***** ***** **** ***** ***** ** ** ***** * ***** ** ** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ***** * **** ***** ***** * * ***** * ***** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ***** * * ***** ***** * * ***** ***** ***** * * **** ***** **** ***** ***** * * ***** **** ***** * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ** * * * * * * * * ** * **** ***** * * * ***** * * * * * * ***** * * * * * * * * * * * * * * * ** * * * * * * * * ** * * * * * * * * * * * * * * * * * * * * * * * * * **** ***** * * * * * **** * * ** ** * * ========================================== ~Line Test~ ========================================== If the following line is readable without scrolling over, you can easily read this walkthrough. ABCDEFGHIJKLMNOPQRSTUVWXYZABCDEFGHIJKLMONPQRSTUVWXYZABCDEFGHIJKLMNOPQRSTUVW ========================================== ~Introduction~ ========================================== Welcome readers! I'm Deathborn 668 on the message boards and this is a walkthrough for Fire Emblem--Radiant Dawn, the strategy turn based RPG on the Nintendo Wii. Hopefully you'll enjoy this walthrough as much as I enjoyed playing this game. Some Do's and Don'ts to keep in mind: DO: -Use this walkthrough as a refrence tool -Tell people about it -Print it for personal use -Give to other people for no profit DON'T: -Plagerize this walkthrough without any credit -Call this walkthrough "yours" -Sell this walkthrough for profit ONLY the following sites have permission to use this walkthrough without the need to contact me: -www.gamefaqs.com -www.gamespot.com -www.ign.com -www.supercheats.com Anybody else wishing to use this walkthrough will need to e-mail me at someguy668 (at) yahoo (dot) com Those wishing to leave me comments and corrections should also e-mail me. I generally won't respond to e-mails, and probably won't update if you send me a correction unless it extremely important. Don't feel offended if I don't respond or update with a change. Thanks for your concern. And remember, use Ctrl+F to search for what you need. ============================================= | ~Table of Contents~ | ============================================= |1.Basic Storyline | ============================================= |2.Controls | ============================================= |3.Combat Information | | 3A.Battle Commands | | 3B.Phases and Troop Movement | | 3C.Weapons and Durability | | 3D.Battle Calculations | | 3E.Experience Points and Leveling Up | | 3F.Unit Stats | | 3G.Victory Objectives | | 3H.The Base | | 3I.Bonus Experience | | 3J.Support Conversations | | 3K.Skills | | 3L.Laguz Units | | 3M.Difficulty Levels | | 3N.Path of Radiance Transfer Data | | 3O.Outsmarting the Computer | ============================================= |4.Radiant Walkthrough | | 4A.Part 1 Overview | | 4B.Part 1-Prologue; Under Gray Skies | | 4C.Chapter 1-1; Maiden of Miracles | | 4D.Chapter 1-2; The Dispossessed | | 4E.Chapter 1-3; A Faint Light | | 4F.Chapter 1-4; A Distant Voice | | 4G.Chapter 1-5; The Lost Heir | | 4H.Chapter 1-6.1; Raise the Standard | | 4I.Chapter 1-6.2; Raise the Standard | | 4J.Chapter 1-7; A Gathering Hope | | 4K.Chapter 1-8; Glory Unwanted | | 4L.Chapter 1-9; One Survives | | 4M.Part 1 Endgame; Daein, Arise! | | | | 4N.Part 2 Overview | | 4O.Part 2 Prologue; On Drifting Clouds | | 4P.Chapter 2-1; Winds of Rebellion | | 4Q.Chapter 2-2; Tides of Intrigue | | 4R.Chapter 2-3; Geoffrey's Charge | | 4S.Part 2 Endgame; Elincia's Gambit | | | | 4T.Part 3 Overview | | 4U.Part 3 Prologue; The Great Advance | | 4V.Chapter 3-1; Laguz and Beorc | | 4W.Chapter 3-2; Stormclouds | | 4X.Chapter 3-3; River Crossing | | 4Y.Chapter 3-4; The General's Hand | | 4Z.Chapter 3-5; Retreat! | | 4AA.Chapter 3-6; A Reason to Fight | | 4BB.Chapter 3-7; Rivals Collide | | 4CC.Chapter 3-8; Incandescent Glow | | 4DD.Chapter 3-9; Marauders | | 4EE.Chapter 3-10; The Heart of Crimea | | 4FF.Chapter 3-11; Just Cause | | 4GG.Chapter 3-12; The Price | | 4HH.Chapter 3-13; Blood Contract | | 4II.Part 3 Endgame; From Pain, Awakening | | | | 4JJ.Part 4 Overview | | 4KK.Part 4 Prologue; Chaos Named | | 4LL.Chapter 4-1; Road to the Empire | | 4MM.Chapter 4-2; Silent World | | 4NN.Chapter 4-3; Distortions | | 4OO.Chapter 4-4; Revelations | | 4PP.Chapter 4-5; Unforgivable Sin | | 4QQ.Part 4 Endgame Preparations | | 4RR.Part 4 Endgame-1; Rebirth | | 4SS.Part 4 Endgame-2; Rebirth | | 4TT.Part 4 Endgame-3; Rebirth | | 4UU.Part 4 Endgame-4; Rebirth | | 4VV.Part 4 Endgame-5; Rebirth | | 4WW.Epilogue | ============================================= |5.Character Compendium | | 5A.Swordmasters | | 5B.Warriors | | 5C.Halberdiers | | 5D.Snipers | | 5E.Sages | | 5F.Falcon Knights | | 5G.Dragonmasters | | 5H.Generals | | 5I.Paladins | | 5J.Rogues | | 5K.Bishops | | 5L.Cleric | | 5M.Hero | | 5N.Queen | | 5O.Empress | | 5P.Chancellor | | 5Q.Beast Tribe Laguz | | 5R.Bird Tribe Laguz | | 5S.Wolf Tribe Laguz | | 5T.Dragon Tribe Laguz | | 5U.Herons | ============================================= |6.Weapon Inventory | | 6A.Swords | | 6B.Lances | | 6C.Axes | | 6D.Bows | | 6E.Knives | | 6F.Magic | | 6G.Laguz Attacks | | 6H.Staves | | 6I.Misc. Items | ============================================= |7.Hidden Items | ============================================= |8.Sound Room | ============================================= |9.Base Conversations | ============================================= |10.Credits | ============================================= =========================================================================== ~1.Basic Storyline~ =========================================================================== Radiant Dawn is the sequel to Path of Radiance, taking place three years after the events of the previous game (it is advised you play Path of Radiance first, but it is not neccessary to complete the game or get a basic grasp on the story). After Ike liberated Crimea from Daein's King Ashnard's grasp, the country of Daein was then to be controlled by Crimea's new queen, Elincia. She relinquished ownership to the massive country of Begnion soon after, however, and focused on rebuilding her own country due to the war. Begnion occupational forced were relentless in their sweeps of Daein, however. They imprisoned anyone who was a general threat to their presence, and made sure that public morale remained as low as possible. A small group of freedom fighters, the Dawn Brigade as led by the light mage Micaiah, seeks to reclaim Daein from the Begnion oppressors. Meanwhile, revolts in Crimea against the inexperienced Queen Elincia are ongoing, and eventually Ike and the rest of the Greil Mercenaries intervene. All three companies, though, eventually get tangled in a continent wide war that could quickly have disasterous consequences. =========================================================================== ~2.Controls~ =========================================================================== You have a variety of control options based on the controller you are using for the game. There are three compatable controllers--the Wiimote: sideways or vertical, the Classic Controller, and the Gamecube Controller. And if you're curious, it is common acception that the Gamecube Controller far outclasses the other two control schemes. If you want to switch to Wiimote Vertical, bring up the map menu by pressing the A button when the cursor is not on a unit, go to Options, and change the Wiimote position from Horizontal to Vertical in one of the settings. -------------------- ~Wiimote Horizontal~ -------------------- D-Pad--Move cursor (when viewing the map, hold the 1 button to speed up movement of the cursor) 1 Button--Cancel option 2 Button--Confirm option, scroll through text speeches, select units + Button--Display map conditions, skip cutscenes and dialogue - Button--Hold to remove on-screen displays A Button--Display map menu, view recent viewed dialogue B Button--Hold B and 2 to place cursor on units that haven't made an action, hold B and 1 to display a unit's status screen when cursor is on said unit, or to display help menu in certain situations, hold B and the D-Pad to change camera angles, and hold B and A to zoom the camera in/out ------------------ ~Wiimote Vertical~ ------------------ D-Pad--Move cursor A Button--Confirm menu selections, select unit B Button--Cancel menu selections + Button--Move cursor to units that have yet to make an action - Button--Display unit's status screen when cursor is on said unit 1 Button--Display battle conditions 1 and 2 Buttons--Display map manu -------------------- ~Classic Controller~ -------------------- D-Pad/Left Control Stick--Move cursor Right Control Stick--Rotate camera A Button--Confirm menu selections B Button--Cancel menu selections X Button--Move cursor to units that haven't performed an action yet Y Button--Display a unit's status screen when cursor is on said unit Xl/Xr--Display map menu + Button--Display battle conditions L Button--Zoom camera in/out R Button--Hold down to remove on-screen displays --------------------- ~Gamecube Controller~ --------------------- Control Stick/D-Pad--Move cursor (when viewing map, hold the B Button to move the cursor faster) A Button--Confirm menu selections, display map menu when cursor not on a unit, select unit B Button--Cancel menu selections Y Button--Display status screen Z Button--Display map menu X Button--Move cursor to units that have yet to perform an action L Button--Zoom camera in/out R Button--Hold to remove on-screen displays C-Stick--Change camera angle Start/Pause--Display battle conditions, skip cutscenes/dialogue =========================================================================== ~3.Combat Information~ =========================================================================== Here's the section where all of the basic information needed to play the game is listed. The majority of it can easily be understood through the in-game tutorials, however there are some non-tutorial given data that you should look at at some point during your playthrough. --------------------------------------------------------------------------- ~3A.Battle Commands~ --------------------------------------------------------------------------- These are all of the commands you can give to units while on the battlefield. Pretty self explanatory. These are all possible options brought up after selecting a unit with the cursor. Move--The only command that is not actually selected. When you select a unit a bunch of blue boxes will appear, as well as orange boxes on the border. The unit can then move to any of the blue boxes. The unit is capable of attacking anything within the blue and orange boxes. You do not have to attack at all--you can just move and wait if you want. Wait--After moving a unit you can choose to have them wait. This ends their turn and no further actions by the unit can be performed until the next turn. The exception is if Vigor is used to allow the unit to move a second time. Attack--If you are within range of an enemy you can choose this option to attack them. After selecting this option you will be brought to your weapon inventory and will need to choose a weapon. Weapons that cannot hit the enemy from your current position (such as using a one ranged weapon when two spaces away from an enemy) will be greyed out. After choosing the weapon, you'll be shown one final weapon screen. This will show the HP of both combatants, the damage they will do to each other (and if either will double one another), the percentage of hitting, and the odds of a critical hit. If you don't like them, you can choose to attack with a different weapon to see the stats window again and plan your attack. Staff--Choose this to use a staff on a unit. Pick the staff you want to use, then select the unit to use it on. This is only available on staff wielders, and different staves do different affects. Some heal your units while others can hinder the enemy army. Each staff, like weapons, has a specific range. Pay attention to it. Staff wielders, when attacked, can counterattacks (and only counterattack) with the staff. Rescue--When next to an allied unit (either blue or yellow), you can choose to rescue them if their weight is 2 or more less than the unit attempting rescue. When you rescue a unit, they are carried upon the rescuee and are completely safe from attack. However, if the rescuee is killed, the rescued unit will be dropped onto the ground. Airborne units cannot be rescued (the only exception is untransformed bird/hawk laguz), and all mounted units cannot be rescued. Rescuees will have their Speed and Skill cut in half until the rescued unit is dropped. Drop--Make the rescuee drop the rescued unit onto an adjacent tile. You can only drop a unit onto tiles the unit is capable of traversing. You can't drop a Halberdier onto a water tile, for instance. Take--If you want to trade rescuees without dropping the rescued unit, that is entirely possible. Just have another unit that has a weight two or more than the rescued unit move adjacent to the current rescuee, then choose to Take the unit. Very handy for moving NPC units around. Also note that you can Take and Drop within the same turn if you wish. Shove--You can shove and adjacent unit, regardless if it's allied or enemy, one space by choosing this command. The unit you are shoving must have a Weight that is no more than two higher than the unit doing the shoving. Smite--Works exactly like Shove. However, this is only available to units with the Smite skill, and this pushes a unit two spaces instead of one. Items--Enter the item inventory of the selected unit. You can equip/unequip weapons, and choose to use items such as those that can heal you or hurt nearby enemies. Units can hold a maximum of seven items. Trade--Trade items with an adjacent allied unit (blue or yellow). You do not have to make a complete swap (as in trading one item on one unit for one item on another). You can give all of your items to an itemless unit, trade merely one item to a unit, or anything inbetween. The unit intiating the trade can still use an item on their turn. Talk--If possible, units can converse on the battlefield. On the map menu you can choose "Units", and if you scroll the list left you can see all of the available units each seprate unit can talk to on the map. You can Talk if you are adjacent to said unit. Talking amoung blue units generally increases your ability to upgrade their Support rank, while talking to yellow, green, and occasionally red units can get them to join your team. Visit--If you see an open door on a map leading to a house or tent, you can put a unit infront of the door and choose to Visit the house. Talking with the person inside will generally net you an item that you can use/ sell, but occasionally triggers a different cutscene that affects certain characters in different ways. Break--If you can't get a door open any other way, you can choose to attack it. All doors have HP values. Draining the door's HP will break it open. Door--...alternatively, just make a Thief walk infront of the door and choose this option to open it without the need to waste weapon durability. You can also open doors if you have a Door Key. Chest--Open a chest to grab the contents inside. This option only appears when the unit standing next to the chest is either a Thief or is holding Chest Keys. Direct--Only available to the main character of the chapter (Micaiah, Geoffrey, Elincia, or Ike). This option allows you to control the yellow NPC units by either having them Roam (attack and move at will), Target (all units will ignore attackers and move for a target point you can set), Halt (no NPC's will move or attack, but they will counterattack), or Avoid (NPC's will move to the safest spot away from enemy units). Order--Only available to the main character of the chapter (Micaiah, Geoffrey, Elincia, or Ike). This option allows you to control units under your control that you haven't moved after you end your turn. You can choose for your units to perform similar actions as Direct would have. You have Rally, which makes all unmoved units move towards and surround the commander; Halt (the default) where unmoved units remain unmoved; Target, which makes all unmoved units move towards a target location you can set; and Avoid which makes all unmoved units avoid enemies as best as possible. Steal--If a Thief is next to an adjacent enemy unit they can steal from them. Only non-equipped items can be stolen, however. The Thief's speed cannot be more than two less of the enemy that you are trying to steal from. Galdr--Only available to the Herons. You can choose one of five galdrs to chant to adjacent units. The units affected depends on the heron, and if they are transformed or not. You can use Vigor (allows a unit that has already taken their turn to move again), Bliss (raises allied unit's biorhythm to highest point), Sorrow (lowers enemy's biorhythm to lowest point), Valor (increases allied laguz's transform meter to maximum point), and Recovery (fully restores allied units' HP and status changes). Arrive--Only certain maps the condition will be to Arrive at a certain space. Have any unit reach this space and choose to Arrive to clear the map. Certain maps required a certain character, or characters, to arrive. Seize--Spaces on the map usually guarded by bosses. To clear the map with a Seize condition you must reach the glowing square, then have the commander (Micaiah, Geoffrey, or Ike) choose to Seize the square and clear the map. Escape--Certain maps will require you to escape. If the commander escapes (Micaiah, Ike), then the chapter will be cleared. Other units can escape before the commander, and is advised because each allied escapee will earn you Bonus EXP. --------------------------------------------------------------------------- ~3B.Phases and Troop Movement~ --------------------------------------------------------------------------- Being turn based, your movement is restricted to only moving on your phase of the current turn. Once you have chosen to End your turn, or have moved all of your units, the next phase begins. There are four phases. -------------- ~Player Phase~ -------------- Marked in blue, the Player Phase will always be first. It is, of course, the phase where you, the player, move your units. You get first strike at whatever you can on your turn. Set up your army effectively in plan for the oncoming enemy attack. ------------ ~Ally Phase~ ------------ Marked in yellow, the Ally Phase is where yellow ally NPC's move. It always occurs after the Player Phase, but only if there is at least one yellow unit on the map. The commander of your army can choose how allied units can move with the Direct command, and that command will take effect on the Ally Phase. ------------- ~Enemy Phase~ ------------- Marked in red, the Enemy Phase is where all of the computer controlled red enemy units make their turn. They can attack Player/Ally/Other units, or just move to different spots on the map. ------------- ~Other Phase~ ------------- Marked in green, the Other Phase is where all green Other units take their turn. These units cannot be controlled by your commander, and often you will need to protect them. These units won't hurt you, instead helping you to destroy the Enemy army. ---------------- ~Troop Movement~ ---------------- In every phase, and especially important in the Player Phase, you will need to command your troops. There are tons of options available for each unit, so you will need to strategically place them all, or as many as you wish, before you end the turn. Moving a unit to a different location is basic to understand. Units can only move to a blue square within their movement range. Attacking enemy units is important as it is generally your objective on most maps. Get near an enemy and select Attack, choose your weapon that has the same range as you are in relation to the foe, and select it to see the battle window displaying attack power, hit accuracy, and critical percentage of both you and the enemy. Staff users are highly important as they are responsible for casting staves on enemies, as well as healing your own army. And be sure to select and enemy unit to view their attack range. Any space they can attack a unit will be highlighted with an orange box. Use it wisely. This option is disabled in Hard Mode, however. --------------------------------------------------------------------------- ~3C.Weapons and Durability~ --------------------------------------------------------------------------- The only way to harm enemies is by attacking them with weapons. Every weapon in the game is different than the other, and they all have specific stats that you will need to pay attention to. Weapon Name--All weapons have a name. Generally they will be some element (like Iron or Silver) followed by the type of weapon. There are plenty of exceptions for more powerful weapons which have unique names, such as the Wo Dao sword. Get to know weapon names so you are aware if the weapon is powerful or not. Weapon Experience--Whenever a weapon is used you earn Weapon Experience (using staves of any kind adds to Staff Experience too, though). Each weapon gives out a certain amount of weapon experience when used. On the unit status screen the second page shows the current weapon level of each unit. A unit can only use weapons that are equal to or less than their current weapon level. For instance, Edward with a C in swords can't wield an A Rank Silver Sword, but he can wield C, D, and E rank swords. The second page of the unit status screen shows a green bar behind each weapon rank. This is the current weapon experience. When it fills up, weapon rank will increase for the unit. When the letter flashes green, the weapon rank is maxed out for the character. Rank--From E to SS. A unit can only wield a weapon if the rank of the weapon is equal to or lower than their current weapon rank. The exception is laguz--their weapon rank, when it increases, strengthens their only form of attack. Might--The base attack power of the weapon. Add this with the unit's Strength (or Magic if using a spell or a weapon that uses the Magic stat) to calculate base damage done to the enemy. Subtract the foe's Defense (or Resistance if using a magic attack) to find the damage you would do to the foe. Obviously, stronger weapons result in more damage. Hit--The base percentage of the attack hitting the foe. The final hit percentage is based off a variety of factors, such as terrain the enemy is standing on, biorhythm, supports nearby, and other things. The higher your percentage when facing a foe, the more likely you are to hit them. Critical--The base percentage of landing a critical hit. Several stats are added along with the base critical hit percentage to determine to final probability of getting a critical (after being subtracted by the foe's Luck stat). If you get a critical hit, you will deal three times as much damage than usual. Weight--The weight of the weapon. This has only once use--determining Attack Speed. If the weight of the weapon exceeds the unit's strength, then the unit's Speed recieves a penalty. For instance, if a weapon has a weight of 10, and the unit has a Speed of 8 and Strength of 7, then the unit's Attack Speed would be 5 (because the weight is three higher than the Strength) instead of 8. Range--The attack range of the weapon. Most weapon ranges are only 1, meaning you can only attack when adjacent to an enemy. A range of 1~2 means you can attack when adjacent to an enemy or when separated by one space (or attacking diagonally). Use range to your advantage. Attack enemies who don't have a range of 1 close to them, and attack enemies with only a range of 1 from a distance to conserve HP. Effect--Some weapons have bonus effects added on to them, such as having a higher critical hit rate or dealing triple damage to certain types of units. Use bonus effects to your advantage whenever possible. ----------------- ~Weapon Triangle~ ----------------- All weapons fit into a weapon triangle. If you go against a foe whose weapon is weak against yours, you get an attack bonus and they will suffer a penalty. The triangles are as follow: Swords > Axes > Lances > Swords Fire > Wind > Thunder > Fire Anima > Light > Dark > Anima **Anima is the trio of elemental magic (Fire, Wind, Thunder) You do not need to follow the weapon triangle; infact, many people tend to ignore it as the effects are minimal. On Hard Mode the weapon triangle bonuses are disabled. ------------------- ~Weapon Durability~ ------------------- Almost every weapon in the game has a number attached to it in the form of a fraction. The top number represents the amount of uses remaining in the weapon. Every time you hit an enemy with a weapon, that number decreases (however, for every magic spell used, regardless if it hits, the number decreases. This works the same way for all staves, but if an attack staff doesn't hit the foe the durability still decreases). That is called Weapon Durability. If the number hits 0, the weapon breaks and you can't use it anymore. The only way to restore weapon durability is to use the Hammerne staff on the weapon. However, the staff only has three uses, and the staff can't restore itself. Be sure to keep buying new as necessary. Note that several weapons have infinite uses. Go crazy with those weapons, as they tend to be the best in the game. --------------------------------------------------------------------------- ~3D.Battle Calculations~ --------------------------------------------------------------------------- There are many calculations to keep in mind while in battle. You do not need to memorize any of these, but if you are curious why your accuracy is so poor, or anything else, then look here. 1.Doubling If your Attack Speed - 4 is greater than or equal to the foe's Attack Speed, you will double them. This means that you will attack twice against that foe in one turn as opposed to once (or four times if you are wielding a Brave weapon). Be aware the enemies are just as capable of doubling your units. 2.Attack Speed Speed - (Equipped Weapon Weight - Strength) If the number in the parenthesis are negative, ignore it. The Attack Speed in that instance would be merely the Speed stat. Try not to hinder your Attack Speed--it is relied upon for doubling, avoiding, and other things. 3.Hit Percentages Accuracy:Weapon Hit% + (2 X Skill) + Luck + Biorhythm Bonus + Support Bonus + Weapon Triangle Bonus + Affinity Bonus + Leadership Bonus + Height Bonus Avoid:(2 X Attack Speed) + Luck + Biorhythm Bonus + Support Bonus + Weapon Triangle Bonus + Affinity Bonus + Leadership Bonus + Height Bonus + Terrain Bonus Battle Accuracy:Accuracy - Enemy Avoid (Cannot be higher than 100% or lower than 0%) Weapon Hit%--The base hit percentage of the equipped weapon Skill--The units' Skill stat Luck--The units' Luck stat Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad, -10 if Worst Support Bonus--Bonuses two supported units give if within three spaces of eachother. Bonuses differ depending on who the two supporters are Weapon Triangle Bonus--+10 if effective against enemy weapon, -10 if weak to it (Disabled on Hard Mode) Affinity Bonus--+5 if unit has same affinity as the map's affinity Leadership Bonus--(5 X Commander's Leadership Stars) Height Bonus--+50 if on terrain higher than foe, -50 if lower than foe Terrain Bonus--Differs depending on terrain 4.Damage Calculations Base Damage:Strength or Magic + ((Weapon Might + Weapon Triangle Bonus) X Effectiveness) + Support Bonus + Height Bonus Defense:Defense or Resistance + Support Bonus + Terrain Bonus Damage:(Base Damage - Defense) X Critcal Bonus **Strength and Defense are used for all non-magic weapons. Magic and Resistance are used for magical weapons. Strength--Unit's Strength stat Magic--Unit's Magic stat Defense--Unit's Defense stat Resistance--Unit's Resistance stat Support Bonus--Bonuses two supported units give if within three spaces of eachother. Bonuses differ depending on who the two supporters are Weapon Triangle Bonus--+10 if effective against enemy weapon, -10 if weak to it (Disabled on Hard Mode) Height Bonus--+50 if on terrain higher than foe, -50 if lower than foe Terrain Bonus--Differs depending on terrain Critical Bonus--3 if a critical occurs, 1 if critical doesn't occur 5.Critical Hit Chance Critical Percentage:Weapon's Base Critical% + (Skill/2) + Support Bonus + Critical Skills Dodge:Luck + Support Bonus Battle Critical%:Critical Percentage - Enemy Dodge Skill--Unit's Skill stat Support Bonus--Bonuses two supported units give if within three spaces of eachother. Bonuses differ depending on who the two supporters are Critical Skills--Any Skills attached to the unit that boost the Critical Percentage, whether they give a flat out % boost or increase the base percentage based on the unit's current condition 6.Skill Activation Percentage Activation Rate + Biorhythm Bonus Activation Rate--View the Skills List for a list of every Activation Rate Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad, -10 if Worst 7.Finding Hidden Items on the Ground Skill + Class Bonus + Biorhythm Bonus Skill--Unit's Skill stat Class Bonus--+60 if unit is a Thief, Rogue, or Whisper Biorhythm Bonus--+10 if at Best, +5 if at Good, +0 if Normal, -5 if Bad, -10 if Worst 8.Weapon Rankings All weapons give the unit Weapon Experience when used. Once you earn enough weapon experience points, the Weapon Rank of the unit increases, the experience resets to zero, and the process begins anew for the next rank. Here's the Weapon Experience needed to increase in rank: E to D--30 WExp D to C--40 WExp C to B--50 WExp B to A--60 WExp A to S--70 WExp S to SS--80 WExp --------------------------------------------------------------------------- ~3E.Experience Points and Leveling Up~ --------------------------------------------------------------------------- You will level up every time you obtain 100 Experience Points. You earn experience points every time you fight an enemy. It's a bit more complicated than that, though. The experience you get from attacking an enemy is dependant on your level compared to the foe. The higher your level, the less experience you will earn. Conversely, the lower your level the more experience you will learn. You will obtain nearly three times as much experience by killing a foe rather than just damaging them. You can only earn a maximum of 100 Experience Points per enemy. Bosses give out far more experience when killed than any other enemy, so try to let a low leveled unit kill the boss on a map if possible. When you level up you will get increases in stats at random. All eight of a unit's stats have a chance of increasing by 1 at each level up. Every stat has a certain percentage on it as to whether or not it will increase. As such, you will easily see increases in certain stats while others will rarely increase. You are guarenteed at least one stat increase per level up, however. A unit reaches maximum level at 20. If a unit reaches level 21, they promote and change classes. Promotions give large, fixed boosts to each stat (except Luck), change the appearance of the unit, and sometimes give additional movement to the unit. There are three tiers a unit can reach. Most part 1 units start on tier 1, while almost every other character in the game starts at tier 2. When a unit promotes to tier 3, they will gain their Mastery Skill which, when activated at random in battles, can easily kill a foe. Units cannot exceed level 20 third tier. Several key units in the game cannot promote on their own, instead promoting at predetermined points in the story. --------------------------------------------------------------------------- ~3F.Unit Stats~ --------------------------------------------------------------------------- If you push the button (or buttons) that brings up information on a unit, you are viewing the Unit's Stats. On these pages you can view everything you need to know about a unit. You can also view the pages of enemy units if you wish. ~Page 1~ This page contains all the necessary battle stats of the unit. Current level, amount of experience, and HP are at the top. The current stats are at the bottom. The seven stats listed here are Strength, Magic, Skill, peed, Luck, Defense, and Resistance. The top-right has battle information on the unit. They are Base Attack Power, Attack Speed, Hit Percentage, Avoid Percentage, Critical Percentage, Critical Dodge, Range of currently equipped weapon, and the effect of it if there is one. Below that is the unit's inventory. An "E" appears next to the equipped weapon or staff if one is equipped. ~Page 2~ More personal data is listed on the left. Constitution (Cn) is used in determining if the unit can shove or be shoved, Weight (Wt) also factors in with the shoving, and the Move is how many spaces the unit can move per turn. Affinity is used in support bonuses as well as map bonuses, Race is either Beorc or Laguz, Travel is who the unit is rescuing or being resuced by, and Condition is the current condition of the unit (nothing will appear if unit is normal. Unit can be poisoned, put to sleep, etc.). The number next to the condition is how many turns left until the condition disappears. On the right are the weapon levels. When the green bar fills up, the weapon increases in rank. Most units can only wield one or two weapons. The maximum weapon rank a unit can have depends on their class. ~Page 3~ On the left are the list of Skills the unit currently has equipped. Each Skill takes up a bit of the unit's maximum Capacity (some Skills attached to characters don't take any Capacity, but if removed and put back on the unit will take up Capacity, so be careful). On the right are the Support bonuses. The person the unit is supported with is named here, and the bonuses appear if that unit is within three spaces of their support. ~Page 4~ Associations are on the left. The army the unit belongs to, authority stars (only on some commanders), the Commander of the army's name is listed, and bonds to certain characters are listed. On the right is the Biorhythm chart. With each passing turn the ball moves up or down on the graph. Biorhythm affects certain stats for better or worse depending on the location of the ball. There's no effect when it is at Normal. At Good there's +5 to the stats, at Best +10, at Bad -5, and Worst gets -10. The stats effected are accuracy, avoid, amoung other things. Unless you use Heron galdr, you can't effect Biorhythm at all other than ending turns and waiting for it to increase again. --------------------------------------------------------------------------- ~3G.Victory Objectives~ --------------------------------------------------------------------------- On each map you are, obviously, trying to win. To do so you will need to complete an objective to clear the map. Some of them are simple, others can be quite challenging given the circumstances. Some maps may have two conditions. Victory is obtained by satisfying only one of the conditions, however. Rout--All you need to do is kill every single enemy on the map. Be aware that on almost every map you will encounter several reinforcements as time goes on, so try to kill every foe as quickly as possible. Defeat Boss--Every map has a boss commander. When you are viewing the map conditions (Start or + Button), the enemy commander is a pulsating red dot. There is also a shield icon above their head when you can see them on the map. When you kill the boss the chapter ends. Almost every boss will never move from their starting position, but there are a few exceptions. Arrive--A blue panel will be at one point on the map. Your objective is to have any unit reach that panel and choose to "Arrive", clearing the map. A boss is almost always guarding the Arrive square, so you'll have to kill him and his cronies to get the chance to arrive. On certain maps only one character is allowed to arrive at the square. On one map you will need two specific characters on two Arrive spaces to clear the chapter. Escape--A yellow glowing panel will be on the map. Have your commander reach the tile and choose "Escape" to clear the map. You can, and should, let everyone but the commander escape beforehand. For every unit other than the commander that escapes you will earn Bonus EXP. Seize--A red glowing will be at one point on the map, almost always guarded by the boss. You need to have the commander walk onto the tile and choose "Seize" to clear the map. Only the commander can seize the square--normal units can't. Defend for X Turns--On certain maps you will simply need to play hermit as the computer gains an insane amount of reinforcements and swarms your small army. You will need to defend a certain green flashing tile for the time limit mentioned. After the time limit expires, so long as the computer did not reach the tile, you clear the chapter. Survive for X Turns--Simply put, you cannot satisfy any failure objectives for the given time limit. Succeed and you clear the chapter. Burn all Supplies--The objective for only one chapter. Have any unit stand next to a group of supply crates and choose the "Burn" option. Repeat for all of the crates to clear the chapter. Defeat X Enemies--On certain maps all you need to do is kill a specified amount of units. Once the amount has been satisfyed, the chapter will end. X in Y Turns--Some maps will have you performing a task within a given time limit, such as Rout in 12 Turns. If the time limit expires before you complete your objective, you fail the chapter and must restart. -------------------- ~Failure Conditions~ -------------------- As there are conditions for victory, there are conditions for an instant failure of the chapter. Unit Dies--On every single chapter the commander cannot die. On some chapters all units are not allowed to die or additional units may not be allowed to die. Expired Time Limit--If you need to complete a task within a certain amount of turns, and fail to do so before the time limit expires, then you fail the chapter. Failure to Defend--On maps where you must defend a certain space or not allow any unit to cross a specified line, you will fail instantly if any enemy unit crosses the line or ends their turn on the space. Defended Unit is Captured--Only a condition for one chapter. If a certain unit gets captured by the enemy, and the enemy escapes off the map, you fail the chapter. You can get the unit back by killing the enemy rescuee before the time limit expires. NPC Dies--One of the non-playable characters is killed. The most annoying failure objective because you can't control these NPC's and it can be hard to reach them before they get killed. All Prisoners Die--There are NPC prisoners in one chapter. If all of them are killed, you fail the chapter. Keep at least one alive to succeed. --------------------------------------------------------------------------- ~3H.The Base~ --------------------------------------------------------------------------- On chapter 1-4, and before almost every chapter thereafter, you will enter the Base before beginning the chapter. At the Base you can do a variety of things to boost the power of the members of your army, outfit their weapons, manage Skills, and other things. Items--You can rearrange the inventories of each character in your army here. Any items you don't want anyone holding you can choose to send to the storage convoy if you wish. You can pick it up later there if you want. Shop--You have four options here. You can visit the Armory and purchase new weapons of any kind (Swords, Tomes, anything you need). Visit the Shop to purchase Staves, recovery items, and bargain items. The bargain items can be anything--special weapons, items, and other things not available at the regular Shop/Armory. Choose Sell Items to sell anything you don't want to use anymore for cash. Because funds are limited in the game, sell anything you don't need for much needed cash. Finally, you can Forge weapons (isn't available if Daniel is not with the current army). You can forge any weapon, customizing its Might, Accuracy, Weight, and Critical Percentage to a certain degree. Forging is expensive, so make sure you have the cash. Manage--You have two options here. You can deal out Bonus EXP to your units and increase the levels and stats, or you can manage your army's current Skills. In Radiant Dawn you can remove Skills from one unit and give it to another (or sell it) instead of losing that Skill forever. Pass out and remove Skills to your liking. Skills are not necessary, so you can never "screw" anything up. Some Skills, such as Mastery Skills and Shove, can't be removed. Support--Establish Supports between two units. Every unit is only allowed one Support, and it starts at a C rank and can rise to an A rank. You get bonuses on the battlefield if two supported units are within three spaces of eachother. Info--Read conversations before you enter battle. If you leave the base and come back during the battle preparation, you are unable to read any unread Info conversations for the chapter. Conversations either have one, two, or three stars, One and two star conversations add to the story. Three star conversations give you an item at the end, or is important for an attack between characters. Library--You can review the Bonus Experience and MVP's of completed chapters, view a list of terms spoken throughout the game, and a character tree showing how characters are related to one another. Selecting a character gives a brief description about them. Save--Save the game. End--Leave the base and begin the chapter. --------------------------------------------------------------------------- ~3I.Bonus Experience~ --------------------------------------------------------------------------- After every chapter you will earn Bonus Experience. At the Base you can give this Bonus EXP to your characters to level them up. As their levels increase, it requires more and more Bonus EXP to level them up. You won't be getting much at the start of the game, but later on you will be getting it by the thousands. It takes about 500-1000 BEXP to level up first tier units, 1000-2000 BEXP to level up second tier units, and 2000-3000 to level up third tier units. When a unit is leveled up with Bonus EXP, they will gain three stats. It will ALWAYS be three stats. The stats that get increased generally are not random. The three or four stats that have the highest percentage of increasing from a standard level up are usually the three that get picked. However, Bonus EXP can be abused. If a unit maxes out several stats (and many units do at around level 12-15), Bonus EXP can't increase those stats any further because they're maxed out. Instead, other stats get increased. As such, you can get increases in stats that would normally rarely increase, such as Nephenee's Strength or Haar's Speed. It is best to wait until a unit has capped at least one stat before making extensive use of Bonus EXP. Generally, a unit has a good chance of getting at least three stats increased from a normal level up. In the long run you will be harming a unit by just increasing their levels with Bonus EXP (the exception is laguz who all benefit greatly, and easily max out almost every single stat, exclusively through Bonus EXP). Thusly, it's best to save it up for a while. Laguz units require different amounts of Bonus EXP to level up than beorc units do. They require an amount somewhere between second and third tier Bonus EXP requirements. In the end they require less than high level third tier units do. Bonus Experience earned from clearing chapters is important. You get a base clear amount, but can add to that by finishing the map quickly, and doing other things in the chapter (such as allow other units to escape before the commander, keep certain NPC's alive, and so on). You also get Bonus Experience for finishing a chapter quickly. There's a set amount of turns you need to finish in for the maximum amount. For every turn after that the Bonus Experience for time will decrease by about 10% each following turn, so try to finish quickly on as many maps as you can. --------------------------------------------------------------------------- ~3J.Support Conversations~ --------------------------------------------------------------------------- At the Base you are capable of creating supports between two characters. You can choose to have each character support with whoever else you want, but you need to have formed basic trust before you can create a C rank basic support by having the two supporters be on several maps together. Once enough trust has been built, you can create a support bond between the two characters. They will each gain stat bonuses on the map when they are within three spaces of eachother. The bonuses depend on the affinities of the two supporters. For best bonuses, create a support between characters with the same affinity. Once a support has been established, in battle the characters can walk up to eachother and Converse. The supporters can Converse several times before you need to increse their support rank. It takes several chapters where both characters are on the map, and Conversations, before you can increase the support rank. The maximum rank is an A, which gives the best bonuses. The affinty bonuses are as follows; when two characters support, add up the bonuses and that's what each character recieves. B ranks double the bonuses, and A ranks triple it. So if two Earth affinity users supported, they'd both have +15 avoid at a C rank, +30 as a B rank, and +45 as an A rank (If any decimals occur, they get rounded up to the nearest whole number). Fire--Attack +.5, Hit +2.5 Water--Attack +.5, Defense +.5 Wind--Hit +.5, Avoid +2.5 Thunder--Avoid +2.5, Defense +.5 Heaven--Accuracy +9 Earth--Avoid +7.5 Light--Hit +2.5, Defense +.5 Dark--Attack +.5, Avoid +2.5 --------------------------------------------------------------------------- ~3K.Skills~ --------------------------------------------------------------------------- There are a huge variety of Skills units can learn in the game. To learn a Skill, merely have the scroll with the Skill on it and give it to a unit at a Base, provided they have enough capacity for the skill. Mastery Skills and Class Skills are marked with a lock next to the name, signifying that they cannot be removed. Removable Skills are added to a units' inventory, at which point you can use it to assign to a different unit if you wish. -------------- ~Class Skills~ -------------- These Skills are only available to certain classes. Units either start with these or gain them upon promotion, and they cannot be removed or assigned to other units. Shove Capacity--5 Info--If user's Cn is two or more higher than the unit adjacent to it, you can Shove that unit one space ahead. Allied an enemy units alike can be shoved. For foot units only. Canto Capacity--10 Info--If this unit has any leftover movement after attacking or using an item, it can move the remaining spaces if it wishes, but cannot perform any actions other than wait. For mounted units only. Steal Capacity--0 Info--Steal an item from an enemy. Can only steal non-equipped or locked items. Thieves, Rogues, and Whispers only. Critical +5 Capacity--0 Info--Increases critical hit percentage by 5. Myrmidons, Halberdiers, and Reavers only. Critical +10 Capacity--0 Info--Increases critical hit percentage by 10. Snipers, Swordmasters, and Sentinels only. Critical +15 Capacity--0 Info--Increases critical hit percentage by 15. Markmen only. Critical +20 Capacity--0 Info--Increases critical hit percentage by 20. Trueblades only. Critical +25 Capacity--0 Info--Increases critical hit percentage by 25. Assassins only. ------------------- ~Assignable Skills~ ------------------- Adept Capacity--15 Activation--Speed% Info--If activated, user gets two attacks instead of one. Can activate twice if you double a unit, for a total of four possible attacks. Aurora Capacity--0 Info--Attacker recieves half the damage they infliced on the wearer unless attacker has Nihil or is using Parity. Beastfoe Capacity--15 Info--User deals triple damage against Beast Tribe laguz. Birdfoe Capacity--15 Info--User deals triple damage against Bird Tribe laguz. Blessing Capacity--15 Adjacent allied units recover HP equal to this unit's Magic. Herons only. Boon Capacity--15 Info--Adjcent allied units have their negative conditions removed. Blood Tide Capacity--10 Info--Increases adjancent allies' Strength and Defense by 5. Red Dragons only. Blossom Capacity--20 Info--Percentage of each stat increasing in a level up goes up by 10% (as in, a stat with a 60% chance of increasing is now 66% since 6 is 10% of 60) at the cost of earning half as much experience as usual. Cancel Capacity--10 Activation--Speed% Info--Nullifies the foe's next attack Celerity Capacity--15 Info--Adds two movement to the holder. Corrosion Capacity--15 Activation--(Skill/2)% Info--If activated, foe's equipped weapon loses durability equal to the user's level (second tier level 13 would make the foe lose 33 uses on the current weapon, for instance). Counter Capacity--10 Activation--Skill% Info--When an enemy attacks, when this skill is activated the enemy recieves half the damage they inflicted. Daunt Capacity--10 Info--All enemies within a three square radius have their hit and critical percentages lowered by 5. Disarm Capacity--10 Activation--(Skill/2)% Info--Enemy's weapon is de-equipped when activated. Discipline Capacity--10 Info--Doubles weapon experience earned. Beorc only. Dragonfoe Capacity--15 Info--User deals triple damage against Dragon Tribe laguz. Flourish Capacity--10 Info--User attacks at half power. Great for weakening enemies for weaker units to kill. Formshift Capacity--0 Info--User stays transformed for the duration of the battle. For laguz royals only. Fortune Capacity--20 Info--Enemy cannot score a critical hit. Galdrar Capacity--0 Info--Allows the user to chant a song of galdr, with varying effects. For Herons only. Gamble Capacity--10 Info--If you choose to, you can reduce accuracy in half in order to double your critical hit chance. Glare Capacity--30 Info--Choose to use this when adjacent to an enemy. If it works, foe cannot move for the rest of the chapter. Nailah only. Guard Capacity--20 Info--If a Support partner is adjacent to this unit, when the wearer of Guard is below half HP all attacks will be directed at the Support partner. Howl Capacity--20 Activation--Strength% Info--Prevents enemy from moving for one turn if attacked indirectly. Beast Tribe laguz only. Imbue Capacity--15 Info--Restores HP equal to the unit's Magic stat. Can't be put on Magic users. Insight Capacity--0 Info--Accuracy +20, Vision +5 in Fog of War. Janaff only, cannot be removed. Maelstrom Capacity--20 Activation--Skill% Info--Deals damage equal to user's Strength when user is attacked indirectly. Mantle Capacity--0 Info--Negates damage from all weapons not blessed by Yune. Negates all enemy skills, negates chanes of a critical hit, and user recovers HP equal to their Luck each turn. Mercy Capacity--5 Info--A fatal blow will always leave the enemy with 1 HP. Elincia only. Miracle Capacity--5 Activation--Luck% Info--A fatal blow from an enemy will only deal half damage if activated. Night Tide Capacity--10 Increases adjacent allies' Defense and Resistance by 5. Nihil Capacity--20 Info--Negate's all enemy battle skills. Nullify Capacity--20 Info--Nullifies super effectiveness a weapon may have (such as a bow against a Bird Tribe laguz). Paragon Capacity--15 Info--Doubles experience points gained. Parity Capacity--10 Info--On command, both the user and the foe will fight without any type of bonuses from supports, weapon triangle, terrain, or skills. Pass Capacity-20 Info--User can move through enemies. Pavise Capacity--20 Activation--Skill% Info--Nullifies all damage made by enemy. Provoke Capacity--10 Info--Enemies are more likely to attack this unit rather than other nearby units. Quickclaw Capacity--20 Activation--Speed% Info--Deals damage, equal to unit's Strength, if the wearer is attacked indirectly. Renewal Capacity--15 Info--Unit restores 10% of their total HP each turn. Resolve Capacity--15 Info--When HP is below 50%, Skill and Speed and mutlipled by one and half times. Sacrifice Capacity--0 Info--When next to an allied unit you can heal them with Sacrifice. User's HP is lowered and transferred to ally being healed. User's HP cannot go below 1. Micaiah only. Cannot be removed. Savior Capacity--10 Info--Skill and Speed are not affected when rescuing a unit. Shade Capacity--10 Info--Enemies are less likely to attack this unit. Beorc only. Shriek Capacity--20 Activation--Luck% Info--Reduces enemy's Luck to 0 when attacked indirectly. Smite Capacity--15 Info--User can shove units two spaces instead of just one. Stillness Capacity--25 Info--Enemies are less likely to attack this unit. Beorc only. Vantage Capacity--10 Activation--Speed% Info--Get the first strike even if enemy attacks first. Vigilence Capacity--0 Info--Avoid +20, Dodge +20. Ulki only, cannot be removed. White Pool Capacity--10 Info--Increases adjacent allies' Magic and Speed by 5. Wildheart Capacity--15 Info--User can transform at any time. However, stats are multiplied by 1.5 when transformed instead of doubled. Experience gain is also halved. For laguz only (can't be given to Herons, however). Wrath Capacity-15 Info--When user's HP is below 30%, critical rate increases by 50%. ---------------- ~Mastery Skills~ ---------------- These skills are automatically obtained when a unit reaches tier three. They cannot be removed or reassigned. For laguz, they can be learned when the unit reaches level 30 and a Satori Sign gets used. Aether Capacity--30 Activation--(Skill/2)% Info--Attack using Sol and then Luna in one powerful attack. The triple strength aspect of these moves does not take affect. Vanguards only. Astra Capacity--30 Activation--(Skill/2)% Info--Attack five consecutive times. Trueblades only. Bane Capacity--30 Activation--(Skill/2)% Info--Reduces enemy's HP to 1. Doesn't work on all enemies. Whispers only. Colossus Capacity--25 Activation--Skill% Info--Triples damage dealt. Reavers only. Corona Capacity--30 Activation--Skill% Info--Negates Resistance and halves enemy's hit percentage for one turn. Chancellor, Light Priestess, and Saints only. Deadeye Capacity--25 Activation--(Skill/2)% Info--Triples damage dealt and inflicts sleep condition. Marksman only. Eclipse Capacity--30 Activation--Skill% Info--Strength is multiplied by five and negates enemy Defense. Black Knight only. Flare Capacity--30 Activation--Skill% Info--Negates enemy Resistance and user recovers HP equal to damage inflicted. Summoner, Empress, and Archsages only. Impale Capacity--30 Activation--Skill% Info--Deal four times as much damage as usual. Sentinels only. Ire Capacity--30 Activation--Skill% Info--Triples damage dealt. Red, White, and Black Dragons only. Lethality Capacity--30 Activation--(Skill/2)% Info--Instantly kills enemy. Doesn't work on all foes. Assassins only. Luna Capacity--30 Activation--Skill% Info--Triple Strength and negate enemy Defense. Marshall's only. Rend Capacity--30 Activation--Speed% Info--Strength is multiplied by five and enemy is stunned for the rest of the turn. Cats only. Roar Capacity--30 Activation--Strength% Info--Triples strength and enemy is stunned for the rest of the turn. Tigers and Lions only. Savage Capacity--30 Activation--Skill% Info--Triples strength and lowers foe's Skill and half for one turn. Wolves only. Sol Capacity--30 Activation--Skill% Info--Triples damage dealt and user recovers HP equal to amount of damage inflicted. Valkyrie, Silver Knight, and Gold Knights only. Stun Capacity--25 Activation--Skill% Info--Triples damage dealt and stuns enemy for the remainder of the turn. Queen, Seraph Knight, and Dragonlords only. Tear Capacity--30 Activation--Speed% Info--Triples Strength and halves enemy's Speed for remainder of the turn. Bird Tribe laguz only. --------------------------------------------------------------------------- ~3L.Laguz Units~ --------------------------------------------------------------------------- There are two races of units in the game. The beorc use weapons, while the laguz don't wield weapons, instead transforming into powerful beasts capable of ripping through enemies. Laguz units can't transform at will, however. They have to wait for their transform meter to fill up to 30. Once it does, choose "Shift" after you move the unit to make them transform. Laguz are only capable of attacking while they are transformed, however they can counterattack while untransformed (base damage done is their Strength). When transformed, every stat except HP and Luck gets doubled, making the majority of these units complete powerhouses. The only problem is that when transformed, laguz get very little experience per kill. They get a ton, however, just for dealing a few points of damage when untransformed. However, their Speed and Defense is horrible untransformed, so if you are not careful, they will easily get killed. All laguz have weaknesses, too. Beast Tribe laguz are weak to Fire magic, Bird Tribe laguz are weak to bows, crossbows, and Wind magic, and Dragon Tribe laguz are weak the Thunder magic. Be careful. Their weaknesses can only be exploited while transformed, however. You can choose to make the unit untransform at any time, and if you don't then they will shift back to their human form once the meter empties. The meter empties a little each turn, as well as after each attack. Here's how much the meter fills per turn, fills after each battle when untransformed, empties per turn and per battle for each type of laguz: Cat--Fills 10 per turn and 15 per battle, empties 5 per turn and 4 per battle Tiger--Fills 8 per turn and 15 per battle, empties 4 per turn and 3 per battle Wolf--Fills 6 per turn and 10 per battle, empties 4 per turn and 3 per battle Lion--Fills 5 per turn and 10 per battle, empties 3 per turn and 2 per battle Hawk--Fills 8 per turn and 15 per battle, empties 4 per turn and 3 per battle Raven--Fills 6 per turn and 10 per battle, empties 4 per turn and 3 per battle Red Dragon--Fills 5 per turn and 6 per battle, empties 2 per turn and 1 per battle White Dragon--Fills 4 per turn and 5 per battle, empties 2 per turn and 1 per battle Dragon Prince--Fills 5 per turn and 6 per battle, empties 2 per turn and 1 per battle Reyson--Fills 4 per turn and 10 per battle, empties 5 per turn and 6 per battle Leanne--Fills 3 per turn and 8 per battle, empties 5 per turn and 8 per battle Rafiel--Fills 3 per turn and 6 per battle, empties 5 per turn and 8 per battle The only laguz that cannot attack are the Herons Reyson, Leanne, and Rafiel. Instead of attacking they can sing Galdrar that can help your army. They learn new songs at level 15, 20, 30, and 40 and all begin with Vigor which allows any allied unit in adjacent to them (unless otherwise noted) to move a second time on your turn. As a final note, laguz units benfit greatly from stuffing them with Bonus Experience. They will easily cap most stats by this. Also, their attack runs off the Strike weapon level. It starts at an A rank for non-royal laguz and increases after many attacks. Each time it increases the laguz's weapon increases in strength. --------------------------------------------------------------------------- ~3M.Difficulty Levels~ --------------------------------------------------------------------------- There are three difficulty levels to choose from when you start a new game. You have Easy, Normal, and Hard (which is unlocked after beating the game once). All of them vary a bit differently than the other. Easy Mode--Best suited for players new to the series or with limited Fire Emblem experience. Several chapters have different victory requirement, and every chapter has far fewer enemies and reinforcements in it than on Normal and Hard. Enemy levels are lower, and experience earned is twice as much as on Normal. Bonus Experience needed per level up is 2/3rd what is required in Normal. Normal Mode--Best suited for players familiar to Fire Emblem, or those who want a decent challenge on their first playthrough. Chapters have a decent amount of enemies on them (far more than Easy, and there are also far more reinforcements). Experience earned is standard, as well as the Bonus Experience required per level up. Enemy levels are generally close to your team's to provide a fair challenge. Hard Mode--Best suited for players who want to get their asses handed to them a million times over. This difficulty is NOT for the faint of heart. Those with little experience in the series will find this difficulty over the top (note that this is exactly the same as the Japanese Maniac Mode). Enemies give out very, very little experience. Bonus Experience earned after each chapter is cut in half compared to Easy and Normal. Bonus Experience required per level up is twice as much as compared to Normal. You cannot view the attack range of any enemies of the game, the weapon triangle is taken out, enemy levels are almost always higher than yours, their stats are usually substantially high, the Guide is taken out, you get no Battle Saves, and your probability of Murphy's Law screwing you over is increased ten-fold. Don't attempt this difficulty unless you think you can stand the pain and torment it is going to give you. Oh, and good luck with the Dawn Brigade chapters. Muhahaha! --------------------------------------------------------------------------- ~3N.Path of Radiance Transfer Data~ --------------------------------------------------------------------------- When you begin a new game you can import clear data from Path of Radiance if any saved clear data is on an inserted Memory Card. You will get bonuses for characters if you import the clear data. If a character maxed out a stat, in Radiant Dawn that same character will begin with an additional two points on their starting stat. If they maxed out HP, though, they begin with an additional five HP. Weapon levels are also carried over to an extent. If you have an S rank in a weapon, 160 Weapon Experience points are transferred to the unit. If you had an A rank, 120 WEXP will be given. If you had a B rank, 80 WEXP, and a C rank gives 40 WEXP. This only applies to weapons a unit starts with in Radiant Dawn. If you got Titania's Lance level to an S rank in Path of Radiance, it is all moot because Titania doesn't start with lances in Radiant Dawn. There are several exceptions. Sothe's stats will directly transfer over to Radiant Dawn only if the stat is better than his starting stat in Radiant Dawn. The exception to this exception is his Resistance. Sothe's Resistance cap in Radiant Dawn is lower than in Path of Radiance. So if you got his Resiatance between 16-20, then it will be made 15 in Radiant Dawn. Danved's stat bonuses will be trasnferred to Devdan in Radiant Dawn. Well, as he says, "Devdan is most certainly not Danved". Because Largo isn't in Radiant Dawn, his bonuses are transferred to Calill. Calill also recieves her transfer bonuses as well, so she can end up starting with 10 additional HP and +4 to all of her stats. Stat transfer for each unit ONLY occurs if the stat was maxed out, and if the unit reached level 20/20; meaning they were at level 20, second tier. If they weren't, the unit can't recieve the transfer bonus. Any support conversations made in Path of Radiance are transferred to a library in the Extras section. DELETE ALL EASY MODE SAVE FILES IN PATH OF RADIANCE BEFORE ATTEMPTING A TRANSFER! SERIOUSLY, DELETE THEM ALL. This can't be stressed enough. If you have an Easy Mode save filed, whether it's on the Epilogue or not, you MUST delete it. If you don't, your Wii will freeze when you attempt to make a data transfer. This is a common glitch amoung the North American editions of the game (although, to my knowledge, it may not be occurring as much with newer editions of the game). The only way to fix it is to mail your game to Nintendo and recieve a replacement disk. So, yeah, Normal and Hard PoR files only. And remember, this is optional. It's only +2 to a stat, and +5 for HP, so you don't miss a whole lot if you didn't play Path of Radiance or didn't attempt for a ton of maxed out stats. For those curious on what characters that are amazing in Radiant Dawn that you should try to max stats out for a data transfer, here's a personal list of who you should go for. I advise only trying for seven or eight of these. It'll save your some sanity from constant resetting for RNG abuse: Ike, Jill, Haar, Nephenee, Shinon, Titania, Oscar, Gatrie, Ranulf, Soren, Boyd, Mia Those units are some of the best in Radiant Dawn (well, at least the best that are also in Path of Radiance). Take your pick. Of course, that's just my opinion. Go ahead and train up whoever you wish. You're not limited to one specific team in either game. --------------------------------------------------------------------------- ~3O.Outsmarting the Computer~ --------------------------------------------------------------------------- Finally, and possibly most important, is the computer itself. The computer controls every enemy unit, and one of the keys to victory is understanding how the computer works and outsmarting it at its own game. Firstly, you need to understand what the computer tends to do. The most basic thing you will find is that it will always attack a unit that cannot counterattack. Normally the computer will run for whoever it can deal the most damage to, but more often then not it will attack someone who can't counterattack. If Boyd is at 1 HP and wielding a Hand Axe, while Ike is next to him and wielding a Steel Sword, an enemy mage will likely attack Ike in this case because he can't counterattack from a distance. Thusly whenever it is impossible to get a unit healed, try sending a high HP unit that is near enemy units that can attack it without fear of being counterattacked. It can distract the enemy long enough to heal your weakened unit. Second, note that many units are set to move towards you at the beginning of the chapter. Others will never move unless you enter their attack range, and others still will never move under any circumstance (but they will attack you if you are standing next to them, or within range of their ranged weapon). Abuse that fact to walk around enemies you don't want to fight, or to make sure to only get the attention of as few enemies as possible. If a single unit gets swarmed by enemies, it is likely they will die. Third is abusing a factoid of the first rule. Computers will ignore almost anything you do to attack a unit that doesn't have a weapon equipped. "Sure, Mist is sitting alone and she doesn't have the Defense to survive an attack from me, an Axe General...but wait! Ike isn't equipped with a weapon? That must mean he's weak!" That's what the computer tends to think. They will usually ignore you, unless terrain or skills forces the enemy to attack an armed unit, ot attack the unarmed character. Use units with high HP and Defense to further distract enemies. Fourth is absuing patterns of some enemies for maximum experience output. If you weaken an enemy somewhat close to a healer, don't kill them. Let them get healed and attack them on the next turn. You can continue getting experience, and they will continue to run and get healed. This also works on bosses who are standing on a tile that heals them every turn, or that have a skill that heals them each turn. It's boss abuse, and is a bit time consuming, but you can always spend a few minutes mindless attacking a foe to squeeze as much experience out of them as possible. Also valuable on Hard Mode. Finally, always be aware of enemy reinforcements. They do not consistently follow the previous four rules. They will always move towards your army and pick off whoever they want to attack. If you cannot kill all of the reinforcements, making it impossible for a weak unit to survive their attack, then improvise. Block off the weak unit with strong units, rescue it (preferably with someone who has the Savior skill), or wall off the enemies to the point where they can't reach the weakling on their turn, and instead will opt to attack you. Improvising is key in Fire Emblem. If one plan falls through, you'll need to quickly think of another to keep your team alive. Don't overlook even the stupidest of ideas! Even the bizarre ideas with little hope of success can be pulled off if you position your units right, and get a few lucky hits against RNG odds. Don't give up! =========================================================================== ~4.Radiant Walkthrough~ =========================================================================== And now the walkthrough of each chapter in the game. The beginning info of each chapter contains the amount of units you are capable of having on the map at the beginning (forced units are noted), the beginning amount of enemy units, enemy reinforcements (the amount, location, and turn each wave of them appear), Bonus EXP that can be earned, and victory conditions (conditions that are different on Easy Mode will be noted). Just remember that if you're on Hard Mode, divide the Bonus EXP by two and that's what you will recieve. After that will be a list of recruitable characters, if any, and then the description of how to get through the chapter. Afterwards are tips for what to do on Hard Mode, and finally brief notes on new characters. You can view more detailed descriptions and stats in the Character Guide section. --------------------------------------------------------------------------- ~4A.Part 1 Overview~ --------------------------------------------------------------------------- In Part 1 you are in control of the Dawn Brigade as they attempt to liberate Daein from Begnion's occupance. These chapters are amoung the hardest in the entire game. You are stuck with mostly awful, low level units who all die in one or two hits, against many units that, well, flat out kill you quickly. Don't believe me? You get an absurd amount of Jeigans (overpowered units that should only be used as walls or to weaken enemies for the rest of your team to mooch kill) throughout Part 1, but don't overuse them. Obviously, the rest of your team will suffer in levels. Also, most of the Jeigans will leave after Part 1, and that'll be problematic if you abused them. Use them sparingly. Despite the fact they aren't overpowered, you do get a decent amount of well-leveled units in Part 1. The problem is that the majority of them suck. Really, really badly. I'll make note of which units are worthwhile to keep, and which ones you should bury as nothing more than supply caddies. Overall, if you can get through Part 1 without breaking your Wii in frustration, you'll be able to survive the rest of the game. --------------------------------------------------------------------------- ~4B.Part 1 Prologue; Under Gray Skies~ --------------------------------------------------------------------------- Victory--Rout enemy Defeat--Any ally dies Player Units--3 (Micaiah, Edward, Leonardo) Enemy Units--8 (4 on Easy) Enemy Reinforcements--None Bonus Experience--40 Clear, 20 Speed (10 turn time limit) Items--Herb (enemy drop) You'll be facing only a few enemies in this chapter. Most of them will not move until you enter their attack range, so check that frequently. Don't forget to Battle Save whenever you feel necessary. You'll need teamwork to get this chapter done without getting anyone killed. Lure enemies near you with Edward, then have Micaiah weaken them. Have Edward kill them. Edward has good avoid at the moment, so he will dodge almost everyone's attack. When you reach the center of the map, Leonardo will arrive at the starting point. You may think he's a decent archer at the moment, but if you start training him you will quickly realize he's pretty bad. Try not to let him get much experience in this chapter. Be careful with the boss in the top-right corner. He will move to attack you, and he's far stronger that his cronies. Lure him with Edward (use healing items to keep him at full health), then bash him with Micaiah and Leonardo on the following turn. With everyone killed the chapter will end. Hard Mode Notes--This time around you'll want Micaiah to get all of the experience. Edward and Leonardo are worthless on Hard Mode, but at least Micaiah can be a decent healer when she promotes. Remember to never let Micaiah be exposed to enemies because the majority of them can kill her in one shot. Keep Edward healed (you can abuse Sacrifice for more experience on Micaiah), and you should be able to get through the chapter. Use Leonardo to weaken units, including the boss. Lure him out to a spot where all three of your units can attack him to kill him in two turns (one turn spent him attacking Edward, the next is all three of your units killing him). ~New Units Obtained~ Micaiah--40% HP; 15% Strength; 80% Magic; 40% Skill, 35% Speed, 80% Luck; 20% Defense; 90% Resistance Micaiah has the chance of either becoming a horribly awful unit, or a godly one. Her growths are high in her key stats of Magic and Luck, but with awful Speed, Defense, and HP, a single attack from anyone will kill her. With such awful Speed, she'll likely be doubled by every foe starting with the third or fourth chapter. Since you're forced to use her, keep her protected and have her weaken or mooch kill enemies for experience. She can be pretty useful when she reaches high levels. Edward--85% HP; 60% Strength; 5% Magic; 65% Skill, 60% Speed, 50% Luck; 35% Defense; 20% Resistance Edward can be a great unit for the Dawn Brigade. He'll easily max out his HP and Speed within a decent amount of levels, allowing for a little Bonus Experience to pump up his lacking Defense. Once he promotes to second tier, he'll become extremely powerful and can take down most foes in his way while dodging a ton of the attacks thrown at him. His high avoid is good-- it makes up for his crappy Defense. Leonardo--60% HP; 40% Strength; 15% Magic; 75% Skill, 35% Speed, 65% Luck; 35% Defense; 55% Resistance Leonardo is a horrible archer, and a unit you shouldn't put much effort in using in the Dawn Brigade. With horrible Strength, Speed, and Defense growths, he'll quickly become a liability on your team and will have an inability to kill anything, let alone do much damage to them. He's useful in the first few chapters to weaken enemies, but past that just ignore him. --------------------------------------------------------------------------- ~4C.Chapter 1-1; Maiden of Miracles~ --------------------------------------------------------------------------- Victory--Escape in 10 turns (Defeat boss on Easy) Defeat--Any ally dies, 10 turns complete (only on Normal/Hard mode) Player Units--4 (Micaiah, Edward, Leonardo, Nolan) Enemy Units--11 (8 on Easy) Enemy Reinforcements--Two at where you start at the end of turn 7 Bonus Experience--80 Clear, 40 Speed (7 turn time limit) Items--Vulnerary (house), Hand Axe (house), Steel Sword (boss drop) Nolan joins the Dawn Brigade on this chapter, and he is an amazing unit. He starts at level 9, quite higher then the rest of your team, so try not to overuse him too much. Have Leonardo visit the house on the left for a Vulnerary. Move Nolan north and have him attack the soldier blocking the entrance to the church, while Edward stands to the right of him and takes down to two enemies on the right. Micaiah should follow behind and kill any enemies that barely survive the attacks. You'll want Micaiah to level up a bit. Remember to not dawdle around too much--that ten turn time limit can expire pretty quickly if you don't pay attention. Keep everyone healed. When you make your way towards the boss, several enemies are likely to move towars you (the two on the escape spaces will never move, though. Just beware of the one on the right with the ranged Hand Axe). A lance soldier, two axe wielders, and an archer await. The archer is the prime threat, so take him out quickly. Abuse Battle Saves. You can't be too cautious at this point in the game with weak units like these. Have Nolan take on the boss, and have Micaiah weaken him as well. You don't need to kill the boss, but the experience is worth it. You can kill the enemy on the right that is also on an escape panel. Have Micaiah escape to clear the map. You won't get any Bonus Experience on this chapter from having others escape first, however. Hard Mode Notes--Let Nolan swipe every kill. Nolan (along with Jill) are the best Dawn Brigade units you'll get. Swap Paragon between the two later on and when they promote you'll find yourself having an easier time. Mind you, not much easier, but things will calm down. Just pray you don't get Strength screwed with Nolan. As long as Nolan can dish out a ton of damage and not get doubled or killed quickly, he's doing great. Let him soak up that experience. Have Micaiah weaken enemies when possible, avoid getting her killed, and escape on around turn 8 or 9 when most enemies should be dead. ~New Units Obtained~ Nolan--60% HP; 45% Strength; 20% Magic; 70% Skill, 60% Speed, 60% Luck; 35% Defense; 40% Resistance Nolan is a great member of the Dawn Brigade, and will be your major powerhouse throughout your time of using the group. He can get Strength screwed, but his high HP and Speed will often make up for it by the time that he promotes. Let him get experience by weakening units for lower leveled units of the Dawn Brigade to kill, and you'll be all set. --------------------------------------------------------------------------- ~4D.Chapter 1-2; The Dispossessed~ --------------------------------------------------------------------------- Victory--Laura arrives (Rout enemy on Easy) Defeat--Any ally dies Player Units--5 (Micaiah, Edward, Leonardo, Nolan, Laura) Enemy Units--15 (11 on Easy) Enemy Reinforcements--Two at your starting position at the end of turn 7 Bonus Experience--120 Clear, 60 Speed (10 turn time limit) Items--Thani (chest), Wind Edge (chest), Steel Bow (enemy drop), Energy Drop (chest) Now Laura joins the team. She's the Dawn Brigade's only healer, so she will be extremely valuable. Keep her alive at all costs! You can cheaply get experience with her an Micaiah--have Micaiah use Sacrifice to hurt herself and heal an ally (and get some experience), then have Laura heal Micaiah to get experience herself. It works fantastically. Now, for the chapter itself. You need to have Laura reach the blue tile up north to clear the map, but why not get all the experience the level has to offer? Have Edward move to the enemy up north. You can climb gaps in levels like so. They cost two movement points instead of one, so pay close attention. Don't attack him unless he has enough Defense and HP to survive the foe's attack on the Enemy Phase. Down south, have Micaiah attack the southern enemy and have Nolan kill him. You'll notice Sothe appear briefly, opening a door. We'll get back to him soon. On the second turn, have Edward kill the foe that attacked him, have Micaiah and Nolan kill their enemies down south, then start moving everyone towards Edward. The enemies around the boss could climb down the gap and attack you, but they won't. At the start of the third turn you will get control of Sothe. He is already second tier, and his high stats prove it. Don't use him too much because he'll get next to no experience from enemies. Move him south to meet up with the rest of the group. You can find an enemy with a Javelin guarding a ledge in the southwest corner. Use Nolan with a Hand Axe, Leonardo, or Micaiah to kill him. Then have Sothe raid the chests and kill the remaining enemy down there. You need to get Thani, and uber Light tome, and give it to Micaiah. Wind Edge is a ranged sword that Edward can use to great effect. With all of the threats out of the way, have Laura head for the arrive panel. First, try and get all the experience out of the remaining foes. Have Sothe and Nolan go weaken up the foes, then have Micaiah destroy the boss, or at least severely weaken him, with Thani. Thani does insane damage against armored foes and foes on horseback. With everyone killed, go have Laura arrive. Make sure to have Sothe grab the important Energy Drop in the chest next to the boss. Hard Mode Notes--Take your time with the chapter. Again, have Nolan power through it and get all of the experience. Use Sothe for assistance in weakening enemies, or killing direct threats to Nolan and the rest of the team. Give Micaiah mooch kills every now and then, and be sure to take your time. Kill the reinforcements if they actually manage to catch up to you. Kill the boss with Micaiah if you can, but there's no need to risk it. ~New Units Obtained~ Laura--45% HP; 20% Strength; 70% Magic; 70% Skill, 70% Speed, 50% Luck; 20% Defense; 35% Resistance Laura's one and only purpose is to be a healer for the Dawn Brigade. If she gets attacked, she'll likely die in one shot. Keep her behind units just like Micaiah. You don't have much of a choice of using her--buying healing items is too expensive, and having the ability to heal at the start of a turn and having the healed unit then go out attacking is very useful. Sothe--30% HP; 60% Strength; 20% Magic; 80% Skill, 45% Speed, 65% Luck; 20% Defense; 30% Resistance Sothe starts promoted, and he'll easily be killing every enemy that dares to touch him. Definately don't overuse him. Merely use his low-power knives to weaken foes. His stats will quickly catch up with him and Sothe eventually becomes a very mediocre unit that has crappy avoid and low power and Defense. --------------------------------------------------------------------------- ~4E.Chapter 1-3; A Faint Light~ --------------------------------------------------------------------------- Victory--Escape (Defeat boss on Easy) Defeat--Any ally dies Player Units--7 (Micaiah, Edward, Leonardo, Nolan, Laura, Sothe, Ilyana) Enemy Units--19 (13 on Easy) Enemy Reinforcements--Three on the middle-right on the end of turn 1, 2 at the starting point at the end of turn 6, two on the middle-right at the end of turn 8, two at the southwest corner at the end of turn 10, two at the starting point at the end of turn 11 Bonus Experience--160 Clear, 80 Speed (10 turn time limit), 200 per surviving partner unit (Easy mode only), 25 per Player unit escaping before Micaiah, 100 per partner unit escaping before Micaiah Items--None This is a difficult chapter. Battle Save often at the beginning of most of your turns. Have Edward head for the enemy off to the right, and send Nolan and Sothe a few spaces down to the left. Keep Nolan healed, and wait for Aran to appear at the end of turn 1. He'll move to attack you, but don't kill him. Have Laura talk to him and he'll join your team. He's useful as a wall with his high Defense, but otherwise isn't that great of a unit and a bit of an experience hog with no signs of great results. Kill off the remaining reinforcements, then regroup. Keep everyone at the starting point so you can kill the reinforcements up there on turn 7. Once they are dead, have Nolan, Edward, and Sothe move south. Keep Laura behind them, but make sure your three attackers are always walling off possible enemy strikes. Kill more reinforcements along the middle-right, but be sure to remain out of the boss's range while doing so. You'll easily take damage (and attract the attention of an archer that tends to not attempt to attack you), so heal up everyone before moving further south. Have Nolan with a Hand Axe, or Sothe, lure out the boss. He has a ranged weapon, so be careful. Weaken him with Sothe and Nolan, avoiding attacting the attention of too many foes, and kill him with Micaiah. Be sure to send two strong units back to the starting point to kill the reinforcements that appear there at the end of turn 11. Those are the last reinforcements, thankfully, so after them you can go around killing everyone else on the map. Have Micaiah aid in killing the armored knights, then have Nolan, Edward, and Sothe go around and kill the remaining units. Keep Laura close by incase someone gets critically injured. Have Micaiah order the yellow units to target the Escape tile to earn Bonus Experience for their escape. Then have everyone else escape, and finall Micaiah for the most Bonus Experience. Kill the longbow user first. Try not to get within his three space range, then kill him with Sothe or Nolan. Hard Mode Notes--Probably the hardest chapter in Hard Mode. The sheet crappiness of the Dawn Brigade in comparison to the units on the map is insane. First, wait at the starting area until turn 12 so you can kill every reinforcement. After that, hand every healing item to Nolan and Sothe. They will be taking a lot of damage, and you want all of the experience to go to them. Once the boss is dead, slowly creep around the map counterclockwise and kill everyone, preferably with Nolan so he can reap the benefits of leveling up several times. Always keep Sothe and Nolan at full health and don't take any unneccessary risks. Make everyone escape before Micaiah for the Bonus Experience, then finish the map. ~New Units Obtained~ Aran--50% HP; 75% Strength; 10% Magic; 75% Skill, 35% Speed, 35% Luck; 70% Defense; 25% Resistance Aran is a great wall for the Dawn Brigade. He is crappy Speed, so he'll likely get doubled by foes constantly. With high Defense and decent HP, he can absorb damage pretty well and deal out a little but himself. Makes a good distraction, and once promotes can really become a huge help. Some Bonus Experience, after he caps Speed, Skill, and Defense, will skyrocket his Speed. He can become an insane unit given some time. Ilyana--55% HP; 45% Strength; 50% Magic; 60% Skill, 30% Speed, 40% Luck; 30% Defense; 50% Resistance Ilyana herself isn't a bad unit, but the fact Thunder magic has been nerfed is what makes her horrible. It's now heavy, explaining why Ilyana needs the high Strength growth. Thunder magic is very weak and has horrible accuracy, so bench Ilyana just for that. Also, she leaves the Dawn Brigade after Part 1 ends, so don't focus on using her. --------------------------------------------------------------------------- ~4F.Chapter 1-4; A Distant Voice~ --------------------------------------------------------------------------- Victory--Rout enemy Defeat--Micaiah or Sothe dies Player Units--9 (Micaiah and Sothe forced) Enemy Units--13 (8 on Easy) Enemy Reinforcements--Two at the north stairs at the end of turn 4, two at the north stairs at the end of turn 6 Bonus Experience--300 Clear, 150 Turns (10 turn time limit) Items--Pure Water (chest), 3000 Gold (chest), Seraph Robe (chest) You have access to the Base now. Recruit Meg from one of the Info conversations if you wish, buy new weapons if you are running low, spend some cash forging powerful ones--whatever you need to do, do it now. Once you begin the chapter, you'll notice you are facing a group of laguz. They are very powerful when transformed, but once their meter runs out, they are nearly defenseless untransformed. However, you get a lot more experience by killing them when transformed, so keep that in mind. Now, you can choose what units you want on the map. Use only the units you plan on using (Micaiah and Sothe will always be forced, and you should pick Edward, Nolan, and Laura to heal). Position Nolan at the breakable wall north of the starting point (check the top left corner of the screen when putting the cursor in the wall--the one that reads "Endurance--40" is breakable). A tiger will break it down and Nolan can kill it. Have Laura keep him healed. The rest of your units should tackle the few laguz that attack in the south. I advise heading to the left at the start. It is easier to abuse the chokepoints to lure only one enemy down to you at a time. Because no laguz have two ranged attacks here, Micaiah can shine if you keep her protected. Stand next to Healing Jars to recover a few HP every turn. Several reinforcements will appear, but they aren't a huge threat. At the northwest Healing Jar, have Sothe stand to the left of it. Keep choosing to Wait there until he picks up the hidden Beastfoe scroll. This deals triple damage to Beast Tribe laguz, but you need to equip at a Base. This will come in handy in a later chapter, so keep it in mind. Be sure to get all of the chests (if you need to, de-equip Sothe so he can't kill the laguz that may attack him as he grabs the chests). Using your strong units, you can easily finish this chapter. Hard Mode Notes--Follow the same advice. However, just use Laura, Micaiah, and Nolan to lead. Let Nolan get all of the experience, and keep him healed. It's not very difficult if you power through with Nolan, having Micaiah weaken a few every now and then. ~New Units Obtained~ Meg--60% HP; 35% Strength; 15% Magic; 40% Skill, 65% Speed, 75% Luck; 35% Defense; 50% Resistance Meg is a horrible failure of a unit. She comes at an extremely low level in comparison to what your team should currently be at, and fails at what a General is supposed to do--wall and deal out good damage. Instead, she deals very little damage, but hey, she can double most foes! Well, doing a total of six damage still isn't that good. Don't use her. She can become good, but it takes far too much effort. (Note she is recruited by listening to one of the Info conversations at the Base) --------------------------------------------------------------------------- ~4G.Chapter 1-5; The Lost Heir~ --------------------------------------------------------------------------- Victory--Defend for 6 turns (Rout enemy on Easy) Defeat--Micaiah, Sothe, or Volug dies; NPC dies, defended area is captured Player Units--10 (Micaiah, Sothe, and Volug forced) Enemy Units--27 (19 on Easy) Enemy Reinforcements--Four at the end of turn 1 along the right and southeastern border, two in the northwest corner at the end of turn 2, four at the end of turn 3 (two in the southwest and southeast corners) Bonus Experience--400 Clear, 100 Turns (10 turn time limit, Easy mode only), Friendly Army Experience (experience green units "earned" is converted into Bonus Experience) Items--Vulnerary (enemy drop) One of the Info conversations in the Base will make Volug, a level 15 wolf laguz, join your team. He'll be quite useful for a few chapters. Be careful--he's weak to fire mages. For this chapter you merely need to defend for 6 turns. Actually, Tauroneo (who is on the defend square to begin with) will never move off of it. So, unless you shove him off with Volug, you can't lose from not defending since Tauroneo can't really take damage from these enemies. However, Jill and Zihark will take damage. If they die, you fail the chapter. Thusly, you must rush over to them and aid them to ensure their survival. Abuse Volug as much as you wish in this chapter--there are so many enemies it's practically necessary to keep your team alive. Kill the four enemies ahead of you at the start, and block the ledges on the right with units below them so enemies can't climb down and attack you. On the following turns, have everyone climb the ledges and head towards the green units at the north. Keeping your team together in the very center of the map on near those ledges so you have a height advantage is also recommended. At the least you should have Volug join the green units to keep them protected, and possibly use Laura to keep them healed. Every enemy will move towards the green units on turn 5, so play hermit and keep them away on turn 6. Hard Mode Notes--Surviving yourself for six turns is very easy, but sadly Jill and Zihark have other plans. On Hard Mode they tend to have to make split second decisions: whether to attack an enemy nearby that they can double and kill, but get hit by a counterattack that will kill them, or to heal themselves with a Vulnerary. They often choose the former. This would not be a problem normally since you could have Laura heal them, but Jill and Zihark constantly die...on the first turn. Yeah, there's NOTHING you can do to stop their stupidity. Follow my tips for the first two turns, then have Volug rush towards Jill and Zihark and protect them. Have the rest of your units stay in the center of the map where they have a height advantage, and just hope Jill and Zihark don't get killed. ~New Units Obtained~ Volug--95% HP; 25% Strength; 15% Magic; 35% Skill, 40% Speed, 90% Luck; 15% Defense; 10% Resistance Volug is the first laguz you get, and he comes with Wildheart, locking him in his transformed state. However, this halves the stat bonuses he gets when transformed. He'll be useful for the first few chapters you have him, but then he will stop doubling, doing lots of damage, and starts taking a ton of damage. Use him to kill off foes that are a threat to your team, but try to ignore him as much as possible. Zihark--55% HP; 35% Strength; 10% Magic; 75% Skill, 70% Speed, 40% Luck; 25% Defense; 35% Resistance Zihark's your first Swordmaster unless you promoted Edward already. He starts off pretty good, but with growths like this he will never improve. His dodging ability is the worst out of every Swordmaster in the game (Edward is the second best). However, you do want him for the reason of his Earth affinity. Support him with Nolan, and they will both get insane avoid bonuses when standing near eachother. It makes up for Zihark and Nolan's crappy base avoid. Jill--50% HP; 45% Strength; 15% Magic; 45% Skill, 65% Speed, 60% Luck; 35% Defense; 45% Resistance Jill has the potential to be one of the best units in the game. Give her the Paragon skill when you get it, and she'll hopefully become an insane powerhouse unless the RNG screws you over. She's the first (and only) flying unit the Dawn Brigade gets. Make great use of her. As long as you don't get Strength screwed, she'll be amazing. Jill easily caps her Speed, so a little Bonus Experience can boost her Strength. Tauroneo--55% HP; 40% Strength; 5% Magic; 65% Skill, 50% Speed, 20% Luck; 45% Defense; 50% Resistance Tauroneo starts off as a level 14 second tier unit, so his stats will be insane compared to everyone else's. Of course, like any pre-promote, avoid abusing him. He's invincible in the Part 1 chapters, but you can only use him in 1-6. He's gone for the rest of the time and won't return until 3-12, so don't even think about absuing him. He's pretty mediocre in Part 3, but for Part 1 he's almost invincible. --------------------------------------------------------------------------- ~4H.Chapter 1-6.1; Raise the Standard~ --------------------------------------------------------------------------- Victory--Rout enemy Defeat--Micaiah, Sothe, Volug, or Tauroneo dies Player Units--13 (Micaiah, Sothe, Volug, and Tauroneo forced) Enemy Units--14 (10 on Easy) Enemy Reinforcements--One Pegasus Knight on each cliff to the north and south, two mages to the west and four units in the northeast all at the end of turn 1, two Peagasus Knights on the western cliff at the end of turn 2, two on the southern cliff at the end of turn 7 (or when you reach the middle of the map), five appear when you approach the northwest enemies (three of them are Pegasus Knights on the northern cliff) Bonus Experience--None Items--Steel Lance (enemy drop), Hammer (enemy drop) First, de-equip Tauroneo's weapon. You'll be using him as a wall. Remember that the computer flocks to attack units that are unarmed. Since Tauroneo takes little damage, if any, from enemies, he'll be perfect for distractions like this. Avoid too much movement on the first turn so you can be in a prime position to attack and get ready for all of the reinforcements that appear. Only the mages will not move--everyone else will rush towards you. Use Tauroneo only if someone is in danger of dying. Make good use of Jill and her huge movement, and use your strongest units to kill the three armored units that appear on the first turn up north. You'll need to work quickly to kill all of the rushing reinforcements from the first two turns, and if you block of enemy access to Laura and keep the strong units together, you can easily kill them all within five turns. After that, send everyone to the center of the map. Have Micaiah assist in killing the armored units with Thani, defend her against the Pegasus Knights that are likely to appear around this time, and move everyone to the west. Keep everyone healed and stay out of enemy range until everyone is together. Kill the mages that move towards you and send your strong units towards the last few enemies up north. Once you get near them, several reinforcements appear. Be careful. Keep high HP and you'll clear with ease. At the end, try to avoid too many units ganging up on you at once. It's an easy way to get someone killed. Hard Mode Notes--Stay at the beginning and fend off all of the reinforcements before making your move. That's the safest bet to survive. Have Nolan and Jill do most of the work. They're the best units in the Dawn Brigade. Keep them healed, and keep Jill away from Thunder mages, and the two of them should be able to get through the chapter without a ton of trouble. Use the bushes to your dodging advantage! --------------------------------------------------------------------------- ~4I.Chapter 1-6.2; Raise the Standard~ --------------------------------------------------------------------------- Victory--Defeat Boss Defeat--Micaiah, Sothe, Volug, or Tauroneo dies, Fiona dies Player Units--13 (Micaiah, Sothe, Volug, and Tauroneo forced) Enemy Units--33 (21 on Easy) Enemy Reinforcements--Six foes in the northwest corner at the end of turn 4, three in the northeast corner at the end of turn 5 Bonus Experience--1400 Clear, 400 Turns (15 turn time limit), 200 per Marado Knight unit's survival, 200 per prisoner survived Items--Red Gem (enemy drop), Paragon (boss drop) You need to kill the enemy manning the ballista near the starting position on the first turn, or else Micaiah or Laura is going to die. Easily. Have Jill kill him if she can double the archer, or else have Volug do it. Keep Block off the bridge on the left with an unarmed Tauroneo and either Sothe or Zihark. Keep them together and switch out if one takes too much damage. On the first Enemy Phase the Marado Knights will mutiny, and pick up several prisoners. Keep them alive for a lot of Bonus Experience. You must keep Fiona alive, or else you fail the chapter. Have Nolan, Jill, and Volug get sent up north to help clear a path for the Marado Knights. They will all travel to your starting point, the safest place away from enemies. Take your time killing all the horseback units on the bridge to the west. There's a lot of them, and more from reinforcements. Use Micaiah to kill them, Tauroneo if necessary, Zihark, and Sothe if you need to. Edward is also good at killing these units, but he may take a lot of damage and could get killed. It's risky. Once the west and north have been secured, move your seperated army towards the boss. The northern army should focus on luring the boss out. The southern army will be attacked by a ballista, so they may not be able to do very much. Be wary of the reinforcements and kill the boss with your strongest unit to end the chapter. Hard Mode Notes--The same tips apply. However, you may need to use Tauroneo a lot more. Send only Jill and Volug up north, and have Nolan defend the bridge with a Hand Axe so he can harm everyone that can attack him. Nolan's pretty sturdy, so keep him healed and he'll rip through everyone. Lure the boss with Jill and kill him. Or, just have Tauroneo solo the level if you don't value experience points that much. ~New Units Obtained~ Fiona--45% HP; 40% Strength; 15% Magic; 40% Skill, 60% Speed, 55% Luck; 55% Defense; 50% Resistance Fiona is capable of turning out to be a decent unit, but she arrives at a time where she's completely worthless and near impossible to train and you would need to sacrifice a ton of worthwhile experience that the rest of your team could use in order to have her catch up. The end result isn't worth it. Ignore Fiona--she's too much trouble. --------------------------------------------------------------------------- ~4J.Chapter 1-7; A Gathering Hope~ --------------------------------------------------------------------------- Victory--Seize Defeat--Micaiah or Sothe dies Player Units--9 (Micaiah, Sothe, and Volug forced) Enemy Units--25 (19 on Easy) Enemy Reinforcements--Seven enemies in the south at the end of turn 9 or when you pass the center prison cell, four enemies when you get near the boss appear around the boss himself Bonus Experience--1000 Clear, 500 Turns (10 turn time limit), 300 per surviving prisoner, 600 per escaped prisoner, Friendly Army Fought (experience green units "earned" converted into BEXP) Items--Door Key (enemy drop), Door Key (enemy drop) Send several units up north and one or two up the staircase on the right to deal with the knights. Keep your units healed on the second turn. Also on the second turn you will find Tormod, Vika, and Muarim bursting through the southeast entrance. Have Sothe talk to Tormod to recruit them all. They'll be useful in getting through the chapter. Carefully kill the enemies in the northwest corner without getting anyone killed. When you reach that area a large door will open. Don't worry about that for now. Continue up the northern staircase. Do you see all of the prison doors in this area, and one near the southeast corner? If you open them all up you will free a Daein soldier. Each freed soldier gets you Bonus Experience, but if they can make it to the doors at the northwest corner you'll get a lot more. Free all of the soldiers and wait for all of them to escape. It's worth missing the Turns bonus. Kill all of the enemies in the center area, then head for the boss and all of his cronies in the east. Be careful of the reinforcements that appear when you approach the boss. Kill him with Micaiah and Thani (since he has a ton of Defense), then have Micaiah seize the space to clear the chapter. By the end of this chapter you should have had at least one unit (probably Edward, Nolan, or Jill) promote, or at least be level 20 and be on the verge of promoting. The sooner you promote the better off you'll be for the next chapters. Hard Mode Notes--This chapter isn't too difficult on Hard Mode. Have Jill and Nolan do most of the work, but keep them together as a team. Circle around the map and kill off everything. I advise freeing all of the soldier--you'll get far more Bonus Experience from them than from finishing the chapter quickly. Also be careful of ranged weapons from lower ledges. Laura is always susceptible to them, so try not to carelessly get her in harm's way. ~New Units Obtained~ Tormod--50% HP; 55% Strength; 40% Magic; 45% Skill, 55% Speed, 25% Luck; 35% Defense; 45% Resistance Tormod starts promoted, and he's pretty powerful. However, don't use him. He leaves after Part 1 ends and won't return until the end of the game where he will be extremely useless. Use him when you must, but don't give him any special treatment. Muarim--60% HP; 55% Strength; 5% Magic; 45% Skill, 20% Speed, 55% Luck; 35% Defense; 30% Resistance Like Tormod, Muarim starts off great. He'll easily kill every enemy that stands in his way when transformed, and can easily survive several attacks untransformed. However, he too leaves after Part 1. Use him only when you need to. Vika--60% HP; 25% Strength; 50% Magic; 60% Skill, 60% Speed, 65% Luck; 15% Defense; 65% Resistance Vika is actually a pretty good unit. She has insane Speed when transformed, and she will easily avoid almost every attack, making up for her low Defense. However, don't get used to her because she leaves once Part 1 ends. Again, only use her when necessary. --------------------------------------------------------------------------- ~4K.Chapter 1-8; Glory Unwanted~ --------------------------------------------------------------------------- Victory--Rout enemy Defeat--Micaiah, Sothe or Nailah dies, all prisoners die Player Units--12 (Micaiah, Sothe, Volug, Tormod, Muarim, Vika, Rafiel, and Nailah forced) Enemy Units--22 (16 on Easy) Enemy Reinforcements--One in the southwest at the end of turn 1, two in the south at the end of turn 2, one in the west at the end of turn 3, one in the south at the end of turn 4, two in the west at the end of turn 5, two Dracoknights near the boss at the end of turn 7 Bonus Experience--1500 Clear, 750 Turns (6 turn time limit), 200 per surviving prisoner Items--None First off, head back to the base at the battle preparation screen and take the Seraph Robe off of Rafiel. You don't need to use it now, but at least keep it in the convoy. Now, the map itself is fairly standard. Now you have Nailah who is completely invincible on the map. Have her run into the swamp and rescue one of the prisoners so you can't fail that objective. Even with halved stats she'll still kill everyone who opposes her. Since your team is split into three groups at the start, have them all attack the enemies near them. This will take several turns because of the constant reinforcements that appear, but once they all end you will need to regroup everyone back in the north. At the very least you'll want Nailah up there. You should probably just let Nailah soak up experience in the west because Volug is at the point where his usefulness wains and he will likely die. Be careful of the Dracoknight in the south. He'll go around killing every prisoner you don't rescue, so hurry and keep one alive. Once all of the reinforcements are dead, move all your strong units east. Kill the enemies whose attention you attract, then lead with your strongest units down south. Keep ranged weapons equipped so you can kill the mages, and the boss, that move to attack you. Kill these last few enemies to complete the rout and finish the chapter. Hard Mode Notes--Abuse the strong units as much as possible. If you don't, keeping everyone alive is going to be almost impossible. Have Nailah kill the boss as he's extremely strong, and attempting to fight him with anyone else could result in an unwanted death. Take it slow, and kill every reinforcement as they come. ~New Units Obtained~ Rafiel--60% HP; 0% Strength; 40% Magic; 10% Skill, 20% Speed, 60% Luck; 15% Defense; 50% Resistance Rafiel is the first Heron you receive. He has the lowest movement, but that isn't too big a deal. Never give him Bonus Experience. The only purpose of a Heron is to allow several units to move a second time on a turn. That's it. If you place a unit next to Rafiel, at the start of each turn that unit will be healed a little bit. Just make sure he avoids foes at all costs--one hit, and he's dead. He leaves at the end of Part 1. Nailah--60% HP; 30% Strength; 15% Magic; 20% Skill, 20% Speed, 45% Luck; 30% Defense; 30% Resistance Nailah has mehish growths, but they are irrelevent. She's the first of four laguz royals in the game. As with all royals, she's immensely overpowered, flat out can't be killed at this point in the game, never untransforms unless you want her to, and rips through waves of enemies. Just don't abuse her and miss out on a ton of experience. She leaves at the end of Part 1. --------------------------------------------------------------------------- ~4L.Chapter 1-9; One Survives~ --------------------------------------------------------------------------- Victory--Defeat boss Defeat--Ally dies Player Units--1 (Micaiah forced) Enemy Units--20 (9 on Easy) Enemy Reinforcements--??? Bonus Experience--2000 Clear, 1000 Turns (13 turn time limit) Items--None Well, you're screwed. There's no way you can take on so many units with only Micai--oh, hey, it's the Black Knight. If you don't remember him, he's the guy that Ike should have killed back in Path of Radiance? Has an overpowered skill? Two range sword? Remember him now? Yeah. Since Micaiah is likely to be killed by anything and everything in this chapter, you'll need to make the Black Knight go around merilessly slaughtering all of the foes. They keep spawning, and after you kill enough Jarod will appear. To start, move Micaiah one space up and two right. You'll be keeping her here for most of the chapter. Move the Black Knight one space left of Micaiah. He will kill everyone on the Enemy Phase of turn 1. On turn two, have the Black Knight kill the foe that spawns below Micaiah, then move her one space south. Have the Black Knight kill the foe that appears on turn 3, then keep your position for a few turns. Have the Black Knight kill anyone that spawns above Micaiah, of course. On turn 8 you'll need to actively hunt down the remaining units. Move counterclockwise around the map, keeping Micaiah back at the same place. He will kill several units after moving him. On turn 9, head back to Micaiah and kill the foe that spawned there. After that, then you can safely travel around the map. An enemy will appear from the south on turn 11, but shouldn't attack Micaiah if she's towards the right border of the map. Kill him quickly, then continue around the map. Remember, you can Battle Save abuse just incase you're worried about positioning Micaiah incorrectly. When everyone is dead, Jarod will appear in the southeast corner (where I told you to position Micaiah for most of the chapter). Kill him with the Black Knight. Or, put the Black Knight right next to Jarod and unequip Alondite, then have Micaiah bash away at him. She could use the experience if she isn't level 20 yet. Hard Mode Notes--It's the same as on Normal. Follow these steps and you'll complete it easily. ~New Units Obtained~ Black Knight He's completely invincible. If he does take one or two points of damage, he'll just get healed with his Imbue skill. Rip through your foes with this colossus. As if you have a choice--good luck getting Micaiah to kill all of these enemies without being killed herself! --------------------------------------------------------------------------- ~4M.Part 1 Endgame; Daein, Arise!~ --------------------------------------------------------------------------- Victory--Seize Defeat--Micaiah or Sothe dies, Nailah dies, Black Knight dies Player Units-- (Micaiah and Sothe forced) Enemy Units--32 (23 on Easy) Enemy Reinforcements--Two thieves on the second floor at the end of turn 1, four enemies at the starting position at the end of turn 2, two on the second floor at the end of turn 3, two enemies on the third flood at the end of turn 5, four enemies at the starting point at the end of turn 6, two foes on the second floor at the end of turn 9, three enemies near Jarod when you get within a few spaces of him Bonus Experience--2500 Clear, 1250 Turns (12 turn time limit) Items--Chest Key (enemy drop), Reaper Card (chest), Speedwing (chest), Unlock (chest), Parity (chest), Coin (chest) Before you start the chapter, forge a ton of weapons. The Dawn Brigade will never be able to forge any weapons after this chapter, so do so now. Give two forged Steel weapons to Jill, Edward, and Nolan. Everyone else should be just fine. Give the Pass skill to Nailah as well. She'll be needing it soon. Also of note is that Micaiah promotes to second tier after this chapter regardless of her current level. For best possible stats you should try to make her level 20, or close to it, by the end. Also, give Paragon to one of your strong second tier units. Edward or Jill can make great use of it and gain several levels in this chapter with it. Keep your units together on the first floor. You'll want Nailah with Pass to rush for the thieves that appear at the end of turn 1 so they don't nab the contents of the chests in the map. Keep the rest of your army at the starting point to kill the enemies that appear there at the end of the second turn. Keep your units there to kill the reinforcements on turn 6 as well. After that, make your way up the map, sweeping through any units you encounter. As you tried killing the thieves with Nailah, many units probably suicided into her. It's no big deal--there's still a decent amount of experience to be won. Watch out for the Meteor using for at the northwest corner of the map. He can kill one of your units pretty easily if he gets a hit in. Be careful at the top floor of the map where a ton of armored units and ranged units will easily rush you. Have Nailah and the Black Knight assist you in killing off these units, then head for Jarod. Kill him with whoever you think needs the experience more, then seize the space with Micaiah. **Ilyana joins Ike's team early in Part 3. Ike's team receives very little cash, so it's best to give her the Red and Blue Gems you earned so Ike's team can sell them for money. Give her any weapons and items that sell for a lot of cash, too. Also, make her hold the Speedwing received in this chapter. Another unit on Ike's team early in Part 3 can make great use of it. Hard Mode Notes--Take your time. Use an unequipped Black Knight to distract enemies, then attack foes with a first strike to kill them with Nolan and Jill. Kill small groups of enemies at a time, and if necessary, let Nailah and the Black Knight take out almost all the units on the top floor. It may be necessary if you're afraid of your few units being killed. Make sure to have the two main units you're using (probably Nolan and Jill) get promoted and well on their way to the third tier. If one has Paragon it shouldn't be much of a problem. --------------------------------------------------------------------------- ~4N.Part 2 Overview~ --------------------------------------------------------------------------- The viewpoint of the game shifts to Crimea, where you will be controlling various of groups of units that are trying to quell the rebellions against Queen Elincia. You'll be pleasently surprised--everybody is second tier, and Elincia starts at third tier. You've got a bunch of strong units, but that doesn't mean you can get sloppy. They can die if they are constantly attacked, and most of them don't become amazing for several levels (at which point their amazing stats start to shine). Also, it's the shortest part in the game totaling only five chapters. Most of the chapters are fairly short, so you can probably finish these all easily within a few hours. Not all of the units are worth using, but a few of them are very impressive. Also, all of them are from Path of Radiance. No new faces appear, so you should be familiar with all of them already (hopefully). --------------------------------------------------------------------------- ~4O.Chapter 2 Prologue; On Drifting Clouds~ --------------------------------------------------------------------------- Victory--Survive for 8 turns Defeat--Elincia, Leanne, or Nealuchi dies, Leanne is captured Player Units--4 (Elincia, Marcia, Nealuchi, Leanne) Enemy Units--11 (9 on Easy) Enemy Reinforcements--None Bonus Experience--1000 Clear Items--Short Axe Your objective is to keep Leanne safe for the duration of the eight turns. Keep your units up at the top of the map and don't bother attacking anyone. Your units aren't strong enough to easily kill the Dracoknights. If Leanne gets captured by an enemy, kill that enemy to make them release her. If the enemy flies off the screen at the southeast corner with Leanne captured, you fail the chapter. Don't let it happen. Nealuchi is overpowered at the moment, but realistically he's a crappy unit. Marcia also isn't very good, and without her uber sword Elincia isn't going to be doing much damage. Just keep everyone in the northwest corner for several turns. On turn 5, general Haar will appear. He's an absolute beast in combat, and one of the best units in the game. Talk to him with Marcia to recruit him, then let Haar mop up as many of the remaining enemies as he can. Make him equip the Javelin so all of the ranged weapon enemies will get hurt as well. It doesn't matter if you can't kill the boss, but Haar could use the experience. After the 8 turns are over you'll clear the chapter. Hard Mode Notes--Haar would love to smash through this chapter. He sure does like killing things. ~New Units Obtained~ Elincia--45% HP; 65% Strength; 40% Magic; 50% Skill, 70% Speed, 60% Luck; 20% Defense; 35% Resistance She starts at third tier, so don't expect her to get much experience to level up even once. She's got great Strength and Speed, but you'll notice she's insanely weak at the moment. The next time you use her, she'll have her sacred sword Amiti which is insanely powerful and grants two strikes per attack. With her Speed, she'll hit enemies four times per attack. She also makes an insanely great healer because she can fly. All around amazing unit. Marcia--70% HP; 30% Strength; 20% Magic; 40% Skill, 65% Speed, 50% Luck; 35% Defense; 35% Resistance Marcia suffers from low Strength and Defense, along with very little play time in the game. Thusly, she's a relatively useless unit. Use her in Part 2 where she's relatively useful, then ignore her for the rest of the game unless you're willing to invest a ton of Bonus Experience to make her worthwhile. Nealuchi--55% HP; 35% Strength; 10% Magic; 40% Skill, 40% Speed, 80% Luck; 40% Defense; 25% Resistance Nealuchi also suffers from limited availability. He takes a long time to transform, and his stats really aren't worth it. He has decent evasion, but with relatively low Defense and HP, he won't last long. Not to mention the insane amount of enemy archers and Wind mages that'll tear through him in one shot. Leanne--60% HP; 0% Strength; 40% Magic; 10% Skill, 20% Speed, 80% Luck; 10% Defense; 40% Resistance The second of three Herons. She works just like Rafiel--you can use her to grant a two units a second action each turn regardless if she's transformed or not (the two units are either the ones on the left/right or above/below her). She's flies, but her movement is low. Just keep her away from enemies. Haar--30% HP; 70% Strength; 5% Magic; 70% Skill, 30% Speed, 45% Luck; 65% Defense; 20% Resistance Haar is an absolute beast. Despite a low Speed growth, he'll double most enemies in the first few chapters you have him. He takes almost no damage-- his HP starts insanely high, and his constantly rising Defense just makes him even more of a tank. Considered one of the best units in the game, use him without question. Just keep him away from Thunder mages. --------------------------------------------------------------------------- ~4P.Chapter 2-1; Winds of Rebellion~ --------------------------------------------------------------------------- Victory--Defeat boss Defeat--Nephenee or Brom dies Player Units--2 (Nephenee and Brom) Enemy Units--14 (13 on Easy) Enemy Reinforcements--Two at the end of turn 7 on the left and south sides of the map Bonus Experience--1500 Clear, 750 Turns (15 turn time limit), 400 per volunteer unit surviving Items--Vulnerary (enemy drop), Antitoxin (enemy drop), Herb (enemy drop), Ashera Icon (house), Steel Axe (house), Concoction (house), Javelin (house), Spectre Card (house) This is a simple mission where all you need to do is kill the boss you start near. Two armored units are guarding the quick path to the boss, but Nephenee and Brom can easily get rid of them. Go pillage every house with Brom, and send Nephenee towards the boss but don't kill him yet. On turn 5, Heather will appear and head towards the boss herself. Have Nephenee talk to her to recruit her. She's a thief who'll be useful later on. After you get all the items, have Nephenee approach the boss. Keep her healed, and if necessary, have Brom assist Nephenee in killing Yeardley to finish the chapter. Hard Mode Notes--This can be a tricky chapter because Nephenee can take a lot of damage. Keep her healed at all times, and ignore Heather if you have to--her suicidal techniques can be ignored. Try to kill the boss as quickly as possible, and as long as you keep everyone healed this isn't terribly difficult. ~New Units Obtained~ Nephenee--45% HP; 35% Strength; 15% Magic; 70% Skill, 65% Speed, 40% Luck; 35% Defense; 45% Resistance Nephenee is also considered one of the greatest characters in the game. She will start off a bit slow, but once she gets a few levels she becomes an insane character. Her high Speed ensures she doubles every foe and avoids many attacks, making up for mediocre Defense. After capping several stats, use Bonus Experience to get a bunch of increases in Strength, the one major stat she lacks in. Brom--80% HP; 40% Strength; 5% Magic; 40% Skill, 30% Speed, 70% Luck; 60% Defense; 25% Resistance Brom is a solid unit and is able to wall effectively, but his Strength is lacking. Without the ability to double enemies either, he will rarely be getting any kills. Use him as a distraction, but you probably won't want to be using him. Heather--40% HP; 25% Strength; 20% Magic; 50% Skill, 70% Speed, 75% Luck; 30% Defense; 40% Resistance Heather is a typical thief--crappy stats with high Speed and Luck. Use her to steal from chests and enemies, but don't train her as a serious combat unit. --------------------------------------------------------------------------- ~4Q.Chapter 2-2; Tides of Intrigue~ --------------------------------------------------------------------------- Victory--Lucia arrives (Defeat boss on Easy) Defeat--Lucia, Leanne, or Nealuchi dies Player Units--8 (Lucia, Lethe, Mordecai, Leanne, Nealuchi, Nephenee, Brom, Heather (if recruited)) Enemy Units--24 (18 on Easy) Enemy Reinforcements--??? Bonus Experience--2000 Clear, 1000 Turns (7 turn time limit) Items--Torch (enemy drop), Vulnerary (enemy drop) The arrive space is in the northeast corner of the map, guarded by the boss. Have Brom and Nephenee head up north and tackle enemies up there while Lucia goes alone to the east. Have everyone else tuck away in the southwest corner of the map, but bring back two strong units there for the reinforcements that appear there at the end of turn 5. Or, just use the three laguz units, but keep Leanne away from them if you can. Lucia, Brom, and Nephenee should head south when they reach the middle of the map. They will encounter fewer units as they loop around to the boss, and they are less likely to get killed. Keep them all healed with Elixirs and Vulneraries. Not much else about this simple chapter. Be careful of all of the poison weapons, keep Antitoxins on hand, and give Nephenee and Brom as much experience as possible. Just keep them healed. The boss shouldn't be a problem for Lucia or Nephenee if they've got a strong weapon equipped. Have Lucia arrive to clear the chapter. Hard Mode Notes--You'll likely need to abuse Lucia a lot because Nephenee's weapons are going to run out of durability quickly throughout the chapter. Brom isn't a worthwhile unit on Hard Mode, so try to ignore him. Use him to soften up enemies, but nothing more. Stay south and loop around as you normally would, kill every foe to squeeze as much experience as you can out of this, then kill the boss and finish the chapter. If you ignite all of the torches, it isn't too hard. ~New Units Obtained~ Lucia--50% HP; 25% Strength; 20% Magic; 70% Skill, 60% Speed, 30% Luck; 15% Defense; 50% Resistance Lucia is the worst of the five Swordmasters in the game. Her growths are horrible, she has crappy availability, and when you get her again much later in the game she'll be completely outclassed by other Swordmasters, especially Edward and Mia. Don't use her much. Lethe--85%