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================================Table of Contents=====
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1. Introduction
2. About this walkthrough
3. My Hard Mode Team
4. Frequently Asked Questions
5. Contact Information
6. Walkthrough
- Chapter 1
- Chapter 2
- Chapter 3
- Chapter 4
- Chapter 5
- Chapter 6
- Chapter 7
- Chapter 7x
- Chapter 8
- Chapter 9
=B Route=
- Chapter 10B
- Chapter 11B
- Chapter 12
- Chapter 12x
- Chapter 13
- Chapter 14
- Chapter 14x
- Chapter 15
- Chapter 16
- Chapter 16x
=Sacae Route=
- Chapter 17
- Chapter 18
- Chapter 19
- Chapter 20
- Chapter 20x
- Chapter 21
- Chapter 21x
- Chapter 22
- Chapter 23
- Final Chapter
7. Version history
8. Future updates
9. Credits
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================================================== 1. About Me =============
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Hello and welcome to my Fire Emblem: Fuuin no Tsurugi Hard Mode walkthrough. My
name is Mark, known on this phenomenon called the internet as Mekkah. I live in
The Netherlands, and at the moment of writing this I am 17 years old. I am a
big fan of the Fire Emblem series, currently I have beaten four versions and
working on the fifth. This is the first FAQ about Fire Emblem I have ever
completed. Besides Fire Emblem, my big interest is Pokemon. I am a staff member
at the competitive battling site Smogon.com, you may also know me as _unknown_1
from IAPN boards. I am registered at FESS (Fire Emblem: Sanctuary of Strategy)
as Mekkah as well.
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===== 2. About This Walkthrough ======
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I decided to write this walkthrough because while the other ones I found on the
internet were decent at least, they seemed to miss a few things here and there.
Most notably, they all seemed to be all about Normal Mode. While Fire Emblem:
Fuuin no Tsurugi has a very interesting gameplay, those who are looking for a
challenge should get their asses to Hard Mode. I found the sheer difficulty at
some points very enjoyable, especially at the moments I managed to find a way
past them. Most if not all of these ways have been added to this walkthrough.
This walkthrough is made for those who are taking on Hard Mode for their very
first time. Unlike many other walkthroughs, I have actually outlined a team
with supports, probably the best possible ones out there. Because you will
probably needed. You are, of course, in no way obliged to to anything I say,
but I consider it to be the best way of taking it on. It's obviously not the
only way to do it, and if you got some experience with Hard Mode I invite
everyone to try out other things.
This walkthrough assumes you do not care about your ranking at all. If you do,
you will find my methods too slow for your Tactics rating and too expensive for
your Funds. However, I prefer (and advice anyone to) try and recruit everyone
and keep everyone alive, and not waste weapons when it isn't needed.
Generally, I divide most chapters into two main parts:
- Active phase
The hardest part of a chapter. Enemies charge at you, and there's other
rushing factors like enemy thieves going for your chests, villages in danger of
being destroyed, NPCs or allies being under attack, etc. During this phase you
try to clean up whatever is urgent.
- Passive phase
This is the easier part, namely when all moving enemies have been eliminated
and everything that requires rushing is done. Unless there's a turn limit for
the chapter, this is the part where you build up supports, visit shops, use the
arena, level up healers by healing everyone who has even little bits of damage,
let your thief take all chests, take care of the boss and anything I forgot.
When you're done with this, seize the throne with Roy.
I wrote this walkthrough during my own first Hard Mode playthrough, though like
nearly everyone else I had to beat Normal Mode first. Note how if there's one
big fault you can make in Fire Emblem, it's using past experience to give
advice wherever the RNG of Fire Emblem is even slightly involved. Personal
experience is worthless as advice, especially in cases as "that boss was no
problem for me at all, (my) Rutger could KO him with two criticals" or "Ellen
rarely gets hit for me". You will find hardly any personal experience in this
walkthrough, and if there's any, it will be clear it is just that. Of course,
I am assuming the units you are using are not getting horribly RNG screwed. On
average, the units I recommend using are able to pull off what I ask of them,
especially considering most of them are being helped by supports.
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======= 3. My Hard Mode Team =========
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Here is the team I used to beat Hard Mode, and that you will be reading the
most about in this walkthrough.
Roy (B Lance, B Alan)
- Obviously I raised Roy, since he has to be close to the frontlines all the
time. Supports both cavaliers so they kick even more butt.
Alan (A Lance, B Roy)
Lance (A Alan, B Roy)
- The cavalier duo. Alan will usually have more Str while Lance tends to end up
with more Skl and Spd, but both have reasonable ammounts in all these stats.
Together they are easily the most valuable units throughout the entire game.
Clarine (A Rutger, B Dieck)
- Mounted healer, the most unreplacable unit here (besides obviously Roy). Soon
enough she dodges about everything, and provides Rutger and Dieck with a full
critical bonus, while healing allies, and after promotion, kicks butt with
anima magic.
Rutger (A Clarine, B Dieck)
- Provides big hurtings with a high critical rate thanks to his promoted
Swordmaster class, a Wo Dao/Killing Edge and his supports with Dieck and
Clarine. One of the only people that can attack twice early on.
Dieck (B Rutger, B Clarine)
- Rounds out the second best support triangle in the game. A balanced unit that
can dodge or take hits, and of course hit back pretty hard. One of the main axe
users later on.
Miledy (A Zeis, B Miledy)
Zeis (A Miledy)
- The Wyvern squad. Miledy is obligatory, Zeis requires quite some training but
will usually turn out just like Miledy, with high HP, Str, Def and Spd. Very
valuable frontlines.
Lugh (B Miledy)
- Early on he's one of your only hopes against Knights, and later he becomes a
real wyvern slayer with Aircalibur, while dodging fairly well. His support with
Miledy isn't the most useful one, but better than nothing.
Shin (A Sue, B Dayan)
Sue (A Shin, B Dayan)
Dayan (B Sue, B Shin)
- The Nomad triangle. Shin is a bog standard and will be hurting the most of
the three thanks to greater Str and HM bonuses. Sue and Dayan are less
valuable, but very handy nonetheless. Dayan isn't as obligatory as the other
two, but he can help you out a lot with a Steel or Silver Bow in Chapter 21
with all the wyverns, and his supports help. You can turn their support around
a bit by giving Sue and Dayan an A with each other while Shin gets two B's.
Dayan's affinity gives better bonuses so you may want to exploit these. Shin
will be doing just fine without an A.
Percival
- The only really good prepromote. He requires absolutely no training, and
while he cannot support as well as Alan and Lance, he will be a good help
nonetheless thanks to his great bases and HM bonuses.
Fa
- While she can only attack 30 times, she can dish out a lot of damage at once,
and she's forced to be there in the last two chapters, so may as well raise
her a bit.
Chad/Ashtol/Cath
- More often than not, you will need a thief in your team. Chad is the best one
when he's trained - his bases are bad, but his growths are very good. Ashtol
is your secondary thief if you trained Chad, and your primary one if you
didn't. If you need two thieves and you didn't train Chad, use Cath when you
can. None of them should be in your main fighting squad though. Chad can
support with Lugh if you want him to.
You don't need to take this as gospel, and there's quite a few possible
variations.
1) It's possible you didn't bother to train Zeis. In that case, Miledy having
an A with Lugh is of course a good idea, since it's better than just a B.
2) Percival and Fa are great fillers, but obviously optional. Both of them
stand on their own just fine. Fa is forced into the last two chapters though.
3) Klein is not a bad choice to put in your team. He usually won't
double-attack the wyverns in Chapter 21, but he can merge himself into the
support triangle with Clarine and Dieck.
4) Ray can be used as well since he can weild Apocalypse in the final chapters,
but he is a little hard to train. If you use him, he should get an A support
with Lugh.
5) Saul, the best Bishop in the game, can be a pretty good secondary healer. He
doesn't have any worthwhile supports though.
6) Bors and Barth make nice tanks when trained. Barth has accuracy and speed
issues, but Bors is hard to raise early on because of the many axe users.
General is one of the best classes in the game.
7) Fir can support Rutger, comes with good bases at L1 thanks to HM bonuses and
just like Rutger, can critical like mad later on.
8) Oujay can be about as good as Dieck, though his bases aren't as great and
he loses 1 AS from an Iron Axe after promotion. A usable unit as any.
Again, it is no way required to use this team to beat Hard Mode, but it will
give you the easiest time around. If you're in for even more of a challenge,
feel free to try some above options, or even other units.
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=== 4. Frequently Asked Questions ====
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At the moment of writing this I haven't gotten any questions yet, but they
will flow into my e-mail if I don't put them here. Don't e-mail me ANYTHING
until reading this FAQ, and don't ask me anything about the gameplay unless
it's not mentioned in the walkthrough. If you do I'll ignore it.
Q: Are Roy and Marth in this game?
A: Roy is the lord of this game. Marth is in Fire Emblem 1 and 3.
Q: Is this game purchasable in USA or Europe?
A: No, this game is only out in Japan, and will never come out anywhere else.
It has been translated by fans. To play it in English, you must use an
emulator, a ROM and a patch. A patch can be found here:
https://www.velthomer.net/forums/index.php?showtopic=1034 .
Q: Which Fire Emblem is this?
A: This game is also called FE6, aka Sword of Seals or the Sealed Sword. It is
the first Fire Emblem game for Gameboy Advance. Fire Emblem 1 (The Dragon of
Darkness and the Sword of Light), 2 (Gaiden) and 3 (Mystery of Fire Emblem)
were on the NES while 4 (Genealogy of the Holy War) and 5 (Thracia 776) are for
SNES. Fire Emblem 9 (Path of Riddance) is on the Gamecube while the newest one,
Fire Emblem 10 (Goddess of Dawn) is out for the Wii.
Q: How is this game related to the normal Fire Emblem/FE7/The Blazing Sword?
A: The Blazing Sword is a prequel to this game. The Blazing Sword was made
later, but it has a lot of ties and hints about what happened in the Sword of
Seals.
Q: How is x character related to y character?
A: A fully confirmed list for you:
- Karel, Bartre, Fa, Sophia, Merlinus, Marcus, Eliwood, Zephiel, Guinevere,
Murdock and Hector are the same person in both games.
- Eric, the boss of the Laus field chapter, is the same personin both games.
- Hector is Lilina's father.
- Eliwood is Roy's father.
- Canas is Hugh's father.
- Niime is Canas' mother, and therefore Hugh's grandmother.
- Geese is the younger brother of Geitz.
- Rebecca is Wolt's mother.
- Nino is the mother of the twins Lugh and Chad.
- Bartre and Karla are Fir's parents.
- Karel is Karla's older brother.
- Pent and Louise's children are Klein and Clarine.
- Hawkeye is Igrene's father.
- Rath is Sue's father.
- Dayan is Rath's father, and therefore Sue's grandfather.
There is a few hints and paired endings here and there. The best known one is
that Canas is Nino's uncle (as hinted in their support conversation in FE7),
which would make Niime, Canas, Hugh, Nino, Chad and Lugh related to each other.
Rebecca's father is generally considered Lowen or Wil.
I am not the one to discuss these things with, but I just had to put it in
here.
Q: I'm stuck in Chapter 7/Chapter 21/Chapter x!
A: The best way to tackle a chapter is to read my whole story about it, and
then taking it on again and again until you've beaten it. If you still won't
succeed, take a break and try again later. Changing strategies may also work.
Q: Can I use/link your guide on my site?
A: If I give permission first and get credit where it's due, yes. E-mail me
and I'll look into it.
Q: There's something missing in your guide! What do I do?
A: Check the Future Updates section first. If it's not in there and you feel
it has some kind of significance for this guide, please e-mail me. However,
please read what I say about personal experience in the introduction to this
walkthrough.
Q: Should I use this or that unit?
A: The best units have been outlined before. Generally all of these are good
choices, while the rest is not.
Q: What are the requirements for all gaidens?
A: They've been put in both the Gaiden chapters in the walkthrough as well as
the chapters before them. However, here are all of them.
Chapter 8x (Durandal)
- Lilina must survive Chapter 8.
Chapter 12x (Armads)
- Chapter 12 must be completed within 20 turns. If you took the B route (with
Bartre, Elphin and L12 Gonzales instead of Echidna, Lalum and L5 Gonzales),
Elphin must also be alive.
Chapter 14x (Forblaze)
- Chapter 14 must be completed within 30 turns. Sophia must survive Chapter
14.
Chapter 16x (Aureola)
- Douglas must survive Chapter 16.
Chapter 20Ax (Malte)
- Chapter 20A must be completed within 25 turns. Yuno and Zealot must be
recruited and alive.
Chapter 20Bx (Miulgre)
- Chapter 20B must be completed within 25 turns. Dayan, Sue and Shin must be
recruited and alive.
Chapter 21x (Apocalypse)
- Chapter 21 must be completed within 30 turns. Zeis and Miledy must be
recruited and alive.
Q: What are the requirements for getting the chapters after you kill Zephiel
(Chapter 23, 24 and Final Chapter)?
A: You must have Durandal, Armads, Forblaze, Aureola, Malte, Miulgre,
Apocalypse and the Sword of Seals, and they must not be broken (more than zero
uses).
Q: This site says something different than you do!
A: Two common misconceptions that have been proven wrong:
- You do not need to speak to Gale in Chapter 21 at all. You don't have to
kill him or leave him alive either.
- You do not need Fa to be alive anywhere. Her Dragonstone running out doesn't
affect anything either.
- Like with Fa, you don't need to let Yodel live, and the Saint Staff is
completely unimportant to get 21x or post-Zephiel chapters.
Both of these have been tested, as well as all above requirements.
Q: How do I go to the A/B chapters?
Q: How do I go to Sacae/Ilia?
Q: How do I get Yuno/Bartre/Echidna/Lalum/Elphin/Dayan?
A: There are two "split points" during this game. One is after Chapter 9.
Chapter 10B and 11B can be obtained by visiting the village in the top right of
the map. This will give you a Restore staff. You will take the route where
Gonzales is level 12, and where you obtain Elphin and Bartre. Geese will appear
in Chapter 11, Gonzales in Chapter 10. Klein and Tate will come in Chapter 10.
By visiting the top right village, the village next to it will be closed.
To get Chapter 10B and 11B, simply do not visit the top right village. You can
visit the village right next to it instead, which gives a Killer Bow, but it's
not required to get the B route. The B route gives you a level 5 Gonzales who
appears in Chapter 10, and Geese will appear in Chapter 10 as well. Klein and
Tate will come in Chapter 11. You will obtain Lalum and Echidna.
The other split point is after Chapter 16, where you will either go to Sacae or
to Ilia. If Sue and Shin have gained more experience than Tate and Thany, you
will go to Sacae, otherwise you will go to Ilia. If you go the Sacae route, you
can recruit Dayan in Chapter 20, and you will need him, Sue and Shin to be
alive to be able to enter Chapter 20x. You will obtain the Miulgre after
Chapter 20x, and Yodel will carry Malte when he joins you in Chapter 21.
If you go to Ilia, you will be able to recruit Yuuno in Chapter 20, and she and
Zealot must be alive to enter Chapter 20x. You will get Malte after completing
Chapter 20x, and Yodel will carry the Miulgre in Chapter 21.
By following my advice in this guide closely, you will end up going to 10B and
11B, and head to Sacae after Chapter 16. As of now the A route and the Ilia
route haven't even been added to this walkthrough, simply because I didn't
play them yet. If you need advice on these, consult another walkthrough.
Q: How do I get "the special ending"?
A: There's three ways the game can end.
The first possibility is that you did not meet the requirements to progress
beyond Chapter 22. This is considered the "worst ending".
The second one is that you beat Chapter 23, 24 and Final, but do not finish off
Idoun with Roy. This is the "middle way".
The third and final one is that Roy deals the final blow to Idoun, this is
considered "the best ending".
In order to gain access to all Trial Maps, you need to beat the game in Hard
Mode and with the best ending. This guide can help you with that. :)
Q: What's the main difference between Normal Mode and Hard Mode in this game?
A: There will be many more enemies (starting and reinforcements), and they will
be much more powerful thanks to HM bonuses.
Q: What are "HM bonuses"?
A: Hard mode bonuses are the extra stat points enemy units gain in Hard Mode.
How many points they gain is determined by their class and the ammount they
get. It is a little complicated to explain, someone else did a much better job
than I did here:
https://www.velthomer.net/forums/index.php?s=&showtopic=10&view=findpost&p=2145
82
Thankfully, some of your units become stronger in Hard Mode too. These units
are Rutger, Cath, Fir, Shin, Gonzales, Klein, Tate, Miledy, Percival, Garret
and Zeis. Note how Ray does NOT get HM bonuses. Hugh does, but they will
disappear when you recruit him.
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====== 4. Contact Information ========
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My hotmail account is gam underscore poseidon at hotmail dot com. It's written
like this to avoid my e-mail from getting spambotted. You may e-mail me if, and
only if:
- You think my walkthrough needs something, and it's not in the Future Updates
section yet
or
- I made a mistake in my walkthrough and you want to correct it
or
- You have an answer to any questions I have put in the Future Updates section;
or
Some things I do not want to see in my inbox:
- spam
- 1337sp34k
- really, really bad English
- any language besides English and Dutch
- "helpful" suggestions like USE LOT HE OWNED FOR ME HE LIKE CAPPED SPEED STR
HP AND RES
I think this is general common sense, but there's a lot of people on the
internet who lack it.
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========== 5. Walkthrough ============
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---Chapter 1---
New units:
Roy L1 Lord (automatic)
- Rapier
- Vulnerary
Alan L1 Cavalier (automatic)
- Iron Sword
- Iron Lance
Lance L1 Cavalier (automatic)
- Iron Sword
- Javelin
- Vulnerary
Bors L1 Knight (automatic)
- Iron Lance
- Vulnerary
Wolt L1 Archer (automatic)
- Iron Bow
- Vulnerary
Marcus L1 Paladin (automatic)
- Silver Lance
- Iron Sword
Boss:
Damas L5 Fighter
- Steel Axe
This chapter is going to kick your butt right off the bat if you don't know
how to handle it. Alan and Lance aren't going to take more than 2 or 3 blows,
Roy, Wolt and Bors are even worse off. Bors cannot even tank as well as he
could in Normal Mode because of the weapon triangle and the high damage axes.
The solution is to use Marcus and his Iron Sword to weaken enemies, and for the
rest to finish them off. Don't give Marcus any kills, because Roy, Alan and
Lance need the EXP. Wolt and Bors should try to stay out of attacking range.
Clear the rushing enemies, visit the village, and then work on your supports.
Alan and Lance have priority: keep them next to each other for about 30 turns
and get that C support. Roy can (should) support one of the cavaliers as well,
or Marcus. Make sure Wolt doesn't stand next to anyone except Bors, because
the ammount of points you get for a chapter are limited.
After building supports, proceed to lure enemies with Marcus, and killing them
with the rest. If you wish to train Bors, he should try to go for the archer,
because everything else has a weapon triangle advantage against him. Kill the
boss with Roy, Alan or Lance and seize with Roy.
---Chapter 2---
New units:
Merlinus L1 Transporter (automatic)
- nothing
Ellen L2 Cleric (automatic)
- Heal
- Vulnerary
Dieck L5 Mercenary (automatic on turn 2)
- Iron Sword
- Iron Blade
Lot L3 Fighter (automatic on turn 2)
- Iron Axe
- Steel Axe
- Hand Axe
Ward L2 Fighter (automatic on turn 2)
- Iron Axe
- Hammer
- Vulnerary
Thany L1 Pegasus Knight (automatic on turn 2)
- Slim Lance
- Javelin
- Vulnerary
Boss:
Rude L5 Knight
- Javelin
Again, you will want to have Marcus lure and soften enemies while Roy, Alan,
Lance and maybe Bors kill. Merlinus or Wolt can go and visit the village for
the Armorslayer. Ellen should heal some wounds when needed, but unless you plan
on using her for your final team it's recommended that you spare the Heal
wand, as you will need it later. On turn 2, Dieck and his mercenary squad join
you. Dieck can actually one-round Fighters with a bit of luck and his Iron
Blade so he is a welcome addition. Have Ward trade his axes to Lot, then let
Thany rescue Ward and fly out of the dangerzone. Lot is being favored over Ward
because of his slight defensive advantage, plus a higher Skl base. He will be
helping you out killing some lance users when you still need help.
Either way, after getting rid of the intitial rushing squad, build up the
supports between the cavaliers (and Roy if you wish) again. You can support Lot
and Ward, or even Dieck and Lot, but it will slow down the more crucial support
triangle between Roy and the cavaliers. Thany should transport the Armorslayer
to Dieck.
Now that the rush of the chapter is over, slowly work your way towards the
gate. Dieck doesn't need many kills since his bases are high enough and he
gains less EXP than the others because he's L5 already. You can keep everyone
except Roy, Lance, Dieck and Alan away from the fray, use them to protect Ellen
when she needs to heal. When you're nearing Rude, position your supports
accordingly, and massacre him with the Armorslayer. Roy's Rapier can put a
scratch, and so can a well-supported Alan. You can use Marcus with an Iron Axe
as well, or the Hammer on Marcus, Lot or Ward. None of your options are really
accurate because of that nasty 20 avoid the throne gives, but over time Rude
should go down and you can conquer.
---Chapter 3---
New units:
Chad L1 Thief (automatic)
- Iron Sword
- Lockpick
Lugh L1 Mage
- Fire
- Vulnerary
Visit northern village.
Boss:
Slater L7 Knight
- Javelin
This map gives you a nice break, as you can take it slowly without taking much
risk at all. Kill the soldiers and form a wall with some of your sturdy units
(Dieck, Lance, Alan, Bors, Marcus). One or two units should go north and
recruit Lugh in the village, and another unit (Lot, for example) can go to the
southern village to pick up the Mend staff, which Ellen can use if needed. Most
soldiers will speed towards you, but you shouldn't really have trouble with
these. After a while some more threatening cavaliers will appear near the
throne. While they come to you and run into your living shield, get Lugh and
his friends to your main party. Using Marcus can speed up this process. Roy can
put a great hurting into the cavaliers with his Rapier, but you should conserve
it a little because it doesn't have that many uses. Try to have Lugh finish
off some enemies, and do not ever let Chad get attacked. Like always, when the
rushing enemies are gone, take your time to gain support bonuses, then lure
enemies one by one, now focusing on getting Lugh some EXP. Lugh can support
Chad, but again it is probably more beneficial to complete the cavalier/Roy
triangle first, plus Chad will be replaced by another thief later with higher
bases. Chad and Ellen should follow along the main group, and Chad should raid
all chests in the south, while Lugh can pierce the armors. After that he should
help taking out the boss. Besides Lugh, use the same methods as with Rude:
Armorslayer, Hammer, Marcus with Iron Axe, Rapier and perhaps Alan.
---Chapter 4---
New units:
Clarine L1 Troubadour comes out of the castle as a NPC on turn 4, will walk
towards Roy and talk to him, then join your army. You cannot talk to her, and
enemies will not attack her until she joined your party)
- Heal
- Vulnerary
Comes out of the castle as a NPC on turn 4, will walk towards Roy and talk to
him, then join your army. You cannot talk to her, and enemies will not attack
her until she joined your party.
Rutger L3 Myrmidon
- Killing Edge
Comes out of the castle as an enemy on turn 7 together with a small group of
reinforcements. He and his group will rush towards your party and attack
anything in their range like most enemies. Recruit with Clarine.
Boss:
Eric L10 Cavalier
- Steel Sword
- Javelin
A total mess. You will be flooded by a ton of cavaliers and a few nomads. The
cavalier stats are quite balanced and they cannot be killed easily. Their high
movement can mean death for fragile units like Ellen, Ward, Thany, Merlinus and
Wolt. What's even worse is that they will double an untrained Bors. Your best
way of defense is to block the bridges with Marcus and a properly supported
Alan and Lance. Dieck can take a spot as well, but he's liable to miss those
holding an Iron Lance with his blade. If you raised Bors he can block a bridge
as well.
The idea is to hold off their assaults with your bulky units, weakening them
further with Lugh's Fire and then killing with Roy's Rapier, Bors/Alan/Lance
with Iron Lance and Dieck with an Iron Sword or Iron Blade. Lot and Ward can
score an OHKO with the Halberd from a chest from previous chapter, Lot is
recommended because he has more Skill, however both of their hit rates are
shaky. If the RNG hates you this chapter is one of the biggest horrors in the
game.
And when the majority of cavaliers is gone, you're only halfway there. Quickly
get your fragile non-fighting units to a safe spot in the north, let one of
them visit the village, and chuck them on the right of the village. This
includes Ellen, who should trade her Heal staff to one of your fighting units.
Clarine will come out of the castle and talk to Roy, give her Ellen's
(probably low-on-uses) Heal staff and let her heal any and all wounds. Visit
the southern village if you can spare a unit, otherwise protect it from the
oncoming pirates. When Rutger comes out of the castle, position Clarine behind
Alan and Lance, in a way that Rutger will walk into her movement range. Kill
the surrounding units and talk to Rutger with Clarine. By now a bunch of
cavaliers will spawn at your starting point, take care of them with Lot, the
cavalier duo, Roy, Dieck and Rutger. Heal every single digit of HP with Clarine
again, visit both villages if you haven't already, kill the remaining enemies
and buy fresh weapons, Fire tomes and Heal wands. Get a few Iron Bows as well,
even if you're not training Wolt. You'll want to stock up a LOT, as you
won't be getting armories and shops for quite a long time. For supports, start
forming a triangle between Dieck, Rutger and Clarine. Rutger/Clarine is a
pretty fast support while the other two are pretty slow, you won't have more
than a C for a long while.
Eric isn't easy at all to kill. A great way to take care of him is to let him
shift between his Javelin and Steel Sword. He will always attack a unit ranged
when that unit cannot counterattack, so place some melee unit in his Javelin
range to have him select Javelin, while putting just anyone in front of him to
have him equip Steel Sword. When he holds his Steel Sword, Lugh can have free
shots at him, and any of your horseback units can throw a Javelin as well. Just
play it safe and he'll go down soon enough.
---Chapter 5---
New units:
none
Boss:
Dory L11 Brigand
- Killer Axe
- Hand Axe
Take this map slowly and you will have little trouble. Your cavaliers should at
least have a B support by now, and with great forces in Dieck and Rutger as
well as a better healer (Clarine) you should be able to dish out enough damage.
Make sure you're in time to save the village for the Gant Lance, otherwise
just kill off everything with the normal method. Thany should rescue someone
who is of little use and fly out of range, and everyone else should keep up
with the group and stay out of danger. This is because reinforcements will
appear later and you will want to keep everyone together so fragile units like
Ellen don't get surprised when they're alone. Rutger and his HM bonuses make
him able to weaken if not kill about anything, he's great to set up a kill for
Lugh, Roy, Chad or anyone you want to train, really. Make sure to heal with
Clarine at every opportunity, but keep her out of range unless she's in a
forest with her support partner Rutger or something, because she can actually
get OHKOed by one axe swoop.
When you're working your way towards the boss you will encounter a pesky mage.
The best way of dealing with him is going for an all-out assault, preferably
just weaken with Rutger and kill with someone else. You will find a lot of
brigand reinforcements coming in from the forts near the castle and near your
starting point, which can be pretty annoying to deal with if they stand on the
forts or mountains throwing Hand Axes. Kill them for EXP, or just rush to the
boss. One critical at the wrong moment from Dory's Killer Axe will cost you,
and you cannot use Lugh either unless you do some sort of rescuing chain,
because he gets OHKOed. The support triangle between the cavaliers and Roy
gives a bunch of evasion though, so you should be able to handle him with
either of them, most likely Alan. Marcus can help as well if you're really
having trouble. Killing the boss will stop the reinforcements from coming, so
after doing that you can continue to build supports.
---Chapter 6---
New units:
Sue L1 Nomad
Has been captured and locked up in a treasure room in the upper left corner.
The first one from the top with a horizontal entrance (not the vertical one
next to the throne room)
Boss:
Wagner L9 Shaman
- Flux
You finally get to do Battle Preparations. Both cavaliers, Rutger, Dieck,
Clarine, Lugh and Chad should always be brought, no questions asked. Bors, Lot
and Marcus can make good fillers, especially Marcus. Trade weapons and items
between your units and Merlinus if you haven't already. Make sure everyone has
at least one fresh "iron" weapon (Fire in Lugh's case, Heal in Clarine's).
Make sure there's an extra Heal on the field so Saul can use that, and get
someone to hold an Iron Bow or two. One of them can be traded to Dorothy if you
want to use her, the other will go to Sue.
There is absolutely no real reason to hurry here, so just block corridors and
pick your fights. Soldiers can be killed by about anyone, priority training
should go to Lugh. The armors can be annoying to deal with since you don't
want Lugh to be in the frontlines and take hits, which is why you weaken them
with Lot or Marcus. Roy's Rapier and the Armorslayer do a nice number on them,
though they have weapon triangle disadvantage. When in doubt just form a wall
with Alan and Lance and heal/attack until they're down, perhaps with Lugh's
help. Cath, a female thief, will appear in the corner in the south. Trap her
there with a workless unit (Dorothy will do). She won't attack or anything,
just steal her goods with Chad, talk to her with Roy then ignore her. She
won't join, but she will leave afterwards. When you've got rid of these
charging enemies, head to the upper-left corner. The upper chamber (the one
next to the room with the throne) with a vertical entrance contains enemies
which you can kill for EXP, but first you should head to the room next to that
one. Sue, a NPC Nomad, sits there. Recruit her with Roy, and trade her an Iron
Bow if you want to use her.
Now start raiding chests in every room with Chad. Try to give Sue EXP if you
want to use her, which is recommended. She will do very little damage to
Knights, but Soldiers take plenty of damage. One of the chests in a room on the
right contains a Short Bow which she can use to raise her bow level quickly,
and you can trade her Dorothy's Steel Bow as well for a little more firepower.
Both southern rooms are supposed to be traps: when you open them nothing
happens for 2 turns, then at the beginning of the enemy phase of a third turn a
few enemies walk in and start assaulting you. As always, just block the only
entrance to the room, weaken whatever comes your way and kill with someone who
needs EXP.
When you're done, finish up your supports if you haven't already. Alan and
Lance should have an A support by now, Rutger and Clarine can have a C, and
optionally Roy should have some kind of support level with Marcus, Lance and/or
Alan. Roy can support Sue in theory, but it's a very, very slow support and
not the most practical one either. Now, for the boss, he can be quite annoying
because of his relatively high evade and attacking power. Roy, Rutger and
Marcus will probably have a slight resistance lead on your other units, so they
will probably be the most useful (Lugh has okay res as well, but he can barely
scratch Dark magic users). Try to finish off the boss with Sue if you're using
her.
---Chapter 7---
New units:
Zealot L1 Paladin
- Steel Sword
- Steel Lance
- Javelin
Enters the field near the northern houses in the huge group of villages on turn
2 as a NPC, together with Treck. Recruit with Treck, Roy or Noah.
Treck L4 Cavalier
- Iron Lance
- Javelin
- Vulnerary
Enters the field near the northern houses in the huge group of villages on turn
2 as a NPC, together with Zealot. Recruit with Zealot or Roy. Noah cannot
recruit Treck.
Noah L7 Cavalier
- Steel Sword
- Iron Lance
- Vulnerary
Noah joins the action on turn 3 as a NPC, right south of the arena. Recruit
with Roy or Zealot. Treck cannot recruit Noah.
Boss:
Devias L13 Knight
- Spear
Hardest chapter in the game, with the possible exception of Chapter 21. What
you need is luck, good supports, good strategy and more luck. This chapter is
chaotic as hell, and requires you to rush when you cannot afford to. If you
haven't tried it on Hard Mode yet, you might wonder why. The problem is
simple: Noah and Treck get raped by nearly every enemy in this chapter, and
will commit suicide nearly all the time. Zealot is doing random kamikaze
actions as well, but usually he will be fine because he's promoted. The other
two are simply not going to take more than two hits. Because Chad is never
going to survive this chapter, bring the Door Key from the village in Chapter
4.
The other problem is Bern's wyvern riders. There's three of them, and one or
two of them will come to you pretty quickly, depending on where you step.
They've got massive stats for this point of the game, especially in Str and
Def. They're even more difficult than the armors because of their huge range
and their higher Speed. They're going to fly around your walls, killing
fragile units all the time. There's several ways to damage them, but it will
never be easy. As their description hints, their weaknesses are bows and magic,
and their use of lances mean axes might put a hurting. However, relatively
speaking, only a well-trained Lugh in combination with Marcus or Zealot with a
good axe will really hamper them. Sue, Wolt and Dorothy probably won't have
the Strength to take them on and are going to get targetted by enemies all the
time, Wade is going to miss when you want him to hit and Lot isn't much better
off.
Basically, this chapter will take a ton of restarts and will frustrate you to
no end. To make it easier, bring only units that will be of some use. Don't
bother bringing a fragile unit like Saul or Dorothy, they're going to die, or
do next to nothing, wasting space and/or experience. Lance, Marcus, Alan, Lugh,
Clarine, Dieck, Rutger and perhaps Bors if you raised him are probably your
best bets. You will need at least one healer and Clarine is the best, just keep
her in a forest and near Rutger and Dieck if supported.
A possible option is to say "screw it" when Treck dies. Zealot can die in
theory, but you won't be able to get a certain gaiden chapter if you go the
Ilia route. This will be explained later. Zealot probably isn't going to die
though, you should be more worried about Noah. Noah is needed to recuit Fir,
who in turn recruits Karel and possibly Bartre (if you go his route...again,
route explanations come later). Keep him alive.
So your first priority is to save and recruit those you want to keep alive.
Zealot and Treck appear earlier, so give Roy a lift to where they appear with
Alan, Lance and/or Marcus with a rescue chain. Drop him at the end of your
turn, because you'll want everyone to be fighting fit in the enemy phase. Your
other powerhouses like Dieck and Rutger should help out in fighting, preferably
more on the left. You could let the entire group stick together, but on turn 3
Noah will come out of the arena and if you leave too many enemies alive he will
get ganged on. If Noah starts moving on his own and you cannot recruit him,
rescue him with Marcus or another mounted unit and keep him away from the fray.
It's a nearly impossible task because enemies, especially cavaliers and
wyverns, are everywhere, so just keep trying. Roy's Rapier should cut through
cavaliers, Lot MIGHT be of some use with the Halberd but if there's one thing
you can count on, it's that he misses.
Overall, the first part of this chapter is the hardest. Once you've taken care
of the initial enemies, in particular these two rushing wyverns and that nasty,
nasty Thunder Mage, you're nearly there. It's definitely not over though.
Devias will mumble something about reinforcements from the south, so heal
everyone, send the non-fighting units like the newly acquired cavalier duo
north to get the loot from the villages, and prepare for a cavalier assault.
Line up Alan, Marcus, Zealot and Lance in front, with Clarine nearby to heal,
perhaps Lot and Bors, Roy to support and Dieck/Rutger to finish enemies. Four
cavaliers will pop up near your starting point, make sure the only people in
their range are ones that can take hits. Priority for quick killing goes to the
L15 Silver Lance one, the others are slower and much less powerful and
accurate. After killing the first wave, heal and prepare for the next one.
Repeat until they don't come anymore. Be careful, because they appear every 3
or 4 turns, and after the first wave they always start moving immediatly as
they appear.
When you're absolutely sure there's no more reinforcements, heal, visit the
remaining villages, buy a Chest Key and any other goodies you need (get some
Iron Bows, at least) and build supports. Lure the final wyvern with someone
sturdy and kill him with Lugh or something. When you approach the throne room,
a huge group of reinforcements will pop up next to the boss. As always, let
them come to you, weaken with counterattacks from Javelins or melee hits, then
kill with whoever could use EXP. Let the person with the Door Key and Chest Key
nag the chests, and take out the boss. As per usual with knights on a throne
with a ranged attack, you will mostly rely on the Armorslayer, and when he's
weakened gang up on him with Roy's Rapier and Lugh's Fire. If Roy's Rapier
is running out, you can trade him the fresh one from the chest.
If you made it so far, congratulations. Starting from here, the game will be a
lot easier. Alan and Lance should have an A support by now and Roy could use a
B with both, or with Marcus, while Rutger and Clarine should be at C or B.
---Chapter 8---
New units:
Lilina L1 Mage
Lilina, like Sue, comes unarmed and trapped. You can control her from the
start, but she and Roy can talk. This is recommended because Roy will pull a
Thunder tome out of nowhere and give it to her.
Ashtol L10 Thief
- Iron Sword
- Lockpick
- Vulnerary
Joins you from the beginning.
Wendy L1 Knight
- Iron Lance
- Javelin
- Vulnerary
Appears in the corner behind the broken wall on turn 9. Automatically joins
you.
Barth L9 Knight
- Steel Lance
Appears in the corner behind the broken wall on turn 9. Automatically joins
you.
Oujay L3 Mercenary
- Steel Sword
- Armorslayer
- Vulnerary
Appears in the corner behind the broken wall on turn 9. Automatically joins
you.
Boss:
Leygance L1 General
- Steel Lance
- Javelin
Gaiden: To get Chapter 8x, Lilina must survive this chapter. All you really
have to do for this is move her out of the archer's range, which is quite
simple as there's always one spot in her four-space prison he cannot reach.
Usually the archer will walk away from her on turn 2, either following the
other enemy units, or towards the wall attacking one of your units on the other
side. Put a ranged attacker there to get rid of him.
A nice break from Chapter 7, but don't get cocky. Ashtol will join you from
the start and will be your main thief if you didn't train Chad. It's
recommended to bring Chad along in this chapter as well, as Cath will appear
and two thieves makes it easier to steal her goods, plus there's a lot of
chests to raid. Both Zealot and Marcus can be of much help, preferably both of
them should have an Iron Lance, an Iron Axe and a Javelin if you can spare
them. Bringing Saul for more healing isn't a bad idea. Other than that, bring
the usual people.
You don't have to rush this chapter, just don't stick around in the same
place for too long. The soldiers are, as always, easy EXP for about anyone. You
should keep an eye on these two Knights though, one of them carries a
Horseslayer, a Vulnerary and a Door Key. You can try to steal some from him,
but you won't need the items, it's good for EXP. Use Lugh to soften him up,
then kill with Dieck, Rutger or Roy with an Armorslayer. You can risk an axe
assault with Marcus or Zealot, but generally horseback units should stay away
from this guy. Otherwise you won't run into anything unexpected. When Barth,
Wendy and Oujay appear, clear the enemies on the other side of the wall for
them, then get them the hell out of that place, because some reinforcements
will appear later on and they (especially Wendy) simply cannot hold their own
against them.
The archer and mages near the treasure room might be troublesome, use Javelins
and Sue or hit them head on. Ashtol and Chad should enter the treasure room and
pilfer everything and open both doors. Cath appears on one of the stairways in
the south at turn 10, like last time talking to her with Roy makes her leave.
And again, stealing her Lockpick and Vulnerary isn't a bad idea. Make sure Roy
and Lilina talk to each other, then give her Thunder tome to Lugh if you can.
Now, either go for the throne quickly, or prepare for a lot of reinforcements.
At the spot where Wendy, Bors and Oujay joined, a mercenary, an archer and a
soldier will appear. Do not try to fight these with Bors or Barth, because the
mercenaries of the next waves will have Armorslayers. On the left staircase in
the south, an archer will appear, while a mercenary will spawn on the other.
Trap these two, the mercenary with a Knight or Cavalier, the archer with anyone
not named Sue. The reinforcments in the south will keep coming as long as the
space on the staircase is free, you cannot prevent the northern ones from
entering.
If you're done with the reinforcments or you're rushing, head to the throne
room. Let Ashtol and Chad take the chests, while taking on your first promoted
enemy with your strongest units. You should know how to handle armored bosses
by now, though this one is obviously more difficult. Oujay brings a new
Armorslayer to the table which helps a lot - if the old one didn't break yet
you can have two people (preferably Dieck and Rutger) taking a shot at him.
Don't take any risks though, as Leygance will hit when you don't want him to.
Lugh can assist with Thunder or Fire, but chances are he will miss or simply
not hurt him much at all. Leygance will fall eventually though.
---Chapter 8x---
New units:
none
Boss:
Henning L1 Hero
- Steel Blade
- Hand Axe
Holy Weapon: Durandal (S Sword)
You can take your time for this chapter, but waiting for these lava pits to
finish spouting can be annoying. It's perfect for support waiting though,
Clarine, Rutger and Dieck still need to grow some support levels. Take the
fighters, mercenaries and archers as they come. Most of the mages won't move,
but they stand near lava pits which makes them quite annoying to reach without
getting damaged. Bringing Thany in this chapter isn't a bad idea if you know
how to keep her out of trouble, she can transport people everywhere for a
quicker finish. This chapter can, in theory, be used to train Lilina if you
insist on using her, but it's not recommended for players new to Hard Mode.
The boss can be a bit of a pain, he might actually double some of your units,
not to mention his Steel Blade is pretty powerful. However, his weapons are
terribly inaccurate, and this can be made worse by using the weapon triangle.
If you get bored, stick Rutger's Killing Edge in the fray. Get the supports
you want, and then seize.
---Chapter 9---
New units:
Fir L1 Myrmidon
- Wo Dao
She and Shin will be instructed to assault your army by the boss a few turns
after you start. She comes as an enemy and will attack anyone in her range.
Recruit with Noah.
Shin L5 Nomad
- Short Bow
Comes right behind Fir as an enemy, will attack everyone as well. Recruit with
Sue.
Boss:
Scott L3 Berserker
- Killer Axe
- Hand Axe
First Fog of War map, so bring Ashtol, and preferably Chad as well. Sue and
Noah should be brought regardless if you trained them or not, because you need
them to recruit Fir and Shin. You definitely don't want to miss out on these
two.
Take things moderately slow, just let the thieves and torches show you what is
up and then put your units accordingly. Most enemies are pirates which you have
plenty of units for - Lance will likely double them and Alan just might, and
with their supports active they might even be one-rounding them. You will
probably encounter Fir on the middle island, you definitely don't want her to
attack you so talk to her with Noah. Shin will come quickly afterwards, recruit
him with Sue. Keep Noah and Sue well-guarded if you didn't train them, but if
you're using Sue you should keep her next to Shin and support them. Shin is
going to be a great help: he's only L5 but has excellent bases, the growths to
compliment them and HM bonuses to top it off. Let him steal some pirate kills.
The same goes for Fir, but to a slightly lesser extent. She has less Str than
Rutger, but a lower level and slightly better HM bonuses. Her 25% Str growth
can screw her up, but for the most part she's a good unit. She can support
with Rutger if you wish so.
So train up Shin and Fir if you want to, and pay a visit to the villages. The
southern one just has a Silver Sword, but the two in the north are a special
concept. You can only visit one of them, and which one you visit determines
whether you will take the A route or the B route. The A route is generally
superior and is included in this walkthrough - for this you will need to visit
the left village, and obtain a Killer Bow. The one on the right gives a Restore
staff, and takes you to the B route. Check the comments after this chapter for
more information.
After visiting the armory and the shop and killing some pirates, assault the
boss. He's a Berserker, a pretty dangerous class that has a 30% critical
bonus. To make it worse, he has a Killer Axe that gives a critical bonus as
well. Alan or Lance should attack him with their support partners near. Clarine
should standby to heal. Rutger or Dieck can take him as well. Like with the
Brigand boss from Chapter 5, letting him equip his Hand Axe is not a bad idea.
Lugh might get OHKOed though, but he can do a finishing blow.
Now, as noted before, the next chapter will depend on which village you
visited. If you did the left one (as recommended), you will go to the A route,
and you can continue to use this walkthrough for the next two chapters. I
didn't visit the B-route yet though, so I cannot give you any directions
there. If you didn't visit either village, you will be going the A-route. The
---Chapter 10A---
New units:
Geese L10 Pirate
- Brave Axe
Shows up as a NPC on turn 5 near the village in the east. Recruit with Roy.
Gonzales L5 Brigand
- Devil Axe
Shows up as an enemy on turn 6 right next to the boss. Recruit with Lilina.
Boss:
Nord L5 Druid
- Nosferatu
Bring your usual squad, you don't need any thieves per se. Lilina should take
a spot, as you need her to recruit Gonzales. Give both Roy and Lilina a spare
Iron Axe if you can afford it.
This chapter has nearly no rushing elements. Keep Lilina out of the ballista
range, and let your usual support groups clear up the enemies. Don't put
anyone without a sword and some supports in range of the Berserker, just in
case the RNG hates you. Let that Ballista run out of arrows with a meatshield,
or take it out quickly. Geese will appear on turn 5, recruit him with Roy and
let him trade for that Iron Axe so he can get down to business if you want to
use him. Lilina should do the same with Gonzales, but you should let walk him
into your range instead of vice versa, because he will attack ANYTHING that
comes his way. You'll find a lot of Fighter reinforcements coming from the
southern forts, and a bunch of Pirates from the island in the west. Train Fir,
Gonzales or Geese on them if you desire so. When they stop coming or when
you're sick of it, go for the boss.
The easy way of doing him in is putting some heavy hitter that can survive at
least one Nosferatu in front of him, and letting him attack first. Your
counterattack should weaken him, so you will have an easier time on your own
turn. Preferably use supported characters (Rutger is your best bet), as he can
dodge and attack again with ease. There's no need at all to take any risks
against him. Lalum will give you a Wyrmslayer after you seize the throne.
---Chapter 11A---
New units:
Lalum L1 Dancer
- Elixir
Joins you on turn 1 near your starting position.
Klein L1 Sniper
- Silver Bow
- White Gem
Appears as an enemy in the southern gate of the town on turn 5, accompanied by
4 archers named "Klein's". Recruit him with Clarine or Roy. His allies will
become NPCs and try to flee the map. If all of them manage to pull that off,
they give Klein an Orion's Bolt at the end of this chapter.
Tate L8 Pegasus Knight
- Slim Lance
- Javelin
Appears as an enemy near your starting position on turn 7, accompanied by 4
pegasus knights named "Tate's". Recruit her with Klein. Thany can also talk
to her, but if Klein hasn't been recruited yet she will become a NPC. Her
allies will become NPCs and try to flee the map. If all of them manage to pull
that off, they give Tate an Elysian Whip at the end of this chapter.
Echidna L1 Hero
- Steel Axe
Comes out of the village as a NPC on turn 8, surrounded by a bunch of hostile
Fighters. Recruit with Lalum.
Boss:
Oro L8 Bishop
- Divine
Clarine should always be brought in this chapter even if you didn't train her,
but since it's recommended you did so that shouldn't be unexpected. You could
bring Thany but she will be more of a hinder than a help, you can just use
Klein to recruit Tate. You should use Zealot and Marcus again if you've got
some space, and position them, Alan, Lance and Roy on the right of your
starting position. Clarine, Rutger and Dieck should be in position to go
south.
It's all about timing in this chapter. Tons of things will happen at once, and
some screw-up by the AI or some bad luck with the RNG can lead you to restart.
What's very important in this chapter is getting every single item available:
the Orion's Bolt from Klein's units, the Elysian Whip from Tate's units,
every item in the villages, and the Hero Crest for saving all villages. To do
all this, here's the plan. What you need is the full cavalier-Roy support
triangle, some vulneraries/Elixixers, and plenty of weapons on each of your
cavaliers/paladins, including Javelins.
Let Marcus or Zealot rescue Roy, and walk to the north-east, towards the
cracked wall near the boss. Lance and Alan should follow close behind. Clarine,
Dieck, Dieck and your unit(s) in training (Geese, Fir, Gonzales or even Oujay),
as well as your Nomad(s) can head south, and clear the enemies there. Thany can
fly to the armory if no enemy is there, you can try a warzone drop (dropping
some good unit like Shin or Dieck in there to lure and kill the Fighters and
Archers), and then visiting the armory or shop if you're running low. Clarine
should make some haste to the southern gate, where Klein and friends will
appear. Lalum should be going with this group, but stay out of enemy range at
all cost. Dance with her whenever you can for EXP, and she can be a great help
for getting Clarine to Klein before Klein starts running the wrong way. Do not
attack his archer friends.
Roy should be dumped in a forest near the wall. One of your cavaliers,
preferably Alan, should hit the wall with his Iron Lance, with Roy and Lance's
support to power him up. Let someone else stand next to him, trade with Alan so
he has a Javelin equipped, and attack the wall with a Javelin as well. The
other cavaliers should do the same if they can. Everyone should have a Javelin
equipped at the end of your turn, because of the Killer Bow archer and the
Shaman that are wandering there. Don't waste time attacking him, just heal
with vulneraries or Elixirs when he hits or even crits you.
When the wall is broken, storm the place and get in the range of these Brigands
that are heading for the villages. Make sure everyone equips a sword. This is
one of the hardest parts of the chapter: making sure everyone stays alive
against these high-power axe users, protecting villages and each other.
The course of the next turns is fairly unpredictable. On turn 7, Tate and her
mercenaries will show up. Klein should go up north and recruit her before she
gets into any fight at all. Try to let Klein's and Tate's unit escape the
map. They won't attack anyone and try to flee, so just clear the enemies. With
your whole group working together it should be possible.
However, you are so not there yet. Bern will send calavry reinforcements, one
batch from the south and one from the north. Train up Gonzales or Geese on them
if you wish, or just head for Oro and seize quickly. Make sure to visit EVERY
SINGLE VILLAGE beforehand though, which can be difficult. The calavry from
north is easily dealt with by letting someone block the north gate where you
breached the wall, the southern forces with the mini boss is harder. Like with
the cavalier floods in Chapter 3 and 7, Roy's Rapier can be a good finisher,
and Lance and Alan are your best friends.
Oro is the easiest part of this chapter. While magic doesn't scratch him,
Rutger or Dieck with their great support bonuses can annihilate him in no time.
You can try to abuse the arena after beating Oro if you wish, but some of the
enemies in there are really, really powerful sometimes, especially promoted
ones. Getting some people to a decent promotion level (20 is ideal, of course)
is plenty, don't get greedy. You can let Klein support Dieck and/or Clarine if
you don't want to let these two triangle with Rutger, but it's not
recommended. When you've done everything, seize with Roy.
---Chapter 12---
Note: Chapter 11 concludes the whole A/B route deal. Chapter 12 is the same,
regardless of which village you visited in Chapter 9.
New units:
Cath L5 Thief
- Iron Sword
- Vulnerary
- Lockpick
Appears as an enemy in the north on turn 8 and goes for the treasure there.
Talk to her with Roy. If you talked to her in Chapter 6 and 8 as well, she will
join you. If not, you'll get more chances in Chapter 16, 20 and 22, but it's
best to recruit her early so you won't have to worry about her later on. Not
to mention you will need two thieves sometimes, and Cath is better than an
untrained Chad.
Ray L12 Shaman
- Nosferatu
Appears as an enemy in the introduction of the chapter because he wants to see
"the human not human". After looking at the door he'll walk to the side.
While he is an enemy, he does not get Hard Mode bonuses, and he doesn't attack
you if you walk into his range either. Recruit him with his twin brother Lugh.
Boss:
Aine L8 Mamkute
- Firestone
Firestone gives the following bonuses to Mamkutes that equip it: 10 Str, 10
Skl, 20 Def and 5 Res.
Gaiden: To get Chapter 12x, you must beat Chapter 12 within 20 turns.
While it may look a little hairy because of the Gaiden requirement, this
chapter is nothing too serious. Split the groups up - the eastern group can
have Rutger, Dieck and Clarine while the western one can work with Lance and
Alan. Lugh should come and start on that side as well, even if you didn't
train him. Bring both of your thieves if you wish so. For the rest, Sue and
Shin are nice to have here, otherwise fill with Marcus/Zealot or Saul as a
secondary healer. Give someone the Wyrmslayer (someone who will be going for
the throne), especially if your main magic user (Lugh's the standard) got
screwed over a little in Magic. Bringing Durandal on a promoted sword unit may
not be a bad idea either.
Basically, the plan is to work towards the throne, getting Cath, Ray and the
chests within a quick timeframe and eliminating big threats first. No one
should stay behind. If you can find the time, you can try to bash in the wall
on the east side and take out the Sleep staff Priest and the Silver Bow Sniper
as well as the other ranged attackers, but priority goes to pushing forward. On
the west, you'll have a hard time with the narrow corridor with all the ranged
attackers. Using Alan and Lance with their Javelins can help a lot, make sure
to keep your thief out of their way. Get Lugh to talk to Ray. If you plan on
using both of them, you can stick them together for supporting. Rescue Roy with
your mounted units when necessary to get him to Cath or the throne room
quicker.
Raid the chests with whoever is near them, while the rest keeps the boss
occupied. Aine is a Mamkute, a very threatening enemy that you cannot just run
your cavalier duo through and expect to be gone. His weapon gives bonuses
(noted under his stats here) that would normally make him much harder to
penetrate and match up with than normal bosses. However, Mamkutes have a couple
key weaknesses. First off, they can only attack at close range. Since this
Mamkute is on a throne, he won't move, which means you can take your time to
wear him down with Lugh, Ray or even Lilina or a promoted Saul/Ellen with
Lightning. This weakness to ranged attacks is compounded by the fact that while
his massive 20 Defense boost is great and negates any bow, his 5 Resistance
boost simply isn't going to cut it. Not to mention Mamkutes are all insanely
slow, so they will nearly always get doubled by all of your units. Besides the
huge magic weakness, Mamkutes are weak to Wyrmslayers (like the one you got
last chapter) as well as Divine Weapons. The only Divine weapon you have right
now is the Durandal. If you're out of options for some reason and you have a
promoted Rutger, Dieck, Fir or someone else with an S in swords, you can always
kill Aine with that. You'll waste two uses though, but it's not a really big
deal as long as you don't run it out throughout the course of the game.
---Promotion and Promotion Items---
Some of your units will be promoted by now, but due to the lack of promotion
items you might have some people stuck at L20. Keep these benched unless you
want them to support others, because you don't want them to leech EXP. Up to
now you should have:
Knight Crest: 1
Hero Crest: 2
Guiding Ring: 1
Elysian Whip: 3
Orion's Bolt: 2
A word of advice on using them. Knight Crest is for cavaliers and knights. If
you're using one of your knights and he (assuming you're not using Wendy
since she's crap) is doing well, promote him first. However, when following
this walkthrough, you should only have Alan and Lance as your Knight Crest
users. If both are doing well or are being screwed over, just take your pick.
If one is doing well and the other is not, you have two options. You can
promote the one that is getting the bad end of the RNG stick, with the
knowledge the good one that is going to promote later won't need much time
catching up due to his superior stats. You can also promote the good one and
ditch the one that got screwed for the rest of the game. This means you will
replace him by Percival, a pre-promote Paladin (and a good one at that) later
on. The problem with this method is that you will only have one cavalier until
Percival comes. While he is recruitable in the next chapter, you will want to
wait for Chapter 15 because he will get his HM bonuses there. Coincidentally,
recruiting Percival is related to your second Knight Crest. Assuming you do
what's required (recruiting him and let his friends live, like with Klein and
Tate), you get a free Knight Crest. You could of course just recruit him in
Chapter 13 and forget about him, get his Knight Crest and promote your other
cavalier with him so you have him sooner. However, since Percival is a great
low maintenance unit you can throw into any chapter, it's recommended to wait
for Chapter 15 anyway. Chapter 16 gives you another free Knight Crest, and
there are more in the Secret Shop.
The Hero Crest is even tougher. FE6 gives you a load of Hero Crest units up to
this point, and all of them are usable. We're talking about Dieck, Rutger,
Geese, Gonzales, Oujay and Fir here. Dieck and Rutger are nearly
non-negociable, and to make full use of them it's recommended to just promote
these two. It's likely you're using at least one of the others though. You
should do a balanced promotion: if you're using Oujay and Dieck, don't
promote both of them now. Same for Rutger and Fir, or even Gonzales and Geese.
If you must have a top recommendation, Rutger should be promoted by now. He is
a great help for all these hard enemies (especially bosses) because he can use
Durandal, he's really really fast and he will miss only once in a blue moon.
In an optimal run you would of course promote Dieck as well so you can stick
the two together for the support bonuses. At the end of Chapter 16 you can
promote any other Hero Crest user: you get one from a chest, and you can buy
more in the Secret Shop.
Lugh and Clarine are fighting over the Guiding Ring. You either add more anima
or more healing to your team. The easiest option is probably promoting Lugh -
your offense shouldn't be lacking anything now with his +3 magic on promotion,
you get an extra healer, and with a lot of other promoted units you won't be
needing Clarine's offense yet. Lugh is also able to use higher tomes than
Clarine, because Clarine starts with an E anima level. Lugh will also be a
greater help in Chapter 14, the desert chapter. In that chapter you get the
next Guiding Ring, though it's near the end. You can buy more in Chapter 16
for Lilina, Saul or Ellen if you're using them for some reason.
Elysian Whips aren't a problem here. Both fliers you have now don't average
very great stats. You will get two Dragon Riders (Miledy and Zeis) later that
make better use of them than Thany and Tate ever could. Tate is the least of
the two evils: she is usable, and you can promote her if you want because you
have three whips anyway.
The only good candidates for an Orion's Bolt are Sue and Shin. If you've
followed the advice of this walkthrough so far you are using both, or at least
Shin. Promote both, because Wolt and Dorothy are pretty shitty.
Now that the promotion issue is out of the way, let's move on to this gaiden
chapter.
---Chapter 12x---
New units: none
Boss:
Grero L2 Berserker
- Silver Axe
- Hand Axe
Holy Weapon: Armads (S Axe)
Bring only units that can gain EXP (promoted units, or units that aren't at
L20 yet), or failing that, supporting partners. Bring Ashtol and maybe another
thief as well (Chad if he's trained, otherwise Cath if you have her). As
always, position your units so that supporting partners are near each other.
Bringing Torches is helpful for squads that go without a thief.
This chapter will be horribly annoying for perfectionists, despite the fact you
now have about 5 or 6 promoted units now. You can't see much due to Fog of
War, you will get poisoned by lava gaps in the walls and thieves will be
raiding the chests. Most of them have Elixir and Antitoxin, however there's a
Red Gem and a White Gem out there you'll want to get. To secure chests,
priority goes to killing enemy thieves. The other enemies aren't as
threatening, most of them are brigands which are sword fodder. Don't try to
get every single chest because it will give you a headache. Don't waste
Restore staves on curing poison: it will go away after a few turns, and you
will want to save Restore for later. Just make sure nobody gets in the danger
zone with it. Try to give EXP to unpromoted units that are not L20 yet -
getting your thieves some EXP can be helpful. Roy is going to promote really
late, but you should let him keep up anyway. There's a Druid near the hill
where the throne is, most of the time he will be healing enemy units you failed
to finish off with his Physic staff. Since he's armed with Nosferatu, kill him
with some dodge machine like a supported, promoted Alan or Rutger. When you got
all the chests you could and killed the enemies on the field, take out the
mercenaries next to the boss, then take the boss himself out.
Like with Scott from Chapter 9 (where you got Shin and Fir), the key to taking
him on is letting him equip his Hand Axe by putting someone who cannot attack
ranged at a distance, then massacring him from close by. Grero's Silver Axe is
less threatening than, say, a Killer Axe, so as long as you aren't really
unlucky and use supported characters with swords you shouldn't get eaten by a
critical hit. When he's gone, stall for supports (like Lugh with Ray, or even
Klein with Dieck or Clarine), then seize the throne for the Armads.
---Chapter 13---
New units:
Miledy L10 Dragon Knight
- Steel Lance
Miledy automatically flies to you at the start of turn 3, bringing Guinevere
back to you (though Guinevere doesn't join you as a battling unit, she appears
as a NPC Sage and disappears from the field).
Percival L5 Paladin
- Silver Lance
Appears as an enemy on an island in the north. Near him are a few units called
"Percival's". You can talk to Percival with Lalum/Elphin to recruit him, but
he will only get his HM bonuses (and a Silver Sword) if you let him go and
recruit him when he appears again in Chapter 15. Percival and his units leave
on turn 8, he should be gone by the time you get near him. However, if you do
recruit him now, his units will become NPCs. If all of these escape the map
safely, Percival obtains a free Knight Crest at the end of the chapter.
Boss:
Flaer L2 Dragon Master
- Spear
The person who is standing on the castle will change a few times during this
chapter, but in the end it's Flaer you will be fighting.
You should know who to bring by now: every promoted unit you got, and anyone
who is not L20 yet but should be so. For fillers, there's L20 Clarine to help
healing when needed, or you could bring Saul since he will be of some use next
chapter. Marcus and Zealot can always be fillers, there's no need for thieves.
Lalum or Elphin can be brought. If you follow the advice of this walkthrough
you won't recruit Percival with them now, but they can help to refresh other
units.
During the first few turns of this chapter, some things will happen at the
castle in the east. Cecilia will be guarding it as a NPC with Aircalibur
equipped, and Flaer and Narshen will stand there. On turn 1, Zephiel appears,
chinks on Cecilia's Aircalibur, then knocks her out with a critical hit from
his Exaccus. Cecilia will be taken prisoner inside and have a conversation with
Sophia, while outside Zephiel leaves and Narshen stands as a guard on the
castle.
The only real difficulty in this chapter is the bunch of calavry
reinforcements, led by a dangerous Silver Lance Paladin. Generally you should
throw axe users at them, but since one of the cavaliers has an Axereaver using
Alan, Lance or even Bors or Barth against them is not a bad idea. Just take
over the bridges and get rid of the Snipers quickly, and build a wall. When
Miledy comes, trade her an Iron Lance if you can spare one and start her
training. She comes with HM bonuses on top of her great bases, so in no time
she will be integrated with the rest of your army.
When you approach the castle, Narshen will give Flaer orders to guard the
castle and leaves. From here it is really a piece of cake. Save the villages if
you haven't already, kill the last few enemies, weaken Flaer and kill him with
someone who needs EXP (Miledy would be perfect).
Miledy can build up a support with Lugh or Ellen if you wish, but they're not
all that practical. Her best support option is probably Zeis who joins quite a
bit later, but you will get the most milage out of an A between these than with
either of these frail spellcasters.
---Chapter 14---
New units:
Cecilia L1 Valkyrie
- Aircalibur
Joins you right off the bat. Don't confuse her with Clarine if you already
promoted her.
Sophia L1 Shaman
- Flux
Joins you right off the bat.
Boss:
Randy L10 Hero
- Light Brand
Gaiden: To get Chapter 14x, you must beat Chapter 14 in 30 turns, and Sophia
must survive the map.
This is a tough chapter, you'll want to plan some things ahead. First off, you
have 30 turns to finish the chapter. While there is quite a few things to do
and the sand limits your movement, it is nothing to stress over. Which leads to
the next point: the sand. It slows everything down that doesn't have wings or
uses magic. Horseback units get the biggest move penalty, and you'll also find
that Fighters, Warriors, Knights and Generals cannot catch up at all here.
There's also items burried in the sand. I linked a map below. To find an item,
you must make a character end their turn in the square where the item can be
found. The Guiding Ring can only be found by Sophia. Thieves are recommended
because they will always find the item, other characters only have a certain %
chance calculated with their Luc stat.
Obviously you should bring Miledy and Lugh because of their high movement.
Dieck and Rutger will do pretty fine, as will Fir and Oujay if you trained
them. You should bring one or two thieves as well, probably unarmed so they can
avoid lance users better. Unfortunately, this is where the list of obligatory
units ends. Everyone else in your standard crew has severe movement issues.
Alan and Lance can be used, preferably promoted of course, to support Roy. Ray
should be brought if you raised him, especially if he's promoted. Clarine gets
cut down as well with one or two steps per turn (depending if she's promoted),
but she can help Rutger and Dieck. Ellen and especially Saul are great choices
for this chapter, especially if you raised either of them a little. They
aren't hindered by the sand, so they can help you heal. Either of them is
highly recommended, especially if you didn't promote Lugh or Ray yet, because
you'll want some kind of mobile healer here.
Since there's a few Mamkutes out there in the sand, you should have some
Wyrmslayers available. You can also use the Durandal obviously. Armads is
accessible as well, but the only recommended units that might be able to use
the Armads by now are Gonzales and Geese (since Paladins and Heroes start with
an E in axes upon promotion). This chapter is going to be pretty hard, so
besides the usual iron equipment, you may want to bring Silver or Killer
weapons as well. Bring a Restore staff somehow, you'll need it.
The plan is as following. There's three items that are really and that should
be obtained before completing the chapter: Silver Card, Guiding Ring and Boots.
The Talisman and Speedwings are nice, while Silence and Silver Blade probably
won't be too useful. Warp might be handy for visiting some secret shops or
real emergency situations, but it's so insanely hard to get that you should
probably just skip it.
To achieve this, Sophia must travel with your main group going north, towards
the castle. One small group not afraid of wyverns should go to the bones in the
north-west, picking up the Silver Card and maybe the Talisman. Optionally you
can send a thief down south for the Speedwings, but note that a bunch of
brigands and two berserker bosses will show up there. None of them have
Swordreavers, so just let the thief outrun them, or send swordsman company.
Rutger and Dieck should be too busy with the main group though, because on the
way there you will encounter a few mages and wyverns. Miledy should only fight
mages to finish them in one hit, and then sit on the cliff edge to lure
mercenaries out of the fog. Sophia and Cecilia should stay with the group, but
safe from enemy assaults. If your units get put to sleep by that annoying
Bishop from near the castle, Restore them. Take on the mercenaries and promoted
units on the hill, and work your way towards the castle. Pick up the Guiding
Ring with Sophia, then put her somehwere inside the walls where you can keep an
eye on her. Do the same with Cecilia and other fragile units. Attack the boss,
preferably at range with a promoted Saul or Lugh. He will take a while because
of overall good avoid and defenses, but obviously a supported Rutger can be of
a great help here, like always. Seize with Roy before anything out there in the
desert gets massacred.
---Chapter 14x---
New units:
none
Boss:
Ohtz L10 Sage
- Bolting
- Elfire
Holy Weapon: Forblaze (S Anima)
A pretty easy map if you take your time. There are only two factors that may
cause some drama: two loads of Bolting, one from the boss and one from a Sage
near him, and the floods in this chapter that make tiles disappear. The middle
row of squares in the path of three from the beginning won't get flooded
though, and if anything goes wrong you can always rescue them.
Miledy should be promoted by now, or at least near promotion, and the same goes
for the one of Clarine/Lugh you didn't promote with your first Guiding Ring.
Give everyone enough weapons and go hit on the chapter. Count out the Bolting
range of the boss and let weak units stay out of it. Miledy can fly around and
kill some pirates or transport your units, and everyone else should just walk
to the throne. Use Barrier or Pure Water to protect units vulnerable to
Bolting, or just make sure no one has to take two Boltings when he can't.
Miledy can try to take out the Sage quickly before he runs out of Bolting
and/or selects Elfire. If the path to the boss gets flooded, let Roy, a healer
and one or two strong units hitch a ride from Miledy. Take on the boss, heal if
they're in danger, and then seize with Roy so you obtain Forblaze.
---Chapter 15---
New units:
Igrene L1 Sniper
- Killer Bow
Joins you right off the bat.
Garret L1 Berserker
- Steel Axe
- Hand Axe
Appears as an enemy on turn 3 with a few brigands. Recruit with Lilina.
Percival L5 Paladin
- Silver Lance
- Silver Sword
Appears as an enemy right above your starting position. Has a short
conversation with a General called Douglas who you will see next chapter. Near
him are a few units called "Percival's". Recruit with Lalum/Elphin. After
recruiting him, his units will become NPCs. If all of these escape the map
safely, Percival obtains a free Knight Crest at the end of the chapter.
Boss:
Raeth L8 Paladin
- Spear
Bring Lilina and Lalum/Elphin, and the usual crew. No need for thieves.
Position your units so that you can place a reliable wyvern counter in range of
the wyverns in the north pretty quickly. Alan, Lance, Rutger, Dieck and Clarine
can form the frontline.
Another easy map. Basically this chapter consists of recruiting Percival,
recruiting Garret, saving two villages and then strolling to the throne. Put
Lalum/Elphin out of the range of Percival and his allies, but in such a way
that he/she can walk up to him next turn and recruit. Then, put your wyvern
killer almost up against the hill. This is to make sure the wyvern with a
Silver Lance doesn't hinder Percival's allies from escaping the map,
hindering you from getting that Knight Crest.
Escort Lilina towards the eastern village, either by using rescue or just
letting her walk along. Let someone who isn't too busy (like the lagged-behind
Lalum/Elphin/Percival) visit the other village. Fight the Elfire Valkyrie and
the somewhat annoying army of cavaliers and mercenaries, kill Garret's bandit
crew and let Garret walk into Lilina's range, then recruit him. Let everyone
walk along to the throne. You might meet some cavalier reinforcements on the
way there, anyone can take them out though. Same goes for the boss: he's free
EXP, even in Hard Mode.
---Chapter 16---
New units:
Hugh L15 Mage
- Elfire
- Member Card
Appears as an enemy somewhere in the north near the throne room entrance,
he'll say something about his payment when you've started the chapter.
Although he is really just a hired character, he will attack anyone in his
range. Talk to him with Roy, and he will ask you if you want to recruit him for
10,000G. You can say no, and his price will drop to 8000 and the process will
repeat. You can haggle further for 6000 and 5000G, however every time his price
drops, so do his base stats. Recruit him for 5000G if you don't want to use
him.
Zeis L7 Dragon Knight
- Steel Lance
- Javelin
Appears as an enemy in the corner in the north-west. Attacks anyone in his
range, even in Miledy, who can recruit him.
Fa L1 Mamkute
- Divine Stone
Available in Battle Preparations Menu, you don't have to bring her.
Boss:
Narshen L10 Dragon Knight
- Runesword
- Blue Gem
- Delphi Shield
Gaiden: To get Chapter 16x, Douglas must survive Chapter 16.
A huge map with a load of things going on at once. Your army is split in two,
one group slightly closer to the main entrance than the other.
As if this chapter wasn't complicated enough, you will want to pay attention
to Douglas, the enemy General you saw talking to Percival last chapter. He is
not recruitable in this chapter, but in order to get the Gaiden he must survive
anyway. However, like about any enemy, he will attack each and everyone of your
units when they're in range. He has conversations with Cecilia and Percival
(the other two Eturian Generals) but even then he will not join your cause.
There's a few ways of dealing with him, choose whichever suits you.
The first one is the most obvious, logical and easy one: using a meatshield. If
Douglas keeps attacking something that doesn't counterattack and doesn't die,
you can let your other units do what they're supposed to and seize when done.
Preferably you should use a major dodger for this, someone who doesn't get hit
by his Silver Axe at all. While a sword unit with little strength and a lot of
dodge like Rutger seems like a good idea, you will be wasting a lot of weapon
uses since this chapter takes a while and Douglas is not going to dodge
anything. Clarine is a good candidate when she's near her support partners,
but that means you'll be missing out on them on the fray. You can also disarm
a tank like Bors or Percival and just waste all his Silver Axe uses. Make sure
to have a healer nearby then as taking 20 Silver Axe beats is no simple feat,
and make sure that healer doesn't die to Douglas and can run away from him so
he starts targetting your tank again. This is even more troublesome since
you'll miss out on another tank on the field, or even multiple if you decide
to trap Douglas between two units and two walls.
The second method is the Sleep Staff. The advantage here is that Douglas won't
be doing anything, so everyone can be busy doing their things. However, the
sleep staff works for five turns and has no more than 3 uses, so Douglas will
only be inactive for 15 turns, assuming it hits each time (though if you're
relatively close missing shouldn't be an issue, considering Douglas' Res is
far from stellar). This chapter may very well take a lot longer. Of course,
after 15 turns you may have your units where you want them and you might be
able to miss someone on the field. Sadly Hammerne cannot repair the Sleep
staff, but you'll want to save that for your Divine Weapons anyway.
The third method is a little chaotic and will require some improvisation. If
you look at this map closely you will see you could actually walk around this
chapter in a full circle. This allows you to lure Douglas to one of your
characters, close enough to let him walk to this unit, but far enough to stay
out of range. Just walk around in the chapter, but try to make sure no one else
gets involved. Obviously this is hard to do because you'll be walking through
a large part of the chapter, with enemies and your units spread about.
In case you couldn't tell, there's no real method or set order to beat this
chapter. You get to bring a ton of units, you should be able to have your
entire promoted by now (thanks to Percival's Knight Crest) with the exception
of maybe a third Hero Crest user. Fa will be somewhat impractical for most of
this chapter, it's better to conserve her Dragonstone. Bring two thieves, as
there's two chest rooms in this chapter, as well as three gems to steal (one
from a Mage near the beginning, one from a Mamkute near the throne room and one
from Narshen himself), plus Narshen's Delphi Shield. Take the Silver Card with
you if you want to buy more promotion items, but note that you will get a Hero
Crest and a Knight Crest from the chests. Bring Miledy, even if she's
untrained, because she can recruit Zeis.
Most enemies in this chapter are unpromoted and will be pretty easy to take
care of. Just protect your fragile thieves from them, especially from all the
Bolting that is crashing about. Barrier or Pure Water can be used to let them
live through if you're having trouble. Try to give EXP to units that only
recently promoted when possible, but you'll find you won't get much out of it
either way. Just let everyone work their way up the stairs, you will be chased
by a couple unpromoted enemies which you can take out later. Hugh will likely
go with them, or he will attack you from behind a wall if you get in his range.
The Paladin you meet up with at the end of the first corridor might be a bit of
a pest. After you took care of him and opened the door, start taking care of
these Snipers that defend the chest room, and get a thief in there. From top to
bottom the chests contain Berserk, Knight Crest, Hero Crest, Silver Bow and
Rescue. You may want to get the Hero Crest first so your final
Swordmaster/Hero/Berserker can start the killing again.
Leave one or two units behind who can take care of the brigands and mercenaries
that spawn from the stairs, and take measures against Douglas. Let your other
thief steal the Red Gem from the Mamkute, and kill him with Durandal, Armads, a
Wyrmslayer or magic. He won't move, but he will attack anything that stands
close. Send Miledy and one or two anti-mages up north, and break the wall while
fending off the mages. A few others, including your other thief, should go
east. Roy should work on recruiting Hugh if he didn't already, give him a
bodyguard if he has company. If you want to visit the Secret Shop, let someone
with both the Member Card (taken from Hugh) and the Silver Card stand on the
tile where Zeis started in (upper left corner), and the option will appear.
Round out the chapter by assaulting the other Mamkute (who doesn't move
either), opening the door and picking all the chests in the eastern room. If
you want to train Zeis, you can start now with all these mercenaries. His best
support option is Miledy by far, and you can try to get him a B with Shin if
you wish, though that one takes a very long time. Shin will also get a faster
(and qua support, slightly better) option in Dayan later on, so you may want to
Zeis to stick with Miledy and leave it at that.
And finally, head to the throne room, take care of the last enemies, steal
Narshen's Delphi Shield and Blue Gem, then take him out with bows, Aircalibur
and anything you find suitable.
---Chapter 16x---
New units:
Douglas L10 General
- Silver Axe
- Silver Lance
Joins automatically from the start.
Boss:
Windam L12 Bishop
- Divine
Holy Weapon: Aureola (S Light)
Your team should have formed itself by now. Bring Zeis if you want to raise him
and let him hold an Elysian Whip so he can promote whenever he wants, and a
Restore staff with plenty of uses left. Barrier and Pure Water may come handy.
As hinted by the conversation between the boss and one of the soldiers at the
start of this chapter, the main danger here are the "heavenly arrows". At the
end of the enemy phase, a few columns in the chapter will randomly be picked
and striken with a damaging lightning swoop. They will knock off some HP off
everyone in that column, so make sure to heal in time if someone is wounded.
For the rest, you should again beware of long-range magic. Bolting, Purge and
status staves will make the life of low-resistance units pretty uncomfortable.
The Berserk staff the boss utilizes will likely never miss what he targets, so
just bait it, Restore on your turn and wait until it runs out. The Sage in the
middle can be taken down by a Longbow if you wish to do so. Get Zeis the kills
he can get, his extremely high Str base will and low level will help him grow
quickly. Let him stay as close to Miledy as possible.
Most of this chapter is very straightforward. When you are reaching the top,
kill these annoying Bishops with their long-range magic, and stand on the
stairs to prevent more from coming, or kill them quickly when they respawn. The
boss is pretty easy as well since he's slow, uses an inaccurate and weak
spell, and has low defenses. Zeis should be able to kill him by now. Promoting
Zeis now isn't a bad idea if he's L15 or up, he won't make level 20/20 in
the end anyway, and he will come quite handy next chapter. Let Roy take the
throne and receive Aureola.
---Chapter 17---
New units:
none
Boss:
Arcard L10 Paladin
- Silver Lance
- Javelin
An annoying Fog of War chapter. Bring thieves so you can actually see something
in the fog, and protect them from wyvern swarms. The main interests in this
chapter are the arena and the shops in the far south. The southern village
contains a Tina Staff (a better version of Heal) and the northern one an
Eclipse. The northern village is under attack by thieves which can destroy it
if you're too late, but don't worry about it too much as you'll never really
have a use for the spell. So just tank your way through the chapter, protect
weak units, and beware of reinforcements. Take out that Bolting Sage in the
north quickly, too.
You met the boss before, and his cowardly behavior was justified. Nearly anyone
in your army can take care of him rather easily.
---Chapter 18---
New units:
none
Boss:
Monke L9 Nomad Trooper
- Brave Bow
- Brave Sword
- Elixir
This chapter can give you loads of headaches. Lots and lots of nomads and nomad
troopers storming you, assisted by some myrmidons and shamen. You could bring
one thief, who will be useful for stealing the Elixir from the boss, but don't
let him even come close to the frontlines until the battle is over.
The shamen will stand still until you walk in their range, but the myrmidons
will charge you. Let dodge machines like Clarine and Rutger clear them up. Sue
and Shin can stand in the forests on the south (near the river) and lure a few
nomads, to releive pressure of these dodge tanks. The Paladins can assist if
you want, but retreat to heal when necessary. Roy, the thief and fragile mages
like Ray and Lugh should stay back. Gonzales and Geese will likely miss a lot
because most enemies are very speedy and dodgy. Zeis and Miledy should wait
until the wyverns from the west come to you, or be unleashed on the unpromoted
nomads. The more fragile one (usually Zeis) should have the Delphi Shield.
Don't worry, Short Bows won't do too much damage even when they get the
bonus. Try to finish off enemies before your phase is over, or the Druid near
the throne will heal them with Physic.
Don't go out any further than two squares. The further you go to the south or
east to the river, the more enemies will charge you. If you let your group stay
close you minimize the ammount of enemies that attack you at a time, which will
help you do control the damage you take. First the nomads and the myrmidons
will go down, then the shamen, and then the wyverns. After nobody's rushing
you anymore, take care of that Druid, and prepare for a madman's fight into
the circle of tents around the throne. Bring your thief close to the ring.
The boss himself is a pain, but when you enter the ring of tents,
reinforcements will appear. Steal the Elixir the boss has and get your thief
out of there via rescuing, then quickly take care of the boss. He'll dodge
like mad and hit you hard with his annoying Brave weapons, so don't
underestimate him. Shin and Rutger are your friends when engaging him, and Lugh
can snipe him from a distance if he has his Brave Sword equipped. Your other
units should fend off these reinforcements that are coming from the tents and
from the borders. Kill Nomad Troopers first because these are the most
dangerous. Starting on turn 11, reinforcements will also start appearing from
the borders of the map. Seize as soon as possible.
---Chapter 19---
New units:
none
Boss:
Gel L10 Swordmaster
- Light Brand
One blast of a map. There's troops with promoted units waiting to hit you
anywhere, mostly these Sacae-trademarked nomads. Keep your troops together,
kill promoted enemies first, and clean up the others afterwards. The gate of
the city will remain closed for a while, so just have a bit of fun on the
outside. Make sure to keep Clarine near with her Restore staff, because these
Sages will be statusing everyone they can. On turn 8 the boss will tell a
soldier to open the gate when the reinforcements arrive, which is the next
turn...a few nomads and wyvern spawning from the south. The gate opens before
the enemy phase of turn 12, if you don't feel like waiting for that you can
try your luck at breaking the walls in the north, near the shops on both sides.
The easy way is to wait with your tanks in front of the gate, though.
When the port opens, all troops inside the city will flock to you. By blocking
the gate with your sturdy units you'll have no problems taking them out
slowly. Beware the Nomad Troopers and the Swordmasters, especially the one with
Killing Edge. Let your wyverns stay clear of the Aircalibur Sage. Use this
opportunity to train Fa if you want.
More myrmidons will come from the houses and attack, so be careful where you
place vulnerable units like Lugh. Visit the red houses (basically villages that
take up less space), kill the archers and myrmidons that are in the way, and
let some units help themselves in the armory and shop. Leave a few people at
the gate for the nomad and wyvern reinforcements.
This chapter's boss is another ugly one. With immense speed, great HP and a
magic sword that hits resistance, he'll take ages to wear down without some
luck. Fast units like Sue, Shin, Fir and Rutger are the best to avoid being
doubled, and Lugh does nice from a distance. After you visited the shops and
all the villages, seize with Roy.
---Chapter 20---
New units:
Niime L18
- Flux
- Eclipse
- Heal
- Physic
Joins automatically on the first turn.
Dayan L12 Nomad Trooper
- Short Bow
- Steel Sword
Appears as a NPC at the end of turn 2 near your starting position. Recruit with
Roy, Shin or Sue.
Boss:
Roartz L10 General
- Spear
- Red Gem
Gaiden: To get Chapter 20x, you must finish Chapter 20 in 25 turns. Sue, Shin
and Dayan have to be alive at the end of Chapter 20 as well. You don't have to
bring Sue or Shin to the gaiden though.
More Fog of War goodness. The turn requirement isn't hard to make, your only
real trouble should be all the long-range attacks floating around. Make sure
you have a thief with you, stick support partners together and start spreading
pain amongst the enemies. Bring multiple Restores, and at the beginning make
sure Niime can utilize it as well as Barrier if you want. It'll make it that
much easier. If you really need more cash and you have the Warp staff, you can
bring it so you can steal the Red Gem from a Sage behind a wall, but your thief
will likely have better things to do.
Basically, the hardest part of this chapter is keeping fragile units alive from
Berserk and Bolting. Immediatly restore Berserk if it occurs, and heal whenever
needed. If you want to use Dayan, let him stay close to Sue and Shin after you
recruited him. Get to the treasure room, take the chests, and then go for the
throne. Roartz may take a while because of his high HP, Defense and the throne,
but with axe, magic and Armorslayers he'll go down, just like the other
armored bosses. Check if you got all the chests, then seize before the turn
limit.
---Chapter 20x---
New units:
none
Boss:
Kudoka L8 Nomad Trooper
- Short Bow
- Lancereaver
Marral L7 Druid
- Fenrir
- Sleep
Kabul L8 Nomad Trooper
- Short Bow
- Killing Edge
Chan L7 Druid
- Nosferatu
- Silence
Thurill L8 Nomad Trooper
- Short Bow
- Silver Sword
Brakul L7 Druid
- Fenrir
- Berserk
Holy Weapon: Miurgre (S Bow)
The bow gaiden, and a pretty hard one at that. Your army is split up, and
there's a good six bosses waiting. The Nomad Troopers are major dodgers, and
while the Druids aren't that threatening when you're fighting them, their
staves are insanely accurate and annoying. To beat this chapter, all you have
to do is beat Marral (the Druid with Sleep and Fenrir, in one of the most
western tents, to the south of your most western group) and seize his gate. If
you seize any other gate, the trap will trigger and reinforcements will come
out of nowhere and surround you.
It's not a bad idea at all to bring Niime again to this chapter, since she
provides a secondary dose of Restore, which you'll need. Make sure that
everyone who is in range of Berserk or Sleep has a Restore user near, Silence
isn't as threatening.
Try to run out the Sleep and Berserk staves, or rush to their tents and kill
them. Work towards reuniting your team, killing annoying wyverns and nomads on
the way. When everyone's together, start killing every boss, seize with Roy,
then take out the reinforcements. Or just head straight to the Sleep/Fenrir
Druid to seize quickly. You may want to proceed to build up Dayan's support
with Shin and Sue if you're using him before seizing and obtaining the
Miurgre.
---Chapter 21---
New units:
Yodel L20 Bishop
- Divine
- Holy Maiden
- Recover
- Malte/Miurgre
Joins automatically from the start. If you took the Sacae route, Yodel will
carry Malte, and if you took the Ilia route, he will have Miurgre.
Boss:
Murdock L20 General
- Tomahawk
- Knight Crest
Gaiden: To get Chapter 21x, you must beat Chapter 21 within 30 turns. Miledy
and Zeis must be alive at the end of Chapter 21 as well, but you don't have to
bring them.
Welcome to hell. This chapter is, after Chapter 7, the hardest one in the
entire game. While it looks pretty quiet in the beginning, you will get swarmed
pretty quickly by wyverns. You get to bring a good 18 units, but it's
recommended to only bring those who can hold their own. Murdock has a Knight
Crest that you can steal, but since everyone should be promoted by now and
thieves are very fragile, it's more trouble than it's worth. There's a
Knight Crest in that village as well. Make sure Roy is not carrying any weapons
if you didn't do so already, it will help him evade the many lance users on
this map.
Everyone who can use axes should use them, everyone who can heal should (Lugh,
Hugh, Ray, Clarine, Saul, you may even want to give Yodel a Heal staff so you
don't waste his Recover or god forbid Holy Maiden). Don't forget to bring the
Holy weapons you can use, as there's two Mamkutes near the throne building,
and you can use them on Murdock as well. Don't waste them on anyone else.
By far the easiest way to take on this mountain is by sticking your group
together (as you've done throughout the game). Yodel should be protected from
combat all the time except an occasional Javelin throw, which won't KO him.
From the start, go east, and then south when you can. Forget about the village
and directly go for the shrine. Swarms of about 4 wyverns and one wyvern lord
will start to pop up on all sides of the map. Don't go out of your way to
attack them - your goal is to get Roy to the throne and in the meantime keep
everyone from dying. If you get attacked, kill those who are in the way, make
sure Yodel is protected and move on. Roy, when disarmed and fully supported,
usually doesn't need as much protection, but since he doesn't counterattack
you shouldn't leave him vulnerable either.
Now, when you're about to reach the building with the throne, Gale will show
up with a lot of new reinforcements. The AI can really act up at this point,
"Gale" may decide not to attack you at all. If this happens and you don't
want to get involved into another massive wyvern battle, don't attack anyone.
Just take care of the Mamkutes with some Holy weapons, head to the building and
put your tanks at the exit, preventing the more fragile units from getting
attacked if it happens. From there, you can start taking on Murdock.
Murdock's stats are through the roof, even with Holy weapons or an Armorslayer
he will take a few turns. Durandal is obviously a good choice to take him down,
preferably on Rutger or Fir if they got the strength, otherwise a Paladin or
Dieck/Oujay will do. Forblaze will leave a dent as well, but watch out as
Tomahawk will finish off your mage in one or two hits. Shin with Miulgre can
try a few shots if needed. If you somehow have a Bishop with S Light magic,
feel free to hurt Murdock more with Aureola. As long as you don't stick around
the same point for too long, the 30 turn limit should be easy to make.
---Chapter 21x---
New units:
none
Boss:
Pereth L17 Druid
- Nosferatu
Holy Weapon: Apocalypse (S Dark), Sword of Seals (Roy use only)
A pretty easy chapter, especially compared to the last one. Bring a few people
you want to raise a little further, probably those who you're using Holy
Weapons with. You may want to bring some of those as well, because the chests
in the north will either give you an Elixir or release a Mamkute. There's also
some traps in the floor: you can't see where they are, but they do 10 damage a
piece every time you step on them. Because of all this, you should bring a
thief to this chapter: he can disable traps, see through Fog of War and open
the chests. There is a Druid with a Silence staff, so you could bring Restore.
While it would be obvious to split up your group to kill everything in this
chapter, it's easier to just keep the whole club together and go one way. The
chapter is symmetric anyway, and EXP gain is pretty low by now. Some units from
the other side will be chasing you, so pick those off when they come too close.
Heal every time someone steps in a trap, and go for the boss. Try out the
chests if you wish.
The boss is pretty decent for a Nosferatu Druid, but by now you should have
such a powerful army he is absolutely no trouble anymore. Rutger can again live
up to his reputation as a boss slayer, and obviously Shin and the Paladins can
take him out as well, all with their obvious support partners close-by. Seize
the throne with Roy so he can finally promote. He will obtain the well-earned
Sword of Seals, and obviously the Apocalypse spell.
---Chapter 22---
New units:
none
Boss:
Zephiel L20 King
- Exaccus
The last chapter you will play if you don't meet the requirements to progress
beyond (see a previous section for those). You can bring about anyone you could
possibly want to bring. Don't forget a Thief, a Restore stave for each group
and plenty of weapons, spells and heals. Give Roy some swords to use besides
his Sword of Seals too. Take all Holy Weapons you can use with you. Don't
worry too much about this chapter, it's easy as long as you take it slowly.
Try to train Roy as much as possible without wasting his Sword of Seals.
To open the door to the throne room in the middle, you must first trigger two
switches. They're nearly in the upper left and right corners, as the cutscene
before the chapter hints. Kill the Heroes that guard them, and let someone
stand on them. After that, put Roy in front of the big door in the middle to
open it. You don't have to keep the units on the panels to open the door. Two
Heroes, a Druid and a Sniper will come in from each of your starting points,
but you don't need to pay attention to them. Instead, lure and kill the
Mamkutes with Holy Weapons, then take care of the Druids and Heroes and there.
Don't randomly bash in, or they will gang up on you. The best way to take care
of the Mamkutes is to use ranged weapons (Forblaze, Miulgre, Sword of Seals,
and Aureola/Apocalypse if you have them), so you don't get hit hard. Beware
the promoted reinforcements coming from the stairs before your turn.
Zephiel isn't that easy to beat. You will usually be able to double him, but
his immense HP, defenses and ability to ranged attack will make him take quite
a while to beat, just like Murdock. Malte has weapon triangle advantage against
him, and Forblaze probably does the most damage. Roy can try him too if his Str
is decent. It doesn't matter who kills Zephiel since he gives no EXP
whatsoever. You can try to steal his Hero Crest if you wish, but like with
Murdock's Knight Crest, you shouldn't need it anymore by now.
Again, if you meet the requirements listed, you will be able to progress from
here.
---Chapter 23---
New units:
Karel L19 Swordmaster
- Wo Dao
Visit the village on the right with Fir or Bartre.
Boss:
Brenya L20 Sage
- Fimbulvetr
- Bolting
- Guiding Ring
Like Chapter 21, you'll be bumping into a lot of wyverns here. And while
you'll be swarmed by those, you'll get hit by three ballistae, a Sleep staff,
a Berserk staff, a handful of Mamkutes and Brenya's 30 magic Bolting.
Basically, you'll want to finish this map quickly. If you trained Fir you're
in luck here, as you won't need to waste a space for Bartre or an untrained
Fir to recruit Karel. You might want to bring the Hammerne staff if some of
your Holy Weapons are running low.
First off, launch your wyverns and let them hit on the Snipers on the island so
they don't get a chance to snipe your weak units with their ballistae. This
will also distract the wyverns around the lake, so you can focus your main
group on walking north. Lure the Druid with a ranged attacker that can
one-round him. The Mamkute will walk towards you, get rid of him with a Holy
Weapon, preferably Roy's Sword of Seals. When you're about to enter the
Berserk and Sleep ranges with your main units, pause and wait them out. Try to
make sure Miledy and Zeis don't get targeted. Get Karel to kill the lone
wandering Druid in the south with his Wo Dao, while Fir/Bartre tries to keep up
with the main group again.
The two Druids that had status staves don't move at all, and neither will the
Druid on the right. The Snipers and the other Druid will move, but for some
reason don't attack. Make sure nobody is in range of being killed by Brenya's
Bolting. Kill the enemies that are in the way, and attack Brenya with your
physical Holy Weapons while she still has Bolting equipped. If you can let Roy
kill her, all the better.
---Chapter 24---
New units:
none
Boss:
Jahn L20 Mamkute
- Firestone
This the the map before the final one. You only get to pick 8 units to go along
with Roy and Fa. Obviously you should bring all the Holy Weapons you can use.
Some advice:
- Top choices for Durandal are Rutger, Dieck or a Paladin. Oujay or Fir will
also work.
- Gonzales or Geese should weild Armads. If you have a Paladin or Hero that has
S in axes, that is an option as well.
- Malte is best spent on one of your Wyvern Lords or Paladins.
- Miulgre should go to Shin, or perhaps Sue, it doesn't matter much.
- Forblaze will go to Lugh for most players, or Hugh if you've been training
him. Clarine is only going to reach S Anima if you severely whored her weapon
level. Lilina could use it if you raised her, but she can fight with a simpler
tome just as well in this chapter.
- Aureola isn't going to be used at all for most players. Yodel is a crappy
unit that ruins possible EXP gain, and Saul and Ellen can only use Light magic
after promotion, starting off with an E.
- Apocalypse should be used by Ray. Sophia is crappy. Niime makes a sort of
okay substitute, but it's very unlikely you made her attack enough to get an S
in Dark.
Clarine should come with Hammerne, Physic and Heal staves, and obviously you
can use sword users with Wyrmslayers as well. A filler healer like Niime or
Yodel is never a bad idea.
Basically, this chapter consists of repetitively hammering Mamkutes. Let
everyone move along. It doesn't matter much who kills what, as long as you
don't open up anyone to a kill. Every time you conquer a throne a next room
will open. One turn after seizing a throne a new Mamkute will pop out the
previous one, so be careful to leave no one behind. After 6 rooms, you will
reach Jahn's throne room. Rescue and drop Roy to transport him more quickly.
If you can't outspeed the Mamkutes that pop up from behind, do leave someone
behind to take care of them. Repair weapons before they reach zero uses.
Jahn carries an Elixir, but a full two rounds with your Holy Weapons will shut
him down with no real problems. Use up Hammerne on weapons with low uses, then
seize the last throne in the game.
---Final Chapter---
New units: none
Boss:
Idoun L20 Dark Dragon
- Dark Breath
The easiest chapter in the game. Just watch out your units don't get finished
off by Mamkutes that spawn from the statues in the wall, but since the first
reinforcement comes from the upper left corner, it isn't likely that you get
killed by surprise. By far the easiest way to get rid of Idoun is to fire a
Sword of Seals hit with Roy with his Paladin friends next to him. If Roy gets
to finish off Idoun, you will get an alternate ending. Your other Holy Weapons
likely won't do much to Idoun anyway. Beware of Idoun moving around if you
don't kill her quickly, though she only has 2 movement.
Congratulations, you have just beaten Fire Emblem: The Sword of Seals in Hard
Mode. I hope you found this walkthrough useful.
======================================
======================================
========= 7. Version History =========
======================================
======================================
v1.0 - 19/05/2007
Finished the Final Chapter, and thereby got a complete playthrough covered,
assuming one takes the B route and the Sacae route. Included sections, wrote
FAQ and introductions.
======================================
======================================
========= 8. Future Updates ==========
======================================
======================================
This FAQ is obviously not complete. The major part has been covered, but now
there's obviously a lot of things that aren't sure yet or that can become
better. Here's what I have planned.
I. Chapter 10A and 11A
I need to play these first, obviously. I am working on that.
II. The Ilia route
Like above, I need to play that, but I'm already working on it.
III. Individual character ratings
I may include these later on. I already put in my own team which are basically
the best units, this is a pretty low priority. There's plenty of other
character rating guides anyway.
IV. Item locations
I might make a list per chapter what you can get. For the most part it's the
same as Normal though, so you could use other guides.
V. Enemy list
I suppose it might be helpful to know which enemies are in which chapter. I
covered a lot, especially dangerous ones, in the walkthrough itself though.
VI. Reinforcement list
This could be pretty important. I was too lazy and too far progressed into my
Hard Mode playthrough to do it first time around. I'd need to do a bit of
testing too, especially in Chapter 21.
VII. Gale and his friends in Chapter 21
I am not totally sure how their AI is programmed, and I'll test it out next
time I play through Hard Mode, along with the reinforcement list.
VIII. Chapter maps
I couldn't find good ones anywhere on the net, so I might just start making
them myselves if I can find the time.
IX. Boss stats
Boss stats seem to be variable in Hard Mode: they have their standard bases
(their stats in Normal Mode), and to that they got a few additions in the same
way other enemy units, among others the recruitable ones, also known as the
Hard Mode bonuses. You can find their Normal Mode stats on a lot of other
places, but I may include them anyway.
======================================
======================================
============ 9. Credits ==============
======================================
======================================
Besides the obligatory GameFAQs/Nintendo/Gamefreak/myself mentions:
- FESS Forums (https://www.velthomer.net/forums/index.php?act=idx)
Their members there have provided me with a lot of objective AND subjective
information about how to take on chapters, how good characters are and
everything. I wouldn't know where to start when thanking them all.
- VincentASM and his "pretty good Fire Emblem fan site"
(https://myweb.tiscali.co.uk/elaice/)
Provided me with a bunch of accurate confirmed data. Vincent confirmed and
busted several rumors about the requirements for the Gaiden chapters and
advancing after Chapter 22.
- Vineon from Smogon.com for interesting me in Fe6 to begin with and for
getting me started and sending me the patch
- MediTric from IAPN for getting me into Fire Emblem
If you feel you should have been here and you aren't screwing around, feel
free to e-mail me.