(WIP) Fire Emblem: Path of Radiance (GameCube) - RetroAchievements/guides GitHub Wiki

Summary

  • Estimated Difficulty: 7/10
  • Approximate Time for Mastery: 50h+
  • Minimum Playthroughs for Mastery: 1
  • Missable Achievements: 40
  • Difficulty Specific Achievements: 6 (Hard Mode)
  • Most Difficult Achievements?: Child of Gawain, An End to the Terror, Challenger Route
  • Free-roam/Level Select After Beating the Game?: No
  • Save System?: Manual Save, with 5 save slots available
  • Stackable Achievements?: No
  • Anything that Disables Achievements?: No

Credits

Presentation

Welcome to the RA Guide for Fire Emblem: Path of Radiance! Released for the Gamecube in 2005, it was the first title of the Fire Emblem series that got released for consoles, as such it features 3D modeles and enviroments, voice acting and cutscenes. It is considered among the best titles of the series, along with its sequel, Fire Emblem: Radiant Dawn. This title also features different new mechanics, such as Bonus EXP, Weapon Forging, a variation of the Skill System from Genealogy of the Holy War, and a change to how the support system works.

Fire Emblem: Path of Radiance takes place in the continent of Tellius, divided into different nations, inhabited by humans, known as Beorcs, and a new race known as Laguz, which are capable of transforming into beasts with an incredible power. The game deals with the many atrocities done by the Beorc race against the Laguz race, sparking hatred and conflict against one another.

One of the continents, Daein, starts to invade Crimea, causing the princess of Crimea to escape. She later gets found by Ike and the Greil Mercenaries, and decide to help her by bringing her back to the throne of Crimea, and fending off the constant assault of the Daein army.

Note

This guide will be based around Hard Mode. This is due to some achievements requiring this difficulty.
It is suggested to first play on a lower difficulty, to gain some familiarity with the game.

Roadmap

Beat the Game

Beating the game will require to clear each chapter in the game and the last one, Final Chapter: Repatriation. These achievements can be done on any difficulty, but the enemy formation or their density, and the availability of some items may differ between each difficulty.

Related Achievements

Missables

Most of the chapters in the game contain missable achievements, some of them being related to recruiting units, triggering special events, or clearing some chapters on Hard Mode. Others instead are challenges, mostly related to the requirements to earn BEXP. Because of the lenght to reach these challenges, a heads up about them is required to better prepare for them.

Solid Ike (10)
Clear 'Prisoner Release' without alarming the guards

Chapter 10: Prisoner Release
It can be done as simply as deploying Ike, and have him reach the escape point. If you're also interested in getting all the treasures and recruiting all of the units here, you'll also need other units to do so. Volke, the Thief you'll recruit at the beginning, is necessary to open the gates as fast as possible. Ike is necessary to recruit 2 out of the 3 units in prison (one of them requires to just open the cage). You may also need another unit who is strong enough to kill the boss, and your mounted units, to transport everyone as fast as possible to different points on the map.

Freedom and Peace (10)
Clear 'The Feral Frontier' while not killing any Laguz

Chapter 15: The Feral Frontier
For the achievement itself, you need Marcia or Jill, who are able to weild a Laguz Lance (can be found in the chapter prior to this one), and can double Muarim; if not able, you may also make them transport Soren or Ilyana with a forged Fire tome. To have better chances, have both units promoted, to get an increase in MOV, making it easier to reach Muarim. If you also want all the treasures on the map, you need at the least one Thief to find all the treasure in the sand, either Volke or Sothe (Volke is better because he is more resistant).
You'll also need Lethe or Mordecai to recruit Stefan, with the flier you are not using to transport them to the space where you can recruit him.

Challenger Route (25)
Clear 'Entrusted' after defeating Naesala and having no Ravens die during the chapter

Chapter 19: Entrusted
You need to have at your disposal anything that can be effective against Naesala. Bows, Wind Tomes, Tanith's Sonic Sword, Shinon's Brave Bow, or any Laguz weapon. It is fine if some of your units die to him, as long as you just reload a save before this chapter when done.
You'll also need anybody who can defeat the boss, Homasa. Anyone that has a ranged attack is preferable, because he is dangerous in close combat. Even Mages/Sages can do fine, since Homasa' Sonic Sword deals magic damage, meaning they won't take much damage at all, and he will not move from his spot.

What Side Are You On? (10)
During 'Defending Talrega', witness the special conversation without skipping it between Shiharam and Jill without her leaving the army on hard difficulty

Chapter 20: Defending Talrega
You need to have a support level of A between Mist and Jill. You'll then have Jill talk with Shiharam, the boss of the chapter, and not skip the entire dialog. You're needed to do this on Hard Mode also. As a note, if Jill talks with Shiharam without a suppor level A with Mist, she will become an enemy unit, without any way to recruit her back.

Early Exit (5)
Have the Black Knight leave early during 'Battle Reunion', then clear the chapter

Chapter 24: Battle Reunion
Ike needs to have at the least 23 SPD, and as high DEF as possible to resist the Black Knight's attack, and to not make him attack twice. Either make Ike get to the maximum level, or give him stat boosters, like Dracoshield or Seraph Robe, to increase his survivability.

Child of Gawain (50)
Clear 'Moment of Fate' and recruit Nasir on Hard difficulty

Chapter 27, Moment of Fate
Not only you need Ike to resist the Black Knight's attacks, but you'll also need to be able to defeat him. Besides having as high DEF and SPD as possible, you'll also need Ike to learn Aether, and to have him activate it at least twice to defeat the Black Knight. A good amount of STR and SKL can help here to increase damage and make it more probable to activate Aether. At least consider using Dracoshield and Seraph Robe for him, or a Secret Book if he needs more SKL. Naturally, he needs to beat least close to level 20, to have better chances.
Mist will also be in this fight, and she needs to heal Ike whenever he takes damage. If she is a Valkyrie it would be even better, so that she can avoid the enemy units that'll appear after some time.\

Shining Light (10)
Steal the Rexaura during 'Repatriation'

Final Chapter: Repatriation
You're normally not capable of stealing the Rexaura from the Bishop, due to him having it equipped. There is one way to be able to steal it, which requirers a staff user that has a high amount of MAG and SKL, and being able to use the Silence Staff.
Naturally, you'll also need a Thief/Assassin to steal the Rexaura, whose SPD is high enough to make it possible to steal it. They may be needed to also lower his HP safely to the single digit, to force the Bishop to use his Elixir and unequip the Rexaura when silenced.

Related Achievements

Trial Maps

Trial Maps are extra content that can be unlocked either by finishing the game on a certain difficulty, with Hard Mode letting you unlocking all three of them, or connecting the gamecube with each of the Fire Emblem games for the GBA through link cable. Only maps that can be unlocked in-game have achievements about them, while the ones through link cable have been left out.

Trial Maps will let you use characters that you've used up until the final chapter, as well as any item you've left in your convoy in that save. You also have the possibility of using extra characters that can be unlocked by finishing the game a number of times, only usable in Trial Maps.

  • Small_portrait_oliver_fe09 Oliver: Beat the game three times
  • Small_portrait_shiharam_fe09 Shiharam: Beat the game five times
  • Small_portrait_petrine_fe09 Petrine: Beat the game seven times
  • Small_portrait_bryce_fe09 Bryce: Beat the game ten times
  • Small_portrait_ashnard_01_fe09 Ashanard: Beat the game fifteen times
Related Achievements

General

Playable Units

Small_portrait_ike_ranger_01_fe09 Affinity Earth Ike

Ranger Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 19 5 1 6 7 6 5 0 9 9 6
Growth Rates 75% 50% 20% 50% 55% 35% 40% 40%
Promotion Gains +4 +3 +2 +2 +2 +0 +3 +2 +1 +0 +1
Weapon Level Sword D
Promotion Level Sword C
Skill None
Support Affinity Light Titania Affinity Earth Oscar Affinity Dark Soren Affinity Heaven Lethe Affinity Fire Reyson Affinity Wind Ranulf Affinity Heaven Elincia
C 8 5 5 4 5 1 1
B 11 8 12 9 8 2 1
A 26 11 19 14 11 3 2

Small_portrait_boyd_fe09 Affinity Fire Boyd

Fighter Lv 2 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 30 7 0 4 6 4 5 0 10 10 6
Growth Rates 75% 60% 5% 50% 45% 35% 25% 25%
Promotion Gains +6 +2 +1 +2 +1 +0 +2 +2 +1 +0 +1
Weapon Level Axe D
Promotion Level Axe C Bows E
Skills Tempest Tempest
Support Affinity Light Titania Affinity Water Mist Affinity Water Brom Affinity Water Ulki
C 7 6 4 2
B 15 10 8 5
A 20 178 11 8

Small_portrait_oscar_fe09 Affinity Earth Oscar

Lance Knight Lv 3 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 26 6 1 6 7 5 8 0 10 33 8
Growth Rates 55% 45% 20% 50% 45% 30% 35% 30%
Promotion Gains +3 +2 +2 +2 +2 +0 +2 +3 +1 +0 +1
Weapon Level Spear C
Promotion Level Spear C Sword E* Axe E* Bows E*
Skills None
Support Affinity Earth Ike Affinity Wind Kieran Affinity Thunder Janaff Affinity Earth Tanith
C 5 2 3 3
B 8 5 6 6
A 11 8 9 8

*Has to be chosen over the other options on promotion

Small_portrait_titania_fe09 Affinity Light Titania

Paladin Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 33 12 4 13 14 11 11 7 8 31 9
Growth Rates 80% 45% 25% 60% 50% 45% 40% 45%
Promotion Gains +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Weapon Level Spear C Axe A
Skills Counter Counter
Support Affinity Earth Ike Affinity Fire Boyd Affinity Fire Reyson Affinity Water Mist
C 8 7 5 3
B 11 15 8 6
A 26 20 11 9

Small_portrait_rhys_fe09 Affinity Fire Rhys

Priest Lv 4 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 22 0 10 8 5 8 0 14 8 8 5
Growth Rates 40% 5% 60% 50% 40% 50% 25% 55%
Promotion Gains +3 +1 +3 +2 +2 +0 +2 +3 +1 +0 +1
Weapon Level Staff (Weapon) D
Promotion Level Staff (Weapon) C
Skills Serenity Serenity Lumina Lumina*
Support Affinity Light Titania Affinity Fire Mia Affinity Wind Rolf Affinity Wind Kieran Affinity Water Ulki
C 5 4 3 3 4
B 8 8 6 6 7
A 11 12 9 9 10

*Learned on promotion

Small_portrait_shinon_fe09 Affinity Thunder Shinon

Sniper Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 32 9 6 15 13 9 9 6 9 10 7
Growth Rates 75% 65% 20% 70% 65% 35% 50% 40%
Promotion Gains +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0
Weapon Level Bows A
Skill Provoke Provoke
Support Affinity Light Gatrie Affinity Wind Rolf Affinity Thunder Janaff
C 3 0 1
B 8 2 4
A 10 4 8

Small_portrait_gatrie_fe09 Affinity Light Gatrie

Knight Lv 9 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 31 12 0 6 5 5 14 0 12 16 5
Growth Rates 80% 55% 5% 55% 25% 25% 60% 30%
Promotion Gains +3 +3 +2 +2 +2 +0 +1 +3 +1 +0 +1
Weapon Spear D
Promotion Spear C Sword E
Skills None
Support Affinity Thunder Shinon Affinity Light Ilyana Affinity Fire Marcia Affinity Wind Astrid
C 3 4 3 3
B 8 8 7 6
A 10 12 10 11

Small_portrait_soren_fe09 Affinity Dark Soren

Mage Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 18 0 6 8 8 5 2 7 6 6 6
Growth Rates 45% 5% 60% 55% 40% 30% 15% 55%
Promotion Gains +4 +2 +1 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Level Fire (Weapon) E Thunder (Weapon) E Wind (Weapon) D
Promotion Level Fire (Weapon) D Thunder (Weapon) D Wind (Weapon) D Staff (Weapon) E*
Skills Adept Adept Knife Knife*
Support Affinity Earth Ike Affinity Heaven Stefan
C 5 4
B 12 9
A 19 12

*Has to be chosen over the other option on promotion

Small_portrait_mia_fe09 Affinity Fire Mia

Myrmidon Lv 6 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 21 7 0 10 13 6 7 2 6 6 6
Growth Rates 50% 40% 30% 45% 60% 45% 20% 25%
Promotion Gains +4 +1 +2 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Sword D
Promotion Sword C
Skills Vantage Vantage
Support Affinity Fire Rhys Affinity Light Ilyana Affinity Wind Largo
C 4 4 1
B 8 8 2
A 12 12 3

Small_portrait_ilyana_fe09 Affinity Thunder Ilyana

Mage Lv 6 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 20 1 8 10 9 6 3 10 5 5 5
Growth Rates 45% 25% 50% 45% 30% 45% 15% 50%
Promotion Gains +4 +2 +1 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Level Fire (Weapon) E Thunder (Weapon) D Wind (Weapon) E
Promotion Level Fire (Weapon) D Thunder (Weapon) D Wind (Weapon) D Staff (Weapon) E*
Skills Shade Shade Knife Knife*
Support Affinity Light Gatrie Affinity Fire Mia Affinity Water Mordecai Affinity Earth Zihark Affinity Earth Lucia
C 4 4 2 4 1
B 8 8 5 9 2
A 12 12 8 14 3

*Has to be chosen over the other option on promotion

Small_portrait_mist_fe09 Affinity Water Mist

Cleric Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 16 1 4 4 7 6 2 7 5 5 5
**Growth Rates ** 50% 35% 50% 25% 40% 60% 15% 40%
Promotion Gains +3 +2 +4 +1 +3 +0 +3 +2 +1 +0 +3
Weapon Level Staff (Weapon) E
Promotion Level Staff (Weapon) C Sword E
Skills Miracle Miracle
Support Affinity Fire Boyd Affinity Light Titania Affinity Wind Rolf Affinity Water Mordecai Affinity Thunder Jill
C 6 3 1 3 1
B 10 6 3 6 3
A 17 9 7 9 5

Small_portrait_rolf_fe09 Affinity Wind Rolf

Archer Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 18 5 0 8 6 4 6 2 6 4 4
Growth Rates 60% 40% 20% 45% 50% 40% 30% 25%
Promotion Gains +3 +3 +2 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Level Bows E
Promotion Level Bows C
Skills None
Support Affinity Fire Rhys Affinity Thunder Shinon Affinity Fire Marcia Affinity Water Mist Affinity Thunder Tauroneo
C 3 0 2 1 1
B 6 2 5 3 3
A 9 4 8 7 5

Small_portrait_marcia_fe09 Affinity Fire Marcia

Pegasus Knight Lv 5 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 20 8 0 7 11 4 8 6 6 22 8
Growth Rates 55% 40% 20% 50% 55% 40% 25% 30%
Promotion Gains +4 +2 +2 +2 +1 +0 +2 +3 +1 +0 +1
Weapon Level Spear D
Promotion Level Spear C Sword E
Skills None
Support Affinity Light Gatrie Affinity Wind Rolf Affinity Wind Kieran Affinity Earth Tanith
C 3 2 3 1
B 7 5 7 5
A 10 8 11 9

Small_portrait_lethe_fe09 Affinity Heaven Lethe

Beast Tribe (Cat) Lv 3 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 34 12 4 10 12 15 9 7 6 21 7
Growth Rates 130% 50% 5% 65% 70% 50% 40% 25%
Transformation Gains +0 +6 +0 +4 +3 +0 +5 +3 +15 +0 +2
Starting Gauge 16/20
Skills None
Support Affinity Earth Ike Affinity Thunder Jill Affinity Thunder Muarim Affinity Wind Ranulf
C 4 2 3 1
B 9 4 6 2
A 14 10 9 3

Small_portrait_mordecai_fe09 Affinity Water Mordecai

Beast Tribe (Tiger) Lv 2 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 41 15 2 8 8 10 13 4 18 33 7
Growth Rates 150% 65% 0% 55% 50% 40% 40% 20%
Transformation Gains +0 +7 +0 +4 +3 +0 +3 +3 +15 +0 +2
Starting Gauge 0/20
Skills Smite Smite
Support Affinity Light Ilyana Affinity Water Mist Affinity Heaven Stefan Affinity Water Ulki Affinity Wind Ranulf
C 2 3 2 3 1
B 5 6 4 5 2
A 8 9 11 7 3

Small_portrait_volke_thief_fe09 Affinity Wind Volke

Thief Lv 10 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 25 12 0 13 13 7 7 3 11 11 7
Growth Rates 65% 50% 5% 55% 65% 35% 20% 10%
Promotion Gains +2 +2 +1 +3 +2 0 +2 +2 +1 +0 +0
Weapon Level None
Promotion Level None
Skills Knife Knife Steal Steal Shade Shade
Support Affinity Wind Bastian
C 0
B 1
A 2

Small_portrait_brom_fe09 Affinity Water Brom

Knight Lv 8 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 28 10 1 9 7 4 13 2 13 17 5
Growth Rates 75% 45% 10% 50% 25% 20% 55% 25%
Promotion Gains +3 +3 +2 +2 +1 +0 +3 +1 +1 +0 +0
Weapon Spear D
Promotion Spear C Sword E
Skills None
Support Affinity Fire Boyd Affinity Wind Nephnee Affinity Earth Zihark
C 4 4 3
B 8 8 6
A 11 11 9

Small_portrait_kieran_fe09 Affinity Wind Kieran

Axe Knight Lv 12 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 30 11 1 10 12 8 10 1 10 33 8
Growth Rates 60% 50% 15% 50% 40% 25% 40% 30%
Promotion Gains +3 +2 +2 +2 +2 +0 +2 +3 +1 +0 +1
Weapon Level Axe C
Promotion Level Axe C Sword E* Spear E* Bows E*
Skills Gamble Gamble
Support Affinity Earth Oscar Affinity Fire Rhys Affinity Fire Marcia
C 2 3 3
B 5 6 7
A 8 9 11

*Has to be chosen over the other option on promotion

Small_portrait_nephenee_fe09 Affinity Wind Nephenee

Soldier Lv 7 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 22 8 2 10 11 6 9 3 8 10 6
Growth Rates 55% 40% 20% 55% 55% 25% 35% 25%
Promotion Gains +4 +2 +1 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Level Spear E
Promotion Level Spear C
Skills Wrath Wrath
Support Affinity Water Brom Affinity Fire Devdan Affinity Darkness Calil
C 4 2 1
B 8 5 3
A 11 8 5

Small_portrait_zihark_fe09 Affinity Earth Zihark

Myrmidon Lv 10 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 25 10 1 13 15 6 7 0 9 10 6
Growth Rates 55% 45% 15% 50% 60% 40% 30% 20%
Promotion Gains +4 +1 +2 +2 +2 +0 +2 +2 +1 +0 +1
Weapon Level Sword C
Promotion Level Sword C
Skills Adept Adept
Support Affinity Light Ilyana Affinity Water Brom Affinity Thunder Muarim
C 4 3 3
B 9 6 6
A 14 9 9

Small_portrait_jill_fe09 Affinity Thunder Jill

Wyvern Rider Lv 8 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 24 11 0 10 9 6 11 2 7 35 8
Growth Rates 60% 40% 30% 45% 45% 25% 35% 30%
Promotion Gains +5 +2 +1 +2 +2 +0 +2 +1 +1 +0 +1
Weapon Level Spear D
Promotion Level Spear C Axe E
Skills None
Support Affinity Water Mist Affinity Heaven Lethe Affinity Wind Haar
C 1 2 1
B 3 4 2
A 5 10 4

Small_portrait_astrid_fe09 Affinity Wind Astrid

Bow Knight Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 20 6 2 6 7 3 5 4 7 29 8
Growth Rates 45% 40% 20% 55% 50% 40% 30% 25%
Promotion Gains +5 +2 +2 +2 +1 +0 +3 +2 +1 +0 +1
Weapon Level Bows D
Promotion Level Bows C Sword E* Spear E* Axe E*
Skills Paragon Paragon
Support Affinity Light Gatrie Affinity Wind Sothe Affinity Thunder Makalov
C 3 3 3
B 6 7 6
A 11 11 10

*Has to be chosen over the other option on promotion

Small_portrait_makalov_fe09 Affinity Thunder Makalov

Sword Knight Lv 10 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Base Stats 30 9 2 7 10 8 10 2 10 33 8
Growth Rates 60% 55% 5% 45% 50% 25% 45% 20%
Promotion Gains +3 +2 +2 +2 +2 +0 +2 +3 +1 +0 +1
Weapon Level Sword C
Promotion Level Sword C Spear E* Axe E* Bows E*
Skills Tempest Tempest
Support Affinity Wind Astrid Affinity Wind Haar Affinity Wind Bastian
C 3 1 1
B 6 3 3
A 10 5 4

*Has to be chosen over the other option on promotion

Small_portrait_stefan_fe09 Affinity Heaven Stefan

Small_portrait_muarim_fe09 Affinity Thunder Muarim

Small_portrait_tormod_fe09 Affinity Fire Tormod

Small_portrait_devdan_fe09 Affinity Fire Devdan

Small_portrait_tanith_fe09 Affinity Earth Tanith

Small_portrait_reyson_fe09 Affinity Fire Reyson

Small_portrait_janaff_fe09 Affinity Thunder Janaff

Small_portrait_ulki_fe09 Affinity Water Ulki

Small_portrait_calill_fe09 Affinity Darkness Calill

Small_portrait_tauroneo_fe09 Affinity Thunder Tauroneo

Small_portrait_ranulf_fe09 Affinity Wind Ranulf

Small_portrait_haar_fe09 Affinity Wind Haar

Small_portrait_bastian_fe09 Affinity Wind Bastian

Small_portrait_lucia_fe09 Affinity Earth Lucia

Small_portrait_geoffrey_fe09 Affinity Fire Geoffrey

Small_portrait_largo_fe09 Affinity Wind Largo

Small_portrait_elincia_fe09 Affinity Heaven Elincia

Small_portrait_ena_fe09 Affinity Earth Ena

Small_portrait_nasir_fe09 Affinity Light Nasir

Small_portrait_tibarn_fe09 Affinity Heaven Tibarn

Small_portrait_naesala_fe09 Affinity Darkness Naesala

Small_portrait_giffca_fe09 Affinity Darkness Giffca

Stats

Each unit has different stats that can determine each one's strenght and weakness.

  • Strenght (STR): Determines the amount of damage dealt with physical weapons (Swords, Axes, Spears, Bows). It also determines if your attack speed is penalized if there is a difference between this stat and the Weight stat of the weapon used.
  • Magic (MAG): Determines the amount of damage dealt with magical weapons (Fire, Wind, Thunder, Light, Elemental Weapons). It also determines the amount of healing done with Staves, and the range or the accuracy of certain Staves.
  • Defence (DEF): Determines how much physical damage is lessened.
  • Resistance (RES): Determines how much magical damage is lessened.
  • Skill (SKL): Determines the accuracy of the unit's attack and the probability of doing critical hits. Also determines the probability of a skill's activation and the probability of landing staves' effects.
  • Speed (SPD): Determines the possibility of performing an extra attack against enemy units, and the capability of dodging attacks.
  • Luck (LCK): Determines the accuracy of the unit's attacks, as well as the capability of dodging enemies's attacks. Most importantly decreases the possibility of being hit by a critical hit.
  • Weight (WT): Determines the heaviness of the unit. If a unit has 2 points compared to another unit, they are capable of rescuing that unit, or to shove them one space in front (also possible against enemy units).
  • Build/Constitution (CON): Determines the Weight of a unit. Compared to older Fire Emblem titles, CON is not used to determine the attack speed of a unit.

Stat Boosters

These items can increase one stat of a unit by some points after usage, up to the maximum amount that the unit can have by itself. These items are generally used in situations where a unit is lacking a bit in a particular stat, like if it is dealing barely enough damage to kill a unit, or if they could use some more survivability if they are in the frontlines. They can also be used if a unit ended with a lower stat than expected, and needs a way to fix it.

Item Effect
Seraph Robe Seraph Robe Increases HP by 7 points
Energy Drop Energy Drop Increases STR by 2 points
Spirit Dust Spirit Dust Increases MAG by 2 points
Secret BookSecret Book Increases SKL by 2 points
Speedwing Speedwing Increases SPD by 2 points
Ashera Icon Ashera Icon Increases LCK by 2 points
Dracoshield Draco Shield Increases DEF by 2 points
Talisman Talisman Increases RES by 2 points
Boots Boots Increases MOV by 2 points
Statue Fragment Statue Frag Increases CON by 2 points

Bands (Only after beating the game once)

These items are only available on a completed save file, and can increase the equipped unit's growth rate of a specific stat. This can make it more probable to level up one stat, although the increase is not that much. They can be found either on some allied or recruitable units or on some bosses.

Item Effect
Paladin Band Paladin Band +5% HP, +5% SPD
Fighter Band Fighter Band +5% HP, +5% STR
Knight Band Knight Band +5% STR, +5% DEF
Priest Band Priest Band +5% LCK, +5% RES
Archer Band Archer Band +5% SKIL, +5% SPD
Thief Band Thief Band +5% SKL, +5% SPD
Sword Band Sword Band +5% SKL, +5% SKL
Mage Band Mage Band +10% MAG
Soldier Band Soldier Band +5% HP, +5% DEF
Pegasus Band Pegasus Band +5% LCK, +5% RES
Wyvern Band Wyvern Band +5% STR, +5% DEF

Support

Support Bonus

The support system in this title works a bit differenly compared to other titles. Units that have a support between eachother can simply increase it by being deployed on the same map for a certain amount of time, with no need to be close with each other all the time. When they have been in enough maps together, they can then have a Support Conversation in the base to increase the level of support. Each unit can have at most 5 support levels in total with all units they can have support with.

The bonuses from the support will depend on the type of affinity between both units. These will then get summed up together, and then get multiplied based on the support level between both units, up to x3 with A level support.

Affinity Effect
Affinity Fire Fire Attack +0.5, Accuracy +2.5
Affinity Water Water Attack +0.5, Defence +0.5
Affinity Wind Wind Accuracy +2.5, Avoidance +2.5
Affinity Thunder Thunder Defence +0.5, Avoidance +2.5
Affinity Earth Earth Avoidance +5
Affinity Light Light Defence +0.5, Accuracy +2.5
Affinity Dark Dark Attack +0.5, Avoidance +2.5
Affinity Heaven Heaven Accuracy +5

Bond Support

Some units can have an extra bonus based on their relationships between eachother. These bonuses can grant these units an increase in their critical chance, or the ability of one unit to protect the other unit from critical hits. These effects can only be in effect when these units are placed close together.

Critical Chance Critical Protection
Units Critical Chance
Small_portrait_ike_ranger_01_fe09 Small_portrait_mist_fe09 +10%
Small_portrait_boyd_fe09 Small_portrait_oscar_fe09 Small_portrait_rolf_fe09 +10%
Small_portrait_lethe_fe09 Small_portrait_mordecai_fe09 +5%
Small_portrait_marcia_fe09 Small_portrait_makalov_fe09 +5%
Small_portrait_tormod_fe09 Small_portrait_muarim_fe09 +10%
Small_portrait_ulki_fe09 Small_portrait_janaff_fe09 Small_portrait_reyson_fe09 +5%
Small_portrait_rolf_fe09 Small_portrait_shinon_fe09 +5%
Small_portrait_geoffrey_fe09 Small_portrait_lucia_fe09 +5%
Small_portrait_geoffrey_fe09 Small_portrait_bastian_fe09 +10%
Small_portrait_geoffrey_fe09 Small_portrait_kieran_fe09 +5%
Small_portrait_calill_fe09 Small_portrait_largo_fe09 +10%
Small_portrait_elincia_fe09 Small_portrait_lucia_fe09 +10%
Small_portrait_tibarn_fe09 Small_portrait_reyson_fe09 +10%
Small_portrait_naesala_fe09 Small_portrait_reyson_fe09 +5%
Unit Protects
Small_portrait_ike_ranger_01_fe09 Small_portrait_soren_fe09
Small_portrait_tanith_fe09 Small_portrait_marcia_fe09
Small_portrait_geoffrey_fe09 Small_portrait_kieran_fe09
Small_portrait_elincia_fe09 Small_portrait_geoffrey_fe09
Small_portrait_elincia_fe09 Small_portrait_lucia_fe09
Small_portrait_elincia_fe09 Small_portrait_bastian_fe09
Small_portrait_elincia_fe09 Small_portrait_kieran_fe09
Small_portrait_tibarn_fe09 Small_portrait_ulki_fe09
Small_portrait_tibarn_fe09 Small_portrait_janaff_fe09

Biorhythm Bonus

The Biorhythm is another mechanic that can either increase or decrease the unit's Accuracy and Evasion based on the status of their Biorhythm, which can be seen in the unit's status screen. The indicator will tell you the current status of the Biorhythm of the unit, wether it's good, bad, or neutral. This indicator moves forward at the beginning of each turn, and can also move slightly every 10 battles the unit participates. The indicator also starts at different points for every unit everytime you boot up or restart the game.

If the point is in the two highest spaces, that unit will get +5 accuracy and +5 evasion for that turn. If the point is in the two lowest points, that unit suffers -5 accuracy and -5 evasion. If it is instead in the middle two, than the stats stay neutral. You can also quickly determine if a unit is in the positive or negativ by the green or red arrow in the unit's information screen, besides their portrait.

Further more, skills like Tempest and Serenity can change the bonus and the penalty of the Biorhythm. Tempest doubles the amount, meaning an increase of +10 if it's good, or -10 if it's bad. Serenity instead halves the amount, making it into a +2 if it's good, or -2 if it's bad.

Tipically, this is not a really important mechanic to keep track of constantly, except when fighting against some bosses, where it can be important to be able to hit them.

Transformation Gauge

The Transformation Gauge is a mechanic exclusive to the Laguz units. When this gauge becomes full (20/20), they can transform, gaining the ability to attack and a substantial boost in their stats, depending on the type of Laguz they transform into.

Depending on the current status of the Laguz, they can increase or decrease the gauge at the beginning of the turn, or every time they enter in combat. When the gauge reaches 0, they go back to their untransformed form, and need to refill the gauge again from 0.

Laguz Not Transformed (Turn) Not Transformed (Battle) Transformed (Turn) Transformed (Battle)
Everyone +4 +3 -3 -1

Laguz units can have different amount of starting gauge, independently of what type of Laguz unit they are. If their starting gauge is 16/20, it means that in your very first turn they'll immediately transform and be ready to act.

Laguz Starting Gauge
Small_portrait_lethe_fe09 16/20
Small_portrait_mordecai_fe09 0/20
Small_portrait_muarim_fe09 5/20
Small_portrait_ulki_fe09 5/20
Small_portrait_janaff_fe09 16/20
Small_portrait_reyson_fe09 0/20
Small_portrait_ranulf_fe09 10/20
Small_portrait_ena_fe09 5/20
Small_portrait_nasir_fe09 5/20
Small_portrait_giffca_fe10 16/20

There are items of exclusive use to the Laguz that alter this gauge.

Item Effect
Laguz Stone Laguz Stone Immediately transform on use
Demi Band Demi Band Maintains transformation with stat penalty
Laguz Band Laguz Band Maintains transformation with no stat penalty (Exclusive to Tibarn, Naesala, Giffica)

Weapons

Weapon Triangle

The weapon triangle dictates wether a unit will be at an advantage or in a disadvantage against the enemy unit based on the weapons they have equipped. A unit whose weapon is at an advantage gets +1 damage and +10 accuracy, but if at a disadvantage they instead suffer -1 damage and -10 accuracy. Bows, Knifes, and Light Tomes are not part of the triangle and don't get any positive or negative effects, thus considered neutral.

Weapon Triangle Magic Triangle
Weapon Advantage Disadvantage
Sword Swords Axe Axes Spear Spears
Axe Axes Spear Spears Sword Swords
Spear Spears Sword Swords Axe Axes
Bows Bows Neutral Neutral
Knife Knife Neutral Neutral
Weapon Advantage Disadvantage
Fire (Weapon) Fire Wind (Weapon) Wind Thunder (Weapon) Thunder
Wind (Weapon) Wind Thunder (Weapon) Thunder Fire (Weapon) Fire
Thunder (Weapon) Thunder Fire (Weapon) Fire Wind (Weapon) Wind
Lumina Light Neutral Neutral

Knifes can only be used through the skill Knife, learned exclusively by Thieves or Assassins, and by Sages if they choose to learn it over Staves.
Light Tomes can only be used throught the skill Lumina, learned only by Bishops, the promotion of Priestes. The weapon level with light tomes is also determined by the weapon level with Staves of that unit.

Weapon Effectiveness

Certain weapons can increase the damage by x2 if it is used against a certain type of enemy unit. In Path of Radiance, there is also a new weapon type, the Laguz series weapons, weapons that are effective against the Laguz.

Unit Type Weapon Effective
Beorc Beorc (General) None
Armor Armor Regal Sword Regal Sword - Armorslayer Armorslayer - Hammer Hammer - Heavy Spear Heavy Spear - Stiletto Stiletto
Horse Horse Regal Sword Regal Sword - Longsword Long Sword - Poleaxe Poleaxe - Knight Killer Knight Killer
Pegasus Knight Pegasus Sonic Sword Sonic Sword - Iron Bow Any Bow - Wind Tome Any Wind Tome
Wyvern Wyvern Iron Bow Any Bow - Sonic Sword Sonic Sword - Wind Tome Any Wind Tome
Laguz Laguz (General) Laguzslayer Laguzslayer - Laguz Axe Laguz Axe - Laguz Lance Laguz Lance - Laguz Bow Laguz Bow
Beast Laguz (Beast) Flame Lance Flame Lance - Fire Tome Any Fire Tome
Bird Laguz (Bird) Sonic Sword Sonic Sword - Iron Bow Any Bow - Wind Tome Any Wind Tome
Dragon Laguz (Dragon) Bolt Axe Bolt Axe - Thunder Tome Any Thunder Tome

Skills

These are abilities any unit can possess that can have effects during a fight or while doing other types of actions. Some Skills are already learned by certain units, while other skills can be learned by making a unit use a scroll. There are also another type of skills, the Mastery Skills, learnable only by using Occult Scrolls, but can only be used when a unit is promoted.

It is possible to learn as many Skills as their Capacity (CAP) can permit it. This capacity can be seen through the information window of the unit, or in the Skills sections at the base, where you can use the scrolls to learn skills. The amount of CAP required by the skills may differ per each skill, as the amount of CAP that a unit can have may differ in each unit. Units that can promote do get +5 CAP upon promotion.

Another important note about skills is that not only skills will be activated under certain conditions, but may also have a probability of activating, after meeting the condition, which can either use the SKL or the LCK stat of a unit to calculate the probability of activation.

Standard Skills

Skill Description CAP
Adept Adept (SKL)% Chane unit can make an extra attack 10
Blossom Blossom Unit's EXP gain decreased by 2/3, but allows a second chance to increase a stat on level up 15
Canto Canto Allows unit to restore an allied unit's movement. If unit is an Heron, can restore up to 4 allied unit's movement 20
Celerity Celerity Increase MOV by 2 15
Corrosion Corrosion (SKL)% Chance of lowering enemy unit's weapon usability by (Unit Lv / 4) 10
Counter Counter (SKL/2)% Chance to Inflict back half of the damage received to enemy unit 5
Gamble Gamble Halves accuracy, but doubles critical chance 10
Guard Guard (SKL)% Chance after hitting an enemy unit to negate counterattack 10
Insight Insight Accuracy increased by 20 0
Knife Knife Allows unit to equip Knives 0
Lumina Lumina Allows unit to equip Light Tomes 0
Miracle Miracle (LCK)% Chance to reduce Lethal damage to half of current unit's HP 5
Nihil Nihil Negates skills during battle 15
Paragon Paragon Doubles EXP earned 15
Parity Parity During Battle, negates both this unit and enemy unit's terrain bonuses, support bonuses, and skills 5
Provoke Provoke Increase probability of being attacked by enemy units 5
Reinforce Reinforce Unit can call 3 allied units (usable only twice per map) 15
Renewal Renewal At the beginning of the turn, heals by 10% 15
Resolve Resolve When unit's HP is half, STR, SKL, and SPD increased by 50% 10
Saviour Saviour When rescuing a unit, SKL and SPD won't be penalized 10
Serenity Serenity Halves the Biorythm effect 5
Shade Shade Decreases the probability of being attacked by enemy units 5
Smite Smite Shove command pushes units by 2 tiles instead of 1 10
Steal Steal Allows unit to steal items from enemy units 0
Tempest Tempest Doubles the Biorythm effect 5
Vantage Vantage Unit will always attack first 10
Vigilance Vigilance Avoidability increased by 20 0
Wrath Wrath When unit's HP is half, critical hit rate increased by 50% 10

Mastery Skills

Skill Description CAP Class
Aether Aether (SKL)% Chance to activate Sol followed by Luna 20 Lord
Blessing Blessing Units adjacent restore HP (based on MAG) at beginning of turn 20 Heron
Boon Boon Units adjacent recover from status effects 20 Dragon
Cancel Cancel (SKL)% Chance to negate damage 20 Hawk
Deadeye Deadeye Doubled accuracy. (SKL/2)% Chance to put enemy unit to sleep 20 Sniper
Flare Flare (SKL)% Chance to halve enemy unit's RES 20 Sage, Bishop
Lethality Lethality 50% Chance when dealing a critical hit to kill the enemy unit (certain enemies not affected) 20 Assassin
Luna Luna (SKL)% Chance to ignore enemy unit's defence 20 Halberdier, General
Roar Roar When used, depletes enemy unit's movement (certain enemies not affected 20 Cat, Tiger
Sol Sol (SKL)% Chance to restore HP for the amount of damage inflicted 20 Paladin, Valkyrie
Stun Stun (SKL/2)% Chance to make enemy unit unable to move 20 Wyvern Lord, Falcon Knight, Princess Crimea
Vortex Unit can a 1-2 range wind magic attack 20 Raven

Forge

The Forge is a new addition in Path of Radiance that gives the ability for only once in each chapter to create a new weapon with enhancements. The Forge will become available from Chapter 8 and later, through the shop menu. With the forgery you are able to create any weapon with new modifications to it to make it stronger (or weaker, not suggested), each modification costing a certain sum of gold, depending on how many modifications are done and the weapon you're forging. There are 4 stats that you are capable of forging:

  • MT (Might): The strenght of the weapon, added up with the offensive stat of the unit to deal damage. It's generally the most suggested stat to increase with any weapon.
  • Hit (Accuracy): Probability to hit an enemy with the weapon. This can be useful to increase with weapons that have low hit or for units that have low accuracy.
  • Crit (Critical): The chance to inflict a critical hit. Mostly not a useful stat to increase, and only worth considering if you have too much gold.
  • WT (Weight): The heaviness of the weapon, determining the attack speed of the unit confronting it with its STR. This can be useful to decrease if you plan to give the weapon to any unit who suffers from low STR, so that their attack speed is intact.

More weapons will become available for forgery once enough progress has been made in the game, but higher level weapons will require more gold to forge them.

Generally, the weapons that are suggested to forge are Iron Lances and Iron Axes, or Javelins and Handaxes when you have no need for the normal weapons. Lances and Axes are the most used weapons in the game and most of the good units use them, while Swords and Bows are not as prevalent or even necessary. Tomes may be forged for specific needs, mainly for their effectiveness to certain units or for a certain strategy in any map. When available, you can switch with Steel weapons, of course if gold is available. Silver weapons have a very high cost, and are not suggested to be forged.

Bonus Experience

Most of the chapters in the game have different conditions to be met to be awarded EXP points that can be used through the base. These can be assigned to any unit, and function similiarly to the normal EXP that you get in a map through fighting or using staves or abilities, and can also be used to bring a unit to level 21 and promote them. There is no stat penalty by using the Bonus EXP to level up a unit, except possibily if playing on Fixed Mode, since stats level up is also determined by what enemy units your own units fight usually.

The conditions may vary depending on the map itself, where it can ask to do specific tasks (don't kill a certain unit, finish a chapter under a set amount of turns, etc.). The awarded BEXP from these tasks can also vary depending on the difficulty selected, without modifying the requirement for the task itself. Generally, lower difficulty yields more BEXP, and higher difficulty yields lesser BEXP.

When clearing a chapter, if you have the related setting activated, you can be notified about which task you have accomplished and how much BEXP you have gotten. Otherwise, from Chapter 8 onward, Soren will give you a run down of your performance and how much BEXP you currently have.

Formulas

Important formulas used during combat

  • Attack (Physical/Magical): STR/MAG + [(Weapon's Might + Triangle Bonus) + Weapon Effectiveness] + Support Bonus
  • Damage Dealt: (Attack (Physical/Magical) - Enemy's DEF/RES) + x3 if Critical
  • Damage Taken: DEF/RES + Support Bonus + Terrain Bonus
  • Attack Speed: SPD - (Weapon's Weight - Unit's Strenght)
  • Double Attack: Player Unit's Attack Speed > = 4 of enemy unit's Attack Speed
  • Accuracy: Weapon Hit + (SKL x 2) + LCK + Triangle Bonus + Biorhythm Bonus + Support Bonus
  • Avoidance: (Attack Speed x 2) + LCL + Biorhythm bonus + Support bonus + Terrain bonus
  • Combat Accuracy: Player Unit's Accuracy - Enemy Unit's Avoidance
  • Staff's Accuracy: {30 + [(MAG – Enemy Unit’s RES) x 5] + SKL} – (Distance between units x 2)
  • Critical Chance: Weapon's Critical + (SKL / 2) + Support Bonus + Bond Bonus + Critical Bonus
  • Critical Avoidance: LCK + Support Bonus (100% if Bond Bonus in effect)
  • Combat Critical: Player Unit's Critical Chance + Enemy Unit's Avoidance

Explanation of some bonuses

Triangle Bonus: If a weapon is effective against enemy's weapon, +10 Accuracy and +1 Damage. Otherwise, -10 Accuracy and -1 Damage.
Weapon Effectiveness: If a weapon is effective against an enemy unit, the damage is multiplied by x2. Otherwise, it stays neutral, x1.
Support Bonus: If a unit is at least 3 spaces of distance near another a supported unit, they can get bonuses based on both unit's affinities and support level.
Bond Bonus: If a unit has a Bond with another unit, either +5 Critical Chance or +10 Critical Chance depending on the bond. Biorhythm Bonus: Random factor that can be consulted in the unit's stats page at any time. If good, +5 Accuracy, or +10 Accuracy with the skill Tempest, or +2 Accuracy with the skill Serenity. Otherwise, -5 Accuracy, or -10 Accuracy with the skill Tempest, or -2 Accuracy with the skill Serenity.
Terrain Bonus: Some terrain can either give +10 Avoidance or +1 Defence or both. Flying units cannot use these bonuses.
Critical Bonus: If the unit is a Swordmaster, a Berserker, or a Sniper,+15.

Tips and Tricks

  1. Mounted units are the best units in the game, due to having high movement, generally good stats, and the Canto ability, where it lets them move again after any action, based on how much movement they have left from before attacking, if they have moved at all.
  2. Thieves are able to steal any item an enemy unit has that is not currently equipped, as long as they have higher STR then the WT of the weapon they want to steal, and also more attack speed than the enemy, even by just 1 point. Prioritize stealing important items that are not often found in the game (Psychic, Elixir).
  3. You can highlight the enemy units' movement and attack range while it is your turn. This can greatly help you make decisions on where to move your units. Remember that some units won't move until at the least close to their attack range, or don't move at all.
  4. You don't need to level up all of your units, just a few are enough to beat the game, as long as they get all the resources to make them good. At most, you would need 10 or so units, with 1 of each type of unit in the game. Choose wisely who to assign BEXP, as it is a finite resource.
  5. Units can automatically promote when they reach lv 21, either by gaining EXP in battle or by using BEXP in the base. Only Ike and Volke can't promote until later in the game, while Sothe and the Laguz units are uncapable of promoting.
  6. Early promotion through Master Seals would normally be a valid idea to have a strong unit early, but considering the BEXP system and the lv 21 promotion in Path of Radiance, you won't be in need of them, unless some strategy for certain map requires it. Most of the time, they are better off used on Rhys and Mist, who are very slow to level up, and would want an earlier boost from their promotion.
  7. Stat boosters should be used as soon as possible. If you have a unit in mind that may need them or you do not know who to give them to, you can hold them off until you are sure.
  8. Weapon Level is extremely important for making units use the highest level weapons, like the Silver Weapons. Make sure that units use that weapon type frequently to level up their weapon level. Also, some weapons can give varying weapon experience on use, but most of the time higher level ones yield more weapon experience.
  9. Stat Booster items are very valuable items, but there are also very few in the game. Try no to waste them, and give them to units who might really need them, wether to fix a bad important stat, or to just make them stronger.
  10. The contents of the shop will change in each chapter, and sometimes a certain weapon won't be available until some chapters later. Make sure to always store some extra weapons for safety, especially in the case of Handaxes and Javelins.

Walktrough

Prologue: Mercenaries

Map

Prologue

Objective: Defeat boss
Defeat: Ike dies

Bonus EXP
None

Max Units
1 (Ike, Obligatory)

Allies
None

Items

Treasures
After defeating Boyd - Vulnerary Vulnerary

Dropped by Enemies
None

Notable Steals
None

Enemies

Units
B-Red Boyd

Reinforcements
Reinforcement - Yellow After defeating Boyd:
G-Red Greil appears to the west

Boss

Small_portrait_boyd_fe09 Boyd

Fighter Lv 2 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 18 6 0 5 6 3 3 0 10 10 6
Equipment Practice Axe Practice Axe
Skills Discipline Discipline

Small_portrait_greil_fe09 Greil

Hero Lv 10 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 22 5 4 4 6 4 4 4 12 13 7
Equipment Trainer Trainer
Skills Discipline Discipline

Achievements

Tough Love (2)
Have Mist scold you for not handling your sword properly

Guide

We'll start the game with the introductory chapter and in control of our main lord, Ike. For this chapter, simply attack Boyd. Then you should defeat him during enemy turn.

Greil will appear after you've defeated Boyd. Get close to him and heal with the vulnerary given to you by Mist, or you'll be defeated. After the first turn, check your HP and how much damage Greil does, and either attack or do nothing if you're at risk of being defeated during enemy turn. Next turn, attack him and you should be done with this chapter.

As a forewarning, Ike will always be Obligatory in all the chapters of the game, since he is the Lord of the game. It is especially important that he becomes strong to get two achievements in particular, Child of Gawain and An End to the Terror. More information about these achievements on their respective chapters, Chapter 27: Moment of Fate, and Final Chapter: Repatriation.

There is no achievement for completing the prologue, but there is one achievement here, Tough Love.

Tough Love (2)
Have Mist scold you for not handling your sword properly

Simply open your inventory during your turn, select the Trainer and discard it. A cutscene will play, were Mist scolds you and gives back your sword. You'll get the achievement, and you'll also be an idiot.

Chapter 1: The Battle Begins

Map

Map 1

Objective: Seize
Defeat: Ike dies

Bonus EXP
Clear the chapter in 3 turns or less: 200 BEXP (-10 EXP penalty for each extra turn taken)

Max Units
4 (Ike, Titania, Boyd, Oscar, Obligatory)

Allies
None

Items

Treasures
Beginning of chapter - 4x Iron Sword Iron Sword (only if you skip the tutorial)
1-White (Building) - Steel Sword Steel Sword
2-White (Building) - Seraph Robe Seraph Robe\

Dropped by Enemies
B-Red (Zawana) - Iron Axe Iron Axe
A-White (Myrmidon) - Iron Sword Iron Sword

Notable Steals
None

Enemies

Units
B-Red Zawana
4x Fighters
2x Myrmidons
3x Bandits

Reinforcements
None

Boss

Small_portrait_zawana_fe09 Zawana

Bandit Lv 5 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 29 6 0 5 6 0 5 0 10 11 5
Equipment Iron Axe Iron Axe
Skills None

Achievements

Fresh Member of the Greil Mercenaries (2)
Clear 'The Battle Begins'

Guide

Top right Building is impossible to save, so don't you bother trying to save it. For the top left Building, especially on hard, it requires one of the Knights to reach it in time before the bandits do. Send Titania there, as she can easily kill any bandit there by herself, making it safe to grab the Seraphic Robe. This can also make sure that Titania won't steal kills to other units so they get more EXP, but do use her if you feel like you're in danger (though if you are, consider using a Vulnerary). It's best to put Oscar and Ike at the center, while Boyd stays behind to kill the Fighter that is south, and then send him to the center when possible.

The boss can be easily defeated by Titania, but consider sending Ike instead, so that he gets some EXP out of it. Seize the mansion after defeating Zawana, and you've cleared your first chapter and earned Fresh Member of the Greil Mercenaries.

Fresh Member of the Greil Mercenaries (2)
Clear 'The Battle Begins'

Chapter 2: Rescue

Map

Map 2

Objective: Rout Enemy
Defeat: Ike dies

Bonus EXP
Clear the chapter in 5 turns or less: 200 BEXP (-10 penalty for each extra turn)

Max Units
4 (Ike, Boyd, Oscar, Rhys, Obligatory) + 1 (Titania, Reinforcement)

Allies
None

Items

Treasures
None

Dropped by Enemies
B-Red (Ikanau) - Speedwing Speedwing
A-White (Myrmidon) - Vulnerary Vulnerary
B-White (Fighter) - Steel Axe Steel Axe

Notable Steals
None

Enemies

Units
B-Red Ikanau
5x Bandits
2x Myrmidons
6x Fighters

Reinforcements
None

Boss

Small_portrait_ikanau_fe09 Ikanau

Bandit Lv 7 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 31 8 0 3 6 1 4 0 13 14 5
Equipment Iron Axe Iron Axe Speedwing Speedwing
Skills None

Achievements

Kidnapped! (2)
Clear 'Rescue'

Guide

Many enemy units will move towards you at the beginning, and you now have one unit that is fragile and also important for your survival (Rhys, a Priest that can heal other units). Have the other units block the movement of the enemies to keep Rhys safe, and position them in a way so that Rhys can also heal them when needed (remember that he also gains EXP only when using staves). Titania will appear on turn 3 to the south of the map, near where you should be. Remember that you're better off making the others get EXP, and use her more to block other enemies, or in case someone is in danger of dying.

As you move forward, make use of the thickest in the middle of the map to per chance avoid enemies attacks. Reaching the boss, have Ike killing him, but make sure to drag the boss away from the thicket. On hard difficulty, the boss moves if you're near his range, so use that to move him out of there. Killing all of the enemies will finish the chapter and earn you Kidnapped!.

Kidnapped! (2)
Clear 'Rescue'

Chapter 3: Pirates Aground

Map

Map 3

Objective: Defeat Boss
Defeat: Ike dies

Bonus EXP
Clear the chapter in 6 turns or less: 200 BEXP (-10 EXP for each extra turn)

Max Units
4 (Ike, Titania, Shinon, Gatrie, Obligatory)

Allies
M-Green Marcia (Appears when crossing halwfay through the map, designated by the green line)

Items

Treasures
1-White (Building) - Elixir Elixir

Dropped by Enemies
B-Red (Havetti) - Thief Band Thief's Band (Available only if you've beaten the game once)
A-White (Bandit) - Vulnerary Vulnerary
B-White (Fighter) - Hand Axe Hand Axe
C-White (Myrmidon) - Vulnerary Vulnerary

Enemies

Units
B-Red Havetti
3x Myrmidons
2x Fighters
1x Archer
8x Bandits

Reinforcements
None

Boss

Small_portrait_havetti_fe09 Havetti

Bandit Lv 9 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 33 10 0 7 9 0 7 0 14 15 5
Equipment Hand Axe Hand Axe Thief Band Thief Band*
Skills None

*Available only on a completed game file

Achievements

Sea Scum (3)
Clear 'Pirates Aground'

Guide

If you go past the green line on the map above, past the Building on the right, Marcia will appear, near some enemy units. To recruit her, you need to make sure that Ike talks with her in this chapter, so that she retreats from the map and survives, for then recruit her in a later chapter. Best way to do this is to, of course, getting rid of all the enemies as fast as possibile, so Titania is going to be needed here to ensure that. Put Ike right in front of the green line, and the next turn have Titania kill the Bandit in front of the bridge of the boat. Then push Ike with Shinon and Gatrie, so that he can get as far as possibile, or rather as near as possibile to the Fighter on the other end of the bridge. This way, when Marcia appears, you'll be near enough to her with Ike, and Titania on the back can reach Ike no problem, or even go on the boat if Ike is capable of defeating in two rounds the Fighter.

Warning

Not only is Marcia a really good unit to consider using, but you need to talk to her in order to earn an achievement in Chapter 8, On Wings.

Once you've made sure to talk with Marcia, simply defeat all of the enemies on the map to get the EXP to your units, and then defeat the boss, with either Ike or Titania. The boss this time has and Hand Axe, letting him attack from a distance of 2 spaces. Just be aware of that if Ike needs to heal.

Killing the boss will end the chapter and get you the achievement Sea Scum.

Sea Scum (3)
Clear 'Pirates Aground'

Chapter 4: Roadside Battle

Map

Map 4

Objective: Defeat Boss
Defeat: Ike dies

Bonus EXP
Clear the chapter in 4 turns or less: 300 BEXP (-10 EXP for each extra turn)

Max Units
6 (Ike, Titania, Rhys, Shinon, Gatrie, Soren, Obligatory)

Allies
None

Items

Treasures
Beginning of Chapter: Regal Sword Regal Sword (on Ike's inventory)\

Dropped by Enemies
B-Red (Maijin) - Javelin Javelin
A-White (Soldier) - Vulnerary Vulnerary

Notable Steals
None

Enemies

Units
B-Red Maijin
13x Soldiers
2x Myrmidons
1x Fighter
5x Archers

Reinforcements
None

Boss

Small_portrait_maijin_fe09 Maijin

Knight Lv 10 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 32 9 0 7 6 2 11 1 12 16 5
Equipment Javelin Javelin Vulnerary Vulnerary
Skills None

Achievements

The War Begins (5)
Clear 'Roadside Battle'

Guide

Soren will be the first mage you'll recruit in the game. Due to his capability of gaining high MAG and the possibility of learning Staff by advancing to Sage, he can be one of the units to consider for a future achievement, Shining Light. More information about this on the corresponding chapter, Final Chapter: Repatriation.

Because of the large number of enemies and you now having 2 units that are fragile (Rhys and Soren), you need to make sure they are out of harm's way by blocking all the enemies with your other units, and to also not be in range of Archers, that can attack from two spaces of distance. Even Shinon can be used for this, since he's "technically" overleveled for them to deal serious damage. Do try to make use of the Thickets or Healheadges if needed, to lower the amount of damage that the enemy units inflict on you.

The boss this time around is an armored unit. They have higher defence but low resistance, which means they're vulnerable to magic. Ike can kill him by using the Regal Sword, which grants him effective damage against Knights and Armored units. You can also take him down with Titania (which is a waste), or by using Soren, though the boss has a Javelin, which can be a bit dangerous for him and his 2 defence.

Killing the boss will finish the chapter and give you the achievement The War Begins, however you should try to kill all the enemies here with the units that you want to build up, as there is a good amount of EXP here.

The War Begins (5)
Clear 'Roadside Battle'

Chapter 5: Flight!

Map

Map 5

Objective: Defend for 6 turns
Defeat: Ike dies, Enemy seizes location

Bonus EXP
None

Max Units
8 (Ike, Titania, Boyd, Oscar, Rhys, Shinon, Gatrie, Soren, Obligatory)

Allies
None

Items

Treasures
None

Dropped by Enemies
B-Red (Dakova) - Ashera Icon Ashera Icon A-White (Soldier) - Torch Torch
B-White (Fighter) - Hammer Hammer
C-White (Sword Knight) - Vulnerary Vulnerary
D - White (Myrmidon) - Iron Blade Iron Blade

Notable Steals
None

Enemies

Units
B-Red Dakova
7x Soldiers
2x Myrmidons
2x Fighters
3x Archers
2x Sword Knights
2x Lance Knights

Reinforcements
Reinforcement - Yellow On turn 4 and 5:
3x Soldiers to the south;
1x Soldier and 1x Archer to the west.

Boss

Small_portrait_dakova_fe09 Dakova

Knight Lv 13 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 30 10 0 8 5 0 9 0 13 12 7
Equipment Iron Lance Iron Lance Javelin Javelin Ashera Icon Ashera Icon
Skills None

Achievements

Into the Mist (5)
Clear 'Flight!'
Dakova the Slain (5)
Clear 'Flight!' after killing Dakova

Guide

Because we are playing on hard difficulty, this map will have fog of war, meaning parts of the maps will be obscured to you, and enemies will be hidden. If you move a unit to where one of the hidden enemies are located, the unit will stop in front of them and end immediately their move. Units will let you see a bit of the map for a certain distance, with Thiefs giving you a wider vision of the map. Bear in mind that enemy units will still move inside the fog of war, so be careful who you're moving. Move units that can safely move forward (Knights for example), and don't put your most fragile units in danger.

The objective of the map is to not let any enemy unit move towards the location for 6 turns. Almost all of the enemy units will move towards this location to try to capute it. You don't need to kill all of the enemies to finish the chapter, which typically in this type of map has many of them rushing in, with also reinforcements at different intervals. You need to just make sure nobody caputers the green point on the map under the allocated amount of turns.

Have Ike defend the road to the west, since the one south has many soldiers with lances that can hurt him badly, and he can use the Healhedges for more survival. Despite Boyd being a Fighter, you probably would want him to the left, since he doesn't really have a high defence to take one many units. One of the enemy Fighters to the west has an Hammer, a weapon that is effective against Knights like Gatrie, so have him defend the south road instead to be safe. Oscar and Titania can be put to defend the south road, especially if you have the Javelin and Hand Axe from previous chapters to take care of the Archers. Meanwhile Shinon and Soren can either be used to kill low HP enemies or to weaken them enough to be killed by your other units, plus Shinon can technically be used to block the enemies, since he does have higher stats for this map.

You should also take note that there are Archers, Spear Knights and Sword Knights here, and they can surprise you if you're not careful with your positioning and potentially kill Soren or Rhys. Always make sure to block the roads with your most resistant units, and that there is no risk of enemy Archers bein nerby.

The boss of this chapter, Dakova, is not really required to be killed to complete the chapter. But one achievement requires to kill him and finish the chapter, Dakova the Slain.

The most difficult part is more to be able to approach him, rather than killing him. For killing him, you could try to kill the Fighter on the left with the Hammer, then give it to Titania and make her kill the boss with it, although not exactly necessary, and a Steel Axe is just as fine.

The boss is to the south, where there are many enemies, plus most of the reinforcements will come through here too. The only units at your disposal that can push through this many lance units with minimal risk would be Oscar, Gatrie, and of course Titania. Even then, they might need to use some Vulneraries to survive, Titania too. Boyd, despite being an axe unit, is not really that resistant to put him against many enemies at once, and Ike is a sword unit, meaning he'll always be on a disadvantage and possibly die to a Soldier.

First and foremost, kill all the enemies right outside the gate. When their numbers are low enough, you can send Titania outside with an Hand Axe or Javelin, so that she can take care of the Archers that are around the area while also taking care of some Soldiers. Only thing to worry about would be the Sword Knight and the two Myrmidons besides the boss, so make sure to take from Gatrie the Steel Lance and give it to Titania, so that she won't be at a disadvantage. If you're worried that she can die, you can also give her an Elixir that you should've gotten in Chapter 3: Pirates Aground. After Titania has killed the boss, send her back to safety with the other units.

When you've defended the point until the last turn, if you've killed Dakova, you should get the achievement Dakova the Slain.

Dakova the Slain (5)
Clear 'Flight!' after killing Dakova

Of course, you'll also get the achievement for finishing the chapter, Into the Mist.

Into the Mist (5)
Clear 'Flight!'

Chapter 6: A Brief Diversion

Map

Map 6

Objective: Escape
Defeat: Ike dies

Bonus EXP
Clear the chapter in 4 turns or less: 300 BEXP (-10 EXP for each extra turn) Player units escape through the escape point: 10 BEXP per unit

Max Units
6 (Ike, Titania, Boyd, Oscar, Soren, Rhys, Obligatory)

Allies
None

Items

Treasures
Clear the chapter with Rhys alive - Mend Mend (on Rhys' inventory)\

Dropped by Enemies
B-Red (Emil) - Short Spear Short Spear
A-White (Lance Knight) - Poleaxe Poleaxe
B-White (Myrmidon) - Vulnerary Vulnerary

Enemies

Units
B-Red Emil
9x Soldiers
2x Myrmidons
4x Archers
2x Knights
2x Axe Knights
2x Mage
2x Priests

Reinforcements
None

Boss

Small_portrait_emil_fe09 Emil

Halberdier Lv 2 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 32 8 1 13 12 2 10 4 11 15 7
Equipment Short Spear Short Spear
Skills Serenity Serenity

Achievements

Escaping the Homeland (5)
Clear 'A Brief Diversion'
A Hard March Towards the South (25)
Clear all chapters up to 'A Brief Diversion' on Hard difficulty and begin your march towards Gallia

Guide

This is an escape map. To complete it, Ike needs to reach the yellow square and escape. It doesn't matter if no enemy units are killed or if some are remaining. However, you do get some BEXP if you also let your other units escape the map, as you should try to do, once you made sure to get everything or every enemy unit is killed to get the most EXP.

This chapter has the particularity where enemies won't be moving towards you until you move out of the thicket. You can take this opportunity to move to a better position based on what bridge you want to take. It doesn't really matter, but the left path has fewer enemies to kill, which can give you more breathing space for the rest and the ones around the boss (boss doesn't move even if you're near).

If you still have the Hammer, that can be put to good use against the Knights, or even the Regal Sword of Ike can be used. Mages are introduced here and they might be dangerous for any unit with low res (Boyd). Use anyone with good enough RES to kill them.

The boss this time around is an Halberdier, a promotion of the Soldier class. It does have respectable stats, and weilds a Short Spear, a more advanced Javelin, so using Soren might be too risky. Use anyone with good DEF, or Titania too.

When you've cleared this map by making Ike escape, you'll get Escaping the Homeland.

Escaping the Homeland (5)
Clear 'A Brief Diversion'

Also, if you're playing on Hard difficulty, you'll also earn A Hard March Towards the South.

A Hard March Towards the South (25)
Clear all chapters up to 'A Brief Diversion' on Hard difficulty and begin your march towards Gallia

Chapter 7: Shades of Evil

Map

Map 7

Objective: Rout Enemy
Defeat: Ike dies

Bonus EXP
Clear the chapter in 10 turns or less: 300 BEXP (-10 EXP for each extra turn)

Max Units
6 (Ike, Titania, Boyd, Oscar, Rhys, Sore, Obligatory) + 2 (Shinon, Gatrie, appearing alongside enemy reinforcement) + 1 (Mia, upon being recruited)

Allies
M-Green Mia (appears at end of turn 1, can be recruited by talking to her with Ike)

Items

Treasures
1-White (Chest) - Armorslayer Armorslayer
2-White (Chest) - Ward Ward
3-White (Chest) - Miracle (Scroll) Miracle

Dropped by Enemies
B-Red (Baulmer) - Mage Band Mage Band (Available only if you've beaten the game once)
A-White (Soldier) - Chest Key Chest Key
B-White (Soldier) - Chest Key Chest Key
C-White (Mage) - Fire Tome Fire

Notable Steals
None

Enemies

Units
11x Soldiers
5x Knights
2x Fighter
3x Archer

Reinforcements
Reinforcement - Yellow Turn 2:
1x Thief, on the lower-left side of the map.
Reinforcement - Orange When moving towards the top part of the map, designated by the orange line:
B-Red Baulmer, 2x Myrmidons, 1x Knight, 1x Priest on the north edge of the map;
1x Soldier and 1x Mage, both to the south and to the lower-left side of the map;
2x Knights to the left side of the map;

Boss

Small_portrait_balmer_fe09 Baulmer

Sage Lv 1 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 27 1 8 10 11 5 6 14 9 9 6
Equipment Elfire Tome Elfire Mage Band Mage Band*
Skills None

*Available only on a completed game file

Achievements

Heya, Boss! (2)
Recruit Mia
Reunited (5)
Clear 'Shades of Evil'

Guide

This map will have many Soldiers and also a bunch of Knights on the map. They can get a bit overwhelming even for Titania, so you have to take it one step at a time to eliminate all of them. Soren will help you against the Knights, since they have low RES, so will Boyd if you give him an Hammer. Make sure to not cross the orange line drawn on the map, or even more units will appear, including Mages that can be dangerous to your units with low RES (Boyd, Ike).

The first reinforcement happens after turn 1, which is a lone Thief to the lower-left side of the map. These units aren't exactly dangerous to you, but they can steal items contained in the Chests on the map, to then run away from the map with the items. You need to make sure to eliminate this thief, and Oscar and Titania are the only ones with enough Movement to reach it fast, although you need to make sure that the others catch up to them as soon as possible for assistance. You can also retrieve the items they hold by killing the thief, but you can only get one stolen item on them, and if they have two or more, the other items are lost.

This will be especially important in future maps that have Thieves, as some achievements will require you to open the Chests before any enemy Thief does.

Before the thief appears, Mia, a Myrmidon, will appear on the right side of the map as a green unit. She will try to move in the current Ike's location by herself to talk with him and auto-recruit herself. For convenience sake, put Ike near to where she will appear, so that she'll be available right away on the next turn and not have you waste an action on Ike. This can also let you move Ike towards the room near there to kill the Fighter in there and then the Soldier to get the Key and grab the Chest with an Armorslayer in it. Recruiting Mia will also get you the achievement Heya, Boss!.

Heya, Boss! (2)
Recruit Mia

The boss of this map, Baulmer, will appear only when you cross the orange line on the map. He won't move from where he is, but he is guarded by 2 Myrmidons, a Knights, and a Priest, on top of the 2 Knights in front and another 2 appearing to the left. However, Shinon and Gatrie will also appear on the map, outside of the room with the 2 Chests. Gatrie especially will be very useful to block the entrance, while Shinon can kill the Soldier in the room, grab the key and open the Chests, or go down and help the other units in killing the rest of the enemies.

After taking care of all the enemies carefully, you can go and kill the boss. Make sure that the units have enough HP to take another hit next turn, especially Ike with his low RES, and to remember to use ranged weapons anyway, like the Short Spear or the Hand Axe, or Shinon's Bows. After killing every enemy on the map, there will be some cutscenes, and then you'll earn the achievement, Reunited.

Reunited (5)
Clear 'Shades of Evil'

Chapter 8: Despair and Hope

Map

Map 8

Objective: Defend for 8 turns
Defeat: Ike dies, Enemy seizes location

Bonus EXP
For each unit not deployed: 50 BEXP

Max Units
6 + 1 (Ilyana, upon being recruited)

Allies
None

Items

Treasures
None

Dropped by Enemies
B-Red (Kamura) - Soldier Band Soldier Band
A-White (Archer) - Longbow Longbow
B-White (Priest) - Red Gem Red Gem
C-White (Priest) - Pure Water Pure Water

Notable Steals
None

Enemies

Units
B-Red Kamura
I-Red Ilyana (Can be recruited by talking to her with Ike)
1x Fighter
4x Myrmidons
3x Archers
3x Soldiers
6x Knights
2x Lance Knights
2x Sword Knights
2x Axe Knights
2x Priests

Reinforcements
Reinforcement - Yellow Turn 5:
2x Knights North;
2x Soldiers South-East, near the boss.
Reinforcement - Orange Turn 6:
2x Soldiers West;
1x Soldier East.
Reinforcement - Red Turn 7:
1x Mage and 1x Soldier West;
2x Soldiers South-West;
2x Lance Knights South-East, near the boss.
Reinforcement - Purple Turn 8:
1x Soldier and 1x Myrmidon East.

Boss

Small_portrait_kamura_fe09 Kamura

Knight Lv 18 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 35 13 2 8 6 8 13 8 12 16 5
Equipment Steel Lance Steel Lance Short Spear Short Spear Soldier Band Soldier Band*
Skills None

*Available only on a completed game file

Achievements

Merchant Mercenary (5)
Recruit Ilyana
Backed into a Corner (5)
Clear 'Despair and Hope'
Hero Training (10)
Clear 'Despair and Hope' using only Ike

Guide

Make a save for this chapter, so that we can get one achievement out of the way, Hero Training.

You want Ike as high level as possible, so that he survives all 8 turns. It doesn't really matter if he can't kill anyone, and you can even take off his weapons so that he doesn't waste their usage. To reliably resist for 8 turns, Ike would need to have at the least 10 or more points in DEF and SPD, which he should get at level 15 or so. If he has lower SPD, consider using a Speedwing on him, and also consider using a Seraph Robe to increase his HP to make him survive better. Naturally, do give him a multitude of Vulneraries (or the Elixir if you still have that) so he can heal himself. The defence point does heal him for 3 HP, which can be useful.

As far as strategy goes, you just either skip your turn, or make him use a Vulnerary everytime he is missing 1/3 of HP. Like mentioned before, it doesn't matter if he kills anybody, and unequipping his weapon would also make sure nobody attacks him twice too, besides not using his weapons. At the end of turn 8, if Ike survies, you'll earn the achievement Hero Training.

Hero Training (10)
Clear 'Despair and Hope' using only Ike

After being done with this, you can reload your save to do the map the normal way and recruit Ilyana. If you have, somehow, recruited Ilyana with just Ike, then you're technically done here, but it is suggested to do it the normal way, because you'll get much more EXP to your units this way (plus Ike won't be able to promote until Chapter 18).

Among the enemy units, there is Ilyana, to the north of the map. She will move towards Ike, but she won't attack him (or anybody else), even if she's an enemy unit, and if you talk to her, she will joing you. You need to decrease the number of enemies to the left side as fast as possible, so that she can reach Ike. Put Ike and Boyd in front of the left entrance, so that they are positioned safely enough to get heals by Rhys and letting them attack all the enemies together. Boyd should be given an Hand Axe to be able to attack from distance, while Ike should use his Regal Sword or Armorslayer to take care of the Knights. Once you see an opportunity to talk to Ilyana, do so, and on recruitment you'll get the achievement, Merchant Mercenary (5). Also, make sure she moves to safety.

Merchant Mercenary (5)
Recruit Ilyana

As this is a defence chapter, you need to defend the other entrances so that enemies won't run you over. For the right side, Oscar would be best, even if he can't kill the Knights, if you put him right in front of the stairs he won't be attacked by two enemies at a time (excluding the one archer with a Longbow, but it won't do that much to him). For the lower path, you can put either Boyd or Titania. If you put Titania, you would also have a chance to defeat all the Knights down there, and even go after the Priest and the Boss with an Hammer to grab their items, though it is not necessary to do.

Make sure that everyone has Vulneraries, and that Rhys is at no risk of being targeted by any Archers or being rushed down by a Knight, and you'll be able to survive and finish the map. This will also result in earning the achievement Backed into a Corner.

Backed into a Corner (5)
Clear 'Despair and Hope'

Chapter 9: Gallia

Map

Map 9

Objective: Seize
Defeat: Ike Dies

Bonus EXP
Clear the chapter in 8 turns or less: 300 BEXP (-20 for each extra turn)

Max Units
8 + 2 (Mist and Rolf, recruited in the first turn) + 1 (Marcia, upon being recruited)

Allies
M-Green Marcia (Appears on turn 3 if she talked with Ike on Chapter 3; Can be recruited by talking to her with Ike)
L-Yellow Lethe (Recruited at the end of the chapter if she survives)
M-Yellow Mordecai (Recruited at the end of the chapter if he survives)

Items

Treasures
1-White (Building) - Restore Restore
2-White (Building) - Talisman Talisman

Dropped by Enemies
B-Red (Kotaff) - Arms Scroll Arms Scroll

Notable Steals
None

Enemies

Units
B-Red Kotaff
1x Bandit
2x Soldiers
5x Fighters
3x Myrmidons
2x Archers
3x Knights
6x Mages

Reinforcements
Reinforcement - Yellow Turn 5:
N-Red Nedata (Bandit) and 2x Bandits to the north, near where the Buildings are.
Reinforcement - Orange Turn 8:
2 Bandits in the same spot as the previous reinforcement.
Reinforcement - Red When crossing the red line, near the boss' location:
4 Myrmidons besides the trees, and 2 Soldiers in front of the boss.

Boss

Small_portrait_nedata_fe09 Nedata

Bandit Lv 18 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 40 13 1 7 11 0 7 2 12 13 6
Equipment Venin Axe Venin Axe
Skills None

Small_portrait_kotaff_fe09 Kotaff

Halberdier Lv 3 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 37 14 3 13 13 7 12 6 10 14 7
Equipment Knight Kiler Knight Killer Javelin Javelin Arms Scroll Arms Scroll
Skills Counter Counter

Achievements

On Wings (5)
Recruit Marcia
Pirates! (5)
Clear 'Gallia'

Guide

Lethe and Mordecai will be yellow units for this chapter. You can't directly control them, but you can use the Order command to tell them where to go and what to do. If you don't give them any orders, they'll default to Roam, meaning they'll go around the map to kill any enemy unit. They may be strong units, but they can risk to be killed once their transformation runs out. Make sure to give them Orders and to keep an eye on them.

You need to be fast to reach the two Buildings top-left, before the Bandits get to them. Anyone strong enough that is on foot will do well here (Boyd, Ike, Soren), since the terrain will lower the movement of your Knights. Also have a healer (Mist or Rhys) accompanying them, in case you'll get poisoned often. One other thing to do is to also command both Lethe and Mordecai to move right in front of the entrance of the Building farther away. Doing this, they can help you eliminated some enemy units to the north, while also protectic the Buildings. You also wouldn't want them to randomly roam around the map, because they might accidentally trigger the reinforcement near the boss, and possiblt die due to their transformation running out, or Mordecai getting constant attacked twice by the Myrmidons.

The "boss", Nedata, is very tanky and also kind of strong, so make sure to have eliminated all the other enemies and that your units are healthy enough to take some hits from him. You can use Soren or Ilyana to attack him from afar, since he won't be able to respond to ranged attacks. That would make it safer to kill him with your closed range units. Also, make use of the fact that his movements, and the Bandit's, is reduced when moving on sea, making it easier to block his way.

On turn 3, Marcia will appear again to the right side of the map (if you have talked to her in Chapter 3). You don't really need to go after her, as she will just try to move to Ike and recruit herself by talking to him by herself. Let her do so, and you'll get the following achievement, On Wings.

On Wings (5)
Recruit Marcia

For the south part of the map, send there Titania and Oscar, since they both can't do much north due to the terrain, also Boyd if you did not bring him north, considering he can weild a Hammer if he levels up his Axe level and can help to kill the Knights and the Soldiers. Also have them be accompanied by a healer, so that they can survive better.

Make sure to not go through the red line unless you're sure to be ready. Have both Titania and Oscar with spears blocking the way, near the tree, so that they can respond to the Myrmidons that will appear. If needed, when finished with the top part of the map, you can take your time to reposition everyone south, if needed.

The actual boss, Kotaff, has a Knight Killer, which he can easily kill Titania with it. The boss does not move, so you can just attack him from the distance to take less damage. Since he has the Knight Killer equipped, one thing you can do is have Titania and Oscar attack with Javelins or Hand Axes, and reposition them away from his Javelin's attack range. This way, he'll be stuck with the Knight Killer, with no possibility to counterattack. Because of this, Soren and Ilyana can safely attack him, as long as you do rescue or push them away from the boss.

When defeated, have Ike seize the point to finish the map. You'll also earn Pirates!.

Pirates! (5)
Clear 'Gallia'

Chapter 10: Prisoner Release

Map

Map 10

Objective: Escape
Defeat: Ike Dies

Bonus EXP
Clear the chapter in 12 turns or less: 300 BEXP (-30 for each extra turn)
Do not get detected by the Soldiers: 700 BEXP
For each unit that escapes the map before Ike: 10 BEXP
Clear the Chapter: 50 BEXP

Max Units
9

Allies
S-Green Sephiram
B-Green Brom (Can be recruited by being talked with Ike, becomes a yellow unit)
K-Green Kieran (Doesn't need to be talked to, and will be recruited at the end of chapter)
N-Green Nephnee (Can be recruited by being talked with Ike, becomes a yellow unit)

Items

Treasures
Beginning of Chapter: 20.000 Gold
1-White (Chest) - Javelin Javelin
2-White (Chest) - Short Axe Short Axe
3-White (Chest) - Steel Lance Steel Lance
4 - White (Chest) - Counter (Scroll) Counter
5 - White (Chest) - Statue Fragment Statue Fragment

Dropped by Enemies
B-Red (Danomill) - Master Seal Master Seal
A-White (Soldier) - Door Key Door Key
B-White (Soldier) - Door Key Door Key
C-White (Soldier) - Chest Key Chest Key
D - White (Archer) - Chest Key Chest Key

Notable Steals
None

Enemies

Units
B-Red Danomill
3x Soldiers
2x Archers

Reinforcements
Reinforcement - Yellow If one of the allied units are in the enemies' attack range at the end of player turn:
2x Soldiers, 1x Knight, 1x Archer, 2x Myrmidons South-West, near starting point;
2x Knights, 1x Soldier, 1x Mage East, near 2nd cage;
2x Knights, 3 Soldiers North, near escape point.

Boss

Small_portrait_danomill_fe09 Danomill

General Lv 3 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 42 17 4 13 10 4 17 10 13 18 6
Equipment Steel Blade Steel Blade Steel Lance Steel Lance Master Seal Master Seal
Skills None

Achievements

A Classic Profession (1)
Hire Volke
Pressured Shoulders (5)
Clear 'Prisoner Release'
Solid Ike (10)
Clear 'Prisoner Release' without alarming the guards

Guide

Before entering the actual map, you'll meet Volke. You'll get the choice to request his services or to refuse him. The option to discuss this with your allies is just an extra cutscene that doesn't contribute to anything. Accept the offer to make him join you. At the end of the chapter, you're also needed to confirm again if you want him in the group indefinitely, to you'll want to also aswer yes. You will get the achievement A Classic Profession.

A Classic Profession (1)
Hire Volke

This chapter's Bonus EXP requirement consists on never ever being seen by any of the enemy Soldiers that are patrolling the map. To not be seen by the enemy, your units need to not be in the attack range of any of the Soldiers at the end of your turn, including also any allied unit on the map (green or yellow).

Technically speaking, you can just put Ike in the map, alongside a mounted unit, and transport him to the escape point, and that would qualify you for the Bonus EXP and also for the achievement. However, this strategy can change a lot if you also want the recruitable units and the items present on the map, also based on what characters you have available and how strong they are.

As a side note, you only need to speak to Nephee and Brom with Ike to recruit them for the next chapter. Kieran will recruit himself no matter what, as long as you open the cage, and Sephiram is not required to have him escape, though making him escape would count for the BEXP.

Below is an example of clearing the map with stealth, while also recruiting all the units and finding all the treasures.

Video Guide

Requirements:

  • Ike, to recruit the 2 units that require speaking with him;
  • Volke, to open the cages and the chests;
  • One of your strongest unit, to kill the boss of the map. This can be Soren with a forged Tome, Boyd with an Hammer, Mia with an Armorslayer (with enough STR). They'll be transported by a mounted unit who will also help them defeat the boss (Oscar, Titania).
  • All of your mounted units, for each of the unit that they will carry throughout the map (Titania, Oscar, Marcia).

Always highlight the Soldiers' attack range, or count 7 spaces of distance from them.
Have patience, and if you need to do anything, calculate the Soldiers' positioning and where they can move, and act accordingly.\

When you've successfully completed this chapter in stealth, you'll get the achievement Solid Ike.

Solid Ike (10)
Clear 'Prisoner Release' without alarming the guards

As per the non-stealth option, it is not generally suggested, as the BEXP can be very useful to your units. When you get discovered, a good number of enemy units will appear in all the entrances of the map. The reinforcement behind you can put some units in danger, depending on their positioning at the beginning. Position them while keeping this in mind, and take care of the enemies behind you first. Then move up to the escape point, while taking care of the other enemies, recruiting and carrying the prisoners with your mounted units, and opening chests with Volke. With this option, you can get the maximum amount of BEXP for the shortest turns taken to complete the chapter, even if it'll be lesser than the stealth option.

When Ike escapes through the escape point, wether in stealth or not, you'll get Pressured Shoulders.

Pressured Shoulders (5)
Clear 'Prisoner Release'

Chapter 11: Blood Runs Red

Map

Map 11

Objective: Arrive
Defeat: Ike dies

Bonus EXP:
Clear the chapter in 7 turns or less: 300 BEXP (-30 for each extra turn)
For each enemy Vigilante alive (Zihark counts as a Vigilante): 50 BEXP
Clear the chapter: 50 BEXP

Max Units
13 + 1 (Zihark, upon being recruited)

Allies
None

Items

Treasures
When viewing the base conversation "Man" - Laguzslayer Laguzslayer
1-White (Building) - Dracoshield Dracoshield
2-White (Building) - Elwind Elwind
3-White (Building) - Killer Lance Killer Lance

Dropped by Enemies
B-Red (Mackoya) - Master Seal Master Seal

Notable Steals
B-Red (Mackoya) - Laguzslayer Laguzslayer

Enemies

Units
B-Red Mackoya
Z-Red Zihark (Can be recruited by talking to him with Lethe or Mordecai)
5x V-Red Vigilantes
3x Soldiers
2x Myrmidons
3x Knights
8x Lance Knights
3x Sword Knights
1x Bow Knight
2x Mages
2x Priest
2x Thieves

Reinforcement
Reinforcement - Yellow Turn 5:
J-Red Jill and 3x Wyvern Riders, in the down-right corner of the map, near where you begin (Jill needs to survive this chapter to make her appear again in the next Chapter)
Reinforcement - Orange If any unit is in the Boss' attack range:
BK-Red Black Knight, in front of the red house near the wooden bridge

Boss

Small_portrait_mackoya_fe09 Mackoya

Paladin Lv 5 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 35 13 5 14 13 5 14 12 11 35 9
Equipment Laguzslayer Laguzslayer Iron Bow Iron Bow Master Seal Master Seal
Skills None

Small_portrait_black_knight_fe09 Black Knight

General Lv 20 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 60 30 17 30 27 11 30+5 22 13 18 6
Equipment Alondite Alondite
Skills Renewal Renewal Luna Luna

Achievements

United We Stand (5)
Recruit Zihark
Ignorance Is Bliss (5)
Clear 'Blood Runs Red'

Guide

In this Arrive map, all you need to do to clear it is to reach the blue point. You can do this with any unit, Ike is not required for clearing the map.

The enemies will be mostly concentrated in the middle path of the map, where one of the Buildings with a treasure in it. In this same path, there are also 2 Thieves, one of which will try to destroy the house and the Elwind with it. You have to quickly reach this house before the Thief does. Titania, Oscar, or Kieran are your better options, as they can resist any attack coming their way. You're also needed to move your units as soon as possible in aid of the mounted unit you sent to the Building, since they are most likely to have taken some damage and need help.

On the other side of the right-most bridge of the map, there is Zihark, a Myrmidon who can be recruited if either Lethe or Mordecai talk to him. You could send at most 2 units here, Lethe/Mordecai and someone else who can deal with the Myrmidons and Lance Knights (Boyd, Nephnee if given a forged weapon). Unfortunately, you'll most likely have to kill the Vigilantes and lose some BEXP, but the most important thing of note here is that if you make Zihark talk with Lethe or Mordecai on enemy turn, he might get in danger with the other enemy units around him. Try to put Lethe/Mordecai outside of Zihark's attack range, recruit him on the next turn, then put him behind your units to protect him better.

Once you recruit him, you'll earn the achievement United We Stand.

United We Stand (5)
Recruit Zihark

As you approach the boss, beware of his attack range. The moment one of your units gets in his attack range, the Black Knight will appear. Needless to say to stay away from there the Black Knight appears. Make sure nobody is near when approaching the boss.

There is also Jill and some Wyvern Riders that'll appear on turn 5. Jill needs to survive this chapter so that you can recruit her in the next one, so avoid confrontation with her as possible.

Agains the boss, Mackoya, you need to bait his attack with the Bow with one of your most defensive units, then just kill him on your next turn, with something like a Poleaxe or anything really. If he attacks with either Bow or Sword, take in consideration which one he used, and respond with any attack he won't be able to respond, to safely kill him. Make sure that the Laguz units are not near him, because of his Laguzslayer potentially killing them. If he attacks with the Bow, you can technically steal his Laguzslayer, if Volke

Your only obstacle will be a Knight guarding the Arrive point with a Javelin. Once you have taken care of him, reach the point with anybody, and you'll clear the chapter. This will also earn you the achievement Ignorance Is Bliss.

Ignorance Is Bliss (5)
Clear 'Blood Runs Red'

Chapter 12: A Strange Land

Map

Map 12

Objective: Rout Enemy
Defeat: Ike Dies

Bonus EXP
Clear the chapter in 9 turns or less: 200 BEXP (-20 for each extra turn)

Max Units
10 + 1 (Jill, upon being recruited)

Allies
J-Green Jill (Appears on turn 3 if she was not killed in Chapter 11; Can be recruited by talking to her with Ike)

Items

Treasures
None

Dropped by Enemeis
A-White (Raven) - Arms Scroll Arms Scroll
B-White (Raven) - Laguz Stone Laguz Stone
C-White (Raven) - Secret Book Secret Book
D-White (Raven) - Seraph Robe Seraph Robe
E-White (Raven) - Coin Coin
F-White (Raven) - Coin Coin
G-White (Raven) - Secret Book Secret Book
H-White (Raven) - Seraph Robe Seraph Robe

Notable Steals
B-Red (Seeker) - Elixir Elixir

Enemies

Units
B-Red Seeker
4x Ravens

Reinforcements
Reinforcement - Yellow Turn 3, before of Enemy Phase:
1x Raven, near the boss' location.
Reinforcement - Orange Turn 5, before of Enemy Phase:
2x Ravens, one to the top right and one bottom left of the map.
Reinforcement - Red Turn 7, beginning of Enemy Phase:
1x Raven, to the left of the map.
Reinforcement - Purple Turn 9, beginning of Enemy Phase:
1x Raven, to the right of the map.
Reinforcement - Blue Turn 11, beginning of Enemy Phase:
1x Raven, same location as the Yellow reinforcement
Reinforcement - Teal Turn 13, beginning of Enemy Phase:
2x Ravens, in the same location as the Orange reinforcement.

Boss

Small_portrait_seeker_fe09 Seeker

Raven Lv 8 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 36 17 4 17 18 11 12 10 19 16 8
Equipment Beak (Grey) Beak Blue Gem Blue Gem Demi Band Demi Band Elixir Elixir
Skills Miracle Miracle Corrosion Corrosion

Achievements

Stowaway (1)
Recruit Sothe
Laguz Hunter (2)
Recruit Jill
Helping Hand (5)
Clear 'A Strange Land'

Guide

Before starting the chapter, if you go to the base conversations and select "Boy", you'll encounter Sothe as a stowaway in your ship. Accept to take him with you to recruit him. This will also get you the achievement, Stowaway.

Stowaway (1)
Recruit Sothe

As for the map itself, you'll have only so much space to move your units around and to set up a defence against the waves of Ravens. Put in front anyone who has solid HP and DEF, preferably with enough SPD to not get attacked two times by the Ravens. Put in the back of these units anyone who is fragile or who can attack from distance (especially those who are effetive against flying units, depending on who you got).

On turn 3, Jill will appear in the down-left corner of the map. You don't have to worry about her being in danger, since she has the Laguzguard, cutting the damage the Ravens by half. Jill will try to approach Ike to talk to him. Make sure to not put Ike right on the edge of the boat, or Jill may be unable to reach Ike, due to Jill being on a lower elevation than Ike. When Jill has spoken to Ike, or viceversa, you'll recruit her, and earn the achievement Laguz Hunter.

Laguz Hunter (2)
Recruit Jill

Warning

Remember that you need both Jill and Mist support up to level A before chapter 20, for the achievement What Side Are You On (also requires to be playing on Hard Difficulty).

The Ravens and the Boss can all be killed as early as turn 9, as long as you keep your units healthy and position them in defensively. However, there are other Ravens that can appear on later turns, most of them holding items that can be useful to you. If you are interested in getting these items, it is suggested to kill the boss (because of the Demiguard, he is not so bad to deal with), then keep at the least one Raven alive by not attacking it and unequipping any weapons, no to counterattack it on enemy phase. When the next wave of Ravens appears, kill that Raven (unless it detransformed, then leave it be), and kill the other Ravens. Do this until you've grabbed all the items.

When no enemies are present, the map will be cleared. You'll also get the achievement Helping Hand.

Helping Hand (5)
Clear 'A Strange Land'

Chapter 13: A Guiding Wind

Map

Map 13

Objective: Defend for 10 Turns
Defeat: Ike Dies, Enemy seizes location

Bonus EXP
For each unit not deployed: 50 BEXP
Clear the chapter: 100 BEXP

Max Units
12 + 2 (Astride and Gatrie, upon being recruited)

Allies
A-Green Astrid (Can be recruited by talking to her with Ike)
G-Green Gatrie (Can be recruited by talking to him with Astrid)
4x Soldiers

Items

Treasures
1-White (Chest) - Killer Bow Killer Bow
2-White (Chest) - Laguz Axe Laguz Axe
3-White (Chest) - Elfire Tome Elfire
4 - White (Chest) - Longsword Longsword
5 - White (Chest) - Occult Scroll
6-White (Chest) - Energy Drop Energy Drop
7-White (Chest) - Speedwing Speedwing

Dropped by Enemies
B-Red (Norris) - Longbow Longbow
A-White (Raven) - Coin Coin
B-White (Raven) - Coin Coin

Notable Steals
None

Enemies

Units
B-Red Norris
7x Soldiers
3x Halberdiers
6x Myrmidons
2x Fighters
3x Archers
3x Mages

Reinforcements
Reinforcement - Yellow Turn 5:
2x Ravens
Reinforcement - Orange Turn 5, before the enemy phase:
2x Ravens
Reinforcement - Red Turn 7:
2x Ravens
Reinforcement - Purple Turn 9:
2x Ravens

Boss

Small_portrait_norris_fe09 Norris

Sniper Lv 5 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 35 13 4 18 14 4 13 5 10 11 7
Equipment Longbow Longbow Steel Bow Steel Bow
Skills Adept Adept

Achievements

Pushed by the Storm (5)
Recruit Astrid & Gatrie on the first turn during 'A Guiding Wind'
The True Lord of Begnion (10)
Clear 'A Guiding Wind' selecting only Ike during the battle preperations
Begnion Beginnings (5)
Clear 'A Guiding Wind'
Halfway through a Hard Journey (25)
Clear 'A Guiding Wind' on Hard difficulty and make your way into Begnion

Guide

It is suggested to do The True Lord of Begnion before anything else in this chapter, for the same reason as the other achievement similiar to this one: the amount of BEXP you get in this chapter by deploying Ike only is vastly inferior to the EXP that you can get killing all the enemies on the map. Create a save before starting the map to reload later.

At this point, Ike should be, or at the least close to, level 20. If he is not, you can give him some BEXP, just for the achievement. Other than this, give him 2 or more Vulneraries to heal, and optionally an Iron Sword, to diminish the number of enemies.

As you start the chapter with just Ike, you may, or may not, get a game over on the very first turn... It happens, because the Soldier protecting the stairs to the Defence Point was killed, making any enemy unit, including the Halberdiers that normally won't move, seize the point. You can't do much about it, just reset and hope the Soldier doesn't die.

If you are able to get Ike to the Defence Point, just let him stand there, and use the Vulneraries when you're low enough. Enemies will prioritize the green units first instead of Ike, so early on you shouldn't have many problems. The Ravens might pose a problem to you too, but if you survive until turn 5, they'll leave you alone and go for the treasures.

When you've cleared the chapter, you'll be getting the achievement The True Lord of Begnion, together with the other clear the chapter achievements.

The True Lord of Begnion (10)
Clear 'A Guiding Wind' selecting only Ike during the battle preperations

One other achievement can be done before getting into the chapter, Pushed by the Storm.

Ike by itself is not able to reach Astrid, so you'll need to push Ike closer to her with any unit that is capable of pushing him. All you need, is someone that pushes Ike to the right, in front of the bridge, and then either Mordecai with his Smite ability (pushes by 2 blocks), or 2 units that can push him constantly on the bridge.

With just these pushes, you should be able to move Ike to Astrid, recruiting her by talking to her, and then recruit Gatrie by talking to him with Astrid. I suggest using Mordecai, so that you don't have to rely on one extra unit to push Ike, and can possibly play the map still.

If you think you need to play the map proprebly after this, then reload the save before starting the map. When you've recruited both Astrid and Gatrie, you'll earn Pushed by the Storm.

Pushed by the Storm (5)
Recruit Astrid & Gatrie on the first turn during 'A Guiding Wind'

For the map itself, you're aiming to not make any enemy unit reach the defence point, especially the Ravens who can immediately reach it by turn 3 if you don't block their way and get rid of them. Your mounted units, especially the flying ones, can be very useful in this map, with their high movement, making it possible to reach the enemies as soon as possible.

Important to note is also that Astrid can potentially die on the first turn, due to a Myrmidon to the right who can attack her twice. One suggestion to avoid this is to move a Knight in the block south of Astrid, so that she stays out of danger.

Not all enemy units will move to the Defence Point, like the Mages near the Boss or the Halberdiers (except the middle one if the way to the Defence Point is clear). If you aim to kill all the units on the map, one enemy in particular to pay close attention is the one Myrmidon at the top of the map who has a Killing Edge. Even Lethe or Titania could be in potential danger if they get a critical hit by this enemy. Just to be safe, make sure to put any unit who is capable of attack from distance outside of its range, eliminating any other unit before doing this, then try to damage him from a distance, preferably using any unit on mount and using their Canto ability. Gatrie, with his high defence, could also be an option, but can also be used to defend the Defence Point.

The boss can be killed very easily if you block him and make it impossible for him to move. Due to him having only bows, he won't be able to do anything, and you can safely kill him with 1-range attacks.

There are a good number of treasures on the map, and the Ravens will start prioritizing them by turn 5. This time, you need to open them before they do for the achievement Shiny!. While clearing the map, have Volke or Sothe open the treasure chests near the Defence Point, then send them to the top of the map to open the other chests. The reason for this suggestion is because the Ravens will appear very close to the one chest at the top-left, and this is the safest method to not let them reach them. You could also deploy the other Thief if you want, and make them open the remaining chests at the bottom-right, taking care of them earlier.

One thing that can be done here, after you've eliminated all the enemies, and if you're interested in more EXP, is to leave one of these chests alone (preferably blocked by your units), and let the Ravens try to approach them. They won't try to attack you, but they can try to steal items from you, if they have higher SPD than your unit. Take this moment to kill them and get some EXP from them. On the last turn, you may open the chest and end the Chapter.

When clearing the Chapter, if you've opened all the chests before the Ravens, you'll earn Shiny!.

Shiny! (10)
Obtain all treasures during 'A Guiding Wind' in one session and clear the chapter without having an enemy open any

Just clearing the chapter, you'll earn Begnion Beginnings

Begnion Beginnings (5)
Clear 'A Guiding Wind'

If you clear the chapter on Hard Mode, you'll also earn Halfway through a Hard Journey.

Halfway through a Hard Journey (25)
Clear 'A Guiding Wind' on Hard difficulty and make your way into Begnion

Chapter 14: Training

Map

Map 14

Objective: Defeat Boss
Defeat: Ike Dies

Bonus EXP
Clear the chapter in 5 turns or less: 300 BEXP (-30 for each extra turn)
Clear the chapter: 100 BEXP

Max Units
13 + 1 (Makalov, upon being recruited)

Allies
None

Items

Treasures
1-White (Building) - Spirit Dust Spirit Dust
2-White (Building) - Vantage (Skill) Vantage
3-White (Building) - Secret Book Secret Book

Dropped by Enemies
B-Red (Gashilama) - Killer Axe Killer Axe
M-Red (Makalov) - Red Gem Red Gem (If you kill him)
A-White (Lance Knight) - Laguz Lance Laguz Lance
B-White (Archer) - Laguz Bow Laguz Bow

Notable Steals
None

Enemies

Units
B-Red Gashilama
M-Red Makalov (Can be recruited by talking to him with Marcia)
7x Bandits
6x Fighters
1x Myrmidon
2x Archers
1x Lance Knight
1x Sword Knight
2x Mage

Reinforcements
Reinforcement - Yellow When crossing the yellow line:
2x Tigers, next to the boss

Boss

Small_portrait_gashilama_fe09 Gashilama

Berserker Lv 4 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 39 16 1 10 14 7 11 5 14 16 7
Equipment Killer Axe Killer Axe Vulnerary Vulnerary
Skills None

Achievements

Stupid Brother (5)
Recruit Makalov
Sniffing the Truth (5)
Clear 'Training'

Guide

If you're playing on Hard Mode, this map will have Fog of War, and will again require you to be very cautious about where you're positioning your units. Just like it was said in Chapter 5, have your most resistant units in the front, and move forward while protecting your most fragile units, or they may be attacked by enemies hidden in the fog. Further more, there are two units who have equipped Laguz weapons and Mages weilding Fire tomes, making it risky to just blindly move in certain sposts on the map for your Laguz.

To the top-left side of the map is Makalov, who can be recruited with Marcia, but can also attack her when in range. Make sure that you are out of his range to not make him attack, and that anybody in his range won't accidentally kill him. Consider also killing some of the enemies near him, if you want to be safe. Once recruited with Marcia, you'll earn Stupid Brother.

Stupid Brother (5)
Recruit Makalov

The boss is surrounded by some units, and will even call for reinforcement two Tigers. You don't have to worry about the Tigers, because they won't move even if attacked. The boss will also not move, so first take care of all the other units in his vicinity. If you want, you can kill the Tigers for some EXP, by either using anything effective against them (Laguz weapons, Fire), or by attacking them from a distance.

The boss himself can be very dangerous due to having very high critical chance, both from his Killer Axe and his Berserker class. You're better off using any unit that can attack from the distance to kill him. Mages will deal more damage to him, because of his low RES, but Bows can work too.

Once the boss is killed, the chapter will end, and will earn you Sniffing the Truth.

Sniffing the Truth (5)
Clear 'Training'

Chapter 15: The Feral Frontier

Map

Map 15

Objective: Defeat boss
Defeat: Ike dies

Bonus EXP
Clear the chapter in 7 turns or less: 300 BEXP (-30 for each extra turn)
For each enemy Laguz alive: 40 BEXP
If all the Laguz enemies are alive (except boss): 400 BEXP
Clear the chapter: 100 BEXP

Max Units
14

Allies
None

Items

Treasures
All Treasures requires any unit to step on the designated zone of the items for a chance to find them. Thieves/Assassins are guaranteed to find them.
1-White (Sand) - Coin Coin
2-White (Sand) - Guard (Scroll) Guard
3-White (Sand) - Silver Blade Silver Blade
4-White (Sand) - Coin Coin
5-White (Sand) - Shine Shine
6-White (Sand) - Physic Physic
7-White (Sand) - Boots Boots
8-White (Sand) - Statue Fragment Statue Fragment
9-White (Sand) - White Gem White Gem

Dropped by Enemies
None

Notable Steals
None

Enemies

Units
B-Red Muarim
10x Cats
4x Tigers
2x Hawks
3x Ravens

Reinforcement
None

Boss

Small_portrait_muarim_fe09 Muarim

Tiger Lv 9 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 45 23 4 17 18 11 15 8 29 44 9
Equipment Claw (Tiger) Claw Demi Band Demi Band
Skills None

Achievements

Hidden Swordsmaster (5)
Recruit Stefan
Desert Classic (10)
Clear 'The Feral Frontier'
Freedom and Peace (10)
Clear 'The Feral Frontier' while not killing any Laguz
Is That an OSRS Reference? (10)
Clear 'The Feral Frontier' after obtaining all the desert treasures

Guide

It is not suggested to do everything in one go here, as that would require units to have specific stats and promotion, and a precise plan to make it happen. To make things simpler, you may make a save before entering the map, find all of the treasures in the map, recruit Stefan, and clearing the map as usual; then reload the save, clearing the map again by defeating Muarim only, while also finding any items you're interested and recruiting Stefan. This way, you won't need much preparation for this, making this more possible based on the units' stats and equipment.

To recruit Stefan, you need to move either Lethe or Mordecai to the green space to the top-right of the map, triggering an encounter with him. You can not drop either of them in the space, they need to move in that space for the scene to happen. If you were to move anyone else in that space, you will only get his weapon, the Vague Katti. After the scene, you'll recruit him, and earn the achievement Hidden Swordsmaster.

Hidden Swordsmaster (5)
Recruit Stefan

The treasure in the map is all in the sand. In order to find them, a unit needs to move in that space where the item is located. It is not guaranteed to find them immediately, and may take different tries, unless using a Thief/Assassin, who are guaranteed to always find the treasure in the sand. It doesn't matter which one you use, however, Volke is the more resistant and can take or dodge any hits from the enemies, while Sothe can be risky if he has no levels on him. Unless you absolutely want to do everything in one go, you are better off killing all of the Laguz, locate the items (recruit Stefan meanwhile), and clear the map, so that you can get both Is That an OSRS Reference? and Hidden Swordsmaster safely.

If you've got these achievements, reload the save. This time will be for Freedom and Peace. While doing this, you may also grab some items you're interested and also recruit Stefan. You at the least would want to get the Guard skill, the Boots, and the Physic.

Below is an example of how to clear the map while going for all of the BEXP possible, while also getting Physic, Boots, Guard, and Stefan.

Video Guide

Requirements:

  • Marcia, promoted and equipped with Laguz Lance or a forged Steel Lance, and a Laguz Guard;
  • Soren, promoted and with a forged Fire tome;
  • Jill, to transport Lethe/Mordecai, with some Vulneraries and high enough DEF to resist the Laguz attack;
  • Lethe/Mordecai, for recruiting Stefan;
  • Volke, to grab just the Physic and the Boots (can work as-is, but with more levels he'll survive better);
  • Sothe, optionally, to grab the Guard scroll on the left;
  • You may deploy anyone else to build up support.

Unequip any weapon that anybody may have on them. Soren and Volke can keep their weapons, so that enemies may prefer attacking the other unit.
If your units are damaged, always use a Vulnerary.
It is better to move Marcia (while transporting Soren) to the left side of the map, so that it is less probable to be blocked by the enemies (though it may still happen).
When you've found all the items and recruited Stefan, send Marcia and Soren to defeat Muarim. You may need to use some BEXP to make them stronger, if need be. \

Simply clearing the map will earn you Desert Classic.

Desert Classic (10)
Clear 'The Feral Frontier'

If you are able to defeat Muarim, without killing any other Laguz on the map, you will earn Freedom and Peace.

Freedom and Peace (10)
Clear 'The Feral Frontier' while not killing any Laguz

If you are able to find all of the hidden treasures in the map, you will also earn Is That an OSRS Reference?.

Is That an OSRS Reference? (10)
Clear 'The Feral Frontier' after obtaining all the desert treasures

Chapter 16: The Atonement

Map

Map 16

Objective: Seize objective
Defeat: Ike dies

Bonus EXP
Clear the chapter in 8 turns or less: 400 BEXP (-30 for each extra turn)
Clear the chapter: 100 BEXP

Max Units 11 + 1 (Devdan, upon being recruited)

Allies
None

Items

Treasures
When viewing the base conversation "Stefan", and selecting "Yes" - Occult Scroll Occult Scroll (Only available if Stefan was recruited in the previous chapter, and only available in Chapter 16)
1-White (Chest) - Silver Lance Silver Lance
2-White (Chest) - Ashera Icon Ashera Icon
3-White (Chest) - Full Guard Full Guard
4-White (Chest) - Dracoshield Dracoshield
5-White (Chest) - Bolting Bolting
6-White (Chest) - Physic Physic

Dropped by Enemies
B-Red (Kimaarsi) - Spear Spear
A-White (Mage) - Gamble (Scroll) Gamble
B-White (Halemberdier) - Chest Key Chest Key
C-White (Archer) - Chest Key Chest Key

Notable Steals
D-White (Fighter) - Hand Axe Hand Axe

Enemies

Units
B-Red Kimaarsi
D-Red Devdan (Can be recruited by talking to him with Soren, or Mist, or Rolf, or Sothe, or Tormod)
2x Fighters
11x Myrmidons
2x Archers
1x Sniper
2x Soldiers
3x Knights
5x Mages
2x Priest

Reinforcements
Reinforcement - Yellow Turn 5:
1x Thief, near Devdan;
Reinforcement - Orange Turn 7:
2x Soldiers, at the starting point;
Reinforcement - Red Turn 8:
2x Soldiers, same as the previous one;
Reinforcement - Purple Turn 9:
1x Archer, 1x Soldier, near Devdan.

Boss

Small_portrait_kimaarsi_fe09 Kimaarsi

General Lv 6 HP STR MAG SKL SPD LCK DEF RES CON WT MOV
Stats 38 15 6 12 11 9 16 10 13 18 6
Equipment Spear Spear
Skills None

Achievements

Polite and Well Mannered! (5)
Recruit Devdan
Suspicious Bishop (5)
Clear 'The Atonement'

Guide

Chapter 17: Day Breaks

Map 1

Map 2

Map 3

Map 4

Champion of Beauty (10)
Fully clear 'Day Breaks'

Chapter 18: Crimea Marches

Counterattack! (5)
Clear 'Crimea Marches'
Birds of a Feather Flock Together (1)
Recruit Ulki, Janaff and Reyson
Bullseye! (10)
Recruit Shinon

Chapter 19: Entrusted

Normal Route (10)
Clear 'Entrusted'
Pacifist Route (10)
Clear 'Entrusted' after having Reyson and Naesala make up while having no Ravens die during the chapter
Challenger Route (25)
Clear 'Entrusted' after defeating Naesala and having no Ravens die during the chapter
Dialogue Route (5)
Clear 'Entrusted' after having all swordsmen meet Homasa

Chapter 20: Talrega

Reminisce (10)
Clear 'Defending Talrega'
The First Lover (1)
Recruit Calill
What Side Are You On? (10)
During 'Defending Talrega', witness the special conversation without skipping it between Shiharam and Jill without her leaving the army on hard difficulty

Chapter 21: Without a King

The Truth Revealed (10)
Clear 'Without a King'
Finders Keepers (10)
Obtain all treasures during 'Without a King' in one session and clear the chapter without having an enemy open any
Honorable General (5)
Recruit Tauroneo
Arrival (25)
Clear 'Without a King' on Hard difficulty and arrive in Nevassa
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