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FE4 Walkthrough Chapters Prologue-5 PDF Print E-mail
Written by cheetah7071   
Wednesday, 30 July 2008 18:11

Prologue Walkthrough

Jungby

Things to Watch for
In this section I bring up differences between this game and the English released games. I bring up issues as they arise, so if you notice something you don't understand, and I haven't mentioned it yet, then you probably don't need to worry about it, or at least not yet.

The first thing you'll notice is that the map is huge compared to other Fire Emblem games--but in fact this map is the smallest one in the game. This already gives an advantage to mounted units with high movement, but in fact mounted units have another advantage as well--they are able to move again after attacking if they have any movement left. In fact, they are capable of changing which weapon they have equipped after attacking. Thus, you should feel free to attack using a heavy, but powerful, weapon, and then switch to a lighter weapon in order to dodge more effectively during the enemy's turn.

Instead of having a single goal, you will need to have your lord capture several enemy castles throughout the map, usually in a specific order. For example, in this chapter, you'll need to capture Jungby, and then Evans.

Another point to note is that units in this game have skills--abilities which let them fight better than one would expect from just their stats. If you've played Path of Radiance, you should be familiar with skills already, but even if you have, you may find some you are unfamiliar with. I introduce each skill in the description of the first character you obtain who has it, but if you need help, you can check the in game skill description--just press X when viewing the unit's skills. This brings me to my next point--most characters cannot double attack or critical. In order to double attack like in the English Fire Emblems, a character needs the Pursuit skill, and in order to critical, they need the Critical skill.

There's one last thing you should know regarding gameplay. Unlike in the other games, villages aren't destroyed immediately when bandits reach them, but are only destroyed if they are attacked ten times. If you reach the village before it's attacked, the villagers will give you 5000 gold (even if you get an item!), and that amount goes down by 500 each time it is attacked. This money then belongs to the character who visits the village, rather than going to a communal pool. More on this in the next chapter, but for now, just know that you shouldn't have one person save all the villages.

On a miscellaneous note, it is possible to save any turn before you have moved your units. Take advantage of this and save whenever you're feeling safe, or select "autosave" under the options menu to have the game prompt you every turn.

With that, you should be able to get started on the prologue!

New Characters
Icon Name Description
Sigurd Sigurd is your Lord. He comes at level five, with very good stats, and his growths are excellent. He also has the skill Pursuit, which enables him to double attack enemies if he has more speed. Since he's an excellent unit, and is needed to capture castles anyways, make sure to use him.
Alec Alec is a Social Knight (a class changed to Cavalier in the English games) with mediocre growths all around. He will end up faster (but less powerful) than Noish, your other Social Knight. His skills are Pursuit (like Sigurd), and Nihil, a skill which negates certain enemy abilities--most notably making them incapable of scoring a critical hit against him.
Noish Noish is a Social Knight like Alec, but has more strength and defense, in exchange for speed, skill and luck. Unlike Sigurd and Alec, he doesn't have pursuit, but he does have charge, a skill that enables him to occasionally enter another round of combat with the enemy. He also has Critical, which (surprisingly enough) gives him the ability to critical enemies randomly.
Ardan Ardan's class is Sword Armor, and as you might expect, he has abysmal skill, speed, and luck, but good strength and defense. However, he has low movement, which can be a huge handicap in the large maps in this game. His only skill is Ambush, meaning that if he has less than half hp left, he will always attack enemies first. He gains the Great Shield skill if you promote him, which occasionally negates all damage received. All in all, I would recommend not using Ardan--he can't keep up with your other units, and without pursuit, he can't kill enemies in a single round.
Azel Azel is a Mage, with good magic and speed, but watch out--the fire tome he is carrying is very heavy. Try to get him a thunder or wind spell soon, so you can take advantage of that speed. This is especially useful, because he has pursuit. Once you promote him, he becomes a Mage Knight, and gains a horse and the ability to use swords. Azel joins automatically on turn 2.
Lex Lex is an Axe Knight with growths very much like Ardan's. He even has Ambush, just like Ardan. However, Lex has three important advantages over Ardan. First off, he has much higher movement. Secondly, he has the Elite skill, which doubles all exp gained. He also gains a very powerful weapon in the next chapter, but I'll get to that when the time comes. Lex comes with Azel on turn 2.
Cuan Cuan is a Duke Knight, the promoted version of a Lance Knight. He has pretty good growths all around, but lacks pursuit. He instead has Continue, a skill which randomly gives him another attack (players of Path of Radiance will know this skill as Adept). Cuan joins at the beginning of turn 3.
Ethlin Ethlin is a Troubadour who can use sword and staves. Because she's mounted, she can heal and run, thus minimizing the risks associated with having a healer on the front lines. She has the skill Critical, just like Noish. She comes with her husband Cuan on turn 3.
Fin Fin is a Lance Knight, and thus will be a Duke Knight like Cuan when promoted. Fin has high luck, but average stats elsewhere. His skills are Pursuit, and Prayer, a skill that gives him a large boost to avoid for one turn if he is reduced to 10 hp or below. He joins with Cuan and Ethlin on turn 3.


Conversations
Initiator Recipient Effect
None--they just have a chat
None
None
None


You start with Sigurd, Alec, Noish, and Ardan trying to save Aideen in Jungby from Verdane's army. As Oifaye recommended, you should try to save the villages, but that isn't all that difficult--just make sure you save the village just below Jungby, as it gives the one who saves it a speed ring (an item that gives +5 to speed merely from being in your inventory). Transferring items in this game isn't as easy as simply trading, but you shouldn't have to worry about that for now--just try to have the rescuer be someone who needs the ring.

Because all of your units use swords, you have a triangle advantage over most of the enemies in this chapter. You shouldn't have too much trouble routing Verdane's barbarians. If you want, you can bring Ardan along, as no reinforcements come to threaten your castle, but he likely won't be much use, as he will be far outpaced by your mounted units.

Lex and Azel arrive from the north at the beginning of turn 2. Both of them can talk to Sigurd and explain their reasons for coming to his aid, but neither conversation gives any tangible benefit. Just have them start saving the villages up north.

The very next turn, Cuan, Ethlin, and Fin show up. Cuan and Ethlin can also talk to Sigurd, but those conversations don't net you anything. Ethlin is your first healer, so that should make the rest of the chapter a bit easier, as you won't need to worry about your hp as much.

Once you've saved all the villages and had everybody talk to Sigurd, it's time to take on the boss, DiMaggio. DiMaggio is really a pushover. Sigurd, Azel, and both of your Social Knights can fight him effectively. If you're so inclined, give the final hit to someone like Ethlin or Fin, to help level them up.

Once you've beaten the boss, have Sigurd seize the castle. Congratulations! You've just captured the first castle in the game.

Evans

New Characters
Icon Name Description
Midir Midir is an Arch Knight--a mounted archer. His stats are mediocre all around, but he does have pursuit, enabling him to do decent damage. He also has Charge, just like Noish.


Conversations
Initiator Recipient Effect
Sigurd recieves a silver sword.



Right after capturing Jungby, Midir, one of Aideen's guards, joins your party. During the enemy phase of that same turn, the bridge leading to Evans will be rebuilt, and a lot of reinforcements will emerge. Finally, an NPC Sage named Alvis will come from the north.

First off, you'll want to have Sigurd talk to Alvis. Sigurd can reach Alvis in two turns from his starting point at Jungby. Once you'be had them talk, Alvis gives Sigurd a silver sword and then leaves. Go ahead and equip the silver sword immediately--I'll go into details in the next chapter, but in general you don't need ot worry about weapons wearing out in this game.

The enemy army coming in isn't very strong. You shouldn't have any problems as long as you make sure to keep people who can't use swords safe. If you play it right, you can defeat them before Sigurd even has a chance to enter the fray, but if not, he can certainly help.

Once you take out the army that's charging at you, you can attack the one defending Evans. This isn't very difficult, as you can just have a strong unit (probably Sigurd or Ardan) block off the bridge. The only thing to watch for is that once you're within range of any of hte enemies, they all charge at you, so be careful.

Now all that's left is the boss, Gerrard. The only real difference between him and the last boss is that this guy has a hand axe, so he can counterattack ranged units. You should also note that in this game, enemies with multiple weapons will automatically switch to a long ranged weapon if attacked from long range.

Once you've beaten Gerrard, have Sigurd seize the castle. You've just beaten the prologue!

 

Chapter 1 Walkthrough

Genoa

Things to Watch for
There's quite a bit to cover now. First I'll go over what you can do in the castle, seeing as that's where you start.

When you select a character inside the castle, there are six options: Town, Sortie, Guard, Promote, Dance/Staff (depending on what the unit is capable of), and Give. Town is a bit complicated, so I'll cover that last. Sortie makes the character leave the castle and go back onto the map, while Guard makes the unit guard the castle like Ardan was doing at he beginning of the previous chapter. I'll go into promotion later on, but dance and staff are just what they sound like.

That brings us to the give command. I mentioned in the previous chapter that money in this game is personal, rather than communal. But what if one unit doesn't have enough money to buy something? Well, that's where the give command comes in. If you have a unit give money to another unit, all of the money from the first unit goes to the second, unless this would cause the second unit to go over 50000 gold (which is the maximum amount), in which case the first unit keeps the excess. Now, you can't just have any two units give money in this way--thieves can give money to anyone (and you'll be getting a thief this chapter), but other than that, only lovers can exchange money. I'll cover lovers after I'm done explaining the castle, so you don't need to worry about that quite yet.

Now for the town. There are six options here. The upper left, Weapon Repair, does exactly what it says: it repairs weapons. It costs the same amount to repair a weapon from zero uses as it does to buy the weapon from a shop, but it costs less if the weapon is mostly intact.

The upper middle option is the Pawn Shop. In here, you can have a unit sell an item it doesn't want. You can also buy weapons that other units have sold. In fact, this is the only way to transfer items from one unit to another--have the first unit sell the item to the pawn shop, and have the second buy it. This means it's fairly important to try to have units obtain the items you want them to have directly from the source (e.g., village, enemy drop). However, in general you should have enough money to transfer items when you need to.

The upper right option is storage, which lets you store items and then withdraw them at a later time. The only use to this is if a unit has more items than it can carry, a situation which shouldn't arise in a normal game.

The bottom left option is the Arena. The arenas in this game are very different from those in the English Fire Emblems. For one thing, there are only seven battles per chapter--once a character has beaten all of them (in sequential order), that's it. Another difference is that is a unit loses an arena battle, it does not die, but is instead reduced to 1 hp. These two facts together mean that you should feel free to use the arena--you won't lose any units in it, and you can't gain indefinite experience from it.

The bottom middle option is the Fortune Teller, which lets you view a character's battle record or love status (more on that one in a minute!). You probably won't be using this too often.

The bottom right option is the Weapon Shop. Every chapter, certain weapons are put into the shop, but note that there are a finite number of items--if only one iron sword is displayed in the shop, then you can only buy one iron sword. Any leftover items will carry over to all subsequent chapters, so you don't need to worry about losing an item if you don't buy it immediately.

Now I can move into my next topic: lovers. You may have noticed that Cuan and Ethlin are lovers in the bottom part of their status screens. The most immediate effect of this is that Cuan and Ethlin can give money to each other as I described up above. But it has another, more hidden effect. You see, after then end of chapter 5, Sigurd's story will come to a close, and for the remainder of the game your army will primarily consist of the children of people from your current army. However, these children are not predetermined--their skills and stats are determined by who their parents are.

For example, Aideen (who you recruit a few turns into this chapter) will have a son, Lester, and a daughter, Lana. If Aideen's lover is Azel, then the children will have a high magic growth (because of Azel's high magic), and the Pursuit skill, because Azel has pursuit. However, if Midir is Aideen's lover, then the children's growths will reflect Midir's growths, and they will inherit both of Midir's skills. Finally, because Lester can use bows, he will inherit all of Midir's bows in this pairing, but if you pair Aideen with Azel, Lester will only start with an iron bow, because Azel cannot pass down any bows.

In general, the children will have growth rates determined by their parents (the son's more reflecting the father's, and the daughter's more reflecting the mother's), every citizen skill from both parents (though unfortunately class-based skills are not passed down), and their starting inventory will be every item they can use from their same-sex parent. If the mother has no lover, then you will receive substitute characters who are in general much worse than the children you would have received. This can be confusing your first time through the game, so every time you recruit an unpaired female character, I'll give recommendations on who to pair her with.

Now, how do you make two units fall in love? Well, every turn every single possible pairing receives a few "points", the amount depending on the pairing. However, if the units stand next to each other, then for that turn they receive extra points. When the pairing reaches a certain number, the two fall in love. As a side note, most if not all of the conversations between male and female characters will boost the love between them, so be careful not to end up with accidental pairings. After turn 50, love stops growing via any method other than conversations.

Now you can finally start this chapter!

New Characters
Icon Name Description
Aideen Aideen has good luck and magic, but mediocre stats elsewhere. She has no skills, and can only use staves until she promotes. Once she promotes, she can use all of the elemental magics (fire, thunder, and wind). She joins along with Dew a few turns into the chapter.
Dew Dew's growths are excellent all around, but his starting stats are abysmal everywhere except speed. He has three skills--Bargain, Solar Sword, and Steal. Bargain will make him pay half price in shops, and Solar Sword is a skill that will randomly activate, making him absorb the damage he does for that attack. Steal lets him steal all of an enemy's money if one of his attacks connects. If you promote him to Thief Fighter, he will gain Pursuit. Dew is a unit that will be good if you put a lot of effort into him, but starts out quite bad. It's your call whether or not to use him. He joins with Aideen.
Aira Aira is one of the best units in the game. She has overkill skill and is average everywhere else, but has quite high base stats, and her caps are quite high. Her skills are Pursuit, Nihil (stopping enemies from criticalling her), and Meteor Sword. Meteor Sword is a skill that randomly activates, causing her to attack five times in a row. If you promote her to Swordmaster, she gains Continue, allowing her to hit even more often. She is recruited by talking to her with Sigurd after conquering Genoa--see the guide below for suggestions on how to pull this off.


Pairing Recommendations--Aideen
Here I'll suggest how to pair the female character you obtain. In general, I will only mention decent pairings--if I don't even mention a pairing, just assume that it is too bad to even consider. Aideen's son is Lester, an Arch Knight (like Midir), and her daughter is Lana, a Priest.
Husband Discussion
Pairing Aideen with Azel basically trades Lester for Lana. Lana will be a much better version of Aideen, with pursuit and high magic, but Lester will suffer from a severe lack of strength. Make sure to have Azel pass him a strength ring. One the upside, both children will have pursuit. If you choose to do this pairing, Azel will give Aideen a rescue staff in chapter 4.
If you pair Aideen with Ardan, then both children will receive high defense and strength. Lana's magic will be little higher than Aideen's, but that is no different from most of the alternative pairings. Ardan can use bows after promotion, so you can have him pass down the killer bow to Lester. Neither child will have pursuit, so I recommend giving Lester a speed ring and the pursuit ring.
Though the growths coming from this pairing are somewhat worse than from other pairings, this pairing has two large advantages: Midir will pass Pursuit onto the children, and Aideen will give Midir a hero bow in chapter 4, enabling Lester to inherit it. Highly recommended for first time players, as it results in good children with little effort on the part of the player.
This pairing is very similar to Midir. Jamka will also receive the hero bow from Aideen if they are lovers, so he can pass it to Lester. As far as stats are concerned, the children will have higher strength and luck than with Lester, but lower speed and skill. And though Jamka has pursuit, it is a class-based skill, rather than a citizen skill, and as such, the children will not receive it. If you give Lester the pursuit ring, however, he will be quite an excellent unit.
Failing to pair Aideen with anybody will give you Mana and Dimna instead of Lana and Lester. Neither of the two has very good growths (though Dimna does have good skill and speed). Mana has no skills at all, and Dimna has Pursuit.


Pairing Recommendations--Aira
Aira's twin children are Lakche and Skasaha, both of whom are Swordfighters like their mother. Due to Aira's high stats and excellent skills, it is nearly impossible to find a "bad" pairing for her, but the ones I list below are the best.
Husband Discussion
This pairing is quite a good one. Aira's weak stats (strength and defense) are Noish's strong points, meaning that the children's growths will be excellent all around. Furthermore, Noish will give the children the Critical skill, which will activate quite often because of their high skill. You can't really go wrong with this pairing.
Pairing Aira with Lex will result in high defense for both children, as well as giving them the Elite skill. Though the children won't be quite as offensively powerful as they are in other pairings, they will have higher defense. Better if you have a more defensive playing style.
Dew will pass on his excellent growths to the children, but unlike the father, they will not have horrible starting stats. They will not gain Steal (that being class-based to thieves), and bargain is more or less wasted on them (most swords being inexpensive), but they will have Sunlight Sword, which will activate quite often. Quite an excellent pairing.
This pairing will result in good stats all around (though not as good as with some of the other pairings). However, in this pairing, the children will have every skill pertaining to hitting the enemy multiple times--Pursuit, Continue, Charge, and Meteor Sword. This is a very fun pairing.
Pairing Aira with Holyn result in very high hp and skill growths, and good growths in other areas (though not as good as with other pairings). Under this pairing, the children will have the Lunar Sword skill, enabling them to occasionally negate enemy defense (made more likely by their incredible skill). What's more, this pairing is very quick. A nice choice for beginners.
If you don't pair Aira with anybody, you will get Radnay and Rodolban instead of Lakche and Skasaha. These units are decent, but not nearly as good as the children would have been. Both of them have Pursuit (that being a class skill of Swordfighter), and Rodolban has Ambush.


Conversations
Initiator Recipient Effect
Fin gains +1 strength, skill, and defense
None
Midir and Aideen's relationship improves. Cannot be viewed if Azel and Aideen have already talked.
Azel and Aideen's relationship improves. Cannot be seen if Midir and Aideen have already talked.
Ethlin receives a return staff
Aira joins your army. Only available after conquering Genoa (see below for suggestions on how to pull this off).
Now, after all that long introduction, we can finally begin the chapter itself. First, note that there are some items for you to buy in the shop. The slim sword can go to Ardan, Alec, or Noish. It's your choice really. A slim sword is better than an iron sword, but is roughly on par with a steel sword (less power, but also less weight). Don't bother with the iron lance. You could give it to Alec or Noish, but lances are so much heavier than swords that the lost evasion is almost as powerful as the weapons triangle. The javelin is even heavier, but you can give it to somebody if you really want to. Have Lex buy the steel axe, if you want--but make sure that he doesn't sell his iron axe, as he needs it to activate an event later in the chapter. Finally, have Sigurd sell his steel sword and iron lance--he doesn't need them now that he has a silver sword. Have Alec or Ardan replace their iron sword with Sigurd's steel sword.

Now that you've gotten that out of the way, you can hit the arena if you want. As I explained above, it's impossible to abuse the arena like you can in other Fire Emblems, so don't feel guilty if you decide to use it.

Once you've finished up in the castle (don't forget to repair weapons again if you used the arena), you can head outside. You don't need to have anybody guard the castle--no enemies come to threaten it. If any of your characters lost in the arena, have Ethlin heal them up as soon as possible. Make sure to have Cuan talk to Fin as soon as well, to give Fin some nice stat boosts.

At the end of the first turn, Aideen will escape from Marpha castle, along with the thief Dew. Marpha sends troops out to pursue them, so make sure to have them run every turn. Don't bother having Dew or Aideen save the village along the way--your other troops can arrive in time to assist it, and if you save it early, the Mountain Thief that would have attacked it will attack a different village, that you probably can't reach in time.

The troops coming up from the south to meet Sigurd form the first enemy army that can't be beaten without any planning. Make sure to have your sword users up front, and make sure to abuse terrain (noting that being on a road gives you -10 to evasion). Fin, Cuan, and Midir should hit and run, attacking and then falling back behind your sword users who are much likelier to dodge.

Kinbois, the boss, is quite powerful due to a silver axe, so try to make him target somebody who has high evasion. If you defeat all of his troops before defeating him, he'll return to Genoa for reinforcements, which you definitely don't want to happen, so make sure you defeat him quickly! Try to defeat him with Lex, because he drops a hand axe, but if you can't pull it off, it isn't too much of an issue, as it isn't too expensive. Once you defeat him and his army, head south to Genoa, saving the village along the way.

Guarding the castle, is Aira, a Swordfighter. You can recruit her by talking to her with Sigurd after capturing Genoa, but it'll take some though to pull that off without killing her or letting her kill one of your units.

The deadliest part about Aira is her Meteor Sword skill, which will allow her to attack five times in a row. However, this skill is negated by Nihil, which one of your units--Alec--has. Thus, your strategy will be to lure her out with Alec (who can survive a round with her once Meteor Sword is out of the picture), and then quickly have Sigurd capture the castle. Once that happens, Aira will start moving back to the castle, but note that if any of your units are in her range, she'll prioritize attacking them over retreating.

Have Sigurd go around the forest immediately to the south of the village--Alec will be luring Aira north, so Sigurd will have to approach the castle from below. If one of the enemies from Marpha has managed to start attacking Aideen, have Sigurd finish him off, but otherwise, don't have him bother with them--you can have your other, non-Alec and non-Sigurd units deal with them (though you might not want to bring Azel or Ardan down south, in case Aira doesn't go as far north as you'd like).

Once you have Sigurd in position, move Alec to the bottom of the two forest tiles that are "sticking out" of the main forest--this is close enough that Aira will charge after him, but far enough she can't reach him in one turn. Meanwhile, have your other mounted forces start helping out Aideen and Dew, and try to have someone (Cuan or Noish should be capable of it) save the village in the meantime.

Once Aira has started moving, don't move Alec, and have Sigurd get as close to the castle as he can. Aira should attack Alec instead of Sigurd. This means that the next turn, you can have Sigurd attack the boss while Alec runs away. As soon as Sigurd seizes the castle, Aira should start heading back to it (though she'll still attack anybody in her range, so watch out). Have Sigurd talk to her to recruit her.

Marpha

Conversations
Initiator Recipient Effect
Aideen receives a warp staff, and Aideen and Dew's relationship improves.
None


Now that Sigurd and Aira can enter the fray, they remaining enemies who were attacking Aideen and Dew should be easy to deal with. Do so, making sure to save the village. New enemies will continuously emerge from Marpha to replace the ones you kill, until you defeat the leader of the group.

The turn after capturing the castle, a group of Lance Knights will show up from the north. Don't worry--Eltshan, the person who talked with Sigurd at the beginning of the chapter, will show up and take care of them for you.

Once you've cleaned up Marpha's troops, you can try to initiate some of the conversations so far. Sigurd's talk with Aideen and Aira's talk with Cuan don't have any impact, but Aideen's talk with Ethlin will give Ethlin a return staff--a staff with returns a unit to the main castle of that chapter. Dew's talk with Aideen will give Aideen something even better: a warp staff, which can warp a unit to any friendly castle. If you plan to pair Aideen with either Midir or Azel (and Aideen/Midir is highly recommended for first time players), then have them talk to her. This conversation with boost their love, but you can only get one of them.

Once you're done with that, heal up and prepare to attack Marpha. The enemies surrounding Marpha aren't all that tough; just use the same strategies you've been using and you should be fine. Gandolf, the boss, shouldn't be too difficult, either. Just have one unit attack him repeatedly while Ethlin and Aideen heal repeatedly. This boss drops a skill ring, so try to have somebody grab it who either has low skill, or who has a skill which activates based on their skill stat (e.g., Aira, Noish). Also make sure to send somebody to save the village in the far west, below the forest. Capture Marpha once you're done.

Verdane

New Characters
Icon Name Description
Jamka Jamka is a Bow Fighter with good strength and luck, but horrible skill. He has three skills: Pursuit, Continue, and Charge, meaning that he'll be hitting multiple times quite often. He comes with a killer bow, a bow with allows its user to critical enemies (though Jamka won't be doing that very often given his low skill). He is recruited by speaking to him with Aideen.
Deirdre Deirdre is one of the worst characters in the game. While she has excellent magic and resistance, all of her other stats are absolutely terrible. Furthermore, the only weapon she can use is Aura, which is incredibly heavy. Bring her with you to silence bosses using the staff she comes with, but otherwise, don't bother. She joins your team when Sigurd passes through the large forest.


Conversations
Initiator Recipient Effect
Recruits Jamka



Other: If Lex ends his turn on at the end of the long peninsula to the east of Verdane, and has his iron axe still in his inventory, then there will be a short scene, and he will gain a hero axe.

Verdane castle will send a fairly large force after you once you conquer Marpha. The leader of that group is Jamka, youngest prince of Verdane. You can recruit him by talking to him with Aideen. If you want, send Dew and Aira into the arena in Marpha, but once you're done, head into the forest to intercept Jamka's army.

Within the forest, your movement will be severely restricted, but at least you won't need to worry about accidentally killing Jamka, because he'll attack at range. Try to move Aideen so that she can recruit him as soon as possible, but you shouldn't have too much of an issue if you have to wait a few turns. The rest of Jamka's army is no match for you--take them out the same way you've been dealing with the previous enemies.

When Sigurd passes through the middle part of the forest, Deirdre will come out and join your party. She comes with a silence staff, which will be very useful, because the boss is quite strong, and has a long range spell. Deirdre also automatically becomes Sigurd's lover at the beginning of chapter 2, so you don't need to worry about pairing her up.

Just have your units progress slowly through the forest, and make sure to bring Lex along. Have Lex move out to the end of the eastern peninsula. If you left his iron axe in his inventory as I told you to, a short scene will ensue, and Lex will obtain the hero axe (brave axe in the English Fire Emblems).

Once you think you're ready to assault the castle, have Deirdre move within 10 squares of the boss and silence him. This army is primarily made of Bow Fighter, so won't have the triangle advantage like you had for most of the chapter. However, the enemies aren't too tough, and you should be able to take them.

Once you reach the boss, try to have Azel finish him off (as he drops a magic ring), but this can be difficult because Azel will probably only do a few points of damage. If you can't pull it off, don't worry too much, as you can just sell it to him in the next chapter. Once you've finished up (don't forget to get the hero axe!) have Sigurd seize the castle to end the chapter.

Chapter 2 Walkthrough

Heirhein

Things to Watch for
This chapter doesn't really introduce anything new, so I'll take some time now to go over concepts that haven't been pressing: weapon level, and promotion.

Unlike in all of the Fire Emblems made after this one, weapon level does not go up as one uses that type of weapon more often. Weapon level is linked to class. For example, Lance Knights have a B in lances--and you'll notice that, indeed, Fin has a B in lances. However, if you promote him to Duke Knight, it will go up to A, because Duke Knights have an A in lances.

Seems easy enough, right? But if you look at Cuan, you'll notice that he has a * in lances (the equivalent of an S), instead of an A. This is because Cuan is descended from the crusader Noba, who used a lance, and Cuan has inherited some of Noba's exceptional abilities. If you press A anywhere in Cuan's status screen, you'll see a large chart with the names of all twelve crusaders around it. There's a large flashing dot next to Noba's name. This indicates that Cuan has what is called major Noba blood--that is, Cuan has inherited enough of Noba's powers to use Noba's legendary weapon, the Gae Bolg, which, as you might have guessed, is a * ranked lance.

There are characters that inherit lesser abilities, too. For example, Azel has a dot next to the crusader Fala, but it isn't flashing--this means that he has inherited some of Fala's abilities, but not enough to use the legendary Fala Flame. This minor Fala blood isn't wholly without benefit, however--notice that Azel has a B rank in fire magic, whereas mages will usually only have a C rank.

Holy blood is passed on to children as well. Both of Aideen's children, for example, will inherit Aideen's minor Ulir blood. However, it's slightly different in the case of a major blood: Cuan's daughter will receive major Noba blood, but his son receives only minor blood. Note that Cuan is an exception here: usually the son inherits the father's holy blood, rather than the daughter.

Now, a quick word about promotion, and you can get on with the chapter. In this game, level maxes out at 30, and a unit can't promote until they hit 20. However, level does not reset upon promotion: Azel will promote from a level 20 Mage to a level 20 Mage Knight. Thus, there is no disadvantage to promoting as soon as possible.

To promote, simply have the level 20 character select the "promote" option within the chapter's main castle.

With that, we can begin.

New Characters
Icon Name Description
Holyn Holyn is a Swordfighter with very high HP and skill, but average stats elsewhere. His skills are Pursuit and Lunar Sword. Lunar Sword is a skill that randomly negates all of the enemy's defense, and will activate quite often because of Holyn's high skill. You recruit him by having one of your units complete the arena.
Lachesis Lachesis starts out rather bad: her only skill is charisma (giving a +10 to hit and evade to all units within three squares), and her stats aren't all that great. However, she has an excellent strength growth, and she promotes to one of the most overpowered classes in the game: Master Knight. A Master Knight is mounted, has Pursuit as a class skill, gives excellent promotion gains, and has a A rank in every weapon type of than light magic (which it has a C in), and dark magic (which is enemy only, anyways). If you can promote her, Lachesis will definitely be one of your best units.


Pairing Recommendations--Lachesis
Lachesis' daughter is Nanna, a Troubador, and her son is Delmud, a Free Knight (sword wielding cavalry).
Husband Discussion
Pairing Lachesis with Azel results in both high magic and high strength for the children, allowing them to attack effectively either with magic swords or ordinary weapons. Additionally, the high magic makes Nanna a good healer (something she usually isn't). Finally, Azel's Pursuit will be passed down as well.
This pairing gives both children very high luck, Pursuit, and Prayer. Nothing really special to note.
Pairing Lachesis with Beowulf is much that same as pairing her with Fin. The only real difference is that this pairing gives Charge instead of Prayer, and is much easier to make. Thus, this is my recommendation for first-time players.
Failing to pair Lachesis will give you Janne instead of Nanna and Tristan instead of Delmud. Neither has exceptional stats, though Janne has higher magic than Nanna does in most pairings, and Tristan has very high hp. Janne has no skills, and Tristan only has Critical, gaining Continue upon promotion.


Conversations
Initiator Recipient Effect
Lachesis joins your army.
Deirdre gives Ethlin a light brand.
Dew gives Lachesis a thief sword, and Dew/Lachesis relationship goes up. Lachesis must be recruited first.
Other: if Ardan stands at the tip of the peninsula to the south of Heirhein, he will find the pursuit ring, an item giving it's user the Pursuit skill. Furthermore, if all of the Paladins guarding Lachesis survive the entire chapter, then they will give Lachesis the knight ring, an item allowing units to double-move as if they were mounted.

First off, notice that the shop has some new items. Buy thunder for Azel (selling his old fire tome--it has the same might and accuracy, but is heavier), and the steel bow for Midir. Alternatively, you can sell Jamka's killer bow to Midir, and have Jamka buy the steel bow. If you were unable to have Azel grab the magic ring from the previous boss, sell it to him now, noting that if he doesn't have enough money, you can always have Dew give him some. There's also a steel blade in the shop, but you'll be recruiting a new sword user in just a second, so you can decide then who gets it. Even if you don't want to use the arena in general, make sure to send at least your strongest units in during this chapter. The first time than any of your units finishes all seven arena battles, the final opponent, a Swordfighter named Holyn, will join your army. It's up to you whether to give him or Aira the steel blade in the shop.

Once you're done with the shop and arena, repair everyone's weapons, and head out. Make sure to have Deirdre talk to Ethlin as soon as possible, preferably the first turn, as she gives Ethlin the very useful light brand.

At the beginning of the next turn, Anphony sends out a group of Mountain Thieves to ransack the villages. You can save all of the villages, but you're going to have to work fast.

Have all of your units move their full range every turn. Your mounted units should reach Nodion before the enemy can attack (and probably kill) Lachesis. You shouldn't have too much trouble, as the enemies are fairly weak, but this is your first experience fighting mounted enemies, so be careful.

Try to keep Lachesis' Paladins alive, as if they survive the entire chapter, they give Lachesis the knight ring, and item which allows units to double-move like mounted units. However, the leftmost Paladin will need to get a bit lucky with dodges to survive, as you won't be able to reach him before the enemy does. If Ethlin gets there in time, note that she can heal him. It isn't too big a loss if you don't get the knight ring, so if it's too hard, you don't have to bother.

Try to have Cuan kill the boss, as he drops a silver lance, and Cuan is your only unit who can use A rank lances. Once you're done repelling the enemy, have Sigurd talk to Lachesis to recruit her.

If you intend to save the villages, you can't afford to slow down now that you've saved Lachesis. The enemies up north are all armored, so they'll be able to take a few hits. Trying to take them all out before moving on will slow you down considerably, so consider having Sigurd just race past them--he should be able to take on Heirhein's boss by himself.

If you're trying to get the knight ring, then don't have Lachesis follow up with the rest of your troops. Her Paladins will usually stay close to her, but will charge at the enemy if there is one in range. Lachesis can still gain experience by healing, though, so don't worry too much about her being underleveled.

Once you reach Heirhein itself, have one of your units take out the boss (don't worry, he's not too hard). He drops a barrier ring, which gives +5 to resistance, but since all of your units except Deirdre have horrible resistance anyways, anybody can put it to good use.

Anphony

New Characters
Icon Name Description
Levin Levin is a Bard with major Holsety blood, allowing him to use any wind tome. He has incredible speed and good skill, but lacks Pursuit. Instead, he has Continue and Critical, which will both be activating often due to his high speed and skill. He also promotes to Sage, a class with some of the best caps in the game. Finally, in chapter 4 he obtains what is easily one of the most overpowered weapons in the game. Make sure to use him.
Sylvia Sylvia is a dancer with bad stats nearly everywhere (though unusually high resistance). However, she is still highly usable, because in this game, dancers refresh every unit adjacent to them, instead of just one. The ability to trade her own turn for an additional turn for four other units is highly useful, so she is a decent unit even if she's bad at combat. Besides Dance, her other skills are Continue and Prayer.
Beowulf Beowulf is a Free Knight, that is, a mounted sword user. He has pretty good growths everywhere, and his skills are Pursuit and Charge, and he gains Continue upon promoting to Forest Knight.


Pairing Recommendations--Sylvia
Sylvia's daughter is Leen, a dancer, and her son is Corple, a priest.
Husband Discussion
Azel contributes high magic to both children, and his minor Fala blood will allow Corple to use elfire after promotion. This pairing is pretty good, but Sylvia has better.
In this pairing, Levin will pass his exceptional speed down to Corple and Leen. Furthermore, Corple will be able to use Holsety (Levin's overpowered wind tome) after promotion. However, there are better people to pass Holsety on to, so you should probably only make this pairing if all of the other mage children already have someone else as their fathers.
Pairing Sylvia with Claude will allow Corple to use up to * rank staves even before promotion, as well as giving him high resistance, luck, and magic. Definitely a good pairing, and highly recommended for a first time player.
Not pairing Sylvia up with anybody gives you Laylea and Sharlow, who are surprisingly good. Both children have high magic and resistance, and Laylea has good speed. Laylea has charisma, which is never unhelpful (especially against bosses), and Sharlow has Elite, which is useful for a healer. Finally, Laylea is the only person who can obtain the barrier sword, which grants +7 resistance, and Sharlow is the only one who can obtain the berserk staff.


Conversations
Initiator Recipient Effect
Cuan gives Fin a hero lance.
None
This conversation can be initiated by anyone with 10,000 gold. Beowulf will join your team, and 10,000 gold will be transferred from the speaker to Beowulf.


The turn after you conquer Heirhein, Anphony's troops will become enemies, allowing you to attack them. Furthermore, two new units (Levin and Sylvia) will emerge amongst the villages being attacked. If you were fast enough in conquering Heirhein, Levin will be able to reach the northernmost village in time to save it. This village contains the bargain ring, letting the holder pay half price in shops. Levin himself is a good choice for this, as he'll be obtaining a very expensive weapon in chapter 4.

Right about now there are several things you should watch for. Cuan has a conversation with Fin, in which he gives Fin a hero lance. Also, if you move Ardan to the tip of the peninsula south of Heirhein, he will find the pursuit ring, which gives its holder Pursuit.

Anphony now sends out a group of Free Knights led by a Forest Knight. You might find it easier to stay back by Heirhein than to charge out to them, as this means you'll be able to attack them before they get a chance to attack you. Other than that, the enemies aren't too tough. If you intend to get the knight ring, you might want to have Lachesis stay back, to ensure the Paladins don't suicide themselves.

One of the Free Knights, Beowulf, is recruitable. Just talk to him with anybody who has 10,000 gold, and that unit will hire him for his asking price of 10,000 gold. The only tricky part here is making sure that you don't accidentally kill him.

The boss, Voltz, drops an elite ring, which gives its holder the Elite skill, thus doubling the experience they gain. Lachesis is a good candidate, as she becomes a very good unit after promotion. Ethlin is also a good candidate, because she passes it down to her son, who will benefit greatly from Elite. However, feel free to give it to anyone.

Once you've taken care of the Free Knights, you can go after Anphony itself. There is a large group of Armor Knights guarding the castle, but fortunately they can't hit and run, so if you position your troops right, nobody should have to survive all that many attacks. These enemies are, however, more than capable of killing Lachesis' Paladins, so if you want the knight ring, have Lachesis hang back for sure.

Meanwhile, have Sylvia and Levin continuing saving the villages (though you can have other units go in there if you feel they need the money). The southernmost village has an iron cutter, a sword which makes units automatically critical against armored enemies. Once they're done, start having them move up to meet Sigurd's group.

The boss of Anphony drops a shield ring, which gives +5 defense. I'd recommend giving it to either Levin or Azel, but as always, it's your call. Once you've finished up (you can decide whether or not to wait for Levin to make it north), have Sigurd seize the castle.

Mackily

New Characters
Icon Name Description
Fury Fury is a Pegasus Knight with all-around mediocre stats, but being a flying unit helps make her useful. Being a flyer, all bows will automatically critical her. She has Pursuit, and can use C rank staves after promoting to Falcon Knight. Recruit her by having Levin talk to her.


Pairing Recommendations--Fury
Fury's daughter is Fee, another Pegasus Knight, and her son is Sety, a Sage. Continue is a class skill of Sages, so even if his father does not have Continue, Sety will have it.
Husband Discussion
This is more of a novelty pairing than a really good one. The children's stats will be decent at best, but Alec passes down Nihil. Because arrow effectiveness comes in the form of auto-criticals in this game, Nihil means that arrows will not be super effective against Fee. Other than that, however, it's not a very good pairing.
Azel contributes high magic to the children, and his minor Fala blood allows Sety to use volcanon, the A rank fire spell. The children will also have pretty good speed. A pretty good pairing, overall.
Pairing Levin with Fury will give both Fee and Sety overkill speed, and allows Sety to use the overpowered Holsety spell. Levin will pass down the Continue and Critical skills, making Fee much better than Fury was, and Fury's Pursuit will make Sety even better than Levin was. Furthermore, this is the easiest pairing in the game to make--the Levin/Fury conversation in chapter 4 is enough to make them fall in love all by itself.
With Claude as their father, Sety will be able to use up to * rank staves, and Fee will be able to use B ranks staves after promotion, making her a much more effective healer. Claude also gives the children high magic, luck, and resistance. The only real downside is that Claude has no skills to pass down.
Not pairing her up with anybody will give you Femina and Hawk instead of Fee and Sety. Femina has high speed and luck, but her only skill is Continue. Hawk's only good growth is speed, but he has pretty good starting stats, as well as both Pursuit and Continue.


Conversations
Initiator Recipient Effect
Boosts Alec and Sylvia's relationship
None
Lachesis gains +2 strength, +2 skill, and +1 defense. Beowulf/Lachesis relationship goes up.
Fury joins your party, and her squad of Pegasus Knights leaves
None


The turn after conquering Anphony, Mackily becomes an enemy, and Agusty sends out about 10 mounted units against you. Furthermore, a Pegasus Knight named Fury starts heading down to your main castle in Evans. If Evans gets captured by the enemy, it's game over, so you have a bit of a problem.

Fortunately, Fury is recruitable, but by Levin. The only real way to get Levin there in time is to have Ethlin or Aideen warp him back to Evans using the return or warp staff, respectively. You should probably also warp Midir and Jamka down, to help clear a path for Levin to reach Fury.

Meanwhile, have all of your troops start heading south. If you haven't warped Levin yet, you can have Sigurd talk to him, but there's no benefit to doing so. You can also have Sylvia talk to Sigurd, and Alec talk to Sylvia--the former also does nothing, but the latter boosts the Alec/Sylvia relationship. That pairing isn't very good, so if you watch the conversation, do your best to never have Sylvia and Alec stand next to each other. There is also a conversation between Beowulf and Lachesis, which gives Lachesis some nice stat boosts, so make sure not to miss it.

The soldiers sent out by Agusty are rather weak, so you shouldn't have any trouble with them. Just use your usual tactics. By the time you beat them, Fury should be getting pretty close to Evans.

Once some of Fury's soldiers are in range of the castle, have Levin guard it. He'll kill some of Fury's squad members, but he'll be out of Fury's range for that turn. You can then just have your bow users mop up the rest, and then have Levin talk to Fury to recruit her. You should then have all of them move back up north to meet up with Sigurd again. Fury can talk to Sigurd, but the conversation has no effect.

It's your choice whether to wait for Levin's group or not before charging into Mackily. Mackily has a group of Long Arches, a class which is immobile but fires long ranged arrows. Furthermore, there are also a good number of Swordfighters and some Fire Mages, so it will be pretty tricky. To top it all off, the boss has a sleep staff, so he can put your units to sleep. If you want the knight ring, keep Lachesis back, as this area is very dangerous for her Paladins.

First off, you'll need somebody to lure the soldiers in. I used Fin, as Prayer gives him a large boost to evade when he has very low hp. If Fin doesn't dodge enough, though, just pick another unit--Sigurd, Lex, and Ardan all have a shot at surviving the initial turn.

Once you've lured the enemy out, hit and run with your mounted units, being careful to stay out of range of the sleep staff. Once you've taken care of the enemies (this will probably take at least two turns), have Deirdre move within ten squares of the boss, and silence him. She's now within range of the Long Arches, so you'll probably want to have Sylvia dance for her, allowing her to escape.

The boss himself is quite easy. He drops a sleep staff, but the only units you have that can use it are Deirdre and Aideen--one of whom is useless, and the other of whom cannot attack. However, you have no real need for the sleep staff, so feel free to let anybody kill him, and then just sell it in the next chapter. You really won't be missing out.

Once you're done, have Sigurd seize the castle. I wouldn't recommend waiting for Levin and the others to catch up (because of the Long Arches).

Agusty



Right after you conquer Mackily, Agusty sends out a fairly large army of various mounted units. This army doesn't charge at you until you reach about the halfway point between Mackily and Agusty, but once you get there, I recommend the same strategy you used with Anphony's Free Knights: sit tight, and let the enemy come to you.

There's no real advice I can offer here other than be careful. Don't make any unit have to take the brunt of the enemy's attack--try to force them to spread their attacks around. The boss is carrying a knight slayer lance, which auto criticals against mounted units, so make sure to watch out. I'd recommend either Fin or Fury getting this lance, though Alec and Noish can use it as well. Don't bother giving it to Sigurd or Cuan, as they are fine with their respective silver weapons.

Agusty itself is really no problem. There are 3 Long Arches, but they're very inaccurate, almost always missing. The boss, Shagaal, drops a libro staff (physic in the English Fire Emblems), but you face the same problem as with the sleep staff, so just have anybody kill him. Once you're done, have Sigurd seize the castle, and congratulate yourself for beating chapter 2.

 

Chapter 3 Walkthrough

Madino

Conversations
Initiator Recipient Effect
Aira receives a hero sword, and Holyn/Aira relation improves. Cannot be viewed if Aira's conversation with Lex has been viewed, or if Aira is already in love.
Aira receives a hero sword, and Lex/Aira relation improves. Cannot be viewed if Aira's conversation with Holyn has been viewed, or if Aira is already in love.


You've progressed far enough into the game that you should understand all of the mechanics you need to in order to complete the game, so from now on, so won't be seeing a "things to watch for" section at the beginning of chapters.

The shop in this chapter has a silver weapon of every type, as well as an elfire tome. Buy the elfire for Azel (but don't sell thunder), and possibly buy the silver sword for Holyn, though you might prefer the steel blade from the previous chapter. Lex is fine with his hero axe, so you'll probably want to save the silver axe for when Lachesis promotes, in case she ever needs an extremely powerful weapon. Unless you've promoted Midir, he won't be able to use the silver bow, so if you want somebody to have it, give it to Jamka. If you do that, consider selling the killer bow to Midir.

Once you're done, hit the arena if you so desire, and head out. You'll notice that Deidre cannot leave the castle. She will never be able to participate in battle for the rest of the game, so sell her items and give her money to Sigurd.

If you read the conversations section above, you'll notice that Aira can receive a hero sword from either Holyn or Lex, but only from one of them. If you plan to pair her with either of them, then have that one talk to her, but otherwise, it doesn't really matter.

You have several fronts to worry about this chapter. To the north is a group of Axe Armors and Arch Knights (along with some Mages, but they're in a forest and won't be reaching you anytime soon). To your east is a group of Armor Knights with javelins, and to your west is a group of Lance Knights.

Levin should be able to solo the Armor Knights to the east if you've been leveling him, but if not, they'll be fairly rough. Make sure to send a healer in that direction. The Lance Knights shouldn't be a problem for Lex, though their leader might be an issue. The north is the strongest, so you'll probably want to send all of your other troops there.

By the time you've cleared out the troops in the north, the Mages will probably be approaching. Azel with thunder will have a triangle advantage over them, so if he's in a forest, he'll be likely to dodge.

The troops guarding Silvail are no different from enemies you've already beaten. Just make sure to defeat the Mages as soon as possible (Sylvia can help here). The Bishop carries a reserve staff, which will heal all enemy troops near him, so try to defeat each enemy within a single turn.

Once the groups in the west and east have finished up their enemies, have them save the villages nearby. The village right above the forest gives +3 strength to the one who saves it, so make sure to pick who saves it carefully. Just look over your units and see whose strength needs a boost. One of the villages in the east has a restore staff, which cures status ailments, so try to have Aideen rescue it.

Before taking on the boss, have somebody who needs levels head up above the castle and take on the Pirates and Long Arches. The right village contains a wingclipper sword, which is effective against flying units. Make sure to have a sword user save that village.

The boss himself has pursuit, so make sure not to attack him with low speed characters. His sword will cast thunder at a range of two, so if you have a magic user attack him, it might be better to attack at range. He drops his thunder sword, so try to have your sword user with the highest magic kill him. This will probably be Lachesis, but it's a pain to have her deal the finishing blow, so don't worry if you can't pull it off. Once you're all done, have Sigurd seize the castle.

Silvail

Conversations
Initiator Recipient Effect
Eltshan gives Lachesis an earth sword, and then leaves the map.


Right after conquering Madino, a cutscene will ensue, and Deirdre will be kidnapped, permanently removed from your party. Fortunately, she wasn't a very good unit, so its a small loss.

A turn later, Eltshan and his army of Social Knights will head out to attack you. Fortunately, they will only try to take Agusty if they are in range, so make sure none of your units are down there. Start moving your units into the forest--it'll be much easier to take them on with the additional evasion.

Take a look at Eltshan's stats for a moment. He's using the holy Mistoltin sword, which gives him +20 skill and +10 resistance, as well as the Critical skill. You definitely don't want to fight him, and fortunately, you don't have to. If Lachesis talks to him, he'll leave the battlefield, giving her an earth sword in the process. The earth sword is a magic sword which lets its user absorb the damage dealt at both ranges, but unfortunately needs to be repaired after a mere 10 uses.

But I'm getting ahead of myself. Try to have your archers just inside the range of the first Social Knights, forcing them into ranged combat. Each turn thereafter, slowly push forward, being careful to stay out of Eltshan's range. Make sure to have Lachesis on the forefront. Even if she's underleveled, it's safer to bring her along than to face Eltshan. As soon as possible, have her talk to him. Once he's out of the picture, it shouldn't be too hard to finish off his troops.

The turn after talking to Eltshan, some Dragon Riders will show up in the northwest corner of the map. Sometimes they seem to head towards Madino, and sometimes towards Sigurd's army. Just in case, have a few of your units head back to Madino. The boss drops a life ring, which lets its holder recover a few hp every turn. It's fairly expensive, so try to have the correct person kill him. The Dragon Riders aren't actually all that difficult, just remember to attack them with bows and your new wingclipper.

The enemies guarding Silvail are nothing new. Kill them using your usual tactics, then save the village right above Silvail. It gives the rescuer +1 defense, so pick someone a bit low there.

The boss isn't too tricky. He drops a silver blade, so have someone who needs that attack him. Just keep picking away at his hp while having your unit healed every turn, and he'll die eventually.

Orgahill

New Characters
Icon Name Description
Tiltyu Tiltyu is a Thunder Mage with high skill and luck, and pretty good speed. Her only skill is Wrath, which means that when at less than half hp, she will automatically critical every time one of her attacks connects. She gains Continue, as well as the ability to use swords and staves, upon promotion.
Claude Claude is a High Priest with exceptional magic and resistance, but who is only decent in other areas. He has no skills, but his major Blagi blood allows him to use any staff, including the Valkyrie staff, which revives a dead unit.
Brigid Brigid is a Sniper with very high luck, but average numbers elsewhere. Her only skill is Pursuit. However, she obtains in this chapter the holy Ichival, an extremely powerful bow, which by itself makes her useful.


Pairing Recommendations--Tiltyu
Tiltyu's children, Arthur and Tinny, are both Mages. Arthur promotes into Mage Knight, and Tinny promotes into Mage Fighter, gaining continue upon promotion.
Husband Discussion
Pairing Tiltyu with Azel gives high magic, skill, and speed. Furthermore, Azel passes Pursuit onto the children. A very nice pairing, especially for first time players.
The only stats these children will excel in are strength, defense, and skill, but the stats are not the most appealing part of this pairing. The children's skills will be Elite, Wrath, and Ambush. Ambush means that when at low hp, the children will attack first, and Wrath means that when at low hp, they will always critical. They'll have low magic, so make sure to give one of them a magic ring. If you learn how to use these children, they will be quite exceptional.
Pairing Tiltyu with Levin gives both children high magic, speed, and skill. Mage Knights have lower caps than Sages, so Arthur will be less powerful with Levin's Holsety spell than Sety (Fury's son) would, but being a Mage Knight means that he will be mounted. Furthermore, he is among the first of the children to be recruited, allowing you to use Holsety almost immediately. The children will lack Pursuit, so try to give one of them the pursuit ring.
If you pair Claude and Tiltyu, the children will have very high stats everywhere but strength and defense, and they don't really even need strength. However, their only skill will be Wrath (and Continue for Tinny upon promotion), so make sure to give one of them the pursuit ring. Also note that Arthur will not be able to use Claude's Valkyrie staff.
If Tiltyu has no lover, then you get Amid and Linda instead of Arthur and Tinny. Amid is a Wind Mage, and Tinny a Thunder Mage, both of whom promote to Mage Fighter. Linda has average stats all around, with Elite and Wrath as her skills, gaining Continue on promotion. Amid has similar growths, but only Continue.


Pairing Recommendations--Brigid
Brigid's son is Faval, a Bowfighter, and her daughter is Patty, a Thief. Fortunately, Faval inherits her holy blood and weapons, instead of Patty, though Faval's growth's are still influenced more by his father than his mother. Brigid's Pursuit is class-based, so Patty will not have it unless her father does.
Husband Discussion
Pairing Brigid and Alec will give Patty the much-needed Pursuit, and give both children fairly good stats all around. It also gives both children Nihil, allowing Faval to be slightly more effective as a boss killer.
Jamka will give high strength to the children, as well as both Continue and Charge. Patty will unfortunately lack pursuit, and Jamka will not be able to pass any swords to her.
Dew will pass his incredibly high growths to the children, but will not give Patty Pursuit. She will however, have Solar Sword, though Faval will not, it being a skill reserved for sword infantry. Both children will have Bargain, which is useless for Patty, but highly useful for Faval. Definitely a pairing to look into.
Holyn's minor Odo blood will allow Patty to use B rank swords before promotion, and being able to use a hero sword will somewhat make up for Patty's lack of Pursuit. She will also have Lunar Sword, though Faval will not, because it is a sword technique. The children will have high skill and hp.
The substitutes for Faval and Patty are Asaello and Daisy. Asaello has high strength and luck, and Daisy has high speed. Asaello has Pursuit and Charge, while Daisy has Prayer.


Conversations
Initiator Recipient Effect
Cuan receives the holy Gae Bolg lance.
Brigid receives the holy Ichival bow.
None
None
Midir/Brigid relationship improves. Midir must not have a lover.



Other: Have Dew stand at the base of the tower in the northwest, and he will receive a wind sword.

Right after conquering Silvail, several things happen at once. First off, Claude and Tiltyu appear on the strip of land to the northwest. They are in no immediate danger, though some Pirates are closing in on them. Brigid also appears up on the same island, being pursued by a medium sized army. Finally, a third group comes down from the north towards Madino.

Let's take a quick look at your new units first. Claude comes with two staves, a reserve staff, and the holy Valkyrie staff. The reserve staff heals all nearby units, but the Valkyrie staff will revive a character from the dead (just select "staff" while in the main castle to use it). But try not to let anybody die, as it only has one use, and costs 30,000 gold to repair.

Tiltyu has a skill called Wrath, which lets her auto-critical when she has low hp. If the Pirate nearest her does not miss her, then she'll enter low hp, and will be able to one hit KO all of the remaining Pirates without having to suffer another attack. However, once the group pursuing Brigid arrives, her Wrath will have outlived her usefulness, so make sure to have Claude use his reserve staff.

Brigid is a Sniper who gains an incredibly powerful bow this chapter, but she doesn't have it yet. Make sure to have her move towards Tiltyu and Claude every turn. She should be able to attack the Pirate destroying the village, but don't let her enter the village. Once she makes it within range of Claude reserve, she's safe, and she and Tiltyu can pick off the remainders.

If you're feeling a bit overwhelmed up north, then you can send Fury to help the three out, but she is by no means necessary for their safety.

Now, let's take a look at that group attacking Madino. You don't get a game over for letting them destroy Madino, but it isn't difficult to save it. If the Dragon Knights headed in that direction, then you should have some units over there anyways, but if not, just have Aideen warp somebody like Aira to defend the castle while your other units rush to her rescue. The boss drops a leg ring, which gives +3 movement. It's very useful, so give it to you best unmounted unit, to help them keep up with the horses.

Once you've cleaned the invading army up, have your mounted units rush to Brigid's rescue. If you took my advice above, she shouldn't be doing to badly, but it never hurts to give her a hand.

Before going after Orgahill castle, there are two very important conversations to activate. If Ethlin talks to Cuan, she will give him the holy Gae Bolg, your first holy weapon (other than Claude's Valkyrie staff, which hardly counts). It grants it's holder +10 to strength, skill, and defense, and (like all holy weapons) has an amazing 30 might. Also, if Aideen talks to Brigid, Brigid will receive another holy weapon--a bow called the Ichival. It grants +10 strength and speed, and gives its holder the Life skill, which lets them recover some hp at the beginning of each turn.

Cuan, Ethlin, and Fin will be leaving your party at the beginning of the next chapter, before getting a chance to use the castle. Cuan and Ethlin never rejoin your party, and Fin doesn't come back until much later in the game. Ethlin's son Leaf will inherit her swords, but cannot use staves, so make sure to have her sell her staves. Cuan's daughter will not need any lance other than the Gae Bolg, so have him sell his other lances too. It's up to you whether or not to sell Fin's hero lance--he won't have a chance to buy it back immediately when he returns, but you will be without it for a long while if you don't sell it now.

On a final note before ending the chapter, have Dew stand at the base of the tower Claude and Tiltyu emerged from, and he will receive a wind sword.

The boss is a pushover compared to Eltshan and Shagaal, but he drops a power ring, which gives +5 strength. Give it to somebody who is low in that area, then have Sigurd seize the castle.

 

Chapter 4 Walkthrough

Thove

Conversations
Initiator Recipient Effect
Aideen gives Midir a hero bow. Only available if Midir and Aideen are lovers.
Aideen gives Jamka a hero bow. Only available if Jamka and Aideen are lovers.
Azel gives Aideen a rescue staff. Only available if Azel and Aideen are lovers.
Tiltyu gains +5 hp, and Azel/Tiltyu relations improve. Cannot be seen if either is in love.
No effect.


Other: If Sylvia or Fury ends their turn next to the other, they will have a short conversation and both of their relationships with Levin will improve. If Sylvia visits the second northernmost village, she will receive a defense sword. Finally, if Dew stand next to where the bridge up by Thove was after the bridge has been taken down, he will bring the bridge back.

There are some new items in this shop. Buy the return ring for whoever you intend to pair with Bridget, as he'll pass it down to someone who can use it. The wind tome can be put to use by Azel, Claude, or (if you've promoted her), Aideen. Tiltyu doesn't need her thunder tome, so even if you've promoted Aideen, you have enough to give everybody a spell without relying on the extremely heavy fire tome. Finally, there is a recover staff, which fully restores one person's hp. Lachesis is a good choice, due to her low magic, but only if you've promoted her. Otherwise, give it to anybody with B rank staves.

If Aideen is in love with Midir, Jamka, or Azel, make sure to have her talk to her lover for a nice item, If Azel isn't in love, he can also talk to Tiltyu for boost to their relationship, and +5 hp to Tiltyu.

The first set of enemies you'll be facing are Wind Mages led by a Bishop. Wind tomes are very light, so watch out--your characters with Pursuit might not always double attack them. The Bishop has a sleep staff, so make sure to bring restore along with you. However, if one of his allies is injured but not defeated at the beginning of his turn, he'll spend it healing instead of putting you to sleep.

Unless you move slowly, you should be able to beat the Mages (saving the village along the way) before the Pegasus Knights arrive. Once they do arrive, make sure to use your bows and wingclipper against them. The boss has a prayer ring, which gives her the prayer skill, so make sure to finish her off without ever letting her go below 11 hp.

After that, just progress normally, saving the villages along the way. Make sure to save the village between the first and second bridges with Sylvia in order to obtain a sword which gives +7 defence, but beware, as there's a bug in the game that will sometimes make your game freeze when she enters the village. Make sure to have a save file from the turn she's about to enter it.

Once you approach the castle, the bridge will be raised. Don't worry, though, as Dew can pick the lock and lower it again by standing next to where the bridge was. However, Dew is unlikely to survive a turn alone after picking the lock, so you might want to have Brigid stand across the river and pick off the enemies beforehand. At any rate, once you've reached the castle, take out the boss and have Sigurd seize it.

Silesia

Conversations
Initiator Recipient Effect
Claude/Sylvia relations go up.


After capturing Thove, a battle will occur in the south between the troops in Silesia and Zaxon. Zaxon will win this battle (there's nothing you can do about it). However, before the battle ends, start warping people back to Silvail. Thove will come under attack soon, so send anybody who is too weak to survive, or who you want to participate in the capture of Silesia. There are mountains separating you from Silesia, so note that your unpromoted mounted units will be unable to reach the castle.

Once the enemy takes Silesia, two things will happen. First, the enemy's Pegasus Knights will start moving towards Thove to try to retake it. Note that if you kill most of the Pegasus Knights, but leave the boss alive, she will retreat to Zaxon for reinforcements, so make sure to kill her the first time she shows up.

If you think you'll have trouble with the Pegasus Knights, just leave only one person behind in Thove, guarding the castle. The Pegasus Knights have javelins, so make sure this unit can counterattack at both short and long range--Lachesis or Aira with the wind sword could probably pull it off.

The second thing that happens when Silesia is taken is that six civilians will start fleeing from Silesia. It is a very good idea to try to save these civilians, as every time one of your units saves one, that unit will get 100 experience points for free. In order to save more than a few of them, though you'll probably want your units to charge in the instant Silesia falls.

Once the Pegasus Knights and civilians are taken care of, just take Silesia. The units surrounding it aren't too tough.

Zaxon

Conversations
Initiator Recipient Effect
Levin/Fury relationship improves.
None.



Other: Have Levin enter Silesia to gain the incredibly powerful Holsety spell.

The remainder of the chapter is a piece of cake. The enemies around Zaxon will charge at you, but you're about to get one of the best weapons in the game: the Holsety spell, a wind spell which gives +10 skill and an incredible +20 speed. To obtain it, have Levin enter Silesia castle, where his mother will give it to him. It is a * ranked wind tome, so only Levin can use it. With this, he can probably solo the troops charging at you if you place him on a forest, but if you're worried, your other strongest units can help out.

The boss of Zaxon can be a pain if Levin hasn't been trained enough, but even at a fairly low level, he should be able to dodge blizzard. The boss himself isn't that powerful once the blizzard spells can be ignored, so just finish him off the same way you beat the boss guarding Thove.

Chapter 5 Walkthrough

Lubeck

Conversations
Initiator Recipient Effect
Claude gives Aideen a rescue staff. They must be lovers.
None
Byron gives Sigurd the holy Tyrfing, with zero uses, then disappears. Note that Byron will talk to Sigurd if Sigurd is within range.


There are no new items in the shop this chapter, so the only thing you need to do in the castle this time is hit the arena. I wouldn't recommend repairing Sigurd's silver sword after having him use the arena, as he's about to get a much better weapon that will be in serious need of repairing.

Your first priority upon leaving the castle will be to get Byron, the Master Knight fleeing towards Zaxon, to talk to Sigurd. Byron is only armed with a broken sword, so you're going to have to make sure he's never attacked. The best way to do this is to encourage the enemies to the east to charge towards you. Normally it would take two turns for your units to get within range of the enemies, but with Sylvia's help, they can have the enemies safely distracted on the first turn.

Once Byron gets close, put Sigurd in range of him, but out of range of the Axe Knights following him. Byron will talk to Sigurd, and give him the holy Tyrfing, which gives +10 to skill and speed, and +20 to resistance. It also gives Sigurd the Prayer skill. However, it's currently broken, so you'll need to have Sigurd return to Zaxon to repair it.

Meanwhile, a group of Axe Armors is approaching from the west as well. Send somebody out to intercept them, Aira, Sigurd, and Lachesis are all good choices. You can save the villages further to the west if you want, but they only give money.

The Axe Knights approaching following behind Byron are nothing, any of your competent sword users can handle them. Once they're defeated, the Arch Knights over by Lubeck castle will approach. These guys can be handled by Levin, or (if you don't want to use him), you can rush them to instant they come into range.

Once you defeat the Arch Knights, the only thing between you and the castle is the boss, Langbart. He's using the holy axe, the Swanchika, which has 30 might and grants +20 defense and +10 resistance, and has a range of 1-2. Levin should be able to defeat him (though he might need some healing if he gets unlucky). If Levin is too underleveled, then Sigurd or Brigid can try instead, but they'll have a harder time of it. Just keep them healed, though, and you'll win eventually.

Phinora

Conversations
Initiator Recipient Effect
None
None
None


After capturing Lubeck, Cuan will come up from the south with Ethlin and a group of reinforcements to aid Sigurd. However, he will be ambushed by a group of Dragon Knights who, with their movement unimpaired by the desert and their knightslayer weapons effective against Cuan's troops, slaughter Cuan's entire army. Unfortunately, there is nothing you can do about this. Just regroup your forces at Lubeck, because the Dragon Knights will be coming for you next. Try to keep your horse riding units back, as the enemies will auto-critical them. Other than that, your magic users and bow users should have no trouble mopping them up.

Once you're done there, the most efficient strategy is different depending on whether or not your Levin is a high enough level. If Levin is pretty high, then you can finish up the rest of the chapter with just him and Sigurd (and maybe Claude or Aideen for healing). If that's the case, just have Levin and Sigurd charge recklessly towards Phinora, you shouldn't need any guidance.

If, however, you are not confident in your Levin's abilities, then you'll have to take your entire army through the desert. There are a large number of Fire Mages with Meteo on the cliffs on the path to Phinora, so try to have Fury take them out as you go. As you approach Phinora, leave everyone but Sigurd behind, as he has enough resistance with the Tyrfing equipped to avoid being put to sleep. Once you take out the boss (who, by the way, has no way to counterattack at range 2), have the rest of your army catch up, then seize the castle.

Velthomer

Conversations
Initiator Recipient Effect
If Aira's lover is Ardan, Holyn, or Lex, she will talk with him, though the conversation has no benefits.
If Lachesis is in love with Noish, Dew, or Beowulf, she will talk with him.
Sylvia can talk with Alec, Claude, or Levin if she is in love with them.
Fury talks with Noish, Ardan, or Levin if she is in love with one of them.
Brigid has a talk with Alec, Midir, or Jamka if they are in love with her.
Tiltyu's talks are with Lex, Levin, and Claude, if she is in love with one of them.
Ends the chapter


After conquering Phinora, a large army will appear near Velthomer, led by Reptor, who is armed with the holy Thor Hammer, which grants +20 skill and +10 speed. Fortunately for you, his entire army will disappear as soon as Reptor is defeated. If you have a strong Levin, then he'll be able to clear a path to Reptor on his own, and won't have much trouble beating Reptor himself. Otherwise, you'll have to clear a path with your other units and fight Reptor with Sigurd. Sigurd is more than capable of winning that fight, but he'll have trouble surviving against the entire army by himself.

Whether you're bringing just Levin or your entire army, once you leave the desert, Reptor's army will begin charging, and (fortunately for you) Velthomer's army will betray him, and begin attacking his troops. This will provide a welcome distraction for your enemies if you chose to bring your entire army. If you chose that strategy, make sure to stay out of Reptor's range until you're ready to fight him, and make sure to heal frequently.

Once you beat Reptor, have Sigurd talk to Ida, the Mage Fighter guarding Velthomer to end the chapter. Congratulations! You have completed the first generation. Sigurd's story has ended, and from this point on, his son Celice is the protagonist.
Last Updated ( Sunday, 28 September 2008 10:42 )