----+-----+----+-------+------+----------------- Brave Bow | B | 2 | 12 | 10 | 70 | 0 | 30 | 7500 | Can strike | | | | | | | | | consecutively -------------+---+-----+----+----+-----+----+-------+------+----------------- Nidhogg | S | 2 | 7 | 18 | 80 | 0 | 30 | N/A | Sacred Twin | | | | | | | | | serpent bow | | | | | | | | | (LCK +5) -------------+---+-----+----+----+-----+----+-------+------+----------------- If you're actually reading this, send me an e-mail. God, I don't know why I spent so much time doing this section, there's already a perfectly fine FAQ for this. I guess Walkthroughs are supposed to cover every last facet of a game, weapons included. >_< Well, thanks for making my poor time worth it. UPDATE: I think I've now gotten six e-mails from readers. Thanks, people, especially Shirl, the first e-mailer! STAVE NAME LVL RANGE CHARGES COST NOTES -------------+---+-------+-------+------+------------------------------------ Heal | E | 1 | 30 | 600 | Restores some HP to allies in | | | | | adjacent spaces -------------+---+-------+-------+------+------------------------------------ Mend | D | 1 | 20 | 1000 | Restores many HP to allies in | | | | | adjacent spaces -------------+---+-------+-------+------+------------------------------------ Recover | C | 1 | 15 | 2250 | Restores all HP to allies in | | | | | adjacent spaces -------------+---+-------+-------+------+------------------------------------ Physic | B | MP/2 | 15 | 3750 | Restores HP to allies at a | | | | | distance -------------+---+-------+-------+------+------------------------------------ Fortify | A | MP/2 | 8 | 8000 | Restores all HP to allies nearby -------------+---+-------+-------+------+------------------------------------ Restore | C | 1 | 10 | 2000 | Restores allies to normal physical | | | | | status -------------+---+-------+-------+------+------------------------------------ Barrier | C | 1 | 15 | 2250 | Increases resistance of adjacent | | | | | allies for a time -------------+---+-------+-------+------+------------------------------------ Torch | E | MP/2 | 10 | 1000 | Lights the area, gradually dims -------------+---+-------+-------+------+------------------------------------ Berserk | B | MP/2 | 3 | N/A | Sends target into a berserk rage -------------+---+-------+-------+------+------------------------------------ Sleep | B | MP/2 | 3 | N/A | Puts target to sleep for multiple | | | | | turns -------------+---+-------+-------+------+------------------------------------ Nightmare | * | 1-3 | 1 | N/A | Lulls all targets within range into | | | | | a deep sleep -------------+---+-------+-------+------+------------------------------------ Silence | B | MP/2 | 3 | 1200 | Halts all enemy magic for multiple | | | | | turns -------------+---+-------+-------+------+------------------------------------ Unlock | D | 1-2 | 10 | 1500 | Can unlock doors within range -------------+---+-------+-------+------+------------------------------------ Rescue | B | MP/2 | 3 | 1800 | Moves allies from a distance to a | | | | | nearby adjacent space -------------+---+-------+-------+------+------------------------------------ Warp | A | 1 | 6 | 7500 | Moves adjacent allies to faraway | | | | | spaces instantly -------------+---+-------+-------+------+------------------------------------ Hammerne | C | 1 | 3 | 1800 | Restores an adjacent ally's weapon | | | | | to full charge -------------+---+-------+-------+------+------------------------------------ Latona | S | ALL | 3 | N/A | Sacred Twin stave. The ancient | | | | | Stave of Latona. -------------+---+-------+-------+------+------------------------------------ ============================================================================= [8] MAGIC G0800 ============================================================================= This is the magic section, which is laid out similarly to the weapons section. It's broken into three groups: Light, Dark, and Anima magic. LIGHT MAGIC LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+------+----+----+-----+----+-------+------+---------------- Lightning | E | 1-2 | 6 | 4 | 95 | 5 | 35 | 630 | -------------+---+------+----+----+-----+----+-------+------+---------------- Shine | D | 1-2 | 8 | 6 | 90 | 8 | 30 | 900 | -------------+---+------+----+----+-----+----+-------+------+---------------- Divine | C | 1-2 | 12 | 8 | 85 | 10 | 25 | 2500 | -------------+---+------+----+----+-----+----+-------+------+---------------- Purge | B | 3-10 | 20 | 10 | 75 | 5 | 5 | 3000 | Long-range | | | | | | | | | magic attack -------------+---+------+----+----+-----+----+-------+------+---------------- Aura | A | 1-2 | 15 | 12 | 85 | 15 | 20 | 8000 | -------------+---+------+----+----+-----+----+-------+------+---------------- Ivaldi | S | 1-2 | 10 | 17 | 90 | 5 | 30 | N/A | Sacred Twin | | | | | | | | | light tome | | | | | | | | | (DEF +5) -------------+---+------+----+----+-----+----+-------+------+---------------- DARK MAGIC LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+------+----+----+-----+----+-------+------+---------------- Flux | D | 1-2 | 8 | 7 | 80 | 0 | 45 | 900 | -------------+---+------+----+----+-----+----+-------+------+---------------- Nosferatu | C | 1-2 | 14 | 10 | 70 | 0 | 20 | 3200 | -------------+---+------+----+----+-----+----+-------+------+---------------- Luna | C | 1-2 | 12 | 0 | 50 | 10 | 30 | 4200 | Negates enemy | | | | | | | | | resistance stat -------------+---+------+----+----+-----+----+-------+------+---------------- Eclipse | B | 3-10 | 12 | * | 30 | 0 | 5 | 4000 | Reduces enemy | | | | | | | | | HP by half -------------+---+------+----+----+-----+----+-------+------+---------------- Fenrir | A | 1-2 | 18 | 15 | 70 | 0 | 20 | 8000 | -------------+---+------+----+----+-----+----+-------+------+---------------- Gleipnir | S | 1-2 | 20 | 23 | 80 | 0 | 30 | N/A | Sacred Twin | | | | | | | | | dark tome | | | | | | | | | (SKL +5) -------------+---+------+----+----+-----+----+-------+------+---------------- ANIMA MAGIC LVL RANGE WT MT HIT CRIT CHARGES COST NOTES -------------+---+------+----+----+-----+----+-------+------+---------------- Fire | E | 1-2 | 4 | 5 | 90 | 0 | 40 | 560 | -------------+---+------+----+----+-----+----+-------+------+---------------- Thunder | D | 1-2 | 6 | 8 | 80 | 5 | 35 | 700 | -------------+---+------+----+----+-----+----+-------+------+---------------- Elfire | C | 1-2 | 10 | 10 | 85 | 0 | 30 | 1200 | -------------+---+------+----+----+-----+----+-------+------+---------------- Alacalibur | B | 1-2 | 2 | 8 | 85 | 0 | 20 | N/A | -------------+---+------+----+----+-----+----+-------+------+---------------- Bolting | B | 3-10 | 20 | 12 | 60 | 0 | 5 | 2500 | Long-range | | | | | | | | | lightning | | | | | | | | | strike -------------+---+------+----+----+-----+----+-------+------+---------------- Fimbulvetr | A | 1-2 | 12 | 13 | 80 | 0 | 20 | 6000 | -------------+---+------+----+----+-----+----+-------+------+---------------- Excalibur | S | 1-2 | 13 | 18 | 90 | 10 | 30 | N/A | Sacred Twin | | | | | | | | | anima tome | | | | | | | | | (SPD +5) -------------+---+------+----+----+-----+----+-------+------+---------------- ============================================================================= [9] TECHNIQUES G0900 ============================================================================= There are only twelve techniques in the game. I suppose it warrants its own section, so here we are. SILENCER (Assassin skill) - Silencer is an automatic kill skill. If it happens, the target is killed, simple as that. Chance of occurrence is half your critical hit percentage points. GREAT SHIELD (General skill) - Great Shield makes it so that your character receives no damage at all from the attack thrown at it. Chances of occurence is the number of the attacking enemy's skill points. SURE SHOT (Sniper skill) - Sure Shot makes the hit percentage of the attack 100%. Chance of occurrence is the same as your Sniper's level. PIERCE (Wyvern Knight skill) - Pierce makes it so your attack ignores the defense of the enemy. Chance of occurrence is the same as your Wyvern Knight's level. Can cause glitch, in some cases. Turn off animation to negate glitch possibility. SLAYER (Bishop skill) - Slayer triples the might of a spellbook, or tome, when a Bishop is attacking a monster. Always in effect. EXTRA VISION (Assassin, Thief, and Rogue skills) - More than doubles the vision of these three kinds of units. It goes from three spaces away to eight. Always in effect. STEAL (Thief and Rogue skill) - Allows Thieves and Rogues to steal items in green from enemies that are adjacent to them. To succeed, the target's speed must be equal or lower than the unit stealing. PICK (Rogue Skill) - Allows Rogue to open doors and chests without a lockpick. Always in effect. SUMMONER (Summon Phantom) - Allows Summoners to summon weak Phantoms to the field as allies. Only one at a time per Summoner. No chance of failure. DANCE (Dancer skill) - Allows Dancers to give another unit a second chance. No chance of failure. DISMANTLE TRAP (Assassin and Rogue skill) - Allows assassins and Rogues to dismantle traps when stepped upon, like those found in Chapter Eighteen: Two Faces of Evil. The fire traps, remember? CRITICAL INCREASE (Berserker, Swordmaster, Super Recruit & Journeyman skill) - Increases critical hit percentage chances by 15%. Always in effect. ============================================================================= [10] ITEMS G1000 ============================================================================= This section contains every item in the game, along with their various specifications and usages. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- STAT-BOOSTING ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: One use each, each costs 8,000 gold. They... boost stats. Of course. ANGELIC ROBE It raises target's HP by seven. BODY RING It raises target's constitution by two. DRAGONSHIELD It raises target's defense by two. ENERGY RING It raises target's strength or magic by two. GODDESS ICON It raises target's luck by two. SECRET BOOK It raises target's skill by two. SPEEDWING It raises target's speed by two. SWIFTSOLE It raises target's movement by two. (Only one in the game!) TALISMAN It raises target's resistance by two. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- EQUIPABLE ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: These are items that units can equip to get special bonuses or benefits. DRAGONSTONE Considering it does give Myrrh heavy stat benefits when EQUIPPED, I thought it belonged here. Anyway, it is a stone imbued with mysterious might. Myrrh draws strength from it. The stat benefits it gives are dependent on Myrrh's level, I believe. Not sure, though. FILI SHIELD An amulet that protects fliers from arrows. Equipping this to Cormag or Myrrh would be a real good idea. HOPLON GUARD A device that negates enemy critical attacks. Equipping this to Eirika, to reduce the chance of an unexpected game over, would be a real good idea. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PROMOTION ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ELYSIAN WHIP For pegasus knights and wyvern riders level ten and up. GUIDING RING For magic wielders and troubadours level ten and up. HERO CREST For mercenaries, myrmidons, and fighters level ten and up. KNIGHT'S CREST For armored warriors level ten and up. LUNAR BRACE For Eirika. MASTER SEAL For any unit level ten and up. OCEAN'S SEAL For use by thieves and pirates level ten and up. ORION'S BOLT For archers level ten and up. SOLAR BRACE For Ephraim. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- MONEY ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: These are items you can sell to get money. BAG OF GOLD Enemies hold bag. You kill enemy. You get bag. Victory. RED GEM Worth 2,500 gold. BLUE GEM Worth 5,000 gold. WHITE GEM Worth 10,000 gold. BLACK GEM Worth 15,000 gold. GOLD GEM Worth 20,000 gold. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- HEALING ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- VULNERARY A medicinal solution used for healing minor wounds. ELIXIR A powerful solution that restores all HP. ANTITOXIN A medicinal solution that cures poison. PURE WATER A draught that boosts resistance by seven. Grows weaker by one each turn. -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- OTHER ITEMS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- TORCH A staff with burning pitch that dissipates fog. Grows weaker each turn. DOOR KEY Opens doors. CHEST KEY Opens chests. LOCKPICK Opens doors and chests. Usable only by thieves. METRIS'S TOME Increases stat growth by 5%. MEMBER'S CARD Allows card carrier to enter secret shops. SILVER CARD Halves price of items in shops. ============================================================================= [11] SHOPS G1100 ============================================================================= This section is for shops and their inventories (armories included). -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- IDE SHOP -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY ------ Iron Sword 460 gold Slim Sword 480 gold Iron Lance 360 gold Slim Lance 450 gold Javelin 400 gold Iron Axe 270 gold Steel Axe 360 gold Hand Axe 300 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- SERAFEW SHOP -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY VENDOR ------ ------ Iron Sword 460 gold Heal 600 gold Slim Sword 480 gold Torch 1000 gold Steel Sword 600 gold Restore 2000 gold Iron Lance 360 gold Fire 560 gold Slim Lance 450 gold Lightning 600 gold Steel Lance 480 gold Vulnerary 300 gold Iron Axe 270 gold Steel Axe 360 gold Iron Bow 540 gold Steel Bow 720 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- PORT KIRIS -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY VENDOR ------ ------ Steel Sword 600 gold Fire 560 gold Iron Blade 980 gold Thunder 700 gold Iron Lance 360 gold Lightning 630 gold Steel Lance 480 gold Shine 900 gold Javelin 400 gold Flux 900 gold Iron Axe 270 gold Heal 600 gold Steel Axe 360 gold Mend 1000 gold Hammer 800 gold Unlock 1500 gold Hand Axe 300 gold Chest Key 300 gold Iron Bow 540 gold Vulnerary 300 gold Steel Bow 720 gold Elixir 3000 gold Short Bow 1760 gold Antitoxin 450 gold Torch 450 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- CAER PELYN -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- VENDOR ------ Thunder 700 gold Elfire 1200 gold Shine 900 gold Flux 900 gold Luna 4200 gold Heal 600 gold Mend 1000 gold Restore 2000 gold Vulnerary 300 gold Pure Water 900 gold Antitoxin 450 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- JEHANNA HALL -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- VENDOR ------ Thunder 700 gold Elfire 1200 gold Lightning 630 gold Shine 900 gold Divine 2500 gold Flux 900 gold Luna 4200 gold Mend 1000 gold Restore 2000 gold Barrier 2250 gold Vulnerary 300 gold Elixir 3000 gold Pure Water 900 gold Antitoxin 450 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- BETHROEN -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY VENDOR ------ ------ Steel Sword 600 gold Fire 560 gold Iron Blade 980 gold Thunder 700 gold Iron Lance 360 gold Lightning 630 gold Steel Lance 480 gold Shine 900 gold Javelin 400 gold Flux 900 gold Iron Axe 270 gold Heal 600 gold Steel Axe 360 gold Mend 1000 gold Hammer 800 gold Unlock 1500 gold Hand Axe 300 gold Chest Key 300 gold Iron Bow 540 gold Vulnerary 300 gold Steel Bow 720 gold Elixir 3000 gold Short Bow 1760 gold Antitoxin 450 gold Torch 500 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- TAIZEL -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- VENDOR ------ Thunder 700 gold Elfire 1200 gold Shine 900 gold Flux 900 gold Luna 4200 gold Heal 600 gold Mend 1000 gold Restore 2000 gold Vulnerary 300 gold Pure Water 900 gold Antitoxin 450 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NARUBE RIVER -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY VENDOR ------ ------ Slim Sword 480 gold Thunder 700 gold Steel Sword 600 gold Elfire 1200 gold Killing Edge 1300 gold Shine 900 gold Slim Lance 450 gold Divine 2500 gold Steel Lance 480 gold Flux 900 gold Javelin 400 gold Luna 4200 gold Killer Lance 1200 gold Heal 600 gold Steel Axe 360 gold Mend 1000 gold Hand Axe 300 gold Recover 2250 gold Killer Axe 1000 gold Elixir 3000 gold Steel Bow 720 gold Pure Water 900 gold Longbow 2000 gold Antitoxin 450 gold Killer Bow 1400 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- RAUSTEN COURT -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- ARMORY VENDOR ------ ------ Silver Sword 1500 gold Thunder 700 gold Silver Blade 1800 gold Elfire 1200 gold Killing Edge 1300 gold Shine 900 gold Lancereaver 1800 gold Divine 2500 gold Silver Lance 1200 gold Flux 900 gold Killer Lance 1200 gold Luna 4200 gold Axereaver 1950 gold Mend 1000 gold Silver Axe 1000 gold Recover 2250 gold Killer Axe 1000 gold Restore 2000 gold Swordreaver 2100 gold Vulnerary 300 gold Silver Bow 1600 gold Elixir 3000 gold Killer Bow 1400 gold Antitoxin 450 gold Short Bow 1760 gold Pure Water 900 gold Longbow 2000 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- SECRET SHOP ONE: JEHANNA HALL -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: Walkthrough explains how to find secret shops. Steel Blade 1250 gold Silver Blade 1800 gold Killing Edge 1300 gold Lancereaver 1800 gold Battle Axe 1000 gold Killer Axe 1000 gold Swordreaver 2100 gold Brave Lance 7500 gold Killer Lance 1200 gold Axereaver 1850 gold Killer Bow 1400 gold Recover 2250 gold Psychic 3750 gold Fortify 8000 gold Purge 3000 gold Barrier 2250 gold Bolting 2500 gold Fenrir 8000 gold Angelic Rove 8000 gold Energy Ring 8000 gold Body Ring 8000 gold Guiding Ring 10000 gold Ocean Seal 10000 gold Elysian Whip 10000 gold Hero's Crest 10000 gold Knight's Crest 10000 gold Lockpick 1200 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- SECRET SHOP TWO: GRADO KEEP -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: Walkthrough explains how to find secret shops. Steel Blade 1250 gold Silver Blade 1800 gold Brave Sword 7500 gold Killing Edge 1300 gold Lancereaver 1800 gold Battle Axe 1000 gold Killer Axe 1000 gold Swordreaver 2100 gold Axereaver 1850 gold Killer Bow 1400 gold Recover 2250 gold Psychic 3750 gold Purge 3000 gold Barrier 2250 gold Silence 1200 gold Bolting 2500 gold Eclipse 4000 gold Angelic Rove 8000 gold Energy Ring 8000 gold Talisman 8000 gold Guiding Ring 10000 gold Ocean Seal 10000 gold Elysian Whip 10000 gold Hero's Crest 10000 gold Knight's Crest 10000 gold Orion's Bolt 10000 gold Lockpick 1200 gold -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- SECRET SHOP THREE: RAUSTEN COURT -~-~-~-~-~-~-~-~-~-~-~-~-~-~-~-~- NOTE: Walkthrough explains how to find secret shops. Shamshir 1200 gold Battle Axe 1000 gold Brave Axe 7500 gold Spear 9000 gold Brave Bow 7500 gold Psychic 3750 gold Aura 8000 gold Barrier 2250 gold Bolting 2500 gold Fimbulvetr 6000 gold Angelic Rove 8000 gold Energy Ring 8000 gold Talisman 8000 gold Goddess Icon 8000 gold Dragonshield 8000 gold Guiding Ring 10000 gold Ocean Seal 10000 gold Elysian Whip 10000 gold Hero's Crest 10000 gold Orion's Bolt 10000 gold ============================================================================= [12] VERSION HISTORY G1200 ============================================================================= [VERSION 1.41] January 11, 2009 -Updated copyright, made a few minor tweaks [VERSION 1.4] August 4, 2007 -ANOTHER huge formatting change. -Re-worked the Table of Contents. -Spelling errors comprehensively fixed. [VERSION 1.3] February 3-4, 2007 -Formatting overhaul. [VERSION 1.2] February 1, 2007 -Made a lot of little fixes and streamlined the whole thing. [VERSION 1.1] July 15, 2006 -Updated special thanks -Numerous minor fixes and a few formatting changes. [VERSION 1.0] July 8-9, 2006 -Everything is written (and submitted). My God, when do I get to sleep? [VERSION 0.7] July 4, 2006 -No Fourth of July party, so I finished the FAQ up through Xb. [VERSION 0.4] July 3, 2006 -FAQ finished from Sections 1-8f. Wow, that's a lot of work for just a week or so. *passes out from exhaustion* [VERSION 0.0] June 27, 2006 -FAQ started. ============================================================================= [13] SPECIAL THANKS G1300 ============================================================================= -NINTENDO, for making the handheld console that let this game exist. -INTELLIGENT DESIGNS, for making the game. -CJAYC, for making the site that made me waste 40+ hours on making this FAQ. -SURF ROCK, for showing me how to format a guide and constantly reminding me that I'm an idiot, thus keeping my ego in check. Thanks, big brother. -PIRATEKINGVYSE2, for always staying on the defensive. He'll understand. Also, all those little errors he's pointed out don't quite make up for it. When will you attack, Vyse? -BYRGG and VIRUSMAN for helping me with info related to Master Seals. Thought I'd forget, did you? -FLINK101, ANDY WORSTELL, ALEX HU, MOHL394, and KENNY MACKO for e-mailing me after this was posted with minor fixes. -THE OTHERS WHO WROTE FAQS FOR THIS GAME. Those FAQs helped me immeasurably when I was just starting to play this game years ago, and I thought I'd return the favor. Maybe someone like me will be helped by this. ^_^ -THE READERS, for whom this FAQ is for. No point in writing it otherwise. ============================================================================= [14] CONTACT INFO G1400 ============================================================================= If you have any questions, comments, or errors you'd like to point out, my e-mail is Kratos_42[at]hotmail[dot]com. I will always respond, unless I've already addressed the issue or your grammar is incomprehensible. Thank you for reading. ^_^ This FAQ may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission by the author. If you wish to use this document on your website, you may do so under one condition - you must e-mail me first for permission. Should I choose to grant permission, you are not permitted to change a single character of this document without further consideration. COPYRIGHT (C) 2005-2009 DANIEL ANDERSON. ALL RIGHTS RESERVED.