Fire Emblem 1 FAQ/Walkthrough (Part 2) by Juigi Kario
Text File
Fire Emblem 1: Ankoku Ryuu To Hikari No Tsurugi
(Dark Dragon and Sword of Light)
Walkthrough Part 2/3
Version 1.1
By Juigi
Table of contents
1. Introduction
2. Version notes
3. Walkthrough
4. Credits
(Copied directly from AstroBlue's FFTA FAQ.)
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This FAQ uses Shift-JIS encoding to display Japanese kana (characters).
Browsers such as Mozilla Firefox (www.mozilla.org/products/firefox) support
CJK encoding inherently, but common browsers such as MS Internet Explorer
require you to update your system (windowsupdate.microsoft.com). Otherwise, I
recommend you download a Japanese-English word processor called JWPce. It is
available from: http://www.physics.ucla.edu/~grosenth/jwpce.php
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1. Introduction
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Hello. In case you don't go to the GameFAQ Boards and haven't seen my
contributor info or Fire Emblem 6 Support FAQ, I am Juigi, elder half of the
Kario Brothers, who are ripoffs of the Mario Brothers (from the Mario
series). My email address is juigi@lycos.co.uk . But enough of that.
Fire Emblem is a Strategy RPG series that has yet to be in America. So why
are Marth (from Fire Emblem 1 and 3) and Roy (from Fire Emblem 6) in Super
Smash Bros. Melee? Because SSBM was made in Japan. Both characters were the
Lord/Leader of an army in their respective games, so they needed to survive
for you to avoid Game Over.
Anyway, I got tired of the basic problems I've been having in Fire Emblem 1.
I should understand them now, despite my inability to currently understand
Japanese, but some people may not without a "translation" (which, might I
tell you right now, would have to be incomplete). I am making this FAQs and
Walkthrough because of this.
This is Part 2 of my walkthrough, and I have this Walkthrough split into 3
parts to A) get Fire Emblem more noticed when I finish my FE1 FAQs and B)
reduce the size problems of my walkthrough.
Now, Part 1 was about Marth's army securing Talis and liberating Orleans, and
passing through Lefcandy and Warren along his way to Bares, the capital of
Akanea. In this part, Marth will get to and liberate Bares and fight through
Gra. He might even experience the true brutality of Medeus and liberate his
home country of Altea. But maybe not......
Oh yeah, about me:
*RN: Not publically disclosed
*A/S/L: 18 as of July 9/M/San Pablo (SF Bay Area), CA
*How to contact me:
-Email: juigi@lycos.co.uk
-AOL: Juigi Kario
-YIM: Not disclosed
-MSN: figaro_brothers@hotmail.com
-ICQ: Not used
*Major GameFAQ contributions: Fire Emblem 1 FAQs (3-part Walkthrough, Basic
and Mechanics FAQ, Character FAQ, Class FAQ, Item/Weapon FAQ, Shop/Arena FAQ,
and Talis Quest Walkthrough) and FE6 Support FAQ
And by the way, DO NOT SEND THE FOLLOWING TO MY EMAIL ADDY OR IM ME WITH THE
FOLLOWING:
*Anything over half a Megabyte without me approving of it first. My box is
already using almost half of the space, and I constantly get spam too.
*Flames. They will not be tolerated. You will instead get counterflamed AND
blocked.
*Criticism unless it is good enough. It won't be tolerated either, but you'll
just be blocked.
*Spam. I get enough of it already. You'll be counterspammed, flamed, AND
blocked all at once, and if you think of blocking me first, I'll report you
to your email service if you do this.
*Prejudice. Yes, I am listing this and I'm sick of it to no end. Long story.
If you decide to be prejudiced, you'll be reported.
*Any information I find/know to be false. You will be malleted as a warning,
and if you continue, you'll be blocked as well.
*Any unreasonable attempts to be funny. This includes but is not limited to
"I can't get in the FAQ. Get in it for me, Juigi", "I have a suggestion:
EVERYBODY dies", and such. None of that is funny, and instead, you will be
blocked on the spot if you even try.
Excuse me if I'm being harsh; I just don't want any trouble. Strict? That I
have no problem with. If you want to report anything though, do so, but be
nice about it. Now onto the Walkthrough!
Japanese text addition notes: all Japanese characters are assumed to be 2
characters long. In addition, I'm using "tu", "ti", and "si" in place of
"tsu", "chi", and "shi" respectively in case you're confused. Small vowels
are abbreviated as they would be in Romanji, so "jiyo" with "yo" being a
small vowel becomes "jo." FYI, this applies only with "shi", "ji", and "chi"
because they're the only convertable ones.
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2. Version notes
========================================
*Version 1.1 (9/11/2003) - various changes like navigation fixes. Since it's
been 3 years exactly since the 9/11 incident, don't forget to think of the
people who died in said indicent.
*Version 1.06 (8/4/2003) - Personal info added.
*Version 1.05 (4/24/2003) - Navigation made slightly easier. Also added links
to Fireemblem.net's maps
*Version 1.0 (4/22/2003) - This part of the walkthrough is now done. Yay!
Only one more part to go.
*Version 0.25 (4/10/2003) - Chapter 10 finished and Chapter 11 a good amount
of the way done.
*Version 0.13 (3/2/2003) - This part of the Walkthrough started. Chapter 9
done. Chapter 10 started.
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3. Walkthrough
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Chapter 9: Perady No Ka Ryuu (Prady's Red Dragon)
----------------------------------------
Basic Story: Marth's army continues their advance after having a brutal
struggle to save Warren. But they have yet another opposing country to fight
off, as Prady's Pirates, led by Red Dragon Manu, will try to defeat Marth.
Marth's army better be ready.....
Starting characters: Any survivors of previous chapters. (Marth has to be one
of them, and you can bring in only 14 of the others.)
Recruitable characters: George (Sniper, recruit by visiting the only village
on the map)
Map: On http://fe.chinafe.com/html/fe1/tactics/9.htm
Villages to save:
-In the northeast area. (Reward is George joining.)
Chests:
-In the west side of the locked room between the village and Marth's starting
location (15000G)
-In the east side of the locked room between the village and Marth's starting
location (Nugami no Zou)
-In the locked room south of the village (Dragon Killer)
Formation:
8
(empty row)
13 14
10 Ft M 11 12
6 7 1 9
3 4 2 5
Ft = Fort
Items given up by enemies:
-Devil Axe (the Pirate with the Devil Axe)
-Door Key (Manu the boss)
Reinforcements:
-L3 Pirate with Steel Axe (fort on island south of locked room with Dragon
Killer, appears on turn 10 through 17)
-L3 Pirate with Hand Axe (east fort on island SW of Dragon Killer treasure
chest, appears on turn 10 through 17)
-L3 Pirate with Hammer (west fort on island SW of Dragon Killer treasure
chest, appears on turns 12 through 17)
-L3 Pirate with Hand Axe (fort on island west of the island with two forts,
appears on turns 12 through 17)
-L3 Pirate with Steel Axe (fort on island SE of the castle, appears on turns
12 through 17)
Checklist:
*Secure and visit the village
*Fight off the advancing 4 Pirates, 2 Thieves, and 5 Hunters
*Fight off the reinforcements of 2 Pirates per turn for 8 turns and 3 more
Pirates per turn for 6 turns
*Take out the 3 Pirates, the Cleric, and the Freeze Magician around Manu
*Get the treasures from the locked rooms
*Take out Manu
*Make sure business with items is dealt with and you have 16 living troops
*Take control of the castle Manu is guarding to end the chapter
Walkthrough
Well, well. We have yet another rough battle. Luckily, it shouldn't be as
hard as the previous chapter if you're careful. Now here's the enemy overview
as always:
*In the southwest is Manu, the boss and a L3 Mamkute with a Red Dragon Stone;
3 L3 Pirates with Hand Axes; an L5 Pirate with a Steel Axe; an L3 Hunter with
a Steel Bow; a L5 Hunter with a Bow Gun; a L3 Freeze Magician; and a L3 Live
Cleric.
*East of that group is 3 L3 Hunters with Steel Bows; 2 L3 Thieves with Iron
Swords; 2 L3 Pirates, one with a regular Axe and the other with a Steel Axe;
and 1 L5 Pirate with a Devil Axe. Northeast of the group and south of the
village is another L3 Pirate with a regular Axe.
Now notice Troop 12 starts on the East half of the bridge? Well, that means
the village is only 16 spaces away. Try to make sure Troops 11 and 12 are
SKs, or Troop 9 is Jeigan at least. That way, you can have somebody secure
the village in 2 turns, making the job of saving it a lot easier. But wait!
What about other characters? Well, you'll be taking quite a bit of damage, so
bring in your Clerics and Banut. Now, DON'T UNLOCK THE DOOR NEAR TROOP 12
YET! If you do this, you'll let the SW group reach your army sooner, and
you've got enough on your hands already too.
On the enemy's turn, the whole east group will advance upon your army. The 2
Hunters from the west group will do the same, but luckily, if you left the
door locked like I told you, they will go around the walls.
Now, if Troop 12 is an SK, you can choose to have him attack the moronic
Pirate now near the village, or stand on the village. If Troop 11 is an SK,
you can have him stand on the village while troop 12 (if he is an good SK)
attack the Pirate. Watch it! Pirates are no longer the same sort of morons
who attacked Talis and now they can take a whipping easily or even whip your
troops into shape. Regardless, have all of your troops advance in the
meantime.
Now, remember: one of those enemies in the east group has a Devil Axe, and
he's coming. The guy will do 27 damage to his target, although this doesn't
include Defense reduction. This means he's bound to get an instant kill or at
least do some serious damage, even to Banut. First off, don't panic; just
stay near the village, killing the Pirate nearest the village in the process,
until the Devil Axe one gets close enough.
Be careful though; he may use the seas for a sneak attack. Once he's in
range, snipe him off with your indirect units. Only sick a melee weapon user
(or a magic user up close) on the moron when the first hit is guaranteed to
connect and will kill him if it does; unless such is the case, the melee
weapon user will immediately be at a big risk of losing his/her life.
The Thieves are no threat once the village is safe, so don't worry about them
right away. Only kill them either if they decide to be pesky roadblocks or
once all of the Pirates and Hunters in the group are dead. Don't forget: the
Devil Axe Pirate gives up his Devil Axe.
If the DA Pirate takes advangate of the seas, here's a map key to help you
keep him away from your troops:
X Vg
X X M X VE
W M X M M X
W M M M M X
W M M M M M X
W M M P M M M X
W W M M M X X
W W M M M M M M X
*Key:
-P = Devil Axe Pirate
-Vg = Village
-VE = Village Entrance (anybody can be here without being attacked by the
Pirate)
-X = squares where the Pirate can attack but can't move onto
-M = wherever the Pirate can move to
-W = Wall
So keep your troops off where the Xs and Ms are. Once you can have George, a
backup Archer, and anybody who can attack at melee range (prefably somebody
with high hit rate) attack him, have George use his Silver Bow, and if he
lives, sick the backup Archer on him and then have the melee fighter take him
down.
Now try to fight through all of the remaining Pirates and Thieves from the
East group and all of the 5 Hunters, who are also advancing on your army. Out
of all the enemies you're going to fight, only the Pirates and the L5 Hunter
have 5 Physical Defense. The other Hunters each have 4 and the Thieves have 3
apiece. Steel Swords should quickly deliver their fates if you can get them
to connect.
Note: at one point, you should go to the locked rooms and get the treasures
from there. Definately get the treasure from the room south of the village.
You'll see why later.
What's this? Reinforcements! You have 34 Pirates to fight off, and I believe
ALL OF THEM will come right at you regardless of your location. All of them
are at L3, so you just have to worry about the insane HP levels and
annoyingly high strength paired with the powerful axes. Chopping through
their defenses isn't too much of a problem, but they have no weaknesses for
you to exploit and rather high HP.
By the way, KEEP YOUR ARMOR KNIGHTS AWAY FROM THE PIRATES THAT COME FROM THE
MIDDLE FORT! The Hammer Pirates will come out of there, and if your Armor
Knights are anywhere nearby, they'll be smashed to pieces. Just do your best
to fight them off and DON'T FORGET TO HEAL AS NEEDED! The terrain is
something the Pirates can handle more easily than your troops probably can,
but if you're careful, your weapons will last long enough while you outlast
them.
Once you take care of the reinforcements, you'll have only Manu and any
enemies who stayed near the castle who you didn't take care of to handle.
Take out the remaining enemies, but keep all troops away from Manu (by
keeping them out of melee range) while you're at it. Then it's boss time
again!
-Manu (Level 3 Mamkute, Fire Dragon Stone, gives up Door Key):
Geez! The high Defense factor is *still* around! It's 16 points, and this
time, you have less weapons to hit him hard with, because he's not an Armor
Knight or General, so Hammers and Armor Killers no longer do the same sort of
damage they once did. Fortunately, there IS a weapon that can cut through the
defenses: the Dragon Killer. It only does 2 damage to him, though, but that's
not including the attacker's strength. So try to have a powerhouse who can
survive at least a single 18 damage strike attack with it. Don't forget to
use the fort to recover too.
-
Once Manu gets chopped to pieces, make sure you obtained all the treasures,
BE SURE TO HAVE A WARP WAND IN A CLERIC'S POSSESION AND A RAPIER IN MARTH'S
POSSESION, and then take control of the castle to clear the chapter. The Warp
Wand is vital in your strategy for the next chapter, as you'll see in.......
----------------------------------------
Chapter 10: Purincesu Minaaba (Princess Minerva)
----------------------------------------
Basic story: Marth's army may have defeated Prady, but they're still not out
of the woods yet. Before they can reach Bares, they must make a decision
about Dragon Knight Minerva. They might be able to help her out if they can
find Maria......
Starting characters: Any survivors of previous chapters. (Marth has to be one
of them, and you can bring in only 13 of the others.)
Recruitable characters: Maria (Cleric, starts as "enemy", recruit by talking
to with Marth) and Minerva (Dragon Knight, starts as "enemy", recruit by
talking to with Marth)
Map: On http://fe.chinafe.com/html/fe1/tactics/10.htm
Villages to save: none; the two treasure chests and the enemies are enough to
handle
Chests:
-2 of them east of the door of Maria's cell (west has a Reblow Wand, east has
a Thunder Sword)
Formation:
ST
13
12 11 10
9 8 7
6
M
3 2
(empty row)
1
4 5
ST = Storage Tent
Items given up by enemies:
-Silver Bow (the Sniper)
-Hero's Proof (the Hero)
-Speed Ring (Jorkof the boss)
Reinforcements:
-2 Armor Knights with Spears, 4 Social Knights with Steel Swords, and 2 Bow
Knights with Bow Guns, all at L3 (all appear around the Storage Tent on Turn
16 in the following formation)
AK AK SK SK
HM SK SK HM
AK = Armor Knight
SK = Social Knight
HM = Bow Knight
Note: the SK east of the Armor Knight appears on the Storage Tent
Checklist:
*Get the treasures from the treasure chests
*Break through the defenses of 2 Armor Knights, 1 Thief, 2 Archers, and 1
Sniper, while fighting off Minerva's "allies"
*Recruit Maria with Marth
*Recruit Minerva
*Take out the remaining enemies, including reinforcements and Jorkof the boss
*Take care of item issues (making sure a Mercenary is promoted if he's at L20
and has been brought in) and make sure you have 16 living troops
*Take control of the castle Jorkof is guarding to clear the chapter.
Walkthrough
As always, we go through the starting enemy overview:
*Around Jorkof is 2 Dragon Knights (both at L1, one with a Spear and the
other with an Iron Sword), 2 Pegasus Knights (both at L3, one with a Steel
Sword and the other with a Hand Spear), a Social Knight (L3, has a regular
Spear), an Armor Knight (L3, has a Regular Spear), and a Live Cleric (L3).
Minerva is around the area too but she'll only attack if you slay Maria,
which isn't recommended to begin with. (I'm actually not sure if Minerva will
attack at all, but it would be the only way to make her attack your troops if
it is possible at all.)
*West of Jorkof is 3 Social Knights (all L3, one with a Steel Sword, another
with a Hand Spear, and the other one with a Regular Spear) and a L1 Hero with
a Armor Killer.
*Inside the fort and outside Maria's cell is 2 Armor Knights (one at L3 and
with a Spear, the other at L5 and with a Steel Sword), 2 L5 Archers, both
with Bow Guns, and an L1 Sniper with a Silver Bow.
*The only other enemy is the L7 Thief with an Iron Sword.
Now, I warned you to have Cleric carrying a Warp Wand at the end of the last
chapter. Bring that Cleric in. Don't worry about his/her position. Bring in
Banut, Roger, Doga, another fairly high Physical Defense character, a Thief,
and at least three of your Bow users as well. All of your Mercenaries, or at
least the one you want to promote, providing he's at L20 or close enough to
getting there, as well as good characters, are to fill in the empty ranks.
Now, first and foremost, Warp Marth to the east treasure chest and have Marth
open it for a Reblow Wand. Then have Banut, Roger, Doga, your bow users, and
your high Defense character stay near the Cleric. Everybody else is to go
south.
What's this? The SKs are going south for the winter as planned, but to the
Dragon and Pegasus Knights, it's still summer here; they're going to attack
from the north. Don't worry about Minerva; she won't attack, because Daros
and Wendel never attacked as "enemies" and both could be recruited by Marth,
and Minerva can be recruited by Marth too, although Minerva has to initiate
the conversation and will only do so if Maria is recruited.
In any case, Minerva won't move if your troops are cutting her off completely
from Marth. It's the 2 Dragon Knights and the Pegasus Knight with a Hand
Spear who are the real worries. The Armor Knight should attack Marth and end
up finding himself dead.
Open the chest for a new weapon: the Thunder Sword. This always does 7 damage
but the sword is magic based, so consider it an attack spell used by
swordsmen. Meanwhile, have your Cleric move south and surround him/her with
the high Defense characters so that (s)he'll be safe. Have Banut at the north
side of the Cleric, Roger at the west, Doga at the east, and the last high
Physical Defense character at the south. Make sure the Bow users stand near
the high Physical Defense characters too. The point of the tactic is to
escort the Cleric and shoot down the Dragon Knights while you're at it. As
for your other characters, have them advance further while you have them head
for the fort.
Now have Marth hang around (don't put him in range of the AKs and SKs if he
doesn't need experience) while everybody heads for his location and drops
anybody getting in their way or attacking them. Just make sure you don't
attack Minerva. In any case, get as many people as you can into the big
Fortress. Have at least one person (Roger prefably) guard the way in but if
you want, you can allow Minerva in the big Fortress.
Uh oh! A Sniper! He does lots of damage and he can move a total of 7 spaces
in a single turn! Well, just have Banut stand in range of his attacks, then
pelt the Sniper with everything you have. He must not be allowed to stay
alive for long! His Archer friends are easier, thankfully. The Sniper coughs
up his Silver Bow when dispatched.
Bust open the Jail cell, then have Marth talk to Maria. DO NOT KILL MARIA! I
heard Minerva will go ballistic (sp?) and attack your troops if you do, and
if that happens, she won't join, which would mean time for the reset button.
Now, there should be 8 Reinforcements coming in from the North on Turn 16.
They all are just like the enemies who gave you a tough time TWO CHAPTERS
AGO! And they're not even going to make any attempts to make your troops
split into teams. If Roger is the entrance guard, then they do NOT stand a
chance at all. Just have others kill them so that Roger doesn't become an
Experience Hog, but watch out for the Armor Knights if your troops haven't
become too much stronger.
Now, when you're ready, just fight and kill the Hero's Proof. If you have an
L20 Mercenary, then promote that Mercenary immediately. If it happens to be
Oguma or Raddy, then that's good. If it is Navarre or Shiza, then that's okay
too.
Watch out for the Armor Knight who stayed around Jorkof; he will be coming
once the reinforcements once the other enemies are dead. Remember to recruit
Minerva along the way.
With only Jorkof and the Cleric left, just trash the Cleric, then it's boss
time again!
-Boss: Jorkof (L3 General, Steel Sword, gives up Speed Ring)
HAHAHA! You fought an L3 General who sat his butt on a Castle THREE chapters
ago, and HE had a SILVER weapon. You, meanwhile, have the advantage of 2
Thunder Swords, a Hero (if you promoted one of your Mercenaries), and
stronger troops than before. If you can't defeat the idiot when you smashed
down Harmain with no problem, then do not go saying "THIS GAME SUCKS!"
because you're the one who sucks.
-
Once Jorkof is dead, just take care of item issues, then clear the chapter.
----------------------------------------
Chapter 11: Noruda no Dorei Ichiba (Norda's Slave Market)
----------------------------------------
Basic Story: The Altean Army has finally made it to the Bares Territory. With
fairly little Grunian resistance to put up with now, they only have to worry
about the Ruffians from the Slave Market, which apparently sells children....
Starting characters: Any survivors of previous chapters. (Marth has to be one
of them, and you can bring in only 13 of the others.)
Recruitable characters: Jake (Shooter, starts as enemy, recruited by talking
to with Sheeda) and Linda (recruited by saving the village)
Map: On http://fe.chinafe.com/html/fe1/tactics/11.htm
Villages to save:
-In the southeast area. (Reward is Linda joining.)
Chests:
None.
Formation:
1 2 3
4 5 6 7
8 M
9 10 11 12
13
Items given up by enemies:
-Hand Spear (one of the SKs)
-Power Ring (Shozen the boss)
Reinforcements: None. (YAY!)
Checklist:
*Secure and save the village to get Linda, defeating the 7 Ruffians and
fighting off 2 Pegasus Knights along the way.
*Break though the defenses of the Grunian Army of 1 Shooter, 3 Social
Knights, 1 Bow Knight, 1 Thief, and Shozen the Boss.
*Have Sheeda talk to Jake to recruit him, and take out the other Shooter.
*Take care of item issues and make sure you have 16 living troops
*Take control of the castle Jake and his Shooter friend are guarding to clear
the chapter.
Walkthrough:
First off, there are two groups, so here's the overview:
*The Ruffians are hanging around the southeast area. All 7 of them are
Mercenaries. 6 of them are L3s and each holding a Steel Sword. The last one
is an L1 with the Iron Sword.
*The Grunians, who are from the northwest, consist of Jake the Shooter;
Shozen the Fire Mamkute Boss; 2 Shooters, one at L3 and using the Thunder
Bolt and the other at L1, guarding the Castle and with the Stone Hedge; 3
SKs, 2 of which at L3 with Regular Spears, and the last at L5 with a Hand
Spear; 2 L3 Pegasus Knights with Hand Spears; an L3 Bow Knight with a Regular
Bow; an L5 Thief with an Iron Sword; and an L1 Sniper with a Bow Gun.
Now, for allies, definately bring in Sheeda. Also bring in Minerva, since
she's strong, her Physical Defense is high enough to keep her from getting
scratched from the Ruffians, and she can get to the Village in just 3 turns,
or 2 if she's Troop 7 or 12. But surely, you'll want to bring in anybody you
want to train in the Arena, since so far this is your best chance for
training people in the Arena, and you have a good 35 units to beef up anyway.
Be sure to include at least one or two Bow users for this too.
Anyway, send Minerva to the village's gates, and everybody else along the
path. Everybody else better get to the fork quickly, because while she can
defeat the Ruffians without breaking a sweat, her real purpose is to keep the
Thief out of the Village, and if the Bow Knight or Sniper comes in the area,
she'll be sniped off.
Watch out for the Pegasus Knights too. They can come and pick off your weak
people. For this reason, your Bow users are here to swat them out of the sky.
(Just to let you know, I'm actually using my Talis Quest to help me write
this Walkthrough. So I'll tell you now to keep Sheeda ready to talk to (and
recruit) Jake at all times.)
After that, just drop the idiots who dare attack you. Don't forget to "save"
the village. I guarantee you'll be finding yourself reading a funny
conversation or your money back if you can read Japanese. According to "The
Dragon Tier" (an FE3 site by "Paola" who is a pro-Marth/Paola pairing fan
(even though Paola looks rather young in FE1, but at least this pairing
easily opens up the Oguma/Sheeda pairing which I like)), it goes something
like this:
-Slave Market owner: Need a slave? Right now I only have a small kid, but I
can sell him cheaply.
-Marth: You even sell children? DANG IT! If you want your life, then free
them and get out of my sight!
-Slave Market owner: AAAAAHHHHH! THE ALTEAN ARMY! HELP! *runs away*
-Marth: You must have suffered, but now you are able to go home.
-"Boy": I have nowhere to go....
-Marth: Hey...aren't you a girl? Why are you wearing boy's clothes?
-"Boy":I am Priest Miroa's daughter, Linda. To escape from Garnef, I had to
disguise myself as a boy, but....I ended up getting caught by those slave
sellers.
-Marth: So you are Miroa's daughter! Am I glad to see you! Princess Nina is
worried about you. From now on, you can stay with us and things like this
will never happen again.
-Linda: Thanks, Prince Marth! I also need to battle. My father has given this
Aura magic to me. I can use it if I have Princess Nina's permission. I really
want to avenge my father.
Now back to the battle. Shooters have ridiculously high Physical Defense, but
the problem is that their only weakness is the Thunder Bolt, which you don't
have. Ugh! This might be a good time for using a Devil Axe if you actually
brought in an Axe user. The good news is that their Speed is virtually
nonexistant, but there's still the terrain bonus to worry about.....at least
you can just use Magics to blast them to Kingdom Come.
If you managed to kill the nameless Shooter and his friends (who are nothing
you haven't put up with except for the lame Hand Spear Social Knight at L5),
good. Now you have the boss and his remaining friends to worry about.
-Boss: Shozen (L3 Mamkute, Fire Dragon Stone, gives up a Speed Ring)
I'll give you a hint as to which weapon to use: its initials are DK. It's the
same weapon you were supposed to use on Manu as well........
-
Anyway, with Shozen dead, there are only two enemies left: the two Shooters
on the Bares Castle. Now here's a problem: you need to send Sheeda to recruit
Jake (who would be the one with the portrait), but you also should kill the
other Shooter on the same round. This is what you do: use mob tactics on the
no-portrait Shooter, have Sheeda recruit Jake to get him out of the way if
you need a fourth troop to attack at melee range, and voila. The enemy
defenses should be vanquished.
Make sure you have obtained Linda and Jake. Then take care of item issues
(make sure a Cleric has a Reblow Wand and you have an extra Freeze Tome, an
extra bow, and three extra Swords/Spears in Storage), finish training people
(including your new Hero) in the arena, and then clear the chapter.
Notice: Apparently, only the Pegasus Knights will attack right away. Even the
Thief won't try to attack the "village." But in case the game only did this
in my Talis Quest just to spite me, just ignore this. This is why this notice
is here, right at the bottom of this chapter's walkthrough where most people
are unlikely to see it unless they're reading the whole walkthrough anyway.
Let's go on the next chapter, shall we?
----------------------------------------
Chapter 12: Akaneia Paresu (Akanea Palace)
----------------------------------------
Basic Story: Finally, the Altean Army has surrounded Bare Castle, and they're
about to liberate it and get one step closer to ultimate victory. But with
five people who made an earlier attempt to liberate it captured, they will
have to worry about hostages first.....
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in only 10 of the others. (TEN? THIS IS A
RIPOFF!)), Medea, Boa, Thomas, Tomth, and Michelan
Recruitable characters: None, thankfully
Map: On http://fe.chinafe.com/html/fe1/tactics/12.htm
Villages to save: THIS IS AN INDOOR MAP! THERE ARE NO VILLAGES AS A RESULT!
Chests:
-5 in the locked room with the General (from left to right: Orion's Arrow,
20,000 G, Manual, Silver Sword, Thief Key)
-One west of Himular the sub boss (has a pair of Boots)
Formation:
Marth's group
8 9
3 4 5 6
2
1 10
M 7
Medea's group
Tm Th
Mc Md B
Md = Medea
Tm = Tomth
Mc = Michelan
B = Boa
Th = Thomas
Items given up by enemies:
-Thunder Tome (the Freeze Magician)
-L.Fire Tome (the L.Fire Magician)
-Warp Wand (the north Thief)
-Armor Killer (the south Thief)
-Ointment (the Mamkute)
-Silver Bow (the Sniper)
-Live Wand (the Live Cleric on Borzen's left)
-Volcannon Tome (Borzen the boss)
-Knight's Medal (Himular the sub boss)
Reinforcements: None. YAY!
*Rescue Medea and her allies, while having the five do their best in trying
to survive.
*Fight off 2 Thieves, 3 Armor Knights, 3 Magicians, and 2 Archers while doing
so.
*Have your 11 troops who were brought in take out Borzen and Himular, and the
1 Mamkute, 2 Clerics, 1 Sniper, 1 General, and 2 SKs.
*Get the items from the Chest, and use the Orion's Arrow to promote Gordon if
he's at L20 and the Knight's Medal to promote a Social Knight if he's at L20.
*Take care of remaining item issues and make sure you have 16 living troops.
*Take control of the throne Borzen is guarding to clear the chapter.
Enemy overview:
*Guarding the area with Medea's cell is an L5 Armor Knight with a Steel
Sword, an L3 Freeze Magician, and 2 L5 Archers with Bow Guns.
*Near where your troops will start are 2 L5 Armor Knights with Steel Swords
and 2 Thieves with Iron Swords, one at L3 and one at L5.
*Inside the Locked room is an L1 General with a Steel Sword. Near the door
near the General are Borzen the L1 Volcannon Priest boss; 2 L5 Clerics, one
with Live and the other with Relieve; and 1 L3 Sniper with a Silver Bow.
*The southeast area has Himular the L1 Paladin with a Silver Spear and his
two L5 Social Knights frineds, both of whom are armed with Regular Spears.
*South of Borzen is an L5 L.Fire Magician and an L1 Fire Magician. Then in
the southwest area is an L3 Fire Mamkute.
Walkthrough
For deployment, send in at least one Social Knight, prefably with at least 19
HPs; at least one Thief; and at least one Cleric with a Live and/or Relieve
Wand. You'll notice that you get five new troops. But they have no items, and
if they're not saved, then at least 3 of them will get killed. So you better
get your troops there, fast! In the meantime, Medea's troops themselves have
to survive on their own. So set them up in this formation:
B Md Th Tm
Mc
Here's the explanation on this formation: Michelan, who has a lower level
than Tomth, still has enough Defense to not take damage from the Archer,
albeit barely. Medea, Boa, and Thomas ALL have enough HPs to survive a single
critical Freeze strike, but barely enough. Boa has the best chances of
surviving for long, and that Magician must be baited away from Michelan as
long as possible, because he CAN'T survive a critical strike.
Now, the Armor Knights in your way are real pests. Luckily, you should still
have weapons capable of killing them quickly. Don't worry about the Thieves;
the Treasures are behind Doors so you can easily stop the treasures from
being destroyed. Just get that pesky Magician and those pesky Archers away
from Medea's team! Those other two Magicians will soon be around to try to
pound your team, so be wary of them as well!
With the attacking idiots dead, bust open the door to the cell with Medea and
her allies. Then send them to get the extra items from Storage.
Oh. I almost forgot to mention: you should have your Clerics use their Wands
because there are no Forts on the map and the Throne......well, it's guarded,
although that's a given. So be sure to exercise those nice ol' Wands so every
so often.
After that, the next thing to do is to kill the Mamkute and the Thieves. The
Thieves are no problem, and they also give up items, although they're
unneeded for the remainder of the chapter. The Mamkute should be taken care
of with the Dragon Killer, and since you can take advantage of the fact that
you can stop him from gaining any terrain bonuses, he'll be easily dead too.
Next, have one of your Armor Knights bait the Sniper out into the open. Then
cut that stupid Sniper's throat open before he can pull off another attack.
After that, just snipe off the Clerics, the Relieve Cleric first. Now it's
boss time!
-Boss: Borzen (L1 Priest, Volcannon, gives up Volcannon)
ACK! 12 DAMAGE FOR EACH REGULAR BLOW! Magic Shield somebody strong, fast, AND
at full health. Then QUICKLY deliver his fate or he'll probably blast whoever
is fighting him to Kingdom Come.
-
With Borzen dead, DO NOT TAKE THE THRONE YET! Instead, snipe off the General
to do him in. Then open the door to the Treasure Room and get the items out
of the Treasure Chests. The Manual is to go to one of the Thieves (choose
wisely, because this is the only Manual you get in the whole game), and the
Orion's Arrow is so Gordon's, especially if he's at L20.
After that, just have your troops gather at the door to the courtyard with
Himular, especially one of your Armor Knights. Then open the door and have
the Armor Knight stand guard at the stairs. Then it's sub boss time!
-Sub-boss: Himular (L1 Paladin, Silver Spear, gives up Knight's Medal)
Long range attacks will easily spell his demise. Watch it; he's still
promoted so he won't have much problem if he catches you off your guard.
-
Once Himular is dead, just knock down his SK friends, open the chest for a
pair of Boots, give the Boots to somebody, prefably Jake, make use of the
Weapon Shop and Storage Tent, make sure Marth has at least one open space in
his invetory, and then clear the chapter. He'll get the Partia, one of the
three royal weapons. You'll also be warned to be careful; the other two royal
weapons are already in enemy hands.......
----------------------------------------
Chapter 13: Gurunia no Maku Batai (Grunia's Wooden Horse Group)
----------------------------------------
Basic Story: With Bares liberated, Marth's advance continues, and soon
enough, he might be able to retake his homeland. But he still has to fight
through Grunia's Shooter group first before he can do any such thing.
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in only 13 of the others)
Recruitable characters: Astoria (Hero, starts as enemy, recruited by talking
to with Medea) and Beck (recruited by visiting the village)
Map: On http://fe.chinafe.com/html/fe1/tactics/13.htm
Villages to save:
-Northeast of Astoria's group (Reward is Beck joining.)
Chests: None, and let's be thankful for that, with plenty of Shooters and all.
Formation:
Middle group
2 9
1 M ST
3 10
North group
4 8
6
5 7
South group
11 12
13
Items given up by enemies:
-Knight Killer * 2 (each of the two Thieves)
Reinforcements: None.
Checklist:
*Have Marth warn the village to get Beck.
*Have Beck take down the 2 Shooters coming from the North.
*Fight off the 6 other Shooters who are coming.
*Take out the remaining 2 Shooters near Astoria, and have Medea talk to
Astoria to recruit him.
*Take out the remaining 5 Shooters, 1 Cleric, 2 Thieves, and Gigasshu.
*Take care of item issues and make sure you have 16 living troops.
*Take control of the castle Gigasshu is guarding to clear the chapter.
Enemy overview:
*At the castle at the very east is Gigasshu the L5 Elephant Shooter Boss; an
L5 Thief with an Iron Sword; an L5 Relieve Cleric; and 5 L1 Shooters, two
with Stone Hedges, 1 with Quick Rain, 1 with a Fire Gun, and 1 with Thunder
Bolt.
*East of Gigasshu is Astoria, who is with 2 L1 Shooters, one with Stone Hedge
and the other with Thunder Bolt; and 3 L3 Shooters, 2 with Stone Hedges and
the third one with a Fire Gun.
*North of Astoria is 2 L1 Quick Rain Shooters. South of Astoria is an L5
Thief with an Iron Sword and 3 L1 Shooters, one with a Fire Gun, another with
Stone Hedge, and the final with Quick Rain.
Walkthrough
First off, make sure you deploy Medea. Also, be sure to deploy magic users
and/or strong people, and deploy Jake. This map is loaded with Shooters! You
probably want to bring in somebody who already has a Warp Wand in their
invetory too, as long as they're a Priest or Cleric and they're in Marth's
group.
Now I'll assume that you'll use the Warp Wand. If so, use it to warp Marth
right to the village gates to get Beck immediately.
Ho ho ho! Here's one unit who is immediately useful after joining your cause.
With the Thunder Bolt, he can electrocute Shooters so quickly that your head
would go spinning if you saw how quickly he does a number on them.
Unfortunately, he is limited to where he can travel at all by his own class's
terrible Movement Type. So much for him being too useful in this chapter
unless you either give his Thunder Bolt to somebody who can travel across the
rocks and that somebody gives it to Jake, or you use the Warp Wand on him to
get him out of that rocky area. Just have him get in attack range of the two
Shooters coming from the North. They'll fall quickly.
Now the Shooters from the South, as well as about 3 of Astoria's Shooter
friends will be coming to pound your team. Uh oh! Brutal battle ahead! If
your strong guys can survive for long though, then good. You should be able
to drop the Shooters. Be sure to deliver the Thunder Bolt to Jake as quickly
as possible once Beck has taken out the Shooters from the north, if you
decided to save the Warp Wand.
Once those 6 Shooters are dead, heal everybody and then have your people with
the best defenses bait the two near Astoria. Then pound them as hard as
possible. In the meantime, have Medea rush in to talk to Astoria and Astoria
will join your cause.
Now all that's left are the Thieves, the Shooters near the Castle, and the
Cleric. The Cleric should be dropped as quickly as possible, but if you like,
you can go ahead and kill everybody else before doing him in. Watch out; one
of the living Shooters is a Thunder Bolt Shooter. Now for the boss.....
-Gigasshu (L5 Shooter, Elephant)
Make sure you don't have anybody exactly two squares from the castle. That
way, he can't fire his Elephant Gun. Just have Magicians blast him from up
close.
-
Once Gigasshu and his forces have bit the dust, take care of item issues and
then clear the chapter.
----------------------------------------
Chapter 14: Kanashimi no Daichi - Gura (Sorrowful Land - Gra)
----------------------------------------
Basic Story: Now Marth's army has managed to reach the Castle of Altea's
former "ally," Gra, the same country that betrayed Altea and got King
Cornellius killed as a result. Soon enough, they may be able to find the
fabled Falchion and help put an end to Medeus's plans.
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in only 13 of the others)
Recruitable characters: Paola (Pegasus Knight, appears on Turn 5 as "enemy,"
recruited by having her talk to Marth) and Katua (Pegasus Knight, appears on
Turn 5 as "enemy," recruited by having her talk to Marth)
Map: On http://fe.chinafe.com/html/fe1/tactics/14.htm
Villages to save:
Across the river west of where your troops start. (Reward is Torron.)
Chests:
Two in the Treasure room (east one has 10,000 G, west one has the Silver Card)
Formation:
M 1
9 10 12 13 2 3
11 8 6 7
4 5
Items given up by enemies:
-Ointment * 2 (each of the two Thieves)
-Silver Sword (Jior the boss)
Reinforcements:
-Paola and Katua (appear on Turn 5 on the water between the lookout and the
throne room)
-L5 Pegasus Knights with Spears * 2 (both appear on Turns 8 to 11 where Paola
and Katua appeared)
Checklist:
*Warn the village
*Take out the lookout and entrance guards
*Fight off the Pegasus Knight reinforcements
*Take out the Sniper in the Treasure room and get the treasures in the
Treasure Room
*Storm the Throne Room and take out anybody within.
*Take care of item issues and make sure you still have 16 living troops
*Take control of the throne Jior is guarding to clear the chapter.
Enemy overview:
*Guarding the entrances to the castle across the bridge near where your
troops start are 1 L3 Quick Rain Shooter, and 4 L5 Armor Knights, 2 with Hand
Spears, 1 with a Regular Spear, and the final one with a Knight Killer.
*Inside the lookout just south of the village, there are 5 L5 Archers, 3 with
Bow Guns and the other 2 with Steel Bows, and 1 L10 Reserve Cleric.
*Jior the L5 General boss with a Silver Sword, 2 Iron Sword Thieves, one at
L5 and the other at L7, 1 L5 Relieve Cleric, and 2 Armor Knights, one at L5
with an Steel Sword and the other at L9 with an Iron Sword are all in the
throne room.
*Inside the treasure room is an L3 Sniper with a Silver Bow.
Walkthrough
First off, deploy your Thieves and probably a couple of good Bow users. Now
advance everybody through the forests to reach the village, but be careful;
the Archers can shower your troops with arrows. Be sure to have that Reblow
Wand ready to heal Marth. Not that a single non-critical bow strike can
inflict more than 6 damage to him. But just in case one of them criticals, it
will become a lifesaver.
Also kill off the Shooter by having one of your Shooters use the Thunder
Bolt. Then make the drawbridge go down (with a Bridge Key or Thief Key) and
have somebody guard the Thief who made it go down. Watch it; you're dealing
with 4 Armor Knights. Armor Killers will drop them quickly, thankfully.
Anyway, around the time you save the village, Paola and Katua will appear.
See that corner that is two south, two west of the village gate? Well, have
Marth move there and both of the Pegasus Sisters will be recruited quickly
without either of them in risk of being sniped off.
Have your forces move to the center of the map. Also send an Armor Knight to
block/kill the Archers and the Cleric. Be sure to have two strong people
blocking the west hallway and an Archer and Cleric right behind them, because
soon, Pegasus Knights will appear.
Once the 16 idiots from the Dragon Knight Party are dead, unlock the door,
storm the Throne Room and kill both of the Thieves, both Armor Knights, and
the Cleric, and then it is boss time!
-Jior (L5 General, Silver Sword, gives up Silver Sword)
If you want anybody to attack from close up, make sure that person can
survive a single round regardless of scenario, and put that person on one of
the columns when attacking. Remember: Magic users will STILL have no problem
taking him down.
-
Once Jior is dead, bust open the door to the treasure room, kill the Sniper,
and open the treasure chests. You'll want the Silver Card around from now on
to reduce prices on items, even though you have a LOT anyway. Now take care
of further item issues, make sure a Cleric or Priest has Magic Shield in
his/her invetory, and then clear the chapter.
----------------------------------------
Chapter 15: Madou No Kuni - Kadain (Magic Country - Khadain)
----------------------------------------
Basic Story: Marth's army has finally made it to Khadain, the country of
magic users. But without the Falchion, they may not be prepared for the evil
force they are about to encounter soon enough......
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in as many as 15 (!!) of the others)
Recruitable characters: None, unfortunately.
Map: On http://fe.chinafe.com/html/fe1/tactics/15.htm
Villages to save: None
Chests:
2 guarded by Garnef (the left has an Amulet and the right has a Power Ring)
Formation:
13 8 15 9 10
11 12 14
2 3 4 7 M 1 5 6
Items given up by enemies:
-Recover Wand (the Thief)
-Thunder Tome (the L3 Thunder Magician)
Reinforcements:
-L1 Fire Magician (appears just south of Garnef on turns 3 to 10)
Checklist:
*Quickly kill the 2 Magicians across the bridge.
*Take out the advancing enemies.
*Take out the remaining enemies, including the boss.
*Take care of item issues and make sure you still have 16 living troops
*Take control of the castle the Khadain Mage is guarding to clear the chapter.
Enemy overview:
*At the castle, there are 1 L5 Worm Priest, 1 L7 Hand Spear Dragon Knight,
and 1 L5 Relieve Cleric.
*Around the fort south of the castle are 2 L5 Freeze Magicians, 1 L3 Priest,
1 L5 Relieve Cleric, and 1 L3 Iron Sword Thief.
*Just around the bridge near where you start, there are two Magicians, one at
L5 with Fire, and the other at L7 with Freeze.
*Guarding the shrine with the 2 Treasure Chests is Garnef, the L10 Maph
Priest. West-Northwest of him is an L7 Freeze Magician.
*Around the fort north of Garnef and east of the castle, there are 3 Hand
Spear Dragon Knights, 2 at L5 and the other one at L7.
*Literally in the middle of the desert are 1 L5 Relieve Cleric and 1 L7
Freeze Magician.
*Southeast of the Dragon Knights are 2 more Magicians. One is at L5 and has
Fire, the other at L7 with Freeze.
Walkthrough
Great! Just what we need! Magic users galore and one of those magic users
*cough*Garnef*cough* being immune to ANYTHING you can throw at him. Don't
worry about Garnef; he doesn't budge unless you move close enough. It's the 2
Magicians around the south bridge, 2 of the Dragon Knights, 1 of the L5
Freeze Magicians around the fort, the Thief, the 2 Magicians southeast of the
Dragon Knight, and the reinforcements you'd have to fight against immediately.
That's a lot of enemies so we better deploy a couple of high HP units, at
least 2 of your Archers, at least 1 Magician/Priest, and at least one Cleric.
Magic Shield being carried by a front line Cleric is a good idea.
In any case, get rid of the Magicians across the bridge. Then bait the Dragon
Knights into the middle of the island so you can snipe them off. Next, just
have a Magician stand at the bridge and Magic Shield the Magician. Then those
pesky Magicians who try to cross will not be able to do so. In the meantime,
try to have your other troops fend off the Magicians coming from the east.
Garnef leaves on Turn 8. But who cares? We don't need to make him budge. In
any case, we have our hands full with the pesky Magicians. Once you defeat
anybody who attacked, you can get the contents of the treasure chests. Yay!
An Amulet! Somebody's Magic Defense is going to be permanently maxed out,
allowing them to resist even the Worm spell! Whoever that somebody is is your
choice, of course.
Anyway, have a bow user stand just barely in range of the Dragon Knight's
attack. The Dragon Knight will die quickly. In the meantime, send some troops
to take out the lesser Priest, the Magicians, the Clerics, and the Dragon
Knight. Watch out for the Priest; he has high speed and a lightweight spell.
After they're all dead, you'll have the boss left now.....
-Boss: Khadain Mage (L5 Priest, Worm)
ACK! Each attack he pulls off does 6 damage. For this reason, Magic Shield
somebody strong, then pound him with everything your troops have. Hopefully,
he NEVER gets a single Critical (although it's difficult for him to do so
anyway).
-
Once the Khadain Mage is dead, just take care of item issues and then have
Marth control the castle to end the chapter.
----------------------------------------
Chapter 16: Ariteia No Tatakai (Altea Battle)
----------------------------------------
Basic Story: The Altean Army has decided to run away from Khadain, knowing
that they don't stand a chance against Garnef. But now that it has grown
stronger than it was when it was still living in Talis, it will make an
attempt to liberate Altea from Grunia and Dolua hoping to eventually get the
Starlight spell.
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in as many as 13 of the others)
Recruitable characters: Chainy (recruited by talking to with Marth), Aran
(recruited by saving the left village, cannot be recruited if Samson already
is) and Samson (recruited by saving the left village, cannot be recruited if
Aran already is)
Map: On http://fe.chinafe.com/html/fe1/tactics/16.htm
Villages to save:
-2 southeast of the whole set of forts (Reward for left is Alan joining and
reward for right is Samson, can't lock both villages or get both rewards)
Chests: None
Formation:
Near the first bridge
3 4
Note: Troop #3 starts 3 East of the first Bridge.
All others
2 1
8 M 5
9 6 7
10
12 11
13
Items given up by enemies:
Dragon Shield (Borstatto the boss)
Hero's Proof (the Thunder Sword Hero)
Reinforcements:
-2 L5 Armor Knights with Spears (each appear on turn 10 from the two northwest
of the whole set of forts)
-L5 Social Knight with Steel Sword (appears on turn 10 from the west-center
fort)
-L5 Social Knight with a Spear (appears on turn 10 from the east-center fort)
-L5 Bow Knight with a Steel Bow (appears on turn 10 from the northeast fort)
-L7 Social Knight with Hand Spear (appears on turn 11 from the fort between
the east-center fort and the southeast most fort)
-L9 Social Knight with Silver Spear (appears on turn 11 from the southwest
fort)
-L9 Bow Knight with Silver Bow (appears on turn 11 from the southeastern most
fort of the whole set of forts)
Checklist:
*Deploy a Warp Wand user
*Fight off the 3 Dragon Knights.
*Immediately warp Marth to around the two villages and have him save the
village that has the troop of choice (Alan or Samson).
*Have everybody regroup.
*Fight off the "Dark Paladin of Doom" (or should I say "Red Paladin of
Blood") and his 9 lackeys, along with reinforcements.
*Take out the guards of Chainy's cell and recruit Chainy.
*Take out Borstatto and his General friend.
*Take care of item issues
*Take care of item issues and make sure you still have 16 living troops
*Take control of the castle Borstatto is guarding to clear the chapter.
Enemy overview:
*Around Borstatto the L7 Kill Sword General Boss is 1 L5 Armor Knight with a
Steel Sword; 1 L5 Reserve Cleric; 3 L5 Dragon Knights, one with an Armor
Killer, another with a Knight Killer, and the final with a Regular Spear; 1
L3 Paladin with a Silver Spear (dubbed in Vengeance's FE3 FAQ as "THE DARK
PALADIN OF DOOM" but here he'll be refered to in this FAQ as "THE RED PALADIN
OF BLOOD" (even though that's still a blatant ripoff of the title)); 3 Bow
Knights, two of which have Steel Bows and one of them at L7 and the other at
L5, and the last Bow Knight at L5 with a Bow Gun; and 6 Social Knights, 2
with Hand Spears and at L5, 2 at L7, with one of those two armed with an
Armor Killer and the other with a Knight Killer, 1 more at L5 with a Steel
Sword, and the final one at L3 with Knight Killer.
*Inside the jail cell southeast of Borstatto is Chainy in the middle and 2 L3
Heros, one with a Silver Sword and the other with a Thunder Sword, each
guarding the entrances.
*The only other enemy on the map aside from reinforcements is an L7 Thief
with an Iron Sword, west of all the houses and service places.
Walkthrough
First off, deploy at least 2 Clerics, one of which should have a Warp Wand
and both should have at least a couple of Recover Wands and one Reblow Wand.
Also deploy a couple of Archers. As for other troops, make it mostly low
level ones but be sure to include a Pegasus Knight.
Now, immediately have the Warp Wand user Warp Marth to around where the Thief
is. Be sure to keep the Warp Wand user out of range of the Dragon Knights'
attacks. In the meantime, have your troops prepare to attack and quickly do
in the 3 Dragon Knights. As for Marth, well, have him kill the Thief.
Anyway, the Dragon Knights will try to attack your party. They just made a
big mistake. Just send your Archers to snipe two of them off. Meanwhile, have
Marth save the village with whichever unit out of Aran and Samson you want to
get. Aran lives in the left village and Samson lives in the right village.
Whichever unit you want to get, visit his village FIRST. If you have one of
the two and you visit the other's village, nothing will happen. So choose
wisely. If you're using an emulator or you have your other file empty, go
ahead and make a copy of the save before beginning Chapter 16, and go through
the game each time with a different choice.
After that, just have Alan/Samson stand just on the eastmost bridge near the
village. Samson is pretty strong, so he should last. Aran has a Knight
Killer, and since he has enough health and Physical Defense, the Socials
won't be able to kill him instantly unless they get a critical or Aran is
weakened enough.
You may not notice but.....THE RED PALADIN OF BLOOD is coming up to your army
with most of Borstatto's troops. The first thing to do is to have your
Pegasus Knight fly on turn 3 barely in range of the one closest to your
troops but still cut off by the rivers. If your Pegasus Knight survives,
good. In any case, quite a few of Borstatto's troops will try to kick the
Pegasus Knight off their territory. But weren't you using her as a diversion
anyway? The.....RED PALADIN OF BLOOD will ignore the Pegasus Knight, which
will prove that he's an idiot, along with his fellow troops, his leader
Borstatto, and basically the whole of the Grunia, Dolua, Macedonia, and Gra
countries. Wait. They're idiots to begin with for what they did.....
Anyway, have Marth retreat behind Aran/Samson so that.......THE RED PALADIN
OF BLOOD won't kill hi- *notices an angry look on the reader* ALRIGHT! I'LL
STOP WITH THE RIPPING OFF OF VENGEANCE THE FIRE EMBLEM 3 WALKTHROUGH WRITER!
Anyway, you're bound to need healing throughout the struggle. So be sure to
heal people as the battle goes. Don't forget about the Armor Killer and
Knight Killer SKs, along with the 8 reinforcements.
Once all the enemies, including the reinforcements, have been killed, only
the boss, his friend, and the guards of Chainy's cell remain. Just kill the
guards first because not only do you get Chainy but you also get a Hero's
Proof that you can use to promote another Mercenary. Just make sure you
promote one at L20 if you have one. If not, then I recommend you save it for
any Mercenary that gets to L20.
Anyway, send Armor Killer users to chop Borstatto's friend into pieces and
then you'll have only the boss left.
-Boss: Borstatto (L7, Kill Sword, gives up Dragon Shield)
Have a strong Armor Killer user stand on the castle that Borstatto's friend
was standing on to knock down Borstatto's hit rate. Also, if you have a
really strong bow user with a Silver Bow, sick him on Borstatto for some
extra damage and experience.
-
With Borstatto dead, there's nothing to stop you from taking the castle. Just
be sure to have a Warp Wand in a Cleric's invetory, as well as undulled
weapons in most of your people's possessions. Also give the Dragon Shield to
somebody in need of a few points of extra Defense. Then clear the chapter.
It's about time we fought the Dolua filth lurking in the Altea Castle.
----------------------------------------
Chapter 17: Sutaalood Marusu (Starlord Marth)
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Basic Story: Marth has finally managed to surround Altea's castle. Now the
survivors of his army from Altea, Talis, Khadain, and Akanea, along with
allies who worked before under the evil four (Dolua, Macedonia, Grunia, and
Gra) shall fight Dolua in an epic struggle to liberate Altea Castle, and
Altea itself.
Starting characters: Any survivors of previous chapters (Marth has to be one
of them, and you can bring in as many as 15 of the others)
Recruitable characters: None
Map: On http://fe.chinafe.com/html/fe1/tactics/17.htm
Villages to save: None
Chests:
-6 in the southwest room (left to right, top to bottom: Warp Wand, 15,000 G,
Devil Sword, Dragon Shield, Knight's Proof, Mystery Book)
Formation:
West side
4 5 3 15
11
M 1 2
9 10
East side
8
(empty row)
7 6
(empty row)
12 13 14
Note: Troop 8 is 5 west of troop 15
Note 2: The door leading to boss is 3 north of troop 7.
Items given up by enemies:
-Member Card (left Cleric)
-Reserve Wand (right Cleric)
-Door Key (L9 Thief)
-Worm Tome (the Worm Priest)
-Speed Ring (Moses the boss)
Reinforcements:
-L3 Armor Knight with Steel Sword, L5 Social Knight with Hand Spear, and L7
Bow Knight with Steel Bow (all appear at the "emergency exit" on turns 9
through 50)
Checklist:
*Fight off the 3 L.Fire Magicians, the Volcannon Magician, the 2 Fire
Mamkutes, the 2 Armor Knights, the 2 Thieves, the Sniper, and the Hero while
trying to stop the Thieves from reaching the treasure chests.
*Get the contents of the treasure chests.
*Bust open the door.
*Have a 15 Defense character stand at the first choke point of the "emergency
exit" pathway before reinforcements arrive.
*Take out the Sniper, the Worm Priest, and Moses.
*Fight through the reinforcements, until your troops finally reach the Clerics
*Take out the Clerics.
*Buy 1 Thief Key (extra), and as many Reblow Wands, Magic Shield Wands,
Torron Spellbooks, and Worm Spellbooks as needed from the Secret Shop.
*Take control of the throne Moses is guarding to clear the chapter.
Enemy overview:
*North of the door near your east troops, sitting on the throne is Moses, the
L7 Magic Mamkute Boss. Near him is an L3 Worm Priest, and also in the same
hallway, there are 2 Armor Knights, one at L5 with a Thunder Sword and the
other at L7 with a Hand Spear.
*On the other side of the wall near Moses, there are 2 L10 Reserve Clerics
and an L3 Sniper with a Silver Bow.
*In the northwest part of the castle, there are 2 L5 L.Fire Magicians, 2 L5
Fire Mamkutes, 2 L5 Armor Knights with Hand Spears, and 2 Thieves with Iron
Swords, one at L9 and one at L7.
*In the treasure room, there is 1 more L5 L.Fire Magician, an L7 Volcannon
Magician, an L3 Sniper with a Silver Bow, and an L3 Hero with a Steel Sword.
Walkthrough
For deploying characters, bring in your Thieves (and Chainy), a couple of
strong guys, prefably both being SKs/Paladins, and a magic user with Magic
Shield. Also bring in Banut even if you already have a 15 Defense character
anyway. Whoever else you bring in doesn't really matter so just make the
remaining characters low level ones, being sure to include ones who can fight
from a distance.
The first job is to keep the Thieves from destroying the treasure chest
contents. The problem? The Doluan scum has strong units escorting the
Thieves, a couple of those units even being FIRE MAMKUTES! NOT GOOD! So you
better be truly good with opening moves if you want to let ALL of your troops
survive without losing the treasures.
GET RID OF THOSE PESKY MAGICIANS IMMEDIATELY! Faced Magicians using
L.Fire/Volcannon before or not, they will help the Fire Mamkutes pound your
troops hard. After the Magicians are dead, just chop that Sniper into pieces
and pound that Yuusha and those Fire Mamkutes with distance attacks. Don't
forget to block the Thieves.
Sneak Marth and your Thieves into the treasure room so that they can loot the
treasure chests and you can stop worrying about those dang Thieves. Also make
sure that you don't have to send that Door Key to storage......
Once all the enemies outside the throne room are dead, send everybody to the
door, bust it open, and then send Banut to guard the first choke point in the
pathway to the "emergency exit" before Enemy Turn 12 (3 turns after the
reinforcements arrive). None of the reinforcements can scratch him because of
his Defense level of 15. Oh yeah! The only problem is that this limits
experience to anybody but him.
Now we only have to worry about the Sniper, the two Clerics, the
reinforcements (although the Armor Knights can take some time to become any
problem), the Worm Priest, and Moses himself. Well, the Social Knight and Bow
Knight reinforcements (who can use ranged attacks) aren't really something to
worry about if your troops are healed. Just snipe off the Sniper, and the
Clerics if you can, then smack down the Worm Priest (Magic Shield the
attacker first), then it's boss time!
-Boss: Moses (L7 Mamkute, Magic Dragon Stone, gives up Speed Ring)
AGH! A boss with 24 Physical Defense AND automatic immunity to magic. Chop
him down to size with a strong character armed with the Dragon Killer. If you
have a bow user, Shooter, or whatever who can deal over 24 damage, you can
sick him on Moses, but make sure the damage that will be dealt will make a
difference before opening fire.
-
Although Moses is dead, we can't just clear the chapter yet. That's right!
There's a Secret Shop on the Map. The problem is, we don't have the Member
Card. Good news: one of the Clerics happens to be the holder of the Member
Card. However, you have to fight your way through the reinforcements to reach
the Clerics and kill them both off. There are a total of 132 reinforcements
if all of them are allowed to get on the map. Big trouble for your weapons.
Well, just use your best tactics that will help keep your troops alive, and
fight your way through the reinforcements. Try to stop somewhere if you can
afford it so that you can allow more reinforcements to come and your troops
can get more experience. After Turn 50, no more reinforcements will come, so
take out any reinforcements that are still alive, along with the Clerics.
Once you do this, congrats; you've cleared the map, but don't take the throne
yet.
Now that you have the Member Card, you might want to send somebody to the
Secret Shop to buy an extra Thief Key, but you need only about 20 more uses
of Thief Keys anyway. HOWEVER, IF YOU WANT TO BUY REBLOW AND MAGIC SHIELD
WANDS, AS WELL AS TORRON AND WORM SPELLBOOKS, DO IT NOW! YOU ARE NOT GETTING
ANOTHER CHANCE PAST THIS CHAPTER TO BUY THEM AT ALL! I am supposed to put
that in all caps because Torron and Worm are both VERY good attack spells
while Magic Shield and Reblow can easily become lifesavers. After that, put
any items you bought from the Secret Shop in Storage; we don't want to waste
such rare items.
With that over, just take care of item issues (for the Speed Ring, Dragon
Shield, and Hidden Book, make your choices wise) and then clear the chapter.
Good job. With Altea liberated completely, the second third of the game has
been completed. Now it's time for the Altean Army to really start defying
Dolua, Macedonia, and Grunia.
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4. Credits
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I must thank the members of the FESS Board at
http://fessforum.proboards11.com/index.cgi for their help, especially the
Fireemblem.net post.
I'd like to thank Fireemblem.net anyway, because they provide information,
albeit in Japanese.
I'd like to thank Nintendo, and Intelligence Systems for this game AND SSBM,
and anybody else involved in making SSBM, since SSBM is pretty much the
reason why I even play Fire Emblem games in the first place.
I'd also like to thank http://www.solon.org/cgi-bin/j-e for helping me
translate some of the things, and the Kana Books by James W. Heisig for
letting me navigate through the Kana. I'd also like to thank Fire Emblem 3
for helping me find out about the Red Dragon Stone among other things, and
the FE3 FAQ writer for help on FE3 as well.
This is copyright 2002 Juigi and any of the sources. If I find out you've
been copying or selling this without permission or doing any other illegal
stuff involving this, you're gone!